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  1. WEAPON ACCURACY
  2. Weapon accuracy is reworked to be a bonus one gains from taking an aim action. The conversion works as follows:
  3.  
  4. -3 = +1
  5. -2 = +2
  6. -1 = +3
  7. +0 = +4
  8. +1 = +5
  9. +2 = +6
  10. +3 = +7
  11.  
  12. This modification does not apply to melee weapons which recieve their WA as normal.
  13.  
  14. RECOIL
  15. A weapon's recoil is rated alongside its normal stats. This is a numerical measurement of how controlable the weapon is for multiple shots. The standard recoil number is referred to as the "base recoil" where as any sort of modifier applied is referred to as "modified recoil."
  16.  
  17. CALCULATING RECOIL
  18. A weapons recoil value is equal to its max damage divided by 6 (Divided by 5 for d10 weapons. Final value multiplied by 2 for pistols) Round normally.
  19.  
  20. RECOIL RESISTANCE
  21. -Using a deployed bipod multiplies the weapon's effective recoil value by 0.75 (Round down).
  22. -Using a tripod or powered exo-mount halves a weapon's effective recoil value (Round down).
  23. -Linear frames use their STR rating for recoil resistance as opposed to the user's BODY.
  24. -Mounted weapons do not suffer from recoil.
  25.  
  26. DAMAGE TO SELF
  27. For every point a weapon's modified recoil exceeds one's BODY+5, the shooter takes 1 point of damage.
  28.  
  29. SEMI-AUTOMATIC FIRE
  30. When firing in semi-automatic, the difference between a weapon's recoil and one's BODY is applied as a penalty to the second shot fired. If a third shot is fired, the weapons recoil multiplied by 1.5x (Round down) is compared to BODY, with the difference being applied as a penalty.
  31.  
  32. BURST FIRE
  33. Firing a burst uses the difference between the weapon's recoil+1, and the users BODY as a penalty to hit.
  34.  
  35. AUTOMATIC FIRE
  36. All automatic fire is conducted in increments of 5. For every 5 shots fired, the shooter gains +1 to hit, but also raises the recoil value of his weapon by 1 (2 for d10 weapons). The final modified recoil value is applied as a penalty to hit.
  37.  
  38. -------------------------------------------------------------------------------------------------------------
  39.  
  40. RESOURCES AND STREETDEAL
  41. The following is the amount of time it takes and streetwise roll it takes to find a supplier of any given item. This time is also counted as the amount of time one must wait to roll for such an item again if the first roll is failed.
  42.  
  43. If the item is bought legally through a store, reduce the time taken and difficulty by one category. For every increment of 5 by the streetwise test is succeeded, reduce the time taken by one category.
  44.  
  45. Everyday Item (Legally): Automatic; No Roll needed
  46. Everyday Item: 12 Hours; Diff 10
  47. Common: 1 Day; Diff 15
  48. Uncommon: 3 Days ; Diff 20
  49. Poor: 1 Week; Diff 25
  50. Rare: 2 Weeks; Diff 30
  51.  
  52. -------------------------------------------------------------------------------------------------------------
  53.  
  54. MOVEMENT
  55. 1x MA is considered walking, and is a free action.
  56. 2x MA is considered running, and counts as one action.
  57. 3x MA is considered sprinting, and counts as three actions.
  58.  
  59. -------------------------------------------------------------------------------------------------------------
  60.  
  61. NEW HIT LOCATIONS AND DAMAGE MODIFIERS
  62. Formatted as:
  63. Roll | Location | Called Shot Penalty | Dam Mod | Crippling/Destroying Wound
  64.  
  65. 3D6
  66. 3-4 | Skull | -7 | x2 | 4/8 | MAX: 40
  67. 5 | Face | -7 | x2 | 4/8 | MAX: 40
  68. 6-7 | Right Leg | -2 | x1 | 4/8 (16 severed) | MAX: 8
  69. 8 | Right Arm | -2 | x1 | 4/8 (16 severed) | MAX: 8
  70. 9-11 | Torso | -1 | x1 | 6/12 | MAX: 12
  71. 12 | Left Arm | -2 | x1 | 4/8 (16 severed) | MAX: 8
  72. 13-14 | Left Leg | -2 | x1 | 4/8 (16 severed) | MAX: 8
  73. 15 | Hand | -4 | x1 | 2/4 (8 severed) | MAX: 4
  74. 16 | Foot | -4 | x1 | 2/4 (8 severed) | MAX: 4
  75. 17-18 | Neck | -5 | x1.5 | 4/8 | MAX: 8
  76.  
