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Cyberpunk Rules (updated 07/08)

==[ Background ]==

===[ What is Cyberpunk? ]===
Corporations are in control. Politicians are their pawns. "Hostile Takeovers" are truly hostile. The police are the "Gang in Blue". The class divide has widened, and the Euro, not the USD is in demand. Corporate police protect corporate assets. Outside their influence, gang controlled slums abound. The poor must join gangs for protection or lock their doors and hide in fear.

Most importantly though, style over substance.

===[ Economics ]===
Unlike R.Talsorian's view, cybernetics and medical aid are expensive. People also do not throw their lives away for $2000.00. Generally, this means that successful players will be able to afford what any moderately wealthy people can afford. You want a fast car? Fine. Cybernetics, mainframes, gene manipulation, AVs, etc. though must be bought as traits.

===[ Gun Laws ]===


The California Assault Weapons ban is still in effect for civilians.  Police officers in vehicles have access to assault rifles.  Corporate personel located within city limits are restricted just as civilians except in the following circumstances:
	1. If the location in question has been deemed critical and a exemption granted
	2. If carried by responding security elements in response to an emergency
	3. 

California Assault Weapons Ban 2015
	RIFLES:
		A semiautomatic centerfire rifle capable of accepting detachable magazines and any of: 
		- a pistol grip protruding conspicuously below the weapon�s action
		- a thumbhole stock or folding or telescopic stock;
		- a flash suppressor, grenade launcher or flare launcher;
		- a forward pistol grip.
	 	A semiautomatic centerfire rifle with overall length of less than 30 inches;
		A semiautomatic centerfire rifle with a fixed magazine holding over 10 rounds.

	PISTOLS:
		A semiautomatic pistol capable of accepting detachable magazines and any of the following:
		- a threaded barrel;
		- a second handgrip;
		- capacity to accept a detachable magazine at some location outside the pistol grip;
		- a shroud attached to, or partially or completely encircling, the barrel;
		A semiautomatic pistol with a fixed magazine having capacity to accept over 10 rounds.

	SHOTGUNS:
		A semiautomatic shotgun having both of the following:
		- a folding or telescoping stock;
		- a pistol grip beneath the action of the weapon, a thumbhole stock, or a vertical handgrip.
		A semiautomatic shotgun with the ability to accept detachable magazines;
		Any shotgun with a revolving cylinder.

	BODY ARMOR:
		Any torso, arm, or leg body armor providing Level-III or greater protection.

Note that corporate weapons restrictions do not apply to locations outside of city limits and that exceptions allow substantially greater protection of critical infrastructure like telecommunications, power, and other resources.  Services such as Trauma Team, REO Meatwagon, and the like all base their rapid response teams from facilities just outside of city limits as a result of this legislation.

In the zone, these rules are openly ignored up until the point that a corporation or major executive decides to move into the neighborhood.  At this point, laws are suddenly enforced and the surrounding blocks are gentrified.  Short of this though, the gangs rule the streets and California penal code is not in effect.

==[ Rules ]==

===[ General Rules ]===
Much the same as Legends. Just the genre is different.

===[ Cyberpunk to Legends COnversion ]===

====[ Skill Check Conversion ]====
In Cyberpunk 2020, skill checks are described as either an opposed roll or a roll against a target number.  Since opposed rolls exist in both systems, no conversion is necessary.  For checks against a target difficulty, the table below can be used to determine the number of successes are required in the Legends system for a specific Cyberpunk 2020 difficulty level.

Difficulty		Cyberpunk DC		Legends Successes
Easy			10			1
Average			15			2
Difficult		20			3
Very Difficult		25			5
Nearly Impossible	30 			7

====[ Stat Conversion ]====
In Legends, stats and skills are expressed as a series of traits organized into thematic trait lines.  NPCs can be expressed more simply as three traits with a single rank for each.  To convert an NPC's stats from Cyberpunk to Legends, determine the type of character the NPC represents.  This in turn will determine the rank of that NPC's primary, secondary, and tertiary traits.

Character Type		CP Points		Primary Trait	Secondary Trait		Tertiary Trait
Major Hero		80			6		5			4
Minor Hero		75			5		4			3
Major Supporting	70			4		3			2
Minor Supporting	60			3		2			1
Average			50			2		1			1

======[ Cybernetics ]======
In Legends, cybernetics are legendary items which are physically part of the character.  As with other legendary items, cybernetics are represented by a trait line.  Traits in this line may be declared as part of an action.  Special abilities granted by cybernetics are represented by signature traits.

