OSRIC Psychic Combat

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Psychic Combat
Bidding Minigame: 3 Actions per Round

When it comes to making Contact, most psychics are always on equipped with counter measures and defenses that make mental influence difficult, even while unconscious or sleeping. Defending pyschic creatures automatically gain a single Token each round while others are attempting to make contact forcibly with Psychic Combat. There are some psionists that choose to “Body Fuel” their attempt to force contact allowing them to also gain a single Token each round, but increases the danger of their psychic combat.
Psychic Combat does not allow the targeted to walk away from bidding.

Aggressive Action Set%

Search: The Hacker must find the proper programs or files in order to actively hack them. This action must be used in order to gain an instance of the Edit, Download, Browse, or Command actions.

Download: The Download Action is used to steal large chunks of functional data known as “Programs” which may be or do anything, and are often wanted by rival corporations for high pay. Programs may be anything from simple animated image to as complicated as the launch codes for a nuclear weapons cache.

Browse: While Download is used to steal tidbits of information pre-formatted into parcels largely designed for user-interface, the Browse Action is used to collect raw information, such as a person’s name, location, or favorite drink.

Command: Many devices that can be hacked into are connected to real-world machinations, such as locked doors, gun-turrets, or the lights in a specific area. When a Hacker uses the Command action, they attempt to take control of such external connections. (The Search function should inform the Hacker of any such connected machines).

Edit: Sometimes stealing a program or gathering information isn’t enough. Some hackers wish to alter the data on the computers they hack into, perhaps changing the information on a client’s files, or making an Alarm-Program fail, the Edit function serves this purpose.

Scramble: One of the most dangerous aspects of Hacking is leaving behind a Data-trail to be hunted down by. A savvy hacker will use the Scramble Action to cover their tracks while hacking.

Hacker Action Table

Action Won By Result
Search 1 May attempt 1 instance of Edit, Download, Browse, or Command
Search 2 May attempt 2 instances of Edit, Download, Browse, or Command
Search 3 May attempt Download, Browse, and Command freely
Download 2 The Hacker successfully gain a copy of the Program they were seeking
Download 3 The Hacker successfully cut and paste a copy of the Program they were seeking
Browse 0 The Hacker gain a single Tidbit of Information
Browse 1 The Hacker gain a single piece of Actionable Intelligence
Browse 2 The Hacker gain two pieces of Actionable Intelligence
Browse 3 The Hacker gain a single Deep Dark Secret
Command 2 The Hacker may control an external device for 1 Round
Command 3 The Hacker may control an external device for 2 Rounds
Command 4 The Hacker may control an external device indefinitely from their own gear
Edit 1 The Hacker may make a small change to any Data or Program on the Device
Edit 2 The Hacker may make a large change to any Data or Program on the Device
Edit 3 The Hacker may install a Program of their own on the Device
Scramble 1 The Device cannot use the Track action for the next Action Round
Scramble 2 The Device cannot use the Track action for the next two Action Rounds
Scramble 3 The Device cannot use the Track for the duration of the Hacking

Device Action Set

Alarm: If a Hacker is skilled enough, they can hack into a machine before it even notices they are their. A device must succeed on an Alarm Action attempt before it may begin using other actions.

Track: When being hacked it is always a good idea to know just who happens to be hacking in, and failing that, gather as much information as possible. The Track action is useful to that purpose.

Alert: Not to be confused with the Alarm Action, the Alert action is used to consign an Agent, either an on-staff counter-hacker, or an Artificial Intelligence, allowing the Device to make Hacker-Actions against the current Hacker.

Trap: Not to be confused with the Track Action,

Backfeed: Some devices are particularly dangerous to hack into, and will fry a hacker’s hacking tools, or their brain, if not careful. The Backfeed action damages a Hacker’s equipment, or the Hacker them self if they are Jacked into the Device.

Encrypt: A well defended database can be particularly difficult to gather information from, especially with an auto-updated encryption system. The Encryption action prevents a Hacker from taking any particularly effective actions.

Device Action Table

Action Won By Result
Alarm 1 The Device becomes aware that it is being Hacked, and may take other actions
Track 0 The Device gains a single Tidbit of Information about the Hacker
Track 1 The Device gain a single piece of Actionable Intelligence about the Hacker
Track 2 The Device gain two pieces of Actionable Intelligence about the Hacker
Track 3 The Device gain a single Deep Dark Secret about the Hacker
Alert 1 The Device consigns the aid of an Agent, and may use the Hacker Action Set
Trap 2 The Device activates an External Trap, such as a Loud Alarm, or Spray of Bullets
Backfeed 2 The Device damages the Hackers gear (or Jacked in Hacker) in a minor way
Backfeed 3 The Device damages the Hackers gear (or Jacked in Hacker) in a major way
Backfeed 4 The Device damages the Hackers gear (or Jacked in Hacker) in a crazy way
Encrypt 0 The Hacker cannot use 1 of Edit, Download, Browse, or Command for 1 Action Round
Encrypt 1 The Hacker cannot use 2 of Edit, Download, Browse, or Command for 1 Action Round
Encrypt 2 The Hacker cannot use 1 of Edit, Download, Browse, or Command for 2 Action Round
Encrypt 3 The Hacker cannot use 2 of Edit, Download, Browse, or Command for 2 Action Round
Encrypt 4 The Hacker cannot use 1 of Edit, Download, Browse, or Command for rest of Hacking

OSRIC Psychic Combat

FateWeaver Vivika