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CHARACTER CREATION

Attributes:

To calculate your character's attributes, you have 55 points to distribute among them. The points have a 1-to-1 relationship, meaning that allocating 7 points to an attribute results in an attribute score of 7. Alternatively, if you're feeling adventurous, roll 10d10 and distribute the points as you wish.

The attributes of Cyberpunk 2020 are as follows:

INTELLIGENCE (INT)
This measures your ability to comprehend and solve problems, notice things, remember information, etc.

REFLEXES (REF)
Your reaction speed and precision in relation to the world. This attribute determines how you spring into action in dangerous situations and move ahead of everyone else. It also affects your accuracy in combat situations where manual dexterity isn't as important.

DEXTERITY (DEX)
A measure of your agility and manual dexterity. This is exemplified by athletic feats, coordination in combat, and the ability to move with the grace of a cat.

COOL (CL)
This indicator measures how well your character handles stress, fear, pressure, physical pain, and/or torture. Cool is essential for determining your willingness to fight despite injuries or your ability to battle in the midst of a crossfire.

TECHNICAL ABILITY (TECH)
Indicates how well you relate to hardware and other technical matters. In Cyberpunk, the ability to use and repair technology is of vital importance. TECH is the attribute used when fixing, repairing, or attempting to use unknown technology.

LUCK (LK)
It's that intangible something that tips the scales of events in your favor. Your Luck represents how many points you can use in each session to influence the outcome of an event.

ATTRACTIVENESS (ATT)
This value reflects how good-looking you are. In Cyberpunk, it's not enough to be skilled; you have to maintain a good image while you're doing something (Attitude is Everything). Note that attractiveness isn't just physical; it also includes personal magnetism, charisma, and savoir-faire.

MOVEMENT ALLOWANCE (MA)
Indicates how fast your character can move (important in combat situations). The higher your MA, the farther you can move in one turn. Specifically, you can run MAx3 in one round and jump (MAx3)/4.

EMPATHY (EMP)
This characteristic represents how well you relate to other living beings. It measures charisma and sympathetic emotions. In a world of alienated survivors, the ability to be "human" can't be taken for granted. Empathy is vital when leading, convincing, seducing, or perceiving hidden emotions.

BODY TYPE (BT)
Strength, endurance, and constitution are based on your character's BT. BT determines how much damage you can withstand, how much weight you can carry or lift, how far you can throw something, how well you recover from shock, and how much extra damage you deal in physical attacks. You can carry weight equal to your BT times 10 in kg. You can also lift 40 times your BT in kg.

Death Save (DS)
Your Death Save is equal to your BT. Each time you take damage, you'll have to make a saving throw (roll equal to or less than your DS on 1d10) or become stunned. If you reach a mortal state, in addition to the shock save, you'll need to make a saving throw to avoid death.

Wounds & Damage
Additionally, your BT defines your BTM a modifier applied to all your wounds when you receive damage. It also serves to calculate your damage bonus when fighting hand to hand or in melee.

 

 

Classes and Skills

There are different classes available to start playing (all of them come from various supplements). Each class provides 10 or 11 skills to distribute 40 points (up to a maximum of 6 points per skill). Among these skills, there is a special one for the class (the first one on the list), which is are the Special Abilities that makes them excel above others in their area of expertise.

After those initial 40 points, you can allocate INT+REF points to any other skill (excluding the profession's list). You can even acquire special skills from other classes, but never at a competence level higher than your own class.

During character creation, the maximum skill level you can have is +6.

The list of classes and their skills is as follows:

Street Samurai

The ultimate street warrior. With a personal code of honor and (usually) a disdain for authorities and governments that exploit the population. They are a kind of Vigilante who takes on all sorts of jobs that align with their worldview while fighting for their ideals.

  • Combat Sense
  • Awareness/Notice
  • Markmanship
  • Martial Arts or Autofire
  • Streetwise
  • Intimidate
  • Persuasion & Fast Talk
  • Melee
  • Driving or Pilot
  • Wardrobe & Style
  • Shadow/Track

Starting Money: 2000 x 1d3 credits.

