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.
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.
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.
Special Ability Score ---> |
|
|
|
|
|
|
|
|
Cop |
|
|
|
|
|
|
|
|
Corporate |
|
|
|
|
|
|
|
|
Exotic Dancer |
|
|
|
|
|
|
|
|
Fixer |
|
|
|
|
|
|
|
|
Gang Member |
|
|
|
|
|
|
|
|
Media |
|
|
|
|
|
|
|
|
Medteche |
|
|
|
|
|
|
|
|
Netrunner |
|
|
|
|
|
|
|
|
Nomad |
|
|
|
|
|
|
|
|
Runner |
|
|
|
|
|
|
|
|
Rocker |
|
|
|
|
|
|
|
|
Solo |
|
|
|
|
|
|
|
|
Techie |
|
|
|
|
|
|
|
|
Thief |
|
|
|
|
|
|
|
|
Trooper |
|
|
|
|
|
|
|
|