PC Generator - Cities Without Number

10.10 - added new backgrounds

Description (more info)

https://www.drivethrurpg.com/product/449079/Cities-Without-Number

This chart uses input variables
Result

{% numberOfFoci = roll_chart cols:2 filter:"{$Level}" name:"Foci Number" %}
{% numberOfEdges = roll_chart cols:3 filter:"{$Level}" name:"Foci Number" %}
{% hitDie = roll_chart cols:2 filter:"{$Level}" name:"Hit Points, Attack Bonus, and Saves" %}
{% atkBouns = roll_chart cols:4 filter:"{$Level}" name:"Hit Points, Attack Bonus, and Saves" %}
{% saveTarget = roll_chart cols:6 filter:"{$Level}" name:"Hit Points, Attack Bonus, and Saves" %}
{% backGroun = roll_chart cols:1 name:"Background" %}
{% stat_block = create_stat_block max_point:18 min_point:3 skills:"Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma" total_points:63 %}
{% startingGearPick = roll_chart cols:6 filter:"{$backGroun}" name:"Background" %}
{% startingWeapon = roll_chart cols:2 filter:"{$startingGearPick}" name:"Starting Gear" %}
{% startingArmor = roll_chart cols:11 filter:"{$startingGearPick}" name:"Starting Gear" %}
{% startingMisc = roll_chart cols:16 filter:"{$startingGearPick}" name:"Starting Gear" %}

Roll on "ChatGPT Fist names" Roll on "ChatGPT Last Names"


Attributes

If you prefer not to roll, you may instead assign the following scores to your attributes in any order you wish: 14, 12, 11, 10, 9, and 7.

{{stat_block}}

Hit Dice Attack Bonus Save
{$hitDie} {$atkBouns} {$saveTarget}

Background: {$backGroun}

Roll on "Background" (cols="2", filter="{$backGroun}")

Roll on "Background" (cols="3", filter="{$backGroun}")

Motive Suggestion: Roll on "PC Wants"

Roll on "Background" (cols="5", filter="{$backGroun}")

Growth

Roll on "Growth Chart" (cols="2", filter="{$backGroun}")
Roll on "Growth Chart" (cols="2", filter="{$backGroun}")
Roll on "Growth Chart" (cols="2", filter="{$backGroun}")


Edges

JOIN("

", Roll on "Operator Edges" {$numberOfEdges} times (unique results only))


Foci

JOIN("

", Roll on "Foci" {$numberOfFoci} times (unique results only))


Suggested Starting Gear

Weapon:

{$startingWeapon}

Armor:

{$startingArmor}

A PC’s Dexterity modifier is applied to both ACs

MISC:

{$startingMisc}


Contact 1

Name: Roll on "ChatGPT Fist names" Roll on "ChatGPT Last Names"

Overview: Roll on "CWN - Contacts Examples"
What Can They Do For You: Roll on "CWN - What Can They Do For You"

Social Circle: Roll on "CWN - Social Circle"
What Do They Get: Roll on "CWN - What Do They Get"

How Did You First Meet Them: Roll on "CWN - How Did You First Meet Them"
Start of Relationship: Roll on "CWN - Contacts Start of the Relationship"

How Well Do You Know Them: Roll on "CWN - How Did You First Meet Them"
Last Interaction Roll on "CWN - Last Significant Interaction"

Appearance Trait: JOIN(" and ", Roll on "Appearance Kind of Trait" 2 times (unique results only)))
Likes to Meet In: JOIN(" or ", Roll on "Likes To Meet In" 2 times (unique results only))
Conversation Habits: Roll on "Conversation Habits"


Contact 2

Name: Roll on "ChatGPT Fist names" Roll on "ChatGPT Last Names"

Overview: Roll on "CWN - Contacts Examples"
What Can They Do For You: Roll on "CWN - What Can They Do For You"

Social Circle: Roll on "CWN - Social Circle"
What Do They Get: Roll on "CWN - What Do They Get"

How Did You First Meet Them: Roll on "CWN - How Did You First Meet Them"
Start of Relationship: Roll on "CWN - Contacts Start of the Relationship"

How Well Do You Know Them: Roll on "CWN - How Did You First Meet Them"
Last Interaction Roll on "CWN - Last Significant Interaction"

Appearance Trait: JOIN(" and ", Roll on "Appearance Kind of Trait" 2 times (unique results only)))
Likes to Meet In: JOIN(" or ", Roll on "Likes To Meet In" 2 times (unique results only))
Conversation Habits: Roll on "Conversation Habits"


Subcharts

Hit Points, Attack Bonus, and Saves (d10)

d10 Level Normal Hit Dice Hard to Kill Hit Dice Normal Attack Bonus On Target Attack Bonus Save

1

01

1d6

1d6+2

+0

+1

15+

2

02

2d6

2d6+4

+1

+2

14+

3

03

3d6

3d6+6

+1

+3

13+

4

04

4d6

4d6+8

+2

+4

12+

5

05

5d6

5d6+10

+2

+5

11+

6

06

6d6

6d6+12

+3

+6

10+

7

07

7d6

7d6+14

+3

+7

9+

8

08

8d6

8d6+16

+4

+8

8+

9

09

9d6

9d6+18

+4

+9

7+

10

10

10d6

10d6+20

+5

+10

6+

Starting Gear (d7)

d7 INDEX Weapon DamageWP1 TraumaWP1 TraumeWP1Mult DamageWP2 TraumaWP2 TraumaMultWP2 WeaponENC AmmoENC Armor ACr ACm TraumaTragetBonus ArmorENC MISC MISCENC

1

Gunslinger

Heavy Pistol (1d8 dmg, Trauma 1d6/x3)
3 magazines and 24 cartridges

Knife
(1d4 dmg, Shock 1/AC 15, Trauma 1d6/x3)

1d8

1d6

x3

1d4

1d6

x3

2

3

Armored Clothing
(AC 16/14, Damage Soak 5, +1 Trauma Target)

16

14

1

2

Smartphone, basic

Trauma Patch

1

2

Tech

Light Pistol (1d6 dmg, Trauma 1d8/x2)
3 magazines and 45 cartridges

Knife
(1d4 dmg, Shock 1/AC 15, Trauma 1d6/x3)

1d6

1d8

x2

1d4

1d6

x3

2

3

Clothing, ordinary (AC 10)

10

10

0

0

Toolkit

Lockpicks

Smartphone, basic

$50 in remaining cash

2

3

Face

Light Pistol (1d6 dmg, Trauma 1d8/x2)
3 magazines and 45 cartridges

Knife
(1d4 dmg, Shock 1/AC 15, Trauma 1d6/x3)

1d6

1d8

x2

1d4

1d6

x3

2

3

Reinforced Clothing
(AC 13/10, Damage Soak 2)

13

10

0

0

Smartphone, basic

Clothing, fashionable

$125 in remaining cash

1

4

Badlander

Rifle
  (1d10+2 dmg, Trauma 1d8/x3)
3 magazines and 18 cartridges

Knife
(1d4 dmg, Shock 1/AC 15, Trauma 1d6/x3)

1d10+2

1d8

x3

1d4

1d6

x3

3

3

Clothing, ordinary (AC 10)

10

10

0

0

Trauma Patch

Survival Kit

Bundle of 3 days of military rations

3

5

Medic

Light Pistol (1d6 dmg, Trauma 1d8/x2)
 3 magazines and 45 cartridges

1d6

1d8

x2

1

3

Clothing, ordinary (AC 10)

10

10

0

0

Cyberdoc Kit
Trauma Patch (3)

6 doses of Lurch

Smartphone, basic

$50 in remaining cash

5

6

Hacker

Light Pistol (1d6 dmg, Trauma 1d8/x2)
3 magazines and 45 cartridges

1d6

1d8

x2

1

3

Clothing, ordinary (AC 10)

10

10

0

0

Scrap cyberdeck

VR crown, cheap

Smartphone, basic

$50 in remaining cash

2

7

Melee

Advanced Sword (1d10 dmg, Trauma 1d8/x3)

Light Pistol (1d6 dmg, Trauma 1d8/x2)
3 magazines and 45 cartridges

1d10

1d8

x3

1d6

1d8

x2

1

3

Armored Clothing
(AC 16/14, Damage Soak 5, +1 Trauma Target)

16

14

1

2

Smartphone, basic

Trauma Patch

1

Foci Number (d10)

d10 Level Number of Foci Number of Edges

1

01

1

2

2

02

2

2

3

03

2

2

4

04

2

2

5

05

3

3

6

06

3

3

7

07

4

3

8

08

4

3

9

09

4

3

10

10

5

3

Foci (d26)

d26 Description Index

1

Ace Driver

If it’s got wheels or wings, you can drive it. Your background may lend itself to a particular type of transport, but your natural talent lets you operate any vehicle with an almost instinctive aptitude. These Focus benefits do not apply to drone piloting, however.

Level 1: Gain Drive as a bonus skill. You have “acquired” vehicles worth no more than the budget given on page 18, and can replace lost or destroyed gear at a rate of $10,000 per week. Once per scene, as an Instant action, reroll a failed skill check related to driving or vehicle maintenance and repair

Level 2: Gain Fix as a bonus skill. The Speed of a vehicle you drive is increased by 1 point. Once per vehicle, you can add a mod to it for free, ignoring money and experimental component costs. Only you can effectively operate this mod, but it requires no Maintenance. You can change this free mod with a week of downtime.

Ace Drive

2

Alert

You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move

Level 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When your group rolls initiative, your vigilance allows them to roll twice and take the higher roll.

Level 2: In addition to the benefits of level 1, you always act first in a combat round unless someone else involved is also this Alert.

Alert

3

All Natural

Your mind and body are superbly gifted, but this very excellence leaves you profoundly incompatible with most cyber. You cannot accept implants except for minor cosmetic ones with an unmodified System Strain cost of zero. If a GM is mixing rules from multiple Without Number games, this Focus should not be allowed unless cyberware is expected equipment for all PCs. If you’re using the deluxe version rules for magic, PCs with magical or psychic Edges such as Spellcaster, Summoner, or Graced cannot take this Focus.

