THE S P R A W L - CYBERPUNK RPG
 
                
 
 

 

 

New Design Plan:
Design Plan:
Player Creation System (31%)
Player Classes (30%)
Basic Combat (47%)
Basic Feats (20%)
Basic Skills (42%)
Basic Implants (2%)
Basic Magic (10%)
Full Combat (0%)
Full Implant Rules (0%)
Vehicles (15%)
Cspace (15%)
Full Magic (0%)

Example Text
Editor Notes
Character Monologue
Outdated ADnD Notes

Cities-
Chiba, Japan- Like Hong Kong from Deus Ex, only Japanese.
Tokyo, Japan- Causes even the most technologically advanced tourists to drop their jaws. Crawling with fuchikomas (For police, and the few Yakuza that dare to enter), skyscrapers are sometimes rebuilt in a matter of days, and no one is safe. Gangs and capitol cars dare not tread in Tokyo, but execs with entourages drive around in armored limos all the time. Go figure. This makes Chiba look like a ghetto. Police make the security rating on this place disturbing, to say the least. Don't expect to conduct any criminal business unless it's at least ten floors underground in a building that doesn't bother to keep security on its bottom levels.
The Devil City, Somewhere in Japan- Just take this straight from Five. Nothing needs to be changed, the whacky plots work fine. This will be for any and all "week of hell" missions, and I'm betting most gangs that offer bounties on slaying of public servants will operate from here. Full of pointless technology. One might imagine that The Devil City could also be home to other plots, such as "The Game." Also, entry to The Devil City requires for the characters to check most of their weapons at the gate.
Newark, New Jersey-
Atlanta, Boston, and the BAMA in general-

Goldfinger is on the 20th floor of the Newark DAC building, fighting Frost, a merc with a shotgun and an armoured vest. He hasn't yet spotted her, and she therefore gets the first shot. She's quite drunk by this time of night, and therefore gets no attack bonus. She quickdraws a Colt 1911 (She has the quickdraw feat, so no penalty is given.) and fires once at Frost, expending a half-action. She's standing 10m away from Frost, well inside the 1911's effective range. She rolls an 18, avoiding all of Frost's armor. Frost takes 2d6+6 damage- In this case, Goldfinger rolls a 1 and a 5, so he takes 12 damage. She fires a second time, incurring a -1 recoil modifier. She rolls a 13. 13-1=12. Frost is wearing a vest with an AC of 3, putting his total AC at 13. The vest, therefore, is hit. The vest has an absorbtion of 5 and a Damage Screen of 1. It fails to stop the round, but manages to slow it slightly, taking away one point of damage. As luck would have it, Goldfinger rolled a 12, so Frost takes 17 damage and dies instantly.

Shank is the next one up the stairs. Lucky him. Goldfinger pops out from behind a cubicle and blasts him. She rolls a 20, bypassing any armor he may be wearing. She then rolls a 16, making the shot a critical hit. The bullet catches Shank in the neck, doing 4d6+12, which ends up being 24 points of damage. Shank is incapacitated, and bleeding to death.

Goldfinger ejects her mag, reloads, and draws a second 1911 as Jimmy runs up the stairs behind Shank. They roll initiative, and she wins. She comes out from behind the cover of the cubicle (using a half-action) and fires four rounds from her now-akimbo 1911's (two from each), using a half-action, and doing cloud damage of (4 X partial damage [4]= 16). Jimmy, however, is wearing a heavy vest with armored sleeves, giving him a total AC of 6, and each piece of armor has a Damage Screen of 2, reducing the damage by 8 (6+2). He takes 8 damage, and performs a dive to land within 1m of her, and gets up, jamming the barrel of his Taurus Raging Bull into her throat. Goldfinger drops her 1911's and sinks to her knees.

