TEXT:  
  1
  D20 Cyberpunk Conversion Document Version 1.0 
   
  Written by Eric A Duckworth Dread0395@cinci.rr.com with input by members of the Cyberpunk D20 Yahoo Group.  
  If you have anything you would like to add or talk about, email me! 
   
  This document was written to allow a person with both the Cyberpunk 2020 RPG book and the Third Edition PHB, 
  DMG, or Star Wars RPG to play Cyberpunk using the D20 rules system.   
   
  “Cyberpunk” and all names associated with it are © and TM R. Talsorian Games. No infringement is intended by their 
  use in this document.  This document is intended to be freely distributed. 
   
   
  LIFEPATH 
   
  Changes to Section 4.a Big Problems, Big Wins 
   
  Disaster Strikes: 
  1-2. 
  No Change 
  3. 
  Lose 2 points from DEX 
  4. 
  No Change 
  5. 
  (1-4) –10 CHA, (5-8) No Change, (9-10) Wil (DC 20) or relive nightmares 
  6-9. 
  No Change 
  10. 
  (1-3) –2 DEX, (4-7) –2 WIS, (8-10) –2 DEX and –2 WIS 
   
  You Get Lucky 
  1-3. 
  No Change 
  4. 
  Gain Martial Arts as  a bonus feat at first level. 
  5. 
  Add +2 to any existing INT skill, or gain a new skill at 4 Ranks. 
  6. 
  No Change 
  7. 
  Gain Family special ability (as Nomad) at +2. 
  8. 
  Gain Streetwise special ability (as Cop) at +2. 
  9. 
  Gain Family special ability (as Nomad) at +2 but it applies to Booster Gangs and not Nomads. 
  10. 
  Gain +2 Bonus to any Base Attack rolls with one melee weapon OR gain a free melee Weapon 
  Proficiency at first level. 
  
   
  2
   
  CLASSES 
   
  COP 
   
  Alignment: Generally good. 
  Vitality Die: d10. 
   
  Class Skills: The Cop's class skills (and the key ability for each 
  skill) are Craft (Int), Diplomacy (Cha), Gather Information (Cha), Interrogation 
  (Wis), Intimidate (Cha), Knowledge (Law Enforcement) (Int), Pilot (Dex), 
  Profession (Cop) (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Treat Injury 
  (Wis). 
   
  Skill Points at 1st Level: (4+ Int modifier) x4. 
  Skill Points at each dditional level: 4 + Int modifier. 
   
  Weapon and Armor Proficiency: Cops are proficient with all simple melee weapons, 
  with all non-exotic pistols, smg, and shotgun weapons, with all types of armor 
  (heavy, medium, and light), and with shields. 
   
  TABLE: The Cop 
   
          Base           Fort    Ref     Will 
  Level   Attack Bonus   Save    Save    Save    Special 
  -----   ------------   ----    ----    ----    ------- 
   
  1       +1             +2      +0      +0      Authority +1, Athletics Feat 
  2       +2             +3      +0      +0      Streetwise +1 
  3       +3             +3      +1      +1      Authority +2 
  4       +4             +4      +1      +1 
  5       +5             +4      +1      +1      Authority +3, Streetwise +2 
  6       +6/+1          +5      +2      +2        
  7       +7/+2          +5      +2      +2      Authority +4 
  8       +8/+3          +6      +2      +2      Streetwise +3 
  9       +9/+4          +6      +3      +3      Authority +5 
  10      +10/+5         +7      +3      +3 
  11      +11/+6/+1      +7      +3      +3      Authority +6, Streetwise +4 
  12      +12/+7/+2      +8      +4      +4        
  13      +13/+8/+3      +8      +4      +4      Authority +7 
  14      +14/+9/+4      +9      +4      +4      Streetwise +5 
  15      +15/+10/+5     +9      +5      +5      Authority +8 
  16      +16/+11/+6/+1  +10     +5      +5 
  17      +17/+12/+7/+2  +10     +5      +5      Authority +9, Streetwise +6 
  18      +18/+13/+8/+3  +11     +6      +6        
  19      +19/+14/+9/+4  +11     +6      +6      Authority +10 
  20      +20/+15/+10/+5 +12     +6      +6      Streetwise +7 
   
  Special:   
  Authority: Authority is a Cops ability to intimidate and control others 
  through their position as a lawman.  As such at 1st level and every odd level 
  thereafter, the Cop adds +1 to his Intimidate skill checks at times him being a 
  Cop helps! 
  Streetwise: Streetwise is the Cops ability to comb his contacts for info and 
  to get the feel of what is going on in the area!  As such at 2nd level and every 
  
   
  3
  3 levels thereafter, the Cop adds +1 to his Gather Information and Search skill 
  checks when working the street.  
   
  CORPORATE   
   
  Alignment: Any. 
  Vitality Die: d6. 
   
  Class Skills: The Corporate's class skills (and the key ability for each skill)are 
  Bluff (Cha), Climb(Str), Computer Use (Int), Craft (Int), Diplomacy(Cha), Disguise 
  (Cha), Entertain (Cha), Gather Information (Cha), Innuendo (Wis),Intimidate (Cha), 
  Knowledge (General knowledge) (Int), Knowledge (Social) (Int), Personal Grooming 
  (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Wardrobe & Style (Cha). 
   
  Skill Points at 1st Level: (4 + Int modifier) x 4. 
  Skill Points at each additional level: 4 + Int modifier. 
   
  Weapon and Armor Proficiency: A Corporate's weapon training focuses on weapons 
  suitable for stealth. Thus, all Corporates are proficient all simple melee weapons, 
  non-exotic pistols and smg weapons. Corporates are proficient with light armor but 
  not with shields. 
   
   
  TABLE: The Corporate 
   
          Base           Fort    Ref     Will 
  Level   Attack Bonus   Save    Save    Save    Special 
  -----   ------------   ----    ----    ----    ------- 
   
  1       +0             +0      +1      +2      Resources +1, Call in a Favor 
  2       +1             +0      +2      +3       
  3       +2             +1      +2      +3      Call in a Favor 
  4       +3             +1      +2      +4      Resources +2 
  5       +3             +1      +3      +4      Call in a Favor 
  6       +4             +2      +3      +5       
  7       +5             +2      +4      +5      Resources +3, Call in a Favor  
  8       +6/+1          +2      +4      +6 
  9       +6/+1          +3      +4      +6      Call in a Favor 
  10      +7/+2          +3      +5      +7      Resources +4 
  11      +8/+3          +3      +5      +7      Call in a Favor 
  12      +9/+4          +4      +6      +8 
  13      +9/+4          +4      +6      +8      Resources +5, Call in a Favor  
  14      +10/+5         +4      +6      +9       
  15      +11/+6/+1      +5      +7      +9      Call in a Favor 
  16      +12/+7/+2      +5      +7      +10     Resources +6  
  17      +12/+7/+2      +5      +8      +10     Call in a Favor 
  18      +13/+8/+3      +6      +8      +11 
  19      +14/+9/+4      +6      +8      +11     Resources +7, Call in a Favor 
  20      +15/+10/+5     +6      +9      +12      
   
  Special: 
   
  Resources: Due to their connections to the corporate structure the Corporate 
  can call upon resources available to no other character.  To reflect this a Corparate 
  adds +1 to all Diplomacy rolls for acquiring goods and/or services at 1st level 
  and every 3 levels thereafter! 
  
   
  4
   
  Call in a Favor: See SWRPG 3E under the Nobel Class for more info on this 
  special ability. 
   
  FIXER   
   
  Alignment: Any. 
  Vitality Die: d6. 
   
  Class Skills: The Fixer's class skills (and the key ability for each skill) are 
  Appraise (Int), Bluff (Cha), Diplomacy(Cha), Forgery Int), Gather Information 
  (Cha), Hide (Dex), Intimidate (Cha), Open Lock (Dex), Pick Pocket (Dex), Profession 
  (Wis), and Spot (Wis). 
   
  Skill Points at 1st Level: (8 + Int modifier) x 4 
  Skill Points at each additional: 8 + Int modifier 
   
  Weapon and Armor Proficiency: A Fixer's weapon training is limited to simple melee 
  weapons and non-exotic pistol weapons. Fixers are not proficient with armor or 
  shields. 
   
   
  TABLE: The Fixer 
   
          Base           Fort    Ref     Will 
  Level   Attack Bonus   Save    Save    Save    Special 
  -----   ------------   ----    ----    ----    ------- 
   
  1       +0             +0      +2      +0      Bonus Feat 
  2       +1             +0      +3      +0      Streetdeal +5 
  3       +2             +1      +3      +1      Adaptive Learning 
  4       +3             +1      +4      +1 
  5       +3             +1      +4      +1      Streetdeal +6 
  6       +4             +2      +5      +2      Adaptive Learning 
  7       +5             +2      +5      +2       
  8       +6/+1          +2      +6      +2 
  9       +6/+1          +3      +6      +3      Streetdeal +7, Adaptive Learning 
  10      +7/+2          +3      +7      +3       
  11      +8/+3          +3      +7      +3       
  12      +9/+4          +4      +8      +4      Adaptive Learning 
  13      +9/+4          +4      +8      +4      Streetdeal +8 
  14      +10/+5         +4      +9      +4       
  15      +11/+6/+1      +5      +9      +5      Adaptive Learning 
  16      +12/+7/+2      +5      +10     +5       
  17      +12/+7/+2      +5      +10     +5      Streetdeal +9 
  18      +13/+8/+3      +6      +11     +6      Adaptive Learning 
  19      +14/+9/+4      +6      +11     +6       
  20      +15/+10/+5     +6      +12     +6       
  Special: 
   
  Bonus Feat: At 1st Level, the Fixer gains a bonus feat selected from Aletness, 
  Brawling, Endurance, Light Armor Proficiency, or Weapon Group Proficiency (SMG). 
   
  Streetdeal: Beginning at 2nd level the Fixer gains a +5 competence bonus to 
  any Gather Information checks and for any Diplomacy checks made to buy or sell 
  illicit goods.  This increases by +1 every 4th level thereafter. 
   
