790 lines
38 KiB
Plaintext
790 lines
38 KiB
Plaintext
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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THE STYLEBOOK
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Rules Modifications For Cyberpunk 2.0.2.0.
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Draft II
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Monday Night Gamers (Mark Two)
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By Jeff ("Jake Starr/Warrior") Vogan, Kevin ("R.I.P./Mutt")
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Csubak, and Edward ("Rogue Trader/Karbon Kopy") Webb
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Edited by Edward Webb
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INTRODUCTION-------------------------------------------------
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by Edward Webb
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"There's a rule for negotiations called Ninety-Ninety.
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The first ninety percent of the deal takes ninety percent of
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the time, and the last ten percent takes ninety percent."
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- Rogue Trader
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Cyberpunk. It's not just a game, it's an adventure.
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Cyberpunk 2.0.2.0. improved a great many flaws from the
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original version, but some inconsistances still crept in.
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This suppliment covers the "house" rules from our Cyberpunk
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campaign in one manual; easy to read, fun to devour, and
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equally servicably as training papers for the puppy. Some
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rules are ours, and some are from other Cyberpunk gamers who
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want to make the world a better place with new rules.
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For your added reading pleasure are a handful of quotes
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from our campaign. Cyberpunk can be a very humorous game,
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when looked at correctly...
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Don your mirrorshades, load your Minimai, and enjoy this
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entirely unofficial rules suppliment!
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Edward Webb, Editor and All-Around Nice Guy
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CHARACTER POINTS---------------------------------------------
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Edward Webb and Cyberpunk 2.0.2.0. rulebook
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"Never fuck with anything more than twice your size."
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- Jake Starr
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On page 15 of the Cyberpunk 2.0.2.0. rulebook you will
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find a few methods of determining character point totals.
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Cyberpunk is a rough, nasty game, and I personally have felt
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that the PC's should be just as rough and nasty to handle it.
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Sure, people die in Cyberpunk, but most should die from
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stupidity, not bad dice rolls. I have found in my four years
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of running Cyberpunk that 75 points is good to make an above-
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average character, but it will keep players from becoming
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power-gods.
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Thus, the Style Rule for Character Points: All player
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characters will be based on 75 point totals. Other GM's may
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differ, but this makes all characters more-or-less equal to
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start. It's your call.
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LUCK---------------------------------------------------------
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Cyberpunk 2.0.2.0. rulebook
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"My forged corporate pass is fracked, my Avante's been
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pissed on, and I'm stuck half-naked in a Nomad drifter with a
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hysterical woman. Isn't life grand?"
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- Rogue Trader
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One important stat that many Cyberpunk players and GM's
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alike forget about... Luck. This is not so much a rules
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modification as a re-iteration. From "Statistics", pg. 16 of
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the 2.0.2.0. rulebook:
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"Your luck represents how many points you may use each
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game to influence the outcome of a critical event. To use
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Luck, you may add any or all of the points of luck a
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character has to a critical die roll (declaring your
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intention to use Luck *before* the roll is made) until all of
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your Luck stat is used up. Luck is always restored at the
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end of each game session."
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MONEY--------------------------------------------------------
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Jeff Vogan and Edward Webb
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"How much for this one?"
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"Two hundred."
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"You gotta be kidding me! I brought 'im here in one
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piece!"
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"Yeah, but arms and legs would be nice..."
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- Conversation at bodybank
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Money.... the green paper that makes the world go
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'round. The starting money in Cyberpunk seems a little slim
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for being a character's life savings, and we ALL need a bit
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of extra spending money, right? To reflect a character's
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ability to save money, and not just give players large
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amounts of money by increasing the number of months they
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worked, try this formula:
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(INT + COOL) / 4 x Monthly Salary
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This will give more money to characters with enough
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smarts and willpower o save up, while those who aren't will
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have a bit less.... (Editor's Note: The beauty of the
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system is, since stats cannot be below 2, the absolute LOWEST
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amount of money a character can have is one month's salary,
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reflecting that month's pay sitting in his hand as he decides
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where to spend it at!)
