I cannot find a cyberpunk ruleset that satisfies me

For a very long time I've been looking for a cyberpunk rule-set but for literally every cyberpunk game that I checked there was always something that really bothered me.

So I came here to ask for a cyberpunk system.

Here's the ones I already rejected with the reasons why.

Shadowrun : Insanely bloated ruleset, plus I don't like fantasy

Gurps Cyberpunk : Even more insanely bloated system, takes aeons to make a single fucking character, I say no

Cyberpunk 2020 : system is old and outdated as fuck, plus I don't like classes

The Sprawl : I don't like classes and this game really closets the player into a playing a very specific archetype, not my call

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angelfire.com/games3/errantknight/zaibatsu/
dictionary.com/browse/genera
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What do you want out of the system?

You can just use the Sprawl classes as starting packs and then let the player pick whatever new abilities he wants. I feel the archetypes are broad enough to support it.

Anyway, try something generic like Savage Worlds (has Interface Zero) or FATE/FAE (I think it also has Interface Zero, if not, Atomic Robo) maybe?

I want something simple and not necessarily combat focused, Should have pointed that one out already but I won't use SW because it's a bit too combat focused.

I want to try to make something else but a bunch of edgy mercenaries running in black trench-coats with twin katanas and sunglasses at night.

>not combat focused
>mercenaries with twin katanas

Okay, FATE/FAE then.

Maybe even RISUS. I mean, if you are just playing archetypes, may as well.

Kinda silly how good that works in SW.

GURPS isn't bloated and character creation is fast and relatively easy. Sounds like you believe the meme rather then do the study for yourself.

If you don't like class based games it's damn near the only choice outside of shadowrun.

Jesus those digits.
If you're looking for something rules light and not overly combat heavy, the only other thing I can think of is Technoir.

Without using a software it took my an hour and a half to make a single character in Gurps, not to mention that Gurps uses inches and foots instead of the fucking international metric system.

Unsurprisingly, when you get used to them a bit, some things do get easier and get done faster.

There are systems out there that let you do things easy and fast from scratch, and are as effective at this as GURPS. Just sayin'.

Which ones?

Doesn't Technoir have an issue with exploding dice pools?

Have you tried Shadowrun : Anarchy ?

Anarchy doesn't do enough to streamline the things that need streamlining, but removes a lot of cool player options, so imo, it's not really a good product... I'm not sure who it's for, the upsides compared to normal SR are very minor.

Have you looked at Blades in the Dark? There's a cyberpunk hack for it.

Blades in the Dark being heavily inspired by Powered by the Apocalypse, I wouldn't probably like this system for the same reasons

Corporation? Sort of a "professional" take on the cyberpunk style.

I second Shadowrun: Anarchy. My group really wanted to play SR but were intimidated by the rules and Anarchy was perfect for getting us a foot in the door. There is also a conversion guide for your characters going from 5th to Anarchy or Anarchy to 5th incase you wanted to upgrade to the full game.

Corporation's setting is kinda crazy and silly, which might turn off some people. Also has ayys and veers pretty hard into soft sci-fi.

Savage Worlds, for a start.

I prefer Savage Worlds lite. That's where you just play pretend with no rules.

You used too many options, set your point total too high, or struggled with the book. I'm getting you are English as a second language and might have had some trouble with it.

It gets much easier. The same stuff that makes your first character take longer makes GURPS great, namely having a huge amount of freedom.

The Cypher System could be what you are looking for, simple enough ruleset and tons of archetypes to choose from.
Some magic shit here and there but can be easily avoided/banned if you really don't like it.

>Shadowrun : Insanely bloated ruleset, plus I don't like fantasy

It's far worse than that. One of the worst systems I've ever played.

Try Zaibatsu, you fucking chiphead!

angelfire.com/games3/errantknight/zaibatsu/

Otherwise, Cyberpunk 2020 is pretty good (apart of netrunning) once you get rid of classes (requires to tweak a couple of skills). You also didn't mention Interface Zero which seems to be well-liked.

>digits
>only one is a get

user, try Shadowrun Anarchy. It's more narrative focused, and stuff like magic or cyber implants are more just bonuses to doing stuff or the ability to do something unique narratively. It's meant to be rules light. I feel like even the fantasy races would be easy to leave out of it. I almost picked up a copy at my FLGS but I wanted the Cypher Core Book instead (which might also suit your needs, coincidentally).

