Cyberpunk 2020 - House Rules v1.2
Cyberpunk 2020 - House Rules v1.2
2
Stat Score Description Modifier
Statistics: Three options to generate
2 Very Weak -2
65 points
3-4 Weak -1
60 + 1d10 points 5-7 Average +0
30 + 6d10 points 8-9 Strong +1
10 Very Strong +2
All STATs can be rated like Body Type is rated for melee 11-12 +4
damage bonus. See table at right. 13-14 Superhuman +6
15+ +8
Lifepath
Early Life. Characters can be defined by their childhoods, Normal (Beavervilleins and their urban
equivalents, not yet Corpo as 2077 would say), Nomad Brat, and Streetkid. Each provides 10 skill
points that can be spent on their origin skills. Determine these at any point prior to rolling Life Events.
Life Events. Cyberpunks don’t live boring lives. Use the following table (from CP1) for life events.
Add “Begin at +2 or add +1 to Seduction.” to “Fast Affairs and Hot Dates”. How else did you score like
that, choomba?
The player has only chosen childhood skills at this point, so the various “mentor” results on the You
Get Lucky table normally apply the +2 level for starting a skill.
Working
Spending career and pickup skill points happens after lifepath.
You receive 8 points for Pickup Skills rather than REF+INT. (Note that part of what would be the
pickup skill allowance was spent in Early Life, above.)
Handgun and Rifle cover using these small arms types in semi-auto and similar modes, Submachine
Gun is the skill for using them in automatic firing modes.
See the FNFF section for changes to Martial Arts.
To be clear, you are not spending IP to generate these skills, so IP multipliers do not apply.
Damage: damage numbers will not be tracked attack to attack. We will adapt tracking only damage levels
from CP1.
Each block of four damage on the character sheet is now a single would level. The normal penalties
apply. A Critical Wound to a limb or head has the same effect as dealing more than 8 damage in the
core book.
Every time the character takes four damage or part thereof, they take a wound level.
If already wounded, use the chart at right and compare the character’s current wound level with the
level of the wound received to get the new general wound Previous New Wound
level to determine the penalties to the character’s actions. Level FW SW CW MW
Continue to track individual wounds separately. A D either FW FW SW CW MW
immediately advances the character to Mortal 1 or increases SW SW MW D D
their Mortal Wound state one level. CW CW D D D
MW MW D D D
Attacks
Hit Locations: Use the table to the right for hit locations. Arms are likely to be D10 Roll Location
in front of the torso when shooting or used for blocking and so have a 1 Head
disproportionately greater likelihood of being hit. Alt: Use BattleTech hit 2-4 Torso
locations. 5-6 Right Arm
Cover: A location behind cover can still be hit, adding the SP of the cover to 7-8 Left Arm
the location’s armor per the proportional armor table. -2 to hit a target firing 9 Right Leg
over concealment unless aiming for an unconcealed location. 10 Left Leg
Point Blank attacks are resolved as melee attacks with the intended target
making an opposed defense roll against the shooter’s. The shooter also takes a -3 to their attack roll
if they are not using the Handgun skill.
Full Auto: the maximum number of hits on one target is half the shooter’s skill, rounded down to a
minimum of 1.
ROF is the maximum number of shots that a weapon can fire in a turn. Additional actions can each
use a portion of this, ROF 10 to one and 20 at another target from a ROF 30 weapon, but they cannot
use more than this.
Addendum option: firing more than one shot per action requires using the autofire rules. For example,
if your pistol has an ROF of 2, you can shoot both shots at one target as one action using the full auto
rules. For each point you exceed the DV, you hit with one bullet. Roll location and damage normally.
Techniques replace specific martial arts styles. They are built around themes. A specific style can be
emulated by mixing techniques to get the bonus you envision for your style’s capabilities. The versatility
of Choi Li Fut vs. Karate could be the former adding some Defense style to the latter’s singular base of
kickboxing. Each level of a technique adds +1 to each of the moves it modifies, as shown on the table
below, up to the maximum listed. Techniques do not have IP modifiers as styles will, in effect, have net
modifiers when all the components are added together.
Using Block and Dodge: if you declared one of these actions on your turn, apply the appropriate modifier
to your defense roll when attacked.
Choke: this ignores armor, but also ignores your Damage Modifier. An opponent can only take this
damage once per round regardless of the number of actions you declare.
The primary reason for these changes is to avoid 1) massive bloat in the system with new martial arts
added willy-nilly and 2) self-proclaimed experts who will explain with great certainty and detail how the
designer totally messed up adapting Jeet Thai Fu when I just made up Jeet Thai Fu as a ridiculous
example.