  77.  
  78. CRIPPLING/DESTROYING WOUNDS
  79.  
  80.  
  81. -------------------------------------------------------------------------------------------------------------
  82.  
  83. ARMOUR
  84. All armoured clothing's SP is at 1/2
  85.  
  86. -------------------------------------------------------------------------------------------------------------
  87.  
  88. LASERS AND MICROWAVERS
  89. Lasers and Microwavers treat soft armour as 1/2 SP, and hard armour as normal. In addition, Microwavers will cause soft armour to lose 2 SP per hit. Lasers will cause soft armour to lose 4 SP per hit, and hard armour to lose 2 SP per hit. Beam Lasers apply a -2 to the target's stun/shock penalty. All laser weapons may double their damage if they so choose, but this takes up five charges per shot as opposed to the regular one, and lowers their reliability by one category. Beam lasers also triple their effective RoF for purposes of determining bonuses. Finally, a techie may jury rig any given beam laser to quadruple its damage, but this uses an entire battery's charge, and has a 50% chance (Luck may be spent at a rate of -5% per point) of destroying the weapon's lasing crystals.
  90.  
  91. -------------------------------------------------------------------------------------------------------------
  92.  
  93. LIGHTING MODIFIERS
  94.  
  95. WITHOUT OPTICAL AID
  96. Full Darkness: -8 to hit and awareness
  97. Minimal Light: -6 to hit and awareness
  98. Partial Light: -2 to hit and awareness
  99. Light Smoke/Fog/Rain: -4 to hit and awareness
  100. Heavy Smoke/Fog/Rain: -8 to hit and awareness
  101. Thermal Smoke: -8 to hit and awareness
  102.  
  103. LOWLITE
  104. Full Darkness: -8 to hit and awareness
  105. Minimal Light: -2 to hit and awareness
  106. Partial Light: No penalty
  107. Light Smoke/Fog/Rain: -4 to hit and awareness
  108. Heavy Smoke/Fog/Rain: -8 to hit and awareness
  109. Thermal Smoke: -8 to hit and awareness
  110.  
  111. INFARED
  112. Full Darkness: -2 to hit and awareness
  113. Minimal Light: -1 to hit and awareness
  114. Partial Light: -1 to hit and awareness
  115. Light Smoke/Fog/Rain: -1 to hit and awareness
  116. Heavy Smoke/Fog/Rain: -1 to hit and awareness
  117. Thermal Smoke: -8 to hit and awareness
  118.  
  119. -------------------------------------------------------------------------------------------------------------
  120.  
  121. RELOADING, DRAWING AND SWAPPING WEAPONS AS MULTIPLE ACTIONS
  122. When reloading, drawing, or swapping a weapon during combat as a multiple action, consult the following rules.
  123.  
  124. Reloading as a multiple action requires a Diff 12 REF roll, and if failed, must be attempted a second time as the second action in the turn. If that is failed, you fail to load the weapon and may attempt again next turn (Or use up your remaining declared multiple actions). On a crit fail, the new magazine is dropped, and a Diff 10 REF roll is required to pick it back up.
  125.  
  126. Swapping weapons as a multiple action requires a Diff 12 REF roll, and if failed, must be attempted a second time as the second action in the turn. If that is failed, you fail to draw the weapon and may attempt again next turn (Or use up your remaining declared multiple actions). On a crit fail, the weapon being drawn is dropped, and a Diff 10 REF roll is required to pick it back up. If you are just dropping your other weapon (or letting it hang from a sling) this lowers the Diff to 10.
  127.  
  128. Multiple action rules apply to both swapping weapons and reloading as normal, in addition.
  129.  
