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/cyber/ - Cyberpunk & Science Fiction

A board dedicated to all things cyberpunk (and all other futuristic science fiction) NSFW welcome

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Young man, in mathematics you don't understand things. You just get used to them. - John Von Neumann
Rules & Guidelines

File: 1451739365067.gif (40.52 KB, 332x373, 332:373, hacgker.gif)

 No.38815

Hey there,

just wanted to make a little post here to gauge interest, as I do not know how many regulars the board has,

and how many of em are interested in P&P-RPGs.

I started roleplaying and experiencing Cyberpunk with Shadowrun 4th edition, about 10 years ago, and have come to hate the rules system with a vengeance.

A while back now I started looking at alternate systems. Eclipse Phase is pretty awesome, GURPS might be an option, but the problem is that, as I have found out on Dumpshock, people want the D6 system.

That led to me going back and looking at 3rd Edition, and that experience was pretty funny, as a couple of stuff that made no sense in the system as I knew it, suddenly made sense in the older one.

Some rules though are way too complicated, such as Rigging and Driving in general, hacking, and some details in every aspect of the system,

so I started working on a simplified hack of Shadowrun 3 a while back.

I could work through all this shit myself and present the finished product here, but I thought I might try crowdsourcing some ideas, and getting some input.

In the end I would like to have a relatively simple (for Shadowrun standards) system for Cyberpunk roleplaying, with modular elements, such as the time period (from early SR to GitS level of technology) and things like Magic.

 No.38836

Seriously, check out the old Talsorian Cyberpunk 2020 rules.

I have an old schoolmate who has been GMing and wargaming since we were teens, (40s now lol oldfags) and Cyberpunk is his go-to system for most of his strange intergenre experiments and his campaigns combining board wargames and roleplaying.

The whole setting was written in the 80's, too, so you've got some interesting zeerust on what they thought the internet and the political scene would be like by now.

Actually, the original game was Cyberpunk 2015, that would be funny to play now.


 No.38883

>>38836

Ima definietely check out the 2020 rules in regards to Matrix rules especially (heard they kick ass), but also for Cyberware prices and such.

Problem is that the dice system just isn't SR as far as I know, the SR-fags want the hands full of D6's, believe me, I asked em on Dumpshock.

But I might well implement some mechanics from the Cyberpunk rpgs, I got em on PDF, just haven't looked into it yet.

I ripped off the chase scene mechanic from an old 007 rpg. :D


 No.38884

>>38836

And also, the Lifepath in Cyberpunk kicks fucking ASS!


 No.39034

Honestly, since this is mostly tabletop-related, I think you might get some more input in /tg/ than here. Specially when you manage to get some work done and presented.


 No.39068

>>39034

Thanks, ima do that.

I might post back here again when sopmething comes of it.

Cheers.


 No.39098

>>39034

I don't really think so. This board is one half /tech/, other half /tg/, so you can come up with some decent ideas here too and even a somewhat plausible hacking system if you want.

Fuck, we had a thread on a cyberpunk tabletop game design some time ago, although nothing came out of it. >>33703

>>38815

As >>38836 said, look up Cyberpunk 2020. If you are willing to spend some time writing new rules, everything about it seems fairly easy to modify, except for the absurdly high lethality aspect that seems pretty much ingrained in the system. You may get around it by revamping the health points system, though.

Good thing about Interlock is that, being a base 10 system, you may just transform this base to 12 (just 2d6 their asses) or 6, depending on how you want to do it.

The game is based around a top difficulty of 30 divided in 3 parts (stat + skill + dice), each one of those having 10 as their maximum natural value. You may just balance the difficulty table around 36 with 12 for each part or 18 with 6 for each part. All implant modifiers may be simply left as-is in a base 12 game (making them less effective than in the vanilla game, but it would be very difficult to augment the cyberware's effects by 20% when most of them are in the +2/+3 range), or divided by 2 and rounding up if necessary when rebalancing implant bonuses (to make up for that 10% you just ate by dividing by 2). Fuck, if your players are addicted to mass d6 (which they will get when rolling for damage, don't worry), you can balance the game around base 30 and multiply every bonus by 3, which would make it much easier to balance.

