Jump to content


Senior members
  • Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About Archangel

  • Rank
    El Diablo Robotico
  1. I was impressed with Shapeways when I found out about it, but this is a different class altogether. Highly impressive!
  2. The part I like most about cyberpunk as a genre and cp2020 is that it is an umbrella for such a diverse range of themes and moods that no-one can really arbitrate what cyberpunk is beyond a short list of core and inspirational works, half of which would no doubt be argued over - at best they can express what their vision of cyberpunk is, at times with a great deal of eloquence. Anything more borders on arrogance. For example: I believe that essential part of a person being able to articulate their own vision of cyberpunk is how they relate the genre to both transhumanism - science and technology as tools to advancing the human condition, and dystopia - a state where social, political, technological and personal advancement are nearly impossible. Best of all you can cherry pick elements from both dystopia and transhumanism for cyberpunk - Spider Jerusalem is a pretty cracking example of a Media archtype for instance. The themes from Metropolis are an excellent threat to inject into a cyberpunk setting. The reputation index from Charles Stross's Accelerando would be a great alternative currency/reputation system and, I totally agree, is well worth a stab at implementing in a game setting.
  3. My my, what a surprising amount of bile bouncing around the thread. I've never seen the problem with just ditching or 'urban mything' some aspects of the game, or rejecting them outright for a specific setting. CP2020 is a nice set of building blocks for the game I want to run. I respectfully disagree that Chromebook 2 was the Beginning of the End, though I've noticed agreement here and amongst my friends that the exotic/animal mods were a bit poor. I personally disliked the Corporate War books because the escalation got silly and frankly I can write my own world-changing plots. 'borgs were a good addition IMO - they are a natural progression of cybertech and an approach at overcoming cyberpsychosis. They are, unfortunately, setting-breaking, at best fundamentally changing the game's landscape. My usual solution is to make the urban-myth technology towards the start of the decade. There may be one or two in a country at most and each one is unique due to the Robocop Principle - it takes a special kind of person not to completely lose themselves if turned into a brain-and-essential-gibbs-inna-can. Exotics... I like the idea. Looking at even the core cp2020 setting there is no self-modification too garish that someone won't try it. Unfortunately the implementation was hamfisted and the artwork was bottom of the barrel even for cp2020. Instead I see people having slightly more subtle mods - cat eyes, ears, slightly modified nose, hair reweave to fur maybe; not a person with a tiger head. More Thundercat, less Hello Kitty. The great strength of cp2020 core is that it can build a wide variety of types of cyberpunk game if you are not too restricted by the archetypes and setting, and you are prepared to make internally consistent changes to the background and gear available. Negative speculation on where MM was going and his motivations strikes me as mouldy bitterness at this stage. As always - the game is what you want it to be.
  4. I have not used them to date in games I have ran as anything other than a bogeyman-style threat that is very hard to defend against. They also push that handy little primval fear button that some folks (myself included) have regarding more sinister insects. Money is the natural limiter on these beauties - they are reasonably pricey compared to other solutions (intrusion; placing of cheaper surveillance technology; assassination by poison, sniper, even suicide bomber for the ethically challenged). Another factor is that these chaps can be used as excellent terror weapons - something the authorities of the gaming world will both fear and salivate over. A nice idea that occurred to me was the idea of drone employment escalation. One agency or corporation sends a drone as surveillance - it is discovered and destroyed, with enemy spy drones sent in response. Sabotage is a natural follow on, eventually to the point of assassination. Once open hostilities are declared drone warfare would be terrifying - fleets of these things blotting out the sky and raining metal carcasses, carving up enemy facilities and unlucky meat popsicles. Alternatively an AI drone-fabrication fabrication facility could be dropped off in inhospitable or alien terrain to kick off construction of a mining, power or even terraforming facility. For how this can go so terribly wrong see SG-1's Replicators.
  5. Excellent point - it does not explicitly state either way, at least not in the core book. However the defense skill options offered in the Friday Night Firefight in cp2020v2 pg 111 are: Martial Arts, Fencing, Dodge or Athletics. That doesn't preclude defensive Brawling, but doesn't explictly include it either. Apologies in advance if this was explictly cleared up elsewhere. Regardless of semantics though, I will treat Brawling as a Martial Art in terms of mechanics resolutions as part of my attempt to balance out the various close combat skills with the advantage that they can build their own style of Brawling if they want, or just stick to strike/kick, strike/block, etc. I'll let players bring whatever in-game flavour they want - the core definition of Brawling ('you am fightahn a lot') still works for me. as does working out in a gymn or dojo, finding a mentor, suitably entertaining diving inspiration or anything else that satisfies the imagination tax. Same for Melee - I'm working on a tweaked list of moves closely modelled off the Martials Arts moves. Blame it on playing and running Tristat, an effects based system, over the last 5 years.
