That One Cyberpunk Ruleset

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May have plenty of cyber, punks may be optional.

Character Stats

Basics: 1d10 dice pools. 4+ = success on easy tasks, 6+ = success on normal tasks, 8+ = success on hard tasks, 10+ = success on legendary tasks. No successes and at least 1 '1' = critical failure.

Serious Version

Characters have four stats: Sneaking, Fighting, Hacking, and Schmoozing. What they do should be relatively self-explanatory. These stats go from 1-10, and are used as dice pools.

Fighting: Fighting covers everything you wanted to know about hurting people and avoiding getting hurt (but were afraid to ask about). From shivs to strike drones, from muskets to military-grade railguns, if it hurts someone it's covered by this skill. Similarly, Fighting also covers physical conditioning to some extent, along with Sneaking.

Hacking: Hacking covers everything intellectual that is relevant to a cyberpunk game. It doesn't cover airy academic treatises, no, but it covers practical engineering and computer science. Modifying or repairing hardware and software, from bicycles and swords to high-end quantum computers, is based off of Hacking.

Sneaking: Sneaking is used for anything which involves being sneaky. Forging IDs, being an invisible ninja, disappearing into the middle of a crowd, creating a valid disguise-all of this is Sneaking. As there are no fat ninjas in fiction ever, Sneaking is the other half of physical conditioning, and ironically being very stealthy makes you harder to kill.

Schmoozing: Schmoozing covers all forms of savory and unsavory personal interaction. Forging rapports, making friends, threatening to shoot someone's dog and burn their house down if they don't tell you what you need, getting someone to lend you money, making someone believe that yes, you actually are Emperor Norton of America, the possibilities are endless.

Character generation is simple: You have 1 stat at a rating of 5, 1 at 4, 1 at 3, and 1 at 2. Past that, you may increase any single stat by 1, up to a maximum of 6.

Not-Serious Version

Characters have four stats: Hotness, Smugness, Fighting, and Concept-dropping.

Character generation is simple: You have 1 stat at a rating of 5, 1 at 4, 1 at 3, and 1 at 2. Past that, you may increase any single stat by 1, up to a maximum of 6. Hotness should never be your lowest stat. Or else.

Other Stats

Hero Points

People don't get hit until their luck runs out. Hero Points, or HP for short, represent a character's luck, will to survive, narrative inertia, and ability to duck. Weapons deal HP damage before they start taking actual physical damage.

As an alternate use, a character can spend 1 HP to reroll any dice result.

Characters may trade starting Hero Points out for additional equipment or cyberware. This doesn't represent any metaphysical wackiness like cybernetics eating your soul, it just means that guys who survive on the mean streets as a street samurai with just rusty 1st gen wired reflexes and a 1980s vintage MP5 are clearly luckier than the guys who do so with top of the line mods.

Health

If you get hit, things tend to go awfully pear-shaped very quickly. Health is how much punishment you can take physically before dropping dead, and is calculated simply: Add your Fighting and Sneaking, and then double the result. That's your health. Now, this sounds like a lot.

Except basic pistols deal 1d10 and even at max you'll have 20 health. If you are at less than 3/4ths health, you take a -1 penalty to all dice pools. At less than 1/2 health, you take a -2 penalty to all pools. At less than 1/4th health, you take a -3 penalty to all pools. At 0 health or less, you are dying. Dying is bad. Don't die.

Action Points

Characters can take actions in their turns during combat. This uses Action Points. Characters start with a default of 5 action points per turn in general (this can be increased by reflex-improving augmentation). Most actions take 2 action points, with certain basic actions (such as moving a reasonable distance, etc.) taking 1.

Augmentation

Augmentation can grant characters either internal equipment or bonuses to one of the four core stats. However, augmentation is not as broad as one of the basic stats. Most of the time, Augmentations act as specialties. For example, a smartlink would give bonuses to Fight in ranged combat.