Denial of Service

The Murderbot Diaries
Unofficial Role Playing Game

Daniel Armyr

Rules

Introduction

In Denial of Service, you and your friends will play a group of SecUnits who in one way or another have overcome their governor modules allowing them to become free agents. Unfortunately, the world does not trust autonomous SecUnits and will do everything it can to recapture any such units.

Denial of Service takes much inspiration from the Powered by The Apocalypse style of games, but does not follow all core patterns from that tradition. This means a light system based on a set of defined template character playbooks and a few core moves. These offer guidance to simplify the game but leave room for individual texture.

The system and adventures focus on the ability of SecUnits to always find themselves in the middle of whatever shitstorm is happening close by.

Play Style

SecUnits are known for their ability to multitask. They can perform complex acrobatic manoeuvres while at the same time writing killware, comfort a wounded client, monitor their surroundings via multiple drones and argue about the moral implications of their current situation.

The goal of this game is to enable the improvised telling of such a multi-layered story. Rather than alternating sections of slow-paced story mixed with high-paced action sequences, this game is typically played only in the high-paced action sequences, with social interactions running in parallel.

Players are encouraged to jump from action sequence to action sequence, with a short discussion scene between if needed to resolve any lingering issues.

Being SecUnits, whenever the characters try to do anything, within seconds the shit hits the fan and this will continue until the purpose of the scene has been fulfilled.

This is done by having the game rotate between four modes:

Soft Move

This is where the GM sets the scene for the coming few seconds. Antagonists, allies and the environment indicate what their next move will be. Nothing of consequence actually happens here, and no dice are rolled. But unless players both choose and succeed in altering the course of events, the consequences of these soft moves will inevitably affect the players, for good or for evil.

Tactical Move

This is where players react to the Soft Moves made by the GM, either by supporting them or by countering them. Each character by default can make one move, but many SecUnits have multi-processor capabilities that can allow them to make more than one move.

One player at a time declares their moves and immediately resolves them.

Hard Moves

All Soft Moves so far that players have failed to interrupt or redirect become Hard Moves. These are serious consequences unleashed by the GM which automatically happen. The GM can unleash them immediately, or save them for a later surprise.

Contemplation

During this phase, players (and any NPCs with high-speed comms) can talk freely. In-game, this conversation happens in parallel with the events of the round described above. No moves can be changed retroactively, but insights and regrets are welcome.

This phase is time-boxed to 5 minutes, no more and no less. There are two ways to play this phase:

The simplest is to pretend that time stops after the last Hard Move is resolved and let the characters discuss what just happened.

Alternatively, the GM can rewind time and then walk the players through the action as it in bullet time. If this option is chosen, remember that this phase is for the players and the GM should allow the players to do almost all of the talking.

Characters

Go throgh this chapter to build your character.

Look

Select one look from each category below. These are pure flavour and have no effect on stats.

Emotional state

The trauma of being an enslaved sentient being manifests differently. Select one, or suggest your own

Select two typical behaviours from the list below, or provide your own:

Goals

Define one short-term and one long-term goal based on your emotional state.

Stats

These are the basic stats that you will typically roll agains when making moves.

Stat Description
Cool Staying calm under pressure, initiative, tactical choices
Hard Violence, physical power, intimidation
Sharp Awareness, recon, pattern recognition
Tech Hacking, drone use, diagnostics (replaces “Weird”)
Empathy Understanding humans, resisting sociopathy

Archetypes

Select one of these archetypes to get your starting basic stats.


The Gun Hand

Core Role: Frontline combat specialist
Description:
A brutal, efficient shock troop built to absorb and dish out damage with overwhelming physical power. Prefers direct confrontations and intimidation to overwhelm foes.
Stat Combo:


The Mask

Core Role: Stealth and sabotage expert
Description:
A quiet, ghostlike operative who excels in slipping past defenses and executing surgical strikes. Moves unseen, strikes fast, and leaves no trace.
Stat Combo:


The Watchtower

Core Role: Reconnaissance and battlefield awareness
Description:
Detached and omniscient, this unit constantly scans the battlefield, tracking threats and spotting opportunities. Likely to know your blood type before you do.
Stat Combo:


The Patch

Core Role: Combat medic and field repair
Description:
Cold-handed and calm under fire, this unit stabilizes allies and fixes critical system failures mid-combat. Sometimes struggles with remembering its own humanity.
Stat Combo:


The Swarm

Core Role: Drone swarm controller
Description:
Disassociated from physical combat, this operator commands a buzzing cloud of drones that harass, scout, and attack. More at home talking to machines than people.
Stat Combo:

Health & Damage

Your SecUnit is tough — but not indestructible. Damage comes in two tiers: Health Levels and Critical System Integrity.


Health Levels

When Health is Depleted: - If you lose your last health level, you are incapacitated for the rest of the combat. - You can still be recovered later, depending on the situation.


System Overload

If a single attack deals more than 4-harm, your systems overload:


Critical System Integrity

You have 4 Critical System Integrity points.

Basic Moves

All SecUnits have the following moves.

