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Found 28 results

  1. Powers with the Overcome Attribute: the caster must start a Conflict matching his WIL vs. characteristic as stated in the power description. - Can the target roll for effect ? - are other Traits usable for support beads ?
  2. Hi all, I'm reading through the Runequest Classic Edition rules with plans to run it at our new RPG club this fall. Overall, the rules are written quite clearly. However, I do have some questions about the first few chapters, mostly to do with parrying. 1) If the defender parries successfully and the attacker fails the attack roll, is the damage suffered by the attacker's weapon based on the attacker's damage roll? Or does the defender roll damage as if they struck? 2) The Two Weapon Use section says an adventurer using two weapons can make 2 attacks, 2 parries, or 1 attack and 1 parry. However, in the rules examples of combat, Rurik is only wielding one weapon, and is making an attack and a parry with it. So I'm not certain how that last use for two-weapon fighting could be seen as an improvement... 3) Does a non-parried critical hit bypass armour AND do double damage? The screen seems to suggest so, but the definition of critical damage in the book only mentions doubled damage for parrying. 4) Can a piece of armour absorb it's full rating of damage from multiple hits to the same location? I'll be reading the Magic chapter next. Thanks!
  3. So after some play testing, I decided to change Strain (SN) from a number like hit points, to something that you would roll against. It is still made up of CON + PER, but this is now averaged to get a SN number. Each character will have 4 small boxes next to the SN number, for x4, x3, x2, and x1. Certain spells, using a number of MP over a certain threshold, and being wounded cause Strain rolls. If you fail the x4, you must roll in each subsequent round AND OR each subsequent time a SN roll is called for at the x3... and if that is failed at x2 and finally x1. Once a x1 roll is failed, the character breaks or falls unconscious, depending on circumstances. Ex. Syrene the Sorcerer casts Ill Wind on a group of Bokemono. The spells requires the character to make a Strain check. Since she has not suffered any strain yet, the roll is SNx4. If failed, the next time she casts a spell with strain OR at the end of her next round she must make a SNx3 roll and so forth. Success halts the progression but only actual rest resets the SN back to the x4 mark.
  4. I'm new to RuneQuest Classic and I have questions and or commentary regarding the rules. Question 1: Page 28 says that weapons takes damage when are used to parry a successful attack. This rule applies to successfull parry only, right? (In a failed parry the defender takes all damage) Queation 2: If you successfully parry a successful attack done with a short stabbing or Long-hafted weapon how you calculate how much damage is transferred to the defender? (Those type of weapons do not damage other weapons) Question 3: a critical with an impale weapon is both a critical and an impale?
  5. 1a. Are thrown weapons 1h or 2h or off hand? 1b. If 1h or 2h does that mean I would have to use 10ap to put away a sword and shield and then 5 to ready the thrown weapon (+3/sr to use) and then another 10 to re-quip a shield and sword 10,5,3,10 Or 1h main hand? 5,5,3,5 or am i not required to put away any weapons but just ready my throwning weapon 5,3 or are they considered to always be ready so it just cost me to put away and re-equip the other weapon? Or if they are off hand is it that i must choose between a shield or thrown weapon to have ready and pay ap when I choose to swap. Or if thrown wigh thr main hand can i have the off hand holding the thrown to nagate or reduce the draw time if I dont have anythinv equiped in that hand? 2a. If 1h can I use and train my off hand to throw weapons and keep a main hand weapon ready instead of my off hand? 2b. Can I further that and hold a 2h weapon in the one main hand while throwing weapons with my off hand and negate the re-equip. (Maybe if I have enough str or reduce it)? Sorry I'm new!
  6. Over at I have written up the beginnings of Witchcraft and witches - a system of magic that is neither sorcery nor cultic in nature. Instead, witches make temporary pacts with eldritch entities such as spirit lords, Elemental Elders, even dragons, or demons, and gain magic from their pact of service or POWer. There are some ready advantages to having a witch PC in the group. Diverse magic, a charismatic face, and a constant source of quests (the witch's service) are among them. But there would also be a downside: Witchcraft probably threatens the fabric of Gloranthan culture. Witches can gain power without continual prayer. This makes them outsiders of society, and charismatics ones at that. They might be driven out, they might be targeted for bigotry and violence, but they might also be tolerated because of their expertise in the unusual. The write up so far only has the system notes, and a handful of spells. But I am intending to add to them over time.
