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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. -------------------------------------------------------------------------------------------------------------
  15.  
  16. RESOURCES AND STREETDEAL
  17. 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.
  18.  
  19. 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.
  20.  
  21. Everyday Item (Legally): Automatic; No Roll needed
  22. Everyday Item: 12 Hours; Diff 10
  23. Common: 1 Day; Diff 15
  24. Uncommon: 3 Days ; Diff 20
  25. Poor: 1 Week; Diff 25
  26. Rare: 2 Weeks; Diff 30
  27.  
  28. -------------------------------------------------------------------------------------------------------------
  29.  
  30. MOVEMENT
  31. 1x MA is considered walking, and is a free action.
  32. 2x MA is considered running, and counts as one action.
  33. 3x MA is considered sprinting, and counts as three actions.
  34.  
  35. -------------------------------------------------------------------------------------------------------------
  36.  
  37. CALLED SHOT PENALTIES
  38. Torso: -1
  39. Legs: -2
  40. Arms: -4
  41. Head: -6
  42.  
  43. -------------------------------------------------------------------------------------------------------------
  44.  
  45. ARMOUR
  46. All armoured clothing's SP is at 1/2
  47.  
  48. Open face helmets only have a 60% chance of protecting the head
  49.  
  50. Armoured shades have a 10% chance of protecting the head
  51.  
  52. Hands/Feet have a 10% chance of being struck
  53.  
  54. Combat armour and the like is assumed to cover hands/feet, armoured clothing is not.
  55.  
  56. -------------------------------------------------------------------------------------------------------------
  57.  
  58. ASSAULT RIFLES
  59. All assault rifles are assumed to have the ability to fire with a semi-automatic ROF of 2.
  60.  
  61. -------------------------------------------------------------------------------------------------------------
  62.  
  63. LASERS AND MICROWAVERS
  64. 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.
  65.  
  66. -------------------------------------------------------------------------------------------------------------
  67.  
  68. LIGHTING MODIFIERS
  69.  
  70. WITHOUT OPTICAL AID
  71. Full Darkness: -8 to hit and awareness
  72. Minimal Light: -6 to hit and awareness
  73. Partial Light: -2 to hit and awareness
  74. Light Smoke/Fog/Rain: -4 to hit and awareness
  75. Heavy Smoke/Fog/Rain: -8 to hit and awareness
  76. Thermal Smoke: -8 to hit and awareness
  77.  
  78. LOWLITE
  79. Full Darkness: -8 to hit and awareness
  80. Minimal Light: -2 to hit and awareness
  81. Partial Light: No penalty
  82. Light Smoke/Fog/Rain: -4 to hit and awareness
  83. Heavy Smoke/Fog/Rain: -8 to hit and awareness
  84. Thermal Smoke: -8 to hit and awareness
  85.  
  86. INFARED
  87. Full Darkness: -2 to hit and awareness
  88. Minimal Light: -2 to hit and awareness
  89. Partial Light: -1 to hit and awareness
  90. Light Smoke/Fog/Rain: -1 to hit and awareness
  91. Heavy Smoke/Fog/Rain: -1 to hit and awareness
  92. Thermal Smoke: -8 to hit and awareness
  93.  
  94. -------------------------------------------------------------------------------------------------------------
  95.  
  96. RELOADING, DRAWING AND SWAPPING WEAPONS AS MULTIPLE ACTIONS
  97. When reloading, drawing, or swapping a weapon during combat as a multiple action, consult the following rules.
  98.  
  99. 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.
  100.  
  101. 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.
  102.  
  103. Multiple action rules apply to both swapping weapons and reloading as normal, in addition.
  104.  
  105. -------------------------------------------------------------------------------------------------------------
  106.  
  107. HAND TO HAND AND MELEE RULES
  108. Curb Stomp: Attacking someone on the ground will always do maximum damage.
  109.  
  110. 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).
  111.  
  112. 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.
  113.  
  114. 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
  115.  
  116. 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.
  117.  
  118. Mono: Mono weapons double damage on a critical success, as per standard rules.
  119.  
  120. Firearms as melee weapons: Firearms used as melee weapons do 1d6 damage. Because you know you want to pistol whip someone.
  121.  
  122. -------------------------------------------------------------------------------------------------------------
  123.  
  124. CHARISMATIC LEADERSHIP
  125. The minimum amount of people needed to use this skill is reduced to 1.
  126.  
  127. -------------------------------------------------------------------------------------------------------------
  128.  
  129. MEATSHIELD
  130. Meatshield's SPs are equal to their BODY, plus double whatever the hit location's SP is.
  131.  
  132. -------------------------------------------------------------------------------------------------------------
  133.  
  134. EXPLOSIVES
  135. 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.
  136.  
  137. 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.
  138.  
  139. 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.
  140.  
  141. -------------------------------------------------------------------------------------------------------------
  142.  
  143. STYLE CIRCUMSTANCE
  144. +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)
  145.  
  146. -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)
  147.  
  148. -------------------------------------------------------------------------------------------------------------
  149.  
  150. CLOTHING QUALITY MODIFIERS
  151. Sub-Average: -2 W&S
  152. Average: -1 W&S
  153. Good: 0 W&S
  154. Very Good: +1 W&S
  155. Designer: +2 W&S
  156. Superchic: +3 W&S
  157.  
  158. -------------------------------------------------------------------------------------------------------------
  159.  
