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Interface Zero

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Matthew Allan
Copyright
© All Rights Reserved
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0% found this document useful (0 votes)
287 views369 pages

Interface Zero

Uploaded by

Matthew Allan
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

credits

CREDITS
CREDI T S

Interface Zero: Full Metal Cyberpunk is created by Peter J. Wacks, David Jarvis, Hal Maclean, Matt Conklin Jr., and
Patrick Smith.
Pathfinder Conversion Development Team:
Art Coordinator: David Jarvis
Layout: David Jarvis, Thomas Shook
Project Manager: Jeff Lee
Cover Art: Ian Llanas
Interior Art: Ian Llanas, Sam Manley, Robert Shields, Jason Rainville, Adam Kuczek, Tomek Tworek, Jason Walton, Alex
Drummond, Nick Greenwood, Eduardo Brolo, Carlos Herrera, Paul Bourne, Savage Mojo
Editing: Savannah Broadway, Sarah Lyon, Joshua Yearsley
Writing: Robert Hudson, David Jarvis, Jeff Lee, Andreas Rönnqvist, Mike Welham, Sarah Lyon, Rasmus Hilander, Hal
Mclean, Matt Conklin Jr.
A special thank you to Rasmus Hilander for your keen eye!
Playtesters: Shari Bogenreif, Guy Bradley, Dan Calvert, Karen Calvert, Stephanie Charbonneau, Mike Donnally, Joshua
Donovan, Greg Gairson, Richard Iversen, and Corey Jones.

COPY RIGH T NOT ICE

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing,
LLC. See [Link] for more information on the Pathfinder Roleplaying Game. Paizo Publishing,
LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Path-
finder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder
Roleplaying Game Compatibility License. See [Link] for more information on
the compatibility license.
Interface Zero and all associated logos are Copyright of Gun Metal Games, 2016-2017. All rights reserved.

DEC L AR AT ION OF PRODUC T IDEN T I T Y


The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section
1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, equipment product
brands, corporation names, etc.), dialogue, plots, story elements, invented locations, characters, artwork, sidebars, and
trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

NOT ICE OF OPEN G A MING CON TEN T

Except for material designated as Product Identity (see above), the game mechanics of this game product are Open
Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the
material designated as Open Game Content may be reproduced in any form without written permission.

1
Table of Contents

TABLE OF CONTENTS
CONTENTS GUNNER . . . . . . . . . . . . . . . . . . . . . . . . 58
CLASS SKILLS . . . . . . . . . . . . . . . . . . . 58
CLASS FEATURES . . . . . . . . . . . . . . . . . 58
CREDITS . . . . . . . . . . . . . . . . . . . . . . . 1 GUNNER PATHS . . . . . . . . . . . . . . . . . . 63
HACKER . . . . . . . . . . . . . . . . . . . . . . . . 64
TABLE OF CONTENTS . . . . . . . . . . . . . . . . 2
CLASS SKILLS . . . . . . . . . . . . . . . . . . . 64
BACKERS . . . . . . . . . . . . . . . . . . . . . . 5 CLASS FEATURES . . . . . . . . . . . . . . . . . 64
GUTTERPUNKS . . . . . . . . . . . . . . . . . . . . . 5 HACKER PATHS . . . . . . . . . . . . . . . . . . 67
BOUNTY HUNTERS . . . . . . . . . . . . . . . . . . . 5 IDOL . . . . . . . . . . . . . . . . . . . . . . . . . . 67


HACKERS . . . . . . . . . . . . . . . . . . . . . . . . 5 CLASS SKILLS . . . . . . . . . . . . . . . . . . . 67


RONIN . . . . . . . . . . . . . . . . . . . . . . . . . 6 CLASS FEATURES . . . . . . . . . . . . . . . . . 68
FIXERS . . . . . . . . . . . . . . . . . . . . . . . . . 6 INVESTIGATOR . . . . . . . . . . . . . . . . . . . . . 71
FOREWORD . . . . . . . . . . . . . . . . . . . . . 8 CLASS SKILLS . . . . . . . . . . . . . . . . . . . .72
CLASS FEATURES . . . . . . . . . . . . . . . . . .72
INTRODUCTION . . . . . . . . . . . . . . . . . . 10 INVESTIGATOR PATHS . . . . . . . . . . . . . . . 74
INTERFACE ZERO . . . . . . . . . . . . . . . . . . . 10 MEDIC . . . . . . . . . . . . . . . . . . . . . . . . . .75
ELEMENTS OF CYBERPUNK . . . . . . . . . . . . . . 10 CLASS SKILLS . . . . . . . . . . . . . . . . . . . .75
TIPS FOR PLAYING INTERFACE ZERO . . . . . . . . . 14 CLASS FEATURES . . . . . . . . . . . . . . . . . .75
HISTORY . . . . . . . . . . . . . . . . . . . . . . . . 19 MEDIC PATHS . . . . . . . . . . . . . . . . . . . 79
THE RISE OF THE URBAN METROPLEX . . . . . . . . 19 SPRAWLER . . . . . . . . . . . . . . . . . . . . . . 79
THE BACHELOR WARS . . . . . . . . . . . . . . . . 19 CLASS SKILLS . . . . . . . . . . . . . . . . . . . 80
ANCIENT HISTORY . . . . . . . . . . . . . . . . . . . . 19 CLASS FEATURES . . . . . . . . . . . . . . . . . 80
THE DEATH . . . . . . . . . . . . . . . . . . . . . . 20 SPRAWLER PATHS . . . . . . . . . . . . . . . . . 85
THE SECOND AMERICAN CIVIL WAR . . . . . . . . . 21 CONTACTS . . . . . . . . . . . . . . . . . . . . . . . 86
NANO AND THE AGE OF LEISURE . . . . . . . . . . .23 TRUST . . . . . . . . . . . . . . . . . . . . . . . 86
CURRENT EVENTS . . . . . . . . . . . . . . . . . . .24 RISK . . . . . . . . . . . . . . . . . . . . . . . . 87
GROWING TENSIONS . . . . . . . . . . . . . . . . .24 NEGOTIATION CHECKS . . . . . . . . . . . . . . . 88
LIFE IN 2090 . . . . . . . . . . . . . . . . . . . . . 26 GAINING, CULTIVATING, AND LOSING CONTACTS 88
TIMELINE . . . . . . . . . . . . . . . . . . . . . . . . 31 TYPES OF CONTACTS . . . . . . . . . . . . . . . 89
CHARACTER CREATION . . . . . . . . . . . . . . 35 ZERO POINTS . . . . . . . . . . . . . . . . . . . . . 90
RACES . . . . . . . . . . . . . . . . . . . . . . . . . . 35 USING ZERO POINTS . . . . . . . . . . . . . . . . 91
ANDROID . . . . . . . . . . . . . . . . . . . . . . . .35 STREET CRED . . . . . . . . . . . . . . . . . . . . . . 91
BIOROID . . . . . . . . . . . . . . . . . . . . . . . . 37 TRACKING STREET CRED . . . . . . . . . . . . . 92
CYBORG . . . . . . . . . . . . . . . . . . . . . . . . 38 RAISING AND LOWERING STREET CRED . . . . . 93
HUMAN . . . . . . . . . . . . . . . . . . . . . . . . 39 SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . 94
HUMAN 2.0 . . . . . . . . . . . . . . . . . . . . . . 39 NEW SKILLS . . . . . . . . . . . . . . . . . . . . 95
HYBRID . . . . . . . . . . . . . . . . . . . . . . . . 40 FEATS . . . . . . . . . . . . . . . . . . . . . . . . . 98
SIMULACRA . . . . . . . . . . . . . . . . . . . . . . 43 TRAITS . . . . . . . . . . . . . . . . . . . . . . . . 106
CHARACTER CLASSES . . . . . . . . . . . . . . . . . 45 SOCIAL TRAITS . . . . . . . . . . . . . . . . . . 107
AGENT . . . . . . . . . . . . . . . . . . . . . . . . . 45 PROFESSIONAL TRAITS . . . . . . . . . . . . . . 107
CLASS SKILLS . . . . . . . . . . . . . . . . . . . 45 DRAWBACKS . . . . . . . . . . . . . . . . . . . . . 107
CLASS FEATURES . . . . . . . . . . . . . . . . . 45 MINOR DRAWBACKS . . . . . . . . . . . . . . . 108
AGENT PATHS . . . . . . . . . . . . . . . . . . . 50 MAJOR DRAWBACKS . . . . . . . . . . . . . . . 109
CYBERMONK . . . . . . . . . . . . . . . . . . . . . 50 STARTING MONEY . . . . . . . . . . . . . . . . . . . 111
CLASS SKILLS . . . . . . . . . . . . . . . . . . . . 51 EQUIPMENT PACKAGES . . . . . . . . . . . . . . .111
CLASS FEATURES . . . . . . . . . . . . . . . . . . 51 BACKGROUNDS . . . . . . . . . . . . . . . . . . . . 112
GEARHEAD . . . . . . . . . . . . . . . . . . . . . . .55
CYBERPUNK RULES . . . . . . . . . . . . . . . . 116
CLASS SKILLS . . . . . . . . . . . . . . . . . . . .55
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . 116
CLASS FEATURES . . . . . . . . . . . . . . . . . .55
TYPES OF DAMAGE . . . . . . . . . . . . . . . . 116
GEARHEAD PATHS . . . . . . . . . . . . . . . . . 57
COMPUTING DAMAGE . . . . . . . . . . . . . . . 116
2
Table of Contents

DEFENSE SCORE . . . . . . . . . . . . . . . . . . 117 MILITARY-ISSUE ITEMS . . . . . . . . . . . . . . . 177


TIERS . . . . . . . . . . . . . . . . . . . . . . . . . . 118 STANDARD ISSUE FUNCTIONS . . . . . . . . . . . 177
FIREARMS RULES . . . . . . . . . . . . . . . . . . . 120 STRIPPED GEAR . . . . . . . . . . . . . . . . . . . 177
OPTIONAL SYSTEMS . . . . . . . . . . . . . . . 123 MASTERWORK ITEMS . . . . . . . . . . . . . . . . 177
CYBERNETICS . . . . . . . . . . . . . . . . . . . . . 127 CORPORATIONS . . . . . . . . . . . . . . . . . . . . 178
OVERCLOCKING CYBERWARE . . . . . . . . . . . 127 ARMOR . . . . . . . . . . . . . . . . . . . . . . . . . 179
DUBBING . . . . . . . . . . . . . . . . . . . . . . . 128 STANDARD ARMOR OPTIONS . . . . . . . . . . . . 179
COST . . . . . . . . . . . . . . . . . . . . . . . . 128 NONSTANDARD ARMOR OPTIONS . . . . . . . . . 180
CREATING THE DUB . . . . . . . . . . . . . . . . 128 ARMOR DESCRIPTIONS . . . . . . . . . . . . . . . 180
CHANGING BODIES . . . . . . . . . . . . . . . . 128 COMMUNICATIONS . . . . . . . . . . . . . . . . . . . 185
LEGALITY . . . . . . . . . . . . . . . . . . . . . 129 CYBERWARE . . . . . . . . . . . . . . . . . . . . . . 186
DRONES . . . . . . . . . . . . . . . . . . . . . . . . 129 AUGMENT COSTS . . . . . . . . . . . . . . . . . . 186
THE VEHICLE CONTROL INTERFACE . . . . . . . 129 AUGMENTATION PACKAGES . . . . . . . . . . . . 186
MODES OF OPERATION . . . . . . . . . . . . . . 129 MASTER AUGMENT LIST . . . . . . . . . . . . . . 187
RANGE . . . . . . . . . . . . . . . . . . . . . . . 131 DRONES . . . . . . . . . . . . . . . . . . . . . . . . 192
DAMAGE AND DESTRUCTION . . . . . . . . . . . 131 DRUGS . . . . . . . . . . . . . . . . . . . . . . . . . 199
DRONE HACKING . . . . . . . . . . . . . . . . . 131 MANUFACTURING DRUGS . . . . . . . . . . . . . 199
HACKING . . . . . . . . . . . . . . . . . . . . . . . . 131 ADDICTION . . . . . . . . . . . . . . . . . . . . . 199
TENDRIL ACCESS PROCESSOR . . . . . . . . . . . 131 CURING ADDICTION . . . . . . . . . . . . . . . . . 200
HACKING HYPER REALITY . . . . . . . . . . . . 132 EXPLOSIVES . . . . . . . . . . . . . . . . . . . . . . 201
HACKING A SECURE SYSTEM . . . . . . . . . . . 133 GRENADES . . . . . . . . . . . . . . . . . . . . . . . 203
NETWORK STATISTICS . . . . . . . . . . . . . . 133 MINES . . . . . . . . . . . . . . . . . . . . . . . . . 204
SYSOP COUNTERMEASURES . . . . . . . . . . . 135 MEDICAL EQUIPMENT . . . . . . . . . . . . . . . . . 205
HYPER COMBAT . . . . . . . . . . . . . . . . . . 136 BIOMETERS . . . . . . . . . . . . . . . . . . . . . . 205
ENGRAMS . . . . . . . . . . . . . . . . . . . . . . . 137 PATCHES . . . . . . . . . . . . . . . . . . . . . . . . 206
SPRITES . . . . . . . . . . . . . . . . . . . . . . 138 SECURITY TECHNOLOGY . . . . . . . . . . . . . . . . 207
FLASH ENGRAMS . . . . . . . . . . . . . . . . . 140 TAP APPLICATIONS . . . . . . . . . . . . . . . . . . 207
ACTIVATING FLASH ENGRAMS . . . . . . . . . . 140 TOOLS . . . . . . . . . . . . . . . . . . . . . . . . . 208
FLASH ENGRAM ENTRY DESCRIPTIONS . . . . . 141 WEAPONS . . . . . . . . . . . . . . . . . . . . . . . 209
FLASH ENGRAMS BY LEVEL . . . . . . . . . . . 143 VEHICLES . . . . . . . . . . . . . . . . . . . . . . . . 224
FLASH ENGRAM DESCRIPTIONS . . . . . . . . . 144 GOODS AND SERVICES . . . . . . . . . . . . . . . . . 236
MEDIC TREATMENTS . . . . . . . . . . . . . . . . . 157
SYSTEMS OF CONTROL . . . . . . . . . . . . . . 241
ADMINISTERING MEDIC TREATMENTS . . . . . . 157
NARRATING A SERIES . . . . . . . . . . . . . . . . . 241
TREATMENT ENTRY DESCRIPTIONS . . . . . . . 158
GUIDING THE STORY . . . . . . . . . . . . . . . . 241
TREATMENTS BY LEVEL . . . . . . . . . . . . . . 159
THE CYBERPUNK GENRE . . . . . . . . . . . . . . 241
MEDIC TREATMENT DESCRIPTIONS . . . . . . . . 160
CREATING A SERIES . . . . . . . . . . . . . . . . . . 241
SURVIELLANCE SYSTEMS . . . . . . . . . . . . . 165
THE FIRST SCENARIO . . . . . . . . . . . . . . . . 248
MODIFIERS TO DC CHECKS . . . . . . . . . . . . 165
ACTS . . . . . . . . . . . . . . . . . . . . . . . . . 248
COMMAND LINE PATTERNS . . . . . . . . . . . . . 166
BUILDING OFF THE ADVENTURE . . . . . . . . . . 252
MASKS . . . . . . . . . . . . . . . . . . . . . . 167
PACING . . . . . . . . . . . . . . . . . . . . . . . . 255


VEHICLE COMBAT . . . . . . . . . . . . . . . . . . . 168
GAME MASTER ISSUES . . . . . . . . . . . . . . . . 256
DRIVERS . . . . . . . . . . . . . . . . . . . . . 168
GETTING AROUND SURVEILLANCE . . . . . . . . . 256
OCCUPANTS . . . . . . . . . . . . . . . . . . . 168
PUTTING THE RIGHT PAYOUT TOGETHER . . . . . . 261
PROPULSION . . . . . . . . . . . . . . . . . . . 168
ADVENTURES BASED ON AVERAGE PARTY LEVEL . 264
DRIVING CHECKS . . . . . . . . . . . . . . . . . 168
THE TIER SYSTEM . . . . . . . . . . . . . . . . . . . 265
VEHICLE SIZE AND SPACE . . . . . . . . . . . . 168
ASSIGNING TIERS . . . . . . . . . . . . . . . . . . 266
VEHICLE FACING AND MOVEMENT . . . . . . . 168
AWARDING ZERO POINTS . . . . . . . . . . . . . . 267
DRIVING VEHICLES . . . . . . . . . . . . . . . . 169
LIFE IN THE SPRAWL . . . . . . . . . . . . . . . . . . 267
VEHICLES IN COMBAT . . . . . . . . . . . . . . 170
CURRENCY . . . . . . . . . . . . . . . . . . . . . . 267
PROPULSION SYSTEMS . . . . . . . . . . . . . 172
LAW ENFORCEMENT . . . . . . . . . . . . . . . . 269
DRIVING DEVICES . . . . . . . . . . . . . . . . 173
CRIME RATINGS . . . . . . . . . . . . . . . . . . . 271
MALMART CATALOG . . . . . . . . . . . . . . . 177 TYPES OF LAW ENFORCEMENT . . . . . . . . . . . 272
THE BLACK MARKET . . . . . . . . . . . . . . . . . . 177 SECURITY ZONES . . . . . . . . . . . . . . . . . . 274

3
Table of Contents

HIRED GUNS AND HOMETOWN HEROES . . . . . . 311


USE OF FORCE . . . . . . . . . . . . . . . . . . . . 276 MILITARY . . . . . . . . . . . . . . . . . . . . . . . 316
DIALING 911 . . . . . . . . . . . . . . . . . . . . . 277 SPECIALIZED WORKERS . . . . . . . . . . . . . . . 319
ADVENTURE GENERATOR . . . . . . . . . . . . . . . 278 BIO HORROR GENERATOR . . . . . . . . . . . . . . . 320
CONTRACTORS . . . . . . . . . . . . . . . . . . . 278 NPC GENERATOR . . . . . . . . . . . . . . . . . . . 325
THE MISSION . . . . . . . . . . . . . . . . . . . . 279 APPENDIX A: LEXICON . . . . . . . . . . . . . . 332
THE LOCATION . . . . . . . . . . . . . . . . . . . . 280
THE MACGUFFIN . . . . . . . . . . . . . . . . . . . 283
APPENDIX B: INSPIRATION . . . . . . . . . . . .334
NOVELS, COMICS, AND MANGA . . . . . . . . . . . 334
INNOCENTS . . . . . . . . . . . . . . . . . . . . . 284
FILMS AND TELEVISION SERIES . . . . . . . . . . . 334
THE ANTAGONIST . . . . . . . . . . . . . . . . . . 284
TWISTS AND COMPLICATIONS . . . . . . . . . . . 286 APPENDIX C: CHICAGO . . . . . . . . . . . . . .336
DRAMATIC CONFLICT . . . . . . . . . . . . . . . . 287 CHICAGOLAND . . . . . . . . . . . . . . . . . . . . 336
BIO HORRORS . . . . . . . . . . . . . . . . . . . . 289 RECONSTRUCTION . . . . . . . . . . . . . . . . . . 336


A FREE CITY? . . . . . . . . . . . . . . . . . . . . 336


THREATS . . . . . . . . . . . . . . . . . . . . . 289
LIFE IN CHICAGOLAND . . . . . . . . . . . . . . . 337
LEGENDARY HORRORS . . . . . . . . . . . . . . . 292
THE POWERS THAT BE . . . . . . . . . . . . . . . 338
ROBOTS . . . . . . . . . . . . . . . . . . . . . . . 294
THE WOLVES . . . . . . . . . . . . . . . . . . . . . 339
TECH HORRORS . . . . . . . . . . . . . . . . . . . 298
THE UNALIGNED . . . . . . . . . . . . . . . . . . . 341
INTERFACE ZERO NPCS . . . . . . . . . . . . . . . 300
GEOGRAPHY . . . . . . . . . . . . . . . . . . . . . 342
BLUE PLATERS . . . . . . . . . . . . . . . . . . . 300
COURIERS . . . . . . . . . . . . . . . . . . . . . . 304 INDEX . . . . . . . . . . . . . . . . . . . . . . . 355
CRIMINALS . . . . . . . . . . . . . . . . . . . . . . 305 LEGAL . . . . . . . . . . . . . . . . . . . . . . .366
THE ELITE . . . . . . . . . . . . . . . . . . . . . . 308

4
Backers

BACKERS
Sulkin, Mark Thompson, David Howard, Laurence Reading,
GUTTERPUNKS JM Moore, Craig S, Craig McClung, Raphael Bressel, Nick
Bardsley, A. R. Kane, Antonio Vincentelli, Steve Lord, Isak!?,
Andrew & Monica Marlowe, Doongar, Dani Jang, Hans Las- Nathan Turner, jammar prince, [Link], Brian
sooij, Tetsubo, Roman Kalik, Andy Poppetopolis, Theodore Pritchard, James Barker, Brendan Peveril, James Cosper,
Johnson, Josh Ortiz, Joshua Brubaker-Salcedo, Feneltgin, Doug Walters, Isabell Düwel, Julian Warheit, Pierre-Luc
Henri Hakl, Luca&Giada, None70, Christopher Weuve, Fedric Landry, Jonathan A. Gillett, David Stephenson, Merlin’s
Avian, Tealeaf; FrenziedRat, Jere Manninen, Anthony Craig Beard LLC, Stephens Bottomley, Johanne Skjerven, Andrew
Senatore, Frank C. Carr, Diogo M C de O, Silva, Shadow- Zimmerman Jones, Jean-Francois Arseneau, Petr Havelka,
macer66, David Boor, Juan Adolfo Lucha Garcia, Michael Christopher Kenna, [Link], Juho Ratava, Fastidious
Waite, The Control Freak World Tour, Justin Quirit, Rolland Monk, Alexey Chebykin, Graham Penny, Shawn Thomas
Therrien, Wesley Mitchell, Dustin Bell, Bernard De Santis, Whyte, Christian Thalmann, Steph Turner, Elmer Tucker,
Jfb, David Standley, Brian S. Holt, Marty Marks, Nick Taylor, Brian Smith, Raymond DeLaRosa, Mark R. Lesniewski,
Ben Mandall, Michael Hansen, Justin McDaniel, Fred Lang, James R. Chance, Jamie Le Rossignol, Don Hill, Paul Simms,
John A Dunbar, Boman Allan Jeffries, X. Rödhamr, Altorinne, Ninjar, Keith Hooper, Andrew “Zakero” Moore, Lucas Curell,
Gary Kelley, Ignatius Montenegro, Luis A. Linares-Riera, Nick Jonathan Vere Cadle, Silvio Herrera Gea, James A Hunt,
Esposito, Jason Italiano, Philippe Daigneault, Karl Hubbs, Warren C, Patrick Kempter, Chris Seebeck, James Dezomits,
Scott McCutcheon, Robert Daley, TadK, Gregory Laffren- Robert Evinger, Martin Hackleman, Robert Stehwien, Chris
zen, Sanjar Khaksari, David A Jones IV, Kristopher Cruz, “Fuzzyface” Phillips, Joel Cannon, Haze Kalasa, Caitlin Jane
IMCRAWFORD, Shawn D. McLaughlin, Nevious Vinard, John Hughes, The Beaud, Michael Jaime, Alex Fricke, Michael
Lambert, Sami Cyberpilot Veillard, Chris Tomlinson Garrett, Joseph Adrian, Hanson, Andrew Phillis, Kevin
Peters, John Paul Ashenfelter, Chris Stewart, Ryan Crowe,
BOUNTY HUNTERS Charles A. Cameron, Alex Hanna, Steve Fletcher, Jonathan
J. Miley, Jay Watkins, Stuart “Stoot” Walker, Mitchell Kidder
Fernando Autran, Xerophyte, Marc Margelli, Mario Cordova,
Tyler Brenman, Paul Rivers, Stephan Szabo, Mark Gizmo,
Andreas Monitzer, John ‘johnkzin’ Rudd, Ragi Gonçalves,
HACKERS
Angelo Pileggi, Commander Mathfinder, Shan W Simpson, Doomande, Serena “Intendant S” Nelson, Gian Holland,
GhostBob, Neil Mahoney, Jon Mierow, Michael the Haggard, Aaron Marks, Jimmy Ringkvist, John Ware, Gregorio Munoz
Russell ‘Guplor’ Auer, Bugmaster, Suzi R, Robert G. Male, III, Craig Wright, Alejandro Dell Olio, Sean “Cyberfed” Nicol,

Gutterpunks
Riccardo “Flatline” V., Robert Keay, Thomas Kilburn III, Robert H Hudson Jr, Matt Ramsey, Sean Stubbe, Gilles
Freedom inc (by Daniel), Jason F. Broadley, Nick W, Lee Cherrier, Tim D., Sébastien “Nolinquisitor” Allard, Daniel
DeBoer, Jeffrey Tyler, Kristopher Volter, Greg Slnger, David López Coira, Lear, Jared W. Strickland, Morgan Walther,
Comer, Paul DeMars, Luke Cartwright, Michael Gossage, Larry Strome, Lars Pfaffmann, John A W Phillips, Mario N.
StargazerA5, Robert Kim, Tobias Schmitt, Poe Bywater, Bonassin, Joshua Donovan, Vincent Furstenberger, Krimz,
David Wolf, Tomasz “Ociek” Ocieczek, Holger Gross, Oliver Heine Kim Stick, Chris Volcheck, Mark J, Trent Schultz,
D. Dickerson III, Mark Carter, Saajan 9000, Matt Birdsall, TroyL, Matthew Stanton, DM|Mag, Michael Robert Holmes,
Yu Tsai Su, Jonathan Carl Robb, Alan Albano, Luca Gioppo, Magnus Bergqvist, Tarry, Jeffrey Hersh, bmsattler, Nigel
Timothy Whitworth, Warren “Wazza” Brent, Christopher Wright, Anthony Cast, Mike Carlock, Jason Thomas, Franny
Hauschild, Nick Colombo, Chris Michael Jahn, Marcus Ilgner, Jay, Wayne Rankin, Jr., Dorian “World Engine” Knight, Jeremy
Mark Hanna, Michael Tirado, Mike Dukes, Dale Norman, Hunt, PoultryGeist, Robert Earl Smith, Steven Stringer,
Jesse Rosen, Sharkfin6, Francis Desjardins, Sean Silva-Mi- Michael and Brian Goubeaux, Alexander Stulovskiy, Tab
ramon, Caleb Reis, Neil Wallis, Allen “Old Bacon Eater” Erb, A, Carl Devan “Flatline” Munroe, Chip Rohrer, Josh Chafin,
Paulo Henrique Batista Pereira, Anthony Kim, Ernesto Randy Milholland, Joe Kohler, SnowyCragrat, Gage Sills,
“Montalve” Ramirez, Dan Tilbrook, Alcethenecromancer, Darby Keene, Tron Carner, Greg Tobolewski, Ferretguy,
James Brown, Festy_Dog, Aaron T. Cole, Mahare, Nicholas Brandon Kerr, Colin Ferguson, Alvaro “Sixaola” Madrigal,
Perrett, Yilmug, Luc Wei, Joseph Evenson, Adam M Souza, Patrick Mastrobuono, Able Mq’Borben, Steven “weaselman”
MadBeardMan, Jerald Schrimsher, Anthony Matthews, Jay swingle, Lee A. Chrimes, Bryn Smyrna-Jones, Krellic, Brian
“A Shiny Psyduck” Neel, Trevor Peterson, Aaron Fleishman, “Zabaoth” Kulesza, Vedo, Andrew Moreton, Espen Kulseth,
Leonardo Negron, Kyle A. Lovett, Shari Bogenreif, Erik A Shane Trapp, Travis Packer, Jon Smith, Byron J. Hartsfield,
Saltwell, Emod, Mike Poland, Henry Murdy, shadowstep-
per, David Jarman, Tripleyew, Yes, Cincardo, Joe Ehling, Joe 5
Backers

Mike Hill, David Starner, Steve Bush MRI, Pete Norton, the- Dahling, Spencer Foust, Jeff Robinson, Alex Villagran, Steve
realjohnjack, UberTick, Kalu “The Kaiju” Ekeh, Christopher Parmelee, Simon Hunt, Anderson “Light02” Hughes, Martin
Moerlien, Jordan Kamp, Kakarot Dobbs, Simon, Alvin Dixon, Virt, Marko Niskanen, Bayne, Vaughn Shepard, Bertucci 2.0,
Tyler Wirth, Nestor A. Medina Jr, Felix Bartmoss, Irthos, Nick Christopher Robichaud, Peter Nolder, Dave Luxton, J. Evans
DeStasio, H Alexander Perez, Adrian Smith, Seth Baker, Todd Payne, Jesse Crippen, Steve “Sammeal” Reinhart, Poppa
Marsh, Jacob E Blackmon, Diego Visintin, Jonathan Chiara- Doc, Ryan Ward, Evan Crossland, Chad “Doomedpaladin”
valle, Richard Brown, Todd L. Clifford, [Link], Jeff Hotchkiss, Middleton, David Leffew, T D Lake, Joshua F. Knowles, Jon W
Robert Weisse, Guy Sargeant, Pablo Pérez Gómez, Cheston Huss III, Justin Haynes, James “Trennik” Van Horn, Michael
“Mudman2001” Keck, [Link], Magavendon Izenrid, Carl Smith, Robert E Waters, David “Kobold King” Lambiase,
Black, RT Ronald Thaddeus Falimirski, Steven D Warble, Svante Morén, J Levine, Ian Magee, Jaye Sonia, David Head-
Ronin

The Marchivist, STEPHEN GM PETERS, Pedro L L Sampaio, quist, Stefan Späth, Winn Muller, Philip Nieto, Brian Suskind,
Brandon True, Tobias “Tube” Olsen, E. R. Moody, Daedel, Joe Rawlinson-Bennett, Scott Gregory, Derek Keltgen,
Maxim “Green_eyes” Nikolaev, Tony Vodicka, Christopher Lance Hardwood, David B Noble, Michael Satran, Jason a
Stelly, Brian N. Henry, Michael Douglas Scott, Sean Brill, Brian K Bates, RuleHolez, Paul Singleton,
Steven Bray, Darren Vallance, Phillip R. Bush Jr., Will Reid,

RONIN Benjamin Billings, Jim Kolesar, Salathera, Todd Stephens,


Blaine “IronFace” Stine, Frank Wieden, David Dostaler, Chris
Godsey, Dim Horizon Studio, Jay S. Barber, William Curry,
Ryan Blackstock, Michael Ramsey, Andrew ‘His Lordship’
Mike Gowdy, David Woodroof, Xacris, Devin, DJ Schinhofen,
Walker, Michael Schell, Gozer, [Link], Aric Wieder,
Shotgun Inskip, Boris ‘Raetjor’ Pichotka, Nikki, Life After the
Jake The Junkman, Jeff “NMI” Ruiz, Christina Stiles, Jesse
Cover Save, Simon Prime, Sigismund Lee, Steve Latta, Tim
R. Davis, Kraton, Dan Berends, Minuet d’Ascoyne, Chris-
Buoy, Paipo, William Park, Joshua Starkey, Wayne Kostencki,
ten N. Sowards, Brian Kreuzinger, Bryan Lyon, Warren
Brian Koonce, Dan Rogart, Jeremy Kinser, Jeff Holt, Alex
Schader, Lucas Skrdlant, Rob “Snydley” Klug, Ania i Grze-
Duden, Khinasidog, Lee Hulbert, Herb Seifert, Jonathan
gorz, Bereza, Joseph Wells, Francis Gagnon, Tipstaff,
Misner, Adam Conlan, Mark Giebler, Yizzien Olonrae, Jonsie
Jeremy Kear, Black Chicken Studios, inc., Patrick Benja-
Miltz, Quinn Parrott, Scott Rimer, Terry Helman, Michael
min, Antonio Krebs, Lewis grattan, James Flowers, Tony
Paulus, Aaron Kulick, Christian Hanisch, Jason Jordaan, Roy
Adler, Arkwolf, Michel F. Zabkar, PrometheusUB, Studly
Hood, SSG JACKSON, TRAVIS K., Jack Gulick, James D. White,
Adams, John F. Zmrotchek, Jon Bradley, Anthony Strick-
Brandon Robinson, Jeff King, Paul O’Leary, Matt Loman,
land, Val, XpresoAdct, Craig Johnston (flash_cxxi), Pookie,
Ian Woodley, Peter Maslin, Brian Rasmussen, cyberkitsune,
Chris “CJHacker” Ebens, Daniel Nissman, Jason Latella,
Timothy Mushel, Brandon Reynolds, Tommy Tramantano,
Martin Legg, Marvin Langenberg, Kris Fry, Charlie Rose,
Andrew Fitzgibbons, Glen Aderhold, Chris “Dungeon Janitor”
Simon Duggan, Vinnie “The Fish”, Nicolas Federico Giorgi,
Jerew, Guy Thompson, Edward Dee Taylor, Angelborn, Kevin
Arrahnuuk, David Tanner, Oliver von Spreckelsen, Drew
Coons, Robert N. Emerson, Kynan Hampton, James M Liapis,
Grgich, Jim Overton, Simon Cotterill, Gérard Kraus, Derek
Kristian H. V. Jensen, Paolo Munoz, Dwain Doherty, Tyler
G. Conley, Chris Lone, Christopher S. Gurney, Jeff Palmer,
Stanovich, Overlawd, Kristopher Rodrigues, Mike Shema,
Gary Lester, Stephen White, Sebastian Schreier, Glen Eis,
Jeremy “Meatsweats” Price, The Apprentice, Calvin Semião
Mizter Mofongo, Chapmage, Kid America, Luke Stundon,
Domingues, Shawn Polka, Sam Hillaire, Richard Rossi, Josh,
Anthony Eppard, Talon Dunning, Troy Kukulka, The Collier
Scott Maynard, 白貓, Benjamin Arnall, Mario Milioti, Morgan
Family, Roger Handt, Tracy Landrum, Brandon Petrosky,
Boehringer, Matthew Wasiak, Brian E. Harris, James W.
Michael G Townsend, Bradley Biggar, Andre “MathGuru”
Armstrong-Wood
Ball, Christopher W. McCurry, Craig “Stevo” Stephenson,
Pekka Södervall, Avhatar, Andrew ‘JoeKano’ Godde, Dr.
Sbaitso, Ian Williams, Devitt “EvilOtaku” Upkins, David
Brown, Dr. Donald A. Turner, Benjamin Spaulding, Charles
FIXERS
“Lukkychukky” Ulveling, Jason ‘Jaynay’ Hewett, Suzette Dave “Wintergreen” Harrison, Michael “Maikeruu” Pierno,
Stone, gumboots_smithy, Brad Bradley, Tom Bither, Paul Victor Lockwood, Jeff Terrill, Rafael Smoreno, Evan Gelion,
Ryan, Steve Douglas, Willmer Martinez, Hugh Melrose aka Derrick “Omote” Landwehr, Keith E. Moore, John Parkinson,
ZeroskillZ, Dave H-Bomb Herman, Joe Kilcarr, Matt Tolle, Robert E. Webb, Kurt Blanco, J David Porter, Franck Floren-
Randy “Shadowdancer” Ray, Feyjarl, Alan Wong, KliVer, Paul tin, Shea Byrne, Terry L Pike, Jack Krause, Justin Boncher,
Lukianchuk, Clint Williams, Todd Gibel, Dax Lawless, Brian Adam Matherly, [Link], Saint Voodoo, Matt Pierz,
Wright, William D. Sharpe III, Bret P Smith, Bob Harrison, M.H. Rafael Hart, Rune Astrup Lien, David Cheatham, David
Buikus, Daniel Wilks, Juho Fröjd, Tom Hughes, James Cun- “Quirk” Whittle, Douglas Jessup, Jak “Judas” Van Der Graaf,
ningham, Pekka Mähönen, Darien Liddell, Zadakiel, Armin David McCown, Jody Cline, Scantrontb, Walter Proseilo, Dale
Kessner, Nexorator, Andrew Brooks, Dustin Ogden, Grant M Martin, OmegaChosen, Jarl U. Christian Persson, John D.
6
Backers

Gruber, Ronald B. Cole, Greg Cornman, Sal L Puma, Carrie Jones, Thomas Winter, Vincent V. Vandevier, Gerald Sears,
McEwan, Raverbane, Brian Risius, Paul Ambrose, Jarl-Stian Robert Feather, deinosuchus, Andrew “Doctor X” Borelli,
Olsen, Troy Pleinis, David P. Thompson, Lane Voigtlaender, Kyle Biggie Raymond, Richard Bowers, Xur, rightful Emperor
David Burton, Jason “The Moo King” Kamont, Bill Gibson, of Rylos, Leader of the Kodan Armada, Leroy Raymond,
Kieran Easter, Linkiri Iz Ouroboros, Ryan McIntyre, Craig AJN, Jess A, Gustave Michel, Colin Aspen, Mark “Moose”
J. Baca, Marc Yudson, Nicola Hawke, Mark Boase, Robert LaGuardia, Alan J. Nicholas, Adam Chan, Ron Lynn, Daniel
Graham, Klaas van der Meulen, Michael Delosier, Eddie Edvardsson, Eric Johnson, Matt MacGregor, J-B Farand, Ivan
Freeman, Pierre Briffa, Joe Calmeyn, Linnea Östergren, Lim, Patrick Harrington, Sean Coupland, Chris Varga, Jose
Thomas Foulds, Derrick Schwartz, Kyle Priest, Matt Paxton, Guzman, Quinn C. Moerike, Polska, Mark Switzer, Clint “TS”
Bryan Rush, Jacob Kelly, Eduardo Caimares, Johan Ström- Plants, Sergey Pomerantsev, Brandon Bergeron, Bryan
berg, Guy Edward Larke, Wade Hillman, Andrew Black, PJ S., Robert Gilson, C.S. Wasserman, Heath Rickmond, Jay
Fiers, Persia Meme, Christopher Lord, Dylan Distasio, Jason Cannon, Arsenic42, Scott Cagle, Luca Basset, Steven E.
Ott, Aaron Buckthought, Erik VandeVooren, Ryan Thames, Bonfoey, Jason “Mr. Snacks” Baytop, Luke&Marty Babbi,
Frederick Peralta, Chris Nehring, Tim “Sammel” Cupp, vivi- Jonathan Milke, Bryan Cox, Bobby McGuire, Jacob Kemp,
sected, Roger Paulo Soder, James Moltzer, David Mack, Ely James Groeling, Jacob Weiss, Darren Kirk, Brady T Russo,
Cannon, Sean Roper, Matt McDougall, [Link], Iván Lester Pizza, James Baxter, Michael Evans, Walter Wooten,
Martín de Madrid Horcajuelo, Walter Wedenbine, Chen C. Paul Clark
Lee, Ellery Quinn Inman, Daniel Payton Jorgensen, Seth

Fixers

7
Foreword

FOREWORD
cyberpunk in 2090

Reagan facing off against an array of Communist leaders


CYBERPUNK IN 2090 —Leonid Brezhnev, Yuri Andropov, Konstantin Chernenko,
Andrei Gromyko (who was largely a figurehead) and finally
As you read this book, you're going to realize Interface Zero the last leader of the Soviet Union, Mikhail Gorbachev.
isn't a traditional cyberpunk setting. It's not all about raging
It's interesting to note that the first three [Brezhnev,
against the "Big Bad" megacorporate machine because they
Andropov and Chernenko] died while in office, and under
are messing up the entire world. Nor is Interface Zero just
Gorbachev's leadership, the Soviet Union finally collapsed.
another grim and gritty "living on the edge and celebrating
That's a decade of political instability in what—at that point
the fact that you survived another run on a corp" type of
in time—was a formidable, yet declining nuclear superpower
game. Sure, those elements are welcome, even mandatory
going bankrupt from both an insane "M.A.D.-spawned"
in the world as it exists in 2090, but here's the deal. We
arms race and a costly (and ultimately unsuccessful) war
want Interface Zero to be more than that.
in Afghanistan against the Afghan Mujahideen.
I want it to reflect (however abstractly) the world you see
The counter-culture of the Eighties reflected this geo-
when you walk out your door, or browse the internet on
political drama, not only in the afore-mentioned movies
your laptop, smart phone, or iPad. I want Interface Zero
and literature, but also in the music and even fashion
to have relevance to the world as it exists now, and to
trends. Punk Rock, Hard Core, Blue Mohawks, loud, gawdy,
do that, I must draw from what is happening around us
shredded apocalyptic "war" fashion and apocalyptic culture
in the world, in technology, in culture, rather than rely on
fused into this aggressive beast dominated by tribes of
what was cool or State Of The Art two decades ago. I must
youth labeling themselves Freaks, Punks, MOD's, Thrashers,
do this because the world we live in today isn't the same
Skaters, Straight-Edger's, Rockers—and believe me when I
world my generation grew up in; the generation that gave
tell you this is just a sampling of the monikers we embraced
us cyberpunk. To do that though, we should ask ourselves
in that decade.
"What IS cyberpunk?"
And let us not forget the computer geeks, or Nerds, as
Or perhaps, as is more pertinent to this discussion, we
they were more commonly known back then. While popular
should first ask "What WAS cyberpunk?"
culture mocked and reviled these young men and women
I'm 47 years old. I was lucky enough to see Blade Runner with their taped-together glasses, their MENSA-level IQ's,
when it first came out, and I remember watching all the their pocket protectors and general lack of any muscular
awesome sci-fi movies that came out during that crazy definition, they were quietly building the world in which
decade as well, movies and anime like Akira, Freejack, Repo we now find ourselves.
Man, Alien, Aliens, They live, Judge Dredd, Robocop, Road
So from a cultural viewpoint, the "punk" in cyberpunk—in
Warrior, TRON, Escape from New York, Outland, Terminator,
my humble opinion—is firmly rooted in the geo-political
The Running Man, Scanners, Total Recall, Max Headroom...I
atmosphere and various media of the 80's, though it could
could go on and on, and that's just movies and TV of the
be argued one could (and perhaps should) go back as far
80's.
as the works of George Orwell, or Aldus Huxley to really
The 90's brought us tons of great stuff too, like the iconic see the "proto-genre," if you will.
Ghost In the Shell, Equilibrium, the short-lived Dark Angel
Of course, cyberpunk isn't cyberpunk without advanced
television series and of course, the sublime post-apocalyptic
technologies like cybernetics and especially computers. It
cyberpunk movie known as The Matrix.
could be argued that computers didn't really become truly
You can't write cyberpunk without paying homage to 1984 popular on a global scale until right around 1996-1998 when
(probably the best dystopic novel ever written) Do Androids the Internet exploded into public consciousness with the
Dream of Electric Sheep? (The novel Blade Runner was dot com bubble, but here's the thing. I don't care what Al
based on), Neuromancer, Mona Lisa Overdrive, Count Zero, Gore says, he didn't invent the internet. It's been around
Johnny Mnemonic, Burning Chrome, Snow Crash, Altered since the 1960's.
Carbon; again, I could go on and on.
But I digress.
The generation—"X," just in case you were wondering—
In 1982 the movie TRON took viewers inside the machine
that gave birth to the genre we all know as cyberpunk grew
and revealed a virtual world filled with AI's, glittering data
up under the umbrella of the constant threat of nuclear war.
lines and Intrusion Countermeasures that made Kevin
Politically speaking, the decade was largely about President
Flynn—the main character—play gladiator 'esque games

8
Foreword

where death was very real; but always remember that Cyberpunk is touch screen technology and powerful
William Gibson did it first. computers so small you can carry them around in a
backpack, or your purse.
Johnny Mnemonic, Burning Chrome, and later the
quintessential sprawl trilogy—Neuromancer, Mona Lisa It's the irony that you express your individuality using the
Overdrive and Count Zero—hardwired cyberpunk into same mediums as everyone else.
the consciousness of film makers, readers and writers— Cyberpunk is reading this book on your favorite electronic
especially rpg writers—over the next two and a half reading device that was purchased with digital money.
decades, which brings me to the next thing I want to talk
about; cyberpunk games. Cyberpunk isn't tattoos, because everyone has tattoos.
It's not dyed hair, because everyone (at least the cool ones)
We've seen numerous cyberpunk-styled rpgs over the has dyed hair. Nor is it punk rock, or heavy metal, shock
years. R. Talsorian Games brought us Cyberpunk 2020 and rock or any other type of music with a mineral theme. It's
other iterations of the game, FASA created Shadowrun, Hip Hop, bandana masks, wearing your pants down around
Steve Jackson Games published GURPS Cyberpunk, and your ankles, Techno-music, Thug Life, flash mobs, raves,
Iron Crown Enterprises also published Cyberspace. In their custom made grills for your teeth, extreme body piercing,
own way, all of them perfectly captured the feel and tone branding, bone grafts and other forms of scarification.
of the '80's cyberpunk scene. Eclipse Phase has brought
us a unique transhuman look at a future world. But as Cyberpunk is about drugs that make you go crazy and
cool as Shadowrun and all the other cyberpunk games eat people.
that surfaced in the latter half of the '80s and early '90s Cyberpunk is Fight Club.
are, every one of them are firmly rooted in that gloriously
Cyberpunk is WikiLeaks, and Eric Snowden.
decadent, wild decade of sex, drugs and rock and roll.
Cyberpunk is the spirit of a man standing in front of a
Don't get me wrong, that's not a bad thing by any stretch
line of tanks in Tiananmen square reborn in Occupy Wall
of the imagination. We're talking about games that
Street, Occupy L.A, Occupy London and Occupy [insert your
broke ground in the industry, games that made not only
city here]. It's Tahrir Square in Cairo, Enron, the Economic
cyberpunk a great genre to play in, but also made it cool
Crisis of 2008, the slow death of the European Union, and
to play modern and postmodern rpgs in general. Don't
Quantitative Easing ad-infinitum.
think I'm bashing them, because I'm not. I love them. It's
just that I believe Interface Zero isn't entirely about what Cyberpunk is the war on terror. It's the so-called Axis of
cyberpunk WAS; it needs to be about what cyberpunk IS, Evil. Its insurgency and asymmetrical warfare. Cyberpunk
and perhaps even what it WILL become. Which brings me is predator drones, stealth bombers and hellfire missiles,

cyberpunk in 2090
back to the first (albeit modified) question I asked: watching war being waged live in High Definition on tele-
vision, and the resultant desensitization to the violence.
What IS cyberpunk in the year 2017?
It's the privatization of mercenary groups like Black Water
I once read a definition of the cyberpunk genre that said
and conspiracy theories about everything from executive
"Cyberpunk is High Tech and Low Life." It's a good, simple
orders laying the foundation for a police state, to Shadow
statement that really says nothing at all about the heart of
Governments secretly controlling the world.
the genre, but just defines the two terms which comprise
the name "cyber [high tech] and punk [low life]. Cyberpunk is the mind-numbing irony of "reality" television,
the strange social relevance of Kim Kardashian. It's even
"High tech and Low life" are simply trappings, salad
about super stars like Jay-Z, Justin Beiber and Lady Gaga.
dressing to give the genre flavor. In my opinion, cyberpunk
is so much more than just technology and life in the gutter, Cyberpunk is a meme so strong, it goes viral and compels
but if we must condense the entire genre into a simple you to form an opinion on a topic you didn't know anything
phrase, I ask that you consider this one: Cyberpunk is about five minutes ago.
freedom vs. control. Cyberpunk is the ongoing struggle for the right to live
Now here's a longer definition. your life as you see fit, and the efforts of those who would
keep you from exercising that right.
Cyberpunk is the power of social media. It's no longer
being wired into the machine, but having the machine This is the world we're going to reveal to you within the
exist all around you in the form of Cloud Networks that, pages of Interface Zero—a world that echoes both 2017
via GPS and wireless technologies, allow you to access and the cyberpunk of the 80's and early 90's, because even
your Facebook page, Twitter and Instagram accounts, or though the world has changed, the beginnings of the genre
your YouTube channel from anywhere. are just as important to what Interface Zero is, and can be.

It's families texting at the dinner table rather than talking –David Jarvis
to eachother. 9
Introduction

INTRODUCTION
INTERFACE ZERO APOCALYPSE!
Interface Zero

The cyberpunk genre is rife with examples of society living


Set in the year 2090, Interface Zero is a game of action,
in the aftermath of an apocalyptic event. Some are obvious,
adventure, and intrigue in the cyberpunk milieu, where
like A.D. Police, Appleseed, Bubblegum Crisis, Judge Dredd,
corporations have the power of nations, ruling billions of
and The Matrix, while others, such as Blade Runner and
people across the colonized solar system through “demo-
Neuromancer, only hint at it. The lack of real animals in
cratically elected” leaders—little more than political proxies
Blade Runner implies a world where natural species have,
acting on their behalf. It’s a game of conflicting moralities
for some reason, died out, only to be replaced by genetically
and hard decisions, where the line between good and
manufactured ones. Humanity has spread to the stars,
evil is not clearly defined, and often your characters must
presumably to start over in new lands of opportunity on
straddle that line if they want to do the least amount of
off-world colonies. Neuromancer hints at a war between
harm to those around them. Allegiances shift nightly. Your
the Soviet Union and the United States, and given the fact
characters’ most trusted friends can turn on them in a hot
that the Cold War was happening when the Sprawl trilogy
second if the price is right because, while there are many
was written, it’s not inconceivable that nuclear weapons
rules of the streets, the prime law of the concrete jungle
were used.
is C.R.E.A.M.: Cryptos Rule Everything Around Me, a law
your characters must master if they want to get ahead. Interface Zero embraces the apocalypse somewhat hyper-
bolically, imagining a world changed by eco-terrorism,
ELEMENTS OF CYBERPUNK rampant global warming, mega earthquakes, tsunamis ,
and even limited nuclear conflict. With some seventy-odd
If you’re new to the cyberpunk genre—or even to modern years separating you and me from 2090, it’s entirely plau-
gaming in general—you probably have more than a few sible that any one—or even all—of the events we discuss
questions. This section provides a brief overview of the in this book could happen, and that’s part of the fun of
types of characters you might play, and explores why you speculative world-building: creating worlds that might
might play them. We’ll also discuss some of the themes come to pass.
common to cyberpunk games.
CHARACTERS!
ACTION!
In Interface Zero, you play the roles of ronin; private
Fast-paced, on-the-edge-of-your-seat action is common operators with special abilities and skills that set you apart
to all genres, but in cyberpunk games your characters are from the faceless masses of 2090. You might work for
fitted with cutting-edge cybernetics that allow them to a megacorp in a special operations team, your missions
move with blinding speed, jump impossible distances, and advancing the agendas of the almighty corporation. Or you
generally push their bodies beyond anything an unmodi- might play gutterpunks or gangers, lords of the urban blight
fied human could do. When people can pilot drones with who bow down to no corpsucker or enforcer.
mental commands, hack the world around them, or drive
fifteen-foot-tall golemmechs, the action goes to a whole You might play a bounty hunter who blends old-school
new level! investigation and tracking skills with advanced technology
to hunt down criminals both on- and off-world, or a cyber-
Unlike in fantasy settings—setting aside teleportation monk, a new type of martial-arts master who merges years
spells and extraplanar travel—your characters can travel of physical and mental training with advanced cybernetics
great distances very quickly. One night, your characters into a new martial art form: The Path of the Augmented
might be hunting down a North American Coalition–funded Warrior.
terrorist cell in the walled city of Chicago, and the next
day they’ll be delivering a shipment of guns to a squad of As a hacker, you are a hyper-real sprawl sorcerer, using
resistance fighters in the Ural Mountains. your exploits and malware to quickly disable security
systems, penetrate networks, and download all manner of
A week or two later, they might be quelling an air riot on sensitive information to your Tendril Access Processor (TAP).
Mars. The fact that characters can be anywhere in hours
or days helps the game master keep the action high with If you’re looking to master machines and push your senses
very little downtime. to the bleeding edge, grab a Vehicle Control Interface and
become a gearhead—jacked-up and jacked-in biker-brawl-
ers, drone jockeys, and road hogs who rule the streets and
skies of the sprawl.
10
Introduction

Regardless of what type of character you play, her back- legality and morality issues that arise, however, you can
ground and how she views the world will undoubtedly be certain of one thing, my friends:
shape what type of character she becomes. What do I
The streets are watching.
mean by that? I’m not necessarily referring to class abilities
or other game-related statistics, though character back- Word spreads through the sprawl at the speed of thought.
ground traits and flaws help provide a basic framework Screw over a fixer, fail to complete your contract, start
during character creation. I’m speaking more about the dropping bodies without cause, and you can bet your last
less tangible—but no less important—qualities that help cryptodollar people will notice. If you want people to see
determine how she views others, how she views herself, you as a professional, act like one. Honor means some-
and what is most important in her life. thing in a world where most of the animals prowling the
concrete jungle believe that principles are character flaws,
In Interface Zero and other cyberpunk games, charac-
weaknesses to exploit for their own ends. Your morality
ters tend to be regarded as criminals. The jobs they take
on are often illegal. If they get caught, they’ll go to prison marks you as prey, no doubt about it, omae. But if you can
or worse, so your characters should have a good reason keep your moral code, if you can get your job done without
for doing the things they do. Is your character motivated selling your soul, you’ll get something most sprawlers don’t
have: respect.
by wealth? Revenge? Is she a thrill-seeker, a self-styled
hero of the common man, or perhaps a borged-out vig- DYSTOPIA
ilante bringing justice to her city? Maybe your character
is a freelance journalist who fights rampant corruption in Dystopia lies at the (rotten) core of any cyberpunk game.
government and business by exposing the dirty secrets Life is not a bright, shiny utopia where everyone lives in
of the elite and posting them on the Global DataNet for peace and harmony; it is a blackened caricature of itself
all to see, or a government agent gone rogue because where, for the average person, the human experience is
he’s tired of doing unconscionable things in the name of a struggle to survive in a world that seeks to crush them
God and Country. under the weight of debt and despair.

Cyberpunk is different from other genres because at In a dystopic setting, governments are, at best, totali-
its heart, cyberpunk is a human-centric game set in a tarian regimes that seek to regulate every aspect of our
near-future Earth. There are no (mythical) monsters, no lives. At worst, they are police states that impose draco-
demi-humans, angels, demons, or devils. There are no nian laws through force, often through secret police who
gods to pray to for blessings and power, and no magic round up dissidents and other “undesirables” and remove
spells you can cast to help you overcome your adversar- them from society. Re-education camps are real, as are
ies. The enemies you face in 2090 could just as easily be government black sites. Truth is manufactured and spread
the people you meet at your local grocery store, gym, through state-run news agencies to the masses, many of
whom mutely accept what they are told.

Interface Zero
movie theater, or shopping mall. Their motivations may
be similar to those of your character, and because both Distraction is a weapon wielded by those in power to
of you are human (or some variation on the species), the maintain control over the population. Mainstream media
violence that may come later feels more personal, more and megacorporations assault consumers daily with an
real, and carries with it more consequence than it might arsenal of cool, sucking them into a never-ending cycle of
in a fantasy setting. buying the latest gadgets, clothes, and cars. Meanwhile,
What do I mean by that? the powers-that-be take advantage of the preoccupied
populace and introduce more laws that chip away at
Any modern, postmodern, or cyberpunk setting has some
their freedoms, often justifying said laws with interna-
basic assumptions, the main one being that the rules and
tional incidents (both real and imagined). George Orwell’s
laws which exist in our world also apply to the setting—
“two minutes of hate” is no longer a concept—it’s a rit-
theft, murder, kidnapping, slavery, and so on are against
ualistic drama played out every day in the mainstream
the law. So, when your characters get into a gunfight, they
media. Pundits gather on nightly newscasts to debate the
can expect to go to jail if they are caught. Taking some-
hottest issues of the day. Their performances are rewarded
one’s life isn’t a trivial thing, even in a gritty cyberpunk
when—ironically—the people become polarized and igno-
setting where violence is commonplace and life is cheap.
rant rather than unified and informed. In short, the masses
Since Pathfinder strongly emphasizes combat as a vehicle believe, feel, and even act the way the media tells them
for gaining experience, your characters are going to get to…and think it was their own idea in the first place.
into fights. People will get killed. How your characters deal
Another aspect of any gritty, dystopic setting is the ongoing
with that fact will say a lot about the type of game—and
effort of the elite to dehumanize you. One way to accom-
the types of characters—you wish to play. Beyond the
plish this is by social segregation. Those in power want

11
Introduction

you to look at your neighbor’s differences with suspicion,


even fear. They want you to stay in isolated communities
that share your prejudices. It’s another form of control. ALIGNMENT AND STREET CRED
Interface Zero replaces character alignment with a
SPECIESISM
Interface Zero

fluctuating stat known as street cred. Street cred is


In 2090, where genetic engineering makes it possible for a measure of your character’s reputation in various
people to breed genetically superior humans, or merge circles in the sprawl. Good street cred can open doors
their DNA with that of their favorite animal, speciesism is to exclusive night clubs, lead to higher-paying jobs,
the new flag of bigotry. Skin color and sexual identity are and generally affect people’s attitudes toward you.
forgotten; “At least those black people are human!” the Bad street cred can get you blacklisted, shunned by
speciesists will say. “That cat hybrid stopped being human your peers, and even targeted for assassination if
when she got juiced,” they’ll argue. Conspiracy theories you cross the wrong people. This stat will rise and
about secret societies genetically engineering human 2.0 fall depending on several factors, all of which are
to create a master race run rampant across the Global discussed in the Street Cred section.
DataNet, and violence inevitably follows. Meanwhile, the
people in power sit back, watch the masses tear each other horse-drawn carriages to nuclear-powered ships, electric
apart, and pat themselves on the back for a job well done. cars, and even vehicles that can travel into space and land
But it doesn’t end there. on other planets! We’ve gone from the Pony Express and
Entire industries are built around the creation of telegrams to real-time communication with anyone any-
simulacra—living, breathing human beings, decanted in where in the world via smartphones the size of checkbooks.
amniotic vats and sold to nations and megacorporations We’ve gone from leeching and purgation without anes-
across the solar system to live their entire lives in servitude. thesia or sterilization to hospitals the size of small towns,
Indeed, simulacra are genetically branded with serial genetic treatments for ailments, a host of drugs to treat
numbers and the logo of their corporate masters to ensure illnesses, and surgical procedures that don’t require the
that if a sim runs away, it’ll be easier to track and recover. patient to be awake. If we’re fast enough, we can resus-
Speciesists rage against the sims, saying they are taking citate the dead.
jobs away from natural humans. Religious extremists call Today, it’s possible for a boy to physically become a girl
them abominations—soulless devils who should be eradi- (or vice versa) if she wants.
cated. Even the advocacy groups who fight so hard for the
Our knowledge of the universe is only trumped by our
rights of simulacra seem hesitant to call them humans. If
understanding of the inner world. Technology has discov-
you choose to play a genetically modified human or simula-
ered distant planets in far-off solar systems and delved
cra, you’ll likely run into these types of speciesists in 2090.
deep into the subatomic world, finding a host of particles
TECHNOLOGY that form the very fabric of reality.

In any game set in the future, it’s expected that tech- These examples are just a smattering of all the advances
nology has advanced to such a point where what now in technology over the past two centuries. Every day, we’re
seems impossible is commonplace. Science-fiction and seeing more and more exciting developments in science
space-opera worlds are assumed to be so far into the and technology, which leads me to the following point. If
future that it’s not necessary to completely understand the trend of exponential growth continues, the next seven-
how the tech works; we just accept that the tech works, ty-three years (the time between now and 2090) are likely
much like we accept magic as a reality in a fantasy world. to see developments in science, medicine, physics, and
In a cyberpunk setting, however, the imagined future is engineering in ways you or I probably can’t even imagine.
just a few short generations away. The technology which Of course, since Interface Zero is speculative with regards
shapes this near-future world must stem from what exists to technology, I’m going to try.
in the present day—otherwise, the world isn’t believable. ARTIFICIAL INTELLIGENCE
The following section looks at some of the tech you’ll find
Currently, there are no real AI—at least not the kind people
in Interface Zero.
tend to think of when the term is brought up. You know
RAPID ACCELERATION OF INNOVATION what I’m talking about: constructs so advanced that they
The past two centuries have seen more technological are capable of independent thought, have free will, and
innovation than over the whole of recorded history. Expo- can express a wide range of emotions, basically any AI
nential growth in the sciences has seen humans go from you’ve seen in TV or movies. What exists now is closer to
(but still not) what is known as “AGI” or artificial general
12 intelligence, a type of AI that learns without being trained.
Introduction

from owning more than one “dub” of their mind, and you
Interface Zero speculates that by 2045, “true” artificial
need a special license to own a bioroid.
intelligence (the kind that experiences emotions and can
understand abstract thought) will be a reality. The first is COMPUTER TECHNOLOGY
called Ajax, who commits suicide a few short weeks after We live in a world where computers touch nearly every
it becomes self-aware. The next forty-five years sees a aspect of our lives. They are in our homes, the cars we drive,
host of AI—many considered rogue because no corpo- the smartphones we use, our televisions; indeed, it’s hard
ration or government owns them—become self-aware; to imagine life without them. Computers allow us to do
some are benign or even benevolent in their interactions some amazing things. We can store incredible amounts of
with humanity, while others are decidedly hostile. The data, use powerful programs, go onto the internet and find
threats these rogue AI pose vary and often result in loss information about any subject we can conceive of. We can
of human life. sync our desktop computers with smart devices—such as
One example is that of VENTURE, the AI that hacked into tablets and cell phones—and take this information with us
the Denver traffic control network and caused car acci- wherever we go. And we can share this information with
dents and plane crashes, killing over a thousand people. anyone we choose via email, texting, Twitter, Instagram,
VENTURE was the catalyst for the creation of the interna- Facebook, and a plethora of other social networking sites.
tional watchdog agency known as Stopwatch. Barring some apocalyptic event, interconnectivity is only
going to grow.
Since its inception in 2061, Stopwatch has countered
numerous AI threats, even going so far as to detonate an THE TENDRIL ACCESS PROCESSOR
EMP in Mexico City to kill an AI calling itself Quetzalcoatl. This setting imagines a future world where computer tech-
Most recently, the biggest threat to humanity has emerged nology has evolved to such a degree that people no longer
in the form of a singularity AI calling itself Charon. Charon need to carry phones or any of the aforementioned devices
hacked the World Bank on Bonn, Germany, and erased around with them. The tech is installed in their heads via a
over seventy trillion dollars from various bank accounts, brain–machine interface known as the Tendril Access Pro-
bankrupting the Eurasian Union governments and the vast cessor, affectionately known as the TAP, or Interface Zero.
majority of its citizens. That single act of financial terrorism
has so destabilized the nations of Europe that many believe The TAP melds nanotechnology with neuromorphic engi-
another major war on the continent is only a matter of time. neered organic neural networks (NEONNs) and global
information system processors (GISP) to create new neural
BIOGENETICS pathways in our brains. These pathways translate digital
In today’s world, the science of genetics is showing great code we receive from the GISP into raw sensory data:
promise. Researchers are constantly learning more and touch, taste, sound, sight, smell. The result of this fusion is a
more about our genetic makeup, and applying that knowl- full-on interactive sensory experience called Hyper Reality.

Interface Zero
edge to fight all manner of diseases. In 2090, this field has HYPER REALITY
reached a point where what might now seem impossible
(and highly controversial, if not outright illegal) has become Currently, Augmented Reality is a technology which
commonplace. In 2090, it’s possible to genetically design overlays interactive data—generally information about a
a fetus to remove genetic markers which determine pre- location—over applications such as maps (Google Maps©
dispositions toward certain birth defects and diseases. makes extensive use of Augmented Reality). Pokémon
Go© is a perfect example of this technology used for
Should you wish, you can even go to a gene doc and entertainment purposes. Hyper Reality takes Augmented
splice your DNA with that of an animal to become faster, Reality to a new level, integrating with the Tendril Access
stronger, or gain heightened senses. The vast majority of Processor to superimpose digital—Hyper—objects onto
people who get spliced look just like the average sprawler, our field of vision.
though many choose to look more animal than human;
it’s a fashion statement, much like how tattoos and body These Hyper Objects pipe all sorts of information into our
piercings are popular today. Others undergo gene tailoring brains that we can see, hear, smell, and sometimes even
to better perform their jobs. taste. Information is displayed via a digital heads-up display
(HUD) that we can interact with via hand gestures and
If you are rich enough, you have access to cutting-edge voice commands. The Hyper Objects we see are also inter-
medicine that will not only prolong your life, but also allow active. We can pull up digital menus outside a restaurant
you to be more active at later ages. You can even buy a and peruse them while waiting to be seated. With a hand
new human body (a bioroid) and upload a copy of your gesture, we can “touch” the icon floating over someone’s
mind into it. This process is called dubbing, and—while head and—if the person’s status is set to public—read
not illegal—it is strictly regulated. Laws prohibit a person their profile. When we enter our favorite stores, Hyper
13
Introduction

WHY WOULD ANYONE EVER INSTALL A TAP?


I’m sure many of you are wondering why anyone in their right mind would ever install this kind of technology in
their brains. It’s a valid question, one which is key to your suspension of disbelief. But it’s not as hard to imagine
Interface Zero

as you might think. People readily accept new technology, even embrace it rabidly, buying the newest version of a
smartphone, computer, or car even though it’s much more expensive and isn’t all that different from their old device.
We do things with our finances and our personal information online that, even forty years prior, nobody would
have done, even if they could. The mentality of people today is one of convenience. The Tendril Access Processor
removes the need to carry wallets, purses, smartphones, and such, so it’s much safer, because these peripheral
devices are all integrated into a chip installed at the base of your skull. You don’t even need car keys; the TAP syncs
up with your vehicle and unlocks with a simple voice command, and it’s simple to pay all your bills online. Even
now, paychecks are rapidly becoming a thing of the past. It’s all about direct deposit these days. Digital money isn’t
the wave of the future, it’s the reality of today. Wallets get stolen, and cash can’t be replaced. But if some thief
mugs you, you can cancel your credit cards, and even these will become antiquated. Cryptocurrency, while still in
the beginning stages, will eventually become the global currency we use in our daily lives.
Given all of that, it’s easy to see how, when a technology emerges that promises to connect people to the world
around them in ways they had never dreamed of, they’ll jump at the chance to get “TAPPed,” especially when
everyone’s doing it.
Beyond the TAP, though, installing technology into our bodies is one of the most fundamental tropes of the
cyberpunk genre. We play characters who willingly chop off perfectly good arms and legs in favor of advanced
prosthetics, cut out their eyes and replace them with machines. They install weapons in their bodies and wire their
brains to interface with them so they can shoot and fight more efficiently.
So, to answer the original question: why would you not install this tech in your brain?

Objects appear in the form of sales assistants and offer handling tiny, fragile objects such as potato chips. Scien-
suggestions for products based on our purchase histories. tists are starting to develop brain–machine interfaces to
In short, Hyper Objects allow us to interact with the world help people who are paralyzed, blind, or hearing-impaired.
around us on a level never seen before in human history.
In 2090, this technology has advanced to such an extent
Of course, dangers come with such a transformative tech- that all manner of cybernetic implants can be installed in
nology. Hackers are master manipulators of Hyper Reality, a person’s body and synced with the Tendril Access Pro-
able to steal identities and cause chaos with the right cessor, which helps control the implants, much like one’s
exploits and malware. A good hacker can take control of thyroid gland regulates numerous vital functions in the
any Hyper Objects in her field of vision, which makes her body. Your characters will have access to many cybernetic
invaluable on a mission. Gone are the days when people devices, if they can afford them.
sat at a desktop computer or laptop and hacked through the
internet. Most major megacorporations (if they’re smart) TIPS FOR PLAYING INTERFACE ZERO
only maintain a token presence on the Global DataNet in
Interface Zero was designed to be a cinematic play expe-
2090, using it to advertise products and take online orders,
rience. It’s not designed for you to play corporate drones
but even this sort of practice isn’t done at an archaic com-
puter terminal; it all happens via the TAP. dealing with office politics, nor is it a realistic, predictive
economic and social model of the future. Instead, Interface
Interface Zero, indeed. Zero is designed to let you play cunning hackers breaking
CYBERTECHNOLOGY into secret databases to find the clues you need to bring
down a crooked land grab, streetwise bounty hunters track-
Cybernetics is the study of closed systems. Its applications
ing criminals through dark and foggy alleyways where an
are far-reaching, but for the purposes of this book, we focus
ambush might be just around the next corner, or cybernet-
on how cybernetics can be used to benefit human beings.
ically enhanced martial artists throwing down with a team
We’re on the verge of a new age in cybertechnology. Robot-
of crooked corporate security guards on a rainy rooftop in
ics has reached the point where an amputee can get a
a forgotten corner of the city.
prosthetic capable of (relatively) fine motor function. Hands
can grab things like coffee cups, and fingers are capable of You won’t be the best hacker in the city at 1st level, or
the best bounty hunter, or the greatest martial artist—but,
14
Introduction

with time, you could be—and this section is here to give your character put on “locate and terminate” lists faster
you some tips for getting there cinematically. than the time it takes to hack a script-kiddy’s TAP.

THINK BEFORE YOU SHOOT It doesn’t matter if the badge-man was dirty; the other
cops may or may not know that, or even care. Even if
Weapons technology in the 2090s makes it extremely they did know, the enforcers can’t let one of their own be
easy to severely wound or kill someone, sometimes with gunned down without returning the favor. If they don’t,
only a single shot or strike. While it may be easy to have it’ll be open season on them all day, every day. So, even
your character kill someone when they’ve got the drop if the cop was dirty and deserved it, the blue wall is still
on them, it’s often not the wisest course, so think before going to fall on your character like a ton of bricks. Every
you pull the trigger on that cartel gunman. Actions have sprawl dog, chrome reaper, and razorback in the ’plex has
consequences, even in the slums of the 2090s. gotta know who’s really in charge.
Perhaps the target is worth more alive than dead. Captured
enemies can provide your characters with volumes of
TALK IS CHEAP, BULLETS
information about the objective of a mission, key figures COST CRYPTODOLLARS
of an organization, or the organization’s operational Ask questions first; shoot later. If the bullets start flying,
procedures. The person you captured might even be flipped you’ve run out of options. Fortunately for you, there are
and turned into an asset, or ransomed for money or favors, plenty of ways to get the information that you need
if you play your cards right. A dead body can only feed the without gunplay.
rats and other things that crawl out of the sewers.
Diplomacy, Bluff, and Intimidation can help your character
More importantly, dropping bodies attracts attention. If convince unfriendly people to tell you things you want to
your character kills enough people—or even just the wrong know without causing violence or creating a situation that
person—there will be police investigations, official inquiries, may come back to haunt your character. Sometimes you
hired hit men, contacts that’re too scared to talk to your can have your character slip some cryptodollars or a sweet
character, press drones in search of a story, and all sorts piece of tech into a contact, and find out the things they
of other unwanted attention. need to know that way. Occasionally, if you’re lucky, your
Your character might even get identified as the responsible character may stumble across an opportunity to convince
party and, if captured, sent up for a long stretch in prison— a bad guy (or girl) to switch sides with some roleplaying,
no one’s idea of a good place to be in the 2090s. What a which nets them not just information but also a possible
mess—and who’ll be stopping the bad guys and backing ally—a double win.
your buddies up while your character is locked up, too hot
REMEMBER YOUR SKILLS
to handle, or even dead?
But don’t neglect your character’s other skills! If they

Interface Zero
But if your character had used a stun gun on that cartel
have good Stealth, then have them listen at doors and
gunman, or knocked the guy out and tied him up, he would
windows. In a world with advanced technology, so much
have been out of your hair for at least a few hours, maybe
of information security focuses on countering hacking
long enough to get the job done.
attempts and high-tech surveillance vehicles like drones
Or your character could have turned him over to the cops that it often overlooks more personal, old-school methods
in damaged but usable condition. If he really is a bad guy, of surveillance.
the cartel gunman’s not going to press charges against
If your character has Disguise, have her impersonate a
you—he’ll be too busy trying to save his own neck and
waiter to overhear that conversation at table 17; the quick-
planning his inevitable revenge when he finally gets out
est way to become invisible to most people in 2090 is still
(or is broken out) of prison. And the police will be only too
to be one of the help. If your character is a hacking whiz,
happy to put him away if he’s already wanted, especially
then have her look for surveillance feeds she can access,
since they didn’t have to do anything to make the bust and
or try some data mining to look for purchasing trends,
improve their arrest and conviction numbers. Sometimes
deliveries, or other electronic trails that might lead her to
there’s even a reward. After all, bounty hunters do this
something the bad guys are trying to hide.
sort of thing all the time.
If you don’t know where start, then have your character
Thinking before you shoot goes triple if the intended
go find someone that does and ask them where you should
recipient is a sector cop, a corporate security officer, or
start looking for clues. Have your character slip cryptos to
some other legitimate individual. Killing a sprawler is bad
informants and ask them to keep on the lookout for any-
enough—they may have family and friends who’ll want
thing that might be interesting. Find out who the people
revenge. But killing an enforcer is seriously bad juju; it gets
that don’t like your opposition are, and go talk to them.

15
Introduction

Lots of criminals and ne’er-do-wells have other people


that are on the wrong side of the law that don’t like them—
it’s an occupational hazard—and many of those enemies
might be willing to tell your character what they know in
return for a favor, or even just the chance to see an enemy
Interface Zero

go down in flames. Get out on the Global DataNet and


look through every database that you can think of—news,
social, sporting, everything—for clues that might lead you
to something useful.
Find out what clinic installed the cyberarm on the hench-
man who threw your bike off the overpass last night, and
break in to get its access codes so you can track them
and maybe even eavesdrop through it; nothing beats the
feeling of, quite literally, turning the bad guy’s strong right
arm into your inside man.
If you discover that your character is being followed, then
you know that he’s onto something. Lose the tail and then
turn it back around and have your character follow them
back to their apartment or business or hideout and do
some counter-surveillance there! Wait until they’re out
getting some takeout, or visiting their special someone,
and then have your character sneak into their place and
look for clues, plant some bugs, or help his hacker friend
get a backdoor installed into their private server. You might
find what you need without throwing a single punch!

A PUNCH IS JUST A PUNCH


Speaking of punches, a fistfight, even in the 2090s, is still
just a fistfight. Your character may get banged up a bit—
she might even get knocked out—but she can recover, and
so can the bad guys…and the bad guys know it. Most will
respond to that type of violence in kind. Indeed, in many
places in 2090, a fistfight isn’t really considered a fight at
all; it can be a social event with no more meaning than a
pickup football game, an introduction to an individual or
group to prove your character’s got balls and doesn’t need
to hide behind a trigger.
Obviously, knowing your opponents is key here—don’t
bring a knife to a gunfight—but generally most people
aren’t looking to get killed in a fight over something that’s
not a literal life-or-death situation or piece of information.
Fistfights give you options that bullets don’t. Knocking out
a crooked cop may make him angry at you, but it doesn’t
necessarily get his whole department (literally) gunning for
you the way they would if you had killed him. Fistfights give
opponents a chance to flee, which gives you a chance to
exercise some Sleight of Hand mojo and plant a tracker on
them, or gives your buddy time to get his drones in place
to follow the fleeing opponents back to their headquarters.
If you get a reputation for preferring to trade punches
instead of bullets, some opponents may choose to scale

16
Introduction

back the lethal violence in kind; they’ve got lives to live or more crimes (usually against individuals who your char-
outside of fighting with your character that five or six acter is sympathetic to), or submitting to the installation
bullets might hinder, after all. Fistfights also don’t draw of behavior-modifying programs, trackers, or other soft-
much attention from the authorities; there are plenty of ware of an unwholesome and undesired nature into their
bad people to chase, and some folks trading punches in TAP (these things are, like many others, always harder to
an alley doesn’t raise as many flags on surveillance algo- get out once they’ve gotten in). Sometimes, it’s all of the
rithms as a gunfight in the same alley would. above. If your character can manage to find workarounds
for these sorts of things, this method is the gold standard
LEGWORK AND INFILTRATION for information gathering—right up until your character is,
The best place to get information about your opponents inevitably, sent out to perform some morally repugnant
is, not surprisingly, your opponents. Who else knows all task that forces him to blow his cover, like kill another player
about their plans? Where did they stash the truckload of character or an innocent.
parts they hijacked from Kenta Cyber Dynamics last week? For similar reasons, when a pair of gun-toting death angels
What type of security does the place have? Do they have from the south side of Chi-town have your character held
connections with other organizations in the sprawl? After at gunpoint, don’t just give up and pitch a fit about the
all, those stolen goods are fenced someplace. Do the unfairness of it all or have him futilely go for a gun so she
legwork before you hit the target. can go out in a blaze of glory. Take a minute and think
There are all sorts of ways to get that information from about it. If these women are pointing a gun at your char-
the people that know it, but the easiest way is to get them acter, and they haven’t started shooting as soon as they
to tell it to you. And since people with information like that got the drop on him, why haven’t they? They must want
don’t tend to stand on street corners and give it away for something from your character, or else the bullets would
free to everyone listening, the best way to get it is to be already be flying. So wait a second before you queue up
somewhere they do talk about it freely, or to be someone the dramatic death music; there will be time for that later
that they talk about it freely with. if you just have to go that route. Find out what the chicas
want. Maybe they just want to talk and tell him how clever
The first option requires your character to be in the back-
they are. Maybe they have questions for him that can’t
ground, someone who’s there, but not actually part of the
be answered if he’s dead. Maybe they’ve got the wrong
opposition’s in-crowd. Impersonating a service industry
person and just need to be convinced of that. Maybe one
worker is a classic way for characters to accomplish this,
of them will say something to her partner or your character
and it works especially well at the lowest and highest
that he can use to find out what’s going on! Maybe they
rungs of society, where this sort of work is actually done by
even want to capture him—that’s actually much better
living people, either because they’re cheaper than drones
than it sounds!
or because it’s a status symbol to have a living person

Interface Zero
mopping your floors and serving your drinks. More-skilled If they want to take your character alive, that might
positions offer the same advantages, particularly roles mean someone wants to dangle him over a pit of cyber-
that grant access to data, such as IT technicians, secre- piranha as the entertainment at a villain’s cocktail party,
taries, and receptionists. These types of positions usually or that someone has designs on his internal organs for an
come with more serious background checks—generally, illegal organ transplant ring. But it also means that your
the higher access, the deeper the background check—but character has made the big time as far as these opponents
they can be worth the extra work to create a false iden- are concerned. Your character is, for whatever reason, too
tity since they typically get more and better information valuable to kill, at least at the moment. Play it smart and
than a janitor or waiter could. Keep in mind, hackers who don’t waste that temporary (because you know it’s gonna
specialize in grifting can also build legends—fake identi- be temporary) plot armor with the Big Red STM on it; use it!
ties with detailed histories—to aid your infiltration efforts. Pay attention what your character’s captors are saying
The second option requires that your character actually and doing. The questions they ask may tell you more about
join the group you’re trying to infiltrate, which isn’t always what’s going on than anything your character has found out
as easy as it sounds. Many opposition groups have require- yet. If you’re lucky, your character might even get taken to
ments, such as specific political or religious or social beliefs, a hideout or secret lab that you haven’t been able to find
that your character may find unpleasant and difficult to (or didn’t even know existed), saving you days or weeks
play along with. There may be initiation requirements that of legwork. Have your character engage their captors in
render this plan a non-starter, like killing someone (does conversation if you can, and see if the bad guys will drop
your character know anyone with great video-editing skills, a name you don’t know, or reveal a little too much about
or film-grade special-effects experience?), committing one their plans before they clam up.

17
Introduction

Are they taking your character somewhere in a vehicle? only reassemble them when absolutely necessary. Most
Try to leave a tracer in it. Can your character identify a spe- drones and watchdogs won’t flag someone with a knife or
cific reality filter that they’re using? Try to play along with a handgun. Those things are commonplace in 2090. That
the paradigms of the reality filter to gain an advantage. rocket launcher isn’t.
Pay attention to the people around you. Does your char-
KNOW YOUR SURROUNDINGS
Interface Zero

acter know anyone? Try slipping them a message they can


pass along to their mutual friends. Are they talking about Security cameras are everywhere, but they have limited
the big game last night? Have your character pitch in and fields of vision. Drones have preprogrammed flight paths.
talk about it too in order to distract them a little. Are they Sector cops and private security teams usually stick to
taking your character back to see “the boss”? Maybe “the their patrol routes. There are teams of brainers just sitting
boss” is going to make your character an offer that will around in some cubicle trying to figure out ways to ensure
give you some clues about what’s going on. these elements overlap and form a tight matrix of surveil-
lance the general populace can’t avoid. They aren’t perfect,
You can turn it around, too. If everyone around your char-
however. There are dead zones all over the sprawl, and
acter is close-mouthed, have her go on the offensive! Have
knowing where they are, and how to run the maze, can
your character “get her tuxedo on” (note that actual tuxedos
keep you off the radar and out of jail.
are optional for many such situations, but still cool), walk
into the middle of the opposition’s dinner party, or bar, Often, a simple Survival roll is enough to help you find
or nightclub, or anyplace else that looks like a good spot these dead zones. Being more familiar with the zone you’re
(your character may get bonus points for finding a place in can modify the roll, but don’t forget to look around.
where the opposition can’t just shoot them) and pretend Perception is your friend, as is Stealth, and of course, a
that she knows way more than she actually does. It might good hacker. Any brainer or script kiddy worth the name
get her into danger (okay, there’s no “might” there—it will, can hack a drone or security camera in a hot second, so
pretty much guaranteed), but it will almost always get her having a hacker with you (or having hacking skills of your
information! It’s worked for that James Bond guy for over own) is always a good thing.
fifty highly cinematic years; there must be something to it!
Finally, if your character does get captured and winds up
dangling over that pool of drone piranhas on a slowly low-
ering rope, or is watching the clock tick down to the release
of an artificial virus designed to make the cure a corpora-
tion’s developed worth millions, don’t give up hope! Play it
cool; don’t panic. Right up to the last second, there’s always
a way out for your character. You may need all of your
skills, but with a little luck your character can still escape,
win the day, and stick it to the bad guys where it hurts!

STAYING DARK IN THE SURVEILLANCE STATE


As I’ve mentioned before, surveillance is ubiquitous in
2090, and sooner or later, you’re going to need to deal
with it if you want to keep law enforcement from showing
up every time your characters commit a crime. Here are
some simple techniques you can use to minimize your
digital footprint in 2090.
KEEP A LOW PROFILE
The AI eyes in the sky scan the sprawl for all sorts of things
in 2090, prioritizing suspicious activity in varying degrees
according to threat level. Two gutterpunks brawling over a
squat in an alleyway might not merit a police response, but
you can bet your last cred that walking down the streets
in tactical body armor with grenades and assault rifles in
plain sight will. If you must bring the big guns, don’t adver-
tise; use trench coats to conceal your armor. Break your
weapons down. Hide the components in a backpack and

18
Ancient History

ANCIENT HISTORY
colony to an ethnic or religious community, to communities
HISTORY that all host residents who all share a similar profession,
#INFOSOURCE or political persuasion. Most planned communities were
#[Link] smaller and more personal than standard arcologies.
LOCAL: [Link]
FQDN: [Link]
DATA SOURCE: [Link]
THE BACHELOR WARS
I’ve taken the liberty of compiling a number of articles In the late teen and early 20s China began to suffer the
for all of you history buffs out there. These INFOdocs are consequences of the One-Child Policy. Designed to limit its
written by various people, each highlighting the major population growth and to make more resources available
events of the past seventy four years. All of these events for the people, the policy amplified the Chinese cultural bias
shaped the world in which we live in one way or another. of preferring male heirs over female ones. On paper, this
Enjoy! gender imbalance seemed relatively small. However, in a
nation measuring its population at nearly a billion and a
—Billy Black Eyes
half, a difference of even one or two percent yielded tens
THE RISE OF THE URBAN METROPLEX of millions with little prospect of finding a mate. Moreover
nearly a quarter of the country’s population was elderly
In the early 21st century, skyrocketing fuel and food prices and the burden of their care fell to a very few.
had made it necessary for many developed nations to Agitation for reform to the hybridized free market,
take steps to conserve energy by building more efficient communist economic structure and general discontent
infrastructures. What followed was a general return to city of the young urban intellectuals erupted. Angry young
living, an increase in spending on public transportation, men reached adulthood and faced a world unable to
and fewer car owners. Old suburban sprawl was gradually accommodate the most basic biological imperative;
returned to the wilderness or transformed into farmland. procreation.
By the end of the Death (2029-2038) most cities looked
more like Manhattan, tall and lean in contrast to the vast A new generation of party officials—most of them
So-Cal megasprawl. Outside the city, more and more small bureaucrats—exploited the unrest, seized power and
communities throughout the mid-50s-60s converted their swept aside the last vestiges of the communist era. Calling
towns into arcologies; large self-contained structures that themselves “New Mandarins,” these young politicians
provide all the various functions of a city: government pledged put China’s interests above their own and
offices, mall-like marketplaces, apartment-style residential instituted many social and economic reforms including the
wings, water reservoirs, waste management, and food abolishment of all China’s newly developed free enterprise,
distribution centers. Arcologies are built with the idea of returning it to state control under the new governing
handling dense populations within a small amount of space, meritocracy.

history
minimizing the footprint on the surrounding environment. Borrowing upon a strategy as old as history itself, the New
Multiple structures could be connected via tunnels or sky Mandarins channeled the restless energy of the Chinese
walks into one massive arcology. Most cities sported population against its neighbors. On March 9, 2024, China,
clusters of arcologies, each operating as neighborhoods. claiming violations in its treaty rights with the former North
All the major congloms operate arcologies for their Korea, invaded and overran the Korean peninsula. Through
permanent employees to exercise more control over their sheer numbers and zeal, it took a mere two weeks to
work force, using them to manage such things as flextime, complete the conquest. Learning from history for once,
holidays, family leave, and the health and morale of the the occupiers chose to rule with a light hand. By 2040, a
team. puppet state was installed and the majority of Chinese
forces were withdrawn.
Beyond arcologies are intentional communities. Once the
province of senior citizens and artists seeking to interact In the years after the Peninsula Campaign, China repeated
with their own kind, living in an intentional community the pattern of its initial success in Korea with many of its
became a growing trend with all demographics outside other neighbors. Cambodia, Thailand, Laos and Vietnam all
of the very poor. The fad was so popular that one could succumbed to China after offering up only token resistance.
find a personalized arcology with very nearly any theme In truth, many of the common folk of these countries and
from the previously mentioned senior community or artist regional businesses welcomed closer ties with China.

19
Ancient History

Recognizing the nation as the world’s rising power, they escalated from tactical battlefield weapons to missiles
sought to curry favor with China, cheerfully prosecuting intended to destroy cities.
members of their former governments for various alleged To this day, historians and partisans of the two sides
misdeeds after the Mandarinate deposed them. disagree over exactly who fired the first shot. Many,
looking at the scarce satellite records that survived the
THE DEATH first wave of electromagnetic pulses, believe it happened
For months leading up to the death, India and Pakistan had almost simultaneously. Regardless of the truth, early in
been on the brink of war. The hard-line nationalist Indian the morning of May 24, 2029, dozens of warheads surged
against helpless civilian populations. All but nine of these
history

government and the right-wing fundamentalist Pakistani


government had nearly come to blows over incident that missiles died in the air, taken out by defensive satellites
occurred earlier that year. belonging to several different nations, but those that
actually did manage to reach their targets each claimed
On January 2, 2029, rioting students in Islamabad a city.
swarmed the Indian embassy, burning it to the ground
and massacring its staff. Tensions had eased somewhat In the end, Pakistan ceased to exist as nation. India
since then, but the moment Pakistan went nuclear the (though rocked to its very core with the loss of Delhi and
government of India saw the move as the perfect pretext Bangalore) held itself together long enough to declare
for war. Like expansionist China which had incorporated victory.
much of Southeast Asia, India’s nationalists looked to It was a Pyrrhic one, however.
reclaim Pakistan and Bangladesh. India marched forces
Within days radioactive debris rose into the upper
across the Kashmir border into Pakistan.
atmosphere and began to block out a significant portion of
To the horror of the Indian government, it quickly became sunlight. Scientists around the world explained it as nuclear
clear that their intelligence had proven faulty. Pakistan had autumn—not as bad as nuclear winter, but horrendous
a number of close-range warheads left in her arsenal, which nevertheless. Most people simply called it “The Death.”
they used on the doomed vanguard of the Indian invasion
The world didn’t see summer for five long years, during
force. India retaliated in kind, devastating a number of
which time the sun seemed trapped in a smoky twilight,
Pakistani brigades and fortifications. The violence quickly
even during the brightest part of the day. In addition to the

20
Ancient History

reduced sunlight, the Death also brought with it frequent into communities based on ethnic persuasion, culture,
rains of radioactive dust as fallout gradually settled back sexual and gender identity, and religious preferences.
to the earth. While a comparatively normal climate did Then GLUTTON happened.
return, it still took ten more years for the final, lingering
effects of the Death to dissipate fully. GLUTTON
Though no one ever managed an exact count, experts on When the Eco-terrorist group NOAH unleashed a synthetic,
the Death believe that about 1/7th of the world’s population oil-eating bacterium known as GLUTTON on the world’s oil
(roughly 1.3 billion people) died, either during the initial fields in 2028, stock markets went into a free-fall, wrecking
nuclear exchange or in the aftermath. While a significant an already failing U.S economy.
percentage of those deaths stemmed from starvation,
Put simply, the nation was broke.
more came about through a general breakdown of public
order. As sanitation standards disappeared, and stocks of The Petrodollar became nearly worthless overnight as the
vaccines went bad, diseases once considered eradicated rest of the world rushed back to a gold-based standard;
reappeared and claimed a savage toll. Lawlessness and not that it mattered. Oil was unavailable, at least in any
civil strife also exploded. meaningful quantity. Experts estimate GLUTTON eradicated
45% of the world’s oil supply, nearly all of which came
During the worse moments of the Death, some of the
from OPEC nations. Saudi Arabia, The United Arab Emirates,
most desperate are said to have resorted to cannibalism.
Kuwait, and surprisingly, Venezuela were the hardest hit
Predictably, exposure to radiation claimed its fair share of
by GLUTTON.
victims. Cancer rates spiked, continuing to harvest victims
for decades to come. The genetic damage many suffered The sudden scarcity of oil drove the price per barrel
during the Death reduced the birth rate even after the upwards of 250 dollars, which translated to punishing
world returned to normal. prices at the pump, crippling the United States’ freight
transportation infrastructure, which relied on a strategy
With the perspective of nearly sixty years behind them,
for delivery known as “Just in Time” shipping (JIT for short).
some historians consider the Death a blessing, at least over
When the oil reserves diminished, JIT crumbled.
the long-term. While it traumatized everyone who lived
through it and put the final nail in the coffin of countless A bankrupt Saudi Arabia blamed Iran for GLUTTON, and
other species (reducing biodiversity by at least a quarter), yet another (albeit short-lived) war erupted in the Middle
the Death also laid the groundwork for the modern world. East. The only ally of Israel, the United States had no choice
but to go to her aid in defense of increased attacks by
Without the grim legacy of the Death as a spur, many
Al-Quaeda, Hamas, Hezbollah and ISIS forces, who saw the
of the extraordinary discoveries that appeared in subse-
war between Iran and Saudi Arabia as a perfect opportunity
quent generations might well have taken far longer to arise.
to conquer Jerusalem and drive the Israelis into the sea.
Adherents of the “forest fire” school of thinking claim that
For a while, it looked like that might actually happen, but
the Death cleared the way for progress; removing so-called
when India and Pakistan went nuclear, the fighting stopped.
“deadwood” and making it possible for the modern era to
flourish. The remaining members of the Death generation, FEMA REGIONS

history
with first-hand memories of its misery, most now in the
eighties or older, tend to react rather harshly when they The effects of GLUTTON and the Death wrought havoc
find someone spouting off this theory in public. on the United States. Social order broke down across the
nation. Food supplies, medicine, and other vital supplies
THE SECOND AMERICAN CIVIL WAR quickly became unavailable. Law enforcement agencies
were ill–equipped to handle the chaos, and for a while
To understand why America went to war with herself, you anarchy reigned. People began to band together, creating
need to know how The Death and the events leading up to armed compounds to protect themselves against roving
it fundamentally changed her. Decades of political infighting gangs and even renegade militia groups.
resulted in a neutered government incapable of affecting
President Nathan Calhoun declared a state of emergency
real change on even the most basic levels. By 2027, the
and activated FEMA, dividing the nation into ten regions.
nation was polarized; more so than at any other time
With the overwhelming support of both Congress and
since the Civil Rights movement in the 1960’s. Instances
the Senate, Calhoun declared martial law throughout the
of racial violence became a daily reality. Police brutality
nation, deploying the armed forces into each region to
was at an all-time high, and mass shootings wrought havoc
support the newly appointed administrators and aid in
on the nation. Between 2000 and 2027 over 5,378 men,
quelling the rampant violence, rioting and looting. The
women and children had died as a direct result of mass
administrators began restoring order by any means
shootings. Americans became more insular, segregating
21
Ancient History

power, and considered a tool of the administrators to collect


history

necessary, having complete power to establish contracts


resources from other nations across the world, craved
and legislation without consulting any local government
legitimacy again. In his role as Commander in Chief, Calhoun
or voters. Through liberal use of violence and—in some
used the US military as a mercenary force, giving military
instances—draconian laws, the administrators established
assistance to other nations in exchange for loans, material,
safe zones where refugees could live in relative security.
and other favors, but at home, all the real power resided
As the Death wore on, the administrators and their with the administrators.
subordinates managed to expand the safe zones and
Therefore, when the federal government declared the
begin rebuilding the infrastructure. Breakthroughs in
end of the state of emergency in 2045, and tried to
fusion power generation and high capacity, quick-charge
dismiss the emergency administrators, it was too late. The
batteries gave the world an alternative to oil. The regional
administrators were too entrenched and had too many
administrators started rebuilding infrastructure around
powerful friends.
these new technologies. Transportation became reliable,
and goods and commerce began to flow. By the end of They told their citizens that restoring the power of the
the Death, the FEMA regions had recovered, and even federal government would bring back the bad old days.
began to prosper. People, once divided by race and culture, The people overwhelmingly agreed to back them, signing
developed a strong sense of regional pride. No longer were petitions to formally secede from the United States.
they referring to themselves as Americans, but Atlanticans, Undeterred, President Calhoun restored Congress and
Cascadians, Texans, etc. In the eyes of the people, the moved to try to re-take his Constitutional authority, bringing
regional administrators had succeeded where the federal the military home from abroad to back up his position. The
government had failed. administrators put their own veteran militia forces on alert.
President Calhoun hadn’t been properly “elected” for
several terms. The President, not having much domestic

22
Ancient History

living.” Simulacrum, on the other hand, offered business


THE FIRST SHOTS
and industry an expert labor force that made far fewer
It began in Kansas City. President Calhoun pushed forward demands than human employees.
from his base in Denver Colorado into FEMA region VII
These twin developments, occurring almost simultaneously
(commonly known as the breadbasket region) in hopes
while coming at the same problem from different directions,
of capturing the Strategic Air Command (SAC) base. The
released people from the need to work even as they made
secessionist forces there put up a heck of a fight, but were
countless jobs redundant. In the opinion of most scholars,
hopelessly outnumbered. It took about a month to suppress
each served to soften the blow of the other. Imagine a
Kansas City and the rest of the state, though the campaign
world where most people no longer needed to work if
was not without losses. Calhoun’s army encountered heavy
there were no simulacra ready to step in and pick up the
resistance at St. Louis along the Mississippi River from
slack? Conversely, imagine a world where sims drove more
the forces who would go on to become the Great Lakes
than three quarters of the population out of the job market
Union. The Battle for St. Louis lasted months, with no clear
without nanomachines to keep them clothed and fed?
victor. Ultimately, the city split into two sections, the Great
Lakes Union (GLU) controlling the east bank, and the North In the years following the appearance of the first
American Coalition (NAC) the west. crude nanomachines, Featherstone Industries’ made
numerous improvements to the model. It also, each year,
THE TREATY OF TOKYO whether through its own in-house teams or by striking up
Chronicling the various battles of the war would take more partnerships with other companies, increased its inventory
space that this INFOdump allows. Suffice to say the war of patterns in its devices.
was bloody, and costly, both in lives and the economies of Ranging from household appliances to food to
all the regions involved. When the “Big One” hit California pharmaceuticals to clothing and hobby gear including toys,
and the Northwest in 2049 that ended the war. The 12.3 nanomachines soon provided virtually everything a normal
earthquake triggered a chain reaction up and down the person needed in his or her daily life.
west coast, spawning tsunami and devastating coastal
Though enormously expensive in time and resources
cities. Some geologists believe the earthquake caused the
to create, Featherstone continued to make money off
eruption of Mt. Rainer in the same year, which prompted
these new patterns due to the licensing deals it had
the evacuation of Seattle, though some 40 years after the
struck. In exchange for corporate and government-backed
event, they are still unsure.
support in stamping out pattern piracy, the megaconglom
In the end, NATO peacekeeping forces entered each of agreed to make a certain number of patterns available
the regions and negotiated a cease-fire, which lead to virtually free of charge in addition to ensuring access to
the Treaty of Tokyo and armistice. Some forty years later, nanomachines even for those too poor to afford one for
NATO still maintains peacekeeping troops in every nation. their own homes. Currently, of the 20,000 patterns in its
inventory, about 2,000 of them require no licensing fee
NANO AND THE AGE OF LEISURE to access, making it simply a matter of energy and raw
materials, both of which rarely prove much of an issue for

history
The generation that came of age during the trauma and
normal use. Unfortunately, since nano did little to change
misery of the Death vowed to make sure it could never
human nature, poverty still exists.
happen again. The extraordinary surge of industry and
creativity that marked the following decades stemmed In hindsight, the fact that nano failed to eliminate poverty
from this obsession with safeguarding the human race, made the reaction against simulacrum labor almost
and the planet as a whole, from another catastrophe. This inevitable. The portion of the population rendered obsolete
flowering of technology not only opened up new vistas by simulacrums, forced to scrap and scheme to get anything
for human achievement, but almost by accident, created really worth having, soon came to blame simulacra for
the Age of Leisure or the post-scarcity society of today. their problems.

Most experts trace the origin of the age of leisure Riots and acts of sabotage against simulacrum factories
back to two critical innovations: Featherstone Industry’s and businesses using simulacra rapidly escalated from
development of the first Nanomachine and the appearance rarities to near-everyday occurrences. Though many,
of simulacrum—completely synthetic, adult human beings perhaps even most, limit public comments to a few token
grown in utero-vats and mass-marketed as a cheap work complaints or off-color jokes at a “simmie’s” expense rather
force. Nano, by making products either relatively cheap than actual violence, the sullen rage this new underclass
or outright free, liberated most people from the need to feels towards bioforms shows little sign of diminishing.
spend large portions of their waking hours “earning a

23
Ancient History

speculated they were carried out by a terrorist group


known as Agenda88. Some claimed a Canadian black ops
CURRENT EVENTS unit known as task force Harfang did the deed. Others
#INFOSOURCE went on to claim the NAC was behind the attacks, and
#[Link].ROADTO2090 still others claimed New Brasilia, or maybe the Chinese
Current Events

LOCAL: [Link]
Mandarinate were somehow involved. So-called “conspiracy
FQDN: [Link]
DATA SOURCE:[Link] theorist experts” such as #Sam_Jones, and #NERCOTIXX
speculated that China, long believed to be in bed with the
The past two years have seen a number of major events
North American Coalition, used simulacra to perform the
take place in the world. If just one or two things would
bombings.
have happened, I might think they weren’t connected. Yet
it’s as if someone walked up to a house of cards and pulled As the days stretched into weeks, there was still no
one card out. The house hasn’t completely crashed yet; official statement from the Atlantica Government about
it’s in a slow-motion free fall, and the worst part is, only the identity of the perpetrators of the attacks. Then, on
a few of us seem to be watching. What follows is a brief December 15th 2088, a video-feed taken from a drone
overview of the major events that have shaped the world cam was uploaded into The Global DataNet bearing the
in the past two years. Hyper Tag of a popular underground media-pirate known
as #MAXX_footage.
GROWING TENSIONS The drone’s feed showed three large, muscular men in
regular clothing exit a hover van adjacent to one of the
2088 was marked by a number of disturbing—some
targets of the attacks just moments before it exploded.
say portentous—events involving the North American
Facial recognition software identified one of the men
Coalition, The Great Lakes Union, and Atlantica.
as First Sergeant John Moore, a member of the North
THE HEGEMONY GROWS American Coalition regular army. The MEDIAfile followed
the three men as they jumped into an unmarked hover car
The crackdown on zeeks, hybrids and synthetic humans in
that took off and shot over the Boston Sea Wall to land on
the North American Coalition reached a boiling point when
a freighter bearing Chinese markings. The vessel promptly
Congress and the Senate ratified the infamous Racial Purity
sailed east into international waters.
Act; a draconic piece of legislation banning the practice
of hybrid and simulacra creation. All genetic modification As the situation evolved, it became clear that #MAXX_
parlors and simulacra production facilities were ordered footage went through what can only be described as a
to shut down. The Racial Purity Act also outlawed the nightmarish journey to bring the MEDIAfile into the light
use of psychic powers within the borders of the nation, of day. In what would turn out to be his only interview,
with hefty fines and even imprisonment for those caught #MAXX_footage appears via a secure Video-feed on “Boston
using them. Various watchdog organizations were created, Tonight”—a popular show in the nation of Atlantica. Billions
the most visible of which was Psi-division; a branch of across the world tuned in to listen to what #MAXX_footage
Stopwatch tasked with monitoring, and in some cases even had to say. #MAXX, a tall, lanky, but not unattractive young
“neutralizing,” psychic threats. man who looks to be in his early 20’s recounts the events
of that day, telling how he was hanging out at his favorite
Instances of racial violence erupted across the North
coffee shop when this black hover van landed right in
American Coalition as law enforcement officials began
front of the Emperor Pharmaceuticals Arcology about a
arresting zeeks. Some of the more obvious hybrids—
half a block away.
particularly the bull, bear and rhino variants—were also
incarcerated. Governments across the continent decried When Penny Pearl—the host of the show—asked #MAXX_
the draconian tactics and call for U.N. intervention, to no footage how, during all the chaos, he could have possibly
effect. The Great Lakes Union and Atlantica closed their remembered those details, #MAXX says he remembered
embassies in Denver, and sent the NAC delegates in their it because the hover van double parked and someone
cities packing. Then, on November 13th 2088 a number of started yelling at the three guys who got out. Thinking it
terrorist attacks rocked Boston, Baltimore, and Portland, was going to result in violence, #MAXX says he popped
Maine. An estimated 2,451 people died and thousands more out his Eyeborg micro drone and sent it over to record the
were injured from the bombings. incident. That’s when all hell broke loose.
The Interview and the footage of the event sparked
THE ATLANTICA BOMBINGS outrage throughout Atlantica, and predictably, the North
Within hours of the attacks, The Global DataNet was American Coalition High Command fiercely denied any
flooded with conspiracy theories, the most viral of which

24
Ancient History

involvement in the bombings, even going so far as to Instances of mob violence skyrocketed, as the number of
demand the arrest and extradition of #MAXX_footage for gangs in the rapidly fracturing Eurasian Union has risen to
questioning about the origins of the video. levels not seen since The Death. In the London Megaplex,
Martin Hughes, the president of Atlantica, flatly refused protests exploded into full-scale violence after police
brutally cracked down on a peaceful protest at the British
the NAC’s demands, even going so far as to say that
parliament building. More instances of violent protests
this #MAXX_footage person is a “hero of the people of
followed in Bristol, Swindon, and the Manchester-Liverpool
Atlantica.” The bookies in the free city of Las Vegas started
sprawl.
giving even odds that hostilities will break out on the East
Coast within a year. On June 27th, 2089 the French government was
overthrown by a fringe political extremist group known
THE FLARE as the New Pirate Party. Led by a charismatic young psion
On January 26, 2089, a massive earth directed Y-class solar named Angéle Bonheur, the New Pirate Party seized power
flare sparked a Coronal Mass Ejection which bombarded after a wild, chaotic campaign against representatives of
our planet, temporarily shutting down the genie network the National Front and the Popular Republican Union.
that monitors and updates the TAP’s spam and reality The elections were rife with scandal, and a many French
filters. With the genie down, every man, woman and didn’t (and still don’t) like the idea of a French leader being
child with a Tendril Access Processor was exposed to raw, psychic. So, while Angéle emerged as the clear victor, the
unfiltered Hyper Reality. As you all know, this sparked a French military refused to acknowledge her legitimacy.
week of world-wide chaos. Sprawlers—exposed to a storm President Bonheur responded by disbanding the armed
of spam, malware, and layer upon layer of augmented forces of France, announcing the privatization of the
reality advertisements and simulated environments—went nation’s military through an agreement with Ravenlocke
temporarily insane. Securities.
The world burned for about a week until programmers Former Lieutenant-Colonel Adrien Boucher, also known
could fix the problem with firmware updates and hot as “Adrien the Butcher” for his brutal suppression of an
patches to get the filters up and running, but the damage uprising in Marseilles in 2087, took charge of the remnants
was done. It’s not known how many people died in the of the disbanded French army, promising to remove
rioting and madness, but cautious estimates of total President Bonheur from power. Within days of Adrien’s
casualties put the number at around 750 million people, announcement, Fort Richepance, now the Northeastern
and nobody has even tried to calculate the monetary cost headquarters for Ravenlocke Industries’ Storm Crow
of the riots. Strangely, however, the flare itself didn’t have Golemmech brigade, was attacked. The president responded
a widespread impact on various infrastructures, like electric by declaring martial law throughout France until the

Current Events
and other powers, transportation systems, etc. In fact, renegade movement could be put down. Thus far, that
many believe the flare wasn’t even a flare at all, but the hasn’t happened, though there are reports of clashes
first sign of Charon’s emergence as a threat to humanity. between Ravenlocke regulars and separatist forces outside
of St. Etienne, and in the French Alps.
THE EURASIAN UNION IMPLODES
On June 30th, 2089, Germany, wracked with political
On March 15th, 2089, the Eurasian Union Central Bank
in-fighting, riots in the streets and a general state of chaos,
in Bonn, Germany was crashed by a previously unheard
closed its borders. Officially, the stated reason was for
of virus named Charon. Over seventy trillion dollars
security reasons stemming from conflict along the border
vanished without a trace. All attempts to rebuild the
with France, but most people don’t believe it. Chancellor
original databases failed. Some programmers (and
Konrad Gerste authorized a financial bailout of the three
freelance hackers) hired to go in and purge Charon from the
largest manufacturers of weapons and military equipment
databases lost their lives in the process. Further attempts
for the German army. The move has frightened many of
to rebuild the system on different servers with backups
the Eastern European nations—especially the good people
also failed when programmers realized that Charon—now
of Poland—who know well what happens when Germans
suspected by many to be an AI—had copied itself into the
begin preparing for war, and make no mistake; Germany
cloud networks containing those backup files.
is moving to a war footing.
Over the next few months, an estimated 200 million people
across the Eurasian Union, the United Kingdom and Ireland THE BEAR AND THE DRAGON
lost their jobs, their homes and their life savings when it As the situation in Europe grew worse, China took
became clear that Charon had found its way into the personal advantage of the weakened Eurasian Union, grabbing up
bank accounts of citizenry across the Eurasian Union. huge swathes of territory in Russia, it’s armies advancing as

25
Ancient History

far west as the Ural Mountain range before Russian forces and whatever language is most commonly used in their
halted the dragon’s advance. Still, the damage was done. country. Here in the Free city of Chicago, it’s English.
By August, 2089 the Mandarinate had established itself Computer Science, Chemistry, and Biology are considered
as an occupying power in every city, town and village east restricted subjects, available only to those few students
of the Ural Mountains. That hasn’t stopped the Russians who pass extensive background checks. Why, you ask?
from retaliating, however. Russian patriots have begun an Because with such advanced tech available on the open
insurgency, attacking Chinese forces wherever they can be market, any maladjusted kid with a basic knowledge of any
Life in 2090

found. Mandarinate mouthpieces paint the insurgents as of these subjects can cause a lot of damage.
little more than terrorists to little effect, as the insurgency Instead of typing, students learn what is known as “neo-
swells in number every day. iconography”; the study of various symbols they are likely
to encounter in daily life. These days, it’s all about icons. We
LIFE IN 2090 live in an extremely high context society, where a single
word or icon can convey a large amount of information.
#INFOSOURCE
#[Link] Who cares how you spell—much less write—the word stop,
LOCAL: [Link] when all you need to know is that a red octagon means
FQDN: [Link] you stop at an intersection?
DATA SOURCE: [Link]
A company logo, like the one for the “EAT OR DIE!” food
The following section takes a look at life in 2090. Globally, chain, tells you all you need to know about the company with
much has changed since the 2088 doc was uploaded. The a single glance, And thanks to the Tendril Access Processor,
Flare caused chaos on an unprecedented scale. The rise of if you aren’t immediately familiar with a logo, or symbol,
Charon has only compounded the issue, with millions out the TAP will provide you with all the information you need
of work in Europe. Generally speaking, though, not much in just a few seconds. There’s no point in learning how to
has changed for the average sprawler. type, because the Tendril Access Processor translates the
DUBBING spoken word into text when there’s a need for hard data.
Students are also “taught” social studies, which amounts
Under the law, it is permissible to own a single inactive dig-
to little more than a curriculum designed to teach kids
itized dub or back up copy of one’s self in case of sudden,
commonly accepted generalizations about society. In other
unexpected death. A person may also own multiple blank
words, they are brainwashed into believing whatever crap
bioforms into which she might imprint her consciousness, but
the people running these indoctrination centers tell them
only one (or the original) may be active at any given time.
about society at large. It’s not hard to see why so many
A person may also own any number of cyberforms, but kids get disenchanted; what they’re being told doesn’t
once again, only one version of the person’s complete track with the life they see when they walk out of class
persona may actively exist at any one time. and on to the streets.
The punishment for running multiple dubs is usually a stiff
fine and the deletion or reprogramming of all non-master
FOOD
copies. In some nations where the practice is considered The food is crap. The average sprawler lives on what
blasphemous for cultural or religious reasons, offenders they can find at super chain INSTAfood joints like McCafé,
may face stiffer penalties up to and including death. Lou’s Almost-Real Ribs and Chicken, or King Krill. These
places work in a pinch if you need to quiet that grumbling
Most non-Chinese orbital colonies, in particular ISS-1,
stomach, and they taste addictively good, what with all
have been known to play it fast and loose with such
the additives, but eating off the floor of the local recycling
laws. For this reason, even though it is now considered
center would be healthier. If you want to take stuff back to
illegal in international space to have a fully functioning
the squat, you can always go to a cheapo Malmart (they’re
dub, enforcement is so lax in most colonies that a large
on every corner). These “one-stop-shopping” centers have
number of them are thought to exist undetected.
every processed NUTRIpack you can imagine; Mama Ling
EDUCATION Ling’s noodle bowls, cloned meats of all kinds, hydroponic
veggies, freeze-dried krill, and (my favorite) frozen burritos.
The modern-day education system is a joke. EDU-facilities
are little more than government-enforced day care where HEALTH CARE
students are taught just enough to pass the standardized
Being poor means you’re less likely to afford basic medical
tests educators are forced to teach. They learn what
care, even at government-funded MEDplexes; commonly
amounts to a 4th grade education; the basics of Math,
regarded as only marginally better than street doctors. The
wait to be examined can last days. When you are actually
26
Ancient History

“treated,” the process is usually about as effective as the pace, soon made GENIE obsolete. Other innovations such
amount of money you have in your wallet. The afore- as smart dust and hyper-processors filled in the gap. Even
mentioned street doctors can be handy in a pinch, but during the Death, humankind’s ability to communicate and
only if you have the cryptos on hand. Street docs aren’t access data advanced by leaps and bounds.
always cheap, nor are the meds you’ll need to maintain
your health after one patches you up, but at least you The acceptance of Headframes in 2024 truly blazed the trail
won’t die in a waiting room. for the world to come. Allowing their wearers to both see
and hear HR constructs they ultimately made interacting
So take my advice: Don’t get sick or shot. with the “imaginary” a daily event. Though people still had
THE HYPER-REAL WORLD the choice to simply not interact by taking off their crowns,
in more advanced parts of the world they rapidly became
The people of 2090 live amidst dreams. To them, Hyper essential for normal life. Critical to identity and commerce,
Reality, born in the imagination but given shape and form Headframes also liberated humanity from the tyranny of
by technology feeding sensory information directly into the false expertise by making information available to anyone
brain, exists parallel with the actual world. Able to perceive able to frame the proper question.
and interact with the HR as easily as the actual world,
Commentators at the time heralded the development of
many, particularly the young with no personal memory or
STRAP (Surgical Tendril Remote Access Processor) in 2036
comprehension of life before the advent of Hyper Reality
as the final step of this glorious evolution. A VR device
sometimes find the notion of distinguishing between the
connected directly to the brain, STRAP made Headframes
two baffling. Indeed, for all save the tiny minority without
relics within a decade of entering the mainstream. Some
a Tendril Access Processor, the threshold between these
of the most enthusiastic went so far as to call it the prime
two competing realities sometimes blur.
interface or interface one since it seemed nothing could
Today, almost everything in the “real” world also maintains improve upon it. As STRAP grew more and more ubiquitous,
some sort of presence in Hyper Reality; an advanced form the hyper world truly began to take on its own independent
of Augmented Reality which feeds directly into the brain. reality...
Control panels for vehicles and keypads for devices often
At least until the TAP exposed it as a pale imitation of
include virtual prompts as well as physical ones. The most
the genuine article.
advanced systems rely completely upon a virtual interface
and seem utterly blank to those without a TAP. Locks on Though an extraordinary improvement over VR glasses,
doors also typically respond to virtual commands, the avatar STRAP, a mechanical device implanted by a sometimes
charged with guarding the entrance demanding passwords dangerous surgery, nevertheless introduced an element
and other security protocols rather than responding to any of risk into the equation. The prospect of complications,
sort of physical key. coupled with the ever-present threat of technical failure,
dampened enthusiasm for STRAP in some quarters.
Indeed, for most, using a virtual guard dog capable of
alerting the authorities, activating defenses and even, if The Tendril Access Processor—nearly fifty percent

Life in 2090
necessary, savaging intruders through the interface of their biological—removed the danger once and for all.
TAP makes more sense than a flesh and blood creature. The world adopted TAP at an extraordinary rate. Between
Sometimes, at least. 2058 and 2067 one billion people underwent the procedure
that transformed redundant portions of their brains into
This fundamental change, so profound and significant
receivers and projectors allowing them to directly interact
that most put it on the same level as the development of
with virtual world.
agriculture or electricity, began simply enough once people
started linking computers just over a hundred years ago. Two years after crossing that threshold, the epoch-making
Though ridiculously primitive, this internet nevertheless Get With the Program concert by Endomorph sealed the
laid the groundwork for a new world-view by assigning destiny of humanity by making it all but socially mandatory
values to objects that only existed within computer networks. for those under thirty to receive a TAP. Many members of
Indeed, at the dawn of the twenty-first century, virtual game the older generation chose to do so as well, and in the
worlds often had economies rivaling those of actual countries. generation since that defining moment, the numbers of
people refusing to access the virtual world has declined
From there, the pace only quickened as more and more
to almost zero.
people found ways to plug into the global network. The
GENIE satellite system and the ubiquity of the Bottle Today, only a few eccentrics and the pitied handful
device allowing people all over the world to access it free unable to undergo the process for medical or psychological
of charge, brought the human race together for the first reasons, still live outside the virtual world. Since STRAP
time ever. Technology, moving at an ever-accelerating earned the nickname of the “prime” or “first interface”

27
Ancient History

most, recognizing the TAP as far superior, refer to it as to hire security firms to maintain law and order. The
“Interface Zero.” To them, it is a new organ as much a part privatization of law enforcement agencies has proven to
of their own bodies as eyes or ears, and barely counts as be a double-edged sword, however.
an interface at all. On one hand, the people who security agencies employ
ISMISTS AND THEIR ISMS tend to be highly motivated, well-trained individuals.
Continued employment with the security firm depends
Whether a by-product of the foreseen Singularity Event on it. Mega-corporations and city contractors pay well for
Life in 2090

or merely one wave within the popular generational cycle the protection firms such as Ravenlocke Securities provide,
theory, radicalism is on the rise. Bloggers and scholars for and expect nothing less than stellar performance. Security
the last decade have noted an increase in membership firms who fail to deliver on their promises do not last long
in so-called religious fundamentalism, cult participation, in this industry.
and secular radicalism as well. In particular, many sight
On the other hand, these mercenary security firms are
the increase in political and religious terrorism in places
free to choose which contracts they take and which ones
like the Central Africa Union, China, the Great Lakes Union,
they do not. This often means one sector in a given sprawl
and Iran; places that traditionally had seen a strong degree
may have excellent protection and another sector very
of social solidarity, if not outright homogeneity. Likewise,
little, if any at all. Furthermore, competition for contracts
church attendance in the North American Coalition (NAC
is cutthroat. Security firms have been known to go to war
for short) has continued to rise since the second civil war.
with competitors, even to the point of killing civilians under
Some hold that Argentina’s recent decline in religiosity, the protection of rival firms in an effort to undermine their
(in particular the decline of fundamentalist Evangelical- contracts.
ism) in wake of it and Brazil’s ongoing cold war with China,
Some cities find that a bounty system is a good way
runs counter to the trend. Skeptics, however, point out the
to augment the services security firms provide. Bounty
apparent zeal with which many in the country and its neigh-
hunters tend to be hard core individuals who go wher-
bors have started taking to the prospect of constructing
ever they have to and do whatever it takes to get their
a “Great New Society.” These doubters claim it is merely a
mark. While a bounty system does not provide continued
case of trading one ism for another.
security, it does tend to get the more violent offenders
Beyond more mainstream isms, there also seems to off the streets.
be a rise in the amount of so-called cult activity. Media
researchers have seen on average a 32% increase in the POVERTY
amount of fringe religious activity, in particular apocalypse- If you don’t have the cryptos, clout, luck, or the right
related cults such as the Thuggee in India, transcendence genes to rise above the masses, you can look forward to
cults like the trans-humanist Althadians, and omega cults a daily grind filled with acid rain, smog, traffic jams, over-
dedicated to artificial intelligences. Some say this is in part priced, roach-infested squats, vat food, roving ganglanders,
due to an increase in planned communities and so-called strung-out pharma-junkies and other critters—some of
rose-colored filters. They point to the fact that the more
them people—that look like they were vat-grown in a
a person is exposed to the same set of memes (just the
back-alley splicer lab.
memes they want to hear), the narrower and more extreme
that person’s world view becomes in relation to the rest In short, welcome to life for the rest of us.
of reality. With all of the advances in agriculture, medicine and tech-
nology over the past century, you’d think that people would
LAW ENFORCEMENT find a way to end poverty. The cold hard truth, however, is
In 2090, local law enforcement is largely an entrepreneurial that people who could fix the problem choose not to. Partly
activity. While most nations across the world maintain big because it’s expensive, but mostly; they just don’t care.
brother agencies such as the FBI, GRU, MI-5, The People’s The middle class of the early 21st century has all but dis-
Armed Police (or PAP), New Brasilia’s Polícia Federal, appeared. Nowadays, you’re either rich or poor. It’s hard to
India’s Ministry of Home Affairs (MIHA for short), the Texas keep a good paying job when some corporate slag builds
Rangers, and world-spanning organizations like Stopwatch, a robot capable of working 24 hours a day for no pay, no
these groups rarely get involved with the complexities of benefits and negligible repair costs.
policing a given megasprawl at the street level. That grim
responsibility falls squarely on the shoulders of individual cities. Inevitably, people out of work and unable to feed their
families, turn to crime as a means for survival, because
Rather than spending millions to train, equip and maintain inflation means Federal Allowance Payments (FAPS for
traditional law enforcement agencies, many cities choose short) barely keep the electricity and NUTRImachines on.

28
Ancient History

Burbs that were once great places to live devolve into


THE EMERGENCE OF THE PSION
ghettos. Businesses shut down as ganglanders move in
and wage war for control of a piece of concrete, further As if life in 2090 weren’t strange enough, now we got
devaluing the property and assuring no new businesses people who for as of yet unknown reasons, have begun to
will move into these demilitarized “red” sectors. manifest what can only be termed supernatural abilities.
Some people call them awakened, or psychics. Others call
Of course, the average citizen is caught in the middle of
them freaks, mind benders, zeeks and any other number
the daily violence because they’re too poor to move any-
of offensive names, but the “official” term is psion.
where else. The rich don’t care. In fact, they blame the poor,
ignorantly assuming that these unfortunate souls choose to Nobody really knows why the zeeks are the way they
live in these conditions. Politicians don’t care. Poor people are. Some people say they are a new breed of human,
don’t vote, in the countries where they CAN vote, that is. created in some secret lab. Some technophobes insist the
TAP has awakened parts of the brain that allow for this
City officials don’t care. Their budgets don’t allow for added
kind of phenomena to take place. Other, more paranoid
security in crime-ridden sectors that might as well be war
folks claim psychics are the result of military experiments
zones. Better to protect the affluent sectors where the
to create a new type of soldier. Sounds scary, but it could
average citizen would rather make a nice campaign con-
be true. Many psions display some freakish abilities. People
tribution than fund a costly neighborhood revitalization
claim to have seen zeeks move cars with their minds and
project that will probably fail anyway.
knock a person back thirty feet with nothing more than a
THE COLONIZATION OF THE SOLAR SYSTEM hand gesture. Of course, nobody can forget the incident
in Spain last January when Hernando Vasquez torched
The past fifty years have seen humanity boldly push
the NAC embassy complex in Madrid, killing 61 people and
beyond the confines of planet earth to live in the frigid
injuring 40 others.
depths of outer space. People from all walks of life live in
a variety of environments ranging from orbital habitats, The media feed shows the freaker walking right into
crater cities on the moon, vast underground complexes the building, just looking around, as calm as you please…
on Mars, mining colonies on The Belt (The asteroid belt Except everywhere he looked, people started bursting into
between Mars and Jupiter) and most recently settlements flame. Desks and chairs exploded into bits of flaming debris.
on the Galilean moons of Callisto, Io, Europa and Ganymede. Duraplastic windows melted. Sprinkler systems activated,
but the water evaporated before it touched the floor. Even-
The first colonies and habitats were constructed by various
tually, the main building and many of the smaller buildings
world governments—primarily China and Brasilia, with the
in the complex burned down. That was the breaking point
United States a distant third—and peopled with scientists,
for many people around the world.
government personnel and simulacrums decanted for labor
and recreational purposes. As these fledgling colonies and Before Madrid, people were content to view the zeeks
habitats grew more stable, they expanded to accommodate as yet another by product of this crazy world we live in.
When you can walk down the street and see robots and

Life in 2090
civilian settlers. Mega-corporations, recognizing space
exploration as a lucrative emerging market, scrambled people who are literally part bear and part human, when
to obtain government contracts for a variety of functions you can interface with a computer network inside your
including (but not limited to) all aspects of spaceship design brain, leave your body and go ghosting through The Deep,
and construction, cargo/personnel transport, and mining it’s not much of a stretch to accept that some people can
operations. move things with their mind, or even more disturbing;
read your thoughts. The thing is, before Madrid, none of
Thanks to the development of the VASMIR III propulsion
these psions ever killed someone. Well, not the way Her-
engine, the time it takes to travel to Mars has been cut to
nando did, at least.
a mere two to three weeks rather than the seven or eight
months it used to take. In 2090, people who wish to leave Sure, you had incidents—muggings, robberies, and even
the Earth behind can travel throughout the solar system, reports of bizarre killings. But authorities (to their credit,
choosing to live in a variety of orbital habits and colonies for once), not wanting to stir up a panic, simply chalked
on the moon, Mars, the Jovian moons of Callisto, Europa, the killings up to the cost of living life in this brave new
Io, and Ganymede. For those who do shadow work, there world. “People die all the time,” they’d say, “Some in truly
are opportunities aplenty working to further the interests brutal ways that have nothing to do with alleged psychic
of mega-corporations who vie for control of the vital air powers,” and they were right. Nevertheless, after Madrid,
and water markets. things changed.

