Character Creation Rules - Neon Horizons

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#Rules

You are a citizen of NHZ City, and your character will be built using GURPS 4e. This page outlines the rules and guidelines for creating a character suited to the setting. Your character should naturally fit into a cyberpunk world. They should feel like a product of this gritty, high-tech environment—someone ready for adventure, capable of working within a group, and contributing meaningfully to a team dynamic.

If you’re new to character creation, consider starting with a concept:

Both approaches are valid, so choose the method that works best for your creative process!

RULEBOOKS:
The essential rulebooks for this campaign are available as PDFs here: Rulebook for players and the GM. At a minimum, you’ll need the Basic Set and Ultra-Tech. You might also find Power-Ups: Perks and Power-Ups: Quirks helpful for character customization.

NAME
When selecting a name for your character, also choose a username for your ID—the digital equivalent of a netrunner handle or a personal alias in the cyberpunk world. Every citizen is provided an ID by the state, free of charge, so your username is your chance to make it uniquely yours!

THINGS TO THINK ABOUT

When making your character, you should always be keeping the following questions in mind, and have a good answer to all of them!

QUESTIONS YOU MUST BE ABLE TO ANSWER

  • Who or what pushed you into this dangerous life, and what prevents you from leaving it behind—even if you sometimes wish you could?
  • What skill or asset makes you indispensable to the team, and what personal sacrifice, trauma, or cost did it take to gain it?
  • What corporation, gang, or faction has control over a part of your life, and what debt or dependency binds you to them—even if it risks everything you care about?
  • Who or what would you risk everything to protect, even if that loyalty is complicated, one-sided, or self-destructive?
  • Describe a scar, physical or emotional, that your character carries from their past, and explain how it affects their actions, decisions, or relationships in the present.
  • What specific injustice or systemic cruelty has made your life unbearable, and what personal loss or pain drives you to risk everything for vengeance or change?
  • What defining augmentation or piece of tech does your character rely on, and what physical, mental, or social cost do they continue to pay for it?

BETA

While Neon Horizons is in beta, it's probably best for you to run much of your character past the GM as you create it! I'll give you the statblocks for cybernetics, weapons, etc.

POINTS

Characters are built on 150 points. They may have up to an additional 50 points derived from taking traits with a negative value (e.g. disadvantages, quirks). If the character has a combination of traits with a negative value below -50, the character does not earn more than 50 points for doing so. Taking fewer disadvantages is perfectly acceptable (and potentially recommended for newer players to reduce complexity). Note that the "Required Traits" listed below count against this limit.

BONUS POINTS:
After creating your character—or drafting its initial concept—the GM may award an additional 25 points if your character strongly embodies the cyberpunk theme and feels like a genuine person from the setting (bringing your character's starting point total to 175. Conversely, if your character significantly deviates from the setting or genre, the GM may request a rebuild.

A NOTE ON CUSTOM TRAITS

The Basic Set, Powers, Talents, Bio-Tech, Ultra-Tech, and many other GURPS publications—including various Pyramid articles—offer rules for designing custom equipment, traits, and other options. However, the ability to create something using the system does not guarantee its approval. Assume that any custom-built option you design may be subject to significant modification by the GM. Similarly, traits that require "GM permission or arbitration," such as Unusual Training, should never be considered automatically allowed. Always consult with the GM for final approval.

REQUIRED TRAITS

Every character must have the following:

These required traits do count for the -50 point disadvantage limit.

There is a 5-point quirk limit, and a 7-point perk limit. Perks and quirks granted by cybernetics do not count against this limit. Additional Perks gained due to points invested in Styles and combat skills also do not count against this limit (as defined by the rules under those sections).

OTHER TRAITS:

Restrictions: Attribute cap of 14, except ST which can go as high as you like. No more than 4 levels of talents. Skill levels of no higher than Attribute + 10. For all the above, it's probably best not to aim for anywhere near to the attribute/skill caps anyway...

Characters are assumed to be native English speakers and literate in English unless otherwise specified. Mandarin is also a common language in NHZ City and may be a useful choice.

Consider taking Higher Purpose (Buddy Bond). If you and another player choose it, you can form a tight teamwork dynamic—perfect for mega-friend collaboration!

When compared to how they are represented in the book, some things may have changed. See below:

File Replaces Source
Signature Gear - -
Serendipitous Guidance Serendipity Basic Set
Born to be Wired Born to be Wired Power Ups 3 - Talents
Explorer Explorer Power Ups 3 - Talents pg. 10
Empath Empath Power Ups 3 - Talents pg. 10
Born Tactician Born Tactician Power Ups 3 - Talents pg. 12
Talker Talker Power Ups 3 - Talents pg. 16
Born Entertainer Born Entertainer Power Ups 3 - Talents pg. 6
CYBERNETICS

Cybernetics are taken as advantages and/or disadvantages. Every cybernetic has a points value - positive ones are advantages, negative are disadvantages - see Cybernetics in NHZ for a table.