Level 1: Gain any skill as a bonus skill. Pick an attribute; its modifier increases by +1, up to a maximum of +3. You can make another such attribute pick at levels 3, 5, 7, and 10, choosing the same attribute or a different one. While you can still suffer Traumatic Hits, you never suffer major injuries

All Natural

4

Armsmaster

You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock

Level 1: Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.

Level 2: The Shock from your melee attacks always treats the target as if they have AC 10. Gain a +1 bonus to hit with all thrown or melee attacks.

Armsmaster

5

Assassin

You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack

Level 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target

Level 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards not directly in your path.

Assassin

6

Authority

You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. Where this Focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers

Level 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or very uncharacteristic.

Level 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.

Authority

7

Close Combatant

You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.

Level 1: Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time

Level 2: The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely

Close Combatant

8

Cyberdoc

Any skilled medic can implant and maintain cyber systems, but you have a special aptitude for the work.

Level 1: Gain Fix and Heal as bonus skills. You start play with a cyberdoc kit, and you can implant cyberware even if your Heal skill is level-0. You gain a +2 bonus on all cyber implant surgery skill checks. If you perform cyber maintenance for a person, the delicacy of your adjustments decreases the total System Strain cost of their implants by one point until their next maintenance interval.

Level 2: The quality of your cyber maintenance improves; the System Strain decrease is equal to two points now instead of one. You never fail to install cyberware correctly. Once per patient, you can build and install a cyber modification to a system as described on page 74 without any cost in money or experimental components, assuming you have the requisite skill levels to build it.

Cyberdoc

9

Diplomat

You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.

Level 1: Gain Talk as a bonus skill. You speak all the languages common to the city and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.

Level 2: Gain Talk as a bonus skill. You speak all the languages common to the city and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.

Diplomat

10

Drone Pilot

While anyone can drive a drone under casual circumstances, your knack for it is something unusual.

Level 1: Gain Drive and Fix as bonus skills. You acquire or start play with a Remote Control Unit cybersystem and its installation. Through connections, scavenging, and parts repurpose, you have free drones and their weapons and fittings worth no more than the budget given on page 18. You can repair these drones without needing spare parts, and destroyed drones can be replaced with a week’s work. You always have the equivalent of a drone repair kit on you at no Encumbrance cost.

Level 2: You can use the Assume Command drone action once per round as an On Turn action. Once per scene, gain a bonus Main Action to command a drone. Any drones you control gain a +2 bonus to their hit rolls, whether or not you’re personally firing their weaponry.

Drone Pilot

11

Deadeye

You have a gift with ranged weapons. While this talent most commonly applies to guns, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye

Level 1: Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a rifle or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.

Level 2: You can reload guns, crossbows, or other slow-loading weapons as an On Turn action, provided they don’t take more than a round to reload. You can use ranged weapons of any size in melee without penalty. Once per scene, as an On Turn action when target shooting at an inanimate, non-creature target, you automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible.

Deadeye

12

Expert Programmer

A skilled hacker can program their own utilities, but you take this expertise far beyond the norm.

Level 1: Gain Program as a bonus skill. You can create and maintain an additional number of program elements equal to your character level+2, split among Verbs and Subjects as you see fit as explained on page 96. You can change your choices with a week’s work. Once per day, as an On Turn action, you can make an on-the-fly edit to a Subject program element to turn it into any other Subject program element you need. The element remains altered until you change it again.

Level 2: Your programs are exceedingly efficient. Any program elements you write take up only half the usual Memory. A cyberdeck you use gains a CPU bonus equal to your Program skill level.

Expert Programmer

13

Healer

Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.

Level 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.

Level 2: Pharmaceuticals or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing adds no System Strain, but can be applied to a given target only once per day.

Healer

14

Henchkeeper

You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this Focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people, and are usually marginal sorts, criminals, the desperate, or other persons with few options.

You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.

Leavel 1:  Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will go with you on missions and risk great danger to help you. Most corper henchmen will have 5 HP, a +0 attack bonus, and a Morale of 7, plus whatever gear they’re given. Slum-dwellers and other natives of harsh societies will fight as Street Thugs per page 188 if pressed. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman

Level 2: Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as a Basic Corp Security from page 186. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.

Henchkeeper

15

Many Faces

You have multiple usable identities registered with corporate and governmental databases. These identities are so deeply embedded in the systems that they’re almost impossible to pry out unless you do something to compromise them.

Level 1: Level 1: Gain Sneak as a bonus skill. You can maintain one alternate identity at a time per three character levels, rounded up. These identities have their own names, backgrounds, criminal records, financial dealings, and bank accounts, and will register as authentic to all normal corporate and governmental checks. If an identity is compromised or you want a different one, you can replace it with a week’s work. False identities cannot be important people or involve corporations you don’t have a Contact in already

Many Faces

16

Pop Idol

Whether a street musician, graffiti artist, underground journalist, cam girl, folk singer, or Robin Hood-esque thief, you have a devoted following of enthusiasts who are willing to help you when you need them

Level 1: Gain Perform as a bonus skill. Once per game week, with an hour or so of messaging, you can mobilize about a hundred of your fans to perform some act of your choice, provided it’s no more than mildly criminal or slightly dangerous. Flash mobs, getaway drivers, scouting reports, tailing people, or instant parties might all qualify as services. Your fans don’t have any special skills, but they’ll do anything ordinary workers or civilians could do. If you mobilize them for donations or merch purchases, you get $1,000 per character level, doubled at fifth level and quadrupled at tenth. You can’t mobilize them to buy your content more than once per month.

Level 2: You can mobilize up to a hundred fans per character level, though major mobs are likely to draw a law enforcement response. You’ve cultivated fan leaders who can pass along your wishes deniably, concealing your involvement in the crowd. Your donation and merch earning amounts double. Your Charisma modifier increases by +1, to a maximum of +2.

Pop Idol

17

Roamer

You might be a footloose bum with a knack for stowing aboard cargo shipments, a hard-bitten outlander smuggler, or a restless seeker of the horizon. Either way, you’ve seen more of the world with your own two eyes than any common corper ever will.

Level 1: Gain Survive and Drive as bonus skills. You have conversational skill in all common languages spoken in the region or city, and you never get lost. You have “acquired” one or more vehicles worth no more than the budget given on page 18. You can replace lost or damaged vehicles at a rate of $10,000 per week.

Level 2: Once per scene, as an Instant action, you can reroll a failed skill check related to safe traveling or vehicle operation, whether to fix a blown engine or talk down a ganger who doesn’t like strangers crossing his turf.

Roamer

18

Safe Haven

You have the contacts and expertise to find safehouses and bolt holes that no one else would think to find. You know how to persuade landlords into helping you for nebulous future advantages.

Level 1: Gain Sneak as a bonus skill. If you spend a week in a particular neighborhood, you can find or arrange a secure safe house and the on-call assistance of a local cyberdoc or medic willing to perform emergency care for no more than you can afford to pay. This safe house will always go unnoticed unless you are at Heat 8+ or specifically compromise it; even in that case, it will remain undiscovered for at least 24 hours if you can get to it without being followed. If a safe house is burnt, you can find a new one with another week’s work. A PC can’t have more safe houses active at once than their character level

Level 2: Your safe houses are actively protected by the local authorities, be they gang members, paid-off cops, or cooperative corp security. Provided you don’t make them angry, they’ll defend you from most ordinary degrees of pursuit. You can find safe havens geared with the equivalent of tech workshops or level one cyberclinics

Safe Haven

19

Shocking Assault

You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.

Level 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock

Level 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that do Shock. As usual, regular hits never do less damage than this Shock would do.

Shocking Assault

20

Sniper’s Eye

You are an expert at placing a bullet or arrow on an unsuspecting target. These special benefits only apply when making an Execution Attack with a gun, bow, or thrown weapon

Level 1: Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack or target shooting, roll 3d6 and drop the lowest die.

Level 2: You don’t miss ranged Execution Attacks. A target hit by one takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.

21

Specialist

You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a natural athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this Focus more than once for different skills

Level 1: Gain a non-combat skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.

Level 2: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.

Specialist

22

Tinker

You have a natural talent for modifying and improving equipment

Level 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Vehicle, cyber, and gear mods cost only half their usual price in dollars, though experimental component requirements remain the same

Level 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score, up to a maximum of Fix-5. Advanced mods require one fewer experimental components to make, down to a minimum of zero.

Tinker

23

Unarmed Combatant

Your empty hands are more dangerous than knives in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding pistols, rifles and similar ranged arms, though you need at least one hand free to do so

Level 1: Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage you inflict, don’t add it twice to Shock damage. If you choose to strike lethally with unarmed attacks, they have a Trauma Die of 1d6 and a Trauma Rating of x2.

Level 2: Even on a miss with a Punch attack, you do an unmodified 1d6 damage, plus any Shock that the blow might inflict on the target. Your Trauma Die becomes 1d8 for lethal attacks.

Unarmed Combatant

24

Unique Gift

Your PC has a unique piece of cyberware, an exceptional human ability, or some experimental genetic modification that grants them some benefit that isn’t covered under existing options.

This benefit shouldn’t be a simple bonus to something you already do; it should be a power or ability that gives you options that you just wouldn’t have otherwise. It also shouldn’t be used to simply optimize an existing character concept, but instead should allow you to make a character who wouldn’t make sense without this special ability.

It’s up to the GM to decide what’s reasonable and fair to be covered under this gift, and whatever they allow should be roughly equivalent to the existing Focus options in overall power If an ability is particularly powerful or the cybernetics are especially draining, it might require the user to take System Strain to use it

As a general rule this ability should be better than a piece of gear the PC could buy. The player is spending a very limited resource when they make this Focus pick, so what they get should be good enough that they can’t just duplicate it with a fat bank account

Unique Gift

25

Unregistered

Whether by unrecorded birth, database corruption, or sheer luck, you simply do not exist in any government or corporate database. If taken with the Many Faces Focus, your own identity is lost, but you can create others for your own uses. If this Focus is taken after character creation, it means your existing records have become hopelessly corrupted and lost.

