Your character's lifepath takes them from their birth through to their adulthood and the present day.
There are several steps to the lifepath:
Use your imagination and common sense in interpreting and combining results. For instance, if you roll the special circumstance: "You were born in a medical research facility," you might also roll that it affected your siblings; in this case, you might be part of a group of agemates or even genetically related children—like clones from the same genetic material. You might then forgo rolling for a family, or you might roll up a family that you grew up with—possibly rolling up two sets of siblings.
Gender Is a Spook: On occasion, you are prompted to determine the sex of parents, siblings, and other people on your lifepath. This is just a guideline. You're free to pick whatever gender expression you like for these people. If you're feeling random, try this approach: Roll d10, 1–8 = cis, 9 = binary trans, 10 = nonbinary.
Age is important. Not only does it determine your amount of past experience, but it also informs what events you have lived through and how the world has changed during your life.
Age is rolled, but you have a choice to make. Your choice of "category" determines the number of characteristic points (CP) you have.
| Category | Age | Range (Average) | CP |
|---|---|---|---|
| Emerging Adult | 15+1d10 | 16–25 (20.5) | 52 |
| Young Adult | 25+1d10 | 26–35 (30.5) | 50 |
| Adult | 35+1d10 | 36–45 (40.5) | 48 |
Record your year of birth.
You do not suffer Aging Effects for your starting age.
Option: Old Characters: The Referee may permit older characters. The table may be extended: every +10 years of base age reduces CPs by 2.
Option: Random Characteristics: Instead of dividing CPs into ability scores, you could roll 3d4–2 for each characteristic. Note that this gives an average of 44 points total. Consequently, it is recommended that young adults receive 8 free points to divide among them, adult receive 6, and middle-aged characters receive 4.
The four physical characteristics are Reflex (REF), Stamina (STAM), Strength (STR), and Technique (TECH). The four mental characteristics are Intelligence (INT), Perception (PER), Cool (COOL), and Empathy (EMP). You divide your characteristic points (q.v.) between these and get 1 Level per CP. Each must receive at least 1 and no more than 10 points.
A score of 1–2 is Weak; 3–4 is Low; 5 is Average; 6–7 is Able; 8–9 is Strong; and 10 is Great. Scores below 1 indicate outright disability, and scores above 10 are superhuman abilities only achieved by augmentaton.
Scores in the 1–2 range suggest a deficiency that has a constant impact on your life: REF suggests nerve degeneration, STAM indicates chronic illness, STR suggests muscular dystrophy, TECH might be tremors, INT indicates a general learning disability, PER could be a specific sensory weakness, COOL could be social anxiety, and EMP could be a personality disorder.
Characteristics are likely to change during the Lifepath. They cannot be reduced below 1 or increased above 10 (without augmentation).
Everybody's from somewhere. This could be your place of birth, your parents' place of birth, or where your people came from generations ago. It may inform your ethnicity. If you want, you can roll two or three times—once for where you were born, and once or twice for where your family or parents originate from.
Roll d10 or choose.
| d10 | Region |
|---|---|
| 1–2 | Africa (1d10, 1: Central, 2–4: East, 5–6: North, 7: South, 8–10: West) |
| 3–4 | America (1d10, 1: Caribbean, 2–3: Central, 4–6: North, 7–10: South) |
| 5–6 | Asia (1d10, 1–3: East, 4: Northeast, 5–8: South, 9–10: Southeast) |
| 7–8 | Europe (1d10, 1: Balkans, 2: Baltic, 3–5: Eastern, 6–7: Southern, 8–10: Western) |
| 9 | Middle East |
| 10 | Oceania (1d10, 1–6: Australasia, 7–8: Melanesia, 9: Micronesia, 10: Polynesia) |
Were you born into unusual circumstances? This may inform rolls or choices further down the lifepath.
There is a 1 in 10 chance of special circumstances (or you can choose to have them).
Roll any die or choose: Odd = Table A; Even = Table B.
If a result affects your parent(s), roll d10 or choose: 1–4 father, 5–8 mother, 9–10 both.
If a result might affect your siblings, roll any die or choose: on an odd result, it does.
Optionally, for any result, to see who was affected roll d10 or choose: 1–2 entire family, 3–4 both parents, 5–6 father, 7–8 mother, 9–10 sibling.
| Roll d10 or choose. | |
| d10 | Circumstance |
|---|---|
| 1 | You were born in a medical research facility. You had no family, or your family was not your birth family. |
| 2 | Your family was involved in a long-standing feud or rivalry (between clans, families, neighborhoods, etc.). |
| 3 | Your family was placed in a great debt to a bank, corporation, crime family, gang, the government, or other party. |
| 4 | Your family lost everything—employment, home, savings—through betrayal, misfortune, or mismanagement. |
| 5 | Your family was exiled or driven from their home (or ousted from their corporation or other group). |
| 6 | Your family was scattered or separated (by divorce, for instance). |
| 7 | Your family were refugees from another country or region. |
| 8 | Your family was hunted by the authorities, a corporation, a criminal syndicate, a gang, or some other powerful party. |
| 9 | You are a clone, possibly of someone specific—anything from a replacement child for bereaved parents to a living replacement organ bank for a billionaire. |
| 10 | You are a retrograde amnesiac: your memories (and past experience) only go back 1d6-1 years. Everything before that is determined by the Referee. |
| Roll d10 or choose. | |
| d10 | Circumstance |
|---|---|
| 1 | Your parent(s) were addicted to drugs. |
| 2 | Your parent(s) were Net-addicted. |
| 3 | Your parent(s) suffered cyberpsychosis. |
| 4 | Your parent(s) were betrayed by a family member, relative, close friend, business associate, or colleague. |
| 5 | Your parent(s) were shamed or disgraced, possibly by a family member. |
| 6 | Your parent(s) joined a criminal organization, cult, nomad pack, rebel group, or other underground or fringe organization. |
| 7 | Your parent(s) were involved in a conspiracy or plot (like a criminal conspiracy, corporate takeover, coup, or rebellion). Roll 1d10: 1–3, it worked out for them, 4–10, it didn't. |
| 8 | Your parent(s) died from an accident, assassination, crime, execution, illness, military or police action, war, or other cause. |
| 9 | Your parent(s) were institutionalized or incarcerated, or hospitalized as a result of an accident, illness, or injury. |
| 10 | Your parent(s) disappeared, for reasons known or unknown. |
What sort of family did you grow up with?
