Supplement for TWERPS by Reindeer Games
edited by Birbin
based on Christian Conkle's work
This new version is a standard cyberpunk game.
under construction (translation)
AFRICA
USA
EUROPE
CHINA
JAPAN
If you can read hungarian click here.
(roll separately)
DIE ROLL |
CHARACTER'S STRENGTH |
STARTING MONEY |
CONTACTS |
1 |
3 |
15C |
4 |
2-3 |
4 |
20C |
6 |
4-7 |
5 |
30C |
8 |
8-9 |
6 |
45C |
10 |
10 |
7 |
70C |
12 |
1. LEADER: +2 to inspire and control people.
2. SWINDLER: +2 to
human perception and trickery.
3. COP: +2 to police operations.
4.
COMMANDO: +1 to all fighting rolls, +1 to Defense.
5. CELEBRITY:
starts game with two Starting Money rolls.
6. HACKER: able to
integrate their mind into the world-wide V.R. (called CYBERSPACE) via
use of a Cyberdeck; also, they receive +2 to their Cyber-Strength.
7.
CYBORG: part human, part machine. Starts game with any 2 cyber
implants (listed under Equipment), except full borg body.
8.
DETECTIVE: +2 to detection and investigation.
9. GAMBLER: +2 to
all con and gambling rolls.
10. PILOT: able to fly aircraft, +1 to
all vehicle defense rolls when using an aircraft.
11. DOC: +2 to
diagnose and medical treatment.
12. SCIENTIST: +2 to all
science-related Difficulty rolls.
13. MANAGER: +2 to business
sensem, negotiation and accounting. Choose field.
14. SPY: +2 to
all deception and tailing rolls.
15. STREET DEALER: buy items at
1/2 price, and sell captured items for full price.
16. STREET
FIGHTER or MARTIAL ARTIST: +2 to unarmed combat and melee
weapons.
17. TECHNICIAN: can attempt to repair damaged
equipment.
18. THIEF: +2 to all thief-related Difficulty rolls;
robbery, pickpocket.
19. GANGSTER: member of the Mafia or Yakuza,
+2 to intimidation.
20. REPORTER: +2 to communication and
interview.
1C = 30-35.000 HUF = 120-135 USD=130-150 EUR (19.09.2002)
average salary: 15C per month (USA, EU)
LIVING STANDARDS per mouth
poor 3C
ok 10C
rich
20C+
Includes meal, clothing, fuel, drink, phone, TV, little items like bulbs...
HOME
Tenement flat: 6C + 3C/room
Room sublease: 3-5C
Rented
house: 8C+ 4/room
at parents: free :)
Better places' cost multiple by 1,5 (or more).
War zone, getto,
village x0,5.
INSURANCE
health and accident insurance 1C per month
Trauma Team 6C per month
ITEM : COST
AV7 : 2800C
ASSAULT ARMOR: 8C
BOW : 2C
BYCICLE:
1-4C
VIDEOCAMERA: 4(3-7)C
CAR : 80(60-160), sportcar
160(130-200), limousine 300(250-600), jeep 200(160-300), caravan
?C
MOBIL PHONE: 2(1-7)C
CHAINSAW: 2C
CYBERDECK:
8(2-20)C
HELICOPTER : 360C
HELMET : 1C
HOLOTV: 6C
JUMP
SUIT : 6C
LEATHER JACKET : 1-2C
LASER WEAPON: 7C
MACHINE-GUN
: 8C
MEDICINE, MAJOR : 5C
MEDKIT : 1C
MOTORCYCLE : 15C (6
mini - 50 Harley)
MUSIC CENTER: 3(1-15+)C
PISTOL : 4-5C
(heavy)
REMOTE CONTROL: 6C
RIFLE : 6C
ROCKET LAUNCHER:
20C
ROCKET: 4C
ROPE, 50' : 1C
POCKET TV: 1C
POLICE SHIELD
: 2C
SILENCER (to pistols and submashine guns): 1C
SHOTGUN :
6C
+1 SKILL CHIPS : 8C+
+2 SKILL CHIPS : 15C+
SUNGLASSES
(fine): 1-2C
SWORD : 2C
SWORD, 2-HANDED : 3C
TOOL KIT :
1C
WORKSHOP TOOLS: 50+
VEHICLE REMOTE : 10C
VIDEO: 2-4C
Little items and services included in lifestyle.
ARM (30C): a mechanical arm which increases a character' s
physical Strength for all actions x 1.5; when used in pairs, the
Strength is x2 for all actions.
CLAWS (20C): foot-long blades
which pop out of the character' s forearm.
GUN (8C): arm option
with a built-in pistol.
COMPUTER (12C): built-in computer, arm
option. Player can attach to the net via wire or cellular phone.
Cyberinterface needed.
REMOVABLE HAND (5C): Allows player to add
any number of finger tools simply by removing the unit and attaching
the appropriate appendage.
TELESCOPING EXTENSION (40C):
telescoping cyberarm that can extend 1 hex.
TOOLS (3C each): A
variety of tools that can be built into a cyberhand.
FINGER
CAMERA
FINGER CUTTING TORCH
FINGER DART-GUN
FINGER
DERRINGER
FINGER DRILL
FINGER FLASHLIGHT
FINGER
LOCKPICK
FINGER SCREWDRIVER
ARMOR (30C): Built-in armor
protection, +2 Defense.
CHIPJACK (10C+5C/slot): allows pc's to use
skill chips (max number = 1/2 pc's STR)
CYBEREMOTE (20C): remote
control device that can control vehichles equipped with a vehicle
remote.
CYBERINTERFACE (10C): allows pc' s to interface with a
computer linked to cyberspace.