>>38883

>Ima definietely check out the 2020 rules in regards to Matrix rules especially

Probably not a good idea. It's fun, but it's fucking slow and would be much more suitable for a one on one RP or a videogame.

To give you a brief idea, half of the corebook describes CP2020 rules, and the other half describes netrunning rules, and it's something only the netrunner gets to enjoy. It's really not something the rest of the party will have much fun with, as they will have to wait for the netrunner to finish because muh speed of thought.

I heard someone wanted to make a different netrunning system based on the same system as the overworld, but with programs instead of skill levels. That way not only you get to speed it up, but also it will make the rest of the party more willing to join the netrunner as its helpers if they have any (simpler) decks. With enough balancing you can keep the netrunner as the king of The Net while not boring the rest of the party with utter uselessness.

>>38836

It was 2013 actually, which makes it even funnier.


 No.39113

>>39098

Well, the other part is that /tg/ gets more traffic and thus, more possible users to contribute.

Obv I would love for this discussion to grow and develop here, but having both places as possibilities just increase OP's chances of something coming out of it.


 No.39125


 No.39140

File: 1452499243964.jpg (514.71 KB, 1920x1490, 192:149, 87f18f2b04dd60e9a15c660ed8….jpg)

Talsorian Cyberpunk's lethality level was designed with the ethos that "The Future Is Disposable". That includes the character. Who cares if you die, as long as you looked cool doing it? Roll up a new character, complete with history thanks to the lifepath, and play again. Remember, "Style Over Substance".


 No.39277

File: 1453500559652.gif (40.52 KB, 332x373, 332:373, 1451739365067.gif)

>>38815

Good thing I checked back. :D

I think I am going to upload some of the things I am working on here then.

The last thing I worked on when I paused the project, was Cyberware pricing, since the prices in SR3 are fucking insane. 100.000 minimum for a cyber-arm is way too much, if poor people on the street are supposed to be wearing them, and it would lead to a pursuing cyber-zombie not being looked at as a threat, but as a brouzouf-grab, since he'd be worth a few million.

I am going to post the chapters I had already generally simplified and finished on, for context on rules-changes, and for people who might not know the system.

I hope i get some input then, on how to simplify the stuff further.

The goal of the whole thing is to make the system as simple, and accessible as possible, while keeping in an amount of complexity in the spirit of the Shadowrun system.

_________

Systems I need to revise entirely are:

The Matrix:

For obvious reasons.

I also need two versions, one wireless, and one wired. The wireless one should work in a similar way to the hacking in GitS-SAC.

The wired one could generally work in a similar way to the hacking in SR3, but clearer, and more to the point.

Vehicle-Combat:

As I wrote earlier,

I have already adopted the chase-mechanic from an old 007-RPG. It is very similar to the one in SR5, but a little less bogged down by needless complexity.

I need however a system for handling verhicles in combat, and that too is too complicated in SR3, since every vehicle has an assigned Speed-Rating, that has to be calculated into an actual speed per hour, and speed per turn. That shit's gotta go somehow, but I have not yet worked on that. Rigging factors into this very heavily.

_______

_______

Ok, I just took a look at the stuff I have. The chapters I had generally finished on are:

1 Basic Rules

2 Creation Rules

4 Combat Rules

6 Magic

6.5 Grimoire

The ones I needed to do more work on are:

3 Skills

5 Vehicle Rules + Rigging

5.5 Chase Rules

7 Matrix

8 Equipment

9 GM-Rules

I just noticed though that I did the entirety of the work in my native language, and I will have to translate every chapter before I post it here.

