Professional Documents
Culture Documents
Character Generation Most Recent
Character Generation Most Recent
Stat Points: Each character starts with 75 points for Statistics. At least 2 points must be
spent on each Stat, with a maximum of 10 points spent in any Stat. Stats are:
CHI: A derived stat, CHI is based on PSI + BOD. Characters will have two
kinds of
CHI, Yin and Yang, in relative balance (Each equal to CHI/2, with any
remainder assigned to one of the two types). A player may choose to have
a character with unbalanced CHI, but cannot start with a difference of
more than 3 points (If a character has 13 CHI, and decides to have
unbalanced Yang CHI, his maximum Yang CHI is 8, with a minimum Yin
CHI of 5). CHI can be raised by bonuses from Chi Mastery, Chi Strength,
and Specialization Chart bonuses for certain Special Abilities. If CHI is
ever dropped to zero or less (negative CHI), the character will be unable to
heal naturally (First Aid, Speedheal, medical treatment, and natural
recovery restore no Hits per day). Nanosurgeons or Enhanced Antibodies
will allow the recovery of .5 Hits/day, or 1 Hit/day if combined. Yin Chi
is characterized as slow, soft, yielding, diffuse, cold, wet, and passive; and
is associated with water, earth, the moon, femininity and nighttime. Yang
Chi is fast, hard, solid, focused, hot, dry, and aggressive; and is associated
with fire, sky, the sun, masculinity and daytime. Females with unbalanced
Yang Chi may seek careers that are traditionally male, and may be
considered tomboys and/or pushy, while males with unbalanced Yang Chi
are generally very aggressive, overbearing, and even violent, and tend
toward physical careers, usually with an element of danger. Males with
unbalanced Yin Chi may be seen as effeminate and passive, but will also
be nurturing and seek careers that are traditionally female, while females
with unbalanced Yin Chi may be complacent and unmotivated, under the
control of any strong personality around them.
Skill Points: Each character starts with 50 points for Career Skills (skills listed under the
specific career the character has chosen, Special Abilities other than the primary for the
career cost double). After these skill points have been allocated, the character gains 30
points to spend on Pick Up Skills, which may be freely chosen from among those not
included in the characters career. If the player chooses, the character may have a
Secondary Career, and may choose to spend Pick Up Skill points from among the skills
of the Secondary Career, including those normally unavailable as Pick Up Skills. Special
Abilities chosen as Pick Up Skills cost double.
General Character Stuff
Nomads and Pac Rim characters roll on their own charts (Pac Rim in the Pac Rim book).
Ethnic Origin
Where is your family from?
Roll 1d100 for region of origin, and 1d100 for country within that region.
Expanded Country List
After choosing a country of origin, choose a relevant language. The languages listed below are only the
official languages, others may also be spoken
Country Official Languages (Others)
01-10 NORTH AMERICA
01-40 Canada English, French
41-100 United States of America English
11-20 EUROPE
01-02 Albania Albanian
03-04 Andorra Catalan
05-07 Armenia Armenian
08-09 Austria German
10-11 Belarus Belorussian, Russian
12-13 Belgium Flemish, French, German
14-16 Bosnia & Herzegovina Serbo-Croat
17-18 Bulgaria Bulgarian
19-21 Croatia Croatian
22 Cyprus Greek, Turkish
23-25 Czech Republic Czech
26-27 Denmark Danish
28 Estonia Estonian
29 Finland Finnish, Swedish
30-33 France French
34 Georgia Georgian
35-38 Germany German
39-41 Greece Greek
42-43 Hungary Hungarian
44 Iceland Icelandic
45-47 Ireland Irish, English
48-51 Italy Italian
52 Latvia Latvian
53 Liechtenstein German
54-55 Lithuania Lithuanian
56 Luxembourg French, Letzeburgish, German
57-58 Macedonia Macedonian
59 Malta Maltese, English
60 Moldova Romanian
61 Monaco French
62-63 Netherlands Dutch
64-65 Norway Norwegian
66-68 Poland Polish
69-70 Portugal Portuguese
71-73 Romania Romanian
74 San Marino Italian
75-77 Slovakia Slovak
78 Slovenia Slovene
79-80 Spain Spanish, Galician, Basque,
Catalan
81 Sweden Swedish
82 Switzerland French, German, Italian
83-84 Turkey Turkish
85-86 Ukraine Ukrainian
87-96 United Kingdom English, Welsh (in Wales)
97 Vatican City Italian, Latin
98-100 Yugoslavia Serbo-croat
21-25 AUSTRALASIA
01-65 Australia English (Greek, Turk, Aborigine,
Vietnamese)
66-100 New Zealand Maori, English (Japanese, Chinese)
26-30 ASIA
01-05 Azerbaijan Azerbaijani
06-45 China Mandarin (Cantonese, Tibetan,
11 more)
46-50 Kazakhstan Kazakh
51-55 Mongolia Khalkha Mongol
56-60 Pakistan Urdu
61-100 Russian Federation Russian
31-35 CENTRAL ASIA
01-20 Afghanistan Persian, Pashtu
21-40 Kyrgyzstan Kyrgyz, Russian
41-60 Tajikistan Tajik
61-80 Turkmenistan Turkmen
81-100 Uzbekistan Uzbek
36-40 EAST ASIA
01-70 Japan Japanese (English, Korean,
Portuguese)
71-75 North Korea Korean (English)
76-100 South Korea Korean (English)
41-45 SOTHEAST ASIA
01-05 Brunei Malay (Arabic, English)
06-15 Myanmar (Burma) Myanmar/Burmese (English)
16-25 Cambodia Khmer (Vietnamese, French,
English)
26-30 Indonesia Bahasa, Indonesian (Arabic, Timorese)
31-40 Laos Lao (Khmer)
41-45 Malaysia Malay, Bahasa (English, Chinese, Arabic)
46-50 New Philippines Filipino, English (Spanish, Cebuano,
Arabic)
51-55 Papua New Guinea English
56-60 Singapore Malay, Chinese, Tamil, English
61-80 Taiwan Mandarin Chinese
81-85 Thailand Thai (English, Malaysian,
Chinese)
86-100 Vietnam Vietnamese (French, English)
46-50 SOUTH ASIA
01-20 Bangladeshi Bengali
21-40 Bhutan Dzongkha
41-60 India Hindi, English
61-80 Nepal Nepali
81-90 Sri Lanka Sinhalese
51-58 CENTRAL AMERICA
01-05 Belize English
06-10 Costa Rica Spanish
11-20 El Salvador Spanish
21-25 Guatemala Spanish
26-30 Honduras Spanish
31-90 Mexico Spanish
91-95 Nicaragua Spanish
96-100 Panama Spanish
59-63 SOUTH AMERICA
01-10 Argentina Spanish
11-20 Bolivia Spanish, Quechua, Aymará
21-30 Brazil Portuguese
31-40 Chile Spanish
41-50 Colombia Spanish
51-60 Ecuador Spanish
61-65 Guyana English
66-70 Paraguay Spanish
71-80 Peru Spanish, Quechua
81-85 Suriname Dutch
86-90 Uruguay Spanish
91-100 Venezuela Spanish, Amerindian languages
64-67 MIDDLE EAST
01-05 Bahrain Arabic
06-10 Iran Farsi
11-15 Iraq Arabic
16-40 Israel Hebrew, Arabic
41-45 Jordan Arabic
46-50 Kuwait Arabic
51-65 Lebanon Arabic
66-70 Oman Arabic
71-75 Qatar Arabic
76-85 Saudi Arabia Arabic
86-90 Syria Arabic
91-95 United Arab Emirates Arabic
96-100 Yemen Arabic
68-71 CENTRAL AFRICA
01-15 Burundi French, Kirundi
16-30 Central African Rep. French
31-60 Chad Arabic, French
61-80 Congo, Dem. Rep. French
81-100 Rwanda Rwandan, French
72-75 NORTH AFRICA
01-10 Algeria Arabic
11-65 Egypt Arabic
66-70 Libya Arabic
71-80 Mauritania Arabic, French
81-90 Morocco Arabic
91-100 Tunisia Arabic
76-79 SOUTHERN AFRICA
01-10 Angola Portuguese
11-20 Botswana English
21-25 Lesotho Sesotho, English
25-35 Malwai English
36-45 Mozambique Portuguese
46-55 Namibia English
56-75 South Africa Afrikaans, English
76-80 Swaziland Siswati, English
81-90 Zambia English
91-100 Zimbabwe English
80-83 WEST AFRICA
01-05 Benin French
06-10 Burkina French
11-15 Cameroon French, English
16-20 Cape Verde Portuguese
21-25 Congo French
26-30 Equatorial Guinea Spanish
31-35 Gabon French
36-40 Gambia English
41-45 Ghana English
46-50 Guinea French
51-55 Guinea-Bissau Portuguese
56-60 Ivory Coast French
61-65 Liberia English
66-70 Mali French
71-75 Niger French
76-80 Nigeria English
81-85 Sao Tome & Principe Portuguese
86-90 Senegal French
91-95 Sierra Leone English
96-100 Togo French
84-87 EAST AFRICA
01-10 Djibouti Arabic, French
11-20 Eritrea Tigrinya, Arabic
21-40 Ethiopia Amharic
41-50 Kenya Swahili
51-70 Somalia Somali, Arabic
71-80 Sudan Arabic
81-90 Tanzania Swahili, English
91-100 Uganda English
88-91 CARIBBEAN
01-05 Antigua & Barruda English
06-10 Bahamas English
11-15 Barbados English
16-35 Cuba Spanish
36-40 Dominica English
41-50 Dominican Republic Spanish
51-55 Grenada English
56-65 Haiti French, French Creole
66-80 Jamaica English
81-85 St. Kitts & Nevis English
86-90 St. Lucia English
91-95 St. Vincent & Grenadines English
96-100 Trinidad & Tobago English
92-95 INDIAN OCEAN
01-20 Comoros Arabic, French
21-40 Madagascar French, Malagasy
41-60 Maldives Dhivehi
61-80 Mauritius English
81-100 Seychelles French Creole
96-99 PACIFIC OCEAN
01-10 Fiji English
11-20 Kiribati English
21-30 Marshall Islands Marshallese, English
31-40 Micronesia English
41-45 Nauru Nauruan
46-50 Palau Palauan, English
51-75 Samoa Samoan, English
76-85 Solomon Islands English
86-90 Tonga Tongan, English
91-95 Tuvalu English
96-100 Vanuatu Bislama, English, French
100 OTHERS
01-25 Antarctican Collective Spanish (English)
26-100 Low Earth Orbit The Word (French, German,
Japanese)
Idiosyncrasies
Roll 1d100 for the number of traits, and 1d100 for each trait to determine which chart to
use.
01-60 1 Trait
61-90 2 Traits
91-00 3 Traits
01-75 Common
76-95 Uncommon
96-00 Rare
Common Traits
01-03: Cultural Purist: You feel that your culture is the best in the world, and
should remain free from “contamination” by other cultures. You may be a Native
American, a French Québécois, a Hasidic Jew, or an Aryan separatist, or any
other “pure” culture.
04-06: Good Luck Charm: You carry an item that you believe gives you good
luck. (It doesn’t, but no one can convince you otherwise.)
07-09: Fierce Rivalry: You have a rival. He/she competes with you in some
way. See the Rival Chart for more details.
10-11: Severe Allergy: You have an allergy to some substance. See the Allergy
Chart, but add +2 to the strength of the allergy.
12-14: Social Outcast: You are at -5 to all skills involving social interaction, but
+3 to resist such skills.
15-16: Social Animal: You are at +3 to all skills involving social interaction, but
at -5 to resist such skills.
17-21: Addict: You are at +3 to Resist Torture/Drugs, but are addicted to a
recreational drug (see Addiction table).
22-23: Internal Compass: You possess a skill, Direction Sense, at +3. This
skill allows you to find your way to any place that you have been from any
location, with a difficulty based on conditions in the new area (such as distance,
lighting, availability of landmarks, etc). The skill has an IP multiplier of x3
24-26: Weapon Specialist: You are at +2 to a single weapon type, but -1 to all
others. Types include Light Pistol, Heavy Pistol, Medium Machine Pistol, Melee,
Cyber Melee, etc….
27-29: Freaky: You have a peculiar and possibly illegal sexual preference or
fetish (details must be discussed with the referee).
30-34: Compulsive Disorder: You have a minor compulsion, and must make an
Average Cool test to resist it (see Mental Addiction table).
35-37: Unworldly: IP costs for languages outside your native family are
doubled.
38-39: Bilingual: You speak a second language at +8.
40-41: Sterile: You are unable to father/bear children in the normal manner.
42-43: Bad Liar: You are at -1 to all attempts at twisting the truth, and -3 to
attempts at outright lying.
44-46: Favored: You are at +2 to all skills involving interaction with a specific
social or racial group (details must be discussed with the referee).
47-49: Hated: You are at -2 to all skills involving interaction with a specific
social or racial group (details must be discussed with the referee).
50-51: Natural Thief: You are at +2 to Pick Locks and Illegal Entry.
52-54: Fast Learner: You gain an extra +5 IP per week.
55-56: Nomad Scout: You are at +2 to all Drive, Motorcycle, and Survival
skills.
57-58: Natural Athlete: You are at +2 to Athletics, Endurance, and Str. Feat.
59-61: Pit Fighter: You are at +2 to all Melee and Hand to Hand attacks, but -1
to all ranged attacks.
62-64: Herbalist: You are at +2 to First Aid, Science: Herbalism, Survival, and
Pharmacology in wilderness environments.
65-69: Orphaned: Your parents are dead or missing. All information in your
lifepath indicating living parents actually refers to your adoptive parents.
70-74: Outcast/Exile: You have been cast out of a group, such as a religion, or
exiled from an area, such as a small country or large city/state (details must be
discussed with the referee).
75-76: Mutant: You are genetically different from the human baseline (see the
Mutation chart).
77-78: Tough: You are +2 to all Stun/Shock saves.
79-81: Trader: +2 to social interaction skills when trading/making purchases.
82-85: Smooth Operator: +3 to Seduction tests and social interaction skills used
while attempting to seduce someone.
86-88: Theorist: +3 to all Tech, Science, and Expert/SK skills used for pure
research.
89-93: Natural Pilot: You are +1 to Pilot and Drive skills.
94-95: Local Champion: You are +3 to Athletics, and have a Rep of 2d3+2 as
the local champion of some sport (details must be discussed with the referee).
96-98: Bad Driver: You are -2 to all Drive/Pilot Skills.
99-00: Multiple Idiosyncrasies: Roll 2 Common Idiosyncrasies (re-roll results
of 99-100).
Uncommon Traits
01-03: Weak Immune System: You are at -3 to all attempts to resist infection
and disease.
04-06: Lucky Item: You own a good luck charm. If it is lost, you will suffer a –
1 to Luck for 3d3 days, when you find another item to replace it.
07-09: Lucky Item: You own a good luck charm. While you hold it, you have a
+1 to Luck, and all rolls non-skill rolls are moved 1 pip in your favor.
10-14: Lucky Item: Combines the effects of 04-06 and 07-09 above.
15-16: Lucky Item: You own a good luck charm. While you hold it, you have a
+2 to Luck, and all rolls non-skill rolls are moved 2 pips in your favor.
17-21: Kid-Friendly: You are +3 to social interactions with children (+8 if they
know you well).
22-25: Devout: You must have a 7 or higher DED, and are an adherent of a
specific religion.
26-28: Severely Phobic: See the Phobia chart for details, but add +5 to the level
of the phobia.
29-32: Avid Collector: You have a large collection of some kind, with a value
equal to a roll on the Wealth chart.
33-35: Lone Survivor: You have a Rival/Enemy that has killed your entire
family. Roll your Enemy on the Enemy chart (details must be discussed with the
referee).
36-37: Immune Hypersensitivity: You are 75% likely to reject implants,
cyberware, or transplanted organs. This penalty can be overcome by multiplying
the cost of such surgeries by 1d4+1, to cover expensive drugs,
immunosuppressant therapies, and special materials.
38-42: Dependant: You have a dependant. Roll on the Dependant chart (details
must be discussed with the referee).
43-46: Holographic Memory: You are +5 to recall the details of anything you
have seen or heard in the last month.
47-51: Legacy: You have been left a legacy by someone. Roll on the Legacy
chart (details must be discussed with the referee).
52-54: Absent Minded Professor: You have +2 in the Scientist special ability,
Scientific Method, and have a +3 in any Science: skill. You also suffer a -2 to
any attempts to remember any non-Science or Expert related information,
(appointments, dates, where you left your keys, etc…) and all Awareness/Notice
tests.
55-57: Drug Resistant: You are +3 to resist the effects of all drugs, including
medical ones meant to help you.
58-60: Drug Affected: You are -3 to resist the effects of all drugs.
61-63: Visually Oriented/Aurally Oriented: You are +2 to Awareness/Notice
tests based on vision, but -2 to tests based on hearing, or vice versa.
64-66: Driver/Pit Crew: You are +2 to all Pilot/Drive tests, and -2 to all Tech:
skills, or vice versa.
67-71: Fumbler: You critically fail on a 1-2 on one skill, but cannot critically
fail on another (must be from your basic career template).
72-76: Skilled: You critically succeed on a 9-10 on one skill, but cannot
critically succeed on another (must be from your basic career template).
77-81: Functionally Illiterate: You cannot read. Any skill based on reading for
success is +2 levels of difficulty, and any skill requiring reading for advancement
is +2 to its IP multiplier. You can learn to read, and overcome this disadvantage,
by spending 100 IP points.
82-83: All looks, no brains: APP is +8 (minimum/maximum 10), but all
INT based skills are 1 level higher in Difficulty.
84-85: Blindingly Quick: You are +2 to REF (minimum 4, maximum 12). You
must sleep 12 hours out of every 24, or loose this bonus for 1 day.
86-87: Unusual Joints: You have odd joint structure. This grants you +2 to
throw items, Pick Locks, Tech-based skills for repair, Play: any instrument, and a
+3 to Contortions. Because of the strange nature of your joints, they are sensitive
to impact. If you strike someone in Hand-to-Hand, or on landing after a fall, you
must roll a Stun save vs. a Serious wound. Failure indicates that you have
suffered such a wound.
88-89: Ham-handed: You are +2 to BOD for Str. purposes, however, you don’t
know your own strength. Anytime you handle a delicate object, shake hands, or
otherwise hold someone, you must roll 1d10. On a 1, you have damage the
object, person you were handling.
90-94: Loyal Pet: You have an animal companion. The animal can cost no more
than your salary for 1 month. It is incredibly loyal, willing to fight and die for
you. It is also well trained for an animal of its type (details must be discussed
with the referee).
95-96: Stunning Good Looks: You have an APP of +8 (minimum/maximum
10).
97-98: Shockingly Ugly: You have a maximum APP of 1. Any bodysculpting
done to increase your APP costs x2.
99: 2 Common Traits: Roll twice on the Common Idiosyncrasies chart.
100: 2 Uncommon Traits: Roll twice on the Uncommon Idiosyncrasies
chart, ignoring any roll of 100.
Rare Traits
01-05: Pain Resistant: You automatically pass all Stun/Shock saves, but your
wounds advance in 1/2 the normal time.
06-10: Clotting Factors: Your wounds advance at ½ the normal rate, but you
save vs. Stun/Shock as if your wounds were 1 level higher..
11-15: Sixth Sense: You possess an innate sixth sense (as the Psi Skill) that is
usable once every 24 hours.
16-25: Child Prodigy: Age is 7+1d6 years. You may have no military-based
careers, and only roll lifepath for the 1d6 years you added to the base of 7.
26-30: 6-Digited Extremities: Your hands and feet have six digits each. You
are +1 to all Tech skills and Athletics, but must buy custom gloves and shoes at
2x the normal cost.
31-40: Charismatic: You have Charismatic Leadership at +3, but suffer a
-1 to Cool.
41-43: Acute Sense of Smell: You have an uncannily accurate sense of smell.
You gain a +5 to olfactory-based Awareness at 30m upwind, 500m downwind,
and 60m in still air. You are +3 to Tracking if you can catch the scent of your
target, and gain the skill Identify by Scent at +2 (x3 IP Mult., based on INT).
Your increased nasal enervation comes at the price of increased vascularization,
resulting in a propensity toward nosebleeds. These cause a -1 to all skill tests for
each 600m above sea level, with a maximum penalty of -5 for severe low-pressure
environments.
44-53: CIRS: Cybernetic Implant Rejection Syndrome causes all Humanity
Costs for non-nanotech cyberware to be doubled.
54-63: Implant Tolerance: Humanity costs for all Neuralware cybernetics is
halved.
64-66: Voice of Command: You are +2 to all skills used to vocally influence
another. The problem with this is that your throat is incredibly sensitive, and you
must make a monthly BOD +1d10 test vs. 18 Difficulty to avoid strep throat.
Should you fail, you cannot use this ability for the month.
67-74: Celebrity Look-Alike: You bear an uncanny resemblance to some
famous celebrity, and are treated as if you were him/her. You get free drinks,
great tables, and pestering fans and paparazzi. Milk it for all it’s worth.
75-89: Machine Link: You gain an additional +2 to the use of any interfaced
equipment you plug in to.
90-94: Infamous Look-Alike: You bear an uncanny resemblance to some
infamous person, and are treated as if you were him/her. You get spit in your
food, thrown out of honest establishments, and pestering police and investigative
reporters. Perhaps you should think of bodysculpting?
95-97: 2 Common Traits: Roll twice on the Common Idiosyncrasies chart.
98-99: 2 Uncommon Traits: Roll twice on the Uncommon Idiosyncrasies
chart.
100: 2 Rare Traits: Roll twice on the Rare Idiosyncrasies chart, ignoring any
roll of 100.
2) Family Background
Growing up ‘Punk:
The type of background you come from determines a lot about how you live the rest of
your life. You have your choice of several backgrounds, Street kid, Nomad brat, Normal
childhood, Pacific Rim, European, Spacer, or Aquacologist. Each has advantages and
disadvantages, so choose carefully.
Normal Childhood: You spent your formative years in the suburbs, a corporate
housing setup, or other quiet neighborhood. You went to a normal school, probably
completed High School, and maybe even went to college.
Awareness: +2
Athletics: +2
Education/General Knowledge: +4
Language: (IP Mult. <3) +2
Expert/S.K. Skill of Choice +2
Social Skill: +2
Teach: +2
Street Kid: You grew up on the harsh streets of the city, surviving by any means
you could. For most street kids, their only school is the school of hard knocks, and
college is just a dream. Maybe you were homeless, maybe you lived in the projects,
maybe you just ran around with a gang, but you learned different things than those so-
called “normal kids” you see in the mall-plex.
Awareness: +4
Athletics: +2
Brawling: +2
Stealth: +2
Fast Talk: +2
Melee: General: +2
Streetwise: +2
Nomad Brat: You grew up on the road, part of the extended family that is a nomad
pack. They taught you how to get where you are going, and to get what you want when
you got there. Your school was held wherever the pack could find space, but nomads
value education greatly, so you learned a lot.
Awareness: +2
Athletics: +2
Brawling: +2
Drive: General: +2
Education/General Knowledge: +2
Melee, General: +2
Motorcycle: +2
Rifle: +2
Background Options: 1 from Connections, 1 from Training and 4 of choice.
European: You grew up in the European Economic Community, going to the best
schools in the world. You may notice a certain amount of prejudice from your American
colleagues, but it is likely due to their jealousy.
Awareness: +2
Athletics: +2
Education/General Knowledge: +4
Language: (European, IP Mult. <3) +2
Computer Use: +2
Social Skill: +2
Computer Programming: +2
Pacific Rim: You grew up in the area known as the Pac-Rim, learning skills foreign
to your European and American contemporaries. Your education came from a
combination of school, street, and your relatives.
Awareness: +2
Athletics: +2
Bureaucracy: +2
Education/General Knowledge: +2
Martial Art: (IP Mult. <4) +2
Melee: General: +2
Social Skill: +2
Streetwise: +2
Aquacology: You grew up in one of the underwater communities spread across the
globe. Your schooling involved underwater survival, swimming, and SCUBA, as well as
some classroom study.
Awareness: +2
Athletics: +2
Education/General Knowledge: +2
Submarine Combat: +2
Nu-SCUBA: +3
Survival: Undersea: +3
Swimming: +2
Spaceborn: You lived most of your life in the space colonies. Your education was
mostly practical, concentrating on survival and technical schooling
.
Awareness: +2
Education/General Knowledge: +2
EVA: +2
Survival: Space: +2
Tech: Spacecraft: +2
Tech: Space Station: +2
Zero-Gee Combat: +2
Zero-Gee Maneuver: +2
Moreau: You were raised in a lab, trained by your nation’s military, and sent into
war. Finally, your people won the rights available to other sentients… Mostly.
Awareness: +4
Athletics: +2
Cadre Tactics +2
Language: (IP Mult. <3) +2
Melee: General +2
Rifle/Auto Rifle +2
Weapon Skill of Choice +2
Combat
Connections
Each connection starts at Level 2. Roll 1d3+3 for the level of the connection’s Special
Ability, and determine skills based on the connections sub-class.
Equipment
Mental
Physical
Skills
Status
01-05 You may never refuse an offer of hospitality, no matter the source or
circumstance.
06-10 You are generally unkempt, and suffer a -5 to ATT-based skills
11-15 You may never befriend an animal, and are -4 to influence them
16-20 You have a dark family secret (see sub-table)
21-23 You may not refuse a plea for help from the helpless or an underdog, even if you
endanger your own life or must intervene against an ally. You receive a +2 to all
Special Ability tests during this endeavor.
24-26 You tithe 20% of your income to charity, and give at least 10% of any money you
have on hand to any collector for charity that you come across.
27-36 You may not refuse a dare or personal challenge, no matter how foolish.
However, you receive a +2 to all Special Ability tests for actions related to the
dare or challenge.
37-40 You are on probation. If you are caught committing a crime you will do 2d3
months in Braindance in addition to any penalty assessed for the new crime.
41-45 You are compelled to pay back any loan you receive three-fold
46-50 You have a bad reputation (REP 3d3) as a welcher on loans, debts, and bets
51-53 You are an avowed pacifist, and will not attack any intelligent being who has not
first attacked you, an ally/employer, or an innocent.