  Adaptive Learning: At 3rd level and every 3 levels thereafter, the Fixer may 
  designate 1 cross-class skill as a class skill. 
   
  
   
  5
  MED TECH 
   
  Alignment: Any 
  Vitality Die: d8 
   
  Class Skills: The Med Tech's class skills (and the key ability for each 
  skill) are Computer Use (Int), Concentration (Con), Craft (Pharmaceuticals) (Int), 
  Cryotank Ops (Int), Knowledge (Chemistry) (Int), Knowledge (Medicine) (Int),  
  Knowledge (Zoology) (Int), Profession (Wis), Sense Motive (Wis), Spot (Wis), and  
  Treat Injury (Wis). 
   
  Skill Points at 1st Level: (5 + Int Modifier) x 4 
  Skill Points at each additional Level: 5 + Int Modifier 
   
  Armor and Weapon Proficiency: Med Techs are proficient with all simple melee 
  weapons, and all non-exotic pistols. Med Techs are proficient with all types of 
  armor (light, medium, and heavy) and with shields.  
   
  TABLE: The Med Tech 
   
          Base           Fort    Ref     Will 
  Level   Attack Bonus   Save    Save    Save    Special 
  -----   ------------   ----    ----    ----    ------- 
   
  1       +0             +2      +0      +2      Medical Tech +5 
  2       +1             +3      +0      +3 
  3       +2             +3      +1      +3      Medical Tech +6  
  4       +3             +4      +1      +4 
  5       +3             +4      +1      +4 
  6       +4             +5      +2      +5      Medical Tech +7 
  7       +5             +5      +2      +5 
  8       +6/+1          +6      +2      +6 
  9       +6/+1          +6      +3      +6      Medical Tech +8 
  10      +7/+2          +7      +3      +7 
  11      +8/+3          +7      +3      +7 
  12      +9/+4          +8      +4      +8      Medical Tech +9 
  13      +9/+4          +8      +4      +8 
  14      +10/+5         +9      +4      +9 
  15      +11/+6/+1      +9      +5      +9      Medical Tech +10 
  16      +12/+7/+2      +10     +5      +10 
  17      +12/+7/+2      +10     +5      +10 
  18      +13/+8/+3      +11     +6      +11     Medical Tech +11 
  19      +14/+9/+4      +11     +6      +11 
  20      +15/+10/+5     +12     +6      +12 
   
  Special: 
   
  Medical Tech: This ability allows the Med Tech to perform more elaborate 
  procedures of treating wounds and medical problems that require surgery.  Medical 
  Tech also adds a +5 competency bonus to all Treat Injury skill checks.  This bonus 
  increase by +1 every 3rd level thereafter. 
   
  MEDIA 
   
  Alignment: Any. 
  Vitality Die: d6. 
  
   
  6
   
  Class Skills: The Media's class skills (and the key ability for each skill) are 
  Appraise (Int), Bluff (Cha), Craft (Composition)(Int), Diplomacy (Cha), Disguise 
  (Cha), Gather Information (Cha), Hide (Dex), Knowledge (General Knowledge)(Int), 
  Listen (Wis), Profession (Photographer)(Wis), Search (Int),  Sense Motive (Wis), 
  Speak Language (Int), Spot (Wis). 
   
  Skill Points at 1st Level: (4 + Int modifier) x 4 
  Skill Points at each additional level: 4 + Int modifier 
   
  Weapon and Armor Proficiency: A Media is proficient with all simple melee weaponsand 
  non-exotic pistols. Medias are proficient with light armor. 
   
  TABLE: The Media 
   
          Base           Fort    Ref     Will 
  Level   Attack Bonus   Save    Save    Save    Special 
  -----   ------------   ----    ----    ----    ------- 
   
  1       +0             +0      +2      +2      Credibility +1, Media knowledge  
  2       +1             +0      +3      +3      Streetwise +1 
  3       +2             +1      +3      +3      Credibility +2 
  4       +3             +1      +4      +4 
  5       +3             +1      +4      +4      Credibility +3 
  6       +4             +2      +5      +5      Streetwise +2 
  7       +5             +2      +5      +5      Credibility +4  
  8       +6/+1          +2      +6      +6 
  9       +6/+1          +3      +6      +6      Credibility +5  
  10      +7/+2          +3      +7      +7      Streetwise +3 
  11      +8/+3          +3      +7      +7      Credibility +6 
  12      +9/+4          +4      +8      +8 
  13      +9/+4          +4      +8      +8      Credibility +7 
  14      +10/+5         +4      +9      +9      Streetwise +4  
  15      +11/+6/+1      +5      +9      +9      Credibility +8  
  16      +12/+7/+2      +5      +10     +10 
  17      +12/+7/+2      +5      +10     +10     Credibility +9 
  18      +13/+8/+3      +6      +11     +11     Streetwise +5 
  19      +14/+9/+4      +6      +11     +11     Credibility +10 
  20      +15/+10/+5     +6      +12     +12 
   
  Special: 
  Credibility: This is the Medias ability to be believed. Credibility allows 
  a Media to bluff his way into places and convince others they are who they aren’t!  
  As such they receive a +1 bonus to Bluff and Diplomacy skill checks.  This increases 
  by +1 for every 2 levels thereafter. 
   
  Media Knowledge: A Media may make a special Media knowledge check with a bonus 
  equal to his level + his Intelligence modifier to see whether he knows some relevant 
  information about local notable people, legendary events, or noteworthy places. 
   
  The Media may not take 10 or take 20 on this check; this sort of knowledge is 
  essentially random. The DM will determine the Difficulty Class of the check by 
  referring to the table below. 
   
  DC      Type of Knowledge 
  --      ----------------- 
  10      Common, known by at least a substantial minority of the local 
  
   
  7
  population. 
  20      Uncommon but available, known by only a few people in the area. 
  25      Obscure, known by few, hard to come by. 
  30      Extremely obscure, known by very few, possibly forgotten  by  most who once 
  knew it, possibly known only by those who don't nderstand the significance of the 
  knowledge. 
   
  Streetwise: Streetwise is the Medias ability to comb his contacts for info 
  and to get the feel of what is going on in the area!  As such at 2nd level and every 
  3 levels thereafter, the Media adds +1 to his Gather Information and Search skill 
  checks when working the street. 
   
  NETRUNNER 
   
  Alignment: Any. 
  Vitality Die: d8. 
   
  Class Skills: The Netrunner's class skills (and the key ability for each skill) 
  are Computer Use (Int), Concentration (Con), Craft (Composition) (Int), Craft 
  (Cyberdeck)(Int), Gather Information (Cha), Knowledge (General Knowledge) (Int), 
  Knowledge (Systems) (Int), Listen (Wis), Profession (Cyberdeck Design)(Wis), 
  Repair (Basic)(Int), Repair (Cybertech) (Int), Repair (Electronics) (Int), and 
  Spot (Wis). 
   
  Skill Points available at 1st level: (4 + Int modifier) x 4 
  Skill Points at each additional level: 4 + Int modifier 
   
  Weapon and Armor Proficiency: Netrunners are proficient with simple melee weapons 
  non-exotic pistols and smg weapons. They are proficient in light armor but not with 
  shields. 
   
   
  TABLE: The Netrunner 
   
          Base           Fort    Ref     Will    Interface 
            Net AC 
  Level   Attack Bonus   Save    Save    Save    Check Bonus            Bonus           
  -----   ------------   ----    ----    ----    ------------           -------         
  1       0              +2      +2      +2      +0                     +0              
  2       +1             +3      +3      +3      +1                     +0              
  3       +2             +3      +3      +3      +2                     +0              
  4       +3             +4      +4      +4      +3                     +0              
  5       +3             +4      +4      +4      +3                     +1              
  6       +4             +5      +5      +5      +4/+1                  +1              
  7       +5             +5      +5      +5      +5/+2                  +1              
  8       +6/+1          +6      +6      +6      +6/+3                  +1              
  9       +6/+1          +6      +6      +6      +6/+3                  +1              
  10      +7/+2          +7      +7      +7      +7/+4/+1               +2              
  11      +8/+3          +7      +7      +7      +8/+5/+2               +2              
  12      +9/+4          +8      +8      +8      +9/+6/+3               +2              
  13      +9/+4          +8      +8      +8      +9/+6/+3               +2              
  14      +10/+5         +9      +9      +9      +10/+7/+4/+1           +2              
  15      +11/+6/+1      +9      +9      +9      +11/+8/+5/+2           +3              
  16      +12/+7/+2      +10     +10     +10     +12/+9/+6/+3           +3              
  17      +12/+7/+2      +10     +10     +10     +12/+9/+6/+3           +3              
  18      +13/+8/+3      +11     +11     +11     +13/+10/+7/+4/+1       +3   
  19      +14/+9/+4      +11     +11     +11     +14/+11/+8/+5/+2       +3 
  
   
  8
  20      +15/+10/+5     +12     +12     +12     +15/+12/+9/+6/+3       +4              
   
  Special: 
   
  Interface Check Bonus: While in the net the Netrunner may make multiple 
  Computer Use skill checks per round (as determined by the Interface Check Bonus) 
  at the listed bonuses!  A non-Netrunner in the net can only perform one skill at 
  a time each round in the net! 
   
  Net AC Bonus: This is a bonus to the Netrunners AC in the net.  A Netrunner 
  adds her Wisdom bonus (if any) to her Net AC, instead of her  normal Dexterity 
  modifier, and her Net AC improves as she gains levels.  
   
  NOMAD 
   
  Alignment: Any. 
  Vitality Die: d10. 
   
  Class Skills: The Nomad's class skills (and the key ability for each skill) are 
  Craft (Int), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen 
  (Wis), Pilot (Car/Truck)(Dex), Profession (Wis), Repair (Basic) (Int), Search 
  (Int), Spot (Wis), Swim (Str), Treat injury (Wis), and Wilderness Lore (Wis). 
   