It shouldn't take too long to do this for the first two chapters, as they are 3 pages in total.

I am going to translate them tomorrow, and post them here.

Cheers guys!


 No.39282

>>39277

>wireless

Disgusting.

>100.000 minimum for a cyber-arm is way too much

It's 75k for an obvious one, 100k for one which looks like your own flesh and blood. Get it right.


 No.39285

>>39282

>Disgusting.

I agree, but it sadly makes sense, and I think the way it is portrayed in GitS works is ok.

>It's 75k for an obvious one, 100k for one which looks like your own flesh and blood. Get it right.

Fuck you too.

And 75k isn't much better in the regard that I specified it in.

I am gonna post the price list which I made here in a while.

Had no time for translation today sadly.


 No.39290

File: 1453621810404.jpg (990.87 KB, 2451x2219, 2451:2219, 015fad8bd050df232256f183c6….jpg)

Maybe if you had full price for the nice cyberware implanted by medical professionals, and really cheap PRC or printed knockoffs stuck in by medical students, kooks with mail order doctorates in cyber-naturopathy who only use homeopathic anesthetics when they operate, and medical practitioners with their licenses revoked for diddling their patients while they're under sedation.

Or maybe "second hand" cyberware, pawned by gangbangers with parts of the original owners still hanging off them.

Implanted by a surgeon from the "Liberian Doctor School University College Of Doctor Medicine".

You know, roll for chronic pain, infection, tissue rejection, Max

Headroom stuttering, no force-feedback, hand tries to strangle you when your phone rings, you pick up local radio in your ear, adware in your biochip keeps forcing you to send brouzouf to Nigeria or order penis enlargement cream or keep telling the other assassins about this "one weird trick" they can use to lose weight…

As for car chase rules, my friend always uses Car Wars.


 No.39298

Shadowrun Custom

1 - Basic Rules

____

Tests

__

You use six-side dice (D6) to determine how well your character deals with challenges. The GM should only demand a Test if the character is attempting a challenging task, if the task is being made more difficult by external influences, if the task has to be fulfilled in very short order, or in a combination of the above. The player makes a dice roll against a target number. Every die that rolls equal to or above this number is counted as a success. More successes mean a better outcome.

Target numbers & Modifiers

_______

When not otherwise specified, the target number is 4. It can be higher or lower though, depending on difficulty, never below 2 though. Modifiers may also apply. Those add to or subtract from the target number. Most times modifiers apply only to the target number, though the number of cast dice can be modified as well.

Rule of One

___

If all dice in a test land on a 1, it means that the character has made a disastrous mistake, which might end in catastrophe. If a specific consequence is not laid out by a rules, the GM decides what happens.

Rule of Six

Any die that lands on a six is rolles again, and the rolled, and the result is added to the first one. This is how target numbers above 6 are reached. If another 6 is rolled on the same die, another roll is made and the result added, and so on, until a different result is rolled.

Defaulting

__

If the character attempts to improvise an action for which they do not have the necessary skill, they have to do the test using an associated value.

Either they roll using a skill from the same group, with a +2 modifier and a limit of half the skill value in dice from dice pools, or roll on a specialization in the same group with a +3 modifier and a maximum of half the specialization value in dice from dice pools,

or make the roll using the lined attribute, with a +4 modifier and without dice from dice pools.

In an open test, the defaulting modifier is subtracted from the highest value.

Defaulting is impossible if the target value of the task begins at 8 or higher.

Different Types of Tests

_____

Success Tests

This is used to find out whether a character can execute a task, and how well they do it. The number of dice is equal to the characters appropriate attribute or skill rating. Any die that is equal to or higher than the target number is counted as a success. A single success means the task has been fulfilled. Additional ones mean it has been fulfilled more efficiently or more effectively.

Opposed Tests

If two characters are in conflict. Both roll an amount of dice equal to the appropriate attribute or skill level. If not otherwise specified, the target number is equal to the number of dice of the opposing side. Usually the one with more successes wins. Usually nothing happens when a tie occurs.