  7. Not that this would come up often, but how do most handle "critical" success odds for Renaissance and compatible rule systems? The rules (paraphrased) spell out that the critical chance is 10% of the character's skill. However, modifiers can alter a character's skill, taking the rules ultra-literally, a modifier would not affect the percentage for a critical. But as a matter of preference, do those who play/GM these rules calculate the chance of a critical based on the modified skills (regardless of whether the modifier is a penalty or bonus), or do you generally keep the critical odds as 10% of the character's base skill level, and only apply the modifer to the overall success or failure? I'd love to hear people's thoughts on this. I am also working on updating the Roll20 character sheet for Renaissance (and related games), and was going to add automatic skill rolls into the sheets, which would require had math being encoded into the rolls.... So whatever the majority is leaning towards, is likely how I would code the math on the character sheet there.
  8. So I am getting pretty good with Magic World and have used it for a couple of genres now. However I am about to play a modern game and the question has come up about automatic weapons (M16, AK47, etc...). Does anyone have SIMPLE, EASY rules for firing guns that can shoot multiple shells per round? What do you guys recommend? I saw on the Internet that rules are apparently included in CoC but I don't have those books. Anybody? PS - The game we are about to play is styled after X-Files and uses the Alternity Dark Matter setting? Anyone here ever done an X-Files type game?
  9. What does Functionally Incapacitated mean exactly? How do i become no longer functionally incapacitated? I'm looking at page 20 in the rulebook, RQ Classic/RQ2, and it says i can no longer fight until healed, i'm in shock and i can heal myself. If i can heal myself what's the difference between casting a different spell than healing (maybe because i can't fight i cant attempt to overcome another's POW)? And how far do i need to be healed before i'm no longer functionally incapacitated? I'm curious to see what others do. I house rule the functionally incapacitated condition ends when the location in question is healed to positive hit points. And anyone trying to hit you automatically does. But anyway, curious to see what others do. Also curious to see what the new RQ will do.
  10. Hi folks, I'm kind of back to the BRP familiy - I played a lot of Stormbringer and CoC back in the 80s/90s and kind of lost sight of the systems family ... I've been reading RQ/Mythras stuff for a while now to get back into it, but don't have the time (or the players) to really get into such an extensive rules set, so I thought I might give OpenQuest a spin. Did that a few days ago with the wonderful "Life & Death" setting and a one-shot adventure with the pregens it provides. The system worked pretty well for me, but one thing surprised me: Battle Magic seemed to be awfully powerful in combat, especially Multi-Missile and Weapon Enhance. One of the pregens had it with magnitude 4, which meant that he fought pretty much any fight with an attack of 90% (+40) and +4 magical damage. (He still died, succumbed to a critical hit from a ghoul queen, but he did a heck of a lot of damage before that!). In the long run, this seems a little overpowered ... did I miss something in the rules? Or ist this simply intended this way?
  11. Hi, I'm creating a new thread in order to not jeopardize the previous one with multiple questions. Let me know if I'm not following the forums rules and accept my apologies in advance. So I have a question about time to produce formula page 71 (hum, you can noticed I’m not able to progress very fast in my reading ): Time to produce = Object SIZ x TL / Manufactory output/hr First, I’m finding strange that the more the technology level is high, the more it will take time to produce. I would have expected the exact opposite. Mor over, if you consider also the Max production output/hr formula: Max production output/hr = Manufactory SIZ x Tech Level Then the minimum time to produce is independent from the tech level: Time to produce = Object SIZ x TL / Manufactory SIZ x Tech Level = Object SIZ / Manufactory SIZ So basically, there was no productivity gain thanks to technology advances? Usually, the product cost reduction is performed by reducing the BOM, but also the reducing the time spent on the production and assembly lines, isn’t it? So did I miss something or is there a typo, and the right formula is indeed: Time to produce = Object SIZ / TL x Manufactory output/hr Thanks for your comments!
