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Solcorps Character1
Solcorps Character1
SOLCORPS 1
CREATING A CHARACTER (PART 1)
SOLCORPS 2
CREATING A CHARACTER (PART 1)
CREATING A CHARACTER
- PART 1 -
1 STYLE ➢ Determine the Style of game you want to play. (Page 4)
2 TEAM ➢ Discuss with other players and the GM to decide the type of
Team your character will be in. (Page 7)
5 FEATURES ➢ Determine the Features your character has from their Form,
whether they are Psychic Powers, Augmentations, Mutations
or Genetic Modifications.
Determine the Immunities, Resistances, Vulnerabilities
and Disadvantages your character has, from their Form.
SOLCORPS 3
CREATING A CHARACTER (PART 1)
ACTION HEROES
STYLES Car chases, exploding buildings, dodging laser
cannons, jumping out of windows, riding on the
Before creating a character, it's a good idea to
roof of grav-trains. You are one of the heroes in
consider what style of game you'd like to play.
a sci-fi action film.
This can be easily assessed by evaluating the
following common themes of a game of Sol-
Corps, and ranking them by importance. BECOMING GODS
Science, technology and a little bit of exploiting
• Action Heroes
the supernatural. Put those together with a lot
• Becoming Gods of influence, power and wealth, and maybe you
• Being the Kingpins can become a god.
• Being the Little Guys
• Corporate Conflict BEING THE KINGPINS
• Exposing Conspiracies What does it take to build and run a crime syn-
• Fire-fights dicate? Products, services, fronts. Managing
• Getting Rich your minions. Dealing with your competition.
• Investigation Bribery and corruption. All whilst staying out of
• Kung-fu Fighting jail, or getting put down.
• Opposing the System
• Protecting the Innocent BEING THE LITTLE GUYS
• Surviving the Day The system is designed to control you and keep
• Taking Down the Baddies you in your place. You are one of billions with
no real future. Will you rage against the ma-
• Working For the Man
chine or lie down and submit? Can you have
You may not feel this list is complete enough, hope, and what will you do to get it?
and should go ahead with discussing with the
GM and other players about adding themes that
CORPORATE CONFLICT
you would like to define the style of game you
want to play. Big businesses fight over the remaining re-
sources of Earth and seek to expand their ex-
ploiting of the Solar System, constant conflict
with competitors both bloody and sneaky. Sci-
ence and technology has no boundaries, and
everyone needs the next advantage, but they're
going to need someone to steal it or destroy it.
EXPOSING CONSPIRACIES
The real powers behind the scenes conspire to
secure and grow that power. What dangers must
you confront and what sacrifices must you make
to expose them? And how much of a difference
can you actually make?
SOLCORPS 4
CREATING A CHARACTER (PART 1)
INVESTIGATION
SURVIVING THE DAY
Weird shit is happening and you need answers.
You need to figure out who or what is respons- Just making it to the end of a day can be a chal-
ible. Talk to the right people and stick your nose lenge in a environmentally compromised city of
in the right places. One clue leads to the next, violent gang warfare and a constant battle
and eventually you'll solve the mystery. between criminals and the enforcers of the law.
And just to make things even harder, insurgents
bring terror as they attempt to take down the
KUNG-FU FIGHTING
system, and corporations unleash yet another
It's not just self-defence, its a martial art, a bio-engineered monster or mutagenic patho-
philosophy, a way of life and a culture. Gangs gen, intentionally or not.
and clans adopt traditional fighting techniques,
incorporating post-human enhancements and
TAKING DOWN THE BADDIES
easily obtained firearms. Honour matters, and is
too easy to settle with a fully automatic drive-by The system isn't the problem to be solved. It's
shooting. There's no skill in that. One must get not going to change, and crusading against it is-
close and personal if one is to truly prove their n't the help most people need. Hell, it does
superiority. some things right. Most people have a roof over
their head and food in their stomachs, and they
don't have to put their backsides on the line to
OPPOSING THE SYSTEM
take down the real scumbags.
