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Character generation in Cyberpunk 2087

1. Think of a concept. At this stage you should have a broad idea of what you want out of your character. Is he a cop or a yakuza affiliate? Good with guns or with computer? Is he stupid or very tough? These sorts of things. Ask your gamemaster for tips and places to find inspiration, be it books or movies, comics or real life. Some sample concepts are listed at pg46. 2. Now roll for your attributes and assign them. Calculate your derived statistics. (pg2) 3. Lifepath, origins, family background, personal style & motivations: this defines your character background and psychological profile. (pg2, charts a pg26) 4. Assign skills pts and advantages/disadvantages. (pg6, see other sources for the complete description of the skills) 5. Now calculate how much starting funds you have and equip your character (pg26, see other sources for equipment)

ATTRIBUTES Throw 10d10. Reroll any 1. 10s count as 9s. Chose and discard a dice. Then you have 1 point to add wherever you want for every 10 you rolled, plus 1. Do this 3 times. Choose one of the series and assign every roll to an attribute. Attributes may never be lower than 2 or greater than 9 during character creation. You can raise attributes with IPs (at the cost of current attribute*3 [from RIF 6 to 7 you need 18 IPs], and it has to be gained in game too), or with cyberware/drugs/other nasty stuff. Attribute ranges: worst than this is impossible (without accidents/modifications) worst than average human average better than average the best a human can aspire to (without modifications)

2 3-4 5-7 8-9 10

DERIVED STATISTICS Sprint=MAx3 Jump=Sprint/4 Deadlift=BODYx30 in kg. Other stats: usually you ch starts with COOL+1 stress pts. Humanity is EMPx10, then see table in grimms cybertales for the starting base humanity loss. These change during gameplay a lot since you calculate them on your current attribute score. LIFEPATH A character's lifepath can be generated in any way the player or GM sees fit. Generally Id use the lifepath charts included later in this document (page 26). I generally use these charts before skill points are assigned, since certain results may affect which skills, advantages, or disadvantages I take. Usually, I offer the lifepath to players as an option. Since some of the entries can be quite permanent, like the occasional "Disaster Strikes!" result, some players are uncomfortable with the uncertainty involved. Another option is to let players roll on the chart as many or as few times as they want, within the guidelines of the character's age. It helps if they state how many rolls they will make. The GM should enforce the player's decision. ORIGINS, FAMILY BACKGROUNG, PERSONAL STYLE & MOTIVATIONS Now choose/roll your personal origins, family background, personal style & motivations. Use the tables provided.

SKILLS (SP= skill pts, used during ch creation / IP=increasing pts, used during gameplay) In this modified system, character receive the base 50 SP's plus a number of SP depending on character age. These CPs can be spent on any skill desired. No skill may be greater than 6 during character creation. Remember that CP are also used to buy advantages/disadvantages. At least 30% of your skill pts must go in knowledge skills, the one marked in bold in the character sheet. This is to make more balanced and generally well-rounded characters. You can buy a specialization for any skill higher than 3. It costs 1 SP and grants +2 on any roll considering the specialization. (Es.: I have 5 pts in guns with a spec in snipers: I count my skill as 7 when using snipers. I have 3 in urban survival and sewers specialization: when trying to survive on the street I have a 3 but if Im currently stalking the sewers, I get a 5rats do taste good after all if you can find them! You can have only 1 specialization per skill. Martial arts cant have specialization, since they are already specialized enough! Skills may be increased with IPs gained in game. To raise a skill to the next level you need to spent the skills current level multiplied by the skills difficulty (the little number near the skill, if there is) in IP pts. (swim from skill 3 to 4 it would cost you3 pts while medtech would cost 6 pts.) The first point in a skill costs 6 IP (3 if you have already a similar skill have pistols want guns- GM discretion), a specialization costs 6 IPs but both must be gained also in game. At 1 you know how to do something, at 2 you are fine at it. At 4 you are considered good at it and know in your town/city while at 6 you are respected for your ability statewide. At 8 you are the best of the best, all the world knows of you, at 10 you are more or less inhuman. Here's how it works:
AGE 16 17 18 19 20 21 22 23 24 25 26 27 28 SP's Per Year 3 3 3 6 3 9 3 12 2 14 2 16 2 18 2 20 1 21 1 22 1 23 1 24 1 25 TSPs

For every year after 28, add one more SP to the running Total Skill Points (TSP's).

IT'S NOT THE YEARS, IT'S THE MILEAGE Characters older than 28 are reaching the twilight of their days. They are by no means young any more, and the reflexes, stamina, and speed they possessed at age 21 might feel a bit rusty, chipped, and worn. Starting at age 30, the player picks either REF, MA, or BOD, and rolls 1d10.
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If the result is equal to or lower than the unmodified stat (no bonuses for cyberware, drugs, etc.), the character loses 1 point in it. The lower the stat becomes, the harder it will be to lose points in it. This occurs again every two years until age 40. After that, roll every one year until age 55. After 55, roll twice a year. A player cannot roll against the same stat twice consecutively. If any stat reaches 1, the character is crippled. If it dips down to 0, he dies.

ADVANTAGES & DISADVANTAGES Advantages and Disadvantages are bought using SKILL POINTS (SPs) during character creation. Buying an Advantage will cost you skill points, while buying a Disadvantage will give you skill points. You can gain a maximum of 12 pts from disadvantages. Some disadvantages can, if allowed by the GM, be "bought off" using IPs. The cost for buying off a disadvantage is the point cost times 10. For example, buying off the Cowardice disadvantage would cost 40 IPs (4 x 10 = 40). The GM should not allow players to buy off disads without making them work at it, though. Buying off any mental disadvantage may take weeks of psychological therapy which is both time consuming and costly, while replacing a character's missing legs will require either cloned organics, or cybernetic replacements. You be the judge, and don't let them get away with anything. Advantages cannot normally be bought after character creation unless an act of God permits it, in case theyll cost in IPs their SP cost times 10. Advantages & Disadvantages Reference List
Advantage Acute Sense Ambidextrous Artistic Athletic Balance Bilingual Background Born Healer Brawny Brotherhood Chemical Youth Combat Reflexes Combat Ref. ('Net) Computer Aptitude Competent Connoisseur Contacts Cool Under Fire Cyber-Affinity Danger Sense Direction Sense Double-Jointed Eidetic Memory Empathy Fashion Victim Cost 2 SPs 6 SPs 2 SPs 4 SPs 4 SPs 4 SPs 4 SPs 4 SPs Varies 4 SPs 2, 4, or 6 SPs 2, 4, or 6 SPs 4 SPs 4 SPs 2 SPs Varies 2 SPs 10 SPs 2, 4, or 6 SPs 2 SPs 2 SPs 6 SPs 4 SPs 2 SPs Disadvantage Cost

Allergies -2, -4, or -8 SPs Bad Temper -2 or -4 SPs Blindness -4, -6, -8, or -12 SPs Close Personal Tie -2 or -4 SPs Clumsy -4 or -6 SPs Compulsion -2, -4, or -6 SPs Compulsive Liar -6 SPs Cowardice -4 SPs Criminal Record -2, -4, or -6 SPs Cyber-Rejection -10 SPs Debt (Financial) -2, -4, or -6 SPs Deep Sleeper -2 SPs Divided Loyalty -4 SPs Domineering -2 SPs Drug Addiction -2 to -10 SPs Ego Signature -2 SPs Enemies -2 SPs Estranged -4 SPs Flashbacks -2, -4, or -6 SPs Glass Jaw -2 SPs Greedy -4 SPs Hearing Loss/Deafness-2, -4, -6, -8, -10 SPs Hemophilia -6 SPs Honesty -2 or -4 SPs

Fast Favor Friends Hard Hitting Hard to Kill High Pain Threshold Human Calculator Imposing Lady Killer Light Sleeper Lucky Marksman Musical Aptitude Natural Leader Natural Linguist Plain Quick Healer Quick Recovery Recognition Resistant Resources Salesman Scientific Aptitude Strong Stomach Talented Technical Aptitude Tough Vehicle Zen Voice

2 SPs 2, 4, or 6 SPs 4 SPs 4 or 6 SPs 6 SPs 6 SPs 4 SPs 2 SPs 4 SPs 2 SPs 2, 4, or 6 SPs 6 SPs 2 SPs 2 SPs 4 SPs 2 SPs 6 SPs 6 SPs 4 SPs 4 SPs Varies 4 SPs 4 SPs 2 SPs 4 SPs 4 SPs 6 SPs 4 SPs 4 SPs

Honor -2 or -4 SPs Illiteracy -4 SPs Illness -4, -6, or -10 SPs Impaired Vision -2 SPs Impulsive -2 SPs Kleptomania -6 SPs Lechery -2 or -4 SPs Masochism -2 SPs Missing Limbs -4 SPs per limb Moral Qualm -2 or -4 SPs Mute -4 or -6 SPs Nightmares -2 SPs No Pain Tolerance -6 SPs Old Injury -4 SPs Overconfidence -4 SPs Pacifism -4 or -6 SPs Paranoia -6 SPs Phobia -2, -4, or -6 SPs Poor Sense -2 SPs Rebellious -2 SPs Rival -2 or -4 SPs Sadism -4 SPs Sterility -2 or -4 SPs Uncouth -4 SPs Unmistakable Feature -2 SPs Vendetta -2, -4, or -6 SPs Weak -4 SPs Weakling -4 SPs Weak Stomach -4 SPs

ADVANTAGE LIST What follows is a list of the advantages available in this version of Cyberpunk. Some of them emulate certain special abilities from Cyberpunk 2020, while most of them reflect on a certain excellent quality or aptitude a character exhibits. Advantages can only be bought during character creation using Skill Points. Acute Sense (Varies) Cost: 2 SPs When a player selects this advantage, he also selects one of his five senses (sight, hearing, taste, smell, or touch). Awareness rolls made that involve that kind of stimulus receive a +2 bonus. Any cybernetic options that alter or replace the specified sensory organs (replacing eyes with cyberoptics, for example) will nullify this advantage in regards to that sense. If only one eye is replaced, the bonus is reduced to +1; if a limb is replaced with a cybernetic part, the bonus no longer applies to touch-based rolls with that arm. Sensory organs modified by nanotech augmentation are only adversely affected 10% of the time. This advantage may be taken up to five times, once for each of the senses. Ambidextrous Cost: 6 SPs
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The character can function equally well using either hand (no off-hand firing modifier), though penalties for multiple actions still apply. Artistic Cost: 2 SPs Artistic characters are naturally drawn (pun intended) to art, be it painting, drawing, sculpting, or some other physical medium of expression. While their art may not speak to all who observe it, it is unquestionably of high quality. Artistic characters get a +2 bonus to Paint or Draw and Forgery skill rolls. Athletic Cost: 4 SPs An athletic character is especially in tune with his body. This grants a +2 bonus to Athletics, Dance, and Dodge & Escape skill rolls. This bonus is also applied to Martial Arts maneuvers such as Dodge and Escape. Balance Cost: 4 SPs The character will not suffer from dizziness due to changes in orientation, which translates into a +2 on space sickness rolls, an automatic +1 skill in 0-Gee Maneuver, and a +2 bonus to any athletic skill involving extended balance. Bilingual Background Cost: 4 SPs The character grew up speaking two languages. This grants him an additional language at +8. Born Healer Cost: 4 SPs The character has natural aptitudes with healing the sick and injured. This grants him a +2 bonus when using skills such as First Aid, MedTech, and Diagnose Illness. Brawny Cost: 4 SPs Strong characters are better able to employ their muscles for lifting and carrying. When calculating how much a Strong character may carry or dead lift, act as if their Body attribute is 2 points higher than it actually is. Brotherhood Cost: Varies (see Appendix 1) You are a member or close associate of a cohesive group of people. Such groups include nomad packs, gangs, workgangs, pirate groups, etc. Brotherhood defines rank, clout, and the ability to call on the group's resources. There are three separate types of brotherhood: Family (nomads), Blood (gang members), and Workgang (for orbital and subaquatic workgangs). For more information, see the cost charts in the appendix. Chemical Youth 9

