4-6 roles is what I expect. The only two I'm against are Rockerboy and Media. I just don't think they'd be conducive for a CRPG. I can't wait to see what roles we get...Yeah, sadly thats true. Some of the roles may have to become secondary. But those three are dear to many of us. It doesn't make sense to make a game majority cannot enjoy fully.
I say there should be four major roles in CP77. Solo, Cop, Corp, Nomad. All others could be secondary.
I guess it is mostly up to CDPR isn't it. I would love to see what they will come up with.
And this is why I want to see them. They are so rare in RPGs! Cyberpunk 2020 does a good job of encouraging and supporting them in game with sourcebooks and references, at least one useful skill, ( Resources) and so on.4-6 roles is what I expect. The only two I'm against are Rockerboy and Media. I just don't think they'd be conducive for a CRPG. I can't wait to see what roles we get...
I think we need to define exactly what makes a role what it is.
You misunderstood my meaning here Wis. I meant we need to define the element that makes these roles unique, not describe each role.*SNIP*
That was interesting to read. ReallySolo - Combat guy, (soldier, mercenary, bodyguard, assassin, hitman, fighter) - anyone who makes their living via combat and fighting. In the PNP game their special ability is combat sense, it adds to initiative and awareness notice in combat situations.
Cop - (detectives, uniformed officers, corporate investigators, PI's, Bounty Hunters) - These are men and women who enforce the law. Their special ability is called Authority, and is somehwat of an abstract concept in the PNP game, but is treated as a measure of their position within the department, and the rest of the police force having their back as well as the law. (With Interlock Unlimited a Cop still gets Authority as a special ability, but instead of being an abstract concept it adds to Intimidate and Interrogate. With IU there is also the Role of Investigator, which covers the detectives, it's Special Ability is Deduction, and adds to Human Perception and Awareness Notice in investigative situations)
Media - (Journalist, reporter, radio dj, anchorman, correspondent) - You gather and report the news, the stories the city needs to hear, or what you think they need to hear anyway. A Medias special ability is called Credibility, which again is kind of an abstraction of how trustworthy they are perceived to be, the higher the trust the public has in them, the more people are willing to open doors, grant intervies, leak secrets... (Interlock Unlimite has Gredibility adding to Interview and Composition)
Corporate - (executive, accountant, small business owner, manager,) - You know money, you know tax laws, you know the stock market, you know supply and demand. You don't care what your company makes, as long as it makes money... You buy, sell, and trade like other people breathe. The Corporates special ability is Resources, an abstraction of the concept that within your company you can pull strings to make whatever you need happen... private car, team of body guards, a rival removed from the boardroom... In Interlock Unlimited Resources adds to Networking and Business Sense.
Techie - (mechanic, engineer, handyman, master craftsman) - You fix things, you build things, you keep things functioning. Techie's get the special Ability Jury Rig, which allows them to make makeshift repairs and constructions that won't last or look pretty, but will get the job done at elast for a while. In IU Techies get the Special Ability Adept, which adds to Jury Rig, now it's own skill, and any other tech skill.
Med Tech - (Doctor, Nurse, EMS, back alley doc) - you fix people. The Med-Techs special ability is Med Tech, which allows them to practice surgery... Interlock Unlimited give the bonus for Med Tech to First Aid and any other medical skill such as diagnose illness, cybertech, surgery (which is now it's own skill).
Netrunner - (Hackers, IT, Digital Security specialist, programmer) - The digital world is your domain. Netrunners get the special ability Interface, which allows them to directly jack into the net, hacking in virtual reality... in the original rules, Netrunners are the only ones who can do this. Interlock Unlimited has Interface giving it's bonus to 2 of the following skills, programming, system knowledge, and library search.
Fixer - (drug dealer, arms dealers, information broker, black marketeer) - You know where to get what people need, you sell it, or buy it, you are the criminal equivalent of a corporate, and you do your job with style. The Fixer knows people, thats his real ace in the hole, a list of contacts in every part of the city, on every cornor, from the glass and steel towers of corporate plaza to the broken down ruins of the combat zone. The Fixers Special Ability is Streatdeal, which allows him to have a vast network of contacts, to buy, sell, and trade goods and information through. In Interlock Unlimited it adds to the skills Streetwise and Persuasion/Fast Talk.
Nomad - (biker, gypsy, migrant worker, wanderer, smuggler, trucker) - You live on the road, your family is strong, you don;t settle down anywhere, but go where the work or the road takes you. You travel with family, maybe not blood, but the kind of brotherhood you can only achieve when survival is on the line. Nomad's get the Family Special Ability, another abstract that determines their ability to call upon their family for favors and support. In Interlock Unlimited Family adds to Networking and Survival skills. However, many people see nomads as being drivers, and it would not be to far out of line in the video game to give them bonuses to driving instead of treating them like flea market corps or fixers... In Interlock Unlimited their is a professional driver roll called Runner, it adds it's bonus to operating one vehicle type of the characters choice (cars, motorcycles, heavy equipment, boats, aircraft, etc...) and awareness notice rolls made while operating that vehicle type.
Rockerboy -(Street prophet, political musician, activist) - You have a message, and you have the means to deliver it. When you speak, people naturally listen.... you hold sway over your crowds through a mix of charisma and talent for telling people things in a way they will respond, be it a catchy tune or voice chouted from a soap box. The Rockers special ability is Charismatic Leadership, which allows them to motivate an audience into listening and believing in the message, even riling them up for immediate action... In Interlock Unlimited Rockerboy was broken up into 2 seperate roles, Artiste to cover the musical side, and Instigator to cover the activist side. Artiste gets the Masterpiece special ability, adding to Perfom or play instrument checks, while Instigator gets the Charismatic Leadership which adds to Oratory and Leadership.
(note, Interlock Unlimited isn't an official product, it is a fan supplement re-write of the original cyberpunk 2020 rules, I cited it here as an example of a possible way to evenly and effectively handle the abstract nature of most of the roles special abilities for a video game context.)
I still maintain that 'Medtech' should be counted as it's own role. It is in all the relevant material, (even it's listing in the rulebook points out it isn't the same role.)I'm assuming he's talking about the 9 original roles.
Of which I think we'll probably only be getting five or six.
Expansions might come later.
Really, I want'em all because I am a greedy sumbitch.I still maintain that 'Medtech' should be counted as it's own role. It is in all the relevant material, (even it's listing in the rulebook points out it isn't the same role.)
But that aside, which roles would you suggest dropping?