Roll d10 or choose.
| d10 | Family |
|---|---|
| 1–3 | Two-parent family (d10: 1 = same-sex). |
| 4 | Multiple-parent family (roll 1d6+2 for number; roll odd/even for male/female). |
| 5–6 | Single parent (d10: 1–6 = mother). Other parent unknown, abandoned, divorced, dead, sick, or incarcerated. |
| 7–8 | Raised by relatives: siblings, aunts, uncles, grandparents, etc., because of the death, disappearance, sickness, or incarceration of your parent(s). |
| 9–10 | Abandoned, orphaned, or separated from parent(s). You were adopted, fostered, placed in an institution, sold to someone, or lived on the Street. |
Roll d10 or choose to determine the number of siblings you have (on 6–10, you are an only child).
Roll d10 or choose to determine your birth order: 1 means first, 2 means second, etc. 10 means you are a twin: roll again. (Further rolls of 10 indicate triples, quadruplets, etc.)
Roll odd/even to determine sibling gender.
Once you know what kind of family you have, you should figure out how you get along with everybody. Note that this is not necessarily how they felt towards you while you were growing up: if the result is something other than Compatriot or Friend, it is likely that something happened to make them feel this way toward you.
Roll d10 for each parent and sibling.
| d10 | Relationship |
|---|---|
| 1 | Enemy. They hate your guts, and might even want you dead. |
| 2 | Adversary. They don't like you and wouldn't lift a finger to help you, and might go out of their way to make your life difficult. |
| 3 | Rival. They compete with you, opposing you unless their own interests dictate otherwise. |
| 4 | Skeptic. They don't think you're much good, but wouldn't actively work against you. |
| 5–6 | Compatriot. Family's family, neh? You don't always get along, but you're at least civil. |
| 7–8 | Friend. You get along swell, except for the occasional hiccup, and can usually count on each other. |
| 9 | Ally. You're best buds, and they'd go to great trouble to help you. |
| 10 | Agent. They practically worship you, and would go out of their way to help you, even without being asked. |
What kind of childhood environment did you have? This informs your past and what sort of background you come from, and what sort of childhood you may have had. For most people, it also determines the rest of their lives—but cyberpunks are all about breaking away from the cycle.
Your childhood environment also determines what Early Education options are available to you.
First, roll d6 to determine which of the three tables to use; then roll d10 on that table for your childhood environment.
There is a 1 in 10 chance (1 on d10) that your family had a radical change of circumstance during your childhood: roll twice for childhood environment.
Your Social Class is determined by your (final) childhood environment; each tells you what dice to roll to determine it.
Roll d6 or choose.
| d6 | Table |
|---|---|
| 1–2 | Table A |
| 3–4 | Table B |
| 5–6 | Table C |
Zeroes: At the player's option, characters from any of the backgrounds on Tables A and C may be "Zeroes"—born outside of the system, they have no official existence in the expansive government databases, no identification, no social security, and so on. They are harder to track and research, but they are also stuck outside of mainstream society: no corporation will put them on an official payroll (though many work in sweatshops and factories or in fields), and in some jurisdictions being a Zero is, by itself, a criminal offense, sometimes punishable with internment in a labor camp or the like. Many occupations are off-limits for Zeroes.
| Roll d10 or choose. | |||
| d10 | Environment | Social Class | Education Options |
|---|---|---|---|
| 1 | Arcology | 1d10 | Apprenticeship, Military School, Net Brat, School, Streetkid |
| 2 | Decayed Neighborhood | 1d6 | Apprenticeship, Net Brat, Rural Kid, School, Streetkid |
| 3 | Ethnic Enclave | 1d10 | Apprenticeship, Net Brat, Rural Kid, School, Streetkid |
| 4 | Gang | 1d6 | Apprenticeship, Net Brat, Streetkid |
| 5 | Rural Farm | 1d6 | Apprenticeship, Military School, Nomad/Pirate Brat, Rural Kid, School |
| 6 | Slum | 1d6 | Apprenticeship, Net Brat, Streetkid |
| 7 | Small Town | 1d10 | Apprenticeship, Military School, Net Brat, Rural Kid, School, Streetkid |
| 8 | The Street | 1d6 | Apprenticeship, Net Brat, Streetkid |
| 9 | The Underground | 1d6 | Apprenticeship, Net Brat, Nomad/Pirate Brat, Streetkid |
| 10 | Urban Combat Zone | 1d4 | Apprenticeship, Net Brat, Streetkid |
| Roll d10 or choose. | |||
| d10 | Environment | Social Class | Education Options |
|---|---|---|---|
| 1 | Labor/Internment Camp | 1d4 | Apprenticeship, Nomad/Pirate Brat, Rural Kid, Streetkid |
| 2 | Marine Facility | 1d10 | Apprenticeship, Corporate Creche, Military School, Net Brat, Nomad/Pirate Brat, School |
| 3 | Medical Facility/Hospital | 1d10 | Corporate Creche, Military School, Net Brat, School |
| 4 | Nomad Pack | 1d6 | Apprenticeship, Nomad/Pirate Brat, Rural Kid |
| 5 | On the Road | 1d6 | Apprenticeship, Nomad/Pirate Brat, Rural Kid, Streetkid |
| 6 | Paramilitary Camp | 1d6 | Apprenticeship, Military School, Nomad/Pirate Brat, Rural Kid, School |
| 7 | Pirate Fleet | 1d6 | Apprenticeship, Nomad/Pirate Brat |
| 8 | Refugee Camp | 1d6 | Apprenticeship, Nomad/Pirate Brat, Rural Kid, School, Streetkid |
| 9 | Religious Compound | 1d8 | Apprenticeship, Rural Kid, School |
| 10 | Research Facility | 1d10 | Corporate Creche, Military School, Net Brat, School |
| Roll d10 or choose. | |||
| d10 | Environment | Social Class | Education Options |
|---|---|---|---|
| 1 | Boarding School / Corporate Creche | 1d6+4 | Corporate Creche, Military School, Net Brat, School |
| 2 | Corporate Arcology/Enclave | 1d8+2 | Corporate Creche, Military School, Net Brat, School |
| 3 | Corporate Farm | 1d8 | Corporate Creche, Military School, Net Brat, Rural Kid, School |
| 4 | Corporate Suburbs | 1d6+4 | Corporate Creche, Military School, Net Brat, School |
| 5 | Factory Town | 1d8 | Apprenticeship, Military School, Net Brat, Rural Kid, School, Streetkid |
| 6 | Governmental Enclave | 1d8+2 | Military School, Net Brat, School |
| 7 | Governmental Suburb | 1d6+4 | Military School, Net Brat, School |
| 8 | LEO (Low Earth Orbit) | 1d6+4 | Apprenticeship, Corporate Creche, Net Brat, School |
| 9 | Military Base | 1d8+2 | Military School, Net Brat, School |
| 10 | State Institutions (Juvenile Facility, Orphanage) | 1d6 | Apprenticeship, Military School, Net Brat, Rural Kid, School, Streetkid |
The arcos are cities-within-cities, giant buildings home to largely self-contained communities: people who live, work, and conduct all the daily business of living inside the building. While their name harkens back to their idealistic conception, the idea that they would lessen the ecological impact of humanity, their reality is far less romantic, and they usually resemble the Kowloon Walled City of antiquity. Arcos are cramped, often dark, and cut off from anything resembling nature. They contain stores and services, but the quality leaves much to be desired, and many are overrun by local gangs. But they let more people be crammed into the cities, ensuring a supply of worker-consumers. Corpos vie for contracts to supply necessities to these captive audiences—and cut costs everywhere they can.
