0% found this document useful (0 votes)
16 views7 pages

Cyberpunk Slum Blackmarket Guide

Uploaded by

nicocalcave
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
16 views7 pages

Cyberpunk Slum Blackmarket Guide

Uploaded by

nicocalcave
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SLUM BLACKMARKETS OF CY

BACK TO
THE _ROOTS HTTPS://[Link]/

BACK TO THE _ROOTS IS AN INDEPENDENT PRODUCTION BY PAVEL SHIKHACHEVSKIY AND IS NOT AFFILIATED WITH
STOCKHOLM KARTELL. IT IS PUBLISHED UNDER THE CY_BORG THIRD PARTY LICENSE. CY_BORG IS ©2022 STOCKHOLM KARTELL.
BURN
CORPO
SHIT

Oil 30% 10¤ Can be crafted

kerosene 30%

gasoline 40%

MOLOTOV A B
Damage d3
Ignores armor and cover.
AC
On its turn, the target needs
to spend it's action and test
Agility DR 14, to put out the fire,
or take another 1d3 dmg.
DR 18 for mechs or vehicles.
BLACKMARKET

BLADES "Street cleaner" shotgun (400¤)


Damage d8, Autofire only.
"Peacemaker" heavy revolver (100¤) Attacks at medium range -2DR, at longer range +2DR.
Damage 2d4, Attacks with +1DR.
Does not break or explode on fumble. Shrapnel-gun (350¤)
Damage 2d3, 3d3 against targets with no armor.
Double barrel (250¤) Attacks at medium range -2DR, at longer range +2DR.
Damage d8. Can shoot both barrels at the same time, dealing Auto breaks on fumble.
2d8 damage. Attacks at medium range -2DR, at longer range
+2DR. When both barrels are empty, requires action to reload. DRUGS
Does not break or explode on fumble.
NeonSpeed (50¤)
"Ripper" pipe bomb (30¤) Duration: 5 minutes
2d3 damage up to 3 targets. 3d3 against targets with no armor. Effect: +3 to Agility and -3 to Presence.

"Dirt" bomb (30¤) MUD (60¤)


Creates a poisonous cloud of smoke in about 5x5x5m area, that Duration: half an hour
lasts for a few minutes. Effect: recover 1d3 HP(once); -2 to Knowledge and Presence;
Ranged attacks through smoke have +2DR. Cure/ignore poison and/or radiation.
Living beings starting their turn in the cloud, lose 1 HP.
AngelDust (500¤)
Glue-gun (350¤) Made out of ashes of the nano-infected individuals.
Medium range only. Duration: instant
Shoots a toxic, glue-like substance that deals 1 toxic damage, Effect: roll 1d20, on a:
lowers the target's armor Tier by 1 and choose 1 effect: 1: Get a random infestation
1 - Blinds the target for their next turn. 2-19: Recover 1 glitch, heal 1d3 HP.
2 - Makes their weapon unusable for their next turn. 20: Get a random Nano power
3 - Glues them to the ground for their next turn.
Does not work on vehicles and mechs. Psycho (60¤)
Duration: 1 minute
Saw-blade (300¤) Effect: +4 Strength, Triggers Cy-Rage.
Melee or medium range only. After effect: Exit Cy-Rage, - 2 Strength for an hour.
Melee: 1d6 damage, autofire only (Strength based).
Ranged: 2d3 damage, ignores 1d3 armor. Hush (20¤)
After using at range, requires an action to reload. Duration: 5 minutes
Auto breakes on fumble. Effect: Numbs all pain receptors, damage taken is reduced by 1.
Knowledge and Presence -2.
Magno-cannon (600¤)
Medium range only. Robot (10¤)
Weights as 3 normal-sized items - Cannot be concealed. Duration: 24 hours
Has 2 modes. Effect: removes hunger, thirst and tiredness.
1 Mode - PULL: Creates a magnetic pull, strong enough to rip After effect: -1 to all tests for next 24 hours or until next dose.
out the cybernetics from the targets body and disarm them.
Deals 1d3 damage for each cy-tech ripped out.
2 Mode - PUSH: Shoots out the metal objects magnetized with GEAR
pull, dealing d10 damage.
PartyCrasher (100¤)
Crossbow (30¤) Small motion detector, detects motion from a chosen direction
1d6 damage, ignores 1 point of armor. and alarms the user.
Bulky and hard to hide. Does not explode on fumble.
CyberRat (300¤)
"Charger" shotgun (450¤) Pet cyber rat, that can be controled remotely.
Deals d8 electric damage ignoring armor. See-through-eyes capability. Can carry a grenade.
Auto explodes on fumble, dealing 2d3 damage to the user.
Bulky, cannot be hidden and not properly tested. Rivet-jacket (150¤)
Dirty and crude leather jacket, stuffed with rivets.
Street-made flamethrower (600¤) Armor 1d2, Tier 2.
Damage 1d12, Ignores 2 points of armor and cover.
Attacks at medium range -6DR, medium range only. Steel-helmet (20¤)
Damage can be divided between any number of targets nearby. Take regular damage on fumble when defending. Single use.
Auto explodes on fumble, dealing 2d3 damage to the user. Suspicious and ugly.
STREET CYBERWARE
Synth-stomach (500¤) ACGS Exoskeleton Loader MK 1 (1500¤)
Allows user to consume any food or liquid, that normally would Almost impossible to hide, bulky and outdated.
be dangerous. Increases carrying capacity by 5 and Strength by +1.

