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Interlock System
Interlock System
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The Interlock System is R. Talsorian Games' proprietary tabletop role-playing system.

History

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Interlock was a game system by R. Talsorian Games based on a system of adding a bonus to a roll on a 10-sided die.[1]: 208  Mekton II (1987), the third edition of R. Talsorian's mecha game, was the first game to use the full-fledged Interlock system, and featured point-based characters with a character background system adapted from the original Mekton, though in a more complex and comprehensive form called Lifepaths.[1]: 208  Cyberpunk 2013 (1988) was the second design to feature R. Talsorian's Interlock system.[1]: 208  Cyberpunk introduced a new combat system to Interlock called "Friday Night Firefight", while the second edition of the game, Cyberpunk 2020 (1990), made further improvements on the Interlock system resulting in what is now known as "Standard Interlock".[1]: 209 

Interlock is one of the parents of the Fuzion system, the other being the Hero System. Characters are created by choosing skills rather than by choosing a character class, as in many other games.

The Interlock System is used in the Cyberpunk 2020 and Mekton role-playing games. A variant is used in Teenagers from Outer Space and the Japanese Gundam Senki RPG.

System

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Stats and skills are both rated on a scale of 0-10 with 0 representing no ability or training and 10 representing the maximum ability possible for a human. A skill roll will typically range from 12-20 for most tasks, so a skill 10 + stat 10 will succeed at virtually any task barring a critical mishap, while a skill 0 + stat 2 (minimum statistic level for a human character) will fail at any but the very simplest task, and even then will succeed only on a critical success. Interlock builds on the typical skill-based paradigm by offering "template" (Mekton) or "profession" (Cyberpunk) packages that give specialized abilities to characters that take these packages.

There are nine Attributes: Intelligence (INT), Reflexes (REF), Cool (COOL), Technical Ability (TECH), Luck (LUCK), Attractiveness (ATT), Movement (MOVE), Empathy (EMP), and Body (BOD). Characters must have a starting Attribute stat minimum of 2 and a system stat maximum of 10. Empathy is important in Cyberpunk and Cybergeneration in particular. Here, it not only controls interpersonal interactions but it also determines how much cyberware you can install. Every piece of cyberware has a Humanity Cost that reduces the character's base Empathy. A rating of "0" or less with a humanity score in the negative means the character has become psychotic and will be played by the game master, unless the character returns to a positive humanity value and can be returned to the player.

The Interlock System is best known for its Lifepath system, a storytelling device used to create character backgrounds without particular direct benefit or drawback to the character, avoiding min-maxing.

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Interlock System is a proprietary tabletop role-playing game (RPG) system developed by R. Talsorian Games. It is a skill-based system that uses ten-sided dice (d10) for task resolution, where players roll two d10s and add modifiers from attributes and skills to meet or exceed a target number, typically between 12 and 20. First introduced in the 1987 edition of Mekton II, an anime-inspired mecha RPG, the system was refined in Cyberpunk 2013 (1988) and further standardized in Cyberpunk 2020 (1990), establishing the core "Interlock" ruleset. Characters are defined by nine attributes—Intelligence (INT), Reflexes (REF), Cool (COOL), Technical Ability (TECH), Luck (LUCK), Attractiveness (ATT), Movement (MOVE), Empathy (EMP), and Body (BOD)—rated from 2 to 10 for humans, with skills rated similarly and advanced individually. A distinctive feature is the Lifepath system, a narrative tool for generating character backgrounds through life events, cultural origins, and personal motivations. The Interlock System has been used in several R. Talsorian titles, including Cyberpunk 2020, Mekton Zeta (1994), and Role-Playing Game (2018), with Cyberpunk RED (2019) returning to a classic version of the rules. It influenced the development of the system in collaboration with Hero Games.

Overview

Definition and Core Principles

The Interlock System is a proprietary (RPG) ruleset developed by and designed by , serving as the foundational mechanics for skill-based, narrative-driven RPGs that emphasize gritty realism within settings. Debuting in 1987 with Mekton II, the system was engineered to manage intricate interactions, such as enhancements and , while prioritizing player-driven stories over rigid simulation. Pondsmith drew inspiration from real-world observations and literature like , aiming to create a framework where characters navigate personal survival in dystopian futures rather than world-saving heroics. At its core, the Interlock System employs a straightforward resolution mechanic that integrates character attributes and skills with a single ten-sided die (d10) roll, added to modifiers to meet or exceed a difficulty target, promoting balanced growth and fast-paced play focused on rather than exhaustive simulation. This approach reflects Pondsmith's design philosophy of mirroring life's unpredictability, where outcomes blend innate abilities, learned expertise, and chance without overcomplicating adjudication. Attributes and skills are rated on a consistent scale from 0 (no capability) to 10 (peak human potential), enabling equitable character development across diverse sci-fi archetypes like pilots, hackers, and operatives. A distinctive feature of the Interlock System is its Lifepath method for character backstory generation, which uses guided tables to randomly incorporate elements like family ties, romantic partners, rivals, and pivotal life events, enriching depth without imposing additional mechanical overhead. This tool underscores the system's commitment to immersive, player-centric storytelling, allowing backstories to influence play organically while keeping sessions dynamic and accessible.

