House Rules for CP2020
Cyberpunk 2020 is a great system... but not without its shortcomings. We will use several house rules as workarounds, streamliners, and shortcuts for the following topics:
Experience Points
Active Defense
Called Shots and Hit Locations
The LUCK Stat
Cybernetics Prices
Smartgun Prices
Experience Points - Each session, between 1-3 IP will be awarded based on quality of play. Additionally, each Critical Success garners 1 IP for the skill used. Improving a skill costs IP equal to the level you are at, times the difficulty multiplier. So from Handgun +6 to +7 costs you 6 IP.
Active Defense - This refers to any deliberate attempt to avoid an incoming attack. First, the "Dodge and Escape" skill is obsolete and should not be used. Use the following specifics for defense rolls:
In close combat, any appropriate skill can be used for a defense roll, including Athletics, Brawling, Melee, and Martial Arts; Athletics only counts as half value for defense rolls because it is not actually a combat skill, while Martial Arts can add the "Dodge" bonus if it is a "key move". Ranged attacks at Point Blank range (1m or closer) can be evaded using a dodge roll, as if they were a melee attack.
Normal ranged attacks at any range beyond Point Blank (1m or less) use the normal combat rules, subject to a penalty of between -0 to -4 if the target is trying not to get shot; compare the target's MA to the "BTM Chart" on p19 of the Cyberpunk 2020 rules, as though it were BOD instead. This will give you the penalty to all ranged attacks.... for example, MA 7 is a -2 to hit. Any character that is actively evading is at a -3 to all other actions that turn.
Called Shots and Hit Locations - Deliberate attacks to the head and vital organs are -8 to hit, but do x2 damage after SP is subtracted. Attacks to the limbs are -4 (as are most called shots).
The LUCK Stat - The normal rule is to add LUCK points before rolling to any die roll the PC makes It may be spent 1:1 before the roll, or 2:1 after the roll; each LUCK point equals a +1 bonus. The LUCK pool may be expended fully, as it regenerates entirely. Another more extreme choice is possible. By permanently sacrificing one luck point, a PC may force a reroll of any skill roll or attribute save that they attempt, or the hit location and damage roll of any wound they receive. They may do this as many times in a turn as they have LUCK points, but the loss is permanent. When a character's LUCK reaches 0, their "luck has run out", and they will meet a cinematically bad end very soon.
Cybernetics - Cyber in the setting is much more expensive than in the basic rules, and thus much less common... x10 list price for any cybernetics. It makes no sense to me that I could get bionic eyes plus options for the cost of one month's rent. This means there is a huge market for "low-cost"/used/black-market/cheap cybernetics. Fear not - if your character background merits it, you can start play with a free neural processor and interface plugs, provided by a previous employer.
Smartguns - The hardware and software involved shouldn't change based on the retail value of the firearm it is installed in. Assume the standard +2 smartgun rig costs $750. Other versions might be available, but this is the one in the rules.