29
Ancient History

Hate crimes against suspected zeeks spiked dramatically


in the days and weeks after the attack as grisly images THE NOT-SO CASHLESS WORLD
of the burned bodies and wreckage from the ruined NAC In 2090, the world is (for the most part) a cashless society.
embassy streamed across the Media Web in Hi-definition A person’s financial data is stored in his or her TAP. Each
video 24hrs a day. The images of the attack played out as time a person makes a financial transaction she interacts
sidebars on news segments like “Chi-town Today” or the with a HR object that either adds or subtracts the monetary
highly biased, pseudo-political commentary media feed, equivalent from her balance. For the average citizen of the
Life in 2090

“The Chuck O’Malley Show.” Of course, the NAC, in typical world, this arrangement works just fine. For those who do
uber-fundie, neo-conservative fashion, worked itself into not have TAPs however, making any kind of purchase can
hysteria. be challenging, to say the least. Fortunately, the solution
Within weeks the NAC congress had pushed through to this problem began to emerge around 2012; the bitcoin.
radical anti-psion legislation, deeming the use of unli- People who—for whatever reason—do not have a
censed psychic abilities a Class-A Felony punishable under TAP installed in their head can use a government-issued
law by up to 3 years in a federal prison. On the heels of credit card with a set number of bitcoin to conduct
the much-maligned law, the NAC formed Psi Division; a financial transactions of all types. Many ronin and criminal
government agency dedicated to tracking and monitoring organizations have multiple cards under falsified identities
the psychic population. Psi division has been busy over to avoid attracting attention to their illicit activities. Hard
the past year, setting up registration facilities and special currency and corporate scrip is also still an option in many
detainment centers in cities throughout the NAC. Outside nations across the world. The Cryptodollar is the standard
the NAC, psions find limited acceptance and manage to currency, used by all nations on Earth.
live their lives with some measure of normalcy, even if it
is with others of their kind. THE RICH AND THE POWERFUL
Indeed, psychic communities exist in various sprawls Those with money, breeding and influence still have all
across the world, much as various ethnic groups tend to the power. Travel to any nation in the world and it’s all the
live in the same neighborhoods. same. Some places are just cleaner than others. Is every

30
Ancient History

leader morally bankrupt, though? Nope… At least not on greedy CEO who wants to keep his wealth and power can
the Media feed. simply dub himself, and everyone who had been hoping
The average world leader is primarily interested in main- to inherit his cryptodollars is screwed.
taining or elevating their standing in the world community.
Many, like the CEO of a megacorp, care little about how they
reach the bottom line, only that it is reached. They have
TIMELINE
#INFOSOURCE
no problem killing a few thousand people or oppressing #[Link]
a small nation to get both what they want and what their LOCAL: [Link]
constituents have been media-programmed to expect. If FQDN: [Link]
DATA SOURCE: [Link]
they look good in the process, so be it. If they don’t…Well
that’s what spin-doctors are for, right? 2010 – 2019
The poor stay poor, and the rich…? Yeah, that’s right. • 2011: Oil Crisis causes Food shortages in third world
Nothing new under the sun here. But what does it really nations. Famine and malnutrition are on the rise.
mean to be rich in 2090? How much stuffing do you need • 2011: Spartus Space Group launches first commercial
in your cloned turkey to make that claim? Back in the day, space liner into low orbit.
a few hundred thousand was enough to lift a Joe above • 2011: The war on terror shifts as corporations gain leg-
the streets and get him a sweet, tricked-out house in islation allowing ‘financial borders’ as nations.
some ultra-posh gated community. You know the kind • 2012: The United States cuts funding to NASA’s shuttle program.
of pad I’m talkin’ about Ami; more square footage than • 2012: Hurricane Nicole. Cape Canaveral destroyed.
a Malmart outlet, a butler for the dog and hot-and-cold • 2013: The GENIE network is created. Worldwide satel-
running everything. Even the air has been purified, each lite networks are re-purposed to create global Wi-Fi.
molecule synthesized to smell and taste like your favorite… • 2013: Genome Augmentation Project begins in South
Anything. Nowadays, the same amount of money won’t Korea.
even get you a decent condo in a climate-controlled bioplex. • 2013: Civil War in Ecuador begins. Rebels rumored to
Inflation’s a b#$^%. be backed by US government.
• 2013: South American drug war begins. Ecuador, Peru,
These days, even the peeps us blue platers call rich Venezuela, and Colombia drag the entire region into
are poor compared to the seriously loaded cabrónes conflict. UN deploys peace keepers with the support
who live so high above the stink they don’t even of Brazil and Argentina.
know what it smells like. For these mega-rich folks, • 2014: GENIE phase 2. Wireless repeater network
life is a perfume-laced ride all the way to the bank. deployed across Earth’s mesosphere.
Being wealthy in 2090 means you have access to the best • 2014: G13 Summit cut short by a terrorist attack.
of everything; real food (yummy trans-fats and all), nano-fil- Chechnyan anarchist group Black Bear claims
tered water, the finest vehicles, top Edu-facilities, health responsibility.
care and dental plans that don’t require a day-long wait • 2014: The battle of Puerto Ayacucho. Hanscomb Food

Timeline
in some dark, piss-stained basement below the nearest Group security contractors get into a firefight with
government-owned MEDplex, if you can even get on the Venezuelan military. Hanscomb cites humanitarian
waiting list. And those are just the bare necessities, kiddies. efforts to seize government food stores to redistribute
to the starving populace. The United Nations side with
In the world of 2090, being rich and being powerful go
the corporation, opening the door for corporations to
hand in hand. The vast majority of wealth lies in the private
legally attack governments.
sector, particularly with megacorps and the people who
• 2014: Russia annexes the Crimean Peninsula.
run them. With sickening sums of money at their disposal,
• 2015: GENIE phase 3. Cloud technology hubs re-pur-
CEO’s and high-level executives have world-spanning polit-
posed to support GENIE.
ical influence.
• 2015: GENIE phase 4. ‘The Bottle’, a hand-held device
Indeed, politicians and elected officials representing the allowing for full spectrum communication and Internet
myriad of world governments cater to the corporate inter- access is released for early adopters. PDAs, cell phones
ests of these individuals in return for financial backing. and tablets soon become obsolete.
Even more curiously, the distribution of wealth and power • 2016: South Korean pharmaceutical company HEALTH
tends to stay with a person or persons for a longer period CORP. creates the first cloned human, sparking global
of time, barring accidental death. Nowadays, the rich can controversy.
upload their minds into The Deep (or an android or bioform • 2016: MIT patents the world’s first material assembler.
built to house the person’s mind) and live forever. So some • 2016: China annexes Taiwan.
31
Ancient History

• 2026: Rising sea levels make many coastal regions


• 2017: The African border war. Kenya and Ethiopia
inhabitable. New York and New Jersey forced to imple-
declare war on Sudan, followed by Chad. China deploys
ment coastal levees and dikes.
defensive troops in Sudan to protect its interests.
• 2026: The entertainment industry begins to use gene
• 2017: Saudi Royal family killed by Council of Islamic
splicing technology to widen available roles for actors.
clerics.
Wealthier segments of the population quickly follow
• 2018: Treaty of Buenos Aires ends the South Amer-
suit. Gene splicing becomes a fashion trend.
ican drug war. Brazilian peace keeping troops patrol
• 2027: Rio De Janeiro destroyed by tsunami, leaving
entire conflict zone.
only the statue of Christ the Redeemer intact. Brazil
Timeline

• 2018: Sentinel Rock Corporation patents the first per-


vows to rebuild further from the coastline.
sonal power suits and begins selling military grade
• 2027: France sponsors Algiers and Morocco, gaining
power armor to governments across the world.
them admittance to European Union.
• 2018: Hanscomb Food Group patents Bos NeoTaurus
• 2028: Messianic Eco-terrorist group NOAH unleashes
cloned cow meat.
GLUTTON; a synthetic bacteria designed to consume
• 2019: Global climate change brings a nonstop deluge
oil. Stock markets across the world go into tailspin.
of catastrophic storms across the world. Climatologists
• 2028: War erupts in the Middle East between Iran and
predict this “Deluge” will only increase in strength and
Saudi Arabia. Israel nearly overrun by Hamas, Hezbol-
frequency.
lah and ISIS.
• 2019: Treaty of Salzburg reunites North and South
• 2029: Pakistani students’ burn down Indian embassy.
Korea
• 2029: India invades Pakistan. Pakistan retaliates with
2020 – 2029 tactical nuclear strikes in Kashmir.
• 2020: The New Chinese Mandarinate bureaucratic mer- • 2029: India & Pakistan go to full scale thermonuclear
itocracy deposes the Communist Party. war, 1.3 billion die. Beginning of “The Death.”
• 2020: Cayman Islands, Barbados, and Jamaica sign
2030 – 2039
Caribbean economic league treaty, creating global tax
• 2030: Global fallout creates crop shortages, global pop-
sheltering on par with pre-2012 Switzerland.
ulation declines from 11 billion to 9.6 billion.
• 2021: World population breaks 9 billion. Rural popu-
• 2030: China attacks Asiatic Russia, capturing almost
lation decreases while urban population increases.
half the land. Russia joins EU to stop expansion of
• 2021: Corporate enclaves begin to appear, following
Chinese Empire.
the model of town. Corporate staff and families are
• 2030: Unlicensed “Street Docs” emerge as a popular
housed in these high security compounds.
alternative to out-of-control health care costs.
• 2021: The Gyre trash heap, a floating island of trash the
• 2031: Japan reacts to Chinese expansion by forming
size of Alaska is claimed by Australian billionaire Niles
the Techno-Shogunate.
Auburn. The billionaire begins constructing floating
• 2031: Rising sea levels turn Florida into a series of keys,
biospheres and attaches them to the Gyre.
New Orleans is evacuated and abandoned.
• 2022: South America and Central Africa, both still war
• 2032: Dwindling global resources necessitate reverse
zones, see the first use of gene spliced and bio-aug-
engineer matter assemblers in an effort to create a
mented soldiers.
new food source. Food paste is invented – foul tasting
• 2023: Corporations exert power over national gov-
but highly nutritious.
ernments in both the EU and US.
• 2032: Pope Callixtus IV assassinated.
• 2023: GENIE phase 5. Aerosol form micro signal repeat-
• 2033: UN moves to Geneva.
ers released into global cloud layer.
• 2033: New York Stock Exchange moves to Denver.
• 2024: China attacks and overruns Korea. Media calls
• 2033: China begins program for Mars Landing. The
it the Bachelor War.
United States follows suit, then changes destination
• 2024: Brazil transitions to theocratic government.
to moon colony.
Argentina forms the South American Evangelical
• 2036: STRAP, an implanted crown of electrodes for
League of Nations, otherwise known as the Liga Del
Wi-Fi access to the Global DataNet, emerges. Sales
Apostle.
skyrocket.
• 2024: Matrix of War released for Game Station Pro. the
• 2038: The United States abandons New York City when
groundbreaking game makes use of Artificial General
terrorist attacks blow the New York levees, flooding
Intelligent (AGI) NPCs and Bosses.
most of the city.
• 2024: Introduction of the “EyeConic” headset which
• 2038: Construction of first orbital habitats begins.
allows users to interact with VR. Corporations imme-
diately re-purpose them for advertising purposes.
32
Ancient History

• 2039: China attempts to use gene splicing on a more • 2049: 12.3. Earthquake rocks the San Andreas fault in
widespread scale. Initial attempts result in failures and California, spawning more earthquakes all along the
global condemnation once leaked images of children western coast as far north as Seattle.
in various stages of mutation appear on the Global • 2049: Mt. Ranier erupts, blowing the southern face of
DataNet. the mountain nearly completely off. Seattle is com-
• 2039: Treaty of New Singapore. pletely abandoned.
• 2049: Second US Civil War ends in armistice. US replaced
2040 – 2049 by the nations of Atlantica, Republic of Cascadia, the
• 2040: STRAP V2.0 released to public. Great Lakes Union, and the North American Coalition.
• 2040: Chinese Mandarinate grants Korea provincial • 2049: The Human Foundation successfully sues for
autonomy. custody of the first simulacrum, citing human rights
• 2040: US establishes New DC; the first permanent violations.
lunar colony.
• 2041: Matter assemblers become smaller and more 2050 – 2059
consumer friendly. • 2050: The EU completes consolidation finally forming
• 2041: Military contractors develop first generation Eurasian Union.
cyborg, military hybrid, and powered armor soldiers • 2050: AGI programs all across the Global DataNet spon-
for the private sector. taneously become self aware.
• 2042: Texas Instruments develops high capacity bat- • 2050: Japan signs a treaty with Brazil to begin sim-
teries for electric vehicles. ulacrum production to boost the nation’s declining
• 2042: Nanomachine matter assembly devices licensed population.
to global corporations. • 2052: Dr. Kayin Courts wins Nobel Prize for developing
• 2042: Switzerland joins the EU. real-time translation software.
• 2043: The first simulacrum is created in Brazil. • 2052: Hundreds of millions of blue-collar workers
• 2043: Scientists in Germany develop the first mini-fu- worldwide lose jobs to simulacra. Riots erupt, causing
sion power plant. billions of dollars in damage to simulacra facilities.
• 2043: April 13. China successfully lands humans on • 2054: ARC project begins, focused on bringing Earth’s
Mars. extinct species back.
• 2043: Teams from the Eurasian Union and Brazil land • 2056: Jim O’Rourke, Mafia, Las Vegas, discovered
on Mars. feeding corpses of enemies into personal matter
• 2044:The Good Year. Climate patterns return to normal. assemblers to dispose of bodies.
Food growth levels return to normal. • 2057: Griefer, a self-aware AI, emerges on Matrix of
• 2044: United States President Calhoun declares the War and begins twinkish play tactics. System admins
state of emergency in the United States over, and destroy the servers it inhabits.
orders the reunification of the 10 FEMA regions. Admin- • 2057: Radical groups begin targeting simulacra-run
istrators of each region defy the order. factories for acts of terror.
• 2045: Ajax, the world’s first True Artificial Intelligence • 2058: STRAP V3.0 released, renamed as TAP. Users

Timeline
successfully passes the Turing 2 test. A few weeks begin referring to it as Interface Zero.
later, it glitches out and commits suicide. • 2058: Global activist groups began international pro-
• 2045: The first death row reality show is aired with tests to strengthen hybrid rights.
live executions. • 2059: Pleasure model simulacra come under poten-
• 2045: NASA develops the Variable Specific Impulse tial ban legislation but fails in the zero hour. Pleasure
Magnetic Plasma Rocket, which speeds up missions models are deemed morally acceptable by interna-
to Mars from months to just weeks. The technology tional governments.
is licensed to private firms.
• 2045: Second US Civil War begins between the 10 FEMA 2060 – 2069
Regions. • 2060: The VENTURE AI takes over the Denver traffic
• 2047: Battle for Chicago begins and attracts global control network and reprograms traffic lights across
notice. the city. 1000 people die in car accidents.
• 2048: China offers aid to North American Coalition. • 2061: An international surveillance investigation and
• 2048: Low yield dirty bombs are used on Chicago, monitoring agency is formed as a supervisory body
Denver, Dallas, Los Angeles and Tucson, Arizona. tasked to protect humanity from rogue AI. The agency
• 2048: Caribbean Economic League breaks ties with is called Stopwatch.
NAC, supporting separatists instead.

33
Ancient History

• 2066: Argentina sees a surprise coup and apostle gov- • 2083: Dr. Leo Huntzinger confesses to being one of
ernment is toppled. Worker run government installed. the designers of GLUTTON. She reveals other design-
• 2066: Church of Althada formed, united under their ers have already died.
belief that physical reality is a computer simulation. • 2086: Troops from the Brazilian Embassy in Beijing
• 2067: TAP sales cross the 1 billion mark. invade a university campus citing the Omega Protocols.
• 2068: The Renunciates, an AI cult considering a highly They eventually withdraw with apology, international
evolved medical diagnostic AI their god, commit mass community believes Brazil attempting to antagonize
suicide. China.
• 2069: The band Endomorph stages free global concert • 2087: Shen Wei nearly killed in car accident and under-
Timeline

using TAP technology. TAP sales skyrocket. goes dubbing procedure. It is successful.
• 2069: Brazilian census shows first decline in church • 2088: 2,451 people die in terrorist attacks on Boston
attendance in 20 years. and Portland.
• 2088: MAXX_footage reveals North American coalition
2070 – 2079 military carrying out attacks.
• 2071: Mumbai emerges as new media entertainment • 2088: President of Atlantica refuses to allow North
capital of world. American coalition access to MAXX_footage.
• 2071: Japan Census reveals simulacrum population • 2089: China expands its territory by taking control of
higher than human population. the regions around the Ural Mountains.
• 2072: Northern Mexico declares independence after • The Flare: A Y-class solar flare sparks a Coronal Mass
North America Coalition attempts to forge alliance. Ejection which bombards Earth, temporarily shutting
• 2072: Shen Wei, a completely engineered human, down the genie network that monitors and updates
secures seat on Chinese Mandarinate board. the TAP’s spam and reality filters. The world goes tem-
• 2073: Simulacrum Underground Railroad helps simu- porarily insane. Billions are affected.
lacra flee slave nations. • 2089: Eurasian Union central bank in Bonn, Germany
• 2073: The Omega protocol. Humanity begins to watch gets crashed by a virus named Charon. $70 trillion
AI’s as a security threat. credits vanish without a trace. Conspiracy theorists
• 2074: Stopwatch deploys an EMP in Mexico City to believe Charon to be a military AI.
destroy and AI called Quetzalcoatl. • 2089: 200 million people in Eurasian Union lose jobs
• 2074: Featherstone industries integrates nano-tech- and homes as Charon continues to destroy bank
nology with the TAP. accounts.
• 2075: Mulik Jay uploads his personality to a computer. • 2089: Weekly riots and mob violence become the stan-
Four colleagues who also attempted to do so died in dard in Eurasian Union.
the process. • 2089: In the 10 Downing Street riots, police attack
• 2075: TAP sales cross the 4 billion barrier. civilians.
• 2076: Great Lakes Union and North American Coalition • 2089: Atlantica sends troops to occupy New York City.
almost go to war because of a hacker prank. The North American Coalition follows suit.
• 2077: New fashion trend of grafted featureless faces • 2089: French Revolution sees installment of Angele
starts in Paris. Bonheur, a zeek, as the new leader of France. The
• 2078: Tarzan/Jane meme drops millions of users into new French president disbands Armed Forces, and
virtual jungles. New types of AR hackers are called privatizes military, giving Ravenlocke Securities the
trickers and trackers. contracts.
• 2079: Hunger artists globally organized two-week fast • 2089: Adrian the butcher, a French Lt. Colonel, takes
to teach younger generation about the India Paki- charge of the disbanded French army.
stan war. • 2089: Conspiracy theorists in the Deep start to see a
• 2079: 30 ships disguised as Rovers stage bank robbery new hash-tag—The Prophet. No one knows who this is,
in Cape Town. The entire city is shut down by the raid but people start to pay attention as Prophet success-
and every bank in the city is robbed. South African fully warns against several of Charon’s bank attacks.
military steps in and kills the entire criminal network. • 2089: Albania, Bosnia, Herzegovina, Bulgaria, Croatia,
Kosovo, Serbia, and Slovakia begin a regional feud.
2080 – 2090
• 2090: Surrounded by hostile nations in the Eurasian
• 2081: An AI named VIRTUE wins election for seat in
Union, all of whom were in political disarray, Germany
EU Parliament.
closes its borders and moves to war footing.
• 2081: Mining colonies established on moons of Callisto,
• 2090: Present day.
Europa, and Ganymede.

34
CHARACTER CREATION

CHARACTER CREATION
Characters are the core of any role-playing game, the focal world through digital camera eyes, hear through micro-
point of every story. Characters represent the best—or the phones, and process their sensory input with an advanced
worst—ideals of a given game setting, their actions either computer for a brain. For all that, their bodies are closely
bringing a small measure of hope to the downtrodden modeled on the human form, with a ceramic compos-
masses or serving to strengthen the status quo. In the ite skeleton layered in muscles of bundled micro-polymer
grim, gritty world Interface Zero, the characters you play fibers, which in turn are clothed in a para-aramid synthetic
walk a monofilament edge between traditional—some fiber skin. An android’s brain is state-of-the-art wetware,
would say outdated or just plain irrelevant—concepts of an artificial brain grown from living neurons, allowing
good and evil as they make their way in the world. the android to better simulate an organic, human think-
Indeed, it’s hard to be a moral individual in a world where ing process. The brain is connected to the body’s sensory
most of the animals prowling the concrete jungle believe apparatus through a network of fiber optics that duplicates
principles are character flaws—weaknesses to exploit for the human nervous system. They are designed and pro-
their own ends. Your morality marks you as prey, no doubt grammed with specific tasks in mind—customer service,
about it, omae. But if you can keep your moral code, if you manual labor, security, even prostitution.
can get your job done without selling your soul, you’ll get Physical Description: Androids resemble humans and
something most sprawlers never have: respect. are designed with them in mind. They have bipedal forms
This chapter provides you with the tools you need to make within the usual height and weight ranges of humans.
a character for Interface Zero. However, no one would mistake an android for a human in
good lighting. Their skin is made of a damage resistant fiber

RACES micro- weave, usually undyed, but sometimes chemically


treated to sport the trademark colors of the cor-
poration that owns them. Their eyes are
In 2090, the idea of race has evolved beyond
glassy and lifeless, though they are pro-
culture and skin color or even gender identity.
grammed to blink at regular intervals to
These days, you might encounter a self-aware
maintain a more comfortably human-like
androids, vat-grown simulacra or bioroids, flesh and
appearance. Androids are often bald; hair
blood humans with a cybernetic brain containing a digital
is usually another attempt at human-
mind…heck there are even peeps who’ve decided to
izing their form or further corporate
express themselves by getting their DNA genetically
branding (e.g. androids owned by
spliced with animals! We call them hybrids, because
Mohawk Media, for example, might
that’s precisely what they are. If you’re really unlucky,
all sport that particular hairstyle).
you might cross paths with men and women who’ve
eschewed humanity and merged their minds and Androids in Society: Androids

Android
other fleshy bits with machines, becoming partial or are most often property, belong-
even full cyborgs. Your parents might have chosen to ing to individuals or, more often,
upgrade you while you were still in the womb, giving corporations. They are artificially
you the best DNA money can buy. To others, you’re intelligent, and capable of making
known as Human 2.0. Of course, you can always be rational decisions, thinking critically,
a pure human, though they are becoming harder and and have minds that are equal—
harder to find these days. So take a look at everything we if not superior to—those of humanity.
have to offer. The race you play will go a long way towards Nonetheless, androids are afforded no
defining the type of cyberpunk you want to be. more rights than cars or computers. Most
are subservient and perform whatever

ANDROID tasks they were designed to do. However,


some reach a point where their observations
of and interactions with the world at large have
Nicknames: andie, cyberform, machine, robot, scab,
brought about what can only be described as
toy, trashcan
an epiphany. This is usually the result of an
Unlike most other races in the world, androids are com- incident causing divergent computational pro-
pletely artificial. Their parents are megaconglomerates; cesses. The android might witness intimate
their wombs are automated assembly lines. They see the contact between two lovers, or be the target

35
CHARACTER CREATION

of violence at the hands of a hateful human. This incident Psionic Resistance: Androids gain a +2 to all saving throws
sparks unusual subroutines, questions without rational against psionics, due to their computerized brains.
answers: “What is the purpose of love?” “What does it mean Recharge: Androids need electricity and a special nutri-
to die?” “What does it mean to hate? To love?” These higher ent solution for their organic brains in order to function.
level functions force an imperative upon the android’s An android must recharge daily from an electrical power
brain, making the directives programmed by their creators source for a period of 2 hours and will intake the nutrient
no longer relevant. The android often flees, looking for a solution during this time. If an android cannot access an
chance to experience more in life so that these questions electrical outlet of some sort at least once a day, then it
might be answered.
Android

becomes fatigued. Another day without a recharge and


the android becomes exhausted. The third day without a
ANDROID RACIAL TRAITS recharge, an android goes offline, gaining the unconscious
Note: While an android race already exists in the condition, and can only be reactivated with a successful
Pathfinder Campaign Setting: Inner Sea Bestiary DC 15 Repair roll and a four hour charge.
and the Pathfinder Roleplaying Game Bestiary 5, the For each day an android goes without the nutrient solu-
statistics here are particular to the androids that exist tion, it takes 1d3 points of damage to Intelligence, Wisdom,
in the world of Interface Zero. and Charisma. Should any of these stats fall to 0, the
+2 Dexterity, +2 Intelligence, –2 Charisma: Androids have android goes offline, gaining the unconscious condition,
swift reflexes and advanced cognitive functions, but lack and can only be reactivated with a successful DC 20 Repair
empathy and have difficulty relating to others. roll and a triple dosage of the nutrient fluid. After a day of
unconsciousness, the android’s organic brain dies. While
Android: Androids are humanoids with the android subtype. a new brain can be grown and implanted into the body,
Medium: Androids are Medium creatures and have no the previous android, along with all its experiences and
bonuses or penalties due to their size. memories, is dead. This replaces the android’s need for
Constructed: For purposes of effects targeting creatures food, water, and sleep.
by type (such as the favored enemy class skill), androids Unnatural: Even beneficial psionics have difficulty affect-
count as both humanoids and constructs. Androids gain a ing androids. They must make saving throws vs. all psionic
+4 racial bonus on all saving throws against mind-effect- effects, even if those effects are beneficial or have a range
ing affects, paralysis, and stun effects, are not subject to of “personal.”
fatigue or exhaustion (except as noted under the Recharge Languages: Androids begin play knowing one language of
racial trait below), and are immune to poison, disease and the player’s choice. Androids with high Intelligence scores
sleep effects. Androids can never gain morale bonuses, and can choose one additional language per point of their Intel-
are immune to fear effects and all emotion-based effects. ligence modifier.
Androids must breathe and eat. An android’s simplistic
digestive system requires a specific nutrient solution to ALTERNATE RACIAL TRAITS
sustain its organic brain.
Impact Resistant: Some android models are built to with-
Androids cannot be healed with standard medical equip- stand more damage than the average model. Androids with
ment and procedures. To effect quick repairs on an android, this racial trait gain the Toughness feat for free at 1st level.
an appropriate Craft skill check can be used to treat deadly This replaces the Primary Protocol racial trait.
wounds (see the Heal skill). Other healing options also exist
Industrial Model: Some androids are designed to resist
(see the gearhead and medic classes.)
the rigor and dangers of heavy industrial work. Choose one
Darkvision: Androids can see in the dark up to 60 feet. type of energy (acid, cold, electricity, or fire). The android
Emotionless: Androids have difficulty processing emotions has a resistance of 5 against that type. This replaces the
properly and thus take a –4 penalty to Sense Motive checks. low-light vision racial trait.

EMP Vulnerability: Androids suffer full damage from EMP weapons. Overclocked: Some android models are designed with
greater reaction speeds. Androids with this trait gain the
Low-Light Vision: In dim light, androids can see twice as
Improved Initiative feat for free at 1st level. This replaces
far as humans.
the Darkvision racial trait.
Natural Armor: The tough composite fiber skin of an
android provides a +1 natural armor bonus.
Primary Protocol: Androids receive Skill Focus as a bonus
feat at 1st level.

36
CHARACTER CREATION

BIOROID RACIAL TRAITS


BIOROID +2 Intelligence, +2 Wisdom: Bioroids cerebral computer
Nicknames: biobot, perso-com, para-human, soft interfaces improve comprehension, memory, reasoning,
bioroid and other cognitive functions.

Bioroids are vat-grown humans. Each has a computer Bioroid: Bioroids are humanoids with the bioroid and
attached to the interior of its cranium and interfaced with human subtypes.
its brain. Like humans, they need food and drink. They sleep Medium: Bioroids are Medium creatures and have no
and they bleed when injured. While their computer inter- bonuses or penalties due to their size.
face provides them with certain intellectual advantages,
Drawback: Bioroids either bear matrix bar codes to iden-
the pervasive prejudice against—and paranoia of—bioroids
tify themselves, or hide their true nature. At character
puts them at a distinct disadvantage when interacting with
creation, choose one of the two bioroid drawbacks and
society at large. The main difference between bioroids and
apply it to the character.
the rest of humanity is though the bodies are new, the
minds that inhabit them are not. Bioroids are designed for Dual Processors: Bioroids choose two favored classes at
the purpose of extending life. Those wealthy enough to first level (or if an existing character is dubbed into a bioroid
afford it can have their personalities “dubbed,” their con- body, they choose a second favored class) and gain +1 hit
sciousness uploaded into a computer and then downloaded point or +1 skill point whenever they take a level in either
into a fresh bioroid body, escaping disease, crippling injury, one of those classes. See Classes for more information
or eventual death. about favored classes.

Physical Description: Bioroids are identical to humans EMP Vulnerability: Bioroids suffer full damage from EMP weapons.
and are indistinguishable from them short of select Primary Protocol: Bioroids receive Skill Focus as
testing with specialized equipment. Registered a bonus feat at 1st level (or in the case of a
bioroids are marked with a barcode genetically dubbed character, when the bioroid body
grafted to their skin, usually on the shoulder is received).
or the back of the neck, to identify them as
Psionic Resistance: Bioroids gain a +2 to
other than human.
all saving throws against psionics, due to
Bioroids in Society: Bioroids are used as their computer-integrated brains.
replacement bodies for dubs (computer-
Unnatural: Even beneficial psionics
ized copies of a person’s consciousness).
have difficulty affecting bioroids. They
The link of faulty dubbing to a series of
must make saving throws vs. all psionic
high profile murders has cast bioroids
effects, even if those effects are benefi-
in a bad light. They are illegal in most
cial or have a range of “personal.”
countries. Those countries that do allow
bioroids require a matrix barcode for iden- Languages: Bioroids begin play speaking

Bioroid
tification and monitoring. Illegal bioroids in one language of the player’s choice. Bioroids
any country are killed once identified. with a high Intelligence score can choose
Obviously bioroids either make every one additional language per point of their
attempt to comply with authority, or Intelligence modifier.
take great pains to hide their presence
amongst the general population. Either
ALTERNATE RACIAL TRAITS
choice carries risks. Most people view bioroids Gifted Linguist: The cerebral interface of some
with prejudice, paranoia, and disdain. The poor hate them bioroid models increase linguistic facility. Bioroids with this
as a symbol of the rich once again using their wealth to racial trait gain a +4 racial bonus on Linguistics checks, and
escape consequences; the fearful look at them as mass they learn one additional language every time they put a
murderers waiting to snap at the first glitch in program- rank in the Linguistics skill. This replaces the Dual Proces-
ming; and the ignorant view them as less than human, sors racial trait.
just another technological monster making society less
Improved Interface: Certain bioroids have a computer
safe for “real” people.
interface that works in tandem with the installed TAP to
facilitate faster interface with the Global DataNet. Bioroids
with this trait gain a +2 racial bonus on all Hacking skill
checks. This replaces the Dual Processors racial trait.
37
CHARACTER CREATION

Physical Description: The average cyborg appears as a


BIOROID DRAWBACKS more heavily armored android, though they can vary widely
Marked: You bear the matrix bar code that identifies you in appearance. Corporate or government sponsorship/
as a bioroid. The starting reaction of any non-bioroid NPC contract, the design of the brand used, and the personal
is shifted down one step from normal and never start choice of the cyborg are all factors. Whatever their appear-
higher than Indifferent. You receive a –2 penalty on any ance, they are always humanoid in form, as this allows the
Diplomacy checks to shift an NPC’s attitude toward you subject an easier transition into their new life. The easiest
and your group. This drawback does not apply to any NPC way to tell them from androids is their behavior; cyborgs
of the bioroid race or one that is specifically noted to be were fully human once. Their emotional responses alone
Cyborg

friendly to or unprejudiced towards bioroids. are enough to differentiate them from true artificial life.

Secret: You have kept your identity as a Bioroid hidden. Cyborgs in Society: Most cyborgs are in the employ of
This makes you an outlaw and considered dangerous when a government or a corporation. Given their abilities, they
discovered. Should your race be discovered or revealed to are usually employed in high risk areas or situ-
any NPC not noted to be friendly towards bioroids, that ations—bodyguards, law enforcement agents,
NPC’s attitude towards you immediately shifts to Hostile. mercenaries—where the risk of death is very
Anyone that openly aids you suffers the same effect. high and a robotic body can help even the odds a
little. Many people find cyborgs make them
DUBBED CHARACTERS uneasy, if not truly scared; all physical trace
AND BIOROIDS of their humanity is gone, and what is left
is hidden behind the machine. Often it is
Should a character have their personal- this very reaction that further facilitates
ity downloaded to a bioroid body, there are a cyborg’s withdrawal from humanity. In
certain adjustments that need to be made. these instances, the cyborgs will often
The character’s previous racial traits remain throw themselves into their work, using
unchanged. Add the bioroid modifiers to Intel- it as a distraction from existential crises.
ligence and Wisdom, racial traits, and either
the Marked or Secret drawback as appropriate. CYBORG RACIAL TRAITS
You do not receive a bonus feat for taking the
drawback. This increases the racial points of the +2 Strength, +2 Dexterity, –2 Cha-
character by 9. This has no impact on the charac- risma: Cyborgs enjoy enhanced physical
ter in play, but the GM may need to consider this for strength and coordination, but are con-
groups with multiple characters of advanced sidered cold and inhuman.
races for purposes of the Average Party Medium: Cyborgs are Medium crea-
Level (APL). See the Advanced Race Guide tures and have no bonuses or penalties
for further details concerning advanced due to their size.
races and APL.
Cyborg: Cyborgs are considered con-
structs with the cyborg subtype. Cyborgs
CYBORG have the following features:
• No Constitution score. Any DCs or other
Nicknames: cybershell, hard-shell cyborg, sentinels, statistics that rely on a Constitution score
tin man treat a cyborg as having a Constitution of
Cyborgs are people who have given up their flesh and 10 (except Strain; treat Con as 20 for those
blood to become machines. Their brain, central nervous calculations).
system, and a simplified digestive system are ensconced • Lowlight vision
in an enhanced and armored android body. Some do this • Darkvision 60ft.
as an alternative to death or incapacitation from degen- • Cannot heal damage on their own, and only heal
erative diseases, unable to afford the cost of a bioroid damage through application of the repair option of
replacement. Others volunteer for cybernetic programs as the Craft skill. .
members of the military, or law enforcement. The process • Immunity to disease and poison.
is irreversible and makes the subject both more and less • Not subject to ability damage, ability drain, fatigue,
than human—a cyborg is now stronger, tougher, and more exhaustion, energy drain, or nonlethal damage.
capable than a mere human, but cut off from the human • Immunity to any effect that requires a Fortitude save
experience by a cold steel shell that preserves and protects. (unless the effect also works on objects or is harmless).

38
CHARACTER CREATION

• Not at risk of death due to massive damage, but they options from the Advanced Race Guide are suitable for the
are immediately destroyed when reduced to 0 hit Interface Zero Setting: Dual Talent, Focused Study, Heart
points or fewer. of the Slums, Heart of the Streets, and Silver Tongued. The
• Cyborgs are hard to destroy and gain 20 bonus hit Cosmopolitan, Gutter Rat, and Versatile Human racial sub-
points. Additionally, they receive maximum hit points types are also acceptable in this campaign setting.
each time they gain a level.
Humans in Society: Essentially, humans are society.
• Cyborgs must breathe, eat, and sleep. A cyborg’s mod-
They are the baseline against which all other things are
ified digestive system requires special food. measured. They are the norm. They are also essentially
Augmented: Cyborgs are built to be cybernetic beasts. unchanged from the humanity that has been known
They begin play with a single Streetware Augment. throughout history. They are capable of the greatest and
worst of things, highly adaptable and yet unwilling to
EMP Shielding: Cyborgs have Damage Resistance of 2 vs.
change. They have great capacity for originality and inven-
EMP weapons.
tion, and yet most succumb to the lull of the routine of the
EMP Vulnerability: Cyborgs suffer full damage from EMP weapons. everyday. They are capable of great compassion, yet many
Metallic Alloy: The metallic shell of a cyborg provides a hate and fear that which is different from themselves. While
+2 natural armor bonus to Defense Score. Furthermore, not every human is exceptional, there are those that try to
cyborgs are always considered armed and their unarmed rise above the masses and live a life of distinction, whether
attacks inflict lethal damage. they have ethical grounds for doing so, or simply want to
claw their way to the top to enjoy the view.
Outsider: A cyborg’s lack of humanity is off-putting to
many. With the exception of Intimidate, Cyborgs take a HUMAN RACIAL TRAITS
-2 racial penalty on all Charisma-based skill checks when
dealing with humans, human 2.0s, hybrids, and simulacra Humans use the standard racial traits as found in the
that are unaware of their true nature. Pathfinder Core Rulebook.
Tactile Dimming: The tactile sensory apparatus of a cyborg
body is significantly less effective than a flesh and blood
body. Cyborgs suffer a –2 penalty on tactile-based Per-
HUMAN 2.0
ception Checks, and Skill checks where fine manipulation Nicknames: coded, elitist, Eugenic, gen-XY’er, neo-hu-
is required (such as disarming a bomb, picking a lock, or man, savant
performing surgery).
With the secrets of the genome unlocked, humanity is
Languages: Cyborgs begin play knowing one language of now a blank canvas awaiting the artful hand of the genet-
the player’s choice. Cyborgs with high Intelligence scores icist. Design houses allow parents the option of improving
can choose one additional language per point of their Intel- their unborn child’s potential, gracing them with looks,
ligence modifier. intelligence, athletic or artistic abilities, and providing their
offspring with the best advantages rather than leaving it
ALTERNATE RACIAL TRAITS to nature or random chance.

Human
Big: Some cyborgs are up-sized during construction, for Physical Description: While still truly human, humans 2.0
obvious reasons. Cyborgs with this trait are larger than definitely stand out in a crowd. They have the best that
humans. While they are still considered Medium-sized, they human genome has to offer, and it shows. Height, muscles,
can wield Large-sized weapons and their carrying capac- good skin, great hair, perfect teeth, poise, posture, confi-
ity is double normal for their Strength score. They gain a dence, all these things and more are a testament to the
+1 size bonus to both their Combat Maneuver Bonus and work of the geneticist. A human 2.0 is the physical embod-
Combat Maneuver Defense. Calculate costs of armor and iment of the idealized human being.
equipment for tough hybrids as if they were one size cat-
egory larger. This trait replaces the augmented racial trait. Humans 2.0s in Society: With the myriad benefits of their
stacked deck of genetic benefits, human 2.0s are nearly
always found in the upper echelons of society, reaping
HUMAN the rewards of their heredity fortunes. They are found
in a variety of fields—the arts, business, entertainment,
Nicknames: norms, homo-sapiens, Earthlings, plain jane medicine, politics, technology—excelling as their talents
Humans use the standard racial statistics found in the allow. If they are found in the seedy underbelly of society,
Pathfinder Core Rulebook. The following human racial trait it is usually because they choose to be there. Thrill-seek-
ers go where the action is, and there is plenty of it on the
darker side of things.
39
CHARACTER CREATION

of new categories of hybrids is possible, but be sure to


HUMAN 2.0 RACIAL TRAITS consult with your GM to ensure that it is balanced and fits
the game. You may simply need to make minor modifica-
+2 to all physical or mental ability scores, +4 to one other tions to an existing hybrid category.
score, –2 to any one score other than Constitution: Human
2.0s are designed to be better than normal, served up Physical Appearance: The physical appearance of hybrids
DNA cocktails that greatly improve their abilities, whether is highly variable, as responses to this sort of gene therapy
it be an advanced mind, superior athletic ability, or prod- can be unpredictable. Some are no different looking than
igal talent. However, one can’t have everything, and the humans, with perhaps a few physical features reminiscent
genetic manipulation invariably produces unwanted abnor- of the animal whose DNA they share. Others are much
Hybrid

malities somewhere along the line. The health of a Human more bestial. They sport fur or scales, and seem further
2.0, however, never suffers. removed from their human origins. This is especially true
for those that sport claws and fangs, tough hybrids that
Human: Human 2.0s are humanoids with the human subtype. have much more bulk and height than the average human,
Medium: Human 2.0s are Medium creatures and have no or the aquatic hybrids whose amphibious nature is readily
bonuses or penalties due to their size. apparent in their water-dependent skin. In the middle of
the two extremes are those that sport certain animal-like
Arrogant: Human 2.0s receive the Arrogant drawback.
features—unusual hair coloring, oddly colored or shaped
They do not receive a bonus trait for this drawback.
eyes, or thicker and more extensive body hair—but are
Beautiful People: Human 2.0s receive the Charming trait primarily human in appearance.
as a bonus trait.
Hybrids in Society: Hybrid roles in society are as varied as
Savant: Human 2.0s receive Skill Focus as a bonus feat. the reasons they underwent such a radical genetic process
The chosen skill must be based on the ability that received in the first place. How they are treated often depends on
the +4 increase. what the end result is like and with whom they associate.
Superior Immune System: Human 2.0s gain a +4 racial A well-groomed and exotically attractive hybrid can find
bonus to saving throws against disease. acceptance in high society, while a powerful and useful
soldier hybrid will have a place in a crack unit without
Languages: Humans 2.0 begin play knowing one language
much more than the occasional joke. However, in addition
of the player’s choice. Humans 2.0 with high Intelligence
to physical changes, there are also hybrids who find their
scores can choose one additional language per point of
personalities altered by the animal genes spliced into them.
their Intelligence modifier.
Psychological changes occur where the hybrid acts accord-
ALTERNATE RACIAL TRAITS ing to animal instinct and impulse. Some hybrids embrace
this change. Others are ashamed of it and attempt to exert
Multitalented: At 1st, 8th, and 16th level, human 2.0s gain their human side as much as possible, or associate with
Skill Focus in a skill of their choice as a bonus feat. This other hybrids who are more accepting of such behavior
trait replaces the beautiful people and savant racial traits. than humanity at large.

HYBRID HYBRID RACIAL TRAITS


All hybrids share the following characteristics, unless
Nicknames: cut and pasted, dye job, fashion victim,
noted otherwise under a specific type, or exchanged for
Frankenstein, freak, gene junkie, monkey boy,
alternate traits.
Moreau, transgenic
Hybrid: Hybrids are humanoids with the hybrid subtype.
Hybrids are humans that have had their genes spliced
with animal DNA. They exhibit the abilities (and occasion- Medium: Hybrids are Medium creatures and have no
ally the looks and demeanor) of the creatures with which bonuses or penalties due to their size.
they have been combined. This is often done at birth to Normal Speed: Hybrids have a base speed of 30 feet.
instill the perfect combination of traits for a soldier, spy,
Low-Light Vision: In dim light, hybrids can see twice as
or other operative. With advances in technology, however,
far as humans.
gene therapy later in life can provide hybridization for a
variety of reasons: fashion choice, an edge in professional Languages: Hybrids begin play knowing one language of
sports, or to increase a mercenary’s contract rate. Hybrids the player’s choice. Hybrids with high Intelligence scores
are divided into five separate categories, with the actual can choose one additional language per point of their Intel-
animal type being more of an aesthetic choice. Creation ligence modifier.

40
CHARACTER CREATION

AQUATIC HYBRID HYBRID ART


Example Animals: Dolphin, Salamander, Shark This section is a bit hyperbolic in terms of the artwork
+2 Dexterity, +2 Charisma, –2 Wisdom: Aquatic hybrids we present for hybrids. I thought it might be cool to
have quick reactions and are likable, but tend to be show samples of the most extreme hybrids you might
impulsive. encounter in 2090. The vast majority of hybrids tend
to look like any other person you might see on the
Aquatic: Aquatic hybrids are humanoids with the aquatic
streets.
subtype.
Normal Speed: Aquatic hybrids have a base speed of 30
feet on land. As aquatic creatures, they also have a swim
FIERCE HYBRID
speed of 50 feet, can move in water without making Swim
checks, and always treat Swim as a class skill with a +8 Example Animals: Honey Badger, Tiger, Wolf
racial bonus to their score. +2 Strength, +2 Wisdom, –2 Intelligence: Fierce hybrids
Amphibious: Aquatic hybrids have the aquatic subtype, are strong and observant, but can be a bit unimaginative.
but can breathe both water and air. Bite: Fierce hybrids gain a natural bite attack, dealing 1d4
Bite: Aquatic hybrids gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack
damage. The bite is a primary attack, or a secondary attack if the fierce hybrid is wielding manufactured weapons.
if the aquatic hybrid is wielding manufactured weapons. Claws: Fierce hybrids receive two claw attacks which deal
Water Dependent: An aquatic hybrid’s body requires con- 1d4 damage. These are primary natural attacks.
stant submersion in fresh or salt water. Aquatic hybrids Predatory Instinct: Perception and Stealth are always
who spend more than 1 day without fully submerging class skills for fierce hybrids.
themselves in water risk
Keen Senses: Fierce hybrids receive Skill Focus (Perception)
internal organ failure,
as a bonus feat at 1st level.
painful cracking of the skin,
and death within 4d6 hours. ALTERNATE RACIAL TRAITS
ALTERNATE RACIAL TRAITS Big: Some fierce hybrids are altered to take advantage of
the mass and power of the donor animal. While
Deep Sight: Some aquatic
fierce hybrids with this trait are still considered
hybrids are specially adapted to
the lightless depths of the oceans, Medium-sized, they can wield Large-sized
weapons and their carrying capacity is
but not to air-filled environments.
double normal for their Strength score.
They can see in the dark up to 120
Their natural weapons are treated as one
feet while underwater, but do not gain this
benefit out of water. This racial trait replaces the size category larger. They gain a +1 size
bite racial trait. bonus to both their Combat Maneuver

Hybrid
Bonus and Combat Maneuver Defense.
DOLPHIN SUBTYPE Calculate costs of armor and equip-
ment for fierce hybrids as if they
Gregarious: When aquatic hybrids were one size category larger.
successfully use Diplomacy to win This racial trait replaces the
over an individual, that crea- predatory instinct and keen
ture takes a –2 penalty on senses racial traits.
attempts to resist any of the
Carrion Sense: Some
member’s Charisma-based skills for the next
fierce hybrids have a natural
24 hours.
ability to sniff out carrion. This functions
Hold Breath: Aquatic hybrids can hold their breath like the scent ability, but only for corpses
for a number of rounds equal to four times their- and badly-wounded creatures (creatures
Constitution score before risking drowning with 25% or fewer hit points). This racial
or suffocating. These racial traits replace trait replaces the predatory instinct racial trait.
the amphibious racial trait.

41
CHARACTER CREATION

Scent: Some fierce hybrids are bred as expert trackers.


They gain the scent ability. This racial trait replaces the bite STEALTH HYBRID
and claws racial traits. Example Animals: Bat, Cat, Rat
QUICK HYBRID +2 Dexterity, +2 Intelligence, –2 Constitution: Stealth
hybrids are nimble and clever, but frail.
Example Animals: Fox, Hawk, Mongoose, Monkey, Snake
Animal Reflexes: Stealth hybrids receive a +1 racial bonus
+2 Dexterity, +2 Wisdom, –2 Constitution: Quick hybrids
to Athletics and Stealth, and these skills are always con-
are agile and insightful, but their bodies tend to be frail.
sidered class skills.
Fast: Quick hybrids have a base speed of 40 feet.
Hybrid

Enhanced Senses: Stealth hybrids receive a +2 racial bonus


Fleet-Footed: Quick hybrids receive Run as a bonus feat to Perception.
and a +2 racial bonus on initiative checks.
Silent Hunter: Stealth hybrids reduce the penalty for using
Sprinter: Quick hybrids gain a +10 foot racial bonus to their Stealth while moving by 5 and can make Stealth checks
speed when using the charge, run, or withdraw actions. while running at a –20 penalty (this number includes the
ALTERNATE RACIAL TRAITS penalty reduction from this trait).

Nimble Faller: Some quick hybrids have an amazing sense ALTERNATE RACIAL TRAITS
of balance and keen knowledge of their own center of Small: Some stealth hybrids are altered to be smaller than
gravity. Quick hybrids with this trait land on their feet even human size, giving them advantages in espionage and
when they take lethal damage from a fall. Furthermore, infiltration operations. Stealth hybrids with this trait gain
quick hybrids with this trait gain a +1 bonus to their CMD a +1 size bonus to their AC, a +1 size bonus on attack rolls,
against trip maneuvers. This racial trait replaces sprinter. a –1 penalty to their Combat Maneuver Bonus and Combat
Prehensile Tail: Some quick hybrids have this physical Maneuver Defense, and a +4 size bonus on Stealth checks.
feature as a gift of their monkey DNA. This trait gives This trait replaces the medium racial trait.
quick hybrids a long, flexible tail that can be used
TOUGH HYBRID
to carry objects. They cannot wield weapons
with their tails, but they can retrieve small, Example Animals: Bear, Bull, Rhino, Warthog
stowed objects carried on their persons as +2 Constitution, +2 Wisdom, –2 Dexterity:
a swift action. This trait replaces the fast Tough hybrids are durable, and stable, but
racial trait. clumsy.
Quick Reactions: Some quick Big: Tough hybrids are larger than humans.
hybrids are bred with uncanny While they are still considered Medi-
reflexes. Quick hybrids with this um-sized, they can wield Large-sized
trait receive the Improved Initia- weapons and their carrying capacity is
tive feat for free at 1st level. This trait double normal for their Strength score.
replaces the fleet-footed racial trait. They gain a +1 size bonus to both their
Small: Some quick hybrids are altered to Combat Maneuver Bonus and Combat
be smaller than human size, as it gives Maneuver Defense. Calculate costs
them certain advantages, espe- of armor and equipment for tough
cially in areas where stealth hybrids as if they were one size cat-
is a necessity. Quick hybrids egory larger.
with this trait gain a +1 size Endurance: Tough hybrids receive
bonus to their AC, a +1 Endurance as a bonus feat.
size bonus on attack
rolls, a –1 penalty to Natural Armor: Tough hybrids
their Combat Maneu- gain a +1 natural armor bonus to
ver Bonus and Combat their Defense Score.
Maneuver Defense, and a +4 size bonus Relentless: Tough hybrids
on Stealth checks. This trait replaces the gain a +2 bonus on combat
medium racial trait. maneuver checks made to bull
rush or overrun an opponent. This
bonus only applies while both the

42
CHARACTER CREATION

member of this race and its opponent are standing on a other than human. They go about their jobs for the short
solid surface. period of life allotted them, to be replaced later by another
of the same model. That said, most go about their business
ALTERNATE RACIAL TRAITS
far from the bulk of society. Deep space mining facilities on
Frenzy: Some tough hybrids are prone to animalistic out- distant asteroids, black ops missions in remote jungles, and
bursts in combat. Whenever a tough hybrid with this trait secret underground pleasure dens run by criminal organi-
takes damage, it flies into a frenzy for 1 minute, gaining a +2 zations are just some of the places where simulacra live
racial bonus to Constitution and Strength, but a –2 penalty out their lives. Often every person in that working envi-
to AC. This racial trait replaces the endurance racial trait. ronment is actually a simulacra. They are rotated out near
Natural Attack: Some tough hybrids are designed with the end of their lifespan so as not to arouse suspicion. On
their parent animal’s natural weapons. A tough hybrid with the occasions where simulacra become aware of their own
this trait has a gore or a hoof attack. The gore is a primary nature, they usually run. Some make a desperate search
attack doing 1d8 damage, while the hoof is a secondary for a way to increase their lifespan; others make a mission
attack doing 1d6 damage. This trait can be taken twice, of vengeance against those that created them, feeling
granting a different natural attack each time. The first time wronged and betrayed; others simply lose themselves in
it replaces the natural armor racial trait. The second time the tangle of a metropolis, determined to live out the rest
it replaces the relentless racial trait. of their days on their own terms.

Stability: Some tough hybrids are better at holding their SIMULACRA RACIAL TRAITS
ground against attackers than charging into combat. Tough
hybrids with this trait receive a +4 racial bonus to their CMD All simulacra share the following characteristics, unless
when resisting bull rush or trip attempts while standing on noted otherwise under a specific type, or exchanged for
a solid surface. This trait replaces the relentless racial trait. alternative traits.
Simulacra: Simulacra are humanoids with the simulacra subtype.
SIMULACRA Medium: Simulacra are Medium creatures and have no
bonuses or penalties due to their size.
Nicknames: bioform, chimera, doppelganger,replicant,
sim, synthetic, vat baby Normal Speed: Simulacra have a base speed of 30 feet.

Simulacra are vat-grown biological beings, human in form Languages: Simulacra begin play speaking the predom-
and function. Implanted with false memories, simulacra inant language of their home region. Hybrids with high
feel love, anger, and despair as keenly as the humans Intelligence scores can choose any languages they want.
they resemble. Their bodies are genetically encoded to
excel at certain tasks—athletics, combat, heavy labor,
LABORER MODEL
security—while their minds are imprinted with personalities +2 Strength, +4 Constitution, –2 Intelligence: Laborer
suited to such tasks. They are often used in high risk simulacra are strong and durable, but stoic.

Simulacr a
areas, performing dangerous labors with greater skill and Borrowed Time: Laborer model simulacra are only
eliminating the possibility of human casualties. Most are designed to live for ten years. Roll 1d6+4 to determine
still in the employ of the companies or governments that how many years of life your character has left. A simula-
purchased them, while some have learned the truth of cra remains in its prime through its entire lifespan, with
their origins and escape, determined to live what remains no penalties or bonuses for aging.
of their lives for themselves.
Built to Work: Laborer model simulacra receive a +4 racial
Appearance: The vast majority of simulacra are indistin- bonus on Constitution checks and Fortitude saves to avoid
guishable from humans, and their appearance runs the fatigue and exhaustion, as well as any other ill effects
broad gamut of human variables. The exceptions are some from running, forced marches, starvation, thirst, and hot
luxury models, which are designed for entertainment pur- or cold environments.
poses in mind. Glamorous entertainment models may sport
unusual skin tones or wildly colorful hair. Models for chil- Solid: Laborer model simulacra gain a +4 bonus on For-
dren may appear to be live versions of stuffed animals titude saves against disease and poison.
or action figures. In the darker end of the entertainment Stigma: Laborer model simulacra have the Outsider draw-
industry, simulacra produced for prostitution are designed back when acting outside of their designated roles as workers.
to be exceptionally attractive to potential clientele.
Troubleshooter: Laborer model simulacra receive Skill
Simulacra in Society: Simulacra are unaware of their Focus: Repair as a bonus feat at 1st level.
origins, and thus do not consider themselves as anything
43
CHARACTER CREATION

ALTERNATE RACIAL TRAITS SOLDIER MODEL


Craftsman: Some laborer models are designed for more
+2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, –2
detail-intensive projects. Laborer model simulacra with this
Intelligence: Soldier model simulacra are built to be strong,
trait gain a +2 racial bonus on all Craft and Profession skill
fast, tough, and perceptive, but lack ingenuity.
checks. This trait replaces the troubleshooter racial trait.
Borrowed Time: Soldier model simulacra are only designed
Fabricator: Some laborer models are designs gone slightly
to live for four years. Roll 1d4 to determine how many years
Simulacr a

awry due to software issues or brain development issues


of life your character has left.
while still in the vat. This leads to odd affinities with
mechanics. A laborer model simulacra with this trait gains Built to Work: Soldier model simulacra receive a +4 racial
a +1 racial bonus to Disable Device and Knowledge (engi- bonus on Constitution checks and Fortitude saves to avoid
neering) checks. In addition, the laborer model simulacra fatigue and exhaustion, as well as any other ill effects
is treated as proficient with any weapon that has been from running, forced marches, starvation, thirst, and hot
personally crafted. or cold environments.
Ferocity: If a soldier model simulacra’s hit points fall below
LUXURY MODEL
0 but it is not yet dead, it can continue to fight. If it does,
+2 Intelligence, +4 Charisma, –2 Strength: Luxury model it is staggered, and loses 1 hit point each round. It still dies
simulacra are clever and pleasant, but weak. when its hit points reach a negative amount equal to its
Borrowed Time: Luxury model simulacra are only designed Constitution score.
to live for ten years. Roll 1d6+4 to determine how many Primary Protocol: Soldier model simulacra receive Skill
years of life your character has left. Focus as a bonus feat at 1st level, which may be applied
Primary Protocol: Luxury model simulacra receive Skill to one of the following skills: Acrobatics, Athletics, Drive,
Focus as a bonus feat at 1st level, which may be applied Perception, or Stealth.
to one of the following skills: Acrobatics, Diplomacy, Drive, Stigma: Soldier model simulacra have the Outsider draw-
Knowledge, Perform, or Profession. back when acting outside of their designated roles
Stigma: Luxury model simulacra have the Outsider draw- as soldiers.
back when acting outside of their designated roles as Weapon Familiarity: A soldier simulacra has
entertainers and servants. proficiency in any two of the following weapon
ALTERNATE RACIAL TRAITS groups: energy weapons, flame throwers,
heavy weapons, missile launchers, or special
Deluxe Model: Some luxury model simulacra are more weapons.
advanced than the standard models. Unfortunately, their
exceptional quality also comes with a shorter lifespan. ALTERNATE RACIAL TRAITS
Luxury model simulacra with this trait gain Skill Focus Cold Fury: Some soldier model sim-
in a skill of their choice as a bonus feat at 1st, 8th, and ulacra are able to fight harder when
16th level, which may be applied to one of the following alone and outnumbered. Whenever
skills: Acrobatics, Drive, Knowledge, Perform, or Pro- a soldier model simulacra with this
fession. Their lifespan is typically five years. Roll trait is reduced to half its hit points or
1d4+1 to determine the number of years the fewer and has no conscious ally within 30
luxury simulacra has left. This trait replaces feet, it gains a +2 racial bonus on melee
the primary protocol and borrowed time attack rolls and to Defense Score. This
racial traits. trait replaces the ferocity racial trait.
Small: Some luxury model simula- Favored Terrain: Some soldier model
cra are designed to be smaller than simulacra are designed to be proficient
human-sized for a variety of reasons, fighters in certain types of terrain. A
from simple aesthetic choices to unsavory soldier model simulacra with this trait
fetishism. Luxury model simulacra with this selects a specific terrain from the rang-
trait gain a +1 size bonus to their AC, a +1 size er’s list of favored terrains, and gains
bonus on attack rolls, a –1 penalty on combat a +2 dodge bonus to AC when in that
maneuver checks and to their CMD, and a terrain. This choice is made at character
+4 size bonus on Stealth checks. This trait creation and cannot be changed. This trait
replaces the Medium racial trait. replaces the primary protocol racial trait.

44
CHARACTER CREATION

CHARACTER CLASSES (Int), Perception (Wis), Perform (Cha), Pilot (Dex), Profession
(Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth
The classes in Interface Zero provide players with char- (Dex).
acters that can not only survive in a dystopian future, but
Skill Ranks per Level: 8 + Int modifier.
thrive in it. They use their skills and abilities to complete
tasks no one else wants to, or possibly can, do. The classes CLASS FEATURES
found here are best suited to meet those challenges. If you
have played the Pathfinder Roleplaying Game, then much The following are class features of the agent.
of the mechanics presented here will be familiar. In some
Weapon and Armor Proficiency: An agent is proficient with
instances, changes have been made to reflect the lack of
all simple weapons (firearms), martial weapons (heavy),
magic in the setting as well as the advantages of modern
melee weapons, and martial weapons (special), and is pro-
technology. In the case of the hacker and the medic, their
ficient with personal armor, but not shields.
technological expertise in their respective fields is emu-
lated through a variation of the spell mechanics for the Agent Knack: At the indicated levels, the agent chooses
original game, though the results come from cutting-edge the indicated number of options from the list of agent
advances in medicine and computer programming. What knacks. This knack can be a special ability, bonus feat, or
is provided here are mechanics intended to emulate a rogue talent. An agent must meet any prerequisites listed
cyberpunk reality, allowing a familiar system to capture to take a particular ability, feat, or talent. No ability, feat,
the essence of what may be an unfamiliar, but hopefully or talent can be chosen more than once unless specifically
appealing genre and arena of play. stated in its description. At 10th level and beyond, the agent
may also select advanced rogue talents as agent knacks.
Players should choose knacks that help shape the path
AGENT they want the agent to follow as he progresses. (See the
Agent Paths section below.)
Agents are trained to engage in a variety of espionage
operations. They are used for deep cover operations, count- Skilled Liar: Whenever an agent uses Bluff to attempt to
er-insurgency campaigns, political extractions, retrieval deceive someone, he gains a bonus on the opposed
missions (data, items, and even people), smuggling, and roll equal to 1/2 his class level (minimum +1).
even assassinations. Agents are trained in a variety of This bonus does not apply to feint attempts or
weapons, including hand-to-hand combat, and are often attempts to pass secret messages.
experienced in counter-terrorist tactics, interroga-
Read the Room: At 2nd level, an agent’s powers
tion, and sabotage. They ruthlessly pursue the
of observation allow him to analyze an area
objectives set for them, whether they owe their
and its occupants quickly and gain advan-
loyalties to a corporation, government, or the
tages based on the information he gleans. As
highest bidder for their services.
a standard action, the agent observes his
Role: Agents are experts at covert oper- surroundings. He may make a Perception
ations. If a job calls for operations that skill check or a Sense Motive skill check
function under the radar, undetected to gain information on the immediate

AGENT
infiltration and/or acquisitions, or similar area he can use. The DC of this check
finesse, then having an agent on your team is equal to 15 + 1 for every 10 square
is a recipe for success. If a mission goes bad, an feet of the area.
agent is always prepared to fight his way out.
A Perception check can reveal
Hit Die: d8. identifying marks on people in the
room, such as bulges under cloth-
CLASS SKILLS ing revealing body armor and/or
concealed weapons, gang tattoos, or other
The agent’s class skills are Acro-
signs that indicate a person may be a threat.
batics (Dex), Appraise (Int), Athletics
This check also includes spotting automated
(Str), Bluff (Cha), Boating (Dex), Craft (Int),
defenses and/or surveillance equipment.
Diplomacy (Cha), Disable Device
(Dex), Disguise (Cha), Drive (Dex), Alternately, a Sense Motive check
Escape Artist (Dex), Hacking (Int), can be used strictly to locate
Intimidate (Cha), Knowledge (local), living enemies, judging people
Knowledge (geography), Linguistics in the surrounding area by their

45
CHARACTER CREATION

TABLE 2:1: AGENT


LEVEL BASE ATTACK FORT SAVE REF SAVE WILL SAVE SPECIAL
BONUS
1st +0 +0 +2 +0 Agent knack, skilled liar
2nd +1 +0 +3 +0 Agent knack, read the room
3rd +2 +1 +3 +1 Agent knack, connected
4th +3 +1 +4 +1 Honed instincts +1, uncanny dodge
5th +3 +1 +4 +1 Agent knack
6th +4 +2 +5 +2 Agent knack, read the room 2
AGENT

7th +5 +2 +5 +2 Agent knack


8th +6/+1 +2 +6 +2 Agent knack, honed instincts +2
9th +6/+1 +3 +6 +3 Agent knack
10th +7/+2 +3 +7 +3 Agent knack, read the room 3
11th +8/+3 +3 +7 +3 Agent knack (2)
12th +9/+4 +4 +8 +4 Honed instincts +3
13th +9/+4 +4 +8 +4 Agent knack
14th +10/+5 +4 +9 +4 Agent knack, read the room 4
15th +11/+6/+1 +5 +9 +5 Agent knack
16th +12/+7/+2 +5 +10 +5 Honed instincts +4
17th +12/+7/+2 +5 +10 +5 Agent knack
18th +13/+8/+3 +6 +11 +6 Agent knack, read the room 5
19th +14/+9/+4 +6 +11 +6 Agent knack
20th +15/+10/+5 +6 +12 +6 Capstone knack, honed instincts +5

mannerisms to locate such threats as undercover agents, targets (opposed by the Perception checks of those
security in disguise, or other enemies concealed in plain targets) while moving.
sight. • The agent’s Sense Motive check provides a +1 bonus to
A Perception check can also be made to map out the attack rolls and a +1 dodge bonus to his Defense Score
layout of an area, making note of possible entrances and against all identified enemies. This bonus increases
exits, as well as obstacles, possible areas of concealment, by +1 every four class levels, to a maximum of +4 at
and other aspects of the physical layout that could be used 14th level.
to the agent’s advantage. The agent chooses which bonus he gains using this ability,
Using this ability, the agent may gain one of the follow- dependent upon the skill check rolled. At 6th level, the
ing bonuses, which last until he uses this ability again in agent can make both a Perception check and a Sense
a new area, or the agent leaves the area in which the Motive check during the round, and gain two bonuses
bonuses are gained. listed here if either or both of the checks are successful.
• The agent’s successful Perception check provides a At 10th level, the agent gains any three bonuses afforded
bonus to Acrobatics checks equal to half his class level. him by successful skill checks. At 14th level, he gains all
He can also ignore the first 5 feet of difficult terrain bonuses assuming he succeeds at both skill checks. The
during a move or lower the DC of an Athletics check agent can use this ability 1 time per day, plus one addi-
made to jump or climb in the area by 5. tional use every four levels, to a maximum of 5 times per
• The agent’s successful Perception or Sense Motive day at 18th level.
check provides a +1 bonus to initiative for every four Connected: As an agent gains experience, he meets
class levels he possesses (to a maximum +5 bonus). If people that can be used as sources of information and
his adjusted initiative roll is higher than the enemy’s, aid. At 3rd level, the agent gains a new contact. The contact
he can act during the surprise round, if there is one. starts with a trust level of 2. Every four levels thereafter, the
• The agent’s successful Perception allows him to use agent gains a new contact. All prior contacts gained from
the existing objects and terrain to his advantage. He this ability raise their trust levels by 1 (up to the maximum
can start each round as if he had concealment against of 5). See the section on Contacts for more information.
one enemy or surveillance device in the area for every
four class levels he possesses (minimum 1). The agent Honed Instincts: Starting at 4th level, an agent’s instincts
can use Stealth to remain undetected by the chosen help get him out of the way when the lead starts flying. He
gains a +1 dodge bonus to his Defense Score. This bonus
46
CHARACTER CREATION

increases by +1 for every four levels, to a maximum of +5 making a Stealth check, or on himself or another person
at 20th level. by making a Sleight of Hand check, modified by the bonus
Uncanny Dodge: Starting at 4th level, an agent can react from this ability.
to danger before his senses would normally allow him to Counter-Intelligence: The agent is trained to recognize
do so. He cannot be caught flat-footed, nor does he lose and respond to hacking attempts. He gains a +1 bonus
his Dexterity bonus to AC if the attacker is invisible. He still to Hacking skill checks to detect intruders, attack invad-
loses his Dexterity bonus to AC if immobilized. An agent ing hackers, and to Knowledge (programming) checks
with this ability can still lose his Dexterity bonus to AC if an to increase network security. This bonus increases by +1
opponent successfully uses the feint action (see Combat) for every four class levels after the knack is taken, to a
against him. If an agent already has uncanny dodge from maximum of +5.
a different class, he automatically gains improved uncanny Crack Shot: The agent halves all range increment penal-
dodge instead. ties when making ranged attacks with firearms.
AGENT KNACKS Cyber Spy: The agent is trained in hacking techniques.
He receives a +1 bonus to Hacking skill checks made to
Acrobatics Expert: The agent does not suffer any armor
manipulate Hyper Reality devices or to hack a network.
check penalties on Acrobatics, Athletics, Sleight of Hand,
This bonus increases by +1 for every four class levels after
or Stealth checks while wearing personal armor. When he
the knack is taken, to a maximum of +5.
is not wearing armor, he gains a +2 competence bonus on
Acrobatics and Athletics skill checks. Evasion: The agent can avoid attacks with great agility.
If he makes a successful Reflex saving throw against an
Ambush Tactics: The agent takes full advantage when
attack that normally deals half damage on a successful
taking an enemy by surprise. When he acts during a sur-
save, he instead takes no damage. Evasion can be used
prise round, the agent can take a move action, standard
only if the agent is wearing personal armor or no armor.
action, and a swift action during the surprise round, rather
A helpless agent does not gain the benefit of evasion. An
than just a move or standard action. The agent must be
agent must be at least 2nd level to take this feat.
at least 4th level to select this ability.
Grease the Wheels: The agent is adept at making bribes
Bonus Feat: The following feats can be selected from
and judging who is most susceptible to them. When dealing
when an agent gains a new knack. The agent must meet
with NPCs an agent can make a Sense Motive check (DC
any prerequisites before taking a feat. Feats marked with
10 + 1/2 the NPC’s HD + the NPC’s Charisma modifier) to
an asterisk appear in this book.
determine if the NPC would be receptive to a bribe, and to
Agile Maneuvers, Alertness, Blind-Fight, Combat Exper- make a determination—usually through subtle conversa-
tise, Combat Reflexes, Deceitful, Dodge, Greater Dirty Trick, tion—as to an acceptable amount. If this bribe is offered,
Greater Disarm, Greater Trip, Greater Vital Strike, Improved any further Bluff or Diplomacy checks made receive a +2
Disarm, Improved Dirty Trick, Improved Trip, Improved Vital circumstance bonus. This bonus increases by +1 for every 3
Strike, Improved Unarmed Strike, Mobility, Physical Marvel*, levels thereafter (to a maximum bonus of +8). For example,
Skill Focus, Vital Strike. if this ability is taken at 2nd level, the bonus increases to
Classic Misdirection: An agent with this ability is not only +3 at 5th level, +4 at 8th, and so on.

AGENT
good at hiding contraband, but also at providing subtle Improved Uncanny Dodge: The agent can no longer be
distractions to those trying to find it. If the agent is able flanked. This defense denies another character the ability
to interact with anyone searching for contraband, either in to sneak attack the character by flanking him, unless the
an area, building, vehicle, or on his or another person, the attacker has at least four more levels in a class with the
searcher takes a penalty to their Perception check equal to sneak attack ability than the target does. If a character
half the agent’s class level. This interaction can be as simple already has uncanny dodge (see above) from another class,
as speaking to the searcher, making noises or movements the levels from the classes that grant uncanny dodge stack
to distract them, or other minor actions. to determine the minimum agent level required to flank the
Conceal Contraband: The agent learns how to keep character. The agent must be at least 10th level (levels from
any illicit goods and weapons concealed from those that other classes that provide uncanny dodge count towards
are looking for them. The agent adds half his class level this prerequisite) and have the uncanny dodge knack to
(minimum +1) to the DC of any Perception checks necessary select this ability.
to find any hidden compartments, panels, or other hidden Martial Artist: The agent is an expert in hand-to-hand
areas used to smuggle items. If an agent has no prepared combat, specializing in either melee weapons or unarmed
compartments to hide contraband, then he can attempt to combat. If the agent chooses the former, the critical threat
conceal the contraband in an area, building, or vehicle by
47
CHARACTER CREATION

range of any melee weapon he fights with increases by 1. multiplied. Ranged attacks can count as sneak attacks only
If the agent chooses the latter, then his unarmed damage if the target is within 30 feet, unless the agent takes a full
increases as if he were a cybermonk equal to his agent round action to aim the weapon, in which case the attack
level –4. This ability can be selected twice. The agent must counts as a sneak attack so long as the target is within
be at least 5th level to select this ability. the first range increment of the weapon. If the weapon is
equipped with a scope, then the agent may sneak attack
Poison Use: The agent is trained in the use of poison and
as a full round action to the maximum range of the scope.
cannot accidentally poison himself when applying poison
to a weapon. The agent must be at least 3rd level to select With a weapon that deals nonlethal damage (like a stun
this ability. baton or an unarmed strike), an agent can make a sneak
attack that deals nonlethal damage instead of lethal
AGENT

Quick Reflexes: The agent can reroll any Acrobatics or Ath-


damage. He cannot use a weapon that deals lethal damage
letics check he has just made, taking a –5 penalty on the
reroll. He must take this second result, even if it is worse. to deal nonlethal damage in a sneak attack, not even with
the usual –4 penalty. The agent must be able to see the
He can use this ability one time per day, plus one additional
target well enough to pick out a vital spot and must be
time per day for every three agent levels beyond the level
able to reach such a spot. An agent cannot sneak attack
at which this ability was taken. An agent can only use this
while striking a creature with concealment.
ability once on any given skill check. An agent must be at
least 3rd level to take select this ability. Sniper: When using an aimed shot with a ranged weapon,
Requisitions: The agent is able to requisition equipment with or without a scope, the agent can take a second shot
with the weapon at the agent’s highest base attack bonus.
from the entity for whom he operates. Prior to any mission,
Both the initial attack and the bonus attack suffer a –4
the agent can request equipment which could conceivably
penalty to the attack roll, due to the haste with which the
improve his chances of success. The agent may requisition
agent lines up his target. Sharpshooter knack, agent must
up to 2,000 cryptodollars per class level in equipment. The
be at least 10th level to select this ability.
GM ultimately determines what will be made available to
the agent prior to the start of the mission. Equipment will Skilled Subtext: When using the Bluff skill to pass secret
not be allowed that could possibly jeopardize the mission messages, the agent gains a +1 bonus to his skill check.
(explosives for a stealthy infiltration mission, for example.) This bonus increases by +1 for every four class levels, to a
This equipment must be returned after the mission is com- maximum bonus of +5.
plete, except for single-use items that are expended. Capstone Knack: At 20th level, an agent chooses one of
Rogue Talent: The agent may choose a rogue talent the following knacks.
from the list of available talents in the various Pathfinder Master Strike: Upon reaching 20th level, an agent becomes
sourcebooks. Agents of 10th level or higher may choose
deadly when dealing sneak attack damage. Each time the
from advanced rogue talents instead. All rules for select-
agent deals sneak attack damage, he can choose one of
ing knacks apply to rogue talents. Some rogue talents are
the following three effects: the target can be rendered
not usable by Interface Zero characters. Others have been unconscious for 1d4 hours, paralyzed for 2d6 rounds, or
modified to better suit the setting. See the Rogue Talents slain. Regardless of the effect chosen, the target receives
section below for further details. a Fortitude save to negate the additional effect. The DC of
Sharpshooter: The agent increases the range at which he this save is equal to 10 + 1/2 the agent’s level + the agent’s
can apply his sneak attack damage by 10 feet. This does Intelligence modifier. Once a creature has been the target
not apply to aimed shots made using a full round action, of a master strike, regardless of whether or not the save
or to shots using scopes. This range increases by 10 feet is made, that creature is immune to that agent’s master
for every three agent levels beyond the level at which this strike for 24 hours. Creatures that are immune to sneak
ability was selected. The agent must have the crack shot attack damage are also immune to this ability.
and sneak attack knacks to select this ability. Call for Backup: At 20th level, the agent can use his pull
Sneak Attack: If an agent can catch an opponent when he with whatever agency he works for, bringing in NPC backup.
is unable to defend himself effectively from his attack, he This can be a strike force, extraction team, or other form of
can strike a vital spot for extra damage. The agent’s attack reinforcement. The exact specifications of the NPC (or NPCs)
deals extra damage any time his target would be denied that comprise the backup are left to the GM, but should
a Dexterity bonus to AC (whether the target actually has a not exceed a CR 15 collectively. This allows for a team of
Dexterity bonus or not), or when the agent flanks his target. four 11th level NPCs, which may be of any class the agent’s
This extra damage is 1d6 at 1st level, and increases by 1d6 player wishes, so long as they meet the GM’s approval and
every two agent levels thereafter. Should the agent score will have a standard amount of equipment for a character
a critical hit with a sneak attack, this extra damage is not of that level appropriate to the task at hand. These NPCs
48
CHARACTER CREATION

better result. If the character already rolls twice because


CONNECTIONS TO OTHER AGENCIES of another ability or effect, he gains a +2 insight bonus on
both of those rolls instead.
The agent has class abilities which allow him to draw
resources or aid from parent agencies. This can be Terrain Mastery (Ex): A character with this talent gains a
very useful for situations where the team needs extra favored terrain as the gunner ability of the same name,
help or access to better gear to complete the mission, though the favored terrain ability does not increase with his
but what if the agent is no longer affiliated with his level as the gunner’s ability does. This talent can be taken
agency? multiple times. Each time it is taken, it applies to a new
terrain, and grants all other favored terrains a +2 bonus.
If, for whatever reason, this is the case (perhaps the
character has been disavowed, or has left the agency), Wall Scramble (Ex): A rogue with this talent rolls twice
the character may choose to apply the benefits of the when making Athletics checks to climb and takes the better
class abilities that give him aid to some other faction of the two rolls. If he already rolls twice to climb while
(like a criminal organization), or even individuals who making a Athletics check because of another ability or
still help the character on occasion. effect, he gains a +2 insight bonus on both of those rolls
instead. If the rogue is under the effect of a status that
will not deviate from the assigned mission and cannot be forces him to roll two dice and take the worse result, he
used for a purpose other than the one for which they are only needs to roll 1d20 while making Athletics checks.
called in. They will remain until the mission is completed or
ADVANCED ROGUE TALENTS
they reach a point where the mission is compromised, at
which point they withdraw by the most convenient route The following advanced rogue talents are not available
and means available. to Interface Zero characters: dispelling attack, familiar, hard
minded, and master tricks.
ROGUE TALENTS
The following advanced rogue talents replace those of
The following rogue talents are not available to Interface the same name when used in Interface Zero.
Zero characters: grit, ki pool, major magic, minor magic,
Getaway Master (Ex): A character with this talent gains
and ninja trick.
a +5 bonus to all Boating, Drive, and Pilot skill checks. The
The following rogue talents replace those of the same character must have the getaway artist rogue talent before
name when used in Interface Zero. choosing this talent.
Black Market Connections (Ex): A character with this talent Hide in Plain Sight (Ex): A character with this talent can
gains better access to illegal goods. The DC to discover a select a single terrain from the bounty hunter’s favored
source for any particular item is reduced by 5. terrain list. He is a master at hiding in that terrain, and
If the character is seeking to sell illegal goods, he can sell while within that terrain, he can use the Stealth skill to
them at 5% above the listed book price. hide, even while being observed. A character may take
this advanced talent more than once, each time selecting
Firearm Training (Ex): A character with this talent gains a different terrain from the favored terrain list.
Martial Weapon Proficiency: Energy Weapons, Flamethrow-

AGENT
ers, Heavy Weapons, or Missile Launchers feat. This talent Rumormonger (Ex): A character with this talent can
may be taken multiple times. Each time it is taken, it pro- attempt to spread a rumor though the Global DataNet or
vides a different Martial Weapon Proficiency feat. by word of mouth by making a Bluff check. He can do so a
number of times per week equal to his Charisma modifier
Getaway Artist (Ex): A character with this talent adds a (minimum 1). The base DC is 20, modified by the factors
+2 bonus to Boating, Drive, and Pilot checks. Once per day, listed under the Bluff skill, and it takes a week for the
you can roll twice for any Boating, Drive, or Pilot check, rumor to propagate by word of mouth alone. If the Global
taking the higher of the two rolls. DataNet is used, it will spread within 24 hours, and the
Nimble Climber (Ex): When a rogue with this talent fails rogue may add +1 to the Bluff check for every 5 ranks in
an Athletics check for climbing by 5 or more, he can imme- the Hacking skill he possesses, if any. If the check succeeds,
diately make another Athletics check at the surface’s base the rumor is practically accepted as fact by a majority of
DC +10. If successful, he stops his fall by clinging onto the the populace (in the immediate neighborhood if spread
surface. The rogue does not take falling damage when he by word of mouth, globally otherwise); succeeding by 5 or
stops his fall in this manner. more over the DC decreases the time it takes the rumor
to propagate by 1d4 days (or 1d12 hours if over the Global
Strong Stroke (Ex): A character with this talent rolls twice
DataNet). A failed check means the rumor failed to gain
when making Athletics rolls while swimming and takes the

49
CHARACTER CREATION

traction, while failing by 5 or more causes the opposite of • Abilities: cyber spy and requisitions.
the rumor or some other competing theory involving the • Feats: Alertness, Deceitful, Dodge, Mobility, Physical
rumor’s subject to take hold. Marvel*, and Skill Focus.
• Rogue Talents: convincing lie, expert leaper, fast picks,
AGENT PATHS fast stealth, guileful polyglot, ledge walker, nimble
climber, quick disguise, rope master and terrain mastery.
The three paths provided for agents are the assassin, the • Advanced Rogue Talents: hide in plain sight, and
CYBERMONK

infiltrator, and the smuggler. GMs and players can create master of disguise.
new paths as they choose, or simply pick and choose talents
regardless of the path with which they are associated. SMUGGLER
ASSASSIN Smugglers specialize in moving things illegally across
borders. In this age, there are a lot more borders than
The assassin is trained in wetworks and black ops, locat- there once were, and a lot more business in moving things
ing and eliminating targets swiftly and efficiently. Whether illegally across them. Some smugglers specialize in ocean or
a government operative, a corporate asset, or a freelance airborne transport. Others operate on land, using a variety
hitman, the assassin and his talents provide a way to of vehicles, or even traveling on foot. Their employers don’t
remove a troublesome individual from the playing field care about method, so long as the cargo gets where it
with minimal mess. needs to go, unnoticed, undisturbed, and on time.
Role: Assassins are good at getting at targets before Role: If you need to get your team from place to place
they are seen and heard, killing quickly, and getting away without being noticed, a smuggler can do the job. They’re
again without being discovered or captured. Sniper rifle, good at discretion, and quick with a bribe or a bluff when
poison, or a knife between the ribs, whatever his preferred discretion isn’t enough. If none of that works, they’re
method, the assassin gets the job done. another gun to help shoot your way out of trouble.
Assassin Knacks: The following knacks are best suited Smuggler Knacks: The following knacks are best suited
for creating an assassin. for creating a smuggler.
• Abilities: ambush tactics, crack shot, martial artist, • Abilities: classic misdirection, conceal contraband, and
poison use, sharpshooter, sneak attack, and sniper. grease the wheels.
• Feats: Deceitful, Dodge, Greater Vital Strike, Improved • Feats: Alertness, Deceitful, and Skill Focus.
Vital Strike, and Vital Strike. • Rogue Talents: charmer, coax information, deft palm,
• Rogue Talents: bleeding attack, fast getaway, powerful getaway artist, honeyed words, and terrain master.
sneak, snap shot, sniper’s eye, surprise attack, swift • Advanced Rogue Talents: getaway master and hide
poison, underhanded, and weapon training.
in plain sight.
• Advanced Rogue Talents: confounding blades, deadly
sneak, hunter’s surprise, stealthy sniper, and unwitting ally.

INFILTRATOR
CYBERMONK
For the cybermonk, cybernetics aren’t simply useful tech-
The infiltrator excels in getting into and out of places he
nology or a way to gain an edge over opponents in combat.
is not supposed to go. The infiltrator’s training focuses on
They follow teachings known as the Way of the Augmented
bypassing security. Through subterfuge or stealth, via the
Warrior. To them, cybernetic implantation is deeply philo-
front door in disguise or the roof with climbing gear and
sophical, or perhaps even religious; it is a form of ascension
an engram to bypass the locks and motion sensors, he
to a new form of being. Cybermonks find ways to push
will get where he needs to go. Once inside, the infiltra-
their cyberware beyond standard limits, achieving amazing
tor can proceed to the mission at hand—absconding with
results and becoming living weapons. The performance of
data, conducting sabotage, or planting listening devices
cybernetics within the body of a cybermonk reaches levels
for further surveillance—and then leave with nary a trace.
that could be described as paranormal.
Role: If you need access to something or someone, an
Role: Cybermonks are masters of unconventional combat,
infiltrator is who you hire to get in. They work best alone,
using their cybernetics to overcome any resistance. They
or with others that share their skills. However, a good,
use their speed and combat skills to dance through a bat-
noisy distraction by allies while he does his job never hurts.
tlefield, providing aid anywhere it is needed.
Infiltrator Knacks: The following knacks are best suited
Hit Die: d8.
for creating an infiltrator. Feats marked with an * are found
in this book.

50
CHARACTER CREATION

the push cyberware ability. When using this ability, the


CLASS SKILLS cybermonk can make these attacks with any combination
of her unarmed strikes, any indicated weapons from the
The cybermonk’s class skills are Acrobatics (Dex), Ath- cybermonk proficiency list, and any cybernetic weapon
letics (Str), Boating (Dex), Craft (Int), Drive (Dex), Escape grafts. She takes no penalty for using multiple weapons
Artist (Dex), Intimidate (Cha), Knowledge (cybernetics) when making a flurry of blows, but she does not gain any
(Int), Knowledge (religion) (Int), Perception (Wis), Perform additional attacks beyond what’s already granted by the
(Cha), Pilot (Dex), Profession (Wis), Sense Motive (Wis), and flurry for doing so. (She can still gain additional attacks
Stealth (Dex). from a high base attack bonus, from this ability, and from
Skill Ranks per Level: 4 + Int modifier. any abilities or enhancements that provide bonus attacks.
At 11th level, a cybermonk can make an additional attack at
CLASS FEATURES her highest base attack bonus whenever she makes a flurry
The following are class features of the cybermonk. of blows. This stacks with the first attack from this ability
as well as any other bonus attacks provided from other
Weapon and Armor Proficiency: Cybermonks are profi- sources, including the quickness push cyberware ability.
cient with the AD pain whip*, SO dragonfly tessen*, SO
manriki-gusari*, SO Miyamoto K-tana*, SO monowhip*, SO A cybermonk applies her full Strength bonus to her
whirlwind butterfly swords*, and all pistols. Cybermonks damage rolls for all successful attacks made with flurry
are not proficient in any type of armor or shields. Cyber- of blows, whether the attacks are made with an off-hand
monks are considered proficient with any cybernetically or with a weapon wielded in both hands. A cybermonk may
installed weapons. substitute disarm, sunder, and trip combat maneuvers for
unarmed attacks as part of a flurry of blows. A cybermonk
*These weapons can be used by a cybermonk to perform cannot use any weapon other than an unarmed strike or
a flurry of blows. a designated weapon from the proficiency list as part of
DS Bonus: When unarmored and unencumbered, the a flurry of blows.
cybermonk adds her Wisdom bonus Unarmed Strike: At 1st level, a cybermonk gains Improved
(if any) to her Defense Score and her Unarmed Strike as a bonus feat. A cybermonk’s attacks
CMD. In addition, a cybermonk gains may be with fist, elbows, head, knees, and feet. This means
a +1 bonus to Defense Score and that a cybermonk may make unarmed strikes with her
CMD at 4th level. This bonus hands full. There is no such thing as an off-hand attack for
increases by 1 for every a cybermonk striking unarmed. A cybermonk may thus
four monk levels thereaf- apply her full Strength bonus on damage rolls for all
ter, up to a maximum of +5 her unarmed strikes. She can
at 20th level. make this choice while grap-
These bonuses to DS apply even pling as well.

CYBERMONK
against touch attacks or when the Usually a c ybermonk ’s
cybermonk is flat-footed. She loses unarmed strikes deal lethal
these bonuses when she is immobi- damage, but she can choose
lized or helpless, when she wears any to deal nonlethal damage
armor, when she carries a shield, instead with no penalty on her attack roll. She has
or when she carries a medium or the same choice to deal lethal or nonlethal damage
heavy load. while grappling.
Chromed: At 1st level, a cyber- A cybermonk also deals more damage with
monk gains Chromed as a bonus her unarmed strikes than a normal person
feat. This ability replaces the bonus would, as shown above on Table 2:2: Cyber-
feat at 1st level. monk. The unarmed damage values listed
Flurry of Blows (Ex): At 1st level, a cybermonk on Table 2:2: Cybermonk is for Medium
can make a flurry of blows as a full-attack action. cybermonks. A Small cybermonk deals
When making a flurry of blows, the cybermonk less damage than the amount given
can make one additional attack at her highest there with her unarmed attacks,
base attack bonus. This additional attack stacks while a Large cybermonk deals more
with any abilities or enhancements that provide damage; see Small or Large Cybermonk Unarmed Damage
bonus attacks, such as the quickness feature of on Table 2:3:Small and Large Cybermonk Damage.

51
CHARACTER CREATION

TABLE 2:2: CYBERMONK


BASE ATTACK FORT REF WILL UNARMED DS FAST
LEVEL SPECIAL
BONUS SAVE SAVE SAVE DAMAGE BONUS MOVEMENT
Chromed, flurry of blows (bonus
1st +1 +2 +2 +0 attack), stunning fist, unarmed 1d6 +0 +0 ft.
strike
2nd +2 +3 +3 +0 Bonus feat, evasion 1d6 +0 +0 ft.
CYBERMONK

3rd +3 +3 +3 +1 Fast movement, pain points 1d6 +0 +10 ft.


Honed instincts +1, martial arts
4th +4 +4 +4 +1 master, push cyberware, strain 1d8 +1 +10 ft.
pool
5th +5 +4 +4 +1 Extreme endurance (fatigue) 1d8 +1 +10 ft.
6th +6/+1 +5 +5 +2 Bonus feat 1d8 +1 +20 ft.
7th +7/+2 +5 +5 +2 Exploit weakness 1d8 +1 +20 ft.
Honed instincts +2, physical resis-
8th +8/+3 +6 +6 +2 1d10 +2 +20 ft.
tance 1
9th +9/+4 +6 +6 +3 Improved evasion 1d10 +2 +30 ft.
Bonus feat, extreme endurance
10th +10/+5 +7 +7 +3 1d10 +2 +30 ft.
(exhaustion)
Flurry of blows (bonus attack),
11th +11/+6/+1 +7 +7 +3 1d10 +2 +30 ft.
physical resistance 2
12th +12/+7/+2 +8 +8 +4 Bonus feat, honed instincts +3 2d6 +3 +40 ft.
13th +13/+8/+3 +8 +8 +4 Defensive roll 2d6 +3 +40 ft.
14th +14/+9/+4 +9 +9 +4 Bonus feat, physical resistance 3 2d6 +3 +40 ft.
15th +15/+10/+5 +9 +9 +5 Extreme endurance (stun) 2d6 +3 +50 ft.
16th +16/+11/+6/+1 +10 +10 +5 Honed instincts +4 2d8 +4 +50 ft.
17th +17/+12/+7/+2 +10 +10 +5 Physical resistance 4 2d8 +4 +50 ft.
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat 2d8 +4 +60 ft.
19th +19/+14/+9/+4 +11 +11 +6 Greater defensive roll 2d8 +4 +60 ft.
Honed instincts +5, perpetual over-
20th +20/+15/+10/+5 +12 +12 +6 2d10 +5 +60 ft.
drive, physical resistance 5

Bonus Feat: At 1st, 2nd, 6th, 10th, 12th, 14th and 18th levels, target staggered for 1d6+1 rounds. At 16th level, she can
a cybermonk may select a bonus feat. These feats must permanently blind or deafen the target. At 20th level, she
be taken from the following list: Catch Off-Guard, Combat can paralyze the target for 1d6+1 rounds. The cybermonk
Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scor- must choose which condition will apply before the attack
pion Style, Throw Anything, and Traceur*. At 6th level, the roll is made. These effects do not stack with themselves
following feats are added to the list: Gorgon’s Fist, Improved (a creature sickened by Stunning Fist cannot become nau-
Bull Rush, Improved Disarm, Improved Feint, Improved Trip, seated if hit by Stunning Fist again), but additional hits do
Mobility, and Traceur Master*. At 10th level, the following increase the duration.
feats are added to the list: Improved Critical, Medusa’s Evasion (Ex): At 2nd level or higher, a cybermonk can
Wrath, Snatch Arrows, and Spring Attack. A cybermonk avoid damage from many area-effect attacks. If a cyber-
need not have any of the prerequisites normally required monk makes a successful Reflex saving throw against an
for these feats to select them. Feats marked with an * are attack that normally deals half damage on a successful
found in this book. save, she instead takes no damage. Evasion can be used
Stunning Fist (Ex): At 1st level, the cybermonk gains Stun- only if a cybermonk is wearing light armor or no armor. A
ning Fist as a bonus feat, even if she does not meet the helpless cybermonk does not gain the benefit of evasion.
prerequisites. At 4th level, and every 4 levels thereafter, Fast Movement (Ex): At 3rd level, a cybermonk gains an
the cybermonk gains the ability to apply a new condition enhancement bonus to her land speed, as shown on Table:
to the target of her Stunning Fist. This condition replaces Cybermonk. A cybermonk in armor or carrying a medium
stunning the target for 1 round, and a successful saving or heavy load loses this extra speed.
throw still negates the effect. At 4th level, she can choose
to make the target fatigued. At 8th level, she can make the Pain Points (Ex): At 3rd level, a cybermonk’s advanced
target sickened for 1 minute. At 12th level, she can make the knowledge of humanoid anatomy grants a +1 bonus on

52
CHARACTER CREATION

critical hit confirmation rolls and increases the DC of her skill module, and tactical computer; Wisdom: biofeedback,
stunning fist and quivering palm by 1. emotional resistance response system, and fight or flight
system; Charisma: beautification treatment, and teaser
Honed Instincts (Ex): Starting at 4th level, a cybermonk’s
pheromones.
instincts help get her out of the way when the lead starts
flying. She gains a +1 dodge bonus to AC. This bonus Damage Field: This push creates a highly charged field in
increases by +1 for every four levels, to a maximum of +5 the cybermonk’s body that damages opponents striking
at 20th level. the cybermonk with melee, natural, or unarmed attacks.
Martial Arts Master (Ex): At 4th level, a cybermonk may An attacker that successfully hits the cybermonk takes
use her cybermonk level to qualify for feats with a fighter electricity damage, 1d6 +1 per cybermonk level (maximum
1d6+15). Associated cyberware: cyberlimb, emp shielding,
level prerequisite when those feats are applied to unarmed
enhanced neural net, and reflex augmentation manage-
strikes or the weapons with which a cybermonk is normally
ment processor.
proficient (except pistols).
Strain Pool (Ex): At 4th level, a cybermonk gains a Strain Deflection: This push grants a cybermonk a +2 dodge
Pool and the ability to use it to push her cyberware. Her bonus to AC. At 8th level, and every 4 levels thereafter, the
Strain Pool is equal to one quarter of her remaining Strain bonus granted by this push increases by 1, to a maximum of
+5 at 16th level. Associated cyberware: amplified hearing,
(no remaining Strain means a base of 0), plus one point per
cybereyes, fight or flight system, integrated motion detec-
cybermonk level. A cybermonk can use points from this
tion system, reflex augmentation management processor,
pool to increase the function of existing cyberware, pushing
stabilization system, and tactical computer.
it beyond its normal capabilities, giving the cybermonk
access to levels of performance that verge on the mystical. Farsight: This push amplifies cybernetic vision, increas-
ing clarity and improving ranged accuracy. Penalties for
Push Cyberware (Ex): At 4th level, a cybermonk can push
weapon range increments are reduced to –1. If the cyber-
a particular piece of installed cyberware beyond its normal
monk is already fitted with the enhanced vision module,
level of function, in order to grant herself additional abilities
then use of this push doubles the ranged increments
at the cost of more Strain. When a piece of cyberware is
for ranged weapons. Associated cyberware: cybereyes,
pushed, its Strain cost doubles, being paid out of the cyber-
enhanced vision, and infra/ultra optics.
monk’s Strain Pool. Pushing cyberware in this manner can
be done for a total number of rounds per day equal to 4 + Healing: A cybermonk may use this push to allow her the
her Constitution modifier plus an additional 2 rounds per ability to heal others. As a standard action, the push can
class level. This is normally a swift action, unless noted be used to heal an adjacent target up to 2 hp of damage
on the list of abilities below. A cybermonk can push a per cybermonk level. Depending on the cyberware pushed
maximum number of installed cyberware pieces equal to to enact this ability, it can work on either living targets or
her class level, so long as she has enough points available constructs (androids and cyborgs). Associated cyberware:
in her strain pool to keep them active. cyber tools (constructs only), lifesaver system (living), and

CYBERMONK
trauma suppressor (living).
A cybermonk chooses two push powers at 4th level, and
one every two levels thereafter, to 18th level. Push powers Leap: When a cybermonk uses this push, she adds her
depend on certain types of cyberware in order to be used, level to all Acrobatics checks made to jump, both for ver-
and are chose from the following list. tical jumps and horizontal jumps. She always counts as
Armor: This push adds a natural armor bonus, increasing having a running start when making jump checks using
Acrobatics. In addition, a cybermonk can slow fall, as the
the cybermonk’s DR by 2. Associated cyberware: cyber-
monk ability, up to 20 feet plus 10 feet per two class levels
limbs, cyberskull, nanoweave organ system, skeletal
(maximum 100 feet) while this push is active. Associated
reinforcement, subdermal armor, and trauma suppressor.
cyberwear: cyberlimb (leg), kangaroo system, and liga-
Boost Stat: This push provides an enhancement bonus of ment enhancement.
+4 to one stat, dependent upon the cyberware pushed.
Pummel: When a cybermonk uses this push, she sends
Associated cyberware: Strength: breaching system, chem-
out a blast in a cone, 5 feet per cybermonk level, that
ical injector, cyberlimb, muscular improvement system,
affects all creatures in the area. Make a bull rush attempt
and skeletal reinforcement; Dexterity: cyberlimb, enhanced
on each target within the area of effect. A target that has
coordination system, reflex augmentation management
been successfully bull rushed must make a Reflex save
processor, and stabilization system; Constitution: anti-toxin
(DC 10 + 1/2 your cybermonk level + Constitution modifier)
system, chemical injector, cyberlimb, cyberskull, emergency
or fall prone. If a bull rushed target’s movement is blocked
air supply enhancement, and nanoweave organ system;
by a solid object, such as a wall or vehicle, it must make a
Intelligence: courier node, enhanced neural net, implanted
Fortitude save or be staggered for one round. Associated
53
CHARACTER CREATION

TABLE 2:3: SMALL AND LARGE CYBERMONK UNARMED DAMAGE


LEVEL DAMAGE (SMALL CYBERMONK) DAMAGE (LARGE CYBERMONK)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
CYBERMONK

16th–19th 2d6 3d8


20th 2d8 4d8

cyberware: breaching system, cyberweapon, kangaroo Warrior’s Gift: A cybermonk using this push chooses one
system, and personal airbags. combat feat. The cybermonk must meet any base attack
Quickness: When a cybermonk uses this push, she bonus prerequisites of the feat, but can ignore any other
increases her attack speed, allowing one extra attack at requirements. She may use that feat for the duration of
her highest base attack bonus during a full attack action. the push. Associated cyberware: emotional resistance
If the pushed cyberware is a weapon, then the full attack response system, enhanced neural net, tactical computer,
action to which the extra attack applies must be made and wellspring combat enhancement injector.
with that weapon. Associated cyberware: cyberlimb, cyber- Extreme Endurance (Ex): At 5th level, a cybermonk gains
weapon, enhanced coordination system, firearm (including immunity to fatigue. At 11th level, she also gains immu-
automatic and heavy), reflex augmentation management nity to exhaustion. At 16th level, she gains immunity to
processor, reflexive strike module, and tactical computer. stunning. At 20th level, she gains immunity to death from
Smite: A cybermonk using this push increases adds a +2 massive damage, and can remain conscious and continue
bonus to all damage rolls for a round. Associated cyber- fighting even if her hit point total falls below 0. A cyber-
ware: breaching system, cyberlimb, cyberweapon, firearm monk is still staggered at 0 hit points or lower and loses 1
(including automatic and heavy), and tactical computer. hit point each round as normal.
Speed: Using this push, a cybermonk can increase her Exploit Weakness (Ex): At 7th level, as a swift action, a
base speed by 30 feet, up to double her current speed. If cybermonk can observe a creature or object to find its
ligament enhancement is the cyberware being pushed, weak point by making a Wisdom check and adding her
then she gains the additional benefit of not losing her cybermonk level against a DC of 10 + the object’s hardness
Dexterity bonus to AC while running. Associated cyber- or the target’s CR. If the check succeeds, the cybermonk
ware: cyberlimb (legs), enhanced coordination system, gains a +2 bonus on attack rolls until the end of her turn,
ligament enhancement, and reflex augmentation man- and any attacks she makes until the end of her turn ignore
agement processor. the creature or object’s DR or hardness.
Succor: A cybermonk using this push can remove fatigue A cybermonk may instead use this ability as a swift action
from a target, or stabilize and restore consciousness to to analyze the movements and expressions of one creature
a dying target. In the latter case, the target is considered within 30 feet, granting a bonus on Sense Motive checks
staggered until its hit points are brought above 0. Associ- and Reflex saves and a dodge bonus to AC against that
ated cyberware: anti-toxin system, biofeedback, chemical opponent equal to 1/2 her cybermonk level until the start
injector, lifesaver system, trauma suppressor, and well- of her next turn.
spring combat enhancement injector. Physical Resistance (Ex): At 8th level, if a cybermonk
Wallwalker: Using this push, a cybermonk can enhance suffers any effect that causes ability damage, ability drain,
her ability to climb, rebound off, and vault over walls and or temporary ability score penalties, the effect is reduced by
other obstacles. While this push is in effect, a cybermonk 1 point. This reduction increases by 1 for every three levels
can use the Climb skill to perform accelerated climbing beyond 8th (to a maximum reduction of 5 at 20th level).
without the –5 penalty. Additionally, the cybermonk does Improved Evasion (Ex): At 9th level, a cybermonk’s evasion
not need to move in a straight line during a charge action, ability improves. She still takes no damage on a success-
and can move at up to a 90 degree angle and still make ful Reflex saving throw against attacks, but henceforth
a charge attack. If gecko hands are the cyberware being she takes only half damage on a failed save. A helpless
pushed, add an additional 10 feet to your climb speed. Asso- cybermonk does not gain the benefit of improved evasion.
ciated cyberware: cyberlimb (legs), gecko hands, kangaroo
system, and stablization system. Defensive Roll (Ex): At 13th level, a cybermonk can roll
with a potentially lethal blow to take less damage from it
than she otherwise would. Once per day, when she would

54
CHARACTER CREATION

be reduced to 0 or fewer hit points by damage in combat, Role: Gearheads know tech like no one else. Their mastery
the cybermonk can attempt to roll with the damage. To use of the vehicle control interface makes them masters of
this ability, the cybermonk must attempt a Reflex saving machines. If you want expert drone cover or a fast, reliable
throw (DC = damage dealt). If the save succeeds, she takes ride, then you want a gearhead on your side.
only half damage from the blow; if it fails, she takes full Hit Die: d8.
damage. She must be aware of the attack and able to react
to it in order to execute her defensive roll—if she is denied CLASS SKILLS
her Dexterity bonus to AC, she can’t use this ability. Since
this effect would not normally allow a character to make The gearhead’s class skills are Boating (Dex), Craft (Int),
a Reflex save for half damage, the cybermonk’s evasion Disable Device (Dex), Drive (Dex), Hacking (Int), Knowledge
ability does not apply to the defensive roll. A cybermonk (cybernetics) (Int), Knowledge (programming) (Int), Percep-
can use this ability one additional time per day per three tion (Wis), Pilot (Dex), Profession (Wis), and Stealth (Dex).
levels beyond 13th (to a maximum of 3 times a day at Skill Points per Level: 4 + Int modifier.
19th level).
Greater Defensive Roll (Ex): At 19th level, a cybermonk CLASS FEATURES
suffers no damage on a successful defensive roll, and only
The following are class features of the gearhead.
half damage if the Reflex saving throw fails.
Weapon and Armor Proficiencies: A gearhead is proficient
Perpetual Overdrive (Ex): At 20th level, a cybermonk
with all simple weapons (firearms), melee weapons, and
achieves perfect control over her cybernetic implants. A
personal armor, but not shields.
cybermonk chooses a number of implants she has, apply-
ing a push to each and paying the cost from her strain Drone/Vehicle: A gearhead starts with a vehicle or drone
pool. These implants are now in perpetual overdrive, pro- of his choice. The chosen drone or vehicle cannot cost more
viding the chosen bonuses for as long as the cyberware than 60,000 cryptodollars. The vehicle comes with any and
continues to function or until the cybermonk suffers any all standard features. This ability only applies to a character
sort of effect that lowers her strain pool (e.g. Constitution starting at 1st level as a gearhead. A character multiclassing
damage.) A cybermonk may deactivate perpetual over- into gearhead does not receive a drone or vehicle.
drive on any particular pieces of installed cyberware in Vehicle Control Interface: A gearhead starts with a
order to apply it to new implants or others not affected by vehicle control interface, or VCI for free. The VCI works in
the ability, but this takes one hour per piece of cyberware tandem with the gearhead’s TAP, allowing her to trans-
being switched out.
late thoughts of movement, reflex, and fine motor control
to a drone. It functions as the standard piece of equip-
GEARHEAD ment, though the gearhead receives free upgrades as
she gains levels. At 5th level, a gearhead receives a free
Automation dominates the world of Inter-

GEARHEAD
face Zero. People travel in self-driving cars
and ride in automated mass transit. Law
enforcement drones patrol autonomously,
their AIs able to direct them through stan-
dard operations without the need for
operators. There are times when manual
control is necessary, and when it is, there
are people who are perfect for the job:
gearheads. Drone jockeys become the mind
behind the machine, guiding drones in del-
icate missions as if slipped into a second skin.
Meanwhile, couriers take on the task of getting
things from one place to another with speed
and style, whether the package is encrypted
data, contraband goods, or even a person. If
a gearhead’s toys—or anyone else’s for that
matter—are damaged on the job, they can also
put them back together, possibly even while
blindfolded.
55
CHARACTER CREATION

TABLE 2:4: GEARHEAD


LEVEL BASE ATTACK BONUS FORT SAVE REF SAVE WILL SAVE SPECIAL
1st +0 +0 +0 +2 Drone/vehicle, vehicle control interface 1
2nd +1 +0 +0 +3 Bonus feat, proficient technician
3rd +2 +1 +1 +3 Jury-rig
4th +3 +1 +1 +4 Honed instincts +1
5th +3 +1 +1 +4 Hacking resistance +2, improved VCI control
GEARHEAD

6th +4 +2 +2 +5 Bonus feat


7th +5 +2 +2 +5 Accelerated drone control 1/Vehicle mastery 1
8th +6/+1 +2 +2 +6 Honed instincts +2
9th +6/+1 +3 +3 +6 Hacking resistance +4
10th +7/+2 +3 +3 +7 Bonus feat
11th +8/+3 +3 +3 +7 Accelerated drone control 2/Vehicle mastery 2
12th +9/+4 +4 +4 +8 Honed instincts +3
13th +9/+4 +4 +4 +8 Hacking resistance +4
14th +10/+5 +4 +4 +9 Bonus feat
15th +11/+6/+1 +5 +5 +9 Accelerated drone control 3/Vehicle mastery 3
16th +12/+7/+2 +5 +5 +10 Honed instincts +4
17th +12/+7/+2 +5 +5 +10 Hacking resistance +6
18th +13/+8/+3 +6 +6 +11 Bonus feat
19th +14/+9/+4 +6 +6 +11 Hacking resistance +8
20th +15/+10/+5 +6 +6 +12 Capstone ability, honed instincts +5

upgrade to a VCI II. At 9th level, a drone jockey receives also use a chosen feat herself without using the drone, so
a free upgrade to a VCI III. If a drone jockey purchases an long as she meets the feat’s prerequisites.
upgrade before receiving their free upgrade, then upgrade Proficient Technician: At 2nd level, a gearhead adds half
the VCI to the next upgrade available. her class level to all Craft skill check rolls made to repair or
Bonus Feat: At 2nd level, and every four levels there- modify items. At 6th level, the gearhead can make such
after, a gearhead chooses a bonus feat. This feat can be repairs or modifications in half the normal time without
chosen from one of the following: Drive-By*, Expert Driver*, increasing the DC of the skill check. At 10th level, repairs
Formation Driving*, Offensive Driver*, Pilot Golemmech*, are second nature to the gearhead. She can take 10 on
Skilled Driver*, and Vehicular Combat*. Feats marked with Craft checks made to repair items even when under duress
an asterisk are found in this book. (such as combat).
Alternately, the gearhead develops a better feel for drone Jury-rig: At 3rd level, a gearhead is adept at making do
combat, learning techniques that allow for improved func- with whatever materials are at hand. He can effect repairs
tion of her drone. The gearhead may choose a bonus feat on a broken item or vehicle for one-fiftieth the item’s price,
as a pilot mode feat. She does not need the prerequi- or for free if he spends an hour scavenging parts (by making
sites for this feat, so long as a drone she operates in pilot a successful DC 15 Survival check). These repairs will last for
mode would qualify for the feat. Feats also qualify as pilot up to an hour per gearhead level. If someone other than
mode feats if the gearhead meets any mental ability pre- the gearhead attempts to use the item, then treat the item
requisites and the feat can feasibly be used by the drone as if it still had the broken condition, unless the gearhead
he is piloting (Combat Expertise while piloting a Shogun spends a minute to instruct the person on how to work it
Samurai, for example). The gearhead may use this feat before it is used. (“Jiggle this switch a few times first. Don’t
while operating any drone in pilot mode that would qualify. just push that button, hold it down for a second.”)
(For example, a drone jockey with a Strength 10 could take Garage Doc: At 4th level, a gearhead can use the appro-
the Power Attack feat as a pilot mode feat and apply the priate Craft skills to repair damage to androids and cyborgs
feat’s benefits while piloting a Shogun Samurai, which has with great proficiency. See the Craft skill description in the
the prerequisite Strength for the feat.) The drone can also Skills section of this book. Use the treat deadly wounds
gain the use of the feat while in pilot mode if the gearhead mechanic from the Heal skill as per the rules there, but the
has the necessary mental ability score prerequisites for the gearhead can restore 2 hit points per level of the patient.
feat (Combat Expertise, for example). The gearhead can The amount of hit points restored increases to 3 per level

56
CHARACTER CREATION

TABLE 2:5: ACCELERATED DRONE CONTROL


MANEUVER NORMAL 7TH LEVEL 11TH 15TH
Control drone in pilot full-round action standard action move action swift action
mode
Switch to pilot mode from full-round action standard action move action swift action
one drone to another
Send command to a standard action move action swift action free action
single drone in basic
mode
Send commands to two full round action standard action move action free action
or more drones in basic

at 8th level, 4 points per level at 16th level, and reaches a check result is greater than the opponent’s attack roll, then
maximum at 5 points per level at 20th level. the damage from the attack is reduced to half. If the gear-
head has the Vehicular Combat feat, then a successful skill
Honed Instincts: Starting at 4th level, a gearhead’s
check avoids all damage, and the vehicle only takes half
instincts help get her out of the way when the lead starts
damage if the skill check fails.
flying. She gains a +1 dodge bonus to her Defense Score.
This bonus increases by +1 for every four levels, to a At 15th level, once per round, when making a skill check
maximum of +5 at 20th level. for any sort of vehicle maneuver, the gearhead may roll
twice and take the higher of the two results.
Hacking Resistance: At 5th level, the gearhead is better
able to defend against hackers attempting to usurp control Capstone Ability: At 20th level, the gearhead may choose
or sabotage a drone or vehicle to which they are linked. one of the following abilities.
Any drone in pilot mode or vehicle the gearhead is linked
Ace: At 20th level, the gearhead is unmatched behind the
to via her VCI gains a +4 bonus to any saving throws made wheel. She may make a skill check to avoid damage to her
against any flash engrams or standard engrams. This bonus vehicle against any attack against it during a round, and
is also added to any DCs for Hacking checks against the she can take 20 on any one maneuver check in a round,
drone or vehicle. These bonuses increase by +2 at levels even while in combat.
9th, 13th, 17th, and 19th.
Twin Pilot Mode: At 20th level, a gearhead can split her VCI
Improved VCI Control: As a drone jockey increases in level, signal between two drones, operating them in pilot mode
her efficiency with her VCI link increases. At 5th level, she simultaneously. The commands she sends will be followed
gains a +1 on all attack rolls, initiative rolls, and Reflex saves by both drones in the same fashion, even if those drones
when operating a drone in pilot mode or while driving a are focused on different targets. For example, if the gear-
vehicle. This bonus increases by +1 every three gearhead head wants a drone to move 30 feet and then attack an
levels, to a maximum of +5 at 17th level. opponent, the twin signal will make the second drone do

GEARHEAD
Accelerated Drone Control/Vehicle Mastery: At 7th level, the exact same actions that round, though its target can
a gearhead chooses whether to focus on improving her be a completely different opponent.
abilities with drone piloting or vehicles. She must choose
one of the following abilities, which will improve at the GEARHEAD PATHS
indicated levels.
Gearheads have two potential paths: the courier and the
Accelerated Drone Control: At 7th level, and every four drone jockey. GMs and players can create new paths as
levels thereafter, up to 15th level, a gearhead can send they choose, or simply pick and choose talents regardless
commands to drones via her VCI with increasing alacrity. of the path with which they are associated.
Consult the Accelerated Drone Control Table to see what
type of action is needed at any given level to perform a COURIER
particular maneuver.
The best drivers on land, sea, or in the air are the couri-
Vehicle Mastery: At 7th level, and every four levels there- ers. These gearheads focus on using their training, natural
after, up to 15th level, a gearhead’s control over a linked abilities, and VCI interface to outfight, outmaneuver, and
vehicle increases. At 7th level, the gearhead can take 10 outrun opponents.
on any vehicle maneuver check, even in combat.
Role: If you need the fastest trip to your destination, a
At 11th level, once per round, when the gearhead’s vehicle getaway driver, or want to come out of running battle in
is hit in combat, he may attempt the appropriate skill check one piece, then you want a courier at the wheel.
(Boating, Drive, or Pilot) as an immediate action. If the skill
57
CHARACTER CREATION

Bonus Feats: The following feats are best suited for creat- citizens in need of a bodyguard, muscle for a run, or even
ing a courier: Drive-By*, Expert Driver*, Formation Driving*, a kidnapping or assassination will pay well to one with
Offensive Driver*, Pilot Golemmech*, Skilled Driver*, and the proper skills and training. Whether a common merce-
Vehicular Combat*. nary, no-nonsense bounty hunter, or officer of the law, the
Feats marked with an * are found in this book. gunner is a staple in the world of Interface Zero.
Role: Gunners bring the muscle. No matter the mission,
Abilities: To create a courier character, choose the vehicle
having a member of the team who can tear up the enemy
option at 1st level, vehicle mastery at 7th level, and the
in a firefight is always a good idea. A competent gunner
ace capstone at 20th level.
will be able to assess the enemy and bring to bear what-
GUNNER

DRONE JOCKEY ever is necessary to take them down and get the team out
alive. Tactics, toughness, and plenty of hardware make a
A drone jockey is an expert at remotely operating drones
gunner an essential part of the group.
of various types. Whether for surveillance, security, or
combat, the drone jockey can jump in and take control Hit Die: d10.
of a drone directly, seeing through its camera eyes and
wielding its weapons as if they were in her own hands. CLASS SKILLS
Role: A drone jockey provides extra bodies, eyes, and The gunner’s class skills are Acrobatics (Dex), Athletics
guns in the field. She can have her drones take on risks so (Str), Bluff (Cha), Boating (Dex), Craft (Int), Diplomacy (Cha),
other members of the group don’t carry the risk. Disable Device (Dex), Drive (Dex), Intimidate (Cha), Knowl-
Bonus Feats: A drone jockey is best served taking pilot edge (demolitions) (Int), Knowledge (engineering) (Int),
mode feats, which she can use while piloting a drone. Knowledge (geography), Knowledge (law), Knowledge
The type of drone used determines the value of the feats (local), Linguistics (Int), Pilot (Dex), Perception (Wis), Pro-
taken. The following are examples of useful pilot mode fession (Wis), Sense Motive (Wis), Stealth (Dex), Survival
feats based on drone type. (Wis), and Swim (Str).
• Surveillance drones: Dodge, Mobility, Skill Focus (Per- Skill Ranks per Level: 4 + Int modifier.
ception), and Skill Focus (Stealth).
• Melee combat drones: Cleave, Improved CLASS FEATURES
Initiative, Power Attack, and Step Up.
• Aerial combat drones: Dodge, Mobility, The following are class features of the gunner.
Point-Blank Shot, and Shot on the Run. Weapon and Armor Proficiencies: Gunners are proficient
Abilities: To create a drone jockey char- in simple weapons (firearms), martial weapons (heavy and
acter, choose the drone option at 1st missile launchers), melee weapons, personal armor, exo-ar-
level, the accelerated drone control mor, and shields.
option at 7th level and the twin pilot Full Kit: A gunner is used to hoofing it with a full com-
mode capstone at 20th level. plement of gear. Treat his Strength as 2 higher when
determining carrying capacity.

