RULES FOR MACHINE: OVERDRIVE
UPDATED April 30th 2011*
Dedicated to Alpha Wing, the bravest fighter pilots EVAR.
Designed and illustrated by Delmer E. Esau.
Edited by Doug and the New Shanghai Editing Team
Testplayed by the Alliance Conglomerate
Copyright 2012 ALL RIGHTS RESERVED.
Machine: Overdrive is an epic role-playing game where players adventure in the near future during a time of great struggle. Mighty Corporations war against the genetically engineered Tribe. The towers of steel Cells, an expanse of Raft Cities and the under-sea colonies are the backdrop of these battles. Armored mecha walk into battle and nukes falll
The vast Arcology Cells of the American and Asian continents rise above the landscape as the buzz of flight commuter traffic and notorious hover-bike gangs fill the air. These mega-cities are home to humans, sentient robots and the uplifted species.
The Australian Archipelagian and Hawaiian Raft Cities are a sprawl of simple fishing communities, floating cities and corporate naval power. The Ottorn species holds much sway here as these seal risen sentients are master of all above and all below the surface of Pacifica. The Oceanic Corporation undercarrier is also a powerful force in these waters.
Japan and the neighboring water is now known as Pacifica. The Pacifica colony along the Marianas Trench is the greatest of all undersea colonies, a massive ocean-floor country built around the Naga Geo-thermal Power complex. The Tribe has been worked to the point of no return and these Cat, Seal, Aguan and Ratta people are rising against the Cross Corporation Pacifican Lords.
The Matrix connects all in this future Earth as the wire of communication and avatar society. The Netscape is now both a work zone, a playground and a field of battle. Some say Net born avatar A.I. has been discovered. These Cyberneticals are the first true artificial life.
In the adventure of Machine: Overdrive some will rise and many will fall...
This game uses the Zen System and will have GIFs available for maps, character sheets and vehicle sheets.
History of Machine: Overdrive
World War Three carried on for years after the American Ice Pipe was quickly fixed and the East Coast quickly recovered. Conventional warfare world-wide continued until limited nuclear warfare via Pixie-Free warheads ended the war with an armistice and the Second Great Depression.
Life's a bitch, eh.
The Internet failed for 4 years and all seemed lost until a band of heroes, four corporate executives in a makeshift space station rebooted the web with every last dime these 4 richest men in the world. It was known as Operation Corporate Launch. in the year 2021.
Three of these men went on to be lauded and were granted corporate goverments in Los Angeles, Dallas and Madrid. The fourth, a Hawaiian based beach magnate, mysteriously disappeaered after launching from the station in his private shuttle.
The executives proved to be good rulers with the stipulation of special treatment for shareholding employees and the rights to military grade armed security and no public vote. Thus the Corporate Houses of Oceanic in Vancouver and Hawaii(who honored this new style of goverment after the seeming death of their hero), Terra in Los Angeles and SunCor of Dallas and the East Coast. The Europeans nations and NATO were a bit leery of the European House after the a battle in a fast food restraunt where many special operatives died at the hands of private security.
Oceanic chose their greatest oil magnate as their Corporate ruler.
A Better Future?
The Net expanded with the adaption of the Fader glove, hand signal control and HUD (Heads Up Display)that manipulate "avatars", animated imagesthat show computer interaction with the new type of hacker, the "Faders", called that because they were total space cadets that faded in and out of reality.
Life went back to normal, celebrities, minor wars, scandals but this time with high tech.
A miracle happened in the Pacific. The Hawaiin Corporate hero returned, his people citing he was suffering from illness when he returned and was cryogenically frozen till he could be treated. The oil magnate happily stepped aside. Oceanic requested isolation, expanded to Australia upon invite and did booming business in naval shipping. They also made political inroads in the nation of Japan.
The Corporate Houses grew in every way except for the European House which folded under nationalist activist pressure. This led to the Corporate Measures Act between the three surviving Houses to protect their interests. Their armed Forces grew but being located on separted parts of the West the Houses did not fight each-other.
