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Cyberpunk 2020 Rules Modifications

In terms of flexibility, simplicity, and sheer enjoyability, Cyberpunk rates at the top of all of the RPGs I've played.

But, nothing's perfect.

Here are a few of the rule modifications I have made with my gaming group as well as some submitted by other website visitors. Maybe they can help your own game, or at least give you some good ideas. I stress that these examples are obviously ridiculous, and they aren't the way I conduct a normal game. The level of extremity is simply an easy way of demonstrating my point. Comments of any nature are welcome!

"I have SP 40 head to toe... I guess those pesky 'bullet' things aren't a problem anymore..."

Problem: From what I've read, this seems to be a problem for many. Emptying the clip of your Kalishnikov A-80, you let fly with bullets galore doing 8-38 points of damage each! Too bad that Dragoon's armored at SP40. He's unscathed.
Our solution: Try adding the damages of multiple bullets hitting in one area before applying armor. Suddenly that SMG doing 1D6+1 per bullet hitting you in the right arm with 6 bullets just got a whole lot more dangerous... I realize this may not be a very realistic solution, but it makes even heavily armored PCs a little edgier around automatic weapons. Especially those panicking boosters firing off whole clips at the approach of a dangerous-looking solo!

"My REF is 10, my SMG skill is +10, my WA is +1, I've got a Smartgun, +2, a Targeting Scope, +1, I'm firing a three-round burst, +3, and for the sake of argument I have a BODY high enough to wrestle a Bengal Tiger bare-handed, let alone a bucking SMG. I roll a 10 followed by another 10 and I only hit him with one bullet at point-blank range?"

Problem: The three-round burst, friend of the inaccurate, enemy of the marksman. Now, I realize that automatic fire wasn't developped for sniper-accurate shooting, it was designed to have the potential of causing a lot of damage in a one-man-package. My rationalization is that an expert with any weapon should at least stand a chance of hitting with more frequency.
Our solution: For every 5 scored over the base target number, allow one extra bullet to hit the target. This does not mean all bullets hit the same hit-location, they simply hit the target. If the hit is less than 5 over the to-hit-number, roll 1d3 to determine the number of bullets that hit as normal -- you can still get lucky and hit with 2 or even all three. If the player rolls 5-9 over, roll 1d3 and add 1 (obviously not exceeding 3!). And if the shooter can score 10 or more higher than his base to-hit number, let him have his 3 bullets. Remember, 5 may not seem like that much, but it's the difference between a skill 5 and skill 10. And it's also the difference between shooting someone at 400m and 800m with a rifle!

"I'm a beat cop who's walked the mean streets for 10 years. I face more every day than the average Vet went through in the whole Central American Conflict. Most of the punks I meet shake in their boots at the mere sight of me (Authority +8). Damn good thing, too, 'cause I just can't compare with those reflexes!"

Problem: Cops just can't hack it against a Solo. Now I don't expect that your average Detective is going to be more combat saavy than your typical Chromagnum who's been through 18 Tours of Duty in Hell itself, and just walked into the Arasaka family compound and shot Saburo in his jacuzzi after terminating his guards with sawblades and playing cards. What I am saying is that your grizzled-veteran street cop should at least be able to hold his own against a still-wet-behind-the-ears Solo. Yet, thanks to Combat Sense, the newbie will kick the cop's butt off-the-line nearly every time.
Our solution: We've only had limited playtesting on this one (it's not often that one of our Cop characters sees action), so I'd appreciate comments, especially how it effects a Cop campaign or something. The quick solve was obvious for us: a Cop receives a Combat Sense equivalent to half of his Authority (rounding down) for initiative purposes. As I said, we haven't played Cop characters that much, and this may unbalance them if Authority is used more effectively than we have foreseen. This also opens the option of actually using Cops in a cyberpsycho squad instead of Solos. I think it makes a little more sense, I mean, even a cyberpsycho Cop would has Authority, but without Combat Sense they'd get their butts whooped by the first psycho they stumbled upon!

Another great solution submitted by Ben Thompson, USMC: "When my PCs play Cops and go against Solos, I subtract their Authority from the Solos' initiative roll, kind of like a intimidation effect."

"Chromagunum, my Solo has been cybered to the max. He has full body plating and a BODY 16. But one lucky shot doing a lousy 8 net points of damage puts my gun arm out of commission?"

Problem: A granny would sooner be put out of action due to damage than a field-toughened soldier, yet 8 points is 8 points, no matter that you're Arnie or Madge.
Our Solution: A single hit must do damage equal to the character's BODY stat in a single hit to put a limb out of commission until healed. The same to the head will kill a character. A limb must take damage equal to BODYx2 in one hit to destroy it. This works in conjunction with the above rulemod about multiple bullets to the same hit location before applying armor. The multipliers may not make sense for other systems.

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