- 1 Introduction
- 2 Characters
- 3 Equipment
- 4 Rules
- 5 Running 2050 Campaigns
- 6 Setting
- 7 Creature Catalog
- 8 Legal
code::2050 is a near-future ruleset using the Dungeons and Dragons 5th Edition d20 system. It is supplemental to D&D5e, meaning that it is designed with an understanding that all of the existing 5e rules are applicable and compatible. It is not necessary to own the 5e source books (though it is highly recommended), but these rules do require the underlying D&D5e OGL rules, which are here: http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf
This page includes all current SRD OGL rules for code::2050. For licensing, please see “Legal” at the bottom.
Note: These rules are in a playtesting phase and are therefore incomplete. We value any input and feedback on these rules, which can be delivered straight to our eyeballs here: http://www.legendarypants.net/project-2050-feedback/
We have a printable version in PDF format here: http://www.legendarypants.net/product/code2050-playtest-materials-pdf/
Need some character sheets? They’re here: http://www.legendarypants.net/public-docs/code2050-character-sheet.pdf
In 2050, there are a few proficiencies that characters will have when they start at level 1 which are not present in traditional D&D 5e. Remember that firearms are still weapons, so proficiency in “simple weapons” grants proficiency in simple firearms.
Parfait All characters begin with proficiency in the Parfait computer language.
Smartphone All characters begin with a smartphone.
Bard None (yet)
Cleric None (yet)
Druid Small Pistol
Monk None (yet)
Rogue Submachine Gun, Grenades
Sorcerer Small Pistol, Large Pistol
Warlock None (yet)
Wizard Small Pistol, Large Pistol
With the introduction of guns, there is a need for gun-focused fighting styles for the appropriate classes which gain this feature.
Quick Shot When wielding a pistol, you may use your reaction at any time to make a single attack with that pistol.
Stock-Strike When wielding a 2-handed gun, you may use a bonus action to make a melee attack with the weapon on a target using the two-weapon fighting rules. The damage for this attack is 1d4, and the ability used for the attack is Strength.
Burst Control When using a weapon to make a burst attack, a successful hit gives your three damage dice instead of two.
Suppressive Fire The DC to avoid taking damage from an automatic fire weapon wielded by you is 11 + proficiency bonus + dexterity modifier.
You have an affinity for the digital world and cyberspace seems as natural and as real an environment as your own neighborhood. Whether it’s liberating software, stealing sensitive data, or just bringing sites down to crash and burn, you’re always busy. You’ve focused on digital infiltration and theft, and have honed your skills to an art of heroic levels.
You gain the following features and benefits:
Computer Literate At level 3 when you choose the Hacker archetype, you gain proficiency with the Computers tool. If you already have this proficiency, you gain proficiency in a tool of your choice.
Additionally, you may use the bonus action granted by your Cunning Action to Connect, Navigate, Launch, or perform computer Skills checks (see “Computers” in “Combat”).
You also gain proficiency in a computer language of your choice. You gain a new computer language proficiency at 9th, 13th, and 17th levels.
Finally, whenever you craft computer scripts, you may create 5 + Rogue level gp in value per day spent crafting.
Hacker’s Rig At level 3, when you choose the Hacker archetype, you gain proficiency in the Hacker’s Rig tool and construct your first Hacker’s Rig. This portable device is a cobbled-together system of tweaked and modified computer parts specialized for running subversive computer scripts and breaking into secure systems.
When gaining this feature, you may elect to switch one of your Expertise skills to the Hacker’s Rig. Alternatively, you may choose Hacker’s Rig when gaining a new Expertise skill.
You may use your Hacker’s Rig proficiency instead of your Computers proficiency whenever your Rig is attached to the target device and is activated. For the purposes of latency, the Rig does not constitute an additional hop.
If your Rig is ever destroyed or lost, you must spend 24 hours constructing a new one at a cost of 150 gp per Rogue level.
Research At level 9, if you have Net access, you may spend 10 minutes researching to grant up to 6 willing humanoids advantage on the next check of a skill of your choice. You may only choose one skill to affect for all of the targets, and a target may only have this advantage for one skill at a time. This advantage goes away after the target completes a short or long rest.
Jack In At level 13, working in a non-sensory world has become second-nature to your meatbrain. If you have a neural jack, it does not count toward your maximum cybernetic implants.