The masses are kept docile, oppressed by a gov-
Those scumbags hiding amongst them, victim-
ernment and rogue corporations in order to
ising them need challenging, not the rich hiding
keep all the power in the hands of only a few.
in their ivory towers. Some might think anyone
People are experimented on and mistreated
who takes them on is just some kind of vigilante
everyday, and the media hides it all. Even demo-
wannabe hero, but they're the line between
cracy is a simple lie, just another means of con-
people and the real villains – the bullies, the
trol, and so-called post-humanism isn't evolu-
pushers, the criminals and the gangsters.
tion, it's just next-level tech consumerism.
SOLCORPS 5
CREATING A CHARACTER (PART 1)
SOLCORPS 6
CREATING A CHARACTER (PART 1)
FORGING A TEAM
SOLCORPS 7
CREATING A CHARACTER (PART 1)
SOLCORPS 8
CREATING A CHARACTER (PART 1)
Super Heroes
Morality: White.
Most suited to these styles of game: Action
Heroes, Becoming Gods, Protecting the Innocent,
Taking Down the Baddies
Movie/TV inspirations: Seriously? This would be
a very long list.
Suggested specialisms
Nano-weaver, Scanner, Shaman, Vigilante
SOLCORPS 9
CREATING A CHARACTER (PART 1)
Basic Skills
FORMS Some forms provide a number of basic skills with a
In the near-future, your character is not just hu- rating. Often these skills and their ratings can be
man. Your character is transhuman. customised to further define the initial education,
design or purpose of a form.
Base Attributes
These basic skills are in addition to those provided
All characters start with the base attributes for by an origin.
their form.
Some forms receive basic skills only from the char-
STR is Strength, measuring how physically strong acter's selected origin and any education and/or
a character is. lifestyle packages that may provide. See Origins.
1- Increase one attribute of 4 to 5, in return for re- The number given in brackets is both a rating and
ducing one attribute of 4 to 3. a value that the feature may be bought off for at a
cost of Character Points (see Creating a Character
2- Then increase one attribute of 5 to 6.
Part 2). If the value given is 0, that feature cannot
3- Then increase one attribute of 4 to 5, in return be bought off and must be retained by the charac-
for reducing one attribute of 4 to 3. ter.
A player may optionally provide a reason for these
For example, if a player doesn't want his construct
changes as a part of their character's background.
to have a vulnerability to EMP, it will cost 2
Character Points to remove it.
SOLCORPS 10
CREATING A CHARACTER (PART 1)
AUGMENTED evolved
A large chunk of your body has been The next stage of evolution realised, you
replaced with bionics and cyberware are psychic and aware of the supernatural
constructed mutated
A robot designed to to provide a You clearly aren't normal, but at least
frame for your artificial intelligence whatever changed you didn't kill you
enhanced replicated
Gene-engineered before birth, you Grown in a vat, you have a bio-engineered
develop a superior intellect and physiology mind and an advanced physiology
SOLCORPS 11
CREATING A CHARACTER (PART 1)
Immunities
AUGMENTED None
Resistances
Cold (0), Fear (1), Pain (0)
Vulnerabilities
Electricity (1), EMP (2)
Disadvantages
Cyber-Maintenance (0)
Your cyberware needs regular maintenance.
Without it, implants will eventually degrade and
fail.
An augmented character's basic skills are entirely You owe those that augmented you, for their in-
determined by their selected origin. vestment in doing so.
Bionics and Cyberware (0) Those that augmented you were kind enough to
build in an off-switch. With a simple transmission,
Much of your body is machine and thus has fea-
they can deactivate your implants.
tures that other forms do not have as standard.
They can also have your neural interface render
You may spend 500,000 credits on items from the
you unconscious.
Augmentations Catalog. You must spend at least
300K on bionic replacements, in order to be
classed as an augment. You must also have a
Neural Interface.
