Alternate Lifepath Chart for Cyberpunk 2020

by Gary Astleford (ocelot@connectnet.com)

LIFEPATH CHART

The following series of charts can be used by the GM and his players to generate random histories for player characters. One roll should be made on the chart per year, starting at age 16. Follow the instructions, and proceed to the appropriate sub-charts. If a particular result does not correspond to a player's character concept, feel free to disregard it and roll (or pick) again.

LIFE EVENTS - TABLE 1A

(Roll 1D20)

  1 - 3  : You Get Lucky (Table 2A)
  4 - 6  : Disaster Strikes! (Table 3A)
  7 - 9  : Make A Friend (Table 4A)
10 - 12  : Make An Enemy (Table 5A)
13 - 16  : Romantic Involvment (Table 6A)
17 - 20  : Nothing Happens That Year

YOU GET LUCKY! - TABLE 2A

(Roll 1D100)

01 - 05 : Financial Gain (1D5 x 100 Euro)
06 - 10 : Big Score! (1d10 x 100 Euro)
11 - 15 : Gain 1D10 x 100 Euro Towards Equipment
16 - 20 : Find Sensei (+2/+1 to Martial Art or Brawl)
21 - 25 : Find Instructor (+2/+1 to REF Skill)
26 - 30 : Find Teacher (+2/+1 to INT Skill)
31 - 35 : Find Coach (+2/+1 to BOD Skill, Athletics)
36 - 40 : Find Technical Teacher (+2/+1 to TECH Skill)
41 - 45 : Charm School (+2/+1 to EMP Skill)
46 - 50 : Discover Fashion Sense (+2/+1 to ATT Skill)
51 - 55 : Learn A New Language (+2/+1 to Language)
56 - 60 : Learn Netrunning Basics (+2/+1 to Interface)
61 - 65 : Life On The Street (+2/+1 to COOL Skill)
66 - 70 : Befriend Gang ("Brotherhood" at +1)
71 - 75 : Befriend Nomad Pack ("Brotherhood" at +1)
76 - 80 : Gain +2 Contact (Generate on FE&C Table)
81 - 85 : Someone Owes You A Favor (Generate on FE&C Table)
86 - 90 : Make A New Friend (Generate on FE&C Table)
91 - 95 : Enemy Disappears/Dies (Choose One)
96 - 00 : Pulled Off Something Impressive (+1 Pos. REP)

DISASTER STRIKES! - TABLE 3A

(Roll 1D100 and Pray)

01 - 05 : Financial Loss (1d5 x 100 Euro)
06 - 10 : In Debt (1d10 x 100 Euro -- Pay Now, or Pay Later!)
11 - 15 : Contract Bioplague; Random Attribute Reduced by 1
16 - 20 : Addiction; INT, REF, BODY, or EMP Reduced by 1
21 - 25 : Injury (Make One Roll on Table 3B)
26 - 30 : Friend/Lover Dies/Dissapears (Choose One Randomly)
31 - 35 : Contact Dies/Dissapears (Choose One Randomly)
36 - 40 : Make An Enemy (Generate on FE&C Table)
41 - 45 : Someone Wants You Dead (GM Generates Secret Enemy)
46 - 50 : Betrayed By Friend (Friend Becomes Enemy)
51 - 55 : Arrested and Not Convicted (1D5 Weeks in Jail)
56 - 60 : Arrested and Fined for Minor Crime (1D10 x 10 Euro)
61 - 65 : Arrested and Convicted of Crime (1D12 Months in Prison)
66 - 70 : There Is A Warrant Out For Your Arrest Somewhere (Choose)
71 - 75 : Random Cyberware Malfunction, 1/2 Cost To Repair
76 - 80 : Anger Gang, Nomad Pack, etc. (GM's Choice)
81 - 85 : Hunted By A Corporation (Roll or Choose One)
86 - 90 : You Owe Someone A Favor (Generate on FE&C Table)
91 - 95 : Blamed For Something You Did Or Didn't Do (+1 Neg. REP)
96 - 00 : Unplanned Pregnancy!  Deal With It, Choomba.

DISASTER STRIKES TABLE 3B - RANDOM INJURY CHART (OR "YOU GOT MAIMED!")

