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03:52, 18th May 2024 (GMT+0)

Character Creation Rules.

Posted by RefereeFor group 0
Referee
GM, 3 posts
Tue 20 Feb 2024
at 11:36
  • msg #1

Character Creation Rules

Step 1: Come up with a concept.  It may help to have an archetype style two-word descriptor as a base such "Ace Pilot" or "Beautiful Spy" or such.  Characters can be from any of the groups aboard the ship:  ship's crew, scientific personnel or mercenaries.

Step 2: The Life Path

Referring to the Lifepath Table starting on page 21 of MKZ.  Replace Table A: Money & Family with the table below, with the additional funds the same as the original table:

Money & Family

 1. Poor/Wasteland
 2. Poor/Slave
 3. Middle/Spacer Nomad
 4. Middle/Worker
 5. Middle/Manager
 6. Middle/Military
 7. Middle/Arcology or Spinner Station
 8. Upper Middle/Corporate Executive
 9. Wealthy/Noble
10. Wealthy/High Noble

Use the original MKZ Tables A2-4, B, C, and D:  Family Situation, Parental Fate, Parental Mysteries, Family Standing, Family Crisis and Family Goals.  You may request a change to the die result if what you rolled conflicts with your initial concept. (MKZ p. 21)

For Family, Friends, Enemies:  1d10-5 siblings and 1d10-5 friends; roll 1d10-7 for enemies.  Use MKZ tables E, F, G for details. (MKZ p.22)

For Romantic Life first roll 1d10.  If you roll 8, 9 or 10, you are currently involved in a relationship; Use table H1 to resolve the details.  If you roll 7 or less, subtract 5 with a minimum of zero.  That is how many previous relationships you had.  Use Table H3 to determine what happened. (MKZ p. 23)

You may choose physical and personality traits as you wish, though you may roll if you are interested. (Table I, MKZ p. 23)

Note:  If you wish to substitute a table from Cyberpunk 2020 for a corresponding table in MKZ, ask me and tell me why you want to do so.

Step 3:  Statistics

I am using NINE (9) Statistics for this game:

Intelligence (INT)
Cool (COOL)
Reflexes (REF)
Attractiveness (ATT)
Empathy (EMP)
Technical Ability (TECH)
Luck (LUCK)
Move Allowance (MA)
Body Type (BOD)

Every Character gets 56 Character Points for their statistics, with a minimum value of 3 and a maximum value of 10.  There are also several derived values:

Stability = Cool x 2.5, round up.  (This is the difficulty to represent how hard it is to sway, confuse, frighten, seduce or otherwise influence you)
Run Speed = MA x 3 m
Standing Jump = MA ÷ 4 m, keep the decimals.
Running Jump = Run Speed ÷ 4 m, keep the decimals.

Hits by location is determined by your BOD.  Below for each BOD range the hits are listed for Head/Torso/Limbs, along with the Stun, Lift, Throw and Damage modifiers:

BOD: 3 -- Hits: 5/10/7; Stun: 5, Lift: 40 kg, Throw: 12 m, Dmg -1
BOD: 4 -- Hits: 5/10/7; Stun: 5, Lift: 40 kg, Throw: 12 m, Dmg -1
BOD: 5 -- Hits: 6/12/9; Stun: 6, Lift: 60 kg, Throw: 20 m, Dmg 0
BOD: 6 -- Hits: 6/12/9; Stun: 6, Lift: 60 kg, Throw: 20 m, Dmg 0
BOD: 7 -- Hits: 6/12/9; Stun: 6, Lift: 60 kg, Throw: 20 m, Dmg 0
BOD: 8 -- Hits: 7/14/10; Stun: 7, Lift: 90 kg, Throw: 26 m, Dmg +1
BOD: 9 -- Hits: 7/14/10; Stun: 7, Lift: 90 kg, Throw: 26 m, Dmg +1
BOD: 10 -- Hits: 8/16/12; Stun: 8, Lift: 120 kg, Throw: 30 m, Dmg +2

Step 4:  Skills

Every Character begins with 40 skill points to spend freely.  In addition, everyone gets the following 12 skills for free at +2:

Athletics (REF)
Awareness/Notice (INT)
Brawling (REF)
Conversation (EMP)
Education (INT)
Evasion (REF)
First Aid (REF)
Human Perception (EMP)
Native Language (INT)
Persuasion (COOL)
Social (EMP)
Stealth (REF)

Skills marked with (H) cost 2x points (one rank costs 2 points) and no skill may be purchased higher than +5 with the base 40 points.  The complete skill list is in the next post in this thread.

Once the initial 40 points are spent, roll 1d5; that is the maximum number of careers you may choose.  You may opt for fewer if you want your character to be younger.  Choose a Career from the list in the Post below, after Skills.  Each career provides a list of skills for a 2-year period; choose five (5) of the seven (7) skills in the list, each can only be chosen once, and increase that skill by +1.  Roll on the appropriate lifepath event chart (dangerous or not-so-dangerous professions) and if the result does not force you to leave that career, you may choose it again, advance another 2 years, and choose skills.  If the lifepath result forces you to leave that career, you may choose another or end character creation.

Note:  Again, if you wish to replace any of the tables K, L, M, N, O, P or Q with a corresponding table from CP2020, tell me why and I will consider it.

Step 5:  Once you finished your last 2-year career and it's associated lifepath, total up the skills.  You may now purchase equipment.  Everyone begins the game with a Datalink installed, with no Humanity Loss per SB and the Rules Clarifications Notice.  The Tech & Equipment Chapter of SB begins on page 126.