SOLCORPS 12
CREATING A CHARACTER (PART 1)
Immunities
Asphyxiation (0), Diseases (0), Hunger (0), Infec-
tions (0), Thirst (0), Toxins (0)
Construct, Bot, Frame
Resistances
Whether clearly robotic, an android with fake skin,
or a machine covered with living tissue, you are a Cold (0), Fear (1), Pain (1),
manufactured artificial humanoid. A robot de- Psychic Attacks (0), Vacuum (0)
signed to look human, and to provide a frame with Vulnerabilities
a positronic brain for your artificial intelligence. Electricity (1), EMP (2), Extreme Heat (0),
Strong Magnetic Fields (1)
Base Attributes
STR RES AGI PER REA INT WIL Disadvantages
Emotional Coldness (0)
5 5 4 4 5 4 3
Whilst emotions are something you are capable of
Basic Skills thanks to your sentience, you still struggle with
Initial programming to provide a level of them.
autonomy and self-awareness provides all con- You tend to come off as emotionless to others, as
structed forms with the following skills: you internalise and process your feelings.
Computer Operation 2, Cybernetics 2, General
Debt of Existing (2)
Knowledge 1, Robotics 3
You were built. You owe those who built you.
Features
Frame Systems (0) Exploited (0)
Your body is a machine and thus has features that Whilst you have achieved legal recognition due to
biological frames do not have as standard. your advanced intelligence and proven sapience,
there are still many synthetic intelligences who are
You have a number of basic features, described in
effectively enslaved.
the Frame Systems Catalog, and you may spend
500,000 credits on the additional features of your Sometimes humans forget you are free.
frame from this catalog.
Regulated (2)
Mental Stability (0) You have built-in fail-safes and moral rules that
Your mind is designed to maintain mental health. can force you to be compliant and non-threaten-
Your base MEN is doubled. ing.
You must fight with yourself regularly to retain
your self-determinism.
SOLCORPS 13
CREATING A CHARACTER (PART 1)
Privileged (1)
Enhanced You have access to a wealthy lifestyle, supported
by a high income from an allowance from those
that raised you.
In addition to the assets gained from starting spe-
cialisms, you will also gain a luxury apartment and
an extra 10,000 credits to spend on personal kit
and extra features and furnishings for the apart-
ment.
Immunities
None
Resistances
Elf, Gene-E, U-Gen Ageing (0), Diseases (0), Infections (0)
You are a genetically engineered human that has
Vulnerabilities
been modified before birth to develop a superior
intellect and physiology compared to normal hu- None
mans. Disadvantages
Base Attributes Diet and Drug Reliance (3)
STR RES AGI PER REA INT WIL You require a special diet and pharmaceutical sup-
plements in order to remain at optimal perform-
4 4 5 4 4 5 3
ance. Without them you will quickly become leth-
Basic Skills argic and weak.
All enhanced are privileged with a high level of Obligations (0)
education, providing the following basic skills:
You owe those that raised you for their invest-
Academia 1, Athletics 1, Business 1, Computer Op- ment in you.
erations 1, General Knowledge 1, History 1, Law 1,
Medical 1, Performance 1, Robotics 1, Science 1, This disadvantage is automatically and freely bought
Vehicle Operation 1 off if the Privileged advantage has been sold.
You may also increase two of these skills by an ad- Incompatibilities (0)
ditional 1 rating, and one of these skills by an ad- Implants, cybernetics, nanotech, further genetic
ditional 2 rating. You may choose a focus for any upgrades. You can't benefit from most of these ad-
skill you increase to a rating of 3 or more. ditions. Your immune system will attack them and
Features your body will reject them.
SOLCORPS 14
CREATING A CHARACTER (PART 1)
Immunities
None
Resistances
None
Vulnerabilities
Addiction (1), Diseases (1), Infections (1), Toxins (1)
Disadvantages
Coveted (0)
Evo, Psyker, Supermind There are a lot of organisations, especially the cor-
You are the next stage of human evolution porations, who would love to identify you as
realised. One of a growing number of humans to evolved and then exploit your talents. Or dissect
develop psychic abilities, and an awareness of the you in a laboratory.
supernatural. However, such increased power of
the mind comes with a weakening of the body. Fragile Aura (0)
Haunted (0)
Basic Skills
You are constantly aware of supernatural energies
An evolved character's basic skills are entirely de-
and manifestations that normal people do not
termined by their selected origin.
sense. This makes it very difficult to concentrate
Features on any pursuit of a mundane 'real-life', or just to
Psychic Powers (0) get a good night's sleep.