Jimmy backs up a couple of steps while keeping the revolver aimed at Goldfinger's head. As Jimmy mumbles something about revenge and brains squirting out of her head, she slowly re-angles her right arm so that she's pointing at Jimmy, then flicks her wrist and sticks out one finger. Jimmy is completely unprepared as the .454 CanastaTek flies out of Goldfinger's sleeve, catches on her finger, and fires. The ultra-quickdraw imparted a -4 penalty to the attack, but Goldfinger had three rounds to aim while Jimmy was making his (idle) threats, so 3 points of that penalty is offset. She rolls a 16 on the attack, and winds up hitting his armor. Fortunately for Goldfinger, his armor only has an absorbtion of 7, while her handcannon has a force of 8. It easily cuts through the armor, doing 2d6+8 damage, -2 from the armor's damage screen, for a final score of 13 damage. Jimmy staggers and falls, dropping his gun.

Starting points should give the player enough for:
84? Abilitx Points avg.
Some money (Guns..Armor...Commo gear... Some common implants... Accessories...)
One Feat
Twelve Skill Points
One Coffin Condo
One moderate flaw

¥Character Generation¥
€Real Name
€Alias
€Age
€Gender
€Race
€Standard Physical Description
€Home Sprawl
€Loose Alignment
€Point System:
8 points: Voodoo Ability - By whatever process, you're able to use voodoo. Go you.
-7 Points: Sublett's Disease
4 points: attribute point
2 points: attribute point max extension
1 point: 2 skill points
1 point: 250? free XP
1 point: €2600?
2-4 points: Friends in Low Places
? Points: Family Business- You have family members in the same "profession"
1 point: 2 standard Weapon Profs
2-4 points: Increase in Starting Land/living area
3 points: Decrease in Starting Land/living area
3 points: Feat, 1st
4 points: Feat, 2nd
6 points: Feat, 3rd
8 points: Feat, 4th
10 points: Feat, 5th
-1/point Points: Burned-out Tau - One point (per point you get back) of your Tau is gone permanently. It can be restored with expensive neurosurgery.
-? Points: Junkie - You're currently addicted to something. (Points vary with substance)
-? Points: Obligation/Kink
-? Points: Enemies in Low Places
-? Points: Enemies in High Places
-? Points: Mental Flaw
Flexible Bullet - Random insanity, could be better or worse than point cost.
Induced Korsakovs
Korsakov Stress Trauma
Kleptomania
Shell Shock
-1 point: Annoying Catchy Music- You can't stop humming (or singing) some randome tune. Make checks to stop.
Insomnia
Paranoia
Schizophrenia
Flashbacks-
Reoccurring Dream- One point, two if it's especially disturbing. Compulsion/OCD
Psychotic Break
Multiple Personalities- Random
Multiple Personalities- Defined
Treg- Strong instinct for Self-Preservation. Auto Mega-Korsakovs. Fear of Dangerous Things
Fear of Mundane Things
Agoraphobia- Can't be mixed with Claustrophobia
Claustrophobia- Can't be mixed with Agoraphobia
Subconcious minor compulsion
-16 Points: Implant Rejection - You really can't accept too many implants without infection and rejection- basically, the implant doesn't work, and you get hurt.
-? Points: 'Tard - You're a moron.
-? Or +? Points: Job
-3 Points: Criminal Record - You've spent some time in jail before you were acquitted of the crime for which you were arrested. Basically, your DNA/Prints/Voice/Retina are archived and associated with your name.
-1 Points: Conviction, misdemeanor crime
-4 Points: Conviction, Felony, 2 years in jail with parole.
-6 Points: Conviction, Violent Felony, 5 years
-7 Points: Conviction, Felony, 7 years
-8 Points: Conviction, Felony, 10 years.
-10 Points: Conviction, Felony, 13+ Years
-13 Points: Conviction, Death Penalty
-7 Points: Felony convictions, but freed by prison break. Arrest warrant is out.
-3 Points: Served time in jail- No sentance remaining.
-8 Points: Gunslinger Honor - You can't shoot people in the back, you must downgrade your weaponry so that it matches that of your enemy, you must honour reasonable requests, etc.
? Points: You Only Live Twice - You're magical, but not in the traditional way. You're lucky, have good aim, maybe some quasi-magical powers...
-? Points: One Life to Live - You're exceptionally mortal.
-5 Points: Fatass - Runs slower, not Dead Sexy any longer.
-9 Points: Paraplegic - Spine broken above legs. Needs a spinal bypass.
-12 Points: Quadruplegic- Spine broken at neck, or similar disease. Usually needs a spinal bypass.
7 Points: Luck - Once per day, add a +1 to any die roll.
? Points: Incredible Luck- Your luck bonus is +2 instead of +1.
? Points: Lucky Streak- You may take your luck bonus once more per day.
? Points: Lucky Charm- With a lucky charm, you may take your luck bonus once more per two days.
? Points: Homefield Advantage - You fight better in your own sprawl/district.
-? Points: In the Phone Book - somebody out there has your number. Always combined with "Enemies in High/Low Places"
6 Points: Dead Sexy
-? Points: Battle Scars- You have a number of identifying scars that were caused by injuries you sustained in a fight.
-? Points: Unprofessional- "What are you, the Spice Boys?"
? Points: Popular - Easy to get jobs, equipment, contracts, etc, because you get the good stuff first- people immediately think to deal with you.
-? Points: Bad Reputation - Opposite of Popular, Plus people generally don't like you. Like you're a snitch.

