Alternate Character Generation System

Advantage List for Cyberpunk 2020

by Gary Astleford (ocelot@connectnet.com)

ADVANTAGE LIST

What follows is a list of the advantages availiable in this version of Cyberpunk. Some of them emulate certain special abilities from Cyberpunk 2020, while most of them reflect on a certain excellent quality or aptitude a character exhibits. Advantages can only be bought during character creation using Skill Points.

Acute Hearing : 2 SPs

The character gets an added +1 bonus to Awareness rolls that involve auditory stimulus. Note that this advantage will be nullified by implantation of cyberaudio.

Acute Eyesight : 2 SPs

The character gets an added +1 bonus to Awareness rolls that involve visual stimulus. Note that this advantage will be nullified by implantation of cyberoptics.

Acute Sense Of Smell : 2 SPs

The character gets an added +1 bonus to Awareness rolls that involve olfactory stimulus. Note that this advantage may be nullified (50% chance) by any cybernetic/bio-organic additions to the olfactory senses, ie, Nasal Filters, Chemical Sniffers, etc.

Acute Sense Of Taste : 2 SPs

The character gets an added +1 bonus to Awareness rolls that involve taste.

Acute Sense Of Touch : 2 SPs

The character gets an added +1 bonus to Awareness rolls that involve touch. Note that this advantage will be nullified in limbs that have been replaced with cybernetics. There is also a 25% chance that grafted organic limbs will not retain this advantage.

Ambidextrous : 5 SPs

The character can function equally well using either hand (No off-hand firing modifier).

Balance : 5 SPs

Character will not suffer from dizziness due to changes in orientation. +2 on space sickness rolls. Automatic +1 skill in 0-Gee Maneuver. Also, +1 to any athletic skill involving extended balance.

Bilingual Background : 5 SPs

The character grew up speaking two languages. This grants him an additional language at +10.

Born Healer : 3 SPs

The character has natural aptitudes with healing the sick and injured. This grants him a +1 bonus when using skills such as First Aid, MedTech, and Diagnose Illness.

Brotherhood : 5 SPs

You are a member or close associate of a cohesive group of people. Such groups include nomad packs, gangs, workgangs, pirate groups, etc. Brotherhood starts at +2, and can be raised like any other skill, but with a x2 IP modifier. It defines rank, clout, and the ability to call on the group's resources.

Combat Reflexes : 2, 4, or 6 SPs

For each level of Combat Reflexes bought, the character will gain a +1 to his initiative (up to the maximum of +3). This acts as the "Combat Sense" special ability in that respect ONLY.

Combat Reflexes (Net) : 2, 4, or 6 SPs

For each level of Net Combat Reflexes bought, the character gets a +1 bonus to his initiative in the 'Net (up to the maximum of +3).

Computer Aptitude : 4 SPs

This advantage entitles the character to an uncanny ability to operate computers, both in and out of netspace. This grants a bonus of +1 when using Cyberdeck Design, Interface, Library Search (computers only), Programming, and System Knowledge.

Contacts : 2, 4, or 6 SPs

Contacts are people that characters can use as information sources. The number of points spent on a contact reflects the value of that contacts information. Wheras a 2 point contact is a +2 Information Source, a 6 pointer is a +6 Information Source. Contacts are likely to become unhappy if used quite often, and may request information from the characters as well.

Cyber-Affinity : 10 SPs

This rare and extremely valuable advantage grants a character 15 points of Humanity Cost (HC) per Empathy point versus the normal 10. This allows him to graft more cyberware into and onto his body than a normal human being. This is a powerful advantage, and should not be handed out without forthought on the part of the GM.

Danger Sense : 2, 4, or 6 SPs

For each level of Danger Sense bought, the character will gain a +1 on awareness checks when his life is on the line (up to a maximum of +3). This acts as the "Combat Sense" special ability in this respect ONLY.

Direction Sense : 2 SPs

This is the equivalent of an internal compass. The character, at any time, can make an average awareness roll to determine his facing.

Double-Jointed : 2 SPs

The character's body has more flexibility than average. This grants an automatic Dodge & Escape skill of +3.

Eidetic Memory : 6 SPs

The character has a "photographic" memory. He can remember anything he has seen, learned or heard by making an average awareness roll.

Empathy : 4 SPs

The character is good at reading emotions and understanding people. This grants an automatic +2 to his Human Perception rolls, and +1 to other empathy-related skills.

Friends : 4 SPs

For each Friend bought, the character has a Friend as per "Make a Friend" on the Lifepath chart. Friends are different from Contacts, in that they (Friends) will (generally) put their life on the line for you, whereas Contacts will only supply information, services, or goods.

High Pain Threshold : 5 SPs

The character can tolerate pain better than most people. After taking damage, he gains a +1 to his stun/shock save, as well as a +2 bonus to Resist Torture/Drugs when PAIN is involved (ie, this won't help if truth serums are used, only TORTURE).

Lady Killer : 5 SPs

This a specialized form of the Empathy advantage which reflects the character's uncanny ability to seduce members of the opposite sex (or the same sex, depending on orientation). Don't let the name fool you...this advantage can be taken by both sexes. It entitles the character to a +3 bonus to all Seduction rolls.

Light Sleeper : 3 SPs

With this advantage, a character may make Awareness rolls while asleep (at the GM's discretion).

Musical Aptitude : 2 SPs

The character is a natural musician, and gets a +1 bonus when using skills such as Play Instrument and Composition (musical, not lyrical). Note that this does not affect singing; you'll want to take the "Voice" advantage for that.

Natural Linguist : 4 SPs

The character learns languages quickly, and can do so at half their IP multiplier. One could raise his Japanese (IP x2) from +3 to +4 for only 40 points, versus the 80 points required from a character without the advantage.

Quick Healer : 5 SPs

A character with this advatage will heal two points of damge per day instead of one, in addition to any nanoids and speed-healing drugs used.

Recognition : 4 SPs

The character is good at remembering names, and the faces and/or voices that go with them. Whenever meeting someone he knows (or thinks he knows), an Awareness roll can be made at +5 to remember who they are. Difficulty numbers may vary, depending on the extent of disguise, etc.

Scientific Aptitude : 3 SPs

The character is a natural scientist, and gains a +1 bonus when using skills such as Anthropology, Biology, Botany, Chemistry, Geology, Mathematics, Physics, and Zoology.

Strong Stomach : 3 SPs

The character can deal with blood, guts, and gore, as well as other sick and disgusting things, without risk of tossing his cookies. In addition, he gains a +2 to save against chemicals such as vomit gas.

Technical Aptitude : 4 SPs

The character is good with fixing things, and therefore gains a +1 bonus when using skills such as Aero Tech, AV Tech, Basic Tech, Cybertech, and Gyro Tech. Note that this is NOT a bonus skill level, and has no effect on medical skills.

Tough : 5 SPs

The character with this advantage acts as if his Body Type Modifier is one level higher. For example, a man with an Average body type and the Tough advantage acts as if his BTM is -3 instead of -2.

Vehicle Zen : 4 SPs

The character has a natural affinity for driving vehicles, and as such, gains a +1 to all piloting and initiative rolls while using said skills.

Voice : 4 SPs

The character's voice is naturally pleasing to the ear. This allows for a +2 modifier to skills sush as Perform, Fast Talk, Oratory, Leadership, Seduction, and Social.

On to Disadvantages.

On to the Lifepath Chart.

On to the All-Purpose Friend, Enemy, & Contact Chart.

Back to the Alternate Character Generation System.