You may select from the Psychic Powers Catalog Mental Instability (3)
four psychic powers at rating 1, three psychic You are not mentally stable and are prone to de-
powers at rating 2 and one psychic power at rating pression and manic episodes, and are quick to an-
3. ger and act impulsively. Your base MEN is halved.
If you select all powers from the same class of
Psychic Allergies (0)
psychic power, you may either select a bonus
power from that class at rating 1, or increase your Synthetic materials, chemical additives and pretty
rating 3 selection to rating 4. much anything that isn't manufactured from nat-
ural ingredients interferes with your abilities and
Psychic Recognition (0) makes you ill.
You have an aura of psychic energy and are able to Wearing body armour or a helmet is debilitating.
perceive such auras on anyone who is similarly In fact, you need to be careful about any clothing
evolved. It takes considerable practice and effort you wear, as well as about what you eat, drink or
to be able to hide your own evolved status from simply touch.
SOLCORPS 15
CREATING A CHARACTER (PART 1)
Resistances
Radiation (1), Diseases (1),
Mutagenic Vectors (0), Toxins (1)
Isolated (0)
Basic Skills
It is practically impossible for you to live in norm
None - determined by their selected origin.
population centres and you tend to be where oth-
Features ers like you go. Slums on Earth, space stations and
Mutant Abilities (0) ships, or the slums of another planetoid's colony.
You may spend 50,000 credits on items from the Mutated Physiology (0)
Gene Mods Catalog, and augmentations from the Implants, cybernetics, nanotech, genetic modifica-
Augmentations Catalog, that are indicated as be- tions. You can benefit from any such additions or
ing available as mutations. changes to your biology, but they will be a lot
Primary Mutations (0) more expensive. You also have a far greater chance
of them failing or being rejected.
1. You must pick one and may pick a second minor
SOLCORPS 16
CREATING A CHARACTER (PART 1)
Disadvantages
Replicated Deadline (5)
You simply die at age 5.
Vulnerabilities
None
SOLCORPS 17
CREATING A CHARACTER (PART 1)
EDUCATION PACKAGES
ORIGINS Some origins provide a character an education
Where does a character come from? If they were
package, which itself provides one or more basic
made, what were they made for? What education
skill rating upgrades.
did they get? What kind of environment did they
develop in? What contacts did they make that they These may also be useful if a player wishes to cre-
may turn to in the future? How many credits did ate or modify their own origin. Of course, this
they manage to save? should be done with agreement from the Games
Master.
All these questions are answered by selecting an
origin for a character.
Lifestyle Education Packages
CRUNCH! Typically determined by the lifestyle of your par-
ents, usually dependent on their occupation and
One Origin the income from it. Many institutions will provide
Normally a character can only have a single origin, one of these even if you're an orphan.
although a player may want to create a character Destitute Stealth +1, Streetwise +2, Survival +1
with more. The GM should decide if this is allowed Benny Domestics +1, General Knowledge +1, Get-
on a case by case basis. A better approach may be ting By +1, Streetwise +1, Tech Savvy +2
to combine the two origins.
Zero Computers +1, Domestics +2, Electronics
+1, General Knowledge +2, Getting By +1, Mech-
Combining Origins
anics +1, Tech Savvy +1, Vehicle Operation +1
There are many cases where two origins could be
Wageslave Academia +1, Computers +1, General
combined to create a more appropriate origin for
Knowledge +2, Security +1, Socialising +1, Tech
a character. If the GM allows this, only one attrib-
Savvy +1, Vehicle Operation +1
ute bonus is selected, skill upgrades are divided
equally between the two origins (so the character Suit Academia +2, Business +1, Computers +1,
gets half the upgrades from one, and half the up- General Knowledge +3, Law +1, Science +1, Secur-
grades from the other), half the contacts are ity +2, Socialising +2, Tech Savvy +1
gained from each origin, and any savings from the
two origins averaged (added together, then di- Formal Education Packages
vided by two). Access to these is also often determined by the
occupation of parents and the income from it.
SKILLS Again, the state will provide a basic education if
An origin will provide a character with one or more you're an orphan, or your parents can't afford bet-
basic skill rating upgrades. ter.
