1.34 Changes to risk & prep
1.34 seeks to make risk a more interesting mechanic, and have prep serve the fiction. Asset use gets more options.
Full changelist:
Major change: risk is no longer an edge. Instead, a player may pick up 0-4 risk dice per roll. If they lose, each die incurs an extra +1 cost.
Major change: prep is no longer an edge. Prep forms a pool of 0-4 dice shared by the crew, depending on depth of planning. The pool refreshes between scenes if the crew is still following the plan. The prep can be set as a flashback in the midst of the action. The prep scene only counts if it's dramatic.
Major change: each asset category may only be used once per roll. You can spend multiple uses in that one go, however. This is meant to introduce a better betting & commitment feel to the pushing mechanic, and avoid a situation where both sides keep adding +1 at a time until one of them is out of all assets.
Assets can be refreshed mid-scene by spending an action. This returns +2 uses to a given asset, up to its level.
Clarified that a stunned enemy can't roll for their defense. Instead, apply a static target number of 4.
Rolling procedure clarified (skill, teamwork, risk, prep, reroll, push).
Finding assets during gameplay: any assets picked up during gameplay go into a single use asset pool, split by category as per normal assets.
Files
Get Systems For Punks
Systems For Punks
A cyberpunk roleplaying game
Status | Released |
Category | Physical game |
Author | jlaakso |
Genre | Role Playing |
Tags | Cyberpunk |
More posts
- 1.40 Changes skill rollsJan 14, 2024
- 1.39 Changes skills, adds advancement systemsMay 03, 2022
- Art, clarifications, layoutApr 07, 2022
- 1.37 layout & text clarityApr 05, 2022
- 1.36 Asset, prep, XP changesApr 03, 2022
- 1.33: Cover art & drug changesMar 19, 2022
- 1.32 performance booster changeMar 12, 2022
- 1.3 brings table wisdomMar 07, 2022
- 1.22 adds money, rep, drugsFeb 18, 2022
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