Two House leaders were killed in the 2030's. Terra's leader couldn't perform in environmental recovery (The State was nuked during the war) and objected to the Cell Gorgon program. He was shot in his sleep by a subordinate and was replaced by the man that shot him, the next richest Terran Lord. The SunCor executive was pushed off a roof 2 years later for the crime of murder where he was convicted by SunCor Shareholder and Measures Council. He was replaced by the next richest executive, a relativly young upstart who served in the SunCor military and branded a new type of sneaker that allowed much quicker movement.
The glory days of the Corporate Houses had ended.
Dolphins, Cats and New Uplift. Pacifica As well.
Sadly, the Californian cats were deposed and retreated underground never to be seen again. Their ideas about environmental recovery after the nuke strikes were ignored and they fled at gun-point by Terra.
The Dolphins protested but continued their shipping and fishing activities and building underworld with specialized submarines and new capacity to take high pressure water. Dolphins and Humanized Cats had been around since the war.
This blessing led to an expensive program. The idea a device could be created where a young animal could be placed in the tank and would be come intelligent. The Gene Box was created )except for insects which didn't work) and an intelligent frog named Gaia was immediately hustled to Harvard by the Faders who survived the battle over her. Incidentally, the testing program for the Gene-Box was a total mess. The Terran genius who created the Gene Box was immediately granted to create an underwater colony to bring Energy Staved Terrans lava flow from a pipe from the Marianas Trench near Japan. This was protested by Japan and Oceanic (which considered the pipeline a huge problem. but was overruled by the Corporate and nationalist council of the problem.
Thus the colony of Pacifica and House Cross were born, serviced by human shareholder elite and uplift workers. The Dolphins stayed out of it at first. They had left humanity after an attack on a dolphin girl by human boaters.
Terrans hired wolves as vaunted security and mice as secretarial and servants. Some mice said "fuck it" and became hoverbikers.
The Corporate War
Tensions between Terra, Japan and Oceanic increased and after a Ronin team accidentally destroyed the Terran side of the pipeline during a hot extraction reparation demands by everyone but NATO were declared for Terra. The Ronin were special soldiers selected young and trained in swordsmanship in Japan because of the the new realities of warfare and ingrained with honor and self-esteem, and told to do good deeds.
The Ronin and Netrunner that destroyed the pipeline were arrested in Hawaii and sent to hard labour. These two, Maus and Vicky Crane, held onto each-other that entire period. They had lost two of their own in the battle to extract Rachel Commons but her special qualities rescued many sickened by a nuclear reactor blast near the raft cities of Northern Hawaii.
The role-playing game is set in the this time, the 2030s.
RULES FOR MACHINE: OVERDRIVE
The Zen System and character Creation.
Name your character.
Every character gets 10 soul points to divide between body and mind. These in turn are divided between agility, strength, intellect, charisma.
These are added to skill values for skill points for skill tests determined by the Game Master, the person who creates the adventure the players struggle through during as session from 1 to 4 hours.
A player starts with 10 hit points + 1strength and 10,000 Yen or “10 points.”
Barrier for Dodge is Agility +3
Barrier for Gas is the same as body
Barrier for Fall is Intellect + Agility / 2
Barriers are used in extreme situations.
Dodge is the defense value against ballistic weapons when you are attack by ballistic weapons or explosives. It is explained further in the COMBAT section.
Gas is the Barrier for exposure to poison, gas, or radiation rolling 2D6 under Gas Barrier negates poison or gas. Radiation exposure damage is delayed for 2 Turns with a - 1 to your barrier test (the barrier value) every 2 turns.
Fall Barrier is used when a character loses their grip at height The damage is fatal at 1 story. anything less then 1 story building of height is 6 points of damage. If a Barrier test is made then the damage 3 hit points.
A character gets 6 skills (including any restricted skills). A total skill points is attribute + skill value plus any gene trait from being non-human. PLEASE note. Genen trait attribute bonus are applied to skill points, NOT Soul points.
A character gets 20 skill points to divide into his 6 skills at the beginning of play.
Roll 2D6 under skill points to achieve success at your skill or fail during the time period necessary in the skill description. Combat, Piloting and Con are elaborated further in the players guide.
The GM decides when a skill check is necessary.
A normal task requires you to roll a difficulty test 7
A hard task requires you to roll a difficulty test of 14
A brutal task requires you to roll a difficulty test 24
You may re-roll any 6 and add it to your total. “The rule of six.”
