Jump to content

senior officer Mikael van Atta

Administratration
  • Content Count

    4,528
  • Joined

  • Last visited

Community Reputation

0 Neutral

About senior officer Mikael van Atta

  • Rank
    The single Jewish Freemason cyclist of Apocalypse
  • Birthday 05/07/1978

Contact Methods

  • Website URL
    http://
  • ICQ
    0

Profile Information

  • Location
    Szczecin, Poland
  • Interests
    Do I have any interests anymore? (wonders)

Recent Profile Visitors

40 profile views
  1. Not really related, but seems I might have a team gathering. A visit to the local community house (well... that's a gross simplification of what the institution actually is), where a monthly RPG event is held, with some leaflets (again... as I pulled it already last month, to no effect) brought up three candidates - all of them girls adding to that my buddy, the one leftover form the Nomadpunk attempt, we are getting a decent-sized, 4-man team (and there are two potential spraes interested, even!). At the moment the girls are chewing through the setting material I have prepared for them, and I've encouraged them to come up with the team idea / characters they'd like to play. One had the idea of a cop (or maybe a singer, or a media...). Well, I certainly wasn't expecting a police campaign in Kal, but if they all agree to that, why not...? Otherwise, it might be difficult to fit a cop into a more standard edgerunner team. We'll see in a few days
  2. But that, in turn, gives a benefit to the characters like the Solo TigerGuard has mentioned. Which was, actually, a pretty common build if memory serves me: having very high EMP just to be able to handle all that cyberware. I.e. to game the system. I guess I'll be pretty interested in what is Maximum Mike going to do with cyberware & Humanity Loss in CP Red. Though I expect he'll just lower HL costs for stuff, kinda like it was in CP2013. Maybe excempting some types of cyberware (like Fashionware, as we are told in CP Red JSK) from HL entirely. Dunno. I do like the idea of having a system limiter on the amount of cyberware. But I'm not sure if the way HL / Empathy does work in CP2020 is the optimal solution...
  3. I have ran a (non-CP) game online till June, via Roll20 & Discord voice chat. Had a major problme with players flaking off, too. Not to mention, I guess it would be difficult to gather a Polish-speaking group on Roll20: I wouldn't trust my language skill to run Cyberpunk in English (for Star Wars, it seemed to do it well enough...). Not to mention.. I haven't given it too much thought, actually. Because when I was running a game, I didn't had the Age of Jackal setting, and the CP2020 game I was a member of before that was set in Night City. Let's say running a game set in the US for mainly American group by someone who has a very bleak idea about local specifics is... not something I'd consider a wise idea. Also: gaming face-to-face beats gaming online. @ the High Noon Shootout - it has been, if we are to believe the authors, made to combine the best features of CP2020 and Cybergeneration's systems, as chronologically it is younger than Cybergeneration. Does it speed things up? You'd have to try it, really. Well, so, at least give it a thorough look
  4. We have used elements of HNS back in the day (elements, since the Polish edition had FUBARed the range difficulty chart in the book - an editing error...). There are essentially two, basically separate, elements to this system: To-hit rules. It uses slightly different modifier values, so you'd need to get used to a new set, and a completely new difficulty system in which to-hit difficulty is tied to your distance to target and a general class of a weapon you're using (rather than your distance to target and the range of a specific model of a weapon as it is in FNFF). The weapon's range merely limits how far you can try to actually hit something (it being the double the range listed). Needs no conversion as such, merely adapting to the new way of solving things: you can switch between it and FNFF with a flick of your finger: it is, essentially, the same system that, with slight alterations, was used for Cyberpunk RED Jumpstart Kit. Damage rules. Well, this one is a bit more complicated. You get a big table with damage roll values for your weapons, and cross-reference it with a 1d10 roll to get damage result. Then, you apply it against Armor (calculated from SP value), and if something goes through, double the value (there are also results marked that will do a wound by sheer impact, through soft or even hard armor). So, it requires some math in places where FNFF didn't, but theoretically doesn't require the bucketload of dice FNFF did (at least with larger calibers): 7,62mm asks not for 6d6+2 damage, but checking a 1d10 roll result against the 6d6 verse in the table. Now, what I feel about the system... first, it is changing the balance at the lower end of the scale: SP14 armorjack (or rather SP14 equivalent in Armor value) is no longer impervious to basic handgun calibers. On the other hand, it loses some finer details (all those +1, +2 damage codes). And it still doesn't solve the problem of multiple projectiles hitting the target with autofire: you'd still need a d10 roll for damage on each of these (and a d10 or whatever you use to roll for location, unless you intend to go the RED way. In that case, you should be fine just rolling a handful d10 for damage). Is it worth it? Well, for a try, certainly. I Intended to use it for my Nomadpunk, but (since that game flopped), I'm not sold on using it in Age of Jackal, as it is using somewhat different weapons. Dunno. The point might be moot, as there aren't exactly players crowding at my door, hooping to take part in an Age of Jackal game...
  5. Don't jump, then. With few on-the-fly changes, most CP2020 equipment should work just fine with CP Red. Red mechanics are just a bit changed from basic CP2020, not much more than 2020 was advanced compared to the 2013 edition. Take a look at the 2020 rulebook, and you should easily notice where the differences are, and thus, how to adapt them up to match the Red.
  6. Good point... For me, it was always "roll Lifepath after assigning skills & stats" (otherwise the distinction between "add +1 to an existing skill or start a new one at +2" wouldn't be making sense, also, I feel that's the flow suggested by the rulebook). With stat values (especially EMP) being an issue, I guess buying at least the cyber before rolling the Lifepath would be making sense. Of course, we're massively oversimplifying things here, as it is not like the character gets all the cyber implanted on their 16th birthday - it is likely to be a gradual process. But I do not see a way around the problem, at least now: we do need to simplify things.
  7. Keep in mind it is highly unlikely for your Mouser techie to not only roll up BOD result every year, but that also - if he does - he has a serious chance of getting into trouble because of it. Same with a stone-cold Solo, as his low EMP predestines him for low EMP rolls resulting in EMP-related penalties. If he rolled REF events, for example, his combat-honed reflexes would likely have him ace in a Reputation-related event, something a GM could interpret as "ypu really shined at a shooting competition, or martial arts tournament, or a local firefight / bar brawl", as this event gives you +1 Reputation. But he rolled his lowly EMP. Let's assume he got a REP-related event here - GM interpretation being, he bodyguarded a media personality / famous Rocker to a fancy party. But, being stone-cold, low-EMP killer he is, our solo has a rather low chance of passing the difficulty threshold for a successful event, so he's rather going to make an idiot of himself at the event, and lose 1 REP, than be fondly remebered (+1 REP) for his Social skills...
  8. See, that's why I love working on this forum you have given me perspective I did not have, @TigerGuard
  9. As I put those tables though my brain, I'm starting to see a pattern, I think. There seems to be a number of entries that make sense for characters that are a part of a (more or less organized) structure. Corporation, law enforcement agency, military - but also a criminal organization, gang or Nomad pack. They are, I think, possible to make universal for many if not all kinds of organizations. The problem is... they are not going to work for freelance characters. There is a number of entries - especially negative - that have no mechanical effect. I don't like it. Sure, from a character's point of view it might've been a tough time in their life, but how many of the players are going to bother with it? Especially if it has happened many years ago in the character's past? There are entries that have prerequisites. Backstabbed or Friend, lover or relative killed, or Lose an Informant - all fine & dandy, but if you had none of them come up in previous events, you are forced to hastily make up someone who, well, would matter not for the player. It is different if such NPC was rolled up before, and the player had at least a minute of emotional investment into having this cool lover, buddy, cousin, contact... In some variants, there is pretty a lot of events that affect character's Reputation. Which is good. Getting (or losing!) money is popular. I wrote before on what I think about the amount of it. Getting skills is popular. Getting connections is popular. The problem is - they are ill-defined on what they do. Losing stat points is popular (if inconsistent). As for monetary gains & losses, I believe we should go in randomly-generated increments of 50%, maybe 75%, 100% and multipliers of 100% of character's monthly income. Say, roll 1d10: 1-4, 50% 5-6, 75% 7, 100% 8, 150% 9, 200% 0, 300% Also, I like the idea of the character gaining the windfall in the form of cyberware or specific equipment. since equipment is less flexible than ready cash (the difference between having 10k e$ in your pocket, and having a brand new car you've just paid 10 k e$ for!), I believe we should hand out more euros worth of equipment than cash in the same situation.
  10. Same for Good Luck: 1. Make a powerful connection (in police, distric attorney or mayor's office) if squaddie, military connections allowing oyu to buy milspec equipment at half price. if Nomad, a favor with a different Nomad group: one use only, at Family +6. in PacRim, in army, police or bureaucracy if Cop, you're on the news, gain +1 Rep & a commendation. 2. Financial windfall: gain 1d10x100e$. Which is a stupid amount, given varied power levels in the game. if you are a Nomad, that's 1d10x50e$ x Special Ability. 3. Financial gain on a job or deal: 1d10x100e$ if a squaddie, this is in cyberware. if a Nomad, 1d10x400e$ in equipment in PacRim, befriend a black marketeer: you can buy one kind of black market wares at half price. if Cop, get transferred (your choice, where to). 4. Find a sensei, start a new Martial Art at +2, or add +1 (+2 in 2013) to an existing one. if Nomad, do something good for the Pack. Gain 1 Rep or Kith skill +1 in PacRim, +2 Martial Art. 5. Find a teacher. start a new INT skill at +2, or add +1 (+2 in 2013) to an existing one. if Nomad, +2 in a TECH or INT skill. in PacRim, INT or TECH skill if Cop, get a commendation due to a well-performed undercover operation. 6. Powerful corporate owns you a favor. if squaddie, it is a ranking officer who owns you a favor. if Nomad, a corporate owns a favor, which translates into one roll at their Resources value. in PacRim, the corporate favor might be used to attempt employment at that corporation, with a +5 modifier. if Cop, gain an informant. 7. Local Nomad pack befriends you. Counts as Family at +2 once a month. if squaddie, a merc outfit owes you a favor - a job done at half price. They will be also more willing to work for you (albeit at regular prices). if Nomad, make a friend in the police force. You can use their Authority for gathering inside information from the police. in PacRim, local Yakuza (organized crime), bosozoku (biker gang) or boostergang befriends you. They weill do you a favour at Family+2 once a month. You can also add +2 to your Streetwise on their territory. if Cop, get promoted one rank and gain a Commendation 8. Make a friend in the police force. Counts as Streetwise +2 for getting inside information on Police-related situations. if squaddie, that's a Military Intelligence friend, works same way in their field. if Nomad, a powerful Rocker likes you, and will do you one favor a month. in PacRim, make a friend in a rival school or corporation. +2 Streetwise or Business Sense when getting inside infromation from them. if Cop, Selected for a special task force. +1 Rep. 9. Local boostergang likes you. Counts as Family at +2 once a month. if squaddie, a heroic action brings you a promotion and 1d10x100e$ bonus. if Nomad, did something heroic. Get +1 Rep and Family +1 in PacRim, make a friend in the police force. Counts as Streetwise +2 for getting inside information on Police-related situations, and can hush down one minor crime a month. if Cop, you served overseas and got a connection in a foreign law enforcement at +2 there 0. Find a combat teacher. Start a new combat skill (but not Martial Art or Brawling) at +2, or add +1 (+2 in 2013) to an existing one. if squaddie, Weaponsmith skill is also available. if Nomad, this includes Martial Arts & Brawling, too. in PacRim, there are restrictions on Heavy Weapons skill. if Cop, Firearms skills only.
  11. As for what can be found in the Good Luck / Bad luck tables: there are the Good Luck / Bad Luck tables in: Cyberpunk 2013 / 2020 rulebooks (which are virtually identical) Home of the Brave sourcebook - for military characters (mostly overlapping with CP2020, but adding some bits important for military characters) NeoTribes sourcebook - for Nomads Pacific Rim sourcebook - for pu-taro (freelancers). Good luck table only, as the book says they use basic CP2020 bad luck table there. PacRim uses a region-specific education-based history system that overlaps with life events, but it is applied to some countries only. Protect & Serve sourcebook - for cops. I've assembled it down to a table (altering the order to line up similar results), since just listing it makes it difficult to read. But what it goes into, is: Bad Luck 1. Lose 1d10x100e$ (direct loss or debt to be paid later), or, if Nomad, your enitre ready cash (with an option for the entire pack's cash being lost as wel). 2. Get imprisoned (or held as a hostage) for 1d10 months, or, if a Cop, get suspended for 6 months and earning a Black Mark due to shooting an innocent 3. Illness or Addiction, lose 1 REF or, if Nomad, 1 in one random attribute or, if Cop, 1 in BOD, or 1 MA, or 1 of each due to injury. 4. Get betrayed / backstabbed by someone. No mechanical effect. 5. Accident. Randomly lose -5 ATTR, or get hospitalized for 1d10 months, or lose 1d10 months of memory to amnesia, or acquire nightmares (80% of the nights) that "make you wake up screaming". But only -2 ATTR if you're a squaddie And -1 if a Nomad 6. Lover, Friend or Relative killed. No mechanical effect. 7. False Accusation (randomly rolled, what for). No mechanical effect. Or, if a Nomad, banished from your Nomad Pack as a punishment (for 1d10 months). You may return afterwards, but losing -1 REP. Or, if a Cop, get investigated by the Internal Affairs Division, and earn a Black Mark. 8. Hunted by the Law (randomly generate how big they are) because of sometihng you did'n (or did, your choice!) do. Or, if a squaddie, dishonourably discharged form the military. Or, if a Nomad, lose your pack to a Pack tragedy. In each rollowing year you have a 50% chance of joining a new pack. Or, if a Cop, lose an informant (dead, moved out, or simply vanished). 9. Hunted by a Corporation (randomly generate how big they are). or, if a Cop, hunted by someone (crooks, corporattion, organized crime, or unidentified party) or, if a squaddie, honorably discharged from the military. 0. Suffer a mental or physical breakdown. Lose 1 REF, or 1 COOL, or 1 of each if squaddie, get honourably discharged from the military in addition to the above. if Nomad, suffer a mental breakdown (no mechanical effect) or, if Cop, have your lover, firend or relative arrested (randomly generated what for).
  12. Note on financial gains / losses in lifepath: the original 2013/2020/Home of the Brave (for military) rules make these worth 1d10x100 e$ (NeoTribes take a slightly different model for gains, 1d10x50e$ x Special Ability, or 1d10x400e$). This is all ifne & dandy, but gives us surprisingly little flexibility. 100-1'000e$ can be crippling to a character with 500-1'000e$ starting funds, but isn't going to impress much someone who has 20'000e$ starting funds - and both are equally plausible per the basic rules. Let's try being universal here, and use multipliers relative to character's monthly pay. As in gain / lose half your monthly salary worth of money, or one / two / five / bazillion monthly salary's worths. Sure, there comes the question "OK, so how much do I actually make per month?" but that is between the player and the GM: they may assume the basic Rulebook income works for the campaign, or that their specific campaign uses different income rules.
  13. But EMP doesn't dictate how many romantic events are there. In neither rules variant I'm aware of. The problem here is we have basic 20% chance (two results in a 1d10 roll) for a romantic event in both 2013 and 2020 rulesets (and pure chance about how it goes afterwards). In the ruleset I am suggesting above the chance is down to flat 10% (1 chance in 1d10 roll, i.e. whenever EMP comes up as the stat affected, and then the value of EMP affecting how it goes afterwards). ...or less than 10%, if we include non-romatic events in the EMP category. That's what I had in mind here...
  14. I've been thinking about it (bah, even made some progress in actual making up the rules...) but I have hit a ...well, not a problem, but a point of concern. In the original rules, the distribution was like: 2020 edition: 2013 edition: What I am making here seems to have a very different distribution. Being lucky / meeting a disaster is of no concern, as these are simply positive / negative events that may be easily distributed to various categories assigned to different attributes. Friends and enemies aren't as obvious, but I think they can be handled rather easily: you can meet someone while pursuing given attribute's area of interest, and be consdiered a colleague (well, not the same as true friendship, but a good starting point for one. Or at least, a contact) or a competitor one can not stand. So, while no "Made a friend / Make an enemy" entry in the master lifepath table, there can be enough of these distributed among specific tables. But then there's the Romantic Involvement. If we were to stick to the original rules, there should be 2 chances in 10 per year, limiting it to EMP-only gets us below 10% (assuming we keep some EMP-related results for non-romantic events). I could use the otherwise unusable MA slot (group it with BOD for results, as it is, after all, of minor importance to the game) and double the importance of EMP, or make a separate, EMP+ATTR (or just EMP) table for romances only. So, what are your thoughts? On a separate thought: I came up with another univarsally applicable event: +1 Reputation, as the character aced in some kind of competition, contest or other public display of skill that year (even if at the most basic, amateur level, somebody had noticed it, and it could've had some media coverage!).
  15. Just to get it off my mind, as it is related: Foreign languages (& cultures...), as they can be hard to learn. Still, the difficulty modifiers given in the rules depending on the language family are a mite off. As is the rule of using any other language in that family at 1/2 level, which I consider an (almost*) complete bullshit. * I am aware of a handful of languages that have effectively separated merely dozens of years ago. For example, Czech and Slovakian were officially the same Czech language until dissolution of Czechoslovakia in 1993, differing no more than regional dialects differences usually go. IIRC, there were less than a dozen words that were different between them back in '93. Now, almost 30 years later (i.e. one human generation) they do differ, but can be still considered very, very similar, and probably mutually comprehensible. I'd suggest two-fold approach: 1. If you know a language from the same group, you can try to communicate using half the level of it. It will require extra concentration, probably a good deal of waving your hands around (or sketching in a notebook to help your idea come through) and a lot of good will on both sides. Likely patience, too. In short, no chance of not being considered a foreigner: that's tourist'y stuff. Keep in mind that trying to deal with written text would have any chance of success if the langage you're trying to deal with uses the script you are familiar with: eg. speaking Polish you can try to understeand wrtitten Czech (as both use - if modified - Latin script), but with Russian or Ukrainian, you are out of luck (while being Slavic languages too, they use Cirillic script, historically derived from Greek...). 2. If you speak a language from a given group at decent level (say, +6 or better), other languages within the same group are fairly easy for you to pick up, counting at x1 difficulty (as there are many similar sounds, words and grammatical rules) up to your current max level in a language of this group.
×
×
  • Create New...