Education Options: Apprenticeship, Military School, Net Brat, School, Streetkid
Urban or suburban, these areas may once have been trendy or desirable—or not—but time has dealt poorly with them: for whatever reason, money flowed out, services, safety, and the infrastructure decayed, and the place now reeks of urban or suburban decay. Usually less overcrowded than slums, these neighborhoods can be eerily silent to outsiders who aren't aware of everything going on out of sight.
Education Options: Apprenticeship, Net Brat, Rural Kid, School, Streetkid
For a multitude of reasons, people sharing an origin often concentrate in specific areas or neighborhoods of cities, forming their own enclaves. Their culture, food, language, and traditions dominate there, often offering solace from a hostile or repressive majority population or government; but these areas may also become centers of organized crime or gang activity, nests of poverty, or suffer from over-policing and systemic bigotry. Names like "Chinatown" and "Little Nairobi" are typical.
Education Options: Apprenticeship, Net Brat, Rural Kid, School, Streetkid
Gangs often serve as an extended family structure in the world of tomorrow: capable of providing security, support, ideology, and underground economic opportunity, it is only natural that they would be central in many peoples' lives. When membership is often for life, it is inevitable that children are raised into these gangs. The nature of the gang determines everything about this kind of upbringing: it can range from scrappy and tenacious to brutal and inhumane.
Education Options: Apprenticeship, Net Brat, Streetkid
The agricorps may own most of the farms, but in many corners of the world, people still scrape a living from the dirt at least partly on their own terms. True, most of them have to sell their produce to the corps, living as the independent contractors of agriculture, but there's pride in the rough survival they engage in. This life can be hard: between encroaching corps, government regs favoring big business, nomads who can turn from seasonal workers into raiders, and the creeping effects of ecological disaster, it may seem a miracle that anyone should survive this life for a generation. It's a life that requires hardiness, steady hands and sharp eyes, and pragmatic know-how; in many ways, it's the above-board version of growing up nomad.
Education Options: Apprenticeship, Military School, Nomad/Pirate Brat, Rural Kid, School
Everything from crumbling tenements to corrugated metal shacks make up these overcrowded urban and suburban areas, and services—everything from water and electricity to healthcare and the police—are unreliable or outright unavailable. Poverty is everywhere, and gang and police violence are common.
Education Options: Apprenticeship, Net Brat, Streetkid
Often overlooked in a world dominated by increasingly massive cities, small towns still survive in many places. Most are either corpo-owned, home to the employees of some factory and the services they need, or poor, dying communities where opportunities grow fewer by the year, and people seek to escape somewhere else. Yet many keep up the struggle for the sense of community, independence, and some scrap of connection to nature.
Education Options: Apprenticeship, Military School, Net Brat, Rural Kid, School, Streetkid
The Street is a state of mind, a mode of existence, more than a place. It is found in the shadow of towering arcologies and corpo skyscrapers, in the neon glow of holo-ads, in the alleys between decayed apartment buildings and in cul-de-sacs surrounded by crumbled houses. Here fixers hustle, gangers bang, ronin balance on the mono-edge of honor and survival, and more crimes and sins are committed than could be counted by the best AI. You grew up in the Street, one way or another, looking out for yourself, making ends meet your way. On the Edge.
Education Options: Apprenticeship, Net Brat, Streetkid
What the Underground is varies from place to place and time to time, but one thing remains true: there are few circumstances more miserable than living in it. Networks of basements, sewers, abandoned subway lines, steam tunnels, the buried ruins of the old city, and disused factories and plants, the Underground is home to the desperate and destitute, those who cannot—or do not wish to—live elsewhere. These people are seen as prey by virtually everyone, from gangers to wilding corpo brats and the police.
Education Options: Apprenticeship, Net Brat, Nomad/Pirate Brat, Streetkid
UCZs are a feature of some modern cities: neighborhoods that are off-limits, unofficially or even officially, to the police and other authorities. They are ruled by gangs, and usually have enormous rates of violent crime. The buildings are old and in disrepair, there are few or no businesses, and only gang members and those trapped by poverty live there. Growing up in an UCZ is one of the roughest lives, and many children become involved in gangs and crime at an early age.
Education Options: Apprenticeship, Net Brat, Streetkid
Governments and corpos the world over maintain camps for undesirable of inconvenient people. In some areas, this is a way to manage difficult populations—ethnic minorities, political dissidents, and so on—while in others, it's simply a low-cost way to turn prisoners into a productive resource. Armed guards, fences, drones, and various electronic security systems make sure that the people sent here—or, in many cases, born here—stay here. The camps range from barely-livable outrages to outright extermination camps.
Education Options: Apprenticeship, Nomad/Pirate Brat, Rural Kid, Streetkid
More than 70% of the Earth's surface is covered with water—and the number grows slowly each year—and corps have long bent to the task of harnessing its power and potential with new technologies. Open ocean seaweed and fish farms, systems of tidal generators, and oceanographic research facilities are frequently staffed permanently, and some become outright floating villages, where families are formed and children are had. Growing up surrounded by the ocean is a startlingly different environment, where many things taken as a given by others are missing. These facilities are frequently well-defended, to hold off raids by pirate fleets.
Education Options: Apprenticeship, Corporate Creche, Military School, Net Brat, Nomad/Pirate Brat, School
There are many reasons someone might grow up in a medical facility: from the relatively benign, like chronic illness, to the fiendish, like medical research on children. Rumors persist of corpo facilities raising children to use for experiments, supposedly ranging from cloning, organ harvesting, testing cyberware, and training netrunners from infancy all the way to fantasies about children genetically engineered as super-soldiers or spies.
