Drug Quality Chart for Cyberpunk 2020

Drug Quality Chart for Cyberpunk 2020

Author: Gary Astleford (ocelot@connectnet.com)
This chart is intended to reflect the uncertainty of acquiring an illegal drug on the street. When you’re stealing your fix directly from the corporation which created it, you don’t worry about quality, but when you’re doing a deal with a guy named “Ripperjack” in the alley behind Jesse James’ Non-Kosher Deli, you might not be getting what you paid for.

Depending on how you play Cyberpunk, you may use either Streetdeal or Streetwise to attempt an illegal drug purchase. The difficulty depends on the drug and circumstances of the deal, and is up to the GM to determine. Check the amount the player made the roll by against the following chart: Continue reading “Drug Quality Chart for Cyberpunk 2020”

Alternative Rules for Cyberware Implantation

Alternative Rules for Cyberware Implantation

Author: Amy Luther <dluther@connectnet.com>

SORRY, WE’RE OUT OF THAT MODEL –
Is cyberware becoming a problem in your games? In character creation, are players pushing characters to the edge of cyberpsychosis and beyond? As the game progresses, are PCs using their ill-gotten gains to load up on everything up to and including Full Conversions?

Cyberware doesn’t have Availability Codes. As far as I’m concerned, it should; what’s the point of designating a piece of cyberware as “black market” if there are no restrictions on who can purchase it, and no way to tell how hard it is to find on the open market. It’s easy to apply Availability Codes to cyberware, and you can use the codes to determine what cyberware players can purchase during character creation. This will vary according to each individual GM’s ideas of legality and accessibility in his campaign. Though Rippers might be so popular that every booster on the street sports a pair, they might be illegal enough to require a Rare rating, forcing characters to acquire connections and purchase them during the course of a game rather than starting off with them at character creation. Continue reading “Alternative Rules for Cyberware Implantation”

Crime and Punishment in Cyberpunk 2020

CRIME AND PUNISHMENT

Author: unknown.

An age old problem for most GM’s is that, whether or not the PCs are working for the side of good, they always end up breaking the law. They expect the cops to take down every creep in town but when they are pulled over for speeding they just can’t see why the cops are picking on them. “After all, we’re the good guys!”

No way! When a cop sees half a dozen armed guys shooting up a place they arrest them. They don’t give a hoot whether it just happens to be the home of a gang boss.
So the answer is to arrest them for every crime, right? Wrong! The game wouldn’t go anywhere if the players had to go by the rules all the time. A bit of a catch-22 really! Continue reading “Crime and Punishment in Cyberpunk 2020”

Cyberpunk 2.0.2.0. Combat Basics

Cyberpunk 2.0.2.0. Combat Basics

Author: Christian Conkle

1. Beginning of Turn

Players may declare Haste (+3 to initiative, -3 to actions) to try to go first.

2. Initiative

Each Player roll 1d10 + Reflexes Plus or minus modifiers.
Haste +3
Combat Awareness +1-10 (+1-3 if using Ocelot’s system, +1-5 if using Fuzion)
Kerenzikov Booster +1-3
Sandevestian Booster +3

Turn proceeds in order from highest roll to lowest. Players may delay action until later in the turn.

3. Actions

A character may perform 1 action at no penalty. Each additional action incurs a penalty of -3 to any roll.

Actions include: Continue reading “Cyberpunk 2.0.2.0. Combat Basics”

Chrome 4 Armor Cost revised

Chrome 4 Armor Revised

Author: Hound

Taken with permission from The Blackhammer CyberPunk Project

Chrome 4 introduced an excellent new armored clothing section, but one which violated most of their old rules along the way. Suddenly your $100 SP10 vest should have cost you $32.50…

This version of the Chrome 4 armor rules make Chrome 4 armored clothing as expensive as the old armors, meaning that stylish body armor is going to cost your punks out the NOSE, choomba!

