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Character Generation & Rules System
Download character sheet here
Download .pdf of rules here
First and foremost, this is traditional Cyberpunk. There are no ghosts, magic, vampires, aliens, psychic powers, werewolves, fairies or other spootly rubbish.
There are guns, cyberware, and betrayal...
Stats
Players have four stats and we shall deal with them each in turn.
Those stats are:
INT (Intelligence),
BOD (Body)
EMP (Empathy)
RES (Resources)
INT, BOD and EMP start at 1 and RES starts at 0. As RES is dealt with slightly differently, we will talk about it last.
The maximum that INT, BOD or EMP can be raised to (barring artificial augmentation) is 5. Cyberware or some combat drugs may raise either BOD or INT permanently or temporarily for instance. The minimum that a stat can be lowered to is zero (never a good idea, for a whole host of reasons).
An average human has stats of 2 for INT and 2 for BOD.
| Level |
INT or BOD |
| One |
Weak |
| Two |
Average |
| Three |
Strong |
| Four |
Exceptional |
| Five |
Heroic |
(Please note that Replicants and Full Body Replacements are dealt with slightly differently and you should check that section (or click HERE) for any rules that supercede the normal character generation rules)
INT
Starts at level 1 – maximum level 5 (without augmentation)
This usually governs mental skills such as Medicine, Safecracking, Cryptography and so on.
BOD
Starts at level 1 – maximum level 5 (without augmentation)
This usually governs physical skills such as Fu, Firearms, Melee and so on.
Your BOD skill directly opposes someone else’s BOD skill in a grapple or strength situation. Where two combatants are equally matched, the defender wins. Hitpoints
Your BOD level directly correlates to how many hits you have. If you have a BOD of five, you have five hits. A BOD of one equals one hit
EMP
Starts at level 1 – maximum level is 5
This stat does not govern a skill but instead gives the player a ‘pool of points’ from which to buy cyberware. To get this EMP pool, or EP, multiply the EMP stat by ten to get this pool of points at character generation.
Players have seven points to split amongst these three stats only, not including the free point they start with.
RES
There is another stat that every player has, even if it is at zero, and this is Resources. When the refs receive your character concept, they will assign you a Resources number. This number, from zero to five, is an indicator of how wealthy you are, and how readily you can access funds to buy things. This stat primarily governs things that the character starts off with, or can purchase in downtime, or is an indicator of his/her lifestyle. The vast majority of people in the world have resources one or two. This stat is never increased with experience points and can only be increased in downtime by a Ref.
| Level |
Effect |
| Zero |
No Income whatsoever - owns knife and basic clothing |
| One |
Poor - May own a pistol. Poor apartment. Badly paid job (if any). Might own one or two small luxuries |
| Two |
Average - Adequate apartment & nourishing but bland food, armour, reasonable job (if any) |
| Three |
Well off - Good apartment or house, good food, nice vehicle, exotic holidays, well paid job (if any) |
| Four |
Rich - Secured house, maybe a bodyguard, multiple vehicles, likely to be crime lord or high up in a small to moderate corporation, access to AV, good medical cover |
| Five |
Multi-millionaire - Lap of luxury. Fast cars, fine wines, multiple AVs. High up in moderate to large corporation. Likely to have multiple bodyguards and very good security |
| Six |
Mega-rich - Can buy pretty much anything within reason. Unlikely for a player to ever get to this level as it will usually be reserved for large corporations and/or those that run them. |
Skills
Players have seven points to split amongst Primary Skills.
A skill can’t be higher than the related stat. So someone with a BOD of three can’t have a firearms skill above three for instance. See the skill section below for skill list and their corresponding stats. If a skill isn’t in the list, see a Ref. Secondary Skills
Also, every character has three secondary skills.
These are skills that are not directly relevant to a game but are merely to add flavour, or would be useful in downtime or a talkthrough. These would be skills like Drive, Pilot, Operate Heavy Machinery and so on. Once you have chosen these Secondary Skills, you must place them in order from highest to lowest. The highest skill is one that you could comfortably make a living doing.
For every five Experience Points a character earns, he can gain one extra Secondary Skill for free.
Contacts
If you wish to take Contacts as a secondary skill, it allows you to call people during a game or during downtime in order to obtain information or barter for a favour, for instance.
You must choose what background these contacts are from. For example, Criminal, Law enforcement, government, medical, corporate, nomad or within a specific industry such as the music or film industry.
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