Cost: 4 SPs The character with this advantage, either through his unique psychology or physiology, is less likely to become dependant on drugs and alcohol. As such, he gains a +2 bonus on any addiction saves he makes. Combat Reflexes Cost: 2, 4, or 6 SPs For each level of Combat Reflexes bought, the character will gain a +1 to his Initiative rolls (up to the maximum of +3). This acts as the "Combat Sense" special ability in that respect only. Combat Reflexes (Net) Cost: 2, 4, or 6 SPs For each level of Net Combat Reflexes bought, the character gets a +1 bonus to his initiative in the 'Net (up to the maximum of +3). Computer Aptitude Cost: 4 SPs This advantage entitles the character to an uncanny ability to operate computers, both in and out of netspace. This grants a bonus of +2 when using Cyberdeck Design, Interface, Library Search (computers only), Programming, and System Knowledge. Competent Cost: 4 SPs A Competent character rarely screws up. If a character with this advantage rolls a "1" on a skill roll, he may roll two additional d10s when determining if the roll is a fumble and choose the most beneficial result. Connoisseur Cost: 2 SPs A character who is a Connoisseur knows and appreciates the finer things in life. He is familiar with the finest wines and foods, the most prestigious designer drugs, and the best cosmetics, jewelry, and clothing. His extensive knowledge grants him a +2 bonus on Social rolls when trying to impress upper echelon movers and shakers, as well as a +2 bonus to Streetwise rolls made to procure such goods on the black and gray markets. Contacts Cost: Varies (see Appendix 2) Contacts are people that characters can use as information sources, or can contact for goods and services. The number of points spent on a contact reflects the value of that contact's skill, reputation, availability, and reliability. Contacts are likely to become unhappy if used quite often, and may request information or services from the characters as well. For more information, see the cost charts in the appendix. Cool Under Fire Cost: 4 SPs A character who is Cool Under Fire never suffers skill roll penalties (CP2020 v2.01, page 42)
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when Under Stress or Under Attack and has a +2 bonus on gut rolls. Cyber-Affinity Cost: 10 SPs This rare and extremely valuable advantage grants a character 15 points of Humanity Cost (HC) per Empathy point versus the normal 10. This allows him to graft more cyberware into and onto his body than a normal human being. This is a powerful advantage, and should not be handed out without forethought on the part of the GM. Danger Sense Cost: 2, 4, or 6 SPs For each level of Danger Sense bought, the character will gain a +1 on awareness checks when his life is on the line (up to a maximum of +3). This acts as the "Combat Sense" special ability in this respect only. Direction Sense Cost: 2 SPs This is the equivalent of an internal compass. The character, at any time, can make an average awareness roll to determine his facing. Double-Jointed Cost: 2 SPs The character's body has more flexibility than average. This grants a +4 bonus to all Dodge & Escape skill rolls, and might assist in any physical activity that requires contortions (squeezing into a small box, pulling your body through a toilet seat lid, etc.). Eidetic Memory Cost: 6 SPs The character has a "photographic" memory. He can remember anything he has seen, learned or heard by making an awareness roll without modifiers. Empathy Cost: 4 SPs The character is good at reading emotions and understanding people. This grants an automatic +2 to his Human Perception rolls, and +1 to other Empathy-related skills. Fashion Victim Cost: 2 SPs A character with this advantage can make anything look stylish and hip through sheer talent. This grants a +2 bonus to all Personal Grooming and Wardrobe & Style skill rolls. Fast Cost: 2 SPs Quick characters add 3 points to their effective Run score. These additional points do not affect the character's Leap score, which should be calculated using the character's unmodified Run total.
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Favor Cost: 2, 4, or 6 SPs The character is owed a favor by someone. The favor's impact depends on the level of the advantage. Calling in the favor is a one-time deal. Once used, the debt is null and void. Depending on both the ethics of the owing party, as well as the state of the relationship between the two parties, this advantage can present opportunities for deep role-play. Note that the NPCs who owe these favors must be relatively anonymous (for example, a mid-level executive of Militech might owe you a favor, but not a member of the board of directors). If the GM wishes, he can increase the cost of the favor by between 2 and 4 extra points depending on who owes it to the player. At 2 points, the favor is relatively minor, and the person who owes the favor won't risk his life/livelihood to perform it (a policeman ignoring a minor weapons violation, a prostitute giving a "freebie," a friend letting you sack out on his sofa for a month or so, etc.). The monetary value of the favor can't be more than 200 to 300 eurobucks. At 4 points, the favor carries a bit more weight. The person owing the favor will risk his livelihood/job, though not necessarily his life, to come through for the character that he owes (a policeman looking the other way or falsifying a report, a mechanic botching a repair job on your enemy's car, a clerk or official photocopying sensitive documents), etc. The monetary value of the favor can't be more than 1000 eurobucks. At 6 points, the person owes you his life. The person owing the favor is honor-bound to risk both his life and livelihood in order to come to the character's aid. The monetary value of this level is debatable. Friends Cost: 4 SPs For each Friend bought, the character has a Friend as per "Make a Friend" on the Lifepath chart. Friends are different from Contacts, in that they (Friends) will (generally) put their life on the line for you, whereas Contacts will only supply information, services, or goods. Friends are considered to be on a par, skill and ability-wise, with a starting PC. Hard Hitting Cost: 4 or 6 SPs The character with this advantage knows where to strike opponents in unarmed or melee combat (specify which). This has the game effect of increasing the character's hand-to-hand damage bonus by +1. For 6 points, this bonus damage applies to damage from both unarmed and melee attacks. Hard To Kill Cost: 6 SPs Like Steven Seagal, the character with this advantage is hard to kill. As such, he gets a +1 bonus to any Death Saves he must make. High Pain Threshold Cost: 6 SPs The character can tolerate pain better than most people. After taking damage, he gains a +1 to
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his Stun/Shock Saves, as well as a +2 bonus to Resist Torture/Drugs when pain is involved (ie, this won't help if truth serums are used, only torture). Human Calculator Cost: 4 SPs The character with this advantage can do complicated mathematics in his head. This grants a +2 bonus to all Accounting, Gamble, Mathematics, and Programming skill rolls. Imposing Cost: 2 SPs An Imposing character looks like trouble. Whether he is or not is up to the character's player. This is reflected in a +2 bonus to all Intimidation skill checks, as well as +2 to any Reputation rolls made during a facedown. Lady Killer Cost: 4 SPs This a specialized form of the Empathy advantage which reflects the character's uncanny ability to seduce members of the opposite sex (or the same sex, depending on orientation). Don't let the name fool you...this advantage can be taken by both sexes. It entitles the character to a +2 bonus to all Seduction rolls, and a +1 bonus to all other Empathy-based skills when used against the opposite sex (the girls just can't say no!). Light Sleeper Cost: 2 SPs With this advantage, a character may make Awareness rolls while asleep (at the GM's discretion). Lucky Cost: 2, 4, or 6 SPs A character who is Lucky gets a number of extra Luck points each game, and these points can be spent just like normal Luck points. Note that this advantage doesn't affect the character's actual Luck score. For every 2 points spent on this advantage, the character gets an extra Luck point. Marksman Cost: 6 SPs A character with the Marksman advantage has a natural talent with one type of ranged weapon (specify: archery, handgun, heavy weapon, submachinegun, rifle, etc.), specified at the time that the advantage is purchased. The character only suffers a -1 penalty for snapshots, aimed shots grant a +2 bonus to-hit per turn spent aiming (as opposed to +1), and the difficulties of shots that are aimed at a specific location (ie, called shots) are one point less than normal. GMs may wish to limit the availability of this advantage. Musical Aptitude Cost: 2 SPs The character is a natural musician, and can play music "by ear." This translates into a +2 bonus
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when using music-related skills, such as Play Instrument and Composition (musical, not lyrical). Note that this does not affect singing; you'll want to take the "Voice" advantage for that. Natural Leader Cost: 2 SPs A character who is a Natural Leader is able to lead and inspire people through charisma and sheer force of will. This results in a +2 bonus to all Leadership and Oratory skill rolls. Natural Linguist Cost: 4 SPs The character learns languages quickly, and can do so at half their IP multiplier. One could raise his Japanese (IP x2) from +4 to +5 for only 40 points, versus the 80 points required from a character without the advantage. Plain Cost: 2 SPs A Plain character has unremarkable looks and few distinguishing features. As such, he can pass unnoticed more readily than someone who is remarkable in some way. This is reflected in a +2 bonus to all Disguise and Shadowing rolls, and to all Hide skill rolls that are made "in plain sight" (in a crowd, for example). A character with this advantage can never have an Attractiveness score higher than 6 or lower than 5 (ie, dead average). If the character's Attractiveness attribute changes for better or worse, the benefit of this advantage is lost. Quick Healer Cost: 6 SPs A character with this advantage will heal two points of damage per day instead of one (or 1 instead of half if using only first aid), in addition to the effects of any nanoids and speedhealing drugs used. Quick Recovery Cost: 6 SPs A character with this advantage will need less time to recover his wits. He recovers 2 times his rec score for any pause for breath action, or he can do any non-attack action or a move action while pausing for breath. He cant run or sprint doing this, only walk. Recognition Cost: 4 SPs The character is good at remembering names, and the faces and/or voices that go with them. Whenever meeting someone he knows (or thinks he knows), an Awareness roll can be made at +6 to remember who they are. Difficulty numbers may vary, depending on the extent of disguise, etc. Resistant Cost: 4 SPs The character can tolerate illnesses/diseases better than most people. Treat the characters body type as 2 points greater when making resist illnesses/diseases checks.
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Resources Cost: Varies (see Appendix 3) You are employed by a large company or corporation. Resources defines rank, clout, and the ability to call on the company's resources. For more information on cost, see the cost charts in the appendix. Salesman Cost: 4 SPs A character with the Salesman advantage is a natural at making a sale. When attempting to buy or sell goods, the character gains a +2 bonus to Human Perception, Persuasion & Fast Talk, and Streetwise skill rolls (if applicable). Scientific Aptitude Cost: 4 SPs The character is a natural scientist, and gains a +2 bonus when using skills such as Anthropology, Biology, Botany, Chemistry, Geology, Mathematics, Physics, and Zoology. Strong Stomach Cost: 2 SPs The character can deal with blood, guts, and gore, as well as other sick and disgusting things, without risk of tossing his cookies. In addition, he gains a +2 to save against chemicals such as vomit gas. Talented Cost: 4 SPs When this advantage is selected, the player must select a single skill. This single skill can be increased (through experience) to a maximum rating of 12 instead of 10. Although not immediately beneficial to a starting character (especially if the GM limits starting skill totals), this is still a powerful advantage. Technical Aptitude Cost: 4 SPs The character is good with fixing things, and therefore gains a +2 bonus when using skills such as Aero Tech, AV Tech, Basic Tech, Cybertech, and Gyro Tech. Note that this is NOT a bonus skill level, and has no effect on medical skills. Tough Cost: 6 SPs The character with this advantage acts as if his Body Type Modifier is one level higher. For example, a man with an Average body type and the Tough advantage acts as if his BTM is -3 instead of -2. Vehicle Zen Cost: 4 SPs The character has a natural affinity for driving vehicles, and as such, gains a +2 to all piloting
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and initiative rolls while using said skills. Voice Cost: 4 SPs The character's voice is naturally pleasing to the ear. This allows for a +2 modifier to skills such as Perform, Fast Talk, Oratory, Leadership, Seduction, and Social. DISADVANTAGE LIST Disadvantages represent faults or defects that some characters have. Some are physical, while others are mental. Disadvantages, depending on their severity, can be permanent, but they don't have to be. Most can be bought off with IP's later in the character's life. If a disadvantage is bought off, the player and GM should work out the details. The change should by no means be sudden, or happen overnight, without some major external influence (for example, surgery or personality adjustment). Disadvantages are severe flaws that have a profound impact on a character, and should not be done away with lightly. Remember you can gain only 10 pts worth of disadvantages during ch creation. A final note on disadvantages. Characters are not required to have any at all. Though you may want to play a character who is quite honorable and trustworthy, it doesn't mean you must buy the Honor disadvantage. Buying the disadvantage merely forces you to role-play it under any and every circumstance. Playing an honorable character without the disad means he isn't forced to do something he'd rather not do. Allergies Cost: -2, -4, or -8 SPs The character is allergic to some substance or another : At -2, the character must make a Body save at -2, or he will experience unpleasant symptoms, such as sneezing, itching, etc. This might modify skill rolls (ie, -2 to Handgun for stinging, watering eyes, etc). At -4, the character will experience more severe symptoms, including high fever and respiratory distress. The character must make a Body save at -4. If the roll is failed, all skills will be lowered by half until the substance causing the attack is removed. At -8, the character may have more severe reactions (ie, coma, vomiting, and death). A save must be made as per the -4 allergic disadvantage, but at a -6 modifier. The results are the same, but a failed result will ALSO cause 1 point of damage and the character must make a stun/shock save or fall into a coma. The damage will occur every hour until the substance causing the attack is removed. Bad Temper Cost: -2 or -4 SPs The character must make a save against his Cool stat under certain conditions to avoid losing his temper. The severity of the situation should be reflected in modifiers to this roll. For example, a minor annoyance may grant a +2 bonus to the Cool save, while an irritating situation (a fender bender on the freeway during rush-hour traffic) might impose a -2 penalty. Temper tantrums last 1d10 rounds, after which time the grump can attempt an unmodified
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Cool save once per turn in order to calm down. At -2, the character's temper is represented by a barrage of profanity, yelling, and screaming. At -4, the character gets violent when he loses his temper, lashing out at the object of his annoyance with whatever weapon is convenient (typically his body, but if he's holding a weapon of some sort, all bets are off). Blindness Cost: -4, -6, -8, or -12 SPs The character is blind in one or both eyes. At -4 and -6, the blindness is confined to one eye of the character's choice. This damage can be "bought off" at -4 (this involves replacement of the eye through organic or cybernetic parts), but not at -6. Having only one eye incurs a penalty of -2 to any action involving depth perception. At -8 SPs, the blindness is total, and can be "bought off" using IPs, but must also be accompanied by surgery. If bought at -12 SPs, the blindness is permanent (nerve degeneration, etc.), and cannot be repaired by any medical means. Close Personal Tie Cost: -2 or -4 SPs The character has a close friend or relative that he cares about. If the friend/relative is any amount of danger, the character is obligated to do anything in his power to help his Personal Tie. Should the Personal Tie die, or become an enemy, severe emotional distress may occur at the GM's discretion. At -2, the Personal Tie is capable of taking care of himself. At -4, the Tie totally relies on the PC for care. Clumsy Cost: -4 or -6 SPs The character is a klutz. At -4 SPs, this only affects either manual dexterity (fine tuned work with the hands, shooting, etc.), or whole body agility (dancing, martial arts, running, etc.). At -6 SPs, it affects both (the character is a total clod). Consequently, the character automatically fumbles on a natural roll of 20 (ie, he does not get to roll the second d10 for a 1-5 result before fumbling after rolling a 20). In addition, during times of stress (ie, disarming a bomb, or walking through an antique shop), the character must make a Save against Cool, or break something (he's nervous because he knows he's an oaf.) Compulsion Cost: -2, -4, or -6 SPs A character with this disadvantage does something compulsively. Such activities might include innocent things like cleaning up after other people, or they may be more self-destructive, such as a gambling or sex addiction. At -2 points, the compulsion is more of a quirk than anything. It need not disrupt the character's life overmuch, and can usually be role-played. If it becomes an issue of concern, the player must make an Average save versus Cool to resist the impulse to indulge in his compulsion. At -4 points, the compulsion is a serious psychological flaw. Whenever presented with the