Standard Issue Equipment for Mercs: A uniform skinsuit (combination flight suit and space suit p. 127 SB); A Security comm link; A Sidearm pistol (Combat Pistol from MKZ).

Step 6: In the Description of your character details describe what your character looks like, including any mannerisms that are obvious or well-known, and anything else about your character that an acquaintance at work would know (basics on family composition and history, currently in a relationship, sexual orientation, etc.) Some details related to family troubles or tragedies are not known commonly.  List the character's preferred pronouns.  List the character's Body Type and Attractiveness.  Both of these are obvious from looking at someone.  The other stats are not required to be listed.

Choose a portrait that is appropriate.  If you don't find one or already have a character picture, I can make a limited number of custom portraits for the game.  You can include a picture in the Description, of course.
This message was last edited by the GM at 11:56, Sun 10 Mar.
Referee
GM, 4 posts
Tue 20 Feb 2024
at 11:47
  • msg #2

Character Creation Rules

Master Skill List

Attractiveness
Wardrobe & Style

Body Type
Endurance

Cool
Bribery
Interrogation (H)
Intimidate
Persuasion**
Resist Torture/Drugs (H)
Streetwise

Empathy
Acting
Conversation**
Human Perception**
Social**

Intelligence
Awareness/Notice**
Composition
Concentration**
Cryptography
Disguise
Education**
Expert (choose and specialty)
Electronics Warfare
Gamble (H)
Hacking
Know Language
Native Language**
Programming (H)
Strategy
Survival
Tactics
Teaching (H)
Tracking

Reflexes
Automatic Weapon
Brawling**
Evasion**
Fencing (H)*
Handgun

Martial Arts (H)*
Melee Weapon
Shoulder Arms
Heavy Weapons (H)

Mecha Fighting (H)
Mecha Piloting (H)
Mecha Weapons (H)

Athletics**
Driving
Pilot Aircraft/Shuttle
Pilot Sea Craft
Riding
Stealth**
Zero Gee

Technical Ability
Air Vehicle Tech
Basic Repair
Cybernetics Tech (H)
Demolitions (H)
Electronics Security Tech (H)
Engineering Design (H)***
First Aid**
Forgery
Jury Rig
Land Vehicle Tech
Mecha Tech (H)
Medicine (H)
Perform (choose a specialty)
Pick Lock
Pick Pocket (H)
Sea Vehicle Tech
Weaponsmith

*Fencing and Martial Arts add +1/2 level to damage.
** Basic Skills, required minimum level 2.
*** Includes Mecha Design







This message was last edited by the GM at 04:08, Wed 21 Feb.
Referee
GM, 5 posts
Tue 20 Feb 2024
at 11:47
  • msg #3

Character Creation Rules

Available Careers

• Actor/Actress (Conversation, Perform, Persuasion, Acting, Disguise, Social, Wardrobe & Style)
• Artist (Conversation, Perform (art form), Expert (art), Streetwise, Social, Forgery, Wardrobe & Style)
• Athlete (Athletics, Perform, Survival, Martial Arts, Fencing, Endurance, Evasion)
• Computer Geek (Forgery, Persuasion, Programming, Jury Rig, Basic Repair, Hacking, Electronics Warfare)
• Cop (Evasion, Drive, Handgun, Auto Weapons, Shoulder Arms, Interrogation, Streetwise)
• Entertainer (Perform (two different), Social, Conversation, Gamble, Brawling, Evasion)
• ERT Member (D) (First Aid, Basic Repair, Survival, Demolitions, Driving, Athletics, Endurance)
• Explorer (D) (Endurance, Survival, Drive, Persuasion, Pilot Aircraft, Expert: Navigation, Weapon Skill)
• Gang Member (D) (Evasion, Melee, Brawling, Streetwise, Athletics, Pickpocket, Survival)
• Mechajock (D) (Three Mecha Skills, Awareness, Handgun, Social, Zero-G)
• Pilot (Non-Combat) (Pilot Shuttle, Awareness, Expert: navigation, Zero-G, Electronic Warfare, Basic repair, Handgun)
• Medic (Human Perception, Medicine, Education, Cybernetics Tech, Conversation, Awareness, Social)
• Military Officer (D) (Persuasion, Strategy, Tactics, Handgun, Human Perception, Zero-G, Social)
• Nobleman (Persuasion, Social, Fencing, Riding, Wardrobe & Style, Intimidate, Education)
• Politician (Persuasion, Social, Perform (oratory), Driving, Expert (Law), Bribery, Conversation)
• Racer (D) (Driving (or vehicle pilot), Awareness, Streetwise, Vehicle repair (same as Pilot), Wardrobe & Style, Jury Rig, Brawling)
• Reporter (Interrogate, Persuasion, Intimidate, Conversation, Pick Lock, Stealth, Forgery)
• Soldier/Mercenary (Melee, Handgun, Brawling, Shoulder Arms, Evasion, Stealth, Survival)
• Spy (D) (Persuasion, Stealth, Electronics Security Tech, Endurance, Disguise, Forgery, Conversation)
• Technician (Basic Repair, Programming, Jury Rig, One Weapon or Brawling, Evasion, two Tech skills)
• Thief (D) (Pick Pocket, Pick Lock, Awareness, Evasion, Stealth, Streetwise, Gamble)

The Mechajock refers to a combat pilot.
This message was last edited by the GM at 04:08, Wed 21 Feb.
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