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- NAME CHANGES
- While not extremely important, this world uses Livre (Lv) instead of Eurobucks (Eb). In addition, some regions may use Yen or Rand instead, which have a rate of 100Y to Lv1 and R1.2 to Lv1, respectively.
- Nomads are known as Marauders.
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- TECH DIFFERNCES
- All the weapons from When Gravity Fails are available, althought at extremely high prices and avails. All are considered Rare avail, and all prices are multiplied by 5. Armour from WGF is also available at double the price.
- In addition, Moddies/Daddies from WGF are available. Type 1 and 2 Moddies are known as Moddies, while Type 3 Moddies are known as Slinks. Daddies are simply known as Skips (Both Active and Reactive; Utility does not exist). Double all costs related to any of the aforementioned chips.
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- CONTACTS
- All player characters recieve Contact Points (CPs) equal to their (COOL x 2) + (ATTR x 2) + ((Streetwise x 1) OR (Streetdeal x 2))
- These points are spent on the attributes below to determine the statistics, social standing, etc, of one's contact. All fractions are rounded down.
- CAPABILITY (Skill roll)
- Worthless: 1 CP (5+1d10)
- Incapable: 2 CP (10+1d10)
- Capable: 4 CP (15+1d10)
- Very Capable: 8 CP (20+1d10)
- Super Capable: 16 CP (25+1d10)
- LOYALTY
- Unreliable: 0 CP
- Reliable: 2 CP
- Very Reliable 4 CP
- Super Reliable 8 CP
- AVAILABILITY (TN for 1d10+LUCK)
- Rarely: 0 CP (18)
- Sometimes: 2 CP (12)
- Usually: 4 CP (8)
- Always: 8 CP (5)
- INFLUENCE (Example)
- None: 0 CP (Prole, Corporal, etc)
- Limited: 2 CP (Middle Manager, Lieutenant, etc)
- Typical: 4 CP (Junior Executive, Captain, etc)
- Wide: 8 CP (Senior Executive, Major, etc)
- Vast: 16 CP (Regional Executive, General, etc)
- Contacts rolled on lifepath are made in this same manner, except the CP spent on them is equal to (2d10 x 2).
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- RECOIL
- 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" or "effective recoil."
- CALCULATING RECOIL
- 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.
- RECOIL RESISTANCE
- -Using a deployed bipod multiplies the weapon's effective recoil value by 0.75 (Round down).
- -Using a tripod or powered exo-mount halves a weapon's effective recoil value (Round down).
- -Linear frames use their STR rating for recoil resistance as opposed to the user's BODY.
- -Mounted weapons do not suffer from recoil.
- DAMAGE TO SELF
- For every point a weapon's modified recoil exceeds one's BODY+5, the shooter takes 1 point of damage.
- SEMI-AUTOMATIC FIRE
- 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.
- BURST FIRE
- Firing a burst uses the difference between the weapon's recoil+1, and the users BODY as a penalty to hit.
- AUTOMATIC FIRE
- 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.
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- RESOURCES AND STREETDEAL
- 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.
- 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.
- Everyday Item (Legally): Automatic; No Roll needed
- Everyday Item: 12 Hours; Diff 10
- Common: 1 Day; Diff 15
- Uncommon: 3 Days ; Diff 20
- Poor: 1 Week; Diff 25
- Rare: 2 Weeks; Diff 30
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- MOVEMENT
- 1x MA is considered walking, and is a free action.
- 2x MA is considered running, and counts as one action.
- 3x MA is considered sprinting, and counts as three actions.
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- NEW HIT LOCATIONS AND DAMAGE MODIFIERS
- Formatted as:
- Roll | Location | Called Shot Penalty | Dam Mod | Crippling/Destroying Wound
- 3D6
- 3-4 | Skull | -7 | x2 | 4/8 | MAX: 40
- 5 | Face | -7 | x2 | 4/8 | MAX: 40
- 6-7 | Right Leg | -2 | x1 | 4/8 (16 severed) | MAX: 8
- 8 | Right Arm | -2 | x1 | 4/8 (16 severed) | MAX: 8
- 9-11 | Torso | -1 | x1 | 6/12 | MAX: 12
- 12 | Left Arm | -2 | x1 | 4/8 (16 severed) | MAX: 8
- 13-14 | Left Leg | -2 | x1 | 4/8 (16 severed) | MAX: 8
- 15 | Hand | -4 | x1 | 2/4 (8 severed) | MAX: 4
- 16 | Foot | -4 | x1 | 2/4 (8 severed) | MAX: 4
- 17-18 | Neck | -5 | x1.5 | 4/8 | MAX: 8
- CRIPPLING/DESTROYING WOUNDS
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- ARMOUR
- All armoured clothing's SP is at 1/2
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- LASERS AND MICROWAVERS
- 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.
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- LIGHTING MODIFIERS
- Always use the highest penalty only.