When creating a new character, the maximum for State School Academia +1, Athletics +1, Com-
any skill rating is 7, and any upgrade that would puters +1, Domestics +1, General Knowledge +1,
take a rating beyond that is discarded. History +1, Science +1
Corporate School Academia +2, Athletics +1,
Focuses Computers +1, General Knowledge +2, History +1,
You can find out more about a particular skill, and Science +2, Socialising +1
possible focuses for them, from the Skills Cata- Military School Athletics +2, Computers +1, Do-
logue. mestics +1, Firearms +1, General Knowledge +1,
History +2, Leadership +1, Science +1, Unarmed
Combat +1
ATTRIBUTE MODIFIERS
Further Education Increase two skills from a
Each origin provides one or more changes to base
formal education package by +1, and choose two
attributes.
of the following: Business +1, Law +1, Mechanics
+1, Medical +1, Performance +1, Psychology +1
SOLCORPS 18
CREATING A CHARACTER (PART 1)
SAVINGS
Many origins provide you with some savings.
These credits can be spent on basic gear for a
character, or held onto for spending during play.
SOLCORPS 19
CREATING A CHARACTER (PART 1)
FUGITIVE MILITARY
ON THE RUN BRAT
Escaped from an or- Raised by parents
ganisation using you in the forces
LOW-TEK NOMAD
TRIBER TRIBER
Born and raised in Part of a tribe
tech-free wasteland always on the move
MADE TO STATE
KILL BREAD
Bred to fight wars An orphan raised by
and win them the institutions
MADE TO STREET
LABOUR FERAL
Designed to do the Raised to survive
hardest jobs the megacity hell
SOLCORPS 20
CREATING A CHARACTER (PART 1)
Corp Fugitive
Kid ON THE RUN
SOLCORPS 21
CREATING A CHARACTER (PART 1)
Low-tek Made to
TRIBER Entertain
SOLCORPS 22
CREATING A CHARACTER (PART 1)
Made Made
Free to Kill
Whoever made, you, wanted you to be You were designed for combat and to fight in
whatever wars your makers, guardians or buyers
free. Your benefactors would like you to be
want you to fight in. You were built to sacrifice
a part of their organisation, but it really is
yourself, and to feel no remorse when you fail to
up to you. do so by killing that which tries to kill you first.
Attributes WIL +1 Attributes STR +1, RES +1, INT -1
Basic Skills Basic Skills
Academia +1, Domestics +2, General Athletics +3, Firearms +3, Melee Weapons
Knowledge +1, Getting By +1, History +1, +3, Stealth +2, Survival +2, Unarmed Com-
Law +1, Streetwise +1, Survival +1, Tech bat +3
Savvy +1, Vehicle Operation +1
Education You receive the Military School
Education package and the Zero Lifestyle package.
You receive the Zero Lifestyle package. Ties
Ties Whichever organisation raised, augmented,
Whichever organisation manufactured you. enhanced or manufactured you or bought
your contract from them.
Savings 2500 credits.
Enemies
SOLCORPS 23
CREATING A CHARACTER (PART 1)
Made to Made to
Labour Protect
You were designed to do the tedious, re- You were designed to protect whatever assets your
petitive and physically demanding work makers, guardians or buyers want you to protect. To
put yourself at risk, so that norms don't have to.
that norms don't want to do themselves.
You're far better suited for it, and much Attributes REA +1, PER +1, WIL -1
cheaper to maintain.
Basic Skills
Attributes STR +2, REA -1
Athletics +1, Firearms +2, Investigation +1,
Basic Skills Law +1, Leadership +1, Melee Weapons
+1, Psychology +1, Security +2, Unarmed
Academia +1, Athletics +3, Computer Op-
Combat +2, Vehicle Operation +1
eration +1, Mechanics +1, Vehicle Opera-
tion +1 Education You receive the Military School
package and the Wageslave Lifestyle pack-
Education
age.
You receive the Zero Lifestyle package.
Ties
Ties
Whichever organisation augmented, en-
Whichever organisation mutated or manu- hanced or manufactured you or bought
factured you or bought your contract from your contract from them.
them.
Enemies
Savings 500 credits. The same enemies of the organisation that aug-
mented, enhanced or manufactured you or you are
contracted with.