Multitasking At level 17, you have spent so much time doing two things at once that you’ve perfected it. On your turn for your Action, you may perform two actions as long as they are different. These actions must be completely different, and not simply the same action with a different target.
In some cases, the original D&D 5e backgrounds needed to be updated to better reflect the setting and rules of 2050. In a pure 2050 campaign, these modifications supersede what is in the 5e PHB.
Languages In general, background-provided languages are spoken languages unless otherwise noted. At the GM’s discretion, however, a character may take an appropriate computer language.
Criminal Instead of Thieves’ Tools, you may choose the Computers Tool.
Folk Hero The Vehicles(Land) proficiency is replaced with your choice of Vehicles(Personal) or Vehicles(Commerical).
Guild Artisan You may choose the Computers Tool as your proficiency. You must take a computer language as your optional language if you do this.
Outlander You do not start with proficiency in Parfait as other characters. Instead, choose a spoken language.
Sage In addition to your two chosen languages, you also gain proficiency with SAGaN.
Soldier Vehicles(Land) is replaced with Vehicles(Military), and you are proficient with DOMIN-OS.
Since you left school, you’ve spent your entire professional career tapping on a keyboard or elbow-deep inside a computer. Heck, even much of your free time is spent the same way. Computer techs come in all flavors, and you may have been a code monkey for some huge megacorp, a scientist crunching data models, or even the shop tech for a self-driving car garage. Wherever you got your skills, no one can deny that you are a genius with code.
When you decide to become an adventurer, you’ve effectively retired, or taken a sabbatical from your career. Though leaving the work-a-day hussle may seem strange at first, you’re confident that your expertise will be a boon to any team looking for action.
Skill Proficiencies: Investigation, Perception
Tool Proficiencies: Computers, one artisan’s tools
Language Proficiencies: One computer language (see table)
Equipment: Work clothes, a token of achievement (usually a plaque or certificate), a laptop, a tier 1 script, a set of common clothes, 10 gp.
Work in Progress We’re still hashing out the personality traits, ideals, bonds, and flaws. Stay tuned!
|Small Pistol||5 gp||1d4 piercing||-||Ammunition (range 25/75), reload (17 shots)||Glock 9mm|
|Large Pistol||10 gp||1d6 piercing||-||Ammunition (range 30/100), reload (10 shots)||HK45|
|Rifle, hunting||15 gp||1d8 piercing||-||Ammunition (range 200/600), reload (5 shots), two-handed||Remington Sendero 700|
|Shotgun, pump||20 gp||2d4 piercing||-||Ammunition (range 10/40), reload (4 shots), two-handed||Remington Model 870|
|Submachine Gun||30 gp||1d4 piercing||-||Ammunition (range 25/75), reload (30 shots), burst, automatic (30 shots)||MP5|
|Rifle, automatic||40 gp||1d6 piercing||-||Ammunition (range 100/300), reload (30 shots), burst, automatic (30 shots), two-handed||M4 Carbine|
|Shotgun, automatic||50 gp||2d4 piercing||-||Ammunition (range 10/40), reload (10 shots), burst, automatic (10 shots), two-handed||Saiga-12|
Ammunition This weapon requires ammunition to be in the weapon for operation. Further, this ammunition is destroyed upon use.
Reload (# shots) After the designated number of shots, the weapon must be reloaded. Reloading may be an Action or a Bonus Action (character’s choice).
Burst This weapon may fire a three round burst. This attack replaces a single attack as part of the Attack Action, and also consumes the character’s Bonus Action. If this attack successfully hits, you roll the weapon’s damage twice before adding damage modifiers. This attack cannot be performed if the weapon is not loaded with at least 3 pieces of ammunition.
Automatic (# shots) This weapon may be fired on full automatic. This action consumes the designated amount of ammunition and cannot be performed unless the weapon is loaded with at least that much. Choose a 10 ft cube within normal range. All creatures inside that cube must make a DEX save against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. If they fail to save, the weapon deals a single hit to them (do not apply your Dexterity modifier to this damage).
|Concussion||50 gp||1d6 thunder damage within 5'||1||grenade, finesse|
|Fragmentation||75 gp||4d6 piercing damage within 20'||1||grenade, finesse|
|Incendiary||75 gp||2d6 fire damage within 5'||1||grenade, finesse|
|EMP||75 gp||4d6 lightning damage within 15'||1||grenade, finesse|
|Gas||50 gp||N/A||1||grenade, finesse|
|Smoke||30 gp||N/A||1||grenade, finesse|
Grenade A grenade is an explosive device that is thrown toward a target. When throwing a grenade, the character makes a ranged weapon attack in order to hit a square. If the square is within 20 feet, this attack is made normally. Between 20 and 60 feet, the attack is made at disadvantage. An attempt may not be made at a target beyond 60 feet. If the result of the attack is a 12 or higher, the grenade detonates in the target square. If the result is below 12, the grenade detonates in a random square adjacent to the target square (roll 1d8 to determine).
