You guys get access to it a couple hours earlier than everyone else, as an apology for ceasing work on AUGC and Ned's Morph Overhaul to get this out.
Street Rats is a cyberpunk roleplaying game set in the 2090's, following global thermonuclear war. There is more stuff to do; the mechanics are probably about halfway complete, the setting is maybe 30% written, and the actual inventory list is pretty much a joke at this point.
It uses a d20-focused system (distinct from the d20 system), with an emphasis on margins of success or failure to provide additional context for threshold-based results. Street Rats is licensed under CC-BY 4.0, though I'm going to make a custom license that is less bloated than the CC ones.
If you're interested in seeing the current state of the game, this Trello covers most of the work from November on. It's public, so you can comment on features and I'll see the feedback and respond.
https://trello.com/b/bGU7qrjT/street-rats-remaining-work
Street Rats has mostly complete combat, a hybrid lifepath/class and point-buy character creation system, and a whole ton of other stuff, including vehicle rules, social skills, radiation (more or less lifted from AUGC), damage and healing for humans, cyborgs, drones, and vehicles, partial hacking rules that you could fudge into working with a few assumptions, and a number of section headers with nothing in them. It is entirely unplaytested, mostly unedited, and heavily use-at-your-own-risk.
Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.
Street Rats: A Game of Cyberpunk Intrigue
Thu, 2015-12-24 12:08
#1
Street Rats: A Game of Cyberpunk Intrigue
Sat, 2015-12-26 18:21
#2
It's up on DriveThruRPG!
Okay, so it's a couple days late, but there's an official post/write-up on DriveThruRPG now!
http://www.drivethrurpg.com/product/169540/Street-Rats-Alpha?manufacture...
Wed, 2015-12-30 19:56
#3
Bumping my own post, with Alpha 1.1
I added more to Street Rats. It's now too large to post on this forum (I think; I haven't actually made the oh-please-fit-into-1-mb version of Alpha 1.1, but in any case Alpha 1.1 would probably be the last version to fit here), so the only place to get it is over on DriveThruRPG.
There's still no character advancement, because I am an idiot (something users of AUGC/NMO will remember, I am sure).
Core Rulebook:
http://www.drivethrurpg.com/product/169540/Street-Rats-Alpha
Character Sheet:
http://www.drivethrurpg.com/product/169545/Street-Rats-Alpha-Character-S...
Core Rulebook:
(Non-exhaustive)
Multiplied most GAU/AAU costs by 10. Gave bioborgs some more free AAU, but tweaked the prices of some augmentations. It is unlikely that any characters have been rendered illegal by these changes.
Added example of character creation.
Added a few abilities: Armor Master and Pacifist, among others.
Fixed a couple typos: Quickness is not an attribute, but Speed is.
Reworded a couple sections, including the Margin overview.
Fancied up the Tokens section.
Bleeding made more hardcore. This simply involved changing rates of blood loss from hours to minutes and from minutes to rounds, and is still not entirely satisfying.
First hardware added to the gear section.
Stealth and hearing damage.
Removed ghost index entry.
Game styles section added.
Now 160 pages.
Character Sheet:
(Non-exhaustive)
Added Initiative and Resolution Rating to the Combat Statistics section, added an Augmented Value column for attributes, and included a customizable field for hit locations so that non-humanoid characters can be recorded.
Added a couple more spots for gear.
Added vehicles/drones spaces.
Added a notes section.
Now 4 pages.
Wed, 2016-01-06 18:43
#4
Same links as the one in the
Same links as the one in the last post are still valid, but I've added another update:
Core Rulebook:
(Non-Exhaustive)
Fixed some balance issues with duties (or at least ameliorated some), which means some characters might be broken.
Added Driver to backgrounds.
Crashing and ramming now do transferring damage, as they should.
Generally increased firearm damage, except for large guns, which see a damage decrease. Armor piercing somewhat reduced for weapons with high armor piercing.
Some armor got improved.
Hephaestus got more armor, to make up for inability to wear armor.
Changed main paragraph font to Exo 2.0. I liked Armata, and there was nothing to indicate it shouldn't work, but it doesn't support all the characters used in the game (welcome back, ö) when exported from LibreOffice, for some reason.
Character creation is more or less as changed as it is similar. In addition to balance changes, there is no longer a distinction between Duty starter bonuses and rank bonuses, and characters get two when they are created. AAU is used to purchase gear and abilities, as well as augmentations, and nothing is free any more. Bioborgs got changed to be competitive with the new system.
Left and right pages implemented, as is the title page and a page for printing (cover-interior cover-first page of Table of Contents, on to actual book contents).
Added logos for a couple corporations. Placeholders for the most part, rather than finished images; intended to test text flow and images in a more organic context than we have so far.
Added Legality and Availability for ammunition, and the concept of purchasing certain items in lots, as an assist for the Availability test.
Drone hit locations.
Lifestyle ratings (still incomplete).
Cyborg form and drone purchase AAU costs for character creation.
Character Sheet:
Changed font to Exo 2.0.
There is also an example character drafted up in the character sheet, so people can get a feel for the system.
http://www.drivethrurpg.com/product/170354/Street-Rats-Kyrne