- WITHOUT OPTICAL AID
- Full Darkness: -8 to hit and awareness
- Minimal Light: -6 to hit and awareness
- Partial Light: -2 to hit and awareness
- Light Smoke/Fog/Rain: -4 to hit and awareness
- Heavy Smoke/Fog/Rain: -8 to hit and awareness
- Thermal Smoke: -8 to hit and awareness
- LOWLITE
- Full Darkness: -8 to hit and awareness
- Minimal Light: -2 to hit and awareness
- Partial Light: No penalty
- Light Smoke/Fog/Rain: -4 to hit and awareness
- Heavy Smoke/Fog/Rain: -8 to hit and awareness
- Thermal Smoke: -8 to hit and awareness
- INFARED
- Full Darkness: -2 to hit and awareness
- Minimal Light: -1 to hit and awareness
- Partial Light: -1 to hit and awareness
- Light Smoke/Fog/Rain: -1 to hit and awareness
- Heavy Smoke/Fog/Rain: -1 to hit and awareness
- Thermal Smoke: -8 to hit and awareness
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- RELOADING, DRAWING AND SWAPPING WEAPONS AS MULTIPLE ACTIONS
- When reloading, drawing, or swapping a weapon during combat as a multiple action, consult the following rules.
- 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.
- 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.
- Multiple action rules apply to both swapping weapons and reloading as normal, in addition.
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- HAND TO HAND AND MELEE RULES
- Curb Stomp: Attacking someone on the ground will always do maximum damage.
- 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).
- 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.
- 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
- 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.
- Mono: Mono weapons double damage on a critical success, as per standard rules.
- Firearms as melee weapons: Firearms used as melee weapons do 1d6 damage. Because you know you want to pistol whip someone.
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- CHARISMATIC LEADERSHIP
- The minimum amount of people needed to use this skill is reduced to 1.
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- MEATSHIELD
- Meatshield's SPs are equal to their BODY, plus double whatever the hit location's SP is.
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- EXPLOSIVES
- 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.
- 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.
- 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.
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- STYLE CIRCUMSTANCE
- +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)
- -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)
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- CLOTHING QUALITY MODIFIERS
- Sub-Average: -2 W&S
- Average: -1 W&S
- Good: 0 W&S
- Very Good: +1 W&S
- Designer: +2 W&S
- Superchic: +3 W&S
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- CYBERWARE CHANGES
- Smartgoggles - Gives +2 to smartgun attacks (Requires the targeting scope option)
- Smartguns - A Smartgun gives +1, targeting scope gives additional +2
- Pain Editor - Adds +2 to Stun Saves in addition to standard effects
- 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 1d6 fatigue
- Interface Plugs - Comes with all additional links
- Reflex Booster - Add level of REF gained to Initiative dice
- ACPA - Add Suit Initiative Bonus to Initiative dice instead of static number
- Chips - Chipping in takes 2 hours multiplied by chip level, not 2 days. In addition, tech skill chipping is MRAM, not APTR
- NEURALWARE*
- *Note; Neuralware processors do not exist in this setting; all neuralware is implanted as its own system. Thus, all neuralware surgery codes are increase by one tier. In addition, boosterware is removed and replaced by the following:
- Kaze Type (1 or 2) Hardwiring (Hiroku Heavy Industries)
- Surg: MA
- Desc: Adds +1 initiative per level up to +2
- Cost: Lv500/Level
- HL 1d6 per Level
- A tiny reflex computer is implanted at the top of the spinal cord, with wires and relays littered throughout the body replacing key nerve routes and clusters. When the computer recieves a signal from the brain to act, it sends the message to the appropriate relays which then order muscles, organs, etc, to act. With Kaze Hardwiring installed, one percieves their life like adrenaline is always rushing through their veins. Needless to say it can take some getting used to.
- Chasseur Hardwiring (Trilon International)
- Surg: MA
- Desc: Adds +1 initiative per level up to +3
- Cost: Lv1,600
- HL: 1d6/2
- Chasseur Hardwiring includes the same modifications as Passive Hardwiring, but can be switched on and off. In addition, relays are placed on the adrenal glands, overstimulating them when active. This of course is a feature that would not be acceptable in a passive system, but can provide the edge one may need in an active system such as the Chasseur.
- Firewire Mk. (I, II, or III) Hardwiring (Apex Cybersystems)
- Surg: MA
- Desc: Adds +1 initiative per level up to +3
- Cost: Lv400/Level
- HL: 1d6/2 per Level
- Firewire Hardwiring uses a method completely different from both its active and passive bretheren. Instead of using a system of replacement nerves and relays, Firewire Hardwiring focuses on perpetual stimulation of the body's muscles through a coating reactive to the chemical known as Trig. While Trig itself is a stimulant, when the chemical interacts with the Firewire Hardwiring it causes overstimulation of the nervous system in what can only be described as a controlled seizure.
