CyberKnave Basic

by HishamT

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CyberKnave

CYBERKNAVE: High Tech, Miserable Life (HTML)

Overview

HTML is a cyberpunk roleplaying game that can be used for worlds involving high levels of technology, but low standards of living. The core rules of Ben Milton's Knave power this game, and I highly recommend that you check it out to see his explanations for this game's foundation. Ultimately, there are still no classes, and adding/modifying rules are both still highly encouraged. Here is what HTML has to offer:

Fast to teach, easy to run: If you are introducing a group of new players to OSR games, HTML allows them to make characters and understand all the rules in minutes.

No classes: Every Player Character (PC) is a cred-chasing, multi-talented lowlife who uses near-future technology to get things done. This is an ideal system for players who like to switch up their character's focus from time to time and don't like being pigeonholed. A PC's role in the party is determined largely by the equipment they carry.

Abilities are king: AII d20 rolls use the six standard abilities. The way that ability scores and bonuses work has also been cleaned up, rationalized, and made consistent with how other systems like armour work.

Optional player-facing rolls: HTML easily accommodates referees who want the players to do all the rolling. Switching between the traditional shared-rolling model and player-only rolling can be done effortlessly on the fly.

Cred standard: HTML assumes that the common currency is Cred (short for credits). Nation specific currencies still exist, but using cred makes the lives of multinational corporations (and the Referee) a lot easier. All equipment prices use this denomination and emulate the general pricing points of other cyberpunk games.

Extensive shopping lists: Players maintain their sense of agency by earning, saving, and spending cred. It's a lot harder to come across new gear in the field, so PC customization comes into play as they spend or fail to save their hard earned cred.

Factions: Heavily inspired by Stars Without Number, these rules will help with making a world ruled by powerful corporations and other organizations more believable.

Hacking is encouraged: Inspired by other Cyberpunk RPGs, there are lots of optional rules to help run a better cyberpunk game that GMs could and should include in play.

Rulings over Rules: Most importantly, keep the game flowing at your table and use rulings not rules. This document is a result of rulings from over 6 months of play in a home game - your table may agree or not agree with some of them and GMs should use this document for guidelines to bring the Cyberpunk experience to your table.

PLAYING THE GAME

Abilities Each of the six abilities are used in different circumstances:

  • Strength (STR): Used for saves requiring physical power like breaking walls, bending bars, etc. A PC's STR bonus is always added to their Melee Attacks.
  • Dexterity (DEX): Used for saves requiring poise and reflexes like sneaking, driving etc. A PC's DEX bonus is always added to their Ranged Attacks.
  • Constitution (CON): Used for saves to resist poison, sickness, cold, etc. The CON bonus is added to healing rolls. A PC's number of Item Slots is always equal to their Constitution defense.
  • Intelligence (INT): Used for saves requiring concentration and precision, such as casting magic, resisting harmful defense programs, researching information, crafting objects or tools, tinkering with machinery, etc. A PC's number of Data Slots is always equal to their INT bonus.
  • Wisdom (WIS): Used for saves requiring perception and intuition such as tracking, navigating, searching for secrets, etc. A PC's number of Ware Slots is always equal to their WIS bonus.
  • Charisma (CHR): Used for saves to persuade, deceive, interrogate, intimidate, charm, provoke, etc. A PC's number of Contact Slots is always equal to their CHR bonus.

saving throws

If a character attempts something where the outcome is uncertain and failure has consequences, they make a save. To make a save, add the bonus of the relevant ability to a d20 roll. If the total is 16 or more, the character succeeds. If not, they fail.

If the save is opposed by another character, the side doing the rolling must get a total greater than their opponent's relevant ability's defense in order to succeed. If they fail, the opposing side succeeds. This type of save is called an opposed save. Note that it doesn't matter which side does the rolling, the odds of success are the same.

advantage and disadvantage

If there are situational factors that make a save significantly easier or harder, the referee may grant the roll advantage or disadvantage. Roll 2d20 and take the better of the two if the roll has advantage (i.e. climbing with all the proper equipment), or take the worse of the two if the roll has disadvantage (i.e. climbing in the rain).

item slots

PCs have a number of Item Slots equal to their Constitution defense. Most items, including unslotted cyberdeck programs, food or snacks, light Weapons, tools and so on take up 1 slot, but particularly heavy items like armor or medium to heavy Weapons may take up more slots. Groups of small, identical items may be bundled into the same slot at the referee's discretion. As a guideline, a slot holds around 5 pounds of Weight.

Combat

Initiative: Fit the start of each combat round, determine initiative by rolling a d6. On a 1-3, all of the enemies will act first. On a 4-6 all of the PCs will act first. Reroll initiative each round.

Movement and Actions: On their turn, a character may moue their speed (usually 40ft) and take up to one combat action. This action may be making an attack, attempting a stunt, or any other action deemed reasonable by the referee. Those in cyberspace can perform 2 decking actions per combat round.

Attack Rolls: Melee weapons can strike adjacent foes. Ranged weapons can still be used if the shooting character is engaged in melee combat, but at disadvantage. To make an attack, roll a d20 and add the character's STR or DEX bonus depending on whether they are using a melee or ranged weapon respectively. If the attack total is greater than the defender's armour defense, the attack hits. If equal to or less than the defender's armour, the attack misses.

Player-Facing Rolls: Alternatively, an attack roll can be resolved if the defender rolls d20 + their Armor Bonus. If the result is greater than the STR or DEX defense of the attacker, the defender succeeds and the attack misses. Otherwise, the attack hits.

Damage: On a hit, the attacker rolls their weapon's damage die to determine how many Hit Points (HP) the defender loses. When a PC reaches 0 HP, their HP remains at 0 until they take a Rest or are healed by someone. From that moment on, all subsequent damage causes them to acquire Wounds, which fill item slots and incur penalties until healed.

The amount of damage taken determines which wound they get. If ten item slots are marked with Wounds, the character dies. The same applies if any ability defense drops to zero.

• Short Rest: quick sit-down, with a ration of water or meal. Replenishes d8 + CON bonus HP.

• Long Rest: full night’s sleep, with both a ration of water and meal. This either replenishes all HP or heals one Wound. Ability defenses that have been depleted by enemy attacks replenish at the rate of one point per day.

stunts

Stunts are combat manoeuvres such as stunning, shoving, disarming, tripping, breaking armour, and so on. They are resolved with an opposed save. They may not cause damage directly, but may do so indirectly (for example, pushing an enemy off of a rooftop). The Referee is the final arbiter as to what stunts can be attempted in a given situation.

advantage in combat

Characters have an advantageous position in combat when they attack a target that is unaware, on lower ground, off balance, disarmed, distracted, or tactically disadvantaged in any significant way. The Referee, as usual, has the final say.

