Post by CitizenX on Feb 23, 2016 5:33:47 GMT
Character Creation
Krome News Trend Report "Night Jogging": With the worldwide outbreak of Micro-conflicts and the civil wars that face the United States and African Nations like the Congo, many middle class residents in otherwise suburban areas have become security experts overnight. Purchasing legal grayware from local stores and outlets, they've become obsessed with security and defense. Soccer moms and counterculture figures are receiving Augmentation technology to give them a leg-up in high-risk areas. The world may be seeing the rise of a new vigilante subculture, which feeds into a Corporate push for Private Security teams and Government trained Citizen's Watch groups. The term "Night Jogger" has become a euphemism in the gray areas of commercial security, where individuals ask for products such as SmartCamo jackets to hide themselves while jogging at night or personal defense items like tasers and handguns for dealing with "muggers" and criminals. Rumors are that these augmentations and equipment are being used to arm a new class of killer for hire.
Creating a new character in Augmented Dreams requires a few steps.
1. Concept & Code
2. Archetype
3. Statistic Scores
4. Skill Training & Background
5. Skill Assignment
6. Starting Gear
1. Concept
To create a character in Augmented Dreams, first we recommend that you have a firm concept for your character. Augmented Dreams is a world of projections and extremes, its a dystopia and a utopia bound together by the cords of speculative fiction. Characters should be like the characters from many Science-Fiction novels, but they can also be very close to home, without losing the edge that makes them relevant to the story. To help with this, a character should choose or create a Code for themselves. Example: James decides to create a character based on one of his favorite cyberpunk video game characters, a corporate mercenary caught up in a conspiracy – one who isn't really sure whose side he's on. So he decides he wants to focus on combat skills and physical prowess, Athletics, Initiative, Shooting, these skill could all be important, but so might Tech and Computers – so he can understand his own augmentations and how to infiltrate corporate facilities.
Character Code
A Code is a character's moral compass or code of honor. They follow this code through their actions and it benefits them when they succeed. This code may not always be moral in nature, but it expresses the worldview of the character. Game Master's and players may work together to create their own Codes. The benefit is always the same, if the character can achieve the goal of his Code, he or she regains 1 Luck for the session. Game Master's may also challenge the code during a session, if a character's Code is being challenged, they must spend 1 Luck to ignore the challenge. It is suggested that a Game Master only allows regaining of Luck points or the loss of Luck from a Code Challenge, to occur at pivotal moments of the game's story and usually not more than once per session each.
Example: A character with a Hustler's Code is offered a job that will make him a wealthy man, he would need to spend 1 Luck to resist the tempting offer. Even if the Game Master is challenging his code by revealing the job might be a trap.
Example Codes:
1. Crusader (The Crusader is always working for a higher purpose, whether its pursuing the goals of a religious belief, helping the homeless or advocating for local political reform. Each time the character lives up to their Code during a session, such as by advocating their crusade in the face of opposition, they gain 1 Luck point.)
2. Hustler (You know the hustle, the art of the deal, the grift and how to find a sucker. You live for the cash, maybe someday you can retire in luxury, but for now you've got streets to hustle. Every session you manage to make a deal or a con that results in you receiving at least 1 Wealth point or CryptoCurrency point, you regain 1 Luck point for the session.)
3. Leader (The Leader wants to shape things as they are to come, they know they have the answers and can make things better than the next guy could. Anytime the Leader can convince someone to adopt his viewpoint or change policy based on their arguments or actions, they regain 1 Luck point for the session)
4. Lover (There is someone you value more than anyone else in the world, a lover, a child, your adopted or real family. These people are your charge, you want to protect and care for them over all else. Each session you manage to protect or provide for your Loved one, you regain 1 Luck point.)
5. Survivor (You are a survivor, God or the Devil isn't ready to have you yet and you're going to push the limits to show others you're going to stand tall. Every-time the Survivor makes it through a situation alive and well - that would normally cause a mortal threat or death for others, they regain 1 Luck point for the session.)
6. Vigilante (The Vigilante has had enough with crime and degradation of society, they don't suspect the authorities will do enough, so they take matters into their own hands. Anytime the Vigilante administers “justice” their own way on the streets, they can regain 1 Luck point for the session.)
2. Archetype
In the second step of character creation, Augmented Dreams has six character archetypes. Each of these Archetypes invokes a general sense of a character's identity and what they're good at. Each Archetype has a favored or Key Statistic Score. Whenever a character wishes to spend 1 Luck from their Luck Pool during a session, they can gain a +1d6 to their Key Statistic Score for one-round for purposes of making skill checks. These skill checks function in the same way as for using multiple dice, as described in the core rules section. Each Archetype also gains Training in one skill underneath their favored Statistic Score, granting a +1d6 to skill rolls with that skill for 6 game rounds, requiring the expenditure of 1 Luck point for the session.