  Skill Points Available at 1st Level: (4 + Int modifier) x 4 
  Skill Points at each additional level: 4 = Int modifier 
   
  Weapon and Armor Proficiency: A Nomad is proficient with all simple melee weapons; 
  all non-exotic pistol, smg, and rifle weapons; light armor, medium armor, and 
  shields. 
   
  TABLE: The Nomad 
   
          Base           Fort    Ref     Will 
  Level   Attack Bonus   Save    Save    Save    Special 
  -----   ------------   ----    ----    ----    ------- 
   
  1       +1             +2      +0      +0      Family +1, Track, Endurance        
  2       +2             +3      +0      +0      Brawling 
  3       +3             +3      +1      +1      Athletics 
  4       +4             +4      +1      +1      Family +2 
  5       +5             +4      +1      +1       
  6       +6/+1          +5      +2      +2 
  7       +7/+2          +5      +2      +2      Family +3 
  8       +8/+3          +6      +2      +2 
  9       +9/+4          +6      +3      +3 
  10      +10/+5         +7      +3      +3      Family +4 
  11      +11/+6/+1      +7      +3      +3 
  12      +12/+7/+2      +8      +4      +4 
  13      +13/+8/+3      +8      +4      +4      Family +5 
  14      +14/+9/+4      +9      +4      +4 
  15      +15/+10/+5     +9      +5      +5       
  16      +16/+11/+6/+1  +10     +5      +5      Family +6 
  17      +17/+12/+7/+2  +10     +5      +5 
  18      +18/+13/+8/+3  +11     +6      +6 
  19      +19/+14/+9/+4  +11     +6      +6      Family +7 
  20      +20/+15/+10/+5 +12     +6      +6       
   
  Special: 
  
   
  9
  Family: Due to their connections to the nomad family structure the Nomad can 
  call upon family resources available to no other character.  To reflect this a nomad 
  adds +1 to all Diplomacy rolls for acquiring goods and/or services associated with 
  the Nomad family at 1st level and every 3 levels thereafter! 
  Endurance: A Nomad gains Endurance as a bonus feat. 
  Track: A Nomad gains Track as a bonus feat. 
  At 2nd level the Nomad gains the Brawling feat. 
  At 3rd Level the Nomad gains the Athletics Feat. 
  Improved Two-Weapon Fighting: A Nomad with a base attack bonus of at least 
  +9 can choose to gain the Improved Two-Weapon Fighting feat even if he does not 
  have the other prerequisites for the feat. The Nomad must be wearing light armor 
  or no armor in order to use this benefit. 
  When wearing light armor or no armor, a Nomad can fight with two weapons as 
  if he or she had the feats Ambidexterity and Two-Weapon Fighting. The Nomad loses 
  this special bonus when fighting in 
  medium or heavy armor, or when using a double-headed weapon (such as a double sword). 
   
  ROCKERBOY 
   
  Alignment: Any. 
  Vitality Die: d6. 
   
  Class Skills: The Rockerboy's class skills (and the key ability for each skill) 
  are Bluff (Cha), Concentration (Con), Craft (Composition) (Int), Diplomacy (Cha), 
  Disguise (Cha), Entertain (Cha), Entertain (Play Instrument) (Cha), Knowledge 
  (Int), Listen (Wis), Profession (Wis), Seduction (Cha), Sense Motive (Wis), Speak 
  Language (Int), Spot (Wis), and Wardrobe & Style (Cha). 
   
  Skill Points availablie at 1st level: (4 + Int modifier) x 4 
  Skill Points at each additional level: 4 + Int modifier 
   
  Weapon and Armor Proficiency: A Rockerboy is proficient with all simple melee 
  weapons, all non-exotic pistols and smg weapons. Rockerboys are proficient with 
  light armor. 
   
  TABLE: The Rockerboy 
   
          Base           Fort    Ref     Will 
  Level   Attack Bonus   Save    Save    Save    Special 
  -----   ------------   ----    ----    ----    ------- 
   
  1       +0             +0      +2      +2      Charismatic Leadership (Rockerboy 
  music) 
  2       +1             +0      +3      +3      Brawling 
  3       +2             +1      +3      +3 
  4       +3             +1      +4      +4 
  5       +3             +1      +4      +4 
  6       +4             +2      +5      +5 
  7       +5             +2      +5      +5 
  8       +6/+1          +2      +6      +6 
  9       +6/+1          +3      +6      +6 
  10      +7/+2          +3      +7      +7 
  11      +8/+3          +3      +7      +7 
  12      +9/+4          +4      +8      +8 
  13      +9/+4          +4      +8      +8 
  14      +10/+5         +4      +9      +9 
  
   
  10 
  15      +11/+6/+1      +5      +9      +9 
  16      +12/+7/+2      +5      +10     +10 
  17      +12/+7/+2      +5      +10     +10 
  18      +13/+8/+3      +6      +11     +11 
  19      +14/+9/+4      +6      +11     +11 
  20      +15/+10/+5     +6      +12     +12 
   
  Charismatic Leadership (Rockerboy Music): Once per day per level, a Rockerboy can 
  use song or poetics to produce supernatural effects on those around him or her. 
  While these abilities fall under the category of Rockerboy music, they can include 
  reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, 
  playing an instrument, or playing an instrument in combination with some spoken 
  entertainance. A deaf Rockerboy suffers a 20% chance to fail with Rockerboy music. 
  If the Rockerboy fails, the attempt still counts against the daily limit. 
   
  The Rockerboy Music effects are: 
   
  * Inspire Courage: A Rockerboy with 3 or more ranks in Entertain can attempt to 
  inspire courage in his or her fans. To be affected, a fan must hear the Rockerboy 
  sing for a full round. The effect lasts as long as the Rockerboy sings and for 5 
  rounds after the Rockerboy stops singing (or 5 rounds after the fan can no longer 
  hear the Rockerboy). While singing, the Rockerboy can fight. Affected fans receive 
  a +2 morale bonus to saving throws against charm and fear effects and a +1 morale 
  bonus to attack and weapon damage rolls. Inspire courage is a supernatural, 
  mind-affecting ability. 
   
  * Fascinate: A Rockerboy with 3 or more ranks in Entertain can cause a single 
  creature to become fascinated with him. The creature to be fascinated must be able 
  to see and hear the Rockerboy and must be within 90 feet. The Rockerboy must also 
  see the creature. The creature must be able to pay attention to the Rockerboy. The 
  distraction of a 
  nearby combat or other dangers prevents the ability from working. The Rockerboy 
  makes a Entertain check, and the target can negate the effect with a Will saving 
  throw equal to or greater than the Rockerboy's check result. If the saving throw 
  succeeds, the Rockerboy cannot attempt to fascinate that creature again for 24 
  hours. If the saving throw fails, the creature sits quietly and listens to the song 
  for up to 1 round per level of the Rockerboy. While fascinated, the target's Spot 
  and Listen checks suffer a –4 penalty. Any potential threat (such as an ally of 
  the Rockerboy moving behind the fascinated creature) allows the fascinated creature 
  a second saving throw against a new Entertain check result. Any obvious threat, 
  such as drawing a weapon, or aiming a waepon, automatically breaks the effect. 
   
  While fascinating (or attempting to fascinate) a creature, the Rockerboy must 
  concentrate. Fascinate is a spell-like, mind-affecting charm ability. 
   
  * Inspire Competence: A Rockerboy with 6 or more ranks in Entertain can help an 
  ally succeed at a task. The ally must be able to hear the Rockerboy and must be 
  within 30 feet. The Rockerboy must also see or hear the ally. The ally gets a +2 
  competence bonus on his skill checks with a particular skill as long as he or she 
  continues to hear the Rockerboy's music. The DM may rule that certain uses of this 
  ability are infeasible. The Rockerboy can maintain the effect for 2 minutes 
  (long enough for the ally to take 20). Inspire competence is a supernatural, 
  mind-affecting ability. 
   
  * Suggestion: A Rockerboy with 9 or more ranks in Entertain can make a suggestion 
  (as the spell) to a creature that he has already fascinated (see above). The 
  suggestion doesn't count against the Rockerboy's daily limit on Rockerboy music 
  
   
  11 
  entertainances (one per day per level), but the fascination does. A Will saving 
  throw (DC 13 + the Rockerboy's Charisma modifier) negates the effect. Suggestion 
  is a spell-like, mind-affecting charm ability. 
   
  * Inspire Greatness: A Rockerboy with 12 or more ranks in Entertain can inspire 
  greatness in another creature. For every three levels the Rockerboy attains beyond 
  9th, the Rockerboy can inspire greatness in one additional creature. To inspire 
  greatness, the Rockerboy must sing 
  and the creature must hear the Rockerboy sing for a full round, as with inspire 
  courage. The creature must also be within 30 feet. A creature inspired with 
  greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as 
  long as he or she hears the Rockerboy continue to sing and for 5 rounds thereafter. 
  (All these bonuses are competence bonuses.)  
   
  The target gains the following boosts: 
  * +2 Hit Dice (d10s that grant temporary hit points). 
  * +2 competence bonus on attacks. 
  * +1 competence bonus on Fortitude saves. 
   
  Apply the target's Constitution modifier, if any, to each bonus Hit Die. Inspire 
  greatness is a supernatural, mind-affecting enchantment ability. 
   
  At 2nd level the Rockerboy gains the Brawling Feat. 
   
  Solo 
   
  Alignment: Any. 
  Vitality Die: d10. 
   
  Class Skills: The Solo's class skills (and the key ability for each skill) are Climb 
  (Str), Craft (Int), Jump (Str), Move Silently (Dex), Repair (Weapons) (Int), Spot 
  (Wis), and Swim (Str). 
   
  Skill Points available at 1st level: (4 + Int modifier) x4 
  Skill points at each additional level: 4 + Int modifier 
   
  Weapon and Armor Proficiency: The Solo is proficient in the use of all simple and 
  martial melee weapons; all non-exotic pistol, smg and rifle ranged weapons; and 
  all armor (heavy, medium, and light) and shields. 
   