Education Options: Corporate Creche, Military School, Net Brat, School
Nomads are a fact of life in regions where populations have traditionally been clustered in small urban areas separated by long stretches of sparsely-populated open countryside—North America, Russia, China, Africa, and Australia, to name some regions. These rural gangs are formed for many reasons, but they all serve as ad-hoc families, where people live their entire lives. Nomads roam the roads, travelling from place to place, serving as seasonal labor, gig workers, construction crews, mercenaries, transporters, smugglers—and, mostly in the popular consciousness fed by media seeking to demonize them, as raiding road gangs. Their lives are rough, practical, and dirty—they are survivors who depend on their vehicles.
Education Options: Apprenticeship, Nomad/Pirate Brat, Rural Kid
Not every drifter travels in packs like the nomads: some people drift them alone or with their small family, moving from place to place, living in motels, trailers, campers, or just squatting—perhaps to keep ahead of something, or simply because they cannot fit in anywhere. They take jobs they can get, work them for a while, then move on—sometimes with reason never to return.
Education Options: Apprenticeship, Nomad/Pirate Brat, Rural Kid, Streetkid
The repression of corps and governments may seem unassailable in its monolithic totality, but that doesn't mean there are no people willing to try. Across the world, paramilitary groups band together in their own communities, united in resistance against the powers that be. They may range from rebels in the jungles of the Global South to insurgents in rough enclaves in mountainous regions, or just doomsday preppers living "off the grid" for fear of surveillance. They are united by shared oppression, ideology, or paranoia, and keep themselves well-armed. Many have connections with external powers—other corps or governments—and while many flare out quickly, others can persist for generations in their stubborn resistance.
Education Options: Apprenticeship, Military School, Nomad/Pirate Brat, Rural Kid, School
Pirates are the nomads of the seas. While their image is violent and dangerous—reflected in their popular name—most groups are far from blood-thirsty sea reavers. Rather, they are people who have banded together to live on the seas, by fishing and seaweed farming, often travelling from port to port doing small-scale trading and smuggling, or engaging in local contract work. Some will, in desperation, supplement their livelihood with actual piracy, both on the ocean and attacking coastal settlements or installations. Some are based in port towns or along coasts, while others are entirely on the sea—either always on the move, or based from an abandoned oil rig or some floating collection of pontoons and shacks, often prodigious in size.
Education Options: Apprenticeship, Nomad/Pirate Brat
Climate catastrophies and other natural disasters, political upheavals, and radical economic changes sometimes see entire populations displaced, leaving their homes seeking shelter or opportunity in great movements, crossing national borders, risking death by misadventure and by state violence. Governments sometimes deal with the influx of such refugees by putting them in camps, and in some parts of the world, these camps become semi-permanent fixtures, with thousands of people living in them. Such places may even develop their own economies, sometimes served by local businesses, but more frequently by corpos; the refugees may even be offered work, either within the camp or through strictly-monitored work programs that transport them to nearby facilities. Such places are melancholy environments at best of times, but desperation, limited resources, and a negligent or hostile government may turn them into hell on earth.
Education Options: Apprenticeship, Nomad/Pirate Brat, Rural Kid, School, Streetkid
What exactly constitutes a "cult" can be debated, but it's a pretty good bet that a religious community choosing to live separate from the rest of the world is one. The reasons usually have to do with avoiding the impure influences of the outside world, but the implementation and ultimate results can range from the swift and terrible fate of Jonestown to the revered status of the Shaolin Monastery. These communities may be self-sustaining, or may trade goods or labor with outsiders—very few are prestigious enough to live off of charity or tourism. Growing in a place like this is often disciplined and regimented, but always thoroughly colored by the specific religion of the community.
Education Options: Apprenticeship, Rural Kid, School
There's a difference between growing up at or in at research facility. Many corpo facilities are closed off from the world—gilded cages for the geniuses working there, to protect them and the corp's interests. Some are set up to literally provide everything they should need in life, including a family. Children in such environments are usually tutored, and are likely to learn about the subjects underlying the research. The other alternative is much more grim: corps raise children for research into various topics, from the Net to cyberware and advertising. Their circumstances may range from sterile and artificial to outright torturous, but no matter what, they grow up with little idea about the real world.
Education Options: Corporate Creche, Military School, Net Brat, School
A corporate creche is a corpo version of a boarding school, where children live essentially year-round from as young as age three to around sixteen or eighteen. These highly regimented environments are rife for abuse, although corp creches tend to employ rigorous standards and batteries of psychometrics to ensure that the children of execs are brought up to the high, science-based standards their parents expect. Still, hierarchies, cliques, and bullying among the students are inevitable.
Education Options: Corporate Creche, Military School, Net Brat, School
The corporate arcologies approximate the original dream of the concept, melding efficient conapts with open-design shared spaces, readily accessible services and amenities, and a dash of well-curated nature in the form of well-manicured parks. Elsewhere, corpo enclaves provide the same standard of living in more traditional forms, with blocks of identical apartment buildings. Life is safe, boring, efficient, and soulless; keeping up appearances on a budget, while jockeying for social position and promotion, consumes most of the corpo beavers' lives.
Education Options: Corporate Creche, Military School, Net Brat, School
The agricorps dominate farming the world over, and they still need plenty of workers. Small company towns and barracks-style farm complexes are found everywhere, inhabited by the corpo farm workers. Children growing up in these environments are usually put to work early, and life can be hard—nomad packs who do not find seasonal work at the farms may turn to thieving or outright raiding to support themselves. Corp protection brings stability, but quotas and tyrannical behavioral requirements can crush the spirit out of people living in these circumstances.
Education Options: Corporate Creche, Military School, Net Brat, Rural Kid, School
Mid-level corpo execs live in these gated communities—called Beaverville on the Street—guarded by armed corpo security. Life is regimented but privileged, safe except from the vagaries of corpo intrigue. Good schools and vertigally-integrated services provide everything necessary, except for individuality.
Education Options: Corporate Creche, Military School, Net Brat, School
Corpo factories and plants still require workers despite advances in automation, sometimes in great numbers. These people need homes—the closer the better—and services. Vertical integration rules the day, keeping the money in-company. These factory towns are usually clean, orderly, and well-policed—although notable exceptions exist—but often polluted by the factory they depend on, for lack of regulation or enforcement.
Education Options: Apprenticeship, Military School, Net Brat, Rural Kid, School, Streetkid
Where governments still have power, they often act like the corps. Government workers are often concentrated into enclaves, ranging from wholly self-contained towns to well-guarded compounds attached to the larger city and served by its businesses. Lacking the vertically-integrated businesses of corps, these enclaves are usually more open, with the inhabitants shopping and seeking services in the larger community nearby.
