HOUSE RULES: STANDARD CHARACTER GENERATION

STATISTICS (p. 15)
If the player opts for random stat determination, roll 1d10, nine times, rerolling 1-2 if you wish. Distribute the rolls as desired. If you hate the rolls, start over.

STATS AND CHARACTER AGE (p. 19)
For young characters, BODY, REF, and COOL are limited to half the character's age in years. For older characters, statistics may begin to deteriorate after the character reaches middle-age (age 60 for those regularly receiving standard or above-standard medical care, age 40 for others). Each year, the player should roll 1d10 (1d8 for characters not receiving standard medical care) on the following table:

Roll		Effect
1		-1 REF
2		-1 ATT
3		-1 MA
4		-1 BODY
5		-1 TECH
6-10		No penalty

CAREER SKILLS: COP (p. 34)
Cops have the skill Shadowing instead of Melee.

PICKUP SKILLS (p. 36)
For use if the player does not opt for the Character Point system described above. In rare circumstances, a character may buy a Special Ability of another Role using Pickup Skills. The character should have a well-thought-out background to explain having the additional Special Ability. The most common example of this is the Cop on the SWAT or CyberPsycho Squad, who usually has a few levels of Combat Sense as well as Authority.

SKILL SPECIALIZATION (p. 36)
A character may opt to take a specialization in a narrow sub-category of a skill, gaining +1 with the specialization and -1 in other uses of the skill. Examples might include Melee/Sword, Rifle/Assault Rifle, Handgun/Laser, Awareness/Hearing, Heavy Weapons/Machine Gun, and so on.

BRAWLING (p. 40)
The Brawling skill includes skill with simple brawling weapons such as clubs and knives. This applies only to Brawling, not to Martial Arts.

MARTIAL ARTS (pp. 41, 90)
Use the following chart for the IP multipliers and combat bonuses for martial art styles:


KARATE (2): Strike +2, Kick +2, Block +2.
JUDO/JIU JITSU (2): Throw +2, Hold +2, Escape +2, Sweep +2, Grapple +2.
BOXING (2): Strike +3, Block +2, Dodge +2.
THAI KICKBOXING (2): Strike +2, Kick +2, Block +1, Dodge +1.
CHOI LI FUT (2): Strike +1, Kick +2, Block +3, Sweep +1.
AIKIDO (2): Dodge +3, Throw +2, Escape +2, Sweep +1, Grapple +2.
KUNG FU (2): Strike +2, Kick +2, Block +1, Sweep +1.
TAE KWON DO (2): Strike +2, Kick +2, Block +1, Dodge +1.
SAVATE (2): Kick +3, Block +2, Dodge +1.
WRESTLING (2): Throw +1, Hold +2, Escape +2, Choke +2, Sweep +1, Grapple +2.
CAPOEIRA (2): Strike +1, Kick +1, Block +1, Dodge +2, Sweep +3.

FACE-OFF (p. 45)
A face-off is essentially a skill roll using COOL and the character's Reputation. A character may use the higher of Reputation, Authority, or Combat Sense in the roll.

RUNNING OUT OF CASH (p. 83)
Each of these options allows the character to have $50,000 in cybernetic enhancements or equipment (including cyberdecks and programs). The required allegiance may be secret or public, as the player desires.