54-56 Braindance conditioning has been used to prevent you from entering any part of
the city other than the combat zone (Resist Torture/Drugs test at Difficulty
15+1d3x 5; this must be checked every hour. A skill to resist this specific
conditioning may be purchased (IP x1), and added to the test).
57-66 Wanted for a crime (see subtable)
67-76 Powerful enemy (see subtable)
77-81 Exceptionally impoverished family background. All monies at start came from
questionable sources. +2 to Streetwise, and Criminal Mind, Con, or Sneak at +1.
82-86 Police record/jail time. Pick 2 skills from the Ex-con template, each at +2.
87-95 Driven to revenge (roll for an enemy on the Powerful Enemy Subtable, but you
are the injured party). You receive a +2 to Special Ability tests when directly in
pursuit of this vengeance.
96-100 Uncivilized Culture. You are from a culture with rituals or attitudes
looked down on by “normal” 2020 culture. +2 to any Survival skill, but -2 to all
Social skills.
101-135 Organized Crime family. You have connections to an organized crime
network, and know recognition phrases and passwords to make contact (+2
Streetwise, and 1 level of Familia).
136-170 Guild or Union member. You are/were involved with a group of
merchants, specialists, or techs. You carry a device/card/symbol of
membership/recognition (2 levels of Family).
171-270 Corporate Background. You were employed by a major corporation, and
maintain those ties (1 level of Contacts, and one Contact: Corp (Resources
1d3+3) at +2).
271-305 Conspiratorial/Subversive background. You are/were connected to a
conspiracy or subversive group. You carry a recognition device, and know codes
and passwords to make contact (2 Levels of Organize).
306-350 Multi-cultural background. You spent your formative years in many
foreign lands. You speak 2d3 languages at 1d3+3, and have half that level in
Culture for each language.
351-385 You have a mentor or teacher (see Subtable)
386-420 Wealthy family (make a free roll on the Wealth table at +25).
421-455 Extremely Lucky. You receive a bonus of +/-2 to any roll not involving
the use of skills (Con. Saves, Luck tests, area hit, etc…)
456-490 Political Connections. You know a player on the political stage (Contact:
Politician at +2. His/Her Special Ability level is 2d3+2.). Roll 1d10 for what
kind of connection you have: 1-4: Local; 5-7: State; 8-9: Federal (Legislative);
10: Federal (Executive) or Federal (other nation).
491-525 Honorable Discharge. You are a veteran, and receive 2500 EB per month
in pension, free standard medical coverage, and are employed on a 1-5 on 1d6.
526-560 You are a Blank. You have no computer records, SIN or Social Security
Number. You cannot hold a legal job, have no GARC, and receive no
government benefits. To gain any of the advantages of not being a blank, you
must obtain a temporary identity.
561-595 Social Chameleon. All Social skills cost ½ IP.
596-630 Favored by a mid-level Corp. (Connection: Corp at +2. His/Her
Resources are 1d3+5)
631-685 Informant. The Police look to you for information. 2 Connections with
(roll 1d6): 1-3: A Detective; 4-5: SIn; 6: LEDiv. Each Contact is +2, with their
Special Ability level at 1d3+3.
686-700 Good Contacts. Contacts at level 1, and two Connections a +2 each (roll
on subtable). They are willing to supply their level (1d3+3) halved in Resources
(monetary or equipment) per month.
701-735 You deal well with the upper classes. +2 Social: Wealthy, and +2 to deal
with “wealthy” people.
736-770 You champion a cause. +1 to DED for that cause, +2 to Expert/Specific
Knowledge of your chosen cause.
771-805 Major contacts on the Black Market. +2 to Streetwise, and all BMAC’s
are cut in half, to a minimum of 1.
806-820 Not quite human. See Subtable.
821-860 Ex-military officer. +2 Tactics and +2 Social: Military
861-895 Political Reputation. You have a Rep of 2d3 as an accomplished local
politician. You have Charismatic Leadership at level 1 and +2 to Bureaucracy.
896-930 Excellent Credit Ranking. You have outstanding credit, with a monthly
limit of 3x your current income. You must pay at least 20% of your
balance monthly, or you may make no new charges.
931-965 Sybil. You have 2d3 fully established aliases, each at Impossible (35)
difficulty to penetrate. You have ID, necessary permits, and accounts
under each name.
966-1000 Famous in your field. You have Celebrity at level 1, and a REP of 2d3+4
in your career field.
Training
01 Jinx: Add or subtract (whichever is bad) the PC’s LUCK from all random (non-
Skill Test) rolls made within 5m.
02 Unlucky: All personal random (non- Skill Test) rolls made by the PC are
penalized by LUCK/2.
03 Out of Touch: -2 to all concentration-based skill rolls.
04 Clumsy: -1 to all skills involving manual dexterity.
05 Bad First Impression: -2 to all social interaction skills.
06 Mechanically Inept: -2 to all TECH-based repair skills.
07 Untalented: -2 to all performance skills.
08 Short Attention Span: The character must make a Difficult COOL test on each
hour of a long project.
09 Imprecise: The character is -2 to all attacks beyond medium range, and Sniper,
Navigation and Astrogation tests.
10 Imperceptive: -2 to Awareness tests.
11-12 Vocational Training: +2 to one TECH skill.
13-14 Outdoorsman: The PC gains +3 to Survival: Wilderness, and +2 to Hide/Evade,
Stealth and Tracking/Countertracking in the wilderness.
15-16 Lucky: All personal random (non-Skill Test) rolls made by the PC are +/-1 in his
favor.
17-18 Combat Driver: +2 Vehicle Zen for ground vehicles only.
19-20 Artistic: +2 to one and +1 to a second Artist skill, or +2 to a Perform skill.
21-22 Instructor: +2 to Teach. For purposes of advancement, this bonus is not added to
the skill itself, but is treated as a bonus. The base skill may be raised to 10, not
including this bonus. Also, +2 to Computer Use.
23-24 Linguist: Gain 2 languages at +2 and half all language IP costs (minimum of x1).
25-26 Hunter: Gain Tracking/Countertracking at +2, and Hide/Evade, Stealth and
Trapworks vs. Animals.
27-28 Musician: gain +2 Composition, Play Instrument, and Sing, and a +1 to Tech
skills related to music recording or performance.
29-30 Researcher: +2 to the Special Ability Scientific Method and the skill Computer
Use, and +1 to General Knowledge.
31-32 Gymnast: +2 to Acrobatics and Gymnastics.
33-34 Architect: +2 to Artist: Drafting, Artist: Modeling, and Expert: Architecture, as
well as +1 in Expert: Municipal/Utility Systems and Expert: Structural
Architecture.
35-36 Photographer: +2 to Photo/Film, +1 to the Special Ability Commo.
37-38 Atmospheric Pilot: +2 to Pilot: (any aircraft) and Navigation, and +1 to the
Special Ability Aircraft Sense.
39-40 Historian: +1 to General Knowledge and +2 to any Expert skill dealing with
history.
41-42 Manager: +2 to Bureaucracy and Computer Use, +1 to Accounting,
Administration and Leadership.
43-44 Programmer: +2 to Computer Programming, Expert: (class) Programs, Expert:
Programming (Computer Language) and System Knowledge.
45-46 Marine Pilot: +2 to Navigation, Pilot: Boat, Pilot: PWC, and Seamanship.
47-48 Entertainer: +2 to Oratory, +1 to 3 Performance Skills, and +1 to the Special
Ability of Celebrity.
49-50 Criminal Experience: +2 Streetwise, +1 Criminal Mind.
51-52 Hobbyist: +2 to 2 Expert Skills related to a hobby (Referee’s discretion).
53-54 Security Operative: +2 to Expert: Security Procedure and ‘Tronic Security, +1 to
TECH-based skills for dealing with security systems.
55-56 Space Pilot: +2 to 2 Pilot skills involving spacecraft, and +1 to Aircraft Sense in
spacecraft only.
57-58 Military Academy: +2 to Expert: Military History, Expert: Military Procedures,
Leadership and Tactics, and +1 to Expert: War Games and Rifle.
59-60 Broadcaster: +2 to Composition and Oratory, and +1 to the Special Ability of
Credibility.
61-62 Police Academy: +2 to Expert: Law, Expert: Police Procedure, and Pistol, and
+1 to TECH skills used for investigations.
63-64 Survivalist: +2 to all Survival skills, and +1 to Hide/Evade and Stealth.
65-66 Economist: +2 to Accounting, and +1 to Administration and Stock Market skills.
67-68 Socialite: +2 to social interaction skills.
69-70 Politician: +2 to Expert: Politics and Oratory, and +1 to Leadership and
Persuasion/Lie/Fast Talk.
71-72 Counselor: +2 to the Special Ability Counsel.
73-74 Inventor: +2 to the Special Ability Kit Bash.
75-76 Investigator: +2 to the Special Ability Research.
77-78 Astrogator: +2 Astrogation and Navigation, +1 to Computer Use.
79-80 Con Artist: +2 to the Special Ability Con.
81-82 Astronaut: +2 to the Special Ability 0-G Acclimatization.
83-84 Cryogenics Tech: +2 to Cryotank Operation, and First Aid, and +2 to Med Tech
rolls when dealing with cryogenics patients.
85-86 Animal Care Tech: +2 to the Special Ability Daktari.
87-88 Merchant: +2 to Streetdeal for purposes of making sales.
89-90 Cartographer: +2 to Cartography, Navigation and Orienteering.
91-92 Communications Tech: +2 to the Special Ability Commo.
93-94 Escape Artist: +2 to Contortions and Pick Lock.
95 Rescue Training: +2 Expert: Hazard Control and First Aid.
96 Tech School: Learn 1 TECH-based skill at 1/2 IP (Minimum x1).
97 Law School: +2 to the Special Ability Reason.
98 Med School: +2 to the Special Ability Med Tech.
99 Masters Degree: +3 to one Expert, Science, or Tech Skill of choice.
100 PhD: +4 to one Expert, Science, or Tech Skill of choice.
Wealth
01-15 Steroids: The PC is addicted to custom steroids, and must spend 1d3x200eb per
week on them. He does gain a +2 to BOD, max 12, but will lose this bonus if he
misses his weekly dose. Each dose, roll over HI on 1d100 or lose 1d6 HI
(regained if the PC breaks the addiction or receives therapy).
16-30 Alcohol: The PC is an alcoholic. He must have a drink every hour, suffering a
temporary loss of 1point of COOL and EMP for each drink he misses. Alcohol
affects him normally, causing intoxication and reductions to INT and TECH.
31-44 Hallucinogens: The PC is addicted to a hallucinogen.
45-58 Recreational Drugs: The PC is addicted to Pot, Smash, or other drug of choice
(Referee’s discretion), with all that that entails.
59-72 Speed: The PC is addicted to Methamphetamine, with all that that entails.
73-86 Narcotics: The PC is addicted to an Opiate, with all that that entails.
87-100 Cocaine: The PC is addicted to cocaine, or a cocaine analog, with all that that
entails.
01-08 *Plastics: The PC is allergic to plastics of all types, a great hindrance in a world
of synthetic clothing, polymer guns, and artificial limbs. All Cyberware other
than nanotech costs x3, all other items normally made of plastic (GM’s discretion)
can be purchased at x2 normal cost. Otherwise, the PC experiences a skin allergy
on exposure, with a penalty of (rolled at creation) 1d3+2 to all tasks due to
extreme itching and discomfort if he fails an Average BOD test.
09-16 +Hallucinogens: The PC has an adverse reaction to any hallucinogenic drugs,
treating them as a poison of a Str. equal to the drugs normal rating +4. Each point
of failure on the save results in 1d6 of Damage assessed against the character.
17-24 +Depressants: The PC has an adverse reaction to any depressant drugs, treating
them as a poison of a Str. equal to the drugs normal rating +4. Each point of
failure on the save results in 1d6 of Damage assessed against the character.
25-32 +Stimulants: The PC has an adverse reaction to any stimulant drugs, treating
them as a poison of a Str. equal to the drugs normal rating +4. Each point of
failure on the save results in 1d6 of Damage assessed against the character.
33-40 *Synthetic Foods: The PC is allergic to SCOP and other artificial foods,
treating them as a poison of a Str. equal to 1d3+4. Each point of failure on the
save results in 1d6 of Damage assessed against the character.
41-48 +Animals: The PC is allergic to all fur-bearing mammals, taking a -2 penalty to
all actions performed within 3m of such an animal if he fails an Average
BOD test..
49-56 +Pollen: The PC is allergic to all flowering plants, taking a -2 penalty to all
actions performed within 10m of such a plant. He must additionally make an
Average BOD test each day to avoid hay fever, suffering a -2 to all actions for the
day.
57-64 +Dust: The PC is allergic to household dust, taking a -2 penalty to all actions
performed in a dusty environment (Referee’s discretion) if he fails an Average
BOD test.
65-74 +Speed Heal: The PC has an adverse reaction to any healing drugs, treating them
as a poison of a Str. equal to the drugs normal rating +4. Each point of failure on
the save results in 1d6 of Damage assessed against the character.
75-82 +Pain Relievers: The PC has an adverse reaction to any pain drugs, treating them
as a poison of a Str. equal to the drugs normal rating +4. Each point of failure on
the save results in 1d6 of Damage assessed against the character.
83-90 +Cosmetics: The PC is allergic to Cosmetics of all types. The PC experiences a
skin allergy on exposure, with a penalty of (rolled at creation) 1d3+2 to all tasks
due to extreme itching and discomfort if he fails an Average BOD test.
91-100 Psionics: The characters PSI is added to the level of any psionic attack directed
at him, due to his extreme susceptibility to these attacks.
01-05 Murder (1d10: 1-5: Murder 3, Depraved Indifference; 6-8: Murder 2, Not
Premeditated; 9: Murder 1, Premeditated Murder; 10: Murder 1 with Special
Circumstances).
06-10 Forgery (1d10: 1-6: Checks, documents, etc.; 7-9: Identification and Official
Documents; 10: Counterfeiting)
11-15 Rape (1-6: Date Rape; 7-9: Statutory Rape; 10: Violent Rape)
16-40 Theft (1d10: 1-6: Petty Theft; 7-9: Embezzlement; 10: Grand Larceny)
41-45 Fraud (1d10: 1-6: Insurance Fraud; 7-9: Running a Con Game; 10: Medical or
other serious fraud)
46-55 Netrunning (1d10: 1-6: Electronic Trespass; 7-9: Wire Fraud; 10: Electronic
Espionage and Data Theft)
56-65 Possession of a Controlled Substance (1d10: 1-6: Possession; 7-9: Possession
with Intent to sell; 10: Illegal Drug Sales)
66-70 Prostitution (1d10: 1-6: Soliciting; 7-9: Pandering; 10: Slavery for Profit)
found out.
71-90 Assault (2d10: 2-7: Simple Assault; 8-12: Assault and Battery; 13-15:
Aggravated Assault; 16-17: Spousal Battery; 18-19: Assault with Intent to do
Bodily Harm; 20: Attempted Murder)
91-100 Weapons Violations (1d10: 1-6: Illegally Carrying a Restricted Weapon; 7-9:
Possession of an Unlicensed Weapon; 10: Violation of Federal Weapons Laws)
01-05 Related to an infamous mobster. Your family’s name has been changed, but the
resemblance is still there, and some authorities may be keeping tabs on you
anyway. If it comes out, it is a 1d3+1 Rep, negative for law enforcement and the
family’s enemies, but positive for the organization they were involved with.
06-10 Federal Witness Protection hid your family so well, you barely remember being
someone else. A major criminal enterprise would love to see you and all your
relatives dead.
11-15 Your (1d6: 1-4: Parent, 5-6: Grandparent) committed war crimes. If they are
found they will be tried, and you will be humiliated (Negative Rep 2d4).
16-40 Minority bloodline. Your family is from a racially conscious area, and is of
mixed ancestry. If it comes out, they will be ostracized (Rep 2d3, negative with
narrow-minded bigots and racial purists).
41-45 One of your parents (based on previous rolls, or roll 1d6: odd: Father; Even:
Mother) killed the other.
46-55 One of your parents (based on previous rolls, or roll 1d6: odd: Father; Even:
Mother) was/is a known criminal (See Sub-Table). You gain a negative Rep 1d3
if you are found out.
56-60 Your parents were part of a lifestyle that was “alternative” at best. Negative Rep
of 1d3 if you are found out.
61-65 Your parent’s family tree doesn’t branch enough. Negative Rep of 1d3 if you are
found out.
66-75 You were raised in a religion most consider a cult, or worse. Negative Rep of 1d3
if you are found out.
76-80 Your family has a long history of severe mental illness. Negative Rep of 1d3+1 if
you are found out.
81-90 Your parents are unknown to you, as the people who raised you kidnapped you as
a young child.
91-100 Your parents are sterile, and you were conceived through artificial means.
01-25 Lover/Spouse: Roll as a Connection, but the character has only 60 points for
Attributes, 40 for career skills, and 25 for Pick Up skills.
26-40 Child: As above, but the character has only 40 points for Attributes (Maximum
6 in any attribute), no career skills, and 20 for pick up skills. They are 3d6-2
years old, and may not be your child (young sibling, foundling, etc…). 50%
chance for each that there is another (stop when you roll 51+)
41-55 Sibling: Roll as spouse. 50% chance for each that there is another (stop when
you roll 51+)
56-65 Roommate. Your long-time roomie and friend. Roll as spouse.
66-85 Parent(s)/Grandparent(s)/Other Relatives: Roll as spouse, but has 40 Pick Up
skills.
86-90 Foreigner: You feel responsible for this new arrival to America’s shores. Roll as
a spouse.
91-95 Ill/Wounded Person: Roll again, re-rolling this result, and assign an injury from
the Subtable.
96-100 Retarded/Insane Person: Roll again, re-rolling this result.
Genetic Flaw Sub Table (Starred * items are correctable through nanotech surgery at
10000eb. + Items are treatable through Toxin Binders or Nasal Filters)
Genetic Disease Sub Table (Starred * items are correctable through nanotech surgery at
10000eb)
01-09 Usher’s Syndrome: The PC was born deaf. He gains American Sign Language
at +6, and can benefit from Cyberaudio if he pays 200eb for a special neural co-
processor.
10-16 *Retinitis Pigmentosa: The PC is going blind. Replacement of the eyes will halt
the condition, otherwise resulting in a penalty to visual Awareness tests equal to
the PC’s age/2.
17-23 Down’s Syndrome: All IP multipliers for skills are raised by 1 (minimum x2)
24-30 Dysautonomia: Maximum BOD is 6, but PC is not required to make Stun saves.
He also has no taste sensation, and unstable temperature and blood pressure.
31-40 *Hemophilia: The PC advances wound states in 1/2 the normal time.
41-47 Cooley’s Anemia: Maximum BOD is 8, and the PC must save vs. a Serious
wound each time he is struck with BFT, or suffer a broken bone. Muscle and
Bone Lace will alleviate the symptoms, and raise the base BOD.
48-54 *Phenalketonuria: The PC must eat a special diet (equal to good pre-pack) or
suffer a -1 INT for each week he is off his diet.
55-61 Dystrophic Epidermolysis Bullosa: Non-Scarring (50%) force the PC to make an
Average BOD test each week to avoid a low-level skin infection. Scaring (51+)
forces the same tests, and reduces ATT by 2.
62-70 Osteogenesis Imperfecta: The PC has brittle bones, with a maximum BOD of 6,
and an Average BOD Save to resist bone breakage each time he is struck in
combat, or severely jostled (DM’s discretion). Muscle and Bone Lace will
alleviate the symptoms, and raise the base BOD.
71-77 *Sickle Cell Anemia: The PC has a maximum BOD and MA of 8.
78-84 Cystic Fibrosis: The PC has a maximum BOD of 8. Nanosurgeons will alleviate
the symptoms.
85-91 Muscular Dystrophy: The PC is cursed to a short, painful life. He has 2d10 years
to live, half of them bed-ridden. Body plating or full conversion can relieve the
disease, and the PC has double the usual chance to be accepted for full conversion
programs.
92-100 *Diabetes Mellitus: The PC is diabetic, and must follow a special diet (equal to
good pre-pack) or suffer a -1 BOD for each week he is off his diet. The disease is
easily relieved with a pancreas transplant or artificial pancreas.
01-09 Antibiotics: The PC is +5 to Save vs. Poisons, but must save vs. antibiotics used
to relieve infection. If successful, the antibiotic has no effect, and the poison has
the effect it normally has on a successful save.
10-16 Hallucinogens: The PC has +3 to save vs. any hallucinogenic drugs.
17-23 Depressants: The PC has +4 to save vs. any depressant drugs.
24-30 Stimulants: The PC has +3 to save vs. any stimulant drugs.
31-39 Poison: The PC has +5 to save vs. a specific poison of choice.
40-46 Sopoforics: The PC has +4 to save vs. any sleep drugs.
47-55 Pain Relievers: The PC must save at +3 vs. pain relievers used to relieve his pain.
If successful, the analgesic has no effect.
56-61 Subliminals: The PC has +4 to save vs. subliminal messages.
62-68 Speed Heal: The PC must save at +3 vs. healing drugs used to treat his injuries.
If successful, the drug has no effect.
69-75 Neurotoxins: The PC has +3 to save vs. neurotoxins such as nerve gas and
Biotoxin I and II.
76-85 Circulatory Poisons: The PC has +3 to save vs. poisons in the blood stream.
86-92 Respiratory Poisons: The PC has +3 to save vs. inhaled poisons.
91-100 Psionics: The PC has +5 to save vs. any non-physical psionics (Pyrokenesis and
similar powers actually effect the physical world around the subject, and are not
resisted with PSI).
Mental Addiction
01-08 Superstitious: The PC is highly superstitious, and carries lucky charms with him
wherever he goes.
09-16 Sleep: The PC takes every opportunity to doze off, and is -5 to actions taken in
the first turn after waking.
17-25 Auspex/Braindance: The PC cannot get enough of Virtuality. He spends at least
1/2 his income on Braindance and Auspex games and equipment.
26-33 Dieting: The PC is consistently on some new fad diet (equivalent to good pre-
pack).
34-41 Gossip: The PC must make an Average COOL test to avoid spreading any and all
rumors he has heard to any who will listen.
42-50 Miser: The PC lives on as little of his income as he possible can.
51-58 Religious Fanatic: The PC has a DED of 10, and follows the restrictions of his
religion… religiously. He loses 1d3 HI each time he violates a stricture of his
faith.
59-66 Eating: The PC likes to eat. He must pay for Fresh Food monthly, and take every
opportunity to eat out that he can.
67-75 Non-addictive Drug: The PC is psychologically addicted to a normally non-
addictive drug (Referee’s discretion).
76-83 Shopping: The PC spends like there is no tomorrow. 1/3 of the PC’s income is
frittered away on unneeded items. Consider it lost.
84-91 Wirehead: The PC needs at least 5 minutes of wirehead stimulus per hour, or
suffers a -1 to all actions for each ten minutes he has missed his does by.
92-100 Gambling: The PC gambles like it’s someone else’s money. 1/2 of the PC’s
income is lost each month, though if he makes a N. Imp. Gamble + LUCK + 1d10
test he actually doubles this months income. Even a fool can win, sometimes.
Mental Illness
01-06 Homicidal: The PC is easily angered and frustrated, and acts out against the
source of his rage by trying to kill it. Make an average COOL test to avoid
killing anyone who upsets you, or anyone who is around if you are upset by
circumstance or inanimate objects.
07-12 Suicidal: The PC is easily depressed and frustrated, and acts out against the
source of his feelings by trying to kill himself. Make an average COOL test to
avoid killing yourself whenever things go wrong. You will plan out your suicide,
so your friends should have ample warning and time to stop you (1d100 hours).
13-18 Dissociative Identity Disorder: 1d4 identities (roll lifepath and background
separately for each) may manifest under stress. The class for each is rolled as a
connection, though the personalities have none of the actual skills of those
classes. Skills shared by the primary personality, and Pick Up skills, are as
normal. Make an average COOL test to avoid switching personalities whenever
under stress (Referee’s discretion).
19-24 Stupifaction: The PC is cracks under stress, becoming “shell-shocked” and
unable to take voluntary action. Make an average COOL test to avoid “spacing
out” for 5 minutes per point of failure.
25-32 Catatonia: The PC is cracks badly under stress, assuming the fetal position and
unable to take any action. Make an average COOL test to avoid rolling into a
ball for 5 minutes per point of failure.
33-38 Pyromaniac: The PC must make a daily Average COOL test to avoid setting fire
to some flammable object or edifice.
39-46 Paranoid: The PC suffers from paranoid fantasies (loose 3d10 HI from Paranoia).
47-52 Schizophrenic: The PC lives in his own little fantasy world. With meds (200eb
monthly), he functions just fine. Without them, he must make an Average COOL
test to recognize anything in the real world.
53-60 Sadistic: The PC is a sadist, and must make an Average COOL test to avoid
causing pain or using torture whenever he has the opportunity.
61-66 Masochistic: The PC is a masochist, and must make an Average COOL test to
avoid experiencing pain or self-torture whenever he has the opportunity.
67-72 Obsessive: The PC must make an Average COOL test to avoid wasting 1d3
rounds in meaningless ritual for each action he wishes to take.
73-80 Kleptomania: The PC is a klepto, and must make an Average COOL test to
avoid stealing small objects whenever he has the opportunity.
81-88 Incorrigible Liar: The PC is a liar, and must make an Average COOL test to
avoid lying about any subject.
89-94 Possessive: The PC must make an Average COOL test to share anything he
has, or the time of any of his associates. If his friends or lovers pay attention to
anyone else, he will react with fits of jealosy.
95-100 Depressive: The PC is clinically depressed, and must make an average COOL
test to take any action not directly related to survival.
A Mentor is a special form of contact, sharing the same Class as the PC, but not
necessarily the same subclass. A Mentor starts as a Contact Level 2, as usual, but is not
treated the same as a normal contact. Mentors start with 80 points for Statistics. At least
2 points must be spent on each Stat, with a maximum of 10 points spent in any Stat. The
Mentor also starts with 60 points for Career Skills (skills listed under the specific career
of the Mentor, Special Abilities other than the primary for the career cost double). After
these skill points have been allocated, the Mentor gains 50 points to spend on Pick Up
Skills, which may be freely chosen from among those not included in the Mentor’s
career. Special Abilities chosen as Pick Up Skills cost double.
