Cyberpunk
The genre come to life for your cybernetic criminals.
Attribute Requirements: I.Q. 8, P.P. 12
Starting Age: 16
Base S.D.C.: 10
Martial Art Styles: None. Choose either Hand to Hand Basic or trade one secondary skill for the Hand to Hand Expert or trade two secondary skills for Hand to Hand Martial Arts.
Educational Level: General and Special Training.
Superspy Modifications Available:
Cybernetics Option: Choose a total of four (4) from among Implants, Cyber-Attachments and Cyber-Disguises. Note that the character is limited to a maximum of one Cyber-Attachment. Any Bioware from Mutants in Orbit or Cybernetics from Rifts are also available as Implants.
Bionics Option: Partial Conversion only.
Basic Minimum Skills: Basic Mathematics, Read/Write Native Language, Speak Native Language.
Available Skill Programs: Automatically receives the Cyberpunk skill program (New). In addition, select any three (3) Rogue/Criminal skill programs. Also, select two (2) Basic skill programs.
Secondary Skills: Select any eight (8).
Money: $9,000
Implant/Cyber Expense Account: $1,000,000, Partial Conversion Option: $7,000,000 total, so the Partial Conversion must be paid for out of this amount.
Income: Base pay is $425 a week when at an agency.
Level Advancement Bonuses: Receive one new Secondary Skill at 3rd, 6th, 9th, and 13th levels.
Social Contacts: The character has served time in prison. Roll for country and roll 1D20 for number of years (and add to age). Character can also easily pass for an underworld criminal (60% + 5% per level). The character has a chance of finding a former friend, accomplice; or acquaintance in most criminal hang-outs or organizations (20% in country of origin, 31% in country where the character was jailed, and 7% everywhere else). This cuts both ways, since other criminals have a 7% chance of recognizing the character.

Hosted by www.Geocities.ws

1