  6. I completely agree with the rest of the post, but I disagree with this point - I and other GMs I know have managed to move players to the point that they cry. Regarding gear - starting off players with as little gear as possible makes them value what that have - and makes them hungry for the next pay off.
  7. cp2020 suffers a few problems common amongst roleplaying games, particularly those of the 90s. 1. Martials arts are a borderline supernatural power that allows a human to shatter enemies like ripe water melons, and 2. Certain martial arts have superior stats. In cp2020 the damage bonus equal to skill level was oh exploitable, particularly when you start adding cyberlimbs into the mix. I decided to reduce it to a bonus of +1 damage per two levels of Martial Arts - I like that martial arts can do a bit more damage, but not that if a moderately trained chap can always kick an average person's head off their shoulders. Regarding the second issue - Tai Kwon Do offers the best offensive bonuses, Aikido the best defenses, and Wresting the best control move bonuses. Spending a few points in each would give a massive advantage - in fact spend a skill point each in Tai Kwon Do and Aikido at character creation and you have at least a +4 bonus on all moves except Choke and Grapple. Instead I'm trying out a new rule: call your martial art whatever you like, every skill point you put into it gives you two +1 bonuses to assign to special moves. Martial arts skill rolls become Stat + Move Bonus + D10. I want to play a punk with a good Reflexes 8 and bit of Karate - I spend 4 points on Martial Arts and distribute the bonuses: +3 Strike, +3 Kick, +2 Block. So he's rolling D10 + 11 for Strike and Kick, +10 for Blocking. Now this *really* reduces the bonuses for martial arts, but it does so for *everyone*. No-one has an inherent bonus for picking a 'better' martial art. Brawl and Dodge & Escape skills become both more valuable yet redundant - you just spend the points and get regular Stat + Skill + D10. The problem is that Brawl will not let you do anything other than Strike and Kick, so you effectively have the martial art: Brawl with all bonus picks on Kick and Strike, likewise with Dodge & Escape... well, you see how it goes. The only balance problem is when a someone pulls a melee weapon - they get the whole skill for both attacking and defense. Solution: treat Melee as a martial art. Buy ranks in Melee and pick from the Martial Arts moves (except Kick and Grapple), accepting that some moves will only work with certain weapons (good luck Choking someone with a sword).
  8. Some skills are generally more useful than others. 'Useful' in this case being defined as either frequently useful (Intimidate, Human Perception, Handgun) or returning value to the character in form of goods, information or services (Streetwise, Gamble, Forgery). IP values (at least partially) address the issue in ongoing experience, but not at character creation. My solution - I made a list of all the skills and marked with an asterix specialisation skills which can be raised 1 rank per 1/2 skill point spent. The list below is for my low-to-medium level game I will be running based in Night City, mainly based on the core setting. Some skills may be more valuable in other types of game - a setting where air vehicles are more available would make the various Pilot abilities standard instead of specialised expect perhaps dirigible. Dirigible would of course be a normal skill in a slightly more steampunk setting. So far it's not had much effect on game balance - if anything it has encouraged characters to spend skill points on skills that may not be directly useful in play but enhance their background, e.g the Punk Techie has taking a lot of the Painting skill so he can do sweet decals on vehicles. I've also changed how martial arts works a little, covered in a separate post shortly. Attr Wardrobe & Style * Body Endurance Strength Feat Swimming * Cool Interrogation Intimidate Oratory Resist Torture/Drugs Streetwise Empathy Human Perception Interview Leadership Seduction Social Persuasion & Fast Talk Perform (pick) * Int Accounting * Anthropology * Awareness/Notice Biology * Botany * Chemistry * Composition * Diagnose Illness Expert * Gamble Geology * Hide/Evade History * Language (pick) * Library Search Mathematics * Physics * Programming Shadow/Track Stock Market * System Knowledge Teaching Wilderness Survival Zoology * Ref Archery Athletics Brawling Dance * Dodge & Escape Driving Fencing Handgun Heavy Weapons Martial Arts Melee Motorcycle Operate Heavy Machinery Pilot (Gyro) * Pilot (Fixed Wing) * Pilot (Dirigible) * Pilot (AV) * Rifle Stealth SMG Tech Aero Tech AV Tech Basic Tech Cryotank Operation * Cyberdeck Tech Cyber Tech Demolitions Electronic Security First Aid Forgery Gyro Tech Medtech Paint / Draw * Photo / Film * Pharmaceuticals Pick Lock Pick Pocket Play Instrument (pick) * Tech Specialisation (pick) * Weapon smith
