Zaibatsu handbook
Transcription
Zaibatsu handbook
0 A Message to the Reader: Thank you for considering running Zaibatsu, without your support and feedback this would have gone nowhere. Shine on your wonderful human being. - Wolfpack Morbitzer The Feel of Zaibatsu: Zaibatsu is meant to make the brutal seem casual, like a 9 to 5 job. If players look back at a game and remember only a blur of violence then you are achieving the goal. As for an objective they are attempting to get to an office of a high ranking official (up to you how high they rank really), and copy files off their computer (you get bonus points in my book for making the files they have to copy inane, like pictures of a family vacation, or memos about sensitivity training), then get out. Zaibatsu: The Rules. The four non-negotiable laws of the game. 1. Players have few hit points. 2. Players have infinite lives, but limited ammo. 3. Players re-spawn at the entrance to the floor. 4. Whenever any player dies, all the enemies that they have personally killed respawn. Zaibatsu: Base Mechanics 1. When ranged weapons are in question, a d4 is rolled for ammo expenditure in the case of semiautomatic weaponry, d10s are used for automatic weapons (the outcome number is subtracted from the individual’s ammo pool) 1. The individual’s ammo pool resets to what it was when the floor was reached upon death. b. A space is equal to one meter. Operations Manager: A GM by Any Other Name. As the GM you take the roll of the operations manager, a voice that comes for a command center and into the player’s ear via future radio science. It is your job to tell the players what is around them, answer questions about their surroundings, and dictate what is happening. Zaibatsu: Stating and SMEK Players have 8 health by default The stats in Zaibatsu are Swiftness Might Exploitation & Knowledge If you have trouble remembering these, just remember S.M.E.K. You can roll a d10 for stats, or start with every stat at 5, and distribute 10 points among them. Your movement area in one turn, with no modifiers, is 10 meters. Swiftness = Stat*0.5 (rounded up) added to movement and dodge rolls. Might = Stat*0.5 (rounded up) added to melee and throwing rolls Exploitation = Stat*0.5 (rounded up) added to speech and teamwork rolls Knowledge = Stat*0.5 (rounded up) added to hacking and logic rolls o Example: If you have a Swiftness score of 7, then you get a +4 (3.5 rounded up) added to your base movement distance of 10 for a total of 14 meters. 1 Weapons: and things to keep in mind In a roll to hit a d10 is used o 1 Critical Miss o 2-5: miss o 6-9 hit o 10 Critical Hit Submachine guns and handguns share an ammo type (6.5x25mm) Assault rifles and precision rifles share an ammo type (4.7x33mm) Shotguns have their own ammo type (18.5×76 mmR) Melee weapons have no ammo type with rare exceptions Experimental weapons do not share an ammo type with anything Explosions from severed cybernetics and grenades have the same radii o 2 space radius: 8 damage o 4 space radius: 4 damage o 7 space radius temporary hearing loss (-10 knowledge 2 turns) Ranging weapons: (After every other mod and roll is accounted for, apply these mods) o At half of the range multiply the roll by 2 o At the range state the weapon gets no extra hit mods o At twice the range divide the roll by 2 The players can either choose to Procure weapons on sight or enter the building with them. Entering the building with weapons can lead to problems however. Keep Rollin, Rollin, Rollin: Roll high. An explanation of the rolls you may have to do that are not self-explanatory (IE that parts that are not about moving or killing): Throwing: Roll a d10 and add the appropriate mods, the outcome number is how far you can throw a given object. Dodging: When an enemy rolls to hits and succeeds, you can roll to dodge. If you roll a number higher than their roll to hit, you dodge successfully. Speech: The ability to talk your way out of things, lie, cheat, etc. Teamwork: If an action requires more than one person, then every player involved must roll for teamwork and pass for success. Hacking: Your ability to hack into computers. o 1 is critical failure, you get locked out of the system o 2-5 is failure, and