08. Additional Rules.pdf

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Cyberpunk 2020 Additional Rules
ADDITIONAL RULES
Additional Rules
CYBERWARE AND CHILDREN
The majority of nanotech, optics, audio and neuralware has
no adverse effect on children after age 10. Most other
cyberware must be replaced at each age level, as the body
grows.
Children 10-11: H.Loss/3
Children 12-15: H.Loss/2
FULL AUTO
When firing full-auto at multiple targets the distance between
targets is included when dividing the number of possible
hits. So two characters 5 meters apart = 7, 6 targets over
8 meters = 10, etc. The ROF of the weapon is divided by
this number to determine the maximum number of hits per
target. If ROF is 30 and targets are 5 meters apart (7
including targets themselves) then 30/7 = 4; a maximum of
4 rounds per target. Roll as per FULL AUTO FNFF rules.
Naturally everything in the background (i.e. between the
targets) makes a save as well. Natural 10 means the target
takes extra hits (roll 1d10 again).
LEGITIMATE USES OF THE NET
Interactive Television
Music Transmissions, Subscription, and "Net Jams"
Newsgroups and other info services
Data Havens
Education and Instruction
Video Games, Braindance, and VR simulation
Pay-per-View Movies
BBSs, Databases and Chat systems
Fax Communication and Publishing
Telecommunications
MONOBLADES
Add 1D6 to damage, Soft armour is 1/3SP, Hard armour is
2/3SP.
Parry: Roll 1D10, 4 or less the blade breaks. The blade will
also break on a fumble. 5x weapon cost.
RUNNING & MOVING
Characters can move up to their MA in meters and do other
actions with no penalty or move 3 x MA in meters and do
nothing else.
TASKS IN THE NET
System Knowledge & Computer Use skill rolls
Access Encyclopedia with a service Easy
without service Very Difficult
E-Mailing without being monitored Very Difficult
Post a Notice at open/closed Mailbox Average/Difficult
Link to a Flaproom/Unlisted Flaproom Average/Difficult
Locate a Datafortress Local
Type
MPH
KPH
M/Phase
Human
10
16
30
Average
Fast Car
200
320
300
National
Difficult
Cheetah
70
112
105
International
Very Difficult
Motorcycle
180
288
270
Hidden
+10 to difficulty
Movement is slowed by the type of terrain being crossed:
Type
Easy
Rough
Very Rough
Programming skill rolls
Hacking the Internet to establish a BBS
25+
Insert commercial into network's programming
20+
Example
Sidewalk
Light brush Mud, Snow
Reduction
None
Halves MA
Quarters MA
Changing programming to allow half hour show
25+
FALLING
A character can safely negotiate REF/1.5 (round down)
meters without taking damage.
Falls cause 1D6-1 damage per 3m fallen, and is applied to
the whole body, modified by BTM and armor. Soft armor
(including skinweave and subdermal armor) provides 1SP
vs fall damage per 50SP, Hard armor provides 1SP vs fall
damage per 25SP.
ELECTRONIC ADDICTIONS
VR Dramas/Sims
More than 4 hours without at least a 2 hour break requires
an Average COOL roll or you'll want to re-enter the VR at
the earliest possible opportunity.
Braindance
Average COOL roll to avoid being mildly hooked after two
hours of use. Further Difficult to Very Difficult COOL rolls
are required to keep from embracing the 'dancer's beliefs
and emotional reactions.
CYBERWARE UPGRADES
Task Diff Hours
Modifying a new part to fit an old model 20
1D6
Upgrading the mountings for new model 20
2D6
Products over 5 years old
+1D3
Subliminals
Average COOL roll to avoid any minor habits due to low-
key subliminals and to resist (eg. buy Soy-So chocolate).
Difficult COOL to resist the implantation of intensive
subliminals and to resist when exposed to the activating
stimulus. Use applicable skill to:
Ubermensch or very early cyberware
+1D3
SCANDINAVIAN CYBER CLINICS
You must book 6 months in advance, but an extra 10% of
cost can boost you 1D6 months up the waiting list.
