Weapon Conversions

Ithaca Stakeout

The Ithaca Stakeout is modified to be concealable from the popular and dependable Ithaca Model 37 found in police departments North America wide. It is designed to be worn under a coat or jacket, hanging from the shoulder by a special harness that can bring this shotgun into action quickly. The slide can be modified for a fold down handgrip or a loop so as to prevent the hand from slipping in front of the muzzle whilst firing.

Caliber: 12 gauge
Magazine: 4
Length: 22 ins
Weight: 8.1 lbs

Damage Critical Damage Type Range Increment Rate of Fire Size Purchase DC Restrictions
2d8 20 Ballistic 30 Single Large 18 Res (+2)

Notes: This weapon grants a +2 circumstance bonus to Sleight of Hand checks to conceal the weapon.

Sterling Mk VII A4

The Sterling MK7A4 is a machine pistol of the venerable and ever reliable Sterling L2A3. The MK7A4 is capable of semi and full auto fire and can be fitted with a special shoulder holster. This weapon was originally designed for vehicle and aircrews but has found a niche in the Special Operations community and with several mercenary firms such as Executive Outcomes.

Caliber: 9mmP
Magazine: 10, 14, 34
Length: 13 ins
Weight: 4.8 lbs

Damage Critical Damage Type Range Increment Rate of Fire Size Purchase DC Restrictions
2d6 20 Ballistic 40 S, A Large 19 Mil (+2)

Notes: With the stock folded and either a 10 or 14 rnd magazine inserted, this weapon grants a +1 circumstance bonus to Sleight of hand checks to conceal the weapon.

C2020 Cyberware Conversion

Written by Cowboy (CJ Tipton)

This supplement will clarify rules concerning conversion of Cyberpunk 2020 cyberware items into their d20 System equivalents for use with the Spycraft game. Bon Appetite!

Cyberware Conversions

Use the following table to convert Cyberpunk 2020 cyberware to d20 format:
INT – Intelligence. Double the C2020 modifier.
REF – Dexterity. Double the C2020 modifier.
COOL – Will Save. Use the C2020 number, or bonus, as a modifier to the characters class based Will save.
ATTR – Charisma as it applies to physical attractiveness only. Use the C2020 bonus or penalty to modify Charisma based social skills and checks.
TECH – Intelligence as it applies to technical skills. Use the C2020 bonus to modify Intelligence based technical skills such as Electronics, Mechanics, and Computers.
MA – Movement rate. Every point of MA over 10, and every +1 to MA translate to +5ft. of base movement.
EMP – Charisma. Use twice the listed value.
LUCK – Used only on NPCs, double this number to find their effective action dice level.
BODY – The most ambiguous statistic, it sometimes represents Strength, other times Constitution, and sometimes both! Read the specific modification, double the bonus and add it to the appropriate statistics (e.g. Bob the Cyber Soldier gets a level of Grafted Muscles, which add to his Strength. Janey the Street Ronin gets Muscle & Bonelace installed and increases both her Strength and Constitution. Janey kicks the crap out of Bob).
HC or H. Loss – The amount by which your humanity is reduced by a piece of cyberware remains the same as in C2020, and is listed with each items description.
Initiative Bonuses – These are added directly as an enhancement bonus to Initiative and Reflex saves.
Skill Bonuses – Bonuses to specific skills are added directly as an enhancement bonus to the equivalent skill, check, or saving throws (e.g. Tired of getting his butt kicked, Bob gets the new Dodgeball cybereye option, which adds +1 to his Melee and Unarmed attacks after 30 seconds of observing his target. But Janey has Image Enhancement cybereyes, which give her a +2 to Spot and Search checks. Seeing Bob observing her during a dust down, Janey kicks the crap out of Bob after only 24 seconds, denying Bob both his attack bonus and the ability to eat solid food for a few weeks).
Cyberlimbs – Used to deliver an unarmed blow, a cyberlimb will increase the characters base unarmed damage by 1 place on the following table, and cyberarms can crush for +1 additional place (e.g. Janey’s new cyberarm does 1d8 because she is an M creature with the Martial Arts feat).

