Cyberpunk 2020 - Master Skill Guide.pdf

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skills.PDF
Cyberpunk
2020
Master
Skill Guide
Collated by Dana Jorgensen
The
Well, here it is, another one of my "great projects". It's no Neo-City Sourcebook, this. As every referee
does, I've made many personal references over the years to make things more efficient. We got a bit of help
in the form of the weapons guide that RTG produced, but a lot of work was saved when I discovered Andrew
James' Cyberpunk 2020 Reference Book at Node 16 (http://ajames.force9.co.uk/). It was a bright little
project resulting in a huge index that consolidated quite a bit of material from a wide array of books and
magazines. Now, if he would just start integrating web-based material into his assorted PDF lists…
Unfortunately, there was one hole remaining with the skills. Everything else in the CP2020 Reference
Book provides enough data to run with, but for skills, you still had to flip through dozens of books and pray
you could remember where each skill was written. This particular document seeks to alleviate that small
problem, by collecting all the skills and descriptions into a single convenient reference. I'll eventually convert
it into a more complete skill reference by including skills from other Interlock products like Mekton, as well as
skills gathered from a multitude of Fuzion game books, as well as material from an assortment of websites.
This file will just be full of all sorts of tasty goodness… J
Let's start of with the stats, since even those are widespread through the various books. To start
things off, Cyberpunk 2020 has 9 stats, to which we will add the various extras that appeared in other
Cyberpunk books, various Fuzion games, and Mekton. This stuff will be pretty much verbatim, and you'll see
why Cyberpunk 2020 became a min-maxing powermonger's paradise. Just look at all the advice on what
roles should have the highest scores of each stat…
Statistics
Intelligence (INT): This is a measure of your
problem solving ability; figuring out problems,
noticing things, remembering information. Almost
every character type needs a high intelligence,
with netrunners and corporates requiring the
highest of all.
into your favor. Your luck represents how many
points you may use each game to influence the
outcome of a critical event. To use luck, you may
add any or all of the points of Luck a character
has to a critical die roll (declaring your intention to
use Luck before the roll is made) until all your
luck stat is used up. Luck is always restored at
the end of each game session.
Reflexes (REF): This is a combined index,
covering not only your basic dextrerity, but also
how your level of physical coordination will affect
feats of driving, piloting, fighting, and athletics.
Characters who intend to engage in a great deal
of combat (such as solos, nomads, and
rockerboys) should always invest in the highest
possible reflexes.
Attractiveness (ATTR): This is how good
looking you are. In Cyberpunk, it's not enough to
be good - you have to look good while you're
doing it (attitude is everything). Attractiveness is
especially important to Medias and Rockerboys,
as being good-looking is also part of the job.
Cool (COOL or CL): This index measures how
well a character steands up under stress, fear,
pressure, pain and torture. In determining your
willingness to fight on despite wounds or your
fighting ability under fire, Cool is essential. It is
also a measure of how "together" your character
is and how tough he appears to others.
Rockerboys and fixers should always have high
cool, with solos and nomads having the highest
cool of all.
Movement Allowance (MA): This is an index of
how fast your character can run (important in
combat situations). The higher your Movement
Allowance, the more distance you can cover in a
turn.
Run: To determine how far your
character can run in a single combat
round (@3.2 seconds), multiply your MA
by 3. The character can run three times
this distance (a total of 9 times your MA)
in a full 10 second turn.
Technical Ability (TECH): This is an index of
how well you relate to hardware and other
tehcnically oriented things. In Cyberpunk, the
ability to use and repair technology is of
paramount importance - Tech will be the stat
used when fixing repairing, or attempting to use
unfamiliar tech. While all characters should have
a decent tech stat, potential techies should
always opt for the highest possible score in this
area.
Leap: To determine how far your
character can leap (from a running
start), divide your run by 4. Why didn't
they just say Leap is 3/4 of your MA?
Empathy: This stat represents how well you
relate to other living things - a measure of
charisma and sympathetic emotions. In a world of
alienated, future-shocked survivors, the ability to
be "human" can no longer be taken for granted.
Empathy is critical when leading, convincing,
Luck (LUCK or LK): This is the intangible
"something" that throws the balance of events
seducing, or perceiving emotional undercurrents.