  130. -------------------------------------------------------------------------------------------------------------
  131.  
  132. HAND TO HAND AND MELEE RULES
  133. Curb Stomp: Attacking someone on the ground will always do maximum damage.
  134.  
  135. Cheap Shot: When an opponent is either surprised or stunned, all melee or hand to hand attacks done against them do maximum damage, as well as automatically hit (A called shot may be made at Diff 15, with no other penalty).
  136.  
  137. Throwing: If thrown at another person, the stun save is made without penalty, but both must make that save, and both also take 1d6/2 damage.
  138.  
  139. Parrying/Blocking: Always made at a -3. If successful, the defender may make a quick attack against the target (Regardless of whether they have already gone or not. This is not considered an action if they have not gone yet.) at a -3 penalty. If a fist is blocked with a bladed weapon, the attacker takes damage equal to the blade's to their hand, in addition to the possibility of a counterattack
  140.  
  141. Breaking Blocks: When a wooden weapon is parrying any sort of weapon with AP abilities, the SP is counted as soft armour. Any excess damage is transferred to the person parrying. Metal weapons hit by wooden weapons need not make a shatter roll. Metal weapons being hit by Mono weapons roll for shatter at a -1. Metal weapons being hit by the Powersword make this roll at a -2. Mono weapons hitting mono weapons take no penalty, but the powersword induces a -1. Powersword against powersword applies no modifiers.
  142.  
  143. Mono: Mono weapons double damage on a critical success, as per standard rules.
  144.  
  145. Firearms as melee weapons: Firearms used as melee weapons do 1d6 damage. Because you know you want to pistol whip someone.
  146.  
  147. -------------------------------------------------------------------------------------------------------------
  148.  
  149. CHARISMATIC LEADERSHIP
  150. The minimum amount of people needed to use this skill is reduced to 1.
  151.  
  152. -------------------------------------------------------------------------------------------------------------
  153.  
  154. MEATSHIELD
  155. Meatshield's SPs are equal to their BODY, plus double whatever the hit location's SP is.
  156.  
  157. -------------------------------------------------------------------------------------------------------------
  158.  
  159. EXPLOSIVES
  160. Everyone within the explosive's blast radius is deafened for 4 rounds. Within double the blast radius, a Diff 15 BODY check must be made, success means deafening only applies for 2 rounds, failure means it applies for 4 rounds. Being in an enclosed area doubles the deafening times, and adds +5 to the difficulty of the BODY roll.
  161.  
  162. Explosive damage treats soft armour as 1/2 SP and hard armour as normal. Damage is treated as half stun, half real. Hard armours are damaged by 1/4th of the explosive damage, and soft armours are damaged by 2 SP. Tamped explosives doubles damage, and halves range. Explosives in close quarters double damage as well.
  163.  
  164. Explosives are resisted by the average of all your armour (All your SP added together and divided by six). Specific area wounds are determined by rolling hit location as normal, once for every increment of 4 damage done. If the same location is rolled twice, count it as having taken 8 damage instead.
  165.  
  166. -------------------------------------------------------------------------------------------------------------
  167.  
  168. STYLE CIRCUMSTANCE
  169. +1 to all Wardrobe and Style rolls if you are wearing a style of clothing that corresponds to whoever you are trying to impress (Wearing Businesswear around corps, Urban Flash around Chromers, etc)
  170.  
  171. -1 to all Wardobe and Style rolls if you are wearing something very out of place (Businesswear in a Chromer Club, Urban Flash in a corp boardroom meeting, etc)
  172.  
  173. -------------------------------------------------------------------------------------------------------------
  174.  
  175. CLOTHING QUALITY MODIFIERS
  176. Sub-Average: -2 W&S
  177. Average: -1 W&S
  178. Good: 0 W&S
  179. Very Good: +1 W&S
  180. Designer: +2 W&S
  181. Superchic: +3 W&S
  182.  
  183. -------------------------------------------------------------------------------------------------------------
  184.  
