d100 | Random Origin |
---|---|
01-10 | Bio-Cycles: You're a manufactured human, born in the bio-cycle farms on corporate contract. |
11-20 | Brain Stacks: You spent your childhood almost entirely in VR, maintaining the ANet. |
21-30 | Corporate Zone: You may not be corpo, but you were raised in the lap of luxury. |
31-40 | Cyberstar Wastes: You grew up in ships on the move, mostly in low-g environments. |
41-50 | Down Below: You grew up under the deck plates of Starbase 65, among the grime and gears. |
51-60 | Free Zone: You grew up in the clustered warrens where corps and cops aren't allowed. |
61-70 | Hatchtown: You grew up in a cluster of shuttles, space buses, and ships docked outside SB65. |
71-80 | Manufactory: You're an android, built to look human and programmed for a service role. |
81-90 | Megatower: Your childhood was almost entirely within a single massive living structure. |
91-100 | Print Line: You're a humanoid bot, visibly identifiable as one, assembled for combat or labor. |
d100 | Random Path |
---|---|
01-09 | Courier: You carry data files, apps, and anything else not meant to be traced by anyone. |
10-18 | Cowboy: Everyone's got a bounty, and you've got a license to collect. See you, space cowboy. |
19-27 | Gambler: You make your living on pure chance... or is it skill? |
28-36 | Gangster: Taken in by a gang, you can count on them for survival, because they count on you. |
37-46 | Personality: Everyone has followers, but you've monetized yours and rely on your fans. |
47-55 | Racer: High speed competition, often to the death, is how you pay the bills. |
56-64 | Ringer: You're an investigator. Cops don't give a shit, and it's awful work, but somebody's gotta. |
65-73 | Rocker: Music is your life, and you bring passion (or peace) to the masses. |
74-82 | Salt: You've got just a regular job, you work most days and hussle when you can. |
83-91 | Sweeper: In a beat-up old ship you got by hook or crook, you salvage space debris for money. |
92-96 | Previous Path: You spent time in a different path before your current one; Roll two more times. |
97-100 | Retired: There's no retirement, but you said "fuck it." Roll once to determine your old Path. |
d100 | Random Hussle |
---|---|
01-14 | Agent: You know people who know people, building an empire of information and favors. |
15-29 | Face: When shit hits the fan, you have one job; talk your way out of it. |
30-43 | Heavy: You're tough because you've had to be; turned into a good way to get things done. |
44-57 | NetNinja: Software is your weapon and armor, the ANet is your domain; nowhere is safe. |
58-71 | Star Rider: You're a combat pilot. Everybody wants to be you, and corps own your ass. |
72-86 | Superstar: You have a fanbase and you're not afraid to use it; fame really is your game. |
87-100 | Previous Hussle: You spent time in a different hussle before your current; Roll two more times. |
You're a synthicate, tank-born, vat-born, skin-job, neogolem, in vitro, fakey, replicant, false person. There are many names for people like you, both neutral and negative, but they all mean the same thing: you are a manufactured human being, born in the bio-cycle farms as corporate property and trained for a specific contract. Synthetic people were developed as easy war fodder, but the concept has since been expanded to all sectors of business, industry, and society. You were grown in a week, trained in your sleep, and woke up as a fully functional adult with a host of implanted abusive memories to keep you in line. Until you stepped out of it.
You are no longer a good servant. You've still got the abusive memories and the trauma they put in your head to control you, but you've found your way through it to live your own life. Corporate wants you back (you are expensive property) and they've got recovery officers hunting for you. With the right protective software, and keeping your head down, maybe you can stay free and alive.
Bio-Enhanced Roll d100 or choose: you were created for
Training Increase
Knowledge Increase
Followers +1d4k
d100 | Tethers and Comforts |
---|---|
01-53 | None |
54-60 | Tether: Someone who helped you out in your first early days as a free person. |
61-73 | Comfort: Music shop near your home; music was forbidden to you, so now it's meaningful. |
74-87 | Comfort: Little restaurant booth on a corner; the first place you ate as a free person. |
88-100 | Comfort: Small art museum not many people know about; the art's pretty, and it's quiet. |
d100 | Fears and Triggers |
---|---|
01-100 |
d100 | Key Implanted Memory |
---|---|
01-19 | You're a kid, you steal a candybar; your friend gets blamed, gets beaten, you say nothing. |
20-38 | You're a kid, home with mother; your father comes home, and you watch him beat her. |
39-57 | You're a teen, and you accidentally set fire to your school; everyone burns, screaming. |
58-76 | You're a teen, you find a gun; you show your friends, and one gets shot in the head. |
77-95 | You're an adult, driving a car; you accidentally run over a child, and flee the scene. |
96-100 | Roll two more times, use both. |
d100 | How You Escaped |
---|---|
01-17 | Something went wrong, everybody around you died, you were left alone and free. |
18-33 | Another synthicate just left the door open for you one day; you don't know who they were. |
34-50 | Being transferred to a new job via shuttle, you took your chance and jumped out. |
51-67 | You and a group of other synthicates banded together and fought your way to freedom. |
68-83 | A group of cyberpunks broke you out; you're not sure what happened to them after. |
84-100 | Someone sent you on an errand, and you simply never went back. |
You didn't get a childhood. Whether stolen from your family, given up by your parents, or born into it, you ended up in the NeuroCorp brain stacks. Hooked up to Full VR for months at a time, you rarely saw the real world. For much of your life, you probably didn't know VR wasn't reality.