Archetype (roll 1d6 or choose)
1. Muscle (Body-based)
2. Operative (Speed-based)
3. Sentinel (Perception-based)
4. Prodigy (Intelligence-based)
5. Negotiator (Willpower-based)
6. Drifter (Luck-based)
Backgrounds
Okay, so I'm trying to make a more open ended Background system for Augmented Dreams. Backgrounds are something I never feel are ever "right" for AD. I was thinking you craft your own custom background with a "Benefit" and "Flaw" built in. Each of these is customized by the player. The type of Benefit and Flaw has to meet one of six categories.... (Physical, Temporal, Legal, Mental, Social, Fate). I present six examples under each Background and possible effect. Some Flaws may require a Stamina, Resist or potentially a Fortune skill check or similar, these difficulties are always Very Hard (Difficulty 18) to overcome.
Example: Was a war veteran who is deadly even when unarmed (Physical Benefit: +1d6 melee damage), but suffers from PTSD (Mental Flaw: Needs medication or could snap during combat or stressful situations). Anyway, the idea is to make Backgrounds more flexible than the current system. Tell me what you think.
Benefits:
Physical (Physical benefits represent physical prowess or advantages that represent a character's background)
Temporal (Temporal benefits include wealth, gear, vehicles or material gain from a character's background)
Legal (Legal benefits represents licensing, legal defense and other certificates gained by a background)
Mental (Mental benefits represent intellectual prowess, special training or knowledge imparted by a background)
Social (Social benefits represent societal influence, contacts and fame imparted by a background)
Fate (Fate benefits represent intangible, lucky or unusual benefits imparted by a background)
Example:
Physical Benefits
-Grant +1d6 to Martial Arts attack damage
-Grant an extra 10 Health points at start
-Grant a +2 to Movement score permanently
-Grant a +2 to Fatigue score maximum
-Grant a +2 to Augmentation Threshold
-Your character suffers only half the duration of Drug Side Effects or is immune to 1 type of Poison or Toxin
Temporal Benefits
-The character starts with 2 CryptoCurrency points they may draw from an account each session for 1 Luck point
-Your character owns a Vehicle (up to Price: Very Costly) at the start of the game and its insured, if the vehicle is destroyed you get another one of
roughly the same cost and type at the beginning of the next session.
-Your character owns a Residence or safehouse and can use it whenever they want (up to 2 Wealth Points of Upkeep for the property)
-You gain 3 additional Gear points worth of starting Gear
-Your character can begin play with an Experimental Augmentation for free (up to Price: Very Costly), as they were part of a medical experiment
-Your character can begin play with a Robot or Prodorganic creature for free (up to Price: Very Costly)
Legal Benefits
-The character has a License to carry a firearm in public, operate as a medical professional or some other similar certificate of access
-The character has a family lawyer on retainer who will intervene in legal crisis or help settle legal disputes
-The character is a figure of authority among a Faction, gain +1 Faction rank
-Your character has a Contract with a Faction allowing them to use one of their Basic Resources for a cost of 2 Luck points per session
Mental Benefits
-The character is multilingual and can fluently speak and read a number of languages equal to his Intelligence + Education skill ranks
-Your character is a lucid dreamer and starts with +2 Lucidity Rank and cannot go below 1 Lucidity when using the DreamNet
-You are a gifted surgeon and healer, your successful Medicine skill checks heal twice the normal amount of Health
-You have a keen memory and can recall vague details others would have forgotten, such as passwords and similar, allows the use of
Education skill check in place of Awareness, Research and Investigate for remembering details retroactively
Social Benefits
-You are famous for some deed of yours which went viral on the Net, you start with +1 Fame and cannot go below 1 Fame
-You are a member of a Faction, start with +1 Faction rank
-You have a wide range of contacts, gain two additional Spheres of Influence for Contacts when using Socialize
-You know blackmarket dealers and can find Restricted and Illegal goods without penalty
Fate Benefits
-A powerful individual owes your character a favor, you regain 1 GuanXi point per session
-Your character is unusually lucky, add +2 to your Luck Pool
-Your character is skilled at finding great bargains, you can spend Luck points as if it were Wealth when buying gear
-You are the leader of your own MicroFaction and start with a Rank equal to your Luck score
Flaws:
Physical (Physical flaws represent physical disability, old wounds or disease effecting a character's background)
Temporal (Temporal benefits include wealth, gear, vehicles or material gain from a character's background)
Legal (Legal benefits represents licensing, legal defense and other certificates gained by a background)
Mental (Mental benefits represent intellectual prowess, special training or knowledge imparted by a background)
Social (Social benefits represent societal influence, contacts and fame imparted by a background)
