Cyberware
Just like every other piece of equipment Cyberware either gives your character a skill or a modifier. The effects of a piece of Cyberware are listed in the 'System Notes' box on the Cyberware Appendix.
In game each piece of Cyberware has been given a 'Rating' by the New Rome Minister of Cybernetic Technology (equivalent to the Cyberware Rating in the Cyberware Appendix). If a character exceeds a certain level of cyberware they are considered illegal!
All legal Cyberware is required to be registered; any Cyberware of an illegal nature found on a person requires instant termination of subject regardless of their 'Rating'.
The skill Cyberware Engineer allows a player to do two things:
Construct Cyberware
Repair Damaged Cyberware
Constructing Cyberware
Each piece of Cyberware has a rating which is firstly the number required for the Cyber Technician to Beat in a skill challenge using the Primary Skill: Cybertech and secondly the number of slots needed to be dedicated for it's construction.
Example Cyberware list:
Description |
Rating |
Availability |
Retail Cost |
Legality |
System Notes |
Arm |
Cybertech 2 |
0 |
900C |
Y |
SKILL Strength 2 |
Enhanced Strength |
Cybertech 4 |
2 |
500C |
Y |
MOD Strength +2
Requires Arm |
As a general rule you to 'Cyber' up a character you must first install a standard Cyberlimb and then add on any enhancements you wish to make.
Repairing Cyberware
If Cyberware becomes damaged it can be repaired by a Cyber Technician almost exactly the same way as a Surgeon heals a patient. The Cyber Technician must spend 2X as many minutes as the 'Attack Rating' that damaged the Patient/Cyberware.
Player Note
Discretion must be made when choosing cyberware that cannot be phys repd as they are certainly frowned upon as breakage of the total immersion environment.
Bioware
Works exactly the same as Cyberware but is twice as expensive and heals itself at normal human rates. It is also not susceptible to an EM pulse and is invisible to most scanning.
Drugs
As with every item drugs either give your character a skill, a modifier or effect. Also as with everything else but rather more importantly in this case they can also apply negative modifiers and effects.
Drugs are also addictive, if you have taken a drug put it and how much in your return sheet so that your personal Ref may judge based on a number of factors whether or not you are becoming addicted.
When you take or buy a drug from another character then you MUST ask them what it is 'Out Of Character' both its IC effect and what the OC phys rep is, if you have apprehension with ingesting the phys rep then destroy it and roleplay that your character has 'taken' it.
If you sell a drug you MUST list in your return sheet exactly how much, of what and to whom.
The Pharmaceuticals skill is used to create drugs by using the rating of the drug just like the Cyber Technician creates Cyberware. However a player creates drugs in batches which equates to ten single doses. The price on the drug list is per single dose not batch.
Basic Kits
To be able to use some more vocational skills like Electronics or Para Medic the player must have the right kit. Thus there are a number of standard kits produced for players with carrying out actions in session in mind.
Standard Electronics Kit
Standard Micro Electronics Kit
Standard Cyberware Kit
Standard Para Medic Kit
Standard Surgery Kit
All these will be listed in the equipment list and have an availability of 0, also for those that have a vocation involving the related skill will not have to pay to replace the kit after it becomes used up as this will be covered by they're living expenses.
Misc Equipment
Please check out the Misc Equipment Appendix.
Street Deal / Corp Deal
Every item has an availability rating; an item that is generally available for sale and is legal has an availability of 0 the level progresses until the higher rated items which are unable to be found without specialised contacts.
Specialised items also require a specialised skill to obtain such as military or corporate designed weapons etc.
An example of different 'Specialised Skills' are, Military, Corporate, Police & Gang
If there is a specialised rating for an item it will be listed on the equipment list.
For Example
Description |
Rating |
Availability |
Retail Cost |
Legality |
System Notes |
Cruise Missile |
10 |
12 Military |
50,000 |
N |
Explosive Damage 100 |
The above Cruise missile has a rating of 12 Military meaning the skill required must total 12 as well as be specialised to Military.
The StreetDeal also effects the price at which a character can get an item for instance if the skill is at such a level then the price listed on the equipment list is decreased accordingly.