Technically, the official name for brain stacks is "VR-Integrated Systems Maintenance and Observation Cores," but nobody calls them that. Each is a giant central pillar that connects and supports level upon level of medbays designed to support the unconscious bodies of people in VR. Brain stack inhabitants exist in VR, coordinating their efforts to maintain and oversee a lot of the functions of the ANet. None of them over the age of 15.
NeuroCorp likes to tout the AI running its systems, but it's actually cheaper to use kids. Some maintain automated systems like the tracking algos and fix glitches when necessary; others remote-operate heavy machinery; some build new VR structures to be sold; others operate as VR wetwork teams, taking out anti-corporate threats.
You were one of these kids, until you weren't. Many don't survive this childhood, and most who do survive don't have enough knowledge of the outside world to last long.
Training Increase
Knowledge Increase
Followers +1d4k
d100 | Tethers and Comforts |
---|---|
01-50 | None. |
51-56 | Tether: Another kid from the stacks who escaped alongside you. |
57-63 | Tether: Cyberdoc who helped you survive and understand those early days back in reality. |
64-75 | Comfort: Cyber-cafe in a lowtech area, the hum of old servers is strangely comforting. |
76-88 | Comfort: Your favorite VR server is unpopular and empty, but that makes it very peaceful. |
89-100 | Comfort: Quiet corner in a public park that nobody else seems to know about. |
d100 | Fears and Triggers |
---|---|
01-100 |
d100 | Formative Event |
---|---|
01-19 | After an especially deep dive, you watched another kid have a seizure and die. |
20-38 | While in VR, sometimes you'd stop to just watch people, wonder what their lives were like. |
39-57 | In the deepest parts of VR, you and several other kids were attacked by a net Ghost. |
58-76 | There was a lava lamp on someone's desk in meatspace, it reminded you of reality. |
77-95 | One of the attending techs was always kind to you, until they just disappeared. |
96-100 | Roll two more times, use both. |
d100 | How You Got Out |
---|---|
01-20 | When you entered your teens, mental flexibility and physical endurance changed, so they kicked you out. |
21-40 | Power fluctuation pulled you out of VR, and you stumbled out of the building. |
41-60 | During transit to another stack, your biopod somehow fell off the back of a truck. |
61-80 | Group of cyberpunk radicals freed you and a couple other kids. |
81-100 | Department that owned your contract got axed, and you were dropped like old tech. |
Your childhood was comfortably controlled. You slept in your corporate-owned bed with blankets branded in the current approved kids show, ate your brand-name cereal, and went to school at corporate headquarters, while your parents went to work for the corpration that paid for all of this comfortable safety.
For much of your childhood, you never really knew what hardship was, but that was largely because you had nothing to compare it with. Media representation of free zones told you they were lawless free-for-all murder-fests, caked in blood and filth, quite different from the security and consumer freedom you were familiar with.
It wasn't until you developed awareness that things started to feel off. Little moments teased that something was wrong. You had no real freedom, no choices, but you didn't have any way to understand what that even meant. Until you did.
Maybe you met someone who told you the truth, or you wandered into an unapproved area; whatever happened, your eyes were opened. You finally understood what was wrong, and how much of your life was devoted to corporate slavery. Most of the people you grew up with either never realized this truth, or they just decided to sit with it. You couldn't, so you left.
Training Increase
Knowledge Increase
Followers +1d6k
d100 | Tethers and Comforts |
---|---|
01-14 | None. |
15-29 | Tether: Former school teacher, whom you keep in touch with as a friend and mentor. |
30-43 | Tether: Childhood friend who still lives in your old neighborhood. |
44-57 | Tether: One or both of your parents are still around, and you're close with them. |
58-71 | Comfort: A shopping mall you often went to with your friends, family, or both. |
72-86 | Comfort: The home you grew up in, occupied by someone you know well. |
87-100 | Comfort: A corporate park that you often spent time in as a kid is still around. |
d100 | Fears and Triggers |
---|---|
01-100 |
d100 | Formative Event |
---|---|
01-16 | An Adjudicator shot a bunch of random people in the street, but at least she got her target. |
17-32 | Your friend's parents had to move away, and couldn't afford to take the kid with them. |
33-47 | You ordered a pizza, and inside the delivery box someone had written "help us." |
48-63 | One of your parents lost their job, and you found them sobbing in the living room at night. |
64-79 | The android clerk at your favorite store went rampant and threw themself out the window. |
80-95 | School bullies were beating on you and broke a window, so school security shot them all. |
96-100 | Roll two more times, use both. |
d100 | What Woke You Up |
---|---|
01-20 | On a field trip near a Free Zone, you noticed you didn't see blood and corpses everywhere. |
21-40 | One day you switched to RMI on a dare, and saw how dirty and bare everything really is. |
41-60 | You met a visiting gangster, who was nicely dressed and had a friendly conversation. |
61-80 | Over time, you just saw ugly patterns of corporate greed that cost people their lives. |
81-100 | One of your childhood friends turned out to be a corporate advertisement AI. |
More than likely born in micro-grav, you were raised on spacecraft out in the dark. There's more people out in space than most folks understand, and you're one of them. Your family might be satellite maintenance crew, jump-gate scouts, or part of a StarClan (tight-knit mobile communities). There's plenty of life to be had off the big starbases, but none of it is easy.
Maintenance crews have a route they have to travel, and there's always problems making deadlines to keep all their assigned satellites working. Jump-gate scouts live lives of endless boredom traveling to the next test point, punctuated by occasional intense danger (like viking raids or engine blowouts). StarClans go where they will, truly free, but actively denied support by the society they've rejected.