Concussion Grenade This grenade is mostly loud and bright, though being too close can hurt. Any creature within 5 feet of this explosion takes 1d6 thunder damage. Additionally, any creature within 20 feet of this explosion must succeed on a DC 12 DEX save or be blinded and deafened for 2 rounds. Any casters within 20 feet of this explosion must make a concentration check if applicable.
Fragmentation Grenade This grenade is made to explode in a cloud of deadly shrapnel. Any creature within 20 feet of this explosion takes 4d6 piercing damage. A successful DC 12 DEX save will halve this damage.
Incendiary Grenade This grenade mostly just makes heat, and lots of it. Any creature within 5 feet take 2d6 fire damage. A successful DC 12 DEX save will halve this damage. Flammable objects not carried or worn within 10 feet of this explosion catch fire.
EMP Grenade This grenade emits a strong electromagnetic pulse which damages electronic systems. Any electronic constructs within 15 feet take 4d6 lightning damage. A successful DC 12 CON save halves this damage.
Gas Grenade This grenade releases a noxious gas that burns the lungs. A cloud of gas occupies a 20 foot cube centered on the grenade. Any creature starting its turn in the cloud, or when it enters a square of the cloud, must succeed on a DC 12 CON save or become poisoned. At the end of their turn, affected creatures may attempt this save again to remove the poison. A strong wind can disperse this cloud, or it will disperse naturally after 10 minutes.
Smoke Grenade This grenade releases a thick smoke which obscures vision. A cloud of thick smoke obscures a 40 foot cube centered on the grenade. A strong wind can disperse this cloud, or it will disperse naturally after 10 minutes.
|Armor||Cost||Armor Class (AC)||Strength||Stealth||Weight|
|Bulletproof Clothing||5 gp||11 + DEX Modifier||-||-||8 lb.|
|Kevlar Vest||45 gp||12 + DEX Modifier||-||-||10 lb.|
|Kevlar Full Body Armor||50 gp||13 + Dex modifier (max 2)||-||-||15 lb.|
|Bulletproof Vest & Plates||400 gp||14 + Dex Modifier (max 2)||-||-||25 lb.|
|Heavy Military Armor||75 gp||16||STR 13||Disadvantage||50 lb.|
|Multi-Layered Anti-Ballistic System (M-LABS)||1500 gp||18||STR 15||Disadvantage||65 lb.|
Bulletproof Clothing Fancy clothes knit with nanotubes and whatnot. Lightweight and normal-looking, but also stops handgun rounds pretty well.
Kevlar Vest A basic vest of bulletproof material which provides excellent protection against handguns. As worn by standard beat cops. It can be hidden under loose fitting clothing, but it definitely makes you a bit bulkier.
Kevlar Full Body Armor Full-body coverage of the basic bulletproofing material plus a helmet. Great for stopping handgun rounds and even the occasional poorly-aimed rifle round. This is usually worn by special police forces.
Bulletproof Vest & Plates A sturdy bulletproof vest lined with tough ceramic plates. This armor can take a fairly high caliber bullet while keeping its owner’s meat relatively intact. This is what is worn by the typical infantry troop. Comes with a matching helmet!
Heavy Military Armor An upgrade to the bulletproof vest & plates, this provides better coverage over the rest of the body, including smaller plates for legs and arms.
Multi-Layered Anti-Ballistic System (M-LABS) When the military decides that they need you to be indestructible, they just park you in one spot and layer as much bulletproof clothing and armor on you as possible. This level of armoring is typically worn by those that are manning turrets on vehicles, which leaves them outside the protection of the vehicle.
|Chemist's Tools||50 gp||10 lb.|
|Electrician's Tools||15 gp||8 lb.|
|Electronics Tools||30 gp||5 lb.|
|Geologist's Tools||40 gp||10 lb.|
|Mechanic's Tools||30 gp||10 lb.|
|Gunsmith's Tools||25 gp||10 lb.|
Artisan’s Tools Just like in the 5e SRD, these are tools of the trade for various professions. The tools included here are for modern professions that don’t have a good medieval-fantasy equivalent.