Mentors have 4d3 Contacts, each with a level of 1d4+2, and get 2 rolls on the Wealth
chart at +25 each. They may use their wealth to help their protégés, but will expect some
form of repayment, such as the PC mentoring of someone else. The difficulty of
contacting the Mentor is as follows (1d10):
01-04 30
05-07 25
08-09 20
10 15
This is rolled as a Test vs. Mentor + EMP + 1d10 (Streetdeal and Contacts do not add to
this roll.)
01-10 Skin Discoloration, Patches: Roll 1d8 for number of locations, and lose 1 point
of ATT per 2 locations. May be corrected with bodysculpting.
11-15 Skin Discoloration, Odd Color (roll 1d6 for tinge of skin: 1: Red; 2: Orange; 3:
Yellow; 4: Green; 5: Blue; 6: Violet).
16-20 Shock-resistant Skeleton: Only 50% of indicated fractures actually result in a
broken bone.
21-22 Semi-flexible Bones: +3 to Contortions and Acrobatics.
23-24 Brittle Bones: +1 level of wound severity to any BFT-type injuries.
25-29 No Body Hair
30-34 Unnaturally Hirsute
35-39 All hair is white
40-44 Oddly Colored Irises: The characters irises are a non-human color.
45-47 Facial Disfigurement: The PC is at -1d6 ATT, correctible with Bodysculpting.
48-53 Webbed Phalanges: +3 to Swimming.
54 Extra Limb: The PC has an extra arm (10% chance it is functional), which may be
removed through surgery.
55-64 Double Jointed: +1 to all manual dexterity tasks.
65 Vestigial Tail
66-70 Gigantism: The PC adds +2 to BOD, with a maximum of 12, and is 200 + 6d10
centimeters tall. Armor and clothing cost 150% of normal.
71-75 Midget: The PC is a little person. Armor and clothing cost 150% of normal.
76-78 Rapid Metabolism: The PC heals at twice the normal rate, but must eat twice as
much and halves the duration of drugs.
79-80 Hard Skin: The PC has the natural equivalent of 4 SP Skinweave.
81-83 Immune Deficiency: -5 to resist Poisons and Disease.
84-85 Immune Proficiency: +5 to resist Poisons and Disease.
86-88 No Tactile Nerve Endings: The PC never needs to make a Stun Save.
89-92 Unusual Leg Structure: Run is x1.5.
93-96 Tough: The PC is +2 to Stun/Shock saves.
97-100 Wimp: The PC is -1 to Stun/Shock saves.
Neurological Disorders Sub Table (Starred * items are correctable through nanotech
surgery at 10000eb; +Items are correctable through neurological cyberware, see the referee)
01-09 +Tourette Syndrome: The PC has a variety of facial and vocal tics. He is -2 in
all social situations.
10-18 Slow Learner: The PC must pay more IP to raise his skills (+1 IP Multiplier,
minimum x2).
19-27 *Huntington’s Disease, Adult Onset: The PC will die at an early age (2d10 years
from now), and will suffer a -1 to REF for each decade of life.
28-36 +Epilepsy: The PC suffers from seizures in any stressful situation (Difficult
COOL test to avoid).
37-45 Mood Swings: The PC suffers from mood swings (Role play this one).
46-54 +Nervous Tics: The PC suffers from tics in any stressful situation (Average
COOL test to avoid). He is at -4 to all actions during an attack.
55-63 +Stuttering: The PC stutters in any stressful situation (Average COOL test
to avoid). He is at -5 to social skills during an attack.
64-72 +Amnesiac: The PC forgets things in any stressful situation (Average COOL
test to avoid). Lost time equals 1 hour per point of failure.
73-81 Nervous Twitching: The PC suffers from twitching in any stressful situation
(Difficult COOL test to avoid). If he fails, he suffers a -2 to all activity.
82-91 Severe Stutter: The PC stutters in any stressful situation (Difficult COOL test
to avoid). During an attack he is at -1 to social skills per point of failure.
92-100 +Severe Headaches: The PC suffers from migranes in any stressful situation
(Difficult COOL test to avoid). If he fails, he suffers a -3 to all activity.
2020-2021
01-20 Hybrid: You have genetic material that is not human. You may choose skills
from psionicist careers as pick up skills.
21-80 Moreau: You are a genetically modified animal. Set up a moreau template with
the referee.
81-90 Non-terran: You are an escaped representative of a foreign world. While you
are 99.8% human, you are slightly different from those humans whose ancestors
were earthbound. If you are discovered by the government, you may be shipped
back to your world of origin.
91-100 Jaffa: You are a former slave-soldier of the Goa’uld. While you are 99.8%
human, you are slightly different from those humans whose ancestors were
earthbound. You have the equivalent of Nanosurgeons and Toxin Binders for as
long as you bear a Goa’uld symbiote, but will die within 2d3+1 days if it is killed
(20% chance on a Mortal Wound to areas 3-4) or removed.
2022-2024
01-20 Hybrid: You have genetic material that is not human. You may choose skills
from psionicist careers as pick up skills.
21-40 Moreau: You are a genetically modified animal. Set up a moreau template with
the referee.
41-50 Replicant: You are the result of illegal human DNA experimentation, and will be
put to death if discovered. All of your background rolls must be from physical,
mental, or training, and negative rolls of under 10/100 are rerolled.
51-60 Clone: You are the result of the cloning of another human being, and the
downloading of that person’s memories. Your original is dead, and you are
replacing them. Others who knew you (connections, contacts and friends) may
respond to you strangely if they knew the deceased was dead.
61-70 Clone: You are the result of the cloning of another human being, and the
downloading of that person’s memories. Your original is still alive, so your
existence is illegal. Others who knew you (connections, contacts and friends)
may respond to you strangely, as you may not remember interacting with them
(your original did).
71-80 Clone: You are the result of the cloning of another human being with a false
set of constructed memories. Your original is still alive, so your existence is
illegal. Others who knew you (connections, contacts and friends) may respond to
you strangely, as you have no memory of them. If discovered, you will be treated
as a replicant.
81-90 Non-terran: You are an escaped representative of a foreign world. While you
are 99.8% human, you are slightly different from those humans whose ancestors
were earthbound. If you are discovered by the government, you may be shipped
back to your world of origin.
91-100 Jaffa: You are a former slave-soldier of the Goa’uld. While you are 99.8%
human, you are slightly different from those humans whose ancestors were
earthbound. You have the equivalent of Nanosurgeons and Toxin Binders for as
long as you bear a Goa’uld symbiote, but will die within 2d3+1 days if it is killed
(20% chance on a Mortal Wound to areas 3-4) or removed.
2025+
01-20 Hybrid: You have genetic material that is not human. You may choose skills
from psionicist careers as pick up skills.
21-30 Moreau: You are a genetically modified animal. Set up a moreau template with
the referee.
31-40 Replicant: You are the result of illegal human DNA experimentation, and will be
put to death if discovered. All of your background rolls must be from physical,
mental, or training, and negative rolls of under 10/100 are rerolled.
41-50 Clone: You are the result of the cloning of another human being, and the
downloading of that person’s memories. Your original is dead, and you are
replacing them. Others who knew you (connections, contacts and friends) may
respond to you strangely if they knew the deceased was dead.
51-60 Clone: You are the result of the cloning of another human being, and the
downloading of that person’s memories. Your original is still alive, so your
existence is illegal. Others who knew you (connections, contacts and friends)
may respond to you strangely, as you may not remember interacting with them
(your original did).
61-70 Clone: You are the result of the cloning of another human being with a false
set of constructed memories. Your original is still alive, so your existence is
illegal. Others who knew you (connections, contacts and friends) may respond to
you strangely, as you have no memory of them. If discovered, you will be treated
as a replicant.
71-80 Non-terran: You are an escaped representative of a foreign world. While you
are 99.8% human, you are slightly different from those humans whose ancestors
were earthbound. If you are discovered by the government, you may be shipped
back to your world of origin.
81-90 Cyber-Evolved: You have contracted the Carbon Plague, and are no longer
considered human. Do to the nature of the plague, its virulence, and the
inhumane nature of its sufferers, you may be targeted for capture,
experimentation, or even summary execution.
91-100 Jaffa: You are a former slave-soldier of the Goa’uld. While you are 99.8%
human, you are slightly different from those humans whose ancestors were
earthbound. You have the equivalent of Nanosurgeons and Toxin Binders for as
long as you bear a Goa’uld symbiote, but will die within 2d3+1 days if it is killed
(20% chance on a Mortal Wound to areas 3-4) or removed.
Physical Handicap Sub Table (Starred * items are correctable through nanotech surgery
at 10000eb; +Items are correctable through cyberware, see the referee)
The Cause
01-10 Embarrassed/Humiliated/Caused the other to lose “face” or status.
11-20 Caused the loss of a lover/friend/relative.
21-30 Chauvinistic disagreement (Racial/religious/political/etc…).
31-40 Accused the other of cowardice/other personal flaw.
41-50 Caused a physical handicap (see Subtable).
51-60 Deserted or betrayed the other.
61-70 Turned down the others offer of a job or romantic involvement.
71-80 You just didn’t like each other/had a falling out.
81-90 You were romantic rivals/in a love triangle.
91-100 Foiled the other’s plan.
What do they plan to do about it (assuming it’s not you who’s pissed)?
01-20 Go into a murderous, killing rage and rip the other’s face off.
21-40 Avoid the scum.
41-60 Backstab the other indirectly.
61-80 Ignore the scum.
81-100 Rip into the other verbally.
Background Tables
Parents: If nothing happened to them yet, roll 1d10:
1-6: Both Living, go to Family Status
7-10: Something has happened to one or both parents, go to Something Happened
Childhood Environment
Roll 1d10:
1-2: Childhood Trauma, Roll 1d10:
1: Was in a terrible accident
2: Mistreated/abused by parents.
3: Parent(s) lost their job.
4: Became violently ill with some disease.
5: Was horribly humiliated in front of peers.
6: Home destroyed in fire/war/riots/disaster.
7: Was tormented by gang/police.
8: Witnessed as close friend/family member was killed.
9: Held hostage for short period of time.
10: Hunted by stalker.
Go to Environment
3-10: Everything was basically OK; Go to Environment
Environment
Roll 1d10
1: Spent on the street with no adult supervision.
2: Spent at home with little adult supervision.
3: Grew up working for parents from very young age.
4: Grew up hanging out with the local youth gang.
5: Grew up hanging out with tight group of close friends.
6: Under the supervision of older sibling or relative.
7: Grew up in boarding school/with mentor or teacher.
8: Grew up under the close supervision of a 'nanny'.
9: Under the close supervision of a restrictive family.
10: Under the close supervision of a loving family.
Now, go to Family Contact
Family Contact
1: 5+ years no contact with any family members.
2-3: Only annual contact with one family member.
4-5: Only annual contact with core family.
6: Regular contact (monthly) with one family member.
7: Regular contact with core family.
8: Regular contact with core family & close contact with one family member.
9: Close contact with core family.
10: Close contact with core and extended family.
Go to Siblings
Siblings
You may have up to 7 brothers/sisters. Roll 1d10: On a 1-7 you have that many
siblings, an 8-10 indicates an only child.
1) For each sibling, roll 1d10 for sex: Odd is male, even female.
2) For each sibling, roll 1d10 for age:
1-5: Older
6-9: Younger
10: Twin/Multiple
3) For each sibling, roll 1d10 for their opinion of you:
1-2: Dislikes you
3-4: Likes you
5-6: Neutral
7-8: Hero worships you
9-10: Hates you
3) Motivations
Roll 1d100 for Ex-Mode, or how the character portrays themselves in public:
01-03: Antisocial/Solitary
04-06: Spacey
07-09: Shy/Secretive
10-12: Shy/Quiet
13-15: Rebellious/Antisocial/Violent
16-18: Intellectual/Detached/Sober
19-21: Moody/Rash/Headstrong
22-24: Intuitive/Spiritual
25-27: Picky/Fussy/Nervous
28-34: Diplomatic/Courteous
35-37: Silly/Manic/Fluffheaded
38-40: Sneaky/Deceptive
41-43: Friendly/Helpful
44-46: Friendly/Outgoing/Sociable
47-50: Arrogant/Rude/Proud and Aloof
51-60: Forceful/Aggressive
61-70: Suspicious/Nervous
71-75: Guilty/Depressive
76-82: Antagonistic/Hostile
83-90: Cheerful/Fluff-headed
91-95: Angry/Quick-Tempered
96-00: Assured/Stylish
Go to In-Mode
Roll 1d100 for In-Mode, or how the character thinks and acts in private:
01-03: Optimist
04-06: Pessimist
07-09: Hedonist
10-12: Suspicious
13-15: Egotist
16-18: Mischievous
19-21: Curious
22-24: Moody
25-27: Trusting
28-30: Opinionated
31-33: Treacherous
34-36: Malevolent
37-39: Forgiving
40-42: Unforgiving
43-45: Vengeful
46-48: Jealous
49-51: Lazy
52-54: Driven
55-57: Cowardly
58-60: Brave
61-63: Honest
64-66: Ponderous
67-69: Scheming
70-72: Skeptic
73-75: Manipulative
76-78: Greedy
79-81: Pious
82-84: Lustful
85-88: Perverse
89-91: Nihilistic
92-94: Honorable
95-99: Compassionate
100: Sociopath
Go to Personal Values
4) Life Events
Roll 1d10 for each year of life, starting at age 17:
1-4 Friends and Enemies
1-4: Make a Friend
5-8: Make an Enemy
9-10: Lose a Friend (Sadly, if you have made no friends, roll as Make an
Enemy)
5-6: Romantic Involvement
7-10: Big Problems/Big Wins
1-5: Disaster Strikes
6-10: You Get Lucky
Make a Friend:
Roll for sex (1d10): Odd male, even female, then roll 1d10:
1: Like a big brother/sister
2: Like a kid brother/sister
3: A teacher or mentor
4: Partner or Co-worker
5: A former lover (do not roll sex)
6: A former enemy (Pick one)
7: Like a foster parent to you
8: A relative
9: Re-connect with a childhood friend
10: Meet through common interests
What do they plan to do about it (assuming it’s not you who’s pissed)?
01-20 Go into a murderous, killing rage and rip the other’s face off.
21-40 Avoid the scum.
41-60 Backstab the other indirectly.
61-80 Ignore the scum.
81-100 Rip into the other verbally.
Go to The Cause
The Cause
01-10 Embarrassed/Humiliated/Caused the other to lose “face” or status.
11-20 Caused the loss of a lover/friend/relative.
21-30 Chauvinistic disagreement (Racial/religious/political/etc…).
31-40 Accused the other of cowardice/other personal flaw.
41-50 Caused a physical handicap (see Subtable).
51-60 Deserted or betrayed the other.
61-70 Turned down the others offer of a job or romantic involvement.
71-80 You just didn’t like each other/had a falling out.
81-90 You were romantic rivals/in a love triangle.
91-100 Foiled the other’s plan.
Go to Who Has Their Back
Lose a Friend:
Choose from among the friends you have, and roll 1d10:
1: Died in an accident (Roll for the responsible party as if for an Enemy)
2: Mysteriously vanished
3: Just drifted apart
4: A personal goal or vendetta came between you
5: Kidnapped (Roll for the perpetrator as if for an Enemy)
6: Went insane (Roll on the Mental Illness subtable)
7: Committed suicide
8: Turned on you (Roll as an Enemy)
9: Imprisoned or exiled (Roll on the Crimes subtable for the charge)
10: Killed in a fight (Roll for the perpetrator as if for an Enemy)
Romantic Involvement:
Roll 1d10:
1-4: Happy love affair
5: Tragic love affair (Go to Tragedy)
6-7: Love affair with problems (Go to Problems)
8-10: Fast affairs and hot dates
Tragedy:
Roll 1d10:
1: Died in an accident (Roll for the responsible party as if for an Enemy)
2: Mysteriously vanished
3: It “didn’t work out”
4: A personal goal or vendetta came between you
5: Kidnapped (Roll for the perpetrator as if for an Enemy)
6: Went insane (Roll on the Mental Illness subtable)
7: Committed suicide
8: A rival cut you out of the action (Roll as an Enemy, they caused it, love triangle)
9: Imprisoned or exiled (Roll on the Crimes subtable for the charge)
10: Killed in a fight (Roll for the perpetrator as if for an Enemy)
(Go to Feelings)
Feelings:
Roll 1d10:
1: They still love you (if alive)
2: You still love them (or their memory)
3: You still love each other (if they are alive)
4: You hate them (or their memory)
5: They hate you (if alive, roll as an Enemy, ex-lover, loss of lover)
6: You hate each other (if alive, roll as an Enemy, ex-lover, loss of lover)
7: You’re still friends (if they are alive)
8: No feelings either way, it’s just over
9: You like them, they hate you (if alive, roll as an Enemy, ex-lover, loss of lover)
10: You hate them, they like you (if they are alive)
Problems:
Roll 1d10:
1: Their friends/relatives hate you (roll as an Enemy, but add +20 to the What do
they plan to do about it roll)
2: Their friends/relatives would do anything to be rid of you (roll as an Enemy, but
they plan to kill you)
3: Your friends/relatives hate your lover
4: One of you has a romantic rival
5: You are separated in some way
6: You fight constantly
7: You are professional rivals
8: They are insanely jealous
9: One of you is “messing around”
10: You have conflicting backgrounds and families
Disaster Strikes:
Roll 1d10:
1: Financial loss or debt: You owe out 1d10 x100eb. Pay out of starting cash, or
start looking over your shoulder…
2: Imprisonment: You have been imprisoned or held hostage (add 1d10 for age,
rolling Prison events during this time).
3: Illness or addiction: Roll on the Addiction table, or lose a point of REF, BOD,
or MA (your choice) due to the long term effects of your illness.
4: Betrayal: You are betrayed. Roll 1d10: 1-3: Blackmail; 4-7: A secret was
exposed (roll on the Dark Family Secrets table); 8-10: Betrayed by a friend in
either romance or career (You choose).
5: Accident: You were in an accident. 1-4: Roll on the Physical Handicap table;
5-6: Hospitalized and in therapy for 1d10 months; 7-8: Lost 1d10 months in a
coma; 9-10: Nightmares of the accident cause loss of sleep on 8 of 10 nights.
6: Lover, friend or relative killed (you choose). Roll 1d10: 1-5: Died in an
accident; 6-8: Murdered by parties unknown; 9-10: Murdered, and you know
who did the deed, you just need proof (as an Enemy, they did it, caused loss of
lover or friend).
7: False Accusation: Roll 1d10: 1-3: Theft; 4-5: Cowardice; 6-8: Murder; 9:
Rape; 10: Lying or betrayal.
8: Hunted by the law: Roll on the Crimes table for why, and 1d10 for who: 1-3: A
couple of local cops think you did it; 4-6: The whole local force; 7-8: State cops;
9-10: FBI or other national police agency.
9: Hunted by a Corporation: Roll 1d10: 1-3: Small, local company; 4-6: Slightly
larger, with statewide offices; 7-8: Big, national corporation, with offices across
the country; 9-10: Huge zaibatsu, with armies, ninjas, and spies everywhere…
10: Mental or Physical incapacitation: You have experienced some type of mental or
physical breakdown. Roll 1d10: 1-3: Physical injury (roll on the Physical
Handicap table); 4-7: Mental breakdown (roll on the Mental Illness table); 8-10:
Tragic injury (roll once on the Physical Handicap table and once on the
Neurological Disorders table).
Military
Roll 1d10 for each year of life, starting at enlistment:
1-4 Friends and Enemies
1-4: Make a Friend
5-8: Make an Enemy
9-10: Lose a Friend (Sadly, if you have made no friends, roll as Make an
Enemy)
5-6: Romantic Involvement
7-10: Big Problems/Big Wins
1-5: Disaster Strikes
6-10: You Get Lucky
Make a Friend:
Roll for sex (1d10): Odd male, even female, then roll 1d10:
1: Like a big brother/sister
2: Like a kid brother/sister
3: A teacher or mentor
4: Partner or Co-worker
5: A former lover (do not roll sex)
6: A former enemy (Pick one)
7: Like a foster parent to you
8: A relative
9: Re-connect with a childhood friend
10: Meet through common interests
What do they plan to do about it (assuming it’s not you who’s pissed)?
01-20 Go into a murderous, killing rage and rip the other’s face off.
21-40 Avoid the scum.
41-60 Backstab the other indirectly.
61-80 Ignore the scum.
81-100 Rip into the other verbally.
Go to The Cause
The Cause
01-10 Embarrassed/Humiliated/Caused the other to lose “face” or status.
11-20 Caused the loss of a lover/friend/relative.
21-30 Chauvinistic disagreement (Racial/religious/political/etc…).
31-40 Accused the other of cowardice/other personal flaw.
41-50 Caused a physical handicap (see Subtable).
51-60 Deserted or betrayed the other.
61-70 Turned down the others offer of a job or romantic involvement.
71-80 You just didn’t like each other/had a falling out.
81-90 You were romantic rivals/in a love triangle.
91-100 Foiled the other’s plan.
Lose a Friend:
Choose from among the friends you have, and roll 1d10:
1: Died in an accident (Roll for the responsible party as if for an Enemy)
2: MIA
3: Transferred or Shipped Home
4: A personal goal or vendetta came between you
5: Kidnapped (Roll for the perpetrator as if for an Enemy)
6: Went insane (Roll on the Mental Illness subtable)
7: Committed suicide
8: Turned on you (Roll as an Enemy)
9: POW
10: KIA
Romantic Involvement:
Roll 1d10:
1-4: Happy love affair
5: Tragic love affair (Go to Tragedy)
6-7: Love affair with problems (Go to Problems)
8-10: Fast affairs and hot dates
Tragedy:
Roll 1d10:
1: Died in an accident (Roll for the responsible party as if for an Enemy)
2: Mysteriously vanished
3: It “didn’t work out”
4: A personal goal or vendetta came between you
5: Kidnapped (Roll for the perpetrator as if for an Enemy)
6: Went insane (Roll on the Mental Illness subtable)
7: Committed suicide
8: A rival cut you out of the action (Roll as an Enemy, they caused it, love triangle)
9: Imprisoned or exiled (Roll on the Crimes subtable for the charge)
10: Killed in a fight (Roll for the perpetrator as if for an Enemy)
(Go to Feelings)
Feelings:
Roll 1d10:
1: They still love you (if alive)
2: You still love them (or their memory)
3: You still love each other (if they are alive)
4: You hate them (or their memory)
5: They hate you (if alive, roll as an Enemy, ex-lover, loss of lover)
6: You hate each other (if alive, roll as an Enemy, ex-lover, loss of lover)
7: You’re still friends (if they are alive)
8: No feelings either way, it’s just over
9: You like them, they hate you (if alive, roll as an Enemy, ex-lover, loss of lover)
10: You hate them, they like you (if they are alive)
Problems:
Roll 1d10:
1: Their friends/relatives hate you (roll as an enemy, but add +20 to the What do
they plan to do about it roll)
2: Their friends/relatives would do anything to be rid of you (roll as an Enemy, but
they plan to kill you)
3: Your friends/relatives hate your lover
4: One of you has a romantic rival
5: They’re back in “The World”
6: You fight constantly
7: You are professional rivals
8: They are insanely jealous
9: One of you is “messing around”
10: Your on opposite sides
Disaster Strikes:
Roll 1d10:
1: Financial loss or debt: You owe out 1d10 x100eb. Pay out of starting cash.
2: In the Brig: You have been imprisoned or held hostage (add 1d10 for age,
rolling Prison events during this time).
3: Illness or addiction: Roll on the Addiction table, or lose a point of REF, BOD,
or MA (your choice) due to the long term effects of your illness. You also cannot
test for Promotion or Special Forces this year.
4: Betrayal: You are betrayed. Roll 1d10: 1-3: Blackmail; 4-7: A secret was
exposed (roll on the Dark Family Secrets table); 8-10: Betrayed by a friend in
either romance or career (You choose).
5: Injury: You were injured. 1-4: Military surgeons cost you -2 ATT; 5-6:
Hospitalized and in therapy for 1d10 months; 7-8: Lost 1d10 months in a coma;
9-10: Nightmares of the accident cause loss of sleep on 8 of 10 nights, and you
flashback on a failed Easy COOL test if under stress. You also cannot test for
Promotion or Special Forces this year.
6: Lover, friend or relative killed (you choose). Roll 1d10: 1-5: Died in an
accident; 6-8: Murdered by parties unknown; 9-10: Murdered, and you know
who did the deed, you just need proof (as an Enemy, they did it, caused loss of
lover or friend).
7: False Accusation: Roll 1d10: 1-3: Theft; 4-6: Cowardice under fire; 7-8: Black
Marketeering; 9: Rape; 10: Murder. You also cannot test for Promotion or
Special Forces this year.
8: Dishonorable Discharge: Lose all privileges of rank, and you are mustered out
with only 1000eb. Obviously you cannot test for promotion or Special Forces.
9: Honorable Discharge: You muster out immediately with all normal benefits.
10: Mental or Physical incapacitation: You have experienced some type of mental or
physical breakdown. Roll 1d10: 1-3: Physical injury (roll on the Physical
Handicap table); 4-7: Mental breakdown (roll on the Mental Illness table); 8-10:
Tragic injury (roll once on the Physical Handicap table and once on the
Neurological Disorders table). You also cannot test for Promotion or Special
Forces this year.
Childhood Environment
Roll 1d10:
1-2: Childhood Trauma, Roll 1d10:
1: Was in a terrible accident
2: Mistreated/abused by parents.
3: Parent(s) lost their job.
4: Became violently ill with some disease.
5: Was horribly humiliated in front of peers.
6: Home destroyed in fire/war/riots/disaster.
7: Was tormented by gang/police.
8: Witnessed as close friend/family member was killed.
9: Held hostage for short period of time.
10: Hunted by stalker.
Go to Environment
9-10: No major trauma; Go to Environment
Environment
Roll 1d6
1: Spent happily, doing the Nomad thing.
2: Spent unhappily, do to circumstances beyond your control.
3: Spent away from your family (use the standard Environment chart).
4: Spent away from the main body of the pack.
5: Spent in a juvenile institution (use the standard Environment chart).
6: Spent on the street (use the standard Environment chart).
Now, go to Family Contact
Family Contact
1: 5+ years no contact with any family members.
2-3: Only annual contact with one family member.
4-5: Only annual contact with core family.
6: Regular contact (monthly) with one family member.
7: Regular contact with core family.
8: Regular contact with core family & close contact with one family member.