Special Ability: Combat Sense

This ability adds to all Awareness/Notice checks to perceive ambushes or traps. Additionally, it helps in acquiring weapons (common) and places to go unnoticed, such as hidden weapon caches throughout the city or safehouses or abandoned buildings where no one will bother you.


Demolitions Expert

Whether due to an innate passion for watching things explode or perhaps your military experience, you are an expert in explosives. You excel at destroying things, especially if it causes a lot of noise and chaos. You are adept in combat and possess the skill to create your own destructive devices.

  • Combat Sense
  • Awareness/Notice
  • Markmanship or Autofire
  • Martial Arts or Heavy Weapons
  • Athletics
  • Demolitions
  • Electronics
  • Expert: Structural Integrity
  • Basic Tech
  • Chemistry

Starting Money: 2000 x 1d3 credits.

Special Ability: Combat Sense

This ability adds to all Awareness/Notice checks to perceive ambushes or traps. Additionally, it helps in acquiring weapons (common) and places to go unnoticed, such as hidden weapon caches throughout the city or safehouses or abandoned buildings where no one will bother you.


Netrunner

The networks are your battlefield, and you know them inside out. The ultimate hacker who raids virtual strongholds in search of secret information or access codes to forbidden places. Netrunners are the soul of cyberpunk and one of the most crucial elements of any self-respecting group.

  • Interface
  • Awareness/Notice
  • Library Search
  • Cybertechnology
  • System Knowledge
  • Education & General Knowledge
  • Cyberterminal Design
  • Electronics
  • Expert: Complex Computer Language
  • Programming

Starting Money: 1000 x 1d3 credits

Special Ability: Interface

The netrunner's ability to navigate the network. This skill is primarily used when facing personal anti-intrusion defenses in data strongholds or attempting to control systems. Without this skill, one can only travel the network as a mere observer and adhere to its laws.


Fixer

You move through the alleyways like a fish in water and know how to get the best prices on the black market. If your team needs something, you're the one who can get it for them with your silver tongue. Weapons, vehicles, jobs, gadgets, and all sorts of electronic devices, and much more—nothing is beyond your reach.

  • Street Deal
  • Awareness/Notice
  • Lockpicking
  • Markmanship
  • Melee
  • Hide/Evade
  • Forgery
  • Intimidate
  • Persuasion & Fast Talk
  • Pick Pocket

Starting Money: 1500 x 1d3 credits

Special Ability: Street Deal

This ability allows you to find all kinds of equipment, people, or services among the dark alleys of this dystopian society. Need a restricted exotic weapon? Information about a building's defenses? Nothing is beyond your reach, for a price, of course.


Information Broker

While others deal in contraband, drugs, and weapons, you deal in information. You know who's deceiving you and who's not, their dirty laundry, their weaknesses, and what information they're seeking. If someone wants to know something in the city, they call you. You're that mysterious figure in the shadows with access to the secrets that everyone wants to hide.

  • Street Deal
  • Awareness/Notice
  • Library Search
  • Education & General Knowledge
  • Interview
  • Expert: (Field of Your Choice)
  • Forgery
  • Interrogation
  • Human Perception
  • Persuasion & Fast Talk

Starting Money: 1500 x 1d3 credits

Special Ability: Street Deal

This ability allows you to find all kinds of equipment, people, or services among the dark alleys of this dystopian society. Need a restricted exotic weapon? Information about a building's defenses? Nothing is beyond your reach, for a price, of course.


Corporate

You work for what is commonly known as "the enemy" on the street. However, your allies know better than that. You are more than just a cog in the corporate machine. All those new and magnificent toys that corporations always have? It just so happens that you know where they're stored and what the access code to the warehouse is. A couple of units won't be missed. Or will they?

  • Resources
  • Awareness/Notice
  • Library Search
  • Education & General Knowledge
  • Wardrobe & Style
  • Expert: (field of your choice)
  • Stock Market
  • Human Perception
  • Persuasion & Fast Talk
  • Social

Starting Money: 1500 x 1d3 credits

Special Ability: Resources

This skill measures your ability to navigate corporate environments, acquire information, and your access to the resources of the corporation you work for. Company car, bodyguards, shipments of special equipment for black operations operatives...