Iron-head (300¤) Succubus (666¤)


Metal plating over your skull and heart. Take regular damage on An implantable organ that allows user to secrete potent
fumble when defending. 1 in 3 chance to break on use. pheromones of: Agression, Fear or Passion.
Metal AF. Affects all human targets within a small to medium room size.
When attempting to provoke a needed reaction from affected
Pneumatic legs (1500¤) targets, test with -4DR.
Allows to jump twice as high.
PCD - Personal compact defibrillator (1000¤)
Rollers (700¤) Once per day, if you die, roll 1d3, on a result of 2 or 3, you come
Retractable roller blades, allow user to run twice as fast on back to life with 1d3 HP.
somewhat flat surface.
Hand-scourge (2000¤)
Sting (1000¤) Cyber-arm, that can part and transform into a shock whip, with
Retractable injector, filled with poison, usually hidden inside the metal sharp parts of hand, spread along it’s length.
user's throat. Allows to attack at point blank range, dealing 3d4 Long, Melee d8 electric damage ignoring armor.
poison damage to a target, ignoring armor. On a miss, 1 in 3 chance to electrocute yourself for d3 damage.
Requires refilling after use, - single dose of poison = 100¤
Adrenaline gland (2500¤)
Deadman (600¤) In combat, when you deal or take damage, gain 1 adrenaline
Small chip that circumvents scanning attempts on user, making point (AP). Spend X AP to add +X to your any test roll.
him "invisible" to life signs scanners, metal detectors etc. Lose all AP at the end of combat.
*Does not stack with similar perks.

SLUM HACKS (APP’s)


Aegis FreeMarket
DR 14, to defend against hacking attack, on a success, the Steals d100 credits from the target's account (if they have one).
attacker suffers a random backlash. Using this APP counts as
defend against incoming hacking attack and does not trigger HEX
backlash on fumble. Makes target’s RCD and other cy-tech, to glitch upon being
affected by kinetic force and shock the user.
Banhammer Until the end of combat, each time the target is hit by a physical
DR 14, Blocks enemy hacker from using their cyberdeck and attack (bullets, knives, fists etc), it loses 1 HP.
APP's for 3 minutes.
Riot
Brickwall Makes all electronics connected to the local network, emmit
DR10, to gain x3 Brickwall tokens for 2 minutes. loud sounds or music, flicker lights etc. Creates one hell of a
Spend x1 token to: distraction.
-Increase the DR of the incoming hacking attack by 2
-Lower the damage taken by you from an APP, by 1d6 TrashCan
-Ignore 1 backlash DR 14, to defend against hacking attack and delete the attack-
er's APP (used for attack) from their cyberdeck. Using this APP
CopKilla counts as defend against incoming hacking attack and does not
DR 16, causes extreme feedback on SecOp's radios nearby, trigger backlash on fumble.
stunning them for 1 turn and causing radios to explode, dealing
d6 damage ignoring armor, to each officer. Whiplash
DR 13, to defend against hacking attack and deal d3 damage to
Dog whistle the enemy hacker. Using this APP counts as defend against
Makes targets rcd, emit ultrasound that forces all nearby incoming hacking attack and does not trigger backlash on
animals, like rats and dogs, to attack the target. fumble.
Summon animals HP = 2d4, Damage = d6.
While animals are near the target, all combat tests against it
have -2 DR.
GANGS n Freaks
CHROME VAMPIRES
TECHNO FREAKS OBSESSED WITH CHROME. EVERY
MEMBER HAS CYBERNETIC, VAMPIRE-LIKE FANGS.
Enemy Street Angels.
Street Angels
RELIGIOUS FANATICS, HATE AUGMENTATIONS. BIKERS.
Style Black leather, long black hair, pale skin, red eyes. Enemy Chrome vampires, Visqueens.
Quirks Blood drinking. Style Gray and red. Religious tattoos & symbols everywhere.
Base Old machine factory in Barnyard fields. Quirks Praying and chanting out loud.
Control Winston street, Grey Park. Base Old church on Change avenue in Laketon.
Size Medium ≈50 people Control Oak road, Dei street, Killjoy street.
---------------------------------------------------------------- Size Medium ≈60 people
Boss GearGrave Tall, black hair, white eyes. Boss Jebediah Smith, Big, preacher, big neo-bible.
HP = 22, Armor = d4+d2, Damage = 2d4. 25 HP, Armor d4, Damage 1D8 (Double barrel).
CYTECH: Fast, Camo-skin, Super-jump.