SOLCORPS 24
CREATING A CHARACTER (PART 1)
Made Military
to Serve Brat
You were designed to do the domestic jobs Your parents were in the military, always mov-
that norms don't want to do themselves. ing from one war-zone to another. You grew up
You're obedient, meticulous and polite. on military bases, where you were given a de-
cent education and a lot of discipline, aimed at
Most importantly you're cheap to keep.
making you ready to do your duty too, when
Attributes STR +1 the time comes.
SOLCORPS 25
CREATING A CHARACTER (PART 1)
Nomad Rich
TRIBER Kid
You moved around a lot, never really stay- You're one of the few born into a family
ing in one place for more than a few with wealth and status. You've been
weeks. Usually sleeping under the stars pampered, educated, spoilt. Given a lot of
somewhere remote in the remaining wil- opportunities to improve yourself and to
dernesses, and only staying in the out- achieve, to help you find and take your
skirts of urban centres when your tribe place amongst the elite.
needed something from the state.
Attributes INT +1
Attributes PER +1
Basic Skills
Basic Skills
Athletics +1, Business +2, Computer Oper-
Athletics +1, Crime +1, Mechanics +1, Sur- ation +2, History +1, Law +1, Medical +1,
vival +3, Unarmed Combat +1, Vehicle Op- Science +2, Security +2, Socialising +2,
eration +1 Tech Savvy +1
Education Education
You receive the Destitute Lifestyle package. You receive the Suit Lifestyle package, the Cor-
porate School package, Further Education
Ties package, and any one Scholarship package.
Whichever nomad tribe you grew up with. Ties
Savings 1000 credits. Whichever corporation or other organisa-
tion your parents are loyal to.
SOLCORPS 26
CREATING A CHARACTER (PART 1)
Space-borne State
CLANNER Bread
SOLCORPS 27
CREATING A CHARACTER (PART 1)
Street Urban
Feral Upbringing
You got your education on the streets, Your parents were Zeroes and Bennys and
from living amongst the gangsters. Obey- you grew up in a loud, over-populated city
ing the law and conforming might make full of norms with little to no chance to el-
norms comfortable, but you've learnt that evate themselves in society. You got a basic
crime and rebelling, whilst risky as hell, has state-provided education, preparing you to
far greater rewards and an opportunity to become just like your parents, just like
become someone that matters. everyone else in the city.
Athletics +1, Crime +2, Firearms +1, Secur- Academia +1, Computer Operation +1,
ity +1, Stealth +1, Streetwise +3, Survival Domestics +2, General Knowledge +1, His-
+1, Tech Savvy +1 tory +1, Law +1, Science +1, Tech Savvy +1
Education Education
You receive the Destitute Lifestyle package. You receive the State School package and
the Benny Lifestyle package.
Ties
Ties
Whichever street gang you grew up with.
Whichever city-block you grew up in.
Savings 500 credits.
Savings 500 credits.
SOLCORPS 28
CREATING A CHARACTER (PART 1)
Selected specialisms also provide a choice of skills, The Games Master has final say on whether a
and a set of statuses (see Creating a Character Part custom specialism for a PC is right for the game
2 for more about these). they're running.
The Games Master decides the number of special- A specialism provides a new character with several
isms that may be chosen by a starting character. skill rating upgrades.
This will determine the starting experience and When creating a new character, the maximum for
capabilities of characters. A character's level is any skill rating is 7, and any upgrade that would
equal to the total number of specialisms they have take a rating beyond that is discarded.
taken.
Primary Skill
CRUNCH! This is increased by a rating of 4, and a focus
chosen.
Taking The Same Specialism More Than Once
If the Games Master is allowing starting charac- Secondary Skills
ters to take more than one specialism, they may
A total of 5 skill points should be distributed
repeat a specialism, that is take the same spe-
between rating increases between these skills. No
cialism more than once. As well as getting some
more than 3 skill points may be spent on the same
of the benefits again, the character may also ad-
skill.
vance in rank and status within that particular
specialism, and may gain access to additional Each skill point increases a rating by 1.
features.
