INT (Intelligence): Problem solving
ability, smarts, memory
TECH (Technical Ability): Ability
to use machines, technology.
REF (Reflexes): Dexterity, reaction
speed, coordination
COOL (Cool): Will, presence, resistance
to stress
LUCK (Luck): Your karma. You can apply
any or all of your LUCK 'points' to your die rolls each game. When you
have used all of your LUCK, you must wait until the next game to get anymore.
(At the moment, Luck will be reset every 2 weeks of gameplay)
ATT (Attractiveness): How good looking
you are
MOVE (Move): How many meters you can
run in 3 seconds
EMP (Empathy): Your "people" skills.
Charisma, ability to relate.
BODY (Body type): Strength, endurance
and constitution. Also, how many wounds you can take in combat.
50 points are divided up among these stats -- no lower than 2, no higher than 8
Kids are necessarily less-skilled in some areas than others. They won't, for instance, know how to pilot spinners or use bazookas -- at least not without a really good explanation for the GM. ;) So their skills are simpler. The word in parentheses () is the stat which is used in combination with that skill. You can assign 40 points to these skills, with a number between 1 and 8.
STREETFIGHTING (REF): The all-time generic fighting/brawling skill. This covers dodging, firearms, melee weapons and brawling.
THIEF STUFF (REF): A juvie level Breaking and Entering ability. Covers pickpocketing and basic lockpicking.
JOCKSTUFF (REF): The skills of throwing, climbing, balancing, swiming, fighting, etc. Combines stuff from any athletics program.
GET A CLUE (INT): This is awareness and perception -- how on the ball you are; how much you notice and how aware of your surroundings are you.
BLEND (REF): The Cybergeneration equivalent of stealth. It's the ability to blend into the local terrain and be unnoticed, or move silently through the shadows. It's zen, za?
GENSPEAK (INT): Genspeak is the universal lingua-franca of the Cybergeneration. It's the slang that adults can figure out with a Cray decoder; a polyglot of computer binary, random sounds, short choppy words and slang terms with multiple meanings. This skill doesn't rate your ability to communicate with your goboys. This is whether or not you can talk right in front of Dead Boys (ie, adults) without them understanding you.
STREETSMARTS (COOL): You know the street, but you know it at a juvegang level only. You don't run with the Runners, and you'd be lost in a meeting with the local Triad heavies. But you know how to scan out who owns what square and where the boundaries are. You know what to say to chill a Guardian ganger and the proper way to address the top fixer in your square. This is streetwise.
FEARLESS LEADER (EMP): This is a measure of how good a leader you are and how far you've progressed up the totem pole of your youth gang. With this skill, you can convince others to follow your plan and do dumb stuff because you said it would work.
SCHOOLIN' (INT): This skill rates how much education you've had, formal or otherwise. Can you read and write? Did you go to corp school or have access to study chips and V-Simulations? This covers the basics of science, math, history, computer skills and so on.
GOGO (REF): The ability to drive vehicles, such as bikes, cyberbikes, automobiles, trucks, etc in normal situations (such as fast turns and control skids -- no stunts or tricks). If you're under 10, this skill is at a -10 penalty to you (you can't reach the pedals).
LITTLE ANGEL (EMP): This is the ability to pull a con on an adult; a juvegang version of Persuasion that allows you to act innocent and pass off seemingly incriminating situations as "kids messing around". With this ability, you can go for shameless sympathy ploys, blame things on imaginary friends (if you're young enough) or convince that CorpSec team that your sabotage run was really just "an intiation into a club".
On top of those, each YoGang has an individual skill as well, which needs to get some of those 40 skill points. You can't use these skills unless you're part of that particular YoGang; likewise, you can't be a part of that YoGang without having at least _some_ skill in their skill. A BoardPunk who can't stay on his board isn't one for long.
ArcoRunner: Tunnelling (INT)
Beaverbrat: Suburban Ninja (REF)
Boardpunk: Thrash (REF)
EcoRaider: Hayduking (TECH)
Facer: FaceDance (EMP)
Glitterkid: Celebrity (COOL)
Goldenkid: Contacts (INT)
Goth: Deathwalk (COOL)
Guardian: Good Guy (COOL)
Mallbrat: Boost (INT)
Megaviolent: Berserk (REF)
Metalhead: Knight (REF)
Rad: Organize (INT)
Squat: Scrounge (INT)
Streetfighter: Kata (REF)
TinkerTot: Kitbash (TECH)
Tribal: Warrior (REF)
Vidiot: Commo (TECH)
For Combat, the system works like this:
Initiative is decided by rolling 1d10 for each side in combat -- whoever has the highest number goes first (on a tie, the players go first). The players then decides who goes first, or use REF as the deciding stat.