(Roll 1D100)

01 - 05 : Minor Burns *3*
06 - 10 : Serious Burns *1* *3*
11 - 15 : Stab Wound(s) *3*
16 - 20 : Bullet Wound : Went Clean Through *3* 
21 - 25 : Bullet Wound : Lodged Projectile, Removed *3*
26 - 30 : Bullet Wound : Lodged Projectile, Never Removed *2* *3*
31 - 35 : Bullet Wound : Fragmented, Large Exit Wound *1* *3*
36 - 40 : Poorly Healed Fracture *1* *2*
41 - 45 : Damaged Internal Organ(s) *1* *2*
46 - 50 : Skull Fracture : Minor Brain Damage
51 - 55 : Skull Fracture : Major Brain Damage
56 - 60 : Unremoved Shrapnel *2*
61 - 65 : Missing Teeth *3*
66 - 70 : Missing Fingers/Toes *1*
71 - 75 : Missing Eye *1*
76 - 80 : Missing Ear *2* *3*
81 - 85 : Missing Nose *3*
86 - 90 : Severed Limb/Hand/Foot *1*
91 - 95 : Back Injury *2*
96 - 00 : Impressive Scar *3*

NOTES :

*1* - Injury can be cured with cyberware or vat-grown replacement parts.

*2* - Surgery can cure the affliction by cutting something out, or fixing the injury outright.

*3* - Facial reconstuction and/or cosmetic surgery may fix aspects of this injury. Use CP2020's guidelines for improving ATT.

Injuries rolled that replicate certain disadvantages do not have to be "bought off " with IP in order to be cured. However, the injury can be "treated" during character creation, before play begins, but this may cost the character a quantity of money that the GM must determine based on the extent of the damage being repaired.

DETAILED INJURY LIST -

Minor Burns -

The character has received minor burns on one random body location. The burns healed properly and scarring is minimal. If hit location roll results in head/facial burns, reduce the character's ATT by -2.

Serious Burns -

The character has been burned over a large part of his body. Roll 3 random locations. These areas are heavily scarred. If hit location roll results in head/facial burns, reduce the character's ATT by -2. If a particular location is rolled more than once, use the following guidelines : If the location is a limb, most of the muscle and sinew has been burned away. This leaves the limb useless. Any good medical professional would recommend amputation. If the location is the torso or abdominal areas, scarring is severe. Reduce BODY and REF by -2 each. If the location is the head/face, reduce ATT by -5 (to a minimum of 1). Character cannot grow hair.

Stab Wound(s) -

The character has been stabbed or cut by an edged weapon. Other than leaving an impressive, albeit cosmetic, scar, the wound has no effect on game play. Refer to the "Impressive Scar" roll.

Bullet Wound : Went Clean Through -

The character took a slug in a random body location, but it went right through him with very little tissue trauma. Character is scarred as per the "Impressive Scar" roll.

Bullet Wound : Lodged Projectile, Removed -

The character was shot and the bullet lodged itself inside his body. Surgeons were later able to remove the projectile. The character possesses scars from the wound and the subsequent surgery on a random body location.

Bullet Wound : Lodged Projectile, Never Removed -

The character was shot and the bullet lodged itself inside a random body location. However, due to one reason or another (the dangerous location of the wound, lousy medical care, etc.), the projectile was never removed. The bullet will show up on X-Rays, and may set off metal detectors.

Bullet Wound : Fragmented, Large Exit Wound -

The character was shot in a random location yet again. This time, however, the round created a very large exit wound when it came tumbling out the other side. Either that, or the ammunition shot into the character was of some special nature (explosive, hollow point, glaser, etc.) which contributed to a large section of missing flesh. Whatever the cause, the character has a nasty scar. If the location rolled is a limb, it is useless. If the torso or abdomen are rolled, reduce the character's BODY by -1.

Poorly Healed Fracture -

The character broke a bone in an arm or leg, and it healed poorly. All skill rolls made while using said limb are at -2. If the limb is a leg, reduce MA by -2 as well.

Damaged Internal Organs -

Through one of the character's misdeeds he has damaged and/or lost an internal organ, or part of one. In the case of missing or partially missing organs, the character could have had a kidney or lung removed, as well as sections of severely damaged intestine, liver, stomach, whatever. The exact detrimental effects are up to player and GM, though losing points off the BODY attribute are a good place to start. For Example, someone with a reduced bladder may have to urinate frequently, or in worse cases, wear a catheter constantly, while people with one lung or kidney may function as normal, though missing a lung might reduce MA or BODY by a significant amount. Damaged organs, on the other hand, represent defective organs which may (or may not) last the character long, and will have to be replaced if they continue to degenerate.

Skull Fracture : Minor Brain Damage -

The character bumped his head into something harder than his skull, resulting in minor brain damage (-1 INT).