  185. CYBERWARE CHANGES
  186. Smartgoggles - Gives +2 to smartgun attacks (Requires the targeting scope option)
  187. Smartguns - A Smartgun gives +1, targeting scope gives additional +2
  188. Pain Editor - Adds +2 to Stun Saves in addition to standard effects
  189. Adrenal Booster - Adds +2 to stun saves and allows one to ignore fatigue for its duration in addition to +1 REF. Can be used as many times as one wants, with 1 minute intervals, but each use gives 5 fatigue
  190. Interface Plugs - Comes with all additional links
  191. Kerenzikov/Sandevistan/Owari - Add bonus to amount of Initiative dice rolled instead of to static number
  192. Reflex Booster - Add level of REF gained to Initiative dice
  193. ACPA - Add Suit Initiative Bonus to Initiative dice instead of static number
  194. Chips - Chipping in takes 2 hours multiplied by chip level, not 2 days. In addition, tech skill chipping is MRAM, not APTR
  195.  
  196. NEW CYBERWARE
  197. Owari Boosterware - A third type of boosterware, this one having to have a chemical introduced to the nervous system to function properly. This chemical is of course Hardfire. Owari Hardwiring comes in three levels, similar to Kerenzikov's two. Effects last as long as the drug does. 700eb/Level, 1d6/2 HL/Level, Surgery code N.
  198.  
  199. -------------------------------------------------------------------------------------------------------------
  200.  
  201. ARMOUR WEIGHT CLASSES
  202. Hard Armours = Automatically fills up your layers (Adding any more armour will give EV)
  203. Body Plating = Heavy
  204. Purpose-Made Combat Armour = Heavy
  205. Subdermal Armour = Medium
  206. Skinweave = Light (Layering on to skinweave reduces the EV penalty by 1.)
  207.  
  208. The weight limits only count towards clothing that is armoured.
  209.  
  210. -------------------------------------------------------------------------------------------------------------
  211.  
  212. WOUND EVOLUTION
  213. Serious Wound: +1 wound for every minute it is left untreated
  214. Critical Wound: +1 wound for every 30 seconds it is left untreated
  215. Mortal Wound: +1 wound for every 10 seconds it is left untreated
  216.  
  217. -------------------------------------------------------------------------------------------------------------
  218.  
  219. COMBAT SENSE REWORKED
  220. Combat sense now only adds half its rating (Round down) to Initiative, though its full rating is still added to awareness in combat situations.
  221.  
  222. -------------------------------------------------------------------------------------------------------------
  223.  
  224. INITIATIVE
  225. Initiative is rolled as 1+Boosterware(d6) + REF. For every increment of 5 rolled over 10 (So starting at 15), the penalty for multiple actions is reduced by 1 (This means rolling a 20 for init would make taking two actions only a -1, and three actions a -4). Multiple action penalties affect aim actions as normal (Meaning that a weapon with WA 6 taking a multiple action to aim would recieve -3 to the WA, making it 3, and -3 to the actual shot, nullifying the Weapon Accuracy bonus.)
  226.  
  227. At the start of any new round, the following option is available:
  228. Hasty Action: +3 Initiative, -3 for your action (This is effectively a broader fastdraw option that works for anything. If drawing a weapon, this counts as that action, and no additional multiple action penalties apply.)
  229.  
  230. And in the context of starting combat, IE the first round, the following modifiers apply (If all combatants recieve one of the bonuses, it no longer applies):
  231. Weapon is already drawn: +3 Initiative
  232. Weapon is already aimed: +6 Initiative
  233.  
  234. -------------------------------------------------------------------------------------------------------------
  235.  
  236. BUCKSHOT (HOW TO MAKE IT NOT SHITTY)
  237. All damage done by buckshot is multiplied by 2x, but only AFTER armour is subtracted. To this end, recoil for shotguns is also multiplied by 2.
  238.  
  239. -------------------------------------------------------------------------------------------------------------
  240.  
