Advantages
Contents
- 1 Availability Key
- 2 Character Capabilities
- 2.1 Languages
- 2.2 Street Smarts
- 2.3 Connections
- 2.4 Tech
- 2.5 Crafting
- 2.6 Combat Specialties
- 2.7 Fighting Styles
- 2.8 Professional Training
- 2.9 Vehicle Training
- 2.10 Genetic
- 2.10.1 Simulant
- 2.10.2 Mutant
- 2.10.3 Mutant Abilities
- 2.10.3.1 Acid Blood
- 2.10.3.2 Bone Claws
- 2.10.3.3 Chameleon
- 2.10.3.4 Darksight
- 2.10.3.5 Fangs
- 2.10.3.6 Ghoul
- 2.10.3.7 Hardshell
- 2.10.3.8 Healing Factor
- 2.10.3.9 Plaguebearer
- 2.10.3.10 Poison Glands
- 2.10.3.11 Radioactive
- 2.10.3.12 Regenerate
- 2.10.3.13 Reptilian Tail
- 2.10.3.14 Ridgeback
- 2.10.3.15 Scarmor
- 2.10.3.16 Spiked Tail
- 2.10.3.17 Spitter
- 2.10.3.18 The Glow
- 2.10.3.19 The Rage
- 2.10.3.20 The Stink
- 2.10.3.21 Tongue
- 2.10.3.22 Zombie
- 3 Pre-purchased in game content
- 4 Disadvantages
Advantages are the unique connections, talents, and training that set your character apart in a crowd. They form the foundation upon which your character builds and chooses skills. Certain skills are useful when used with an advantage. For instance, the Scavenge skill is useful to have if your character has the Scavenger advantage. Likewise, the Electronics skill is useful for a Cyberdeck Technician.
Some of these advantages will not be available for BASIC (Tier1) characters, while others are only available for the ADVANCED (Tier3) character-generation path. Most of them would be for your picking through the STANDARD (Tier2) chargen path.
Availability Key
Each advantage should have an availability and cost key with it along the lines of:
<AP> AP [ (B)asic | (S)tandard | (A)dvanced ] ((SPT)rade <cost>)
Where:
<AP> is the price of the advantage in character generation (if available) [ B | S | A ] denotes which character generation tiers it is available in (if any) (SPT <cost>) denotes the advantage is available IC'ly via @sptrade, and its cost (IC) may (if added) denote an advantage being available within the IC world somehow, but is *ENTIRELY* 'Find Out IC'
Character Capabilities
These advantages are related to skills and capabilities that your character has, something they've learned or been trained in.
Languages
English is the default language in CyberSphere, however to help you tailor your character better and also to aid Role-Play, additional languages are available for your character to speak. Some parts of the game would require a certain language in order to be made accessible to you.
Each of these advantages represents fluency or basic conversational abilities in a specific language. Your character's intelligence may limit the maximum number of languages you can learn to speak.
Commands
Speak <language> - begin speaking an Advantage language Speak English - resume speaking the world's default language
Arabic
5 AP [ B | S | A ]
No one was surprised when the Middle East went up in a straight blast of smoke and fire. But when the denizens of that nuclear wasteland survived, and even thrived, it was enough to raise even the most skeptical eyebrow. Arabic is still the language of commerce in the Middle East, and even Israel - which still perpetually engages in warfare with local countries - speaks it. Hebrew, Farsi, and Aramaic have become mostly displaced as spoken languages - receding into written word, religious ceremony, and pomp ceremonial linguistics. Arabic is now the language of Middle East survivors. In recent years, corporations looking for prewar facilities and other uncontested facilities, have begun to move to the Middle East. Many Middle East technology companies sold out to bigger industries, like Toltec. Arabic is still far from being a common language, but its popularity is increasing as the Middle East becomes an economic power once more.
Chinese
5 AP [ B | S | A ]
China kept growing throughout the last century, despite nuclear attacks immediately following Zero-day. The high population rate - uncurtailed even through pop-control - ensured that Chinese traditions and culture would proliferate. The language, with more dialects than Chinese restaurants in New Carthage, continued to expand and grow in popularity. Though it is more popular in the major international city of Bangkok, many Chinese immigrants - both with long family histories in New Carthage and more recently - speak Chinese. Corporate children are frequently taught Chinese as a second language. Today, Chinese rivals English for sheer number of speakers.
French
5 AP [ B | S | A ]
Under an increasingly monolithic European coalition, French, a language once considering the language of the arts - was almost demolished. On Zero Day, France was hit by numerous atomic weapons, many detonated by a disillusioned anarchistic populace. As such, high French didn't survive the war. But a neo-French, comprised of technoslang, Arabic influence and the remnants of the country, evolved. Rarely used within New Carthage, neo-French has become very popular in post-Zero-Day Europe, where its adaptability and numerous influences insures that it will remain in use.
Gaelic
5 AP [ B | S | A ]
Scottish Gaelic, or Gaidhlig, had almost disappeared as a spoken language by the time the war rolled around. But with new territorial disputes in the United Kingdom, and the emergence of the Irish Republican Army (IRA) as a multinational terrorist organization, Gaelic became popular as the language of revolutionaries and ideological terrorists. Embraced for its inherent poetry, Gaelic has become a breeding ground for neo-anticapitalist tendencies and freedom movements. What was once a language of poetry has become a language of poetic vengeance - a crusade for the alienation of modern society, and the eclipse of nationalism.
German
5 AP [ B | S | A ]
Along with France, German underwent serious evolution after Zero Day detonated much of Europe. Unlike France, a strong military complex and heavy nationalistic impulses led Germany to retain German as its national language. The country, which mostly provides weapons and black market technology throughout Europe, has made German the language of unregulated trade. Uncommon to New Carthage, sometimes traders and movers use German to make cargo drops move swifter and cleanly from under the local authorities eyes and ears.
Japanese
5 AP [ B | S | A ]
Japanese is an agglutinative language - which superficially means that bigger words are formed by combining smaller ones. The written language is composed of kangi (Chinese characters), hiragena, and katakana. Around 2015, when the Japanese parliament recognized Yakuza as a legitimate organization, the underworld dialect and the upperclass dialect had a convergence. Today it is common to find gangsters who speak fluent corporate Japanese and employees of Sanguinius Technologies (Japanese and Taiwanese electronics company created in 2004) who speak like a boosterganger from the 1970s. Knowing Japanese has become common among CEOs looking to make a good impression, and civilians looking for opportunities in a city that has been a significant cargo destination for Japanese products for years. As Japanese immigrants continue to venture to New Carthage, the necessity to speak Japanese has only increased.
Russian
5 AP [ B | S | A ]
After the Democratic government in Russia collapsed, and nuclear attacks devastated the country, the NeoCommunist Kombinat Party emerged as the social and political victor. Russia, which was being displaced by English during the collapse, emerged again as a high power language. The Kombinat Party pushed its use and now Russian is once again an international language. Aggressive Russian markets, and high quality weapon sales, have propelled Russian into the darkest corners of Europe, and New Carthage.