Education Options: Military School, Net Brat, School
Higher-level government employees often live in suburban gated communities much like corpo Beaverville, with lacking the tightly-integrated businesses and services—leading to more openness and interaction with the larger community. Surveillance can range from loose to totalitarian, depending on the nature of the government.
Education Options: Military School, Net Brat, School
In the popular imagination, LEO is home to the ultra-rich and powerful, but the truth is quite different: the inhabitants of the permanently-manned orbital stations are workers and scientists advancing the cause of corporate space conquest—building and repairing satellites, and working on the cause of manned flights to Mars, or extraplanetary mining projects. These plans are expensive and long-term—only CEOs and financiers who (perhaps not unjustifiedly) believe they will live for a century or more are likely to dream of seeing such plans to completion. Regardless, life in orbit is cramped and odd, in small, entirely artificial environments; but there is something extraordinary about the nearness of the stars.
Education Options: Apprenticeship, Corporate Creche, Net Brat, School
Many governments still maintain sizeable professional armies, and members of the military serve for lengthy careers while having lives and families. Large military bases provide housing and services—although adjacent communities often supplement them. "Military brats" often move from base to base with their parents' assignments, and often grow to serve themselves—the environment tends to instill military values.
Education Options: Military School, Net Brat, School
Some children grow up in state institutions, such as orphanages or juvenile facilities. These are rarely better than tolerable, and are often rife with abuse. Some put the children to work, while others seek to indoctrinate them with pro-government ideology. Some come out of these environments driven to succeed, while others bear deep mental scars that may make "normal" life very difficult.
Education Options: Apprenticeship, Military School, Net Brat, Rural Kid, School, Streetkid
Where you're from tells you a lot about your background, but there's always grades and degrees of variation. To determine your family's relative position in their community, roll below.
Roll (as per your Childhood Environment) or choose.
| Roll | SL | Social Class |
|---|---|---|
| 1 | 0 | Destitute |
| 2–3 | 1 | Working Poor |
| 4–5 | 2 | Working Class |
| 6–7 | 3 | Lower Middle Class |
| 8 | 4 | Middle Middle Class |
| 9 | 5 | Upper Middle Class |
| 10 | 6 | Upper Class |
Everyone can pick out some experiences in their childhood that stand out.
First, roll d10: 1–4 roll on Good Events, 5–8 roll on Bad Events, 9–10 roll once on both.
If the event might affect some or part of your family, roll d10: 1–2 entire family, 3–4 one parent, 5–6 both parents, 7–8 one sibling, 9–10 all siblings.
| Roll d10. | |
| d10 | Event |
|---|---|
| 1 | Abuse. You were abused, bullied, or tormented by a parent, relative, or other children. You lose a point of EMP. |
| 2 | Accident. You had a serious accident. You lose a point from any one Physical Characteristic. |
| 3 | Bad Company. You got into bad company, maybe spent time in juvie or some other state institution. You have a Criminal Record before you enter adulthood. |
| 4 | Burnt. You were burnt on the Net. You lose a point from any one Mental Characteristic. |
| 5 | Crippled. You had a terrible accident. Roll d6 or choose: 1–2 you lost a hand, 3 you lost an arm, 4 you lost a leg, 5–6 you lost an eye. You can obtain a cybernetic replacement at half price (for the basic eye or limb only; modifications are at full cost) during character creation. |
| 6 | Illness. You suffered through a serious illness. You lose a point of STAM. |
| 7 | Poor Student. You didn't do well at your studies. You lose a point of INT. |
| 8 | Tragedy. Someone close to you—a family member, friend, or mentor—died. Roll d6 or choose: 1 a parent, 2 both parents, 3 a sibling, 4 d6 siblings, 5 a friend, 6 a mentor. |
| 9 | Trauma. You suffered through a traumatic crime or event, like kidnapping or rape. You lose a point of COOL. |
| 10 | Unpopular. You were not a popular kid—maybe you were awkward, unfashionable, or just smelled bad. You start with 5 fewer Background Relationship Points. |
| Roll d10. | |
| d10 | Event |
|---|---|
| 1 | Active Kid. You were active and athletic. You gain a point in any Physical Characteristic. |
| 2 | Caring Family. You had a loving upbringing. You gain a point of EMP. |
| 3 | Creative Kid. You were a creative and artistic kid. You gain 12 Training Points in Artistry and 6 Training Points in an appropriate Performance Skill, or in Drawing or a Profession/Craft skill. |
| 4 | Discovery. You discovered something new or learned a secret. You gain a point of PER. |
| 5 | Friends. You made a lot of friends. You start with an extra 5 Background Relationship Points. |
| 6 | Good Student. You were a great student, possibly earning a scholarship. You gain a point of INT. |
| 7 | Hero. You did something heroic, like saving a life. You gain a point of COOL. |
| 8 | Patron. You got the attention of a powerful patron. You can enter any Early Education you want without passing a test. |
| 9 | Scrapper. You got into a lot of fights and won. You gain a point of STR. |
| 10 | Traveled. You traveled a lot as a kid. You gain 18 Training Points in Language and Local Expert skills. |
Everyone has to learn somewhere, whether it's the high-tech classroom of a Corporate Creche or the School of Hard Knocks on the Street.
Starting at this stage, you'll be choosing and recording the skills you know.
Have a look at occupations and their requirements so you can make sure your character can enter your desired occupation.
You get the following skills and Training Points (TPs):
TPs have to be used for the indicated skills, except where otherwise stated.
Buying a skill at Skill Level 1 costs 1 TP. Increasing a skill costs TP equal to the new Skill Level: 2 TPs to go from 1 to 2, etc. Skills are bought one level at a time. Specialties are half-price, rounded up: 1 TP for Skill Level 1, 1 TP to improve from 1 to 2, etc.
If a skill and some /Specialties are listed, only those Specialties are available, along with the main skill. If only the specialties are listed, then the main skill is not available. Otherwise, all Specialties are available. (any) refers to the sub-skills of a skill group.
These are skills everyone knows naturally or learns as part of growing up.
These are skills kids and teens learn as hobbies, on their own time. (Less common hobbies are only available through Lifepath events.)
You didn't necessarily go to school, but whatever you spent your childhood doing, you learned something. Choose your Early Education background, based on your Childhood Environment.
If you want to choose a Early Education that does not have your Childhood Environment listed, you must pass an INT test (DN 16): roll 3d6 and add your INT score; if the total is 16 or higher, you pass, and can enter the desired Education. You only get to try this once—if you fail, you have to choose an Education associated with your Environment.