Example Cybernetic Signature Traits:
	Body Armor
	Night Vision
	Thermograph
	Antidazzle Optics
	Video Recording
	Microscopic Vision
	Nasal Filters
	Audio Level Dampeners
	Integrated Cyberdeck
	Cellular Uplink

======[ NPC Example: Goon ]======
Goon: Average
	Traits:
		Bodyguard:	2
		Henchman:	1
		Muscular:	1
		(Jacket):	4/2, Resistance: 6
		(Sternmeyer):	Class: 9, Ready: 1, Range: 10, Shots: 8, Penetration: 5

	Equipment:
		Medium Armor Jacket
		Sternmeyer Type 35
		2 Extra Magazines

======[ NPC Example: Body Guard ]======
Bodyguard: Minor Supporting
	Traits:
		Bodyguard:	3
		Henchman:	2
		Fashion:	1
		(Vest):		3/2, Resistance:5
		(H&K MP-2013):	Class: 8, Ready: 1, Range: 35, Shots: 35, Penetration: 4

	Equipment:
		Kevlar Vest
		H&K MP-2013
		1 Extra Magazine

======[ Character Example: Ivan Dovich ]======
Russian Techie: Player Character
	Traits:
		Ex-SovOil Operative:	1
		 Black Ops:		2
		Techie:			1
		 B&E:			2
		Wrestler:		1
		 Sambo Trainer:		2

		(Concealed Vest):		Class: 3/2, Resistance: 5
		(Stolbovoy Assault Armor):	Class: 7/4, Resistance: 8
		(Stolbovoy ST-7):		Class: 5, Ready: 1, Range: 10, Shots: 12, Penetration: 5
		(Stolovboy ST-23K):		Class: 7, Load: 1, Ready: 2, Range: 38, Shots: 75, Penetration: 6

	Equipment:
		Kevlar Vest
		Stolbovoy ST-7 Handgun
			1 Extra Magazine
		Stolbovoy Assault Armor
		H&K 23K Light Machine Gun
			1 Extra Drum

======[ Character Example: Sven Ekholm ]======
Husqvarna Executive: Player Character
	Traits:
		Corporate:		1
		 Husqvarna Exec:	2
		Weekend Warrior:	1
		 Ex-Cop:		2
		Cyberarm:		1
		 Husqvarna ChainRipp:	2

		(Concealed Armor):		3/2, Resistance: 5
		(Black Ops Armor):		5/4, Resistance: 7
		(HK 77UK  Assault Carbine):	Class: 6, Ready: 1, Range: 35, Shots: 30, Penetration: 7
		(Colt AMT M2000):		Class: 10, Ready: 1, Range: 10, Shots: 8, Penetration: 6
		(Husqvarna ChainRipp):		Class: 5, Ready: 1

	Equipment:
		Kevlar Vest
		Black Ops Armor
		HK 77UK  Assault Carbine with Suppressor
			1 Extra Magazine
		Colt AMT M2000
			1 Extra Magazine

======[ ARMOR STATS ]======
Armor Type	Class	2nd Class	Load	Resistance
Heavy Clothing	3	0		0	3
Level II-A	4	2		0	4
Level II	5	2		0	5
Level III-A	6	3		1	6
Level III	7	3		2	7
Level IV	8	4		2	8
Level V		10	5		3	10

For "mix and match" armor, average (round up) class and load using the following weights: head is 2 points, an arm is 1 point, 1 point per leg, 4 points for the torso (so 10 points total for a human). For the resistance value, use value of the armor that contributes the largest share (probably torso).

All class 6 and greater armor is visible. This may impact social interaction and draw unwanted attention.
Cut resistant armor up to Level II is available for 1 load more.


Example: Level V Helmet + Level IV Vest + Heavy leather pants:
Class = (10*2 + 8*4 + 1*2 + 0*2)/10 = 6
2nd Class = (5*2 + 4*4 + 0*2 + 0*2)/10 = 3
Load = (3*2 + 2*4 + 0*2 + 0*2)/10 = 2
Resistance = 8


