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Massdark

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Everything posted by Massdark

  1. I've been watching a few "GITS: Stand Alone Complex" episodes recently and was wondering if it's possible for a full conversion borg to fall unconscious? Now my reasoning behind this is the fact that borgs still need sensory feedback in order to function properly. If you can't get a sense of touch then you'll just crush everything you hold etc. Given this sensory feedback it surely must make them vulnerable to stun. What do you all think? I was thinking in game terms; a borg that dampens their sensory function should be at about -3 to actions. If they take this penalty they're effectively kicking in a pain editor. Another thing I've noticed from manga like GITS is that borgs tend to drop down from great heights without taking any damage. Anybody have any quick and dirty rule for handling this? Massdark
  2. I know this has been discussed a few times before, but I thought I'd resurrect the topic again. Given that you can stack armour to give protection of 30SP+ how do you stop the players becoming literally 'bullet proof'? I've seen the alternative rules in the new printing of 2020 but these just don't seem to be right to me. I've been mulling over a number of options and was thinking of throwing out the stacking rule. Does anyone use any other options for fixing the broken armour rules?
  3. I’ve just been to watch “Cypher” at my local art house cinema and was blown away at how this was perfect cyberpunk material. I won’t go into to many details here -- as I don’t want to spoil the experience – but if it’s playing at you local cinema; go and see it straight away.
  4. Umm -- this has been a bugbear of mine for quite a few years. I was thinking of creating a second save; one for physical damage and one for trauma damage. The physical save would be equal to body, the second save, trauma, would be double the body statistic. If the damage taken in the attack is less than armour, but greater than the second save, then a stun roll must be made. This will make even the most heavily armoured character vulnerable to falling unconscious. e.g. Street mook kicks MiliTech security in knee for twelve damage; kick (4) + str (2) + martial arts (6). The guard is wearing MetalGear (SP 25) so he takes no damage. He's only average build, body (5), which gives him a trauma save of (10). This isn’t below twelve dmg, so he takes one point of dmg and has to make a stun roll. On a roll of six he falls unconscious and drops like a tin man:) Depending on how you want to play these rules you could use the higher save for trauma and lower save for physical damage. If you do use the lower save then consider applying one box of damage for bruising. This makes getting hit by a full auto in rather unpleasant – even if you get hit with 12mm SMG rounds (3d6, average 9 dmg) you’ll take one damage box for each round that that hits your armour. It makes a booster with a TEC-9 rather more scary to the average edgerunner. It's not a perfect system but it’s quick and makes the metal heads think a little before running into a firefight.
  5. Looking at the main Cyberpunk book streetdeal is very similar in description to streetwise. Do you think it's necessary for a fixer to have both skills, given they are virtualy identical? One of my players bought up this point last game -- he has a fixer with streetdeal 8 and streetwise 6 and always use the former for any deals & info. Massdark
  6. Quote (Black_Night @ Feb. 09 2003,02:30) Any of you guys got any ideas on an easy way of having secondary roles used? In my house rules I just increase the multiplier for the second special ability. If you want to play a SWAT team member then the character would take Authority & Combat Sense both with a x2 modifier. If you want to be a 'jack-of-all-trades', say a hacker who makes his own software and decks for sale on the 'black market'. Then this character would have; Interface, Jury Rig & Streetdeal all with a x3 modifier. This is really easy to book-keep and seems to work without any major changes to the game balance.
  7. Quote (Monk @ Jan. 28 2003,09:12) I had to very quickly develop my "3 points to re-roll a critical fumble" rule at that point or they would have been rolling up new characters after their first attack. This was about 15 minutes into the game! I think this is the main point of using luck as a 'get out of trouble card'. How many times have people lost characters because luck wasn't on their side! It can be very frustrating for a referee to write up a detailed campaign only for the players to die in the first 30 minutes of gaming. This gives you a choice, you can either fudge the rolls and let the players live or give them some way of rectifying the situation. Luck is the only viable option I can think of at the moment for fixing unlucky dice rolls.
