Orchestra- Cyberpunk Action

Ok, I'm working on a game and I need some people to light a fire under me.
Right now, it's pretty unfinished. I don't have any art assets (and I'm unlikely to get any without outside aid, so the cover might wind up being pretty vector designs as opposed to anything relevant). Light a fire under me, please.
Anyway, it's a work-in-progress (aimed to be a short micro-game without too much setting baggage) with a simple system that allows over-the-top heroes (mathematically so- a novice will get about 75% the result of a veteran on average, and about 50% of a master's average) and has a mix of combat, stealth/outwitting, and social interactions (hacking is sorta in, but it's gonna be a more "sensible" option [truly critical stuff isn't/shouldn't be stored in means accessible to the internet, unless you're going up against Sony, and I'm avoiding brand names], so players will use combat/stealth/sleazing past guards to get to the computer, then use it to do what you need). It's loosely inspired by a mix of Firefly, Shadowrun, and Deus Ex. One of the ideas is to have a game that doesn't feed the players anything, and doesn't need to. Players' characters do intelligence, upkeep, infiltration, and fighting. All dice used are d6 to encourage speed (and because they're cheaply available and I've got a ton laying around).
Example: When drug dealers are in town, players aren't necessarily fed the info they need to take them down. They use their characters' investigative abilities (social or mental) to track the flow of drugs, then either turn the dealers in or take them out, though they get more physical bonuses for the latter, they'd probably gain relations with local law if they chose the former (the relation system is iffy right now, I'm not sure if I wanna put one in).
The basic design for the character system is as follows:
First, though this isn't really a character thing, each character gets two "basic dice" used for almost everything. These are just normal d6 dice.
Pick a "Category" specialization (Red, Blue, or Green, representing physical, mental, or social) for the character. They get one die for each to be used for any actions that fall under those spheres.
Pick two "Attribute" specializations (I use ABACUS-PH as the acronym, it translates to Agility, Bulk, Awareness, Cleverness, Understanding, Sympathy, and the Psychic and Hyperhuman attributes which have their own category but can't be specialized in). The character gets an additional die for each of these.
Finally, there are skill specializations. Each attribute has three or four skills associated with it. I'm unsure exactly how many skill specializations to choose (right now I have four, but with close to 28 skills, that leaves characters very specialized). Psychic and Hyperhuman skills require the appropriate attribute specialization, but gain a free "ghost" skill specialization that must be paid off before more skills can be bought for their attribute in play (this restriction is bypassed for character creation). These skill specializations work like any others.
All things accounted for, players can get to use up to 5 dice with a skill (some skills cannot be used untrained and ignore the 2 "base dice", some cannot be used untrained but allow full dice with training). The sum of all dice is a tree, written like [Red/Agility/Evasion] (I'm not happy with this format, but it's quick and clean.
Characters also get "Contacts" who they can call in. Contacts may have a political background with one of the five factions (basically two different anarchic philosophies, a corrupt but benign government, the rebellion that seeks to end corruption but could lower quality of life by doing so, and a token faction representing corporations). Contacts just have one specialization in each area to start, but progress like normal characters. Contacts will not harm their own faction, and have a limited amount of gear (unless the players give them some), but can make up for skill deficiencies (a contact may be a master hacker, for example) or just add another gun.
Gameplay will be split up into "scenes", which will fall into one of a few types:
Open scenes allow any type of outcome. While most scenes allow at least a couple methods of success, this one allows all of them. This would cover a basic thing- getting to the general location of a goal. NPC's for a open scene should have full statistics, because they could be put into a scene that requires almost anything.
Skill scenes require a specific skill. They may allow a expert to go in alone (for instance, there could be a Sniping scene), or they may require everyone present to play along (being trapped in a room full of poison gas would be an Endurance scene). These are uncommon, and usually spring up after a failed scene of a specific type, or as a result of a trap. Haggling would be another example of this type of scene. Skill scenes could also be run in parallel to other scenes- hacking would consist of lots of attempts to beat security, and there may be a combat scene that the hacker isn't participating in, adding a layer of drama.
Combat scenes allow any combat skill, and would be the sort of thing one would bust out miniatures for. Unfortunately, I haven't even begun on combat yet (I wanted to make it just be skill rolls for everything, but when it became apparent the rules were bloating, there's been a shift over to the scene-based system), but there'll be something along the lines of making attack rolls versus an Evasion roll (this roll could be done actively each round, though there will be an minimum/passive result based on a character's Evasion skill that will be automatic). NPCs prepared for a combat scene need only have combat oriented specializations, which makes the GM's job easier.
