Gone in 60 microseconds
After creating 52 custom pieces of ice based on Android Netrunner and a random server generator for structured network encounters we need to run some play tests. I'm looking to organize a number of distinct, 3-hour, one-shot style sessions called "Gone in 60 microseconds" where a band of runners have to infiltrate and steal data from 50 servers within 72 hours (sound familiar?), this means looking for players to bring their existing characters (all XP levels welcome) or create characters specifically for the event.
If we get several groups I'll also post a leaderboard to see how many servers people broke and how much money they made
These sessions bring a massive amount of custom content to the forefront in a unique real-time game. A game where real-world hours equal in-game days. Taking time to plan or discuss an approach could make the difference between failure or success. Do you join forces to crack hardened servers or spread out to multiple, weaker servers at the same time. Does your team run the risk of being traced to their high-tech safehouse and arrested by the NAPD, or hunted by something even worse. Does one of your team flatline running into a particular nasty piece of ICE leaving you a player down, to complete the biggest data heist in human history!
You can finally live your dream of running the biggest, most dangerous servers in all of New Angeles and beyond!
I'm Jacking In...
If you're interested in taking part join the discord server here: https://discord.gg/NRSDFfc
- This is a cooperative game in which 4 player teams have 3½ hours (real time) to complete as many turns as possible and earn as many credits (money) from “running” (hacking) servers.
- Credits are earned for accessing servers and completing bounties (see below)
- The motivation of the characters is to make as many credits as possible while still escaping
Group Composition / Character Generation
- Teams of 4 PCs (Player characters)
- A fifth player is the GM (Game Master) and referees the game/adjudicates the outcome of rolls etc.
- All PCs are created with FFG published Shadow of the Beanstalk character options only (no homebrew or content from other settings)
- All XP levels welcome, the difficulty of the session is determined by the total XP of the group (i.e. harder servers, harder ice for advanced groups)
- Recommendation is a group of 4 PCs using the “experienced character” (+50 XP) option from page 44 of the core rule book
Variations on the above is possible but should be considered a different category of session/leaderboard
- The game is divided into three phases: Setup, Heist and Escape
- Setup Phase:
- First 30 minutes of the game is used to get the players rallied and for them to finish any character creation, answer any rule questions. If there are members of the group that are new to Genesys RPG system or Table-Top role-play games then this time should be extended.
- The group will also describe to the GM their safehouse (location, layout, modification) and what, if any, credits they invested. This shouldn’t be too detailed but adds a little flavour to the game if/when the group is traced/physically attacked
- Once all players are ready the timer starts and play moves to the heist phase
- The heist phase is the majority of the gameplay. This phase is broken into three units of time. A day, a round and a turn.
- A day is represented by one hour of real-world time. The GM will track each hour and a day will immediately end after the hour.
- A turn is an individual character turn. A turn is made up of an Action and a Maneuver. Optionally a PC can either convert their action into a second maneuver or suffer 2 strain to gain an extra maneuver. A player may not exceed two maneuvers per turn. Additionally a PC can make a reasonable number of incidental actions (pass a small object to someone within arms reach, flick a switch, speak a sentence)
- A round is a sequence of all PCs / NPCs (Sysops) each taking their turn. The GM should track rounds for the entire game. Players can take their turn in any order but all players must take their turn before moving to the next round. If they’re organized or foolhardy then the team could in theory spend less time planning/conversing and efficiently cranking out rounds to maximize their turns during the 3 hours.
- No pre-defined seed (though seed based leaderboards could be supported)
- Each day the GM sets a real-world timer for 60 minutes, at any point the players can request a readout of how much time is remaining but the GM should not proactively provide a countdown
- GM will communicate the addresses/IDs of each server (for player tracking), the size (number of subsystems), the difficulty check required to access the server and if the server contains advanced ice signatures.