Roll Humanity twice, subtract the second result from the
first to get the actual Humanity Cost.
The course lasts 1 day per maximum Humanity Cost, and
costs 1000eb/day plus normal operation costs. Cheaper
clinics can be found that cost 100eb less per -1 from each
die of the second roll.
Determining detection technique
Average
Spotting subliminals
Average
Cleaning up broadcast
Difficult
Creating simple subliminals
Difficult
Creating sophisticated subliminals
Very Difficult
Information © R.Talsorian Games Inc. All rights reserved. Collated by A. James 25/11/98. node16@ajames.force9.net
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ADDITIONAL RULES
MEMORY UNITS
1MU =25 megs
=10,000 pages of text
=60 minutes of audio
=20 minutes of video
=16 minutes of audio/video
Whether those datachips hold your diary, the latest Johnny
Silverhand album, or a video of that perp blowing away your
mother.
ENTERING EUROPE
Application fee is 150eb, +250eb for a late application.
A Permanent Resident Card (PRC) costs 750,000eb, or
250,000eb through Corporate or EC sponsorship. After 5
years with a clean PRC the holder can get full citizenship.
Provision Alien's Cards (PAC) Max Eb/Wk
Tourist/White card: tourist areas 4 Wk 100eb
Short Stay/Green: non-restricted areas 10 Wk 200eb
Limited Work/Yellow: citizen areas
1 year 500eb
SOFTWARE DEGRADATION
Type
Official Guest/Red: where EC allows
upto EC
STR Loss
Min Cost
Repair
Scandinavia: process time is doubled
+20%
Consumer -1 every 2 weeks
1
50%
NA
Custom
-1 every month
50% 100% Diff
Entering the NCE costs 20eb for a tourist visa, or 100eb for
a temporary residence permit. A UK border permit costs
1,000 to 2,000eb.
Original
1 every 3 months 50% 500% Diff
20% chance of bug
Bugs: Double Fumble when using a consumer program. -2
STR or crashes Deck. Takes 2D10 hours minus program-
ming skill to repair. An Expert System cuts the debug time
by half.
Through Greece:
Streetwise & Streetdeal don't lower the price, but tell you
the right amount in advance.
"On the spot" tourist visa
1000-10,000eb
"tax" for Drugs
500-5000eb
Controllers: 1% chance that the controller interface is radi-
cally different. Difficult programming roll to write a patch.
Weapons (handguns)
100-500eb
Military weapons
1000-10,000eb
Heavy weapons
5000eb+
Cyberdeck
1000eb
TECHNOLOGY
Technology Levels
0- An existing technology adapted to a new use.
1- A modification, refinement or improvement of an existing
technology.
2- A new technology for an existing use.
3- A new technology with a new use.
Black cyberware
200-2000eb+
Creating New Tech
Difficulty Lasts for
Improvement Modifications
15+
Damaged
Innovation Radical Improvement 25+
1 year
Invention
Truly Original Tech
20-30+ 5 years
ERRATA
The stats of the Ramjet Rifle ammo are correct in
Blackhand's Street Weapons (Damx2, SPx3). The results
would be spectacular, but not very effective, tending to ex-
plosively fragment on any hard or semi-hard surface.
The SILS (subdermal induction loop smartgun) link is the
same as the Mag-Duct Spots from Chrome 1, but for weap-
ons only. 220eb, 1/2D6 HC, Surgery M.
The cost of the Militech RPV-400 is 150,000eb. That’s with
control equipment.
Correct CyberSteroids cost is 1500eb/+1.
Information © R.Talsorian Games Inc. All rights reserved. Collated by A. James 25/11/98. node16@ajames.force9.net
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ADDITIONAL RULES
Interpersonal Skill Rolls
REACTION MODIFIERS
-20% ......................... In combat situation
+5% .......................... Character seems very powerful
-10% ......................... Character has bad REP
+5% .......................... Per 1 Character's ATT>8
-5% ........................... Per 1 Characters ATT<4
+10% ........................ Character has good REP
+5% .......................... NPC is opposite sex
STABILITY
Stability=COOL x 2.5 . Stability is the difficulty number
which represents how difficult a person is to sway when
using Authority, Charismatic Leadership, Interrogation, In-
timidation, and Seduction.