Social scenes allow social interactions- each NPC prepared for a social scene needs only social and occasionally combat (should things really go bad) specializations.
Mental scenes are used for when people are poking around in stuff. This is stuff like investigation and hacking. Typically there aren't NPCs in this sort of scene, but those that are only need a handful of statistics (for seeing if they beat the players' characters in an investigation/if the players can get info out of them should they pursue a social scene).
While not a rule, it's typically assumed that combat scenes flow from social scenes, social scenes flow from mental scenes, and mental scenes are the typical "first scene" to be encountered, so they don't really flow from anything. Combat scenes can lead to any type of scene. These rules are sorta made to be broken, but follow the logic that players find out what's going on, stick their noses in somewhere, and may get in trouble.
Part of the motivation of a scene system is for GM preparation- they could prepare a few detailed scenes, and if players went off track they could push them towards the scenes using elements from the scenes (a NPC may approach them about a problem and flash money in their face).
I've left *something* out, but I've forgotten it. If anyone wants, I can e-mail them a version of my current draft.
EDIT: Oh yeah, the Hyperhuman attribute is basically augmentations. It's possible to get human-level replacement cyberware, but to get something awesome (say, the ability to see through walls), you'd have to have hyperhuman specializations. Hyperhuman implants will be expensive, and anyone who focuses on them had better be ready to dish out a ton of money, but they'll each allow a edge for at least a couple of the more generic scene types (able to spot enemies easier, see every detail in a scene, and see every last bit of body language).
EDIT 2: It's gonna be released under a CC-BY-NC-ND license, with BitCoin options for print copies should I ever get art and typesetting done.
EDIT 3: There's a focus on spreading out characters or getting a super-specialization. Typically even tough rolls are possible for an unskilled character (the typical base "hard" roll is 12, for instance for stamina loss checks), but a stamina system discourages repeat attempts without a reason. Stamina also means that characters can't run and gun through. Body armor will allow stamina to burn (at a decreased rate) instead of health. Character creation is intentionally balanced in such a way that the RBG categories can be given skill, attribute, and category specializations so that only one attribute's skill set winds up without any bonus if a player is so inclined to balance their character, but a character who stacks his character's specializations into the same "tree" winds up rolling five dice off the bat- making a roll of 12 child's play.
Stamina and health proceed normally through increased specializations- for each specialization (or skill double-specialization, which comes with a bonus for that skill but can't be taken at character creation) there is a health/stamina value associated with it (for instance, color categories are worth four, statistics are worth two, skills are worth one, so starter player characters have 12 health and their contacts have 7 health). This may encourage players to choose skills quick to get extra health and stamina, rather than save up for categories (which are 8x as expensive as skills, or statistics, which are 4x as expensive). The logic behind this is that players will expand their skills, hopefully for any stat that sounds useful.
EDIT 4: Stamina also serves as a sort of reminder of the dystopian setting. The player characters can get really powerful really easily, so stamina serves as a sort of reminder that they are still men. Similarly, stamina drops most for direct action (fighting or occasionally sneaking) rather than using brainpower or social engineering, meaning that even though combat will be quick and favor the player, they'll still wind up wanting to avoid it so they can do stuff later. Gear will also be capable of replacing stamina loss- you could bash the door down, or apply a Semtex charge. The downside of this is that currency is limited, and player characters will be forced into even more of a job-to-job lifestyle if they can't save stuff.
One thing I'm thinking about is that the scene system could also be used as a sort of CYOA system, and could be used to remove the need for a GM at the cost of a less interactive experience and a loss of some mystery (since it can't say "If the players know about X" if the players don't know about X yet). I've contemplated using a token system (If "2175" is complete) for this, but that just feels wrong for some reason.
EDIT 5: I'm writing edits as fast as I post, but I'm also not sure how to license this. I want something open, but I don't want people running with this idea since Orchestra's the proof for a future project I don't want to be pre-empted before it's finished. Once the future project is done, I may release both under a more free license, but Orchestra's PDF will be free (as in you can grab it, not that you can redistribute [I'm thinking 1km1kt and my own site will be the only places to grab it, unless I can get it on DriveThruRPG {If you know a site, feel free to recommend it} as a free file]). Also, I'm noticing that I'm using a lot of parentheses and company in these posts, but that's unrelated.