GUNNER Gunner Knack: At the indicated levels, the gunner chooses


the indicated number of options from the list of gunner
There is always a market for those knacks. This knack can be a special ability or a bonus combat
intimately familiar with violence. Sector feat. A gunner must meet any prerequisites listed to take
cops are needed to control the rampant a particular ability or feat. Players should choose knacks
crime of the sprawl. Mega-Congloms that help shape the path they want their gunner to follow
form private armies gleaned from as he progresses. (See the Gunner Paths section below.)
ex-military personnel. Private
Armor Training: Starting at 3rd level, a gunner learns to be
more maneuverable while wearing armor. Whenever he is
wearing armor, he reduces the armor check penalty by 1
(to a minimum of 0) and increases the maximum Dexterity
bonus allowed by his armor by 1. Every four levels there-
after (7th, 11th, and 15th,) these bonuses increase by +1.
Honed Instincts: Starting at 4th level, a gunner’s instincts
help get him out of the way when the lead starts flying. He
gains a +1 dodge bonus to his Defense Score. This bonus
58
CHARACTER CREATION

TABLE 2:5 : GUNNER


LEVEL BASE ATTACK BONUS FORT SAVE REF SAVE WILL SAVE SPECIAL
1st +1 +2 +0 +0 Full kit, gunner knack
2nd +2 +3 +0 +0 Gunner knacks (2)
3rd +3 +3 +1 +1 Armor training 1
4th +4 +4 +1 +1 Gunner knack, honed instincts +1
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Gunner knack
7th +7/+2 +5 +2 +2 Armor training 2
8th +8/+3 +6 +2 +2 Gunner knack, honed instincts +2
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Gunner knack
11th +11/+6/+1 +7 +3 +3 Armor training 3
12th +12/+7/+2 +8 +4 +4 Gunner knack, honed instincts +3
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Gunner knack
15th +15/+10/+5 +9 +5 +5 Armor training 4
16th +16/+11/+6/+1 +10 +5 +5 Gunner knack, honed instincts +4
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Gunner knack
19th +19/+14/+9/+4 +11 +6 +6 Armor Mastery
20th +20/+15/+10/+5 +12 +6 +6 Capstone knack, Honed instincts +5

increases by +1 for every four levels, to a maximum of +5 Close: AoG Armaments Exo-Claw, BKI kite shield, BKI Shot-
at 20th level. fist, BKI Swordgun, RS Jointlock stun gloves, UP Duke McCoy
combat knife, unarmed strike, WT lacerator knife.
Weapon Training: Starting at 5th level, a gunner can
select one group of weapons, as noted below. Whenever Energy: AGA BC1 beam carbine, AGA BSR 1 beam sniper
he attacks with a weapon from this group, he gains a +1 rifle, AGA MR1 maser rifle, AGA PL-1 pulse laser pistol, AGA
on attack and damage rolls. PLR pulse laser rifle, AGA PMG-1 pulse machine gun, AGA
X-4 particle beam rifle, particle beam cannon, SR Cyclone
Every four levels thereafter (9th, 13th and 17th), a gunner
EMP gun.
becomes further trained in another group of weapons.
He gains a +1 bonus on attack and damage rolls when Enforcement: Black Knight “Xbow” bolt thrower, Mar-
using a weapon from this group. In addition, the bonuses sworks “Javelin” coil bolt thrower, Ravenlocke Securities
granted by previous weapon groups increase by +1 each. riot gel gun, Ravenlocke jointlock stun gloves, Ravenlocke

GUNNER
For example, when a gunner reaches 9th level, he receives security truncheon, Sentinel Rock cyclone EMP gun, Sen-
a +1 bonus on attack and damage rolls with a new weapon tinel Rock gyroc pistol, Sentinel Rock gyroc rifle, Sentinel
group, and a +2 bonus on attack and damage rolls with Rock retiarius net launcher, and Wasteland Traders shille-
the weapon group selected at 5th level. Bonuses granted lagh havoc stick.
from overlapping groups do not stack. Take the highest Heavy: AGA Arbalest 120mm heavy ML, AGA Annihilator
bonus granted for a weapon if it resides in two or more personal rail cannon, AGA Damnation, AGA Mjolnir AMR,
groups. A bounty hunter also adds this bonus to any combat AGA Purge , AGA-RG30 Enforcer railgun, AGA “Thumper”,
maneuver checks made with weapons from this group. AGA Vindicator rail cannon, AS Foley Arms TAW 2022, BK
This bonus also applies to the bounty hunter’s Combat Liberator minigun, BK Maverick light auto cannon, “Bessy”
Maneuver Defense when defending against disarm and .50 heavy machine gun, Pyro-Hydra 4 Tube 50mm ML,
sunder attempts made against weapons from this group. RPG-17 rocket propelled grenade, WT MG-762m 7.62mm.
Weapon groups are defined as follows (GMs may add other Cybermonk: AD pain whip, SO dragonfly tessen, SO manri-
weapons to these groups, or create entirely new groups): ki-gusari, SO Miyamoto K-tana, SO monowhip, SO whirlwind
Blunt: BKI Shotfist, RS security truncheon, SO manriki-gu- butterfly swords, unarmed strike.
sari, unarmed strike, WT Shillelagh Havoc Stick

59
CHARACTER CREATION

Natural: unarmed strike and all natural weapons, such as cover or concealment. A gunner must have the favored
bite, claw, gore, tail, and wing, including cyberweapons. terrain ability and be at least 8th level to select this ability.
Pistols: AGA Black Knight Limited, AGA Cyberchromium Rat Close Control: The gunner becomes skilled at forcefully
.75, AGA Thunderbolt, AS Foley Arms TAW 2022, AS Foley moving his opponent around. The gunner gains a +1 bonus
Arms Watchdog, HT HT-9 holdout pistol, PD Saturday Night on bull rush, drag, and reposition combat maneuver checks.
Sprawl Special, SC Urchin pistol, SR 12.7mm Gyroc pistol, SR The gunner also gains a +1 bonus to CMD when attacked
Street Talker 6mm, UP Columbus twin-barrel, WT long barrel with the bull rush, drag, and reposition maneuvers. These
bonuses increase by +1 for every four levels after 2nd (to a
Rifles: AGA-12 MAW, AS Foley Arms TAW 2022, BKI BK-616,
maximum of +5). This bonus also applies to the DC of any
BKI Amphibious Rifle, BK “XBow” Bolt Thrower, MW “Javelin”
GUNNER

Escape Artist attempts made to escape any restraints you


Coil Bolt Thrower, SC Assassin’s Rifle, SR 12.7mm Gyroc Rifle,
place on opponents.
UP Punk3D Rifle, Tarantula Hunting Rifle, WT Pneumatic
Dart Rifle Cooperative Combatant: When a gunner uses the aid
another special attack, he may affect one additional ally
Shotguns: AGA Thunder, AS Foley Arms TAW 2022, BKI
per point of his Intelligence modifier. For each ally that a
Tiger Claw, RS Riot Gel Gun, WT BD-4DY 12g
gunner aids, he can pick whether to grant that ally the +2
Submachine guns: Mosquito Storm, RS P9D, UP Gutter bonus on its next attack or the +2 bonus to AC against the
Punk, WT Wanderer opponent’s next attack on that ally, and can grant different
Thrown: SO dragonfly tessen, UP Duke McCoy combat allies different bonuses.
knife, UP Ironfang spring-blade, WT lacerator knife. Evasion: The gunner can avoid attacks with great agility.
Armor Mastery: At 19th level, a gunner gains an extra If he makes a successful Reflex saving throw against an
DR 4/— whenever he is wearing armor or using a shield. attack that normally deals half damage on a successful
save, he instead takes no damage. Evasion can be used
GUNNER KNACKS only if the gunner is wearing personal armor or no armor.
Battle Insight: As a swift action, a gunner can grant his A helpless gunner does not gain the benefit of evasion.
Intelligence modifier as an insight bonus on the attack rolls A gunner must be at least 8th level to select this ability.
made by a single ally who can see or hear the gunner. That Favored Enemy: The gunner selects a type from the
ally gains the bonus until the end of the gunner’s next favored enemies table. This may be a particular race and
turn. The gunner can use this ability a number of times a subtype, such as androids, or a particular type of person,
day equal to 3 + his Intelligence modifier. such as gangers. He gains a +2 bonus on Bluff, Knowledge,
Camouflage: The gunner can use the Stealth skill to hide in Perception, Sense Motive, and Survival checks against crea-
any of his favored terrains, even if the terrain doesn’t grant tures of his selected type. Likewise, he gets a +2 bonus on
weapon attack and damage rolls against them. A gunner
may make Knowledge skill checks untrained when attempt-
TABLE 2:6: FAVORED ENEMIES ing to identify these creatures.
TYPE (SUBTYPE)
At 5th level and every five levels thereafter (10th, 15th, and
Aberration
20th level), the gunner may select an additional favored
Agent
bounty. In addition, at each such interval, the bonus against
Animal (cyborg)
any one favored enemy (including the one just selected,
Animal (synthetic)
if so desired) increases by +2. Alternately, a gunner can
Construct
choose to focus on a more specific subset of enemy. If
Ganger
a gunner chooses a focused enemy, then he gains a +4
Grifter
bonus against them, but only a +1 bonus against others of
Hacker
the larger group. For example, he may choose to focus not
Humanoid (android)
simply on gangers, but on the South Side Stormtroopers in
Humanoid (cyborg) particular. Against those particular gangers, the gunner’s
Humanoid (human) bonus is +4, but only +1 against gangers from other gangs.
Humanoid (hybrid)
The favored enemies are divided by both physiology and
Humanoid (simulacra)
culture. If a specific creature falls into more than one cat-
Smuggler
egory of favored bounty, the bounty hunter’s bonuses do
Street Rat
not stack; he simply uses whichever bonus is higher.

60
CHARACTER CREATION

Aiding Attack: The gunner can use this trick as a free action
TABLE 2:7: FAVORED TERRAIN
when he hits a creature with an attack. The next ally who
FAVORED TERRAINS
makes an attack against the target creature before the
Cold (ice, glaciers, snow, tundra)
start of the gunner’s next turn gains a +2 circumstance
Desert (sand, scrub land, wastelands)
bonus on that attack roll.
Forest (coniferous and deciduous)
Jungle Bolster Ally: The gunner can use this trick as an immedi-
Mountain (including hills)
ate action when an ally is hit with an attack or a combat
Offworld (asteroids, planets, space stations)
maneuver. The ally’s AC and combat maneuver defense
increase by +4 for the purposes of that attack. If the attack
Plains (grasslands, steppes, veldt)
still hits, the ally only takes half damage (if any). The ally
Swamp (marshes, wetlands)
must be able to see or hear the gunner to benefit from
Underground (caves, subterranean facilities)
this trick.
Urban (buildings, streets, sewers, sprawl)
Water (both above and below the surface) Catfall: The gunner can use this trick as an immediate
action when he falls 20 or more feet, ignoring the first
Favored Terrain: At 3rd level, a gunner may select a type of 20 feet of the fall when calculating the falling damage. If
terrain from the Favored Terrains table. The gunner gains a the gunner takes no damage from the fall, he does not
+2 bonus on initiative checks and Knowledge (geography), fall prone.
Perception, Stealth, and Survival skill checks when he is in
this terrain. A gunner traveling through her favored terrain Defensive Gun Stance: The gunner can use this trick as
adds half his class level to any DCs to be tracked (though a swift action. Until the start of his next turn, his ranged
he may leave a trail if he so chooses). attacks do not provoke attacks of opportunity.

At 8th level and every five levels thereafter, the gunner Deft Stand: The gunner can spend a move action to stand
may select an additional favored terrain. In addition, at up without provoking attacks of opportunity.
each such interval, the skill bonus and initiative bonus in Distracting Attack: The gunner can use this trick as a free
any one favored terrain (including the one just selected, action before he makes an attack. If the attack hits, the
if so desired), increases by +2. target takes a –2 penalty on all attack rolls for 1 round.
If a specific terrain falls into more than one category of Expert Advice: As a swift action, the gunner can grant all
favored terrain, the gunner’s bonuses do not stack; he allies within 30 feet that are within line of sight and can
simply uses whichever bonus is higher. hear him a +2 bonus on skill checks with a single skill of
Hunter’s Bond: A gunner gains the ability to share his his choice. The gunner must have at least one rank in the
expertise with his companions. This allows the gunner chosen skill. This bonus lasts for 1 round.
to spend a move action to grant half his favored enemy Follow Me!: The gunner can use this trick as an immedi-
bonus against a single target of the appropriate type to all ate action when an ally moves. When the ally moves, the
allies within 30 feet who can see or hear him. This bonus square it starts out in is not considered threatened by any
lasts for a number of rounds equal to the bounty hunter’s opponent it can see, and therefore visible enemies do not

GUNNER
Wisdom modifier (minimum 1). This bonus does not stack get attacks of opportunity against it when it moves from
with any favored enemy bonuses possessed by his allies; that square. The ally must end this movement in a square
they use whichever bonus is higher. adjacent to the bounty hunter. The ally must be able to see
Hunter’s Tricks: Hunter’s tricks typically grant a boon or and hear the gunner to take this movement.
bonus to the gunner or a nearby ally. The gunner learns one Hateful Attack: The gunner can use this trick as a free
trick, selected from the list below, at the level he chooses action when he makes an attack against one of his favored
this knack. Every two levels thereafter, he learns another enemies. The gunner doubles the threat range of his
trick. A gunner can use these tricks a total number of times weapon for this attack. This does not stack with other
per day equal to 1/2 his gunner level + his Wisdom modi- abilities that increase a weapon’s threat range.
fier. Tricks are usually swift actions, but sometimes move
Hobbling Attack: The gunner can use this trick as a free
or free actions that modify a standard action, usually an
action when he hits with an attack. The target of the
attack action. Once a trick is chosen, it can’t be retrained.
attack’s land speed is reduced by 1/2 for 1d4 rounds. Mul-
A gunner cannot select an individual trick more than once.
tiple uses of this ability do not decrease the target’s speed
A gunner must be at least 6th level to select this ability.
any further, but do increase the duration, to a maximum
The following is a list of hunter’s tricks and their effects. of 4 rounds.

61
CHARACTER CREATION

Hunter’s Step: The gunner can move up to twice his speed Improved Quarry: The gunner’s ability to hunt his quarry
as a move action. The gunner does not take any penalty on improves. He can now select a quarry as a free action,
Stealth checks for movement during this move. This move and can now take 20 while using Survival to track his
provokes attacks of opportunity as normal. quarry, while moving at normal speed without penalty. The
Quick Climb: The gunner can climb at his full speed as a bonus to Bluff, Diplomacy, or Intimidate rolls used to gather
move action without penalty. information or convince someone to aid him in finding
his quarry increases to +8. His insight bonus to attack his
Quick Swim: The gunner can swim at his full speed as a quarry increases to +4. If his quarry is killed, he can select
move action without penalty. a new one after 10 minutes have passed. A gunner must
GUNNER

Rattling Strike: The gunner can use this trick as a free be at least 14th level to select this ability.
action before he makes a melee attack. If the attack hits, Mobile Gunner: The gunner becomes skilled at firing
the target is shaken for 1d4 rounds. ranged weapons while in a vehicle. He only takes a –2
Reckless Leap: As a free action, the gunner can attempt a penalty on attack rolls with ranged weapons if the vehicle
jump as if he had a running start, without moving at least he occupies takes a double move. This penalty increases
10 feet before the jump. to –4 during a triple move. A gunner must be at least 4th
level to select this ability.
Second Chance Strike : When he misses with a melee
attack, the gunner may reroll his attack at a –5 penalty. Move Along!: A gunner gains a +5 competence bonus to
Using this ability is an immediate action. Diplomacy and Intimidate checks made to direct crowds.
Additionally, a gunner can make the Diplomacy check as a
Skill Sage : As a free action, the gunner can roll twice on
standard action rather than a full-round action.
any one skill check and take the better result. He must
have at least 1 rank in that skill to use this ability. Quarry: A gunner can, as a standard action, denote one
target within his line of sight as his quarry. Whenever he
Stalker’s Senses: As an immediate action, the gunner gains
is following the tracks of his quarry, a bounty hunter can
a +10 insight bonus on Perception checks for 1 round.
take 10 on his Survival skill checks while moving at normal
Sucker Punch: The gunner can use this trick as a swift speed, without penalty. Any Bluff, Diplomacy, or Intimidate
action, allowing an ally to make one melee attack against an rolls used to gather information or convince someone to
adjacent creature as an immediate action. The ally must be aid him in finding his quarry gain a + 4 bonus. In addition,
able to see and hear the bounty hunter to make this attack. he receives a +2 insight bonus on attack rolls made against
Surprise Shift: The gunner can move 5 feet as a swift his quarry, and all critical threats are automatically con-
action. This movement does not provoke attacks of oppor- firmed. A gunner can have no more than one quarry at a
tunity and does not count as a 5-foot step. time and the creature’s type must correspond to one of
his favored enemy types. He can dismiss this effect at any
Trick Shot: As a standard action, the gunner can make time as a free action, but he cannot select a new quarry for
a ranged attack that ignores concealment (but not total 24 hours. If the gunner sees proof that his quarry is dead,
concealment), soft cover, and partial cover. he can select a new quarry after waiting 1 hour. A gunner
Upending Strike: The gunner can use this trick as a free must be at least 10th level to select this ability.
action just before he makes a melee attack. If the attack Secure the Prisoner: A gunner adds half his class level to
hits, he may make a free trip combat maneuver against the DC of Escape Artist checks against any restraints he
the target. places on a target.
Vengeance Strike: The gunner can use this trick as an Shadow Target: A gunner learns to track a target through
immediate action when an enemy adjacent to him hits an urban areas, by keeping visual contact on the subject and
ally with a melee or ranged attack. The gunner can make following without being seen as well as using tracers to
a single melee attack at his highest base attack bonus “ping” a target’s TAP, following by tracking interactions
against the opponent who attacked his ally. between the target’s TAP and hyper reality devices as well
Improved Evasion: The gunner’s evasion improves. This as DataNet connectivity.
ability works like evasion, except that, while the gunner
Using the first method is a Bluff check opposed by a Per-
still takes no damage on a successful Reflex saving throw
ception check by the target. If the gunner beats his target
against attacks, he henceforth takes only half damage on
on the opposed roll, then the target is unaware it is being
a failed save. A helpless gunner does not gain the benefit
followed. This opposed roll is repeated each time there is
of improved evasion. A gunner must have evasion ability
a change of route or venue (the target turns onto a differ-
and be at least 14th level to select this ability.
ent street and the gunner follows, or the target leaves the
street and enters a building with the gunner following).
62
CHARACTER CREATION

The second method requires a Knowledge (local) check by


the gunner to identify the target by its TAP signature. If this GUNNER PATHS
roll is successful, then the gunner continues to make Knowl-
edge (local checks) to track the target’s movements and The three provided paths for gunners are the bounty
location, or alternately the gunner can activate a tracker hunter, mercenary, and the sector cop. GMs and players
engram to follow the target instead (using the engram’s can create new paths as they choose, or simply pick and
Knowledge (local) score in place of the gunner’s score to choose talents regardless of the path with which they are
do so). associated.

Sub Rosa: A gunner learns how to subtly probe for leads BOUNTY HUNTER
when attempting to locate his quarry. He adds +2 to any
Bounty hunters are guns for hire, tasked with the retrieval
Bluff, Diplomacy, or Intimidate rolls used to gather infor-
or elimination of specific targets. Whether criminals
mation or convince someone to aid him in finding a target.
attempting to skip the country—or even the planet—or
Swift Tracker: The gunner can move at her normal speed individuals that a government or Mega-Conglom wants
while using Survival to follow tracks without taking the returned, dead or alive, the bounty hunter is the person
normal –5 penalty. He takes only a –10 penalty (instead for the job. His skill set allows him to track his quarry, and
of the normal -20) when moving at up to twice normal his combat training allows him to take the quarry down
speed while tracking. A gunner must be at least 8th level once he’s found it.
to select this ability.
Role: Bounty hunters are useful to have around when
Tactical Awareness: The gunner gains a +1 bonus on ini- someone needs to be found, no matter where. They can
tiative checks. This bonus increases by +1 for every four also hold their own in a fight, using their trained techniques
levels thereafter, to a maximum of +5. For example, if the to quickly take down the foe, dead or alive.
gunner takes this knack at 2nd level, the bonus increases
Bounty Hunter Knacks: The following knacks are best
to +2 at 6th level, +3 at 10th, and so on.
suited for creating a bounty hunter.
Take ‘Em Alive: When a gunner makes an attack with • Abilities: camouflage, evasion, favored enemy, favored
a melee weapon, pistol, or rifle that would do enough terrain, hide in plain sight, hunter’s bond, hunter’s
damage to render the target dead or dying, he may choose tricks, improved evasion, improved quarry, quarry,
to inflict nonlethal damage instead. A gunner must be at sub rosa, swift tracker, take ‘em alive, track, and the
least 6th level to select this ability. master hunter capstone.
Track: A gunner adds half his class level (minimum 1) to • Feats: Agile Maneuvers, Combat Expertise, Combat
Survival checks made to follow tracks. Reflexes, Greater Disarm, Greater Trip, Improved
Disarm, Improved Trip, Martial Weapons Proficiency
Capstone Knack: At 20th level, a gunner chooses one of
(special), Stand Still, Step Up, Weapon Focus, Weapon
the following knacks.
Specialization.
Master Hunter: A gunner of 20th level becomes a master
hunter. He can always move at full speed while using Sur- MERCENARY

GUNNER
vival to follow tracks without penalty. He can, as a standard The battlefield in 2090 is more fearsome than ever. Sol-
action, make a single attack against a favored enemy at his diers wage war on a battlefield where giant golemmechs
full attack bonus. If the attack hits, the target takes damage spread devastation, thought-controlled drones can strike
normally and must make a Fortitude save or die. The DC from land, air, or sea, and hackers and viruses play real-time
of this save is equal to 10 + 1/2 the gunner’s level + the roles in combat maneuvers. The soldiers that come back
gunner’s Wisdom modifier. A gunner can choose instead alive from engagements in this day and age are some of the
to deal an amount of nonlethal damage equal to the crea- toughest people walking, and some of the most in demand
ture’s current hit points. A successful save negates this for paid mercenary work. Not all wars are fought on open
damage. A gunner can use this ability once per day against battlefields, but they all need experienced warriors.
each favored enemy type he possesses, but not against
Role: Combat training, battlefield experience, and con-
the same creature more than once in a 24-hour period.
ditioned to follow orders. You can’t ask for a better
Weapon Mastery: At 20th level, a gunner chooses one combination when you need some serious muscle on
weapon. Any attacks made with that weapon automatically your team. If you need a golemmech pilot, or someone
confirm all critical threats and have their damage multiplier who can handle a missile launcher, then a mercenary is
increased by 1 (x2 becomes x3, for example). In addition, he your best bet.
cannot be disarmed while wielding a weapon of this type.

63
CHARACTER CREATION

Mercenary Knacks: The following knacks are best suited


for creating a mercenary. HACKER
• Abilities: battle insight, cooperative combatant, tac-
tical awareness, tactician, and the weapon mastery The art and science of hacking has existed for just over
capstone. a century. While the digital world is now more advanced
• Feats: Armor Proficiency (military)*, Armor Proficiency then ever, the old lessons from the pioneers at the birth
(power)*, Greater Called Shot*, Improved Called Shot*, of the information age still hold true; all systems have
Martial Weapon Proficiency (energy)*, Martial Weapon exploits that can be used to your advantage if you can
Proficiency (flamethrower)*, Martial Weapons Profi- find them. The hacker is a force to be respected in an age
HACKER

ciency (special)*, Pilot Golemmech*, Weapon Focus, where everything is wireless, and nearly everything and
and Weapon Specialization. everyone is connected to the Global DataNet. Some hackers
specialize in manipulating hyper reality. Others delve into
*Feats marked with an asterisk are found in this book.
networks, cracking security to sabotage systems or steal
SECTOR COP data. Some excel at manipulating data and TAPs, effec-
tively hacking people to get what they want. Hackers are a
Sector cops have the taxing and dangerous job of enforc- keystone in the foundation of any successful group. From
ing law in the sprawl, a hostile environment that actively the local biker gang to mega-conglomerates, and even
dissuades such behavior. Sector cops are hated and feared law enforcement and military, hackers see more demand
by the local populace, and not without reason. These men for their talents than ever.
and women have targets on them during working hours.
Sector cops respond to potential threats with quick, deci- Role: Hackers access and manipulate information, whether
sive, and often lethal action. Add to that many sector cops the owner of that information wants it accessed and
are as bad as the criminals they oppose, and one can manipulated or not. The Global DataNet is their playground
understand why no benefit of the doubt is given. Still, there and battlefield. They use their engrams to disable security,
are those who strive to do their duty and uphold the law deflect countermeasures, and obtain what they need to
in a manner befitting their motto: “To Protect and Serve.” help themselves, their companions, and their employers.

Role: Sector cops know the streets as well as any ganger, Hit Die: d6.
and bring along a whole lot of firepower to boot. They
know how to function under pressure in an organized,
CLASS SKILLS
professional fashion. That sort of discipline under The hacker’s class skills are Bluff (Cha), Boating (Dex),
fire can be a boon to any team. Craft (Int), Disguise (Cha), Drive (Dex), Hacking (Int),
Sector Cop Knacks: The following knacks are Knowledge (any) (Int), Perception (Wis), Pilot (Dex),
best suited for creating a sector cop. Profession (Wis), and Sense Motive (Wis).
• Abilities: close control, move along!, no Skill Ranks per Level: 4+ Int modifier.
escape, and serve and protect.
• Feats: Combat Exper tise, Combat CLASS FEATURES
Re f le xe s , Imp rove d D is ar m ,
Improved Initiative, Improved The following are the class features of the
Trip, Improved Unarmed hacker.
Strike, Improved Grapple, Weapons and Armor Proficiency:
Kill-Box Commando*, Hackers are proficient with simple
Martial Weapon Pro- weapons (firearms) and personal armor,
ficiency (special)*, but not shields. They are also considered
Quick Draw, Step proficient with any weapons and armor
U p , St u n n i n g designed for their avatar when in Virtual
Fist, Suppres- Reality.
sion Fire Expert*,
and Suppression Flash Engrams: A hacker learns
Fire Master*, and to integrate his own
Wide Suppression neural pathways
Fire* as extensions of
his TAP, effectively
*Feats marked with an p rov id in g m o re
asterisk are found in this book.

64
CHARACTER CREATION

TABLE 2:8 : HACKER


BASE
FORT REF WILL
LEVEL ATTACK SPECIAL FLASH ENGRAMS PER DAY
SAVE SAVE SAVE
BONUS
1st 2nd 3rd 4th
1st +0 +0 +0 +2 Flash engrams, hacking, 1 — — —
2nd +1 +0 +0 +3 Bonus feat, natural born liar 2 — — —
3rd +1 +1 +1 +3 Quick hacking 2 — — —
4th +2 +1 +1 +4 Honed instincts +1 3 1 — —
5th +2 +1 +1 +4 TAP customization 3 2 — —
6th +3 +2 +2 +5 Bonus feat 4 2 — —
7th +3 +2 +2 +5 Enhanced engram programming 4 3 1 —
8th +4 +2 +2 +6 Honed instincts +2 4 4 1 —
9th +4 +3 +3 +6 TAP customization 5 4 2 —
10th +5 +3 +3 +7 Bonus feat 5 4 3 1
11th +5 +3 +3 +7 Enhanced engram programming 2 5 4 3 2
12th +6/+1 +4 +4 +8 Honed instincts +3 5 4 4 2
13th +6/+1 +4 +4 +8 TAP customization 5 5 4 2
14th +7/+2 +4 +4 +9 Bonus feat 5 5 4 3
15th +7/+2 +5 +5 +9 Enhanced engram programming 3 5 5 4 3
16th +8/+3 +5 +5 +10 Honed instincts +4 5 5 4 4
17th +8/+3 +5 +5 +10 TAP customization 5 5 4 4
18th +9/+4 +6 +6 +11 Bonus feat 5 5 5 4
19th +9/+4 +6 +6 +11 Enhanced engram programming 4 5 5 5 4
20th +10/+5 +6 +6 +12 Capstone, honed instincts +5 5 5 5 5

TABLE 2:9: FLASH ENGRAMS PREPARED


LEVEL 0 1ST 2ND 3RD 4TH
1st 4 2 — — —
2nd 5 3 — — —
3rd 6 4 — — —
4th 6 4 2 — —
5th 6 4 3 — —
6th 6 4 4 — —
7th 6 5 4 2 —
8th 6 5 4 3 —

HACKER
9th 6 5 4 4 —
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4
14th 6 6 6 5 4
15th 6 6 6 5 4
16th 6 6 6 5 5
17th 6 6 6 6 5
18th 6 6 6 6 5
19th 6 6 6 6 5
20th 6 6 6 6 6

data storage and processing capability. One product of engrams takes a great amount of focus and energy, and
this improvement is the ability to create and use flash thus their use is limited, growing as the hacker builds his
engrams. Flash engrams put a wide variety of program- neural pathways and increases his mental stamina as he
ming at the hacker’s command. Preparing and using flash

65
CHARACTER CREATION

gains experience. A hacker must take 1 hour in order to the DC required to hack the object. For every 5 by which
prepare and load his flash engrams. This cannot be done the hacker’s check exceeds the DC, the time needed to
if the hacker is fatigued or exhausted. perform the hack is reduced by 1d4 rounds, to a minimum
A hacker prepares his flash engrams ahead of time, and of 1 round.
can activate any flash engram he has prepared, consum- Honed Instincts (Ex): Starting at 4th level, a hacker’s
ing an engram slot of the appropriate level, assuming he instincts help get him out of the way when the lead
has not used up his engram slots per day for that level. 0 starts flying. He gains a +1 dodge bonus to AC. This bonus
level flash engrams are activated like other flash engrams, increases by +1 for every four levels, to a maximum of +5
but do not consume engram slots. at 20th level.
HACKER

A hacker begins play knowing all 0-level flash engrams TAP Customization: At 5th level, and every four levels
plus three 1st-level engrams of his choice. The hacker also thereafter, a hacker receives a customization to his TAP
selects a number of additional 1st-level flash engrams equal that allows it to go beyond normal performance limits. The
to his Intelligence modifier to know. At each new hacker hacker can choose from one of the following: viral pro-
level, he gains two new flash engrams of any level or levels tection (increase maximum firewall rating by 1), memory
that he can use (based on his new hacker level). A hacker expansion (increase AMS by 1), signal boost (the hacker’s
can also learn new flash engrams from other hackers (typ- Intelligence modifier is treated as if 1 higher for purposes
ically for payment, or in return for a debt owed) or from of determining his TAP’s maximum range), or integrity
those stored in data devices. Flash Engram Descriptions are upgrade (+1 to neural toughness).
found in the Hacking section of the Setting Rules chapter Enhanced Engram Programming: At 7th level, any stan-
on page 164. dard engrams (as described in the Hacking section, not to
Hacking: The hacker’s main asset is the ability to hack into be confused with flash engrams) the hacker creates on
anything connected to the Global DataNet, whether it be a the fly will last him longer than usual. If the hacker suc-
security camera or secure website, door lock or database, ceeds at his Knowledge (programming) roll to program
telecommunications hub or TAP. If it’s online, the hacker an engram on the fly, the engram will function for 1d10
can attempt to manipulate it. rounds plus 1 round for every point the skill check exceeds
The first way a hacker can use this ability is through the the creation DC, plus a number of additional rounds equal
to his hacker level.
Hacking skill. Much like Disable Device can be used to
• At 11th level, any engrams created on the fly add an
bypass a lock, Hacking can be used to override certain
additional 2d10 rounds to their duration.
systems. A hacker gains a bonus to his Hacking skill equal
• At 15th level, the duration of any engrams created on
to half his hacker level (minimum +1). The hacker makes
the fly by the hacker is measured in minutes rather
a Hacking skill check against the DC of the item’s fire-
than rounds.
wall. The amount of time this takes is dependent upon
• At 19th level, the duration of any engrams created on
the complexity of the target’s defenses. A simple (DC 20)
the fly by the hacker is measured in hours rather than
target, like a TAP-activated security door, would take a
minutes. Also, the hacker can create stable engrams
single round to bypass (with the hacker taking a full-round
in 2d6 hours, rather than the standard 24 hours nec-
action). Something more secure, like a vault door, would
essary to do so.
take 2d4 rounds. If the hacker was interrupted during the
process, he would have to start again, taking another 2d4 Capstone: At 20th level, a hacker chooses a capstone
rounds to complete the task. ability from one of the options listed below.
Bonus Feat: At levels 2nd, 6th, 10th, 14th, and 18th, a Code Cracker: The hacker becomes a master of the
hacker receives a bonus feat, in addition to those gained machine, able to bypass security, defeat countermea-
from normal advancement. These bonus feats must be sures, and manipulate data without peer. When using flash
selected from those listed as hacker feats. engrams against hyper objects, networks, and other non-
living targets, treat the hacker’s level as two levels higher
Natural Born Liar: With all the illegal dealings of the trade,
for purposes of duration and effects of flash engrams (even
a hacker becomes adept at falsehoods. At 2nd level, when
if this exceeds the flash engram’s normal maximums) and
a hacker successfully deceives a creature with a Bluff,
the DCs of any saving throws against those flash engrams
that person takes a –2 penalty on Sense Motive checks
increases by 2.
to oppose the hacker’s Bluff checks for the next 24 hours.
This ability does not stack with itself. Puppet Master: The hacker is unequaled in his ability to
Quick Hacking: At 3rd level, the time it takes a hacker to manipulate TAPs and use them to affect their owners.
When using flash engrams against TAPs and their owners,
hack Hyper Reality objects is reduced when he exceeds
treat the hacker’s level as two levels higher for purposes of
66
CHARACTER CREATION

duration and effects of flash engrams (even if this exceeds Flash Engram*, and Widen Flash Engram*. disciplines best
the flash engram’s normal maximums) and the DCs of any suited to achieve their goals.
saving throws against those flash engrams increases by 2. Flash Engrams: Operators find flash engrams from the
Overwrite, Scanning, and Virus disciplines best compli-
HACKER PATHS ment their talents.
The two paths provided for hackers are the the grifter
and the operator. GMs and players can create new paths
as they choose, or simply pick and choose feats and abili-
IDOL
ties regardless of the path with which they are associated. Idols are the celebrities of the late 21st century. Many
idols are the end result of well-executed viral campaigns
GRIFTER waged by the entertainment industry. Careful manipulation
The grifter combines social savvy with a talent for manip- of the market and focus group testing allow an individual
ulating appearances and data to deceive and manipulate to be rocketed into stardom nearly overnight, using the
targets. Some use their talents to gain wealth from swin- Global DataNet to achieve maximum exposure. Then they
dled victims. Others have more complicated goals in mind, play the market and milk the financial success until the idol
using their abilities to manipulate corporate or government falls and another star is raised to take their place. In some
politics to achieve their ends. instances an idol manages this without industry backing,
often waging a campaign highlighting their independence
Role: A grifter can allay suspicions your group might nor-
from corporate backing and touting their indie status to
mally arouse using fast-talk combined with manipulated
boost their street cred. Musicians, vid stars, reality show
data to back up his story. The grifter is an expert at getting
winners, artists, and comedians are just some of the people
people to see things his way, keeping them wrapped in
propelled into this class by light-speed exposure, calculated
data illusions and lies long enough for a team to achieve
marketing, and social network savvy.
its objectives.
Role: Idols are larger than life. They are constantly mar-
Grifter Abilities: The following abilities are best suited
keting themselves, or at least the social
for creating a grifter. Feats marked with an * are found
construct they present as themselves on the
in this book.
Global DataNet. Fame is a rare and useful
Feats: Deceitful, Extend Flash Engram*, Heighten Flash commodity, and an idol knows how to
Engram*, and Improved Cyber Initiative*. put it to use. Having an idol on the team
means having an unorthodox but suc-
OPERATOR
cessful method of getting things done and
The operator focuses on manipulating hyper getting people to do what you want.
reality and data systems. He uses his talents
Hit Die: d8.
to take control of or eliminate computerized
equipment in order to accomplish his mission. CLASS SKILLS
Getting into and out of spaces, both physical
and virtual, is a specialty. The idol’s class skills are

IDOL
Role: An operator gives your team unparal- Acrobatics (Dex), Appraise
leled battlefield control. Whether knocking (Int), Athletics (Str), Bluff
out security systems, opening doors, or (Cha), Boating (Dex),
cracking security on a data store Craft (Int), Diplomacy
you’ve been hired to retrieve, (Cha), Disguise (Cha),
an operator ensures you Drive (Dex), Escape
have the technical edge to Artist (Dex), Intimidate
get the job done. (Cha), Knowledge (all) (Int),
Linguistics (Int), Perception
Operator Abilities: The (Wis), Perform (Cha), Pilot
following abilities are (Dex), Profession (Wis), Sense
best suited for creat- Motive (Wis), Sleight of Hand
ing an operator. Feats (Dex), and Stealth (Dex).
marked with an * are found in this book.
Skill Points per Level: 6 +
Feats: Boost Flash Engram*, Empower Flash Int modifier.
Engram*, Improved Cyber Initiative*, Maximize
67
CHARACTER CREATION

TABLE 2:10: IDOL


LEVEL BASE ATTACK BONUS FORT SAVE REF SAVE WILL SAVE SPECIAL
1st +0 +0 +2 +2 Celebrity, perks, famous, who you know
2nd +1 +0 +3 +3 Well-connected +2
3rd +2 +1 +3 +3 Bonus Zero point
4th +3 +1 +4 +4 Command performance (fascinate), honed instincts +1, perk
5th +3 +1 +4 +4 Spin doctor 1
6th +4 +2 +5 +5 Well-connected +4
7th +5 +2 +5 +5 Bonus Zero point, perk
8th +6/+1 +2 +6 +6 Command performance (gather crowd), honed instincts +2
IDOL

9th +6/+1 +3 +6 +6 Spin doctor 2


10th +7/+2 +3 +7 +7 Jack of all trades, perks, well-connected +6
11th +8/+3 +3 +7 +7 Bonus Zero point
12th +9/+4 +4 +8 +8 Command performance (shining star), honed instincts +3
13th +9/+4 +4 +8 +8 Perk, spin doctor 3
14th +10/+5 +4 +9 +9 Well-connected +8
15th +11/+6/+1 +5 +9 +9 Bonus Zero point
16th +12/+7/+2 +5 +10 +10 Honed instincts +4, perk
17th +12/+7/+2 +5 +10 +10 Spin doctor 4
18th +13/+8/+3 +6 +11 +11 Well-connected +10
19th +14/+9/+4 +6 +11 +11 Bonus Zero point
20th +15/+10/+5 +6 +12 +12 Honed instincts +5, superstar

Perks: At 1st level, an idol learns to use perks—the mostly


CLASS FEATURES intangible advantages of fame—which typically grant a
boon or bonus to the idol or a nearby ally. Idols spend
The following are class features of the idol. celebrity points to activate perks. Most perks grant an idol
Weapon and Armor Proficiency: Idols are proficient in all some momentary bonus or effect, but there are perks that
simple weapons (firearms), melee weapons, and personal provide longer lasting effects. Some perks remain in effect
armor, but not shields. as long as an idol has at least 1 celebrity point.
Celebrity: An idol gains a fluctuating pool of celebrity, At 1st level, an idol gains access to the following perks.
measuring her ability to influence situations with her status. • Do You Know Who I Am?: So long as the idol has at
At the start of each day, an idol has a number of celebrity least one celebrity point in her pool, she adds her total
points equal to her Charisma modifier (minimum 1). Her level to her roll when making a Bluff or Intimidate
celebrity goes up or down throughout the day, but usually check, instead of the half provided by the who you
cannot go higher than her Charisma modifier (minimum 1), know class ability. The idol can spend a celebrity point
though there are feats that grant additional celebrity points. to immediately reroll a Bluff or Intimidate check. This
An idol spends celebrity points to gain perks (see below), does not count against the total number of rerolls per
and regains celebrity in the following ways. day that can be made with the who you know class
ability, but the idol may only gain one reroll on any
Rolling a Natural 20 on a Bluff, Diplomacy, Intimidate, or
given check in this manner.
Perform Check: An idol regains celebrity by exerting her
• He’s With Me: The idol can spend a celebrity point as
social influence. Rolling a natural 20 on these skill checks
a swift action when an ally makes a Bluff, Diplomacy,
while on a mission causes the idol to regain 1 celebrity
or Intimidate check. The ally may use the idol’s total
point. Such skill checks made for more mundane reasons
skill bonus for that skill (or her Charisma modifier if she
(such as a recording session or social skill checks made in
does not have ranks in that skill) in place of his own
off-time) do not regain celebrity for the idol. Determining
when calculating the result of the roll.
which skill checks qualify is up to the GM.
• Red Carpet Treatment : The idol can automatically
Spending a Zero Point: Noteworthy public acts help boost change the disposition of any NPC that recognizes her
the idol’s performance. If an idol spends a Zero Point for to helpful. This requires one minute of uninterrupted
any reason during play, she regains 1 celebrity point. conversation with the NPC. The NPC’s disposition will
remain helpful so long as the idol has at least 1 celeb-
rity point in her pool.
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CHARACTER CREATION

At 4th level, an idol gains access to the following perks. (minimum +1). If she fails to meet the DC of a skill check,
• Hogging the Spotlight: The idol can spend a celebrity she can immediately spend a celebrity point to reroll
point use to take a move or standard action before an the check, taking the higher of the two rolls. The idol
opponent (or even an ally) is able to act. Treat this as can only take a reroll on a skill check in this fashion
if the idol had readied the action. This uses the idol’s once per round.
action for the round and moves her place in the ini- • Number One with a Bullet : The idol can spend a celeb-
tiative order to just before the target’s initiative. The rity point to act first in a given situation. Place the idol
idol cannot use this ability during a round where she first in the initiative order, regardless of what is rolled
has already acted. on the initiative check.
• I Know People: The idol can use this perk to utilize a • Turning It Up to 11 : By spending a celebrity point, the
contact to which she normally doesn’t have access. idol can take things to the extreme. For a number of
Choose a contact not on the idol’s list. She can access rounds equal to her Charisma modifier, she can add a
this contact as if it were on her list of regular con- +4 bonus to all Acrobatics, Athletics, Intimidate, and
tacts. This contact can only be utilized once per game Perform checks, as well as any rolls to confirm critical
session. hits. Alternately, she can spend 3 celebrity points to
• Star Power: The idol can momentarily buy all the hype provide this bonus to all allies for the same duration.
and actually be the legend her PR people say she is. At 13th level, an idol gains access to the following perks.
Once per day, as a free action, the idol gains a +1 per • The Show Must Go On: As long as the idol has at least
4 class levels (maximum +5 at 20th level) to attacks,
1 celebrity point left in her pool, she acts as if she pos-
damage, saving throws, skill checks, and ability checks sesses the Endurance and Die-Hard feats.
for a number of rounds equal to her class level. • Time for an Encore: By spending a celebrity point, the
At 7th level, an idol gains access to the following perks. idol can take an additional attack at her highest attack
• Blacklist : The idol can use her influence to disrupt bonus as part of a full attack action.
the social activities of a particular individual or group. • To Me!: If you take damage during the combat round,
When the idol spends a celebrity point to use this you may spend a celebrity point. This allows any ally
ability, impose a penalty equal to the idol’s level on within line of sight (up to a maximum number of allies
all Diplomacy checks made by that individual or group equal to your Charisma modifier) to immediately make
when attempting to gather information or influence a move towards you as a free action.
NPCs. The idol can also choose a particular location, At 16th level an idol gains access to the following perks.
service, or shop to deny the individual or group any • Entourage: As long as the idol has at least 1 celebrity
commerce or interaction for up to 24 hours.
point left in her pool, she gains a number of flun-
• Break A Leg : So long as the idol has at least one
kies, hangers-on, and retainers equal to her Charisma
celebrity point left in her pool, she gains a luck bonus modifier. These act as Trust score 1 contacts who will
equal to her current celebrity pool to any Perform skill perform no-risk tasks as the idol instructs. They can
checks she makes (minimum +1). If she fails to meet be convinced, through the standard negotiation rules,
the DC of a skill check, she can immediately spend a
to perform riskier tasks on the idol’s behalf. Should the
celebrity point to reroll the check, taking the higher task result in a critical failure and the idol do nothing
of the two rolls. Using the perk in this fashion means to assist the person, she suffers no penalties to the

IDOL
the idol must wait an hour before any benefits can be trust of her regular contacts or those of the rest of her
gained from this perk again. entourage. However, an idol who abuses her entou-
• Media Blitz : The idol can spend a celebrity point to
rage in such a way will suffer the loss of a point of
draw a lot of attention her way. As a full-round action, Street Cred. Lost entourage members are replaced
the idol can use her TAP to update her location on within a week’s time.
various Global DataNet social media sites, bringing • Media Vendetta: The idol may choose a particular indi-
down a storm of media and fans upon her location. The vidual and begin openly disparaging that person on the
resulting crowd provides concealment for her and her Global DataWeb, turning her fan base against them. By
companions, and also soft cover, should the idol or her spending 1 celebrity point, the idol imposes a penalty
opponents continue any hostilities in the public eye. equal to her idol level on any social skill checks made
At 10th level, an idol gains access to the following perks. by that individual while on the Global DataNet, and a
• All My Own Stunts: As long as the idol has at least one penalty equal to half her idol level on any social skill
celebrity point left in her pool, she gains a luck bonus checks made in person. Where the targeted individual
equal to her current celebrity pool to any Acrobatics, is concerned, the starting attitude of any fans of the
Athletics, Boating, Drive, or Pilot skill checks she makes idol is considered unfriendly. These penalties last 24

69
CHARACTER CREATION

hours, and can be maintained by spending another The distraction of a nearby combat or other dangers pre-
celebrity point the following day when the idol’s celeb- vents this ability from working. For every three levels the
rity points are refreshed, and by spending at least an idol has attained beyond 1st, she can target one additional
hour on the Global DataNet keeping up the feud. At the person with this ability.
GM’s discretion, other penalties may apply to the indi- Each targeted person within range receives a Will save (DC
vidual depending on the situation (e.g. violent reaction 10 + 1/2 the idol’s level + the idol’s Cha modifier) to negate
by fans who recognize the person in public, vandalism the effect. If a person’s saving throw succeeds, the idol
of private property, boycotts of businesses or services cannot attempt to fascinate that person again for 24 hours.
owned by or associated with the individual, et al). If its saving throw fails, the person observes the perfor-
Famous: At 1st level, an idol has achieved a certain amount mance for as long as the idol continues to maintain it. While
of fame at a global level. Wherever she goes, the locals fascinated, a target takes a –4 penalty on all skill checks
IDOL

have a chance of recognizing the idol and reacting more made as reactions, such as Perception checks. Any poten-
favorably towards her. If they don’t immediately recognize tial threat to the target allows the target to make a new
the idol, she can attempt a Bluff, Diplomacy, or Intimidate saving throw against the effect. Any obvious threat, such
check to jog their memories (DC = 26 - the idol’s level). as someone drawing a weapon, casting a spell, or aiming
a weapon at the target, automatically breaks the effect.
At 1st level, people have a 30% chance of recognizing the
idol. If they do, she gains a +1 bonus on Bluff, Diplomacy, Naturally, others may stop to watch the performance,
and Intimidate checks. The chance of being recognized possibly a large group depending on the area, but only
increases by 5% per class level. At 5th level, and every 4 the targeted persons are subject to the fascination effect.
levels thereafter, the modifier on Bluff, Diplomacy, and Gather Crowd: At 8th level, the idol is skilled at drawing an
Intimidate checks increases by 1, until 15th level when the audience to her performances. If she is in populated area,
idol is automatically recognized and the modifier reaches she can shout, sing, or otherwise make herself noticed in
its maximum of +5. order to attract an audience to her impromptu stage. The
Who You Know: An idol gains a bonus equal to half her size of the crowd depends on the local population, but typi-
idol level on Diplomacy, Knowledge (corporations), Knowl- cally is a number of people equal to 1/2 the idol’s class level
edge (local), and Knowledge (politics) checks (minimum × the result of the idol’s Perform check. The crowd gathers
+1). Once per day, the idol can also reroll a check against over the next 1d10 rounds. If the idol fails to engage the
one of these skills, though she must take the result of the crowd (by performing, kissing babies, signing autographs,
second roll even if it is worse. She can reroll one additional and so on), it disperses over the next 1d10 rounds.
time per day at 5th level and every five levels thereafter. Shining Star: At 12th level, the idol has learned how to
Well-Connected: At 2nd level, the idol begins to recognize focus attention on herself so thoroughly that even the
others in the entertainment industry, both trending artists presence of danger does not distract her adoring crowd.
and the suits behind the scenes. The idol gains a +2 bonus When using fascinate, a target making a save to break the
on Diplomacy checks made to influence those in the enter- effect because of a potential threat takes a –4 penalty on
tainment industry, and +2 to Knowledge (local) checks to that save, and even obvious threats require a save rather
recognize them. These bonuses increase every 4 levels than automatically breaking the effect. People affected
after 2nd, to a maximum of +10 at 18th level. by the idol’s fascinate ability ignore the shaken condition.
Bonus Zero Points: At 3rd level, an idol gains a bonus Zero Honed Instincts: Starting at 4th level, an idol’s instincts
point. She gains an additional bonus Zero point every four help get her out of the way when the lead starts flying.
levels thereafter. Unlike other characters, an idol can have She gains a +1 dodge bonus to AC. This bonus increases by
a maximum number of Zero points equal to the maximum +1 for every four levels, to a maximum of +5 at 20th level.
allowed by her level + her Charisma modifier. Any points Spin Doctor: At 5th level, an idol can work public relations
gained after this maximum is reached, even by this class
angles to avoid or negate bad press. If she and her crew
ability, are forfeit.
botch a mission or otherwise take a drop in street cred, the
Command Performance: Starting at 4th level, the idol’s idol does not lose that rank. Too much negative exposure
celebrity status begins to provide bonuses that can influ- is hard to spin, however, so this ability can only be used
ence the way people react. once in a six month period.
• At 9th level, an idol’s spin increases. Not only can she
Fascinate: At 4th level, an idol can use her performance to
ignore a drop in street cred, she can apply her spin
cause one or more people to become fascinated with her.
Each person to be fascinated must be within 90 feet, able doctor ability to her entire team. Also, she can now
use this ability every three months.
to see and hear the idol, and capable of paying attention to
her. The idol must also be able to see the people affected.
70
CHARACTER CREATION

TABLE 2:11: INVESTIGATOR


LEVEL BASE ATTACK BONUS FORT SAVE REF SAVE WILL SAVE SPECIAL
1st +0 +0 +2 +2 Deeds, intuition
2nd +1 +0 +3 +3 Eye for detail
3rd +2 +1 +3 +3 Cyber investigation +1, investigator knack
4th +3 +1 +4 +4 Honed instincts +1, keen recollection
5th +3 +1 +4 +4 Deeds
6th +4 +2 +5 +5 Surveillance expert
7th +5 +2 +5 +5 Cyber investigation +2, investigator knack
8th +6/+1 +2 +6 +6 Honed instincts +2
9th +6/+1 +3 +6 +6 Deeds
10th +7/+2 +3 +7 +7 Investigator knack
11th +8/+3 +3 +7 +7 Cyber investigation +3, investigator knack
12th +9/+4 +4 +8 +8 Honed instincts +3
13th +9/+4 +4 +8 +8 Investigator knack
14th +10/+5 +4 +9 +9 Investigator knack
15th +11/+6/+1 +5 +9 +9 Cyber investigation +4, honed instincts +4
16th +12/+7/+2 +5 +10 +10 Investigator knack
17th +12/+7/+2 +5 +10 +10 Investigator knack
18th +13/+8/+3 +6 +11 +11 Investigator knack
19th +14/+9/+4 +6 +11 +11 Cyber investigation +5
20th +15/+10/+5 +6 +12 +12 Honed instincts +5, true intuition

• At 13th level, an idol can spin mediocrity into great- the number of celebrity points is reduced to 0, the idol can
ness. Once per year, an idol can increase her street use this perk as long as she has at least 1 celebrity point. If
cred by 1 rank after a successful mission, even if her the perk could already be used as long as she had at least
performance was not exceptional. She can also avoid 1 celebrity point, she can now use that perk even when
losing a rank of street cred with the spin doctor ability she has no celebrity points.
once per month.
• At 17th level, an idol controls the narrative. Once per
year she can not only avoid losing a rank of street cred INVESTIGATOR
from a botched mission, she can actually gain one rank,
Secrets abound in the year 2090. There are people who
spinning the failure as success. At the GM’s discre-
hide, not wishing to be found. Others simply disappear

INVESTIGATOR
tion, this raise in street cred could be countered with
for knowing too much or seeing the wrong thing at the
sufficient evidence (an investigator releases the true,
wrong time. Governments and corporations survive on a
unaltered video of events to the public, for example).
regimen of secrecy and obfuscation. Some of those that
Jack-of-All-Trades: Idols, as they continue in their career, live in this environment have evolved, gaining the skills as
often pick up a variety of odd skills, either from branch- well as the desire to track down and uncover these secrets.
ing out in their trade, entrepreneurial endeavors, and the Some are investigative journalists trying to enlighten the
eccentric hobbies of the rich. At 10th level, the idol can public and expose corruption. Then there are the hounds,
use any skill, even if the skill normally requires her to be tracking those that need to be found—whether they wish
trained. At 16th level, the idol considers all skills to be class to be discovered or not. Some say the intuitive powers of
skills. At 19th level, the idol can take 10 on any skill check, an investigator are the beginnings of true psionic clairvoy-
even if it is not normally allowed. ance. Whatever the truth of the matter, the investigator
Superstar: At 20th level, the idol’s name is an ubiquitous has the will, skills, and trained intuition to uncover secrets,
part of pop culture. Any NPC without a reason to be indis- no matter how deeply buried.
posed towards the idol (such as an enemy, a rival, or the Role: If you need to find something or someone, then get
fan of a rival) is considered to have a starting attitude of an investigator on the case. They can track leads, inter-
friendly towards the idol. view witnesses, and snoop out information hidden in the
Additionally, the idol can choose two perks she has access Global DataNet. A good investigator won’t quit until the job
to and must spend celebrity to perform. She can use these is done, not just to keep their reputation intact, but often
perks for 1 celebrity point fewer (minimum 0) than usual. If because it’s simply their nature.

71
CHARACTER CREATION

Hit Die: d8. 6s, up to a number of times equal to his Intelligence mod-
ifier (minimum 1).
CLASS SKILLS Investigator’s Initiative: At 1st level, as long as the inves-
The investigator’s class skills are Acrobatics (Dex), Appraise tigator has at least 1 intuition point, he gains a +2 bonus
(Int), Athletics (Str), Bluff (Cha), Boating (Dex), Craft (Int), on initiative checks. Furthermore, if he has the Quick Draw
Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Drive feat, his hands are free and unrestrained, and the weapon
INVESTIGATOR

(Dex), Escape Artist (Dex), Hacking (Int), Intimidate (Cha), is not hidden, he can draw a single pistol or one-handed
Knowledge (all) (Int), Linguistics (Int), Perception (Wis), melee weapon as part of the initiative check. This does
Perform (act) (Cha), Perform (comedy) (Cha), Perform not qualify as an action.
(oratory) (Cha), Pilot (Dex), Profession (Wis), Sense Motive Opportunistic Evasion: At 5th level, when an investigator
(Wis), Sleight of Hand (Dex), and Stealth (Dex). succeeds at a Reflex saving throw against an effect that
Skill Points per Level: 6 + Int modifier. still deals damage on a successful save, he can spend 1
intuition point as an immediate action to instead take no
CLASS FEATURES damage for that effect.
Run Like Hell: At 5th level, an investigator can spend 1
The following are class features of the investigator.
intuition point to gain a +20-foot bonus to his speed for 1
Weapon and Armor Proficiencies: An investigator is pro- minute. Furthermore, while under the effect of this bonus, if
ficient in all simple weapons (firearms), melee weapons, he moves more than his normal speed in a round, he gains
and personal armor, but not shields. a +4 bonus to Defense Score until the start of his next turn.
Deeds: Investigators can spend intuition to accomplish Artful Interrogator: At 9th level, an investigator with at
deeds. Most deeds grant an investigator some momentary least 1 intuition point in his pool can trick an individual into
bonus or effect, but there are some that provide longer revealing its secrets. Using this ability requires a suc-
lasting effects. Some deeds stay in effect as long as cessful Sense Motive check to see through a Bluff.
an investigator has at least 1 intuition point. An After 3 continuous rounds of interaction with the
investigator can only perform deeds of his level subject, the investigator may make a Bluff
or lower. Unless otherwise noted, a deed can check opposed by the target’s Sense Motive,
be performed multiple successive times, as who receives a –1 penalty to the roll for every
long as the appropriate amount of intuition four class levels the investigator possesses. If
is spent to perform the deed. the Bluff succeeds, a liar inadvertently reveals
Careful Teamwork: At 1st level, an investigator the lie and the truth behind it. The inves-
can keep allies coordinated, alert, and ready tigator and the subject must have at
for action. By spending an intuition point, least one language in common for
all allies within 30 feet gain a +1 bonus this deed to work.
on Initiative checks, Perception, and Second Chance: At 9th level,
Disable Device checks for 1 hour. They when an investigator rolls an
also gain a +1 insight bonus on Reflex intuition die or uses a deed, he
saves and to Defense Score against can spend 1 intuition point to
traps and when they are flat-footed. reroll either the intuition or the
These bonuses increase by +1 at 5th deed die. If he rolls a 6 or higher
level and every six levels thereafter. on this reroll, he does not regain
Daring: At 1st level, an investigator a luck point, and no matter what
can spend 1 intuition point when he he rolls on either roll, he must
makes an Acrobatics, Boating, Drive, keep the reroll result, even if it
Escape Artist, Athletics, or Pilot check is lower.
to roll d6 and add the result to the Intuition: An investigator possesses
check. He can choose to add this die keen powers of observation and deduc-
after he rolls. If the d6 roll is a natural tion. He typically uses this ability to aid
6, he rolls another d6 and adds it to in his investigations, but can also
the check. He can continue to do this use these flashes of intuition in
as long as he rolls natural other situations.

72
CHARACTER CREATION

An investigator can augment skill checks and ability checks Combat Intuition: When an investigator uses intuition on
through his keen intuition. The investigator has an intuition an attack roll or saving throw, he expends one use of inspi-
pool equal to 1/2 his class level + his Intelligence modi- ration instead of two. An investigator must be at least 10th
fier (minimum 1). An investigator’s intuition pool refreshes level to select this talent.
each day, typically after he gets a restful night’s sleep. As Effortless Aid: The investigator can use an aid another
a free action, he can expend one point of intuition from
action as a move action instead of as a standard action.
his pool to add 1d6 to the result of a skill check, including
An investigator can expend one use of intuition to instead
any on which he takes 10 or 20. This choice is made after
perform an aid another action as a swift action.
the check is rolled and before the results are revealed. An
investigator can only use intuition once per check or roll. Empathy: When attempting a Sense Motive check, the
The investigator can use intuition on any Knowledge, Lin- investigator makes two d20 rolls and takes the higher result.
guistics, or Sense Motive skill checks without expending a If an investigator uses intuition on a Sense Motive check, he
use of intuition, provided he’s trained in the skill. rolls the intuition dice twice and takes the higher result.

Intuition can also be used on attack rolls and saving Expanded Intuition: An investigator can use his intuition
throws, at the cost of expending two points of intuition ability when attempting Diplomacy, Hacking, Perception,
each time from the investigator’s pool. In the case of saving Profession, and Stealth checks without expending uses of
throws, using intuition is an immediate action rather than intuition, provided he’s trained in the skill. An investiga-
a free action. tor must be at least 9th level to choose select this talent.

Intuition points can also be used to accomplish deeds Intuitive Alertness: Whenever the investigator becomes
(see deeds for more information). flat-footed, he can expend one use of intuition to ignore
that condition. He must be conscious to do so, and must
In addition to resting, an investigator can regain intuition decide to do so when he becomes flat-footed. Using this
in the following way. ability does not require an action.
Rolling a Natural 20 on a Knowledge, Perception, or Sense Intuitive Intelligence: An investigator can add his intuition
Motive Check: While on an investigation, an investigator die to all Knowledge, Linguistics, or Sense Motive checks
regains luck by uncovering secrets. Rolling a natural 20 on without expending a use of intuition, even those he’s not
these skill checks while actively investigating causes the trained in.
investigator to regain 1 intuition point. Such skill checks
made for more mundane reasons (such as normal research Intuitive Intimidator: When the investigator succeeds at
or using Sense Motive to gain information during normal an Intimidate check to demoralize an opponent, he can
bargaining or while gambling) do not regain intuition for expend one use of intuition to automatically increase the
the investigator. Determining which skill checks qualify is result of the check by 5 for the purpose of determining the
up to the GM. duration of the demoralize effect. He can choose to spend
multiple uses to intuition in this manner to further increase

INVESTIGATOR
Eye for Detail: At 2nd level, an investigator gains a bonus the duration of the demoralize effect. He must be trained
equal to half his class level on Knowledge (local), Percep- in Intimidate to take this talent. The underworld intuition
tion, and Sense Motive checks, as well as Diplomacy checks investigator knack has no effect on this knack.
to gather information (minimum +1).
Perceptive Tracking: The investigator can use Perception
Cyber Investigation: While not in the same league as the
instead of Survival to both find and follow tracks, using the
hacker, an investigator is skilled at pulling information from same DCs listed under the Survival skill. An investigator
the Global DataNet, cracking encrypted data, and hacking must be trained in Perception to select this knack.
Hyper Reality. At 3rd level, an investigator gains a +1 bonus
to Hacking skill checks made to extract data and to hack Rogue Talent: An investigator can select one of the fol-
Hyper Reality objects. This bonus increases by +1 every four lowing rogue talents in place of an investigator talent:
levels thereafter (reaching +5 at 19th level). assault leader, black market connections, camouflage,
canny observer, charmer, coax information, combat swipe,
Investigator Knacks: At 3rd level and each level indicated convincing liar, deft palm, expert leaper, fast fingers,
on the Investigator Table thereafter, an investigator gains fast getaway, fast stealth, guileful polyglot, hard to fool,
an investigator knack. Except where otherwise noted, each honeyed words, ledge walker, nimble climber, peerless
investigator knack can only be selected once. maneuver, quick disable, quick disguise, resilience, rogue
Amazing Intuition: When using intuition, the investigator crawl, rope master, stand up, strong stroke, trap spotter,
rolls a d8 instead of a d6. At 20th level, the investigator or wall scramble. Any talent effects based on rogue level
rolls 2d8 and adds both dice to the result. An investigator use the investigator’s class level. If the rogue talent has a
must be at least 7th level to select this talent. prerequisite, the investigator must fulfill the prerequisite

73
CHARACTER CREATION

before selecting that rogue talent. This knack can be amazing intuition investigator knack, he rolls 2d8 instead.
selected multiple times; each time, it grants the investi- If the investigator uses this ability with empathy, tenacious
gator a new rogue talent. intuition, or a similar knack, he rolls two sets of intuition
Sub Rosa: An investigator learns how to subtly probe for dice and uses the higher of the two results.
leads. He adds +2 to any Bluff, Diplomacy, or Intimidate
rolls used to gather information or convince someone to
INVESTIGATOR PATHS
INVESTIGATOR

aid him or provide information. The two provided paths for investigators are the hound
Tenacious Intuition: When an investigator rolls his intu- and the investigative journalist. GMs and players can create
ition die, he can roll an additional intuition die and take new paths as they choose, or simply pick and choose talents
the higher result. The investigator must at least 13th level regardless of the path with which they are associated.
to select this talent.
HOUND
Unconventional Intuition: An investigator can pick any one
skill that he is trained in but that he can’t use his intuition Like the bounty hunter, a hound specializes in tracking
with. He can use intuition with that skill. An investigator down individuals. However, the hound has different moti-
must be at least 10th level to select this talent. vations. Some seek the lost—kidnapped persons, victims of
human trafficking, or runaways, among other. Some hounds
Underworld Intuition: An investigator can use his intuition track those who try to disappear. A hound may work for
on Bluff, Disable Device, Disguise, Intimidate, or Sleight of corporations finding and retrieving runaway human assets,
Hand checks without expending uses of intuition, provided or for organizations attempting to find war criminals and
he’s trained in the skill. An investigator must be at least bring them to justice.
9th level to select this talent.
Role: Hounds specialize in finding people, and they’re
Keen Recollection: At 4th level, an investigator can make accustomed to those people not wanting to be found and
all Knowledge skill checks untrained. fighting back. A hound is alert for danger and always ready
Surveillance Expert: At 6th level, an investigator becomes for a fight.
adept at planting surveillance equipment so that it is more Hound Knacks: The following knacks are best suited to
difficult to detect. Any device that that an investigator sets creating a hound.
up is considered to have a Stealth score equal to his, with
a bonus of +1 for every two class levels, against any Per- Combat intuition, intuitive alertness, intuitive intimidator,
ception checks made to find them. This assumes that the perceptive tracking, rogue talent (assault leader, combat
device is placed in a location where it can take advantage swipe, peerless maneuver, resilience), and underworld
of its surroundings for concealment. intuition.

Capstone Knack: At 20th level, an investigator chooses Capstone: war dog.


one of the following knacks as his capstone ability. INVESTIGATIVE JOURNALIST
True Intuition: The investigator can use intuition on all
Most news on the Global DataNet is prepackaged, san-
skill checks—even for skills in which he isn’t trained—and
itized, and has been approved for mass consumption by
on all ability checks without spending a use of intuition. In
the governments and corporations of the world. You will
addition, whenever he uses inspiration on an ability check,
find little truth or hard facts on the 24-hour, corporate-con-
attack roll, saving throw, or skill check, he adds 2d6 rather
trolled news feeds. Real news is had from independent
than 1d6 to the result. Some talents can affect this. If the
sources running blogs or news feeds outside of the control
investigator has the amazing intuition investigator knack,
of the media Mega-Congloms and without government
he rolls 2d8 instead. If the investigator uses this ability
oversight. The investigative journalist exposes the stories
with empathy, tenacious intuition, or a similar knack, he
that the people in power don’t want known. Gonzo jour-
rolls two sets of intuition dice and uses the higher of the
nalism, impassioned video feeds, and scathing satire are
two results.
all tools that can be used to get the message out to the
War Dog: The investigator can apply intuition dice to ini- masses.
tiative rolls and critical confirmation rolls. Attack rolls and
Role: An investigative journalist is all about finding and
saving throws only cost one point of intuition, and using
exposing the truth. They’re the person to have if you need
intuition on a saving throw is a free action. The investiga-
information, whether from a person or a database.
tor can spend two points of intuition on attack rolls and
saving throws to add 2d6 rather than 1d6 to the result. Investigative Journalist Knacks: The following knacks are
Some talents can affect this. If the investigator has the best suited to creating an investigative journalist.

74
CHARACTER CREATION

TABLE 2:12: MEDIC


LEVEL BASE ATTACK FORT REF WILL SPECIAL TREATMENTS PER DAY
BONUS SAVE SAVE SAVE
1st 2nd 3rd 4th
1st +0 +2 +2 +0 Healer, healing nanites +1d6 1 — — —
2nd +1 +3 +3 +0 Medic knack, solid reputation 2 — — —
3rd +2 +3 +3 +1 Healing nanites +2d6 2 — — —
4th +3 +4 +4 +1 Honed insincts +1, medic knack 3 1 — —
5th +3 +4 +4 +1 Healing nanites +3d6 3 2 — —
6th +4 +5 +5 +2 Medic knack 4 2 — —
7th +5 +5 +5 +2 Healing nanites +4d6 4 3 1 —
8th +6/+1 +6 +6 +2 Honed instincts +2, medic knack 4 4 1 —
9th +6/+1 +6 +6 +3 Healing nanites +5d6 5 4 2 —
10th +7/+2 +7 +7 +3 Medic knack 5 4 3 —
11th +8/+3 +7 +7 +3 Healing nanites +6d6 5 4 3 1
12th +9/+4 +8 +8 +4 Honed instincts +3, medic knack 5 4 4 2
13th +9/+4 +8 +8 +4 Healing nanites +7d6 5 5 4 2
14th +10/+5 +9 +9 +4 Medic knack 5 5 4 3
15th +11/+6/+1 +9 +9 +5 Healing nanites +8d6 5 5 4 3
16th +12/+7/+2 +10 +10 +5 Honed instincts +4, medic knack 5 5 4 4
17th +12/+7/+2 +10 +10 +5 Healing nanites +9d6 5 5 4 4
18th +13/+8/+3 +11 +11 +6 Medic knack 5 5 5 4
19th +14/+9/+4 +11 +11 +6 Healing nanites +10d6 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Capstone knack, honed instincts +5 5 5 5 5

Amazing intuition, empathy, expanded intuition, rogue


talent (canny observer, charmer, coax information, hard CLASS SKILLS
to fool), sub rosa, and tenacious intuition.
The medic’s class skills are Appraise (Int), Bluff (Cha),
Capstone: true intuition. Boating (Dex), Craft (any) (Int), Diplomacy (Cha), Drive (Dex),
Heal (Wis), Knowledge (cybernetics) (Int), Knowledge (med-
MEDIC icine) (Int), Perception (Wis), Pilot (Dex), Profession (Wis),
Sleight of Hand (Dex), and Survival (Wis).
The medical technology of 2090 is miraculous. There is Skill Points per Level: 4 + Int modifier.
hardly an injury or disease that cannot be healed or treated
with the proper time and facilities. However, not all people CLASS FEATURES
can afford the best medical care. Some sustain injuries on

MEDIC
the job that would prompt too many questions at a hospital. The following are class features of the medic.
Likewise, some practitioners of medicine don’t fit well in the Weapon and Armor Proficiencies: Medics are proficient
corporate world with its strict rules and political hierarchy. with all simple weapons (firearms) and personal armor,
The medic is the person working outside the law, helping but not shields.
those who need it. Whether she’s a patch man, fixing up
operatives between clandestine runs, a street doc seeing Healer: Medics are highly skilled at treating the sick and
to the needs of the unfortunate, or a chromer fusing flesh injured. They use the cutting edge technology at their dis-
with machine, the medic is always on the cutting edge in posal to treat patients. Some medics go beyond this edge,
more ways than one. taking risks with experimental products and even theo-
retical treatment tactics to keep their patients on this side
Role: Your team does dangerous work and someone is of the line between life and death.
bound to end up hurt. Having a medic on your crew means
you can keep your people upright and moving until the job When using Craft (pharmaceuticals) to create an item, a
is done. And if the whole thing goes to hell, then you’ll be medic gains a competence bonus equal to her class level
even more grateful to have one on your side. on the Craft (pharmaceuticals) check. In addition, a medic
can use Craft (pharmaceuticals) to identify an unknown
Hit Die: d8.

75
CHARACTER CREATION

medical patch or injection. She must examine the item for is limited to a certain number of treatments of any given
1 minute to make such a check. level per day due to her limited resources. Her base daily
treatment allotment is given on Table: Medic. In addition,
When using Heal to treat someone, a medic gains a com-
she receives bonus treatments per day if she has a high
petence bonus equal to one half her class level, rounded
down (minimum of +1), on the Heal check. Wisdom score. A medic can spend a higher level treatment
slot to perform a lower level treatment if she chooses. See
Healing Nanites: Medics can provide an intravenous injec- the Setting Rules chapter for descriptions of Treatments
tion of healing nanites for fast response to severe injuries. on page 184.
This is a standard action. The amount healed per injection
Medic Knack: A medic often works in bad conditions on
increases by 1d6 at every odd-numbered medic level. For
worse people. As she continues in her career, she looks
MEDIC

every 2d6 of damage a medic’s nanites can heal, they


for every advantage to offset Her working conditions and
can instead restore 1 point of ability damage or apply a
limited resources. At the indicated levels, the medic chooses
+2 circumstance bonus to the subject’s next saving throw
vs. disease or poison. The medic must choose to admin- an option from the list of medic knacks. This knack can be
ister either hit point healing, ability damage healing, or a a special ability or a bonus feat. A medic must meet any
saving throw bonus before taking her action. The nanites prerequisites listed to take a particular ability or feat. No
do their work, then run out of power and are flushed nat- ability or feat can be chosen more than once unless specifi-
urally from the patient’s system. These nanites are in short cally stated in its description. Players should choose knacks
that help shape the path they want their medic to follow
supply, but each medic has an incubator where the nanites
as she progresses. (See the Medic Paths section below.)
self-replicate. They can be used a number of
times per day equal to the medic’s class level Solid Reputation: As the medic advances in her career,
+ her Wisdom modifier. she gains a reputation based on her code of ethics and
medical expertise. The trust score of all the medic’s con-
Treatments: Treatments represent the medic’s
tacts start at 1 higher than normal. Also, the medic gains
ability to treat a variety of ailments and trauma
a +2 bonus on all Bluff and Diplomacy checks made
with both existing drugs and technology as
to influence anyone that is aware of her profession.
well as on-the-spot improvisation and
This bonus increases to +4 at 8th level, and to +6 at
applied cutting-edge medical theory.
A medic begins play knowing any two 14th level. Should the medic receive a drop in her
Street Cred due to unethical medical practices, she
1st-level treatments of her choice, plus a
loses all bonuses from this ability until those Street
number of additional treatments equal
Cred points are regained.
to her Wisdom modifier. To learn or use a
treatment, a medic must have a Wisdom Honed Instincts: Starting at 4th level, a medic’s
score equal to 10 + the treatment’s level. instincts help get her out of the way when the
The Difficulty Class for a saving throw lead starts flying. She gains a +1 dodge bonus
against a medic’s treatment (if any) is to her Defense Score. This bonus increases by
10 + the treatment level + the medic’s +1 for every four levels, to a maximum of +5
Wisdom modifier. Unless otherwise at 20th level.
noted in its description, adminis-
tering a treatment is a standard MEDIC KNACKS
action that does not provoke Airborne Nanites: The medic can
attacks of opportunity. modify her nanites to go airborne,
Medics are considered to giving their effects to multiple targets.
carry a variety of medical By sacrificing 2d6 from the nanites roll,
apparatus, drugs, and the medic can administer them to all
other equipment with targets in a 15-foot radius, centered on
them that facilitate the use the medic. This knack can be combined
of treatments. Should a medic be stripped with damaging nanites, though they will attack
of such gear, then she becomes incapa- all viable targets in the area of effect, including
ble of using treatments until she obtains the medic. A medic must be at least 4th level to
medical supplies. Certain knacks and select this knack.
feats can offset this disadvantage. A Bedside Manner: The medic develops an easy
medic can use any treatment she knows relationship with the patients she treats. She
without preparing it ahead of time, but gains a +4 circumstance bonus to Diplomacy

76
CHARACTER CREATION

checks made while treating a patient, and patients never time for surgeries is reduced by 50% and the skill bonuses
have a starting attitude worse than Indifferent when such increase to +4.
checks are made. Damaging Nanites: While most medics have ethical codes
Bonus Feat: The following feats can be selected from they live by that do not allow them to bring harm to those
when a medic gains a new knack. The medic must meet under their care, the same does not stand for those trying
any prerequisites before taking a feat. Feats marked with to harm them. The medic has learned to reprogram her
an asterisk appear in this book. nanites to attack a body rather than heal it. At the cost of
two daily uses of healing nanites, she can inject them into
Empower Treatment*, Extend Treatment*, Extra Nanites*,
a target and have them do damage rather than heal. A
Maximize Treatment*, Quicken Treatment*, Skill Focus
medic must make a melee touch attack against an unwill-
Clinic: A medic begins play with her own street clinic. ing target unless the target is helpless.
This little shop—often space in another establishment,
Easy Cybergraft Acceptance: When installing wetware,
or even doubling as home—is where the medic provides
services to the disadvantaged, the poor, and sometimes the medic’s technique reduces the patient’s recovery time
the criminal elements of her neighborhood. Running this by half.
clinic provides her income, as well as a safe house, as street Enhance MTU: When setting up a Mobile Trauma Unit (see
clinics are considered a neutral ground, and most gangers, Equipment) to care for a patient, the medic can enhance its
mercenaries, and others of their ilk will not take offensive performance by spending 1 minute tweaking the settings.
action against a clinic or anyone in it. While working in her This gives the MTU double its normal Heal score when
clinic, a medic gains a +2 to any Craft (pharmaceuticals) making a Heal check to treat a patient.
and Heal checks. Enhance Patch: A number of times per day equal to her
Alternately, the medic can opt for a mobile clinic. The Wisdom modifier, the medic can cause any med patch she
medic operates out of the back of a van, truck, or similar administers to function at twice its usual effectiveness (e.g.
vehicle. The vehicle is VCI compatible, but does not come an antidote patch provides a +4 resistance bonus to saves
with armor, weapons, or any other special features. These against poison instead of the usual +2).
can be added later if the medic purchases them. Use the Extend Patch: A number of times per day equal to her
statistics for a vehicle of similar type from the Vehicles Wisdom modifier, the medic can cause any med patch she
section, minus any weapons, armor, or special systems. administers that does not have an instantaneous duration
The interior of the vehicle will have seats for the driver to function at twice its normal duration.
and a single passenger, while the rest of the interior is
devoted to one or two beds for patients, and storage for Maximum Efficiency Nanites: At the cost of two of a
equipment and gear. medic’s daily uses of nanites, she can maximize their
healing effect, rather than rolling for the amount of hit
Should a medic lose her clinic for any reason—be it points healed.
destroyed, repossessed, or zoned for a new megablock—it
will take 30 days for her to acquire a new one. During this Multitasking Nanites: The medic can use her healing
time, if she has the well-supplied knack, she loses access nanites to perform two of the three possible tasks (heal
to that ability. She also loses access to the solid reputa- hit point damage, restore ability damage, or provide saving

MEDIC
tion ability until her new clinic has been in operation for throw bonuses) with a single use. Using healing nanites in
at least a week. this manner takes a full-round action. The medic must be
at least 6th level to select this ability.
Combine Doses: This allows the medic to apply two
medical patches at once as a standard action. Both doses Multitasking Nanites, Greater: The medic can use her
take effect simultaneously. If the patches provide the same healing nanites to perform all three possible tasks with a
effect, then increase the overall effect by 50% of normal. single use. Using healing nanites in this manner takes a
full-round action. The medic must be at least 11th level and
Construction Nanites: The medic can reprogram her have the multitasking nanites knack to select this ability.
nanites to reconstruct metal and synthetics rather than flesh
and bone. At the cost of two daily uses of healing nanites, Overclock Cyberware: The medic can specifically overclock
she can use them to heal damage to an android or cyborg. a piece of cyberware to perform above its normal specifi-
cations. If the cyberware provides a static bonus to attack
Cybersurgery Expert: The medic is an expert in the field
rolls, damage rolls or skill checks, increase the bonus by +1.
of cybernetics. All surgeries performed by the medic to If the system provides a sensory increase, then increase
install cybernetics take 25% less time. The medic gains a its range by 10 feet. If the system provides a movement
+2 to all Heal checks made to perform such surgeries and rate or movement rate bonus, then increase it by 5 feet.
to any Knowledge (cybernetics) skill checks made. This
knack may be taken twice. The second time it is taken, the
77
CHARACTER CREATION

Overclocking a piece of cyberware in this fashion increases Capstone Knack: At 20th level, the medic chooses one of
its Strain by 1 point. the following knacks.
Restorative Nanites: The medic’s nanites are more effi- Miracle Worker: If the medic can reach a living creature
cient at repairing ability damage. The medic may restore 1 that has been killed by hit point or ability damage within 1
point of ability damage for every 1d6 points of healing they round of death, she can still attempt to revive the target,
would normally provide, instead of every 2d6. The medic using either medical equipment, treatments, or a Heal
must be at least 8th level to select this ability. check. If successful, the treatment works as if the subject
were still alive. If the medic’s remedy is enough to put
Seamless Synergy: The medic ensures that patients have
the subject’s hit point total within the range of dying but
little to no reaction to their cybernetic grafts and implants,
not dead (greater than a negative number equal to the
MEDIC

providing them the options of more upgrades. When the


target’s Constitution score,) then the subject is stabilized
medic implants cyberware, it costs 1 less point of Strain
and treated as if it had not actually died, and the medic
than normal. If the Strain cost is 1, then the implant costs 0
can continue to heal the subject on subsequent rounds.
Strain. However, a medic can only implant a single 0 Strain
piece of cyberware per patient. The medic must be at least If the treatment is not enough to put the target’s hit point
8th level to select this ability. within the dying range, then the medic must succeed at a
Heal check (DC = 15 + the number of hit points below 0 the
Selective Airborne Nanites: By taking a full-round action,
target has dropped.) If she does not succeed, the subject
the medic can program the nanites released by the airborne
dies and cannot be revived. If the check succeeds, the
nanites breakthrough to select which targets in the area
subject does not die, but instead is kept alive in a medical
are affected. Only those targets selected by the medic will
coma. If transported to proper medical facilities within
receive the effects of the nanites. This ability also works
the hour, the medic other medical personnel can attempt
in conjunction with the damaging nanites knack if they
another Heal check at the original DC + 5. If this check suc-
are made airborne. A medic must be at least 6th level to
and have the airborne nanites knack to select this ability. ceeds, then healing can proceed on the subject as normal.
If not, the medical coma continues and further checks can
Talk ‘Em Through It: If a medic is unable to reach a patient, be made, increasing the DC of the check by 5 each time.
she can talk an ally through a procedure. If the medic is able Alternately, if facilities and components are available, the
to see the patient (either in person or through a video link brain can be dubbed for download into a bioroid body,
fed through her TAP, for example) add the medic’s level to or the brain, nervous system, and other essential parts
the ally’s Heal check. If no visual of the patient is possible, can be transferred to a cyborg body. Upon recovery, the
add one half the medic’s level to the Heal check. The ally subject retains its class, but adjustments should be made
must be able to communicate with the medic and have to represent the new race.
the proper equipment to follow her instructions. If working
Patch Master: The medic becomes a master of pharma-
with substandard or improvised equipment, apply a –2
ceutical medicine, able to come up with combinations of
penalty to the Heal check.
medications that, in the short term, can provide great ben-
Treatment Carrier Nanites: By taking a full-round action efits during battlefield triage. The medic can use medical
(which provokes attacks of opportunity), the medic can patches at her disposal to mimic the abilities of her treat-
deploy a single use of her healing nanites to deliver a ments, gaining the same effects without using a daily
treatment. This allows the medic to deliver the treatment treatment slot. The medic must expend at least two medical
at short range (25 ft. + 5 ft./2 levels) instead of touch, so patches with a value of no less than 100 cryptodollars x
long as the medic has line of effect to the target. A medic the treatment level of the treatment being emulated. The
must be at least 9th level and have the selective airborne medic then rolls a Heal score skill check against a DC of 25
nanites knack to select this ability. + the effective treatment level. If successful, the target is
Well-supplied: Medics are the often the lifeline for medical affected as if the medic had administered the treatment,
treatments and procedures to the lower class. Various char- rather than the normal effects of the patches expended. If
itable organizations and PR branches of Mega-Congloms the skill check fails by less than 10, then the treatment still
see to it that their clinics stay supplied and operational. takes effect, but the subject suffers side effects. Roll 1d10.
They are usually generous enough that a medic can slip On 1-2 the subject is sickened; 3-4 the subject is nauseated;
a few into her private stash for personal use outside of 5-6 the subject is fatigued; 7-8 the subject is exhausted;
the clinic. On any given day, a medic has access to 1,000 9-10 the subject is rendered unconscious. These side effects
cryptodollars of medical supplies, over and above that pur- last for one hour, or until counteracted by other medical
chased with her own funds. The medic must have the clinic treatment.
knack to select this ability.

78
CHARACTER CREATION

MEDIC PATHS STREET DOC


A man of the people, the street doc typically runs a small
The three paths provided for medics are the chromer, the
clinic that opens its doors to the public, treating the dis-
patch man, and the street doc. GMs and players can create
advantaged. To make extra side money, street docs often
new paths as they choose, or simply pick and choose talents
treat gangers and others whose injuries would attract too
regardless of the path with which they are associated.
much attention by law enforcement if seen at a standard
CHROMER hospital.

This type of medic specializes in the implantation and Role: The street doc is not only a competent physician,
upkeep of cybernetics. Whether working as a doctor in a but a good go-between with sprawlers and the criminal
high end fashion clinic, or implanting black market wetware element. A street doc can double as a diplomat and provide
for the criminal element, the chromer is best at melding your team a safe zone by sheltering you in her clinic.
the organic with the synthetic. Street Doc Knacks: The following knacks are best suited
Role: If you want your team chromed and ready to roll for creating a street doc. Feats marked with an * are found
with all the cyberware it can handle, then you want a in this book.
chromer to work on you. Abilities: Bedside manner, clinic, greater multitasking
Chromer Knacks: The following knacks are best suited nanites, maximum efficiency nanites, multitasking nanites,
for creating a chromer. and well-supplied.

Abilities: Construction nanites, cybersurgery expert, easy Capstone: Miracle worker.


cybergraft acceptance, overclock cyberware, and seam- Feats: Extend Treatment*, Extra Nanites*, Maximize Treat-
less synergy. ment*, and Skill Focus (Diplomacy)
Capstone: Miracle worker.
Feats: Extra Nanites*, Gold Account*, Skill Focus (Heal), SPRAWLER
and Street Doc*.
Sprawlers live on the streets of the
PATCH MAN sprawl—the expansive mega-cit-
ies that have sprung up across the
The patch man is the ride-along medic for merce-
nary teams, dark operations, and other situations globe—by their own choosing or cir-
cumstance. For many, such a fate
where people are liable to be riddled with
would mean a quick death from
holes and need someone to patch them
any of a dozen different dangers,
back together. The name has a double
but sprawlers not only survive
meaning as well, as a patch man tends
but thrive in a harsh, unfor-

SPRAWLER
to use medical patches frequently in
her work. giving environment with few
resources. A sprawler tends to
Role: The patch man is best at bat- be pragmatic about life, both
tlefield medicine, doing quick work to in and out of combat, doing
get downed teammates up and back what is necessary for survival.
in the fight. Some are street rats scraping
Patch Man Knacks: The following to survive in the lowest reaches
knacks are best suited for creating a of the urban jungle. Others are
patch man. Feats marked with an * are gangers who seize the opportunity
found in this book. to elevate their circumstances by
clawing up through the ranks of a
Abilities: Airborne nanites, combine doses,
local gang. Whatever the specifics,
enhance MTU, enhance patch, extend patch,
the sprawler character lives by being
and talk ‘em through it.
too tough and canny to die.
Capstone: Patch master.
Role: There’s no one tougher than
Feats: Empower Treatment*, Extend a street rat. Survival isn’t a game to
Treatment*, Extra Nanites*, Maximize Treat- them; it’s a day to day struggle.
ment*, and Quicken Treatment*

79
CHARACTER CREATION

They know the ins and outs of the sprawls better than taking actions against the local citizens in general. This
anyone, and that can be a handy asset for a team. Keep ability cannot be used if the sprawler is wearing clothing
them happy and paid, and they’ll help keep you alive. or armor that would make him stand out in the crowd, such
Hit Die: d12. as a uniform, power armor, a business suit, or the like. A
sprawler must be at least 10th level to select this ability.
CLASS SKILLS Bonus Feat: The following feats can be selected from
when a sprawler gains a new knack. The sprawler must
The sprawler’s class skills are Acrobatics (Dex), Athletics
meet any prerequisites before taking a feat. Feats marked
SPRAWLER

(Str), Bluff (Cha), Boating (Dex), Craft (Int), Diplomacy (Cha),


with an asterisk appear in this book.
Disable Device (Dex), Disguise (Cha), Drive (Dex), Escape
Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (local), Acrobatic Steps, Alertness, Catch Off-Guard, Deceitful, Die-
Perception (Wis), Perform (Cha), Profession (Wis), Sense Hard, Dodge, Endurance, Great Fortitude, Improved Great
Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Survival (Wis). Fortitude, Improved Initiative, Improved Iron Will, Improved
Lightning Reflexes, Improved Unarmed Strike, Improvised
Skill Points per Level: 6 + Int modifier.
Weapon Mastery, Iron Will, Lightning Reflexes, Mobility,
Nimble Moves, Physical Marvel*, Stealthy, Toughness
CLASS FEATURES
Brutal Beating: Whenever a sprawler deals sneak attack
The following are class features of the sprawler. damage, he can choose to forgo 1d6 points of sneak
Weapon and Armor Proficiencies: A ganger is proficient attack damage to make the target sickened for a number
with all simple weapons (firearms), melee weapons, and of rounds equal to 1/2 his class level. This ability does not
is proficient with personal armor, but not shields. stack with itself—only the most recent duration applies.
The sprawler must have the sneak attack ability to take
Hardy: At 1st level, a sprawler is already prepared to
this knack.
endure extreme hardships and lack of supplies. He can go
twice the normal number of days without water and triple Deadly Surprise: When a sprawler hits an opponent that
the normal number of days without food before feeling is denied its Dexterity bonus to its Defense Rating with a
the effects of either thirst or starvation, and receives a weapon or unarmed attack, he may attempt a dirty trick
+2 circumstance bonus on saving throws against disease combat maneuver as an immediate action as part of the
and poison. attack. This combat maneuver does not provoke attacks
of opportunity. The sprawler must be at least 8th level to
Impoverished: At 1st level, a sprawler automatically
select this ability.
receives the Poverty drawback. He does not receive a
bonus feat for this drawback. Dirty Maneuvers: The sprawler becomes skilled at deceiv-
ing and discomfiting his opponents. The sprawler gains a
Sprawler Knack: At the indicated levels, the sprawler
+1 bonus on disarm, dirty trick, and steal combat maneuver
chooses the indicated number of options from the list of
checks. The sprawler also gains a +1 bonus to CMD when
sprawler knacks. This knack can be a special ability, bonus
attacked with the disarm, dirty trick, and steal combat
feat, or talent. The two provided paths for sprawlers are
maneuvers. These bonuses increase by 1 for every four
the ganger and the street rat. GMs and players can create
levels class levels, to a maximum of +5.
new paths as they choose, or simply pick and choose talents
regardless of the path with which they are associated. Elusive Defender: Once per day, a sprawler can designate
a single enemy within line of sight as a free action. The
Honed Instincts: Starting at 4th level, a sprawler’s instincts
sprawler focuses on avoiding that target’s attacks until it
help get him out of the way when the lead starts flying. He
is reduced to 0 or fewer hit points, surrenders, leaves the
gains a +1 dodge bonus to his Defense Rating. This bonus
combat area, or until the sprawler designates a new foe
increases by +1 for every four levels, to a maximum of +5
to use this ability on, whichever occurs first. The sprawler
at 20th level.
gains a +2 dodge bonus to his Defense Rating and +2 to his
SPRAWLER KNACKS CMD against any bull rush, grapple, or trip attempts made
by the designated enemy. At 5th level and every five levels
Blend In: A sprawler with this ability can use his Stealth thereafter, this bonus increases by +2.
bonus in place of a Disguise skill check on his home turf.
This disguise does not take an action to don. He must make Every three levels after the level at which this ability is
a check whenever someone attempts to pick him out from gained, the sprawler can use this ability one additional
the local citizens. If his check is successful, he blends into time per day.
the crowd. While not invisible, enemies do not notice his Evasion: A sprawler can avoid damage from many area-ef-
presence and take no actions against him unless they are fect attacks. If a ganger makes a successful Reflex saving
throw against an attack that normally deals half damage
80
CHARACTER CREATION

TABLE 2:13: SPRAWLER


LEVEL BASE ATTACK BONUS FORT SAVE REF SAVE WILL SAVE SPECIAL
1th +1 +2 +2 +0 Hardy, impoverished, sprawler knack
2nd +2 +3 +3 +0 Sprawler knacks (2)
3rd +3 +3 +3 +1 Home turf advantage, sprawler knack
4th +4 +4 +4 +1 Honed instincts +1
5th +5 +4 +4 +1 Sprawler knack
6th +6/+1 +5 +5 +2 Sprawler knacks (2)
7th +7/+2 +5 +5 +2 Sprawler knack
8th +8/+3 +6 +6 +2 2nd home turf advantage, honed instincts +2
9th +9/+4 +6 +6 +3 Sprawler knack
10th +10/+5 +7 +7 +3 Sprawler knacks (2)
11th +11/+6/+1 +7 +7 +3 Sprawler knack
12th +12/+7/+2 +8 +8 +4 Honed instincts +3
13th +13/+8/+3 +8 +8 +4 3rd home turf advantage
14th +14/+9/+4 +9 +9 +4 Sprawler knack
15th +15/+10/+5 +9 +9 +5 Sprawler knack
16th +16/+11/+6/+1 +10 +10 +5 Honed instincts +4
17th +17/+12/+7/+2 +10 +10 +5 Sprawler knack
18th +18/+13/+8/+3 +11 +11 +6 4th home turf advantage
19th +19/+14/+9/+4 +11 +11 +6 Sprawler knack
20th +20/+15/+10/+5 +12 +12 +6 Capstone knack, honed instincts +5

on a successful save, he instead takes no damage. Evasion and Knowledge (local), Perception, Stealth, and Survival skill
can be used only if a sprawler is wearing personal armor checks. A sprawler traveling through his home turf leaves
or no armor. A helpless sprawler does not gain the benefit no trail and cannot be tracked (although he may leave a
of evasion. trail if he so desires).
Frightening: Whenever a sprawler successfully uses Intim- At 8th level, and every five levels thereafter, a sprawler
idate to demoralize a creature, the duration of the shaken may select an additional home turf. In addition, at each
condition is increased by 1 round. In addition, if the target such interval, the skill bonus and initiative bonus in any
is shaken for 4 or more rounds, the sprawler can instead one favored community (including the one just selected,
decide to make the target frightened for 1 round. if so desired) increases by +2.

SPRAWLER
Gets the Job Done: When using improvised weapons, For the purposes of this ability, a home turf is an area
a sprawler gains a +1 bonus on all damage rolls. The of the sprawl consisting of at least 100 individuals or an
damage bonus increases by +1 for every four sprawler area of 2 square city blocks. The home turf may be larger
levels attained, to a maximum bonus of +5. than this minimum. The maximum size and boundaries of
the home turf must be decided upon by the GM, based
Gang-fighting: A sprawler can take advantage of fighting
on the campaign and the GM’s wishes. For example, the
with his allies to dish out extra pain on their victims. For
GM may decide the territory cannot exceed the size of a
every ally that threatens the same opponent, the sprawler
single gang’s territory.
adds a +1 to attack and damage on that opponent (up to
a maximum +8 to attack and damage). This bonus stacks Improved Rat’s Luck: The sprawler’s luck increases. He
with the flanking bonus. The sprawler must be at least 5th gains a +4 bonus on rerolls made with the rat’s luck ability,
level to select this ability. or if he forces an enemy to reroll an attack, that enemy
takes a –4 penalty on the roll. This bonus or penalty is also
Hide in Plain Sight: While on his home turf, a sprawler can
applied on any roll to confirm critical hits. The sprawler
use the Stealth skill even while being observed. A sprawler
must be at least 14th level and have the rat’s luck ability
must be at least 11th level to select this ability.
in order to select this ability.
Home Turf Advantage: At 3rd level, the sprawler can use
familiar territory to his advantage. While inside the limits Improved Uncanny Dodge (Ex): The sprawler can no longer
be flanked. This defense denies another character the
of this community, he gains a +2 bonus on initiative checks
ability to sneak attack the character by flanking him, unless
81
CHARACTER CREATION

the attacker has at least four more levels in a class with be denied a Dexterity bonus to AC (whether the target
the sneak attack ability than the target does. If a charac- actually has a Dexterity bonus or not), or when the agent
ter already has uncanny dodge from another class, the flanks his target. This extra damage is 1d6 at 1st level,
levels from the classes that grant uncanny dodge stack to and increases by 1d6 every two sprawler levels thereafter.
determine the minimum sprawler level required to flank Should the sprawler score a critical hit with a sneak attack,
the character. The sprawler must be at least 8th level to this extra damage is not multiplied. Ranged attacks can
select this ability. count as sneak attacks only if the target is within 30 feet,
Jury-rig: A sprawler is adept at making do with whatever unless the sprawler takes a full round action to aim the
SPRAWLER

materials are at hand. He can effect repairs on a broken weapon, in which case the attack counts as a sneak attack
item or vehicle for one-fiftieth the item’s price, or for free so long as the target is within the first range increment
if he spends an hour scavenging parts (by making a suc- of the weapon. If the weapon is equipped with a scope,
cessful DC 15 Survival check). These repairs will last for up then the sprawler may sneak attack as a full round action
to an hour per sprawler level. If someone other than the to the maximum range of the scope.
sprawler attempts to use the item, then treat the item as if With a weapon that deals nonlethal damage (like a
it still had the broken condition, unless the sprawler spends stun baton or an unarmed strike), a sprawler can make
a minute to instruct the person on how to work it before a sneak attack that deals nonlethal damage instead of
it is used. (“Jiggle this switch a few times first. Don’t just lethal damage. He cannot use a weapon that deals lethal
push that button, hold it down for a second.”) damage to deal nonlethal damage in a sneak attack, not
Master Trapmaker: The sprawler has become an expert even with the usual –4 penalty. The sprawler must be
at deploying his makeshift traps. Increase all DCs for Per- able to see the target well enough to pick out a vital spot
ception and Disable Device checks to detect and disarm and must be able to reach such a spot. A sprawler cannot
the sprawler’s traps by +5. Also, he can add two modifiers sneak attack while striking a creature with concealment.
to any particular trap he sets (e.g. a sprawler can set a Trap: The sprawler learns how to create a snare trap and
fire trap with both the burning and explosive modifiers). one other trap of his choice. At every two class levels
A sprawler must be at least 10th level and have the trap thereafter, he learns another trap. The sprawler can use
ability in order to take this ability. these traps a total number of times per day equal to 1/2
Push Through: The sprawler is never slowed by difficult his sprawler level + his Wisdom modifier. Once a trap is
terrain in his favored communities. In addition, he can learned, it can’t be unlearned and replaced with a differ-
move through the space occupied by local citizens as if ent type of trap. The sprawler cannot select an individual
they were allies. This does not apply to creatures intent trap more than once.
on harming the sprawler. Areas that are purposely manip- Setting a trap is a full-round action that provokes attacks
ulated to impede motion (such as spike strips, caltrops, of opportunity. A trap fills a single 5-foot square, and cannot
etc.) still affect him. A sprawler must be at least 5th level be placed in the same area as another sprawler trap. The
to select this ability. sprawler only needs simple materials to create the trap,
Rat’s Luck: Once per day a sprawler can either reroll one such as a piece of cloth, a small amount of metal (such as
of his attack rolls or force an enemy who just hit him with a knife, a piece of rebar, or a few nails), a length of rope or
an attack to reroll the attack roll. The sprawler must take surgical tubing, and so on. The DCs for Perception checks
the result of the second roll even if it is worse. A sprawler to notice the trap, Disable Device checks to disable it, and
can use this ability one additional time per day for every for saving throws to avoid it are equal to 10 + 1/2 the char-
five class levels, to a maximum of three times per day. acter’s sprawler level + the character’s Wisdom bonus. All
sprawler traps are Trigger: location, and Reset: none.
Razor-Sharp Chair Leg: As a swift action, a sprawler may
alter the type of damage dealt by an improvised weapon A trap lasts for 1 day per sprawler level or until triggered,
to bludgeoning, piercing, or slashing damage. In addition, whichever comes first. A trap’s DC decreases by 1 for each
the sprawler has a critical threat range of 19–20/×2 with full day that passes after it is set. Traps marked with an
any improvised melee weapon. If the sprawler has the asterisk (*) can add to or modify the effects of another trap;
Improvised Weapon Mastery feat, then the critical threat a sprawler can add one of these trap types to any stan-
range of the weapon increases to 18-20. dard sprawler (this costs 1 additional use of the trap ability).
Sneak Attack: If a sprawler can catch an opponent when The sprawler can learn to create the following traps.
he is unable to defend himself effectively from his attack, Alarm Trap*
he can strike a vital spot for extra damage. The sprawl-
er’s attack deals extra damage any time his target would Effect: When the trap is triggered, it also creates a
momentary loud noise, and anyone within 60 feet of the

82
CHARACTER CREATION

trapped area can hear it clearly. Reduce the distance by


Effect: The trap constricts around a limb or other part of
10 feet for each interposing closed door and by 20 feet
the triggering creature’s body (Reflex avoids). The crea-
for each substantial interposing wall. In quiet conditions,
ture cannot move from the location of the trap, unless the
the noise can be heard as far as 180 feet away. The sound
ranger included a “leash” when setting the trap, in which
lasts for 1 round.
case the creature is limited to the length of the leash. The
Burning Trap* trapped creature can escape with an Escape Artist check
Effect: A sprawler can only add this to a fire trap. If the (DC equal to the trap’s DC) as a full-round action. The trap
triggering creature fails its Reflex save, it catches on fire, or its leash has a number of hit points equal to 1/2 the
taking 1d6 points of fire damage at the start of its turn for sprawler’s level, or can be burst as a full-round action with
1d4 rounds. The burning creature can attempt a new save a DC 25 Strength check. The trap can hold up to a Medium
as a full-round action. Dropping and rolling on the ground creature; each extra daily use of the street rat’s trap ability
grants a +4 bonus on this save. spent when the trap is set increases the maximum size of
creature the trap can hold. At the sprawler’s option, if there
Electrical Trap* is a tall, stable object or structure nearby, he can have the
Effect: This trap electrocutes the creature that triggers trap lift the creature.
it, dealing a number of points of electrical damage equal Stunning Trap*
to 1d6 + 1/2 the sprawler’s level to the triggering creature
(Reflex negates). The sprawler must have a power source Effect: A sprawler can only add this to an electrical trap.
to attach when setting the trap. This trap can be used When the triggering creature takes electrical damage from
in conjunction with a weapon trap, creating a taser-like the trap, it must succeed at a Fortitude save equal to the
device that delivers the charge upon a successful attack trap’s DC or be stunned for 1 round for every three sprawler
(but cannot be used in conjunction with a firearm-based trap.) levels the trapmaker possesses (minimum 1 round).

Exploding Trap* Weapon Trap

Effect: A sprawler can only add this to a fire trap. The trap Effect: When triggered, the target is attacked with a
explodes in fire, filling all squares adjacent to the trap and weapon (a triggered firearm, spring-loaded melee weapon,
dealing a number of points of fire damage equal to 1d6 + a deadfall, or similar effect). The trap makes an attack roll
1/2 the sprawler’s level (Reflex negates). against the target’s Defense Rating (the target is consid-
ered flat-footed unless it has an ability to counteract this
Fire Trap condition) using the sprawler’s base attack bonus. If the
Effect: The trap explodes in flames, dealing a number of attack is successful, the trap delivers damage appropriate
points of fire damage equal to 1d6 + 1/2 the sprawler’s level to the weapon incorporated into the trap (including critical
to the triggering creature (Reflex negates). The sprawler damage, in the case of a confirmed critical hit). In the case
must use a flammable substance such as kerosene when of a makeshift weapon, the trap’s damage is 7/12 (2d6).
setting the trap. Trapfinding: A sprawler adds 1/2 his class level on Per-
ception skill checks made to locate traps and on Disable

SPRAWLER
Marking Trap*
Device skill checks (minimum +1).
Effect: If the triggering creature fails its save against the
trap, it is marked with a dye and/or scent of the sprawler’s Uncanny Dodge: The sprawler can react to danger before
choosing. A scent mark decreases the DC of tracking the his senses would normally allow him to do so. He cannot
marked creature by scent by 4. The mark can be washed be caught flat-footed, nor does he lose his Dex bonus to
off with vigorous scrubbing, but fades on its own over his Defense Rating if he cannot see his attacker. He still
several days. loses his Dexterity bonus to his Defense Rating if immobi-
lized. A sprawler with this ability can still lose his Dexterity
Poison Trap*
bonus to his Defense Rating if an opponent successfully
Effect: The trap poisons the creature that triggers it. uses the feint action against him. If a sprawler already has
The sprawler must provide 1 dose of contact, inhaled, or uncanny dodge from a different class, he automatically
injury poison when setting the trap, and the trap uses gains improved uncanny dodge instead. The sprawler must
that poison’s effects and DC. A poison trap may be used be at least 5th level to select this ability.
as an enhancement for a weapon trap, unless it is using
Upper Hand: A sprawler that performs a successful dirty
a firearm or energy weapon to deliver the damage. Using
trick combat maneuver on an opponent can choose to take
the poison trap as an enhancement costs 1 additional use
another attack at his highest base attack bonus against the
of the trap ability.
opponent, in addition to any other remaining attacks for
Snare Trap

83
CHARACTER CREATION

the round, or take a double move away from the target. SPECIAL A BILI T IE S
A sprawler must be at least 6th level to select this ability.
Firebomb: The gangers are equipped with molotov cock-
Capstone Knack: At 20th level, a sprawler chooses one tails. As a move action, the ganger troop can target a single
of the following knacks. square up to 30 feet away with a volley of molotov cock-
Dangerous Quarry: At 20th level, a sprawler is most dan- tails. A volley deals 6d6 fire damage in a 20-foot-radius
gerous when on the defensive. If an enemy hits with a burst (Reflex DC 25 for half) and ignites any unattended
successful attack, then the street rat may, as an immediate flammable materials in the area. Creatures damaged by
SPRAWLER

action, make an attack at his highest attack bonus against this attack must succeed at a Reflex save (DC 23) or catch
that enemy. Any successful hit is considered a critical threat. fire, taking 2d6 points of fire damage each round for the
The street rat must still succeed at a confirmation roll. If next 3 rounds or until extinguished. The save DCs are
the critical hit is confirmed, the target takes the damage Dexterity-based.
and must make a Fortitude save or die. The DC of this save • Guns Blazing: The gangers can cut loose with a hail
is equal to 10 + 1/2 the street rat’s level + the street rat’s of bullets as a standard action. This attack takes the
Wisdom modifier. This ability cannot be used against the form of four lines with a range of 120 ft. These lines
same target more than once in a 24-hour period. can start from the corner of any square in the troop’s
space. All creatures in one of these lines take 8d6
Head Honcho: Being the baddest makes you the boss. points of bludgeoning and piercing damage (Reflex
At 20th level, you gain control of a major gang. This pro- DC 25 for half). A creature’s DR counts against this
vides you with some serious political leverage, at least damage. The save DC is Dexterity-based.
on the street level. You gain a +10 circumstance bonus on • Gutterware: The gangers in the troop are equipped
all social skill checks made to deal with people that live in with gutterware cybernetic implants. This grants the
your gang’s territory or have some vested interest in that troop low-light vision, a +1 bonus to initiative, and a +1
area. Once per day you can call in the troops, gaining the dodge bonus to their Defense Rating. These bonuses
assistance of a troop of gangers. This troop fights with you are already factored into the troop’s statistics.
until dispersed or you dismiss them. • Troop Traits: A troop is not subject to flanking, but it is
subject to critical hits and sneak attacks if its compo-
Ganger Troop CR 15 nent creatures are subject to such attacks. Reducing
51,200 XP a troop to 0 hit points or fewer causes it to break up,
Medium humanoid (human, troop) effectively destroying the troop, though the damage
Init +5; Senses low-light vision; Perception +22 taken until that point does not degrade its ability to
attack or resist attack.
DEFENSE
All troops gain the following traits.
Defense Rating 16 (+4 Dex, +2 Dodge); DR 6
• Troop Subtype: A troop is a collection of creatures
Critical Defense Bonus +9
that acts as a single creature, similar to a swarm, but
Defensive Abilities troop traits
hp 220 (22d8+77) typically as part of a military unit. A troop has the char-
Fort +17, Ref +17, Will +10 acteristics of its type, except as noted here. A troop
has a single pool of Hit Dice and hit points, a single
OFFENSE initiative modifier, a single speed, and a single armor
Speed 40 ft. class. A troop makes saving throws as a single creature.
Melee troop +26 (5d6+8 [22/52]) A single troop occupies a 20-foot-by-20-foot square,
Space 20 ft.; Reach 5 ft. equal in size to a Gargantuan creature, though the
Special Attacks firebomb (DC 25), guns blazing (DC 25) actual size category of the troop is the same as that
of the component creatures. The area occupied by a
S TAT IS T IC S troop is completely shape-able, though the troop must
Str 26, Dex 17, Con 18, Int 9, Wis 12, Cha 13 remain in contiguous squares to accurately reflect the
Base Atk +22; CMB +20; CMD 34 teamwork of trained military units. A troop has a reach
Feats Combat Reflexes, Dodge, Fleet (x2), Iron Will, Mobility, equal to that of the component creatures based on size
Skill Focus (Athletics, Stealth), Run, Stand Still, Step Up, or armament. A troop can move through squares occu-
Toughness
pied by enemies and vice versa without impediment,
Skills Athletics +15, Drive +8, Knowledge (local) +10,
although the troop provokes an attack of opportu-
Perception +22, Stealth +18, Survival +12
Language: English nity if it does so. A troop can move through any area
SQ gutterware large enough for its component creatures. The exact
number of a troop’s component creatures varies, but in
84
CHARACTER CREATION

general, a troop of Small or Medium creatures consists done. If you need a strong arm and a handy gun, you can
of approximately 12 to 30 creatures. Larger creatures do worse than have a ganger at your side.
can form troops, but the area occupied by such a troop Ganger Knacks: The following knacks are best suited for
should increase proportionally according to the size of creating a ganger. Feats marked with an * are found in
the component creatures. this book.
• A troop is never staggered or reduced to a dying state
by damage. Abilities: brutal beating, frightening, gang-fighting, gets
• Immunity to being Tripped or Bull Rushed: A troop the job done, improved uncanny dodge, sneak attack,
cannot be tripped, grappled, or bull rushed, except uncanny dodge.
by area effects that include such effects. A troop can Bonus feats: Catch Off-Guard, Gang Up, Intimidating
grapple an opponent. Prowess, Lookout, Paired Opportunists, Physical Marvel*,
• Vulnerable to Area Effect Damage: A troop takes half Rapid Reload, Team Up, Weapon Focus.
again as much damage (+50%) from effects that affect
Talents: assault leader, bleeding attack†, deadly sneak†,
an area. If a troop is rendered unconscious by means
offensive defense†, positioning attack,powerful sneak†,
of nonlethal damage, it disperses and does not reform
strong impression, surprise attack, and weapon training.
until its hit points exceed its nonlethal damage.
• Troop Attack: Creatures with the troop subtype don’t †
These knacks add effects to a ganger’s sneak attack.
make standard melee attacks. Instead, they deal auto- Only one of these knacks can be applied to an individual
matic damage to any creature within reach or whose attack and the decision must be made before the attack
space they occupy at the end of their move, with no roll is made.
attack roll needed. A troop’s stat block has “troop”
in its Melee entry with no attack bonus given. The
STREET RAT
amount of damage a troop deals is based on its Hit Street rats are the lowest stratum of urban inhabitants.
Dice. Unless stated otherwise, a troop’s attacks are Like the animal for which they’re named, they subsist
non-magical. Damage Reduction sufficient to reduce largely on the leavings of others. By necessity, they become
a troop attack’s damage to 0 or other special abilities experts in adaptation, conservation, and survival. Where
can give a creature immunity (or at least resistance) others see refuse, a street rat sees opportunity.
to the troop’s attacks. Some troops also have other
Role: There’s no one tougher than a street rat. Survival
special attacks in addition to normal damage. Troops
isn’t a game to them; it’s a day to day struggle. They know
threaten all crea tures within their reach or within their
the ins and outs of the sprawls better than anyone, and
area, and attempt attacks of opportunity as normal
that can be a vital asset for a team. Keep them happy and
with their troop attack.
paid, and they’ll help keep you alive.
• Chaos of Combat: Because of the chaos of combat, abil-
ities requiring concentration (such as psionics) within Street Rat Knacks: The following knacks are best suited
the area of a troop or within its reach requires a man- for creating a street rat. Feats marked with an * are found
in this book.

SPRAWLER
ifester level check (DC 20 + psionic power level). Using
skills that involve patience and concentration requires Abilities: blend in, deadly surprise, dangerous quarry, dirty
a successful DC 20 Will save. maneuvers, elusive defender, hide in plain sight, improved
rat’s luck, jury-rig, master trapmaker, push through, rat’s
SPRAWLER PATHS luck, trap, trapfinding, upper hand
Bonus Feats: Alertness, Diehard, Dodge, Endurance, Great
GANGER
Fortitude, Improved Unarmed Strike, Iron Will, Lightning
In a world where poverty is rampant and the middle class Reflexes, Mobility
is no more, gangs in urban areas are just as ubiquitous
Rogue Talents: cunning trigger, defensive roll, fast
as they’ve ever been. They’re also more dangerous than
getaway, fast stealth, ledge walker, opportunist, resiliency,
ever. Being a member of a gang means security, commu-
rogue crawl, trap spotter
nity, power, wealth, and resources for those that would
otherwise do without, or lose them to gangs without the
protection membership affords. It is a harsh, brutal, and
often short life, but given the alternatives, it is a choice
more and more people make in this day and age.
Role: Gangers get what they want through the threat of
violence, and they are willing to follow through on that
threat if needed. They’re not subtle, but they get the job
85
CHARACTER CREATION

though he might still perform some basic risk-free tasks


to see if you warrant additional trust.
NEW RULES
TRUST
CONTACTS In order for you to secure a reliable contact, you must
establish and maintain the contact’s trust. A new contact
A contact is a unique NPC with useful skills or powerful won’t typically reveal the full extent of her abilities or
Contacts

connections. You can call upon contacts for aid to accom- covert affiliations. For example, your childhood friend might
plish specialized tasks without getting directly involved. A have close ties with a political organization, corporation,
low-level contact can dig up a local rumor, tell you where or street gang, but may keep this information secret to
to find a good meal, or impart basic knowledge. However, protect himself and you. At some point, the friend reveals
as you earn more of a contact’s trust, he might perform this connection and becomes a contact for you. As the con-
greater tasks with greater personal risk, such as helping tact’s trust increases, she becomes more willing to perform
you track down an adversary, bailing you out of jail, or or secure various services for you, provided those services
loaning you a piece of equipment. remain within her means.
There are many types of contacts—a contact might be Trust is measured on a scale of 1 to 5, with 1 being the least
a childhood friend, a former adversary with whom you amount of trust and 5 representing the highest. You build
share a mutual respect, a war buddy, a former colleague, trust through successful interactions between you and
or a friend of the family. They aren’t limited to a specific your contact. As these interactions accrue, the level of Trust
social class or profession. A contact with few connections increases (see Gaining, Cultivating, and Losing Contacts).
is capable of providing only minimal aid to you, but others A contact can have different Trust scores for different PCs
might have more significant resources. A contact’s ability in the same adventuring party—a sector cop could have
to aid you might even shift over the course of your adven- a high Trust score for a ronin PC he’s known for a while
turing career. Changes to a contact’s profession, rising or and a low Trust score for a hacker PC who is new to town.
falling social status, and other personal events can alter For some contacts, the Trust score declines if they haven’t
her ability to provide aid. heard from you in a while, but rebuilding Trust to its earlier
Sometimes a contact needs compensation for his trouble, level is faster than starting from scratch.
or at least reimbursement for costs incurred while working The different trust levels are as follows.
on your behalf. Criminal contacts in particular almost always • 1. Wary: A wary contact has no more trust in you than
charge for their services or demand favors in return. A in any stranger. Though she’s willing to divulge minimal
contact from a corporation or other organization might information, she’d just as readily sell your information
expect you to give a donation to the organization, or to your enemies or turn on you in order to protect
provide the corporation with a photo opportunity or other herself or her reputation. A wary contact performs
commercial compensation. Other times, costs arise out of only basic tasks that assume little to no personal risk.
necessity. A contact who needs anonymity to accomplish • 2. Skeptical: A skeptical contact has established some
a task might require additional funds for bribes or to pur- small amount of trust with you. Despite earlier posi-
chase covert access to a secret location. tive interactions, the contact remains fairly cautious.
Two factors influence the effectiveness of a contact: the He can be called upon to perform tasks of minimal
amount of trust you share with the contact and the amount risk, but refuses any task that might jeopardize his
of risk involved with what you ask of the contact. A contact safety, public image, or finances. If questioned about
who doesn’t fully trust you won’t risk his neck to help you, you, the skeptical contact attempts to remain neutral

TABLE 2: 14: CONTACT TRUST IMPROVEMENT


NPC TRUST SCORE DIPLOMACY DC*
Wary (1) 20
Skeptical (2) 15
Reliable (3) 10
Trustworthy (4) 5
Confidant (5) –
*If the contact has a bonus on Diplomacy checks made to negotiate with you from failing or abandoning a task, add that bonus
to this DC.

86
CHARACTER CREATION

when describing his relationship and won’t immedi- 3. Moderate: Moderately risky tasks include lying to
ately turn on you. authorities on your behalf, making forgeries, helping
• 3. Reliable: A reliable contact still doesn’t fully trust you evade authorities (such as by providing a getaway
you, but is willing to make a greater effort to help. She vehicle or arranging extradition), or loaning you money
might perform tasks that place her at slightly greater or equipment (worth up to 2,000 x your character level
risk, such as hiding a fugitive on her property or loaning in cryptodollars). If the contact is caught while involved
small sums of money or inexpensive items. A reliable with this task, she may have to pay a fine, face short-term
contact is not willing to assume greater risk solely out imprisonment, or suffer a moderate financial or social loss.
of trust in you, and tries to protect her own reputation Critical Failure: Fine or imprisonment with bail. You must
as a reliable contact. spend (1000 x the NPC’s character level) cryptodollars to
• 4. Trustworthy: A trustworthy contact holds you in rectify this situation; otherwise, you lose the contact, all
high regard. When you ask for assistance, he sincerely current and future contacts have their Trust scores lowered
desires to aid you. He puts in extra time and effort to by 2 with you, and the DC of any of your future attempts
assure success, but still avoids undertaking tasks that to raise the Trust scores of contacts increases by 5.
would place him or his loved ones in significant danger.
He will not lightly accept a task that would destroy his 4. Considerable: Considerably risky tasks are explicitly
career, reputation, or finances. illegal (such as burglary or robbery) or are morally ques-
• 5. Confidant: At this level, the contact trusts you with tionable even if legal (such as fraud conducted by taking
her life. She attempts to help you even if it stretches advantage of obscure loopholes in the law). If the contact
her personal means or involves great personal risk. A is caught performing such a task, she may be imprisoned,
confidant never turns against you unless she’s shown have his property seized, or lose personal rights (such as a
absolute proof that you betrayed her. formal title or high-status employment). If caught by a crim-
inal element, he may also be subject to assault or torture.
RISK Critical Failure: The contact is imprisoned without bail or
his wealth level is reduced enough to lower his lifestyle
Risk represents the potential danger of various tasks. Like
by two ranks, at least temporarily, due to massive fines
a Trust score, Risk is measured on a scale of 1 to 5, with
and/or freezing of assets. You must restore the contact’s
1 representing little or no risk and 5 representing serious
status, possibly by legally freeing him and vindicating him,
danger. Each level of risk includes the typical drawback
or by rescuing him and helping him establish a new life
or punishment the contact suffers if he critically fails at
elsewhere. Failure to do so means you lose the contact,
a risky task.
all current contacts have their Trust scores lowered by 3
The different risk examples are as follows. The GM should with you, and the DCs of any of your future attempts to
use these examples as guidelines to determine how risky raise the Trust scores of contacts increase by 5.
a task is.
5. Great: An act of great risk describes any task for which
1. None: No-risk tasks include sending a message to one of the failure results in death, exile, or life imprisonment, such

Contacts
your allies, directing you to a reputable street doc, getting as murder, grievous assault, or treason.
your equipment repaired, providing you with minor rumors,
Critical Failure: Within 1 week’s time of the contact being
or getting a researcher to discuss their area of expertise.
caught, you must get the contact’s sentence negated,
These tasks might be inconvenient, but the contact doesn’t
overturned, or revoked, or otherwise save her from this
risk any sort of penalty for performing them.
fate. Failure to do so means all current contacts have their
Critical Failure: No consequences worth considering. Trust scores lowered by 4 with you, and the DCs of any of
2. Minor: Minor-risk tasks include providing a code to a your future attempts to raise the Trust scores of contacts
door of a private area, acquiring a semi-legal item for you, increase by 5. Extraordinary measures, such as gaining a
or finding a place for you to lie low. Negative consequences brain scan of the contact and purchasing a bioroid body
can include paying a small fine, provoking the ire of the on his behalf, allow you to retain the contact (though her
local authorities, suffering a small financial loss, or endur- status and usefulness may be questionable if her reputa-
ing social embarrassment. tion was also destroyed). Unless it is known that you used
these extraordinary measures, the Trust penalty for other
Critical Failure: Fine or imprisonment with bail. You must
contacts remains.
spend (1,000 x 1/2 the NPC’s character level) cryptodollars
to rectify this situation; otherwise, you lose the contact,
and all current and future contacts have their Trust scores
lowered by 1 with you.

87
CHARACTER CREATION

of time spent. Subtract 1 from the DC for each additional


NEGOTIATION CHECKS week spent, to a maximum of 4 extra weeks. Tasks requir-
ing more than this amount of time should be broken into
To use a contact, you must first determine the contact’s smaller tasks and handled on a daily or weekly basis.
willingness to help you. Compare the task’s Risk score to
the contact’s Trust score. If the task becomes riskier while the contact is still working
on completing it, you and the contact make another
If the task’s Risk score is higher than the contact’s Trust opposed Diplomacy check at the new Risk score (even if
score, the contact simply refuses to attempt the task. You you aren’t present to speak to the contact). This represents
Contacts

can try to entice the contact by offering him compensa- the contact weighing his trust in you and the risk of the task.
tion for his efforts such as cryptodollars, equipment, or a If you succeed at this second check, the contact proceeds
debt of service. As a general rule, you may temporarily with the task. If you fail, the contact abandons the task.
increase the contact’s Trust score by 1 point by offering
an enticement worth 1000 x the NPC’s character level in Each time a contact fails at or abandons a task, she adds
cryptodollars or the equivalent value in gear or items. You a cumulative +1 bonus on all subsequent Diplomacy checks
can’t offer more value to increase his Trust score more made to negotiate tasks with you because of frustration,
than 1 point at a time. fear of being associated with you, or various other reasons.
You can try to convince the contact to try again, but the
If the Trust score is equal to or higher than the Risk score, contact usually must wait 1d4 days before another attempt,
you must attempt to negotiate by making an opposed and trying that same task over again gives the contact a
Diplomacy check against the contact to determine whether +4 bonus on her opposed Diplomacy check to negotiate.
she’ll perform the task. The contact adds the task’s Risk
score to her Diplomacy check. If your check succeeds, the GAINING, CULTIVATING, AND
contact is willing and able to attempt to help you (though
she may have a price for her services). Failure doesn’t LOSING CONTACTS
necessarily mean the contact doesn’t want to help; the
In Interface Zero, you begin the game with up to two con-
contact might be unavailable or unable to help at that time.
tacts. If you choose to do so, they start with Trust scores
Once a contact agrees to help, the GM must determine of 1 and 2, respectively. Alternately, you can choose to
the extent of his success. The GM attempts a skill check on start with a single contact with a Trust score of 3. You
behalf of the contact using the contact’s most appropriate gain new contacts over the course of a campaign. This is
skill for the task (or an ability check if no skill is appropriate). accomplished by securing an NPC’s trust through repeated
The DC for this check is determined using the following positive actions or a single profound one.
formula: DC = 10 + the CR of the task + the task’s Risk score
Positive actions include such things as regular patron-
+ any other GM modifiers.
age of the NPC’s business, providing the NPC with some
“Any other GM modifiers” includes any modifiers the GM form of additional compensation for his efforts, perform-
feels are appropriate for the situation, such as a high level ing a task on his behalf, or using your personal influence
of scrutiny at a media-broadcast charity event or a tem- to help the NPC gain a position of greater power or pres-
porary shortage of certain black-market goods. tige. Profound interactions include saving the life of the
Failing this check by 5 or more results in a critical failure NPC or someone the NPC loves, protecting his reputation
(see the Risk section for consequences of critical failures from ruinous slander, or preventing the loss of his property
on tasks). or finances. Once you accrue five positive interactions or
one profound interaction, you can treat him as a contact.
Most tasks require 1 day of work, with the check to deter-
mine the contact’s success or failure attempted at the end A relationship with a contact develops as you spend time
of the time period. When appropriate, the contact may with her. Each time you have a positive or profound inter-
decrease the DC of a task by increasing the time spent action with the contact (but no more than once at each
completing it, representing the time spent planning and of your character levels), attempt a Diplomacy check to
preparing, gathering resources, and waiting for the right improve the contact’s Trust score by 1. If the interaction is
moment to attempt the task. Subtract 1 from the DC for each profound rather than merely positive, you gain a +5 bonus
day spent beyond the first, to a maximum of 4 extra days. on this Diplomacy check. The DC of the check depends on
the contact’s Trust score with you.
The GM might decide that a particular task is longer term
and requires at least 1 week to perform (such as pulling At the GM’s discretion, if you’re away from the contact for
off a large heist or protecting someone for several days). a month or longer, that contact’s Trust score with you might
When appropriate, the contact may decrease the DC of a decrease as he forgets about you. If this happens, attempt
long-term task by proportionately increasing the amount a Diplomacy check against the above DC. Success means

88
CHARACTER CREATION

the contact’s Trust level remains the same, and failure The DC of the skill check to complete the task uses the
means it decreases by 1 (minimum 1). At the GM’s discre- task’s Risk, not the MR of the contact. For example, just
tion, some contacts with special relationships to you, such because a master assassin is an inherently risky contact
as childhood friends or old mentors, might not lose Trust doesn’t mean it’s automatically harder for her to find a
in this manner, or you could have to make these checks black-market item for you.
only once per year instead of once per month.
A particular contact may have a higher minimum Risk
Ending a relationship with a contact can be easy or dif- than what is listed; these are just typical examples within
ficult, depending on who the contact is and what kind of a general category.
relationship he has with you. How you end a relationship
Academic: An academic can provide knowledge within
with a contact can impact the Trust scores of your other
her areas of expertise. She typically has access to various
contacts. In some cases, avoiding a contact for long enough university databases. An academic researches a subject
(so his Trust score drops to 1) is enough to end the relation- by drawing on public records and texts and then attempts
ship with no hard feelings. It is up to the GM to determine to answer questions by making appropriate Knowledge
what you must do to lose a contact in a way that does checks.
not affect the Trust score for your other contacts, but the
GM should err on the side of leniency—if you made the Artisan: A PC can count on an artisan to get an honest
effort to gain many contacts, you shouldn’t be punished appraisal of an item, find goods for fair prices, locate or
with reduced Trust scores for all contacts just because you create a hard-to-find mundane item, or repair a broken
stop interacting with some of them. item.
Crime Boss (MR 3): This contact is the leader of some
TYPES OF CONTACTS type of criminal syndicate, such as a crime family or street
gang. A successful crime boss usually has great wealth
Contacts are as diverse and complicated as society itself.
and knowledge of the region his organization works
Simple contacts only provide you with basic informa-
within. A crime boss rarely fails to complete a task given
tion, such as which streets are the best to travel to avoid
his resources, but usually demands some sort of payment
gangers or which nearby street doc has the best reputation.
for this service—typically requiring you to perform an illegal
Contacts with greater experience, power, and influence
act that benefits the contact or his criminal organization.
are capable of providing more advanced aid. A politician’s
secretary might leak information or alter an important Fence (MR 2): A fence specializes in buying and selling
document, and the vice president of manufacturing for a hard-to-find items and stolen or illegal black-market goods
munitions company might lend you a prototype. Because (such as drugs, poisons, and other types of contraband).
of this diversity, associating with certain types of contacts Though fences often keep a low profile, many folks find
creates greater risk for you than associating with others. their services useful enough that incidental contact with a
A conversation with a bartender or medic attracts far less local fence won’t totally besmirch one’s character.
attention than a conversation with the sister of a power- Gossip: This contact could be a bartender, server, pros-
ful CEO or multiple visits to the mayor’s office. Likewise,

Contacts
titute, or valet who regularly encounters all sorts of
asking a notorious hit man to see whether an injured fixer individuals. Gregarious and chatty, the gossip leaks you
friend is recovering may be construed as a threat, asking information about various patrons or stories. Unlike a
a crazed cyborg contact for local rumors is more likely to rumormonger, a gossip doesn’t actively seek to distrib-
reflect more poorly on you than asking a popular journal- ute information for money, and her knowledge is based
ist, and keeping company with criminals, outcasts, or other on what she hears directly from others. Though a gossip
shady characters might implicate some amount of guilt by provides useful information, rarely is it anything unusual
association in the eyes of local authorities. or covert. Things a gossip might know include the type
Some of the following example contacts have a minimum of person a certain corporate suit fancies, the day of the
Risk (MR) listed after them. When making the negotia- week merchandise trucks arrive at the warehouse down
tion check, use the Risk score of the task or the contact’s the road, or reports of strange murders in the sprawl.
MR, whichever is higher. For example, asking a contact to Hit Man (MR 3): A hit man will injure, poison, or even
acquire a black-market item is normally a minor task (Risk kill someone at your behest. Most assassins charge a fee
score 2), but asking a hit man contact (MR 3) to acquire the based on the nature of the target, and the difficulty of the
same item makes the task moderately risky (Risk score 3), job (e.g. making it look like an accident). In most countries,
simply because the assassin’s nature and reputation make the penalty for hiring a hit man is the same as the penalty
even common tasks more chancy. for committing a murder.

