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CyberSpace from Iron Crown Enterprises

CyberSpace from Iron Crown Enterprises

CyberSpace was a relative latecomer in the initial rush of CyberPunk RPGs. Released in 1989, it was however the most complete “out of the box” game of the genre at the time (with extensive lists of cybernetic augmentations, weapons, equipment, vehicles, drugs, biological warfare agents, hacking software and so on), and was supported by a simplified version of the Iron Crown Enterprises famous RoleMaster system (similar to the version used for Middle Earth Role Playing as opposed to the very chart-heavy version used for RoleMaster and SpaceMaster – although conversion notes are included for using the SpaceMaster rules).

Like the other games by ICE, character creation can be a fairly involved process. The character presented here took me about three hours to complete.

As with most games from the late 80’s character creation is mostly a random process. So out come the percentile dice and away we go – rolling d100 for each of the 11 stats to start with, but then choosing which stats go with each roll. I get rolls of 18, 21, 35, 39, 71, 4, 71, 85, 40, 37 and 82. I’m thinking of something along the lines of Johnny Mnemonic – a black market data courier with some personal skills, but not a lot of cool. So I set the stats up as follows:

  • Constitution (Co): 18
  • Agility (Ag): 21
  • Self Discipline (SD): 4
  • Reasoning (Re): 39
  • Memory (Me): 85
  • Strength (St): 35
  • Quickness (Qu): 71
  • Empathy (Em): 40
  • Intuition (In): 71
  • Presence (Pr): 37
  • Appearance (Ap): 82

Cursing my dice (4 Self Discipline?! At least he’ll be prone to flipping out when things don’t go his way… “I want dry cleaning!”), I pick out his appearance, personality and description. He’s a slick hispanic kid with crisp, short black hair held permanenetly in place with far too much hair glue. He’s a bit quick on the trigger in just about any environment and basically has no willpower to speak of – always indulging to excess when given the opportunity. He tries to present an aura of calmness, but ends up seeming nervous or wound up on synthcoke or an analog.

Looking over the professions in the game (Sleaze, Sneak, Killer, Net Junky, Jockey and Tech Rat), he’s definitely a Sleaze – while sneaky, his skills are more social than physical. He could also be crowbarred into the Tech Rat profession if a group needed a tech-rat, by making him obsessive over the hardware and implants he uses in his courier work, but creating the character in a vaccuum definitely pushes him towards sleaze.

As a sleaze, I roll a 77 for Social Class and get “MCorp – Corporate Middle Class”. So his family is mid-level corporate administrators, directors or some such. I settle immediately on his parents being bottom-rung executives of New Edison. Mom is the assistant deputy vice president of shipping logistics, Chicago division, and dad is in charge of telephone support for the Chicago burb-clave. This gives our guy access to some limited corporate resources through his family. It also means that he has  been exposed to extensive corporate culture and had the opportunity to travel a bit, and has two languages  to start with – so he starts with English / 5, and decides that mom worked at the Taiwan bureau for a few years, and picks up Mandarin / 5. Also he gets 4 Background Options.

Each background option is a random roll on one of six tables – Skills, Equipment, Status, Wealth, Connections and Hobbies. With his background and social aptitudes, I decide on a roll on Equipment and Wealth (family resources), and two Connections. What I end up with is:

  • An unusual (and loyal) recombinant DNA pet
  • Cr 3,500 starting money, Cr 600 / month investment income
  • Hotbroker connection (a stolen goods fence)
  • Neurosoft Dealer connection

I also check for idiosyncracies. A 58 indicates that he has one idiosyncratic trait. A 30 indicates that it is a common idiosyncracy. And finally a 94 tells us that he is the local champion of some game or sport (which gives him +30 on rolls for that game or sport). Looking at his stats, his high Intuition and Quickness has me settle on a multi-player arcade video game. He’s the local “man to beat” at Thermonuclear Transit, and can be found at least a few nights a week at the Besson Arcade on Gibson Street, hooked into the holotank beating all comers.