If you roll double 6’s during a skill check this is a “Hot Effect”.
A player may then confer with fellow players and with a written 3 sentence narrative play out the concurring game action which overrules die rolling. This must be moderate. You may not dictate great wealth and such and the GM gets the final verdict on the action.
A round is a minute.
10 rounds is a turn.
In one round a person may say something simple, use an object or use a skill (sometimes skills take more then one round) and move. A character may move his Body value in meters per round.
If the player characters are competing with other characters (NPCs = Non Player Characters then highest member Intellect rolls a Inititiative test versus NPCs Intellect (highest Intellect of opposing team rolls against. Us 1D6 + Intellect for this. Highest roll goes first for all movement and skill checks for the team then the other team makes their actions.
To succeed in a test of skill a character must roll 2d6 and add to attribute + appropriate skill over a Difficulty number set by the Game master. Always reroll 6s and add to previous total.
CLASSES: (Restrictions means only they can use these skills or equipment)
RONIN: These are battle hardened soldiers who all come from who all come from a school in Tokyo and follow a strict code of martial honor. They will not kill unless confronted by a violent enemy. This, and their advanced training give them the ability to use advanced weapons. They are the true blue tough guys.
Restricted Ronin Skills: Katana, Explosives (Flash or Smoke bang, Detonators, Assault Rifle)
NETRUNNER: These people were selected young and implanted with brain computers. These implants with a simple worn glove allow use of special Netscape programs. They tend to seem distracted from the stream of avatars they use and seeing streams of information exiting server boxes. They are the technological best of the best.
Restricted Netrunner Programs:
Key - Open any door
Vampire - + 4 to Attack rolls for entire team that round
Black ICE - Block Program by other Netrunner within
Gaia Ball - Anyone with Gene traits is stunned for 1 round
Encrypted storage (Money or info) - 6 to Intrusion attempt and gives
exact wherabouts of Intruder.
Multi Storage (Money or info)
Intrusion - Seize info from Server box. If used against enemy
Netrunner Intellect +1d6 against Intellect +1D6 determines if info or money is seized. Please note. Attempted seizure immedietly alerts targeted Netrunner
Spear - Attack enemy Netrunner with Avatar Spear. Intellect +20 versus Intellect plus Dodge determines if Spear hits. If Spear hits 6 points of Hit point damage is done.
MEDIC: Medical training in the era of gene boxes has led to the ultimate medic. They are licensed to use advanced living slap patches including the rare revive patch which can bring back the bullet ridden nearly dead Ronin. Medics can replenish their supply of patches once a month at a clinic. They are also highly charismatic.
Restricted Ownership: of Four Slap Patches and Two Revive Patches per month.
PILOT: Pilots are great navigators and movers that start in the action with a submarine-boat and an attached hoverbike. They owe cash for this in the future but can move the party and adventure with a hoverbike. Be careful though, hoverbikes are extremely dangerous when they crash into the side of a building.
Pilot: Restricted Ownership: Submarine-boat with attached Hoverbike
SKILL LIST ABILITY REQUIRED FOR SKILL TEST AND RELATED ATTRIBUTE
Special Weapons: (Restricted to RONIN) Allows use of restricted weapons like explosives or Katana. /Agility/Intellect
Netrunning (Restricted to NETRUNNERS): Brain implant that allows program use. /Intellect
Slap Patches (Restricted to MEDIC) /Charisma
Pilot: Allow use of flight vehicles. /Agility
Driving: Allow use of ground vehicles. /Agility
Watercraft: Allows use of subs or boats. /Agility/Intellect
Con: Allows ability to trick or steal from someone./Charisma/Agility
Stealth: The ability to stay hidden. /Agility
Running: Allows +30 meters of movement per round. /Strength
Swimming: Allows ability to swim. /Strength
Leaping: Allows +10 meters of leaping movement /Strength
Gambling: Test of skill over sum of money. Each rolls an Attribute test and winner takes all./Intellect
Barter: Test of skill against buyer or seller to change price by 30%. /Charisma
Lifting: Allows ability to lift 10 extra kilos. /Strength
Blades Allows use of combat blades in combat. /Agility
Taser: Allows use of taser staffs or darts in combat. /Strength
Small Arms: Allows use of hand guns, SMGs or rifles in combat. /Agility
Stock Court: Gives pass to shareholders monthly meeting in Corporate Halls (Government). Charisma test to get into Hall.