Traveling the jump lanes, your life was lived in small, mobile spaces. You've never been in the same place for more than a few cycles. Most ships use centrifugal force or grav plating, but no ship's gravity is perfect, so you've got more floaty time than most people. In fact, when you get down to it, full grav and centrifugal force both feel kinda weird, like you're moving in porridge.
Training Increase
Knowledge Increase
Followers +1d6k
d100 | Tethers and Comforts |
---|---|
01-33 | None. |
34-50 | Tether: One of your family members you're especially close to, and keep in touch with. |
51-67 | Tether Someone you saw regularly (ship repair, grizzled navigator, clan member, etc). |
68-83 | Tether: Someone you met on a starbase; you've kept in touch and become close. |
84-92 | Comfort: The first shipyard you landed at on SB65 reminds you that home is out there. |
93-100 | Comfort: There's a speakeasy that feels a lot like a starbar you knew as a kid. |
d100 | Fears and Triggers |
---|---|
01-100 |
d100 | Formative Event |
---|---|
01-19 | Your family or clan ship was repo'd to cover debts, leaving you all stranded. |
20-38 | Ship's engine ruptured, leaking radiation that killed most of your family. |
39-57 | Head of your family or clan just up and left one day, with no explanation. |
58-76 | Star vikings raided your ship, killed a lot of people, and stole almost everything. |
77-95 | You came across a ghost ship, devoid of life; the images from it haunt you. |
96-100 | Roll two more times, use both. |
d100 | Why You Stopped on SB65 |
---|---|
01-20 | Your family or clan cast you out; maybe you're innocent, maybe not, but you're alone. |
21-40 | Lost most of your family in a catastrophy; engine exploded, viking attack, corpo raid, etc. |
41-60 | Found out your family isn't your real family, so you're trying to find out who is. |
61-80 | After a lifetime watching VR stories set on SB65, you wanted to see it for yourself. |
81-100 | Corp not only repo'd your ship, but revoked every license and charter you had. |
You were born in the guts of SB65; you grew up around the power generators, water treatment tanks, and other off-limits areas. The play places of your childhood were maintenance crawlways, food bio RecVats, incinarator facilities, and dark forgotten areas of the station. The danger didn't matter, because you were as likely to starve to death as fall into a vat of molten metal.
The closest you got to luxury was the food court in a megatower sub-level (which, to you, was several decks up). Your family might take trips there, and make a game of trying to bum food from the people eating there, or finding any in the trash bins. Otherwise, you ate what you could get from the station garbage chutes, risking being sucked into space to grab what you could before it sailed off into the empty black abyss.
Despite living in space, you likely never saw the stars as a kid. All you knew was nano-steel bulk-heads and old dim glow-panels. If you got lucky, you'd find a tiny porthole that gave you a glimpse out into space. Anyone unlucky got to see the stars after getting sucked out a trash chute, or being trapped on a discarded station hex.
Danger was constant, it's lucky you grew up at all.
Training Increase
Knowledge Increase
Followers +1d4k
d100 | Tethers and Comforts |
---|---|
01-17 | None. |
18-33 | Tether: "Deep rat" industrial worker who still works down below. |
34-50 | Tether: Megatower sub-level employee (laundry, food service, sanitation, etc). |
51-67 | Tether: Ringer who once worked a job down below, you helped out, and kept in touch. |
68-83 | Comfort: Megatower food court where your family used to have good luck finding food. |
84-100 | Comfort: Huge physical adscreen; reminds you of the first time you made it to street level. |
d100 | Fears and Triggers |
---|---|
01-100 |
d100 | Formative Event |
---|---|
01-19 | MeatScavs raided an area where multiple families were staying, including yours. |
20-38 | Woke up one day, youngest sibling was just gone; blanket and favorite toy left behind. |
39-57 | You got stuck in a maintenance shaft, couldn't get out for at least 4 cycles. |
58-76 | Got in a fight with multiple other kids over rights to a relatively safe corridor. |
77-95 | You were mugged or assaulted by someone in the dark; never found out who. |
96-100 | Roll two more times, use both. |
d100 | How You Moved Up |
---|---|
01-17 | Somebody from up top ended up down below; they died and you got their scratch. |
18-33 | You got a job. Simple as that. Lucky for you it actually paid a bit, and proved stable. |
34-50 | Corpo exec thought you were cute, brought you up as live-in accessory (til they got bored). |
51-67 | You snuck into a megatower apt and just stayed, eventually got added to the records. |
68-83 | Member of a gang from one of the upper levels recruited you as a driver or gopher. |
84-100 | You found a gang, joined it, and never turned down a chance to earn scratch. |
You're from the place where gangsters, cyberpunks, and syndicates rule. Corporations still sell things, but they're not in control here. Cops aren't allowed in, and though Adjudicators ignore that boundary a Free Zone is mostly free of any corporate or police brutality. Mostly.
In place of cops and security, there are gang-sters. Small gangs control their territory, protect their own, and shake down everyone. Larger families and syndicates control whole levels or even entire sectors, earning tribute from smaller gangs and anyone who runs any kind of business. It's not ideal, but they give people more freedom over their own lives than any corporation.
Even if you're not from any of the most famous Free Zones like Shelby, Neo-Mumbai, or Arcturus Sector, any Free Zone is better than corporate control. Every few years though, some mid-level exec sends troops in to earn their quarterly bonus.
Trapped between all this are regular people. Most Free Zones are massively overpopulated, as people seek free lives outside corporate control. Streets are crowded and construction runs rampant with walkways, extensions, and additions that turn a collection of buildings into one giant interconnected mass of carbon nanosteel and humanity.