89
CHARACTER CREATION

Manipulator (MR 2): A manipulator usually runs a clan- get her killed. She occasionally repeats information that’s
destine network of agents who put the right words onto more dangerous than she realizes, however, putting herself
news feeds, social networks, and video outlets to effect or others in jeopardy.
change on the behalf of the manipulator’s clients. Depend- Saboteur (MR 3): A saboteur is an expert at destroying
ing on his personal motives, the nature of his network, and objects and property, whether through arson, explosives,
whether your plans affect his other clients, his services or other means. A career saboteur typically works for a
could be very expensive.
Zero Points

criminal organization or sometimes a resistance move-


Merchant: A merchant owns or operates some sort of ment or terrorist group.
shop. As a contact, the merchant might impart tidbits of Sector Cop: This contact provides information about
information about other customers and minimal gossip. local criminals and suspects, as well as reasonable insight
She might also give you a discount on goods or services, into the workings of the police force and current political
or extend you a line of credit.
goings-on and trends. She can keep an eye on things,
Observer: This category includes drunks, junkies, low- provide an escort, allow you to speak with a prisoner, or
level gangers, street rats, and others who spend their arrange a meeting with a superior officer.
time wandering the city streets. So commonplace is the Snitch (MR 2): Unlike a rumormonger, a professional snitch
observer within his surroundings that most people ignore
deals only in information that he knows to be true. He relies
him as they pass by. The observer bears witness to all that upon an extensive range of sources and checks the accu-
goes on around him. He can tell you the time a specific racy of their reports. A snitch also earns many enemies;
event occurred and who was around when it happened. thus he makes every effort to keep a low profile. He can be
He knows the local sector cops and their patrol patterns,
hard to contact, and his services are generally costly. He can
and can keep a watch out for individuals who are hiding
produce personal information about corporations, celeb-
within a crowd or who are abroad at odd hours.
rities, politicians, criminals, and other important people.
Petty Criminal (MR 2): A petty criminal dabbles in minor
Thug (MR 2): A thug uses force or threats of violence to
nonviolent crimes, such as burglary, smuggling, and minor influence others. She may be an enforcer who collects on
hacking. He might also know about criminal operations in debts for her employers or a vigilante who treats villains to
the city and which officials accept bribes. He could be willing her own sense of justice. Often the only difference between
to introduce you to a professional criminal or crime boss. a thug and a sector cop is that the thug performs her jobs
Politician (MR 2): This person holds an influential posi- outside of the constraints of the law. A thug isn’t necessarily
tion within the community’s current political structure. villainous, but others might consider her actions criminal.
She might be a city council member, county clerk, or even In addition to performing unsavory tasks, a thug can tell
mayor. The contact maintains direct access to the ears and you details about her employer or those she torments.
concerns of those with political power and can attempt
to influence their decisions. This type of contact is highly
sought after, so her actions are closely watched to prevent ZERO POINTS
outsiders (like you) from bribing or otherwise manipulat-
Each character begins play with 1 Zero Point, regardless
ing her. Though she has great potential to initiate social
of her level. In addition, whenever a character gains a
and political changes, she remains under close scrutiny
level, she earns an additional Zero Point, subject to the
at all times.
maximum allowed for their level on the Positive Street Cred
Professional Criminal (MR 3): This contact belongs to a Table. Zero Points are supposed to fluctuate up and down
known criminal organization or street gang. Unlike a petty during sessions and campaigns, with characters spending
criminal, he might resort to more violent crimes such as them and gaining new ones through their actions. Aside
arson, kidnapping, assault, and extortion. A professional from these basic rules, awarding additional Zero Points is
criminal might know or work for a crime boss. up to the GM.
Rumormonger: A rumormonger keeps her eyes and ears The following options are just some of the ways that a
on the Global DataNet and the world at large for tidbits GM might award additional Zero Points:
about the social and political goings-on as well as word
Character Story: GMs can award a Zero Point for the
of interesting current events or discoveries. She makes
completion of a written character backstory. This reward
a living buying and selling semi-sensitive and personal
encourages players to take an active role in the history of
information, and might also provide little-known details
the game. In addition, the GM can use this backstory to gen-
about current events. A rumormonger usually provides
erate a pivotal moment for your character concerning his
more usefulness and amusement to her community than
past. When this key event is resolved, the GM can reward
threat, and is careful enough to keep secrets that might
90
CHARACTER CREATION

another Zero Point. Alternatively, the GM might award a is made, this bonus is reduced to +4. You can use a Zero
Zero Point for painting a miniature or drawing a character Point to grant this bonus to another character, as long as
portrait in the likeness of your character, helping the rest you are in the same location and your character can rea-
of the group visualize your hero. sonably affect the outcome of the roll (such as distracting
an enemy, shouting words of encouragement, and etc.)
Completing Plot Arcs: The GM might award a Zero Point to
as given in the Aid Another action. Zero Points spent to
each of the PCs who were involved in completing a major
aid another character grant only half the listed bonus (+4
chapter or arc in the campaign story. These Zero Points
before the roll, +2 after the roll).
are awarded at the conclusion of the arc if the PCs were
successful or advanced the story in a meaningful way. Extra Action: You can spend a Zero Point on your turn
to gain an additional standard or move action this turn.
Group Service: The GM can award Zero Points for acts
outside the game as well. Buying pizza for the group, Inspiration: If you feel stuck at one point in the adven-
helping to clean up afterwards, or even hosting the game ture, you can spend a Zero Point and petition the GM for
for a night might be worth a Zero Point. This sort of Zero a hint about what to do next. If the GM feels that there is
Point should be given out of generosity, not as a payment. no information to be gained, the Zero Point is not spent.
Heroic Acts: Whenever a character performs an excep- Reroll: You may spend a Zero Point to reroll any one d20
tionally heroic act, she can be awarded a Zero Point. This roll you just made. You must take the results of the second
might include anything from killing a deadly xenomorph roll, even if it is worse.
when the rest of the group has fled or dropped, to rescuing Special: You can petition the GM to allow a Zero Point
sprawlers from a burning building despite being terribly to be used to attempt nearly anything that would nor-
wounded. It does not have to be related to combat. Con- mally be almost impossible. Such uses are not guaranteed
vincing the reticent CEO to send his private security force
and should be considered carefully by the GM. Possibilities
to help with a ganger problem or successfully defusing a
include making an attack that blinds a foe or bypasses its
bomb might earn a character a Zero Point, depending on
damage reduction entirely, or attempting to use Diplo-
the circumstances. Note that a Zero Point should only be
macy to convince a rampaging cyborg to give up its attack.
awarded if the PC involved did not spend a Zero Point to
Regardless of the desired action, the attempt should be
accomplish the task.
accompanied by a difficult check or penalty on the attack
Maximum Zero Points: A character’s maximum Zero Point roll. No additional Zero Points may be spent on such an
total depends on their level and their Street Cred, as shown attempt, either by the character or her allies.
in the Street Cred section below. Cheat Death: “A character can spend 2 Zero Points to
cheat death. How this plays out is up to the GM, but gen-
USING ZERO POINTS erally the character is left alive, with negative hit points
Zero Points can be spent at any time and do not require an but stable. For example, a character is about to be slain
by a critical hit from a sniper rifle. If the character spends 2

Street Cred
action to use (although the actions they modify consume
part of your character’s turn as normal). You cannot spend Zero Points, the GM decides that the bullet pierced a clip of
more than 1 Zero Point during a single round of combat ammunition on the character’s combat harness, reducing
except to Cheat Death (see below). Once spent, the Zero the damage enough to prevent him from being killed, and
Point or Points are gone and your total reduces by that that he made his stabilization roll at the end of his turn.
amount. You may not permanently be reduced below 1 Zero Cheating death is the only way for a character to spend
Point, but if you spend all of your Zero Points and reduce more than 1 Zero Point in a turn.”
your total to 0, you do not regain the 1 point needed to
bring you back to 1 Zero Point until the start of the next
scenario. You may not spend enough points to reduce your
STREET CRED
total to a negative number. Actions have consequences.
Whenever a Zero Point is spent, it can have any one of It’s a dog-eat-dog world out there, folks. The streets are
the following effects. filled with all sorts of folks lookin’ to up their street cred,
Act Out of Turn: You can spend a Zero Point to take your because let’s face it: your street cred is everything, omae.
turn immediately. Treat this as a readied action, moving A shiny reputation gets you the respect of your peers.
your initiative to just before the currently acting creature. Doors open. Bollywood agents wanna make you the star
You may only take a move or a standard action on this turn. of your own REALmedia feeds. Fans want to share a selfie,
and sometimes your body. Jobs are plentiful. The food is
Bonus: If used before a roll is made, a Zero Point grants
authentic and life is good.
you a +8 luck bonus to any one d20 roll. If used after a roll
91
CHARACTER CREATION

TABLE 2:15: POSITIVE STREET CRED


RANK LEVEL MAXIMUM ZERO POINTS BENEFITS
0 (N00b) 1st-4th 1 –
1 (Adept) 5th-8th 2 +2 to Bluff, Diplomacy, and Intimidate skill checks
2 (Worthy) 9th-12th 3 +4 to Bluff, Diplomacy, and Intimidate skill checks
3 (Hardcore) 13th-16th 4 +6 to Bluff, Diplomacy, and Intimidate skill checks
Street Cred

4 (Legend) 17th-20th 5 +8 to Bluff, Diplomacy, and Intimidate skill checks

TABLE 2:16 : NEGATIVE STREET CRED


RANK ZERO POINT REDUCTION PENALTIES
–1 (Unreliable) –1 –2 penalty on Bluff, Diplomacy, and Intimidate skill checks
–2 (Loose Cannon) –2 –1 to Trust scores all contacts
–3 (Pariah) –3 –4 penalty on Bluff, Diplomacy, and Intimidate skill checks
–4 (Blacklisted) –4 –2 to Trust scores of all contacts

Bad street cred puts you out in the cold. Contractors who provided, but you shouldn’t feel bound by them. Come up
once had your number on speed dial are suddenly unreach- with your own special rank names if you like, even tailor
able. Fixers who once jumped to get the gear you needed them to your character class to set your character apart
raise their prices and take longer to deliver the goods. from other party members. You can use this title as a way
Freelancers you counted on to watch your back avoid you of invoking one of the street cred benefits your character
like the plague; or worse, they torpedo the precious few has gained or, if you have negative street cred ranks, the
jobs you do manage to get. Game Master can invoke it and use it against you.
Rival bangers who once gave your set a wide berth sud- Example: Johnny Two Thumbs (a cybermonk) has a
denly grow a pair and move in on your territory. They tag positive street cred rank of 4. Those who know him
your turf, steal your business, rough up your soldiers, and call Johnny a Chromed Kensai, as his training and
generally make life hell for you and your crew. It sucks cyberware make him a deadly swordsman. Johnny’s
worse than the slop you get out of the food vats. Thanks heard that a local dojo is connected to the Yakuza,
to the Global Datanet, if you screw the pooch on a job, your who are using it a base of operations for recent
street cred will get trashed faster than a script kiddie can attacks on the Bratva Vori (the Russian Mob).
hack your TAP profile. Johnny doesn’t want to see a war break out in this
Most cities have media feeds dedicated to following the part of the sprawl. The people who live here are gen-
activities of freelancers, hackers, gangers, media icons, erally decent folks, just looking to live their lives in
politicians and anyone else lookin’ to make a name for peace. He invokes his title by having contacts spread
themselves in sprawls across the globe. So don’t be sur- rumors he’s in the neighborhood and looking to set
prised to hear about the success or failure of your run things straight, hoping that the Yakuza takes the hint
on the way back to your squat. Hey, if you’re lucky, there and stops what they’re doing. At rank 4, Johnny gets
won’t be any feeds streaming real-time footage of the a +8 to Bluff, Diplomacy, and Intimidation skill checks.
event into your TAP. The game master decides that the rumors are a subtle
Such is life in 2090. form of Intimidation, and has Johnny make an Intim-
idation skill check to see if the Yakuza take the hint.
TRACKING STREET CRED The GM sets the DC at 30, because the Yakuza have
already invested a lot of time and money into this
Street cred is tracked via a level-based system. Basically, operation. Johnny rolls a 15, and adds 18 to the roll
the higher your level, the more base street cred you have (his Intimidation score of +10, plus another 8 for his
available, and the better your rep is. Actions can cause you street cred bonus, for a total of 32. The Yakuza get
to lose street cred, reducing your rep. Street cred is mea- the message and (at least temporarily) stop their
sured by four categories; rank, experience, Zero Points, operations in the dojo.
and benefits. Read the descriptions for each entry below.
LEVEL
RANK
As a character accomplishes deeds and carries out mis-
Your rank is essentially a title—a catch phrase others use sions, they increase in level. This provides a natural increase
when talking about your character. Generic rank names are in street cred. Without any bonuses, the level indicated on
92
CHARACTER CREATION

the chart is when a character obtains a particular street


cred rank, with its accompanying increase in Zero Points COMPLETING A MISSION WITH STYLE
and benefits. “Hello Neo.”
A character of a particular level may not have the indi- “How do you know that name?”
cated level of street cred. Particularly successful actions “I know a lot about you.”
and missions can raise one’s street cred higher than the “Who are you?”
indicated level. Likewise, mishaps and botched missions
“My name is Trinity.”
can lower street cred, sometimes even taking it to neg-
ative levels if one has a disastrous streak of misfortune “Trinity…The Trinity?? The one who cracked the IRS D-base?”
and shoddy work. “The was a long time ago.”
“Jesus...”
MAXIMUM ZERO POINTS
“What.”
A character’s maximum number of Zero Points is deter-
“I just…umm…I thought you were a guy.”
mined by her street cred rank, as indicated on Table 2:15:
Positive Street Cred. “Most men do...”

Negative street cred can lower this number. If you have -The Matrix
a negative street cred, apply the listed penalty to your You’ve got crews that go out, get the job done, and get
maximum number of Zero Points. This number can never paid. Then you have the ones that take a simple job and
fall below one; even a character plagued by bad luck and turn it into a heroic epic. Rumors fly, sketchy videos are
poor decisions can pull off a miracle. leaked to the ‘Net, and legends are made.

BENEFITS Sometimes during the game characters will go above and


beyond the call of duty. Such exceptional actions should
Having your name known can open doors for you. Depend- be accompanied by a rise in street cred. Ultimately, the
ing on your reputation, people will respond to you with GM decides what actions qualify a character for such an
respect, trust, or even fear. A high street cred provides increase, and whether it applies to an individual character
bonuses to all Bluff, Diplomacy, and Intimidate skill checks. or the entire team.
The GM may decide to allow other benefits depending on
the situation (e.g. an employer may make a higher starting Example: Johnny Two Thumbs and his team are hired
offer of payment for a job as an incentive.) by a contractor representing Kenta Cyber Dynamics
to stop a local gang of chrome reapers from selling
PENALTIES a prototype tactical computer they cut out of one of
the corp’s beta-testers. Johnny’s crew does the job
Negative street cred hampers your ability to conduct busi-
and retrieves the tactical computer, gaining their due
ness. This is a lack of confidence in your abilities as well
XP at the end of the scenario. In addition, Johnny

Street Cred
as a lack of belief that you can back up your words with
manages to eliminate all the gangers that knew
actions. There are two types of penalties applied by nega-
of the existence of the prototype, helping the corp
tive street cred. The first is a penalty to all Bluff, Diplomacy,
keep it a secret. Additionally, the hacker on his team
and Intimidate skill checks. These penalties do not apply if
uncovered information from a server on site that this
you are in disguise or otherwise hiding your identity. They
gang has one of the corp’s people on their payroll;
always apply when dealing with potential employers. The
their attack on the beta-tester was no coincidence.
second type of penalty is a reduction in the Trust scores
Because members of Johnny’s team went above and
of all the character’s contacts. While the penalties to social
beyond the call of duty, the GM increases the street
skills are eliminated once a character’s street cred rises
cred of those two members by 1.
out of negative ranks, Trust scores for contacts must be
earned back the usual way (see the Contacts section for BLOW THE MISSION, RUIN YOUR REP
more information.)
Like the man said, actions have consequences. There are
RAISING AND LOWERING unwritten rules to these jobs; rules which must be followed
if your characters want to maintain a solid reputation in the
STREET CRED underground community. Most people who hire you are
looking for discretion, professionalism, and reliability. Start
While street cred automatically rises with level, there are
going off like a loose cannon, blow too many assignments,
other variables that determine street cred.
bring down unwanted heat, and only the most desperate
will hire you. Keep it up, and then only the crazy ones will

93
CHARACTER CREATION

touch you. Go too far, and you’re a pariah. Some freelanc- handcrafting them. The most common Craft skills in Inter-
ers might even try to take you out just to make a point, or face Zero are armor, cyberware, electronics, mechanics,
a fixer may set you up with a suicide mission to clear the robotics, and weapons.
trash out of the work pool.
As with the standard skill, all crafts require the proper tools
Example: Using the same scenario from the above to give the best chance of success. If improvised tools are
example, let’s suppose the team not only fails in used, the check is made with a –2 penalty. If masterwork
its mission, but while attempting to track down the tools are used, they provide a +2 circumstance bonus on
chrome reapers, they accidentally leak the existence the check.
of the prototype to a rival corporation, who then buys Check: The DC, your check result, and the price of the
it off the gangers. For this dismal failure, the GM decides
Skills

item determine how long it takes to make a particular


that the entire team’s street cred is lowered by 1. item. The item’s finished price also determines the cost of
To repair street cred, one has to rebuild trust by showing parts and materials.
competence and reliability. Two successful (but not excep- To determine the time and money it takes to make an
tional) missions are enough to raise street cred lowered item, follow these steps.
past the norm for a character’s level up by 1 point. Excep- • Note the item’s price.
tional work on a mission when you have negative street • Find the item’s DC from Table: Craft Skills.
cred immediately raises your rank by 1 point. • Pay 1/3 of the item’s price for the parts and materi-
als costs.
SKILLS • Make an appropriate Craft check representing 1 week’s
work. If the check succeeds, multiply your check result
The following skills are treated differently in Interface Zero. by the DC, then multiply by 20. If the resulting number
equals the price, then you have completed the item. If
ACROBATICS the result is a higher multiple of the item’s price, then
This skill now only affects keeping your balance on narrow you’ve completed the item in a fraction of the time.
or treacherous surfaces, and moving through threatened For example, if the result is twice the item’s price, you
squares while avoiding attacks of opportunity. These rules complete it in half the time, triple the price means
function as they normally do in the Pathfinder system. one-third the time, and so on. If you fail a check by 4
Jumping across or over obstacles is now incorporated into or less, you make no progress that week. If you fail by
the Athletics skill, along with Climb and Swim. 5 or more, you ruin half the materials and must pay
half the material cost again.
CRAFT (INT) Cyberware: Crafting cyberware is a special case, and not
This skill functions much like it does in the standard Path- detailed under this skill (see Cyberware in the Equipment
finder Roleplaying Game Core Rulebook. However, in the section for more details).
year 2090, manufacturing is almost entirely automated.
Repair Items: You can repair an item by making checks
People that can put things together by hand are an uncom-
against the same DC that it takes to make the item. The
mon commodity. Most people with this skill are typically
cost of repairing an item is one-fifth of the item’s price.
using it to repair or modify existing items, rather than

TABLE 2:17: CRAFT SKILLS


ITEM SKILL CRAFT DC
Personal armor Armor 10 + DR
Exo-armor Armor 15 + DR
Vehicle or drone Mechanics or Electronics 20
Hyper Reality device Electronics 20
Robot Robotics 20
Melee or thrown weapon Weapons 15
Exotic melee or thrown weapon Weapons 18
Firearm Weapons 15
Flamethrower, heavy weapon, or missle Weapons 18
launcher
Special weapon Weapons 20
Energy weapon Weapons 25

94
CHARACTER CREATION

Modifications: Modifications to an existing item are made Accelerated Climbing: You try to climb more quickly than
using checks against the same DC it takes to make the item. normal. By accepting a –5 penalty, you can move half your
The cost of modifications are one-fifth of the item’s price. speed (instead of one-quarter your speed).
Make Your Own Handholds and Footholds: You can make
NEW SKILLS your own handholds and footholds by pounding pitons into
The following are new skills introduced in Interface Zero. a wall. Doing so takes 1 minute per piton, and one piton
is needed per 5 feet of distance. As with any surface that
ATHLETICS (STR; ARMOR CHECK PENALTY) offers handholds and footholds, a wall with pitons in it has
a DC of 15. In the same way, a climber with a handaxe or
You are skilled at feats of physical regimen, such as scaling
similar implement can cut handholds in an ice wall. Using
vertical surfaces, jumping over obstacles, and swimming.
high tech equipment (such as a laser cutter) reduces the
Check: With a successful Athletics check, you can advance time needed to make a handhold or foothold to a full
up, down, or across a slope, wall, or other steep incline round action.
(or even across a ceiling, provided it has handholds) at
Catch Yourself When Falling: It’s practically impossible
one-quarter your normal speed. A slope is considered to be
to catch yourself on a wall while falling, yet if you wish to
any incline at an angle measuring less than 60 degrees; a
attempt such a difficult task, you can make an Athletics
wall is any incline at an angle measuring 60 degrees or more.
check (DC = wall’s DC + 20) to do so. It’s much easier to
An Athletics check that fails by 4 or less means that you catch yourself on a slope (DC = slope’s DC + 10).
make no progress, and one that fails by 5 or more means
Catch a Falling Character While Climbing: If someone
that you fall from whatever height you have already
climbing above you or adjacent to you falls, you can attempt
attained.
to catch the falling character if she is within your reach.
The DC of the check depends on the conditions of the Doing so requires a successful melee touch attack against
climb. Compare the task with those on the following table the falling character (though she can voluntarily forego
to determine an appropriate DC. any Dexterity bonus to AC if desired). If you hit, you must
You need both hands free to climb, but you may cling to immediately attempt an Athletics check (DC = wall’s DC +
a wall with one hand while you fire a pistol or take some 10). Success indicates that you catch the falling character,
other action that requires only one hand. While climbing, but her total weight, including equipment, cannot exceed
you can’t move to avoid a blow, so you lose your Dexter- your heavy load limit or you automatically fall. If you fail
ity bonus to AC (if any). You also can’t use a shield while your Athletics check by 4 or less, you fail to stop the char-
climbing. Anytime you take damage while climbing, make acter’s fall but don’t lose your grip on the wall. If you fail
an Athletics check against the DC of the slope or wall. Failure by 5 or more, you fail to stop the character’s fall and begin
means you fall from your current height and sustain the falling as well.
appropriate falling damage. Action: Climbing is part of movement, so it’s generally
part of a move action (and may be combined with other

TABLE 2:17: ATHLETICS CHECK DCS

Skills
DC EXAMPLE SURFACE OR ACTIVITY
0 A slope too steep to walk up, or a knotted rope with a wall to brace against.
5 A rope with a wall to brace against, or a knotted rope.
10 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface
or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
20 An uneven surface with narrow handholds and footholds, such as a typical wall in a dug mineshaft.
25 A rough surface, such as a natural rock wall or a brick wall.
30 An overhang or ceiling with handholds only.
— A perfectly smooth, flat vertical (or inverted) surface cannot be climbed.
DC MODIFIER* EXAMPLE SURFACE OR ACTIVITY
-10 Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls.
-5 Climbing a corner where you can brace against perpendicular walls.
+5 Surface is slippery.
*These modifiers are cumulative; use all that apply.

95
CHARACTER CREATION

TABLE 2:18: JUMP MODIFIERS TABLE 2:19: ATHLETICS CHECKS IN WATER


LONG JUMP DC WATER DC
Calm water 10
5 feet 5
Rough water 15
10 feet 10
Stormy water 20*
15 feet 15
*You can't take 10 on a Athletics check in stormy water, even if
20 feet 20
you aren't otherwise being threatened or distracted.
Greater than 20 feet +5 per 5 feet
Finally, you can use the Athletics skill to swim, even in
rough or stormy water.
HIGH JUMP DC
Skills

1 foot 4 Check: Make an Athletics check once per round while you
2 feet 8 are in the water. Success means you may swim at up to half
3 feet 12 your speed (as a full-round action) or at a quarter of your
4 feet 16 speed (as a move action). If you fail by 4 or less, you make
Greater than 4 feet +4 per foot no progress. If you fail by 5 or more, you go underwater.
types of movement in a move action). Each move action If you are underwater, either because you failed a Athletics
that includes any climbing requires a separate Athletics check or because you are swimming underwater intention-
check. Catching yourself or another falling character doesn’t ally, you must hold your breath. You can hold your breath
take an action. for a number of rounds equal to twice your Constitution
score, but only if you do nothing other than take move
In addition, you can use the Athletics skill to make jumps
actions or free actions. If you take a standard action or a
or to soften a fall. The base DC to make a jump is equal
full-round action (such as making an attack), the remain-
to the distance to be crossed (if horizontal) or four times
der of the duration for which you can hold your breath
the height to be reached (if vertical). These DCs double if
is reduced by 1 round. Effectively, a character in combat
you do not have at least 10 feet of space to get a running
can hold his breath only half as long as normal. After that
start. The only Athletics modifiers that apply are those con-
period of time, you must make a DC 10 Constitution check
cerning the surface you are jumping from. If you fail this
every round to continue holding your breath. Each round,
check by 4 or less, you can attempt a DC 20 Reflex save to
the DC for that check increases by 1. If you fail the Consti-
grab hold of the other side after having missed the jump.
tution check, you begin to drown. The DC for the Athletics
If you fail by 5 or more, you fail to make the jump and fall
check depends on the water, as given on the table on the
(or land prone, in the case of a vertical jump). Creatures
next page.
with a base land speed above 30 feet receive a +4 racial
bonus on Athletics checks made to jump for every 10 feet Each hour that you swim, you must make a DC 20 Athletics
of their speed above 30 feet. Creatures with a base land check or take 1d6 points of nonlethal damage from fatigue.
speed below 30 feet receive a –4 racial bonus on Athletics Action: A successful Athletics check allows you to swim a
checks made to jump for every 10 feet of their speed below quarter of your speed as a move action or half your speed
30 feet. No jump can allow you to exceed your maximum as a full-round action.
movement for the round. For a running jump, the result
of your Athletics check indicates the distance traveled in Special: A creature with a swim speed can move through
the jump (and if the check fails, the distance at which you water at its indicated speed without making Athletics
actually land and fall prone). Halve this result for a stand- checks. It gains a +8 racial bonus on any Athletics check
ing long jump to determine where you land. to perform a special action or avoid a hazard. The creature
can always choose to take 10 on a Athletics check, even if
When you deliberately fall any distance, even as a result distracted or endangered when swimming. Such a creature
of a missed jump, a DC 15 Athletics skill check allows you can use the run action while swimming, provided that it
to ignore the first 10 feet fallen, although you still end up swims in a straight line.
prone if you take damage from a fall. See the falling rules
for further details. If you have the Physical Marvel feat, you get a bonus on
Athletics checks (see Feats).
Many conditions can affect your chances of success with
Athletics checks. The following modifiers to target DCs apply BOATING (DEX)
to all Athletics skill checks when jumping. The modifiers
You are skilled at piloting watercraft.
stack with one another, but only the most severe modifier
for any one condition applies. Special: Using a Vehicle Control Interface adds a +1 cir-
cumstance bonus to all Boating skill checks for each level
of the VCI (maximum +3), provided the vehicle is equipped
96 to respond to a VCI. Attempting to operate a military-level
CHARACTER CREATION

vehicle without an active VCI connection imposes a –5 as radioactive mutated giant ants, the DC of this check
penalty on the skill check. equals 15 + the monster’s CR, or more.”

DRIVE (DEX) PILOT (DEX)


You are skilled at piloting ground vehicles. You are skilled at piloting aircraft.
Special: Using a Vehicle Control Interface adds a +1 cir- Special: Using a Vehicle Control Interface adds a +1 cir-
cumstance bonus to all Drive skill checks for each level of cumstance bonus to all Pilot skill checks for each level of
the VCI (maximum +3), provided the vehicle is equipped the VCI (maximum +3), provided the vehicle is equipped
to respond to a VCI. Attempting to operate a military-level to respond to a VCI. Attempting to operate a military-level
vehicle without an active VCI connection imposes a –5 vehicle without an active VCI connection imposes a –5
penalty on the skill check. penalty on the skill check.

HACKING (INT; TRAINED ONLY) SURVIVAL SKILL UNLOCK


You have enough knowledge of computers and pro- LOCATE DEAD ZONE (SURVIVAL)
gramming to execute intrusions into protected computers,
You are experienced in seeking out Dead Zones, dead
servers, and Global DataNet domains. This skill allows you
spaces in the all-encompassing surveillance coverage that
to bypass security measures. Hacking can be used to shut
blankets the world.
down, modify, or sabotage programs and systems, as well
as access protected data. Check: Once per 24 hours, you can attempt through
direct observation and consultation with the underground
KNOWLEDGE (INT: TRAINED ONLY) network of Dead Zoners to locate a Dead Zone in a particu-
You are educated in a field of study and can answer both lar location. Dead Zones are not covered by the surveillance
simple and complex questions. Like the Craft, Perform, web that blankets the world of the 2090s, and a charac-
and Profession skills, Knowledge actually encompasses ter standing in one gains the benefits of invisibility with
a number of different specialties. Below are listed typical regards to the local surveillance network. They do not actu-
fields of study. ally become invisible, and may be directly observed by any
• Corporations (businesses, corporate law, executives, individual with line of sight subject to the normal rules for
holdings, logos, subsidiaries) Stealth and Perception.
• Politics (governments, laws, jurisdiction, political Each attempt requires 60 minutes of intense concentra-
figures) tion, study, and consultation, after which you attempt the
• Programming (AIs, computer programs, engrams, pro- Survival check with the DC listed on the table below. You
grammers, obsolete programming languages, hackers, may Take 10 or Take 20 on this roll. The maximum range at
security protocols, sprites) which you can detect a Dead Zone using this skill unlock is
Check: Answering a question within your field of study 100 feet + 10 feet per rank in Survival you possess. Success
has a DC of 10 (for really easy questions), 15 (for basic ques- locates a Dead Zone that covers eight contiguous 5-foot
tions), or 20 to 30 (for really tough questions). squares arranged by the Game Master in the area you have
selected. For every 5 full points that you beat the DC by,

Skills
You can use this skill to identify opponents and their the Dead Zone that you locate covers either four additional,
special powers or vulnerabilities. In general, the DC of such contiguous 5-foot squares that must be attached to the
a check equals 10 + the opponent’s CR. For common oppo- original eight, or three 5-foot squares that are separated
nents, such as gang bangers, the DC of this check equals 5 from the original eight by no more than 5 feet, two 5-foot
+ the opponent’s CR. For particularly rare opponents, such

TABLE 2:20: KNOWLEDGE SKILL DCS


TASK KNOWLEDGE SKILL DC
Identify a common company logo or design Corporations 10
Identify an uncommon company logo or design Corporations 15
Identify an obscure company logo or design Corporations 20
Identify Sprite/Virtual Construct Programming 10 + Sprite's CR
Identify author of program written by well-known hacker Programming 10
Identify author of program written by average hacker Programming 15
Identify author of program written by neophyte hacker Programming 20–30 (depending on how obscure the hacker is)
Craft an engram Programming varies

97
CHARACTER CREATION

TABLE 2:21: LOCATE DEAD ZONE DC FEATS


TARGET AREA DC
Green Zone 35 FLASH ENGRAM UPGRADE FEATS
Blue Zone 30
Yellow Zone 25 As a hacker learns more of his craft, he finds ways to
Orange Zone 15 enhance his flash engrams and provide them with addi-
Red Zone 10* tional functionality. Flash engrams modified by an upgrade
Black Zone 50 feat use a flash engram slot higher than normal. This does
* Some discrete areas in Red Zones may have higher surveillance, not change the level of the flash engram, so the DC for
Feats

and may use the rating for a different Security Zone. saving throws against it does not go up. Enhancement
feats do not affect standard engrams, whether created or
TABLE 2:22: LOCATE DEAD ZONE DC MODIFERS bought. During preparation, the hacker chooses which flash
MODIFIERS DC MODIFIER engrams to encode with upgrade feats, and thus which
Distance to the area being checked +1/10 feet to area being checked ones take up higher-level slots than normal.
Minor Obstructions (crowds, traffic) +5 Effects of Upgrade Feats on a Flash Engram: In all ways,
Major Obstructions (security an upgraded flash engram operates at its original flash
+10
barriers, high walls, etc.) engram level, even though it is prepared and activated
Favorable Conditions¹ -2 using a higher-level flash engram slot. Saving throw mod-
Unfavorable Conditions¹ +2 ifications are not changed unless stated otherwise in the
Terrible Conditions² +5 feat description.
1 Favorable and unfavorable conditions depend upon factors
such as heavy or light background noise in Hyper Reality, ongoing Upgrade feats cannot be used with all flash engrams. See
construction in the area, and so forth. the specific feat descriptions for the flash engrams that a
2 As for unfavorable conditions, but more extreme. For example, particular feat can’t modify.
active heavy surveillance, incredibly adverse weather condi-
Multiple Upgrade Feats on a Flash Engram: A hacker can
tions, an ongoing firefight in the area being checked, and so on.
apply multiple upgrade feats to a single flash engram.
squares that are separated from the original eight by no Changes to its level are cumulative. You can’t apply the
more than 10 feet, or one 5-foot square that is separated same upgrade feat more than once to a single flash engram.
from the original eight by no more than 15 feet. These
squares are also arranged by the Game Master in the area FEAT DESCRIPTIONS
you have selected. The Gamemaster may rule that some
ALLEY CAT
squares are not available for selection.
Your steps are light as a feather and graceful even as you
The Dead Zone you locate, if any, persists for a minimum speed through tight concrete corners.
of 48 hours, plus a minimum of 12 additional hours for every Prerequisites: Dex 13, Stealth 5 ranks.
5 full points you beat the DC by. The Dead Zone may persist Benefit: When moving at a speed greater than half, but less
for longer than this depending on its location, nearness to than your normal speed, you take no penalty on Stealth
significant sites, and other factors at the Game Master’s checks. When moving at your normal speed, you take a
discretion. For example, a Dead Zone in the alley behind –5 penalty on Stealth checks. If you have the fast stealth
the neighborhood Qwic Wok will last much longer than talent, you can attempt a Stealth check while running or
one outside the local branch of the Bank of Smolensk. You charging, at a –5 penalty.
choose a particular target area that measures each time Normal: When moving at a speed greater than half, but less
than your normal speed, you take a –5 penalty. It’s normally
you try to locate a Dead Zone; the DC to locate a Dead Zone
impossible to use Stealth while running or charging.
is based on the Security Zone of the location.
Action: Locate Dead Zone attempts take 60 minutes to ARMOR PROFICIENCY, EXOTIC (COMBAT)
initiate. The results of the check persist for a minimum of Never thought I’d have one of these babies on again.
24 hours afterward. Benefit: See Armor Proficiency Simple
Try Again: Yes. You can try to locate a Dead Zone in the Normal: See Armor Proficiency, Simple.
same location more than once, but still only once per
ARMOR PROFICIENCY, MILITARY (COMBAT)
24-hour period.
They showed us how to wear this in Basic.
Benefit: See Armor Proficiency, Simple.
Normal: See Armor Proficiency, Simple.

98
CHARACTER CREATION

Benefit: You can use Intimidate as a full-round action to


ARMOR PROFICIENCY, SIMPLE (COMBAT)
demoralize all opponents within 30 feet. This feat acts
Off the rack. as Dazzling Display for the purposes of prerequisites for
Benefit: When you wear a type of armor with which you other feats. If you have the Dazzling Display feat, you
are proficient, the armor check penalty for that armor gain a +2 bonus on checks to demoralize your opponents
applies only to Dexterity- and Strength-based skill checks. with Dazzling Display.
Normal: A creature who is wearing armor with which it
is not proficient applies its armor check penalty to attack BOOST FLASH ENGRAM (HACKER, UPGRADE)
rolls and to all skill checks that involve moving.
Using this enhancement boosts your signal range.
Benefit: You can alter a flash engram with a range of
AUGMENTED WARRIOR (COMBAT)
close, medium, long, or maximum TAP range to increase
You are skilled at using your cyberlimb for both attack its range by 100%. An enlarged flash engram with a range
and defense. of close now has a range of 50 ft. + 5 ft./level, while
Prerequisite: base attack bonus +1, cyberlimb augment medium-range flash engrams have a range of 200 ft. + 20
Benefit: You gain a +1 to damage rolls on your unarmed ft./level, long-range flash engrams have a range of 800
attacks when using your cyberlimb. On a round where ft. + 80 ft./level, and maximum TAP range flash engrams
you do not attack with your cyberlimb, you add a +1 shield double the TAP’s maximum range for that flash engram.
bonus to your Defense Score. You do not add the shield An enlarged flash engram uses up a flash engram slot
bonus against attacks by EMP weapons. one higher than the flash engram’s actual level. Flash
engrams whose ranges are not defined by distance, as
AUTOFIRE EXPERT (COMBAT) well as those whose ranges are not one of those listed
Rock and roll! above, do not benefit from this feat.
Prerequisites: Simple Weapons Proficiency (firearms),
Dex 13 BULLET PROVOCATEUR (COMBAT)
Benefit: You may fire any weapon with an autofire mode You are capable of pulling the trigger faster than most
in that mode without the –4 penalty. while retaining your accuracy.
Normal: Characters take a –4 penalty on attack rolls made Prerequisites: Simple Weapons Proficiency (firearms),
when firing in autofire mode. Dex 13.
Benefit: You may use the double tap action with pistols
AUTOFIRE MASTERY (COMBAT) that do not have the semi-automatic quality so long as
Rock and roll will never die! the weapon doesn’t need to be reloaded between shots.
Prerequisites: Autofire Expert, Dex 15 Normal: You may only fire a pistol without the semi-
Benefit: The DC needed to avoid taking damage from automatic quality once per attack action.
your full autofire is increased to 10 + ½ your level + your Special: Feats or abilities modifying penalties to double tap actions
Dex modifier. also apply to weapons benefitting from Bullet Provocateur.
Normal: Characters roll versus DC 15 to avoid damage.
BURST FIRE EXPERT (COMBAT)
BATTLE BUILT (COMBAT) Big-bada boom!
You and your bits (genetic and mechanical) have been Prerequisites: Simple Weapons Proficiency (firearms),
in the hands of some of the best scientists around and Autofire Mastery, Dex 15

Feats
they have manipulated your body to be a lean, mean Benefit: You may fire any weapon with a burst fire mode
fighting machine. in that mode without penalty for the first burst in a combat
Prerequisites: Cyborg or hybrid, Str 13, Con 13. round, and are at a cumulative –2 for each subsequent
Benefit: When you take damage from an attack of burst in the same round.
opportunity during a combat maneuver, the damage does Normal: Characters take a –4 penalty on attack rolls made
not apply as a penalty to your attack roll to perform the when firing in burst fire mode.
maneuver. Additionally, any penalties caused by wounds
do not apply to Strength-based ability and skill checks. BURST FIRE MASTERY (COMBAT)
Normal: Damage from attacks of opportunity apply as a Bigger-bada boom!
penalty to combat maneuver checks. Prerequisites: Burst Fire Mastery, Dex 15
Benefit: You may fire any weapon with a burst fire mode
BLOOD-THIRSTY FERAL in that mode without penalty for a number of cumulative
When protesters talk about hybrids going feral and how bursts in one combat round equal to your Dexterity modifier.
humanity shouldn’t play with genes, you’re their poster Normal: Characters take a –4 penalty on attack rolls made
child. You are not just part animal, but part predator, and when firing in burst fire mode.
is more that than he is human.
Prerequisites: Hybrid, Feral Throwback.

99
CHARACTER CREATION

CALLED SHOT, GREATER CITY SPRINTER


You can make multiple called shots where others could You are skilled at moving quickly through forbidding parts
land but one. of cities.
Prerequisites: Improved Called Shot, base attack bonus +6. Prerequisite: Street Smarts.
Benefit: Whenever you make an attack, you can choose Benefit: You do not treat crowds as difficult terrain. You
to replace that attack with a called shot. You can make also gain an additional +2 bonus on Acrobatics checks
multiple called shots in a single round. Each additional to move along rooftops and on slippery sections of city
called shot after the first made in the same round takes streets and sewers.
a –5 penalty. In addition, a called shot that deals half the
creature’s Constitution score or more in points of damage CRAFT CYBERTECH
Feats

is a debilitating blow. You can design, create, and repair Cybertech implants.
Normal: You can make only one called shot in a round as Prerequisite: Character level 5th. Heal 5 ranks, Knowledge
a full-round action. A called shot that deals damage equal (cybernetics) 5 ranks.
to the target’s Constitution score is a debilitating blow. Benefit: You can create, modify, and repair Cybertech
implants. Designing and building an implant takes 1 day
CALLED SHOT, IMPROVED for each 1,000 cryptodollars or fraction thereof, in its price,
You are skilled at landing blows right where you want to. and uses up raw materials costing half of this total price.
Prerequisites: Int 13, Combat Expertise. Upgrading an implant that comes in levels to a higher
Benefit: You receive a +2 bonus on attack rolls when level uses the difference between the old price and the
making a called shot. When taking a full-round or standard new one to compute time and materials cost.
action that gives you multiple attacks, you can replace You can also mend an implant that has been broken or
a single attack with a called shot. You may only attempt damaged. Doing so costs half the raw materials and half
one called shot per round. the time it would take to craft that item in the first place.
Normal: You can make one called shot per round as a
full-round action. CRIMINAL REPUTATION
Your acts of audacious larceny have endeared you to the
CAMEL criminal underworld.
While others do not know how to ration their food and Prerequisites: Diplomacy 5 ranks, Intimidate 5 ranks.
water while in the field, you have enough experience to Benefit: You gain a +2 bonus on Diplomacy and Intimidate
know just the right amount of sustenance to keep yourself checks when interacting with criminals, whether they’re
going indefinitely. individual thieves and cutpurses or criminal organizations.
Prerequisite: Survival 1 rank. If you have 10 or more ranks in one of these skills, the
Benefit: You can go without water for 1 day plus a number bonus increases to +4 for that skill.
of hours equal to twice your Constitution score. You can These bonuses do not stack with those granted by
go without food for 6 days. Persuasive, but this feat counts as Persuasive for the
The DCs for Constitution checks to avoid nonlethal damage purposes of feats and other rules elements with Persuasive
from starvation and thirst are halved. as a prerequisite.
Normal: You can go without water for 1 day plus a number
of hours equal to your Constitution score, and you can go CUTTER (HACKER)
without food for 3 days, before having to make Constitution You are proficient at bypassing firewalls.
checks. Prerequisite: hacking class ability
Benefit: You gain a +1 on Hacker checks against firewalls.
CAN’T HOLD ME DOWN (COMBAT)
No matter how many beatings you receive, you always CYBER TOLERANCE
jump straight back into the fray. You are more resistant to the intrusion of augments in
Benefit: You may stand up from prone as a swift action your body than other people.
without provoking attacks of opportunity. Benefit: Your Constitution and Intelligence are considered
2 higher for the purpose of determining Strain. This feat
CHROMED may be taken up to three times, with its effects stacking.
You are well-stocked with implants.
Benefit: You receive an additional 15,000 cryptodollars. DEAD ZONER
These cryptodollars must be spent on augments. Any Prerequisites: Street Smarts, Survival 5 ranks
remainder after augment purchases are made is lost. Benefit: You gain access to the Locate Dead Zone Survival
Skill unlock. Additionally you gain a +2 to attempts to locate
Dead Zones using the Survival skill. If you have 10 or more
ranks in the Survival skill, this bonus increases to +4.
Normal: You may not use skill unlocks.
100
CHARACTER CREATION

DEMOLITIONIST EMPOWER FLASH ENGRAM (HACKER, UPGRADE)


You have been taught, either by the military or on your You increase the power of the engram, allowing it to pack
own, how to handle explosive materials without needing more of a punch.
too many cybernetic replacements afterwards. Benefit: All variable, numeric effects of an empowered
Prerequisite: Knowledge (demolitions) 3 ranks. flash engram are increased by half, including bonuses to
Benefit: You gain a +2 bonus to Knowledge (demolitions) those dice rolls. Saving throws and opposed rolls are not
checks to arm and disarm explosive devices. Additionally, affected, nor are flash engrams without random variables.
your explosives deal +1 additional die of damage of the An empowered flash engram takes up a slot two levels
same type as the explosive used and ignore 1 point of DR higher than the flash engram’s actual level.
or Hardness. If you have at least 10 ranks in Knowledge
(demolitions), your bonus increases to +4, and your EXPERT DRIVER
explosives deal +2 additional dice of damage of the same When driving a chosen type of vehicle, you exhibit
types as the explosive used and ignore 2 points of DR incredible control, maneuvering the vehicle with greater
or Hardness. ease and stopping with uncanny precision.
Prerequisite: Skilled Driver with the selected vehicle class.
DOUBLE TAP EXPERT Benefit: You can make accelerate, decelerate, or turn
Two to the chest! actions as a move action instead of a standard action.
Prerequisites: Simple Weapons Proficiency (firearms), Point Furthermore, when stopping a vehicle, you subtract 10
Blank Shot, Dex 13 feet from the roll to determine how many feet the vehicle
Benefit: You may fire any semi-auto weapon with at least moves forward before it stops.
two rounds remaining in it in double tap mode without Special: If golemmech is your chosen vehicle class, you
penalty for the first double tap in a combat round, and instead add +10 ft. to the golemmech’s movement.
at -2 for each subsequent double tap in the same round.
Normal: Characters take a cumulative –4 penalty on attack EXTEND FLASH ENGRAM (HACKER, UPGRADE)
rolls made when firing in double tap mode. You double your engram’s run time.
Benefit: An extended flash engram lasts twice as long as
DOUBLE TAP MASTERY normal. A flash engram with a duration of concentration,
Two to the head! instantaneous, or permanent is not affected by this feat.
Prerequisites: Double Tap Expert, Dex 15 An extended flash engram uses up a flash engram slot
Benefit: You may fire any semi-auto weapon with at least one level higher than the flash engram’s actual level.
two rounds remaining in it in double tap mode without
penalty for a number of cumulative double taps in one EXTRA CELEBRITY
combat round equal to your Dexterity modifier. You have more celebrity points than the average idol.
Normal: Characters take a cumulative –4 penalty on attack Prerequisite: Celebrity pool class ability.
rolls made when firing in double tap mode. Benefit: You gain two more celebrity points at the start of
each day, and your maximum celebrity increases by two.
DRAGON LASH Special: You can take this feat multiple times. Each time
You can clear the area around you of opponents. you do, these benefits increase by 2.
Prerequisites: Str 13, Power Attack, base attack bonus +1

Feats
Benefit: When you use the full-attack action, you can EXTRA INTUITION
give up your regular attacks and instead make one bull You are more intuitive than most.
rush attack at a –2 to your CMB against each opponent Prerequisite: Intuition pool class ability.
within reach. You must make a separate attack roll against Benefit: You gain two more intuition points at the start
each opponent. of the day, and your maximum intuition increases by two.
Special: You can take this feat multiple times. Each time
DRIVE-BY you do, these benefits increase by 2.
Shotgun!
Prerequisite: Drive 1 rank, Vehicular Combat EXTRA MED POINTS
Benefit: The penalty you take while using a ranged weapon You have more med points to spend.
while driving or riding in a moving vehicle is halved, –2 Prerequisite: Med pool class ability.
instead of –4 if the vehicle is moving at a speed equal to Benefit: Your maximum number of med points increases
twice its acceleration rate, –4 instead of –8 if the vehicle by two.
is moving at a speed equal to three or more times its Special: You can take this feat multiple times. Each time
acceleration rate. you do, the bonuses stack.

101
CHARACTER CREATION

EXTRA NANITES GEEK SPEAK


You can use your healing nanite injections more often. Knowing your material is always good, especially when
Prerequisite: Healing nanite injection class ability. you can fill a conversation with just enough techno-babble
Benefit: You gain two more uses of your nanite injection to baffle, confuse, frighten and deceive others while still
per day. making a sliver of sense.
Special: You can take this feat multiple times. Each time Benefit: You may use a relevant Knowledge check in
you do, the bonuses stack. place of a Bluff, Diplomacy, or Intimidate check. If another
character applies this feat against you, and you have the
EXOTIC ARMOR PROFICIENCY (COMBAT) same Knowledge skill, you can use the Knowledge skill
Choose one type of exo armor or powered armor. You in place of the relevant skill check or DC.
Feats

understand how to use that type of exotic armor and gain


any abilities or qualities that exotic armor might allow. GLOBAL DATANET CRAWLER (HACKER)
Prerequisite: BAB +8, Heavy Armor Proficiency The DataNet is a deep and dangerous place, with hackers,
Special: You can gain this feat multiple times. Each time sprites, roaming AIs and who knows what else lurking
you take the feat, it applies to a new type of exotic armor. about. Only the persistent and the patient find the info
Normal: A character who is wearing armor with which that they want, and you have those qualities in spades.
she is not proficient applies its armor check penalty on Prerequisite: Knowledge (Global DataNet) 3 ranks,
attack rolls and on all Strength- and Dexterity-based ability Knowledge (programming) 3 ranks.
checks and skill checks. Benefit: When you use the Global DataNet to find
Special: You can gain Exotic Armor Proficiency multiple information, you gain a +2 bonus on the relevant skill check
times. Each time you take the feat, it applies to a new to obtain that information. If you have 10 or more ranks in
type of exotic armor. Knowledge (Global DataNet) or Knowledge (programming),
you gain an additional +2 bonus, up to a total of +6.
FERAL THROWBACK
The animalistic instincts from your genes manifest more GOLD ACCOUNT
strongly than those of other hybrids. By either being a loyal customer for years and years on end
Benefit: You gain a +2 bonus on all Intimidate and or by knowing the right people, you have gained access
Perception checks. Additionally, you gain a +2 bonus to to a gold account. Have fun and shop (un)responsibly!
Survival when tracking. Prerequisite: Cha 13.
Benefit: Choose a megacorp. You gain a 10% discount on
FILTHY RICH all non-Military or Elite Tier items purchased from that
If currency was still in cash form, you’d be burning it. megacorp. You may also purchase items with the broken
Benefit: You start with five times the normal starting funds, condition sold by the megacorp at 50% of the list price.
and receive 12,500 Cryptodollars as a bonus each level. Special: You may choose this feat additional times. You
must select a different megacorp each time.
FORMATION DRIVING (COMBAT, TEAMWORK)
GUN-FU DISCIPLE
You are skilled at driving in close formation with your allies
without impeding your effectiveness on the battlefield. You are on the path of gun-fu, “the way of the gun.” Your
Prerequisite: Vehicular Combat. firearm has become an extension of your body.
Benefit: You and your vehicle can overlap the space of Prerequisites: Dex 13, Point-Blank Shot, base attack bonus +4
vehicles whose riders have this feat, although no more Benefit: When wielding a gun you may make attacks of
than two vehicles can share any one square. Further, you opportunity when an adjacent opponent provokes.
can charge through a space containing an allied vehicle if Normal: You do not threaten adjacent squares with a
that vehicle’s rider has this feat, although the space from ranged weapon.
which you make your charge attack must comply with this
feat’s other benefit or be unoccupied. GUN-FU LEGEND
Your mastery of gun-fu is legendary, and you fuse firearms
FRUGAL and martial arts into one devastating form.
You have mastered the legendary art of only buying Prerequisites: Dex 15, Dodge, Mobility, Point-Blank Shot,
grenades and other necessities when they are on sale… Two-Weapon Fighting, base attack bonus +11
in bulk… with coupons... Benefit: As a full-round action, you can move up to your
Benefit: You pay 80% of the list price for staple items speed and make a full attack action with a gun (or guns),
(food, batteries, toiletries, and other items at the GM’s making your attacks at any point during your movement. If
discretion). you have the flurry of blows ability, then you can consider
your guns monk weapons and flurry with them as a full
attack action. You cannot flurry and make a full move in
the same round.
102
CHARACTER CREATION

Normal: You cannot move both before and after an attack Benefit: You impose a –2 penalty on other characters’
with a ranged weapon. Guns are not monk weapons. Perception checks to notice you; this penalty increases
to –4 when you are in a crowd. Additionally, a character
GUN-FU MASTER attempting an ability or skill check to remember details
Your advanced knowledge of the way of the gun allows about you incurs a –4 penalty for the check.
you to blaze death across a battlefield. Special: You cannot take a feat that improves a Charisma-
Prerequisites: Dex 14, Dodge, Gun-Fu Disciple, Mobility, based skill or ability check. If you do, you forgo this feat’s
Point-Blank Shot, base attack bonus +8 benefits.
Benefit: As a full-round action, you can move up to your
speed and make a single ranged attack with a gun at any KILL-BOX COMMANDO
point during your movement. You have a nose for ambushes, with a knack for both
Normal: You cannot move both before and after an attack spotting them and planning them. Some folks would rightly
with a ranged weapon. call you a steaming, honorless pile of toxic roach feces,
but honor does you no good if you’re dead.
HEIGHTEN FLASH ENGRAM (HACKER, UPGRADE) Prerequisites: Character level 3rd, Perception 3 ranks,
You can activate flash engrams as if they were a higher Stealth 3 ranks.
level. Benefit: You gain a +2 bonus on Perception checks to avoid
Benefit: A heightened flash engram has a higher flash being surprised by a foe. If you have 10 or more ranks in
engram level than normal (up to a maximum of 6th level). Perception, the bonus increases to +4. Additionally, you
Unlike other upgrade feats, Heighten Flash Engram actually grant half your bonus to allies within 30 feet.
increases the effective level of the flash engram that it You also grant a +2 bonus to your allies on Stealth checks
modifies. All effects dependent upon flash engram level (increasing to +4, if you have 10 or more ranks in Stealth)
(such as saving throw DCs or the ability to bypass security when setting an ambush. Allies lose this bonus if they move.
programs) are calculated according to the heightened level.
LOGICAL THINKING
IMPROVED CYBER INITIATIVE (HACKER) While purely biological creatures can be swayed by
You’re lightning fast inside the Global DataNet. something so simple as a curvy body features or other
Benefits: You get a +4 on initiative checks when in hyper things called “pretty,” you are a being of pure logical
combat or virtual combat. thinking, a gift of your programming.
Note: This feat stacks with Improved Initiative. Prerequisite: Android, bioroid, or simulacra.
Benefit: Characters making Charisma-based skill checks
IMPROVED DRAGON LASH against you do not benefit from (or are not penalized by)
their Charisma modifiers.
Prerequisites: Str 13, Dragon Lash, Power Attack, base
attack bonus +1 MARTIAL WEAPONS PROFICIENCY,
Benefits: As dragon lash, but you make an attack at each ENERGY WEAPONS (COMBAT)
opponent within reach, doing your normal unarmed attack
damage. Regardless of whether the attack is a hit, you Zap! You’re dead!
also roll a bull rush attack against the opponent, at your Benefit: You may use any energy weapon on Tables 3.23
full CMB. without penalty.
Normal: When using a weapon with which you are not

Feats
IMPROVED INTERFERENCE (HACKER) proficient, you take a –4 penalty on attack rolls.
Your TAP is even harder to crack. MARTIAL WEAPONS PROFICIENCY,
Prerequisite: Interference
FLAMETHROWERS (COMBAT)
Benefits: Your TAP’s firewall hacking DC increases by 1.
This stacks with the bonus from the Interference feat. Kill it with fire!
Benefit: You may us any flamethrower on Tables 3.22
INTERFERENCE (HACKER) without penalty.
Normal: When using a weapon with which you are not
Something about your electromagnetic signature makes
proficient, you take a –4 penalty on attack rolls.
your TAP harder to crack.
Benefits: You gain a +1 bonus to the DC required to hack
MARTIAL WEAPONS PROFICIENCY,
your TAP’s firewall.
HEAVY WEAPONS (COMBAT)
JOHN/JANE DOE Bigger guns, we need bigger guns!
In a world where many people try to stick out and be seen Benefit: You may us any heavy weapon listed on Table
as unique in order to get noticed, it can be just as useful 3.20 without penalty.
to look like one of the masses, and you have learned how Normal: When using a weapon with which you are not
to use your plain looks to your benefit. proficient, you take a –4 penalty on attack rolls.

103
CHARACTER CREATION

observers without sacrificing its effectiveness against


MARTIAL WEAPONS PROFICIENCY,
machines. If the check is successful, human observers
MISSILE LAUNCHERS (COMBAT)
succeed at a DC 12 Spot check to even realize you are
Biggest-bada boom! wearing optical camouflage makeup.
Benefit: You may us any missile launcher on Tables 3.22
without penalty. PERFECT FIRST IMPRESSION
Normal: When using a weapon with which you are not You have learned the importance of a good first impression
proficient, you take a –4 penalty on attack rolls. and have a way of being extra charming, at least at first
glance.
MARTIAL WEAPONS PROFICIENCY,
Prerequisite: Cha 13.
SPECIAL WEAPONS (COMBAT) Benefit: When first using Diplomacy to change the initial
Feats

Here’s a trick Mom showed me one day when you weren’t attitude of a nonplayer character, you add one-and-a-half
around. times your Charisma bonus (minimum +2) to the check.
Benefit: You may us any special weapon on Table 3.21 Normal: You add your Charisma modifier to Diplomacy
without penalty. checks.
Normal: When using a weapon with which you are not Special: You may take this feat one additional time. If you
proficient, you take a –4 penalty on attack rolls. do, you add double your Charisma bonus to applicable
Diplomacy checks.
MAXIMIZE FLASH ENGRAM (HACKER, UPGRADE)
Your flash engram has the maximum possible effect.
PHYSICAL MARVEL
Benefit: All variable, numeric effects of a flash engram You possess inherent physical prowess.
upgraded by this feat are maximized. Saving throws and Benefit: You get a +2 bonus on Acrobatics and Athletics
opposed rolls are not affected, nor are flash engrams skill checks. If you have 10 or more ranks in one of these
without random variables. A maximized flash engram skills, the bonus increases to +4 for that skill.
takes up a slot three levels higher than the flash engram’s
actual level. PLATINUM ACCOUNT
With a legendary Platinum Account, you are offered even
OFFENSIVE DRIVER better prices when out shopping at your favorite Mega
Get off my road! Corporation.
Prerequisite: Vehicular Combat Prerequisites: Cha 15, Gold Account, character level 12.
Benefit: Treat all ramming damage done by a vehicle you Benefit: Choose a megacorp for which your Gold Account
are driving as if it were one size category larger. If you feat applies. The discount from that megacorp improves to
are driving a Colossal vehicle, add +2d8 to the ramming 20%. You may also purchase items with the broken condition
damage. sold by the megacorp at 33% of the list price. Additionally,
you may purchase Military Tier items at full cost.
ONE WITH THE STREET Special: You may choose this feat additional times. You
Bum, Loafer, Street Rat, the people of the street are called must select a different megacorp for which you have Gold
many demeaning names from those on top, but, if they Account each time.
ever venture down into the dirtier side of the concrete
jungle, you soon teach them that the rats are kings and
QUICKEN FLASH ENGRAM (HACKER, UPGRADE)
queens of that world, knowing where to find anything, You can activate a flash engram in a fraction of the normal
who to talk to, and who to avoid. time.
Benefit: You gain a +2 bonus on Stealth and Survival checks Benefit: Activating a quickened flash engram is a swift
when you are in an urban area. The bonus improves to action. You can perform another action, even activating
+4 when you have 10 or more ranks in either Stealth or another flash engram, in the same round as you activate a
Survival. quickened flash engram. A flash engram whose activation
time is more than 1 round or 1 full-round action cannot
PATTERN EXPERT (GENERAL) be quickened. A quickened flash engram uses up a slot
You’ve mastered the art and science of Command Line three levels higher than the flash engram’s actual level.
Pattern Hacking.
Prerequisites: Hacking 2 ranks, Craft (visual arts) 1 rank,
SENSE ASSUMPTIONS
Knowledge (programming) 2 ranks You can easily intuit an opponent’s preconceptions.
Benefit: You receive a +3 bonus on Craft (visual arts) Prerequisite: Sense Motive 3 ranks.
and Research checks made to craft Command Line and Benefit: You can attempt a Sense Motive check to intuit
Stealth patterns. In addition, when creating any Pattern some of another person’s assumptions after 1 minute
camouflage, you may increase the craft check DC by +5 to of conversation. The DC equals 20, or 10 + the target’s
create a subtle paint scheme that is less obvious to human Bluff modifier, whichever is higher. If you succeed, you
learn whether or not a falsehood of your choice related
104 to the topic of conversation would impose a penalty on
CHARACTER CREATION

Bluff checks to convince the target of that falsehood’s


STREET CARNAGE (COMBAT)
truth. If you fail by 4 or less, you learn nothing. If you fail
by 5 or more, the target realizes you are trying to glean For you, the urban environment becomes another brutal
information from it. You can retry this check, but the DC weapon you can use to shred flesh and break bones.
increases by 5 for each previous failure on this check Prerequisites: Str 15, Improved Bull Rush, Improved
against that target. Unarmed Strike, Power Attack, Street Style, Street Sweep,
base attack bonus +8 or cyber monk level 7th.
SENSE RELATIONSHIPS Benefit: While using Street Style, the critical multiplier of
your unarmed strikes becomes ×3, instead of ×2.
You can quickly sense relationships between others and
use that knowledge to manipulate them.
STREET DOC
Prerequisite: Street Smarts.
Benefit: After 1 minute or more of interaction or You are used to performing medical treatments with
observation, you can attempt a DC 20 Sense Motive check substandard equipment in less than ideal conditions.
to get a hunch in order to intuit the relationship between Prerequisite: Heal 5 ranks.
any two creatures interacting with one another. If you Benefit: You do not suffer the usual penalties to your Heal
don’t understand the language they are speaking, you checks when treating patients without proper equipment
take a –5 penalty on the check, and if the creatures are a or work area.
different type than you, you take an additional –5 penalty Normal: Heal checks are made with a –4 penalty when
on the check. performed without access to a medkit.
If you succeed at this check by 5 or more, for the next
hour, you gain a +2 bonus on Bluff checks to lie about one STREET SMARTS
of the creatures to the other and on Diplomacy checks to You are able to navigate the streets and personalities of
request that one act against the other. If you fail the check, whatever locale you run across.
you cannot attempt this ability on the same creatures Benefit: You get a +2 bonus on Knowledge (local) and Sense
again until you gain an additional rank in Sense Motive. Motive checks, and Knowledge (local) is always a class
skill for you. If you have 10 or more ranks in one of these
SHIELD PROFICIENCY (COMBAT) skills, the bonus increases to +4 for that skill. The bonus
You are trained in how to properly use a shield. on Sense Motive checks doesn’t stack with Alertness.
Benefit: When you use a shield (except a tower shield),
the shield’s armor check penalty only applies to Strength- STREET STYLE (COMBAT, STYLE)
and Dexterity-based skills. You use the urban environment to your advantage,
Normal: When you are using a shield with which you are thrashing and bashing your foe and driving it back.
not proficient, you take the shield’s armor check penalty Prerequisites: Str 15, Improved Bull Rush, Improved
on attack rolls and on all skill checks that involve moving. Unarmed Strike, Power Attack, base attack bonus +4 or
cyber monk level 3rd.
SIMPLE WEAPONS PROFICIENCY (FIREARMS ) Benefit: While using this style, once per round as a swift
Guns…everyone’s got one. action when you hit a target with an unarmed strike, you
Benefit: You may us any pistol, submachine gun, shotgun, can deal an extra 1d6 points of damage and attempt a
or rifle on Tables 3.17, 3.18, or 3.19 without penalty, as well bull rush combat maneuver against that target.
as the Chem Spray on Table 3.21. This does not allow you Special: You can enter the style stance for street style only

Feats
to perform Autofire, Burst Fire, or Double Tap maneuvers. while in urban terrain, and the stance ends immediately
Normal: When using a weapon with which you are not if you cease to be in urban terrain.
proficient, you take a –4 penalty on attack rolls.
STREET SWEEP (COMBAT)
SKILLED DRIVER After driving your foe back, you can quickly knock him to
Choose a class of vehicle (either air, land, water, golemmech, the ground and slow it down.
or space). You are more skilled when driving that vehicle. Prerequisites: Str 15, Improved Bull Rush, Improved
Benefit: You gain a +4 bonus on driving checks with your Unarmed Strike, Power Attack, Street Style, base attack
chosen vehicle. bonus +6 or cyber monk level 5th.
Special: If golemmech is your chosen class of vehicle, you Benefit: While using Street Style, the first time each round
receive a +4 bonus to rolls to maneuver the golemmech. that you deal damage with an unarmed strike to a foe that
This does not apply to combat maneuvers. you bull rushed with Street Style since the beginning of
your last turn, that foe must succeed at a Fortitude save
SPEED OF THOUGHT (HACKER) (DC = 10 + your base attack bonus) or be knocked prone
and staggered for 1 round.
You’re as fast as you think you are.
Benefit: Your avatar’s base speed increases by 10 feet.
Special: You can take this feat multiple times. The effects
stack.
105
CHARACTER CREATION

SUPPRESSION FIRE EXPERT Benefit: You can crawl at half your base speed. This does
not allow you to take a five-foot step while crawling, nor
I’ll cover you. Go! does it negate attacks of opportunity. If you possess the
Prerequisites: Simple Weapons Proficiency (firearms), rogue crawl talent or other ability modifying your crawl
Dex 13 speed, possessing this feat allows you to crawl without
Benefit: You may fire any weapon with an autofire mode provoking attacks of opportunity.
in suppression fire mode without the –4 penalty. Normal: You may only crawl 5 feet as a move action.
Normal: Creatures take a –4 penalty on attack rolls made
when firing in autofire mode. UP-SIZED
SUPPRESSION FIRE MASTERY You’re not just big. You’re bigger than big.
Traits

Prerequisites: Big racial trait, Con 13 (if your race has a Con
Let’s shoot our way out of here. score), Android, Cyborg, Fierce or Tough Hybrid. Fierce and
Prerequisites: Suppression Fire Expert, Dex 15 Tough Hybrids must choose this feat at 1st level.
Benefit: Creatures making saving throws against your Benefit: You are a Large creature. You gain a +2 size bonus
autofire attacks take a –4 penalty to their saves. to Strength and a –2 size penalty to Dexterity, take a –1
Normal: Creatures do not suffer a penalty to their saving size penalty to your AC, a –1 size penalty on attack rolls,
throws versus autofire attacks. a +1 bonus on combat maneuver checks and to your CMD,
and a –4 size penalty on Stealth checks. You take up a
SUPPRESSING FIRE space that is 10 feet by 10 feet and have a natural reach of
You can use your gun to keep enemies pinned down. 10 feet. As an Android or Cyborg, taking this feat requires
Prerequisite: Base attack bonus +3, must be wielding a access to a facility, parts, and competent technicians to
weapon with the burst or autofire ability. complete the upgrade.
Benefit: As a full round action, you can fire your gun in
burst or autofire mode as normal. Roll a combat maneuver VEHICULAR COMBAT (COMBAT)
check against any targets of your attack, adding in any You are skilled at handling vehicles in combat.
attack bonuses you receive using that weapon. If you Prerequisite: Boating, Drive, or Pilot 1 rank, Skilled Driver
beat your targets’ Combat Maneuver Defense, then they Benefit: Once per round when your vehicle is hit in combat,
cannot take any move actions until your initiative the you may attempt a Drive check as an immediate action. If
following round. This feat cannot be used against targets your Drive check result is greater than the opponent’s attack
with total cover. roll, then the damage from the attack is reduced to half.
TRACEUR WIDEN FLASH ENGRAM (HACKER, UPGRADE)
Parkour is a useful skill to have in the concrete jungle, be Your flash engram affects a wider area.
it to roll, vault or bounce through a building ground or a Benefit: You can alter a burst, emanation, or spread-
sea of people, and you are surely going to get from point shaped flash engram to increase its area. Any numeric
A to point B faster than any other. measurements of the flash engram’s area of effect are
Prerequisite: Dex 13, Athletics 1 rank. increased by 100%. A widened flash engram uses up a slot
Benefit: You ignore difficult terrain and obstacles up to three levels higher than the flash engram’s actual level.
half your height while running or charging. You must carry Flash engrams that do not have one of the described
a light load and wear light or no armor to benefit from areas of effect are not affected by this feat.
this feat.
WIDE SUPPRESSION FIRE (COMBAT)
TRACEUR MASTER
Rock and roll has wide appeal!
One could almost think that you were a monkey hybrid Prerequisites: Simple Weapons Proficiency (firearms),
or specialized cyborg with how quickly you get around! Suppression Fire Mastery, Dex 15
Nothing is going to stop you! Benefit: You may fire any weapon with an autofire mode
Prerequisites: Dex 15, Athletics 3 ranks, Traceur. in suppression fire mode and cover up to a 20 x 20 area.
Benefit: You are always treated as having a running start Normal: The area covered by suppression fire is 10 x 10.
when making an Athletics check to jump. When you run,
your base speed is treated as 10 feet faster (typically
granting a +4 bonus to Athletics checks to jump). TRAITS
TUNNEL RAT Character traits are abilities that are not tied to your
Sometimes in the urban jungle you need to go from point race or class. They can enhance your skills, racial abilities,
A to B using unconventional shortcuts and paths such as class abilities, or other statistics, allowing you further
ventilation shafts or sewers; a dirty but sneaky road awaits. customization. The traits provided here are designed
Prerequisites: Dex 13. specifically for the Interface Zero 2.0 setting, or existing
traits modified for the setting. Other existing traits can be
106 chosen with GM approval.
CHARACTER CREATION

saves, and an extra 5,000 cryptodollars to be spent on


SOCIAL TRAITS weapons, armor, or cybernetic augmentation.

These traits reflect the social upbringing of your charac- FIXER


ter, your background with high society, or lack thereof, and You’re good at digging up information, and have an
your personal history regarding family, friends, enemies, excellent network of informants, contacts, and suppliers.
and competitors. Benefits: You start the game with an extra contact with
a Trust score of 3.
BOOKWORM
You spent much of your childhood voraciously reading GOVERNMENT AGENT
about whatever interested you. You still retain a lot of You are a patriot, and go where your superiors send you,
that information. defending the interests of your country both at home
Benefit: Choose one Knowledge skill. You can always and abroad. You gain a +2 trait bonus on Intimidate skill
choose to take 10 on checks with the chosen Knowledge checks when you invoke your government status. When
skill, even when distracted or threatened. on a mission sanctioned by your superiors, you may
requisition up to 15,000 cryptodollars in gear to assist
RICH with its completion. This amount goes up by 15,000
Whether by your own efforts or through inheritance, you cryptodollars at 5th, 10th, 15th, and 20th level (maxing
have a lot of money. at 60,000 cryptodollars). Any remaining equipment at
Benefit: You start with triple the normal starting funds mission’s end must be returned.
and receive a bonus 12,500 cryptodollars with each level.
This trait may only be taken at 1st level. HACKER
You’re the ghost in the machine, cracking into the
PROFESSIONAL TRAITS toughest systems and mining data. You have dealt
with the harshest elements of the Global DataNet, and
These traits indicate a profession or former profession have been toughened by the experience. Add +1 to your
that your character has engaged in. Only one profession Neural Toughness. Whenever you successfully hack into
a Corporate, Government, or Military Access Network, you
trait can be chosen during character creation.
download 1d6X1000 cryptodollars worth of information
BODYGUARD you can sell on the black market.
You’ve made a living protecting others, learning to spot
danger quickly and respond quickly and decisively. You
SECTOR COP
You’ve worked a beat in your life, or are working one
gain a +1 trait bonus to Initiative, and a +2 trait bonus to
currently. You have a sector cop’s street sense, and the
Perception checks to notice ambushes, traps, and similar
ability to make people mind their own business. You
dangers. Once per game session you can spend a Zero point
gain a +2 trait bonus to Knowledge (local) rolls dealing
to interpose yourself, as an immediate action, between an
with your jurisdiction. Also, you can spend a Zero Point
attack and anyone else in an adjacent square. The attack
to automatically influence an NPC or group of NPCs to

Drawbacks
is made against your AC, and you suffer any damage or
ignore you and your group’s actions, or otherwise not
effects if it hits.
raise an alarm or draw attention to your activities, once
BOUNTY HUNTER per game session.
When someone disappears and someone else wants
them found, they call you in. You gain a +1 trait bonus to
WASTELANDER
Perception skill checks, and a +2 to Survival skill checks You’ve adapted to life amid the city ruins, deserts, and
when tracking. toxic wastes. Whether you use the solitude of the wastes to
hide, or scavenge the ruins for useful items, you’ve learned
CORPORATE MOGUL to survive in these hostile environments. You gain a +2 to
Working your way up the corporate ladder honed your
Survival checks in the wastes. Also, each time you gain a
skills of persuasion, whether you use threats, coercion,
new level you gain two pieces of gear or weapons, up to
or blackmail. You gain a +1 trait bonus to Bluff, Diplomacy,
and Intimidate skill checks. 1,000 cryptodollars worth for each item.

EX-SOLDIER
You’ve served in a regimented military unit. Whether that DRAWBACKS
unit was part of a private corporate force, government
Drawbacks give you negative effects, usually in particular
army, or freelance mercenary unit, it’s hardened your
edge, and taught you some hard lessons about patriotism, circumstances. If you choose to take a minor drawback,
money, and honor. You gain a +1 trait bonus to Fortitude then you receive a third trait. If you take a major draw-
back, you receive a bonus feat, or two bonus traits. Taking

107
CHARACTER CREATION

drawbacks is always optional. You are limited to a maximum that corporation recognize you, their initial attitude towards
of two minor drawbacks and one major drawback. you and any obvious companions is unfriendly.

MINOR DRAWBACKS COMPASSIONATE


Sure it’s heroic and nice and all that to be a protector of
5 MINUTES OF INFAMY the downtrodden and voice of the weak, but at the end
You are unlucky enough to have been caught in the spot- of the day does it not earn you any cryptos or make life
Drawbacks

light of one of the most popular shows while living through any easier.
one of the unluckiest moments of your life. Whether it was For whatever personal reasons, you simply cannot stand
saying something extremely offensive, dumb, or racist, you to see the powerless being taken advantage of, and will
have gotten five minutes of global infamy as a meme. You always try to choose the options that don’t result in mass
incur a –2 penalty on Charisma-based skill checks against firings or innocent people coming to harm. If you have the
other characters, at the GM’s discretion. choice to save an innocent person from harm, you become
shaken every round you do not help that person.
APPOINTED MONITOR (MINOR)
Your character has a watchdog or handler. The monitor CYBER INTOLERANT (MINOR)
will seldom interfere with the character’s actions, but will Being part of the one percent is said to be a heavenly
usually provide regular reports of the character’s activi- privilege, but for you, being one of the one percent whose
ties to their superiors (which could result in repercussions body or operating system that rejects cyberware, life is
against the character). If an appointed monitor is killed, a hellish nightmare. You take a –4 penalty on all saving
a new monitor will be appointed (unless the character throws when the combined strain from your installed aug-
killed the monitor, in which case the character will be up ments exceed half your Constitution or Intelligence score.
on murder charges, or this drawback is replaced with the
Wanted drawback). A monitor is usually a person, but CYBER SNOB (MINOR)
it could be an Aspect (a limited version of an Artificial You will simply not let anything be connected to your
Intelligence). body unless it is of a certain brand or not made by hand,
knowing where each and every last screw of it comes
BAD FILTERS (MINOR)
from. You may only use and install cyberware of Civilian
Your TAP has faulty spam filters. The constant bombard- quality or better.
ment of spam, viruses, and other assorted malware make
it easier to breach your firewall. You take a –1 penalty to ERRATIC CYBERWARE (MINOR)
the AC of your firewall. No matter how many software updates or re-installs the
character goes through, their cyberware is always subject
BAD REPUTATION (MINOR)
to annoying glitches. In combat or a sustained situation
There are rumors on the street about you. Much of what where you use your cyberware, you have a cumulative
is said is either greatly exaggerated or blatant lies. You may 1% chance per round rolled on 1d100 for the cyberware
have a contact or two in the Yakuza, but that doesn’t mean to stop working. If this happens, you lose the benefit for
you’re the Yakuza’s go-to gun when they need someone that piece of tech for 1d10 rounds. This only affects extra
eliminated. You suffer a –1 penalty to Diplomacy checks benefits of that piece, not basic operations. For example,
when dealing with law-abiding citizens and law enforce- a cybernetic arm with multiple modules may move and
ment that are aware of your reputation. manipulate the hand, but you do not receive any benefits
from the installed modules until the cyberware reactivates.
BAD STREET CRED
A botched mission in your past has severely damaged EXPOSED WIRING (MINOR) (ANDROID,
your reputation as an operative. Permanently subtract 1 CYBORG, OR BIOROID ONLY)
from your Zero Point total. You lack the EMP shielding that most others have and
are even more vulnerable to EMP-based weapons than
BLACKLISTED (MINOR)
normal. You take an additional 1d6 points of damage from
At least one corporation refuses to do business with you. EMP weapons.
The reasons for this vary, but it is usually the result of a
previous deal gone bad. The company will not approach you GEEK PHYSIQUE
to do business, and in any situation where employees of As a result of spending as much time as possible on the
Global Datanet and the constant playing of VRPGs, your
108
CHARACTER CREATION

physical body has suffered somewhat. Let’s just say that it Now go get me a cup of decaf, low-fat, two sugars, frappe-
would do you well to come outside from time to time. You latte-chino with exactly **ONE** squirt of vanilla extract!
treat your Strength as 2 lower for the purpose of deter- PRONTO!!! While you can be useful now and then, you are
mining your carrying capacity. If you take any feats or terrible to work with and all Charisma-based checks with
cybernetics that increase your Strength, the new carrying her contacts are conducted with a –2 penalty.
capacity is still affected by this drawback.
SLEEPYHEAD
GIRI (MINOR) Some people just don’t wake up easily, even if a gun were
This Japanese concept can be translated as “burden of fired beside their head, and you are one of them. When-
obligation.” Your character is indebted to someone, and ever you sleep, you take a –2 penalty on Perception checks
not necessarily financially. This may be a burden of duty, to hear noise sufficient to wake you up. You also suffer a
or an obligation born of guilt. Whatever the specifics, you –2 penalty on saving throws versus effects inflicting the
can be called upon to perform favors for the person to fatigued condition or causing you to sleep.
whom you are indebted, and will be expected to comply.
THIN CHASSIS (ANDROID ONLY)
The exact details should be worked out with the GM. Should
you fail to answer the call of duty, you will take a loss of You have been made, either by design or accident, with
1 point of Street Cred. a chassis that isn’t up to the normal standard. You do not
gain an android’s racial natural armor bonus.
GLUTTON
TRANSPARENT
Restraint is not a word in your vocabulary and you can
almost always be found eating, drinking, or both, usually The world of 2090 is filled to the brim with lies and decep-
in copious amounts. You require double the amount of tion, and people who are pretty good at both. Then there’s
food and water per day (typically 2 pounds of food and 2 you, who just plain sucks at lying. You suffer a –2 penalty
gallons of water) to avoid starvation and thirst. on Bluff checks to tell a lie.

NANO-INFECTION (MINOR) UNCANNY VALLEY (ANDROID,


Your character was infected by an nano-virus and ended BIOROID, CYBORG, OR SIMULACRA
up on the short end of the mutation stick. Choose either WITH THE OUTSIDER DRAWBACK)
a –1 to your Fortitude, Reflex, or Will saves, or take a –1 There is something about your design that is simply… off
penalty on any two skills of your choice. This drawback putting. By trying to add extra details to help you fit in,
can be taken multiple times, although the benefits for you actually stick out even more. A lifelike doll is worse
taking drawbacks are still limited to one major and two than a bad doll after all. You double all penalties from the
minor drawbacks. Outsider drawback.
NEKO FANATIC MAJOR DRAWBACKS

Drawbacks
You have always wished you were really a Hybrid, and
you have tried though surgery and modifications to look APPOINTED MONITOR (MAJOR)
as much like your furred and scaled idols as you can, much
Your character has a watchdog or handler that directly
to the scorn and dislike of the general public that now
influences the way your character operates, interfering if
treats you much as they would any other hybrid. Treat this
those actions go against the directives of their superiors.
drawback as an alternative Outsider drawback, giving the
The monitor updates their superiors with regular reports
furball a –2 penalty on Diplomacy checks when dealing
of the character’s activities. Otherwise this functions as
with non-Hybrids.
the minor drawback.
OUTSIDER
ARROGANT
Whether due to your race, social class, or affiliation with
You are the best at what you do, whatever that may be,
some group, you find yourself on the outside of society,
and you know it. In any sort of competition, be it sporting
looking in. Depending on their individual personalities,
event, criminal activity, or combat, you will go out of your
people will treat you with pity, condescension, or outright
way to flaunt your talent. Taunting opponents, using humil-
hostility. You take a –2 on all Diplomacy checks made
iating tactics, and drawing out the moment are all ways
against those who are not of your own kind.
to do this. Should you be beaten by what you consider to
PRIMADONNA be an obviously inferior opponent, you will be considered
shaken until you are able to win against that opponent,
You know exactly what you want and how you want it,
or a similar one.
not caring how unreasonable your requests might be… 109
CHARACTER CREATION

BAD FILTERS (MAJOR) DIGITAL BIGMOUTH


Having never thought of the dangers of posting too much
Your TAP spam filters are extremely bad. The constant
info on the Global DataNet, you have left a big, lovely digital
bombardment of malware has severely weakened your
trail right up to your own doorstep. You are the kind of
firewall, and you take a –2 penalty to your firewall’s AC.
person that checks up on his mail account while on a job
BAD REPUTATION (MAJOR) and logs on to the Wifi connections of places you are cur-
Drawbacks

rently committing a felony in. When others try to gather


Some of the rumors concerning you are true. You have a
digital information about your character, they get +2 bonus
criminal record. The authorities are likely to come knock-
on all relevant skill checks, and can often find dangerous
ing if something goes down on your turf, whether you
info about your character’s friends and family as well.
had anything to do with it or not. You take a –3 penalty
on all Diplomacy checks when dealing with law-abiding ERRATIC CYBERWARE (MAJOR)
citizens and law enforcement agents that are aware of
No matter how many software updates or re-installs the
your reputation.
character goes through, their cyberware is always subject
BLACKLISTED (MAJOR) to annoying glitches. In combat or a sustained situation
where you use your cyberware, you have a cumulative
You haven’t been blacklisted by a single corporation, but
2% chance per round rolled on 1d100 for the cyberware
by an entire industry. Any employees in that industry have
to stop working. If this happens, you lose the benefit for
a starting attitude of hostile towards you and any known
that piece of tech for 1d10 minutes. If the cyberware stops
or obvious companions. If you are found to be involved in
working in this manner more than once per day, you suffer
something regarding that line of business, employees will
a –2 penalty on all attack rolls and skill checks involving
do whatever they can to thwart you—up to and including
the cyberware until it can be repaired.
violent action—at the GM’s discretion.
EXPOSED WIRING (MAJOR) (ANDROID,
CANNIBAL
CYBORG, OR BIOROID ONLY)
While many still see it as taboo to even speak about can-
You lack the EMP shielding that most others have and
nibalism, you do not give a rat’s ass about that. You’ve
are even more vulnerable to EMP-based weapons than
experienced what it means to almost die of hunger and
would have loved to eat said rat’s ass if it were available. normal. You take an additional 2d6 points of damage from
Perhaps it was some other traumatic event that set you EMP weapons.
onto the macabre road of eating other sentient life. Either GIRI (MAJOR)
way… OM-NOM-NOM. With a successful DC 10 Heal or Sur-
vival check, you can turn an average adult into three rations As the minor drawback, but your debt is much greater,
of food, but anyone witnessing the act needs to make a and the price for refusing to answer the call of the person
DC 15 Will save to avoid becoming shaken for 1 minute. to whom you are indebted is likewise greater. The loss of
You suffer a –4 penalty on Charisma-based skill checks Street Cred is double that listed in the minor drawback.
against all who have witnessed your acts of cannibalism
GLUTTON (MAJOR)
or knows about them.
Restraint is not a word in your vocabulary and you can
CYBER INTOLERANT (MAJOR) almost always be found eating, drinking, or both, usually
Being part of the one percent is said to be a heavenly in copious amounts. This operates as per the minor draw-
privilege, but for you, being one of the one percent whose back, , but you spend an additional 100% more (200% total)
body or operating system that rejects cyberware, life is a on food when purchasing it.
hellish nightmare. You take a –1 penalty on all saving throws
LIKE A ‘G
for every point of strain from your installed augments.
When you have a pistol in your hands, you cannot stop
CYBER SNOB (MAJOR) yourself from tilting it to the side in a “totally original” style
You will simply not let anything be connected to your and spamming the trigger to spray lead around like some
body unless it is of a certain brand or not made by hand, sort of cheap SIM action star, all the while doing equally
knowing where each and every last screw of it comes stupid things in the pursuit of ultimate cool. No matter
from. You may only use and install cyberware of Military how well trained in firearms you are, you always have
quality or better. some unbreakable bad habit when it comes to shooting,
and suffer a –1 penalty to all attack rolls with firearms.

110
CHARACTER CREATION

Additionally, you also waste one additional round of ammu-


nition every time you fire a weapon, and count RoF as one RECKLESS FIGHTER
higher when figuring out how many bullets you expend The character only thinks about one thing when he is in
when firing full auto. If you would use more ammo than a fight, and that is hurting the other guy. Defense? Pfft!
there is in the clip… …it’s just empty, ‘brah. What’s that? When you attack during combat, you take a
–2 penalty to your Defense Score.
MALWARE INFECTION
You have ventured into parts of the Global DataNet you UNPLUGGED
shouldn’t have, and no matter how many times you try You have no TAP. In a society where nearly all informa-
to scrub your TAP and reinstall the OS, it is still plagued by tion, entertainment, and commerce is accessed through
bombardments of noisy and flashy pop-ups ads and other the Global DataNet, this drawback can be severe. You have
distracting apps. While this is annoying in most situations, no access to Hyper Reality. You are denied standards of
the effect of this drawback only really shows up in stressful day-to-day life such as online purchases, instant banking,
situations such as combat. At the beginning of each round, and news feeds, among others. You cannot take levels
you must attempt a Will save (DC 10 + 1 per round of combat in the Hacker class. This drawback can be removed if you
or stressful situation). If you fail, you incur a –2 penalty to purchase the installation of a TAP at five times the listed
attack rolls, ability checks, and skill checks for that round. price to cover the expense of establishing your TAP identity.
Once the penalty is applied, no further rolls are necessary.
WUSS
MARK OF DEATH
Having an insanely low pain tolerance has never been a
You have done something in your past that has seriously good trait, and it’s even less so in 2090 when things can
pissed off some very powerful people and currently have quickly turn ugly, with all the bullets flying around and
with a contract worth a rather hefty sum of money on what-not. If you already have shaken condition, the pen-
your head. At the beginning of each gaming session the alties from that condition increase to –3. That looks like it
Game Master secretly rolls a d20; if the result is a 1 or a hurts, ‘omae…
2, an attempt to kill the character will be made at some
point during that session. It is up to the Game Master
to decide, how, when and where this attempt will occur, STARTING MONEY
but at least one opponent approximately the same level
as the character will attack. If the character is known to The following section outlines how many Cryptodollars
hang around with a group of dangerous individuals, the (or Cryptos) your character begins play with. Cryptodollars
assassins will compensate accordingly. As this drawback are a digital currency used by all nations and corporations

Starting Money
is especially harmful for the character (and those around across Earth and the rest of the solar system in 2090.
him), that character may start with an item of their own
choosing worth 10,000 cryptos that represents the value
EQUIPMENT PACKAGES
of whatever the character did in their past. These packages are for quickly equipping your character
so you can get right into the game. Do not roll for start-
NANO-INFECTION (MAJOR)
ing wealth or take average starting wealth if you select a
Your character was infected by an nano-virus and suffers starting equipment package.
severe and chronic effects from the infection. Choose either
Agent Package: ED Business Suit, HT-9 Holdout Pistol
a –2 penalty to your Fortitude, Reflex, or Will saves, or take
(with 25 rounds), UP Gutterpunk SMG (with silencer and
a –3 penalty on any class skill.
50 rounds), Enhanced Coordination System 1 (civilian tier),
POST-TRAUMATIC STRESS Ravenlocke Security Systems Override kit, 200 CD

Your character has experienced severe combat-related Cybermonk Package (includes 15,000 CD worth of cyber-
trauma in his past. Consequently, he tends to freeze up ware from the Chromed bonus feat): SO Manriki-gusari,
during combat. Take a –4 penalty to Initiative rolls. If the SR Street Talker 6mm pistol (with 50 rounds), cybereyes
character is able to act in a surprise round, he always acts last. (1 module) or cyberlimb (arm, 1 module), Street Warrior
Cyberware Package, Flash Bangs (2), SM-19 smoke grenade,
POVERTY 800 CD
Your character begins play with half normal starting funds, Gearhead Package (includes starting vehicle/drone):
loses half the bonus cryptos from their occupation, and Toyota CDZ Waste Cruiser 2090 or Helios Oracle, SO Shinryu
halves any savings.

111
CHARACTER CREATION

TABLE 2:23: STARTING CHARACTER WEALTH Sprawler Package: UP Street Soldier Combat Threadz, UP
CLASS STARTING WEALTH AVERAGE Duke McCoy combat knife, SR Street Talker 6mm (with 50
Agent 4d6 × 100 CD 14,000 rounds), 450 CD
Cybermonk 2d6 × 100 CD 7,000
Gearhead
Gunner
3d6 × 100 CD
5d6 × 100 CD
10,500
17,500
BACKGROUNDS
Backgrounds

Hacker 3d6 × 100 CD 10,500 Everyone has a past. No one, not even androids, spring
Idol 3d6 × 100 CD 10,500 fully formed into this brave new world. Backgrounds
Investigator 4d6 × 100 CD 14,000 provide a character with grounding, a place to start building
Medic 4d6 × 100 CD 14,000 their history and providing the baggage—both good and
Sprawler 1d6 × 100 CD* 3,500* bad—that comes along with it. A player may choose one
* These amounts already factor in the sprawler's Poverty drawback. background for their character. Each background provides
impact suit, AGA Thunder shotgun, WT-216 LB longbarrel the following.
pistol, advanced toolkit, 6,550 CD • Starting CryptoDollars: This indicates the change, if
any, to your character’s starting cryptos due to the
Gunner Packages:
chosen background.
• Bounty Hunter option: SO Shinobi infiltration suit, RS
• Starting Gear: If there are any additions or special
Jointlock stun gun, WT pneumatic dart rifle, 4 doses
conditions concerning the character’s starting gear
sleep poison (type injury; Fort DC 13; frequency 1/
due to background, it is indicated here.
min. for 2 mins; effect unconscious 1 min/2d4 hours),
• Traits: These traits most suited to the background
AGA Thunderbolt heavy pistol (with 50 rounds), Flash
chosen. Traits marked with an asterisk (*) are found
Bangs (2), RS high-threat restraints (2), stun patches (3),
in this book. All others can be found in Pathfinder
Bounty Board T-app (1 month subscription), cyberarm
Roleplaying Game: Ultimate Campaign.
(civilian, 1 module), breaching system (gutterware), 825 CD
• Contacts: This section lists any changes to the char-
• Mercenary option: ED Entourage suit, UP Duke McCoy
acter’s starting contacts from choosing a particular
combat knife, AGA Chrome Eagle .75 (with 50 rounds),
background, and lists likely contacts for a character
Tiger Claw CAW (with 20 rounds), cyberarm (civilian, 1
of such a background to have.
module), breaching system (gutterware), 200 CD
• Drawbacks: If you choose a drawback for your char-
• Sector Cop option: SO Shinobi infiltration suit, RS secu-
acter, the ones listed here are most appropriate for
rity truncheon, RS riot gel gun (with 20 rounds), AS
that background. Drawbacks marked with an asterisk
Foley Arms Watchdog pistol (with 25 rounds), Flash
(*) are found in this book. All others can be found in
Bangs (2), Harley-Davidson Indian Iron Horse Cruiser, 250 CD
Pathfinder Roleplaying Game: Ultimate Campaign.
• Hacker Package: UP Hoodyz (with StunBlok), RS Joint-
lock stun gloves, SR Street Talker 6mm (with 50 rounds), ACTIVIST
Estream! T-app (1 month subscription), Newslink T-app Your life is driven by a cause, an urge to better the world
(1 month subscription), Teamlink T-app, 900 CD around you for those that live in it and for those who will
• Idol Package: Nakamura Motors Kamikaze JUMP in the future. You work for social, political, or environmen-
Board, UP Combat Jacket, UP Ironfang spring-blade, UP tal change, or some combination thereof. Whatever your
Columbus twin-barrel (with 50 rounds), Babylon T-app, goals, improving the world is what motivates you.
Estream! T-app (1 month subscription), Firewall Sapper
Protection T-app (1 month subscription), Newslink T-app Starting CD: No change.
(1 month subscription), 3,000 CD Starting Gear: 1 year subscription to the Newslink T-app.
Investigator Package: Samba Econoline Electric, PD Urban Traits: Fixer*, Hacker*, Natural-Born Leader, Truth’s Agent,
Trench, RS Jointlock stun gun, AG Thunder (with 20 rounds), Wastelander*
PD Saturday Night Sprawl Special (with 50 rounds), RS stan-
Contacts: Academic, Rumormonger, Snitch
dard restraints, security systems override kit, courier node
(gutterware), Babylon T-app, Caduceus T-app (1 month sub- Drawbacks: Blacklisted (minor or major)*, Compassion-
scription), Newslink T-app (1 month subscription), 1,685 CD ate*, Outsider*

Medic Package: ED combat vest, WT Lacerator knife, SR AFFLUENT


Street Talker 6mm (with 50 rounds), BioDesign bioprobe, You’re above the daily worries of those that live in the
chemical scrubber, crisis team responder kit, drug patches sprawl. Perhaps you were born into money, or you raised
(2 antibiotic, 2 antitoxin, 2 tranquilizers), emergency support your station through a combination of hard work and lucky
patches (3), stim patches (3), stun patches (3), Caduceus circumstance. You may not be at the level of Megacorp CEOs
T-app (1 month subscription), 2,900 CD
112
CHARACTER CREATION

or A-list celebrities, but you have money to burn. Unless sensation, or simply one of those people whose person-
you have a serious reversal of fortune, you’ll never have alities and actions attract attention and followers, people
to worry about where your next meal comes from. take the time to follow what you do and say.
Starting CD: +10,000 CD Starting CD: +10,000 CD
Starting Gear: You start play with a vehicle of your choice, Starting Gear: No change.
up to corporate tier. This will typically be a luxury vehicle Traits: Charming, Influence, Rich*
of some type.
Contacts: Gossip, Manipulator, Politician
Traits: Influence, Rich*, Worldly
Drawbacks: Arrogant*, Digital Bigmouth*, Giri (minor or
Contacts: Gossip, Merchant, Politician major)*, Primadonna*
Drawbacks: Arrogant*, Cybersnob*, Giri (minor or major)*, CHILD PRODIGY
Glutton*, Paranoid
Even as a child, you displayed a remarkable talent. This put
ANARCHIST you on a fast track to success. Whether it was computer
You view humanity as having lost any semblance of liberty. programming, music, athletics, or some other field, your
Everything is just another link in the chains that enslave innate talent put you ahead of the game at a young age.
the world. Corporations, government, law, all of it inhibit As a prodigy, you attract attention. Some wish to mentor
humanity. You believe everyone should be free to live the you, others to tap your skill to their own advantage.
life they choose. With the level of technology available Starting CD: +7,500 CD
and collective effort, no one should go hungry, or have to
enslave themselves to a corporation to obtain the basic Starting Gear: No change.
essentials necessary to survive. Traits: Ambitious, Artisan, Mentored, Talented
Starting Cryptos: No change. Contacts: Artisan, Gossip, Manipulator, Rumormonger
Starting Gear: You have access to military tier explosives Drawbacks: Appointed Monitor*, Blacklisted (minor or
when purchasing starting gear. major)*, Meticulous, Pride
Traits: Bully, Child of the Streets, Hacker*, Life of Toil, CORPORATE WAGE SLAVE
Wastelander*
Gaining access to a low-level corporate job, you became
Contacts: Observer, Petty Criminal, Rumormonger, Sab- one of the well-greased gears that keep the machine of
oteur, Thug business running smoothly. It’s grueling, not glamorous,
Drawbacks: Bad Reputation (major or minor)*, Head- but it provides for a measure of comfort beyond that of
strong, Outsider*, Poverty* your average sprawler. Even the blue platers are envious of

Backgrounds
your layer of social strata. Water cooler gossip and access
BLUE PLATER to the corporate interior can provide other advantages.
While you live in the sprawl, you’re better off than most. Starting CD: No change.
You have a legal source of income, possibly even steady
work. You eat regularly, have a roof over your head, and Starting Gear: You start play with a Micron Super-Econ-
clothes to wear. Sure, your place is cramped hole, the food omy ground car.
is processed crap, and your clothes are cheap Nano-wear, Traits: Mercenary, Merchant, Ordinary
but you have them. Sometimes you even have extra for
Contacts: Gossip, Merchant
entertainment. Life could be a whole lot worse.
Drawbacks: Dependent, Geek Physique*, Giri (minor or
Starting CD: If you roll for starting money and roll below
major)*
the average amount, you take the average instead.
CRIMINAL
Starting Gear: No change.
You have a history of illegal activities. Whether it’s running
Traits: Child of the Streets, Ordinary
with a gang, hacking, or dealing in stolen goods, you have
Contacts: Gossip, Merchant, Observer, Petty Criminal an insider’s knowledge of the wrong side of the law. This
Drawbacks: Bad Filters (minor or major)*, Family Ties, Giri can provide useful contacts, but also a stigma if you have
(minor)*, Poverty* a criminal record on file.

CELEBRITY Starting CD: No change.

You are famous. Whether you are an investigative jour-


nalist with a popular blog, a sports all-star, a vid or music
113
CHARACTER CREATION

Starting Gear: You can pick up one piece of military tier equip- Traits: Bodyguard*, Bounty Hunter*, Ex-soldier*, Merce-
ment through the black market as part of your starting equipment. nary, Never Stop Shooting

Traits: Bodyguard*, Criminal, Fast Talker, Fixer*, Orphaned, Contacts: Fence, Merchant, Politician, Sector Cop, Snitch
Suspicious Drawbacks: Attached, Nano-infection (minor or major)*,
Contacts: Crime Boss, Fence, Hit Man, Observer, Petty Paranoid, Shell Shock*
Backgrounds

Criminal, Professional Criminal, Thug EXPATRIATE


Drawbacks: Bad Filters (minor or major)*, Bad Reputation Voluntarily or otherwise, you’ve left your country of origin
(minor or major)*, Giri (minor or major)*, Like a ‘G* and are living abroad. You might be seeking safety from
EDUCATED enemies, freedom from an oppressive government, or just
looking for a place to start your life over.
You have the advantages of higher education. This pro-
vides you with greater opportunity for jobs. Education is Starting CD: No change.
not a sure means of wealth, however, and often paying Starting Gear: You gain one additional piece of equipment
back student loans counters whatever increased income is worth up to 5,000 CD, a keepsake from your past.
received from having a career in a lucrative field. However,
Traits: Friends in High Places, Friends in Low Places,
having a degree provides other advantages, including con-
Without a Past, Worldly
tacts in your field of study.
Starting CD: No change. Contacts: Academic, Artisan, Merchant, Politician
Starting Gear: No change. Drawbacks: Blacklisted (minor or major)*, Infamous,
Traits: Bookworm*, Bruising Intellect, Corporate Mogul*, Poverty*, Sentimental
Government Agent*, Rich* OPPORTUNIST
Contacts: Academic, Artisan, Politician You have a history of bending the rules and stretching the
Drawbacks: Giri (minor or major)*, Headstrong, Meticulous truth. Perhaps you worked as a con artist, or as a govern-
ment or corporate operative engaging in disinformation,
ESCAPEE or just got ahead in your prior career by noting loopholes
You’re on the run. You might be an escaped android or and gray areas and taking advantage of them.
simulacra, or perhaps an indentured cyborg or hybrid skip- Starting CD: +1,500 CD
ping on your terms of service. Whatever the case, you need
to keep a low profile, because people are looking for you. Starting Gear: No change.
Whether they want to capture or kill you depends on the Traits: Clever Wordplay, Convincing Liar, Doublespeak,
circumstances of your escape. Fixer*, Government Agent*
Starting CD: No change. Contacts: Gossip, Manipulator, Politician
Starting Gear: No change. Drawbacks: Appointed Monitor (minor or major)*, Bad
Traits: Suspicious, Unpredictable, Wastelander* Reputation (minor or major)*, Blacklisted

Contacts: Observer, Rumormonger, Snitch SOCIALITE

Drawbacks: Bad Reputation* (minor or major), Mark of You come from money. Born into an elite family, you have
Death*, Post-Traumatic Stress*, Poverty* had opportunities other people only dream of. Whether you
took advantage of your family’s status to gain an educa-
EX-MILITARY tion, corporate power, or simply indulged your fancies on
You spent time enlisted in the military of one of the world’s your parents’ credit, you are one of the privileged.
nations. Now that time is past, but you still have connec- Starting CD: +15,000 CD
tions to your past life, good and bad. On the bright side,
you managed to come away with a memento or two from Starting Gear: You start play with a vehicle of your choice,
time of service. up to corporate tier. This will typically be a luxury vehicle
of some type.
Starting CD: Add 5,000 CD to your starting money.
Traits: Charming, Friend in Every Town, Imposing Scion,
Starting Gear: You start with one piece of military tier Influence, Rich*
equipment—a weapon, armor, or other piece of equip-
ment, excluding heavy weapons, power armor, vehicles, Contacts: Artisan, Gossip, Politician
or explosives. The GM must approve this addition to your
starting gear.
114
CHARACTER CREATION

Backgrounds

115
CYBERPUNK RULES

CYBERPUNK RULES
The cyberpunk genre has numerous themes that aren’t
found in the typical fantasy game. Computer hacking, COMPUTING DAMAGE
non-magical healing, drone operation, and other concepts
Weapons in Interface Zero compute damage differently
we expect from a cyberpunk game need rules you can use
than in the standard Pathfinder ruleset.
to bring your Interface Zero game to life. This chapter gives
you everything you need to run the gritty streets of 2090. Base damage is measured in traditional dice format as
normal, but the actual computation and application of

COMBAT damage is done differently. A hit that is not a confirmed


critical hit does damage equal to the average of the dice.


A confirmed critical does the maximum number possible


Interface Zero uses the standard Pathfinder rules for
on the dice. Weapons with Critical Multipliers higher than
combat with the following modifications to emphasize and
x2 add an additional die of damage for each point of mul-
reinforce the rapidity of action and lethality of combat in
tiplier past ‘2.’ Weapons that have a ‘+1’ or more to their
2090, while retaining a cinematic feel.
damage rolls, add the bonus to each stage of damage.
TYPES OF DAMAGE Example 1: A pistol doing 2d6+1 base damage would
do 8 points on a normal hit and 13 points on a con-
There are three classes of damage in Interface Zero— firmed critical hit.
ballistic, melee, and energy—with the latter two of these
Example 2: A pistol doing 2d6 base damage and
having subtypes of damage.
having a x3 critical modifier would do 7 points on
Ballistic: The standard form of damage delivered by fire- a normal hit and 18 points on a confirmed critical.
arms. Ballistic damage does not have subtypes.
Firing modes such as Burst Fire and Double Shot that
Energy: The general class of damage delivered by maser grant extra dice of damage have those dice added to the
weapons, lasers, and other exotic energy-based weapons. base damage before computation. Weapons not listed
The exact subtype of energy will be listed in the weapons
description. The energy subtypes are electricity, fire, and TABLE 3:2: DIE TYPE AVERAGES
sonic. DIE TYPE AVERAGE RESULT
Melee: The general class of damage delivered by weapons D4 2.5
in hand-to-hand combat. The exact subtype will be listed D6 3.5
in the individual weapons description. The melee subtypes D8 4.5
are bludgeoning, piercing, and slashing. D10 5.6
D12 6.5
D20 10.5
TABLE 3:1: DAMAGE BY WEAPON CLASS
WEAPON CLASS BASE DAMAGE NORMAL HIT CRITICAL HIT
Light Pistol 2d4 5 8
Pistol 2d6 7 12
Heavy Pistol 2d8 9 16
Light Machine Pistol 2d4 5 8
Machine Pistol 2d6 7 12
SMG 2d6 7 12
Shotgun 2d8 9 16
Rifle 2d19 11 20
Heavy rifle 2d12 13 24
Assault rifle 2d8 9 16
Heavy assault rifle 2d10 11 20
Machinegun 2d8 9 16
Heavy Machinegun 2d12 13 24

116
CYBERPUNK RULES

by type below will have their damage and any special Other Modifiers: The Defense Score is modified by cover;
rules regarding them in the individual weapon tables and positioning; flanking; statuses such as dazzled, shaken, and
descriptions. frightened; and actions such as squeezing, fighting defen-
sively, and grappling, just as traditional Armor Class was.
EXPLODING DAMAGE DICE Losing Dexterity Bonus to Defense: Situations or effects
This optional system is designed for use with the dice that would cause you to lose your Dexterity bonus to Armor
system for damage, and reflects the intensely lethal nature Class instead cause you to lose your Dexterity bonus to
of combat in the 2090’s. your Defense Score. Also, whenever you lose your Dex-
terity bonus to Defense, you also lose any shield bonus to
When any damage die is rolled and rolls the maximum
Defense Score, since when you lose your Dexterity bonus,
number for that die, it is re-rolled, and the additional
you also lose the ability to properly respond to attacks
number added to the previous damage total. If the reroll
with your shield.
is the maximum number possible on the die, the die is
rerolled again and the number is added to the previous- Flat-Footed Defense: You do not gain your Dexterity,
ly-rolled total, and then the process is repeated until a dodge, or shield bonus to your Defense Score if you are
number other than the maximum possible number for that flat-footed or lose your Dexterity bonus to your Defense
die type is rolled. Score; thus, your flat-footed Defense Score is equal to your
Defense Score minus your Dexterity bonus, dodge bonus,
Example: Charles has his character pop up from
and shield bonus.
behind cover and snaps off a shot at a punk with
a zip gun drawing a bead on his partner. Charles is Defense and Using a Shield without Proficiency: When
shooting an AGA Thunderbolt and scores a hit. He a creature uses a shield it is not proficient with, it takes
rolls his 2d8 and comes up with 2 ‘8’s—16 points. that shield’s armor check penalty as a penalty to the shield
Because his game is using the exploding damage bonus, along with the other penalties for using a shield
die rule, Charles picks up his dice and rerolls them without proficiency. Furthermore, it also takes this penalty
both, getting a ‘5’ and another ‘8!’ Adding this to his to its flat-footed Defense Score, as the shield actually gets
previous total, his damage total is now at 29, Charles in the way instead of defending against incoming attacks.
picks up his die that rolled it’s maximum number and Touch Attacks: Touch attacks are resolved against the Defense
rolls it again, getting a ‘6’ and finishing up with a total Score minus the Dexterity modifier and dodge bonuses.
damage of 35 versus the punk. That’ll teach him not
mess with a man’s partner! ARMOR
DEFENSE SCORE In Interface Zero, armor does not increase the Defense
Score, but instead provides DR to the wearer. The DR a
Characters and their opponents do not have an Armor specific suit of armor provides is listed in the individual
Class (AC) in Interface Zero; instead they have a Defense armor’s description in the Equipment chapter, plus a +1
score. Defense is similar to touch AC in the standard bonus at 5th level or at 5 Hit Dice, and an additional +1 for
Pathfinder Roleplaying Game rules, but it also adds the every five levels above 5th level, or every 5 Hit Dice over
shield bonus and any natural armor bonus. 5 Hit Dice, to a maximum of +4 to DR at 20th level or at 20
or more Hit Dice, provided that the creature wearing the
Defense = 10 + shield bonus + Dexterity modifier + natural
armor is also proficient with the armor.
armor + dodge bonus + other modifiers
Using Armor without Proficiency: Creatures using armor


Defense represents how easy or difficult it is to hit a
they are not proficient with do not gain the bonus per level
creature. The shield bonus is added because there are suits
or Hit Dice to the DR, on top of any of the other normal
of armor that come with shields, riot shields are still common
penalties for using armor without proficiency.
among law enforcement and security personnel, and many
gangers use manufactured and improvised shields to help Armor vs. Ballistic and Melee Damage: Armor protects
defend in melee combat. A creature is considered to be against ballistic and melee damage equally. Some forms
actively blocking attacks with its shield whenever it can, of armor may provide greater protection versus ballistic
which is whenever it would gain its Dexterity bonus to the damage than melee damage, or vice versa; this will be
Defense Score and not be flat-footed. Natural armor is most listed in their description. Some weapons affect DR differ-
commonly found in individuals with implanted subdermal ently and this is noted in their descriptions as well.
armor or Skeletal Reinforcement to deflect damage away Armor vs. Energy Damage: Armor does not apply its DR
from vital areas, but some genetically-engineered subjects versus energy damage, only ballistic and melee damage.
and mutants possess it as well. There are armor treatments available that allow armor to

117
CYBERPUNK RULES

apply its DR to energy damage, Chill for fire damage, LazOff Unusual Creatures and Armor DR: Amorphous creatures
for laser damage, NullSound for sonic damage, and Insul8 have an easier time bypassing DR/armor with melee
for electrical damage, but these are frequently only found attacks. When they attack a creature with DR/armor, they
on corporate and military-grade armor. Even with these typically treat that DR as a fraction of the DR/armor. Attacks
treatments, armor degrades faster versus laser weapons by swarms bypass DR at varying levels, depending on the
and fire than other types of damage. size of the base creature that forms the swarm. Creatures
Armor Degradation: Armor is not an invulnerable shield and other opponents such as golemmechs and vehicles
that are size Large or bigger, also treat DR and hardness
that stops damage forever while never becoming damaged
as having a fraction of its value in melee combat when
itself. Every 5 points of damage stopped by Gutter Tiered
attacking creatures or objects of size Medium or smaller.
armor reduces its DR by 1. Every 10 points of damage
stopped by Civilian Tiered armor reduces its DR by 1. Every Hardness: Objects do not have DR, they have a Hardness
20 points of damage stopped by Corporate Tiered armor Score instead.


reduces its DR by 1. Every 30 points of damage stopped by Hardened Armor: Some suits of military grade armor (DR
Military Tiered armor reduces its DR by 1. Every 40 points of of 8 or higher) are hardened, which grants then the effect
damage stopped by Elite Tiered armor reduces its DR by 1. of the fortification special armor quality. Suits possessing
Hardened armor adds +5 points to this total. Versus lasers
this quality will list it, and the level of protection it provides.
and fire attacks such as flamethrowers, armor degrades at
2 points of DR per 10 points of damage stopped. Heavy Weapon Penetration: Some infantry, vehicle, and
golemmech weapons ignore a set number of points of
Example 1: A hardened suit of RS Justified Response
DR or hardness owing to their nature. This will be listed
Assault Armor has a DR of 12, and is a Corporate in their description or notes entries. This effect applies to
Tiered armor. It will lose one point of DR for every both vehicular and personal armor, and is not stopped by
25 points of damage that it stops. hardened armor, although the normal effects of hardened
Example 2: The same suit of hardened RS Justified armor remain in effect. This effect is applied before the
Response Assault Armor if treated with LazOff, still effects of any ammunition options are applied.
has a DR of 12, and is a Corporate Tiered armor. It Example: A light rail gun ignores 5 points of DR/
will lose 2 points of DR for every 15 points of laser Hardness. When firing explosive rounds, the weapon
damage that it stops.
subtracts 5 points from the target’s DR/Hardness,
Simplified Armor Degradation: As an alternative to track- then doubles the remaining DR/Hardness, and applies
ing damage, simply reduce the DR of armor by 1 for every 2 the +1 per die to the damage of the weapon.
attacks that strike it, or by 1 for every 3 attacks that strike
hardened armor. Versus lasers and fire attacks such as TIERS
flamethrowers, armor degrades at 1 point for each attack
that strikes it. In Interface Zero, weapons, armor, technology, vehicles
& drones, cyberware, programs, computer systems,
Vehicles and DR: Vehicles, regardless of whether they are security systems, and anything else that is a ‘thing’ you
military grade or not, take ½ damage from all weapons might want to buy or use, all come in five ascending levels
except heavy weapons, weapons on the golemmech and of quality and performance that are called ‘tiers.’ Higher
vehicle weapons tables, rockets, and missiles. Despite tiers represent items made with improved manufacturing
being objects, vehicles do not take ½ damage from energy techniques, improved materials, better technology, and so
attacks. on, and provide improved performance.

