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Old 12-29-2012, 09:24 PM   #1
theshadow
 
Join Date: Feb 2009
Default GURPS 4th Clarification for Pyramid #3/21: Cyberpunk and Building Organisations

So I'm planning a cyberpunk game and I've been using Pyramid #3/21 as a resource but one thing has be baffling me, I understand how all the software works and how a net run works but I'm at a loss for figuring out what complexity level the target network should have.

For a TL9 hacker for example, how do I know what assets the target organisation has and can afford to put into their system so that it's realistic enough but also a challenge and not impossible?

The second part falls right into the first, I have several organisations (Governments, Corporations, Gangs, and Religious Groups) how can I assign what their assets are worth?

The resources I'm using are Basic Set, Action: Heroes, Action 2: Exploits, Ultra-Tech, and Pyramid #3/21: Cyberpunk and I can't seem to find an answer in them.

Can anyone give me a hand?
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Old 12-29-2012, 09:32 PM   #2
Refplace
 
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Default Re: GURPS 4th Clarification for Pyramid #3/21: Cyberpunk and Building Organisations

City Stats can be adapted to organizations but I think your going to have to eyeball it.
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Old 12-29-2012, 11:55 PM   #3
Langy
 
Join Date: May 2008
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Default Re: GURPS 4th Clarification for Pyramid #3/21: Cyberpunk and Building Organisations

We've got a whole bunchload listed on our Edgerunners wiki - I just recently finished going over them and modifying a few things. This includes an Organization Stats block comparable to the City Stats block; check it out and let me know what you think. This includes rules for how to determine how much the organization has available to put into, say, cyber security (adapted from GURPS Action 2: Exploits's BAD system, but significantly altered coupled with Social Engineering and Action 1: Heroes's variant rank rules). Links to the appropriate sections of the wiki are included in that linked page.

You can convert that to a Complexity level by using Complexity = Digital Security BAD + Situational BAD, or alternatively the opponent security system's effective skill is 10 + Digital Security BAD + Situational BAD.

Personally, I've decided to scrap trying to use the Pyramid netrunning rules and instead use something much simpler that's more similar to the rules for breaking into and searching a physical space - different skills for different tasks, simple modifiers for the tasks, modifiers based upon quality rather than complexity, etc.
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Old 12-29-2012, 11:58 PM   #4
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: GURPS 4th Clarification for Pyramid #3/21: Cyberpunk and Building Organisations

Social Engineering has some guidelines relevant to this, in Chapter 4. Or you could just use the different resource levels for different sorts of Patrons.

Bill Stoddard
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Old 12-30-2012, 10:04 AM   #5
theshadow
 
Join Date: Feb 2009
Default Re: GURPS 4th Clarification for Pyramid #3/21: Cyberpunk and Building Organisations

Quote:
Originally Posted by whswhs View Post
Social Engineering has some guidelines relevant to this, in Chapter 4. Or you could just use the different resource levels for different sorts of Patrons.

Bill Stoddard
Thanks! I'll look into it.
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Old 12-30-2012, 10:01 AM   #6
theshadow
 
Join Date: Feb 2009
Default Re: GURPS 4th Clarification for Pyramid #3/21: Cyberpunk and Building Organisations

Quote:
Originally Posted by Langy View Post
We've got a whole bunchload listed on our Edgerunners wiki - I just recently finished going over them and modifying a few things. This includes an Organization Stats block comparable to the City Stats block; check it out and let me know what you think. This includes rules for how to determine how much the organization has available to put into, say, cyber security (adapted from GURPS Action 2: Exploits's BAD system, but significantly altered coupled with Social Engineering and Action 1: Heroes's variant rank rules). Links to the appropriate sections of the wiki are included in that linked page.

You can convert that to a Complexity level by using Complexity = Digital Security BAD + Situational BAD, or alternatively the opponent security system's effective skill is 10 + Digital Security BAD + Situational BAD.

Personally, I've decided to scrap trying to use the Pyramid netrunning rules and instead use something much simpler that's more similar to the rules for breaking into and searching a physical space - different skills for different tasks, simple modifiers for the tasks, modifiers based upon quality rather than complexity, etc.
Awesome! I have your guys campaign favorited! I stumbled across you guys when you were listed in the "Campaign of the Year" e-mail. I was hoping I could pick all of your brains.

Also, thanks for the link. I must have missed that section I had read your Actions page (lifted some of your ideas too, awesome job.)
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