Empathy is also a measure of how close he/she
is to the line between feeling human being and
cold blooded psychotic monster.
Body Type Modifier: Not all people
take damage the same way. For
example, it takes a lot more damage to
stop Arnold the Terminator than it does
to stop Arnold the Nerd. This is reflected
by the Body Type Modifier, a special
bonus used by your character to reduce
the effects of the damage. The body
type modifier is subtracted from any
damage your character takes in combat.
Humanity: This is a measure of the toll
that cybernetics take on your ability to
relate to other living things. Multiply your
EMP by 10 to determine how many
humanity points you have. Remember,
for every 10 humanity points you lose,
you will automatically lose 1 point of
EMP. This can have a serious effect on
any empathy based skills, as well as
forcing you to the edge of cybernetic-
induced psychosis.
Damage Modifier: As with taking
damage, each character will differ in the
amount of damage dealt out. This
damage is added to whatever is rolled
for hand-to-hand or melee attacks.
Body Type (BOD or BT): Strenght endurance
and constitution are all based upon the
character's body type. Body type determines how
much damage you can soak up in wounds, how
much you can lift or carry, how well you recover
from shock, and how much extra damage you
cause with physical attacks. Body type is
important to all character types, but to solos,
nomads, and rockerboys most of all.
Psyche (PSY): This stat reflects the character's
spiritual strength. Roll an extra 1d10 during
character generation for this stat. As with other
stats, the minimum is 2 and the maximum is 10
(16 for creatures such as vampires).
Psyche points are used to power
psychic powers. PSY recovers naturally at a rate
of 1 point every 2 hours of rest or 1 point every
six hours of activity up to the character's base
PSY.
Lift & Carry: You may carry 10 time
your body type in kilograms. You may
also dead lift 40 times your body type in
kilograms.
When a character's PSY reaches 2, he
will feel weak. When PSY reaches 1, the
character will feel ill, making all checks at -2. At
PSY 0, the character will fall unconscious until
back to PSY 1, either through natural or psychic
healing.
Body Type Body Type Modifier Damage Modifier
2 -0 -2
3-4 -1 -1
5-7 -2 0
8-9 -3 +1
10 -4 +2
11-12 -5 +4
13-14 -6 +6
15-16 -7 +8
17-18 -8 +10
19-20 -9 +12
Optional Non-RTG Ranges in shaded cells.
Psyche directly translates into
Mekton Empire's Psionic Potential.
Also, like Psi Potential, the character's
Psyche limits the number of psychic
power categories. Characters may not
have psychic powers if their PSY score
is less than 5. Only one category is
open for PSY 5-7, two categories as
PST 8, three at PSY 9, and all four at
PSY 10 or higher. The categories are
Telepathy, ESP, Psychokinesis, and
Body Control.
If a GM does not wish to bring
an extra stat into the game to handle psychic
powers, simply use Luck in its place. The
reasoning behind this is that Luck is the only
"unexplained" aspect of Cyberpunk. It could be
argued that Luck is simply an unconscious use of
psychic pwera to help you out at crucial times.
In this case, Luck points can still be
used, but points spent will weaken psychic
powers and vice versa. For simplicity's sake, a
character is allowed their total Luck to burn on
rolls or for use of their powers.
Stun Save: When you take damage in
Cyberpunk, or have been exposed to
knockout drugs, you need to make a
stun save. If you fail, you will
automatically be knocked out of combat
and be unable to recover until you make
a successful stun save in a following
combat turn. You may make one save
each turn until you succeed.
Death Save: When you have been
mortally wounded, or when you have
encountered certain poisons, you will
need to make a death save. On a failed
roll, you're Body Bank fodder.
Dedication (DED): This is a new stat measuring
a character's dedication to a particular ideology,
philosophy or belief system. It is rated just like a
normal stat, except it can range from 1 to 10, and
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the player selects the level rather than rolling
dice. The player also selects the belief system his
character is dedicated to. Optionally, the player
can be forced to roll dice and develop a
dedication or several for the character. This can
add to the personality of the character.
There can also be more than one
dedication in the character's life, of varying
degrees, with all of them recorded on the
character sheet. However, each dedication must
be of a different level from one another (i.e. no
ties) and from the particular belief system a
dedication score is related to. When making a
dedication check, the specified dedication must
be used, not necessarily the highest.
