BUILDING A SPLICER
Splicers have four key statistics that players can assign skill points to. Physical determines a Splicer's hit points, speed, ability to attack with most weapons and other attributes associated with the physical body. Cyber indicates how good a Splicer is at interfacing with, and hacking, computer systems. Tech represents a Splicer's knowledge of machines and hardware, allowing them to build and repair gadgets. Finally, Mental relates to a Splicer's ability to perceive, socialise with people, and engage with psionic abilities.
When making a character, players can choose to assign values to their statistics in two ways: standard array OR rolling. Standard Array grants 4 pre-generated values: (6, 8, 14, 16) to assign amongst the four statistics as you see fit. Rolling entails rolling 4d6 and removing the lowest dice. Add the remaining dice together, with that total becoming a value you can align to any statistic. Repeat this process 3 additional times so you end up with 4 values which can be distributed to statistics as you see fit.
Values assigned to statistics are known as Regular Check Numbers, or RC for short. If a player is required to roll a regular check, they will roll a d20. A roll equal to, or below the RC is considered a success. A roll above the RC is considered a failure. Depending on what a player is attempting to do, the GM may determine a check to be regular, challenging, demanding or extreme. These are referred to as difficulty classes. Challenging checks require players to roll against their Challenging Check Numbers (CC) which is three quarters of their statistic value rounded down. Demanding checks require players to roll against their Demanding Check Numbers (DC) which is half of their statistic value rounded down. Extreme checks require players to roll against their Extreme Check Numbers (EC) which is one quarter of their statistic value rounded down. Example: RC = 16, CC = 12, DC = 8, EC = 4.
Augments determine what a Splicer can do in the world. Each Augment is associated with a statistic, which dictates the type of check should one be required. Before assigning values to statistics, players should consider what Augments they are interested in using. For example if they are drawn to Cyber Augments, they are more likely to be successful if they have a high value in the Cyber statistic.
The Augment section is a list of all Augs a Splicer can purchase for their first gig, divided into groups that represent which type of check would be required to utilise the Aug. New Splicers are given 500K Nanites to buy as many Augs as they can afford. Any leftover nanites become the Splicer’s currency. Once bought, Augs are owned by the Splicer to be kept or sold as they wish. Additionally, in character creation, Splicers can spend their currency on equipment.