Accessorizing Your Toy in Cyberpunk 2020

Accessorizing Your Toy in Cyberpunk 2020

Author: Hound

Taken with permission from The Blackhammer CyberPunk Project

These weapon modifications have been compiled from various sourcebooks as well as a collection of items we’ve thrown in from our own games and experiences. Also I’ve dug up a few items from other games and converted them for use in CyberPunk. Acht! Gun Nuts We Are!

For Polymer One Shots (your game master will decide what exact weapons fit this description), most of these modifications are impossible, or if they can be done assume the weapon’s base cost is 500eb instead of the list price (for such things as reliability improvement, autofire, etc) because of the amount of extra work required to re-tool a polymer. In any case, any weapon modification that costs a multiple of the base cost of a gun must assume a base price of 300eb if the actual gun is cheaper than 300eb. This is to prevent people from turning their Astra Style 6 into a BEAST OF WARTM

Beast Of War . PST . +0 . P . E . 10mm . 6 . 2/20 . VR . 50m . 226.95eb

Custom Grips (30%), Electrothermic (150%), Folding Stock (20%), Gas Vent (30%), Heat-Resistant Barrel (50%), Heavy Bolt (15%), +2 WA (200%), Printless Finish (200%), VR (150%), 10mm, -1 WA, -1 REL (40%), Selective Fire (200%) = +1085% of base cost = 226.95eb

25mm Grenade Attachment

This pistol attachment goes on the end of the barrel and allows the pistol to fire special 25mm pistol grenades from Chrome Book 1 using a bullet-trap mechanism. $200. Continue reading “Accessorizing Your Toy in Cyberpunk 2020”

The Infamous Disorder Table for Cyberpunk 2020

The Infamous Disorder Table for Cyberpunk 2020

Author: Karsten Müller

D6 D100 Disorder Gains
1-2 01-15 Paranoia Awareness +3, Dodge & Escape +2
  16-22 hatred of specific race Oratory +1, Intimidate +1, Interrogation +1
  23-34 Suicidal Tendencies Intimidate +3, Luck +2
  35-42 Megalomania Oratory +2, Leadership +3
  43-47 simulate illness Perform +3, Diagnose Illness +1
  48-53 Absent Mindedness Library Search +2, Interview +1
  54-63 Narcissim Personal Grooming +3, Wardrobe & Style +1
  64-72 manic REF +1
  73-81 Pathological Liar Persuasion & Fast Talk +3, Perform +1
  82-89 Kleptomania Pick Pocket +4
  90-96 Pyromania Chemistry +2, Demolitions +2
  97-98 Masochism Resist Torture & Drugs +2, Endurance +1
  99-00 Fetishism Choose on Expert Skill +5 and specific object
3-4 01-05 afraid of disease Biomonitor, Nasal Filters, Diagnose Illness +2
  06-09 afraid of treachery Human Perception +2, Lie detector
  10-15 afraid of heights Two Cybereyes with teleoptics
  16-20 afraid of fire MA +1, fire-proof longcoat ( SP: 8 )
  21-25 afraid of crowds Hide / Evade +2, small and cheap appartment
  26-32 afraid of open places Streetwise +2, small and cheap appartment
  33-38 afraid of small places One Pilot Skill +2, Survival Kit with sleeping mat and so on …
  39-44 afraid of aliens Library Search +4, Expert: Alien Stories +6
  45-49 afraid of accidents First Aid +3, First Aid Kit, 1D6/2 Doses Speedheal
  50-56 afraid of insects Zoology +2, First Aid +2
  57-61 afraid of snakes Zoology +2, Toxin Binders
  62-67 afraid of darkness Cybereye with IR, super bright flashlight
  68-73 afraid of monsters Awareness / Notice +1, Hide / Evade +1
  74-78 afraid of rodents Zoology +2, vat grown Tiger-Cat ( REF: 9, MA: 10, BODY:5, BTM: -2 / Bite +4 => 1D6 )
  79-82 afraid of being alone Cyberaudio: Wearman, Wide Band Scanner
  83-85 afraid of death Nylon Helmet, Skin Weave ( SP: 6 )
  86-91 afraid of hidden cyberwear Cybertech +4, Cybereye with thermograph
  92-96 afraid of pain Pain editor, 2D6 doses Endorphin ( just in case the damn thing doesnÃ?´t work …)
  97-00 afraid of strangers Human Perception +1, Hide / Evade +1
5-6 01-09 addicted to sex Seduction +4, Mr Studd ( or Midnight Lady ) Sexual Implant
  10-18 addicted to gambling Gamble +4, Expert: Casinos +4
  19-28 addicted to speed Driving or Motorcycle +2, one other REF-Skill +1
  29-35 addicted to videogames Expert: Video Games, SegAtari System
  36-44 Endorphin addict COOL +1, Resist Torture & Drugs +3, 2D6 doses
  45-52 Snapcoke addict 6 Skill Points for EMP-Skills, 2D6 doses
  53-55 Speedball addict Military Cyberwear for 4000 eb, 1D6 doses
  56-69 Nicotine Stick addict COOL +1, Awareness / Notice +1, 2D6 packs
  70-80 Coffeine Stick addict Awareness / Notice +1, Skill Point for a REF-Skill, 2D6 packs
  81-91 Uppers addict 2 Skill Points for REF-Skills, 2 D6 doses
  92-96 Downers addict Dodge & Escape +1, Hide / Evade +3, 2D6 doses
  97-00 IQ addict 4 Skill Points for INT-Skills, 1D6 doses