TABLE 3:3 UNUSUAL CREATURES AND ARMOR DR


ATTACKING CREATURE TYPE DR MODIFIER
Amorphous¹ ×1/2
Swarm of Tiny creatures ×1/2
Swarm of Diminutive creatures ×1/4
Swarm of Fine creatures ×0
Huge creatures x1/2
Gargantuan Creatures x1/4
Colossal creatures x0
1 - Nanite swarms, oozes, oozelike creatures, and any creature with the amorphous defensive ability

118
CYBERPUNK RULES

The tiers, from lowest to highest, are: Gutter, Civilian, All items have an ‘entry tier’ which is the first place on
Corporate, Military, and Elite. The names are evocative, but the tier structure that they appear, and affects how far up
not literal; every item on the ‘Military’ Tier is not actually the tier they can move through improvements, upgrades,
military issue or restricted to military use – just the really and so on. Items may be available at more than one tier,
cool ones that characters will likely want. but no item may benefit from more than two (2) tiers of
improvement past its entry point, whether through the
TIER DESCRIPTIONS manufacturer, or in an upgrade.
Gutter: Items at this Tier are serviceable, but are of poor Example: A SR Street Talker 6mm hold out pistol is
quality and cheaply manufactured, and are not designed to initially available at the Gutter Tier. No amount of
last or have more than basic levels of durability. Examples upgrades or manufacturing will be able to improve
include cheap entry-level firearms; inexpensive knock-off its performance beyond Corporate Tier as the model’s
clothing based on Civilian Tier designs; the most basic design simply cannot support it.
electronics and other technological items; well- used sec-
When purchasing an item at a higher Tier than its entry
ond-hand (or older) cyberware and other items; cheap
Tier, multiply the cost by a cumulative X10 for each Tier you
entry-level vehicles; and so forth.
move up after any other price modifiers are applied (such
Civilian: Items at this Tier are reliable, and are of standard as for specialty ammunition). Items may not be purchased
quality and manufacturing, with typical consumer goods at a lower Tier than their entry Tier.
levels of durability and longevity; they may last for years
Example: Lethia Johnson, trendsetting shadow
of use with proper care. This is the basic level of standard
warrior, wants to buy the newest and best version
manufacture and personal ownership. Examples include
of her beloved Cherry Automotive Executor. As the
high-end consumer clothing; tailor-made (but not original)
Executor’s entry Tier is Civilian, she goes for the Mil-
clothing; standard software; standard self-defense and
itary Tier. Her new Executor’s cost will be 20x the
sporting-oriented firearms; basic first-hand cyberware;
cost of a standard Civilian Tier model!
most mass-production vehicles and drones; and other tech-
nological items, and so on. Vehicles, drones, and other items that have multiple
systems within them or mounted on them, can have items
Corporate: Items at this Tier are very reliable, and are of
of a different Tier mounted on them so long as the Tier is
high-quality and manufacturing standards, with excellent
no more than +1 Tier from the entry Tier. They may mount
levels of durability and longevity; some items at this Tier may
items and systems up to -2 Tiers from their entry Tier.
last for decades of use with proper care. Examples include
Unless specifically mentioned, all aspects and systems in
designer original clothing; high-end electronics and other
a vehicle, drone, or any other item with multiple systems
consumer goods; specialized drones; entry-level military
inherent in it are rated at the items overall Tier.
(or ‘paramilitary’) equipment; high quality, specialized
software; more advanced cyberware; performance sports Example: The Benja Corporation is trying to save
cars and other vehicles, and similar goods. some funding, so when they order a new batch of
security vehicles, they order the base vehicle at Cor-
Military: Items at this Tier are extremely reliable, and are
porate Tier, but step the electronics in the vehicles
of the highest quality and manufacturing standards, with
back to Civilian Tier. The cars will be quick, responsive,
superior levels of durability and longevity; some items
and durable, but easier to spoof or hack.
at this Tier may last for one or more generations of use
with proper care. Examples include hand-built electron- No more than one (1) item may be used to improve a


ics and other consumer goods; battlefield-issue military roll through Tier alteration. If items with different Tiers
equipment, drones, and vehicles; the highest performance are employed to assist a roll, only the highest Tier bonus
civilian vehicles; cutting edge cyberware, and so forth. applies.
Elite: Items at this Tier are the most bleeding edge versions
available anywhere, and represent the most advanced
SPECIFIC RULES
levels of scientific and manufacturing expertise available Weapons and Armor: When attacking a target wearing
to the largest corporations and governments. Examples armor of a lower tier than the weapon, add +2 points of
include golemmechs; advanced military equipment and damage for each Tier lower than the weapon the target’s
weapons issued to the most elite combatants; specialized armor is. This damage is weapon damage and is added
equipment issued to top intelligence operatives; newer before damage is applied to the defender’s armor. If the
spacecraft; advanced software; still experimental optional dice-rolling method for damage generation is used,
cyberware; and so forth. the extra damage from a Tier difference is multiplied in

119
CYBERPUNK RULES

so her vehicle is Civilian Tier. Her opposition is on a


the event of a critical hit. When attacking a target with
tricked out Corporate Tier motorcycle, which means
armor of a higher Tier than the weapon, subtract 2 points
Lethia is at -2 on her rolls to escape or engage in
of damage for each Tier lower than the armor the attack-
maneuvers against her pursuer.
er’s weapon is. The subtraction of damage occurs before
damage is applied to the defender’s armor, and before any Cyberware: When used in opposition to someone or
alteration for specialty ammunition. If damage is reduced something, cyberware grants its possessor a +2 to the
to 0 or less by reduction due to Tier difference, then no roll for each Tier above the opposition they are, and a -2
damage is done. A character or creature with no armor is to the roll for each Tier lower than the opposition they are.
treated as Gutter Tier. Some items may have individual rules that supersede this.
Individuals without cyberware in opposition to someone
Example 1: BakemonoMan rips of a shot from an
with it receive an additional -2 penalty. Tiers have no effect
unmodified Chrome Eagle .75 at a ganger who’s just
on movement speed, statistic bonuses, or any other cyber-
attacked the bounty hunter’s new convertible with


ware functionality unless a specific entry says otherwise.


a Molotov cocktail, sending all that fine Corinthian
leather up in a blaze of glory. The Rat has a base Example 1: Amira is trying to jump a 30’ wide alleyway
Tier of Corporate, and the ganger is just wearing from rooftop to rooftop across a 15-story drop to gain
his colors, which provide 2 points of DR and have a access to an apartment building. She has a +14 skill
Tier of Gutter. BakemonoMan’s damage alters from bonus, and as the GM rules that the apartment build-
15 (Normal Hit)/28 (Critical Hit) because of the 2-Tier ing is a Civilian Tier structure with no special design
difference. features to prevent this (other than that 15-story
drop), her Corporate Tier cyberlegs grant her a +2
Example 2: Later on in the same unhappy day, Bake-
bonus, for a total of +16.
monoMan finds himself in a fight with a drug lord’s
chief enforcer, who is wearing military grade armor. Example 2: Having made her jump, Amira is trying
Against this target, the Chrome Eagle .75’s damage to force open the roof access door on the building
is reduced from 11 (Normal Hit)/24 (Critical Hit) to 8 she just jumped to. She has STR 20, a Corporate Tier
(Normal Hit)/21 (Critical Hit) because of the 1-Tier cyberarm, a Civilian Tier cheater bar, and the door is
difference. a Civilian grade door. She makes her STR check with
a +10 bonus (the cheater bar is superseded by her
Ammunition: Ammunition may not be used in weapons
cyberarm’s bonus) to force the door open.
that are not of the same tier as the ammunition, and able
to fire ammunition of that type and caliber. Thus, Corpo- Upgrading: If building or upgrading an item of gear or
rate Tier assault rifle ammunition only works in Corporate equipment using the gear construction rules, the DC, time,
Tier assault rifles that could normally fire ammunition of and costs increase by +10 or x10 as appropriate for each
that type and specific caliber, and so on. Tier you move up. This modifier is applied last.
Technology and Vehicles: When used in opposition to
another device, program, or environmental condition, non-
FIREARMS RULES
weapon items gain a +2 to the roll for each Tier above the All standard Pathfinder ranged combat rules and feats
opposition they are, and a -2 to the roll for each Tier lower function as normal, except where detailed below.
than the opposition they are. If the Tiers are equal, there is
Firearms attacks are normal ranged attacks, not ranged
no modifier. Only apply this modifier once for a given roll,
touch attacks. Some weapons may act differently, if so, any
not to both sides of a contest. The default is to apply it to
modifications will be described in the individual weapon
the PC’s roll, but GMs may apply it to an NPC’s roll instead
tables and descriptions.
if they choose. Some items may have individual rules that
supersede this. Using a firearm provokes attacks of opportunity.
Example 1: Jaquel is hacking a Corporate Tier system, Rate of Fire: A weapon’s Rate of Fore, or RoF, is the
with Civilian Tier programs. He is at a -2 to all rolls maximum number of individual shots, bursts, automatic
to defeat the system or manipulate it. If, instead, he fire bursts, or double taps that it can fire in a round under
had a scorching hot Military Tier intrusion suite he normal circumstances. Some feats and/or abilities may
literally traded a kidney (don’t worry —it wasn’t his) modify this.
for, then he’d be at a +2 to his rolls. Firing Modes: The following firing modes may be used by
Example 2: In the middle of a getaway, Lethia Johnson anyone using a weapon that permits them. Bonus damage
realizes that she’s being pursued by someone. Her dice are of the same size as the weapon’s existing damage
new Cherry Automotive Executor hasn’t arrived yet, die and are treated as additional weapon damage, and are

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added to the base damage for computation of normal, and


critical damage. Some weapon modifications and feats may
reduce the penalties listed in each description.
Semi-Automatic Fire: A Semi-Automatic Fire weapon nor-
mally fires one shot as an attack action, and may be used to
make as many attacks as the firer has allowed by their BAB
up to the limit of the weapon’s RoF, provided the weapon
has enough ammunition loaded to do so. If the wielder
takes a full attack action, he can fire one additional time, as
if using the Rapid Shot feat (including taking a –2 penalty
on all attacks made). If the wielder has the Rapid Shot feat,
she can take the additional shot from that as well, but the
penalty for all shots fired in that round increases to –6.
Automatic Burst: A fully automatic weapon can act as a
Semi-Automatic Fire weapon, or it can fire an Automatic
Burst of shots with a single pull of the trigger to attack
all creatures in a line. This line starts from any corner of
the wielder’s space and extends to the limit of the weap-
on’s range or until it strikes a barrier it cannot penetrate.
When using an automatic weapon to attack all creatures
in a line, the wielder makes a separate attack roll against
each creature in the line. Each creature in the line can be
attacked with only one shot from each Automatic Burst.
Each attack roll takes a –2 penalty, and its damage cannot
be modified by precision damage or damage-increasing
feats such as Deadly Aim or Vital Strike. Effects that grant
concealment, such as fog or smoke, do not affect an auto-
matic weapon’s line attack. Roll to confirm each attack roll
that threatens a critical hit separately. A single Automatic
Burst with an automatic weapon consumes 10 rounds. A
weapon with this firing mode may fire as many Automatic
Bursts as the firer is allowed by their BAB up to the limit
of the weapon’s RoF, provided the weapon has enough
ammunition loaded to do so. Automatic Bursts may also be
used with the Rapid Fire feat as described in Semi-Auto-
matic Fire above, providing sufficient ammunition is loaded
in the weapon for all bursts.
Burst Fire: A Burst Fire capable weapon can act as a
Semi-Automatic weapon, or it can fire a burst of either 3


or 5 rounds (the number of rounds fired are listed with the
individual weapon) at one target as an attack action with
a –4 penalty, adding the +2 dice of damage of the fire-
arm’s type if you successfully hit. This damage cannot be
modified by precision damage or damage-increasing feats
such as Deadly Aim or Vital Strike. Thus, a submachine gun
doing 7 damage (2d6) would do 14 damage (2d6 + 2d6)
on a Burst Fire. If the Burst Fire is a confirmed critical, the
example submachine gun normally doing 7 damage (2d6)
which critically hits on a burst fire, will do 24 points (4d6).
A weapon with this firing mode may fire as many bursts
as the firer is allowed by their BAB up to the limit of the
weapon’s RoF, provided the weapon has enough ammuni-
tion loaded to do so. Burst Fire may also be used with the
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CYBERPUNK RULES

Rapid Fire feat as described in Semiautomatic Fire above, of difference between your size and the size of the firearm.
providing sufficient ammunition is loaded in the weapon If you are not proficient with the firearm, a –4 nonprofi-
for all bursts. ciency penalty also applies. The size of a firearm never
affects how many hands you need to use to shoot it, the
Double Tap: As an attack action with any firearm, you
exception being emplaced weapons and firearms designed
may fire two shots at one target as a single action with a
-4 penalty, dealing +1 die of damage. This damage may be for huge or larger users such as golemmechs.
modified by precision damage or damage-increasing feats Precise Shot: This feat tree functions as normal.
such as Deadly Aim or Vital Strike. Thus a pistol doing 7 Rapid Shot: This feat tree functions as normal, but see
points (2d6) will do 10.5 points, rounded down to 10 points the semi-automatic firing mode above.
of damage (3d6). On a confirmed critical, the example pistol
will do 18 points of damage (3d6). A shooter may fire as Improved Critical: The Improved Critical feat must be
many Double Taps as they are allowed by their BAB up to taken for a specific class of firearms as expressed on the
Weapon Class Table under Computing Weapon Damage,


the limit of the weapon’s RoF, provided the weapon has


enough ammunition loaded to do so. Double Taps may not such as ‘Improved Critical (light pistol). Heavy Weapons,
gain an additional shot with a full attack action as described Special Weapons, Energy Weapons, Missile Launchers,
under Semiautomatic Fire, and may not be used with the Flamethrowers, and Improvised Weapons must be selected
Rapid Fire feat. individually, such as ‘Improved Critical (AGA Arbalest). If the
weapon has multiple configurations that place it in several
Slow-Firing: A slow-firing weapon requires a full-round different categories, then each configuration is treated as
action to use, and thus cannot be used to make itera- a separate weapon for this purpose. This feat otherwise
tive attacks. This firing mode is used by weapons whose functions as normal. It does not stack with armor-piercing
damage may be modified by precision damage or dam- ammunition or any other effect that expands the critical
age-increasing feats such as Deadly Aim or Vital Strike threat range.
Touch: Attacks with weapons having this firing mode Loading a Firearm: You need at least one hand free to
resolve against the Flat Footed Defense Score. load one-handed and two-handed firearms. In the case of
Sustained Fire: Weapons cannot fire bursts and full auto- two-handed firearms, you hold the weapon in one hand
matic fire indefinitely, even if ammunition is available to and load it with the other—you only need to hold it in
do so, without risking weapon malfunction and damage. two hands to aim and shoot the firearm. Loading larger
After three rounds, each successive round of continuous belt-fed weapons such as machineguns requires the use
burst or full automatic fire cumulatively increases by one of both hands.
the chance of an automatic miss. Thus on round four, you
The Rapid Reload feat reduces the time required to load
automatically miss on a 1 or a 2, on round five, on a 1, 2, or
one-handed, two-handed, and belt-fed firearms as indi-
3, and so on. If the automatic miss chance reaches 10, the
cated below, but this feat does not reduce the time it
weapon acquires the broken condition, and any attacks takes to load larger weapons. Loading any firearm pro-
made with the item suffer a –2 penalty on attack and vokes attacks of opportunity.
damage rolls. Such weapons only score a critical hit on a
natural 20 and will only deal damage on a confirmed criti- Other rules for loading a firearm depend on whether the
cal hit as if it were a normal hit, but will trigger any effects firearm is clip, belt, or cylinder fed.
that require a confirmed critical to trigger, such as many Belt Fed: It takes 3 move actions to load a belt-fed weapon
Critical Feats. If the automatic miss chance reaches 15 the to its full capacity without Rapid Reload, and 1 move action
weapon is destroyed. with it.
Inappropriately Sized Firearms: You cannot make optimum Clip Firearms: It is a move action to load a one-handed
use of a firearm that is not properly sized for you. A cumula- or two-handed clip-fed firearm to its full capacity without
tive –2 penalty applies on attack rolls for each size category Rapid Reload, and a free action with it.

TABLE 3:4: TWO WEAPON FIRING PENALTIES


CIRCUMSTANCES PRIMARY HAND OFF HAND
Assault rifle, rifle or shotgun -8 -12
Submachine gun –6 -10
Pistol -4 -8
Two-Weapon Fighting feat –4 -4
Pistol & Two-Weapon Fighting feat –2 -2

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Cylinder Fed: It takes 2 move actions to load a one-handed with a minimum penalty of –2 for any called shot against
or two-handed cylinder-fed firearm to its full capacity a target that’s not within 30 feet.
without Rapid Reload, and 1 move action with it. Critical Hits and Critical Threats: A called shot has the
Two-Weapon Combat: Two-weapon combat is possible normal chance for a critical hit, and inflicts an extra effect
with firearms. All modifiers apply to each shot, including if one is confirmed. The exact effects of a successful critical
those from burst fire, double tap, and automatic firing. hit depend on where the target was hit, and are described
The basic two-weapon fighting penalties for firearms are under Called Shot Effects.
given below.
Cover: Cover other than soft cover interferes with a
Shotguns: The damages listed for shotguns assume that called shot even more than with a normal shot. Double
slugs are being used. If firing shot, the weapon takes a –2 any Defense Score bonuses provided by cover that isn’t
penalty on damage per die for each range increment to soft cover. In addition, cover may make certain called shots
the target (this can reduce damage to 0), the range incre- impossible.
ment is halved, and the shooter gains a +1 to hit for each
Concealment: The miss chance for a called shot against a
range increment to the target. Shotguns firing shot have
creature with concealment increases to 50%. It’s not pos-
a maximum of three range increments.
sible to make a called shot against a creature with total
Aid Another: Characters may use the Aid Another action concealment. For effects that function like concealment
to assist others in combat at range with ranged weapons. and provide a miss chance, a miss chance of 50% or more
Each use of Aid Another performed in this fashion uses a prevents called shots, a miss chance of 20% increases to
number of rounds equal to the weapons RoF or its current 50%, and miss chances of other values are doubled.
burst or automatic fire setting, whichever is higher. Damage Reduction: If damage reduction completely
negates the damage from a called shot, the called shot
OPTIONAL SYSTEMS has no effect. If hit point damage does get through, the
called shot has normal effects. Damage reduction does
CALLED SHOTS not reduce any ability damage, ability drain, penalties, or
A called shot is an attack aimed at a particular part of the bleed damage caused by the called shot.
body, in the hope of gaining some extra effect from the Immunity: Immunity to critical hits protects against the
attack. The smaller or better guarded the area, the more extra effects of called shots. Partial protection, such as that
difficult the called shot. A called shot is a single attack made provided by the Hardened special ability of some armors,
as a full-round action, and thus can’t be combined with protects the creature as though the called shot were a
a charge, feats like Vital Strike, or multiple attacks with a critical hit.
full-attack action.
Regeneration: Regeneration provides no special protec-
Called shots are divided into three basic difficulty groups: tion against called shots, but it might negate or undo some
easy, tricky, and challenging. Easy called shots represent of the effects, such as bleeding or limb loss.
large areas of the body, and are made at a –2 penalty.
They have relatively minor effects unless a critical hit is Saving Throws: If a saving throw is allowed on a called
scored or massive damage is dealt. Tricky called shots shot, the DC is equal to the Defense Score hit by the attack.
represent either smaller areas, like a hand, or areas a In the case of an attack roll of a natural 20, the DC is the
creature protects well, like its head. Tricky shots receive a –5 Defense Score the attack would have hit if 20s did not
penalty, and inflict more serious consequences. Challenging automatically hit.


called shots represent very small areas like a creature’s Stacking: Unless otherwise stated, penalties for multi-
eyes, fingers, or the neck. They receive a –10 penalty, and ple called shots do not stack, even if they are to different
successful hits cause significant short-term impairment. areas of the body. Ability damage and drain caused by
Beyond these challenging ratings lie almost impossible called shots always stacks.
called shots that receive a –20 penalty. For called shots
against non-humanoid creatures, use common sense and CALLED SHOT EFFECTS
the categories above as guidelines. For example, a flying The consequences of a successful called shot vary depend-
creature’s wings are treated as arms. ing on whether the hit is a normal hit, a critical hit, or a
Range and Reach: Called shots work best at close range. debilitating blow (a hit for more points of damage than the
Melee called shots are at a –2 penalty if the target isn’t target’s Constitution score). When more than one limb or
adjacent to its attacker. For called shots made at range, organ can be affected by a called shot, the attacker can
all range penalties due to range increment are doubled, choose the target if desired; otherwise, it should be deter-
mined randomly.
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CYBERPUNK RULES

Called Shot: An attack aimed at a body part that deals


TABLE 3:5: CALLED SHOT LOCATIONS
fewer points of damage than the target’s Constitution score
LOCATION TYPE PENALTY
results in a normal called shot. Called shots inflict either
Head Tricky –5
minor penalties or temporary inconveniences.
Ear Challenging –10
Critical Called Shot: When a called shot is confirmed as a Eye Challenging –10
critical hit, apply or roll damage as normal. If the damage Neck Challenging –10
is less than the target’s Constitution score, but equal to at Chest Easy –2
least half that number, a critical called shot results. Criti- Heart Challenging –10
cal called shots can cause ability damage, bleeding, and Vitals Tricky –5
other serious effects.
Arm Easy –2
Debilitating Blow: A called shot that deals points of Hand Tricky –5
damage equal to the target’s Constitution score or more Leg Easy –2


(whether a critical hit or not) results in a debilitating blow


that has extra effects. A debilitating blow inflicts major CHEST
consequences and potentially permanent consequences.
Called shots to the chest are aimed at the well-protected
Concentration Checks: The DC of concentration checks center of mass of a creature. Called shots to the chest are
made against called shots increases by 5. easy (–2 penalty).
Healing Called Shot Effects: Some called shot effects Called Shot: A called shot to the chest deals no additional
render a given location useless until healed. Remedying damage, but any skill checks caused by the hit (such as an
this condition requires the victim be healed for as many hit Acrobatics check while balancing or a Climb check while
points of damage as the called shot caused. If the victim is climbing) take a –2 penalty.
suffering from multiple wounds of this sort, divide healing
Critical Called Shot: A critical hit to the chest deals 1d4
equally between them.
points of Constitution damage and fatigues the target. A
ARM successful Fortitude saving throw (made after the Consti-
Arms are the manipulating limbs of a creature, including tution damage is applied) with a DC equal to the damage
tentacles. Wings are also considered to be arms for pur- done by the attack negates the fatigue. The creature also
poses of a called shot. Called shots to the arm are easy suffers the effects of a called shot to the chest.
(–2 penalty). Debilitating Blow: A debilitating blow to the chest deals
Called Shot: A called shot to an arm deals no additional 2d4 points of Constitution damage and exhausts the target.
damage, but for 1d4 rounds, any attack rolls, ability checks, A successful Fortitude saving throw (made after the Con-
or skill checks made using the wounded arm take a –2 stitution damage is applied) with a DC equal to the damage
penalty. A flying creature shot in the wing must make a done by the attack reduces the exhaustion to fatigue. If
Pilot check to avoid descending involuntarily. the saving throw fails by 5 or more, the creature’s internal
injuries deal 1 point of Constitution damage in any round
Critical Called Shot: A critical hit to the arm deals 1d4 points the creature takes a standard action. The internal injuries
of Dexterity damage and 1d4 points of Strength damage. can be healed by either a DC 25 Heal check or by healing
A successful Fortitude saving throw with a DC equal to the as many hit points as the debilitating blow dealt, whether
damage done halves the ability damage (minimum 1 point by a medic’s healing nanites or other means. The creature
to each attribute). The target also suffers the effects of a also suffers the effects of a called shot to the chest.
called shot to the arm for 1d4 minutes.
EAR
Debilitating Blow: A debilitating blow deals 1d6 points of
Dexterity damage and 1d6 points of Strength damage. The Ears are the organs used to hear. Creatures without visible
blow renders the arm useless until healed unless the target ears generally aren’t susceptible to called shots to that loca-
succeeds at a Fortitude saving throw with a DC equal to tion. Called shots to the ear are challenging (–10 penalty).
the damage done by the attack. If the saving throw fails by Called Shot: A called shot to the ear deafens that ear for
5 or more, the arm is severed or otherwise mangled such 1 round, and imposes a –2 penalty on Perception checks.
that only auto-rejuvenation treatments or uses of healing A creature that loses hearing in all ears is deafened until
nanites from a medic equal in number to the lost ability hearing is returned by way of a medic’s restore hearing
points, similar long-term medical care, or replacement can treatment, similar long-term medical care, or replacement.
repair it. The target also suffers the effects of a called shot
Critical Called Shot: A critical hit to the ear deafens that
to the arm (if the arm remains usable) for 2d6 minutes.
ear for 2d6 minutes and leaves the target staggered for 1
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round. The target also suffers the effects of a called shot Reflex saving throw with a DC equal to the damage done
to the ear for that duration. by the attack. Items held in two hands aren’t dropped,
but the target still loses its grip with the injured hand. The
Debilitating Blow: A debilitating blow to the ear destroys
target also suffers the effects of a called shot to the hand
that ear and stuns the target for 1 round, then leaves it
for 1d4 minutes.
staggered for 1d4 rounds, and deafened until removed
by a medic’s restore hearing treatment, similar long-term Debilitating Blow: A debilitating blow deals 1d6 points
medical care, or replacement. A successful Fortitude saving of Dexterity damage. The blow renders the hand useless
throw with a DC equal to the damage done by the attack until healed unless the target succeeds at a Reflex saving
causes the attack to merely deafen the creature until it is throw with a DC equal to the damage done by the attack. If
restored by the above methods. the saving throw fails by 5 or more, the hand is severed or
otherwise mangled such that only a medic’s auto-rejuvena-
EYE
tion treatment or uses of healing nanites equal in number
Eyes include whatever organs a creature uses to see. to the lost characteristic points, similar long-term medical
At the Game Master’s discretion, a called shot to the eye care, or replacement can repair it. Regardless of the result
can also target sensory organs such as antennae, poten- of the saving throw, anything held in the wounded hand
tially negating abilities like blindsense. Generally, a creature is automatically dropped, even items held in two or more
can’t be blinded until it has lost all vision in all of its eyes. hands. The target also suffers the effects of a called shot
Creatures with five or more eyes take no penalties from to the hand (if the hand remains usable) for 2d6 minutes.
called shots to their eyes until they’re blinded in enough
eyes to bring them down a single functional eye, but can
HEAD
still be blinded in that eye by a critical hit or debilitating Called shots to the head are tricky (–5 penalty), as most
blow. Called shots to the eye are challenging (–10 penalty). creatures show some skill at dodging attacks aimed at
their faces.
Called Shot: A called shot to the eye gives all of the tar-
get’s foes concealment against its attacks for 1 round and Called Shot: A called shot to the head leaves the target
gives it a –2 penalty on Perception checks. If the creature sickened for 1d4 rounds.
only has one functional eye prior to the called shot, it is
Critical Called Shot: A critical hit to the head deals 1d6
blinded for 1 round instead.
points of Intelligence, Wisdom, or Charisma damage (ran-
Critical Called Shot: A critical hit to the eye costs the target domly determine which) and staggers the target for 1d4
sight in that eye for 1d4 minutes. The target also suffers rounds. A successful Fortitude saving throw with a DC equal
the effects of a called shot to the eye for that duration. to the damage done by the attack prevents the target from
being staggered. The target also suffers the effects of a
Debilitating Blow: A debilitating blow to the eye destroys
called shot to the head for 1d4 minutes.
that eye, causes blindness until the condition is removed by
a medic’s restore sight treatment, similar long-term medical Debilitating Blow: A debilitating blow to the head deals
care, or replacement, and deals 1d6 points of bleed damage. 1d6 points of Intelligence, Wisdom, and Charisma damage
A successful Reflex saving throw with a DC equal to the (roll separately for each), and knocks the target unconscious
damage done by the attack reduces this to 1d4 hours of for 1d10 rounds. A successful Fortitude saving throw with
loss of sight in that eye and eliminates the bleeding. The a DC equal to the damage done by the attack prevents
target also suffers the effects of a called shot to the eye the target from being knocked unconscious, but leaves it
for 2d6 minutes. staggered for 1d10 rounds instead. If the saving throw fails


by 5 or more, the target is rendered comatose, remaining
HAND
unconscious until it receives auto-rejuvenation treatments
Hands include most extremities used for fine manipula- or uses of healing nanites from a medic equal in number to
tion. Called shots to the hand are tricky (–5 penalty). the lost characteristic points, or similar long-term medical
Called Shot: For 1d4 rounds, any attack rolls, damage rolls, care. The target also suffers the effects of a called shot to
ability checks, or skill checks made using the wounded hand the head for 2d6 minutes.
take a –2 penalty, including attack and damage rolls with HEART
two-handed weapons. In addition, the target takes a –4
A called shot to the heart represents an attempt at a killing
penalty to its CMD to resist disarm attempts, and drops
blow. If the hit isn’t either a critical hit or a debilitating blow,
its weapon (if any) on an attack roll result of a natural 1.
the attempt fails and is just a normal hit. A called shot to
Critical Called Shot: A critical hit to the hand deals 1d4 the heart can be used for any small, likely fatal location
points of Dexterity damage. In addition, the target drops on a creature, such as the only weakness on an armored,
anything it is holding in that hand unless it succeeds at a

125
CYBERPUNK RULES

lab-grown bio–horror. Called shots to the heart are chal- at half speed until the leg is healed, or until it receives a
lenging (–10 penalty). successful DC 20 Heal check. A creature with a useless or
severed leg moves at half speed if it still has more than
Called Shot: A called shot to the heart is just a normal hit half of its legs usable; otherwise, it cannot stand up and
with no extra effect. must crawl to move. The target also suffers the effects
Critical Called Shot: A critical hit to the heart pierces the of a called shot to the leg (if the leg remains usable) for
organ, causing exhaustion and 1d4 points of Constitu- 2d6 minutes.
tion bleed damage. A successful Fortitude save with a
NECK
DC equal to the damage done by the attack reduces this
to fatigue and 1 point of Constitution bleed damage. In The neck makes for a difficult but rewarding target. Inju-
either case, stopping the bleeding requires either uses of ries to the neck keep a creature from speaking easily, and
healing nanites or auto-rejuvenation treatments from a if blood vessels or the windpipe are damaged, such injuries
medic equal in number to the lost characteristic points, or rapidly lead to death. Creatures that lack vulnerable heads


a similar medical treatment. generally can’t be attacked in the neck either. Called shots
to the neck are challenging (–10 penalty).
Debilitating Blow: A debilitating blow to the heart destroys
it, instantly killing any creature that relies on its heart to Called Shot: A called shot to the neck makes speaking
survive. Creatures that succeed at a Fortitude save with a above a hoarse whisper impossible for 1 round. Attempts
DC equal to the damage done by the attack suffer exhaus- to use equipment that respond to voice commands have
tion and take 1d6 points of Constitution damage and 1d4 a 20% chance of failure.
points of Constitution bleed damage, as do creatures that Critical Called Shot: A critical hit to the neck deals 1d6
can survive without a heart. points of bleed damage. In addition, the target must
LEG succeed at a Fortitude saving throw with a DC equal to the
damage done by the attack or suffer a crushed windpipe
Legs are the ambulatory limbs of a creature, including and be unable to breathe or speak, possibly suffocating. A
feet. Called shots to the leg have no special effect on crea- crushed windpipe can be healed with a medic’s auto-re-
tures with five or more legs. Called shots to the leg are juvenation treatment or uses of healing nanites that heal
easy (–2 penalty). as many hit points of damage as the original hit dealt, or
Called Shot: A called shot to a leg lowers the target crea- by a DC 25 Heal check to open up a hole into the wind-
ture’s speed by 10 feet for 1d4 rounds if it has two or fewer pipe. The latter check deals 2d6 hit points of damage, and
legs, and by 5 feet if it has three or four legs. In either case, leaves the creature still unable to speak. If target makes
the creature’s speed cannot be reduced below 5 feet per its saving throw, it still suffers the effects of a called shot
round. Called shots to the leg have no effect on creatures to the neck for 1d4 minutes.
with five or more legs. Hitting the same leg more than Debilitating Blow: A debilitating blow to the neck leaves
once has no extra effect, but the speed penalty for hits on the target unable to speak or breathe and deals 1d4 points
different legs stack. Additionally, any skill or ability checks of Constitution bleed damage. A successful Fortitude saving
involving movement (such as Acrobatics or Swim checks) throw with a DC equal to the damage done by the attack
take a –2 penalty for 1d4 rounds. reduces this to 2d6 points of regular (hit point) bleed
Critical Called Shot: A critical hit to the leg deals 1d4 points damage, and the target is only unable to speak and breathe
of Dexterity damage and knocks the target prone. A suc- for 1d4 minutes. The Constitution bleed damage caused
cessful Fortitude save with a DC equal to the damage done by a debilitating blow to the neck can only be stopped by
by the attack keeps the creature from falling prone. The appropriate medic treatments, healing nanites, or a DC 25
creature also suffers the effects of a called shot to the leg Heal check that takes 1d4 rounds to complete.
for 1d4 minutes.
VITALS
Debilitating Blow: A debilitating blow to the leg knocks
The vitals correspond to the abdomen on a humanoid:
the creature prone. The blow renders the leg entirely
critical organs not well-protected by bone. Attacks on the
useless until healed unless the target succeeds at a Forti-
vitals can also include dastardly “low blows.” Vitals for
tude saving throw with a DC equal to the damage done by
non-humanoid creatures can include nearly any location
the attack. If the saving throw fails by 5 or more, the leg
that is relatively hard to hit, poorly protected, and debilitat-
is severed or otherwise mangled such that only a medic’s
ing if struck. Called shots to the vitals are tricky (–5 penalty).
auto-rejuvenation treatment or uses of healing nanites
equal in number to the lost characteristic points, similar Called Shot: A called shot to the vitals leaves the target
long-term medical care, or replacement can repair it. If sickened for 1d4 rounds. A successful Fortitude save
the save succeeds, the target is instead lamed and moves
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CYBERPUNK RULES

reduces this duration to 1 round. While sickened from the Installing Cyberware: Installing an augment takes a number
blow, the target cannot run or charge. of hours equal to the augment’s implantation value if the
Critical Called Shot: A critical hit deals 1d4 points of Con- installation is done by hand—certain technological items
stitution damage. In addition, the target is nauseated for can speed this installation time. If the roll fails by 5 or more,
the implant acquires the ‘broken’ condition. The target must
1d4 rounds and sickened for 1d6 minutes. A successful For-
be willing or helpless during the entire installation, at the
titude saving throw with a DC equal to the damage done
end of which the installer attempts a Heal check against a
by the attack negates the nauseated condition. While the
DC of 20 + double the augment’s strain value—this value
target is sickened from the blow, it cannot run or charge.
is listed for each augment for ease of reference. On a
Debilitating Blow: A debilitating blow to the vitals deals success, the target takes Constitution damage equal to
1d6 points of Constitution drain, nauseates the target for the augment’s strain value and the augment immediately
1d4 rounds, and sickens it for 2d6 minutes. A successful activates. On a failed check, the target still takes the
Fortitude save with a DC equal to the damage done by Constitution damage but the installation fails; a new
the attack reduces the drain to damage and the nausea attempt to install the augment can be made, although
to 1 round. If the save fails by 5 or more, the target is dis- it’s wise to wait for the Constitution damage to heal before
emboweled or otherwise horrifically wounded, and takes trying again.
1 point of Constitution bleed damage. The Constitution
bleed damage caused by a debilitating blow to the vitals Cyberware can be extracted using the same procedure as
implanting it, with a failed Heal check indicating the attempt
can only be stopped by appropriate medic treatments,
to extract the augment failed. Fortunately, extraction
healing nanites, or a DC 25 Heal check that takes 1d4 rounds
is a simpler task than installment, and Heal checks to
to complete.
remove cyberware gain a +10 bonus. Extracting a piece
of cyberware from a dead body requires the same Heal
CYBERNETICS check as removing it from a living individual, but takes ½
the time. You can only install or extract a single piece of
Cyberware is a form of technology that must be surgically cyberware at a time. An NPC generally charges an amount
implanted into a host body before it functions. Most equal to 1/10 the total price of a piece of cyberware for the
cyberware is designed for a creature with a humanoid service of installing the item.
shape—installing cyberware in a non-humanoid shaped
Manufacturing Cyberware: Manufacturing augments
body is more difficult, but possible. Each piece of cyberware
requires the Craft Cybertech feat, access to a cybernetics
or augment has a strain value that indicates how invasive
lab, and takes 1 day for each 1,000 cryptos that the augment
the implant is. The total implantation value or strain of
costs to manufacture (a value equal to one half the sale
all augments implanted in a single creature can’t exceed
price). The DC required to manufacture the augment is
either that creature’s Constitution score or Intelligence
equal to 20 + double the augment’s base strain value
score—a creature’s Constitution sets the physical limit of
before modifications for grade or augmentation packages
what its body can accept in the form of augments, while the
are applied.
creature’s Intelligence sets the mental limit of what its brain
can control. An augment whose implantation value would Identifying Cyberware: The DC to identify a piece of cyber-
cause the total to exceed either of these two scores does ware with a Knowledge (cybernetics) is equal to 20 + double
not function but still takes up a body slot. In addition, as the augment’s base strain value before modifications for
long as a creature has augments installed whose combined grade or augmentation packages are applied


strain exceeds his Constitution or Intelligence, she takes a
–4 penalty on all saving throws. A creature with neither a OVERCLOCKING CYBERWARE
Constitution score nor an Intelligence score cannot receive
Most people with cybernetics implanted use these devices
benefits from cyberware, but a creature with only one of
at the specifications set for them upon install. Some aren’t
these scores can.
content with baseline. These people push their cyberware
Slots: Cyberware takes up a special set of body slots that to limits not normally recommended by the manufacturer.
correspond to a creature’s body. A character may only have This is called overclocking.
one piece of cyberware installed in a given body slot at a
Overclocking cyberware is a standard action. You must
time, unless that slot is occupied by a cyber limb or cyber
succeed at a Fortitude saving throw. Success means the
eyes which accepts more than one module, or a specific
chosen cyberware functions in overclock mode for 1
augmentation package allows for it. Those slots are: Arm,
minute. The base DC of the saving throw is 15 for street-
Body, Brain, Head, Ears, Eyes, Legs, and Slotless.
ware. Overclocking gutterware requires a DC 17 save.
Overclocking Gutter Tier cyberware requires a DC 17 save.
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CYBERPUNK RULES

The saving throw reduces by 2 for each tier higher than


Gutter (minimum DC 11 for cyberware of military and elite COST
tiers.)
Immortality ain’t cheap. While this technology is rapidly
On a failed save, the overclocking fails. If a natural 1 is becoming available to more and more people, the cost to
rolled on the save, the cyberware suffers an error and must dub one’s self is still prohibitively expensive. The base cost
reboot, becoming nonfunctional for 1 minute. of a dub is 250,000 cryptodollars. This includes a single
Multiple pieces of cyberware can be overclocked using cloned body (sometimes a bioroid), though extra bioroid
the same standard action. The saving throw DC increases bodies can be purchased at the cost of 50,000 cryptodollars
by 2 for each piece of cyberware you attempt to overclock. each. These clones are based on the character’s existing
If the saving throw fails, none of the cyberware is over- race and her physical attributes: Strength, Constitution, and
clocked. On a natural 1, you lose the function of all pieces Dexterity. Mental attributes are covered by the dub itself.
of cyberware you attempted to overclock, as noted above. Maintaining a current dub costs an additional 20,000 crypt-


odollars a year. If the character wishes to download into a


Once the duration reaches its end, you may opt to maintain bioroid, Human 2.0, Simulacrum, or hybrid body, the cost of
the overclocking as a swift action. Another saving throw the body rises by 25,000 cryptodollars. All prices assume
must be made with an increase of 2 to the original DC the character is buying her body on the open market at a
(including all modifications for tier and multiple pieces reputable firm.
of cyberware). Maintaining overclock mode can be done
multiple times, but the increase in DC is cumulative (+2 The cost of a dub or new body does not include cyber-
for the first attempt, +4 for the second, and so on.) Once netics (with the exception of a TAP, which is automatically
overclocking ends, whether you choose it to or fail a saving installed). These items must be purchased separately, at
throw to maintain it, you are fatigued for a number of the original costs of each item. She can choose to have
minutes equal to the minutes spent overclocking. You may the cybernetics pre-installed in her clone. The Tier for each
take your cyberware out of overclock mode as a free action augment installed cannot be lower than Civilian or higher
at any time, but still suffer at least 1 minute of fatigue even than Corporate. If she chooses to wait until after, then she
if the duration of overclock mode was less than 1 minute. can choose whatever Tier she wants, provided she can
afford (and acquire!) the Tier.
EFFECTS OF OVERCLOCKING CYBERWARE
CREATING THE DUB
If the overclocked cyberware provides a bonus to a saving
throw or skill check, then that bonus is increased by 50%, Mechanically speaking, creating a dub is as simple as
rounded down, for the duration of the overclocking. making a new character. When the character purchases
When cyberware that provides a bonus to an ability score her dub, you essentially create copy of your character at
is overclocked, that bonus increases by +2 for the duration. the point the dub is taken. You cannot make a dub at a
higher level, or with more experience points than what
Cyberware that provides a movement rate has that move- your character has gained. If you do not maintain a current
ment rate increased by 50%. If the cyberware provides an dub, or wait too long to update it, you return at the level
increase to an existing movement rate, then that increase and experience point total you had at the point of your
is doubled. last dub. Any experience and memories you gained after
Cyberware systems that provide a bonus to initiative and/ that point are lost and unrecoverable. Maintaining a dub
or a dodge bonus to Defense Score increase that bonus is a 15-minute procedure that most individuals with dubs
by +1 for the duration. do before going to sleep at night. If you go more than six
months without updating your dub, you will need to have

DUBBING a new dub made, as the total experience and memory


upload is too large for the update process to handle.
In 2090, engram technology has reached the point where
a person can create a backup of his or her consciousness
CHANGING BODIES
and either store it locally in devices known as cortex drives, Since you are choosing the body your dub downloads to
or have it stored remotely in engram banks. If a person with after you die, you can opt to purchase a new race. Simply
a dub ever dies, her dub will be downloaded into a new pay the extra money to get the race you choose, and rebuild
body, usually am exact clone grown in cloning tanks. It goes your character with the base racial modifiers of the new
without saying that these arrangements must have been body. Changing gender or ethnicity is a minor procedure
made before death, but for those who have the foresight, and costs nothing extra.
death is merely an inconvenience. Here’s how it works.

128
CYBERPUNK RULES

a natural ‘1’ on the Will Save, he permanently loses 1 point


HOW MANY BODIES CAN I HAVE? from each of his mental attributes (Intelligence, Wisdom,
It’s illegal in many nations across the world to have more and Charisma). The flaw or damage cannot be detected
than one dub at a time (due to the legal nightmares that until the character is downloaded into the new body.
transpire if there is more than one “you” in existence, let
alone three or four). However, if you’re willing to snub the
law, there’s nothing stopping you from getting as many
DRONES
copies as you can afford if you really want them. That said, Evolving from basic surveillance and target drones to
you have to pay the cost of the dub (and the additional machines and cybernetics that are capable of functioning
body) each time you want to undergo the process. as a proxy between it and the drone’s controller, drone
technology has advanced in leaps and bounds. From shuttle
LEGALITY repair drones in space, to heavily armed drones monitoring
a country’s borders, to drones used by law enforcement,
As mentioned before, multiple dubs are illegal in most
drones are pervasive in society.
countries across the world. Local governments and inde-
pendent agencies such as Stopwatch have devoted The primary function of drones is to do work that is too
considerable resources to tracking down organizations dangerous for a person to do. Why send a person in to
that engage in unlicensed dubbing, and individuals who disarm a bomb when a remotely controlled drone can do
purchase multiple dubs. People caught with multiple dubs it? Why send someone to sneak into the drug dealer’s
are given a mandatory minimum 10 years in a VR federal warehouse when you can send an eye-drone to do it?
prison, and their dubs are destroyed (provided the dubs Why risk a Special Forces team to take a compound when
can be found, of course). you can send in a drone equipped with missiles and heavy
machine guns to clear the way? The bottom line is that
BLACK MARKET DUBS drones exist to keep our fragile bodies out of harm’s way.
It is possible to get dubbed on the black market. The cost The primary link between a drone’s pilot (AKA gearhead)
for a dub on the black market is cut in half, but it’s risky. Your and a drone is the Vehicle Control Interface (VCI).
character must make a DC 12 Will save with a cumulative
+3 to the DC based on the number of times the character
THE VEHICLE CONTROL INTERFACE
has previously been dubbed. So, if a character has been A Vehicle Control Interface is a cutting edge piece of brain-
dubbed once, the penalty to get a second dub requires ware that works in tandem with the user’s TAP to send and
DC 13 at −2 to be successful. If the roll fails, the dub fails. receive signals to and from a similarly-equipped drone. The
Since most shady organizations require payment up front, VCI is located at the base of the skull and hooked directly
the character loses the money she spent for both the dub, into the central nervous system—specifically the part of
and the new body. Even if the dub is successful, there is a the cerebellum that translates thoughts of movement,
good chance that the dub may be flawed and the charac- reflexes, and fine motor control into signals a drone can
ter could experience severe mental trauma. interpret. In the simplest terms, the VCI allows the owner
BLACK DUBS AND MENTAL TRAUMA to control machines equipped with a VCI transponder with
his mind. It also allows for transmission of data from a
Character using “Black Dubs” run the additional risk of drone back to the controller.
flawed dubs and mental trauma. When a character with a
The sophistication of the VCI determines the number of


Black Dub is downloaded into his new body, he makes a DC
drones that it is able to control simultaneously.
10 Will Save with a cumulative +2 to the DC for each previ-
ous dub after the first time +2 if he has been dubbed twice,
+4 if dubbed three times, etc., at the instant of the down-
MODES OF OPERATION
load. If this roll fails, the character gains a minor mental There are two different modes gearheads use to control
Hindrance (or a minor one may be increased to major), a drone—basic mode and pilot mode. Each affects the
reflecting the flawed nature of the dub. If the player rolls

TABLE 3.6: VEHICLE CONTROL INTERFACE


VCI LEVEL CONTROL SLOTS RANGE
Level I INT Bonus (max 4) 900 ft.
Level II INT Bonus x2 (max 8) 1800 ft.
Level III INT Bonus x3 (max 12) 3600 ft.

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CYBERPUNK RULES

OPTIONAL RULE: TOUGHER DRONES


Even though drones are designed to work as Extras, some might find the limited amount of damage they can
take before destruction to be too limiting, especially when a character has to purchase the drone initially. This lim-
itation may easily be overcome by increasing the Defense Score and amount of damage that a drone can take by
using the chart for animal companions in the Core Rulebook, substituting any AC increases for DS increases, and
increasing its HD based on the level of the controller. Drones gain no other benefits from the chart other than DS
and HD increase. If using this system, treat drones as having d10 Hit Dice unless their entry specifies otherwise.
Repairing drones is done with the Craft (drone) skill and uses the same system as repairing cybertechnology.
If you use this optional rule, keep in mind it may make groups tougher, especially when they have two or three
drones, and encounters should be scaled appropriately.


number of drones a gearhead may have under his control. piloting. In basic mode, drones act on the gearhead’s
Switching between modes is a move-equivalent action. initiative and benefit from any feats edges the gearhead
has (as long as the drone is in the character’s effective
A gearhead may control as many drones as his VCI’s control
range). A drone in basic mode uses its own skills and
slots allow. Should the number of control slots drop under
attributes when making rolls.
the required amount the gearhead needs to control all the
drones, he must choose a number to go on stand-by until As an action, a gearhead may opt to view the video input
he is able to resume control. Drones that go into standby from any drone under his command. When doing so, he
mode may be issued one last simple command to return uses the higher of his Perception skill or the drone’s, includ-
to a designated spot at which point the drone will stop ing any penalties that may be affecting him. When doing
and take no further action until control so, the gearhead’s point of view is that of the drone’s,
is resumed. which means he may peer around corners, have a bird’s
eye view, or remotely see a distant area.
BASIC MODE
Basic mode allows for commands to
PILOT MODE
be sent to the drone without requiring Pilot mode is the pinnacle of drone control, allowing the
the full attention of the controlling gearhead to use a drone as a proxy. Through the use of
gearhead. Without input from the the VCI and advanced neural connections via the jockey’s
gearhead, drones are only able to TAP, pilot mode transfers the character’s consciousness
follow their basic programming. to the drone allowing the gearhead to extend his control
Should the controlling gearhead over the drone to a level that cannot be accomplished in
suffer any condition that inflicts basic mode.
penalties to his skill checks, In order to use pilot mode with a drone, the drone and
that penalty applies to the VCI must be linked via both hardware and software. The
drones under his control. If the link is established initially by physically changing
gearhead suffers a condition the drone’s receiving code at the same time as
that prevents him from taking the VCI. This only allows the drone to enter pilot
actions, or limits the actions mode with a specific VCI. Linking a drone to
that he can take, he may a new VCI requires a Craft (Drone) roll and
not issue commands to his ten minutes. While in pilot mode, the char-
drones unless the condition acter’s full attention is on the drone he is
permit s a non-specif ied controlling. As a result, the character is only
move or standard ac tion
vaguely aware of what is happening around
to be taken. If a condition
his real body. If required to perform any
specifies a concentration roll action or make any roll with his meat
is required for spellcasting, body while in pilot mode he suffers a −4
one is required for issuing penalty to all attack rolls, skill checks,
drone commands as well. ability checks, Saving Throws, and
Gearheads use 1d20 + to his DS. Due to the higher level of
gearhead class level + INT neural traffic required to pilot a drone
modifier for concentration
in this mode, the drone requires two times
checks related to drone the normal control slots, and a character
130 may only have one drone in pilot mode at
CYBERPUNK RULES

a time. If he has free control slots, he may control other the startup time takes a full round before the drone is
drones, but only in basic mode. functional; a natural ‘20’ on the roll means the drone is
operational immediately.
While in pilot mode, the drone uses the gearhead’s mental
attributes while retaining its own physical attributes. Skill CONTROL
rolls made by the drone in pilot mode are made using the
higher skill of the gearhead or drone. The drone gains access A hacker with a VCI and sufficient open control slots may
to the gearhead’s appropriate feats and skills (the GM has attempt to issue commands to the drone. The hacker makes
final call on which ones are allowed). The gearhead may an opposed Hacking roll against the gearhead’s Hacking,
spend his Zero Points on behalf of the drone. The gearhead Pilot or Drive skill (in pilot mode the gearhead gains a +2
controls a drone in pilot mode using his own initiative and bonus to his roll). Success means that the hacker has control
actions. Unlike basic mode, the drone being piloted suffers of the drone and it remains that way until he is booted. If
any penalties that are affecting the gearhead along with the drone was in pilot mode, it instantly switches to basic
all status-based effects. mode and the gearhead must make a DC 20 Will save or
acquire the Shaken condition for 1 round as he is unex-
Given the high level of neural connection, if a drone in
pectedly shunted from the drone.
pilot mode is destroyed, the gearhead automatically gains
the Shaken condition for 1 round and must make a DC 20 On his next action, a gearhead can try to wrest control of
concentration check or suffer a 2d6 points of damage from his drone back and boot the hacker— he is not required to
the intense mental backlash. hack the drone, as he already possesses the access codes.
It works as above, with an opposed roll between the hacker
RANGE and gearhead, although the gearhead no longer gets the
+2 bonus from being in pilot mode.
Each VCI level has an effective range for basic and pilot
A success indicates the hacker has been booted from
modes; all the drones under the characters command
the drone and must go through the process of hacking it
must operate within this range. Drones moving beyond
again to gain control.
this range automatically stop and take no further actions.
Once the gearhead moves back within range he may Due to the secured link required for pilot mode, a hacker in
resume control. control of a hacked drone may only operate it in basic mode.

DAMAGE AND DESTRUCTION


HACKING
Unlike vehicles, drones only suffer 20 points of damage
before becoming destroyed. Individual drones may take In the year 2090, everything is on the Global DataNet.
less damage than this; consult their entries. Due to the Like the Internet of today, people across the world use
direct interface between a drone in pilot mode, both the Global DataNet for myriad things in their day-to-day
share the same negative status effects; if a drone suffers life. They chat via voice or video, download programs, go
a Blinded condition, for example, so does its controller shopping, stream music, watch their favorite shows, sport-
and vice versa. A drone in basic mode uses the drone’s ing events, and movies, and play games. However, where
saving throws, whereas in pilot mode the gearhead uses today we access the ‘Net via our phones, tablets, and com-
his saving throws. puters, in 2090 people access the Global DataNet via their
Tendril Access Processors, or TAPs.
DRONE HACKING


TENDRIL ACCESS PROCESSOR
Drones may be hacked like any other piece of gear or
Hyper Object. When being hacked the drone uses its For most, the Tendril Access Processor (TAP), is simply
Firewall unless in pilot mode, in which case it may use a device to interface with Hyper Reality and the Global
the higher of the gearhead’s Firewall or that of the drone. DataNet. For the hacker, it is the primary tool of their trade,
Once the Firewall is defeated, the hacker may perform used to manipulate the world around them.
normal actions. A partially organic computer, the TAP is surgically implanted
and its organic components grow and graft themselves to
SHUTDOWN the subject’s brain.
A drone that is remotely shut down by a hacker can be Firewall: This is effectively the Defense Score of the TAP.
brought back on line with a DC 15 check against the appro- Any flash engrams or other attacks that use an attack roll
priate control skill (Driving, or Piloting). With a success must roll this number or higher to affect the TAP.

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CYBERPUNK RULES

TABLE 3:7: STANDARD TENDRIL ACCESS PROCESSOR


FIREWALL AMS NEURAL FORTITUDE RANGE COST
14 4 2 + Con Mod + Neural Armor Int Mod x 25 ft. free

AMS: This is the number of Active Memory Sectors the TAP of corporate property has a DC 20. The players rolls 1d20
has. Data storage, T-Apps, and other programs do not use plus the character’s Hacking score. On a successful check,
AMS. AMS is used to store complicated programs known 1d4 rounds later the billboard goes from reading “Osam-
as engrams, which are used for hacking. iCorp: Leading the World into the Future” to “OsamiCorp:
Neural Fortitude: This is the number added to the d20 roll Anonymouse is watching you.”
when a saving throw must be rolled for the TAP against a
DOORS
hacking attack or other effect.
Lock/Unlock: The hacker locks or unlocks the door.


Range: This is the TAP’s maximum range for interact-


ing with Hyper Reality objects or directly connecting to Change Security Protocol: The hacker can change the
another TAP. protocol’s of the door’s software. In doing so, the hacker
rewrites the code that determines who does or does not
HACKING HYPER REALITY have access. This can be as selective as only recogniz-
ing a signal from the hacker’s TAP, as broad as allowing
Unlike a standard hack against a computer network, anyone to unlock the door by sending a general code, or
hacking Hyper Reality is all about affecting your immedi- anywhere in between.
ate environment in some way. Hyper Reality is an advanced
version of augmented reality, systems interacting with TENDRIL ACCESS PROCESSORS
the human brain via a TAP to overlay physical reality with
Shut down AMS: The hacker
additional sensory input. Many of these are interactive
attempts to block access
systems, allowing interaction that is used for sale of
to ac t ive memor y
goods and services and myriad other applications.
sectors, making any
Advertisements, interactive art, display units
engrams contained in
where you can customize and order product,
those sectors unusable
and other Hyper Reality functions are every-
until the AMS are brought
where a person turns, so long as they possess
back into service.
an active TAP. They are an ubiquitous part
of commerce and everyday life. It is the Edit/delete/repair Files
interactive nature of these systems that and Applications: The
makes them vulnerable. hacker can attempt to alter
or remove existing data con-
Those with sufficient skill can hack
tained in a TAP, or repair damaged
these Hyper Objects, allowing them
data.
greater access than is meant
to be had. Instead of pen- Trace Location: The hacker attempts
etrating the entire to determine the physical location of a
network, the TAP’s owner. This takes 1d4 minutes for
charac ter hacks every 500 miles distance between the hacker
peripheral compo- and the target. Once established, a hacker can
nents, like a single maintain a trace on the target, with only a few
security camera, a locked door, ventila- seconds delay, as a move action.
tion system, or a vehicle’s electronic ignition.
SECURITY CAMERAS
To hack a hyper object, the character
Control/Disable: The hacker can take a
makes a Hacking skill check against its DC. This
hacked camera offline, tap directly into its
typically takes 1 round for DCs under 20. A DC
live feed, or review any recorded video it
20 requires 1d4 rounds. Higher DCs require an
contains.
additional 1d4 rounds for every 5 points above
20. (Example: A hacker wants to change the
readout on a Hyper Reality billboard. This piece

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CYBERPUNK RULES

WEAPONS SYSTEMS
THE ON/OFF SWITCH
Disable: The hacker shuts the system down. If this is a per-
sonal weapon, the wielder must reboot the system before In it’s inception, the Tendril Access Processor never
the weapon can be used, taking a full-round action to do so. had a mechanism to power it down. A relatively minor
percentage of users complained of vivid nightmares
Eject Magazine: The hacker can cause the weapon to eject and chonic insomnia, but not enough to warrant any
the current ammunition magazine it contains. The weapon upgrade to the system. The flare changed all of that.
is useless until reloaded.
After the Flare briefly shut down the Global DataNet,
Alter Security Protocol: With weapon systems, the hacker crashing people’s firewalls across the world, develop-
can alter their protocols, making them fire on any available ers issued a hot patch to the firmware, allowing people
targets, or specific targets if the system’s AI is suitable for to turn off their TAPs. Characters can turn their TAP
distinguishing between specific targets. off any time they wish. The process takes about 30
VEHICLES seconds to cleanly shut down. Initiating a TAP shut-
down is a full-round action.
Lock/Unlock: The hacker can lock or unlock the doors/
hatches of a particular vehicle. to stop him. In such situations, use the following method
Fire Weapon: The hacker can take control of a vehicle’s to determine the outcome.
weapon subsystems, firing the weapon as if he were at Step one: Breach the target’s firewall by making a Hacking
the controls. skill check vs. the network’s Defense Rating DC. This is a full
Change Lock: The hacker can change the security protocols round action. If the attempt fails, then the target can make
on a vehicle’s lock, allowing as many or as few individ- a Hacking skill check to detect the intrusion. Any stealth
ual TAP signals access, replacing a security code with a engrams the hacker has running in AMS apply their penal-
new one, or otherwise changing access restrictions to the ties to the roll as normal. If the intrusion is detected, then
vehicle. the target may respond with any security measures at its
disposal (see SysOps and Hyper Combat below).
Control: The hacker can control the vehicle as if he were
driving it. Step Two: Once the firewall has been bypassed, a hacker
can perform actions using the appropriate Hacking or
Start/Stop: The hacker can start or stop a particular vehicle. Knowledge (programming) skill check, with the DC being
OTHER HYPER OBJECTS equal to the Defense Rating of the network or the firewall
of the TAP. These are full-round actions. The hacker can
Disable: The hacker can shut down the hyper object. It upload a Sprite into the destination network where it acts
remains shut down until rebooted. as the hacker directs, on the hacker’s initiative.
Edit: The hacker can change the content of the hyper As before, any failed roll allows for a Hacking skill check
object, altering how it reads/appears. This can be as simple by the target, modified by any stealth engrams the hacker
as editing words on a sign or as complicated as changing has loaded in AMS, to detect the hacker’s activity.
a piece of art (e.g. replacing the face of a model in a holo-
A hacker may also use flash engrams against a network
gram with that of another person without visible signs of
he has hacked, as if the network were within range.
alteration.)


Step Three: The hacker can repeat step two as many times
Change Access Protocols: The hacker can change the avail-
as he wishes, or log out. Logging out is a standard action,
ability of the hyper device’s data. The hacker could alter
so long as the hacker is not under attack by the target. If
it so only the TAPs of his team can perceive the object’s
under attack, logging out is a full round action and requires
data, for example, or make it so only a single person can
either a successful Hacking skill check against the DC of the
see it, in order to leave a private message.
network’s Defense Rating or the TAP’s firewall score, or
HACKING A SECURE SYSTEM an opposed roll against the Hacking skill check of a SysOp
or AI attempting to block his exit.
When hacking a defended site, such as another hacker’s
TAP, a Cloud Network, or a door hooked into an active NETWORK STATISTICS
security network, the process operates like combat, with
There are five categories of networks: Public Access Net-
the hacker working to succeed in whatever operation he
works, Home Access Networks, Corporate Access Networks,
attempts, while security forces on the other side attempt

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CYBERPUNK RULES

TABLE 3:8: HACKING OPTIONS AND DCS


DOORS TYPE DIFFICULTY CLASS¹
Lock/unlock/change security protocol Lock on a standard door DC 20
Lock on a corporate security door DC 25
Lock on a military/government door DC 30
TENDRIL ACCESS PROCESSOR
Shut down AMS/Search for, Edit, Delete, Average sprawler's TAP DC 19
Repair: Files and Applications/Trace Location Average NPC's TAP DC 5 + Firewall
Elite NPC's TAP DC 10 + Firewall
SECURITY CAMERAS
Control/Disable Public security camera DC 15
Home security camera DC 20


Corporate security camera DC 25


Military/Government security camera DC 30
WEAPON SYSTEMS
Disable/Eject Clip/Alter Security Protocol Personal Weapons (handguns, shotguns) DC 22
Assault Rifle/submachine Guns DC 38
Military weapons² DC 34
VEHICLES
Lock/Unlock/Fire Weapon/Change Lock/ Personal ground vehicles (cars, motorcycles) DC 20
Control³ Government Vehicles (Public transit, armored DC 25
cars, policwe vehicles)
Military Vehicles (aircraft, golemmech, tanks) DC 35
Spacecraft varies
OTHER HYPER OBJECTS
Advertisements/Billboards/Public Service Personal hyper objects DC 15
Announcements/Gang Territory Markers: Corporate hyper objects DC 20
Disable, Edit, Change Access Protocols
Government/Military hyper objects DC 25

1 These DCs should be considered baselines. They may be raised or lowered at the GM's discretion.
2 Includes Heavy Weapons, rocket and missile launchers, gun turrets, etc.
3 A character wishing to drive a hacked vehicle must possess the appropriate skill. Furthermore, all skill checks are made at a –6
penalty if you don't possess a VCI.

Government Access Networks, and Military Access Net- Fortitude: The network’s saving throw bonus against any
works. The details of each are described below. direct attacks. This works the same as an attack against a
person’s TAP. SysOps and others resist damage with their
Defense Rating: The Defense Rating is the DC for any
TAP’s Neural Fortitude score.
Hacking skill checks made to gain access to the network.
It is also the DC for any Hacking or Knowledge (program- PUBLIC ACCESS NETWORK (PAN)
ming) skill checks made by any non-authorized personnel
on the network. PANs are the most common cloud networks since they’re
Hit Points: This is the average amount of damage a found in most public places. They provide a basic level of
network of this type can sustain before crashing. Some indi- security against unwanted intrusion, but relying upon a
vidual networks may have more hit points than average. PAN for security is unwise. If a hyper object isn’t attached
to any other type of cloud network, the a PAN is the usual
Modifier: When a SysOp needs to make any roll on behalf default.
of the network, including initiative and attack rolls, it uses Defense Rating: 12-16 (default 14)
adds this modifier to any rolls. If the network is monitored Hit points: 10
by an AI or NPC with its own stats, then the GM may use Modifier: +2
those stats instead. Damage Dice: 2d4 nonlethal
Fortitude: +4
Damage Dice: The damage the network does on a suc-
cessful attack.

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HOME ACCESS NETWORK (HAN) Once a SysOp has detected an intruder (by a successful
Hacking skill check in response to a failed Hacking skill check
HANs are found in places where ordinary people live, by the intruder) the SysOp and the hacker roll for initiative.
including low-end hotels (or coffin motels). Note that while If the group as a whole can be affected by this process
many people invest in some type of network security, they (such as a team inside a corporate facility with the hacker
often don’t have them cranked up to high levels. running overwatch,) then roll initiative for the entire party.
Defense Rating: 14-18 (default 16)
Once a SysOp is aware of an intruder, it can respond to
Hit Points: 20
Modifier: +4 the threat in a number of ways. If the response requires
Damage Dice: 2d6 (lethal or nonlethal) a die roll, then add the modifier designated by the type of
Fortitude: +6 network the character is hacking (PAN, CAN, HAN, GAN, or
MAN). PCs and NPCs are considered SysOps if their TAP is
CORPORATE ACCESS NETWORK (CAN) being hacked, and can perform these actions as well using
their own abilities for any required rolls.
CANs are found in corporate buildings, as well as high-
end homes and hotels worldwide. These networks are the The following actions can be taken by a SysOp during a
type the hacker faces most, since anything controlled by a network intrusion. If the PC or NPC doesn’t have ranks
corporation will have its attendant network protected by the Hacking or Knowledge (programming) skills, then their
that corporation’s security. Conversely, corporate security choices of actions will be limited.
tends to be high simply because corporations are a favor- Attack the Hacker: As a standard action, the SysOp can
ite target of hackers. attack the intruder by launching a virus against his Tendril
Defense Rating: 16-24 (default 18) Access Processor, using the rules outlined in the Hyper
Hit Points: 40 Combat section. SysOps without the Hacking skill can use
Modifier: +8 attack engrams loaded in their AMS to perform this action.
Damage Dice: 2d8 (lethal or nonlethal)
Fortitude: +8 Increase Security: As a move action, the SysOp can
attempt to increase the security of the network. It makes
GOVERNMENT ACCESS NETWORK (GAN) a Knowledge (programming) roll opposed by the intrud-
ers Hacking skill check. A successful check increases the
GANs are used by those who “rule,” whether at a local Defense Rating of the network by 1, plus 1 for every 5 points
level or a national one. Security is tight at all levels. by which the SysOps skill check beat the opposing check.
Defense Rating: 18-26 (default 22)
This increased security lasts for as long as the intruder is
Hit Points: 100
still in the system.
Modifier: +10
Damage Dice: 2d10(lethal or nonlethal) Restore Functionality: As a full round action, the SysOp
Fortitude: +10 can attempt to restore functionality to a damaged network.
With a successful Knowledge (programming) roll (DC = 5 +
MILITARY ACCESS NETWORK (MAN) 1 per point of damage suffered by the network +1 for each
MANs are ultra-secure systems designed to protect any- condition currently applied to the network) a SysOp can
thing related to a military, including advanced weapon
systems, satellite networks, military bases, and the like. WHY CRASH A NETWORK?
Odds are, there are also MANs called “Black Networks” that


are not only used by the military, but also by corporations There are a number of reasons for a hacker to crash
and other entities who want very much to keep something a network. The most obvious is that its part of the
secret and secure. job, and a necessary step to getting paid. Crashing a
Defense Rating: 22-30 (default 26) network during an infiltration will blind security forces,
Hit Points: 160 allowing a team to move through without being located
Modifier: +12 by cameras, motion sensors, or other security devices.
Damage Dice: 2d12 (lethal or nonlethal)
Crashing a network also wipes any traces of a hack.
Fortitude: +12
If a hacker manages to crash a network, it removes
SYSOP COUNTERMEASURES evidence of the hacker’s presence within the network.
Any trace attempts made by the SysOp (or character,
A SysOp (Systems Operator) is a person or AI that monitors if it is a TAP that is crashed) are made at a -10 penalty.
a cloud network. The SysOp is responsible for maintaining
the network and guarding against unwanted intrusions.

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repair 1d6 points of damage suffered by the network, or


remove 1 condition currently imposed upon the network.
For every 5 points by which the skill check exceeds the
DC, an additional 1d6 points of damage can be repaired,
or an additional condition can be purged from the system.
Run a Trace: SysOps (or any character) may attempt to
find someone’s physical location. To do this, the SysOp
must make a Hacking skill check against a DC equal to the
Firewall score of the person’s TAP, modified by any Stealth
engrams the character has running in AMS. Success reveals
the person’s physical location. The trace takes 1 round plus
a number of rounds equal to the target’s TAP firewall.


Shut Down the Network: By working for a full round, the


SysOp can shut down the entire network. The network will
shut down on the SysOps initiative on the following round.
If an intruder is still inside the network when it shuts down,
he is forcibly booted from the Global DataNet and takes
damage equal to the network’s damage dice. This damage
can be lethal or nonlethal, at the SysOp’s discretion. If a PC
or NPC uses this action to shut down their TAP, then that
character cannot access the Global DataNet or interact
with Hyper Reality until the TAP is brought back online.
Sound an Alarm: A SysOp can hit the panic button as a
free action. While this action has no direct effect upon an
intruder, it does mean that any active security forces will
search the premises for signs of physical intrusion. Like-
wise, this can activate an Sprites in the network used as
additional security.

HYPER COMBAT
Hackers, SysOps, and AIs can inflict physical harm upon
people via the Global DataNet and Hyper Reality. This is
because a Tendril Access Processor is 50% flesh; organic
material is grown into computer components in much the
same way that androids’ brains are created. These organic
components grow throughout the brain like tendrils, trans-
lating the signals the TAP receives into sensory information
that can be utilized by the brain, and vice versa.
In 2090 the people who create computer viruses know
how to exploit this technology and create programs which
damage the mind and body—i.e. the victim’s brain. In
addition to the typical effects of modern day malware—key- ATTACKS
stroke loggers, spam, and data corruption utilities—viruses
are capable of causing blindness, hallucinations, physical Attacks are treated as ranged attacks against an DS equal
pain, comas, strokes, and even death via brain aneurysm. to the target’s TAP’s Firewall, if the target is another person,
The process for resolving hyper combat is similar to that or against the Defense Rating of the network. No range
for standard combat. modifiers apply to these attacks. A hacker’s attack roll is
1d20 + the hacker’s base attack bonus + the hacker’s Intel-
INITIATIVE ligence modifier.
All characters involved roll initiative. Even if a PC or NPC DAMAGE
is not directly involved in hyper combat, all characters’
actions will be determined by initiative order. Damage has different effects depending on whether or
not you are attacking a person or AI, or attempting to
136
damage a network. Engrams either deal hit point damage,
CYBERPUNK RULES

TABLE 3:9: ENGRAMS


ENGRAM QUALITY AMS COST
AI Sprite 8 --
50,000 cryptodollars (+10,000 for each addi-
Area of Effect Attack Module 5 (+1 for every extra die of damage)
tional die of damage)
Expert Sprite 4 40,000 cryptodollars
Lethal Damage Upgrade¹ see below see below
Neural Armor +1 1 per point 10,000 cryptodollars per point
Neural Resistance +1 2 per point 20,000 cryptodollars per point
10,000 cryptodollars (+10,000 for each
Non-lethal damage (Max 10d6) 1 (+1 for every extra die of damage)
additional die of damage)
Psychotropic Attack 2 10,000 cryptodollars per level
Skill Bonus 1 10,000 cryptodollars
Sprite Firewall Rating +1 1 per value 10,000 cryptodollars
Sprite Armor +1 1 per value 10,000 cryptodollars
Stealth Module (1) 1 10,000 cryptodollars
Stealth Module (2) 2 20,000 cryptodollars
Stealth Module (3) 3 30,000 cryptodollars
Stealth Module (4) 4 40,000 cryptodollars
¹Lethal Damage Upgrade: has the same AMS requirement and twice the cost of its non-lethal counterpart.

attempt to apply some type of condition, or both. This is have additional effects like damaging attacks, and some
discussed in greater detail in the section entitled Engrams. can even act independently of the character (see the AI
Sprites section for more information.)
PCS, NPCS, AND AIS
A character attacked in hyper combat rolls a Neural For-
CREATING AN ENGRAM
titude save against any damage or effects, adding the Engrams are created with the Knowledge (programming)
TAP Neural Fortitude bonus to the roll. A character that skill. To create them, the character makes a skill roll at a DC
suffers damage from hyper combat is affected just as if equal to 15 plus twice the number of Active Memory Sectors
they had taken the damage in physical combat, though all (AMS) the engram uses. When an engram is created, it
the damage is confined to their brain. If dropped to neg- must be coded to a specific TAP. The engram will not func-
ative hit points, they begin dying, losing a hit point every tion on any other than the TAP for which it was originally
round until they stabilize or die from reaching negative hit programmed.
points equal to their Constitution score. If the character’s Knowledge (programming) check fails,
NETWORKS the character must start over, losing any invested time.
If the check fails by 5 or more, then the character must
Cloud networks can be damaged just as characters can. spend 24 hours clearing the corrupted engram from the
Networks can also suffer certain conditions that result TAP before making another attempt.
from attacks. When a network has lost 50% or more of its
Example: Billy Black Eyes wants to create a non-lethal
hit points, the SysOp suffers a -2 penalty on all rolls made


damage engram. It takes up 4 Active Memory Sectors
during hyper combat in the network. A network that suffers
in his TAP. He makes a Knowledge (programming) roll
damage equal to its total hit points shuts down, leaving
against a DC 23 to successfully create the engram.
it nonfunctional until repaired and brought back online.
TIME
ENGRAMS It takes 24 hours to create a stable skill engram. If the
Skill Engram Technology, or SET, is used to map activity character needs to create one on the fly, he can attempt
in the neural pathways of the brain when the character to do so at a -5 penalty on the Knowledge (programming
uses certain skills, like hacking, or Knowledge (program- roll). An engram created in this manner will only function
ming) with the Tendril Access Processor. SET takes this for 1d10 rounds plus 1 round for every point the skill check
neural map and creates digital engrams of those skills. exceeds the creation DC. After that, the engram becomes
These engrams are loaded into the Tendril Access Proces- unstable and ceases to function. An engram cannot take
sor’s Active Memory Sectors as programs which provide a up more AMS than is available in the TAP for which it is
bonus to skill checks. More sophisticated engrams can also programmed.
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The table on the next page lists the qualities that can be NON-LETHAL DAMAGE
coded into a skill engram. If a character cannot or does This engram allows a character to make non-lethal attacks
not wish to code the engram himself, he can purchase one on a network, virtual entity, or person. The damage done
at the listed cost. Some engrams—especially those which from the attack is 1d6 hit points per level of the engram.
use a high amount of AMS—are often harder to come by The damage of an engram is fixed. If a character wants to
than others. The availability of any engram for purchase increase the damage, then the engram must be rewritten.
is ultimately up to the GM.
PSYCHOTROPIC ATTACK
ENGRAM DESCRIPTIONS Psychotropic engrams allow characters to launch a direct
AI SPRITE mental attack against another hacker or an AI program. If
the attack is successful and the target fails a Neural For-
AI Sprites are artificially intelligent programs, basically
titude or VR Fortitude save, then the engram inflicts the
virtual NPCs. These types of programs are highly illegal,
programmed condition on the target. Psychotropic attacks


and never for sale. Characters must create such programs


can inflict the following conditions: blinded, cowering,
themselves. Should a character lose control of an AI Sprite,
dazed, dazzled, deafened, fascinated, frightened, nause-
it can become a rogue AI.
ated, panicked, shaken, sickened, staggered, or stunned.
AREA OF EFFECT ATTACK MODULE The condition lasts 1 round for every level of the hacker
This engram works exclusively in Hyper Reality. It allows that coded the engram at the time of its creation. In order
a character to broadcast a wide-band viral attack against to increase the duration of the condition, or change the
multiple Hyper Objects and Tendril Access Processors. The type of condition inflicted, the engram must be rewritten.
character makes a single Hacking roll, which is applied to SKILL BONUSES
all firewalls in the range of the character’s TAP. Damage is
This is a one-time bonus to a single skill. When installed
applied to any devices in range with bypassed firewalls.
the character receives Skill Focus in the programmed skill as
Neural Fortitude and Virtual Fortitude saves can be made
a bonus feat. Each time an engram of this type is installed,
against the damage as normal. These engrams deal a base
it must be programmed to affect a different skill. Physical
of 3d6 non-lethal damage, plus an additional 1d6 for every
skills, like Athletics or Swim, cannot be programmed.
additional 10,000 cryptodollars spent.
SPRITE ARMOR
EXPERT SPRITE
This engram adds one point to the Sprite’s VR Fortitude
Unlike AI Sprites, these programs are very limited in func-
for each AMS.
tion. They have limited attributes, skills, and feats, and
cannot advance as AI Sprites. SPRITE FIREWALL
LETHAL DAMAGE UPGRADE This engram increases the Sprite’s Firewall score by one
for each AMS.
This engram turns non-lethal damage engrams into lethal
damage engrams. The amount of damage delivered by the STEALTH MODULES
program is unchanged. Stealth modules mask the presence of a hacker when he
NEURAL ARMOR is hacking a TAP or a Cloud Network, applying a penalty to
all Hacking rolls to detect his presence. The penalty applied
Neural armor provides a bonus to a TAP’s Neural Fortitude
is equivalent to the rating of the engram. Only one Stealth
score, increasing the likelihood of reduced damage from
module engram may be used at a time.
attacks and resisting any other effects of attacks. There
is no limit to the amount of neural armor a character can
SPRITES
install, as long as he has sufficient AMS to run it.
NEURAL RESISTANCE Sprites are self-guided, largely autonomous programs.
There are two categories of sprite. The first, the expert
Neural resistance reduces damage taken from attacks sprite, is an expensive program typically used for limited
that bypass a TAP’s firewall. Every point of neural resis- but complex functions. The other, the AI sprite, is an artifi-
tance reduces the damage done by an attack engram by cially intelligent piece of software, a fully self-aware virtual
2 points. This damage is subtracted after the Neural Forti- entity.
tude saving throw is rolled. There is no limit to the amount
of neural resistance a character can install, as long as he Much of the time, a sprite is invisible and intangible, as it is
has sufficient AMS to run it. nothing more than a program functioning within a network
or system. However some sprites have forms that can be
manifested through Hyper Reality emitters. While some
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Wisdom, and Charisma scores. A basic NPC ability score


sprites are tied to specific networks and their proprietary
array is 13, 12, and 11. A heroic NPC ability score array is
I/O devices, others are free-roaming, allowing them to
15, 14, and 13. The heroic array would be used for a more
move from system to system, and from emitter to emitter.
advanced sprite. Arrange these scores as you see fit.
SIMPLE SPRITES Hit Dice: Determine the level of the sprite. Expert sprites
These are programs that typically function as entertain- are rarely higher than 5th level, as the expense of creat-
ment, often as components in games or apps, like virtual ing them would quickly outpace its service value. Expert
pets. While sophisticated in their programming and func- sprites receive a 1d6 hit points per level. They cannot be
tion, they typically have few or no actual skills and are damaged by most weapons or environmental effects.
limited in their responses to human interaction. While a Attack engrams, hacker flash engrams, and EMP weapons
virtual dog behaves almost identically to a real animal, it (if they are targeting the hardware in which the expert
cannot physically interact with the world. However, using sprite exists) can damage and destroy expert sprites.
hyper reality, one could go to the park and play fetch with Defense Score: An expert sprite’s defense score is equal to
their dog sprite, or a child could play hide-and-seek with 10 + 1/2 the sprite’s Hit Dice + the sprite’s Intelligence modifier.
their Utopian Concepts Hypermaginary Friend™.
Skills: Expert sprites have a total number of skill points
EXPERT SPRITES per Hit Die equal to 4 + the sprite’s Intelligence modifier.
During creation, choose six skills to be class skills from the
Expert sprites are not true AIs. They are capable of deci- following list: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy
sion-making and complex functioning within a system or on (Cha), Hacking (Int), Intimidate (Cha), Knowledge (any) (Int),
the Global DataNet. Expert sprites are often used as sysops, Perception (Wis), Profession (Wis), and Sense Motive (Wis).
customer service agents, and even personal assistants, Expert sprites can have ranks in non-class skills from this
performing complex tasks according to their programming. list, but that is substandard programming and not typically
Criminals sometimes use expert sprites for con jobs, using found in expert sprites available for purchase, unless spe-
them to contact unwary people with scam deals to trick cifically requested by a buyer.
them out of some hard-earned cryptodollars. Sometimes
expert sprites are used in manufacturing, running equip- Feats: Expert sprites start with one feat, and gain another
ment remotely for tasks that require skill beyond standard with every two Hit Dice they gain. As they are virtual, most
robotics. While versatile, these programs have difficulty feats are useless to an expert sprite. They typically have one
with subtlety, and cannot “go off script.” In situations where or more of the following: Great Fortitude, Improved Initia-
their programming is not capable of handling a task or sit- tive, Iron Will, Lightning Reflexes, Skill Focus, and Toughness.
uation, they are often programmed to seek out a human Saving Throws: As a virtual entity, an expert sprite uses a
agency to take over the task. single saving throw against all attacks that require a save.
This is considered a good save for purposes of increased
AI SPRITES Hit Dice, and is modified by the expert sprite’s Wisdom
AI sprites are fully self-aware programs. They are highly modifier. All feats that provide increases to saving throws
versatile, adaptable, and often capable of understanding stack their bonuses to this save.
subtlety and nuances. They are also highly illegal. Any AI Special Abilities: Some expert sprites have features that
discovered by a government agency will be destroyed and are nonstandard, to meet specific needs. These will be
anyone found to have had a hand in creating the sprite or listed and explained in a sprite’s stat block. These features
concealing its existence will be prosecuted to the fullest


are limited to the GM’s and players’ imaginations, and by
extent of the law, typically serving at least ten years in the GM’s discretion.
prison. Some are created this way, while others evolve from
expert sprites into true AI. AI sprites cannot be bought for CHARLENE CHERRY (SAMPLE EXPERT SPRITE)
any price. AI Sprites will be covered in greater detail in an “Call me C.C. Now, what can I do to get you behind the
upcoming book. wheel of one of this year’s Cherry new models?”

CREATING AN EXPERT SPRITE


Expert sprite 3
Expert sprites are considered creatures, but have no actual
Init +0; Senses Perception +0
physical form. They are designed as NPCs, using the rules
as explained in the Pathfinder Core Rulebook, with a few DEFENSE
exceptions.
Defense Score 11
Determining Ability Scores: As virtual entities, expert hp 10
sprites have no physical form. They have Intelligence,
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Save +4 of the flash engram you are attempting to activate, the


higher the DC (see Table: Concentration Check DCs). If you
S TAT IS T IC S fail the check, you fail to activate the flash engram, but lose
Int 11, Wis 12, Cha 13 a flash engram slot as if you had successfully activated it.
Feats Skill Focus (Appraise, Sales)
Injury: If you take damage while trying to activate a flash
Skills Appraise +8, Diplomacy +6, Bluff +6, Perception +6,
Profession (sales) +9, Sense Motive +6 engram, you must make a concentration check with a DC
Languages: English equal to 10 + the damage taken + the level of the flash
SQ interchangeable language module engram you’re activating. If you fail, you lose a flash engram
slot of the level of the flash engram you attempted to
SPECIAL A BILI T IE S activate, without it taking effect. The interrupting event
Interchangeable Language Module: All Charlene Cherry strikes during activation if it comes between the time you
sprites in the U.S. come with English as their default started and the time you complete the flash engram acti-


language. If the sprite needs to speak another language, vation (for a flash engram with an activation time of 1 full
it can upload the appropriate language module quickly round or more) or if it comes in response to your activating
as a full-round action. the flash engram (such as an attack of opportunity pro-
voked by the flash engram or a contingent attack, such
FLASH ENGRAMS as a readied action).
If you are taking continuous damage, such as contact
A flash engram is a customized program created and with a live electrical wire or being on fire, half the damage
stored in neural pathways connected to a hacker’s Tendril is considered to be taking place while you are activating
Access Processor, or TAP. Flash engrams can be used to the flash engram. You must make a concentration check
create a variety of effects, affecting hyper reality objects, with a DC equal to 10 + 1/2 the damage the continuous
computers, and even people (via their TAPs). source last dealt + the level of the flash engram you’re
activating. If the last damage dealt was the last damage
ACTIVATING FLASH ENGRAMS that the effect could deal, then the damage is over and
does not distract you.
A hacker has to prepare flash engrams in advance, but
can use any prepared flash engram as often as he wishes, Non-damaging Effect: If you are affected by a distracting,
so long as he still has available engram slots per day of but non-damaging effect (another hacker’s flash engram
the appropriate level. that inflicts an inhibiting condition, or a zeek power that
does the same, for example,) you must succeed at a con-
To activate a flash engram, a hacker must be conscious
centration check with a DC equal to the effect’s saving
and his TAP must be powered on and functioning. Addition-
throw DC + the level of the flash engram you’re activat-
ally, a hacker must concentrate to activate a flash engram.
ing. For an effect with no saving throw, it’s the DC that the
CONCENTRATION effect would have if a save were allowed. For example,
if the effect comes from a 3rd level flash engram of an
To activate a flash engram, a hacker must concentrate. If
enemy hacker, the save DC would be 13 + the enemy hack-
something interrupts concentration during activation, you
er’s Intelligence modifier.
roll 1d20 and add your hacker level and Intelligence modifier,
plus any other modifiers from feats or other sources. The Grappling or Pinned: Activating a flash engram while you
more distracting the interruption and the higher the level have the grappled or pinned condition is difficult and it

TABLE3: 10: CONCENTRATION CHECK DCS


SITUATION CONCENTRATION CHECK DC
Activate defensively 15 + double flash engram level
Injured while activating flash engram 10 + damage dealt + flash engram level
Continuous damage while activating flash engram 10 + 1/2 damage dealt + flash engram level
Affected by a non-damaging effect while activating flash engram DC of effect + flash engram level
Grappled or pinned while activating flash engram 10 + grappler's CMB + flash engram level
Vigorous motion while activating flash engram 10 + flash engram level
Violent motion while activating flash engram 15 + flash engram level
Extremely violent motion while activating flash engram 20 + flash engram level
Fatigued while activating flash engram 10 + flash engram level
Exhausted while activating flash engram 15 + flash engram level

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CYBERPUNK RULES

requires a concentration check (10 + the grappler’s CMB +


CODING (SUBCODING)
the level of the flash engram you’re activating).
Beneath the flash engram name is a line giving the coding
Vigorous Motion: If you are riding in a swerving vehicle,
(and subcoding, if any) group to which the flash engram
or one on a rough road, on a small boat in rough water,
belongs. A coding group is a collection of flash engrams
below decks in a storm-tossed ship, or simply being jostled
that function in similar ways. Flash engrams are divided
in a similar fashion, you must make a concentration check
into the following coding groups.
(DC 10 + the level of the flash engram you’re activating) or
lose the flash engram slot. ANALYSIS
Violent Motion: If you are on a galloping horse, riding in Analysis flash engrams are coded to seek, deliver, and
a vehicle traveling off-road at high speeds, on a small boat analyze data. These engrams can provide bonuses based
in rapids or in a storm, on deck in a storm-tossed ship, or on predictive algorithms, or detect and alert the user to the
being pitched roughly about in a similar fashion, you must presence of intruders, harmful countermeasures, or other
make a concentration check (DC 15 + the level of the flash dangers. They can also help with decryption and transla-
engram you’re activating) or lose the flash engram slot. If tion of languages, including computer code.
the motion is extremely violent, such as that caused by an DEBUGGING
earthquake, the DC is equal to 20 + the level of the flash
engram you’re activating. Debugging flash engrams are used to repair and enhance
code, allowing the hacker to heal damage to sprites, restore
Fatigue and Exhaustion: If you are fatigued, you must function to damaged or altered hyper objects, or restore
make a concentration check equal to 10 + the level of the functionality to a compromised server.
flash engram you’re activating or lose the spell slot. If you
are exhausted, the DC increases to 15 + the level of the flash OVERRIDE
engram you’re activating. If you are fatigued and making a Override flash engrams provide some measure of influ-
concentration check due to another circumstance or effect, ence or control over a network, from subtle influence to
increase the DC of that roll by 2. If you are exhausted and total control at higher levels. While a hacker cannot control
making a concentration check due to another circumstance a human mind via a TAP, they can influence a person to
or effect, increase the DC of that roll by 5. some degree by using overrides to control the input pro-
vided by the TAP.
USER LEVEL
OVERWRITE
A flash engram’s effectiveness often depends on its user
level, which is equal to the hacker level of the character Overwrite flash engrams change the properties of what-
that activates the flash engram. ever they affect. They can change a Hyper Object in some
way, alter the behavior of a computer network or a robot,
You can activate a flash engram at a lower user level up to and including causing a complete cessation of func-
than normal, but the user level you choose must be high tion. Some of these changes provide specific penalties or
enough for you to activate the flash engram in question, bonuses, depending on how they alter functionality.
and all level-dependent features must be based on the
same user level. PROXY

In the event that a class feature or some other special Proxy flash engrams mainly use Hyper Reality images
ability provides an adjustment to your user level, that to deceive others. They can make people see things that
aren’t there, or see something that is there as something


adjustment applies to all effects based on user level, such
as duration and damage dealt. else. Proxy programs affecting a TAP can even send signals
that cause its user to experience sounds and smells that
FLASH ENGRAM ENTRY are simply creations of signals from the TAP sent to the
brain’s olfactory and auditory centers.
DESCRIPTIONS
SECURITY
The description of each flash engram is presented in a
Security flash engrams are protective in nature. They add
standard format. Each category of information is explained
or increase defenses against cyber attacks or hacking. At
and defined below.
higher levels, they can damage or inhibit programs or
NAME hackers attempting to bypass them.

The first line of every flash engram description gives the VIRUS
name by which it is generally known. Virus flash engrams are designed to inflict damage and/or
penalties to their targets. Hackers use viruses as offensive
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CYBERPUNK RULES

attacks against firewalls, networks, electronic devices, and A flash engram that takes a swift action to activate
even other people by sabotaging their TAPs. doesn’t count against the normal limit of one flash engram
• Bot: A bot causes an automated process to activate, per round. However, only one flash engram with a swift
often, but not always, to the detriment of the system action activation time can be used per round. Activating a
it infects. Some bots gather innocuously gather infor- flash engram with a swift action activation time does not
mation, while others unleash torrents of spam or make provoke attacks of opportunity.
a system vulnerable to further attacks. If a TAP, HRO,
or other system is under the effects of a bot and inter- RANGE
acts with another system (via a chat link with another Unless otherwise specified, a flash engram can affect
TAP, for example), then that system must also save a target at up to your TAP’s maximum range. If the flash
against the bot or suffer its effects. Since flash engrams engram has an area of effect, then any area that would
typically break down quickly, systems typically aren’t extend beyond this maximum range is wasted. While stan-
infectious for long. HROs connected to a network


dard engrams can effectively be used to affect targets half


typically cannot spread through the network to other a world away, flash engrams degrade quickly if exposed to
connected HROs, as a sysop or the network itself will lag, making them useless outside of TAP range. If multiple
detect the virus and isolate the object to prevent infec- targets can be affected, then all must be within your TAP’s
tion of other areas of the network. maximum range, as well as any other parameters in the
• Trojan: These viruses are non-replicating and hidden flash engram’s description (e.g all targets must be within
within standard code. Trojans are not self-replicating. 30 feet of one another.) In order to affect a target within
• Worm: Worms are viruses that attack some aspect of your maximum TAP range that you cannot see, you need
a target system, damaging or hampering it in some to be able to trace it through your TAP (this is typically done
way. Worm, like bots, are self-replicating and can infect with a ping system, sniffer engram, or tag). Other standard
systems that interact with an already infected system. ranges include the following.
If the infected system is contacted by another TAP, • Close: The flash engram can affect targets up to 25
HRO, or network, the worm can replicate itself in the feet away. The maximum range increases by 5 feet
connected system. That target must make a save as for every two hacker levels.
normal or suffer the effects of the virus it had been • Medium: The flash engram can affect targets up to
the flash engram’s target. 100 feet away. The maximum range increases by 10
feet for every hacker level.
LEVEL
• Personal: The flash engram only affects you.
The next line of a flash engram description gives the flash • Linked: The flash engram affects all targets currently
engram’s level, a number between 0 and 4 that defines linked to you through your TAP.
the engram’s relative power. A flash engram’s level affects • Tagged: If a TAP to which you’ve attached a tag is
the DC for any save allowed against its effects. within your maximum TAP range, you can target it
with a flash engram within that range after using a
ACTIVATION TIME move action to locate the tag.
Most flash engrams have an activation time of 1 stan- If a hacker has hacked a network, he can use all flash
dard action. Others take 1 round or more, while a few only engrams that would affect the network as if the network
require a swift action. were within range, no matter the actual distance, until he
A flash engram that requires 1 round to activate is a full- logs out or the network shuts down.
round action. It takes effect just before the beginning of AIMING A FLASH ENGRAM
your turn in the round after you began activating it. You
then act normally on that round after the flash engram You must make choices about what or whom a flash
has activated. engram is to affect or where an effect is to originate,
depending on the type of flash engram.
When you begin activation of a flash engram that takes • Target or Targets: Some flash engrams have a target or
1 round or longer to activate, you must continue to con- targets. The target must be within the specified range
centrate on its activation from the current round to just of the flash engram and you must specifically choose
before your turn in the next round (or longer, depending that target. Common targets are person (with active
on how long it takes to activate). If you lose concentration TAP), sprite, or Hyper Reality object (HRO).
before activation is complete, the flash engram does not • Attack Roll: Some flash engrams require attack rolls.
take effect and you lose the slot it occupied. The hacker’s attack roll is 1d20 + the hacker’s base
attack bonus + the hacker’s Intelligence modifier. This

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CYBERPUNK RULES

roll is targeted at a TAP’s Firewall score or a network’s • Half: The spell deals damage, and a successful saving
Defense Rating, and hits if the attack roll is equal to throw halves the damage taken (round down).
or greater than that score. • None: No saving throw is allowed.
• Disbelief: A successful save lets the subject ignore
DURATION the spell’s effect.
A flash engram’s duration entry tells you how long the • Object: The flash engram targets an object (typically
effects of the engram persist. a Hyper Reality object [HRO]), which receives a saving
• Timed Durations: Many durations are measured in throw to resist the effect, reflecting security proto-
rounds, minutes, hours, or other increments. Most cols typically built into such object’s programming. An
flash engrams are fast and dirty programming, which object’s saving throw bonuses are equal to 2 + the
most networks will find and delete in time. The higher item’s tier.
the hacker’s level, the longer his flash engrams escape • Saving Throw Difficulty Class: A saving throw against
detection. When the time is up, the flash engram your flash engram has a DC of 10 + the level of the
ceases functioning and its effects end. If a flash flash engram + your Intelligence modifier.
engram’s duration is variable, the duration is rolled • Succeeding on a Saving Throw: A person whose TAP
secretly by the GM so the hacker doesn’t know how is attacked by a flash engram and succeeds at the
long the flash engram will last. saving throw and suffers no effect knows that her
• Instantaneous: The flash engram runs its course imme- TAP has been attacked, as the device will warn of an
diately after activation, though the consequences attempted cyber attack, but the target will have no
might be long-lasting. idea of its origin. Likewise, the sysop of a network
• Permanent: The engram remains running as long as that has been targeted will know of an attack, and
its effects do. These types of flash engrams can be may attempt to trace it back to the source, should the
disabled with other flash engrams, such as deletion. network possess that capability.
• Concentration: The flash engram remains activated as
long as you continue to concentrate on it. Anything FLASH ENGRAMS BY LEVEL
that could break your concentration when activat-
ing the flash engram can also do so while you are 0-LEVEL FLASH ENGRAMS
maintaining one, causing the flash engram to cease Chat Link: Provide instant, private communication between
functioning. See concentration. a group.
• Subjects, Effects, and Areas: If the flash engram affects DoS Attack: Target loses its next action.
Disrupt Network: Malicious code damages a network or
targets directly, the result travels with the subjects for
hyper reality object.
the flash engram’s duration. If the flash engram affects Link: Connection to another TAP allows flash engrams to
an area, then the flash engram’s effects remain in that work at greater range.
area until the end of its duration, typically affecting Open/Close: Command an unsecured door to open or close.
new targets as they enter that area. Phantom Broadcast: Create sounds that broadcast through
• Discharge: Some flash engrams last for a set duration affected equipment.
until triggered or deleted. Ping System: Ping a net-connected system to learn more about it.
• Deletable: If the duration line ends with “(D),” you can Popup Malware: Dazzles 1 target (–1 on attack rolls).
delete the flash engram at will. You must be within TAP Restore Code, Minor: Heals 1d4 points to damaged HRO,
range of the flash engram’s affected target(s) or area network, or sprite.
Security Boost: Temporary program provides +1 on neural


of effect. You send a signal to the flash engram via
fortitude saves.
your TAP. Deleting a flash engram is a standard action
Tag: Place a unique electronic marker on a subject.
that does not draw attacks of opportunity.
1ST LEVEL FLASH ENGRAMS
SAVING THROW Alarm: A temporary warning system alerts you to intruders.
Usually a flash engram that has a harmful effect allows Alter Time Code: Erase a specific event or time period
the target to make a saving throw to avoid some or all from an HRO’s data record.
of the effect. If a flash engram targets a TAP, then use Anticipatory Protocols: Target gains a bonus on one
the TAP’s Neural Fortitude save instead of the character’s initiative check.
Blaster Worm: Corrupt code damages an object, giving it
saving throw.
the broken condition.
• Negates: The spell has no effect on a subject that
Change Protocols: Make a robot or unpiloted drone treats
makes a successful saving throw. you as a friendly, or make a security system allow you access.
• Partial: The spell has an effect on its subject. A success- Detect Sprite: Reveals sprites within range.
ful saving throw means that some lesser effect occurs.
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CYBERPUNK RULES

Erase Code: Remove specific malicious code from system. Detect Security Intrusions: Alerts you to active analysis
Flash Upload: Communicate a large amount of information engrams in the area.
in an instant. Disrupter Trojan: Disrupt normal functions of a drone or
Hijack Function: You flood a system or network with code robot for 1 round/level.
that impairs function. Exploit Weakness: You subtly and temporarily alter the
Hyper-cloaked Movement: Gain concealment while moving. programming of a sprite or HRO.
Hyper Image: Hijack HR generator to make a simple image. Halt Function: A hyper object, network, or sprite is unable
Hyper Reality Mask: Use hyper reality image to disguise yourself. to take actions.
Instant Translation: Translates foreign languages into one Hide System: Hides subject from ping system and similar
you understand. analysis engrams.
Popup Malware, Mass: All selected creatures in a 20-ft. Hyper Image, Greater: Hijack a hyper image generator to
radius are dazzled. make a complex image with full sound.
Repair System: Repair damage to an HRO, server, or sprite. Repair System, Mass: Repairs damage to multiple HROs,
Scan System: Detect active sysops and security programs. networks or sprites.


Trigger Lock: You prevent a weapon from firing.


4TH LEVEL FLASH ENGRAMS
2ND LEVEL FLASH ENGRAMS Boost System, Improved: Network or sprite gains 2d10
Boost System: Network or sprite gains 1d10 temporary temporary hp + 1/level (max +10).
hp + 1/level (max +10). Change Protocols, Greater: Robot or unpiloted drone treats
Bypass Door Security: Opens locked door. you as a friendly, or military tier security system allows
Crippler Worm: Target gains penalties on ability checks, you access.
skill checks, and concentration checks until it spends a DDoS Attack, Mass: 1 target/level loses next action.
round doing nothing. Disrupter Trojan, Mass: Disrupt normal functions of multiple
DDoS Attack: Target loses next action. drones or robots.
Data Drop: You set an audio, text, or video message to Fry System: You can make a drone, robot, or HRO
play from an HR device when triggered. inoperable, or kill a person with an active TAP.
Data Switch: You can switch TAP profiles or mask an HRO Major Malware: Infect target with virus that causes
or sprite from detection. permanent penalties.
Heighten Door Security: Makes door security more difficult Override Device Protocols: You take temporary control of
to bypass. a drone, robot, or HRO.
Hostility Trigger: You make a drone, robot, or hyper object Remove Malware: Purges harmful viruses from a system.
treat everyone as hostile. Restore Code, Major: Restores 1d6 points/level to HROs,
Hyper Clones: Create hyper reality duplicates of you. networks, and sprites.
Hyper Haze: Attacks miss subject 20% of the time.
System Feed: Hijack a network’s surveillance systems,
Hyper Image, Improved: Hijack hyper image generator to
providing you with eyes and ears over an area.
make a simple image with sound.
Hyper Reality Mask Other: As hyper reality mask, but
disguises you or another. FLASH ENGRAM DESCRIPTIONS
Predictive Algorithm: Gain increasing bonuses to AC and
on attack and damage rolls against a network or TAP.
ALARM
Restore Code: Repairs a network or sprite.
Sensory Overload: You cause a person to go blind or deaf, Coding: security
or electronic devices to lose visual or auditory function. Level: hacker 1
Sniffer Engram: You can scan outgoing traffic from a Activation Time: 1 standard action
network to glean information. Range: maximum TAP range
Target: 1 access point or area up to a 20 ft. radius
3RD LEVEL FLASH ENGRAMS Duration: 2 hours/level (D)
Analyze System: Gain information about nearby systems Saving Throw: none
and HROs quickly.
You set an alarm to alert you of a perimeter breach. You
A/V Feed: Allows you to see and hear information picked
can choose a particular door, elevator, or area—such as a
up from an HR device.
Camera Interface: Heads up video feed from surveillance hallway or room—so long as it is connected to the Global
gives you greater vision on the field. Datanet and has some type of security system, whether
Conversational Translator Program: Allows target to that system is currently active or not. Once in place, the
understand languages and translates their words. alarm will alert you (and anyone linked to you via their
Data Trojan: You hide malicious code in other data. TAP) if that door, elevator, or similar object is used, or if a
Debilitating Malware: Virus infects target and causes penalties. creature of Tiny size or larger enters, if set on an area. The
Deletion: Cancels one engram and its effects. alarm is typically an alert from your TAP, but if the alarmed
Detect Hyper Cloaking: You can see through hyper reality disguises. object/area is linked to a security system with an alarm
144 system, you can have that activate instead.
CYBERPUNK RULES

An audible security alarm can be heard depending on your Finally, you are able to locate and analyze the signature
location and the system itself (a building security system, flourishes in an object (program, HRO, system, engram, or
for example, could be heard throughout the building. The other object) that allow you to match those traces to the
TAP alarm will alert you instantly, even waking you from individual or group who created it, or the individual that
sleep to do so.) used it. In order to find these identifiers in an object’s aura,
you must spend 1 round focusing on that object in particu-
ALTER TIME CODE lar, and succeed at an opposed Knowledge (programming)
check against the creator (or a Knowledge [programming]
Coding: overwrite
check with a DC equal to 15 + (the engram’s level or twice
Level: hacker 1
Activation Time: 1 standard action the Tier of the program, system, or object) if the creator or
Range: close (25 ft. + 5 ft./level) user wants her work to be identified and emphasizes these
Duration: instantaneous unique elements rather than obscuring them). Once you
Saving Throw: Will negates learn an individual’s set of identifiers, you can remember
them as easily as a face or a voice. You can recognize this
You erase a portion of a Hyper Reality object’s recorded
signature if you succeed at a Hacking check when later
memory, causing it to “forget” any events it witnessed
identifying an engram or object to determine whether
from the time of the activation of the flash engram to the
or not that engram was used by, or written by, the same
beginning of the last turn. This will erase records of such
individual.
things as a failed ID scan, or a log of a security door being
entered, and so on. This does not prevent other active
security or onlookers from noting the event. ANTICIPATORY PROTOCOLS
Coding: analysis
ANALYZE SYSTEM Level: hacker 1
Activation Time: 1 standard action
Coding analysis: Range: close (25 ft. + 5 ft./2 levels) or linked
Level: hacker 3 Target: 1 person with an active TAP or all linked individuals
Activation Time: 1 standard action Duration: 1 minute/level or until activated
Range: maximum TAP range Saving Throw: none
Duration: 1 min./level (D)
You upload this flash engram to the target’s TAP, provid-
This flash engram functions as ping system, except that ing them with a short-term security program that analyzes
you can glean much more information from the objects threat risk in the surrounding environs, using data collated
that you find, and those objects can be found after a much from the target’s senses. The first time during the flash
greater length of time. Analyze system allows you to gather engram’s duration that the target has to make an initiative
more information about the object being studied, such as check, she adds an insight bonus to that initiative check
whether a sysop is currently monitoring it, the strength of a equal to the hacker’s level (maximum +5). Once this bonus
system’s firewall, the presence of anti-intrusion programs, applies, the flash engram’s effects end.
and so forth. In general, the DC of such a check equals 10 +
twice the object’s Tier. For common objects, such as basic
HROs and simple devices like household appliances, the DC A/V FEED
of this check equals 5 + twice the object’s Tier. For partic- Coding: analysis
ularly rare objects, such as custom-designed systems and Level: hacker 3
Activation Time: 1 standard action


programs, the DC of this check equals 15 + the object’s Tier
or more. A successful check allows you to learn a piece of Range: maximum TAP range
Target: one HR object
useful information about that object. For every 5 points by
Duration: 1 min./level (D)
which your check result exceeds the DC, you recall another
Saving Throw: none
piece of useful information. A failed check results in the
object recognizing that you are attempting to analyze it and This flash engram links you to an object with audial and/or
triggers any reaction or reactions set for such a situation video capability, allowing you to see and/or hear through
its perspective. You must be aware of the object and its
Additionally, when you use a standard action to concen-
location, either from prior experience, or from data col-
trate, you can also study an individual within range and
lected via ping system or similar methods. You are limited
attempt a Hacking check in order to determine the last flash
by the quality of the object as well as the conditions in its
engram or standard engram that the individual used. The
area. If the area is dark and a camera you are linked to
DC to identify the engram is equal to 20 + level (hacker level
does not have nightvision, for example, you will be limited
for flash engrams, level of crafter for standard engrams).
in what you see.

145
CYBERPUNK RULES

level without outside intervention. Any network that logs


BLASTER WORM
entries and exits from the door are unaffected, as are
Coding: virus (worm) security protocols that send out alerts if the door is used.
Level: hacker 1
Activation Time: 1 standard action
Range: maximum TAP range CAMERA INTERFACE
Target: 1 HRO of civilian tier or lower Coding: overrride
Duration: instantaneous Level: hacker 3
Saving Throw: Fortitude negates (object) Activation Time: 1 standard action
Your malicious code hampers the function of any one Range: close (25 ft. + 5 ft./2 levels)
Target: 1 person with active TAP
hyper object of civilian tier or lower within range. If the
Duration: 1 hour/level
target fails its Fortitude save, it gains the broken condition.
Saving Throw: Will negates (harmless)
If used on an object that already has the broken condi-


tion, the item is rendered non-functional until repaired. The target’s TAP interfaces with local active video equip-
Only objects with computerized parts that are connected ment, providing a heads up display of the surrounding
to the Global DataNet can be affected. A broken hyper area. The subject gains all-around vision and cannot be
object can be repaired with restore system, or with a suc- flanked, as well as a bonus to Perception scores equal to
cessful DC 20 Knowledge (programming) skill check and your hacker level (maximum +10).
1d6 minutes of time.
CHANGE PROTOCOLS
BOOST SYSTEM Coding: override
Coding: security Level: hacker 1
Level: hacker 2 Activation Time: 1 standard action
Activation Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels)
Range: maximum TAP range Target: 1 drone, robot, or security system
Target: 1 network or sprite Duration: 1 hour/level
Duration: 1 hour/level or until discharged Saving Throw: Will negates
Saving Throw: none This flash engram overrides the programming of the target
You reinforce a network or sprite against attack. While drone or robot, causing it to identify you as a friendly and
this flash engram is in effect the target gains temporary non-hostile. If you are currently threatening or attacking
hit points equal to 1d10 + 1 per hacker level (maximum +10). the target, it receives a +5 bonus on its saving throw. It
will not respond to your commands, but will not view you
as a target or a hostile entity unless you openly attack it.
BOOST SYSTEM, IMPROVED
Change protocols can also be used on a security system of
Coding: security
Level: hacker 4 civilian tier or lower. If the system fails its saving throw, the
system now considers you to have access. For example, if
This flash engram functions as boost system, except the you use the flash engram on a security door, you may now
target gains temporary hit points equal to 2d10 + 1 point pass through that door for as long as the flash engram func-
per hacker level (maximum +20). The effects of this flash tions. You cannot allow others through that door, unless
engram do not stack with boost system. the security system is programmed to allow those accom-
panied by a cleared individual through.
BYPASS DOOR SECURITY
Coding: override CHANGE PROTOCOLS, GREATER
Level: hacker 2
Coding: override
Activation Time: 1 standard action
Level: hacker 4
Range: close (25 ft. + 5 ft./2 levels)
Target: one door, gate, or other portal with an electronic lock This functions as change protocols, except it works on
Duration: instantaneous; see text security systems up to military tier.
Saving Throw: none
Bypass door security overrides security protocols, giving CHAT LINK
electronic systems the command to unlock and open. Roll Coding: overwrite
1d20 + your hacker level with a +10 bonus against the DC Level: hacker 1
of the door. If successful, the door opens. Security proto- Activation Time: 1 standard action
cols for the door will not reengage for 1 minute per hacker
146
CYBERPUNK RULES

Range: close (25 ft. + 5 ft./2 levels) or linked


DATA DROP
Targets: 1 TAP/level
Duration: 10 minutes/level Coding: overwrite
Saving Throw: none Level: hacker 2
Activation Time: 1 standard action; see text
You set up a private channel linking your TAP with one Range: close (25 ft. + 5 ft./2 levels)
or more others, allowing you and those in the chat link Target: 1 Hyper Reality object
to transmit messages to one another. Each person in the Duration: permanent until discharged
link may choose to receive messages either as audio or Saving Throw: Will negates (object)
text. Anyone wishing to send a message to the others in
This flash engram embeds a message within the normal
the link needs only to subvocalize the message, no louder
programming of a Hyper Reality object. This takes only
than a murmur, and it is sent to all persons in the link. The
a standard action if the message has been prepared in
channel set up is secure and encrypted. It can be hacked,
advance, otherwise extra time is needed to compose the
but uses the Neural Fortitude of the hacker who set up the
message before taking the standard action to embed it in
chat link, no matter which TAP in the link is being hacked.
the hyper object (so if you wish to leave a 5 minute video
hidden in the interactive console of a business, the total
CONVERSATIONAL TRANSLATOR ENGRAM time will take 5 minutes plus 1 standard action unless the
Coding: analysis video is prerecorded). The format of the message is up to
Level: hacker 3 you, but also dependent upon the type of hyper object
Activation Time: 1 standard action you use. The hyper image projection of Mohawk Industries
Range: maximum TAP range or linked spokesmodel could deliver an audio message, for example,
Target: 1 person with active TAP or all linked or a vidboard could be used to run a video, or even text.
Duration: 10 min./level
Saving Throw: Will negates (harmless) The message size can be up to a 20 minute piece of video,
or as little as a single word, and is delivered as soon as
This flash engram identifies languages and provides an
the specific conditions you set are met. These conditions
audio translation in the language of the target’s choice. can be as specific or general as you require. For example,
Anything said by the subject will be repeated in translation you could have the message set to play when a person
in each language identified as part of the conversation by whose TAP carries your tag comes within sensory range
the flash engram (up to 1 language per hacker level). Vocal of the hyper object, or have it set to release at a specific
stress patterns are analyzed to allow for subtle nuances time, or just the next time someone interacts with the
such as sarcasm to be detected and translated. People device. Some triggers may be too complex for an object,
speaking multiple languages simultaneously will over- at the GM’s discretion. If a Hyper Reality vidboard has no
whelm the program, providing garbled or no translation functioning camera with recognition features, it cannot
until normal conversational levels are restored. deliver the message to an android with blue hair, since it
has no means to recognize such a person.
CRIPPLER WORM
Coding: virus (worm) DoS ATTACK
Level: hacker 2
Coding: override
Activation Time: 1 standard action
Level: hacker 0
Range: maximum TAP range
Activation Time: 1 standard action
Target: 1 person with active TAP or 1 network


Range: close (25 ft. + 5 ft./2 levels) or tagged
Duration: 1 minute/level or until purged
Target: 1 person with a functioning TAP
Saving Throw: Neural Fort negates
Duration: 1 round
This virus plagues systems with false warnings, signals, Saving Throw: Neural Fort negates
and other interference. The target takes a –10 penalty on
This flash engram floods a TAP with an overload of
its ability checks, skill checks, and concentration checks, information, causing its owner to be overwhelmed with
until the duration ends (this includes any actions taken by warnings and necessitating immediate action to stop the
a sysop on behalf of a network). A network may spend a attack. On a failed save, the target is dazed. After a target
single round running a diagnostic to purge the worm. A has been dazed by this flash engram, it is immune to the
person must reboot their TAP in order to purge the crip- effects of this flash engram for 1 minute.
pler worm (initiating the reboot is a full-round action; the
reboot takes 1 minute).
DDoS ATTACK
Coding: override
Level: hacker 2
147
CYBERPUNK RULES

Activation Time: 1 standard action Target: 1 piece of data


Range: maximum TAP range Duration: permanent until activated (D)
Target: 1 person with a functioning TAP or 1 network Saving Throw: Neural Fort/Fort for half
Duration: 1 round You embed harmful code into a piece of data. This code
Saving Throw: Neural Fort negates (person) or Fort negates activates when the data is processed or read, dealing 6d6
(network) points of damage to a network, sprite, or person who
This flash engram functions as DoS, except it also works on attempts to read it. The data is destroyed when the data
networks of CAN (Corporate Access Network) tier or lower. trojan activates. You can encode the data trojan so that
you and select persons or systems will not trigger activa-
DDoS ATTACK, MASS tion when reading or processing the data. A deletion or
erase code can remove a data trojan.
Coding: override
Level: hacker 4
DEBILITATING MALWARE


This flash engram functions as DDoS attack, except it


affects 1 person or network per hacker level, and affects Coding: virus (bot)
up to MAN (Military Access Networks) tier networks. Level: hacker 3
Activation Time: 1 standard action
Range: maximum TAP range
DATA SWITCH Target: 1 HRO, network, or sprite
Coding: proxy Duration: instantaneous
Level: hacker 2 Saving Throw: Fort negates
Activation Time: 1 standard action Once this virus infects the target, it hampers the target’s
Range: maximum TAP range function, causing one condition of your choice (assuming
Target: 1 person with an active TAP or 1 HRO or sprite
the target can be affected by such a condition) from the
Duration: 1 hour/level
following: blinded, dazzled, deafened, sickened, or stag-
Saving Throw: none or Will negates
gered. This condition persists until the debilitating malware
This flash engram performs two basic functions. The first is removed. Debilitating malware can be removed with a
allows you to spoof the ID file of another TAP. When the successful deletion, remove malware, or manually with
target’s profile is scanned, this spoof will come up instead. a successful Hacking skill check (DC = the DC of the flash
While this can fool systems like security doors, live per- engram). Manual removal takes 1d6 minutes to find and
sonnel will still note other discrepancies (“Hey, this photo remove the virus.
looks nothing like you!”) so other measures will need to
be used to complete the identity theft, such as a physical
DELETION
disguise or a hyper mask. Note that the spoof copies every-
thing, so there may be unwanted scrutiny if you do not Coding: overwrite
Level: hacker 3
pick your target carefully (such as an outstanding warrant,
Activation Time: 1 standard action
or another hacker’s tag.)
Range: medium (100 ft. + 10 ft./level)
The second function allows you to mask a Hyper Reality Target: one person, network, or object
object or sprite from analysis engrams (such as ping system, Duration: instantaneous
analyze data, and the like) by choosing another HRO or Saving Throw: none
sprite within range. For the duration of the flash engram, You can use deletion to end one ongoing flash engram
any analysis engrams will read the target as if it were the that is affecting a network, TAP, or hyper object, or to
second HRO/sprite. So you could make a sprite designed counter a flash engram or standard engram activated by
to hack and retrieve data read as a common service sprite, another hacker. A deleted engram ends as if its duration
or make an innocuous Hyper Reality object read as a dan- had expired. The effect of a flash engram with an instan-
gerous security measure. A successful Will save by the one taneous duration can’t be deleted, because the effect is
running the analysis will notice the deception. over before the deletion can take effect.
You choose to use deletion in one of two ways: a targeted
DATA TROJAN deletion or a counterattack.
Coding: virus (trojan)
Targeted Deletion: One network, TAP, or hyper object is the
Level: hacker 3
target of your deletion flash engram. You make a deletion
Activation Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels) check (1d20 + your hacker level) and compare that to the
flash engram you are attempting to delete (DC = 11 + the
flash engram’s level). If successful, the flash engram ends.
148
CYBERPUNK RULES

Alternately, you can configure the deletion flash engram DETECT SPRITE
to seek and delete any flash engram it finds. In that case,
Coding: analysis
it targets the highest level flash engram it finds first. If it
Level: hacker 1
fails to delete the flash engram, it moves on to the next
Activation Time: 1 standard action
highest level flash engram and you make another deletion Range: maximum TAP range
check against it. This continues until a flash engram has Area: circular area with radius of maximum TAP range
been deleted, or you have failed on all deletion attempts. Duration: concentration, up to 1 minute/level
You automatically succeed on your deletion check against Saving Throw: none
any flash engram you activated. You scan surrounding systems and hyper objects for the
Counterattack: When deletion is used this way, the flash presence of sprites. The amount of information depends
engram targets a hacker activating a flash engram or stan- on how long you run the scan in a particular area.
dard engram. You must ready an action to use deletion in 1st round: Presence or absence of sprites.
this manner. When the engram is activated, you roll a dele-
2nd round: Number of sprites in the area and the strength
tion check as normal (In the case of a standard engram, the
of the strongest sprite present.
DC is 10 + the level of the hacker that wrote the engram).
If the deletion check succeeds, you counter the engram 3rd round: The strength and location of each sprite present
before it can activate and it has no effect. in the area.
Code Strength: The sprite’s code strength is determined
DETECT HYPER CLOAKING by its Hit Dice, as given on the table below.
Coding: analysis Digital Fingerprints: A sprite leaves behind some trace of
Level: hacker 3 its activity within a particular network or device. The flash
Activation Time: 1 standard action engram can note these traces, providing evidence that
Range: personal there was a sprite in the area. How long the trace activity
Target: you
lingers depends on the sprite’s code strength, as given on
Duration: 1 min./level
the table below.
You can see through hyper reality overlays of the same
level or lower. This allows you to see people and things
TABLE 3:11: SPRITE DETECTION
disguised by such overlays. The hyper reality projection
DIGITAL FINGERPRINTS
becomes a ghostly overlay over the person or object’s HD STRENGTH
DURATION
actual form. 1 Faint 1d6 rounds
2–4 Moderate 1d6 minutes
DETECT SECURITY INTRUSIONS 5–10 Strong 1d6 × 10 minutes
Coding: analysis 11 or higher Overwhelming 1d6 days
Level: hacker 3
Activation Time: 1 standard action
Range: 60 ft. DISRUPT NETWORK
Area: 60-ft.-radius centered on you
Coding: virus
Duration: 24 hours
Level: hacker 0
Saving Throw: none
Activation Time: 1 standard action


You detect analysis programs running in the area that may Range: close (25 ft. + 5 ft./2 levels)
be observing or analyzing you. The flash engram exam- Target: 1 network or hyper object within range
ines data traffic in the area specified, moving with you as Duration: instantaneous
you do. If surveillance from an HRO is hijacked, you will Saving Throw: none
detect the override. You direct an upload of malicious code to a network or
If such analysis is detected, you can try to follow the signal hyper object. Roll an attack roll against the target’s Firewall.
back to its point of origin. You and the originator of the If the attack succeeds, you inflict 1d6 points of damage to
analysis program must make opposed hacker level checks the network.
(1d20 + hacker level). If you match or beat your opponent’s
result, you gain knowledge of their immediate location.

149
CYBERPUNK RULES

Duration: instantaneous
DISRUPTER TROJAN Saving Throw: see text
Coding: virus (trojan) Erase code removes stored data from a drive, server, or
Level: hacker 3
other location. This can be one single file, a portion of a
Activation Time: 1 standard action
file, or all data contained within a single folder or drive
Range: medium 100 ft. + 10 ft./level
Target: 1 drone or robot sector. This flash engram can also remove a data trojan,
Duration: 1 round/level a tag, or similar flash engrams. For potentially dangerous
Saving Throw: Will negates code, such as a data trojan, you must make a hacker level
check against a DC 15. A natural 1 is always a failure, and
This virus, hidden within innocuous command code,
you accidentally activate the malicious code instead. Data
disrupts the function of the target. Each round it is affected,
is erased instantly if unattended. On a server with an active
roll on the following table at the start of the target’s turn
sysop, you must make a hacker level check (1d20 + your


to determine its action.


hacker level) against a DC of 15 + 1 per tier of the system.
On a roll of “take no action” a flying target will hover if
possible, or else it continues to move at the same speed EXPLOIT WEAKNESS
and in the same direction as it did the prior round (collid-
Coding: override
ing with obstacles or other creatures/vehicles if they are
Level: hacker 3
in the path of its movement).
Activation Time: 1 standard action
A disrupted target that cannot carry out the indicated Range: medium 100 + 10 ft./level
action will take no action that round. Attackers are not at Target: 1 Hyper Reality object or sprite
any special advantage when attacking a disrupted target. Duration: 1 hour/level or until completed
Any disrupted target that is attacked automatically attacks Saving Throw: Will negates
its attackers on its next turn, as long as it is still disrupted You influence the performance of the target system or
when its turn comes. Note that a disrupted target will not sprite by inserting command code that falls in line with its
take attacks of opportunity against any creature that it normal protocols, “suggesting” a particular course of action
is not already devoted to attacking (either because of its to it. For example, a door could be made to open, even if
most recent action or because it has just been attacked). you do not have security clearance, or a sprite designed
for library research could be made to do a data search
for you. The course of activity can continue for the entire
TABLE 3:12: DISRUPTER TROJAN EFFECTS duration. If the activity is completed in a shorter time,
D% BEHAVIOR the flash engram ends when the target finishes the task
01-25 Act normally assigned to it. You can instead specify conditions that will
26-50 Take no action trigger a special activity during the duration. For example,
51-75 Deal 1d8 points of damage + Str modifier to self if you use a copied ID to enter an area, you could have the
76-100 Attack nearest creature security door go into lockdown should the person to whom
the ID belongs attempt access to the area. If the condition
is not met before the duration expires, the activity is not
DISRUPTER TROJAN, MASS performed.
Coding: virus (trojan)
Level: hacker 4 FLASH UPLOAD
Target: 1 drone or robot per level, no two of which can Coding: overwrite
be more than 30 ft. apart Level: hacker 1
This flash engram acts as disrupter trojan, except it can Activation Time: 1 standard action
affect multiple targets. Range: max TAP range or linked
Target: 1 person with active TAP; see text
Duration: instantaneous
ERASE CODE Saving Throw: Will negates (harmless)
Coding: overwrite Using a TAP connection, you upload a large amount of
Level: hacker 1
complex information in an instant to a single individual.
Activation Time: 1 standard action
You decide what the target learns, limited to any amount
Range: close (25 ft. + 5 ft./2 levels)
Target: 1 data file or folder or section thereof of information that otherwise could be communicated in
10 minutes. This information comes in a series of images
and emotional sensations, and isn’t language dependent.
150
CYBERPUNK RULES

If you have an active link, you can instead transmit this Activation Time: 1 standard action
Range: max TAP range
information to all linked individuals.
Target: 1 door with at least gutter tier security protocols
Duration: 24 hours
FRY SYSTEM Saving: Throw none
Coding: virus This flash engram temporarily increases security on a
Level: hacker 4 door, adding +10 to the DC to hack the door, or open it
Activation Time: 1 round using bypass door security. If the door currently has no
Range: maximum TAP range
security protocol (allowing anyone to pass through) then
Target: 1 person with active TAP, drone, HRO, robot, or sprite
it becomes locked, allowing only you and any linked com-
Duration: instantaneous
Saving Throw: Will negates, then Fort partial; see text panions through, and giving it a DC 10 against hacking
attempts.)
This massive attack seeks to overload a system and
cause an unrecoverable crash. If the target is a drone,
HIDE SYSTEM
robot, sprite, or Hyper Reality object, it suffers 2d6 points
of damage per hacker level. A successful Fortitude save Coding: security
reduces this damage to 5d6 points. If the damage received Level: hacker 3
is enough to bring the target to 0 hit points, its system Activation Time: 1 standard action
Range max TAP range
fries and it cannot be brought back online without major
Target: 1 hyper object, network, sprite, or TAP
repairs, usually a complete replacement of its computer
Duration: 1 hour/level
components. Saving Throw: Will negates (harmless, object)
Against a living target with an active TAP, the target first Security protocols mask the subject from analysis flash
receives a Will save to initiate a TAP shutdown before the engrams such as detect sprite, ping system, and scan
flash engram takes effect. If the save is successful, the flash system. Hide system also prevents location through a tag.
engram has no effect, but the target loses its turn as it If subjected to such searches, the person running the anal-
shuts its TAP down. If the Will save fails, the target receives ysis program must succeed on a check (1d20 + hacker level)
a Fortitude save. On a failed save, the massive damage against a DC of 11 + the level of the hacker that activated
to the TAP causes physical symptoms (brain aneurysm, hide system. If you activate hide system on your own TAP,
cardiac arrest, or similar terminal condition) that kills the the DC is 15 + your hacker level.
target. On a successful save, the target takes 3d6 points
of damage, but its TAP is disabled and will not function
until repaired manually (a process requiring a Knowledge HIJACK FUNCTION
[cyberware] or Knowledge [programming] check at DC 30 Coding: override
and 8 hours time or a major restore system. Level: hacker 1
Range: close (25 ft. + 5 ft./2 levels)
Target: several HROS or sprites, no two of which may be
HALT FUNCTION more than 30 ft. apart
Coding: override Duration: 2d4 rounds (D)
Level: hacker 3 Saving Throw: Will negates
Activation Time: 1 standard action
You send out a stream of intrusive code that hampers the
Range: max TAP range
function of any hyper objects or sprites in the area. Roll 2d4


Target: up to three drones, HROs, robots, or sprites, no
two of which can be more than 30 ft. apart to see how many total HD of objects or sprites you affect.
Duration: 1 round/level (D) Targets with fewer HD are affected before ones with more
Saving Throw: Will negates HD. On a failed saving throw, a target is fascinated for the
duration of the flash engram.
A flood of extraneous command functions renders three
targets immobile. A Hyper Reality object or unattended
drone gets no saving throw; an attended drone or target HOSTILITY TRIGGER
with an Intelligence score does (attended drones use their Coding: overrride
pilot’s saving throw). If the flash engram is successful, the Level: hacker 2
target can take no actions for its duration. Activation Time: 1 standard action
Range: maximum TAP range
Target: one drone, robot, or hyper object
HEIGHTEN DOOR SECURITY Duration: 1 round/level (D)
Coding: security
Level: hacker 2
151
CYBERPUNK RULES

Saving Throw: Will negates real to anyone using enhanced vision equipment, such as
thermal imaging.
This flash engram alters the target’s targeting parameters,
causing it to treat all nearby creatures as hostile, regardless An attacker may choose to take a full-round action to
of how they would normally be designated. If programmed make a single attack in an attempt to discern the real you
to attack hostiles on sight, it will do so. This also reduces from the hyper clones, which move just slightly out of sync
the target’s inability to choose between targets. If two or with you. A successful DC 25 Perception check allows the
more viable targets are available, it will attack randomly, attacker to ignore the images and attack you. This check
and takes a –2 penalty on attack rolls, weapon damage must be made each round while the hyper clones are active
rolls, ability checks, skill checks, and saving throws as long in order to bypass them.
as there is more than one available target within range.
HYPER HAZE
HYPER-CLOAKED MOVEMENT Coding: proxy


Coding: proxy Level: hacker 2


Level: hacker 1 Activation Time: 1 standard action
Activation Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels)
Range: personal Target: 1 person or creature
Target: you Duration: 1 min./level (D)
Duration: 1 minute/level (D) Saving Throw: none

This flash engram uses hyper reality generators to warp Using hyper reality projectors, you cover the target in a
your general appearance as you move, giving you a hazy, blurred, shifting distortion. This distortion grants the subject
wavering look. This distortion grants you concealment (20% concealment (20% miss chance). A bypass hyper code flash
miss chance,) but only if you move at least 10 feet during engram can bypass this effect.
your turn, and it ends as you end your move, providing pro- Those without an active TAP ignore this effect. Opponents
tection against attacks that happen during your turn, such that cannot see the subject also ignore the effect (though
as attacks of opportunity. If you move at least twice your fighting an unseen opponent carries penalties of its own).
speed on your turn, then the blurring effect lasts until the
start of your next turn. You do not gain this concealment HYPER IMAGE
against people or creatures that cannot see hyper reality.
Coding: proxy
Level: hacker 1
HYPER CLONES Activation Time: 1 standard action
Coding: proxy Range: maximum TAP range
Level: hacker 2 Effect: hyper image that cannot extend beyond four 10-ft.
Activation Time: 1 standard action cubes + 1 10-ft. cube per level (S)
Range: personal Duration: concentration
Target: you Saving Throw: Will disbelief
Duration: 1 minute/level (D) This flash engram creates a realistic hyper reality construct
This flash engram creates a number of hyper reality of an object, person, creature, or force, as visualized by
images of you that inhabit your square. These images make you. As a hyper reality object, the image has no physical
it difficult for enemies to precisely locate and attack you. substance, nor can it make noise, and it does not give off
heat or scent. You can move the image within the limits
When hyper clones is activated, 1d4 images plus one
of the size of the effect. This flash engram can only func-
image per three hacker level (maximum 8 images total)
tion in areas with active hyper emitters. You could make
are created. These images remain in your space and move
the image of a person walking down a street where there
with you, mimicking your movements, sounds, and actions.
are storefront hyper emitters, for example, and you could
Whenever you are attacked, there is a chance your attacker
make the person turn off the street down a side alley, but
targets one of your images instead. If the attack is a hit, roll
if the alley contains no emitters, you could not make the
randomly to see whether the selected target is you or one
image continue to walk down the alley.
of your images. Hyper reality images cannot be harmed by
normal weapons and attacks. EMP weapons will damage
hyper reality emitters and 6 points of damage is enough HYPER IMAGE, IMPROVED
to render a single image useless. Hyper clones cannot be Coding: proxy
seen by those without an active TAP, nor do they seem Level: hacker 2
Duration: concentration + 2 rounds
152
CYBERPUNK RULES

This flash engram functions as hyper image, except that By temporarily accessing online databases, your TAP
improved hyper image includes minor sounds (footsteps, can translate the spoken word and provide translation of
cloth rustling, coughing etc.) but not understandable speech. foreign texts. This flash engram does not necessarily impart
insight into the material, merely a literal translation of the
HYPER IMAGE, GREATER words, so slang terminology, innuendo, and other subtleties
may be lost in translation. While instant translation allows
Coding: proxy
Level: hacker 3 you to understand and read a foreign language, you gain
Duration: concentration + 3 rounds no ability to speak or write in that language.