When a character has an advantageous position against an opponent on their combat turn, they may choose one of the following:

  • Apply advantage to an attack roll or stunt against that opponent
  • Make a normal attack and a stunt in the same round against that opponent.
  • Make a normal attack against that opponent. Add an extra damage die if it hits.
Wound Table
HP Wound Slots Lost Description
-1 Just a scratch - You were lucky this time.
-2 Damaged Item - Roll d20 to determine the item slot affected
-3 Bloody Mouth 1 Your mouth drools blood and your speech slurs.
-4 Scrambled Nerves 1 Disadvantage on WIS saves
-5 Teeth Knocked Out 1 Disadvantage on CHR saves
-6 Addling Blow 1 Disadvantage on INT saves
-7 Stomach Wound 1 Disadvantage on CON saves
-8 Weakening Wound 1 Disadvantage on STR saves
-9 Crippling Blow 1 Disadvantage on DEX saves
-10 Bloody Gash 1 -d8 Max HP
-11 Major Fracture 2 You cannot use a limb. -d6 STR and -d6 DEX
-12 Lost an Eye 2 Your eye is gone. -d6 DEX and -d6 EGO
-13 Cracked Skull 2 -d8 INT and -d8 PSY
-14 Mangled Guts 2 -d8 CON and -d8 max HP
-15 Severed Hand 2 -d8 STR and -d8 DEX
-16 Severed Arm 2 -10 STR and -10 DEX. You pass out
-17 Severed Leg 3 - 10 STR and -10 DEX. Cannot walk. You pass out
-18 Brain Dead 3 -10 INT, -10 WIS, -10 CHR. You pass out
-19 Bloody Mess 3-9 Roll 3 random wounds. You pass out
-20 FATALITY You are dead

critical hits and quality

During an attack roll, if the attacker rolls a natural 20 (or the defender rolls a 1), the defender’s armour loses 1 point of quality and they take an additional die of damage (of the attacker's weapon type). If the attacker rolls a natural 1 (or the defender rolls a natural 20), the attacker’s weapon loses 1 point of quality. At 0 quality, the item breaks. Each point of quality costs 10% of the item’s cost to repair.

reactions

When the PCs encounter an NPC whose reaction to the party is not obvious, roll a d20.

d20 Reaction
1-5 Hostile
6-10 Unfriendly
11-15 Unsure
16-20 Helpful

morale

Morale works the same way as a contact's Loyalty. Morale ranks between 1-10, and when an opponent or NPC faces more danger than they were expecting, the referee will make a morale roll by rolling a d20 and adding their Morale rating. If the roll is 15 or lower, the NPC will attempt to flee, retreat, or strike up a deal. Morale rolls can be triggered by defeating half of an enemy group, defeating a group's leader, or reducing a lone enemy to half HP. Other effects may trigger a morale roll at the Referee's discretion.

opponents

Opponents have mostly the same types of stats as PCs, however, writing stats and year for every opponent can yet be tedious. Here are some tips for quick opponents:

  • Hit Dice / Hit Points: An opponent's Hit Dice (HD) should be 1-10, and they're the Referee's best friend. To quickly get an opponent's Hit Points (HP), multiply HD*4 (or 5 if you're feeling mean).

  • Armor: Opponents have an Armor Defense just like the players. 11 is the base, and 18 is the technical maximum (if the adversary has a helmet and armoured vest). Use HD+10 for quick Armor.

  • Attack Bonuses: Let an opponent's HD equal their melee/ranged attack bonuses.

  • Damage: Opponents do damage with weapons just like PCs: d4, d6, d8, a10, d12. To quickly determine the opponent's damage die, use a d6 or d8.

  • Morale: Morale ranges from 1-10. Opponents that do not possess sentience like drones don't have morale ratings. To quickly determine the morale for sentient opponents, use the opponent's HD as their morale rating.

  • Saves: Use the opponent's HD to determine all of their bonuses and defences. 4 HD means that the opponent has a 14 for all their defences and a +4 for all their bonuses. Keep in mind that these tips are just to help out Referees in a pinch. For more interesting opponents, try differentiating their stats, giving them special tactics, or giving them special gear.

additional combat rules

Here are some home rules that help cover some commonly touched upon subjects.

Dual-Wielding Melee Weapons: When a character is dual-wielding melee weapons... to-hit -1 / damage +1.

Dual-Wielding Ranged Weapons: When a character is dual-wielding ranged weapons... to-hit -2 / damage +2.

Semi-Auto Fire: When a character fires a semiautomatic weapon, it's range is halved and they must target 3 adjacent targets... roll adv for first target and disadv for other two. Clip exhausted if any roll is 5 or below.

Full-Auto Fire: When a character fires a fully automatic weapon, it's range is halved and they must target fire in a 6 square cone (roll adv for first 3 targets and disadv for others. Clip exhausted)

Approaching Ranged Combatants: If a character charges at a ranged combatant, and that combatant has not had their turn that round, they may opt out of it to make an attack on the oncoming character. Note that they would lose their ability to move.

Escaping Melee Combatants: If someone attempts to escape a melee combatant, and that combatant has not had their turn that round, they may opt out of it to make an attack before the coward escapes. Note that they would lose their ability to move.

Explosives: If a group is attacked with an explosive, the attacker only hits if their roll is greater than the highest armour defense among the group. Unique to explosives, the attacker still hits if their roll is equal to the defender's armour defense, but the attack only does half damage (round down). For thrown explosives, if the defender has not yet had their turn, they may opt out of it to attempt to throw the explosive back.

advancement

As PCs take on missions, they will grow from novices into seasoned runners. All new characters start at Level 1 and advance by trading in Exotica on the Underground Exotica Trade. Trading in an item of Exotica will automatically raise a PC to their next Level. A PC’s maximum Level is 10. When a PC Level increases:

  • They get three points to allocate to any Abilities of their choosing. Abilities may never be raised higher than 20 /+10.
  • They roll a d8 and add the result to their maximum HP.
  • They may pick one talent (till level 5 - after which they can swap for new ones).

Hacking

If a character is just trying to hack into a computer or a door lock, just have the character test their INT and move on. If they are attempting complicated hacking or going into cyberspace, use the following generator to make hacking more fun and interesting.

Data Fortresses: A system that is present on the net is called data fortress. To create such a system, drop a number of d4s, d6, d8s, d10s and d12s on a sheet of paper according to the challenge level of the data fortress. Also, drop 2d20s. One d20 is the start of the hack, the other is the end goal. Circle the dice with a pen, and connect the circles as you like. These are the pathways to traverse to get to the goal.

  • The d4s are defensive walls that the netrunners must get past. INT check to pass.
  • d6s are traps the hacker must avoid. CHR check to avoid or get damaged/stopped. Damage equals to Data Fortress Level and is dealt directly to WIS.
  • d8s are empty nodes. Uses up a NET Action.
  • d10s are attack nodes that attempt to thwart the hacker - see Databeasts below. As a general rule, Attack nodes can be fully mobile and are able to follow the netrunner around till one party loses or disappears. NET Combat rules.
  • d12s are info nodes (datastores) that may contain other useful/interesting info that the hacker can use. INT check to access. Source of Paydata and access to Mission/Story Plot points.

Once all the dice are dropped on the paper, mark their location with a box and connect the lines (see example on page below). Hackers start with a d10 usage die, each round roll the usage die to determine if time is catching up with the hacker. If the hacker is reduced to 0 usage they are booted from the system. Traveling to each node takes 1 NET action (Hackers have Level number of NET actions per round). Each result has troubles/ obstacles that must be overcome and can impede the hacker, increasing the chance that they will be booted from the system.

In general the level of reward is related to the challenge of the Data fortress, as guidance see table below.