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object of his obsession, the character must make a save versus Cool at -2 or be forced to pursue his compulsion. At -6 the compulsion is a major problem, obvious to everyone the character meets. When faced with a circumstance relating to his compulsion, a character must make a save versus Cool at -4 to resist the temptation. Even if he resists, he will be obviously uncomfortable as long as he is subjected to the situation. Compulsive Liar Cost: -6 SPs The character will lie to hear himself talk. He gets a kick out of spinning tales, and it doesn't even matter if the person he's talking to knows he's lying or not. Invariably, it may be hard for the character to find anyone who will believe him at all (ie, The Little Boy Who Cried Wolf). This may mean as much as a -5 modifier to skills such as Fast Talk, Seduction, and Oratory if the people he is attempting to con know of his disorder. If the player wants his character to tell the truth, he must make a Save against Cool (at -2), or he will automatically lie. Cowardice Cost: -4 SPs Any time the character tries to accomplish a task which may cause him physical harm, he must make a Save against Cool at -2 in order to show some guts and stick around. If he fails, he must run or hide, whichever is more convenient. Criminal Record Cost: -2, -4 or -6 SPs A character with this disad has been convicted of a crime sometime in his life. At level -2, it's a black mark on his past, and it might prevent him from getting certain jobs (employers don't want ex-cons). Also, since he's on a criminal database somewhere, he might be picked up as a suspect in other crimes, whether or not he committed them. This also gives police a reason to harass the character for no reason. At -4, the character is still on parole. He must visit his parole officer once a month, take a drug test each visit, and hold down a steady (legitimate) job. At -6, the character is an escaped convict, likely to be gunned down on sight by any police that recognize him. Being caught by police will mean another trip to the pen for an even longer duration. Cyber-Rejection Cost: -10 SPs The character with this disadvantage cannot have any cyberware grafted onto or into his body or his immune system will violently reject it. If a Save against Body (at -4) is made, the Cybernetics will not work, and the character will take 2 points of damage daily until they are removed. This damage is cumulative, and will not heal. If the roll is failed, the character must make a Death Save once per hour until the cyberware is either removed or the character dies, in addition to taking the 2 points of damage per day. Debt (Financial) Cost: -2, -4, or -6 SPs The character in question owes someone money. The nature of the debt is up to the player
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and GM to decide, but it shouldn't be an amount that the player can pay off immediately. This debt need not be based on money, but on equipment that was previously lost or damaged (a car that the PC wrecked, money owed in a court settlement, child support or alimony, etc.). The character need not pay all the money at once, but it must be a constant drain on his resources. Failure to make regular payments can lead to a lousy credit rating, repossession of equipment or property, and arrest. The debt amounts are guidelines, subject to the GM's whim and approval. For an additional -2 SPs, the debt is owed to a less-than-scrupulous party who will happily cause the character grief if he fails to pay up on time (for example, a mob bookie who sends three thugs to break a character's legs if he misses an installment). GMs, be aware that a character needs to buy off the debt with IP before he can completely pay the debt off. At -2, the character must pay 200 eurodollars a month for a year before the debt is paid off. At -4, the character must pay 500 eurodollars a month for a year, or 300 eurodollars a month for two years, before the debt is paid off. At -6, the character must pay 1000 eurodollars a month for a year, or 600 eurodollars a month for two years, before the debt is paid off. Deep Sleeper Cost : -2 SPs The character is hard to wake up once he is asleep. A Deep Sleeper must succeed at an Intelligence save with a -4 modifier in order to wake up under normal circumstances (their alarm clock is going off, for instance). Loud noises or shaking might reduce this penalty, but will never grant a bonus. For each consecutive round that the disturbance continues, the penalty decreases by one point to a minimum of +0. Divided Loyalty Cost: -4 SPs The character has a deep-seated loyalty for something or someone other than his current employer or fellow PCs (a government organization, a corporation, a gang, etc.). The interests of the character's employer (or controller or whatever) may not always be in line with that of the other PCs. The GM should discuss the details with the player prior to play, and then plan accordingly. Ignoring this disadvantage is a good way for a PC to end up in deep trouble. Unlike Close Personal Tie, this disadvantage does not necessarily represent a loved one or members of the character's family (though, in some particularly twisted circumstances, it could). Domineering Cost: -2 SPs A character with this disadvantage likes to be in charge, and will attempt to fill the leadership role in any group. He is bossy, unforgiving of failure, and expects those below him to follow his orders to the letter. Domineering people are typically disliked by their underlings. This is reflected in a -2 penalty to any Leadership rolls made by the domineering character against NPCs who are familiar with him. Drug Addiction Cost: Varies (-2 to -10) The cost for a drug addiction is based on the legality of the substance and the total cost per dose. Something that costs a lot, or is highly illegal, is probably going to be harder to get, and
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the risks involved in keeping your habit are greatly increased. Likewise, something that you can buy at the corner market for five dollars is going to be easier to purchase. When determining the cost of the addiction, cross-index the legality of the substance with the cost of the substance on the following chart : Cost Legal/Common Prescription Type C Type B Type A 1-150 euro -2 -3 -4 -5 -6 151-300 euro -3 -4 -5 -6 -7 301-450 euro -4 -5 -6 -7 -8 451-600 euro -5 -6 -7 -8 -9 601-750+ euro -6 -7 -8 -9 -10 Ego Signature Cost: -2 SPs The character must leave a "calling card" behind, even during sensitive operations. This can amount to a piece of white lace, a silver bullet, a flower, or a chewed toothpick. Intentionally leaving such clues behind increases the likelihood that the character's identity will be eventually discovered. Enemies Cost: -2 SPs For each -2 points spent on enemies, the player gets to roll up an enemy on the Friends and Enemies portion of the Lifepath. Estranged Cost: -4 SPs An estranged character has trouble forming close personal relationships. This is reflected in a 2 penalty to most interpersonal skills (GM's discretion). A character who is Estranged cannot take the Empathy advantage. Flashbacks Cost: -2, -4, or -6 SPs The character suffers flashbacks from a traumatic experience he had earlier in life. Similar circumstances or stressful situations may trigger these flashbacks. At -2, the character must make a Save vs. COOL or be stunned for a round. At -4, he must make the save at -2, or be stunned for 1D5 rounds. At -6, the character must make the save at -4, or he will begin to hallucinate, thinking that the current situation is, in fact, the old one. He must make a save every 1D10 minutes to "snap out of it," with a +1 modifier every subsequent roll until he recovers. This disadvantage can be "bought off" with IPs if psychological counseling is sought by the character. Glass Jaw Cost: -2 SPs A character with this disadvantage is easily knocked out by blows to the head, and therefore suffers a -2 to Stun saves after taking such injuries.
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Greedy Cost: -4 SPs The character is selfish, miserly, and obsessed with money. When offered a bribe, a Save against Cool must be made at a -2 modifier in order not to accept it. In addition, people of this sort are known to betray friends for a few lousy bucks, and this may affect reputation as well. Hearing Loss/Deafness Cost: -2, -4/-6, -8, or -10 SPs At -2 SPs, the character is a victim of partial hearing loss in both ears. This results in -2 to all hearing-related Awareness rolls, and the damage can be bought off. At -4/-6 SPs, the character experiences total deafness in one ear (-4 to all hearing-related Awareness rolls). If at -6, this damage cannot be bought off. At -8 SPs, the character is completely deaf in both ears. However, this disad can be bought off as long as costly surgery (involving bio- or cyber- enhancements) is performed as well. At -10 SPs, the character is completely deaf in both ears, and this damage can't be bought off, no matter what. Hemophilia Cost: -6 SPs A character with this disadvantage has blood that doesn't clot very well. When injured, the character will continue to take one point of damage a round until the bleeding is stopped, or until he dies. This will continue while the character is unconscious, as well. Honesty Cost: -2 or -4 SPs At -2 points, the character won't lie, cheat, steal, or break the law unless it is a life-or-death situation. At -4 points, the character will never behave dishonestly in any way at all, although he may be evasive. Honor Cost: -2 or -4 SPs At -2 points, the character will do anything to accomplish his duty, including placing his life in danger. If it appears as though his acts will bring certain death, he can back out. At -4 points, the character will go so far as dying if it will accomplish his mission. Illiteracy Cost: -4 SPs The character cannot read or write, and has trouble with simple math. Illness Cost: -4, -6, or -10 SPs A character with this disadvantage has a chronic disease or illness which cannot be cured through conventional medicine. Such illnesses can include arthritis, migraines, muscular and nervous disorders, diabetes, cancer, etc. Symptoms of specific illnesses should be reflected through play. Medical and trauma team care may be somewhat more expensive for a
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character with a chronic disease, since his condition requires that special steps be taken when treating him. Illnesses can be "bought off" if the proper treatment is sought during play. At -4 points, the illness is minor and can be controlled through regular doses of prescribed medication, which can be quite expensive (GM's option). If the medication is not taken, symptoms of the illness will manifest within 1d6 hours. Symptoms can include pain and/or fatigue, and should be reflected in a -2 to all skill rolls due to distraction and feelings of ill health. At -6 points, the illness is somewhat worse. Medication must still be taken to ease the symptoms of the disease, but either the medicine doesn't completely curb the symptoms or the medication itself causes adverse side effects. If the medication is not taken, symptoms will manifest within 1d3 hours, giving the character a -4 to all skill rolls. Even with his medication, a character still suffers a -2 bonus to Initiative, as well as to any other rolls that the GM deems relevant. At -10 points, the character's illness is terminal, and he hasn't got very long to live. The GM should secretly roll 1D10+2 to determine how much longer (in months) the character has to live. For the time being, the character suffers as per the -4 point Illness disadvantage. Once half of this time has passed, his condition worsens to the -6 point Illness disadvantage. After half of his remaining time (be it weeks or months) has passed, the character's condition deteriorates rapidly. Past this point the character is bedridden, and no longer viable for standard play. Once his time expires, so does he. Impaired Vision Cost: -2 SPs The character is a victim of nearsightedness, farsightedness, or astigmatism. This can be corrected by the use of contact lenses or glasses. The defect cannot be repaired completely (ie, cybereyes or organic replacements, or surgery) unless the disad is "bought off" using IPs. Impulsive Cost: -2 SPs Impulsive characters find talking and planning to be a tedious waste of time, instead preferring to go out and get the job done. They are generally impatient (though this need not always be the case), and grow agitated if things don't seem to be moving as fast as they'd like. GMs should feel free to tempt Impulsive characters into performing rashly. Kleptomania Cost: -6 SPs The character is a compulsive thief who will steal anything he thinks that he can get away with. What's more, he may not even realize that he's stealing anything until he is caught. When faced with an opportunity for thievery, the player (or the GM, secretly) must make a Save vs. Cool at -2. If the save is failed, the character must make an attempt to swipe the desired object (be it a string of faux pearls or a diamond ring). Failure of the theft roll could lead to incarceration or violent death. Lechery Cost: -2 or -4 SPs At -2 points, the character is drawn to the opposite sex like a moth to a flame. Seduction rolls
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against this character are made at a +2 bonus to the seducer's roll. At -4 points, the character is obsessed with sex, and will do whatever he can to get the objects of his desire into bed. The character also gets a -2 penalty to all Empathy-based skills when dealing with the opposite sex due to roving eyes and attitude. (Note: If characters are homoor bisexual, this disadvantage can relate to feelings of the same sex as well.) Moral Qualm Cost: -2 or -4 There is something that the character is morally opposed to doing, such as harming children, lying, or using torture on a prisoner. At -2, while the character won't actively participate in such activities, he will allow other PCs to indulge. At -4, the character is so repulsed by the activity that he will take steps to prevent it from happening at all, and will not think very highly of those who do. Masochism Cost: -2 SPs The character is a masochist, and derives pleasure from his own suffering. He will receive +2 to Resist Torture rolls, but may actually go out of his way in order to get hurt. Such methods may include self-mutilation, kinky sex, etc. Missing Limbs Cost: -4 SPs per limb The character, through defect, mishap, or violence, is missing a limb (the extent of the deformation/injury is subject to discussion, and may grant more or less SPs). Normal cybernetic and vat-grown tissues can be grafted onto the character only after he/she has "bought off" the disadvantage with IPs, though non-cybernetic prosthetics can be used. Mute Cost: -4 or -6 SPs The character cannot talk, due to defect, injury, psychological problems, etc. At -4 SPs, this disad can be "bought off" using IPs (surgery might be necessary, as well). At -6, the defect is permanent. Nightmares Cost: -2 SPs The character is prone to nightmares. Every time the character tries to sleep, he must roll 1D10. On a result of 1 or 2, he experiences a nightmare which will be of such intensity as to wake him up. He will be unable to sleep the rest of the night. Subsequent nights which yield nightmares as well may incur modifiers to attribute and skill rolls due to exhaustion. No Pain Tolerance Cost: -6 SPs When the character takes damage, his stun/shock save must be made with a -2 modifier. If the roll is failed, the character is knocked unconscious or incapacitated due to pain (ie, rolling around on the ground screaming). If such a character is the subject of torture, he is likely to
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snap like a twig (-4 to resist torture). Old Injury Cost: -4 SPs The character must roll on the Random Injury Chart and suffer whatever consequences arise. The effects of the injury, regardless of the severity, cannot be corrected until the disadvantage has been "bought off." This disadvantage is a total gamble, and should not be taken lightly. Overconfidence Cost: -4 SPs The character sees himself as better than he truly is. In his eyes he can take on anything and come out without a scratch. This can cause the character to take excessive risks which might get him into more trouble than he's actually worth. Pacifism Cost: -4 or -6 SPs At -4, the character will under no circumstances kill anyone intentionally. Unintentional killing will cause feelings of guilt. The character may still harm opponents, either knocking them unconscious or crippling them. At -6, the character will not intentionally hurt anyone. Hurting anyone will cause the character grief, and killing anyone may cause total mental breakdown. Paranoia Cost: -6 SPs The character suffers from a paranoid delusion. Everyone and anyone might be out to get him, even you, and he trusts no one. This is a very strong delusion that calls for good role-playing. GMs are encouraged to be fiendish and feed the character's paranoia. Phobia Cost: -2, -4, or -6 SPs At -2 points, the character has a minor fear of an object, animal, or circumstance. When faced with the object of his fear, the character must make a Save vs. COOL or he will refuse to face his fear. At -4 points, the character must make a Save vs. COOL with a -2 modifier. If he fails, he may panic and try to get away. At -6 Points, the character must make a Save vs. COOL with a -4 modifier. If failure results, the character may faint or become hysterical. More rolls might be required as the situation dictates. Poor Sense (Varies) Cost: -2 SPs When this disadvantage is taken, the player must specify either his character's sense of smell, taste, or touch. Awareness rolls made that involve the selected sense suffer a -2 penalty. Rebellious Cost: -2 SPs One of the quintessential features of the stereotypical Cyberpunk character. A rebellious
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character suffers a -2 to all interpersonal skill rolls when dealing with authority figures (police, government officials, corporate officers, etc.). Rival Cost: -2 or -4 SPs You have a rival, someone who presents legitimate competition in your area of expertise. Your rival should be a fully developed character, with skills and abilities that equal (or, in some cases, exceed) your own. Your rivalry need not be a hostile one, depending on the point cost of the disadvantage. At -2, your rivalry with this competitor is almost friendly and tainted with professional courtesy. While the two of you aren't friends, you're certainly not enemies. Business, after all, is business. At -4, your rival has taken a personal interest in making sure that he succeeds at your expense. He sees you as an obstacle to be overcome, and he will go out of his way (illegally, if need be) to overshadow you, outbid you for contracts, and generally make your business life unpleasant. This competition usually stops short of murder, though he may consider that as an option if the stakes are high enough. Sadism Cost: -4 SPs The character gets a kick out of inflicting pain. This sort of character is capable of extreme violence, and must make a Save vs. COOL at -2 to keep from attempting to hurt (emotionally or physically) anyone that he has direct power over. Sterile Cost: -2 or -4 SPs For whatever reason the character is unable to sire children. At -2, the character can still function sexually, and retains all of his adult desires and sex drive. At -4, the character has no carnal desires, and is unable to function, which may play havoc with his self-esteem. On the plus side, a character with this form of Sterility is immune to any attempts at Seduction. Uncouth Cost: -4 SPs The character is at a loss in any social situation, whether it is meeting a new person or having dinner with the director of your local Arasaka branch. This reflects in a -2 modifier to skills such as Oratory, Interview, Leadership, Seduction, Social, and Fast Talk. Unmistakable Feature Cost: -2 SPs The character has a birthmark, scar, tattoo, or other unusual feature that makes him easily identifiable to others. Note that this can include having an identical twin, or looking just like Marlon Brando. This can be "bought off" using IPs, but should be accompanied by cosmetic surgery. Vendetta 25