Fate (Fate benefits represent intangible, lucky or unusual benefits imparted by a background)
Example:
Physical Flaws
-Suffer -1d6 to Martial Arts attack damage
-Start with -10 Health points
-Suffer from a Stamina roll when a character doesn't have Medication to deal with a Disease, taking the penalty of the disease if failed
-Suffer from 2 Mutations as if the character were over their Tolerance Threshold for Biotech Augmentations
-Character has an allergic reaction to a common Medicine or Drug, taking 3d6 damage on a failed Tolerance skill check
-Character suffers from weak constitution, starting with half of their normal Fatigue score
Temporal Flaws
-You owe a Debt, you must spend 1 Wealth point or CryptoCurrency point by the end of each session or the wrong people start to come asking for you
-Your accounts are hacked, any CryptoCurrency you earn is eventually siphoned off by hackers and cybercriminals and cannot be used
-Suffer from a Stamina roll when a character doesn't have Medication to deal with a Disease, taking the penalty of the disease if failed
-Suffer from 2 Mutations as if the character were over their Tolerance Threshold for Biotech Augmentations
-Character has an allergic reaction to a common Medicine or Drug, taking 3d6 damage on a failed Tolerance skill check
-Character suffers from weak constitution, starting with half of their normal Fatigue score
Legal Flaws
-You have a Criminal Record, denying you the ability to own a firearm or vote or similar depending on the setting
-You were accused of Cybercrime, you legally are not allowed to operate a Computer, so don't get caught
-Usual suspect, you are suspicious and often a person of interest in legal cases, meaning you're likely to get called in for questioning
-Legal ban, you are banned from a specific activity, practicing medicine, operating a vehicle, etc. due to a legal case
-Immigrant, you are technically not a citizen and do not have certain rights and defense from legal authority and may be deported
-Monitoring, because of your mental state or past criminal deeds, you are often monitored, surveilled or on an electronic leash
Mental Flaws
-You suffer from Post Traumatic Stress Disorder and must succeed a Resist check or spend 1 Luck to avoid it coming up during stressful situations
-You suffer from a traumatic brain injury that has given you Amnesia, pick three skills, you can only use these at moments of lucidity where you remember a
flashback from your missing past (Spend 1 Luck or make a Resist roll if there would be something that would trigger your memories)
-You suffer from Addiction, pick one of the Drugs that is addictive and this is your vice of choice, if you don't get it by the end of the session, you
start to suffer from withdrawal effects.
-Nightmares, you suffer from a reoccurring nightmare which effects your daily life, you cannot recover fatigue when you sleep or rest if you fail a Resist
skill check or unless you spend 1 Luck
Social Flaws
-You have a wife, child or ward that you must take care of, each session if you don't spend 1 Wealth point towards their care, they may grow sickly or die,
if your ward or child dies, this immediately becomes a Mental Flaw reflective of your loss.
-You are infamous for some deed or crime you committed, you start with 1 Infamy point and cannot go below 1 Infamy for your chosen sphere of influence.
-You are blacklisted by a Faction, that Faction will not help you or sell you goods or services and may oppose you actively if it suits their purposes
-Blackmail, you are being blackmailed by a Faction into their service, you gain 1 Faction Rank but it can never go higher and the organization has lots of
dirt that could turn this flaw into a Legal Flaw were it to be revealed to the public
Fate Flaws
-You have a rogue Geist, which appears to be you for all purposes in the Net but has gone insane and likes to torment you
-You have a Nemesis, an enemy of yours with power inside of a Faction opposes you and your goals actively
-You are a Chimera, due to accidental mutation or the result of too much Augmentation you are now technically a Chimera without human rights
-You are a shit magnet, unless you spend 1 Luck or succeed a Fortune skill check each session, something improbably bad happens to you and maybe the rest of
the group too
Training
Muscle (Body-based) – With Body being their Key Statistic Score, the Muscle is an archetype used to brute force and feats of athletic prowess. Muscle characters are typically tough and strong, able to survive toxins and drugs or bullets and blade with equal vigor. They may be athletes, survivalists, workers, fighters or others who rely on strength.
Muscle Training
(Choose One)
Martial Arts (+1d6 to Martial Arts skill for 6 rounds, costs 1 Luck point)
Ballplayer (+1d6 to Throwing skill for 6 rounds, costs 1 Luck point)
Athlete (+1d6 to Athletics skill for 6 rounds, costs 1 Luck point)
Survivalist (+1d6 to Stamina skill for 6 rounds, costs 1 Luck point)
Wrecking Crew (+1d6 to Rend skill for 6 rounds, costs 1 Luck point)
Drug Tolerance (+1d6 to Tolerance skill for 6 rounds, costs 1 Luck point)
Operative (Speed-based) – With Speed being their Key Statistic Score, the Operative is an archetype of speed, stealth, and discretion. Cat burglars, thieves, secret agents, parakour runners, dare-devils all might fall under this archetype of the quick-footed and daring.