Rules

Bei der Charaktergenerierung unter CP2020 kann man als Spielleiter die Spieler einmal auf dieser Tabelle würfeln lassen. Jede Disorder bringt dem jeweiligen Charakter auch Vorteile (unter Gains beschrieben). Dies können Ausrüstungsteile oder Skillerhöhungen sein. Falls dem jeweiligen Spieler seine Disorder nicht gefällt, kann er nochmal würfeln, muss die nächste Disorder aber auf jeden Fall nehmen. [Translation by Karsten:] During Charactergeneration as per CP2020 rules the GM lets the Player roll once on this table. Each disorder also has an advantage, to be found unter the heading ‘gains’. This can be a plus on skills or parts of equipment. If the player dislikes the disadvantage, (s)he may roll again, but then is stuck with the new disadvantage.

Update: D&D + Cyberpunk = TPK?

Gestern haben wir in meiner wöchentlichen D&D 3.5 Runde – wegen Meistererkrankung – Cyberpunk gespielt. Von den vier Spielern (ich hab geleitet), hatte nur einer jemals Cyberpunk gespielt, die anderen noch nie. Wir spielen seit Jahren zusammen D&D, die volle Packung. Bodenpläne, Miniaturen, Dungeons, ECL-angemessene Encounter.
Ich seh schon wie ihr fies grinst. Continue reading “Update: D&D + Cyberpunk = TPK?”

Expanded Hit Location Chart for Cyberpunk 2020

EXPANDED HIT TABLES

Author: unknown.

It’s easy! Just roll 2 dice, one for the main location and one for the sub-location. This is a much more realistic hit location chart. Leg shots, are less common (original they had a 40% percent of being hit), and torso shots are more common (just like real life).

[Karsten’s Note: I tried this out – it slows down play AND gives you the problem that you need to be much more detailed about what your armor protects. Covers Skinweave your eyes? If so, even when they are opened? Are your most private parts skinweaved? Would that work? If you stay realistic here, skinweave would probably NOT protect eyes, groin, and joints. This rule makes chars much more easy to kill. And having to look up stuff in the larger table slows down play.]

(0) Head (1-5) Torso (6) Right Arm (7) Left Arm (8) Right Leg (9) Left Leg
0 Mouth 1-4 Chest 1 Shoulder 1 Shoulder 0 Hip 0 Hip
1-3 Skull 5-7 Stomach 2-4 Upper Arm 2-4 Upper Arm 1-5 Thigh 1-5 Thigh
4-5 Eyes 8 Left Hip 5 Elbow 5 Elbow 6 Knee 6 Knee
6-8 Face 9 Groin 6-8 Forearm 6-8 Forearm 7-8 Shin 7-8 Shin
9 Throat 0 Right Hip 9-0 Hand 9-0 Hand 9 Foot 9 Foot

Electrothermal Weapons in Cyberpunk 2020

ELECTROTHERMAL WEAPONS

Author: unknown.
These weapons are very unrealistic and overpowered. The default rules don’t talk about the many disadvantages of such weapons. Will all know that an electrothermal upgrade can only be preformed on a gun that fires cased shells. While the increase in firepower is considerable, the large list of disadvantages may make you think twice about using such weapons.

Heat:

Think about it, using plasma to fire a copper cased shell is not by any means smart. The copper casing ejects from the side of the gun through the sliding action. These casings are extremely hot and can burn your skin. Even normal casings can burn you if you catch them, but with electrothermal casings the chances of starting fires and such are greatly increased. Burning your hand on a casing inflicts 1 point for a normal casing and 1d6/2 for a electrothermal casing. There is also a 15% chance that a hot casing will start a fire if it lands on something flammable.
Also note that blowing up a clip of electrothermal ammo is a bad idea. Throwing a clip into a fire, will likely cause it to explode (most ammo will). Continue reading “Electrothermal Weapons in Cyberpunk 2020”

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”