Data Fortress (guidelines only)

Level Type Challenge Rewards
1 Home, Personal INT check Access
2 Enterprise Security (Business, Vehicle) 2d4, 1d6, 1d12 1 Paydata
3 Secure Facility (Research, Police/Fire Station) 4d4, 2d6, 1d10, 2d12 1d4+2 Paydata
4 High Security Facility (Jail, Data Tomb, Corporate) 6d4, 4d6, 2d10, 4d12 2d4+3 Paydata
5 Datasea Legacy Node (Titan AI) 8d4, 6d6, 4d10, 6d12 Node Ownership

Datasea/Matrix/Net Combat (optional)

The PCs exist only as their minds, uploaded from their bodies and thrust into a hostile, potentially decaying, alien world. The swimming/sea metaphor is useful to help them orient themselves in a place without a sky or land, in which movement is possible on any axis and danger may likewise emerge from any direction. As incorporeal beings, the PCs do not use their Hit Points, Armour defence, STR, DEX or CON scores while in the Datasea. Instead they use their INT as applied mental strength, CHR as mental dexterity, and WIS as mental endurance. Their Mental Armour score is equal to their WIS defence. All damage suffered is dealt directly to their mental ability defenses.

Residual Self Image: Assume that the PCs look like the bodies they left behind, perhaps a wire-frame, luminous version of their corporeal form. They retain their items, although they are dream-images of the real object. A bottle of wine may become the image of a bottle, but the ‘liquid’ within does not flow or move. It is a memory of the original bottle, sustained by the PC’s own recollections. Consider asking for CHR saves to ‘render’ a specific item in a more realistic manner.

Alternatively, the Referee might choose to pursue the ocean imagery further, and have all PCs resemble gleaming digital sealife rather than their mundane forms. Some players may not like having their items taken away, but the novel role-play challenge of navigating life as a virtual turtle cannot be undervalued.

Databeasts: Like the PCs in the Datasea, the creatures that live here do not have hit points; instead one must reduce one of their ability defences to 0. Assume they have ability defences equal to 10 + their Level, unless noted otherwise. Datasea creatures do not attack hit points, instead damaging one of the PC’s mental ability defences directly. A PC whose INT, WIS or CHR drops to 0 while inside the Datasea is dead, and their body Dies In Real Life. Any Datasea combat is therefore very dangerous, and should be approached carefully.

EDGE

Each Runner has EDGE - the ability to rise above the mundane and get Drek done. EDGE is XP converted to EDGE points – you get them when you use up your XP to level up. At level 1 you have 1 EDGE points, at level 2 you have 2 EDGE points, and so on. You cannot have more EDGE points then your current level. At level up, Players gain EDGE points by describing an element of the World setting, it’s dystopia and the player’s place in it, or some other catastrophe that effects his race, archetype, or the district/place they are from. You can use XP to “replenish” your EDGE points at any time.

  • You can use EDGE points to succeed automatically on any check, save or attack before rolling
  • Reroll any dice afterwards if not satisfied on the outcome
  • Add something to the game world, change a contact (in session), use it for downtime activities in retrospect etc. and any other things that might aid you during a session at GM discretion.

Healing

When a character reaches 0 HP, their HP remains at 0 until they take a Rest or are healed by someone. From that moment on, all subsequent damage causes them to acquire Wounds, which fill item slots and incur penalties until healed.

The amount of damage taken determines which wound they get. If ten item slots are marked with Wounds, the character dies. The same applies if any ability defense drops to zero.

• Short Rest: quick sit-down, with a ration of water or meal. Replenishes d8 + CON bonus HP. (Note Lifestyle Die may affect this)

• Long Rest: full night’s sleep, with both a ration of water and meal. This either replenishes all HP or heals one Wound. Ability defenses that have been depleted by enemy attacks replenish at the rate of one point per day.

Wounds that cause ability defense depletions must be healed at an Auto-Doc or Apothecary before you can recover Ability defenses from them.

Bandage Wounds: After a combat, players may spend time tending to their wounds. PC's roll 1d4 and add half their Constitution bonus (round down) to determine how many hit points are recovered. See below for how Medkits change die that's used.

Pay for It: Street docs typically heal at a rate of 1 HP per 100 cred. See below for more.

medkits

If a combat is over, the character getting healed adds half of their CON bonus rounded down. Medkits can be used during combat, but they may take several rounds to use depending on the state of the injured.

Type Cost Healing Die
Basic 100 d6
Trauma 1000 d8
Advanced 5000 d10

street docs

A street doc's average rate is 100 cred per 1 hit point. If a PC had 0 or fewer HP before the service, add 10,000 cred to the bill. Hospitals charge 10 times more for all services. Medical bills can be financed if needed.

Optional Rules

Lifestyle (optional)

Lifestyles are a way of measuring a PC's monthly expenses. In a cyberpunk world, the lifestyle one leads is greatly determined by their wealth and the wealthy are much more likely to live longer and have access to better products and services. In game terms, a lifestyle is paid for at the beginning of each in-game month. As stated in the Character Creation section, all PCs start with 1 month of the Low lifestyle. Note if using these rules, Lifestyle die replaces the recovery die for short rest and long rests. For example, if a Squatter were to take a short rest they only recover 1d6 + CON HP and not 1d8 + CON (which is the default rate). If a Knave wants to save money, there is a price to pay.

Type Cost Lifestyle Die
Street 0 d4
Squatter 500 d6
Low 2000 d8
Middle 5000 d10
High 10000 d12
Luxury 100,000 d20

Advancement (alternative)

If the Referee wants a faster campaign, have all PCs level up for each Exotica traded, excluding those in the starting equipment or use the session based advancement table below where a PC spends 1 session attended on level 1 to get to the next level, 2 sessions on level 2 and so on. The more sessions a player attends and survives, the higher the level.

Level Sessions
1 O
2 OO
3 OOO
4 OOOO
5 OOOOO

data slots

PCs have a number of maximum Data Slots equal to their Intelligence bonus. Data Slots exist in a PC's smart phone/laptop, but they aren't the same thing as a device’s storage space. They represent how good a character is at jailbreaking their devices so that they can store things in their credentials drive other than their SIN. PCs can only use up to 5 of their data slots with a smartphone but can use all 10 with a laptop.

SINs, licenses, permits, official badges, building security clearances, and other types of credentials all take up one Data Slot each. These slots can also be filled with hacking programs, which might require more than one slot. Finally, Data Slots can be filled with data stolen from cyberfortresses, but some data might require multiple slots.

Players may trade only hacking programs and cyberfortress data with one another. Licenses, credentials, permits, badges, and SINs cannot ever be traded. If a player ever deletes something from a Data Slot, that information is forever lost in cyberspace. SINners can't delete their birth SINs. Fake SINs can be deleted at any time.

ware slots

PCs have a number of Ware Slots equal to their Wisdom bonus. Some types ofware require more than one Ware Slot. The human body can only take on a certain amount of dramatic changes before they flat line on the operating table. Consider the limiting nature of these slots as the last bastion separating humanity from robots.

If you prefer the line between man and machine to be incredibly blurry and more transhumanist, feel free to ignore this rule. However, know that giving players unbridled access to cyberware/bioware without any penalties will likely result in some incredibly powerful characters.

contacts

Contacts are the NPCs that a PC hires. Overtime, contacts might become loyal to their employer if treated well and paid fairly. Loyal contacts become regular consultants for the PC and might even provide their employer a discount (or even a favour) at times. AII contacts, no matter how capable or loyal, take up one Contact Slot each. PCs always have a number of Contact Slots equal to their Charisma Bonus. Contacts have two types of ratings: Capability (CAP) and Loyalty (LOY)

  • Capability is measured on a scale from 1-10 just like the PCs' attributes. The higher the rating, the better they are at what they do. Contacts with higher CAP ratings charge more, of course. When a contact attempts to perform their services, roll a d20 and add their CAP rating, and hope to beat a 16 or higher.
  • If a contact is asked to do something that they weren't hired for or that they aren't good at, their CAP might temporarily decrease.
  • Loyalty is also measured on a scale from 1-10. It semes as a cushion to help lower the costs of hiring contacts. Also, a contact's LOY rating is used to determine how likely they are to stick around when their lives are threatened. Roll a d20 when necessary, add their LOY rating, and hope to beat a 16 or higher.
  • A contact's CAP and LOY ratings can be modified at the Referee's discretion.
  • After the contact's done their job, they may be removed from the slot they were occupying. However, if the contact hasn't heard from their employer in a while, their LOY rating might start decreasing.
  • Additional statistics (i.e. Armor) are determined at the Referee's discretion.