Operative Training
(Choose One)
Parakour (+1d6 to Acrobatics skill for 6 rounds, costs 1 Luck point)
Threat Response (+1d6 to Initiative skill for 6 rounds, costs 1 Luck point)
Defensive (+1d6 to Dodge skill for 6 rounds, costs 1 Luck point)
Stealth (+1d6 to Stealth skill for 6 rounds, costs 1 Luck point)
Runner (+1d6 to Sprint skill for 6 rounds, costs 1 Luck point)
Acquisitions (+1d6 to Larceny skill for 6 rounds, costs 1 Luck point)
Operative Backgrounds
(Choose One)
Sentinel (Perception-based) – With Perception being their Key Statistic Score, the Sentinel is a guardian or a watchdog such as a Soldier, Security Guard, Detective or a Hunter. Many are just sharpshooters or private security, but they all share a keen eye and a deadly gaze for the unwary.
Sentinel Training
(Choose One)
Security (+1d6 to Awareness skill for 6 rounds, costs 1 Luck point)
Detective (+1d6 to Investigate skill for 6 rounds, costs 1 Luck point)
Vehicle Operation (+1d6 to Operate skill for 6 rounds, costs 1 Luck point)
Researcher (+1d6 to Research skill for 6 rounds, costs 1 Luck point)
Interrogator (+1d6 to Sense Motive skill for 6 rounds, costs 1 Luck point)
Marksman (+1d6 to Shooting skill for 6 rounds, costs 1 Luck point)
Prodigy (Intelligence-based) – With Intelligence being their Key Statistic Score, the Prodigy is a expert or genius in a particular field of knowledge or a specialist. The Prodigy is often considered brilliant and may be a Doctor, a Professor, a Scholar, a Scientist, a Tactical Advisor, or even a engineer.
Prodigy Training
(Choose One)
Hacker (+1d6 to Computer skill for 6 rounds, costs 1 Luck point)
Teacher (+1d6 to Education skill for 6 rounds, costs 1 Luck point)
Medic (+1d6 to Medicine skill for 6 rounds, costs 1 Luck point)
Scientist (+1d6 to Science skill for 6 rounds, costs 1 Luck point)
Tactician (+1d6 to Tactics skill for 6 rounds, costs 1 Luck point)
Engineer (+1d6 to Tech skill for 6 rounds, costs 1 Luck point)
Negotiator (Willpower-based) – With Willpower being their Key Statistic Score, the Negotiator is a master of spoken words, they're good at networking and getting things done with groups of people. They may be silver tongued con-artists, hostage negotiators, talent agents, high-society socialites, street hustlers, or similar.
Negotiator Training (Choose 1)
Infiltrator (+1d6 to Deception skill for 6 rounds, costs 1 Luck point)
Authority (+1d6 to Intimidate skill for 6 rounds, costs 1 Luck point)
Broker (+1d6 to Persuade skill for 6 rounds, costs 1 Luck point)
Social Networking (+1d6 to Socialize skill for 6 rounds, costs 1 Luck point)
Torture Resistance (+1d6 to Resist skill for 6 rounds, costs 1 Luck point)
Comedian (+1d6 to Taunt skill for 6 rounds, costs 1 Luck point)
Drifter (Luck-based) – With Luck being their Key Statistic Score, the Drifter is a risk-taker on the edge. Maybe they've been a wandering fugitive always managing to evade capture, a migrant worker, a cardshark, a internet philosopher, or just an average guy who just always seems to be in the wrong place at the right time.
Drifter Training (Choose 1)
Survivor (+1d6 to Deus Ex skill for 6 rounds, costs 1 Luck point)
Faceman (+1d6 to Cool skill for 6 rounds, costs 1 Luck point)
Handyman (+1d6 to Knack skill for 6 rounds, costs 1 Luck point)
Opportunist (+1d6 to Opportunity skill for 6 rounds, costs 1 Luck point)
Prepared (+1d6 to Preparation skill for 6 rounds, costs 1 Luck point)
Lucky (+1d6 to Fortune skill for 6 rounds, costs 1 Luck point)
Character Statistic Scores
Each character has 22 points to divide among the six core Statistic Scores: Body, Speed, Perception, Intelligence, Willpower and Luck. Each score is ranked 1-6. For every 1 point in a statistic score, a character gains an equal number of skill points to divide among the six skills each Statistic Score governs.
Statistic Scores: Body, Speed, Perception, Intelligence, Willpower, Luck
Character Points = 22
Skill Points = Statistic governing that skill group
Character Skills
You have a number of skill points equal to the governing Statistic Score of each skill group of six skills. All skills are ranked 1-6. Example: Dave has a character with 4 Speed, he assigns 2 skill ranks to Sleight of Hand and 1 point to Dodge and 1 point to Stealth.
