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PLAYING AS REPLICANTS

PLAYING AS REPLICANTS

If you are not familiar with replicants in Corporation, please see Machines of War.

When creating a replicant PC, do not use the normal character creation process. Instead, replicant PCs
start with one of the following stat/skill/equipment loadouts, depending on the type of replicant they are.
These stats are different from those presented in Machines of War because NPC replicants are so
broadly capable in many areas that characters would be less distinct and also very powerful from the
start.

MARAUDER
Marauders are combat replicants made in partnership between Gemini and Y&S. Marauder PCs have
excellent combat skills and solid technical skills, but poor social and academic skills.

STATS
Str: 10
End: 10
Ref: 7
Agi: 8
AI: 8
Per: 8
Pres: 5

Skills
Arts & Culture: 0
Assess Tech: 4
Athletics: 6
Attitude: 3
Business: 0
Close Combat: 8
Computers & A.I.: 4
Corp Knowledge: 0
Crime: 3
Cybernetics & Robotics: 3 (+5 bonus when repairing self or another Marauder)
Drive: 5
Heavy Firearms: 6
Light Firearms: 8
Looking Good: 0
Lying & Acting: 0
Mechtronics: 5
Medicine: 4
Observation: 6
Pilot: 5
Psychology: 0
Science: 0
Stealth: 6
Street Culture: 0
Support Weapons: 6
Please note that replicant PCs are designed
for all-replicant games. If you want to use
them alongside agents then the agent PCs
would need extra XP or cybernetics to even
the gap, but I have not had a chance to
playtest this so your group will have to work
out what balance fits for you.
Trainings
Any two of the following, as long as you qualify for them:
Assassinate
Dual Weapon Fighting
Hacking
Restrain
Powered Melee
Surveillance
Unarmed Combat Specialist

Languages
The standard languages of your owners corporation, and one other language.

Cybernetics
Internal Navigation System
Midnight Vision System
Thermal Imaging
Neural Jack
3 Nanium Body Plates
Anascan Eternity Recorder

Weapons
AMS Black Cougar (Condition 12)
Plasma Knife
Sniper Rifle
One other weapon of your choice, costing no more than 7,000 credits.

Other Equipment
Flak Jacket
Reinforced Clothing
Heavy Field Shield
PDA
2 Medpacks
Handcuffs
MUSE
Muses are companion replicants made by Gemini and Krieg. Muse PCs excel at social interaction and
knowledge, but are poor at combat and other skills that come in handy in action scenes.

STATS
Str: 6
End: 10
Ref: 7
Agi: 8
AI: 8
Per: 6
Pres: 10

Skills
Arts & Culture: 8
Assess Tech: 2
Attitude: 6
Athletics: 0
Business: 5
Close Combat: 4
Computers & A.I.: 5
Corp Knowledge: 6
Crime: 0
Cybernetics & Robotics: 3 (+5 bonus when repairing self or another Muse)
Drive: 6
Heavy Firearms: 0
Light Firearms: 2
Looking Good: 8
Lying & Acting: 0
Mechtronics: 2
Medicine: 4
Observation: 6
Pilot: 6
Psychology: 0
Science: 0
Stealth: 4
Street Culture: 4
Support Weapons: 0
Tactical Firearms: 0

You also have 7 XP to spend on skills (Muses get more starting XP than Marauders to compensate for
lower stats).


Trainings
Any two of the following, as long as you qualify for them:
Animal Skills
Advanced Disarm
Domestic Trade
Performer (MoW)
Physically Perfect (CoG)
Salesman (CoG)
Style (CoG)
Surgeon

Languages
All Earth languages in modern use.

Cybernetics
Krieg Electro-Cosmetics
Krieg Ocular Repigmentation
Krieg Voice Synth
Gemini Videoskin
Anascan Eternity Recorder

Weapons
AMS Black Cougar (Condition 12)

Other Equipment
Reinforced Clothing
PDA
Covert Shield
2 Medpacks
AV Bug Detector

Plus one of:
Ion Wall Generator
Pollution Analyser
Invisibilty Field
Hologram Generator
Scout Powder

The starting stats presented give replicant PCs strong focus in the area theyre designed for, but make
them better-suited for PC usage. While Marauders and Muses are not built on the same number of stat
and skill points, they are generally balanced against each other by their different functions both are
much better than most agent PCs in their designed roles.

