CyberPunk Central

Guide




CORPORATES
Slick Business Raiders and Multi-Millionaires










The following are the beginning skills you create your character with. You have 40 points to spread among these nine skills. Career skills cannot exceed the level of your special ability skill. No skill may exceed the level of the stat it is associated with.



Special Ability: Resources (INT)

The Corporate's ability to command corporate resources, such as bodyguards, weapons, vehicles, buildingcs, money, etc. Level 2 might get you a corporate car, level 6 access to the company jet or a solo team, level 9 would get you access to almost all levels of the Corporation as well as the ability to requisition almost any company resource.



Career Skills:

Awareness/Notice (INT) (1) : The trained ability to spot clues, shadowers, and events. At 2 you'll notice scraps of paper, doors left ajar, and obvious expressions. At 8 you're a super sleuth of Columbo caliber. At 10, you're Sherlock Holmes. Player Skill in FFRP.

Human Perception (EMP) (1): The skill of detecting emotional clues from others. At level 2 you can usually tell when you're not getting the whole truth, at level 6 you can detect subtle evasions and mood swings, at level 8 you can usually tell what is being hidden in a general way. Player Skill in FFRP.

Education/General Knowledge (INT) (4): See Business Education Pack. Your formal schooling. You must expend 4 Skill Points for every level of education.

Library Search (INT) (1): The skill of using compiled information souces to find facts. At 2 you can use most simple databases, at 6 you can access the Library Congress, at 9 you can figure out almost any public database and find obscure facts.

Social (EMP) (1): The ability to deal with social situations. At level 2 you can get by in a fine restaurant or formal function, at level 5 you can lunch with the President with aplomb, at level 8 you can lecture Emily Post.

Persuasion/Fast Talk (EMP) (1): The ability to talk others into doing what you want. Player Skill in FFRP.

Stock Market (INT) (1): The ability to invest in the stock market. At level 2 you can buy junk bonds and lose your shirt, at level 6 your investments pay off 75% of the time, at level 9 brokers ask your opinion.

Personal Grooming (ATT) (1): The skill of being able to look presentable. With this skill you can increase your ATT and be more successful with relationships and persuasion. Bill Gates is a 2, James Bond is a 10.

Wardrobe and Style (ATT) (1): The ability to dress appropriately for any situation and look good in what you wear.

For more information please see Skills.



Optional Education Pack: The Business Education Pack is available for the career skills of your corporate. This pack is based on the assumption that the character has attended a business school, college, or university, majoring in Business Arts. You cannot take a higher education pack than your INT stat. The number of career skill points and pickup skill points (yes, you must spend both since you are assumed to have had little time for extracurricular skill pickup) spent to acquire that level is indicated following the degree. The level of each skill is indicated following the skill.

Education Packs are an extremely generous way to pack your character with skills, based on the assumption that while in school you spent all your time learning and therefore got, hello, an education. Remember that you can't level higher than the stat associated with any skill or higher in a career skill than your Special Ability level.

Associate of Business Arts (7, 12) [Position limit: Manager] [Minimum Age: 24 - INT]

Education/General Knowledge (INT) (3) -- You have an AA in business practices with the following skills:

Bachelor's of Business Arts (16, 16) [Position limit: Executive] [Minimum Age: 26- INT]

Education/General Knowledge (INT) (4) -- You have an BA in business practices with the following skills:

Master's of Business Arts (27, 20) [Position limit: None] [Minimum Age: 28 - INT]

Education/General Knowledge (INT) (5) -- You have an MBA with the following skills:

For more informations see Education Packs.



Playing the Corporate in FFRP:

Corporates have one goal in mind at all times: make a profit. They will do it however it needs to be done, and damn the consequences. They are considered the ultimate enemy by most cyberpunks, the epitome of greed and corruption.



Earnings:

Assistant

Manager

Jr Executive

Executive

Department Head

Division Head

1,500/month

3,000/month

5,000/month

7,000/month

9,000/month

12,000/month



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