The rate at which an items price is altered is 5% per level of StreetDeal or CorpDeal Skill the maximum is 50% which is considered manufacture costs.
Living Expenses and Employment
At standard living expenses are defaulted to 50% of the players earnings a month this amount can be altered according to the players lifestyle with Ref consent however it will suffer in game effects.
If the player spends more they will generally have benefits such as better and healthier lifestyle etc. However if they exceed more than there earnings then they will get into serious debt.
If the player spends less they will endure detrimental effects that will be ref sanctioned.
However and example of where the drop in living expenses would be applicable is for a soldier as they are catered for by the Military thus there living expenses would be more around 10% of there earnings.
Please Note: The minimum for a player to survive on is 100C a month if it drops below this a ref will take them aside at the beginning of the next session and tell them that they cannot survive another month like this and that they must find some way of supporting themselves.
There is a level of wages that has been worked out based on occupation and skill level. At the bottom end of the scale for the low paid jobs it is a hundred Creds per level and at the other end of the scale it is 1,000. Here is a diagram and the sample vocations with corresponding skill level.
|
Pay per level |
100 |
200 |
300 |
400 |
500 |
600 |
700 |
800 |
900 |
1000 |
|
Vocation |
Grill Chef |
Prostitute |
Soldier |
Bodyguard |
Scholar |
Research Scientist |
Lawyer |
Surgeon |
|
|
| |
Ganger |
Police |
Para Medic |
|
Cybertech Engineer |
|
|
|
|
| |
|
Merc |
Netrunner |
|
|
|
|
|
|
To manage this as a ref team a spreadsheet will be constructed of a database of players with their name, percentage and earnings printed and a macro used to calculate the final balance.
Selling and Buying Services
From the above list you can work out how much it is to buy and sell services per slot (total divided by four). Each of the above is only a general guideline you may sell for more but be aware that the rest of the layer base is able to buy services of a more generic nature from the very same list.
For example: TOM wants to sue DICK for causing Grievous Bodily Harm to his person but to do this successfully he needs a good lawyer. Looking at the list above you can see that a level one lawyer costs 700C thus to get a professional (level) will cost with 2,100 a month.
REF NOTE: A list of common services based on Character classes will be released.
Also it will cost manufactures 50% of the cost to build an item and people selling there services 50% for normal costs.
For example:
| Prostitute |
Costs go to Pimp + clothes etc. |
| Lawyer |
Costs go to gathering case materials etc. |
Progression
Each month a player has four time slots in which to perform actions. Each time slot roughly equates to one week in duration. These can be used to train/learn for new skills or carry out in character investigation between games. It's up to the player to decide how to divide their time.
When allocating a time slot the player must include any relevant skills/abilities they are using to achieve their aim. Success or failure comes down to applying the right abilities to the task.
For example: If you do not have a Pharmacology skill then you will not do very well trying to make Crack on your own. If your learning a new skill it will help if you can find a teacher/resource of at least level you are trying to reach. If they are spending a time slot spying on another character the player should include their characters surveillance rating. If the character is attempting to learn firearms 3, they should mention they are using their military contact. If the character is learning ancient Greek they should note that they are paying a local scholar to teach them.
Learning a new skill at level one requires only a single time slot (and an explanation as to how the character is going about learning it!).
Each advance in level requires a certain amount of timeslots the higher the level you are trying to reach, the more time slots it, but you may spend as many time slots per month as you wish.
Below is a table of the amount of time slots it takes to advance skill levels. You will note that most skills cannot be advanced in a single month. The character can spread the number of skill slots over as many months as is needed. Once the required number of slots have been spent the new skill is learned.
|
Level Advancement |
Skill: Slots Required For Advancement |
Specialisation: Slots Required For Advancement |
|
1 - 2 |
2 |
N/A |
|
2 - 3 |
4 |
2 |
|
3 - 4 |
6 |
3 |
|
4 - 5 |
10 |
5 |
|
5 - 6 |
|
8 |
|
6 - 7 |
|
13 |
|
7 - 8 |
|
21 |
There is no system mechanic for learning new 'resources'. They can only be acquired through in game play or 'purchase' in the characters turn sheet (using time slots).