1 1d2 (S creature unarmed damage)
2 1d3 (M creature unarmed damage)
3 1d4 (L creature unarmed damage)
4 1d6
5 1d8
6 1d10
7 2d6
8 2d8
9 3d6
10 2d10

Cyberarmor & SP – Find the Damage Resistance or Hardness of an item by dividing the SP by 3. The items Wound points are equal to the listed SDP value (e.g. Janey’s new cyberarm has thickened myomar muscles, reinforced joints, and an armored cover. The arm has a Hardness of 7 and 30 wounds. As a side note, the thickened myomar also increases Janey?s punch damage to a whopping 2d8! Bob goes in for Subdermal Armor, giving him Damage Resistance 6/-).
Other Cyberware – ‘Ware on the market can make you ambidextrous, let you see other light spectrums, let you smell and hear outside the normal human range, and let you perform detailed scientific analysis of your environment using only internal systems. If the ability in question matches a Feat or Special Ability, then the cyberware is considered to provide a Virtual Feat or Extraordinary ability. For other abilities, approximate the effect with the help of the GM as best the two of you are able (e.g. In addition to Image Enhancement, Janey?s right eye also has Low Lite and Anti-Dazzle, giving her the Low Light Vision extraordinary ability, and immunity from the blinding effects of flash grenades and Dazzle spells. Bob has a Radar Sensor implanted in his chest, and a pair of cybereyes containing Times Square Plus, and Teleoptics. Bob gains the extraordinary ability Blind Sight/300 ft. and the ability to ignore the first and every other range increment (1st, 3rd, 5th, etc.) for Spot checks and Ranged attacks (based on the telescopic weapons sight)).
Cyberlinked Devices – All Cyberlinks provide +2 to the effective skill used to operate the device the link was designed for while the user is plugged into the device. This bonus is in addition to any bonus provided by the specialized link (Smartgun links provide an additional +2), peripherals (cyberoptic Targeting scopes add +1 to the effectiveness of a Smartgun link), or equipment modifications (Match grade weapons are +1 to hit). The cost to add a cyberlink to a piece of equipment is listed with the link type (C2020, p. 82).

Humanity Loss

For every 5 Humanity lost to cybernetics your CHA suffers a virtual loss of 1. This virtual CHA loss represents your current Empathy (EMP). Your actual CHA is not reduced. If your EMP is ever reduced to 3 or less from Cyberware, then you run the risk of going Cyberpsychotic. If this happens, make a WIL Save (DC 10 + points of EMP lost to Cyberware) at the end of each month or go Cyberpsychotic. Magical beings (such as the Sidhe) reduced to 3 or less EMP must also make a Fort Save (DC 10+ points of EMP lost to cyberware) once per day or enter a coma. If at any time your EMP is reduced to 0 or less due to Cyberware, you go Cyberpsychotic within 1 week?s time! Magical beings reduced to 0 EMP die.

Any means to improve a PC’s CHA (which also increases your EMP) is a good thing for a person with cyberware as this allows them to regain a bit of their humanity back! They don’t gain back any of the HC of the cyberware they just add a bit more on to their chances of not going cyberpsychotic! It also allows them to plug more chrome into themselves!

If the PC has any type of Charisma based magical abilities, use their EMP for the purpose of determining the PC’s casting bonus with Charisma based spells only. Sorcery and cyberware don?t mix.

Surgery Code Changes

Minor: 1d3 Temp Con Loss; Major: 1d6 Temp Con Loss; Critical: 1d10 Temp Con Loss. If the Con loss results in zero or less CON then the PC is in a coma until his CON raises to 1.

Orbital Cyberclinics

“Orbital” cyberclinics provide a higher grade of tech and surgery, providing significant reduction in the rejection threshold (and Humanity cost) of cyber ware implanted at these facilities. “Orbital” refers to the grade of the tech, not the actual location of the clinics (though some of the best are in LEO facilities).

Saying that you have “orbital” grade ware is like saying you got the deluxe model.

The cost of Orbital grade ware is increased by the maximum HC x $1000. Surgery takes a number of days equal to the maximum humanity cost of the implants. At the end of that time, no fortitude save is required to avoid rejection. Roll the humanity cost of the implants twice, subtracting the lower roll from the higher roll, and use the result as the actual humanity cost. The minimum Humanity cost is still the number of dice rolled plus any adds.

As an added benefit, Orbital grade cyberware is at +2 to Saves against electrical and water damage.

There is a six month waiting list on Orbital Clinic space, although this can be reduced by calling in favors, bribes (generally based on the price of the surgery and implants), etc.

d20 Net Running Conversion

Written by Cowboy (CJ Tipton)

This document is a conversion of the Cyberpunk 2020 netrunning rules (C2020, pages 127-174) into a d20 System format (more specifically for Spycraft, but usable with any d20 System). It is highly recommended that players or gamemasters wishing to use this conversion read the referenced section in its entirety before employing these rules.

Cyberdecks & Programs

The rules concerning cyberdecks and programs (C2020, pages 133-141) are unchanged. Programs still have the same strengths, etc. This made the rest of the conversion easier. Additional cyberdecks and programs can be found in the Chromebooks (vol. 1-4) and Rache Bartmoss? Brainware Blowout.

