Cybersomatics
A downloadable game
A simple (but still decently crunchy) TTRPG in a classic cyberpunk setting. You will need two d10s to play.
Rulebook (Plaintext):
Cybersomatics
Like in most tabletop roleplaying games, your Attributes govern your skills.
These are your Attributes:
Power (POW): Your strength and general physical capability.
Speed (SPD): How quickly you move.
Grit (GRI): Your ability to endure suffering and survive.
Swagger (SWA): Your overall style and charisma.
Praxis (PRA): Your spatial awareness, gracefulness and fine-motor skills.
Tech Literacy (TEC): Your ability to use computers and electronics.
Cyber-Affinity (CYB): Your connection to your cybernetic implants.
Health Points (HP): How much damage you can take before it drops below 0 and you die. Is equal to POW+GRIT+20.
Bio-Energy (BE): Determines how much you can perform augment-aided tasks, like Bodyjacking or Neurofrying. Is equal to CYB+15
These attributes govern the following skills:
Shooting (PRA): Your accuracy with guns.
Melee (POW): Your accuracy with melee weapons.
Hacking (TEC): Your ability to successfully hack computer-based systems (excluding the cyber-augmentations of others) such as security systems, padlocks, terminals etc.
Electronics (TEC): Your ability to successfully tamper with wiring.
Bodyjacking (CYB): Your ability to remotely hack and take control of their cybernetic components. When used during combat, Bodyjacking costs 5 BE and one action to activate, and (if successful) allows you to perform an action has the possessed combatant. When used outside of combat, Bodyjacking costs 10 BE to activate, and may be used however you wish if control is successfully gains, but will alert the target to your presence if you are unknown.
Neurofrying (CYB): Your ability to directly deal damage by remotely over-charging the advanced or standard-issue neurological augmentations of others. Upon successful skill check, Neurofrying deals 2d10 + CYB damage to target. If the user fails the skill check, they take 2d10 - CYB (minimum of 0).
Rhetoric (SWA): Your ability to convince, persuade and intimidate others.
Armor Training (GRI): Your effectiveness with armor.
Sprinting (SPD): Your ability to run distances quickly.
Acrobatics (PRA): Your ability to jump high and far, and move through obstacle with coordination.
Stealth (PRA): Your ability to sneak past enemies and remain undetected.
To get an idea of what numbers are what:
<5: Abysmal rating for attribute or skill
5-10: Below-Average Human Ability
11-15: Average Human ability
16-25: Above-Average Human Ability
26-35: Incredibly Ability
36-40: Peak Human Ability
>40: Inhumanly-high Ability
When determining modifiers for skill checks, the modifier is equal to the skill plus it's governing attribute.
Skill Checks:
Cybersomatics uses a d100 (typically two d10s used together) for percentile-based checks. The GM may determine a raw percentage chance to achieve a task. Add the relevant modifiers to the percentage chance (NOT the number rolled on the d100) to the raw percentage chance to get the final percentage chance. If the d100 roll is LESS than the final percentage chance, then you passed the skill check. Otherwise, you failed the task.
Leveling and Augmentations:
Rather than gaining XP for leveling up, the GM may reward you with Cyber-Modules. These may be found in the world, harvested from dead NPCs, or given as a quest reward from an NPCs.
Cyber-Modules are used to augment your character to raise your skill and attributes. One (1) Cyber-Modules is equivalent to five (5) points in upgrades to a skill or attribute.
Character Creation:
You start with a total of 11 cyber modules. Each of your attributes starts at 5. You can allocate it however you wish.
Combat:
You roll for initiative with a d100 + Speed (SPD). Turn goes from highest to lowest number.
You get two actions each turn.
Moving in combat: A character occupies a five-by-five space. We will call this a "tile". You may move as many feet as your Speed (SPD), but only in multiples of five, to keep in the tile grid. Moving costs one action.
Melee Attacking: If you are within one (1) tile of an enemy, you may attack them with your melee weapon via a Melee skill check. The damage will equal the base damage of your weapon plus your Power (POW). Melee attacks cost one action.
Shooting: If you have clear sight of your enemy, and there is nothing in the way, you may shoot your gun. By default, the gun uses one bullet in its clip, and deals it's base damage. If your gun can perform Burst Fire, you may choose to use burst fire to shoot d10 bullets on one turn, dealing your gun's base damage multiplied by the d10 roll. If your clip has less bullets left in the clip than the d10 roll, clamp it down to how many bullets are left. Shooting skill checks are affected by how far away you are, if your are at point blank, the raw percentile chance may be very high, if far, it may be very low. Shooting costs 1-2 actions and ends your turn.
Any other skill may be used in combat, costing one action.
Weapon stats:
Melee weapons only have a base damage stat.
Guns have:
-a base damage stat
-Clip size
-Ammo type required
-Whether or not it has burst fire (Boolean/True or False)
Inventory:
The number of items a Player Character may carry is equal to their Power (POW) + 15
Ammo and currency is not counted as taking up space.
Armor:
Every time your hit, but you have armor on, you may choose make a Armor Train Skill check. If you pass the skill check, you block d10 damage. If you fail, you lose one action on your next turn.
| Published | 2 days ago |
| Status | Released |
| Category | Physical game |
| Author | Ian/Iana Spencer |
| Content | No generative AI was used |

Leave a comment
Log in with itch.io to leave a comment.