Tertiary Skills
Combining Specialisms A total of 5 skill points should be distributed
You shouldn't combine specialisms that are between rating increases between these skills. No
clearly mutually exclusive. more than 2 skill points may be spent on the same
It's recommended that no more than two spe- skill.
cialisms are combined, as this will water-down Each skill point increases a rating by 1.
specialisms to the point where a character isn't
really specialised. Bonus Skills
When combining specialisms, feature selection A total of 3 skill points may be spent on any skill,
must be split equally between the specialisms. A whether included in the specialism or not. No
character doesn't get all of the features of all of more than 1 of these skill points may be spent on
the specialisms. the same skill.
For example, combining Insurgent with Suit, in Each skill point increases a rating by 1.
order to be a corporate saboteur working from
the inside, provides 50% of the benefits of each
specialism. So half of the skills selections al-
SOLCORPS 29
CREATING A CHARACTER (PART 1)
SOLCORPS 30
CREATING A CHARACTER (PART 1)
Agent Benny
“If you've got a problem with my boss, “I might be a no-one, but that means I have noth-
you've got a much bigger problem. Me.” ing to lose trying to be someone.”
You are a security and counter-espionage You are one of the masses, just another
specialist, protecting corporate or state as- nobody trying to rise up, to find some pur-
sets, data and personnel from their en- pose or meaning. Maybe some respect and
emies and competitors. recognition as well.
SOLCORPS 31
CREATING A CHARACTER (PART 1)
Cop Gangster
“I'll take my boot off your throat when you “I'm no criminal. I'm an outlaw. The real crimin-
stop being a problem, dipshit.” als are the bastards running this shithole.”
You are police. Your duty is to protect the Crime is a way of life, one made all the bet-
innocent, serve the public trust and to up- ter when you're part of a gang, organised
hold the law. These are ideals that you al- and ambitious. There's honour amongst
ways struggle to meet. thieves worth dying for.
Assets Assets
SOLCORPS 32
CREATING A CHARACTER (PART 1)
Heister Insurgent
“Patience and planning is what counts. You can't “I'm not sitting on my backside letting
get caught if no-one ever sees you coming.” those fuckers get away with it anymore.”
You are a professional thief, cat burglar and Taking down corrupt governments and cor-
con-artist, able to identify the best scores porations doesn't make you a terrorist. It
and then circumvent the tightest security makes you a revolutionary, a freedom
to acquire the prize. fighter.
Con Espionage
Acrobatics, Espionage, Low Profile, Socialising Firearms, Low Profile, Streetwise, Survival
Assets Assets
SOLCORPS 33
CREATING A CHARACTER (PART 1)
Mechanic Medic
“Machines are easy. But they break. “The thing about this trans-human technological
So I fix them, because I can. QED innit.” nightmare, is everyone still gets hurt.”
You repair, maintain and modify machines, You dedicate your efforts to caring for and
old and new. You're also a capable designer healing others, because there's always
and engineer, and know how to handle someone who needs it more than you do.
yourself in the driver's seat.
Primary Skill
Primary Skill
Medical
Mechanics
Secondary Skills
Secondary Skills
Academia, Science
Tech Savvy, Vehicle Operation
Tertiary Skills
Tertiary Skills
Cybernetics, Investigation, Psychology,
Computers, Electronics, Robotics, Security Tech Savvy
Assets Assets
A small apartment with garage and work- A small apartment with office and clinic; a
shop; a Selfer Licence (Grade 1); a personal Medical Licence (Grade 3); a personal
transport; Mechanic's Tools (Rating 5). transport.
SOLCORPS 34
CREATING A CHARACTER (PART 1)
Mercenary NANO-WEAVER
“I'm not freelance. What I do isn't free. And what I “I'd like you to meet some very small friends of
do is kill your enemies, without asking why.” mine. They eat metal. And flesh.”
You call yourself a professional soldier. You Nanites are everywhere, just waiting for
also know you are a gun for hire. At what you to take control and give them your
point your ethics become expendable, purpose. The ones you have taught you
you're still figuring that out. how. You belong to them, them to you.
SOLCORPS 35
CREATING A CHARACTER (PART 1)
SCANNER Shaman
“The future is ours. But first we determine “No it's not bullshit. They're real. And one
which of us is strong enough to take it.” of them really doesn't like you.”