you can try again o 6-9 success, gain access to the system o 10 critical success, get full access to files Logic: The ability to confound AI based enemies or obstacles, this roll can also be done for determining enemy patrol patterns. Weapons There is little variation in the weapons you will find, as most corps have standardized their weaponry. Each crop has a rule of thumb: three weapons in each category. Weapon Range (in Meters) Mag Cap Fire modes 2 Damage Price Handguns Handguns Handguns Handguns Handguns Handguns Nambu cbj 10 14 semi 1d4 100 HK85 15 20 semi 1d6 200 S&W model 50 18 10 semi 1d8 600 Submachine Guns Submachine Guns Submachine Guns Submachine Guns Submachine Guns Submachine Guns CBJ-MS 10 60 auto 1d12 800 Nambu type-25 12 45 auto 2d6 700 Jat-350 7 30 auto 3d4 900 Assault Rifles Assault Rifles Assault Rifles Assault Rifles Assault Rifles Assault Rifles Arisaka-L20 18 45 semi/auto 3d6 1250 FN-A50 20 30 semi/auto 2d8 1000 M25c 15 25 semi/auto 4d4 1500 Precision Rifles Precision Rifles Precision Rifles Precision Rifles Precision Rifles Precision Rifles Walther Wa2900 30 10 semi 1d20 2000 LA-500 25 20 semi/auto 4d6 1750 SVDc5 25 15 semi 3d8 1500 Shotguns Shotguns Shotguns Shotguns Shotguns Shotguns H&K CAWS 3 25 semi/auto 6d4 1000 KSA-18 4 15 semi 5d6 750 Saiga-850 5 20 semi 7d4 800 Experimental Weapons Experimental Weapons Experimental Weapons Experimental Weapons Experimental Weapons Experimental Weapons S-99 1 100 auto 4d4 N/A 3 T-gau 12 50 auto 6d4 N/A Ks-23k 15 6 semi 5d6 N/A MNAAR 30 1 N/A 2d20 N/A P.B. Tonfa 2 0 N/A 2d10 N/A Experimental Weapons: What Makes Them So Special. S-99: A sword that stabs people with bullets, it uses specialized ammunition to maximize close range devastation. In testing due to a lack of a target audience. T-gau: The Terminator Mini-gun, the optimum in hand held rapid fire technologies. In testing due to recalls involving a faulty feeding mechanism, nearly fixed. Ks-23k: A semi-automatic carbine chambered for 23mm slugs, capable of punching a hole in an engine block. In testing to find ways of increasing penetration. MNAAR: Stands for Micro-Nuclear Anti-Armor Rifle, uses a small nuclear shaped charge to propel 1/10th of a gram of tungsten to 0.4% of the speed of light, punching through anything it finds in its way with the force of around 15 kilograms of TNT. In testing so they can find a way to reload it without giving people serious radiation poisoning, just throw it away once you are done with it. P.B. Tonfa: A combination pile-bunker and tonfa, it is the melee weapon of choice for pigskins. The pneumatic spike is nothing to laugh at, and can deliver a devastating one-two punch. In testing for ways to make it significantly lighter. Mooks and Goons: The enemies you will face Weapons Base Name commonly Health carried Suit Fodder Rarity Allowance Movement Cost Bases S M E K 4 Pistols and melee Appears on light security floors 1/2 5 Meters 4 3 3 2 8 Assault rifles, shotguns, smgs Appears on both light and heavy security floors 1 8 Meters 6 4 4 4 Anything Light and they can get heavy security their hands floors on. 2 10 meters 7 6 5 5 Mercenaries Counter Infiltration Agents 10 4 Assassins 12 Melee, pistols and precision rifles (roll a Appears on 1d10, if it heavy security lands on 10, floors they have an MNAAR as well) 2 12 Meters 7 8 5 7 Appears on heavy security floors 3 4 Meters 9 10 4 4 Heavy security floors 4 10 Meters 7 3 5 5 Pig Skins 20 (plus Ks-23ks, Ta passive Gaus, 1hp/turn MNAARs, regen) P.B. Tonfas. Shafters 40 T-Gau Know your enemy: Info you might want to know about your foes Suit Fodder: While awaiting training to become Company Mercenaries, recruits undertake internships as Suit Fodder. They are green and pathetic, they do not pose much of a threat by themselves, but can be dangerous in overwhelming numbers. The corps does not usually trust Suit Fodder with cybernetics. Mercenaries: Those who show great initiative as Suit Fodder Become Mercenaries, professional soldiers loyal to their paycheck, and in turn their employers. Many mercenaries do have civilian grade cybernetic enhancements. Counter Infiltration Agents: The highest hands on security position somebody not born into the corp can obtain. They work in