Revision [129]

This is an old revision of Av2ModernCharacters made by ConradWong on 2010-09-30 12:12:04.

 

AvatarsCampaign > AvatarsGameRules > Av2ModernCharacters

Overview


All modern characters are familiar with the urban setting of the near future. They are able to operate modern vehicles, which have reasonably standardized controls. Nearly everyone speaks English, either as a first or second language.

Skills


Skills below are either in addition to or replacing skills that appear in the Test Drive.

Agility-based Skills


Driving - covers both ground and hover vehicles.

Smarts-based Skills


Computers - replaces Investigation. You are adept at using search engines and intelligent agents to uncover clues in the net. You can also better direct AIs and robots to perform complex operations with better tolerance of unforeseen circumstances.
Hacking - disarm cybernetic security systems. This is discussed in more details in Av2Hacking.
Knowledge - examples of modern subjects include AIs, Bureaucracy, Cybernetics, Modern Law, or Weird Science.
Tracking - in addition to following someone's tracks, you can find tiny clues and hidden objects or compartments.

Edges


Note: all heroes automatically have the Hard to Kill Edge.

Cyberdoc - requires d6 Repair and d8 Medicine. You can install and fix cyberware. Gives +2 to your Repair roll to fix a broken cybernetic device. Success against a target of 4 causes it to be "juryrigged" (functioning at -2), each Raise reduces this penalty by 1 to a maximum of +0.

Cybernetics - an Arcane Background allowing you to install cybernetic devices. You begin with 20 power points and one power or monstrous ability. You suffer from -1 Charisma due to negative reactions to your visible implants.

Neural Jack - allows you to directly connect to computers. You receive +2 to Computers and Hacking while directly connected but you place yourself at greater risk; see Av2Hacking for more information. When connected to a vehicle, you can perform actions while driving at a -2 multi-action penalty. Does not require Cybernetics, does not reduce charisma.

Programmer - you gain +2 to Computers and Hacking rolls.

Hindrances


AI - Minor, requires Smarts be d8 or less. Your character is an AI of some sort and may not understand humans very well. Any time you are asked a question that cannot be answered with a simple yes/no, or given an order that requires more than a single action to perform, you must roll Smarts against a target of 4 to determine whether you understood it. Others may use their Computers skill to better phrase these, giving you a cooperative skill bonus. Smarter AIs do not have this Hindrance.

Cyberpsycho - Major. Whether due to PTSD or badly tuned neural implants, any time you are in a stressful situation, you must make a Spirit roll. If you fail, you go psycho, attacking the nearest person with intent to kill. You can make a Spirit roll each round to recover but if you roll 1, you must wait 2d4 rounds before your next attempt to recover. While under the effect of Cyberpsycho, you gain the benefits of the Berserk Edge, but with the continued ability to use guns.

VR Character Edges


Your character will have a character with one of the VR worlds. You receive a free Knowledge: VR Game World pertinent to the game world you chose, either Avatars (the Diadem) or Dantech (the Gloaming).


If you choose not to create a VR character, you may substitute any Edge you want, but you will have no familiarity with either VR game world.

Gear


You begin with N$500 ("New Dollars") for personal gear, and you may have access to additional equipment or vehicles through your job, friends and contacts, or as a result of favors done for influential persons.
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