Character Creation
Combat and everything else that comes to mind on a personal scale will
be handled using CP rules with the following alterations. Autododge rules
are in effect (everyone gets a free dodge role to avoid getting hit this
replaces the normal target numbers and is subject to modifiers), modified
Good Shot (if the attacker exceeds his needed to hit by 10 treat as AP
or -10SP to armor at Defenders option. Has no effect on unarmored foes.),
and probably some other things I haven't' thought of yet.
| Cost of Stats
|
| Stat | Cost | Stat | Cost
|
| 2 | -7 | 7 | 1
|
| 3 | -4 | 8 | 2
|
| 4 | -2 | 9 | 4
|
| 5 | -1 | 10 | 7
|
| 6 | 0 |
|
Stats
-
Stats will be purchased with points. Each player has 15 points to purchases
stats. See table to the right for cost of stats.
Skills
- Use CP as the list of available skills however, there are some new
skills and some unavailable skills (See below). At creation time PC's may
have a maximum of one skill at 7, and 3 skills at 6 (1x7, 3x6). Characters
get 30 + Ref + Int in skills. They also receive the basic training package
and one specialty training (see below). Other packages can be built if
someone has a particular idea that they feel isn't represented by the current
packages. You'll notice that there is no fighter type in the specialty
training packages this because all the PCS are fighters by default. You
are all trained member of the US Military Fighting Corp as demonstrated
by your basic training packaged. The specialty packages represent your
secondary specialization.
Unavailable skills
Aero Tech (use flight tech)
Authority
AV Tech (use flight tech)
Combat Sense
Credibility
Cyberdeck design
Fencing (use melee)
Gyro Tech (use flight tech)
Handgun (use gun)
Interface (use system knowledge)
Jury Rig
Martial Arts (use brawl)
Motorcycle (use drive)
Pilot:all (use fly)
Resources
Rifle (use gun)
SMG (use gun)
Streetdeal (use streetwise)
|
New Skills
Electronic Warfare
Flight Tech
Fly
Gun (does not include Heavy Weapons)
Mek Design
Mek Fighting (HtH/melee)
Mek Gunnery (both beam and missile)
Mek Tech
Pilot: Mek
|
Packages
| Basic Training
Pilot: Mek +2
Mek Fighting +1
Mek Gunnery +2
Gun +1
Mek Tech +1
General Know +1
Dodge +1
Melee +1
Leader
Human Per +2
Leadership +2
Intimidate +1
Interrogate +1
Oratory +1
|
Tech Training
Mek Tech +2
Flight Tech +1
Weapons Tech +2
Electronics +1
Basic Tech +1
Con Man
Streetwise +2
Fast Talk +2
Human Per +1
Gamble +1
Wardrobe +1
|
Medical
Pharmaceuticals +2
Diagnose +1
First Aid +2
Biology +1
Chemistry +1
Sneak
Stealth +2
Awareness +1
Elect. Sec +2
Pick lock +1
Pick pocket +1
|
Money
- Don't worry about it you have $100 on you right at the moment. If you
really care you have 2D6 x $1000 in the world bank, however that probably
won't be accessible once game play begins.
Possessions
- None. Hahahahahahaha. Well actually you are wearing a set of casual
clothes. You have a wallet/purse, wallet pictures, various credit cards,
cell phone/pager/pocket computer (ebook), keys, Ids and abundant scraps
of papers, video club card, stick of gum, pen, etc. If there is anything
else you think you would bring out on a night drinking let me know before
the game begins. You have all the usual things you have in your apartment/house
back at the base. If there is an odd or important item at the base let
me know before game play begins.
Cyberware
- Hahahahahahha. Not in this world. Cyberware exists but is only used
to replace accidentally misplaced limbs and/or organs. It must be carefully
balanced exactly replicate the missing piece. Overpowered organs or limbs
cause psychosis in almost all cases. Almost all visual sensory effects
of cyberware may be purchased as goggles as per the CP rules.
Lifepath
Replace the CP life path with the below or even better your own well thought out history.
| A1: Family Wealth and Status
| A2: Family Relationship
|
1
2
3-4
5-7
8
9
10
| homeless
L. Class
L. Middle Class
Middle Class
U. Middle Class
Upper Class
Elite
| 1
2
3
3
5-6
7-8
9
10
| Parents Dead
Estranged
Tolerated
Interested
Hot and Cold
Supportive
Doting
Invasive
|
Go to A2 to see how your parents feel
| Go to A3: Siblings
|
|
A3: Sibling
roll 1-3 to determine number of siblings. Roll
on A2 to determine how they feel about you.
| Friends and Enemies
Roll 1D6 to determine the number of friends
and enemies you have. For each friend/enemy
roll a D10 odd=enemy, even=friend.
|
| B1:Friends
| B2:Enemies
|
1
2
3
3
5
6
7
8
9
10
|
Like a big brother/sister to you
Like a little brother/sister to you
Teacher or mentor
Partner or Co-Worker
An ex-lover
An old enemy
Like a foster parent
Relative
Reconnect with old friend
Met through a common interest
|
Freeform it's all up to you. Don't let the
power go to your head. Check the CP book if
you aren't ready for the responsibility.
|
Construction Points (CP)
CP are points the character can expend to increase the capability
of thier powerarmors. Characters will be issued 150 CP at the beginning of the game
they acquire more as the game goes
on. At the end of each session they will be issued CP just like
in the same manner that they are issued IP.
CP are used like a combination of
money and Champions characters points. In order to
expend CP there must be the opportunity and
capability to do so. But PC's can't keep in mecha
like stuff more than they can afford to buy with
CP. PC's can use whatever they can find on a battle
field but if they use it in the next battle they
must pay CP for it. Characters may not spend any CP
before game play begins.