  9. Cheers. In addition to edges I abolished character packages and special abilities (except for Medtech and Interface - refactored as normal skills) and gave people 50 skill points to spend on any skills with a cap of 8 at start up. Interestingly this has resulted in characters which blur the regular archetypes - of the four characters created so far: * Info broker - a Netrunner that dropped the Tech-based aspect of the archetype for more Attr and socialising skills, took 2 Netrunner Edges and a Fixer edge. He still plans to do Runs but will be focused on the trading of information as well as the acquisition. * Nomad Scout Initiate - more or less a archetypal Nomad but has taken some Tech skills so allow greater independence, 1 Nomad Edge and a little of both Techie Edges. The feedback from this player was that 'The Road' (situational) would be great for a mobile campaign, but not so useful in a city game - I may change or replace this Edge to cover more situations or repalce it with something more appealing. * Punk Mechanic - a young punk who works for an ex-Solo in a gargage by day, and by night fights on the backstreets. He decided to specialise in melee, a brave choice for cp2020, took Close Combat Reflexes (Solo) and Kludge (techie), spread his skills between mainly martial arts and techie skills. * Ex-mil Field Surgeon - a somewhat traumatised doctor who now works for a Body Clinic, mainly kept in the back to perform operations. Mainly took Corporate Resources to represent working for The Clinic and a bit of Chirgeon Edge. He also took some wolvers left over from service and, when a few of us were drinking last night and making characters, jokingly referred to his creation as 'Wolverhouse'. I also marked a number of the skills as half price (1/2 skill point for a level at character creation) to encourage the uptake of 'fluff' or infrequently used skills like Wardrobe and Style and Accounting. I'll cover that in another post shortly. Finally - because no-one had special skills I gave all players 7,000 eb to start off with. It's been an interesting amount - people have been able to make the characters they want with basic and stripped gear. I think it was hardest on the Netrunner, but they still had enough for essential kit. So far it's resulted in a varied but interesting group with some skill overlaps. Most importantly they are lean and looking forward to the pay off from their first job so that they can get some better or funnier kit.
  10. Call it heresy, but does cp2020 actually need anything else publishing? I'm gearing up for a 6-person game next week, done the character-gen with half the players. With a bit of judicious tweaking here or there on the background (ISPs instead of the Internet company), removing character class package and replacing Special Abilities with Edges I am pretty much good to go. Already I've noticed that players are making much more flexible characters without the extremely artificial career packages - a Nomad with enough Techie to be self sufficient, a Netrunning Info Broker, a Ripperdoc Medtech with Fixer qualities. I think the reason I think like this is because everyone whom I have ever met ran cp2020 in a different way, often significantly diverging from the 'canon'. It doesn't help that the fluff books had a nasty habit of focusing on the god-characters (Rache, Blackhand, etc) and escalating the setting wildly. v3 was, in hindsight, inevitable in its direction. One of the players also said something that struck a coord, "cp2020 is supposed to be an anachronism." I like that idea - it's routed in an extremely 80s view of the future.
  11. Ouch. My issue with it was that it was a subsetting of cyberpunk. CP20202 had the potential to be serveral different types of game, but CP3 looked very much like the archtypes and background were too closely bound to allow much creativity. Also - what's a grognad?
  12. Posting this in general rules as the new version of Edges is a drop-in replacement for Special Abilities as opposed to part of a system rewrite. Enjoy! Edges An Alternative to Special Abilities in Cyberpunk2020 Change Log v0.1 Core career SAs and roles sieved for Edges. v0.2 Editing some of the core Edges and dropping 'Tech: Science Edge'. Cop: Badge renamed Conviction, Superstar:Glam renamed Persona. More Edges: Phantom, Extreme Environment, Vehicle Affinity, Sifting. v0.3 Roles expanded to Archetypes. More examples. Tighter wording. More specific skill references. Edges now classified as Situational, Resource or Reputation. v0.4 Transferred to Open Office 1.0.1 v1.0 (August 2009) First update since 2003. Situational Edges rewritten from skill bonuses to re-rolls. Renamed Superstars to Mediastars. Separated certain Situational Edges into Reaction Edges. Renamed Medtech Edges. Reordered archetype listings and edges into alphabetical order. Tightened wording. Added Edge Maintenance Introduction Edges are a replacement for Special Abilities, encourage broadening and combining of existing archetypes to allow a greater range of character creation. Edges and Character Creation A player may chose up to three Edges during character creation. The GM allocates each player a number of points to spend on Edges - 3-6 points with a cap of 3 points spent on any one Edge for most campaigns, more points and higher initial caps for larger or epic scale campaigns. Note: If one wished to make a 'traditional' character using a core CP2020 career then they could simply take three of the most appropriate Edges to their Archetype. Using Edges in Play There are four types of Edges: Situational Edges: Experience with specific circumstances that can help avoid rookie mistakes. [Characters may re-roll skill checks in certain situations a number of times per session equal to the Edge level. The new roll is used even if it poorer than the previous roll. ] Resource Edges: Assets, money, manpower, equipment or information depending on the specifics of the Edge in question. [The GM may require a skill check to access resources - Situational Edges may be used in these circumstances.] Reputation Edges: Fame or infamy within a given subculture. Reputation can be used as a role-playing tool by characters to open doors otherwise