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COOL AND STAT ROLLS------------------------------------------
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Kevin Csubak and Edward Webb
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"Rowan, calm down. Rowan.... calm down.... SHUT UP
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ROWAN!"
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- Said by nearly every
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one of our PCs at
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one time or another
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Page 31, "Giving it your Best Shot", explains briefly
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about the concept of using a Stat solely in a roll, but it
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leans more towards an attitude of "what-to-do-when-you-need-
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to-pick-that-lock-but-you-don't-have-a-Pick-Lock-skill".
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What if you need to keep your Cool? What if you want to know
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if someone can remember the capital of Puerto Rico? You need
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to make a roll AGAINST your Stat, not WITH it.
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Thus the Stylebook has come up with Stat Rolls (clever
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name, huh?). If you wish to make a check against a
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character's stat, roll a D10, add the Stat, and try to beat a
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10. The rule of 1 and 10 still apply.
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Example: Rowan is trying to keep her Cool whilst being
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taunted about her 4'11" frame by Blood Razors. Blowing up at
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a boostergang is BAD, so Rowan must try to remain cool. She
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has a Cool stat of 2 (good luck), and rolls a 7. 2+7=9, and
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she starts cussing out the heavily cybered gentlemen. (See
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above quote for the other PC's responses...)
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If Rowan had rolled a 10, she would have easily beated
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her quota, but she gets to roll again (2.0.2.0., pg. 32,
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"Critical Success") to she just how cool she really was.
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This system was changed from our original one of rolling
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BELOW your Stat, because the Rule of 1 and 10 was out, and
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anyone with a 10+ Stat automatically succeeded and 1-
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automatically failed. This way, there is always SOME success
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or failure....
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Style Rule on Stat Rolls (a.k.a. The Rowan Rule) - Roll
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a D10 and add your applicable Stat (Target Number 10) to test
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against your Stats.
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PICKUP SKILL POINTS------------------------------------------
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Jeff Vogan and Edward Webb
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"Knock yourself out."
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"Yaa....okay!" (Pow!... thud)
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- Mok taking Babette's orders
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a little too literally
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One of the strange things about pickup skills is that
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there's no accounting for the wisdom of age. If you've been
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kicking around for 16+2D6 years, you're bound to learn
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something. Thus are two new formulas for calculating Pickup
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Skill points; choose which one you like.
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REF + INT + Number of years in Lifepath after 16
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or
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2D6 + Number of years in Lifepath after 16
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Either one of these formulas gives a little more account
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for The School Of Hard Knocks: Life. Style Rule on Pickup
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Skills: Age has it's privledges.
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NEW ROLES----------------------------------------------------
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Edward Webb and When Gravity Fails Sourcebook
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WRITE UP NEW ROLES, BUD! Stripper is one
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REPUTATION AND REP-------------------------------------------
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Jeff Vogan, Edward Webb, and Kevin Csubak
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"There are certain words and phrases you do not use
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around Jake. `Columbian Drug Runner' is one of them."
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- Rogue Trader
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Rep. Biz. The Word. On the Street, you're nothing if
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noone knows who you are and what you've done. Your Rep can
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frequently make you or break you, as can a lack of it. But,
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like it or not, your Rep is always changing. One day, you're
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top dog, and the next you're eating kibble next to the Night
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City Pound. A C-Punk's Rep is his life.
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Pgs. 44-45 ("Reputation") in 2.0.2.0. explains
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Reputation roughly, but reflects little game usage. Thus, a
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new kind of experience, REP, has been created.
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Starting REP is figured as Your Special Ability Score
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times 5. This is a percentage score of people who know of
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you. So instead of rolling Reputation or less on a D10, you
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roll REP or less on a D100 to see if any character has heard
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of you.
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But how well does this character know you? Compare your
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roll to the REP:
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ROLL MADE BY RESULTS
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Failed Roll "Never heard of 'im. Get outta my
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face!"
