Syndicate Characters
Overview
This section describes attributes and skills used in RIP system. A
character generation system is merged into it, and it is identical to
RIP General system, but any Syndicate special attributes and special
skill levels are directly merged to it for easier use.
Character Points
A short introduction to Character Points: Character Points exist to
balance things for those, who either cannot do it themselves or who are
afraid that superior characters will dominate gameplay. For those who
have no problems with that player characters are not 'balanced', just
throw any character points to garbage bin and do whatever you want. You
may, however, want to use them as some guideline about how much cybernetic
systems might have costed or how much the character has learned in school
and work.
In normal cases, characters in RIP are made with character
points (cp). The player has designed number (normally 20 for basic
powerful characters) of character points, which are then used to buy
better attributes, skill levels and background options. Unless noted
otherwise, 25% of original character points must be used in
skills. A normal average human is about 5 character points.
Unless the gamemaster has judged otherwise, a standard RIP Syndicate
character is made with 20 cp, which are used to buy following things:
- Attributes, standard and special
- Skills (at least 5 cp must be used on these in normal cases)
- Background options, including cyberware
Free Stuff
As base, character has following things for free:
- Native language at master (3) level
- Any number of free skills. These skills can be chosen quite freely,
but must be linked to the character's education and personal history.
- Familiarity with local culture, geography and important people,
unless the character is a stranger in the area (see below).
- Some equipment. See background.
- One free contact. See background.
Attributes
Attributes are character born or somehow enhanced physical and mental
attributes.
Standard attributes are physical and mental
attributes possessed by each creature, and are strength, endurance,
agility, awareness, willpower and social.
Special attributes are creature or individual specialized
attributes like mental problems, physical disadvantages and
advantages, special powers etc..
Standard Attributes
All creatures in RIP have following attributes:
- Strength
- This attribute resembles pure physical strength.
A character with superb (+2) strength is as strong as
world-class weight lifter, while inferior (-2)
character is like a few years old kid.
- Endurance
- This attribute reflects stamina, constitution and overall
endurance of the character. A character with high endurance can
go on longer while those ranked very low get exhausted very
fast. If a character has no endurance, he is never
tired. This applies to certain cybernetic constructions.
- Agility
- Character speed, balance, agility and such things are
represented with agility attribute. High level attributes are
possessed by olympic athletics, while those with poor agility
stumble on stairs.
- Awareness
- Character perception, sight and smell. It also tells about
character speed to react to certain situations, although
agility is also important.
- Willpower
- This attribute resembles how good will and self-control a
character has and how easily he is broken under stress. Those
with low levels are usually easily irritated and break easily.
Mindless things have no willpower.
- Social
- General appearance, social skills, charisma and such things.
A character with high social is easily listened to and well
liked, while those with low levels stutter, get paralyzed in social
situations and do not have many friends.
All attributes are ranked from negative levels to positive, with +0
being the average for normal human beings. Any attribute over +2
(superb) level is classified as superhuman, and available only via
cyberware.
Standard Attribute Levels
- Superb (+2) (6 cp)
- The character has top value in attribute. He might be
world-class weight lifter, athletic or marathon runner,
professional detective, have a will of iron or be a
very successful journalist.
- Good (+1) (2 cp)
- Character has an attribute better than most average, but not
very exceptional. He is good shape, fast or most of the time
very calm and relaxed.
- Average (+0)
- This is the average level.
- Poor (-1) (-2 cp)
- Character is obviously inferior to average people. He almost
always loses any appropriate physical effort, is easily
irritated or cannot converse with people.
- Inferior (-2) (-4 cp)
- Character is clearly inferior to any other. He is easily
pushed around, stumbles in stairs or is irritated and
nervous all the time. In social situations, he gets frozen and
stutters. Not recommended level for any attribute, people
with inferior attributes can be considered as handicapped
Characters with cyberware (or entirely technological things!)
may have higher (or lower) attribute levels. In
general, each level is quite clearly superior to lower one.