Cost: -2, -4, or -6 SPs The character has a score to settle with someone. The way he settles the score isn't important, but he must seek vengeance if the opportunity presents itself unless he makes a save against his COOL -2. At -2 SPs, the target of the character's hostility is a single individual, or a small group of people (ie, a rival ops team, a small gang, etc.). At -4, it's a moderate-sized gang, nomad pack, company, or organization. At -6, he's after only the largest and/or most powerful group (ie, Arasaka, the IRA, or LEDiv). Weak Cost: -4 SPs The character is very weak compared to those of his same body type. Thus, he treats his body type as 2 points lower when determining his lift and carry derived stats and suffers a -1 penalty on any strength-related test. Weakling Cost: -4 SPs The character can tolerate illnesses/diseases worse than most people. Treat the characters body type as 2 pointslower when making resist illnesses/diseases checks. Weak Stomach Cost: -4 SPs Anytime the character sees anything disgusting or gross, he must make a Save vs. Cool. If he fails, he will become nauseous, suffering -4 to all skills until he is away from the offending sight. Just seeing blood itself gives him a +2 to his Cool, but stuff like severed heads and mutilated corpses can create a -4 (or worse) modifier.

MONEY & EQUIPMENT Take the character's INT and LUCK scores and add them together. Divide by 2, and multiply the result by 1000. This is the amount of euro the character has in savings, to buy weapons and cyberware with, etc. It generally gives those players who tend to have characters with low scores in INT and LUCK something to think about. For example, you have a character with an INT of 7 and a Luck of 4. His total starting moneys will equal 5500 euro (7+4/2=5.5x1000=5500).