closed. [The GM may allow a character to add their Reputation Edge to a socialising or face-down skill check where noted in the the Edge's description. Applicable Situational Edges may be used.] Reaction Edges: A honing of reaction times within a given activity, typically in opposition to others. [A character may add their Reaction Edge levels to specific types of initiative roll.] Maintaining Resource and Reputation Edges Resource and Reputation Edges need maintaining. Continually tapping a Resource without contributing to its upkeep will result in the Resource drying up, repeatedly relying on a Reputation without achieving anything of note will cause people to question the validity of the Reputation. Making a big ask from either the corporate credit account or a local mob boss can be certain that the investors will expect a result... and a return. A Ripperdoc who runs a clinic based off Favours (Fixer Edge) from local Boosters should expect to give free tune-ups and at least the occasional bit of exciting new technology. A hacker or hit-man that continually faces people down will eventually need to perform a hack or a hit in keeping with their reputation Edge Master List Corporate Edges Archetype Summary: Anyone whom works within a Corporate hierarchy - sharp executives, harassed administrators, 'politicall advisors' to government officials supported by Corporate interests, 'police liaison officers', and anyone who represents the Businesses of Tomorrow. Clout Type: Reputation In the often predatory environment of corporate power structures the right demeanour, air of authority and track record combine to form Clout - reputation carved into the corporate landscape. A character may command a large amount of Clout even though they have relatively little rank, whilst highly placed executives can have very little Clout if they are politically obtuse. [bonus to social interactions within a corporate hierarchy, such as face-downs, Intimidation, or even Seduction and Wardrobe and Style in the right circumstances. Range of popularity: 1-3 - A name known within a Corporation; 4-6 - Feared or respected nationally within Corporate circles; 7-9 - The agents of multi-national Corporations; 10 - A name on everyone's lips within global Corporate society. Notes: Clout has little effect outside Corporate hierarchies or society - nowhere else would tolerate the appalling arrogance, obnoxiousness and attitude that Clout requires.] Credit Type: Resources The faith and trust a Corporation has in its representative is measured in the resources they are prepared to let their agent have access too. A corporate employee's Credit only applies to activities sanctioned by the Corporation, though a larger line of Credit does imply more leeway. Credit is a particularly appropriate Edge for Mediastars, Superstars, Corporate police officers, or anyone else a Corporation has made an investment in. [Example of resources available via Corporate Credit: 1 - An office cubicle or shared office, personal transport allowance, lunch expenses; 2-3 - A small nondescript office, company car, business meeting expenses, white-ops requests (media airtime, public information, DMCA take-downs), temporary body guard. 4-6 - Personal office with decoration, company AV, business trip expenses, grey-ops requests (private information on individuals, surveillance, intimidation), permanent body guard, legal representation, 'security team' call-out. 7-9 - Large office with a view, transport as required, extensive expenses (funds for advertising or political campaigns, bribes), black-ops requests (assassination, kidnap, restricted government or military information, sanctioning of torture in interrogation), personal security team, as much 'security personnel' as available locally (Solos, assault AVs, etc). 10 - Own branch of the Corporation, any request will be considered by the Board.] Public Relations Type: Situational Presenting a positive face to the public needs a degree of deception and manipulation of public opinion can be helped with an Edge in Public Relations, e.g. allaying fears over recently exposed dubious business practices, or promoting a product - including political candidates. This Edge would be useful to other characters acting as representatives of a large organisation - priests, clerics and other representatives of an organised religions; front-men and -women for organised crime. [Re-rolls for social interactions as a representative of the Corporation. Notes: PR Edge itself does not represent a specific organisation, it represents one's ability to represent any company. A Corporate with a lot of PR could as easily promote Takasbro Giant Robot Toys as it could Sach, Sach, Sach and Sach Finances.] Fixer Edges Archetype Summary: A Fixer is someone whom gets things done on the streets by knowing the right people to ask and the right way to phrase such requests. A Fixer may be a 'dealer in various goods or services', a part of organised crime, a political shark or a Corporate agent that works outside the box to achieve their objectives. Favours Type: Resources The coin of the truly powerful, Favours can often obtain goods or services not available via legitimate channels. One of the greatest benefits of this Edge is being able to trade favours or debts. Favours make an excellent Edge for any character involved in corruption, unofficial trade, illegal activities and politics. [For examples of Favours available see Corporate Credit, but remember that the source of the Favour will usually be coming from unofficial sources, not from a corporate tower. Flavour