
Think of a character or two you would like to play. Choose one of those
and begin filling out the following categories on a scratch sheet of
paper or text document.
Name: Give your character a Slick Street Name, like Molly Millions, FastJack, Armitage, Backspace, or Maddox.
Style: Choose a Style for your Runner or make one up: Calm, Hot-Shot, Savvy, Wiseass, Methodical, Gregarious, Suspicious, Zen, Wild, Rookie, Inscrutable, Replicant
Concept: Write a short description that puts into words the picture that you have in your head of your character.
Role: Choose a Role for your Runner or make one up: Street Samurai, Drone Rigger, Bodyguard, Med-Tech, Face, Netrunner, Private Detective, Tech-Wiz, Ex-Soldier, etc. Pick a Number from 3-8. A high number means you’re better at Chrome (Technology; Science; cold logic; calm, precise action). A low number means you're better at Punk (intuition; intimidation; seduction; wild, passionate action).
If that's confusing, think of it this way; if you want your character to be really good at combat, choose a low number--like a 3 or 4--and if you want a character that's good at non-combat related things (detective work, cybersurgery, netrunning, etc) choose a high number--like 7 or 8. If you want a character that is a good balance, choose a number between 5 or 6.
Chrome: Choose whatever augmentations your character may have.
Gear: A weapon of your choice; two gadgets, tools (if any) and clothing to fit your role. An example of gadgets include cyberdecks for netrunners, drones for drone riggers or
Deal: What's your deal, man? Choose one of these or create one of your own: Get Rich & Famous, Waste Bad Guys, Find Truths, Solve Mysteries, Live & Die Free, Follow Your Honor Code, Fight The Man, Prove Yourself, or Keep Being Awesome (you’ve nothing to prove!).
Sample Character
Name: Mack
Style: Reckless
Concept: Down on his luck private detective looking for under the table work when he isn't drowning in alcohol or smokes.
Role: Private Detective (6)
Chrome: Cybereyes (record, playback), Cyberarm Prosthetic (right), Chipdeck (right forearm), Spinal cord support plates (armored back)
Gear: Lined coat, Pocket Secretary (Rose), Nambu .309 revolver
Deal: Pay the freakin' rent...
The Rules
When you do something risky, you always roll (minimum) 1d10 to find out how it goes. Add +1d10 if you've had preparation, +1d10 if you’re an expert and if you have Chrome or Gear that will help you succeed in your action, include an additional die for each. Roll your dice and check the result for successes.
Example: Mack grabs the BTL dealer by the throat with his prosthetic arm and begins asking him tough questions about his supplier. Because Mack's a private investigator and is investigating a case, he gets a die (1d10). He gains another die (2d10) because he's utilizing his prosthetic arm as a means for interrogating a suspect. Finally, like all characters, he gets a default die (3d10) to roll for his action. Because he's performing a physical action, he's having to roll ABOVE his Role number of 6 for successes.
His results are 8, 4, 7. That's two successes, meaning he gets a standard success. The BTL dealer, clearly intimidated, gives up the name of his supplier.
▼ If you’re using Chrome (science, logic, reason), you want to roll under your number.
▲ If you’re using Punk (rapport, intuition, passion), you want to roll over your number.
0 If none of your dice succeed, it goes wrong. The GM says how things get worse somehow.
1 If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost.
2 If two dice succeed, you do it well. Good Job!
3+ If three dice succeed, you get a critical success! The GM tells you some extra effect you get.
Helping: If you want to help someone else who is rolling, say how you try to help and roll. If you succeed, give them +1d (max of +1d of help per roll).
Matches: When one or more dice result in a number that matches the character's Role number, one of two things happen:
That's pretty much it. There are some additional rules concerning initiative and combat that I've included but we'll cover that when we get to it. For now, just familiarize yourself with the basic rules and the concept of your character(s). See you soon, chummers.
Name: Give your character a Slick Street Name, like Molly Millions, FastJack, Armitage, Backspace, or Maddox.
Style: Choose a Style for your Runner or make one up: Calm, Hot-Shot, Savvy, Wiseass, Methodical, Gregarious, Suspicious, Zen, Wild, Rookie, Inscrutable, Replicant
Concept: Write a short description that puts into words the picture that you have in your head of your character.
Role: Choose a Role for your Runner or make one up: Street Samurai, Drone Rigger, Bodyguard, Med-Tech, Face, Netrunner, Private Detective, Tech-Wiz, Ex-Soldier, etc. Pick a Number from 3-8. A high number means you’re better at Chrome (Technology; Science; cold logic; calm, precise action). A low number means you're better at Punk (intuition; intimidation; seduction; wild, passionate action).
If that's confusing, think of it this way; if you want your character to be really good at combat, choose a low number--like a 3 or 4--and if you want a character that's good at non-combat related things (detective work, cybersurgery, netrunning, etc) choose a high number--like 7 or 8. If you want a character that is a good balance, choose a number between 5 or 6.
Chrome: Choose whatever augmentations your character may have.
Gear: A weapon of your choice; two gadgets, tools (if any) and clothing to fit your role. An example of gadgets include cyberdecks for netrunners, drones for drone riggers or
Deal: What's your deal, man? Choose one of these or create one of your own: Get Rich & Famous, Waste Bad Guys, Find Truths, Solve Mysteries, Live & Die Free, Follow Your Honor Code, Fight The Man, Prove Yourself, or Keep Being Awesome (you’ve nothing to prove!).
Sample Character
Name: Mack
Style: Reckless
Concept: Down on his luck private detective looking for under the table work when he isn't drowning in alcohol or smokes.
Role: Private Detective (6)
Chrome: Cybereyes (record, playback), Cyberarm Prosthetic (right), Chipdeck (right forearm), Spinal cord support plates (armored back)
Gear: Lined coat, Pocket Secretary (Rose), Nambu .309 revolver
Deal: Pay the freakin' rent...
The Rules
When you do something risky, you always roll (minimum) 1d10 to find out how it goes. Add +1d10 if you've had preparation, +1d10 if you’re an expert and if you have Chrome or Gear that will help you succeed in your action, include an additional die for each. Roll your dice and check the result for successes.
Example: Mack grabs the BTL dealer by the throat with his prosthetic arm and begins asking him tough questions about his supplier. Because Mack's a private investigator and is investigating a case, he gets a die (1d10). He gains another die (2d10) because he's utilizing his prosthetic arm as a means for interrogating a suspect. Finally, like all characters, he gets a default die (3d10) to roll for his action. Because he's performing a physical action, he's having to roll ABOVE his Role number of 6 for successes.
His results are 8, 4, 7. That's two successes, meaning he gets a standard success. The BTL dealer, clearly intimidated, gives up the name of his supplier.
▼ If you’re using Chrome (science, logic, reason), you want to roll under your number.
▲ If you’re using Punk (rapport, intuition, passion), you want to roll over your number.
0 If none of your dice succeed, it goes wrong. The GM says how things get worse somehow.
1 If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost.
2 If two dice succeed, you do it well. Good Job!
3+ If three dice succeed, you get a critical success! The GM tells you some extra effect you get.
Helping: If you want to help someone else who is rolling, say how you try to help and roll. If you succeed, give them +1d (max of +1d of help per roll).
Matches: When one or more dice result in a number that matches the character's Role number, one of two things happen:
A player gets a standard success if the action their character is taking falls outside of their assigned role.
- A player gains an automatic critical success to their action if what they’re doing falls within the confines of their role.
That's pretty much it. There are some additional rules concerning initiative and combat that I've included but we'll cover that when we get to it. For now, just familiarize yourself with the basic rules and the concept of your character(s). See you soon, chummers.