3 Syndicate Characters
This chapter describes how various attributes, skills and quirks of
the player and non-player characters are expressed and determined in
Syndicate, and how they are created.
3.1 Character Creation
Characters in Syndicate are made with Character Points
(CPs). A standard player character is made of 20 CPs, but the
GM is free to modify this. Because these creation rules are not very
strict, the GM is encouraged to always check out characters before
accepting them.
Note that an average person is worth something like 5 CPs, so this
expresses quite clearly how special and professional player characters
are.
CPs are used to 'buy' better attributes, skills and equipment. If CPs
run out (they always do), characters can gain more points by lowering basic attributes
below normal level or by taking various disadvantages. Prices for each
attribute, skill and other characteristics are given in an appropriate
place. They are also listed in appendix A.
Characteristics are divided into 4 parts:
- Attributes Physical and mental attributes of the
character. Divided into basic attributes and individual
attributes like mental problems and missing limbs.
Each person has all basic attributes, but individual attributes vary
from person to person.
- Skills Learned abilities. Skills are divided into primary and
secondary skills according to their usefulness in a typical Syndicate
campaign, not by the effort needed to learn them! (remember, this
is a cinematic game, and the point system is here to ensure more or less
equal characters in game terms) Each character must have at
least 5 points used for skills in normal cases!
- Background Options Miscellaneous social and wealth related
stuff. Some of these are advantageous and cost CPs, some disadvantageous giving more CPs.
- Cyber and Bioware Technological add-ons to your character. These
vary from simple cosmetic modifications to complete replacement of the body.
Note: There may be
some loopholes in character creation system. Players are not
encouraged to use these, for the reach of the gamemaster is long and
merciless.
3.1.1 Free Characteristics
As noted above, the standard Syndicate player character is made with 20
CPs (character points). In addition to that each character has, for
free, the following things:
- 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 Options for further information.
3.1.2 Character Creation Steps
When creating a character for Syndicate, you can follow these steps:
1. Describe your character in general terms
2. Determine suitable attributes for him or her
3. Find or invent suitable skills for his or her education
4. Balance and fix everything out
Of course, the character's personal history is important, but how
superficially or
deeply they are described depends on the player and the requirements of the
campaign.
Character creation example
available
3.2 Attributes
Attributes represent each character's physical and mental
characteristics, which are not learned (in the same way skills are)
nor gained like the equipment or social contacts.
3.2.1 Basic Attributes
Basic attributes are used to represent the characters' various physical
and mental abilities, which all individuals have.
All attributes are assumed to have the level equal to common people,
unless some special characteristic advantages or disadvantages are taken.
So, some
characters can have good endurance or poor agility. Such attributes
are usually clearly superior (or inferior) to common people and should
be treated as such. Modified attributes should be expressed as good (+1)
or by other similar methods, in order to make some kind of numeric
comparison possible.
Attributes are usually classified into the following areas. If needed, new
attributes can be invented, but they should not cover 'wider' areas than
these.
- Strength represents the character's stamina and ability to
lift heavy things or strike hard in melee combat.
- Endurance is used as stamina to withstand long physical exertion.
- Agility is for swift movements and for body control.
- Awareness represents overall sight, hearing etc.
- Quickness determines how quickly the character reacts and moves
in small spaces.
- Willpower is used when the character is stressed or interrogated.
Some guidelines for attribute levels:
A good (+1) attribute is very well trained and clearly
superior in the long run. People with several good attributes are
very rare. 2 CP
A superb (+2) attribute is very rare and usually it is
noticed
very soon. This is also the human maximum without any
cybernetic equipment. 6 CPs
A poor (-1) attribute normally gives problems to a
character each time he has to do something which requires using it.
Poor attributes should be avoided for most of the time.
-2 CP
An inferior (-2) attribute is completely underdeveloped, and
causes constant problems. It is also the human minimum for each
attribute, and that should tell how inferior it is!
-4 CPs
Note that there is no such basic attribute as intelligence. Use
Mental Problem like 'dumb' to cover any bad problems with wits.