as appropriate.] Reach Type: Reputation A range of contacts, dealers, suppliers and other links to the machine that feeds the streets, unofficial Corporate needs, and the underbelly of politics. A street-corner hustler or extremely niche supplier may have very little Reach, whilst the best Fixers tend to have an extensive Reach. This Edge does not guarantee goods or services, but it does reflect the range of people that may be paid, intimidated or bargained with. Reach is part of the reason why few sane or wise individuals on the street give a good Fixer any grief - you never know what your next hit may cut with, or what 'modifications' your local Ripperdoc might include in your next stop at the clinic if you tread on the wrong toes. Reach is a natural Edge for any character with ties to the underside of society - private detectives, organised crime, booster gangers, etc. [Range of Reach: 1 - Block 2-3 - Neighbourhood (e.g. Combat Zone or Suburbs of a city); 4-6 - City; 7-9 - State; 10 - National;] Silver Tongue Type: Situational The Edge of bargaining, bartering, dealing, deception and subterfuge - the meat and wine of a majority of Fixers. This Edge is particularly useful in acquiring goods or swaying arguments in one's favour. It cannot be used to convince someone of something they believe to be false or is otherwise easily verifiable. Although this Edge is eminently suitable for Fixers, certain Corporates and criminal types can also find Silver Tongue useful, as well as crooked cops, investigators and undercover operatives. [Re-rolls when attempting to deceive, strike a bargain or win an argument.] Medtech Edges Archetype Summary: People whom live or work in the field of medicine - doctors, care staff, medical researchers, pathologists, ripperdocs, etc. Medtechs are best combined with other archetypes in order to create a fully fleshed character. Physician Type: Situational Keeping a calm head, applying pressure, selecting the right gadget or pharmaceutical whilst the patient is threshing, squealing, holding their guts in with their remaining hand. This Edge can represent paramedic training, intuition, or experience in some of the world's most violent hell-holes. Physician is appropriate for paramedics, field medics, missionaries, and anyone else whom performs trauma treatment. [Re-rolls for first aid, paramedicine and application of short term pharmaceuticals.] Chirugeon Type: Situational Medical school, software training, or chipware will assist the act of surgery, but few possess the touch of genius that allows truly gifted to avoid serious or even fatal mistakes. This Edge is also useful for Techs whom deal with cybertech and long-term medical technology. [Re-rolls for surgery and administration of long term pharmaceuticals.] Mediastars Edges Archetype Summary: Mediastar is a more generic version of Rockerboy and Media archetypes that includes film stars, TV personalities, celebrity journalists, rockstars, sporting personalities and other media celebrities. A typical Rockerboy out to change the world or a Media journalist determined to expose corporate corruption are both examples of Mediastars. Fortune Type: Resources The private assets acquired during a celebrity's career are usually limited to cash and resources available to private citizens. Milispec or police equipment are unlikely to be available, likewise other career specific equipment such as Net gear unless it relates to the Persona within reason - being an on-screen Solo may grant a handgun left over from an old sponsorship deal, but does not justify access to a private arsenal and a fleet of tanks. Fortune is appropriate for any character whom might have have acquired private and independent assets or resources not directly controlled by a corporation, military or government agency. [Examples of Fortune available at each level: 1 - cash and credsticks under the mattress, a flunky, second hand bike or car, living in motels/cubes; 2-3 - an apartment, a reasonable wardrobe, a body guard or personal assistant, dodgy agent; 4-6 - flashy house/high-rise apartment, professional agent, limo/sports car; 7-9 - entourage, mansion, fleet of cars, personal manager; 10 - a personal theme park, a castle, whatever. Notes: Why bother with Fortune if a Superstar or other type of character can just earn cash and put it into an account? Whilst highly paid performed may earn a wedge, Fortune represents secure assets not tied up in investment, property, manager discretion and other inconveniences .] Persona Type: Situational Superstars and other performers often have a 'Persona' - their on-screen or public image, similar to the old fashioned notion of a stage name. This works for rock stars, film stars, sporting professionals, chat show hosts or other types of celebrities. Sometimes the dividing line between the real self and the Persona is distinct - an actor isn't always the character they play, most rock stars take the make-up off between shows. The danger of a strong Persona is that with too much success or a lack of stability the lines between person and Persona can blur or even disintegrate entirely. Persona can be used to look good in celebrity situations or using the sheer weight of their Persona to sway a person. This Edge could be useful for any character who has an alter ego, such as vigilantes, evangelists, and ambassadors. [Re-roll to social interactions as one's Persona - Wardrobe/Style, Seduction, Fast-talk and other skills at the GM's discretion.] Ratings Type: Reputation A celebrity is only as valuable as their popularity - Ratings is a general term