From: Les_Jenkins@lppl.mi.org (Les Jenkins)
Newsgroups: rec.games.frp.misc
Subject: Cyberpunk 2.0.2.0.
Distribution: world
Date: 30 Jul 92 03:04:02 EST
Organization: Les's Place BBS

A while back I posted a request asking for the FAQ sheet for Cyberpunk
2.0.2.0. if it existed and said I would be willing to post the letter of
questions I intended to send into the game designers asking for
clarifications. Well, I got several peices of mail urging me to go ahead
and post the letter to see what other GMs are doing in those regards. So,
here it is.. my list of questions regarding Cyberpunk 2.0.2.0. This is a
partial list as I hadn't actually finished the letter yet:

1) First and Foremost: How does the Dodge/Escape skill work in regards to
dodging a melee attack? Under the skill it says to add the skill level to
your defensive roll, but under the melee combat rules it says that dodging
only subtracts 2 from the attacker's to-hit roll. Which is correct? Or are
they both correct? (i.e. You add the value to your defensive roll AND
subtract 2 from the attackers to-hit roll) Is the minus 2 only used for
folks without Dodge skill or can't those folks dodge? On a related note,
why can't the -2 be applied to ranged attacks as well? Can hand grenades be
dodged? In Corpbook 1 under the description for the Arasaka Combat 10 they
state a pheonominal (I assume near impossible) dodge roll will allow
characters to avoid being hit by the machine gun on the Combat 10. Could
the same be said for all Area of Effect weapons?

2) Looking through the rule book I saw no table for computing falling
damage. Currently I am ruling it as 1d6 for every 10 feet with armor
non-effective after the first 10 feet. Any suggestions for a better method?

3) The swimming skill is woefully unclear beyond it being needed in order
to be able to swim. What other actions would require a swimming skill check
to accomplish?

4) In regards to skills in general, if a character does not have a skill,
can he still attempt to do it? In some cases the rules state when a skill
MUST be had in order to be used at all (such as swimming), but what about
the others?

5) This is really a silly quibble, but how much do clips and speed-loaders
for revolvers cost or are they considered part of the purchase when buying
ammo?

6) What is considered soft armor and what is considered hard? I was ruling
it as anything up to SP18 was soft as nothing up until 18 has an EV. Yet
Med. Armor Jacket (SP18), Flack Vest and Flack Pants (SP20) are all listed
as halved by edged weapons indicating soft armor.

7) Please clarify the ruling on layering armor. The text implies that it is
not allowed, but does not specifically say as such. Some examples of armor
layering have shown up in NPCs as well. Sad as the case may be, my players
are paranoid powergamers and insist on layering up to 4 layers of soft
armor with EVs of 0. For example: Our Solo has a skin weave (SP12), armored
cotten T-Shirt (SP10) from the Gibson Battlegear in Chromebook 1, Acid
Washed Jeans (SP16), reinforced Denim Jacket (SP14) AND an armored Top Coat
(SP16) over the Denim Jacket. His torso is therefor 16/14/10/12 all at EV
+0. This is in comparason to most of your NPCs in your suppliments who have
one, maybe two bits of armor. Most commonly being Med. Armor Jackets (SP18
Torso and Arms) and maybe an Armored T-Shirt. Sometimes some leather jeans
(whopping SP4 for legs). What exactly is the ruling in regards to this?

8) In the Chromebook under Gibson Battlegear it mentions that the armored
jeans, T-shirt, and jacket are combined with pieces of Metal Gear armor
"where it's needed most" SP25, prices vary. What are the prices for
individual pieces of Metal Gear armor? All my players want Metal Gear
helmets because they feel it's too easy to shoot people in the head.

9) Under the Cyberarm/Legs section reinforced joints, artificial shoulder
mounts, MW/EMP Shielding, and coverings/armor are listed as options that
take up one option space within the arm. Why is that? Currently I am ruling
that they, along with the quick change mounts, do not use up one option
space seeing as only 4 options are allowed per arm and only three per leg.
Anything else doesn't make much sense.

10) How does one buy EMP Shielding for cybernetics other than Arm/Legs?

11) Under healing it states that nano surgeons and enhanced antibodies cost
1500 EB per treatment. How long does one treatment last? If it's one per
day then isn't it cheaper to buy the nano surgeons and EAB's as bioware for
a total of $9000? Thats assuming that the bioware options are permanent
which is what I assumed. Also Speed Healing drugs are listed as costing
$1650 EB per treatment. Again, how long does a treatment last?

12) Do the Kreiznakov and Speedware Reflex boosters add their bonuses to
ALL REF skills? Or only to Initiative and calculating too-hit mods for
moving targets? The text says initiative, but other REF boosters add to REF
for all skills.

13) What happens when a Martial Artist uses a Spiked Heel (Cyberfoot) while
doing MA attacks? Does the listed damage get added to the MA attack? If
not, which damage listing takes precedence?

14) What ARE the to-hit mods for firing a hand held weapon while riding in
a moving vehicle? 

I have plenty more, but that should be enough to start. I appreciate any
suggestions anyone has to offer...



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