======[ WEAPON STATS ]======
Weapon Type		Class	Load	Ready	Range	Shots	Penetration
Light Handgun		4	0	0	10	8	3
Med Handgun		5	0	1	10	16	4
Hvy Handgun		8	0	1	10	10	5
Very Hvy Handgun	10	0	1	10	8	6
Light SMG		5	0	1	20	30	4
Med SMG			8	0	1	30	40	4
Hvy SMG			10	1	2	40	30	5
Shotgun (Buck Shot)	8	1	2	10	7	3
Shotgun	(Slug)		6	1	2	20	7	5
Assault Rifle		7	1	1	50	30	6
Battle Rifle		8	1	3	80	20	7
Sniper Rifle		8	1	5	150	10	7
Hvy Sniper Rifle	10	2	7	200	10	10
Light Machine Gun	7	2	3	50	100	6
Med Machine Gun		8	2	4	70	50	7
Hvy Machine Gun		9	2	5	80	100	10
Grenade			14	0	3	5	1	10
Grenade Launcher	12	0	2	40	1	10
Melee Weapons 		as per standard Legends rules

Weapons have stats based on their type (e.g. Hvy Handgun).
New weapons can be created by using the equivalences below and applying them to one of the generic weapons.
	1 Class = 1 Defeat = 1 Ready = 1 load = 25% Shots = 25% Range

High quality vendors (Malorian) get a free positive bump.  Must be backed by a trait line.
Medium quality vendors (Budget Arms, Militech, Arasaka, H&K) 
Low quality vendors (Dai Lung) get a free negative bump.  Lucky them.

Example Weapons:
	Weapon Type				Class	Load	Ready	Range	Shots	Penetration
	Sternmeyer CG-13: Assault Rifle		6	1	2	50	45	6
	H&K 53: Assault Rifle			6	0	0	35	30	6
	Malorian Arms 3516: Very Hvy Handgun	11	0	1	10	6	7
	Dai Lung Street Master: Med Handgun	5	0	1	10	12	4
	H&K 23K: Light Machine Gun		7	1	2	35	75	6
	Sternmeyer Type 35: Hvy Handgun		9	0	1	10	8	5
	H&K MP-2013: Med SMG			8	0	1	35	35	4
	Stolbovoy ST-7: Med Handgun		5	0	1	10	12	5
	HK 77UK Assault Carbine: Assault Rifle	6	0	1	35	30	7
	Colt AMT M2000: Very Hvy Handgun	10	0	1	10	8	6

Superior weapons are created by making the weapon part of a trait line.  As with other signature items, the rank of the traits in the item's trait line add an equal numer of dice to the dice pool for relevant checks.
	Example Weapons Traits
		Mono weapons
		Chainsaw
		Vibro weapons
		SmartChipped

Some aspects of signature weapons cannot be accurately described as a fixed set of additional dice.  For these cases, sigature traits are used.  While sigarture traits can provide a number of benefits beyond modification of a weapon's base stats, should they modify the stats, they may not provide benefits greater than 1 class increase per level.  Use the following equivalence rule for other weapon stats.
	1 Class = 1 Defeat = 1 Ready = 1 load = 25% Shots = 25% Range

	Example Weapon Signature Traits
		Recoil Compensation
		Folding Stock
		Shortened Frame
		Sawn-Off
		Drum Magazine
		Extended Magazine
		Custom Porting
		Cyber Optic Sight
		Heavy Barrel


The ready cost is paid every time a new target must be acquired. Additionally drawing the weapon doubles the cost.
Weapons ignore armor they are rated to defeat.

Each range worth of distance to the target costs 1 die.

====[ Ammunition ]====
Different types of ammunition can be used to further vary the characteristics of a weapon.
New ammunitions can be created by using the equivalences below and applying them to base weapons stats.
	1 Class = 1 Defeat = 1 Ready = 1 load = 25% Shots = 25% Range

Example Ammunition Types
	Hollow Point	+1 class	-1 defeat
	Armor Piercing	+1 defeat	-1 class


====[ Combat ]====

======[ Gun Attack Actions ]======
Except for two additions, ranged combat in with guns is similar to standard ranged combat in Legends.  The first change is the addition of a 'Ready' attribute to each weapon.  The ready cost must be payed in dice each time a new target is selected.  This cost represents the time it takes to acquire the target with the weapon in question.  The second change is the addition of specific attack actions.  These actions are listed below:

Single Shot
	A standard attack with the weapon.
	- 1 round fired.

Aimed Shot
	A deliberately aimed shot.
	- Requires 1 turn of preparation.
	- Allows use of third trait.
	- May be combined with most other actions.
	- 1 round fired.

3 Round Burst
	- Some weapons are capable of firing a short 3 round burst.
	- +2 dice
	- 3 shorts fired.

Short Burst
	- A short controlled burst from an automatic weapon.
	- +3 dice
	- 1d6+2 rounds fired.

Long Burst
	- A long controlled burst from an automatic weapon.
	- +4 dice
	- 12 + 1d6 rounds fired.

