PLAYER INFORMATION
| Greetings
Players. Welcome to Cyberia, also know as
"The-Land-Of-Do-As-You-Please." Although,
Cyberia has a "core" world, Talos, the essence
of the Cyberia campaign is freedom. With no Elders to
watch over you, this is an Amber youth free-for-all. The
Players will be the movers and shakers, battling to
transform this Primal Plane into their own image. But
with freedom comes responsibility and, of course, risk.
And in Cyberia, the risks are as high as the rewards are
valuable. Because freedom is so important in this world,
well be using the free-form rules as our guide. What is a free-form game? Rather
than being saddled by the restrictions of the Amber DRPG
point system, a free-form game is based on descriptive
qualifiers. Essentially your character is as you portray
them; if they are strong, intelligent, or masterful at
computers, these traits will be reflected in his or her
description. Although there are boundaries to the type of
character you can design, the free-form system allows you
to create that prefect character youve
always been dying to play. Character Creation
Blood of Amber: All
characters are considered to be of the Blood of Amber,
descended from one of the royal Princes and Princesses of
the True Realm after the vast millennia. In Cyberia,
Amber is a forgotten dream. Your Blood comes from a long
line of descendants, none of whom remember their true
origins. But the Blood does not forget. You are not a
mere reflection, but rather a thing of substance. You are
the masters of this realm, a glittering lifeboat adrift
in a sea of chaos. Amberites are Strong. Those of the Blood can lift a mid-size skimmer up off the ground, and can toss a motorcycle several yards. They can bust down steel firedoors with several well-placed blows and smash cinderblocks with a solid punch. And that's just the ones with an average physique; the stronger ones can get truly scary. One problem though: full augmentations. Think you can graft a new arm on and increase your strength even further? Dead wrong. Because the muscles are gone, so too is your access to the Blood. Youll actually be at a disadvantage, probably tearing the augmented limb from its moorings with the first punch. See below for more. Amberites are Tough. Most
drugs and poisons don't seriously affect them, and they
are virtually immune to most common forms of disease
(such as the common cold and flu). Even virulent diseases
(the bubonic plague, AIDS, Ebola) can't generally kill
them unless they are physically weakened first;
otherwise, they'll shrug it off over the course of a few
days to months. If wounded, an Amberite can generally
recover, even if it's one that would normally be fatal,
so long as he isn't decapitated or run through the heart.
Lost body parts regenerate, eventually, though this could
easily be a process of years for limbs or neural tissue.
Amberites are not immortal, but they do age slowly,
living centuries and millennia if the aren't killed
first. Again, dont take this for granted. There are
drugs and bio-weapons that can drop even an Amberite; and
a 5.72 Sabot round to the noggin WILL leave a permanent
mark. Also, nano-surgery can greatly speed up that
healing process. Combined together, you could lose a leg
and reattach it the same day without so much as a limp.