CHARTS The following charts have been designed for use by players in fleshing out the backgrounds of their characters, and could be used instead of the standard CP2020 Lifepath option. They have been created to add more detail to the process of explaining the ups and downs of character life. LIFEPATH CHART
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The following series of charts can be used by the GM and his players to generate random histories for player characters. One roll should be made on the chart per year, starting at age 16. Or roll as many times as you and the GM decided. Follow the instructions, and proceed to the appropriate sub-charts. If a particular result does not correspond to a player's character concept, feel free to disregard it and roll (or pick) again. LIFE EVENTS - TABLE 1A (Roll 1D20) 1 - 3 : You Get Lucky (Table 2A) 4 - 6 : Disaster Strikes! (Table 3A) 7 - 9 : Make A Friend (Table 4A) 10 - 12: Make An Enemy (Table 5A) 13 - 16: Romantic Involvement (Table 6A) 17 - 20: Nothing Happens That Year YOU GET LUCKY! - TABLE 2A (Roll 1D100) 01 - 05: Financial Gain (1D5 x 100 Euro) 06 - 10: Big Score! (1d10 x 100 Euro) 11 - 15: Gain 1D10 x 100 Euro Towards Equipment or Cyberware 16 - 20: Find Sensei (+2/+1 to a Martial Art) 21 - 25: Find Instructor (+2/+1 to a non-Martial Arts REF Skill) 26 - 30: Find Teacher (+2/+1 to INT Skill) 31 - 35: Find Coach (+2/+1 to BOD Skill or Athletics) 36 - 40: Find Technical Teacher (+2/+1 to TECH Skill) 41 - 45: Charm School (+2/+1 to EMP Skill) 46 - 50: Discover Fashion Sense (+2/+1 to ATT Skill) 51 - 55: Learn A New Language (+2/+1 to Language) 56 - 60: Learn Netrunning Basics (+2/+1 to Interface) 61 - 65: Life On The Street (+2/+1 to COOL Skill) 66 - 70: Befriend Street Gang (2 SP "Brotherhood" Advad, can be raised with SPs) 71 - 75: Befriend Nomad Pack (2 SP "Brotherhood" Advad, can be raised with SPs) 76 - 80: Gain a Contact (2 SP "Contact," can be raised with SPs, Generate on FE&C Table) 81 - 85: Someone Owes You A Favor (Generate on FE&C Table) 86 - 90: Make A New Friend (Generate on FE&C Table) 91 - 95: Enemy Disappears/Dies (Choose One; if no enemies, roll again) 96 - 00: Pulled Off Something Impressive (+2 Pos. REP) DISASTER STRIKES! - TABLE 3A (Roll 1D100 and Pray) 01 - 05: Financial Loss (1d5 x 100 Euro) 06 - 10: In Debt (1d10 x 100 Euro -- Pay Now, or Pay Later!) 11 - 15: Contract Bioplague; Random Attribute Reduced by 1
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16 - 20: Addiction; INT, REF, BODY, or EMP Reduced by 1 21 - 25: Injury (Make One Roll on Table 3B) 26 - 30: Friend/Lover Dies/Disappears (Choose One Randomly) 31 - 35: Contact Dies/Disappears (Choose One Randomly) 36 - 40: Make An Enemy (Generate on FE&C Table) 41 - 45: Someone Wants You Dead (GM Generates Secret Enemy) 46 - 50: Betrayed By Friend (Friend Becomes Enemy) 51 - 55: Arrested and Not Convicted (1D5 Weeks in Jail) 56 - 60: Arrested and Fined for Minor Crime (1D10 x 10 Euro) 61 - 65: Arrested and Convicted of Crime (1D12 Months in Prison) 66 - 70: There Is A Warrant Out For Your Arrest Somewhere (Choose) 71 - 75: Random Cyberware Malfunction, 1/2 Cost To Repair 76 - 80: Anger Gang, Nomad Pack, etc. (GM's Choice) 81 - 85: Hunted By A Corporation (Roll or Choose One) 86 - 90: You Owe Someone A Favor (Generate on FE&C Table) 91 - 95: Blamed For Something You Did Or Didn't Do (+1 Neg. REP) 96 - 00: Unplanned Pregnancy! Deal With It, Choomba. DISASTER STRIKES TABLE 3B - RANDOM INJURY CHART (OR "YOU GOT MAIMED!") (Roll 1D100) 01 - 05: Minor Burns *3* 06 - 10: Serious Burns *1* *3* 11 - 15: Stab Wound(s) *3* 16 - 20: Bullet Wound: Went Clean Through *3* 21- 25 : Bullet Wound: Lodged Projectile, Removed *3* 26 - 30: Bullet Wound: Lodged Projectile, Never Removed *2* *3* 31 - 35: Bullet Wound: Fragmented, Large Exit Wound *1* *3* 36 - 40: Poorly Healed Fracture *1* *2* 41 - 45: Damaged Internal Organ(s) *1* *2* 46 - 50: Skull Fracture: Minor Brain Damage 51 - 55: Skull Fracture: Major Brain Damage 56 - 60: Unremoved Shrapnel *2* 61 - 65: Missing Teeth *3* 66 - 70: Missing Fingers/Toes *1* 71 - 75: Missing Eye *1* 76 - 80: Missing Ear *2* *3* 81 - 85: Missing Nose *3* 86 - 90: Severed Limb/Hand/Foot *1* 91 - 95: Back Injury *2* 96 - 00: Impressive Scar *3* NOTES: *1* - Injury can be cured with cyberware or vat-grown replacement parts. *2* - Surgery can cure the affliction by cutting something out, or fixing the injury outright.
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*3* - Facial reconstruction and/or cosmetic surgery may fix aspects of this injury. Use CP2020's guidelines or improving ATT. Injuries that come about as the result of the "Old Injury" disadvantage cannot be fixed unless the disad is "bought off" first. For more information concerning specific injuries and their effects, see the appendix. MAKE A FRIEND - TABLE 4A (Consult FE&C Chart 1.0 to see WHO your friend is, then use the following chart.) HOW DID YOU MEET THEM? Roll 1D100 01 - 04: A Partner 05 - 08: A Co-Worker 09 - 12: A Contact 13 - 16: An Old Lover 17 - 20: An Old Enemy 21 - 24: An Old Childhood Friend 25 - 28: A Relative 29 - 32: Met Through Common Interest 33 - 36: You Saved His Life 37 - 40: He Saved Your Life 41 - 44: At A Party 45 - 48: An Old Employer 49 - 52: An Old Employee 53 - 56: Met Through A Common Friend 57 - 60: Met Through A Blind Date 61 - 64: Went To School Together 65 - 68: Met Through A Common Enemy 69 - 72: Met At A Concert 73 - 76: Met At A Bar 77 - 80: Met At A Mallplex 81 - 84: Met Through A Common Lover 85 - 88: He Sold You Something 89 - 92: You Sold Him Something 93 - 96: He Did You A Favor 97 - 00: You Did Him A Favor MAKE AN ENEMY - TABLE 5A (Consult FE&C Chart 1.0 to see WHO your enemy is, then use the following charts.) DID YOU KNOW THEM? (Roll 1D100) 01 - 10: Ex-Friend
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11 - 20: Ex-Lover 21 - 30: Relative 31 - 40: Employer 41 - 50: Employee 51 - 60: Partner/Co-Worker 61 - 00: Total Stranger WHO'S THE OFFENDING PARTY? (Roll 1D100) 01 - 50: You did it. 51 - 00: They did it. WHAT'D YOU/THEY DO? (Roll 1D100) 01 - 04: Attempted Murder 05 - 08: Attempted Blackmail 09 - 12: Exposed a Secret 13 - 16: Framed Other 17 - 20: Betrayed/Backstabbed 21 - 24: Threatened Injury 25 - 28: Threatened Death 29 - 32: Caused Property Damage 33 - 36: Caused Direct/Indirect Personal Injury 37 - 40: Caused Injury of Relative/Friend/Lover 41 - 44: Caused Death of Relative/Friend/Lover 45 - 48: Caused Loss of Face/Status 49 - 52: Caused Loss of Friends 53 - 56: Caused Loss of Job/Contract 57 - 60: Refused Romantic Advances 61 - 64: Stole Property (1D10 x 10 Euro Value) 65 - 68: Stole Money (1D10 x 10 Euro Value) 69 - 72: Clashing Personalities 73 - 76: Minor Disagreement (Something Stupid) 77 - 80: Major Disagreement 81 - 84: Insulted Relative/Friend/Lover 85 - 88: Personal Insult or Accusation 89 - 92: Made Pass At Lover 93 - 96: Seduced Lover 97 - 00: Foiled Plan WHO'S PISSED OFF? (Roll 1D100) 01 - 25: You're Angry 26 - 50: They're Angry 51 - 00: Mutual Hate
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WHAT'RE YOU/THEY GONNA DO ABOUT IT? (If you're the injured party, roll 1D10) 1: Talk smack about him behind his back. 2: Verbally abuse him every chance you get. 3: Beat the son of a bitch to within an inch of his life. 4: Kill the bastard at the first opportunity. 5: Avoid him like the plague. 6: Interfere with his plans indirectly. 7: Make his life miserable (frame him, steal his friends, seduce his lover(s), etc.). 8: Hurt him the same way he hurt you (an eye for an eye). 9: Befriend him, only to betray him when the time is right. 0: He's not worth your time. Ignore him and pretend he doesn't exist. ROMANTIC INVOLVEMENT - TABLE 6A (Consult FE&C Chart 1.0 to see WHO your lover is, then use the following chart.) HOW DID YOU MEET THEM? (Roll 1D100) 01 - 05: A Partner 06 - 10: A Co-Worker 11 - 15: A Contact 16 - 20: An Old Lover 21 - 25: An Old Enemy 26 - 30: An Old Childhood Friend 31 - 35: Met Through Common Interest 36 - 40: You Saved His Life 41 - 45: He Saved Your Life 46 - 50: At A Party 51 - 55: An Old Employer 56 - 60: An Old Employee 61 - 65: Met Through A Common Friend 66 - 70: Met Through A Blind Date 71 - 75: Went To School Together 76 - 80: Met Through A Common Enemy 81 - 85: Met At A Concert 86 - 90: Met At A Bar 91 - 95: Met At A Mallplex 96 - 00: Met Through A Common Lover HOW DID IT WORK OUT? (Roll 1D10) 1 - 4: Happy Love Affair 5: Tragic Love Affair (Goto 6B)
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6 - 7: Love Affair With Problems (Goto 6C) 8 - 0: Fast Affairs and Hot Dates TRAGIC LOVE AFFAIR - TABLE 6B 01 - 16: It Just Didn't Work Out 17 - 22: Lover Left You A "Dear John" Note And Skipped 23 - 28: Lover Died of an Incurable Disease 29 - 34: Lover Died in Accident 35 - 40: Lover Vanished/Was Kidnapped 41 - 46: A Personal Goal Came Between You 47 - 52: Lover Went Insane 53 - 58: Lover Committed Suicide 59 - 64: Lover Killed In A Fight 65 - 70: Lover Imprisoned (1D10 Years) 71 - 76: Lover Murdered By An Enemy (Choose One) 77 - 82: Lover Left You For A Friend (Choose One) 83 - 88: Lover Left You For An Enemy (Choose One) 89 - 94: Lover Was Just Leading You On 95 - 00: Lover Stole 1D10 x 100 Euro From You And Split LOVE AFFAIR WITH PROBLEMS - TABLE 6C 01 - 07: Your Lover's Family Hates You 08 - 14: Your Lover's Friends Hate You 15 - 21: Your Family Hates Your Lover 22 - 28: Your Friends Hate Your Lover 29 - 35: Lover Wants To See Other People 36 - 42: You Want To See Other People 43 - 49: You Are Separated 50 - 56: You Fight Constantly 57 - 62: One Of You Is Insanely Jealous 63 - 68: Your Lover Is "Messing Around" 69 - 74: You Are "Messing Around" 75 - 80: Lover's Ex-Lover Wants You Dead 81 - 87: Lover Has A Chemical Dependency 88 - 93: Lover Is In A Coma 94 - 00: Lover Is Married MUTUAL FEELINGS - TABLE 6D (Roll 1D10 if Applicable) 1: They Still Love You 2: You Still Love Them 3: You Still Love Each Other 4: You Hate Them
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5: They Hate You 6: You Hate Each Other 7: You're Friends 8: No Feelings Either Way 9: You Like Them, They Hate You 0: They Like You, You Hate Them FRIEND, ENEMY, AND CONTACT OCCUPATIONS (FE&C Chart) What follows is a chart that a Game Master can use to generate random occupations for nonplayer characters, and to flesh out friends, enemies, and contacts. Follow die-rolling instructions, or pick an entry, and proceed to sub-charts as indicated. Determine the NPC's gender by rolling 1D10. On an odd roll, it's a male. On an even roll, it's a female.
01 - 20: Legally Employed (Roll 1D100): 01 - 06: Accountant 14 - 19: Construction Worker 26 - 31: Doctor/Nurse 38 - 44: Janitor 51 - 56: Secretary 62 - 68: Social Worker 76 - 80: Student, K-12 88 - 93: Teacher, K-12 07 - 13: Clerk (Retail or Otherwise) 20 - 25: Courier 32 - 37: Engineer/Technician 45 - 50: Pilot 57 - 61: Scientist 69 - 75: Student, College 81 - 87: Teacher, College 94 - 00: Truck/Bus Driver

