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Modempunk
Modempunk
EEEEEEEEEEE-SHHHHHHHHHHH-VRRRRRRRRR-SHHHH*
The cursor blinked for a few seconds before the screen flooded with
letters, as a four-color image of the Big Cheese filled in the top right
corner.
“So what’s on the disks?” Monty asked, leaning back to read over
the side of Christie’s hair. On the screen, the characters spelled out
the end of the free world. Everything in this room was now punishable
by fines, jail time, forcible service, or exportation to one of the
corporate colonies overseas to spend a few years plugging code at
gunpoint. The Man had finally come down on what the kids had been
up to in the last decade or so, ever since the grad students at MIT
and their home tape readers.
Monty glanced at her as she moved toward the door, then to the
box, now slightly tilted on his lap, before picking it up and setting it
on the desk. He tapped out an exit command as Christie bent down
to relace her boot. The computer honked at him and he glanced back
at the screen, retyping the command.
QUIT EVERYTHING?
Y/N
Out on the street, Monty slouched along past nearly-naked
mannequins and giant screens blaring ads. The scrolling lines on the
screens made his brain ache. The press of traffic on the sidewalk
buffeted him from side to side as Christie strode next to him,
oblivious to the people that parted around her. She took a drag and
blew an acrid cloud into the face of a streetside laserdisc vendor that
tried to stop her, driving him back cursing, the copy of Moonwalker
tumbling to the ground.
The street was mostly empty - the ones that could afford to drive
around didn’t do it during the daytime around here, where they
were as likely to be carjacked as have their tires slashed at an
intersection. Monty tried to remember the last time that he had ridden
in a car. His parents had owned one, back before the Arabs started
pinching off the oil.
It had come at a bad time. Poor people that would have spent
their meager earnings on immediate gratifications could get their
entertainment for free if they knew how. The technology was already
out there, and people had the incentive to learn. The entertainment
industry was drying up, and as more people turned to pirated
information, the cycle was what?
Exponential?
If you’re reading this, I’m going to assume that you already know how shit
got to be this way. I’ve heard some people call it bogue, but that’s just
putting a sticker on it. Whatever you want to call it doesn’t explain the
fallout in Hanoi or why you can’t buy a tank of gas without a MasterCard
or why you need a permit to own a computer.
Anyway, you know the drill. Pick your handle (or better yet, do something
to earn one). Do your time in the sneakernet. Ditch class. Don’t trust
anyone older than you. Put together some toys and take them on a
bombing run. Get laid. Crack the system. Break the country.
> 2X7u53r
> 10/8/86
Modempunk is played using a single 12-sided die, referred to as “the d12”.
Every stat is rated on a scale between 1-10. Roll the d12; if you get your
stat or less you succeed.
Modifiers bring your stat up and down for the purpose of that attempt
(a modified walkman raises your Phreaking stat by 2; government security
lowers your Computers stat by 5.)
All of your stats start at 1, and you get 25 points to spread between
Athletics, Computers, Guns, Health, Phreaking, Presence and Talking. Your
Unique stat always starts at 10.
-----------
Ex: Christie has a modified Walkman that raises her Phreaking stat by +3.
Her normal Phreaking stat is 7, and her modified Walkman raises it to 10
whenever she can use it in a Phreaking check. Right now, she’s using it
to spoof a pay phone into giving her a free call. The pay phone lowers her
Phreaking stat by -1, so for the purposes of this check her final stat is 9.
Christie rolls the d12 and gets a 5. She puts her Red Box tape and holds
the earphones up to the telephone, and a moment later the operator comes
on asking where she wants to connect to.
-----------
Automatic Success:
If your total modifiers bring a stat to 12 or higher, the attempt is an
automatic success with no need to roll the d12.
Automatic Failure:
A 1 is not always a success. If the number needed for success is less
than 1, then the task is impossible for that character, no matter what they
roll on the d12.
-----------
YOUR STATS
ATHLETICS
Athletics involves running, skateboarding, punching, swimming, and pretty
much any other type of physical activity.
Ex: Mikey sprints down the street clutching the cardboard box to his chest.
Behind the thumping of blood in his ears, he can hear the police yelling
and whistling. As he rounds the corner, the topmost disks slide off the
stacks and tumble away.
-----------
COMPUTERS
Computers involves writing codes, hacking, and general knowledge of systems
and software.
Ex: Brendon taps out the cybersite code for backdoor access to the DoD
server and enters the run command for his codebreaking program. The three
teenagers lean forward, staring at the blinking cursor. ACCESS GRANTED.
-----------
GUNS
Guns are things you shoot.
Ex: Amy clutches the pistol and clenches the trigger. A deafening bang is
instantly followed by a shower of papers cascading down from the shelf.
-----------
HEALTH
Health covers your stamina (from overexertion, poison, alcohol, or bullets).
Ex: Wade tips his eighth shot back and taps the glass against the half-
empty bottle. “Your turn.”
-----------
PHREAKING
Phreaking involves subverting infrastructure like telephones to your own ends.
Ex: Lucy slips into the alley and quietly pries open the router box bolted to
the side of the building. Humming to herself, she clips a pair of wires to it
and presses the PLAY button on her autodialer. “Hope you lame-oids didn’t
need your phone today,” she smirks as she dials the police station.
-----------
PRESENCE
Presence is how commanding and interest-capturing you are.
-----------
TALKING
Talking measures your ability to bullshit, either in real life or over a modem.