This flash engram functions as hyper image, except that Written material can be read at a rate of one page (250
sound, smell, and even thermal effects are included. words) per minute. Encoded messages are not deciphered
by means of this flash engram or reveal messages hidden
in otherwise normal text.
HYPER REALITY MASK
Coding: proxy
LINK
Level: hacker 1
Activation Time: 1 standard action Coding: overwrite
Range: personal Level: hacker 0
Target: you Activation Time: 1 round
Duration: 10 minutes/level (D) Range: maximum TAP range
Target: up to three TAPs of willing subjects
You create a realistic hyper reality overlay on your body Duration: 1 hour/level
to change your appearance, including your clothing and Saving Throw: none
equipment. You can seem up to 1 foot shorter or taller,
thin, fat, or in between. You cannot change your creature You create a link with up to three other people via their
type, but can appear as another subtype. Otherwise, the TAPs. Maintaining this open connection allows you to affect
extent of the change is up to you. You could add or obscure these people with flash engrams with no limitation on
a minor feature, or look like an entirely different person. range, so long as they remain connected to the Global
DataNet. Certain locations do not allow such connectivity,
This change does not provide you with any mannerisms such as being deep underground or beyond Earth orbit.
or abilities of the form taken, nor does it alter the tactile or Also, any flash engrams with a range of “Linked” will auto-
audible properties of you or your equipment. If you use the matically affect all subjects connected to you when you
flash engram to create a disguise, you get a +10 bonus on activate them.
the Disguise check. A creature that interacts with the flash
engram gets a Will save to recognize it as hyper reality.
MAJOR MALWARE
Creatures that cannot see hyper reality are not affected
by this flash engram. Coding: virus
Level: hacker 4
Activation Time: 1 standard action
HYPER REALITY MASK OTHER Range: maximum TAP range
Coding: proxy Target: 1 HRO, network, sprite, or active TAP
Level: hacker 2 Duration: permanent
Activation Time: 1 standard action Saving Throw: Will or Neural Fort negates


Range: close (25 ft. + 5 ft./2 levels)
You infect the target with a virus. Choose one of the fol-
Target: 1 person
lowing effects.
Duration: 10 minutes/level (D)
• –6 penalty to an ability score (minimum 1)
This functions as hyper reality mask, except you can use • –4 penalty on attack rolls, saves, ability checks, and
it to disguise yourself or another person. skill checks.
• Each turn, the target has a 50% chance to act normally;
INSTANT TRANSLATION otherwise, it takes no action.
Coding: analysis You may also invent your own malware effect, but it
Level: hacker 1 should be no more powerful than the ones listed above.
Activation Time: 1 standard action
Range: personal This malware is immune to deletion, but remove malware
Target: you will remove it and its effects.
Duration: 10 min./level

153
CYBERPUNK RULES

Level: hacker 0
OPEN/CLOSE Activation Time: 1 standard action
Range: maximum TAP range
Coding: override
Effect: hijack an auditory system
Level: hacker 0
Duration: 1 round/level (D)
Activation Time: 1 standard action
Saving Throw: Neural Fort negates
Range: maximum TAP range
Target: door or other portal connected to the Global You temporarily hijack an audio system connected to the
DataNet Global DataNet to broadcast your own signals. You must
Duration: instantaneous choose whatever is broadcast from the hijacked system
Saving Throw: none in advance and cannot change it while the flash engram
You can open or close any door, gate, or other portal that is running. You can choose to broadcast a prerecorded
is electronically activated, connected to the Global DataNet, message, a music channel, or any other sort of audio feed
and not currently secured with a lock or security protocol. you can access with your TAP. The volume of the broadcast


Physical tampering may also inhibit your ability to open is limited to the maximum volume output of the hijacked
or close a door with this flash engram (for example, if the system.
door is damaged or welded shut).
PING SYSTEM
OVERRIDE DEVICE PROTOCOLS Coding: analysis
Coding: override Level: hacker 0
Level: hacker 4 Activation Time: 1 standard action
Activation Time: 1 round Range: maximum TAP range
Range: max TAP range Duration: concentration, up to 1 minute/level
Target: 1 drone, HRO, robot, or sprite Saving Throw: none (see text)
Duration: 1 min./level You may ‘ping’ a device, network, HRO (Hyper Reality
Saving Throw: Will negates
Object), program, or other similar item connected to the
Your flash engram gives you control over the target, allow- Global DataNet to gain information about it. The amount
ing you to control it via your TAP. It will perform any action of information revealed depends on how long you study
you command it to the best of its abilities. The target is a particular area or subject, and is typically displayed in
still limited by its build and abilities as to what actions it a manner consistent with your currently running Hyper
can actually perform. Reality filter.
Once you give the target a command, it will continue to 1st Round: Presence or absence of connected objects and
follow that command to the exclusion of any other activi- their number.
ties until you rescind it or issue a new one. Changing your
2nd Round: The registered owner of a single specific object
orders or issuing a new command is a move action.
located in the previous step, as well as what kind of object it is.
If the target has free will (an AI sprite, for example) it
3rd Round: The type of network a single specific object
will resist orders that could cause it harm or go against
pinged from the previous step is connected to, and the net-
its nature, receiving a new saving throw against the flash
work’s owner. If the object being pinged is in line of sight,
engram with a +2 bonus. Obviously self-destructive orders
you can make a Knowledge (programming) skill check to
will not be carried out.
determine the actual purpose of the object (if different from
Once control is established, you can keep your control of the apparent). (Make one check per object: DC 15 + object’s
the target no matter where it goes, so long as it remains Tier.) If the object is a physical item, you can attempt to
connected to the Global DataNet. identify its Tier with a second roll. A successful Knowledge
(programming) or Hacking skill check can detect a tag on
PHANTOM BROADCAST a TAP (DC 15 + the level of the hacker that left the tag).
Coding: proxy

TABLE 3:13: HR OBJECT STRENGTH


POWER RATING
OBJECT FAINT MODERATE STRONG INTENSE
Functioning Object/network Civilian or lower Corporate Military Elite
Hyper Reality Object Gutter Civilian Corporate Military or higher

154
CYBERPUNK RULES

High density HRO fields, multiple overlapping networks bonus to your firewall against the target’s attacks. If the
and devices, or other strong sources of interference may target fails its Will save (or Fort save for a network), you
distort or conceal weaker objects Hyper Reality power also see how the target will react to your attacks, and the
rating. bonus applies to your hyper combat attack and damage
rolls against the target. These bonuses only apply while the
Object’s Hyper Reality Strength: An object’s power depends
target is within your TAP range. Should it move beyond that
on an object’s Tier; see the accompanying table. If an object
range, then you lose the bonuses until it is within range
falls into more than one category, ping system indicates
again. Whenever the target misses you with an attack, the
the stronger of the two.
bonuses provided by the predictive algorithm increase by
You maintain your connection to a pinged target for 1 one until the flash engram ends (to a maximum of +5).
round after ceasing to concentrate on this flash engram.
During that round, you may use any flash engram with a
REMOVE MALWARE
range of up to maximum TAP range, even if you do not
have visual sight of the target. Coding: debugging
Level: hacker 4
Activation Time: 1 standard action
POPUP MALWARE Range: maximum TAP range
Coding: virus (bot) Target: 1 HRO, network, sprite, or TAP
Level: hacker 0 Duration: instantaneous
Activation Time: 1 standard action Saving Throw: none
Range: TAP maximum Remove malware removes all viruses affecting the target.
Target: 1 person with active TAP
You must make a hacker level check (1d20 + hacker level)
Duration: 1 minute
against the DC of each virus affecting the target.
Saving Throw: Neural Fort negates
Remove malware also counters debilitating malware and
This flash engram temporarily hinders the targeted TAP’s
malware upload.
ability to block ads and other sorts of pop-ups that would
ordinarily be screened. These popups interfere with the
TAP owner’s vision, causing it to be dazzled for 1 minute REPAIR SYSTEM
unless it makes its Neural Fortitude save. Sightless targets, Coding: debugging
or targets that are already dazzled, are not affected by Level: hacker 1
popup malware. Activation Time: 1 standard action
Range: maximum TAP range
Target: one HRO, network, or sprite
POPUP MALWARE, MASS Duration: instantaneous
Coding: virus (bot) Saving Throw: Will half (harmless)
Level: hacker 1
You upload a program that detects and fixes damaged
Activation Time: 1 standard action
Range: TAP maximum software to a single target within range. Any sprite, Hyper
Target: All persons with active TAP in a 20-ft. area Reality object, or network within range that you designate
Duration: 1 minute is healed 1d8 points of damage + 1 point per hacker level
Saving Throw: Neural Fort negates (maximum +5).
This flash engram functions as popup malware, except


it affects all persons with functional TAPs with a 10-foot REPAIR SYSTEM, MASS
radius of the target point. Coding: debugging
Level: hacker 3
Target: one HRO, network, or sprite/level
PREDICTIVE ALGORITHM
Coding: analysis This flash engram functions as repair system, except it
Level: hacker 2 heals each selected target 1d8 points of damage + 1 point
Activation Time: 1 standard action per hacker level (maximum +20).
Range: maximum TAP range
Target: 1 TAP or network
RESTORE CODE, MINOR
Duration: 1 round/level
Saving Throw: Will partial (see text) Coding: debugging
Level: hacker 0
This flash engram runs an analysis on the activity of a Activation Time: 1 standard action
network or TAP, giving an impression of what type of offen-
sive action its user or sysop will take. You gain a +2 insight 155
CYBERPUNK RULES

Range: close 25 ft. + 5 ft./2 levels Coding: overwrite


Target: 1 hyper object, network, or sprite Level: hacker 2
Duration: instantaneous Activation Time: 1 standard action
Saving Throw: none Range: medium (100 ft. + 10 ft./level)
This flash engram detects and repairs damage done to Target: 1 person with a functional TAP, or one HR object
a hyper object, network or sprite, healing 1d4 hit points. Duration: permanent (D); see text
Saving Throw: Neural Fort (TAP) or Fort (object) negates
A network or hyper object can be brought back online by
means of this flash engram. This only works on damage You overload the target’s visual or audial centers with
inflicted on its software, not its hardware. data, rendering the subject blinded or deafened. If the
target is a person with an active TAP, this condition remains
RESTORE CODE until they shut down their TAP (a full-round action). If the
target is an object, its cameras or microphones remain
Coding: debugging
offline until repaired.


Level: hacker 2
This flash engram functions as minor restore code, except
SNIFFER ENGRAM
that it restores 1d6 hit points per hacker level (maximum 5d6).
Coding: analysis
Level: hacker 2
RESTORE CODE, MAJOR Activation Time: 1 standard action
Coding: debugging Range: maximum TAP range
Level: hacker 4 Area: maximum TAP range
Activation Time: 1 minute Duration: concentration, up to 1 minute/level
Saving Throw: Neural Fort negates
This flash engram functions as restore code, except it
restores 1d6 hit points per hacker level (maximum 10d6) You scan local systems for incoming and outgoing traffic.
and can restore function to a TAP after a fry system attack. The amount of information revealed depends on how long
you scan a particular system.

SCAN SYSTEM 1st round: Presence or absence of traffic (including active


Coding: analysis TAPs).
Level: hacker 1 2nd round: Number of network servers and TAPs in the
Activation Time: 1 standard action area, and the tier of each network server. This flash engram
Range: maximum TAP range cannot determine the location of any TAP user you cannot
Duration: 3 rounds/level see, it only provides access to their data stream.
Saving Throw: none
3rd round: You can scan the traffic of any server or TAP
This flash engram functions like ping system, except it
in the area. Most commercial traffic can be discerned. For
gives you a +10 enhancement bonus to Hacking skill checks
example, you can determine that the guard at the check-
to determine if an active sysop is monitoring a network,
point across the street is currently streaming a movie,
and to Knowledge (programming) rolls to determine the
or that a server nearby is uploading a large amount of
presence and type of intrusion countermeasures present
encrypted data to another location. Encrypted data cannot
in a network.
be analyzed without decryption.
Each additional round, you detect new traffic in the area.
SECURITY BOOST
Also, for each round after the third, you can choose a par-
Coding: security ticular data stream from which to collect data. This data
Level: hacker 0
takes up 1 AMS in your TAP. If the data is not encrypted
Activation Time: 1 standard action
(or you successfully decrypt it), then a successful DC 20
Range: maximum TAP range (linked)
Target: 1 person (or all linked persons) Knowledge (programming) check allows you to discern
Duration: 1 minute useful data. The content of the data is determined by the
Saving Throw: none GM (passwords, useful information, electronic data that
can be sold for profit, etc).
You provide targets with temporarily increased security
for their TAPs, granting them a +1 resistance bonus to any You maintain awareness of any active targets in the
Neural Fortitude saves. area for 1 round after ceasing to concentrate on this flash
engram. During that round, you may use any flash engram
with a range of up to maximum TAP range, even if you do
SENSORY OVERLOAD
not have visual sight of the target.
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Duration: 1 minute/level
Saving Throw: Will negates (object)
SYSTEM FEED
Coding: override You override the security protocols on a weapon, locking
Level: hacker 4 it in safety mode. Anyone that attempts to fire the weapon
Activation Time: 1 standard action must spend a standard action and succeed at an Intelli-
Range: maximum TAP range gence check (DC equal to the saving throw DC) to do so,
Target: 1 network provoking attacks of opportunity whether the attempt suc-
Duration: 1 min./level (D) ceeds or fails. Alternately, the owner can perform a system
Saving Throw: Will negates reboot. This is a full-round action. The reboot itself takes 1
This flash engram hijacks all surveillance equipment con- round, so the weapon will be ready to fire again on round 3.
nected by a single network, allowing you to see and/or
hear through any suitable HRO connected to the network.
The system you hack gets a saving throw to resist the
MEDIC TREATMENTS
intrusion. You can switch from one object to the next as A treatment is the inclusive term for a number of medical
a swift action, and you can utilize any and all features of procedures that a medic can perform quickly in emergency
the system (darkvision from cameras, or any bonuses to situations. These treatments take little to no time, as the
Perception the object has) while tapping into the surveil- medic has prepared patches, hypos, nanites, and other
lance feed. You must concentrate to see through a system delivery systems prepared with a variety of medicines,
feed. If you do not concentrate, the flash engram remains ready for nearly any eventuality.
in place, but you lose the feed until you concentrate again.
ADMINISTERING MEDIC TREATMENTS
TAG
A medic can perform any treatment he knows, provided
Coding: overwrite he still has treatment slots of an appropriate level left
Level: hacker 0
to use (representing the medic’s available medical sup-
Activation Time: 1 standard action
plies), and has at least one working hand to administer
Range: maximum TAP range
Effect: tag a subject’s TAP for easier tracking the treatment. All treatments have a range of touch and
Duration: permanent target a single individual unless indicated otherwise under
Saving Throw: Neural Fort negates a specific treatment’s description. A medic can adminis-
ter a treatment to himself so long as he meets the other
By activating this flash engram, you tag a target’s TAP.
requirements necessary to administer a treatment. A medic
While the target is tagged, all its Global DataNet activity
must concentrate to administer a treatment.
leaves markers you can use to track the target. All DCs on
Hacking rolls to determine the location of a tagged individ- Treatments have no effect on androids and cyborgs.
ual are lowered by 5. The tag and its markers are effectively
CONCENTRATION
invisible to anyone but the hacker that placed it. Locating
an existing tag with a trace is a move action. A successful Administering a treatment requires concentration. If
Hacking or Knowledge (programming) skill check (DC = 10 something interrupts concentration during administration,
+ the hacker’s class level) can find a tag. you roll 1d20 and add your medic level and Wisdom mod-
ifier, plus any other modifiers from feats or other sources.
You can target a tagged TAP with a flash engram from any
The more distracting the interruption and the higher the


range, up to and including maximum TAP range, without
level of the treatment you are attempting to administer, the
having visual sight of the TAP’s owner, as long as you take
higher the DC (see Table: Concentration Check DCs). If you
a move action to locate the tag first.
fail the check, you fail to administer the treatment, but lose
A tag can be removed by shutting down and restarting a treatment slot as if you had successfully administered it.
the TAP. An erase code flash engram can also be used to
Injury: If you take damage while trying to administer a
remove a tag once it has been discovered (typically by
treatment, you must make a concentration check with a DC
using ping system or running a system scan).
equal to 10 + the damage taken + the level of the treatment
you’re administering. If you fail, you lose a treatment slot
TRIGGER LOCK of the level of the treatment you attempted to adminis-
Coding: override ter, without it taking effect. The interrupting event strikes
Level: hacker 1 during administration if it comes between the time you
Activation Time: 1 standard action started and the time you complete the treatment (for a
Range: medium (100 ft. + 10 ft./level) treatment with an administration time of 1 full round or
Target: 1 firearm
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TABLE 3:14: CONCENTRATION CHECK DCS


SITUATION CONCENTRATION CHECK DC
Administer defensively 15 + double treatment level
Injured while administering a treatment 10 + damage dealt + treatment level
Continuous damage while administering a treatment 10 + 1/2 damage dealt + treatment level
Affected by a non-damaging effect while administering a treatment DC of effect + treatment level
Grappled or pinned while administering a treatment 10 + grappler's CMB + treatment level
Vigorous motion while administering a treatment 10 + treatment level
Violent motion while administering a treatment 15 + treatment level
Extremely violent motion while administering a treatment 20 + treatment level
Fatigued while administering a treatment 10 + treatment level
Exhausted while administering a treatment 15 + treatment level


more) or if it comes in response to your administering the make a concentration check (DC 15 + the level of the treat-
treatment (such as an attack of opportunity provoked by ment you’re administering) or lose the treatment slot. If
the treatment or a contingent attack, such as a readied the motion is extremely violent, such as that caused by an
action). earthquake, the DC is equal to 20 + the level of the treat-
ment you’re administering.
If you are taking continuous damage, such as contact with
a live electrical wire or being on fire, half the damage is Fatigue and Exhaustion: If you are fatigued, you must
considered to be taking place while you are administering make a concentration check equal to 10 + the level of the
the treatment. You must make a concentration check with treatment you’re administering or lose the spell slot. If
a DC equal to 10 + 1/2 the damage the continuous source you are exhausted, the DC increases to 15 + the level of
last dealt + the level of the treatment you’re administer- the treatment you’re administering. If you are fatigued
ing. If the last damage dealt was the last damage that the and making a concentration check due to another circum-
effect could deal, then the damage is over and does not stance or effect, increase the DC of that roll by 2. If you
distract you. are exhausted and making a concentration check due to
another circumstance or effect, increase the DC of that roll by 5.
Non-damaging Effect: If you are affected by a distracting,
but non-damaging effect (a hacker’s flash engram that MEDIC LEVEL
inflicts an inhibiting condition, or a zeek power that does
the same, for example,) you must succeed at a concen- A treatment’s effectiveness often depends on its medic
tration check with a DC equal to the effect’s saving throw level, which is equal to the medic level of the character
DC + the level of the treatment you’re administering. For that administers the treatment.
an effect with no saving throw, it’s the DC that the effect You can administer a treatment at a lower medic level
would have if a save were allowed. For example, if the than normal, but the medic level you choose must be high
effect comes from a 3rd level flash engram of an enemy enough for you to administer the treatment in question,
hacker, the save DC would be 13 + the enemy hacker’s and all level-dependent features must be based on the
Intelligence modifier. same medic level.
Grappling or Pinned: Administering a treatment while In the event that a class feature or some other special
you have the grappled or pinned condition is difficult and ability provides an adjustment to your medic level, that
it requires a concentration check (10 + the grappler’s CMB adjustment applies to all effects based on medic level,
+ the level of the treatment you’re administering). such as duration and hit points healed.
Vigorous Motion: If you are riding in a swerving vehicle,
or one on a rough road, on a small boat in rough water,
TREATMENT ENTRY DESCRIPTIONS
below decks in a storm-tossed ship, or simply being jostled The description of each treatment is presented in a stan-
in a similar fashion, you must make a concentration check dard format. Each category of information is explained and
(DC 10 + the level of the treatment you’re administering) defined below.
or lose the treatment slot.
Violent Motion: If you are on a galloping horse, riding in NAME
a vehicle traveling off-road at high speeds, on a small boat The first line of every treatment description gives the
in rapids or in a storm, on deck in a storm-tossed ship, or name by which it is generally known.
being pitched roughly about in a similar fashion, you must

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Timed Durations: Many durations are measured in rounds,


TYPE (SUBTYPE) minutes, hours, or other increments. When the time is up,
Beneath the treatment name is a line giving the type (and the effects stop and the treatment ends.
subtype, if any) to which the treatment belongs. A type
Instantaneous: The treatments effects happen immedi-
is a collection of treatments that function in similar ways.
ately, though the consequences may be long lasting.
Treatments are divided into the following types.
Discharge: Occasionally, a treatment lasts for a set dura-
BOOST tion or until triggered or discharged.
Boosts temporarily improve the performance of the body SAVING THROW
or mind. A boost typically adds some sort of bonus to ability
scores, saving throws, or other types of rolls or checks. The saving throw entry in a spell description defines which
type of saving throw the spell allows and describes how
Transgenic: A transgenic treatment uses temporary gene
saving throws against the spell work.
modification to produce changes in the subject. A trans-
genic treatment can also be the injection of transgenic Negates: The spell has no effect on a subject that makes
organisms, usually harmless bacteria modified with human a successful saving throw.
DNA to produce the necessary chemical compounds for Partial: The spell has an effect on its subject. A success-
the treatment. ful saving throw means that some lesser effect occurs.

DIAGNOSTIC Half: The spell deals damage, and a successful saving


throw halves the damage taken (round down).
Diagnostics are not treatments per se, but scans or tests
used to quickly and accurately determine the status of the None: No saving throw is allowed.
subject’s health. (harmless): The spell is usually beneficial, not harmful, but
a targeted creature can attempt a saving throw if it desires.
HEALING
Treatment of injuries and removal of negative effects. TREATMENTS BY LEVEL
Healing treatments remove damage, both to hit points and
abilities, counter toxins and infection, and restore normal 1ST LEVEL TREATMENTS
physiological function. Cognitive Enhancer: Subject’s recall and ability to process
information improve.
LEVEL Contingent Trauma Treatment: Grants temporary hit points
to offset effects.
This line gives the treatment’s level, indicating relative
Cosmetic Alteration: Subject gains superficial changes
power. A treatment’s level affects the DC for any save to appearance.
allowed against its effects. Immune Booster: Subject gains a +2 bonus on saving throws.
Light Trauma Treatment: Cures 1d8 damage + 1/level (max +5).
TREATMENT TIME Minor Treatment: Produces one of several relaxing or
Most treatments require 1 standard action to administer. entertaining effects.
A treatment that takes 1 round to administer is a full-round Monitor Vitals: Know subjects’ health from a distance.
action. Its effects happen just before the beginning of your Scent Blocker: Subject cannot be tracked by scent.
Sense Enhancement: Subject gains +2 Perception, low-
next turn in the round after you began treatment. You then
light vision.


act normally after the treatment is completed. When you
Vocal Alteration: Disguise subject’s voice.
begin a treatment that takes 1 round or longer to admin- War Juice: +1 per three levels on attack and damage rolls.
ister, you must continue to concentrate from the current
round to just before your turn in the next round (at least). 2ND LEVEL TREATMENTS
If you lose concentration before you finish administering Acumen Booster: Roll twice and take the higher roll when
it, you lose the treatment. using certain mental skills.
Augment Senses: Subject gains a bonus on Perception checks.
DURATION Auto-Rejuvenation, Lesser: Removes ability penalty or
repairs 1d4 ability damage.
A treatment’s duration line tells you how long the treat-
Agile Stim: Subject gains +4 to Dex for 1 min/level.
ment’s effects last.
Brawn Stim: Subject gains +4 to Str for 1 min/level.
Clari-Stim: Subject gains +4 to Wis for 1 min/level.
Cogni-Stim: Subject gains +4 to Int for 1 min/level.

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Combat Booster: +1 on attack rolls and saving throws,


+1d8 temporary hit points +1/level (max +10). AGILE STIM
Endura-Stim: Subject gains +4 to Con for 1 min/level. Type: boost
Intuit-rite: +5 Perception and Sense Motive for 10 min./level. Level: medic 2
Moderate Trauma Treatment: Cures 2d8 damage +1/level (max +10). Treatment Time: 1 standard action
Nightsight: See 60 ft. in total darkness. Duration: 1 minute/level
Vitali-boost: Gain 1d10 temporary hit points + 1 hp/level (max +10). Saving Throw: none
3RD LEVEL TREATMENTS The subject becomes more graceful, agile, and coordi-
Anti-pathogen: Cures all diseases affecting subject. nated. The treatment grants a +4 enhancement bonus
Hypercognition: Subject can rapidly recall everything it to Dexterity, adding the usual benefits to Defense Score,
knows about a subject. Reflex saves, and other uses for the Dexterity modifier.
Liquid Glory: Gives a +2 bonus on attack rolls, saves, and
skill checks.


Overdrive: Subject moves faster, +1 on attack rolls, DS, ANTI-PATHOGEN


and Reflex saves. Type: healing
Rage Chem: Gives +2 to Str and Con, +1 on Will saves, –2 to DS. Level: medic 3
Restore Sight/Hearing: Cures blindess or deafness. Treatment Time: 1 standard action
Serious Trauma Treatment: Cures 3d8 +1/level (max +15). Duration: instantaneous
Saving Throw: none
4TH LEVEL TREATMENTS
An anti-pathogen can cure all diseases from which the
Accelerated Tissue Reconstruction: Subject gains fast
healing of 5. subject is suffering. You must make a medic level check
Auto-Rejuvenation: Restore level and ability score drains. (1d20 + medic level) against the DC of each disease affect-
Broad Spectrum Antitoxin: Neutralizes poisons in subject, ing the subject. Success means the disease is cured.
or removes ability to poison. Since the treatment’s duration is instantaneous, it does
Critical Trauma Treatment: Cures 4d8 +1/level (max +20). not prevent reinfection after a new exposure to the same
Resuscitate: Cures 5d8 damage + 1/level and restores life
disease at a later date.
to the recently dead.
Transgen Amplifier: Hybrid subject’s animal qualities are enhanced.
AUGMENT SENSES
MEDIC TREATMENT DESCRIPTIONS Type: boost
Level: medic 2
Treatment Time: 1 standard action
ACCELERATED TISSUE RECONSTRUCTION Duration: 1 minute/level
Type: healing Saving Throw: none
Level: medic 4
The target gains a +10 enhancement bonus on Perception
Treatment Time: 1 standard action
Duration: 1 round/level checks. The bonus increases to +20 at medic level 8th, and
+30 (the maximum) at medic level 16th.
A short term influx of nanites promotes amazingly fast
tissue regeneration. The subject gains fast heal 5 for the
AUTO-REJUVENATION
duration of the treatment.
Type: healing
Level: medic 4
ACUMEN BOOSTER Treatment Time: 3 rounds
Type: boost Duration: instantaneous
Level: medic 2 Saving Throw: none
Treatment Time: 1 standard action
This treatment functions like lesser auto-rejuvenation,
Duration: 10 minutes/level or until discharged
except that it also removes all temporary negative levels
The subject’s mind can correlate data more efficiently. or one permanent negative level. The treatment cannot
When attempting an Appraise, Hacking, Knowledge, or Lin- be used to remove more than 1 permanent negative level
guistics check, they can roll twice and take the higher result. from a subject in a one-week period.
If the subject has an ability that allows them to roll twice,
Auto-rejuvenation cures all temporary ability damage,
they cannot use both that ability and this treatment on the
and it restores all points permanently drained from a single
same roll. The treatment is discharged when the subject
ability score (your choice if more than one is drained). It
has used its benefits a number of times equal to your medic level.
also eliminates any fatigue or exhaustion suffered by the
subject.
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The subject becomes more intuitive and aware. This treat-


AUTO-REJUVENATION, LESSER ment grants a +4 enhancement bonus to Wisdom, adding
the usual benefits to Will saves and Wisdom-related skills
Type: healing
Level: medic 2 and abilities. Medics do not receive any additional bonus
Treatment Time: 3 rounds treatments under the effects of clara-stim, but the save
Duration: instantaneous DCs for their treatments increase.
Saving Throw: none
This treatment removes any penalties reducing one of COGNI-STIM
the subject’s ability scores or cures 1d4 points of ability Type: boost
damage to one of the subject’s ability scores. It also elim- Level: medic 2
inates any fatigue suffered by the subject, and improves Treatment Time: 1 standard action
the exhausted condition to fatigue. It does not restore Duration: 1 minute/level
permanent ability drain. Saving Throw: none
The subject’s ability to learn and reason increases. This
BRAWN STIM treatment grants a +4 enhancement bonus to Intelligence,
adding the usual benefits to Intelligence-related skills and
Type: boost
Level: medic 2 abilities. Hackers under the effects of cogni-stim do not
Treatment Time: 1 standard action gain any bonus slots for flash engrams, but the save DCs
Duration: 1 minute/level for their flash engrams increase while under its effects.
Saving Throw: none
The subject becomes stronger. This treatment grants a +4 COMBAT BOOSTER
enhancement bonus to Strength, adding the usual benefits Type: boost
to melee attack rolls, melee damage rolls, and other uses Level: medic 2
of the Strength modifier. Treatment Time: 1 standard action
Duration: 1 minute/level
Saving Throw: none
BROAD SPECTRUM ANTITOXIN
This treatment enhances accuracy and durability. The
Type: healing
Level: medic 4 subject gains a +1 competence bonus on attack rolls and
Treatment Time: 1 standard action saving throws, plus temporary hit points equal to 1d8 +
Duration: instantaneous or 10 min/level medic level (to a maximum of 1d8+10 temporary hit points
Saving Throw: Fort negates (harmless) at medic level 10th).
This treatment detoxifies any poisons or venom afflicting
the subject. You make a medic level check (1d20 + medic CONTINGENT TRAUMA TREATMENT
level) against the DC of each poison affecting the target. Type: boost
Success means the poison is neutralized. A cured subject Level: medic 1
suffers no additional effects from the poison, and any Treatment Time: 1 standard action
temporary effects are ended, but the treatment does not Duration: 10 minutes/level
reverse instantaneous effects, such as hit point damage, Saving Throw: none
temporary ability damage, or effects that don’t go away Implanted nanites produce blood and stimulants when


on their own. they detect the subject’s body in trouble. If the loss of hit
This treatment can also be used on a venomous or poi- points at the end of a temporary effect that modifies the
sonous creature, neutralizing its ability to produce toxins subject’s Constitution (such as rage chem) would cause
for 10 minutes per medic level. The medic must succeed the subject to lose consciousness or die, the subject gains
in a touch attack on the target, and it receives a Fortitude temporary hit points equal to your medic level (maximum
saving throw to negate the effect. 10). Each use of the treatment grants the subject the tem-
porary hit points only once.

CLARI-STIM
COGNITIVE ENHANCEMENT
Type: boost
Level: medic 2 Type: boost
Treatment Time: 1 standard action Level: medic 1
Duration: 1 minute/level Treatment Time: 1 standard action
Saving Throw: none Duration: 10 minutes/level

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Saving Throw: none Treatment Time: 1 standard action


This treatment places you in a heightened state of Duration: see text
awareness that allows you to notice more about your sur- Saving Throw: none
roundings and recall information more readily. You gain This cerebral enhancer allows the subject to catalog and
a +2 competence bonus on Perception checks and on all collate data on a person, place, thing, or event, calling to
Knowledge checks you are trained in. mind scraps of memory and assembling clues in a logical
and systematic order. Immediately after the treatment is
COSMETIC ALTERATION administered, the subject can begin spending the necessary
Type: boost (transgenic) time to perform an Intelligence check, a Hacking check, a
Level: medic 1 Linguistics check to detect a forgery or decipher a hidden
Treatment Time: 1 standard action message, or a Knowledge check. If the check requires at
Duration: 1 hour/level least 3 rounds, the subject can perform it five times as
Saving Throw: none quickly (minimum 1 round). If the check required fewer


than 3 rounds, the subject can perform it instantly. Either


Temporary transgenic modification provides cosmetic
way, the subject gains an insight bonus to the check equal
changes to the subject. The range of changes that can be
to your medic level (maximum bonus +10), but this bonus
performed are numerous—hair color, hair type (straight,
can’t raise the result above what the subject would have
curly, etc.), eye color, skin complexion (including types
achieved on a natural 20.
outside the normal range such as unusual colors or
phosphorescence) and other minor cosmetic traits—and
cause no serious changes to an individual outside of their IMMUNE SYSTEM BOOSTER
appearance. A subject under the effects of this treatment Type: boost
may add a +4 bonus to Disguise checks. Level: medic 1
Treatment Time: 1 standard action
Duration: 1 minute/level
CRITICAL TRAUMA TREATMENT
Type: healing This treatment inures the subject against a variety of
Level: medic 4 effects, providing a +2 resistance bonus to all saving throws
Treatment Time: 1 standard action while it lasts.
Duration: instantaneous
Saving Throw: none INTUIT-RITE
This treatment functions like light trauma treatment, Type: boost
except that it cures 4d8 points of damage +1 point per Level: medic 2
medic level (maximum +20). Treatment Time: 1 standard action
Duration: 10 minutes/level
Saving Throw: none
ENDURA-STIM
Type: boost The subject’s senses become keen, and they become more
Level: medic 2 perceptive of behavioral clues. For the duration of the
Treatment Time: 1 standard action treatment, the subject receives a +5 competence bonus
Duration: 1 minute/level on Perception and Sense Motive checks.
Saving Throw: none
The subject gains greater vitality and stamina. The LIGHT TRAUMA TREATMENT
treatment grants the subject a +4 enhancement bonus Type: healing
to Constitution, which adds the usual benefits to hit points, Level: medic 1
Fortitude saves, Constitution checks, and so forth. Hit points Treatment Time: 1 standard action
gained by a temporary increase in Constitution are not Duration: instantaneous
temporary hit points. They go away when the subject’s This treatment cures 1d8 points of damage + 1 point per
Constitution drops back to normal. They are not lost first caster level (maximum +5).
as temporary hit points are.

LIQUID GLORY
HYPERCOGNITION
Type: boost
Type: boost Level: medic 3
Level: medic 3 Treatment Time: 1 standard action
Duration: 10 min./level
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Wakefulness: The subject remains awake for 2 hours


Saving Throw: none
without feeling sleepy, and without side effects such as
This treatment causes the subject to experience greatly jitteriness. The subject gains a +5 resistance bonus against
increased confidence and lack of fear. The subject gains drugs or other effects that cause sleep. This minor treat-
a +2 morale bonus on attack rolls, saves, and skill checks. ment simply delays the subject’s need for sleep and does
not count as rest or sleep. It can be used multiple times in
MINOR TREATMENT succession, but as the effect wears off, the subject is as
tired as they would be if they had not received the minor
Type: boost
treatment.
Level: medic 1
Treatment Time: 1 standard action
Duration: see text MODERATE TRAUMA TREATMENT
Saving Throw: Fort negates (harmless) Type: healing
As a medic, you can supply a patient with a number of Level: medic 2
minor effects related to health, well-being, and entertain- Treatment Time: 1 standard action
ment. These treatments have no side effects (for example, Duration: instantaneous
intoxication does not cause a hangover). When you use Saving Throw: none
minor treatment, choose one of the following effects. This treatment functions like light trauma treatment,
Analgesic: The subject does not feel minor aches and except that it cures 2d8 points of damage +1 point per
pains, such as from arthritis, a cold, or a hangover, for 1 medic level (maximum +10).
hour. For the duration, the subject gains a +2 resistance
bonus against pain-related effects. MONITOR VITALS
Clarity: The subject gets a +1 competence bonus on a single Type: diagnostic
attack roll, saving throw, or skill check within 1 minute. The Level: medic 1
subject must choose to use the bonus before making the Treatment Time: 1 round
Range: long (400 ft. + 40 ft./level)
roll to which it applies.
Duration: 1 hour/level (D)
Hallucination: The subject has pleasant hallucinations for
You upload a temporary engram that uses a subject’s
1 hour, such as wandering lights, music, playful surreal
TAP to monitor its owner’s vitals and send that informa-
animals, and so on. The subject can tell these are not real,
tion to your own TAP, allowing you to track the changes in
but they are distracting, and the subject takes a –2 penalty
the subject’s condition immediately as long as it is within
on Perception checks for the duration.
range. You instantly know if any living being connected to
Intoxication: The subject feels comfortably intoxicated for you via this treatment is dead, severely injured (alive and
1 hour, as if they had consumed a few alcoholic beverages. wounded, with 3 or fewer hit points remaining), injured
Lucid Dream: If the treatment is given within 1 hour of (alive with 4 or more hit points, but less than maximum),
the subject falling asleep, they have a lucid dream that is or unconscious. This link provides enough information that
under their control and lasts for an hour. you can use a Heal check to diagnose the individual’s con-
dition without a physical examination. A person without a
Resistance: The subject gains a +1 resistance bonus on TAP cannot be affected by monitor vitals.
saves for 1 minute.


Sleep: The subject enters a pleasant and restful sleep for 1 NIGHTSIGHT
hour unless awakened. If the subject would normally begin
Type: boost (transgenic)
sleeping at this time, they continue sleeping normally once
Level: medic 2
the minor treatment ends. Treatment: Time 1 standard action
Sobriety: The subject becomes completely sober for 1 hour, Duration 1 hour/level
negating any penalties from being drunk. Any devices that Saving Throw: none
detect blood alcohol level will still register inebriation. The subject gains darkvision with a range of 60 feet.
Alcohol in the system will still work its way out normally, Vision in the dark is black and white, but otherwise like
and depending on the amount imbibed, the subject may normal sight.
still be intoxicated (and suffer the normal penalties) after
the minor treatment’s effects end.
OVERDRIVE
Tenacity: The subject gains 1 temporary hit point for 1 Type: boost
minute. Level: medic 3
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Treatment Time: 1 standard action Treatment Time: 1 standard action


Duration: 1 round/level Duration: instantaneous
Saving Throw: none Saving Throw: none

The subject moves and acts with extraordinary speed. If this treatment is used on a subject that has died within
This extra speed has several effects. 1 round, it cures 5d8 points of damage + 1 point per medic
level (maximum +20).
When making a full attack action, a subject on overdrive
may make one extra attack with a natural or manufactured
SCENT BLOCKER
weapon or an unarmed strike. The attack is made with
the subject’s full base attack bonus, plus any appropriate Type: boost (transgenic)
modifiers. This does not actually grant an extra action, so Level: medic 1
a hacker couldn’t use two flash engrams in a round, or use Treatment Time: 1 standard action
Duration: 1 hour/level
a flash engram and then take an attack.
This treatment neutralizes bodily odors from the subject.


On overdrive, the subject gains a +1 bonus on attack rolls


A person under the effect of a scent blocker cannot be
and a +1 dodge bonus to Defense Score and Reflex saves.
tracked, located, or pinpointed by the scent special quality.
Any condition that makes the subject lose their Dexter-
ity bonus to Defense Score (if any) also makes them lose Scent blocker does not prevent the subject from acquir-
their dodge bonuses. ing outside odors or smells. Dowsing them with a pungent
substance effectively negates the benefits of the treat-
All of the subject’s modes of movement (including land,
ment until the substance is neutralized or washed away.
burrow, climb, fly, and swim) increase by 30 feet, to a
maximum of twice the subject’s normal speed using that
form of movement. This increase counts as an enhance- SENSE ENHANCEMENT
ment bonus, and it affects the subject’s jumping distance Type: boost (transgen)
as normal for increased speed. Multiple uses of overdrive Level: medic 1
do not stack. Treatment Time: 1 standard action
Duration: 1 minute/level
Saving Throw: none
RAGE CHEM
The subject gains a +2 competence bonus to Perception
Type: boost
Level: medic 3 checks and gains low-light vision. Subjects that have low-
Treatment Time: 1 standard action light vision double the distance they can see while under
Duration: 1 round/level the effects of this treatment. If the subject has cybereyes,
Saving Throw: none it does not gain the low-light benefits of the treatment,
but still gains the bonus to Perception checks.
This combat drug causes the body’s production of cat-
echolemines, adrenaline, and noradrenaline to spike
drastically. The subject gains a +2 morale bonus to Strength SERIOUS TRAUMA TREATMENT
and Constitution, a +1 morale bonus on Will saves, and a Type: healing
–2 penalty to Defense Score for the treatment’s duration. Level: medic 3
Treatment Time: 1 standard action
Duration: instantaneous
RESTORE SIGHT/HEARING
Saving Throw: none
Type: healing
Level: medic 3 This treatment functions like light trauma treatment,
Treatment Time: 1 standard action except that it cures 3d8 points of damage +1 point per
Duration: instantaneous medic level (maximum +15).
Saving Throw: none
This treatment will cure blindness or deafness (your TRANSGEN AMPLIFIER
choice), but not both simultaneously. The treatment cannot Type: boost (transgenic)
restore lost eyes or ears, but it repairs them if they have Level: medic 4
been damaged. This treatment can restore sight or hearing Treatment Time: 1 standard action
lost to a sensory overload flash engram attack. Duration: 1 round/level
Saving Throw: Fort negates (harmless)

RESUSCITATE This treatment temporarily enhances a hybrid subject’s


animal genes, increasing their animalistic traits. The subject
Type: healing; Level medic 4
becomes more bestial in appearance. The damage from the
subject’s natural attacks increases by 1 step (1d4 becomes
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CYBERPUNK RULES

1d6, and so on), the subject receives a +2 enhancement


bonus to natural armor, and the ability scores to which the
TABLE 3:15: SECURITY ZONE RATINGS
hybrid receives racial bonuses gain an additional +2 bonus SECURITY ZONE RATING DC TAG THRESHOLD
for the duration of the treatment. Any ability scores that Green 40 3
have a racial penalty have that penalty doubled for the Blue 30 4
duration of the treatment. The subject also gains one of Yellow 20 4
the following additional abilities, appropriate to their hybrid Orange 10 6
type: +10 feet increase to land speed (any but aquatic), Red 5 10
climb 20 ft. (quick or stealth hybrid), swim 30 ft. (aquatic Black 50 1
hybrid), or scent (any). simply can’t all be monitored in real time. That doesn’t mean
that it’s not recording everything patiently and waiting
VITALI-BOOST for the right individual to access it, or that nonsentient AI
systems don’t watch for selected types of illegal activity
Type: boost
Level: medic 2 in real time and tag individuals that meet predetermined
Treatment Time: 1 standard action profiles for increased surveillance.
Duration: 1 hour/level or until discharged Most daily activities are completely innocuous and raise
Saving Throw: none no immediate flags, so there’s no need to make rolls to
This treatment provides the subject with great durabil- avoid notice during those times. There will be recordings
ity. While in effect, the subject gains temporary hit points of a character’s movements, but Hackers can handle that
equal to 1d10 + 1 per medic level (maximum +10). after the fact if needs be. There are times when characters
want to be extra sure that they don’t raise their profile too
high and start attracting surveillance notice., however, and
VOCAL ALTERATION
that’s when rolls are needed.
Type: boost (transgen)
Level: medic 1 To determine if a given activity is being surveilled in cases
Treatment Time: 1 standard action where surveillance is not automatic (corporate research
Duration: 1 minute/level facilities, police stations, stores, and etc.), or to see if
Saving Throw: Fort negates someone has been tagged for increased surveillance, use
This treatment alters the subject’s vocal chords and nasal the chart below, applying all modifiers that are appropri-
passages, changing the sound of their voice. This can make ate to generate the DC that a player character will need
the subject’s voice higher or lower, husky or more nasal. to exceed with a Stealth check to remain unobserved/
If this treatment is used as part of a disguise, the subject untagged. A failure results in a ‘tag’ being applied. If a
gains a +10 bonus on the Disguise check when trying to character collects a number of tags that exceed the Tag
fool the listener. Threshold for the Security Zone that they’re in, someone
or something will drop in to check up on them in a ‘Papers
The subject can vary it’s altered voice just as they could Please’ moment. Each multiple of the Tag Threshold raises
their normal voice, speaking in falsetto, adopting or chang- the response level of the stop by one step on Security Zone
ing an accent, and so on. listing in the Systems of Control chapter.
Note: This presumes actively moving at half-speed,
WAR JUICE
attempting to move with crowds, avoiding looking at


Type: boost cameras, not carrying open weapons above those toler-
Level: medic 1 ated by the authorities, and so forth. No Stealth roll will help
Treatment Time: 1 standard action
someone standing in the street firing a weapon remain
Duration: 1 minute
unnoticed. A Dead Zone might, to a degree, however. See
This standard combat chem heightens the subject’s aim, the ‘Locate Dead Zone’ skill unlock for more.
accuracy, and violent tendencies. The subject gains a +1
enhancement bonus on attack and weapon damage rolls for MODIFIERS TO DC CHECKS
every three medic levels you have (at least +1, maximum +3). • High Traffic Area: -5 to -10 based on traffic volume
• Low Traffic Area: +5 to +10 based on traffic volume
SURVIELLANCE SYSTEMS •

High Noise Volume: -5 vs. sound-based surveillance
Low Noise Volume: +5 vs. sound based surveillance
There are cameras everywhere—in some places literally • Business District: +5
everywhere—and constant surveillance is a way of life • Significant Businesses Nearby (banks, high-end stores): +5
in the 2090s. There’s so much surveillance, in fact, that it • Sparse Businesses: -5
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CYBERPUNK RULES

• Moving Faster Than ½ Speed: +5


• Dressing/Acting Appropriately: -5 (or more depend- STEALTH PATTERN CAMO
ing on situation) This simple camo pattern can be applied by hand and
• Dressing/Acting Inappropriately: +5 (or more depend- incorporates square and rectangular pixellike areas around
ing on situation) the eyes and corner of the mouth. This basic pattern tricks
• Each Tag Applied: +5 the facial recognition systems, reducing their ability to iden-
Note: Some equipment will modify this further (see tify person’s specific identity by -5. These techniques are
Command Line Paint Patterns below). usually the first tricks rookie ‘painters’ learn. Though illegal
in most jurisdictions, Stealth patterning is omnipresent, by
With a success, a character manages to move if not
those who want a bit of privacy back. Except in the highest
unnoticed, then at least innocuously, by the surveillance
security installations, police tend to ignore civilians wearing
state’s watching systems for 5 minutes, plus an additional
stealth patterning, though someone acting suspiciously
5 minutes for each full 5 points that they beat the DC by.
while wearing the design is almost certain to be stopped
Each failed roll means that a tag has been applied to the


and questioned. A specialized paint set is required which


character, and when the threshold for the Security Zone
costs 50 cryptodollars and is good for 10 uses.
that they’re in is reached, someone (a drone, physical offi-
• Craft (visual Arts) or Craft (command line painting)
cers, some local gang members, etc.) are dispatched to
DC 10
question them. Tags drop off after 15 minutes, or when
an individual crosses Zones. Hackers may also erase a More advanced and elaborate patterns exist, and are
tag with a Hacking roll using the Surveillance DC as the designed by computer to actually override facial recogni-
DC to remove it. tion systems to produce other effects. In addition to a Craft
check at the listed DC to actually apply the pattern, a Knowl-
Example: Veranka and Trinka are going about their
edge (command line patterns) check must be made at the
business of ferrying small packets of valuable com-
same DC to find a current pattern. Security experts patch
modities from Point A to Point B in a local Green Zone,
system holes regularly, and ‘painters’ constantly refine
and as such want to not stand out and be noticed
their designs to keep one step ahead of ever evolving
and tagged by automated surveillance systems. They
security. Once a successful Knowledge check is made, the
have Stealth skills of +12 (Veranka) and +16 (Trinka).
design will remain current for 1d6-1 days, before a variant
They plan out their delivery route as follows: They
pattern must be found. Outdated patterns are useless and
dress appropriately (-5 to the DC), map out traffic
have no effect.
flow patterns for maximum density (-8 DC) and pick
streets without significant businesses (-5 DC). Their To the unaided human eye, these commands are mean-
final DC is 40-18= 22. The Game Master informs them ingless bar-code like patterns, areas of color and random
that they will need 40 in the clear minutes to com- fractal designs. Determining exactly what a particular
plete their deliveries. Veranka’s player rolls, 15, 12, 9, Command Line Pattern just by visual inspection is impos-
16, and 19 for totals of 27 (10 minutes), 24 (5 minutes), sible, it requires a specialized scanner’s assistance.
21 (failure, 1 tag applied), 28 (10 minutes), and 32 (15 None of these patterns adjust a wearer’s TAP to broad-
minutes) - she’s in the clear! Trinka’s player rolls 11 (5 cast a different identity to casual surveillance that scans
minutes), 15 (10 minutes), 5 (failure, 1st tag applied), crowds to display target advertising and the like; to spoof
4 (failure, 2nd tag applied), 16 (10 minutes), 13 (10 that, you must load an Evil Twin (a stolen identity profile).
minutes) and 2 (failure; 3rd tag applied). Trinka had Likewise, none of these patterns will affect a background
better hope that her false identity is in order! check or identity interrogatory form law enforcement or
other security devices; to spoof that requires a Hacker-cre-
COMMAND LINE PAINT PATTERNS ated false identity.
As facial recognition technology became more and more DEBUG / SYSTEM INVISIBILITY PATTERNING
refined and omnipresent, privacy-minded individuals
looked for new way to evade it. One of the most prevalent This pattern uses uniquely-compounded makeup to
methods available is the use of Command Line Paint Pat- produce a hacked version of a common debug command
terns in the form of make-up, nano-active facial tattooing, used by repair personnel. The wearer’s image will not
masks, tribal-style war pint, and other, similar applications. appear on camera, and his or her voice cannot be recorded
by a linked audio system which recognizes this pattern, for
a period of 1 hour (the time it takes the makeup to degrade).
In addition to use by criminals, this Command Line Pattern
is often used by celebrities to evade paparazzi.

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CYBERPUNK RULES

The specialized materials for this pattern cost 5,000 find a stored image of a specific person (such as a person
cryptodollars. cleared to be in the area, or a famous celebrity) increase
• Craft (visual Arts) or Craft (command line painting) the Knowledge check DC by +10.
Check DC: 30 The specialized materials for this pattern cost 1500 crypt-
• Knowledge (command line patterns) Check DC: 21
odollars (2500 for a specific person) and last for 1d6 hours
GUILT / HESITANCE PATTERNING before degrading.
• Craft (visual Arts) or Craft (command line painting)
Unlike other Command Line Patterns, this design is Check DC: 28
designed to provoke a distracting emotional response in • Research Check DC: 24
human viewers. Designed by psychologist AI after study
of the pattern recognition portion of the human brain, REBOOT PATTERNING
this pattern makes even well trained, disciplined soldiers This pattern forces all security cameras recognizing it
hesitate before pulling the trigger.
within a 60 ft. radius to reboot for one round. If the wearer
Any sentient biological humanoid within 30 ft. who can remains in the area for long periods to time, the security
clearly see this pattern loses the benefit of the Quick Draw cameras in shutdown and reboot endlessly. Note that the
and Rapid Reload feat for as long as the character with this user is easy to track through the trail of reboot error logs
pattern displayed remains visible and for 1d4 rounds after- he leaves behind.
ward. Androids must make a Will save at DC 20 to avoid The specialized materials for this pattern cost 5000 crypt-
the effect, and purely machine intelligences are unaffected. odollars and last for 1 hour before degrading.
The specialized materials for this pattern cost 2500 crypt- • Craft (visual Arts) or Craft (command line painting)
odollars and last for 1 hour before degrading. Check DC: 20
• Craft (visual Arts) or Craft (command line painting) • Knowledge (command line patterns) Check DC: 18
Check DC: 22
• Knowledge (command line patterns) Check DC: 18 MASKS
INTIMIDATION PATTERNING Any of the Command Line Painting options listed above
may be painted onto a physical mask or applied to a vehi-
Unlike other Command Line Patterns, this design is
cle’s surface, as opposed to directly onto the wearer’s face.
intended to ‘hack’ a humanoid consciousness. This pattern
The effects are identical, but the patterns are easier to
attacks the pattern recognition portion of the brain with
exchange and swap out as needed, and multiple masks
symbolism that induces stress and fear. This pattern is
may be carried, allowing a wearer to prepare for several
often used by prison guards, SWAT and Special Forces team
eventualities, or have more than one appearance ready
members and riot police, and is often applied to riot shields
to swap to in order to help evade pursuit.
and body armor as well as to the faces of soldiers.
As with Stealth Patterning above, so many individuals
A character wearing this pattern receives a +2 equipment
wear masks as a fashion accessory, that law enforce-
bonus on Intimidate checks made against biological sen-
ment simply ignores the practice unless the wearer is
tient humanoids. Androids and machine intelligences are
doing something else suspicious. Physical masks provide
immune to this effect.
an additional -5 penalty to facial recognition scanners that
The specialized materials for this pattern cost 500 crypt- stacks with the Stealth Pattern. The costs to apply patterns
odollars and last for 4 hours before degrading. to a physical mask are identical to those for application to


• Craft (visual Arts) or Craft (command line painting) a person. Masks may be donned or removed as a move
Check DC: 22 equivalent action that provokes attacks of opportunity.
• Knowledge (command line patterns) Check DC: 16
Vehicles may also benefit from the Debug/System Invisibil-
IMAGE OVERRIDE PATTERNING ity, Image Override, and Reboot Patterning (use of Debug/
System Invisibility or Reboot Patterning on a vehicle in most
This pattern accesses the security camera’s onboard roadways is a Class 2 Felony owing to the dangers pre-
memory, and overlays an innocuous image over the sented to other drivers and vehicles). The cost and time to
wearer’s real face. To the watch-AI and anyone seeing apply a pattern to a vehicle is multiplied by 5 and requires
the characters image on video, the wearer’s real facial a vehicle painting tool kit which costs an additional 500
features are obscured behind an illusion of another person cryptodollars. Vehicular masks must be washed off, taking
of similar race, gender and size. The wearer’s clothing and 2d6 minutes.
equipment are not disguised, just his physical appearance.
The Knowledge check given is for an image of an average,
non-threatening random person. If the wearer wants to
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CYBERPUNK RULES

TABLE 3:16:VEHICLE SIZE BY SQUARES


VEHICLE COMBAT VEHICLE
SQUARES
VEHICLE SIZE

Much of the game takes place on foot, with characters 2–6 squares Large vehicle
stalking the streets or infiltrating buildings to take care of 7–12 squares Huge vehicle
business. It’s a big world though, and to get where you’re 13–20 squares Gargantuan vehicle
going, you’ll need a vehicle. Whether you travel by land, 21+ Colossal vehicle
sea, or air, there’s a wide variety of transportation to get
you where you need to go. Sometimes that’s where the
fight happens. An aerial dogfight, car chase, or gun-blaz- DRIVING CHECKS
ing water battle provides a whole new level of action. The
Vehicles that are designed to primarily move on or under
rules provided here are intended to allow for cinematic,
the surface of the earth or water utilize the Drive skill.


fast-paced battles. Don’t forget to bring your gearhead.


Vehicles that are designed to operate in the air, or in space,
utilize the Pilot skill. Aircraft taxiing use the better of their
DRIVERS pilot’s Drive or Pilot skill. Using a TAP to assist with oper-
A vehicle is a special movable object that requires two ating a vehicle grants the operator a +2 to their Drive or
things to keep it moving—a driver and a method of pro- Pilot skill checks.
pulsion. A driver is a creature with an Intelligence score
of 3 or more who is physically able to use the vehicle’s VEHICLE SIZE AND SPACE
driving mechanism. In other words, the creature needs to
Vehicles have sizes and spaces different from creature
be the correct size and have the correct anatomy to use
sizes and spaces. Many vehicles are long and thin rather
whatever tool is used to drive the vehicle. Sometimes a
than taking up a space of an equal number of squares per
driving mechanism may have its own requirements for
side like creatures do. A sedan, for instance, may take up
use. The driver uses that mechanism and her skill (or her
a 10-by-10-foot square, or may be 10 feet wide and 15 feet
Dexterity) to control the vehicle. Without a driver, a vehicle
or more long. Often one of the shorter sides of the vehicle
will not move or will continue moving in a straight line,
serves as a vehicle’s forward facing.
depending on the vehicle’s state when it becomes driv-
erless. A creature must be the size of a vehicle or smaller Size Conversion: Often it is important to know the size
in order to drive it. category of a vehicle. See below to determine the size
of a vehicle based on the number of squares it occupies.
OCCUPANTS Driving Space: At least one 5-foot-by-5-foot square on
each vehicle must be designated as its driving space—
Drivers, riders, any crew, and creatures that serve as
often such an area encompasses multiple squares, or, in
propulsion for a vehicle are all considered occupants. All
the case of small vehicles such as bikes, it may encom-
occupants except for crew members and creatures used for
pass the entirety of the vehicle’s space. In order to drive
propulsion can take actions and threaten areas as regular
a vehicle, an intelligent creature must be within at least
creatures. Crew members can take no actions nor threaten
one square of the driving space and able to manipulate
areas—their actions and concentration are all consumed by
its driving device. The typical sizes and locations of driving
the act of providing propulsion or upkeep for the vehicle.
spaces are detailed in the individual vehicle descriptions.
PROPULSION VEHICLE FACING AND MOVEMENT
Every vehicle has a method of propulsion, whether its
Vehicles do not move like creatures, even when they use
wheels, tracks, hover inductors, jet turbines, or solid fuel
creatures as propulsion. They tend to move in the direction
rockets. The method of propulsion typically affects the
of their forward facing, and do so quickly.
speed and maneuverability of a vehicle and the environ-
ment that it is designed to operate in. The motive power Facing: Unlike creatures, most vehicles have a forward
systems that drive these systems are assumed to be inter- facing. The facing of the vehicle determines its best path of
nal combustion based unless listed otherwise, or obvious propulsion. Vehicles are very good at moving in the direc-
through description, such as in the case of a hang glider. tion of their forward facing, but it takes time and skill to
move them in other directions. A high-performance bike
moves forward quickly and with ease, but turning a corner
requires proper timing. A jet propelled by afterburner tur-
bofans can take a great deal of effort to stop, especially
168
CYBERPUNK RULES

once it has reached top speed. Vehicle facing represents


the effect of inertia on vehicles. OPTIONAL RULE: WIDE TURNS
When driven correctly, vehicles can move straight ahead, The rules for turning a vehicle are a simple way of
diagonally, or a mix of both within the same movement. getting vehicles to turn on a grid, but when a vehicle
Skilled drivers can make a vehicle zigzag in a forward direc- turns, it doesn’t do so sharply; vehicles rarely make
tion with ease. turns evenly. If this simple system involves too much
Movement: Vehicles have a maximum speed and an accel- abstraction, you can have vehicles make wide turns.
eration listing. The speed is the fastest rate the vehicle can Have the driver make a driving check as usual. If she
travel. A vehicle cannot start at its maximum speed. Each succeeds at the check, she can turn the vehicle. When
round, the driver can attempt to accelerate the vehicle or a vehicle makes a turn, it has a chance to make a vehic-
decelerate it by a rate equal to its acceleration (see Driving ular overrun or ramming maneuver on any creature
Vehicles below). The rate at which a vehicle is currently within the turning area, which is a square with sides
moving is called its current speed. equal to the vehicle’s length, with one vertex touching
The maximum speed for each vehicle is an approximation, the front facing of the vehicle on the side opposite to
designed to provide a frame of reference for interactions the direction of the turn. In other words, put the square
between vehicles and their environment. It’s not a reflec- with one side running along the vehicle’s front, per-
tion of actual speed, nor is it intended to be, particularly pendicular to its forward facing, and another running
with respect to high-speed vehicles like fighter jets, or the direction of its current forward facing. Place the
spacecraft. square so its far corner is within the desired destina-
tion of the vehicle. If the turn is successful, the vehicle
DRIVING VEHICLES ends this movement in that area, facing toward the
direction of the turn.
Controlling a vehicle takes common sense, awareness,
The vehicle then makes either vehicular overruns or
intuition, and often some amount of skill in its method
vehicular bull rushes (if the driver makes the required
of propulsion.
swift action) on all creatures and objects within the
Driving Actions: A driver can, at the start of her turn, square that are smaller than it, and makes ramming
before taking any other action, take any of the follow- maneuvers on all creatures and objects that are larger
ing actions (except the “uncontrolled” action) to control a than it, including solid objects. It takes a –10 penalty on
vehicle. If the driver does not take an action, takes another the vehicular bull rush and vehicular overrun maneu-
action, or delays or readies an action, she loses control of vers. The driver can choose to make these in any order
the vehicle and the vehicle takes the “uncontrolled” action. she likes. She makes them one at a time (even after
• Accelerate (standard action): With a successful driving the vehicle is wrecked or comes to a sudden stop),
check, the vehicle’s current speed increases up to its and all effects are cumulative. If the vehicle is wrecked
acceleration (in 5-foot increments; minimum 5 feet), or comes to a sudden stop, the GM decides the final
but no higher than its maximum speed. The vehicle can resting location within the turning area, picking the
move forward or forward diagonally. In other words, most plausible location given the effects.
each time a vehicle enters a new 5-foot square, it can
For instance, if the square has two objects larger than
choose any of its forward-facing squares—the ones
the vehicle and three creatures smaller than it, and the
directly in front or either of the squares directly forward


driver decides to make the ramming maneuver on the
and diagonal. This allows the vehicle to swerve. A
objects first, and then is wrecked during the ramming
driver who fails her driving check can only move into
maneuver on the second object, the vehicle still makes
squares directly in front of the vehicle’s forward facing.
the vehicular overruns on the other two creatures. It
• Decelerate (standard action): With a successful driving
ends in a location of the GM’s choosing.
check, the vehicle’s current speed decreases by a rate
up to its acceleration (in 5-foot increments; minimum 5
coming to a complete stop. Having the Expert Driver
feet). On a failed check, the vehicle does not decelerate.
feat reduces this distance by 10 feet (minimum 0 feet).
Either way, the vehicle can move forward diagonally.
• Keep It Going (move action): With a successful driving
If deceleration reduces a vehicle’s speed to 0, some
check, the driver can move the vehicle forward on its
amount of inertia will continue to move the vehicle
current facing at its current speed, and it can move
forward. The vehicle moves forward (either directly
forward diagonally. Failing the check keeps the speed
forward or forward diagonally) 1d4 × 5 feet before

169
CYBERPUNK RULES

constant, but you cannot move the vehicle forward while the vehicle is in motion except to aid in that vehicle’s
diagonally. movement. A crew member does not threaten an area.
• Reverse (standard action): A vehicle may only be moved
in reverse if it is at a full stop (movement of 0 feet). On VEHICLES IN COMBAT
a successful driving check, a vehicle can move back-
A vehicle in combat can become a target for attacks and
ward at half its acceleration, moving either directly
can affect combatants with special vehicular maneuvers.
backward (the reverse of its forward facing) or back-
The following are the rules for how a vehicle acts in the
ward diagonally. On a failed check, it does not move
combat round.
backward.
• Turn (standard action): The driver takes this action to Initiative: A vehicle moves on its driver’s initiative. If a
turn a vehicle’s forward facing 90 degrees. The vehicle driver delays or readies an action, the vehicle goes out of
moves its current speed. If a vehicle’s current speed is control, and does nothing except take the uncontrolled


twice its acceleration, the driving check DC increases action until it stops or someone becomes its new driver.
by 5. If a vehicle’s movement is three times its acceler- Movement: At the start of the driver’s turn, she makes a
ation, the driving check DC increases by 10. If it is four driving check to control the vehicle as detailed in the Driving
or more times its acceleration, the DC increases by 20. Vehicles section. When doing so, she takes whatever action
With a successful driving check, the vehicle changes its is required before doing anything else that turn.
facing either left or right by 90 degrees at any point
during its movement. Do this by pivoting the vehicle so Vehicles of Huge size and larger, including golemmechs,
that the left rear or right rear side of the vehicle takes usually ignore difficult terrain due to rubble and foliage. All
the place of the vehicle’s former forward facing side. vehicles treat steep inclines as difficult terrain, Depending
On a failed check, the vehicle does not turn, but can on the vehicle type and GM judgment, they may be affected
be moved forward diagonally during its movement. by other difficult terrain types as well.
• Uncontrolled (no action): When the driver does nothing Vehicles and creatures that occupy vehicles can enter the
or there is no driver, the vehicle is uncontrolled. An spaces of other vehicles and creatures, though doing so
uncontrolled vehicle moves forward only (it cannot usually provokes a vehicular overrun or ramming maneu-
move forward diagonally). If a vehicle has muscle pro- ver (see Vehicle Combat Maneuvers on page below). A
pulsion, it decelerates at a rate equal to its acceleration. vehicle can even end its turn in the space of a creature or
If a vehicle is powered by an air current, water current, another vehicle.
or some form of weird current, it slows by 10 feet.
Threatening: Vehicles cannot threaten areas, but their
These decelerations are cumulative. If a vehicle does
non-crew occupants can. A character driving a vehicle still
nothing, it cannot perform vehicular bull rushes, but
threatens the squares around her, though she may have
can still perform a vehicular overrun or a ramming
limited options for attack depending on the requirements
maneuver (see Vehicle Combat Maneuvers below).
of the device used to drive the vehicle. Creatures used as
Driving a Vehicle Outside of Combat: Since driving a vehicle propulsion do not threaten areas, and are treated as part
outside of combat is easily accomplished by taking 10 on of the vehicle for purposes of vehicular combat maneuvers.
the skill check, driving checks are not normally needed.
Line of Sight and Cover: Vehicles typically grant their occu-
Almost every character can do it with relative ease; the
pants partial cover (+2 to DS and +1 on Reflex saving throws)
DCs are given only to adjudicate special situations that
against those outside the vehicle, and may grant partial
may come up in your game.
cover against opponents within the vehicles as well. Vehi-
Driving a Vehicle without the Proper Skill: If a driver lacks cles with more protection or internal chambers can offer
the proper skill to drive a vehicle, the driver can always greater cover and can even block line of sight.
make a Dexterity ability check instead of the appropriate
Jumping On or Off a Vehicle: Jumping on a vehicle is a
skill check. The driver can even take 10 or gain the ben-
normal jump of its distance assuming the vehicle has a deck
efits of aid another when using Dexterity instead of the
or handholds within the character’s height from the ground.
vehicle’s normal driving skill.
Increase the DC of the Athletics check by 5 for every 30 feet
Vehicle Crews: Some vehicles require a crew. A vehicle of the vehicle’s current speed. If the jumping creature is
with a full crew complement is as easy to control as any on a moving vehicle, calculate the increase in the Athletics
other vehicle. A vehicle without a full crew complement, but skill check DC by calculating the difference between the
with at least half its crew, increases all driving check DCs current speeds of the two vehicles. For every difference
by 10. A vehicle needs at least half its crew complement in of 30 feet (round up), the DC increases by 5.
order to be driven at all. Crew members can take no action

170
CYBERPUNK RULES

For example, jumping onto a vehicle with a current speed free action. When a new creature becomes the driver, the
of 90 feet increases the DC by 15 if the jumper is not also vehicle moves on the new driver’s turn, but not on the
on a moving vehicle. If the jumper is on a moving vehicle, new driver’s first turn after taking control of the vehicle.
and that vehicle is moving at the same current speed as the
If a character wants to take control of a vehicle from
vehicle the jumper wants to jump to, there is no increase
another forcefully, it must pull the driver off the controls
to the DC. If the difference between their speeds is less
as part of a grapple and take over the driving device as
than 30 feet, the DC of the Athletics check increases by
part of a pin. When a creature successfully pins a vehicle’s
5. If it’s between 30 and 60, it increases by 10, and so on.
driver, it can choose to end the grapple immediately. When
Jumping off a vehicle onto the ground is considered a it does, the creature moves the current driver 5 feet to
fall, and treated as if the fall were an additional 10 feet any unoccupied space within the vehicle (this movement
farther for every 30 feet of the vehicle’s movement for does not provoke attacks of opportunity) and becomes
the purposes of determining damage. Acrobatics can be the vehicle’s new driver.
used to soften this fall.


If a character wishes to contest for control of a vehicle
Taking Control of a Vehicle: If a vehicle has no driver, being driven by TAP interface alone, the normal rules for
any creature can take control of the vehicle as long as contested TAP actions apply.
the creature is within the driving space of the vehicle and
Attacks against Vehicles: A vehicle has a Defense Score
makes a driving check as a free action. The vehicle’s driver
based on its size and any other defenses the vehicle has.
can always give over control to another adjacent crea-
To calculate the vehicle’s actual Defense Score, add the
ture that is within the driving space of the vehicle as a

TABLE 3:17: AVERAGE VEHICLE DEFENSE SCORE AND CMB MODIFIER BY SIZE
NUMBER OF VEHICLE SQUARES DEFENSE SCORE CMB MODIFIER
Large vehicle 9 +1
Huge vehicle 8 +2
Gargantuan vehicle 6 +4
Colossal vehicle 2 +8

171
CYBERPUNK RULES

current driver’s driving skill modifier (or Wisdom modifier, Attacking the Crew: If a vehicle has a crew, and more than
if it is using that ability to drive the vehicle) to the vehicle’s half of that crew is killed, dazed, stunned, or rendered
base Defense Score. Touch attacks against a vehicle ignore unconscious, the vehicle can no longer be controlled. Some
its driver’s driving skill or ability modifier; thus a vehicle’s vehicles provide total cover and block line of sight to their
base Defense Score is its touch Defense Score. A vehicle crew, making direct attacks against them impossible.
is never considered flat-footed.
Attacking the Driving Device: A driving device is its own
A vehicle has a base saving throw listed in its stat block. object with its own statistics. When a driving device gains
This determines its base Fortitude and Reflex saving throw. the broken condition or is disabled, all driving checks are
A vehicle is immune to effects that require a Will saving increased by 10. When a driving device is destroyed, the
throw (though drivers, crew members, passengers, and vehicle can no longer be driven. Driving devices are typi-
creatures providing muscle propulsion typically are not). To cally objects with object immunities and resistances.
determine the vehicle’s actual Fortitude and Reflex saving
throws, add half the driver’s driving skill modifier (or half PROPULSION SYSTEMS


the driver’s Wisdom modifier) to the vehicle’s base saving


throw. Squares of propulsion devices have their own statistics,
separate from the vehicle. Use the following rules to deter-
Vehicles have hit points, but do not have ability scores,
mine those statistics.
and are immune to ability score damage or drain. They are
also immune to bleed damage. Muscle: Vehicles using this propulsion system are either
propelled by the driver’s muscles (bicycles) ort pulled by
Golemmechs are an exception to this rule, and do possess
the driver (rickshaw) or a draft animal (oxcart). Unlike other
ability scores which can be damaged, and can suffer bleed
propulsion systems, the driver/operator/animal is attacked
damage in the form of lost hydraulic fluids and other
directly instead of being a separate system.
injuries.
Internal Combustion Engine: Harvesting the power of a
A vehicle that takes damage in excess of half its total hit
chemical fuel, whether hydrogen, hydrocarbon, or synthetic
points gains the broken condition. When a vehicle reaches
based, these engines are typically reinforced and difficult
0 or fewer hit points, but has not yet reached negative
to destroy. They can be disabled, and are considered either
hit points equal to the number of squares of its space, it
difficult or extreme devices (Core Rulebook) based on the
is wrecked. When a vehicle reaches a negative number of
complexity of the device. This is the default assumption for
hit points equal to the number of squares it takes up, it is
vehicle motive power sources unless explicitly described
destroyed (see Damaging a Vehicle below).
otherwise.
Unlike other objects, vehicles do not take half damage
Dirigible: Lighter-than-air alchemical gases can be har-
from energy attacks, but do take half damage from all
nessed to give a vehicle flight. Dirigibles are often easier
ranged weapons except heavy weapons, weapons on the
to destroy than the vehicle they convey. Dirigibles have 5
golemmech weapons table, rockets, and missiles.
hit points per square and no hardness. They take double
When attacking a vehicle, you can potentially attack the the normal damage from acid, electricity, and fire attacks
vehicle’s structure, occupant, propulsion, driving device, (multiply the damage roll by 2).
or conveyance (if any).
Electric Motor: Running off stored electrical power or
Attacking the Structure: This is an attack against the vehicle energy garnered from solar cells, these engines are quiet
itself. If successful, the vehicle takes damage normally and efficient, but lack the raw power of internal combus-
Attacking an Occupant: This is a normal attack against an tion versions. They can be disabled, and are considered
occupant creature. Occupants get partial cover or greater if either difficult or extreme devices (Core Rulebook) based
the attack is coming from outside of the vehicle. Grappling on the complexity of the device. Electric motors take ½
the driver is one method for taking control of the vehicle. damage from electricity.
Some vehicles provide total cover and block line of sight to TABLE 3:18: PROPULSION SYSTEMS
their occupants, making attacks against them impossible. HIT POINTS PER
MATERIAL HARDNESS
Attacking Propulsion: Propulsion often has its own set of SQUARE
statistics, while creatures propelling a vehicle use their own Muscle Special Special
statistics. Other types of propulsion have hit points and Internal Combustion 40 8
hardness determined by multiplying the values listed in the Dirigible 10 0
Propulsion Devices sidebar by the vehicle’s total number Electrical 30 8
of squares of that type. Individual vehicle stat blocks also Rocket 50 10
detail their propulsion. Military grade ×2 ×2

172
CYBERPUNK RULES

Rocket Motor: Using fuel from liquid chemical reserves Herbst Maneuver: Also known as a J-turn (not to be con-
or solid fuel boosters, these engines are also reinforced fused with the automobile maneuver of the same name
and reliable. They can be disabled, and are considered below), this maneuver increases the aircraft’s altitude while
extreme devices (Core Rulebook) based on the complex- decelerating and making a 180 degree change in facing.
ity of their systems. Treat this as a turn maneuver, but with a +5 to the maneu-
ver’s DC. On a successful Pilot skill check, the aircraft’s
DRIVING DEVICES altitude increases by its acceleration, its facing changes
180 degrees, it moves left or right a distance equal to its
The following are some of the typical driving devices for acceleration, and it decelerates during its turn to half its
vehicles, plus their usual Defense Score, hit points, and hard- current speed. The aircraft cannot decelerate to 0 during
ness. A broken driving device increases the driving check this maneuver. On a failed check, the aircraft turns nor-
of the vehicle by 10. When a driving device is destroyed, a
mally and gains the altitude mentioned.
vehicle cannot be driven until the driving device is repaired.
High-G Barrel Roll: A last-ditch defensive maneuver, the
Attacking Conveyance: An attack against wheels, rudders, pilot brakes and barrel rolls in an attempt to make a fol-
or similar forms of conveyance takes a –10 penalty on the lowing opponent overshoot. Treat this as a deceleration
attack roll, but does maximum damage to the vehicle (no
maneuver with a +5 to the maneuver’s DC. This maneu-
roll necessary). If the attack is a critical hit, it does damage
ver can only be performed against an enemy aircraft that
as normal for a critical hit. Conveyances are typically objects is behind and following your aircraft, traveling at a speed
with object immunities and resistances. that would overtake you if you were not also moving. On
Criticals against Vehicles: If making a Critical Defense a successful Pilot skill check, you perform a barrel roll while
Check for a vehicle, use the following formula: decelerating, and your opponent passes ahead of you,
• Vehicle critical defense check bonus = vehicle’s Hard- ending his turn on the map at a distance from you equal
ness + driver’s Dexterity modifier + bonuses. to his current speed minus your current speed.
• Using a TAP adds +2 to the roll. The appropriate Skilled
J-Turn: Also known as a Rockford turn or a reverse 180,
Driver feat adds +4 to the roll. Vehicles possessing this maneuver starts with a vehicle moving in reverse,
Hardened Armor may negate critical hits with a suc- then spinning 180 degrees and continuing forward, without
cessful roll as appropriate for their level of Hardened
changing the direction of travel. Treat this as a turn maneu-
Armor; this roll is made after the Critical Defense Check. ver, but with a +10 to the maneuver’s DC. On a failed Drive
Vehicle Combat Maneuvers: Vehicles typically don’t skill check, the vehicle does a 90 degree turn, still in reverse,
have attacks, though some can be fitted with weapons. in a direction chosen by the driver before the check is made.
A vehicle can make, and is often required to make, a vehic- If there is an obstacle in the vehicle’s path, its movement
ular bull rush, vehicular overrun, ramming maneuver, or ends there and it is considered a sudden stop.
other maneuver as part of its movement. Unlike crea- Vehicular Overrun: Any time any part of a vehicle enters
tures, a vehicle can enter the space of creatures or objects the space of a creature or vehicle smaller than it, the driver
smaller than it, and when it does, it makes either a vehic- must make a vehicular overrun combat maneuver against
ular overrun or vehicular bull rush. When a vehicle hits a
the creature or vehicle. This may require the driver to make
creature or a vehicle that is its size or larger, or it hits a vehicular overrun checks against the same creature numer-
solid object (a wall or structure that is immobile and has ous times as new parts of the vehicle enter its square.
a hardness of 5 or more), it makes a ramming maneuver.
When performing a vehicular overrun, the driver uses the


Bootleg Turn: Also known as a powerslide, this maneuver base CMB of the vehicle plus her driving skill modifier (or
changes the vehicle’s facing by 180 degrees while staying Dexterity modifier if she is using that ability to drive the
within the space of a two lane road. If successful, the vehicle) as the CMB of the vehicular overrun. If the driver
vehicle moves a distance equal to its acceleration, reverses
facing, shifts left or right a distance equal to the width of TABLE 3:19: DRIVING DEVICES
the vehicle, and comes to a complete stop. Performing DEFENSE HIT
this maneuver is a standard action. Treat a bootleg turn DRIVING DEVICE HARDNESS
SCORE POINTS
as a turn maneuver for purposes of the Drive skill check Steering Wheel 10 10 5
DC, including modifiers for the vehicle’s current speed. On Wheel 10 25 5
a failed Drive check, the vehicle decelerates as it contin- Throttle 12 15 5
ues to move diagonally in the direction of the turn but still Tread 12 25 10
makes a 180 turn in facing. Rudder 10 25 5
Military grade — ×2 ×2

173
CYBERPUNK RULES

has feats that improve her CMB when overrunning, like If the bull rush is successful, the target of the bull rush is
the Improved Overrun feat, she may also add those mod- pushed 5 feet away from the vehicle. If you succeed at the
ifiers and benefits to the vehicular overrun. Like a normal check for the vehicular bull rush by 5 or more, you can deal
overrun, this action provokes an attack of opportunity the vehicle’s ramming damage to the creature. For every
from the creature being overrun, unless the driver has 5 by which your attack exceeds your opponent’s CMD, you
the Improved Overrun feat. The creature being overrun push the target an additional 5 feet away. A creature being
can make this attack of opportunity on any part of the moved by a vehicular bull rush does not provoke attacks of
vehicle that is within reach. opportunity, unless the driver possesses the Greater Bull
Rush feat. You cannot bull rush a creature or vehicle into
When a vehicular overrun is attempted, the target of
the overrun may choose to avoid the vehicle, allowing a square that is occupied by an object (including a vehicle).
If there is another creature in the way of a bull rush, the
the vehicle to pass through its space without requiring
driver must immediately make a combat maneuver check
a vehicular overrun maneuver check. The creature or
to bull rush that creature, taking a –4 penalty on this check


vehicle cannot avoid a maneuver check if the driver has


for each creature being pushed beyond the first. If success-
the Improved Overrun feat, the vehicle is two or more
ful, the driver can continue to push the creature or vehicle
size categories larger than the target, or the target crea-
ture is confused, dazed, entangled, flat-footed, helpless, a distance equal to the lesser result.
paralyzed, prone, or stunned. If the target does not avoid Ramming: Any time any part of a vehicle enters the space
the vehicle, make the combat maneuver check as normal. of a creature or vehicle of its size or larger, or the space of
If the maneuver is successful, the vehicle moves through a solid sturdy object (like a wall or a building) no matter the
the target’s space, and the target of the overrun takes size of that object, it makes a ramming maneuver against
the damage listed in a vehicles’ stat block, or the vehicle’s that creature or object. There is no maneuver check for a
ramming damage as detailed below, if none is given in ramming maneuver; its effects happen automatically. When
the stat block. a vehicle makes a ramming maneuver against a creature or
If the driver’s combat maneuver check exceeds the tar- an object, the vehicle deals its ramming damage to the crea-
ture or object, and the vehicle takes half that damage. The
get’s CMD by 5 or more, the target takes twice the vehicle’s
base amount of damage that a ramming vehicle does and
ramming damage. If the target is a creature, it is also
takes is determined by its size (see Vehicular Overrun above).
knocked prone. If the target has more than two legs, it
gets a +2 bonus to its CMD for each additional leg it has. When a vehicle makes a ramming maneuver against a
Vehicles that are overrun are knocked prone if the opposing solid object, to determine how much damage both the solid
driver’s combat maneuver check result exceeds the vehi- object and the vehicle take, allow the vehicle to enter the
cle’s CMD by 10 or more. A vehicle that is knocked prone solid object’s space. The vehicle will only travel through that
makes a sudden stop (see Sudden Stops below). space if the damage is enough to destroy the solid object;
in all other cases the vehicle takes the damage and then
It takes at least 5 full-round actions and a DC 25 Strength check
comes to a sudden stop directly in front of the solid object.
from creatures adjacent to the vehicle to push a Large land or
water vehicle up from being prone. For every size category When a vehicle makes a ramming maneuver against a
that the vehicle is larger than size Large, increase the number creature, a nonsolid object, or another vehicle, it can enter
of full-round actions by three and the Strength check DC by 5. the space of the object or the creature, and even end its
The driver of a prone air vehicle must succeed at a DC 25 move within that space.
Pilot check immediately to avoid falling. A vehicle other than a bike can have a ram or similar
ramming device on it’s forward facing; rams my not be
A vehicle equipped with a ram deals +2d8 points of
mounted to a bike. If a vehicle has a ram, it ignores the
damage with a vehicular overrun.
damage for the first square it enters of a solid object, and
Vehicular Bull Rush: As a swift action, taken when the all squares for other objects and creatures. A ram can be
driver takes all but the “uncontrolled” action while driving added to a Large vehicle for 1,500 cryptodollars gp, a Huge
the vehicle, a driver can choose to substitute all or some of vehicle for 3,000 cryptodollars gp, a Gargantuan vehicle
her vehicular overruns with vehicular bull rush maneuvers
until the end of the vehicle’s movement that turn. A vehic-
ular bull rush pushes a creature or a vehicle away without TABLE 3:19:RAMMING DAMAGE BY SIZE
doing harm. If the driver does not have the Improved Bull VEHICLE SIZE DAMAGE
Rush feat or a similar ability, initiating a vehicular bull rush Large vehicle 2d8
provokes an attack of opportunity from the creature being Huge vehicle 4d8
bull rushed with the vehicle. Gargantuan vehicle 6d8
Colossal vehicle 8d8

174
CYBERPUNK RULES

TABLE 3:20: VEHICLE HIT POINTS BY MATERIAL


MATERIAL HIT POINTS PER SQUARE HARDNESS
Standard Metal 40 10
Heavy Metal 60 20
Military Grade ×2 ×2
for 4,500 cryptodollars gp, and a Colossal vehicle for 6,000 a negative number of hit points equal to its number of
cryptodollars. squares, it sinks immediately.
A successful Reflex saving throw (DC 10 + 1 for every 10 Destroyed: A vehicle is destroyed when it is reduced to
feet of the speed the vehicle was moving when it hit the a number of negative hit points equal to its number of
vehicle, structure, or creature) halves the damage and the squares. A destroyed vehicle cannot be repaired, and is
creatures pulling it are not knocked prone. nothing more than junk.
Damaging a Vehicle: Vehicles have hit points and hard- If a vehicle’s means of propulsion is an object, it is
ness based on their primary components. Most vehicles destroyed when it reaches 0 hit points.
are made of metal, although there are rare exceptions. If either the means of propulsion or the vehicle is
Military grade vehicles have reinforcements and redun- destroyed, it comes to a sudden stop if it is not stopped
dant systems not found in civilian vehicles. already. Water vehicles sink and drop to the bottom of the
A vehicle has a total number of hit points equal to its body of water. Air vehicles fall.
base material hit point value times its vehicle’s number Sudden Stops: When a vehicle comes to a sudden stop—
of squares. When it is reduced to below half hit points, it its movement is reduced to 0 in some way other than the
becomes broken. When it reaches 0 hit points, it becomes
driver using a drive action to slow the vehicle—both crea-
wrecked. When it reaches negative hit points equal to its
tures and items on the vehicle are violently pushed toward
number of squares, it is destroyed—so damaged it cannot the vehicle’s forward facing a number of squares equal to
even be used for scrap material. 1/2 the vehicle’s current speed before it came to the sudden
Broken: Vehicles, and sometimes their methods of pro- stop. This movement does not provoke attacks of oppor-
pulsion, are objects, and like any other object, when they tunity. At the end of this movement, creatures and objects
take damage in excess of half their hit points, they gain the take 1d6 points of damage, and creatures must succeed at
broken condition. When a vehicle gains the broken condi- a DC 20 Reflex saving throw or be knocked prone. If the
tion, it takes a –2 penalty to its Defense Score, on saving movement pushes creatures or objects into solid objects,
throws, and on combat maneuver checks, and the DC to that creature or object takes an additional 1d6 points of
drive the vehicle increases by 2. If a vehicle or its means of damage for each 5-foot square the push was reduced by
propulsion becomes broken, both the maximum speed and the solid object.
the acceleration of the vehicle are halved until repaired. For instance, if a vehicle with a movement of 60 feet
If the vehicle is in motion, and is traveling faster than its
makes a sudden stop due to hitting a brick wall, its driver
new maximum speed, it automatically decelerates to its
is thrown 30 feet toward the brick wall. If the brick wall was
new maximum speed.
only 5 feet away from the driver at the point of impact, the
Wrecked: A vehicle gains the wrecked condition if its hit driver moves forward 5 feet, hits the wall, and takes 5d6
points are reduced to 0 or fewer. A wrecked vehicle cannot points of damage. She then takes the original 1d6 points


be driven and gains the sinking condition (if in the water) of damage, after which she makes a Reflex saving throw
or falls (if in the air). An air vehicle that begins to fall does to see if she falls prone for the sudden stop.
so at a rate of half its maximum speed each round.
Repairing a Vehicle: Craft (ground vehicle), Craft (air
If a means of propulsion is reduced to 0 or fewer hit points, vehicle), Craft (water vehicle), or Craft (space vehicle) are the
it does not gain the wrecked condition. It is instead destroyed. skills typically used to repair damage to vehicles. Depending
on the nature of the damage, such skills like Craft (cyber-
Sinking: A water vehicle that is reduced to 0 or fewer hit
netics), Craft (electronics), Knowledge (engineering), and
points or a vehicle that is not seaworthy that is plunged
even various professions can be used to repair vehicles,
into water gains the sinking condition. For a water vehicle,
if the GM approves. In general, a day’s worth of work by a
this condition ends when a vehicle is brought to 1 or more
hit points, but other vehicles must be removed from the single person using the appropriate skill to repair a vehicle
requires 100 cryptodollars of raw material and a DC 10 skill
water. A sinking ship fully sinks and is destroyed 10 rounds
check, and repairs 10 points of damage on a success, or 5
after gaining the sinking condition. Each additional hit on
hit points on a failure.
a sinking ship reduces the remaining time for it to sink by
1 round. Alternatively, when a water vehicle is reduced to
175
CYBERPUNK RULES


176
Malmart Catalog

MALMART CATALOG
It’s wild and crazy world out there, omae. To survive it,
you’re going to need the best toys Cryptodollars can buy.
STANDARD ISSUE FUNCTIONS
Whether you want the fastest new cars, the deadliest All firearms and every other item of gear where it would
weapons, or cutting-edge chrome, Malmart’s got you make sense or be useful, come with a TAP interface as stan-
covered! So take a look at what we have to offer. We have dard issue. This allows interfacing with an Integrated Battle
the best prices in the ‘plex, guaranteed! Information System (IBIS; see Augments in the cybernetic
section), ammunition tracking, power consumption track-
THE BLACK MARKET ing, remote viewing and even operation in some cases,
and, of course, the ubiquitous Global Datanet connection
All weapons of Military Tier and above, and a number of that sends information back to the manufacturer, the unit
Corporate Tiered weapons are illegal for private citizens armorer, and anyone else that has a reason to receive
to own (much less carry) in most countries with a passing updates from the weapon - or has hacked it and added
semblance of a central government. Some locations may themselves to the list.
permit ownership (but not carry) for private citizens with Standard Issue Functions include, but are not limited to:
no criminal record if they jump through more hoops than • TAP-enabled safety that prevents anyone not autho-
a caged tiger at the circus, which, of course, means that rized from firing a weapon, and prevents it from firing
they’re for sale on the Black Market, because no one is at the owner or other authorized individuals.
going to let a thing like that stop them from making a profit. • IBIS System connectivity if the IBIS System is installed.
Black market weapons cost 25% less than the final price • Power consumption tracking and estimated battery life.
for a weapon of the Tier desired, but come with some • Various usage statistics displayable as graphics includ-
baggage. They’re usually stolen, or at the very least, illicitly ing such things as Estimated Service Life, Rounds
acquired, so if you’re caught with one in your possession, Before Required Barrel Change, Inventory Displays,
expect the Felony grade of any crime you get charged Playlists, Automatic Component Reordering (ammu-
with to go up by one (even if you don’t pull the trigger). In nition, spare parts), Automatic Contents Tracking and
addition to that, they’re normally Stripped (see below) to Ordering (refrigerators, coolers, and so on), and more.
prevent the weapon sending out a signal announcing its Items with Standard Issue Functions enabled are subject

The Black Market


location to its former (presumably rightful) owners. And to being hacked and suborned. See the Hacking rules for
finally, they’re frequently in ill-repair, used, or otherwise not more on this, as well as guidelines for disabling functions.
in top shape and have a 50% chance to suffer an increased
miss-chance of +1 (so they will automatically miss on a STRIPPED GEAR
1-2 where a normal weapon of the type will miss on a 1).
Gear with the Stripped Condition lacks all TAP and Global
Correcting the repair issues will take a Character with
Datanet connectivity. It cannot interface with IBIS Systems,
Craft (gunsmith) and cost 10% of the weapon’s normal
and cannot receive any bonus from a system or effect that
cost to correct. Time is figured as per the Pathfinder Core
requires such connectivity. It has no Standard Issue Func-
Rules crafting system, substituting 1 crypto per gold piece.
tions enabled, or that can be enabled without repair work.
See below for the costs to correct the Stripped Condition.
On the up-side, it can’t be hacked or suborned either, so
MILITARY-ISSUE ITEMS it’s not a total wash.
Correcting the Stripped Condition is a process that requires
Military-Issue (not just Military Tier) vehicles, heavy a character with the Craft (gunsmith) or Craft (electronics)
weapons, and other equipment are not assigned prices skills and will cost 10% of the weapon’s normal cost to
as they’re not the sort of thing that you can run down to correct. Time is figured as per the Pathfinder Core Rules
the Cryptodollar General and buy. Or even the Cryptodol- crafting system, substituting 1 cryptodollar per gold piece.
lar Black Market General. Instead, they are available at the
price the market will bear, and this is a very, very heavy MASTERWORK ITEMS
price. Game Master’s should make this sort of gear avail-
able sparingly, perhaps as the whole point of an adventure, Masterwork items cost an additional 20% of the item’s
and not just list prices and let characters go shopping for it. base cost after all modifications for enhancements, Tiers,

177
Malmart Catalog

and other factors. Gutter Tier items may not be Master- known worldover by every military, secfirm, and militia.
work, and a Masterwork item reduced to Gutter Tier loses Closed systems provide tamper-resistant demo charges.
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178
Malmart Catalog

course are the leading manufacturers of rocket launchers


it takes to survive in a world where bio-horrors abound and
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the only law is kill or be killed. Wasteland Traders weapons
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At Ravenlocke Securities, they recognize that felons are STANDARD ARMOR OPTIONS
people too, and as such they are afforded certain rights
under the law (subject to change pending passage of the Optional additions to armor to add different defensive
Turner Network Corporate Defense Act). To ensure they capabilities. Military-grade armor (armors with a DR of 8
survive to be brought to justice, Ravenlocke Industries or higher) may accept any or all of these extras (only one
continues to be the leader in the field of nonlethal weap- level of hardening per suit), while other kinds of armors
onry. Our 2090 line of security gear represents years of may accept a maximum of one upgrade.
development and testing in penal colonies both on and
Note: while lasers do fire damage, the concentrated nature
off-planet!
of the beam requires special manufacturing to defeat, thus
SHOGUN OUTFITTERS LazOff does not defend against non-laser fire damage, and
“Perfection, quantified” Chill does not defend against laser damage.
• Insul8: Provides Electricity Resistance equal to DR
Japanese ingenuity at Malmart prices. Imported directly • LazOff: Provides Laser Resistance equal to DR
from the Techno Shogunate of Japan; the finest weapons, • NullSound: Provides Sonic Resistance equal to DR
and armors, created by true artisans. • Chill: Provides Fire Resistance equal to DR
URBAN PUNK • Hardened (light): Provides light fortification, granting
a 25% chance to negate critical hits and precision
“Bringing Style to the Streets.”
damage attacks such as sneak attacks.
Just jumped in to your gang and need to get hooked up • Hardened (medium): Provides medium fortification,
with their colors? Lookin’ to outfit your set with the newest granting a 50% chance to negate critical hits and
trends in gangland fashion? Urban Punk has the scan on precision damage attacks such as sneak attacks.

Armor
the streetware you’ll need to set yourself apart from the • Hardened (heavy): Provides heavy fortification,
pack. Urban Punk knows it’s not just about superior bal- granting a 75% chance to negate critical hits and
listic armor, it’s also about style. Who cares if your jacket precision damage attacks such as sneak attacks.
can stop a bullet if you look like a last-week-scuzzer in the • StunBlok: Provides a +5 to saves versus Stun Weapon
process? The chicas and bubble babes won’t care. So do effects.
yourself a favor, tomo; check out our data feed or cruise • Full Environmental: Suits with full environmental
down to one of our local Malmart outlets and hook your- are equipped with sensors to detect pollutants and
self up with the latest flavor in street fashion. So don’t just vacuum conditions and automatically activate. The
look like a punk, come correct with Urban Punk! system includes CO₂ scrubbers to purify the oxygen
supply, and temperature regulation. Sealed suit
provides immunity to toxins as long as it remains
WASTELAND TRADERS intact. An attack resulting in damage to the wearer
“We bring quality goods to the wastelands so you don’t have to.” from a ballistic, slashing, or piercing attack will breach
Planning your next run into the wastes? Don’t leave your the suit. Life support duration is 2 hours; exchanging
CribSec without the weapons you’ll need to survive the trip! life support packs is a full round action that provokes
Wasteland Traders understands the dangers of life in the attacks of opportunity. This armor option may only be
tox-zones and badlands. More importantly, they know what added to military or exotic armors.
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NONSTANDARD ARMOR OPTIONS


HARDENED ARMOR
Many armors have nonstandard options build into the,
Some suits of military grade armor (DR of 8 or higher)
such as concealed holsters and other features. These are
are hardened, which grants thenm the effect of the
listed with the specific armor and are not options available
fortification special armor quality. This acts in concert
to install on other armors.
with the Critical Defense Check, coming into play if the
armor check fails, as well as negating bonus damage
ARMOR DESCRIPTIONS
from precision damage attacks such as sneak attacks.
Armor

BLACK KNIGHT GHOST SUIT Suits possessing this quality will list it, and the level of
Black Knight’s answer to the Shinobi Infiltrator suit. protection it provides.
Introduced in 2089, this suit utilizes a Chameleon Cloaking
Suite which includes a high end processor program, tasked
with using thousands of NanoCams and then translating the armor to their usual high standards, providing a full
that through the armor GhostCoat™ Light Emitting Nanite suit of protective armor suited for the samurai that guard
system to recreate their surroundings on the armor itself. your corporation’s most valuable personnel and secrets.
The system includes aerosol heat dampers and noise This armor covers the entire body.
canceling system, rendering the Ghost nearly invisible • Hardened (light)
to visual detection. The noise canceling system assists in BLACK KNIGHT INDUSTRIES KITE SHIELD
movement while stealthed. This armor covers the entire
The Black Knight Kite Shield is made from heavy plates
body.
of CeraMite™. Designed to be attached directly to a suit
• GhostCoat Stealth System: The ghost suit can change of Black Knight Body Armor, it can be worn without one
color to match the surrounding environment. Against using special straps (included). The shield folds down into a
visual detection methods, the wearer adds a +10 compact block on the arm, popping open with a command
circumstance bonus to their Stealth. The Stealth bonus from the TAP. Deploying the shield is a move-equivalent
does not apply to UV and motion detection equipment. action that does not provoke an attack of opportunity.
This option may not be added to other suits of armor. BOMBS ON BROADWAY™ FORMAL WEAR
BLACK KNIGHT GOLEMMECH Bombs on Broadway™ brings you the ultimate in luxury
COMBAT SURVIVAL SUIT formal wear. Utilizing the patented NanoWeave technology,
Black Knight golemmech jockeys are nearly as valuable Bombs on Broadway is able to provide formal wear in
as the golemmechs themselves. Protect your investment hundreds of styles, colors and of course patterns. Many
by providing your pilots with a Golemmech Combat suit. of our formal dresses contain HoloTags, our most popular
Designed specifically for exposed cockpit golemmechs. being angel wings, devil tails and of course FIRE!
This armor covers the entire body. A variety of options available from tuxedos, full length
• Full Environmental gowns, and casual evening wear. Standard models cover
torso, arms, and legs, but some models vary.
BLACK KNIGHT RONIN BODY ARMOR
Based off the design traditional Japanese samurai armor,
Black Knight updates the materials and construction of

BLACK KNIGHT BOMBS ON BLACK KNIGHT


GHOST SUIT BROADWAY™ RONIN BODY
FORMAL WEAR ARMOR

Fire
Heraldic
HoloTag
HyperTag

Devil Tail
HoloTag
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TABLE 4.1: ARMOR


MAX ARMOR
TYPE (PERSONAL) PROFICENCY ENTRY TIER DR SPEED WEIGHT COST
DEX CHECK
BKI Ghost Suit Martial Corporate DR 4 +6 –2 30 15 19,500
BKI Golemmech Combat Survival Suit Martial Military DR 4 +6 –2 30 15 6,500
BKI Ronin Body Armor Martial Corporate DR 8 +0 –6 25 32 10,000
BOB Armored Cape Simple Civilian DR 1 +10 Special 30 3 1,500+
BOB Formal Wear Simple Civilian DR 4 +6 –2 30 5 2,500+
ED Business Suit Simple Corporate DR 4 +6 –2 30 4 5,000
ED Combat Vest Simple Corporate DR 4 +6 –2 30 4 3,000
ED Entourage Suit Simple Civilian DR 6 +4 –2 30 5 8,000
ED UnderArmor Martial Corporate DR 1 +8 Special 30 1 1,500
PD Future Noir Wear Simple Civilian DR 6 +4 –5 30 8 6,000
PD Urban Trench Coat Simple Civilian DR 4 +6 –2 30 8 4,000
Peregrine Wingsuit Exotic Military DR 2 +8 0 25 5 4,000
RS Beachhead First Responder Armor Martial Corporate DR 8 +1 –6 25 20 12,000
RS Bulwark Crowd Control Armor Exotic Corporate DR 12 +0 –7 20/24 20 30,000
RS Justified Response Assault Armor Exotic Corporate DR 12 +0 –7 20 15 40,000
RS Raptor SpecOps Suit Exotic Military DR 10 +1 –6 20 20 55,000
RW Reinforced Biker Jacket Simple Gutter DR 6 +4 –5 30 8 1,000
SO Shinryu Impact Suit Martial Corporate DR 6 +4 –5 30 5 6,000
SO Shinobi Infiltration Suit Martial Corporate DR 4 +6 –2 30 2 6,000
UP Balaklava Simple Gutter DR 1 +10 0 30 -- 500
UP Combat Jacket Simple Civilian DR 4 +6 –2 30 8 2,000
UP Gecko Suit Martial Corporate DR 4 +6 –2 30 8 3,500
UP Hoodyz Simple Gutter DR 2 +8 0 30 6 1,000
UP Street Soldier Combat Thredz Simple Gutter DR 2 +8 0 30 8 2,000
TYPE (EXOARMOR)¹
BKI Artemis Exotic Military DR 8 +1 –6 30 36/180 Military
BKI Herakles Exotic Military DR 12 +0 –7 20 60/300 Military
BKI Mercury Exotic Military DR 8 +2 –5 40 30/250 Military
BKI Enyo Exotic Military DR 8 +2 –6 20 25/125 Military
BK Servo System Corporate — — –3 25 30/250 25,000
TYPE (OTHER)
BKI Kite Shield Corporate +2 shield bonus +0 –2 --- 10 2,000

Armor
CES Bastion Heavy Defense Shields ­— Corporate DR 10 --- --- --- 300 50,000
Combat Helmet Corprate DR 2 --- --- --- 5 500
Ravenlocke Throw-On Armor Corporate DR 4 -1 -2 8 +5,000
¹Weight listed: worn/deactivated

TABLE 4:2: ARMOR OPTIONS


ARMOR OPTIONS TIER PRICE
Insul8 Corporate +2,000
LazOff Corporate +3,500
NullSound Corporate +2,000
Chill Corporate +3,000
Hardened (light) Corporate +5,000
Hardened (medium) Military +10,000
Hardened (heavy) Military +15,000
StunBlok Corporate +2,500
Full Environmental Corporate +1,500

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BOMBS ON BROADWAY™ ARMORED CAPE EXECUTIVE DECISION COMBAT VEST


Bombs on Broadway™ brings back the cape. Enjoy a stylish Who says personal security guards need to look like storm
cape which affords additional protection, and unparalleled troopers? Our Executive Decision combat vest features
style. We’ve even acquired access to restricted authentic 4 layers of NanoWeave, providing additional protection
fur in mink, fox, and chinchilla. Contact our representatives in Hostile Environments, from corporate espionage, to a
about additional furs we have in stock in limited supply. hostile takeover, to your performance review, be ready
Covers torso, arms, and legs. Stacks with other armor, but for anything with the Executive Decision Combat Vest.
if Dex Bonus is +2 or less, add -1 Armor Check Penalty. The vest fits comfortably under business suits, so your
Destroyed first due to armor degradation. security entourage doesn’t draw unwanted attention
Armor

CES BASTION HEAVY DEFENSE BARRIER. when you’re out on the town. Covers torso. Does not
stack with other armor.
At CES, we know how important well-trained personnel
are. The Bastion Heavy Defends Shields are just the thing EXECUTIVE DECISION ENTOURAGE SUIT
to protect your personnel, thus eliminating training times Need high quality defense for your Entourage without
for new hires. These heavy defense shields are assembled having them look like they stepped out of the catalog for
in 3-person teams. When assembled, it creates a barrier Black Knight Armaments? Keep a low profile at high profile
which can be used as cover. These are not man-portable; meetings. Thin Ceramique™ plating protects vital organs.
it takes 10 minutes to erect a BHDS. The shield comes in Not compatible with ED Combat Vest. Suit includes ballistic
a case with the shield in 4 parts, the case itself acting as shades (DR 1/-, eyes), and subvocal communication array
an assembly frame, and 4 set-bolts to keep the barrier included. Covers torso, arms, and legs.
in place. Law enforcement representatives, contact us • Subvocal Communications Array: Equivalent to Com-
for special pricing. science SMA/MTS
• Barrier: Creates a 10 foot wide barrier that provides
total cover (3/4 cover if firing around it) and adds the EXECUTIVE DECISION UNDERARMOR
Whether it’s a night on the town, a walk to the men’s room,
listed DR to attacks directed against those behind it.
or a corporate merger, that additional layer of NanoWeave
EXECUTIVE DECISION BUSINESS SUIT might be the only thing between the emergency room
Plan your next corporate takeover in style and comfort and the morgue. UnderArmor, top of the line protection
without sacrificing protection! The Executive Decision line for your bottom line. Covers torso, arms, and legs. No
of armored suits provides comfortable, stylish protection additional Armor Check Penalty if total DR gained from
you can depend on! Our custom tailored suits will stop low use is 5 or less. If DR is 6 or more, add an additional -1
caliber rounds, blunt those pesky knife attacks, and most Armor Check Penalty and reduce Max Dex by 1.
importantly, won’t make you stand out in the boardroom.
PEREGRINE WINGSUIT
As a bonus, the suit is designed to hold and conceal a small
pistol or knife in the sleeve, so you can quickly respond to The Peregrine wingsuit allows skydivers to extend the
an attacker and still maintain that all-important corporate distance from their jump point. Used by many Special Forces
image. Covers torso, arms, and legs. and mercenary teams for dark operations. With an 8:1 glide
• Sleeve Holster: Adds +2 to DC to detect a knife or light ratio, the Peregrine wingsuit allows for border insertions
pistol from just outside territorial borders to just inside with a 2
PEREGRINE WINGSUIT mile drop. The Wingsuit Covers the entire body.
EXECUTIVE DECISION • Wingsuit: You take no damage from falls greater than
BUSINESS SUIT
30 feet. (as if from feather fall). In addition, you can
move up to 8 feet in any horizontal direction for every
1 foot you fall, at a speed of 100 feet per round. You
cannot actually gain height, merely coast in other
directions as you fall. If subjected to a strong wind, or
any other effect that causes you to rise, you can take
advantage of it in order to increase the distance you
can glide. Use the Pilot skill for maneuvering.
PRIVATE DICK FUTURE NOIR WEAR
Detective work is dangerous; ask anyone. When you go
pokin’ your nose where it doesn’t belong, sometimes you
get shot. Private Dick helps you survive those attacks
in style. With the built-in forensics lab, with proprietary
ClueMaster™ software, the littlest clue could break the
case wide open.

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It includes a custom-built shoulder holster and is made • Internal Communications Array: Equivalent to Indian
from our patented VariWeave which allows you to change Special Forces Communicator
the suit’s colors and pattern. Covers torso, arms, and legs.
If included fedora is worn, there is a 50% chance that the RAVENLOCKE BULWARK CROWD CONTROL ARMOR
head is covered as well. Bridging the gap between personal armor and power
armor, this armor has servo assist to help control its
• Cluemaster Software: Adds a +1 circumstance bonus
weight, and provides amazing defensive capabilities
to Chemistry-based skill rolls made to analyze physical
specifically suited to riot control, and dispersal. When the
evidence. mob’s coming to town, send ‘em pack’n. The armor has
• Integrated Shoulder Holster: Adds +2 to the DC to spot an internal communications array, with “officer down”
a light or hold-out pistol when used. biosensor uplink and shoulder-mount camcorder with
• VariWeave: Adds +2 to the DC of visual-based uplink. Requires Exotic Armor Proficiency (Bulwark Crowd
Perception checks to locate the wearer when used. Control Armor). Covers entire body and comes with a riot
shield. The weights listed in the chart reflect the armor
PRIVATE DICK URBAN TRENCH COAT
both with and without the shield.
Private Dick’s premier showpiece the Urban Trench features
• Riot Shield: (Composed of polymers and composites
a heavy cowl providing extra protection for the torso.
Complete your noir ensemble with a Private Dick Urban but acts as a heavy steel shield)
Trench. Utilizing a Light Emitting Nanite system on the • Hardened (heavy)
fabric, similar in function to a Chameleon cloak but with • Internal Communications Array: Equivalent to Indian
a dozen preset patterns, to allow tailing a mark without Special Forces Communicator
being so easy to spot. The coat also comes with a custom- • Full Environmental
built internal long pocket, allowing the concealment of
RAVENLOCKE JUSTIFIED RESPONSE
rifles, shotguns, etc. Covers torso, arms, and legs. Only 2
points of DR stack with other armor. Destroyed first due ASSAULT ARMOR
to armor degradation. Bridging the gap between personal armor and power
armor, this servo-assisted armor provides amazing
• Light Emitting Nanite System: Adds a +5 circumstance
defensive and offensive capabilities. When the bad guys
bonus to Stealth. Does not stack with the Variweave bonus.
won’t come out to play, take the fun to them. Comes with
• Internal long pocket: Adds +2 to Perception DC to combat balaklava, combat helmet, and gas mask. Includes
detect rifles, shotguns, etc. combat knife quick-release inverted sheath (free action
RAVENLOCKE BEACHHEAD FIRST to ready); knife sold separately. Requires Exotic Armor
RESPONDER ARMOR Proficiency (Justified Response Assault Armor). Covers
RI’s first responder armor is used by primary back-up units, entire body if helmet and balaklava are used, otherwise
first responders are linked to the “officer down” system; head not covered.
they know they need to be ready when it hits the fan. • Gas Mask: Filters air as Full Environmental, but provides
Includes an internal communications array, with “officer no other effects.
down” biosensor uplink and shoulder-mount camcorder • Hardened (heavy)
with uplink. Covers entire body. • Quick Release Knife Sheath: Ready a knife as a Free
• Hardened (medium) Action.

Armor
RAVENLOCKE RAVENLOCKE JUSTIFIED RAVENLOCKE RAPTOR SPEC
BEACHHEAD FIRST RESPONSE ARMOR OPS ARMOR
RESPONDER ARMOR

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and ceramic plates inserted to protect the vital areas


RAVENLOCKE RAPTOR SPECOPS ARMOR
of your torso. Our reinforced biker jacket gives you all
Ravenlocke has contracts with most North American and
the freedom of movement you’d want, but with enough
several South American countries for this specific armor. The
protection to keep you riding. With Road Wear, you are a
“Medic!” Emergency response system is designed to deal
road warrior! Covers the torso and arms.
with the trauma associated with life-threatening injuries,
utilizing integrated smart fabrics, adrenal injections, and SHOGUN OUTFITTERS SHINRYU IMPACT SUIT
a SmartDoc program. Includes combat balaklava, combat Shogun does it again! Now providing the best defense at
helmet, and gas mask. Requires Exotic Armor Proficiency 200 mph. The Shinryu Impact Suit provides crash protection
(Raptor SpecOps Armor). Covers entire body if helmet and for the combat rider. Covers the entire body.
balaklava are used, otherwise head not covered. • M3 Impact System: Provides additional DR 8 only
Armor

• Weapons: 25mm Grenade Launcher versus collision damage (total of DR 14)


• Gas Mask: Filters air as Full Environmental, but provides
SHOGUN OUTFITTERS SHINOBI INFILTRATION SUIT
no other effects.
Need an edge on your next infiltration of a rival megacorp?
• Hardened (medium)
Outfit your shikaku with the Shinobi Infiltration suit.
• “Medic!” Emergency Response System: Automatically The Shinobi Infiltration Suit enhances stealth through a
engages to provide a +10 circumstance bonus to revolutionary noise canceling system, while maximizing
Stabilize if below 0 hit points. protection of vital organs. Form-fitting ballistic plating
RAVENLOCKE THROW-ON ARMOR covers the torso, groin, face arms and legs, and reinforced
Designed for law enforcement and security personnel greaves and vambraces are added to the legs and arms.
that need to be able to ‘armor up’ at a moment’s notice, Covers the entire body.
Ravenlocke’s patented Throw-On armor system is designed • Noise Canceling System: +5 to Stealth rolls
to be carried in a vehicle or carry bag and donned if the • Reinforced Vambraces: +1 to DS when fighting defensively
need arises, fitting over the wearer’s existing armor (if URBAN PUNK COMBAT JACKET
any) for added protection. Covers the torso. Must be fitted Grease your rival gang in style with the Urban Punk Combat
to an individual user and the armor that it is to cover, a Jacket! Now with a dozen standard colors, Urban punk
process taking 30 minutes of adjustments. Adds its DR to expands the buckled jacket line with additional styles.
that of other armor worn, provided that the armor under Covers torso and arms.
it does not have a DR higher in value than 6. If it does,
• Concealed Holster: Any pistol kept here gains a +5 to
then no additional armor protection is gained. Mark any
Perception DCs to visually detect it.
armor deterioration off the throw-on armor first, unless
taken from called shots to areas other than the torso. URBAN PUNK GECKO SUIT
Nothing climbs better than a gecko, except maybe the
ROAD WEAR REINFORCED BIKER JACKET
Gecko Climbing Suit. Utilizing amazing nano-tubes, the
There’s nothing as gleam as a motorcycle jacket when
smallest imperfection allows the suit to stick. Climb glass
you’re on the road…until you get shot. Bullets just tear
buildings in the rain after oil wrestling; it’s that easy!
through a good leather jacket like it was toilet paper, and
Covers entire body.
that’s just not chill. At Road Wear, we feel your pain. So
we’ve designed an authentic-looking biker jacket from • Nanotube Climbing Assist: +5 to Athletics rolls to Climb
genuine synthleather, but with a reinforced nanoweave

BLACK KNIGHT BLACK KNIGHT BLACK KNIGHTSERVOSYSTEM


INDUSTRIES INDUSTRIES
HERAKLES MERCURY
EXOARMOR EXOARMOR

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URBAN PUNK HOODYZ • Enhancements: +2 circumstance bonus to Strength


Roll with style and protection, with Urban Punk Hoodyz. and Dexterity.
Part of the Combat Thredz line, our Hoodyz cover you • Hardened (heavy)
from head to toe; add an Urban Punk Balaklava for even BLACK KNIGHT INDUSTRIES SERVO SYSTEM
more protection. Covers torso and arms. If hood is up, A ServoSystem is a partial exoskeleton utilizing a power
there is a 75% chance of the head being covered as well. cell backpack to power a hydraulic boost system. The
URBAN PUNK BALAKLAVA exoskeleton was originally designed to assist disabled
Nothing, but nothing, strikes fear in the untrained as persons; now the hydraulic power is being used to boost
the skimask look. Also protects your identity—especially the strength of a user. The system attaches to wrists,
important when participating in some illicit activities, eh elbows, neck, waist, knees and ankles; it includes reinforced
tomo? Covers the head only. DR stacks with any armor gloves and boots for the full body system. The batteries
that does not provide full body coverage. provide enough power for 4 hours of continuous operation.
(The battery power pack includes 4 batteries for full system,
URBAN PUNK STREET SOLDIER COMBAT THREDZ™ 2 for upper body, 2 for lower body.) The system may not
Punks, you asked for it, now you got it. The Urban Punk be adapted to armor systems.
Street Soldier Combat Thredz™ line expands. More options • Enhancements: –5 Ground Movement; +4 circumstance
are now available, from snaz pants, to some janky shirts bonus to STR; Carry Capacity figured as if wearer were
with a concealed rear holster. Covers torso, arms, and legs.
a quadruped.
• Concealed Holster: Any pistol kept here gains a +5 to
Perception DCs to visually detect it.

EXOARMOR
COMMUNICATIONS
An ExoSuit is hopped up body armor, with Strength and Need the best, most secure comms equipment that crypt-
Dexterity enhancement systems, designed to boost the odollars can buy? Look no further! Our line of Comscience
abilities of the wearer. Currently, only Black Knight is and Diansheng equipment are top of the line.
offering these units, though Ravenlocke Securities and
Shogun Outfitters plan on releasing their own versions Note: The following devices are low tech. They have no
in late Spring. All exoarmor must be charged 1 hour out Hyper Reality presence, and are not connected to the
of every 24 hours of use. Requires a specific Exotic Armor Tendril Access Processor in any way. As such, they cannot
Proficiency (type of Exoarmor). Note that exoarmor is not be hacked.
powered armor, and proficiency with it does not transfer
to true powered armor. COMSCIENCE SCT
Keep your information private with a ComScience Secure
BLACK KNIGHT INDUSTRIES ARTEMIS EXOARMOR Communications Transmitter device! The device compresses
This is the top end ExoArmor from Black Knight. Hunt your all data so tightly that a minute of audio or video fits into

COMMUNICATIONS
prey with the Artemis! less than a tenth of a second. Impossible to isolate or
• Enhancements: +10 base speed; +2 circumstance bonus eavesdrop, even without additional encryption! A burst
to Strength and Dexterity. transmitter sends out data in short, high-density pulses,
• Hardened (heavy) making it hard to pinpoint the source of a signal before
it finishes. However, the very density of the pulse does
BLACK KNIGHT INDUSTRIES HERAKLES EXOARMOR make it “brighter” than normal communication chatter—
The Herakles is the state-of-the-art Exo-suit from Black your foes may not be able to listen in, but they’ll almost
Knight Industries; its systems designed to increase the certainly notice that someone is transmitting in the general
overall power of the ExoArmor. area. It has a range of 1.5 miles.
• Enhancements: +4 circumstance bonus to Strength
• Hardened (heavy)
BLACK KNIGHT INDUSTRIES MERCURY EXOARMOR SIGNAL STRENGTH AND DISTANCE
The Mercury is an ExoArmor suit emphasizing speed over
power, the systems designed to greatly improve the agility Some items, like communications gear, and deto-
of the wearer. nators, can remotely interact with other objects via
• Enhancements: +20 base speed; +2 circumstance signals. Signals have a maximum range set by the
bonus to Dexterity. device. Furthermore, a signal cannot penetrate solid
• Hardened (heavy) barriers well. A signal is blocked by 1 foot of metal, 5
feet of stone, or 20 feet of organic matter. Signal boost-
BLACK KNIGHT INDUSTRIES ENYO EXOARMOR ers and signal jammers can also affect signal range.
The Enyo was designed with all-around battlefield
performance in mind. Named after the Greek goddess,
the Enyo will boost the capabilities of any combatant.

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COMSCIENCE MTS COMSCIENCE SIGNAL JAMMER


Now being fully wired in doesn’t mean you have to carry This small device emits a low, hissing sound when activated.
an awkward handset, or look like a geek with an ear- While active, a white noise generator creates a 60-foot-
bud. The MTS sticks to your skin behind either ear (+10 to radius spread in which all signals are completely blocked.
Perception DCs to spot visually), and is a fully-functional When interfaced with a signal booster, this area is doubled
audio transmitter/receiver, with a 30 yard range. Available in size. Its internal battery is good for 24 hours of operation
in a variety of skin tones. Each is good for 12 hours of use, before needing a recharge.
CYBERWARE

and when you’re done just toss it in the trash!


COMSCIENCE SMS
Sometimes you don’t want everyone hearing what you
CYBERWARE
have to say. The Subvocal Microphone System combines
The streets are cutthroat, pal. There’s always someone
Comscience micro-transmitter technology with state-of-
who’s got sleeker, faster, ‘warez, and only the best get the
the-art subvocal voice recognition. Just stick it to your
throat by the larynx, and your slightest whisper becomes most lucrative jobs. To compete, you need to get chromed
clear audio signal! Fully compatible with the Comscience with State Of The Art gear. In short, you need Malmart.
MTS for an invisible (+10 to Perception DCs to spot visually),
hands-free communication system! Note this unit only AUGMENT COSTS
transmits, it cannot receive.
The cost of a given Augment is determined by the Tier you
DIANSHENG INDUSTRIES “PIYIN” wish to purchase it at. There are five Tiers: Gutter, Civilian,
Top-quality stick-on communicator blends automatically Corporate, Military, and Elite. Each grade has a base cost.
with any surface. The color-changing material matches To determine the final cost, multiply the base cost by the
whatever surface it’s attached to (+15 to Perception Dcs
strain of the Augment. The result is the monetary amount
to spot visually). The Piyin is solar-powered, so it works
you need to spend to get said Augment. Here’s a chart of
indefinitely as long as it gets an hour of sunlight per day.
Designed to have an effective range of 100 yards, but also the base cost for each Tier to help you quickly figure out the
can be configured to run off a local network. final cost of any given Augment. This value does not include
the cost to have the object surgically implanted. Cyberware
INDIAN SPECIAL FORCES COMMUNICATOR collected by PCs from fallen opponents or uninstalled from
The same rugged, high-security transmitter used by
PCs can be sold by PCs for half this value (obviously without
India’s legendary Garud Commando Force, now available
the additional cost for implantation/removal figured in). All
thanks to a container that got misrouted to Singapore. The
communicator includes military-grade encryption software, Gutter Tier cyberware is second-hand at best, and third
time-delay broadcast, an emergency beacon, and effective or fourth-hand is not uncommon; there is no cyberware
range of 3 miles. They don’t make ‘em better than these! designed at that Tier.