Street-Talk
5 AP [ B | S | A ]
Born in the gutters and sewers - a marriage of grunts, curses, flamboyant insults, merciful shorthand, and the evolution that fifty years in the New Carthage ghetto will give you - Street-Talk is the language of the poor and downtrotten. Uniquely a New Carthage phenomenon, as the class discrepancies piled on, the language took on a life of its own. By 2010, Street-Talk shared almost no similarities with English. It's the language of the old parts of New Carthage - the parts that Corporate money hasn't touched yet. And it's unabashedly aggressive and unique in its rhythms, cadences and vocabulary.
Spanish
5 AP [ B | S | A ]
Even before Zero Day, Spanish was New Carthage's second language. Immigration into the city formerly known as San Diego was at an all time high, and Mexicans accounted for much of the city. Today, the language has fallen into some disuse, though many circles still swear by it. Replaced by street-talk, which incorporated many Spanish speakers, and English, which adopted much of the Spanish vocabulary. Though it is common to hear someone talk about a chica,' anyone devoting themselves exclusively to Spanish is increasingly rare. Further south, and in some drug cartel circles, the language is still a measure of inclusion.
Tagalog
5 AP [ B | S | A ]
The Filipino language of Tagalog was displaced by English when Zero Day hit. Inspired by the attacks to withdraw to a more isolationist world stance, the Philippines had a nationalistic upsurge and Tagalog became more popular. Because of its value for code-switching and its difficult to understand nuances, it simultaneously became embraced by Black Ops and military groups intent on using subterfuge. Nonetheless, Tagalog is uncommonly encountered - which is probably how paramilitary groups would like it.
Language Recognition
2 AP [ B | S | A ]
Language recognition allows a character to identify, but not necessarily to understand, a language. You will hear "some babble in Japanese", instead of "some unintelligible babble".
Street Smarts
A street smart character know their way around the shadowy underground world of the streets of New Carthage. Your character has learned how to survive not by the gun, or formal trades, but through their own survival instinct or talent. Some of these are economy skills which can bring you profit, help you fit in a gang, or simply make your character's concept more plausible.
Lock Expert
20 AP [ B | S | A ]
Represents the underworld connections and savvy that allows your character to make use of the tools and kits required to pick locks. Mechanical, electronic, and cybernetic locks can be hacked with sufficient skill. In some instances this may require additional AP. See the help file on lock picking for more information.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Lockpick |
Ventriloquism
10 AP [ B | S | A ] ( SPT 10 AP )
Allows your character to throw voices.
Commands
throw-voice (spoken text) tv (spoken text)
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | (None) |
Scavenger
15 AP [ B | S | A ] ( SPT 45 AP )
This skill represents a characters ability to look for and attempt to salvage useful items from old wreckages and discarded garbage, and can be a useful skill when it comes to getting your hands on certain raw-materials. How good your character is at doing this is governed by the scavenge skill
Scavenging can be done in two ways:
scavenge -- Attempt to scavenge in the room / area that you're standing in scavenge <thing> -- Attempt to scavenge <thing> specifically
Just scavenging without specifying any target(or an invalid target) will cause your character to rummage about the area, looking for useful items to salvage. In most areas, scavenging will yield nothing, finding the best areas to scavenge in is a part of being a good scavenger.
To get you started, I'll let you in on the two most well-known scavenging-areas in the game. The first one can be found past the KiNG$-alley just west of Club XS, but beware of territorial gangers. The other one is the beach that can be found in the wastes east of New Carthage, just be sure you brought something to drink.
If you specify a valid target, your character will search that item instead, looking for pieces and parts on and inside the item that can be used. These are some of the item-types that can be scavenged:
- Vehicle-wreckages - Everything from mounted weapons, installed addons, engine-parts and body panels can be scavenged from these.
- Vehicle-weapons - Scavenging this will break it apart into the components used to build it.
- Corpses - Some corpses contains organs that can fetch a fair price, when sold to the right person.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Scavenge (req. 50 points) |
Connections
Networking is everything in New Carthage. You can start off with some advantages which would provide you the basis to build those connections up. They can also help you add flavor to your character's concept.
Faceman
Unavailable
Faces are the insulation between the supply and the market. They can and often should work in multiple layers. The more steps removed the sale of an item is from the source, the less likely it is that the source will be compromised. The closer a face is to the final sale of an item, the higher their risk, whether that risk comes from law enforcement or simply someone deciding that the price is too high, and bullets are cheaper. Those closest to the source will likely be buying wholesale, bulk orders, and then filtering that down the chain. Some faces will be high-rollers bringing in big value shipments, while others may be hustling for the sale of a single item on the streets.
This advantage gives you access to the seamy underworld of New Carthage. It allows you to post to the black market BBS, and opens further opportunities such as dealing drugs or illegal imported goods.
The Faceman advantage is the prerequisite for becoming a Drug Dealer or Fixer. Players should consider carefully when selecting Drug Dealer or Fixer, as most characters will not be allowed to become both a Drug Dealer and a Fixer.
Note: Fixer slots are heavily limited in the game and only become available when there is a free slot. It can take MONTHS for a slot to become available, so do not expect one quickly
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | (None) |
Fixer
Unavailable
Fixers are the middlemen of Cybersphere's urban sprawl, the deal-makers and hustlers. They buy and sell equipment, favours, and rumours in a complex chess game where gangers and storefront turf are the pieces. All the goods fixers buy from their connections and sell on are contraband; being a fixer means breaking the law, constantly looking over your shoulder for corporate security goons and ruthless competitors, avoiding exposure wherever possible. An exposed fixer is a liability to themselves and the organization they work for, and every second in the public eye risks arrest or even silencing by their previous employer.
This advantage further builds on the access granted by the Faceman advantage, and allows you to actively order in items from your associated criminal organisation.
Note: Fixer slots are heavily limited in the game and only become available when there is a free slot. It can take MONTHS for a slot to become available, so do not expect one quickly
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Faceman | Drug Dealer | (None) |
Drug Dealer
Unavailable
The vast majority of drugs in the world of Cybersphere have been legalised. Supply is routed through massive companies such as Big Bob's Pharmaceuticals; this advantage represents a connection with such a corporate entity.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Faceman | Fixer | (None) |
IO Simulant Agent
7 AP [ A ] ( SPT 21 AP )
Simhunters inhabit the shadow world at the edge of corporate influence, living off executive promises and the bounties of recalled genetic undesirables. These Agents are contracted by InterOrbital Incorporated to hunt down and "recall" certain members of the population who display dangerous gene defects-- Simulants.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Simulant | (None) |
Tech
Tech trades are an economy advantage which often coupled with skill can bring you a good income stream. These advantages also provide you for basis to RP with other players, providing services, becoming part of an organization, or just describe a hobby your character comes with.
Cyberdeck Technician
15 AP [ B | S | A ] ( SPT 45 AP )
A cyberdeck tech knows how to strip and install hardware on cyberdecks. A deckshop facility is useless without cyberdeck technician knowledge.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Electronics |
Cyberdeck Engineer
Unavailable ( SPT 60 AP )
Cyberdeck engineer represents the expert knowledge and familiarity required to ply their trade on the higher end and more exotic decking hardware.