Special Attributes
Here is a list of standard special attributes. A campaign may have
alter these a bit or add new ones, but unless noted otherwise, these
all apply.
- Addiction (nuisance -1 cp, severe -2 cp)
- Character is severely addicted to some substance or possibly
an action. Typical addictions are various drug addictions. A
character may have drug addiction because of nerve breakdown
which led to use of narcotics, cheap cyber- or bioware that
requires antidotes and healing drugs to prevent tissue
rejections etc.
- Mental Problem (nuisance -1, severe -2 cp)
- Some psychological quirk, like paranoia, over-confidence,
arrogance, stubborness... Especially various hallucinations,
phobias, scitzhophrenia and similar mental illnesses are
common in a dark, poisoned and sick future. Years of various
cheap drugs and synthetic food make people mad, and especially
people with cyberware need various drugs to reduce rejections
of the tissue, causing mental problems and addictions (see
above). Or the character might have experienced a wetware recording
which left a permanent scar in his brain. Note: cannot kill is a
psychological limitation very common to most people. As
nuisance, cold-blooded kills are problematic. With severe,
even warm-blooded kills.
- Physical Disadvantage (varies)
- For missing limb or similar things, character gains more CPs.
Apply -2 cp for missing hand, -3 cp for missing entire arm,
others handicaps as determined by the GM. If the limb or
bodypart is replaced with cyberware, you do not get points
from that, nice try.
Likewise, any bad allergy and rash can be considered as a
physical disadvantage. Various skin diseases and body disfunctions
caused by bad synthetic food and drugs or by radiation or
chemical weapons of the corp-war zones. These are usually
worth 1 or 2 cps, see addictions and mental problems.
Skills
The most important thing in dark future characters is the skills they
know. You can always find a poor soul with desired physical attributes
or fit him with cyberware needed, but skills are expensive and thing
that makes professionals valuable.
Skill levels
Skill levels in RIP are very broad. They are used to easily
distinguish the level of expertise.
- Non-skilled (level 0)
- Character has no training with the skill. Depending on the
skill, the character may or may not do anything related to
it. For example, a gun can be fired without training and
most people can drive a car even if they have not ever done it
before - assuming someone starts it for them. On the other
hand, helicopter flight is a different matter...
- Skilled (level 1)
- Character has basic training and some experience with given
skill or expertise. He can handle rush hour in a major city
while driving or land a plane.
- Expert (level 2)
- Character in an expert in his area. He can fight several
opponents at the same time, land a plane in a storm or
charm everyone with his manners in royal banquet. He also
knows publicly known masters in his field of expertise.
- Master (level 3)
- Character is simply a master in tasks concerning his area.
He can drive car in reverse in rush hour without colliding or
speak completely fluently. He is usually well known by the
other people dedicated to this area.
- Grand Master (level 4)
- Character is simple a grand master in his area. He is world
famous and his guidelines are followed by hundred followers,
or he might be a world-top acrobat. This level is available
for player character only by GM permission.
Specialization and training: Most skills must be specialized
and trained to certain sub-areas. There is no limitations or accurate
guidelines for that, so use common sense. A etiquette(royal and streets)
is a good example, while gun(any) is not... When a situation arises, a
character is down in skill levels if the sub-area is unfamiliar to
him.
'Skilled' levels are sufficient unless you really had to be an
expert in your field.
Primary skills
Primary skills are frequently used skills, which should cover most
activities done by the characters. If the skill needed is very narrow
or not useful in a typical campaign, use secondary skills.
Most frequently used skills are listed here, but as noted earlier,
players are free to invent new ones needed by their characters.
Primary skills cost 1 cp for skilled (1), 3 cp for expert (2), 6 cp
for master (3) and 10 cp for grand master (4, only with permission
from the GM).
- Combat
- Also known as coolness under fire, this skill tells how
well the character can handle firefight situations. In
general, no skill can be used in higher level than combat
skill while in firefight.
If you want to be of any use in a firefight, you must have
combat skill.