9: Close contact with core family.
10: Close contact with core and extended family.
Siblings
You may have up to 7 brothers/sisters. Roll 1d10: On a 1-7 you have that many
siblings, an 8-10 indicates an only child.
1) For each sibling, roll 1d10 for sex: Odd is male, even female.
2) For each sibling, roll 1d10 for age: Odd is younger, even older
3) For each sibling, roll 1d10 for their opinion of you:
1-2: Dislikes you
3-4: Likes you
5-6: Neutral
7-8: Very close
9-10: Hates you
3) Motivations
Roll 1d100 for Ex-Mode, or how the character portrays themselves in public(these
are more limited, as antisocial and rebellious members either choose to leave or are
forced out of the tightly-bound network of the pack):
01-04: Neutral
05-08: Shy/Secretive
09-12: Shy/Quiet
13-15: Compulsive
16-18: Intellectual/Detached/Sober
19-21: Moody/Rash/Headstrong
22-24: Intuitive/Spiritual
25-27: Picky/Fussy/Nervous
28-30: Indifferent to Outsiders
31-34: Diplomatic/Courteous
35-37: Silly/Manic/Fluffheaded
38-40: Cautious
41-43: Friendly/Helpful
44-46: Friendly/Outgoing/Sociable
47-48: Perfectionist
49-50: Arrogant/Rude/Proud and Aloof
51-55: Altruistic
56-60: Forceful/Aggressive
61-65: Defensive
66-70: Suspicious/Nervous
71-75: Guilty/Depressive
76-90: Cheerful/Fluff-headed
91-95: Angry/Quick-Tempered
96-00: Assured/Stylish
Make a Friend:
Roll for sex (1d10): Odd male, even female, then roll 1d10:
1: Like a big brother/sister
2: Like a kid brother/sister
3: A teacher or mentor
4: Partner or Co-worker
5: Cellmate
6: A former enemy (Pick one)
7: Like a foster parent to you
8: A relative
9: Re-connect with a childhood friend
10: Meet through common interests
What do they plan to do about it (assuming it’s not you who’s pissed)?
01-20 Go into a murderous, killing rage and rip the other’s face off.
21-40 Avoid the scum.
41-60 Backstab the other indirectly.
61-80 Ignore the scum.
81-100 Rip into the other verbally.
Go to The Cause
The Cause
01-10 Embarrassed/Humiliated/Caused the other to lose “face” or status.
11-20 Caused the loss of a lover/friend/relative.
21-30 Chauvinistic disagreement (Racial/religious/political/etc…).
31-40 Accused the other of cowardice/other personal flaw.
41-50 Caused a physical handicap (see Subtable).
51-60 Deserted or betrayed the other.
61-70 Turned down the others offer of a job or romantic involvement.
71-80 You just didn’t like each other/had a falling out.
81-90 You were romantic rivals/in a love triangle.
91-100 Foiled the other’s plan.
Go to Who Has Their Back
Lose a Friend:
Choose from among the friends you have, and roll 1d10:
1: Died in an accident (Roll for the responsible party as if for an Enemy)
2: Mysteriously vanished
3: Just drifted apart
4: A personal goal or vendetta came between you
5: Kidnapped (Roll for the perpetrator as if for an Enemy)
6: Went insane (Roll on the Mental Illness subtable)
7: Committed suicide
8: Turned on you (Roll as an Enemy)
9: Braindanced
10: Killed in a fight (Roll for the perpetrator as if for an Enemy)
Disaster Strikes:
Roll 1d10:
1: Horribly Scarred either while being interrogated, punished, or in a fight or brawl
inside
the prison. -1 ATT
2: BrainBurned. You have been braindance conditioned into not performing
whatever it was that sent you to jail. Make a cool roll at -2 whenever you attempt
to break this BrainBurn. If you fail you cannot break the conditioning..
3: Illness or addiction: Roll on the Addiction table, or lose a point of REF, BOD,
or MA (your choice) due to the long term effects of your illness.
4: Betrayal: You are betrayed. Roll 1d10: 1-3: Blackmail; 4-7: A secret was
exposed (roll on the Dark Family Secrets table); 8-10: Betrayed by a friend.
5: Accident: You were in an accident. 1-4: Roll on the Physical Handicap table;
5-6: Hospitalized and in therapy for 1d10 months; 7-8: Lost 1d10 months in a
coma; 9-10: Nightmares of the accident cause loss of sleep on 8 of 10 nights.
6: Ingrained Hatred of Authority Figures. (Make a cool roll at -2 to not freak when
authority comes down on you or to attempt to deal with any authority figures in
day to day activities such as security checks, etc).
7: False Accusation: Roll 1d10: 1-3: Theft; 4-5: Cowardice; 6-8: Murder; 9:
Rape; 10: Lying or betrayal.
8: You were the subject of a tailored disease or chemical experiments without your
knowledge or consent. (lose a point of REF or BOD).
9: Collect a Debt. You managed to pick up a sizeable debt this year (getting
cigarettes,
for bribing guards, maintaining your habit, etc…). You still owe 1d10x300eb to
someone who can collect, even on the outside.
10: Mental or Physical incapacitation: You have experienced some type of mental or
physical breakdown. Roll 1d10: 1-3: Physical injury (roll on the Physical
Handicap table); 4-7: Mental breakdown (roll on the Mental Illness table); 8-10:
Tragic injury (roll once on the Physical Handicap table and once on the
Neurological Disorders table).
Aircraft Sense: Full value added to Awareness/Notice while in aircraft. Full value added to Initiative
rolls and all Pilot: (Any) Maneuver rolls while in the aircraft/spacecraft. 1/2 value added to
Awareness/Notice and Initiative rolls outside the aircraft. Specialization chart bonuses apply to:
Astrogation; Heavy/Assault Weapons; Heavy Beam Weapons and Navigation while in the
aircraft/spacecraft.
General
Template:
General
Aircraft Sense
Awareness
Pilot: Aircraft
Pilot: AV/VTV
Pilot: Gyro
Brawling or Martial Arts (Any)
Pistol
Athletics
Tech: Basic
Navigation
Tech: (By Pilot Skill)
Delta Jock: Pilots of the extra-atmospheric
fighter craft known as Deltas, many have gone
independent from the ESA and USAF, working
as smugglers or corporate pilots.
Sub-Sea Acclimatization: Full value added to: Area Knowledge (of some underwater area, usually
near the colony); Hide/Evade (underwater); Navigation; Nu-SCUBA; Survival: Undersea and Swimming.
Specialization chart bonuses apply to: Endurance (while swimming); Expert/SK Undersea Equipment;
Marine Biology; Pilot: EVPA; Pilot: Hardshell/Deep Dive Suit; Pilot: RPV (surface or submersible);
Pilot: Submersible; Pilot: Watercraft; Ride Animal (Dolphin, Whale, or Manta Ray); Ride: Hydroboard;
Strength Feat (underwater); Tech: Submersible and Underwater Combat.
Templates: Template:
General Marine
Sub Sea Acclimatization Sub Sea Acclimatization
Awareness Awareness
Nu-SCUBA Nu-SCUBA
Pilot: EVPA Pilot: EVPA
Pilot: Hardshell Pilot: Hardshell
Submarine Combat Submarine Combat
Pilot: Submersible Pilot: Submersible
Tech: Submersible Hvy/Assault Weapons
Expert/SK Undersea Equipment Rifle
Survival: Undersea Melee
Undersea Weapons Undersea Weapons
Tunneling: Full value added to: Area Knowledge (Arcology or tunnel system); Cartography (Tunnels);
Concealment (Tunnels); Expert/SK Tunnel Construction; Expert/ SK Utility/Municipal Systems;
Hide/Evade (Tunnels) and Orienteering; 1/2 value added to: Awareness (Tunnels); Shadow/Track
(Tunnels); Stealth (Tunnels); Survival: Urban and Trapwork; Specialization chart bonuses apply to: Illegal
Entry; Pick Lock; Scrounge; Tech: Basic and ‘Tronic Security.
Templates: Template:
General Aquacology
Tunneling Tunneling
Awareness Awareness
Endurance Nu-SCUBA
Area Knowledge (Main Area of Operation) Area Knowledge (Main Area of Operation)
Expert/ SK Utility /Municipal Systems Expert/ SK Undersea Equipment
Tech: Basic Tech: Basic
Tech: ‘Tronic Tech: ‘Tronic
Stealth Tech: Submersible
Illegal Entry Swimming
‘Tronic Security ‘Tronic Security
Orienteering Pilot: Hardshell
B & E Specialist: Some places are just Demolitions: Specialized in blowing things
easier to get into from underneath, and these are up from the inside.
the guys who do it.
-G Acclimatization: Full value added to: EVA; Space Survival; -G Combat; -G Maneuver.
Specialization chart bonuses apply to: Astrogation; Pilot: OTV; Pilot: Shuttle/Spaceplane and Tech:
Spacecraft or any movement skills in space.
Templates: Template:
Delta Jock
General
-G Acclimatization
-G Acclimatization
Awareness
Awareness
Astrogation
Astrogation
Heavy/Assault Weapons
EVA
Pilot: Delta
Pilot: OTV
Pilot: Aircraft
Pilot: Shuttle/Spaceplane
Expert/SK Enemy Craft
Survival: Space
-G Maneuver
-G Maneuver
-G Combat
-G Combat
Navigation
Tech: Spacecraft
Aircraft Sense (2x Cost) or
Brotherhood (2x Cost) Brotherhood (2x Cost)
High Rider: Members of the La Grange Mech Pilot: Free lance mech pilots are a rare
colonies, especially the renegade L-3 colony. breed, though more are found in space than
anywhere else.
Procurer: Some things can be hard to get in Salver: Independent salvage collectors, trying
space. This is the guy who can get them for you. to clear the space ways of all the accumulated
debris of 60+ years of exploration.
Daktari: Full value added to: Animal Training; Ride: Animal and Intimidate (when used on animals).
Specialization chart bonuses apply to: Diagnose (Animals); Expert/SK Biochemistry; Expert/SK Biology;
Expert/SK Biophysics; Expert/SK Gene Mapping; Expert/SK Genetics; Expert/SK Marine Biology;
Expert/SK Microbiology; Expert/SK Organic Chemistry; Expert/SK Veterinary Medicine; Expert/SK
Zoology and Leadership (Animals).
Templates: Template:
General Biophysicist
Daktari Daktari
Awareness Awareness
Leadership Cryotank Operations
Cadre Tactics Tech: Bio
Intimidate Computer Use
Science: Biology Science: Biology
Animal Training Science: Biochemistry
First Aid Science: Biophysics
Science: Veterinary Medicine Science: Veterinary Medicine
Library Use Library Use
Science: Zoology Zoology
K-9 Officer: Police dog specialist, they live Marine Bio-Tech: Studying and
and work with their animals. manipulating the variety of life found in the
oceans, for the benefit of mankind (or at least the
ones who are paying him).
Suburban Ninja: Full value added to: Concealment; Illegal Entry. Specialization chart bonuses apply
to: Criminology; Demolition; Hide and Evade; Intel Gathering; Pick Locks; Pick Pocket; Shadow and
Track; Slight of Hand; Stealth; Streetwise (Procuring tools or finding a ‘Fence’ to sell stolen goods
through); Trapwork and ‘Tronic Security.
B & E Specialist: The person to call when Cat Burglar: Good at blending into the
you need to breach a target area with little to no crowd, sizing up a target, and then coming back
noise. later to pilfer the place.
Template: Template:
Intelligence Theif
Suburban Ninja Suburban Ninja
Awareness Awareness
Intel Gathering Streetwise
Photo and Film Persuasion/Lie /Fast Talk
Disguise Disguise
Stealth Stealth
Illegal Entry Illegal Entry
Pick Lock Pick Lock
‘Tronic Security ‘Tronic Security
Shadow and Ditch Pick Pocket
Tech: Commo Brawling
Board-Punk (Bike-Punk/Skate-Punk/Surf-Punk,
etc..) Radical riders and hot-shot stunt masters thrashing the streets.
Thrash: Full value added to: Acrobatics (for maneuvers and stunts performed with or on the “board”,
bike, or on blades or skates); Athletics (for maneuvers and stunts performed with or on the “board”, bike, or
on blades or skates); Drive X (Where X is a type of “board”); Endurance (When riding a board, bike, or
skates); Gymnastics (for maneuvers and stunts performed with or on the “board”, bike, or on blades or
skates); Pilot X (Where X is a type of “board”); Ride X (Where X is a type of “board” or bike) and Skating;
Board-Punks may specialize in a particular “Board”, gaining +2 to maneuvers performed on that style of
board and a -1 for all other types.
Biker: Not the old motorcycle clubs, but kids Boarder: Old-school thrashers, tearing up the
on bicycles. streets.
Thrash
Awareness
Ride: Surfboard
Athletics
Wardrobe and Style
Personal Grooming
Social: Surf Crowd
Streetwise
Area Knowledge: Surf Beaches
Endurance
Swimming
Boat Jockey River-rats, beach bums, and pond scum, but hell in a boat.
Boating Zen: Full value added to Awareness/Notice and all Maneuver and Drive/Pilot rolls while in the
boat or PWC. Full value added to Initiative rolls while in a boat or PWC. 1/2 value added to
Awareness/Notice and Initiative rolls outside the boat or PWC. Specialization chart bonuses apply to:
Navigation; Seamanship and Weapons Skills while piloting a boat.
Templates: Template:
Brown Water: River pilots, they travel the Scout: Small boat and PWC pilots, they often
oldest highways in the world. serve in government or corporate militaries.
Heroic Exploits: Full value added to Braindance Use; Expert/SK: Braindance Editing; Eidetic
Memory; Human Perception; Perform: Acting and Persuasion/Lie/Fast Talk. Specialization chart bonuses
apply to: Acrobatics; Athletics; Body Enhancement; Climbing; Conscious Will; Contortions; Endurance;
Gamble; Gymnastics; Intimidation; Nu-SCUBA; Perform: Sexual; Personal Grooming; Ride: (Any
Animal); Seduction; Strength Feat; Swimming and Wardrobe and Style.
Template Template:
General Action/Adventure
Heroic Exploits Heroic Exploits
Awareness Awareness
Brawling or Martial Art: (Any) Brawling or Martial Art: (Any)
Persuasion/Lie/Fast Talk Persuasion/Lie/Fast Talk
Eidetic Memory Stealth
Photo/Film Photo/Film
Athletics Shadow/Ditch
Tech: Cyber Tech: Cyber
Weapon Skill 1 Weapon Skill 1
Perform: Acting Weapon Skill 2
Expert/SK: Braindance Editing Expert/SK: Braindance Editing
‘Dancer: Specializing in dramas and you-are- Music: Specializing in music videos for the
there stories. braindance crowd.
‘Dancer Music
Heroic Exploits Heroic Exploits
Awareness Awareness
Human Perception Human Perception
Persuasion/Lie/Fast Talk Persuasion/Lie/Fast Talk
Social: (Any) Social: (Any)
Photo/Film Play Instrument
Composition Composition
Tech: Cyber Tech: Cyber
Seduction Seduction
Perform: Acting Perform: Sing
Expert/SK: Braindance Editing Expert/SK: Braindance Editing
X-Rated: Specializing in those situations
better left to the imagination.
X-Rated
Heroic Exploits
Awareness
Human Perception
Persuasion/Lie
/Fast Talk
Personal Grooming
Wardrobe and Style
Seduction
Tech: Cyber
Expert/SK: Sexual Variations
Perform: Sexual
Expert/SK: Braindance Editing
Con Man Sell you the Brooklyn Bridge, and leave you with a smile.
Con: Full value added to: Bartering; Bribery; Cadre/Indoctrinate; Disguise; Gamble/Cheat; Human
Perception; Imitate Voice; Infiltration; Interrogation; Interview; Intimidate; Leadership;
Negotiation/Arbitration; Perform, Acting; Persuasion/Lie/Fast Talk; Seduction; Simper and Social.
Templates: Template:
Casanova: Good looks and pick-up lines, the High Stakes: Always looking for the killer
Casanova makes a living on love. con, they swim with the big fish.
Street Hustler
Con
Awareness
Disguise
Persuasion/Lie /Fast Talk
Streetwise
Human Perception
Simper
Area Knowledge, Local Area
Gamble/Cheat
Hide/Evade
Slight of Hand
Cop Overworked, underpaid, and not nearly as corrupt as you’ve heard.
Authority: Full value added to: Administration; Area Knowledge; Bureaucracy; Criminology;
Expert/SK (Police Division); Expert/SK Organized Crime; Forensics; Infiltration; Interrogation; Intimidate;
Law; Leadership; Negotiation/Arbitration; Police Procedure; Oratory (related to police work); Resist
Torture/Drugs (Torture only) and Streetwise. The Cop may command any officer whose Authority is lower
than his own. The Cop may requisition Authority x 2000 per month in mission-related equipment.
Templates: Template:
Airborne Patrol: These guys are those Cruiser Patrol: Cops in cars. What, you
police choppers you hear. expected them to walk these dangerous streets?
Forensics: If you want to know who killed Harbor Patrol: Protecting the port and
them, where, and with what, these guys can tell keeping the boat traffic moving.
you.
Max-Tac: AKA the Riot Squad, Force Net-Sec: Keeping the internet secure for the
Interdiction, High Threat Response Team, or ordinary folks.
“those mad-dog killers in uniform.”
Max-Tac Net-Sec
Authority Authority
Awareness Awareness
Pistol Computer Use
Human Perception Tech: Computer
Rifle Computer Programming
Heavy/Assault Weapons Systems Knowledge
Martial Art (of Choice) Expert/SK: Law
Melee Education/General Knowledge
SMG Tech: Basic
Sniper Tech: Cyber
Combat Sense (2x Cost) Interface (2x Cost)
Power Armor Tactical/Assault: When Psychologist: The guys who figure out what
Max-Tac just isn’t enough, call in someone to makes the bad guys tick, and why your partner
level the block. keeps having those flashbacks.
RPV Patrol: The guys who keep cops out of Surveillance: The intel specialists who get to
high risk areas, while still providing a police pull those all-nighters listening to the perps snore
presence. and use the toilet.
SWAT
Authority
Awareness
Pistol
Cadre Tactics
Rifle
Heavy/Assault Weapons or Hide and Evade
Martial Art (of Choice)
Melee or SMG
Expert/SK: Hostage Rescue
Sniper
Combat Sense (2x Cost) or
Shadow/Track
Traffic
Authority
Awareness
Pistol
Human Perception
Athletics
Area Knowledge: City Streets
Brawling or THAMOC
Melee
Expert/SK: Criminology
Ride: Motorcycle
Hotbiking (2x Cost) or
Shadow/Track
Resources: Full value added to: Accounting; Administration; Bureaucracy; Business Sense; Expert/SK:
Corporate Policy; Expert/SK (Department); Intimidate; Leadership; Negotiation/Arbitration and Stock
Market. The Corporate may access corporation resources of up to Resources2 x 1000eb, per month. If no
profit results for the employer, accounting may order the characters… “Termination”.
General Attorney
Resources Resources
Awareness Awareness
Human Perception Human Perception
Education/General Knowledge Education/General Knowledge
Library Use History
Social: Corporate Social: Corporate
Persuasion/Lie /Fast Talk Persuasion/Lie /Fast Talk
Stock Market Expert/SK: Law
Wardrobe and Style Composition
Personal Grooming Expert/SK: Corporate Policy
Expert/SK: Corporate Policy Reason (2x Cost)
Bodyguard: Not the grunts, but the guys Bureaucrat: The lowly bureaucrat. He may
who actually handle security for the suits. not make as much as the guys upstairs, but he
can still make their lives hell.
Bodyguard Bureaucrat
Resources Resources
Awareness Awareness
Human Perception Oratory
Brawling or Martial Arts (Any) Education/General Knowledge
Melee Library Use
Social: Corporate Social: Corporate
Rifle or SMG Persuasion/Lie /Fast Talk
Pistol Stock Market
Cadre Tactics Composition
Intimidate Language: (Any)
Combat Sense (2x Cost.) Accounting
Corp Brat: They make their money the old Department Head: The guys who run all
fashioned way, the inherit it. those little divisions within the megalith.
Net Node: Conducting their business only on Ornament: Some people’s only job is to do
the ‘Net, they could be anybody, or even nothing, but look good at it.
nobody.
P.R. Agent
Resources
Awareness
Human Perception
Wardrobe and Style
Library Use
Social: Media
Persuasion/Lie /Fast Talk
Composition
Personal Grooming
Perform: Spin Control
Credibility (2x Cost)
Security
Resources
Awareness
Human Perception
Brawling or Martial Arts (Any)
Melee
SMG
Rifle
Pistol
Cadre Tactics
Intimidate
Authority (2x Cost, only works in corporate
areas)
Combat Sneak: Full value added to: Shadow/Ditch; Shadow/Track and Stealth. 1/2 value is also
added to all Awareness/Notice, Defense and Initiative rolls. Specialization chart bonuses apply to:
Cadre/Indoctrinate; Cadre Tactics; Concealment; Disguise; Dodge; Hide and Evade; Human Perception;
Illegal Entry; Pick Pocket; Slight of Hand and Trapwork.
Demo Specialist: For when you absolutely, Extraction Ops: Specialists at getting in,
positively, have to blow it up overnight. and getting others out.
Overland Ops: Call this guy for those ops Silent Weapons: What good is being
that occur in the middle of nowhere. sneaky if you get caught making the kill?
Sniper/
Hit Man
Combat Sneak
Awareness
Endurance
Shadow/Track
Intel Gathering
Weaponsmith
Rifle
Stealth
Hide and Evade
Sniper
Trapwork or
Rank (2x Cost)
Crook High-Tech “entry specialists” working on both sides of the law.
Criminal Mind: Full value added to: Awareness (for noticing security systems, cops, undercover ops,
etc…); Appraisal; Criminology; Demolition; Illegal Entry; Intel Gathering; Pick Lock; Tech (Any related
to criminal activity, by GM call); Streetwise; Trapwork and ‘Tronic Security.
General
B & E Specialist: Good at getting in to
places they’d rather he didn’t.
Pay Scale: Fixer
Pay Scale: Fixer
Templates:
Template
General
Criminal Mind B & E Specialist
Awareness Criminal Mind
Disguise Awareness
Persuasion/Lie/Fast Talk Athletics
Streetwise Brawling
Illegal Entry Disguise
Pick Lock Stealth
Pick Pocket Illegal Entry
Gamble/Cheat Pick Lock
‘Tronic Security ‘Tronic Security
Trapwork Hide and Evade
Melee
Cat Burglar: Specializes in High Society Ex-Con: Sometimes all prison does is
targets. produce a better criminal.
Intelligence Recon
Criminal Mind Criminal Mind
Awareness Awareness
Intel Gathering Photo/Film
Photo and Film Language (of Choice)
Disguise Stealth
Stealth Illegal Entry
Illegal Entry Pistol
Pick Lock Shadow/Track
‘Tronic Security Hide and Evade
Shadow and Ditch ‘Tronic Security
Tech: Commo Intel Gathering or
Rank (2x Cost)
Thief: The thief is just really good at Tunnel Runner: Sometimes the best way in
“redistributing” wealth, from your pocket to his. is from underneath.
Intuition: Full value added to: Computer Programming; Computer Use; Expert/SK: (AI Programming;
AI Psychology; Program Class and Software Design) Library Use; Systems Knowledge and Tech:
Computer. Specialization chart bonuses apply to: Compose/Write; Cryptography; Intel Gathering;
Scrounge and Tech: ‘Tronic. The full value -5 for Intuition is also added to Initiative and Awareness in the
‘Net.
General
Template:
General
Intuition
Awareness
Tech: Computer
Tech: ‘Tronic
Library Use
Education/General Knowledge
Systems Knowledge
Intel Gathering
Computer Programming
Computer Use
Language: Computer
Cred Shark
Intuition
Awareness
Tech: Computer
Tech: ‘Tronic
Tech: Basic
Streetwise
Systems Knowledge
Accounting
Computer Programming
Computer Use
Intimidate
CypherPunk: Old-school hackers, they
don’t need intrusion software, they just use the
Code Gate.
CypherPunk
Intuition
Awareness
‘Tronic Security
Tech: ‘Tronic
Library Use
Education/General Knowledge
Systems Knowledge
Forgery
Computer Programming
Computer Use
Expert/SK: Encryption /Decryption
H@4k]r (Hacker)
Intuition
Awareness
Tech: Computer
Tech: ‘Tronic
Library Use
Education/General Knowledge
Systems Knowledge
Composition
Computer Programming
Computer Use
Tech: Basic
Librarian: If you really need to know Military: Some of the ICE that the military
something, they can find out where to look. sees is pretty nasty, so they use folks who can’t
be hurt by it.
Template Template
Librarian Military
Intuition Intuition
Awareness Awareness
Tech: Computer Tech: Basic
Composition Tech: ‘Tronic
Library Use Cryptography
Education/General Knowledge Tech: Computer
Systems Knowledge Systems Knowledge
Intel Gathering ECM/ECCM
Computer Programming Computer Programming
Computer Use Computer Use
Research (2x Cost) Tech: Commo or
Rank (2x Cost)
Programmer: These guys write all those Trasher: Some people have no idea of the
cool programs that the Netrunners love so much. intelligence value of the things they throw away.
Programmer Trasher
Intuition Intuition
Awareness Awareness
Expert/SK: Program Class 1 ‘Tronic Security
Expert/SK: Program Class 2 Stealth
Expert/SK: Program Class 3 Library Use
Education/General Knowledge Hide and Evade or Scrounge
Systems Knowledge Systems Knowledge
Composition Streetwise
Computer Programming Computer Programming
Computer Use Computer Use
Language: Computer Pick Lock
Cyber-evolved Alchemist Reshaping their world to suit them.
Manipulation: Full value added to: Assembly; Chemistry (Analysis and building of chemical
compounds); Disassembly; Expert/SK: Biochemistry (Analysis and building of biochemical compounds);
Pharmacy (Analysis and building of drugs and poisons) and Reshaping. Specialization chart bonuses apply
to: Tech: Any (for repairs to equipment for which the Alchemist may make parts or repair damage using
Manipulation). The difficulty of using the skill is based on the level and type of change desired (Table #1).
Your skill starts at +1. Time of change is based on Alchemist's Body Type and the change type (Table #2).
