

That gave us greater flexibility in choosing skills, slightly more skill points to start with, and a decent wad of cash to begin with. In the last few games I was ever involved in, we used a variation of Ocelot's character generation house rules (). The big one - I don't really think the roles and their special abilities contribute enough to the game to keep them.
#Cyberpunk 2020 protect and serve pdf merge full#
However, full body conversions, ACPAs and heavy weapons isn't my thing either.Ħ. This is because cyberware is ultimately what differentiates Cyberpunk characters in mechanical terms and I'm not particularly interested in spending most of the game trying to "finish" my character concept. In terms of cyberware and starting cash, I prefer setups that allow characters to begin with most of the stuff they want. One or two 3's is okay if one's heart is really set on pumping some other attribute, but multiple 10's generally isn't necessary IME.ĥ.

I'm leery of players who'll dump stats to 1 or 2 at generation. I prefer point buy stat generation rather than rolling. To me that means a couple of signature skills at +6 to +7 and the rest +5 and down.Ĥ. In terms of skills, I prefer starting out at a decent level of competence. I'm also not too keen on the "street trash" level of play where every day is a struggle to survive.ģ. I struggle a bit with setups like "rockerboy and their band/entourage" and "journalistic investigative team", but that's mostly because I think they need really good interpersonal chemistry between players to work well. I'm happy with both the Edgerunner setup (professional criminals/mercs) and something more themed, like working for a corp or organization.

A reasonably generic game - Night City and environs are fine with the occasional international foray if warranted.Ģ. Sticking my neck out considering I'm already in so many games, but if this were to get off the ground I would like.ġ.