  12. D100II SRD

    Version 1.3


    Once upon a time a bunch of people on the Gringle's Pawnshop RQ2 forums said, "It's great that all those classic adventures and supplements are available again in PDF form, courtesy of those Moon Design chaps. But wouldn't it be great if there was also a set of rules that you can use to play those games out-of-the-box, without having to splash out on eBay?" Well, that day was little while ago, and here is my humble contribution to realising that daydream: the Dreamscape Design D100II SRD. Written under the OGL, and using the MRQ1 SRDs, this is an editable text document which you can use as written or tweak into your very own house-ruled D100 rulebook. Write your own classic-style adventures, or just play those re-released classics without having to convert from another D100 rule set. This is intended to be a living document, so if you find any errata or want to make any suggestions please contact me here on BRP Central, in Gringle's Pawnshop, or on the Dreamscape Design page: And, if you like this stuff - well, stay tuned for RetroQuest II ...
  13. The Second Way Draft

    Version 2.0


    The Second Way (TSW) is a set of homebrew freeform magic rules for Chaosium’s Magic World setting. The goal of TSW is to provide a definitive yet flexible way for crafting and scaling spells. Inspired by Chaosium’s Deep Magic and Atlas Game’s Ars Magica, TSW changes Deep Magic’s spheres and glyphs and adds rules for specifying spell range, area of effect and duration as well as for affecting mass, affecting character condition and casting spells against multiple targets. For maximum benefit readers will want to purchase Chaosium’s excellent Advanced Sorcery book.
  14. Hi all, I have uploaded rules that tweak Deep Magic's spheres and glyphs and adds rules for specifying spell range, area of effect and duration as well as for affecting mass, affecting character condition and casting spells against multiple targets. For maximum benefit readers will want to purchase Chaosium's excellent Advanced Sorcery book. You can download the file at Please message me if you find typos or unclear rules. Best regards, Ronnie Sanford
  15. This is NOT a post critical of the supplement. In most respects, I love it... a great world to plunder, the stunts system is genius and Voudou is a great magic system ripe for some rich roleplaying rather than the usual flash-bang effects. But as I run it for my group I am finding numerous issues, typos and stuff just plain missing from the rules. i.e. at a "rules on paper" level it is far from perfect! Some endemic "typo like" issues are in there which I can ignore: The author indicated that it was a mash up of 2 background - one magical, one historical and it shows periodically. Sections of rules that need to be together are spread between chapters. The layout is "challenging" at times, but a proper read and judicious use of post-it tabs and some PDF printing helps gets around that Also there are a lot of "See page XX" references and references to "Bokors and Broadsides" (the old name for Blood Tide!). Now I know it is teh oild name for the system I know the game is referring to itself and not some weird supplement I can't find. So since this is the official "Chaosium" community and the author is on here I thought we could collectivity help to fix it in a hope of building a bit of an errata or help the author with a second edition with some more annoying problems resolved. If anyone has any house rules, links, scenarios or useful tools relevant to Blood Tide - feel free to add them below. I will post a couple below to get started...
  16. I want to start a Gloranthan campaign and I am finishing a second read of HeroQuest: Glorantha. I must admit that I am a bit confused by Lunar Magic. My problem started with the Seven Mothers Cult and the Magic entry of each subcult. For example, the Magic entry of the Full Half Moon subcult (HQ: G page 190) states: "Evocations, Glamours, Grimoires". Until then I thought that Glamours were created through the direct use of a Lunar Phase mimicking spells, charms or Rune affinities. Evocations or Grimoires are thus creating Glamours. If Glamours are created through Evocations (mimicking Rune Magic), Lunar Grimoires (mimicking sorcery spells) or Lunar Charms (mimicking spirit magic), why are Glamours in the Magic entry list ? Shouldn't the Full Half Moon Subcult magic entry list hold Evocations and Grimoires only ? Here is how I understand and sum up the rules and definitions: - Glamours: direct use of the Lunar Phase to mimic Rune affinities, spells or charms. - Lunar Evocations: direct use of a Lunar Phase to create glamours mimicking the Runes that phase can replace. - Lunar Grimoires: direct use of a Lunar Phase to cast spells mimicking sorcery. - Lunar Spirit Tradition: direct use of the Lunar Phase to call charms mimicking Spirit Magic. Am I wrong ? Is there something I have misunderstood ? To finish, when a Lunar Phase is used as an Augment, is it still based on the Runes it can replace (Fire and Change in this case) ? In other words, when the Full Half Moon is used to Augment another ability, can I use it as if it were either the Fire or Change Rune ? Thank you for your help.
