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CY_BORG//:PUNKMAKER.CPY

YET ANOTHER CHARACTER GENERATOR FOR CY_BORG

V0:0:0b // <I THINK I AM?>

YOU ARE {{ character.fullName.toUpperCase() }}

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{{ character.class.glitch }}

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You owe {{ character.debt.amount.toLocaleString() }}¤ {{ character.debt.debtor }}.

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HIT POINTS
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GLITCHES
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ITEMS

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Abilities and tests

Agility - Sneak, dodge, drive, autofire

Knowledge - Science, use tech or App

Presence - Snipe/shoot, use Nano, persuade

Strength - Strike, grapple, lift, throw

Toughness - Survive falling, poison and elements

Tests and DR

Roll d20 plus/minus ability. Equal to or greater than DR succeeds.

Enemies usually do not roll. If needed, they roll flat d20 against DR.

DR 6 simple | 8 routine | 10 easy

12 normal | 14 difficult | 16 really hard

18 almost impossible

Use Nano

Presence DR12. Failure: power fizzles and user takes d2 damage.

Each Nano-use increases fumble risk by +1 for the day.

Infestations

Linked to a Nano power: Trigger on fumble.

Not linked: Trigger after taking 5+ damage from one attack and failing Presence DR10.

Glitches

Spendable points

  • Deal maximum damage
  • Reroll a dice
  • Lower damage taken by d6
  • Neutralize a Crit or Fumble
  • Lower one test DR by -4 (before rolling)

Regain d2 (or class die) each morning if all Glitches are depleted.

Rest

Short break: heal d4 HP.

Eat, drink, sleep: heal d6 HP.

Use App and hacking

Knowledge DR12 while jacked into a Deck (+2 DR on all non-App actions).

Fumble burns the App for the day and triggers Backlash.

Each App-use raises fumble risk by +1 until next day.

Non-App hacking is downtime with a cyberdeck. Test Knowledge to break into a node.

Failure means discovered. Fumble triggers Backlash.

Combat quick rules

Initiative d6: 1-3 enemies first, 4-6 PCs first. Individual: Agility + d6.

Melee: Strength DR12 to hit.

Single shot: Presence DR12 to hit.

Autofire: Agility DR12 to hit; each hit chains to another attack (max three).

Defense: Agility DR12 to avoid.

Drone combat: Knowledge DR12 or flat d20 against DR12.

Crit and fumble

Crit (natural 20): Attack does x2 damage and drops armor one tier. Defense grants free attack.

Fumble (natural 1) attack d6: 1-3 out of ammo or drop weapon, 4-5 misfire/broken weapon, 6 weapon explodes and PC takes d6 damage.

Fumble defense: take x2 damage and armor drops one tier.

Advantage and disadvantage

A house rule. At the DMs discretion your dice roll can have

Advantage: Roll twice and keep the highest number

Disadvantage: Roll twice and keep the lower number

After the fight

Count bullets: roll d8 (or d6 if autofire) for each weapon fired. On 1-3, mag is empty.

Take a breather: restore d4 HP.

Battered (0 HP) d8

1-2 Unconscious d4 rounds, wake with d4 HP.

3-4 Presence DR10 (+1 per cybertech): unconscious on success, Cy-rage on failure.

5-6 Cannot act d4 rounds, then active with d4 HP. Random body part destroyed.

7 Hemorrhage, death in d2 hours unless treated (+4 DR first hour, +6 DR last hour).

8 Dead.

Cy-rage and death

Cy-rage: Gain d8 HP. Attack random targets twice/round with most effective weapon. Attack DR10, Defense DR14. Ends when Battered, Dead, or sedated.

Dead rules: At 0 to -1 HP and at least 1k in bank, 50% chance emergency team saves you.

Below -1 HP: add a zero to bill for each negative HP after -1, then spend d6 days in intensive care for each negative HP.