Bumpin this for cyberpunk game suggestions

Also I'd love to know if anyone played FFG's star wars RPG system (Edge of Empire?) and can comment on how it is, seeing as a genericsised version is being used for their general-purpose RPG (Genesys), and that that is having an Android sourcebook for cyberpunk roleplaying

What was the name of Shadowrunning Blades hack again?

I've run a couple campaigns using Edge of the Empire. I'll run through some thoughts which you may find helpful.

>The dice.
Learn to love them or you'll learn to hate them; inarguably one of the biggest and hardest sells of the system. When a player rolls, you have two metrics-- the first (Success/Failure) is whether they Did The Thing and the second (Advantage/Threat) is whether their context is Helpful or Unhelpful to them. If you lean into this double-metric, it will help you improvise interesting things. Don't be afraid to call on players to help adjudicate their Advantages/Threats. Try to ignore the generic tables; they are useful as benchmarks for the difference between 3 Threat and 4 Threat, but relying on them too heavily makes an inspiring mechanic fairly dull and rote.

>Be careful rolling
Don't make players roll frivolously. If the outcome is not in question, don't have them roll. If the outcome's degree doesn't matter, don't have them roll. If the outcome is uninteresting, don't have them roll. If you don't roll for each and every thing, then those times a player does roll will feel much more impactful-- those Advantages and Threats will MATTER in a satisfying psychological way.

>More green is better than turning green into yellow
This is a pet peeve of mine because I think they just fucked up the math on it; you build a pool of green dice based off your Attribute and upgrade green dice to yellow according to your trained skill. Great. Elegant. Easy and quick.

BUT

Yellow dice are ostensibly supposed to be better and yet fail in terms of investment vs. payout. Getting an additional green is flatly better than upgrading to a yellow.

Admittedly, however, yellow dice are the only ones with the critical symbol; they are thus very important to characters who want/need those symbols in their powers etc. Nonetheless, the game seems to indicate that having more yellow is better when that is not true.

In regards to using EotE for cyberpunk? Fuck yeah, go for it. You're helped by two things:

1) The double-metric dice economy is VERY easy to adapt into things like in-depth hacking sequences and the like. The dice pools are very versatile, which I consider the system's real strength.

2) The gun-and-equipment porn. Though characters rank up skills and grab talents and buy into new careers/specializations, there is a lot to be said for gear-as-character progress. Someone over at FFG has a fetish for guns, given the sheer volume of blasters/mods/craftables. In a cyberpunk world where your rig is your life, this seems thematically appropriate.

>lel SW is one step above playing pretend
>being this much of an autistic GURPSfag

It's a great system, I'm working on a Gundam setting for it, although it's still in the early stages (gonna wait for Genesys to hit before I can really get down to business)

Highly recommend Eclipse Phase.

Its a little bit bloated, but it does a great job of crunch-fluff alignment in a compelling & unique cyberpunk world.

The big draw is that characters are "egos" - consciousnesses that can swap from one body to another. It makes for interesting play where the rpg medium actually allows for exploration of interesting themes.

+ the hacking mechanics are great: conplex but not convoluted.

>hacking
You might want to look at the rules for slicer encounters in Edge of the Empire's Special Modifications book. I intend on having my players fend off attacking stormtroopers in a Holonet relay tower while the team's hacker gets in and wipes the evidence of an Imperial officer's defection.
Earlier she helped lockdown a building to stop an assassination/kidnap attempt on some ambassadors while the others were locked in combat with the perps.
It works a damn sight better for that than Shadowrun, I can tell you that much.

>Cyberpunk 2020 : system is old and outdated as fuck, plus I don't like classes

Here's an incomplete but updated homebrew of CP2020 called Hunter Seeker, which has better hacking rules and is skill-based. Or random roll for fastest chargen.

Zaibatsu is also good in that it's rules light and really hits the flavour of classic cyberpunk stories.

>Okay, FATE/FAE then.
Yeah, that was going to be my suggestion. It's my default for groups that are not interested in a lot of crunchy combat mechanics. There are quite a few examples of how to retrofit it for cyberpunk.