The Alchemist must have a working knowledge of what he wants to create (at least a Level 4 skill in the
most applicable area, such as Weaponsmith to make a gun; Science: Chemistry to make gunpowder), or
a sample to work from. Alchemists must also keep both hands on what is being altered both during the
change and after to recover their assembler nanites, recovering these at a rate based on the amount of mass
that can be affected (see Stats section).
Templates:
General
Manipulation
Awareness
Disassembly
Reshaping
Assembly
Education/General
Knowledge
Chemistry
Pharmacy
Expert/SK:
Biochemistry
Tech: Basic
Tech: ‘Tronic
Cyber-evolved Bolter Real livewires, their power is shocking…
Bolt Throwing: Full value added to: REF for Bolt formation. Specialization chart bonuses apply to:
Pistol (Firing a bolt). Bolters receive a +2 to REF at will. To hit with a bolt, add REF + Pistol + Bolt
Throwing Bonus vs. the Targets REF + (Defensive Skill) + (Applicable Special Ability). The chance of
success is based on the Bolt Throwing Table (#1), modified by range and number of direction changes.
Damage varies based on range to target (Table 3) and the amount of charge spent from the Bolter's storage
capacitors (Table 2). Damage may also be rated as a "stun" instead of damage. Your skill starts at+1. In
addition, Bolters may send a "contact" charge down any conductive material (Table 4) and can also power
any small DC device by touching it (for a nearly indefinite time).
Templates:
General
Bolt Throwing
Awareness
Melee
Brawling or
Martial Arts: (Any)
Athletics
Stealth
Hide and Evade
Expert/SK: Capture
Weapons
Shadow/Ditch
Pistol
Tech: ‘Tronic
Cyber-evolved Jammer And the walls, come tumbling down…
Holler: Full value added to: Awareness (Sound detection and analysis, and Echolocation); Beam
Weapons (Scream) and Imitate Voice (including non-voice sounds). Specialization chart bonuses apply to:
All vocal interaction skills; ECM/ECCM (for jamming); Human Perception (for voice stress analysis) and
Tech: Commo (for altering, intercepting or modifying transmissions, and transmitting imitated
sounds/voices). The skill represents the Jammer's ability to produce, assimilate and broadcast (both
sonically and via radio) sounds of various types. The skill starts at +1. The difficulty of the task depends
on whether the Jammer is trying to listen, speak, or imitate, and the degree of accuracy required.
Templates:
General
Holler
Awareness
Oratory
Persuasion/Lie
/Fast Talk
Seduction
Interrogate
Imitate Voice
Human Perception
Intimidate
Beam Weapons
Tech: Commo
Cyber-evolved Scanner Next best thing to a telepath.
Interpretation: Full value added to: Human Perception and Trance. Specialization chart bonuses
apply to: All personal interaction skills. Scanners gain a +3 to Reflex at will. The Interpretation skill
result is determined by the Detail of the reading and the surrounding Environment (Table #1), modified by
the Familiarity of the target (Table #2). The Scanner may also "push"his basic range (10m), by deducting
points from his COOL stat. The skill starts at +1. In addition, the Scanner may use an electrical/nervous
blast called a Static Wave Attack to fry anyone touching him, at a physical cost to himself.
Templates:
General
Interpretation
Awareness
Human Perception
Persuasion/Lie
/Fast Talk
Intel Gathering
Seduction
Oratory
Cadre/Indoctrinate
Trance
Brawling
Melee
Cyber-evolved Scout Who needs an RPV when you have nanotech?
Probe Operation: Full value added to: Pilot: RPV (Scout Probe itself). Specialization chart bonuses
apply to: Awareness and Tech: (Any used to design probes). Scouts gain a +1 to Reflexes at will, and a
+3 to all Awareness checks at all times (+ Specialization chart bonus). When making a Probe, add together
the difficulty numbers of its powers as taken from Table #1. Probes are built using TECH + Probe
Operation + Tech: (Any appropriate). Once the This is the Scout's ability to extrude, shape, and Probes are
formed, the Scout uses Table #2 to determine control hexite Probes. Probes may take any shape the
difficulty of receiving information back from the desired, they may change shape at will, and their abilities
are restricted only by their size and the Scout's experience. The skill starts at +1, Probes. Note that Scouts
can blend input from two Probes, getting incredible stereo perception. This can make for accurate
determinations of range and direction.
Templates:
General
Probe Operation
Awareness
Pilot: RPV
Tech: Basic
Intel Gathering
Photo/Film
Hide and Evade
Stealth
Tech: (Any)
Tech: (Any)
Tech: (Any)
Cyber-evolved Tinman Nanotech armor and weapons user
Hexite Shaping: Full value added to: Weaponsmith for designing weapons using the limbs.
Specialization chart bonuses apply to: All attacks using limb-formed weapons. Tinmen have 20 SP on all
four limbs (Areas 5-10) at all times, and can cover areas 1-4 with 20 SP armor in 12 - (Hexite Shaping Lvl)
Turns (Point 3). Limbs have 30 SDP, and can dish out severe damage (3d6 Crush or Kick, 2d6 Punch,
+BTM). You may not shape your torso or head; only arms and legs, and even these parts are restricted to
generally simple shapes. Your skill starts at +1. and allows you to:
1. Shape Tendrils and Sheets(Tables 1, 2):Allows the Tinman to make tentacles in four general sizes,
from pencil size to about 2 inches wide. These can be used to grab things, to anchor the body, or to
hang on. He may also flatten his limbs into sheets of hexite.
2. Extend Limbs (Table #3): Allows Tinman to stretch arms and legs (or even fingers), like rubber,
as defined in Table #3.
3. Hexite Armoring (see Statistics): Allows the Tinman to extrude a hexite armor layer through the
skin, cover in the torso and head to an SP equal to his fully hexite arms and legs (SP 20). The time
to do this is equal to 12 turns minus the Tinman's Skill.
4. Shape Objects (See Shaping Type). This is the ability to form the arms and legs into specific
shapes: weapons, etc. The object must be all in one piece. You must also have a working
knowledge of the type of object formed; for example, to shape a gun would require a minimum
Weaponsmith skill of 4, or a good model to work from.
Templates:
General
Hexite Shaping
Awareness
Melee
Brawling or
Martial Arts
Pistol
Rifle
Heavy/Assault
Weapons
Strength Feat
Weaponsmith
Endurance
Conscious Will
Cyber-evolved Wizard Netrunners without decks… Hmm…
Arcane: Full value added to: Counterparting and Familiar. Specialization chart bonuses apply to: Any
tasks made using a machine the Wizard is linked to, whether with ‘Trodes, Plugs, or by Counterparting.
The Wizard gains +4 to reflexes at will. Arcane is also the Wizard's ability to manipulate and interact with
Net/Virtuality-based reality. The skill begins at +1. The two most important skills for the wizard are:
Counterparting, or the ability to communicate with and control computer-based hardware (equivalent to
the Netrunner's Controllers), and Familiar, the ability to create complex "programs" by thinking about
them, and running them subconsciously. A Wizard may run as many programs as half of his INT score,
rounded down.
Templates:
General
Arcane
Awareness
Counterparting
Familiar
Computer Use
Intel Gathering
Pilot: RPV
Tech: Commo
Tech: Computer
Tech: ‘Tronic
Computer
Programming
Dive Master Go deeper, stay longer, and go down more often…
Aquatic Sense: Full value added to: Awareness (Underwater) and Initiative (Underwater). 1/2 value
is also added to Initiative rolls when not underwater. Specialization chart bonuses apply to: Awareness
(non-submerged); Endurance (Under water); Expert/SK Undersea Equipment; Human Perception; Nu-
SCUBA; Pilot: EVPA/Hardshell; Pilot: Deep Dive Suit; Pilot: Submersible; Pilot: Watercraft; Ride
Animal (Dolphin, Whale, or Manta Ray); Ride: Hydroboard; Survival: Undersea; Swimming; Tech:
Pressure Suit; Tech: Submersible and Underwater Combat.
Templates: Template:
Marine/SEAL Miner
Aquatic Sense Aquatic Sense
Awareness Awareness
Swimming Tech: Pressure Suit
Endurance Endurance
Nu-SCUBA Operate Heavy Machinery
Rifle Survival: Undersea
Pilot: EVPA Pilot: EVPA
Pilot: Hardshell/ Deep Dive Suit Pilot: Hardshell/ Deep Dive Suit
Heavy/Assault Weapons Expert/SK: Undersea Equipment
Undersea Combat Undersea Combat
Undersea Weapons or Undersea Weapons
Rank (2x Cost)
Miner
Aquatic Sense
Awareness
Survival: Undersea
Expert/SK: Undersea Equipment
Demolition
Nu-SCUBA
Science: Geology
Operate Heavy Machinery
Pilot: Boat or
Pilot: Small Submarine
Pilot: EVPA or
Pilot: Hardshell/ Deep Dive Suit
Tech: Pressure Suit
Eco-Raider Saviors of the planet, even if they have to kill you…
Hayduking: Full value added to: Any Tech-based skill used for sabotage; Demolition; Expert/SK:
Improvised Explosives; Scrounge; Trapworks.
General
Templates:
General
Hayduking
Awareness
Expert/SK: Camping
Expert/SK: Ecology
Survival: Any
Area Knowledge (Wilderness Area)
Archery
Tech: Basic
Tech: ‘Tronic
Tech: of choice
Trapworks
Saboteur
Hayduking
Awareness
Demolitions
Pick Lock
Illegal Entry
‘Tronic Security
Tech: Computer
Tech: Basic
Tech: ‘Tronic
Tech: of choice
Trapworks
Terrorist: Some people do it for money, you Trapworks
do it for your convictions.
Saboteur
Hayduking
Awareness
Demolitions
Pick Lock
Illegal Entry
‘Tronic Security
Expert/SK: Improvised Explosives
Expert/SK: Propaganda
Expert/SK: Structural Architecture
Scrounge
Facer Master impersonators, they can be anyone, anytime.
Face Dance: Full value added to: Contortions; Culture (Any); Disguise; Expert/SK (Subject of
impersonation); Human Perception; Imitate Voice; Infiltration; Perform: Acting; Personal Grooming;
Social: (Any) and Wardrobe and Style.
Templates: Template:
Poseur Spy
Face Dance Face Dance
Awareness Awareness
Perform: Acting Pistol
Disguise Disguise
Persuasion/Lie/Fast Talk Persuasion/Lie/Fast Talk
Melee or Pistol Resist Torture /Drugs
Streetwise Martial Art (Any)
Wardrobe and Style Shadow/Track
Personal Grooming Interrogation
Expert/SK: (Subject of impersonation) Education/General Knowledge
Brawling Human Perception
Fixer You want it, they can get it… for a price.
Streetdeal: Full value added to: Appraisal; Area Knowledge; Barter; Negotiation/Arbitration and
Streetwise. Full value is added to interaction rolls with contacts of the fixer. The fixer has a number of
contacts equal to 1/2 his level of Streetdeal, chosen during creation or recruited as needed, and a number of
connections equal to his Streetdeal, rolled during creation. The fixer may call upon a floating pool of
resources equal to his Streetdeal x 1000eb. Each 1000eb used and not paid back reduces his effective
Streetdeal by 2x Cost until repaid. The Fixer may specialize in a specific area of expertise, gaining +2 to
procure items/info of that type, and a -1 in all others.
Black Market, Generic: Specialist in Black Market, Body Parts: Ever wonder
some type of Black Market goods. who runs those chop-doc places?
Black Market, Wetware: Lord knows Bookie: Arranges betting on almost anything,
where some back-alley dealer got a hold of from combat football to college wrestling, and
wetware…. even politics.
Broker
Streetdeal
Awareness
Accounting
Library Use
Stock Market
Interview
Education/General Knowledge
Human Perception
Pistol
Persuasion/Lie/Fast Talk
Business Sense
Columbians
Streetdeal
Awareness
Streetwise
Pistol
Brawling
Melee
SMG or Heavy/Assault Weapons
Language: Spanish
Intimidate
Resist Torture/Drugs
Rifle
Data Courier
Streetdeal
Awareness
Endurance
Melee
Human Perception
Hide/Evade
Drive: (Any) or Motorcycle or
Ride: (Any) or Skating
Pistol
Brawling
Persuasion/Lie/Fast Talk
Hotbiking (2x Cost) or
Thrash (2x Cost) or
Vehicle Zen (2x Cost)
Factor: Uses inside information to play the Fence: The person you go to when you need
’Market. to get rid of “hot” goods.
Factor Fence
Streetdeal Streetdeal
Awareness Awareness
Accounting Streetwise
Social: Corporate Pistol
Stock Market Intimidate
Interview Brawling
Education/General Knowledge Tech: Basic or Expert/SK: (Area of expertise)
Human Perception Forgery
Negotiation /Arbitration Accounting
Persuasion/Lie/Fast Talk Persuasion/Lie/Fast Talk
Business Sense Melee
Horse: The guy who actually carries the Info Broker: Buyers and seller of hot Data.
smuggled contraband across the border.
Jamaicans
Streetdeal
Awareness
Streetwise
Brawling or Martial Arts (Any)
Pharmacy
Melee
Pistol or Rifle
Expert/SK: Voudun
Intimidate
SMG
Language:(Any)
Junker
Streetdeal
Awareness
Streetwise
Tech: Basic
Pick Lock
Strength Feat
Stealth
Area Knowledge: (Local Area)
‘Tronic Security
Pistol
Scrounge
Merchant
Streetdeal
Awareness
Wardrobe and Style
Education/ General Knowledge
Human Perception
Pistol
Expert/SK: Display Design
Persuasion/Lie/Fast Talk
Accounting
Stock Market
Streetwise
Mobster: The “Family” still has a few men Negotiator: Sometimes those involved in a
on the street. dispute need an outsider to settle it.
Mobster Negotiator
Streetdeal Streetdeal
Awareness Awareness
Streetwise Oratory
Leadership Education/General Knowledge
Intimidate Human Perception
Melee Brawling
Pistol or SMG Social: (Any)
Persuasion/Lie/Fast Talk Persuasion/Lie/Fast Talk
Accounting Streetwise
Brawling Negotiate/Arbitrate
Familia (2x Cost) Language (Any)
Owner: Bar and club owners, they ride a fine Pimp: The world’s second-oldest profession.
edge between profit and collapse.
Owner Pimp
Streetdeal Streetdeal
Awareness Awareness
Social: (Any) Streetwise
Accounting Personal Grooming
Human Perception Diagnose
Interview Seduction
Wardrobe and Style Wardrobe and Style
Persuasion/Lie/Fast Talk Human Perception
Intimidate Intimidate
Brawling Persuasion/Lie/Fast Talk
Streetwise Pistol
Procurer: What? You thought the Corp’s
went out to get their own drugs and girls?
Procurer
Streetdeal
Awareness
Streetwise
SMG
Drive, General
Seduction
Wardrobe and Style
Pharmacy
Intimidate
Persuasion/Lie/Fast Talk
Pistol
Pusher: The bastards who get your kids
hooked on ‘Dorph, ‘Lace, and all those other
“recreational pharmaceuticals”.
Pusher
Streetdeal
Awareness
Streetwise
Pistol or SMG
Brawling
Intimidate
Area Knowledge (Local Area)
Human Perception
Pharmacy
Persuasion/Lie/Fast Talk
Melee
Racketeer
Streetdeal
Awareness
Streetwise
Pistol or SMG
Interrogate
Intimidate
Language: (Any)
Disguise
Strength Feat
Brawling
‘Tronic Security
Scavenger: They’ll take whatever is not Service Broker: The fixer most
nailed down, even if they have to remove the Edgerunners deal with when looking for work.
nails themselves.
Pay Scale: Fixer
Pay Scale: Fixer
Template:
Template:
Service Broker
Scavenger Streetdeal
Streetdeal Awareness
Awareness Education/General Knowledge
Streetwise Human Perception
Tech: Basic Bureaucracy
Human Perception Pistol
First Aid Accounting
Stealth Stock Market
Strength Feat Computer Use
Endurance Library Use
Pistol Business Sense
Scrounge
Shoe Maker: Need to leave your old tracks Sleaze: General, all-around low-life street
behind and start fresh? scum.
Talent Scout: The corporate reps who try to Thirdman: The guys who run the smuggling
recruit new talent. rings, employing “Horses,” Panzer-Jocks, and
‘Runners.
Template: Template:
Tong Trader
Streetdeal Streetdeal
Awareness Awareness
Pistol Persuasion/Lie /Fast Talk
Resist Torture /Drugs Intimidate or Culture (Any)
Melee Human Perception
Intimidate Language (Any)
Endurance Streetwise
Streetwise Interview
Martial Arts (Any) Education/General Knowledge
Strength Feat Pistol or Melee
SMG Barter
Triad: Korean and Vietnamese organized Yakuza: The Japanese crime syndicate.
crime gangs.
Pay Scale: Fixer
Pay Scale: Fixer
Template:
Template:
Yakuza
Triad Streetdeal
Streetdeal Awareness
Awareness Social: Yakuza
Pistol Resist Torture /Drugs
Resist Torture /Drugs Expert/SK Business Administration
Melee Intimidate or Athletics
Intimidate Stealth
Endurance Streetwise
Streetwise Martial Arts (Any)
MA: Triad Assassin Shadow/Ditch
Strength Feat Language, English
SMG
Gang Banger Some bad, some worse, and the rest are iffy at best…
Gang Rank: Full value added to: Area Knowledge; Cadre/Indoctrinate; Cadre Tactics; Intimidate;
Leadership (within Gang) and Streetwise. The Gang Banger may call upon his fellow gangers for backup,
equal to 2 x Gang Rank in lesser Gang Rank members (I.E. a Gang Rank 4 ‘Banger calls for backup, and
gets 2 Gang Rank 3 and a Gang Rank 2, or 4 Gang Rank 2, or 8 Gang Rank 1, or any combination whose
total Gang Rank is 8 or less, with no Gang Rank higher than 3).
Templates: Template:
General Booster
Gang Rank Gang Rank
Awareness Awareness
Wardrobe and Style Athletics
Hide and Evade Tech: Cyber
Intimidate Intimidate
Melee Melee
Brawling Brawling
Pistol Pistol or Endurance
Area Knowledge: (Local Area) Expert/SK: Cyberware
Streetwise Streetwise
Athletics Berserk (2x Cost)
Chromer: Often violent, they are fanatic Combat: Gangs whose whole purpose is to
followers of one band or another. fight against other gangs, just for the fun of it.
Chromer Combat
Gang Rank Gang Rank
Awareness Awareness
Wardrobe and Style Cadre/Indoctrinate
Play Instrument Cadre Tactics
Perform: Sing or Dance Intimidate
Melee or Pistol Melee
Brawling Brawling
Persuasion/Lie/Fast Talk Pistol
Expert/SK: Rockers and Music SMG
Streetwise Streetwise
Athletics Berserk (2x Cost)
Convict: Members of gangs based out of the Dorpher: Very dangerous and violent, when
old pre-braindance prison system. they’re not too strung-out to move.
Convict Dorpher
Gang Rank Gang Rank
Awareness Awareness
Brawling Pick Pocket
Handgun Pick Lock
Intimidate Chemistry
Melee Brawling
Streetwise Persuasion/Lie/Fast Talk
Language: (Any) Melee or Pistol
Language: Jail Slang Expert/SK: Drugs
Education/General Knowledge Streetwise
Professional Skill (Any) Streetdeal (2x Cost)
Gang Soldier: The troops gangs use in their Gothiks: The walking dead, or so they’d have
constant warfare. you believe.
Template: Template:
Guardians Inquisitor
Gang Rank Gang Rank
Awareness Awareness
Intel Gathering Strength Feat
Interview Athletics
Intimidate Stealth
Martial Arts (Any) Brawling or Martial Arts (Any)
Martial Arts (Any with Mult. < 4) Endurance
Melee Expert/SK: Cyberware
Area Knowledge: Patrol Area Melee
Streetwise Streetwise
Good Guy (2x Cost) Berserk (2x Cost)
Inquisitor Predato Nosferatu: A secret Martial Artist: Member of one of the many
sect of the Inquisition, they hunt the creatures of martial-arts oriented gangs, usually centered on
the night. an underground dojo.
Militia Mosher
Gang Rank Gang Rank
Awareness Awareness
Brawling Dance
First Aid Athletics
Melee Intimidate
Rifle Resist Torture/Drugs
Shadow/Track Brawling or
Area Knowledge: (Local Area) MA: Thrash Boxing
Cadre Tactics Endurance
Wilderness Survival Strength Feat
History or Expert/SK: Constitutional Law Streetwise
Mosh (2x Cost)
Outlaw Biker: The heirs to the Hell’s Poser: Gangs whose whole look and
Angels of the last century. personality are based on a core idea, a role-
model for the group.
Protection Sewer
Gang Rank Gang Rank
Awareness Awareness
Education/General Knowledge Survival: Urban
Human Perception Cadre Tactics
Intimidate Athletics
Brawling or Martial Arts: (Any) Stealth
Pistol Brawling
Persuasion/Lie/Fast Talk Endurance
Shadow/Ditch Area Knowledge: Local Sewers
Streetwise Streetwise
Good Guy (2x Cost) Spelunking (2x Cost)
Skater: Predatory skate-punks, they use their Streetkid: Loosely organized for mutual
mobility to great advantage. protection and strength, these homeless youths
can be a formidable foe.
Skater Streetkid
Gang Rank Gang Rank
Awareness Awareness
Skating Hide and Evade
Athletics Shadow/Ditch
Tech: (By Board) Simper
Melee or Endurance Stealth
Brawling Brawling
Persuasion/Lie/Fast Talk or Intimidate Persuasion/Lie/Fast Talk
Area Knowledge: (Local Area) Area Knowledge: (Local Area)
Streetwise Streetwise
Thrash (2x Cost) Scavenger (2x Cost)
Street Punk: The losers who hang out on the Transient: Gangs of homeless, like nomads
street trying to score big. who only travel within a city.
Tribal: Radical neo-Indians, they seek to Vigilante: Gangs who set out to punish those
return to the old ways, but still ride motorcycles they feel are guilty of a crime.
and use guns….
Tribal Vigilante
Gang Rank Gang Rank
Awareness Awareness
Motorcycle Drive: General
Athletics Athletics
Shadow/Track Shadow/Track
Melee or Stealth Melee
Brawling Pistol
Pistol or Archery Brawling or Martial Arts: (Any)
Streetwise or Survival (Any) Hide and Evade
Hide and Evade Streetwise
Warrior (2x Cost) Stealth
Wirehead: Gangs of wire and braindance- Zoomer: Bozozuka, go-gangers, bike-punks;
addicted losers who just want to score enough they all love those motorcycles.
cash to get their next fix.
Wirehead Zoomer
Gang Rank Gang Rank
Awareness Awareness
Pick Pocket Motorcycle
Pick Locks Tech: Basic
Tech: ‘Tronic Intimidate
Melee or Pistol Melee
Brawling Brawling
Persuasion/Lie/Fast Talk Pistol or Athletics
Expert/SK: Wirehead Hookup or Area Knowledge: City Streets
Braindance Use Streetwise
Streetwise Hotbiking (2x Cost)
Jury Rig (2x Cost)
Glitterkid Famous, often for no real reason, they live in the limelight.
Celebrity: Full value added to most EMP-based interaction rolls; Bribery; Cadre/Indoctrinate; Culture
(any); Interview; Leadership; Oratory; Personal Grooming; Persuasion/Lie/Fast Talk; Seduction; Social:
(any); Wardrobe and Style. The Glitterkid may call upon Resources (as the Corporate) equal to Celebrity
x1000eb per month for clothes, food, transport, lodgings, or bodyguards.
Templates: Template:
General Actor
Celebrity Celebrity
Awareness Awareness
Wardrobe and Style Wardrobe and Style
Personal Grooming Personal Grooming
Social: (any) Social: Hollywood
Persuasion/Lie /Fast Talk Persuasion/Lie /Fast Talk
Seduction Seduction
Oratory Oratory
Education/ General Knowledge Disguise
(Appropriate Skill of Note) Perform: Acting
Culture: (Any) Photo/Film
Writer/Author
Celebrity
Awareness
Expert/SK: Genre or Subject
Expert/SK: (Any)
Social: Publishing
Persuasion/Lie /Fast Talk
Human Perception
History
Education/ General Knowledge
Composition
Library Use
Go-Ganger Modern-day Mongols, they live on their bikes.
Hot Biking: Full value added to Motorcycle and Tech: Basic (for repair of Motorcycles and
hoverbikes). 1/2 value added to Pilot: Hoverbike. Specialization chart bonuses apply to: Tech (any) for
repairing Motorcycles and hoverbikes.
General
Templates:
General
Hot Biking
Awareness
Motorcycle
Tech: Basic
Brawling
Melee
Pistol
Streetwise
Area Knowledge (Local Area)
Intimidate
SMG
Bozozuka
Hot Biking
Awareness
Motorcycle
Tech: Basic
Martial Art (Any)
Melee
Wardrobe and Style
Streetwise
Area Knowledge: Little Tokyo
Intimidate
Resist Torture/Drugs
Dreadnok: Renegade bikers operating from Knight Sabers: Poser-Go Gang, they ride
the Florida Everglades. custom racing bikes wearing homemade
powered armor.
Motorcycle Club: A calmer, saner Road Knight: Crazies in chain and plate,
outgrowth of the outlaw biker gangs of the last riding steel “steeds” and playing at jousting.
century.
Contacts: Full value added to any interaction with Contacts or Connections. Golden Kids start with
(Contacts level) rolls under Connections, and (Contacts level) Connections of choice. The Golden Kid may
call upon Resources (as the Corporate) equal to Contacts x1000eb per month, but must repay these debts, or
lose 1 level of effective Contacts for each 1000eb still owed out.
General
Antiquarian/Collector: Collectors and
experts on antiques and historical pieces.
Pay Scale: Corporate
Pay Scale: Fixer
Templates:
Template:
General
Contacts Antiquarian/Collector
Awareness Contacts
Bureaucracy Awareness
Social: High Society Appraise
Wardrobe and Style Social: University
Personal Grooming Language: (Any)
Persuasion/Lie/Fast Talk History
Education/ General Knowledge Persuasion/Lie/Fast Talk
Library Use Education/ General Knowledge
Expert/SK: (Area of Interest) Library Use
Stock Market Expert/SK: (Area of Interest)
Culture: (Any)
Dilettante
Contacts
Awareness
Streetwise
Social: High Society
Wardrobe and Style
Personal Grooming
Persuasion/Lie/Fast Talk
Education/ General Knowledge
Library Use
Expert/SK: (Area of Interest)
Language: (Any)
Goths Ultimate outgrowth of the Gothic music movement.
Death Walk: Full value added to Body Enhancement; Conscious Will; Endurance; Hide and Evade;
Intimidation (to resist being intimidated); Resist Torture/Drugs; Shadow/Ditch; Stealth; Strength Feat and
Urban Survival.
General
Templates:
General
Death Walk
Awareness
Intimidate
Streetwise
Brawling
Disguise
Stealth
Shadow/Ditch
Dance
Athletics
Area Knowledge: (Local Area)
Blood Doll: People who enjoy being fed on
by “Vampires”.
Blood Doll
Death Walk
Awareness
Contact: (Vampire)
Streetwise
Seduction
Disguise
Wardrobe and Style
Personal Grooming
Dance
Athletics
Social: Vampire
Ghoul: People who hunt “Vampires” for their
blood, or act as their servants.
Ghoul
Death Walk
Awareness
Contact: (Vampire)
Streetwise
Brawling
Strength Feat or Potence (2x Cost)
Stealth
Body Enhancement or
Fortitude (2x Cost)
Intimidate
Athletics or Celerity (2x Cost)
Social: Vampire
Fanatic /Nihilist
Death Walk
Awareness
Demolitions
Rifle
SMG
Athletics
Stealth
Heavy/Assault Weapons
Expert/SK: Structural Architecture
Expert/SK: Religion or Politics
Chemistry
Vampire Poseur: The people who play at Terrorist: Fanatics who use death and
being “Vampires”. destruction to make a political statement.
Templates: Template:
General Agent
Clout Clout
Awareness Awareness
Education/General Knowledge Human Perception
Social Streetwise
Library Use Pistol
History Martial Art (Any)
Area Knowledge: (Area or Control) Expert/SK: Police Procedure
Persuasion/Lie /Fast Talk Persuasion/Lie /Fast Talk
Bureaucracy Intimidate
Computer Use Athletics
Streetwise Criminology
Bureaucrat: The people who keep the Department Head: Same wheel, bigger
wheels of government turning, slowly. cogs.
Investigator Official
Clout Clout
Awareness Awareness
Library Use Education/General Knowledge
Streetwise Social: Office
Pistol Library Use
Shadow/Ditch Accounting
Human Perception Human Perception
Persuasion/Lie /Fast Talk Expert/SK: (Department)
Intimidate Persuasion/Lie /Fast Talk
Athletics Bureaucracy
Expert/SK: Law Intimidate
Pacific Rim: Generally less inclined to throw Representative: Spokespeople for the
their weight around, Pacific Rim admins still government, they represent its interests at the
have the resources of a national government to street level.
call on.
Street Recruiter
Clout
Awareness
Social: Street
Streetwise
Pistol
Interview
Human Perception
Persuasion/Lie/Fast Talk
Intimidate
Disguise
Intel Gathering
Guardian Purveyors of street justice, they protect the weak and innocent.
Good Guy: Full value added to Area Knowledge; Interrogate; Interview; Intimidate; Leadership;
Negotiation/Arbitration; Oratory and Persuasion/Lie/Fast Talk. The Guardian can call upon a number of
other Guardians equal to his level in Good Guy; none of the other Guardians may have a level exceeding
his own.
Templates: Template:
General Ex-Cop
Good Guy Good Guy
Awareness Awareness
Area Knowledge: (Patrol Area) Expert/SK: Police
Streetwise Procedures
Melee Streetwise
Wardrobe and Style Pistol
Personal Grooming Human Perception
Intel Gathering Athletics
Intimidate Interrogate
Martial Art: (Any) Intimidate
Persuasion/Lie /Fast Talk Brawling
Persuasion/Lie /Fast Talk
Gotham Knight: Yes, they dress like Martial Artist: Like Caine, they walk the
Batman. Yes, they’re serious. And, no, you Earth, dispensing justice to miscreants and those
don’t want to find yourself on their bad side. who prey on the weak.
Brotherhood: Full value added to: Bartering; Intimidate; Leadership and Negotiation/Arbitration.
Specialization chart bonuses apply to: Astrogation; EVA; Space Survival; -G Combat; -G Maneuver;
Pilot: OTV; Pilot: Shuttle/Spaceplane and Tech: Spacecraft or any movement skills in space. Highriders
may call upon Brotherhood2 in lower level Highriders for assistance and back up. Highriders may also
borrow up to Brotherhood rank x 1000eb in goods or cash, which must be repaid within 1 month.
Templates: Template:
Delta Jock
Brotherhood
Awareness
Pilot: Delta
Pilot: Aircraft
Pilot: AV
Brawling
Heavy Beam Weapons
Heavy/Assault Weapons
Astrogation
Navigation
Aircraft Sense (2x Cost)
Jockey/Runner Mad men behind the wheel, or the stick, or whatever…
Vehicle Zen: Full value added to Awareness/Notice and all Maneuver and Drive/Pilot rolls while in a
vehicle. Full value added to Initiative rolls while in a vehicle. 1/2 value added to Awareness/Notice and
Initiative rolls outside the vehicle. Specialization chart bonuses apply to: Navigation and Weapon skills
while in the vehicle.
General
Cabbie: They drive all those old, decrepit
cabs you see in the city.
Pay Scale: Solo
Pay Scale: Cop
Templates:
Template:
General
Vehicle Zen Cabbie
Awareness Vehicle Zen
Drive: General Awareness
Drive: Truck Drive: General
Pilot: Hovercraft Pilot: AV/VTV
Motorcycle Pilot: Hovercraft
Tech: Basic Area Knowledge: Longest Routes
Tech: ‘Tronic Tech: Basic
Tech: Commo Pistol
Brawling Persuasion/Lie /Fast Talk
Streetwise Brawling
Streetwise
Panzer Jockey: The mad-man smuggler, Runner: Getaway drivers, gunrunners, and
road pirate, and anti-hero romanticized on so general, all-around scoundrels, they drive like
many vids. the wind.
Or
Confuse: Full value added to Bartering; Cadre/Indoctrinate; Expert/SK: Law; Interview; Interrogate;
Negotiation/Arbitration; Oratory; Perform: Acting; Persuasion/Lie/Fast Talk and Seduction.
Judge: The top end of the profession, judges’ Labor Relations: Yes, the unions still exist.
decisions set precedent that carries the force of Not as powerful as they once were, but they are
law. He holds your fate in his hands. still out there.
Template: Template:
Labor Relations
Judge Confuse
Reason
Awareness
Awareness
Negotiation /Arbitration
Education/General Knowledge
Expert/SK: Law
Expert/SK: Law
Human Perception Human Perception
Composition Wardrobe and Style
Library Use Intimidate
Oratory Social: Labor
Persuasion/Lie/Fast Talk Persuasion/Lie/Fast Talk
History History
Authority (2x Cost) Personal Grooming
Prosecutor: You know, that guy who is
trying his damnedest to put you in jail. Sleazy: The kind of slime ball that got the
Lawyer Purge started.
Pay Scale: Cop
Pay Scale: Rocker
Template:
Template:
Prosecutor
Reason Sleazy
Awareness Confuse
Education/General Knowledge Awareness
Expert/SK: Law Seduction
Human Perception Expert/SK: Law
Interview or Composition Human Perception
Library Use Wardrobe and Style
Oratory Intimidate
Persuasion/Lie/Fast Talk Perform: Acting
Bureaucracy or History Persuasion/Lie/Fast Talk
Interrogate or Interrogate
Authority (2x Cost) Personal Grooming
Looker All that and a bag of silicon chips... Try not to stare.
The Look: Full value added to Cadre/Indoctrinate; Culture (Looker, Goldenkid, Corporate, Glitterkid,
or Rocker); Imitate Voice; Leadership; Media; Oratory; Perform: (Acting or Modeling); Personal
Grooming; Persuasion/Lie/Fast Talk; Seduction; Simper; Social: (Any) and Wardrobe and Style.
Specialization chart bonuses apply to: Athletics; Bribery; Conscious Will; Dance; Human Perception;
Interview; Negotiation/Arbitration; Photo/Film and Resist Torture/Drugs. Use Business Sense + Cool +
The Look to gain employment contracts (Difficulty Average for City-wide; Difficult for State-wide; Very
Difficult for Nation-wide; Near Impossible for International. Contracts are paid at the rate of The Look
x2000 + (Difficulty)x200 per job, with the job lasting a number of days equal to 2x Difficulty.). The
Looker requires a Minimum of 7 in BOD and ATT.
Model: The model needs to look more than Seducer: He's just a gigolo… Unless he's a
just “good,” she needs to look perfect. she, then she's a gold-digger, making money off
a lover. Some even form gangs, and keep score.
Pay Scale: Rocker Pay Scale: Rocker
Template: Template:
Model Seducer
The Look The Look
Awareness Awareness
Wardrobe and Style Wardrobe and Style
Personal Grooming Personal Grooming
Seduction Seduction
Perform: Modeling Perform: Sexual
Education/General Knowledge Human Perception
Social: Looker Social: High Society
Persuasion/Lie/Fast Talk Persuasion/Lie /Fast Talk
Athletics Athletics
Photo/Film Education/General Knowledge
or Gang Rank (2x Cost)
Mallbrat Ever wonder where the fixers get their stuff?
Boost: Full value added to: Appraisal; Computer Use (For altering inventory records and other traces);
Concealment; Desktop Engineer; Expert/SK: Autofactory Operation; Streetwise; Tech (Any for reading
CAD designs and blueprints); ‘Tronic Security (Defeating store security systems) and Weaponsmith.
General
Braindance/VR/Chipware: The Mallbrat
you go to see for illegal chips and pirated
braindances.
Pay Scale: Fixer
Pay Scale: Fixer
Templates:
Template:
General
Boost Braindance/VR/Chipware
Awareness Boost
‘Tronic Security Awareness
Personal Grooming ‘Tronic Security
Wardrobe and Style Personal Grooming
Tech: Basic Wardrobe and Style
Tech: ‘Tronic Tech: Chip/Moddie
Desktop Engineer Tech: ‘Tronic
Streetwise Computer Use
Accounting Streetwise
Slight of Hand Expert/SK: VR/Braindance
Braindance Editing
Computers/Decks: Love that new deck, but Cyberware: An arm and a leg that won’t
not the price? cost you an arm and a leg.
Computers/Decks Cyberware
Boost Boost
Awareness Awareness
‘Tronic Security ‘Tronic Security
Tech: Cyber Tech: Cyber
Tech: Computer Wardrobe and Style
Tech: Basic Tech: Basic
Tech: ‘Tronic Tech: ‘Tronic
Desktop Engineer Desktop Engineer
Streetwise Streetwise
Cyberdeck Design Expert/SK: Illegal Cybertech Sources
Tech: Commo Accounting
Guns: Why pay retail when you can get a five- Software: All the good software is acquired
finger discount? illegally, anyway. Why not the generic stuff?
Guns Software
Boost Boost
Awareness Awareness
‘Tronic Security ‘Tronic Security
Personal Grooming Personal Grooming
Wardrobe and Style Wardrobe and Style
Tech: Basic Tech: Basic
Tech: Weapons Tech: ‘Tronic
Expert/SK: Small Arms Desktop Engineer
Streetwise Streetwise
Weaponmith Accounting
1 Weapon Skill Computer Programming
’Tronics
Boost
Awareness
‘Tronic Security
Personal Grooming
Wardrobe and
Style
Tech: Basic
Tech: ‘Tronic
Desktop Engineer
Streetwise
Accounting
Tech: Commo
Mecha Pilot Giant robot combat, anyone? “Look, squishies!”
Mecha Zen: Full value added to Awareness/Notice, Initiative rolls and Defensive rolls while piloting a
Mech. 1/2 value added to Awareness/Notice and Initiative rolls outside a Mech. Specialization chart
bonuses apply to: Heavy/Assault Weapons; Heavy Beam Weapons; Mecha Athletics; Mecha Martial Arts;
Mecha Melee and Pilot: Mecha.
General Assault
Mecha Zen Mecha Zen
Awareness Awareness
Mecha Athletics Mecha Athletics
Mecha Design Brawling or Martial Art (Any)
Mecha Martial Arts Mecha Martial Arts
Pistol or SMG Pistol or SMG
Pilot: Mecha Pilot: Mecha
Heavy/Assault Weapons Heavy/Assault Weapons
Heavy Beam Weapons Heavy Beam Weapons
Mecha Melee Mecha Melee
Tech: Mecha or Athletics or
Rank (2x Cost) Rank (2x Cost)
Construction: Specialists in building large Scout: Fast, light, and sneaky, they are gone
structures in space. before you realize they were there.
Construction Scout
Mecha Zen Mecha Zen
Awareness Awareness
Mecha Athletics Mecha Athletics
Expert/SK: Construction Photo/Film
Tech: Basic Mecha Martial Arts
Tech: ‘Tronic Intel Gathering
Pilot: Mecha Pilot: Mecha
Operate Heavy Machinery Heavy/Assault Weapons
Heavy Beam Weapons Heavy Beam Weapons
Mecha Melee Mecha Melee
Tech: Mecha Tech: Commo or
Rank (2x Cost)
Space: Specialized in high-risk assaults on Timber: Modern lumberjacks who could give
space-based targets. Paul Bunyan a run for his money.
Space Construction
Mecha Zen Mecha Zen
Awareness Awareness
Mecha Athletics Mecha Athletics
Astrogation or Area Knowledge (Any Space) Expert/SK: Logging
Mecha Martial Arts Tech: Basic
q-G Combat Tech: ‘Tronic
Pilot: Mecha Pilot: Mecha
Heavy/Assault Weapons Operate Heavy Machinery
Heavy Beam Weapons Melee: Powered
Mecha Melee Mecha Melee
Survival: Space or Tech: Mecha
Rank (2x Cost)
Media “Coming to you live and direct from the channel 6 newsroom…”
Actor: The serious actor, known for his Anchor: The news anchor, he holds the
dramatic performances. broadcast together.
Actor Anchor
Credibility Credibility
Awareness Awareness
Personal Grooming Personal Grooming
Education/General Knowledge Education/General Knowledge
Persuasion/Lie /Fast Talk Persuasion/Lie /Fast Talk
Wardrobe and Style Wardrobe and Style
Social: Hollywood Social: (Any)
Perform: Acting Perform: Anchor
Disguise Photo/Film
Seduction Interview
Oratory Oratory
Artist: The serious artist is known for the Author: The non-fiction author is often a
message of the art. trusted source of information.
Artist Author
Credibility Credibility
Awareness Awareness
Composition Composition
History Education/General Knowledge
Persuasion/Lie /Fast Talk Persuasion/Lie /Fast Talk
Wardrobe and Style Human Perception
Personal Grooming Social: (Any)
Paint/Draw Streetwise
Human Perception Expert/SK: Genre
Seduction Library Use
Contacts (2x Cost) Computer Use
Braindance Editor: A good editor can Celebrity Hunter: The tabloid reporter who
make the difference between a stellar production specializes in paparazzi-style ambushes and
and a flop. candid photos, backed by impromptu interviews.
News Investigator: The guy who verifies Police Beat: The crime reporter who covers
the story, and digs up the background on the the story from the stationhouse, not as flashy as
principals involved. the embedded reporter, but with more factual
data.
Tabloid-monger: The new paparazzi, they Talking Head/ On-Air Star: Spewing
hound celebrities whenever they can get away the media-corp’s line, they make their living
with it. selling a point of view.
War Correspondent
Credibility
Awareness
Composition
Education/General Knowledge
Persuasion/Lie /Fast Talk
Human Perception
Tactics
Tech: Basic or Tech: ‘Tronic
Photo/Film
Interview
Endurance
MedTech Doctors, paramedics, and researchers, oh my...
Medical Tech: Full value added to: Cryotank Operation; Diagnose; Expert/SK (Anatomy;
Biochemistry; Biogenetics; Biology; Biophysics; Biotech; Botany; Cybertech; Drug Design;
Forensics/Pathology; Marine Biology; Microbiology; Molecular Chemistry; Organic Chemistry; Veterinary
Medicine; Xenobiology Theory; Zoology); First Aid; Human Perception; Pharmacy; Surgery; Tech:
Bioware; Tech: Laboratory and Trauma Control/Triage.
Chemist: The medical chemist specializes in Chop Doc: Similar to a chop-shop, but for
pharmacology, and creating new drugs. people.
Template: Template:
Drug Cooker: Specializes in rare and hard- Field Medic: When the patient can’t wait to
to-find non-pharmaceutical drugs. get to a hospital for treatment, the field medic
takes over.
Paramedic: The medics who stabilize and Researcher: The medical researchers who
transport the injured to hospitals. come up with all those great new treatments and
medications.
Paramedic Researcher
Medical Tech Medical Tech
Awareness Awareness
Library Use Library Use
Diagnose Expert/SK: Biology
Trauma Control /Triage Expert/SK: Biotech
Drive: General or Pilot: (AV/VTV or Gyro) Expert/SK: Chemistry
Or Pistol Expert/SK: Cybertech
Cryotank Operation Expert/SK: Microbiology
First Aid Tech: Laboratory
Pharmacy Composition or Bureaucracy
Human Perception Tech: Bioware
Streetwise
Ripper Doc: The only doctor most people on Trauma/Combat Specialist: Often
the Street can afford, he does the best with what employed by Emergency Strike/Evac companies,
he has. some also work in high-risk military units.
Berserk: Full value added to: Body Enhance; Conscious Will; Endurance; Intimidate; Resist
Torture/Drugs and Strength Feat. 1/2 value is subtracted from rolls to save vs. Stun and Shock.
Specialization chart bonuses apply to: all Hand to Hand attacks made while berserk.
General
Bouncer: The beefcake at the bar who keeps
people in line.
Pay Scale: Nomad
Pay Scale: Cop
Templates:
Template:
General
Berserk Bouncer
Awareness Berserk
Brawling Awareness
Melee Brawling or Martial Arts (Any)
Pistol Melee
SMG Strength Feat
Streetwise Endurance
Cadre/Indoctrinate Streetwise
Cadre Tactics Athletics
Intimidate Cadre Tactics
Body Enhance Intimidate
Human Perception
Brawler: No style or finesse, he’ll just put a Bruiser: Often hired to “send a message” to
hurt on you. people.
Brawler Bruiser
Berserk Berserk
Awareness Awareness
Brawling Brawling
Melee Melee
Strength Feat Strength Feat
Endurance Endurance
Conscious Will Conscious Will
Athletics Athletics
Resist Torture/Drugs Resist Torture/Drugs
Intimidate Intimidate
Body Enhance Streetwise
Frother: Fanatical users of combat Headbanger: Violent music fans who just
enhancement drugs, they can often rip a ‘borg love to pick fights with each other over whose
apart bare-handed. band is cooler.
Frother Headbanger
Berserk Berserk
Awareness Awareness
Brawling Brawling
Melee Dance
Strength Feat Strength Feat
Endurance Endurance
Streetwise Streetwise
Expert/SK: Combat Drugs Expert/SK: Local Bands
Resist Torture/Drugs Resist Torture/Drugs
Intimidate Intimidate
Pharmacy Area Knowledge: Local Clubs
Roadie: They set up for the band, and work Street Muscle: For when a simple gun just
security as well. doesn’t provide enough intimidation.
Familia: Full value added to: Bartering; Intimidate; Leadership; Negotiation/Arbitration and
Persuasion/Lie/Fast Talk. Mobsters may call upon Familia2 in lower level Mobsters for assistance and back
up. Mobsters may also borrow up to Family rank x 1000eb in goods or cash, which must be repaid within 1
month.
Templates: Template:
General Columbians
Familia Familia
Awareness Awareness
Streetwise Streetwise
Weapon Skill 1 Pistol
Brawling Brawling
Personal Grooming Melee
Wardrobe and Style SMG or Heavy/Assault Weapons
Persuasion/Lie/Fast Talk Language: English (Native is Spanish)
or Spanish (Native is not Spanish)
Intimidate
Intimidate
Education/General Knowledge
Resist Torture/Drugs
Drive: (Any)
Rifle
Jamaicans: Becoming more powerful every Mafia: Trying to make a comeback, they are
day. still bigger than any of the others.
Jamaicans Mafia
Familia Familia
Awareness Awareness
Streetwise Streetwise
Brawling or Martial Arts (Any) Leadership
Pharmacy Intimidate
Melee Negotiation/Arbitration
Pistol or Rifle Pistol or SMG
Expert/SK: Voodun Persuasion/Lie/Fast Talk
Intimidate Accounting
SMG Brawling
Language: English (Native is Jamaican) Melee
Organizatskiya: Once the most powerful Ornament: The Dons like to have beautiful
gangsters in the world, the Neo-Soviet is women around; it makes them feel important.
crushing them wherever they can find them.
Organizatsiya Ornament
Familia Familia
Awareness Awareness
Streetwise Seduction
Expert/SK: Torture Wardrobe and Style
Intimidate Personal Grooming
Language: English (Native is Russian) Streetwise
Pistol or SMG Human Perception
Persuasion/Lie/Fast Talk Persuasion/Lie/Fast Talk
Rifle Social: Mafia
Brawling Gamble/Cheat
Melee Dance
Tong, Criminal: Many Tongs are benign in Triad: Brutal Chinese gangs, the Triads
nature, these are not they. control much of the crime in Chinatown.
Yakuza/Boryokudan
Familia
Awareness
Social: Yakuza
Resist Torture /Drugs
Expert/SK Business Administration
Intimidate or Athletics
Stealth
Streetwise
Martial Arts (Any)
Shadow/Ditch
Language: English (Native is Japanese)
or Japanese (Native is not Japanese)
Mosher In the pit or in the street, they dance like crazy.
Mosh: Full value added to: Conscious Will; Endurance; Intimidate and Resist Torture/Drugs.
Specialization chart bonuses apply to: Dance, Pick Pocket (if the target is “rolled”) and MA: Thrash
Boxing. Moshers may roll Mosh + Concious Will + BOD to resist BFT or Fall damage, taking 1/2 rolled
damage, at 10+(1 per point of rolled damage) DIFF. (I.E. 20 points BFT is a Near Impossible (30) total
difficulty, and if successful, the Mosher takes 10 points of damage). Moshers may stay awake for 48 +
(Mosh + Endurance + BOD +1d10) hours without penalty. Moshers subtract 1/2 their Mosh from penalties
for moving through crowds. Finally, the Specialization chart bonus for Mosh is applied to any Strike with
the elbows, knees and headbutt in close combat. Mosh also modifies damage from these attacks in the
same way that BOD does (as BTM for BOD).
General
Pay Scale: Nomad
Templates:
General
Mosh
Awareness
Dance
Brawling or
MA: Thrash Boxing
Athletics
Endurance
Strength Feat
Intimidate
Resist Torture/Drugs
Streetwise
Conscious Will
Punk Band: The new punk rock is more
antisocial and violent than ever, but there is still
a message in there, somewhere.
Frontier Guerilla: Full value added to: Archery (when hunting); Area Know: (Area homesteaded);
Concealment; Expert/SK: Agriculture; Hide and Evade (in Wilderness); Orienteering; Ride: (Animal);
Shadow/Track (in Wilderness); Sniper (when hunting) and Survival (Any). Specialization chart bonuses
apply to: Fast Draw; Expert/SK: Construction; Expert/SK: Tunnel Construction; Scrounge and Tech:
Basic.
General
Templates:
General
Frontier Guerilla
Awareness
Fast Draw
Infiltration/Stealth
Rifle
Sniper
Pistol
Expert/SK: Agriculture
Orienteering
Tech: Basic
Hide and Evade
Farmer
Frontier Guerilla
Awareness
Survival: Plains
Scrounge
Rifle
Concealment
Pistol
Expert/SK: Agriculture
Expert/SK: Animal Husbandry
Tech: Basic
Composition
Scout: The specialized skills of the scout make
him highly desirable in the right circumstances.
Scout
Frontier Guerilla
Awareness
Fast Draw
Infiltration/Stealth
Rifle
Sniper
Pistol
Shadow/Track
Intel Gathering
‘Tronic Security
Hide and Evade
Netrunner Running the ‘Net, with their brain as a peripheral.
Interface: Full value added to: Computer Programming; Computer Use; Expert/SK: (AI Programming;
AI Psychology; Program Class and Software Design) and Systems Knowledge. When linked by interface
plugs to the device, Specialization chart bonuses apply to: Cyberdeck Design; Desktop Engineer; Library
Use and Tech: Computer. The full value for Interface is also added to Initiative and Awareness in the
‘Net.
Corporate: That sysop at the local data-fort? Covert Ops: Specializing in on-site intrusion
Now you know what he is capable of. and computer back-up.
Snoop
Interface
Awareness
MA: (Any)
Pick Lock
Trapwork
‘Tronic Security
Illegal Entry
Tech: ‘Tronic
Tech: Computer
Cyberdeck Design
Criminal Mind (2x Cost)
Networker Masters of obscure trivia and hidden information.
Datahound: Full value added to Area Knowledge (Any); Awareness (detail analysis, after a successful
gross Awareness check without the bonus); Cartography; Computer Use (for database searches); Human
Perception; Infiltration; Intel Gathering; Interrogation; Interview; Library Use; Lip Reading; Media;
Personal Grooming (for examining others habits); Streetwise; Systems Knowledge and Wardrobe and Style
(for examining others style). With access to a computer and ‘Net connection, adds full to: Cryptography;
Culture: (Any); Education/General Knowledge and Expert/SK: (Any). Specialization chart bonuses apply
to: Education/General Knowledge; Expert/SK: (Criminology; Forensics/Pathology; Stock Market Trends)
and History. With access to a phone, Specialization chart bonuses apply to: Expert/SK: (Any). The
Networker has a number of Connections equal to his Datahound, rolled randomly at the start of play.
Increases in Datahound will allow for further rolls. Datahound value is added to the Lvl of the Connection
only for purposes of acquiring information; for all other uses of the Connection, Datahound value is halved.
Specialist: Cyberware: The newest tech, Specialist: Drugs: Who makes it, what is it
the best prices, and what kind of sabotage-ware used for, what are the side effects, and where can
did the manufacturer install? a guy score a fix?
