The goodness that is Into the Odd

There’s a reason why I like Into the Odd. In the past, I compared it with early forms of roleplaying (like our homebrew system, the Landshut rules). And I came to the conclusion that, bottom line, ItO is the winner. The reason: Referees can bake the setting right into their classes, and that helps everyone at the table. And game prep is a snap, compared to what’s required to run a proto-rpg. In my words:

Bottom line: Even though Pre-School rpgs are the “ancient form of rpgs”, they require a lot of work and preparation from the referee, as well as a deep knowledge of the setting. Into the Odd takes DMs by the hand and guides them; DMs unfamiliar with the setting can still pull off a great session. If this was a contest, Into the Odd would be the winner.

Another reason why I keep coming back to ItO is that it’s mechanically interesting – even though a character only has three stats, an hp score and maaaaaaaaaybe a special ability. See, what’s so interesting about this is that the rules (especially in their Electric Bastionland incarnation) cover all the things you’d expect from a game that’s a lot more voluminous: group attacks, mass combat, vehicle combat, blast weapons, stunts (combat moves), morale. It’s all there, and here’s the kicker: it fits on two pages.

As opposed to proto-rpgs like the Landshut rules, players and referees have actual rules to refer to. This, at least in some circumstances, leads to more balanced referee decisions because no guesswork is involved.

It also means more work if you’re intending to convert a game or setting to Into the Odd – but after you’ve done it, you’ll have a robust framework you can work with.

And one more thing: ItO uses variable damage (you roll for damage), something that I still prefer (even though my Landshut rules don’t have it).

By the way, we’re up to 50 hacks of the game now.

Kharak Kharkulanen, or: Creating like it’s 1984

…and my grandma just gave me that super-awesome shiny black box with the first rpg I’ve ever played for my birthday.

So that’s how I’m writing my campaign world.

You know, I’ve been refereeing for 35 years – but I never really created my own world. Oh sure, I wrote a ton of material for all the games we played, and I wrote probably even more generic material – generic fantasy, generic cyberpunk, generic what-have-you. But my own setting? I guess I never really thought about it. That’s weird, and it’s weirdly unsettling.

I’m writing my own setting.

And I’ll start just like back in the days when I was 14 and refereed my first roleplaying game.

How did I come up with stuff?

  1. I read a lot of books. I watched some movies, but I watched tv shows more.
  2. I listened to music a lot. KISS. Grandmaster Flash & The Furious Five. Then, later, heavy metal and hiphop. 
  3. Somehow, that all combined and gestated and birthed new things.
  4. Oh, and I’ve always been big into names. Names are important.
OK. A name. I need a name.
I’m firing up talktotransformer.com. Then, I feed it with words and names, some of them from Tolkien’s languages (khuzdul and others).
This is what I give Transformer:

…and some of its replies are pretty cool:

Kharak Kharkulanen, for instance. Or Khrul Bangkorai. Or Kuruth. Transformer seems to like ‘k’ a lot. Me too.

I pick Kharak Kharkulanen. Because it sounds kind of Finnish and a little dark (which is no coincidence, I might add, judging from the mentality of my combatives buddies from Finland).

What IS Kharak Kharkulanen? A land? The name of the world? A person? No clue. It doesn’t matter now. That’s how I’ve always started my creative process: come up with a name, then go from there.

But before we get into that: Let me whip up a logo quickly.

Yeah. Metal, baby.

What’s IN Kharak Kharkulanen?

Let’s see. Recently, I watched The Expanse. The Shooter. Beat. If I ask myself, ‘what’s in there?’, my reply is, ‘spaceships, rugged, utilitarian surroundings, competing empires, ex-military types, action, drugs, music’. These will definitely go into Kharak Kharkulanen.

To get more input, I’ll try to answer as many of Jeffs’s 20 questions for my campaign setting as I feel like doing, so:

What is the deal with my cleric’s religion?
Clerics? There are no clerics. Religious zealots, doom-and-gloom priests, flower power cults. Gods exist, and some of them like to meddle with things.

Where can we go to buy standard equipment? 
The Multiversal Trading Company (Arduin, baby!) has outposts in all the known planes of existence. And, of course, local markets.

Where can we go to get platemail custom fitted for this monster I just befriended? 
The Armorers’ Guild.

Who is the richest person in the land? 
The slugman nobles, high up in their sky castles and mountaintop citadels.

Where can we go to get some magical healing? 
There are lots of magikal items to be found.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath? 
See a doctor, or a medicine man. Not necessarily on this plane.

