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About Interrupt

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  • Birthday 06/05/1981

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  • Location
    Over here
  • Interests
    My wife - Graphic Design - Sushi - Rules Tinkering

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  1. This is most certainly not intended to spark a gun law debate and so has intentionally not been placed in The Smoking Room. If you would like to discuss that aspect, please create a thread for it there. Wireless smart-gun technology is a reality. \\\\\\\\\\\\ NTRPT
  2. I fall on the "let 'em live …barely" side of the fence. For me, gaming is about telling a story and less about absolute realism. What separates the story the players are involved in from the normal day-to-day of 7+ billion people in the rest of the world is that it's an AMAZING story. This means circumstances will be unusual and exist outside the standard curve of possible events. In practice the people playing a game have to invest valuable time and energy in coming together to play - this should NEVER be wasted by making them re-roll characters. The best reason to punish but n
  3. This was one of the original fan-generated pieces of material I found for CyberPunk back in the day. Blew my mind. Great work with some of these additional ideas.
  4. These rules were notoriously prone to munchkinism - the game always benefitted from GM and players being mature about rules interpretation. All of the above suggestions are great for managing the punch/kick issue, but strictly speaking you will find many many rules which leave exploitable holes like this. From what I remember, stun damage is basically counted along the damage track as if it were real for the sake of the various effects like going unconscious or inhibiting movement but it left no lasting wound for the sake of healing or causing mortal danger. Many people track t
  5. The game can be filled with cheese, but it is honestly a LOT of fun to play. We modified it of course (some of the yo-gang rules were hard to live with IIRC) but it is a much lighter and more relaxed style of gaming without necessarily losing any of the intensity that Cyberpunk has. One of my favorite aspects is that unlike Cyberpunk, it was practically impossible to simply blast your way through problems. Your enemies were always, bigger, stronger, better equipped, and more organized than you which meant having to be more creative rather than violent. The Carbon Plague powers
  6. It is purty. I have been working on how a design could be as visually appealing and yet convey more functional information. I was led to this link by a friend who works to create functional security software of this type.
  7. If the question is how to come up with a realistic premise for a sectioned off area which has been burnt out and now left to rot, that is a different issue. What if the area is relatively small, or was originally several different zones which were walled and maintained for other reasons. • Arcologies - Ironically the combat zone could once have been a ritzy area but after some kind of catastrophe it was abandoned and all the walls which previously held the rabble out are now used to keep them in. • Research Facilities - Some massive corporation in better times had this area set
  8. F*cking magents! Juggalos demonstrate that people are actually willing to dress like deranged clowns and cause mayhem. Now, these may be idiot, degenerate, junkyard clowns, but they are clowns. For every legitimately dangerous group, there are vastly more poseurs and wannabees pretending. This holds true for any type of gang, military group, or martial arts school. The fact that there is anyone willing to dress and act like Juggalos, let alone have it tattooed onto them hints at the possibility that some percentage takes it further. And at the very least, it support
  9. Have you heard of Juggalos? Unfortunately violent, degenerate clown-gangs are a thriving idiotic subculture here. I would imagine that only a small percentage are truly serious about their violence, but with so many of them all wearing the same makeup and carrying hatchets, how can you tell which is which? And that is real life, not from a game. If only it wasn't true.
  10. • "Secure" Coffin hotels - Actual security will vary widely. Some will have units with heavy metal and bullet-proof glass tube doors connecting directly to the street with a pay-interface to unlock the door. Some will have multiple levels, maybe a small hallway with stairs, maybe ladders, maybe even ladders on the outside as well. A higher level may be safer from intruders, but getting in and out will be slower. Make a choice. Some places will be fronts for …other types of business. Some will simply be a cheap way to trick marks into kidnapping themselves for all sorts of unpleasan
  11. Regarding the original question there have been more than enough detailed and thought-out answers so far. My only addition would be that from a game perspective, I tend to take a brief overview of the available mechanics which might come into play and then assess the level of game detail, cinematic quality, player commitment, and significance of the element in question - and come up with a method for quick rolling on the fly. I play off the cuff and would more than allow heli-sniping to be attempted by a character that wanted to. It may be more difficult, but if it adds to the game
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