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Character Points -

The default method of character point generation is to roll 7d10+20. If this method is used, the dice are either rolled by the GM, or by the player in the GM's presence (for online games, this involves using a dicebot. Either the bot belonging to the GM, or a third party bot approved by him). This is because the GM has had a problem in the past with some players cheating. I apologise to that majority of players who do not cheat at die rolls, but that's the way it is. Alternatively, players may begin with 60 character points, and dispense with the dice roll. This gives a character very slightly (1.5 points) above the average roll on 7d10+20. This option protects the player from having exceptionally low atributes, but also makes it impossible to have exceptionally high atributes.
 

Starting Skills -

There are two types of skills that characters start the game with. Career Skills, and Pickup Skills. The number of career skill points that a character gets is 40. These may be spent to purchace any skill in the character's career skill package. The character must purchace their special ability to a rating of at least +1. To determine the number of pickup skill points a character has, add together the ratings of their REF and INT stats. These points can be spent on any skill the character did not spend career points into. The GM may disallow the purchace of certain skills if he does not feel that they are justified bye either role or background (i.e. a Gang Member who wanted to spend points into the Genetics skill). The way that skill points are spent can be modified by either the military or education background options. See the apropriate sections for further detail on the subject.
 

Starting Money -

The base starting resources for each character will be equal to their monthly salary (as listed below) multipled by D6+1. Note that this reflects the average monthly income for someone of their status who is regularly employed, which the character may or may not be. The character may spend this on equipment, cyberware, or other resources at twice it's value, and any unspent resources will be converted to half it's value in cash. The military background option may alter the way starting resources are determined.
 

Pay Scale 

Special Ability Score --->
1-3
4
5
6
7
8
9
10
Cop
1000
1100
1500
2000
3000
5000
7000
9000
Corporate
1500
1900
2800
3500
5000
7000
9000
12000
Exotic Dancer
800
1000
1400
1900
3000
5000
7000
9500
Fixer
1500
1900
2400
3000
5000
7000
8000
10000
Gang Member
600
900
1200
1500
1900
2500
3300
4500
Media
1000
1100
1200
1400
3000
5000
7000
10000
Medteche
1600
2000
2500
3000
5000
7000
10000
15000
Netrunner
1000
1200
1600
2000
3000
5000
7000
10000
Nomad 
1000
1100
1300
1500
2000
3000
4000
5000
Runner
1000
1200
1500
2000
3000
4500
7000
9500
Rocker
1000
1100
1300
1500
2000
5000
8000
12000
Solo
2000
2200
2500
3000
4500
7000
9000
12000
Techie
1000
1200
1600
2000
3000
4000
5000
8000
Thief
900
1100
1500
2000
3000
4500
6000
8000
Trooper
2200
2500
2950
3300
5150
7700
9900
13200
 
 

General Campaign Info

I haven't gotten around to keying this info in yet, but watch this space, as it should be here soon.



anything below this point is inserted by Tripod and therefore may not be endorsed or sanctioned by me