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About ArmlessBastard

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  1. Most of my games start on the lower end. I never go above 60 Character points and I generally only allow for them to put a total of 6 points into their Special Abilities and I usually put a cap on how much points they can put into any one skill. I think this helps create more balanced characters which are important for cyberpunk games which usually have fewer players. If I want to ramp it up I give them some specialized training or allow them to raise a stat of there choice by 1 as part of character training.
  2. Hey, I realize the last post in this forum is like 2 years old but I figured I would give my own brief overview of Run.Net and how I plan to use it. I run CyberPunk 2020 with a few friends just to have fun. As we call know, running a netrunner using cp2020 rules is always a no. I love Run.Net it has the simplicity of a general skill system with the ability to make the runner feel like he is actually jumping through the net. It is also much more intuitive than the original netrunner rules. House rules: I still use memory - I think its a great way to give the runner something to look forward to (aka building up his hardware/software). Each program usually only has 1 or 2 memory and an average commercial deck has roughly 4 or 5 memory or Mu. Integrity a decks integrity are like hit points and are based off deck speed and can be used to track degradation and damage done to the system. Deckspeed x 10 = Integrity Programs BrainJolt - Requires Infiltrate//User Vs Secure//User - 1d6 meat damage - Takes up 1 Mu Shield - Reactive Program (can't be persistent) - adds 1d6 to secure rolls Sonar(AI) - persistent Program - Constantly Runs Detect//User, System, Modem I have a few others but they are on my home computer. Another reason I like memory is its a negative field that you can add to a powerful program or AI. I also use additional persistents for powerful programs (instead of -1 for when this program is running a -2). Hardware Feed back Filter- One hardware Slot - Protect 1d6 net Damage - Protects against meat damage but is fried afterwards
  3. ok, so options seem to be to get a smaller hex map and figures and change ratios depending on encounter. 1:1 is easy enough to adjust and so is 1:3 what other ratios might be plausible to use?
  4. 1inch to 1meter works for random street encounters sure, everything and everyone is usually with in 20 meters of eachother, but it seems when running a military campaign or something where you need more map to at least cover one city block the ratio needs to change. Especially when using guns that are usually shot at 100 yards or so. I was thinking doing it 3m per hex and that means their MA*3 would just be, well, their ma.
  5. I know most people here use the interlock system. I am just curious if using the basic rules when playing on a mat, what do you do in terms of distance? Do you make each hex equal to 3m and if you do that do you just have to do the math of how far some one moves in your head? or do you allow each 3m block to count as 1 ma? Interested to hear how others have run miniature games using this system.
  6. I have been going over this rule set here. miniature system. I mainly like it because it gives a point system that fits with how much your character can do. But I was a bit confused by the order in which people move and how far they can move. Has any one used this system before? is it worth it? If you have used it I have some questions(tried contacting the author via the email but that didn't work): Movement -Can you only use your total MA for the entire turn? or for each move phase. -Multiple move phases seemed kinda odd, his explanation was so that they can move in and out of cover, but if you move out of cover than shoot at each other than duck back into cover it seems like the idea of cover becomes moot. Thats really it for now, I don't have the papers in front of me but some other stuff might come up. please let me know what you think of the system or if I should just use the basic system with minis
  7. For Run.Net I read up on how to use programs but how exactly will some of these programs work? Lets take Blood hound as an example Str=3 Description: Detects entry, Traces the route of the runner and alerts owner. Does the dog its self have to roll detect vs the intruders conceal? or is the dog program strength added as a modifier to the netrunner who is using the program? than does the dog role for infilitrate intruder and than locate 'master'. Is this all taken under one action or many?
  8. The Run.Net rules seem very cool and inspiring. I was wondering when we should expect the next update on the beta forum, May I suggest you put in some examples like some I saw in the discussion thread. Though I only scanned through I still have yet to see an example of how user vs user or user vs AI would work and was wondering if we could see an example of that.
  9. Can I ask you to put in some of your combat examples in the discussions thread into the beta thread? it would help bring the rules together and allows one simple spot for one to go to double check how they might run certain encounters.
  10. Yeah after I posted I thought about that aspect of it as well - a 4th tier to put points into could be company information and R&D, something of that nature anyway. I'll look into that I have a corp in my game I am gonna write something up with him and test it out so we can make changes where we need and ill send out updates on this forum. This could be handled easily enough with some common sense by the GM and offering a simple -2 or -5 the item or service in question, also brings up the point that some business just don't have certain resources. Some small limo company may have security and maybe a few depots and mechanics. This is easily fixed by assigning a number to the company as to its power 1 - 10. This way if you have an SA of +6 but your company is only +5 rating that means you can only use up to +5. Thanks for the comments-
  11. Resources were always tricky...never really understood how it would work 'in game' so here is a quick attempt and some brainstorming - I am counting on you to help me. Pulling from some ideas I recently read maybe there would be a way to use the SA and multiply it to a larger number to allow some one to distribute their 'resource' points. Example Sam has a company Resource of 5, 5*10=50. He now has 50 points to use to 'buy' resources. Say 5 points get you a standard company car or office space where 10 or 15 points would get you a ware house and adding points to that would allow you a warehouse + security. Now getting personnel can be tricky and I would say a trained solo would be 20 resource points off the top of my head... So Sam gets a body guard = 20 use of a warehouse with moderate security = 30 Of course we would have to work out the point system a bit more for each group of company resources. A. Transport B.Building C.Personnel. I couldn't find any other house rules for Resource and this is the best I could think up off the top of my head, let me know what you think and if I should toss the idea or actually put some time into it.
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