Pricing Formula: (100 cred per service per day) * (Capability - Loyalty) = Initial Price Prices can be haggled and deals can be made to try to hire the contact for a cheaper price at the player's ingenuity and the Referee's discretion

Example: Samantha wants to hire a hacker who's also good at driving. She chooses to hire Rico, who she's known for a while now. For the two services, Rico's base cost is 200 cred. To determine the multiplier, Rico has CAP 7 and LOV 4. (7-4=3), making Rico's final fee 600 cred per day (200 x 3). Samantha can either pay the full price, or attempt to haggle it, or even win Rico over with a deal.

character creation

1. PCs have six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has two related values: a defense and a bonus. When creating a PC, roll 3d6 for each of their abilities, in order. The lowest of the three dice on each roll is that ability's bonus. Add 10 to find its defense. After you’ve finished rolling, you may optionally swap the scores of two abilities.

Example: You roll a 2, 2, and 6 for Strength. The lowest die is a 2, so your PC's Strength has a bonus of+2 and a defense of 12. Note these numbers in the following way 12 | +2, and repeat this process for the other 5 abilities.

2. (For Shadowrun Conversion only) Choose a race/ancestry: The world of Shadowrun has a number of meta-human races (Elves, dwarves, orcs and trolls) in addition to humans. If you wish to play as those races please turn to page xx and select one.

3. Hit Points: Roll 1d8 to determine your PC's starting hit points and maximum hit points. The Referee can also set a minimum for HP (usually 5) if they're feeling kind. See page x!-i for how to regain HP. Combat speed is 40ft per round for all characters.

4. PC Traits: Invent or roll the rest of your PC's traits, such as their physique, face, skin, hair, clothing, virtue, vice, speech, except you must roll for background, misfortune, and SIN status. SINs are covered in detail on page »», all SINs take up 1 Data Slot (see below).

5. Gear: Roll on the Starting Gear tables on pages 6&7 to determine starting armour, gear, weapons, and the PC's eye wear for Augmented Reality. AR Eyewear may use up the same slot as the PC's smart phone. Armor comes with an armor defense value. Note that value on your character sheet with its corresponding Armor bonus (always 10 less than the defense). If the PC is not wearing any armor, their armor defense is 11 and their bonus is +1.

6. Debt and Lifestyle: PCs start with a Low Lifestyle and an initial Debt of (1d100100) + 3,000 credits. This debt can be owed to any number of individuals, organizations, or factions (up to the PC) and must be paid back. At the end of every month roll 1d410 and that’s the interest rate applied to your remaining debt which adds up to the new total. Welcome to the dystopia chummer…

7. Special: Players must choose if their character are either Cybernetically enhanced or possess a Mystic Gift. Once players have chosen, they must roll a d20 to determine what cybernetics or gift they receive. Additionally, each player rolls for an Exotica/Artifact that they have in their inventory.

8. (For Shadowrun Conversion only) Choose a talent/archetype: In the Cyberpunk genre, players like to choose specific roles during a heist – these talents/archetypes allow players some extra customization options. Players can choose an appropriate “Skill Package” to upload into their neural interface that grants them those skills. Generally, players can pick a talent every level till they have 5 in total after which they can swap if they like. For a list of talents/archetypes see page xx. Referees can add costs to changing archetypes or not depending on how restrictive they want it to be.

Traits

1. Physical
1d20 Physique Hair Face Clothing Skin
1 Awkward Bleached Ageless AR Enhanced Aromatic
2 Bottom Heavy Curly Blotchy Baggy Blistered
3 Chunky Damaged Bony Comfy Calloused
4 Curvy Dirty Bright Eyes Edgy Delicate
5 Gaunt Dyed Broken Nosed Elegant Dry
6 Muscular Flowing Chinless Fashionable Glossy
7 Petite Frizzy Chiseled Geometric Grimy
8 Ripped Gelled Dimpled Hooded Hairless
9 Sculpted Greasy Familiar Intricate Hairy
10 Shrimpy Groomed Hollow Old Fashioned Healthy
11 Skeletal Highlighted Narrow Over Sized Impeccable
12 Slender Luscious Refined Padded Leathery
13 Sturdy Messy Rigid Plain Odorous
14 Thicc Moussed Round Revealing Pierced
15 Top Heavy Permed Rugged Stained Rough
16 Towering Shaved Scarred Tight Silky
17 Wasted Straightened Square Torn Spotty
18 Withered Styled Sunken Undersized Sweaty
19 Wiry Wavy Wide Waterproof Tattooed
20 Worn Out Wild Youthful Zippered Youthful
2. Demeanor
1d20 Vice Virtue Speech
1 Addicted Assertive Booming
2 Alcoholic Careful Breathy
3 Boastful Confident Chatty
4 Condescending Considerate Coughing
5 Cowardly Courageous Deliberate
6 Depressed Detached Emphatic
7 Doubtful Disciplined Flat
8 Egotistical Enthusiastic Formal
9 Erratic Fair Gravelly
10 Greedy Forgiving Halting
11 Grouchy Friendly Hoarse
12 Hasty Honest Knowledgeable
13 Hedonistic Hopeful Monosyallabic
14 Impatient Idealistic Mumbling
15 Irritable Loyal Poetic
16 Lazy Passionate Quiet
17 Manipulative Prepared Rushed
18 Secretive Responsible Slangy
19 Stingy Thankful Slow
20 Wasteful Tolerant Smooth

3. Background and Misfortune

1d20 Background Misfortune 1d20 Background Misfortune
1 Activist Abandoned 11 Gang Member Hated
2 Band Member Burn Out 12 Mercenary Heartbroken
3 Bartender Bereaved 13 Private Detective Impoverished
4 Bodyguard Betrayed 14 Programmer Indebted
5 Catfish Demoted 15 QA Tester Prosecuted
6 Corp Security Discredited 16 Smuggler Rejected
7 Courier Exiled 17 Soldier Student
8 Drug Dealer Failed 18 Student Suspected
9 Gadget Wiz Fired 19 Undercover Cop Victimized
10 Gambler Forgotten 20 Wageslave Wanted

starting gear

4. Armor

1 - 3 4 - 14 15 - 19 20
No Armor Street Armor Nanothread Armor Combat Armor
11 Defense 12 Defense 13 Defense 14 Defense
0 Slots 1 Slot 2 Slots 3 Slots

5. Helmets and Armored vests

1 - 13 14 - 16 15 - 19 20
None Helmet Armored Vest Helmet + Armored Vest
+0 Defense +1 Defense +1 Defense + 1 Defense Each
0 Slots 1 Slot 1 Slot 1 Slot Each