Skull Fracture : Major Brain Damage -

The character got whacked on the head really hard, resulting in major brain damage (-2 INT) and occasional blinding headaches (5% chance per day, non-cumulative).

Unremoved Shrapnel

The character, for whatever reason, is carrying around fragments of stuff in his body. This can include anything from small metal bomb casings, to buckshot, to pieces of shattered glass shards. Though not serious (yet), such things may pose problems later in life, as well as possibly setting off metal detectors.

Missing Teeth -

The character is gotten some teeth knocked out. Roll 1d10 and consult the following chart to see how many are lost : 1-3 : One Tooth, 4-5 : Two Teeth, 6-7 : Three Teeth, 8 : Four Teeth, 9 : Five Teeth, 10 : Six Teeth. The character may have trouble chewing solid foods.

Missing Fingers/Toes -

The character, through mishap or design, is missing 1d6 random fingers or toes on a hand or foot. Missing fingers can reduce REF when hand-eye coordination is needed, while missing over half the toes on one foot can reduce MA by -1.

Missing Eye -

The character has lost vision in one of his eyes. This damage can be "bought off" with replacement of the eye through organic or cybernetic parts). Having only one eye incurs a penalty of -3 to any action involving depth perception.

Missing Ear -

The character has lost an ear, or damaged his internal ear seriously enough to cause permanent damage. The character experiences total deafness in that ear (-5 to Awareness checks with that ear). This can be rectified with cybernetic or organic replacements.

Missing Nose -

The character has either physically lost his nose (got it shot off, whatever), or severely damaged his sense of smell. In either case, he loses his sense of smell. In the case of actual physical nose loss, his ATT is modified by -2 as well.

Severed Limb/Hand/Foot -

Through misfortune, disease, or injury, the character has lost a hand, foot, arm, or leg. Normal cybernetic and vat-grown tissues can be grafted onto the character, or non-cybernetic prosthetics can be used.

Back Injury -

For one reason or another the character has aquired a serious back injury. He cannot lift heavy loads easily, and new injuries may aggravate the old one. For game purposes, the character is limited to using only half his BODY attribute when determining how much weight he can carry.

Impressive Scar -

The character has recieved an impressive scar somewhere on his body. Although the injury causing the scar had little or no permanent effect, it gives him a feature which makes him easily identifiable.

MAKE A FRIEND - TABLE 4A

(Consult Friend, Enemy, & Contact Chart, v 1.0 to see WHO your friend is, then use the following chart.)

HOW DID YOU MEET THEM?

Roll 1D100 -

01 - 04 : A Partner
05 - 08 : A Co-Worker
09 - 12 : A Contact
13 - 16 : An Old Lover
17 - 20 : An Old Enemy
21 - 24 : An Old Childhood Friend
25 - 28 : A Relative
29 - 32 : Met Through Common Interest
33 - 36 : You Saved His Life
37 - 40 : He Saved Your Life
41 - 44 : At A Party
45 - 48 : An Old Employer
49 - 52 : An Old Employee
53 - 56 : Met Through A Common Friend
57 - 60 : Met Through A Blind Date
61 - 64 : Went To School Together
65 - 68 : Met Through A Common Enemy
69 - 72 : Met At A Concert
73 - 76 : Met At A Bar
77 - 80 : Met At A Mallplex
81 - 84 : Met Through A Common Lover
85 - 88 : He Sold You Something
89 - 92 : You Sold Him Something
93 - 96 : He Did You A Favor
97 - 00 : You Did Him A Favor

MAKE AN ENEMY - TABLE 5A

(Consult Friend, Enemy, & Contact Chart, v 1.0 to see WHO your enemy is, then use the following charts.)

DID YOU KNOW THEM?

(Roll 1D100)

01 - 10 : Ex-Friend
11 - 20 : Ex-Lover
21 - 30 : Relative
31 - 40 : Employer
41 - 50 : Employee
51 - 60 : Partner/Co-Worker
61 - 00 : Total Stranger

WHO'S THE OFFENDING PARTY?

(Roll 1D100)

01 - 50 : You did it.
51 - 00 : They did it.

WHAT'D YOU/THEY DO?