Open Tests

These are not about scoring a single success, but about generating a target number that someone else has to reach in the future. The player makes their roll, and the highest rolled result is the target number for later.

Time

____

As long as the continuity of events is clear to everybody, nobody should fret about exact timekeeping. Situations which are time-sensitive should be obvious to everyone.

Combat Turns

Then a lot happens in little time, the game is continued in 3-second increments, called Combat Turns. The points where charracters can act in Combat Turns is called Combat Phases.

Actions

These are the actions a character can take in a Combat Turn. Depending on their complexity, different amounts of Actions can be taken in one Combat Phase. When it is a characters turn, they may take one Complex, or two Simple Actions. In addition to this, they may take a Free Action.

Delayed Actions

When it is a characters turn, they may delay a Simple or a Complex Action, to perform later that Phase, or later that Turn . While waiting to take their Action, they may only perform Free Actions.


 No.39299

Values

__

Attributes

__

All characters have nine Attributes, three physical ones, three mental ones, and three special ones. Attributes can be improved throughout the game, so they do not simply represent genetics.

Physical Attributes:

_______

Body represents the immune system, the cardiovascular system, the speed of recovery from injuries and sicknesses, as well as the resistance to the latter. It also represents how well a character can handle Bioware, drugs, alcohol and other toxins.

Quickness represents motorical reflexes, the sense of balance, metabolism, running speed and coordination.

Strength is bodily power.

Mental Attributes:

_____

Charisma is a personal aura, self-image, the ego, as well as a sense and a will to realize and influence what moves people.

Intelligence describes analytical and perceptive abilites, memnonic ability and raw brain power.

Willpower keeps a character going on when they want to give up, and empowers them to control their own habits and emotions.

Special Attributes:

______

Reaction denotes how quick, and how much a character can act under pressure.

Essence is a measure of equilibrium and the cohesion of life force of a body as a whole. Essence is lowered by repeated or prolonged disturbances of this balance, through cyberware, drug-abuse accidents or sickness. When Essence is lowered to zero, the character dies. Essenz sinkt durch langfristiges Störungen dieser Balance. Low Essence can influence social situations, because the character might seem cold or strange to others.

Magic is a measure of the bodies attunement to the flow of Mana, which flows through our plane. Magic is lowered in the same way that Essence is, through great bodily harm, Cyberware, etc.

This Attribute is at zero for most people.

Dice Pools

__

In a Combat Round, a Dice Pool is a fixed amount of Dice a character can add to the ones they use for a Test. Every one of the dice can be rolles only once. The maximum amount of dice a character can add to a Test is equal to the respective Attribute or Skill value, except for Dodge Tests or Damage Resistance Rolls.

Combat Pool

A player can assign dice from their combat pool to any offensive or defensice Action. Combat Pool dice can be added to Tasks that involve Magic only if it has to do with Elemental Manipulation spells. Surprised characters, and wnyone who does not see the attack coming, can not use their Pool Dice against it. Characters in heavy armor reduce their Combat Pool by one, for every two points that the armor exceeds their Quickness. The Astral Combat Pool is a variant of the Combat Pool, that Mages use when fighting in the Astral Realm.

Rigging Pool

When rigged into a vehicle, a character can use dice from this Pool in Tests with the rigged verhicle. Only characters with a Vehicle Control Rig can use this pool.

Decking Pool

Only a decking character can use this Pool. Dice from this Pool may be used for all Tests in the Matrix, except for Tests involving Etiquette, and Damage Resistance against Grey or Black IC.

Spell Pool

Dice from this Pool are used to augment Spell Success Tests, Spell Drain Resistance Tests and Dispel Dice. They can not be used to augment Conjuring.