- Computer
- The skill to use computers effectually. A skilled (1)
character is able to do all basic and some advanced operations with
a computer, but for unauthorized work, expert level at least is
normally needed. Having proper equipment is also very important thing.
The character may specialize in networks, security
or other aspects if need be. Otherwise, general knowledge
especially about programs is attained.
To break into a corporate network, you must normally go into their
building. Few really important systems are connected to GlobalNet.
- Con
- Skill to fluently speak about subjects not known to character
or to get victim to do things he would not normally do.
- Electronics
- Ability to manipulate, fix and modify
electronic devices like security cameras, electronic locks or
other similar devices. Expert level knowledge is usually
needed for any professional illegal work, but in any case,
tools are very important.
- Etiquette
- Skill to act properly in trained social environments.
- Gun
- Skill to fire accurately with trained weapons. Some repair
and basic maintenance is also possible.
- Medical
- Skill to treat wounds, bind them and avoid infections. Also
includes long term healing, and analyzing the patient.
- Melee
- Skill to fight effectually in melee. Character is
trained in appropriate weapons and technics; use of any
other may give penalties for combat.
- Pro
- General professionalism. The character has trained himself to
remember little details and has certain unconscious knack to
do appropriate things, like to take those night vision goggles
with him or not to jump in front of video cameras.
- Stealth
- Skill to move silently and hide effectually. Urban and
rural environment should be both trained separately.
Secondary Skills
Secondary skills are skills rarely used in Syndicate sessions, or are
simply very narrow and thus not worth the same price as primary skills.
Secondary skills cost 0.5 cp for trained (1), 1.5 cp for expert (2), 3 cp
for master (3) and 5 cp for grand master (4, only with permission
from the GM).
- Acrobatics
- Skill to make impressive acrobatic flips, to walk tightropes
and otherwise control own body. High agility is also
important.
- Climb
- Ability to climb safely, quickly and skillfully steer
surfaces, ropes and cliffs.
- Driving
- Skill to drive a selected vehicle, like a car, bike,
helicopter, turbine plane, jet fighter or vectored
thrust. Without the skill you can still operate the autopilot (if
present), and can drive common land vehicle until gears
etc. are needed. Must be selected to a certain vehicle.
- Language
- Character is trained in selected language. Each
language must be learnt separately, not as specialization for
this skill.
- Leadership
- Skill to inspire, lead and manipulate large masses.
- Mechanics
- Ability to fix, repair and modify
mechanical devices like different machines. Must be
specialized to some specific machine like cars, trucks,
helicopters or hydraulic compressors.
- Sleight of Hand
- Various dexterous maneuvers like picking the pockets,
building card buildings and doing magic tricks.
- Throw
- Skill to throw items accurately and long. Must train to throw
more exotic items.
Free Skills
Characters can take, for free, any number of almost useless
skills at suitable levels to enrich their past and education. Such
skills include, but are not limited to the following:
Ancient History, Artistry, Biochemistry, Chemistry,
Complex Mathematics, Cooking, Dancing, Physics,
Rappelling, Scuba Diving, Swimming, Weight Lifting
These skills can be added to character profile when needed later
during game, if approved by the GM. No character should have many free
skills at higher level than skilled (1), especially if character has
not studied for many years.
Background Options
Background options include all equipment, friends, contacts and
other 'material' things the character has acquired in his
past. Most of them are advantageous, and thus cost character points,
while some of them are disadvantages, and the character having them
gets more points to be used on other things. Note that
if a disadvantage is not a disadvantage, it is worth no
cp!
Standard equipment and stuff for the character include some
equipment will less than 2000e (see equipment).
He can also have a nice, rented
apartment (if appropriate) and 50-2000e of cash (most of it in
electronic currency). Standard equipment can be, for example:
A cheap gun with many boxes of standard ammunition, a sleeping
bag and other survival stuff, a md player and equipment
suitable to (former) job.
In addition, the character automatically has
one free contact (see below) related to his former or current job.