NOTE: This advantage represents exceptional knowledge and learning with cyberdeck hardware. As such it is only available via SPTrade and cannot be purchased in character generation.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Electronics |
Gun Repair
16 AP [ B | S | A ] ( SPT 15 AP )
A character with this advantage knows the specs to all the latest firearms and ammo loads. Only gun techs can install special cyber mods on guns. Skilled gun techs can inspect, repair, and clear feed jams on almost any firearm.
As a gun tech you will require specialised tools to ply your trade.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Gun Tech |
Ammo Loading
10 AP [ B | S | A ] ( SPT 30 AP )
Ammo loading specialists know the precision of grain counts and the elegance of teflon coatings-- they're the ones to hit up for the latest in custom ammo for any firearm. Ammo loaders can create a variety of specialized ammunition types.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Gun Tech |
Engineering
25 AP [ B | S | A ]
Engineering-trained characters have a well-rounded background in several technical fields, either from school learning or life on the street. Engineering allows faster progression in several tech skill areas.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Black Ops Training EMT Training Sharp Shooter Detective Training Military Training |
Appraisal Programming Mechanics Electronics Gun Tech |
Crafting
Weaponsmith
15 AP [ B | S | A ] ( SPT 30 AP )
Weaponsmiths are masters of firearm and melee weapon construction. Their talents allow custom firearms to be built from stock components, and stylish mods on existing blades and swords. Their artwork, when completed, is both lethal and beautiful. For complex jobs, weaponsmiths will need access to a weapon or gunshop with assembly equipment.
For more information see weaponsmithing.
Associated Commands
@weaponmodify
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Gun Tech |
Leatherworker
10 AP [ B | S | A ] ( SPT 20 AP )
A character with this advantage knows the in and outs of how to make good leather. How to cure and tan the leather to their desire. It is a rare art, that is passed down through the generations.
Associated Commands
see:
help armorcrafting
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Armor Craft |
Wasteland Armorcrafting
10 AP [ B | S | A ] ( SPT 25 AP )
So you found something you think would protect you when you need it to. You found a set of completely useless junk, unrelated parts, nicks and nacks and variations of the above. You got a skin from a gecko or tore the hide off a mantlion or maybe even got a yeti pelt. Great, make it into something useful. In the wastes we don't have the convenience of having the best materials or the best equipment to do the job, but we do still need the protection that a suit of good armor provides. With this advantage you'll be slamming useless junk together to protect yourself from the perils of wasteland life or, if you must, the dangers in the city.
Associated Commands
see:
help armorcrafting
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Armor Craft |
Artisan Armorcrafting
12 AP [ B | S | A ] ( SPT 25 AP )
Art. Skill. Craft. The Artisan Armorcrafter is the apprentice who weaved together sheets for his master, the amateur scientist melding down metals, and the artist applying design to a recently designed coat of monocrys. No one buys your armor yet because of your name, but they do because it's affordable. And it's good. You take orders from street punks, solos and samurai. You create mesh to protect bodies from bullets. You're the last stand between the common citizen and the revolver blast into his side. But most of all, you're an artisan with a craft.
Associated Armor Types
* weave * cheap mesh * durable mesh * Monocrys
Associated Commands
See: help armorcrafting
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Armor Craft |
Master Armorcrafting
Unavailable ( SPT 45 AP )
This advantage allows your character to create armor using higher-end materials, including chain-mail, ceramic, composite and titanium. It represents the pinnacle of an armorcrafters capabilities with rare and exotic materials.
NOTE: This advantage represents exceptional knowledge and expertise with armorcrafting. As such it is only available via SPTrade and cannot be purchased in character generation.
Associated Commands
see:
help armorcrafting
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Artisan Armorcrafting | (None) | Armor Craft |
Combat Specialties
All about survival. Whether you are a Solo, Street Samurai a former black-ops mercenary or just a paranoid ripperdoc you should know how to fight. Combat specialties provide you an edge above the rest who share your passion for violent survival or self-defense.
Quick Draw: <Weapon>
15 AP [ B | S | A ] ( SPT 20 AP )
Quick draw allows an attacker to smoothly ready a weapon, aim, and strike with one command. Sheathed swords will flicker out with a sweep of the arm; holstered pistols will draw on agile fingers to take aim. If your character can smartlink the weapon to cybernetic hardware, this will also happen. It's also possible to fumble a weapon in the haste of combat...
NOTE: This works from closed holsters/sheaths/slings/etc
Commands
quickdraw <target> with <weapon> qd <target> with <weapon>
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Swords Pistols Knives Axes |
Body Guard Training
15 AP [ B | S | A ] ( SPT 25 AP )
The impassive face behind sunglasses that guards suited CEO's... the grinning punk that trails his boostergang leader: both are alert to jump in front of a knife, or take a bullet in the gut. Bodyguard training, whether learned on the street or in a corporate academy, allows your character to guard and intercept attacks against another person. Perception, willpower, and agility determine the effectiveness of your guard.
Commands
Once guarding a person, you will continue to guard them as long as you remain in their vicinity or you issue the stop command.
bodyguard <person> -- Begin guarding <person> bg <person> -- Shorthand for 'bodyguard' defend <person> -- Alternative alias stop bodyguarding -- Stop guarding (anyone you might be guarding)
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | PCN, WIL, AGL |
Sharp Shooter
25 AP [ B | S | A ]
Steady, controlled breathing, an even trigger-pull, and tight shot groups: these are the bread and butter of a sharpshooter. Characters with this advantage advance more easily in gun-related skills.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Military Training Black Ops Training EMT Training Engineering Detective Training |
Rifle Pistol Gun Tech |
Fast Loading
15 AP [ A ] ( SPT 15 AP )
Whether it's through rigorous training or some innate capability you are able to reload weapons much faster than other people.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Pistols Rifles |
Military Training
30 AP [ B | S | A ]
Since World War III went nuclear, the streets have been a boneyard for the spent and discarded shells of veterans and outcast corporate soldiers. Corporate training rivals, and even surpasses, the quality of national fighting forces. Characters with military training advance more easily in several combat-related skill areas.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Black Ops Training EMT Training Sharp Shooter Engineering Detective Training |
Melee Pistol SMG Gunnery Gun Tech |
Black Ops Training
30 AP [ B | S | A ]
The hushed pocket wars of multinational corporations have replaced the all-out battles of World War III. The new soldiers are covert, specializing in stealth, reconaissance, and speed. Characters trained in Black Ops advance more quickly in commando-related skills.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Military Training EMT Training Sharp Shooter Engineering Detective Training |
Rifle Pistol Stealth Offensive Martial Arts Defensive Martial Arts |
Parkour Adept
10 AP [ B | S | A ] ( SPT 30 AP )
You are skilled in the art of parkour, also know as street climbing, free running, and other such street acrobatics. Though these skills do not translate at all into combat you are much hard to pursue and can slip away from combat with your unorthodox methods.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | (None) |
Fighting Styles
Hand to hand combat without using a weapon provides an advantage over those whose ammunition depletes or weapon gets knocked out of their hands. Your body is your weapon, so you easily pass through any gun-control check-point.
Aikijutsu
25 AP [ B | S | A ]
In Cybersphere's urban canyons, Aikijutsu has evolved into a defensive art of entangling arm-locks mixed with lighting-quick strikes. It is slightly more suited to damage than to blocking movements.