Link? I have blades but I wasn't a backer so I don't have any of the hacks, would love to see some.

I haven't read your post yet i already know everything you said about GURPS not being the right system is wrong.
If you haven't said anythin about GURPS go with GURPS.

P.S.
Go with GURPS anyway. you'll learn to love it

Null Vector is in dev, but another called Karma in the Dark is in beta.

See response in

That's because cyberpunk is a shit genera

1) No
2) genera isn't a word

dictionary.com/browse/genera

>GURPS
>Bloated
HAHAHAHAHHAHAHAHAHAHAHAHAH

You're a shit genera.

Does anyone remember Ex Machina?

>hur dur GURPS GURPS USE GURPS YOU'LL EVENTUALLY GET STOCKHOLM SYNDROME AND "LOVE" IT ANYWAY
It's time to stop. GURPS is dogshit for people suffering from crippling autism.

>Obnoxious all caps laughing
>Runescape laugh meme

Not making a great case, GURPSfag

Nah, he's right. GURPS causes cancer. Had a brother that died of GURPS.

GURPS is exactly what you want, you're just too lazy. It's not a difficult system, you literal fucking retard.

Because being an asshole is a convincing argument for a system?

>2017
>angelfire

Are you trying to imply that a no longer functional domain is not a valid source? How dare you. Fighting the system is the spirit of cyberpunk.

There is a wiki version of the angelfire Zaibatsu rules if you Google it though.

You're just mad your favorite systems are shit compared to my giant, pulsating GURPScock.

Anyone try the sprawl?

Have. Have not played it. Good if you like the mission-based, episodic approach.

>chargen takes forever
>there are no valid comparisons about GURPS

Yes no contradiction here

It's listed in the OP, user

Stars without number

First, you do something for me.

Explain exactly what you think "Cyberpunk" is, as thoroughly as possible, in the most concrete terms you can.

Spoken like a true GURPs fanboy. I cannot count the number of tines I've heard GURPs players just repeat back the same sentences with every point negated. They then tend to explain that if you hone-brew and combine GURPs right you get what you want, completely missing the fact that you may as well build a game from scratch at that point.

Here is the GURPs flag again, explaining that GURPs is totally easy (once you master the system and meta-game of GURPs customization).

It's like telling someone drawing is easy once they have hand carved a stencil set.

If the system really were easy, why do you need to say someone is lazy for not mastering it? Does it take a lot of effort or not?

>"Cyberpunk" is, as thoroughly as possible, in the most concrete terms you can

Shit you think this is literature class or what? It would take a whole 300 book to define what would "cyberpunk" be without even scratching the surface.

Anyway I'll think you'll understand better what "cyberpunk" means to me if I hand you a list of "cyberpunk" stuff I like.

Novel Tier : Sprawl Trilogy

Comic book neck-beard tier : The Private Eye

Game Tier : E.Y.E : Divine Cybermancy

Weeb-shit tier : Psycho-pass, Ghost in the shell (Wow that choice is like sooo original), Lain

Just wondering what you think make C2020 "outdated"? I would offer something up to properly answer you question - but I just used a tweeked version of c2020.

Zaibatsu sucks and is only good for literally one specific type of game within the cyberpunk genre. It would actually just plain be better as a board game.

The problems with CP2020 are, right away..

Character creation sort of sucks. Solo's special trait is much better then everyone else's.

You roll stats. Every example character has much better stats then you will roll. The example basic thugs have Ref 10, for fuck's sake.

Armor able to survive pretty much anything is easy to get, and there are limited solutions to it. Many weapons are pointless if people do bring out heavy armor.

You roll randomly for the consequences of cybernetics. Also, cybernetics eat your soul. I hope you started out a super nice and empathetic person before they replaced your missing leg with a prosthesis or you will go crazy and murder everyone.

>Character creation sort of sucks. Solo's special trait is much better then everyone else's.

Only if you make the game solely based on combat. All the other classes are equally as useful if you have other kinds of challenges in mind. And having whole corporate divisions on your side like Corps give you, or having the perfect hook ups for what ever you need like with a Fixer is often more useful then getting to go first in combat and not be ambushed.

>You roll stats.

Just allotting an amount of points to assign is listed as an option as well.

