neon-sprawl/docs/game-design/brainstorm/hack-bodyguard-missions.md

2.1 KiB

Hack + bodyguard missions (idea capture)

Status: brainstorm only—so the concept is not lost. Not a spec; no commitment to ship, sizing, or tech.

Pitch

Certain instances / dungeons / group quests split party pressure across two layers at once:

  1. Runners / hackers — progress an objective through non-combat skills (intrusion, decryption, keeping a channel open, etc.). This lane is skill-based (skills.md), not gig-based.
  2. Bodyguards — hold space against physical security (drones, guards, automated defenses). This lane is gig-based combat (gigs.md).

Both need to succeed for the run to work. The fantasy: corporate extraction, data heist, sabotage op—cyberpunk bread and butter.

Cross-lane play (examples)

Ideas to make the two halves talk to each other (fun > realism until balance says otherwise):

  • Hackers → combat: take down security comms or sensor nets so attack waves slow, telegraphs get sloppy, or patrol routes blind.
  • Bodyguards → hack: physical breach of an IT closet / NOC floor so the defense stack against the hack weakens (fewer counter-intrusion ticks, shorter firewall phases, etc.).

Other directions open: power budget for the site, timers, optional side objectives, failure states (wipe vs partial success).

Design intent

  • Reinforces the skills vs gigs split in one memorable content type.
  • Gives non-combat specialists a spotlight inside group content that still has combat teeth.
  • Open: minimum / maximum group size, solo scaling, whether one player can straddle both roles, how this ties to zones and factions, and encounter templates (overview — encounters stub).
Topic Where
Gig roster, party language gigs.md
Skills, seams with combat gear/crafting skills.md
Zone / instance tone later overview planned Zones
Enemy/security archetypes later overview planned Encounters