CY_BORG//:PUNKMAKER.CPY
YET ANOTHER CHARACTER GENERATOR FOR CY_BORG
V0:0:0b // <I THINK I AM?>
YOU ARE {{ character.fullName.toUpperCase() }}
{{ character.class.name.toUpperCase() }}
{{ character.class.glitch }}
{{ character.class.additional?.regular || '' }}
You owe {{ character.debt.amount.toLocaleString() }}¤ {{ character.debt.debtor }}.
{{ character.class.description || '' }}
ITEMS
{{ item.creditsAmount }}¤
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.