Commands
@natural-weapon <style> -- Use the fighting style (if known) when unarmed
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Defensive MA |
Taijitsu
25 AP [ B | S | A ]
Fierce Yakuza retainers have transformed the ancient disciplines of Taijitsu into a graceful ballet of defensive knifehand parries. Occasional twists and pinning arm-locks give this martial art some damaging capability, but its primary focus is counterblock and dodge.
Commands
@natural-weapon <style> -- Use the fighting style (if known) when unarmed
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Defensive MA |
Tae Kwon Do
25 AP [ B | S | A ]
When the North American economies crashed, Indochinese satellite feeds popularized a brawling version of Tae Kwon Do among masses of idle schoolchildren. The bastardized version of Tae Kwon Do in Cybersphere's pop culture rewards mass and strength in a choreography of swift snap-kicks and full-body sweeps.
Commands
@natural-weapon <style> -- Use the fighting style (if known) when unarmed
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Offensive MA |
Kung Fu
30 AP [ B | S | A ]
The ritualized disciplines of Kung Fu remain untainted, elegant, and difficult to master in post-war culture. This art retains its balance for lethality and clever offense, and in its most basic style, rewards skill and patience over raw strength and aggression.
Commands
@natural-weapon <style> -- Use the fighting style (if known) when unarmed
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Offensive MA |
Muay Thai
30 AP [ B | S | A ]
Muay Thai, the devastating "science of 8 limbs", was borne out of combat reality over thousands of years when the Thai people had to defend their country. Muay Thai employs not only punching and kicking techniques but elbows and knees as well. Muay Thai makes full use of all the body's natural weapons - fists, elbows, knees, kicks (shin & feet) combined with clinches, grapples, locks and throws, as well as unlocking mind and spirit potential. It is a style more offensive than defensive.
Commands
@natural-weapon <style> -- Use the fighting style (if known) when unarmed
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Offensive MA |
Savate
25 AP [ B | S | A ]
Boxe Francaise Savate is an exciting full-contact ring sport from France. One of a few "authentic" kickboxing styles in the world, Savate is known for mobility, fluidity and rapid-fire kicking and punching combinations. A blend of Asian fighting arts and old English boxing, Savate was developed in the 1800s on the sailing ships and back streets of France and is a style more offensive in nature than defensive.
Commands
@natural-weapon <style> -- Use the fighting style (if known) when unarmed
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Offensive MA |
Dirty Infighting
25 AP [ B | S | A ]
This fighting style is not a defined art, nor is it elegant, disciplined, or graceful. Infighting was born of the desperation of back alleys, and its eye-gouging, rabbit-punching, knee-breaking techniques thrive in Cybersphere's gritty urban sprawls. Its brutal moves reward strength slightly more than skill, but armored opponents are difficult targets.
Commands
@natural-weapon <style> -- Use the fighting style (if known) when unarmed
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Brawling |
Professional Training
These are the professionals in CyberSphere on which others rely for getting vital services on building up their character. Any advantage you pick from those would obviously mark you as either high valuable member of society, or a primary target for rivals in the same line of business. Whichever, these are economy advantages which would provide you with ways to earn cred or play an intriguing character role
Cyberdoc
25 AP [ B | S | A ]
Cyberdocs specialize in the installation and removal of cybernetic implants. Their skills may or may not be proven, and rarely do they possess corporate or professional certifications. Ripperdocs are the chrome vultures of Cybersphere's world, prying gore-splattered implants from the sucking chest wounds of luckless gangers and ambushed corporates. All cybermedical characters need a Cybershop of some sort to conduct implant operations.
NOTE: This advantage is required in order to be able to use the commands for cybersurgery.
Associated Commands
For commands relating to use of the Cyberdoc advantage, see help cybershop.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | CyberDoc Surgery Diagnosis |
NOTE: While not required for general cyberclinic use, the surgery skill relates specifically to cybersurgery on organ-like implants while diagnosis for operating diagnostic equipment effectively.
Coroner
10 AP [ B | S | A ] ( SPT 30 AP )
Coroners, whether formally trained doctors or informal street crime experts, are the necromancers of Cybersphere's modern era. They coax stories from corpses, determining causes of death, specifics of weapon trauma, and death times. A Cybershop or clinic is required for a coroner to perform in-depth investigations.
Associated Commands
autopsy <corpse> -- Perform an autopsy on a body - assuming you have the training and access to the appropriate facilities
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | (None) |
Counselor Training
20 AP [ S | A ] ( SPT 30 AP )
With the spread of extensive cyberware, psychological side effects and implant-driven insanity is rampant in Cybersphere's society. The only way to stay wired and on the Edge, pumped full of implants, is therapy. Combinations of drugs, hypnotics, aversion therapy, and psychosurgery allows specialists with counselor training to rebuild and strengthen the tattered empathy of cyberware addicts. Counseling does require additional AP expenditure from both the counselor and the person receiving counseling. Furthermore, the counselor's own empathy is a factor in how far they can take their patients.
NOTE: After you begin counselling a person you must converse and interact with them just like a real life therapist would.
Associated Commands
counsel (person) -- Begin a counseling session
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Empathy |
EMT Training
25 AP [ B | S | A ]
Emergency MedTech training focuses on battlefield and urban triage-- immediate care for immediate situations. Most high-level medical healing is handled by specialists or autodocs in the desparate alleyway wars of Cybersphere's future. EMT-trained characters advance more quickly in medical and cybermedical skill areas.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Military Training Black-Ops Training Sharp Shooter Engineering Detective Training |
First-Aid CyberDoc |
Detective Training
20 AP [ B | S | A ]
Characters with detective training are the freelance private eyes, repo-men, and data ferrets of Cybersphere's cityscape. They know the customs of the street and advance quickly in those skill areas.
Required advantages | Disallowed advantages: | Associated skills: |
---|---|---|
(None) | Military Training Black-Ops Training Sharp Shooter Engineering EMT Training |
Appraisal Thievery Lockpick |
Zero-G Training
10 AP [ B | S | A ] ( SPT 30 AP )
The 'Final Frontier' has already been bought, bonded, and licensed by swarms of multinational corporations. The gaps in the gravity well, abandoned space habitats and modules, are populated by ethnic groups made homeless by the wars and bands of nomadic squatters. Characters with zero-g training have either a corporate or home background that allows them to avoid the misery of Space Adaptation Syndrome.
NOTE: This advantage will prevent you suffering from sickess when in low gravity environments.
Vehicle Training
Either for your own use, through historical reasons or as part of your main trade. Vehicle Training advantages provide you with an edge over those learning how to ride a bike or drive a cab just now. These would add free points to their associated skill, leaving you with more Skill points left to spend on other Skills.
