Interlock System

The Interlock System is R. Talsorian Games' proprietary role-playing system. It is one of the direct parents of the Fuzion system (the other is the Hero System). The Interlock System is a "skill-based" system — characters are created by choosing skills for them, and by advancing those skills individually; rather than by choosing character class packages. The Interlock System is used primarily in the andMekton role-playing games; a variant of the Interlock System is used in Teenagers from Outer Space and the Japanese Gundam Senki RPG. Stats and skills are both rated on a scale of 0-10 with 0 representing no ability/no training and 10 representing the maximum ability possible for a human being. A typical skill roll will range from 12-20 for most tasks, so a skill 10 + stat 10 will succeed at virtually any task barring a critical mishap, while a skill 0 + stat 2 (minimum statistic level for a human character) will fail at any but the very simplest task, and even then will succeed only on a critical success. Interlock builds on the typical skill-based paradigm by offering "template" (Mekton) or "profession" (Cyberpunk) packages that give specialized abilities to characters that take these packages.
The system only uses two types of dice: The typical six-sided die, called a "d6" (typically for damage rolls); and a ten-sided a die called a "d10" (usually skill rolls). While the d10 can be used to make percentile (d00 or d%) rolls as seen with most RPG systems, d6s are sometimes listed as a "d6/2" or "d6/3". That means to divide the roll by 2 or 3, and round down by the nearest whole number, as noted below:
1d6 	1	2	3	4	5	6
1d6/2	0	1	1	2	2	3
1d6/3	0	0	1	1	1	2
The Interlock System is best known for its Lifepath system, a storytelling device used to create character backgrounds without particular direct benefit or drawback to the character, avoiding min-maxing.
==Combat System==
===Friday Night Firefight===
The default combat system for first edition Cyberpunk, second edition Cyberpunk 2.0.2.0. and Cyberpunk Version 3.0. is called Friday Night Firefight, which is focused on realism and location-based damage/injuries. Due to this, the combat system is somewhat cumbersome to run, and quite brutal when jumping onto combat with no strategy.
===Saturday Nite Skuffle===
Saturday Nite Skuffle is an alternative combat system for CyberGeneration, which is focused on fast-pace combat and cinematic action at the cost of the gritty realism of Friday Night Firefight. The system is notable for changing the way damage works by replacing Damage Dice rolls with a Wound Damage Table, and removing the Damage Matrix all together -- damage threshold is now the character's Body score.
===High Noon Shootout===
Another alternative combat system, published for the Listen Up, You Primitive Screwheads, using Friday Night Firefight and Saturday Nite Skuffle rules, to make combat run a little more smoothly.
===Thursday Night Throwdown===
Thursday Night Throwdown, like Friday Night Firefight and Saturday Nite Skuffle, is a simplified version of Friday Night Firefight used in the Cyberpunk Red Jumpstart Kit rule set, which is used as an introduction for new players. The system is notable for using Dungeons & Dragons-styled Hit Points (Body-based; not level-based) in place of Body loose used in Saturday Nite Skuffle.
== References ==
Category:Cyberpunk 2020 RPG Mechanics
Category:Cyberpunk 2013 RPG Mechanics