- - - Cyberpunk/Friday Night Firefight Rules System - - -
The game's system is very similar to that of the Twilight 2000 v2.2 system.
The base system is as follows:
Statistic + Skill + 1d10 vs Task Difficulty
The Task Difficulties are simple number thresholds, the player simply needs to roll equal to or over them. They are as follows:
Task Difficulties |
---|
Difficulty | Target |
---|
Easy | 10+ |
Average | 15+ |
Difficult | 20+ |
Very Difficult | 25+ |
Nearly Impossible | 30+ |
Example: Reflex (6) + Athletics (4) + 4 (the dice rolled) = 14; Easy Success
If there is no relevant skill for the task a Statistic Roll may be called for. This is simply:
Statistic x1.5 (rounded up) + 1d10 vs Task Difficulty
It is possible for some players to
"assist" other players make a roll and this is adjudicated on a case by case basis. In this case the assisting player speeds up a task and/or adds a bonus.
Note that any roll can be modified by adding
Luck Points but these must be declared before the roll is made.
A natural "1" on a 1d10 is a
Possible Fumble, the GM adjudicates these using a stupid complex table you don't need to worry about. Adding 1 Luck Point makes a Fumble impossible.
A natural "0" (a "10") on a 1d10 is a
Critical Success, the player rolls and other 1d10 and adds it to the initial roll. This can be achieved unlimited times.
There are a huge amount of GM modifiers that might affect a roll and these are arbitrated on a case by case basis. Normally these are immediately obvious to the player who can be aware of them before the task is attempted, but some hidden difficulties might even require the player to examine the task before they start.
The other sort of rolls is the usual
Opposed Roll, usually made between two individuals. In this case both individuals roll and the highest wins with a tie being a draw.
Important Note: Task Concepts
This is not usually an
"All or Nothing" system.
It is very rare for a player to get a very bad result by just missing a roll. Players should not be daunted by rolls because they assume the worst case scenario on a failed result.
Example: The player wishes to climb a 4m high wall. The task is Very Difficult.
Failing this roll does not mean the character plummets 4m straight onto the ground, it simply means they cannot climb that wall. If they get a fairly bad roll (say, failing by 3 or 4 points) they might get stuck halfway up and need help getting down or have to make a jump task to get to the ground. You have to fail fairly badly to get a very bad outcome.
Of course some tasks are inherently risky, the GM will inform you in advance about these tasks. For example such tasks as defuzing explosives may have an immediate worst-case result on a failed roll.
This message was last edited by the GM at 22:15, Sat 03 Apr 2021.