Fader: With basic glove gives player access to KEY, BLACK ICE, and Vampire programs. /Intellect
First Aid: Equivilant of one basic slap patch of healing, but follow up requires healing. /Intellect
EXPANDED SKILL DESCRIPTIONS FOR IMPORTANT SKILLS:
Combat is a skill test at range for Handgun, SMGs or Assault Rifles.
To hit the enemy roll 1D6 + Skill Points in related skill over enemy's dodge + 1 D6 minus range modifiers or cover modifiers. Cover is determined by GM. A well dropped smoke bang gives cover. Cover give the defender a +4 to his defense. Melee combat uses Agility + 1d6 versus opponents Dodge. Opponent must be next to attacker to use melee. A punch or a kick does 2 points of damage.
Test Con against target intellect. Roll Con + 1D6 versus Intellect + 2D6.
Evasion - Sensors + Piloting +1D6 to defend against detection or to flee by air or water. Apply the handling modifier.
Note: Vehicle Sensors can be used to track other vehicles evading by players but note in enemy airspace or waters this is considered an act of aggression.
Note: A second tracking at higher speed allows ramming (greater armor is deucted by lesser armor possibly leading to falling or death of pilot after a dodge barrier or falling check. Dodge for ground vehichle falling at one story hight for air vehicle. If a vessel is gunned down in air the pilot will fall, as well. A pilot may also fire a vehicle weapon at 50 metres at this point if they have a higher speed.
WEAPONS AND GEAR:
Pearl Handgun: Cost 10 - Normal range to 60 meters half damage to end range of 120. Damage of 3. 15 rounds per clip. Clip cost at 1.
Glock SMG: Cost 10 - Normal Range to 120 meters half damage to end range of 160. Damage of 5. 40 rounds per clip. Clip cost at 1. Uses 10 rounds per shot.
Rutger Assault Rifle: - Normal Range of 300 meters half damage to 350 (Comes with scope). Damage of 8. 300 rounds per clip. Clip cost at 1. Uses 40 rounds per shot.
Explosive rounds: +1 Damage --1 to hit
Flechette rounds: -1 to damage + 2 to hit
Cost: 1 per 10 rounds, all munitions.
Blades for Melee Combat:
Katana: Cost 10. 10 Damage
Shoto: Cost 4. 3 Damage
Implanted Claws: Cost 30. 5 points of damage. +2 to melee. Always concealable.
Duramax Armor Coat - Cost 10. 10 points of deducted Hit Points. May be worn with armor vest. but takes damage first. Can conceal weapons.
Kako Armor Vest: - Cost 5. 5 points of deducted Hit Point.
Kako Battle Armor - Cost 13. Takes 3 points of damage per round that is not deducted from Armor points. May be worn with coat or vest. Restricted to Ronin.
Food: Cost 2. Heals 2 Hit Points with 1 day's rest to work.
Entertainment: Cost 4. +4 to Charisma in apartment.
Game Master's give out Adventure points at end of game sessions and missions or adventures to players.
10 Adventure points may be used to bump up the Soul point by 1 and distributed as wished.
3 points may be spent to make a die roll 0 or 6 as the player wishes upon rolling that die.
At 20 Soul points a player may Multi class. as in choose another Class and add it at its basic level.
Write these on the back of your character sheet along with any additional notes.
If you wish to play a non human species you may do so. Just remember though, in certain lands you are distrusted or even hunted to death. Terra does not trust the gene-box uplifted and sent many to Pacifica.
Dolphin, Sael (Seal) or Aguan (Frog): Swimming skill as an extra skill. Also: Diving for 4 hours then you must make a Gas barrier check for another hour or you must surface. - 3 to your Gas Barrier value (not deducted from sheet just test) for each additional hour of diving. These species must spend 1 hour each day immersed in water or take 3 points of Hit Point damage.
Wolver or Dawg: +2 to Body. Distrusted unless they are Wolver with Terran military status.
Cat: +4 to agility. +1 to body. Distrusted.