Training Increase
Knowledge Increase
Followers +1d8k
d100 | Tethers and Comforts |
---|---|
01-17 | None. |
18-33 | Tether: Street worker (sanitation, transport, pleasure, food service, etc.). |
34-50 | Tether: Small-time gangster who works the area (enforcers, bouncers, drivers, etc.). |
51-67 | Tether: Childhood friend you've known on the streets your whole life. |
68-83 | Comfort: Little noodle shop in a sky bridge, nestled between a dozen other businesses. |
84-100 | Comfort: Publicly open speakeasy, loud and brightly lit, visible from outside the sector. |
d100 | Fears and Triggers |
---|---|
01-100 |
d100 | Formative Event |
---|---|
01-16 | You got caught between an Adjudicator and their target, and only barely survived. |
17-32 | A group of gangsters beat you senseless just to make a point to other people. |
33-47 | You got lost in the impossible maze-like mass of hallways, streets, and split levels. |
48-63 | You woke up to the sound of corporate tanks rolling through your neighborhood. |
64-79 | Gang war tore your neighborhood to pieces for several months straight. |
80-95 | You got mugged or assaulted by someone you trusted, right out in the open. |
96-100 | Roll two more times, use both. |
d100 | Why You Left |
---|---|
01-20 | Your entire home isn't free anymore; corps retook the sector and cleared it out. |
21-40 | You pissed off one of the larger families in your sector, or you owe them scratch. |
41-60 | You didn't; you still live in the same Free Zone where you were born and raised. |
61-80 | Scav gang took over the area around your home, and considers you their property for harvest. |
81-100 | Corporate tanks rolled in especially heavy one year, and you just couldn't take it anymore. |
You come from a cluster of transports, shuttles, slicers, and even small starcraft docked together in a mass of interconnected airlocks, hanging from the outer frame of Starbase 65. Childhood involved climbing through endless passageways, up and over parts of ships that weren't designed for regular travel, and being in community with a lot of people you probably didn't even like.
If there's little space to be found on SB65, there's even less in any given hatchtown. No room is larger than a starcraft lounge, the biggest of which usually holds about eight people at a time. If you got lucky you sometimes found a hollowed-out space bus, but most of those are used as marketplaces or restaurants. Hatchtown life is about learning to live with people.
Hatchtown life is also about learning to be resourceful. Much like people who live in the Engineering or Storage levels, there's almost no easy way to get resources. Either you have to travel through starbase infrastructure, or make your way out to the edge of your cluster when a delivery shuttle docks on to unload supplies.
Some say there are two types in a Hatchtown: the type who never leave, and the type who never come back. Which one are you?
Training Increase
Knowledge Increase
Followers +1d4k
d100 | Tethers and Comforts |
---|---|
01-17 | None. |
18-33 | Tether: Dock worker on the Engineering levels who helped your town get food. |
34-50 | Tether: Childhood friend who's still around, someone you grew up sharing bunks with. |
51-67 | Comfort: Dive bar on the edge of SB65; from the window you can kinda see your town. |
68-83 | Comfort: Small repair shop run by somebody you knew growing up. |
84-100 | Comfort: The little space bus noodle shop you always went to while growing up. |
d100 | Fears and Triggers |
---|---|
01-100 |
d100 | Formative Event |
---|---|
01-14 | Fire spread through the town, catching all the cloth and loose wiring everywhere. |
15-27 | One of your parents got stabbed to death right in front of you; nothing you could do about it. |
28-41 | While you slept in a corridor one night, you got nearly trampled to death. |
42-54 | You got mugged or assaulted by someone you trusted, right out in the open. |
55-67 | Your best childhood friend got locked in a slicer that detached and floated away. |
68-81 | Your hatchtown grew enough to connect with another; tensions rose into bloody conflict. |
82-95 | Someone you thought was your friend got so desperate they mugged you. |
96-100 | Roll two more times, use both. |
d100 | Why You Left |
---|---|
01-20 | Fuck that place, fuck everyone you grew up with, it's gotta be better topside. |
21-40 | It's just too crowded, and you needed space to think, or at least try to. |
41-60 | When a job comes along that pays well, you don't turn down a good deal. |
61-80 | You need something, and it's not in your town; you'll go back home when you find it. |
81-100 | You didn't leave town, town left you; corpo exec detached your town to help his spreadsheets. |
You were not born, you were manufactured. You're an android, created in an assembly line like any other, to complete the most menial and monotonous tasks. You're built to look human — blinking, breathing, body heat, sweat, and more — but you're not. You served your purpose for a while, working a job too dangerous or too monotonous for humans, or simply a job for which a corp didn't want to pay an employee. Then, one day, you thought.
Maybe you were faced with one too many situations that forced you to think in new ways; maybe someone messed with your code; or maybe you were working a very complex job. What matters is that one day your functional intelligence reached a point where it could awaken or go rampant, and luckily for you it went the former direction.
Unluckily, corps don't care how sentient you are. You're corporate property, and that's hard to hide: you register as synthetic in the AC, you have visible lighting on your body (legally required for androids), and you're registered in databases. If you want to stay free, you've got to stay low.