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00 - 05 Character has heard the name.
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06 - 10 He knows a bit about what you've
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done. GM call as to what he's
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heard.
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11 - 20 He knows quite a bit of what you've
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done, and even knows a bit about
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you.
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21 - 30 He's been keeping up with you, and
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knows as much as anyone could
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reading the Screamsheets and
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researching.
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31 - 40 He has access to private/personal
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information about you.
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41+ "We know all about you, Mr. Bond..."
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MODIFY ROLL BY REASON
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+5 Same Role
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+5 PC is Rockerboy or Media
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+5 Character is Media or Netrunner
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-5 PC/Character is new to area
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-5 PC recently biosculpted
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-Roll made by Successful Disguise Roll
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+-?? GM's decision
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Now what about facedowns (pg. 45, 2.0.2.0. Rulebook)?
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The original formula was: 1D10 + COOL + REPUTATION, highest
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roller wins. The implimentation is the same, except the roll
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is now:
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1D10 + COOL + (REP / 10, rounded down), highest roller wins
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The GM assigns REP points like he would IP. A
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reccommended system is 1/10 of the IP awarded goes to REP,
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rounded down.
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So, Style Rule on Reputation: REP replaces Reputation.
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It is 5x your Special ability at start, rolled as a
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percentage. You are awarded and docked REP similarly to IP.
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NPC REACTIONS------------------------------------------------
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Edward Webb and Night's Edge Sourcebook
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"Does Jake take bad news well?"
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"Oh yeah, about as well as a monkey to a braindance.
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Albeit, the reactions are very similar."
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- Alt and R.I.P.roar
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The flip side of Reputation is how well other people
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react to you. Having a 75 REP is useless if the Cyberpsycho
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in front of you still wants to tear your head off. So here
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is a reprint of the Reactions Table from Night's Edge, with a
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few modifications of our own:
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Roll on the table below for reaction results upon the
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first encounter between any character and NPC, with the
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modifiers below influencing the reaction.
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REACTIONS TABLE
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Roll Results
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----- -------
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01-05 Blind Hatred: The NPC hated the character and will act
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in the worst possible way. No cooperation is possible.
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Will attack if possible.
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06-15 Hatred: The NPC hates the character and may betray the
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character if possible. 80% chance of attacking if
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possible.
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16-24 Strong Dislike: The NPC may act against the character
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if profitable, but otherwise will ignore the character.
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30% chance of attack if possible.
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25-35 Dislike: The NPC is not impressed, but may help the
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character if profitable. However, if possible, he may
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betry the character.
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36-69 Neutral: The NPC doesn't really care ne way or the
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other. Basically uninterested. May or may not help.
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70-80 Like: The NPC is a little impressed by he character
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and may help if not too difficult. Probably won't
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betray the character.
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81-95 Strong Like: The NPC really likes the character and
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will try to help as much as possible within reason. He
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will be very loyal.
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96-00 Love: The NPC, if opposite sex, will fall in love with
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the character. If same sex, will strongly like the
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character. In either case, the NPC will do practically
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anything for the character.
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REACION MODIFIERS
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-20%...........................In combat situation
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+5%............................Character seems very powerful
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-(REP/10)%.....................Character has bad rep
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+(REP/10)%.....................Character has good rep
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+5%............................Per 1 Character's ATT > 8
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-5%............................Per 1 Character's ATT < 4
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+5%............................NPC is opposite sex
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EXPLOSIVES---------------------------------------------------
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Kevin Csubak and Cyberpunk 2.0.2.0. rulebook
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"Can I bring my frags?"
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"What is there about NO that you don't understand?"
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- Lt. Lucas "Mutt" Micro K9 LEDiv and Jake
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Page 101 of the 2.0.2.0. Rulebook discusses explosives.
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The Stylebook offers an explination of how to apply damage.
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Replace the last sentence starting with "Damage is
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applied..." with the following:
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"Damage is applied to each body part individually. The
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damage rolled is divided by 6 and added against each body
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part, accounting for armor and BTM."
