The BlackHammer CyberPunk Project

Initiative!
the Quick and the Dead

BOO-YA!

This is _the_ sheet, choomba! Hardwired like it wuz s'posed to be in all that Cyber-Fiction. Don' jest hit'em first, Hit em twice before they can react, an' light their Nick-Stick for em first!

This version of the Initiative rules allows for a larger span of initiatives, as well as giving solos a slightly stronger advantage in combat instead of just in awareness. It also allows for multiple actions, something that some Game Masters may want to avoid to bring down munchikinizing. Luckily I have a mature playing group and these rules just add to the flavour of the game.


The New Initiative Base
Reflex + (½ Intelligence) + Combat Sense
The Initiative Roll
The normal character, barring any exceptional Cyberware, rolls 1d10 and adds it to his initiative base and calls out the total. Characters get to act in order of their initiatives from highest to lowest, although characters with exceptionally high initiatives will be able to act at several points in the turn, as shown below.
InitiativeActions
0-251
26-351 at normal, 1 at -15 init
36-45as above, plus 1 at -30 init
46+as above, plus 1 at -45 init

Cybernetic Augmentation
So, what does this mean for the up-and-cybered? Old (2020 rulebook) Reflex Boosting boosts a character's Reflexes as indicated (+1 or +2 permanent or +3 temporary), but in addition they grant a bonus to initiative rolls depending on the cyberware (+1 or +2 for the permanent boosting, only +1 on the temporary boosting). This means the character effectively can get a +4 boost to his initiative base (+2REF, +2Init). "But that is paltry! How do I crank my character up to 46+ initiative then?" you ask...

Hardwiring 50% Boost$5,0003d6HL+1d10 initiative
Hardwiring 100% Boost$10,0006d6HL+2d10 initiative
Hardwiring 200% Boost$20,0009d6HL+3d10 initiative
 
Owari 50% Boost$2,5004d6HL+1d10 initiative
Owari 100% Boost$5,0007d6HL+2d10 initiative
Owari 200% Boost$10,00010d6HL+3d10 initiative
 
Stage I Synaptic Accel$2,5001d6HL+1d6 initiative
Stage II Synaptic Accel$5,0002d6HL+2d6 initiative

Characters can only have one item implanted from the above list. Hardwiring triggers on demand, Owari boosting requires a dose of a custom drug (HardFire) designed by the military but now relatively commonly available, often mixed with Speed. Synaptic Acceleration is a permanent boost.

It's kinda embarrassing to admit this, but a lot of this concept came from a game of ShadowRun, that most evil of RPGs... But I love their SPEEDWARE!