Modern Action Hack: Live Fast.
Ok, since the “one last job” title was taken, I’m trying out Live Fast as the name for my modern action hack. My gaming group wanted to give it a whirl, but really wanted a cyberpunk setting. So, I added an optional AUGMENTATION rule set for the hack.
I thought the modern playbooks (chessmaster, driver, egghead, grifter, hitter, spook, thief, and trixter) worked well in a cyberpunk setting, so I didn’t want to add a bunch of new playbooks. I also wanted some balance with characters that choose no augmentation. So, I treated augmentations as equipment with drawbacks (like alchemical creations).
They are not as elegant or comprehensive as Karma in the Dark, but have a lot of flexibility. These optional rules could be added to many hacks to make them cyberpunk (or steampunk with some flavor changes).
Let me know what you think. I plan on doing the same with an optional MAGIC ruleset for modern fantasy (or fantasy cyberpunk).
So there’s a 2 in 3 chance every job that at least one of my augments will cause a drawback? If not more? Why would I do this?
It does seem overly harsh, considering they’re already expensive and their effects seem to be kind of minor.
PS. I like the new name!
If you have 2-3 augmentations, it is a 50% chance of a drawback (4-6 on 1d). When you hit 4 augmentations, you roll 2d, so a 75% chance of a drawback (4-6 on 2d). But, I do agree – it needs some work to get the balance of benefit vs risk correct. I’d love to hear your thoughts on that!
I’m trying to avoid using special abilities (and experience cost) for augmentation since it is an external thing to acquire, not “personal growth” through experience.