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MarScape 2030 Referee Info


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Gravity, Curvature of Mars, Air pressure, Winds & Magnetism

    Conditions: Mars has a very low gravity, very steep curvature (if the horizon is 5 km away on earth, the horizon would be 3.5 km on Mars), extremely low air pressure (1% of Earth's), frequently Mars is racked by very high-speed winds, and there are strange and irregular magnetic patterns across the surface of Mars. Because of all of these factors, ranged actions will not be affected except at Extreme range, which will be 3x normal. Understand that this rule does not apply at all if you are in an artificial environment such as a colony.

Normal people and 1G Cyberware in Lo-G

  All characters and equipment will suffer these penalties if they are exposed to Lo-G conditions and they are not optimized for that environment.

      -1 REF

        +2 MA

        +100% jumping/leaping/throwing distance  (after MA bonus is factored in)

        -1 Tech

        -1 Cool

    (note: this optimization comes at no extra cost, but must be specified at the time it is delivered. Also, Zero-G maneuvering does not mitigate these penalties (unless the character has a Zero-G Maneuvering skill equal to their current Body stat and they have no Cyberware (Nano and RNA is OK), the character will suffer the effects described in Deep Space for Lo-G as well as these effects if they fail their Zero-G maneuvering saves.)

Lo-G Cyberware in 1G

  All characters and equipment will suffer these penalties if they are exposed to 1G conditions and they are not optimized for that environment.

      -1 REF

        -2 MA

        -60% jumping/leaping distance  (after MA is factored in)

        -1 Tech

        -1 Cool

    (note: this optimization comes at no extra cost, but must be specified at the time it is delivered)



  Characters can survive for their Body stat in seconds out of their environmental protection without having to make any save throws. After that many seconds, the character must make a save throw after completing each action. The save throw is equal to:

  Number of seconds/Their current Body Stat

  If they have the Space Survival Skill, their save is equal to:

  Number of seconds/Their current Body Stat + their current Space Survival Skill Level

  If they fail their save throw, they will be unconscious for a number of seconds equal to the amount they missed the save by. After that period of time, the character must make another save, if they fail that save, they will never regain consciousness without medical aid (which must arrive within 20x their body in seconds). If they make their second save they regain consciousness and the process starts over, except that more time has passed (i.e., they will still get to make a new second roll if they lose consciousness again)



    For every hour not spent in a Mars colony, the character will receive 1D6-1 Millirads of radiation, this of course can be prevented by any radiation protection. Bare in mind that this will have an effect on unshielded Cyberware as described in the Deep Space source book except that the intervals are doubled.


Laser Damage

    Lasers work by superheating whatever they contact. Regular armor is half vs. Lasers unless that armor is Laminate armor or treated with a laminate coating

    (note: Laminate coating increases the cost of armor by 100%, also Laminate coating is reflective, so this will change the appearance of anything it coats - Kevlar Blue Jeans with a laminate coating will still be shiny and reflective)


Microwave Damage

    The Microwavers of 2030 are not the same models used ten years earlier. The earlier models were designed as exotic weapons or as holdouts. Modern Microwavers are high-energy weapons designed for general use. The effects of combat Microwavers do not include EMP effects except at point blank range (at which time it is treated with the rules in the CP2020 handbook). At the same time these guns are shielded and will not EMP the firer except if they are hit with a point blank blast.

    (note: The Microwavers of CP2020 are still available, the new Microwavers are just easier to find and are designed differently)


Force Fields

    Colony designs include force fields. These force fields are massive fields that block light, radiation, matter & energy. They are designed to repulse massive amounts of damage (more than a howitzer can deliver). Force field technology is available in 2030, but it is so new that a working force field cannot be deployed on anything smaller than a colony due to size and power requirements.


Artificial Gravity

    Colonies are able to generate artificial gravity, this gravity is indistinguishable from Earth normal. Again, the generators for this are massive and require incredible levels of power. Colony Artificial Gravity Generators naturally generate Earth-normal Magnetic fields as well.


Colony Construction

    The skin of a colony from inside to outside is as follows:

        Armor shell, this armor shell is designed to be strong enough to protect the colony from any damage from inside or outside. The armor is designed of a special alloy designed to prevent scabbing during heavy impact.

        Foam layer, this layer serves two purposes. It acts as an environmental sealant to small leaks and as an energy dissipater to attacks that break through the armor level.

        Armor shell, this armor shell faces the outside world and is designed to repel conventional and laser attacks as well as radiation.