>Armor able to survive pretty much anything is easy to get, and there are limited solutions to it.

Just limit what your players have access to at the start of the game - not a very hard fix.

>You roll randomly for the consequences of cybernetics. Also, cybernetics eat your soul.

I like this feature personally.

Hello unbiased user who so very clearly gave a honest try to GURPS.
I have to inform you that it's "GURPS", the s at the end isn't to make it "GURP" plural.

GURPS could really do with having better laid out rule books. It is really quite simple. It is hard to learn because it is poorly explained in the books. You don't have to use every rule. GURPS is subtractive. For GURPS, you take all the rules, and take away everything you don't need. Yes, chargen can take an awful long time, but if your campaign is going to last for months/years, then what is an hour if you can play exactly what you want to play?

The GURPS setting books are also really good at giving system agnostic advice.

...

Life got you down? Can't figure out what the strange symbols on your keyboard that aren't letters are for? Struggling to grasp the concept of using a calculator? Then boy do I have news for you! FATE! A sensation sweeping cities by storm! FATE! Where not even the dice have numbers!

>t out of the system?

SWN 2e, or SWN1e with some homebrew hacking rules.

Just limit your scope to one planet. Change the names of some of the faction turn stuff and voila.

>before they replaced your missing leg with a prosthesis
Just get an organic leg from the Body Bank. No HL at all.

>Character creation sort of sucks. Solo's special trait is much better then everyone else's.
Just get rid of character classes. Have each player just pick up 10 skills and that's it. Depending on the edition you use, you might have to redefine the application of a few skills (Authority - Intimidation, MediTech - First Aid, Black Market - Streetwise). Problem solved.
Personally, I apply Combat Sense only for initiative and not for Awareness/Notice.

>You roll stats. Every example character has much better stats then you will roll. The example basic thugs have Ref 10, for fuck's sake.
There are two ways to calculate stats. The first one is rolling, the second one is distributing points. Both feature on the same page in the rulebook. Learn to read.

>Armor able to survive pretty much anything is easy to get, and there are limited solutions to it. Many weapons are pointless if people do bring out heavy armor.
As a general rule, if you want to face heavily armored enemies, you should have a battle rifle or an anti-material rifle with AP ammo and not a 6mm pocket pistol.
Excessive armor layering can be a problem though. There's a official errata to fix it (see Listen Up, You Primitive Screwheads), or you can simply lower the armor values of armored clothing and skinweave.

>You roll randomly for the consequences of cybernetics. Also, cybernetics eat your soul. I hope you started out a super nice and empathetic person before they replaced your missing leg with a prosthesis or you will go crazy and murder everyone.
Pathetic trolling attempt. If you started as a nice and empathic person, you probably have Empathy at 7 or 8. This gives you 70 or 80 points of humanity. A cyberleg has creates a humanity loss of 2d6. At worst it will bring your humanity down to 58 - which will lower your Empathy to 6.
That said, there is a better, more detailed humanity loss system available that can be found in Grimm's Cybertales.

>There's a official errata to fix it (see Listen Up, You Primitive Screwheads)
Is that the stuff in the New Armour Rules box on p101 (Maximum Armour and Proportional Armour)?

I think, yes, but I never used it. I just lowered the value of armored clothing/fabrics, subdermal armor and skinweave.

8 > 2
10 > 4
12 > 6
14 > 8
16 > 10
18 > 12
20 > 14

The rational behind it is that they lack absorption, through rigidity or thickness, to completely stop the attack. Imagine it like this: If you were to clamp jeans fabric in a sturdy frame, you probably couldn't punch a hole through it. Does it mean that jeans fabric is punch-proof? It's the same with bullet-proof fabric. Maybe the fabric cannot be pierced by bullets, but if the fabric and the bullet penetrate 7.5cm inside your body, then you'll get some serious damage.

Kevlar t-shirt, flak vests, door gunner's vest, MetalGear, nylon helmet and steel helmet aren't affected by the change. Not affected are also the cybernetic armors like torso plate, cowl and face plate.

I also lowered the armor rating of leather to 0.

>I also lowered the armor rating of leather to 0.
That's not 80s. Neither is it really 90s.

Leather is for look only. If you want leather that protects, have it doubled with ballistic fabric for protection (armored jackets come in all kinds and shapes).

