CPR’TARDED SEASON 2
FINAL CHANGES
STORYTELLING CHANGES
The impending conclusion of the Chrome Prometheus mission serves as a turning point for how storytelling occurs. Each PC already has an existing backstory, which we have been exploring through vignette scenes and expanding on, with breadcrumbs and “threads” of story dropped here & there. With Season 2, we are going all-in to let you explore your character’s backstories and form larger ‘arc’ storylines.
The Garden is actually useful now, with drastic behind-the-scenes changes to GM-director tools. You can expect The Garden to react to your PCs actions, as well as provide opportunities to explore further storylines and missions. Keen readers will identify multiple recurring “cast members” that can be interacted with, met, and provide new opportunities to explore Night City. Previously, many missions were “cold opened” through random encounters that led into a specific, scripted mission. Many of the existing missions from our book have opportunities to begin off investigating The Garden, with optional cold opens where necessary.
Content-wise, efforts have been made to expand the “prepared” explorable space (through battlemaps & similar environments) as well as the inclusion of the Black Chrome DLC, and the Edgerunners Mission Kit. We will eventually explore Edgerunners as an alternate-timeline (since it’s based in the 2070s), with differing characters and different stakes. Your actions in the 2040 timeline may affect the future you enter. Additionally, changes have been made to centralize and improve navigation of the GM-facing lore and history of Night City, with emphasis on assisted writing and faster on-the-fly reference.
The goal of these changes is to provide a less rigid structure on what you’re interested in exploring, looking into, and playing. I have worked to try and get a bit more specific information from everyone on “threads” of their lifepath and character that they wish to work in, and the intent is such that when a thread can be explored, it will be presented to you in your respective Lifepath section of the Jobs app.
My hope is to provide you all with a list of potential endeavours and missions, and let you guide the story.
HOW YOUR STORY WORKS
- The Jobs app will expose “threads” that you can explore. These reflect generally things that have some amount of preparation completed.
- It is up to the Crew to determine what they want to do at any given time. This decision making should predominately be character-influenced.
- Preparation != Scripting. A few NPCs with some thought-out intentions or locations helps to sell the story.
- If circumstances fit, you are also welcome to declare a short ‘intent’ of your character that might change how other threads/arcs work, such as a developing value or thought from your character.
INTRODUCING: THE DATAPOOL
Screamsheets, the source of Night City’s cheap and disposable news. A sheet could carry a headline, some random clippings, or a whole forum thread. It’s snail-journalism and is a predominant source of how information spreads throughout Night City.
While The Garden is an on-the-fly form of social media that's reactive to moments, it only tells you what people are saying, the DataPool tells you what’s being sold as the truth. Your work makes some noise? It’s liable to show up on the DataPool. This is how Night City tells your story and provides you with options on providing the truth, exploiting the scream, or staying hidden. Likewise, this also offers you a window into the other happenings of Night City: ganger conflict, corporate press releases, so-on.
The DataPool has been retroactively filled with a small bit of past session content (all has been revealed without a required roll… this time), as well as some new things to explore starting now. Residents of Night City, no matter their occupation, are encouraged to share clippings on the DataPool.
ACCESS THE GARDEN AND DATAPOOL AT ANYTIME, ANYWHERE
You can now access a read-only version of The Garden and the DataPool at any time at https://citinet.samuelcada.ms.
A Pangolin account is required to access this, as well as Foundry going forward.
NEW TABLE RULES
- Aggressive, fast, focused sessions: Saturday sessions are expected to end by 1 AM, firm start time of 10pm.
- Non-Saturdays can have a variable start time, 1 AM end time.
- Limit cross-talk and external conversations when playing. Wrap it up ahead of time.
- Cameras on.
- Stay off your real cellphone when we’re playing, that includes closing your X tab.
- Combat needs to run faster, pre-plan your actions.
- Be mindful of your Agent's use. I see everything. It’s intended to be a tool, not a distraction.