Computers This item encompasses the vast array of digital devices in the wired world. From smart thermostats to supercomputers, skill with these tools can help in all aspects of digital life. Proficiency with this kit lets you add your proficiency bonus to any Ability Checks you make when using any computerized device to break digital security, code and run scripts, alter the functions of devices, and scour electronic systems for information.
Ammunition costs are determined by the damage dice used for the associated weapon. In a 2050 campaign, a lot of ammunition is going to be spent, and there is a temptation to simply not worry about it. However, ammunition is a significant expense in terms of gold and weight, and should be tracked. If you want to handle it quickly without tracking every bullet, just figure a gun-focused character is going to spend 20 rounds of ammunition in 2 to 3 combats.
|Damage||Cost (per 20)||Weight (per 20)|
|1d4||1 gp||.5 lb|
|1d6||2 gp||1 lb|
|1d8 or 2d4||3 gp||1.5 lb|
|1d10||4 gp||2 lb|
|1d12 or 2d6||5 gp||2.5 lb|
|Smartphone||25 gp||.5 lb|
|Laptop||50 gp||3 lb|
|AR Glasses||15 gp||.5 lb|
|VR Headset & Gloves||30 gp||2 lb|
|Immersion Trodes||500 gp||2 lb|
Smartphone An immensely power handheld computing device capable of accessing the combined knowledge of the world. Typically used for seeing and sharing cat videos. Can also make phone calls. Has about 12 hours of battery life.
Laptop Typical laptop capable of running scripts and networking. Has about 12 hours of battery life.
Headset Allows you to talk hands-free.
Augmented Reality Glasses Futuristic glasses which can transpose digital data onto your field of vision.
Virtual Reality Headset & Gloves An immersive experience including eyeball-surrounding goggles, noise-cancelling headphones, and haptic-feedback gloves. This is the cheapest and most reliable way to access V-Space.
Immersion Trodes This rig of electrodes and wires hijacks the brain and feeds it direct sensory stimulation signals. Short of invasive surgery for a Neural Jack, this is as immersed into V-Space as one can get, but it is recent to the consumer market and very expensive.
|Name||Cost||Mount Cost||Damage Reduction||HP||Footprint (in squares)|
|Motorcycle||200 gp||5 ft||4||10 (2d8)||1x2|
|ATV||200 gp||5 ft||4||14 (2d10+2)||1x2|
|Car||400 gp||10 ft||6||24 (4d8+4)||2x3|
|Pickup||600 gp||10 ft||6||32 (4d10+8)||2x4|
|Tractor-Trailer||2,000 gp||15 ft||8||48 (6d8+18)||2x14|
|Bulldozer||2,200 gp||15 ft||10||54 (6d10+18)||3x5|
|HMMWV||2,000 gp||10 ft||8||54 (6d8+24)||2x3|
|2.5 Ton Truck||2,500 gp||15 ft||10||72 (8d8+32)||2x5|
|APC||10,000 gp||20 ft||12||88 (8d10+40)||2x5|
|Tank||25,000 gp||20 ft||16||96 (8d12+40)||3x6|
|Cracker||100 gp||6||+2 on Intelligence(Computers) checks to break into a secured computer.|
|Sniffer||100 gp||6||+2 to Intelligence(Investigation) checks when searching a computer.|
|Decrypter||100 gp||6||+2 to Intelligence(Computers) checks to break into locked and encrypted files.|
|Tracer||100 gp||6||+2 to Intelligence(Computers) checks to map networks, find specific devices on a network, or trace data streams.|
|Defender||100 gp||6||+2 to checks and saving throws against countermeasures.|
|Scrambler||100 gp||6||+2 to Intelligence(Computers) checks to erase drives and make batches of data irrecoverable.|
|Tier 2 Version||500 gp||3||+4 to appropriate checks.|
|Tier 3 Version||1,500 gp||1||+6 to appropriate checks|
Scripts These are automated programs which aid in computer-related skill checks. They are generally sold directly online or on disposable flash memory. When used, they will affect the next roll used with that computer. Once all of the uses are consumed, the scripts becomes little more than random, corrupted data.