groups of four, and practice guerrilla warfare in the vast fields of cubical farms. They hide in wait on floors, seemingly average Jill or Joe schmoes working overtime, waiting for a infiltrator to come along and strike when they least expect it. They will stab you with pens, strangle you with ties, and splash you with hot coffee, anything. Assassins: While Mercenaries and Suit fodder can are hired, assassins are born. Their set of skills is hard to find in your average Jill or Joe, so they are cloned and receive special training from the time they are born. They also receive military grade cybernetics, as a rite of passage. Pig Skins: Participants in the corps’ super soldier programs. Given their name due to a combination of their athletic footballer physique, and a live swine in a back-mounted tank that is hooked up to the soldier (called a Biological Assisted Circulatory Organ Normalizer, or BACON for short). If any damage is done to the human, the life juices are sucked from the pig and distributed to their respective areas in the soldier. The stock of volunteers for pig skins is usually plucked from the pool of corporate assassins. If you destroy the BACON tank, you can negate the passive healing that the swine provides. 5 Shafters: A specialized two-man armored vehicle designed for an office setting. A small tank capable of using elevator shafts as transportation without the help of an elevator. They rarely patrol, but are utilized as shock reinforcements often. They utilize smaller armaments than your run of the mill tank, but the Terminator Mini gun is nothing to fool with, for that reason they work alone. Cybernetic Enhancements The cybernetic enhancements of the future are varied and can do a myriad of things. Each player is allowed up to three. The players are allowed to create their enhancements, but only if the GM allows them and stats them. Due to rampant theft of cybernetic parts, the corps have decided to implement DRM for cybernetics software. On top of that, they all have proprietary ports, they do not connect to Wi-Fi, and unauthorized grafting results in horrible explosive dismemberment. Don’t steal, kids, it isn’t yours. In short, attempting to steal cybernetic parts and put them on you will result in horrible trauma. Leveling You are paid depending on how fast you complete a floor. The base pay is $2000 per player, and after ten turns on one floor the pay starts to decrease by $100 every turn. This counter resets when all players die within a two turn span of one another. This cash is used for buying upgrades and items at machines placed on every fifth floor, every floor 10% of total cash is deduced in bank fees. Upgrades Upgrades and other machine purchases can include, but are not limited to: Upgrades to cybernetics Additional cybernetics Replacement Cybernetics Body armor of various configurations Firearms or melee weapons Grenades Armor Repair Nano-paste (repairs half of armor damage soak) Value sized bags of snacks (+4 health) Whatya buyin Stranger? Item Price Upgrades to cybernetics varies Additional cybernetics Varies Replacement Cybernetics Varies Firearms or melee weapons (see the weapons chart) 6 Grenades $500/pc (fragmentation) $250/pc (flashbang) Armor repair nano-paste $500/pc Value sized bags of snacks $100/pc Body Armor: Staying Alive is Fun. There are various armors that can save your life from things going at you fast. Body armor will protect you from damage, but once it has had its fill of damage, it needs to be repaired with Nano-paste. (Body armor does not reset on respawn) Name Damage Soak Stat mods Price Kevlar 4 N/A 200 Ceramic Plate 6 -1 Swiftness 300 Non Newtonian Slosh 8 -1 Exploitation 400 Carbide Armor 10 +1 Swiftness 800 -1 Might Silk Rose Garb 0 (10 explosive charges) N/A 500 D.U. Plate 14 -3 Swiftness 1200 Kevlar: Tried and true, cheap and trustworthy, old faithful Kevlar. Ceramic Plate: Will take a bit more of a licking than Kevlar, but slows movement Non-Newtonian slosh: We are required by the corps' lawyers to tell you that the non-Newtonian slosh mix is not cornstarch and water, and that the high expense of this armor is justified because of the mystery mix. This armor hardens in response to physical trauma, and