![]() ![]() Some martial firearms, such as the rocket launcher or gatling gun are not meant to be available as starting equipment. The traditional starting equipment of leather, chainmail, and crossbows may be out of place in your Cyberpunk setting. For example, you could measure 1 credit to be roughly equal to 1 US dollar, or your local equivalent. When calculating the costs for supplies and goods that are unspecified in this book, such as a pizza, a caffe latte, a taxiįare, rent, or other items, you can use real life currency for reference. Use the Currency Equivalency table to see exact exchange rates. In terms of D&D buying power, 1 copper coin is equal to 1 credit. You can stash your hard-earned cash in small credsticks, or even bank accounts if you’re feeling civilized. Instead, the world standard for currency is the credit. MoneyĬarrying around heavy bags full of shining gold coins is impractical. You can base your currency on Shadowrun’s nuyen, or use space age or steampunk names for equipment. Of course, usage of this book’s terms for money and equipment is optional. ![]() While medieval weapons can still be brought into a firefight, and the base rules of D&D still apply, most of the combat options and features in this book will focus on firearms.Īs part of using the fifth edition D&D system for a cyberpunk setting, there are a few adjustments that need to be made to the currency system and starting equipment. This is done intentionally to incentivize their use over options available in the base game of D&D. Firearm Focusįirearms are designed to be competitive and flexible for any given combat situation. This places less burden on the DM to provide money-sinks. This book’s intent is to provide a broad range of cybernetics, vehicles, equipment, explosives, consumables, and other items the characters can spend their hard earned cash on. Financial Goalsįollowing the Dungeon Master’s Guide guidance for giving money and treasure leads to characters with thousands of gold, and little to spend it on besides magic items stocked in stores by the DM. Where possible, additional complexity over the base system is kept to a minimum. This book attempts to embody that concept in its philosophy. These are the core philosophies for this book:įifth edition has earned praise for its simplistic, yet flavorful and elegant approach to the D&D system. Instead of altering the core concepts of D&D, this book has been designed with the same philosophy in mind, expanding only to cover cyberpunk concepts that the base books do not explore. Vehicle rules for cars, boats, aircraft, and more.15 backgrounds suited for a cyberpunk setting.Feats, spells, fighting styles, warlock invocations, and artificer infusions.13 new subclasses, one for each class including the artificer.The rules are also flexible enough to be adapted for modern or science fiction campaigns. This book is intended for use by both players and Dungeon Masters for supplementing fifth edition D&D campaigns in cyberpunk settings. Alternatively, you can establish your own campaign setting and use this book as a supplement for telling your story. The magic and races of D&D can be trimmed back to allow for low or no-magic settings such as Cyberpunk Red’s Night City. Shadowrun is a setting that mixes technology and magic, making it uniquely compatible with the mechanics of D&D. You can use this book for a variety of defined settings. ![]() This book melds together these familiar rules with the cyberpunk trappings, letting DMs and players alike play comfortably in these exciting settings. This can be especially true if the player has only ever played fifth edition D&D, and wants to continue playing with familiar rules. ![]() While there are many tabletop games that have been developed specifically for cyberpunk settings, many DMs have trouble convincing players to learn and use an entirely different system from Dungeons and Dragons. The world is flavored with cybernetics, artificial intelligence, the parallel world of cyberspace, big guns, and fast vehicles. The themes, stemming from the mix of low-life and high tech, focus on vast amoral megacorporations, out-of-control wealth disparity, criminals struggling to survive, dehumanization, and other lovely topics. The visuals include an endless sea of sprawl, neon-lit streets, towering skyscrapers, and grimey alleyways. The genre of cyberpunk appears in movies, books, television series, and video games, to the point that the visual style and themes have become iconic. ![]()
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