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Kenny

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About Kenny

  • Rank
    Chromer
  • Birthday 01/09/1975

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    Psycho Cyberian
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    http://

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  • Location
    Ohio
  • Interests
    CP2020, M:TG. Cartoons, Illustrations
  1. Heinlein Some of the pics are awol but they look good in general.
  2. Kenny

    Carriers

    I just saw this the other day and it made me think of the wasting plague from CP2020. Sort of like The Stand but with even less hope.
  3. Funny stuff. It would make stealth and/or invisibility a must have for everyone all the time, or perhaps a new Spamgram blocker prog to eat up even more of your 20MU. Seriously, why are Killer II, IV, and VI all listed as taking up 5 MU?
  4. For that power ball lotto you could pick a number for each zone and win money for each correct guess in each zone. Have a "Power Zone" that if you get it right as well as all the other zones you hit the jackpot. For example Central Night City has nineteen Controlled Urban Zones if you count Corp Center as one and then you have the Combat Zone to make twenty Zones total. Every night, three days, week, whatever one random zone is highlighted in optical orange on a screamsheet with all the zones printed on it and that becomes the power zone. Then you just need a flimsy with twenty labeled squares and you fill in your numbers before you print it out. This Power, Super, Ultra, Mega, etc. Body Lotto could cost more to provide for a bigger jackpot, cover production costs, whatever you want to make up or less because the odds of hitting the jackpot are terrible, you have to take the time to print it out from a kiosk or whatever you want to make up. Body Lotto could lead to a zero conspiracy in which groups choose 0 for the zone total and then conspire to not have any bodies found in their zones, which leads to dumping corpses in other zones, hiding corpses or even *gasp* not killing anyone.
  5. Maybe 1K eb. per corpse and roll 2d10 or whatever for how many bodies are found and reported. You'd need a cutoff for how long people can buy tickets like a normal lottery and the results would be posted at midnight. You have to decide how much of the city counts for the lotto and perhaps set up various districts, Night City Sourcebook would be good for that, and only corpses found in those districts count. I'd have tickets cost 1eb. and the customers just fill in the number balloons on the ticket. You can set an upper limit as to how many numbers are on the ticket but you have to keep in mind the possibility of riots, natural and man-made disasters, nihilists, et cetera. Or you can have really twisted scratch off tickets with a random number listed and if your ticket matches the total for that night you get X amount of eurodollars. The scratch offs would have goofy names like:"Deadman's Hand" and it could be set up like a card game with corpses denoting your hand, so if your corpsecards add up to 21 or whatever and the Body Lotto total is 21 you win 21K eb.This type of thing would engender the hiding of bodies, random murders and all the nasty stuff that makes Night City an interesting place to live. Sources such as Trauma Team, emergency rooms, police reports, surgical centers and whatnot could be checked and cross referenced and maybe BodyLotto Inc. hires teams to check the Combat Zone, the PJ's, and to ask ripperdocs if they lost any customers. Sounds like a job for Edgerunners. If nothing else it makes the Cyberpunk society seem that much sicker and gives players something to waste money on during downtime.
  6. I modified a sheet for use with Run.Net. I dropped the speed bonuses and just used the mods from the book, changed a few things to the way I'm using it and put the Command/Target structure at the bottom. Hopefully someone with more talent can make a sheet exclusively for Run.Net http://i134.photobucket.com/albums/q92/Cyb...erdecksheet.jpg
  7. The original version of Lucky, crispy netrunner.
  8. My CP2020 world is a mishmash closer to Cyberfantasy than Cyberpunk I think. I mix up real world bits, alternate history bits, World of Darkness bits and Ianus's ARU and ignore stuff I don't like from all of them. I put the nuking of New York City together with 9/11 so that happens in 2001 instead of in 1993, the Central American and Middle Eastern Conflicts lead to the Collapse and the nuking of the middle east, the coca and opium plagues only affect half the worldwide crops so that coke and H are expensive and very difficult to get but not impossible. I walled off the Night City Combat Zone in 2014 after the Metal Wars, for 2020 I made the necroleptic plague so I could have non-voodoo zombies in my game.
  9. I try to have NPCs around the capability of my players to keep it interesting. In general if I bother to give them a name they will be as good as or better than the player characters.
