Computer systems in Rifts are very much a feast or famine idea. In the wastelands and rural areas that many adventures take place, the presence of computers is very basic, if present at all. In the cities, they are ubiquitous, but access is jealously guarded by those who use them, not wishing anyone else to get into them. This leaves a Game Master having to work up systems on the fly to allow their hacking heroes to have something to do with their Hacking skill. The Fast Lane Hacking rules from Manuel Sambs of Veiled Fury Entertainment offer another route, but require a bit of modification to work in Savage Rifts.
These rules adapt the concepts behind Fast Lane Hacking to Savage Rifts. The majority of this guide revolves around establishing norms regarding pricing, the availability and usability of systems and adapting existing gear for use with these rules.
The core Fast Lane Hacking rules are available on DriveThruRPG. You will need them to use these rules adaptations. Certain items are reprinted here for convenience.
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