This document summarizes core rules for a roleplaying game. It outlines rules for:
- Combat including initiative, melee attacks, ranged attacks, cover, critical hits, and fumbles.
- Injuries such as dying at 0 HP, resting to regain health, and the effects of being battered.
- Other challenges like testing skills with difficulty ratings, using technology that can malfunction, hacking systems, and dealing with negative side effects.
- Character advancement through gaining feats or hit points and potentially finding useful items.
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CY - Borg - Minimal Code 2
This document summarizes core rules for a roleplaying game. It outlines rules for:
- Combat including initiative, melee attacks, ranged attacks, cover, critical hits, and fumbles.
- Injuries such as dying at 0 HP, resting to regain health, and the effects of being battered.
- Other challenges like testing skills with difficulty ratings, using technology that can malfunction, hacking systems, and dealing with negative side effects.
- Character advancement through gaining feats or hit points and potentially finding useful items.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Core Rules *DEAD
0 to −1 HP: if you have at least 1k¤ in your bank
MORALE Roll for Morale if: When the outcome of an action is uncertain the account, you have a 50% chance of being saved by player rolls a test against a Difficulty Rating (DR). an Emergency Response Team. ● The leader is killed, To succeed roll a d20 ± your Ability Score with a Less HP than that: Add a zero to the bill for ● Half the group is eliminated result equal to or greater than the DR. each negative HP after −1. Spend d6 days in ● A single enemy has only 1/3 of its HP left intensive care for each negative HP. If you roll greater than the creature’s Morale value DIFFICULTY RATINGS (DR) with 2d6 it is demoralized. Roll d6 to see if the 8 routine 14 difficult REST enemy (1-3) flees or (4-6) surrenders. 10 pretty simple 16 really hard Short break heal d4 HP 12 NORMAL 18 should not be possible Eat, drink, sleep heal d6 HP COMBAT Starve: No healing when resting, lose d4 HP. All tests are +2DR per restless day. GLITCHES Players roll for both their attacks and defenses. Every class gains a number of Glitches. If you play Enemies don’t roll dice in combat, but have a flat AFTER THE FIGHT without classes every character begins with d2 d20 roll for all else. Count bullets: Glitches. When depleted, roll the class’ designated Roll d8 (d6 if autofire) for each weapon fired. die and regain that many Glitches after resting at INITIATIVE 1–3: Empty mag. least six hours. Roll d6: 1-3 enemies goes first 4-6 PCs go first. Take a breather if there is time: Restore d4 HP Use Glitches to: Agility + d6 for individual initiative. COVER ● deal maximum damage with one attack MELEE Attack Taking cover reduces the chance of getting hit by ● reroll a dice roll (yours or someone else’s) Test Strength DR12 to hit. ranged attacks. Increase DR to hit a covered target, ● lower damage dealt to you by d6 SINGLE SHOT or lower DR to defend while covered: ● neutralize a Crit or Fumble Test Presence DR12 to hit. Light cover ±2DR: office cubicle, car door, hostage, ● lower one test’s DR by -4 (before rolling) explosive gas tank. AUTOFIRE Heavy cover ±4DR concrete wall, cyberbike, Test Agility DR12 to hit, Hits allow another attack (to Bulletproof glass, reactor. a maximum of three). When an attack misses a covered target: NANO Test Presence DR12. Failure means the power Heavy cover becomes light cover. doesn’t work and the user takes d2 damage. Each DRONE COMBAT Light cover is destroyed. Test Knowledge DR12 or flat d20 against DR12 Nano-use increases the risk of fumble by 1 for the HITS ALWAYS HURT day. DEFENSE Hits always deal a minimum of 1 damage regardless INFESTATIONS Test Agility DR 12. If you fail the enemy hits you. of armor reduction or other negative damage Enemies attack once per round unless noted modifiers unless that would bring a character down Infestations linked to