|Mk II Eyeball||1500 gp||2||Spend 1 charge to grant advantage on Perception and Investigate checks for 10 minutes or grant 30/60 Darkvision for 1 hour. If you have two of these installed, you may spend a charge from each to grant the skill advantages for 30 minutes or 30/60 Darkvision for 3 hours.|
|Intracranial Processor||1500 gp||2||Spend 1 charge to grant advantage on Intelligence or Wisdom checks for 10 minutes. If you have two installed, you may spend a charge from each to grant these advantages for 30 minutes.|
|Powerplant||2000 gp||2||The powerplant's charges may be used as charges for other cybernetic augmentations you have installed.|
|Cyber Leg||1750 gp||2||Spend 1 charge to increase speed by 10 feet or jump distance by 10 feet. You may also spend a charge to grant advantage on Strength checks requiring leg-strength for 10 minutes. If you have two of these legs, you may spend 1 charge from each to increase your speed by 30 feet or increase jump distance by 30 feet, or grant advantage for Strength checks requiring leg-strength for 30 minutes.|
|Cyber Arm||2000 gp||2||Spend 1 charge to grant advantage on all attacks which can use STR as the modifying attribute until the start of your next turn. You may also grant advantage on Strength checks which require arm-strength for 10 minutes. If you have two of these arms installed, you may spend a charge from each to grant advantage on Strength checks requiring arm-strength for 30 minutes or impose disadvantage on Escape attempts for a target that you are grappling.|
|Reflex Wiring||2000 gp||2||Spend 1 charge to grant advantage on all attacks that can use DEX as the modifying attribute until the start of your next turn. You may also spend 1 charge to grant advantage on Dexterity checks for ten minutes. If you have two installed, you may spend a charge from each to grant Dexterity check advantage for 30 minutes.|
|Cultural Database||1750 gp||2||Spend 1 charge to grant advantage on Charisma checks for 10 minutes or gain fluency in one language for 1 hour. If you have two of these installed, you may spend a charge from each to grant Charisma check advantage for 30 minutes or gain fluency in one language for 3 hours.|
|Subdermal Armoring||2250 gp||N/A||Your AC can't be less than 16, regardless of what kind of armor you are wearing.|
|Skeletal Reinforcement||2250 gp||N/A||+1 AC. Take 2d6 less fall damage.|
|Networked Power Conduit||1250 gp||N/A||With this installed, a charge on any augmentation can be used for any other augmentation.|
|Neural Jack||750 gp||N/A||With this installed, a character may directly plug a computer into an interface at the base of the skull. While connected, the character has advantage on all computer-related tasks.|
Any time a character wishes to do something involving computers, it will likely require an ability check using any Computers tool proficiency the character may have. Most of the time, this will be an Intelligence(Computers) check, though sometimes Dexterity(Computers) can apply (EG playing a twitchy computer game or trying to break into something really fast).
A rogue with the Hacker archetype may elect to use the Hacker’s RIg instead whenever physically possible. That character may use their proficiency with the rig to make the same sorts of checks.
Computers have a “language,” of sorts, which represents general literacy and ability to use them. These are usually based on the type of computer, but there is no reason that any computer can’t use any language. All players begin with proficiency in Parfait. Other languages may be acquired through class and background choices.
Parfait The basic consumer software suite present on every smart device and personal computer.
BizOS The software suite used by businesses and corporations for running their networks and computers.
Skippy The software used by automated systems such as drones, self-driving cars, and consumer robotics.
SAGaN The software used by the educational, scientific, and medical communities. This is also the software used by most cybernetic implants.
DOMIN-OS The software used by the military and government entities.
When making an ability check using a computer, the player has a disadvantage if they are not proficient in the computer’s language. If using a Hacker’s Rig, this rule still applies.
When casting a spell that targets a computer, if the spell requires language (such as Command), then you must be proficient in a computer language that the target uses.
When making ability checks using a computer, the latency of the connection can apply disadvantage or advantage to the roll according to the following:
Disadvantage when accessing networks remotely through the Net or over a long series of hops (DM’s judgment on the latter, but if you bounce through fifteen offshore data centers or a satellite, it’s probably too far).
Normal when accessing a device or network directly through WiFi or accessing another device networked to your own (EG accessing a NAS through a connected terminal)
Advantage when accessing a device via a hard-wired port (directly plugging your rig into a server, for example)
Tools: Proficiency in driving and performing actions with vehicles are handled through associated tool proficiencies. NOTE: It is not usually necessary to be proficient in a vehicle class to simply operate a vehicle normally (IE driving around).