(Roll 1D100)

01 - 04 : Attempted Murder
05 - 08 : Attempted Blackmail
09 - 12 : Exposed a Secret
13 - 16 : Framed Other
17 - 20 : Betrayed/Backstabbed
21 - 24 : Threatened Injury
25 - 28 : Threatened Death
29 - 32 : Caused Property Damage
33 - 36 : Caused Direct/Indirect Personal Injury
37 - 40 : Caused Injury of Relative/Friend/Lover
41 - 44 : Caused Death of Relative/Friend/Lover
45 - 48 : Caused Loss of Face/Status
49 - 52 : Caused Loss of Friends
53 - 56 : Caused Loss of Job/Contract
57 - 60 : Refused Romantic Advances
61 - 64 : Stole Property (1D10 x 10 Euro Value)
65 - 68 : Stole Money (1D10 x 10 Euro Value)
69 - 72 : Clashing Personalities
73 - 76 : Minor Disagreement (Something Stupid)
77 - 80 : Major Disagreement
81 - 84 : Insulted Relative/Friend/Lover
85 - 88 : Personal Insult or Accusation
89 - 92 : Made Pass At Lover
93 - 96 : Seduced Lover
97 - 00 : Foiled Plan

WHO'S PISSED OFF?

(Roll 1D100)

01 - 25 : You're Angry
26 - 50 : They're Angry
51 - 00 : Mutual Hate

ROMANTIC INVOLVMENT - TABLE 6A

(Consult Friend, Enemy, & Contact Chart 1.0to see WHO your lover is, then use the following chart.)

HOW DID YOU MEET THEM?

(Roll 1D100)

01 - 05 : A Partner
06 - 10 : A Co-Worker
10 - 15 : A Contact
16 - 20 : An Old Lover
20 - 25 : An Old Enemy
26 - 30 : An Old Childhood Friend
30 - 35 : Met Through Common Interest
36 - 40 : You Saved His Life
40 - 45 : He Saved Your Life
46 - 50 : At A Party
50 - 55 : An Old Employer
56 - 60 : An Old Employee
60 - 65 : Met Through A Common Friend
66 - 70 : Met Through A Blind Date
70 - 75 : Went To School Together
76 - 80 : Met Through A Common Enemy
81 - 85 : Met At A Concert
86 - 90 : Met At A Bar
90 - 95 : Met At A Mallplex
96 - 00 : Met Through A Common Lover

HOW DID IT WORK OUT?

(Roll 1D10)

1 - 4  : Happy Love Affair 
    5  : Tragic Love Affair (Goto 6B)
6 - 7  : Love Affair With Problems (Goto 6C)
8 - 0  : Fast Affairs and Hot Dates

TRAGIC LOVE AFFAIR - TABLE 6B

(Roll 1D100)

01 - 16 : It Just Didn't Work Out
17 - 22 : Lover Left You A "Dear John" Note And Skipped
23 - 28 : Lover Died of an Incurable Disease
29 - 34 : Lover Died in Accident
35 - 40 : Lover Vanished/Was Kidnapped
41 - 46 : A Personal Goal Came Between You
47 - 52 : Lover Went Insane
53 - 58 : Lover Committed Suicide
59 - 64 : Lover Killed In A Fight
65 - 70 : Lover Imprisoned (1D10 Years)
71 - 76 : Lover Murdered By An Enemy (Choose One)
77 - 82 : Lover Left You For A Friend (Choose One)
83 - 88 : Lover Left You For An Enemy (Choose One)
89 - 94 : Lover Was Just Leading You On
95 - 00 : Lover Stole 1D10 x 100 Euro From You And Split

LOVE AFFAIR WITH PROBLEMS - TABLE 6C

(Roll 1D100)

01 - 07 : Your Lover's Family Hates You
08 - 14 : Your Lover's Friends Hate You
15 - 21 : Your Family Hates Your Lover
22 - 28 : Your Friends Hate Your Lover
29 - 35 : Lover Wants To See Other People
36 - 42 : You Want To See Other People
43 - 49 : You Are Separated
50 - 56 : You Fight Constantly
57 - 62 : One Of You Is Insanely Jealous
63 - 68 : Your Lover Is "Messing Around"
69 - 74 : You Are "Messing Around"
75 - 80 : Lover's Ex-Lover Wants You Dead
81 - 87 : Lover Has A Chemical Dependancy
88 - 93 : Lover Is In A Coma
94 - 00 : Lover Is Married

MUTUAL FEELINGS - TABLE 6D

(Roll 1D10 if Applicable)

1    : They Still Love You
2    : You Still Love Them
3    : You Still Love Each Other
4    : You Hate Them
5    : They Hate You
6    : You Hate Each Other
7    : You're Friends
8    : No Feelings Either Way
9    : You Like Them, They Hate You
0    : They Like You, You Hate Them



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

Back to the Alternate Character Generation System.