Chapter 3: Characters & Crews

Core Concept: Defined by Chrome

In the fractured future of 2048, technology fundamentally shapes capability. Mercenaries are specialists whose expertise is often bought, installed, or equipped.

Characters are shaped by three core pillars:

  1. Gear & Augmentations: This remains the primary source of a character's capability. Tools, weapons, armor, and cybernetics grant specific skills and enhance performance, but come at the cost of Attribute Binding. The principle "Having the right tool IS the skill" is central to V5.

  2. Attributes (Body, Mind, Ghost): These represent innate potential, mainly serving as the capacity to handle advanced gear and as a resource pool to push limits or negate harm. High attributes allow for more or better gear integration and provide a buffer against operational costs.

  3. Specialty: This is a lingering spark of inherent knack. An innate talent tied to a character's Class allows a slight edge or the ability to attempt specific actions more reliably, even without ideal gear. It's a valuable edge case, but rarely a substitute for proper hardware.

Character Creation

The steps for creating a Free/Fall mercenary are as follows:

Concept & Class: Define your mercenary's core concept and choose a Class that reflects their general approach.

Choose Specialty: Select one Specialty from your chosen Class. This allows you to meet prerequisites for related actions without needing specific gear or spending Attribute points/taking Harm just to try.

Class Concept Specialties
The Vanguard Frontline combatant, breaching expert, close-quarters chaos controller. Breaching, Close Combat Tactics, Tactical Defense.
The Spectre Master of stealth, infiltration, sabotage, and unseen operations. Infiltration, Sabotage, Surveillance.
The Wirehead Digital ghost, hacker, data manipulator, cybernetics intruder. System Cracking, Data Mining, Cybernetics Intrusion.
The Fixer Tech guru, medic, gear maintainer, human/cybernetic systems expert. Human Systems, Field Systems Tech, Clocksmith (AI).
The Operator Ranged sharpshooter, tactical observer, field support specialist. Deadeye, Target Acquisition, Field Support.
The Broker Social chameleon, negotiator, manipulator of secrets and influence. Negotiation, Impersonation, Influence Peddling.
The Pilot Ace driver, vehicle systems expert, master of transport and logistics. Vehicle Handling, Systems & Logistics, Sensors & Countermeasures.

Define Attributes: Attributes (Body, Mind, Ghost) represent fundamental capacity. Each has a Permanent value (maximum cap) and a Current value (available points, reduced by Binding Costs and spending)

Body: Physical resilience, endurance, capacity for physical gear/augments. Resource for Physical actions/resistance.

Mind: Mental acuity, processing power, and complex interfaces/cybernetics capacity. Resource for Mental/Technical actions/resistance.

Ghost: Social adaptability, composure, capacity for intrusive social/stealth tech. Resource for Social/Stealth actions/resistance.

Assign the values 12, 8, 6 to Body, Mind, and Ghost in any order that fits your character concept.

Select Gear & Augmentations: This is the primary source of your character's capabilities. Choose equipment based on your concept, Class, and available resources (GM determines starting gear/funds). Crucially, note the Attribute Binding Cost of each significant piece of gear, as detailed in V5. Refer to the V5 "Gear" or "Tools of the Trade" chapter. V5 places more emphasis on the rationale behind Attribute Binding.

Calculate Derived Stats:

Maximum Current Attributes: For each Attribute, subtract its total Binding Cost from its Permanent value. This is your maximum available points for that Attribute. Your starting Current Attribute value is typically this maximum.

Starting Dice Pool: Base 5d20. This will decrease if you take Harm.

Finishing Touches: Give your character a name, a nickname, a description, and some background details.

Crew Creation

Mercenaries rarely operate alone. A well-rounded crew is essential. V5 continues to emphasize:

Crew Concept & Purpose: Define the crew's niche and reputation (e.g., extraction, sabotage, corporate espionage).

Complementary Roles: Aim for a mix of Classes and Specialties to cover diverse operational needs.

Shared Resources (Optional): Consider shared assets like a base, vehicle, or funds.

Crew Dynamics: Establish relationships and interactions within the crew.

Example Characters

Example 1: "Rhino" - The Vanguard

Concept: Heavily armored breacher; lays down suppressing fire.

Class: Vanguard.

Specialty: Breaching.

Attributes Pool Bound Free
Body 12 4 8
Mind 6 0 6
Ghost 8 0 8

Gear (V5 examples):

  • Heavy Assault Armor ("Rhino Hide"): Body Binding 3, AV 3 (Physical), Hardened.
  • Assault Rifle (Kinetic Carbine): Body Binding 1, DV 2 (Physical) Harm per hit, Range (Medium), Ammo (Standard), Burst Fire, Auto Fire. (V5 adds Auto Fire)
  • Breaching Hammer (Pneumatic Ram): Body Binding 2, DV 3 (Physical) Harm per hit, Range (Point Blank/Close), High Impact, Ammo (Single Shot/Limited), Unwieldy. (V5 example specifies Point Blank, Unwieldy)
  • Utility Rig ("Mule Harness"): Body Binding 1, Load Bearing (3 [Any]).

Binding Costs:

  • Body: 3 (Armor) + 1 (Rig) = Body 4 (Rifle & Hammer negated by Rig's Load Bearing if rules allow such for held/active items vs. merely carried).
  • Mind: 0.
  • Ghost: 0.