EARS (20C): improved and protected
hearing.
CELLULAR PHONE (12C): ear option that has a tendency to
ring at the worst times.
RADAR (15C): Ear option that allows the
character to know his or her surroundings without actually having to
see them. Characters with radar cannot be suprised from behind, and
receive no penalties for working in complete darkness.
EYES (30C):
improves and protects seeing. Nightvision included.
MICRO-CAMERA
(7C): eye option with removable digital film.
TARGETING COMPUTER
(15C): +1 to hit with any gun.
NEEDLE GUN (6C): eye option. 1
shoot to 2 meters. No damage, only the poison.
LEG (30C): a
mechanical leg which, when used in a pair, increases the character's
speed x2.
ROCKETS (50C): when used with a pair of cyberlegs,
allows short-distance flight at speed x2.
SKATES (6C): when used
with a pair of cyberlegs, +2 movement on smooth surfaces.
SPEED
ENHANCEMENT (12C): when used with a pair of cyberlegs, increases
speed enhancement to x3.
TELESCOPING EXTENSION (40C): when used
with a pair of cyberlegs, increases character's height by
10'.
ANTIBABY (1C): for men and women, too.
SUPERMUSCLE (30C):
+2 Body Strength.
ANTITOXIN (20C): antidotes and filters. Sorry,
alcohol is toxin, too...
ANTIDISEASE (15C): super health, you can
say goodbye to sicknesses.
FULL BORG BODY (200C): Body strength is
20. Armor: +4 Defense.
Every limb/organ can have only one option e.g. the character can have needle gun in his left and camera in his right eye.
MACHINE GUN: 4 pts. damage, 8-hex range.
CYBERCLAWS: +1 to hit,
2 pts. damage.
CYBERGUN: +1 to hit, 2 pts. damage, 4-hex
range.
BOW: +1 to hit, 2 pts. damage, 7-hex range.
BASEBALL
BAT: +1 to hit, 1 pt. damage.
CHAINSAW: -2 to hit, 3 pts.
damage.
DAGGER: 2 pts. damage, 4-hex range.
LASER: 2 pts.
damage, 10-hex range, cannot function through smoke.
PISTOL: 2
pts. damage, 5-hex range.
RIFLE: +1 to hit, 3 pts. damage, 10-hex
range.
ROCK: -1 to hit, 1pt. damage, 3-hex range.
ROCKET
LAUNCHER: -1 to hit, 4 pts. damage, 20-hex range.
SHOTGUN: -1 to
hit, 6 pts. damage, 4-hex range.
SWORD: +1 to hit, 2 pts.
damage.
SWORD, 2-HAND: +2 to hit, 2 pts. damage.
ASSAULT ARMOR (8C): +4 Defense
ENVIRO-SUIT (6C): Protects
against hostile environments, +2 Defense.
HELMET (1C): +3 Defense
(head only); may not be combined with full-suit armors (which are
assumed to include a helmet of their own).
JUMPSUIT (6C): +2
Defense; lightweight protective gear for pilots.
KEVLAR VEST (3C):
+2 Defense.
LEATHER JACKET (1-2C): +1 Defense against
blows.
MEDIUM ARMOR (6C): +3 Defense
SHIELD: (2C): +2 Defense
Simple manouver, the hacker uses his Cyber-Strength against the system's and the opponent programmers' Cyber-Strength.
The computer systems' Strength is between 3 and 10 in generally, but the programmers can develop them up to 15. Don't roll, choose the level!
Hacking: roll for the hacker and the system. The better wins, difference shows the time needed. If there are working sysops in the system roll against the best one, too. Smaller systems work without constant supervising.
Another roll needed against the best programmer or the system (which higher) to see the hacker detected or passed unnoticed.
These two rolls are independent of each other.
AI's Strength: 6-10 (choose or roll 1d5+5). If you rolled 10 a second 4+ improves the Strength with 1 point and try again until 1-3 rolled. Almost every AI can improve itself through experience and self-programming.
Choose contacts you rolled and every character get other two free contacts from his/her job. Usually only underworld figures know criminals.
Artist (artistic form)
Swindler
Commando
Programmer
Hacker
Private
detective
Gambler
Pilot (aircraft type)
Scientist
(field)
Street dealer
Street fighter
Techie
Reporter
Manager
(field)
Broker (field)
Cop
Police investigator
(field)
Politician (activist)
(party)
Novelist
Bouncer
Barman/maid
Waiter/waitress
Gangster
Singer/Musician
(rocker, classic,
pop...)
Prostitute/Dancer
Model
Actor/Actress
Corporate
Operative
Cybersoldier
Bodyguard
Hitman
Government
official
Lawyer/Attorney/Jurist/Judge
Journalist
Medic
(hospital or illegal)
Pirate
Gang
member
Smuggler
Thief/pickpocket
Sectarian
Punk
Club/Bar/Casino
Owner
DJ
Engineer (field)
Martial Artist (type)
Film
Director
Weaponsmith
Forger
Drogdealer
Security
guard
Churchman/priest
Homeless
Local leader/master/celebrity of that type costs +1 slot
Regional
(some cities) +2
Boss of the whole state +3
If you want him/her
to be a friend the slot is doubled.
ENEMIES
You can have enemies, too. Say the game master how many do you want and he will choose them for you. For every enemy you can get a friend. Enemy can be leader, too!
(new)
Sometimes the game master give a chance characters to improve. It happens usually after 5-7 game sessions or at the end of a story. Roll a dice, if result is more than the actual value add +1 to Strength. The result 10 always wins, this is the only chance to get higher levels. GM can give lesser advancement in whitch case you roll with two dice and both of them must beat the character's current Strength.
Sep 19, 2002