TranzFuzion

Basic CyberFuzion

by Christian Conkle
(conkle@mecha.com, http://www.mecha.com/~conkle)

Introduction

Cyberpunk by R.Talsorian Games has been around since 1988. Cyberpunk used a variation of the Interlock system introduced for R.Talsorian's other game, Mekton II. In 1990, the second edition of Cyberpunk, called Cyberpunk 2020, made several changes to its version of Interlock. Almost all of the rules were completely redone and retooled.

R.Talsorian has promised a third edition of Cyberpunk, and with it further changes to the rules. This time around, the rules have also changed names. The Interlock system is now called the Fuzion system, so-named because it introduces elements from another popular game system, the HERO system, and "fuses" the two together. Fuzion, itself, has undergone several variations, similar to its previous Interlock incarnation. Each Fuzion variant is as similar to, and as different from, each other as the Interlock-based as Cyberpunk, Mekton, and Cybergeneration variations of Interlock were. Fuzion offers a lot of customizable options. Using a system of "switches", allowing certain rules to be "on" or "off"; "dials", allowing settings to be changed from genre to genre; and "plug-ins", entire rules-sets that may be used in a game at a GM's discretion.

This built-in customization allows Fuzion to be molded, adapted, and modified to fit any genre. The "Core" Fuzion rules, without customization, can do a good job of approximating the feel of most genres, but not very well. Therefore, each Fuzion game must be customized to fit it's genre and setting.

What follows is my attempt to provide a sneak preview of the kinds of changes, modifications, and customizations to expect from the upcoming new edition. This is in an attempt to assuage the fears a lot of Cyberpunk fans have that the next edition will be ruined, and to dispel a lot of misconceptions some have about Fuzion based on rash judgements and plain old stubbornness.

What's Different About Fuzion?

The changes are actually quite minor in respect to the previous changes from first to second edition. What's different includes:

What I changed from both

Also, I have taken some minor editorial liberties with both Fuzion and Cyberpunk 2020 rules. These include specifying the 3d6 dice-rolling mechanic from Bubblegum Crisis:RPG instead of giving the option of 1d10 or 3d6 as provided in other Fuzion games, this was to reduce confusion. In addition, I have decided to keep the original Cyberpunk weapons damage instead of using the Fuzion flat DC system. This was in an attempt to reduce conversion between systems. I have also made some minor changes to the skill system, importing skills and skill multipliers from Cyberpunk 2020, again to reduce conversion. I also imported the Cyberpunk 2020 shooting mechanic of firing against a range difficulty instead of the Fuzion/Mekton opposed roll difficulty. I have also imported and changed several of the shooting difficulty modifiers. Lastly, I have made some minor changes to the combat actions such as autofire.

Disclaimer

This is NOT a replacement for Cyberpunk 2020 or the upcoming 3rd edition. These are simply rules variations. Granted, within you'll find all the neccessary rules to create a character and run a challenging and fun game of CyberFuzion, but you'll be missing out on the rich setting, background, and details of the Cyberpunk role-playing game.

This is NOT an official rules set. This is only an idealized version of what I, as a game-master, player, and game designer feel the Fuzion edition of Cyberpunk should resemble. The actual edition may be vastly different from my postulation.

Cyberpunk, Cyberpunk 2020, Bubblegum Crisis:The RPG, Mekton, Mekton Zeta and Mekton Zeta Plus are trademarks of R. Talsorian Games, Inc. Fuzion is a trademark of Hero Games and R. Talsorian Games, Inc. Fuzion is a copyright 1998 by Hero Games and R. Talsorian Games, Inc. All trademarks and copyrights used without expressed permission.

This document is by no means a challenge to any copyright, trademark, or authorship.

I have the utmost respect for the creators of the original Cyberpunk and Cyberpunk 2020 and only wish to improve upon their outstanding work.

Creating a Character

Primary Characterisitcs

Each character is quantified by 10 Primary Characteristics which are classed in four categories. Each Primary Characteristic is rated from 1-10. No beginning character may start with a Primary Characteristic over 7. Most characters start with 50 Characteristics Points (CP) to divide amongst the 10 Primary Characteristics.

Mental
Intelligence
Willpower
Presence

Combat
Reflexes
Dexterity
Technique

Physical
Strength
Body
Constitution

Move
Move

 

Intelligence (INT): How generally bright you are. As a rule, this is more than sheer intelligence, but also cleverness, awareness, perception, and ability to learn; mental deficiencies don't become apparent until you hit 1.

Willpower (WILL): Your determination and ability to face danger and/or stress. This Characteristic represents your courage and cool.

Presence (PRE): Your ability to impress and influence people through your character and charisma; how well you get along with others; how you interact in social situations.

Technique (TECH): Your ability to manipulate tools or instruments. This is not the same as reflexes, inasmuch as this covers the knack of using tools. One character might have a high Technique, but might not be able to fence or juggle. On the other hand, another might have high Reflexes, but only a fair level of Technique.