Level 1: You have no government or corporate database records associated with you, and it is almost impossible to add any such records without them ending up corrupted or deleted within a week. Human beings can remember you, but they can’t rely on computerized records to keep track of you or your activities. You can keep money on credit chips or in cash, but banking or formal property ownership is almost impossible for you.

Unregistered

26

Whirlwind Assault

You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat… assuming you survive being surrounded.

Level 1: Gain Stab or Punch as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range, assuming they’re susceptible to your Shock.

Level 2: The first time you kill someone in a round with a normal attack, either with its rolled damage on a hit or with the Shock damage it inflicts, instantly gain a second attack on any target within range using any Ready weapon you have.

Whirlwind Assault

Operator Edges (d14)

d14 Result Result

1

Educated:

You may pick a bonus skill of your choice. Whenever you gain skill points from character level advancement, you get a bonus skill point.

Educated

2

Face:

Gain Connect as a bonus skill. Once per game week, whenever it’s convenient, gain one temporary Acquaintance Contact of your choice, describing them in any way the GM finds acceptable. You lose touch with this Contact after you use this Edge again, but you can use this Edge to connect with them again at a different time. You may also provide favors or payment sufficient to cement the relationship at the GM’s discretion

Face

3

Focused:

You begin play with an extra Focus pick. You may choose this Edge more than once.
Roll on "Foci"

Focused

4

Ghost:

You are uncannily elusive. Gain Sneak as a bonus skill and the Fighting Withdrawal combat action is an On Turn action for you. Once per scene, reroll a failed Sneak check related to sneaking or going unseen. Once per game day, as a Move action, move up to 10 meters without anyone around you seeing you move. If you use this movement to get behind cover, you might seem to vanish outright to onlookers.

Ghost

5

Wired:

You may begin play with up to $200,000 worth of new or secondhand cyber. If secondhand, you roll once per system for its defect and may end up with unusable junk. You don’t need to pay for installation and its maintenance is covered for the next two months. You can redeem this Edge later in your career by paying double the cost of the cyber you selected; if so, you can trade this Edge in for a different one with the GM’s approval.

Wired

6

Hacker:

Gain Program as a bonus skill. You may begin play with an installed Cranial Jack cybersystem, a scrap deck from page 75, and eight program elements of your choice among available Verbs and Subjects. Each round, you gain a bonus Main Action that can only be used to perform hacking or cyberspace-related mental actions. This does not include drone piloting or vehicle driving.

Hacker

7

Hard To Kill:

Instead of rolling 1d6 per level for your hit points, you roll 1d6+2. Your base Trauma Target increases by +1, turning the base 6 into 7.

Hard To Kill

8

Killing Blow:

Gain a combat skill as a bonus skill. Whenever you inflict hit point damage on something, whether by weapon, special ability, or any other source, the damage is increased by 1 point per two character levels, rounded up. Any Trauma Die you roll gains a +1 bonus

Killing Blow

9

Masterful Expertise:

Once per scene, as an Instant action, reroll a failed check for a non-combat skill.

Masterful Expertise

10

On Target:

Gain a combat skill as a bonus skill. Your basic attack bonus is equal to your character level, instead of the usual half level, rounded down.

On Target

11

Prodigy:

Pick an attribute other than Constitution; its score becomes 18 and it grants a +3 modifier instead of +2. Characters benefiting from the Underdog Rule can’t take this Edge.

Prodigy

12

Operator’s Fortune:

You may or may not be good, but you are undeniably lucky. Once per game session as an Instant action, when something bad happens to you such as an injury, a failed save, or a botched skill check, test your luck and roll 1d6. On a 1, the bad event is unaffected. On a 2-5, you somehow avert the consequences by blind chance. On a 6, it actually lands on an enemy or rival of the GM’s choice, if that’s possible. Only events that happened in this same round can be averted.

Operator’s Fortune

13

Veteran’s Luck:

Once per scene, as an Instant action, trigger this ability to gain one of two effects: an attack roll that just hit you is instead treated as a miss, or an attack roll you just made that missed is instead treated as a hit. This ability can be applied to vehicle weapons used by the operator, but it cannot protect against environmental damage, vehicle crashes, falls, or other harm that doesn’t involve an attack roll.

Veteran’s Luck

14

Voice of the People:

You are a rocker, graffiti artist, poet, demagogue, or other rabble-rouser with a considerable reputation. You gain both levels of the Pop Idol Focus and an additional Friend Contact related to your art.

Voice of the People

Background (d40)

d40 Result Result Result Result Result Result

1

Laborer

finding day labor where you can

You’re one of the faceless millions forced to make a living with day labor and menial toil. Small businesses without the capital to mechanize their work often enlist such laborers, finding it cheaper to discard the injured than pay a street doc. For many laborers, the distinction between crime and legal work is too small to be worth distinguishing. Choose a general line of work for your laborer, be it construction, dock work, trucking, or the like. When you roll or pick the Work skill, you can substitute another skill for Work if a different one more perfectly reflects your usual labor.

Exert

Free Skill
Exert-0
Any Skill

Quick Skills
Work-0
Fix-0

Gunslinger

2

Bum

a hard-bitten street survivor

Vagrant, junkie, wino... sometimes “homeless person” if somebody’s trying to coax donations. Most in your situation are treated as nothing more than human detritus one step away from a welcome grave. Maybe you were born to a poverty indistinguishable from professional indigence or maybe some event threw you down from a better life, but you don’t intend to go quietly. Being a societal castoff in a dystopia like this one is something only the strongest survive for long. With the skills you have, you mean to do far more than just survive.

Survive

Free Skill
Survive-0
Any Skill

Quick Skills
Connect-0
Sneak-0

Gunslinger

3

Bureaucrat

 for a local government agency

Somebody had to keep the wheels of government turning, and you were as good as any. The city governments may be little more than shells for corp exploitation, but they and their army of functionaries keep the power on, the slums contained, and some pretense of civic order in place. It can be a very lucrative line of work for those positioned to demand bribes and other inducement, but you’re going to need to collect your bonus pay in a more direct fashion. You know how the machine works, and that can be worth more than any sum of bullets.

Administer

Free Skill
Administer-0
Any Skill
Quick Skills

Know-0
Talk-0

Face

4

Clergy

whether formal or informal

In the slums, people have little to rely upon but their own strength and God’s good mercy. Amid the desperation and desolation of the modern era, thousands of different faiths and sects have sprouted to give solace to their believers. Most of them are corp-sponsored marketing channels for selling spiritual retreats, blessed artifacts, and prestigious church ranks, but a few clergy still stubbornly serve God before Mammon. Such renegades are often thrown on their own devices, forced to collect their own tithes and deliver the Lord’s righteous judgment with their own right hands.

Lead

Free Skill
Lead-0
Any SkillQuick Skills

Talk-0
Connect-0

Face

5

Coder

 grinding code for somebody

The corporate world runs on code, and you’re one of the people that keep it turning. High-ranking corporate coders are too tightly monitored to work as operators, but the ecosystem of freelancers, selftaught prodigies, and desperate climbers is always churning with new possibilities. You may be a true hacker, skilled at running code under the most stressful situations, or you might focus your operator skills in a more physical direction, keeping your programming knowledge as a backup tool for when your preferred weapon doesn’t suit the job

Program

Free Skill
Program-0
Any Skill

Quick Skills
Administer-0
Fix-0

Hacker

6

Corp Security

muscle for a local corp

There are people hated more than corp security, but most of them are involved in blood feuds, religious wars, or undying gang vendettas. You’ve almost certainly left the uniform behind, but you still remember how the corporate world works, and more importantly, how its security units operate. You might still have a contact back in the corp you left, or a special reason to resent them. As ex-security, everyone knows that you’re never going back. They’d never let you live

Combat

Free Skill
Any Combat-0
Any Skill

Quick Skills
Notice-0
Exert-0

Gunslinger

7

Corper

a faceless cog in their machine

Once one of the fortunate millions, those lucky enough to have a formal job contract with a megacorp. You were above the petty roil of subsidiaries, street shops, and freelancers that clawed for every day’s meal. Even the worst-paid corper could have something resembling a civilized life if they toed the corporate line. You didn’t, for one reason or another, and now you’re on the outside. This is not your world and these are not your people, but you’re going to have to learn to cope with this new life, because there’s no going back after what happened to you… or what it made you do

Work

Free Skill
Work-0
Any Skill

Quick Skills
Talk-0
Connect-0

Gunslinger

8

Criminal

be it thief, mugger, or worse

It’s theoretically possible to live in the slums without breaking a law, but nobody’s ever seen it done. You, however, weren’t just a criminal by necessity. You were a criminal as a calling, as a profession. Doing what the cops and the corps and the gangs forbade was how you made your living, either as a thief, a con man, an enforcer, or some other variety of lawbreaker. You violated the rules that mattered, breaking the customary detente of fear that keeps the streets functional. You’ve managed to stay ahead of the consequences so far, but there’s no telling how long your luck will last.

Sneak

Free Skill
Sneak-0
Any Skill

Quick Skills
Notice-0
Connect-0

Badlander

9

Doctor

whether corp med or street doc

It was inevitable that the rise of cybernetic tech should have thrown off a host of second-order medical marvels. It’s thanks to these wonders that a street doc can do good even with nothing more than a battered medkit and a semi-clean table. You might have practiced as part of a corp-backed hospital, or served in a private clinic, or been something else that had a place in “good society” once. Perhaps you were always part of the street, a local who learned what was needed for their own reasons. Now you’re on your own. It’s not a problem, though; in a world like this, you’ll never lack work.