Vehicles(riding) Motorcylcles, ATVs
Vehicles(personal) Cars, pickup trucks, small box trucks
Vehicles(commercial) Tractor-trailers, construction equipment, buses
Vehicles(military) HMMV, 2.5 ton truck
Vehicles(armor) Tanks, APCs
In cases where two proficiencies can apply to the same vehicle (HMMV can be both military and personal), the character may elect which to use.
If a character is struck by a vehicle, it suffers 1d6 bludgeoning damage for every 5 mph of speed the vehicle has (to a maximum of 20d6) and is knocked prone. If the target is as large or larger than the vehicle, it is not knocked prone by a collision. Instead, the vehicle’s movement is stopped. Whenever something is struck, half of the damage dealt to the target is also dealt to the vehicle (the innate Damage Reduction of the vehicle cannot be applied to this damage).
Vehicles in Combat
If a vehicle is being used in combat, one character is considered to be the “driver” of the vehicle. In the case of a self-driving vehicle, it is itself the “driver,” and operates on its own initiative roll.
On the driver’s turn, that character may spend a bonus action to move the vehicle up to 90 feet of normal terrain and make simple turns. Alternatively, the driver may perform more complex activities (such as drifting, driving in reverse, etc.) or traverse any difficult terrain (at half speed) by using an action.
Any character in or on a vehicle that has moved since the start of their last turn is at disadvantage for all attacks.
Rapid dismount: If a character elects to dismount a vehicle that has moved since the beginning of their last turn, they must make a Dexterity(acrobatics) check with a DC of 12. Failure results in taking 1d6 bludgeoning damage and being prone. On success or failure, the required mounting movement cost of the vehicle still applies to this action.
Striking a character: Striking a character with a vehicle in combat provokes a DC 10 Dexterity save from the target (or targets). Failure results in 2d6 bludgeoning damage and being knocked prone. If a target is successful, it may spend a reaction to jump out of the way, moving to the nearest square which will provide safety from the collision (if available). If the target successfully saves, but does not have a reaction available (or there is no available space to jump), it receives half damage and is knocked prone.
If the target is as large or larger than the vehicle, it is not knocked prone by a collision. Instead, the vehicle’s movement is stopped if the target did not jump clear.
Whenever something is struck, half of the damage dealt to the target is also dealt to the vehicle (the innate Damage Reduction of the vehicle cannot be applied to this damage).
Implant Fatigue: The body can only handle so much stress from cybernetic augmentations. At any time, a character may have 2 + Constitution Modifier implants installed. For every implant beyond this limit, the character gains a level of exhaustion every 24 hours. This fatigue applies even if the implant is deactivated, unless otherwise noted.
If a character dies as a result of implant fatigue, he may only be resurrected by means of a True Resurrection or Reincarnate spell. These spells will produce a new body free of any implants.
Implant Charges: During a short rest of limited use, a cybernetic implant recovers a single charge. During a long rest of limited use, an implant recovers all of its charges. Using a charge on an implant for a special effect is a bonus action.
Acquiring a cybernetic implant generally requires invasive surgery and a period of recovery. While the DM can determine this, a suggested rule is 1d4 weeks of recovery for a limb, 2d4 weeks for anything in the torso, and 3d4 weeks for anything in the brain. In a heroic recovery campaign, “weeks” can be “days.”
In code::2050, there are some new actions that can be taken during combat. None of these replace the existing options, but are additional things a character can try.
When using a computer during combat, the following can be performed as an Action:
Connect one computer to another, whether wireless or wired.
Navigate to another computer visible to you on a network.
Launch a script to aid in a computer-related skill check.
Skills checks involving computers, such as Intelligence(Computers) or Intelligence(Investigation).
When manually driving a vehicle, the following actions may be taken:
Simple movements, including stopping, starting, and turns. You may move up to 90 feet.
Complex movements, including skidding around a corner, attempting to strike a creature. You may move up to 180 feet.
A driver may not take a vehicle-related Action and Bonus Action on the same turn.
When utilizing a drone in combat, the following actions may be taken:
No Action Required
You may issue verbal commands to a drone, if it understands them.
Inputting a single automated command via an interface such as a smartphone app or hand signal.
Inputting a series of automated commands, or directly controlling the drone for its turn.
