The BlackHammer CyberPunk Project
POINT BASED CHARACTER GENERATION

B Y   W I M   V A N   G R U I S E N


Determine age and ageing effects
Choose whether you want to be young or old, and then let them roll 16+2d6 or 16+2d10 to determine starting age. After the stats were determined, let them test against the effects of old age, as in Ocelot's system. Characters have to check for aging effects at years 25, 28, 31, 33, 35, and for every year thereafter, twice for each year over 40. For each test they had to pick a physical stat (REF, MA or BODY - you can add STR if you use that). Then roll a D10, if you roll equal to or lower than that stat, lower it by one point. This will prevent people from creating octagenarians, solely for the points.

Determine Life Path
Use the lifepath system of your choice. If you use the Modified Lifepath system on this site, you need to change the order of character generation somewhat, rolling for the lifepath either directly after buying the stats or after the whole spending of points, as your stats are taken into account during your lifepath generation.

Determine Character Points (CP)
AgePointsAgePoints
1621026283
1722027286
1823028289
1924029292
2025030295
2125631296
2226232297
2326833298
2427434299
2528035300
+1 Point per year over 35
If you use more or less than the standard 9 attributes, increase or decrease the number of points by 16 points per attribute.

Spend Character Points
You can spend CPs on Attributes, Skills, Equipment, Monthly Income and Contacts.
See below for details.

Attributes and Skills
The cost of attributes raises progressively. Pick a level between 2 and 10 for every attribute.
The cost of skills raises progressively. Maximum skill level is 10. Add 1 CP for every (5 - diff. modifier) levels.
LevelAttributeSkill
1 1
242
363
484
5126
6168
72010
82713
93416
104119

Equipment and Income
As in tables III and IV below.
You have to pay both for your Equipment and for your Monthly Income. Equipment determines the amount of cyberware and gear that you can buy at the start of the game. Any amount not spent is lost. Monthly Income determines the limits of your lifestyle. Read ‘Your Money or Your Life’ (Peter Christian's article in Interface Vol.1 No.2) in order to determine the form of this income. Check the Lifestyle tables to see how you spend this money. (1K = 1,000 eb)
PointsEquipmentIncome
1 - 5500eb / CP1K + 100eb / CP
6 - 102.5K + 1K / CP above 51.5K + 200eb / CP above 5
11 - 157.5K + 2.5K / CP above 102.5K + 500eb / CP above 10
16 - 2020K + 5K / CP above 155K + 1K / CP above 15
21+45K + 10K / CP above 2010K + 2.5K / CP above 20

Followers
First determine the occupation of your contact, then fill him or her out. See table V (adapted from ‘Wildside’ pp.11,12). Round fractions up.

Table V

CP

Capability Specialization Reliability Availability Followers
1 snitch (5) x 0.5 focused x 0.5 unreliable x 0.5 seldom x 1 none
2 incapable (10) x 1 narrow x 1 rather rel. x 1 sometimes x 2 2-4 people
4 capable (15) x 2 general x 2 reliable x 2 depends x 3 5-10 people
8 very capable (20) x 3 broad x 3 very reliable x 3 generally x 4 11-20 people
16 spr. capable (25) x 4 very broad x 4 spr. reliable x 4 always x 5 21-50 people



Capability: The contact’s level of competence and talent in his or her occupation (attr. + skill)
Specialization: The amount of influence and access of the contact, the breadth of his occupation
Reliability: How likely it is that the c ontact is loyal to you, or will cheat or even betray you
Availability: The chance that a contact has the time available to help you
Followers: The number of people that operate for or with your contact

LifeStyle Tables

When calculating your income, it's good to know what you will be spending it on... here are the lifestyle tables we use with this system:

Housing
		Combat zone     Moderate zone	Corp zone	Exec zone
	 400	2-3 room	room
	 800	4-5 room	2-3 room
	1500	house		4-5 room	2-3 room
	3000			house		4-5 room	3-4 room
	6000					house		5-7 room

Food
	200	Kibble			-1 Body
	300	Kibble, sometimes prepack
	500	Mainly prepack
	900	Prepack, sometimes fresh
       1500	Fresh

Social life
	100	Sometimes, quiet, few contacts
	200
	300
	500
       1000	All the time, many contacts
		Costs for corp = x 2, exec = x 5
		No social life = -2 Cool

Info
	100	news service
	200	good news service
	400	news, seek-and-alert service
	800	good seek-and-alert service
       1500	completely informed

Transport
	50	Public transport
	100	small car, not much used
	150
	250
	500	Large car, frequent use
		Bikes = x 1/2, AV's, planes = x 10

Lifestyle (music, clothes, drugs, braindance, ammo, etc.)
	100
	200
	400
	800
       1500
		Costs for corp = x 2, exec = x 5

Other costs (According to the book)
Cell phone	100
Phone	30
Cred Chip Acct	20
Health Plan	1000
Trauma Team	500
Cable	40

Some remarks
  • A good ratio for dividing points is: About half the points in stats, half of what is left in skills, and the other 25% for other stuff.

  • This system works well with the advantage/disadvantage system on this site - just multiply each adv/disadv cost by 5 to find out how many CP it costs or gives. You can also use selected GURPS Cyberpunk (dis)advantages easily.

  • The buying of extra ATTR points through plastic surgery during chargen is forbidden under this system, for anti-munchkin reasons.