6. General Gear 1 & 2

d20 General Gear 1
1 Flashbangs (5)
2 Magnetic Boots
3 Grappling Hook & Rope
4 Flare (5)
5 Smoke Bomb (5)
6 Flask of Oil (3)
7 Portable Stove
8 Caltrops (5)
9 Vial of Acid (3)
10 Animal Trap (3)
11 Handheld Drill
12 Chain & Manacles
13 Hand Mirror
14 Motion Sensor
15 Crowbar
16 EMP Grenades (3)
17 Skin of Wine
18 Tube of Omni-Glue
19 Ball Bearings (5)
20 Glowstone
d20 General Gear 2
1 Sleeping Gas (3)
2 Oxygen Mask
3 Cast Iron Skillet
4 Black Clay
5 Loaded Dice
6 Raucous Whistle
7 Luminous Paint
8 Drug
9 Poison Pill
10 Autoglot Translator
11 Lock Picks
12 Mortar & Pestle
13 Strong Liquor
14 Hourglass
15 Chisel
16 Anti-venom (3)
17 Welding Torch
18 Thermal Goggles
19 Fungicide Bomb
20 Canary in Cage

7.Augmented Reality Ware

d8 AR Eyewear
1 Contact Lenses
2 Eyepatch
3 Glasses
4 Goggles
5 Mask
6 Scouter
7 Shades
8 Visor

8. Personal Debt

Total (1d100*100) + 3,000 credits

d20 Debt holder
1 Street Gang
2 Corporate Aristocrat
3 Fixer Network
4 Solo Condatta/PMC
5 Criminal Syndicate
6 Drug Dealers
7 Transient Clan
8 Indetured Workers
9 Media Web
10 Bar/Tavern/Club Owner
11 Guild
12 Secret Society
13 College/University
14 City Offical
15 Farm Collective
16 Militia
17 Cult
18 Spymaster
19 Religious Order
20 Noble
d20 Reason
1 Treachery
2 Adultery
3 Fraud
4 Theft
5 Addiction
6 Love
7 Folly
8 Paranoia
9 Rivalry
10 Collateral Damage
11 Gambling
12 Natural Disaster
13 Medical
14 Bail Bond
15 Internal Revenue Service
16 Obsession
17 Toy Collection
18 Fight Club
19 Child/Spousal Support
20 Lawsuit

9. SIN Status

1d20 Loot
1 - 5 SINless
6 - 15 Fake SIN (Quality 1)
16 - 20 SINner

Weapons

  • Either choose one of the options below, or roll a d6 to determine randomly
  • All starting weapons have a quality of 2
  • Light Weapons require 1 Item Slot, Medium Weapons require 2 Item Slots and Heavy Weapons require 3 Item Slots
  • PC can fit 5 Light ammo clips, 3 Medium ammo clips, or 2 Heavy ammo Clips per item slot
  • All ammo clips are d10 (see page xx for more details)
d6 Weapons Package
1 Light Melee Weapon
2 Light Gun and 5 Ammo Clips (Light)
3 Light Melee Weapon, Light Gun, and 3 Ammo Clips (Light)
4 Medium Melee Weapon, Light Gun, and 1 Ammo Clip (Light)
5 Light Melee Weapon, Medium Gun, and 1 Ammo Clip (Medium)
6 Medium Gun and 3 Ammo Clips (Medium)
10. Weapons
Weapon Class Slots DMG Range AMMO JAM NAT 19 Cost
Unarmed (Skilled) Light, Melee 0 1d6 (1d10) 1d8 (1d12 or Disarm) NA
Knife, Shuriken Light, Melee/Ranged 1 1d10 10m 1d10 20
Baseball bat, Crowbar Light, Melee 1 2d6 1d12 or Push 50
Sword Medium, Melee 2 2d8 1d10+2 or Disarm 100
Stun Baton Medium, Melee 2 1d8+1 (Stun) 6 1d12 (Stun) 400
Benelli 15 Light, Ranged 1 1d10 10m 5 1-3 1d10 300
Remington Covert Light, Ranged 1 1d12 15m 10 1 1d12 350
Saab Enforcer Light, Ranged 1 2d8 15m 12 1 1d10+2 400
Ceska Stinger Medium, Ranged (Auto) 2 1d8+1 15m 21 1-4 1d10 300
MK Lawmaker Medium, Ranged (Auto) 2 2d6+1 25m 30 1-3 1d12 250
Uzi Exile IV Medium, Ranged (Auto) 2 2d8 35m 28 1-2 1d10+2 600
Heckler & Koch MP6 Medium, Ranged (Auto) 2 2d8+1 45m 25 1-3 1d10+2 800
Remington Preacher Heavy, Ranged 3 4d6 25m 2 NA 1d6+6 350
Colt M8 Carbine Heavy, Ranged (Auto) 3 2d8+2 60m 38 1-2 1d10+2 2000
AK 87 Heavy, Ranged (Auto) 3 2d10 70m 42 1-2 1d10+2 2250
Barret Spectre Heavy, Ranged 3 5d8 500m 12 1 1d4+8 11000
NEOM Tempest Minigun Heavy, Ranged (Auto Only) 3 3d8 50m Belt 1-2 1d6+6 9000
Frag Grenade Light, Ranged 1 8d6 20m 1 1 1d6 1,100
Concussion Grenade Light, Ranged 1 4d10 (Stun) 20m 1 1 1d10 (Stun) 450
EMP Grenade Light, Ranged 1 4d10 (Stun Special) 15m 1 1 1d10 (Stun Special) 6,000

Mystic Gifts

The Cyberpunk setting is a world where religion, science, and magic are usually indistinguishable. Devout faith, mastery of arcane nano-machines, abuse of psychoactive fungus, or mental mutation can grant the mind uncanny influence over the material world. All such powers, abilities, and boons are referred to as Gifts . Note also those that choose to have a Mystic Gift also gain Astral Perception/Detect Magic for free. In a low magic setting, Referees can use only Mystic Gifts as the source of magic and keep the Magic rules as optional.

• Each Mystic Gift uses one item slot; this represents the burden these unnatural powers exert on the body of the wielder.

• Using a Gift costs HP, determined by the Referee once the player describes what they want to accomplish. The baseline cost for using a Gift is d6 HP.

• Combat Gifts always hit their target, dealing damage of one dice size higher than the user paid in HP, plus the character’s PSY bonus. (Example: paying d6 HP results in a damage of d8 + WIS or INT bonus).

• The same ratio applies when healing an ally using a Gift. Gifts like mind control or force barriers can be used for extended durations. In such cases the character must pay d6 HP for each ten-minute period that the Gift is active.

Roll below to discover the source of your inner power, and the form your Gift takes. If you are not satisfied with the sample Gifts on offer, you may roll a completely random Gift.

Mystic Gifts are not earned by gaining levels; they must be hunted for. Sources of new Gifts include consuming psychoactive drugs, brain surgery, training with another psychic, eating another psychic’s brain, or meditating in front of a hypergeometric obelisk. The Referee can decide.

Psychic Gleam

There is a subtle peril associated with expanding one’s mind too extravagantly. PCs with three or more Mystic Gifts are considered to ‘shine’; they are visible to other psychic creatures at great distances and may be contacted by them. PCs with five or more Gifts are blazing beacons that will attract the attention of dedicated psychic hunters and extradimensional predators.

