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Taller Ghost in the Shell + YZE

Reglas 1 - Creación de PJ

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Referencia al SRD:

https://freeleaguepublishing.com/wp-content/uploads/2023/03/YZE-Standard-Reference-Document.pdf

 

Disclaimer : Hago todo con ayuda de IA, desde texto a imagenes. Y en ingles, por que si ...

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CORE MEMORY

INTRODUCTION

Welcome to the world of Core Memory, a near-future cyberpunk setting where advanced technology and human augmentation have become commonplace. In this world, powerful corporations dominate the landscape, vying for control of resources and influence over governments. The line between human and machine has blurred as cybernetic enhancements and full prosthetic bodies allow people to surpass their biological limitations.

Players will step into the shoes of skilled operatives working for various organizations, from elite counter-terrorism units and intelligence agencies to underground hacker collectives and resistance movements. As agents in a world of intrigue and conspiracy, they will navigate the complex web of corporate espionage, criminal underworlds, and political subterfuge.

In Core Memory, players will face not only physical threats but also the challenges of a world where information is power. They will need to make use of their diverse skills, from combat prowess and stealth to hacking and diplomacy, to uncover secrets, protect their allies, and thwart their enemies.

As they delve deeper into the heart of the Core Memory universe, players will confront the ethical dilemmas and personal struggles that come with the rapid advancement of technology. They will need to navigate the boundaries between humanity and machine, making difficult choices about loyalty, morality, and what it means to be truly human in a world where the line between man and machine is ever-shifting.

Welcome to Core Memory, a world of high-tech intrigue and danger. Are you ready to dive in?


WHAT MAKES THIS DIFFERENT?

Core Memory sets itself apart from other cyberpunk settings by focusing on the role of memories and consciousness in shaping an individual's identity in a high-tech world. Inspired by the essence of Ghost in the Shell, this unique setting explores the blurred boundaries between the genuine and the artificial in a society where technology has become an integral part of our lives.

In this world, players are encouraged to consider the implications of their actions as they navigate a landscape where personal memories and experiences can be manipulated, and the line between reality and fabrication is often uncertain.

While Core Memory delves into the philosophical questions of identity and consciousness, it remains rooted in the cyberpunk genre, providing an engaging and thought-provoking experience for players looking for a fresh take on the familiar themes of technology and humanity.


PLAYER CHARACTERS

Your player character (PC) is your most important asset in any Year Zero Engine game. They are your avatar, your eyes and ears in the world. But they, in return, depend on you making the right decisions for them. Take your PC seriously and play them as if they were a real person. It’s more fun that way. At the same time, don’t try to protect your PC from every conceivable danger. The goal of the game is to create a good story. For that to happen you need to take risks.

During the course of the game, your PC will change and develop. Their skills and specialties can be developed through experience, but you can also discover how their personality changes and is formed in a way that cannot be measured by numbers on a page. This is when your player character truly comes alive. 


SEVEN STEPS OF CREATION

How you create your player character is explained in detail in this chapter. The summary below is a helpful overview. Grab a character sheet, a pencil, and follow these steps:

1. Choose your background.
2. Choose your body.
3. Determine your attributes.
4. Determine your skills.
5. Choose your starting specialty.
6. Determine your personality traits.
7. Pick your gear.
8. Choose a name.


BACKGROUNDS

In Core Memory, your character's Background plays a crucial role in defining who they are, their personal history, and their role within the group. Backgrounds serve as a foundation for your character's story, providing a glimpse into their life before they embarked on their current journey.

Backgrounds influence your character's attributes, skills, specialties, and starting gear, offering a quick and efficient way to help you and your fellow players understand the essence of your character. While Backgrounds may appear stereotypical at first glance, they are merely a starting point for you to build upon, allowing you to develop a unique and engaging character within the Core Memory world.

