Alternate Character Developement.
Each starting character begins at 16 years old (the legal age of adulthood in Centennial City, this means they can vote!).
You each start with 2 skills at level 2 and 4 skills at level 1. These MUST all be different. These are school skills. If you take any career that begins before this then you do not gain these skills.
At the start of each year you may chose a career contract, these are 1, 2 or 3 years in length. At the start of each contract (except your first, except Gnome careers) you must roll your LUCK or EDU as an average test to renew the contract. If you remain at the same career then the roll is one level easier.
Each year you will gain one career skill and one alternate skill. The career skill must be taken from the career list. The alternate skill can be taken from Career, background or Life skills. Life skills are those the GM decides on (combat, educational, hobbies etc).
If a career has basic training then these are the skills gained in the first year. They also imply a 3 year contract.
If a two year contract is taken then you also gain one free hobby skill for those two years. If a three year contract is taken you gain two free hobby skills. A hobby skill MUST be taken in some skill you do NOT already have.
Money gained is the normal system, but every year so is divided by 4.
Each year of continuous service in a single career will result in a bonus equal to a relevant characteristic (GM decided) times $100, unless the chosen career generates no money.
Any skill can be swapped for a contact, there are no free contacts (unless the GM is feeling nice). Each three year contract will give one bonus contact.
Wounds and Damage.
Alternate Location Table.
The following tables reduce the chance of getting head hits. I would suggest using it outside short range, use the standard table at short range.
Loc
Biped
Wounds
Quadroped
Head
1
STR+CON
1-2
Chest
2-9
STR+(CONx2)
2-7
Arms
10-11,12-13
STR+CON
9-10,11-12
Abdomen
14-16
STR+CON
13-14
Legs
17-18,19-20
STR+CON
15-17,18-20
Scratch
less than 1/2
1st time lose next action
Slight
1/2-Full
-1 init
Serious
Full-2xFull
-3 init, 1/2 STR
Critical
2xFull
Head,Chest,Abdomen=KIA, 10 mins to death.
Unarmed melee damage = (STR x Melee skill)/10. eg (5x5)/10=2.5=2 pts
Thrown damage = STR/2 + wght in kilo (always miss on 17-20). *For my game this will become STR/3 + wght in kilo.
Knockdown = suffer more damage than their current AGILITY. pg 201
Stun = any damage to Head, roll 1d6 + damx2 vs CON. pg201
Special Damage mod: ALL GUNS do +1 damage per dice of damage they do. eg 3d6 becomes 3d6+3