  241. LUCK REWORKED
  242. A luck roll at Diff 12 is made whenever a 1 is rolled on a normal skill check. On a successful luck roll, treat the 1 as if it were any other number and add it to whatever numbers to gain your total. If the luck roll is failed, you suffer the effects of a critical failure. Luck still may be spent as usual, but for every 1 point spent, 2 points are added to the roll (With the exception of stun and death saves which still use a 1:1 basis). As usual this may not be declared after a roll is made, only before. Luck may also be spent on a 1:1 basis to negate wounds taken from any one attack (Though never negating the damage completely).
  243.  
  244. -------------------------------------------------------------------------------------------------------------
  245.  
  246. SHOOTING REWORKED (And by that I mean copied from CP2013)
  247. When shooting a moving target, it is an opposed test Vs. 1D10 + REF Stat (Boosterware included) + Athletics/Dodge + Range Modifier
  248.  
  249. When shooting a non-moving target, a base difficulty is chosen by the GM, and the range modifier is added on to that. This includes stunned/surprised enemies.
  250.  
  251. Shooting while in melee with someone causes certain penalties to be factored in.
  252. Weapons with Pocket Conceal take no penalty.
  253. Weapons with Jacket Conceal take a -2 penalty.
  254. Weapons with Longcoat Conceal take a -4 penalty.
  255. Non-concealable weapons take a -8 penalty.
  256. Heavy weapons always take a -16 penalty.
  257.  
  258. -------------------------------------------------------------------------------------------------------------
  259.  
  260. STUN SAVES
  261. If the roll is failed by 1 or 2 points, you are stunned for one turn. You cannot move, attack or defend - instead, you are staggered in place by the impact.
  262.  
  263. if the roll is failed by 3 or 4 points, you are stunned until you can succeed a stun save, making one every turn. You are most likely in a fair bit of pain and shock at the time.
  264.  
  265. If the save is failed by 5 or more points, you are unconscious or writhing in pain for 1d10 consecutive turns following the attack. At the end of the 1d10 turns, roll another stun save, if failed, roll every turn until success. It is assumed during this time you are prone, have dropped whatever you were holding.
  266.  
  267. -------------------------------------------------------------------------------------------------------------
  268.  
  269. CLARITY ON BTM
  270. BTM is ALWAYS subtracted after all damage has been calculated. The only thing that comes after BTM are Stun/Death saves, and Specific Body Area Wound rolls.
  271.  
  272. BTM is also able to make blunt attacks, and only blunt attacks, do no damage.
  273.  
  274. --------------------------------------------------------------------------------------------------------------
  275.  
  276. SPECIFIC BODY AREA WOUNDS (4 DAMAGE) (AS SEEN IN CYBERPUNK 2013)
  277. If over 4 damage is ever done at once to a body part, consult this table.
  278.  
  279. Limb and Torso:
  280. You have a broken bone. A broken arm or leg renders the limb useless. A broken rib reduces your MA by half and your REF by -2 (In addition to the -2 you would receive with a serious wound level)
  281.  
  282. Head: (1d6.)
  283. 1-5: A skull fracture causes massive, blinding headaches, reducing your INT, REF, TECH, and COOL stats by half.
  284. 6: You lost an eye. Roll 1d10, even is right, odd is left.
  285.  
  286. NOTE: Broken bones require bone glue or some other equivilent medical treatment to heal, or else they will remain broken for 5x the regular time (40 days)
  287.  
  288. --------------------------------------------------------------------------------------------------------------
  289.  
  290. SPECIFIC BODY AREA WOUNDS (8 DAMAGE) (AS SEEN IN CYBERPUNK 2013)
  291. If over 8 damage is ever done at once to a body part, consult this table. No matter what is rolled, you must make a death save at Mortal 0 (or current mortal level +1)
  292.  
  293. Limb:
  294. The limb is either severed or crushed beyond repair and recognition.
  295.  
  296. Torso: (1d10. All effects last until medical attention is received)
  297. 1-3: The lungs have been punctured. You can no longer move, but other than that, no stat penalties are inflicted (Aside from the ones you would obtain from having such a wound level)
  298. 4-6: There has been major damage to the abdominal organs. You can still move, but INT, REF, MA, TECH, and COOL are all reduced to 1 automatically.