  10. I took everyone's advice and decided to try IU instead. Read the whole quickstart rules and the core rules. I hate to say it, but IU still leaves alot of these questions unanswered. Still has many of the same errors and disorganization CPUNK2020 has. (there are several places where you have to flip 20 pages to find the table that relates to the rule you were just given) I'm not saying this as a troll. I actually WANT to find a "fixed" set of rules and was hoping IU was it. So, I'd love feedback from someone more experienced with IU than I. I completely admit I'm a newb to it and may be jumbling the rules. So here are IU questions I still have: 1) why is a "10 second turn" even mentioned under MA? I don't think it's ever referred to again. Is anything in the game even measured by "turns?" It just creates confusion later when people start talking about "my turn, then your turn, then my turn" when they're really referring to their Phase of the Combat Round, right? 2) why is "block/dodge" listed as a Combat Action you can choose during your combat round? If it's your round, who can be attacking you? On your round, the REF doesn't say, "Dak attacks you, what do you do?" No, he says, "it's your 'turn' (there's that ugly word again), what do you do?" When would you reply, "I block?" (i would LOVE to see a mixed-range combat example in the rulebook. seems kinda necessary for any system rules. and I've seen other posters on here request the same.) 3) Can you raise "stats" with IP? 4) When would you "facedown" someone vs. intimidate them to back down? And how do they relate to each other? And if you backed then down with intimidate, why wouldn't they suffer the same -3 as if you'd "faced" them down? 5) Would you ever put IP into a skill that benefits from your special ability? In other words, in IU if my special ability bumps two other skills up, wouldn't I just put my IP into that special skill and get 2-for-1 benefit? 6) Is there a cyberpunk-only version of IU so that I don't have to read about fantasy-era technology and inapplicable skills? Thanks for the input! cybercra2 I'm sure Wisdom can answer(and will in the time it takes me to type) the IU questions better than me but you do have to have some understanding of Interlock(CP2020) to understand Interlock Unlimited. I'm still going to put my two cents in on the things I think I understand. 1. A ten second turn is there to let you know how far you can run in 10 seconds and how long stuff takes. It really only matters much during combat. Round/Phase is just for you to say: "I'm doing X during this particular 3 second interval." Turn is for you to say: "I'm doing X for the next ten seconds." Turn is helpful when you have someone performing a Task that will take Y amount of time. Example: Tex is trying to pick a lock. The Ref determines it will take 1 minute to do so. That is 6 turns. If Tex works on it for 2 turns and is then interrupted by combat in some way he defaults to the Combat Round of "I'm punching that guy in the face for this three second interval." et cetera for however long he's involved in combat. 2. All the stuff declared during a Combat Round is happening in the same three seconds. If you declare Dodge on your round that means any melee attacks against you are at -2 for the whole turn and you get -3 to any of your other actions during that ten second span, if you say Block you get whatever the mod is for your martial art to your Defense Roll for that three seconds. Example: Karate has +2 Block as a Key manuever. You will add +2 to your Defense Roll against your opponents Attack Roll. This only works for Melee Combat. 3. Are you the Referee? If so it's up to you. If not ask your GM. But increasing Stats should involve some sort of in game process such as working out. Some stats just don't seem very Likely to Increase such as Luck and Intelligence. 4. Facedown involves what they already know about you through word of mouth or having seen you in action. Intimidate is getting people to do what you want through physical coercion or force of personality. Facedown gives you a choice of backing down or attacking even though you are scared. Intimidate would be trying to convince someone you could do them harm in some if they don't do what you want, such as back down. In game terms Facedown is Reputation+Cool+1d10 Vs Reputation+Cool+1d10. Intimidate is Cool+Intimidate+Mods(you could just be scary looking to boot)+1d10 Vs Stability (if you use it) or Cool+whatever skill you think applies to not being scared of this dude+Mods+1d10. I use the houserule of: If you have succesfully intimidated someone they get minus your level in Intimidate in any attempts to attack you until they do so successfully. 6. That's what is served up in the main book. IU tweaked some stuff, fixed some stuff that has bugged us old dogs for years and made it applicable to any setting.
