The Terminator RPG - Director's Pack
The Terminator RPG - Director's Pack
Director’s Pack
The Terminator RPG
ISBN: 978-1-7397627-7-3
SKU: WFG-TER-805
Designed in
https://nightfall.games/ Scotland
Director's PACK
Credits
GM SCREEN ART: MATTEO SPIRITO
Introduction
Nightfall Games are proud to present the ‘The
Terminator RPG Director’s Pack’. Here you will
find a hardboard four panel screen with all the
information you as the Director will need for easy
reference on the inside. The outside of the screen
features a brand-new art piece by Matteo Spirito.
Included in this pack are two quick reference
cards for the players to use (see the back two
pages of this booklet) and a blank Character
Sheet. Within this booklet you will find three mini
campaigns by Matt John and Mark Rapson.
Each of these are designed to give the Director
a loose framework from which a 1-3 session
mini campaign can be made. Additionally, there
are two pages of locations, featuring the ruined
version of the cityscape art that features in the
core rulebook. Benn Greybeaton has also put
together a ‘how to’ guide for creating and using
Hacking Diagrams.
Don’t use network diagrams when a Skill Test will —David Davidson, Resistance Fighter.
do. (deceased).
Network diagrams are easy to arrange but
before you start its important to ask one simple Setting up a
question. Why are you doing this? Sure, it might
seem obvious that a site would have a computer network
system. But how much does this matter? If all Basic Nodes: While the Terminator RPG goes into
hacking a computer system would add to a great length about the nodes used in network
mission would be the address of an NPC, then it’s diagrams, this guidance is more about creating
a Skill Test, and probably a passive one at that! your first network diagram.
If hacking a system would get you one solid Input/Output Node: The I/O Node is where the
result or piece of information (whether that diagram starts. Each network must have one
was an NPC’s medical files, a buildings layout and will probably have more. Feel free to be
or even turning off an automated alarm) this creative about what constitutes one. While an
doesn’t need a network diagram. Building such 80s/90s Local Area Network (LAN) will probably
a diagram would be a waste of time. The hacker require someone to physically turn on a
has one route they would undertake, so all this desktop and listen to the dulcet tones of a dial
diagram would achieve is a bunch of dice rolling up modem, remember in the original Terminator
while other players get bored. While you should timeline Google is killed in the womb and we
totally let the hacker be a hacker and give them barely get online at all!
interesting computer networks to interact with,
Players that offer great ideas for I/O Nodes
this shouldn’t come at the other players expense.
should be rewarded, perhaps not with a
modifier but with Uses for their hacking kit or
MAKE SURE THE OTHER CHARACTERS something similar. Players willing to use social
HAVE SOMETHING TO DO: Hacks get boring engineering to make a breach in the network
quickly for characters who aren’t involved. While should almost certainly be allowed to use those
it’s possible that a couple of characters might successes as progress (see Core Rulebook:
be proficient enough in computing that they can page 92).
help each other, its way more likely the party will
have one hacker and a bunch of other characters
LET’S BUILD A DIAGRAM: PART I
waiting on them.
To help you build your first network we’re going
Put the Hacker on to build a simple diagram. To start with, get a
piece of paper and on it draw 5 vertical and 5
the Clock horizontal lines. Eventually we’ll expand this to
Hackers should always be working under a timer. a 9x9 grid so give yourself some space. We’re
They don’t get to disappear into themselves. This going to use this grid like a Go board and place
isn’t cyberpunk; hackers in Terminator are very the icons on the intersections of the lines. Start
much in the room. There should be threats to life by adding an I/O Node to any 2 of the corner
and liberty. The hack needs to get done quickly intersections of the 5x5 grid.
or the party needs to have a plan for dealing with
those threats. Hackers find their job quite tricky Directory Node: Directory Nodes are the spacers
with a bullet hole between their eyes and the GM of a network diagram. Mechanically, they do
should treat the hacker as equitably as any other very little more than eat progress, something
character. Free bullets for everybody. that can be useful when seeking to slow a
hacker’s progress in one direction. Directory
Nodes can be placed in sequence with
themselves, though this should be done only Subroutine. NetSec Nodes can make good filter
when there is a direct purpose to the delay, points in a network. By placing Access Nodes
such as leading to a subnetwork. and Security Subroutines in proximity to the
NetSec Node, this allows the NetSec node to
LET’S BUILD A DIAGRAM: PART II react with more speed.
Above/Below each of the I/O Nodes place LET’S BUILD A DIAGRAM: PART V
a Directory Node. Then leave a gap in any
direction and place another Directory Node. In the center of the 5x5 grid, between the two
You should have four Directory Nodes for this Subroutine Nodes place the NetSec Node.
example. Then surround it with Subroutine Nodes.
Access Node: Access Nodes are the bread and Once this is done, add enough lines in any way
butter of network diagrams. They can connect you choose to make this a 9x9 grid. Now use
to any other node and Subroutines only the available space to experiment. Not every
connect to Access Nodes. Some networks will network diagram will be so large, but practice
use a single Access Node to control a suite of never hurts.
functions forming small, dedicated subnets.
Other networks will instead decentralize Planning the
subroutine control so that a hacker must Diagram
maneuver between segregated nodes. Neither
approach is inherently right or wrong, though
WHAT DOES THIS NETWORK DO?: The first
more centralization will make a hack faster to
step in planning a diagram is working out what
complete.
you want the hacker to be able to accomplish,
how long you want this to take, and what the
LET’S BUILD A DIAGRAM: PART III hacker might also discover should they dig
In between the paired Directory Nodes place deeper. It’s about deciding what challenges await
an Access Node. You should have two Access the hacker. Broadly speaking, there are three
Nodes for this example. common networks with examples presented
below. Remember that these network types
Subroutine Node: These are the prizes that the might well be stitched together. A hacker might
hacker will be seeking out. Turret controls, kill breach a semi-public franchise’s network with
list prioritizations, There are as many variants the goal of finding an easy route into the medium
of the Subroutine Node as there are functions security corporate system they report to. Directors
that can be computerized. Some Subroutines interested in such networks should review the
will control single units, while others might section on I/O ports (see Core rulebook: page 92).
control entire armies or sensor arrays. Make
sure the Subroutines that exist in your network
are important to the network, even if they might
Example Networks
seem innocuous. While a coffee machine might
seem inconsequential, if it provides a pathway DIRECTOR’S NOTE: Example Networks can be
to another node it can be very important. found on pages 09 and 10.
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The Terminator RPG Director's Pack [.009]
MEDIUM
The Terminator RPG SECURITY
!
!
SEMI-PUBLIC
Staff Vault
Free !
!
!
HIGH SECURITY
Low Med
Vault
Ratings
Body: Brains: Bravado:
Points
/ /
WOUNDS
Head [] Left Arm [] Right Arm []
Torso [] Left Leg [] Right Leg []
Conditions:
ENCUMBRANCE:
Useful Tables
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Useful Tables
CUT HERE