TEXT: The BlackHammer CyberPunk Project
  POINT BASED CHARACTER GENERATION
  B Y   W I M   V A N   G R U I S E N
  Determine age and ageing effects
  Choose whether you want to be young or old, and then let them roll 16+2d6 or
  16+2d10 to determine starting age. After the stats were determined, let them test
  against the effects of old age, as in Ocelot's system. Characters have to check
  for aging effects at years 25, 28, 31, 33, 35, and for every year thereafter, twice
  for each year over 40. For each test they had to pick a physical stat (REF, MA or
  BODY - you can add STR if you use that). Then roll a D10, if you roll equal to or
  lower than that stat, lower it by one point. This will prevent people from creating
  octagenarians, solely for the points.
  Determine Life Path
  Use the lifepath system of your choice. If you use the Modified Lifepath system
  on this site, you need to change the order of character generation somewhat,
  rolling for the lifepath either directly after buying the stats or after the whole
  spending of points, as your stats are taken into account during your lifepath
  generation.
  Determine Character Points (CP)
  Age
  Points
  Age
  Points
  16
  210
  26
  283
  17
  220
  27
  286
  18
  230
  28
  289
  19
  240
  29
  292
  20
  250
  30
  295
  21
  256
  31
  296
  22
  262
  32
  297
  23
  268
  33
  298
  24
  274
  34
  299
  25
  280
  35
  300
  +1 Point per year over 35
  If you use more or less than the standard 9 attributes, increase or decrease the
  number of points by 16 points per attribute.
  Spend Character Points
  You can spend CPs on Attributes, Skills, Equipment, Monthly Income and
  Contacts.
  See below for details.
  Attributes and Skills
  The cost of attributes raises progressively. Pick a level between 2 and 10 for
  every attribute.
  The cost of skills raises progressively. Maximum skill level is 10. Add 1 CP for
  every (5 - diff. modifier) levels.
  Level
  Attribute Skill
  1
   
  1
  2
  4
  2
  3
  6
  3
  4
  8
  4
  5
  12
  6
  6
  16
  8
  7
  20
  10
  8
  27
  13
  9
  34
  16
  10
  41
  19
  1 of 3
  
  Equipment and Income
  As in tables III and IV below.
  You have to pay both for your Equipment and for your Monthly Income.
  Equipment determines the amount of cyberware and gear that you can buy at
  the start of the game. Any amount not spent is lost. Monthly Income determines
  the limits of your lifestyle. Read ‘Your Money or Your Life’ (Peter Christian's
  article in Interface Vol.1 No.2) in order to determine the form of this income.
  Check the Lifestyle tables to see how you spend this money. (1K = 1,000 eb)
  Points
  Equipment
  Income
  1 - 5
  500eb / CP
  1K + 100eb / CP
  6 - 10
  2.5K + 1K / CP above 5
  1.5K + 200eb / CP above 5
  11 - 15
  7.5K + 2.5K / CP above 10
  2.5K + 500eb / CP above 10
  16 - 20
  20K + 5K / CP above 15
  5K + 1K / CP above 15
  21+
  45K + 10K / CP above 20
  10K + 2.5K / CP above 20
  Followers
  First determine the occupation of your contact, then fill him or her out. See table
  V (adapted from ‘Wildside’ pp.11,12). Round fractions up.
  Table V
  CP Capability Specialization Reliability Availability Followers
  1 snitch (5)
  x 0.5 focused x 0.5
  unreliable
  x 0.5
  seldom
  x 1 none
  2 incapable
  (10)
  x 1 narrow
  x 1 rather
  rel.
  x 1
  sometimes
  x 2 2-4
  people
  4 capable
  (15)
  x 2 general
  x 2
  reliable
  x 2
  depends
  x 3 5-10
  people
  8
  very
  capable
  (20)
  x 3 broad
  x 3 very
  reliable
  x 3
  generally
  x 4 11-20
  people
  16
  spr.
  capable
  (25)
  x 4 very
  broad
  x 4 spr.
  reliable
  x 4 always x 5 21-50
  people
  Capability: The contact’s level of competence and talent in his or her occupation
  (attr. + skill)
  Specialization: The amount of influence and access of the contact, the breadth
  of his occupation
  Reliability: How likely it is that the c ontact is loyal to you, or will cheat or even
  betray you
  Availability: The chance that a contact has the time available to help you
  Followers: The number of people that operate for or with your contact
  LifeStyle Tables
  When calculating your income, it's good to know what you will be spending it on... here are the
  lifestyle tables we use with this system:
  Housing
  Combat zone     Moderate zone
  Corp zone
  Exec zone
   400
  2-3 room room
   800
  4-5 room 2-3 room
  1500
  house
  4-5 room 2-3 room
  3000
  house
  4-5 room 3-4 room
  6000
  house
  5-7 room
  Food
  200
  Kibble
  -1 Body
  300
  Kibble, sometimes prepack
  500
  Mainly prepack
   of 3
  
  900
  Prepack, sometimes fresh
         1500 Fresh
  Social life
  100
  Sometimes, quiet, few contacts
  200
  300
  500
         1000 All the time, many contacts
  Costs for corp = x 2, exec = x 5
  No social life = -2 Cool
  Info
  100
  news service
  200
  good news service
  400
  news, seek-and-alert service
  800
  good seek-and-alert service
         1500 completely informed
  Transport
  50
  Public transport
  100
  small car, not much used
  150
  250
  500
  Large car, frequent use
  Bikes = x 1/2, AV's, planes = x 10
  Lifestyle (music, clothes, drugs, braindance, ammo, etc.)
  100
  200
  400
  800
         1500
  Costs for corp = x 2, exec = x 5
  Other costs (According to the book)
  Cell phone
  100
  Phone
  30
  Cred Chip Acct
  20
  Health Plan
  1000
  Trauma Team
  500
  Cable
  40
  Some remarks
  A good ratio for dividing points is: About half the points in stats, half of what
  is left in skills, and the other 25% for other stuff.
  This system works well with the advantage/disadvantage system on this site -
  just multiply each adv/disadv cost by 5 to find out how many CP it costs or
  gives. You can also use selected GURPS Cyberpunk (dis)advantages easily.
  The buying of extra ATTR points through plastic surgery during chargen is
  forbidden under this system, for anti-munchkin reasons.
  3 of 3
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Alternate Task Resolution System by Wim van Gruisen.pdf