Cyber-TWERPS

Supplement for TWERPS by Reindeer Games

 

edited by Birbin

based on Christian Conkle's work

 

This new version is a standard cyberpunk game.

 

 

 

1. THE WORLD IN 2031

 

under construction (translation)

AFRICA

USA

EUROPE

CHINA

JAPAN

If you can read hungarian click here.

 

 

 

 

 

2. CHARACTER CREATION

(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

 

 

 

PROFESSIONS

 

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.

 

 

 

EQUIPMENT

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.

CYBERWARE

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.

WEAPONS

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.

ARMOR

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

HACKING

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.

CONTACTS

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!

 

 

 

IMPROVEMENT

(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

 

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