Cybernetics come with a listed monetary ($) cost, but during character creation, you only pay the point cost—monetary costs are waived (except where otherwise noted). After the game begins, however, adding cybernetics will require you to cover both the point cost and the monetary cost, along with any associated surgery fees.

Many cybernetics have the " Temporary Disadvantage (Electrical) limitation. Characters do not need to purchase power cells for these at character creation - it is assumed that power cells are replaced/replenished as part of the cybernetic's Maintenance requirement.

It is strongly recommended that your character include one of the following cybernetics, enabling you to interface with devices via “jacking in”:

COMPATIBILITY:
Not all cybernetics are compatible. For example, Cybervoder and Silvertongue Implant both replace the same body part, making it impossible to install both. Use common sense when selecting implants, or check with the GM if uncertain.

Some limitations also apply due to mechanical restrictions. For instance, ShoulderBlades (Black Widow loadout) includes Payload/4 as part of its point cost, but the torso is limited to 5 levels of Payload. Therefore, a character with Flesh Pockets/2 (which also uses two levels of Payload) cannot take ShoulderBlades (Black Widow loadout).

If you encounter a conflict or overlap between two cybernetic options, consult with the GM. In some cases, resolving the conflict might even save you points!

I've compiled a list of all cybernetics present in the GURPS rules here (though feel free to make up your own!).

Guide to making cybernetics

Many cybernetics replace body parts, for example, the Bionic Eye (Pair) replaces the users eyes. You do not need to add Blindness seperately - any disadvantage the cybernetic mitigates are already included in the points cost.

Some GURPS sources list sample cybernetics - for example, Ultra-Tech. If taking a cybernetic from such a source, double-check with the GM to see if it exists in the setting (the answer is likely yes).

SKILLS

We're using the By Default Skill Rules. This changes the points cost of skills.
See this forum post for a list of recommended skills.
A realistic character should have points across Area Knowledge, maybe Bicycling, Computer Operation, Current Affairs (Headline News or Local Affairs), maybe Driving (Automobile), Professional Skill, Housekeeping, probably Hobby Skill, maybe Games.
If you don't want to spend points raising those, the Average Citizen perk lets you be marginally better at those skills compared to not having them at all.
If a skill is a "TL" skill, such as Computer Operation, it is assumed that the skill is learned at the setting's current TL (TL9).

STATUS/WEALTH AND COST OF LIVING

Starting Wealth is $30,000, which encompasses your entire net worth (you can spend up to $6,000 of this). You may not take a higher Wealth level than average (but you may trade points for cash, see this). You can take lower than this. Your status/rank should also not be higher than average (it can be lower than average). Of course, your character may have once been higher than average on these things, but they aren't any more. See Status in NHZ City. You cannot be "unsettled" - therefore you may only spend 20% of your starting wealth on equipment etc. The rest is folded into everything else (which you don't need to stat out).

Use these rules for getting more wealth - they differ from the standard Basic Set rules.

Note: For Status 0 characters, cost of living is $600/month. This pays for the necessities - your share of rent (+utilities), basic food, basic public transport, etc. This is taken out on a daily basis (assuming 30 months for the standard day).

Note: Because of your cost of living ($600/mo at Status 0) and Debt/5 ($1,500/mo), your character will need to earn at least $2,100/mo just to break even! Characters with "middle class" jobs usually earn somewhere between $2,600/mo and $5,600/mo, depending on the difficulty and risk of the job. So the stuff you do (criminal activities most likely) in game better be making you money...

EQUIPMENT

See Character Creation Rules - Equipment.

MORE

HACKING:
If you’re interested in becoming a Blackhat and dominating The Net, it’s essential to familiarize yourself with the Hacking System, which is taken from Pyramid 3/21. Hacking can be complex, and for those still learning the GURPS system, it’s best to steer clear of playing a hacker until you’ve developed a solid understanding of the rules.

If you’re committed to creating a Blackhat character, refer to Building the Blackhat for guidance. Keep in mind that playing any character without a clear understanding of their mechanics is not advisable—but for hackers, this is especially critical due to the intricate nature of the hacking system. Be prepared to invest time and effort in mastering the rules if you choose this path.

WHERE DO WE START?
Your characters will be starting in Block C1. You share an apartment there with the rest of the party. If you are of lower status and wouldn't be able to afford living there, you are instead a regular visitor (for a reason you'll need to determine).

House rules:

BANNED:

A non-exhaustive list of banned things:

Banned Advantages
Banned Disadvantages

Very much not recommended:

See Rulebook for players and the GM for links to various GURPS books.

When taking equipment, check this out to see whether things have been replaced/replicated:
Equipment Differences from Ultra-Tech