The Undernet source for CP2020 Free Form Role Play

GUIDELINES FOR ROLE PLAY

CyberPunk Cafe is a channel for free form role play based on the roleplaying game CyberPunk 2020 by Talsorian Games. The channel is public and open to any who wish to engage in free form role play. We provide the following guidelines to ensure the enjoyment of all players and participants.

Characters

Characters will be accepted who are based on CP2020, ShadowRun (limited: please see races for allowable conversions, tech only, no magic), or another Near Future RPG, who are based on an established character or character type found in a CyberPunk book or movie, or who are consistant with the Dark Future theme and can be set in the 21st century. You may alter characters if you wish to comply with these guidelines. For example, a Klingon would not fit, since in the 21st century Earth has not acheived interstellar exploration sufficient to include contact with Klingons (first contact with Vulcans doesn't occur until April 4, 2063), but if you wish to you can play a human character with an interest in late 20th century science fiction who has had his body cybernetically altered to appear as a Klingon, with comparitive strength and abilities. If you have any doubts about how your character would fit into CyberPunk Cafe, ask one of the channel operators (ops) before playing him/her.

For beginners, CP2020 characters are recomended. CP2020 characters fall into the following roles:

Solo

These are the hired guns. They may be employed as bodyguards, security specialists, or hitmen (allright, for the PC people out there it's hitpersons). Solos are physically strong and trained in weapons and tactics. (See Nadia)

NetRunner

 

These are the cowboys of Cyberspace, usually equipped with interface plugs that allow them to jack directly into the Matrix. NetRunners work for corporations or freelance doing everything from legitimate programming to highly illegal (and dangerous) saboutage. NetRunners are intelligent and have quick reflexes. (See Johnny) For help setting up a NetRunner see Cory.

Techie

Techies can build or repair just about anything cybernetic. And since hi tech tends to go wrong quite a bit, they usually are pretty busy repairing things. Techies are intelligent and resourceful.

MedTechie

MedTechies are trained to fix people. They work as doctors and paramedics for corporations and medical facilities, or as black market Ripperdocs installing and maintaining illegal cyberware. MedTechies are intelligent and specially trained.

Fixer

Fixers make connections between people and items or services they wish to obtain...for a hefty price. Fixers almost always work freelance. Fixers are resourceful and streetwise.

Corp

Corps are the boys (and girls) who run the big time companies. Corps are always assosiated with a corporation, either as owner/CEO or as part of the executive team. They pay a big price in personal freedom, however, with the corporation usually calling the shots. Corps are intelligent, resourceful, and often cutthroat.

RockerBoy/Girl

RockerBoys and Girls are the voice of the people, using their music to send out a message of opposition to the overly controlling corporations. Rockers work from gig to gig, often working another job on the side. Rockers are charismatic. (See Borderline)

Media

Medias are the reporters out to get the truth.They influence the views of the general population in much the same way as the Rockers influence the CyberPunks on the street. Medias work either for a news agency or freelance. Medias are intelligent and charismatic.

Cops

Cops in the Dark Future are rarely out to protect and serve anyone but themselves and the corporations who bribe them. There are a few noble justice-minded cops out there, but it's not likely they're going to get promoted. Cops work nominally for the city or state, but in reality, they are Solos with a badge. Cops are physically strong and trained in weapons and tactics.

For more help with character generation, click here.

Godlike characters with insurmountable power and resources will only be allowed with prior permission from an op and only as a non-player character (NPC), not as your main player character.

Scenarios

Free form role play depends on the interaction of the players for plot line and scenario development. Ops will only serve as referrees during combat (by request only) and to settle disputes between players when it disrupts game play. They will not serve as gamemasters or create scenarios except as players and are not responsible for getting characters involved in role play. Referreed scenarios may be run by prior agreement of all players involved. Fully referreed games, whether they are run by an op or by a player, will take place in a seperate channel.

When creating/playing a scenario, please respect the other players. All participation in a scenario is voluntary, and all players must agree to engage in the scenario before their characters can be held to the outcome of play. Once agreement has been made, all outcome is final, including termination of the character if this happens. Appeal must be made to an op before any outcome of a previously agreed to scenario can be reversed.

In a non-referreed (free form) scenario all players have equal right and responsibility to the development of the storyline. Any player involved in the scenario can contribute to the plot.

Combat

Ops will referree combat by request only. Referreed combat will take place in a seperate channel or in the main channel as the op and the participants feel appropriate. The op has final judgement in all matters concerning referreed combat.

Combat, whether referreed, dice, or free form, will take place in turns, each player having one turn per round of combat. Initiative (order of combat) will be determined by either agreement of the participants or by dice. One turn is equal to two actions, except for the first strike of the initiator, which is equal to one action. Actions are as follows: response to opponent's strike, attack, or defend. If your opponent makes a successful attack, you must use one turn to respond (appropraitely) to the attack (ie, fall down bleeding, scream in pain, frown at the rip in your favorite leather jacket, etc).