  17. OK, I start this one. I haven't read everything, but a few points are unclear to me: - I haven't found any shield stats, except in the Design section. Did I miss something? - Weapon Tables, 2H weapons: do the Mights bonus in the Notes column include the 2H +1 bonus? - same question for bows in the Might column - The range for the longbow seems overrated to me (300m vs. 150m for a composite bow, while AFAIK, they have comparable performances).
  18. Tomorrow I will be posting a new and updated Intro to Skaerune'. It will be edited better (though not perfect lol) and somewhat more coherent. It will include a section where I briefly discuss some design decisions. In essence it is a preview of the QS guide. I just did not want folks to think it WAS the QS guide, which is coming along nicely.
  19. So if this is not the place for this, please feel free to move... I have been going over different rule ideas and was toying with alternate attack methods. Long story short I contemplated what fanning a six gun in a BRP might look like Fanning Fanning of a revolver was a common means of firing multiple shots in a short amount of time. To do so in combat a character declares he or she is "fanning" on their attack and picks 1 to 3 targets in their line of sight. On the character's normal attack SR, he or she makes a single attack roll at a 25% penalty. If the roll succeeds, roll 1d3 to determine which target is hit and allow that character to make a dodge roll (if applicable). Even if the attack fails, the firing character pits his or her POW against the POW of each of the targets. If the attacker succeeds against a target, that target has a 15% penalty on all actions for one round. So the idea is that even though inaccurate, fanning can be intimidating because of the hail of bullets. Here are some thoughts I had on it Is 25% enough of a penalty for the shooter? Is 15% too big a penalty for the targets? If using Special Successes, 2 targets are hit on a special success If the roll is a critical, all three targets are hit Just curious what others might think. I may actually do a Wild West version of Q21 after Skaerune' and Runed Worlds, so it is not just a throw away thought.
  20. Hey all, I just uploaded the latest version of The Second Way freeform magic rules to this site. There are lot of small change that came about during playtest. You can get it at the link below or from the download section.
  21. Here's a Passion mechanic I'm trying out at the moment. The idea is to make a character's Passions a bit more active in play. Does anyone else have house rules for this? Let me know what you think. Passions All characters and important NPCs has 1-3 Passions. They should describe a strong connection the character has with: - a person - a circle* or location - an idea Passions range between 1-100%. Whenever a character persues a Passion, s/he can receive a +20% skill bonus. A Passion can only be used this way once per gaming session. In a scene where a character is likely to act according to a Passion, especially if it’s going to complicate matters, anyone around the table can call for a Passion to be used. This is a “free” use of the Passion and will in addition allow the character one more Passion bonus later during the session. If the player avoids following the Passion s/he will act with -20% penalty for the next action or pay 5 Fate points. If you want players to focus even more on their long-term driving forces, link the active pursue of them with additional skill check rolls at the end of adventures (1 extra roll for pursuing a Passion, 3 extra for getting into trouble because of a Passion, 5 extra for roleplaying a Passion exceptionally well). * = Circles is what I call organizations and ideologies in BRP Space...
