0% found this document useful (0 votes)
25 views

Cyberpunk 2020 - House Rules v1.2

Uploaded by

ty.caine
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
25 views

Cyberpunk 2020 - House Rules v1.2

Uploaded by

ty.caine
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 7

Cyberpunk 2020 houserules v1.

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.

Nomad Brat Normal Streetkid


Your childhood was spent on the Your childhood was unremarkable, Your childhood was spent on
road with your Pack, learning spent in some suburban area or the mean streets, unsupervised
how to scavenge. city project. by any adult.
Awareness (maximum 3) Awareness (maximum 2) Awareness (maximum 4)
Athletics Athletics Athletics
Brawling Education & General Knowledge Brawling
Driving Expert Hide/Evade
Rifle Know Language Streetwise

 Life Events. Cyberpunks don’t live boring lives. Use the following table (from CP1) for life events.

Random Drama Generator Life Events & Problems Table


1D10 Roll Outcome 1D10 Roll Outcome
1 Make a Friend 5-6 Romantic Involvement
2-3 Make an Enemy 7-8 Disaster Strikes
4 Lose a Friend (your choice) 9-10 You Get Lucky

 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.

Fitted for the Future


 If you want to use old guns, 5.56 deals the same 5d6 damage as other varieties and 7.56S [sic] deals
5d6+2. .30-06 is 6d6.
 Concealability Rating Base DV Clothing Modifier
o You must generally have a garment or similar item Pocket 18 +2
to conceal items on your person. Jacket 15 +5
o The currently published rating sets the DV Long Coat 12 +8
(eventually all items will be rated, not just weapons) Not 0 N/A
o The clothing modifier adds to the Base DV to determine the final DV of an observer’s Awareness
roll. If the character wants to try to do better, the clothing modifier is added to their Conceal
Object skill roll. It is ignored for a searcher’s Reveal Object roll if they can do a close search (pat
down or similar.)
o Additionally, larger folks can hide things a little easier. The character’s melee damage modifier
from their Body applies to the DV (unless the character wants to define their character as
abnormally hefty or petite.)

Putting the Cyber into the Punk


Delete the following cyberware: cybermodem link, vehicle link, smartgun link, machine/tech link, dataterm
link. The software to run these items is resident in the items.

Friday Night Firefight (FNFF)


Actions: the number of actions a character intends to take must be declared at the beginning of their turn.
Multiple action penalties are then calculated. Remember, moving is its own action.

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.

See the supplemental for expanded vehicle rules.

CP2020 Unarmed Combat skill rule changes

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 --

Addendum: Trauma Team

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

Explanations of the sample maneuvers follow. Additionally, add the


situational modifiers following the explanations. Possible DV reductions

Simple (DV 15)


SWERVE
This action allows the vehicle to move laterally around obstacles in its
path, then return to the previous line of travel at high speed. Used to
avoid obstacles (like pedestrians, mines, etc.).
TAKE OFF/LAND
This is the action of getting a vehicle airborne or putting it back on the
ground.
HOVER
This maneuver is possible for AV-4s, Ospreys, aerogyros and helicopters
only. The vehicle may hold position in one place, balanced by its
thrusters or rotors.
ROTATE
This maneuver is possible for AV-4s, Ospreys, aerogyros and helicopters
only. It is much like a hover but has the added component of allowing the
vehicle to rotate on its center up to 90 O in either direction (see
illustration). Airos, Ospreys, and helicopters rotate by rotor pitch, AVs by
shifting their fans.

Difficult (DV 20)


TIGHT TURN or BREAK
This action allows the vehicle to make turns tighter than 45O in one
action. In aircraft, this is known as a break.
HARD BRAKE (emergency stop)
The action of bringing the vehicle to a complete stop in a shorter space
than is normally safe. It is usually used when a crash is imminent. It can
reduce a vehicle’s speed up to twice its deceleration.
REVERSE
Driving backwards; the vehicle cannot exceed half its maneuver speed.
Motorcycles cannot move faster than the rider’s MA stat. Reduce DV by
10 if simply moving in a straight line for short distances.
PULL AWAY
The maneuver allows the vehicle to pull back in reverse from an
obstacle, combining the rearwards movement with an upwards motion.
This maneuver is possible for Ospreys, aerogyros and helicopters only.
The AV-4 version of this is called "viffing", and is possible only by AV's.
"Viffing" uses the vehicle's fans to push it back and over.

Very Difficult (DV 25)


BOOTLEGGER TURN
The ground version of the Rotate, above. It is performed by rotating the vehicle 180O and moving it four
vehicle lengths along the original direction of travel (see illo).

MANUEVER MOD TABLE


*Add to Difficulty Roll
Road Hazards MOD Conditions MOD
Wet road +3 Heavy fog, rain +3
Gravel, dirt +2 Insufficient light +3
Ice +5
Downhill grade +1
Vehicles are rated on multiple factors found in the (incomplete) Table below. Important to the rules are:
Maneuverability: this is the figure from the Control Modifiers table. Do not add it twice.
Maneuver Speed: this is the safe speed from the Control Modifiers table, in mph.
Maximum Speed: this is the fastest speed the vehicle can achieve, in mph.
Acceleration/Deceleration: this is how fast the vehicle can gain or lose speed per phase, in mph. More
braking than this requires the Hard Brake maneuver.
SP: either the basic resistance of the vehicle’s materials to damage (SP 10 or less) or the standard armor
package. This does not apply to critical locations; those must be armored separately. This also represents
its value as cover.

Vehicle Type Maneuver- Maneuver Max Acc/Dec Range SP SDP Cost


ability Speed Speed
AV-4 AV -2 150 350 50 800 40 100 600,000
AV-6 AV +2 200 480 100 1200 40 100 850,000
AV-7 AV +1 100 250 50 800 10 50 400,000
Osprey II Fixed 0 150 350 50 1200 10 200 750,000
Aerogyro Gyro 0 50 100 50 100 0 40 100,000
Helicopter Gyro 0 150 200 50 800 10 90 varies
Sports Car Car +2 60 210 30/50 200 10 50 20,000
Motorcycle MC +1 50 140 30/30 400 0 30 1,500
Compact Car 0 40 90 20/40 300 10 50 6,000
Sedan Car 0 30 90 20/40 300 10 50 10,000
Truck/Van Car -4 30 90 15/30 400 10 80 20,000
Limousine Car -3 30 90 20/40 300 10 50 40,000
Speedboat Boat -1 15 30 5 10 60 120,000

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.

Calculating Speed SPEED TABLE


In most cases, vehicles (particularly aircraft) will be moving far too 10mph 15m 70mph 100m
fast to accurately use models in scale. To calculate a vehicle’s actual 20mph 30m 80mph 115m
scale movement, refer to the table with common speeds to the right.
30mph 45m 90mph 130m
When a speed is not listed, add the values for the nearest combined
speeds together: 40mph 60m 100mph 145m
Example: you are moving at 350 mph. On the table, 300mph = 50mph 70m 200mph 285m
430meters per phase. 50mph = 70 meters per phase. Your total 60mph 85m 300mph 430m
movement is 430 + 70 = 500 meters per phase.

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.

Crashing & Ramming


This is calculated as in FNFF. Remember that two moving objects add their relative speeds together
when colliding. For simplicity, we will assume only one vehicle’s speed (or much less, if intentionally
sideswiping, for example) is in play, but head-on collisions are bad news.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy