Creating a CyberPunk character in free form is easier than you
think. Just follow the steps below and you'll be ready for 2020
before you know it!
1. Pick a role for your
character.
2. Determine your stats.
But wait! I said no stats! Wrong...I said minimal stats.
While it is perfectly fine to write a character without any
statistical information whatsoever, using stats will help you
write a believable character that works well in the CyberPunk Cafe
environment. Because it's free form, however, you will generally
not refer to your stats for every little move. They are more or
less a guideline to remind you where your character's strengths
and weaknesses lie.
Okay, so on to the stats. Player characters (PCs) have 65
points to spread between 9 stats. You can have anywhere between 2
and 10 points per stat, with the average of that stat being around
5 or 6...for example, 2 points in INT and you'll have trouble
remembering your name, 5 and you'll be about as smart as the
average person, 10 and you are a brainiac.
Intelligence (INT) is how good you are at thinking, observing,
remembering, etc.
Reflexes (REF) is your dexterity and coordination.
Cool (CL) is how well you handle sticky situations and how
together you appear to others.
Technical Ability (TECH) is how you relate to technical
things.
Luck (LK) is that little something extra that makes things go
your way.
Attractiveness (ATT) is how good you look.
Movement Allowance (MA) is how fast you can move.
Run: MA x 3 = the distance you can run in 10 seconds
in meters.
Leap: Run / 4 = distance you can leap from a running start
in meters.
Empathy (EMP) is how well you relate to other living
beings.
Humanity: EMP x 10 = your ability to continue to
relate to other living things when you have cybernetics added.
Your humanity is used to determine if you are in danger of
cyberpsychosis. When choosing your ware keep track of how many
Humanity Points you use up. Your EMP drops by one point for
every ten points of Humanity lost. When your EMP reaches 3, you
are in danger of becoming a C-Psych, where you relate better to
machines than people. If your EMP drops to 0, you are gone, no
longer a human, and you're likely to start killing people and
being rather nasty in general. At this point, the nice boys
from C-SWAT come in and kill you. If your EMP is getting
dangerously low, you can go in for treatment (counseling and
braindance) which involves having all non-life-sustaining
cyberware switched off until you are brought back to a more
normal state. You gain 2 Humanity Points/week of therapy until
you return to your total EMP.
Body Type (BT) is your strength, endurance, and
constitution.
Carry: BT x 10 kg
Lift: BT x 40 kg
3. Create your background. How does your character look and dress?
What is their ethnic background? What was their childhood like? What
is their personality? What major events have happened in their life
that make them what they are?
4. Now set your skills. These skills will
be on top of the special ability and career skills that go with your
chosen role. Skills are rated on a scale of 1-10, 1 being minimal and
10 being an expert in that field. Note for you purists: yes, the
skill table has been modified to make it more adaptable to free form
role play, where skills are used more as a guideline for writing the
character than as a statistical base for game play. After all, some
of the skills will be based on the players ability to write his or
her character well (if you want to convincingly use Persuasion/Fast
Talk, you have to be able to actually *do* it). Special ability and
career skills that are specific to particular roles will be covered
in the role description. You may either
rate your character's skills for more free form style, or you may
follow the statistical skills generation format described on the
Skills page.
MASTER SKILLS LIST
Grooming and Style
|
Education/General Knowledge
|
Handgun
|
*^Basic Tech
|
Endurance
|
*Teach
|
Rifle
|
*^Aero Tech
|
Feats of Strength
|
*Computer Science
|
Heavy Weapon
|
*^AV Tech
|
Intimidation
|
*Business
|
Submachinegun
|
*^CyberTech
|
Interrogation
|
*Science (specify)
|
Archery
|
*^Weaponsmith
|
Resist Torture/Drugs
|
*Mathematics
|
Athletics
|
*^Electronics
|
Streetwise
|
*History
|
Brawling
|
First Aid
|
Awareness/Notice
|
*Language (specify)
|
Martial Arts (specify style)
|
Drive
|
Shadow/Track
|
*Medical Science
|
Melee
|
Motorcycle
|
Dodge/Escape
|
*Performing Arts (specify)
|
Wilderness Survival
|
Pilot (specify)
|
Hide/Evade
|
*Physical Education
|
Pick Lock
|
Heavy Machine
|
Stealth
|
*Fine Arts
|
Pick Pocket
|
*Military
|
Click here for an explanation of skills and
a complete list of career skills you can choose from.
5. Choose your gear. You will get a
basic gear pack and a career pack appropriate to your role. In
addition you may buy or upgrade gear up to 1000 eb from your initial
cred account.
6. Choose your cyberware. Keep in mind
your EMP and humanity...too much ware and you could go into
cyberpsychosis, unable to relate to other people and a pick-up for
the Psycho Squad. You may spend up to 2000 eb from yout initial cred
account on cyberware.
Okay, you're ready to roll...get into the CyberPunk Cafe and
chill, choomba!
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