Is there a magic guild my MU belongs to or that I can join in order to get more spells? 
No magik-user guild. No school. Just families and social clubs guarding their secrets. Trading spells among each other. Spells are living beings and don’t like to be bothered. That’s why sometimes, they wreak havoc on magikers.

Which way to the nearest tavern? 
Illastah’s Arms, this way, 200 meters.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
I feed talktotransformer.com my list of Arduin monsters: Tempestasaurs. Huge frickin’ golden t-rexes riding on massive black storm clouds or giant waves of elemental water. Yup.

Apocalypse World, powered by ancient rules

My gaming buddy Wizard Lizard sent me his idea today:

Brainers & Hardholders

Take Apocalypse World’s color, strip out all of the rules. Keep the playbooks as classes, or even pregens with set stats, special abilities (pick a few and keep the rest to unlock through play or XP), use D&D-or-what-not rules as needed That’s a great idea because it reduces the Apocalypse World rulebook to its useful parts and gets rid of the unnecessary esoteric rules language thta plagues pbtA games.

In a way, that’s what Dave Arneson, Gary Gygax, Prof. MAR Barker and all the other early (war)gamers did: use literature as fuel for their imaginary adventures.

Of course, I will hack our Landshut rules to power Apocalypse World. Because nothing says DIY gaming like combining a post-apocalyptic setting with a set of rules that are named after a Lower Bavarian city founded in 1204.

Let’s convert Apocalypse World 2e to Landshut.

PLAYBOOKS/Character classes
Pick one of the many classes available, or roll 1d12 (and reroll if you get a 12) and create the character according to the rules provided in the playbook.

STATS
AW uses Cool (coolness, calm, collectedness), Hard (violent, hard-hearted, mean, strong), Hot (sexy, beautiful), sharp (sharp-witted, clever), weird (weirdo, psychic, genius, strange, uncanny), and something called Hx, the history a character has with someone. Each playbook (character class) has its own instructions how to distribute points between these stats; usually, they rank between -1 and +2.

MOVES
Choose two moves of your playbook. Moves are special skills.

GEAR
Each playbook comes with its own gear list.

HARM
A character without armor can take 3 solid hits before he is dying. Armor adds hits to that number.  Unimportant characters are dead or taken out after one hit.

SAVES & COMBAT
The ref assesses your character’s overall ability for any task a hand, then he assigns you a die. This die type ranges from d4 up to d20, with a d8 being solidly average, d4 being really unskilled and d20 being really good, an expert.
Then he assesses the difficulty of the situation and assigns it a die, too.
Roll your die vs. the referee’s die. Higher number wins and gets to determine what happens.

Creating a Brainers&Hardholders character
I roll a 7: a Hardholder. Hardholders are “landlords, warlords of their own little strongholds”.
I flip through the book till I find the Hardholder playbook. Then,
I choose a name: Lang.
Looks: a man, wearing casual clothing, stern face, cool eyes, massive body.

STATS:
Cool 0, Hard+2, Hot+1, Sharp-1, Weird+1.  This translates to:
A violent, good-looking, somewhat dim man with a strange sixth sense.

Moves:
Leadership, Wealth

Gear:
1 fuck-off big gun
kevlar vest (armor-1)

His holding “Fortress of Fortitude”:

  • population 200, most of them unwell and filthy
  • hunting, scavening, farming, manufacturing (tools)
  • tall, deep and mighty compound, stone, concrete and iron
  • makeshift and scavenged weapons
  • 4 utility vehicles
  • 4 battle vehicles
  • a band of 60 violent bastards (2 hits, fucking crazy hyenas)

So, this is my Brainers&Hardholders character:

__________________________________________________________
Lang, a Hardholder
man, wearing vintage Adidas tracksuits, stern face, cool eyes, massive body.

A violent, good-looking, somewhat dim man with a strange sixth sense.

Gear: fuck-off big gun, kev vest

Moves: Leadership, Wealth

“Fortress of Fortitude”:
a tall, deep and mighty compound, stone, concrete and iron, population 200, most of my people are unwell and filthy, hunting, scavening, farming, manufacturing (tools), makeshift and scavenged weapons, 4 utility vehicles, 4 battle vehicles, a band of 60 violent bastards (2 hits, fucking crazy hyenas)

__________________________________________________________

Landshut Troika!

**REVISED RULES**

I’m no fan of adding big numbers in-game. To me, any number above 3 IS big. So, Troika! gets a new set of rules – but nothing on the character sheet changes, and just one more number is added.