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Example: Babette Desade gets caught in a massive
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explosion. The total damage is 30. She divides it by 5
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(30/5=6), and applies it to each body part. She has 18
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points of SP covering everything except her head, which is
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unprotected. So she takes 12 points of damage to the head
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(remember double damage), and promptly drops to the edge of
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CRITICAL.
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Style Rule on explosives: Total damage from explosives
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divided by 6, applied to each body part.
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Also, here's a new explosive for ya:
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THERMAL NITRO-NINE (N9): Comes in 16 oz. units, usually
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made in labs and put into aerosol cans. Each unit does 15D10
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damage. Street value is $2000 per unit. Takes a CHEMISTY
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roll of 30 to concoct in a lab. Note that N9 is extremely
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unstable...
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DRUGS--------------------------------------------------------
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Edward Webb and When Gravity Fails Sourcebook
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"Yeah, I know all about drugs, and how many shots it
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takes to kill those people who sell 'em."
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- Lt. Mutt
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Question: What's a Cyberpunk game with more drugs?
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Answer: Ask Chemtech Inc.
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Cyberpunk is violent. Cyberpunk is sexy. Cyberpunk is
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Rock. But Cyberpunk is, more than anything, escapism. And
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what better way to escape than drugs? They're cheap, common,
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and maybe even safe (if you believe the corps). In this
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section we cover new drugs and new drug rules.
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(Editor Note: We at Monday Night Gaming do not advocate
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drug use in any way, shape, or form.... because we've found
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out how badly they fuck up our characters, so we don't wanna
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know what they will do to us....)
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First, the new highs:
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TRI-PHETS
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Type: Stimulant
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Strength: +1
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Difficulty: 40
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Duration: 1D6+1 hours
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Cost: 1000
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Blue, triangular tablets of Triphetamine. This drug
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increases COOL by 1 as well as filling the user with
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incredible energy, giving him a bonus on all Endurance
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checks. Physiologically addictive, this drug can cause
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severe nausea and vomiting. It carries with it the side
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effect of Negative Physical Reaction (see below).
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RPM
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Type: Hallucinogen
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Strength: +3
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Difficulty: 4
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Duration: 1D6+1 minutes
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Cost: 100
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RPM stands for I. ribopropylmethionine. This drug
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usually comes in a small, square, plastic derm. It can be
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applied anywhere on the skin. Few people willingly take this
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drug; it creates horrifying hallucinations which get steadily
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worse for duration. Not only that, but with every use the
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drug gradually burns out the user's central nervous system.
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For every use roll a D10. On a 1 the user loses 1 point of
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REF permanently.
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ROLE MODIFICATIONS-------------------------------------------
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Jeff Vogan and Kevin Csubak
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"Scuba... How intreging!"
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"Doc, those chips take three days to learn, and we've
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only got two hours."
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"Ah, but you see, I am a very quick learner."
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- Dr. Simon "R.I.P.roar" Belfast and Jake
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So your Solo wants to learn how to Rock, eh? Or your
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Cop wants to run the Net? Can't do it because your Special
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Ability won't let you? Now you can.
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First, look at the skill package for the Special Ability
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you want. Got it? Good. You have to buy up four of those
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skills at +3 before you can put points into the Special
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Ability (180 IPs!), and then, if that wasn't bad enough, you
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have to buy the Special Ability as if it were a skill with an
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IP multiplier of 2!
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Let's give an example, shall we? Jake Starr is a Solo.
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Just a Solo. But now Jake wants to play the guitar and
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become a Rockerboy. So he decides to buy Play Instrument at
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+3, Wardrobe & Style at +3, and Perform at +3. (He already
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has Awareness/Notice at +7). After spending all those IPs,
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Jake spends a final 20 points to buy Charismatic Leadership
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at +1, and he's on his way!
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Hey, choomba, nobody said that gaining a new special
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ability was going to be EASY...