Investigative Reporter

The media is bought and paid for. Both the government and corporations keep feeding the masses with garbage, which they swallow without a second thought. You're here to unveil the truth, spread the word, expose the web of corruption, and give headaches to the public relations departments.

  • Credibility
  • Awareness/Notice
  • Library Search
  • Composition
  • Streetwise
  • Education & General Knowledge
  • Interview
  • Photography & Filmmaking
  • Human Perception
  • Persuasion & Fast Talk

Starting Money: 1000 x 1d3 credits.

Special Ability: Credibility

Your ability to make people take your words seriously. It's one thing to spread a few rumors on the net, and another to create a viral news story that sweeps across all social networks. It also helps you gain exclusive access to certain locations with press passes.


Celebrity (alias Rocker or Influencer)

You are a symbol. Whether it's your skills in music, film, or as an online celebrity ... you are an influence and people pay attention to you. Every movement needs a figure, a face, an emblem that people enjoy following. Without you, the group is nothing more than a bunch of aimless anarchists whom people would never take seriously. But with you at the forefront, you will shake the foundations of the world.

  • Charismatic Leadership
  • Awareness/Notice
  • Composition
  • Streetwise
  • Wardrobe & Style
  • Perform
  • Melee
  • Persuasion & Fast Talk
  • Seduction
  • Play Instrument

Starting Money: 1000 x 1d3 credits.

Special Ability: Charismatic Leadership

Your ability to influence people, create trends, promote thoughts and attitudes, or simply be an icon to follow and emulate. With so many admirers, your words carry much more weight than others.


Cop

You are the arm of the law. Your duty is to defend the people and defeat the wrongdoers to bring them to justice, even if it means dragging them there. You have a badge that grants you authority, a presence that would intimidate even the toughest gang member in the city. But that comes with responsibilities you must never forget. A true cop is never off-duty.

  • Authority
  • Awareness/Notice
  • Markmanship
  • Athletics
  • Streetwise
  • Driving or Motorcycle
  • Melee
  • Education & General Knowledge
  • Interrogation
  • Human Perception

Starting Money: 1000 x 1d3 credits.

Special Ability: Authority

This ability measures the cop's ability to impose their will on people, as well as the resources available to them from the police department. In Cyberpunk, the police are the iron fist of justice, applying martial law. They are not far from being a paramilitary force, and some of their departments are especially tough, like the MAX-TAC special unit.


Prowler

The thief of the future. You began by pickpocketing and shoplifting, but as your skills improved, so did your ambitions. No matter how good the security of a place, how many guards it has, or how dangerous it may be. If you want what's inside, you'll acquire it without anyone noticing.

  • Furtive
  • Awareness/Notice
  • Lockpicking
  • Markmanship
  • Athletics
  • Melee
  • Hide/Evade
  • Disguise
  • Electronic Security
  • Stealth

Starting Money: 1500 x 1d3 credits.

Special Ability: Furtive

Skill to become invisible in society, involving both hacker resources and the simple know-how to ensure your face doesn't appear in any footage, making it more difficult to track or find clues about you. This ability adds to any test to track you or uncover your identity.


Streetpunk

You are part of a street gang. For you, they are your family. They sheltered you, educated you, and taught you to survive in an unforgiving world. To you, family is everything, and you always help one another. While the world may fear street gangs and crews, it doesn't mean they all have to be bad... but that doesn't matter; what truly matters is that no one messes with your brothers.

  • Family
  • Awareness/Notice
  • Streetwise
  • Intimidate
  • Dodge & Escape
  • Markmanship
  • Melee
  • Wardrobe & Style
  • A skill related to your gang
  • A skill related to your gang

Starting Money: 1000 x 1d3 credits

Special Ability: Family

You belong to a gang, and they are your family. This means you have certain obligations but also that you can ask for help. The ability governs your privileges within the gang and the resources you can access.