Heal

Free Skill
Heal-0
Any Skill

Quick Skills
Notice-0
Know-0

Medic

10

Drone Jockey

running overwatch

With as much lead flying around as it does these days, drones are a popular substitute for expensive, trained human flesh. Most drone pilots are corp-employed, running security rigs for corp facilities or keeping a border watch up on isolated regions. Gang bosses and powerful locals also have use for their services, as an armed drone is much less concerned about being shot than a human flunky is. You might make drone piloting the main thrust of your work as an operator, but it could also be a sideline for the job you prefer to do now

Drive

Free Skill
Drive-0
Any Skill

Quick Skills
Fix-0
Shoot-0

Hacker

11

Ganger

rank and file of the street legions

One of the lesser nobility of the street, most districts are ruled by one or more gangs. With enough tribute in cash and fearful reverence, a gang boss can hold the local violence down to a dull roar and make sure that thieves and troublemakers get dealt with quickly. There’s an endless need for ambitious, eager new recruits to handle these jobs, and if the mortality rate is high, well, nothing’s as cheap as human lives. You’ve had to cut ties with your old crew, either because they’re no longer around or because you did something that couldn’t be overlooked. Hopefully no hard feelings remain

Combat

Free Skill
Any Combat-0
Any Skill

Quick Skills
Connect-0
Survive-0

Gunslinger

12

Law Enforcement

such as cops are now

Once one of the city enforcers, whether a beat cop, a detective, or a paper-pusher back at the precinct. There’s too much violence for the city cops to pay attention to anything but the most egregious street murder, and the only time they ever hurry is when big money is upset. Even so, a few idealists keep stubbornly trying to prevent their savage wards from killing each other with impunity. Maybe you felt that way once, but something happened that forced you to leave. The good news is that the street locals have nothing against you; cops aren’t nearly as brutal as the gangs are. The bad news is that you’re out here alone now.

Administer

Free Skill
Administer-0
Any Skill

Quick Skills
Any Combat-0
Notice-0

Gunslinger

13

Manager

a maintainer of cogs

You ran things. If you were lucky, you ran things for a megacorp, one of the legion of petty middle-managers who kept the machine from binding up on itself. If you were less fortunate, you worked for a subsidiary corp, or a freelance organization, or a community co-op. In either case, you learned how to deal with the friction that human contact creates and the innumerable problems that crop up in a world where destruction is so much easier than order. You’re out of things to manage right now, but you still know how to make something out of a whole lot of confused nothing.

Administer

Free Skill
Administer-0
Any Skill

Quick Skills
Talk-0
Trade-0

Face

14

Outlander

born beyond the city

Everybody lives in cities because cities are where everything is. Everybody except you. Despite all the pollution, all the toxins, all the outcasts too violent or too crazy to exist within city limits, you made your life in the outlands. Maybe you were born in a dying rural town, or maybe you run contraband between isolated city-states, or maybe you just couldn’t stand living in a human hive any more. Whatever the reason, you know how to survive where there isn’t a convenience store every two blocks, and how to deal with dangers that don’t wear a human face.

Survive

Free Skill
Survive-0
Any Skill

Quick Skills
Drive-0
Any Combat-0

Badlander

15

Performer

musician, or artist

Everybody wants to forget where they are, and you helped them do that. Whether singing, dancing, VR recordings, cam shows, comedy, or some other art, you’re good enough at it not to have starved yet, which is a considerable accomplishment. You still haven’t made it to the big time, and for one reason or another you’ve found it necessary to take up an operator’s work as well as that of an artist. It could be that stand-up’s not paying the rent, or you might have a performance in mind that a particular audience won’t ever forget

Perform

Free Skill
Perform-0
Any Skill

Quick Skills
Lead-0
Connect-0

Face

16

Soldier

working for a government

A soldier’s work is never done, whether they’re wearing the patches of one of the remaining national governments or working under the colors of a corporate military division. Most corps prefer to resolve their differences through buyouts, legal action, and targeted assassinations, but some people just won’t listen to reason, and that’s where the hovertanks come in. For one reason or another, you’ve found it necessary to move on from that life. While you may not be as well-supported now as you were then, your familiarity with violence and quick death is something valuable to an operator.

Combat

Free Skill
Any Combat-0
Any Skill

Quick Skills
Exert-0
Lead-0

Gunslinger

17

Spy

in deep for your real employer

There’s never been a perfect substitute for human intelligence, and you made your living as a source of it. Whether a gang mole, a corp infiltrator, a spy for a rival government department, or an actual agent of a foreign power, you kept your mouth shut and your eyes open, learning what others would keep hidden. Every resource gets spent sooner or later, however, and now you find yourself cut loose. An operator’s life isn’t so different from the one you’ve lived so far, and your professional talents will still find use in your new life

Sneak

Free Skill
Sneak-0
Any Skill

Quick Skills
Notice-0
Talk-0

Tech

18

Trader

peddler, hawker, or the like

Everyone’s looking for a good deal, and you made your living out of finding those deals first. You might’ve been a small shopkeeper, a street peddler, a struggling business owner, or one of the countless other small fry trying to make a living in the shadow of the megacorps and their pet subsidiaries. Something happened that left your old plans in ruins, and now you’ve got to use your skills in a different line of work. Fortunately, the average operator is every bit as interested in the flow of money as any trader, and your talents will serve you well.

Trade

Free Skill
Trade-0
Any Skill

Quick Skills
Notice-0
Connect-0

Face

19

Streetwalker

whether cheap or high-class

Once a professional distraction from the world, you might have been an ordinary streetwalker, an expensive companion, or some artistic jewel far above the tawdry business of physical contact. The work pays better than street labor, though the danger is often considerably greater. Professional experience has given you a talent for negotiation and diplomacy that can sometimes be more valuable than any amount of firepower, and as an operator, your value will be recognized in your achievements rather than your face.

Talk

Free Skill
Talk-0
Any Skill

Quick Skills
Perform-0
Connect-0

Face

20

Technician

 freelance or corp-hired

You know how to fix what’s broken, patch what’s damaged, and jailbreak what’s locked. With the megacorps preferring profitable obsolescence to active repair, anyone who can turn legal scrap into illegal gear has a role on the streets, and you’re good at it. Maybe you worked for a small shop, or freelanced for a subsidiary, or even made your own living out of piecework and favors done. An operator team always needs somebody to keep the guns firing and the armor intact, and your talents are critical for that work.

Fix

Free Skill
Fix-0
Any Skill

Quick Skills
Program-0
Exert-0

Tech

21

Wild One

born primitive and wild

Standards of barbarism vary, but your operator comes from savagery and high violence. They may have survived an all-consuming war, or been deprived of critical materials or energy resources. Wild Ones are drawn from the impoverished underclass and technologically-impoverished inheritors of some former glory. (from Starts Without Number)

Survive

Free Skill
Survive-0
Any Skill

Quick Skills
Notice-0
Any Combat-0

Melee

22

Courtesan

trading on pleasurable company

Your operator’s career was one of proffered pleasure. Refined artists of conversation and grace command high fees in some societies, while others pay well for the simple company of certain people with the right bloodlines, special appearance, or auspicious personal qualities esteemed by their culture. (from Starts Without Number)

Perform

Free Skill
Perform-0
Any Skill

Quick Skills
Notice-0
Connect-0

Face

23

Dilettante

with money if not purpose

Your operator never had a profession, strictly speaking, but spent their formative years in travel, socializing, and a series of engaging hobbies. They might have been the scion of a wealthy industrialist, a planetary noble’s younger offspring, or a hanger-on to someone with the money and influence they lacked. By the time your operator’s start, they’ve run through the money that once fueled their lifestyle. Extreme measures may be necessary to acquire further funding. (from Starts Without Number)

Connect

Free Skill
Connect-0
Any Skill

Quick Skills
Know-0
Talk-0

Face

24

Entertainer

artful and beguiling

Singers, dancers, actors, poets, writers… the city teems with artists of unnumbered styles and mediums, some of which are only physically possible with advanced technological support. Your operator was a dedicated entertainer, one likely focused in a particular form of art. Patrons and talent scouts can be temperamental, however, and sometimes a budding artist needs to take steps to find their audience. Or at least, to find their audience’s money. (from Starts Without Number)

Perform

Free Skill
Perform-0
Any Skill

Quick Skills
Talk-0
Connect-0

Face

25

Merchant

whether peddler or far trader

Your operator was or is a trader. The nature of trade varies. For some, it’s a business of soberly-dressed people ticking off trades on virtual terminals, while on others it is a more active pursuit requirng the judicious application of monoblades and deniable gunfire against competitors. Sometimes a deal goes bad or capital needs to be raised, and a merchant’s natural talents are turned toward the perils of adventure. (from Stars Without Number)

Trade

Free Skill
Trade-0
Any Skill

Quick Skills
Talk-0
Connect-0

Face

26

Noble

by blood or social capital

Many places are ruled by a class of nobles, and your operator was a member of one such exalted group. Your operator has done something or been the victim of something to dislodge them from their comfortable place at court. Without their familiar allies, wealth, or influence, they must take a new place in the world, however distasteful that claiming might be (from Stars Without Number)

Lead

Free Skill
Lead-0
Any SkillQuick Skills

Connect-0
Administer-0

Badlander

27

Peasant

whether primitive or high-tech

A technologically-advanced city can usually produce all its necessary foodstuffs and basic resources with a handful of workers, the bulk of the labor being performed by agricultural bots. In more primitive places, or those with a natural environment that requires close personal attention to foodstuffs, a class of peasants will emerge. Thesepeople often become chattel, part and parcel of the area they occupy and traded among their betters like equipment. Your operator was not satisfied with that life and has done something to break free from their dirty, toilsome past. (from Starts Without Number)

Exert

Free Skill
Exert-0
Any Skill

Quick Skills
Sneak-0
Survive-0

Gunslinger

28

Traveler

wunderlusted cyberpunk gunslinger

This enigmatic figure is a nomadic gunslinger, forever on the move, navigating the sprawling concrete jungles and virtual realms with unmatched grace and precision. Adorned in a fusion of leather and high-tech armor, they're a master of both traditional firearms and cutting-edge cybernetic enhancements, making them a formidable force in a world where every shadow conceals a threat. Fuelled by a relentless wanderlust, they seek adventure in the darkest corners of the digital frontier, where danger and opportunity collide. (chatGPT Homebrew)