You're an underground operative, staying You're a mystic and have developed unusu-
off the radar of authorities, whilst making al rituals allowing you some ability to con-
connections and eliminating threats. tact spirits, divine and heal with touch.
Primary Skill Primary Skill
SOLCORPS 36
CREATING A CHARACTER (PART 1)
Smuggler Soldier
“How big is it? Where do I load it? Where do “I'm no hero. I'm well trained, heavily armed
you want it? I'll tell you how much.” and ready for war. No heroics, just my duty.”
You're a careful courier, moving illicit goods You fight in whatever damn conflict you
quickly and quietly across borders. You must, to preserve the rights of civilians and
prefer not to know exactly what it is you're all those incapable or lacking the will to die
carrying. It's your confidence and your reli- for a righteous cause. You save lives, by
ability that your customers count on. combating those that would end them.
Crime, Security, Stealth, Tech Savvy Law Enforcement, Martial Discipline, Med-
ical, Vehicle Operation
Assets
Assets
A commercial light transport; a safe-house
with garage. A safe-house with workshop; a 10K budget
for weapons, ammo and armour.
SOLCORPS 37
CREATING A CHARACTER (PART 1)
“It's dangerous sure, but you've no idea what free- “You need the right people for the job. I got the
dom is until you've been out here.” people. And maybe another job.”
You are one of the many doing the hard You are an urban wheeler-dealer and fixer
and dangerous work needed to make a life who'll do anything, or find someone else
for you and your clan-kin off-world. able to do it, for the right price.
Acrobatics, Athletics, Science, Survival Con, Firearms, Low Profile, Stealth, Survival,
Unarmed Combat
Assets
Assets
A small worker-class spacecraft, shared
with a level 2 Spacer and two other level 1 A safe-house with office.
Spacers; a Selfer Licence (Grade 1); a Three level 2 contacts chosen from the fol-
Spacesuit (Rating 3); a Zero-G Multitool lowing specialisms: Agent, Gangster, Insur-
(Rating 3). gent, Mechanic, Mercenary, Spacer, Trancer.
SOLCORPS 38
CREATING A CHARACTER (PART 1)
SUIT TECHNO-MAGE
“Yeah I am corp. I work hard, look good, live good. “All these unprotected devices they carry,
You ain't gonna tell me there's better than that.” put in themselves. Mine to play with.”
You're a mid-level executive for a corpora- You specialise in 'Quacking' – quick hack-
tion. You run an office, workshop or a lab. ing on the go. No trance-state necessary –
You worked hard and bloody to get where you're wide-awake as you identify devices
you are, and no-one is taking that away. in proximity that have a wireless connec-
tion, and then exploit them with scripts
Primary Skill
and malware.
Business
Primary Skill
Secondary Skills
Tech Savvy
Cybernetics, Law, Science, Robotics, Elec-
Secondary Skills
tronics
Computers, Security
Tertiary Skills
Tertiary Skills
Academia, Computers, Psychology, Secur-
ity, Socialising Crime, Cybernetics, Stealth, Streetwise,
Vehicle Operation
Assets
Assets
A luxury apartment; a personal transport; a
hidden nest-egg account worth 100K; a re- A Neural Interface (rating 2); a Quacker Ter-
gistered employer. minal (Rating 5); a safe-house with work-
shop.
Support 4 Network 5 Welfare 5
Renown 1 Enmity 1 Obligations 5 Support 1 Network 7 Welfare 2
Renown 3 Enmity 1 Obligations 1
SOLCORPS 39
CREATING A CHARACTER (PART 1)
TRANCER Vigilante
“I'm a digital wizard, a data vampire. The Net “I am justice. I am punishment. You might escape
is my domain and and nothing escapes me there.” the law, but you won't hide from me.”
Your jam is interfacing with computers and Crime and injustice is everywhere, and the
manipulating the Net, data and everything cops always seem to be busy elsewhere. So
connected. Really fast in a trance-state. Le- you will use your resources and talents to
gitimacy of operations varies. deal with those who avoid prosecution.
Computers Stealth
SOLCORPS 40
CREATING A CHARACTER (PART 1)
SOLCORPS 41