Techie

To be honest, you prefer machines over people. You've always had a knack for them, assembling and disassembling them at will, each time with a new purpose. Your ability to improvise with your hands would make MacGyver envious. You can bring any device back to life, and if not, you can surely salvage it for something new.

  • Jury Rig
  • Awareness/Notice
  • Cybertechnology
  • Education & General Knowledge
  • Electronics
  • Teaching
  • Basic Tech
  • Technical Skill of choice
  • Technical Skill of choice
  • Technical Skill of choice

Starting Money: 1000 x 1d3 credits.

Special Ability: Jury Rig

Your instinctive knowledge of all things mechanical allows you to make temporary but quick improvements or repairs. Your makeshift solutions will hold for around 1d6 minutes per rank of your skill. Just as you can rig something to work, you can also temporarily disable it.


Medtechie

You're part surgeon, part mechanic, capable of fixing a jammed cybernetic spine as well as reviving a stopped heart. Whether it's healing someone or implanting a new gadget under the skin, everyone ends up in your hands. Without you, the group wouldn't last two battles before they're fit only for spare parts in the body bank.

  • Medical Tech
  • Awareness/Notice
  • Library Search
  • Education & General Knowledge
  • Diagnose Illness
  • Pharmaceuticals
  • Cryotank Operation
  • Basic Tech
  • Human Perception
  • Zoology

Starting Money: 1000 x 1d3 credits.

Special Ability: Medical Tech

Anyone can apply bandages or perform basic first aid, but your expertise goes far beyond that. You can perform surgical operations, whether it's for healing or implanting new cybernetic enhancements. You're the butcher that everyone fears but everyone needs.

 

 

Skill List

Special Abilities
  • Authority
  • Charismatic Leadership
  • Combat Sense
  • Credibility
  • Family
  • Furtive
  • Interface
  • Jury-Rig
  • Medical Tech
  • Resources
  • Street Deal
Attractiveness
  • Wardrobe & Style
Body Type
  • Endurance
  • Strength Feat
  • Swimming
Cool
  • Interrogation
  • Intimidate
  • Oratory
  • Resist Torture/Drugs
  • Streetwise
Empathy
  • Animal Handling
  • Human Perception
  • Interview
  • Leadership
  • Perform
  • Persuasion & Fast Talk
  • Seduction
  • Social
Intelligence
  • Accounting
  • Anthropology
  • Appraise
  • Awareness/Notice
  • Biology
  • Botany
  • Braindance Use
  • Chemistry
  • Composition
  • Corporate Policy
  • Diagnose Illness
  • Education & General Know.
  • Expert: (______________)
  • Expert: (______________)
  • Expert: (______________)
  • Gamble
  • Geology
  • Hide/Evade
  • History
  • Language: (______________)
  • Language: (______________)
  • Language: (______________)
  • Library Search
  • Mathematics
  • Nuscuba
  • Physics
  • Programming
  • Shadow/Track
  • Stock Market
  • System Knowledge
  • Teaching
  • Wilderness Survival
  • Zoology
Reflexes
  • Archery
  • Autofire
  • Driving
  • Heavy Weapons
  • Marksmanship
  • Motorcycle
  • Operate Deep Dive Suit
  • Operate Heavy Machinery
  • Pilot Dirigible
  • Pilot Fixed Wing
  • Pilot Gyro
  • Pilot PA
  • Pilot Remote (INT+REF/2)
  • Pilot Sub (Large/Small)
  • Pilot Vectored Thrust
  • Underwater Heavy Weapons
  • Underwater Weapons
Dexterity
  • Athletics
  • Dance
  • Dodge & Escape
  • Fencing
  • Martial Arts: (______________)
  • Martial Arts: (______________)
  • Melee
  • Skating/Skateboarding
  • Stealth
  • Underwater Combat
Technical Ability
  • Aero Tech
  • AV Tech
  • Basic Tech
  • Bio Tech
  • Braindance Editing
  • Cryotank Operation
  • Cyberdeck Design
  • CyberTech
  • Demolitions
  • Disguise
  • Electronics
  • Electronic Security
  • Expert: Electronic Warfare
  • First Aid
  • Forgery
  • PA Tech
  • Paint or Draw
  • Pharmaceuticals
  • Photo & Film
  • Pick Lock
  • Pick Pocket
  • Play Instrument
  • Tattooing
  • Tech: (______________)
  • Tech: (______________)
  • Tech: (______________)
  • Weaponsmith
  • Wetware Design

