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Rules Thread.

Posted by Mister GreenFor group 0
Mister Green
GM, 2 posts
Wed 7 Nov 2018
at 21:35
  • msg #1

Rules Thread

Any rules I deem important or that I have changed I will post here.

Dice Rolls should be made using the System Dice for record.

Combat Changes:
  • Armour has a limit of three layers, with only one of these layers considered to be Hard Armour. The additional layers provide an additional EV penalty of -1 per layer. So the 2nd layer is -1, the third layer is -2. As an example a Medium Armour Jacket, Sp 18, EV +1 layered with Subdermal Armour Sp 12, would have an effective EV of +2, a reduction in your Reflexes by 2.
  • We will not be using Staged penetration, to much extra book keeping for little benefit imho.
  • Proportional Armour - When layering armour, or wearing armour behind an obstacle or cover, subtract the smaller SP from the large one. Find the difference on the below table to determine the overall protection of the armour/armour or armour/cover protection. For Three layers you calculate inside out.


Armour Types
Hard ArmourSoft Armour
Metal GearHeavy Armour Jacket
Police Riot ArmourMed. Armour Jacket
Door Gunner's VestPolice Patrol Armour
Steel HelmetM-78 RPA Jacket
Flak Vest/PantsLight Armour Jacket
Ballistic Nylon HelmetKevlar T-shirt/vest
M-78 RPA heavy vestM-78 RPA T-Shirt
Corp Mil Body ArmourHeavy Leathers
C-Ballistic Light MeshSkinTight Armour padding
-Subdermal Armour
-Body Plating

** Skinweave is a layer but receives or applies no EV penalty.

Proportional Armour Table
Difference in SP'sBonus Number
0-4+5
5-8+4
9-14+3
15-20+2
21-26+1
27++0

As an example on how this all works:

Mister Green:
If you have Skinweave, armoured t-shirt and a armoured med jacket. You would be at +1 EV for the layering rules.


So you would have EV 0, EV 0, EV +1 and then an additional +1 for the layering effect for EV+2

Your SP would be 12/10/18 --- working in from out the 12-10, a difference of 2, would add +5 to the Skinweave base of 12, so 17 SP, then the 17 - 18 would be a difference of 1. Another +5 bonus added, giveing you an effective SP of 23 in the torso.


Three Round Burst & Automatic Fire:

  • 3 round burst: +3 to hit Med/Close Range. IF DC roll is passed then 1d6/2 bullets hit. Roll Location and damage separately. Only 1st bullet of called shot hits specified location.
  • Full Auto: +1 hit/10 rounds fired at Close Range. Each point above target DC counts as a Bullet hitting location. IE if DC is 15 and you roll 27, you could have up to 12 rounds hitting Target
  • Full Auto: -1 hit/10 rounds fired at Medium,Long or Extreme Range. Each point above target DC counts as a Bullet hitting location. IE if DC is 15 and you roll 27, you could have up to 12 rounds hitting Target
  • Full Auto Spread: Add number of targets & Meters between Targets. Divide total number of bullets fired by this number to determine how many bullets "could hit target" then roll as normal for full auto rules based upon range

This message was last edited by the GM at 21:08, Wed 28 Nov 2018.
Mister Green
GM, 7 posts
Fri 9 Nov 2018
at 18:30
  • msg #2

Rules Thread

***** Any rules changes for different roles will be shown here ****

These rules will be subject to change as balancing to the game will continue and making all roles enjoyable for everyone.

Solo
  • Combat Sense, to be limited in that it only provides it's bonus to Awareness/Notice checks that involve surprise, ambushes or similar. When an awareness roll is called for, please keep that bonus as separate and I will add it as needed.


Med-Tech
  • First Aid, is the lesser version of Med-Tech skill and is useable on self, unlike Med-Tech which can only be used upon others.



