CHARACTER GENERATION: POINT-BASED

Players may use one of two methods to generate their characters. The first method is that described in the rulebook: random rolls for Statistics, plus an allotment of points for Skills and starting wealth determined by the characters Special Ability level. The alternative is entirely point-based, with no die-rolls required until the Lifepath. In this system, the player receives 10 (ten) Character Points to distribute among the categories of Statistics, Skills, and Wealth, according to the Character Point Table below.

CP         Stats      Skills        Wealth
0           50          40          $2,000
1           60          50           4,000
2           65          60           20,000
3           72          70           50,000
4           80          80           100,000
5           90          90           300,000
6           100         100          1,000,000

STATISTIC points are spent on the nine statistics using the following scale.

STAT VALUE:   2    3    4    5    6    7    8    9    10
Point Cost:   1    2    3    5    6    7   10    12   15

SKILL points are spent on the various skills, using the Career Skills listings on p. 34 of the rules. Skills in the character's Career Skills list cost 1 point per skill level. Skills not on the Career Skills list cost 2 points per skill level. Special Abilities cost 2 points per skill level (doubled for the Special Ability of another Role!). All point costs are modified by the Difficulty Modifier of the skill: acquiring a skill level of 4 in a skill with Difficulty of (2) will cost 8 Skill Points; the same skill level in a skill outside the character's Career Skills will cost 16 Skill Points.

WEALTH points are used to determine the character's starting resources, to be spent on equipment, cybernetics, and lifestyle.

OTHER HOUSE RULES

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.

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 in comparison with those of another character to see which will blink first. 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.