Characters in Nightrun can be as varied as people in our own world—cab drivers, businesswomen, thugs. Most character types can easily be constructed using the Savage Worlds Explorer’s Edition core rules. However, a couple other types are unique to this setting: the Hacker and the Agent. These, along with some new Edges and Hindrances, give some new character options.
(Note: I removed “Agent” because I realized it was essentially the same thing as the Connected Edge.)
Requirements: Novice, Knowledge (Computers) d8+
Sometimes called a NetJock, Hackers are the wizards of the cyberpunk world. Capable of using an everyday computer or cyberdeck, they can hack into mainframes, override security codes, reprogram maintenance bots, and order a pizza on someone else’s credit, all in twenty minutes. Hackers receive a +1 on Investigation rolls when using a computer, and reduce the amount of time it takes to perform any action online by 1 round (down to a minimum of 1).
Requirements: Novice, Unarmed Warrior
Sometimes you just get the right angle when you hit an opponent, and you send him flying. Characters with this edge can choose to forego the additional d6 damage from a raise on their Fighting roll in favor of sending their opponent flying 1d4” directly away from them. If the opponent strikes a solid object, such as a wall, they are automatically Shaken. If already Shaken, the opponent takes a wound.
Requirements: Seasoned, Connections
A character who has Connections knows people. A character who has Influence is respected-
or at least feared-by those people. Influence can represent your high standing in an organization, people who owe you favors, or any situation that gives you a little weight to throw around. When you use your Connections Edge, Influence gives you a +1 to +4 bonus on your Persuasion roll. The exact bonus is up to the Game Master and depends on just how much Influence you have in the situation.
Influence doesn’t do anything for your Streetwise roll—if your contact isn’t available, she isn’t available.
Requirements: Novice, Strength d8+
You are so physically powerful that you use your Strength score instead of Agility as the linked Attribute for Fighting and Throwing.
Disarm Master (Combat)
Requirements: Seasoned, Fighting d8+
When you successfully disarm an opponent, you can choose to either deposit the weapon into your own hand or fling it 1d4”, +2” per raise.
Requirements: Novice, Knowledge (Medicine) d8
You may use the Healing skill to surgically implant cybernetics. In addition, you gain +1 to Knowledge (Electronics) checks regarding trends in cybernetics.
Your body has been prepared for the addition of cyberware, and a Neural Processor has been installed at the base of your skull to interface with installed cybernetic devices. You may now gain a number of cybernetic enhancements up to your Spirit die (for example, a character with a d8 Spirit can install up to eight cybernetic devices) before suffering penalties.
More Human Than Human (Cyberware)
Requirements: Novice, Hardwired
You were born for cybernetic enhancement, and find it quite natural. You may install one more piece of cyberware than your Spirit die would normally allow, and you do not add the number of cyberware over your limit when making Stress checks.
You do not care for all these rapid technological advancements, and prefer to stick with simpler tech. You won’t use a computer (though you don’t necessarily object when others do), you don’t possess a credit chip (cash is king, but you’ll need a really good fence), and you prefer to stick to the safety of ground-based vehicles instead of these new-fangled flying cars. Anytime you are purchasing equipment, or given an option to use technology more advanced than what existed 20 years ago, you will decline and stick to the lower-tech. You don’t mess around with computers, and of course you’d never consider getting any of that horrible cyberware everyone’s raving about!
Mistaken Identity (Minor/Major)
Everywhere you go, you get mistaken for someone else. This wouldn’t be a big deal, except this other person tends to be really good at making enemies. At some point in the adventure, you’re sure to meet someone who thinks you’re this other person, and they will instantly dislike and distrust you. If this is a minor Hindrance, they simply refuse to deal with, be seen with, or even speak with you. If this is a major Hindrance, they will want you dead! Convincing them of your true identity is a challenge, requiring sufficient evidence (GM’s call) or a raise on a Persuasion roll.
Old School (Major)
For some reason (trauma, a distrust of computers, a religious abhorrence for the unnatural), cyberware and you just do not get along. You see people with cyberware as inherently untrustworthy and you prefer to stay away from them. If you have to deal with them, you do so with a -2 Charisma penalty. Should you ever decide to get cyberware yourself, you may install two less implants than your Spirit die would normally allow, due to feelings of body horror.
To you, cyberware is the wave of the future, and the allure of silicon and chrome is more attractive, more clean, than all that nasty meat. You find non-cybered bodies repulsive, so you deal with people without cyberware at a -2 Charisma… when you deal with them at all. This is cumulative with other Charisma loss, such as loss caused by excess cyberware. In addition, you will always choose the nearest (apparently) non-cybered person when a Stress check causes you to go Berserk.
The character comes from a culture far more primitive than normal, and as such he has a harder time understanding technology and science. All Knowledge, Piloting, Driving, and Repair skills cost double.
The hero must draw two cards for initiative and act on the worst, Jokers being the only exception to this rule. This cannot be taken with the Quick Edge.
You were born disabled, or have suffered some sort of dramatic injury or illness which has affected your mind or body. Select one of the following Attributes: Agility, Smarts, Strength or Vigor. You begin play at d4-2 in that Attribute, and may never increase it. Thus, all skills associated with that Attribute will always be considered above your skill level and cost two points to raise. This also affects any Derived Stats as well (such as Toughness).
Characters who select Strength as their disabled attribute are unable to move without assistance, such as wheelchairs.
At the DM’s discretion, you may be able to “buy it off” somehow (possibly through surgery or magic, depending on what is available in your campaign) but doing so should be costly and difficult.
You may take this Hindrance more than once, but each time you do it applies to a different Attribute.