Suppressive Fire
	- Each success is a penalty against all "dangerous" actions the target attempts until the next turn.
	- If the target fumbles any actions while endangered, they must defend against the suppressive fire as it it were an attack.
	- May not be aimed.
	- +8 dice
	- 15+1d6 rounds fired.

Split Attacks
	- Attack dice may be split as normal with one provision:
	- Each attack must have at least the weapon class worth of dice allocated.
	- The ready cost must be payed if selecting a new target.

======[ Cover ]======
Cover			Class	2nd Class
Drywall			3	1
Hollow Metal Door	3	1
Interior Wood Door	3	1
Exterior Wood Door	3	1
Corrigated Steel	3	1
Car Body		4	1
Soil/Clay Embankment	4	2
Concrete Curb		4	2
Cinder Block Wall	4	2
Heavy Steel Door	6	3
Large Tree		6	3
Dataterm		6	3
Engine Block		6	4
Utility Pole		7	4
Armored Car Body	8	4
Stone Masonry		8	4

Cover acts as an advantage that may be declared as a third trait for defense.
Values above assume 100% cover.
Subtract 1 if firing from behind cover or partially exposed.
Cover which is defeated by the weapon provides only its 2nd class for defense.


======[ Netrunning ]======
Netrunning can take the form of a combat scene or role-play vignette, with unnamed and named defence programs. Bigger Data Fortresses have more scenes, maybe some puzzles or stuff like that. How the scenes unfold (virtual reality, UNIX commands, etc.) is up to the player and how they proceed.

Regardless of how the netrunner visualizes it, netrunning actions can often be described as one of the following:

Netrunning Actions:
	1.  Locate - To find physically or within a given set of parameters
	2.  Query - Request info that can be gained from the subject. Serial number, version, manufacturer, size, etc.
	3.  Conceal - To hinder discovery or disguise to avoid detection by another party
	4.  Edit - To alter the subject or its programming
	5.  Control - To acquire and execute normal operation of target
	6.  Infiltrate - To gain unwarranted access to or bypass security of target
	7.  Secure - To prevent infiltration, modification, or control of target by another party
	8.  Encrypt - To render target indecipherable by another party
	9.  Decrypt - To decipher an encrypted target.
	10. Run Program - Execute software from a controlled system

For each of these actions, a target must be selected.  Below is a list of common netrunning targets.

Netrunning Targets:
	1.  File/Database - Set of data contained as a unit for use by program, system, or user 
	    - Inter-Office Memos (E-Mail)
	    - Promotional Material(such as VR advertising sims and Web Pages)
	    - Business Records (including databases)
	    - Financial Transactions
	    - Grey Ops
	    - Black Ops
	2.  Cyber - Hardware that utilizes bio-mechanical interface technology
	3.  Comm. - Technology designed to enable the communication of 2 or more parties (e.g. phones)
	4.  Sensor - Hardware designed to gather sensory data (Camera, Microphone, Touch/Heat/Motion sensor)
	5.  Remote - Mobile system operating under control of user or system from a distance.
	6.  Cybermodem - Hardware designed to interface a user or system with the Net.
	7.  Vehicle - System designed to physically transport user or materials
	8.  Weapon - System designed to cause physical damage
	9.  System - CPU in control of a given set of paramaters
	10. User / Runner - Human (or AI) operator connected to a system or hardware

Once the action and target have been selected, determine how long the action will take and the difficulty.  Generally, simple unopposed actions can be performed in a single turn while other more complicated tasks can range from several minutes to days.


======[ Drugs ]======
Act as an advantage worth 1-3 dice.
Character must roll to resist addiction against the drug each use.
If addicted, the character suffers a disability related to the drug.



======[ Healing ]======
Character's who have taken wounds in excess of their highest trait line are in critical condition and will die unless they receive medical attention.
Before healing can occur, the patient's condition must be stabilized.  To do this, the doctor must roll one check per day against the patient's wounds.  Once successful, the patient's condition stabilizes.  If unsuccessful, the patient takes one additional wound from infection and blood loss that day.

Characters who have taken fewer wounds or have been stabilized have a chance each day to regain a wound.  For each day of treatment, the doctor may roll a medical check to heal a stable patient's wounds.  If successful, the patient heals one wound.  If unsuccessful, no healing occurs that day.


======[ Death ]======
Do we want to make a botched defence more lethal?
Do we want to make a botched stabilization check lethal?
Or should we keep it heroic and just K.O. the character?