We are back baby!
Datafortress 2020 has a new address, and finally has it's own domain
the side effect of me finally hitching up my pants and getting a paid host. Expect things to be a little wonky as I Iron out kinks, some of the links may still point to the old, now dead, site address. The e-mail links are also still being worked on. In addition, unfortunately, the host for the Fileproject and forums are still down most of the time. I will be working to fix these issues, I ask you to be patient. For your troubles, a special treat:
INTERLOCK UNLIMITED has undergone a massive update, the changes are pretty big, and the project has gained 2 pages in the processs and required me to redo the character sheets as well. Details of the changes can be found on the Datafortress 2020 Blog (and at the forums when they are back up...). If the File Project main link(s) is down, scroll down to the bottom of the page for a link to the file on Dropbox....
There is also a new Character Sheet Tutorial to help you fill out your Interlock Unlimited Character sheets properly without confusion.
Due to the Interlock Unlimited changes, the character sheets themselves have also had to be updated... The Generic IU Sheets, the Basic Gneric IU sheets (just the 4 first pages of the generic), The Simple Sheet, The Cyberpunk 2020 sheets and the full color Elite Cyberpunk 2020 sheets have all been updated.
The Hyperlinks page has also been updated.
We also have a new contribution in the form of Fight Club from Billy Billerson, which can be used either as an alternate melee system, or as a stand alone game...
The following are the list of changes made to Interlock Unlimited...
Table Of Contents edited
Bounty Dog removed, as it is handled just fine by an investigator/cop mix.
Fixer's special ability now adds to StreetWise and APPRAISE, instead of Streetwise and Persuasion/Fast Talk.
New Role added, Magus... SA adds to Library Search and either Education General knowledge or 2 Expert Skills.
Med Tech Special Ability now includes Diagnose Illness as a choice for skills to be added to.
Mundie was out of order, this has been corrected.
Awareness Notice is removed from the skills a Runner may add his special Ability too, instead now the runner is allowed 2 vehicle types.
SCOUT - Awareness notice and Survival are replaced by Navigation and Track
Shadow - Shadow/Track is replaced by the choice for either Pick Lock or Electronic Security.
Solo - Awareness/Notice replaced by Awareness/Tactical
Expanded on guidelines for creating new roles.
Other minor edits to entries.
Reformatted skill list completely, now it is just a master skill list listing the skill... The skills as introduced by era have now moved to the back of the book, page 76
Added Wisdom to Special Abilites list
Changed Awareness/Notice to Awareness: Notice
Added Awareness: Track and Awareness Tactical
Removed Shadow Track and Acrobatics
Changed all skills designated Pilot to Operate
Edited Special Abilites to reflect changes
Endurance, minor edit, changed the word pain to strain
Other minor corrections
Removed reference to rockers and ability to add +1 to charismatic leadership
Expanded the entry for Hypnotism/brainwashing
Removed Sing from perform description, as singing is its own skill.
Added swimming to list of things whose speed will be modified by athletics.
Removed Weapon: Submachine Gun entry
Removed Makeup/special Effects (disguise handles this just fine, not sure what I was thinking when I added it.)
other minor changes
Page 14 - 22
Removed Bounty Dog, added Magus
The removal of SMG from the skill list necessitated the following rules additions..
KNOWING WHICH SKILL TO USE:
Most weapons are easy enough to determine which skill relates to them, but some weapons, like SMG’s can skew the line. Any Firearm that is fired line of sight, but does not have a stock, such as Pistols, Rifles with the stock removed, sawn off-shotguns, or hand held exotics, use the handgun skill. Weapons with a stock, fired from the shoulder, use the Rifle Skill. If the weapon has a folding or removable stock, use the appropriate skill at the time. Indirect fire weapons, such as grenade launchers, heavy machine guns fired from a mount, or artillery use the Heavy Weapons skill. Bows, Crossbows, Blowguns, and Spear guns use the archery skill.
And added to the Concealability explanation:
Note: adding a Stock to a small arm provides the weapon with a +2
Accuracy bonus. It also changes the range to 250 meters (except for
shotguns) and the weapon now is classed as a Rifle, requiring that
skill to use. Removing a stock from a Rifle imposes a -2 penalty,
changes the range to 50 meters, and the weapon now uses the
Handgun Skill. Adding a fixed stock drops the Concealability by two
levels, and a folding or retractable stock by one. Other modifications
and add-ons, such as scopes, laser sights, and brass catchers, can also
change the Concealability, this is at GM discretion.
Minor edits to correct formatting.
Addition of new rule,
Optional Initiative Rules 2 (used at GM discretion) –
This method will add more realism to your combats, at the cost of being slightly more time consuming and creating extra book keeping for the GM. A chart, beginning at 33 (tics), is created. Initiative is rolled as normal, with the characters total initiative determining where they begin on the chart. Actions for the turn are declared. On their turn, and every five “tics” after, that player may perform 1 quick action and move at a rate equal to ½ their MA. As the Tics count down, everyone takes their actions in succession. Movement Quick Actions, Standard Actions, and Regular Actions begin on the increment they are declared, and do not end until the Tics have passed. Every 5 ticks equals 1 Quick Action, every ten a Standard, and every 15 a Full. Any player who has actions during that time may take advantage against the position the first character has left himself in. For example, if during your action you decide to run, it will take you five tics to reach your destination, if on the third tic another player’s turn comes up, they can take a shot at you while you are mid run. Firing itself consumes 1 tic, but emerging and re-entering cover from a stationary position still takes a full 5 tic turn, leaving you vulnerable. Changing an action from that declared is possible, but costs a quick action.
Any actions remaining after the tic count reaches zero are lost, however the actions that were lost can either be spent on defense rolls, or used to change actions from what was declared.
Major reformatting, 2 images and a page is added to keep formatting straight, which of course makes keeping track of page changes from this point on for the rest of this change log rather confusing. Sorry about that...
Page 35 (was 34) Added new modifiers, including mods for attacker walking (-2) and changed attacker running mod to -5, added rules for adding a stock to handguns and smg's, and for removing a stock from a rifle.
Page 38 (was 37)
Changed range for bows to BT x 20 (from 10)
pages 39 and 42 (was 38 and 41, also 26)
Fixed ranges for casting to be more inline with BT chart on page 3
Pages 63 64 and 65 (62,63,64)
Added rules for swimming speed and modifiers.... reformatting and minor edits to sustain book format.
Moved list of skills introduced by era here.
As a result of all these changes, there are now 2 additional pages to Interlock Unlimited.