The basic City Rat generator (page 1) is drafted now. Here it is. Notes on this version:+Unusually for these generators, I'm including 2 O.C.C. Related skills with the front page in order to allow this N.P.C. to be skilled in all the basic starting weapons: basic pistol, energy pistol, and knife.
+I'm giving this City Rat homemade armor, mostly because I like how it scales. I might throw in some other optional suits.
+I'm including 3 S.D.C. pistols and 2 M.D.C. pistols for the standard pistol.
+I'm including the same Energy Pistol options as the Bandit: mostly Northern Gun stuff.
+Since all the knife bonuses are the same, I'm leaving it up to the GM to decide if the damage is going to be 1D6 M.D. or 1D6 S.D.C. Damage bonuses from hand-to-hand will remain S.D.C.
+Vehicle options for this character are a bicycle, two types of motorcycles, and two types of hovercycles. I don't have any options for cars at this point (I don't really remember where I could find some at this point). I'm going for an S.D.C. and M.D.C. option for both of the motorized vehicles.
+City Rats start with an impressive median of 9100 credits/tradable goods. I'm rounding that down to 9K and increasing that with level by increasing amounts.
I've also put together a rough draft of the variants page. Here it is.I'm including the Goon, the Hacker, the Con Artist, and the Thief. This page isn't finished yet; I have a dilemma I want to sort out first (see below).
The Goon variant is a straight-up murderer made to get close to an unsuspecting victim, kill, and get away. For breaking in, the Goon gets prowl, climbing, and pick locks. For getting a murder weapon close to a victim, the Goon gets concealment. The Goon also gets ID Undercover Agent to keep an eye out for guards, and Roadwise to help get away after a crime and have some good places to ditch a vehicle or body. For cybernetics, Goons get a tracer bug/tracker, nightvision eye, garrote wrist wire, and cyber-stinger that can paralyze or poison. Note that I'm not giving this variant upgraded hand-to-hand skills or physical skills; this character is meant to be all about sneak attacks and getting the drop on victims, not fights (fair or no).
Dilemma: I want to give the Goon an additional weapon or two with S.D.C. and M.D.C. options, but I'm not sure what would be appropriate. My first instinct was to go with the JA-11 for some casual across-the-street murder, but that would break the rule of these characters not starting with nice things. The C-12 is a decent choice that gives the character some S.D.C. and M.D.C. options, but I'd rather give the character a range of options for different weapons within a weapon type. Suggestions are welcome on this one.
The Hacker variant is built for cyber crime, with the skills you'd expect to tap into all sorts of communications. For cybernetics, Hackers get a Universal Headjack, Optic Nerve Video Implant, Radio Bandit's Ear, and Telephone Jack.
The Con Artist is built to swindle people out of their money, property, and secrets via fraud (begging, seduction, and imitate voices) and cheating (palming, gambling: dirty tricks, cardsharp, and concealment). For cybernetics, they get disguises, micro-recorder, and a cyber-stinger that can inject a tranquilizer or a truth serum.
The Thief variant is built to straight-up steal stuff, either by pick-pocketing or by breaking and entering. For cybernetics, Thief variants get a Clock Calendar, Nightvision Eye, Climb Cord, and Radar Sensor.