is lighter than armors of comparable strength. (8 points of damage soak) Carbide Armor: Lighter than Plate, and stronger too. Newfangled and nice, but expensive. Silk Rose Garb: Cheap and decidedly unsafe, this won't protect you at all, but it will spite your attacker. A vest laced with shaped charges, whenever damage is done, a shaped charge goes off and deals half of the damage right back. D.U. Plate: Expensive, heavy, and completely safe, Depleted Uranium plate is stronger than the rest, better than the best. 7 The Corps: Get That Disk. There are many corps that you can be sent to infiltrate, here are five basic retrieval missions. In every mission you will be tasked with retrieving data from a ranking official. It is up to the GM how high up that official’s office is. 10 floors to objective 15 floors to objective 25 floors to objective 50 floors to objective 75 floors to objective 100 floors to objective Insufficient data collection/Iron man mode (roll d100 to determine the number of floors to objective) Stories to Tell: A guide to the levels you will encounter. Your run of the mill megacorp will be varied and diverse due to its multinational nature. Reception: usually the first floor of the building, light security, easy to clear Offices: This is where the wage slaves toil, there is plenty of cover and security ranges from light to heavy depending on the floor. These are the levels you will find most often. Maintenance: Tight and constricted with narrow corridors, these levels are usually dark and have heavy security due to their sensitive nature. Executive: The execs value their privacy, expect wide open spaces and light security Shrine: Foreign dignitaries come to visit the corps often, the corps make sure they feel at home and tranquil on these levels. Due to the high profile guests expect heavy security coupled with wide open gardens. Designated Employee Freedom Zones: These are placed every five floors, they serve as cafeterias and social areas for employees. Expect to find vending machines and no security here. Name Enemy Allowance Total Environment roll (roll 1d6) Size Reception 6 points N/A 30x30 Offices 1. Employee fridge 2. 2d4 suit fodder patrol 3. 2d4 mercenary patrol 4. Employees working overtime 5. Lights are off 6. Cubical Labyrinth (size increases to 10 points 8 30x30 50x50 and re-roll) Maintenance Executive Shrine 8 points 6 points 15 points 9 1. Steam pipes 2. 1d4 mercenary patrol 3. Patrolling Shafter (add a shafter) 4. Employees working overtime 5. 1d4 Pig Skin patrol 6. assassin ambush (add 1d4 assassins) 1. Suit fodder ambush (add 1d10 suit fodder) 2. vending machine 3. loose change 4. Private fridge 5. assassin ambush (add 1d4 assassins) 6. Booby traps 1. Foreign dignitaries present (add 1d6 enemies) 2. assassin ambush (add 1d4 assassins) 3. Shafter patrol (add a shafter) 4. Pig skin detail (add 1d4 pigskins) 5. Hostage (if the hostage survives the encounter the party earns double 20x40 30x30 50x50 the money) 6. DEFZ N/A Meditating enemies (enemies are not patrolling) N/A 20x20 Fall of the Machines: Turns out when you can’t get sued for damages, it is just cheaper to put the vending machine back up right than pay compensation. The corps figured this out long ago, and they act on this. The vending machines you will encounter in the buildings are designed to deter those who may try to cheat it. Shaking a machine is not encouraged as it can lead to the machine falling on you very easily Coins on strings have led to many a lost appendage and in serious cases electrocution on top of that Smashing the glass has been known to cause the machines to explode Pressing the dispense change button too many times has been known to cause third degree burns Do not attempt to woo or seduce the machines, they are typically bashful and do not respond well to being courted Fornication with the machines is not advised, all we need to say is that the rescue may save you, but not all of you. Do not swear at the machines Kicking the machines is usually responded to in kind Movement and Actions Every turn has two actions, you can use these two actions in a myriad of ways. One Action cost o Aim (get bonus to hit equal to swiftness mod (on top of the already existing swiftness mod bonus)) o Shoot/Attack (needs no explanation) o Move (get from point A to Point B) o Suppressing fire*(Fire when an enemy comes into sight, *(Will negate turn if used as the first action, but can be used as a second action)) Two Action cost o Sprint (get from point A to point B faster(Sprint distance = (Movement distance + Mods)*1.5 rounded up) o Fire walk (Shoot while moving (mods do not factor into Fire walk rolls)) Don’t Start the Fifth Corporate War™: A Lesson on Stealing. 