Tuesday, January 26, 2016

No time to grab the gun they already got your wife and children

"I'm a ninja I'm a hoodie ninja
You're off guard ninja star now you're injured
Tough luck nun chuck break your fingers
Gotta bolt cause I don't wanna linger"
- MC Chris Hoodie Ninja

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I decided we needed a Ninja class in my cyberpunk game Hackers & Handguns. The Pacific Rim including California is controlled by the Imperial Japanese so Ninja are plausible. Also, it's cyberpunk and Japanese fetishization is expected. And really, do I really need an excuse for Ninjas?

No, I don’t.

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Ninja

Level 1 – Ninjitsu, Ninja may use either STR or DEX for melee modifier. +1 to hit, damage, AC and HP. Unarmed strikes as per Kung Fu (1d6 exploding damage)., 50% chance to move unseen, scale shear surfaces, avoid fall damage, and create disguises. These skills increase 5% per level but cannot be used if wearing anything heavier than light armor.

Level 3 – Assassin, +1 to hit, damage, AC and HP. Strikes while hidden do x2 damage and automatically cause wounds.

Level 6 – Master of the Hidden Door, may make a melee attack from short range. May defy gravity for 1 round.  

Level 9 – Ninja Magic, you have mastered Kuji-In, use is instantaneous but cost 1d6 exploding damage
·        Rin – Strength – Advantage to next attack
·        Pyōh – Channel – Advantage to next skill/ability check
·        Tōh – Harmony - automatically win next initiative
·        Sha – Healing –heal a wound
·        Kai - Sense of Danger – aware of all enemies up to extreme range
·        Jin - Reading of thoughts – ESP for one round
·        Retsu - Control of space and time – reroll a failed saving throw
·        Zai - Control of sky and elements – make an elemental attack at any range for 1d6 damage. Does not miss.
·        Zen – Enlightenment – Invisibility

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Wednesday, January 20, 2016

Hot Bargains At the Cotillion!

They make a deal when they come to town
The Sunday swap meet is a battle ground
-Nirvana "Swap Meet"


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The Swap Meet


Most of the combat zone districts have a swap meet. These ad hoc markets are set up for small time merchants to peddle goods ranging from meals of street fried “food” to high end electronics and other wares of dubious origin. Vendors at a swap meet pay a percentage of their take to whatever local gang provides protection at the meet. Ostensibly the local toughs prevent theft or outright raids but they are often pursuing their own larcenous schemes.


The Combat Zone 5 swap meet is known as the Cotillion and is run by a combat-wheelchair bound gentleman named Jubal Sevier, he is suspected to be the leader of the Chrome-Cowboys gang. The Cowboys run the protection racket at the Cotillion, and also host formal dances at the swap meet every Saturday night.
Almost anything can be purchased at the Cotillion, but it requires both luck and skill to actually find what you are looking for.


When attempting to buy something at the swap meet roll 2d6 plus INT or CHA bonus.
2-3 – you don’t find what you are looking for and you end up spending 1d6x10 bits on crap you don’t need
4-6 – you don’t find it
7-9 – you find it but it’s in bad shape (-1 to modifiers for arms/armor) or it’s overpriced (x1.5 to cost)
10-11 – You find what you are looking for
12+ – You find what you are looking for and get a deal on it, subtract a percentage equal to PROF from the price


Swap Meet Encounter Table


1 - Local gang toughs looking to prove themselves
2 – Pickpockets
3 - Prostitute
4 – Thief trying to sell merchandise stolen from the Swap Meet
5 – Small time drug dealer
6- Wandering food vendor
7- Skeezy chick handing out coupons for a vendor
8- Unhinged psycho will either attack or offer to sell the cyber limb he just “found”
9- Corporate scouts looking for new designs or talent
10 - A mix up results in meet security attacking you
11 - A shady merchant offers to sell you something unbelievable if you will just follow them down this alley to an abandoned warehouse
12 – 1d6x10 bits worth of unattended merchandise

Monday, January 18, 2016

It's big and it's bland full of tension and fear

"Fashion - Turn to the left
Fashion – Turn to the right
Fashion
We are the goon squad and we're coming to town
Beep-Beep - Beep-Beep"

-David Bowie “Fashion” from the album Scary Monsters 1980

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Mirrorshades, neon mohawks, bespoke ballistic fiber suits and avant-garde facial reconstruction…
In the world of Hackers and Handguns  you are judged not so much by what you do, but how you look while you doing it. Sometimes what you’re wearing means more than what you’re packing.

Fashion is rated on six tiers; cost is paid every six sessions. (Note that the cost of implants is not included, but accessorizing the implant is.) If costs are not paid, go down a tier.


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1. Derelict
These people are either so impoverished they have no other choice, or intentionally flaunt the importance of appearance.

Appearance: Genuinely homeless, probably smelly
Cost: 0
Reaction Roll Modifier: -3


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2. Basic
These people just don’t get it. Perhaps they look the way they do because they are required to wear a uniform by their occupation; or they are just oblivious to the power of fashion and dress for “comfort”.

Appearance: Corporate-Industrial uniforms, obvious unadorned armor, muted jumpsuits or worn leisure wear.
Cost: 25
Reaction Roll Modifier: -1



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3. Ready- To-Wear
Following trends from last seasons and buying off the shelf fashions, or adopting the outré style of a subculture after it has become mainstream.

Appearance: Store bought business casual or corporately coopted outré fashions.
Cost: 100
Reaction Roll modifier: 0




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4. Stylish
Keeping up with the latest designs and trends from musicians, holo-vid stars, and fashion houses. Some articles may be tailored, some store bought, but all are the latest in mainstream design.

Appearance: Tailor made or store bought but well-fitting attire that follows the latest fashions, accessorized cybernetic implants, trendy plastic surgery.
Cost: 1000
Reaction Roll Modifier: +1



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5. Haute-Couture
You are the Goon Squad. The design houses drape you in their latest creations; you probably don’t wear something more than once unless you are making a statement. You define what fashion is.

Appearance: Unique clothing made for you by the best designers in the world. The best plastic surgery and most cutting edge implants.
Cost: 10000
Reaction Roll Modifier: +3



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6. Outré
Members of various sub cultures who genuinely adopt the attitudes and clothing of the group. It’s a blurred line where a sub culture is “legit” and where it is full of “posers”.  Outre fashions often influence haute couture, and usually end up as Ready to Wear once the trends become popular.

Appearance: Varies wildly between sub cultures
Cost: Also varies, typically between 100-1000 but sometimes outré includes found or scavenged articles.

Reaction Roll Modifier: +1 within the group, 0 for tolerant groups, -1 for the masses, -3 for opposed groups.