Body Skills
Athletics
Martial Arts
Rend
Stamina
Throwing
Tolerance
Speed Skills
Acrobatics
Dodge
Initiative
Larceny
Sprint
Stealth
Perception Skills
Awareness
Investigate
Operate
Research
Sense Motive
Shooting
Intelligence Skills
Computers
Education
Medicine
Science
Tactics
Tech
Willpower Skills
Deception
Intimidate
Persuade
Socialize
Resist
Taunt
Luck Skills
Cool
Deus Ex
Fortune
Knack
Opportunity
Preparation
Krome News Trend Report "Night Jogging": With the worldwide outbreak of Micro-conflicts and the civil wars that face the United States and African Nations like the Congo, many middle class residents in otherwise suburban areas have become security experts overnight. Purchasing legal grayware from local stores and outlets, they've become obsessed with security and defense. Soccer moms and counterculture figures are receiving Augmentation technology to give them a leg-up in high-risk areas. The world may be seeing the rise of a new vigilante subculture, which feeds into a Corporate push for Private Security teams and Government trained Citizen's Watch groups. The term "Night Jogger" has become a euphemism in the gray areas of commercial security, where individuals ask for products such as SmartCamo jackets to hide themselves while jogging at night or personal defense items like tasers and handguns for dealing with "muggers" and criminals. Rumors are that these augmentations and equipment are being used to arm a new class of killer for hire.
Creating a new character in Augmented Dreams requires a few steps.
1. Concept & Code
2. Archetype
3. Statistic Scores
4. Skill Training & Background
5. Skill Assignment
6. Starting Gear
1. Concept
To create a character in Augmented Dreams, first we recommend that you have a firm concept for your character. Augmented Dreams is a world of projections and extremes, its a dystopia and a utopia bound together by the cords of speculative fiction. Characters should be like the characters from many Science-Fiction novels, but they can also be very close to home, without losing the edge that makes them relevant to the story. To help with this, a character should choose or create a Code for themselves. Example: James decides to create a character based on one of his favorite cyberpunk video game characters, a corporate mercenary caught up in a conspiracy – one who isn't really sure whose side he's on. So he decides he wants to focus on combat skills and physical prowess, Athletics, Initiative, Shooting, these skill could all be important, but so might Tech and Computers – so he can understand his own augmentations and how to infiltrate corporate facilities.
Character Code
A Code is a character's moral compass or code of honor. They follow this code through their actions and it benefits them when they succeed. This code may not always be moral in nature, but it expresses the worldview of the character. Game Master's and players may work together to create their own Codes. The benefit is always the same, if the character can achieve the goal of his Code, he or she regains 1 Luck for the session. Game Master's may also challenge the code during a session, if a character's Code is being challenged, they must spend 1 Luck to ignore the challenge. It is suggested that a Game Master only allows regaining of Luck points or the loss of Luck from a Code Challenge, to occur at pivotal moments of the game's story and usually not more than once per session each.
Example: A character with a Hustler's Code is offered a job that will make him a wealthy man, he would need to spend 1 Luck to resist the tempting offer. Even if the Game Master is challenging his code by revealing the job might be a trap.
Example Codes:
1. Crusader (The Crusader is always working for a higher purpose, whether its pursuing the goals of a religious belief, helping the homeless or advocating for local political reform. Each time the character lives up to their Code during a session, such as by advocating their crusade in the face of opposition, they gain 1 Luck point.)
2. Hustler (You know the hustle, the art of the deal, the grift and how to find a sucker. You live for the cash, maybe someday you can retire in luxury, but for now you've got streets to hustle. Every session you manage to make a deal or a con that results in you receiving at least 1 Wealth point or CryptoCurrency point, you regain 1 Luck point for the session.)
3. Leader (The Leader wants to shape things as they are to come, they know they have the answers and can make things better than the next guy could. Anytime the Leader can convince someone to adopt his viewpoint or change policy based on their arguments or actions, they regain 1 Luck point for the session)
4. Lover (There is someone you value more than anyone else in the world, a lover, a child, your adopted or real family. These people are your charge, you want to protect and care for them over all else. Each session you manage to protect or provide for your Loved one, you regain 1 Luck point.)
5. Survivor (You are a survivor, God or the Devil isn't ready to have you yet and you're going to push the limits to show others you're going to stand tall. Every-time the Survivor makes it through a situation alive and well - that would normally cause a mortal threat or death for others, they regain 1 Luck point for the session.)
6. Vigilante (The Vigilante has had enough with crime and degradation of society, they don't suspect the authorities will do enough, so they take matters into their own hands. Anytime the Vigilante administers “justice” their own way on the streets, they can regain 1 Luck point for the session.)
2. Archetype
In the second step of character creation, Augmented Dreams has six character archetypes. Each of these Archetypes invokes a general sense of a character's identity and what they're good at. Each Archetype has a favored or Key Statistic Score. Whenever a character wishes to spend 1 Luck from their Luck Pool during a session, they can gain a +1d6 to their Key Statistic Score for one-round for purposes of making skill checks. These skill checks function in the same way as for using multiple dice, as described in the core rules section. Each Archetype also gains Training in one skill underneath their favored Statistic Score, granting a +1d6 to skill rolls with that skill for 6 game rounds, requiring the expenditure of 1 Luck point for the session.