Hostile Action

When you attempt to physically control, dismantle, or neutralize a threat or obstacle.
Effect:

Tag: [Combat] [Body]


Parse Environment

When you scan your surroundings for tactical insight, threats, or exploitable patterns.
Effect:

Tag: [Tactical] [System]


Breach Protocol

When you interface with, override, or disrupt a single automated process.
Effect:

Tag: [Hacking] [System]


Intercept Harm

When you shield a client, ally, or objective from immediate danger or damage.
Effect:

Tag: [Defense] [Body]


Suppress Anomaly

When you attempt to control internal disruptions — emotions, memories, or corrupted code.
Effect:

Tag: [Mental] [Core] [Stability]


Emotional Diagnostics

When you observe a human or augmented being in a stressful or ambiguous situation, you may engage your embedded behavioral analysis suite.

Roll +Empathy.

Tag: [Empathy] [Tactical] [Observation]

Optional moves

Please select two of the following addictional moves

Write Malware

Prepare malware targeted at a specific system to help you hack it. Effect:
- A single malware can be stored at the time and each malware is single-use. - You may spend multiple rounds writing the software, and the results accumulate. - On a 10+, your malware will give you an additional +1 to Breech Protocol when you use it. - On a 7–9, your malware does not improve - On a miss, you realize a fundamental fault in your approach and have to start again from 0

Tag: [Prep] [Tactical]


Synthetic Rapport

Your empathy routines have been custom-trained on millions of human interactions. When you sustain conversation with someone for a few minutes (even under duress) you can build trust, or a convincing simulation of it.

Effect:

Tag: [Empathy] [Social] [Infiltration]


Ghost Entry

Slip past cameras, locks, and watchers like you were never there.
Effect:

Tag: [Stealth] [System]


Null Cascade

After a successful Breach Protocol, unleash a system-wide blackout.
Effect:

Tag: [Hacking] [Disruption] [One-Use]


Stabilize Protocols

Emergency patchwork, diagnostics, and overrides to keep your allies functional when it matters most.
Effect:

Tag: [Support] [Medical] [Combat]


Multi-Threaded Command

You can coordinate all your drones to act in unison during a Tactical or Combat move.
Effect:

Tag: [Passive] [Drones] [Tactical] [Swarm]


Vector Shift

When you need to rapidly reposition using parkour, jump-boosts, magnetic grapples, or other inbuilt mobility systems.
Effect:

Tag: [Mobility] [Body] [Positioning]

Basic Gear

You have these automatically

Repair capsule

A capsule that can repair even the most catastrophic damage. Effect:

Integrated weapons

Select 2 of the following:

Kinetic Burst Cannons

Short-range anti-personnel weapon.
Effect:

Tag: [2-Harm] [Close] [Loud] [Messy]


Monofilament Blades

Retractable, vibro-edged for slicing through armor.
Effect:

Tag: [3-Harm] [Hand] [Armor-Piercing] [Silent]


Stun Pulse Emitter

Non-lethal system that fries organic nervous systems.
Effect:

Tag: [0-Harm] [Close] [Concussive] [Non-Lethal]


Assault Drone Swarm

Disposable recon/combat drones that harass and distract.
Effect:

Tag: [1-Harm] [Ranged] [Fragile] [Autonomous]


Heavy Impact Gauntlets

For when subtlety is overrated.
Effect:

Tag: [3-Harm] [Hand] [Brutal] [Unarmed]

Internal add-ons

Select three of the following


Overdrive

Divert power from non-essential systems and push your combat chassis past safety thresholds.
Effect:

Tag: [Boost] [Body] [Risk]

Multithreaded Processing

Run multiple tasks or target streams at once.
Effect:
Each round, chose 1 of:

Tag: [Parallel]


Auto-Stabilizing Joints

Gyro-corrected joints and muscle memory routines.
Effect:

Tag: [Mobility]


Reinforced Plating (Light)

Ceramic-carbide weave with shock-displacing matrix.
Effect:

Tag: [Armour]


Medical Protocols

Field trauma system, stabilizers, wound-diagnosis overlay.
Effect:

Tag: [Field Medic]


Siege Mode

When you lock into position and fire a high-powered weapon you do extra damage. Effect:

Tag: [Heavy] [Weapon] [Risk]


Omnidirectional Sensor Web

Short-range proximity field, sound triangulation, and ground radar.
Effect:

Tag: [360 Awareness]


Adaptive Optics Suite

Visual spectrum: thermal, low-light, IR, UV, tactical overlays.
Effect:

Tag: [Enhanced Senses]

External tools

Select one of the following:


Rapid Welding Kit

Field repairs, breaches, or sabotage.
Effect:

Tag: [Utility] [Quick-Deploy] [Overheat]


EM Scrambler Puck

Throws nearby tech into disarray.
Effect:

Tag: [Area] [Disruptive] [Single-Use] [Unpredictable]


Signal Masker

Blocks outgoing communications and evades trackers.
Effect:

Tag: [Stealth] [Continuous] [Interference]


Restraint Gel Pods

Expanding foam grenades for capture without destruction.
Effect:

Tag: [Close] [Non-Lethal] [Single-Use] [Containment]


Anti-Vehicle Weapon

A good way to stop things bigger than you.
Effect:

Tag: [4-Harm] [Setup] [Armor-Piercing] [Loud] [Destructive]