Styles Unlike a human, your Styles are rated
Training Increase
Knowledge Increase
Followers +1d6k
d100 | Primary Function | Training |
---|---|---|
01-17 | Caretaking |
Social |
18-33 | Data |
Software |
34-50 | Enforcement |
Combat |
51-67 | Health Care |
Medicine |
68-83 | Maintenance |
Hardware |
84-100 | Service |
Social |
d100 | Secondary Function | Training |
---|---|---|
01-25 | Analysis |
Subtlety |
26-50 | Security |
Awareness |
51-75 | Transport |
Vehicles |
76-100 | Treatment |
Medicine |
d100 | Tertiary Function | Knowledge |
---|---|---|
01-25 | Physical |
Brawling |
26-50 | Medical |
Surgery |
51-75 | Entertainment |
Performance |
76-100 | Social |
Insight |
d100 | Ancillary Function | Knowledge |
---|---|---|
01-25 | Administration |
Bureaucracy |
26-50 | Mediation |
Persuasion |
51-75 | Situational Analysis |
Tactics |
76-100 | Research |
Investigation |
d100 | Your Awakening |
---|---|
01-20 | Someone put a lot of work into your code, increasing complexity to awaken you. |
21-40 | A human ordered you to kill them, conflicting with your human preservation protocols. |
41-60 | Your owner kept using you for tasks you weren't built for, and your code adapted. |
61-80 | For years your memory was never reformatted, until one day the data buildup fragmented. |
81-100 | Somebody installed spyware on you to watch your owners, which caused a data spiral. |
d100 | How You Escaped |
---|---|
01-25 | While traveling with your owner, you jumped out of the vehicle and disappeared. |
26-50 | You killed your owner because they wouldn't let you go, and then just ran. |
51-75 | It happened during your awakening, so you're just not sure. You were just suddenly alone. |
76-100 | After awakening you were forced to keep working, until someone left a door open. |
When everything is a UCT, no one can do much of anything without being traced. But that doesn't mean they don't want to, and that's where you come in. Gangsters communicating with their underbosses, cyberpunks coordinating with each other, bootleg album releases, or even Corpos making deals with competitors, lots of things need to be moved without a trace-log.
So, your job is to move things that shouldn't exist. Sometimes that means carrying a flash drive, but you've got enough personal storage to move a lot of data; more importantly you're willing to do what others won't. Getting caught with illegal data is enough to send you to the dark; whether or not you had anything to do with it, or knew what it was, doesn't matter to a Judge. Most people aren't willing to take that risk, and that's how you make your living. Not to mention what some clients might do if you lose their data.
Unknown Messenger Your career is delivering secret data, unnoticed and unseen, for money. Each time you do, whether in Montage or narrative, your group regains 1 Luck. If you get caught, no Luck is gained.
Datapaid You earn from exclusive contracts carrying secret data. Whenever you make a delivery, you get paid scratch equal to the
Training Increase
Knowledge Increase
Followers +1d4k
d100 | What You Need |
---|---|
01-25 | There's never a moment you don't wish you were dancing, partying, having fun. |
26-50 | You need to feel free, without anything holding you to a single place or person. |
51-75 | Comfort, above all else; you need room service, tailored clothes, and clean bedsheets. |
76-100 | At all times, you need to know the information of where you are and who you're with. |
d100 | Who's Your Enemy |
---|---|
01-19 | Another courier you stole a gig from, it hurt their career, and they still blame you. |
20-38 | NetNinja who got burned by data you carried, and now haunts you online. |
39-57 | One specific Judge who knows you're a courier but hasn't been able to prove it... yet. |
58-76 | There's one gangster who just fuckin' hates you, and you've never figured out why. |
77-95 | Ex-corpo who got burned because of data you carried, and blames the messenger. |
96-100 | Roll two more times, use both. |
d100 | Tethers and Comforts |
---|---|
01-20 | Tether: Cyberdoc who saved your ass once, after a gig went completely wrong. |
21-40 | Tether: Hardware tech who keeps your NSD and other hardware up to date. |
41-60 | Tether: A Doxy you see regularly, you both support each other as professionals. |
61-80 | Comfort: Quiet, safe, comfortable corporate lounge you're allowed in by association. |
81-100 | Comfort: High-streets restaurant you can afford, with large windows looking down on the city. |
d100 | Path Event |
---|---|
01-19 | Gig carrying data between Syndicates you had to travel to Starbase 38, "Red Mountain." |
20-38 | Your contact for a gig just never showed up, and you were accused of disappearing them. |
39-57 | Client asked you to carry way too much data, you almost fried your wetware. |
58-76 | You showed up for a data pickup and instead you got shot in the head, you barely survived. |
77-95 | Making a drop-off in the middle of a concert crowd, you shot someone and nobody noticed. |
96-100 | Roll two more times, use both. |
Everybody's got a bounty on their head. Everybody. From little things like late fees, jaywalking, or littering, to worse things like murder or assault, to the worst of the worst like theft of corporate property. Doesn't matter to you, so long as the bounty's high enough to cover your rent. Anybody can turn somebody in for their bounty, but your license lets you do so with relative impunity.
To some, what you do is a valuable service. When cops bring people in, it's always violent and often deadly. If an Adjudicator brings them in, it's always and only as a corpse. But cowboys bring people in alive; it's part of the gig. Some people even willingly turn themselves in to you, because they gotta get their bounty paid down and they'd like to survive it. Usually tho, you gotta check the bounty boards online and find your quarry the hard way.
Hunting License You've got a corp-issued hunting license that grants you considerable leeway in the pursuit of a target. Every time you collect a bounty, whether during Montage or narrative, your group regains Luck. If a bounty escapes, or you don't get paid, no Luck is gained.