a Nano power: otherwise. The DR for attacks and defense are to 0 HP. Trigger upon fumbling. modified as with any test. Infestations not linked to a Nano power: RANGE CRITICAL (natural 20) Close range is arm’s length or less. Trigger upon receiving 5+ damage from a single Attack: Double damage & armor/protection is Long range is farther than a room away. attack and failing a DR10 Presence test. reduced 1 tier. ● +2DR when firing at close range. Defense: PC gains a free attack. ● Autofire deals +2 damage at close range, USE APP Knowledge DR12 while jacked into a Deck (+2DR FUMBLE (natural 1) ● -2 at long range. on all non-App actions). Fumble burns the App for Attack (d6): AIMING the day and triggers a Backlash. Each App-use 1–3 Out of ammo or drops weapon Spend one round aiming at your target to receive raises the risk of fumble by 1 until the next day. 4–5 Misfire/Broken weapon either -2DR to hit or +2 damage. NON-APP HACKING 6 Weapon explodes, PC takes d6 damage SUPPRESSIVE FIRE Time-consuming downtime activity requires a Defense: ×2 damage, armor is reduced 1 tier. Spend a mag using an automatic weapon to cyberdeck. Test Knowledge to break into a data suppress up to d3 targets. node. Failure means you are discovered. Fumbling ARMOR PROTECTION Suppressed PCs can either: triggers a Backlash. When a PC wears armor and receives damage, roll a Get out of the way (running, hunkering, etc.), die depending on the armor class and subtract the adding +4DR to their next action. result from the damage. Higher Armor Tiers will Stand their ground and defend against a DR14 autofire attack. ADVANCEMENTS increase the DR of Agility tests. The Game Master decides when a character should Suppressed NPCs test morale: improve. It can be after completing a mission or two, ARMOR TIERS Success: They stand their ground and become fulfilling set targets or getting enough cash. 1 −d2 the target of a DR10 autofire attack. You can choose between gaining a FEAT or 2 −d4 A_HST injector (in some cases) Failure: Get out of the way; -4DR to defend increasing HP & roll on the Findings table below. 3 −d6 +2DR on Agility tests, A_HST injector against their attack in the next round. Abilities will change at both options. 3 Feats 4 −d8 +4DR on Agility tests (+2DR on Defense), maximum (if they survive so long at all) −2DR on Strength and Toughness tests. Jump height ENCUMBRANCE and length ×4. You can carry Strength+8 normal-sized items Increase HP: without a problem. After that when testing Strength Roll 6d10. If the result is equal to or greater than BATTERED (0 HP) and Agility DR increases by 2 (from 12 to 14 etc.). It your current maximum HP, increase it by d6. Roll D8: is impossible to carry more than twice Strength+8. 1–2 Unconscious d4 rounds, awake d4 HP. IN THE LINING OF YOUR JACKET, YOU FIND (D6) 3–4 Presence DR10 +1 per cybertech. Unconscious TIME You find: Roll d8 on success, Cy-rage on failure. A round is enough time to traverse a normal-sized 0–3: Nothing 5–6 Unable to act for d4 rounds, then active room and either attack once, activate an App or use 4: 3d6×10¤ on an untraceable credchip with d4 HP. Random body part is destroyed. Nano. Ten rounds make up about a minute. 5: A forgotten mag & a random booster mod 7 Hemorrhage, death in d2 hours unless treated. All 6: A faintly glowing pebble that has a 20% chance of tests are +4DR the first hour, +6DR the last hour. REACTIONS infecting you with a Nano power 8. Dead*. When meeting creatures whose reaction is uncertain, roll 2d6. Ability Changes CY-RAGE ● 2–3 Hostile Roll a d6 against every ability. Results equal to or Gain d8 HP. Attack random targets twice per round ● 4–6 Angered greater than the ability increase it by 1, to a with the most effective weapon. Attacks are DR10. ● 7–8 Indifferent maximum of +6. Results below the ability decrease it Defense DR14. Ends when Battered, Dead or ● 9–10 Curious by 1. Abilities from −3 to +1 are always increased by sedated. ● 11–12 Asks for help 1 unless the d6 result is 1. The ability is then reduced by 1, but never below -3.