STABILITY MODIFIERS (add to actor's skill roll)
Subject
Humiliated if they give in
-1
CULTURE & FOREIGN COUNTRIES
When using Streetslang in a foreign country the skill acts
as 1/2 (round down) it's usual level.
Holds a "trump card" in the situation
-2
Has a melee weapon
-2
Has a gun
-4
CULTURAL SIMILARITY TABLE
On psychoactive drugs
+/-STR
Same (0)
Similar (10) Different (15) Alien (20)
Is a cyberpsycho (1D10: 1-5)
-2 to -10
American
Germanic
Russian
Highrider
Is a cyberpsycho (1D10: 6-10)
+2 to +10
English
French
Israeli
Zulu
Actor
On his home turf
+1
Australian
Finnish
Jamaican
Aboriginal
Canadian
Swedish
Colombian
Japanese
Bigger than subject
+1
Much bigger than subject
+2
Situations requiring a Culture roll:
The first encounter of the parties. Any critical interaction.
Reputation Style Facedown. Use of the following skills:
Authority, Charismatic Leadership, Credibility, Wardrobe/
Style, Oratory, Streetwise, Interview, Leadership, Persua-
sion, Perform, Education, History (cultural perception),
Seduction, Human Perception, Disguise, Teaching.
Brandishing a melee weapon
+2
Brandishing a gun
+4
Has backup (1st goon)
+2
Additional goons (max +5)
+1
On psychoactive drug
+/-STR
Has a Reputation for X
+1/2 Rep
Seduction stat base
ATT+EMP/2
FAUX PAS (1D10)
NPC REACTIONS (Optional)
Roll on the table below for reaction results upon the first
encounter between any character and NPC.
1-4
Minor error of etiquette. -7 to your skill rolls.
5-7
Obvious error. You come off as a simple minded
foreigner. -7 to your skill rolls, and -1 to any culture
rolls with the same party.
REACTION TABLE (roll 1D100)
Roll Result
01-05 Blind Hatred: The NPC hates the character and
will act in the worst possible way. No cooperation
is possible. Will attack if possible.
06-15 Hatred: The NPC hates the character and may
betray the character if possible. 80% chance of
attacking if possible.
16-24 Strong Dislike: The NPC may act against the char
acter if profitable, but otherwise will ignore the
character the character. 30% chance of attack.
25-35 Dislike: The NPC is not impressed, but may help
the character if profitable. However, if possible, he
may betray the character.
36-65 Neutral: The NPC doesn't really care one way or
the other. May or may not help.
66-80 Like: The NPC is a little impressed by the
character and may help if not too difficult.
Probably won't betray the character.
81-95 Strong Like: The NPC really likes the character
and will try to help as much as possible within
reason. He will be very loyal.
96-00 Love: The NPC will either fall in love with or strongly
like the character. The NPC will do practically
anything for the character.
8-10
Major insult. You totally blew it. You are a
barbarian who cannot be dealt with. Don't bother
making the skill roll, and add -3 to any future
Culture rolls.
Players may have appropriate Culture skills at 1/2 the level
of any languages they know.
No interpersonal communications skill can be used at a
level greater than the speakers skill in that language.
Information © R.Talsorian Games Inc. All rights reserved. Collated by A. James 25/11/98. node16@ajames.force9.net
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ADDITIONAL RULES
Streetdeal & Streetwise
EQUIPMENT QUALITY
Reliability
Cost
Malf.
INFORMATION GATHERING
1 hour Nearly Impossible
1 day Very Difficult
1 week Difficult
Streetdeal, Research, (Streetwise) roll.
For every 5 points that the roll exceeds the Diff. rating,
reduce the time by 1 category.
UR
50%
30%
ST
100%
20%
VR
150%
10%
EX
300%
5%
Fencing:
Base price 30%
Minimum price 10%
Maximum price 50%
Fenced items are usually sold at 50% of their normal value.
RESOURCES & STREETDEAL
Everyday item 10
Common 15
Not Very Common 20
Poor Availability
25
Contraband can sell for up to 10x legitimate market value.