Elements: You'll notice a
common thread that runs through the entire game - the
elements of Air, Earth, Fire and Water. Sometimes these
are more overt, and sometimes their manifestation will be
subtle. Pay attention to these and other common details
in the games and maybe you'll figure out some secrets in
the game. Heres the submission rules:
2. Players will all have Blood of Amber. No Chaosians. No non-Amberites either. 3. You cannot choose your parent/progenitor. You can choose your hair color ... but in this game, that will be no guarantee of who your parent is. Besides, bio-ware can alter not only your hair color but facial features and even gender, so take nothing for granted. 4. At the start, it is quite likely that you wont know any of the other characters. You will, however, meet them fairly soon. This will be a game that will allow for considerable interaction between players. There will be enough side-plots to keep you happy, though. 5. In the creation process, you may be asked to make considerable changes to your character's background. Be prepared for this - in the long run it will:
5. Many characters will start fairly powerless. Be prepared for that. It's intended that characters in this game should learn and grow over time. And it is intended that there will be plenty of time to learn and grow. Character Sheet NAME: AGE:
Primary: Secondary: Tertiary: DISADVANTAGE: EQUIPMENT:
NAME: Your name. Pick one you like. HANDLE: On the streets, few people use their real names. This nickname should reflect your characters street image. AGE: You have to be at least 16. BIRTHPLACE: All Cyberia characters come from one of the core worlds. These are Prime, the Tombs, the Tatters, and Nocturne. You can find a description of each in the Telos section. SEX: Male/female/hermaphrodite/neuter. Your choice HEIGHT: Within reason. WEIGHT: Within reason. HAIR: Color and style, please. EYES: Color and, if you want to comment on it, shape and size. APPEARANCE: What your character looks like - attractive, or with a limp, a scar on the left cheek etc. You might also want to describe the clothes your characters wears if they further a certain style. The more vivid the better. We could also add, the more extravagant, the better. In Cyberia, image is more important than actual skill. BACKGROUND/HISTORY/ETC: Anything you'd like to tell us about your character and where he/she came from. It's nice if you start by stating a keyword for your PC - like "hacker", "pimp" or "dancer", for instance. Remember, the GM might, in discussion, ask you to change some of this. Please be prepared to be flexible. CHARACTER CONCEPT: Just a general archetype for your character. In the Land-of-Do-As-You-Please, anything is possible. Here are some suggestions (which are in no ways the only choices): Artist, Assassin, Banker, Bartender, Bounty hunter, Casanova, Cop, Corporate executive, Cyber-junkie, Dancer, Drug addict, EtherNaut, Fringe scientist (of ALL kinds), Lawyer, Musician, Pilot, Pimp/Hooker, Programmer, Orbital, Rebel, Street thug, Slave, Taxi driver, Teacher, Writer. SKILLS: You get to pick three skills that you are much better than average at. This is mainly so that the moderators can see what your PC is aiming at. The primary skill is what you are awesomely good at [and generally defines the character]; the secondary is what you're very good at; the tertiary is something that you just do a lot better than average. Good skills can (but doesn't have to) be: Navigation, Computers, Engineering, Diplomacy, Gunplay, Quickdraw, Swordplay, Martial Arts, Sniper, Acrobatics, Multilingual, Playing Cards, Archaeology, Psychology, Driving, Cooking, Business Economy...and just about anything else. Powers can fall under this heading as well, such as Psionics. By focusing on your powers, you are a step above even other Amberites. Of course, it is at the cost of everyday skills. You can read more about the powers and how they work under Augmentation, Interface, and Psionics. POWERS: Cyberia characters automatically begin with Augmentations at a "tertiary" level. This is to reflect the character's access to the "everyday" bio- and cyberware; i.e. Infolink (which allows access to the Ether). This, and the other Powers, can be bought up at the expense of skills. DISADVANTAGE: We want to encourage PCs that aren't altogether perfect. Therefore, please pick a disadvantage. If you like, your PC can of course have more than one (after all, most real people have) but you only need to pick one here. Disadvantages can be things like: Drug addict, short temper, drinks too much, limps, has back pains, can't read and write, morose, absent-minded, coward, can't trust people, is terribly ugly, or just about anything else you can think of. EQUIPMENT: What does your character own? Character Progression: Progression points. This will be awarded periodically (probably every six months) for various reasons. Staying with the game will gain a basic level, but regular posting will gain a higher level - as long as the posting is of a good quality. Inventiveness, consistency of character, interaction with other players, general good demeanor (such as a willingness to work with new players and support them etc). Progression points can be spent on improving existing skills and purchasing new ones (their cost will be determined by the GM - a new Shadow language might cost one point, a very complex language two, or alternatively, the ability to learn languages swiftly and easily might cost five (with a little requisite role playing being done whenever you want to acquire a new language). You can also use points to improve your powers or buy new ones. They can also be spent on acquiring new elements within the area you are playing in. These elements will vary from area to area - so you will need to study what is available in each. You can expect no more than five progression points over a year - perhaps up to 7 for outstanding play.
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