11. Mystic gift
d20 Source of Power
1 Mystical Crystal
2 Ritual Canniballism
3 Psychoactive Fungus
4 Nanomachine Infection
5 Irradiated at Birth
6 Meditation
7 Dream Quest
8 Parasitic Spirit Entity
9 Mutation
10 Additctive Rare Drug
11 Cybernetic Brain Implants
12 Devouring Memories
13 Brain Surgery
14 Religion
15 Ancient Mask
16 Ancient Ring
17 Born During Eclipse
18 Found Weird Orb
19 Beheld Azathoth, the Daemon Sultan
20 Studies in Lost Archives
d20 Your Gift
1 Telekinesis
2 Pyrokensis
3 Telepathy
4 Memory Extraction
5 Mind Control
6 Invisibility
7 Astral Projection (increased quality if already magic user)
8 Healing Hands
9 Paralysing Touch
10 Eye Lasers
11 Augury
12 Inhuman Speed
13 Second Sight
14 Force Wall
15 Generate Lightning
16 Ultrasonic Scream
17 Levitation
18 Summon Orbs
19 Crykinesis
20 Induce Sleep

Cybernetics

PCs may begin with a cybernetic implant instead of a Mystic Gift at the Referee’s discretion. Cybernetic implants do not take up item slots; however, each cybernetic implant is associated with one of a PC’s six abilities. Each ability may have only one implant assigned to it. Cybernetics cannot boost a PC’s abilities past the 20/+10 maximum.

12. Cybernetics
d20 Implant Ability Slot Effect
1 Air Current Microsensor WIS You suffer no navigation or combat penalties from blindness or darkness.
2 Alluring Fakeface CHR You are extraordinarily beautiful. +2 to CHR.
3 Autoglot HeadBank INT +2 to INT. You understand all languages
4 Backup Heart CON +2 to CON. +5 max HP.
5 Carbide Knucklebones STR Your bare fists deal d8+2 damage
6 Cyberliver CON You gain immunity to all poisons. You cannot get drunk.
7 Dazzleskin Filaments CON You are immune to energy weapons. Disadvantage when trying to hide.
8 Dopamine Synthesizer CHR +2 to CHR. You are immune to fear, panic, and embarrassment.
9 Dorsal Jump-pack DEX You have hover-jets mounted on your back. You fly slowly and loudly.
10 Ferrosteel Exo-Skeleton STR Add +2 to Armour and STR. Subtract -2 from DEX. You cannot swim.
11 Finger Syringe DEX One finger is a hidden injector. You can load it with any tonic or poison.
12 Hydraulic Biceps STR +2 to STR. Add STR bonus to weapon damage
13 Hyper-elastic Tendons DEX +2 to DEX. You can jump like a frog.
14 Merciless Cybereyes DEX +2 to DEX. Add DEX bonus to ranged weapon damage
15 Mercurial Fakeface CHR Your face can alter its features and colour at will.
16 Sub-dermal Ceramic Plating CON +2 to Armour. Cannot be removed.
17 Sub-dermal Insulation CON Immunity to all damage from flames, cold, and electricity. Cannot be removed.
18 Tactical Bioscanner WIS You know the Armour, Hit Points, and Morale of any Biological creature.
19 Tactical Technoscanner INT You know the Armour, Hit Points, and Morale of any Synthetic creature.
20 Trauma-Response Rig CON Make a CON save to ignore the results of Wound rolls.

Exotica

Exotica are strange, rare objects that are highly sought after. Each PC may begin play with one item of Exotica. Roll once on the table below. If you roll the same Exotica as another player, take the next available option down.

13. Exotica
d20 Exotica Description
1 Mirror Ring Projects a hologram copy of the wearer that mimics their actions.
2 A Fool’s Head The severed head of a synthetic jester. Not in great condition but can still remember some jokes.
3 Singing Crystal When struck, sings loudly and beautifully for up to an hour.
4 Nightmare Box Small cube of unbreakable, dark-tinted glass. One small peephole. Anyone looks inside will be paralysed by horror.
5 Sandworm Horn Blow outdoors to summon a sandworm, if you are bold enough.
6 Midas Bomb Transforms organic matter into gold.
7 Sky-seeking Salve Reverses effect of gravity on object it coats. Take care when outdoors
8 Chameleon Cloak Perfectly matches the colour of its surroundings
9 Desiccated Mycomorph Tiny dried out fungus-man. A drop of blood will revive him.
10 Flesh of the Honeyed Lamb Stolen from the Cult of the Honeyed Lamb; meat imbued with a powerful medicinal psychedelic.
11 Agoniser A barbaric relic. Silver needle that causes unbearable pain to organic creatures without leaving a mark.
12 Exultant’s Hawk Cybernetic hunting animal, bound to you telepathically. 3 HP, Armour 17, d4 claw damage.
13 Black Heart Repulsive twitching cyborg organ. Will slowly and painfully revive a single dead body.
14 All-Purpose Idol Imbued with powerful neuro-active programming. Observers always believe idol represents the deity they worship.
15 Ulfire Candle Ulfire is the ninth colour; its light has the unusual quality of shining through solid objects. It is blocked by lead.
16 Vial of ICE-9 Alchemical substance that transforms all water it touches into un-meltable ice.
17 Pale Blade of Amun-Oh Priests of Amun-Oh pledged never to take a life; their white knives will cut through anything except living flesh.
18 Blasphemies of the Binary Demon A tablet engraved with a series of quantum-logical propositions. Poses little threat to organic life, but can be deadly to sentient machines.
19 Helpful Snake It lives up your sleeve and tries, whenever it can, to help.
20 Dried Crypt Lotus Grim flower that sprouts from the forehead of corpses. Sometimes kept as a keepsake of a lost companion.

Archetypes/talents/feats (optional)

Talents are either a result of hard work, training, magical awakening, or a skill package upload to the neural network and are gained by Runners at every level. Runners can only have 5 talents at a time and after level 5 they can be swapped out if needed. In the table below talents are arranged under the archetypes they best represent in a Cyberpunk setting. If you still prefer keeping the system classless, consider giving items to players that give these talents either through cybernetic, mystic or other means. Note those who take a Mystic Gift also receive Astral Perception/Detect Magic for free. Players and GMs are encouraged to create custom feats for Archetypes to make a more unique character (at GM Discretion), especially from other Cyberpunk RPG systems.

