Character Creation

Sep 27, 2021 3:57 pm
C:> CREATIONˍSUMMARY.exe
You might be a decent person driven to the fringes by corporate-controlled society. Or you might be born in the slums, outside of the approved order with no ident chip. Whatever the reason, the world doesn't approve of you, and you give it the finger.

To make a runner ---a cyber punk--- you'll do a couple things:
Roll 2d6 six times. If you're making a new character after one has retired or died, roll seven times. This will tell you the resources you have to buy gear, programs and the like. And as we all know, you're only as good as your chrome.
Choose a role. There are seven roles to choose from. Each has a skill they start with and a selection of abilities.
Mark your role skill, and pick one more. You're on the job because it needs someone of your role, but your role isn't all that defines you.
Pick two role abilities. Read your role abilites, pick two to have.
Go shopping. Put that cred to good use. Get some gear. I hear Macrotech has a sale on those new cyber-arms they manufacture.
Roll hp. See HITˍPOINTS.exe
Be ready to answer your character questions. Before each run the GM will ask you three key questions.
• Why does this job need this type of runner?
• There are tons of runners of your type. Why are you the specific person contracted for this job?
• Why can't you stop running?
• Think up a name, pronouns, look and fashion, and your street handle.
Sep 27, 2021 3:57 pm
C:> RESOURCES.exe
When you roll for resources at the start you interpret your results as follows:
• A result of 6- grants 100 ¥€$. ¥€$ is the universal world currency minted in the late 2000's. This is pocket change. Useful for buying programs, ammo, and weapons.
• A total of 7-9 grants street change; It's equivalent to a dozen K or so dollars in the olden times. Don't break it down to ¥€$, or you might as well stop running. Get yourself some street grade (+1) gear.
• A total of 10 or 11 grants serious cash. This was several hundreds of thousands in the olden days. You could live for months or years on this, but get yourself some cutting edge (+2) gear instead.
• A total of 12 grants you a credstick with lots of zeroes. You could retire on this. But remember why you run ---get some bleeding edge (+3) tech installed. If you do, tell the GM who is after you, or who you owe (big time) for this piece of tech. It's the kind of stuff you can't find on the open market.
Sep 27, 2021 3:58 pm
C:> SKILLS.txt
See B:> SKILLS.exe
Study. Alertness. Studying someone. Searching an area.
Broker. Making deals. Signing contracts. Bargaining.
Deception. Lying. Fast talk. Impersonation.
Drive. Anything with wheels, treads or jets.
Jury-rig. Splicing, patching, and dealing with physical engineering. Might fix the mechanical bits of cyberware.
Medicine. First aid. Medical treatments. Surgery.
Parkour. Running. Jumping. Climbing. Swimming.
Stealth. Sneaking. Slight of hand.
Tactics. Making plans. Coordination. Leadership.
Sep 27, 2021 3:59 pm
C:> HITˍPOINTS.exe
You start with 1 Hit Die (HD) by default.

To roll your hp: roll 1 + HD d6 and keep a number of dice equal to your HD.

At the start of each run roll your hp.

When you're hit with Stims, re-roll hp. Using Stims more than once a day is dangerous.

If someone takes the time to patch you up with a Med Kit, re-roll hp and add 1d to the roll (but still only keep HD number of dice).

If you hit zero hp, you are critical. You can't act without help. Hope someone has Stims, or a Patcher is on hand.

Below zero hp? If you are at your HD in negatives but no lower ---you're still critical! If you are lower in the negatives than your total HD it's time to start looking at the promising career of a different runner.
Sep 27, 2021 3:59 pm
C:> WHATˍAREˍROLES.txt
When a team is assembled for a run, they are chosen based on the kinds of problems that need to be addressed and the sorts of people who can handle them (see character questions, C1).

This is your rep and title on the street. This is what you're known to be able to do.

Custom roles: To make a custom role, pick a title, two abilities, and a skill.

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