Sunday, September 17, 2017

Creating a Cyborg Commando (Part II)


In our previous post, we generated a CYBORG COMMANDO character via the 'basic' character creation rules.  In this post, we will examine the 'advanced' character creation rules.  Specifically, we will convert our basic character, Cappellan Jennings, to the advanced format.

Conversion begins with a character's skills.  In the basic procedure, skills are purchased at a 'field' level; however, in the advanced rules, skills become more granular.  Each field consists of a number of 'areas'.  For example, the Communications field includes the following four areas:  'Strategies', 'Tactics', 'Simple (non-electrical) Communications Devices', and 'Electrical Communications'.  In converting a basic character's skill field to areas:
Multiply the score in that field by 3.  Divide that number of points among the Areas in that Field.  You must place at least one point in each Area, for a resulting minimum score of 2 in each, counting the one you get free.
So, Jennings' score of 3 in Computer Sciences becomes 9 points to divide among the three areas of the field:  'Ancient Computers', 'Modern Operation and Software', and 'Modern Hardware'.  Allocated evenly (and given the 'free point' for each area) Jennings has a total score of 4 for each area.  Like the Computer Sciences field, Personal Arts has three areas ('Mental Arts', 'Physical Arts', and 'Error Avoidance') so the calculations are the same.

The Personal Movement field has six areas.  Nine, of course, does not go evenly into six.  After each area gets one point (as required), three points remain.  Three areas receive the minimal allocation ('Land-Based Special', 'Aerial (non-powered)', 'Extraterrestrial') and three areas each receive one of the extra points ('Land-Based Normal', 'Aquatic Unequiped', 'Aquatic Equipped').

The Personal Weapons field has seven areas.  In this case, five areas receive the minimal allocation ('Ancient Bladed Melee Weapons', 'Ancient Blunt Melee Weapons', 'Ancient Missile Weapons', 'Heavy and Special Weapons', 'Artillery') and two areas each receive one of the extra points ('Common Devices as Weapons', 'Modern Small Arms').

Psychogenics is actually two fields, one in the dynamic division and one in the static division.  For the basic character, I failed to make the distinction.  Now, let us decide upon Static Psychogenics, which has five areas.  As such, all areas receive two points except 'Sending (One-Way Telepathy)', which receives only one.

The advanced character creation rules do not reference the MadMac skills (either for original characters or basic conversions).  Presumably, the same procedure applies.  Since those fields have 10 'basic' points, 30 'advanced' points are to be distributed among the areas.  As indicated above, Communications has four areas.  Dividing the points as evenly as possible, two areas receive eight points ('Strategies', 'Tactics') and the other two, seven ('Simple', 'Electrical').

The two Energy Sciences areas ('Air, Light, & Sound' and 'Energy Sources') each receive 15 points.  The same goes for the two Law Enforcement areas ('Investigations' and 'Suspect & Prisoner Handling') as well as the two Unarmed Combat areas ('Occidental Style' and 'Oriental Style').  The Strategy & Tactics field has three areas ('Personal Tactics', 'Personal Strategy', and 'Military S&T'), each of which receive 10 points.

Once skills are converted, stats are adjusted.  On the Character Record sheet, for each stat, there are rows for Capacity, Integrity, and Recovery.  In general, 'basic' stat values are multiplied by three and the result allocated among the Capacity, Integrity, and Recovery for that stat.

Because Jennings has 24 (non-MadMac) skill areas (even though he would rather do without some of them), he must have a Mental Capacity score of 24.  This leaves 21 points to divide between Mental Integrity and Mental Recovery.  Let's say 11 points to Mental Integrity and 10 points to Mental Recovery.  For the Neural and Physical stats, Capacity, Integrity, and Recovery each receives 15 points.

Stat-derived calculations are next performed.  Psychlons equal Neural Capacity.  The table on page 14 of the CCF Manual incorrectly states “Skills = ⅓ Mental Capacity,” when it should read, “skill areas not to exceed Mental Capacity.”  'Train' equals 100 minus Mental Integrity in hours.  'Actions' and 'Speed' are both derived from Neural Capacity and fractional Speed values are permitted in the advanced rules.  'EP' means Endurance Points, “which measure the character's stamina, or 'staying power.'”  It is derived from Neural Integrity.  I would think that a disembodied brain need not be troubled by fatigue poisons, but apparently I would be wrong.  Rather than the “number of days the character can function before sleep is absolutely required,” the Rest score – derived from Neural Recovery – represents the amount of “EP per Travel Turn (2.4 hours) . . . recovered by sleeping.”  In the advanced character creation rules, “Heal” is not referenced.

The calculation of Integrity Points “= Physical Integrity × 3,” presumes the the Hit Location optional rule is in effect.
          Divide your total IPs by ten, and round down.  Write that result in each space except the one labeled “Body.”  Add all those figures, subtract the total from the original total IPs and write the remainder next to Body. . .

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