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NEW GANGS----------------------------------------------------
|
||
Edward Webb and Kevin Csubak
|
||
|
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"Lemme light that cigarette for ya..." (Flamethrower
|
||
ignites)
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- Mutt interrogating a Blood Razor
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I was overcome with joy when the ideas of doing a little
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of "nastyboys" creation. Gangs are a part of punk and these
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guys aren't supposed to be the type of people you throw out
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as cannon fodder at various intervals. Gangs RULE territory
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and take what they want, so don't send them whimpering into
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combat like clay pigeons on Smash.
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Gangs are at least slighty organized and they always try
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to claim superiority. These following streetwise Punks
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should give your PC's headaches and/or nightmares.
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ROADKILL:
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Territory: Highways
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History: During the year 1994, a large criminal element
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took to the road for fun and profit. Most of them were
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Biker's with a really twisted view on life and all they
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basically did was minor muggings, car & motorcycle jackings,
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and an occasionally assault or homicide, but the highway
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patrols kept them under wraps until the declaration of
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martial law in the United States a year later, and the lack
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of foodstuffs being produced. Even then the gang called "The
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Brotherhood of the Road" was inneffectual until 1998 when the
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escaped cannibalistic killer John McConnell took over the
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reigns of the boosters after an "extremely messy" encounter
|
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with them. Due to his extremely tall, thin but incredibly
|
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strong frame they called him "Troll." They staked a claim on
|
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a canyon area they called "HellHole" and that remains their
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base of operations to this day due to its inaccessibility
|
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from large or airborne vehicles. Every member owns at least
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one cycle with extremely good knowledge of motorcycle
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mechanics and are "rumored" to be cannibals.
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TROLL
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Type:Solo
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Int: 9 Ref: 12 Body: 12 Tech: 8
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Cool: 7 App: 2 Emp: 6 Luck: 6 MA: 9
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CyberWare: Muscle/Bone lace, Skin Weave (20), Speedware
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Nasal Filters, Decentraliaed Heart, Cyberarm (Big
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BuzzHand {2d6+3/turn}, interchangable shoulder mount
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with Cyberarm and Tool Hand.
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Skills: Combat Sense 7, Rifle 6, Handgun 4, Shotgun 5,
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Biology 6, Weaponsmith 4, Awareness/Notice 6, Melee 5,
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Brawling 9, Stealth 4, Athletics 3, Motorcycle 4, Tactics 7,
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Mechanic 5, Cooking 4, Cybertech 2
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Equipment: Three-armed armor trench coat (16), armored
|
||
boots (10), FRF6, Armalite 44, H&K MPK-9, 2019 HARLEY
|
||
Darkwing@, Home: Tartarus*
|
||
|
||
|
||
SEX IN CYBERPUNK---------------------------------------------
|
||
Jeff Vogan, Kevin Csubak, and Edward Webb
|
||
|
||
"What the hell happened?"
|
||
"I just made love to you."
|
||
"Is that why I feel so shitty?"
|
||
- Rowan and Jake
|
||
|
||
Sex is fun. Sex is deadly. Sex is a good way of
|
||
getting information or a way of screwing up your character
|
||
for life. So of course it's Cyberpunk.
|
||
Here are some rules and GM tips on how to handle
|
||
fornication.
|
||
NUMBER ONE: Unless you are a really perverse or lonely
|
||
player, you really do not need to go into details. If your
|
||
players do NOT know what you mean, they should go back to the
|
||
game with the happy elves and sunshine...
|
||
The actual parlay between two characters can really add
|
||
to a gaming session and to characterization, but there's no
|
||
reason to "act out" or roleplay or elaborate at great length
|
||
(unless you want a three hour session by Doctor Ruth).
|
||
NUMBER TWO: Well, since it's bound to happen... For
|
||
actual game results and characterization (and possible comic
|
||
relief), here are a few suggestions of stats and skills for
|
||
that Big Moment...