Basic attribute subclasses: If desired, a character can be
extraordinary only in an attribute subclass. Such
subclasses are, for example, sight (awareness subclass) and balance
(agility subclass). Subclasses cost only half the attribute level CPs.
3.2.2 Miscellaneous Attributes
These attributes cover all special physical and mental quirks of the
character, which cannot be expressed with basic attributes. They are
mainly used to increase the number of CPs available for other characteristics.
Physical Disadvantage
A character has lost his arm, leg or other part, and his
life is quite difficult without it.Note that you
cannot take this disadvantage for body parts replaced with
cyberware. -2 CPs for missing arm, -3 for missing
leg etc.
Mental Problem
If the character has a serious psychological trait,
it is worth CPs. This trait is strong and very
problematic. If the trait is very serious, it is
worth even more CPs, but then it will affect every moment
of the character's life.
Typical problems are: paranoia, claustrophobia,
visions, ultra-violentic behaviour, sadism, idiotism, racism... An
addictivity to a certain drug can also be categorized as a
mental problem.
Note that this disadvantage is dangerous. Many
mental problems can easily cause the death of the character and/or his
friends. -1 CP for a standard problem (affects the
character now and then), -2 for severe problem
(affects daily)
Moral
Most Syndicate player characters are cold-blooded killing
machines, and thus it is considered disadvantageous to
have restrictions in one's ability to shoot someone.
If the character cannot easily make a cold-blooded kill
(but warm ones are not a problem), he has a weak
moral. -1 CP
If the character cannot make a cold-blooded kill
(in most cases) and even warm ones cause him problems,
he has a strong moral. -2 CPs
If the character simply cannot kill, he has a very strong
moral. -3 CPs
3.3 Skills
Unlike attributes, skills are abilities that the character has learned
through his studies, hobbies or career.
The skill levels in Syndicate are very simplified and general, and
the skills normally indicate very comprehensive learning. The skill levels
are explained in numbers or terms.
Non-skilled (0) Character without the skill knows the very
basics about it, if appropriate. If not, the skill cannot
be used. Non-skilled skills should not be noted on character
sheets.
Skilled (1) With a good basic knowledge and some expertise
and experience, the character is considered skilled in something.
Normally all just learned skills (in school or training)
are considered as skilled. 1 CP for primary, 0.5 CPs for
secondary skills
Expert (2) Characters with years of training in a
particular skill are normally experts in that field. They handle all
basic feats easily and are very skilled in many special aspects.
4 CPs for primary, 1 CP for secondary skills
Master (3) When a character is one of the best in a given
are of expertise, he is normally considered a master in his field. Few
people have better overall knowledge, although
some experts may know more about some
special aspect. 9 CPs for primary, 3 CPs for secondary skills
Grand Master (4+) Grand master is the best of all. He is
normally famous throughout the world and most experts and masters
in his field know him. 16 CPs for level 4 primary skill,
10 CPs for seconadry skill
All characters must have skills worth at least 5 CPs. The number
of their level one primary skills must be at least equal to the
total of all higher level primary skills.
The skills in Syndicate are very general. Most frequently
taken skills are explained below, but players are free to invent new
skills as required. There is no point in trying to list all various science
and physical skills.
All skills can be specialized, and it is required in some skills
(marked as (spec) after the skill name). Specialization may be as
focused
as the player wants it to be, but the overall information is reduced
while the specialization becomes more intense.
In most skills, if not specialized, the character must still
specify the main fields in that
skill he is concentrated at. For example, a character with Gun skill
must specify types of guns he has training at. Using the skill with
other kind of guns is not as effective, but possible. The actual limit
of specifications in each skill is not limited by anything else than
common sense.
3.3.1 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 (see below)
Most frequently used skills are listed here, but as noted earlier,
players are free to invent new ones needed by their characters.
Acrobatics Ability to make flips, magnificent dives and
other impressive things. Characters in Syndicate can, for most
of the time, make impressive dives while firing their guns. Acrobatics
just makes them more impressive.
Combat When bullets start to fly and your life is
threatened, most people cannot act as effectively as normally.
To reflect this, the combat skill is used to describe coolness in
combat. It also tells about general combat tactics
and experience, and nothing can replace experience.