NetRunner
  • Netrunning - Leading up to a Run some minor action maybe done in the Net as a separate thread but most of it will be a series of Interface, Programming type roles at increasing difficulties to determine the base success you will have to help the run go smoothly. during the run the Netrunner can jack-in to enable additional bonuses or hindrances if they choose to do so.


Okay I found something like what I want to use for NetRunning to keep things moving in most cases. These are not my rules but what I will be using as a guideline to build them. WE WILL HAVE FULL NETRUNNING AS WELL AT CERTAIN TIMES.
quote:
I completely skip the netrunning. "mini-game" aspect of the game. I usually set up "abstract" challanges for hte players to bypass while netrunning that can be accomplished turn by turn. Apologies for the wall of text coming. e.g. They want to hack the security door.

Challenge 1 - interface roll to jack and bypass passwords and other security features. (add bonus for appropriate software that helps like 'worm' etc)

Challenge 2 - Interface roll to search the system for what you are looking for. be it the door controls as the example above or the turret override or the company secret email archive etc)

Challenge 3 - Interface roll to 'Operate' system located in step 2. I.e unlock the door, use the turret to start firing at something etc etc.

This basically allows you to hack most systems in 3 turns. and can be done in combat simply as your netrunner players action for their turn, especially in combat without bogging it down.

If you want to increase the time it takes or the difficulty make the target number higher but allow the netrunner to pool his roll, (so that door he needs to unlock has serious security.) you can increase the difficulty. instead of difficulty 25 it now has difficulty 50. So on challenge 3 the netrunner rolls his interface skill + INT + any modifiers and score 18 , he does fail so he rolls again next turn and gets 21, now he has a total of 39, one more good roll and hes done, but maybe it will take two.

Lastly we add the AI or the enemy runners turns. Again I simply abstract it and use a pooling roll. I set the "detection" score again (say 50) and every turn the runner is in the system I roll and add bonuses etc.(those sniffer programs work well for this). once i hit 50 the runner is detected and i make an attack against them with whatever I feel is appropriate. In game actions by OTHER players can affect this roll like the solo suppressing fire the enemy netrunner, security personnel radioing in for backup etc. All of these factors simply add a bonus or penalty to the AI's/enemies detection roll to locate the runner.


EDIT 04/18/19 Some Additional Netrunner Items that I will be looking at.
quote:
You could boil it down into a few rolls..

  1. Log in/Escape without leaving tracks': Interface+Int vs. a set DC based on the security level you want.
  2. Find the Right File/Program/Device on the System': System Knowledge vs. a set DC. Failure means the wrong system unless you crit fail, then you are logged out. 3)
  3. Do Stuff' (cameras, locks, devices, programs, files): Programming+Int+Program Str vs. Sysop/AI Int+Programming+Program Str.



That way the Netrunner still needs good programs and a deck, but you aren't running two games at once.

Note) One skill roll per 3.2 second combat round.

That way there's still a little tension as the Netrunner is trying to find the files or unlock the door or control the enemy's AV-4 before the party gets salsa-fied.

That way Daemons are helpful too.. treat them as having half the Netrunner's Int and System Knowledge and Programming skill and their own ST, so they can run cameras or search through files but not as well as the Netrunner.

This message was last edited by the GM at 22:18, Mon 18 Nov 2019.
Mister Green
GM, 59 posts
Wed 14 Nov 2018
at 22:44
  • msg #3

Rules Thread

Once Combat Starts I will have the following rules in effect:

  • Ammo Expenditures needed to be recorded in your line showing your attack rolls and then updated in the Ammo thread. Looking something like this for a weapon with 6 rounds chambered (5/6)
  • Init for the first round will follow in-line with rolls, after that I will for expedience go with post order by group. So if Players 1 & 4 have a higher init than the Enemies, they can go in what ever order they want, then the enemies go and then the remaining players go in what ever order they want.