Biker
Gang Biker
10 AP [ S | A ]
Gang bikers have all the basic moves on a motorcycle, but usually just enough to get them into trouble. Characters who have Gang Biker experience gain a low bonus to their motorcycle combat skills.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Biker |
Combat Biker
15 AP [ S | A ]
Combat Bikers are veterans of corporate training or extended gang wars. Their experience makes them stylish and lethal on a motorcycle. Characters with Combat Biker experience gain a moderate bonus to motorcycle combat skills.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Gang Biker | (None) | Biker |
Expert Biker
30 AP [ S | A ]
Expert Bikers are respected and feared in gang circles, or well-paid and well-trained in corporate enclaves. Their levels of skill are unique and rare. Characters with Expert Biker experience gain a high bonus to motorcycle combat skills.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Gang Biker Combat Biker |
(None) | Biker |
Driving
Corp Driver
20 AP [ S | A ]
Corp Drivers have solid experience driving escort cars or armored cargo vans in corporate convoys. They are competent behind the controls of almost any street car, offroad vehicle, or armored assault vehicle. Characters with Corp Driver experience gain a low bonus to vehicle combat skills.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | (None) | Driving |
Assault Driver
30 AP [ S | A ]
Assault Drivers specialize in combat driving and ambush evasion. They are the most trusted of escort drivers, and often protect heavy executives in major corporations. Characters with Assault Driver experience gain a high bonus to vehicle combat skills.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Corp Driver | (None) | Driving |
Genetic
Genetic Advantages provide you with a solid base for role-playing something different than a human. The obvious advantages may well be countered by in-game opposition from other players whose characters display the only natural to human beings fear of the unknown and different.
Simulant
10 AP [ A ]
Simulants are mutants, defects, freaks of nature. Their DNA is scrambled in subtle ways, giving them physical superiority over the average human, but their empathy and sanity suffers. Several companies are contracted by the Turing Police to track down and eliminate Simulants, so a Simulant character's existance is fleeting, desparate, and often violent.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | IO Simulant Agent | (None) |
Mutant
35 AP [ A ]
Mutants are freaks, not glamorous X-men, but shambling, broken creates that may be physically superior to humans, but suffer in sanity and looks. Many people discriminate against mutants, but that's the price you pay when you're a genetic freak. Mutants cannot have implants, have to look deformed, and can get the mutant abilities advantage.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | IO Simulant Any Cybernetics Package |
(None) |
Mutant Abilities
5 AP [ A ]
What's a mutant without their lovely, freaky and somewhat useful mutations? These are not limitations on the way you can be mutated, just the mutations that you actually use for things, such as natural weapons or acid blood, that have coded effects in game. See the page on mutants for more information.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant | (None) | (None) |
Mutant abilities have to be selected in character generation. You will have a set number of mutation points (MP) in your ability pool to purchase these abilities. Each ability has a different cost associated with it and by mixing and matching you will be able to select the mutant abilities that fit your character. The abilities are as follows:
Acid Blood
40 MP
Your blood possesses a highly concentrated mutagen whose chemical composition is extremely unstable. In and of itself, this instability is harmless and, because of your 'special' genetic makeup poses no threat to you. However, once exposed to oxygen, the mutagen catalyzes and your blood takes on the corrosive properties of hydrofluoric acid. Again, not dangerous to you per se, but has a nasty effect if it tends to splash on innocent (or not so innocent) bystanders from an open wound.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Poison Glands Plaguebearer |
(None) |
Bone Claws
20 MP
You sprout a trio of razor sharp claws from each forearm. These claws are made of bone and are part of your filthy mutant body, where they spend their time hidden while not ripping through the flesh of others. If you happen to be a -really- filthy mutant, you may even have the chance to pass along an infection to your unsuspecting victim should they suffer a wound from your claws.
NOTE: This is one of the only weapons that can be used to transmit plague or poison
Commands
@natural-weapon <weapon> -- Set your unarmed weapon
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Ridgeback | Melee Brawling Offensive MA |
Chameleon
30 MP
You have the ability to change the color of your skin to mimic your surroundings making you much more difficult to detect as well as much more difficult to hit in combat. However, since you change color and your clothes don't, you must be completely naked for this party trick to work.
NOTE: This ability requires recovery time between uses
Commands
blend -- Causes your skin to change colour and blend into your surroundings (must be completely naked for this to be effective)
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Scarmor Hardshell Ridgeback |
Stealth Dodge |
Darksight
10 MP
Just like the name implies, you can see in the dark. You've got natural lowlight vision. However, anyone who looks at you is going to know that you ain't quite right.
NOTE: This ability is automatic in low-light areas.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
The Glow | (None) |
Fangs
20 MP
Just what they sound like. Not super for damage but able to transmit both disease and poison.
NOTE: This is one of the only weapons that can be used to transmit plague or poison
Commands
@natural-weapon <weapon> -- Set your unarmed weapon
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
(None) | Melee Brawling |
Ghoul
20 MP
You are a connoisseur of fine foods. Ok really you just have a taste for human flesh. But due to your.....errr.....uniqueness, you can repair damage to your body by eating the flesh of others. Sure you don't get invited to many parties, but you're never more than a dark alley away from a meal!
Commands
devour <body part/organ> -- Consumes an amputated body part or organ in order to fuel rapid healing of basic damage
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
(None) | (None) |
Hardshell
45 MP
Your entire body is covered in chitinous plating, offering you excellent protection against most forms of injury. However, you find it difficult to buy clothes that will fit and most armour is practically impossible for you to wear. But considering that you're about as durable as a rhinocerous, you really don't need armor made for puny humans.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Scarmor Ridgeback Chameleon |
(None) |
Healing Factor
10 MP
Your body has gained a beneficial mutation with, surprisingly, little visible detriment -- you heal from wounds much more quickly than most people.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
(None) | (None) |
Plaguebearer
30 MP
You are infected. Whether it's some sort of natural disease, the result of biological testing or a random genetic mutation nobody knows. Fortunately, you're immune to its effects; you're just a carrier. Unfortunately, for those who come in contact with you, they aren't. If you wound someone with one of your filthy mutant bodyweapons, you may end up giving them a little bit more than just a scratch.
NOTE: Can only be transmitted via natural weapons gained through mutations (such as fangs or bone claws)
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Poison Glands Radioactive |
(None) |
Poison Glands
40 MP
Your body possesses a gland that manufactures a deadly neurotoxin capable of paralyzing a man. However, unless your body also possesses a means to transfer this poison to your target, it's essentially useless.
NOTE: Can only be transmitted via natural weapons gained through mutations (such as fangs, bone claws or spiked tail)
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Plaguebearer Radioactive |
(None) |
Radioactive
35 MP
Your body has been saturated with deadly gamma radiation. Aside from the horrible physical disfiguration, you constantly emit dangerous levels of radioactivity. Dangerous to others that is. Got a date? Better tell her to wear a radiation suit.
NOTE: You will emit radiation periodically whether you want to or not. This effect is obvious and will irradiate everyone in proximity.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Plaguebearer Poison Glands |
(None) |
Regenerate
20 MP
Your body has the ability to regrow missing body parts. This includes bodily fluids as well as limbs and most major organs. Ain't a mutant power in the world that's going to help you if you don't have a heart or a brain. In any case, the process is extremely taxing on your body and leaves you in a near catatonic state for anywhere from a few minutes to a few hours so use this ability wisely. Oh, one more thing. This ability isn't a magic bullet. Sure you can stop bleeding and regrow both those missing legs, but for some reason you can't heal a flesh wound. Mutations are funny like that. Go figure.