During a firefight, no skill can be used in a higher level than
the combat skill. Even an expert boxer can turn into jelly
if his opponent really tries to kill him with a knife. This skill
should be taken by all combat characters with military or street
training.
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.
Con Verbal ability to manipulate other people. If fast
talk is tried, victim's awareness typically defines the result.
Otherwise, use willpower.
Electronics Ability to manipulate, fix and modify
electronic devices like security cameras, electronic locks or
other similar devices.
Gun The character is skilled in shooting with some
specified kind of
firrarm. Penalties may be given if a different gun is used,
especially if the character just grabbed that experimental rocket
weapon. Still note that combat skill.
Mechanics Ability to fix, repair and modify
mechanical devices like different machines. Should be
specialized to some specific machine like cars, trucks,
helicopters or hydraulic compressors.
Melee Character is skilled in some specified melee fighting, like
Thai boxing or Judo. If the character is forced to improvise
fighting, penalties affecting skill level may be given. As noted
above, even melee cannot be used in a higher level than combat
skill if the character is truly fighting for his life during a
firefight
Paramedic Knowledge about human structure, first aid and
typical drugs. Instead of human knowledge, this skill can be taken
for animal care.
Stealth Ability to move silently and unnoticed in
a specified territory like urban streets or rural wilderness.
Includes the skill to find a suitable place to hide, the skill to follow
and to find quickly good places to climb up etc.
3.3.2 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.
Etiquette (spec) Knowledge about the ways and habits of a given
group. Typical groups include street, corporation, media
and computer. This group can be specialized even further, like
Etiquette (London Streets). This skill is essential for blending
into such groups and for discreet inquiries.
Language (spec) Ability to speak (and normally read and
write) a given language. Skilled can speak somehow, while Master
speaks fluently.
Throw (spec) Skill to throw things accurately. A typical
skill is throwing grenades, but knives, javelins and other things
are very popular, too. Must be specialized in some type
of throwing object. Note that all can throw somehow, but
this makes things more accurate. A skilled knife thrower can hit
an object with his blade almost all the time etc.
Vehicle (spec) 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), but you are in deep shit when it fails. Must
be specialized to a certain vehicle.
3.3.4 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, Cliff Climbing,
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.
3.4 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 CPs, 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
CPs!
Standard equipment and stuff for the character include some
equipment will less than $2000. He also has a nice, rented
apartment (if appropriate) and $50-2000 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 cd 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.
Contact
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 decises if you know him or not.
0.25 CPs
Dependent
The character has a wife, child or other relative (or simply
a very good friend) whom he is very attached to, and does
everything for him/her/it. -2 CPs
Expensive Item
The character
has an expensive or very illegal item or items not
worth more than $5000. .25 CPs
Forced Agent
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 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 powerful enemy (or
enemies).
On the other hand, the character has strong back-up to
get him the equipment he needs and to help him out of trouble.
-2 CPs for strong forcing, -3 for very
strong forcing (suicide missions each week)
Free Agent
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. For
example, the character could be a reporter of some media
corporation, and is expected to do some nasty reports
while doing other jobs. If he does not do them, the
backing can decrease. 1 CP for weak backup, 2 CPs
for strong
Friend
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. 0.5 CPs
License
The character has some special license
not normally available to people, like a license to
carry a gun. 0.25 CPs
Officially Dead
The character is officially dead in all
papers. This means that there is no data about him after
his death. This can be quite hazardous. If you are
officially dead, no one is interested if you get
killed. Costs no CPs
Powerful Enemy
The character has pissed off some powerful corporation,
nation or organization, and is chased every now and then.
Most organizations try to kill him, but the reason for
the hunt might be different. A character like this should not
have family, close friends or own house.
-1 CP for an occasionally seen enemy, -2 CPs for often
seen enemy (almost each session)
Second Identity
The character has a second identity with all necessary
documents, papers and history. This cover is not detected
without very extensive checking. 0.25 CPs per extra
identity
Stranger
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.
