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kanageddaamen

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About kanageddaamen

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  1. So I was reading through the netrunning section of the main rules, and I have to say, alot is not very clear... On the cyberdeck design sheet, there are options for # of CPU and code gate strength, yet I can't find anything on adding more CPUs to a deck, or any reason for/cost of code gates in a deck. Are these just there so the cyberdeck sheets can ALSO be used for data fortresses? I don't see a point for that as there is a sheet for data fortresses on page 161 Is the maximum number of MUs you can have in your deck 20? That seems very limited... Does a runner need to be "inside" (past a wall or code gate) a data fortress to use locate remote and control remote? If you fail to use control remote, can you just try again on your next turn? If you take a Daemon, does it always take up the same number of MUs regardless of what programs you give it, or does it take it's MUs PLUS it's programs' MUs? Why does the SGI Technlogies "Elysia" Deck have memory of 20 but cost LESS than the actual upgrade to go from 10 to 20 memory? Any help would be appreciated.
  2. What do you guys use this for? The rulebook states Cool is used to see if you continue fighting despite wounds or under pressue, but I can't find any rules pertaining to these issues.
  3. Here is a system just off the top of my head: I would say use this gambling skill with a task to reduce the house edge (say by counting cards or whatever) set a base house edge, say 10 percent. Then Have an easy task to reduce it to 8%, an average task reduce it to 6%, a difficult task to reduce it to 3% a very difficult task to reduce it to 0% and a Neraly Impossible task to reduce it to a 5% player advantage (-5%). If they fumble, on a 5-7 double the house edge, on a 8-10, they get kicked out of the casino for trying to use these tactics (and maybe get roughed up a little by security) Once you have the house advantage, find out how you want your player to play, Reckless(4) (high risk/high return), moderate(2), or conservative(1) (low risk, low return), and how many hours they want to play. Then do a quick calculation of: (House edge + (7d10 - 35)/hours) * risk and this is the percentage of their money they lose, up to 100, or win if its negative. If you roll all 7s (one in 10,000,000 chance) they hit the jackpot and win some huge amount. This system should average out to the house edge in the long run, with more wild swings the shorter the player plays, like in real gambling. Here are some examples: A player is going to gamble for 2 hours and play with up to 1000 Eb with a moderate play style. He makes the difficult roll and has reduced the house edge to 3% You roll a 29. This gives you: (3+(29-35)/2) * 2 or 0, the player breaks even A player is going to gamble for 1 hour and play with 1000 Eb with a a conservative play style. He makes the average roll and reduces the house edge to 6% You roll a 41. This gives you: (6 + (41-35)/1) * 1 or 12% An hour later he walks out of the casino down 120 Ed(1000 * 0.12) A player is going to gamble for 0.5 hours and play with 10000 Eb with a reckless play style. He makes the Nearly impossible roll and gives himself a 5% edge,you roll a 21 so: (-5+(21-35)/0.5)*4 or 132% A half an hour later he walks out with an extra 13200 MORE money. Of course edit the numbers to fit how you want it to work
  4. The reason I bring up the question was that I was doing some test battles with the basic goons in the book. They had medium armour jackets on which couldn't be pennetrated by my Araska minami, but nothing on the legs. Now if I take out both of their legs, I am left with being able to do nothing with them with my gun until they finally roll a 10 on a d10 for their mortal save (or lower, if I was able to drop them below mortal 0)
  5. Well, depending on where the 1st and 2nd shots hit, the second shot could conceivable cause increased blood loss and then cause the person to bleed out faster.
  6. Yeah, I am coming from a decade and a half of playing AD&D 2nd edition where the rules are black and white, cut and dry and projecting an expectation of the same on to CP2020. The more questions I ask the more I realize that a lot of stuff will be in the "Solve it with a house rule when it comes up" category
  7. Just wondering how you guys handle mangled limbs while shooting. If a limb (other than head) takes more than 8 points of damage from one wound, I assume you make the player get a replacement (meat or cyber) But do you still allow that area to take damage in combat. Just a quick example: I get shot and take 9 points of damage to my left leg. I will need to go to the body bank and get a new one, but next round, can I get shot in the left leg again and take damage?
  8. Reading through the rulebook, one topic that seems a bit nebulous is cover. How do you guys usually handle cover and shooting. Do you have a loose ruling where different situations mean different locations benefitting from cover? For example. Say someone is ducked behind a Data Term shooting at some boosters. Would all of their hit locations benefit from the cover since they are behind it, just leaning out to get some shots off? Or would say their shooting arm and head not benefit since the have to lean out to make their shots? Does cover work like layered armour for determining final SP? One thing that doesn't make sense to me is the following line from the rulebook (Hit Location): "Use some common sense with this rule; for example, if a character is standing behind a low wall, a roll of 7-8 (R.Leg) is pretty silly. Ignore it and reroll" Why would you reroll? Why wouldn't you just apply the SP of the wall to the leg's armour?
  9. Can a player attempt an action without the skill to do so? For example, can a player shoot a handgun without Handgun or try to pick locks without Pick Locks, and just do so with STAT + D10? Or do they need the skill to even attempt them. If so, can they get IP in that skill? Some skills seem like they could obviously be attempted (Weapons, driving, swimming, Gamble, etc) without the player having the skill, while others (Chemistry, pick locks, Cyberdeck Design, Programming, etc) seem like someone without any training in that area whould have no idea how to even begin to attempt them.
  10. So I assume it means the both have a base 9 Ref? Also, is there any reason to take Grafted Muscle(2) over Muscle and Bone Lace? My feeling is that you would take MaBL first and the GM to stack after if you want very high BODY and are willing to take the HUM hit of GM.
  11. Hello all, I picked up the Cyberpunk 2020 main rulebook probably 15 years ago or so and my brother and I played a few adventures but never got too involved. After I moved recently I found the book again and we, with some friends, are going to pick it up again. I just had a quick question. In the Never Fade Away story/adventure, they make several mentions of "Chipped Reflexes." Also Rogue has her reflexes listed at 12, and Santiago at 11. How is this possible? Are they just refering to the two initiative boosts, but listing them as a full reflex change?
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