Right now, it's pretty unfinished. I don't have any art assets (and I'm unlikely to get any without outside aid, so the cover might wind up being pretty vector designs as opposed to anything relevant). Light a fire under me, please.
Anyway, it's a work-in-progress (aimed to be a short micro-game without too much setting baggage) with a simple system that allows over-the-top heroes (mathematically so- a novice will get about 75% the result of a veteran on average, and about 50% of a master's average) and has a mix of combat, stealth/outwitting, and social interactions (hacking is sorta in, but it's gonna be a more "sensible" option [truly critical stuff isn't/shouldn't be stored in means accessible to the internet, unless you're going up against Sony, and I'm avoiding brand names], so players will use combat/stealth/sleazing past guards to get to the computer, then use it to do what you need). It's loosely inspired by a mix of Firefly, Shadowrun, and Deus Ex. One of the ideas is to have a game that doesn't feed the players anything, and doesn't need to. Players' characters do intelligence, upkeep, infiltration, and fighting. All dice used are d6 to encourage speed (and because they're cheaply available and I've got a ton laying around).
Example: When drug dealers are in town, players aren't necessarily fed the info they need to take them down. They use their characters' investigative abilities (social or mental) to track the flow of drugs, then either turn the dealers in or take them out, though they get more physical bonuses for the latter, they'd probably gain relations with local law if they chose the former (the relation system is iffy right now, I'm not sure if I wanna put one in).
The basic design for the character system is as follows:
First, though this isn't really a character thing, each character gets two "basic dice" used for almost everything. These are just normal d6 dice.
Pick a "Category" specialization (Red, Blue, or Green, representing physical, mental, or social) for the character. They get one die for each to be used for any actions that fall under those spheres.
Pick two "Attribute" specializations (I use ABACUS-PH as the acronym, it translates to Agility, Bulk, Awareness, Cleverness, Understanding, Sympathy, and the Psychic and Hyperhuman attributes which have their own category but can't be specialized in). The character gets an additional die for each of these.
Finally, there are skill specializations. Each attribute has three or four skills associated with it. I'm unsure exactly how many skill specializations to choose (right now I have four, but with close to 28 skills, that leaves characters very specialized). Psychic and Hyperhuman skills require the appropriate attribute specialization, but gain a free "ghost" skill specialization that must be paid off before more skills can be bought for their attribute in play (this restriction is bypassed for character creation). These skill specializations work like any others.
All things accounted for, players can get to use up to 5 dice with a skill (some skills cannot be used untrained and ignore the 2 "base dice", some cannot be used untrained but allow full dice with training). The sum of all dice is a tree, written like [Red/Agility/Evasion] (I'm not happy with this format, but it's quick and clean.
Characters also get "Contacts" who they can call in. Contacts may have a political background with one of the five factions (basically two different anarchic philosophies, a corrupt but benign government, the rebellion that seeks to end corruption but could lower quality of life by doing so, and a token faction representing corporations). Contacts just have one specialization in each area to start, but progress like normal characters. Contacts will not harm their own faction, and have a limited amount of gear (unless the players give them some), but can make up for skill deficiencies (a contact may be a master hacker, for example) or just add another gun.
Gameplay will be split up into "scenes", which will fall into one of a few types:
Open scenes allow any type of outcome. While most scenes allow at least a couple methods of success, this one allows all of them. This would cover a basic thing- getting to the general location of a goal. NPC's for a open scene should have full statistics, because they could be put into a scene that requires almost anything.
Skill scenes require a specific skill. They may allow a expert to go in alone (for instance, there could be a Sniping scene), or they may require everyone present to play along (being trapped in a room full of poison gas would be an Endurance scene). These are uncommon, and usually spring up after a failed scene of a specific type, or as a result of a trap. Haggling would be another example of this type of scene. Skill scenes could also be run in parallel to other scenes- hacking would consist of lots of attempts to beat security, and there may be a combat scene that the hacker isn't participating in, adding a layer of drama.
Combat scenes allow any combat skill, and would be the sort of thing one would bust out miniatures for. Unfortunately, I haven't even begun on combat yet (I wanted to make it just be skill rolls for everything, but when it became apparent the rules were bloating, there's been a shift over to the scene-based system), but there'll be something along the lines of making attack rolls versus an Evasion roll (this roll could be done actively each round, though there will be an minimum/passive result based on a character's Evasion skill that will be automatic). NPCs prepared for a combat scene need only have combat oriented specializations, which makes the GM's job easier.