-2 CPs
Superior Item
The character has a very expensive and/or illegal
item or items worth less than $20000. 0.5 CPs
3.5 Cyber and Bioware
Cyberware is expensive, and not available to most people. If the character
needs cyberware, he must pay a high price for it. To gain cyberware,
CPs must be used for the right to take it. This CP cost reflects
the unavailability and surgical costs of installing the
cyberware. After that initial cost, most cyberware is available for
given CP price. Note that some cyberware could be illegal in some
countries and no entry to them is allowed while cyberware is still
functional.
3.5.1 General rules of Cyberware in Syndicate
- Cyberware is expensive. Very expensive. If a person has cyberware,
it means that he has a rich sponsor, or at least had.
- Cyberware is illegal in most places. If you are wired, you'd better
have a good reason for it, and some documents about it, or you might have
some problems with local police. Most corporations have bribed the
police.
- Cyberware does not automatically make it's wearer insane. He
might be a bit crazy, but it is not enforced like in some other systems.
But note that cyberware is so expensive in CPs that most players
take some disadvantages to get more CPs.
- There are no fixed prices for cyberware. During character creation,
creation points (CPs) are used to buy it. After that, characters must
find other ways to get it.
- Most high-level cyberware is experimental and classified corporate
technology. Other corporations might pay a big pile of cash for new
technology.
- Cyberware requires some maintenance and repairs are a bit tricky,
so good contacts are essential. Most filteration systems and
artificial organs use nanotechnology.
3.5.2 Bioware
Bioware is even more expensive, rare and experimental than cyberware.
It has some major advantages over cyberware, like being more natural to
body and not shown in metal detectors nor affected by EMP, but is very
expensive and harder to fix if damaged very extensively. Minor damage is
healed as with normal body, but quicker and more effective because of
more effective body cells.
All modifications are given as cybernetic versions. Bioware versions
are basically available from any modification or system, but cost
double or +1 CPs (whicever is less). In addition, to
have bioware, 2 CPs must be paid as an initial cost in addition to basic
cyberware costs.
3.5.3 Cyber Modifications
Some Cyberware does not have very dramatic effects. For most of the time,
cybermodifications (cybermods for short) in Syndicate are cyberware with
little effect, and
thus cost less than other systems. It costs 3 CPs to allow the
character to have cyber modifications, in addition to the cost of the cyber
system itself.
Head Systems
Access Ware
Implanted computer system to modify and access data in
head memory, and to send information. 0.5 CPs
Instinct Shield
So-called Zombie Chip, Instinct Shield protects
wearer from mental manipulation giving effective willpower
of +5 against any such attack. Additionally, the
character has better resistance against unconsciousness
because of enhanced blood circulation systems, and
superb balance (+2). Negative
result is that normal emotions of the character are
almost completely nullified. 0.5 CPs
Memory (1 Gb)
Memory to store information. Extended Memory
allows storage of 20 Gb.
Socket is inserted to some location, usually under hair
in the neck. 0.5 CPs, 0.75 for extended
Mind Link
Allows mental operation of all cyber systems - no
switches or specific muscle impulses are needed.
0.5 CPs
Cyber Eye Systems
If a cyber eye is selected, it replaces either one or both eyes,
as the player wishes. Cyber eye may look like a normal eye or could be
made of some more exotic material (mirror lenses). Lenses are
stronger and easier to repair, but have some cosmetic problems.
If the eye has some functions that are not always working, mind
link is required to operate them without external switch or
predetermined muscular movement.
Cyber eyes cost 0.25 CPs for one or two eyes, as preferred. Each
special option listed below costs 0.25 CPs.
Camera
Can take single or motion pictures of seen things.
Includes memory for 5 pictures if no internal memory is
present. Socket is fitted for picture retrieval if
needed. To see stored pictures, display and access
ware are required.
Display
A display for information. Allows a direct smartgun link,
information display (from memory) and graphical data.
Character may be fitted with a socket in suitable place
for input.
Light Filter
Diminishes bright lights and reduces glare. Especially good idea
with a light intensifier system.
Light Intensifier (LI)
The eye has enhanced functionality in the dark, but may result
in longer blindness if exposed to brighter light than
normally. Without mind link or a similar method,
this light intensifying is automatic.