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- ARMOUR WEIGHT CLASSES
- Hard Armours = Automatically fills up your layers (Adding any more armour will give EV)
- Body Plating = Heavy
- Purpose-Made Combat Armour = Heavy
- Subdermal Armour = Medium
- Skinweave = Light (Layering on to skinweave reduces the EV penalty by 1.)
- The weight limits only count towards clothing that is armoured.
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- WOUND EVOLUTION
- Serious Wound: +1 wound for every minute it is left untreated
- Critical Wound: +1 wound for every 30 seconds it is left untreated
- Mortal Wound: +1 wound for every 10 seconds it is left untreated
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- COMBAT SENSE REWORKED
- Combat sense now only adds half its rating (Round down) to Initiative (Not as dice, but as a straight bonus), though its full rating is still added to awareness in combat situations.
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- INITIATIVE
- 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).
- At the start of any new round, the following option is available:
- 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.)
- 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):
- Weapon is already drawn: +3 Initiative
- Weapon is already aimed: +6 Initiative
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- BUCKSHOT (HOW TO MAKE IT NOT SHITTY)
- 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.
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- LUCK REWORKED
- 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).
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- SHOOTING REWORKED (And by that I mean copied from CP2013)
- When shooting a moving target, it is an opposed test Vs. 1D10 + REF Stat (Boosterware included) + Athletics/Dodge + Range Modifier
- 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.
- Shooting while in melee with someone causes certain penalties to be factored in.
- Weapons with Pocket Conceal take no penalty.
- Weapons with Jacket Conceal take a -2 penalty.
- Weapons with Longcoat Conceal take a -4 penalty.
- Non-concealable weapons take a -8 penalty.
- Heavy weapons always take a -16 penalty.
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- STUN SAVES
- 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.
- 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.
- 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.
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- CLARITY ON BTM
- 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.
- BTM is also able to make blunt attacks, and only blunt attacks, do no damage.
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- SPECIFIC BODY AREA WOUNDS (4 DAMAGE) (AS SEEN IN CYBERPUNK 2013)
- If over 4 damage is ever done at once to a body part, consult this table.
- Limb and Torso:
- 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)
- Head: (1d6.)
- 1-5: A skull fracture causes massive, blinding headaches, reducing your INT, REF, TECH, and COOL stats by half.
- 6: You lost an eye. Roll 1d10, even is right, odd is left.
- 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)
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- SPECIFIC BODY AREA WOUNDS (8 DAMAGE) (AS SEEN IN CYBERPUNK 2013)
- 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)
- Limb:
- The limb is either severed or crushed beyond repair and recognition.
- Torso: (1d10. All effects last until medical attention is received)
- 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)
- 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.
- 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.
- 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.
- Head: (1d6. Character is unconscious until medical attention is received.)
- 1: The skull has been crushed or shattered, suffering 1d6 permanent points each from INT, REF and TECH stats (Brain damage)
- 2: You are deafened in both ears indefinitely
- 3: You are blinded in both eyes indefinitely.
- 4-6: It hit something important. You're dead. Roll up a new character
- NOTE: Destroyed organs will require replacements from your friendly neighbourhood bodybank (Or vat grown/cybernetic options if you're fancy)
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- FIREARM CRIT FAIL CHART
- On a critical failure with a firearm, roll 1d10 and consult this chart.
- 1-2: Misfire.* (If beam, gauss, etc, technical malfunction)
- 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.)
- 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.
- 6-7: Drop weapon. Diff 13 Reflex roll on subsequent turns to pick it up.
- 8: Weapon dropped and goes off. Roll 1d10 again: 1-2 shoot self; 2-4 shoot
- friend; 5 shoot enemy; 6-10 scare the hell out of everybody.
- 9: Shoot random other target.
- 10: Weapon blows up.* Apply 1d6 damage to 1d6 random hit locations.
- *Roll weapon reliablity. If it's a success, nothing happens. If it's a failure, the described effect occurs.
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- MELEE CRIT FAIL CHART
- On a critical failure with a melee attack, roll 1d10 and consult this chart.
- 1: Lose balance. Character must make a Diff 20 Athletics roll in order to avoid falling.
- 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.
- 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.
- 5-8: Weapon, if present, breaks.* If no weapon, take one wound.
- 9: Opponent adds +5 to their next attack against you.
- 10: Opponent automatically hits their next attack against you.
- *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.
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- CHARGEN HOUSERULES
- Standard char gen rules, with these exceptions:
- -55 Stat points
- -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).
- -All books allowed, excluding the Firestorm books.
- -You should probably buy a pair of clothes (Chromebook 4. Remember to halve armour clothing SP)
- -Start with 2 months worth of cash (Don't bother rolling for it)
- -Only use official material (No Datafortress, Cyberasia, etc) or material given to you by the GM
- -Using sellout money, you may also purchase programs and decks alongside ware if you are a netrunner and so desire.
- -1 stat point can be traded for 2,500eb, or 1 skill point for 250eb
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