        Force Field, this field is in direct contact with the outside armor level, the field protects the entire colony except openings (like maintenance doors, hangar doors and loading docks) and underground.


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  3.2 second combat rounds does not fit the CP genre (in my opinion), so I have shortened the round to one second. The only effect I impose from this change is that characters can run their MA in meters per round. I did not bother to change ROF, because I felt that these guns could put out the appropriate number of rounds per second.


Staged Penetration

  For hits to people, I have set the rule that an attack reduces SP every time it hits, regardless of penetration.

  For vehicles my rule applies, but the damage has to be at least half of the current SP in order to cause any degradation.



  I allow players to use luck after the roll. I know this is against the rules, but it forces the players to decide when a fudge is necessary. 

(tip: Regardless of rule system, you can use this on any roll, including the enemies and hit locations, even Humanity Loss if the referee approves.) 


Character Creation

  I give the players 70 CP for the nine attributes and their special ability

  Then I make them use my lifepath/skill generator to get their skills. This makes the character match their skills to their background (for instance, Social is not available to street backgrounds and Streetwise is not available to rich backgrounds).

    MarScape 2030 Skills.DOC

  I still make the characters roll for Life Events, but re-roll "Nothing Happens" results.



  I like to surprise characters by making all items in the book cost 3-5 times more than the listed price. This slows down the Min/Maxers and gives Fixers a job (I usually let them procure stuff at 1-3 times book price).

(note: This rule does not apply during character creation.) 


Body Sculpting

  I don't charge a flat rate: My "Book" price for a sculpt is 1000 times the number of points changed from the original ATTR (for instance, If your character has a 5 ATTR and wants to raise it to 6, 1,000. To raise it to 7, 3,000. To 8, 6,000. And now I am sure you can figure out the progression).


  I started out playing the "2013" edition, so I let boosterware add to Ref, not just initiative. It makes the game a little more fast-paced (the way me and my players like it).

Nano and RNA maintenance

  Nano maintenance: The cost I enforce is a book price of one quarter of the original nano price per year. Applied once per year.

  RNA maintenance: The book price for this is as follows:

    RNA only: Total Humanity Loss of characterx10 per month

    RNA & Nano only: Total Humanity Lossx20 per month

    RNA and any cyberware: Total Humanity Lossx10 per week



  The REP system I use is as follows: A starting character gets one REP for every "10" they have on their Skills. Then, as they play their character, I modify REP based on cool or stupid things they've done. Finally, if I modify their REP, I make them attach a word or phrase to their REP (e.g., REP 5, "Bad Attitude", this character may have mouthed off to someone important in public). For instance, a solo might get a REP as a badass or as a smooth operator. While a 'Runner might get a REP as an efficient machine or for leaking info. In this way it reminds the player to play consistently and it gives the REP stat some meaning. So, a 'runner can now use his REP to get better contracts or try to hide his REP due to too many mistakes. Or Corps might start passing over some player's solo character because he has a REP for sloppy jobs, etc...


  This is an ammo type I created CP2020 rules for. It is an AP round with an explosive charge encased in the bullet. It does an additional 1d6 damage and if the round does not penetrate armor, the 1d6 damages the SP of the armor instead. I usually consider APEX ammo to have a "book" price of 5x normal.

Bursts (Three-round and Full-auto)

  For every point that the character makes the Target Number by, they hit with one round.

Suppressive Fire

  For every point the character misses their target number by, they get hit with one bullet. Consequently, characters should roll based on their range from the gun, characters more distant from the firer may not have to roll if all of the bullets are expended on closer targets.

Intense Combat Options
 I don't use this in EVERY game, but I use it consistently per campaign.
    Aimed shot: For every point above the Target Number that the character rolls, they get a +1 DMG bonus.
The purpose of these options is to accelerate the killing process. Also, it explains why assassins use  such small caliber guns for their hits. The smaller rounds are more accurate and then they can hit vital organs more accurately. Especially with the aimed shot bonus, there is no such thing as being safe from someone's gun because it only does 1d6.
    Grenades: I subtract one damage point for each meter the target is from the center of the explosion. The player will be hit in the location with the lowest armor (roll randomly among the lowest armor locations if there is more than one). Also, the grenade causes a number of additional hits equal to the number of dice of damage (for d6 grenades, 2x the number of dice for d10 grenades) minus the range from the grenade in meters. Each hit does 1d6 stun only to a random location. The stun damage is only kept long enough for the stun save to be made, once the character rolls their stun save, the extra stun damage is remove from the characters damage. If a character is damaged by multiple attacks simultaneously, the character will roll for the grenade with the extra stun damage and then remove the stun damage and roll for any additional attacks normally afterwards.