Magnification
Electronic magnification when needed. Includes range
finder if fitted with some kind of laser technologies
and display. To use magnification, mind link or
similar method required.
Thermographic Vision
Simply known as the thermo, this system allows
user to see thermographic waves. To use this system,
mind link or similar method is required.
Cyber Ear Systems
Noise Filter
All sudden loud noises are suppressed so that the character
does not lose his hearing. Also helps to filter specific
voices from background noise, but a mind link is
required for that. 0.25 CPs
Recorder
Allows the character to record sound. Duration limited to
half an hour unless internal memory is present. Can be
synchronized with camera. Mind link or similar
method is required to activate the recording.
0.25 CPs
Ultrafrequence Hearing
Character hears sounds from wider spectrum than
normally. 0.25 CPs
Bodyware
Air Filter
Filters the aír in lungs from most harmful gases and
chemicals. 0.5 CPs
Blood Filter
Filters blood from harmful toxins and venoms.
0.5 CPs
Drug Injectors
The character has built-in drug compartments in his body
which can hold 10 charges of drugs, which can be
injected to nervous system. Activated with a mind
link or some kind of switch.
0.25 CPs
EMP-Shielding
All cyberware in the character is protected with stronger
EMP-shielding than normally.
0.5 CPs
Rapier
Character has a retractable, long (20 cm) blade fitted
to his arm, which can be used as effective melee weapons.
Activated with mind link or some kind of switch or
muscular movement.
0.25 CPs
Razors
Character has ultra-sharp retractable blades fitted
under his fingernails. Activated with mind link or
some kind of switch or muscular movement.
0.25 CPs
3.5.4 Cyber Systems
While cyber modifications are usually very small and cosmetic, cyber
systems are most of the time very big modifications and completely alter
the body of the character. It costs 5 CPs to have a possibility to
have cyber systems. This cost includes access to cyber modifications.
General Notes about Cyber Limbs
- Normal artificial part has strength and quickness equal to
other body. No endurance is used, artificial parts never tire
(but may run out of power).
- Artificial body parts may include compartments for stuff,
but they generally weaken the structure. If compartment is
needed to be activated mentally, mind link is required.
- Artificial parts can be as strong as needed, but they cause
increased pressure on other body parts. In general, if the character
rips something with his strength +7 arm, it is his arm from his
body. Cyber torso is recommended for real use.
- As standard, artificial part is as fragile as original.
Extra armor should be bought.But of course, fixing is
normally easier.
- Artificial part may look metallic or be coated with
synthetic flesh.
- This system is very open-ended and allows creation of
different cyber monsters. Use standard character creation system
in addition to this to create desired result. For example, if
you need a slow, heavily plated cyber man, reduce quickness to -2
and then take cyberware.
Note that there are no bioware versions of most of the systems here.
Body Parts
Artificial Organs
The heart, lungs and other organs are replaced with
artificial ones. Character does not die for internal
bleeding. Includes air filtration. 2 CPs
Cyber Head
The skull is replaced with an artificial one. Includes improved
brain protection and thus the character is less likely to
blackout. Gives an initial armor value of 0/2. 2 CPs
Cyber Limb
One of the character's limbs is replaced with
artificial. This limb has similar statistics than normal
limb, but does not bleed or cause pain (unless ripped
off), and has an initial armor value of 0/2.
1 CP
Cyber Torso
Character has his torso replaced with an artificial one. Gives
better overall constitution and structure, with an initial
armor value of 0/2. 2 CPs
Synthetic Body
Replaces the body completely with an artificial one. Only
the brains are
preserved and saved to some suitable location (if human
body is cloned, head is normally used). This can be
used as base for Robocop 2 stylish monsters. No cost
is determined, but it as least 10 CPs
Armor and Structure
Boosted Reflexes
Enhanced reflexes give active superb (+2) quickness.
3 CPs
Extra Power
Cyber parts are fitted with strong servo motors. Allows
unlimited strength. 2 CPs per +1 strength
Plating
Selected cyber parts are fitted with durable
plastic-metal plating, giving armor value of 2/3.
