I've decided to build a "hard science" hacking game from scratch. Here's what I have so far:
Skills:
1- Software - servers, terminals and security systems
2. Telcom - phones, fire alarms, and ATMs
3. chemicals - explosives, stun grenades, and hallucinogenic darts
4. mechanical - firearms, locks, car engines
5. electronics - home appliances, lighting systems, vending machines
6. programmable logic controllers - railroad equipment, industrial equipment and cranes
7. robotics - drones, trucks, and cars
8. social - lying, bluffing, and disguises
Ideally the player would pick 2-3 to specialize in. Any suggestions?
>>47783875
To check the power of firearms and explosives, the majority of player travel would be through paid subways where they'd be confiscated. Players that would want them have take a paid cab or walk which takes time (each day passed gives four "opportunities" to do things, and "walking" to/from a place would consume two).
>>47783892
Additionally, once every three turns the GM would roll a d20 for a random event (1-9 = no, 10-20 = yes) which the player would have the option of pursuing. Quests would be "timed", and have to be completed within a certain number of ingame days or else the player looses reputation with the faction/questgiver.
>>47783908