Advantages

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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.



Contents

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

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

China kept growing throughout the last century, despite nuclear attacks immediately following Zero-day. The high population rate - uncurtained 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

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

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

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

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

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

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

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

  1. REDIRECT Languages/Tagalog

Language Recognition

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

Represents the underworld connections and savvy that allows your character to get ahold of simple 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.


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Lockpick

Ventriloquism

Allows your character to throw voices.

Command:

throw-voice (spoken text)
tv (spoken text)
Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) (None)

Scavenger

his skill represents a characters ability to find and 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.

Scavenging can be done in two ways:

'scavenge'
'scavenge <item>'

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.


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Scavenge

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

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) (None)

Fixer

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Drug Dealer (None)

Drug Dealer

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Fixer (None)

IO Simulant Agent

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Simulant (None)

Reporter

The Networks of Cybersphere's future blur news and entertainment together into a continuous satellite feed of gore and sensationalism, narrated and edited by the shock troops of the information age: Reporters. New Carthage International (NCI) is the primary media employer of note.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) (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

A cyberdeck tech knows how to strip and install hardware on cyberdecks. A deckshop facility is useless without cyberdeck technician knowledge.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Electronics

Gun Repair

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Gun Tech

Ammo Loading

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Gun Tech

Weaponsmith

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.

Command:

@weaponmodify 


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) (None)

Engineering

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Black Ops Training,

EMT Training, Sharp Shooter, Detective Training, Military Training.

Appraisal,

Programming, Mechanics, Electronics, Gun Tech.



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: Swords & Quick Draw: Pistols

Quickdraw 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...

Command:

quickdraw (target) with (weapon)
qd (target) with (weapon)


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Swords or Pistol

Body Guard Training

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:

bodyguard (person)
stop bodyguarding


Advantage Information
Required advantages Disallowed advantages: Associated stats:
(None) (None) PCN, WIL, AGL


Sharp Shooter

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Military Training, Black Ops Training, EMT Training, Engineering, Detective Training Rifle, Pistol, Gun Tech

Military Training

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Black Ops Training, EMT Training, Sharp Shooter, Engineering, Detective Training Melee, Pistol, SMG, Gunnery, Gun Tech

Black-Ops Training

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Military Training, EMT Training, Sharp Shooter, Engineering, Detective Training Rifle, Pistol, Stealth, Offensive & Defensive Martial Arts

Parkour Adept

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(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

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.

Command:

@natural-weapon Aikijutsu


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Defensive MA

Taijitsu

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.

Command:

@natural-weapon Taijitsu


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Defensive MA

Tae Kwon Do

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.

Command:

@natural-weapon Tae Kwon Do


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Offensive MA

Kung Fu

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.

Command:

@natural-weapon Kung Fu


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Offensive MA

Dirty Infighting

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.

Command:

@natural-weapon Dirty Infighting


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(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

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) CyberDoc

Coroner

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) (None)

Counselor Training

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.

Commands:

counsel (person)


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Empathy

EMT Training

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Military Training, Black-Ops Training, Sharp Shooter, Engineering, Detective Training First-Aid, CyberDoc

Detective Training

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Military Training, Black-Ops Training, Sharp Shooter, Engineering, EMT Training Appraisal, Thievery Lockpick



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.

Gang Biker

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Biker

Combat Biker

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
Gang Biker (None) Biker

Expert Biker

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
Gang Biker, Combat Biker (None) Biker

Corp Driver

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) Driving

Assault Driver

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
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

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) IO Simulant Agent (None)

Mutant

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) IO Simulant (None)

Mutant Abilities

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.

Abilities Available:

  • Ghoul
  • Regenerate (command: regen; regenerate)
  • Bone Claws (command: cextend; cretract)
  • Plaguebearer
  • Scarmor
  • Hardshell
  • Ridgeback
  • The Stink
  • The Rage
  • Darksight
  • Chameleon
  • Acid Blood
  • The Glow
  • Reptilian Tail
  • Spiked Tail
  • Tongue
  • Radioactive
  • Poison Glands
  • Fangs
  • Spitter
  • Zombie
  • Healing Factor
Advantage Information
Required advantages Disallowed advantages: Associated skills:
Mutant (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.


Corporate Apartment

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.


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Corporate Office

You have worked in New Carthage for awhile, on the East side, so naturally you have an office.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Cyberdeck Shop

You work as a Cyberdeck tech in NC, or have use for owning a cyberdeck shop, with some rent paid of course.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Cybernetics Clinic

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Garage Depot

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Gun Mod Shop

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Low Rent Apartment

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?

