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)
-
Age | Points | Age | Points |
16 | 210 | 26 | 283 |
17 | 220 | 27 | 286 |
18 | 230 | 28 | 289 |
19 | 240 | 29 | 292 |
20 | 250 | 30 | 295 |
21 | 256 | 31 | 296 |
22 | 262 | 32 | 297 |
23 | 268 | 33 | 298 |
24 | 274 | 34 | 299 |
25 | 280 | 35 | 300 |
+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.
Level | Attribute | Skill |
1 | | 1 |
2 | 4 | 2 |
3 | 6 | 3 |
4 | 8 | 4 |
5 | 12 | 6 |
6 | 16 | 8 |
7 | 20 | 10 |
8 | 27 | 13 |
9 | 34 | 16 |
10 | 41 | 19 |
- 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)
Points | Equipment | Income |
1 - 5 | 500eb / CP | 1K + 100eb / CP |
6 - 10 | 2.5K + 1K / CP above 5 | 1.5K + 200eb / CP above 5 |
11 - 15 | 7.5K + 2.5K / CP above 10 | 2.5K + 500eb / CP above 10 |
16 - 20 | 20K + 5K / CP above 15 | 5K + 1K / CP above 15 |
21+ | 45K + 10K / CP above 20 | 10K + 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
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x 3 generally
|
x 4 11-20 people
|
16
|
spr. capable (25)
|
x 4 very broad
|
x 4 spr. reliable
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x 4 always
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x 5 21-50 people
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Capability: The contacts 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
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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.
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