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18:46, 26th April 2024 (GMT+0)

Making a Character.

Posted by RefereeFor group 0
Referee
GM, 2 posts
Fri 15 Jan 2021
at 23:37
  • msg #1

Making a Character

For those of you who have and read the book, I will not be using the Morgan Blackhand stuff for character creation.  I will have a similar start to the game, and then we go into more or less full sandbox mode.

There are nine Statistics:  INTelligence, REFlexes, COOL, TECH Ability, MOVE allowance, LUCK, BODY type, EMPathy, and ATTractiveness.  A quick break-down of what each can do is below.  All skills (later) are attached to a Statistic, though in special circumstances that can use a different stat with the skill.

You have 50 points for Statistics, the maximum value is 8 and I am not allowing anything lower than 3.  Cost is 1 for 1.

INT: Problem solving, smarts, memory, perception
REF: Dexterity, reaction speed, coordination, agility
COOL: Will, presence, resistance to stress
TECH: Ability to use and repair technology
LUCK: Karma.
ATT: How good-looking you are.
MOVE: How many meters you can run in 3 seconds
EMP: People skills, charisma, ability to relate to others
BODY:  Strength, endurance, constitution.  How much you can lift, how many wounds you take.

There are ten skills that all juvies can have, plus everyone gets another skill from their yogang.  As I said above, skills are attached to a Stat, and everything you do in this game is by taking a Stat + a skill and adding a 1d10 roll, trying to equal or exceed a target number.  An average difficulty is 15.  Summaries of the basic skills are below.  All of these skills are scaled to “kid level” meaning they are only one-half effective (half level) when going up against an adult with the proper (CP2020) skill.

Streetfighting (REF):  Basic fighting skill in hand-to-hand, melee or ranged.
Thief StuFF (REF):  Lock-picking, pocket-picking.  Does not include electrical locks.
Jockstuff (REF):  Athletics: throwing, swimming, jumping, climbing, balancing, etc.
Get a Clue (INT): Awareness, perception, includes human perception (reading others)
Blend (REF):  Sneaking, hiding, shadowing, camouflage (in crowds, etc.)
Genspeak (INT):  This is a juvie slang/street language/argot.  Used to speak in front of adults without them understanding you.
Streetsmarts (COOL):  Streetwise for the juvie scene.
Fearless Leader (EMP):  Determines your rank in your gang (if you are in one), and is the juvie version of Leadership skill
Schoolin’ (INT):  How much education you’ve had, general knowledge skill
Gogo (REF):  ability to drive vehicles
Little Angel (EMP):  fast talk, con artistry, persuasion, and general social interaction

You have 40 points for skills, there is no minimum but the maximum is 8.  I do not recommend you pick five skills at level 8; such a character is too specialized.

Family:

You can choose your family background, though your yogang will partially determine this and everyone is connected in some way to the High School and/or The Obelisk.  The book has a handy table if you want to roll:

1 Corp Exec
2 Corp Manager
3 Corp Technician
4 - 5 Corp Labor
6 Outside Poor
7 Outside Technician
8 Outside Gang Family
9 Outside Homeless
10 Military/Corp Security

Goldenkids would likely be Corp Exec.

For Siblings, you can choose to be an only child or roll 16d-1 for number of siblings, and then 1d10 for each:

1-2 Older Sister
3-4 Older Brother
5-7 Younger Sister
8-10 Younger Brother
This message was last edited by the GM at 17:56, Sun 17 Jan 2021.
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