Games Utilizing the System

The Interlock System, developed by , has been employed in several core game titles, primarily within and anime-inspired genres. Mekton II, released in 1987, marked the debut of the full Interlock System and focused on combat simulations, allowing players to design and pilot giant robots in dynamic battles. 2013, launched in 1988, introduced the system to a dystopian setting, emphasizing street-level intrigue, cybernetic enhancements, and corporate ; this edition was later revised and retitled 2020 in 1990, which refined the Interlock for broader character development and tactical combat. RED, released in 2019, updated the Interlock system for a post-apocalyptic Night City setting following the Fourth Corporate War. Beyond these foundational titles, the Interlock System has seen variant implementations in lighter or specialized games. Teenagers from Outer Space, published in 1987, adapted a simplified version of Interlock for humorous, anime-style adventures involving teenage aliens and everyday chaos on . Gundam Senki, a 1999 Japanese RPG based on the universe, utilized a localized variant of the Interlock ruleset derived from , tailoring mecha combat and piloting mechanics to the franchise's narrative of interstellar warfare. The system's modular design has enabled flexible adaptations, such as the anime-inspired battles in the series and the gritty, high-tech dystopias of the line, demonstrating its versatility across thematic tones. However, not all productions rely exclusively on Interlock; for instance, Castle Falkenstein (1994) diverged by employing a unique card-based resolution system for its setting.

History

Origins and Early Development

The Interlock System originated at , founded by in the early 1980s amid the burgeoning popularity of tabletop games such as Traveller (1977) and (1978), which had established sci-fi and fantasy as viable genres for structured narrative play. Pondsmith sought to develop a versatile, unified ruleset capable of supporting diverse sci-fi settings, emphasizing adaptability across mechanical and narrative elements to facilitate expansion and genre experimentation. The system's early prototype emerged in Mekton II, released in , where it served as a foundational framework for simulating piloting and combat in an anime-inspired sci-fi universe. This iteration introduced core mechanics like attribute plus skill plus 1d10 resolution, tailored for tactical vehicle and character interactions, marking the first implementation of what would become the full Interlock System. Mekton II's design highlighted the system's modular nature, allowing seamless integration of complex simulations like giant robot customization while maintaining accessibility for players. The first complete narrative application of the Interlock System appeared in Cyberpunk 2013, published in 1988 by . This dystopian game shifted focus to high-tech, low-life storytelling, where players navigated corporate intrigue and street-level survival, leveraging the system's resolution mechanics to emphasize over rigid simulation. Cyberpunk 2013 solidified Interlock's emphasis on modular components, enabling easy adaptation for varied sci-fi tropes while prioritizing player-driven narratives in gritty, futuristic worlds.

Evolution and Key Releases

The Interlock System's maturation during the was driven by ' efforts to refine and expand its core rules across multiple titles, establishing it as a versatile framework for games. Building on its foundational use in earlier prototypes like II, the system gained broader adoption through structured updates that balanced narrative flexibility with mechanical depth. A pivotal milestone came with the release of Cyberpunk 2020 in 1990, which formalized the "Standard Interlock" ruleset for handling general tasks such as skill checks and social interactions, while introducing "Friday Night Firefight" as a dedicated subsystem for fast-paced, lethal combat resolution. This edition solidified Interlock as R. Talsorian's proprietary system, enabling seamless integration across genres while emphasizing gritty, high-stakes gameplay. Subsequent expansions further enriched the system, with Mekton Zeta in 1994 incorporating advanced mecha construction and piloting rules that extended Interlock's dice-rolling mechanics to complex vehicle simulations and tactical battles. The Chromebook series of supplements, spanning 1991 to 1995, provided detailed expansions on , weaponry, and fashion, directly tying new equipment options to Interlock's attribute and skill resolution processes for enhanced character customization in settings. By 1997, Interlock contributed to the creation of the system through a collaboration between and Games, resulting in a hybrid ruleset that merged Interlock's straightforward d10-based resolution with Hero's point-buy character creation for greater adaptability across campaigns. This evolution reflected Interlock's growing ecosystem, which by the mid-1990s encompassed over 20 supplements, though the accumulating rules layers drew critiques of complexity that influenced Fuzion's streamlined design.