  160. CYBERWARE CHANGES
  161. Smartgoggles - Gives +2 to smartgun attacks (Requires the targeting scope option)
  162. Smartguns - A Smartgun gives +1, targeting scope gives additional +2
  163. Pain Editor - Adds +2 to Stun Saves in addition to standard effects
  164. Adrenal Booster - Adds +2 to stun saves for its duration in addition to +1 REF
  165. Interface Plugs - Comes with all additional links
  166. Kerenzikov/Sandevistan/Owari - Add bonus to amount of Initiative dice rolled instead of to static number
  167. Reflex Booster - Add level of REF gained to Initiative dice
  168. ACPA - Add Suit Initiative Bonus to Initiative dice instead of static number
  169. Chips - Chipping in takes 2 hours multiplied by chip level, not 2 days. In addition, tech skill chipping is MRAM, not APTR
  170.  
  171. NEW CYBERWARE
  172. 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.
  173.  
  174. -------------------------------------------------------------------------------------------------------------
  175.  
  176. ARMOUR WEIGHT CLASSES
  177. Hard Armours = Automatically fills up your layers (Adding any more armour will give EV)
  178. Body Plating = Heavy
  179. Purpose-Made Combat Armour = Heavy
  180. Subdermal Armour = Medium
  181. Skinweave = Light (Layering on to skinweave reduces the EV penalty by 1.)
  182.  
  183. The weight limits only count towards clothing that is armoured.
  184.  
  185. -------------------------------------------------------------------------------------------------------------
  186.  
  187. WOUND EVOLUTION
  188. Serious Wound: +1 wound for every 5 minutes it is left untreated
  189. Critical Wound: +1 wound for every 30 seconds it is left untreated
  190. Mortal Wound: +1 wound for every 10 seconds it is left untreated
  191.  
  192. -------------------------------------------------------------------------------------------------------------
  193.  
  194. COMBAT SENSE REWORKED
  195. Combat sense now only adds half its rating (Round down) to Initiative, though its full rating is still added to awareness in combat situations.
  196.  
  197. -------------------------------------------------------------------------------------------------------------
  198.  
  199. INITIATIVE
  200. 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).
  201.  
  202. At the start of any new round, the following option is available:
  203. 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.)
  204.  
  205. 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):
  206. Weapon is already drawn: +3 Initiative
  207. Weapon is already aimed: +6 Initiative
  208.  
  209. -------------------------------------------------------------------------------------------------------------
  210.  
  211. BUCKSHOT (HOW TO MAKE IT NOT SHITTY)
  212. All damage done by buckshot is multiplied by 1.5x, but only AFTER armour is subtracted.
  213.  
  214. -------------------------------------------------------------------------------------------------------------
  215.  
  216. LUCK REWORKED
  217. 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).
  218.  
  219. -------------------------------------------------------------------------------------------------------------
  220.  
  221. SHOOTING REWORKED (And by that I mean copied from CP2013)
  222. When shooting a moving target, it is an opposed test Vs. 1D10 + REF Stat (Boosterware included) + Athletics/Dodge + Range Modifier
  223.  
  224. 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.
  225.  
  226. Shooting while in melee with someone causes certain penalties to be factored in.
  227. Weapons with Pocket Conceal take no penalty.
  228. Weapons with Jacket Conceal take a -2 penalty.
  229. Weapons with Longcoat Conceal take a -4 penalty.
  230. Non-concealable weapons take a -8 penalty.
  231. Heavy weapons always take a -16 penalty.
  232.  
  233. -------------------------------------------------------------------------------------------------------------
  234.  
  235. STUN SAVES
  236. 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.
  237.  
  238. 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.
  239.  
  240. 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.
  241.  
  242. -------------------------------------------------------------------------------------------------------------
  243.  
  244. CLARITY ON BTM
  245. 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.
  246.  
  247. BTM is also able to make blunt attacks, and only blunt attacks, do no damage.
  248.  
  249. --------------------------------------------------------------------------------------------------------------
  250.  
  251. SPECIFIC BODY AREA WOUNDS (4 DAMAGE) (AS SEEN IN CYBERPUNK 2013)
  252. If over 4 damage is ever done at once to a body part, consult this table.
  253.  
  254. Limb and Torso:
  255. 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)
  256.  
  257. Head: (1d6.)
  258. 1-5: A skull fracture causes massive, blinding headaches, reducing your INT, REF, TECH, and COOL stats by half.
  259. 6: You lost an eye. Roll 1d10, even is right, odd is left.
  260.  
  261. 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)
  262.  
  263. --------------------------------------------------------------------------------------------------------------
  264.  
  265. SPECIFIC BODY AREA WOUNDS (8 DAMAGE) (AS SEEN IN CYBERPUNK 2013)
  266. 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)
  267.  
  268. Limb:
  269. The limb is either severed or crushed beyond repair and recognition. No more than 12 wounds can be taken from this.
  270.  
  271. Torso: (1d10. All effects last until medical attention is received)
  272. 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)
  273. 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.
  274. 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.
  275. 10: Your lower 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, and cyberware.
  276.  
  277. Head: (1d6. Character is unconscious until medical attention is received.)
  278. 1: The skull has been crushed or shattered, suffering 1d6 permanent points each from INT, REF and TECH stats (Brain damage)
  279. 2: You suffer amnesia, and must after make a difficult INT task attempt to remember people, places, incidents, or things from your past when they arise.
  280. 3: You are blinded in both eyes indefinitely.
  281. 4-6: It hit something important. You're dead. Roll up a new character
  282.  
  283. NOTE: Destroyed organs will require replacements from your friendly neighbourhood bodybank (Or vat grown/cybernetic options if you're fancy)
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