  22. I Have purchased RoH and I'm very impressed, but I have queries on the some of the combat rules: 1. Page 112 - Area attacks, does this work? Roll damage, say 3d6, total 14, compare with armour, say 8. 'If the damage overcomes the armour rating' - as it does in this case, (14>8), then damage inflicted is full, less half the armour rating (4) so actually total damage to HP = 14-4 = 10. Ok, 'if the armour succeeds', say damage rolled is 7 vs. armour 8, 'the armour protects fully with any penetrating damage deducted from HP'. However, if the armour 'protects fully' by presumably being rated higher than the total of the damage 9as in 8>7 above), unless the weapon has a PV value there IS no penetrating damage. On page 113 it states that area effect weapons with a PV value only apply to direct hits. So, presumably if damage does not exceed armour rating and PV doesn't count, the damage in that case will always be zero (making the 'with any penetrating damage deducted from HP' statement on page 112 redundant)? 2. Grenades - do these always have a 3m blast radius? What about larger 'artillery' - blast radii for missile etc. these aren't listed. 3. The good old discussion about movement options still isn't clear to me. Are the options listed on page 107 exclusive: i.e. you can either: Change Stance (and presumably react/ attack) OR Fighting Retreat (move from contact up to score plus one attack OR one reaction) OR Move (with one attack and one reaction) OR Sprint (Dodge only, double move) Is Charge also instead of one of these exclusive moves or can it be combined with one of the above?(given that you get an attack and a double move, but forsake your reaction) At the core of the question really is, what is the maximum distance someone can cover in one turn, is it two times their move rate (from Sprint or Charge) or are they allowed to do these AND get a free move? 4. Multifire - VERY confused by this. On page 111 under 'firing bursts' it refers to 'each additional shot fired in a burst'. Given that you can fire one shot OR burst for each ROF point for a weapon, I have taken it that if you have an FA weapon with a ROF of three you can make three attacks in the round, each of which could be a burst. Where does it say how many rounds (shots?) are fired in a burst to inform the calculation for 'each additional shot fired in a burst' increasing the shooting skill by 5%? Also, when it says 'if the attack succeeds, roll to see how many shots hit the target' - roll what? If the assumption is that you can effectively empty a mag in one round, say split between three bursts, you might be adding 20 rounds to each burst, pretty much guaranteeing a doubling of your chance to hit, and then what? Am I then just making a random die roll to see how many rounds hit - say on 1d20. If I roll a 20, am I then rolling the damage 20 times? I assume not else auto weapons would be instant killers every time. The rules must have intended something else, but what? I can house rule this stuff just fine but I'd like to know what the authors actually intended here. A worked example would help! 5. Pump action shotgun. Is pumping the weapon considered a 'load' action, or something you can do as part of your attack (effectively making it a Semi-Auto weapon in rules terms)? 6. Suppressing fire - I declare suppressing fire, my opponents run into it. As written, they are hit automatically - no roll required? I'm assuming this can't be right, else it's harder to hit a target that you are aiming at (normal ranged attack) than it is to hit them with suppressing fire? 7. Panic fire - this isn't very clear. Let's say I'm surprised by gunfire and I panic. Have I read it correctly that this means all my own ranged attacks back are halved in chance until I run out of ammo? What then? How long does it last? do I get a chance to re-assess the situation and get back under control. What if I'm armoured heavily and the incoming fire is so weak as to be almost meaningless other than by Critical. Can I figure this out and check my panic? 8. Critical Hits and ignoring armour. On page 108 it says I do max damage with a crit, and double any PV value, but don't ignore armour. If my opponent attempts to dodge however (page 109), and fails, now armour IS ignored. Are these two rules in conflict? Thanks for any time you can give to answering these queries, Regards, Guy
  23. How do you balance magic-users in your campaigns? In the big gold book they are not balanced at all. You either know Magic (I'm speaking about the specific power-type) or you don't. This is not a problem if all players are assumed to know magic or if they are supposed to learn magic during play, but if one player wants to be a mage and the others don't, BRP doesn't really offer any way to justify the difference. Ok, it says that only characters with high enough Power score can learn Sorcery (the other power type), but that is boring in my opinion. Differences in Power already dictate how good you are at using magic. Other than that, the book just says certain professions are more likely than the others to know magic. I was thinking ways to make any character a potential spellcaster if the player wants to play a mage. If one knows something the others don't, it should come with a disadvantage. With the Magic system this is not a very big problem, as you have to build your spells from very low scores with your skill points, but if a player wanted to powergame he could just create a spellcaster and choose not to invest any points into his spells. He would be a terrible spellcaster, but yet he would have a slight chance to succeed and eventually he would learn, becoming better and better. I was thinking of adding a specific profession called "Magic-User". Only Magic-User would be able to cast spells and he could invest his professional skill points to magic and only to magic. Thus he would be able mage and possess some additional skills as well (personality points as well as INT x 10 skill points he could distribute freely), but still he would have severe restrictions when it comes to non-magical knowledge. This would work especially in a setting where magic is considered more or less secret knowledge and learning it would require convicted dedication (I was thinking of Tékumel). Another system that popped into my mind was having something like OpenQuest, but with two character classes: Fighter and Magic-User. They would have different powers and using them would require spending of power points. Powers could be represented as skills. Magic-User powers would be spells, naturally. Fighter powers would be more down-to-earth in nature. Double damage, additional combat maneuvers, and such. I'm not a great fan of character classes and I don't really like experience points (BRP's learn-as-you-practice makes much more sense), but this could be a solution decent enough. Character classes, yes, but so broad that they just more or less represent characters' general attitude to magic and/or their education and background. On the downside it would distinguish player characters from regular characters, and I don't know if that is a good thing. Player characters should be the heroes of the story because they are good at what they do, not because they have rules that play in favour of them. On the other hand, one could assume that a cook has plenty of cooking powers--they just don't turn up too often in regular play. What do you think?