  8. Has anyone expanded the use of luck in their campaign? At the moment you can use the value of the statistic to influence the outcome of a critical event. At the end of the session these points are restored for use in the next game. I was thinking of using the statistic more like force points from ‘Star Wars’. You can sacrifice a permanent luck point to affect the outcome of a critical event. The point could be traded to: - double your dice roll on skill checks - half your dice roll on saves - increase damage from your attack (up to weapons maximum) - absorb damage from an attack (reduce damage by 50%) This would allow players to manipulate bad dice rolls in critical game situations. I know from experience how frustrating it can be to lose a character from bad luck. If these rules are adopted then referee’s can award good role-playing with an additional luck point every once in a while. I look forward to your comments and expansion of these rules.
  9. Quote (freakboy6117 @ Jan. 10 2003,04:56) well fisrt off youd get a situation where peopel woudl demand teh distruction of all back ups of someone if they where executed there brain tapes woudl be hunted by the turing police and off course you would have more recurring villains than a bad superhero comic In the book you had an interesting situation where criminals lost the rights to their own bodies. If you committed a crime then you were sentenced to virtual reality for a fixed period of time (I think 200 years was the max. sentence) This produced some rather interesting scenarios as people met up their released grandfather/mother and where placed in a different race/gender 'sleeve' i.e. Asian placed into body of a Caucasian or male into body of female In the case of villains you were never quite sure who they were. The ability to swap 'sleeve' was common and the main protagonists seemed to use it for obfuscation. Another interesting aspect of the book was that certain sleeves where designed for combat. These had wired reflexes etc. but where difficult to 'wear' for prolonged periods of time.
  10. Quote (freakboy6117 @ Jan. 08 2003,14:19) similar universe its eems but its more blade runner i think my favorite bit has to be when soem evil guys capture the lead charecter and subject him to torture after placing him in a womans body and he knows eventually he will break after all there going to torture him to death and then do it again until he cracks. Ahh, I'm glad to see a few other people have read this book. It's had major critical acclaim in the UK and even recieved the interest of Joel Silver (Matrix Producer) who has bought the screen rights. My reason for posting on the subject is that I was completly blown away with the concept of 'sleeves'. The tech that allows the creation of 'digital humans' and the concept of changing from one body to another. Something that's played on a lot in the book with plot multiple plot twists on the subject. Yep, the torture scene really was an edge of the knuckle ride and the culmination was very thought provoking. The mental power needed to stop your own heart must be extrodinary. I think my favourite section has to be the intrusion into the blimp -- a very well aucastrated corporate intrusion. The main reason for posting is what do people think of the tech in regard to the forthcoming 2030 version of Cyberpunk? It's already been established that 'SoulKiller' can download the mind and all the relevant tech seems to be available. Now how would society cope if certain people could never be killed!
  11. I was wondering if anyone has read 'Altered Carbon' by Richard Morgan?
  12. I was just wondering people's thoughts on the number of actions a character can undertake in the 3 second round? According to the rules you take a -3 modifier and can move, attack, dodge, parry, reload or change weapons. If you look at the basic rules then drawing a weapon and shooting would be two actions at a -3 penalty; this type of manouver works fine. Now where it seems to fall down is making more than one attack action. I can see a person making 2-3 punches in three seconds (you just have to watch a tape of Bruce Lee to see how this works), what I find hard is that you can make more than one attack at the weapons full rate of fire! The rules even seem to work on semi-auto; I have a 'house rule' where the maximum number of shots in a round is double the weapons semi-auto ROF. I think -- hey we don't have guns in the UK so I'm not exactly sure -- that a competant shooter could fire four controlled shots in 3 seconds. But where I kind of lose any sense of reality is when you fire a full auto burst. Now I know I know nothing about guns but doesn't it take 3 seconds for 20 rounds to leave the magazine; how then can 40 or even 60 rounds leave in only 3 seconds? I'd be interested in peoples opinions on this as in my last game a character with a smg shot one character with a single called shot, then moved target and declared a three round burst. Although I gave him a huge minus (he missed with both shots by the way) it just didn't seem right even in the cinematic reality of cyberpunk. How do other people handle this sort of problem? Massdark
  13. Quote (rockwolf66 @ Oct. 29 2002,23:03) i would like to know if or where there are rules to playing a kid or a teenager in cyberpunk? You should check on the following rules from Mockey's cyberpunk site:- MOMMY, I WANT TO BE A SOLO WHEN I GROW UP! It's quite a nice set of rules for playing younger characters by Gary Astleford.