Mechanics

Character Creation and Attributes

In the Interlock System, character creation begins with the assignment of nine core attributes, each rated on a scale from 0 to 10, though practical minimums start at 2 and maximums reach 10 to ensure viable characters. These attributes—Intelligence (INT) for reasoning and awareness, Reflexes (REF) for agility and reaction speed, Cool (COOL) for composure under pressure, Technical Ability (TECH) for mechanical aptitude, Luck (LUCK) for fortuitous outcomes, Attractiveness (ATTR) for social appeal, Movement (MOVE) for physical speed and endurance, Empathy (EMP) for emotional connection and humanity, and Body (BODY) for strength and resilience—form the foundational metrics of a character's capabilities. Players allocate values using either a point-buy method, distributing approximately 62 points across the attributes with no value below 2 or above 8, or a random roll method, generating nine d10 results (rerolling 1s and 2s for values of 3–10) and assigning them freely. Once attributes are set, players select a career or role that defines the character's professional focus and initial skill set, such as a Solo (combat specialist) or () in implementations, which provides predefined skill packages tailored to the role's thematic and mechanical niche. This step integrates the attributes with role-specific development, ensuring characters align with the game's narrative tone while allowing customization. The process concludes with the Lifepath system, a randomized or chosen table-driven generator that produces over 20 interconnected backstory elements, including cultural origins, personality traits, motivations, family crises, enemies, and life goals, to create rich narrative hooks and interpersonal dynamics without applying any numerical penalties or bonuses to attributes or skills. A key narrative and mechanical feature tied to attributes is the role of Empathy (EMP) in tracking humanity erosion from cybernetic enhancements. Each piece of cyberware imposes a humanity loss (HL) rolled on dice based on complexity (e.g., 2d6 for basic implants). The total is subtracted from the character's Humanity (starting at EMP × 10), reducing effective EMP to floor(Humanity / 10), which can lead to roleplaying consequences like reduced social effectiveness; for instance, a basic cyberarm with a 2d6 rating might yield a roll of 7, resulting in a potential 7-point Humanity reduction. This mechanic underscores the system's thematic tension between technological augmentation and personal identity, as declining effective EMP can lead to roleplaying consequences like reduced social effectiveness. While core mechanics are consistent, implementations vary slightly across games using Interlock, such as Cyberpunk 2020 and Mekton Zeta.

Skill and Resolution System

The Interlock System employs a framework comprising over 50 distinct skills, categorized into areas such as , technical, social, and performance, with examples including Stealth for avoiding detection, Drive Land Vehicle for operating automobiles and trucks, and for . Each skill is rated on a scale from 0 (untrained) to 10 (expertise at the limit of human capability), and during resolution, the relevant skill rating is added to the associated attribute—such as for technical tasks or Reflexes for physical actions—to form the character's total dice pool modifier. Task resolution in the Interlock System uses a core mechanic of rolling 1d10 and adding the character's attribute and skill ratings to determine success against a fixed difficulty level, which typically ranges from 15 for average tasks to 25 for very difficult ones. For opposed actions, such as or evasion, both participants roll 1d10 + attribute + skill, and the higher total succeeds, with ties generally favoring the defender. A natural roll of 10 on the d10 triggers an exploding die effect, allowing an additional 1d10 to be rolled and added to the total for potential critical success. The degree of success is calculated using the formula: Success level = (1d10 roll + attribute + skill) - difficulty, where a positive result indicates degrees of success that can enhance outcomes, such as a +5 yielding a critical success with exceptional results like faster completion or bonus effects. Conversely, a natural 1 on the d10 is always a critical failure (fumble), potentially causing severe complications like equipment failure or unintended consequences. A distinctive feature of the skill system is the use of specialties, which are sub-categories within broader skills—such as under the Shoulder Arms category—granting a +2 bonus to rolls when the task aligns precisely with the specialty. This encourages focused character development while maintaining the system's emphasis on granular expertise in non-combat scenarios like hacking, , or vehicular maneuvering.