NOTE: This ability requires recovery time between uses
Commands
regen/regenerate -- Enter a state of rapid regeneration, purging impurities from your system, clotting blood and regrowing missing or critically damaged limbs and organs
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
(None) | (None) |
Reptilian Tail
25 MP
A reptilian tail, perfect for smashing people with. It is a well known fact that a tail whip from a full sized iguana can break a man's leg in half. Imagine the fun you can have with your very own super-sized iguana tail!
Commands
@natural-weapon <weapon> -- Set your unarmed weapon
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Spiked Tail | Melee Brawling Offensive MA |
Ridgeback
50 MP
Severe calcification of bone matter to the point of dermal protrusion. In English; your bones grew through your skin. As painful as this sounds, it does have its advantages. For example, these bone 'ridges' act like a natural bodyarmor. Another nasty side effect (nasty for people on your bad side) is that your hands are lethal in close quarters. Good luck getting into a suit of armor though. Not gonna happen.
NOTE: This is one of the only weapons that can be used to transmit plague
Commands
@natural-weapon <weapon> -- Set your unarmed weapon
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Scarmor Hardshell Chameleon Bone Claws |
Melee Brawling Offensive MA |
Scarmor
20 MP
Due to excessive scarring from radiaton/chemicals/experimentation/etc your top layer of skin has developed into an extremely tough layer of scar tissue. Sure you look like a burn victim dipped in acid but does that really matter when you can shrug off otherwise lethal damage? Unfortunately you'll be putting your body to the test because you're going to be really easily identifiable to all those anti-mutant folks.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Hardshell Ridgeback Chameleon |
(None) |
Spiked Tail
25 MP
A long whiplike tail with a barbed end. You can do some nasty damage with this, including injecting venom if your body is capable of manufacturing it.
NOTE: This is one of the only weapons that can be used to transmit poison
Commands
@natural-weapon <weapon> -- Set your unarmed weapon
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Reptilian Tail | Melee Brawling Offensive MA |
Spitter
40 MP
Your body manufactures a neurotoxin capable of causing blindness if it comes in contacts with your target's eyes. Guiding it to its destination requires some skill however.
NOTE: This ability requires recovery time between uses
Commands
vspit at <target> -- Spits blinding venom at the target (can miss or be countered by protective eyewear)
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
(None) | (None) |
The Glow
20 MP
You emit low level radiation in the form of a steady glow. Basically, you are a walking lamp. You can't turn it on or off nor can you adjust the brightness of your glow. The level of radiation you emit isn't dangerous, just conspicuous.....you hope.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
Darksight | (None) |
The Rage
40 MP
The Rage makes you the perfect masochist. Every bit of pain inflicted, every bruise, cut or bullet wound feeds a the raging beast laying dormant within you. This manifests itself in enhanced physical abilities. In short, the more you get hit, the stronger you get. However, the longer you are in the grip of The Rage, the tighter that grip becomes, so the longer you live with The Rage, the less control you'll have over it as it consumes you.
NOTE: This mutation cannot be turned on or off, and is only triggered by taking damage
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
(None) | (None) |
The Stink
50 MP
Due to constant cellular breakdown, your body produces an oily substance similar to the musk found in many species of the animal kingdom. However, since you do not possess the glands to secrete this musk, it has become trapped under your skin and formed painful boils. When you are in combat, there is a chance that any damage you take will break one of these boils, spraying the area with its contents.
NOTE: When injured your boils may burst, emitting a highly potent substance similar to tear gas
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
(None) | (None) |
Tongue
25 MP
You have an unnaturally long tongue. Like six feet or more. It can be a pretty dangerous weapon if you're into that kind of thing. You may even be able to disarm someone with it.
Commands
@natural-weapon <weapon> -- Set your unarmed weapon
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
(None) | Melee Brawling |
Zombie
50 MP
What can kill most people just leaves you in a near death state -- that is to say if someone hasn't removed your black heart or destroyed your brains that is. No matter how much of a beating you take, you'll eventually stabilize yourself. You can't do much about any damage to your body, excepting keeping your critical life systems running. A popular punishment for zombies has been to chop their arms and legs off and toss them into the wastes -- its a long time for a zombie to die of hunger or thirst after all... Something usually finds them first.
NOTE: Zombies still have a small chance of really dying instead of entering a death-like state. Nothing can save you if you lose your heart or your brain, not even this. It should also be noted that Zombie does not regenerate your body like regeneration does, it just brings you back from death.
Commands
wake -- Wake up from your death-like state (Your body needs time to recover from your near-death experience. You will be notified when you can use this command.)
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
Mutant Mutant Abilities |
(None) | (None) |
Pre-purchased in game content
The following advantages are related to things that your character owns or has collected prior to entering the game world. You are spending advantage points (AP) on in game content to begin your characters in game life with.
Real Estate
These advantages save you the time of having to arrange visits to venues with a Real Estate broker, the hassle and fees. Basically, what you get is a property pre-rented for you for 3 weeks, the access code and address of the property emailed to you upon approval by the Welfare fund. These advantages may be used as jump-start to your trade, or as part of shaping up your character's concept with a finished residence prospect.
Low Rent Apartment
10 AP [ A ]
As a resident of NC, you have an apartment, it might not be too fancy but its a place to sleep and it holds your stuff. It may be a bit sub-par but its got some rent paid and it does the job so who are you to complain?
Standard Apartment
20 AP [ A ]
Standard apartments, in places like public housing, cost a bit more than low-rent apartments, but they are more secure, and generally cleaner, too. With some pre-paid rent, you've got a nice safe place to sleep, and some room to drop things that you might need later.
Securitech Apartment
30 AP [ A ]
Securitech, as its name implies, is easily the most secure apartment complex east side of the wall. It is more expensive than other apartment buildings, but is notoriously hard to break into. Having an apartment there is one of the only reasons many people can sleep at night.
Corporate Apartment
35 AP [ A ]
You start off with an apartment corpside with some pre-paid rent. This is a good choice if your character has lived in New Carthage for awhile.
Cyberdeck Shop
20 AP [ A ]
You work as a Cyberdeck tech in NC, or have use for owning a cyberdeck shop, with some rent paid of course.
Cybernetics Clinic
20 AP [ A ]
Your Cybernetics business is doing moderately well, and you even have your own clinic! Saving up some rent might have been difficult, but now that you've done it you can relax...for a bit.
Garage Depot
25 AP [ A ]
For whatever reason, you rent a garage in New Carthage. Whether you keep your fancy vehicles there, or you simply operate a mechanics business, your garage has a bit of rent paid to make sure you can continue doing what you're doing for a bit longer with no worry.
Gun Mod Shop
20 AP [ A ]
As a gun tech, or perhaps someone who owns a lot of guns it is beneficial for you to have a gun tech shop to use to repair guns, add scopes to guns, make ammo etc. You've recently been doing good, so your rent is paid for a bit off into the future.
Store Owner
15 AP [ A ]
No matter what you're selling, having a store is essential. With a bit of rent paid, you have some leeway to gather all you're selling together and price it just right. As long as you advertise well, you can hopefully keep the place and make some extra money.
Tri-V Studio
Unavailable
If you're a reporter, producer, or sim star, having your own studio makes being that lovable Tri-V personality that much easier. Hopefully your programming can make you enough money to keep paying the rent after your deposit runs out.