Karma Pool

__

This is a special Dice Pool, for which there are additional rules. Every twentieth (tenth for Humans) point of Karma is added to this Pool. Karma can be used to differentt ends. When the points are not permanently burned, they recover in a variable amount of time. The standard for this is 24 hours.

Re-rolling Failures:

Re-roll all dice that did not reach the Target Number. This costs 1 Karma for the first re-roll during a Test, 2 for the second re-roll, and so on.

Avoiding Catastrophe:

For 1 Karma, the player may ignore the Rule of One. The tests still fails.

Open Tests:

You may re-roll the dice in an Open Test. This costs 1 Karma for doing it the first time, 2 when doing it the second time, and so on.

Buying additional dice: 1 Karma for the first die, 2 Karma for the second one, and so on, until the maximum is reached, which es equal to the Skill or Attribute that is being tested.

Buying Successes:

Permanently burn 1 Karma per bought success. This is only possible if at least one success has been rolled already.

Extended Test: ?????

Reduce Target Number:

Per burnt Karma, the Target Number is rediced by one, to a minimum of 1.

The Hand of God:

The character burns all of his Karma, Pool Karma as well as Good Karma, but a minimum of 1, to escape certain death.


 No.39300

Gear

____

Gear has Levels, a Cost, and usually an Availability Rating, which is the Target Number for a Test to procure the item. There is also a Street Index, a multiplier that is applied to the price, when you buy the item on the black market. Most Items have a weight, a value that determines how easy it is to hide, which is the Target Value for Perception Tests to notice the item. Weapons have a Damage Code, consisting of a number and a letter. The number is the Power Level, which shows how easy it is to resist the damage, and the letter, the Damage Level, which indicates the kind of wound the weapon inflicts (Light, Moderate, Serious or Deadly). Cyberware also has an Essence Cost.

Connections

___

These are friends an acquaintances the character can ask for help in their illegal activities. They can procure information, sell them wares, or provide fire support. Connections exist in three different levels. Level 1 is a professional aqquaintance. Level 2 is more of a friend. Level 3 is a friend who would die for the Runner.

Lifestyle

_____

This determines the standard of living the character has. To maintain this standard of living, the character pays a certain amoung of brouzouf per month, which covers all regular expenses. If they can not pay anymore, their Lifestyle is lowered by one level. A character can purchase several Lifestyles. This represents ressources they can fall back on, like hideouts.

Condition Monitor

_____

This describes how much damage a character can take. It has two tracks, one for serious damage that it takes long to heal, and one for less serious stun damage, which heals more easily. Items have a single damage track too.

Karma

_

Karma represents the experience a character gathers over time, as well as well as a kind of cosmic poetic justice. A large part of the Karma a character receives is notated as Good Karma (19/20; 9/10 for humans). It can be used to raise attributes or skills. The rest goes into the character's Karma Pool, and can be used to influence tests. It represents the character's accumulated luck.

Attribute Ratings

______

Natural, and Heightened Attribute values (through Magic or technology) are distinguished. Heightened Attribute values are notated in parenthesis behind the Natural Attribute values. Attributes which Adepts improve with their abilites, count as Natural Attribute values. Improving an Attribute with Karma raises both the Natural, as well as the Heightened Attribute value.


 No.39301

File: 1453673432262.gif (40.52 KB, 332x373, 332:373, 1451739365067.gif)

Ok, I simplified the rules from the chapter "Game Concepts" in the Shadowrun 3 rulebook.

I phrased it as shortly as possible,

so it easily fits on two pages without pictures.

It's been a while, so I do not remember all the changes I did.

I took out one of the kinds of Test (Success Contest), because it was basically the same as the Opposed Test.

If any of you has any ideas on ways to further simplify it, fire away!

Areas I am thinking about are:

Connections -> Take out Levels?

Open Tests -> Alternative?

(Dice Pools -> Simplify somehow?)

(Condition Monitor -> Combine into 1 track)

Don't really like the last two.