Archetype (roll 1d6 or choose)
1. Muscle (Body-based)
2. Operative (Speed-based)
3. Sentinel (Perception-based)
4. Prodigy (Intelligence-based)
5. Negotiator (Willpower-based)
6. Drifter (Luck-based)
Backgrounds
Okay, so I'm trying to make a more open ended Background system for Augmented Dreams. Backgrounds are something I never feel are ever "right" for AD. I was thinking you craft your own custom background with a "Benefit" and "Flaw" built in. Each of these is customized by the player. The type of Benefit and Flaw has to meet one of six categories.... (Physical, Temporal, Legal, Mental, Social, Fate). I present six examples under each Background and possible effect. Some Flaws may require a Stamina, Resist or potentially a Fortune skill check or similar, these difficulties are always Very Hard (Difficulty 18) to overcome.
Example: Was a war veteran who is deadly even when unarmed (Physical Benefit: +1d6 melee damage), but suffers from PTSD (Mental Flaw: Needs medication or could snap during combat or stressful situations). Anyway, the idea is to make Backgrounds more flexible than the current system. Tell me what you think.
Benefits:
Physical (Physical benefits represent physical prowess or advantages that represent a character's background)
Temporal (Temporal benefits include wealth, gear, vehicles or material gain from a character's background)
Legal (Legal benefits represents licensing, legal defense and other certificates gained by a background)
Mental (Mental benefits represent intellectual prowess, special training or knowledge imparted by a background)
Social (Social benefits represent societal influence, contacts and fame imparted by a background)
Fate (Fate benefits represent intangible, lucky or unusual benefits imparted by a background)
Example:
Physical Benefits
-Grant +1d6 to Martial Arts attack damage
-Grant an extra 10 Health points at start
-Grant a +2 to Movement score permanently
-Grant a +2 to Fatigue score maximum
-Grant a +2 to Augmentation Threshold
-Your character suffers only half the duration of Drug Side Effects or is immune to 1 type of Poison or Toxin
Temporal Benefits
-The character starts with 2 CryptoCurrency points they may draw from an account each session for 1 Luck point
-Your character owns a Vehicle (up to Price: Very Costly) at the start of the game and its insured, if the vehicle is destroyed you get another one of
roughly the same cost and type at the beginning of the next session.
-Your character owns a Residence or safehouse and can use it whenever they want (up to 2 Wealth Points of Upkeep for the property)
-You gain 3 additional Gear points worth of starting Gear
-Your character can begin play with an Experimental Augmentation for free (up to Price: Very Costly), as they were part of a medical experiment
-Your character can begin play with a Robot or Prodorganic creature for free (up to Price: Very Costly)
Legal Benefits
-The character has a License to carry a firearm in public, operate as a medical professional or some other similar certificate of access
-The character has a family lawyer on retainer who will intervene in legal crisis or help settle legal disputes
-The character is a figure of authority among a Faction, gain +1 Faction rank
-Your character has a Contract with a Faction allowing them to use one of their Basic Resources for a cost of 2 Luck points per session
Mental Benefits
-The character is multilingual and can fluently speak and read a number of languages equal to his Intelligence + Education skill ranks
-Your character is a lucid dreamer and starts with +2 Lucidity Rank and cannot go below 1 Lucidity when using the DreamNet
-You are a gifted surgeon and healer, your successful Medicine skill checks heal twice the normal amount of Health
-You have a keen memory and can recall vague details others would have forgotten, such as passwords and similar, allows the use of
Education skill check in place of Awareness, Research and Investigate for remembering details retroactively
Social Benefits
-You are famous for some deed of yours which went viral on the Net, you start with +1 Fame and cannot go below 1 Fame
-You are a member of a Faction, start with +1 Faction rank
-You have a wide range of contacts, gain two additional Spheres of Influence for Contacts when using Socialize
-You know blackmarket dealers and can find Restricted and Illegal goods without penalty
Fate Benefits
-A powerful individual owes your character a favor, you regain 1 GuanXi point per session
-Your character is unusually lucky, add +2 to your Luck Pool
-Your character is skilled at finding great bargains, you can spend Luck points as if it were Wealth when buying gear
-You are the leader of your own MicroFaction and start with a Rank equal to your Luck score
Flaws:
Physical (Physical flaws represent physical disability, old wounds or disease effecting a character's background)
Temporal (Temporal benefits include wealth, gear, vehicles or material gain from a character's background)
Legal (Legal benefits represents licensing, legal defense and other certificates gained by a background)
Mental (Mental benefits represent intellectual prowess, special training or knowledge imparted by a background)
Social (Social benefits represent societal influence, contacts and fame imparted by a background)