Dice programs or bots (ie Noppa) may be used for combat only if the channel bots dice scripts are not available. Request an op to bring in the bot. For simple dice combat, rules are as follows:

Initiative: High roll on 1d10.

Attack: Roll 1d10

1

Fumbled attack, attacker takes 1d6 pts damage.

2-4

Missed attack, no damage.

5-9

Successful attack, opponent takes 1d6 pts damage.

10

Critical hit, opponent takes 2d6 pts damage.

Defend: Roll 1d10

1

Fumbled defense, defender takes 1d6 additional damage.

2-4

Missed defense, attack does normal damage.

5-9

Successful defense, attack does 1/2 damage.

10

Evasion, attack does no damage.

Damage: A player must state at the beginning of combat their armor rating, including external and internal armor. Armor can range from 0-40. Armor rating is equivalent to the amount of damage your armor will absorb before you become injured. When all armor points are expired, body damage will occur to the character. A character is presumed incapacitated when he has acquired 90 points of body damage. At this point he must roll a 7 or higher on 1d10 each round to remain conscious. If a character acquires 100 points of body damage he enters mortality, and must roll the number of rounds passed since entering mortality or higher on 1d10 each round to be able to be rescucitated, providing there is a qualified medical person to perform the rescucitation. A character that fails his rescucitation dies.

Alternatively, players may use the OAFS combat system of the FFRPA.

Money, Equipment, Resources, etc

We don't expect you to walk into the dangerous world of the CyberPunk Cafe unarmed and unprepared. It is assumed when you write your character that you will already be equipped. It is up to the player to use reason when equipping his character. For example, it would be unlikely that your character is carrying three tons of weapons, ammunition, explosives, and armor. Keep in mind when equipping your character the role that character plays. A street level rocker, for example, would raise some eyebrows if he walked into the Cafe toting around a Zurisima 42-350 heavy assault rifle that cost a good $50,000 credits. However, a top-rated Arasaka security specialist doing a little freelance solo work would only get a polite nod and a wary circle around him for the same item. Bar tabs are considered to be bottomless for all players, no matter their role.

If you want to make some money, all that you have to do is ask one of the Executive Corps for a job. There will be Execs wandering in and out of the cafe regularly and they are always looking to hire. Execs are played by ops as NPCs so they can be quickly adjusted to get you the kind of job you want at the right pay. One example of an Exec NPC is The Numan, who has job openings for Solos (hired guns), Rockers (musicians), and NetRunners (Cyberspace jockeys). It is your responsibility to keep track of how much money you have, at least until we get a bot program set up that will keep track of it for you.

In the future, we hope to have a bot program set up that will handle your financial status and from whom you can purchase equipment. Until then, you can get ahold of a Fixer, either one played by another player or a NPC Fixer played by one of the ops. Fixers specialize in getting whatever you want, so long as you're able to pay. Some Fixers are cheaper than others, so you might want to shop around. One example of an NPC Fixer is Delorean, who is actually a Solo but can manage any weapons and armorment needs through his contacts at Sierra Survival, who regularly raid Arasaka shipments headed for the depot near their base. (If your tastes run more toward Militech gear, you'll want to talk to Shadow, who still manages to get his hands on MTI stuff even though he is no longer their employee. Just don't ask too many questions!) Other Fixers may deal in weapons, drugs, cyberware, services, or any and everything known to mankind.

Getting Help

We do not assume that you are an expert on role play or CyberPunk when you enter the CyberPunk Cafe. Feel free to ask an op for help with character generation or role play or anything for that matter.

Out of Character Chat

All out of character comments will be distinguished from in character role play by enclosing them in parenthesis: (( )), [ ], or { }. Excessive out of character conversation will result in an op requesting that the conversations be taken to another channel or conducted privately via /msg or dcc chat.

BICKERING OR ARGUING WILL NOT BE TOLERATED. IN THE EVENT OF A DISPUTE, THE OP(S) WILL DECIDE ON THE MATTER. CONTINUED DISCUSSION ON THE MATTER MUST BE TAKEN OUTSIDE OF THE CHANNEL OR IT WILL RESULT IN KICKING AND/OR TEMPORARY BANNING.

Ops Status

New ops status will be granted only by the channel administrator with the agreement of the master ops.

Ops must read and agree to the Ops Guidelines and Regulations. Misconduct by an op or master op may be reported directly to another master op or by emailing the channel administrator, Lyssa.

Bots

Only the official #CyberPunkCafe bots and CService's W bot will be allowed in the channel, except for the use of dice bots if the channel bots' dice scripts are not available.

If you have questions regarding the CyberPunk Cafe or it's guidelines, please email Lyssa.

[CyberPunk Central] [CyberPunk Cafe] [CyberPunk Cafe and IRC FAQs]

[CyberPunk Character Bios] [CyberPunk Guide] [CyberPunk Links]

 

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