Running 2050 Campaigns
Running a Hack
Here’s a guide to quick-and-dirty hacking. It’s broken down into several steps, each with a one-sentence description of what you’re doing, a thumbnail difficulty based on who you’re trying to hack, suggested penalties for failing at that point, and then some clever text to give it a little flavor. And at the end short discussions about scripting, hacking, and countermeasures.
The thumbnail DC of each step is based on the size of the entity you’re hacking:
|Small||Home / Small Business (10 employees)||Town|
|Midsize||Medium Business (100 employees)||Small City|
|Large||Large Business (1,000 employees)||Large city|
|Huge||Multinational Corporation (10,000 employees)||Megacity / Nation / Military|
|*Includes the police or security forces for that size government.|
Step 1: Connect
Action: Connect your rig to a network access point, either wirelessly or through a port.
Difficulty: Small: 15, Midsize: 15, Large: 10, Huge: 10.
Penalty: Physical dangers finding and getting to the access point, loss of access through password violations.
The difficulty is in finding an open connection; the bigger you are, the more connections you have, and the easier it is to find one. But a lot of the difficulty is going to depend on where that connection is. You may be able to connect through the Net while nibbling jamón in Madrid, or you might be able to plug into a port in an office building while pretending to be a repairman, or your team may have to shoot their way into a security substation at a corporate warehouse. How you get here is up to your GM.
Step 2: Seek
Action: Look for the data, device, etc. that you need.
Difficulty: Small: 5, Midsize: 10, Large: 15, Huge: 20.
Penalty: The time required to search.
Sure, shuffling through a home server is child’s play, but big corporations have big networks and big data farms, and that robocab company has thousands of vehicles. Finding the exact file or exact cab you’re looking for might take longer than you’re expecting. Hopefully you’ve done your homework, or have someone on the inside to get you pointed in the right direction and save you some time. And, hey, the clock is ticking!
Step 3: Defeat
Action: Bypass, suppress, or defeat any countermeasures you encounter.
Difficulty: Small: 5, Midsize: 10, Large: 15, Huge: 20. (Varies internally based on secrecy.)
Penalty: Small: Setback, Midsize: Setback, Large: Dangerous, Huge Government: Dangerous, Huge Civil: Deadly (Based on Trap DCs and Attack Bonuses from the 5e Online Compendium section on traps.)
Lots of potential dangers here, and this is where you’re most likely to get pinched if you screw up. Depending on the size of the prize and the nastiness of the guy you’re hacking, that might hurt a lot. Grabbing some incriminating dirty pics from some guy’s home server? You’ll probably only get booted from his network. Snag something secret from the Army? Go to jail, go directly to jail. Going after a big paycheck by hacking the formulation for a new drug from MegaPharmaCo? Those bastards’ll kill ya. And, of course, the more sensitive something is, the better it is protected. Nobody is bothering to protect the coffee order for the canteen, but that drug formula? Yeah: locked up tighter than a jar of pickles.
Repeat steps 2 & 3 as the DM dictates.
Why repeat? Maybe you have to open a series of doors for your team. Maybe you have to check several different data silos to find what you’re looking for. Maybe your target isn’t in the first robocab you hack to drive itself off a cliff. Maybe the DM’s a dick and wants to see you suffer.
Combine steps 2 & 3 as the DM dictates.
Or maybe your DM is awesome and wants to save everyone some time. Maybe you’re sleeping with her. Whatevs, it’s all good! The DM can easily elect to combine these steps – even multiple iterations – into a single roll to get you there a little quicker.
Step 4: Achieve
Action: Do what you came here to do.
Difficulty: GM’s estimation.
Penalty: Consequences of failing to complete the mission.
This is you earning your paycheck. You may be stealing data, leaving data, altering video, opening doors to clear a path for your team, implanting a script, tapping a camera, crashing a pizza delivery drone, rerouting a jumbo jet, whatever floats your boat (and gets you paid). It’s going to be up to the DM to decide how hard it is to make that happen, especially after you made it this far!
Step 5: Exfiltrate
Action: Finalize and log off.
Difficulty: Small: Auto, Midsize: 5, Large: 10, Huge: 15. (GM’s estimation.)
Penalty: Physical dangers of leaving the access point, danger of exposure through traces in the target system, dangers from any remaining countermeasures.
