Tuesday, September 26, 2023

Equipment Restrictions in Cyberpunk 2020

Been a while so I guss that means two posts this week.


So Cyberpunk 2020 is a grand old game, easier and faster to play than Shadowrun and cleaves more to the spirit of the genere. If leaning more on the hardware side than the Gibson techno-mysticism and altered perception style.

But something Shadowrun does have over Cyberpunk is a neat little criminality rating for gear. This determines if the authorities stop you for possessing the gear and what penalities you get if they catch you with it.

Cyberpunk 2020 doesn't have that, in fact that is a big problem. Since Cyberpunk rates body armour and gun calibur as the most important objects to keep a player alive, it encourages players to go everywhere dressed to fight and adventure.

Cyberpunk does try and tell the Referee to restrain them from doing so, but that is the sort of thing that can get lost in the shuffle, someone neglects to mention their Armourjacket is is on all the way into the boardroom meeting. The legality of gear is handled with vague mentions inside Protect & Serve, the Cop sourcebook. That's good, that creates tension whenever the Law shows up as the players aren't sure what the crooked cops can try and catch them out on.

But the Street is a dangerous place and many things are ignored. But my system is designed to inform the players and Referee when not to ignore them. It's build from the quick NPC Threat Codes used in the Night City sourcebook. Page 40 onwards of Night City lists Threat Codes for quickly building goons and what common security looks like for a building. These range from E to AA for skills, E to A for weapons and armour and for buildings it's 0 to 4. This we turn into the Response Threshold.

If we take the Weapon and the Armor Codes and say that's the Response Threshold. Anything beyond is when the people with enforcement powers rock up to ask questions about your business.



For example, the Combat Zone has a RT of 1A, anything goes.

Get into the guarded burbs and it becomes 4C or 4D depending on the wealth of the neighborhood. Small pistols and melee weapons are permitted for self-defenses reasons but some areas will or won't baulk at Armour Jackets.

Corporate District is 4E but inside the buildings it's 5E for visitors. You are not getting a weapon inside a corp office, through the front door.

You could even tie it to the Security Level of a Building. Take the 0 to 4 Security Level number and count upwards from the bottom to get the RT/what different places won't let you walk in with, or count from the generally security of the area if it's not supposed to be a secure site.

Thursday, September 7, 2023

Unisystem Starting Types

Unisystm is one of those 2nd-tier systems now basically forgotten but could have been a major contender alongside Savage Worlds and BRP for cotrol of the generic RPG genre, which GURPS has reigned supreme over for decades and likely will continue to do so.

It startd out as powering the deadly and comprehensive Zombie Survival RPG, All Flesh Must Be Eaten and the very 90s Witchcraft. Then went on to power some more cinematic games like the Licensed Buffy/Angel RPGs back during their heyday.
It could do what GURPS could do (in fact a conversion will feature on the blog someday) and it could do it without gtting trapped in the minutea. Backing this claim up were comprehensive sourcebooks about playing Zombies in ajacent genres like pirates, space and dungeon-fantasy.
The only thing letting it down was Eden Studios never managed to get the generic book off the ground which would explain how to use the rules as a toolkit like how GURPS could be. Without that book or continual interest from Eden Studios, the whole system basically faded out of the hobby's conciousness.

It still was a great game system and if a generic system cannot be produced, then maybe encapsualting the different ways the systemw as used can be a rough facsimile.

What will follow is the starting point distrabutions for all the Non-Cinematic gamelines, as a platform to build off on.

These were divided into point totals which further were split by  how they could spend their points.
Norms wer 50 points (49 in AFMBE for a quirk of the early rules)
Survivors were 70 (the people you expect to see in stories not just the people caught up)
80 was high powered, which is why Witchcraft and some others started here when other lines didn't, but some had options to boast starting points to this level.
Beyond that it was more the taste of the gameline that detrmined how many extra points were needed to deal with situations and threats.

Some of thes are weaker than they seem just ebcuase those cool Metaphysical/Power points had to be spent on something to start with. I am personally not clear on how Eldritch Skies's Drama Poitns work. Cinematic Unisystem games had Drama Points but otherwise they seem to functional as a "power" sopurce like the other game lines.

NAME

Attributes

Qualities/Drawbacks

Skills

Other

Witchcraft

 

 

 

 

Gifted/80p

15

10/10

25

30 Metaphysics, mandatory costs

Lesser Gifted/80p

20

15/10

30

15 Metaphysics, mandatory costs

Mundanes/80p

25

20/10

35

-

Bast/80p

15

10/10

30

25 Metaphysics, mandatory costs

Greater Gifted/110p

20

15/15

35

50 Metaphysics, mandatory costs

Spirits 80p

20

20/10

20

20 Metaphysics, mandatory costs

Undead/80p

15

15/10

25

25 Metaphysics, mandatory costs

Lesser Supernatural/80p

15

15/10

25

25 Metaphysics, mandatory costs

Armageddon

 

 

 

 

Potential Hero/50p

15

5/10

30

 

Beginning Gifted

15

5/10

25

5 Metaphysics, mandatory costs

Gifted/80p

15

10/10

25

30 Metaphysics, mandatory costs

Lesser Gifted/80p

20

15/10

30

15 Metaphysics, mandatory costs

Mundanes/80p

25

20/10

35

-

Lesser Supernatural/80p

15

15/10

25

25 Metaphysics, mandatory costs

Supernatural/120p

30

20/15

40

30 Metaphysics, mandatory costs

Greater Gifted/110p

20

15/15

35

50 Metaphysics, mandatory costs

Greater Supernatural/200p

30

20/15

60

90 Metaphysics, mandatory costs

Gifted Master/200p

25

20/15

55

100 Metaphysics, mandatory costs

AFMBE

 

 

 

 

Norms/49p

14

5/10

30

-

Survivors/70p

20

15/10

35

-

Inspired/70p

20

10/10

25

15 Metaphysics

Martial Artists/70p

25

10/10

15

20 Metaphysics, mandatory costs

Shooters/70p

20

15/10

20

15 Metaphysics, mandatory costs

Adept Heroes/70p

15

15/10

20

20 Metaphysics, mandatory costs

Talented Heroes/70p

20

20/10

30

-

Professional Wrestlers/75p

20

10/10

35

10 Metaphysics

Pulp Heroes/70p

20

10/10

25

15 Powers

Legendary Heroes/110p

30

20/10

30

30 Powers, Does not make fear checks

Alt Survivors 80p

20

20/10

40

-

Alt Inspired 80p

20

15/10

25

20 Metaphysics

Alt Alt Inspired 80p

20

15/10

30

15 Metaphysics

Terra Primate

 

 

 

 

Pre-Heroic/50p

15

5/10

30

-

Heroic/70p

20

15/10

35

-

Powered/70p

20

10/10

25

15

Conspiracy X

 

 

 

 

Pre-Heroic/50p

15

5/10

30

-

Neo-Talented/50p

15

5/10

25

5 Power

Heroic/70p

20

15/10

35

-

Talented/70p

20

10/10

25

15 Power

Veteran/95p

25

25/10

45

 

Talented Veteran/95p

20

20/15

30

25 Power

Eldritch Skies

 

 

 

 

Operatives/80p

20

20/10

30

10, Drama Points

Civilian/75p

15

10/10

25

25, Drama Points

Veterans/105p

25

30/10

40

10, Drama Points