Corporate Office
25 AP [ A ]
You have worked in New Carthage for awhile, on the East side, so naturally you have an office.
Gear Packages
Gear advantages provide you with some items which others leaving chargen would have to spend time and money to obtain. These also help you shape up your character to a more realistic level of concept. Obviously selecting some of those will have to be consistent with your character's history.
NOTE: When taking a gear package advantage, you will be provided a 'points' pool which you can spend on items within each group. You will be sent to a separate menu system where you can purchase these items and they will be moved to your character once you enter the game. Any unspent points will be lost, and please let us know if for some reason the items do not appear in your characters inventory after entering the game world.
Decks and Tech
15 AP [ A ]
Decking equipment is key to being a decker, this advantage provides 200 points and lets you select from a list of low end pieces of general decking and technical repair equipment.
General Items
10 AP [ A ]
This package provides access to 200 points of misc. small roleplay / flavour items and FLASHWear clothing.
Wasteland Gear
15 AP [ A ]
Wasters need some important gear to survive in the harsh environments outside city walls. This package provides 100 points with which to purchase survival consumables and equipment.
Weapons and Armor
15 AP [ A ]
In the future, combat is a part of everyday life, almost everyone wears some sort of armor, and most people own some sort of weapon. This package gives you 200 points with which to spend on a variety of low to mid range weapons and armours.
Cybernetics Packages
Entering the game with some cyberware already installed into your character's body is a significant advantage over those entering the game without one. These cybernetics packages will provide you an edge to get ahead even some of those already in the game. However, fresh new characters out of chargen would be an easy prey for muggers and thugs out there in the wild who are after harvesting fresh chrome from new meat.
These packages save you the trouble of finding or making the money for implants, then finding a doctor in game to install them. However remember: this is spending APs you wont get back, to get implants that you can lose as soon as you enter the game world.
NOTE: You cannot combine advantages from this category.
Brawler Cybernetics
20 AP [ A ]
Life on the street is tough, especially for a brute like you. You've picked up a couple of pieces of cyberware to give you an edge. You gain Basic Grafted Muscles, and Duro Knuckles.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Any of the other cybernetics packages | (None) |
Corpie Cybernetics
20 AP [ A ]
Even in the 9 to 5 world, a citizen can use a little edge. With the spare cred you have stashed away from your slave waging job, you've got your hands on some implants that better help you in your world. It is the basic chrome set of your average corporate citizen, it comes with a DNI, a brain wire, and a sensorium access unit. Everything a budding little corpie needs.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Any of the other cybernetics packages | (None) |
Cyberdoc Cybernetics
20 AP [ A ]
Nothing helps more in the crazy world of medicine then a smooth and steady hand.. unless that hand also doubles as a medical kit! In your tenure, you've snatched yourself some key cyberware to help you in your trade. You have had a friend install a Gensyn Medical cyberhand for mobile operations, and Mass-Neotek ISCAN eyes, for checking patients' chrome load outs on the go.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Any of the other cybernetics packages | (None) |
Decking Cybernetics
15 AP [ A ]
Through the course of your life, you've picked up some cyberware to better aid in the survival of your netself. As a decker, you need your implants to keep yourself above the crowd. You have to be faster than the competition and that nasty ICE as you surf the grid, so you blew a chunk of your savings on the nicest chrome you could find. Besides the essential DNI, you also nabbed a top shelf Neural Co-Pro and a Brain Wire.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Any of the other cybernetics packages | (None) |
Detective Cybernetics
20 AP [ A ]
Whether it's catching cheating wives, or cracking that tough murder case, a detective can always use a little boost when it comes to finding out the facts. Your cybernetic implants give you the boost you've always wanted, whether you're an actual detective or not. You've gotten your hands on some High Range Hearing and Zeiss lowlight eyes, essential cyberware for your line of work.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Any of the other cybernetics packages | (None) |
Health Guru Cybernetics
20 AP [ A ]
You're a health nut, plain and simple. You want the cleanest body science has to offer. You work out, but it just ain't enough now-a-days. Over the course of your life, you've aquired some cybernetics to keep your body fit as a fiddle. Maybe you worry about poison, or drugs, or you get into fights a lot and like to make sure you don't get too messed up, so you had a doc put in some health monitoring, and health protecting chrome. You've got a Retinal display, an Internal Biomonitor, and a blood filter.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Any of the other cybernetics packages | (None) |
SimStar Cybernetics
20 AP [ A ]
You're hot to trot when it comes to local stardom. Well, maybe you've done a couple of commercials, or you're just a wannabe. Either way, your agent said you needed one up on the competition, so they helped hook you up with the necessary cyberware to kick you up a notch.
As a rising SimStar you have to be able to watch yourself, get media reports and keep up with all the hot gossip. With a retinal display and cyberTRI-V receiver, you're always up to date, and because fashions change with the moment, you also have a matching set of color-q fashion eyes and fiber optic hair to make sure you can change their colour quicker than you change clothes.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Any of the other cybernetics packages | (None) |
Solo Cybernetics
20 AP [ A ]
Solos are the guys who fight alone: hit men, ex cops, those who shun groups in favor of the loner way of life. They are moody, brooding and dangerous in combat, but everyone needs their cybernetic enhancements to give them that edge, especially when fighting without backup, as many solos do.
You can shoot a flea off a dog from over a mile away. You say it's all skill, and people believe you! We know your real secret though! Some cybernetic eyes probably help, and that smartlink too. Don't worry, we won't tell. The Solo cybernetics package is geared toward smart weapons, particularly firearms, a favorite of many Solos. So get ready to cause havoc with a SmartLink, Retinal Display, and Zeiss-Ikon Lowlight Eyes.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Any of the other cybernetics packages | (None) |
Street Samurai Cybernetics
20 AP [ A ]
Your body moves like liquid, contorting around the bullets whizzing around you, a bullet tears through your arm, grazing the bone as you spin away from a burst of fire. You close in, and drive your metal claws up into their stomach, as their blood pumps down your arm, a smile of triumph crosses your face. Street Samurai are the close quarters killers in CyberSphere, they prefer to eviscerate or otherwise incapacitate their opponents from close range, an interesting choice in today's world of guns. In order to survive such rigorous and unconventional combat, a Street Samurai needs implants to make them stronger, faster, heartier.
You're on your way to becoming the ultimate street warrior. What better way than with cybernetic enhancement. Through your travels, you've aquired a few key items on your way to the top. A cyberpump and basic wires would do the trick quite nicely.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Any of the other cybernetics packages | (None) |
Clones
Cloning is essential for your character's long-term survival. Whenever your character dies, their clone awakens at the clone-vat of a cloning facility - that is if they had a clone on the first place. So entering the game with a clone already on record and a body reserved for your decant will save you the trouble of spending time and money on acquiring one. Well, don't forget to update your clone's data often!
NOTE: The game world does not permit you to have more than one clone at a time, so you cannot combine these advantages. Also, these advantages only represent previous purchase of a clone before entering the game world, your character will still need to visit the relevant location to update it in order to keep their memories.