Fate (Fate benefits represent intangible, lucky or unusual benefits imparted by a background)
Example:
Physical Flaws
-Suffer -1d6 to Martial Arts attack damage
-Start with -10 Health points
-Suffer from a Stamina roll when a character doesn't have Medication to deal with a Disease, taking the penalty of the disease if failed
-Suffer from 2 Mutations as if the character were over their Tolerance Threshold for Biotech Augmentations
-Character has an allergic reaction to a common Medicine or Drug, taking 3d6 damage on a failed Tolerance skill check
-Character suffers from weak constitution, starting with half of their normal Fatigue score
Temporal Flaws
-You owe a Debt, you must spend 1 Wealth point or CryptoCurrency point by the end of each session or the wrong people start to come asking for you
-Your accounts are hacked, any CryptoCurrency you earn is eventually siphoned off by hackers and cybercriminals and cannot be used
-Suffer from a Stamina roll when a character doesn't have Medication to deal with a Disease, taking the penalty of the disease if failed
-Suffer from 2 Mutations as if the character were over their Tolerance Threshold for Biotech Augmentations
-Character has an allergic reaction to a common Medicine or Drug, taking 3d6 damage on a failed Tolerance skill check
-Character suffers from weak constitution, starting with half of their normal Fatigue score
Legal Flaws
-You have a Criminal Record, denying you the ability to own a firearm or vote or similar depending on the setting
-You were accused of Cybercrime, you legally are not allowed to operate a Computer, so don't get caught
-Usual suspect, you are suspicious and often a person of interest in legal cases, meaning you're likely to get called in for questioning
-Legal ban, you are banned from a specific activity, practicing medicine, operating a vehicle, etc. due to a legal case
-Immigrant, you are technically not a citizen and do not have certain rights and defense from legal authority and may be deported
-Monitoring, because of your mental state or past criminal deeds, you are often monitored, surveilled or on an electronic leash
Mental Flaws
-You suffer from Post Traumatic Stress Disorder and must succeed a Resist check or spend 1 Luck to avoid it coming up during stressful situations
-You suffer from a traumatic brain injury that has given you Amnesia, pick three skills, you can only use these at moments of lucidity where you remember a
flashback from your missing past (Spend 1 Luck or make a Resist roll if there would be something that would trigger your memories)
-You suffer from Addiction, pick one of the Drugs that is addictive and this is your vice of choice, if you don't get it by the end of the session, you
start to suffer from withdrawal effects.
-Nightmares, you suffer from a reoccurring nightmare which effects your daily life, you cannot recover fatigue when you sleep or rest if you fail a Resist
skill check or unless you spend 1 Luck
Social Flaws
-You have a wife, child or ward that you must take care of, each session if you don't spend 1 Wealth point towards their care, they may grow sickly or die,
if your ward or child dies, this immediately becomes a Mental Flaw reflective of your loss.
-You are infamous for some deed or crime you committed, you start with 1 Infamy point and cannot go below 1 Infamy for your chosen sphere of influence.
-You are blacklisted by a Faction, that Faction will not help you or sell you goods or services and may oppose you actively if it suits their purposes
-Blackmail, you are being blackmailed by a Faction into their service, you gain 1 Faction Rank but it can never go higher and the organization has lots of
dirt that could turn this flaw into a Legal Flaw were it to be revealed to the public
Fate Flaws
-You have a rogue Geist, which appears to be you for all purposes in the Net but has gone insane and likes to torment you
-You have a Nemesis, an enemy of yours with power inside of a Faction opposes you and your goals actively
-You are a Chimera, due to accidental mutation or the result of too much Augmentation you are now technically a Chimera without human rights
-You are a shit magnet, unless you spend 1 Luck or succeed a Fortune skill check each session, something improbably bad happens to you and maybe the rest of
the group too
Training
Muscle (Body-based) – With Body being their Key Statistic Score, the Muscle is an archetype used to brute force and feats of athletic prowess. Muscle characters are typically tough and strong, able to survive toxins and drugs or bullets and blade with equal vigor. They may be athletes, survivalists, workers, fighters or others who rely on strength.
Muscle Training
(Choose One)
Martial Arts (+1d6 to Martial Arts skill for 6 rounds, costs 1 Luck point)
Ballplayer (+1d6 to Throwing skill for 6 rounds, costs 1 Luck point)
Athlete (+1d6 to Athletics skill for 6 rounds, costs 1 Luck point)
Survivalist (+1d6 to Stamina skill for 6 rounds, costs 1 Luck point)
Wrecking Crew (+1d6 to Rend skill for 6 rounds, costs 1 Luck point)
Drug Tolerance (+1d6 to Tolerance skill for 6 rounds, costs 1 Luck point)
Operative (Speed-based) – With Speed being their Key Statistic Score, the Operative is an archetype of speed, stealth, and discretion. Cat burglars, thieves, secret agents, parakour runners, dare-devils all might fall under this archetype of the quick-footed and daring.
