The current iteration of the Sprawl Campaign makes use of elements from Interface Zero 3.0, Street Wolves, Sprawlrunners, Cyberpunk 2020, Cyberpunk Red, and Dominions of Steel.
This is the list of the Setting Rules that we'll use for The Sprawl.
Conviction is a special award granted when a character experiences a great victory or catastrophic misfortune. Conviction can be spend to add a d6 to a final Trait or damage total. This die can Ace, and its result is added to the final total. Conviction tokens aren't Bennies and can't be used as such. They are kept between sessions, but a player can never have more than one at a time. When the Conviction token is used, it doesn't come back unless you gain Conviction again.
Triumph: Characters gain Conviction when they overcome significant obstacles core to their overall goals and motivations. This might mean defeating powerful enemies, saving a true love, or overcoming some great mystery or problem. The victory should be an achievement over and above the usual. A vampire hunter in Rippers shouldn't get Conviction every time he kills a vampire, for example, but he might when he wipes out an entire coven or slays a powerful master vampire. A super hero might gain Conviction when she saves her true love from a death trap or the clutches of a powerful villain. She wouldn't earn it just because her boyfriend is in a dangerous encounter.
Tragedy: Some of the most interesting heroes of fiction, film, and legend spend as much time battling their personal demons as they do fighting their foes. Eventually these same issues give them strength as they work through their grief or overcome obstacles to rise once more against the challenges they face.
When a character experiences a significant personal loss or destructive event, and the GM feels it's appropriate, he gains Conviction. The death of a loved one or close friend (including a party member he was close to), losing an important job, giving in to harmful character flaws or vices, being removed from a case or quest, or getting framed for a crime are all classic examples of heroic tragedy.
Note that earning Conviction for harmful behavior is motivation for players in a game to occasionally spotlight their character's dark side. It is not an endorsement or rationalization for poor conduct in the real world.
Tests make a game even more exciting and memorable. Creative Combat enhances a pulp-style game with addtional benefits for those who Test with a raise.
A successful Test (SWADE pg 108) works as usual, but if a Wild Card succeeds with a raise while in combat, her foe is not automatically Shaken- she rolls on the Creative Combat (SWADE pg 137) table instead.
Desperate attacks are frantic efforts to hit a target at the expense of damage. The attacker adds +2 or +4 to any Fighting or Shooting roll and subtracts a like amount from damage if he hits. For Fighting attacks this can't be combined with Wild Attack. For Shooting attacks this uses up three times the ammo of the attack. If you're making multiple attacks in a round, you can determine which (if any) of your attacks is a desperate attack.
The Expanded Armory setting rule is designed to mirror real-world flexibility with combat technology. When using these rules, the following effects are in place:
Ammunition: Ranged weapons that use ammunition have had the Range, Damage, and Armor Penetration categories separated from the weapon. These are instead applied to specific ammunition types, which can be improved and swapped out of the ranged weapon to get different effects from different ammunition without a change of weapon. This allows for greater customization and combat options for ranged combat.
Gear Enhancements: Armor and weapons can be customized with different enhancement options to provide operational flexibility in combat.
Finesse Weapons: Certain Light melee weapons such as knives and whips are deadlier in the hands of someone who is nimble rather than strong. These weapons have the Finesse quality and derive damage from Agility rather than Strength.
Whenever a Wild Card takes Wound, roll on the Injury Table and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused).
Injuries sustained in this way are cured when the Wound is healed. Injuries sustained via Incapacitation may be temporary or permanent as usual.
A Shaken character who's Shaken a second time (from damage) receives a Wound as usual, but does not roll on the Injury Table.
Thanks to technology and improved education, characters in modern and futuristic settings have 15 skill points at character creation rather than 12. This helps them take Driving, Electronics, and other skills common in the modern world.