that could represent concert attendance, music sales, box office sales, netsite hits as well as TV rating. This Edge is useful to any character whom wishes to be famous in the media. [Range of popularity: 1-3 - State; 4-6 - National; 7-9 - Multi-national; 10 - Global. Notes: Ratings represents the Persona only.] Netrunner Edges Archetype Summary: Netrunner is a coverall term for anyone who's lifestyle revolves around the Net, as opposed to flatheads - people whom just use the Net as a tool to achieve goals, or those whom use their time on-line as a hobby or distraction from the 'real world'. Concentration Type: Situational Much of the stereotyped levels of obsession surrounding the Netrunner stems from the focus they can bring to using programs in the Net. This Edge represents how much extra performance can be squeezed out of programs by true Net denizens. Deckers, Sysops and other professional Net users often have good Concentration. [Re-rolls for program usage rolls in the Net., including Net combat.] Digital Reflexes Type: Reaction The quintessential measures of the code slingers of the Net are their seemingly inhuman response times. Digital Reflexes reflects the fact that professional and full-time Net denizens have a better chance of getting the drop on amateurs and flatheads. This Edge can also represent military Net training. [initiative in the Net becomes Ref + Digital Reflexes + Deck/Computer Bonus + D10.] Geek Type: Situational Common wisdom and insider knowledge from Decker communities and Net subcultures. Not unlike a giant FAQ on the Net, coding, and knowing Who's Who and What's What. A rare Edge outside of the Decking, Sysop and Weefle communities. [Re-rolls for coding, system knowledge and situations involving netiquette.] Guru Type: Reputation Net professionals respect achievement, regardless of the field of interest or expertise. As a Net denizen's reputation increases their fame spreads into adjacent on-line communities. For example: the reputation of a highly competent developer of ICE software will first spread into other adjacent programming communities, then into a larger pool of communities, and finally an on-line ubiquity. [Range of popularity: 1-3 - One's own community (e.g. Virtual writing, cryptography, on-line media reviews, regular attendees of a specific Site); 4-6 - Adjacent communities (e.g. a Virtual writer becoming known amongst on-line entertainment communities, a cryptography expert becoming known by security specialists across the Net, a prolific reviewer becoming known across the a broad entertainment genre community); 7-9 - Net communities in general know about the achievements of this individual; 10 - The on-line equivalent of a household name.] Nomad Edges Archetype Summary: 'Nomad' is the common reference for a member of a travelling society in 2020. The term classically refers to farmers displaced by aggressive corporate-sponsored agricultural policies, but it also includes Travelling Folk, carnivals, mobile refugee camps or any other large roaming group with closely knit bonds. A group of Nomads travelling together are known collectively as a Convoy. A group of associated Convoys are known as a Family, whether they travel together or are scattered across a nation. A local chapter of the Hell's Angels might be a Convoy, but the national gang are a Family. Backing Type: Resources People, tools, vehicles, cash, information available from a Family. This Edge also represents favours owed to a character by their Family. [Examples of resources available via Nomad Backing: 1 - A battered but reliable motorbike or low end personal transport, rations, handed down leather jacket, shelter and food for the night amongst one's own Family, one or two family as back-up; 2-3 - A tweaked or decent bike or other personal transport, a dozen family as back-up from the area, shelter and food for a week or so from one's own Family, a night from another non-rival Family; 4-6 - A quality ride, calling on as much available back-up as possible from a city-sized area, a few months hospitality from one's own Family, a week or so from a non-rival Family; 7-9 - Any transport, any amount of back-up from Family in a State, indefinite hospitality from one's Family, a month or two from a non-rival family; 10 - Command of a convoy, indefinite hospitality from any non-rival Family, not getting a slit-throat upon entering any rival Family's camp or convoy, any amount of back-up from Family nationwide.] Standing Type: Reputation Standing represents how high in regard one is held in a character's Family and on the road. A low rating represents a distant relative, barely acknowledged by one's own family, whilst a high rating can represent a well known peacemaker, infamous road warrior or renowned scout. A character might take Standing to represent adoption into a Family. Standing amongst organised Crime is known as Respect and operates under the same principles. [Range of popularity: 1-3 - Known within ones own Family; 4-6 - Families across the state or county are aware of the Nomad; 7-9 - The Families of your country follow your activities with interest; 10 - Known of by Families across the globe as a near-mythical figure.] The Road Type: Situational The instincts that the current generation of Nomads have been born with or learned the hard way. A mixture of common wisdom, survival, navigation, and an affinity for wheeled vehicles. This Edge is most useful to Nomad characters, but any character that intends to spend a significant time between cities or on the road may find this Edge appropriate. [Re-rolls for