Combat

Free Skill
Any Combat-0
Any Skill

Quick Skills
Fix-0
Survive-0

Badlander

29

Vigilante

relentless force of nature

This character is cloaked in the shadows and armed with a dizzying array of high-tech melee weapons and cybernetic enhancements. Their body is a canvas of chrome and neon, adorned with circuitry that enhances their physical abilities to superhuman levels. (chatGPT Homebrew)

Combat

Free Skill
Any Combat-0
Any Skill

Quick Skills
Exert-0
Talk-0

Gunslinger

30

Mechanic

 freelance or corp-hired

You possess the expertise to mend the fractured, mend the battered, and liberate the restricted. In a world where megacorporations prioritize profits over fixing things, individuals who can transform lawful scrap into illicit tech are invaluable on the urban streets, and you excel in this craft. Perhaps you were employed by a modest workshop, operated as a freelancer under a subsidiary, or established your own livelihood by trading in patchwork and fulfilling favors. Within an operator team, there's always a need for someone to ensure that the weapons keep firing and the armor remains in pristine condition, and your unique skills are indispensable for this crucial role. (chatGPT Homebrew)

Fix

Free Skill
Fix-0
Any Skill

Quick Skills
Program-0
Notice-0

Tech

31

Hacker

 grinding code for somebody

In the corporate realm, the backbone is comprised of lines of code, and you are a vital cog in this intricate machine. Those in high-ranking corporate coding positions are subjected to rigorous surveillance, rendering them unsuitable for operational roles. However, the dynamic landscape of freelancers, self-taught prodigies, and ambitious strivers continually spawns fresh opportunities. You may fall into the category of a genuine hacker, adept at executing code seamlessly even in the most intense scenarios. Alternatively, you might channel your operator talents in a more tangible direction, reserving your coding expertise as a secondary tool for situations where your primary weapon isn't the best fit for the task at hand. (chatGPT Homebrew)

Program

Free Skill
Program-0
Any Skill

Quick Skills
Notice-0
Fix-0

Hacker

32

Artisan

Maker of things

Your character was a creator, skilled in various trades such as fabricating, engineering, constructing, or crafting unique and unconventional items. In modest, isolated communities, artisans often complement their livelihood with the same sustenance farming as their fellow residents. However, within the bustling metropolises, they might have become full-time professionals, possibly affiliating with exclusive guilds or brotherhoods devoted to their specific craft. While an artisan's craftsmanship primarily pertains to their original discipline, they often possess enough knowledge and adaptability to produce proficient results in other fields of work when required. (Worlds Without Number)

Fix

Free Skill
Fix-0
Any Skill

Quick Skills
Trade-0
Connect-0

Tech

33

Carter

hauling goods or people

These individuals may serve as transport specialists, embarking on treacherous journeys through unforgiving landscapes. They could be caravan workers responsible for safeguarding precious cargo over vast distances, or independent couriers, maintaining vital connections between isolated outposts. These relentless transporters may also serve as messenger riders, braving significant risks to ensure the secure delivery of small parcels. Originating from humble origins, a carter might come from the ranks of low-born peasants, yet their profession often takes them far beyond the horizons known to the privileged elite of their homelands. In their extensive travels, these rugged haulers swiftly acquire the necessary skills to navigate the most dangerous situations. (Worlds Without Number)

Drive

Free Skill
Drive-0
Any Skill

Quick Skills
Connect-0
Any Combat-0

Hacker

34

Hunter

trapper, lone hermit, or recluse

Both primitive tribals and bored nobles require hunts for their table and their pleasures, and such efforts often require professional hunters to help in the work. Hunger or greed has also been known to send poor peasants into the game preserves of their lords or deep into dangerous wilderness. The marksmanship and stealth of a well-practiced hunter tend to be useful skills in an adventurer’s line of work. (Worlds Without Number)

Combat

Free Skill
Any Combat-0
Any Skill

Quick Skills
Survive-0
Sneak-0

Badlander

35

Hacker

 grinding code for somebody

Within the corporate dystopia, the digital code forms the very foundation, and you play a pivotal role in this complex mechanism. Those occupying high-ranking corporate coding positions find themselves under stringent surveillance, making them ill-suited for hands-on operational tasks. Nonetheless, the ever-evolving landscape of independent contractors, self-taught prodigies, and ambitious up-and-comers consistently generates new possibilities. You may belong to the ranks of true hackers, highly skilled in executing code flawlessly even in the most intense circumstances. Alternatively, you might choose to channel your operator skills towards more tangible objectives, reserving your coding expertise as a secondary resource for situations where your primary weapon proves inadequate for the job at hand.. (chatGPT Homebrew)

Program

Free Skill
Program-0
Any Skill

Quick Skills
Connect-0
Any Combat-0

Hacker

36

Drone Jockey

running overwatch

Given the constant hail of bullets in our contemporary world, drones have emerged as a cost-effective alternative to highly trained human operatives. The majority of drone operators work under corporate employment, overseeing security measures for corporate installations or patrolling remote, desolate territories. Notably, gang leaders and influential individuals within the community also find value in their services, as armed drones exhibit far less trepidation about gunfire compared to their human counterparts. You could choose to specialize in drone piloting as the primary focus of your role as an operator, or it could serve as an auxiliary responsibility while you pursue your current preferred line of work, (chatGPT Homebrew)

Drive

Free Skill
Drive-0
Any Skill

Quick Skills
Administer-0
Fix-0

Hacker

37

Doctor

whether corp med or street doc

It was inevitable that the rise of cybernetic tech should have thrown off a host of second-order medical marvels. It’s thanks to these wonders that a street doc can do good even with nothing more than a battered medkit and a semi-clean table. You might have practiced as part of a corp-backed hospital, or served in a private clinic, or been something else that had a place in “good society” once. Perhaps you were always part of the street, a local who learned what was needed for their own reasons. Now you’re on your own. It’s not a problem, though; in a world like this, you’ll never lack work.

Heal

Free Skill
Heal-0
Any Skill

Quick Skills
Notice-0
Administer-0

Medic

38

Doctor

whether corp med or street doc

It was inevitable that the rise of cybernetic tech should have thrown off a host of second-order medical marvels. It’s thanks to these wonders that a street doc can do good even with nothing more than a battered medkit and a semi-clean table. You might have practiced as part of a corp-backed hospital, or served in a private clinic, or been something else that had a place in “good society” once. Perhaps you were always part of the street, a local who learned what was needed for their own reasons. Now you’re on your own. It’s not a problem, though; in a world like this, you’ll never lack work.

Heal

Free Skill
Heal-0
Any Skill

Quick Skills
Notice-0
Fix-0

Medic

39

Doctor

whether corp med or street doc

It was inevitable that the rise of cybernetic tech should have thrown off a host of second-order medical marvels. It’s thanks to these wonders that a street doc can do good even with nothing more than a battered medkit and a semi-clean table. You might have practiced as part of a corp-backed hospital, or served in a private clinic, or been something else that had a place in “good society” once. Perhaps you were always part of the street, a local who learned what was needed for their own reasons. Now you’re on your own. It’s not a problem, though; in a world like this, you’ll never lack work.

Heal

Free Skill
Heal-0
Any Skill

Quick Skills
Notice-0
Program-0

Medic

40

Slave

indentured laborer, runaway prentice

Slavery in this world varies from the pampered life of some favored house slave to a short, brutal existence in the mines and manufactories. It’s not unknown for the same slave to experience both ends of the spectrum as their charm fades or financial need forces a slimming of the household staff. In some lands a former slave can have hope of attaining honor and status, while in others they might expect an even worse state, without even the assurance of sufficient bread for their labor. Runaways, rebels, and ex-slaves are all well-represented among the desperate class of adventurers. (Worlds Without Number)

Sneak

Free Skill
Sneak-0
Any Skill

Quick Skills
Survive-0
Exert-0

Gunslinger

ChatGPT Fist names (d150)

d150 Result

1

Neo

2

Cipher

3

Sable

4

Blaze

5

Nyx

6

Zero

7

Vortex

8

Nova

9

Chrome

10

Rogue

11

Zenith

12

Echo

13

Cyan

14

Axiom

15

Orion

16

Solstice

17

Enigma

18

Vector

19

Luna

20

Quantum

21

Tesla

22

Coda

23

Phoenix

24

Nexus

25

Flux

26

Havoc

27

Synth

28

Artemis

29

Gemini

30

Obsidian

31

Haze

32

Pulsar

33

Wraith

34

Mirage

35

Holo

36

Kairo

37

Astrid

38

Renegade

39

Zephyr

40

Zen

41

Helix

42

Seraph

43

Infinita

44

Maelstrom

45

Cipher

46

Zenith

47

Zenon

48

Neon

49

Astral

50

Quasar

51

Orion

52

Eclipse

53

Blade

54

Pixel

55

Arctica

56

Vapor

57

Chronos

58

Zenith

59

Nova

60

Vesper

61

Spark

62

Nyx

63

Nebula

64

Volt

65

Triton

66

Binary

67

Pandora

68

Quantum

69

Cyber

70

Apollo

71

Aurora

72

Draco

73

Zara

74

Tempest

75

Syren

76

Typhoon

77

Synapse

78

Vortex

79

Pheonix

80

Electron

81

Matrix

82

Vega

83

Onyx

84

Nebula

85

Xenon

86

Zenon

87

Pixel

88

Viper

89

Echo

90

Nova

91

Artemis

92

Riven

93

Astra

94

Quantum

95

Titan

96

Lexis

97

Obscura

98

Karma

99

Velocity

100

Cipher

101

Alex

102

Avery

103

Blair

104

Casey

105

Charlie

106

Dakota

107

Emerson

108

Finley

109

Harper

110

Jordan

111

Kai

112

Kendall

113

Lane

114

Lennon

115

Morgan

116

Oakley

117

Parker

118

Quinn

119

Reese

120

Riley

121

Rowan

122

Sage

123

Skylar

124

Sydney

125

Taylor

126

Avery

127

Blake

128

Cameron

129

Drew

130

Ellis

131

Frankie

132

Greer

133

Hayden

134

Indigo

135

Jules

136

Kennedy

137

Logan

138

Marlow

139

Nico

140

Orion

141

Peyton

142

Rowan

143

Sage

144

Tatum

145

Val

146

Wren

147

Xan

148

Yael

149

Zephyr

150

Zenith

ChatGPT Last Names (d250)