21 - 35: Street Trash (Roll 1D100): 01 - 02: Assassin 03 - 07: Bartender 08 - 11: Bodyguard 12 - 15: Bouncer 16 - 20: Cab Driver 21 - 23: Con Man 24 - 26: Convict 27 - 28: Counterfeiter 29 - 30: Drug Cooker 31 - 36: Drug Dealer 37 - 40: Ex-Convict 41 - 44: Fixer/Fence 45 - 49: Gang Member 50 - 53: Hooker (Non-Licensed) 54 - 58: Junkie 59 - 62: Mercenary 63 - 65: Netrunner 66 - 69: Nomad 70 - 72: Prostitute (Licensed) 73 - 74: Ripperdoc 75 - 78: Ronin 79 - 82: Smuggler 83 - 88: Street Vendor 89 - 90: Techie 91 - 94: Thief/Burglar 95 - 00: Vagrant 36 - 50: Legal/Emergency (Roll 1D100): 01 - 05: Bounty Hunter 06 - 20: Cop (Go To 1.1) 21 - 36: Fireman 37 - 40: Lawyer 41 - 55: Paramedic 56 - 61: Prison Guard 62 - 75: Private Investigator 76 - 90: Rent-A-Cop 91 - 95: Retired Cop (Go To 1.1) 96 - 00: Vigilante 51 - 65: Organized Crime (Roll 1D10): 1: Assassin 4: Bookie 6 - 8: Enforcer 0: Netrunner

2 - 3: Bodyguard 5: Counterfeiter 9: Minor Boss

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(Go To Chart 1.2) 66 - 79: Corporate (Roll 1D10): 1: Assassin/Ninja 3: Doctor/MedTech 6: Junior Executive 8: Netrunner 0: Technician (Go To Chart 1.3) 80 - 89: Entertainers (Roll 1D10): 1: Actor 4: Athlete 6: Media (Go To 1.4) 9: Dancer

2: Corp Cop/Security 4 - 5: Employee (Clerk, Secretary, etc) 7: Senior Executive 9: Samurai

2 - 3: Artist 5: Disk Jockey 7 - 8: Rocker 0: Writer

90 - 00: Government (Roll 1D10) : 1: LEDiv Agent (Go To 1.5) 2: Assassin 3 - 6: Military (Go To 1.6) 7: Netrunner 8: Official/Politician 9 - 0: Techie

FE&C Subchart 1.1 - Types of Police (Used only if "Cop" or "Retired Cop" was rolled on 1.0 to determine which division the NPC is/was with.) Roll 1D100 01 - 03: Internal Affairs Division (IAD) 04 - 08: Administration 09 - 13: Net Security Section (NetSec) 14 - 18: Homicide 19 - 23: Vice 24 - 28: Robbery 29 - 33: Special Investigation (SIn) 34 - 37: Special Weapons And Tactics (SWAT) 38 - 41: Cyborg Suppression Unit (CSU, MaxTac, C-SWAT) 42 - 46: Riot Section 47 - 50: Airborne Patrol 51 - 67: Cruiser Patrol 68 - 82: Traffic Patrol 83 - 98: Beat Patrol 99 - 00: HiWay FE&C Subchart 1.2 - Organized Crime (Specifically West Coast Organizations. Used to find out what group an NPC is affiliated with.) Roll 1D10 1 - 4: The Yakuza (Japanese) 5 - 7: The Mafia (primarily Italian) 8 - 9: The Triads (Chinese)
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0: The Colombians (and other South Americans) FE&C Subchart 1.3 - Corporations (Used to see which corporation the NPC is affiliated with.) Roll 1D100 01 - 03: Arasaka (CP, CR1) 04 - 05: BioMass Laboratories Group, GMbH (ERI) 06 - 08: Biotechnicia (CP) 09 - 10: Consolodated Agriculture (IF1.4) 11 - 13: Diverse Media Systems (RB) 14 - 16: Dornier AeroSpace (NO) 17 - 19: Euro-Business Machines Corporation (CP) 20 - 21: Fujiwara (PRS) 22 - 23: Hilliard Corporation (RGUK) 24 - 25: Imperial Metropolitan Agriculture, PLC (RGUK) 26 - 28: InfoComp (CP, ERI) 29 - 31: International Electric Corporation (CR1, DS) 32 - 33: Kendachi (PRS) 34 - 35: Lazarus Military Group (CR2) 36 - 37: Matsushima-Kiroshi (PRS) 38 - 40: Merrill, Asukaga, & Finch (CP) 41 - 43: MicroTech (CP) 44 - 46: MiliTech (CP, CR2) 47 - 49: Mitsubishi/Koridansu (DS) 50 - 52: Network News 54 (CP, RB) 53 - 54: No-Ahme Caldwell Genetic Engineering & Biochemicals (NO) 55 - 56: Ocean Technology & Energy Corporation (IF1.1) 57 - 59: Orbital Air (CP) 60 - 61: Peak & Derrera (ERI) 62 - 64: PetroChem (CP, CR3) 65 - 67: Raven MicroCybernetics (ERI) 68 - 69: RepliTech (DS) 70 - 71: Revolution Genetics, Inc. (IF1.3) 72 - 73: SegAtari (PRS) 74 - 75: Soviet World Oil Industries (CR3) 76 - 77: Storm Technologies Inc. (NT) 78 - 79: Sungan Industries (PRS) 80 - 81: Tanson Group (PRS) 82 - 83: Terra Nova (DS) 84 - 85: Tiger Medicines Corporation (PRS) 86 - 88: Trauma Team International (CP) 89 - 90: Tsunami Design Bureau (ERI) 91 - 92: Utopian Corporation (DS) 93 - 95: World News Service (CP) 96 - 98: WorldSat Communications Network (CP)
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99 - 00: ZetaTech (CP) Source books which list details on named corporations are given in parentheses. Abbreviations follow : CP = Cyberpunk 2020; CR# = Corporate Report, where "#" is the volume; ERI = Edgerunners INC; RB = Rockerboy; NO = Near Orbit; PRS = Pac Rim Sourcebook; RGUK = Rough Guide to the UK; DS = Deep Space; NT = Neo Tribes; IF#.# = Interface magazines, where "#.#" indicates Volume and Issue, respectively. FE&C Subchart 1.4 - Types of Medias Roll 1D10 1: TV News Reporter 2-3: Journalist 4-5: Photojournalist 6: Anchor Person 7: Cameraman/-woman 8: Sound Technician 9: Sports Caster 0: Combat Correspondent FE&C Subchart 1.5 - Types of LEDiv Agents Roll 1D10 1: Administration 2: Corporate Investigation 3: Criminal Investigation 4: Drug Enforcement 5: Intelligence 6: Organized Crime 7: Records 8: Science/Tech 9: Secret Service 0: Special Operations FE&C Subchart 1.6 - Military Jobs (Used to find affiliations of Military NPC's.) Roll 1D100 01 - 17: Air Force, Enlisted 18 - 20: Air Force, Officer 21 - 37: Army, Enlisted 38 - 40: Army, Officer 41 - 57: Marines, Enlisted 58 - 60: Marines, Officer 61 - 77: Navy, Enlisted
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78 - 80: Navy, Officer 81 - 97: State Forces, Enlisted 98 - 00: State Forces, Officer APPENDIX 1 - Cost Charts for the "Brotherhood" Advantage When creating a character with Brotherhood, you must first decide what type (Family, Blood, or Workgang) and to what group it is tied to. Once this is accomplished, you check the appropriate column (see below). Each type of Brotherhood has four different aspects, and each aspect has five levels, rated zero through four. Choose which level you wish to have in each aspect, and add them together (you must spend at least 1 point). This will give you an SP cost between 1 and 16 points. Depending on the character's affiliation with the group, and the group's relative strength, this number can be fairly high or fairly low. The levels of the separate aspects should be noted, and can only be changed through role-play. No IP may be spent to increase these levels. If not properly maintained, some levels may drop over the course of a game. Increases should be determined by both the GM as well as the player, although the GM's word is final in any dispute. Below I've listed the three different Brotherhoods and their different aspects. Family (Nomad Specific) Rank (How much authority you have) Soldier Sergeant Lieutenant Captain Leader Clan Favor (How many people will back you up) No one likes you You have few friends within the clan Well respected You have few enemies within the clan Well liked by all Clan Size (How many members your clan has) 10-100 members 101-200 members 201-300 members 301-400 members