Locally unavailable items are bought for a small per-
centage and sold for 1/2 price and up.
Exotic/Rare
30
Fixer Benefits
Safe places to hide
Thugs to protect you or take out someone for you
Money laundering services
Favours owed to you
Appraising
The base difficulty depends on the Fixer's area of exper-
tise. Figuring out the exact price rather than a ballpark
figure increases the difficulty by 5.
Negotiation/Haggling
COOL+Skill+1D10 vs COOL+Skill+1D10
When the 2 skills are the same each 1 point of success
results in a 2% change of price in favour of the winner.
When a Fixer haggles with a non-fixer his advantage be-
comes 5%. Under normal circumstances, the price will
never deviate by more than 50% either way.
FALSIFICATION TABLE
Streetdeal Roll
Reliability
Diff to spot
30+
95%
30
28-29
90%
28
26-27
85%
26
25
75%
25
23-24
60%
20
Data
50MU of random data takes 1D10x10hours to collate in a
list worth between 100eb to 2,000eb
21-22
40%
15
0-20
15%
10
DRUG PURITY
Purity Check: 1D10 lower than Pusher's Streetdeal
Optional: Pusher's Streetdeal+buyer's LUCK+1D10 vs.15
BLACK MARKET SERVICES
Forging Credchips (95%)
1D10x1000
Cracking a Credchip
25-50%
Failed Drug's Purity
1-2
Cash Processing
2-5%
A Bit Low; duration reduced by 1/3
MONEY & FACTORS
Money exchange: 3-10% processing fee for cash.
Money laundering: Up to 50% of the total.
3-4
Poor; duration is 1/2, STR -1
5-6
Bad; duration 1/3, STR -2, BOD 10+ or be sick
7-8
Real Bad; duration 1/3, STR -3, BOD 15+ or sick
9-10
The Worst; either does nothing or causes
some kind of physical or mental damage.
Facebanks
Can perform transactions through the Net, phone, and fax,
but not ATMs. No cash, electronic credit only.
5% chance that they disappear
5% chance that your money is unavailable
20% interest per year
Buying and Selling
An average Edgerunner spends his money on:
30-40%
Food, crash space, clothing.
30%
Work stuff.
Credit Accounts
Type Max transaction ID required
Standard 1000eb SIN
Gold 10,000eb SIN, thumb print
Platinum 100,000eb SIN, thumb, voice
Black 1,000,000eb+ SIN, thumb, voice, retina
Credit accounts pay between 7 and 10% interest per year.
20-30%
Maintaining their Reputation.
10%
Saved in gold, opals, stones, metals.
PRICE MODIFIERS
Legal Stuff Food, consumer goods Listed Price
Grey Market Legal stuff, untraced 25-50%
Could be used in a crime 150-200%
Black Market Illegal Stuff
300%+
Exchange Rates. 1eb is equal to:
$
Custom
Newtech, progs, etc.