10 Things that you can loot from dead bodies without ending the human race in the worst lawsuit of all time (this does not apply to things purchased at vending machines): Weapons (As long as you deposit them in the designated infiltrator weapon drop off chute before exfiltration) Bullets Keycards (See weapons) Radios (As long as they are deposited in the infiltrator radio chute before exfiltration) Snacks (As long as you do not take the empty bag with you on exfiltration) Things that, if stolen/looted and taken beyond the bounds of the building, have and will start a Corporate War™. Money Organs (Organs belong to their respective corps and are not to be stolen) Family pictures (Families belong to the corps) Novelty mugs (That is how the Second Corporate War™ started, incredibly taboo to even mention taking a novelty mug) Any gift shop item (You get the idea) Pornography Toilet paper Those small bottles of shampoo Pens (They are on a chain for a reason) Product keys for office software Food in the office refrigerator Computers (Through a legal loop hole keyboards are fine to steal however, their proprietary jacks make them near useless outside of the building) Any coffee/synthetic coffee The Corporate Wars™. A comprehensive list of the corporate mega conflicts that have shaped the world political landscape. The Corporate Wars™ are a trademark of Xianzi pictures group, and they retain all rights for the distribution of all media on the subject. Causes. First Corporate War™: Property rights on Mars. Second Corporate War™: CEO of Dibura Heavy Industries had novelty mug with a picture of his dog stolen by industrial infiltrators. Third Corporate War™: Game of golf turned violent after a Bradbury solutions executive mentioned a possible hostile takeover of Woolsworth Enterprises as a joke, within ear shot of the Woolsworth Enterprises CEO. Fourth Corporate War™: War Erupted after Jackson and Johnson LLC, won the right to the phrase “Our food is edible™” over EuroCo in court. Also the first Corporate War™ to see the use of thermonuclear weapons. Death tolls (Total). First Corporate War™: ~100 Million – 250 Million. Second Corporate War™: ~570 Million – 600 Million. Third Corporate War™: ~ 675 Million – 700 Million. 11 Fourth Corporate War™: ~990 Million – 1 Billion. Get to Know Your Overlords: The Corps of the world. There are many different corps that are stationed around the world, this is a list of the major world players. Note that these corps produce everything they need to be self-reliant, but the main specializations are what they pride themselves on. Name Woolsworth Enterprises HQ Location Main Specialization(s) CEO Domain Johannesburg, William Rare earth minerals South Africa Woolsworth III All of sub Saharan Africa Genetic modification Louis Charmaine All of continental Europe West of the Elbe river North America east of the Colorado river EuroCo Paris, France Jackson and Johnson LLC New York, United States Cloning/foods Orwell Jackson and Taylor Johnson Bradbury Solutions San Francisco , United States Space exploration Thomas Bradbury North America, west of the Colorado river and north of the Panama Canal Daibura Heavy Industries Kyoto, Japan Robotics and industrial machinery Mayu Miyashiro Japan, Oceania The Krusov Group Moscow, Russia Oil Ilyushin Krusov Eastern Europe. Hashem Corporation Dubai, UAE Luxury goods/Oil Prince Muhib Ansari Middle East, Southern Europe, Saharan Africa Xianzi Conglomerate Shanghai, China Entertainment Sheng-Li Lang Mainland Asia Pharmaceuticals Ricardo Stressel America South of the Panama Canal Weapons technologies and terraforming Rangana Mathur India, Pakistan, Mars. Stressel Medical San Palo, Brazil Brahmastra Solutions New Deli, India 12 13 14