For further background options, the character is (quite) free to
select from the following list. Note that almost any advantage
or disadvantage can be lost later on.
- Backed (moderate 1 cp, strong 2 cp)
- The character is backed up by some organization, which
pays for his (reasonable) expenses and might get him
out of trouble when in need. In return, the character is
expected to pursue the assignment he has been given.
- Contact (0.25 cp)
- The character knows a man or a woman who could sell him
information or aid. A typical contact could be:
policeman, corporate officer, fixer, gunsmith,
streetdoc, reporter, street gang member, cook, musician,
hacker, professional sportsman, bodyguard, priest, pilot,
soldier, army officer, hitman, politician,
psychiatricist... Do not take another player character
as contact, the GM decides if you know him or not.
- Cyberware (2 cp and more)
- Character is fitted with some cyber or bioware. See
details from cyberware section.
- Expensive Item (0.25 cp)
- The character has an expensive or very illegal item or items not
worth more than 5000e.
- Forced Agent (forced -3 cp, suicidal -5 cp)
- The character is hired by a powerful organization which
has a way to force him. Blackmailing, threatening the
character or his dependents, getting him addicted to some drug
or placing a bomb or wetware trigger inside the character are useful
ways. The character is expected to follow the orders or else... If the
character succeeds in getting rid of this disadvantage, it is
normally replaced with an appropriate hunted, possibly
in multiple numbers.
Note: character must be backed by that
organization, somehow. Select either moderate or strong.
- Hunted (occasional -1 cp, continual -2 cp)
- Character is hunted down by some powerful organization.
- Friend (0.5 cp)
- A friend is a bit like a contact but might do some services
for the character for free, and is less likely to backstab when
required.
- License (0.25 cp)
- The character has some special license
not normally available to people, like a license to
carry a gun.
- Officially Dead (no cost)
- The character is officially dead in all
papers. This means that there is no data about him after
his death. This can become quite hazardous. If you are
officially dead, no one is interested if you get
killed.
- Second Identity (0.25 cp each)
- The character has a second identity with all necessary
documents, papers and history. This cover is not detected
without very extensive checking.
- Stranger (-2 cp)
- The character is not native to the campaign area and does not
know local habits, laws or culture. Such a character
cannot take contacts or friends without the GM's permission.
Native language must be different to local.
- Superior Item (0.5 cp)
- The character has a very expensive and/or illegal
item or items worth less than 20000e (or one quite expensive vehicle).
Optional Things
No optional things can be taken unless approved by the GM. These
usually require some special campaign or setting, hey are not
appropriate for normal game.
Special Attributes
These optional characteristics are mainly for very cinematic
campaigns.
- Ammo Hog (-2 cp)
-
This one is only for Hong Kong style cinematic campaigns,
where no one has to change clips very often - maybe every now and
then, but nonetheless far less often than in the ordinary world. This
disadvantage forces the character to change clips almost as usually as in the
ordinary world, and becomes often very irritating!
- Classic Villain (-2 cp, NPCs only)
-
This is a classic supervillain disadvantage: when he has
caught the player characters, he simply must tell his clever plans to
them, and then leave them to a certain death they miraculously escape.
- Lucky (lucky 1 cp, very lucky 3 cp)
-
This is a bit similar advantage like the pro skill is:
The character can 'find' missing stuff ('ah, luckily I took this
with me') but the GM should not warn about stupid tactical decisions;
instead, the character has an amazing knack to survive from such
situations.
Contributions
These disadvantages have nothing to do with the actual
characters. Instead, they are ways to earn more points by agreeing
to do something that enriches the campaign.
- Campaign Log (-2 cp)
- The player keeps a log of events in the campaign, and writes it to
some place agreed with the GM.
- Character Diary (-2 cp)
- The player keeps some kind of diary of actions of his character and
events around him. It is like a campaign log, but
personalized and subjective. Should be placed to a
place where it is readable by anyone.
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- Syndicate: The Corporate Future (c) Kalle Marjola 1997,2000.
All rights reserved.