Combat Mechanics

The combat mechanics of the Interlock System, known as Friday Night Firefight, are designed for fast-paced, lethal tactical engagements that simulate realistic firefights, where even minor wounds can incapacitate characters quickly. Each turn represents approximately 3 seconds of real-time action, allowing players to resolve intense sequences without prolonged bookkeeping. Initiative is determined at the start of combat by the (REF), who rolls a d10 and adds each participant's attribute to establish the order, with higher results acting first; ties are resolved simultaneously or by narrative choice. Actions within a turn are limited by the character's MOVE attribute, which dictates movement allowance in yards per phase (MPY), emphasizing positioning and cover in dynamic battles. Attack resolution uses an opposed dice roll to determine hits, promoting tension and player agency in evasion. The attacker rolls a d10 plus their relevant weapon skill (such as Rifle) plus REF, potentially modified by factors like weapon accuracy or range. The defender counters with a d10 plus Evasion skill plus REF to represent dodging; if the attacker's total exceeds the defender's, the attack lands, and a separate d10 roll consults a body location table (e.g., head, torso, limbs) to pinpoint the impact for asymmetric effects. This system draws from the core Interlock resolution but adapts it for violence, where non-combat skills like general awareness may briefly factor into ambushes. Damage application underscores the system's lethality, with weapons defined by (SP) ratings and variable damage dice (e.g., a might roll 3d6). Armor SP is subtracted from the total roll before further reduction, yielding the net penetrating . The net penetrating is then compared to the target's BODY to determine severity on a track (e.g., up to (BODY + 3)/2 inflicts a light , higher amounts cause serious or critical injuries, and surpassing BODY results in immediate ), reflecting the fragility of in high-stakes confrontations. Light cause minimal disruption, serious impose penalties to actions, critical injuries (exceeding BODY/2) severely impair functions like movement or senses, and surpassing BODY results in immediate . To enhance tactical depth, Friday Night Firefight incorporates maneuvers like , where a burst from automatic weapons (e.g., rolling multiple attacks in a cone) forces enemies to roll Evasion + REF versus a difficulty based on fire density, potentially pinning or lightly wounding those who fail without a direct hit. Aiming provides a +1 bonus to the attack roll per consecutive turn spent steadying, up to a maximum of +3, simulating marksmanship and adding realism to scenarios where precision outweighs speed. These elements collectively ensure combat resolves swiftly, often in seconds of game time, prioritizing survival through smart positioning over attrition.

Legacy and Influence

Contributions to Other Systems

The Interlock System played a pivotal role in the 1997 project, a collaborative effort between and Games to create a generic framework adaptable to sci-fi and fantasy settings. integrated Interlock's core d10 + stat/skill resolution mechanic with Hero System's point-buy character creation approach, enabling seamless genre-hopping while retaining streamlined task resolution. This merger produced a modular system with "plug-ins" for specialized rules, "switches" to toggle mechanics, and "dials" to adjust complexity, broadening Interlock's reach beyond proprietary titles. Fuzion directly incorporated several Interlock elements, including exploding dice—where a natural 10 on the d10 prompts an additional roll added to the total—and opposed rolls, in which participants compare characteristic + + die results to determine outcomes in contests like or . It also featured explicit compatibility guidelines for porting Interlock characters, such as mapping stats and skills via option points (1 per skill level, 5 per characteristic point), allowing players to transition existing 2020 or Mekton Zeta figures with minimal adjustment. Fuzion's roots trace back to evolutions in 2020, emphasizing fast-paced, narrative-driven play. Beyond the core collaboration, Interlock influenced non-R. Talsorian productions through Fuzion licensing, appearing in titles like Gold Rush Games' Sengoku (1997), a historical Japanese fantasy game that layered cultural "plug-ins" onto the base rules. Early adaptations, such as the 1992 Dream Park RPG—based on Larry Niven and Steven Barnes' novels—employed a simplified variant of Interlock for immersive, scenario-based play within a futuristic theme park setting. These extensions demonstrated Interlock's versatility for hybrid rulesets. The initiative, building on Interlock's efficient d10 framework, contributed to the standardization of lightweight, adaptable systems amid the 1990s RPG expansion, promoting modular designs that prioritized accessibility over simulationist detail.

Modern Usage and Adaptations

In the , the Interlock System has undergone official revisions to enhance accessibility while preserving its core principles. RED, released by in 2020, adopts a streamlined of the Interlock ruleset, retaining the fundamental d10 + attribute + skill roll against a difficulty value but simplifying aspects such as damage tracking, critical injuries, and netrunning to reduce complexity and support faster gameplay. This adaptation was motivated by the need to attract new players to the franchise, coinciding with the development of the to ensure consistency in the . Fan-driven efforts have sustained and refined the original Interlock framework for dedicated communities. Interlock Unlimited, a comprehensive fan supplement launched around 2012 and iteratively updated through the 2010s and into the 2020s, rebalances the system's mechanics for greater versatility and fairness across genres, including targeted overhauls to netrunning procedures that streamline interface operations and combat integration in Cyberpunk 2020 campaigns. Publicly endorsed by founder , this project remains a staple in Cyberpunk 2020 enthusiast circles, enabling customized play without relying on outdated elements. As of 2025, has not issued new official products introducing distinct Interlock variants beyond the RED core and its expansions, signaling a focus on the revised edition for ongoing support. The classic edition, however, continues to be accessible through print-on-demand reprints initiated in 2019 in partnership with DriveThruRPG, allowing modern players to engage with the unaltered Interlock system via high-quality reproductions of the core book and supplements. The system's conceptual legacy persists in digital adaptations, particularly influencing the character development in (2020), where skill trees and progression mechanics reflect the Interlock's emphasis on attribute-modified skill advancement, albeit adapted for real-time action and player choice in a video game format.

References

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