Reflexes (REF): Your response time and coordination, as used in aiming, throwing, juggling. A stage magician, for example, would have a high Reflex Characteristic. Most importantly, this is the Characteristic that shows your chance to hit things.

Dexterity (DEX): Your overall physical competence, as pertains to balancing, leaping, jumping, combat and other athletic activities. A gymnast would have a high Dexterity. Most importantly, this Characteristic is used to avoid being hit.

Constitution (CON): How healthy you are. How resistant to shock effects, poisons and disease. You can be a really big, tough, strong guy and still get floored by a head cold!

Strength (STR): Your muscle mass and how effective it is for exerting force. The higher your strength, the more you can lift, drag, etc., and the more powerful the blows from your fists and other body parts.

Body (BODY): Your size, toughness, and ability to stay alive and conscious due to physical mass, sheer bloody-mindedness and structure or other qualities. How much damage you can take is derived from this

Movement (MOVE): Your speed of movement; running, leaping, swimming, etc.

less - 0

Challenged

1 - 2

Everyday

3 - 4

Competent

5 - 6

Heroic

7 - 8

Incredible

9 - 10

Legendary

10 - up

Superheroic

 

Derived Characteristics

Each character is further characterized by Derived Characteristics which are determined from the Primary Characteristics.

Stun [BODYx 5]: How much stunning/brawling damage you can take before you are battered into unconsciousness, calculated as points. Important: At the start, you may elect to move points from Stun into Hits or vice versa, as long as the total moved is limited to 1/2 of the starting Stun Value. Example: with 35 Stun and 35 Hits, I could move up to 17 points from Stun into my Hits or up to 17 points from Hits into my Stun.

Hits [BODY x 5]: How much killing damage you can take before you are dying. Any Armor you have may be subtracted from any Killing damage you take. You may move Hit points into Stun and vice versa (see above).

Stun Defense (aka SD) [CON x 2]: How resistant you are to Stun damage; your SD is subtracted from any Stun damage you take.

Recovery (REC) [STR+CON]: This Characteristic determines how fast the character recovers from damage. You get back this many Stun points each turn when you rest, and this many Hits back for each day of medical attention.

Punch [STR x d6]: How much damage the character delivers with a punch.

Kick [STR+1 x d6]: How much damage the character delivers with a kick.

Run (aka Combat Move) [MOVE x 2m ]: How far the character runs at a rate allowing dodges and evasions in 3 seconds.

Sprint (aka Non-combat Move) [Move x 3m]: How far the character sprints in a flat-out run in 3 seconds.

Swim [MOVE x 1m]: How far the character may swim in 3 seconds.

Leap [MOVE x 1m]: How far the character may leap.

Luck [INT+REF]: Fate acting on your behalf. Each game session you may take points from this Derived Characteristic and use them in other places; to add to important die rolls or subtract from damage. When you have used up all of these points, they are gone until the next game session. You've "run out of Luck."

Speed (SPD) [1/2 of REF]: This Characteristic is used to measure a character's reactions.

Mental Defense (MD) [INT+WILL]*: How resistant you are to psychic or verbal attacks. Calculated as points that are subtracted from "mental" or "psychological" attacks only.

Resistance (RES) [WILLx5]*: Your ability to resist mental or psychological attacks or stress; basically your mental "Hits". Once your Resistance is reduced to Zero, you lack will and are susceptible to suggestion, coercion, or command.

Humanity (HUM) [WILL x10]: Your basic morality and humanity. Used often in games where the character faces dehumanization, extreme horror or the unearthly. This Derived Characteristic loses points by receiving "humanity" damage; seeing horrible events, removing body parts and replacing them with other objects, gaining unearthly powers that separate him from the rest of mankind, etc. For every 10 points lost from this Derived Characteristic, a corresponding one point is lost from your Presence Characteristic; when it is reduced to 0, the character becomes technically insane and his actions are taken over by the GM to reflect this.

*New System

Options

Options help further define and differentiate the character by outlining their training, merits, and flaws. Each character usually has 50 Option Points to spend on Skills, Talents, Perks, or Complications.

Skills

Skills are things you learn how to do. Each skill has a number that shows you how well your character knows that skill rated from 1(beginner) to 10(master). Each skill is used with a Primary Characterisitc to determine if you succeed at a task.

Some skills are classified as Everyman Skills. Everyman Skills are defined by the game world. Everyman Skills are automatically known at Level 2, but can be increased by spending Option Points.

The following skills are common to CyberFuzion:

 

* Indicates a new Fuzion skill (usually carried over from Cyberpunk 2020)

Talents

Talents are innate special abilities possessed by the character that cannot be adequately expressed as a learned skill. Talents cost 3 OP each.

Cumulative Talents

Cumulative Talents are innate abilities that vary in levels. Most provide some bonus to skills or characteristics. Cumulative Talents cost 3 OP per level, up to Level 5.

Perks

Perks provide some benefit to the character in the form of aid, information, authorization, or assistance. Perks are purchased by level like skills, 1 OP per level. The cost of Perks are modified by their impact to the story.

Very High Impact

High Impact

Moderate Impact

Low Impact

x4

x3

x2

x1

Complications

Complications hinder the character in some way and are therefore worth negative OP. A Complication. s value is based on it. s (Frequency + Intensity) x Importance.

Frequency

Value

Guideline

Infrequently

5

Once every other gaming session

Frequently

10

Once every gaming session

Constantly

15

More than once per gaming session

     

Intensity

Value

Guideline

Mild

5

WILL + Concentration vs. 14 to overcome it.

Strong

10

WILL + Concentration vs. 22 to overcome it.

Severe

15

WILL + Concentration vs. 26 to overcome it.

Extreme

20

WILL + Concentration vs. 30 to overcome it.

     

Importance

Value

Guideline

Minor

divide by 5

No effect on combat or damage, with minor (-1) effect on skills or world reaction.

Major

divide by 2

Major (-3) effect on combat or damage(x1.5), serious(-3) effect on skills or world reaction, or puts character in danger.

Extreme

x1

Extreme (-5) effect on combat or damage (x2), extreme(-5) effect on skills or world reaction, or puts character into extreme danger.

Experience Points

Experience Points are awarded by the Gamemaster either for performing great feats, ingenious thinking or planning, or entertaining role-playing.

Experience Points can be spent to increase Primary or Derived Statistics at a cost of 5 XP times the next level. For example, to raise Body from 4 to 5 would cost (5 x 5) 25 XP. Experience Points can be spent to increase Skills at a cost of 1 XP times the next level. For example, to raise a skill from 3 to 4 would cost 4 XP. A new skill costs 1 XP but must be taught by another character.

Character Templates

Players may opt to choose one of the pre-generated character templates to speed character creation. The following templates represent common archetypes found in the Cyberpunk future. (adapted from the Bubblegum Crisis RPG by Benjamin Wright)

Police Detective

A plainsclothed police officer that investigates corporate crime.
Skills:
Detective, Perception, Persuasion, Handgun, Driving, Hand-to-Hand, Athletics.
Options
: Membership (Police), Contacts, Combat Sense, Wealth 2 (Modest Lifestyle).
Equipment
: Generic Fashion, Kevlar Vest, Medium Autopistol, Medium Sedan or Sports, Pocket Commo, Police Pocket Computer, Downtown apartment.

Entertainer (Rockerboy

A struggling performer speaking out against the system, or a puppet of the corporate-controlled media.
Skills
: Performance (or Artistry or Dance), Persuasion, Perception, Wardrobe & Style.
Options
: Perfect Pitch, Renown, Wealth 1 (Modest Lifestyle)
Equipment
: High Fashion, Light Autopistol, Motorcycle or Sportscar, musical and stereo equipment with CDs and stage props, Downtown apartment.

Hacker (Netrunner)

A digital pirate looting from the Corporations, or a corporate lackey spying on the competition.
Skills
: Hacking, Persuasion, Research, Perception, Computers, Stealth.
Options
: Time Sense, Contacts (other Hackers).
Equipment
: Liesureware clothes, Scooter, Pocket Computer, Personal Workstation (POW 6), Slum apartment.

Executive (Corporate)

A frustrated wage-slave fighting the system from within or a ruthless opportunist willing to do whatever it takes to get to the top.
Skills
: Business, Perception, Persuasion, Espionage, Wardrobe & Style.
Options
: Lightning Calculator, Eidetic Memory, Membership (Corporation), Wealth 4 (Well-Off).
Equipment
: Businesswear, Light Autopistol, Medium Sedan or Luxury Sedan, Cellphone, Laptop Computer (POW 4), Downtown Apartment.

Street Operative (Fixer)

A wily independent businessman doing whatever it takes to make a profit or a cold-hearted gangster taking advantage of the weak.
Skills
: Athletics, Hand-to-Hand, Perception, Persuasion, Melee, Handgun, Social (Street).
Options
: Blind Reaction, Membership (gang).
Equipment
: Urban Flash Fashion, Medium Autopistol, Brass Knuckles, Motorcycle, Breaking and Entering Tools, Slum Apartment.

Tech (Tech)

A skilled technician providing support to the masses or a highly paid corporate engineer providing tools for the Machine.
Skills
: Tech (specify), Basic Tech, Persuasion, Area Knowledge, Perception, Handgun.
Options
: Speed Reader.
Equipment
: Grimy coveralls, Light Autopistol, Assorted Tools, Citycar or Motorcycle, Pocket Computer, Garage or Warehouse as your combined lab/workshop/home/nest.

Reporter (Media)

A dedicated journalist trying to expose the truth or a highly paid spokesperson for the Corporate Machine.
Skills
: Perception, Photo & Film, Persuasion, Writing, Area Knowledge, Research, Athletics.
Options
: Acute Senses, Intuition, Wealth 3 (Good Lifestyle).
Equipment
: High Fashion, Citycar, Digital Video Camera, Laptop Computer, Downtown Apartment.

Scientist

An underpaid academic searching for the truth or a well-financed corporate researcher looking for the next great product.
Skills
: Science (specify), Education, Tech (specify), Research, Persuasion.
Options
: Lightning Calculator, Eidetic Memory.
Equipment
: Casual Clothes, Citycar, Micro-tools, Access Card to Research Facility, Laptop Computer, Midtown Apartment.

Agent

An independent covert operative going to the highest bidder or well-paid corporate spy infiltrating the competition.
Skills
: Persuasion, Perception, Stealth, Disguise, Espionage, Driving, Research, Handgun.
Options
: Membership or License, Night Vision, Acute Senses, Wealth 2 (Modest Lifestyle), Martial Arts.
Equipment
: Heavy Autopistol with silencer, Sedan, Scrambled Mastoid Commo, Espionage Tools (bugs, forensics, Breaking and Entering, Electronics), Mid-Town Apartment.

Soldier

A mercenary that fights the system with guns and bombs or a well-equipped corporate soldier defending the company’s interests.
Skills
: Handgun, Submachinegun, Rifle, Athletics, Perception, Rifle, Hand-to-Hand, Heavy Weapons (or Gunnery), Driving (or Pilot).
Options
: Combat Sense, Blind Reaction, Ambidexterity, Martial Arts.
Equipment
: Fatigues, Metalgear Armor, Assault Rifle, Slum Apartment.

Street Cop

An idealistic cop waging war against crime on his beat or a corrupt cop on the make willing to make a dangerous job worth it.
Skills:
Athletics, Rifle, Submachinegun, Driving, Handgun, Hand-to-Hand, Heavy Weapons, Melee Weapons.
Options:
Combat Sense, Membership (Police), Martial Arts.
Equipment:
Metal Gear Armor, Fatigues, Heavy Autopistol, Assault Rifle, Handheld Commo, Gasmask, Police Baton, Residential Apartment.

Equipment

Characters may purchase gear in the form of weapons, equipment, vehicles, and cybernetics with money earned through either the Wealth Perk or by converting OP at an exchange of $100 per 1 OP.

Fashion
Pants* 20.00
Top* 15.00
Jacket* 35.00
Footwear* 25.00
Jewelry* 10-100.00
Mirrorshades* 5-50.00
Contacts* 100.00
Glasses* 50.00
Surveillance
Binoglasses 200.00
Binoculars 20.00
Light Boosters 200.00
IR Goggles 250.00
IR Flash 50.00
Medical
First Aid Kit 10.00
Surgical Kit 400.00
Medscanner 300.00
Transportation
Scooter** (15 SDP, 100kph, -3 AV/DV) 500.00
Motorcycle** (20 SDP, 160kph, -2 AV/DV) 1500.00
Citycar** (30 SDP, 100kph, -5 AV/DV) 2000.00
Small Subcomp. ** (40 SDP, 125kph, -5 AV/DV) 6000.00
Medium Sedan** (50 SDP, 160kph, -4 AV/DV) 10000.00
Sportscar** (50 SDP, 235kph, -3 AV/DV) 20000.00
Luxury Sedan** (80 SDP, 160kph, -3 AV/DV) 40000.00
Computers
Laptop Computer** (POW 4) 900.00
Pocket Computer** (POW 1) 100.00
Communication
Pocket Commo 50.00
Mastoid Commo 100.00
Cellular Phone** 400.00
Mini Cell Phone ** 800.00
Lifestyle
Cell Phone Service 100.00/month
Std Phone Service 30.00/month
Pay Phone Call .50/min
Data Term Use 1.00/min
CredChip Account 20.00/month
Health Plan 1000.00/month
Trauma Team Acct. 500.00/month
Public Transportation
Air 5.00/min
Mag Lev Chit .25/station
Taxi 3.00/mile
AV-Taxi 10.00/mile
Food
Kibble 50.00/week
Generic Prepack 150.00/week
Good Prepack 200.00/week
Fresh Food 300.00/week

 

* Multiply by Quality: Generic x1, Leisurewear x2, Businesswear x3, High Fasion x4, Urban Flash x2

**Note: x2 for Cybercontrols

 

BODY ARMOR

COVERS

KD

EV

COST

Cloth/Leather

Arms, Torso, (Legs)

0

+0

Varies

Heavy Leather

Arms, Torso, (Legs)

4

+0

50.00

Kevlar T-Shirt/Vest

Torso

10

+0

90.00

Steel Helmet

Head

14

+0

20.00

Lt. Armor Jacket

Torso, Arms

14

+0

150.00

Md. Armor Jacket

Torso, Arms

18

+1

200.00

Flack Vest

Torso

20

+1

200.00

Flack Pants

Legs

20

+1

200.00

Nylon Helmet

Head

20

+0

100.00

Hvy Armor Jacket

Torso, Arms

20

+2

250.00

Door Gunner's Vest

Torso

25

+3

250.00

MetalGear

Whole Body

25

+2

600.00

LIGHT AUTOPISTOLS

WA

DC

#S

ROF

RNG

PRICE

BudgetArms C-13

-1

1d6

8

2

50m

75.00

Dia Lung Cybermag 15

-1

1d6+1

10

2

50m

50.00

Federated Arms X-22

0

1d6+1

10

2

50m

150.00

MEDIUM AUTOPISTOLS

WA

DC

#S

ROF

RNG

PRICE

Militech Arms Avenger

0

2d6+1

10

2

50m

250.00

Dai Lung Streetmaster

0

2d6+3

12

2

50m

250.00

Federated Arms X-9

0

2d6+1

12

2

50m

300.00

HEAVY AUTOPISTOLS

WA

DC

#S

ROF

RNG

PRICE

BudgetArms Auto 3

-1

3d6

8

2

50m

350.00

Sternmeyer Type 35

0

3d6

8

2

50m

400.00

VERY HEAVY AUTOPISTOLS

WA

DC

#S

ROF

RNG

PRICE

Armalite 44

0

4d6+1

8

1

50m

450.00

Colt AMT Model 2000

0

4d6+1

8

1

50m

500.00

LIGHT SUBMACHINEGUNS

WA

DC

#S

ROF

RNG

PRICE

Uzi Miniauto 9

+1

2d6+1

30

35

150m

475.00

H&K MP-2013

+1

2d6+3

35

32

150m

450.00

Fed. Arms Tech Assult II

+1

1d6+1

50

25

150m

400.00

MEDIUM SUBMACHINEGUNS

WA

DC

#S

ROF

RNG

PRICE

Arasaka Minami 10

0

2d6+3

40

20

200m

500.00

H&K MPK-9

+1

2d6+1

35

25

200m

520.00

HEAVY SUBMACHINEGUNS

WA

DC

#S

ROF

RNG

PRICE

Sternmeyer SMG 21

-1

3d6

30

15

200m

500.00

H&K MPK-11

0

4d6+1

30

20

200m

700.00

Ingram MAC 14

-2

4d6+1

20

10

200m

650.00

ASSAULT RIFLES

WA

DC

#S

ROF

RNG

PRICE

Militech Ronin Light Assault

+1

5d6

35

30

400m

450.00

AKR-20 Medium Assault

-

5d6

30

30

400m

500.00

FN-RAL Heavy Assault Rifle

-1

6d6+2

30

30

400m

600.00

Kalishnikov A-80 Hvy Rifle

-1

6d6+2

35

25

400m

550.00

SHOTGUNS

WA

DC

#S

ROF

RNG

PRICE

Arasaka Rapid Assault 12

-1

4d6

20

10

50m

900.00

Sternmeyer Stakeout 10

-2

4d6

10

2

50m

450.00

HEAVY WEAPONS

WA

DC

#S

ROF

RNG

PRICE

Barret-Arasaka Light 20mm

0

4d10

10

1

450m

2000.00

Scorpion 16 Msl. Launcher

-1

7d10

1

1

1km

3000.00

Militech Arms RPG-A

-2

6d10

1

1

1000m

1500.00

Grenade

0

Varies

1

1

Throw

30.00

C-6 Plastic Explosive

0

8d10/kg

1

1

NA

100.00/kg

Mine (all types)

0

4d10

1

1

NA

350.00

KA F-253 Flamethrower

-2

2d10

10

1

50m

1500.00

EXOTICS

WA

DC

#S

ROF

RNG

PRICE

Techtronica 15 Microwaver

0

1d6

10

2

20m

400.00

Militech Elect. LaserCannon

0

1-5d6

10

2

200m

8000.00

Avante P-1135 Needlegun

0

Drugs

15

2

40m

200.00

Enertex AKM Power Squirt

-2

Drugs

50

1

10m

15.00

Nelspot "Wombat"

-1

Drugs

20

2

40m

200.00

Miltech Electronics Taser

-1

Stun

10

1

10m

60.00

EagleTech "Tomcat" C-Bow

0

4d6

12

1

150m

150.00

EagleTech "Stryker" X-Bow

-1

3d6+3

12

1

50m

220.00

MELEE WEAPONS

WA

DC

Min STR

Notes

PRICE

Kendachi Monoknife

+1

2d6

1

1h, AP

200.00

Kendachi MonoKatana

+1

4d6

2

1h, AP

600.00

SPM-1 Battleglove

-2

3d6 punch
2d6 crush

4

1h, Stun x2

900.00

Club

0

1d6

1

1h, Stun x2

Free

Knife

0

1d6

1

1h, AP

1-20.00

Sword

0

2d6+2

5

2h, AP

20-200.00

Axe

-1

2d6+3

5

2h,

20.00

Nunchaku/Tonfa

0

3d6

1

2h, Stun x2

15.00

Naginata

0

3d6

2

2h, AP

100.00

Shiriken

0

1d6/3

1

1h,

20.00

Switchblade

0

1d6/2

1

1h, AP

15.00

Brass Knuckles

0

1d6+2

1

1h, Stun x2

10.00

Sledgehammer

-1

4d6

4

2h, Stun x2

20.00

Chainsaw

-3

4d6

2

2h, AP

80.00

Cybernetics

Cybernetic Modifications can be purchased for the character. Cybernetics have three costs, the cost for parts in Euro, the cost for Surgery in Euro, and the Humanity Cost, which is subtracted from the character. s Humanity Derived Characteristic. The Surgery Cost depends on the level of the surgery required to implant the part.

 

Cyberware

Surg

Cost

HC

 

Processor (Required)

M

1000

1D6

Required to run all Neuralware.

- Boosterware

N

500

1D6/2D6

+1 Reflexes and Speed per level bought.

- Speedware

N

1600

1D6/2

+3 Dexterity and Speed for 5 turns, must wait 2 turns after use.

- Pain Editor

N

200

2D6

+4 SD.

- Interface Plugs

M

200

1D6/pr

Required for all Links.

- Cybermodem Link

N

100

1

Required for Netrunning.

- Vehicle Link

N

100

3

+2 AV when driving smartvehicle (x2 normal cost).

- Smartgun Link

N

100

2

+2 AV when using a smartgun (x2 normal cost).

- Machine/Tech Link

N

100

2

Used to interface with miscellaneous equipment.

- DataTerm Link

N

100

2

Allows Dataterm access even if one isn. t available.

- Reflex Chips

-

Varies

0

Up to Level 3 Physical Skill. Requires 2 days practice to use.

- Memory Chips

-

Varies

0

Up to Level 3 Mental Skill.

- Chipware Socket

N

200

1D6/2

May use up to 10 chips.

Adrenal Boost

M

400

2D6

+1 REF and DEX for 1d6+2 turns. Requires 8 hours to recharge.

Grafted Muscle

MA

1000

2D6

+1 to Strength, up to +2

Muscle/Bone Lace

N

1500

1D6/2

+2 Strength, Body.

Skin Weave

N

2000

2D6

KD 12 .

Scratchers

N

100

2D6

1d6/2 Melee Weapon

Rippers

M

400

3D6

1d6+3 AP Melee Weapon

Wolvers

M

600

3D6+1

3d6 AP Melee Weapon.

Slice N. Dice

M

700

3D6

2d6 Melee Weapon.

Basic Eye Module

MA

500/ea

2D6/ea

 

-Image Enhancement

N

300

1

+2 Perception.

-Targeting Scope

N

400

2

+1 when using a smartgun/smartgun link.

-Infrared

N

200

1

See in near-total darkness.

Basic Hearing Mod.

M

500

2D6

 

-Amplified Hearing

N

200

1

+1 Perception.

-Radio Link

N

100

1

1 mile range.

-Phone Splice

N

150

1

Communicates with Cell-phone.

Arm Replacement

CR

3000

2D6

2d6 crushing, 1d6 Killing Damage punching, 20 SDP disabled, 30 destroyed.

Leg Replacement

CR

2000

2D6

2d6 Killing Damage kicking, 20 SDP disabled, 30 SDP destroyed.

-Thickened Myomar

N

250

2

x2 damage, +5 SDP.

-Armor

N

200

0

KD 20.

Cowl

MA

200

1D6

KD 25 head but not face.

Faceplate

CR

400

4D6

KD 25 face but not head.

Torso Plate

MA

2000

3D6

KD 25 torso.

Sigma Linear Frame

MA

6000

2D6

Strength = 12

Gamma Linear Frame

MA

8000

2D6

Strength = 14

Omega Linear Frame

MA

10,000

3D6

Strength = 16

Surgery Costs

Neglible Surgery Costs: Included with installation; time: 1 hr; damage: 1; DIFF= 15

Minor Surgery Costs: 500eb; time: 2 hrs; damage: 1d6+1; DIFF= 20

MAjor Surgery Costs: 1,500eb; time: 4 hrs; damage: 2d6+1; DIFF = 25

CRitical Surgery Costs: 2,500eb; time: 6 hrs; damage: 3d6+1; DIFF = 30

 

Action

Using Skills

When your character tries to use a skill, you roll dice to see if the character succeeds or not:

 

Action Value

 

Difficulty Value

Opposed:

Stat + Skill + 3d6

vs.

Stat + Skill + 3d6

Unopposed:

Stat + Skill + 3d6

vs.

Difficulty set by GM

If your Action Value meets or beats the Difficulty Value (DV), you succeed.

Opposed Difficulty Values are determined by the opponent. s statistics. Gamemasters may choose Unopposed Difficulty Values from the following chart:

Difficulty Range DV +3d6
 Challenged    10  0
 Everyday  Point-Blank  14  4
 Competent  One-Quarter  18  8
 Heroic  One-Half  22  12
 Incredible  Full  26  16
 Legendary  Double  30  20
 Superheroic    34  

If, when attempting a skill, the player rolls 18, the player may roll an additional 2d6 and add the result to the total AV. Conversely, if the player rolls a 3, the player must then roll an additional 2d6 and subtract the result from the total AV.

Combat

Combat occurs in 3-second Phases. Each character gets one action per Phase but may take more for a penalty to the AV. When every character has acted, the current Phase ends and a new Phase begins. Four Phases equals a Round.

Each Phase, each character must roll Initiative (Speed + 3d6). Each character goes in order of highest to lowest Initiative until every character has acted. Abort Actions can be made at any time during the Phase, regardless of initiative. If the character has already acted that phase, the Abort Action subtracts that character's action from the next phase.

Taking Damage

Punches and Kicks always do Stun damage only. Weapons do Killing Damage. Melee Weapons do +1d6 damage for every point of STR over the Minimum Strength of the Weapon, up to twice the DC of the weapon. Some Melee Weapons do extra Stun.

Stun damage is always subtracted from the character's pool of STUN points, after being reduced by the character's SD. When his STUN points are at 0, the body will react by shutting off the pain-and passing out. For every 5 STUN taken, the character also suffers 1 HIT of damage. If a character loses half their stun in one attack, they are dizzied for one round and suffer -5 to all AVs.

Killing damage is always subtracted from the character's pool of HITS and STUN after being reduced by the character. s Armor KD. When the character. s HITS are reduced to zero, the character is dying. The character will continue to lose 1 HIT per Round until First Aid is successfully applied. If treated, the dying character will lose 1 HIT per Minute until Medicine is successfully applied. When the character has lost their Body x 2 HITS below Zero, the character is dead beyond recovery.

At Half total HITS, all AVs are at -2, at Quarter total HITS, all AVs are at -4.

Lost Hits are recovered at a rate of the character. s Recovery statistic per week. Lost Stun are recovered at a rate of the character. s Recovery per Round (4 phases).

 

Actions

Difficulty

DV

Range

Pistol

SMG

Rifle

+3d6

* Challenged

 10

       

0

* Everyday

 14

Point Blank

2m

2m

2m

4

* Competent

 18

One quarter

12m

50m

100m

8

* Heroic

 22

One half

25m

100m

200m

12

* Incredible

 26

Full

50m

200m

400m

16

* Legendary

 30

Double

100m

400m

800m

20

* Superheroic

 34

       

24

Other Combat Modifiers
AV
Moving target (per 3 MOVE used last round)
-1
Target silhouetted
+2
Vehicle mounted, no turret
-4
Firing shoulder arm from hip
-2
Aiming (per phase, up to 3)
+1
Braced
+2
Target Prone
-2
Tiny Target (bullseye, eye, vital area)
-6
Small Target (less than 1m/yd, head, limb)
-4
Large Target (trees, cars, large animals, etc.)
 +2
Very Large Target (trucks, planes, walls, side of barn)
+4
Surprise Attack (successful Stealth roll)
+5
Off-Hand
-3
Additional Action (to each action)
-3
Firing two handed (two actions, 1 off-hand)
-3/-6
Autofire (10 round burst)
-1

BODY ARMOR

COVERS

KD

EV

Cloth/Leather

Arms, Torso, (Legs)

0

+0

Heavy Leather

Arms, Torso, (Legs)

4

+0

Kevlar T-Shirt/Vest

Torso

10

+0

Steel Helmet

Head

14

+0

Lt. Armor Jacket

Torso, Arms

14

+0

Md. Armor Jacket

Torso, Arms

18

+1

Flack Vest

Torso

20

+1

Flack Pants

Legs

20

+1

Nylon Helmet

Head

20

+0

Hvy Armor Jacket

Torso, Arms

20

+2

Door Gunner's Vest

Torso

25

+3

MetalGear

Whole Body

25

+2

Hit Location Chart

Roll3D6

Location

Hit Effect

AV

</P>

3-5 
head double damage -6
6 
hands/forepaws* 1/2 damage -4
7-8 
arms/forelimb* 1/2 damage -3
9 
shoulders* 1x damage -3
10-11 
chest 1x damage -1
12 
stomach 1.5 x damage -5
13 
vitals 1.5x damage - -6
14 
thighs* 1x damage -3
15-16 
legs/hindlimb* 1/2 damage -4
17-18 
feet/hindpaws* 1/2 damage -4

* if it isn't obvious, roll a die: even=right, odd=left

ROLL 
Ground Vehicle 
Aircraft 
Boat 
Effect 
(after armor)
HIT MOD
3-6 
Front Wheels
(5%)
Flaps
(5%)
Bow 1x damage
-6
7 
Controls
(5%)
Controls
(5%)
Controls
(5%)
1x damage
-4
8 
Engine
(10%)
Engine
(10%)
Engine
(10%)
2x damage
-3
9- 
Body Fuselage (20%) Hull
(20%)
1x damage
-3
10 
Body
Cargo Cargo 1/2damage
-1
11 
Fuel
Fuel Fuel 2 x damage**
-5
12 
Weapon
Weapon Weapon 1/2 damage
-6
13 
Crew*** Crew*** Crew*** Damage to pilot only
-3
14 
Cargo Propeller
(5%)
Rudder
(5%)
1x damage
X
15-18 
Rear Wheels (5%) Rudder
(5%)
Prop/jets
(5%)
1/2 damage
-4

* if it isn't obvious, roll 1die: even=right, odd=left If location not there, rollagain.
** if Fuel is flammable, this is 3x damage
***if shot penetrates armor

LIGHT AUTOPISTOLS

WA

DC

#S

ROF

RNG

BudgetArms C-13

-1

1d6

8

2

50m

Dia Lung Cybermag 15

-1

1d6+1

10

2

50m

Federated Arms X-22

0

1d6+1

10

2

50m

MEDIUM AUTOPISTOLS

WA

DC

#S

ROF

RNG

Militech Arms Avenger

0

2d6+1

10

2

50m

Dai Lung Streetmaster

0

2d6+3

12

2

50m

Federated Arms X-9

0

2d6+1

12

2

50m

HEAVY AUTOPISTOLS

WA

DC

#S

ROF

RNG

BudgetArms Auto 3

-1

3d6

8

2

50m

Sternmeyer Type 35

0

3d6

8

2

50m

VERY HEAVY AUTOPISTOLS

WA

DC

#S

ROF

RNG

Armalite 44

0

4d6+1

8

1

50m

Colt AMT Model 2000

0

4d6+1

8

1

50m

LIGHT SUBMACHINEGUNS

WA

DC

#S

ROF

RNG

Uzi Miniauto 9

+1

2d6+1

30

35

150m

H&K MP-2013

+1

2d6+3

35

32

150m

Fed. Arms Tech Assult II

+1

1d6+1

50

25

150m

MEDIUM SUBMACHINEGUNS

WA

DC

#S

ROF

RNG

Arasaka Minami 10

0

2d6+3

40

20

200m

H&K MPK-9

+1

2d6+1

35

25

200m

HEAVY SUBMACHINEGUNS

WA

DC

#S

ROF

RNG

Sternmeyer SMG 21

-1

3d6

30

15

200m

H&K MPK-11

0

4d6+1

30

20

200m

Ingram MAC 14

-2

4d6+1

20

10

200m

ASSAULT RIFLES

WA

DC

#S

ROF

RNG

Militech Ronin Light Assault

+1

5d6

35

30

400m

AKR-20 Medium Assault

-

5d6

30

30

400m

FN-RAL Heavy Assault Rifle

-1

6d6+2

30

30

400m

Kalishnikov A-80 Hvy Rifle

-1

6d6+2

35

25

400m

SHOTGUNS

WA

DC

#S

ROF

RNG

Arasaka Rapid Assault 12

-1

4d6

20

10

50m

Sternmeyer Stakeout 10

-2

4d6

10

2

50m

HEAVY WEAPONS

WA

DC

#S

ROF

RNG

Barret-Arasaka Light 20mm

0

4d10

10

1

450m

Scorpion 16 Msl. Launcher

-1

7d10

1

1

1km

Militech Arms RPG-A

-2

6d10

1

1

1000m

Grenade

0

Varies

1

1

Throw

C-6 Plastic Explosive

0

8d10/kg

1

1

NA

Mine (all types)

0

4d10

1

1

NA

KA F-253 Flamethrower

-2

2d10

10

1

50m

EXOTICS

WA

DC

#S

ROF

RNG

Techtronica 15 Microwaver

0

1d6

10

2

20m

Militech Elect. LaserCannon

0

1-5d6

10

2

200m

Avante P-1135 Needlegun

0

Drugs

15

2

40m

Enertex AKM Power Squirt

-2

Drugs

50

1

10m

Nelspot "Wombat"

-1

Drugs

20

2

40m

Miltech Electronics Taser

-1

Stun

10

1

10m

EagleTech "Tomcat" C-Bow

0

4d6

12

1

150m

EagleTech "Stryker" X-Bow

-1

3d6+3

12

1

50m

MELEE WEAPONS

WA

DC

Min STR

Notes

Kendachi Monoknife

+1

2d6

1

1h, AP

Kendachi MonoKatana

+1

4d6

2

1h, AP

SPM-1 Battleglove

-2

3d6 punch
2d6 crush

4

1h, Stun x2

Club

0

1d6

1

1h, Stun x2

Knife

0

1d6

1

1h, AP

Sword

0

2d6+2

5

2h, AP

Axe

-1

2d6+3

5

2h,

Nunchaku/Tonfa

0

3d6

1

2h, Stun x2

Naginata

0

3d6

2

2h, AP

Shiriken

0

1d6/3

1

1h,

Switchblade

0

1d6/2

1

1h, AP

Brass Knuckles

0

1d6+2

1

1h, Stun x2

Sledgehammer

-1

4d6

4

2h, Stun x2

Chainsaw

-3

4d6

2

2h, AP