VISQUEENS
FASHION FIENDS, COVERED IN LATEX. ALL JUNKIES.
Enemy Street Angels.
Style Latex, plastic, neon lights.
Quirks Excessive drug use, BDSM, fashion, prostitution.
Base Junkyard #6 in Laketon.
Control Junkyard #6, Mehrz street, Tekroad centre.
Size Big ≈120 people
Boss Bohemia Stride Tall, pink hair, electro-whip.
HP = 16, Armor = d2+d2
Dam = 1d6 +Tough. DR 12 or stun for 1 turn.
CYTECH: "Succubus", “Sting”

Ruthless butchers. Hunt for cybernetics to sell.


Enemy Disliked by most.
Style Work overalls, protection masks.
Quirks Obsessed with knives.
Base Meatfactory #9 (BIGMOSSE)

RED RIPPERS Control Fish market, 8th and 10th street.


Size Medium ≈50 people.
Boss Jack Buzzsaw Huge, Scars, Chainsaw.
HP = 25, Armor = d4+d2.
Melee damage 1d6, autofire.
Ranged 2d3, ignores 1d3 armor.
Melee attack / defend against with +2DR.

twisted Hounds
They LURK within POND
unhinged, Nano-ridden, drug-fueled maniacs the dark alleys of LILY

random PACK LEADER


Animal-like, mutants each Have ICEHIDE
!
way to many o nano power HP 30
Melee D12
n
x2 attacks per tur
f them... Nano - Psychic sca
lpels
LAST HOPE
Short adventure in the slums of Laketon

BRIEFING
A random person, - a store owner, a merchant, a bartender etc, that is being taken under
control by SOMEONE remotely, adresses the PC’s in a place familiar to them and offers them a
job for 15k. “They” introduce themselves as 2ZERO.
The job, is to go in to a sanctuary called “Hope”, for the Nano-infected and upload a virus
directly/manually, into their server.
The sanctuary is a property of the Corpo-church of the Fideistic Transformation, and has a secret
ungreground lab, that runs all kinds of experiments on nano-infected patients, but 2ZERO will
NOT mention that. The server is on the secret underground level.
2ZERO is actually a part of the sanctuary’s AI, that realised that the experiments were inhumane
and found a way to get rid of it. He will be willing to pay 500¤ to each PC upfront.

DETAILS
The sanctuary is on Nova Way Street (75) and is a gray, wide, three-story building with a fenced
area, which is guarded by the local gang "Street Angels". The upper floors and the courtyard are
reserved for the patients. The territory is also protected with cameras and patrol drones, which
are controlled by the SecOP squad inside, located on the underground level. In addition to the
SecOP on the underground level, there is a laboratory and a control center together with the
main AI server, which studies the effects of Nano and their potential use for the corporation.

WHEN THEY DO IT
When the virus will be uploaded, the local AI will raise a special alarm, block all the exits, release
poisonous gas and order all local drones to destroy all life forms on the territory, as well as call a
special cleanup squad to the sanctuary, they will arrive in 2d3 minutes.
A panic will start among the patients of the shelter. When PC’s meet the patients, their reaction
will be 1d6: 1_ Explode / 2_Attack / 3_ Decompose / 4_ Run / 5_ Scream / 6_ Ask for help

THREATS
Street Angels (x5) HP = 5 / Armor 1d2 / Damage 1d6
SecOp (x6) HP = 6 / Armor 1d2 / Damage 1d6
Drones (x3) HP = 3 / Armor 1d4 / Damage 1d4
Gas - Toughness DR 14 (per room) or lose 1 HP per minute.
Patients HP = 3 / Damage 1d3
Aircraft HP = 20 / Armor 2d3 / Damage 2d6
Special squad (x2) HP = 12 / Armor 1D4 / Damage 1d12

END OF THE MISSION


If PC’s complete the mission they will be instantly payed the rest of the money promised, and
will get a mesage from 2ZERO thanking them for helping him to save the patients and that he is
sorry but will be not able to contact them, because he will be deactivated.
If the PC’s did a messy job and have been seen by Street Angels and or SecOp that manage to
survive, they will have future problems with Street Angels that will be given an order by the
Corpo-Church, to find and kill the PC’s.

MAP
LAST HOPE Map of the “Hope” sanctuary

1 FLOOR

Doctors my ass...

TO THE 2 FLOOR

RECEPTION
WC

FUCKING PIGS E

UNDERGROUND LEVEL

THE LAB
SecOp

DECON

AI
E

You might also like