  11. I'll say NBC. I've never watched Leno but I don't hate him, and I haven't watched Conan since I stopped smoking weed. I think Conan's bizarre humor is better suited to a later timeslot and if he's given that up on the tonight show his audience has little reason to watch.
  12. If you use Leap=Run/4 I'd go with Movement Allowance/3 for a standing long jump. You get a range of 0.3M to 3.3M. The current world record is 3.71M. For a vertical leap I'd go with MA/6.
  13. this is a great breakdown, Kenny, thanks!!! though at this one point, above, it seems your example shows the fixer with an INIT of 15 and the solo with an INIT of 14, yet you say that the solo got the drop on the fixer. Am I reading that wrong??? No you got it right. Solo is holding down on Fixer from the previous round. On round two Fixer quickdraws his gun and holds down on the Solo. Fixer won Initiative for this 3.3 second turn so he can choose to fire, hold action, back up, kick over the table, what have you. Then after that the solo can act. The way I outlined it is basically the CP2020 way with initiative rolled every round. I differentiate between Fast Draw; drawing your gun quickly, but not firing, and Snapshot; drawing and firing thus incurring the -3 to hit. Interlock Unlimited makes Initiative it's own skill so it becomes Reflexes+Initiative(+Ref boost, Combat Sense, Fast Draw et cetera) +1d10 and only makes you roll once at start of combat and from then on you keep that turn order unless someone elects to hold their action until X variable occurs. If X never happens you never act and lose your action for the turn and go last until someone else holds an action moving you up in the turn order. This greatly speeds up combat. (I just don't like making Initiative something you can fumble or Critical on, not sure if that was the intention but I interpret Stat+Skill+1d10 as a Skill Roll which it is possible to fumble or Crit on. I'll have to Ask on DF2020 about that.)It's really quite good you should Download the PDF and read through it. I use a lot of it but I don't have a good grasp on some of it yet and keep rereading sections trying to decide if I want to use certain things. As everyone has said, if you don't like something don't use it or kludge your own set of rules for that situation. I don't like basic CP 2020 CharGen rules for starting skill points or funds because I tend toward a higher power level so I kludged my own. I like IU's role rules so I use them. I like Interrupt's Net rules so I use them. I like Ocelot's drug rules so I use those, I like the concept of skill packs for Roles and so on. Interlock(CP 2020) is confusing at first, especially if you feel you have to use it word for word. Interlock Unlimited fixed a lot of what was wrong and added rules for just about any genre(go Supers) and that is why everyone is suggesting it. I've never played Fuzion so I can't comment on it. Heck I was still adding Combat Sense to awareness and athletics and had Attack and Defense rolls for character verus character rather than using Difficulty numbers up until six years ago and those are first edition rules and terribly unbalanced. I still add Kerenzikov Boost to Ref instead of Initiative to represent that it's always on. I'm rambling and so I'll stop now.
  14. So my fixer (10 initiative) doesn't know what anyone else is gonna do yet, so he declares he'll Hold Action. Then your solo (12 initiative) declares you're drawing your gun on me. So you should go first, but seeing that you might want to shoot me, I want to change my intentions to FAST DRAW. In this case, that would make my initiative higher than yours (13 vs 12) and I get to go first. Right? But I don't necessarily want a bloodbath (since I'll probably lose) so I declare that I want to FAST DRAW my gun and aim at you intimidatingly saying, "you don't wanna do that Mr Solo" (no reference to Star Wars). To the GM I say, "I do the Fast Draw, but I don't pull the trigger unless he aims at me." So now I guess you've got a choice - to change your intentions to Fast Draw which means your 12 init would become a 15 and then your draw would happen before mine and thus I'd have a gun in my face and probably wouldn't fast draw at all. So I'd change my intent (since nothing has actually PHYSICALLY happened yet) to either chilling out and hoping you don't shoot, or "DODGING" to make your shot a -6 (-3 for the fast draw and -3 for dodging). But that presumes I can dodge out of turn, on your turn, while you're drawing, before my