  24. Simpler Basic Roleplaying

    Version 1.00


    Do you not like the Attack/Defense Matrix? Perhaps you like to customize explosions? Maybe Critical Successes and Failures take too long to calculate, or you just want to simplify the advancement mechanic a little bit. I have you covered!
  25. [Terms of Use] This Material is free to use for both home use, and monograph authors, and is my contribution to a better cyberpunk setting turnout for BRP. Naturally, no restrictions are present. If a Monograph author wishes to compensate me for this work, They are free to email me at: "Link6746" (Gmail Address). My preferred form of compensation is a free physical copy of the monograph in question. [The Basic Stats and Terms of Cybernetics] Inhumanity: Each implant adds 1 to 4 ranks of this to the character. If it exceeds POW, add 5% per additional point to Psychosis. If the campaign is using Sanity rules, each 5% in Psychosis gained reduces SAN by 1/1d4+1 Restriction Level: Restriction Level is pretty much a measure of legality. As an implant or prosthetic's RL gets higher, more qualifications are required to possess it legally. These Qualifications are kept indefinitely once earned, but may be taken away based on the character's actions and standing. Psychosis: Checked whenever the character is in situations of extreme stress. If a "Success" is rolled, then the character goes psychotic and control is surrendered to the GM. Imbalance: Increases each time cybernetics are added. If this gets to 50%, all magic checks are difficult. at 100%, all magic checks are impossible to do at all. Increases by 5, 10, 15, or 20% with each implant, prosthesis, or artificial transplant. CON: Dictates total Organ or other Miscellaneous implants/Transplants of an artificial nature that can be received. Jolts: Electricity, the power point system for Cybernetics. Can be used to power Energy Weapons either from batteries on the energy weapons, or by connecting directly to a cybernetic part. Jolts are used to Abstract the system of powering or using powers from Cybernetics. Platform: The device that connects the Wetware (Body) to the Cybernetic Hardware that the character employs. A Platform goes into a prexisting limb and connects to the Prime Platform- A Neural Device, or Deck- to allow control over cybernetic components. Neural Device: The prime platform. This allows you to use other cybernetics. Also called a Deck. Does not come with any modem type or method to connect to external devices by itself, requiring a slot to be taken for these extensions. Program: This provides a bonus to a certain skill when it's active. This bonus may be Direct (One Catagory towards Easy for a Mental Skill) or Simple (5/10/15%) Prosthesis: An artificial limb, or even Body, that by default has more Platforms than the original part is capable of, and may have other features. Implant: A non-limb or non-body replacing device that goes inside the body or limb of choice. Slots: The Total Number of Implants Allowed for a Given Limb, or Miscellaneous implants. Type: A Cybernetic component is considered to be a Battery (Jolt Maximum increase), a Generator (Reduce a stat by 1 or more, Return 1 Jolt in a given period of time) grant a Bonus (To Stats, Skills, or Armor), Be a Weapon (Treated like the weapon it's based on), or grant a Power (From any of the Power Types, with minor modification if necessary) or Ability (A trait, such as being able to enter digital networks, devices, and programs digitally). Cost: Bonus Type Cybernetics sometimes have a cost, which is taken every day they are active. Weapon Type Cybernetics Either have a Use Cost, or are treated like Bonus Type Cybernetics. Power Type Cybernetics cost the same number of Jolts as the power would take in Power Points. Battery, Generator, and Ability type Cybernetics do not take Jolts to Operate. [system] Implanting: First, Slots must be checked to ensure that the body can handle the implant. Then, a platform must be implanted or chosen for the implant. Following this, the proper amount of Imbalance and Inhumanity is incurred if necessary, and the implant is ready to use. Cyberdocs: A Neural