Tuesday, March 29, 2016

White Box Cyberpunk Classes, Draft 4

 Looking back over my cyberpunk classes, I've made some changes. There is no skill system anymore. There are still "common tasks" inspired by Lamentations of the Flame Princess, but I'm retooling how they work. 

I've also taken a page out of the James Spahn playbook, particularly how he has written up a thief and jester class for White Box.

I've switched the operative back to the infiltrator class and made them a breaking and entering type thief class. I've also brought the neuromancer back as an analogue to a cleric/magic-user, using reskinned spells as combat programs and the turn undead table for hacking/rigging. 

My cyberpunk world now also takes a more Shadowrun 4th edition view of the internet; rather than a Lawnmower Man-esque virtual landscape, the future grid is a series of wireless networks with virtual overlays that can be seen by those with wearable tech. Think the Minority Report movie for starters. This setting also now assumes that nearly any device is network-capable... even guns and cybernetic implants. This allows the neuromancer to run in real time with the party. 

I'll be posting the tables and rules for the neuromancer's combat programs (spells) and rigging (turning) later today or tomorrow hopefully. 

One more change I am considering, but have not yet implemented: unified xp progression for the different classes. 


Enforcer
Some call them street samurai, some call them solos, but enforcers are the professional muscle of the underworld, specializing in violence. 

Level    XP         Hit Dice    BHB   ST   Contacts
1             0          1+1          +0        16           1          
2           2,000      2            +1          15         +1        
3           4,000      3            +2          14         +0        
4           8,000      4            +2          13         +1      
5          16,000     5            +3          12         +0       
6          32,000     6            +4          11         +1      
7          64,000     7            +4          10         +0        
8        128,000     8            +5            9         +1  
9        256,000     9            +6            8         +0
10      512,000     10           +6            7        +1

Enforcer Class Abilities

Weapon/Armor Restrictions: Enforcers are able to use any weapons or armor. They are the only class trained in the use of heavy weapons and armor.

Combat Machine: Against enemies of one Hit Die or fewer, Enforcers get one attack per level each combat round.

Saving Throw: Enforcers receive +2 to saving throws vs. death

Specialization: Enforcers receive a +1 to hit with either ranged weapons or melee weapons. This bonus is chosen at character creation and cannot be changed.

XP Bonus: Enforcers receive XP bonus for either a high strength score.


Face
Faces are social chameleons, able to navigate the various factions of the underworld. Well-connected and suave, they gain information the old-fashioned way. Faces follow the old adage that the easiest way to break into a place is to look like you belong there.

Level    XP       HD  BHB   ST   Contacts  Guile
1            0            1     +0       14        4         1
2          1250        1+1 +0       13      +2         2
3          2500        2     +0       12      +2         2
4         5000         2+1  +1      11      +2         3
5        10000        3       +1      10     +2         3
6        20000        3+1  +2         9     +2        4
7        40000        4      +2         8     +2        4
8        80000        4+1  +3         7     +2        5
9      160000        5      +3         6     +2        5
10    320000        5+1  +4         5      +2       6

Face Class Abilities

Weapons/Armor: Faces prefer light weapons, but can use medium ones as well. They likewise prefer light armor but can wear medium. They don't use heavy arms or armor.

Saving Throws: Faces gain +2 to any saving throw against an effect that would confuse, deceive, or charm them.

XP Bonus: Faces get an experience bonus for having a high charisma score.

Guile: Faces are social chameleons, deceivers, and diplomats. By rolling equal or less than their guile score, a face can use their guile to engage in expert deception. Tasks they can attempt include disguising themselves, blending into a social situation, fast-talking an NPC out of being hostile, etc. The GM is the final arbiter of what falls under the purview of this skill. Note that when 6 in 6 is reached, a guile roll only fails if two sixes are rolled in succession. 

Luck: Faces get by on wits, luck, and treachery. They may re-roll one attack roll or saving throw per game session.


Infiltrator
The operative is the team's specialist. Part hacker, part burglar, possibly field medic or engineer, the operative brings specialized technical knowledge to the team. 

Level    XP         HD    BHB   ST    Contacts Covert Ops
1             0           1       +0       14           2        1        
2           1,500      2       +0        13         +1       2         
3           3,000      2+1   +1        12         +1       2        
4           6,000      3       +1        11         +1       3         
5          12,000     4       +2        10        +1        3        
6         24,000     4+1   +2         9          +1        4         
7          48,000     5       +3         8         +1        4        
8          96,000     6       +3         7        +1         5        
9        192,000     6+1   +4         6        +1         5       
10      384,000     7       +4         5        +1         6       

Infiltrator Class Abilities

Weapon/Armor Restrictions: Infiltrators prefer light, easily concealable weapons, though they may use any light or medium weapon. Operatives may only wear light armor. 

Saving Throw: Infiltrators receive +2 to any saving throw meant to avoid a trap or security countermeasure.

XP Bonus: Infiltrators receive XP bonus for a high dexterity

Covert Ops: Infiltrators are skilled in a variety of specialties. By rolling equal to or less than their covert ops score on a d6, the infiltrator can move in absolute silence, blend into shadows, scale sheer surfaces without gear, bypass security equipment and locked doors, and other clandestine activities. The GM is the final arbiter of what can and cannot be accomplished with this skill. 

Mastery: Once per game session, the infiltrator can declare automatic success on a covert ops roll. This must be declared before the dice are rolled. The GM can rule that truly impossible tasks cannot benefit from this ability. 


Neuromancer
Sometimes called deckers, riggers, netrunners, and even stranger names, the neuromancer is more than just a hacker. Neuromancers interface their nervous systems directly into the invisible web of information that permeates the megaplexes of the future.

Level    XP         HD    BHB   ST  Contacts
1             0           1        +0      16       2    
2           1,500      1+1    +0      15      +1
3           3,000      2        +0       14     +1
4           6,000      2+1    +0       13     +2
5          12,000     3        +1       12     +1
6         24,000     3+1     +1       11     +1
7          48,000     4         +2      10     +2
8          96,000     4+1     +2       9      +1
9        192,000     5         +3       8      +1
10      384,000     5+1     +3      7       +2

Neuromancer Class Abilities

Weapon/Armor Restrictions: Neuromancers can only use light weapons and armor. 

Saving Throw: Neuromancers have +2 to any saving throw to resist technological devices. 

XP Bonus: Neuromancers receive XP bonus for a high intelligence

Combat Programs: Neuromancers create (or copy) complex attack programs that can be used against machines, devices, and even those who have too much cyberware. A neuromancer begins the game with 3 combat programs. They learn others as they gain levels and steal them from computer systems and other neuromancers.

Rigging: Neuromancers can plug themselves directly into machines, controlling them as if they were extensions of the neuromancer's own body.

3 comments:

  1. I'm waiting impatiently for the rest of the series. Now to find a group to play cyberpunk with... :-)

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  2. Very nicely reworked. I think you're getting to the core if the classes now, in a clean, elegant way that fits the white box style. Keep them coming!

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