NEW ROLEPLAY / MECHANICAL RULES
- Everything you say at the table, unless declared before, is considered in-character speech during active play.
- Context dependent.
- Describe what you’re doing, only roll when asked.
- Agent text conversations WILL be hijacked if you start on some bullshit.
- Play to lift each other up, and work together as a team.
- You are writing a story together. Everyone gets their highlights and opportunities.
- Roleplay, imagery, and descriptives will always be rewarded (IP/Rep, etc.).
- Foundry holds our hands a lot, but cannot describe or explain everything. This is still a TTRPG.
- Although written reference is convenient, GM ultimately has the final call on rule disputes during active gameplay. Disputes can be figured out post-session.
- Assume: GM > Journal Rule Entries > Informal Conversation/Presentation (Such as this document)
CORE RULE CLARIFICATIONS
- 1 MOVE Stat -> 1 Grid Square, including diagonal movement.
- Most standard maps: 1 grid square = 2m.
- You can only re-roll a skill check if your chances of success have improved.
- Complimentary Skill Checks allow you to use two skills to increase your chances of success by +1.
- Must roll the ‘compliment’ skill first (Different DV; GM Discretion)
- Failure = No effect.
- Example: Trying to impress a corp to persuade them: Roll Wardrobe, then Persuasion
- Does not apply to Attack Checks.
- Must roll the ‘compliment’ skill first (Different DV; GM Discretion)
- You can “Take Extra Time” on checks, +1, takes 4x as long. (Does not stack w/ Complimentary)
- Surprise Attacks:
- Any Surprise attacks are determined by a Perception (Victim) v. Stealth (All Attackers) Contested Check.
- One check per each attacker, any failure triggers combat.
- Multiple victims -> Multiple checks. Yes, this will get very busy.
- Melee attacks can automatically hit if a Surprise Attack check hits.
- Ranged attacks are still dependent on marksmanship, but point-blank no-roll headshots are possible.
- Instant Kills are possible in this context, but is GM discretion.
- Any Surprise attacks are determined by a Perception (Victim) v. Stealth (All Attackers) Contested Check.
- Airhypos cannot be used by non-Med Techs.
- Standing up from a “Prone” state uses your Move Action, not your Action.
NIGHT MARKET CHANGES
- Night Markets will now occur after an intent is expressed by a player.
- They can occur as simple short vignette scenes, if occurring during downtime.
- Or as partial components of a session, with a limited time period to find the things you’re interested in.
- A new app, CBK, allows faster browsing and movement through a Night Market, from Black Chrome DLC.
TABLE POLICIES
TABLE POLICY: DEATH
- In the inevitable event of a PC death, a new or prepared replacement character can join the Crew at the next story-applicable moment with the following in consideration:
- Must be initially created as a Level 4 Role character following standard generation rules.
- New characters have access to a portion of the IP previously given to the Crew.
- We don’t have a terribly accurate account of what was given during the Roll20 era.
- It is generally preferred for you to start lower than you were before.
- Standard gear & cyberware acquisition rules apply initially, however, depending on strength of the Crew, the GM may offer an arbitrary amount of eddies or additional cyberware choices to maintain some level of similarity with the remainder of the Crew.
- This is a delicate thing to balance; it is not very fun to lose a bunch of progress, but if you can hop into a new character with immediately strong abilities (particularly if moving to a Role the Crew has never had), restricts progression.
- If this campaign continues its longevity, it is very possible the current Crew is eventually rotated out for fresh blood, in which case, it feels better to not start from complete zero, but still have to progress your way up the ladder.
- This is very much a GM & campaign-context specific issue to address at the time it happens.
TABLE POLICY: RETCON
- When playing a new character, you can near-fully retcon that new character within 3 sessions.
- Your new character is considered “locked in” once the 4th session starts.
- Story limits apply to keep continuity.
- Each current player character is now allowed a one-time chance to rebuild their character, within reason, pending GM approval. This should be used as an opportunity to make some specific adjustments that you know are more relevant now than you did when you first created your character.