Let’s begin.

SKILL
Skill in Troika! is used for all saves, so it’s a very important number. It’s rolled with 1d3+3, so it has a range between 4 and 6. Use Skill to make informed decisions about a character’s competence (positive or negative Dice Modificators). The number itself is NOT used in play.

STAMINA
I mentioned it several times here on the blog: for fantasy games, I want to have hit points. Stamina just so happens to be Troika!’s hit points, so I’m keeping this stat: roll 2d6+12. Also, I’m keeping the Troika! damage tables.

LUCK!
I like the Luck stat, so I’m keeping it: roll 1d6+6.

POSSESSIONS
Conveniently enough, Troika! provides a rule for starting gear. Of course, I’m using this, as well: start with 2d6 silver pence, a knife, a lantern&flask of oil, a rucksack and 6 provisions.

BACKGROUNDS
Determine your background, using either the book or one of the gazillions of available Troika! classes online.

ADVANCED SKILLS
Troika! uses Advanced Skills that range from a +1 to a +3 bonus. We’ll keep that, as well.

MAKING ROLLS
When casting spells, making saves, testing your mettle, roll 2d6+Advanced Skill against the referee’s 2d6. The ref might grant you a bonus on top. Higher roll wins.

Referees, feel free to slap other DMs on player rolls, and on your own rolls. Keep Troika! initiative. T

COMBAT: Fighting Dice
Compare the fighting abilities of the combatants with the following table.

Fighting Ability = SKILL+ADVANCED SKILL.
3-4: d4
5-6: d6
7-8: d8
9-10: d10
11-12: d12
13-14: d12+1
15+: d20

The combatants roll their Fighting Dice against each other. Higher number hits and rolls damage.

Bottom line:
Use Troika! as-is, but use Fighting Dice for Combat4, and 2d6+Bonus against the ref. Use Advanced Skills as modificators for the roll. Add other positive or negative modificators for really simple or really hard tasks.

Making a Landshut Troika! character:
Skill: I roll a 3 – lucky! My skill is 6 (or, in the new format: d6). For Stamina, I roll 7, so it’s 19 points in total. My Luck is 7. I start with 8 silver pence, a knife, a lantern&flask of oil, a rucksack and 6 provisions.

I could roll d66 to determine my background, but I’m picking one I discovered last Saturday on Troika! discord: the Man of Arms, written by Lejeune:

So, my character looks like this:

______________________________________________________
Herbert von Mirskofen, a Man-of-Arms
Skill 6
STA 19 
Luck 7

Advanced Skills:
3 Sleight-of-hands,
3 Knife-fighting (Fighting Die: d10)
2 Grappling (Fighting Die: d8)
2 Holding things
Possessions: 8 silver pence, a knife, a lantern&flask of oil, rucksack, provisions, fine deck of cards, debt to a warlock, six painted knives, bow tie
______________________________________________________

GLOG: the ancient-school approach

Two days ago, I adapted the original edition of Gary’s game to our Landshut rules.
Today, I’m trying to do the same with the GLOG. Specifically, Skerple’s Many Rats on Sticks edition.
It’s a voluminous edition, with 50+ pages. To me, that’s about 45 pages too long 😉

Let’s do this. I’ll play with a d20 instead of 2d6.

1. Stats
The only exceptional attribute I roll is Intelligence (15). For Constitution, I roll a 10 – I need this number to determine hit points later.

2. Template (Classes)
I pick the Wizard template A. With CON 10, I have 6 hit points.
My abilities are:
Spellcasting: 1 Magic Die, 1 Spell Slot, and I get two spells
I decide to be an Orthodox Wizard. I roll for my spells and start with Levitate and Lock.

3. Race
I’m a Sparrowling.

4. Attack rolls
Wizards are no fighters, so I roll 1d20 to attack, no bonuses. Had I been a fighter, I could have added +5 to my rolls.

5. Gear
I pick 2d6 items: 8.
Leather armor (adds 4 to hp)
Sword d8
Dog
Blank magic book
ink + quill
waterskin
Donkey
Dagger

…and now I lose 1d6 of them: 4
The d8 determines which items must go: donkey, waterskin, blank magic book, ink+quill.