  TABLE: The Solo 
   
          Base           Fort    Ref     Will 
  Level   Attack Bonus   Save    Save    Save    Special 
  -----   ------------   ----    ----    ----    ------- 
   
  1       +1             +2      +0      +0      Combat Sense +1*, Athletics 
  2       +2             +3      +0      +0      Bonus feat 
  3       +3             +3      +1      +1      Brawling or Martial Arts 
  4       +4             +4      +1      +1      Bonus feat 
  5       +5             +4      +1      +1 
  6       +6/+1          +5      +2      +2      Bonus feat 
  7       +7/+2          +5      +2      +2 
  8       +8/+3          +6      +2      +2      Bonus feat 
  9       +9/+4          +6      +3      +3 
  10      +10/+5         +7      +3      +3      Bonus feat 
  
   
  12 
  11      +11/+6/+1      +7      +3      +3 
  12      +12/+7/+2      +8      +4      +4      Bonus feat 
  13      +13/+8/+3      +8      +4      +4 
  14      +14/+9/+4      +9      +4      +4      Bonus feat 
  15      +15/+10/+5     +9      +5      +5 
  16      +16/+11/+6/+1  +10     +5      +5      Bonus feat 
  17      +17/+12/+7/+2  +10     +5      +5 
  18      +18/+13/+8/+3  +11     +6      +6      Bonus feat 
  19      +19/+14/+9/+4  +11     +6      +6 
  20      +20/+15/+10/+5 +12     +6      +6      Bonus feat 
   
  Bonus Feats: At 1st level, the Solo gains the special ability of Combat Sense.  This 
  ability adds +1 to all Initiative, Reflex saves and Surprise rolls at first level 
  and then an additional +1 every odd level thereafter. 
   
  Also at 1st level the Solo gains the Athletics Feat. 
   
  At 2nd level the Solo can choose to gain either Brawling or Martial Arts Feat. 
   
  The Solo gains a bonus feat at 2nd level and every two levels thereafter (4th, 6th, 
  8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, 
  Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon 
  Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), 
  Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, 
  Stunning Fist), Mounted Combat (Mounted Gunnery, Trample, Ride-By Attack), Point 
  Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack 
  (Cleave, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon 
  Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*. 
   
  Some of the bonus feats available to a Solo cannot be acquired until the Solo has 
  gained one or more prerequisite feats; these feats are listed parenthetically after 
  the prerequisite feat. A Solo can select feats marked with an asterisk (*) more 
  than once, but it must be for a different weapon each time. A Solo must still meet 
  all prerequisites for a feat, including ability score and base attack bonus 
  minimums. 
   
  Weapon Specialization: On achieving 4th level or higher, as a feat the 
  Solo (and only the Solo) may take Weapon Specialization. Weapon Specialization adds 
  a +2 damage bonus with a chosen weapon. The Solo must have Weapon Focus with that 
  weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage 
  bonus only applies if the 
  target is within 30 feet, because only at that range can the Solo strike precisely 
  enough to hit more effectively. The Solo may 
  take this feat as a bonus feat or as a regular one. 
   
  TECHIE 
   
  Alignment: Any. 
  Vitality Die: d6. 
   
  Class Skills: The Techie's class skills (and the key ability for each skill) are 
  Appraise (Int), Craft (Int), Disable Device (Int), Listen (Wis), Open Lock (Dex), 
  Pilot (Dex), Profession (Teaching)(Wis), Repair (Any 3, or 2 plus Electronic 
  Security)(Int), Repair (Basic)(Int), Repair (Cybertech) (Int), Repair 
  (Electronics) (Int), Search (Int), and Spot (Wis). 
   
  
   
  13 
  Skill Points Available at 1st level: (6 + Int modifier) x 4 
  Skill Points at each additional level: 6 + Int modifier 
   
   
  Weapon and Armor Proficiency: Techies are proficient with all simple martial melee 
  weapons, and all non-exotic pistol weapons. Techies are proficient with light armor 
  but not with shields. 
   
   
  TABLE: The Techie   
   
          Base           Fort    Ref     Will 
  Level   Attack Bonus   Save    Save    Save    Special 
  -----   ------------   ----    ----    ----    ------- 
   
  1       +0             +0      +2      +0      Jury Rig +1 
  2       +1             +0      +3      +0       
  3       +2             +1      +3      +1      Jury Rig +2 
  4       +3             +1      +4      +1 
  5       +3             +1      +4      +1      Skill Mastery, Jury Rig +3 
  6       +4             +2      +5      +2       
  7       +5             +2      +5      +2      Jury Rig +4 
  8       +6/+1          +2      +6      +2 
  9       +6/+1          +3      +6      +3      Jury Rig +5 
  10      +7/+2          +3      +7      +3      Skill Mastery 
  11      +8/+3          +3      +7      +3      Jury Rig +6 
  12      +9/+4          +4      +8      +4       
  13      +9/+4          +4      +8      +4      Jury Rig +7 
  14      +10/+5         +4      +9      +4       
  15      +11/+6/+1      +5      +9      +5      Skill Mastery, Jury Rig +8 
  16      +12/+7/+2      +5      +10     +5       
  17      +12/+7/+2      +5      +10     +5      Jury Rig +9 
  18      +13/+8/+3      +6      +11     +6 
  19      +14/+9/+4      +6      +11     +6      Jury Rig +10 
  20      +15/+10/+5     +6      +12     +6      Skill Mastery 
   
  Special  
  Jury Rig: Jury Rig is the Techies ability to get something working when no 
  one else could or to make something out of junk and have it work! As such the Techie 
  receives a +1 competence bonus to all Repair and Electronic Security skill checks.  
  This bonus goes up by 1 every odd level thereafter.  Unfortunately, these Jury Rigged 
  repairs only last 1d6 minutes per level of the Techie! 
   
  Skill Mastery: The Techie selects a number of skills equal to 3 + 
  Intelligence modifier. When making a skill check with one of these skills, the 
  Techie may take 10 even if stress and distractions would normally prevent the Techie 
  from doing so. The Techie may gain this special ability multiple times, selecting 
  additional skills for it to apply to each time. 
  
   
  14 
   
  SKILLS 
   
  CP2020 Skill and the D20 Equivalent 
   
  All items marked with an “*” are new skills or feats explained below. 
   
  ATTR: 
   
  Personal Grooming: Personal Grooming (CHA)* 
   
  Wardrobe & Style: Wardrobe & Style (CHA)* 
  BODY: 
   
  Endurance: Endurance Feat 
   
  Strength Feat: Strength Feat* 
   
  Swimming: Swim 
  Cool/Will: 
   
  Interrogation: Interrogate (WIS)* 
   
  Intimidate: Intimidate (CHA)* 
   
  Oratory: Entertain (Oratory) 
   
  Resist Torture/Drugs: Resist Torture/Drugs Feat* 
   
  Streetwise: Streetwise Feat* 
  Empathy: 
   
  Human Perception: Sense Motive 
   
  Interview: Gather Information 
   
  Leadership: Leadership Feat (See DMG pg 45) 
   
  Seduction: Seduction (CHA)* 
   
  Social: Knowledge (Social) 
   
  Persuasion/Fast Talk: Bluff 
   
  Perform: Entertain 
  Intelligence: 
   
  Accounting: Knowledge (Accounting) 
   
  Anthropology: Knowledge (Anthropology) 
   
  Awareness Notice: Spot 
   
  Biology: Knowledge (Biology) 
   
  Botany: Knowledge (Botany) 
   
  Chemistry: Knowledge (Chemistry) 
   
  Composition: Craft (Composition) 
   
  Diagnose Illness: Knowledge (Medicine)* 
   
  Education, General Knowledge: Knowledge (General Knowledge) 
   
  Expert: Profession 
   
  Gamble: Gamble (INT)* 
   
  Geology: Knowledge (Geology) 
   
  Hide/Evade: Hide 
   
  History: Knowledge (History) 
   
  Know Language: Language (INT)* 
   
  Library Search: Gather Information 
   
  Math: Knowledge (Math) 
   
  Physics: Knowledge (Physics) 
   
  Programming: Computer Use 
   
  Shadow/Track: Hide 
   
  Teaching: Profession (Teaching) 
   
  Wilderness Survival: Wilderness Survival 
   
  Zoology: Knowledge (Zoology) 
  Reflex: 
   
  Archery: Exotic Weapon Prof (Archery) 
   
  Athletics: Athletics Feat* 
   
  Brawling: Brawling Feat* 
  
   
  15 
   
  Dance: Entertain (Dance) 
   
  Dodge/Escape: Dodge Feat 
   
  Driving: Pilot (Car/Truck) 
   
  Fencing: Weapon Prof (Sword) 
   
  Handgun: Weapon Prof (Pistol) 
   
  Heavy Weapons: Weapon Prof (Heavy Weapon) 
   
  Martial Arts: Martial Arts Feat 
   
  Melee: Weapon Prof (Weapon Name) 
   
  Motorcycle: Pilot (Motorcycle) 
   
  Operate Heavy Machinery: Pilot (Heavy Machinery) 
   
  Pilot Gyro: Pilot (Gyro) 
   
  Pilot Fixed Wing: Pilot (Fixed Wing) 
   
  Pilot Dirigible: Pilot (Dirigible) 
   
  Pilot Vector Thrust: Pilot (Vector Thrust) 
   
  Rifle: Weapon Prof (Rifle) 
   
  Stealth: Move Silently 
   
  SMG: Weapon Prof (SMG) 
  Tech: 
   
  Aero Tech: Repair (Aero) 
   
  AV Tech: Repair (AV) 
   
  Basic Tech: Repair (Basic) 
   
  Cryotank Ops: Cryotank Ops (INT)* 
   
  Cyberdeck Design: Craft (Cyberdeck) 
   
  Cybertech: Repair (Cybertech) 
   
  Demolitions: Demolitions 
   
  Disguise: Disguise 
   
  Electronics: Craft (Electronics) 
   
  Electronic Security: Electronic Security (INT)* 
   
  First Aid: Treat Injury 
   
  Forgery: Forgery 
   
  Gyro Tech: Repair (Gyro) 
   
  Paint/Draw: Craft: (Paint/Draw) 
   
  Photo & Film: Profession (Photographer) 
   
  Pharmaceuticals: Craft (Pharmaceuticals) (INT)* 
   
  Pick Lock: Open Lock 
   
  Pick Pocket: Pick Pocket 
   
  Play Instrument: Entertain (Play Instrument) 
   
  Weapon Smith: Repair (Weapons) 
   
  NEW SKILL & FEAT DESCRIPTIONS 
   
  SKILLS: 
  Craft (Pharmaceuticals) (INT, Trained only) 
   This is the CP version of the D&D skill of Alchemy.   
  CryoTank OPS (INT) 
   
  This skills allows the pc to operate cryotech machinery! 
  Electronic Security (INT) 
  This is a version of Open Locks but deals with electronic security devices of all types.  See Open Locks for 
  general DC information. 
  Gamble (INT) 
  This is the skill of Gambling Knowledge! A successful skill check allows the pc to figure out the basics of 
  any particular game of chance they see. 
  Interrogate (WIL) 
  Use this skill to draw information from an unwilling subject.  The skill check is opposed by the subjects WIL 
  save. 
  
