D-ROC'S MASTER RULES LIST

The rules on these
pages
represent
the nearly ten years of playing Cyberpunk and Cyberpunk
2020 myself and
my group have had. In this time we have had to
rework some of the
basic rules of the game, changing them to fit our needs,
in other cases
we have had to create all new rules to deal with an
unexpected
situation.
These rules presented
are
the
result, and while this whole article is a continuous work
in progress,
I think we have a fairly nice start.
VOLUME
1: GENERAL RULES
These rules deal with
character
generation and the everyday life and struggles of the
characters.
VOLUME
2: COMBAT RULES
An expansion for FNFF,
and
some
insight into areas that were not dealt with at all.
It also
contains
a link to my updated Master
Martial Arts List. The Martial arts list
hasn't been fully
updated
yet, but new stuff has been added. Keep watching the
update will
be fairly complete soon.
VOLUME
3: THOUGHTS, SUGGESTIONS AND ADVICE
This is my way of
sharing a
bit of my experience and wisdom with all of you.
Let me also recommend the following supplements:
Cyberpunk 2020 the
main
sourcebook
(Of course if you don't
have
that I am curious as to why you are here.)
Listen Up, You
Primitive
Screwheads!!!
The official Cyberpunk
referee's
guide, this book is fantastic, containing offhand rules
and suggestions
from the original creators and authors of the game.
It also has
the
best title of all the gaming books in existence.
(Love that Army Of
Darkness
tribute.)
Rough Guide To The
Pacific
Rim
This book in essence
details
the countries of the Pacific Rim, but in the back there is
the new
martial
arts system for cyberpunk, with expanded rules, weapons,
and other
things
dealing with martial arts. If you use martial arts
in your game,
get this book!
Solo Of Fortune
1&2
These books contain
some
interesting
rules, the most useful of which are the vehicle combat
rules.
Deep Space
If you are running an
orbital
or deep space campaign, this is the book for you. It
contains all
the rules you will ever need for a spacebourne campaign.
Rache Bartmoss's
Brainware
Blowout
This book contains
every thing
you need to know about netrunning, and for those of us who
do use the
card
game this is where the rules are located.
Wildside
Contains all the rules
and
info
you need to play a fixer right.
Protect And Serve,
and
Home
Of The Brave
If you are running a
military
or a cop campaign, these books have what you need.
Cybergeneration
The game itself is
crap, but
it has some excellent rules for generating younger
characters.
Maximum Metal
Contains great rules
for
dealing
with and creating military vehicles and ACPA.
Chrome Berets
A CP supplement
published by
Atlas Press, has some good rules for Mass battles, but
other than that
the book is kinda crappy.
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(Written By Deric "D" Bernier.)