CyberPunk Central

Guide




SOLOS
Hired Assasins, Bodyguards, Killers, Soldiers










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: Combat Sense

Allows the solo to perceive danger and avoid harm. Add your Combat Sense level to your Awareness/Notice skill. Initiative bonus equal to Combat Sense.



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.

Handgun (REF) (1): The ability to use a handgun of any type, including cyberware types. At 2 you can effectively shoot at a still target. At 5 you can shoot with the same skill as a military or police officer. At 7 you can do fancy shooting. At 8 you are a gunslinger with a reputation. At 10 you are legendary.

Brawling or Martial Arts

Brawling (REF) (1): The untrained skill of street-fighting. This skill cannot be taught, but must be learned by experience by getting into a lot of fights.

Martial Arts (REF) (varies): Choose up to three styles. Each style qualifies as a seperate skill (in other words you must spend skill points in each style). The number of points that must be spent to gain each level are in parenthesis after the style name. You must be level 7 or above (black belt) to teach any martial art skill.

  • Aikido (3)
  • Animal Kung Fu (3)
  • Boxing (1)
  • Capoeria (3)
  • Choi Li Fut (3)
  • Judo (1)
  • Karate (2)
  • Tae Kwon Do (3)
  • Thai Kick Boxing (4)
  • Wrestling (1)

Melee (REF) (1): The ability to use knives, clubs, and other non-ranged weapons, including cyberweapons such as scratchers, rippers, and wolvers.

Weaponsmith (TECH) (2): The required skills for repairing and maintaining weapons of all types. At level 2 you can do field stripping and repairs, at level 6 you can repair all kinds of weapons and make modifications, at level 8 you can design your own weapons.

Rifle (REF) (1): The ability to use a rifle. See Handgun.

Stealth (REF) (2): The skill of moving silently, hiding in shadows, evading guards, etc.

Submachinegun (REF) (1): The ability to use a submachinegun. See Handgun.

Athletics (REF) (1): The skill required for accurate throwing, climbing, and balancing. Level 3 is a high school jock, level 5 is a college competitor, level 8 is Olympic caliber.

For more information please see Skills.



Optional Education Pack: The Military Education Pack is available for the career skills of your solo. This pack is based on the assumption that the character underwent military training. The Military Education Pack is available in only one level, that of General Military Training. 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.

General Military Training (30, 20) [Minimum Age: 18]

Education / General Knowledge (INT) (2) -- You have been trained by the military with the following skills:



Playing the Solo in FFRP:

Solos are deathdealers, cold, hard, and often trigger-happy.



Earnings:

Street Ronin

Private Enforcer

Corporate Muscle

Professional Op

Maj. League Hit

Elite

2,000/month

3,000/month

4,500/month

7,000/month

9,000/month

12,000/month



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