Specialist: Government Ops: The Specialist: Occult: They know all the
government is always up to something, and these weird groups, their members and backers, and
guys know the 5 W’s about it. the basics of their beliefs.
Template: Template:
Specialist: Wetware
Datahound
Awareness
Computer Use
Interview
Intel Gathering
Library Use
Education/General Knowledge
Systems Knowledge
Tech: Bio
Tech: Cyber
Expert/SK: Wetware Design
Ninja Masters of stealth, martial arts, and murder-for-hire.
Ninja Arts: Full value added to: Art of Invisibility; Awareness and Initiative in Assassination
situations. 1/2 value added to Awareness and Initiative in all other combat situations. Specialization chart
bonuses apply to: CHI, Bribery; Concealment; Culture (Any); Demolition; Disguise; Gamble/Cheat; Hide
and Evade; Illegal Entry; Imitate Voice; Infiltration; Intel Gathering; Interrogation; Interview; Perform,
Acting; Persuasion/Lie/Fast Talk; Pick Lock; Pick Pocket; Seduction; Shadow/Ditch; Shadow/Track;
Simper; Slight of Hand; Social: (Any); Stealth; Streetwise; Trapwork and ‘Tronic Security. Ninja gain 1
Martial Art/Kata skill at start and 1 Martial Art/Kata skill for each 4 levels of Ninja Arts (round down).
General Modern
Ninja Arts Ninja Arts
Awareness Awareness
Martial Art: Ninjitsu Martial Art: Ninjitsu
Art of Invisibility Illegal Entry
Melee Melee
Acrobatics ‘Tronic Security
Archery Sniper
Climbing Rifle
Swimming Pick Lock
Athletics Athletics
Disguise Trapworks
Nomad Rover, wanderer, nomad, vagabond, call them what you will...
Family: Full value added to: Bartering; Cadre Tactics; Intimidate; Leadership and
Negotiation/Arbitration. Nomads may call upon Family2 in lower level Nomads for assistance and back up.
Nomads may also borrow up to Family rank x 500eb in goods or cash, which must be repaid within 1
month.
Antarctic Collective: Nomads who’ve
General found a home, the Collective still operates along
pack structure and rules.
Pay Scale: Nomad
Pay Scale: Nomad
Templates: Template:
General Antarctic Collective
Family Family
Awareness Awareness
Endurance Endurance
Melee Pistol
Rifle Rifle
Drive: General Operate Heavy Machinery
Tech: Basic Tech: Basic
Motorcycle Tech: ‘Tronic
Survival: American Survival: Artic
Brawling Tech: Bioware
Athletics Language: Spanish
Catholic Priest: While not nomads, their Outrider, Car: The guards and screeners of
pack-style mentality causes them to operate in a the pack’s main body, they act as force recon for
similar manner. the nomads.
Scout, Support: Heavier reconnaissance Teacher: With the collapse of the public
units that provide firepower for the point scouts, school systems, there are a lot of displaced
they act as backup to the LRRPs. teachers, many in the packs.
Tech Warrior
Family Family
Awareness Awareness
Tech: Basic Endurance
Melee Melee
Rifle Rifle
Drive: General Heavy/Assault Weapons
Tech: ‘Tronic Tech: Basic or Tech: Weapons
Tech: Weapons Pistol
Survival: American Survival: American
Brawling Brawling or Martial Art: (Any)
Jury Rig (2x Cost) Warpath (2x Cost)
Panzerboy Smugglers and highwaymen, riding 20 ton hovercraft hell-for-
leather.
Panzer Zen: Full value added to Awareness/Notice while in a hovercraft/Panzer, and all Maneuver and
Drive/Pilot rolls while in the vehicle. Full value added to Initiative rolls while in a hovercraft/Panzer. 1/2
value added to Awareness/Notice and Initiative rolls outside the vehicle. Specialization chart bonuses
apply to: Heavy/Assault Weapons and Navigation while piloting a hovercraft/Panzer.
Templates: Template:
General Driver
Panzer Zen Panzer Zen
Awareness Awareness
Brawling Drive: General
Pilot: Panzer Pilot: Panzer
Pilot: Hovercraft Pilot: Hovercraft
Expert/SK: Smuggling Routes Operate Heavy Machinery
Navigation Endurance
Heavy/Assault Weapons Heavy/Assault Weapons
Pistol or SMG Pistol or SMG
Tech: Basic Tech: Basic
Crew (2x Cost) Crew (2x Cost) or
Rank (2x Cost)
Pirate Nomads of the seas, they may rob you, or invite you to party.
Crew: Full value added to: Bartering; Cadre/Tactics; Intimidate; Leadership and
Negotiation/Arbitration. Pirates may call upon Crew2 in lower level Pirates (Other Roles with Crew
abilities call upon members of their own role) for assistance and back up. Pirates may also borrow up to
Crew rank x 500eb in goods or cash, which must be repaid within 1 month.
Brown Water: Pirates who specialize in Freeholder: Not pirates, per se, just people
riverine operations. living in the last free frontier on earth, whether
that be floating islands or abandoned platforms.
General
Templates:
General
PA Combat Sense
Awareness
Pilot: Powered Armor
Heavy/Assault Weapons
Rifle
Melee
Martial Arts: (Any)
Athletics
Tech: Weapons
Tech: Powered Armor
Intimidate
Corporate Merc
PA Combat Sense
Awareness
Pilot: Powered Armor
Heavy/Assault Weapons
Rifle
Melee
Martial Arts: (Any)
Athletics
Pistol
Tech: Powered Armor or Tech: Weapons
Intimidate
Military: The military loves their toys, and Roadstriker: Hardest of the bunch. After
boy do they get a kick out of PA’s. These may all, it isn’t easy to pilot a vehicle that “doesn’t
not be the best units, but they come in squads. exist”.
Military Roadstriker
PA Combat Sense PA Combat Sense
Awareness Awareness
Pilot: Powered Armor Pilot: Powered Armor
Heavy/Assault Weapons Heavy/Assault Weapons
Rifle Rifle
Melee Melee
Martial Arts: (Any) Martial Arts: (Any)
Athletics Athletics
Forward Observer Pistol
Cadre/Tactics Pilot: (Vehicle Mode) or Drive: (Vehicle Mode)
Intimidate or Intimidate or
Rank (2x Cost) Rank (2x Cost)
Scout: Fast, light, and still packs a solid punch.
Scout
PA Combat Sense
Awareness
Pilot: Powered Armor
Shadow/Ditch
Rifle
Melee
Martial Arts: (Any)
Athletics
Intel Gathering
Photo/Film
Hide and Evade or
Rank (2x Cost)
Private Investigator Usually cheaper than bribing the police...
Research: Full value added to: Awareness (versus Concealment; Hide and Evade or Shadow/Ditch);
Criminology; Expert/SK: Forensics/Pathology; Interrogation; Interview; Library Use and Streetwise.
Specialization chart bonuses apply to: Area Knowledge (Local Area); Computer Use (for research);
Cryptography; Expert/SK: (Any for research); Human Perception; Intel Gathering; Interrogation;
Interview; Library Use; Photo/Film; Shadow/Ditch and Shadow/Track.
Templates: Template:
Detective: Forget all that “get me pictures of ELINT Ops: The technical end of detective
my husband and his mistress crap, these guys work, these are the electronic intelligence
solve crimes. specialists that make all those nifty bugs.
Ex-Cop Gumshoe
Research Research
Awareness Awareness
Persuasion/Lie/Fast Talk Persuasion/Lie/Fast Talk
Brawling Brawling
Pistol Pistol
Disguise Human Perception
Streetwise Streetwise
Shadow/Ditch Shadow/Ditch
Intimidate Intel Gathering
Athletics Photo/Film
Expert/SK: Police Procedure Interview
Parapsychologist Surveillance
Research Research
Awareness Awareness
Persuasion/Lie/Fast Talk Persuasion/Lie /Fast Talk
Expert/SK: Occult ‘Tronic Security
Expert/SK: Anthropology Pistol
Human Perception Pick Lock
History Streetwise
Photo/Film Shadow/Track
Intel Gathering Intel Gathering
Library Use Disguise
Interview Illegal Entry
Professional Lover If sir has to ask the price, sir cannot afford it…
Vamp: Full value added to: Contortions; Culture: (Any); Dance; Endurance; Expert/SK: Sexual
Variations; Perform: Sexual; Personal Grooming; Seduction; Social: (Any) and Wardrobe and Style.
Specialization chart bonuses apply to: Disguise; Human Perception; Persuasion/Lie/Fast Talk; Simper and
Streetwise.
High-Class Stripper: Usually works at a House Girl: Better than the street, at least
place with a good reputation and makes very there’s some protection, from bad clients and the
high wages. elements.
Street Walker
Vamp
Awareness
Seduction
Wardrobe and Style
Personal Grooming
Streetwise
Human Perception
Brawling
Endurance
Melee
Perform: Sexual
Prowler You can run, but he can hide; and sneak; and get into your
house…
Sneak: Full value added to: Concealment; Hide and Evade; Illegal Entry; Pick Pocket; Shadow/Ditch;
Shadow/Track; Slight of Hand and Stealth.
Templates: Template:
General Ex-Con
Sneak Sneak
Awareness Awareness
Disguise Intimidate
Pistol Persuasion/Lie/Fast Talk
Stealth Streetwise
Illegal Entry Strength Feat
Pick Lock Melee
Athletics Brawling
‘Tronic Security Gamble/Cheat
Melee Expert/SK: Law
Hide/Evade Education/General Knowledge
Tunnel Runner
Sneak
Awareness
Tech: Basic
Expert/SK: Utility/ Municipal Tunnels
Stealth
Illegal Entry
Pick Lock
Tech: ‘Tronic
‘Tronic Security
Trapworks
Area Knowledge: Sewers
Psyker …With powers and abilities far beyond those of mortal men...
Psi Strength: Full value added to: Aura Reading, Human Perception, all Psionics, and Trance.
Specialization Chart bonuses to: Astrology, Cadre/Indoctrinate, Cadre Tactics, Conscious Will,
Gamble/Cheat, Meditation, and Palmistry. The Psyker gains beginning Psi Points equal to his PSI + Psi
Strength, with a maximum number equal to his PSI x Psi Strength
Psi-Athlete: It's not cheating, it's just using Psi-Investigator: Gathering clues other
your full potential. detectives would miss.
Pay Scale: Rocker Pay Scale: Cop
Templates: Templates:
Psi-Athlete Psi-Investigator
Psi Strength Psi Strength
Awareness Awareness
Conscious Will Intel Gathering
Body Enhancement Interrogation
Strength Feat Human Perception
Endurance Stealth
Athletics Pistol
Danger Sense Danger Sense
Regeneration Psychometry
Stat Boost Retrocognition
Telekinesis Precognition
Psi-Monk: Mystic practitioner of the martial
arts, his Chi is strong. Psi-Scout: He can get you the Intel that no
one else could.
Pay Scale: Nomad
Pay Scale: Fixer
Template:
Template:
Psi-Monk
Psi Strength Psi-Scout
Awareness Psi Strength
Meditation Awareness
Melee Meditation
Martial Art: Any Persuasion/Lie/Fast Talk
Contortions Human Perception
Gymnastics Stealth
Danger Sense Hide/Evade
Body Control Danger Sense
Regeneration Psychometry
Stat Boost Retrocognition
Telesense
Psi-Soldier: He eats Navy SEALs for
breakfast. Stage Magician: Everyone knows magic
isn’t real. Its all just smoke and mirrors, right?
Pay Scale: Solo
Pay Scale: Rocker
Template:
Template:
Psi-Soldier Stage Magician
Psi Strength Psi Strength
Awareness Awareness
Meditation Perform: Stage Magic
Cadre/Tactics Contortions
Conscious Will Pick Locks
Stealth Controlled Hyperventilation
Rifle or SMG Slight of Hand
Danger Sense Danger Sense
Stat Boost Illusion
Transform Levitation
Psionic Skill 3 Psychometry
Rad Professional troublemakers and political organizers.
Organize: Full value added to: Cadre/Indoctrinate; Composition; Leadership; Media; Oratory and
Persuasion/Lie/Fast Talk. Specialization chart bonuses apply to: Administration; Bureaucracy; Cadre
Tactics; Expert/SK: Politics; History and Intimidate. Rads can attract Organize x50 people to an event or
rally. Rads have a number of Connections equal to their Organize rank, rolled randomly at start and as the
skill increases. Rads can also use Resources equal to 500eb x Organize rank, per month, for projects
approved by their organization.
Aid Worker: Not a job for those who want Politician: The rabble-rousing kind of
to get rich, but at least altruism is still around. politician can still find an audience.
Violent Radical
Organize
Awareness
Expert/SK: Politics
Demolitions
Oratory
Tech: Basic
Tech: ‘Tronic
Composition
Disguise
Persuasion/Lie /Fast Talk
Cadre Tactics
Reaper The guys who come for your stuff when you fail to pay it off.
Trace: Full value added to: Library Use; Streetwise (locating the target or known associates);
Shadow/Ditch; Shadow/Track (1/2 for use in wilderness) and Tracking/Counter Tracking (1/2 for use in
wilderness).
Bounty Hunter: Specializing in live capture Repo-Man: They take what you have, but
of escaped felons and wanted men. were unable or unwilling to pay for.
Charismatic Leadership: When dealing with groups of 10 or more, full value is added to:
Cadre/Indoctrinate; Composition; Oratory and Persuasion/Lie/Fast Talk. Specialization chart bonuses
apply to: Cadre/Indoctrinate; Intimidation; Leadership; Oratory; Perform: (Acting, Comedy, Poetry or
Sing); Persuasion/Lie/Fast Talk; Play Instrument or Seduction. The Rocker can use his influence over the
emotions of a crowd whose size is equal to Charismatic Leadership 2 x200 members.
General Athlete
Charismatic Leadership Charismatic Leadership
Awareness Awareness
Perform: Sing Perform: (Sport)
Wardrobe and Style Wardrobe and Style
Composition Social: Media
Brawling Intimidate
Play Instrument Endurance
Streetwise Human Perception
Persuasion/Lie/Fast Talk Athletics
Seduction Seduction
Oratory Expert/SK: (Sport)
National Leader: The Cult of Personality is Politician: The guy who hopes, through
alive and well. guile, determination, and sheer personality, to be
the next national leader.
RPV Zen: Full value added to: Awareness (using the RPV’s sensors); Defensive, Initiative, or
Movement rolls for the RPV. Specialization chart bonuses apply to: Pilot: (Any when used as an RPV);
Tech (Any used to build/repair RPV’s).
Templates: Template:
Media: They can get the story from the inside, Military: The intelligence and assassination
or cover camera angles no one else can. specialists of the RPV world.
Media Military
RPV Zen RPV Zen
Awareness Awareness
Pilot: RPV Pilot: RPV
Pilot: Rotor/Gyro Pilot: Rotor/Gyro
Photo/Film Operate Heavy Machinery
Tech: RPV Tech: RPV
Tech: ‘Tronic Tech: ‘Tronic
Tech: Commo Tech: Commo
Tech: Rotor/Gyro Rifle or SMG
Stealth Heavy/Assault Weapons
Shadow/Ditch Pistol or
Rank (2x Cost)
Submarine Waldo
RPV Zen RPV Zen
Awareness Awareness
Pilot: RPV Athletics
Pilot: Boat Strength Feat
Pilot: Submarine Pilot: Powered Armor
Tech: RPV Tech: RPV
Tech: ‘Tronic Tech: ‘Tronic
Tech: Basic Tech: Basic
Tech: Submersible Tech: Commo
Navigation Tech: ACPA/Landmate
Expert/SK: Undersea Equipment Scavenger (2x Cost)
Salvager Collectors of space junk and debris; crazy even for Highriders.
Salvage: Full value added to: Appraisal; Bartering; Operate Heavy Machinery and Strength Feat.
Specialization chart bonuses apply to: Astrogation; Expert/SK: Space Junk (for determining values);
EVA; Pilot: OTV; Space Survival; Tech: Basic and -G Maneuver.
General
Heavy Salvage: For those jobs that require a
20 meter robot...
Pay Scale: Tech
Pay Scale: Tech
Templates:
Template:
General
Salvage Heavy Salvage
Awareness Salvage
Space Survival Awareness
EVA Space Survival
-G Maneuver EVA
Astrogation -G Maneuver
Operate Heavy Machinery Heavy Beam Weapons
Pilot: OTV Operate Heavy Machinery
Tech: Basic Pilot: Mecha
Tech: ‘Tronic Tech: Basic
Expert/SK: Space Junk Tech: ‘Tronic
Expert/SK: Space Junk
Scientist Who do you think invents and discovers all this cool stuff?
Scientific Method: Full value added to: Education/General Knowledge; Expert/SK: (Any branch of
Science), Library Use and Science: (Any). Specialization chart bonuses apply to: Tech: (Any for
researching new technologies).
General
Templates:
General
Scientific Method
Awareness
Library Use
Education/General Knowledge
Tech: Laboratory
Composition
Computer Use
Science: (Any Science)
Science: (Any Science)
Science: (Any Science)
Science: (Any Science)
Scout Nomad outriders to Navy Seals, they know the lay of the land.
Reconnaissance: Full value added to: Area Knowledge: (Any); Awareness/Notice; Hide and Evade;
Infiltration; Intel Gathering; Orienteering; Photo/Film; Shadow/Track; Stealth and Trapwork (all when used
for reconnaissance and threat analysis only). Specialization chart bonuses apply to: Awareness/Notice,
Defensive and Initiative rolls in other situations. Reconnaissance acts as Kith at full value for Nomad
scouts; as Rank at 1/2 for military scouts.
Templates: Template:
Nomad Outrider: The outriders provide Nomad Pathfinder: The pathfinders ride
security along the flanks of the pack, often riding days, even weeks ahead of the pack, to recon
for days without contact from the main body. their path of travel.
Nomad Scout
Reconnaissance
Awareness
Hide and Evade
Stealth
Motorcycle
Survival: Wilderness
Endurance or Tech: Basic
Athletics
Rifle or Pistol
Brawling or Martial Arts (Any)
Human Perception
Shaman/Doctor Counselors, confessors, priests and medicine men.
Counsel: Full value added to: Cadre/Indoctrinate; Composition; Human Perception; Intimidation;
Negotiation/Arbitration; Oratory; Perform: Ritual; Persuasion/Lie/Fast Talk and Teach (when dealing with
Nomads for Nomad Shaman; when dealing with people under their care for Doctors and Herbalists; and for
dealing with members of their religion for religious leaders). 1/2 value added to Cadre/Indoctrinate;
Composition; Human Perception; Intimidation; Negotiation/Arbitration; Oratory; Perform: Ritual;
Persuasion/Lie/Fast Talk and Teach when dealing with those outside the Shaman’s normal sphere of
influence. Counsel acts as Kith at full value for Nomads and Shamans.
Templates: Template:
General Doctor
Counsel Counsel
Awareness Awareness
Expert: Theology of Choice Pharmacy
Education/General Knowledge Education/General Knowledge
Teach Surgery
Oratory Interview
History Trauma Control/Triage
Human Perception Human Perception
Expert/SK: (Any) Library Use
Persuasion/Lie /Fast Talk Expert/SK: (Any medical)
Social: (Any) Diagnose
Herbalist: The herbalist works with natural Nomad Doctor: The nomad doctor
cures for what ails you. combines the best treatments of the 2020’s with
the herbs of the ancient past.
Chi Strength: Full value added to: CHI, Awareness, Defensive and Initiative rolls in Hand-to-Hand
and Melee combats against supernatural foes, and all Intimidate, Chi Mastery and Kata skills used against
such foes. 1/2 value added to Awareness, Defense and Initiative in all other combat situations.
Specialization chart bonuses apply to: all Hand to Hand and Melee attacks against supernatural foes or
their mortal minions. Shih gain 1 Demon Hunter Kata or Demon Hunter Chi Mastery skill at start and 1
Demon Hunter Kata/Demon Hunter Chi Mastery skill for each even level of Chi Strength.
General
Templates:
General
Chi Mastery
Awareness
Expert: Occult
First Aid
Martial Art: Demon Wrestling
Athletics
Melee
Intimidate
Endurance
Stealth
Infiltration
Shinobi Real ninja, not those wannabees with the cyber and tech.
Nindo: Full value added to: Art of Invisibility; Awareness; Defensive and Initiative rolls in
Assassination situations. 1/2 value added to Awareness, Defense and Initiative in all other combat
situations. Specialization chart bonuses apply to: CHI, Concealment; Disguise; Hide and Evade; Imitate
Voice; Infiltration; Interrogation; Interview; Perform, Acting; Persuasion/Lie/Fast Talk; Pick Lock;
Shadow/Ditch; Shadow/Track; Simper; Slight of Hand; Stealth; Trapwork and ‘Tronic Security, as well as
Archery, Martial Arts and Melee attacks made during an Assassination attempt. Shinobi gain 1 Martial
Art/Kata skill at start and 1 Martial Art/Kata skill for each 3 levels of Nindo (round down).
Templates:
General
Nindo
Awareness
Martial Art:
Ninjitsu
Art of Invisibility
Hide/Evade
Stealth
Shadow/Track
Electronic Security
Pick Locks
Athletics
Disguise
Soldier Army, Navy, Aerospace Force, Marines, and Coast Guard.
Rank: Full value added to: Cadre/Indoctrinate; Cadre/Tactics; Intimidate; Leadership and
Persuasion/Lie/Fast Talk. Soldiers may call upon lower level Soldiers based on their Rank. Rank 1 means
you’d better be able to pay for some backup, Private (E-1). Rank 2 is a Specialist or Corporal, or whatever
E-2 is for your branch. Rank 3 is a Sergeant (E-4), and can command a squad. Rank 4 is an E-6, with
Rank 5 as an E-8. Rank 6 is officer territory, starting with the 1st. Lieutenant (O-2) commanding a Platoon.
Rank 7 is a Captain, and commands a Company. Rank 8 a Major, in charge of a Battalion. Rank 9 a Lt.
Colonel, with command over 1 Battalion of a Regiment, and its support services. Rank 10 a Colonel, who
oversees the operation of an entire 3-Battalion Regiment. Higher ranks are unavailable to PC characters.
Soldiers in active service are paid very little, but have access to free housing, food, medical care, and are
issued most, if not all, of their equipment. Rank2 x500eb in equipment may be requisitioned for use by the
Soldier, but must be returned to the quartermaster on demand. Other assets will be available as needed for
performance of specific missions.
Marines: First to die, Semper Fi. Navy: They want you as a new recruit...
Marines Navy
Rank Rank
Awareness Awareness
Rifle Pistol
Brawling Brawling
Swimming Swimming
Stealth Tech: Basic
Endurance Pilot: Boat
First Aid First Aid
Heavy/Assault Weapons Seamanship
Survival: Wilderness AIT Skill
Melee or AIT Skill or
Secondary Special Ability (2x Cost) Secondary Special Ability (2x Cost)
ACPA Pilot: The Mobile Infantry has ACPA Scout: The eyes and ears of the
arrived. Mobile Infantry.
Blue Water Navy/Coast Guard: The Combat Engineer: He can build you a
sailors on the big ships. bridge, or blow one up...
Computer Operator: Net-Turtles for the Corpsman: The Navy/Marines version of the
military, immune to most ICE. combat medic.
Elite Cyber-Soldier: The military’s own Elite Military: The best of the best of the
cyberpsycho-on-a-leash... best, sir!.
Grunt: The average Joe on the ground, they Heavy Weapons Specialist: Pigman,
make up the bulk of the service. rocket specialist, blooper, etc…
Infiltration Intel
Rank Rank
Awareness Awareness
Personal Grooming Photo/Film
Martial Arts (Any) Language (of Choice)
Melee Stealth
Pistol Illegal Entry
Persuasion/Lie /Fast Talk Pistol
Disguise Shadow/Track
Social: (Any) Hide and Evade
Seduction ‘Tronic Security
Language: (Any) or Intel Gathering or
Combat Sneak (2x Cost) Criminal Mind (2x Cost)
Mars Force: Specially trained Aerospace Mecha Assault: The kings of the battlefield,
commandos, they fight on Mars. their ‘mechs are the queens of the hanger...
Military Pilot: The guys who provide taxi Military RTO: An integral part of the
service, close air support, and strategic bombing. system; without communications, you cannot
win.
Pay Scale: Solo
Pay Scale: Soldier
Template:
Template:
Military Pilot
Rank Military RTO
Awareness Rank
Pilot: (Any Aircraft) Awareness
Pilot: (Any Aircraft) Tech: Basic
Tech: (Aero or AV) Tech: ‘Tronic
Pistol Tech: Commo
Expert/SK: Enemy Aircraft Computer Use
Heavy/Assault Weapons Computer Programming
Tech: Basic ECM/ECCM
Navigation Human Perception
Social: Military or Cryptography
Aircraft Sense (2x Cost) Language: (Any) or
Commo (2x Cost)
Military Scout: Somebody’s got to go out Military Special Forces: The scary
there and find the bad guys, and these are the MF’ers who set up Mike Forces and eat snakes...
guys.
Pay Scale: Soldier
Pay Scale: Soldier
Template:
Template:
Military Special Forces
Military Scout Rank
Rank Awareness
Awareness Cadre Tactics
Archery Rifle
First Aid Hide and Evade or Shadow/Track
Endurance Survival: Wilderness
Brawling Martial Arts (Any)
Melee Stealth
Stealth Athletics
Shadow/Track Melee
Survival: (Any) Leadership or
Expert/SK: Enemy Troop Identification or Combat Sense (2x Cost)
Warrior (2x Cost)
Military Tech: Somebody has to keep all Moon Force: Specially trained Aerospace
those cool toys working. commandos, they fight on the moon.
Net Operations: Military netrunners, with OCS Graduate: The new breed of officers
all the best equipment and software that Uncle deal with asset management almost as much as
Sam can buy. tactics and weapons.
Panzerboy: All those smugglers had to get Quartermaster: The guy who runs supply
there start somewhere. in a military or merc unit. Better be nice to
him….
Panzerboy Quartermaster
Rank Rank
Awareness Awareness
Drive: General Streetwise
Pilot: Panzer Pistol or SMG
Pilot: Hovercraft Rifle
Operate Heavy Machinery Intimidate
Endurance Brawling
Heavy/Assault Weapons Tech: Weapons
Pistol or SMG Expert: Military Hardware
Tech: Basic Expert: Military Weapons
Panzer Zen (2x Cost) Streetdeal (2x cost)
Recondo: When you really need to know, Riverine Patrol: The so-called “Brown
send in Recondo. Water Navy”.
