The Underground wrote:does anyone know where to find cyberjacking rules? all i can find is the basic skill in MIO. thanx!!!
see Rifter #2 for Cyberjacking rules across the megaverse
DM is correct by the way. - Ninjabunny It's a shoddy carpenter who blames his tools. - Killer Cyborg Every group has one problem player. If you cannot spot the one in your group; look in the mirror. It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
The Underground wrote:was hoping for a littel (ok, LOT) more....
Rifter #2 (available in PDF at RPGDrivethrough) has the best rules for cyberjacking in the Pally system. the Article coversd the use of tech, magic, psi, and superpowers in relation to Cyberjacking plus provides some optional occs, and npcs. Plus Wayne Breaux is the author.
DM is correct by the way. - Ninjabunny It's a shoddy carpenter who blames his tools. - Killer Cyborg Every group has one problem player. If you cannot spot the one in your group; look in the mirror. It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
the rifter #2 rules work reasonably well, but in addition to having a few uncovered aspects (such as, why do physical traits like hit points, strength, speed, and so on carry over to a purely non-physical enviroment?), it shows its age a little. when written you basically just had Neuromancer and Tron to go on for the concept of "adventuring inside a computer", but since then we've had ghost in the shell's depiction of online enviroments, the matrix giving us even fancier "adventuring in a computer" concepts, and the development of immersive MMO's. so the rifter #2 rules feel a bit limited now.
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