You learned by doing, working at a trade as an apprentice.
You had the best education in the world, in a rigorously encouraging and scientifically perfected environment.
You were sent to a military school, emphasizing discipline, tradition, and occasionally actual military skills.
You grew up on the Net, taking online classes and either learning on your own or wasting your time playing games.
You grew up on the move, either on the road or at sea, with your family or itinerant community. This could be nomads, pirates, gypsies, refugees, survivalists, or just a drifter family.
You grew up in the country, probably working on a farm or ranch.
You had a traditional education, either at a private or public school or through homeschooling.
You grew up on the Street, where you learned to survive the hard way.
Everybody knows somebody. And on the Street, who you know counts.
You start out from adolescence with Background Relationship Points equal to COOL+EMP.
These points represent childhood friends, old teachers, and so on. You use these Relationships Points to buy and upgrade relationships.
People you know are classed by their relationship to you: Enemy, Adversary, Rival, Skeptic, Dependent, Contact, Hireling, Compatriot, Friend, Ally, Lover, Patron, Agent.
Relationships are also rated by general level of ability. The Ref always determines the abilities, characteristics, and skills of your Relationships, but according to the guidelines below.
The above categories come with a commeasurate degree of influence and prestige in the relevant field—an Expert Street contact could be a crime boss, while an Expert Corp contact could be a high-level executive.
You get to decide who your friends (and enemies) are, but you don't need to do it now. You can "activate" an undefined relationship during play, when you need help, by describing who they are—so long as the Ref approves. The Ref can "activate" an undefined enemy at any point, usually as part of planning for a session.
Relationships should be classified by type. This suggests what they're for: you can't have a friend who's a corporate manager, a net wiz, and a world-class hitman all at once, punk! They should also make sense—it's not likely that someone you grew up with on the mean streets went on to become President!
The general types are Cop, Corp, Government, Journalist, Military, Net, Nomad (including Pirate), Specialist, Street, and Supply.
| Roll d10 or choose. | |
| d10 | Relationship Type |
|---|---|
| 1 | Cop. Law enforcement, whether local, state, private, or federal. Also covers bounty hunters. |
| 2 | Corp. Corporate employees, whether executive assistants, managers, or just a lowly office rent-a-cop. |
| 3 | Government. Government employees, whether local or national, domestic or foreign. Includes bureaucrats, lawyers, inspectors, and the like. |
| 4 | Journalist. A real corp-media news anchor, a freelance investigator, or a pirate netcast DJ. |
| 5 | Military. Grunts, officers, mercenaries, or private hitmen. |
| 6 | Net. Either a netrunner or someone you only know over the Net, as a handle, a synthesized voice, and lines of text. |
| 7 | Nomad. Nomads, pirates, or other drifters. |
| 8 | Specialist. A researcher, academic, or professional of some sort, from medical doctors to technicians. |
| 9 | Street. Pimps, pros, hustlers, hobos, thugs, boosters, mobsters, and kingpins alike. |
| 10 | Supply. Somebody who can get you stuff—an Army supply sergeant with loose principles, a gunrunner over the border, a drug smuggler, or a lab tech who deals on the side. |
During play, the nature of a relationship can change: if you're desperate, you could "burn" a Contact by leaving them hanging or not giving them what they want. Just when and how a relationship changes is up to the Referee to determine. The important thing is that relationships are reciprocal: a Friend you never see may become a Contact, an Ally you never help may become a Skeptic, and so on.
For each year of your character's life, starting at the 16th year and up to (but not including) their current age, your character receives experience (Training Points) in their occupation, and may have an event.
E.g. a character who is 19 years old gets TPs and events for years 16, 17, and 18, but not for 19.
Characters gain TP equal to INT+PER each year, to be spent on Everyman Skills, Hobby Skills, and Occupation Skills.
Continued Education: Characters from the Corporate Creche, Military School, and School early education options can stay in school up to and including their 18th year, continuing to spend points on the education's skills, Everyman skills, and Hobby skills, but gaining no savings.
Each year of your Past Experience (up to but not including the last year), you are in some Occupation, and gain Occupation Skills and Savings based on it.
You generally have your choice of Occupation, but many Occupations come with Requirements you must meet. These often involve skills; it is not necessary to spend your Training Points year-by-year, but you should spend them any time you want to—or have to—change Occupations, and must spend them if you are trying to get into an Occupation that has skill-based Requirements, to make sure you meet them.
Your choice of Occupation is usually limited by your Social Level; your initial Occupation must be from your background's SL, or from a lower one.
Occupations can be sorted by Social Level, each roughly representing standing in society and earning power.
For each year spent in an Occupation, you have some Savings at the end of your Lifepath, based on the Social Level of the Occupation. These Savings do not just represent money, but also real property that you've accumulated.
You can freely take an Occupation from the same or lower Social Level; changing into an Occupation from a higher Social Level requires an INT test (DN 18). Either way, you must meet any Requirements.
| Occupation | Requirements | Skills |
|---|---|---|
| Bodyguard (SL3) | Hand-to-Hand 2+, Evade 2+, Initiative 2+ | Driving, Electronics/Security, Marksmanship, Medicine/First Aid, Melee, Shadowing, Surveillance, Tactics, Weaponsmith/Gunsmith |
For each year, roll d10 on the table of Events, and then roll on the indicated sub-table.
| Roll d10. | |
| d10 | Event |
|---|---|
| 1 | Nothing Happened. No event this year. |
| 2–3 | Bad Luck, Minor |
| 4 | Bad Luck, Major |
| 5–6 | Good Luck, Minor |
| 7 | Good Luck, Major |
| 8 | Friends & Enemies |
| 9 | Romance * |
| 10 | Big Events |
*: You can opt out of the Romance sub-table before you start rolling for lifepath events. In this case, treat all Romance results as Friends & Enemies.