Combat is broken up into rounds of 3 seconds. During one round, one action may be performed; two may be performed, but at a +3 to difficulty for both actions.
Range attacks are run like this: The attacking (firing) character's Streetfighting skill + Reflexes stat + 1d10 vs the Difficulty Rating (based on distance to the target). If the character beats the rating, it's a hit. If not, it's a miss.
So, say that Bob wants to shoot an attacker (Tony) who is standing 10 meters away with a handgun. According to the table, the difficulty is 10. Bob's Streetfighting is 6 and his Ref is 5. He rolls a 4 on his 1d10, for a total of 15. He hits, easily, and then we roll for damage.
The GM rolls 1d10 to determine the damage done by checking a handy-dandy table, which uses weapon type to determine damage. The GM rolls a 7, which means Bob's light pistol did 3 points of damage. This is subtracted from the Tony's Wounds -- in this case, a 6 (the same as the Body stat). The victim is down to 3 and is hurting. Another 1d10 roll and a random table check shows the victim passing out from shock.
If the victim is wearing body armor, the armor's rating is subtracted from the damage done before it's applied to the character's Wounds. So if Tony had on leather armor (Armor Rating 1), he'd only take 2 points of damage.
Melee and Hand To Hand Attacks:
Melee and hand to hand attacks are similar to range attacks, but instead of rolling against a Difficulty rating, they roll against their opponents skill.
Maria and Kris are fighting. Maria has a Streetfighter of 3 and a Ref of 4; Kris has a Streetfighting of 2 and a Ref of 5. Maria tries to punch Kris; Maria rolls Streetfighting (3) + Ref (4) + 1d10 (3) and gets 10. Kris rolls Streetfighting (2) + Ref (5) + 1d10 (7) and gets 14. Kris dodges the punch. It's now Kris' turn to act.
Damage is handled the same as with ranged weapons; if a blow is landed, 1d10 is rolled and compared on the Damage Table to weapon-type. The random roll is 4, in this case; If Maria had landed her punch, she would have done 1 point of damage to Kris.
Skill Checks:
For everything that isn't combat, checks are rolled against a difficulty rating assigned by the GM. The most appropriate stat is chosen and added to the most appropriate skill, then a 1d10 is rolled and added to the total. If the total is higher than the difficulty, the character succeeds.
Example: Seraphim is trying to pick a simple lock. The GM decides that REF is the most appropriate stat, and Thief Stuff the most appropriate skill. Seraphim has a REF of 4 and a THIEF STUFF of 3; she rolls a 4 on her 1d10, for a total of 11. The difficulty assigned to that task is a 10, thus Seraphim succeeds in picking the lock, but just barely.
IMPROVEMENT:
The GM will be passing out Experience Points which can be used to raise skills and stats. (This is a house rule/system, since I don't like the way CG divvies up experience.) Points will be awarded for good RP, creative use of skills or powers, contributing to the group, success of a mission, and other successes.
To improve a skill, the base modifier is 10 points x the next level desired. If Ashley wanted to raise her GoGo from 4 to 5, she'd need 50 Experience Points to do it. For a new skill, 10 points buys the first level.
To improve stats, the base modifier is 20 points x next level desired. If Ashley wants to raise her ATT from 7 to 8 (vain Ashley!), she'd need 160 xp to do it.
These numbers might sound high, but the GM will be fairly lenient and liberal with assigning XP and raising skills.
Special Rule: If the character spends an unusual amount of time or energy in devotion to a skill or ability, or completes an unusual act, or finds an unusual teacher (Catching the unusual theme, yet? ;), the GM may reduce the cost of raising that skill, at the GM's discretion. This won't be something done often, but if the case does arise, it's a possibility.
NOTE: If your character wants to get
an Edgerunner skill from Cyberpunk 2020, they will have to find an IC teacher
to do so and pay double the amount of XP. It's hard for kids to learn chemical
engineering from a library book.
That's it. If you have any questions, contact Jolie. It's what I'm here for. ;)