Running the Net

As written, Netspace is divided into different sized grids (C2020, page 144). No matter which size grid your on, you may move 5 spaces per turn, and you may not move diagonally. On the Netspace World map, it is necessary to travel from LDL to LDL. On the Orbitsville map, it is necessary to uplink to a WorldSat in the same way. In order to link to Mars or Venus, you must use the WorldSat with an elliptical orbit, and will uplink to a similar WorldSat Network around Mars or Venus in about 3 minutes (180 turns). Time lag penalties for off planet runs are listed on page 11 of Rache Bartmoss? Brainware Blowout, under “Time Lag Buffer”.

A Netrunning Turn is 1 second long, while a standard turn is 6 seconds long. This is to represent the incredible speed of Netspace interaction.

Security and Trace levels remain unchanged from the table on page 147 of Cyberpunk 2020, although the rules concerning their use have been altered slightly. Scamming an LDL Security System requires a contest of skills between the netrunner (Computer skill check) and the Security System (Security level + d20). If the netrunner succeeds, the system is scammed. If the system succeeds, the netrunner is logged off and charged for the call, as per the sidebar (C2020, page 144). On a critical failure by the runner, or a critical success by the system, NETWATCH may be after you!

The Trace Levels of all long distance links passed through on a run are added to 10 to give a DC for any attempts to trace the netrunner to his log-on point.

The Menu

The rules concerning the Menu have changed a bit. In order to use the Menu, the cybermodem must be either plugged into a datacable or terminal, or it must have cellular capability. If the netrunner is not logged on, all functions are performed using the cybermodems intelligence (Usually 3) in place of the netrunners Computer skill. The following Menu options are available:

Locate Remote: Running this option from the menu will cause your cybermodem to search your current city grid square for remote systems connected to the net, automatically listing all non-hidden systems.
The netrunner must make a Computer skill test against the security rating of individual remotes (10-20+), with success indicating the remotes function is known. Failure indicates the remote is listed, but its function is unknown (meaning it cannot be controlled using the Control Remote option). If not logged on, this is a full round action.
Control Remote: Allows the netrunner to control a located remote if its function is known, and if the netrunner has the appropriate Controller program in cybermodem memory. Accessing the remote requires the netrunner to make a check (Computer skill or cybermodem intelligence + Controller program strength) with a DC equal to the security rating of the remote (10-20+). Success allows a command to be given to the remote. A valid command can be anything the remote is normally capable of. If not logged on, this is a full round action. Once the command is given, the remote will act as ordered on its own initiative.
Log On: causes the user to interface with the Net. No test is required. Logging on is a standard action.
Log Off: terminates the users link to the Net. A Computer check or Will save with a DC of 14 is required to successfully log off.
Run Program: Activates a selected program from the cybermodems memory. The program will immediately attempt to fulfill its function.
Long Distance Link: Causes the netrunner to uplink to another LDL within range.
Copy: Creates a copy of a selected file, which is automatically stored in memory if space is available.
Erase: Deletes a program or file from System memory. Won?t work on programs that are currently running.
Read: Allows access to a file’s content.
Edit: Allows the netrunner to alter the contents of a file.
Create/Delete: Allows the netrunner to generate virtual constructs in Netspace, and to de-rezz any constructs he creates.

Net Combat

First, determine initiative using the netrunners initiative modifier + cybermodem initiative modifier + d20. System initiative is determined by adding the computers intelligence to a d20. Initiative order is highest to lowest.

Each Net Combat round lasts 1 second. During this time the netrunner may perform a single action from the menu and move up to 5 spaces. Systems may perform 1 action, + 1 action per 2 additional CPUs present in the system. It is good to have multiple netrunners.

Visibility range is 20 spaces unless intervening obstacles block visibility. You can attack anything you can see.

System programs (except Hellhounds, Bloodhounds, and Pit Bulls) can only pursue a Netrunner to 1 space outside their home system.

The following are some common tests made in netrunning combat:
Trace: Computer Skill or System Intelligence + Program Strength (DC 10 + the Trace levels of all LDLs passed through)
Stealth & Evasion: Computer Skill or System Intelligence + Program Strength (Opposed Test)
Attacks against Systems & Cyberdecks: Computer Skill or System Intelligence + Attack Program Strength or Code/Datawall Strength (Opposed Test). Anti System attack effects take place on the following turn.
Anti-Personnel Attacks: Computer Skill or System Intelligence + Program Strength (Opposed Test).
Utility Programs: Require a Computer Skill or System Intelligence check to activate (DC 10 + Program Strength)

The Rest of the Story…

The remainder of the Cyber punk 2020 netrunning rules stand as written. Bon Appetite!