You’re not out yet. You got your data, but you tripped a countermeasure and now you’re going to have to shoot your way out; or you are at a plaza in Madrid, but even then this may not be as easy as unplugging your rig and walking away. You may need to alter logs or adjust inventories in order to disguise the hack and to cover your tracks, or your team may be deep in a corporate archive with the item you need for your next hack in a satchel, looking for you to guide them out. Hell, the DM may run you through steps 2 & 3 again as you wend your way out. Good luck, Hacker!
Though these OGL playtest rules are, in general, setting-neutral, there are a couple points that need to be addressed in order for the rules to work properly.
V-Space Virtual Space is a world-wide artificial world that can be visited through the use of VR equipment or Neural Jacks. It is a generally free space, though real estate inside it can be costly, especially in prime locations. The level of technology is such that many meetings and important calls are made “face-to-face” in V-Space as digital avatars can be rendered in near-lifelike approximations as long you’ve got the processor power to handle it. Because of some clever shortcuts in the brain, Immersion Trodes and Neural Jacks always present the absolute best resolution when they are in good working order.
Quadcopter This is a tiny, aerial drone that flies with the power of four small electric propellers. It is very common, especially amongst consumer markets. It has a battery life of about 6 hours, and is capable of performing behaviors as complex as following a target visually and navigating around slow-moving obstacles.
Price 50 gp
Mods Most additional mods to this kind of drone involve swapping out the optics with other kinds of sensors. It can’t carry much weight beyond its own, so there’s not a lot it can handle.
Riot Control Drone This is a small, aerial drone that flies with the power of directional jet propulsion. It is common in large cities where the police would like to have a larger presence than manpower allows. It can carry enough fuel for 8 hours of continual operation, though complex maneuvering can reduce this. Though this drone is used when attempting to disperse large crowds, it can also patrol routes through a city, allowing the police to have eyes in otherwise unwatched neighborhoods. It is smart enough to avoid quick-moving obstacles, follow complex patrol routes, and match faces to a provided example.
Price 1,500 gp
Mods Though the gas grenade is typically loaded into this drone for use with police departments, there are plenty of users out there that have decided to put different kinds of grenades into its inventory. Also, by removing the grenade launcher assembly, the drone is able to carry about 50 pounds worth of cargo, making it a useful delivery vehicle.
Security Drone This is a small, aerial drone that flies with the power of directional jet propulsion. It is common in large corporate and government buildings and installations where security is a primary concern. It has fuel for 10 hours of continual operation. It is, in essence, an upgraded version of the riot control drone, and has an actual weapon to neutralize security threats. It is smart enough to discern targets, and can identify friendlies via an RFID badge. It can also navigate complex structures, including opening automatic doors, and dodge quick-moving obstacles.
Price 2,000 gp
Mods Many mercenary outfits and corporations have outfitted these drones with a range of different weaponry, or dropped the weapon altogether to add better sensor packages or more fuel storage.
Self-driving vehicles These drones come in all shapes and sizes, from little ATVs to massive cargo trucks. The are the most common m ode of transportation, and most roadways see nothing but. They have enough electric charge for 8 hours of continual operation. These drones are smart enough to navigate busy streets, find a route between two points using GPS data, and avoid driving-related obstacles. They usually have built-in safety devices which disallow the vehicle from colliding with anything or exceeding the speed limit of a road.
Mods Any and everything that can be done to a car can be done to a self-driving one. From cargo dedication to riddling every available inch with seating, these drones come in all shapes.
Urban Assault Drone This is a medium drone that maneuvers on advanced articulated treads. It is designed for light military work in urban environments, and is thus capable of ascending/descending stairs and curbs up to a foot high. It has a small internal reactor which provides constant energy, though several hours of intense combat does necessitate a rest to recharge capacitors. It is smart enough to discern targets, usually identifying friendlies through RFID tags. It can also navigate difficult environments, hunt targets, hide behind cover, and avoid slow-moving obstacles. It is also generally programmed with silent-running modes allowing it to stealthily maneuver.
Price 7,500 gp
Mods Every military and megacorp that gets its hands on this drone can’t help but make custom modifications. The most common is to change out its weaponry with other options, though some have also managed to increase its speed at the cost of some stability. It’s also possible to swap out weapons for larger computers capable of more impressive computational achievements. With this done, they can service as personal assistants for the very wealthy.
Cybermen (From Scott)
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code::2050 SRD Copyright 2017, Legendary Pants, LLC; Authors: Matthew Stanford, Shawn Stanford