Who would be interested in playing my RPG?
Moderators: Timedude, Olothontor
Being paranoid is essential.
Ok, there are nine core stats in Cyberpunk and I need you all to do some work. Roll a D10 nine times. Add them up. Do this three times. Take the largest total and divide them out in the stats below. IF your stats pool is below 65 then it's 65, I don't do weak characters. The maximum natural human stat allowed is 10. Do not go above it. PM me with what you have.
Attractiveness: Um, looks an' shit. Can be enhanced.
Intelligence: Important if you want to notice stuff. Or remember things and stuff. Can't be enhanced easily or by much.
Reflexes: Highly Important for all your combat needs. Can be enhanced a bit.
Cool: Hey, it's Cyberpunk, Cool is the thang + Intimidate. CAN'T be enhanced except by building a reputation.
Luck: What I use to make bad things happen to you, ignore it at your peril. Also, you can enhance those rolls that really matter with some luck.
Tech: All your tech skills, it's important but ask yourself, do you want to be a tech or what? CAN'T be enhanced.
Body: How fit or how much damage can you take and dish out. Can be enhanced.
Movement Allowance: How fast you run, how far you jump etc. Can be enhanced but were talking Cyberlegs so you'll sink in the bath.
Empathy: How human you are, this CAN'T be enhanced and goes down with each new Cyberware enhancement you graph onto your body. Borgs find it hard to tell someones lying to them. And it's also used to rate how well you handle traumatic situations too.
Ok, there are nine core stats in Cyberpunk and I need you all to do some work. Roll a D10 nine times. Add them up. Do this three times. Take the largest total and divide them out in the stats below. IF your stats pool is below 65 then it's 65, I don't do weak characters. The maximum natural human stat allowed is 10. Do not go above it. PM me with what you have.
Attractiveness: Um, looks an' shit. Can be enhanced.
Intelligence: Important if you want to notice stuff. Or remember things and stuff. Can't be enhanced easily or by much.
Reflexes: Highly Important for all your combat needs. Can be enhanced a bit.
Cool: Hey, it's Cyberpunk, Cool is the thang + Intimidate. CAN'T be enhanced except by building a reputation.
Luck: What I use to make bad things happen to you, ignore it at your peril. Also, you can enhance those rolls that really matter with some luck.
Tech: All your tech skills, it's important but ask yourself, do you want to be a tech or what? CAN'T be enhanced.
Body: How fit or how much damage can you take and dish out. Can be enhanced.
Movement Allowance: How fast you run, how far you jump etc. Can be enhanced but were talking Cyberlegs so you'll sink in the bath.
Empathy: How human you are, this CAN'T be enhanced and goes down with each new Cyberware enhancement you graph onto your body. Borgs find it hard to tell someones lying to them. And it's also used to rate how well you handle traumatic situations too.
- aoffan23
- You can nail me with your wood. ( ͡° ͜ʖ ͡°)
- Posts: 2702
- Joined: Sat Jan 23, 2010 7:41 pm
- Location: Ottawa
Um, I think I'm gonna be ditching my spot in this. It sounds fun, but I'm not a big fan of the number-heavy games. I prefer more freestyle.
Also, I'm already involved in 3 forum battles, another RP, and I've got my OSSLT coming up in 3 days. Shit.
Also, I'm already involved in 3 forum battles, another RP, and I've got my OSSLT coming up in 3 days. Shit.
Spoiler
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Tzan wrote:I agree with Warhead.Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.
Sorry, Rody just got in before the lock.Coximind wrote:Can I try? Just say yes and I'll send stuff.
I'm rather new to this though, so I might need a bit of directing.
<a href="http://media.photobucket.com/image/in before the lock gifs/mandispackfan/In-Before-the-Lock.gif?o=1" target="_blank"><img src="http://i308.photobucket.com/albums/kk34 ... e-Lock.gif" border="0"></a>
Ok, this is just for my own refrence but here is an example of a Cyberpunk Character. I've tinkered with it, hope you like it Piltogg. Massam and Rody are next. Oh, and Cyberpunk is a D10 system so look em out lads.
MANGRAVE (Piltogg)
Desc: White, male, 6' 4" tall, brown eyes, fair complexion, very heavy build. Hires out as a freelance Rouge Hunter - The hunting of escaped Bioware experiments and or Cyborgs gone Psychotic. Between his Post Traumatic Stress Disorders and his own bordering psychosis due to too many cyber implants and not enough humanity, he has rationalised that Aliens live among us and the Cyborgs and escaped exotic Bioware he hunts are the product of Alien meddling. He is always up for a conspiracy theory too. He even thinks he's a Brit who escaped the Holy Trinity enclaves before the fall. Who knows, he just may be. He likes the ladies and is naturally handsome and knows it.
Special Ability: Combat Sense: 7 (adds to Initiative and Awareness notice)
INITIATIVE: REF: 10 + 7 C/Sense, +3 Reflex Boost for 5 turns when active.
MOVEMENT ALLOWANCE: 8
ATTR: 10 (+2 seduction bonus)
Style: +3
BODY: 10 (+3 Grafted Muscle Bioware)
[-7 Body Type Modifier, +6 Damage]
Strength Feat: +3
Endurance: +3
COOL: 10
Intimidate: +3
Streetwise: +3
EMPATHY: 4
Seduction: +5
INT: 7
Awareness Notice: +5 (+7 C/Sense, +2 Enhanced Optics in Shades)
Hide/Evade: +5
Shadow/Track: +5
Wilderness Survival (General): +3
REF: 10 (Initiative = 10 +7 C/Sense, +3 Initiative Boost for 5 turns only)
Athletics: +3
Driving: +3
Martial Art - Thia Boxing: +5
Handgun: +3
SMG: +1
Rifle: +2
Heavy Weapons: +1
Stealth: +5
TECH: 7
First Aid: +2
Weaponsmith: +2
CYBERWARE
Central Processor: Makes all the stuff work, located in back.