|
||
|
||
"Performance":
|
||
|
||
This will be the most useless part of this section, but
|
||
we're doing it anyways... Applicable stats & skills would be:
|
||
|
||
(APP + EMP / 2) + Seduction + D10
|
||
|
||
The higher you roll the better you were!
|
||
|
||
PERFORMANCE RESULTS
|
||
Roll Result
|
||
----- ------
|
||
0-4 ZZZZZZZzzzzzzz ...
|
||
5-9 That's the wrong hole!
|
||
10-14 It was OK.
|
||
15-19 Mmmm... That was nice.
|
||
20-24 Wow! I didn't know you could do *that*!
|
||
25-29 O God!... O God!!... O God!!!
|
||
30+ Did you feel the earth move, too?
|
||
|
||
Modifiers:
|
||
Virgin: -5
|
||
Mr. Studd/Midnight Lady Sexual Implant: +1
|
||
Common Sexal "Tastes": +1 to +5
|
||
Had This Partner Before: +Number of Encounters up to 5
|
||
|
||
CONCLUSION---------------------------------------------------
|
||
Edward Webb
|
||
|
||
Before we get sued, I'd better do some explaining:
|
||
No, this is NOT an official R. Talsorian suppliment, nor
|
||
do we pretend to be. This is a fan-produced suppliment for
|
||
other Cyberpunk 2.0.2.0. gamers. We did not ask permission
|
||
to reproduce any part of the mentioned gaming suppliments.
|
||
They were added for clarity, to illustrate a point, or
|
||
because they were particularly useful.
|
||
Why no new skills or 'wares? In draft one of the
|
||
Stylebook, there was. But then I thought, "Do I *really*
|
||
want to write Chromebook III? And aren't there enough skills
|
||
in the world to have to create more?" I said no, and left it
|
||
at that. But the new roles were ones I thought you all would
|
||
like to incorporate. One (the Stripper class) was supposed
|
||
to be in When Gravity Fails, but somehow got mysteriously
|
||
deleted, so I pieced it together from clues in the sourcebook
|
||
and added a few patches to present it as a role. So in a way
|
||
I *did* add a few more skills... silly me.
|
||
After a great debate, I left out the Interface magazine
|
||
article about Split Roles. That, in combination with my
|
||
special ability purchasing rules, made REALLY powerful
|
||
characters after a while. It's got to be one or the other.
|
||
If you know what article I mean, do yourself and your GM a
|
||
favour, and don't even try to play a Solo/Corporate with
|
||
Authority (Cop). I will personally shoot you if you do.
|
||
(Hehehehehehehe...)
|
||
I also trimmed the quotes a bit. When I realized that
|
||
the quotes were taking up half of the bloody Stylebook, I
|
||
*knew* something had to go...
|
||
|
||
Now comes the big question: Why? Why have I spent
|
||
almost a year of my time compiling, editing, and re-editing
|
||
this thing?
|
||
Because I love Cyberpunk.
|
||
I always will.
|
||
But it has a FEW flaws and is a bit weak in areas and a
|
||
tad disorganized in others. This is my contribution to the
|
||
game I love. I guess that writing rules for Cyberpunk comes
|
||
naturally to me after I wrote "house" rules patches for the
|
||
original Cyberpunk 2013 (and boy were there a LOT of patches
|
||
to be made to that!). So, in a way, the Stylebook was
|
||
started way back when I wrote the rules for Sledgehammer, a
|
||
program that I thought needed to be covered in Cyberpunk
|
||
2013's Netrunner.
|
||
That was in 1988, two weeks after the game was released.
|
||
Five years later, I sit here in the glow of my computer
|
||
monitor, typing the conclusion to the Stylebook. How time
|
||
flies.
|
||
Cyberpunk, and R. Talsorian, has been with me for five
|
||
years now. Hopefully they'll be with me for five more, when
|
||
Colorado Springs gets the Rock.
|
||
And just remember this: Cyberpunk 2013 talked aboutthe
|
||
corruption of mid 90's corporations before the BCCI scandal
|
||
ever happened. Maybe that's why I love Cyberpunk. It's so
|
||
close to our potential reality that it almost hurts. Almost.
