Stormfront Bar

Player Information

About Gangs

Your gang... your only family... but you've grown older now, it's time to leave the nest. You will always stay connected to your gang one way or another, but from now on you want some independence. You're gang has transformed you from scrap to what you are now,... and what you are is what you're gang was...

On the street you have to survive, and you survived, until now anyway. And to survive you need some basic skills like you have to be accepted in your gang, you have to see danger coming, you have to know some right people and some right addresses... And if it comes that far you have to be capable of defending yourself, your gang buddies or your turf. These are skills every person that wants to stay alive on the street has to possess. We call it the base survival skills. These are the same for every SOF character.

The type of gang you've been in has left an indelible print on you, and you will be specialized in what your gang specializes. You're a product of their education. On the street we call this the specific gang skills. The type of gang you are in is up to you, but choose carefully, because it taints your whole life.


Creating your punk

These are the rules for creating your own scumbag. The major concept is the same as the one used for creating Cyberpunk® 2020 characters, but there a few important changes incorporated, so read carefully.

Attributes

Since you're not much of a big hero or a famous street legend, you start with a little less powerfull than your 'conventional' everyday Edgerunner. Roll 6D10+20, and distribute the points between the 9 attributes. No attribute may be greater than 10 or lower than 2.

Skillpoints & Skill Multipliers

Usually skill multipliers come only into play when spending IP's to augment skill levels after an adventure. The new rules are you have to bring the multipliers into account at character creation too. So, for example, if you want to start with a stealth skill (multiplier = x2) on level 3 you will have to spend 3x2 = 6 skillpoints instead of 3. And likewise if you want to start with Ninjutsu (multiplier = x5) on level 6, you will have to spend 6x5 = 30 skillpoints instead of 6, implying you had no time to train for other things in your youth. You got it? No? Read it again!

Career Skillpoints

You receive 30 SP's to be distributed among your 10 Career skills (5 base survival skills and 5 gang related skills). No skill may be greater than 6. Special abilities or skills may not be greater than 4. You're still just a punk after all, not the gang leader.

Pickup Skillpoints

Pick-Up Skill Points are granted depending on age, and since older characters should be far more experienced than younger ones, the number of Pick-Up SP's increases with age. Here's how it works: Roll 1D10 and consult the Age chart. As you can see the majority of gang members are still very young and inexperienced. So don't be surprised if you are too. Pick-Up SP's can be spent on any skill. No skill may be moved up higher than 6, no special ability higher than 4.

Roll: 1 2 3-6 7-8 9 10
Age: 15 16 17 18 19 20
SP's: 10 13 16 19 22 25

Special Abilities

Every gang member starts with (at least) one special ability, Gang rank. This reflects their position within the hierarchic structure in the gang. It functions as a mix of Resources and Authority.

A level 1-2 means you're a Greenie, you're accepted in the gang, you carry the gang colors and normal citizens will leave you alone. You can party with the rest but you better follow orders. A level 3-4 means you're a Punk, and you can open your mouth at gang meetings without getting hurt. But don't hope the others will take your advice seriously. You have the fear and respect of normal citizens and the suspicion of cops.

IMPORTANT: Some gangs have a second special ability in their career skills, others have not. Gangs who don't have other special abilities can pick one of the following as a pickup skill (watch the multiplier = x3): Jury Rig, Streetdeal or Vamp/ Con.

Starting Equipment

Choosing your gang provides you a choice in beginning equipment (this is the equipment you have been carrying around whole your life, so you're not going to sell it at the start of the game). You get this equipment for free, so choose carefully.

Drug Addiction

Gang members are usually addicted to some kind of drug. There's a 70% chance you are addicted to some kind of shit with an increasing 5% chance for each year you are older than 15. If you hooked, choose one type of drug in the list costing less than 50Eb per dose, and start the game with 2D6 doses. If you have particular reason to be addicted on another type of drug, or not being addicted at all, talk about it with your GM.

Starting Money

You're not worth very much, so you don't own very much either. The most of your money goes up in food and recreation. How do you figure out how much money you have in savings? Well, it's quite simple, take your Luck stat, add your gang rank and a D10 and multiply with 10. This is the amount Eb you start with.

Another option is to "sell" Attribute Points for 20Eb each. I told you, you were not worth very much;

Lifepath etc.

These are treated with the usual rules or using Ocelot's character creation rules wit advantages and disadvantages.

A nice thing are the "100 Useless skills" roll and get one free (because YOU are useless).