Reflex Boost: +3 Initiative rolls. Lasts for 5 combat turns.Must wait a turn to activate.
Pain Editor: Bonus to Endurance and ignoring wound levels.
Subdermal Armour: SP18 Hard
Grafted Muscle: +3 to BODY
Reinforced Skeleton
Right and Left Cyber Arms Both with
Hydraulic Rams: PUNCH: 3D6+6+5 damage. CRUSH: 6D6+6 damage
Reinforced Joints: SDP 35/40
Armour: SP20 Hard
EQUIPMENT
Light Bullet-proof Vest: SP10 Soft
Armoured Trousers: SP18 Soft
Cybershades with: Antidazzle, Lowlite (night vision) and Enhanced Optics.
Armalite 44 with laser sight* (Base skill: 10+3+1 = 14+1D10)
Pistol +1* J E 4D6+1 (12mm) x8, RoF x1, VR 1-3m/12m/25m/50m/100m
One clip loaded and 3x Clips of spare Ammo, all Duel Purpose
$500
MANGRAVE (Piltogg)
Desc: White, male, 6' 4" tall, brown eyes, fair complexion, very heavy build. Hires out as a freelance Rouge Hunter - The hunting of escaped Bioware experiments and or Cyborgs gone Psychotic. Between his Post Traumatic Stress Disorders and his own bordering psychosis due to too many cyber implants and not enough humanity, he has rationalised that Aliens live among us and the Cyborgs and escaped exotic Bioware he hunts are the product of Alien meddling. He is always up for a conspiracy theory too. He even thinks he's a Brit who escaped the Holy Trinity enclaves before the fall. Who knows, he just may be. He likes the ladies and is naturally handsome and knows it.
Appearance: Zanatar wears a blue trench coat with golden epaulets to show his rank and to hide his mostly mechanical body from the prying eyes of the inquisition. This bears the Brittanian flag across the back. He always wears his red-tinted shades and has short, spikey hair. His Cybernetics are especially prevalent in his arms, to provide extra strength for death-punches, and as such most of his skeletal system has been replaced by a metal one, so he wont break his own bones when delivering these punches.
Special Ability: Combat Sense: 7 (adds to Initiative and Awareness notice)
INITIATIVE: REF: 10 + 7 C/Sense, +3 Reflex Boost for 5 turns when active.
MOVEMENT ALLOWANCE: 8
ATTR: 10 (+2 seduction bonus)
Style: +3
BODY: 10 (+3 Grafted Muscle Bioware)
[-7 Body Type Modifier, +6 Damage]
Strength Feat: +3
Endurance: +3
COOL: 10
Intimidate: +3
Streetwise: +3
EMPATHY: 4
Seduction: +5
INT: 7
Awareness Notice: +5 (+7 C/Sense, +2 Enhanced Optics in Shades)
Hide/Evade: +5
Shadow/Track: +5
Wilderness Survival (General): +3
REF: 10 (Initiative = 10 +7 C/Sense, +3 Initiative Boost for 5 turns only)
Athletics: +3
Driving: +3
Martial Art - Thia Boxing: +5
Handgun: +3
SMG: +1
Rifle: +2
Heavy Weapons: +1
Stealth: +5
TECH: 7
First Aid: +2
Weaponsmith: +2
CYBERWARE
Central Processor: Makes all the stuff work, located in back.
Reflex Boost: +3 Initiative rolls. Lasts for 5 combat turns.Must wait a turn to activate.
Pain Editor: Bonus to Endurance and ignoring wound levels.
Subdermal Armour: SP18 Hard
Grafted Muscle: +3 to BODY
Reinforced Skeleton
Right and Left Cyber Arms Both with
Hydraulic Rams: PUNCH: 3D6+6+5 damage. CRUSH: 6D6+6 damage
Reinforced Joints: SDP 35/40
Armour: SP20 Hard
EQUIPMENT
Light Bullet-proof Vest: SP10 Soft
Armoured Trousers: SP18 Soft
Cybershades with: Antidazzle, Lowlite (night vision) and Enhanced Optics.
Armalite 44 with laser sight* (Base skill: 10+3+1 = 14+1D10)
Pistol +1* J E 4D6+1 (12mm) x8, RoF x1, VR 1-3m/12m/25m/50m/100m
One clip loaded and 3x Clips of spare Ammo, all Duel Purpose
$500
Last edited by Warhead on Thu Apr 08, 2010 12:30 am, edited 1 time in total.
- RagnarokRose
- u a MILLION wus and only then shall you become the MISTRESS
- Posts: 3941
- Joined: Sun Sep 21, 2008 7:03 pm
Ross_Varn wrote:I need to find some time to fluff my guy out a bit and give you the info. A couple more days...
http://en.wikipedia.org/wiki/FlufferWarhead wrote:Ross, it doesn't need to be too in depth. Just give me what you've got and my mind will run away with the idea and flesh it out some more.
- RagnarokRose
- u a MILLION wus and only then shall you become the MISTRESS
- Posts: 3941
- Joined: Sun Sep 21, 2008 7:03 pm