Dedications can be to religions, cults,
philosophies, organizations, countries, and even
corporations or individuals. Note that a character
can only have one dedication at 9 or higher. Also,
a character could be dedicated to an ideal, such
as peace, which would result in a true pacifist.
Cyberpunk 2020 Special Abilities
ACPA Combat Sense (Power Armor Trooper)(3):
This skill is a variety of Vehicle Zen. While in ACPA,
a PA trooper uses ACPA Sense as a modifier for
Awareness/Notice and Initiative rolls, as well as
using it like a normal REF skill for maneuvering and
moving in the armor. It also counts as Dodge &
Escape for PA troopers in their armor! Its practically
useless outside of ACPA; a PA trooper only gets 1/2
(round down) this skill to use as Combat Sense
when not in ACPA. Don't go thinking you're a solo.
his Authority, there's a good chance he'll get nailed
by the people he's trying to confront. The higher
your Authority, the more able you are to face down
criminals, particularly high level mobsters and
officials. Authority is applied to your Cool stat.
Barter (Ridgerunner): The Ridgerunner is an
enterprising individual, and as such, he can usually
turn up some Euro with whatever junk he stole,
stripped or found beneath the waves. The Barter
skill enables the Ridgerunner to know who to go to
for the best prices or trades, what's a hot commodity
and how to turn the trash he may be holding into
enough Euro to finance his next outing.
At Level +3, the Ridgerunner can haggle
well and knows some big players, though he has yet
to properly establish his own network. At Level +6
the Ridgerunner is good enough to know what's
worth taking or leaving behind just by looking at it;
he is well recognized and sought after to run
missions and has a list of contacts and sources to
use. At Level +9, the Ridgerunner can strip the
plastic insulation off a few wires and make enough
euro off of it to rebuild his ship's engines. At this
level he has at least one contact that he knows or
has heard of in every port around the world, and is
good enough to get into trade deals with them,
usually on the better side of the bargain.
Administrator Resources ([Government]
Administrator): Like Corps, the Administrator
special ability is Resources, only in this case, the
skill represents the resources made available to you
by the government for which you work. Even a small
country has access to materials and funds far
beyond most private groups. Admin resources is
also your ability to call in government help as long
as national interests are at stake. Abuse it and lose
it.
Aircraft Sense (Aerojock)(3): This is a variety of
Vehicle Zen. A pilot may use up to half his Aircraft
Sense (rounded down) as a skill modifier for aerial
maneuvers. The full skill level is added to
Awareness/Notice and Initiative rolls while in the
aircraft. It only counts as half (round down) when
making Awareness/Notice and Initiative rolls out of
aircraft.
Brotherhood (Space Pilot): The fraternity of space
pilots is a tightly knit fraternity of tough,
exceptionally skilled people. Space pilots can
always call upon another pilot buddy to help them
out, much as nomads can call upon members and
resources of the Family.
Authority (Cops): The ability to intimidate or control
others through your position as a lawman. This
attribute represents the Cop's ability to call on the
forces of the Law and Government to get what he
wants. Cops can use Authority to question suspects,
arrest wrongdoers, and defend innocents. Backed
by the power of Authority, a cop can arrest, detain,
confiscate and enter nearly anywhere, as long as he
has the proper arrestor search warrants to back his
play. However, authority is only as good as the guy
holding the badge-if the cop appears uncertain of
Chameleon (Spy): Chameleon is the special ability
of the spy. Chameleon gives the spy the ability to
assume two possible cover roles to an extent that
will confound almost all inspection. Chameleon is
more than the disguise skill in that it allows the spy
to emulate the special abilities of his cover roles at a
reduced level. The spy may pick two cover abilities
best suited to his theater of operations and mission
requirements. The level of the cover identity special
abilities is equal to the spy's Chameleon skill divided
by two for the primary cover and divided by three for
the secondary cover. Round up in both instances.
Example: A spy must assume the identity
of a netrunner, backup role of techie, and he has
Chameleon 7. The spy then has Interface 4 (7/2 =
3.5, rounded up to 4) and Jury Rig 3 (7/3 = 2.3,
rounded up to 3). This system limits the spy's
abilities in his cover role special abilities, but allows
him enough latitude to operate without detection for
long periods of time.