Archetypes
Level Archetype Feat Description Effect
1st Solo/Street Samurai Warrior Instincts You breathe danger. You know how to move in battle. Roll with Advantage against WIS to perceive danger, notice traps, and avoid harm. You also get Advantage when rolling initiative.
2nd Recovery Second Wind Once per hour, while in combat, you can regain 1d10 lost HP (instead of movement).
3rd One. Man. Army. 'Nuff Said' As part of your action, you can make 1 attack per level
4th Cybernetics Package Free Upgrade Free Cybernetics Upgrade of your choice from Corporate Sponsor
1st Mixed Martial Artist MMA Training Choose either Acrobatics or Athletics You have an Advantage on all non-combat rolls for chosen specialty
2nd Kung Fu/UFC fighting Hand to Hand expert When fighting unarmed or with melee weapons, you can make two attacks as part of their action. Increase to three attacks at 5th level.
3rd Dodge/Take a Hit The Martial Artist has their Level Damage Soak (this can stack with Thick Leather Jacket, but nothing higher). This replenishes with an hour of rest.
4th Signiture Move You have a signature move that deals double damage (can use WIS mod times)
1st Nomad Wheel Tribe You are the member of a gang or tribe that has a typical vehicle focus You roll against INT to call upon the resources and help of your family. The higher your Experience Level, the more important you are to your tribe and the more help you can call upon. Vehicle: You own a vehicle - Your Tribe loans you the money for it. It must be paid back but it accumulates no Interest (max: 15,000 credits). You may also ask for help and borrow a vehicle. Higher levels you may ask for direct help.
2nd Pimp My Ride You can boost your vehicle Once per hour, after fiddling with a vehicle for 1d6 minutes you can soup-up a vehicle, increasing the speed (adding +2 to the driver’s DEX for chases) and give the car +2 AC. Effect lasts for 10 minutes.
3rd I make them, I break them You know how Vehicles operate and how to hurt them. You have an Advantage on damage rolls against vehicles you have seen before.
4th Incoming! You roll with Advantage when testing DEX to avoid damage or effects from traps and explosions - like grenades (both in person and in vehicles)
Archetypes (Continued...)
Level Archetype Feat Description Effect
1st Face Contacts You know who to call for what you need. You know 2 level 2 contacts and get a 50% discount on work done by them (their loyalty may change later)
2nd Social Butterfly You are a people person. And you use this to get what you want. You have an Advantage on CHA rolls to influence, charm, deceive or schmooze people.
3rd Mind Shield You know how to defend yourself against manipulation. You have the Advantage on saves against effects to influence you or cloud your mind.
4th Signature contact Free Contacts Choose two contacts: Fixers, Corporations, Law Enforcement or Entertainment (you can directly find information without spending any money)
1st Rigger/Techie Drone Pilot You can build and operate a drone of your choice. You can operate a Drone as a part of your action (foregoing movement) instead of consuming your whole action.
2nd Repair You are a Grease Monkey. You must succeed on an INT test to repair a machine, Android, or Drone. If successful, heal 1d6 + Experience Level HP back (sixes explode) and replenish the target’s AC (if applicable). Repairing an object takes 1d6 hours.
3rd I make them, I break them You know how to attack machines. You know how machines operate and how to hurt them. You have an Advantage on damage rolls against machines, androids, and drones.
4th Signature Drone Two Drones are better than one. You can create and operate a purpose-built drone (in addition to a normal one)
1st Hacker/NetRunner Datawave Surfer You could talk Binary if you wanted to. You can manipulate online data, program new software and perform other nonmundane tasks on the Net/Datasphere. You can use Hacker Exploits/Programs and write them (during rest)
2nd Recovery Second Wind Plugged In. Once per hour, while in combat when “jacked in” to the cyberspace, you can regain 1d6+level lost HP.
3rd Instinctive Coding At home in the Datasphere. You have an Advantage on rolls when dealing with computers, navigating cyberspace, or hacking including when “jacked in” to cyberspace.
4th Signature Code You have a Virus named after you. Select a Signature Exploit/Program from the list – you can use it unlimited times.
1st Physical Adept Affinity to Magic and Bodywork You use magic to reach and exceed limits of your body. You gain Astral Perception and a Mystic Gift. You have 2 points to spend on you body (see Physical Adept Table)
2nd Bodywork You manipulate magic into your body. You have 2 points to spend on you body (see Physical Adept Table)
3rd Bodywork You manipulate magic into your body. You have 2 points to spend on you body (see Physical Adept Table)
4th Signature Move You have have perfected an attack form. You can attack twice if unarmed or using a melee weapon and have a signature move that deals double damage (can use WIS mod times)
Archetypes (Continued...)
Level Archetype Feat Description Effect
1st Shaman Spell casting You know how to memorize and use spells In addition to Astral Perception and a Mystic Gift you also have Astral Projection. You know how to learn and store spells. You know WIS number of spells from 1d100 table of Spells. Choose a Spirit animal to guide you.
2nd Magical Defense and Maleficence You are trained in magical defense and attack. Use a spell for L person spell defense instead or Use a spell for Ld6 attack instead.
3rd Mystic Gift and Conjuring Summon Spirits Roll on Mystic Gifts table. Getting same Gift indicates Mastery (Discuss with GM for effect). You can summon a spirit (see Summoning Rules)
4th Signature Spirit You have mastery over one type of spirit. You can summon a spirit (see Summoning Rules) with advantage
1st Mage Spell casting You know how to memorize and use spells In addition to Astral Perception and a Mystic Gift you also have Astral Projection. You know how to learn and store spells. You know INT number of Magic Schools and 1 spell from each
2nd Magical Defense and Maleficence You are trained in magical defense and attack. Use a spell for L person spell defense instead or Use a spell for Ld6 attack instead.
3rd Mystic Gift and Spell Strain You have reached a higher level of mastery over magic Roll on Mystic Gifts table. Getting same Gift indicates Mastery (Discuss with GM for effect). You may add 1d6 to your Spell Casting save at a cost of 1d6 HP to try to change a failure to a success.
4th Signature Spell Your magic has a unique signature which you have mastered. Select a Signature Spell School and roll with advantage for all spells from that school

Additional Rules for Archetypes (optional)

Nomad

Vehicle Rules and Options

Vehicles have Hit Points and AC. Unlike people, these do not recover with rest (or not being used). Only the Rigger/Techie can fully repair a vehicle (or Drone). When shooting a gun out of a moving vehicle, a character suffers Disadvantage to their roll - unless a Nomad. If an enemy is shooting at a character in a moving vehicle, they have Advantage to their defense roll. If a vehicle (or Drone) reaches zero HP roll 1d6. If the result is 1-3, 3. the vehicle (or Drone) is salvageable and can be repaired. If the result is a 5-6, the vehicle (or Drone) is destroyed. Driving a vehicle or flying a Drone consumes a character’s full action unless a Nomad or Rigger respectively. Attempting tricky maneuvers will require a DEX check. For calculating damage on a Vehicle, 10 damage results in damage to 1 Vehicle HP. It is recommended Players and GMs together come up with their own suggestions to customize the Vehicles in their game by suggesting options for different upgrades.

Type Cost Notes
Hatchback 10000 HP20, AC12
Motorcycle 10,000 HP5, AC14
Pickup Truck 15,000 HP 50, AC12
Van 10,000 HP50, AC10
Sports Car 50000 HP30, AC16

Upgrades

Vehicles can be upgraded by following some general guidelines as provided in the table below.

Upgrade Cost
Faster 10% price
A lot faster 20% price
Impossibly faster for its sixe 3 x price
+ 2 AC 50% price
+ 4 AC 2 x price
Sensor Shielding 50% price
Remote Operation 3 x price

CHASES

Car chases are handled similar to combat. The driver(s) rolls Initiative against the opponent, as does any target that is attacking. If successful, the characters go before their opponents, those that fail go after.

When a chase starts determine the GM determines the length between the cars (say 5). The character (driver) must succeed a DEX test, if successful they gain one number in distance, either moving farther away from the opponent (if they are being chased) or one number closer (if they are chasing). If the driver fails the roll, they lose one number in distance, allowing their opponent to gain on them or move further away in the chase. When the counter is at 0, the cars have caught up and the chase is over. If the counter reaches 10, that means the car being chased has escaped.

Rigger/Techie

Riggers are people who use datajacks and in most cases a special type of cyberware - called the "rigger control" - to interface with vehicles and drones. Often they also use a remote control deck. The term "rigger" may also be applied to others using these machines. A starting Rigger can choose the type of Drone he begins with for free from the Table below. Players can choose how their drones look and operate but only surveillance drones can fly. It is recommended Players and GMs together come up with their own suggestions to customize the Drones in their game by suggesting options for different upgrades. For example, Camera and Lights to a basic model can be added for 300 credits each (minor upgrades cost 10% cost, major upgrades cost 50% and substantial upgrades cost 100% of Drone value).

