RULES & HOW TO PLAY
Everything you need to know about playing in our Cyberpunk RPG campaign.
Core Rules
Character Creation
# Character Creation Creating a character in our Cyberpunk RPG involves several steps: 1. **Choos...
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Core Rules
Character Creation
# Character Creation
Creating a character in our Cyberpunk RPG involves several steps:
1. **Choose a Role**: Each role has unique abilities and skills.
- Solo (Combat specialist)
- Netrunner (Hacker)
- Techie (Technical specialist)
- Medtech (Medical specialist)
- Media (Journalist)
- Rockerboy (Charismatic performer)
- Corporate (Business executive)
- Fixer (Dealer/smuggler)
- Nomad (Outsider/traveler)
2. **Assign Statistics**: Distribute points among your basic attributes:
- INT (Intelligence)
- REF (Reflexes)
- TECH (Technical ability)
- COOL (Self-control)
- ATTR (Attractiveness)
- LUCK (Fortune)
- MA (Movement ability)
- BODY (Physical capability)
- EMP (Empathy)
3. **Select Skills**: Each character has skills based on their role and personal choices.
4. **Choose Cyberware**: Select technological enhancements that fit your character's concept.
5. **Define Background**: Create a personal history, connections, and motivations for your character.
Core Rules
Combat Basics
# Combat Basics Combat in our Cyberpunk RPG is fast, lethal, and tactical. ## Turn Order 1. **Ini...
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Core Rules
Combat Basics
# Combat Basics
Combat in our Cyberpunk RPG is fast, lethal, and tactical.
## Turn Order
1. **Initiative**: Roll 1d10 + REF + applicable modifiers to determine turn order.
2. **Actions**: On your turn, you can move and take one action.
3. **Reactions**: Some abilities allow you to react to events outside your turn.
## Attack Resolution
1. **Attack Roll**: Roll 1d10 + Applicable skill + Attribute + Modifiers
2. **Defense**: Target's applicable defense value
3. **Damage**: If attack is successful, roll weapon damage and subtract armor
## Critical Events
- **Critical Success**: Natural 10 on attack roll doubles damage
- **Critical Failure**: Natural 1 on attack roll causes weapon jam or fumble
## Cover and Concealment
- **Partial Cover**: +2 to defense
- **Full Cover**: Cannot be targeted directly