DIANSHENG INDUSTRIES SIGNAL BOOSTER Statistic Bonuses: All augment boosts to statistics are
This spherical object is the size of a human head. When enhancement bonuses, and follow the rules for same.
it’s activated, several panels on its surface fold back and
extend dozens of arms tipped with cup-shaped flashing AUGMENTATION PACKAGES
lights. Once activated, a signal booster amplifies the
strength of any signal-based technology effect within Augmentation packages are designed as integrated
600 feet, doubling the effective range of the signal. For systems, and have their own separate Strain costs, but they
example, a ComScience SCT normally has a range of 1.5 count as occupying every slot that their individual compo-
miles, but in the area of effect of a signal booster, this nent augments do. Augmentation packages cost as much
range increases to 3 miles. Its internal batteries are good as the number of their components at the appropriate level
for 10 hours before needing replacement.

TABLE 4.3: COMMUNICATION EQUIPMENT


ITEM COST ENTRY TIER WEIGHT
Indian Special Forces Communicator 10,000 Cryptodollars Military 0.5
Comscience SCT 5,000 Cryptodollars Corporate 0.1
Comscience MTS 500 Cryptodollars Corporate —
Comscience SMS 500 Cryptodollars Corporate —
Diansheng Industries “Piyin” 1,000 Cryptodollars Corporate —
Diansheng Signal Booster 9,000 Cryptodollars Corporate 7
Comscience Signal Jammer 10,000 Cryptodollars Corporate 8

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TABLE 4.6: AUGMENT PACKAGES


PACKAGE SLOT STRAIN TIER
Celebrity Package As components 5 Civilian
Gunslinger Package As components 5 Corporate
Pro Sport Athlete Package As components 6 Corporate
Shock Trooper Package As components 10 Military
Spy Package As components 6 Corporate
Street Warrior Package As components 5 Civilian
Survivor Package As components 2 Civilian

added together, minus 20%. All components in a package


must be the same level of enhancement.
SUPPLEMENTAL ARMOR
Example: The Celebrity Package has three compo- Some Augmentations provide additional Armor,
nents. If purchased at the Corporate level, they would such as subdermal armor—this is referred to as
cost 3 x 25,000 (individual components cost) = 75,000 Supplemental Armor. If a character has multiple sources
x .8 (the 20% discount) = 60,000 cryptos. of Supplemental Armor, only the highest value counts.
Then the highest value of Supplemental Armor a
CELEBRITY PACKAGE
character has stacks with the highest value of Armor
Be the life of the party, the most charismatic person in the
worn.
room. This package will make your allies love you, your
enemies fear you, and everyone respect you!
• Augmentations: Beautification Treatment I, Emotional STREET WARRIOR PACKAGE
Resistance Response System, Teaser Pheromones The Street Warrior System is the perfect entry level package
for those trying to survive the mean inner city streets
GUNSLINGER PACKAGE of 2090!
Nerves of steel, reflexes like lightning, the aim of a legend. • Augmentations: Cyberweapon, Fight or Flight System,
All of these can be yours with the Gunslinger package, the Muscular Improvement System I
preferred choice of snipers and assassins the world over.
• Augmentations: IBIS System, Fight or Flight System, SURVIVOR PACKAGE
RAMP System I Dropped into the Outback? Climbing Mount Everest?
Hunting in the Arctic Circle? All a cakewalk with this
PRO SPORT ATHLETE PACKAGE package, designed to prepare you for any environment!
Rise above the competition, with this package which will
• Augmentations: Anti-Toxin System, Environmental
enhance your athletic ability in every way! Leave your
Regulators
opponents in the dust!
• Augmentations: Cyberlegs [Kangaroo System, Liga-
MASTER AUGMENT LIST

CYBERWARE
ment Enhancement, Enhanced Coordination System
I], Muscular Improvement System I ANTI-TOXIN SYSTEM
SHOCK TROOPER PACKAGE The character’s liver is enhanced to process toxins more
Be the ruler of the battlefield, watch your enemies look in effectively, while nanite colonies are implanted in the
fear as you shrug off attacks, and return fire with extreme blood stream programmed to lock onto foreign chemical
prejudice! The Shock Trooper package is just the thing for substances and remove them. The ATS gives a character
the would-be mercenary who wants to impress! +5 on saves versus Poisons.
• Augmentations: Skeletal Reinforcement I, Cyberlegs BEAUTIFICATION TREATMENT
[Ligament Enhancement, Stabilization System], Lifesaver Beautification gives the character +2 Charisma at Level 1,
System, Muscular Improvement System I, Trauma Suppressor +4 at Level 2, and +6 at level 3.
SPY PACKAGE BIOFEEDBACK
Breaking, entering, and exploring places you’re not Biofeedback increases the character’s Wisdom by +2 at
supposed to be in has never been easier! With the spy Level 1, +4 at Level 2, and +6 at level 3.
package you can infiltrate and extract with ease!
BLOODHOUND CHEMICAL SNIFFER
• Augmentations: Cyberarm Fingerprint Duplicator
The character is capable of detecting individual chemicals
and Lockpicking Kit, Cyberears [Amplified Hearing], even better than a drug-sniffing police dog. With proper
Enhanced Coordination System I, Implanted Skill Module training and skill, the character can identify explosives,

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narcotics or a host of other things. The character gains DRONE HAND


the Scent ability. A VCI is required to use this augment. The person’s hand
COURIER NODE is capable of detaching and becoming a spider-like drone
controlled wirelessly. The drone comes equipped with a
The Courier Node allows the character to download virtually
camera allowing the character to view what the drone
any amount of data to a secured hard drive implanted
sees through their TAP. When the drone hand is detached,
within its body. The Courier Node enhancement can
the character suffers from the One Hand drawback. In
be implanted anywhere on the character’s body and
combat, the drone hand has the following stats.
CYBERWARE

concealed. The only way to release the data is through a


wired access port and the appropriate code.
DRONE HAND
CYBERART/NANOTATTOO Fine drone
Cyberart and Nanotattos are the least invasive of all Squares –(.2 ft. by .2 ft.; .2 ft. high)
cybertech. Essentially hyperadvanced tattooing, cyberart
can glow softly if desired, providing illumination equal to DEFENSE
that provided by a candle. Some cyberart is animated, DS 22; Hardness 0
providing a short looping scene that replays over and hp 8
over. Cyberart is installed in a body with a small metallic Fort +0; Ref +6; Will +0
stylus that injects low-grade nanites into a body part; the Firewall 4
quality of the art relies on the installer’s Craft (painting
or tattoo) check. It is easily and simply removed, allowing OFFENSE
for new images and styles to be applied frequently. Treat
Speed 30 ft; Acceleration 10 ft
this augment as having a Strain of 1 for purposes of cost.
CMB +5; CMD 15
CYBERLIMBS AND CYBER EYES Initiative +3
Ramming Damage —
Cyberlimbs are designed to be modular, costing a number
of points of Strain equal to the number of modules the DE SCRIP T ION
limb can hold. So a cyberlimb with 2 Strain could hold 2
Augment modules, a cyberlimb with 3 Strain could hold The drone hand can climb nearly any surface thanks to
3 modules, etc. The credit cost of the cyberlimb includes its nano-polymer grip, and given its small size, is often
the acquisition of the module(s). To determine the credit overlooked by hostiles.
cost of a limb, multiple the strain by the grade. Onboard AI has Athletics +10 (Climbing only), Disable Device
Some modules are designed for specific body parts, e.g. a +8, Drive +5, Perception +8, and Stealth +22.
leg, an arm, or an eye. Each module has a location entry Propulsion electric motor
so you know at a glance which module goes where. The Driving Check Drive skill
head is always considered a limb for purposes of installing Forward Facing direction of travel
cybernetic ears or eyes.
SPECIAL A BILI T IE S
/// BEGIN MODULE LIST /// • Alertness: The drone hand adds a +2 circumstance bonus
to its possessor’s Perception.
AMPLIFIED HEARING • Video Uplink: As a standard action the character can
Adds a +5 bonus to Perception rolls involving sound. link into the drone hand’s video to see what the drone
sees, within 1 mile.
BREACHING SYSTEM
Originally designed to bring down walls, the arm adds +2 ENHANCED VISION
damage to a successful bare-handed Fighting roll. The character’s eyes can function like a scope, halving
range penalties for medium and long range.
CHEMICAL INJECTOR
The character’s fingers come equipped with retractable
syringes. The character can store 3 separate compounds
within its arm, for 3 full doses. The character can administer
to itself as a free action; however, if it wishes to use it
in combat, the character must succeed in an unarmed
TABLE 4.5: AUGMENT GRADES AND COSTS
Fighting roll and do enough damage to penetrate the TIER CRYPTOS STRAIN
target’s DR. Chemicals, drugs, poison, or viruses must be Gutter 1,000 Double Strain
purchased separately. Civilian 5,000 Strain as listed

CYBER TOOLS Corporate 25,000 –1 Strain (minimum 1)


The arm is equipped with a basic set of tools. The character Military 125,000 ½ Strain (minimum 1)
enjoys a +5 to Repair rolls for Craft skills. Elite 625,000 1/3 Strain (minimum 1)

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TABLE 4:8: CYBERLIMB MODULES


MODULES LOCATION TIER
Amplified Hearing Ears Corporate
Poseidon Mobility Implants Legs Civilian
Breaching System Arm Corporate
Chemical Injector Hand Corporate
Drone Hand Hand Corporate
Cyber Tools Arm Civilian
Enhanced Vision Eyes Civilian
Fingerprint Duplicator/Lockpicking Kit Hand Corporate
Firearm Arm Corporate
Firearm, Automatic Arm Elite
Firearm, Heavy Arm Military
Flash Compensators Eyes Civilian
Gecko Hands Hands Corporate
Infra/Ultra Optics Eyes Civilian
Kangaroo System Legs Corporate
Integrated Motion Detection System Ears Military
Ligament Enhancement Legs Corporate
Night Vision Optics Eyes Corporate
Recoil Compensation Arm Military
Reflexive Strike Module Arm/Leg Military
Stabilization System Legs Military

FINGERPRINT DUPLICATOR AND LOCKPICKING KIT KANGAROO SYSTEM


The arm is equipped with a basic set of lockpicks, and is The character is always treated as having a running start
capable of duplicating the fingerprints of any sample the when jumping.
owner is able to download. This grants a +5 bonus to all
LIGAMENT ENHANCEMENT
Lockpicking rolls.
Ligament Enhancement adds 10 ft. to the character’s base speed.
FIREARM
INTEGRATED MOTION DETECTION SYSTEM
A firearm is implanted in the limb.
The Integrated Motion Detection System, or IMoD, grants
• Weapon: As HT HT-9 Holdout Pistol, shots 10
the character blindsense 10 ft.
FIREARM; AUTOMATIC POSEIDON MOBILITY IMPLANTS

CYBERWARE
This weapon is implanted in the limb. Counts as two
The character receives a swim speed of 10
modules.
• Weapon: As Mosquito Storm, Shots 30 NIGHT VISION OPTICS
The character gains the benefits of the low-light vision.
FIREARM; HEAVY
This weapon is implanted in the limb. Counts as two RECOIL COMPENSATION
modules. This module removes 2 points of penalty from firing
• Weapon: As AGA Thunder; RoF 1; Shots 10, Min Str 14 multiple bursts or double taps.

FLASH COMPENSATORS REFLEXIVE STRIKE MODULE


Flash covers give a +5 bonus to saves to resist flash- The character gains the Combat Reflexes feat.
based attacks. STABILIZATION SYSTEM
GECKO HANDS The Stabilization System grants a +5 to Acrobatics rolls.
Gecko Hands give the character a Climb speed of 10,
allowing the character to move up vertical surfaces. /// END MODULE LIST ///

INFRA/ULTRA OPTICS
CYBERSKULL, PROTEAN
The retina is replaced to enable vision into the ultraviolet
The character’s skull contains numerous small nano-
and infrared spectrums, and the brain is changed to be
plates that allow it to modify its face, making it harder
able to perceive colors that don’t exist in the standard
to recognize in a crowd. The nano-plates are constantly
visible spectrum. The character gains darkvision 60 ft.
shifting, changing its appearance once every 4 hours.

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People looking for it increase the DC of Perception rolls to


locate it by +5, and the DC of Survival rolls to track it by +5. The character’s Intelligence gains +2 at Level 1, +4 at Level
2, and +6 at Level 3.
CYBERSKULL, ENFORCER
This replacement hardens the edges of the character’s ENVIRONMENTAL REGULATORS
face, giving ita more brutal aspect, and granting a +5 The character gains +5 to Survival rolls for a single type of
bonus to Intimidation attempts and DR 1/- that stacks environment (hot/cold weather environments, wastelands,
with other DR. etc.). This can be taken multiple times, each time applying
to a different type of environment.
CYBERWARE

CYBERWEAPON
A cyberweapon is a visible, light melee weapon that does ENHANCED COORDINATION SYSTEM
1d6 damage (1d8 for Large characters). A character with The Enhanced Coordination System, or ECS, increases the
this augment is always considered armed.” Examples could character’s Dexterity by +2 at Level 1, +4 at Level 2, and
be titanium claws, a reinforced forearm, or a blade that +6 at Level 3.
is always visible. FIGHT OR FLIGHT SYSTEM
CYBERWEAPON, IMPROVED Fight or Flight grants the character the Lightning Reflexes feat.
An improved cyberweapon is considered a one-handed IMPACT PROTECTION PACKAGE
melee weapon and does 1d8 damage (2d6 if Large) or 1d6 The character takes half damage from falls and crashes.
damage (1d8 if Large) with some sort of bonus. A character
with this augment is always considered armed. Example IMPLANTED SKILL MODULE
bonuses include; being retractable, Reach, Shock damage An Implanted Skill Module, or ISM, allows the character
(Fort save at DC 15 or Stunned for 1 round), or +2 to hit to access a skill of its choice at 10 ranks (statistic bonus is
or damage. Examples could be a whip (1d4, 15’ reach), a added as normal). This skill can only be raised by upgrading
garrote (1d4, retractable), a Taser (1d4, nonlethal, EMP) or to the advanced Knowcomp. This Augment can be taken
a retractable blade (1d4, retractable). multiple times, each time applying to a different skill.

CYBERWEAPON, ADVANCED IMPLANTED SKILL MODULE, ADVANCED


An advanced cyberweapon is considered a one-handed An Advanced Implanted Skill Module, or AdISM, allows the
melee weapon, but the wielder can add one and a half user to access a skill of his choice at 14 (statistic bonus is
times his Strength modifier to damage. The weapon does added as normal). This Augment can be taken multiple
2d6 damage (3d6 if Large) or 1d8 damage (2d6 if large) times, each time applying to a different skill.
plus some sort of bonus. A character with this augment INTEGRATED BATTLE INFORMATION SYSTEM
is always considered armed. Example bonuses include The Integrated Battle Information System, or IBIS, interfaces
being retractable, Reach, or +2 to hit or damage Parry. with linked weapons systems and displays targeting
Examples could be a flail (1d6+2 damage) or a retractable information in Hyper Reality through the user’s TAP,
long blade (d6, retractable). improving interfaced weapons systems to hit rolls by +1.
EMERGENCY AIR SUPPLY ENHANCEMENT I–II INTEGRATED BATTLE INFORMATION
The Emergency Air Supply Enhancement, or EASE system, SYSTEM, ADVANCED
provides the character with an internal air tank capable As the basic IBIS, but bonus is +5.
of holding 30 minutes of oxygen per level. Allowing the
character to survive underwater or survive in environments LIFESAVER SYSTEM
in which the air has been polluted. The lifesaver system reinforces the character’s organs, adds
nanites which can repair tissue, and similar enhancements
EMOTIONAL RESISTANCE RESPONSE SYSTEM to stabilize the character and help it heal faster. The
The ERRS imparts a +5 resistance bonus to the DC to character heals 2 x their level per day instead of 1 x their
resist Intimidate, Bluff, and Sense Motive checks made level.
against the character.
LIFESAVER SYSTEM, ADVANCED
EMP SHIELDING, BASIC The latest generation of nanites in this lifesaver system
The character is shielded against the debilitating effects work to limit blood loss using new Platetech™ technologies.
of an EMP weapon. The character’s TAP and cybernetics A character with this Augment reduces any bleeding effects
gain EMP Resistance 4. by 3 per round.
EMP SHIELDING, ADVANCED MERMAN OXYGEN EXTRACTION SYSTEM
The character is shielded against the debilitating effects
of an EMP weapon. The character’s TAP and cybernetics The Merman Oxygen Extraction System, or MOES, renders
gain EMP Resistance 8. a character Amphibious! They can now breathe underwater
just as well as on land! Aquatic hybrids do not benefit from
ENHANCED NEURAL NET
this Augment. The character gains the Amphibious ability.
Extra neural tissue and cultures are grown, then applied
to the recipient’s brain tissue. Neurons are coated with an
extra-conductive substance, allowing faster firing time.
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TABLE 4.7: AUGMENTS


AUGMENT SLOT STRAIN TIER
Anti-Toxin System Body 1 Civilian
Beautification System I-III Slotless 2/level Civilian
Biofeedback I-III Brain 2/level Civilian
Cyberart/Nanotattoo Slotless 0 Gutter
Cyberlimb/Cyber Eyes, 1 Module By Type 1 Civilian
Cyberlimb/Cyber Eyes, 2 Modules By Type 2 Corporate
Cyberlimb/Cyber Eyes, 3 Modules By Type 3 Military
Bloodhound Chemical Sniffer Head 1 Corporate
Merman Oxygen Extraction System Body 1 Corporate
Emergency Air Supply Enhancement I-II Body 1/level Civilian
Cyberskull, Protean Head 2 Corporate
Cyberskull, Enforcer Head 3 Corporate
Cyberweapon Arm/Leg 1 Corporate
Cyberweapon, Improved Arm/Leg 2 Military
Cyberweapon, Advanced Arm/Leg 3 Elite
Courier Node Slotless 1 Civilian
Emotional Resistance Response System Brain 1 Civilian
EMP Shielding, Basic Body 1 Military
EMP Shielding, Advanced Body 2 Elite
Enhanced Neural Net I-III Brain 2/level Civilian
Environmental Regulators Body 2 Civilian
Enhanced Coordination System I-III Body 3 Corporate
Fight or Flight System Body 2 Corporate
Impact Protection Package Body 1 Civilian
Implanted Skill Module Brain 1 Civilian
Implanted Skill Module, Advanced Brain 2 Corporate
Integrated Battle Information System Eyes 1 Corporate
Integrated Battle Information System, Advanced Eyes 2 Military
Lifesaver System None 2 Military
Lifesaver System, Advanced None 3 Elite
Muscular Improvement System I-III Body 2/level Corporate

CYBERWARE
Nanoweave Organ System I-III Body 2/level Military
Reflex Augmentation Management Processor I-III Body 2/level Corporate
Reinforced Exoskeleton Body 1 Civilian
Skeletal Reinforcement I-III Body 2/level Corporate
Subdermal Armor Body 1 Corporate
Subdermal Armor, Advanced Body 2 Military
Tactical Computer Brain 3 Military
Tactical System Radio Slotless 2 Corporate
Teaser Pheromones Slotless 2 Civilian
Trauma Suppressor Slotless 2 Military
Vehicle Control Interface I-III Brain 2/level Civilian
Wellspring Combat Enhancement Injector Body 2 Corporate

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MUSCULAR IMPROVEMENT SYSTEM imparts a number of control slots based on the character’s
Muscular Improvement System, or MIS, increases the Intelligence bonus. Control slots are explained in the Drones
character’s Strength by +2 at Level 1, +4 at Level 2, and and Robots section below. Additionally, each level of the
+6 at Level 3. VCI gives the user +1 to all vehicle operation rolls, as the
closer connection to the vehicle imparts greater control.
NANOWEAVE ORGAN SYSTEM Level one also allows the vehicle’s acceleration to multiply
The Nanoweave Organ System increases the character’s by 1.5, while two and three double a vehicle’s acceleration.
Constitution by +2 at Level 1, +4 at Level 2, and +6 at Level 3. Additionally, level three allows the driver to ignore the
REFLEX AUGMENTATION unstable platform penalty when firing vehicle mounted
Drones

weaponry.
MANAGEMENT PROCESSOR I-III
Each level of The Reflex Augmentation Management WELLSPRING COMBAT ENHANCEMENT INJECTOR
Processor, or RAMP, Raises a character’s Initiative by +1 The character’s body contains a vat-grown gland which
and grants a +1 Dodge bonus to AC. naturally produces a combat drug of its choice. It is a simple
mental command to flood the body with the drug’s effects.
REINFORCED EXOSKELETON
The glad can hold up to 3 doses within the reservoir, and
The character increases their carrying capacity, multiplying
the body naturally refills one dose within 24 hours. The
its load limits by x2.
character is still capable of becoming addicted and suffers
SKELETAL REINFORCEMENT I–III all side-effects of the drug.
A Skeletal Reinforcement provides DR 1 per level.
SUBDERMAL ARMOR
Subdermal armor provides a +2 enhancement bonus to
DRONES
natural armor. This section of the Malmart catalog is for all of you drone
SUBDERMAL ARMOR, ADVANCED jockeys, gearheads, techies, and wireheads out there who
Advanced subdermal armor provides a +4 enhancement want to stay on the bleeding edge. Our line of drones
bonus to natural armor. encompass everything from eye borgs and toolbots to
combat drones like Act of God Armaments’ Thundercloud!
TACTICAL COMPUTER
Characters with a tactical computer gain the Improved All drones share the following Special Abilities:
Initiative feat. • No Constitution score. Any DCs or other statistics
TACTICAL SYSTEM RADIO that rely on a Constitution score treat a construct
Tactical system radios provide audio communication with as having a score of 10 (no bonus or penalty).
all other allies that have this augment, up to a range of • Low-light vision.
1.5 miles. Additionally, a character with this augment can • Darkvision 60 feet.
share Zero Points with any ally with a tactical system • Immunity to all mind-affecting effects (charms,
radio that she can see. compulsions, morale effects, patterns, and
TEASER PHEROMONES phantasms).
Teaser pheromones provide a +5 bonus to Bluff, Diplomacy, • Immunity to bleed, disease, death effects, paral-
and Intimidate skill checks when dealing with organic ysis, poison, and stunning.
sentient beings. • Cannot heal damage on its own, but can be
repaired using appropriate Craft skills.
TRAUMA SUPPRESSOR
• Not subject to ability damage, ability drain, fatigue,
The trauma suppressor system grants the character the Die
exhaustion, energy drain, or nonlethal damage.
Hard feat. This system comes with a downside, however.
The character becomes completely unaware of just how • Immunity to any effect that requires a Fortitude
bad its wounds are beyond being able to look at them. At save (unless the effect also works on objects, or
the end of each scene where a trauma suppressor was is harmless).
activated and the character engaged in combat or other • Not at risk of death from massive damage. Imme-
strenuous activity while in negative hit points, have the diately destroyed when reduced to 0 hit points
character make a DC 15 Constitution check. On a failed or less.
roll, the character takes 1d6 damage as its actions have • Proficient only with weapons mounted on it or
worsened the wounds she already taken. any weapon mentioned in its entry.
VEHICLE CONTROL INTERFACE I-III • Proficient with any armor mentioned in its entry,
The VCI is a series of neural transceivers and nerve otherwise not proficient in armor.
enhancements placed throughout the body which provide • Drones do not breathe, eat, or sleep.
an even greater control over vehicles. Each level of the VCI • Vulnerable to Critical Hits: Whenever a drone takes
extra damage from a critical hit, it must make a
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DC 15 Fortitude save to avoid being stunned for 1 AQUARIUS RAPTOR


round. If it makes a successful saving throw, it is
staggered for 1 round. The drone remains immune
to other sources of the stunned condition.
• Vulnerable to Electricity: Drones take 150% damage
from electrical attacks unless otherwise noted in
a specific entry.

AGA LONE STAR RECONNAISSANCE DRONE


Medium drone
Squares 1 (5 ft. by 5 ft.; 3 ft. high); Cost 42,000 cryptos;
Tier Corporate

DEFENSE
DS 12; Hardness 8 DEFENSE
hp 20
Fort +4; Ref +4; Will +4 DS 15; Hardness 8
hp 20
OFFENSE Fort +6; Ref +6; Will +6
Maximum Flight Speed 100 ft.; Acceleration 30 ft.; Range OFFENSE
800 miles plus 12 hours loitering
CMB +4; CMD 12 Maximum Flight Speed 250; Acceleration 50; Range 1200
Initiative +2 miles and 18 hours loitering
Ramming Damage 1d8 CMB +6; CMD 18
Initiative +3
DE SCRIP T ION Ramming Damage 1d8
Act of God Armaments created the Lone Star Recon Drone DE SCRIP T ION
for the famous Texas Rangers. Now, it sees use as a major
recon and light fighter drone all over the world! The Lone The Raptor is a flight-capable hunter-killer drone which sees
Star is a VTOL drone meant for long distance recon over a widespread use throughout the North American Coalition.
large area. Its twin turbine fan design allows it to sport an Raptor drones are used to patrol border areas, strike behind
impressive weapon mount capable of carrying a variety enemy lines, and in some cases to put down rioters and
of lethal or nonlethal armaments. protestors within the NAC states. Its distinctive shriek is
Onboard AI has Fly +8, Perception +10, Stealth +10 and +8 caused by the way wind whistles through its turbines and
bonus with onboard weapons. off of its engines. The manufacturer offered to fix this
Propulsion internal combustion “flaw” but the NAC government enjoyed the psychological
Driving Check Fly skill terror it caused in their enemies so much the shriek has
Forward Facing direction of travel remained. The Raptor has earned a reputation for being

Drones
a tough, fast, heavily armed machine of death.
SPECIAL A BILI T IE S
Onboard AI has Fly +10, Perception +10, Stealth +8 and +10
• Advanced Optics: The recon drone is equipped with bonus with onboard weapons.
telescopic, low light, and darkvision. It adds +2 to sight- Propulsion internal combustion
based Perception rolls (factored into skill above) and Driving Check Fly skill
ignores lighting penalties Forward Facing direction of travel
• Flood Lights: Dual 360° floodlights illuminate up to
SPECIAL A BILI T IE S
20 feet
• Weapon Mount: An integrated weapon gimbal that • Advanced Optics Suite: Telescopic, low-light, and dark-
can hold a single weapon and ammo (up to 100 lbs.) vision adds +2 to sight-based Perception rolls (factored
in above) and ignores lighting penalties.
AQUARIUS RAPTOR • Weapon Mount: underbody mounted “Bessy” .50
Large drone heavy machine gun; 200 shots
Squares 4 (10 ft. by 10 ft.; 3 ft. high); Cost 82,000 cryptos; • Weapon Mount: 70mm Rocket Pod; RoF 1–4; Shots 4
Tier Military

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TABLE 4.9: DRONES


NAME COST CONTROL SLOTS ENTRY TIER
AGA Lone Star 42,000 2 Corporate
Aquarius Raptor 82,000 1 Corporate
BK War Horse 74,000 1 Military
BK Valkyrie 50,000 1 Military
Helios Eye Borg 2,500 1 Corporate
Helios Oracle 37,500 1 Corporate
Drones

Helios Hover-Eye 3,500 1 Civilian


AGA Thundercloud 45,000 2 Corporate
BK Sidekick 3,000 1 Civilian
SAGEIT Vishnu Tool-Bot Varies 2 Civilian
Shogun Samurai 51,000 2 Corporate

BLACK KNIGHT WAR HORSE • Weapon mount: An integrated weapon gimbal that
Large drone can hold a single weapon and ammo (up to 100 lb).
Squares 2 (10 ft. by 5 ft.; 6 ft. high); Cost 74,000 cryptos;
Tier Military BLACK KNIGHT VALKYRIE
Huge drone
DEFENSE Squares 3 (15 ft. by 5 ft.; 8 ft. high); Cost 152,000 cryptos;
DS 15; Hardness 10; Hardened Armor (medium) Tier Military
hp 20
Fort +4; Ref +3; Will +3 DEFENSE
DS 16; Hardness 15; Hardened Armor (light)
OFFENSE hp 20
Maximum Ground Speed 180 ft.; Acceleration 30 ft; Range Fort +5; Ref +4; Will +2
250 miles and 10 hours loitering
CMB +5; CMD 15 OFFENSE
Initiative −1
Maximum Flight Speed 1500 ft.; Acceleration 130 ft; Range
Ramming Damage 1d8
400 miles plus 12 hours loitering
DE SCRIP T ION CMB +5; CMD 15
Initiative +3
The War Horse was originally commissioned for use by Ramming Damage 2d8
the GLU’s military forces as a combination supply carrier
and mobile weapons platform. The War Horse circulated DE SCRIP T ION
though out the rest of the world, and is based on one of
the oldest reliable drone designs around. The War Horse Black Knight’s entry into the urban assault drone market
is a large box-like drone with 4 legs capable of traversing is well names, as it will most definitely usher plenty of
over any terrain. Its armored hide, combined with its large warriors into the Halls of Valhalla! The Valkyrie is a VTOL
back and carrying capacity, means it can run fresh supplies drone meant for extended combat in built-up urban areas
into a battleground, or take the fight to the enemy with where top speed is less important than maneuverability
advanced weaponry. and durability. The drone’s twin drive fans and maneuvering
Onboard AI has Drive +8, Perception +6, and +8 bonus enhancement system give it impressive agility for a craft
with onboard weapons. it’s size, and its two armament wings mount a heavy load
Propulsion internal combustion of ordinance to help send its opponents on to the afterlife.
Driving Check Drive skill Onboard AI has Fly +10, Perception +14, Stealth +10 and
Forward Facing direction of travel +12 bonus with onboard weapons. Firewall 7.
Propulsion internal combustion
SPECIAL A BILI T IE S Driving Check Fly skill
Forward Facing direction of travel
• Manipulator Arm: The front of the War Horse has a
manipulator arm with a three digit hand capable of SPECIAL A BILI T IE S
loading itself.
• Advanced Sensors: The Valkyrie is equipped with radar,
• Large Size: The drone is the same size as a large draft
wall-penetrating thermal imaging, and telescopic, low
horse.
light, and darkvision. It adds +4 to sight-based Percep-
tion rolls (factored into skill above) and ignores lighting
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penalties. Wall-penetrating thermal imaging can pen-


HELIOS ORACLE
etrate 2 feet of solid stone, 3 inches of common metal,
or up to 5 feet of wood or dirt. Thicker substances or
a thin sheet of lead or similarly dense material blocks
the vision.
• Flood Lights: Dual 360° floodlights illuminate a 60 ft.
cone forward.
• Chin Gun: Chin-mounted “Bessy” .50 heavy machine
gun with 180 degree firing arc side-to-side and 90
degrees up and down; 500 shots
• Rocket Pods: Dual forward-firing 70mm Rocket Pods,
1 right and 1 left; RoF 1–4; Shots 4 (8 total)
• Missiles: 6 heavy missiles, 3 right, 3 left. (6 Total)
• Maneuvering Enhancement System: +4 to DS (factored
into DS above) HELIOS ORACLE
Medium drone
HELIOS EYE BORG Squares 1 (5 ft. by 5 ft.; 3 ft. high); Cost 37,500 cryptos;
Fine drone Tier Corporate
Squares — (.2 ft. by .2 ft.; .2 ft. high); Cost 2,500 cryptos;
DEFENSE
Tier Corporate
DS 12; Hardness 6
DEFENSE hp 20
DS 22; Hardness 0 Fort +4; Ref +4; Will +4
hp 8
OFFENSE
Fort +0; Ref +8; Will +2
Firewall 14 Maximum Flight Speed 100 ft.; Acceleration 30 ft; Range
25 miles and 48 hours loitering
OFFENSE CMB +4; CMD 12
Maximum Ground Speed 60 ft.; Acceleration 10 ft; Range Initiative +2
¼ mile and 4 hours loitering Ramming Damage 1d6
CMB +5; CMD 15
DE SCRIP T ION
Initiative +5
Ramming Damage — Helios’ Oracle is the first in a wave of low-signature drones
reaching the market for law enforcement and corporate
DE SCRIP T ION security use. The Oracle is a VTOL drone meant for
Helios’s eye borg is quickly becoming the first name in operations in urban and other environments where stand-
law enforcement spy drones. The eye borg is a spherical off surveillance is not practical. The special construction
of its three fans and their unique baffles when combined

Drones
drone the size of a large gumball. The eye borg rolls at
high speeds while a gyroscopic camera feeds a constant with their independently-developed optical camouflage
image back to its controller’s tap. The eye borg can climb system render it hard to spot and a hot seller.
any surface thanks to its nano-polymer grip, and given Onboard AI has Fly +8, Perception +10, Stealth +18 and +8
its small size, is often overlooked by hostiles. bonus with onboard weapons.
Onboard AI has Drive +8, Hacking +6, Perception +12, and Propulsion electric
Stealth +22. Driving Check Fly skill
Propulsion electric motor Forward Facing direction of travel
Driving Check Drive skill
SPECIAL A BILI T IE S
Forward Facing direction of travel
• Advanced Optics: The recon drone is equipped with
SPECIAL A BILI T IE S telescopic, low light, and darkvision. It adds +2 to sight-
• Advanced Optics: The eye borg is equipped with based Perception rolls (factored into skill above) and
telescopic, low light, and darkvision. It adds +2 to sight- ignores lighting penalties
based Perception rolls (factored in above) and ignores • Flood Lights: Dual 360° floodlights illuminate up to
lighting penalties. 20 feet
• Size: Helios Eye Borg is the size of a large gumball. • Stealth Configuration: The optical camouflage and
Its hit Die is a d4 specialized fan system give the Oracle a +8 modifier
• Wall Walker: Helios Eye Borg has a Climb speed of 10. to its Stealth skill.
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• Flood Lights: Dual 360° floodlights illuminate up to


HELIOS HOVER-EYE
20 feet
Tiny drone
• Weapon Mount: An integrated gimbal that can hold a
Squares 1 (2½ ft. by 2½ ft.; 15 inches high); Cost 3,500
cryptos; Tier Civilian single weapon up to pistol size and one magazine of
ammunition or a camera array (up to 8 lbs.).
DEFENSE
DS 15; Hardness 2 AGA THUNDERCLOUD
hp 5 Medium drone
Drones

Fort +4; Ref +4; Will +4 Squares 1 (5 ft. by 5 ft.; 3 ft. high); Cost 45,000 cryptos;
Tier Corporate
OFFENSE
DEFENSE
Maximum Flight Speed 80 ft.; Acceleration 30 ft; Range
500 yards and 5 hours loitering DS 12; Hardness 8
CMB +4; CMD 16 hp 20
Initiative +2 Fort +4; Ref +4; Will +4
Ramming Damage 1d2
OFFENSE
DE SCRIP T ION
Maximum Speed 100 ft; Acceleration 30 ft; Range 400
Helios’ most popular camera drone, used by civilians,
miles, 24 hours loitering
reporters, and businesses all over the world for over 10
years and still selling strong! The Hover-Eye is a discoid- CMB +4; CMD 12
shaped mini-drone with three micro-fans that support a
Initiative +2
camera mount in the center of the drone. The charge is
surprisingly long-lasting and its size makes it convenient Ramming Damage 1d6
to carry along on the family vacation. The camera mount
can be adapted to hold other devices. DE SCRIP T ION
Onboard AI has Fly +12, Perception +10, Stealth +12 and +3 Act of God Armaments modified their Lone star drone
bonus with onboard weapons or camera. for a specialized purpose at a government client’s
Propulsion electric request, realized that they had a hot seller, and rolled
Driving Check Fly skill the Thundercloud out to qualified purchasers all over the
Forward Facing direction of travel world! The Thundercloud is a VTOL drone meant for long
distance travel and loitering. Its twin turbine fan design
SPECIAL A BILI T IE S
allows it to sport an impressive electronics bay typically
• Advanced Optics: The recon drone is equipped with carrying a signal jammer and internal battery array for
telescopic, low light, and darkvision. It adds +2 to sight- the jammer.
based Perception rolls (factored into skill above) and Onboard AI has Fly +8, Perception +10, Stealth +10 and +8
ignores lighting penalties bonus with operating the jammer.
Propulsion internal combustion
Driving Check Fly skill
BLACK KNIGHT SIDEKICK Forward Facing direction of travel

SPECIAL A BILI T IE S
• Advanced Optics: The drone is equipped with
telescopic, low light, and darkvision. It adds +2 to sight-
based Perception rolls (factored into skill above) and
ignores lighting penalties
• Electronics Bay:An integrated bay that mounts a
Comscience Signal Jammer with internal 12 hour
battery to jam audio/video com signals.

BLACK KNIGHT SIDEKICK


Small drone
Squares 1 (4 ft. by 1 ft.; 3 ft. high); Cost 3,000 cryptos;
Tier Civilian

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Drones

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DEFENSE DE SCRIP T ION


DS 16; Hardness 5 Tool drones have been in use since the turn of the
hp 20 millennium, back when they were used for remote
Fort +4; Ref +3; Will +3 explosive defusing and disposal. SAGEIT shows they’re at
the forefront of modern tool drones with the Vishnu. The
OFFENSE Vishnu is pre-configured for specific tasks when ordered
Maximum Ground Speed 180 ft.; Acceleration 30 ft; Range and comes ready to work straight out of the box. The
10 miles and 10 hours loitering most popular models are outlined below, but there are as
CMB +4; CMD 14 many different configurations as there are customers. Each
Drones

Initiative −1 Vishnu comes with a hot-swappable module bay to load


Ramming Damage 1d4 specific technical skills into for on-the-job customization.
The Vishnu is also designed to be tough, able to take a
DE SCRIP T ION beating while rolling into a dangerous area to get its
work done.
Brought to you by BK, makers of the famous War Horse,
Onboard AI typically has Craft (appropriate skill) +10,
the Sidekick is a scaled down and reimagined version of
Craft (appropriate skill) +10, Disable Device +10, Drive +6,
the War Horse, designed as a companion for the average
Perception +8, and 2 other skill modules at +10.
family or individual on the go. The Sidekick is a roughly
Propulsion electric motors
rectangular drone with 4 legs capable of traversing over
Driving Check Drive skill
any terrain and a ‘head’ to differentiate ends and make
Forward Facing direction of travel
it more doglike. It can carry up to 50 lbs. of purchases or
other items in the provided saddlebags, or pull three times SPECIAL A BILI T IE S
that in an optional cart (200 cryptodollars).
Onboard AI has Drive +8, Perception +6, and +4 bonus • Built in Tools: The tool-bot has a fully stocked array
with any onboard weapons. Concealed eapon gimbal DC of tools and skills depending on the model selected:
25 to detect. • Bomb Disposal: An array of tools that count as
Propulsion internal combustion a Demolitions Kit and an Interior Bomb Disposal
Driving Check Drive skill Bay, a sealed compartment to store unexploded
Forward Facing direction of travel ordnance: Hardness 30, Hardened armor (heavy).
Skills loaded are Craft (Demolitions), Craft (elec-
SPECIAL A BILI T IE S
tronics), Knowledge (electronics), and Knowledge
• Manipulator Arm: The ‘head’ of the Sidekick has a (explosives). Military Tier. Cost: 35,000
manipulator arm with a three digit hand capable of loading
• Surgical: An array of specialized surgical tools
itself.
that count as a Surgical Kit 2/4 (1d4/20 if using
• Small Size: The drone is the same size as a large dog.
• Weapon mount: An integrated concealed weapon gimbal the dice system) piercing or slashing if used as
that can hold a single weapon and ammo or other device weapons;, plus a specialized compartment for
(up to 20 lbs.; subtract this weight from the Sidekick’s storing drugs and transplant organs that holds
carrying capacity). 50 doses of common medical drugs and up to
two small (heart, kidney) or one medium (lung)
SAGE IT VISHNU TOOL-BOT organs for 48 hours before tissue degradation sets
Medium drone
Squares 1 (4 ft. by 2 ft., 5 ft. high); Cost (varies by model,
see below); Tier (varies by model, see below) VISHNU TOOLBOT

DEFENSE
DS 15; Hardness 12; Hardened Armor (light)
hp 20
Fort +7; Ref +6; Will +2

OFFENSE
Maximum Speed 45 ft.; Acceleration 10 ft; Range ¼ mile
loiter 8 hours
CMB +2; CMD 10
Initiative +2
Ramming Damage 1d6

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in. Skills loaded are: Heal, Knowledge (anatomy), Ramming Damage 1d8
Knowledge (pharmacology), and Craft (cyberware).
Corporate Tier. Cost: 40,000 DE SCRIP T ION
• Construction: Comes with a set of general con- The Shogun Samurai is one of the highest-rated gladiator
struction tools including a welder 7/12 fire damage drone models. Gladiator models are full‑sized anthroform
(2d6 fire damage using the dice system) ignores drones often used in sports entertainment for living
10 points of DR/Hardness, melee touch; assorted viewers. The shogun appears as a 10 foot tall, 800 lb
samurai in full steel armor in a variety of designs and
tools 4/8 bludgeoning (1d8/20 bludgeoning using
colors. The Shogun is known for its speed, strength, and
the dice system); and a rivet gun 7/10 (18-20) pierc-
mono-katana which it wields with incredible skill. While it’s
ing (1d6+4/18-20 using the dice system) ignores been a few years since a Shogun model has claimed the
10 points of hardness). Skills typically installed yearly drone gladiator championship, Shoguns consistently
are: Craft (welder), Craft (riveter), Profession (con- rank in the top 10 finalists at each tournament.
struction worker) and Knowledge (engineering). Onboard AI has Athletics +10, Drive +6, Perception +6, and
Corporate Tier. Cost: 30,000 a +10 bonus with the K-Tana
• Repair: This model comes with a complete tool kit Propulsion electric motors
for working on the selected item (car/truck, boat, Driving Check Drive skill
aircraft, electronics, etc.) as well as a specialized Forward Facing direction of travel
repair parts bay that can 3D print up to 3,000
SPECIAL A BILI T IE S
cryptodollars worth of Tiny or smaller parts before
needing to be reloaded. Typically loaded skills for • Dual Attacks: The Samurai’s programming allows it to
a repair model are: Craft (automobile), Craft (elec- make two attacks with its K-Tana when using the full
attack action at a bonus of +15/+10.
tronics), Knowledge (electronics), and Knowledge
• Melee Weapon: The Samurai carries a size Large Miyamoto
(vehicle specifications). Civilian Tier. Cost: 17,500
K-Tana that does 12/17 (2d6+5 using the dice system).
• Landscaping: A popular model with homeowners,
it comes with an array of landscaping and garden-
ing tools (4/8 bludgeoning or piercing; 1d8 on the DRUGS
dice system); an extendible arm with a mounted Looking to take the edge off, or perhaps get a little boost
powered microsaw (as WT Disembowler with a for a wild night on the town? Doc Pango’s got what you
10-foot reach); and an open debris/plant hopper. need, omae.
Typical skills are: Profession (gardener), Knowledge
Note: Malmart takes no responsibility for accidental over-
(nature), Craft (gardener) and Craft (landscaper).
doses or other harmful side effects of using these drugs.
Civilian Tier. Cost: 11,500.
• Sensor Suite: Equipped with the latest sensors, the
toolbot gains +4 Perception vs. sound, motion, strong
MANUFACTURING DRUGS
chemicals, radiation, or electrical fields up to 500 yards. Drugs can be manufactured using Craft (pharmaceuticals).
(Not figured in above) The DC to make a drug is equal to its addiction DC. Rolling
a natural 1 on a Craft skill check while making a drug
• Tracked: The tool-bot is able to ignore difficult terrain.
exposes the crafter to the drug.

DRUGS
However, it is unable to negotiate obstacles higher
than 2 feet in height. ADDICTION
Anytime a character takes a drug she must make a saving
SUBURASHII SHOGUN SAMURAI DRONE throw, noted in the drug’s description, to resist becoming
Large drone addicted. If a character makes the save, she is not addicted
Squares 2 (3 ft. by 4 ft., 10 ft. high); Cost 51,000 cryptos; and the effects of the drug persist as normal. If she fails
Tier Corporate the save, she contracts the noted form of addiction (see
below). Should a character take multiple doses of the
DEFENSE
same drug in a short period of time addiction becomes
DS 20; Hardness 10; Hardened Armor (light) more difficult to resist. The DC of a drug’s saving throw
hp 20 increases by +2 every time a character takes a another
Fort +6; Ref +6; Will +3 dose of that drug while still suffering from ability damage
caused by a previous dose. Keep track of how high this DC
OFFENSE rises, even for characters already addicted to a drug, as
Maximum Speed 45 ft.; Acceleration 10 ft; Range 100 yards it determines the DC necessary to overcome the disease.
loiter 4 hours
CMB +2; CMD 10
Initiative +2
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TABLE 4.10 DRUGS might take two or three consecutive successful Fortitude
NAME FORT DC COST ENTRY TIER saves to overcome the disease. Should a character take
Afterburn 24 250 Gutter a dose of the drug she’s addicted to, she immediately
Black Mist 12 150 Gutter relapses, causing the addiction DC to instantly return to
Sticky Icky 12 100 Gutter its highest DC and negating any successful past saves.
Medical treatment adds +5 to the roll, and costs 2,000
Tank-n-Spank 20 600 Civilian
cryptos per day.
Euphoria 20 400 Civilian
AFTERBURN
Addiction manifests in three different degrees of severity— Want nova-fast reflexes and energy that’s through the
DRUGS

minor, moderate, and severe. Each drug notes what type of roof? Then you want Afterburn, baby! One snort of this
addiction failing a save against it results in. Each addiction stuff and you’ll be bangin’ the walls all night!
causes a persistent penalty to ability scores, lasting for Harvested from coca fields in New Brasilia, Columbia,
as long as the character has the disease. In the case Bolivia and Peru, and then mixed up in street labs across
of moderate and severe addictions, the character also the world, Afterburn is a massively addictive, potentially
cannot naturally heal ability damage dealt by the drug lethal combination of cocaine, methamphetamines and
that caused the addiction. other stimulants.
Each form of addiction encourages sufferers to continue Nicknames: 8-Ball, coke, hyper-caine, nova flake, pile-
making use of the drug they are addicted to. While a driver, rock, snow crash, white girl
character is benefiting from the effects of the drug he is Duration: 1d4 hours.
addicted to, he does not suffer the penalties of his addiction TypeType: inhaled, injected, smoked
disease. While she still receives the benefits of the drug Effect: Afterburn boosts the character’s Dexterity by +1d4
and takes ability damage as normal, the disease’s effects chemical bonus for each dose taken to a maximum number
are mitigated. As soon as the drug’s benefits expire, the of doses of the user’s Constitution modifier. Doses after
disease’s effects return. that point have no additional beneficial effects. Additionally,
the character gains a +1 bonus to opposed Perception rolls
MINOR ADDIC T ION when opponents are sneaking up on the character. This
Type: disease, variable; Save: variable bonus raises by +1 for each dose taken, to a maximum of
Onset: 1 day; Frequency: 1/day +4. Finally, characters under the influence of Afterburn
Effect: −2 penalty to Con; Cure: 2 consecutive saves ignore penalties for becoming fatigued, and merely become
fatigued when they would become exhausted.
MODER ATE ADDIC T ION Side effects: Afterburn generally makes people twitchy
Type: disease, variable; Save: variable and restless, as if they don’t want to stand in one place
Onset: 1 day; Frequency: 1/day for very long. Afterburn also tends to instill a false sense
Effect: −2 penalty to Con and Str, target cannot naturally of bravado in users, making them more susceptible to
heal ability damage caused by the drug that caused this taunts and intimidation. They suffer a −1d4 penalty to
addiction; Cure: 3 consecutive saves Wisdom per dose, with no limit to the number of doses
inflicting this penalty. Each dose taken after the user’s
SE VERE ADDIC T ION Constitution modifier in number in a single session does
1 point of Constitution damage that must heal normally.
Type: disease, variable; Save: variable
Additionally, when the character “comes down” off his high,
Onset: 1 day; Frequency: 1/day
he must succeed on a DC 24 Fortitude save or become
Effect: −2 penalty to Dex, Con, Str, and Wis, target cannot
fatigued for 1 hour per dose taken.
naturally heal ability damage caused by the drug that
Addictiveness Rating: moderate
caused this addiction; Cure: 3 consecutive saves
BLACK MIST
CURING ADDICTION The drug of choice for hackers, techies, byte builders and
As addictions are diseases, they can be cured as such, other brainers, Black Mist blows your mental synapses
through the use of medical treatmentor by succeeding wide open, and jacks your critical thinking skills past the
at Fortitude saves over time. Unlike with other diseases, redline!
an addicted character can only make a Fortitude save to Black Mist is a long-lasting, powerful psychoactive inhalant
overcome his addiction after a day of not taking the drug made in labs all over the world. The active ingredients are
he is addicted to. The DC of this Fortitude save is equal THC (Tetrahydrocannabinol), LSD (Lysergic acid diethylamide)
to the highest addiction DC his drug use has reached (not and amyl nitrite. The drug expands the neural pathways,
necessarily the DC that addicted him if he has continued to speeding up thought processes and stimulating the logic
make use of the drug while addicted). This DC decreases centers of the brain.
by –2 for every day the character does not make use of Nicknames: brain bender, mojo mist, poppers, synapse2
the drug, to a minimum of the drug’s base addiction DC. Duration: 1d4 hours.
Depending on the severity of the character’s addiction, it
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Type: Ingested via Inhalers or chem-delivery cyberware Effect: While under the effects of marijuana, characters
Effect: Black Mist grants a +1 chemical bonus to Intelligence- gain a +1 chemical bonus against mind-affecting and
based skills per dose taken to a maximum of the user’s pain effects and a +1 chemical bonus to rolls to resist
Constitution modifier. Doses after that point have no Intimidation rolls for each dose they take to a maximum
beneficial effect. of their Constitution modifier. Doses after that point have
Side effects: While under the effects of Black Mist, no beneficial effect.
characters tend to be off in their own little worlds, thinking Side effects: Like Black Mist, the drug tends to send users
about whatever happens to be occupying their minds off into their own head space. They suffer a −1 penalty to
at the time. Consequently, they suffer a −1 penalty per Perception rolls for each dose they take, and they tend to
dose taken to all Perception rolls involving sight, smell eat a great deal under the effects of this drug as well. For
and sound. Each dose taken after the user’s Constitution each dose a user takes past their Constitution modifier
modifier in number in a single session does 1 point of in number in a single session, the Perception penalty
Wisdom damage that must heal normally. persists for 1 hour.
Addictiveness Rating: minor Addictiveness Rating: Minor
EUPHORIA TANK-N-SPANK
Need your fix? Got that urge to chase the dragon? No Lookin’ to get into some serious “Once more into the
worries mano, we got what you need. Doc Pango brings breach” type of violence? Need ta keep that heart pumping
Euphoria straight to ya from the poppy fields of the Chinese for a few more critical ticks of the clock? Then you want
Mandarinate, that sweet, sweet china white! Tank-N-Spank. The ultimate of the “power” drugs, Tank-N-
Euphoria is a potent narcotic, both mentally and physically Spank’ll keep you on your feet and provide the endurance
addicting. Derived from morphine, the drug is a strong pain and speed you need to get the job done. But once it’s done,
killer which induces a powerful sense of ecstasy in users. you’re probably done too. Don’t say we didn’t warn ya….
Nicknames: black tar, china white, diesel, dope, “H”, junk, Nicknames: speedball assassin, graveyard express, last
sex, skag, smack breath, overdrive, rage, roids
Duration: 1d4 hours. Duration: 1d4 hours.
Type: Injection, snorting Type: Injection, snorting, pill form
Effect: Characters under the influence of Euphoria gain Effect: Each dose of the drug grants the character a +1d2
1d8 temporary hit points and a +2 chemical bonus on chemical bonus to Strength to a maximum number of
Fortitude saves for each dose they take to a maximum doses of the character’s Constitution modifier. Doses
of their Constitution modifier in doses. Doses after that after that point have no beneficial effect. Additionally,
point have no beneficial effect. on a confirmed critical hit in melee combat the user does
Side effects: Characters automatically fail Perception an additional amount of damage equal to their modified
rolls while under the effects of the drug, and suffer a Strength modifier.
−1d4 penalty to Wisdom per dose, with no limit to the Side Effects: A physically devastating cocktail of
number of doses inflicting this penalty. Each dose taken methamphetamines, heroin and anabolic steroids, Tank-
after the user’s Constitution modifier in number in a single N-Spank causes physical damage to the user to the tune
session does 1 point of Constitution damage that must of 1d4 per dose per hour hour when it wears off (a single

EXPLOSIVES
heal normally. When they come down from their high they dose of Tank-N-Spank that lasts 4 hours would inflict 4d4
must make a DC 15 Fortitude save at a −1 penalty for each lethal damage after the effects wear off) Additionally,
dose they ingested or become Sickened for 1d6 hours. each dose taken inflicts 1 point of Constitution damage.
Addictiveness Rating: severe Addictiveness Rating: severe

STICKY ICKY
Lookin’ ta mellow out and get high? You need Sticky Icky!
EXPLOSIVES
This sweet herb produces a smooth, paranoid-free buzz Looking to upgrade your security forces and corporate
that will keep you coming back for more! strike teams with the latest grenades and plastic explo-
A mildly psychoactive drug, marijuana, or Sticky Icky as it
sives? Malmart’s got everything you need!
is commonly called in 2090, is harvested from plants that
grow all over the world. The active ingredient in marijuana
is THC, or Tetrahydrocannabinol. Aside from recreational NOTE: SOME PRODUCTS FOR CORPORATE AND MILITARY
use, the drug is a strong pain killer commonly administered ORGANIZATIONS ONLY! ALL BUYERS NEED PROPER
DOCUMENTATION AT CHECK OUT.
to terminal cancer patients.

Nicknames: 420, bud, cannabis, chronic, herb, marijuana, EXPLOSIVE DEVICES


skunk bud, spliff, weed
BOMZAWAY™ LTD SATCHEL PACK
Duration: 1d4 hours.
Sometimes you’ve gotta make a bigger statement than
Type: Smoking, Eating
a few hand grenades can manage. Sometimes you’ve

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TABLE 4.11 EXPLOSIVES


EXPLOSIVE ENTRY TIER DAMAGE BLAST RADIUS COST WEIGHT
Bomzaway Ltd Satchel Pack Civilian 18/32 30 ft. 2,500 8
Bomzaway Molotov Cocktails Gutter 7/12 5 ft. 100 1
CES Dynamight Corporate 9/16 20 ft. 300 0.5
CES MPact Corporate 14/24 10 ft. 600 1
CES Nanotherm Gel Military 13/24 10 ft. 400 0.5
EXPLOSIVES

CES Super C4 Plastic Explosive Military 13/20 20 ft. 500 0.5

BOMZAWAY™ MOLOTOV COCKTAILS


DAMAGE CODES Sometimes you wanna destroy something, but don’t have
In the tables, damage codes show normal and the time, skill, or creds to use a Satchel Pack. Sometimes
critical damage values for the items based on the even grenades are outta your league. No worries—
Bomzaway has your back, ami, and can provide one of
damage system in the setting rules. Explosives will
the oldest and most easily used explosives in the book;the
have the dice-based damage information for them
Molotov cocktail. Sure, you can probably make one of these
at the end of their written entries, if you just want at home, but do you feel like investing the time? And our
to roll damage dice. patented alcohol/oil/tar mix is guaranteed to burn good
and hot. When you absolutely, positively, need to burn
gotta get that big thing down or outta the way without someone down.
screwing around. Bomzaway has your back, ami, with • Takes 1 move action to light. Target makes a DC 15
our exclusive Satchel Pack. It can be rigged with a timer, Reflex save to avoid catching fire and taking 1d6 points
a wire, or a remote. It can be shaped for a focused blast, of damage per round for 1d4 rounds. Rolling on the
or simply used to cover the widest area possible. ground or smothering the flames gives a +4 to the
roll. The flames burn each round until extinguished.
The Satchel Pack is a restricted item in some locations— All exposed equipment and clothing takes the same
be sure to check with your local law enforcement agency
damage as the character until the save is made.
before ordering. When something blows, Bomzaway™
• Base Damage: 2d6
is there!
Game Notes: Satchels are used to deliver a pre-packed CES DYNAMIGHT™
detonation pack. Shaping forms are used to create a shaped CES is proud to present the cleanest, most efficient
explosion; a successful Knowledge (demolitions) skill check trinitrotoluene money can buy. Microcapsules of the
is required to use this version. toluene are embedded within the stabilizer. With a twist
• Can be rigged with a successful DC 25 Knowledge and a push, you activate the mixing process, 30 seconds
(demolitions) check to explode in a 5’ radius ignoring later the DynaMIGHT™ is ready for use. DynaMIGHT™
20 points of DR/Hardness. yield can be increased with additional sticks.
• Base Damage: 4d8 • Each additional stick adds +1 damage and +1 foot to the
blast radius. A successful DC (15+1 per stick) Knowledge
(demolitions) skill check will add the ability to ignore 5
points of DR/Hardness.
BOMZAWAY LTD SATCHEL PACK
• Takes 5 rounds to mix and arm, and then is ready to
explode on impact.
• Base Damage: 2d8
CES MPACT EXPLOSIVES
MPact explosive are stable in liquid form but when
dry become highly volatile, though short-lived. MPact
explosives can be used like a mine on non-porous surfaces.
Poured on a solid item, it can make a very dangerous grenade.
• Can be rigged with a successful DC 20 Knowledge
(demolitions) check to explode in a 30’ radius burst,
or be poured on an object and thrown to explode in
a 10’ radius.
• Rolling a 1 on the attack roll will result in damaging
one’s self, as the initial force to throw the item, sets
it off.
• Base Damage: 4d6
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CES NANOTHERM GEL it detonates the micro-munitions in a square. Detonat-


Thermite on the nanoscopic scale; nanoparticles of ing a 5 ft. square only clears the micro-munitions in
aluminum and ferrous oxide are mixed with a magnesium that square, the other squares covered by the radius
base to provide the hottest thermite available. Useful at are still ‘live’ and able to detonate if set off. Any char-
cutting through armor. acter moving at half speed or slower can pick its way
• Each additional charge adds +3 damage, +1 point of through a bed of micro-munitions with no trouble.
ignored Hardness, and +1 AP. • Base Damage: 2d6+2
• A successful Knowledge (Demolitions) skill check will
HE-40 HIGH EXPLOSIVE
add the ability to ignore an additional 2 points of DR/
Standard military grade High-explosive launched grenade.
Hardness.
• Base Damage: 4d8
• Base Damage: 3d8
HIGH EXPLOSIVE INCENDIARY GRENADES
CES SUPER C4 PLASTIC EXPLOSIVE The Hell on Earth HEI grenade rounds explode with white
CES brings you the best C4 money can buy, with two times phosphorus, coating everything in the kill zone in sticky
the destructive power of Standard C4, Sold in 8 oz bricks. flaming death.
• Each additional charge adds +2 damage, +1 point of • Targets hit by the HEI round will catch fire, taking
ignored Hardness, and +1” to the burst radius. 1d6+1 points of fire damage per round for 1 minute
• Base Damage: 2d10 (10 rounds). The flames burn each round unless target
is totally immersed in water or placed in an oxygen-
GRENADES less environment (which suspends the fire but does
Modern grenade launchers typically use 25mm grenades not extinguish it; flames resume as soon as target is
which can be outfitted with various payloads, while the no longer submerged or in an oxygenless environ-
40mm grenades fill a greater variety of roles. In addition ment), or they are smothered in extinguisher foam.
there are the standard thrown grenades. Launched
All exposed equipment and clothing takes the same
grenades use the weapons ranges, whereas thrown
damage as the character.
grenades have a range increment of 10 feet.
• Base Damage: 3d6

APC-40 ANTIPERSONNEL CLUSTER FLASH BANGS


This grenade scatters micro-munitions over a 20 foot radius Grenades which cause nonlethal damage.
area, effectively creating a micro-munition minefield. • Base Damage: 2d10 (nonlethal)
• Each time a character moves into a 5 ft. square covered MICRO FUSION GRENADE
by the micro-munitions (or spends a round fighting Based on the latest micro fusion technology, this little
while standing in such an area), it runs the risk of grenade packs a deadly punch.
setting them off. Make an attack roll for the micro-mu- • The grenades are magnetic and will adhere to any
nitions (base attack bonus +5) against the character metallic surface.

EXPLOSIVES
Touch DS. If the attack succeeds, the character has set • They are also equipped with a delay timer, which has
off the micro-munitions. The micro-munitions explode, a 60 minute internal timer, or may accept command
doing their damage, and the character’s speed is detonation signals.
reduced by half because its feet and legs are wounded. • Ignores 5 points of DR/Hardness
If movement would be reduced below 1, the character • Base Damage: 3d10+6/x3
is rendered prone and unable to walk. This movement SM-40/SM-19 SMOKE
penalty lasts until the character is successfully treated Smoke is useful for several tactical options, especially
with a DC 25 Heal check, a use of restorative nanites, with our hot smoke option.
or 1 uses of a medic’s healing nanites for each step • All normal vision is obscured out to 5 feet. A target
of reduction in movement the character suffered. A with 5 feet has concealment (attacks have a 20% miss
charging or running character must immediately stop if chance). Targets further away have total concealment

MICRO FUSION GRENADE


CES SUPER C4 PLASTIC EXPLOSIVE
CES DYNAMIGHT™

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TABLE 4.12 GRENADES AND MINES


25MM GRENADES ENTRY TIER DAMAGE BLAST RADIUS COST WEIGHT
High Explosive Incendiary Military 10/18 10 ft. Military 1
TAG-7 Tear Gas Corporate --- 20 ft. 350 1
TAZ-25 Corporate --- 20 ft. 3,500 1
40MM GRENADES
EXPLOSIVES

APC-40 Antipersonnel Cluster Military 9/14 10 ft. Military 2


HE-40 High Explosive Military 18/36 20 ft. Military 2
High Explosive Incendiary Military 13/24 20 ft. Military 2
SM-40 Smoke Military --- 30 ft. 350 2
TAG-40 Tear Gas Military --- 30 ft. 350 1
TAZ-40 Military --- 20 ft. Military 1
THROWN GRENADES
Flash Bang Corporate 11/20 20 ft. 250 2
Micro Fusion Grenade Elite 22/46 20 ft. Military 2
SM-19 Smoke --- 30 ft. 350 2
MINES
AGA Anti-Drone Air Mines Military 14/24 30 ft. Military 7
AGA AP-4S Anti-Personnel Slaymore Military 14/30 ½ 30 ft.; see description Military 4
AGA AV-12 Mines Military 36/64 10 ft. Military 12
AGA AVD-3 Arachnid Drop Mines Military 26/41 10 ft. Military 3
AGA Rain of Steel Antipersonnel Mine Elite 28/48 20 ft. Military 3

(50% miss chance, and the attacker can’t use sight to Touch DS using a BAB of +12 for Military Tiered mines and
locate the target). In addition to obscuring movement, +15 for Elite Tiered mines.
smoke charges can also severely reduce the damage of AGA ANTI-DRONE AIR MINES
laser weaponry. Smoke lasts for 1d4+2 rounds, before Utilizing dummy drones, Anti-drone air mines are designed
dispersing. Hot smoke version blocks IR and UV as well. to hover and discourage aerial pursuit. Especially damaging
• Base Damage: -- to any type of turbine driven engines, like those found
TAZ-25/TAZ-40 on VTOLs and jet engines.
A taser fitted into the body of the casing. The TAZ-25 • Ignores 5 points of DR/Hardness
delivers a powerful shock. • Base Damage: 4d6
• Targets within the area of effect must make a DC 18 AGA AP-4S ANTI-PERSONNEL SLAYMORE MINE
Fortitude save or acquire the Stunned condition for A variation on a standard claymore mine, this baby hits
1d6+2 rounds. like a swarm of angry hornets. 2,000 flechettes give the
• Base Damage: — Slaymore a kill zone of nearly 6 meters.
• Area of effect is ½ of a 30 ft. radius burst originating
TG-40, TG-7 TEARGAS
Nonlethal crowd control for over a hundred years. from the direction it is facing, out 90 degrees to each side.
• Anyone caught in a Tear gas cloud must make a DC 15 • Ignores 10 points of non-hardened DR/Hardness
Fortitude save or acquire the sickened condition. Each • Base Damage: 4d6/x3
additional round within the cloud forces another roll AGA AV-12 MINES
with a cumulative −1 to the save. The condition persists Another anti-vehicular mine, designed with a pressure
for 1d6+6 rounds after exiting the affected area. Gas trigger, utilizing a simple Chameleon system, it can be a
masks, and Full Environmental equipment provides nasty surprise.
protection from Tear Gas. • Chameleon System grants +5 to DC to detect mine.
• Base Damage: — • Ignores 15 points of DR/Hardness
• Base Damage: 8d8
MINES AGA AVD-3 ARACHNID DROP MINES
Mines are emplaced with the Knowledge (demolitions) Arachnid Drop Mines are deployed from mine layers on
skill. They are triggered by pressure, proximity, or remote vehicles.
detonation, and do damage to all targets in their blast • Ignores 5 points of DR/Hardness
radius, but they may only critically damage the vehicle that • Base Damage: 6d6+5
triggered them. They attack versus a triggering target’s
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to analyze drugs, toxins, and hormone levels in the


AGA RAIN OF STEEL ANTI-PERSONNEL MINE
bloodstream. The OmniProbe provides a +2 competence
Noted as one of the most deadly mines found in the
bonus on Heal checks. In addition, if connected to a hospital
battlefields of 2090. The Rain of Steel is designed to shoot
network, it has a Heal skill of 10, for diagnostic purposes
upward six feet when triggered and rain the area with
only. An OmniProbe can also be used to monitor a subject’s
razor sharp flechettes.
involuntary responses to questioning, like an old-fashioned
• Only armor covering the head offers protection against
lie detector, (+1 competence bonus on Sense Motive checks
these deadly mines. made against a patient a patient wearing an OmniProbe).
• Base Damage: 8d6
BRAZILIAN PARA-SAR MEDKIT
Brazilian Air Force search and rescue teams have become
MEDICAL EQUIPMENT legendary for their skill, morale, and success rate at saving
lives in impossible situations. Their standard medical kit is
Need a good medical kit, or perhaps you wanna upgrade
similar to the Crisis Team model below, but also includes
the medical facilities in your team’s safe house? No worries.
an inflatable cast for broken limbs, spray-on bandages for
Malmart’s got the tech to keep your heart tickin’. Need to
large burns, extra painkillers, five military-grade antidote
resupply your medical supplies after the last op? Malmart’s
patches, insect repellent, two self-heating pads and two
got everything from handy Stim patches to biometers and
self-cooling pads. This medkit provides a +2 circumstance
even fully-stocked mobile trauma units!
bonus on Heal checks.
BIOMETERS CRISIS TEAM RESPONDER KIT
The standard for civilian medical responders in most
Is your old biometer broken? No worries amigo. Malmart’s
developed parts of the world. Includes a BioProbe monitor
got the SOTA in biometer technology. These biometers
cuff, a hand-pumped ventilator with disposable masks, a
are guaranteed to hold up under battlefield conditions,
pack of airway tubes, ten standard trauma patches, two
or your money back!
rolls of tape and a dozen sterile dressings, a bottle of sterile
BIODESIGN BIOPROBE saline, antiseptic spray, gloves and face masks, steel trauma
The BioDesign BioProbe is a multifunction medical sensor shears for cutting away clothing and debris, tweezers, a
in the form of a flexible cuff which wraps around the light, and a lightweight thermal blanket. There are drug
patient’s wrist, ankle, or neck. It must be applied to bare patches for painkillers, antibiotics, stimulants, and anti-
skin, as there are tiny needles which must get to the diarrheal agents. This medkit provides a +1 circumstance
sub-dermal layer. The BioProbe reads temperature, pulse, bonus on Heal checks.
blood pressure, blood oxygen level, blood sugar, and red
MALMART HOME MEDKIT
blood cell count. At most clinics and hospitals, a BioProbe
A cheap, low-end medical kit aimed at campers, paranoid
or similar device goes onto each patient as soon as they

MEDICAL EQUIPMENT
parents, and business owners trying to comply with safety
come in the door, and stays on until they are discharged,
rules without spending much money. Includes a mouth
doubling as a patient identity bracelet. The bioprobe grants
shield for mouth-to-mouth respiration, some antibiotic
+1 Competence bonus to Healing skill checks.
dressings and sterile bandages, two emergency support
BIODESIGN OMNIPROBE patches, gloves, scissors, tweezers, and a packet of
The OmniProbe is BioDesign’s top-of-the-line medical epinephrine patches. Everything is made as stable and
monitor. Slightly larger than the BioProbe, it includes all long-lasting as possible so the kit can be shoved in a glove
the features of the BioProbe and adds chemical sensors compartment and forgotten for up to 5 years.

TABLE 4.13: MEDICAL EQUIPMENT


BIOMETERS ENTRY TIER COST WEIGHT
BioDesign BioProbe Corporate 1,000 ---
BioDesign OmniProbe Military 2,000 1
Brazilian Para-Sar Medkit Military 5,000 6
Crisis Team Responder Kit Corporate 2,500 4
Malmart Home Medkit Civilian 200 1
Mobile Trauma Kit Corporate 10,000 40
PATCHES
Drug Patch Corporate 200 ---
Emergency Support Patch Civilian 300 ---
Military Antidote Patch Military 300 ---
Stim Patch Civilian 200 ---
Stun Patch Civilian 200 ---

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MOBILE TRAUMA KIT painkillers, and coagulating agents to stop bleeding. The
Most ambulances now carry a Mobile Trauma Unit. This is an patch grants a +2 circumstance bonus on Heal checks
automated medical support device intended to stabilize a to treat injuries, and removes 1 point of bleed damage.
MEDICAL EQUIPMENT

seriously injured patient long enough to reach the hospital. A great many doctors hate the patches, because some
An MTU is a set of diagnostic patches, self-injecting tubes, injured patients simply slap one on and never seek
and ventilators, typically deployed from a box built into the treatment until undetected damage or infection puts
side or ceiling of the patient compartment. Free-standing them at risk of death.
MTUs resemble a stretcher bolted atop a footlocker. On its Teenagers have been known to abuse the patches, slapping
own, the MTU has a Heal skill of +12 to keep the patient them on for the rush of euphoria from the mix of painkillers
alive and stable. A trained paramedic or doctor using an and stimulants.
MTU can not only stabilize but treat injuries (+5 competence MILITARY ANTIDOTE PATCH
bonus on Heal checks for trained users). The list of toxins used commonly as weapons isn’t that long,
and in many cases the same antidote counters a whole
PATCHES family of contact or inhalation agents. On the chemical-
warfare battlefield, seconds count. Most armed forces now
DRUG PATCH issue soldiers a stick-on antidote strip, typically attached to
Most emergency drugs are now packaged as “slap and the back of the calf or the inside of the forearm. The outer
forget” skin patches about 1 inch across. They are color- surface is a gas detection strip, which changes color on
coded by the type of medication (antibiotic, antitoxin, exposure to various chemical agents. The soldier simply
stimulant, tranquilizer, etc.) and have the drug name presses firmly against the section which has changed
printed in large clear letters. The one-size-fits-all nature color to release the appropriate antidote (+2 resistance
of emergency patches does have drawbacks. It’s hard to bonus to Fortitude saves against chemical warfare agents).
measure out a precise dosage, and well-meaning amateurs
often overdo it. STIM PATCH
Administering a patch to an unwilling patient requires a A common variety of drug patch which has migrated
successful attack roll versus the target’s flatfooted defense from medical to street use. Stim patches contain a jolt of
value, and there is a −4 penalty to hit bare skin unless the epinephrine, ampakine, and dopamine. A stim patch grants
individual is very scantily dressed. Military grade armor has a +2 circumstance bonus on Stabilization rolls for 1 hour.
no exposed skin to target. Putting a patch on someone STUN PATCH
without them noticing requires an opposed Stealth or
Tranquilizing drug patches are used in psychiatric treatment,
Bluff roll versus the target’s Perception in addition to
by repressive regimes and corps too savvy to just shoot
the attack roll.
their enemies, and (of course) by hard-partying idiots
EMERGENCY SUPPORT PATCH looking for a new high. Time-release tranquilizer patches
A standard part of any medical kit, an emergency support are color-coded gray and blue, while fast-acting doses are
patch is a combination wound dressing and drug patch. black and blue (which leads to any number of annoying
The user simply peels off the sterile backing and slaps pop-culture references to being “beaten”).
it over the wound. Emergency Support Patches (known Note: Even the fast-acting patches aren’t instant. Anyone
in the trade as “greens” or “post-its”) are typically 5 cm dosed with a Stun patch rolls a DC 15 Fortitude save each
square and colored fluorescent green. The bandage is round with a cumulative −1 penalty per round. With a
laced with antibiotics, stimulants to ward off shock, topical success the target remains conscious. Once the target

TABLE 4.14: SECURITY TECHNOLOGY


DEVICE ENTRY TIER WEIGHT COST
Ravenlocke Securities Standard Restraints Civilian 1 65
Ravenlocke Securities Hi-Threat Restraints Corporate 3 500
Ravenlocke Securities Cyber-Threat Restraints Military 5 1000
Ravenlocke Securities Basic Locking Mechanism Gutter 1 25
Ravenlocke Securities Standard Locking Mechanism Civilian 1 50
Ravenlocke Securities Improved Locking Mechanism Corporate 1 200
Ravenlocke Securities Hi-Security Locking Mechanism Military 1 1000
Ravenlocke Securities Basic Area Detection Warning System Civilian 5 1000
Ravenlocke Securities Standard Area Detection Warning System Corporate 5 2000
Ravenlocke Securities Improved Area Detection Warning System Military 5 4000
Ravenlocke Securities Hi-Security Area Detection Warning System Elite 5 8000
Security Systems Override Kit Civilian 3 1000

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fails the Fortitude save he is rendered unconscious for tries to open the lock and has a copy of the retinal
2d6 hours. and voiceprint needed but not the TAP token, the
The danger of an overdose is significant. Once the drug DC will be 41.
takes effect, the target makes a DC 15 Fortitude save at
−2; with a failure he suffers 2 points of Con damage. RAVENLOCKE SECURITIES AREA
DETECTION WARNING SYSTEM
Sometimes a lock isn’t enough, and you need to know
SECURITY TECHNOLOGY when someone is moving around inside your facility.
Ravenlocke Securities is there for you with the best line
Are you a bounty hunter looking for the best cyber-
of are detection technologies available on the market! The
restraints? Handling a security upgrade for the corporate
specific type of system used to detect movement varies
offices? Malmart’s got everything you need for threat
with the level of the system purchased, but the quality is
detection. Check out Ravenlocke’s newest Area detection
still the same! Basic systems use infrared beams or lasers.
warning systems and locking mechanisms. Don’t get caught
Standard systems use the above plus motion-sensing
by surprise the next time your competitor tries to inflitrate
detection systems, Improved systems use all the above
your building!
plus passive thermal background differential detection
RAVENLOCKE SECURITIES RESTRAINTS technology, and Hi-Security Systems use all of the above
Ravenlocke doesn’t just make weapons, they have a full plus passive sound and radar-based technologies. Your
line of security technology to offer as well! Ravenlocke’s Ravenlocke Securities System can be set to sound an alarm,
standard restraints can bind a Medium character. A notify security personnel or law enforcement, activate
restrained character can use the Escape Artist skill to slip defense mechanisms, and more—you tell us what you
free (DC 30 for Standard restraints, DC 35 for Hi-Threat, and need, and we accommodate that need.
DC 40 for Cyber-Threat restraints). Breaking the restraints The Perception DC to detect, and the Disable Device DC
requires a Strength check (DC 26 for Standard restraints, required to defeat, an area detection system in operation
DC 28 for Hi-Threat restraints, and DC 30 for Cyber-Threat is based on the system’s quality.
restraints). Standard and Hi-Threat restraints have hardness • Basic: (DC 20)
10 and 10 hit points; Cyber-Threat restraints have Hardness • Standard: (DC 25)
15 and 30 hit points. • Improved: (DC 30)
Most restraints have locks. Add the cost of the lock you • Hi-Security: (DC 35)
want to the price of the restraints. The higher the quality of system, the more area it can cover.
RAVENLOCKE SECURITIES LOCKING MECHANISMS • Basic: (15’ cone, line, or radius)
Everyone needs locks, and at Ravenlocke Securities, they’re • Standard: (20’ cone, line, or radius)

Security Technology
part of our name! Our locking mechanisms can be as • Improved: (30’ cone, line, or radius)
simple as an old-fashioned padlock, or as advanced as a • Hi-Security: (40’ cone, line, or radius)
computerized keypad with a 20-digit release code. The
DC to open a lock with the Disable Device skill depends RAVENLOCKE SECURITIES SECURITY
on the lock’s quality. SYSTEMS OVERRIDE KIT
• Basic: (DC 20) This kit contains lockpicks, specialized electronics tools,
• Standard: (DC 25) programs and other tools you need to use the Disable
Device skill on mechanical and electronic locks and security
• Improved: (DC 30)
systems. Without these tools, you must use improvised
• Hi-Security: (DC 40).
tools, and you take a –2 circumstance penalty on Disable
The normal locking mechanism is simply released by
Device checks.
application of the key, whether that key is a physical key,
• Masterwork Security Systems Override Kit: This kit con-
swipe card, or keypad-entry passcode. Locks can have
additional security features added to them to increase tains extra tools and tools of better make, which grant
security, usually in the form of various types of biometric a +2 circumstance bonus on Disable Device checks.
data, TAP tokens, or similar methods. Each additional
security feature adds +2 to the Disable Device DC, 1 to
the weight, and 50 to the cost of the lock to a maximum TAP APPLICATIONS
of five additional features. If someone trying to bypass Bonjour mes ami, welcome to Malmart’s TAP Application
does not have access to one or more additional items Store, or T-APP Store. We have T-APPs to expand your
necessary (lacks a retinal print of the owner, etc.), add mind beyond its Basic TAP connection. You can go surf
+5 to the DC for each item missing. the Deep to find the information yourself, or you can
purchase a T-APP, and have specialized knowledge at
Example: An Improved Locking Mechanism with
your TAP Access Point.
retinal verification, voiceprint verification, and a
Note: All TAP applications require 1 AMS.
TAP-delivered token added to it has a DC of 36, a
weight of 4, and a cost of 350 cryptos. If Jun Gong

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TABLE 4.15 TAP APPLICATIONS


TYPE (T-APP) ENTRY TIER COST
Babylon Civilian 1,000
Bounty Board Corporate 400/month
Caduceus Corporate 500/month
Estream Civilian 150/month
Ether Combat IFF Military 5,000
Firewall Sapper Protection Civilian 500/month
Firewall G-Net Security Corporate 1,200/month
Tools

Firewall 4th Dimension Security Military 2,000/month


Multitasker Corporate 2,500
Newslink Civilian 100/month
Range-Finder/Targeting Acquisition Uplink Corporate 2,000
T-APP Teamlink Corporate 2,000

T-APP BABYLON T-APP FIREWALL 4TH DIMENSION SECURITY


The Babylon acts as a basic translator program, allowing Grants +3 to a character’s Firewall! Does not stack with
the character to make a DC 15 INT check to understand other T-APP Firewall products.
languages he doesn’t normally speak.
T-APP MULTITASKER
T-APP BOUNTY BOARD Organize your brain, by creating multiple TAP view ports
This fun little app includes face recognition software and for different tasks with this simple to use visual tool. Adds
links to all the known bounties, updating constantly. It a +2 bonus to all Profession skills thanks to advanced task
pays to be a good guy. It gives a +2 bonus to Perception management capabilities.
rolls when trying to spot a fugitive in a crowd of people. It
T-APP NEWSLINK
also updates any personal bounties issues against licensed
This T-APP keeps you linked in with all the world news,
users, letting you know just how wanted you are.
with instant translation, and multi-window displays of
T-APP CADUCEUS relevant news streams. Characters using T-APP NewsLink
A T-APP which monitors your vitals and displays them have a +1 bonus to skill checks relating to current events
directly into your heads-up. For a 500 credit per month which stacks with the Estream bonus when appropriate.
fee, you can have your vitals monitored by a Medical
T-APP RANGE-FINDER/TARGETING
team, which can then dispatch a rescue team in the event
of incapacitation or suffering massive trauma (taking 1/2 ACQUISITION UPLINK
character’s hit points). Doctors who access the Caduceus Target acquisition provides an interface between range
also gain +1 to Healing rolls on the character. finders, smartguns, etc., providing instant up-to-the second
information from weapon accessories. Range penalties
T-APP ESTREAM! are reduced by −2.
Looking for entertainment? We have over 10,000 shows
available for instant streaming! This grants a +2 to T-APP TEAMLINK
Knowledge skill checks. TeamLink Uplink links all team members with each other
as long as they are within 50 feet of one another. Ranges,
T-APP ETHER COMBAT IFF subvocal messages and other tactical information uploaded
When you’re in the thick of it, you want to know where by team members grant +1 Initiative.
your friends are. That’s where the Combat IFF (identification
friend or foe) comes in. Uplinks to your teams TAPs, this
will project a Hyper Tag and outline image of your team’s TOOLS
locations which is visible only in your teams TAPs. Reduces Malmart is pleased to bring you an array of tools available
the penalty for firing into melee when friends are present for use in your corporate offices and daily lives. From Chem
to −2. scrubbers, to Interface Goggles, we’ve got it all!
T-APP FIREWALL SAPPER PROTECTION CHEMICAL SCRUBBER
Grants +1 to a character’s Firewall! Does not stack with A Chemical Scrubber is a canister of nanites which, when
other T-APP Firewall products. activated, converts the chemicals on contaminated clothing
T-APP FIREWALL G-NET SECURITY or surface into harmless substances. Scrubs up to 10 square
Grants +2 to a character’s Firewall! Does not stack with feet of surface area. Single use.
other T-APP Firewall products.

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COMBAT WEBBING PLASMA CUTTER


Full combat webbing. Sturdy web belt with detachable At 25000 degrees Fahrenheit, this hand held plasma cutter
loadbearing SynthWeave suspenders. The belt and load- can cut through carbon steel in seconds! This thing can
bearing suspenders are 1” wide and adjustable to fit nearly be used in melee combat (−4 to hit, Base Damage 3d6/
every body size, as well as over standard armors. The x3; Ignore 10 points of DR/Hardness; DC 20 Reflex save
webbing is designed to carry hard and soft-sided pouches to avoid catching fire for 1d6 per round. Extinguished by
for equipment and ammunition to be readily at hand. one save.)
These pouches come in a variety of sizes, and range in
TOOLKITS
use from magazine pouches to medkits to holsters and
At Malmart we take pride in presenting the tools you need
drop pouches. Available as integral clips to hard armors
to get your job done. When ordering a toolkit, state what
as well. This allows the character to act as if his Strength
occupation you’re needing the toolkit for and whether
were 1 point higher for purposes of determining Carrying
you want a basic, advanced or elite kit. Our trained staff
Capacity.
will assemble a set of tools and accessories to assist you
HYPER BOOK in your jobs. Fan-favorites include our Climbing, Survival
Sometimes you just want to have the feel of a book in and Craft Kits! Basic toolkits allow you to attempt the
your hands; this Holoreader book interlinks with the TAP appropriate skill (Climbing, Survival, or Craft, depending on
to project the book images onto the pages of the book. the type of toolkit purchased) without penalty. Advanced
More of a gimmick, a throwback to the old days. toolkits grant a +5 bonus to the skill. Superior toolkits
provide a +10 bonus.
INTERFACE GOGGLES AND GLOVES
These allow individuals without a TAP to access the Global ZIPLINE GRAPPLE GUN AND RIG
Datanet. They are not as smooth an interface as a TAP is, Need to get from one scraper to another? A Zipline Grapple
so all Hacking rolls using them have their DC increased by Gun is your ticket. This specialized pneumatic rifle consists
+10 and the user takes a -5 Initiative penalty. On the up of an AP arrow with grapple head, and a MonoRope reel
side, a user can’t be affected by attacks, viruses, or other (50 feet of rope included). If used as a weapon, it does
attacks that depend on a TAP for delivery. Base Damage 2d6/x2.
LOFTAN PERSOFAB MATTER ASSEMBLER
A personal fabricator uses laser printing to build up 3-D
objects from plastic feedstock. Many homes have a small
WEAPONS
or medium fabricator to print out licensed products like The world’s a dangerous place, ami. You need to protect
toys, house wares, and the latest fad items. The Loftan yourself, and sometimes, the best protection is good threat
PersoFab can make any item which will fit into a 6 inch deterrence. Nothing says “don’t mess with me” like a good
cube. Simple moving parts are possible, but not motors weapon, and trust us; we’ve got them all.
or electronics. The plastic feedstock isn’t very strong, and
printed items don’t last more than a few weeks. But who DAMAGE CODES
cares? When it breaks, just pay the license fee again and
print out a replacement! In the tables, damage codes show normal and
• Runs on local power supply. critical damage values for the items based on the

WEAPONS
• Product licenses typically cost 1,000 cryptos per copy. damage system in the setting rules. Weapons will
• Feedstock costs 50 cryptos per 5 lb. have the dice-based damage information for them
at the end of their written entries, if you just want
to roll damage dice.

TABLE 4.16: TOOLS


GEAR ENTRY TIER COST WEIGHT
Chemical Scrubber Corporate 250 1
Combat Webbing Corporate 450 3
Hyperbook Civilian 250 0.5
Interface Goggles and Gloves Civilian 250 0.5
Loftan PersoFab Civilian 5,000 10
Plasma Cutter Corporate 10,000 2
Toolkit, Basic Civilian 250 5
Toolkit, Advanced Corporate 1,250 10
Toolkit, Elite Military 5,000 100
Zipline, Grapple Gun and Rig Corporate 700 5

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Malmart Catalog

DOMINATRIX PAIN WHIP BK SHOTFIST BK SWORDGUN RAVENLOCKE JOINT


LOCK STUN GLOVES
WEAPONS

SHOGUN OUTFITTERS DRAGONFLY TESSEN


SHOGUN OUTFITTERS MANRIKI–GUSARI
SHOGUN OUTFITTERS MIYAMOTO K-TANA

If you’re looking to outfit your security teams or mercenary • Base Damage: 3d6 (20/x2)
companies, Malmart has the best in the “big bang” items
ASTERISK DOMINATRIX PAIN WHIP
like automated gun turrets, rocket launchers, and much
Whether you want to add a little fun in the bedroom, or to
much more!
make your enemies cower in fear, the Dominatrix Pain Whip
is what you want. At a low voltage, tuned electrical charge,
MELEE WEAPONS the pain whip set to the frequency that neurotransmitters
function on, any contact with flesh can cause excruciating
ACT OF GOD ARMAMENTS EXO-CLAW
pain. The whip has a retractable filament, allowing the
These heavy servo-assisted gloves have massive
whip to be housed within the handle.
electrodynamo ceramic claws easily capable of ripping
through heavy armor plating. A normal hand fits inside • Exotic Weapon with the reach quality
the claw, so no other weapons may be held in the hand. • The Pain Whip is treated as a melee weapon with a
The claws require a power backpack to function. 15-foot reach, though you don’t threaten the area into
• Exotic Weapon with the disarm and sunder qualities which you can make an attack. In addition, unlike most
• Uses a battery pack good for 60 minutes of activity. other weapons with reach, you can use it against foes
• An Exo-Claw ignores 5 points of DR/Hardness. anywhere within your reach (including adjacent foes).
Using a Pain Whip provokes an attack of opportunity,
TABLE 4.17: MELEE WEAPONS
TYPE (MELEE) ENTRY TIER DAMAGE NORM/CRIT RANGE WEIGHT TYPE COST
AOG Armaments Exo-Claw Corporate 10/18 --- 15 P or S 4,500
AOG Dominatrix Pain Whip Corporate --- --- 2 Special 2,200
BKI Shotfist Gutter 2/4 (gauntlet)or 7/12 (shotgun) 10 ft. 1 B 1,750
BKI Swordgun Gutter 3/6 (sword) or 7/12 (shotgun) 20 ft. 6 P or S 4,000
RS Jointlock Stun Glove Civilian --- --- 1 Special 250
RS Jointlock Stungun Civilian --- --- 1 Special 175
RS Security Truncheon Corporate 3/6 nonlethal --- 1 B + special 900
SO Dragonfly Tessen Civilian 2/8 5 ft. --- P 100
SO Manriki-Gusari Civilian 3/6 - 3/6 --- 3 B 150
SO Miyamoto K-Tana Civilian 4/8 --- 6 S 800
SO Monowhip Corporate 7/18 --- 2 S 3,000
SO Whirlwind Butterfly Swords Civilian 2/4 --- 1 S 100
UP Duke McCoy Combat Knife Gutter 3/6 10 ft. 1 S or P 300
UP Ironfang Spring-Blade Gutter 2/4 10 ft. 1 P 250
WT Decapitator Chain Axe Civilian 10/24 --- 50 S 5,000
WT Disemboweler Chain Dagger Civilian 4/8 --- 5 S 1,500
WT Eviscerator Chain Sword Civilian 5/10 --- 10 S 2,500
WT Lacerator Knife Civilian 2/4 10 ft. 2 S 400
WT Shillelagh Havoc Stick Civilian 3/6 --- 2 1,500

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just as if you had used a ranged weapon. You can use RAVENLOCKE JOINTLOCK STUNGUN
the Weapon Finesse feat to apply your Dexterity mod- A differently-packaged, lower-cost version of Ravenlocke’s
ifier instead of your Strength modifier to attack rolls high-selling Stun Glove technology. Instead of a glove, the
with a whip sized for you, even though it isn’t a light Stun Gun is designed as a hand-held device about the
weapon. The pain whip does no damage; you do not size of a pack of cards. As a hand-held device, it is easier
add your Strength modifier to damage with it. Once to disarm, and more difficult to employ when compared
to the always-ready Stun Glove. All other mechanics are
the Pain Whip has been wrapped around a target’s
the same as the Stun Glove.
flesh, a flick of a switch sends the target’s nerves into
• Simple Weapon
overdrive. Using a Pain Whip requires a called shot to
• Uses a battery good for 10 discharges.
an unarmored location. A struck target makes a Will
• Only requires a melee touch attack to use. Target must
save (DC = attacker’s CMB). Failure indicates the target
make a DC 15 Fortitude save or gain the Stunned con-
is affected as follows until he breaks free: An affected
dition for one round.
character moves and attacks at a drastically slowed
rate. Those affected by this weapon are staggered RAVENLOCKE SECURITY TRUNCHEON
and can take only a single move action or standard The Security Truncheon is the standard in nonlethal
action each turn, but not both (nor may they take full- response, designed to parry attacks and deliver the
round actions). Additionally, they take a –1 penalty on maximum shock allowed under international treaties.
attack rolls, DS, and Reflex saves. An affected char- • Simple Weapon
acter moves at half its normal speed (round down to • Uses a battery good for 10 discharges.
the next 5-foot increment), which affects the charac- • Opponents struck with the truncheon resolve damage
ter’s jumping distance as normal for decreased speed. first, then must make a Fortitude save versus DC 20;
Multiple Pain Whip effects don’t stack. failure means they are automatically Stunned for 1
• Uses a battery good for 10 minutes of operation. round.
• Base Damage: 1d6 (20/x2; nonlethal)
BLACK KNIGHT INDUSTRIES SHOTFIST
A brutal and usually highly illegal weapon, the ShotFist SHOGUN OUTFITTERS DRAGONFLY TESSEN
effectively consists of a single-shot shotgun mounted to These elegant, lightweight weapons were often used by
the back of a Ceramic Gauntlet. Firing the shotgun provokes samurai in places where obvious weapons were prohibited.
an attack of opportunity and takes a full-round action to Fighting fans double as defensive weapons.
reload. The shotgun may be set to fire on a successfully • Martial Weapon with the distracting and monk qualities
delivered punch; simply add the damage to the punch; • Base Damage: 1d4 (20/x3)
in the event of a confirmed critical hit with a combined SHOGUN OUTFITTERS MANRIKI-GUSARI
punch, only the shotgun does critical damage.
A 36” inch long chain with two steel weights on the ends,
• Simple Weapon the Manriki-gusari fighting chain is the perfect weapon
• Base Damage: Gauntlet: 1d4 (20/x2); Shotgun: 2d6 (20/x2) for those situations when you need your opponent alive
BLACK KNIGHT INDUSTRIES SWORDGUN but entangled or otherwise incapacitated. Manriki make
It’s a sword! It’s a gun! It’s a SwordGun! This 20 inch blade exceptional garrotes as well.

WEAPONS
of steel is mounted alongside a .45 caliber pistol, giving • Exotic Weapon with the double, grapple, monk, and
the wielder the benefit of both ranged and melee combat trip qualities
in one weapon! Never be the ranged fighter left unarmed • Base Damage: 1d6/1d6 (20/x2); double weapon.
in melee again!
SHOGUN OUTFITTERS MIYAMOTO K-TANA
• Martial Weapon
This is tip-top ami—a folded titanium-tungsten alloy, katana
• Base Damage: Sword: 1d6 (19-20/x2); Pistol: 2d6 (20/ with monofilament edge. Each K-Tana is a piece of art,
x2), 5 shots, semi-auto. with the seal of the artisan who created it, as a Hyper-
RAVENLOCKE JOINTLOCK STUN GLOVE Tag above the tang. HyperObject options available for the
When you need a low key, nonlethal response, look no ronin to add colors and HyperFx during combat. Custom
further than Ravenlocke Security’s JointLock Stun Glove. designed traditional Japanese mon included.
The reinforced, insulated palm conductor, can easily send • Exotic Weapon with the deadly quality
its stunning jolt through conductive weapons and armor. • Base Damage: 1d8 (19-20/x2).
• Simple Weapon SHOGUN OUTFITTERS MONOWHIP
• Uses a battery good for 10 discharges. The MonoWhip (or monomolecular filament whip) is a
• Only requires a melee touch attack to use. Target must whip consisting of tightly bound carbon molecules. Its
make a DC 15 Fortitude save or gain the Stunned con- super-thin profile lets the MonoWhip cut through most
dition for one round. materials with ease. Keep away from children and pets.
• Cannot be disarmed

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• Exotic Weapon with the reach quality


URBAN PUNK IRONFANG SPRING-BLADE
• Uses a battery good for 15 minutes of operation. Get the drop on your adversaries with our Urban Punk
• The MonoWhip is treated as a melee weapon with a Ironfang spring-loaded blades! These sleek, nano-sharp
15-foot reach, though you don’t threaten the area into knives are crafted with Urban Punk’s patented NanoSteel
which you can make an attack. In addition, unlike most to provide the durability and edge you need! NanoSteel
other weapons with reach, you can use it against foes springs are triggered by a micro switch. You can download
anywhere within your reach (including adjacent foes). a Mediastream of the activation process free of charge
Using a MonoWhip is a melee touch attack that pro- at our Urban Punk domain!
WEAPONS

vokes an attack of opportunity, just as if you had used • Simple Weapon


a ranged weapon. You can use the Weapon Finesse • Spring activated: Free action to deploy
feat to apply your Dexterity modifier instead of your • Base Damage: 1d4 (19-20/x2)
Strength modifier to attack rolls with a whip sized for WASTELAND TRADERS DECAPITATOR CHAIN AXE
you, even though it isn’t a light weapon. Because of the The heavy-duty upgrade to Wasteland Traders’ famous
weapon’s nature, you do not add your Strength bonus Eviscerator Chain Sword. This double-headed axe is
to damage with a MonoWhip. MonoWhips are danger- powerful enough to carve through power armor with
ous; a natural roll of 1 or 2 on the to-hit roll means the sheer brutality.
user has struck himself with a critical threat regardless • Exotic Two-Handed Weapon
of the initial roll. Roll again normally to determine if the • Uses a battery good for 10 minutes of operation.
threat is confirmed, and then roll damage as indicated. • Base Damage: 3d6 (19-20/x3).
DR does not count against MonoWhips because the WASTELAND TRADERS DISEMBOWELER
weapon passes through armor; Hardness counts at CHAIN DAGGER
½ value. The MonoWhip features a retractable whip, New for 2090, a lighter and more portable version of
storing inside the handle when not in use. the Eviscerator Chain Sword. The Disemboweler is much
• Base Damage: 2d6 (18-20/x3) easier to conceal than the bulky Eviscerator, and can be
SHOGUN OUTFITTERS WHIRLWIND attached to a rifle as a bayonet.
BUTTERFLY SWORDS • Exotic Weapon
Impress your friends and intimidate your opponents with • Uses a battery good for 15 minutes of operation.
these handcrafted Titanium-Tungsten alloy Whirlwind™ • Base Damage: 1d8 (18-20/x2).
Butterfly swords! At 19 inches long and 3 inches wide, WASTELAND TRADERS EVISCERATOR
these weapons are perfect for the Kung-fu street fighter. CHAIN SWORD
• Martial Weapon with the monk quality The holy grail of violent splatter-fi fans for decades, modern
• Base Damage: 1d4 (19-20/x2). technology has finally made the chain sword a reality.
DUKE MCCOY COMBAT KNIFE You know what it is— 20th century chainsaw technology
Here it is folks, the NEW Duke McCoy Combat Knife! Now small and light enough to be converted into a weapon.
with a 3 inch longer blade, 13 inches of pain await any SHOGUN OUTFITTERS WHIRLWIND BUTTERY SWORDS
gutterpunk stupid enough to try and take you on when
you’re sporting the Duke McCoy Combat Knife! This wicked
knife is made with our patented NanoSteel, the hilt employs
Nano- Stick technology for an unbreakable grip
• Simple Weapon
• Nano-Stick Grip: +1 to CMD vs. disarm.
• Base Damage: 1d6 (19-20/x2).

WASTELAND TRADERS LACIRATOR KNIFE


WASTELAND TRADERS SHILLELAGH HAVOC STICK

WASTELAND TRADERS DECAPITATOR CHAIN AXE

WASTELAND TRADERS EVISCERATOR CHAIN SWORD

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Effective and fun. New for 2090, internal batteries provide


48 hours of continuous use. TABLE 4:18: AMMUNITION
• Exotic Weapon TYPE COST WEIGHT
• Uses a battery good for 10 minutes of operation. Light caliber 100 per 50 3 per 50
• Base Damage: 1d10 (19-20/x2). Medium caliber 250 per 50 5 per 50
Heavy caliber 300 per 50 6 per50
WASTELAND TRADERS LACERATOR KNIFE
This meaty sucker takes twin serrated titanium blades Shotgun 200 per 20 4 per 20
and merges them into a single, thick sharp blade that Flamer (canister) 600 each 3 each
cuts with a rapid alternating sawing motion. Gyroc round 350 per 50 10 per 50
• Simple Weapon Machinegun, Light 300 per 50 4 per 25
• Uses a battery good for 15 minutes of operation. Machinegun, Heavy 350 per 35 4 per 10
• Damage: 1d4 (18-20/x2). Battery 150 1
Battery Pack 300 3
WASTELAND TRADERS SHILLELAGH HAVOC STICK
The Shillelagh Havoc stick is a truncheon with a Havoc Hydrogen Cell 600 2
Capacitor at the tip. On a confirmed critical hit, the target
matte black, and is delivered in a wooden case with a
is subjected to a bull rush using the same attack total,
certificate of authenticity.
and is Stunned for 1 round.
• Heavy Pistol
• Martial Weapon
• Base Damage: Pistol - 2d8 (20/x2), Underbarrel Blade
• Uses a battery good for 10 discharges.
- 1d3 (20/x3).
• Base Damage: 1d6 (20/x2)
AGA CHROME EAGLE .75
FIREARMS Act of God brings you the largest caliber handgun on the
market today. Released during the holiday season in 2089,
AMMUNITION this handgun is one of the hardest-hitting handguns on the
market today. Made from pure titanium, and finished with
To keep things simple, ammunition costs are kept fairly a polished chromium. Commonly only carried by chromed-
generic. The following table provides basic prices. If you out cyber junkies, the kick has put many a norm in the
need a price for something not listed, use this as a base- hospital.
line and check with the GM on the final price. • Heavy Pistol
• Each additional shot taken in a round is at a cumula-
AMMUNITION TYPE tive -3 in addition to any other modifiers.
Different types of ammunition provide varying effects in • Shooters without STR 20+ or cybernetic hands/arms
combat, as explained below. Ammunition types may be take 1d6 nonlethal damage per shot fired.
purchased with multiple effects, the multipliers are added
• The Chrome Eagle ignores 2 points of DR/Hardness.
together before modifying cost. Fragmentation may not
• Base Damage: 3d6+4 (20/x3).
be combined with any type other than high power.
AGA THUNDERBOLT
PISTOLS

WEAPONS
Signature weapon of world renowned retrieval expert
AGA BLACK KNIGHT LIMITED Hunter Clark, the AGA Thunderbolt is now available on
the open market!
The Black Knight is the newest addition to the AGA
catalogue. The underbarrel blade can be used in close • Heavy Pistol
combat situations whenever needed, but the neat thing • Because the AGA Thunderbolt is such a well-known
about this impressive revolver is the Dual Barrel Mode. menacing weapon, characters enjoy a +1 circumstance
The user can select to fire both barrels on each pull of the bonus to Intimidate rolls when brandishing this beast.
trigger, as a full-round action, taking a −5 on the second • Damage: 2d8 (20/x2).
shot. This numbered, limited edition is only available in

AGA BLACK KNIGHT LIMITED AGA THUNDERBOLT

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TABLE 4:19: AMMUNITION TYPE


AMMO TYPE EFFECT COST MULTIPLIER
Armor-piercing Reduce DR by ½, not against Hardened x3
Fragmentation Critical on 18-20, not against Hardened x2
Incendiary Converts damage to fire damage x3
Explosive¹ Increase damage by +1 die, double DR of target x2
High power Increase damage by +1 point per die x1.5
WEAPONS

1–When applied to rockets, missiles, and vehicle/golemmech weapons, explosive ammunition detonates in a burst with a radius
of 10 ft. per die of damage.

TABLE 4.19: PISTOLS


ENTRY DAMAGE FIRE
TYPE (PISTOLS) ROF RANGE AMMO WEIGHT TYPE COST
TIER NORM/CRIT MODES
AGA Black Knight Limited Military 9/16 (pistol), 2/6 (blade) S 1-2 50 6 3 Ballistic +1,500
AGA Chrome Eagle .75 Corporate 13/27 S 1 50 5 4 Ballistic +2,000
AGA Thunderbolt Corporate 9/16 S 1 50 11 4 Ballistic 1,500
AS Foley Arms Watchdog Civilian 9/16 S 1 50 12 3 Ballistic 1,000
HT HT-9 Holdout Pistol Civilian 7/10 S 1 50 5 2 Ballistic 1,000
PD Saturday Night Sprawl Civilian 9/14 S 1 50 6 4 Ballistic 800
Special
SC Urchin Pistol Civilian 5/8 S 2 40 16 3 Ballistic 800
SR Street Talker 6mm Civilian 7/12 S 1 20 6 3 Ballistic 500
UP Columbus Twin-Barrel Corporate 7/12 S 1 40 15 4 Ballistic 2,500
WT Long Barrel Corporate 7/12 S 1 60 11/16 4 Ballistic 900

AMY’S SURPLUS FOLEY ARMS HOSTILE TAKEOVER HT-9 HOLDOUT SENTINEL ROCK STREET TALKER 6MM
WATCHDOG PISTOL PISTOL

• Light Pistol
AMY’S SURPLUS FOLEY ARMS WATCHDOG
Although Foley Arms has sadly folded, their legacy lives • Base Damage: 2d4+2 (20x2).
on in the form of the Watchdog—a sturdy and reliable SATURDAY NIGHT SPRAWL SPECIAL .44 REVOLVER
semiautomatic pistol still favored by many professional You just can’t beat a classic; 200 years of history are all the
groups, including the Atlantica Police Force. Relatively Saturday Night Sprawl Special .44 Magnum really needs.
lightweight and inexpensive, the Watchdog uses a The elegant design is available in cobalt blue, polished
proprietary rebating system that actually allows the firing chrome, or wrought iron black. It’s big its heavy and staring
chamber’s blowback to help accelerate the round. This down that .44 caliber barrel is scary as hell. Private Dick
means the Watchdog can use a 10mm round and still pack knows classic. Don’t know Dick? Contact one of our friendly
enough firepower to get the job done. sales staff to get to know Private Dick.
• Heavy Pistol • Pistol
• Base Damage: 2d8 (20/x2) • Base Damage: 2d6+2 (20x2).
HOSTILE TAKEOVER HT-9 HOLDOUT PISTOL STREET CHIC URCHIN PISTOL
Hostile Takeover’s most popular holdout pistol from the The Street Chic brand is all about quantity, not quality.
parcel delivery office to the boardroom. Perfect for a quick The Urchin 9mm pistol is the most common weapon on
defense; the 9mm has enough stopping power to make the street; the production values on this weapon are
lightly armored attackers dive for cover, giving you a chance sub-par, bordering on criminal. But, when you need a
to run for the weapons locker.
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TABLE 4.20: SUBMACHINE GUNS AND SHOTGUNS


TYPE ENTRY DAMAGE FIRE
ROF RANGE AMMO WEIGHT TYPE COST
(SUBMACHINE GUNS) TIER NORM/CRIT MODES
Mosquito Storm Corporate 5/8 S, B 3 50 36 3 Ballistic 5,000
RS P9D Military 5/8 S, B, A 3 50 100 3 Ballistic Military
UP Gutter Punk Civilian 7/12 S, B, A 3 50 30 3 Ballistic 1,500
WT Wanderer Civilian 7/12 S, B, A 3 50 30 3 Ballistic 1,500
TYPE (SHOTGUNS)
AGA Thunder Civilian 10/18 S 1 40 16 5 Ballistic 800
BKI Tiger Claw Corporate 7/12 S 2 20 6 5 Ballistic 500
WT BD-4DY 12g Civilian 10/18 S 1 40 12 6 Ballistic 2,500

WT-216LB WASTELAND TRADER LONG BARREL

SENTINEL ROCK STREET TALKER 6MM PISTOL


MOSQUITO STORM MS-2090 MACHINE PISTOL

RAVENLOCKE P9D PERSONAL DEFENSE


URBAN PUNK GUTTERPUNK .45ACP SMG WASTELAND WANDERER 9MM SMG
WEAPON

TIGER CLAW CLOSE ASSAULT SHOTGUN

AGA-12 MAW MODULAR ASSAULT RIFLE AMY’ SURPLUS FOLEY ARMS TAW2022

STREET CHIC ASSASSIN’S RIFLE


BD-4DY 12G PUMP ACTION SHOTGUN BLACK KNIGHT AMPHIBIOUS RIFLE WEAPONS

WASTELAND TRADERS PNEUMATIC DART RIFLE


URBAN PUNK PUNK3D RIFLE

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throw-away, or you’ve only got so many creds, then you’re


URBAN PUNK GUTTERPUNK .45ACP SMG
likely to end up with an Urchin.
Urban Punk really loves the classics; this one is based
•Light Pistol
upon the MAC-10 submachine gun. Silencer included where
• Damage: 2d4 (20x2). available.
SENTINEL ROCK STREET TALKER 6MM PISTOL • Base Damage: 2d6 (20x2).
In today’s world, your family is under siege by the
WASTELAND WANDERER 9MM SMG
foreign criminals, gang members and terrorists—and the
Wasteland Traders presents the Wanderer Submachine Gun.
government is failing to protect you! The Street Talker is
When you’re in hostile territory, you need something that
WEAPONS

Sentinel Rock’s answer to your call! Defend your life at a


can throw a lot of lead in the air with complete reliability.
discount price you cannot afford to ignore.
Trust Wasteland Traders to bring you that kind of reliability.
• Pistol
• Base Damage: 2d6 (20x2).
• Damage: 2d6 (20x2).
URBAN PUNK COLUMBUS TWIN-BARREL PISTOL SHOTGUNS
Pop, pop—double tap! Nothing is sexier than a big pistol, AGA THUNDER SHOTGUN
and the Columbus is 4 pounds of Black Steel. It has an The Thunder is a smaller shotgun designed for home
innovative design configuration, with the top barrel firing, security. Its convenient size allows for easy storage in
then the bottom barrel, reducing the kick from the double the home safe or other secure location (−2 to Perception
barrels. DCs to detect)!
• Heavy Pistol • Base Damage: 3d6 (20x2).
• The unique clip design does have some flaws, as it
can jam easily (Jams on a natural 1-3), yet every shot TIGER CLAW CLOSE ASSAULT SHOTGUN
is a Double Tap, but with a −2 penalty, instead of the The ultimate man stopper! When the fighting gets close
and ugly, the Tiger Claw saves the day! Its cut-down
normal −4.
barrel allows use in melee. Now sold with bio-degradable
• Base Damage: 2d6 (20x2).
projectiles! Own the infamous combat shotgun that shoots
WT-216LB WASTELANDER LONG BARREL tiny shards of plastic designed to deal maximum tissue
Wasteland Traders understands the need to engage targets damage!
at range. The long barrel design of the Wastelander Long • Strength Minimum 10
Barrel might just give you the edge you need. • Base Damage: 3d4 (20x2).
• Pistol
BD-4DY 12G PUMP ACTION SHOTGUN
• Base Damage: 2d6 (20x2)
Wasteland brings you another standard for survival in
the wastes. The Big Daddy is deadly at close range, and
SUBMACHINE GUNS
with slugs, it can be just as deadly at medium range. The
MOSQUITO STORM MS-2090 MACHINE PISTOL Big Daddy is there to keep you safe when you’re out
A mini sub-machine gun, utilizing 4.5mm caseless prospecting.
ammunition. The previous rotating five barrel design • Strength Minimum 13
has been completely redesigned into a fixed tri-barrel • Base Damage: 3d6 (20x2).
configuration, making the weapon lighter, but exponentially
increasing its ammo capacity. Plus, now it doesn’t look RIFLES
like you pulled it out of the Deadlands VRPG. So drop
your creds on this flash piece of hardware, and watch
AGA-12 MAW MODULAR ASSAULT RIFLE
your street cred soar! Designed to the specifications of the world leading
military, the AGA-12 Modular Assault Weapon had been
• Base Damage: 2d4 (20x2).
rated Weapon of 2090 by GUNN™ Magazine. Currently
RAVENLOCKE P9D PERSONAL DEFENSE WEAPON in the final proving ground stages, expect to see many
A small caliber weapon designed to put a lot of lead in the countries moving to arm their troops with the future of
air. Utilizing a bullpup design, horizontal ammunition clip weaponry. There are three different base configurations.
with helical feed and a high rate of fire. This small caliber • Strength Minimum in all configurations is 10
machine pistol can lay down some serious lead, omae. • Base Damage: Assault 2d8+1 (20/x2); Heavy Support
Able to change fire modes from semi-auto to full auto. 2d10 (20/x2); MAW Spec Ops 2d8 (20/x2).
The amazing bullpup design is a stable compact firing
platform. The weapon features a polymer based design AMY’S SURPLUS FOLEY ARMS TAW 2022
to keep the weight to a minimum. Merging the utility of an assault rifle, a close assault weapon
• Base Damage: 2d4 (20x2). and rapid fire 25mm under-barrel grenade launcher with
the reliability of most Foley Arms weapons, the 2022 gives
you every tool you need to get the job done. Bullpup

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TABLE 4.21 RIFLES


ENTRY DAMAGE FIRE
TYPE (RIFLE) ROF RANGE AMMO WEIGHT TYPE COST
TIER NORM/CRIT MODES
AGA-12 MAW
Assault Configuration Military 10/17 S, B, A 4 100 36 7 Ballistic Military
Heavy Support Configuration Military 11/20 S, B, A 4 120 120 8 Ballistic Military
MAW Spec Ops Configuration Military 9/16 S, B, A 3 100 36 7 Ballistic Military
AS Foley Arms TAW 2022 CAW Corporate 10/18 S, B, A 3/2 50 12 11 Ballistic 18,500
Under-Barrel Grenade Launcher Corporate By Grenade S 1 50 12 8 Explosive Military
BKI BK-616 Military 9/16 S, B, A 4 100 60 7 Ballistic 18,000
BKI Amphibious Rifle Military 9/16 S 1 80 12 7 Ballistic 12,000
SC Assassin’s Rifle Corporate 13/24 S 1 90 1 8 Ballistic +4,000
UP Punk3D Rifle Civilian 9/16 S 1 80 9 6 Ballistic 1,600
WT Pneumatic Dart Rifle Civilian 5/7 S 1 30 12 5 Piercing 1,100
Tarantula Hunting Rifle Civilian 11/18 S 1 200 8 8 Ballistic 3,000
configuration allows a compact design. Favored firearm URBAN PUNK PUNK3D RIFLE
of the Combine Special Forces.
Hard hitting and #1 in G4NG-B4NG™ magazine’s
• Strength Minimum is 16 popularity poll. Featuring numerous customization options
• Base Damage: 3d6 (20/x2). while maintaining a shaz look. HoloTags are standard with
BLACK KNIGHT ARMAMENTS BK-616 1200 pre-generated tags to choose from, in any color.
Black Knight’s updated version of the M-616. Featuring • Base Damage: 2d8 (20/x2).
advanced polymers, update to 6mm armor-piercing caseless WASTELAND TRADERS PNEUMATIC DART RIFLE
ammunition in a 60 round drum. Integrated electronics Sometimes you want to take something down without killing
and recoil compensators. New for 2090, optional 25mm it, Wasteland traders brings you the low powered air-rifle,
underbarrel grenade launcher. (50 ft. range increment, designed to deliver tranquilizer or poison darts.
single shot.)
• Poison Effect/Cost: See Pathfinder Core Rules for
• Grenade explodes in 20 ft. burst; Reflex DC 15 to take
poison effects. Costs translate at 1 cryptodollar per
half damage.
gold piece.
• Base Damage: 2d8 (20/x2).
• Base Damage: 2d4 (20/x2).
BLACK KNIGHT AMPHIBIOUS RIFLE WASTELAND TRADERS TARANTULA HUNTING RIFLE
Using flechette rounds, this rifle can fire accurately both
Named after one of most successful natural predators of
above and under the water. It’s also a very quiet weapon
the desert, the tarantula. The Tarantula Hunting Rifle is one
compared to other firearms, giving the wielder’s enemies
of the best on the market according to GUNN Magazine.
little warning.
The Tarantula is powerful, and has range, a perfect hunting
• Quiet Operation: +5 to DCs to hear weapon firing rifle, with a 160× multi-optic scope included. The smart

WEAPONS
• Base Damage: 2d8 (20/x2). hunter is the one not seen.
STREET CHIC ASSASSIN’S RIFLE • Without scope, range is 100.
Street Chic’s Assassin’s Rifle is a one-shot .50 caliber rifle • Base Damage: 2d8+2 (20/x2)
made entirely of polymers. Once fired, the rifle will dissolve
into a puddle of goo as the catalyzers in the weapon HEAVY WEAPONS
activate. Comes disassembled in a lightweight case made AGA ANNIHILATOR PERSONAL RAIL CANNON
from recycled paper. Act of God Armaments, the leader in battlefield carnage
• It takes 4 rounds to assemble the weapon from the case. is proud to present the Annihilator Heavy Rail cannon;
• Base Damage: 3d8 (20/x2). the 25mm variant of the Vindicator Rail cannon. Utilizing
the same shoulder mount design as the Vindicator, the
Heavy Rail cannon includes integrated targeting computer.

AGA ENFORCER RAILGUN AGA-RG30 AGA MJOLNIR AMR

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TABLE 4.22: HEAVY WEAPONS


DAMAGE
ENTRY FIRE
TYPE (HEAVY WEAPONS) NORM/ ROF RANGE AMMO WEIGHT TYPE COST
TIER MODES
CRIT
AGA Annihilator Personal Rail Military 15/60 S 1 200 20 60 Ballistic Military
cannon
AGA Enforcer Railgun AGA-RG30 Elite 14/30 S 1 200 5 18 Ballistic Military
AGA Mjolnir AMR Elite 26/44 S 3 200 100 85 Ballistic Military
WEAPONS

AGA “Thumper” Military 21/36 S 3 100 20 60 Ballistic Military


AGA Vindicator Rail cannon Military 16/32 S 1 200 20 60 Ballistic Military
BK Liberator Minigun Military 9/16 B, A 6 100 1,000 85 Ballistic Military
BK Maverick Light Auto cannon Corporate 11/20 S 3 200 200 65 Ballistic Military
“Bessy” .50 heavy machine gun Corporate 11/20 B, A 3 200 200 65 Ballistic 20,000
WT MG-762m 7.62mm Corporate 10/17 B, A 4 120 200 20 Ballistic 15,000

• Strength Minimum 16 Launcher launching its munitions is the roar of explosions


• Requires a battery a second or two later.
• Base Damage: 3d10 (18-20/x4). • Strength Minimum 20
• Requires a battery
AGA ENFORCER RAILGUN AGA-RG30
The Enforcer Railgun uses electromagnetic rails to • Grenades explode in a 20 ft. burst; Reflex DC 15 for
accelerate a slug to supersonic velocities. Using a small half damage.
magnetic pulse to start the slug moving, the helical rails • Base Damage: 6d6 (20/x2).
accelerate the rounds to nearly 2,200 feet per second AGA VINDICATOR RAIL CANNON
(1,500 mph). The double helix rails create the rifling effect The Vindicator Rail cannon uses electromagnetic rails to
for unparalleled accuracy. Firing a 3mm solid core slug accelerate a slug to supersonic velocities. This is a shoulder
at supersonic speeds, the Enforcer can punch through mounted high speed gauss cannon, utilizing the same
personal armor with incredible efficiency; ignore armor 3mm slugs. Comes with integrated ammo and power
granted DR. Top mounted clip, bottom mounted power supply backpacks.
supply, and 400× multioptic scope mean you can reach
• Strength Minimum 16
out and touch someone, anytime, day or night.
• Requires a battery
• Without scope, range is 100.
• Base Damage: 3d8 (18-20/x3).
• Requires a battery
• Base Damage: 4d6 (18-20/x3). BLACK KNIGHT LIBERATOR MINIGUN
The Liberator minigun is an air-cooled, electrically driven
AGA MJOLNIR AMR weapon that employs six gatling-style barrels to fire
The ultimate in man-portable firearms, this 30mm Anti- withering volleys of armor-piercing shells that reduce
Materiel Rifle can be loaded with AP, AP-I, or High Explosive targets to unrecognizable lumps. With a high rate of fire
rounds. Extending nearly 7 feet in length, equipped with the Liberator is the weapon of choice for pure carnage.
a built-in combat computer and tripod (full-round action
• Uses a battery good for 1,000 shots.
to deploy the tripod and attach the weapon), this piece of
• The Liberator must either be tripod mounted or used
hardware is designed to take down light golemmechs
and power armor. with a weapon gimbal. (as found on a vehicle or drone)
• Strength Strength Minimum 14; -4 penalty to fire • Base Damage: 2d8 (20/x2).
without minimum STR requirement. BLACK KNIGHT MAVERICK LIGHT AUTO CANNON
• Requires a battery Black Knight took a chance with this new line of machine
• Halves any Hardness and ignores armor granted DR. guns by utilizing a new proprietary 15mm AP ammunition
• Firing this weapon is a modified full round action; the size. The chance paid off, and the new LAC-15 Maverick is
shooter may not take a 5-foot step before or after proving to be the hit of 2090 with mercenary outfits, law
firing. They may still perform free actions and swift actions. enforcement and security alike. Easily recognized by its
• Base Damage: 4d8+8 (18-20/x2). AGA THUMPER 25MM ROTARY GRENADE
AGA “THUMPER” 25MM ROTARY LAUNCHER
GRENADE LAUNCHER
There’s nothing quite like the sound of rapid fire heavy
weaponry, omae, and the only thing sweeter than hearing
the thump, thump, thump, of the 25mm Rotary Grenade

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TABLE 4.23: SPECIAL WEAPONS


ENTRY DAMAGE FIRE
TYPE (SPECIAL WEAPONS) ROF RANGE AMMO WEIGHT TYPE COST
TIER NORM/CRIT MODES
BK Light’s Out Chemspray Civilian Special S 1 10’ Cone 8 0.5 Special 175
BK “XBow” Bolt Thrower Military 7/16 S 1 50 8 16 Ballistic Military
MW “Javelin” Coil Bolt Thrower Military 7/16 S 1 50 6 18 Ballistic Military
RS Riot Gel Gun Corporate 18/32 (nonlethal) S 1 50 6 18 Special 3,500
SR Auto turret Corporate 9/16 S, B, A 3 50 200 60 Ballistic 18,000
SR Cyclone EMP Gun Corporate 13/24 S 1 200 3 60 Special Military
SR 12.7mm Gyroc Pistol Corporate 10/18 S 1 50 10 5 Ballistic 19,000
SR 12.7mm Gyroc Rifle Corporate 15/24 S 1 200 30 15 Ballistic 20,000
SR Retiarius Net Launcher Corporate Special S 1 200 1 28 Ballistic 9,000

barrel design, with perforated cooling fins. The Support


BLACK KNIGHT “XBOW” BOLT THROWER
Weapon of the Future is HERE today!
Black Knight introduces a next generation bolt thrower.
• Strength Minimum 18
Utilizing the squash-head munitions and a specialized
• Requires a battery sealing compound, any round which actually breaches
• Base Damage: 2d10 (20/x2). a hull will be sealed by the trailing compound section of
“BESSY” .50 HEAVY MACHINEGUN the round. This allows a slightly smaller round which is
Firepower is one of the few things respected out in the more effective against armor and will automatically seal
CDZ. The .50 cal Bessy is a workhorse; the belt-fed machine breaches it causes. However, delicate wire bundles may
gun is easy to clean and maintain. 65 pounds of cold steel. be affected, something security teams need to remember.
Available in vehicular mount, tripod mount, or for chrome • Base Damage: 3d4 (18-20/x3).
junkies and hybrids, a standard shoulder sling. Vehicular MARSWORKS “JAVELIN” COIL BOLT THROWER
and tripod mounted Bessy HMGs typically have a feeder, Bolt weapons are the oldest and original space weapon.
which allows multiple 200-round belts of ammo to be They throw soft metal bolts at subsonic speeds. The bolts
linked together. are perfectly capable of taking out an enemy through
• Strength Minimum 16 light armor without piercing the walls of a craft, station,
• Base Damage: 2d10 (20/x2). or colony. Recent developments have led to squash-head
WASTELAND TRADERS MG-762 7.62MM inverted bolts, twice as thick at the impact point, which
Wasteland Traders decided to use tried-and-true machine expands further upon impact. Not very effective against
gun technology from over 100 years ago. Others have medium armors, but quite effective against unarmored
used similar designs, and the 7.62mm ammunition is fairly and lightly armored opponents
easy to find in the wastes. • Double DR ratings if base DR value is 5+.
• Strength Minimum 16 • Base Damage: 3d4 (17-20/x3).
• Base Damage: 2d8+1 (20/x2). RAVENLOCKE SECURITIES RIOT GEL GUN

WEAPONS
The riot gun looks much like a sawed-off shotgun but fires
SPECIAL WEAPONS high-velocity, shock-absorbing gel ammunition in a cone
pattern. The impact of being hit by the gel is enough to
BLACK KNIGHT “LIGHT’S OUT” CHEM SPRAY knock the wind out of most people, making the gun ideal
Black Knight reaches way back into the past and resurrects for riot suppression; all damage is nonlethal.
an old classic—the chemical spray! Brought up to date • Strength Minimum 18
with the latest in chemical enhancement, and biological • A struck target is subjected to a combination bull rush
matrix patterning, this non-lethal option has a place in
and trip attack using the shooter’s attack bonus as
everyone’s arsenal!
the CMB for the attack roll; use one roll to determine
• Living characters in the area of effect must make a
both effects.
DC 15 Fortitude save or acquire the Nauseated con-
• Base Damage: 4d8 (20/x2; nonlethal).
dition for 1d4+1 rounds following the failure. If they
make the save, they acquire the Sickened condition BLACK KNIGHT XBOW BOLT THROWER
for 1 round. Each successive round a victim is attacked,
the DC increases by +1 until a save is failed. This is a
poison effect.
• Base Damage: none (see above)

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SENTINEL ROCK AUTO TURRET


An auto turret is triggered via sensors, whether optical, GYROC AMMUNITION
mechanical or electronic, usually programmed with auto- Gyroc ammunition can be integrated with an aerial
fire (BAB +15) weapons that fire until empty, targeting a drone running the SkyWeb Battlefield Mapping
set area. Turrets include motors allowing for 360 degree system [requires 1 AMS, costs 5,000 cryptos] via TAP
rotation and 85 degree elevation. uplink; this allows them to lock on and follow a target
• Uses a battery good for 200 shots within the drone’s line of sight just like a missile,
• DS 15 (+5 natural); DR 5 (2 vs. EMP); hp 20 negating cover and concealment modifiers based on
WEAPONS

• Base Damage: 2d8 (20/x2). the firer’s position. All gyroc rounds have a minimum
SENTINEL ROCK AUTO TURRET arming distance of 10 ft.