| Roll d10. | |
| d10 | Event |
|---|---|
| 1 | Bad Year. Your corp, gang, or just you personally had a bad year. You only make half your usual Savings this year. |
| 2 | Bereaved. Someone you have a positive Relationship with (family or not) died. Roll 1d10. 1–4: No one's to blame. 5–7: You blame yourself. 8–10: You blame someone else (gain an Enemy). |
| 3 | Breakdown. Sometimes, life's too much. You have a mental breakdown, and maybe even end up institutionalized for a while. You accumulate no Savings this year. |
| 4 | Career Change. Circumstances force you into a different Occupation (of a lower SL, but otherwise your choice) this year. Starting next year, you're free to change Occupations as usual. |
| 5 | Crime Victim. You're the victim of a crime. You gain no Savings this year. |
| 6 | Faux Pas. You offend a Contact, turning them into a Skeptic. |
| 7 | Financial Loss. You lose 1d10×$500 from your Savings or accrue the amount in Debt. |
| 8 | Homeless. You lost your home for whatever reason (accident, eviction, gentrification, redevelopment, war, fleeing the law). You accumulate no Savings this year. |
| 9 | Imprisoned. You ended up in jail or prison for 1d10 months out of this year. You accumulate no Savings this year, and you now have a Criminal Record (unless you're a Zero). Roll 1d6: 1–4 you didn't do it, 5–6 you did it. |
| 10 | Scarred. You're injured in some way that leaves a permanent mark on you, but doesn't affect your functionality. |
| Roll d10. | |
| d10 | Event |
|---|---|
| 1 | Accident. You were blamed for a serious accident that killed or hurt someone. Roll 1d6. 1–4: You were blameless. 5–6: You were at fault. |
| 2 | Addiction. You get hooked on a drug or other substance, or on Simsense, the Net, or VR. Look them up and pick one; you're still addicted at the end of your lifepath. |
| 3 | Betrayal. Roll 1d10. 1–5: You betrayed someone. 6–10: Someone betrayed you. Either way, a Friend or Ally becomes an Enemy. |
| 4 | Blacklisted. Whether due to an actual screw-up or just politics, you are blacklisted from your Occupation; you have to enter a new Occupation next year, and can never return to the old one. |
| 5 | Bugged Out. For whatever reason, you had to flee and leave behind your old life. Lose all your Savings (and Debts) so far. You gain 3 TP in a Language and 3 TP in a related Local Expert skill for wherever you ended up. |
| 6 | Burnt. You get your brain burnt on the Net, or by chemicals or cyberware. You lose a point from any one Mental Characteristic. |
| 7 | Chronic Condition. You develop a chronic illness or condition requiring regular maintenance medication. |
| 8 | Financial Disaster. Crypto rug pull, bad investment, scam, boostergang burns down your shit—however it happened, you lose 1d10×$5,000 from your Savings or accrue that amount in Debt. |
| 9 | Hospitalized. You are hospitalized because of a serious injury or illness. You lose a point from any one Physical Characteristic. |
| 10 | Maimed. You get in a terrible accident. Roll d6 or choose: 1–2 you lose a hand, 3 you lose an arm, 4 you lose a leg, 5–6 you lose an eye. You can obtain a cybernetic replacement at half price (for the basic eye or limb only; modifications are at full cost) during character creation. |
| Roll d10. | |
| d10 | Event |
|---|---|
| 1 | Abroad. You go abroad this year, for work, fun, or to escape. You gain 3 TP in a Language and 3 TP in a related Local Expert skill for wherever you visited. |
| 2 | Clear Your Name. You somehow get a new start, wiping out any Criminal Record you had so far. |
| 3 | Make a Name. [+1 to some Reputation mechanic.] |
| 4 | New Circles. You see new places and new people. You gain 3 TP in a new Etiquette (group) skill and 3 TP in a related Local Expert skill for a new city or neighborhood. |
| 5 | Professional Opportunity. Next year only, you can take an Occupation from the next higher SL without the usual roll. You must still meet any Requirements. |
| 6 | Safehouse. You get access to a safehouse: somewhere you can stay to lay low, which can't be connected to you. |
| 7 | Save a Life. Gain an Amateur Contact or improve an existing Relationship by one step (Contact to Friend to Ally to Agent). 3 TP in Awareness. |
| 8 | Self-Improvement. Bored or driven, you dive into podcasts, studying, or hobbies. You gain 3 TP in one or more skills you don't have yet. |
| 9 | Stability. Some stroke of luck spares you a lot of expenses this year and doubles your Savings this year. |
| 10 | Windfall. You get lucky and earn, inherit, or otherwise get 1d10×$5,000 in Savings. |
| Roll d10. | |
| d10 | Event |
|---|---|
| 1 | Business. You inherit or manage to start a business, increasing your Savings by 1d10×$1,000 per year. Roll 1d10 each year: on 9–10, you go out of business, and no longer make these extra Savings. |
| 2 | Credit Where Credit's Due. You came up with a great idea or innovation or a cunning plan, and received a promotion, residuals, or other credit. You gain a Contact and earn double Savings in your current Occupation this and following years. If your current Occupation makes no Savings, you can change into an Occupation of the next higher SL next year, and make double Savings in it. |
| 3 | Fortune. You get really lucky and land a fortune worth 1d10×$50,000 in Savings. |
| 4 | Go Viral. You go viral in a narrow context that you determine: a neighborhood, a profession, a niche on the Net, or the like. [Reputation mechanics] |
| 5 | Hit the Books. You get seriously into studying or self-improvement. You gain +1 to a Mental Characteristic and 3 TP in any one Academical Skill. |
| 6 | Hit the Gym. You get seriously into working out, combat sports, or the like. You gain +1 to a Physical Characteristic and 3 TP in any one Body Skill. |
| 7 | Hobby. You pick up a new hobby. Choose one Body, Combat, or Performance skill; you gain 3 TP in it each year. There is a 1 in 6 chance each year that you drop your hobby. You can only have one Hobby going at a time; if you get this result again, you can change your Hobby. |
| 8 | Mentor. You gain a Mentor (an Expert Patron). Choose one Academical or Social skill; you gain 3 TP in it each year. There is a 1 in 6 chance each year that your mentorship ends. You can only have one Mentor at a time; if you get this result again, you can change your Mentor. |
| 9 | Moving On Up. You have an unusually great year socially or professionally. You gain double Savings this year, and keep 1d3 Friends and 1d6 Contacts. |
| 10 | Side Hustle. You get a side hustle. Choose one Technology, Vehicle, or Vocational skill; you gain 3 TP in it each year. There is a 1 in 6 chance each year that your side hustle ends. You can only have one Side Hustle going at a time; if you get this result again, you can change your Side Hustle. |
| Roll d10. | |
| d10 | Event |
|---|---|
| 1 | Enemy. You make an Enemy, someone who wants to ruin you or outright kill you. |
| 2 | Adversary. You make an Adversary, someone who opposes you and seeks to thwart you. |
| 3 | Rival. You make a Rival who will compete and seek to outdo you or take what should be yours. |
| 4 | Contact. You know someone who can help you with information or small favors, provided you make it worth their while. |
| 5 | Friend. You make a friend, someone who will help you with the expectation that you will be there for them in turn. |
| 6 | Ally. You have someone who works with you towards a common goal, and might even put their life on the line for you. |
| 7 | Favor. Someone owes you a big favor, and will go to bat for you like an Ally—just the once. |
| 8 | Compatriots. You've made allies of a group, like a gang, a guerilla movement, a neighborhood, or the like. All members are Compatriots of yours—so long as your aims align, they'll help you. |
| 9 | Enemy Group. You've made an Enemy of an entire group: a gang, a faction, a local institution like the police, or even a corp. |
| 10 | Patron. You attract the attention of a Patron, someone with the power and influence to help you in a big way—but they'll also have expectations of you. This could be a corpo exec (or even an entire corporation), a powerful fixer, a gang boss, or the like. Figure out the details with the Ref; if appropriate, your Patron could allow you to change into an Occupation at a higher SL. |
Contacts, Friends, and Allies are Amateurs by default, but you can spend relationship points to imrpove them. Favors are Professionals by default. Compatriots are Amateurs or Professionals, while Enemies, Adversaries, Rivals, and Patrons are Professionals or Experts—it's the Ref's call.