  14. Quote (NiteWolf @ Oct. 28 2002,20:42) heres the current URL http://www.ambient.ca/cpunk/ Has this site has just been put back up in the last two days? Just want to make sure my ISP isn't blocking the URL
  15. I was wondering if the Blackhammer Cyberpunk project has changed URL?
  16. Quote (rockwolf66 @ Oct. 23 2002,23:44) i have a question for everyone. How long does it take the cops to arive if the pc's are comiting various criminal acts? the reason why i'm asking is that i have seen no standards on police responce. i want to know what they will take all day to get to and what they will drop max-tac on you in less tha 10 minutes for. any suggestions? I'd imagine it will be dependent on the type of crime -- anything without guns I'd say take a ticket and get in line. If the crime has violence; then in most urban areas the police will use surveillance cameras to access the situation. This is either fixed position street corner cams or more sophisticated flying remotes (ala Dark Angel) If the crime is a major incident then max-tac gets sent and the normal street squad stay at a safe distance. I'd say max-tac will have the same response time as trauma team. I'd imagine that in 2020 with the amount of guns and cyberspychos most cops would be cautious about high tailing it to a scene of crime.
  17. Quote (wilphe @ Oct. 23 2002,23:08) Just so I understand this correctly... If you roll well/get a good hit; you do more damage but hit further away from the point of aim? Do more damage? The second dice roll is added to the 'hit' dice; not damage dice. This is an official rule as per skills section (pg. 32) main rule book. Yep, it does fall down on certain respects; but I think the concept is that you are not actually aiming at a specific target area. If this was the case then you'd take the penalty for aiming at arm, leg, head, etc. If anything this method is more cinematic with the high roll reflecting a trick shot that hits the neck, genitals, hand or kneecap -- It's not greatly realistic but it cuts down on dice rolls and expands the 'hit location' to make the torso a larger target area.
  18. Quote (MonSTeR @ Oct. 23 2002,00:39) I definately think that it's interesting that the hit locations are allocated as they are when I'm fairly sure even untrained folks tend to fire at the obvious target (ie torso) I'd be tempted to have the torso occupy at least 50% of the hit locations and maybe tag the "extra" bits on for the sake of "randomness". 1 = head 2-6 = torso 7 = r. arm 8 = l. arm 9 = r. leg 10 = l. leg Or something similar. Massdark, you're going to need to explain where you got the numbers over 10 from though? I think it's important to balance realism with the fact that cyberpunk is a literary and cinematic genre. The house rule I may implement does away with the need to roll a separate d10 for hit locations. The location is derived from the success of the hit dice -- if the target number is achieved -- on a hit roll of 1-10 the strike hits the targets torso. In the rules a roll of 10 allows a re-roll, this second roll will have two purposes; the additional bonus to the hit dice and the location of the bullet strike (using the traditional hit location table) This will break down the hit percentage as follows; head (5%), torso (65%), right arm (5%), left arm (5%), right leg (10%), left leg (10%) I think this maintains the randomness and improves cinematic play with the removal of an additional dice rolls.
  19. Does anyone have any thoughts on the ways 'hit locations’ are handled? At the moment the system uses the d10 with six locations; head (1), torso (2-4), right arm (5), left arm (6), right leg (7-8), left leg (9-10). I’m lead to understand this rule set came from an FBI statistic chart; what I don’t understand is that every film and cop show the only body armour people wear are ballistic vests! Now I understand the movement restrictions and other implications, but isn’t the torso vest a reflection on people being trained to aim at the largest body mass? Given this why isn’t the torso area more predominant in the hit location system. Perhaps one rule would be to use the torso for dice rolls between 1-10; any roll over ten you revert to the classical ‘hit location’ table. One advantage of this is the fact that the ‘hit dice’ could be used for the location; cutting down necessary combat rolls i.e. if you roll 16 on your die roll then the shot hits the targets left arm. I’d be interested on people’s thoughts on this matter; especially those of you that shoot competitively. Living in the UK my knowledge of ballistics and body armour is next to nil.