Drone Type Specs Cost
SIERRA Attack Drone 2 attacks (1d8 damage), HP14, AC14 3000
CARLTON Defense Drone 1 attack (1d6 damage), HP20, AC16 3000
CIFU Surveillance 1 attack (1d4 stun damage), HP8, AC12 (special can go invisible for 4 rounds) 3000
Build-a-Drone Build Options GM Discretion

Hacker/NetRunner

The Decker can operate in meat space as well as in the matrix having the right tools for the right job by using hacker programs and exploits as below. Programs/Exploits are “launched” same as spells and have a basic INT save vs DC15 (or the target’s relevant stat whichever is more appropriate). A program is used in the Datasea/Matrix and an Exploit is a program used in “meatspace” or in real space. Some programs can be used in both online and real space. A Decker knows INT mod number of programs/exploits already and uses data slots to store them. Each Program/Exploit can be used once but a Decker may write/create more programs in downtime. It is recommended Players and GMs together come up with their own suggestions to customize the Hacker/NetRunner in their game by suggesting other Programs and Exploits.

NET Actions: Deckers have access to two kinds of actions: Actions (same as everyone else) and NET actions (take place Online). On your turn, you can take a normal action or you can take as many NET actions as your level. For example, a level 3 NetRunner will be able to take 3 Net actions in the Datasea/Matrix/NET on their turn.

Cyberdecks Note Cyberdecks help the Hacker during online combat by enhancing his Mental Stats Online and not in real space. A Cyberdeck occupies an inventory slot and can be targeted and destroyed.

Cyberdeck Model Cost (Credits)
ASUS 101 1000
OPEL 201 + 6 WIS 5000
HP 301 +8 WIS/ + 2 CHR 15000
ALIENWARE 401 +10 WIS/ + 4 CHR 30000
Exploits
No. Name Type Range/Duration Effect
1 Comms Blackout Exploit 90ft./1hr Using a reaction, you choose a 20ft. square within range. Any comms devices within that 20ft. square are overloaded and shut down for one hour.
2 Computer Interface Exploit 15ft When you are within 15ft. of a computer terminal of security rating 2 or below, you may interface with the computer to gain additional information. You may then ask the GM one question that the computer would know
3 Create Distraction Exploit 60ft/10 mins Using an action, you choose a creature within range. You cause all of their personal devices to send conflicting alerts and emergency messages, distracting them for 10 minutes. Creatures under this effect have disadvantage to Perception for the duration.
4 Exploding Grenade Exploit 60ft Using an action, you choose a creature within range that is carrying a grenade. You cause the grenade to explode. The grenade has the normal effect.
5 Hack Drone Exploit 30ft/Special Using an action, you choose a mech within range of CR1 or lower. The mech must succeed on an INT saving throw or become completely controlled by you. For Combat Drones, the mech rolls an INT save every round till it saves. While under your control, you may use your action on your turn to control the mech as if it’s body was your own, and it acts on your initiative. If you do not use your action to control it on a turn, the mech does nothing.
6 Overcrowded HUD Exploit 30ft/3 rounds Using a bonus action, you choose a creature within range. The creature must succeed on a INT saving throw or their HUD becomes completely overcrowded with ads and pop-ups, rendering them blinded for 3 rounds.
7 Ping Echo Exploit 90ft Using an action, you create three pings that you broadcast into a creature’s neural network. You can send all three to one creature, or target up to three different creatures within range that you can see. Each Ping deals 1d4+1 psychic damage.
8 White Noise Exploit 30ft/2 rounds Choose up to 3 creatures within 30ft. of you. Targets must make an INT saving throw or gain the Deafened condition for 2 rounds.
9 Tracking Exploit 90ft/1hr Using a bonus action, you choose a creature you can see within range and hack one device or augmentation to track it. Until the exploit ends you gain information about the creature’s vitals, deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you always know its location. If the target drops to 0 hit points before this exploit ends, you can use a bonus action on a subsequent turn to track a new creature.
Programs
No. Name Type Range/Duration Effect
1 Eraser Program Network/Immediate INT save. Reset 1d10 tracker
2 See You Program Network/Immediate INT save. Reveals where Paydata is on the node/network
3 Speedy G Program Node/Immediate INT save. Ignore effects of blank nodes.
4 Shield Program Node/Immediate Reaction. Absorbs up to 7 WIS damage
5 Hack Ice Program Node/Immediate Bonus action. Doubles damage of next attack.

Physical Adept

The mystical improvements listed below are taken from other Cyberpunk RPG systems - it is recommended Players and GMs together come up with their own suggestions to customize the Physical Adept in their game.

Bodywork: You use your magic to improve your body and its abilities. You focus your entire being into this work. You can spend your Magic Attributes on abilities nobody else can use. No talisman or other magical focus can increase these powers. See below for Physical Adept powers. Spend your Magic points wisely.

Astral Projection: You can leave your body and travel on the astral plane, and you can move and fight on it (same astral plane restrictions apply). Cost: 2

Mystic Advantage: This might be the reason why the masters of legend were able to do what they did. You choose a field of expertise from the table below and are granted permanent Advantage when making those checks.

Skill Mastery Cost
Athletics 0.5
Acrobatics 0.5
Melee Weapon Combat 2
Unarmed Combat 2
Stealth 0.5
Other GM Discretion

Killing Hands: The power to turn your limbs into deadly weapons. Choose a damage dice from the table below.

Unarmed Damage Dice Cost (Cumulative)
d6 0.5
d8 1
d10 2
d12 4

Deflect projectiles: You can deflect and even catch slow-moving projectiles like arrows, thrown knives, throwing stars and the like. Roll DEX with Advantage to do so. This power can‘t be used against modern ammunition or energy based weapons. Cost: 1

Pain Resistance: You can disregard any Disadvantages due to injuries or pain. Cost: 0.5

Mind over Matter: You are the master of your body. Make all CON checks against poisons and diseases with an Advantage. Cost: 0.5

Physical Sensory Improvement: This is the magical equivalent to Cyberaudio and Cyberoptic systems. Cost: 0.5 per improvement

Stasis: You are able to slow down your metabolism so much that your need for physical nourishment (food and drinks) and air is reduced to almost nothing. Cost: 1

Increased Healing: You can roll your Hit Die more than once per day to heal up. Cost: 1

High Tech, Miserable Life

CyberKnave: HTML is for those cyber-affecionados who want a rules lite crack at the cyberpunk genre.

The rules have all been taken, inspired, copied and adapted from many cyberpunk (and other) game systems and the errors in use are the GMs own.

Go ahead, take this copy and make if your own. Feedback will be appreciated on Discord to #hishamt.

Cover Art: MidJourney AI

To compile this document, we have used the free tools available at GM Binder

More Credits
Direct Inspiration, Text and Tables:

Ben Milton, Knave 1 and 2e

Leo Hunt, Vaults of Vaarn

Bret Mack, HTML hack of Knave

David Black, The Black Hack

Norbert G. Matausch, Mirroshades

Unknown, Seattle hack

Stephen J. Grozicki, Lowlife 2090

Mike Evans, Barbarians of the Ruined Earth

Kevin Crawford, Cities Without Number

Robert Marriner-Dodds, Carbon 2185

Paul D. Gallagher, Augmented Reality

FASA/Catalyst Game Labs, Shadowrun

James Armstrong, GenePunk 2090

R. Talsorian Games, Cyberpunk Red

MODIPHIUS Entertainment, Conan 2d20

Contributors:

RADYKS

Playtesters:

The Roll20 Group (17 Players)

RADYKS

ATI

BARNEY

The Lancaster Group (8 Players)

LURPS, Lancaster University RP Society

 

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