A good idea could also be using "The Infamous Disorder Table for Cyberpunk 2020 by Karsten Müller (kv@karsten-voigt.de)


Gang Types, Skills & Equipment

On the following pages each gang is presented separately with their specific gang skills, a little game mechanics, the gang's basic equipment choice and some common pickup skills (just to give you an idea).
Read them all carefully and choose the one you like the most.

Boosters Chromers Combatters Dorph-Heads Posers
Exotics Go-Gangers Guardians Cultists Nihilists
Party Gangs Political Gangs Taggers Puppets

Common Street Equipment

Guns & Fire weapons

NameTypeAccConcAvailDamage#ShotsROF RelRangeCost
Budget Arms C-13P-1PE1d682 ST50m75
Astra Style -6P-1PE1d662 UR50m75
Federated Arms ImpactP1PE1d6102 VR50m60
Federated Arms .22P0JE1d6102 UR50m25-50
Dai Lung Cybermag-15P-1PC1d6+1102 UR50m50
Federated Arms X-38P1JE2d6102 ST50m35
Mall GunP0P2d6+162 ST50m50
Fashion Gun 9P0JE2d6+172 UR25m35-40
Kang Tao Type 97P1JE2d6+1102 UR50m35
Sci Fi Starrior 4P0JE2d6+1122 UR50m60
Teen DreemP-1JE2d6+12/102 UR50m36
Surprising StrangerP0PE2d6+342 ST25m15-50
Espinoza One ShotP-1JE3d611 UR50m75
Dai Lung MagnumP1JE3d6+1102 UR50m60
FA Tech AssaultSMG1JE1d610/3030 UR100m160
Surnam MPSMG0J/LC1d6+425/5050 UR150m375
UZI miniautoSMG1JE2d6+13035 VR150m475
Ingram mac-10SMG-1JC2d6+2305 UR200m225
Riot GunSHT-1LC12Ga.61 UR50m100
Kalashnikov AK-47RIF0NE5d63020 ST400m200
Molotov CocktailTHR0JE2d10x311 UR2m1/ L
  • Equipment

    Uncommon equipment must be purchased during gameplay (or at least with the approval of the GM)
    Normal ammo is at the normal price. No special ammo available except AP (cost x 10) and Dum-Dums (UR).
    Extra Magazines (empty) cost 0.5 per round; Up to 2x the original capacity (-1 WA & conceal.)
    Armor clothing with a higher SP value than 14 are not common items!

  • Fumble table for UR-guns: roll 1d10

    1-2 Jam. Takes a easy WeaponTech roll to clear.
    3-4 Comes apart. Something snaps and it all comes apart.
    5-6 Important bit breaks. May as well trash it, it's beyond repair.
    7 Barrel bursts. Loud, noisy, everyone in 1m takes D4-1 hits of D3 shrapnel.
    8-9 Barrel blocked. Few rounds to clear. Try to fire it and it'll explode (as 10).
    10+ Explodes. Does normal weapon damage to your firing hand.

Melee Weapons

NameTypeAccConcAvailDamage#ShotsROF RelRangeCost
SwitchbladeMEL0PC1d6/2* ---1m15
KnifeMEL0PC1d6* ---1m1-20
Combat KnifeMEL1JC1d6+3* up to 2d6* ---1m70-200
Club/BatMEL-1LC1d6 up to 3d6 ---1.5m0-50
Brass KnucklesPunch0PC1d6+2 ---1m10
Spiked BootsKick0NC1d6+2* ---1m20

Drugs

NameSTREbFormLegalTime BenefitsSide Effects [delayed]
Aphrodisiacs118TabLegald6x10m Strongly Arroused, Horny.[Hungry]
Blue Glass310SmokedCd10min Strong Hallucinogen.SPsA, A/N-4.
PCP130InjectedCd10min REF+1, WLvl-1.INT,TEK,REF-3, tremors hands & face.
Psychedelics32SmokedLegald10hrs +3 Resist Intimidation.INT, TEK, REF-3, Poss Irr-Fear.
Smash33LiquidLegald6x10m Like Beer.SPsA, Inhib Loss, Poss [Headache, nausea]
Snapcoke133TabletCd6x10m REF +1, INT +1SPsA, Humanity -1d6
SynthCoke125SniffedCd10min Euphoric, COOL+1.MPsA, Inhib Loss, Arrousal, [Paranoia].
Thrill110InjectedCd10min EuphoricHallucinations, Poss Parano, [Delusions]
Uppers19PillLegald10hrs REF+1.Inhib. Loss, EMP-1, [Headaches]