As you create your character, consider how their Background shapes their motivations, relationships, and aspirations. Embrace the possibilities that the Core Memory setting offers, and allow your character's Background to be a guiding force in your exploration of this thought-provoking cyberpunk world.


BODIES

In "Core Memory," the concept of Kins or Races is replaced by choosing a starting Body type for your character. The Body is controlled by the player's Cyberbrain, a sophisticated piece of technology that houses their consciousness and memories. This decision not only shapes their physical form but also sets the tone for their unique experiences within the world.

Human:

Humans are the baseline from which all other forms stem. They possess the adaptability and resilience that has allowed them to survive and thrive in this cyberpunk world. While they may not have the innate physical advantages of other body types, their resourcefulness and determination make them formidable in their own right.

Humans need to eat, drink, and sleep regularly to maintain their health. They can be healed through conventional medical means, and resting is essential for recovering from physical and mental stress.

Bioroid:

Bioroids are organic androids created using advanced biotechnology. They are designed to be lifelike, mimicking human appearance and behavior. Bioroids have superior physical capabilities and can integrate with various cybernetic enhancements, but they may struggle to find their place in a world that questions their humanity.

Bioroids require specialized nutrients to sustain their organic components, and they must undergo periodic maintenance to ensure their bodies remain in optimal condition. Although they don't need to sleep as much as humans, they can be healed through conventional medical means, and resting is essential for recovering from physical and mental stress.

Choose a starting body : Option 1, option 2, option 3

Android:

Full Cyborgs and Androids are individuals who have had their consciousness transferred into an entirely artificial body. They enjoy unparalleled physical and mental capabilities, but their existence raises questions about the nature of identity and what it means to be human.

Full Cyborgs and Androids require regular maintenance and must recharge their energy sources, either through direct connection to a power grid or by consuming specialized power cells. If they have human cyberbrains, they also need to ingest nutrients (typically in the form of beverage cans). Full androids may don't need to eat, drink, or sleep, but they may require software updates or system defragmentation to maintain optimal performance.

Choose a starting body : Option 1, option 2, option 3

Later in the game, a player's Cyberbrain can be transplanted into different bodies, allowing for exploration of various forms and experiences within the world of "Core Memory." As you create your character, consider how their body influences their perspective on the world, their interactions with others, and their role in the unfolding story.


ATTRIBUTES

Your character has four attributes that indicate your basic physical and mental capabilities. Your attributes are used when you roll dice to perform actions in the game, and also determine how much damage and stress can withstand before you become broken.

STRENGTH: Raw muscle power and brawn
AGILITY: Body control, speed, and motor skills
WITS: Sensory perception, intelligence, and sanity
EMPATHY: Personal charisma and ability to manipulate others

Starting scores: You start with a baseline of C in all four attributes. You may then make three increases, of one step each, up to A. You can increase any attributes you want. You can gain one extra increase by decreasing one attribute from C to D.

Die Size: A term sometimes used in the step dice rules text is “die size.” This simply means the highest possible result on a particular die type. The die size of a D6 is 6, the die size of a D8 is 8, etc.

ATTRIBUTE DIE TYPE DIE SIZE DESCRIPTION
A D12 12 Extraordinary
B D10 10 Capable
C D8 8 Average
D D6 6 Feeble

SKILLS

16 core Skills, compensadas en los cuatro atributos (Strenght, Agility, Wits y Empathy):

  • Force (Strenght)
  • Melee (Strenght)
  • Stamina (Strenght)
  • Exo-Combat (Strenght)
  • Marksmanship (Agility)
  • Mobility (Agility)
  • Stealth (Agility)
  • Operate (Agility)
  • Hacking (Wits)
  • Observation (Wits)
  • Repair (Wits)
  • Tactical Analysis (Wits)
  • Healing (Empathy)
  • Insight (Empathy)
  • Persuasion (Empathy)
  • Ghost Diving (Empathy)

 

Descripción de las skills nuevas (y las que sustituyen a Crafting y Survival):

  1. Hacking (Wits): This skill represents a character's proficiency in breaching digital security and manipulating systems, including computers, networks, and non-organic devices. Characters with high hacking skills can access restricted networks, gather sensitive information, or even take control of enemy drones and machinery.
     