What remains is:

  • Leather armor (adds 4 to hp)
  • Sword d8
  • Dog
  • Dagger (d6 damage)

6. Powers
Since the GLOG has a detailed magic system, I decide to not grant any more powers to starting characters.

The final version of my character:

______________________________________________________________
Gerhard, Sparrowling Orthodox Wizard, Level 1
Templates: Wizard A
XP: 0

very intelligent
hp: 6 +4

Magic Dice: 1
Spells: Levitate, Lock

Gear: Leather armor (+4hp), sword (d8), dog (“Sprite”), dagger (d6)
______________________________________________________________

Original edition – ancient school style

Old School Rules, or better, Pre-Gygax rules, share one quality: They are immensely flexible. You can glue almost any other system onto them, and they still won’t break.

I have mentioned on MeWe that I find myself of two minds when it comes to roleplaying: for scifi campaigns and Hong Kong action sessions, I prefer our Landshut rules just the way they are: no hit points, no xp, no fixed character classes, no fixed character races, no ability scores, no damage roll.

Strangely enough, this is not my preferred way of roleplaying when I referee fantasy. For my fantasy games, I want all the bells and whistles.

I’ve already written about how easy and quick the Landshut rules can be adapted to play Cyberpunk 2020. Last week, we started our space opera campaign, using the Landshut rules to power Star Dogs.

Today, I want to adapt our rules to play the game that Gygax made out of Dave Arneson’s rules. Let’s see how this works out. For this post, I’m using the Single Volume Edition. I’m also throwing some of Campaigns Playable’s house rules in the mix.

1) Roll abilities
For every 15+, I write down “very” + the adjective that belongs to the characteristic, and for every 5 or lower, I write down the opposite of the adjective. All other numbers signify an unremarkable, average stat.

2) Prime requisites
Here; I’m riffing off of Campaigns Playable’s house rules:

… but simplify them: a very high prime requisite earns the character 20 percent more xp, while a very low PR costs him 20 percent. Done.

3) Character Classes
Fighting-men: Prime requisite STR, +1 Hit Die per level, use all weapons and armor
Magic-users: PR INT, +1 HD per odd level, +1 HP every even level, use dagger/staff, no armor
Clerics: PR WIS, +1 HP every third level, +1 HD all other levels, no sharp weapons
Hobbit: PR DEX, +1 HP every third level, +1 HD all other levels, no huge weapons
Dwarf: PR CON, +1 Hit Die per level, no long weapons
Elf: PR CHA, +1 HP every third level, +1 HD all other levels, no blunt weapons

4) Spells

Clerics, Magic-users and elves get Spell Points. Magic-users get 4+Experience Level points, all other casters get 2+Level points.
All casters can cast spells of any level. A save is required to cast a spell successfully. A failed roll means you lose Spell Points equal to the spell level.
The referee might consider giving out treasure that increases Spell Points. This might be done to counterbalance the more costly higher level spells (compared to the old system).
To record spells, casters can write, draw, etch, tattoo or paint the formulas on every suitable surface.
5) Attacks
Add HD to the attack roll.
6) Damage
All weapons 1d6 damage. Play tactically.

7) Give them a fighting chance
Zero hp or lower requires a Basic Roll of at least 10 as per the Landshut rules to survive (unable to move, comatose, but alive).

8) Experience
Ripped straight from Playable:

So let’s create a character already!

Abilities:
STR: 11, average, what I write on the character sheet: nothing
INT: 9, average, , what I write on the character sheet: nothing
WIS: 6, average, , what I write on the character sheet: nothing
CON: 7, average, , what I write on the character sheet: nothing
DEX: 6, average, what I write on the character sheet: nothing
CHA: 13, average, , what I write on the character sheet: nothing

I play a fighting-man. I start with 1 HD and roll a 6 for HP.
My fighting-man adds +1 to his attack.

The original Gygax game uses no skills, so let’s skip this step in the Landshut rules and go straight to equipment:

I pick 2d6 items: 7
1. Sword
2. Dagger
3. Plate Mail
4. Iron Rations for 1 week
5. Backpack, leather
6. Water skin
7. Mallet and three stakes

…and I lose 1d6 of them: 2

Rolling 1d6, I get a 2 and lose the dagger, so my new equipment list looks like this:

1. Sword
2. Dagger
3. Plate Mail
4. Iron Rations for 1 week
5. Backpack, leather
6. Water skin
7. Mallet and three stakes

I roll 1d6 again and start at the dagger: a 5. I count down 5 steps and land at the mallet. My final equipment list:

1. Sword
2. Plate Mail (counts as +10 HP)
3. Iron Rations for 1 week
4. Backpack, leather
5. Water skin

And last but not least, I get to pick two “powers”: special equipment, special abilities, connections, and similar stuff:

I can see in the dark just like a cat. And someone high up in the hierarchy owes me a favor.

