OK. I’m innocent. Honestly. Wizard Lizard started it. His credo is “OD&D can do anything”, or sometimes, “OD&D is the best game”. And while I’ve sworn not to write OD&D any more (because of reasons), I’m breaking my promise now. The original D&D game is still one of the best games ever written. And while Wizard Lizard has used OD&D to power Zoopunk and Shadowrun, I’m using it to run Cyberpunk 2020. The cool thing is this: It takes about 15 minutes to re-skin the game to fit your genre. So cool.
So, this, then is Cyberpunk 2020 by way of The Little Brown Books:
Rockerboys (thieves): Music is the universal language, and you speak it so, so, so well. That’s ALL you live for, ALL you want. The thief skills are your rocker skills; sway people with ROCK’N’ROLL (open locks), read corp fine print (remove traps), interpret catchy tunes your way (pick pockets), compose (move silently), hide in shadows, detect lies (hear noise).
Solos (fighting-men): They not only work like F-M, they are the prototypical F-M.
Netrunners (clerics): hack into computer systems. xd6 (6s explode) to determine how many minutes the run lasts; refs roll 1d6 each minute to determine if ICE and corp hackers notice something, 5+ they do; small x=tough system, large x=easy-peasy lemon squeezy). Use the Turning Undead table to determine the outcome of the netrun (with skeleton being a simple, unsophisticated system, and vampire being fraggin’ orbital bank HQ shit). Think about the consequences of failed netruns, too.
Techies (magic-users): they start out with 3+Level Tech Points. Re-interpret the OD&D spells in a way that applies to the miracles of technology. “Lightning Bolt” could mean short-circuiting nearby wires so they electrocute the target. Stuff like that. Starting techies get 3 spells, er, tech tricks (ref determines). You can have any Level of spell, repeat: you can have any level of spell. When you do your tech wizardry, save vs. INT (the higher the spell level, the harder the save). If you roll successfully, the trick works. If not, the trick doesn’t work, and you lose (spell level) Tech Points.
Medias (thieves): you know all the tricks in the book of communication; you know people who might help you or owe you a favor. You’re in that game for The Truth, and you really think you can uncover and discover it. The thief skills are your job skills; ask the right people (open locks), get clearances (remove traps), steal info (pick pockets), shmooze your way in (move silently), go undercover (hid in shadows), analyze rumors (hear noise).
Cops (elves): you can be a tough street-cop (elven fighting-man) for one case, and a sly investigator (elven magic-user) for the next. As an investigator, you start out with 1+Level Detective Points. They work like he Techie’s tech points: Re-interpret the OD&D spells in a way that applies to investigative work. “Lightning Bolt” could mean getting valuable intel on someone. Starting investigators get 3 detective tricks (ref determines). You can have any Level of spell. When you do your cop thing, save vs. INT (the higher the spell level, the harder the save). If you roll successfully, the trick works. If not, the trick doesn’t work, and you lose (spell level) Detective Points.
Corporates (clerics): You’ve been in the biz for a while. You know how to deal with people. And you know to to pull certain strings to get certain things done. Use the Turning Undead table to determine the outcome of your activities (skeleton = a simple, unsophisticated task, vampire = that shit might be way above your paygrade).
Fixers (dwarves): Import, export. So to speak. You help people get what they desire. And you help them lose what they want lost. Use the Retainer/NPC Reaction table to determine the outcome (not the reaction of your business partners) of your business transactions.
Nomads (hobbits): When everybody else has lost their collective fraggin’ mind (and soul!), you know what’s important in life: a tribe. A family. A wolf-pack of friends. But life on the road has its downsides, that’s why you know how to shoot guns and throw shit. And you add +4 to every saving throw against things that hurt.