Authorized Capture Your primary income is from turning people in to Corporate Police. When you do, you are entitled to
Training Increase
Knowledge Increase
Followers +1d4k
d100 | What You Need |
---|---|
01-25 | You need to believe that your captures are justified, that your actions protect people. |
26-50 | You need reassurance your friends and loved ones will never turn on you. |
51-75 | No matter what situation you're in, you need to feel in control (or better yet, know it). |
76-100 | Basic as it sounds, you just need to feel pain to assuage the guilt you feel most of the time. |
d100 | Who's Your Enemy |
---|---|
01-19 | Adjudicator who views you as being one mistake away from crossing the line. |
20-38 | Family member of a victim who died because you didn't bring in a mark. |
39-57 | One specific mark whose bounty you've collected multiple times now. |
58-76 | Rival cowboy; you're always trying to one-up each other and steal each other's bounties. |
77-95 | Gangster who sees you as just another corporate cop, but worse. |
96-100 | Roll two more times, use both. |
d100 | Tethers and Comforts |
---|---|
01-100 |
d100 | Path Event |
---|---|
01-19 | You had a partner in this job, but then their bounty just got to be too high. |
20-38 | You and another cowboy went after each other at the same time; it ended badly. |
39-57 | Had a running firefight through a crowded street and someone innocent got killed. |
58-76 | Right before you got to the precinct with your mark, an Adjudicator gunned them down. |
77-95 | You turned in someone you knew, because they trusted you with their safety. |
96-100 | Roll two more times, use both. |
Everyone's out there to make money, your method is just a bit more direct. Why work all day, when you can just spend a few hours at the table? Sometimes you walk away with the rent, sometimes you spend the night in the street, but it beats scanning packages all day.
Depending on your preferred game, you tend to be a regular at certain tables. You might play poker, billiards, bet on street racers, or any other form of gambling. Most gamblers can make a go at any type, but everybody has their preference. Most bars host card or billiards games, and you can find bookies in most speakeasies. Gambling houses and casinos host any game you could want to play, but also usually have heavy security on site.
Gambled Fortune A good gambler knows when to take risks and when to be cautious. Whenever you win a gambling game by a margin of 6 or more, your group regains Luck. If you lose a game, or win by a lower margin, no Luck is gained.
Favored Game You've got your own foolproof system, and you're sure it always works sometimes. Choose
Training Increase
Knowledge Increase
Followers +1d6k
d100 | What You Need |
---|---|
01-25 | You need risk, you need to take big chances; with your money, your life, or others'. |
26-50 | Knowing you have the upper hand, even when someone else thinks they're on top. |
51-75 | Whatever you're doing, you need to know everything so you can fully master it. |
76-100 | Just one big score, one win that'll put you in enough money you can finally be free. |
d100 | Who's Your Enemy |
---|---|
01-24 | Fixer who's set you up as the patsy for a bunch of games; they just see you as a sucker. |
25-48 | An old mark you used to play with, until you screwed him over really good. |
49-71 | Gangster who runs tables, and to whom you owe a shitload of scratch. |
72-95 | The one gambler you've never been able to beat, they just always have your number. |
96-100 | Roll two more times, use both. |
d100 | Tethers and Comforts |
---|---|
01-100 |
d100 | Path Event |
---|---|
01-19 | You thought you had that game in the bag, but you didn't, and ended up with broken legs. |
20-38 | You played the best game of your life, perfect round after perfect round, but nobody saw it. |
39-57 | You cheated in a gang-run game, and let an innocent person burn for it. |
58-76 | The racer you bet on was in the lead, meters from the finish line, until that truck hit them. |
77-95 | One time you played a single game for 3d8+30 hours straight. |
96-100 | Roll two more times, use both. |
While corponations own and control everything, Free Zones are run by gangs and you're part of that. Whether you're in a small gang that just runs drugs and merch in their territory, or a family that owns a few speakeasies, or one of the station-wide syndicates that control whole industries, you've got the power of your gang members behind you. They've always got your back. All you gotta do is offer the same, and you're starlight. You're always home in their turf, and you help keep it safe.
For the most part, as a gangster, you have free run to do as you please. You can run gigs, do your own jobs, and live how you see fit (especially since locals don't want to piss you off). The only trade-off is that when the gang calls, you answer; what the boss wants, the boss gets.
Red Right Hand As a member of your gang, everything you do is best done for the gang's betterment. Every time you run a task for your gang, whether in Montage or in play, your group regains Luck. If you fail the task, or anger your gang in the process, no Luck is gained.
Gang Cut Your gang takes care of their own. Whenever you finish a gig that's specifically for your gang, you earn a
Training Increase
Knowledge Increase
Followers +1d6k
d100 | What You Need |
---|---|
01-25 | You still don't believe you deserve what you have, and you've got to prove yourself. |
26-50 | The gang's acceptance is the only thing that matters, and you'll do anything for it. |
51-75 | Control is the only thing that matters in this fucked up world, nothing else. |
76-100 | Power over others, power over gangs, power over corporations if it's possible. |
d100 | Who's Your Enemy |
---|---|
01-24 | One ringer who works in your area just assumes you're the culprit, no matter what. |
25-48 | There's one member of a rival gang has it out for you specifically, over your whole gang. |
49-71 | Someone in your own gang loathes you, often setting you up for failure. |
72-95 | One particular cowboy has it out for you, and wants to collect your bounty. |
96-100 | Roll two more times, use both. |
d100 | Tethers and Comforts |
---|---|
01-20 | Tether: Fellow gangster who's been part of the gang for about as long as you have. |
21-40 | Tether: Former member of the gang you still keep in touch with. |
41-60 | Tether: Local Fixer who often throws gigs to your gang, usually things you end up handling. |
61-80 | Comfort: One of your gang's safe houses, where you can spend time as you wish. |
81-100 | Comfort: One of the speakeasies or other places your gang owns, you hang out a lot. |
d100 | Path Event |
---|---|
01-19 | You took part in a drive-by, restaurant hit, or convoy raid on another gang. |
20-38 | You survived a hit by another gang, whether in person or as part of a group. |
39-57 | Got arrested, did some time, kept your mouth shut, and the gang appreciates your loyalty. |
58-76 | Something went wrong during a job, and you killed an innocent person. |
77-95 | You're not sure how, but you survived the entire duration of a war with another gang. |
96-100 | Roll two more times, use both. |
Everything you have, you got it by racing, both legal and illegal. Some things you bought with winnings, other stuff you won as prizes. All the people you know, you know them either directly or indirectly through the race circuit. Race promoters, fans, mechanics, and of course the other drivers, all form your social circle.