- On the PCs turn they would select a server from the list and begin their hacking. For the rest of the heist phase the rules are governed by Structured Network Encounter rules (pg 125 - 139, Shadow of the Beanstalk campaign setting)
- Additional Rules/Rule changes from Genesys RAW:
- Per RAW Traces reset at the end of an encounter/scene. Due to the nature of this game traces are a persistent value, and tracked separately per server. Traces are not reset when a runner exits a server. At the end of every day lower the number of traces across all servers, without a PC connected to it, by 1
- PCs can be temporarily or permanently eliminated. If their strain threshold is met then they have to spend the rest of the day recovering and can jump back in at the start of the next day
- If a PCs wound threshold is met then they are permanently eliminated unless another PC finds a way to restore their health, this can happen at any point unless the character dies outright
- As an action PCs can choose to disconnect from their rig on their turn and rest. If resting they roll their Discipline or Cool skill and for every success rolled they recover 1 strain
- Twice per day a PC can be the recipient of a Medicine check, it doesn't matter who makes the check other than they need to spend an action to do so
- If a PC’s last action was to rest when the hour long timer for the day ends then they gain a full rest, restoring all strain and 1 wound. At any point during a day, if the entire group agrees, then they can give up 20 minutes of their timer for a full rest.
- PCs can relocate to a backup safehouse but it costs them 30 minutes of their timer (12 hours in-world) if they wish to move all their data and equipment like the Big Rigs etc. If the team wishes to leave in a hurry with portable equipment and any data they’ve copied to portable storage it only uses 10 minutes (4 hours in-world) of their timer
- The runner’s rigs automatically copy data to a central portable storage device at the safehouse at a rate of 5 petabytes every real-world minute. Each PC can increase the rate by another 5 petabytes (to a maximum of 20) for up to five minutes (real world time) by using beating an average Computers: Sysop or Knowledge: Science skill check on their turn.
- Play continues until the end of the third hour real time.
- As soon as the third hour is completed the runners are given the location of the dead drop and must leave immediately to make it to the location in time and cash in their data/bounties for credits.
- For every petabyte of data brought via the portable storage to the dead drop the group receives 100 credits
- For every server accessed (addresses are recorded as part of the automated data storage) the group receives 10 credits multiplied by the difficulty of the server
- Data can be acquired by spending a maneuver with access to the following subsystems:
- Security Cameras - 2pb (refreshes daily)
- Structure Map - 3pb (does not refresh)
- Area Access - 5pb (refreshes daily)
- PAD Control/Access - 8pb (does not refresh)
- 24 Hour Camera Footage Storage - 12pb (refreshes daily)
- Deep Archived Camera Footage Storage - 18pb (does not refresh)
- High Secure Data - 24pb (does not refresh)
- Data is copied to the PC’s rig instantly and then is fed to the portable storage device
- Bounties are available for completing certain tasks and multiplied by the difficulty of the server. Base values below.
- Shutdown elevators/mess with Security Doors - +1 credits every turn you do this, bonus is reset upon disconnection
- Turn on/off emergency or regular lighting in a server - 25 credits
- Shut off security cameras - 10 credits (different maneuver from downloading data)
- Mess with HVAC - +50 credits each day on the same server you do this
- Delete data - 25 credits (different maneuver from downloading, any data source)
- Use Control or Weapon System to destroy property local to the server - 100 credits
- Use Control or Weapon System to defend safe house - 500 credits
- Calling Card: Trigger Self Destruct while being traced - 2,500 credits
- Firestarter: Close Security Door and Shut off Emergency Lighting then hit self destruct - 3,500 credits
- Hotel Room Rock Band: Destroy 4 different subsystems on the same server - 5,000 credits
Each runner receives a PAD, Big Rig and an optional Brain Machine Interface (pg 98), all delivered/pre-installed at the team’s primary safehouse. 3,400 credits to spend only on ice or ice breakers then an additional 2,600 credits to spend on any other gear of their choosing other than ice or ice breakers.
Rules above replace the normal gear/loadout rules from character generation.
End of Day Encounters
After each real-time hour the GM should roll 1D100, add the total number of servers the group has accessed this game and consult the table below:
Gang shoot-out takes place nearby, Police patrol presence is beefed up for the following day and the NAPD can respond to a trace 5 rounds faster than normal
A person who lives near the safehouse knocks on the main door. Something about the noise?
Someone desperate tries to break into the safe house, doesn’t necessarily realize the group is inside
A beloved family member or friend of a PC calls with a serious, urgent predicament
Due to the remote location of the safehouse, rolling brownouts on the power line tapped to power the safehouse causes power disruptions. Data transfer is halved for the next day.
A large water pipe bursts inside the safehouse. If left untreated could flood the building within half a day, resulting in a full power outage or attention
Remote node commonly used by the group to mask their signal is revealed on the shadow net as a government honeypot. Any active runners immediately are given 1 trace or any runner resting the next time they receive a trace they receive an additional one once
A fellow hacking group becomes aware of the players and looks to make contact
Appendix 1: ICE Breakers and ICE