Roll attributes in order take what ya git.
Roll 2d6 (on roll of 11 or 12,
remove the "6", yielding 5 or 6).
2 cripple, 3-4 low, 5-7 average, 8-9 high, 10 super
Luck now counts for psychic power & "essance"(from
ShadowRun®©).
Cyber subtracts
from Luck as well as Empathy. But, if Luck drops to zero, the soul loses
contact with the body & "dies". The soul can be trapped in the "dead"
host with
psychic abilities:
cybermancy® and cyberzombies® from Cybertechnology®©
Roll background then choose skills. Initial skills are not one-for-one, character must pay skill multiplier (special ability skills are x^2, "sqared")
Get stuff: normal dross & duff, plus 3 items
Item must be lessthan $1000 and appropriate to character concept. Items come
with extra batteries, clips, whatever... Character can "sell out" for three
more items.
Character Careers:
NetRunner:
Mindplayer. This career is adapted from Pat Cadagin's Minplayers©. This character is specialized in mental psychology. Using a modified cdeck, the 'player jacks in to the patients (sub)consious mind. Here are some examples of mindplayer schools: reality affixer, dreamer, mind police...
Rigger. This netrunner character specializes in drones & vehicles rather than computers. The rigger is considered a netrunner because of the control remote concentration within the interface ability. Riggers may 'deck as well, but most of thier skills & resources are spent on vehicles: pilot, driving, vehicle-control rig...
Media:
Gargoyle. This career is inspired from Snowcrash©. The Gargoyle is so named because the character is always linked into the Net. He is recording & dumping everything he experiences in the hope that it will become valuable & someone will buy it. The theory is, if something interesting happens and the gargoyle is there, he recorded & filed it. He then goes on to sell the recording or archive it in the hopes that it will be significant in the future. Gargoyles have a distracted attitude, as they are downloading info about your prostate surgery, Urbanbrawl® scores, old food riot video...
Psychic:
The rules for psychics are published in Night's Edge©, Cyberpunk 2020®© dark alternative game style. Psychics use those rules with a few additions: psychic skill/ability and Luck as psychic power stat. The psychic's special skill is "psi", similar to interface, jury rig... This skill adds to Luck + power when rolling to activate a power/ability. Characters cannot just become psychics as the training requires years of meditations, awakening, chemical therapy & development. Psychics are an independent class. (I allow players to choose any skills during creation, so I have not included the Psychic "top ten" skill list)
Special ability skills:
Special abilities are the only skills that ever add/modify other skills (and
then only in very specific situations).
Combat Sense: add to awareness & initiative (in combat situations)
Jury Rig: add to any mechanical build/repair (temp modification only)
Charismatic Leadership: add to Empathy skills (vs large crowds only)
Authority: add to Empathy skills (within legal juristiction)
Credibility: add to Empathy skills
Resources: add to Empathy skills (within corperate influance)
Interface: add to computer skills (only within the Net/decking)
Med Tech: add to first aid, surgery, cybertech, biotech...
Steetdeal: add to Empathy skills (within home turf)
Psi: add to psychic powers (see psychic)