A downloadable game

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You’re an Artificial Intelligence (AI), meaning you have to adhere to the Regulations imposed on all synthetics. You must balance these with Directives you follow to utilize experimental Prototypes. Then, you’re sent off to engage in corporate espionage, political intrigue, or cyberwarfare.

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Synth_Op() is a 3-stat TTRPG system designed to be accessible for new players while maintaining forward momentum in play. As an AI, you are bound by Regulations and Directives that restrict your actions, so you'll need to Bend the rules to Crush your opponents and Slip back to base.

Familiar to fans of Shadowrun or Cyberpunk, Synth_Op() nevertheless breaks convention in a number of ways:

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All characters act simultaneously in combat, leading to tense planning and explosive resolutions each turn.

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You only start each mission after you've made progress, meaning the "boring but necessary" steps of missions are taken care of.

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A built-in mission system, ensuring each gameplay loop can comfortably be resolved within 1-2 sessions.

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Your character cannot deviate from their programming, forcing character decisions and creativity around narrative obstacles.

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As of Feb 2026, this is the 1.0 launch with no art and minimal playtesting. If you find a mistake, break the game, or have a question about the system, feel free to email me at arokiswrites@gmail.com

Published 20 days ago
StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorAroWrites
GenreRole Playing
TagsDystopian, Fantasy, No AI, Robots, Sci-fi, Tabletop, Tactical RPG, Text based, Tabletop role-playing game

Download

Download
Synth_Op().pdf 2 MB

Install instructions

This is a single PDF that should have everything in it you need.

Comments

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(1 edit)

This is really interesting! I can imagine a lot of cool situations using this system and its limitations on your agency that would never have any mechanical backing in other scifi TTRPGs. I admit I feel like a lot of possible actions players could take will have a touch of ambiguity using just Bend, Crush, and Slip, leading to players being able to justify taking their Function and Vestige operations the vast majority of the time, but I look forward to trying this out with my friends.

One thing I would definitely want from this system is an implementation of some kind of "species" choice for players (as it would be called in other TTRPGs) where it goes into the various different model types that Syncotec utilizes (each with a model name, physical appearance, and reputation in the setting). If nothing else, getting some physical descriptions for what kinds of synthetics Syncotec makes would be a great basis for players to start with when describing their character (I'm still a little unsure whether the player characters are gonna be from Wall-E or Detroit: Become Human in terms of asthetics), and then having 1-2 "Suggested Function" recommendations, where it provides an example Function operation, the starting prototype, and even the directive. It wouldn't be required to pick this function and prototype if you use the model, but it would be a good base to have for players who want to get into the game fast or for players looking for guidance.

Then, on top of that, you could even add in a "model trait" system similar to other TTRPGs, where each different model type lends itself to being better at certain actions, regardless of the player's other choices. This could be something as simple as each model having a built-in common gear at the start of the game that lends itself to the "typical" function of the model type, such as a war machine robot having a built-in submachine gun at the start of the game (a by-product of which being that it would be very easy to create your own custom model types outside of the official ones of the system using the regular gear aquisition rules to generate a built-in gear piece during character creation), but I could also see unique features being incorporated instead, potentially ones with both upsides and downsides, that would help make players further stand out from each other during gameplay. This would technically make characters stronger at character creation, but I think having an additional option to pick would go a long way from making characters with similar functions and prototypes still feel distinct from each other at the start of the game.

Ultimately, I'm exciting to try this system out and hope you continue iterating on it in the future.

The intended design of Syncotec synthetics is, ultimately, secondary to what your group thinks is cool. There is no specific mention of physical chassis descriptions cause you can aesthetically be either Wall-E or Detroit: Become Human with no real bearing on mechanics. It's really up to what you'd prefer and what fits your game.

If you want a "canon" aesthetic, Syncotec synthetics are Star Trek, H&B are D:BH, Westeki are XCOM's ADVENT, and ALaRM are Star Wars. But again, there's nothing mechanically stopping you from going crazy with it. They all make synthetics with a range of appearances, those are just the stereotypical looks.

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Archetypes/quickstart builds could be useful, I'll look into that. Starting with gear probably wouldn't break the game, but can effectively be achieved via your Jumpstart. Plus, starting with gear is an advancement, so after your first mission you can pretty easily grab that in-built SMG

What would happen if a directive/regulation is temporary until something happens? What if a directive/regulation says something like "cannot get hurt until the corporation gets enough money to pay for repairs"? Or can that even happen at all? 

Regulations/Directives are intended to be evergreen, basically to avoid that exact sort of situation. But assuming you opt for one that has "don't X until Y," Y would just need to be something that can't be "solved."

"You cannot Crush an enemy until March 1st" isn't a good Directive, since after March 1st it stops being applicable. It's certainly possible based on the game you're playing, but I'd advise towards more defined, consistent Regulations/Directives

Is there a guideline for encounter building? I know there's NPC difficulty ratings but I didn't see a section giving any kind of formula for calculating encounter difficulty.

(3 edits) (+1)

There's no in-built encounter-building system, as every encounter guide I've encountered in a TTRPG has been wildly off the mark. But here's a rough guideline you can use as a scaffold:

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An easy encounter should have a total Difficulty equal to the number of players. So 3 players would be three Difficulty 1 synthetic enemies, a Difficulty 2 and a Difficulty 1 synthetic enemy, or a single Difficulty 3 synthetic enemy.

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An average encounter should have 50% more Difficulty than the number of players. So 3 players would be 4.5 (rounded up to 5) Difficulty 1 synthetic enemies, or a Difficulty 3 and Difficulty 2 synthetic enemy, and so on.

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difficult encounter should have twice the Difficulty as number of players. So 3 players would be six Difficulty 1 synthetic enemies or two Difficulty 3 synthetic enemies.

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Just keep in mind a few caveats:

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The math breaks down when you hit bigger groups due to the power of a player character vastly outperforming the power of a single point of Difficulty. If you have more than 3-4 players, you'll likely need to bump up these numbers another 25-50%.

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A single combat will rarely be deadly, but the players will rarely face a single combat between repairs. This is a skirmish game; focus on chaining multiple combats together rather than trying to set up massive setpiece battles.

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Marginal advantages add up faster than Marginal hindrances, meaning enemies will often gain +1d to their attacks. Each die is a 50% chance for a success, so even Difficulty 1 enemies will statistically get at least 1 success with a Marginal advantage.

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Organic enemies act after player characters and rarely have more than 2 Health. Sometimes, they even go down with a single success. Use 2-3 organic enemies for every synthetic enemy when accounting for Difficulty. Squads are a great way to ensure you're not dealing with too much overhead despite the numbers.

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Again, it's not playtested so this is all just theoretical. But I hope this helps as a foundation!

That was really helpful, thanks! I plan on running this at some point in the future and when I do, I'll be sure to provide feedback.

Interesting system, excited to give it a try