This is what my original edition Landshut rules character looks like:

___________________________________________________
Splint Brackwater
Level 1 Fighting-man
XP: 0
HD: 1
HP: 6 +10
Attacks: 2d6+1
Can see in the dark like a cat. Someone high up in the hierarchy owes him a favor. 

Sword, Plate Mail (counts as +10 HP), Iron Rations for 1 week, Backpack (leather), Water skin
___________________________________________________

Aw, the heck with it: Our rules now have a real name

Download these rules as a handy pdf: The Landshut Rules

Some of you know of my brave forays into the primeval ages of roleplaying. As a result of these beautiful journeys, I finally formulated our homebrew rules.

Still, I feel they deserve at least some kind of reference, a name that tells others where they originated from. So, I decided to stay traditional and name our rules after the place they come from: Landshut, the Lower Bavarian town I was born in. The Twin Cities had and still have their Twin Cities gamers and several variants of Twin City rules, and now Landshut has its Landshut rules, and I think it’s fitting.

So, without further ado, I’d like to present to you

The Landshut Rules.

CHARACTER CREATION

  • Write down a few words about your character.  
  • Note one special power that allows you to do things others can’t. Special powers are defined before play by the ref and the player. By design, this is open to interpretation. 
  • Your character has no stats, but you may write down “strong”, “agile”, “tough”, “charming”, “smart” or “wise”. If this helps you in a situation, add +1 to the roll. 
  • Your character can get hit/injured a certain number of times; the exact number of hits is determined by the referee. In combat, if the winning result is really high (again, the referee has the final say in this), or your actions leading to this situation were stupid enough, it is entirely possible that your character is severely injured or even dies. (Note for referees: a good number is four hits: after the first hit, you’re stunned, after the second, lightly injured, after the third, severely injured, after the fourth, mortally wounded. Armor gives the character a number of “free hits” – think damage sponge – before they start getting hurt).
  • In mass combat, you count as four men.
  • If you’re playing a published rpg setting: 
    • roll attributes. Write down only extremely low and extremely high stats. 
    • pick 5 or 10 skills from the rulebook (if the game uses skills)
    • pick 2d6 pieces of regular equipment/gear from the book, then lose 1d6 of them
    • pick 2 “Powers”: special equipment, spells, special abilities, connections, special backgrounds etc.


BASIC ROLLS 


  • When the ref calls for it, roll 2d6: 
    • High = good (10+)
    • Middling = does not change the situation, or negotiated/mixed results (fleeting success, success with a downside, failure with an upside) 
    • Low = bad (5-)
  • The ref can also roll his 2d6 against the player’s. Higher result wins and gets to say what happens.
  • You can also use a d20 instead of two regular six-sided dice. If a character has an advantage of any kind, the player may either roll 2d20 and pick the higher result, or add +5 to his 1d20 roll. For disadvantage, roll 2d20 and pick the worse result, or subtract 5 from a 1d20 roll.


ONE-ON-ONE COMBAT 

  • You roll 2d6, I roll 2d6. Who rolled higher determines what happens. If we’re close, we negotiate. 
  • Winning with a high number (ref determines what that means) means a really good and/or severe hit.
  • Shields grant a character 1 free hit before they can get injured, light armor also 1 free hit, medium armor 2 free hits, heavy armor 3 hits. So a player character wearing leather armor (=light armor) can get hit once without major consequences, after that, he can usually take 4 hits before he dies.