 No.39302

If you want to download the chapter as an .odt file:

http://s000.tinyupload.com/index.php?file_id=04369327444754340859


 No.39338

File: 1454010430351.jpg (47.81 KB, 422x422, 1:1, 1404005783863.jpg)

>>39301

>(Dice Pools -> Simplify somehow?)

>(Condition Monitor -> Combine into 1 track)

For what purpose? What would you gain from removing all those things you want to remove or simplify? How would you keep track of non-lethal damage? How can you possibly simplify the pools? Some things need simplifying, such as the Matrix, while others really don't.

>>39285

You know, I didn't get why you found 75k for an arm so ridiculous until I talked to my friend about 4e. I think that 15k is downright ludicrous. Please also note that you can begin with 1,000,000 nuyen and so this is irrelevant for the players who want to be chromed out the ass.

>>39277

>if poor people on the street are supposed to be wearing them

Cyberware isn't supposed to be dirt common in this game. To turn to some media for an example, I'm re-reading Neuromancer and I can think of two chromed characters so far; Ratz and Molly, one of which likely got his arm as a war prosthesis. I've been straining my brain to think of more and I'm coming up empty. You're coming at 3e with the wrong mindset; that of 4e's "chrome is so last decade and cheap".

On cyberzombies: I've used one and only one. It belonged to Renraku. They are most certainly expensive, and thus if you see one after you then you know you've upset someone rich enough, powerful enough, and morally grey enough to make one.

Anyhow, enough complaining. For the Matrix, I would suggest making a cheat sheet of some kind (like for actions). Defintely have it formatted right for quick lookups. I remember that I never got my head around it when I ran it so I bullshitted the numbers.


 No.39343

File: 1454078499668.gif (1.88 MB, 299x192, 299:192, 1uVVz60.gif)

>>39338

>For what purpose? What would you gain from removing all those things

>You want to remove or simplify? How would you keep track of non-lethal

>damage? How can you possibly simplify the pools? Some things need

>simplifying, such as the Matrix, while others really don't.

I'll tell you what I mean with the Dice Pools in particular.

The great problem is that they are counter-intuitive the way they are written. Because they unbalance the skill-system.

My point is:

A Firearms-Skill of 5 is more effective than an Interrogation skill of 5, while they really should be on the same level. You can not spend Combat Pool Dice on the Interrogation Test though, which means that the Firearms Skill is up to twice as effective.

Now there is some RAW disagreement, whether or not Pool Dice can be used outside of combat, but even if they could only be used in combat it makes no sense:

Why should I shoot better in a stressful combat situation than on a calm shooting range?

One way I thought of fixing this was basically renaming the Pools, and redefining the areas in which they could be used. i.e.

Combat Pool -> Physical Pool

Spell Pool -> Mental/Task Pool

It would not change all that much, except make the system more consistent with itself.

>>39338

>Cyberware isn't supposed to be dirt common in this game. To turn to some media for an example, I'm re-

>reading Neuromancer and I can think of two chromed characters so far; Ratz and Molly, one of which

>likely got his arm as a war prosthesis.

Neuromancer is not Shadowrun though. Chrome is a lot more common in Shadowrun. Go-gang-members are supposed to be partly chromed on a regular basis. Are they all supposed to be children of rich corporate-types?

I will post my price list for the Cyberware stuff when I get to the equipment chapter, although it is mostly finished.

Fret not! I do not intend dumping-prices on Cyberware.

The problem was that if I wanted a GOOD cyberarm in the SR3-system, I would pay a LOT more than 200k for it.

I balanced my list out with the Essence cost, and the cost for upgrades.

My goal was making it so that lower-grade, non-upgraded Cyberware was relatively easy to get, but as soon as you wanted ware that was less straining Essence-wise, or that had serious upgrades, it would get expensive quick.

I am going to look up my prices for Cyberlimbs real quick and post em!


