That One Cyberpunk Ruleset

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May have plenty of cyber, punks may be optional.

Character Stats

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.

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.

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.

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.