Social scenes allow social interactions- each NPC prepared for a social scene needs only social and occasionally combat (should things really go bad) specializations.
Mental scenes are used for when people are poking around in stuff. This is stuff like investigation and hacking. Typically there aren't NPCs in this sort of scene, but those that are only need a handful of statistics (for seeing if they beat the players' characters in an investigation/if the players can get info out of them should they pursue a social scene).
While not a rule, it's typically assumed that combat scenes flow from social scenes, social scenes flow from mental scenes, and mental scenes are the typical "first scene" to be encountered, so they don't really flow from anything. Combat scenes can lead to any type of scene. These rules are sorta made to be broken, but follow the logic that players find out what's going on, stick their noses in somewhere, and may get in trouble.
Part of the motivation of a scene system is for GM preparation- they could prepare a few detailed scenes, and if players went off track they could push them towards the scenes using elements from the scenes (a NPC may approach them about a problem and flash money in their face).
I've left *something* out, but I've forgotten it. If anyone wants, I can e-mail them a version of my current draft.
EDIT: Oh yeah, the Hyperhuman attribute is basically augmentations. It's possible to get human-level replacement cyberware, but to get something awesome (say, the ability to see through walls), you'd have to have hyperhuman specializations. Hyperhuman implants will be expensive, and anyone who focuses on them had better be ready to dish out a ton of money, but they'll each allow a edge for at least a couple of the more generic scene types (able to spot enemies easier, see every detail in a scene, and see every last bit of body language).
EDIT 2: It's gonna be released under a CC-BY-NC-ND license, with BitCoin options for print copies should I ever get art and typesetting done.
EDIT 3: There's a focus on spreading out characters or getting a super-specialization. Typically even tough rolls are possible for an unskilled character (the typical base "hard" roll is 12, for instance for stamina loss checks), but a stamina system discourages repeat attempts without a reason. Stamina also means that characters can't run and gun through. Body armor will allow stamina to burn (at a decreased rate) instead of health. Character creation is intentionally balanced in such a way that the RBG categories can be given skill, attribute, and category specializations so that only one attribute's skill set winds up without any bonus if a player is so inclined to balance their character, but a character who stacks his character's specializations into the same "tree" winds up rolling five dice off the bat- making a roll of 12 child's play.
Stamina and health proceed normally through increased specializations- for each specialization (or skill double-specialization, which comes with a bonus for that skill but can't be taken at character creation) there is a health/stamina value associated with it (for instance, color categories are worth four, statistics are worth two, skills are worth one, so starter player characters have 12 health and their contacts have 7 health). This may encourage players to choose skills quick to get extra health and stamina, rather than save up for categories (which are 8x as expensive as skills, or statistics, which are 4x as expensive). The logic behind this is that players will expand their skills, hopefully for any stat that sounds useful.
EDIT 4: Stamina also serves as a sort of reminder of the dystopian setting. The player characters can get really powerful really easily, so stamina serves as a sort of reminder that they are still men. Similarly, stamina drops most for direct action (fighting or occasionally sneaking) rather than using brainpower or social engineering, meaning that even though combat will be quick and favor the player, they'll still wind up wanting to avoid it so they can do stuff later. Gear will also be capable of replacing stamina loss- you could bash the door down, or apply a Semtex charge. The downside of this is that currency is limited, and player characters will be forced into even more of a job-to-job lifestyle if they can't save stuff.
One thing I'm thinking about is that the scene system could also be used as a sort of CYOA system, and could be used to remove the need for a GM at the cost of a less interactive experience and a loss of some mystery (since it can't say "If the players know about X" if the players don't know about X yet). I've contemplated using a token system (If "2175" is complete) for this, but that just feels wrong for some reason.
EDIT 5: I'm writing edits as fast as I post, but I'm also not sure how to license this. I want something open, but I don't want people running with this idea since Orchestra's the proof for a future project I don't want to be pre-empted before it's finished. Once the future project is done, I may release both under a more free license, but Orchestra's PDF will be free (as in you can grab it, not that you can redistribute [I'm thinking 1km1kt and my own site will be the only places to grab it, unless I can get it on DriveThruRPG {If you know a site, feel free to recommend it} as a free file]). Also, I'm noticing that I'm using a lot of parentheses and company in these posts, but that's unrelated.