Sprawl Rpg

April 28, 2017 | Author: H V C | Category: N/A
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Core book for Sprawl: A cyberpunk RPG, by Juan Vasquez....

Description

1

Sprawl A Cyberpunk RPG Welcome to the Sprawl, omae. An urban wasteland filled to the brim with crime and villainy and that makes good business for us. There is never any shortage of corps needing to do a smash and grab, a mafioso needing to whack someone, or sometimes a vengeful frakker who has it out for you. Let’s go, omae. We got work to do.

What you need to play All you need is this pocketmod, a couple of six sided dice, and a few friends, and your imagination.

Advice to the Game Master This is a game that leaves a lot of things out. This is so that you can customize the game to your heart’s content. Remember that this game is written on paper, not stone. Add things in. Take things out. Customize your game to fit you!

Creating your character Your character is represented by these four Abilities: Combat: Has to do with combat and initiative. Physical: Has to do with physical challenges, stealth, speed, and resisting ailments. Mental: Has to do with problem saving, logic, hacking, and psionics. Social: Has to do with negotiation, interaction, and bargaining. To create your character, distribute 8 points between the 4 abilities. The minimum for each ability is 1 and the maximum is a 3.

Pick A Class Street Samurai Masters of urban warfare, street samurai use cybernetic enhancements, firearms, and melee weapons to get the job done. Street Samurai start out with 2d6 + 12 HP and 3 Implants. Psychic The result of genetic experimentation, Psychics blow the competition away with powerful psychic abilities. Psychics start out with 1d6 + 6 HP and 3 Psychic Powers. Diver DIvers are master hackers who upload their subconsciousness into the Net in order to find data that would normally be inaccessible. Only Divers can access into Net Hubs. Divers start out with 1d6 + 6 HP and 1 Implant.

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Investigator Investigators are experts in getting the truth. They are often employed by a client to help find someone or something. An Investigator can use clues to help his allies make deductions on a certain situation. Investigators start out with 1d6 + 8 HP and 1 Implant. Rogue Rogues are silent infiltrators who can get in and out without being noticed. Rogues never activate any traps or alarms and can disable them so that their allies don’t get caught. Rogues get a 1d6 + 6 HP and 2 Implants.

Defense Defense (or DEF) is a target number when dealing with attacks. All starting characters start with a defense value of 9. This is modified by armor.

Experience (XP) and Advancement After each adventure, you usually get 1-4 Experience Points (or XP, for short). Spending XP will give your permanent benefits to your character. The values are shown below. 1 2 3 4

XP XP XP XP

= = = =

+1 +1 +1 +1

HP to any Ability DEF Talent

Using Actions Simply roll 2d6 and add the appropriate Ability to get the Target Number (TN) or more to succeed. Refer to the difficulty table below: Difficulty

TN

Very Easy

5

Easy

7

Normal

9

Hard

11

Difficult

13

Impossible

15

Critical Hits and Fumbles You get a fumble on a natural roll of a 2 and a critical hit on a roll of a natural roll of a 12. On a fumble, what you were attempting fails spectacularly and your turn ends. On a critical hit, however, you automatically succeed and deal double damage in combat.

Psionics You can use psychic powers whenever it is your turn. You need to make a Mental roll to see if you succeed in casting the power. If you fail, the power is not casted and your turn ends. 3

Control Machine (TN 9, Ranged, 1 target) The caster controls a machine for 1d3 rounds. Detect Psionics (TN 7, Ranged, 1+ targets) The caster can detect any nearby psychics in the area. Daze (TN 7, Ranged, 1 target) The target loses his next turn. Fire Bolt (TN 7, Ranged, 1 target) Deals 1d6 + 1 fire damage to a target. Lightning Strikes (TN 11, Ranged, 1-3 targets) Deals 3d6 damage to 3 targets. Dark Vision (TN 7, Self) Can temporarily see in the dark for 1d3 turns. Natural Armor (TN 9, Self) The caster gains 1d3 DEF for 1d3 turns. Psycho Booster (TN 9, Self) The caster boosts Physical, Combat, or Social by 1d3 for 1d3 turns.

