Patreon LogoYour support makes Blue Moon possible (Patreon)

Shadows in the Neon Night: A cyberpunk World of Darkness Game Set Up and Rules

Status
Not open for further replies.
Joined
Jul 25, 2010
Most actions will be based on a pass/fail depending on character stats, so most of the time rolls won't need to take place. When they DO take place, the PC will either make a roll and send me the success count in their manner of choosing, or I will roll for them. In-battle actions require rolls

Please note in a post which you are performing so I can edit this post accordingly.

Players conducting their own rolls:

Players I am rolling for:

There is also a homebrew cybernetics sytem, which I will copy below.

Cybernetics

Cybernetics aren’t exactly incorporated through the entirety of World of Darkness. They’ve pretty much been exclusive to the Technocracy, as they were less technology and more magical item packaged into a shell that you could shove into your body to enhance certain aspects. The Cybernetics in THIS game, however, ARE products mostly of science, with a few aspects of the supernatural.

How it’s going to work: Each dot in base stamina will give you 1 point of cybernetic equip weight, up to 5. Each cybernetic comes in a tier, and the tier decides the equip weight based on a few modifiers we’ll get into in a moment. Cybernetics also have a unified operating system, which means they interface with your brain in much the same way as you’d interface with a computer. So if you don’t have any computer skills, well you probably won’t be able to figure out a cybernetic’s interface. Being better at handling a cybernetic also means that it will take less toll on your body as it operates, so every 2 points in computer use lowers the weight of a cybernetic by 1, and at 5 computer use, a tier 1 cybernetic would count as 0.5 weight. You can not come up with a specialty in cybernetics to alleviate weight, but you CAN come up with a specialty that adds modifiers to their effectiveness.
Cybernetics tiers and weights:

Tier 1:
Weight at 1 computer use: 2
Weight at 2 computer use: 1
Weight at 4 computer use: 1
Weight at 5 computer use: 0.5

Tier 2:
Weight at 1 computer use: 3
Weight at 2 computer use: 2
Weight at 4 computer use: 1

Tier 3:
Weight at 1 computer use: 4
Weight at 2 computer use: 3
Weight at 4 computer use: 2

Tier 4:
Weight at 1 computer use: 5
Weight at 2 computer use: 4
Weight at 4 computer use: 3

Cybernetics available: This list is not completely comprehensive and you can pitch me something and I’ll consider it.

Tier 1:

Com-link: Allows you to communicate with anyone on the same band as you. This is non-verbal and much like telepathic communication, but with technology instead of magic. The auto-translator integrated into its operating system can translate any known earthly language including that of animals, allowing Garou in non-homid form to communicate remotely with humans. Com-links can be sniffed and hacked. To hack into a com-line, one must roll wits+computer at a difficulty equaling the com-link bearer’s computer x 2 with a max of 8

Pheromone package: Can be activated to enhance natural pheromone production in the living, but in the undead it comes with several add-ons that place pheromone packets under key places in their skin so when the package is activated, pheromones permeate from them as if they were a normal person. This adds 1 die to the dice pool for any appearance based roll. The pheromone package can be overclocked. The roll is straight computer use at difficulty 7, no increased successes for more than 1 successful role. If your rolls of 1s exceed successes, however, your package overheats, causing 1 point of lethal damage and causing the implant to shut down for a day to reconfigure itself. If the overclock attempt is successful, you add 2 dice instead of 1 for that activation.

Self-preservation unit: allows one use per battle an attempt to soak aggravated damage that is normally unsoakable to the species of the character. It can be activated after the damage rating of an aggravated damage attack has been determined.

Ocular assistance implant: Automatically reworks the way the eye communicates with the brain, allowing for better vision in low-light situations. Not quite as good as actual NVG, but it also comes with the benefit of protecting your vision from extreme bright light. You can resist flashbangs with a perception + alertness roll difficulty 8 roll. If you issue the command to the implant fast enough, it will constrict your pupils to almost pin-sized, making flashbangs look like little more than a lamp turning on when it’s pitch-dark.

Stamina booster: Flushes the lactic acid in your muscles and increases the oxygen intake of your longs when activated, giving you a true second wind. Good for long runs or chases, and if you’re a Garou, allows for ridiculous amounts of travel in Lupus or Hispo form. Resets your stamina limit, doubling the distance you can run once a day.

