Hey everyone! I’m working on a cyberpunk hack of Blades right now that I am really pumped for. I’m designing Hack The Planet, where a cyberpunk future we typically see in the genre was halted by changes in our climate.
Much of the landscape what changed due to what became known as Acts of God, as our climate became radicalized in resulted in more than just heavy weather. Earthquakes, tornadoes, rising sea water, and the changes in rainfall, to name a few, resulted in the destabilization of government and banks, and the halting of technological progress on massive scales as everything was hurled at the problem.
The characters are folks living on the fringes of society. The crews I’ve got so far are: a Akira style biker gang, people who live on an aircraft carrier who dive to the surface to scavenge, mercs, people in a convoy who chase Acts of God for scientific value (think Twister), and vice dealers.
When you choose a crew you also choose how you interact with Acts of God, taking a starter move for the crew that defines that. Do you kill the weather? Refine it for fuel or mine it for data? That kind of thing. There is also an overarching clock that tracks when Acts of God hit, making them special jobs that need to be dealt with and still earn you Credits. I’ll have tables to roll on for creating these.
I chose Blades because it maps to this concept so well. The system does what I want it to do, scale and magnitude are already there, and making a crew and playbook is as accessible as Powered by the Apocalypse, for the most part. A lot is tied to a setting… but I think since it’s a game where cyberpunk intersects with climate fiction and is so esoteric it benefits a lot from me having that information available for the players anyways.
I’m super excited about it and wanted to share what I’m up to, as well as gush a little about finding a system that works so perfectly for this concept I’ve had for some time. Thanks John!