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Securitech Apartment

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Standard Apartment

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)


Store Owner

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Tri-V Studio

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)


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.

Decks and Tech

Decking equipment is key to being a decker, This advantage lets you select a couple low end pieces of general decking and technical equipment from a list using a set amount of points.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

General Items

This Advantage is similar to Decks and Tech. It allows you to buy things from a list of general items. For the Advantage you get 200 points, to use on Items ranging from 10-200 points. General Items will get you some of the basic stuff that people will have on the street etc.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Municipal Permits

This advantage allows you access to several permits in chargen. Whether it be a permit to cyberdoc, or to own a weapon, or a few other things this is useful if you're worried about getting the NCPD on your case. There are ways to get these permits in game, so don't sweat it if you don't have the APs.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Wasteland Gear

Wasters need some important gear to survive in the harsh wastes. So Wasteland gear works similar to general items, except all the items are useful for living in the wastes.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

Weapons and Armor

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 advantage works like General items, and allows you to choose from a number of weapons, and a variety of low end armors to bring into game with you.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None)

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.

Note: You can't combine advantages from this category.

Brawler Cybernetics

You enter New Carthage with a few implants in you, ones that will specifically benefit a brawler. You gain Basic Grafted Muscles, and Duro Knuckles. This saves you the trouble of finding making the money for implants, then finding a doctor in game right away, however remember this is spending APs you wont get back, to get implants that you can lose.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other cybernetics packages (None)

Corporate Cybernetics

Corporate cybernetics 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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other cybernetic packages (None)

Cyberdoc Cybernetics

As a cyberdoc you have access to some of the best chrome, and you use it to make your practice better! You have had a friend install the Gensyn Medical cyberhand, for operations, and Mass-Neotek ISCAN eyes, for checking patients' chrome loads out.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other cybernetic packages (None)


Decking Cybernetics

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 Neural Co-Pro and a Brain Wire.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other cybernetic packages (None)

Detective Cybernetics

Whether you're an actual detective, or you just want to know whats going on around you, High Range Hearing and Zeiss lowlight eyes are an essential part of your body.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other cybernetic packages (None)

Health Guru Cybernetics

You like to be healthy, 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 bloodfilter.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other cybernetic packages (None)

SimStar Cybernetics

As a popular Sim star, you have to be able to watch yourself, get media reports and keep up with all the hot gossip. Your agent made sure to give you all the chrome you need to do just that. With a retinal display, and cyberTRI-V receiver, you're always up to date. In addition fashions change with the moment, so go color-q-fashion eyes, and fiber optic hair to make sure you can change as quick as your clothes.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other cybernetic packages (None)

Solo Cybernetics

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. The Solo cybernetics package is geared toward guns, a favorite of many Solos. So get ready to cause havoc with a SmartLink, Retinal Display, and Zeiss-Ikon Lowlight Eyes.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other cybernetic packages (None)

Street Samurai Cybernetics

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. An Adrenaline Control Module, and basic wires would do the trick quite nicely.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other cybernetic 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: Obviously you can't have more than one Clone, so you can't combine any of those.

Clones-R-US Cheap Clone

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. It's cheap and prone to clonefail, but at least it's a clone.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other Clone advantages from this category (None)

Myotech clone

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other Clone advantages from this category (None)

Parallel Resurrection

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 rescue AV and personnel.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other Clone advantages from this category (None)

Myotech Offworld

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 world 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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other Clone advantages from this category (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.

Corp-Class Starting Credits

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other Starting Credits advantages from this category (None)

Freelance Criminal

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. You trade between 1 and 3 APs a week for 1-3k. It does however go on your criminal record, which can be quite a problem with the NCSP or NCPD. The command @freelance will toggle this advantage on and off if you need to save up your AP.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Freelance Job (None)

Freelance Job

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 have trouble with the law, it is well worth it. The command @freelance will toggle this advantage on and off if you need to save up your AP.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Freelance Criminal (None)

High-Class Starting Credits

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other Starting Credits advantages from this category (None)

Middle-Class Starting Credits

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...you a commie, son?

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) Any of the other Starting Credits advantages from this category (None)

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

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.

Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) (None)

Photophobia

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.


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) (None)


Hemophilia

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.


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) (None)


Powerful Enemies

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.


Advantage Information
Required advantages Disallowed advantages: Associated skills:
(None) (None) (None)