  2. Ghost Diving (Empathy): This skill focuses on a character's ability to interact with, infiltrate, and manipulate cyberbrains and the "ghosts" (consciousness) of others. Characters with high Ghost Diving skills can perform tasks such as mind hacking, accessing memories, or planting false information in the minds of their targets. This skill differentiates from Hacking by specifically targeting cyberbrain-enhanced individuals rather than general digital systems.
     
  3. Repair (Wits): This skill covers a character's ability to diagnose, maintain, and repair various types of technology, including vehicles, smart tanks, and cyborgs. Characters with high Repair skills can fix and maintain equipment, ensuring their team's gear and assets remain operational. This skill serves as a replacement for the Healing skill when dealing with non-organics. (Replaces Crafting)
     
  4. Tactical Analysis (Wits): This skill focuses on a character's ability to assess complex situations, identify threats, and plan effective strategies. Characters with high Tactical Analysis skills can quickly grasp the dynamics of a conflict, predict enemy actions, and devise optimal strategies to ensure mission success. This skill would apply to both physical and digital confrontations, allowing characters to excel in various scenarios. (Replaces Survival)
     
  5. Operate (Agility): This skill represents a character's proficiency in operating various vehicles, including cars, motorcycles, aircraft, and drones. Characters with high Operate skills can perform complex maneuvers, navigate challenging environments, and engage in high-speed chases or combat while controlling their vehicle.
     
  6. Exo-Combat (Strength): This skill covers a character's proficiency in using exoskeletons, powered armor, or other strength-enhancing equipment in combat situations. Characters with high Exo-Combat skills can effectively utilize these enhancements to overpower enemies, lift heavy objects, or breach fortified barriers.
     

 

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STRESS DICE: In the fast-paced, high-stakes world of counter-terrorism, operatives often face extreme stress during missions. When you push a roll, you immediately take one stress point. When making skill rolls, including the immediate re-roll when pushing, add a number of stress dice to your roll equal to your current amount of stress points.

Stress dice are D6s that are added to your roll, and sixes on them count as successes, representing the heightened focus and alertness that can come from operating under pressure. However, if you roll a bane on one or more stress dice (even in the initial roll, without pushing), you trigger a roll on a complications table or experience some other unwanted effect, reflecting the consequences of stress taking its toll on your performance. 

Stress is typically relieved – all stress points removed – after a period of rest or debriefing in a secure location, allowing operatives to regain their composure and focus.

The pushing version works well in capturing the tense atmosphere and high-pressure situations common to the Ghost in the Shell universe.

This adaptation of the Stress Dice mechanic captures the intense nature of counter-terrorism missions and the impact of stress on operatives, adding an additional layer of challenge and immersion to the Ghost in the Shell TRPG.

Additionally, extremely stressful situations during a mission could raise one stress point as well. 

Some examples of that kind of scenarios would be:

  • Driving a truck to then realize that it carries a thermonuclear warhead on the cargo. 
  • That a woman, kidnapped in service of a mission, it's in reality the president's daughter.
  • Infiltrating a secret laboratory where illegal experiments are being conducted on human subjects, only to discover that the subjects are actually advanced cyborgs with deadly weapons and abilities.
  • Discovering that a fellow team member has been implanted with a brainwashing device by a rival agency, and that they are now working against the team's interests.
  • Infiltrating a heavily guarded corporate headquarters to steal sensitive information, only to find out that the information is booby-trapped with a lethal virus that will wipe out all data on the team's own servers if they try to access it.

 

PANIC COMPLICATIONS TABLE

Roll a D6 and add your current amount of stress points. Effects last until all stress is relieved.