MASS COMBAT 

  • Melee is simultaneous. Only the first row of combatants can attack, except for polearm/spear attacks from the second row.
  • Each figure may move up to one length of a pen in normal terrain. Difficult terrain halves movement. Very difficult terrain allows movement of up to 1/4 of a pen. Fast or slow combatants move farther or shorter than one pen — come up with your own rulings here.
  • First, Missles are fired, second, spells are started, third, combatants move, fourth, spells started in step 1 now take effect; fifth, archers who didnʻt move and havenʻt been engaged in melee may fire again, sixth, Melee
  • Using light weapons: roll 1d6 for every 3 men 
  • Using medium weapons: roll 1d6 for every 2 men 
  • Using heavy weapons: roll 1d6 for every man 
  • Using superheavy weapons, or mounted: roll 2d6 for every man. 
  • Attacking heavily armored opponents: 6 is a kill 
  • Attacking opponents in medium armor: 5, 6 kills 
  • Attacking opponents in light or no armor: 4,5,6 kills 
  • 1 hit kills a normal being. Monsters and npcs can take a number of hits depending on how many humans they’re equivalent to. E.g. A bear that’s as powerful as 4 humans can take 4 hits. 
  • Hirelings die first; player characters only start taking damage after their hirelings have died.
  • Check morale with 1d6 when a unit has lost 3+ figures, when a unit has lost more than half of its members, when a unit is attacked from behind or in the flank, or when friendly units are routing nearby.
  • If the unit rolls higher than the its morale number, it is routed and immediately turns in the opposite direction and moves as far back as it can. It will continue to do so till it reaches the end of the playing field; at that moment, itʻs considered defeated.
  • Morale numbers: under fire
    • Civilians: 3, Soldiers: 4, Veterans/Elite Soldiers: 5, Heroes: 6
  • Morale numbers: routing/other
    • Civilians: 2, Soldiers: 3, Veterans: 4, Elite Soldiers: 5, Heroes: 
  • A leader might be able to rally fleeing troops; roll 1d6 and stay at or under the leaderʻs Leadership Skill (1=uninspired, 2=typical, 3=talented, 4=superb, 5=tactical genius).
  • Modifiers to Morale: 
    • Attacked in flank -1
    • Attacked from behind -2
    • Leader close by +1
    • Double ranks (formation wider than deeper) +1
    • Triple ranks (formation wider than deeper) +2
    • Lost half or more figures in unit -2
    • Witnessed the loss if their leader in this turn -2
    • Lost a general -3

Playing all the games, ancient school style: Cyberpunk 2020

This post copies the structure of my last post – but applies my free kriegspiel, pre-school Landshut rules.
Today, let’s create a Cyberpunk 2020 character that will be played with rules that predate the game with the dragons.

CP2020 characters have Intelligence, Reflexes, Coolness, Technical Ability, Luck, Attractiveness, Movement, Empathy, Body Type.

Let’s say we roll these stats with 3d6:

Intelligence: 8
Reflexes: 15
Coolness: 8
Technical Ability: 12
Attractiveness: 8
Movement: 15
Empathy: 12
Body Type (strength, endurance, constitution): 17

I’m not interested in Luck points, so they’re not available in ma game.

Let’s also say that a stat below 5 is noticeably weak, and a stat beyond 15 is noticeably strong. If a stat is somewhere between 6 and 15, its average and thus: not worth being written down.

Our character then has the following noteworthy stats:
really strong, high endurance and constitution.

Let’s pick a character class first:
CP2020 offers these classes:

  • Solos
  • Netrunners
  • Techies
  • Medias
  • Cops
  • Corporates
  • Fixers
  • Nomads

Our character is not known for his exceptional IQ or coolness, so netrunners, techies, medias, corporates and fixers are right out. Solos, cops and nomads stay. This character is immensely strong and resilient, so I choose a career as solo.

Let’s pick skills next.
I pick all ten skills from the Solo career skills package:

  • Awareness/Notice
  • Handgun
  • Brawling/Martial Arts
  • Melee
  • Weapons Tech
  • Rifle
  • Athletics
  • Submachinegun
  • Stealth
  • Combat Sense

The ruling here is that whenever my character uses one of his skills, I’ll add +1 to the 2d6 roll.

____________________________________
So far, our character looks like this:
Solo
really strong, high endurance and constitution.
____________________________________

I pick (2d6 =) 5 gear items from the book.
1. Budget Arms Auto 3 pistol
2. Sternmeyer SMG 21
3. FN-RAL Heavy Assault Rifle
4. Knife
5. Kevlar vest

Now, I lose (1d6=) 2 of them:
the knife , Sternmeyer SMG 21

So this means my character starts with a Budget Arms Auto 3 pistol,  an FN RAL Heavy Assault Rifle, and a kevlar vest.

Next, I’ll pick 2 “Powers”. I decide to get two pieces of cyberware implanted:
1. Kerenzikov Booster Level 3 (I’ll be handwaving Humanity Loss in our games)
2. Smartgun Link

So, in closing, this is how our Arnesonian CP2020 player character looks like:
.
.
.
_______________________________________

Solo
really strong, high endurance and constitution.

Skills:
Awareness/Notice, Handgun, Brawling/Martial Arts, Melee, Weapons Tech, Rifle, Athletics, Submachinegun, Stealth, Combat Sense
Gear: 
Budget Arms Auto 3 pistol  
FN RAL Heavy Assault Rifle 
kevlar vest

Cyberware
Kerenzikov Booster Level 3 
Smartgun Link 
_______________________________________