Characters

Quick Characters

For A Life on the Edge we have put together some quick-build characters which players may choose from.

If you would like to put together your own character and come up with an interesting backstory, you will find maybe a few extra credits in your initial starting pool.

This game uses phys-reps for several things, such as ammunition, medical supplies, tools, cyberdecks, etc. Please ensure you have some way of carrying items, for example a bag or ruck sack.

Some character roles will have restricted access to certain equipment and weapons – for example by default a Medtech will only have a pistol, and only a scout will have a radio.

Please consider this when talking to the game runners about character ideas. In addition, some specialist equipment can only be used by certain character types (only Netrunners can use Cyberdecks, and only Medtechs can use SIABs).

There will also be in game purchases for weapons, armour, equipment and Cyberware.

Lifepath/History

To build a simple character, first choose one of the following 3 Lifepaths; players can make as much or as little of backgrounds as they would like they are there to give you a little something to have in common with the other characters and add colour. Feel free to message the GMs for more options/information.

  • Nomad

    • Roaming the Badlands, looting scrapyards, raiding fuel depots - life on the road wasn't easy. But growing up in a Nomad clan has its perks. Honesty, integrity, and a love of freedom - qualities that few living on the edge possess, and no amount of money can buy.
    • Outfit suggestions: Leathers, Jeans, Rough casualwear, practical clothing. Appropriate armour.

  • Corporate

    • Few leave the corporate world with their lives - fewer still with their souls intact. You've been there - you've bent the rules, exploited secrets and weaponized information. There's no such thing as a fair game, only winners and losers.
    • Outfit suggestions: Suit or appropriate smart dress for your role.

  • Streetkid

    • They say if you wanna understand the streets, you gotta live 'em. Gangs, fixers, dolls, small-time pushers - you were raised by them all. Down here the law of the jungle dictates the weak serve the strong - the only law living on the edge you have yet to break.
    • Outfit suggestions: Jeans, Tracksuits, Rough casualwear, Gang colours, markings etc

Quick Builds

Next choose one of the builds from these below. Note the weapon and armour choices are optional, you can choose to wear or carry something 'lesser' and save a few Eddies.

  • Assault Soldier - Assassins, bodyguards, killers, and soldiers-for-hire in a lawless new world.

    • CyberWare: None
    • Equipment: None
    • Weapon: Assault Rifle (2 DOT damage weapon)
    • Armour: Medium (+2 hit points, total 6)
    • Reloads and extras: 5 magazines
    • Starting Credits: ES 350
    • Role Benefits: Can use a MedKit, all weapon/armour types and explosives. Can use Combat Drugs when incapacitated if done IMMEDIATELY.

  • Urban Soldier - Assassins, bodyguards, killers, and soldiers-for-hire in a lawless new world.

    • CyberWare: None
    • Equipment: None
    • Weapon: Sub-machine gun (1 DOT damage weapon)
    • Armour: Medium (+2 hit points, total 6)
    • Reloads and extras: 5 magazines
    • Starting Credits:ES 700
    • Role Benefits: Can use a MedKit, all weapon/armour types and explosives. Can use Combat Drugs when incapacitated if done IMMEDIATELY.

  • Scout - Transport experts, ultimate road warriors, pirates, and smugglers who keep the world connected.

    • CyberWare: None
    • Equipment: Secure Radio (The only way to communicate at the Cybar)
    • Weapon: Sniper Rifle (3 DOT damage weapon)
    • Armour: Light (+1 hit points, total 5)
    • Reloads and extras: 2 magazines
    • Starting Credits: ES 500
    • Role benefits: Can use a MedKit, has local area contacts (via radio)

  • City MedTech - Unsanctioned street doctors and cyberware medics, patching up meat and metal alike.

    • CyberWare: None
    • Equipment: SIAB (limited number in game)
    • Weapon: Pistol (1 DOT damage weapon)
    • Armour: Light (+1 hit points, total 5)
    • Reloads and extras: 5 magazines
    • Starting Credits: ES 175
    • Role Benefit: Can use a MedKit and SIABs

  • Combat Medic - Bringing help to those where they need it most: in the thick of the action.

    • CyberWare: None
    • Equipment: Medic kit
    • Weapon: Pistol (1 DOT damage weapon)
    • Armour: Medium (+2 hit points, total 6)
    • Reloads and extras: 5 magazines
    • Starting Credits: ES 625
    • Role Benefit: Can use a MedKit and SIABs

  • Netrunner - Cybernetic master hackers of the post-NET world and brain-burning secret stealers. (Limited numbers available at each event)

    • CyberWare: Neural controller
    • Equipment: Cyberdeck
    • Weapon: Pistol (1 DOT damage weapon)
    • Armour: Light (+1 hit points, total 5)
    • Reloads and extras: 5 magazines
    • Starting Credits: ES 25
    • Role Benefit: Can use a CyberDeck

  • Exec/Corporate - Corporate power brokers and business raiders come down into the street from the Arcologies for their own reasons. (Limited numbers available at each event)

    • CyberWare: Neural Controller; Implanted Agent (phys-repped using a radio)
    • Equipment: Trauma Team card
    • Weapon: Pistol (1 DOT damage weapon)
    • Armour: Medium (+2 hit points, total 6) – armoured business suit
    • Reloads and extras: 5 x reloads
    • Starting Credits: ES 250
    • Role Benefits: Corporate contacts; Always online (outside the Cybar jamming area) via their Implanted Agent