Next we check if he has a long-term injury or handicap. A roll of 27 indicates that he does not.  Finally a roll of 55 indicates that he is either right- or left-handed (I choose right, because I am right-handed and I’m basically biased against southpaws). This means he gets -20 on all maneuvers with his left hand.

With that done, we go into his skill development. As an adolescent Middle Corporate Class character, he learned the following skills:No Armor Maneuvering / 1, Drive / 2, Equipment / 2, Culture / 3, Administration / 3, Exploit / 2, Electronics / 2, Software / 1, Linguistics / 8, Advanced Math / 2, Appraisal / 2, Astronomy / 1, Biology / 1, Chemistry / 1, Gambling / 2, History / 2, Media / 3, Music / 1, Physics / 1 and Sport / 1.

We then enter his “apprenticeship” in his chosen profession (so his time working as a data courier prior to game play beginning). There’s a fairly complex system of spending development points into a variety of skill areas (only buying 1 or 2 ranks per level), and we end up with the following additional skill ranks selected: Light Armor Maneuvering / 1, Fire Weapons / 1, Drive / 1, Electronic Bypass / 1, Streetwise / 2, Exploit / 2, Cybernetics Technics / 1, Gambling / 1, Perception / 2, Trickery / 2.

Starting Funds is determined by rolling 1d10 x 20 x Social Status Mod (x5 for Middle Corporate). With a huzzah I roll a 10, and start with Cr 1,000, plus the Cr 3,500 from his wealthy background for a nice tidy sum of Cr 4,500 to go shopping for equipment with. He also starts with three pieces of equipment valued at Cr 1,000 or less that he has the skills to use.

He selects a 10mm Medium Machine Pistol (a Clarke-Nova 10mm Mini-Auto with custom glow-in-the-dark neoplast grips), a Direct Neural Brain Interface, and a nice Italian suit.

From his starting cash, he drops Cr 80 on a LBA (Light Body Armor) Flak Vest, Cr 150 on 100 rounds of 10mm AP ammo for his Mini-Auto, and blows a big chunk on a Neurological Activity Processor (brain computer) with a Mk 15 Silicon Processor Core mounted along his spine for Cr 2,300 along with the necessary Direct Neural NAC Interface so he can load data directly into it from his skull jacks for Cr 500. The NAP has a storage capacity of 150 units and a CPU capacity of 15 units.

To take full advantage of his implanted computer, he installs a Neuroprocessor Operating System (Cr 100) which allows it to work with his brain instead of requiring a linguistic or keyboard interface. In time he’s planning on loading a nice high-rating Neurospeed soft (a Mk 10 or so, with a list price around Cr 9,000 and giving him a +10 bonus to most Quickness rolls). In the meantime he loads it up with a Data Acquisition software (Cr 300, allows his NAC to grab data from any source it’s linked to), and a DataCruncher to crunch and uncrunch data (reducing the file size by half, but requiring a round to crunch or uncrunch the data, Cr 200). With three cybersystems, we determine the character’s CIRS (Cyber Rejection Syndrome) stat. Two of the systems are directly implanted into the brain, so they are treated as a total of five systems. A roll of 96 gives a CIRS stat of 11, reducing his Empathy by 11.

Finally we use his skills to determine his Hit Points. With no ranks in Body Development, he gets the initial bonus of 10 and rolls that many d10 for hits and then adds his Constitution bonus (-5) to it. I roll 72 on the 10d10, for 67 total hits.

Name: Jerry “Cutter” Tattersol
Profession: Sleaze
Level: 1
Experience Points: 10,000

Sex: Male
Age: 24
Ht: 5’9″
Wt: 165 lbs
Hair: Black, short & spiky
Eyes: Brown
Hand: Right
Off-Hand Penalty: -20%

Origin: Chicago, New Edison Arcology
Social Class: Middle Corporate
Affiliation: Freelance
Description: Stylish and suave
Personality: Tries to be cool, but comes across as nervous
Background Notes:
Credits (Cash): Cr 170
Credits (Bank): Cr 800
Income: Cr 600 (investments)