   
  16 
  Intimidate (CHA) 
  This skills allows the pc to bully someone in to doing something.  Skill check is opposed by the subjects WIL 
  save.  [Note: This skill is changed from that provided in 3E rules in that Interrogation is a separate skill.) 
  Knowledge (Medicine) (INT) 
   
  Having 5 or more ranks in this skill gives a +2 synergy bonus to Treat Injury skill shecks.  Language (INT) 
  The pc’s knowledge of a foreign tongue.  At 2 ranks, you can “get by”. At 4 ranks you can read the language.  
  At 8 ranks you speak like a native!  You can attempt to understand a language in the same language family at 
  ½ number of ranks.  All pc’s begin play knowing their native tongue at a number of ranks equal to ½ their 
  INT attribute. 
  Personal Grooming (CHA) 
  The skill of keeping yourself spit polished!  5 or more ranks in this skill gives a +2 synergy bonus to 
  Diplomacy and Bluff skills. 
  Seduction (CHA) 
  Use this skill to seduce someone or to maintain a physical relationship with someone against their will. A  
  Skill check vs. WIL to resist the charms of the seducer.   
  Wardrobe & Style (CHA) 
  This is the skill of looking the best in the best!  5 or more ranks in this skill gives a +2 synergy bonus to 
  Disguise and Entertain skills. 
   
  FEATS: 
  Athletics 
  Through knowledge of high school athletics program type sports the pc has a +2 bonus to Balance, Climbing, 
  Swimming, and Tumbling checks. 
  Brawling 
  The street version of Martial Arts! This increases your punch and kick damage by 1die type (from d4 to d6 for 
  example.)  Brawling does allow you to use any small object in hand (up to a chair in size) as an improvised 
  melee weapon doing 1d6 damage! This feat and Martial Arts do not combine. 
  Resist Torture/Drugs 
  Whenever you are subjected to torture or drugs for the purpose of information extraction or coercion, you get 
  a +4 bonus to your WIL save to resist the effects!  This also applies to resisting Interrogation and Intimidate 
  skill checks. 
  Streetwise 
  This is the pc’s ability to comb the street for information.  Add +2 to all Gather Information and Search skill 
  checks.  The Cop and Media Classes have this different unique version of this feat. 
  Strength Feat 
  Whenever you make a check for performing a physical action of great strength (such as Bend Bars, Lift 
  Gates, Break Chain, etc.) you get a +4 bonus to the check! 
  
   
  17 
   
  EQUIPMENT 
   
  Starting Cash (in thousands of EB) 
  Class: 
  Rocker Solo 
  Cop 
  Corp 
  Media Fixer 
  Techie Net 
  MedTech 
  Nomad  
  Cash: 
  1d12 
  2d6 
  1d10 
  2d6 
  1d10 
  1d10 
  1d8 
  1d10 
  2d6 
   
  1d6 
   
   
  Need extra cash for cyber?  When the pc gains a level and can gain a new feat (either during the pc’s life or even at 1st 
  level!), you can hire your self out to someone who is willing to pay $10,000 for your ware! Your choices of employers 
  are: Covert Military, Join a Crime Family, or sell out to a Corp.  The catch is that they now own your cooperation in 
  some way! 
   
  Body Armor 
  Armor Type 
   
   
  H/S* 
  EB 
  Defense  
  Max 
  Check Damage 
   
   
   
   
   
   
  Bonus  
  Dex 
  Penalty Reduction 
  Heavy Leather 
   
   
  S 
  50 
  +1 
   
  +5 
  - 
  - 
  Kevlar T-Shirt or Vest 
   
  S 
  90 
  +2 
   
  +5 
  - 
  2 
  Kevlar Armor Jacket – Light 
  S 
  150 
  +3 
   
  +5 
  - 
  3 
  Kevlar Armor Jacket – Medium 
  S 
  200 
  +4 
   
  +4 
  -1 
  3 
  Kevlar Armor Jacket – Heavy 
  S 
  250 
  +5 
   
  +3 
  -2 
  4 
  Helmet (Steel) 
   
   
  H 
  20 
  +3 (head only) 
  - 
  - 
  3 
  Helmet (Nylon)  
   
  S 
  100 
  +5 (head only) 
  - 
  - 
  4 
  Flak Vest/Pants  
   
  H 
  200 
  +5 
   
  +4 
  -1 
  4 
  Door gunners Vest 
   
  H 
  250 
  +6 
   
  +2 
  -3 
  5 
  Metal Gear 
   
   
  H 
  600 
  +6 
   
  +3 
  -2 
  5 
   
  Gear  
  (Notes for stuff that needs it!) 
   
  Weapon Accessories: 
   
  Linear Frames (-4 DEX penalty if not linked.) 
   
   
  Type 
   
  STR 
   
   
  Sigma  
  24 
   
   
  Beta 
   
  28 
   
   
  Omega  
  30 
  Tools: 
   
  Tech Scanner: Adds +2 Equipment Bonus to Repair Checks 
   
  Tool Kit (by specialty): Adds +2 Equipment Bonus to Skill Checks when using this kit. 
  Security: 
   
  Key Lock/ Card Lock/ Vocolock: DC of lock is equal to listed Diff Level. 
   
  Cardlock Decryptor:  Adds +5 Equipment Bonus to Electronics Security skill checks. 
  Medical: 
  Medkit: Adds a +5 Equipment Bonus to Treat Injury skill checks. Requires a Knowledge  (Medicine) of 4 
   
  or more ranks to use. 
  Surgical Set: Adds a +5 Equipment Bonus to Treat Injury skill when performing firld surgery. 
   
  Required to us a Treat Injury Skill to perform and surgical procedure. Requires a 
   
  Knowledge (Medicine) of 6 or more ranks to use. 
  First Aid Kit: Adds +2 Equipment Bonus to Treat Injury skill checks. 
  Med Scanner: Adds +2 Equipment Bonus to Knowledge (Medicine) skill checks when diagnosing  
   
   illness.  
  Drug Analyzer: Adds +5 Equipment Bonus to Knowledge (Chemistry) skill checks when  
   
  analyzing drug or chemical compounds. 
  
   
  18 
   
  WEAPONS 
   
  Here are the D20 weapon stats for the weapons listed in the CP2020 main book.  Info on WA and RoF can be found in 
  the Friday Night Fire Fight section later on below. 
   
  Weapon 
  Weapon 
  WA 
  RoF 
  Damage 
  Critical 
  Range 
  Weight Ammo 
  Cost 
  Category 
  Name 
    
    
    