AV change also applies to flak pants - forgot to mention them. They are designed primarily to stop fragments and shrapnels, but they also offer some protection against small arms fire. The flak vest on the other hand is designed, despite what its name says, to stop rifle bullets - it should be named plate carrier or armor carrier. The door gunner's vest is roughly the same, but with stronger plates and better protections in the groin, neck and shoulder areas (hence the higher AV rating). The equivalent of the old M-1969 flak vests doesn't exist anymore - they all got replaced by body armor.

>All classes are equally useful

Even the book doesn't claim that.

Cop, Media, Rockerboy and Techie special abilities are literally only as useful as the game master makes them and most the time are going to be pointless.

Medtech and Netrunner are just niche protection skill gates. Fixer just turns off all leg work and lets them bypass investigation with a skill check.

Nomad is the only one that you can even debate could be a match to a Solo, but it's filled with the headache of getting NPC help and it's hard to say 20 nomads is going to help you vs a Solo with +10 Initiative.

You're still only thinking in terms of combat. Stop that.

I think I'm going to have to diagnose you with a bad case of Shadowrun-itis.

The netrunner discovers stuff the bad guy did with help from the techie and fixer. The solo and nomad protect them from the bad guy's henchmen. The medtech heals everyone after the fight. The rocker and media tell the story and raise public outrage. The cop arrests the bad guy.

That's in essence how Pondsmith imagined cyberpunk.

Shadowrun player here...what? Legwork is basically the single most important thing in Shadowrun. Investigation skills/abilities are fantastically useful.

Not in my experience. We have a guy who does that, and the rest of us are largely decorative until it's time to apply hurting.

>doingitsowrongithurts.jpg

Chrome and punk
(a lasers and feelings hack)

>if you don't do things exactly the way I think they should be done, you're wrong and must stop
If it works it works.

>For a very long time I've been looking for a cyberpunk rule-set but for literally every cyberpunk game that I checked there was always something that really bothered me.
that is the status quo, OP. that's not a huge issue though: take the system that seems least bothersome and homebrew it.

well, if you like being largely decorative - more power to you.

It means I don't have to do as much roleplay, which is good, because I'm shit at it.

Git Gud, alternativel Kuro

The system is pretty bad (like in many French games), but the jap horror/cyberpunk mix is pretty good.

What is the group to result in that? There is basically no archetype save 'Street sam' that can't do investigation and even then, as a point buy system a street sam can easily pick up some ability there or just have contacts.

Yeah, largely decorative sounds more like "couldn't be bothered to build more than a hammer".

That's something I cannot understand. I GMd Cyberpunk 2020 for years. Most of the teams always consisted of solos. It didn't prevent them from investigating. Skills like Awareness/Notice, Streetwise, Intimidation, Persuasion & Fast-Talk, Shadowing, Stealth, Lockpicking, and Security Systems are always very handy when it comes to finding clues. Also, all characters should have a contact network that can help them (might require a favor or some cash).
Note: I used a modified Cyberpunk 2020 version (no classes, characters have 65 points to purchase at least 12 skills, minimum skill level is 2, maximum skill level is 7).

Yeah, on the Shadowrun front my favourite character ever was an Adept (Who are super focused specialists) in 4e.

She still could do investigation. She was as sneaky as an 8ft tall woman with 80s hair could be (I mean, it comes out of the same stat as her hitting you with her vibroblade) and invested enough in social skills that she could do that pretty well.

Just with Dexterity/Intuition (Two stats no street sam wants to be without since they control init) you have all the room to be a pretty good as a sneaky detective without investing in a single other stat.

And even outside that...contacts. A good contact can save you a heap of time and literally anyone can invest a pittance of points to get a Lone Star Detective as a drinking buddy or an old Yakuza guy you used to work for.

Contacts also make great plot hooks. Your contact inside the yakuza will only give you the vital information if you eliminate his competitor. For this you need to find that bastard and flatline him. Then, when the job is done you come back to your yakuza informant, just to find out he's getting kidnapped by the competitor's clan. So you have to start a rescue mission or a motorized chase (which might also involve the cops)... Or the guy he asked you to zero wasn't a competitor but an undercover cop - now you have the NCPD on your tail.