Technique Strike Kick Block Dodge Throw Hold Escape Choke Sweep Grapple
Boxing +3 -- +3 +1 -- -- -- -- -- --
Defense -- -- +4 +3 +3 +3 +3 -- -- +2
Grappling -- -- -- -- +3 +4 +4 +2 +2 +4
Kickboxing +1 +2 +2 +2 -- -- -- -- +3 --
Healing: Keep track of each would and its location. Each wound is Wound Treatment Healing
healed separately and simultaneously to every other wound. To Level DV Interval
heal, roll your Save Number applying the Stun save modifier of the Flesh - 1 week
wound level. If your medic (this can be you if you don’t have mortal Serious 5 2 weeks
wounds) succeeds on the Treatment DV on the chart at right, you Critical 10 3 weeks
may ignore the Stun modifier of the wound level. The chart gives 15+
the time between each attempt to heal. Extra healing rate modifiers Mortal 4 weeks
level
mentioned in the book instead provide additional, equally spaced,
opportunities to heal the wound within its interval; thus, a character with nanosurgeons and under a
doctor’s care would make three attempts to heal a flesh wound per week, one roughly every two days. If
they had three flesh wounds and a critical wound, each of the flesh wounds would get these checks and
the critical wound would get a single attempt instead of having to wait the full three weeks.
Elective Surgery (Cyber Installs): Negligible surgery deals no damage, Minor, Major, and Critical
surgeries deal a FW, SW, and CW respectively.
Netrunning
Dataforts: I’m not fond of the crossword puzzle
dataforts. Will use the frame and gate/flowchart-type
diagrams, example attached at right, that are
inspired by current paths through circuit boards. The
example is a default hardware configuration of a
mainframe or server commonly encountered; a CIO
or SysOp has a lot of freedom in how he configures
the specific software inside. They are
nasty…tricksy… <gollum gollum>.
Demons’ limited AI means they’re semi-autonomous
and will take actions independently. Set the order of
operations for all programs the demon carries. For
every defense frame, the demon will evaluate what
to do and activate the first program it carries that will
affect the target program. Overriding or reordering
the demon’s autoselect takes the netrunner’s action. For example, an Imp carrying speedtrap and
invisibility subroutines, in that operating order, would resolve as the following:
o Imp vs Hellhound
1. Speedtrap Y/N? N
2. Invisibility Y/N? Y
3. Stealth Hellhound
o Imp vs. Datawall
1. Speedtrap Y/N? Y
2. Look through wall
Expanded Vehicle Rules
Vehicle combat is expanded to incorporate vehicle damage concepts from Solo of Fortune.
Vehicle Damage: Unlike FNFF, vehicles also have hit locations. When attacking vehicles, you first must
locate where you’ve hit. It is nearly impossible to make aimed shots with vehicle mounted weapons.
However, you may elect to make aimed shots using hand-held weapons with the normal modifiers. Each
vehicle has a random damage location table, much like those used on human targets; see below. Pilot
and weapon hits are randomized among the personnel and mounted weapons.
Critical Hits: SDP is a measure of the sheer physical volume of the vehicle. However, every vehicle has
critical areas which, if damaged, can incapacitate it completely. These critical hit areas are wings,
engines, tires, or rotors. Damage done in these areas is automatically tripled.
Example: Derek fires at an aerogyro, doing 20 points. Normally, this would reduce the aerogyro’s SDP to
20. However, his hit slams into a main rotor-a critical hit. The damage triples to 60 points-20 more than
the aerogyro can take. It goes out of control and crashes.
Control Rolls: If a vehicle takes a critical hit, it automatically reacts to the damage as if it has failed its
Control roll. Roll on the FNFF Control Loss Table.
Example: The aerogyro Derek plugged back in a previous example is going down in flames. The pilot rolls
1d6 to determine how bad he’s lost it. He rolls a 5 followed up by a 10! The aerogyro drops 1000 feet in
an uncontrolled tumble. Unfortunately, it’s only 600 feet up at the time. Splat.
Meanwhile, Mike’s Plymouth Toyo takes a hit in the tires. He rolls the 1d4. His total is 4. The Toyo goes
into a spin. Mike still has time before he hits the upcoming wall. In the next turn, he rolls to regain control.
He needs to beat 25. He scores an amazing 28 and pulls out.
When a vehicle reaches one half of its SDP, it must automatically make a Control Roll as if it has taken a
critical hit. At 0 SDP, the vehicle automatically crashes if flying and stops moving if on the ground.
Crashing aircraft automatically take damage based on the last speed of the aircraft before the loss of
control.
Armoring Critical Areas: If you are attacking a vehicle directly, you may still use its SP to blunt the
effects of damage. For example, an AV-4‘s heavy armor will usually blunt most attacks before they can
cause critical damage to the aircraft. Rotors, thrusters, engines and tires can all be armored up to an SP
of 15.
Example: Once again, Derek fires at an aerogyro. This one has armored rotors and hubs (SP 15). His 20
points of damage are reduced to 5 (20-15), which, when the critical location rule is applied, is only 15
total. The aerogyro turns, levels it’s minigun, and reduces Derek to snail snot.
When accelerating or decelerating, use the line corresponding to the starting speed plus or minus half the
speed change to determine distance traveled.
Example: Mike is running from the aerogyro 90mph and decides to slow his Plymouth Toyo to 50mph
before making a tight turn between two buildings to try to escape. He is decelerating 40mph, which
means he subtracts (40/2) 20 from his starting speed of 90mph. Referencing the 70mph line on the table,
we find Mike travels 100m in the phase.