RESULT EFFECT
1–6 Composure Intact. You manage to keep your stress in check. Barely.
7 Anxiety Spreads. You and all PCs in Short range gain a stress point.
8 Unsteady Hands. You experience difficulty controlling your movements. All skill rolls using Agility suffer a −2 modifier.
9 Drop Item. You drop a weapon or other important item – the GM decides which one.
10 Hesitate. You hesitate due to stress for one round, losing your next turn.
11 Tactical Withdrawal. You must use your next action to move away from danger and find a safe spot if possible. You must make a retreat roll (page 17) if you have an enemy at Engaged range. You lose one stress point, but all other PCs in Short range gain one stress point. After one round, you can act normally.
12 Vent Frustration. You vent your frustration loudly, losing your next turn. You lose one stress point, but every PC who hears your outburst must make an immediate complications roll.
13 Panic Retreat. You must retreat to a safe place and refuse to leave it. You won’t attack anyone and won’t attempt anything dangerous. You lose one stress point, but every PC who hears your retreat must make an immediate complications roll.
14 Uncontrolled Aggression. You must immediately attack the nearest person or creature, friendly or not. You won’t stop until you or the target is broken. Every PC who witnesses your aggression must make an immediate complications roll.
15+ Shutdown. You collapse to the floor, unable to talk or move, overwhelmed by stress.

This adapted complications table maintains the original structure but emphasizes the effects of stress and its consequences in high-pressure situations, fitting the Ghost in the Shell setting more closely.

Notas de juego

Agregados algunos ejemplos de situaciones que podrían subir puntos de estrés.

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BACKGROUNDS LIST 

  1. Former Mercenary A seasoned combat veteran, trained in various forms of warfare and tactics. The Former Mercenary has a strong grasp of Marksmanship and Melee combat.
     
  2. Exclusion Zone Survivor A resourceful individual who has managed to survive and thrive in the dangerous and inhospitable exclusion zones. Skilled in Survival and Stealth.
     
  3. Accident Victim Someone who has suffered a life-altering accident, necessitating extensive cybernetic enhancements. Has developed their Stamina and Healing abilities.
     
  4. Corporate Elite Born into privilege, this individual has a strong understanding of the corporate world and the power dynamics within. Proficient in Persuasion and Insight.
     
  5. Cybercrime Investigator A dedicated professional who specializes in tracking down and apprehending cybercriminals. Highly skilled in Hacking and Observation.
     
  6. Intelligence Operative A covert agent working for a government or private organization, collecting and analyzing information to protect national interests. Master of Tactical Analysis and Stealth.
     
  7. Public Security Officer A law enforcement officer specializing in maintaining public order and safety, often equipped with advanced cybernetic enhancements. Trained in Marksmanship and Exo-Combat.
     
  8. Refugee Forced to flee their homeland due to war, persecution, or natural disaster, this individual has learned to adapt and survive in challenging circumstances. Skilled in Force and Stealth.
     
  9. Underground Hacker A skilled computer expert who operates outside of the law, often involved in illegal activities for personal gain or ideological purposes. Expert in Hacking and Ghost Diving.
     
  10. Cybernetics Researcher A specialist in the field of cybernetics, developing and improving cybernetic technology. Highly skilled in Repair and Insight.
     
  11. Human Rights Activist A passionate advocate for the rights and dignity of all people, regardless of their cybernetic enhancements. Proficient in Persuasion and Tactical Analysis.
     
  12. Criminal Someone who operates outside the law, engaging in illegal activities for profit or personal gain. Experienced in Stealth and Persuasion.
     
  13. Corporate Defector Once a loyal member of a powerful corporation, this individual has chosen to leave their old life behind and expose corporate secrets. Skilled in Observation and Operate.
     
  14. Investigative Journalist A relentless seeker of truth, dedicated to uncovering and exposing corruption, crime, and injustice. Proficient in Insight and Observation.