  20. Quote (Strawberry-Cream @ Aug. 30 2002,19:05) The initiative = target number is interesting, but I don't think we will use it, I think of a Solo with Combat Sense +8 and Ref 10... an 18+1D10 to hit without cyberware? Wuah . How does distance come in? Additionally, what may be relevant for combat too, we have a skill called "2nd weapon", it's got a SP multiplier of 2. It works when using two weapons simultaneously and reduces the malus of -3 on each by 1 point per hand per 2 points skill in 2nd weapon. So when you have skill 2, you have -2 on the one hand -3 on the other, skill 4 -2 / -2 and so on. The malus is lowered for the primary hand first. As you see, with skill 10 you could fire two weapons with a penalty of 0 on the primary hand a penalty of 1 (so giving you -1 on the roll) for the second hand. This skill is no "general" skill, not everyone posesses it, players may apply at the GM for getting it. So far, only one char has it . The distance from opponent becomes a modifier to the target number -- but as most combat tends to take place at point blank or close we don't often use these modifiers. Even though the target number seems high 18+1D10 in your quote; once you take the weapon skill into account -- handgun +6, reflex +8, weapon accuracy +1, smartgun link +2, target scope +1 .....18+1D10 -- the target number doesn't seem so high. Whereas with the old system of 10 for point blank, 15 for close etc, even with environment modifiers the players hit 90% of the time. I like the second skill idea for ambidextrous attacks -- now this is one that I may use in my game. How do you cope when the players have the Gun-Fu skill, do the bonuses stack?
  21. I was wondering what house rules people use for combat resolution within Cyberpunk. Just to get things started I’ve included one of my house rules below: Initiative determines opponents target number The reasoning behind this dates back to the old 2013 combat rules; in the original rules a characters ‘target number’ was determined from an opposed dodge roll. This was a total of the opponent’s reflexes (plus any bonus for Speedware etc), dodge skill and where appropriate combat sense. In the 2020 combat rules this dodge roll was dispensed with in favour of static target numbers with modifiers. Although this system is adequate, for us old timers it just doesn’t seem right to dismiss the bonus from booster technology and the solo’s obvious skill under fire. To bring combat back in line with the old system I started to derive the target numbers from initiative. This allowed characters to use their Speedware for defence, while keeping the bonus away from offence. At the same time it allows people trained in ‘the art of war’ to use their superior knowledge to avoid fire from an opponent. This system even takes into consideration the combat awareness of combatants who are ambushed; for these individuals the base initiative score is used (total of bonuses without the d10 roll). This allows for venerable solos -- aka Morgan Blackhand -- to have an almost supernatural ability to avoid being hit, even when unaware. I think I’ve covered all of the bases for this house rule; I’d be interested to read other rules and any criticism of the above.
  22. Quote (psychophipps @ Aug. 04 2002,03:01) The problem that I can see immediately is that you have just created a massive shift to the Solo role just by increasing damage only for them. By making it so that your target is bulletproof untill the Solo shows up would just further the overubundance of this character type. Also, how is being a good Solo supposed to dramatically increase the energy potentual of your firearms? Does this include some sort of psychokinetic "push" from the character that dramatically increases armor penetration and relative wounding potentuals? Why not also give them a bonus on to-hit rolls as well? I wasn’t really thinking about increasing the energy potential of weapons; what I was trying to suggest was that the higher level solo’s knows the key locations to do maximum damage. I think someone mentioned the ‘T’ locations as used by the SAS and other special forces to drop their targets. I was thinking that a well trained solo with say combat sense six would be able to spot weak spots in armour and take advantage of this with their shots.
  23. Having read through the back posts on armour problems I thought I’d make a suggestion. I’ve been trying to solve this problem myself for the last few years and have come to the following conclusions: - the new armour stacking rules presented in the errata sheets and the latest printing of 2020 are just a fudge to get out of an inherent problems with armour levels. - changing the current damage system would be far too fiddly and will require a massive amount of bookwork to convert every weapon published in ‘Blackhands’. Given that you can’t change the main rules without causing major problems, I’ve been thinking of other ways to circumvent the armour problems. One such method is to use ‘Combat Sense’ as a damage bonus to attack rolls. At the moment we already have an established rule where martial artist can add their skill level to unarmed damage. This damage bonus reflects the martial artist’s ability to hit critical areas on their victims. If this is an already established rule then why shouldn’t it be possible for a solo to do the same thing with combat sense? The solo’s combat sense of 1-10 being used as an additional damage bonus to each firearm damage check. This should circumvent the problem of high armour levels while still maintaining the already established rules within Interlock. I look forward to critical evaluation of this idea. Massdark
  24. Umm, something must be up with my account. When I posted the last message all of the other messages reappeared!
  25. What has happened to all the old posts in this section?
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