Net Rules Divers follow very special rules when diving into the Net. Divers upload their subconsciousness (called a “Ghost” in Diver lingo) in order to access files that cannot be reached elsewhere. Defensive programs (referred to as “Dogs”) often are used to guard these files. When fighting Dogs, combat works in almost the same way for the Ghost as it does for his real-life counterpart (or “Meat Body”), save for the fact that Ghost uses his Mental attribute instead of his Combat or Physical modifier. All the other stuff, such and Hit Points stay the same. Note that while the Ghost doesn't feel any pain, his real-life does. For every time a Ghost is hit for damage, subtract that from the Meat Body’s Hit Points. If you die in the Net, your Meat Body also dies!

Talents Martial Artist Unarmed attacks deal 1d6 damage instead of 2. Marksman +2 to ranged weapons attacks. Face +2 in social encounters. Medic Heals ally for 1d6 HP. Extra Contacts Character has one extra Contact. 4

Parkour Expert +2 to Physical checks involving checks involved with climbing and jumping. Die Hard Gains +2 HP. Extra Implants Gains +1d3 more Implants.

Implants Dark Vision Eyes Allows the character to see in the dark. Cybernetically Enhanced Reflexes +2 to Physical and Combat rolls. Bone Lacing Provides a bonus to Defense and unarmed attacks. 1-2 = Plastic (+1), 3-4 = Aluminum (+2), 5-6 =Titanium (+3). Dermal Plating +2 to Defense. Commlink Enables telepathic communication with allies, so long as they have a commlink as well. Voice Modulator Changes the character’s voice to suit their needs. It must be a voice that the character has heard before. Cyberlimb Replaces an arm or a leg for a cybernetic replacement. This gives the user a +1 to attack or Defense (can be switched mid-combat) for a cyberarm or a +1 to speed for a cyberleg. Internal Memory Storage Device Save files inside of a cyberware installed in the character’s head.

Combat When a combat encounter starts, a character can do one of six things. These six things follow combat in order: 1. Defenses: Combatant adds +2 to their DEF until the end of the combat round. This is the only thing they can do until the end of the round. 2. Ranged Attack: Combatant makes ranged attack to target. 3. Psionics: Combatant uses Psychic Power. 4. Move: Combatant moves from where he was standing. 5. Melee Attack: Combatant makes a melee attack to one target. 6. Other Action: Combatant makes a non-combat action (reloading, talking, gesturing, etc.)

Falling For every 10 meters, roll 1d6 for damage. 5

Equipment All players start out with 2d6 x 10 Credits. Weapon

Range

Damage Cost

Cost

Unarmed

-

2

-

Combat Knife

-

1d3

1

Club, Machete

-

1d6

5

Katana

1

1d6+1

50

Pistol

10

1d6

25

Submachine Gun

15

1d6 + 1

40

Shotgun

4

2d6

60

Assault Rifle

20

1d6 + 2

70

Name

Defense Bonus

Cost

Light Armor

+1

25

Medium Armor

+2

50

Heavy Armor

+3

75

Item

Description

Cost

Medstim

Heals 1d6 damage.

1

Ammo Pack

Reloads for a firearm.

10

Grenade

An explosive that deals 2d6 + 4 damage to anyone in its vicinity.

25

Reloading If you roll doubles on your roll while using a firearm (pistol, submachine gun, shotgun, or an assault rifle), you have to reload if you have an ammo pack. If not, you may have to retreat or use melee weapons.

Contacts Each character starts out with 2 contacts. Contacts can provide the characters with information, gear, and even extra firepower (if you play your cards right). Some examples are Bartender, Ganger, Street Doc, Corp Mouth (a representative of one of the corps), Fence, and Weapons Dealer. 6

Sprawl Character Sheet9 Name

Class

Defense

Hit Points

Equipments

Implants

Psychic Powers

Talents

Contacts

7

View more...

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