Ex: Henry squints as the cop shines the flashlight from the back seat and
his face. “I’m just borrowing my mom’s car, and uh, these tapes are all
stuff that goes to the bookmobile.”
-----------
UNIQUE
Your Unique stat lets you pull off something awesome that your character
could conceivably do, like whipping out a floppy with a virus on it at just
the right time, or disguising yourself as a secretary to infiltrate a business.
The GM can decide whether or not what you want is possible.
You can roll your Unique stat twice per game. Unlike other stats, your
Unique stat is always 10 (before any modifiers). You don’t need to specify
what your Unique stat is - it’s something to call on when you need a
miracle.
-----------
COMBAT
Every character has Life points. This number is equal to your Health+3, and
decreases from getting injured.
Punching or kicking damage alone usually can’t kill someone - only knock
them out. If you lose all of your Life from punching or kicking, make a
Health check +2. If you pass, roll the d12. You wake up after that many
minutes. If you fail, roll the d12 and divide by 2. You wake up after that
many hours.
If you lose all of your life from being shot or stabbed, you are dead.
Every weapon has a modifier that changes the stat you use to attack with
it. Brawling weapons like clubs and knives have modifiers that change your
Athletics stat. Guns have modifiers that change your Guns stat.
Ex: A pistol has a Guns modifier of +2. If Amy’s Guns stat is 3, then
her Guns stat counts as 5 when she’s using a pistol. On the other hand,
a machine gun has a Guns modifier of -3. There’s just no way she can
handle that.
-----------
FIGHTING:
To hit, kick, or stab someone, roll Athletics (adding any modifiers for a
weapon if you have one). If you succeed, you roll the d12 and divide the
result by 2 (round down). The damage modifier is added after this.
-----------
Ex: Charlie pulls out her switchblade and slashes at the grinning dusthead.
Her Athletics stat is 6, and her knife raises it to 9. She rolls the d12 and
gets a 4. She successfully slashes at him.
She rolls the d12 for damage, and it comes up 7. She divides this by
two (rounding down), which gives her 3, then adds the knife’s damage
(+2). Her switchblade slices open his stomach and he collapses into an
overflowing trash can.
-----------
GUNS:
Every gun has a modifier to your Guns stat. Usually, this raises your Guns
stat, making it more likely that your roll will be equal or less than your
stat. Every gun has a modifier to its Damage.
To fire a gun, you roll your Guns skill (adding any modifier from your gun
to your Guns stat). If you succeed, you roll the d12 and add your gun’s
Damage. Don’t divide your roll’s result - guns do the full d12 damage.
-----------
Weapon Athletics Damage
Club +2 +2
Garrote +2 +4
Knife +3 +2
-----------
Weapon Guns Damage
Machine gun -3 +5
Pistol +2 +1
Shotgun +4 +3
Uzi -1 +3
FINISHING TOUCHES
-----------
DESIGNING GEAR:
As a general rule, any gear that a character can easily carry on them will
give a +1 to a +3 bonus to a stat.
A piece of gear can boost a stat by a max of +3. Multiple pieces of gear
cannot be combined to increase this (so don’t bother taking a pair of +2
blue boxes in the hopes of getting a +4 to Phreaking).
-----------
BODY ARMOR
Generally, characters don’t start with anything but street clothes. If you
happen to find something better, here are some guidelines:
-----------
YOUR SHEET
Reputation is literally what other people you know think of you. Personality
and Background should be self-explanatory.
GM SECTION
There isn’t much to say here. If you’ve made it this far, you probably have
a good idea of what this game is all about.
Keep it fast-paced. Don’t get bogged down with modifiers. The player
figures out their stat modifier; you decide if there’s a penalty.
“Who shoots first?” depends on what the GM decides. You can either
rule that one party gets the drop on the other, or make both sides roll an
Athletics or Guns check, or just make everyone roll the d12 for initiative
order. In that last case, remember that tied results can be pretty dramatic
and/or hilarious.
-----------
Here’s how the probabilities of the d12 break down, if you’re interested:
Chance of
# Success
1 8.3%
2 16%
3 25%
4 33%
5 42%
6 50%
7 58%
8 66%
9 75%
10 83%
11 92%
GM SECTION (CONT.)
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ATMOSPHERE NOTES:
Pop culture is essentially the same in this world as in ours - the same
cultural figures, brand names, etc.
The kids have come up with a lot of novel workarounds for technology
limitations. The players should have some leeway with regard to what their
electronics can do.
Electronic bootlegs are lower quality than “official” media, but they’re free.
__ __ ____ _____ ______ __ __ _____ _ _ _ _ _ __
| \/ |/ __ \| __ \| ____| \/ | __ \| | | | \ | | |/ /
| \ / | | | | | | | |__ | \ / | |__) | | | | \| | ‘ /
| |\/| | | | | | | | __| | |\/| | ___/| | | | . ` | <
| | | | |__| | |__| | |____| | | | | | |__| | |\ | . \
|_| |_|\____/|_____/|______|_| |_|_| \____/|_| \_|_|\_\
NAME____________ HANDLE_____________
STATS GEAR
___Athletics ____________________
___Computers ____________________
___Guns ____________________
___Health ____________________
___Phreaking ____________________
___Presence ____________________
___Talking ____________________
10 Unique ____________________
REPUTATION_______________________________
________________________________________
PERSONALITY______________________________
________________________________________
BACKGROUND_______________________________
________________________________________
V1ra7 would like to thank the following
users for their awesome contributions:
<Apocryphal/P01s0n>
<Charm/Amy>
<Druin/DuctTape>
<Rectifier/Switchblade>