Cyberpunk settings (and a few other genres) tend to feature a lot of augmentations - cyberware, bioware, etc. - which boost a character and can be purchased by cash. While the GM could demand that characters also pay character points for these augmentations, that never quite sat right with me - the genre often is all about getting the latest tech and best upgrades, and charging CPs would serve as a brake for that.
Yet Cyberpunk games should also support non-augmented character types - so there needs to be something they can spend their hard-won money on as well. Here is my suggestion on how to deal with this:
- The "Wealth" advantage is not used for Cyberpunk games. Instead, all characters start with zero money. Any starting equipment or cyberware must be purchased with character points. As per the "Trading Points for Money" rules, each CP spent on money at the start of the campaign results in 10% of the average campaign starting wealth. Considering the generally depressed economy of Cyberpunk settings, I'd set this "average starting wealth" at the TL8 level, or $20,000 - which means that:
1 CP = $2000
- Social Status cannot be purchased with CPs directly. Instead, effective Social Status is dependent on whatever "Cost of Living" a character has paid for during any given month. So in order to maintain a "Social Status 0", a character has to pay $600 each month - if he pays only $300, he falls down to Social Status -1, with the corresponding reaction roll penalties. Conversely, someone who pays more is obviously successful, and gets better reactions.
- Finally, cash can be converted into CPs for social advantages - Reputation, Contacts, Allies and so forth - at the same ratio (that is, $2000 turn into 1 CP). These do not represent inherent capabilities of the character (such as skills) but that spreading around cash wins you new friends, favors and so forth - and thus gives you something to spend money on other than gear and implants.
Thoughts?
Yet Cyberpunk games should also support non-augmented character types - so there needs to be something they can spend their hard-won money on as well. Here is my suggestion on how to deal with this:
- The "Wealth" advantage is not used for Cyberpunk games. Instead, all characters start with zero money. Any starting equipment or cyberware must be purchased with character points. As per the "Trading Points for Money" rules, each CP spent on money at the start of the campaign results in 10% of the average campaign starting wealth. Considering the generally depressed economy of Cyberpunk settings, I'd set this "average starting wealth" at the TL8 level, or $20,000 - which means that:
1 CP = $2000
- Social Status cannot be purchased with CPs directly. Instead, effective Social Status is dependent on whatever "Cost of Living" a character has paid for during any given month. So in order to maintain a "Social Status 0", a character has to pay $600 each month - if he pays only $300, he falls down to Social Status -1, with the corresponding reaction roll penalties. Conversely, someone who pays more is obviously successful, and gets better reactions.
- Finally, cash can be converted into CPs for social advantages - Reputation, Contacts, Allies and so forth - at the same ratio (that is, $2000 turn into 1 CP). These do not represent inherent capabilities of the character (such as skills) but that spreading around cash wins you new friends, favors and so forth - and thus gives you something to spend money on other than gear and implants.
Thoughts?
Cash vs. CP in Cyberpunk settings
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