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About TigerGuard

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    Veteran Cyberpunk
  • Birthday 04/08/1973

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    Colorado Springs, CO

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  1. In regards to the techie, as you proposed the target is a 12 for success so his odds to succeed would be manageable - but it was an extreme possibility being suggested. As for the Solo, most have high EMP to accommodate large amounts of cyberware, so if Lifepath is rolled after Stats are assigned / rolled and before equipment is purchased then his EMP should be sufficiently high to pass a mere 12. I guess the first question I would have to consider is how you envision the Lifepath process? Currently, our group works it thus - 1) Pick role 2) Roll Lifepath 3) Assign / Roll Stats 4) Assign Skills 5) Purchase equipment and cyber 6) Play the game It seems that if we are to utilize Stat rolls in the Lifepath to determine Good or Bad Luck result, at the very least we would have to flip up point 2 and 3. Would you prefer to drop it in between point 5 and 6?
  2. Having sat and thought, and then run through possible character builds in my mind, the possibilities to alter a planned character via this new Lifepath idea has me giddy as a school kid. Like many others, I go in to a character design with something of a plan for overall appearance and capabilities in mind - but a Lifepath that is Stat based instead of just Good / Bad / Romance means I might plan on a Mouser style techie and then roll every year as a BOD result (unlikely, but for arguments sake) and end up with a guy that looks like Paul Jr. from Orange County Chopper and now I have to expand my original story for this entirely unplanned development. As a player building the backstory it means I have to be open minded and as a GM it means players who prefer the uber build because they "know" the system have to be ready for their lone wolf solo with the heart of stone, to become a magnet for people in need because of repeated EMP results! This may not be everyone's cup of tea, but I like the possibilities. If you decide to move forward with this, please let me know if there is anything I can do to be of assistance.
  3. While I am always excited to see a game from my childhood reinvigorated, Osprey Games currently has out a very similar game called Gaslands and it's designed to be used with standard hot wheels vehicles (making them cheap to acquire and fun to mod out with stuff from the bits box!). For any who care to give it a peek while we wait for SJG to run their Kickstarter - https://gaslands.com/
  4. I generally try to stay out of Senior Officer Mikael Van Atta's way while he powers through these mental exercises, but this time I'd like to throw my 2 cents in the air - maybe they'll hit a mark, maybe they'll simply float away..... 1) I think the main effect of the Lifepath charts should remain "fairly" minimal. These events are as likely to be from teen years as they are early career, so they should be story builders rather than game changers. While a gain or loss of €100 shouldn't define a character, it lays a foundation for defining who you became - which is what the random charts are supposed to do. A roll at age 16 for a kid in school or on the streets should not have the same financial impact as a roll for a 21 year old who is active in his or her profession - so perhaps the gains and losses can be adjusted by age? 2) As a caveat to my previous point, I do wholeheartedly support the chance (albeit a very small one) that there is a life altering luck event in there that provides a major windfall like a vehicle for a Nomad, a penthouse apartment for a Corp, or some such thing that is specific to each SA. For games that don't use them, then GM's and players can use the lists as a guide to create something specific that fits their game. In regard to my previous age statement in the first point, I would say if this event occurred at a sub-standard employment age it would usually represent a prodigy of some sort. (But this goes back to the story building aspect I see available to players as they progress through the Path). In the case that you rolled a Bad Luck, a Corp would destroy company assets of an equivalent amount, a Fixer might loose a shipment, a Nomad destroys a Pack support vehicle (like an 18 wheeler), or some such tragic event based on SA which explains the crushing debt carried by the player. 3) Just because the previous charts had specific % chances for certain events does not mean we have to limit ourselves in the same way. All of this is supposed to be an improvement over what's come before, so please don't feel shackled by what we have. Having said that, if we previously had 20% chance of romantic events and you wish to maintain that amount why not have half of the ATTR events be romance related (maybe focusing on the fast and loose variety) and half of the EMP events be romance (the more lasting, deep emotional tie type)? Remaining events for both Stats could be Skill and Stat boosts or losses, as appropriate. 4) Things like loss of friends / contacts, or enemies derived from previous relationships without a pre-existing NPC should be maintained because even though they don't provide developed attachments for a player, they are fantastic fodder for a GM. And a fundamental part of Cyberpunk is the unseen angle from which problems arise. If some players and GM's see this as equivalent to a Nothing Happens This Year event, that is their loss. The same goes for any event that doesn't create a meaningful mechanical effect in your words - I build entire campaigns off of these minor details.
  5. Does this mean we might hear of techno-viking panzerboys running cargo?
  6. I’d enjoy dusting off my books and trying out the darker side of the series if you can make it happen.
  7. As a teenager, I worked a farm in California one summer. It was a sprawling facility that included areas for crops - almond trees, tomatoes, corn and broccoli to name a few - a cattle herd complete with a feed lot and slaughterhouse, a race horse division and a hotel on I-5 that had a restaurant serving fresh items from the farm and cattle divisions and a private airstrip for people to come in for the weekend or just a meal. So outside the standard field workers, there would be employment for animal handlers, slaughterhouse operators, restaurant and hotel staff, transportation specialists to move goods between fields (to shipping areas for example), and general mechanics to deal with the various farm machines. Personally, I like to believe that these are the sorts of endeavors that survive the agri-corp buyout - diversified, with entire portions which exist only to satisfy the ego of the owner.
  8. Now if we can advance the CP setting as well as this sequel handled the continuation of the original, I might be able to get a group to come together and play!
  9. So I'm getting a little turned around by this - are you proposing an early life generator that continues on through to the normal start point, thereby adding a few more rolls and events to flesh out your character's youth, or is it primarily to be used to generate characters who enter play before the usual charts begin at age 17? If it's the latter, then eliminating most of those good luck / bad luck rolls doesn't make sense to me as you are laying out what happened to make an 8 year old in to a burgeoning solo/fixer/rocker/etc. Part of me wants to suggest that the Mechwarrior 3rd edition RPG Early Childhood / Late Childhood event charts should be altered to fit the setting. For those unfamiliar with the game, they have choices like back woods, farm, blue collar, white collar, and street which could easily be translated to nomad pack, country, city, corporate, and of course street. If you did a d10 chart for the primary settings that included a mix of good, bad, and setting changing effects, then you have a better story builder for why a 15 year old is on the streets of Night City - as opposed to the high probability of Children (Nothing Happened), Kids (Nothing Happened), Teenager (Nothing Happened) now roleplay.... Also, I really like the idea of contacts / enemies strengthening or washing out as time goes by in the generator and I look forward to seeing how you handle that aspect.
  10. I totally agree with removing the Romantic roll, how about replacing it with a Family Status Change event? Good rolls could be things like rich Uncle adopts you, Mom gets a promotion and can afford private school, etc. Bad rolls - Dad caught embezzling from the corporation and sent to jail, you and Mom relocate to Combat Zone. Family based traumas, dramas, and successes during your formative years can have the most unique story line implications.
  11. People may want to bitch and moan, throw derogatory statements up for debate and appreciation - but I can buy ammo without having to show an ID and proving that I am lawfully exercising my Constitutional rights. And thanks to how this election went, our forum members in Cali can actually feel confident that the Supreme Court will strike such restrictions down - unless they secede....
  12. TigerGuard