Cost 0 1 2 3 4 Cost 0 1 2 3 4 Cost 0 1 2 3


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401-500+ members Clan Resources (Your clan's wealth) Destitute - Your clan has no resources Struggling - Your clan has few available resources Poor - Your clan has some resources Comfortable - Your clan gets by with some to spare Wealthy - Your clan has very few pressing needs Blood (Gang Member Specific) Rank Greenie Punk Homeboy Bloodboy Gang lord Gang Reputation You're everybody's bitch You have few friends within the gang Well respected You have few enemies within the gang You're everybody's ace kool Gang Size Tiny Gang (1-5 Members) Small Gang (6-10 Members) Mid-Sized Gang (11-25 Members) Large Gang (26-50 Members) Huge Gang (51-100 Members) Gang Turf No Turf Couple of Buildings One City Block Two or Three City Blocks Four to Six City Blocks Workgang (Workganger Specific)

4 Cost 0 1 2 3 4

Cost 0 1 2 3 4 Cost 0 1 2 3 4 Cost 0 1 2 3 4 Cost 0 1 2 3 4

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Rank Clan Member Sergeant Lieutenant Captain Tribal Elder Favor No one likes you You have few friends within the clan Well respected You have few enemies within the clan Well liked by all Workgang Size Tiny Gang (1-5 Members) Small Gang (6-10 Members) Mid-Sized Gang (11-25 Members) Large Gang (26-50 Members) Huge Gang (51-100 Members) Workgang Resources Destitute - A few skin suits, not much else. Struggling - Gang owns a flitter or work module. Poor - Gang possesses an old OTV. Comfortable - Gang has a couple different space craft. Wealthy - Gang owns a small habitat and several craft. APPENDIX 2 - Cost Charts for the "Contacts" Advantage

Cost 0 1 2 3 4 Cost 0 1 2 3 4 Cost 0 1 2 3 4 Cost 0 1 2 3 4

There are four aspects that Contacts are rated by. When you buy a contact, you choose one of four levels in each aspect. When you've picked which stat levels you want, you add the point total together (with a minimum value of 1 point). This gives you the final Skill Point (SP) cost of the contact, which will be between 1 and 12 points. Skill Level defines the contact's abilities at his chosen profession. An Unskilled contact has very little training and/or ability in his chosen field, and therefore adds 5 to a roll of 1D10 when using his primary skill(s). Average contacts are trained, but are far from experienced. They add 10 to a roll of 1D10 when using skills. Professional contacts are masters of their occupations, and could make a comfortable living doing whatever it is they do. They add 15 to a 1D10 roll when using a skill. Experts are the best of the best, and people with their levels of skill are rare.
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They add 20 to a 1D10 roll when using a skill. A contact's skill level may, at the GM's option, raise through game play. This, however, is one of the hardest elements to change about a contact, since it reflects his talent and skill. Reputation measures a contact's status in relation to what he does or is. The higher a contact's reputation, the more pull he may have in his business. While it can be seen as a measure of rank, it can also be a measure of how popular, famous, or well-respected a contact is. A contact's reputation can change, just like a player character's can. This is usually accomplished by a raise in status, a promotion, or well-publicized activity involving the contact. Availability measures how often a contact can be called on to give a PC a helping hand. When attempting to get in touch with a contact, or see if he's available, roll 1D10 and compare to the "Must Roll" number. If the number equals or exceeds the number, the contact will be ready to assist. If not, he's out, and may (or may not) call back, at his convenience. A contact may become more or less available depending on many aspects, including his schedule (busy contacts will be harder to reach), his willingness to deal with the PC (people who don't like you will tend to avoid talking to you), and constraints on his own private life (contacts who have been arrested or who are spending time in a hospital will be harder to get a hold of). Through normal game play, a GM can decide if a contact is more or less likely to be reached depending on the contact's life at the time. Contacts who have had good relationships, business or otherwise, with PCs will be more willing to talk or meet with them. Reliability is a measure of your contact's loyalty to you. In these times of changing loyalties and convenient friendships, it's nice to know who your real chums are. Reliability represents the likelihood that he will sell out to the opposition, reveal secrets about you to others, rat on you, lie to you, or otherwise turn against you. If a contact ever gets harassed by the police or (say) the mafia in regards to you, has a chance to sell you out for personal gain, or if his loyalty is compromised in any other way, the GM should secretly roll 1D10 and compare it to his "Betrays On" rating. If the number rolled equals or exceeds the number, the contact will betray you. A contact's reliability may change, depending on his relationship with the PC. Sometimes, contacts are just untrustworthy bastards, and they won't go out of their way to protect the PC. A contact's reliability may fall in relation to a PC under several different circumstances, including overuse (the contact may feel used), and betrayal (such feelings may be caused by spreading the contact's name to your friends, or dropping his name to police under questioning). Reliability can be raised by bribing the contact, helping him out once in a while, or keeping in touch cordially. Skill Level Unskilled (5+1D10) Average (10+1D10) Cost 0 1
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Professional (15+1D10) Expert (20+1D10) Reputation 0-2 3-5 6-8 9-10 Availability Seldom (Must Roll 9+) Sometimes (Must Roll 7+) Often (Must Roll 5+) Always (Must Roll 3+) Reliability Unreliable (Betrays On 3+) Reliable (Betrays On 5+) Very Reliable (Betrays On 7+) Super Reliable (Betrays On 9+) APPENDIX 3 - Cost Charts for the "Resources" Advantage

2 3 Cost 0 1 2 3 Cost 0 1 2 3 Cost 0 1 2 3

When creating a character with Resources, you must first decide which corporation the character is employed with. The breakdown for Resources has four different aspects, and each aspect (except for "Position") has five levels, rated zero through four. "Position" has ten levels, rated zero through nine. Choose which level you wish to have in each aspect, and add them together (with a minimum of 1 point). This will give you an SP cost between 1 and 16 (or up to 21, if Position is not restricted). Depending on the character's affiliation with the company, and the company's relative strength, this number can be fairly high or fairly low. The levels of the separate aspects should be noted, and can only be changed through role-play. No IP may be spent to increase these levels. If not properly maintained, some levels may drop over the course of a game. Increases should be determined by both the GM as well as the player, although the GM's word is final in any dispute. Position is a rough value, and equals a corporate's rank within his company. The monetary total listed is an approximate salary (in Eurodollars) earned per year as long as the company is doing well (see Financial Status). Position also defines what an employee can reasonably request, as far as company resources are concerned. This is largely up to the GM's interpretation, and should be based on the corporate's Respect, and both the company's
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Financial Status and Size. For example, the CEO of a local mom & pop company that is going bankrupt can't very well afford to keep a crack solo hit squad on retainer. GMs are encouraged to restrict characters from starting above Executive level. Respect is an indication of how other employees in the company feel about you. The more people like you, the less likely they will be to stab you in the back, and the more likely they will be to lend aid and support your endeavors. However, no matter how highly people think of you, there is always someone willing to put a cold piece of steel between your shoulder blades. Corporation Size should give you some idea of how many employees the company has working for it overall. This abstract total includes all employees worldwide, including troops, security, and covert agents. Financial Status indicates how well the company is doing insofar as income is concerned. A company that is bankrupt or struggling will probably be more likely to lay employees off than one that is stable. Stable companies are making enough of a profit to pay all their employees, with a little left over. Thriving and prosperous companies are more likely to open new offices, expand their current product lines, and hire new employees. Also, each rating lists a pay multiplier, which is multiplied by the corporate's salary to get his total take per year. For example, an executive working for a thriving company makes a little over $90,000 per year, whereas his counterpart in a bankrupt company will be pulling in a little over $20,000 per year. Resources Position (Your rank in the company) Wage Slave - You share a cubicle with someone, $20,000/year Assistant Manager - You have your own cubicle, $30,000/year Manager - You have a somewhat larger cubicle, $45,000/year Junior Executive - You share an office with someone, $55,000/year Executive - You have your own office, $65,000/year Department Head - You have a larger office, $75,000/year Division Head - You have a large corner office, $90,000/year Junior Vice President - You have a huge office, $120,000/year Vice President/Executive VP - You have a gigantic office, $150,000/year Chief Executive Officer - You have your own floor, $200,000+/year Respect (How your co-workers feel about you) No one likes you. You have a few friends. Well respected by most. You have few enemies. Well liked by all.