CUSTOMISING REPLICANTS BY
CUSTOMISING REPLICANTS BY
CORPORATION
CORPORATION
The stats given are straight-forward and generic for Marauder and Muse replicants of any sort, but you
might want to give players extra options in character creation to represent the flavour of the corporation
that owns them. The most effective way to do this is to add trainings to the list of choices, but you might
also wish to give the players different equipment. If they belong to a highly-specialised corporation you
may want to change their skills, like increasing the Drive skill of Kalari-owned replicants. Some exam-
ples of changes you might add to the starting training lists include:

Ai-Jinn: Marauders can choose Cyberlin Pilot (DA), Guan Yu Use (DA), or Mastered Weapon:
Knife.
Muses can choose Ai-Jinn Culture (DA), Dynasty Knowledge (DA), or Underground
Operations.

Comoros: Marauders can choose Mastered Weapon: AK66, Pack Mule (MU) or Survival.
Muses can choose Haggling (MU).

Eurasian Incorporated: Marauders can choose Nuke (EB/CoG).
Muses can choose Business Developer (EB).

Gemini Bioware: Marauders can choose Toxic Combat (MoW).
Muses can choose BIO Keeper (MoW).

Shi Yukiro: Marauders can choose Mastered Weapon: Laser Rifle, Mastered Weapon: Katana,
Mastered Weapon: Shuriken or Thrown Weapons.
Muses can choose Master of Disguise (CoG) or Thrown Weapons.

Western Federation: Marauders can choose Ammunition Smith (EB), Gun Melee, Rapid
Reload, or Western Federation Arms Technician (MoW).
Muses can choose Ammunition Smith (EB), Command, or Western
Federation Arms Technician (MoW).
GMING WITH REPLICANTS
GMING WITH REPLICANTS
The first question to ask is Why play a replicant game? What youll get out of it very much depends on
the kind of group you have. If you enjoy playing deeper role-playing focused games, replicants provide
an excellent opportunity to explore personhood, artificial intelligence, independence and slavery, and
many other themes that are both fascinating and ripe for role-playing on their own and fit perfectly into a
cyberpunk setting like Corporations. If your groups not so into that, then replicant games let you have
the fun of being a robot because who hasnt wanted to be a robot who can take massive damage
and break apart, but then be fixed and back on their feet in no time flat. Its also a good excuse to play a
simple more one-dimensional character since AIs arent always that sophisticated personality-wise,
which can be a fun break from deeper, more involved gaming.

Replicants ability to repair themselves and each other is important to remember because it means that
even serious defeat in combat doesnt have to end things and characters can survive rougher situations
as long as one of the party (or an ally) can get them away to safety for repairs. This doesnt mean that
you should throw high-powered opponents at replicants constantly, but it does give a nice buffer
between combat death and capital-D Character Death.

Replicants will generally not be given money as rewards, but if their owner is particularly nice then they
may. Replicants should gain new equipment and resources as mission rewards or to assist in special
operations, and the GM should listen to the players desires and take them into account when
giving PCs new things.

While gaining and losing rank points is not a consideration for replicants themselves, being caught in
illegal activities can result in replicants being confiscated and possibly destroyed, and their owner losing
rank or even their Replicant License, so law enforcement is still a threat. Likewise, the replicants actions
may result in their owner gaining rank points from their corporation and this might mean that the
replicants get rewarded for it but of course, it might not. Such is life as a machine.



REPLICANT OWNERS
REPLICANT OWNERS
One of the most important factors in a replicant campaign is the partys owner or owners, as their orders
and instructions will form the core of the sessions and the replicants relationships with their owner will
be a major defining factor in their character. Because it is so important, the players should have influ-
ence over what kind of person owns their characters. This might take the form of discussion during char-
acter creation if your group wants to define things from the start. An alternative approach is to decide on
a vague profile for the owner at the start, and then ask the players (or their characters) for details at the
start or end of each session or as homework between sessions.

One important detail which should be determined at the start of the game is which Licenses the repli-
cants owner has, since the PCs will not have licenses of their own but will still be subject to UIG re-
strictions on unlicensed activity. Make sure that the players are legally able to use all the equipment they
choose when creating their characters unless you want a more criminal game, being arrested just for
your character concept is no fun.

SENTIENCE
SENTIENCE
In the normal Corporation rules, an AI becomes sentient when its AI score reaches 11. PCs eventually
becoming sentient is an important element of playing as AIs, but sticking to the original rules means that
they have to spend a lot of XP increasing AI to get there. There are two solutions to this problem:
Increase the PCs AI by 1 point every few sessions until it reaches 11 how often depends on
how long-term you intend the game to be and how quickly you want them to become sentient.
This lets you stick to the original rules on sentience without it consuming all the players XP.
Ignore the sentience rules and make it purely role-playing based. This lets the players decide
when their character is sentient based purely on more sentient behaviour emerging from their
actions in-character, or even leave it entirely vague whether a given replicant is sentient or not.

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