Device and most other implants, prosthetic, and other cybernetic or biotechnology items requires a doctor to have them added to a character. A machine can be used as a proxy for this, but the most skilled of doctors are better than any machine simply because they can think creatively in terms of how to implant or replace something without harming the body. Prosthetics: Adding a Prosthetic is simple: A limb is lopped off, and a Platform placed where the limb connects. The limb is then replaced with the Prosthetic, Inhumanity and Imbalance is incurred if appropriate, and the Prosthesis is ready to use (and may or may not provide a bonus when using that limb). Inhumanity Index: Each implant has an index rating of 1 to 4. This is how much Inhumanity is added with the implant. If the character gains Inhumanity above POW, they gain 5% Psychosis for each point of Inhumanity above POW. In campaigns using the sanity option, SAN damage of 1/1d4+1 is also incurred. Implant Slots: By default, a fully human character with no prosthetics has 2 slots on each leg, 2 on each arm, 4 in the Head, And 4 spread through the Torso and Pelvis, as well as a number of Misc slots equal to their CON. Neural Devices and Platforms are implants, but do not take an Implant Slot. Limb Slots: One Per Limb of the same type as that limb, by Default. Additional Limbs come at a penalty of 1d4 DEX per limb, the GM can however rule that a specific limb costs the character a specific amount of DEX. Programs: Programs Take no slots to use, but requires a Neural Device of some sort, and reduces INT by 1 and IDEA by 5% for each MB of program loaded. 3 INT must always remain in order to act as desired, and 1 INT must remain for the character to remain able to function at all. The total number of Programs that can be put on a character's Deck is equal to INT*2 due to having to sandbox each of them. Jolts: These are used like Power Points, but are counted separately and can only be used with Cybernetics. Imbalance: Subtract directly from any Magic or Sorcery based skill rolls if present. Only matters in campaigns with both Cybernetics and Magic. Batteries: Each Rechargable Battery Implant adds 2 (Small Capacity), 4 (Medium Capacity), 6 (Large Capacity), 8 (High Capacity), or 10 (Extra Capacity) to the maximum Jolts a character has for Cybernetic Use. Batteries that are not Implants can be used to charge Battery Implants (1d6+1, or 2d6+2). This charging happens over 2 rounds (half the power is restored on the first round, the other half on the second- If the total be restored is Odd, add 1 to it before division). Recharging Batteries: A Generator recharges Jolts slowly (1d3 to 2d6 + 1 to 2 Efficiency Modifier per Day/Hour/30 Minutes), while a Power Socket restores an amount (1d3 to 2d6 per round, with a +/- 1-2 Wiring quality modifier) of Jolts Restriction/Qualification Level: Restriction Level is the amount of qualification required to legally possess and use a given piece of cyberware. Qualification level is used to determine what RL the character can legally use. If a campaign setting has more stringent restrictions on cybernetics, then move up RL by 1. 0: Unrestricted 1: License 2: Security 3: Military 4: Black Ops/Research 5: Black Market (Minor Infraction if Caught with) 6: Black Market (Moderate infraction if Caught with) 7: Black Market (Severe infraction if caught with) [Playstyles]: Playstyles allow one or more twists upon Cybernetics. Arcane Balance: In campaigns with Magic and Cybernetics existing side by side, Balance enforces the rule that a person with machine parts is less likely to think in terms that allow magic to be used by them, and is more likely to be confused by magic. The Arcane Balance playstyle represents this. each implant has a 5%, 10%, or 15% addition to imbalance, which at 50% makes Magic difficult and at 100% negates the ability to use magic at all. Can be further customized to count above 100% imbalance, where 200% imbalance causes death. Inhumanity: In campaigns with a focus on the mind warping effects of Cybernetics, Inhumanity is used to represent the potential of Cybernetics to drive a person insane. A