The CyberWolfe's Den
The House Rules
New Role: Catburglar
The Catburglar is a high-end thief specialist: the one most likely to go after rare gems and jewelry, objet's de art or other rare items. He prefers to acquire his rareities from people's homes, but may be contracted for corporate assignments as well. He is smooth, silent, and gone before you knew he was there. He is also very intelligent-he studies the movements of the upper-crust very carefully, and always has an eye on the society page for the best parties.
A good catburglar will spend alot of time on his education, studying art, history and other mental skills while also delving into lockpicking and electronic security. Don't forget athletics for climbing the walls of skyscrapers. This is a very cerebral Role due to the amount of planning a good theft requires.
New Special Ability: Savoire-faire.
This translates to "Know how", and reflects the Catburglar's ability to blend into nearly any environment, whether it be jungle or black-tie party. It is a combination
of streetwise, social, and perform used to get him into and out of situations where he is not supposed to be. In effect, the human version of the Jedi mind trick. Saviore-faire is based off your COOL
stat. James Bond has a Savoire-faire of 10, Hudson Hawk had about 7.
I was helping a friend roll up a new character the other day, and got to thinking about all the game systems I have done this in: AD∓D, GURPS, Top Secret, Gamma World, RIFTS, Warhammer, and of course, Cyberpunk 2020. It occured to me that I woud like to combine some of the elements of other systems in with Cyberpunk to flesh things out a bit more.
Igor! get me some skin! Muahaha!!!
First, I thought I would bring in the Advantages / Disadvantages system from GURPS. Looking around the 'Net, I see that several others have had this idea as well, namely Ocelot. I have listed some here, either out of my head or from other systems, mainly GURPS.
Wealth - (10/20) - Ocelot touched on this, but I think I'll stick with the origional as proposed by SJG.
Comes in two levels, Comfortably Well-Off and Filthy Rich. Either one should be strictly limited by the GM, unless he just doesn't care. If this ADV is allowed, make the character give you an
exceptionally detailed history as to how they have come into this wealth. Rich kid, son/daughter of the Mob, whatever. Note that corporate CEO would most likely not be allowable for any character
other than a Corp.
Patron - (variable) - Similar to Wealth, with a few Contacts thrown in. For whatever reason (again, this should be outlined by the character), the PC has someone backing him with financial resources, information, legal assistance, whatever. This person can be counted on to help out often, and may not wait to be asked. The GM will decide on the value of the Patron and what the cost will be.
Giantism - (10) - The character will be one to two feet taller than those around him, but built in proportion.
Seen without reference, the character would appear normal. As an example, the average person with a BODY of 10 will be over six feet tall, about 230 pounds, and physically imposing. Figure a giant to
start at a minimum of 6'6" in height and wiegh about 240#. Add 2d6 to this in inches, and add 5# per inch gained.
Dwarfism / Gigantism - (10) - Considering the state of the
planet, the idea of a rise in genetic mutations of this nature is not hard to believe at all. Dwarfism is being a midget: a person in miniature. Your average height will be about half that of a
normal grown human, and this will affect your BODY stat and your MA as well, reducing both by a third. You have about a 60-40 chance of being able to use a handgun off-the-shelf, due to the size of
your hands. Not only is this a physical disad, it affects how people deal with you as well: be ready to be overlooked and treated as a freak by some. Cyberware will increase in cost the same as for
Giantism, but you will lose an option space due to size. The character should be able to shop for clothing in the children's sections. This will not be the case for some armors, as you will rarely
find a flak vest in the kiddie department.
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