  I have a simple system for Psionics and it works great! Psionics is Empathy-based. In order to have a Psionic Power you must forfeit you Special Ability (Psionics are pretty Special as far as I'm concerned). The effectiveness of your Psionics depends on the scope of the power:

Broad Powers

  These are not real powerful, generally the player must make a second check after exerting their broad-based power. For instance the character with Telekinesis +5 would have to first make a skill check with there Telekinesis (EMP+5) and if that succeeded, would have to make a brawling roll with Ref and Brawling to "Punch" someone with their Telekinetic powers.

Examples of Broad-based powers:



    Clairvoyance (i.e., distant sight)

Advanced Powers

  These powers are limited in scope, but still can generally effect most situations. Many times the Advanced power will be a contested roll against whatever defense the target can muster. In this way his powers are not guaranteed to succeed every time. For example the character with Pyrokinesis (power over Fire) +5 throwing a fireball at a character could be contested by: Athletics, Martial Arts, Dodge & Escape, or perhaps another Psionic Power. Whatever the target chose to do.




    Clairvoyance (defined as seeing the future)


Specialized Powers

  These powers affect a very narrow scope, and consequently are more powerful than the other two categories. Generally, the Referee will decide what, if any, defenses a target can use in a given use of a power. Example, The character with Stun Bolt +5 bolts an oncoming Solo. The referee examines the different factors and decides that since the Solo is running towards the Psionic character his only defense is Psionic (tough break for the solo, huh?), so the Psionic rolls and adds EMP+5 and the Solo rolls and adds EMP-2 (he still has his Combat Sense)


    Fire Bolt

    Animal Telepathy

    Clairvoyance (defined as Seeing the future through the eyes of another)


  These are, of course, only examples and the player’s power should be limited only by their imagination. With the sliding scale I have built into the system even Munchkins who ask for Nuclear Blast +10 are shut down, because first they will have to make a Psionics skill check (hope they don't like Cyberware), then anyone that is targeted by them gets to use their best skill to dodge.


    Visibility not required: -1L

    Automatic: -1L

        Power does not require an action to activate

    Aptitude (+ to rolls): -1L

        The plus should be based on the power (maybe athletics for telekinesis)


    Exhausting (Risk Required) +1L

        Character makes a stun save after each use

    Physically Draining: +1L

        Character takes damage points after each use

    Mentally Draining: +1L

        Character takes humanity loss after each use

    Material Required: +1L

        Power has some sort of component or reagent necessary to activate (maybe matches for pyrokinesis)

    Touch Required +1L

        Normally psionics work at range

    Sympathetic Requirement: +1L

        Character must have an article that belongs to the target

    Emotional Requirement: +1L

        Character must be feeling a certain emotion to activate this power (must be angry to use Fire Bolt, etc.)

    Spiritual Requirement: +1L

        Psionic power is tied to the character's religious beliefs and character must be adhering to the precepts of their religion in order to access their power.

    Uncontrolled (- to rolls): +1L

    Wild Talent (User cannot control when power activates): +1L

        Referee will control when power can be used (this does not confer the automatic advantage)

    Character Weakness: +1L - Character weaknesses have to be extreme reactions to everyday occurrences. 

        Character is allergic to ultraviolet radiation or takes damage from silver or..?

Q: What is -1L and +1L?

A: Well, you can use advantages and disadvantages to tweak the system. For instance, if you wanted a broad power, but you wanted to make it harder to defend against, take a disadvantage and voila! You have a broad power that is harder to defend against (e.g., +1L - where L=Level of power). Or if you want to take a narrow scope power and make it even more powerful, take an advantage. This will make your narrow scope power easier to defend against, but the advantage you buy should more than compensate for it. Also, I just wanted to point out that contrary to most systems, there is not a psionics point and cost system. Although these systems are intended to bring balance, they do not fit most fiction that includes psionics (we have heard of more than one mage too tired to keep casting, but never a psychic - in fact most drama around psychic powers involve turning it off). I know this is kind of a general rules set, but I have some rules lawyers here, and this is the best defense. Besides I feel that these rules closely adhere to the general spirit and feel of the original game as possible.


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