Submachine Guns
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REVISION 3.0 INTRODUCTION The CYD20 Project Ecosystems collapse - deadly new viruses plague humanity – offworld colonies provide a refuge to the wealthy – megacorporations handle the real power in the world – the Internet virtual reality extends across the globe and the colonies – man fuses with machine, using cybernetic implants and genetic modifications to become superhuman and achieve immortality. This is cyberpunk, science fiction at its best and darkest. Pioneered by writers like William Gibson and Philip Dick and by cult movies like Blade Runner, the cyberpunk genre is about a dark future – a future not as far away as we would like to believe. The CYD20 project is a giant sourcebook intending to bridge the cyberpunk genre with the d20 system, effec- tively allowing you to stage cyberpunk campaigns using your favorite game system. It attempts to deal with all differ- ent aspects of cyberpunk: characters, equipment, hacking and computers, cyberware and bioware etc. No game world details are provided in CYD20; the book is a collection of rules and mechanics to be used in your own campaigns. Rather than limiting you within the borders of the author’s fantasy, it allows you to stage any cyberpunk campaign you want, from Blade Runner to the Neuromancer. Layout and Formatting The book uses a formatting system of bracketed text to provide you with game information, while the description on which the rules are based is usually presented above the brackets. Descriptions are important for you to realize the logic upon which the rules are based and also because a book full of rules and rules only would be very boring. To understand the concept of the bracketed text, let’s examine the following short section, which presents shotguns. Shotguns are smooth-bore weapons made for close range mayhem. Originally, shotguns could only fire buckshot, a load of numerous small pellets which disperse after leaving, thereby greatly increasing the chances of a hit (at least in close range). At close range buckshot is deadly against a soft target, able to carve a hole through a man, but the pellets are especially ineffective against armor or hard targets and they rapidly lose lethality as range increases. Modern shot guns are also able to fire slugs. Slugs are solid projectiles resembling the bullets fired by conventional firearms. They are large and powerful but rather inaccurate as the shotgun’s barrel lacks any rifling. [Shotguns require the personal firearms proficiency feat. A shotgun firing buckshot has critical range 17-20. Buckshot gives a +1 circumstance bonus to attack rolls, but loses 1 point of damage per full range increment. Buckshot inflicts 50% secondary damage but triples the ballistic resistance of an armor and doubles the hardness of an ob- ject.] [A shotgun firing slugs has critical range 20. Slugs don’t get any of the advantages or disadvantages of buck- shot.] In this example, the first paragraph provides a general description of shotguns without any game rules. The following two paragraphs contain text inside brackets that describes the rules for shotguns. The justification for these rules can be found in the description provided in the beginning of the section. 2 CONTENTS Section One: Lock and Load··4 Bioware·····················································70 Armored Vehicles·····································117 Combat Rules··············································5 Rotorcrafts···············································119 Armor Resistance and Section Three: Jets··························································121 Non-Proficiency Penalty······························5 Accessories and Modifications·················122 Silicon Wizardry····················75 Vehicular Weaponry································128 Equipment Templates··································5 Hardware···················································76 Extra Damage and Components···············································76 Hard Targets (Optional)······························5 Processors··················································77 Section Five: Hi-Tek·············129 Firearm Recoil·············································6 Active Memory Cards································78 Tools of the Trade··································130 Recoil: The Easy Way·································6 Storage Media···········································78 Addiction·················································133 Longarms in Close Combat·························7 Nanocomputers··········································79 Greater Lethality (Optional)·······················7 Ports··························································80 Section Six: What it Takes··142 Secondary Damage······································7 Co-Processors·············································81 New Talents·············································143 The Importance of Helmets························8 Misc. Hardware··········································82 Strong Hero Talents································143 Weapon Templates······································9 User Interface············································83 Fast Hero Talents····································143 Specific Weapons·······································21 One Skill, Many Uses································84 Tough Hero Talents·································144 Armor Templates·······································29 The Hivenet···············································85 Why Not advanced Classes?···················144 Specific Armors··········································32 Bandwidth·················································85 Smart Hero Talents·································145 Ammunition···············································35 Hivenet Combat·········································87 Dedicated Hero Talents···························145 Special Ammunition···································35 Hacking······················································90 Charismatic Hero Talents························146 Standard Ammunition·······························37 Security······················································90 New Feats················································147 Grenades····················································39 The Basics·················································90 A Few New Kinds of Feats·····················148 Mini-Rockets··············································42 Computer Actions······································93 Strong Hero Bonus Feats························149 Mortar Shells·············································44 Programming·············································99 Fast Hero Bonus Feats···························150 Rockets······················································44 Software···················································100 Tough Hero Bonus Feats························151 Weapon Add-ons Artificial Intelligence·······························106 Smart Hero Bonus Feats·························152 and Modifications······································47 Dedicated Hero Bonus Feats··················153 Rocket Targeting Systems·························52 Charismatic Hero Bonus Feats················154 Battle Software··········································55 Section Four: Mach Five·····109 Vehicle Rules···········································110 Accessory and Modification Size·············110 Section Two: Beyond Flesh····57 Off-road Movement·································110 Biotechnology············································58 Vehicle Weapons·····································110 Cyberware··················································58 Motorcycles··············································111 Bioware······················································59 Cars··························································113 Tolerance···················································59 Trucks and Vans······································116 Cyberware··················································61 Designed and realized by Georgios Chatzipetros. Contact me at [email protected]. I’m sorry if I insult anyone with my language; please consider that I only speak English as a second language. If you read any of my games, please send me some feedback at the aforementioned mail address. Thank you! 3 SECTION ONE LOCK AND LOAD 4 COMBAT RULES template, perhaps with some slight variations. For exam- Armor Resistance and ple, the Desert Eagle and the Colt Slammer are both heavy Non-proficiency Pen- handguns, so they are both based on the Heavy Auto- loader template. The difference between these weapons can alty be found in slight variations with the template’s sta- tistics Armor in CYD20 doesn’t make you harder to be hit, but it or in some add-on accessories they have, but in general absorbs damage from the attacks which hit you, even to choosing one or the other is mostly a matter of style. the point where no harm is done (that’s actually how ar- Templates serve the following purposes: mor is supposed to work). Most types of armor are good They keep information tidy and concentrated in for protecting against some attacks but useless against one section rather than repeating it over and over others; rare is the armor which defends against any dam- again for different weapons. You know that all age the user can possibly receive. shotguns follow the rules presented for the shot- [An armor doesn’t give a bonus to Defense,