    Here We Go

    Boris tears a strip of his shirt off and makes a quick field bandage to slow the bleeding. For a moment he stands in a daze as he hears the noise of the rotors disappearing in to the distance - Are you fucking kidding me? A proper aerial surveillance and support unit abandoning ground forces in the middle of an active search? Who trained these people? A few seconds wasted, Boris breaks to his left and looks to put distance between himself and the search team. Call girls who leave money in a mark's wallet, gangsters who leave a target alive for apprehension, and now police who allow unmatched assets to leave the field.... how have we not steamrolled these rank amateurs? This is insulting!
  13. TigerGuard

    Here We Go

    Now hidden amongst the containers Boris slows a fraction to keep from loosing his footing and to give himself time to view his course. He takes the second left followed by the first right, working deeper in to the stacks. You bastards better come in force, or I'll see to you leave in pieces, he thinks to himself as he glances back for pursuers. Again taking the second left and first right turns offered to him he slows his pace and begins to creep toward the next intersection listening intently for the hunters. He clenches his cyber hand into a fist and flexes the arm, prepared to strike in a moments notice should the opportunity present itself.
  14. TigerGuard

    The New

    OOC: Do I seem to still be in the docks, or have they dropped me in a different warehouse district? Also, after my first turn or two, do I spot any sort of perimeter fencing which I can head for? Otherwise I need to look for another building which I may be able to seek refuge in
  15. TigerGuard

    Here We Go

    Fucking raining? Just when I thought the day couldn't get much worse, but apparently I have been corrected! Boris breaks to the left as the thought brings a smile to his lips - just before the sting of the bullet brings a grimace. That is another one I owe you for my friend, he thinks to himself as he takes the first opportunity to break to the right. Boris quickly falls into a tactical run, staying low while moving fast, quick glances for pursuit whenever he makes a turn.
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