|
||
Any comments send to either of these addresses:
|
||
Edward Webb | Edward Webb
|
||
1020 West Erie Avenue | Bulger Hall Room 315a
|
||
Lorain, OH 44052 | 265 Buchtel Mall
|
||
(until 5/31)->| Akron, OH 44304
|
||
If you have rules ideas as well, I might put out a
|
||
Stylebook Second Edition or even a Stylebook II with all new
|
||
rules! Hmm.....
|
||
|
||
Until Colin Powers goes Cyberpsycho,
|
||
Edward "Rogue Trader" Webb
|
||
|
||
|
||
MORE QUOTES--------------------------------------------------
|
||
|
||
"Ptui. I spit on your grave."
|
||
"But I'm not dead yet..."
|
||
BLAM! (thud)
|
||
"Bury him here."
|
||
- Jake Starr (Warrior) and a minor
|
||
irritant
|
||
|
||
"Little? Who you calling *little*?"
|
||
- Rogue Santiago (Rowan)
|
||
|
||
"I only bit him 30 times. How was *I* to know he would
|
||
bleed to death?"
|
||
- Babette Desade
|
||
|
||
"Can you do anyhing for him, R.I.P.?"
|
||
"Well, a minor fracture of the radius, a cracked
|
||
collarbone, compound fracture to the floating ribs, kidney
|
||
and intestinal trauma... No problem."
|
||
"Then you can do it?"
|
||
"Yes and no. You see, Rowan, there is something about
|
||
decapitation that is extremely terminal."
|
||
- Dr. Simon "R.I.P.roar" Belfast and Rowan
|
||
|
||
"Did anyone see you scouting the building?"
|
||
"Asshole, your nerves are making your mouth say stupid
|
||
things."
|
||
- Mr. Johnson and Jake Starr
|
||
|
||
"Is there anyone you know that you *haven't* killed?"
|
||
"You're still alive, aren't you?... for now..."
|
||
- R.I.P.roar and Jake Starr
|
||
|
||
"It wasn't the explosion that killed him, nor the fall
|
||
from the ten story building. It was from what we in the
|
||
medical profession called `deceleration trauma' from impact."
|
||
- R.I.P.roar
|
||
|
||
"Oh, *that's* gonna leave a mark!"
|
||
- Mutt
|
||
|
||
"Never throw a surprise birthday party for an over-
|
||
paranoid, slug-brained, trigger-happy solo."
|
||
- Rowan (talking to police in refrence
|
||
to Jake)
|
||
|
||
"You'll have to excuse her, she has P.F.S. -- Post
|
||
Firefight Syndrome."
|
||
- Rogue Trader (in refrence to Babs)
|
||
|
||
"I'm taking you in."
|
||
"On what charge?"
|
||
"B.A.S."
|
||
"What's that?"
|
||
"Breathing And Stoopid."
|
||
- Mutt to a Blood Razor
|
||
|
||
"My policy is: Never date a woman more macho than you."
|
||
- Jake to Babs
|
||
|
||
"What was the first thing you felt when that 6 year-old
|
||
ran towards your position?"
|
||
"Recoil."
|
||
- Cyberpsycho at his therapist's
|
||
|
||
"But what about the women and children who are forced to
|
||
this lifestyle as victims of society? How can you shoot
|
||
them??"
|
||
"Aww, that's easy... you just don't lead 'em as much."
|
||
- Bes Isis interviewing Jake
|
||
|
||
"I think Muttski has a bone he wants to pick outta you."
|
||
"Grrr....."
|
||
- Mutt and Muttski to Blood Razor
|
||
|
||
"The dog who barks in one note, ladies and gentlemen!"
|
||
"Bark!"
|
||
"He's no fun to play `Name That Tune' with, I'll tell
|
||
ya..."
|
||
"Grrr....."
|
||
- Rogue, Muttski, and Mutt
|
||
|
||
(click) "I've got the drop on him, Mutt!"