Tier 2:

Healing package: Can be used in battle or out to accelerate natural healing, healing 1 point of the most severe damage currently sustained. The system hyperactivates your body’s processes, burning calories and nutrients at an extreme rate in order to accelerate the healing process. Because of this, the system has a failsafe so that it can’t be used more than once a week, since draining the body of that much of its resources more than once a week would cause an agonizing nutrient-death.

Muscle stimulant: Adds 1 die to the dice pool for strength based rolls for 1 scene or 1 battle. Causes your muscles to function at a capacity that you would only be able to summon in times of stress otherwise. Much like these periods of tension or distress, after the affect ends, your muscles will become very tired and you will suffer -1 dice to your dice pool for strength based rolls for one full scene or the next battle. The system is on a full day cooldown so as to not burn up your muscle tissue.

Delirium Neutralizer: Strongly encouraged for START members that are human. Upon seeing a creature that would incite Delirium, the device attempts to block the frenzy affect that ensues. The user of this implant, instead of rolling wits+occult difficulty 9 and adding the successes to effective willpower against Delirium, rolls wits+computer difficulty 7, adding those successes to effective willpower against Delirium.


Tier 3:

Targeting overlay: This implant is planted directly into one’s dominant eye and it creates a targeting HUD for assisting in quick aim. You do not have to stand still to accurately aim your weapon, and the only time you do suffer a penalty to hit with ranged weapons is at a dead sprint.

Reflex accelerator: Speeds up the user’s reflexes passively, adding 1 to their dice pool for rolls involving brawl, melee, or athletics. This effectively increases hit and dodge chance. The system can also be activated for an additional 1 die to previously mentioned dice rolls. If this is used, the effect lasts one battle or scene and after the battle or scene is over, the passive benefit is lost for half a day to allow the user’s mind to reach equilibrium again.

Advanced healing package: Same effects as healing package, but has additional hardware to detect an incapacitation event, and if the system isn’t on cooldown, will automatically heal the user for 1 point of the most severe damage done, preventing the incapacitation. Can not be implanted alongside the healing package, but the healing package can be upgraded to this form.

General perception suite: several small implants with a unified operating system to enhance your senses. Any rolls involving alertness, perception and investigation are increased by 1 die, and if a roll requires perception + either of the other skills, the difficulty is lowered by 1 as well. No active uses, but there is the drawback that there is no protection from loud noises, foul smells, or bright lights.

Tier 4:

Cybernetic eyes: A full replacement of both eyes to cybernetic variants. Includes perks of Targeting Overlay, Ocular Assistant package, as well as allowing the user to swap wavelength viewing at will. They can see in infrared, UV, regular spectrum, and even X-Ray (though the X-ray does not send OUT x-rays. This is only useful in circumstances where x-rays are already present). The drawback to this is that the user’s eyes are now an electronic piece of equipment. EMP? Blinded until they can reactivate. Get your head smashed a little? There’s a chance the electronics break. You’ll have to get them repaired or replaced.

Wrist Weapon: Obligatory Deus Ex style blade in the wrist implant. Its stats are like a normal sword, so refer to a sword for damage, or you can kit it out with silver if it tickles your fancy. You can, however, fool an enemy with this by punching them and making your blade jut out in the same action, causing minor blunt damage from the punch, then lethal or aggravated damage via the sword. However, the weapon could also be a wrist-insert flame thrower or plasma weapon. There’s less to say about those, they’re functional and difficulty to hit is lowered by one if the enemy doesn’t expect it.

Mechanical arm: Maybe your arm got damaged, maybe you just want a god damn mechanical arm. Your grip is strong, and any roll you conduct involving strength has a permanent +1 to the dice pool. You can add a wrist weapon for an additional 1 weight, meaning you need at least 2 in computer use to have a mech arm + wrist weapon. If you have 5 computer use, you can add a wrist weapon to a mechanical arm for no additional weight cost. Same drawbacks as cybernetic eyes.

The rest of the rules follow the WoD rulebooks as far as damage and storytelling
 
Status
Not open for further replies.
Back
Top Bottom