  299. 7-9: There is major damage to the lower abdomen and groin area. You cannot move, attack, or defend; you're too busy writhing on the ground in pain. No stun roll for you.
  300. 10: Your spine has been hit, and shattered. You can no longer feel, or use your lower body. MA is reduced to 0, but your legs no longer need to make stun saves. This can be fixed through advanced medical treatment, or cyberware.
  301.  
  302. Head: (1d6. Character is unconscious until medical attention is received.)
  303. 1: The skull has been crushed or shattered, suffering 1d6 permanent points each from INT, REF and TECH stats (Brain damage)
  304. 2: You are deafened in both ears indefinitely
  305. 3: You are blinded in both eyes indefinitely.
  306. 4-6: It hit something important. You're dead. Roll up a new character
  307.  
  308. NOTE: Destroyed organs will require replacements from your friendly neighbourhood bodybank (Or vat grown/cybernetic options if you're fancy)
  309.  
  310. --------------------------------------------------------------------------------------------------------------
  311.  
  312. FIREARM CRIT FAIL CHART
  313. On a critical failure with a firearm, roll 1d10 and consult this chart.
  314.  
  315. 1-2: Misfire.* (If beam, gauss, etc, technical malfunction)
  316.  
  317. 3: Firing pin breaks.* Gun may be used in the future as a club. (If beam, gauss, etc, technical malfunction: result same. This can be fluffed as the weapon melting if it's a polymer one-shot.)
  318.  
  319. 4-5: Misfeed.* Bullet goes off but feed mechanism jams. Diff 15 Weapons Tech OR Diff 20 Firearms check to clear the weapon next round. Beam weapons are unaffected by this.
  320.  
  321. 6-7: Drop weapon. Diff 13 Reflex roll on subsequent turns to pick it up.
  322.  
  323. 8: Weapon dropped and goes off. Roll 1d10 again: 1-2 shoot self; 2-4 shoot
  324. friend; 5 shoot enemy; 6-10 scare the hell out of everybody.
  325.  
  326. 9: Shoot random other target.
  327.  
  328. 10: Weapon blows up.* Apply 1d6 damage to 1d6 random hit locations.
  329.  
  330. *Roll weapon reliablity. If it's a success, nothing happens. If it's a failure, the described effect occurs.
  331.  
  332. --------------------------------------------------------------------------------------------------------------
  333.  
  334. MELEE CRIT FAIL CHART
  335. On a critical failure with a melee attack, roll 1d10 and consult this chart.
  336.  
  337. 1: Lose balance. Character must make a Diff 20 Athletics roll in order to avoid falling.
  338.  
  339. 2: Stumble and twist ankle. Character makes a stun save at no penalty, and moves at half MA for the next 1d10 rounds. If stunned, the character will automatically recover the next round.
  340.  
  341. 3-4: Weapon, if present, dropped. Must make a Diff 13 REF roll to pick it up on subsequent turns. If no weapon, roll again.
  342.  
  343. 5-8: Weapon, if present, breaks.* If no weapon, take one wound.
  344.  
  345. 9: Opponent adds +5 to their next attack against you.
  346.  
  347. 10: Opponent automatically hits their next attack against you.
  348.  
  349. *Roll for reliablity. On a success nothing happens, on a failure it's broken. If no weapon is used (unarmed), the damage is always taken.
  350.  
  351. --------------------------------------------------------------------------------------------------------------
  352.  
  353. CHARGEN HOUSERULES
  354.  
  355. Standard char gen rules, with these exceptions:
  356. -55 Stat points
  357. -Every point over 5 invested in your special ability costs 2x, every point over 8 for normal skills cost 2x (So as an example, getting your Special Ability to 6 would cost 7 points).
  358. -All books allowed, excluding the Firestorm books.
  359. -You should probably buy a pair of clothes (Chromebook 4)
  360. -Start with 2 months worth of cash (Don't bother rolling for it)
  361. -Only use official material (No Datafortress, Cyberasia, etc)
  362. -Using sellout money, you may also purchase programs and decks alongside ware if you are a netrunner and so desire.
  363. -1 stat point can be traded for 2,500eb, or 1 skill point for 250eb
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