Cost 0 1 2 3 4 5 6 7 8 9 Cost 0 1 2 3 4
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Corporation Size (The company's influence) Local Mom & Pop Company (10+ employees) Small National Corporation/Large Local Company (500+ employees) Large National Corporation (10,000+ employees) Small International Corporation (100,000+ employees) Large International Corporation (500,000+ employees) Financial Status (How the company is performing) Nearly Bankrupt (Pay Multiplier x 1/3) Struggling (Pay Multiplier x 1/2) Stable (Pay Multiplier x1) Thriving (Pay Multiplier x1.5) Prosperous (Pay Multiplier x2)

Cost 0 1 2 3 4 Cos t 0 1 2 3 4

APPENDIX 4 - More Information Concerning Specific Injuries and Their Effects Injuries rolled that replicate certain disadvantages do not have to be "bought off " with IP in order to be cured. However, the injury can be "treated" during character creation, before play begins, but this may cost the character a quantity of money that the GM must determine based on the extent of the damage being repaired. DETAILED INJURY LIST Minor Burns The character has received minor burns on one random body location. The burns healed properly and scarring is minimal. If hit location roll results in head/facial burns, reduce the character's ATT by -2. Serious Burns The character has been burned over a large part of his body. Roll 3 random locations. These areas are heavily scarred. If hit location roll results in head/facial burns, reduce the character's ATT by -2. If a particular location is rolled more than once, use the following guidelines : If the location is a limb, most of the muscle and sinew has been burned away. This leaves the limb useless. Any good medical professional would recommend amputation. If the location is the torso or abdominal areas, scarring is severe. Reduce BODY and REF by -2 each. If the location is the head/face, reduce ATT by -5 (to a minimum of 1). Character cannot grow hair. Stab Wound(s) 43

The character has been stabbed or cut by an edged weapon. Other than leaving an impressive, albeit cosmetic, scar, the wound has no effect on game play. Refer to the "Impressive Scar" roll. Bullet Wound: Went Clean Through The character took a slug in a random body location, but it went right through him with very little tissue trauma. Character is scarred as per the "Impressive Scar" roll. Bullet Wound: Lodged Projectile, Removed The character was shot and the bullet lodged itself inside his body. Surgeons were later able to remove the projectile. The character possesses scars from the wound and the subsequent surgery on a random body location. Bullet Wound: Lodged Projectile, Never Removed The character was shot and the bullet lodged itself inside a random body location. However, due to one reason or another (the dangerous location of the wound, lousy medical care, etc.), the projectile was never removed. The bullet will show up on X-Rays, and may set off metal detectors. Bullet Wound: Fragmented, Large Exit Wound The character was shot in a random location yet again. This time, however, the round created a very large exit wound when it came tumbling out the other side. Either that, or the ammunition shot into the character was of some special nature (explosive, hollow point, glaser, etc.) which contributed to a large section of missing flesh. Whatever the cause, the character has a nasty scar. If the location rolled is a limb, it is useless. If the torso or abdomen are rolled, reduce the character's BODY by -1. Poorly Healed Fracture The character broke a bone in an arm or leg, and it healed poorly. All skill rolls made while using said limb are at -2. If the limb is a leg, reduce MA by -2 as well. Damaged Internal Organs Through one of the character's misdeeds he has damaged and/or lost an internal organ, or part of one. In the case of missing or partially missing organs, the character could have had a kidney or lung removed, as well as sections of severely damaged intestine, liver, stomach, whatever. The exact detrimental effects are up to player and GM, though losing points of the BODY attribute are a good place to start. For Example, someone with a reduced bladder may have to urinate frequently, or in worse cases, wear a catheter constantly, while people with one lung or kidney may function as normal, though missing a lung might reduce MA or BODY by a significant amount. Damaged organs, on the other hand, represent defective organs which may (or may not) last the character long, and will have to be replaced if they continue to degenerate. Skull Fracture: Minor Brain Damage 44

The character bumped his head into something harder than his skull, resulting in minor brain damage (-1 INT). Skull Fracture: Major Brain Damage The character got whacked on the head really hard, resulting in major brain damage (-2 INT) and occasional blinding headaches (5% chance per day, noncumulative). Unremoved Shrapnel The character, for whatever reason, is carrying around fragments of stuff in his body. This can include anything from small metal bomb casings, to buckshot, to pieces of shattered glass shards. Though not serious (yet), such things may pose problems later in life, as well as possibly setting off metal detectors. Missing Teeth The character is gotten some teeth knocked out. Roll 1d10 and consult the following chart to see how many are lost: 1-3: One Tooth, 4-5: Two Teeth, 6-7: Three Teeth, 8: Four Teeth, 9: Five Teeth, 10: Six Teeth. The character may have trouble chewing solid foods. Missing Fingers/Toes The character, through mishap or design, is missing 1d6 random fingers or toes on a hand or foot. Missing fingers can reduce REF when hand-eye coordination is needed, while missing over half the toes on one foot can reduce MA by -1. Missing Eye The character has lost vision in one of his eyes as per the -4 "Blind" disad. Missing Ear The character has lost an ear, or damaged his internal ear seriously enough to cause permanent damage. He suffers from the -4 "Hearing Loss/Deafness" disad. Missing Nose The character has either physically lost his nose (got it shot off, whatever), or severely damaged his sense of smell. In either case, he loses his sense of smell . In the case of actual physical nose loss, his ATT is modified by -2 as well. Severed Limb/Hand/Foot Through misfortune, disease, or injury, the character has lost a hand, foot, arm, or leg. Effects are per the "Missing Limbs" disad. Back Injury For one reason or another the character has acquired a serious back injury. He cannot lift heavy loads easily, and new injuries may aggravate the old one. For game purposes, the character is limited to using only half his BODY attribute when determining how much weight he can carry.
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Impressive Scar The character has received an impressive scar somewhere on his body. Although the injury causing the scar had little or no permanent effect, it acts as an "Unmistakable Feature" as per the disad of the same name.

SAMPLE CHARACTER CONCEPTS:

ANIMAL EMPATH (Trainer, Shepherd, Breeder, Rancher, Wrangler, Game Preserver) You connect with animals, you understand them and can train them to obey. ARTISTE (Painter, Novelist, Musician, Sculptor, Director) You create works of wonder and beauty to share with the world ATHLETE (Martial Artist, Sport Star, Acrobat) You have trained your body to the pinnacle of perfection. Your grace, strength, and agility are a wonder to behold. BOUNTY DOG (Bounty Hunter, Repoman) This role is dedicated to tracking down and apprehending those who do not wish to be apprehended, or their property. CORPORATE (Executive, Officer, Union Rep, Stock Trader, Bureaucrat, Manager) You are a company man, you are an expert at promoting and utilizing the resources your employer or business allows you. You are the Power Broker, the CEO, the VIP. COP (Police Officer, Guardsman, MP, Sheriff, Peacekeeper, Lawman) You uphold the law, you have the authority to arrest lawbreakers, question anything you find suspicious, and use force to protect yourself and others. EDUCATOR (Teacher, Sensei, Philosopher) You devote your life to the art pursuit of knowledge, and bestowing that knowledge on those who would hear it. FIXER (Drug Dealer, Arms Merchant, Pimp, Mafioso, Oyabun, Talent Scout, Black Marketeer, Loan Shark, Fence)
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You can get what people need, and you can get rid of it when they dont want it anymore. You are the go to guy, some do it legally, some dont, but regardless if someone wants something hard to find, they go to a Fixer to get it. GRIFTER (Con Artist, Snake Oil Salesman, Card Shark, Hustler,) You make your living comvincing people that up is down, green is blue, the hand is quicker than the eye, the pea is under cup number 3, and you will sell them the bridge for $200. INFILTRATOR (Spy, Actor, Undercover Agent, Espionage Operative) You can get in anywhere and blend in, even becoming a trusted member of your enemies organization. Your skill at covering your identity and true purpose is paramount. INSTIGATOR (Activist, Politician, Priest, Wise Man, Revolutionary, Shaman, Guru, Cult Leader, Rockerboy) You are a leader of the people. They listen to you and follow your leadership. You hold sway the hearts and minds of your followers, and attempt to convert those to your way of thinking everywhere you go. You hold influence, and you know how to use it. INVESTIGATOR (Detective, PI, Slueth) You solve mysteries. You examine evidence, clues, and facts. You talk to experts and witnesses, and you get to the truth behind situations. MUNDIE (Clerk, Data Entry, Fast Food Employee, Stockboy, Salaryman, Stableboy, Waitress, Dishwasher, Paige, etc ) You are one of the drones, but you are also the backbone of society. Most hate it but are ill equipped for anything else, but some actually prefer this life. MEDIA (Reporter, Journalist, Expert, Lawyer, Correspondent, Crier) You find the facts and report them; your audience knows and respects you for your ability to tell them what is going on in the community and the world. MED TECH (Doctor, Medic, Nurse, Healer, Medicine Man, Pharmacist, Biologist, Surgeon, Veterinarian) You have devoted your life to healing others; the secrets of flesh and blood are open to you. NETRUNNER (Hacker, Digital Cowboy, Comm. Specialist) You have mastered computers and communications, you use them to infiltrate secure information, take over other machines, and cruise the hidden alleys and portals of the vast information highway.
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NOMAD (Gypsy, Tribesman, Carnie, Pirate, Gang Member) You are a member of an extended family, always on the move. You are one of your people, you live and die for them, and they for you. They are your strength and your weakness; the family and its needs always come first. RUNNER (Driver, Pilot, Mariner, Rider) You live your life behind the wheel (or stick, or even reigns). Your chosen type of transportation has become an extension of your body, allowing you to make unparalleled maneuvers and push it past the normal limits SAVAGE (Barbarian, Berzerker, Neanderthal, Pict, Barfighter) When you enter battle, all that matters is sating the bloodlust within you. You feel no pain, friend and foe become a blur, all you feel is the weight of the weapon in your hand and the wet sticky spray of your foes blood. SCOUT (Tracker, Ranger, Hunter, Guerilla, Mountain Man) You are at home in the wild, you can follow your prey over any terrain, you live for the hunt. You are keenly aware of everything that goes on in your domain. SHADOW (Assassin, Ninja, Commando, Cat Burglar,) This role relies on stealth to infiltrate the enemies and accomplish the objectives. SOLO (Fighter, Mercenary, Bodyguard, Soldier, Muscle, Swat Member, Warrior, Outrider, etc) This is the basic combat dedicated career; you make your living being the toughest, baddest guy around. TECHIE (Mechanic, Inventor, Engineer, Smith, Tradesman, Pharmacist, Chef, Chemist, Alchemist) Brilliant with all things mechanical in nature, you are more than a handyman, you are what keeps the gear functioning as well as building and creating the equipment necessary for any situation. VAMP (Vixen, Prostitute, Gigolo, Escort, Concubine) You use your good looks, sexual prowess, and other wiles like a hitman wields a gun. You use the tools god gave you and your natural ability to influence those attracted to you to get your way.

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