Roadstriker Pilot: The newest breed of RPV Pilot: Whether for reconnaissance or
soldier, they combine vehicular skill with assault, sometimes you just can’t beat a good
powered armor strength. drone...
Sniper: Specializing in taking out men and Space ACPA Trooper: The space
materials from really far away. marine’s heavy backup.
Sonar Tech: Military sonar specialists, they Subjock: The pilots and crew of the navy’s
mainly work on subs. subs.
Tunnel Recon
Rank
Awareness
Stealth
Brawling or Martial Arts (Any)
Direction Sense
Athletics
Melee
Pistol
Demolitions
Trapworks
Expert/SK: Tunnel Construction or
Sneak (2x Cost)
Solo Professional warriors and killers-for-hire, surviving on luck and wits.
Combat Sense: Full value added to Awareness; Defensive and Initiative rolls in all situations.
Specialization chart bonuses apply to: all Hand-to-Hand, Melee, Tactics and Weapons skills.
Brawler Cleaner
Combat Sense Combat Sense
Awareness Awareness
Pistol Pistol
Strength Feat Drive: (Any)
Melee: Fist Weapons Melee
Melee Expert/SK: Crime Scene Investigation
Brawling Brawling
Intimidate Intimidate
Athletics Pick Lock
Endurance Tech: Basic
Berserk (2x Cost) Interrogate
Combat Engineer: The next best thing to a Commando: For those hard-to-kill pests, call
tactical nuke... a professional...
Corporate Op: Sometimes you just have to Cyber-Soldier: Veterans of the South Am
call in the professionals. wars, they were the original ‘borgs.
Corporate Op Cyber-Soldier
Combat Sense Combat Sense
Awareness Awareness
Pistol Drive: (Any) or Pilot: (Any)
Expert/SK: Corporate Ops Rifle
Heavy/Assault Weapons or Pick Lock Heavy/Assault Weapons
Melee or Human Perception Operate Heavy Machinery
Martial Arts (Any) Martial Arts (Any)
Tech: Weapons or ‘Tronic Security Tech: Weapons
Library Use Tech: Cyber
Interrogate Tech: Basic
Athletics or Endurance
Resist Torture /Drugs
Elite Cyber-Soldier: The special ops teams Elite Military: Green Berets and blood-red
of the South AM conflict. hands...
Gunslinger: Fast with a gun, and quick to Heavy Weapons Specialist: The guys
prove it... you call when you want it really dead...
Manhunter: The most dangerous game, they Military Medic: Willing to do what it takes
try to bring ‘em back alive. to save their patient, even if they make a few
more for the other guy’s medics…
Template: Template:
Space Combat: Full value added to Awareness; Defensive and Initiative rolls in space. 1/2 value
added to Awareness; Defensive and Initiative rolls in all other situations. Specialization chart bonuses
apply to: all Hand-to-Hand, Melee, and Weapons skills; EVA, Survival: Space and -G Maneuver.
General
Mars Based: Troops trained for use on Mars.
Pay Scale: Solo
Pay Scale: Solo
Templates:
Template:
General
Space Combat Mars Based
Awareness Space Combat
Survival: Space Awareness
EVA Survival: Space
-G Maneuver EVA
-G Combat q-G Maneuver
Pilot: OTV q-G Combat
Pistol or SMG Beam Weapons
Rifle Heavy/Assault Weapons
Melee Rifle
Drive: Moon Buggy or Motorcycle or Melee
Rank (2x Cost) Motorcycle or
Rank (2x Cost)
Moon Based: Troops trained for use on the PA Trooper: The big, nasty boys of the
moon. Corps...
Spy Craft: Full value added to ECM/ECCM (for Signals Intelligence); Expert: Intelligence Analysis;
Intel Gathering; Scrounge (for Trashing) and Tech: Commo. Specialization chart bonuses apply to:
Awareness; Illegal Entry; Infiltration; Library Use; Photo/Film; Pick Lock, Tech: ‘Tronic and ‘Tronic
Security.
General
Templates:
General
Spy Craft
Awareness
Streetwise
‘Tronic Security
Tech: Commo
Tech: Basic
Pick Lock
Photo/Film
Stealth
Shadow/Ditch
Intel Gathering
Intelligence Analyst
Spy Craft
Awareness
Composition
Cartography
Tech: Commo
Tech: Basic
Expert: Intelligence Analysis
Photo/Film
Computer Use
Library Use
Intel Gathering
Trasher: You’d be amazed what gets thrown Intel Gathering
away…
Trasher
Spy Craft
Awareness
Streetwise
‘Tronic Security
Tech: Commo
Tech: Basic
Expert: Intelligence Analysis
Scrounge
Stealth
Illegal Entry
Squat Living in back alleys, surviving on trash, they’re the neo-homeless.
Scavenger: Full value added to Area Knowledge (Local Area); Scrounge; Streetwise and Urban
Survival. Specialization chart bonuses apply to: Appraisal; Operate Heavy Machinery; Simper; Tech:
Basic and Tech: ‘Tronic.
Templates: Template:
General Comber
Scavenger Scavenger
Awareness Awareness
Survival: Urban Appraise
Streetwise Operate Heavy Machinery
Stealth Persuasion/Lie/Fast Talk
Hide and Evade Pilot: Boat or Watercraft
Scrounge Streetwise
Brawling Tech: Basic
Area Knowledge: (Local Area) Tech: 'Tronic
Melee Scrounge
Kith Kith (with a Pirate Crew or
Workgang) or
Jury Rig (2x cost)
Refugee: The displaced, fleeing war, disaster, Scrounger: Homeless people who live off
and oppression. discarded bits of the modern age.
Refugee Scrounger
Scavenger Scavenger
Awareness Awareness
Survival: Urban Survival: Urban
Streetwise Streetwise
Stealth Stealth
Resist Torture/Drugs Tech: Basic
Scrounge Scrounge
Language: (Any) Strength Feat
Simper Area Knowledge: (Local Area)
Endurance Endurance
Kith Appraisal
Scavenger: Making a living off of other Unemployed: They survived paycheck-to-
peoples unwanted junk. paycheck, till it all fell apart...
Scavenger Unemployed
Scavenger Scavenger
Awareness Awareness
Pick Lock Education/General Knowledge
Streetwise Streetwise
Stealth Gamble
Tech: Basic Persuasion/Lie /Fast Talk
Scrounge Scrounge
Strength Feat Expert/SK: TV Culture
Pistol Occupational Skill
Drive: General Occupational Skill
‘Tronic Security Occupational Skill
Vagabond
Scavenger
Awareness
Survival: Urban
Streetwise
Hide and Evade
Persuasion/Lie /Fast Talk
Scrounge
Brawling
Pistol or Melee
Endurance
Pick Pocket
Streetfighter Martial arts masters and their students.
Kata: Full value added to Awareness, Defensive and Initiative rolls in Hand-to-Hand and Melee
combats, against foes within 2m + 1m/Lvl of Kata. Specialization chart bonuses apply to: CHI, all Hand-
to-Hand and Melee Weapons skills; Intimidate. Streetfighters gain 1 Martial Art/Kata skill at start, and 1
Martial Art/Kata skill for each even level of Kata.
Templates: Template:
General Aiki-Do
Kata Kata
Awareness Awareness
Martial Art: (Any) Martial Art: Aikido or Martial Art: Aikijutsu
Martial Art: (Any with cost <4) Expert/SK: Zen or Expert/SK: Shinto
Martial Art: (Any with cost <3) Language: Japanese
Melee Melee
Melee: Okinawan Art of Invisibility
Athletics Athletics
Streetwise Atemi
Social: Dojo 2 of: Bonsai, Calligraphy, Flower Arrangement,
Go, Haiku, or Painting
Endurance
Assassin: Paid to kill, they do what it takes to Karateka: Japanese martial artists, they keep
earn the money. the karate tradition alive.
Assassin Karateka
Kata Kata
Awareness Awareness
Martial Art: Assassin Martial Art: (Any Karate)
Rifle Martial Art: (Any Karate)
Sniper Intimidation
Melee Melee
Art of Invisibility Melee: Okinawan
Athletics Athletics
Stealth Streetwise
Demolition Social:Dojo
One Life, One shot, One hit, One kill Expert/SK: Karate History and Styles
Sub Tactics: Full value added to Submarine Combat rolls using INT. 1/2 value is added to Initiative in
Submarine Combat, and the skills Pilot: Submarine and Tech: Sonar. Specialization chart bonuses apply
to: Heavy/Assault Weapons and Navigation while running a sub.
General
Aquacology Sub Pilot: They drive subs
for the underwater colonies...
Pay Scale: Solo
Pay Scale: Tech
Templates
Template:
Military
Sub Tactics
Awareness
Pilot: Submersible
Survival: Undersea
Swimming
Undersea Weapons
Heavy/ Assault Weapons
Tech: Submersible
Navigation
Tech: Sonar
Nu-SCUBA or
Rank (2x Cost)
Pirate
Sub Tactics
Awareness
Pilot: Submersible
Melee
Swimming
Rifle
Heavy/ Assault Weapons
Tech: Submersible
Navigation
Tech: Sonar
Nu-SCUBA
Sonar Tech: The most important job on the crew.
Sonar Tech
Sub Tactics
Awareness
Pilot: Submersible
Heavy/ Assault Weapons
Swimming
Survival: Undersea
Tech: Sonar
Tech: Commo
Tech: ‘Tronic
Undersea Weapons
Expert/SK: Undersea Equipment or
Rank (2x Cost)
Synner Virtual reality artists and actors; creators of the new reality.
Emote: Full value added to Braindance Use; Expert/SK: Braindance Editing; Eidetic Memory; Human
Perception; Perform: Acting and Persuasion/Lie/Fast Talk. Specialization chart bonuses apply to:
Infiltration; Interview; Intimidation; Leadership; Oratory; Perform: Sexual; Personal Grooming;
Seduction; Simper; Social: (Any); Streetwise and Wardrobe and Style.
General
Action/Adventure: Feel the excitement,
feel the fear, feel the exhilaration...
Pay Scale: Rocker
Pay Scale: Rocker
Templates
Template:
General Action/Adventure
Emote Emote
Awareness Awareness
Human Perception Brawling or Martial Art: (Any)
Persuasion/Lie/Fast Talk Persuasion/Lie/Fast Talk
Social: (Any) Stealth
Photo/Film Photo/Film
Composition Shadow/Ditch
Tech: Cyber Tech: Cyber
Tech: Chip/Moddie Weapon Skill 1
Tech: ‘Tronic Weapon Skill 2
Expert/SK: Braindance Editing Expert/SK: Braindance Editing
Drama: The pain of loss, the thrill of love, the Music: Don’t just sit their listening, feel the
confusion of mystery, experience it all... music through your very soul...
Drama Music
Emote Emote
Awareness Awareness
Human Perception Human Perception
Persuasion/Lie/Fast Talk Persuasion/Lie/Fast Talk
Social: (Any) Social: (Any)
Photo/Film Play Instrument
Composition Composition
Tech: Cyber Tech: Cyber
Seduction Seduction
Perform: Acting Perform: Sing
Expert/SK: Braindance Editing Expert/SK: Braindance Editing
Music Video: Ever wonder what it would be VR Artist: The inspiration of art can bring on
like to live a music video? Why wait, do it now! so many emotions, she just chooses which...
X-Rated
Emote
Awareness
Human Perception
Persuasion/Lie/Fast Talk
Personal Grooming
Wardrobe and Style
Seduction
Tech: Cyber
Expert/SK: Sexual Variations
Perform: Sexual
Expert/SK: Braindance Editing
Tagger Graffiti artist with a message.
Messenger: Full value added to: Area Knowledge (in areas that are tagged); Awareness (to spot
messages hidden in patterns, subliminals, graffiti or backgrounds); Expert/SK: Graffiti/Tags; Forgery (of
tags/graffiti) and Paint and Draw. Specialization chart bonuses apply to: City Speak; Cryptography (for
hiding or reading messages in graffiti); Gen Speak; Hand Jive; Streetwise (in areas that are tagged, and for
information on gangs).
Templates:
General
Messenger
Awareness
Paint and Draw
Expert/SK: Graffiti/Tags
Streetwise
Hand Jive or City Speak or Gen Speak
Stealth
Persuasion/Lie /Fast Talk
Climbing
Athletics
Gang Rank (2x Cost) or
Kith
Tatsugin Martial Arts duelists, what the Streetfighters wish they were.
Geonghu: Full value added to: Awareness, Defensive and Initiative rolls in Hand-to-Hand and Melee
combats, against a single foe, or if focused on one attacker among many. 1/2 value added to Awareness,
Defense and Initiative in all other combat situations. Specialization chart bonuses apply to: CHI, all Hand
to Hand and Melee attacks made in a one-on-one duel, or if focused on one attacker among many. Tatsugin
gain 1 Martial Art/Kata skill at start and 1 Martial Art/Kata skill for each even level of Geonghu.
Templates: Template:
General Aiki-Do
Geonghu Geonghu
Awareness Awareness
Martial Art: (Any) Martial Art: Aikido or Martial Art: Aikijutsu
Martial Art: (Any) Expert/SK: Zen or Expert/SK: Shinto
Martial Art: (Any) Language: Japanese
Strength Feat Melee
Human Perception Art of Invisibility
Athletics Athletics
Social: Dojo Atemi
Diagnose 2 of: Bonsai, Calligraphy, Flower
Arrangement, Go, Haiku, or Painting
First Aid
Ride: Horse
Ch’a Ch’uan Master: Masters of horse,
bow, and gymnastic arts.
Jury Rig: Full value added to: any Tech-based skill used for temporary repairs, those using improper
parts or tools, or items used in ways not in the original design concept. Also applies for diagnostics of
damage or defects. Such repairs last for 1d6 turns (continuous use) or 1d6 activations per Lvl of Jury Rig.
Specialization chart bonuses apply to: any Tech-based skill used for permanent repairs, with proper tools
and parts, or wholly new designs.
General
Templates:
General
Jury Rig
Awareness
Tech: Basic
Tech: Cyber
Tech: ‘Tronic
Teach
Education/General Knowledge
Tech: (Any)
Tech: (Any)
Tech: (Any)
Scrounge
Chip Tech
Jury Rig
Awareness
Tech: Basic
Tech: Cyber
Tech: ‘Tronic
Composition
Computer Programming
Computer Use
Tech: Computer
Tech: Chip/Moddie
Streetwise
Combat Tech: They keep your stuff running
in the worst of all possible conditions.
Combat Tech
Jury Rig
Awareness
Tech: Basic
‘Tronic Security
Tech: ‘Tronic
Pick Lock
Demolition
Computer Use
Hide and Evade
Pistol or SMG
Scrounge or
Rank (2x Cost)
Corporate Tech
Jury Rig
Awareness
Tech: Basic
Tech: Cyber
Tech: ‘Tronic
Language: (Any)
Education/General Knowledge
Tech: (Any)
Expert/SK: (Any Technological Area)
Expert/SK: (Any Technological Area)
Tech: (Any)
Demolitions: Blowing things up is
sometimes an art, rather than a science.
Demolitions
Jury Rig
Awareness
Tech: Basic
‘Tronic Security
Tech: ‘Tronic
Illegal Entry
Expert/SK: Structural Architecture
Demolition
Expert/SK: Improvised Explosives
Pistol or SMG
Stealth or
Rank (2x Cost)
Emergency Services
Jury Rig
Awareness
Tech: Basic
Drive: General
Operate Heavy Machinery
Endurance
Expert/SK Hazard Control
Strength Feat
Expert/SK: Firefighting
First Aid
Authority (2x Cost)
Lighting/FX: The show just wouldn’t be Military Tech: When you buy from the low
The Show without them. bidder, you need a good tech.
Production Manager: The guys who put Prowler: Sometimes you need to get into a
the music and videos together, and make them place you aren’t supposed to. Sometimes, it
work. requires tools you don’t have….
Security Tech: Those security systems don’t Sound Tech: They keep the concert going,
install themselves. Well, most don’t... and make the sound sweet…
Kitbash: Full value added to: any Tech-based skill used wholly new designs. Specialization chart
bonuses apply to: any Tech-based skill used for repairs, whether those using improper parts or tools, or
items used in ways not in the original design concept (such repairs last for 1d3 turns (continuous use) or
1d3 activations per Lvl of Kitbash), or for permanent repairs, with proper tools and parts. Also applies for
diagnostics of damage or defects.
Chip Designer: They design all those cool Combat Engineer: When you need a more
chips and moddies. permanent fortification...
Designer
Kitbash
Awareness
Tech: Basic
Tech: Cyber
Tech: ‘Tronic
Education/General Knowledge
Tech: (Any)
Tech: (Any)
Tech: (Any)
Scrounge
Teach
FX Engineer
Kitbash
Awareness
Tech: Basic
Demolition
Tech: ‘Tronic
Tech: Computer
Expert/SK: Lightboard Ops
Computer Use
Tech: Beam Weapons
Beam Weapons
Scrounge
Military Engineer: They design and build
all that cool new hardware.
Military Engineer
Kitbash
Awareness
Tech: Basic
Tech: Cyber
Tech: ‘Tronic
‘Tronic Security
Weaponsmith
Expert/SK: Military Weapons
Tech: (Any)
Tech: (Any)
Scrounge or
Rank (2x Cost)
PA/Mech Engineer
Kitbash
Awareness
Tech: Basic
Tech: Cyber
Tech: ‘Tronic
Tech: Computer
Tech: PA
Tech: Mech
Tech: Weapons
Tech: Beam Weapons
Scrounge
RPV Engineer: Building tomorrow’s drone, Security Engineer: They design and build
today. all that damned security hardware...
Sound Engineer: Designing the systems Space Engineer: From space suits to space
that make those concerts sound so great. stations, they build it all.
Warrior: Full value added to Archery (for hunting animals or other Tribals); Expert/SK: Camping and
Survival: Wilderness. Specialization chart bonuses apply to: Archery (combat bonus); Hide and Evade,
Shadow/Track and Stealth (in the wilderness). Warrior Lvl is also applied to Damage for any attacks made
to subdue an opponent.
General
Garou: The walkers-in-fur, werewolves, loup-
garou… Beware the full moon.
Pay Scale: Nomad
Pay Scale: Nomad
Templates
Template:
General Garou
Warrior Warrior
Awareness Awareness
Archery Archery
Motorcycle Motorcycle
Athletics Athletics
Brawling Brawling
Melee Stealth
Stealth Shadow/Ditch
Shadow/Ditch Gnosis (2x Cost)
Rifle Rage (2x Cost)
Expert/SK: Amerindian Folklore Primal Urge (2x Cost)
Military Scout: The old idea of the “Indian
Scout” was reborn in the South Am conflict. Pay Scale: Nomad
Template: Scout
Warrior
Military Scout Awareness
Warrior Archery
Awareness Motorcycle
Archery Endurance
First Aid Brawling
Endurance Melee
Brawling Stealth
Melee Shadow/Track
Stealth Survival: Wilderness
Shadow/Track Expert/SK: Enemy Tribes Heraldry
Survival: (Any)
Expert/SK: Enemy Troop Identification or
Rank (2x Cost)
Shaman Traditionalist
Warrior Warrior
Awareness Awareness
Archery Archery
Motorcycle Ride: Horse
Endurance Athletics
Resist Torture/Drugs Brawling
First Aid Melee
Pharmacy Stealth
Gnosis (2x Cost) Shadow/Track
Expert/SK: Amerindian Folklore Hide and Evade
Counsel (2x Cost) Expert/SK: Amerindian Folklore
Warrior
Warrior
Awareness
Archery
Motorcycle
Athletics
Brawling
Melee
Stealth
Shadow/Ditch
Rifle
Cadre/Tactics
Trog Some say that the “Sewer People” are a myth. They’re wrong...
Spelunking: Full value added to: Area Knowledge (Underground area); Cadre Tactics; Climbing;
Concealment (Underground); Contortions; Direction Sense (when underground) ; Hide/Evade
(Underground); Shadow/Track (Underground) ; Stealth; Survival: Urban; Trapwork; Expert/SK Tunnel
Construction. Specialization chart bonuses apply to: Awareness (Small, enclosed areas); Endurance;
Intimidation; Scrounge and Swimming.
General
Templates:
General
Spelunking
Awareness
Endurance
Area Knowledge (Sewers)
Survival: Urban
Streetwise
Brawling
Stealth
Athletics
Cadre Tactics
Contortions
B & E Specialist
Spelunking
Awareness
Hide/Evade
Area Knowledge (Main Area of Operation)
Pick Lock
Tech: Basic
Tech: ‘Tronic
Stealth
Illegal Entry
‘Tronic Security
Intel Gathering
Tunnel Rat: More comfortable in the tunnels
than most, they feel right at home…
Tunnel Rat
Spelunking
Awareness
Endurance
Demolitions
Expert/ SK Tunnel Construction
Pistol
Brawling
Stealth
Illegal Entry
‘Tronic Security
Melee
Vidiot Communications wizards, they bring the media into your home.
Commo: Full value added to: ECM/ECCM; Expert/SK: Municipal Commo; Intel Gathering; Media;
Tech: (Commo, Computer and ‘Tronic) and Scrounge (for finding radio parts or “dirty laundry”.
Specialization chart bonuses apply to: Concealment (bugs and cameras); Expert/SK: (Lightboard
Operation, Lighting Effects, Music Mixing and Soundboard Operation) and Photo/Film.
General Interviewer
Commo Commo
Awareness Awareness
Tech: Basic Interview
Tech: ‘Tronic Persuasion/Lie/Fast Talk
Tech: Commo Tech: Commo
Hide and Evade Perform: Acting
Photo/Film Photo/Film
Intel Gathering Disguise
Scrounge Human Perception
Streetwise Streetwise
Language: Vidiot Hand Jive Language: Vidiot Hand Jive
Surveillance
Commo
Awareness
Illegal Entry
‘Tronic Security
Tech: Commo
Pick Lock
Photo/Film
Intel Gathering
Stealth
Streetwise
Language: Vidiot Hand Jive
V-Punk VR Creators, they make your fantasies an un-reality.
Private Idaho: Full value added to: Braindance Use; Computer Programming (VR simulations or Net
icons); Expert/SK: Braindance Editing; Perform: Auspex; Artist: Virtual; Photo/Film (for virtual or
holographic pictures). Specialization chart bonuses apply to: Computer Programming; Computer Use;
Cyberdeck Design; Desktop Engineer; Artist: Draw; Artist: Paint; Photo/Film; Systems Knowledge and
Tech: (Computer and ‘Tronic). While in the ‘Net or Virtuality environments, a Private Idaho + INT +
Computer Use or Computer Programming roll vs. an opponents INT + Awareness/Notice + one of Private
Idaho/Emote/Interface/Intuition is made. If the V-Punk wins, he may add the Specialization chart bonuses
to all REF or COOL actions against that opponent. A failure has no effect, while a Critical Failure means
the bonus is taken as a penalty instead.
General
Templates:
General
Private Idaho
Awareness
Computer Programming
Computer Use
Composition
Desk Top Engineer
Artist: Virtual
Photo/Film
Perform: Auspex
Expert/SK: Braindance Editing
Tech: ‘Tronic
Warrior Nomad muscle, they fight to protect the pack, or an employer.
Warpath: Full value added to: Awareness and Initiative rolls versus other nomads. 1/2 value added to:
Awareness and Initiative rolls versus non-nomads and to Melee in all situations. Specialization chart
bonuses apply to: Pistol; Rifle and Survival: (American or Wilderness). Warpath acts as Kith at full
value.
General
Templates:
General
Warpath
Awareness
Endurance
Melee
Rifle
Heavy/Assault Weapons
Tech: Basic or Tech: Weapons
Pistol
Survival: American or Survival: Wilderness
Brawling or Martial Art: (Any)
First Aid
Workganger You fight one, you make enemies of them all.
Workgang: Full value added to: Bartering; Intimidate; Leadership and Negotiation/Arbitration.
Specialization chart bonuses apply to: Expert/SK: (Construction-oriented skills); Operate Heavy
Machinery (Construction equipment) and Tech: (Any used for large-scale construction). Workgangers
may call upon Workgang2 in lower level ‘Gangers for assistance and back up. Workgangers may also
borrow up to Workgang rank x 500eb in goods or cash, which must be repaid within 1 month.
General Cargo-Jock
Workgang Workgang
Awareness Awareness
Expert/ SK: Construction or Tech: Construction Athletics or Swimming
Intimidate Brawling
Athletics Endurance
Operate Heavy Machinery Navigation
Brawling Operate Heavy Machinery
Endurance Strength Feat
Strength Feat Expert/ SK: Cargo Loading
Tech: Basic Seamanship
Language: (Any) Tech: Basic
Dock Worker: Don’t mess with the dock Labor Rep: The unions aren’t dead, just
workers; they have too many places to put the severely wounded.
body...
Pay Scale: Nomad
Pay Scale: Nomad
Template:
Template:
Labor Rep
Dock Worker Workgang
Workgang Awareness
Awareness Expert/ SK: Corporate Policy
Expert/ SK: Cargo Loading Intimidate
Intimidate Bartering
Athletics Negotiation /Arbitration
Operate Heavy Machinery Brawling
Brawling Endurance
Endurance Persuasion/Lie /Fast Talk
Strength Feat Leadership
Swimming Language: (Any)
Language: (Any)
Laborer: They work hard, for little pay. Stay Space Construction: The group the term
out of their bars, and out of their way… “Workganger” came from. Whole tribal groups
and towns in the Mt. Kilimanjaro area ended up
Pay Scale: Nomad in space.
Laborer Template:
Workgang
Awareness Space Construction
Drive: General Workgang
Intimidate Melee Awareness
Melee Expert/ SK Station/Colony Construction
Operate Heavy Machinery EVA
Brawling Pilot: OTV
Endurance Operate Heavy Machinery
Strength Feat Survival: Space
Tech: Basic q-G Maneuver
Pistol or Language: (Any) Tech: ‘Tronic or Strength Feat
Tech: Basic
q-G Acclimatization (2x Cost)
Space Technician
Workgang
Awareness
Melee
EVA
Tech: Basic
Tech: ‘Tronic
Survival: Space
q-G Maneuver
q-G Combat
Tech: Spacecraft
q-G Acclimatization (2x Cost)