d250 Result

1

Smith

2

Johnson

3

Brown

4

Davis

5

Jones

6

Miller

7

Wilson

8

Moore

9

Taylor

10

Anderson

11

Thomas

12

Jackson

13

White

14

Harris

15

Martin

16

Thompson

17

Garcia

18

Martinez

19

Robinson

20

Clark

21

Rodriguez

22

Lewis

23

Lee

24

Walker

25

Hall

26

Allen

27

Young

28

Hernandez

29

King

30

Wright

31

Hill

32

Scott

33

Green

34

Adams

35

Baker

36

Gonzalez

37

Nelson

38

Carter

39

Mitchell

40

Perez

41

Roberts

42

Turner

43

Phillips

44

Campbell

45

Parker

46

Evans

47

Edwards

48

Collins

49

Stewart

50

Sanchez

51

Morris

52

Rogers

53

Reed

54

Cook

55

Morgan

56

Bell

57

Murphy

58

Bailey

59

Rivera

60

Cooper

61

Richardson

62

Cox

63

Howard

64

Ward

65

Torres

66

Peterson

67

Gray

68

Ramirez

69

James

70

Watson

71

Brooks

72

Kelly

73

Sanders

74

Price

75

Bennett

76

Wood

77

Barnes

78

Ross

79

Henderson

80

Coleman

81

Jenkins

82

Perry

83

Powell

84

Long

85

Patterson

86

Hughes

87

Flores

88

Washington

89

Butler

90

Simmons

91

Foster

92

Gonzales

93

Bryant

94

Alexander

95

Russell

96

Griffin

97

Diaz

98

Hayes

99

Myers

100

Ford

101

Hamilton

102

Graham

103

Sullivan

104

Wallace

105

Woods

106

Cole

107

West

108

Jordan

109

Owens

110

Reynolds

111

Fisher

112

Ellis

113

Harrison

114

Gibson

115

Mcdonald

116

Cruz

117

Marshall

118

Ortiz

119

Gomez

120

Murray

121

Freeman

122

Wells

123

Webb

124

Simpson

125

Stevens

126

Tucker

127

Porter

128

Hunter

129

Hicks

130

Crawford

131

Henry

132

Boyd

133

Mason

134

Morales

135

Kennedy

136

Warren

137

Dixon

138

Ramos

139

Reyes

140

Burns

141

Gordon

142

Shaw

143

Holmes

144

Rice

145

Robertson

146

Hunt

147

Black

148

Daniels

149

Palmer

150

Mills

151

Nichols

152

Grant

153

Knight

154

Ferguson

155

Rose

156

Stone

157

Hawkins

158

Dunn

159

Perkins

160

Hudson

161

Spencer

162

Gardner

163

Stephens

164

Payne

165

Pierce

166

Berry

167

Matthews

168

Arnold

169

Wagner

170

Willis

171

Ray

172

Watkins

173

Olson

174

Carroll

175

Duncan

176

Snyder

177

Hart

178

Cunningham

179

Bradley

180

Lane

181

Andrews

182

Ruiz

183

Harper

184

Fox

185

Riley

186

Armstrong

187

Carpenter

188

Weaver

189

Greene

190

Lawrence

191

Elliott

192

Chavez

193

Sims

194

Austin

195

Peters

196

Kelley

197

Franklin

198

Lawson

199

Fields

200

Gutierrez

201

Ryan

202

Schmidt

203

Carr

204

Vasquez

205

Castillo

206

Wheeler

207

Chapman

208

Oliver

209

Montgomery

210

Richards

211

Williamson

212

Johnston

213

Banks

214

Meyer

215

Bishop

216

Mccoy

217

Howell

218

Alvarez

219

Morrison

220

Hansen

221

Fernandez

222

Garza

223

Harvey

224

Little

225

Burton

226

Stanley

227

Nguyen

228

George

229

Jacobs

230

Reid

231

Kim

232

Fuller

233

Lynch

234

Dean

235

Gilbert

236

Garrett

237

Romero

238

Welch

239

Larson

240

Frazier

241

Burke

242

Hanson

243

Day

244

Mendoza

245

Moreno

246

Bowman

247

Medina

248

Fowler

249

Brewer

250

Hoffman

Growth Chart (d476)

