There is a data stick with the last of the original bitcoin on it, it's worth a fortune....
Monsters have a deck of specials that you can randomly draw from to spice them up.
Matrix time, combat slows down allowing players to do things that grant them agency.
Creative storytelling: TTRPGs allow players to participate in a shared storytelling experience, where they can use their imagination to create unique characters and explore fascinating worlds.
Player agency: TTRPGs give players a great deal of agency in shaping the narrative, allowing them to make choices and decisions that affect the story's outcome.
Socializing: TTRPGs provide a fun and social activity for friends to do together, allowing them to bond and share memorable experiences.
Problem-solving: TTRPGs often require players to use their critical thinking and problem-solving skills to overcome challenges and obstacles.
Immersive gameplay: TTRPGs can be highly immersive, with players fully inhabiting their characters and feeling fully engaged in the story.
Tactical gameplay: Many TTRPGs involve strategic combat and other tactical elements, providing players with a fun and engaging challenge.
Customization: TTRPGs often offer a wide range of customization options, allowing players to tailor their characters and their gameplay experience to their preferences.
Sense of accomplishment: TTRPGs provide players with a sense of accomplishment as they progress through the story and overcome obstacles, rewarding them with a sense of achievement.
Experimentation: TTRPGs provide a safe and fun space for players to experiment with different approaches and strategies, allowing them to explore new ideas and ways of thinking.
Flexibility: TTRPGs are highly flexible and can be adapted to a wide range of preferences and playstyles, making them a fun and accessible activity for many different people.
The GM plays Moves he dosn't roll any dice. The GM doesn’t roll dice: The GM (or MC) also has moves, just like the players. The difference is that when the GM makes a move, it happens, no die roll necessary. This changes the dynamic between players and the GM, but it also makes character decision points more interesting, as characters know what they can and can’t get away with at any given moment.
There are rules for relationships: Most other games leave PC/PC interactions up to the players at the table roleplaying them; PbtA games offer a range of mechanics which define how the PCs interact which players need to use just as much as any other rules.
XP for Failure XP for failure is one of the advancement mechanics most commonly associated with PbtA, even though it wasn’t an innovation from Apocalypse World itself. The idea is simple: if your character fails a roll, they get XP. It’s no coincidence this mechanic first showed up in Dungeon World: Games like D&D are supposed to have adventurers for characters, and it’s impossible to be adventurous without taking risks. XP for failure encourages characters to push their luck, in fact it actively rewards it. It also means that if someone is having a run of bad dice luck, they’re being compensated for it. XP for failure is one of the best ways to make a game more dramatic, because failure increases tension. It also leans into the idea that what’s best for a story isn’t always the characters succeeding.
Attribute Highlighting Attribute Highlighting is the original advancement mechanic from Apocalypse World, and it has a profound and direct impact, especially when it’s the only advancement available. Players will use their character’s highlighted attributes more, period. This is why Apocalypse World (especially 2e) devotes some time to explaining which attributes should be highlighted. Highlighting high stats encourages your characters to play to their strengths, while highlighting low stats encourages them to push their luck more, like XP for Failure. Highlighting specific stats will change how that character is played…more psychic nonsense if you highlight Weird, more romance if you highlight Hot, and so on. It’s a blunt, Skinner-esque way to encourage specific behaviors, but it works.
Relationship XP => Corp Credability Fame / Infamy There are a couple different relationship mechanics with advancement, including the Hx mechanic in Apocalypse World and the Bonds mechanics in Dungeon World. Both of these are aiming for the same thing: encouraging characters to pay attention to and develop their relationships with other characters. These are often secondary XP mechanics, as very few games are focused entirely on PC-PC relationships. That said, even though essentially no game uses them exclusively, many games include them: Apocalypse World, Dungeon World, The Sprawl, Monsterhearts, Masks, and many others have at least one relationship XP mechanic.
Hx/History The original mechanic from Apocalypse World, Hx is heavily ingrained in the conversation of the game. From character creation, each character had a history score with each other, ranging from -3 to 3. If the score ever rolled over to 4 (in some cases, to -4), it would reset to zero and the character would get XP. Rather than reward specific ingame occurrences, changing Hx was based on answering a question at the end of a session: which character does your character know better, and why? This is not intended to directly spur behavior, rather to get players thinking about interactions ingame and what they mean. The XP award is recognition that developing relationships is worth rewarding, but that reward is much smaller, relatively speaking, than the time thinking about how character relationships are changing.
Cybercores Bonds... Cybercores version of this should create a Team Pool of a resource like Luck, Bonds? Which can be used for Manuavers like "Take a bullet" where someone takes a bullet for somoe else and the damage can be reduced by spending these Bond points...
Debts/Strings Debts and Strings are two names for a fairly common relationship mechanic in PbtA games. Through both pre-game prep as well as in-game events, characters can gather Debts, Strings, or other obligation tokens from PCs and sometimes NPCs. These can be traded in to compel that character to do something, and in the case of NPCs there is sometimes a reward for eliminating those tokens by honoring a debt.
CYbercore, Drawing from the Bond pull creates a Debt / String....
Speaking of influence…the Influence mechanic in Masks is a unique version of this. Rather than accumulating Strings, you either have Influence, or you don’t. You can spend this Influence much like spending Strings....
When ever you roll a Nat 1 your life flashes before your eyes and you gain a minor Flashback. You can only gain one flashback in this way. When ever you reach 0 HP and gain your first wound, your life flashes before your eyes and you gain one minor flashback. When you gain your 3rd wound you are close to death your life flashes before your eyes and you gain one minor flashback.
You can have a maximum of 2 Minor flashbacks, when you would gain a 3rd minor flashback you instead gain a Major Flashback and your minor flashbacks reset to 0.
You cannot gain flashbacks while you have a Major Flashback.
Consider adding MAP to the Attacks. This can be worked into multishots from guns, Duel Weliding pistols and large weapon Manourvers.
Add a tag "Snapshot" so the sniper rifiles, if the palyer moves in the same turn as shooting they gain a double Bane.
I'm considering adding a MAP mechanic to CYBERCORE due to the rule "The Players go first" (unless ambushed)
Allow characters to pick from a General pool of Hindrances and Edges, on a 1 for 1 basis.
Players can use a "flashback" mechanic when dying on there turn. When dieing you don't fall unconscious you're are barely conscious and unable to do any thing other than whisper.
Broken : std broken quality 0 gear. Broken - Crushed: item has been crushed required a molecular alignment tool to repair. Broken - Shattered: item has been shattered requires programable matter to repair 10% of item weight. Broken - Destroyed: Item has been reduced to cosmic dust or disintegrated, it's unrecoverable.