character's POW limits the amount of implants they can get without gaining in Psychosis (5% per point of Inhumanity above POW). If the campaign is also using Sanity, then after this limit is reached, 1d4+1 SAN damage is taken. Following this, each further implant causes 1 SAN damage so long as it continues to raise Psychosis. Psychosis can be lowered either by removing implants and prosthesis, or by raising POW, but the damage to Sanity that results from it's gain is everlasting. However, Psychosis has one major flaw it brings to a character afflicted with it: In stress filled situations, the character goes psychotic and control is surrendered to the GM until a POW*5 check is succeeded (Roll every 5 rounds) if the player rolls under the Psychosis %. Glitches: Not all cybernetics are compatible. Sometimes they have glitches in programming that cause minor quirks in behavior, cessation of function, security flaws, or other problems. Whenever you add an implant or replace a part of your body, Roll D% and compare it to the percentage listed with the implant or prosthesis for flaws, adding 5% per implant already possessed. If you roll under this %, you gain the listed flaw. For some implants, this may be as serious as character death- In this case, roll a Stamina check, with success negating the death and causing you to lose the implant's function instead. Flaw frequency and quirk frequency is dependant on the brand and quality of the device. [stock Implant List] Mental Amplifier: Slot Head, Index Rating 3 (+1 if Beta), Type Ability (Psionic Access), Jolt Cost 1 per 1/2 hour, Glitch Stupor, 10% Imbalance. Implanted Weapon: Slot Arm, Index Rating 1 (+1 if connected to a targeting system), Type Weapon, Jolt Cost Negligable, Glitch Weapon-Popup/Popout. 10% Imbalance Targeting System: Slot Head, Index Rating 2 (+1 if Beta), Type Bonus (Targeted Attacks), Jolt Cost Negligable, Glitch Frenzy. 15% Imbalance Dermal Weave: Slot Body, Index Rating 1, Type Bonus (Armor +1, stackable without penalty), Glitch none. 5% Imbalance Modem: Slot Head, Index Rating 3 (+1 if wireless), Type Bonus/Access (Hacking/Programming), Jolt Cost 1/entry to cyberspace, Glitch Driver Malfunction (Death), 25% Imbalance Enhanced Vision Module: Slot Head, Index Rating 3, Type Ability (Night/Thermal vision), Jolt cost 1/10 rounds, Glitch light adversion, 15% Imbalance Adrenal Controller: Slot head, Index rating 2, Type Ability, Jolt cost negligable, glitch Addiction, 5% imbalance. Effect below. *for 4 rounds, movement does not hinder actions unless moving your full move speed, and any strength, constitution or agility based rolls are considered one step easier. At the end of the first round, make an easy stamina check. failing this, the effect ends early. succeeding this, the next round the effect becomes more difficult to maintain by one step. This process continues until the fourth round, at the end of which the effect is impossible to maintain any longer, and safeguards turn it off. [stock Implant Platforms] Grade R(estricted) Cybernetics Platform: Adds 4 Head slots, 10 Jolt Capacity Rechargable Battery. Inhumanity Index rating of 2 Grade M(ilitary) Cybernetics Platform: Adds 3 Head Slots, 8 Jolt Capacity Rechargable Battery. Inhumanity index rating of 1 Grade N(etrunner) Cybernetics Platform: Adds 2 Head slots, 6 Jolt Capacity Rechargable Battery. Inhumanity Index rating of 1 Grade C(ivilian) Cybernetics Platform: Adds 1 Head slot, 4 Jolt Capacity Rechargable Battery. Inhumanity Index Rating of 0. Prosthetic Cyber-Arm: Adds 1 Arm implant slot for that arm, by means of replacing it. Allows replacement of lost arms. Prosthetic Cyber-Leg: Adds 1 leg implant slot for that leg, by means of replacing it. Allows replacement of lost legs. Prosthetic Vat-Grown Cyberized Body: Adds 2 Arm, 2 Leg, and 4 body slots, in addition to a number of head slots and Jolt Capacity dependant on cybernetics platform included. *This CAN change character appearence and gender. [Acknowledgements] Enpeze: Inhumanity Playstyle's Core mechanic (SAN notwithstanding) Link6746: Collection of different types of implants, implanting system. Example starter implants