Operative Training
(Choose One)
Parakour (+1d6 to Acrobatics skill for 6 rounds, costs 1 Luck point)
Threat Response (+1d6 to Initiative skill for 6 rounds, costs 1 Luck point)
Defensive (+1d6 to Dodge skill for 6 rounds, costs 1 Luck point)
Stealth (+1d6 to Stealth skill for 6 rounds, costs 1 Luck point)
Runner (+1d6 to Sprint skill for 6 rounds, costs 1 Luck point)
Acquisitions (+1d6 to Larceny skill for 6 rounds, costs 1 Luck point)
Operative Backgrounds
(Choose One)
Sentinel (Perception-based) – With Perception being their Key Statistic Score, the Sentinel is a guardian or a watchdog such as a Soldier, Security Guard, Detective or a Hunter. Many are just sharpshooters or private security, but they all share a keen eye and a deadly gaze for the unwary.
Sentinel Training
(Choose One)
Security (+1d6 to Awareness skill for 6 rounds, costs 1 Luck point)
Detective (+1d6 to Investigate skill for 6 rounds, costs 1 Luck point)
Vehicle Operation (+1d6 to Operate skill for 6 rounds, costs 1 Luck point)
Researcher (+1d6 to Research skill for 6 rounds, costs 1 Luck point)
Interrogator (+1d6 to Sense Motive skill for 6 rounds, costs 1 Luck point)
Marksman (+1d6 to Shooting skill for 6 rounds, costs 1 Luck point)
Prodigy (Intelligence-based) – With Intelligence being their Key Statistic Score, the Prodigy is a expert or genius in a particular field of knowledge or a specialist. The Prodigy is often considered brilliant and may be a Doctor, a Professor, a Scholar, a Scientist, a Tactical Advisor, or even a engineer.
Prodigy Training
(Choose One)
Hacker (+1d6 to Computer skill for 6 rounds, costs 1 Luck point)
Teacher (+1d6 to Education skill for 6 rounds, costs 1 Luck point)
Medic (+1d6 to Medicine skill for 6 rounds, costs 1 Luck point)
Scientist (+1d6 to Science skill for 6 rounds, costs 1 Luck point)
Tactician (+1d6 to Tactics skill for 6 rounds, costs 1 Luck point)
Engineer (+1d6 to Tech skill for 6 rounds, costs 1 Luck point)
Negotiator (Willpower-based) – With Willpower being their Key Statistic Score, the Negotiator is a master of spoken words, they're good at networking and getting things done with groups of people. They may be silver tongued con-artists, hostage negotiators, talent agents, high-society socialites, street hustlers, or similar.
Negotiator Training (Choose 1)
Infiltrator (+1d6 to Deception skill for 6 rounds, costs 1 Luck point)
Authority (+1d6 to Intimidate skill for 6 rounds, costs 1 Luck point)
Broker (+1d6 to Persuade skill for 6 rounds, costs 1 Luck point)
Social Networking (+1d6 to Socialize skill for 6 rounds, costs 1 Luck point)
Torture Resistance (+1d6 to Resist skill for 6 rounds, costs 1 Luck point)
Comedian (+1d6 to Taunt skill for 6 rounds, costs 1 Luck point)
Drifter (Luck-based) – With Luck being their Key Statistic Score, the Drifter is a risk-taker on the edge. Maybe they've been a wandering fugitive always managing to evade capture, a migrant worker, a cardshark, a internet philosopher, or just an average guy who just always seems to be in the wrong place at the right time.
Drifter Training (Choose 1)
Survivor (+1d6 to Deus Ex skill for 6 rounds, costs 1 Luck point)
Faceman (+1d6 to Cool skill for 6 rounds, costs 1 Luck point)
Handyman (+1d6 to Knack skill for 6 rounds, costs 1 Luck point)
Opportunist (+1d6 to Opportunity skill for 6 rounds, costs 1 Luck point)
Prepared (+1d6 to Preparation skill for 6 rounds, costs 1 Luck point)
Lucky (+1d6 to Fortune skill for 6 rounds, costs 1 Luck point)
Character Statistic Scores
Each character has 22 points to divide among the six core Statistic Scores: Body, Speed, Perception, Intelligence, Willpower and Luck. Each score is ranked 1-6. For every 1 point in a statistic score, a character gains an equal number of skill points to divide among the six skills each Statistic Score governs.
Statistic Scores: Body, Speed, Perception, Intelligence, Willpower, Luck
Character Points = 22
Skill Points = Statistic governing that skill group
Character Skills
You have a number of skill points equal to the governing Statistic Score of each skill group of six skills. All skills are ranked 1-6. Example: Dave has a character with 4 Speed, he assigns 2 skill ranks to Sleight of Hand and 1 point to Dodge and 1 point to Stealth.
Body Skills
Athletics
Martial Arts
Rend
Stamina
Throwing
Tolerance
Speed Skills
Acrobatics
Dodge
Initiative
Larceny
Sprint
Stealth
Perception Skills
Awareness
Investigate
Operate
Research
Sense Motive
Shooting
Intelligence Skills
Computers
Education
Medicine
Science
Tactics
Tech
Willpower Skills
Deception
Intimidate
Persuade
Socialize
Resist
Taunt
Luck Skills
Cool
Deus Ex
Fortune
Knack
Opportunity
Preparation