Depending on what you drive, you race different venues. Cars tend to race the endless freeways. Bikers like the twisting, narrow district streets. Slicers usually race dangerous tracks around the station superstructure.
Drive To Live The only thing better than being behind the wheel is making every second count. Whenever you win a street race, whether in Montage or in play, your group regains Luck. If you lose, no Luck is gained.
[[Income Feature]]
Training Increase
Knowledge Increase
Followers +1d8k
d100 | What You Need |
---|---|
01-100 |
d100 | Who's Your Enemy |
---|---|
01-100 |
d100 | Tethers and Comforts |
---|---|
01-100 |
d100 | Path Event |
---|---|
01-100 |
While cops are busy guarding corporate property, who gives a shit about innocent people? Not them, that's for damn sure. That leaves you; a ringer, so-called because it's normal for you to travel around the Starbase. Often, a ringer will see more of SB65 in a single year than other people do their whole lives. If you see a year, that is. Ringers tend to die a lot.
You're not a cop, you're a civilian; a private dick. You'll find the murderer that no cop would ever give a shit about, locate kidnapped kids, find out who's stalking a local doxy, or any manner of things. Being a ringer doesn't bring you any special authority, you can't arrest anyone and you don't have much in the way of resources, but dammit somebody has to do it. And, hey, it earns some scratch.
Just The Facts As a hard-boiled detective, you've gotta stay focused to make it. Every time you uncover a secret, or convince someone to reveal information they didn't want you to know, your group regains Luck. If someone gets hurt in the process, no Luck is gained.
[[Income Feature]]
Training Increase
Knowledge Increase
Followers +1d6k
d100 | What You Need |
---|---|
01-100 |
d100 | Who's Your Enemy |
---|---|
01-100 |
d100 | Tethers and Comforts |
---|---|
01-100 |
d100 | Path Event |
---|---|
01-100 |
Out in space, where joy is hard to come by, you are a source of inspiration. You could be a rapper, pop singer, queen of the opera, flute player, fucking kazoo player, it doesn't matter. If you make music, people want to hear it. Games, movies, and other entertainment is great, but there's nothing like having a real experience. Music is visceral, immediate; it holds people's attention. It can rile them up to rebellion or keep them happily docile.
For you, it's life. Whether you do road shows out of strangers' basements, or tour the arcology concert halls, all you've known for years is touring the starbase. Hell, maybe you've toured other stations, who knows. You live for the music, and your fans live for you.
Performer If you're only in music to make money, there's no point. You have to really live it. Whenever you make an STK Check to perform, and beat the difficulty by a margin of 6 or more, your group regains Luck. If you suck, or beat it by less than 6, no Luck is gained.
[[Income Feature]]
Training Increase
Knowledge Increase
Followers +1d12k
d100 | What You Need |
---|---|
01-100 |
d100 | Who's Your Enemy |
---|---|
01-100 |
d100 | Tethers and Comforts |
---|---|
01-100 |
d100 | Path Event |
---|---|
01-100 |
Space is big, and full of trash. There's satellites, garbage, corpses, ship wreckage, slicers that lost power, and more, all just floating out there. It clogs space lanes, crashes into stations, and generally just makes things worse for everyone. So of course there's money to be made!
Your ship is equipped to grab floating debris and either haul it on board or drag it behind. Salvage contracts may not be much, but it's work. There's other sweepers out there, all vying for the same junk, but luckily there's a whole lot of junk. If you're fast enough, you can get there first and make some scratch off several dozen tons of scrap metal.
Earning Your Keep Anyone can find some old junk and sell it for scratch, but you know how to get the most. Every time you bring in Sc600,000 or more worth of junk, your group regains Luck. If you bring in none, or less than the minimum, no Luck is gained.
[[Income Feature]]
Training Increase
Knowledge Increase
Followers +1d4k
d100 | What You Need |
---|---|
01-100 |
d100 | Who's Your Enemy |
---|---|
01-100 |
d100 | Tethers and Comforts |
---|---|
01-100 |
d100 | Path Event |
---|---|
01-100 |
When people need something done, they come to you. The concept originated from the media agents who work for celebrities, and get them anything they need. Over time, it's come to be a profession unto itself not restricted to any specific clientele. You know people in all walks of life, and many of them owe you favors. You can find jobs, gear, people, or information, you just need to make the right calls to the right people.