Armor-
Reactive Polymer Undermesh- These cheap (relatively) armor garments are almost more common than kevlar among people at risk of being shot repeatedly (Mercs, gangers, guards, anyone in detroit). When hit once, this material hardens for some seconds, greatly reducing damage from shots after the first. This, obviously, doesn't help against snipers or gunfighters who use only one shot per round. Full body suits cost 70¥ and are very common. Subdermal implanted versions are also widely used.

Martial Arts-
Moves/Fighting Abilities:
Flying attack- Probably only supported for unarmed strike, and probably even then for kicks. This would be a half-action, but would add 2m to the user's striking range. Plus, it looks real cool.
Kick- +1 to the attack, but provokes an attack of opportunity from all but the person being kicked.
Slam- Half action, but adds an extra 1d4 to the knockback DC. Some martial arts raise this to 1d6.
Stun Hit- When successful, knocks an enemy out until just after the character's next turn. Basically, this'd be a normal melee attack, only it would HAVE to do a certain amount of physical damage, and it'd get a penalty (Probably a rather large one). This would be mostly for hand-to-hand combat, but a few fighting styles could make it work for blunt weapons, I suppose.
Close-In fighting- Gives a bonus to AC when VERY close to enemy (Past attack of opportunity range)
Kip-up- Stand up as a quarter action.
Block of Opportunity- Corresponds to an attack of opportunity.

As they look in The Matrix:
Slam- When Neo hits the first guard in the lobby scene (May also qualify as a stun hit. I'm not sure)
Kick- Hmm.
Flying Attack- Trinity's kick to the SWAT guys in the beginning. I'm sure there's at least one in the Dojo scene, as well.
Kip-up Stunt- In the Dojo scene, Neo does a whirlwind-type version of this.
Katas- All the junk they do in the Dojo scene that isn't actual fighting.
The Agents seem to use an art that has more of a focus on strength.
While the non-agents had a mix of martial arts, we'll say that they were actually using a high level of kung fu.


Styles:
Drunken Boxing- Bluff(feint) is made with a +5 bonus as a free action.
Ninjutsu - Undefended assault maxes out attack roll.
Kendo- Martial arts abilities, with katana and Wakizashi. Notably no bonuses to kicking. +2 bonus to "Looking full of zanshin" skill. No punching bonus. Be a samurai.
Fencing- Like Kendo, but with rapiers and foils, etc. No bonus to kicks, throws, etc. No punching bonus.
Whitelight- Also like Kendo, but with pistol-whipping, and bonuses to disarm. Kick bonus. No actual punching bonus.
Jujitsu- Throws, Trips, etc.
Tae Kwon Do- Kicking and Punching, as the name would suggest.
Jeet Kune Do- I imagine it would at least have weapon finesse: Hands.
Kung Fu- More requirements, but more ability. "I know Kung Fu!" -Keanu Reaves
Street Fighter Martial Arts- You spin around when you punch or kick, and you become immune to bullets while you spin, and you do more damage, even though you're punching the sky. And you can throw fireballs and stuff.
Ninjutsu- Undefended blows have the maximum damage roll possible.