When a spy achieves Chameleon 10, he or
she may pick a third cover identity and role. Like the
second cover special ability, the third is at
Chameleon divided by three. When a third cover
role is gained, the spy should construct a history for
the cover.
While Chameleon is primarily used to
represent training in specific roles, it also means an
ability to blend into any situation or culture easily.
This is more than just a Disguise skill, use it with
Persuasion while trying to seem inconspicuous or
with Fast Talk to convince someone you belong in
that zone, on that vehicle, in that office, etc. It also
represents ability at assuming another persona
when acting as a mole with artificial behavior,
mannerisms and so on. Thus it acts like a Social or
Performance skill as well. Chipware can certainly
make this job easier, but can be exposed rather
easily. This special ability may be all that stands
between you and a firing squad.
channeling, etc) they display their full ability. In
these situations, their skills are boosted by the level
of their charismatic leadership.
Combat Sense (Solos): This ability is based on the
Solo's constant training and professionalism.
Combat Sense allows the Solo to perceive danger,
notice traps, and have an almost unearthly ability to
avoid harm. Your Combat Sense gives you a bonus
on both your Awareness skill and your Initiative
equal to your level in the Combat Sense skill.
Combat Sense Specialization (Military
Specialists): All combat senses are equal; some
are just more equal than others. A combat pilot has
a wonderful grasp of 3-D maneuvering and tactics; a
power armor pilot has lightning reflexes and the
ability to read his suit's sensor data, interpret and
integrate it in a combat situation without effort; a
tank crewman can maneuver, identify and select
valid targets, lay the gun, and fire on the move
without thinking about it; an astronaut EVAT is more
like a pilot than a grunt. Take any grunt and drop
him in one of those positions - while he might have
the training to handle routine operations, he's
nowhere near the equal of a specialist. Likewise,
take a specialist and slap him into a different
speciality, or the firefights grunts excel at, and he
lags. After all, how many "Top Guns" are good pilots
and ground soldiers? This variant on the normal
combat sense makes the special ability much more
deadly than normal, but also puts restrictions on
specializations.
This specialization is illustrated by the
Special Abilities of Vehicle Zen and Aircraft Sense.
Any further combat sense specializations will work
in the same fashion as those two examples.
Charismatic Leadership (Rockers): This skill
allows the Rocker to sway crowds equal to his level
squared times 200. This ability (added to your Cool
stat) allows the Rockerboy to control, incite and
charm large number of people through his or her
performance skills. When under the Rocker's
control, this group can easily be persuaded to act on
his suggestions; for example, a Rocker could
convince a concert crowd to riot in the streets or
attack a heavily fortified police line. Charismatic
Leadership will only work with groups of ten or more
people as it is primarily a mob leadership ability.
The higher your Charismatic Leadership, the larger
a crowd you can control and the more direct and
complex the instructions you can get them to follow.
For example, a Level +3 Leadership could incite a
nightclub crowd to get rowdy. A Level +5 or+6 could
provoke a concert crowd of thousands to trash a
neighborhood, if the area wasn't too far from the
hall. At Level +9, and higher, you have the same
sort of mesmeric ability as an Adolph Hitler-you can
raise armies, start movements, and destroy nations.
Con (Con Men): The ability to separate a fool from
his money, convince a mark to buy the drinks for
hours, or goad someone into buying worthless
trinkets. Con can be countered by Streetwise, since
the more familiarity one has with the Streets, the
more likely one is to recognize a scam when he
sees one. For this reason, grifters prefer to choose
out-of-towners (bennies) as their marks because a
smooth operator (a gato) has a good chance of
smelling a sting and turning on the hustler. Con
Men, more than any other type of street operator,
use a lot of slang. Another aspect of Con is that it is
more than just a Persuasion/Lie skill. It is used to
create a real-time illusion that draws the mark in,
and if successful, should end with the mark thanking
the con man for taking his money. This special
ability is used only for the actual execution of the
sting, the planning of profitable scams that will
actually work is up to the character's player. COOL
based.
Charismatic Leadership (Shaman): The Shaman
is a Rocker variant. They use charismatic
leadership, but only at half power normally. In
religious situations (festival, ceremony, oracle,
Counsel (Nomad Shamans): Counsel is the ability
to argue, speak, and influence that is similar to a
rocker's ability. Counsel may be viewed as a cross
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