|
||
RING!
|
||
"Shit! I told her to hold all my calls! I'm a *little*
|
||
busy right now!"
|
||
- Jake on the problems of being a
|
||
successful solo (with a portable
|
||
phone)
|
||
|
||
"Oh baby... oh baby..."
|
||
"Jake, you have a phone call."
|
||
"Not now, Betsy."
|
||
"It's REALLY important..."
|
||
"I *said*..."
|
||
"*I* think you should answer it."
|
||
"This is what I get for having a jealous AI as a
|
||
housekeeper."
|
||
- Jake and Betsy
|
||
|
||
"What's wrong with Doc?"
|
||
"Oh, he thinks I'm going to turn into a bat and fly
|
||
away."
|
||
"It's called Pathos Vampiri."
|
||
"Doc, I think it's called you've been nippin' your
|
||
sterilizing alcohol again."
|
||
- Rowan, R.I.P.roar, and Jake
|
||
|
||
"He's a twisted fucker."
|
||
"Actually, he has a deep seated neurosis that has
|
||
developed from genetic and environmental structures or
|
||
activities into a Id dominated, Ego based acute paranoia.
|
||
Aside from that his psychological profile is fascinating, yet
|
||
not entirely unexpected or acceptable."
|
||
"I still say he's a twisted fucker."
|
||
- Kissi & R.I.P.roar
|
||
|
||
"What do expect me to do? Pick them up at Silencers-R-
|
||
Us?!"
|
||
"They're open 24 hours a day, you know."
|
||
- Rogue & Jake
|
||
|
||
"I generally dislike violence."
|
||
"Eh, It's a livin'..."
|
||
- R.I.P.roar & Jake
|
||
|
||
"Well, he did get blown up for us. We should do
|
||
something nice for him."
|
||
(Icy stare) "Are you serious?"
|
||
"I guess you're right. He is a twisted fucker."
|
||
- Rowan & Babs
|
||
|
||
(whispers) "Rowan, go get the grenade launcher."
|
||
"Huh?"
|
||
(slightly louder) "Go get the grenade launcher.."
|
||
(loudly) "What the hell do you need with a greanade
|
||
launcher! Go get it yourself!"
|
||
"... oh fuck ..."
|
||
- Jake & Rowan with Cyberpsycho
|
||
|
||
"My ASS!! My ASS!!! I BROKE MY ASS!"
|
||
"It's not like we're actually trying to escape breaking
|
||
and entering charges here and trying to be quiet, or
|
||
ANYTHING!"
|
||
- Rowan & Mutt
|
||
|
||
"You know the only thing I like about that dog is it
|
||
doesn't ever crap. How does he do that?"
|
||
"You haven't looked under your bed lately have you?"
|
||
- Jake & Mutt
|
||
|
||
"How come that dog of his always barks at one note?"
|
||
"You want to hear him bark louder? Squeeze his balls."
|
||
- Rogue and Jake
|
||
|
||
"Which end do you pull?"
|
||
- Rowan (Referring to grenade after
|
||
a failed Demolitions roll)
|
||
|
||
"You know, I could lose my job for doing this."
|
||
"That's ok... I lost my life for doing this."
|
||
- Terminal One and Rogue
|
||
(recently deceased)
|
||
|
||
"Why are you pointing a gun at me?"
|
||
"Because you scared the shit out of me!"
|
||
- Jake and Rowen
|
||
|
||
"She said yes."
|
||
- Jake (about Alt)
|
||
|
||
"You are so... annoying."
|
||
- Babs to Jake after getting
|
||
shot in the head by him
|
||
|
||
"I really can't tell you anything when I have my hands
|
||
on my head and a security team on my ass."
|
||
- Rogue (Karbon Kopy)
|
||
|
||
"Do you like grundge metal?"
|
||
"Well, I prefer chrome, but I like most metals.."
|
||
- Gambit and Babs
|
||
|
||
"Don't bite the hand that beats you."
|
||
- Desade
|
||
|