    
  Increment (ft) 
  (kg) 
  (qty X type) 
  (Eb) 
  EX-Bow 
  EagleTech "Stryker" X-Bow 
  -1 
  ss 
  1d10 
  20 
  30 
  3.00 
  12xbolt 
  220 
  EX-Bow 
  EagleTech "Tomcat" C-Bow 
  0 
  sa 
  2d6 
  20 
  100 
  1.50 
  12xarrow 
  150 
  EX-P 
  Avante P-1135 Needlegun 
  0 
  sa 
  Drugs 
  20 
  30 
  1.00 
  15 
  200 
  EX-P 
  Enertex AKM Power Squirt 
  -2 
  sa 
  special 
  20 
  10 
  3.00 
  10xspecial 
  15 
  EX-P 
  Nelspot "Wombat" Airpistol 
  -1 
  sa 
  special 
  20 
  30 
  1.00 
  20x.68 ball 
  200 
  EX-P 
  Techtronica 15 Microwaver 
  0 
  ss 
  1d3 
  20 
  15 
  5.00 
  10 
  400 
  EX-RIF 
  Militech Elect. Laser Cannon 
  0 
  ss 
  varies 
  20 
  150 
  7.00 
  10 
  8000 
  HVY 
  Barrett-Arasaka Light 20mm 
  0 
  sa/bf 
  2d10AP 
  20 
  335 
  10.00 
  10x20/9mm 
  2000 
  HVY 
  C-6 Plastic Explosive 
  0 
  n/a 
  4d10/kg 
  20 
  n/a 
  1.00 
  1 
  100/kg 
  HVY 
  Grenade 
  0 
  n/a 
  Varies 
  20 
  n/a 
  0.30 
  1 
  30 
  HVY 
  K-A F-253 Flamethrower 
  -2 
  ss 
  1d10+ 
  20 
  35 
  25.00 
  1 
  1500 
  HVY 
  M72A2 "LAW"  
  0 
  ss 
  2d10AP 
  20 
  500 
  11.00 
  HEAT 
  750 
  HVY 
  Militech Arms RPG-A 
  -2 
  ss 
  3d10 
  20 
  500 
  3.00 
  1 
  1500 
  HVY 
  Mine 
  0 
  n/a 
  varies 
  20 
  n/a 
  2.00 
  1 
  350 
  HVY 
  Scorpion 16 Missile Lnchr 
  -1 
  ss 
  6d6 
  20 
  750 
  15.00 
  1 
  3000 
  Melee 
  Kendachi Monokatana 
  1 
  n/a 
  2d6 
  19-20 
  n/a 
  1.00 
  n/a 
  600 
  Melee 
  Kendachi Monoknife 
  1 
  n/a 
  1d6 
  19-20 
  n/a 
  0.50 
  n/a 
  200 
  Melee 
  SPM-1 Battleglove 
  -2 
  n/a 
  1d10/1d6 20 
  n/a 
  0.50 
  n/a 
  900 
  P 
  Armalite 44 
  0 
  sa/bf 
  2d6 
  20 
  35 
  1.00 
  8x12mm 
  450 
  P 
  BudgetArms Auto 3 
  -1 
  sa/bf 
  1d10 
  20 
  35 
  1.00 
  8x11mm 
  350 
  P 
  BudgetArms C-13 
  -1 
  sa/bf 
  1d3 
  20 
  35 
  1.00 
  8x5mm 
  75 
  P 
  C.O.P. .357 Derringer 
  0 
  sa 
  1d8 
  20 
  35 
  0.50 
  4x.357 
  150 
  P 
  Colt .38 Detective 
  1 
  sa 
  1d4 
  19-20 
  35 
  0.90 
  6x.38 
  150 
  P 
  Colt .45 "Peacemaker" 
  0 
  sa 
  1d6+1 
  20 
  35 
  1.00 
  6x.45 
  150 
  P 
  Colt AMT Model 2000 
  0 
  sa/bf 
  2d6 
  20 
  35 
  1.00 
  8x12mm 
  500 
  P 
  Dai Lung Cyberman 15 
  -1 
  sa/bf 
  1d3 
  20 
  35 
  1.00 
  10x6mm 
  50 
  P 
  Dai Lung Streetmaster 
  0 
  sa/bf 
  1d6+1 
  20 
  35 
  1.00 
  12x10mm 
  250 
  P 
  Federated Arms X-22 
  0 
  sa/bf 
  1d3 
  20 
  35 
  1.00 
  10x6mm 
  150 
  P 
  Federated Arms X-9mm 
  0 
  sa/bf 
  1d6 
  20 
  35 
  1.00 
  12x9mm 
  300 
  P 
  Llama Commanche 
  0 
  sa 
  2d6 
  20 
  35 
  1.00 
  6x.44 
  150 
  P 
  Miltech Arms Avenger 
  0 
  sa/bf 
  1d6 
  20 
  35 
  1.00 
  10x9mm 
  250 
  P 
  S&W Combat Magnum 
  1 
  sa 
  1d6+1 
  19-20 
  35 
  1.50 
  6x.357 
  150 
  P 
  Sternmeyer Type 35 
  0 
  sa/bf 
  1d10 
  20 
  35 
  1.00 
  8x11mm 
  400 
  RIF 
  AK-47 
  0 
  sa/bf/fa 2d8 
  20 
  300 
  4.30 
  30x7.56S 
  300 
  RIF 
  AKR-20 Medium Assault 
  0 
  sa/bf/fa 2d8 
  20 
  300 
  4.00 
  30x5.56 
  500 
  RIF 
  FN-FAL 
  0 
  sa/bf/fa 3d6+1 
  20 
  300 
  3.75 
  20x7.56 
  300 
  RIF 
  FN-RAL Heavy Assault Rifle 
  -1 
  sa/bf/fa 3d6+1 
  20 
  300 
  5.00 
  30x7.62 
  600 
  RIF 
  Kalishnikov A-80 Hvy. Rifle 
  -1 
  sa/bf/fa 3d6+1 
  20 
  300 
  4.00 
  35x7.62 
  550 
  RIF 
  M-16A2 
  2 
  sa/bf/fa 2d6 
  20 
  300 
  3.10 
  30x5.56 
  300 
  RIF 
  Militech Ronin Light Assault 
  1 
  sa/bf/fa 2d8 
  19-20 
  300 
  4.00 
  35x5.56 
  450 
  RIF 
  Styer Aug 
  2 
  sa/bf/fa 2d6 
  20 
  300 
  4.00 
  30x5.56 
  300 
  RIF 
  Winchester M70 
  3 
  ss 
  2d8 
  18-20 
  300 
  4.00 
  5x30-06 
  300 
  
   
  19 
  RIF-SHT 
  Arasaka Rapid Assault 12 
  -1 
  sa/fa 
  2d6 
  20 
  35 
  5.00 
  20x00 
  900 
  RIF-SHT 
  CAWS 
  0 
  sa/bf 
  2d6 
  20 
  35 
  2.00 
  10x00 
  300 
  RIF-SHT 
  Sternemyer Stakeout 10 
  -2 
  sa 
  2d6 
  20 
  35 
  1.50 
  10x00 
  450 
  SMG 
  Arasaka Miniami 10 
  0 
  sa/bf/fa 1d6+1 
  20 
  150 
  2.00 
  40x10mm 
  800 
  SMG 
  Bushmaster 
  0 
  sa/bf/fa 2d6 
  20 
  100 
  2.00 
  30x5.56 
  325 
  SMG 
  Fed. Arms Tech Assault II 
  1 
  sa/bf/fa 1d3 
  19-20 
  100 
  2.00 
  50x6mm 
  400 
  SMG 
  H&K MP-2013 
  1 
  sa/bf/fa 1d6+1 
  19-20 
  100 
  2.00 
  35x10mm 
  450 
  SMG 
  H&K MP5 
  1 
  sa/bf/fa 1d6 
  20 
  100 
  2.50 
  30x9mm 
  325 
  SMG 
  H&K MPK-11 
  0 
  sa/bf/fa 2d6 
  20 
  150 
  2.00 
  30x12mm 
  700 
  SMG 
  H&K MPK-9 
  1 
  sa/bf/fa 1d6 
  19-20 
  150 
  2.00 
  35x9mm 
  250 
  SMG 
  Ingram MAC 10 
  -1 
  bf/fa 
  1d6+1 
  20 
  100 
  2.00 
  30x.45 
  325 
  SMG 
  Ingram MAC 14 
  -2 
  sa/bf/fa 2d6 
  20 
  150 
  2.00 
  20x12mm 
  650 
  SMG 
  Sternmeyer SMG 21 
  -1 
  sa/bf/fa 1d10 
  20 
  150 
  2.00 
  30x11mm 
  500 
  SMG 
  Thompson M1 
  2 
  sa/bf/fa 1d6+1 
  20 
  100 
  4.80 
  30x.45 
  325 
  SMG 
  Uzi 
  2 
  bf/fa 
  1d6 
  19-20 
  100 
  3.50 
  30x9mm 
  325 
  SMG 
  Uzi Miniauto 9 
  1 
  sa/bf/fa 1d6 
  19-20 
  100 
  2.70 
  30x9mm 
  754 
  SMG-P 
  Vz61 Skorpion 
  2 
  bf/fa 
  1d3 
  19-20 
  100 
  1.60 
  20x.25 
  325 
   
  
   
  20 
   
  CYBERWARE 
   
  Empathy and 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.  If at any time your EMP is reduced to 0 or 
  less due to Cyberware, you go Cyberpsychotic within 1 weeks time! 
  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! 
   
  Depending on a pc’s size category, the Humanty Cost and the Eb cost are changed as well.  For this see the 
  chart below. 
   
  Size 
   
  Dimension      
  Weight  
   
  Hum Mod* 
  Cost Mod** 
  Fine         
  6 in. or less   
  1/8 lb. Or less        
  3         
   
  9 
  Diminutive 
  6 in.-1 ft.     
  1/8 lb.-1 lb.            
  2.5         
  5 
  Tiny 
   
  1 ft.-2 ft.     
  1 lb.-8 lb.               
  2         
   
  3 
  Small 
   
  2 ft.-4 ft.     
  8 lb.-60 lb.             
  1.5         
  2 
  Medium  
  4 ft.-8 ft.     
  60 lb.-500 lb.         
  Nil         
  Nil 
  Large   
  8 ft.-16 ft.    
  500 lb.-4,000 lb.       
  1.25       
  2 
  Huge  
   
  16 ft.-32 ft.   
  4,000 lb.-32,000 lb.    
  1.50        
  3 
  Gargantuan 
  32 ft.-64 ft.   
  32,000 lb.-250,000 lb.  
  1.75        
  5 
  Colossal  
  64 ft. or more  
  250,000 lb. or more      
  2         
   
  9 
  *:Humanity Modifier: Multiply the humanity cost of the cybernetic by the listed amount for the total 
  Humanity loss. It is harder to make the cybernetics smaller than it is to make them larger, that is why 
  smaller creatures loss more humanity. Think of your dog with wired reflexes, bone lace, and a flame thrower mounted 
  on the top of its head (shudder). 
  **:Cost Modifier: Multiply the Euro cost of the cybernetic device by the listed amount. This is due to either 
  the increase or decrease of material and the size of the final component. 
   
  If the pc has any type of supernatural abilities, then the relevant attribute for the ability is also reduced by the 
  same amount that the pc’s Empathy is reduced.  Mages and cyber don’t mix, chumba! 
   
  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. 
   
  Changes to Cyberware 
  Fashion Ware 
  Biomonitor: +2 Cyber Bonus to Will and Fort saves vs. Interrogation checks and Poison/Drug Effects. 
  Neural Ware 
   
  Kerenzikov: Adds +1 Cyber Bonus to Initiative Rolls and Ref Saves. 
  Sandivistan: Adds +3 Cyber Bonus to Initiative and Ref saves for 5 rounds once activated (a move 
   
  equivalent action).  Must recharge for 2 rounds before being activated again. 
  Tactile Boost: Adds +2 Cyber Bonus to tactile based Spot and Search checks. 
  Pain Editor: Adds +5 to any Pain related saves and provides the PC a Pain Resistance of 10 points . 
  Olfactory Boost: Adds +2 Cyber Bonus to olfactory-based Spot and Search checks. 
  Implants 
   
  Nasal Filters: 70% chance to stop Toxic Gases/Fumes from affecting the PC. 
   
