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Guide




SCIENTISTS
Researchers with the know-how to develop new tech.










Think playing a Scientist isn't exciting enough? After all, who wants to be some geek in a lab coat
while there's wared up punks out there to have fun with shooting at everyone in sight?
Well guess what....if you want a character who can push the edge of understanding and technology,
you don't want some walking can opener hoisting a laser cannon.
Why not be the guy who develops the first portable MASER cannon? Big badda boom.
And if you think corps are cutthroat, you haven't seen two geneticists battling over who stole who's test results.
Not to mention the money you can make IF you manage to sell your discovery/invention.
Scientists take the Fixer role one step further, actually creating new tech.

Note: all inventions must pass the okay of a master op before they are allowed to be used/sold,
and will be judged on their reasonable inclusion in the limitations of the CP2020 system,
as well as whether the invention is in keeping with the scientist's field of expertise.

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: Discovery (INT)

Discovery is the ability to realize the potential of an idea. Anybody can have an idea, but the Scientist knows how to get it out of his head and into his hands. At level 2 you are able to patent simple improvements on existing tech, at level 6 you can create new tech and patent significant improvements over existing tech, at level 9 you are the new Thomas Edison.



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.

Education/General Knowledge (INT) (4): See Sciences 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.

Research and Development (INT) (1): The nuts and bolts of getting to any discovery/invention.This includes the practical application of the scientific method, as well as knowledge of how to obtain funding and present your discoveries. At level 3 you can get simple inventions patented, at level 6 you can live off royalties from your inventions and discoveries, at level 9 you are a developer of breakthroughs.

Basic Tech (TECH) (2): The required skills for building and repairing simple mechanical and electronic devices. Level 3 can repair basic wiring and do minor car repairs, etc, level 6 can repair stereos and TVs or rebuild an engine, etc, level 9 can build a computer from scratch, put together a race car engine, or maintain industrial machinery. Basic Tech does not cover aircraft, AVs, cryotanks, cyberdecks, cyberware or complex electronics.

Intuition (INT) (1): The creative factor of one's thinking that allows one to explore new ideas and hypothesize based on previous experience and quite often on a sheer hunch. You are right level x 9% of the time.

Logic (INT) (1): Logic, as opposed to intelligence, is the ability to use pure objectivity in one's thinking. The Spice Girls are a collective 2, Mr. Spock is a 8, Data is a 10.

Mathematics (INT) (1): The understanding of calculations and mathematical formulas.

  1. Numbers and counting
  2. Simple arithmetic (addition and subtraction of simple numbers)
  3. Arithmetic (addition, subtraction, division, multiplication, decimals, fractions, and percentages)
  4. Algebra and geometry
  5. Trigonometry
  6. Statistics
  7. Calculus
  8. Advanced Calculus
  9. Theoretical mathematics
  10. Advanced theoretical mathematics

Science (INT) (1): Knowledge in one specific area of science. Level 2 is the equivalent of having taken a college course on the subject, level 6 you could publish an article in a scientific journal, level 9 you write textbooks on it and are considered a major expert in the field.

  • Anatomy
  • Astronomy (Requires Math 4)
  • Biology
  • Botony (Requires Biology 2)
  • Chemistry (Requires Math 4)
  • Genetics (Requires Biology 6)
  • Geology (Requires Physics 4)
  • Forensics (Requires Biology 2, Physics 2, Chemistry 2)
  • Microbiology (Requires Biology 4, Chemistry 2)
  • Oceanography (Requires Biology 2, Chemistry 2)
  • Physical Anthropology (Requires Anatomy 4)
  • Physics (Requires Math 6)
  • Zoology (Requires Biology 4)

For more information please see Skills.



Optional Education Pack: The Science Education Pack is available for the career skills of your scientist. This pack is based on the assumption that the character has attended a college or university, majoring in Science. 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 Science (9, 12) [Position limit: Lab Assistant] [Minimum Age: 24 - INT]

Education/General Knowledge (INT) (3) -- You have an AS in science with the following skills:

Bachelor of Sciences (15, 16) [Position limit: Assistant Researcher] [Minimum Age: 26- INT]

Education/General Knowledge (INT) (4) -- You have an BS in science with the following skills:

Master of Sciences (20, 20) [Position limit: Researcher] [Minimum Age: 28- INT]

Education/General Knowledge (INT) (5) -- You have an MS in a specified science with the following skills:

Doctorate of Science (25, 24) [Position limit: Lab Director] [Minimum Age: 29 - INT]

Education/General Knowledge (INT) (6) -- You have a PhD in a specified science with the following skills:

Specialist of Science (30, 28) [Position limit: None] [Minimum Age: 30 - INT]

Education/General Knowledge (INT) (7) -- You have a PhD in a specified science and post-graduate studies with the following skills:

* Elective Sciences (INT): Anatomy, Astronomy, Biology, Botony (Req. Biology 2), Chemistry, Genetics (Req. Biology 6), Geology (Req. Physics 4), Forensics (Req. Biology 2, Physics 2, Chemistry 2), Mathematics, Microbiology (Req. Biology 4, Chemistry 2), Oceanography (Req. Biology 2, Chemistry 2), Physical Anthropology (Req. Anatomy 4), Physics (Req. Math 6), Zoology (Req. Biology 4)

** Elective Tech Skills for Sciences (TECH): AeroTech (2), AV Tech (2), CyberTech (2), Demolitions (2), Electronics, GyroTech (3), Weaponsmith (2)

For more informations see Education Packs.



Playing the Scientist in FFRP:

Scientists in 2020, just as today, are creative and imaginative people, but they are often distracted from the seemingly mundane tasks of daily life by the excitement of new discoveries and ideas. They are a curious dichotomy of scientific passion and objective detachment that makes them an enigma to general society. Quite often they consider themselves above the common laws that govern society, relating better to ideas and tech than they do to people.



Earnings:

Lab Tech

Lab Assistant

Assistant Researcher

Researcher

Lab Director

Department Head

1,000/month

3,000/month

5,000/month

7,000/month

10,000/month

15,000/month


Note: Each patented invention will provide 10 times your monthly earnings annually in royalty checks. You will get your first royalty check 3 months after patent. To get your invention patented, talk to a master op.


Cyberpunk:2020™ is a Registered Trademark of R.Talsorian Corporation. Original Cyberpunk:2020™ material Copyright 1994, 1995, 1996 by R.Talsorian Corporation. All Rights Reserved. Used without permission. Any use of R.Talsorian Corporation's material or trademarks in this Web Page should not be viewed as a challenge to those copyrights or trademarks.

Event Horizon picture from
Offical Sam Neill Homepage.





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