initiative. And let's say you fast draw and declare that you just want to aim it at me and Hold Action. You want to draw it and say, "don't move" and then only fire if I don't obey. So if you do the fast draw, you've got the gun on me before my turn even comes. That means, when it's my turn, I can choose an action. If I sit there, I'm hoping you won't shoot. If I move, you shoot (but still at -3 for the fast draw). If I move and you shoot, I can suddenly declare I'm dodging too? (-6 to your shot) If I push the table upwards (erecting a wall between us), you get to instantly fire since you held? So does your "hold action" allow you to fire before I even push the table, or after (which gives me cover)? Take note this is how I do it based on my rules soup. Round One Initiative: Everybody rolls. Solo:Ref 8+Combat Sense 2+ (1d10)2 Solo declares fast draw +3 Initiative -3 attack(no roll he's just drawing his weapon)Total:15 Fixer: Ref 5+ (1d10)5 Total 10. Solo says he'll go first Declaration: solo declared fast draw to get initiative decided he's going first, Fixer declared he would hold his action until he knows what Solo is doing. Action: Solo draws gun quickly but does'nt fire.(Fixer now knows what Solo is doing so he can now decide upend table or draw.) Let's say he does draw and it comes up a split second after the solos does. He's already lost initiative for this round fast draw will apply to the next round. Round Two: Everbody rolls Initiative Fixer: Fastdraw + 3 Initiative -3 hit+ Ref 5 (1d10)+7=15 Solo Ref 8+ Combat Sense 2(1d10) +4= 14. Declaration: Solo decides he probably doesn't want to do it or that he does want to do that and either holds, fires, dodges, picks his nose... point is he's already got the drop on your fixer and can do whatever he wants. Lets say he chooses aim at your throat. Fixer draws gun and says "You don't want to do that Mr. Solo." Action: Fixer draws, Solo takes aim. Round Three: Initiative: Solo: Ref 8+CS 2 +(1d10)+4= 14 Fixer Ref 5+(1d10)6=11. Solo chooses to go first. Declaration: Solo elects to hold action, fire, whatever, Fixer elects to hold action, fire, whatever. Let's say both elect to hold action. You have now entered a Facedown. Fixer: Cool:8 Rep: 2 (1d10)8=18 Solo: Cool:8 Rep: 3 (1d10)5= 16. Fixer wins facedown. end Turn one round 3. Turn two round 4: A Human Perception roll would be good to start the round so Fixer: Empathy 7+ HP 3 (1d10)7=17 vs Solo's stability of Cool 8 x2.5=20 Fixer can't tell what the solo is thinking. Initiative:Fixer Ref 5 +(1d10)6=11 Solo:Ref 8 CS2 (1d10)6=16 Solo is going first. Declaration: Solo: Fire Fixer:duck and fire. Action: Solo sees something in the fixer's eyes that scares him and decides to fire with -3 penalty. Rolls: Solo: Ref 8+ Pistol 4+(1d10)+1 for his aiming -4 for aimed shot at body location+ 0 for weapon accuracy= 9 vs dificulty 10 ( He's right across the table) Solo misses due to imperceptible shaking. Fixer ducks and fires. Ref 5 Pistol 3 (1d10)8+ 0 WA=13 vs Diff 10. He hits the solo from under the table(roll location, if table is in the way of location subtract table SDP from Damage) for xd6 damage, subtract armor from damage if damage gets through subtract BTM. Rinse and repeat until combat is over. Might I suggest running away, or hiring your own solos before you walk into another situation like this?
  15. For Combat I have players roll Initiative, then declare intent in reverse order, lowest to highest so low initiative declares first and happens last. Highest rolls action happens first then the next highest and so on. A player can elect to wait until later in the turn to act and does'nt have to have their action happen first. I allow one free action and one action. You can dive for cover and draw your weapon in 3 seconds. You can run and fire in three seconds. If you want to run for cover, fire your weapon and make a call with your Phone Splice while reloading another weapon you have to make a Tech roll at -3 to reload correctly and an Intelligence roll at -3 to determine if you mentally dial the correct number, and -3 to your to-hit number because run was your free action and you're trying to crowd three other actions into 3 seconds. Fo parry/Dodge I would allow you to dodge and parry without penalty or parry and parry or dodge and dodge. if you want to parry, dodge and strike in the same 3 seconds you get -3 to each action past your free action. So to sum up two actions without penalty unless you do more than two.
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