 

 

Initial Equipment

When you buy things for your characters, keep in mind that many of them are illegal. You're not restricted from doing so... but if the police (corporate or not) catch you, you'll end up in jail in no time (for example, carrying an automatic weapon carries a sentence of 5 to 7 years in prison). That's if they don't shoot you first, after all, we're under Martial Law. If you think today's police don't hesitate to beat or shoot, you can't imagine what it's like in the future.

Having said that, remember to buy more than just weapons and armor... unless you want to walk everywhere, for instance.

However, initially, you don't have to worry about where you sleep. You all have a (very) small housing secured in the "moderate" zone. If you want more luxury than that, you'll have to pay.


Implants and Their Costs

If you implant things, remember that implants have surgery codes. That's what it costs to go to a hospital and have it installed. If you have a medical friend, they can do it for you, but we'll roll the dice and see if your character even starts the game :D

These costs are in the basic manual, before and after the cyberimplant tables (page 75). But here's the summary just in case you're looking for it in the manual:

Surgery Code Cost
Negligible (N) 0 cr
Minor (M) 500 cr
Major (MA) 1500 cr
Critical (CR) 2500 cr

For example, a cyberoptic has the code (MA) in the table, so it costs 500ed + 1500ed.

On the other hand, dermal weave has the code (N), so it only costs 2000ed (it's an injection of nanomachines after all).

Besides that, each implant has a cost in humanity points. Less invasive implants have few points, while major reconstructions come with a high humanity cost that the body doesn't always handle well.


Humanity and Cyberpsychosis

You have as many humanity points as (BT + CL + EMP) x 3. When you get implants, you subtract points, and if you run out of humanity points, it means you've crossed a line you shouldn't have. At that moment, your character's fate rests in the hands of the Game Master, who will decide if you simply kick the bucket because your body collapses, or if you fall into cyberpsychosis.

If the Game Master deems it appropriate, they may ask you to make a CL test when you're in a stressful situation (whether in combat or otherwise). If you fail, you'll have a -1 penalty to your actions for every 10 humanity points you've lost. If the Game Master makes you do many of these tests, they might be a bit of a sadist... or someone is dangerously close to crossing the line.

 

 

Note for Cyberpunk Veterans

You'll notice that the skill list has changed slightly. The changes are as follows:

  • Fighting and hand-to-hand combat are merged into a single skill, "Melee Combat" or "Melee."
  • Wardrobe & Style and Personal Grooming are merged into a single skill, "Style."
  • All small arms are fired with Marksmanship, unless you want to fire using automatic fire (like burst or full auto settings). If that's the case, you use the Autofire skill.
  • In addition, some class-specific special abilities are different, such as Combat Sense no longer adding to initiative but providing another benefit.

Humanity points have also changed. They are no longer solely based on EMP (which made all mercenaries start as lovely individuals to become walking toasters). They also do not decrease EMP skills.

It's fine to have cyberpsychos, but I also don't want to limit non-combat options or have every conversation reduced to monosyllabic exchanges among chrome-covered folks.

Implants and Physical Connections

Now, an easy question to ask is... why are there still so many things physically connected with cables? Aren't wireless connections a thing? Of course they are, and people use them daily for a multitude of things like... connecting to their phone or playing with a console controller.

But when you're driving through the city or firing a gun, the last thing you want is a hacker messing with your connection and controlling your gear, or encountering a signal jammer that prevents you from connecting to anything. So the rule is simple: non-critical things have wireless connections, things that risk your life have physical connections.

All Interface Plugs come with wireless capability as standard (in addition to the cable). It's the equipment itself that determines whether you'll need to use the cable.