Bird or Bat with hands: Flight for 2 hours, 2 maneuvers per hour. (EVASION without Sensors). Extremely distrusted.
It cost 500 and a lengthy interview process to join Terra and get a Terran Cell Arcology apartment.
This allows you shareholder security protection and the right to make investments (this is like gambling:
500 on clothing and fashion to world markets. Plus or minus 20 percent will come back to you in one month.
1000 on electronics to world markets. Plus or minus 50 percent will come back to you in 3 months.
Write your gene traits or Terra Shareholder status along with any other background notes about your character on the back of the sheet.
GAME MASTER’ SECTIONTerra
Terra is Los Angeles Proper which was hit by several nuclear weaspons during World War III.
They rebuilt with environmental problems into giant mile-wide Cell Magor arcologies.. These buildings are complete with with massive terrariums that provide life and oxygen to the shareholders.
Outside is the bustling air-trafficked city of Los Angeles complete with Cell Minors which are often office and security headquarters, Smaller companies that provide products besides Terra exist manifold but to resist a buyout by the Cells is usually death.
The hoverbike gangs and the ratta gangs run organized crime in terra and are generally despised and heroic and Mize ratta gang fights fill the evening newscasts.
Mize are the only the only truly accepted Terran shareholders amongst the Terran human corporates, which mainly work, clerical, secretarial and spa duties. Trustworthy but scared as the traitorous tribe and their leader Gaia give them a bad rap.
Security after the lava pipe explosion and attacks by Oceanic is rigid and the Wolvers, though not shareholders, keep control of the citizens through fear. They have the same dictatorial powers of arrest as a shareholder.
The nuke strike barrens and low air quality remain a problem near the ocean make life difficult but fishing has proven bountiful with bustling trade since reparations with Oceanic Corporation.
The top of forward Cell Major One is the penthouse of Terra CEO Jacob Smith.
He is the dictator of Terran rule, a genius who applied Victor Cross to create Pacifica after uplift and squeeze Oceanic Corporation, a sea faring and tribe friendly organization based in Hawaii and Northern Australia.
He surrounds himself with his Wolver henchmen who are strictly loyal to whom they consider their pack leader.
Smith's chief is Elizabeth Smarts, who, though fiercely loyal to her corporation, has her eye on the CEO position.
The computer operation of the city and its information avatar flow which make the Cells possible are the female Gorgon elite (II-IV) which operate in massive chambers and offices below the penthouse. They are very cybernetically enhanced and attachable and detachable from the city's grid.
The Gorgons in Cell 2 and 3 which are run by Vice CEOs have more say then Smith's Gorgon (IV) who he keeps strictly in line. As a side note one VCEO "Chuck" died during a gang attack on his side of the Cell though the criminals were killed after holding out for weeks.
Terra sells clothing, electronics, video-games and many other markets through its factories. They do world wide trade. Especially SunCor corporation.
How To Game Master
1: Set a goal that the players may desire:
This may include:
:An extraction of VIP
:Guarding a VIP
:Theft from Terra or sordid gangster
:NATO Mission Strike against Terran military target
:Joining Terran military
:Joining Hoverbike mob
:Smuggling goods for Oceanic or Dolphins
:Surviving death mark by Gorgon (they can be vindictive towards Netrunners)
:Hunting wild mutant animals for bounty in the barrens
:Bounty Hunting criminals
:Supporting the oppressed through security and acts of good will
How To GM – A Step by Step Process
When testing characters skills take a look at the action they are choosing and decide how difficult it is. If the action is Easy the number he must reach is 7. For a Hard action the number he must reach is 13. If the action is Extreme then a 20 must be reached.
For what would seem impossible the character must reach a 40. Remember, the character always gets to reroll 6s so the impossible just may happen. If a skill attempt is made without skill use half the necessary attribute.