Mister Green
GM, 127 posts
Wed 28 Nov 2018
at 20:17
  • msg #4

Rules Thread

The PDF is not to expensive at DrivethruRPG if you need the rules:

https://www.drivethrurpg.com/p...src=hottest_filtered

This is an online source for some basic information on equipment (please note source of equipment as you are limited in Character Creation):

http://datafortress2020.com/ultrachrome.html


As always check your 2nd hand book stores for books and drive-thru RPG to see if you can manage scoring copies.
This message was last edited by the GM at 20:19, Wed 28 Nov 2018.
Mister Green
GM, 373 posts
Thu 17 Oct 2019
at 18:37
  • msg #5

Rules Thread -- Spending IP

  • You can raise any skill you used during an "Adventure" by a maximum of two points.
  • Any New skill Purchased has a maximum of 3 Points to be bought. And you need to explain how you learning such skill(s).
  • When Spending IP Points its 10 Points or 10*Current Level*IP Mod.

Mister Green
GM, 422 posts
Thu 21 Nov 2019
at 20:45
  • msg #6

Rules Thread -- Therapy

Therapy:

quote:
So you've gotten some cyberware installed, maybe some bioware, but it's starting to eat into your psyche. Well there is hope. Come see me at my clinic and we can work on a program to help you adjust to the new and better you.
-- Doctor Quinton Callahan


It is possible to recover some humanity from cybernetic or bio implants, though it is costly and it is per piece of cyberware or bioware installed, using the following as a basis for the rules:

Per Chrome 2 pg 101:

Therapy is a regimen (referred to as "torture" by patients) designed to assist the patient in recovering use of damaged muscles and nerves. In game terms, therapy lowers the humanity loss from any injury/implant as the patient is helped to understand what has happened and how to use his/ her new parts; and is given practice in using them.

There a re three levels of therapy: Outpatient, where the patient attends therapy sessions at the clinic/hospital; Inpatient, where the patient lives in the hospital and practices every day under medical supervision; and Intensive Care Therapy, where the patient not only lives in the facility but has his/her nervous system and psyche probed each day for "fine-tuning" (in essence, a trained psychological team rebuilds the patient's personality into one that minimizes identity loss. By the time they're done, the psych team knows more about the person than the person does, so you'd better trust these people with all of your innermost secrets). The time needed for successful therapy is based on the complexity of the operations performed. Add up the surgery codes as follows:

  • 4 Negligible = 1 Minor
  • 2 Minor= 1 Major
  • 2 Major = 1 Critical



The time needed for each kind of therapy is listed below. The surgeries add together, so the therapy time for multiple surgeries is determined by the surgery total. For instance, a patient who experienced 1 Major surgery and 3 Minor surgeries would treat therapy time as if he had had 1 Critical and one Minor surgery ( 1 Major + (3 Minors/ 2))=22 weeks of out-patient therapy or 11 weeks of inpatient/IC therapy.

THERAPY
SurgeryOutInpatient/ICT
Negligible2 weeks1 weeks
Minor6 weeks3 weeks
Major8 weeks4 weeks
Critical16 weeks8 weeks

THERAPY COSTS AND EFFECTS
TherapyCost/WeekTime RequiredHP**
Outpatient1,000 eb14 hours/week25%
Inpatient5,000 eb168 hours/week•33%
ICT10,000 eb168 hours/week•50%

• In these sorts of therapy, you live in the facility 24 hours a day and they don't wont to let you out ...
** Humanity Points Regained
Mister Green
GM, 628 posts
Sat 29 May 2021
at 20:20
  • msg #7

Rules Thread -- Reputation

Reputation:

You have two types of Reputation, the good and the bad noted on your character sheets as it improves.

quote:
REP: - / [-]


You will improve the Good ones the more often you complete successful missions that would turn heads. The Bad can happen from cowardly or bad missions that go wrong in all the wrong ways. Both have an effect.


To start the game everyone starts with a 0 / [0]
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