Clones-R-Us Cheap Clone
3 AP [ S | A ]
You have a clone, already stored in New Carthage for you. It is at Clones-R-Us, a rather cheap clone institution in the Old City, underneath the old hospital. It's cheap and prone to clone-failure, but at least it's a clone.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | any other pre-paid Clone advantage | (None) |
Myotech Clone
5 AP [ S | A ]
A clone is one of the essential parts of life in New Carthage, whether you just got into town and first thing grabbed a clone, or if you've lived here all your life and have a longstanding relationship with Myotech. This advantage gives you a clone, and Myotech's Clone Arrangers is the most popular clone provider in the city, located on the west block of Midtown, south side.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | any other pre-paid Clone advantage | (None) |
Parallel Resurrection
10 AP [ A ]
Parallel Resurrection, or PR, is one of the more upscale clones favored by deckers, corporate citizens, and anyone west side with a lot of money. PR offers a gear retrieval service, and for a price, a combat rescue service, that will retrieve you, hopefully alive, from amidst combat. The sight of a PR wristband flashing is enough to send many assailants packing, for fear of PR's highly skilled and extremely dangerous rescue AV and personnel.
PR is located on east side of the south block of Fuji.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | any other pre-paid Clone advantage | (None) |
Myotech Offworld
15 AP [ A ]
An off-world clone is from the clone provider on the L4 orbital habitat. It is the best and most upscale clone provider available. It is impossible to make the minute errors that cause close failure in the zero-g environment of space, so having one of these clones is well worth the cost and travel. It might be a hassle to get to, though, if you don't have the training to go into zero-g.
NOTE: As this clone agency is located on the L4 Orbital Habitat it may be impossible for new characters to reach early on in order to update their clone.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | any other pre-paid Clone advantage | (None) |
Money
There are plenty of ways to make money in-game, but starting with some cred already on your account isn't going to hurt. Especially if you are building a character concept around money, greed and power. These advantages will not get you on even footing with other, more established characters already in the game, but will save you a few days of getting ahead.
Freelance Criminal
15 AP [ A ]
You do jobs for the criminal underground in your spare time, maybe you mug people? Maybe you kill some easy marks for your boss every once and awhile, whatever you do, it pays. This work will go on your criminal record, which can be quite a problem with the NCSP or NCPD.
REMEMBER: While active, you will earn 1K-3K a week, but it will consume 1-3 APs. If you're a freelance criminal, it will also have other IC consequences
Commands
@freelance -- Toggles your Freelance Criminal or Freelance Job advantage on or off
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Freelance Job | (None) |
Freelance Job
15 AP [ A ]
You do freelance work part-time with various small-time business and corporations, pulling in a modest weekly income. Similar to Freelance criminal, except usually a much more stable job for much more reputable people. You do not receive a criminal record for this job, but the rewards might be slightly less. However - for those wishing to not make trouble with the law, it is well worth it.
REMEMBER: While active, you will earn 1K-3K a week, but it will consume 1-3 APs. If you're a freelance criminal, it will also have other IC consequences
Commands
@freelance -- Toggles your Freelance Criminal or Freelance Job advantage on or off
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | Freelance Criminal | (None) |
Corp-Class Starting Credits
25 AP [ A ]
You are a corpie, and have money, maybe you are upper class, and have a lot of money stored away. Either way you have a large amount of cred (10K) stored in the bank.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | any other Starting Credits advantage | (None) |
High-Class Starting Credits
15 AP [ A ]
Your savings account is not quite corporate class, but it is certainly nothing to snert at. Between a savings account and your credstick you have a decent amount of cred (7K) saved up.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | any other Starting Credits advantage | (None) |
Middle-Class Starting Credits
10 AP [ A ]
As your average citizen you have an average amount of money (5K) saved up. Middle class starting credits isn't too much, but it's more than you normally start out with, and who doesn't love cred? Commies! ...are you a commie?
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | any other Starting Credits advantage | (None) |
Misc
These advantages do not fit into another category but are otherwise available to your character.
Motorcycle Owner
10 AP [ A ]
Whether it's through sheer dumb luck, purchase or outright theft, somehow you own a cheap motorcycle. You've stored it at a local garage, ready to be picked up.
Trained Sabrelynx
5 AP [ A ]
A sabre-toothed lynx created through genetic experimentation and recombinant hybridisation using DNA extracted from ancient remains. Originally created for the corporate elite and exceptionally wealthy but now marketed to civilians for fighting, personal protection or simply companionship. This animal will begin in the world alongside your character and will start with obedience training.
NOTE: You can command your pet depending on the level of training it has received.
PR Rescue Service
10 AP [ A ]
A CasEvac rescue service provided by Parallel Resurrection. Consists of a wristband that when pressed, hit or otherwise broken, will signal the Parallel Resurrection rescue service to attempt to assist you and recover your person, alive or dead. That is... assuming you can get a signal out.
Commands
tap / press / activate <wristband> -- All aliases to activate the wristband, many are available to help find your way during a high-stress situation slap / beat / hit / smack <wristband>
Disadvantages
Disadvantages give you back Advantage Points, so that your total number of available AP's to spend increases and at the cost of living with these disadvantages you may be able to purchase other advantages.
Addiction
-10 AP [ A ]
Maybe you were rich and bored, or your life was a wreck and you just needed to lose yourself, either way you started doing drugs. A few doses later, you realize you cannot quit. With this disadvantage, you will be permanently addicted to some kind of a drug. Going to rehab will not cure you and you will always be unhealthy because of your bad habit. The good news is... well, there is no good news, you are screwed for life - you should have never done drugs in the first place.
Hemophilia
-10 AP [ A ]
You bleed. A lot. If someone looks at you the wrong way you might start bleeding. Still, if you're the type who doesn't generally give people a reason to make you bleed you might be alright.
Photophobia
-7 AP [ A ]
Bright lights give you headaches. Actually, almost any light does. Without a set of sunglasses or some other mitigation expect to be miserable (and generally less effective) any time you're in a well lit area.
Inability To Have Implants
-20 AP [ A ]
Whether it's due to an overactive immune system causing implant rejection or some neurological disorder that prevents cyberware integrating into your body - one way or another your character is unable to have cyberware implanted.
Required advantages | Disallowed advantages | Associated skills/stats |
---|---|---|
(None) | any Cybernetics Package | (None) |
Hated By
0 AP [ S | A ]
For the purposes of fulfilling backstory for your character you may purchase a roleplay disadvantage known as 'hated'. As a result of this, any group(s) you choose to be hated by will have you redlisted as soon as you enter the IC world and will act accordingly.
You may be hated by the following groups
NOTE: Choosing to be hated by a group means that joining that group will be unavailable to you unless you come to a compromise.
Powerful Enemies
Unavailable
This has to be justified by your history and RPed accordingly. Did you sleep with a high ranking corporate suit's daughter? Steal something from the head of a cartel? Assassinate a world leader's family member? Congratulations, you've got powerful enemies! Expect admin to take the opportunity to fuck with you throughout your character's life. This isn't the end of the world, mind you. The people who are sent to deal with you can be dealt with in turn while other situations can be outright avoided if you're quick, clever, and well informed. As long as you're smart and careful this mostly just adds structure to how you RP (such as never going to L4 or an entirely rational fear of anyone who speaks with a British accent). Of course, should you be careless expect a very large hammer of doom to treat you like an anvil.