CyberPunk Game Rules and Clarifications

 

 


Character Generation

Normal rules apply except:

 No weapon SKILL + REF may exceed 13 except for martial arts and melee weapons.

No skill may exceed 7 without a lifepath reason, i.e. Sensei.

No cops, corps, or nomads allowed.

 Equipment and cyberware will be given to you with some allowance for the sake of variety.

Multiclassing is allowed.

 Reputation will be 1d6/2.

 Each person MUST buy at least two adds of Family (Rank) from pickup points.

 The following skills are recommended for their usefulness (none are required):

 Streetwise 2 adds or more

Education and General Knowledge 2 adds or more

Athletics 2 adds or more

Persuasion/Fast Talk 2 adds or more

 

Rules Adjustments

Medias will add their Credibility to Interview rolls, Human perception rolls (on interviewee only), and Persuasion/Fast Talk rolls involved in getting a story (at my discretion).

 Netrunners add their Interface to all rolls involving programming and system knowledge.

 Techies add Jury Rig to their tech rolls (explaining why they are paid for tech work when most others are not.

 Medtechies add MedTech to Pharmaceuticals and Diagnose rolls.

 Rockerboys add Charismatic Leadership to Seduction, Persuasion/Fast Talk, Perform, and Social rolls. In case of a question about this, this indicates a rocker's ability to do certain things better because he/she is a star (persuasion, social, and seduction) and his/her ability to hold a crowd (perform).

 Fixers and Solos: Fixers may add half their Streetdeal to Intimidation checks if they have some sort of display of power, i.e. Bodyguards (party members only on a successful Persuaison v 15), and Solos may add Combat Sense to Intimidate rolls (Solos exude this aura of combat readiness and proficiency, and besides they are supposed to be scary individuals J ).

Half of a character's Athletics skill will be added to any Ref skill involving total body movement, i.e. dance, martial arts etc. To further clarify this, Gun skills and Driving type skills (including any piloting skill the party members may have) are not included, but Martial Arts and Melee are included. This rule is to reflect that athletics is a measure (in my opinion) of one's grace. The athletic people tend to do better at most physical activities than non-athletic people.

 Education and General Knowledge may be substituted for any INT skill (except Awareness/Notice), and half may be substituted for any TECH skill, i.e. I took a Wilderness survival class in college or I took First Aid in High School. The skill check however will be performed at one difficulty higher than if you have the skill. This is so that it is better to be skilled than educated, yet education helps.

  

Extra Skills

They are in the following format:
STAT BASE
SKILL NAME
DESCRIPTION
EXAMPLES AND DIFFICULTIES

LUCK

Charmed Life
Ability to luckily avoid deadly situations
Avoid Random Shot 15,
Avoid head shot by sniper 25

 Right Place/Right Time
Ability to find useful items as needed
Food 10
Useful tool 15
Rare Item 25

REF OR INT

Fishing
REF: Flyfishing
INT: Knowledge of Fish habits, habitats etc.
Catch a Fish 15
Big Fish 20
Jaws 30

INT

Navigation
Ability to plot course using maps etc.
Under 500km 15
1000+km 25

TECH

Tinkering
Art of making things better by trial and error
Improve Simple device 15(bullets, simple electronics)
Improve Semicomplex Device 20(guns)
Improve Complex device 25(CyberDecks, cyberware)

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