400%+
American Dollar $.50
Military
Very rare and illegal
600%+
Y
New Yen
200Y
Eb
EuroDollar
1Eb
Information © R.Talsorian Games Inc. All rights reserved. Collated by A. James 25/11/98. node16@ajames.force9.net
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ADDITIONAL RULES
Skill Modifiers
ATTR
Bodycure (3 hrs, 450eb) +2 ATTR for 1D6 days
Autotanner +1 ATTR for 1D6 days
Royo Bodyfree Masks +1/+2 ATTR
'Farinata' Tech Tool Kit +1 Wardrobe/Style or REP
'Venedico' Electronics Tool Kit +1 Wardrobe/Style or REP
'Francesca' Techscanner
+1 Wardrobe/Style
REF
Speedholster +1 Fastdraw Initiative
Quickdraw Armholster +2 Fastdraw Initiative
Gyro-Stabillizer +1 Athletics, 0-G maneuver
Dodgeball (30 sec) +1 Brawl, MArts, Melee
Grip Foot +2 Climb
Vehicle Link +2 Drive, pilot, motorcycle
Smartgun Link +2 Firearms attacks
Cyberoptic Targeting Scope +1 Smartgun attacks
Buchsterhude Tool Kit
+1 Wardrobe/Style or REP
BODY
Anti-Plague Nanotech
+3 Disease/Biowar
TECH
Cyber-PCX +1 INT/TECH skills
Cyber-"E-Book" +2 INT/TECH skills
'Francesca' Techscanner +1 TECH
"Spider" MicroWaldo Bracer +1 TECH (small/complex)
Micromanipulation Rig +1 TECH (small/complex)
'Pembroke' Techscanner +2/+1 TECH
Buchsterhude Tool Kit +1 TECH
Techscanner -3 repair difficulty
Interface Monitor +2 to CyberTech skill
Cardlock Decryptor +5 Electronic Security
VocDecryptor +5 Electronic Security
Advanced Alarm Removal Kit +1 Electronic Security
Mindscape Cyberholo Imager +1 Paint/Draw skill
Silverhand Studios Loft
T-Maxx Cyberliver
+4 Drugs/Poison (ingest)
Nasal Filters
+4 Drug/Poison (breath)
Toxin Binders
+4 Drug/Poison
Web Foot
+3 Swimming
COOL/WILL
Stress Chip +1 COOL for morale
CompuMod Voice Stress An +2 Interrogation
Voice Stress Analyser +2 Interrogation
Hand Held Stress Analyzer +1 Interrogation
EMPATHY
Stress Chip +1 EMP human interaction
CompuMod Voice Stress An +2 Human Perception
Voice Stress Analyser +2 Human Perception
Hand Held Stress Analyzer +1 Human Perception
AudioVox
+1 to artistic skill/year
DPI Smart Drum Sticks
+1 Play Drums
"Hurricane" Ultrasynth
+2 Play Synthesizer
Digital Weapon Uplink
+2 Weaponsmith (unjam)
+2 Perform
MISCELLANEOUS
Scholar Home Learning Sys Learn skill +1/6 hrs (+2)
Low Impedance Cables
Soundmachine Guitar
+1 Perform w/o back-up
Nymph Perfume
+2 Persuasion/Seduction
+1 to interfacing tasks
Forked Tongue (A-Vox)
+1 Persuasion/Seduction
Natural Claws
-3 to manipulation rolls
Mr.Studd/Midnight Lady
+1 Seduction
Enhanced Antibodies
+1 Healing
Maximum Lover Chip
+2 Seduction
Lifesaver Skinweave
+1 Healing, Enhanced AB
Habit (6 month, 5000eb)
+2 Social
Nanosurgeons
Doubles healing rate
INT
Cyber-PCX +1 INT/TECH skills
Cyber-"E-Book" +2 INT/TECH skills
PhotoMemory RAM Chip +2 INT (remember 15+)
Fibre-Optic Cable +1 to Netrunning tasks
Trode Set -2 to Interface skill
Terminal -5 to Interface skill
Tactile Boost +2 Awareness (touch)
Olfactory Boost +2 Awareness (smell)
Image Enhancement +2 Awareness (sight)
Amplified Hearing +1 Awareness (hearing)
Sound Editing +2 Awareness (specific)
Nanooptical Upgrade +2 Awareness (night)
IR Combat Cloak -5 Awareness if using IR
Militech "Ghostsuit" -4/-2 Awareness (-1/10m)
Gibson "Sneak Suit" -4 Awareness (-1/10m)
Militech "Mirage Gear" -2/-1 Awareness (-1/10m)
Medscanner +2 Diagnose
CompuMod Medscanner +1 Diagnose
Archaesthetic +1 Diagnose & Medtech
MedicGear Medical Armor +2 to "on the spot" rolls
Blood Substitute +1 stabilise rolls
Portable Intern Unit +2 Diagnose, +1 stabilise
Visual Recognition Chips +Level to Knowledge skill
Auditory Recognition Chips +Level to Knowledge skill
Olifactory Boost
+2 Shadow/Track (scent)
Information © R.Talsorian Games Inc. All rights reserved. Collated by A. James 25/11/98. node16@ajames.force9.net
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