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Player InformationAbout GangsYour 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 punkThese 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. AttributesSince 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 MultipliersUsually 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 SkillpointsYou 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 SkillpointsPick-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.
Special AbilitiesEvery 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 EquipmentChoosing 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 AddictionGang 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 MoneyYou'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 & EquipmentOn 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.
Common Street EquipmentGuns & Fire weapons
Melee Weapons
Drugs
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