Notas de juego

Esta seria una posible linea inicial de arquetipos. Hay algunos que me convencen más que otros y probablemente se podian añadir más que tambien sean apropiados al mundo. Pero como lista inicial, sirven.

Una posibilidad es organizarlas por tipo de origen (Nacimiento, lugar, profesion, afinidad) y hacer varias de cada tipo. De ese modo, puedes encarar tu personaje más a ese estilo. Sin embargo tambien pienso que quizá la lista no tenga que ser muy extensa o diluirà mucho el lore ... ¿o no?

Bueno, a darle vueltas.

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Lista de skills:

Old YZE Name New CP2020 Name Skills de Cp2020 que se deberían mencionar
Force (STR) Strength Feats Strenght Feat, Damage BTM
Heavy Machinery (STR) Heavy Machinery Operate, Basic Tech, Craft, Sabotage
Melee (STR) Melee Brawl, Martial Arts, Melee, Fencing
Stamina (STR) Endurance Endurance, Stun Save
Marksmanship (AGI) Marksmanship Handguns, SMGs, Rifles, Bows, etc
Mobility (AGI) Athletics Dodge, Acrobatics, Swim, Skating, etc
Hand Dexterity (AGI) Burglary Pick Pockets, pick locks, hand tricks
Stealth (AGI) Stealth Stealth, Hide/Evade
Hacking (WIT) Interface Programing, Interface, Electronic Security, Library search
Medical Aid (WIT) Medical Tech First Aid, Medical Aid, CyberTech
Observation (WIT) Awareness/Notice Shadow/Track, Awareness/Notice, Appraise
Tech (WIT) Tech Aero, AV, BioTech , CyberTech, Electronics, Gyro, etc
Connections (EMP) Streetwise Streetwise, StreetDeal
Ghost Diving (EMP) Cyberbrain Control Cyberbrain Quick-hacks, Cyberbrain exploits
Insight (EMP) Human Perception Human Perception, Interrogation, Leadership, Social
Manipulation (EMP) Persuasion Fast talk, seducion, persuasion, intimidation, bluffing
Operate (Maneuverability) Driving/Operate All soft of vehicles, drones, ACPAs

 

 

Force (Strength)

When something heavy or solid blocks your way and you need to lift, push, or break it, roll for Force. Use this skill for any feat of strength.

For each extra succes you could:

  • Gain a +1 modification to a later skill roll relating to this one.
  • You don’t need to roll to overcome the exact same challenge in the future.
  • You act quietly, quickly or show off.

 

Heavy Machinery (Strength)

Hard work is part of life for any worker on the city, but at least you have powerful machines to help you. Roll for this skill when you attempt to use, repair, jury-rig or break any kind of heavy machinery.

For each extra succes you could:

  • Gain a +1 modification to a later skill roll relating to this one.
  • You don’t need to roll to overcome the exact same challenge in the future.
  • You break it permanently.
  • You act quietly, quickly or show off.

 

Melee (Strength)

Sometimes, you need to fight for your life, hand-to-hand with your opponent. Roll for this skill when you attack someone or defend yourself using only your body or a melee weapon.

For each extra succes you could:

  • You inflict one more D6 of damage. You can
    choose this option multiple times.
  • You outmaneuver your enemy and on the next turn  trade initiative scores with them.
  • You knock or pull a weapon or other object
    from your opponent.
  • Your opponent is knocked to the ground.

 

Stamina (Strength)

When your physical endurance or vigor is tested, roll for
Stamina. For example, this skill is used to survive under water or to resist a deadly poison. You also roll Stamina to stay alive when you have suffered a lethal critical injury.

For each extra succes you could:

  • Give one success to another PC in the same
    situation as you.
  • Gain a +1 modification to a later skill roll
    relating to this one.
  • You’re hardened by the experience, and
    don’t need to roll to overcome the exact
    same challenge in the future.
  • You impress someone.

 

 

 

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