d476 INDEX Result

1

Bum

+1 Any Stat

2

Bum

+2 Physical

3

Bum

+2 Physical

4

Bum

+2 Mental

5

Bum

+1 Survive

6

Bum

+1 Any Skill

7

Bum

+1 Any Combat

8

Bum

Survive

9

Bum

Connect

10

Bum

Sneak

11

Bum

Notice

12

Bum

Talk

13

Bum

Fix

14

Bum

Trade

15

Bureaucrat

+1 Any Stat

16

Bureaucrat

+2 Mental

17

Bureaucrat

2 Mental

18

Bureaucrat

2 Mental

19

Bureaucrat

Administer

20

Bureaucrat

Any Skill

21

Bureaucrat

Administer

22

Bureaucrat

Know

23

Bureaucrat

Talk

24

Bureaucrat

Program

25

Bureaucrat

Lead

26

Bureaucrat

Trade

27

Bureaucrat

Notice

28

Bureaucrat

Any Skill

29

Clergy

+1 Any Stat

30

Clergy

+2 Mental

31

Clergy

+2 Mental

32

Clergy

+2 Mental

33

Clergy

Connect

34

Clergy

Any Skill

35

Clergy

Lead

36

Clergy

Talk

37

Clergy

Connect

38

Clergy

Perform

39

Clergy

Know

40

Clergy

Heal

41

Clergy

Notice

42

Clergy

Any Skill

43

Coder

+1 Any Stat

44

Coder

+2 Mental

45

Coder

+2 Mental

46

Coder

+2 Mental

47

Coder

Program

48

Coder

Any Skill

49

Coder

Program

50

Coder

Administer

51

Coder

Fix

52

Coder

Talk

53

Coder

Connect

54

Coder

Know

55

Coder

Notice

56

Coder

Any Skill

57

Corp Security

+1 Any Stat

58

Corp Security

+2 Physical

59

Corp Security

+2 Physical

60

Corp Security

+2 Physical

61

Corp Security

Any Combat

62

Corp Security

Any Skill

63

Corp Security

Any Combat

64

Corp Security

Administer

65

Corp Security

Connect

66

Corp Security

Notice

67

Corp Security

Exert

68

Corp Security

Heal

69

Corp Security

Sneak

70

Corp Security

Lead

71

Corper

+1 Any Stat

72

Corper

+1 Any Stat

73

Corper

+2 Physical

74

Corper

+2 Mental

75

Corper

Any Skill

76

Corper

Any Skill

77

Corper

Work

78

Corper

Talk

79

Corper

Connect

80

Corper

Any Combat

81

Corper

Notice

82

Corper

Sneak

83

Corper

Fix

84

Corper

Any Skill

85

Criminal

+1 Any Stat

86

Criminal

+1 Any Stat

87

Criminal

+2 Physical

88

Criminal

+2 Mental

89

Criminal

Sneak

90

Criminal

Any Skill

91

Criminal

Any Combat

92

Criminal

Sneak

93

Criminal

Notice

94

Criminal

Connect

95

Criminal

Talk

96

Criminal

Survive

97

Criminal

Exert

98

Criminal

Lead

99

Doctor

+1 Any Stat

100

Doctor

+2 Physical

101

Doctor

+2 Menta

102

Doctor

+2 Menta

103

Doctor

Heal

104

Doctor

Any Skill

105

Doctor

Heal

106

Doctor

Notice

107

Doctor

Know

108

Doctor

Talk

109

Doctor

Administer

110

Doctor

Connect

111

Doctor

Fix

112

Doctor

Any Skill

113

Drone Jockey

+1 Any Stat

114

Drone Jockey

+2 Physical

115

Drone Jockey

+2 Physical

116

Drone Jockey

+2 Menta

117

Drone Jockey

Drive

118

Drone Jockey

Any Skill

119

Drone Jockey

Drive

120

Drone Jockey

Fix

121

Drone Jockey

Shoot

122

Drone Jockey

Notice

123

Drone Jockey

Sneak

124

Drone Jockey

Exert

125

Drone Jockey

Program

126

Drone Jockey

Any Skill

127

Ganger

+1 Any Stat

128

Ganger

+2 Physical

129

Ganger

+2 Physical

130

Ganger

+2 Menta

131

Ganger

Any Combat

132

Ganger

Any Skill

133

Ganger

Any Combat

134

Ganger

Connect

135

Ganger

Survive

136

Ganger

Notice

137

Ganger

Sneak

138

Ganger

Talk

139

Ganger

Fix

140

Ganger

Any Skill

141

Laborer

+1 Any Stat

142

Laborer

+2 Physical

143

Laborer

+2 Physical

144

Laborer

+2 Physical

145

Laborer

Exert

146

Laborer

Any Skill

147

Laborer

Exert

148

Laborer

Work

149

Laborer

Sneak

150

Laborer

Trade

151

Laborer

Survive

152

Laborer

Fix

153

Laborer

Any Combat

154

Laborer

Any Skill

155

Law Enforcement

+1 Any Stat

156

Law Enforcement

+2 Physical

157

Law Enforcement

+2 Physical

158

Law Enforcement

+2 Menta

159

Law Enforcement

Administer

160

Law Enforcement

Any Skill

161

Law Enforcement

Administer

162

Law Enforcement

Any Combat

163

Law Enforcement

Notice

164

Law Enforcement

Sneak

165

Law Enforcement

Talk

166

Law Enforcement

Connect

167

Law Enforcement

Heal

168

Law Enforcement

Any Skill

169

Manager

+1 Any Stat

170

Manager

+2 Mental

171

Manager

+2 Mental

172

Manager

+2 Mental

173

Manager

Administer

174

Manager

Any Skill

175

Manager

Administer

176

Manager

Talk

177

Manager

Trade

178

Manager

Connect

179

Manager

Notice

180

Manager

Lead

181

Manager

Program

182

Manager

Any Skill

183

Outlander

+1 Any Stat

184

Outlander

+2 Mental

185

Outlander

+2 Physical

186

Outlander

+2 Physical

187

Outlander

Survive

188

Outlander

Any Skill

189

Outlander

Survive

190

Outlander

Drive

191

Outlander

Fix

192

Outlander

Trade

193

Outlander

Sneak

194

Outlander

Connect

195

Outlander

Any Combat

196

Outlander

Any Skill

197

Performer

+1 Any Stat

198

Performer

+1 Any Stat

199

Performer

+2 Mental

200

Performer

+2 Physical

201

Performer

Perform

202

Performer

Any Skill

203

Performer

Perform

204

Performer

Lead

205

Performer

Connect

206

Performer

Talk

207

Performer

Trade

208

Performer

Sneak

209

Performer

Any Combat

210

Performer

Any Skill

211

Soldier

+1 Any Stat

212

Soldier

+2 Mental

213

Soldier

+2 Physical

214

Soldier

+2 Physical

215

Soldier

Any Combat

216

Soldier

Any Skill

217

Soldier

Any Combat

218

Soldier

Exert

219

Soldier

Lead

220

Soldier

Notice

221

Soldier

Survive

222

Soldier

Heal

223

Soldier

Administer

224

Soldier

Any Skill

225

Spy

+1 Any Stat

226

Spy

+1 Any Stat

227

Spy

+2 Mental

228

Spy

+2 Physical

229

Spy

Sneak

230

Spy

Any Skill

231

Spy

Sneak

232

Spy

Notice

233

Spy

Talk

234

Spy

Connect

235

Spy

Program

236

Spy

Exert

237

Spy

Any Combat

238

Spy

Any Skill

239

Trader

+1 Any Stat

240

Trader

+2 Mental

241

Trader

+2 Mental

242

Trader

+2 Physical

243

Trader

Trade

244

Trader

Any Skill

245

Trader

Trade

246

Trader

Notice

247

Trader

Connect

248

Trader

Fix

249

Trader

Talk

250

Trader

Administer

251

Trader

Any Combat

252

Trader

Any Skill

253

Streetwalker

+1 Any Stat

254

Streetwalker

+1 Any Stat

255

Streetwalker

+2 Physical

256

Streetwalker

+2 Menta

257

Streetwalker

Talk

258

Streetwalker

Any Skill

259

Streetwalker

Talk

260

Streetwalker

Perform

261

Streetwalker

Connect

262

Streetwalker

Trade

263

Streetwalker

Sneak

264

Streetwalker

Notice

265

Streetwalker

Heal

266

Streetwalker

Any Skill

267

Technician

+1 Any Stat

268

Technician

+2 Physical

269

Technician

+2 Mental

270

Technician

+2 Mental

271

Technician

Fix

272

Technician

Any Skill

273

Technician

Fix

274

Technician

Program

275

Technician

Exert

276

Technician

Trade

277

Technician

Notice

278

Technician

Connect

279

Technician

Drive

280

Technician

Any Skill

281

Wild One

+1 Any Stat

282

Wild One

+2 Physical

283

Wild One

+2 Physical

284

Wild One

+2 Mental

285

Wild One

Exert

286

Wild One

Any Skill

287

Wild One

Any Combat

288

Wild One

Connect

289

Wild One

Exert

290

Wild One

Lead

291

Wild One

Notice

292

Wild One

Any Combat

293

Wild One

Sneak

294

Wild One

Survive

295

Courtesan

+1 Any Stat

296

Courtesan

+2 Mental

297

Courtesan

+2 Mental

298

Courtesan

+2 Physical

299

Courtesan

Connect

300

Courtesan

Any Skill

301

Courtesan

Any Combat

302

Courtesan

Connect

303

Courtesan

Exert

304

Courtesan

Notice

305

Courtesan

Perform

306

Courtesan

Survive

307

Courtesan

Talk

308

Courtesan

Trade

309

Dilettante

+1 Any Stat

310

Dilettante

+1 Any Stat

311

Dilettante

+1 Any Stat

312

Dilettante

+1 Any Stat

313

Dilettante

Connect

314

Dilettante

Any Skill

315

Dilettante

Any Skill

316

Dilettante

Connect

317

Dilettante

Know

318

Dilettante

Perform

319

Dilettante

Drive

320

Dilettante

Talk

321

Dilettante

Trade

322

Dilettante

Any Skill

323

Entertainer

+1 Any Stat

324

Entertainer

+2 Mental

325

Entertainer

+2 Mental

326

Entertainer

+2 Physical

327

Entertainer

Connect

328

Entertainer

Any Skill

329

Entertainer

Any Combat

330

Entertainer

Connect

331

Entertainer

Exert

332

Entertainer

Notice

333

Entertainer

Perform

334

Entertainer

Sneak

335

Entertainer

Talk

336

Entertainer

Perform

337

Merchant

+1 Any Stat

338

Merchant

+2 Mental

339

Merchant

+2 Mental

340

Merchant

+2 Mental

341

Merchant

Connect

342

Merchant

Any Skill

343

Merchant

Administer

344

Merchant

Connect

345

Merchant

Know

346

Merchant

Lead

347

Merchant

Notice

348

Merchant

Drive

349

Merchant

Talk

350

Merchant

Any Combat

351

Noble

+1 Any Stat

352

Noble

+2 Mental

353

Noble

+2 Mental

354

Noble

+2 Mental

355

Noble

Connect

356

Noble

Any Skill

357

Noble

Administer

358

Noble

Connect

359

Noble

Know

360

Noble

Lead

361

Noble

Notice

362

Noble

Drive

363

Noble

Talk

364

Noble

Any Combat

365

Peasant

+1 Any Stat

366

Peasant

+2 Physical

367

Peasant

+2 Physical

368

Peasant

+2 Physical

369

Peasant

Exert

370

Peasant

Connect

371

Peasant

Exert

372

Peasant

Fix

373

Peasant

Notice

374

Peasant

Sneak

375

Peasant

Survive

376

Peasant

Trade

377

Peasant

Exert

378

Peasant

Work

379

Traveler

+1 Any Stat

380

Traveler

+2 Mental

381

Traveler

+2 Physical

382

Traveler

+2 Physical

383

Traveler

Any Combat

384

Traveler

Any Skill

385

Traveler

Any Combat

386

Traveler

Exert

387

Traveler

Lead

388

Traveler

Notice

389

Traveler

Survive

390

Traveler

Heal

391

Traveler

Administer

392

Traveler

Any Skill

393

Vigilante

+1 Any Stat

394

Vigilante

+2 Mental

395

Vigilante

+2 Physical

396

Vigilante

+2 Physical

397

Vigilante

Any Combat

398

Vigilante

Any Skill

399

Vigilante

Any Combat

400

Vigilante

Exert

401

Vigilante

Lead

402

Vigilante

Notice

403

Vigilante

Survive

404

Vigilante

Heal

405

Vigilante

Administer

406

Vigilante

Any Skill

407

Mechanic

+1 Any Stat

408

Mechanic

+2 Physical

409

Mechanic

+2 Mental

410

Mechanic

+2 Mental

411

Mechanic

Fix

412

Mechanic

Any Skill

413

Mechanic

Fix

414

Mechanic

Program

415

Mechanic

Exert

416

Mechanic

Trade

417

Mechanic

Notice

418

Mechanic

Connect

419

Mechanic

Drive

420

Mechanic

Any Skill

421

Artisan

+1 Any Stat

422

Artisan

+1 Any Stat

423

Artisan

+2 Mental

424

Artisan

+2 Physical

425

Artisan

Perform

426

Artisan

Any Skill

427

Artisan

Perform

428

Artisan

Lead

429

Artisan

Connect

430

Artisan

Talk

431

Artisan

Trade

432

Artisan

Sneak

433

Artisan

Any Combat

434

Artisan

Any Skill

435

Carter

+1 Any Stat

436

Carter

+2 Physical

437

Carter

+2 Mental

438

Carter

+2 Mental

439

Carter

Fix

440

Carter

Any Skill

441

Carter

Fix

442

Carter

Program

443

Carter

Exert

444

Carter

Trade

445

Carter

Notice

446

Carter

Connect

447

Carter

Drive

448

Carter

Any Skill

449

Hunter

+1 Any Stat

450

Hunter

+2 Mental

451

Hunter

+2 Physical

452

Hunter

+2 Physical

453

Hunter

Any Combat

454

Hunter

Any Skill

455

Hunter

Any Combat

456

Hunter

Exert

457

Hunter

Lead

458

Hunter

Notice

459

Hunter

Survive

460

Hunter

Heal

461

Hunter

Administer

462

Hunter

Any Skill

463

Slave

+1 Any Stat

464

Slave

+2 Physical

465

Slave

+2 Physical

466

Slave

+2 Physical

467

Slave

Exert

468

Slave

Any Skill

469

Slave

Exert

470

Slave

Work

471

Slave

Sneak

472

Slave

Trade

473

Slave

Survive

474

Slave

Fix

475

Slave

Any Combat

476

Slave

Any Skill

PC Wants (d20)

d20 Result

1

Augmented Reality Artifacts: Collect rare AR artifacts, like immersive simulations or interactive art pieces.

2

Leadership: Rise to leadership within a street gang or criminal organization.

3

Wealth: Accumulate gold, jewels, and treasures beyond imagination.

4

Revenge: Settle a score with a long-time enemy or rival.