NON PLAYER CHARACTERS
Wolver Security Cash 5,000 Yen
Soul 15 Body 10 Strength 7 Agility 3 Mind 5 Intellect 3 Charisma 2
Gear: Armor coat, Rutger assault rifle (2 clips flechettte), Pearl handgun (2 clips normal rounds) encrypted cred phone
Citizen 2,000 Yen
Soul 7 Body 3 Strength 4 Agility 8 Mind 4 Intellect 4 Charisma 4
Gear: Normal car, apartment in the outlands
Stock Cout +7
Mechanic 5,000 Yen
Soul 15 Body 7 Strength3 Agility 4 Mind 6 Intellect 4 Charisma 2
Gear: Armor coat, Mechanics shop in outlands, encrypted cred phone
Mechanic 6 +11
Stock Court +5
Shareholder 2,000 Yen
Soul 15 Body 5 Strength 2 Agility 3 Mind 10 Intellect 5 Charisma 5
Gear: Encrypted cred phone, hover car, Pearl handgun (1 clip)
Stock Court +12
Fader Glove +4
Guard 1,000 Yen
Soul 15 Body 8 Strength 4 Agility 4 Mind 7 Intellect 3 Charisma 4
Gear: Armor vest, Glock SMG (2 Clips normal rounds) Encrypted cred phone rounds) encrypted cred phone
Smalll Arms +8
Doctor 4,000 Yen
Soul 15 Body 6 Strength 3 Agility 3 Mind 9 Intellect 5 Charisma 4
Gear: Armor vest, Credphone, Hover car, 4 revive patches
Soul 15 Body 10 Strength 3 Agility 7 Mind 5 Intellect 4 Charisma 1
Gear: Armor coat, Rutger assault rifle (2 clips flechettte), Pearl handgun (2 clips normal rounds) encrypted cred phone
NATO Cyberkitten 15,000 Yen
Soul 20 Body 13 Strength 8 Agility 5 Mind 7 Intellect 4 Charisma 3
Gear: Armor coat, Armor vest, Glock SMG (5 clips all types), Shoto, encrypted cred phone, Hover car
Small Arms +10
Hoverflight +7 +5
Terran Executive 30,000 Yen
Soul 20 Body 5 Strength 3 Agility 2 Mind 15 Intellect 10 Charisma 5
Gear: Cell Major Apartment, Guards (2), encrypted cred phone
Stock Court +15
Fader Gove +10
Soul 20 Body 12 Strength 6 Agility 6 Mind 8 Intellect 3 Charisma 5
Gear: Kato Armor, Armor vest 2 shoto, Glock SMG (2clips flechette, 2 clips explosive), Implanted claws
Stock Court +3
To make your own NPC use this formula:
Ordinary 10 soul points and skills
Helpful or confrontational soul points and skills
Superheroic or Ultimate villain 40 Soul points and many skills. Give them all cash too!
A note about cred phones:
You are delivered an unencrypted crd when entering Los Angeles at customs. They are always monited at midnight or if the the person is suspicious. These are the only devices use to make purchases and act as a cred bank of yen.
Hovercar Crew 1 Paaengers 2 Cost 2000 Yen Sensor 1 Armor 2 Weapon Emplacements 1 Speed 100 (km/h)
Hoverbike Cost 4000 Crew 1 1 passenger Yen Sensor 5 Armor 10 Weapon Emplacements 2 Speed 50
Hovertank Cost 40,000 Crew 3 Sensor 4 Armor 15 Weapon 2 Emplacements 2 Speed 50
Ultralight Gunship Crew 1 Cost 5000 Yen Sensor 3 Armor 5 Weapon Emplacements 1 Speed 200
Subboat Cost 7000 Crew 1 Passengers 3 Yen Sensor 5 Armor 3 Weapon Emplacements 1 Speed 100 Surface/50 Underwater
Large Sub Cost 50000 Crew 40 or half speed Yen Sensor 10 Armor 30 Weapon Emplacements 5 Speed 30 Surface/ 20 Underwater
Posssible Heavy Weapons Emplacements for vehicles
Ares Autocannon (available for hovertank or sub surface weapon
Range 300 - 350 for half damage Accuracy +6 10 Damage 17 bursts (attacks allowed)
Maelstorm Missle Launcher
Range 50 - 100 for half damage, 30 Damage for target damgem 15 damage for all targets within 20 meters5 missles per emplacement except for sub (which can act as torpedoes) at 20 missles per emplacement.
Note: The Gunnery skill must by passenger or crew to use a weapon emplacement
Based on the hit movies Maus and Carrier Love.