- Rules:
- STATs can be moved around, up to a 3 point change in each STAT. There are 62 total STAT points.
- The core requirement of min 2, max 8, still applies.
- A reasonable number of SKILL levels may be migrated from your base SKILL allocation. Any IP points used to improve SKILL levels cannot be changed or reversed.
- You cannot reduce a skill below +1.
- X2 skills count for two skill points.
- You cannot spec into the “Hardened” state (little blue shield in the corner of your portrait).
- You cannot take points from “Mog”.
- 2 items of cyberware that were purchased at creation may be swapped for anything of equal or lesser values. Anything obtained since the campaign began cannot.
- Foundational cyberware can not be swapped if something has since been installed in it.
- Lifepath can be modified if it has not come up in the campaign yet.
- Cosmetic appearance can have mild changes within reason.
- Roles cannot be changed, although your role expertise can.
- Role expertise counts as a SKILL.
- Humanity cannot change, although your Maximum Humanity does change with base EMP modifications.
- Starting gear, weapons or cash cannot be retconned.
- After the first session post-retcon, you can reverse one part of the retcon.
- Any changes are subject to GM discretion.
- STATs can be moved around, up to a 3 point change in each STAT. There are 62 total STAT points.
- To submit changes, do NOT change your Live Foundry sheet. We can duplicate it for testing.
- Specify each individual change: (-2 BODY -> +1 EMP; +1 DEX)
HOMEBREW
NEW HOMEBREW: BLEEDING
- A single meat-hit that surpasses armor SP inflicts a Bleeding state of either Light, Medium, or Lethal, depending on weapon.
- Light | -2 per turn; any gunshot wound or melee attack. Any source of 3d6 damage or above.
- Medium | -3 per turn; Critical Injuries. 2+ gunshot wounds in a single turn. Bladed weapons. Sources of 4d6 damage or above.
- Lethal | -6 per turn; Aimed Shot Melee, sources of 8d6 or above.
- Bleeding states are mutually exclusive on HP impact: you only lose the amount of HP designated by the worst wound.
- Having 2 Light Wounds, and 1 Medium Wound, only reduces -3 per turn.
- Wounds can be treated by new items such as: Bandage, Tourniquet/Splint, Field Surgery Kit, Synth-Blood Transfusion Kit, Street Painkillers, Synthanyl, Adrenaline, and Fibrinothrombin.
- This was originally proposed using a pre-existing homebrew module. Certain things have changed from that source material. See your Foundry Journal for further.
- This is integrated into Foundry.
NEW HOMEBREW: CYBER MELEE IMPROVEMENT
Use of any melee attack with a Cyberarm deals an extra 1d6 damage. This is not accounted for in Foundry, and must be rolled separately. GM is not responsible for keeping track of this.
NEW HOMEBREW: HOLD ACTION UNTIL YOUR NEXT TURN
- Hold Action currently only holds until the end of the initiative queue, meaning if you roll initiative poorly, you may be unable to hold action at all.
- If your Hold Action triggers after the initiative queue is complete, it counts as your Action for that round.
- This prevents the ability to have two attack actions in a single round if your Hold Action were to activate just before your regular turn.
- You retain your Move Action for that round, and can move when it is your turn in the initiative queue.
- Move Actions cannot be held currently, and that remains true.
NEW HOMEBREW: ARMOR ABLATION
- Armor will now ablate SP after each successful hit if Armor SP 13 or lower, regardless of damage dealt.
- Armor with base SP 14 or higher only ablate with successful damage.
- Once at 13 or below, this armor will still only ablate with successful damage.
- All other ablation rules remain as normal.
NEW HOMEBREW: LUCK MULLIGAN
- If LUCK use is not declared before a check, and the failing check is within a 2 points of DV, LUCK may be used retroactively at double-cost.
- This is intended to allow you to succeed on “near fail” checks, and encourage the use of LUCK.
- This is only applicable to SKILL checks. Not Attack Checks or Death Saves.
- GM will reveal how many LUCK points are required to succeed.