Co: 18 (-5)
Ag: 21 (-5)
SD: 04 (-15)
Re: 39 (+0)
Me: 85 (+5)
St: 35 (+0)
Qu: 71 (+0)
Em: 29 (+0)
In: 71 (+0)
Pr: 37 (+0)
Ap: 82 (+5)

Character Hit Total: 67
Armor Worn: LBA Flak Vest (5)
Defensive Bonus: +0

CyberSystems:
NAC (mk 15 Silicon Processor)
Brain DNI
NAC DNI
CIRS Stat: 11

Weapons:
Clarke-Nova 10mm Mini-Auto with custom glow-in-the-dark neoplast grips.
Semi-Auto: ROF: 2/rnd – Failure: 1-3 – PB 1m (+15 OB) / SR 10m (+0 OB) / MR 30m (-30 OB) / LR 80m (-90 OB) – Small Projectile Mk 2 – 60 shots
Full Auto: ROF: 2 bursts – Failure 3 – PB 2m (+15 OB) / SR 10m (+0 OB) / MR 30m (-30 OB) / LR 60m (-90 OB) – Small Projectile Mk 2 – 10 bursts

Skills (rank / stat / prof / equip / spec / Total)
No Armor Maneuvering / 1
( +5 / -5 / +0 / +0 / +0) +0
Light Armor Maneuvering / 1 (+5 / -5 / +0 / -30 / +0) -30
Fire Weapons / 1 (+5 / -5 / +0 / +0 / +0) +0
Drive / 3 (+15 / -5 / +1 / +0 / +0) +11
Electronic Bypass / 1 (+5 / +0 / +0 / +0 / +0) +5
Equipment / 2 (+10 / +5 / +1 / +0 / +0) +16
Culture / 3 (+15 / +0 / +3 / +0 / +0) +18
Streetwise / 2 (+10 / +0 / +3 / +0 / +0) +13
Administration / 3 (+15 / 0 / +3 / +0 / +0) +18
Exploit / 4 (+20 / +0 / +3 / +0 / +0) +23
Cybernetics Technics / 1 (+5 / +0 / +0 / +0 / +0) +5
Electronic Technics / 2 (+10 / +0 / +0 / +0 / +0) +10
Software Technics / 1 (+5 / +0 / +0 / +0 / +0) +5
Linguistics / 8 (special)
Advanced Math / 2 (+10 / +0 / +0 / +0 / +0) +10
Appraisal / 2 (+10 / +0 / +0 / +0 / +0) +10
Astronomy / 1 (+5 / +0 / +0 / +0 / +0) +5
Biology / 1 (+5 / +0 / +0 / +0 / +0) +5
Chemistry / 1 (+5 / +0 / +0 / +0 / +0) +5
Gambling / 3 (+15 / +0 / +0 / +0 / +0) +15
History / 2 (+10 / +5 / +0 / +0 / +0) +15
Media / 3 , (+15 / +0 / +0 / +0 / +0) +15
Music / 1 (+5 / +0 / +0 / +0 / +0) +5
Perception / 1 (+5 / +0 / +3 / +0 / +0) +8
Physics / 1 (+5 / +0 / +0 / +0 / +0) +5
Sport / 1 (+5 / -5 / +0 / +0 / +0) +0
Trickery / 2 (+10 / +0 / +0 / +0 / +0) +10
Body Development / 0 (+10)

Language / Degree
English / 5
Mandarin / 5
Cantonese / 3
Japanese / 3
Spanish / 2

Equipment (mass)
Clarke-Nova Mini-Auto 10mm Machine Pistol (3 kg)
LBA Flak Vest (1 kg)
100 rounds of ammo (20 kg)

Contacts
Martini Fitzgerald, “Hotbroker” (Sleaze). Stolen goods fence who operates out of the back of an electronics store in the Chicago Arcology under the nose of New Edison.
Patient Paul, Neurosoft Dealer. Sells a variety of neurosofts, legit and otherwise through an online datastorage facility. Routinely acts as a go-between for data couriers moving product disguised as standard neurosofts.

Special
Dingo – a custom tailored attack dog designed as a bodyguard grown in the cloning vats in the underground meat markets of Taipei.

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