 No.39344

>>39338

Ok, on the left is the original value, on the right is the

Obvious Cyberlimb: Essence: 1->1.250 Price: 75000->8000

Synthetic Cyberlimb: Essence: 1->1.250 Price: 100000->12000

Obvious Foot/Hand: Essence: 0.35->0.4 Price: 20000->3000

Synthetic Foot/Hand: 0.4 0.35 4500 25000

Obvious forearm/lower leg 0.7 0.65 5000 40000

Synthetic forearm/lower leg 0.7 0.65 7500 50000

Replacement Modification +10% Price

Strength Enhancement

Up to Body: Price+200 per point

over Body: Essence+0.125 per point; Price +3000 per point

Quickness Enhancement

Point 1-3: Price+2000 per point

Point 4-6: Essence+0.125; Price+3000

The first thing you will notice is that the starting prices are lower. That is however for a pretty crappy product. The price quickly gets higher, if you want the Essence cost to go down, because if you go Alpha-Ware for less Essence-cost, you pay double.

If you want to upgrade the Attributes of the limbs, you have to pay extra, and this cost too is doubled for Alphaware.

I changed the way that Attribute upgrades are handled in general.

Strength upgrades are now linked not to the characters strength, but to their body, because logically, the overall stability of the characters body and bones is more important to a cyberarm being anchored into it, than their muscular strength imho.

Both of the Attribute upgrades cost Essence, the Strength upgrade because the anchoring has to go deeper, and thus gets mroe invasive, and the Quickness because the neural interface gets more invasive.


 No.39345

>>39344

Strength Enhancement

Up to Body: Price+*2000 per point, not 200


 No.39346

>>39345

And the forearm and lower leg Essence and Nuyen prices are switched. The new one is on the left, the old one on the left.


 No.39376

>>39343

Battle Angel Alita has a lot of cyborgs who are about normal human strength and speed, necessary for the setting as The Junkyard is a city built around a factory built on top of a nuked city surrounded by a toxic landfill surrounding a junkyard centuries old and high as a mountain, so everyone is riddled with cancer and has had parts scooped out and replaced, if they haven't run into organlegging muggers or just run over by a car or backhanded by a cyborg with industrial or combat mods and rebuilt by sewer surgeons and now they have to work to pay off the debt for the surgery.

Also, there's Martian cyborgs like Zazie, who are about normal human level because Mars is dirt poor, like Space Liberia, but Zazie can take out practically any of the top-tier fighters in the Solar System because she's just that badass.

Man, I'd love a game set in Alita's world, but the average lifespan of a character would be shorter than Paranoia…


 No.39383

File: 1454346809976.png (171.52 KB, 481x304, 481:304, rioting intensifies.png)

>>39343

>i.e.

>Combat Pool -> Physical Pool

>Spell Pool -> Mental/Task Pool

I'm actually mildly down with that. However, this gets hairy pretty quick since you have pools for decking and rigging as well as spells, meaning spell pool can't just be turned into the mental pool. When would pools refresh, since they refresh at the beginning of new combat rounds by default?

On gangs, it really depends on the worldbuilding; Shadowrun 4 made chrome common as dirt (or so I gather from the ridiculous price drop), so it's natural everyone's chromed. Shadowrun 3 is more expensive, so you'd have less chrome on the streets. Perhaps 'ware is a sign of rank, like those tattoos yakuza get. I don't remember if there were rules for it, but following along my lines of thought you should think about modifiers to rolls that would result in being chromed. Things like terrifying normalfags because the only other chromed dudes on the street are gang leaders etc.

If you're price dropping cyberware across the board, you had better rework the priority system. 1 million nuyen was an option for a reason.

If you'll excuse me, I'm going to read 4e's hacking section for the first time so I can see if it's any better than 3rd's.


 No.39384

>>39383

4th a shit, but 1e's Matrix is nice.

