Tuesday 21 April 2020

Shit Future, 36 Cyberpunk Skills

Find the core rules and introduction to Shit Future here: https://lizardmandiaries.blogspot.com/2020/04/shit-future-d6-cyberpunk.html

Creating a Player Character: 

Attributes: Player Character have three attributes. Pick which one of these attributes will have a value of 3, which will have a value of 2, and which will have a value of 1. The higher the value, the more empowered your Player Character is in that attribute.

Body: The strength and agility of your flesh.
Mind: The astuteness and perceptiveness of your brain.
Luck: The likelihood that fate will smile upon you in situations outside of your control.

Health: All Player Characters start the game with 5 health.

Skills: Pick three skills and assign a value of 3, 2 and 1 to each of those skills. The higher the skill value the more competent you are  in that skill. 

Possessions: You may hold up two times their Body attribute in possessions.

Levelling Up: If a Player Character survives a session of Shit Future, they can increase one existing skill or attribute by a value of 1, up to a value of 4. Or, they may also pick a new skill which will now have a value of 1. Or, they may pick a new augmentation to install. A Player Character can only level up 6 times.



36 Shit Future Skills: 

(Roll two d6s if you can't decide). 

1, Machines: 
  1. Pilot: You can pilot flying vehicles.
  2. Drive: You can drive land bound vehicles. 
  3. Mechanics: You can build and modify mechanical equipment. 
  4. Heavy machinery: You can operate large scale industrial machinery. 
  5. Electronics: You can build and modify electronic devices. 
  6. Civil Engineering:You can modify, rebuild and manipulate the built environment. 
2, Digitalism: 
  1. Computing: You can operate, program and reprogram computer software. The computing skill adds to a Player Characters cyber health, up to a value of 5. 
  2. Hack: You can seize control of digital entities using the Datagrid. When a Player Characters Hacks a digital entity to 0 cyber health, they gain control of that digital entity for their Hack skill value in rounds. To Hack a Player Character tests their Hack skill. If successful the target reduces their cyber health by 1. 
  3. Firewall: You can protect against hacking.  A Player Character may erect a firewall around a digital entity target by spending a round doing a Firewall test. If successful the target is immune to hacking for the next round. If the test is a failure there is no protection granted. 
  4. Datagrid Search: You can find information and digital entities on the Datagrid. 
  5. Drones: You can build, rebuild, modify behavior of, etc, of drones. Requires a drone or drone parts
  6. Robots: You can build, rebuild, modify behavior of, etc, robots. Requires a robot or robot parts. 
3, Knowledge: 
  1. Pharmaceuticals: You understand drugs. And, how to make and mix them. 
  2. Zaibatsu Knowledge: You understand family run megacorporations. Their rules, history, politics, etc. 
  3. Gang knowledge: You understand slum bound organisations. Their rules, history, politics, etc.  
  4. Slum Knowledge: You understand the workings of the slum environment. 
  5. Slum Navigation: You know the quickest and easiest way to get places in the slum. 
  6. Economics: You understand how money and exchange work. And, how to use it to your benefit. 
4, Combat (Player Characters start the game with any weapons they are skilled in): 
  1. Auto Pistol: Ranged, Attack tests are Easy if the target is in the same room (within reason). 
  2. Jack Rifle: Ranged, A successful attack can hit up to 2 targets or 1 target twice. 
  3. Scope Rifle: Ranged, On a successful attack, you hit the target in a location of your choice. The Referee decides the impact of this. Attacks are also possible from great distances. 
  4. Heavy Repeater: Ranged, A successful Body test is required before an attack test can be attempted. A successful attack can hit up to 6 targets (or less than 6 targets hit up to 6 times total). Takes d6 rounds to reload. 
  5. Nano Edge: Melee, On a successful attack, you may remove a limb or appendage of choice from the target. The Referee decides the impact of this. 
  6. Electro Club: Melee, after the first successful attack against a target, they can only act every second round for d6 rounds. 
5, Advanced Conflict: 
  1. Grenades: Ranged, A successful attack can hit up to d6 targets. Individual grenades must be found, purchased, or made using the Explosives skill. 
  2. Unarmed Combat: Melee, When a target drops from 1 to 0 health from an Unarmed Combat attack, then they may be unconscious rather than dead.  
  3. Poison: You can poison people, outside of combat. Requires poisonous material, which you also know how to scrounge together. 
  4. Explosives:  You can blow stuff up, outside of combat. Requires explosive material, which you also know how to scrounge together. 
  5. Diplomacy: You can convince people to do things they wouldn’t normally do.  
  6. Intimidate: You can terrify people into doing things they wouldn’t normally do. 
6, Keeping Alive: 
  1. Survival: You know how to overcome the elements to ensure continued existence. 
  2. Hide: You can quickly disappear from view. 
  3. Sneak: You can sneak around if you have not already been seen. 
  4. Lock smith: You can open and manufacture physical, non electronic, locks. 
  5. First Aid: You can increase a target’s health by 1 per turn, to a maximum of 4.  
  6. Contacts: You know people who can help you with supplies, intel, backup, etc.  

No comments:

Post a Comment