  Adrenal Booster:  +1 Cyber Bonus to Ref Saves for 1d6+2 rounds, up to 3 times per day. 
   
  Subdermal Armor:  Provides Cyber Armor with a Defense Bonus of +4. 
  
   
  21 
   
  Chem Analyzer: As Drug Analyzer piece of normal equipment. 
   
  Adiovox: Adds +2 Cyber Bonus to Entertain Checks using the voice. 
  Bioware 
   
  Grafted Muscle: Adds +2 Cyber Bonus to a pc’s STR 
   
  Muscle and Bone Lace: Adds +2 Cyber Bonus to a pc’s CON 
   
  Skin Weave:  Provides Cyber Armor with a Defense Bonus +3. This does layer with Subdermal   
   
   
  Armor. 
   
  Enhanced Antibodies: Rate of healing improves by 1 point per day. 
   
  Toxin Binders: +4 Cyber Bonus to saves vs. Poison or Drugs. 
   
  Nanosurgeons: Doubles healing rate. 
  Cyber Audio 
   
  Amplified Hearing: +2 Cyber Bonus to Listen Checks and Surprise Rolls. 
   
  Voice Stress Analyzer: +2 Cyber Bonus to Sense Motive skill checks when checking for lies. 
   
  Sound Editor: +2 Cyber Bonus to Listen Checks. 
  Cyber Limbs 
  General Notes: Have VP of 20/30 (disable/destroy), increase hth damage die by 1 type.  Base limb 
   
  AC is 15 (plus any armor), Base Cyber limb STR is 1.5x pc’s Con. 
  Hydraulic Rams: increase Limb VP to 30/40, x1.5 HTH damage. 
  Thickened  Myomar Joints: +5 VP for limbs, x1.5 HTH damage, +5 Cyber Bonus to Jump skill  
  checks. 
  Reinforce Joints: +5 VP for limb 
  Artificial Shoulder:  VP 25/35.  Allows addition of 2 smaller limbs to pc. VP 15/25, STR = pc’s  con. 
  Real Skin: Provides DC 25 spot check to see limbs as cybernetics. Lowers HC of limb by 1d3. 
  Armor: Adds Cyber Armor of +5 Defense Bonus to limb. 
  Hands/Feet 
   
  Hammer Hand: +1d6 damage to hth punches. 
   
  Buzz Hand: +1d6+1 damage to hth hand attacks. 
   
  Spike Hand: 1d4+1AP damage hth attack (no crit).  Replaces standard hth punch attack. 
   
  Talon Foot: 1d3 damage hth kick attack (no crit). 
   
  Web Foot: adds +3 Cyber Bonus to Swim skill Checks.  Adds +10 to movement rate in water. 
   
  Heel Spike: adds +3 Cyber Bonus to Climb skill checks.  1d6AP damage hth kick attack (no crit).    
   
   
  Replaces standard hth kick attack. 
  Cyber Weapons  
   
  Image Enhancement:  +2 Cyber Bonus to visual Search and Spot Checks. 
  Targeting Scope: +1 Cyber Bonus to all single shot cyber weapon attacks and to the first burst fire  
   
   cyber weapon attack in a round.   
  Teloptics: Double the range increments for PB – Medium Ranged attacks. 
  Lowlight:  Provides vision in near dark environments up to 60 feet. 
  Infrared: Provides Darkvision 90 feet range. 
  Ultraviolet: Provides Darkvision 120 feet range. 
  Micro Missile Launcher: Provides a [WA-2, 2d6AP damage, no crit, range incr. 50’, Ammo 4, WP (Micro 
   
  missile Launcher) ] weapon. 
  Flame Thrower: Provides a [WA0, 1d10/1d6 damage, no crit, range incr 5’, Ammo 4,  WP (Flame 
   
  Thrower)] weapon. 
  Two-Shot Capacitor Laser: Provides a [WA+3, 1d10 damage, no crit, range incr 10’, Ammo 2, WP (Laser)] 
   
  weapon. 
  Linear Frames 
   
  Same as Linear Frames in General Equipment section but have increased cost and no unlinked  
   
   
   
  Dex penalty. 
  Body Plating 
   
  Cowl of Cyber Armor: Cyber Armor Def Bonus of +6 (Skull only) 
   
  Face Plate: Cyber Armor Def Bonus of +6 (Face only) 
   
  Torso Plate: Cyber Armor Def Bonus of +6 (Torso only) 
  
   
  22 
   
  DRUGS 
   
  Addiction Saves:  Whenever the PC is exposed to an addictive drug or chemical, she must make an Addiction Save.  
  This is a Fort save with a DC equal to 20 plus the Strength of the drug.  Failure indicates you are addicted and must 
  have at least one dose of the substance at least once a day.  If you do not then you automatically suffer any of the side 
  effects (welcome to withdrawal!) until you either beak the addiction (see below), receive a dose of the drug, or die! 
   
  Kicking the Habit!: After suffering from withdrawal, the pc may make a Wil save with a DC equal to the Addiction 
  save for the drug.  If you fail you can try again after suffering the withdrawal symptoms again. 
   
  Common Street Drugs: 
  Syncomp 15:  If applied within 1 round of a poison taking effect, the pc may make a poison save with a +3 bonus to the 
  roll.  Added side effects: -2 DEX (per dose) for duration of antidote effects. 
  Speed Heal: Increases healing rate by 1 point per day.  Multiple doses of Speed Heal are required for it to have any 
  effect due to the drugs short duration. After a Speed Heal treatment in any number of doses, the pc’s DES is lowered 
  by 1d4 for 1 weeks time. 
  Boost:  Increases INT by +2.  A Boost addict has gained a full tolerance – his INT is no longer affected by the drug and 
  the addict must have a dose of Boost every 12 hours. 
  Blue Glass: Under any stressful situation (like combat) the pc must make a Wil (DC 14) save or blank out.  If you fail 
  you addiction save you also lose 1 point of INT per dose as temporary stat loss. 
  `Dorph:  Adds +2 to your Stun or Shock Saves for it’s duration.  After each use of `Dorph, make a Fort (DC 10) save 
  or lose 1 point of DEX permanently. 
  Black Lace: Adds +2 to WIS and makes you immune to Stun and Shock attacks.  If you fail your addiction save, 
  permanently  lose 1d6 Empathy (just like from cyberware) and you become cyberpsychotic.  Have fun! 
   
  Build Your Own Drugs d20 Changes 
  Effects:  
   
  Diff 
  Effect 
  15 
  +2 STR, DEX, INT, or WIS 
  15 
  Enhance Perception (+2 Spot and Search Checks) 
  15 
  Increased Heal Rate (1 point per Drug Strength) 
  15 
  Antidote (+1 to Poison Saves per Drug Strength) 
  10 
  Increased Endurance (+1 per Drug Strength to Fort Saves) 
  10 
  Negate Pain or Reduce Stun (+1 per Drug Strength to Stun Saves) 
  5 
  Depressant (-1 per Drug Strength to Spot checks) 
  5 
  Soporic (-1 per Drug Strength to Saves vs Sleep) 
  10 
  Aphrodisiac (-1 per Drug Strength to saves vs Seduction) 
  10 
  Antibiotic (+1 per Drug Strength to saves vs. diseases) 
   
  Side Effects: D20 changes (as needed) 
   
  Psychological Addiction: Must make a WIS check (DC 10) each hour after dose of drug has worn off or go 
  stir crazy needing another dose!  Kicking the Addiction is a DC 25 CON check, taking as long as the DM decides! 
   
  Physiological Addiction: Must make a CON check (DC 10) each hour following last dose of the drug or take 
  1d6 damage (no resistance).  A CON (DC 25) check, if made, kicks the habit. 
   
  Death:  Each time drug is taken, make a Fort (DC 10 + Drug Strength) or die! 
   
  Reduced Attribute:  The drug reduces the appropriate attribute at a rate of 1 point per dose for the drugs 
  duration.  If a new dose is taken before the prior dose has worn off, then the loss is cumulative.  
   
  Tremors: Painful tremors in the hands cause –2 DEX. 
   
  Sterility:  Fort (DC 10 + Drug Strength) or become permanently sterile. 
   
  Carcinogenic: Fort (DC 10 + Drug Strength) or develop cancer.  If failed, permanently lose 1 wound point 
  per month until cured.  A Medicine skill check with a DC of 25 required to find the cure. 
   
  Aggressive Behavior: Wil (DC 15 + Drug Strength) or pick a fight with person nearest you. 
   
  Nerve Degeneration:  For (DC 10 + Drug Srength) or lose 2 points of DEX permanently. 
   
  
   
  23 
  Duration: 
   
  Designed Duration 
   
  Difficulty Modifier 
   
  1d6+1 Rounds 
   
   
   
  X1 
   
  1d6+1 Minutes 
   
   
  X2 
   
  1d6+1 Hours 
   
   
   
  X3 
  
   
  24 
   
  FNFF  
  Refer to CP2020 Rulebook for anything not mentioned here. 
   
  New Weapon Stat: 
   
  All weapons in D20 CP use the WA stat from CP2020 as a misc. modifier to attack rolls when  
   
   
  firing  the weapon. 
  Hit Location and Called Shots: 
  All attacks are assumed to be directed at the torso of the target.  To do otherwise requires a called shot.  You 
  can make a called shot against a body part or an object by taking a penalty to your attack roll based on the 
  relative size of the target. Also, the range increment modifiers are doubled when making a called shot. The 
  target size penalty is shown below: 
   
  Size 
   
   
   
  Modifier 
   
  Fine (Eye) 
   
   
  -8 
   
   
  Diminutive (Fingers) 
   
  -6 
   
   
  Tiny (Hand/Foot/Head/Knife) 
  -4 
   
  Small (Leg/Arm/Pistol) 
   
  -2 
   
  Medium (Rifle)  
   
  -1 
  Effects of Called Shots: 
   
  Held Objects:  Target’s possessor must make a STR check with a DC equal to the damage rolled   
   
  for the attack to hold onto the object.  Resolve object damage as normal. 
   