>colour code is the number of successes needed to make things just werk, number is the TN on the host

>Green-3 means 1 success, TN3; Orange-4 means 2 successes, TN4

>if you fail, you can retry at +2 TN

>GM rolls a die on every test in secret

>if it's equal to or less than the number of tests attempted, the system is on alert

I like what I'm reading. I advise OP to check it out too when simplifying the Matrix.


 No.39385

>>39384

Turns out it was "this many successes +1". VR 1.0 changed the table a bit, too. Taking into account the +1, it's:

>Blue: 2

>Green: 3

>Orange: 4

>Red: 5

Blunder aside, definitely look at the 1e Matrix crunch and the VR book for it. The fact I'm glancing at it and understanding it shows it's decent at least.


 No.39386

File: 1454367675335.gif (930.67 KB, 250x197, 250:197, 209.gif)

>>39383

I scaled down the Nuyen in character creation already. No worries.

I definitely remember the character from Cybertechnology to have gotten his cybe from a syndicate. It makes sense.

Thing with the worldbuilding is:

5k Nuyen is a shit-ton of brouzouf for a gutterpunk. It doesn't need 75k+ for a poor person to need to make some promises to certain people to get that kind of brouzouf. Even with all the rules for used cyberware you never get close to anything a nobody could afford.

The modifiers already apply in normal 3rd Edition on social roles, depending on the circles you move in.

4e Hacking tried to make it realistic.

Admirable attempt, but nobody understood the fucking rules.

I was at an RPG-convention where there was a panel exclusively dedicated to FAQ about SR4-Matrix.

That was NECESSARY. It was that bad. :D

As for the Pools…

It's complicated. I don't really want to add a Pool.

But now that I think about it…

I could basically turn the Astral Pool into the Task Pool without trouble, since it uses no special Attributes, only the three Mental Ones.

Decking, Rigging and Spell would have to remain seperate.

Combat would become Physical.

Astral would become Mental

>>39376

Gotta check that one out then.

Never saw BAA, but I heard nothing bad about it, and lots of good.

>>39384

>>39385

I got that stuff here.

Ima check out Shadowrun Matrix rules in 1st, 2nd and 3rd, as well as Cyberpunk Hacking Rules for the 2050-Matrixrules. Got them all here.

I would love for there to be the possibility to multiclass a Decker basically, so for example a streetsam infiltration expert.

The big trouble I see with dedicated Deckers is that they are too removed from the Action.

Similarly with Riggers.

4th Ed really did a good thing here by getting em in on the Action.

But I think that could be alleviated with a short section about how to integrate them into stories, in the GM-section.

___

I uploaded the first 4 chapters.

1 Basic Rules

2 Skills

3 Character Creation & Advancement

4 Combat

They are not finished of course. Some stuff I still gotta whittle down, or integrate from other Rulebooks, and a lot needs to be simplified, but that is my workdraft.

http://s000.tinyupload.com/index.php?file_id=65844373969790213904


 No.39389

>>39386

>The big trouble I see with dedicated Deckers is that they are too removed from the Action.

VR 1.0 has a rule for abstracting Matrix runs when the host itself doesn't matter in the story, but the data does. Takes 20 minutes IC to do. Give the decker a pistol and you're good.

2e Matrix is more or less 3e Matrix.


 No.39423

>>39389

2e Matrix was actually more like 1e's VR book. You're thinking of 2e's VR book, which became the basis of 3e's Matrix.


 No.39557

File: 1455261652832.jpg (11.14 KB, 90x90, 1:1, shadowrun_thumb-90x90.jpg)

Behold, comrades, the single greatest collection of cyberpunk culture table RPGs on the Internet.

If you can prove us wrong, we encourage you to do so.

https://hightechlowlife.eu/board/resources/shadowrun-cyberpunk-all-editions-tabletop-rpg-library-1988-2015.135/

You are welcome. _HighTechLowLife.eu




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