dangerous driving on wheeled vehicles; road-based navigation; survival between and on the fringes of cities; endurance on the road. Notes: this Edge may not come into common use in games based in an urban setting, though many games will still find the navigation and dangerous driving bonuses useful.] Officer Edges Archetype Summary: An Officer is a representative of an official body, such as the police force, official government agent (FBI, CIA, NSA, etc), military or religious organisation. Typically an Officer is involved in executing policy decisions of their organisation, though experienced and ranking Officers often become involved in policy making. Conviction Type: Situational Represents the edge that get from being a representative of their organisation, regardless of their style. Crooked or spit polished, throwing the book or intimidating people, Conviction is the essence of being the one stood against the many - be it an out-gunned, out-numbered cop trying to clean the streets and hold on to law and order, a pastor trying to help his flock survive the times, or a CIA agent trying to hold on to his sanity. Low levels of Conviction represent a novice or inexperienced officer with potential. High levels represent a well known or notorious individual. Conviction may also be of benefit to Corporate field operatives, internal investigators, or military officers. This Edge would only be useful to spies, secret agents or undercover operatives whom reveal their identity. [Re-roll a skill check when interacting with organisation members or those under their jurisdiction (criminals, prisoners, subjects of an investigation, parishioners etc).] Decoration Type: Reputation Official recognition by an organisation for services in the call of duty, Decoration determines how widely recognised an individual's achievements have become within their organisation. [Range of popularity: 1-3 - Promotion within the organisation; 4-6 - Publicly Recognised, e.g. awards for valour or duty presented by high echelon members of the organisation; 7-9 - National Hero, e.g. medals of honour, presented by a government leader or royalty; 10 - Globally recognised, e.g. highly decorated veteran or leader of the organisation.] Discernment Type: Situational A 'knack' for sifting the wheat from the chaff, seeing through subterfuge and locating evidence. Appropriate for characters that regularly face lies and deception, e.g. detectives, lawyers, collection agents working for the mob, investigators of any sort etc. [Re-rolls against detecting lies or other falsification, finding clues or deliberately concealed goods and equipment. Does not apply to ambushes or traps.] Requisitions Type: Resources Requisitions represents departmental resources - usually manpower, equipment, special services (wire-taps, stakeouts, etc), funds. It can also represent kickbacks, goods 'liberated' from storage (e.g. evidence, lost property, confiscated items), embezzlement and bribery depending on style. It can also be used as security clearance for acquiring packaged information (dossiers, files, etc). [Examples of Requisitions available at each level: 1 - shield/warrant card/subpoena, a registered handgun with gun-cam; 2-3 - patrol, agency or firm car, flack or riot gear; 4-6 - search warrants, back-up, aerial surveillance, wire-taps, stakeout, CSWAT call-out; 7-9 - Departmental/Branch Resources (man hunts, citywide news black outs) 10 - National Resources (nationwide searches, influence with national media)] Solo Edges Archetype Summary: A Solo is someone whom lives a life of professional violence. Though the stereotype is that of a heavily augmented ex-cybergrunt or a sleek, gun-toting mercenary, a Solo can come from many walks of life - a competing martial artist, vigilante, thief catcher, bodyguard, or any number of careers are open to those skilled at using physical force or causing destruction. Close Combat Reflexes Type: Reaction The Edge of martial artists, pugilists and street fighters - drawing first blood, catching enemies off guard. Common amongst low-end and deadbeat boosters, bouncers, body guards, and anyone with military or self defence training. [bonus to Initiative when using unarmed, melee or thrown weapon attacks. The bonus is immediately lost for the round if the character uses a non-attack action or non-melee or non-brawl attack.] Danger Sense Type: Situational One of the marks of the professional is the subconscious correlation of information from the senses that indicates a trap or ambush. Sometimes manifests as an intuition for avoiding trouble... or finding it. Appropriate for any character finding themselves in dangerous situations, e.g. mercenaries, secret agents, bomb-disposal officers, beat cops. [Re-rolls for spotting traps, ambushes or stalkers.] Trigger Reflexes Type: Reaction Itchy trigger finger or hone gun-slinger instinct, this Edge represents the edge certain dangerous people have in gun fights. This is a different set of reactions to entering a fight using melee weapons or fists and feet. A natural choice for front-line Cops (especially C-SWAT), bounty hunters, professional soldiers and any other characters that rely on shooting first for survival. [bonus to Initiative when using or drawing a rifle-sized or smaller ranged weapon, or a thrown weapon. Does not include heavy or vehicle mounted weapons or placed explosives).] Techie Edges Archetype Summary: Techies include anyone whom builds, maintains or repairs technology for a living - field mechanics, electronics experts, architects, research and development specialists, etc. The