2 CPs, includes coverage for all cyber parts
Synthetic Muscles
Character has replaced his own muscles with laboratory
grown ones.
Increases strength and endurance for up to superhuman.
Costs 1 CP for good (+1), 3 CP for superb
(+2) and 5 CP for superhuman (+3), individually for
both strength and endurance. The difference between endurance
and strength cannot be higher than 1 level.
Synthetic Skin
Needed locations of the body are covered with
kevlar-plastic flesh which protects against cuts and
firearms. In addition, most vital and broad locations
are protected with plates under skin, giving an
effective armor value of +1/+0. 1 CP
Titan Structure
Selected artificial parts are made of very durable
metal, giving an effective armor of 4/4. 5 CPs
Wired Reflexes
Character is fitted with a neural systems linked to sight
and hearing which allows him to make lightning fast
reactions to specific situations. These situations and the
consecutive action must
be specified beforehand (but can be modified with
software later if programmable wiring is installed).
When this situation happens, the character has a
reaction of +5 but he has no control over what his first
reaction. will be. His action is determined by wiring,
and may
result disastrously. Wiring may be set on or off with
mind link or external switch.
For example, a character has wiring that makes him
draw his gun and dodge whenever he sees someone to point
him with gun. It could be useful for most of the time, but he
must be careful in movies, acts and other similar
places. For safety reasons, he has a switch in his temple to
activate/disable this system
Pre-programmed wired reflexes cost 3 CPs, while
re-programmable cost 5 CPs.
3.5.5 Cyberware and Damage
Rules how different cyberware affects normal damage system.
- Cyberparts do not bleed, nor cause pain (and thus possible
unconsciousness). They must be repaired mechanically.
- Cyber head and Instinct Shield both give
character +2 against unconsciousness.
- Artificial Organs nullify internal bleeding and
reduce standard bleeding from a torso hit.
- Synthetic Body makes the character totally immune to
blackout and both normal and internal bleeding. He can still
be killed by a direct hit to the brain.
Bioware is treated as normal human tissue, but repairs itself
faster than normal cells. Halve all healing times.
3.6 Optional Character Options
Note: These skills, advantages and disadvantages are only
available if approved by the Game Master! They are mostly heavily
linked to played campaign or more specifically, atmosphere on it.
3.6.1 Optional Skills
Pro The character is professional, and thus makes mistakes very
rarely, if none at all. The skill itself has two uses:
If the player is going to do something stupid or
unprofessional, the GM can warn him about it, more easily if
pro level is higher or action more blatant. Of course, this can be
quite irritating at times for the player, but then maybe he should not
take this skill
The character can afterwards fix some things he forgot. Like for example,
in the middle of the scenario, the character finds out that he has
forgotten to take any night vision equipment with him. If the GM
approves, this thing can be fixed ('of course he remembered to take
LI-goggles with him; he is professional!). Alternatively, the
GM may forgive one too long thinking sequence in combat ('GM: The man
jumps in with assault rifle in his hand; what do you do? - PLR:
ummm.. ummm.. - GM: Ok, you are pro, you get a second change, now
what do you do?'). This use should be limited to one use per
skill level, i.e. once for a skilled pro, twice for a expert pro etc.
Neverthless, this skill can never be used in a higher level than the
appropriate skill - no matter how professional you are, you cannot be
more professional than your actual skill.
This skill is quite harmless, and can be allowed in any campaign,
as long as the players do not think it interferes their playing. So,
do not use this skill if any player objects - otherwise, it can reduce
those normal idiotisms from player actions.
3.6.2 Optional Attributes
These optional characteristics are mainly for very cinematic
campaigns
Ammo Hog
This 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 thus can be very irritating! -2 CPs
Classic Villain
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.
-2 CPs, limited to supervillains
Lucky
This is a bit similar advantage like the pro skill is (see
above): 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.
1 CP for lucky, 4 CPs for very lucky
3.6.3 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. All these must be approved
by the GM
Campaign Log
The player keeps a log of events in the campaign, and writes it to
some place agreed with the GM. -2 CPs
Character Diary
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. -2 CPs
Syndicate - The Dark Era (c) Kalle Marjola 1996. All rights reserved.