Unboumd Attributes:

  • Body: 12 (Perm) - 4 (Bind) = 8.
  • Mind: 6 (Perm) - 0 (Bind) = 6.
  • Ghost: 8 (Perm) - 0 (Bind) = 8.

Notes: Rhino remains tough and hits hard. The Utility Rig is crucial.

Example 2: "Whisper" - The Spectre

Concept: Infiltrator and scout, avoids confrontation.

  • Class: Spectre.

  • Specialty: Infiltration.

  • Attributes (Permanent): Ghost 12, Mind 8, Body 6.

  • Gear (V5 examples):

  • Stealth Suit ("Chameleon Skin"): Ghost Binding 2, AV 1 (Physical), Integrated System (Signature Dampening) (Effect: +1 TN for detecting user, +5 for stealth action rolls).

  • Sidearm (Micro-Missile Pistol): Mind Binding 1, DV 2 (Physical) Harm per hit, Range (Close/Medium), Ammo.

  • Operator's Slate ("Ghost Link"): Ghost Binding 2, Load Bearing (6 Mind - Software Only), Integrated System (AI Assistant Access). (Used for Hacking Programs as per V5 Hacking rules).

  • Drone Cloud ('Swarm'): Ghost Binding 3 (V5 "Tools of the Trade") / Ghost 2 (V5 "Gear"), Remote Scouting (Medium Range), Remote Manipulation (Simple), Limited Use, Vulnerable Swarm. (V5 "Gear" lists Ghost Binding 2, "Tools of the Trade" lists Ghost 3; using Ghost 2 from "Gear" for this example as it's a more specific gear chapter).

  • Calculations (V5 - using Ghost 2 for Drone Cloud):

  • Total Binding Costs:

  • Body: 0.

  • Mind: 1 (Pistol) + 0 (Software via Slate if total Mind Binding of active programs is ≤ 6, negated by Slate's Load Bearing) = Mind 1.

  • Ghost: 2 (Suit) + 2 (Slate) + 2 (Drones) = Ghost 6.

  • Max Current Attributes:

  • Body: 6 (Perm) - 0 (Bind) = 6.

  • Mind: 8 (Perm) - 1 (Bind) = 7.

  • Ghost: 12 (Perm) - 6 (Bind) = 6.

  • Starting Dice Pool: 5d20.

  • Notes: Whisper excels at stealth and info gathering. The heavy Ghost Binding from their tech suite limits available Ghost points, reflecting intense focus. The Operator's Slate is key to the Hacking Program's use.

Example 3: "Patch" - The Fixer

  • Concept: Field medic and tech support.

  • Class: Fixer.

  • Specialty: Human Systems.

  • Attributes (Permanent): Mind 12, Body 8, Ghost 6.

  • Gear (V5 examples):

  • Light Body Armor (Ballistic Vest): Body Binding 1, AV 1 (Physical).

  • Shock Baton (Neuro-Stunner): No Binding, DV 1 (Psychic) Harm per hit, Range (Melee).

  • Trauma Kit ("Patch-Up"): Mind Binding 2, Enables Medical Actions (Fixer specialty), Limited Use.

  • Utility Rig ("Mule Harness"): Body Binding 1, Load Bearing (3 [Any]).

  • Personal Sensors Array ("Arthropod"): Mind Binding 1, Load Bearing (3 Mind in V5 "Gear", 2 Mind in V5 "Tools of the Trade"). (Assuming Load Bearing (2 Mind) from "Tools of the Trade" for this example, attaching to Rig might negate its own binding if Rig's Load Bearing applies to 'Any' type). If attached to rig and rig's Load Bearing applies, its own Mind Binding could be 0. For this, assume its Mind 1 binding is active unless specifically negated.

  • Calculations (V5 - assuming Sensor Array's Mind 1 binding is active):

  • Total Binding Costs:

  • Body: 1 (Armor) + 1 (Rig) = Body 2.

  • Mind: 2 (Trauma Kit) + 1 (Sensors) = Mind 3.

  • Ghost: 0.

  • Max Current Attributes:

  • Body: 8 (Perm) - 2 (Bind) = 6.

  • Mind: 12 (Perm) - 3 (Bind) = 9.

  • Ghost: 6 (Perm) - 0 (Bind) = 6.

  • Starting Dice Pool: 5d20.

  • Notes: Patch focuses on support with a high Mind. Their Binding Costs reflect cognitive load, but a high base Mind leaves a substantial pool.

Example Crew: "Zero Signal" (V5)

Rhino, Whisper, and Patch could form "Zero Signal," specializing in covert acquisition and extraction.

  • Concept: Infiltrate, retrieve assets, get out clean. Avoid loud engagements unless necessary.

  • Roles (V5 Context):

  • Whisper: Lead infiltration, scouting, cyber warfare (using V5 Hacking rules with Operator's Slate & Programs), and electronic countermeasures (Drones). (High Ghost)

  • Rhino: Security, physical obstacles (Breaching), muscle if operations go loud. (High Body)

  • Patch: Medic (Human Systems specialty + Trauma Kit), tech support (potential Field Systems Tech, sensors), and potentially managing/repairing gear. (High Mind)

Dynamics: Likely professional but tense, with Patch mediating. Success relies on coordination, leveraging each member's capabilities.**