Your Body as a Lethal Weapon:
All subdual damage that goes over 7 is halved and made into real HP damage automatically.

Actual Feat Listing:
Basic Fighting Ability- Costs one feat, and two skill points, which are put into katas, a skill that becomes a class skill when the user takes this feat. Unarmed or melee attacks with normal weapons are made quarter-round actions. Unarmed or melee attacks with overly large or unwieldy weapons are made half-round actions.
Normal weapons- Baseball bats. Switchblades. Punch daggers. Batons. Swords. Crowbars.
Unusual weapons- Sledgehammers. Kitchen sinks. Morningstars. Whips.

Starting Circumstance Bonuses/Penalties-
Friends in Low Places: -Dealer -Gang
No Cyber (religion, immune system)
Extra Feat
Missing Feat
Extra Ability Point
Missing Ability Point
Extra Skill Point
Missing Skill Point
More Money
Less Money
Bad Reputation
Good Reputation
Mental Flaw -anything from induced Korsakovs to full on Twelve-style insanity.

Storage-
Locker(drawer)
Locker(sports)
Locker (Large Box) (The absolute minimum area for living)
Coffin
Double Coffin
Shipping Crate
One-room apartment/condo
One-Bedroom apartment/condo
Two-Bedroom apartment/condo
Small House
Large House
Mansion
Mansion with Estate

AC Breakdown-
Chest Ac: 3
Arms Ac: 3
Legs Ac: 4
Head Ac: 1
Neck+Face Ac:1
Feet+Hands: 1

Special Debilitating Injuries-
Wisdom- Schizophrenia
Intelligence- Treg
Charisma- Uhm. Not sure. Being a creep?
Constitution- Any one of many diseases.
Strength- Back problems.
Dexterity- Arthritis?

Death And/Or Afterlife Rules-
When a character dies, his soul (being, essence, whatever, it's different for different religions) splits into identical copies and goes to all possible afterlifes simultaneously. This means that were Johnny Yak to die, he'd go to the Shinto afterlife (I'm not sure what this one would be. Sorry.), the Greek afterlife, Leviathan's Domain (Hellraiser), heaven or hell (Christianity. Knowing Johnny Yak, he'd probably wind up sneaking into heaven), and any other applicable afterlife (Such as atheism, which is vital to resurrection, given that dead characters just die, and don't actually go anywhere). This makes all religions correct, however, they aren't all correct for practical purposes.
Whenever a character rises from the dead, he is completely removed from the afterlife.
Most resurrection spells reconstruct a character from the atheism afterlife. That is, the character is reconstructed from the moment he died. Most spells also completely reconstruct the body of the character.
This isn't needed in some cases where the character is actually transported directly out of the afterlife (Which isn't common at all. It requres for the preservation of the body in more or less its original state the afterlife.).
Note that this system can't be really changed. Characters taken from the afterlife remember it vividly, but have no special bonuses from it. In other words, they can't take themselves out of a religion that rewards them, and be able to take their rewards with them.
Some afterlifes induce insanity, which is why they're generally not used.

Afterlifes and the real world: Religions and afterlifes (Generally interchangeable) interface with the normal world depending on a variety of conditions, but generally location and magical conditions are the most common ways.
This allows for that messed-up temple in Burma, with the Buddha bricked into the wall.
It also means that anyone near a Lament Configuration is more likely to get visitors from Leviathan's Domain.
It also means that the Pope can perform miracles to resurrect people.
It also means that your average minister couldn't resurrect a hamster.


*Some extremely strong-willed advanced fighters "live in the moment" to use an expression from MGS. They exist in no afterlives. In exchange for this, they can make will saves to live again. Note that a gunslinger who chooses this path cannot believe in anything but himself. You'll never see Shintoist or Atheist or Christian or Buddhist or Muslim fighters coming back this way- They all have somewhere to go.

Electronic Warfare Equipment-
Lojack Jammer
Car stopper
Garage Door Opener Hacker
Detonator Hacker
Cel Phone Jammer
Basic RF Jammer
GPS Jammer
Armor Antenna Grid
IR Jammer
Window Trembler
White Noise Generator

 

 
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