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Cyberpunk/Friday Night Firefight Rules System.

Posted by GMFor group 0
GM
GM, 37 posts
Sat 3 Apr 2021
at 21:32
  • msg #1

Cyberpunk/Friday Night Fire Fight Rules System

- - - 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
DifficultyTarget
Easy10+
Average15+
Difficult20+
Very Difficult25+
Nearly Impossible30+

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.
GM
GM, 38 posts
Sat 3 Apr 2021
at 21:52
  • msg #2

Cyberpunk/Friday Night Fire Fight Rules System

Friday Night Firefight

Dangerous, Dirty and Deadly

The Friday Night Firefight (FNFF) combat rules are more lethal and wounding than nearly all RPG combat rules. Your character should balance caution with aggression, both have a place in combat. More than anything teamwork is the deciding factor in success and survival. Well, maybe that and a healthy dose of luck. "Ramboing" is a quick route to character generation.

The system is nearly always an "all or nothing" system, a failure is a failure.

Initiative:

The first part of any 3 Second Round is to determine Initiative. This is done as follows:

Reflex +1d10

There are only three modifiers on this roll:

Declaring "Haste".
Haste adds +3 to Initiative but subtracts -3 to all actions that round.

Belt Fed or Drum Fed Weapons.
A weapon that fired a full burst that intends to fire on the same area again gains a +10 to Initiative.

Weapon Agility.
Very rarely in close quarters combat the agility of the actual weapon counts, but this occurs more often in such situations as room clearing where new threats can appear anywhere from side to side or up and down. In this situation when a character has to shift their weapon more than 45ยบ larger weapons incur an initiative penalty as the firer struggles to bring the slower weapon onto target. Pistols, SMGs and PDWs are more nimble while Marksman's Rifles, SAWs and LMGs are less so. The ideal room clearing weapon is the Assault Carbine.

Stance
Declaring "Evade"
People do not normally stand around letting people shoot them. The standard posture is "evading"; in this stance the combatant pops up to shoot, ducks and weaves as they move and generally tries to take advantage of cover to make themselves harder to hit. Evading gives you a -5 to be hit but also a -5 to hit.
You cannot "aim" while evading.


Weapon To-Hit Resolution:

Statistic + Weapon Skill + 1d10 vs Range Difficulty

The Range Difficulties are as follows:

Range Difficulties
DifficultyTarget
Point Blank (touching to 1m)10+
Close Range (25% of long range of weapon)15+
Medium Range (50% long range)20+
Long Range25+
Extreme Range (200% of long range)30+

Under Construction

This message was last edited by the GM at 22:02, Fri 16 Apr 2021.
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