  Body called shots:  Damage done is subtracted from the targets VP not WP on a called shot. 
  Limbs: Fort  (DC Damage done).  If failed on a natural “1”, limb is rendered useless until attended 
  by a physician. If failed but by not on a natural “1”, all actions involving that  
  limb are made at a 50% 
  penalty.  If successful, then it was just a scratch! 
  Head: ½ damage done is applied to Wound points!  Fort (DC 2x damage done).  If failed on 
   
   
   natural “1”, then your dead!  If failed but not on a natural “1”, then unconscious until  
   
   
  medically treated and then are –25% t0 all actions until fully healed..  If successful, then   
   
  you got very lucky! 
  Eyes: Ref (DC 3x Damage).  If failed, your dead!  If succeed, resolve as a head shot (see above). 
  Extremities:  Fort (DC 3x Damage).  If failed, then the extremity is blown off!  Success means you  
   
  keep the extremity but it is useless until healed. 
  Effects of Layering Armor: 
   
  3 layers maximum. 
   
  Defense Bonus: Full for first layer. Each extra layer is at ½ normal Def Bonus rounded down. 
   
  Armor Check Penalty: Add up the total Armor Check Penalty of all layers worn and apply it in  
   
   
  full.  Successive layers add a minimum of 1 to this . 
  Max Dex Penalty: Max dex penalty is the worst of all armors worn modified down by 1 for each   
   
  layer after the first.   
  Special Ammo Types: 
   
  Armor Piercing (AP): ½ DR, damage is ½. 
   
  High Explosive Anti-Tank (HEAT): ¼ DR. 
  Rates of Fire (RoF): 
  SS-Single shot: once per attack    
  SA-Semi-Auto: once per attack available per base attack bonuses)   
  BF-Burst Fire: for Pistol and SMG weapons this is a 3-round burst and a  5-round burst for RIF  
   
  weapons. Doing +1dX per round after the first in the burst, where X is the die of damage  for that 
  weapon); take a –1 to hit penalty per bullet fired after the first for each attack. (2  
  3-round bursts 
  incur  a -2 mod to hit for first burst and a -5 to hit for second burst.) 
   
  FA-Full Auto Fire: At PB & SR add +2 to hit for every 10 rounds fired.  Roll to hit as normal and   
   
  compare vs the AC of all potential targets.  For every 2 over the targets AC, 1 bullet has   
   
  hit.  Resolve damage as a burst fire attack.  At Med+ subtract 2 from the to hit roll for  
   
   
  every 10 rounds fired.  Figure damage as above. 
   
  Suppressive Fire: As presented in CP2020 but the Ref save has a DC of [(# rounds fired divided   
   
  by width of fire zone in meters) – range increment modifier for the weapon]. 
  
   
  25 
  Bullet Shock Effects: 
   
  At the end of any combat round that a target has taken damage from a bullet wounds, the target  
   
   
  must make a Fort save with a DC equal to all bullet damage received in the round.  If the   
   
  save fails then the target falls unconscious from shock.  If the save is made, Good!  Keep   
   
  fighting! 
  Unusual Ranged Weapons: 
   
  Airguns: Paint Rounds do bruise damage only, but head hits have a chance to blind the target for   
   
   
  d6 rounds (Ref vs DC 15).  Poison/Drugs: As type of poison or drug used! Acid: 1d3 acid  
   
   
  damage per pellet that hits for 3 rounds. Acid reduces the Def Bonus of the armor hit by 1  
   
   
  for ever 10 points of damage it takes. 
   
  Tasers: Fort (DC 12) or take 1d6 damage.  DC increases by 2 for every taser hit in a 3 round  
   
   
   
  period.  
   
  Dart/Needle Guns: 1d2 damage plus any drug or poison effects. 
   
  Power Squirts:  As airguns but each squirt attack is the equivalent of 2 airgun pellets. 
  Beam Weapons: 
   
  Lasers: Have a rechargeable power pack holding 100 points of damage in charge.  You choose as   
   
   
  little little or as much damage as you want to do with each beam attack and roll the  
   
   
   
  appropriate amount of dice to do this damage.  (If you want to do up to 40 points of  
   
   
   
  damage then you can roll any combination of dice to reach this amount.)  Recharge rate   
   
   
  from wall current for the power pack is 5 points per hour. 
   
  Microwaver:  No change except damage done is 1d3. 
  Area Effect Weapons (AoE): 
   
  General Info:   
  Shotguns and flamer weapons have a line shaped AoE (referred to as AoE-line).   
  Other AoE weapons have a burst rating of “Burst (-X% per m)”.  This means the weapon   
   
  does damage in a radius area of effect.   This damage reduces by the listed  
   
   
  percentage per meter away from  the blast point.  (If 10 points of damage, then   
   
  at 1m away would take  9 pts, at 5m would take 5 points, etc) Round all  
   
   
  fractions up! 
   
  To Hit Rolls:   
  Line Weapons: Roll to hit as normal.  If a miss, then roll for deviation on the vertical  
  plane 
  (up/dawn, left/right, etc) on the grenade deviation chart.  Roll 1d6 to see  
  how many meters 
  you deviated.  Apply damage to any in the AoE. 
  Indirect Fire Weapons (Grenade like weapons thrown or launched): Roll to hit a specific   
   
  area.  Base AC 10 + Cover, Size, and or Range Increment modifiers.  If miss,  
   
   
  then deviate as a normal grenade attack and apply results of weapon type. 
  By Weapon Types: 
   
  Shotguns: Shot rounds are AoE-line Attacks with a max width of 1m.   Damage reduces by 25%   
   
   
  per range increment. 
   
  Flamers: Flame weapons do multiple dice of damage over a period of time until snuffed out.  Base  
   
   
  damage for flamethrowers is 1d10 for first round and 1d6 for each subsequent round for   
   
   
  1d6 rounds.  Hard Armor protects as normal, Soft Armors provide ½ DR (if any). 
   
  Grenades:  General types of grenades are as follows: 
   
   
  Frag: 4d6 burst (-20%/m) 
   
   
  Incendiary: 1d10 burst (-20%/m) 
   
   
  Stun: 1d6 in a 5m burst, Fort (DC 15) or be stunned for d3 rounds. 
   
   
  Dazzle: All in 10m burst Ref (DC 15) or be blinded for d3 rounds. 
   
   
  Sonic: All in 10m burst Fort (DC 15) or be deafened for d3 rounds. 
   
   
  Concussion: As stun but 2d6 damage to 10m, Fort (DC 20) 
   
   
  Gas: As chemical used in a 10m cloud. 
   
  Mines:  As grenades but with 3x damage and 5x AoE. 
   
  Explosives: All explosives (except shaped charges) do damage in a burst AoE.  See the chart  
   
   
   
  below for information on different explosive types. 
   
   
   
  Explosive 
  Unit Size 
  AoE/unit 
  Damge/Unit 
   
   
   
  Plastique 
  1 kg 
   
  4m 
   
  3d10 
   
   
   
  C6 
   
  ½ kg 
   
  5m 
   
  4d10 
  
   
  26 
   
   
   
  TNT 
   
  1 stick  
  3m 
   
  2d10 
   
   
  Explosive Damage is applied to the whole body as if a called shot was made against that   
   
   
  body part. 
   
  Molotov Cocktails:  Covers a 2m area per liter of fuel used.  Damage is 1d10 to all body parts. 
   
  Monoknives, Monokatanas, and Slice & Dice:  These weapons do double damage on a natural  
   
   
   
  “20”.  They also always break on a natural “1”.  Unless noted in the weapon description,   
   
   
  all mono-edged weapons are at 1/3 DR vs soft armors, and 2/3 DR vs hard armors. 
   
  Cyberbeasts (Cybersnakes, etc):  Base Attack roll for these weapons is D20 + (1/2 pc’s level).   
   
   
   
  They may make 1 attack per round independently of the pc’s attacks.  Damage is 1d3. 
  
   
  27 
   
  NETRUNNING 
   
  What follows are the changes need to be made to netrunning in CP2020. 
   
  Net Gear: 
   
  Trodes: Trodes impart a –4 to a persons Netrunning Dexterity which is the PC’s Intelligence attribute. 
   
  Net Combat: 
   
  Initiative: (Computer’s INT modifier + d20) vs. (Netrunner’s INT modifier + Deck Speed + d20) 
   
  Rounds & Actions:  People in the net have 1 action per round.  Netrunner’s have at least 1 based on their level.  
  The Number of actions a Netrunner has is found on the Netrunner Class Table in the Interface Check Bonus Column.  
  The bonus listed is per action starting with the first in the round.  Computers get multiple actions as described in the 
  CP2020 rulebook.  Any time a reference to Interface is mentioned it refers the highest bonus listed for the PC’s 
  Interface Check Bonus. 
   
  Attacks against systems and cyberdecks: (Attacking Programs Strength +d20) vs. (Code or Data Wall 
  Strength +d20) 
   
  Anti-Personnel Attacks:  (Defender’s Program Strength + INT Modifier + Interface Check Bonus +d20) vs. 
  (Attacker’s Program Strength + INT Modifier + Interface Check Bonus +d20).  
   
   
  Program Notes: 
   
  In general, any physical damage listed done by a program is halved and rounded up to the nearest die 
  (Example: Hellbolt lists damage of 1d10.  half is 5, rounded up to a d6).  This physical damage is applied to a pc’s 
  wound points.  Attribute damage is not halved. 
   
  Programming 101: 
   
  Determine programming difficulty as normal.  Add this amount to a DC of 10 and make a Computer Use 
  check to create the program. 
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Cyberpunk 2020 to D20 Conversion by Duckworth.pdf