Techie archetype is particularly suited to blending with other archetypes in order to create a more well rounded character. Master Engineer Type: Situational A grasp of engineering principles, many of which apply to several technical disciplines. Common amongst mechanics, electrical engineers, grease monkeys, computer hardware specialists and anyone else whom takes apart and puts back together devices or machinery on a regular basis. This is also a useful Edge for Nomads and characters from self sufficient communities that cannot necessary roll their broken down vehicles and equipment into the nearest Mr. Fixit branch. [Re-rolls against extended rolls for diagnosing, building or restoring technology to proper operation.] Kludge Type: Situational The gift of being able to keep outmoded or damaged devices working for a limited period of time. As with Engineering this Edge is appropriate to mechanics and technicians of any sort, or independent types and those that cannot officially have equipment repaired. [Re-rolls to temporarily fixing a technological device for D6 turns per level. Difficulty to fix a previously Kludged device increases by +5 after every Kludge. A failure permanently rules out future Kludging. At the GM's discretion a piece of technology may be made to work for a single, extended duration, e.g. salvaging a damaged motorbike long enough to make one last journey. Notes: Kludge only augments attempts to temporarily repair a machine. This Edge may not be used to modify a device beyond its original capacity, broken or otherwise, nor build new devices. e.g. A skilled Techie cannot use Kludge to turn a rusty tractor, chains and assorted sheets of metal into a fully functional armoured personnel carrier. However they might still rebuild a very impressive-looking tractor that could plough a field or two before falling apart.] Miscellaneous Edges Edges that do not fall into specific archetypes. Phantom Type: Situational A knack for remaining unseen. Useful in situations involving tracking, evading pursuit or remaining concealed. A natural for any character living on the stealthy side of life - assassins, professional thieves, survival nuts, special forces, etc. [Re-rolls for hiding and evading pursuit, avoiding shadowing or disguising tracks.] Sifting Type: Situational A talent to pan various sources of information for a single specific piece of information. Also works when looking for a certain face in a crowd, or a specific item or shape in a collection of objects. [Re-rolls when looking for specific information. Will not work when looking for general or abstract facts, such as checking a crowd for strangers or 'looking for something out of the ordinary' .] Vehicle Affinity Type: Situational An natural talent for using a vehicle one has any training with. [Re-rolls for driving or piloting any vehicle. Does not apply to using vehicle mounted weaponry or other accessories not directly involved in directing the vehicle (such as an ambulance's medical gear). Notes: A character must have the skill required to operate the vehicle at hand. Being able to drive a motorbike will not help one pilot a space shuttle unless they have had some NASA or Orbital Air training.] Notes Resources versus Reputation Resource Edges are about trust, favours, and foresight in differing amounts according to the Resource Edge and style of a character (e.g. the Credit Resource Edge is about the faith a corporation invests in an employee, the Fortune Resource Edge is about having the foresight to squirrel away some assets and funds that are not tied up in investment or management). Reputation Edges generally reflect achievement and perceived competence; the respect, fear and awe a person has accrued. Both can be used to achieve interchangeable objectives - one might use a Reputation Edge to scare up or borrow assets and funds, whilst Resources can sometimes be used to buy respect or intimidation. Build Your Own Edges are designed to be flexible - build your own Situational, Reputation, Resource or Reaction Edges using the above as guidelines. When creating Edges ensure that the situations or areas they are cover in are not too broad or narrow. Pure and Mixed Archetypes Picking Edges from one archetype will lead to greater synergy between the Edges chosen but less flexibility in a character's role. Combining Edges from two or three Archetypes sacrifices the synergy for a greater creative range, but always remember that the character is defined by what they are and what they do, not their Edges. Examples: Corporate Cop - An Officer with Corporate Credit instead of Requisitions. The character will have access to potentially superior corporate equipment, but will have to go through the additional hassle of dealing with Corporate Requisition Officers. Additionally The Corporation may withhold the requested resources if they do not feel it is in their best interest. Hit-man - a mercenary with connections to the street that uses Fixer Favours or Reach as well as Solo Edges. Mobster - Front (Mafia equivalents of Persona, Mediastar), Respect (Standing Edge, Nomad) and Favours (Fixer). Celebrity Hacker with Persona (Media), Hits (Ratings Edge, Media) and Digital Reflexes (Netrunner).
  13. Outstanding! Another nice little evil hack - wire the 'sexual gratification' response to firing a smart weapon. . Overclocked cyberoptics that overheat. Nanosurgeons which create a tumour for every wound they treat. Kerenzikovs which stimulate the fear response. What a devastating way to demolish a competing brand. Excuse me a moment. *thieve*
  • Create New...