Cyberpunk changes:
Probably the biggest change we made was the damage from bullets.� Don't know about you but I was tired of having to tote a FNRAL� just to get a point through armor.� We have gone back to the damage from the book for weapons and made all AP damage half after penetration. I am concidering doing away with the last. This would make AP effects much more dangerous. I have also limited armor to one layer only. You can wear more than one layer but only one counts for damage reduction.�
In my next game Melee will get a damage bonus. 1pt of damage for every 2 lvls of skill. For example if you have a lvl 1 melee you get no bouns, lvl 2 you get a 1 pt bonus to damage. Lvl 3 is 1 pt, lvl 4 is 2 pts. The better you get at these skills the more damage you are going to do but not as much as in martial arts which is more scientific. Brawling will get a damage bonus on a point for point basis just like martial arts.
I use a advantage and disadvantage system to my games.�This is mostly from Ghostwriters Chrome with some changes and additions.�
We are still experimenting with the initave system to make combat faster.� Lately we have just been rolling ini once and going in that order until the combat is over. Only one action per turn. My brother and I are debating about the ini boosters. I say let them count on the roll, he says let them kick in on second action and boost the score. That way if you dont need them wont be wasted, and might make a difference if someone is only a few pts faster. The more I think about that the better it sounds. Now Ref, cool, and int are averaged to get ini. In our Ghostwriters game we made another change to ini. Now the skills that give bonuses to ini are added with the stats and divided by 3. Also there are other stats for GRC.
For Ghost Writer's Chrome we have added several stats. Reflex has been split into Agility and Reaction. Reaction is now used to calculate iniative. Inteligence has been split to Intelect and Wits. Several skills have moved to Wits and it is now used for iniative. Body has been split to Strength and Toughness.
My brother just discovered something that I, and all the others have played with missed.�We have always thought of cpunk as a game that is hard to advance in because of the low # of IP given out during a session. Well, according to the rule book any time you use a skill, weather you succeed or not you get 1 IP for that skill. If you suceed you get 2. For critical successes and unusual use of a skill the # of points goes up. This will dramaticly increase advancement in my games.
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