5

Cyberware Upgrades: Enhance their physical or mental abilities with cybernetic enhancements.

6

Reputation: Build a notorious or respected reputation in the criminal underworld or among corporate elites.

7

Rescue a Loved One: Save a family member or close friend from danger.

8

Justice: Right a wrong, bring a villain to justice, or protect the innocent.

9

Wealth: Accumulate credits, cryptocurrencies, or valuable assets through illegal or corporate means.

10

Redemption: Seek forgiveness for past sins or mistakes.

11

Freedom: Escape from captivity or a life of servitude.

12

Ascension: Attain godhood, immortality, or a higher state of existence.

13

Tech Gadgets: Collect advanced gadgets, hacking tools, or surveillance equipment.

14

Information: Acquire sensitive data, corporate secrets, or classified government files.

15

Escape: Find a way to leave the dystopian city and start a new life elsewhere.

16

A Hideout: Secure a safe place, like an underground bunker or off-the-grid apartment.

17

Notoriety: Gain recognition as a skilled hacker or cybercriminal.

18

Mastery of a Craft: Become a master of your craft

19

End a Prophecy or Curse: Prevent a dire prophecy from coming true or break a curse that afflicts them or others.

20

Liberation: Lead others to shake off their chains

CWN - Contacts Examples (d20)

d20 Contact_Example

1

street arms deals

2

black market cyberdoc

3

middle manager for a specific corp

4

gang enforcer

5

experienced vehicle mechanic

6

owner of a popular club owner

7

popular drug dealer

8

thrill-seeking corp scion

9

watchful neighborhood elder

10

well-connected streetwalker

11

antisocial freelance hacker

12

capable drone pilot

13

shopkeeper who fences goods

14

security officer working for a specific corp

15

City Hall bureaucrat

16

fashionable model or public personality

17

well-known musician or artist

18

outlander smuggler

19

dealer in restricted goods

20

reliable criminal fixer

CWN - Contacts Start of the Relationship (d20)

d20 Result

1

Saved them during sudden street violence

2

Disposed of blackmail material for them

3

Protected them from a violent ex or partner

4

Loaned them direly-needed cash or goods

5

Did a criminal favor for them

6

Was a former lover or fling

7

Knew them growing up

8

Helped each other survive a dire situation

9

Learned embarrassing facts about them

10

Is some sort of blood relation

11

Both once shared the same boss

12

Killed somebody they happened to hate

13

Both participate in the same hobby or scene

14

Once worked together on a heist or crime

15

Spared them despite their crime against PC

16

PC did work for them in a crisis situation

17

Convinced PC is a good luck charm

18

They took a personal liking to you

19

 Saved them when they screwed up badly

20

They’re highly attracted to PC

CWN - Social Circle (d6)

d6 Result

1

Street people, gangs, and criminal types

2

Corpers and other “respectable people”

3

Soldiers, mercs, or martial professionals

4

Entertainers, artists, or the demimonde

5

Badlanders, backwoodsmen, and ruralists

6

Docs, techs, hackers, or other skilled pros

CWN - Last Significant Interaction (d8)

d8 Result

1

PC bailed them out of a bad situation

2

a wild carouse from a shared payday

3

a minor job gone wrong

4

PC got a problem person off their back

5

PC used their Edges to solve Contact's problem

6

a minor argument over different ideals

7

helped them with their day job a bit

8

did a favor for someone important to them

CWN - What Do They Get (d10)

d10 Result

1

Their day job has a use for your skills

2

They know your parents or family well

3

They think you’re good company

4

There is or was a romantic relationship

5

They owe you big for an old favor

6

They think you’re going to make it big

7

They trust you to a rare degree for them

8

You shared an idealistic cause in the past

9

You’re a relative or childhood friend

10

You take care of an important task for them

CWN - How Well Do You Know Them (d4)

d4 Result

1

just met them within the past month

2

known them for several jobs so far

3

go back a long time together

4

known them since you were young

CWN - How Did You First Meet Them (d12)

d12 Result

1

Encountered each other as youths

2

Were on opposite sides of a job once

3

Pulled them out of a fight or disaster

4

Hit it off at a club or social venue

5

Were hired with them on a prior job

6

A fixer sent you to them for help before

7

Covered up a major mistake they made

8

Introduced by a mutual friend

9

You shared a hobby or interest group

10

Met during your professional duties

11

They were a landlord or neighbor

12

They were an employer or fellow worker

CWN - What Can They Do For You (d20)

d20 Result

1

Sell you not-too-very-illegal weaponry

2

Get you pharmaceutical and street drugs

3

Get you an inside line on a local corp

4

Drive you around or loan you a vehicle

5

Stitch you up or do cyberdoc work

6

Smuggle you or objects in and out

7

Help you find profitable operator jobs

8

Get you some clemency from city police

9

Make a local gang play nice with you

10

Find you nice used cyberware

11

Acquire useful street information

12

Give you a safehouse for a while

13

Broker contracts with a type of skilled pro

14

Fence stolen goods without too big a cut

15

Charm information out of a given target

16

Maintain or fix your gear for you

17

Get you in touch with a type of criminal

18

Sell you specialized or unique programs

19

Get you permits or city gov information

20

Find people who don’t want to be found

Likes To Meet In (d60)

d60 Result

1

sleazy brothel with a discreet back room

2

dive bar with violent local patrons

3

grimy back alleyway known only to locals

4

dirty union or brotherhood social hall

5

rough but excellent local eatery

6

abandoned factory or industrial building

7

park full of homeless and petty criminals

8

illicit drug parlor with private rooms

9

shabby residential hotel room

10

sewer tunnel or maintenance area

11

affiliated gang headquarters or owned turf

12

in an abandoned house or squat

13

chic local dining establishment

14

loud and gaudy dance club

15

discreet and high-end brothel

16

spacious public park

17

public library with meeting rooms

18

unremarkable hotel room

19

quiet local bar at a back table

20

temple or religious building's grounds

21

a particular public bench on a street corner

22

an art museum or cultural center

23

a local food stand or drink booth

24

at a local art performance

25

a remote forest glade

26

a cave in nearby hills or mountains

27

an isolated bluff or cliff edge

28

a particular lake-shore spot

29

small country bar

30

abandoned or affiliated farm or ranch

31

local waterfall or spring

32

well-known local scenic vista

33

remote country estate

34

the end of a dead-end road

35

an unusual local rock formation

36

local store or mercantile center

37

raucous spacer bar

38

visitor information center

39

taxi stand or mass transport pickup zone

40

by a particular parked ship

41

abandoned or empty hangar

42

machinist shop or repair depot

43

fueling center or fuel processing area

44

by a wrecked and long-scavenged ship

45

the starport's control tower

46

near the entrance to the starport

47

the starport medical clinic

48

short-stay spacer hotel room

49

landing bay near parked ships

50

discreet maintenance corridor

51

observation deck or lounge

52

hydroponics area or garden zone

53

private cabin or quarters

54

atmosphere processing area

55

station bar or nightclub

56

bulk storage holds

57

illicit shop run from a private cabin

58

station chapel or religious area

59

rented privacy room

60

gym or exercise area

Appearance Kind of Trait (d48)

d48 Result

1

dresses far too young or old for their apparent age

2

has numerous group-loyalty brands/marks

3

has a notable physical form or frame

4

has tics and odd motion styles

5

has hair or eyes with exceptional qualities

6

is blind, deaf, or mute and uses technology to compensate

7

is superficial magical effects

8

has prominent scar or disfigurement

9

has intricate magical tattoos

10

is wearing religious iconography or clothing style

11

is missing a hand or arm

12

is missing a leg

13

is missing an eye or facial feature

14

is unusually shabby or ill-kept clothing

15

wears loud offworld clothing style

16

has high visibly high-tech integrated clothing

17

has cutting-edge fashion as they can afford

18

has culturally-specific sexualized clothing

19

is abnormally fat or thin in build

20

has a feature or limb has been badly scarred

21

is overtly feminine/masculine presentation

22

is extremely muscular or spindly form

23

has disproportionate body part or parts

24

is bald

25

has no neck to speak of, or giraffe-like

26

has elongated fingers or limbs

27

has oddly-textured skin

28

is unusually short or tall

29

has a distinctive scent

30

talks extremely slowly or quickly

31

has a voice which is grating and unpleasant

32

has elaborate tattoos or skin-paintings

33

has hair color abnormal for the area

34

has a constant air of suspicion

35

makes sure to display their expensive-to-them accessories

36

is distinctly unkempt

37

has a voice which is melodious and pleasant

38

wears prominent religious tokens

39

always seems semi-drugged, but isn't

40

has a speech impediment

41

is visibly devoted to some consumer brand

42

has a compad constantly going off

43

has have a drink or drug close to hand

44

has an unusual accent

45

is an uncommon race for the area

46

extremely laconic or voluble

47

laughs at inappropriate moments

48

has flushed, choleric features

Conversation Habits (d32)

d32 Result

1

constantly fiddles with small objects

2

can't talk without gesturing

3

moves with floating grace

4

taps toe or fingers constantly

5

all motions are rough and vigorous

6

never looks directly at interlocutor

7

licks lips disturbingly often

8

plays with hair incessantly

9

always wearing a particular expression

10

moves in quick, darting fashion

11

limps or moves in hindered ways

12

constantly glancing around

13

likes to tell stories about their past deeds

14

treats men and women very differently

15

enjoys asking about the pcs' own lives

16

complains about local politics or events

17

talks about the place they're meeting at

18

shares gossip about mutual acquaintances

19

blames a particular group for their woes

20

encourages pcs to join their religion

21

wants to hear about prior pc adventures

22

has strange ideas about outworlder habits

23

practically interrogates pc interlocutors

24

seeks pc opinions about peripheral affairs

25

drones on incessantly about trivia

26

tends to point and gesture in pc's faces

27

only explains things when prompted

28

fascinated about something the pcs have

29

makes comments about pc appearances

30

complains about prior employees

31

expresses doubt about the pcs' abilities

32

dwells on the horrors of their problem