For Enemies, Adversaries, and Rivals, you can roll 1d10 to see which direction the relationship goes: 1–3 You hate them, 4–6 They hate you, 7–10 It's mutual.
| Roll d10. | |
| d10 | Event |
|---|---|
| 1 | Busy Year. You dated around. Gain 1d4 Contacts and 1d4 Skeptics. |
| 2 | Happy Love. You and your Lover are happy together. Can it last? |
| 3 | Star-Crossed Lovers. You and your Lover are on different sides of a divide: different gangs, different corps, or so on. You gain a group of Adversaries. |
| 4 | Amicable Breakup. What are you, adults? Your Lover becomes a Friend. |
| 5 | Bad Breakup. A relationship ends badly; your Lover becomes an Enemy. What happened, and whose fault was it? |
| 6 | Stormy Affair. You and your Lover clash constantly. |
| 7 | Love Rival. You have a Lover and a Rival who competes for their attentions. |
| 8 | Love a Rival. Your Lover is (or becomes) a rival in some way—usually professional. |
| 9 | Dependent. Either you had a child, or your partner already had a child (or other dependent, like an elderly grandparent). Gain a Lover and a Dependent—or be a deadbeat and make an Adversary of your Ex-Lover. |
| 10 | Lost Love. Your Lover dies or disappears. What happened? Do you even know? Was someone responsible? What are you gonna do about it? |
Usually, you only have one Lover. Where it makes sense, further events from the Romance table should apply to the previous romance rolled, until it ends. Or maybe you maintain multiple Lovers; up to you. Alternatively, you can decide that a romance only lasted for the year it was rolled; in that case, the Lover becomes a Contact or Skeptic (roll odds or evens).
| Roll d10. | |
| d10 | Event |
|---|---|
| 1 | Big Things. You made something of yourself, but such things come at a cost. If you have a Mentor Patron, you lose them. You gain a Rival (either your old Mentor or someone you beat to your goal). You can change occupations into a higher SL (so long as you meet the requirements), and you will make double Savings while you're in that occupation. |
| 2 | Bugged Out. For personal reasons, you had to leave your life behind. You might have assumed a new identity or moved across the world. You lose half your Savings so far, but you get an extra year's worth of TP. All family, friends, enemies, etc. so far are part of your old life—but they might still show up to haunt you... |
| 3 | Chromed Out. A sponsor or existing Patron offers you 1d10×$500,000 worth of cyberware, but it comes with strings attached; at a minimum, you will be expected to make the investment worthwhile. At the Ref's option, they might even install killswitches, locators, or other malicious 'ware. |
| 4 | The Horrible Truth. It's people! You learned some deep, terrible secret truth. It could shake up things—a city, a country, even the world—but just the fact you know makes you a target. Some parties might pay handsomely for your information, or you could really make a difference if you spoke up—but you also have a powerful Enemy who wants to silence you. Hash out the deets with the Ref. |
| 5 | On the Edge. Somehow—through patronage or misadventure—you got a piece of Bleeding-Edge cyberware installed in you. You pick the 'ware (if it's a limb, optics, audio, or otherwise moddable, you can kit it out with features), but the Ref picks one or more complications for it. |
| 6 | Running the Edge. You took part in a big gig: you keep a Contact and 1d10×$50,000 in Savings, and get 3 TP in any one skill you used in the job. But things never go just right: you get an Enemy; maybe someone got screwed over, or the target knows you were part of what happened. |
| 7 | Viral. You went viral. You did something that got your face on everyone's screens for at least a while, and to this day people may still recognize you, for better or for worse. [REPUTATION RULES] |
| 8 | Wanted. You screwed up, or got set up. Either way, the authorities—police or corps—want you dead or alive, and your life will be over if you're caught. Make a powerful Enemy. If you turn up in their jurisdiction, they'll come for you—and they might even find you outside it. You have to change Occupations into a lower SL, or get into (or already be in) any criminal or outside-the-law Occupation. You lose half your Savings so far, but you gain an extra year's worth of TP in your new Occupation. |
| 9 | War. War or other conflict changes your life. You must have or enter a military Occupation (including Mercenary or Paramilitary), or become a Refugee or go to Prison. 1d3 family members, Contacts, Friends, Allies, or Patrons die in the conflict (you pick who). |
| 10 | Zeroed. You get Zeroed. Maybe someone stole your identity and life, or all trace of you was wiped off the Net. This makes normal life harder, but makes staying off the grid easy. If you had a job that isn't available to Zeroes, you lose it after this year. If you are already a Zero, you get Un-Zeroed instead: voluntarily (through a sponsor or existing Patron), or involuntarily through arrest or other official process, you are established as a "real" person. |
...
Debts: Your lifepath can saddle you with debts. You can deal with these at this point, or keep them and deal with them during play. You can go into debt to get more money for starting gear or cyberware. Your debts will have an effective APR (annual interest rate, including fees) of (1d10+4)×1d10 % each. You can choose who holds your debt, but if you don't start missing payments, there's not much difference between corporate collections and repo men and criminal leg-breakers.
The maximum extra debt you can take on depends on your SL at the end of your lifepath.
| SL | Maximum Extra Debt |
|---|---|
| SL 0 | $10,000 |
| SL 1 | $25,000 |
| SL 2 | $50,000 |
| SL 3 | $100,000 |
| SL 4 | $250,000 |
| SL 5 | $500,000 |
| SL 6 | $1,000,000 |
...