There are four categories of clothing: Light, Medium, Heavy and Combat. Light clothes include thin layer clothing such as shirts and stockings. Medium clothing is Continue reading “Chrome 4 Armor Cost revised”

Bugs – New Programming Options for Cyberpunk 2020

Bugs – New Programming Options

Author: Mockery.

Bugs are programming “options” which reduce the difficulty of a program by incorporating features which are … shall we say, less than advantageous. You can attribute bugs to poor programming, beta test versions, cracked or corrupt copies, and so forth and so on. The source of the bug doesn’t usually matter, but the effects should at least be inconvenient, and at most deadly.

You’ll notice that many of the values given for these bugs are just the opposite of a positive option. Obviously, costs can be modified to suit. A bug which is the exact opposite of an option will cancel the option — you can’t have Slow and Speed in the same program and expect either one to work, or to give you any change in the program’s total difficulty. Continue reading “Bugs – New Programming Options for Cyberpunk 2020”

Variants on the Combat System in Cyberpunk 2020

Variants on the Combat System in Cyberpunk 2020

Author: M. Thomas a.k.a. Realityhack.

Index

Alternate Damage System

Gun Licence

Armor (Corrects Chrome 4 Armor Costs.)

Alternate Damage System

Please note that in my games we use 2D10 for most rolls including skill rolls and saves. I chose this because it maintains simplicity and game speed while providing a nicer statistical distribution of results. Therefore the numbers presented may have to be altered for your game.

The main problem our group had with the Cyberpunk book system was that characters could throw on some common medium body armor and ignore a hail of 9 and 10mm bullets. This was resulting in unrealistic behavior and hurting role-playing. To remedy this we made two alterations.

First the standard 2020 armor values are multiplied by two-thirds. While this can be a pain to compute it is done before the game so it isn’t a big deal. Continue reading “Variants on the Combat System in Cyberpunk 2020”

The Skill 'Intimidation' in Cyberpunk 2020

The Skill ‘Intimidation’ in Cyberpunk 2020

Author: David KNIGHTHAWK Simpson <knighthawk00@hotmail.com>

Intimidation: More Than Quoting Dirty Harry

Ever been to Muscle Beach, watched some of the body builders pump iron and think to yourself, “I wouldn’t want to meet them in a dark alley”? That is intimidation by physical means. Intimidation has a lot of opportunities for use, but too few GM’s take this skill into account during their gaming. Players also seem to underestimate its abilities and benefits. Why waste bullets when you can just scare them away?First, intimidation on its own; intimidating people, not in a face-down situation (which is primarily looks and a contest of wills) is frequently misinterpretted. Think of bullys. They rule through their reputation and intimidation. Initimidation (skill), COOL (stat), BODY (stat), relative size (characteristic), and REP, this combination should be used for mass (as in multiple-person) intimidation. Physical size matters, because instinctually we feel inferior or submissive to something larger than ourselves. (Majority of people think twice when talking to someone significantly taller or larger than themselves, and remember, your characters are SUPPOSED to be people, too.) Continue reading “The Skill 'Intimidation' in Cyberpunk 2020”

The Effects of Availability in Cyberpunk 2020

The Effects of Availability in Cyberpunk 2020

Author: David KNIGHTHAWK Simpson <knighthawk00@hotmail.com>

Cost as Modified by Availability

Simple economics, supply and demand. When the supply is low, and the demand is high, the price goes up. When the supply is high, and the demand is low, the price drops. The closer these get to each other, the closer the price gets to “normal” (book price for gaming purposes). Ever found it weird, maybe even irritating, how players can buy 5 grenades for the price of one good handgun? Anything about that seem wrong to you? It should. Sure they are one shot weapons of destruction, but one grenade can cause more damage than a bullet, and sometimes more than a fully loaded gun. But at only 30 eb a pop, even teeny-boppers could afford these destructive little explosives (taking into account, of course, they can get a hold of a dealer in the first place), and you thought that school shootings were bad. Continue reading “The Effects of Availability in Cyberpunk 2020”