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, we’ll 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 you’ve always been dying to play.

With all this freedom comes maturity; the maturity of a storyteller. Like a novel or movie, the ending doesn’t always come out in the character’s favor. Less-than-desirable outcomes should be accepted as part of the story, rather than an opportunity to sulk or stomp your feet. While you’ll never be treated unfairly, there are consequences for each and every action. Some of them can be quite grave. This is Cyberia, where life is cheap and brutal. Don’t be surprised if someone dies along the way. With some luck and smarts, it won’t be you.

Character Creation


As Cyberia is an aspect of the whole Ask Not of Amber campaign, there are a few commonalties you, as a player, will need to know about. These include:

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.

What can I do? Those with the Blood are inherently better than the general population. This ‘power’ doesn’t manifest on an obvious level, but a subtle one. You have always had greater prowess, and it has gotten better as you’ve matured. You are unlike your fellow men and women - you are stronger, tougher, healthier, and more sensitive to the intangibles of the Powers that run the world. It is quite likely that you’ve taken up a position worthy of your lineage - leader of a gang, a brilliant hacker, a feared assassin, a homicide detective, or the CEO of a multinat. The Blood gives you an edge, and in Cyberia that’s worth its weight in cred-chits. But don’t let that power go to your head, chummer. A Psycho with Polymuscle augmentations can still rip your arms out of their sockets and beat you to death with them.

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. You’ll 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, don’t 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.

Amberites are Skilled. Particularly when it comes to combat, Amberites are able to take on several foes at once, even with inferior weapons, and clear the field. This is more a matter of skill than some supernatural awareness, as they are still capable of being surprised and still take their opponents seriously enough that they don't ignore them. From long decades and centuries of practice, most Amberites become quite adept at their favorite pastimes, and the ability to be supremely skilled is a function more of time and dedication than super powers. It is possible that a couch potato Amberite could have a hard time handling a mugger, unless he got his strength into the equation.

Amberites are Sensitive. No, not the Lifetime Movie tear-weeping types...but sensitive to the paranormal...they can attune themselves to things that most mundanes can't sense and so are more able to take advantage of the Powers that exist around them. This is, essentially, a sixth sense that most mortals don't have. However, in Cyberia, even the mind can be augmented. Psykers are all about, sifting through people’s thoughts and liquefying organs. Be careful with your brain. It’s the only one you’ve got.

Powers: Unlike the Enclaves and the Wastelands, ‘powers’ are not as common in Cyberia. Or, at least, they aren’t as obvious. Like the Blood, Cyberian Powers are subtle, having taken on a more mundane appearance. Perhaps this is because of the paradigms of the Primal Plane, or the work of some long-forgotten Elder. No one knows or remembers. However, three core ‘powers’ can be found here:

  1. Augmentations: Typically, an Amberite’s body will reject foreign matter, such as cyberware. However, with the Augmentation power, you have somehow overcome that problem. In fact, your body now works in tandem with the gyros, electronics, and servos implanted within it. These almost always take the form of bio-augmentations; better known as nanotech. While not as visually impressive as the chrome-jobs you’d see on a Tank (a fully cybered human), you can do quite a bit. In fact, you can do far more than the average human, as you are intrinsically linked to your bio-ware. You can grow polycarbon claws, increase the density of your bones, have heightened reflexes, faster heal rates, and even grow extra limbs or wings. Say farewell to the Flesh. Ideas and rules for this power be found in the Augmentations area of the website.
  2. Psionics: Not only has humanity built the better body, but the superior mind as well. The Psi-adapter (a piece of cyberware hooked into the central nervous system) allows a Psyker to put their minds to frightful use. Based on five power tiers, psionics can enhance the body, telekinetically move things, hack computers without touching them, influence humans and robots, and even project deadly fire and ice. There is a reason Psykers are feared in Cyberia. Ideas and rules for this power be found in the Psionics area of the website.
  3. Interface: The rarest power, Interface is the "understanding" of the world. By projecting one’s essence and mind into the "Construct," the Amberite can influence outcomes or even change reality. At its lowest levels, Interface only works in the Ether (cyberspace). With practice and time, however, the Amberite can stretch their influence out into the real world and do wondrous things. Ideas and rules for this power be found in the Interface area of the website.

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.

Character Submission:

Creating a character is very simple. You need to fill in the character sheet below and send it to me at
[email protected]. However, if I think the character you’ve created will be happier in another area, then the GMs might talk to you and suggest other alternatives.

Here’s the submission rules:


1. Submit characters in .txt or .rtf file format. No .doc, .xls or .html folders. Send as attachments to the GM's email, unless otherwise instructed.

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 won’t 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:

a) make sense

b) be worthwhile

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:
HANDLE:

AGE:
SHADOW OF ORIGIN:
SEX:
HEIGHT:
WEIGHT:
HAIR:
EYES:
APPEARANCE:



BACKGROUND/HISTORY/ETC:
CHARACTER CONCEPT:
SKILLS:

Primary:

Secondary:

Tertiary:

DISADVANTAGE:

EQUIPMENT:



DEFINITIONS

NAME: Your name. Pick one you like.

HANDLE: On the streets, few people use their real names. This nickname should reflect your character’s 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:

Hey, this is a free-form, rules-free game [sorta]! You'll get no levels, no points to pay for new attributes or powers....what you gain, you gain from gameplay and storytelling. However, we do have methods of awarding players for great storytelling and participation:

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.


Fortune points.

Players will be rewarded for making the game entertaining, for outstandingly good one-off posts, and for periodically reminding everyone of the style to which they should aspire. There will also be a possibility of gaining fortune points for tag-lines. These can be as short as a single line of witty, pithy dialogue. We've all read posts that have made us gasp with their audacity, or laugh aloud at a put-down.

Fortune points can be spent one-for-one, to help your character. In a tight spot? Spend a fortune point and the GM and you can write in a way to get out of it. Need to handily defeat that irritating opponent in a fight? Spend a fortune point and the battle will tip your way for a moment, allowing you to topple a bookcase on him or disarm his cycle chain. Trapped in a dark cave? A fortune point will give you a quick burst of light from an unexpected shaft or a flint you can scrape on a wall (or a old spell you suddenly remember). Made a serious breach of etiquette at the CEO's business dinner? Spend a fortune point and the CEO will think you were being humorous instead.
They can also have financial value - a character might use a fortune point as a bag of gold, to purchase a new horse, a rather fine weapon, a jewel to wear (or to impress a Lady).
However, the advantage of fortune points is that you can use them to 'buy' out of your own character (a weakling could have a sudden burst of strength - or other effects, depending on your game area, and what you and the GM agree. The other advantage is that you can 'buy' at point of need - you don't have to have it racked in advance. You do need to have the agreement of the GM, though - who might permit a fortune point to be spent on a brilliant burst of light that dazzles and confounds your enemies, but who draws the line at your using a single fortune point to send out a fireball that destroys an entire army.

Fortune points can't be used to bend reality (i.e., a child defeats Benedict with a twig) or annoy other players purposely (that's not allowed)...they are allowed to give your PC a chance to avoid or alter untimely or undesirable incidents - they will never become deus ex machinae or absurd. If you roleplay and post consistently, and are a model of cooperation with the GM and fellow players, you can expect to earn about 2 to 4 fortune points per year.

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