Tuesday, 25 October 2022

Cyber Streets - out now!

 Welcome to Cyber Streets, a future noir setting using the Fireteam Hi5 ruleset.

This game is a rules-light system about story and narrative, so that the group can focus more on the game and less on the rules, allowing for flowing stories that won’t be stalled too much by rulings, tables and charts.

drivethru_image.jpg

Cyber Streets is a traditional pen-and-paper tabletop roleplaying game designed for a gamemaster and any number of players. It is designed with the future dystopian city nightmare in mind, with dark rain-soaked streets, corporate espionage and dangerous gangs. All soaked in neon, lit by holographic advertisements a hundred feet tall, with lights and laser shows inviting the downtrodden citizens of the Capital into the comforting arms of unfettered capitalism.

OUT NOW ON DRIVETHRURPG!

Players take on the roles of investigators of the Capital Police Department, Street Detective Teams, groups of cops working for an organisation with an almost unfortunate acronym. Funded by the corporations yet expected to bring law to everyone equally, it never quite turns out that way and limits will be crossed, morals bent and the line between justice and business will blur. Can the players keep their heads in a world where everyone has lost theirs to WorldNet?


SUGGESTED FOR MATURE AUDIENCES






FIRETEAM - Rules Light Military Science Fiction Roleplaying out now!

The revised FIRETEAM - Rules Light Military Science Fiction Roleplaying is available now!

This is an adventure roleplaying game designed for quick one-shots of high action and fast combat. Players will take on the roles of Specialists in a Fireteam of the Interplanetary Combine, a government body in constant conflict with the universe.

Threats to the Combine come in all shapes and sizes; insurrection, terrorism, and strange, alien threats that the Combine struggle to deal with. On top of all this they are fighting an ongoing war with the Gene League Separatists, a huge collection of worlds that see the Combine as a threat to their ‘freedom’ and individuality, as well as seeing the rest of the non-augmented human race as inferior. They feel they are fighting a war for the purity of their genetically superior species and their independence, and worlds and star systems continually change hands with the borders shifting every few months. It’s becoming more than the Combine can handle.


INCLUDES:

- Simple character creation and progress, with just a few minutes for a full combat team to get statted and ready, and more than suitable for one-shots and campaigns.

- Fast, easily modded rules that can be used with most science fiction setting, including rules for vehicles and starships; in fact, the character creation and rules are only 8 pages long, so you can get straight into the action in one sitting! 

- A single-page setting to get you started, and five adventures that fill out the galaxy and cover everything from tactical strikes, secret missions and assaults, to starship battles, boarding actions and all-out war!    

- Can be used as 'Theatre of the Mind' or on a grid battlemat, so you can use your favourite minis.

- Easily adaptable to your favourite military science fiction setting, with lots of room for new rules, stats and expansion.  

If there’s a problem, and if every other route to a resolution has tried and failed, then it’s time to call a Fireteam.

NOW UNDER OGL - You can create your own combat missions, rules and settings and share them with the #ttrpg community, even for commercial purposes! It's an open game and I'd love for everyone to be involved, just make sure to credit and link the original game.

Friday, 21 October 2022

Tuesday, 11 October 2022

Cyber Streets Development Blog #2

One of the first things I wanted to do with Cyber Streets was to give it it's own identity. It has cybernetics and net surfing, sure, but I didn't want to give it the 'cyberpunk' identifier. It has the trappings of the cyberpunk genre but the content is definitley not cyberpunk; there's no rebelling, stickin' it to the man or wild street fashion and style. It can be played that way for sure, but I wanted to focus on the delicate lawkeeping side of things and create moments of drama and moral difficulty instead of focusing on the flash and the action.

There are cybernetics but this is just for easy bonuses for the character (it's a heroic action game at it's core, like it's parent game 'Fireteam') and things are more likely to go wrong or get damaged and it's very, very costly. It seemed a shame to create a world such as this and not have these options for players, but body mods are not the driving force behind the game; the players are. The rules are light enough for the group to play it as they see fit.

The game focuses on the players being in a Street Detective Team - the acronym isn't lost on the public and many jokes have arisen from this - solving crimes for the Capital Police Department, the CPD. There is a way an investigation can be handled with a short example in the book and it goes like this;

Like a police procedural on TV, players play acts and at the end of every act they get a Lead - each Lead moves them to the next act, and gives them a die to add to their Case Pool. At the end of the investigation, if they have made an arrest they roll the total they have in their Case Pool as a die pool and success means they get a conviction - and they get paid. Their experience as detectives can help them find Leads, and the longer the case the more chance they have of securing a conviction.

That is, if the corporations let you secure the conviction. They pay for the police service, after all, and they'd rather the police not arest the 'wrong' person, or embaress the company in any way. It's a delicate line.  

The rules are light and fast with plenty of room for modifying or adding your own ideas.