Companions rules
S0L0_W0RK | Solo Work for cy_borg » Devlog
I added rules for __HIRED::GUNS() a.k.a. companions to S0L0_W0RK!
Light rules to add tech-mercenaries, cyberfriendos and laserbuddies to die along your pvnk scvm, and provide insights on your missions without becoming a HR simulator!
Printer-friendly update will follow at the end of the month, except if I forget. Ping me if that's the case!
Files
S0L0_W0RK.pdf 2.4 MB
Aug 03, 2023
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S0L0_W0RK | Solo Work for cy_borg
A set of solo rules and 0racles to be a lone pvnk && die trying
More posts
- Net::running() rules!Dec 12, 2022
- New Printer Friendly pdf!Nov 29, 2022
Comments
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im still confused how to roll a hired gun. What exactly "expertise" stat is? Do i need to create a punk, and their expertise stat becomes a bonus?
Hi! Expertise is like a rating for how useful an NPC is. They start at Expertise 1 unless stated otherwise.
When you decide that your character gets a hired gun, you roll for their class (with a d8), or choose the most fitting class. If you roll an 8 they start at Expertise 2, and so on.
They don't have any stats except Expertise which is the value of the bonus they give you. They don't have HP either, but instead die when taking 3+ damage on a single hit.
For example, let's say you have a hacker buddy with Expertise 1. Three times a day, they can provide you +1 on a Knowledge test, and use a random app once a day.
If they live long enough (which they shouldn't), you can have them GET::BETTER() and increase their Expertise by 1 if you want to.
Ohh i get it now, thank you so much for swift clarification!