A class for an asymmetric cyberfantasy game that does not exist (yet)
Gone (mostly) are the days of bulky grimoires, sigils chalked onto the floor, candles, and bits of dead things unlocking the secrets and power of magic. Now, spells are written in computer code, executed by electricity pumping through silicon.
Rogue Script Wizards have littered spells across the net, buried and fragmented within the code of websites and the very infrastructure of the Net. Spell Hackers are able to comb these digital depths, tracing the way spells distort the code around them, to extract, reconstruct, and execute these spells.
When a digital spell is executed, it can manifest in reality through any Net-connected device. It can burst out of a screen, seep through a microphone, or erupt from the microchips themselves. The device that delivers the spell is often left intact (even if it just shot out a fireball).
Learning the shape of a line of spell code is hard; most Spell Hackers have only a small bank of spells they can safely extract and execute.
When a digital spell is executed, it deletes itself. Don't worry, other copies of it have definitely been embedded elsewhere in the Net, so a determined and talented Spell Hacker will be able to find it again through a different path.
Distance is no barrier for spell hacking; Spell Hackers do not have to be present to execute a spell and usually are miles away.
Spell Hackers start knowing 6 spells.
Computer Expert: Spell Hackers are skilled enough with computer systems to succeed at any mundane computer or hacking challenge. The most advanced security systems may take up to an hour to hack into without magical help.
To execute a spell, the player will open up a random Wikipedia article, record the article’s title on their burned pathways, and Ctrl+F search for the spell’s keyword. If the keyword is not found on that page (or all instances have been nullified), then the player will click one of the links, record the new article’s title on their burned pathways, mark 1 Depth, and repeat the process until they’ve found the keyword.
Other forms of the keyword count: If the keyword is “rise,” then “raise” and “risen” also count.
Alternate meanings for the same word count: if the keyword is “light” then it counts regardless if it refers to optical radiation or weight.
The keyword contained in an unrelated word does not count: if the keyword is “open,” “Copenhagen” does not count.
The word with a nullifying prefix nullifies one valid instance of the keyword: if the keyword is “eat” then “uneaten” cancels out a valid instance of the keyword.
Once the keyword has been found without being nullified, the PC counts up the number of instances the word appears on the page to determine the spell’s potency.
1-3 Instances: Potency 1 - a basically functional effect, minor damage, duration measured in seconds
4-10 Instances: Potency 2 - a solid effect, damage on par with other weapons, duration measured in minutes
11-50 Instances: Potency 3 - a big effect, more damage than other weapons, duration measured in hours
51+ Instances: Potency 4 - an overwhelming/out-of-control effect, huge damage (potentially harming bystanders), duration measured in weeks, destroys the device used to deliver the spell
Spell Hackers can bail on a spell anytime they want, but the bits of code they’ve already uncovered will have an unstable reaction and cause a mishap.
Note: The Spell Hacker does not follow the rules of turn order. They can deliver their spell as soon as they finish preparing it. The rest of the party should continue on while the Spell Hacker is reconstructing their spells. If the Spell Hacker is present and targeted during combat, they do not defend against the attack and mark Depth instead of advancing Stress as their pre-programmed wards protect them.
Any article in the burned pathways list cannot be visited by following a hyperlink while casting a spell or challenging Depth.
Spell Hackers mark Depth when spell hacking and mark 2 Depth any time they would usually advance Stress as their programmed wards kick in. If a Spell Hacker’s Depth ever reaches 20, they are trapped and consumed by the Spider at the center of the Dark Web, leaving a soul-less husk behind.
Spell Hackers can challenge their Depth at any time by searching for the words “Control” or “Self” by using their spell-casting procedure (without taking additional Depth for following a hyperlink). They have a number of chances, including the first random article, determined by their current Depth.
On a Failure, they take a number of additional Depth equal to the number of articles they visited.
On a Success, they can convert a number of Depth equal to the number of instances of the keywords to XP.
Remove an article from your burned pathways (do a bit of your own script magic) - 3 XP
Learn a new spell - cost determined by the spell
Gain a scrap of an Escape Key - 10 XP
Code a Spell: you know a spell from your list well enough to write the code yourself and cast it reliably at Potency 1 and 2 by marking 1 Depth; you may still spell hack for higher potency versions of the spell but ignoring the first Depth you would have to mark - original spell cost times 3
The Escape Key is made up of 5 scraps of code. If all scraps are assembled, then one time when a Spell Hacker reaches 20 Depth, they may escape the Spider’s clutches and instantly remove 10 Depth.
Spell Example: CR1M$ØN’s Unh0lee IgiXøn
Mishap: The Spell Hacker’s rig and the delivery device overheat and shut down; they advance Stress 1 and will need to cool down before they are used again. The Spell Hacker and anyone touching the delivery device advance Stress 1.
Potency 1 - Small Flame: Creates a fist-sized puff of flame that quickly dissipates. Can advance Stress 1 against an Adjacent target.
Potency 2 - Fiery Bloom: Creates a burst of flame that can advance Stress 3 against a Close target.
Potency 3 - Fire Jet: Creates a stream of flame that can advance Stress 5 against a Close target.
Potency 4 - Fireball: Creates a fire ball that will explode on impact, advancing Stress 6 against a Far target and advancing Stress 4 against any Adjacent to the target and Stress 2 against any Close to the target.
I've been listening to the Bastionland Podcast quite a bit over the last few days, and a topic that has come up several times is asymmetrical gameplay (notably in the Quinns, Spencer Campbell, and Cole Wehrle episodes). I think it was the Quinns episode where someone brought up an experience of one of the players having to listen to (and watch?) something off to the side while other gameplay was going on and finding it a really immersive and meaningful experience for that player. This whole idea of asymmetry got my wheels turning.
Another major inspiration for the Spell Hacker is the Laundry Files book series. Computers doing magic is a big part of those stories.
The above text isn't meant to be final text that would go in a roleplaying book, just illustrating the idea. I would want to make a spell book with way more interesting and weird ideas than a fireball.
I don't know where this will go. There are some hints at other mechanical possibilities in there. There's something of a setting already taking shape. I can picture some kind of Warrior class pointing their phone at an enemy so the Spell Hacker's spell can go off. I don't at this moment have ideas for other weird mechanics for other classes, but I think that could be a fun exercise!