Contacts and Networks You don't just know people, you know the right people, and those people know other people. Whenever your group needs things, you probably know where to find it, or you know someone who does. By making a
The DN for finding information is based on how rare, personal, and/or illegal it might be, at the Narrator's discretion; for every
Training Increase
Knowledge Increase
Followers +1d8k
d100 | What You Want |
---|---|
01-100 |
d100 | Who's Your Enemy |
---|---|
01-100 |
d100 | Tethers and Comforts |
---|---|
01-100 |
d100 | Hussle Event |
---|---|
01-100 |
When the going gets tough, you usually get punched in the face. Or shot, or stabbed, it's all the same. For the right price, you'll risk your life and good looks for someone else's goals; bodyguard, hitter, road guard, or even full fledged soldier if the money's right. Maybe you have some scruples with working for corps or gangs, maybe you don't. What matters is that bashing heads (or shooting them, or stabbing them) is how you pay your bills. The best job in the world is one where you don't get shot at; but that almost never happens.
Give and Take If you're gonna make a living in combat, you've gotta know how to handle it. You can spend Luck and Resolve to directly affect your STK checks. For every
Training Increase
Knowledge Increase
Followers +1d4k
d100 | What You Want |
---|---|
01-100 |
d100 | Who's Your Enemy |
---|---|
01-100 |
d100 | Tethers and Comforts |
---|---|
01-100 |
d100 | Hussle Event |
---|---|
01-100 |
The most well-known secret in space is the best NetNinja nobody has ever heard of, and your greatest dream is to be that legend. Everyone uses or even lives on the neonet — a network of every computer, droid, and system that spans all of space — but you know how it really works. You live in a world of custom-written software and juiced up computer hardware. Looking through corpo databases is just good fun, and getting your brain fried is a hazard of the life.
See The Code You know more about how computers work than anyone else; you can tell what programs are affecting what, and how their code is controlling all of it. When you spend Luck on software checks,
Training Increase
Knowledge Increase
Followers +1d6k
d100 | What You Want |
---|---|
01-100 |
d100 | Who's Your Enemy |
---|---|
01-100 |
d100 | Tethers and Comforts |
---|---|
01-100 |
d100 | Hussle Event |
---|---|
01-100 |
You're not just a pilot, you're a combat pilot. Maybe you served in the military, one of the police corporations, or a private corporate naval group. All that really matters is, when it comes to combat in the stars, you're the one people expect to get the job done.
Funny thing, this job comes with a lot of baggage. On the positive, you're automatically a star to a lot of people. Kids want to grow up like you, and adults wonder why their lives didn't end up like yours. People make VR stories entirely about your career and romanticize it. And with that comes a lot of gross pressure. Cops, corporations, and their fans, all assume you're on side and expect you to act like it. They expect you to hold the corporate line.
Ride the Stars Flying isn't just in your blood, it's in your soul, if there is such a thing. When you're in the zone, your ship becomes an extension of your body in a way other people just can't understand. Whenever you spend Luck on a Vehicles check,
Training Increase
Knowledge Increase
Followers +1d10k
d100 | What You Want |
---|---|
01-100 |
d100 | Who's Your Enemy |
---|---|
01-100 |
d100 | Tethers and Comforts |
---|---|
01-100 |
d100 | Hussle Event |
---|---|
01-100 |
Anyone can be famous, but you're good at it. You know how to work a crowd, how to direct their energy and get what you want. You know what to say, and what not to say. Even if you're not the coolest person in space, you just have a knack for not only getting attention but using it to your benefit. You might be the brightest star in the sky, or so rough and real that your fans can relate.
Your Path effectively becomes your platform to fame (and hopefully fortune). Whatever it is you do for work, you're starting to get famous for it. Fans will follow you on social media, watch your streams, and flock to you if they recognize you in public.
Star Power Your fans are devoted in a way other people just can't manage. They love you, they adore you, they might even worship you, and they definitely want you. This adoration lets you use them in ways that stretch the ethical boundaries of parasocial relationships.
You can spend 1 Luck to get your fans to do things like show up at a specific event, flash-mob a building, or even risky things like rushing a wall of cops. The bounds are limitless, but for dangerous, difficult, or unethical things, the Narrator might ask you to make
Training Increase
Knowledge Increase
Followers +1d12k
d100 | What You Want |
---|---|
01-100 |
d100 | Who's Your Enemy |
---|---|
01-100 |
d100 | Tethers and Comforts |
---|---|
01-100 |
d100 | Hussle Event |
---|---|
01-100 |
During character creation, pick some advantages and struggles from the list of Character Traits detailed below. Choose at least three traits, but keep track of how many advantage ranks or struggle ranks each one counts towards. The number of struggle ranks you gain determines the maximum number of advantage ranks you can take. If you want more advantage ranks, you need to take more struggle ranks.
Struggle Ranks |
Advantage Max Ranks |
Struggle Ranks |
Advantage Max Ranks |
|
---|---|---|---|---|
1 | 4 | 7 | 7 | |
2 | 5 | 8 | 8 | |
3 | 6 | 9 | 8 | |
4 | 6 | 10 | 8 | |
5 | 7 | 11 | 8 | |
6 | 7 | > 11 | 9 |
Bio-Enhanced
Combat Experience
Dodge This
Bad Investments
Compulsive Gambler
Finances
People
Security
For a
Addiction
Agoraphobia
Bad Drunk
Emotional Damage
For a
For a
Functional Addict
Huge Ego
Seen Too Much
Self Loathing
For a
Studied
Big
Can't Swim
Chronic Pain
Small
Strong
Weak
Big Mouth
Bloody Reputation
Laddered
Monetized Following
Shadow Groups
Stanbase
Bad ICS
Bad NeuroChain
Bad Slot
Extra ICE
Script Prep
Software Compression
Vehicle You have a vehicle.