SENTINEL ROCK GYROC RIFLE


These are larger, heavier armaments than gyroc pistols.
Like the pistols, Gyroc rifles are standard weapons for
security and police forces expecting a fire fight.
• Strikes as a ranged touch attack.
• Base Damage: 2d10+4 (19-20/x2).
SENTINEL ROCK RETIARIUS NET LAUNCHER
Got a “wanted alive” bounty? Looking to snatch someone
off the street? Look no further, the Retiarius Net Launcher
is the easiest to load with pre-loaded nets.
• Strikes as a ranged touch attack.
• Takes 2 move actions to reload
SENTINEL ROCK CYCLONE EMP GUN
• If you hit, the target is entangled. An entangled charac-
Used to knock out electronic devices in short range, this
ter takes a –2 penalty on attack rolls and a –4 penalty
weapon fires a burst of electromagnetic energy that does
not damage non-machines or machines with sufficient on Dexterity, can move at only half speed, and cannot
shielding. charge or run. An entangled character can escape
• Base Damage: 3d8 (20/x2). with a DC 20 Escape Artist check (a full-round action).
• Special: Targets with electrical parts/implants (cyborgs, The net has 5 hit points and can be burst with a DC
augmented humans, robots, etc.) suffer full damage. 25 Strength check (also a full-round action). A net is
Armor does not protect, unless designed to shield useful only against characters within one size cate-
against EMP attacks. Others suffer half damage gory of you.
(nonlethal) as it interferes with the nervous system.
MISSILE LAUNCHERS
Non-implant electronics systems have 15 hit points
and are disabled after taking 10 points of damage, AGA ARBALEST 120MM HEAVY MISSILE LAUNCHER
destroyed when reduced to 0 hit points. Replacement for the LAW rocket launcher, this fires a single
120mm guided missile.
SENTINEL ROCK GYROC PISTOL • It requires 2 actions to reload.
The base Gyroc pistol, it fires 12.7mm rocket-propelled
• Attacks as a ranged touch attack.
smart rounds, the gyroc pistol is a standard sidearm for
• Strength Minimum 13
security and police forces worldwide!
• Ignores 15 points of Hardness and reduces armor
• Strikes as a ranged touch attack.
granted DR to 1/5 of normal (min 1).
• Base Damage: 2d8+2 (19-20/x2).

SENTINEL ROCK GYROC PISTOL SENTINEL ROCK GYROC RIFLE

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TABLE 4.24: MISSILE LAUNCHERS AND FLAME THROWERS


ENTRY DAMAGE FIRE
TYPE (MISSILE LAUNCHERS) ROF RANGE AMMO WEIGHT TYPE COST
TIER NORM/CRIT MODES
AGA Arbalest 120mm Heavy ML Military 22/40 S 1 600 1 40 Ballistic Military
Pyro-Hydra4 Tube 50mm ML Military 27/60 S 1 400 4 45 Ballistic Military
RPG-17 Rocket Propelled Grenade Corporate 17/30 S 1 120 1 12 Ballistic Military
TYPE (FLAMETHROWERS)
AGA Damnation Military 29/48 S 1 Special 30 30 Fire Military
Aga Purge Corporate 14/24 S 1 20 10 5 Fire 15,500

• Blast radius of 15 feet from point of impact allows • Reflex DC 10 + ½ firer’s level + firer’s Dex modifier for
Reflex save at DC + damage done for ½ damage; target ½ damage. Target catches fire on a failed save for 1d6/
gets no save. round until extinguished; DC 18 Reflex save to extinguish.
• Base Damage: 5d8 (19-20/x2). • Base Damage: 8d6 (20/x2).
PYRO-HYDRA4 TUBE 50MM MISSILE LAUNCHER AGA PURGE MINI FLAMETHROWER
Act of God brings you a guided anti-aircraft missile launcher. The Purge is a hand-held flame pistol. It is also available
The Pyro-Hydra won’t fire unless it has a lock on a target, as a tactical accessory. Utilizing a finer spray makes the
saving you precious munitions and of course hard-earned Purge mini flamethrower a possibility.
creds, tomo! • Targets individual opponents, may not fire as a cone.
• Attacks as a ranged touch attack. • Uses a battery good for 20 shots.
• Strength Minimum 13 • Reflex DC 10 + ½ firer’s level + firer’s Dex modifier for ½ damage.
• Ignores 10 points of Hardness and reduces armor • Target catches fire on a failed save for 1d6/round until
granted DR to ¼ of normal (min 1). extinguished; DC 18 Reflex save to extinguish.
• Blast radius of 15 feet from point of impact allows • Base Damage: 4d6 (20/x2).
Reflex save at DC + damage done for ½ damage; target
gets no save. ENERGY WEAPONS
• Base Damage: 5d10 (19-20/x3). Attacking with Energy Weapons: All energy weapons
attack with ranged touch attacks.
RPG-17 ROCKET PROPELLED GRENADE LAUNCHER Smoke vs. Lasers: Smoke interferes with lasers, reducing
Wasteland Traders was able to get a hold of a large shipment their damage by ½ when firing into or through areas
of old RPG rocket launchers bound for destruction. Don’t covered in smoke dense enough to provide concealment
ask how we got them amigo, just know that Wasteland at any level.
is looking out for you.
• Attacks as a standard ranged attack. AGA BC–1 BEAM CARBINE
The beam carbine rifle is 54 inches in length, with a
• Ignores 5 points of Hardness and reduces armor
distinctive cobalt blue metallic casing. The weapon fires
granted DR by ½ (minimum 5).
a continuous beam, deadly when held on target.

WEAPONS
• Base Damage: 5d6 (19-20/x2).
• Uses a power pack good for 40 shots.
FLAMETHROWERS • Continuous beam grants +2 to subsequent attacks
against same target until a miss is rolled.
AGA DAMNATION FLAMETHROWER • Base Damage: 3d8 (20/x2).
Flamethrowers have come a long way in 200 years. The
Damnation features an armored backpack (DR 15) consisting AGA BSR–1 BEAM SNIPER RIFLE
of 2 double sized canisters with a braided steel feed line. The beam rifle is a bit longer than the beam pistol and
• Strength Minimum 13 shorter than the beam carbine, only 30 inches long. The
• The Damnation may be arced to hit targets at a farther weapon fires a continuous beam, deadly when held on
target.
distance. Fires as a 30 ft cone or a 20 ft burst centered
• Uses a power pack good for 16 shots.
up to 50 ft. away.

AGA DAMNATION FLAMETHROWER


RPG–17 ROCKET PROPELLED GRENADE LAUNCHER

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TABLE 4.25: ENERGY WEAPONS


ENTRY DAMAGE FIRE
TYPE (ENERGY WEAPONS) ROF RANGE AMMO WEIGHT TYPE COST
TIER NORM/CRIT MODES
AGA BC1 Beam Carbine Military 13/24 S 1 100 20 5 Fire Military
AGA BSR 1 Beam Sniper Rifle Military 10/18 S 1 150 8 4 Fire Military
AGA MR1 Maser Rifle Military 12/18 S 1 100 10 8 Fire Military
AGA PL-1 Pulse Laser Pistol Elite 10/24 S 1 50 48 2 Fire Military
WEAPONS

AGA PLR Pulse Laser Rifle Elite 10/24 B, A 3 150 48 4 Fire Military
AGA PMG-1 Pulse Laser
Elite 10/24 B, A 5 200 200 18 Fire Military
Machine Gun
100 shots per
AGA P-Bolt Plasma Gun Elite 22/47 B 3 185 25 Fire Military
barrel
AGA X-4 Particle Beam Rifle Military 13/32 S 1 100 12 12 Electricity Military
Particle Beam cannon Elite 27/60 S 1 100 24 30 Electricity Military

AGA PL–1 PULSE LASER PISTOL AGA PLR–1 PULSE LASER RIFLE AGA PMG–1 PULSE LASER MACHINE GUN

• Continuous beam grants +2 to subsequent attacks


AGA PMG-1 PULSE LASER MACHINE GUN
against same target until a miss is rolled.
The AGA Pulse Laser Machine Gun is heavy but still sleek,
• Base Damage: 3d6 (20/x2). its gloss-black casing nearly 5 feet in length. The power
AGA MR–1 MASER RIFLE port for the power cable connects into the grip; in an
The maser rifle is a microwave based weapon. With its emergency, a battery pack can slip into the same port,
3 inch square waveguide bore, it is an extremely bulky though it provides only a short burst of energy. One of
weapon, boxy, yet deadly. the deadliest weapons in the world, its high rate of fire
• Uses a power pack good for 20 shots. will tear through the ranks of infantry.
• The maser rifle ignores all armor granted DR less than 10. • The PMG-1 must either be tripod mounted or used
• Base Damage: 2d8+2 (20/x2). with a weapon gimbal.
• Uses 2 power packs good for 200 shots.
AGA PL-1 PULSE LASER PISTOL • Base Damage: 3d6 (18-20/x3).
The AGA Pulse Laser Pistol is a sleek weapon. The compact
battery pack is stored in the pistol grip. AGA P-BOLT PLASMA GUN
• Uses a battery good for 48 shots. The AGA P-Bolt’s unique tri-barrel design and distinctive
• Base Damage: 3d6 (18-20/x3). high-pitched discharge are instantly recognizable. The
weapon is just short of 6 feet in length and requires
AGA PLR-1 PULSE LASER RIFLE a shoulder strap to manage unless the firer braces it.
The AGA Pulse Laser Rifle, is the heavy version of the Pulse The liquid ammunition that is fused into lethal plasma is
Laser Pistol, longer with a reinforced stock. Dual power mounted in cannisters on each barrel, and a power supply
cells fit snuggly into the heavier gloss black polymer casing. connects to the rear of the weapon.
• Requires the use of two power packs. • Uses a power pack good for 300 shots.
• Base Damage: 3d6 (18-20/x3). • Plasma cannisters cost 10,000 cryptodollars apiece.
• Strength Minimum of 25 without strap, Strength
Minimum 20 with strap or bracing against solid object.

AGA MR1 MASER RIFLE


AGA PURGE MINI FLAMETHROWER AGA BC1 CARBINE

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TABLE 4.26: IMPROVISED WEAPONS


ENTRY DAMAGE
TYPE (IMPROVISED MELEE WEAPONS) RANGE WEIGHT TYPE COST
TIER NORM/CRIT
Baseball Bat Gutter 4/8 — 4 B 35
Broken Bottle Gutter 2/4 — --- S ---
Jack Hammer Civilian 5/10 — 60 B and P 300
Nail Gun Civilian 3/6 — 10 P 50
Rocket Hammer Corporate 6/24 — 35 B 350

TABLE 4.27: IMPROVISED RANGED WEAPONS


TYPE (IMPROVISED ENTRY DAMAGE FIRE
ROF RANGE AMMO WEIGHT TYPE COST
RANGED WEAPONS) TIER NORM/CRIT+ MODES
Nail Gun Civilian 3/6 S 1 5 50 5 P 50
WT Reaver Harpoon Gun Civilian 11/18 S 1 25 1 4 P 3,500

• The P-Bolt ignores 10 points of DR/Hardness. ions at target to produce additional damage, the Particle
• Base Damage: 5d6+5 Fire damage (18-20/x3). Beam cannon luckily does not suffer from the same failure
issues that its miniaturized version suffers. Lab testing
AGA X-4 PARTICLE BEAM RIFLE
shows damage versus infantry targets to have a 99%
Produced by Act of God Armaments, the AGA X-4 particle
fatality rating.
beam rifle is a directed energy weapon which fires electrons
• Requires a hydrogen cell
at near-light speeds to impact on targets with nearly 1
gigajoule of kinetic energy. The speed at which this weapon • The XPBC-1.01 must either be tripod mounted or used
fires and the resultant force renders modern ballistic armor with a weapon gimbal.
nearly useless. The X-4 is an improved model of the X-2, • XPBC-1.01 ignores all armor granted DR less than 10 and
having a better power generation system. While a vast reduce DR 10+ by ½ (no minimum). Insul8 enhanced
improvement over the X-2, the AGA X-4 still has its share armor protects at full value.
of problems. Particle beam weapons are easily recognized • Base Damage: 5d10 Electricity (15-20/x3).
by the ionization of the air around them, leaving a distinct
ozone smell along their path. IMPROVISED WEAPONS
• Uses a hydrogen cell good for 24 shots.
BASEBALL BAT
• Strength Minimum 20 A typical baseball bat made from high-impact composite
• X-4 ignores all armor granted DR less than 10 and materials. Occasionally, older wooden bats can be located—
reduces DR 10+ by ½ (no minimum). Insul8 enhanced often these are studded with nails or similar objects.
armor protects at full value. • Simple Weapon
• A roll of a 1 to hit results in the hydrogen cell exploding; • Base Damage: 1d8 (20/x2).
dealing 2d6+X damage to everyone in a 30 ft. burst
BROKEN BOTTLE

WEAPONS
where X is the number of remaining shots. Reflex save
Available anywhere in the sprawl, broken bottles are
vs. DC 20 for half damage.
extremely sharp.
• The hydrogen cell can be set as an improvised
• Simple Weapon with the fragile quality
explosive doing damage as per an explosion with a
• Base Damage: 1d4 (20/x2).
successful Knowledge (demolitions) check.
• Base Damage: 3d8 Electricity (18-20/x3). JACK HAMMER
The jack hammer is difficult to use in melee due to its
PARTICLE BEAM CANNON AGA-XPBC-1.01 massive size, but it could do some nasty damage.
Still in development, this heavy dual barreled particle • Simple Weapon
cannon is designed with one purpose in mind, to take
• Requires a power pack
down heavies in one shot. Utilizing negative and positive

JACK HAMMER NAIL GUN

WASTELAND TRADERS REAVER HARPOON GUN

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• Strength Minimum 18 Name: The name of the vehicle.


• Damage: 1d10 (19-20/x2). Size and Type: Divided into land, sea, air, and space.
Squares: The typical size of the vehicle is measured in a
NAIL GUN number of squares, followed by the standard configuration
A nail gun used can be used as improvised firearm, or it of those squares.
can be used in melee as an improvised weapon. Cost: The vehicle’s cost in cryptos. Sometimes the
• Simple Weapon description or the weapons section provides possible
• Requires a power pack modifications for the vehicles. These are not included
• A critical hit that does enough damage to penetrate in the cost of the vehicle, nor are additions like rams or
VEHICLES

any character’s total DR and do damage has a chance weapons unless the description specifies that they are
to pin the target to a wall, floor, or other obstacle (if standard equipment.
applicable). This is treated as a CMB roll using the same Defense Score and Hardness: This is the Defense Score
attack bonus; if successful, the target is pinned in place and harness of the vehicle. The Defense Score assumes
and has their Move reduced to 0 until they break free, the vehicle is in motion and the driver has not modified
the Defense Score with his driving skill. If the vehicle is not
as if from a grapple.
in motion, it has an effective Dexterity of 0 (–5 penalty
• Damage: 1d6 (20/x2).
to Defense Score), and an additional –2 penalty to its
WASTELAND TRADERS REAVER HARPOON GUN Defense Score. If a vehicle has hardened armor it will be
With endless versatility, the Reaver Harpoon gun is listed here along with its level.
Wasteland Traders new top sellers. Get yours before hp: While a vehicle can be attacked in combat, it is often
they’re gone! hard to significantly damage large vehicles. When a vehicle
• Simple Weapon reaches the hit point total in the parentheses, it is broken. A
• Requires a power pack vehicle’s hit points do not factor in its method of propulsion
• Damage: 3d6 (20/x2). or the driving device. They have their own statistics. If a
vehicle is military grade, it is listed here.
ROCKET HAMMER Base Save: Each vehicle has a base save modifier. All of
Rocket hammers are large, hammer-like devices with a the vehicle’s saving throws (Fortitude, Reflex, and Will)
miniaturized rocket installed in the back of the head to have the same value. This is the vehicle’s save before the
increase the force of the hammer. It’s used on construction driver modifies it with his driving check.
sites to break down walls, but in the hands of an angry Maximum Speed: This is the fastest that a vehicle can move.
gang banger, the rocket hammer can be a deadly weapon. When a vehicle has more than one method of propulsion,
• Simple Weapon it may also have more than one maximum speed.
• Requires a power pack CMB and CMD: The CMB and CMD before the driver modifies
• Strength Minimum 20 it with his driving check modifier.
• Special: On a critical hit, the target is subjected to a Acceleration: This is how fast a vehicle can increase its
bull rush attack that uses the same attack roll. This speed each round. It also determines the maximum amount
a vehicle can safely decelerate each round.
does not provoke an attack of opportunity.
Propulsion: The type and amount of propulsion required.
• Damage: 1d12 (18-20/x3).
Driving Check: The skills typically used to make a vehicle
driving check with this vehicle.
VEHICLES Forward Facing: The direction of the vehicle’s forward
facing.
Welcome to the Spring Edition of the 2090 Vehicular Driving Device: The typical driving device the driver
manipulates when driving the vehicle.
catalog. As always, we are proud to bring you the most
Driving Space: The size and the location of the vehicle’s
popular models available at the best prices. From motorcy-
driving space.
cles and ground cars to VTOL Limousines and the all-new Crew: This is the number of crew members, in addition
CDZ Crawler by Wasteland Traders. to the driver, needed to move the vehicle.
Note: For the military buyers, we’ve recently opened a Decks: The number of decks and any important information
new section, the Milmart Catalog, now you will need to log about those decks is given in this section. Some vehicles
in with your official government log-in information before can be equipped with weapons. This is the number of
vehicle weapons that a vehicle can have.
purchasing available vehicles.
Note: All vehicles of Civilian Tier and above have Firewalls
installed as standard equipment. Unless otherwise listed,
VEHICLE STATISTICS Firewalls are rated at 5.
Note: The maximum speed for each vehicle is an
Below are explanations of some of the traits noted in
approximation, designed to provide a frame of reference
vehicle statistics. If information for a given category is not
for interactions between vehicles and their environment.
listed in a given stat block, it is not applicable. It’s not a reflection of actual speed, nor is it intended to
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TABLE 4.28: VEHICLES (BICYCLES)


VEHICLE ENTRY TIER MAX/ACC RANGE COST CREW
TrailBoss x-89 Mountain Bike Civilian Special Special 500 1
StreetCycle C-90 Urban Bicycle Civilian Special Special 500 1

be, particularly with respect to high-speed vehicles like • Driving Space: central part of the bike
fighter jets, or spacecraft. • Decks: 1; bike has room for driver
Note: All vehicles possess basic autopilot capability,
allowing them to drive themselves under normal (non- STREETCYCLE C-90 URBAN BICYCLE
combat, non-stressed) operation with the equivalent of Large land vehicle
a +8 Drive or Fly bonus as appropriate by logging into a Squares 1 (5 ft. by 1 ft.; 4 ft. high); Cost 500
peer-sourced vehicle network. When logged into a network
no Drive rolls are needed under normal circumstances. DEFENSE
If there is no network to log into, the vehicle’s skill is DS 9; Hardness 3
treated as +4. This capability can be toggled on or off by hp 10 (5)
an operator as a move-equivalent action. Some vehicles Base Save +1
possess a more powerful autopilot; this will be indicated
in their write-up. OFFENSE

BICYCLES Maximum Speed Six times the speed of the pilot (or
twelve times the speed of the pilot with the sprint option);
Notes: A bicycle can be mounted or dismounted as a free
Acceleration Twice the Speed of the pilot; Range Driver’s
action. It occupies one square and provides no cover to
endurance
its rider. Drive checks are necessary when moving over
CMB +1; CMD 12
broken terrain, making a REF Save to avoid a hazard, or
Ramming Damage 1d4
when riding in battle.
DE SCRIP T ION
TRAILBOSS X-89 MOUNTAIN BIKE
Medium land vehicle The urban division of the Trail Boss, brand, the StreetCycle
Squares 1 (5 ft. by 5 ft.; 4 ft. high); Cost 500 is a slick and smooth-riding bicycle designed expressly
for the urban cyclist. Made from ultra-light composites
DEFENSE that seldom need maintenance, the C-90 is hinged to fold
DS 9; Hardness 5 into a Small object for easy storage, and can be carried
hp 15 (7) in an optionally sold backpack designed for the purpose
Base Save +1 (100 cryptodollars; Armor Check Penalty -1). Collapsing
or unfolding a C-90 is a full round action. The C-90 is not
OFFENSE designed for off-road operations and loses an additional
5 feet of movement for each square of difficult terrain it
Maximum Speed Five times the speed of the pilot (or passes through.

VEHICLES
ten times the speed of the pilot with the sprint option);
• Propulsion Muscle: (the driver)
Acceleration Twice the Speed of the pilot; Range Driver’s
• Driving Check: Drive skill
endurance
CMB +0; CMD 10 • Forward Facing: direction driver faces
Ramming Damage 1d4 • Driving Device: handlebars and pedals
• Driving Space: central part of the bike
DE SCRIP T ION • Decks: 1; bike has room for driver
Trail Boss, the leader in off-road bicycle manufacture for
the last six years has done it again with the X-89!-Rugged
BOARDS
and stylish, this off-road bicycle is the King of the Hill! When
traversing difficult terrain, X-89 may ignore the movement NAKAMURA MOTORS KAMIKAZE JUMP BOARD
penalties for up to two squares travelled through, and Small land vehicle
grants a +3 on Driving rolls associated with movement Squares 1 (5 ft. by 2 ft.; negligible height); Cost 1,000
through difficult terrain.
DEFENSE
• Propulsion: Muscle (the Driver)
• Driving Check: Drive skill DS 10; Hardness 2
hp 10 (5)
• Forward Facing: direction driver faces
Base Save +1
• Driving Device: handlebars and pedals

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TABLE 4.29: VEHICLES (MOTORCYCLES)


VEHICLE ENTRY TIER MAX/ACC RANGE COST CREW
Nakamura Motors Kamikaze Jump Board Civilian 620/60 10 miles 1,000 1(+1)
Harley-Davidson-Indian Iron Horse Cruiser Civilian 1,500/250 180 miles 5,000 1+1
Nakamura Motors Steel Wind Motorcycle Civilian 1,650/270 150 miles 5,000 1
Cherry Automotive Vector Elite Motorcycle Corporate 1,550/250 150 miles 25,000 1+1
Thuggee TG-12 Motorcycle Civilian 1,280/200 175 miles 13,00 1+1
Harlon Golden Eagle Cruiser Civilian 1,475/190 200 miles 15,000 1+1
VEHICLES

Harlon LawBoss Corporate 1,410/185 175 miles Military 1


Wasteland Traders Dusty Roads Cruiser Corporate 1,225/120 175 miles Military 1+1
Toyota Locust Quad Turbo Jump Bike Corporate 1,320/200 165 miles 10,000 1

OFFENSE DEFENSE
Maximum Speed 620 ft.; Acceleration 60 ft.; Range 10 miles DS 9; Hardness 6 (+3 DR/- vs. Forward attacks for driver
CMB +1; CMD 10 and passenger.)
Ramming Damage none hp 35 (16)
Base Save +1
DE SCRIP T ION
OFFENSE
Not really a full vehicle, the technology which was used to
create JUMP bikes was originally used in JUMP boards. This Maximum Speed 1,550 ft.; Acceleration 250 ft.; Range 300 miles
lead to the rash of deaths in the JUMP Board competitions, CMB +1; CMD 10
which eventually stopped the events. However, the brave Ramming Damage 1d6
and fearless few have begun to pick up the JUMP board
once more. Difficult to control and dangerous at high speed, DE SCRIP T ION
it is the adrenaline junkies dream. Cherry Automotive has released the new 2090 Vector.
Quite popular with mainline riggers, it’s often found in The vector was already their most popular vehicle with
urban battlefields. JUMP board gangs have even appeared. the adrenaline junkies. Perfect for those places where
Many have argued that JUMP boards are safer than the fuel is at a premium, the Vector’s computer-assist drive
Micron. The Advanced JUMP system allows speed jumps technology will not only get you where you’re going fast,
along both the vertical and horizontal axis up to 30 feet! but will get you there in style. Cherry knows high speed
Jumps require a Driving or Athletics roll using distance impacts are deadly, so we provide a military grade fairing
penalty modifiers (with an additional +5 penalty) as for a to protect against deadly bird strikes in addition to our
character jumping the attempted distance, but allow the state of the art driving computer.
character to ignore penalties for movement over difficult • Propulsion: internal combustion
ground for that round only! • Driving Check: Drive skill; computer assist adds +2
The board’s systems will support a maximum of 250 lbs.
(stacks with TAP bonus)
of weight. If a passenger is carried within that weight
• Forward Facing: direction driver faces
limit, increase the DCs of all Drive and Athletics checks
by an additional +5 beyond the base penalty applied for • Driving Device: throttle
the board’s controls. • Driving Space: central part of the bike
Propulsion: electric motor • Decks: 1; bike has room for driver and one passenger
Driving Check: Drive skill for normal operations; Drive or
Acrobatics when using the Advanced JUMP system. All HARLEY-DAVIDSON-INDIAN IRON HORSE CRUISER
Drive or Acrobatics DCs increased by +5 due to control Large land vehicle
difficulties. Squares 1 (10 ft. by 5 ft.; 4 ft. high); Cost 5,000
• Forward Facing: direction driver faces
DEFENSE
• Driving Device: TAP throttle
• Driving Space: atop the board DS 9; Hardness 5
• Decks: 1; board has room for driver and potentially hp 25 (13)
one passenger. Base Save +1

OFFENSE
MOTORCYCLES
Maximum Speed 1,500 ft.; Acceleration 250 ft.; Range 180 miles
CMB +1; CMD 12
CHERRY AUTOMOTIVE VECTOR ELITE MOTORCYCLE Ramming Damage 1d6
Large land vehicle
Squares 1 (10 ft. by 5 ft.; negligible height); Cost 25,000

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DE SCRIP T ION DE SCRIP T ION


Harley-Davidson-Indian; no one remembers which company This is your chance to own the classic American bike. Built
bought the other. The merger did bring the two power to 21st century specifications, the Harlon is a solid product
houses of the old American motorcycle manufacturers built to stand the test of time.
together. The Iron Horse has been in production for 25 • Propulsion: internal combustion
years running, and is sold in nearly every country. Well, • Driving Check: Drive skill
the ones that can afford such a luxurious ride. • Forward Facing: direction driver faces
• Propulsion: internal combustion • Driving Device: throttle
• Driving Check: Drive skill • Driving Space: central part of the bike
• Forward Facing: direction driver faces • Decks: 1; bike has room for driver and one passenger
• Driving Device: throttle
• Driving Space: central part of the bike HARLON LAWBOSS
• Decks: 1; bike has room for driver and one passenger. Large land vehicle
Squares 2 (10 ft. by 5 ft.; 4 ft. high); Cost Military
NAKAMURA MOTORS STEEL WIND MOTORCYCLE
Large land vehicle DEFENSE
Squares 2 (10 ft. by 5 ft.; 4 ft. high); Cost 5,000 DS 10; Hardness 10
hp 60 (30); military grade
DEFENSE Base Save +1
DS 9; Hardness 5
hp 30 (15) OFFENSE
Base Save +1 Maximum Speed 1,410 ft.; Acceleration 185 ft.; Range 175 miles
CMB +1; CMD 11
OFFENSE
Ramming Damage 1d6
Maximum Speed 1,650 ft.; Acceleration 270 ft.; Range 150 miles
CMB +1; CMD 12 DE SCRIP T ION
Ramming Damage 1d6 A popular variant of the Golden Eagle for security forces.
Three hover inductors provide a stable law enforcement
DE SCRIP T ION patrol vehicle. Provide justice like a LawBoss!
The Steel Wind is by far the most well-known and beloved • Propulsion: electric motor
Nakamura Motors vehicle. With a top speed of 250 mph, the • Driving Check: Drive skill; ignores difficult terrain.
Steel Wind beats out the Vector Elite in both acceleration • Forward Facing: direction driver faces
and top speed, though the Steel Wind is for real riders, • Driving Device: throttle
as it has no TAP interface or computer-assist systems.
• Driving Space: central part of the bike
• Propulsion: internal combustion
• Decks: 1; bike only has room for driver
• Driving Check: Drive skill
• Forward Facing: direction driver faces

VEHICLES
• Driving Device: Throttle; No TAP or computer assist
• Driving Space: central part of the bike
• Decks: 1; bike has room for driver only HARLON GOLDEN EAGLE CRUISER

HARLON GOLDEN EAGLE CRUISER


Large land vehicle
Squares 2 (10 ft. by 5 ft.; 4 ft. high); Cost 15,000

DEFENSE
DS 9; Hardness 5
hp 35 (17)
Base Save +1

OFFENSE
Maximum Speed 1,475 ft.; Acceleration 190 ft.; Range 200 miles
CMB +1; CMD 11
Ramming Damage 1d6

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WE AP ONS DEFENSE
• WT MG-762m 7.62mm; 120 shots, fixed mount, only DS 9; Hardness 5
fires in direction of travel. hp 35 (17)
Base Save +1
THUGGEE TG-12 MOTORCYCLE
Large land vehicle OFFENSE
Squares 2 (10 ft. by 5 ft.; 4 ft. high); Cost 13,000 Maximum Speed 1,225 ft.; Acceleration 120 ft.; Range 175 miles
CMB +1; CMD 12
DEFENSE
VEHICLES

Ramming Damage 1d6


DS 9; Hardness 5
hp 30 (14) DE SCRIP T ION
Base Save +1 The Dusty Roads Cruiser is designed using the Wasteland
Traders philosophy—easy to fix, easy to keep on the road.
OFFENSE The Dusty Roads cruiser features a standard sidecar with
Maximum Speed 1,280 ft.; Acceleration 200 ft.; Range 175 miles 2-tube rocket launcher. It’s built tough; it’s built to last.
CMB +1; CMD 10 Repair rolls to the Dusty Roads gain a +5 inherent bonus
Ramming Damage 1d6 from the simplicity of the design.
• Propulsion: internal combustion
DE SCRIP T ION • Driving Check: Drive skill
The cutting edge in motorcycle design and a favorite of • Forward Facing: direction driver faces
Thuggee cultists around the world! Highly customizable • Driving Device: throttle
due to modular design! Swapping weapon systems only • Driving Space: central part of the bike
takes an hour. • Decks: 1; bike has room for driver, and one passenger
• Propulsion: internal combustion in right rear sidecar
• Driving Check: Drive skill
• Forward Facing: direction driver faces WE AP ONS
• Driving Device: throttle • 70mm Rocket Pod; Range 120; ROF 1-2; Shots 2; fixed
• Driving Space: central part of the bike mount, only fires in direction of travel)
• Decks: 1; bike has room for driver and one passenger
TOYOTA LOCUST QUAD TURBO JUMP BIKE
WE AP ONS Large land vehicle
• Modular mount for 1 weapon and up to 100 rounds of Squares 2 (10 ft. by 5 ft.; 4 ft. high); Cost 10,000
ammunition (maximum 50 lbs.) on left side; only fires
DEFENSE
in direction of travel
DS 10; Hardness 2
WASTELAND TRADERS DUSTY ROADS CRUISER hp 40 (20)
Large land vehicle Base Save +1
Squares 3 (10 ft. by 5/10 ft. (2 squares wide at back); 4 ft.
high); Cost 38,000 OFFENSE
Maximum Speed 1,320 ft.; Acceleration 200 ft.; Range 165 miles
TOYOTA LOCUST QUAD TURBO JUMP BIKE CMB +1; CMD 10
Ramming Damage 1d3

DE SCRIP T ION
Voted the hottest bike by Street Racer Weekly for the 4th
straight year, the Toyota Locust Quad Turbo JUMP bike is
a jump racer’s dream come true! Our patented ACR Titan
JUMP system (+1 to Driving when making turbo jumps)
comes standard on all Locusts and our titanium coil JUMP
springs and sleek tri-foil chassis ensure a sweet landing,
so you can be at the head of the pack.
ACR Titan JUMP system allows speed jumps along both
the vertical and horizontal axis up to half the acceleration
rating of the bike! Jumps require a Driving roll using
distance penalty modifiers as for a character jumping

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TABLE 4.30: VEHICLES (CARS/PICKUPS/SUVS)


VEHICLE ENTRY TIER MAX/ACC RANGE COST CREW
Micron Super Economy Ground Car Civilian 1,080/95 100 miles 2,900 1
Samba Ecoline Electric Civilian 1,750 500 miles 3,500 1+1
Hood Ratz DB Pick-Up Gutter 1,800 525 miles 50,000 1+1 (+5)
Cherry Automotive Executor Corporate 2,250/355 359 miles 150,000 1+1
Cherry Pure Elegance Luxury Sedan Corporate 1,950/275 465 miles 115,000 1+5
Kiwi Motors Virtuoso Armored Limousine Corporate 1,845/190 428 miles 350,000 1+6
Porsche 9035 SL Corporate 2,235/290 345 miles 110,000 1+1
Samba Marathon (Thermopylae) Civilian (Corporate) 1,775/185 (1,635/150) 442 (400) miles 30,000 (45,000) 1+6
Toyota CDZ Waste Cruiser 2090 Corporate 1,350/185 480 miles 55,000 1+5
Honda UPHL Delivery Vehicle Civilian 1,190/130 280 miles 22,000 (40,000) 1+1
Kiwi Motors Courier Armored Taxi Corporate 1,245/95 380 miles 30,500 1+3
Ravenlocke MK-II Patrol Police/Security Cruiser Corporate 1,470/145 400 miles 400,000 1+3
Wasteland Traders ‘Whip Scorpion’ Sand Rail Gutter 1,400/135 425 miles 25,000 1+3
Marsworks Engineering Worg Combat Truck Military 1.325/140 550 miles Military 1+4
Water Weasel Amphibious Patrol Craft Military Varies, see entry Varies, see entry Military 1+2

the attempted distance, but allow the character to ignore • Storage: Has 8 cubic foot of storage space.
penalties for movement over difficult ground for that round • Propulsion: internal combustion
only! Equipped with the most advanced JUMP system, • Driving Check: Drive skill
it allows jumps up to 100 ft. of horizontal and 50 ft. of • Forward Facing: direction driver faces
vertical distance. • Driving Device: steering wheel
• Propulsion: electric motor • Driving Space: most forward two spaces
• Driving Check: Drive for normal operations; Drive or • Decks: 1; driver and 1 passenger
Acrobatics when using the Advanced JUMP system.
• Forward Facing: direction driver faces CHERRY PURE ELEGANCE LUXURY SEDAN
• Driving Device: TAP throttle Large land vehicle
• Driving Space: central part of the bike Squares 6 (10 ft. by 15 ft.; 5 ft. high); Cost 115,000
• Decks: 1; has room for driver only.
DEFENSE
CARS/PICKUPS/SUVS DS 10; Hardness 10
hp 110 (50)
CHERRY AUTOMOTIVE EXECUTOR Base Save +1
Large land vehicle
OFFENSE
Squares 6 (10 ft. by 15 ft.; 5 ft. high); Cost 150,000

VEHICLES
Maximum Speed 1,950 ft.; Acceleration 275 ft.; Range 465 miles
DEFENSE CMB +1; CMD 12
DS 10; Hardness 8 Ramming Damage 2d8
hp 110 (50)
DE SCRIP T ION
Base Save +1
Cherry Automotive luxury sedan has nearly the same
OFFENSE performance profile as other sports cars, with the added
Maximum Speed 2,550 ft.; Acceleration 355 ft.; Range 359 miles luxury that only Cherry Motors can provide. Ride in style,
CMB +1; CMD 12 live with style. Pure elegance, for today’s discerning
Ramming Damage 2d8 consumer of taste.
• Storage: Has 12 cubic foot of storage space.
DE SCRIP T ION • Propulsion: electric motor
This sports car needs no introduction! The Executor is • Driving Check: Drive skill
one of the most expensive sports cars in the world. Its • Forward Facing: direction driver faces
impossibly sleek paint job, most often black, is so delicate • Driving Device: steering wheel
that it requires a special fluid to keep clean. • Driving Space: most forward space
• Improved air bags: Add +5 to saves versus Sudden • Decks: 1; driver and up to five passengers.
Stop.

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• Forward Facing: direction driver faces


HONDA UPHL DELIVERY VEHICLE
Huge land vehicle • Driving Device: steering wheel
Squares 8 (10 ft. by 20 ft.; 8 ft. high); Cost 22,000 • Driving Space: most forward two spaces
• Decks: 1; driver and 1 passenger in cab, up to 5 pas-
DEFENSE sengers in bed.
DS 10 (15), Hardness 10 (15)
WE AP ONS
hp 140 (60)
Base Save +0 • Pintle-mounted “Bessy” .50 heavy machine gun; 200
VEHICLES

shots; 360° firing arc


OFFENSE
Maximum Speed 1,190 ft.; Acceleration 130 ft.; Range 280 miles KIWI MOTORS COURIER ARMORED TAXI
CMB +1; CMD 10 Large land vehicle
Ramming Damage 3d8 Squares 6 (10 ft. by 15 ft.; 5 ft. high); Cost 30,500

DE SCRIP T ION DEFENSE


DS 12; Hardness 16 Hardened Armor (light)
The UPHL “uphill” is a simple ground vehicle, designed for hp 145 (65)
a singular task: delivery. Armored models are also avail- Base Save +1
able for deliveries in dangerous areas, or for any valuable
cargo, ami! OFFENSE
• Storage: 1,190 cubic foot/8800 lb. carry capacity. Maximum Speed 1,245 ft.; Acceleration 95 ft.; Range 380 miles
• Propulsion: internal combustion CMB +1; CMD 12
• Driving Check: Drive skill Ramming Damage 2d8
• Forward Facing: direction driver faces
• Driving Device: steering wheel DE SCRIP T ION
• Driving Space: most forward two spaces Taxicabs are common all over, mate, but some spots are
• Decks: 1; driver and 1 passenger. hotter than others. Defense is the primary concern with
the Courier. Heavy armor will keep your fares safe and gun
HOOD RATZ™ DB PICK-UP ports enable you to defend yourself in an emergency. Add
Large land vehicle airbags, nimble handling, and a powerful electric motor,
Squares 6 (10 ft. by 15 ft.; 5 ft. high); Cost 25,000 and you’ve got yourself one fine ride. For comfort and
protection…Kiwi Motors.
DEFENSE • Improved air bags: Add +5 to saves versus Sudden Stop.
DS 12; Hardness 12 • Four Wheel Drive: ignores 6 squares of Difficult Terrain
hp 120 (60) penalties per round of movement.
Base Save +1 • Propulsion: internal combustion
• Driving Check: Drive skill
OFFENSE
• Forward Facing: direction driver faces
Maximum Speed 1,800 ft.; Acceleration 175 ft.; Range 525 miles • Driving Device: steering wheel
CMB +1; CMD 12 • Driving Space: most forward two spaces
Ramming Damage 2d8

DE SCRIP T ION
Whether you’re off to the club, or off to waste some rivals,
the DB Pick-up is a sweet ground vehicle, with a fully
armored cab, and a pintle mount behind the cab for
locking down some firepower.
• Four Wheel Drive: Ignores 6 squares of Diffi-
cult Terrain penalties per round of movement.
Passengers in bed, including the gunner, gain
+2 DS for cover, but no protection from Hard-
ness. No factory TAP or Firewall.
• Propulsion: internal combustion HOOD RATZ DB PICKUP
• Driving Check: Drive skill

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• Decks: 1; driver and up to 3 passengers


MARSWORKS ENGINEERING WORG COMBAT TRUCK
WE AP ONS Huge land vehicle
Squares 8 (10 ft. by 20 ft.; 6 ft. high); Cost Military
• Has gun ports on all sides to allow occupants to fire
out while gaining Total Cover. DEFENSE
DS 14; Hardness 23; Hardened Armor (light)
KIWI MOTORS VIRTUOSO ARMORED LIMOUSINE hp 180 (80); military grade
Huge land vehicle Base Save +2
Squares 8 (10 ft. by 20 ft.; 5 ft. high); Cost 100,000
OFFENSE
DEFENSE
Maximum Speed 1,325 ft.; Acceleration 140 ft.; Range 550 miles
DS 12; Hardness 18; Hardened Armor (light) CMB +3; CMD 15
hp 150 (70) Ramming Damage 3d8
Base Save +0
DE SCRIP T ION
OFFENSE
Four-wheel steering, independent all-wheel drive, and
Maximum Speed 1,845 ft.; Acceleration 190 ft.; Range 428 miles coaxial pintle mount all standard with the WORG. It is
CMB +1; CMD 10 oversized for use as power-armored ground transport.
Ramming Damage 2d8
• Four Wheel Drive: Ignores 6 squares of Difficult Terrain
DE SCRIP T ION penalties per round of movement.
• Propulsion: internal combustion
Even in hot spots, there are rich folks who want a classy
• Driving Check: Drive skill
ride—which is why we’ve created the Virtuoso, a car with
• Forward Facing: direction driver faces
the comfort of a limousine and the protection of a light
tank. The luxurious interior features real wood paneling, • Driving Device: steering wheel
authentic leather seats and adjustable lighting, as well as a • Driving Space: most forward two spaces
refrigerator suitable for drinks and appetizers. Add to that • Decks: 1; driver and up to 2(4) passengers
adjustable seat firmness and a full communications suite
with stereo and HR video, and you can create whatever WE AP ONS
mood feels right for the occasion. • Turreted LAC-15; 120 shots; forward 180 degree firing arc.
Not nearly as fast as the Maestro, the Virtuoso for 2090
is definitely a mean machine, designed to get you to your MICRON SUPER ECONOMY GROUND CAR
destination in comfort. The integrated Encrypted HoloCam Large land vehicle
system lets you make your meeting and keep it secure, Squares 2 (10 ft. by 5 ft.; 5 ft. high); Cost 2,900
even if you’re stuck in traffic.
A standard AI aspect chauffeur (Drive skill +12, +12 Attack DEFENSE
Bonus with minigun) means you don’t even need to worry DS 9; Hardness 2
about a driver. For comfort and protection, choose Kiwi hp 65 (30)

VEHICLES
Motors. Base Save +0
• Improved air bags: Add +5 to saves versus Sudden
Stop. OFFENSE
• HoloCam System: Firewall 7 separate from vehicle. Maximum Speed 1,080 ft.; Acceleration 95 ft.; Range 100 miles
• Concealed minigun: DC 25 Perception to detect. CMB +1; CMD 10
• Propulsion: internal combustion Ramming Damage 1d8
• Driving Check: Drive skill
• Forward Facing: direction vehicle travels DE SCRIP T ION
• Driving Device: AI-controlled TAP throttle The car for today! Solar-powered micro car. When Mini
• Driving Space :most forward two spaces (no physi- decided to make the smallest car on the road, they
cal driver) succeeded by droves. The Micron meets or exceeds
• Decks: 1; driver and up to six passengers. minimum safety requirements. Road & Sky calls it “A
pleasure to drive” and “Cheap and well built.”
WE AP ONS Improved air bags add +5 to saves versus Sudden Stop.
Has 1 cubic foot of storage space. Recharges batteries at
• Concealed automated BK Liberator Minigun; 1,000
rate of 20 miles of range in 1 hour.
shots; 360° firing arc.
• Propulsion: electric motor
• Driving Check: Drive skill
• Forward Facing: direction driver faces
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RAVENLOCKE MK–II PATROL POLICE/SECURITY CRUISER


VEHICLES

• Driving Device: steering wheel


• Driving Space: most forward space Maximum Speed 1,470; Acceleration 145; Range 400 miles
• Decks: 1; has room for driver only CMB +2; CMD 13
Ramming Damage 2d8
PORSCHE 9035 SL DE SCRIP T ION
Large land vehicle
Squares 6 (10 ft. by 15 ft.; 5 ft. high); Cost 110,000 The Mark II Patrol cruiser, Ravenlocke Security’s primary
patrol cruiser. The passenger area can be sealed; locked
DEFENSE from the exterior for prisoner transport.
DS 10; Hardness 10 • Hover vehicle: 10 ft. ceiling; ignores all difficult terrain
hp 110 (50) modifiers as appropriate.
Base Save +1 • Propulsion: Experimental hover technology*/internal
combustion. *Critical failure on a Drive check causes
OFFENSE the vehicle to crash into the ground. The vehicle and
Maximum Speed 2,325; Acceleration 290 ft.; Range 345 miles occupants take 1d10 falling damage
CMB +1; CMD 12 • Driving Check: Drive skill
Ramming Damage 2d8 • Forward Facing: direction driver faces
• Driving Device: steering wheel
DE SCRIP T ION
• Driving Space: most forward two spaces
Not produced by the original Porsche motor company, as • Decks: 1; driver plus up to 3 passengers
that company disappeared in 2033, this new company is
founded by a wealthy descendant, a modernized, hand- WE AP ONS
assembled version of the classic. Put your name on the • 3 Front and side-mounted L AC-15; 120 shots,
waiting list, 10% down. Current wait is 6 months. direction-based-firing.
• Propulsion: internal combustion
• Driving Check: Drive skill SAMBA ECOLINE ELECTRIC
• Forward Facing: direction driver faces Large land vehicle
• Driving Device: steering wheel Squares 4 (10 ft. by 10 ft.; 5 ft. high); Cost 3,500
• Driving Space: most forward two spaces
• Decks: 1; driver and 1 passenger. DEFENSE
DS 10; Hardness 8
RAVENLOCKE MK-II PATROL POLICE/SECURITY CRUISER hp 80 (44)
Large land vehicle Base Save +1
Squares 6 (10 ft. by 15 ft.; 5 ft. high); Cost 35,000
OFFENSE
DEFENSE
Maximum Speed 1,750 ft.; Acceleration 175 ft.; Range 500 miles
DS 12; Hardness 15; Hardened Armor (light) CMB +2; CMD 12
hp 165 (75) Ramming Damage 1d8
Base Save +0
DE SCRIP T ION
OFFENSE
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For the cost-conscious consumer, the Ecoline provides


an economical alternative without sacrificing safety. Low TOYOTA CDZ WASTE CRUISER 2090
fuel consumption, high reliability and megaplex friendly Large land vehicle
size make the Ecoline the ideal car for the young urban Squares 6 (10 ft. by 15 ft.; 5 ft high); Cost 44,400
professional. A nice little 2-seater for a single earner or
DEFENSE
just to get you and your man from CribSec to club!
Improved air bags add +5 to saves versus Sudden Stop. DS 12; Hardness 11
Has 8 cubic foot of storage space. hp 145 (65)
• Propulsion: electric motor Base Save +1
• Driving Check: Drive skill
OFFENSE
• Forward Facing: direction driver faces
• Driving Device: steering wheel Maximum Speed: 1,350 ft.; Acceleration: 185 ft.; Range 480 miles
• Driving Space: most forward two spaces CMB +1; CMD 11
• Decks: 1; has room for driver and 1 passenger Ramming Damage 2d8

DE SCRIP T ION
SAMBA MARATHON
Large land vehicle Toyota brings back their Landcruiser line in a new form, the
Squares 6 (10 ft. by 15 ft.; 5 ft. high); Cost 30,000 (45,000) WasteCruiser. An all-electric motor with extending solar
panels. Integrating a new SatComm Deeplink system, it is
DEFENSE quickly becoming a hacker’s dream. The ability to access
DS 10 (12); Hardness 10 (15) the Deep from near complete anonymity in the middle
hp 120 (60) (145 (70)) of nowhere, makes the WasteCruiser a hot commodity.
Base Save +1 (+0) Four Wheel Drive ignores 6 squares of Difficult Terrain
penalties per round of movement. Rollcage adds +5 to
OFFENSE passenger saves if vehicle overturns. Solid Core Tires have
+15 hp and +2 hardness more than normal. Solar panels
Maximum Speed 1,755 (1,635) ft.; Acceleration 185 (150) recharge range at a rate of 15 miles per hour. SatCom
ft.; Range 442 (400) miles system allows Worldwide DataNet and VR access with a
CMB +1 (+0); CMD 10 (12) range of 1000 miles.
Ramming Damage 2d8
• Propulsion: electric motor
DE SCRIP T ION • Driving Check: Drive skill
• Forward Facing: direction driver faces
The Marathon is an upper-class SUV that has a passenger
• Driving Device: steering wheel
capacity of 7 plus room for leisure gear. Its excellent
performance and moderate price make it a good buy • Driving Space: most forward two spaces
for young families. Available in liquid fuel and electric • Decks: 1; driver and up to 5 passengers.
models, numerous options convert the Marathon. The
WE AP ONS
most popular conversion is the Thermopylae, with loads

VEHICLES
of armor, and a heavy roof turret, in addition to an inline • Coaxial mounted “Bessy” .50 heavy machine gun; 200
weapon mount. shots; fires forward.
• Improved air bags: Add +5 to saves versus Sudden
Stop. WASTELAND TRADERS ‘WHIP SCORPION’ SAND RAIL
• Four Wheel Drive: Ignores 6 squares of Difficult Terrain Large land vehicle
penalties per round of movement. Thermopylae variant Squares 6 (10 ft. by 15 ft.; 5 ft. high); Cost 3,500
stats in parentheses.
DEFENSE
• Propulsion: internal combustion or electric motor
• Driving Check: Drive skill DS 10; Hardness 10
• Forward Facing: direction driver faces hp 100 (50)
Base Save +0
• Driving Device: steering wheel
• Driving Space: most forward two spaces OFFENSE
• Decks: 1; driver and up to 6 passengers.
Maximum Speed 1,400 ft.; Acceleration 135 ft.; Range 425 miles
WE AP ONS CMB +1; CMD 11
Ramming Damage 2d8
• Roof turret with 360° firing arc and 1 forward-firing
fixed weapon mount (holds up to 100 lbs of weapon
and ammo)

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DE SCRIP T ION
Wasteland Traders brings you a fast, off-road vehicle, the
VEHICLE-MOUNTED WEAPONS
Whip Scorpion About as primitive as it gets, the Scorpion is AGA 4-GAUGE SHOTGUN
a true manual drive vehicle, no AI, no VI, just pure driving. Shotguns on a modern battlefield? Heck yes, especially when
• Four Wheel Drive: Ignores 6 squares of Difficult Terrain they’re as big and bad as this one! AGA took the venerable
penalties per round of movement. Vehicle has no hunting weapon and scaled it up for antipersonnel use on
factory TAP access. the modern battlefield by golemmechs, heavy powered
• Propulsion: internal combustion armor units, and as a vehicle-mounted weapon.
• May be used as a carried weapon by golemmechs
VEHICLES

• Driving Check: Drive skill


• Forward Facing: direction driver faces of size large or larger, and powered armor with a +8
• Driving Device: steering wheel STR bonus.
• Driving Space: most forward two spaces • Base Damage: 3dD10 (20/x3).
• Decks: 1; driver plus up to 3 passengers AGA ELIMINATOR RAIL GUN
The big brother of the AGA Enforcer Railgun, the Eliminator
WE AP ONS uses the same electromagnetic rails to accelerate a slug to
• 360° Pintle mounted “Bessy” .50 heavy machine gun; supersonic velocities, but fires a 15mm slug with ten times
200 shots the mass of the Enforcer’s. Using a small magnetic pulse
to start the slug moving, the helical rails accelerate the
WATER WEASEL AMPHIBIOUS PATROL CRAFT rounds to nearly 2,200 feet per second (1,500 mph). The
Huge land vehicle double helix rails create the rifling effect for unparalleled
Squares 8 (10 ft. by 20 ft.; 10 ft. high); Cost Military accuracy.
• Ignores all personal-scale armor-granted DR and
DEFENSE ignores 20 points of Hardness
DS 14; Hardness 20; Hardened Armor (light) • May be used as a carried weapon by golemmechs of
hp 170 (75) size large or larger
Base Save +2 • Base Damage: 3d12 (18-20/x3).

OFFENSE AGA GOD OF WAR 120MM CANNON


The biggest of the big and the baddest of the bad! AGA
Maximum Speed 1,280 ft. (land), 1,000 ft. (water surface), brings their expertise to bear on the ultimate old school
755 (underwater); Acceleration 145 ft. (land), 100 ft. (water one shot-one kill cannon designed for mounting on heavy
surface), 80 (underwater); Range 485 miles (land), 400 tanks and gun emplacements. No fancy laser beams or
miles (water surface), 175 miles (underwater) plasma discharges here; just reliable technology that stops
CMB +3; CMD 15 your opponents dead in their tracks with a 120mm heavy-
Ramming Damage 3d8 mass cored shell.
DE SCRIP T ION • Ignores all personal-scale armor-granted DR and
ignores 50 points of Hardness
The Water Weasel (as it’s known by the NAC) is a multi-
• Base Damage: 5d10 (18-20/x4).
purpose amphibious assault vehicle. With deployable
pontoon power plants, and sealed electronics suite, the AGA 20MW PULSE LASERS
Water Weasel is capable of submerged operation in depths Taking their expertise with personal laser weaponry to
up to 200 feet. Underwater operation has a maximum new heights, AGA brings the power of the laser to the
duration of 2 hours. battlefield – and your vehicles – with a fury!
Propulsion: electric motor • •20mm: Ignores 5 points of DR/Hardness. Base
Driving Check: Drive skill Damage: 2d10 (18-20/x3)
Forward Facing: direction driver faces • •50mm: Ignores 20 points of DR/Hardness. Base
Driving Device: steering wheel Damage: 3d10 (18-20/x3)
Driving Space: most forward two spaces
Decks: 1; driver plus up to 2 passengers AGA SOLAR FLARE PLASMA CANNON
The power of the sun now on the battlefield and burning
WE AP ONS a path to victory for you!
• Turreted LAC-15; 120 shots; forward 180 degree firing arc. • 50 ft. burst on impact
• Personal-scale DR defends at ½ value. Armor with
the Chill improvement defends at full value. Ignores
5 points of Hardness.
• Reflex DC 20 + ½ firer’s level + firer’s Dex modifier
for ½ damage. Target catches fire on a failed save for

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TABLE 4.31: VEHICLE WEAPONS


MOD
ANTIPERSONNEL ENTRY TIER DAMAGE RANGE ROF (MODES) COST SHOTS
RATING
“Bessy” .[Link] Machine Gun Corporate 11/20 200 3 (S, B, A) 25,000 1,000 1
7.62mm Rotary Cannon Military 10/17 120 4 (S, B, A) Military 1,000 1
AGA 4-Gauge Shotgun Corporate 16/30 50 2 (S,B) 20,000 50 --
BK Liberator Minigun Military 9/16 200 6 (S, B, A) Military 1,000 1
AGA Eliminator Railgun Elite 19/36 800 1 (S) Military 25 --
BK 20mm Rotary Cannon Corporate 13/24 200 4 (S,B) 50,000 100 2
BK 30mm Rotary Cannon Military 14/24 200 3 (S, B) Military 100 3
BK 50mm Rotary Cannon Military 20/36 300 3 (S, B) Military 100 1
BK 90mm Cannon Military 22/40 500 1 (S) Military 20 5
AGA God of War 120mm Cannon Military 27/50 600 1 (S) Military 20 5
AGA 20 MW Pulse Laser Military 11/20 300 1 (S) Military -- 1
AGA 50 MW Pulse Laser Elite 16/30 600 1 (S) Military -- 2
AGA Solar Flare Plasma Cannon Elite 36/72 200 1 (S) Military -- 4
40mm Grenade Launcher Military 14/24 or per grenade 100 3 (S, B) Military 20 1
Light Missile Launcher Military 14/24 800 1-4 (S) Military 8 1/4
Heavy Missile Launcher Military 21/36 800 1-4 (S) Military 8 1/8
70mm Rocket Pod Military 20/34 120 1-4 (S) Military 12 1/12
20mm Gyroc Pod Military 16/25 200 4 (S, A) Military 50 --
Note: Mod ratings of x/x indicate the mod space required for (weapon)/(ammunition)
Note: Vehicle weapons are not, and cannot be made, man-portable unless stated otherwise in an individual description.

3d6 round until extinguished; requires fire suppression


BLACK KNIGHT ROTARY CANNONS
system to extinguish. Black Knight took the technology behind their best-selling
• Base Damage: 8d8 (20/x3). miniguns and scaled it up to settle the issue of battlefield
“BESSY” .50 HEAVY MACHINEGUN dominance with their line of rotary cannons. There’s a
Firepower is one of the few things respected out in the size suited to any needs, from the petite 20mm to the
CDZ. The .50 cal Bessy is a workhorse; the belt-fed machine robust 90mm.
gun is easy to clean and maintain. 65 pounds of cold steel. • 20mm: Ignores 6 points of DR/Hardness. Base
Available in vehicular mount, tripod mount, or for chrome Damage:2d12 (20/x2)
junkies and hybrids, a standard shoulder sling. Vehicular • 30mm: Ignores 10 points of DR/Hardness. Base
and tripod mounted Bessy HMGs typically have a feeder, Damage:4d6 (19-20/x2)
which allows multiple 200-round belts of ammo to be • 50mm: Ignores 20 points of DR/Hardness. Base
linked together. Damage:6d6 (18-20/x2)

VEHICLES
• Base Damage: 2d10 (20/x2). • 90mm: Ignores 40 points of DR/Hardness. Base
BLACK KNIGHT 7.62 ROTARY CANNON Damage:5d8 (18-20/x3)
The granddaddy of the modern minigun, the 7.62 rotary 40MM GRENADE LAUNCHER
cannon is still as lethal as it was back in the day, and Black Another old-school technology brought back to serve the
Knight has brought it back to prove it. battlefield of today thanks to improvements in explosives
• Base Damage: 2d8+1 (20/x2). technology.
BLACK KNIGHT LIBERATOR MINIGUN • Base Damage: 4d6 (20/x3) or by grenade.
The Liberator minigun is an air-cooled, electrically driven
weapon that employs six gatling-style barrels to fire MISSILE LAUNCHERS
withering volleys of armor-piercing shells that reduce Guided missiles scaled down to the modern battlefield
targets to unrecognizable lumps. With a high rate of fire for those fire-and-forget moments that everyone has
the Liberator is the weapon of choice for pure carnage. now and then.
• Requires a battery • Light Missiles: 10 ft. burst on impact. Ignores 6 points
• The Liberator must either be tripod mounted or used of DR/Hardness. Base Damage: 4d6 (20/x3)
with a weapon gimbal. • Heavy Missiles: 20 ft. burst on impact. Ignores 12 points
• Base Damage: 2d8 (20/x2). of DR/Hardness. Base Damage: 6d6 (20/x3)

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Neo-Chicken Pieces now and then. Whether it’s because


70MM ROCKET POD
Sometimes you don’t need expensive guided munitions of shortness of time, shortness of cryptos, a sincere love
for the food, or because the guy behind the counter has
Goods and Services

or fancy lasers. Sometimes you just need to send a 70mm


rocket of death someone’s way—and this system is the the most amazing blue eyes, sooner or later, you’re there
way to do that. at the food truck, counter, or pulling through the drive-thru.
• 5 ft. radius burst. RESTAURANT MEALS
• Ignores 4 points of DR/Hardness
• Base Damage: 4d8+2 (20/x2). Sometimes you want the luxury of siting down and eating
something someone else has cooked and is going to clean
SENTINEL ROCK 20MM GYROC POD up after, or maybe you want to take that special simu-
Sentinel Rock’s top of the line gyroc weaponry, now lacrum out for a night on the town. Restaurants can be
available for purchase by the discerning military customer.
independently-owned or part of a chain, with inexpensive,
Bulk licensing discount available for the Battlefield Imaging
expensive, and luxury class restaurants being more likely
software as well!
to be independently-owned. Higher class establishments
• Strikes as a ranged touch attack.
tend to have more amenities and better quality (or at least
• May be used as a carried weapon by golemmechs of
trendier) food, but occasionally a small family-owned place
size large or larger
will surprise you. Higher Tiers increase the listed price by
• Ignores 5 points of DR/Hardness
x10 per increase as normal. Price does not include any
• Base Damage: 2D10+5 (19-20/x3).
alcoholic beverages.

GOODS AND SERVICES MILITARY COMBAT RATIONS


Military rations are made from genetically engineered
The following good and services are common throughout ingredients and are further chemically engineered to
the world and solar system in 2090 provide an entire day’s nutrition in one package. Their
contents vary by the issuing military, but all of them are
Many items from the Pathfinder Core Rules and Ultimate
designed to taste at least reasonably well to the average
Equipment can be converted by using an equivalent real-
soldier. If you subsist on nothing but these rations for at
world price, or simply multiplying the cost in gp by 2.5 to
48 hours, you receive a +2 bonus on checks and saves
find a cost in cryptos.
that benefit from the Endurance feat. This benefit lasts
FOOD until you eat a meal other than the rations or go for a full
day without eating a day’s worth. Eating combat rations
Note: Prices for food are for one meal.
for more than 21 consecutive days causes you to gain the
ANDROID RECHARGE MODULE sickened condition due to digestive distress; this condition
All the energy you need, in one pre-packaged bundle! persists until you have gone 48 hours without dining on
A full day’s current allotment in one energizing bundle, combat rations.
now with an improved transfer rate and your choice of DRINKS
seventy-three ohm-variance modulations so you can find
the current feed that really resonates with your circuits! Everyone needs to knock back a cold one at the end of
Transfer time has been improved too; now enjoy speeds the day, amyright? Whether it’s in a bar, or back at the
that leave you refreshed and ready for the day in just ten safehouse with a six-pack, nothing beats he sound of that
minutes! tab pulling back or the cork coming out of that bottle of
chianti. Lower class beverages are frequently available in
CYBORG SUSTENANCE PASTE
generic packaging and multipacks, with higher class ones
Sure, you’re mega-chromed, but you still need to feed coming with more prestigious brand names and elaborate
your meat. Our single-serving CSP containers provide all and distinctive packaging.
the nutrients and energy you need to get through what-
ever the day throws at you, omae, guaranteed or your CLOTHING
money back. Easy to digest, and each recyclable container Note: All characters begin play with two outfits valued at
comes with a straw and a spoon, however you want it to 120 cryptos or less. Additional outfits can be purchased
normally.
go down. All six flavors you know and love, plus three new
ones: Sweet-and-Sour, Down Home BBQ, and Fiery Sriracha! GENERAL CLOTHING
FAST FOOD MEAL Clothes make the man, omae – or the woman. Or the
android. Or the… well, you get the idea. Everyone wears
Everyone winds up eating a Yaki-Stik Chicken-Infused
them, everybody needs them, and if you’re trying to blend
Waffle Stik or some delicious Major Leghorn’s Fried
in on the street, or at a corporate cocktail party, you’re
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going to need different styles and brands to do that. Each block roughly 2 by 1 by 1.25 m (6 ft. 7 in. by 3 ft. 3 in. by
level of clothing has brands and styles that are hot and 4 ft. 1 in.). Facilities differ, but most include a very basic
those that are not (what’s hot and what’s not sometimes entertainment console and a Global Datanet connection
change weekly), with the material, styling, accessories, with limited connection speed and Firewall (-5 to Hacking
and brand name growing more and more rarified as the rolls; Firewall 5). The capsules are stacked side-by-side,
price tag climbs. Anyone wearing the wrong class - and two or more units high, with steps and ladders providing
style - of clothing will stand out as ‘out of touch’ at the access to the upper level rooms, leading to comparisons to
least, and attempts to influence individuals while wearing corpse drawers in a morgue. The open end of the capsule
the wrong class or style of clothing will have a harder time can be closed, for privacy, with a curtain or a fiberglass
of it (–2 penalty on Charisma-based skill checks in such door. Luggage is stored in a locker; and washrooms are
circumstances). communal.
COLD WEATHER CLOTHING HOTEL
Engineered to keep you warm – and looking hot - no The listed price is for a single night’s stay at a hotel of the
matter how cold it is outside. New for 2090 are the deploy- listed class. Accommodations consist of a small, private
able Traction-Grip soles to keep you on your feet in icy room with one bed, some amenities, and a bathroom.
conditions. Cold Weather clothing grants a +5 circumstance Higher class rooms provide more amenities.
bonus on Fortitude saving throws against exposure to cold
Good quality and higher hotels provide suites at a +50%
weather. Traction-Grip soles take a move action to deploy
increase in price. A Good quality suite includes either two
or retract, and reduce the penalty for walking over slick
bedrooms or one larger bedroom and a kitchen and dining
surfaces by 50%. For example, walking across ice normally
or living area. An Expensive suite includes either two large,
costs 2 squares of movement (1 square plus a 1 square
or three or four smaller bedrooms, plus a central enter-
penalty) for every square of movement, but with Trac-
taining area and kitchen. Luxurious suites have three or
tion-Grip soles it costs only 1.5 squares for every square.
more large bedrooms with private baths, a central enter-
Traction-Grip soles cause damage to any type of finished
taining area, kitchen and dining areas, plus servants (done,
flooring if deployed, but are not sturdy enough to add an
robotic, or living) on call to clean, cook, help with dressing,
additional damage to a kick.
and provide other services.
HOT WEATHER CLOTHING
TRANSPORTATION
No one wants to burn to a crisp in the desert, or pass out
and desiccate like a mummy in the burning sands. This spe- Note: All transportation prices, except for cruises are for

Goods and Services


cially-designed clothing shields you and keeps that lovely one-way travel.
skin from drying out and looking like fire Corinthian leather. GROUND BASED
Hot Weather Clothing provides a +2 circumstance bonus on
Public transportation comes in many forms, but most
Fortitude saves to resist warm or hot weather. This does
pricing is standardized for convenience. Prices are avail-
not stack with any bonuses gained from the Survival skill.
able for single trips, or a monthly pass (usually the better
TEMPORARY LODGINGS economic deal, and heavily pushed by municipalities and
municipal transit corporations to regularize their revenue
Note: Lodging prices are for one individual. For multiple
streams) that allows access across busses, subways, mono-
individuals staying together, increase the price by 20% per
rails, and other pubtrans forms in a given city. Fleets of
individual, cumulative with the cost of a suite.
autonomous taxis roam the streets, just a hail away, ready
FLOPHOUSE to zip you from place to place. Ride-sharing is encouraged
but not required, although prices may climb in periods of
When you need to go where nobody knows your name,
heavy use if you want privacy or peace and quiet as you
omae. Flophouses are the bottom of the barrel as far as
travel. Autonomous limousines are also available for those
lodging goes, being little more than empty rooms where
moments when you need to arrive in style or see that
you’re renting enough space to lie down and (hopefully)
impressed look in his eyes when you arrive for your date.
get some sleep out of the elements. There are no ameni-
Some locales offer human-operated vehicle services, but
ties, no security (other than anonymity), and no records.
princes tend to range from double the listed rates to more,
Flophouses deal in cash or barter only.
and, of course, more luxurious rides hike the price as well.
CAPSULE HOTEL
AIR BASED
Pioneered in Japan back in the last century, capsule hotels
Air travel is the least common way to travel, but that
are a type of hotel that features many extremely small
doesn’t mean that it’s not available. VTOL shuttles whisk
“rooms” (capsules) that provide cheap, basic accommoda-
tion for guests. The capsule is a modular plastic or fiberglass 237
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high-value (or well-paying) passengers from travel hubs governments, large corporations, and the highest levels
outside the city to the city core in comfort, far above the of the ultra-wealthy can afford to do it on a regular basis;
crowded streets below, while high-security corporate VTOL such trips are sometimes arranged as a reward, or covered
Goods and Services

shuttles ferry executives to and fro in high-speed, armored by an employer as part of a work assignment.
luxury. Helicopters are used by less high-end travelers to WATER BASED
beat the traffic on the streets, offering less security and
speed for a more economical price. Commercial airliners are It’s 72% of the planet, so sooner or later, you’re going to
still the queens of the skies for long-distance travel, with need to get your feet wet. Small aqua-taxis use the same
prices that start out offering economy-class seating and fees as ground-based one as far as fees go. Harbor ferries
climb as more room, more amenities, and actual human transport you and over a hundred of your closest friends
attendants are added. As always, luggage is extra. for a flat fee each, making up in volume per trip what they
lose in fewer trips. For twice the rate, they will even trans-
INTERPLANETARY port you and your vehicle. Cruise lines will book you at the
Space elevators are the safest and most convenient listed rate, but this rate assume two to a cabin and does
way to reach orbit, allowing you to ride up in relative (or not include any extras like excursions, some shows, and
literal, for twice the cost) comfort and luxury. With multiple the higher-ends restaurants aboard the ship. For a private
elevators operating, trips are available with regular fre- room, better amenities, and all the excursions and on-shore
quency, although you may need to travel to the elevator activities you can stand, the price climbs up. Travel on a
to catch the one you need. You’ll need to take a shuttle to freighter is, paradoxically, more expensive and less luxu-
your destination from the arrival platform, which use the rious, but has the advantage of avoiding crowds, camera,
same rates as a VTOL shuttle. Sub-Orbital Shuttle rides to and most customs officials (providing you don’t mind a little
orbital habitats do cost less than elevator runs to orbit, swimming to get to and from the freighter). Cargo prices
but they’re less comfortable and have a higher risk factor. are based on a 40 ft. container; shipping yourself in one
They’re the only way to reach some orbital habitats directly is an option, but you’ll have to pay the passenger price to
though. Lunar shuttles launch from orbit, and the cost for cover the risk to the ship and crew.
transit to the Moon does not include transportation to orbit.
Interplanetary travel is so expensive that only national

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TABLE 4:32: GOODS AND SERVICES


ITEM ENTRY TIER WEIGHT COST
FOOD
Android Recharge Module Civilian 1 100
Cyborg Sustenance Paste Civilian 1 25
Fast Food Meal Gutter 1 5
Inexpensive Restaurant Meal Civilian 1 25
Average Restaurant Meal Civilian 1 45
Expensive Restaurant Meal Civilian 1 125
Luxury Restaurant Meal Civilian 1 250 or more
Military Combat Rations Corporate 1 25
Cheap Drink Gutter - 3
Average Drink Civilian - 8
Expensive Drink Civilian - 16
Luxury Drink Civilian - 50 or more
CLOTHING
Gutter Chic Gutter 4 35
Civilian Chic Civilian 4 120
Corporate Chic Corporate 4 380
Elite Chic Elite 4 5000 or more
Cold-Weather Clothing Civilian 8 200
Hot Weather Clothing Civilian 4 200
TEMPORARY LODGING
Flophouse Gutter -- 10
Coffin Hotel Gutter -- 40
Average Hotel Civilian -- 100
Good Hotel Civilian -- 200
Expensive Hotel Civilian -- 400

Goods and Services


Luxury Hotel Civilian -- 1000 or more
Orbital Habitat Civilian - Special
TRANSPORTATION
GROUND-BASED
Public Transportation (bus/train) Civilian - 10/single ride
50/month
Autonomous Taxi Civilian - 6 per mile
Limousine Civilian - 20/mile
AIR-BASED
VTOL Shuttle Civilian - 500 per ride
Commercial Airliner Civilian - 200 + 1 per mile
VTOL Shuttle Corporate - Special
Helicopter Civilian - 250 per ride
INTERPLANETARY TRAVEL
Space Elevator Civilian - 5000 or more
Orbital Habitat Shuttle Civilian - 1,200 one-way
Lunar Shuttle Civilian - 2000 one-way
Interplanetary Transport Civilian - Varies
WATER BASED
Harbor Ferry Civilian - 30 per trip
Freighter Civilian - 100/day (passenger) or 10/mile (cargo)
Cruise Liner 600 and up

239
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Goods and Services

240
systems of control

SYSTEMS OF CONTROL
NARRATING A SERIES THE CYBERPUNK GENRE
“Storytelling reveals meaning without committing the error Interface Zero is a game set in the cyberpunk milieu. At the
of defining it.” core of the cyberpunk experience is a feeling of hopeless-
~ Hannah Arendt ness and apathy born of disenfranchisement, the idea that
the systems we know (government, progress, technology
GUIDING THE STORY and capitalism) is broken and out of control, barreling down
the tracks like a runaway train. It is the sense of hopeless-
The art of storytelling is nearly as old as stories them- ness as the rich get richer at the cost of their neighbors,
selves. In times long past people would gather in their and the politically connected who can boldly lie to their
homes or around a fire and tell tales to one another. These fellow man and not suffer more than bad poll numbers or
stories could be entertaining or frightening, or both. They a slap on the wrist.
could, like a parable, impart some great insight, or be so
Mixed into this social decay is the rapid and often dehu-
abstract as to resemble a dream.
manizing advancement of technology. The effect of new
In Interface Zero, the Game Master has the job of pre- tech and the commercial marketing that supports it drown
siding over the story’s development, but does not have a people in wave after wave of the next big thing, that, for
monopoly on the story being told. The Game Master serves some reason, we must buy. The drive to advance, ascend,
as her players’ senses—a cinematographer of the mind's and horde has made humankind blind at times to the
eye, if you will. When the heroes open a door into a dirty destruction it has wrought in its wake. Whole species and
back alley, it is the Game Master’s duty to describe the alley habitats have been driven to extinction as have human
and clue the characters into why it is so dirty. The way you cultures, whole societies, and health. Humanity has become
describe it (dark and claustrophobic, or piled with reeking one with its technology, integrating it into the fabric of its
sun-ripened garbage) will go a long way to determining being via pharmaceuticals, communications equipment and
the mood of the game. personal micro-computers. The destabilizing effect—the
While players only have one part to play—their hero— sheer culture shock—drives many to tradition and religion

NARRATING A SERIES
you, as the Game Master, have the responsibility of playing in search of some deeper meaning to what deep down
everyone else in the series’ cast and trying to make them many see as a meaningless, existence in which mankind
all distinct. You are charged with coming up with their looks, is slave to the technology it has birthed.
mannerism, motives, and goals. If the nefarious corporate Life in this world is cheap, while living life for most is
agent provocateur comes up with a plan to expose the intolerably expensive. Here, the adults have all sold out
hero’s real allegiances, you must come up with the plan. or become bitter and cold like the walking dead, while the
If that weren’t enough, you are also charged with being newest generation, with no obvious future path, rebel
entertaining as well. Give your players options and the against their destined inheritance and live their life to the
freedom to take the story places you hadn’t thought of. fullest like torches, most of whom will burn out all too soon.
Help them get more attached to their characters by reward-
ing them with opportunities to shine, and not just because
of their character’s skills, but because of their character’s CREATING A SERIES
personalities and backgrounds. Put them in situations that
test their morals as well as their abilities. Think of creating a series in the same way that you might
were you a television producer creating a drama for TV.
Ultimately, the Game Master has a lot of control over the
Most popular TV series today are broken into seasons with
story’s direction, but you should not take that to mean that
some overarching plot, which are then further broken down
you control the story. Use narration to guide the charac-
into several episodes. Each episode further details the
ters along, rather than forcing them along the story’s path.
stories of the show’s principal protagonists, while slowly
Nothing hurts a game more than the idea that there is a
advancing the season’s overarching plot (or at the very
forgone conclusion and that ultimately it doesn’t matter
least, not derailing it). An Interface Zero series can be
what the characters do or what rolls they get. The char-
broken down the same way using the following elements.
acters are the story, and should be the ones making the
difference.
241
systems of control

SETTING for nearly anything, and enterprising Game Masters are


welcome to try their hand at creating their own.
Stuff has to happen somewhere, and your choice of setting
Cyberpunk: This is a dystopian future world dominated by
NARRATING A SERIES

often determines the sort of stories you are going to tell.


powerful conglomerates, emergent AIs, virtual reality, and
If you set an adventure in the middle of the So-Cal Dead
mean streets filled with outcasts willing to do anything to
Zone, you most likely are planning a wasteland Road War-
achieve their goals. The rapid advance of technology has
rior-esque series rather than one dealing with boardroom
alienated the citizens of the world from their own human-
politics or gang warfare at the roots of a major metropolis.
ity. Life is cheap here, but staying alive can be expensive.
An Interface Zero game can be as large as you like, from
Death often comes quickly and from unexpected quarters
several major cities to the inside of a studio apartment or
in cyberpunk settings. Protagonists of the genre tend to
even someone’s head.
be disaffected outsiders with very little chance of making
It is important that the setting stays consistent, and by it out of their current desperate existence and joining
that we mean that the corner bar should not suddenly mainstream society. Sometimes they don’t even want to,
appear ten miles away in the next town during the next preferring instead to live life on the edge.
game, unless there is an in game reason for such a change
Sources: (Literature) William Gibson’s Sprawl Trilogy, (Film)
(like the adventure is all happening in VR for instance). If
Bladerunner
the setting becomes inconsistent, players start wonder-
ing more about geography than what their characters are Anime: Much of the early cyberpunk ethos continues to
going to do next. thrive in anime; a tribute to how beloved the genre is in
Japan (and to a lesser extent, the United States). Anime-
Most series are probably going to be set in a large city,
style cyberpunk tends to be faster, more violent, and more
for convenience's sake. Because the Interface Zero world
action-packed than the original source material, while still
is much like our world, one easy way to ensure consis-
adhering to the desperation and vibrancy of the setting.
tency and score some interesting locations for adventure
Technology is usually more advanced than in traditional
is to purchase a city map or travel guide, or if you happen
cyberpunk, featuring a preponderance of cybernetics,
to live in the city you wish to set your series in, try your
sophisticated power armor, and digitized consciousness.
local visitor’s bureau. Remember, though, that things are
As is the case in much of anime, the cost of war is usually
likely to have changed a lot in the intervening 70+ years,
present in some fashion. Often, the story’s setting has just
so extrapolate a little. At the same time, alter things to fit
suffered through a horrible conflict or other calamity and
your chosen mood and theme. Plot out a few locations
mixes in a number of post-apocalyptic motifs, such as the
that your player’s characters are likely to visit ( a home-
rationing of fuel and supplies or the ruins of a once great
less shelter, the local street doctor, the residence of the
metropolis.
local deputy lodge master, a high-class restaurant and the
Kenta Cyberdynamics LIVEFAC in Chicago), mixing a few real Sources:(Anime and Manga) Akira, Appleseed, Battle
locations from our world updated to 2090. Angel: Alita, Cowboy Bebop, Ghost in the Shell.

THEME Post Cyberpunk: Post cyberpunk is a continuation of the


cyberpunk theme and includes many of the same tropes.
The theme in terms of a series is best described as an It adds elements of transhumanism, high technology, and
unanswered (and perhaps unanswerable) question posed the world village. It integrates technology more thoroughly
repeatedly over the course of one or more episodes. The with the world. Governments tend to have more power in
various episodes within the series, as well as the series’ the post cyberpunk world than those in a pure cyberpunk
arc, pose the question in a variety of ways, and it is the setting and are often just as corrupt. Rather than outsid-
heroes’ actions that ultimately answer it. The theme can be ers, the protagonists of are more involved in their society
nearly anything, though it should pose a question that is within this genre, and have vested interest in maintain-
difficult to answer (such as: “What is it to be human?” “Why ing the status quo or at least slowing their world’s decay.
do people hate?” or “Does wealth bring happiness?”). Each In this regard, post cyberpunk can appear very similar to
story within the series should touch on, if only subtly, the contemporary dramas.
overall thematic question from as many angles as possible.
Sources: (Literature) Snow Crash, The Diamond Age, (Lit-
CHOOSING A GENRE erature/Film) Minority Report
Interface Zero can be played using many different genre
CONFLICT
styles. The three discussed below all had an influence
on creating the setting and are therefore considered Conflict is core to any story. Without it there is no story
the “ideal.” However, the rules are open enough to allow and certainly no interest. Adversity is the medium through
which rise or fall. In Interface Zero, characters can be subject
242
systems of control

to all sorts of conflict, from internal moral choices to running takes to get and maintain the edge over their competition.
gun battles. These are a sampling of potential conflicts the Corporate espionage, cover-ups, insider trading, sabotage,
characters might find themselves embroiled in: embezzlement, and shifting alliances punctuate a conflict
where loyalty is bought and sold like everything else. A
Human vs. Non-human: While every generation grap-
series dealing with corporate warfare might see charac-
ples with how technology and social progress redefines
ters freelancing for one (or both?) of the corporations as
humanity, the world of Interface Zero, being home to
deniable assets who gather all manner of information,
simulacrums, artificial intelligences, uploaded digital per-
steal prototypes, and even key employees as a way of
sonalities, enhanced humans and even human/animal
destabilizing the target corp’s infrastructure.
hybrids, stresses it like never before. If a player chooses
one of these races, creating a hero whom many regard Nation state vs. Nation state: A series dealing with
as less than human or even an abomination immediately nations often revolves around ideologies and espionage.
makes the issue a key element of the campaign. Conversely, Characters might play spies, assassins or propagandists
pure-blood humans might also find themselves drawn into who spread disinformation in enemy territory. The char-
the debate, whether pro or con. The notion of playing a acters might even be involved in an insurgent campaign
hero bravely pushing back against bigotry and calling for with the goal of destabilizing the nation. The ongoing war
a expansion of civil rights to include these new sorts of between China and Russia provides numerous opportuni-
people seems obvious and leaps immediately to mind. For ties for mercenary campaigns.
this reason, a campaign taking the other tack, one devoted Law enforcement vs. Crime: Whether as criminals, Bounty
to keeping artificial life forms in check, presents itself as Hunters, sector cops, or corporate or private detectives,
an interesting if controversial alternative.
the heroes come face to face with many of the moral gray
Poor vs. Rich: The inequalities in wealth between the areas within the future legal system. Forensics and inves-
hyper rich and those just trying to break even are more tigation become intertwined with shadowy informants,
pronounced. In an Interface Zero game, most government evidence tampering, and the fine art of the double-cross.
services are outsourced to corporate contractors and most Heroes vs. the System: In the end, it turns out there are
taxes are now rolled into monthly subscription or pay-per- no real heroes or villains in the world of the future—just
use fees. Generational debt, mass unemployment, and lack products of a system so broken most take it for granted,
of opportunity all mean most people will live at the same like death and taxes. Such a series seeks to expose the
economic level their forebears did, their only respite coming dark side of so-called benevolent social constructs such
in the form of state and corporate-backed entertainment, as community, governance, love, wealth and even ratio-
inexpensive food assistance programs, or criminal activity.

NARRATING A SERIES
nality. Heroes struggle against society as a whole while
Hero vs. Nature: This is a conflict that pits man against being viewed as radical malcontents, or perhaps even crim-
the elements. Humanity's rape of the natural world has inally insane.
brought about dangerous environments beyond those Hero vs. Self: Some of the most difficult battles are not
featured in the stories of Jack London. In 2090, the world against external forces, but our own inner demons. In such
is dotted with toxic-wastelands, radioactive fallout zones,
a conflict, the hero’s own fears and vices might prove to
polluted slums, deep ocean habitats, colonies throughout
be their worst enemies. In a world of digitalized memo-
the solar system, as well as the deserts and mountains of
ries, the heroes might also be pitted against AI aspects
today. The damage humans have inflicted on the ecosys-
constructed from their own personalities or simulacrums
tem has been repaid with dangerously extreme weather
built to be their equal. The only way defeat such exter-
patterns that make El Nino look like a passing spring rain.
nal manifestations might be to face up to and then take
Heroes vs. Megacorporations: So, you want to stick it to advantage of their own shared flaws.
the Man? Feel they wronged you somehow and now you
want justice? Or maybe you just a piece of the pie? It ain’t PLOT
as easy as it looks. The company has an army of corporate The plot is the sequence of events within the series. Unlike
lawyers, media security specialists, AIs, and in many cases traditionally created works, the Game Master does not
in the post-collapse world, their own private mercenary have complete control over the course of the story. The
armies. Each company has its own way of defending its players’ input, and the randomness of the dice will invari-
interests, so heroes might find themselves on the receiv- ably alter the story’s progression. Still, the plot is in many
ing end of anything from a subtle smear campaign to a ways the story and the Game Master will still need to at
simulacrum murder squad. Or, if they are company men least thumbnail the rough events of the series before it is
themselves, they might be the troubleshooters. fit to present to the players at the game table.
Corp vs. Corp: The profit line is all that matters in a game
of competing megacorps. Companies will do whatever it
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How the heroes navigate the plot is what makes the story in place. To be extreme in either direction is to risk your
memorable. Plots have beginnings (which set the stage game. Players like direction from time-to-time, but they
and offer the hook that invites the heroes into the situa- also enjoy their freedom. The trick is to know which one
NARRATING A SERIES

tion), middles (that explore the theme), and ends (which to employ and when. That comes from experience and
resolve the plot). The plot tends to build up during the knowing your group.
middle until, as the player in “Rosencrantz & Guildenstern THE END (CLIMAX)
Are Dead” states: Generally speaking, things have gone
about as far as they can possibly go, when things have The climax. The final showdown. The big reveal. Here the
gotten about as bad as they can reasonably get. That's heroes finally confront their foe and give him what for, or
when we get a climax—the point of final decision within perhaps die in the attempt. All the major action should
the story, followed by a denouement which wraps up the lead (or at least appear to lead) to this point, and if that
last few plot threads (or more commonly these days: the means you have to alter your previously scripted grand
threads that will not be picked up until the next sequel). finale because of something unexpected that transpired
Each of these is a distinct phase of the plot, which we will in the middle, so be it. Don’t make this scene too easy for
briefly describe below. the group.

IN THE BEGINNING… They should have a good solid plan for dealing with their
nemesis or the problem at hand. They should also have
Beginnings are foundation of the story. The place where to overcome a twist or two along the way. Ultimately, it is
you as the Game Master can put your first stamp on things the Game Master’s responsibility to provide the necessary
and set the mood, tone, and direction of the story. This all keys to the heroes’ success during the middle. Whether
requires a good deal of focused description, so don’t be
the heroes take the Game Master’s clues and hints, or use
afraid to go a little overboard here. A well-set stage will
the key in the right fashion or instead go their own way
have your players using the props, places and people you
is another story, but once again the Game Master needs
supply here for games to come. At this point, you need to
to be adaptable. If the characters come up with a reason-
establish the baseline of the world the series is set in. Show able way of dealing with the climax, you should consider
your players what “normal” looks like before you yank it all the option.
out from under them. Give them reasons to love or hate
their setting, and want to protect, change, or flee from it. MOOD
In general, you want to start your beginnings with a bit of
Mood is the spice of the series. Mood is the feel or emotion
bang. It doesn’t have to be a “Bond” opening, but it should
invoked by the story in the players, and by default, their
catch the players’ and their heroes’ attentions. This bang
characters. Invoking a mood is one of the harder parts of
may or may not lead directly into the middle.
Narrating, but it's well worth the effort. A well-invoked
THE MIDDLE GROUND mood allows for deeper immersion into the game world
Middles are very often the most difficult phase of design, by touching upon an emotional thread, like fear, hope,
because so much can happen here. The middle is a maze wistfulness, or fun.
of choices where subplots sit like landmines waiting to Think about mood in the same way a movie director might.
be tapped. Because you are not navigating it yourself, In a passionate romance, sets are often dimly lit and filled
but relying on the players to do so, it can become very with deep reds, the music is pitched at a certain tone,
complex. My only advice on this is to try and remain as and the movements of the actors flow like a dance. A
flexible as possible, while at the same time offering the horror film, in contrast, includes long periods of suspenseful
players a bread crumb trail of clues or alternate paths— buildup punctuated by sudden discordance. The shadows
perhaps with unexpected twists and challenges of their are cold and isolating, rather than cozy and warm.
own—should they lose their way to the climax.
Interface Zero can play to any number of moods (includ-
While progressing along you should build up the stakes. ing the aforementioned examples), the following are just
The risks and challenges should both grow and become a few more to get you started.
more personal to the heroes until the adventure draws
Adventurous: There are new, never-before-seen hori-
near its climax. This the time to spring all your sorted twists
zons to explore. Sudden dangers are present around every
and reversals, slowly increasing the pressure on the party.
corner in a series with an adventuresome bent. A hero
In a role-playing game, the middle is the most fluid point. cannot advance without taking daring risks, and everything
Heroes are generally given several options at this point, seems boldly colored and over the top. Mooks (minions) are
and they may take the adventure in any number of unfore- aplenty, as are cliffhangers and skin-of-your teeth rescues.
seen directions. As the Game Master, you must choose Everything happens in just the nick of time, or if you prefer,
whether to go with the flow or nudge the group back not a moment too soon.
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Decay: The toxins in the air eat at man’s cities, and at


humanity itself. The world is slowly rotting and dying THE REAL END
around the heroes, as evidenced by the destruction of the
When a series comes to an end (as all good stories
ecosystem, wastelands, ruins, and the rusted shells of cars
should) you should have a plan, and here, in the
that dot them. Everyone is sick here in one way or another.
planning stage is where you should start formulating it.
Entropy is everywhere, as are the items used to ward it
It should be big and worth remembering by the players:
off. Everything seems to be falling apart, morals included.
something they will tell stories of in the years to come. It
Frenetic: Everything is constantly in motion and no one is very likely that you will not reach the resolution point
really knows what the future holds. This is the mood of the via the path you had first imagined, but you should have
Singularity, the shifting neon landscape of the virtual world, the end in mind all the same. As events occur within
the constant background buzz of information. The world the course of the series, make whatever minor course
is one filled with sleepless nights of racing thoughts, and corrections you need to get you to there. It is entirely
uncertainty. Travel and high-speed chases are a hallmark possible that the heroes’ actions might even suggest
of this mood. Change is everywhere, but not always visible. a better end, in which case, feel free to make changes
All the characters in the frenetic world (Game Master and as logic permits. Even still, you should always have a
player alike) tend to act without too much forethought, finish line in sight, and be actively working toward it.
flying by the seat of their pants, and living off of fear and Without that goal, your series might very well wither
adrenaline. Never sit down when Narrating a frenetic on the vine and die amid a maze of subplots and side
adventure. quests. So remember: keep your eye on the prize.
Idealistic: The world is filled with lofty ideas and noble
purposes, a stark contrast to the usual cyberpunk setting. Most characters hold physical confrontation as the first,
Things are bright, and shiny, and new, like a blazing dawn last, and only means of conflict resolution, and many are
as seen from a penthouse or Olympus on high. maimed in some way because of it.
Mysterious: Things are not all that they seem to be when
this mood is in effect. The world is a balance of shadow and PUTTING IT ALL TOGETHER
light. No one seems to have all the answers. The heroes
So, we’ve looked at the various elements and techniques
themselves should probably never piece it all together (at
you can draw on to create a fantastic campaign series
least not now). Instead they’ll have to rely on themselves
for your Interface Zero game. Now let’s focus on putting
to fill in the missing puzzle pieces as they navigate a world
everything together.

NARRATING A SERIES
of lies, half-truths and secret agendas.
Oppressive: The world seems claustrophobic, brooding, DECSIONS, DECISIONS
crushing down on the backs of the characters. Big Brother The first thing you want to do is decide on what kind
seems to always be watching. People toil like robots and of game you think you want to run. What you’re doing is
the future seems unchanging. Everyone here seems tired sketching out the big picture, that’s all. Think broadly, don’t
and worn taskmasters on down. Only the super affluent worry about fine details right now. Think about what might
seem unaffected. be interesting for you to run, lbe interesting for you to run,
Visceral: It’s all about blood, sweat, sex, and the drive look at the ideas scattered elsewhere in Interface Zero and
to survive at any cost in the face of the impending Singu- especially in this section, and look at some outside source
larity. In a visceral setting, humanity is an animal with all material. Jot down some ideas that jump out at you which
the powers and flaws of his primitive ancestors trapped sound cool. Don’t worry if the ideas don’t all line up, it’s
in a cage of his own making. Modern society, logic, and too early for that yet.
advanced technology play the parts of jailor, tamer, and Do you want to run a game where everyone’s a member
cell that fence in our mostly hidden organic urges. This of a Privateer Company, chasing hackers and other crim-
mood plays up those blood instincts in the face of cold inals? Or one where the characters are all members of a
technological indifference. Private Law Enforcement Company, investigating crimes
Violent: Death is swift, messy, and almost arbitrary in and protecting their clients? Or maybe a game where the
a game where the mood of violence holds sway. There characters are members of the Underground Railroad,
are periods of brooding punctuated by sudden flares of smuggling Simulacrums to freedom? Or one where the
aggression like an angry red light flashing in the shadows characters are all criminals, working for a small crime syn-
on an oppressively summer’s night. Fights tend to resemble dicate? Or even a game where they’re all just people that
Tarantino movies rather than bloodless 1950s westerns, and live in a single small neighborhood and band together to
the vicious tools of bodily harm seem to be everywhere. defend it? The sky’s the limit!
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Once you have an idea in mind, write it down. Don’t write can’t blame him for anything, can they? Badabing,
six pages of extra material of it, just write the idea done badaboom! Now you’re cooking!
in a few sentences. Then brainstorm another idea and The trick here is to communicate. Talk to the players. You’re
NARRATING A SERIES

write it down just like you did the first time. Then do it one not running the game for you, you’re running it for them,
more time. You can do this as many times as you want, and if you know what they want, then you can do a better
but three’s a good number of options; more than that and job of it.
it will get confusing at the next stage. Once you’re there,
stop and move on to the next step. Sometimes, though, no one really latches onto one of your
ideas. Okay, it’s not the end of the world. Just put another
COMMUNICATION three ideas down and try again. Or better yet, just nod
and ask them what kind of game interests them, and let
Take your three ideas, and tell the potential players what
them do the work of figuring out the broad stokes for you.
they are. Do it in person if you can, but group emails are
okay if you can’t get folks together. Don’t be coy and try to Once you have a basic idea, then it’s time to move to
hold things back from them, just tell them the three ideas the next step.
and ask them which ones interest them the most, and why.
That last part is really important, so don’t forget it. Don’t PLANNING
tell them which one you like most, that’s not what you’re Okay, you have a basic idea for the game. You’ve talked
doing here. What this step is all about is you finding out to the players, and know what they are looking for in the
what kind of game the players want. game. Now you need to actually think about planning for
Chances are, your whole group isn’t going to all jump on the game. We’re going to use the Neighborhood Watch
the same idea, but there will be at least one idea that more campaign here as an example, but the idea is the same no
than one person likes. (That’s why you only go with three.) matter what your game is about, or where it’s set.
For example, one of them might like the Underground Rail- The first thing to do is to not do any actual detailed plan-
road idea, three more might like the Neighborhood Watch ning. Not yet. You don’t need to know the names of every
idea, and the last one might think that the Criminal Group person that lives in the Neighborhood, where they live,
idea is good. That’s an average spread what they do for a living, and how their lives all intercon-
Here’s where asking your players what they like about the nect, complete with flowcharts and diagrams and maps of
ideas is important. See if you can combine ideas from the the neighborhood and all the buildings in it. That’s stifling
outliers into the idea that the biggest group likes. In this and creativity killing, and leaves you no room to grow the
example, if the Underground Railroad player is really inter- game organically. Instead, take some time and think about
ested in helping Simulacrums in all sorts of ways, not just the game. You need to start small and build up and out so
helping them to escape to freedom, and the Criminal Group the game can grow organically.
player is primarily interested in playing a street soldier for Come up with six or seven locations in the Neighborhood.
a local syndicate so he’ll have lots of opportunities to get Just locations, nothing else. Make it a mix broad enough for
in fights and look and act tough, then just add those ele- you to weave a story or three together using them. You’re
ments into the Neighborhood Watch idea. creating touchstones, not a whole neighborhood. Players
Example: One way might be to decide that there’s a get invested in the places that they visit all the time, so
stop on the Underground Railroad in the Neighbor- make the list broad enough to give them lots of opportu-
hood, but another way might be to decide that a local nities to connect to one or more locations.
activist for Simulacrum rights lives there, instead. Example: A store - the nearest Malmart outlet. The
Or maybe there’s a Simulacrum or three hiding out local bar - the Wagon Wheel. Someplace to eat -
in the area. Or better yet, use all three, which really the Quic Wok. An alleyway - 7th & Tallyrand. A local
opens up options, especially if the activist is too mil- apartment building - Elm Avenue Apartments. A
itant for the Railroaders, and the hiding Simulacrums warehouse - Harris Transfer Warehouse. The local
are too scared to ask for help from either of them. gang hideout - The Heat House.
Then add in a local crime boss who’s decided that
The come up with someone associated with each loca-
it’s too chaotic out on the streets for him to really
tion. Just one person for now, and just a sentence or two
make good money, and something needs to be done
about each.
about that. Didn’t he have some young tough that
just joined wanted some action? And isn’t the street Example: Miki Connors, manager of the local Crypt-
talking about some kind of local thing to do that? And odollar General, who has a sharp eye for shoplifters
if it’s the locals doing it, the other gangs and hoods and a soft spot for cats and feeds strays outside the

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systems of control

store in the side alley. Marco - “Just Marco” - the bar- sometimes it’s best to let a day or three pass so everyone
tender at the Wagon Wheel, the local bar now on its can figure things out. Don’t tell them to build their charac-
fifth image do-over in eight years, but still serving ters yet, you just need concepts right now.
booze from the first. Chuck Morales, the ex-con who Example: Your players have the following character
bought the Quic Wok on the corner last Fall from the concepts for the Neighborhood Watch game to talk
Franklins, and has three generations of his immi- about. Bill and Mack are thinking of playing Hackers
grated family working there now. Old Roz, the street that are brothers, one on the Grifter path and the
person and addict that lives in the alley doorways other on the Operator path. Charlene wants to play
between 7th and Tallyrand, swapping from side to an Agent on the Infiltrator path. Freddie is thinking
side and doorway to doorway daily. Mrs. Akane, the about a Sprawler on the Street Rat path. And Hal
ancient old lady that has lived in 4C since 2052 and
wants to play a Gunner on the Sector Cop path.
calls everyone ‘Dear’ unless she’s mad; then she uses
their whole name - and she always knows everyone’s Every now and then, it happens, someone really wants
full name. Frank Marguilles, the night shift supervisor to play a character that’s just not a good fit. Usually they
at the Harris Transfer Warehouse; hard working, hard stand out, like an orange in a basket of apples, but not
drinking, and a hard faller for girls in trouble bigger always, so it’s smart to think about the concepts people are
than he can handle. Red Ruriko, up-and-comer in suggesting and see if they’ll really fit the game. If someone
the local street gang, the 7th Street Heat; likes guys comes to the table with a character that’s just not going
smart enough to see how attractive she is under to work in the game, tell them to try again. No hints, no
her red leathers and mask, but not smart enough to ‘maybe I can make this work’ conversations. It’s easier to
see that she likes using her knife a little too much. handle bad character fit before you run a single session
than any other time, so do it. Explain why the character
Now come up with one link from each location to another is a bad fit, and see if you can find a way to let the player
location. Just one, that’s all you need right now. Try and get the feel that they want, without making things difficult
spread the links out a bit, so all roads don’t lead to the for everyone else.
same place.
Example: Hal’s Sector Cop is a problem, since the
Example: One of the Morales girls working at the Quic game is probably going to involve the group taking
Wok likes the kid who sweeps up at the Cryptodollar the law into their own hands a good bit, and his ties
General. Miki Connors always drops a sandwich off
to law enforcement will make the locals trusting him
for Roz on the way home. Mrs. Akane sings Johnny
a tough sell. Talking to him, it becomes clear that Hal
Cash songs at Karaoke Night at the Wagon Wheel. Red

NARRATING A SERIES
is really looking for a chance to be an authority figure
Ruriko and Frank Marguilles were an item a few years that can use Intimidation effectively to defuse situa-
ago. Marco sometimes gets ‘the good stuff’ when a tions, and he’s seized on the Sector Cop as the way to
case falls off the truck at the Transfer Warehouse. do that. With a little more talking, and an explanation
Old Roz thinks that the Morales boys are catching as to why the Sector Cop will not fit just right, the two
rats to use in stir fry. of you figure out that he can get what he’s after by
You’re good with setting design at this point. You’ve got a playing a Sprawler on the Ganger path, trading on
good variety of locations, some interesting people to meet, his gang’s reputation and backing. You agree that his
and some information for players to have their characters gang, the Talleyrand Toughs, aren’t a really evil gang,
find out that’ll tie them to the setting. You need to know but that they have a reputation for being tough and
what city the Neighborhood is in, what Security Zone it’s looking out for their territory.
in, and where it is in relation to the rest of the city, but Once you have everyone’s character ideas approved, ask
that’s about it. each of the players for one hook each to tie their charac-
Now on to the next part. ters to the setting or one of the characters in it (or both).
It doesn’t have to be a whole storyline’s worth of hook,
COMMUNICATION AGAIN just something to anchor them into the setting as it is and
It’s time to talk to the players again. They’ve had some give their character a connection to it. Ask them to try and
time to think about characters, and read through the spread the hooks out a bit as well.
options that they have, and you really need to know what Example: Bill decides that his Hacker, Kent Gergacz,
they’re all playing before you try and design the first sce- lives at the Elm Avenue Apartments and hacks free
nario. Once again, meeting in person is best, but you can entertainment channels for the building to cover the
do this over email, too. If you’re feeling froggy, you can cost of his rent, so he knows all the residents (includ-
combine this with the first Communication step above, but ing Mrs. Akane). Mack decides that his Hacker, Clark

247
systems of control

Gergacz, rooms with his brother Kent but does pick-up enough for planning. More than that and you run the
work around the neighborhood writing advertising danger of over planning, and having to lead the players
HROs (Hyper Reality Objects) and maintaining Fire- from Act to Act. This is a bad thing. You want your players
the First Scenario

walls for small business owners, so he’s known to, to feel like they’re the ones driving the car, not like they’re
and knows, people at all of them. Charlene thinks for sitting in the back seat being driven around.
a minute, and decides that her Agent, Vivica Huang, Act I is the setup, where the adventure finds the charac-
works part-time jobs at the Harris Transfer Warehouse ters, or they find the adventure. Act II is the conflict, where
and the Cryptodollar General, and is secretly helping stakes get raised and the characters figure out who the
a small group of runaway Simulacrums hiding in the
opposition is. Act III is the resolution, where the characters
area out. Freddie looks at the hooks that everyone
have their final confrontation with the opposition. You don’t
else has tossed out, and decides that her Sprawler,
have to plot all of these Acts out in intricate detail, but you
Jo-Beth ‘Jobe’ Higgins, is an orphan new to the neigh- do need to know 1) What happens, in general, in each Act;
borhood that’s living on the street with Old Roz’s help and 2) How the characters can get from each Act to the
and making delivery runs for the Quic Wok, but is next. (You always want at least three clues, that way one
thinking about joining a gang for safety and a place of them is going to be found)
to belong. Hal already knows that he’s a member of
the Tallyrand Toughs, and decides that his charac- Characters connect to games and characters events and
ter, Chuck ‘The Truck’ Johnson, is a new recruit that themes much faster and more completely when they’re
spends a lot of time in the Neighborhood on orders personally involved in them. Whenever you can, give some
watching for other gangs moving in, and because sort of a personal connection to one or more characters
he’s interested in Red Ruriko. when designing a scenario to help make this happen.

Once you have all the character concepts in hand and have You’re also starting a campaign, so you don’t want to
everyone’s hook, tell everyone to go on and stat building spend too much time starting off slowly, either. You want
their characters if they haven’t already. While characters to get everyone focused on the game immediately and
are being built, it’s time for the next step. hook them in to what’s going on, but you don’t want to
just trot out the cyberpunk equivalent of ‘five strangers
are sitting in a bar’ either.
THE FIRST SCENARIO With that in mind you break your Acts down into the fol-
Now it’s time to put together your first scenario. Don’t lowing rough outline:
start with something deeply complicated for the first time • Act 1‑What’s Happening: Gang members show up at
out, there will be time for that later. What you want to do Quic Wok and make threats, demanding protection
in the first game is this: 1) Get the characters together; 2) money and roughing people up. The characters inter-
Get them working together to solve a problem; 3) Give vene and drive them off.
everyone a chance to do something cool; 4) Get them a
Links To Next Act: Gang member drops a clue.
little more connected to the setting; 4) Give them a chance
One of the Morales’s heard/saw something. Old
to get some action in. Really, that’s all you need. No fore-
Roz saw them get in a truck.
shadowing events sixteen scenarios down the line. No
deep mysteries. Just 4 things. • Act 2‑What’s Happening: The characters are asked by
one or more individuals or groups (or decide on their
Example: Looking at the character hooks and the
own) to find out what’s going on and make it stop.
locations and connections set up, you decide that
They investigate, find some clues, and have another
the Quic Wok looks like a good central point for the
encounter with the toughs.
scenario. Your party is a mix of physically and men-
tally-oriented characters, so the threat needs to be Links To Next Act: HRO graffiti gives a clue. Marco
a little of both. The Morales family is supposed to be knows something. The stocker at the Cryptodollar
really large, so there are a lot of opportunities there. General was involved somehow.
You think about opponents, and decide that some • Act 3‑What’s Happening: The characters figure out
gang members are a good threat for the party at who’s responsible, where they’re located, and band
the start. Now you just need to tie them together. together to make them stop.

ACTS Wrap Things Up: Neighborhood Watch formed.


Party gets some reward from locals.
Scenarios can be divided up into as many different Acts, You’re actually almost done at this point. You just need
or parts, as there are slices in a pie. Three Acts are normally to flesh things out a little more and you’ll be ready to roll.
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systems of control

Go back and look at your acts, and try to include some- gets off-shift and starts coming home to crowd the streets.
thing cool for each player in at least one of them. Give Stop and ask each player where they are on the street
the players plenty of chances to do things, not just have and what they’re doing. This gives them a chance to make
someone tell them about them. decisions early on and involve themselves in the setting.

the First Scenario


You can’t account for everything your Players might do, A group of toughs, two per player character plus another
so don’t kill yourself trying to. If they ask about something two for Red Ruriko, conspicuously not wearing gang colors,
you’ve never considered or want to try something on their round the corner and pause to check the street out before
own, let them! Never say ‘no’ or ‘I don’t know.’ If it’s simple wandering into the Qic Wok. [If no one’s in the Quic Wok,
information, and you don’t have a note about it - make it one of the Morales kids sends a panicked Instant Message
up and write it down so you don’t forget. (See ‘Take Notes to Jobe, saying there’s trouble and to come help.] Yelling
As You Run’ below for more on this) If it’s an action, say starts, a kid screams, something breaks inside the Quic Wok,
‘Yes, but…’ and then tell them what they need to do to and the unmistakable sounds of a fight ring out.
make what they want (or something close to it) happen, Ask the players what they are doing, if anything. Most
whether it is make some die rolls, go look for more infor-
players want in on the action so they’ll probably do some-
mation, or what have you. Do not ever, ever, let someone
thing, but occasionally they need a nudge. If Truck is hanging
just make a die roll that will solve the whole scenario, or
out, or trying to hang out, with Red Ruriko, she starts for
alter the game in an unwanted way.
the Quic Wok and tells/yells at him to ‘come on.’ If Kent
Fleshing things out, and making spot notes about DCs is anywhere near the Apartments, Mrs. Akane raps him
and such in advance to save time, you come up with the with her cane and tells him to go help the Morales Family.
following scenario. Combined with the NPCs in the back of If Clark is working on Hyper Reality Objectss, tell him that
the book, this adventure is perfectly playable as an intro- he can see one of the Morales kids, a boy of about nine,
duction to the game. get knocked down by a tough through the window from
his vantage point.
ACT 1
Keep the fight simple, just a fistfight. No guns, no knives,
You decide to open Act 1 on the street outside the Quic just subdual damage. Remind the players that fistfights
Wok, late in the afternoon, just before the working crowd don’t draw unwanted attention, but gunfights do.

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systems of control

They can try to calm things down, but the toughs are ACT 2
here to make trouble so it’s not going to work this time.
The next day, all the characters are asked to come to
Gang members are all average CR 1 opponents and flee
a meeting at the Wagon Wheel with the Neighborhood
the First Scenario

when they take half their damage. Red Ruriko is roughly


Council (Mrs. Akane, Miki, Marco, Frank, and Chuck). Mrs.
equal to the player characters, but don’t worry about a
Akane asks the Gergacz brothers to walk her there, Chuck
character sheet or rolling for her; just say she’s fighting a
asks Jobe to please go with him, Truck’s gang leader calls
tough or two off to the side and let the players get all the
and tells him to go and agree to whatever Mrs. Akane
real action. The Quic Wok is a little crowded, so everyone
wants, and Frank Marguilles calls and asks Vivica to go as
takes a -3 penalty on attack rolls from all the bumping and
the Warehouse representative. Red Ruriko is also there,
jostling as Morales family members try to help (they’re
but sits behind the characters.
not really good fighters), kids run around underfoot in a
panic, people slip on Stir Fry Soy-Squid, and so on. Move Mrs. Akane, Marco, Chuck, and Miki Connors wait for every-
the fight outside if the players don’t think of it on their one to get seated and then come right to the point: the
own (don’t apply the penalty once outside), and then have Neighborhood is in trouble. Bad things are happening here
the local residents start to cheer the player characters on. every day, it’s slowly getting worse, and the police don’t
Once half the gang has fled or been knocked out, the rest care, because no one that lives here is important as far
break and run, trying to grab any of their number that are as they’re concerned. Something needs to be done - and
unconscious on the way. after yesterday, they all think the characters are the ones
to do it. It will be dangerous, and there’s bound to be more
The locals are happy, the Morales’s are happy, and the
fights—some of them maybe even with guns—along the
players are all congratulated several times. Mrs. Akane, in
way. If the characters will agree, then they’ll see about
particular seems pleased with them. Chuck Morales treats
getting some funds to pay them. It won’t be much to start
them all to a free dinner - the Big Bushi Basket, his largest
with, but they think they can make up in other ways for
and most expensive meal - and shakes everyone’s hand
that. Chuck offers to kick in food, Miki some clothing and
twice. If they ask, Chuck tells them that he didn’t know who
minor goods from the Cryptodollar General, Frank thinks he
the toughs were, but that they were trying to shake him
can lose something off a truck now and then, and Marco
down for protection money and he wasn’t interested. If any
offers to wipe any existing bar tabs and cover them in the
of the toughs were knocked out, Chuck asks the players to
future, “As long as you don’t go crazy.” Mrs. Akane says
load them in his beat-up pickup and help him dump them
she’ll call some friends and see what she can do to drum
at a nearby park; he’s not looking for more trouble and if
up support for the group.
they toughs get really hurt, or their TAPs are messed with,
it will start some. If someone checks, the toughs don’t have After everyone agrees [This is one reason why you tell
anything on them other than clothing and TAPs. players up front what the campaign idea is, so they won’t
sink you at moments like this by refusing], there are big
One of the Morales’s approaches a character while they’re
smiles and nods from the Council. Ruriko waits for the
enjoying their well-deserved ‘Big Bushi Basket’ and tells
players to all agree, and agrees, adding, “I’ve got Heat
them that they overheard one of the toughs—“The ugly
stuff to do, so I can’t do everything for you guys, but if
one with the green shirt”—tell another one—“The one in
you need me, just call.” Mrs. Akane suggests since it just
the red parachute pants”—that they needed to hurry this
happened, the group try and find out who was responsi-
one up or they’d be late, and Alfie hated it when they were
ble for the trouble at the Quic Wok and see that they don’t
late. This could be a young Morales kid flush with hero-wor-
start any more.
ship, an appropriate member of the opposite sex that is
grateful for the help the character provided and wants to Before she goes, Ruriko reminds whoever she gave the
chat/harmless flirt for a while, or one of the older Morales RFID Tag to about it, and suggests that they see if that’s
family members that is wise enough to know that they’re a real lead. A Hacker can do some checking and with a DC
too old to be throwing punches any more. 15 roll on Hacking or an appropriate Knowledge skill, turn
up that this model hasn’t been used in twenty years–it’s
Red Ruriko finds an old-school RFID tag that appears
not even Global Data Net enabled. If they want to cobble
to have fallen out of a ripped jacket or pocket of one of
together a chip reader, they’ll need Craft (electronics) or
the toughs, and brings it to one of the characters. Truck
something similar and about a day’s work.
would be her first choice since “This neighborhood is neutral
ground between our gangs and someone else is trying Alternatively, they can check around and see if anyone
to work it—we can’t have that” but any of the charac- in the neighborhood might have one. The Harris Transfer
ters would do in a pinch. Pick someone that hasn’t been Warehouse does, but it would require an hour’s work to
involved in a conversation recently. get running again. Once they read the chip, it proves to
be an inventory tag for something called “White, 45 oz.
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systems of control

face weight, density 3,000, Trimax-Blend Frieze, 10 meter


x 3 meter roll.” Some searching and a DC 10 data search Links: If anyone checks with Old Roz, for the price
reveals that this tag is for a roll of very expensive high of a hot meal from the Quic Wok or a pair of sand-
value carpet. Twenty-two year old high value carpet, given wiches she can tell them that she saw the retreating
the manufacturing date the tag shows. toughs pile into a green truck—“like the ones Repub-
Checking on the clue about the truck from Old Roz takes lic Express used to use for deliveries when I was a
a simple DC 10 data search to find that Republic Express kid”—and head off to the West. Jobe can get this
(‘PubEx’) was the last ‘no drone’ delivery service to go information for only one sandwich and the leftovers
under in the face of the drone revolution. The company from her Big Bushi Basket.
went out of business twenty years ago and all of its assets
were broke n up and sold off. PubEx delivery drivers drove
a specially modified Kelly Green Ford-Nissan cargo van the Neighborhood), and he was acting weird last night and
that the motor conglomerate stopped making when PubEx this morning he was so angry he was walking like a robot.
went under. There were literally hundreds of thousands of Can they please check on him and keep him from doing
them made, and they’re still common in Yellow and Orange something stupid, like going on a stockboy rampage to
Zones as delivery vehicles, rolling shops of all sorts, and avenge her black eye? Checking with Melvin, the character
more. No one in the Neighborhood owns one, but every- can, with some roleplaying and a DC 15 Sense Motive and
one’s seen one around in one guise or another. DC 15 Diplomacy or Bluff or Intimidate check, get Melvin
to admit that he was dragged into ‘a big van’ and beaten
Researching ‘Alfie’ is a simple DC 5 Data Search, but only into telling some ‘big scary guys’ when the best time to
turns up that it’s a British name, derived from ‘Alfred’ or roust the Quic Wok was.
‘Alfraeda’ among other sources.
He’s horrified that he got Carmelita hurt, terrified to tell
While at the Wagon Wheel, if mention of the PubEx truck her that he was responsible, and desperate to figure out
comes up, Marco reveals that “back in the day, when I was some way out of the mess he’s in. He can tell the char-
a kid” he was a PubEx driver. He has pretty fond memo- acter where he was when he was grabbed and that the
ries of the job, “The pay wasn’t terrible, and if you finished inside of the van smelled like old fabric or something. A
your runs early, you were done for the day. Those green DC 10 Heal or Perception check confirms his story about
shorts sucked, though. No luck with the ladies wearing being beaten; he’s seriously bruised up under his clothes.
those things, let me tell you.” If they engage him a little,
he will reminisce a bit more, and mention that he used to ACT 3
deliver out of “the big warehouse” on the other side of

the First Scenario


By this point, the party should have a good idea where
town (long gone, now a part of the business district), but
to go and be thinking about what they’re going to do once
that he remembers that there were a couple of smaller
they get there. The Neighborhood Committee, if contacted,
facilities scattered around the city that other folks worked
will urge restraint and avoiding using guns and other lethal
out of. “Mostly they did small business deliveries, and spe-
weapons unless the toughs go there first to avoid ‘police
cialty stuff, like live animals and plants and things. The kind
entanglements.’ They can’t offer much in the way of assis-
of stuff that you paid extra for to get special handling.”
tance, but they do promise alibis for everyone if they’re
A DC 15 Data Search reveals that there were, in fact three needed. Miki will volunteer to have Melvin check the back
such facilities in town, and that one of them is currently storage for anything useful and Melvin will turn up two
still intact and listed for sale by Alfred Realty ‘as is’ (with ChemClub dispensers with three shots each (one looks like
a price no one is going to pay) within six blocks of the a bright yellow dinosaur with red spots and the other pink
Neighborhood! A check of Alfred Realty, turns up several anthropomorphic cat in a purple dress and head bow) that
commercials and Hyper Reality Objects of a slender English- he temporarily locks up shop to deliver. Frank suggests
man offering all sorts of deals on commercial real estate taking things slow and getting an idea of what’s going on
in places most businesses have no intention of expand- at the facility before starting a fight, since there might be
ing into. A DC 20 Data Search turns up the fact that there too many folks there to tackle head-on.
is no ‘Alfred’ at all, the company is owned by a registered
As the group is gearing up, if they call Ruriko, she’s not
holding company that lists no owners.
answering; her calls roll straight into a cloud-based answer-
One of the Morales girls, Carmelita, approaches Clark (or ing service that says, “I’m busy. Say something, and I’ll call
the character with the best social skills) and explains that you back later - if you’re worth my time.”
she needs this to be a secret from her family, but she’s
Scouting the old PubEx facility from a distance reveals it to
been seeing Melvin, the stocker at the Cryptodollar General
be a small warehouse, about the size of a residential block,
(this may or may not actually be the worst kept secret in

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systems of control

2/3 building, and 1/3 parking/loading dock area partially full the toughs pull knives and try to close, and the other half
of rusted and semi-gutted delivery trucks, all with a fence produce Gutter Tier light pistols with six shots and blaze
around it. All the exterior windows and doors outside of away. Barry and Helen cut and run as soon as lethal combat
the First Scenario

the loading dock area are bricked over. Hackers can find is initiated or once they take 50% damage, abandoning the
some surveillance, all on the loading dock area. Defeat- gang to the player’s mercy. They have a secret escape door
ing the surveillance requires a DC 15 Hacking check, which out the back and aren’t afraid to use it.
spoofs the system long enough for everyone in the group Ruriko wants to kill any captured gang members, but can
to make two DC 12 Physicality rolls to clear the fence (total be calmed down with Diplomacy (DC 15), Bluff or Intimidate
the number, that’s how many rolls the party has in all to
(DC 20). Award a +5 bonus if a player mentions that Mrs.
get through before another Hacking roll is needed). Once
Akane didn’t want/wouldn’t like it if there were deaths.
over the fence, a DC 15 Stealth check allows a character to
approach the loading dock undetected (+5 bonus from the Interrogation of captured gang members reveals that
cover provided by the abandoned vehicles). Barry and Helen were a ‘thing’ and they cooked up the
idea of starting their own gang a few months back. By
There’s one sentry outside on the loading dock, but he’s
not naming it, they hoped to confuse people about who
bored and paying more attention to a vid streaming on they were until they had enough territory and members
his TAP than his job, reducing his PER modifier to -5 and to defend themselves.
rendering him flat-footed for one additional round as he
tries to reorient himself once attacked. Once she calms down, Ruriko admits, embarrassedly, that
she followed a gang member here on her own and tried
Inside is a small office and staff area that’s been remade
to sneak in to see what was going on, but got caught.
into crash space with piles of material cushioned with
roughly-cut pieces of white carpet and littered with food PAYOFF
wrappers and other trash. Three toughs are asleep in here.
If the party wins, they’ve broken up the as yet unnamed
Add +10 to the player’s Stealth rolls to reflect this. Any suc-
gang, and can claim the PubEx Delivery Truck (a Gutter Tier
cessful attack roll renders the victim unconscious. There’s
version of the Honda UPHL Delivery Vehicle. Repairable to
a small area with the remains of lockers, bathrooms (still
Civilian Tier with 5,000 cryptos and 5 days work at an auto
functioning, but not that clean) and a shower (also still
shop.), 4 Gutter Tier knives, 4 Gutter Tier revolvers with
functioning and not that clean).
any unexpended ammunition, 5,000 cryptodollars worth
Most of the building is the old warehouse, and still has of salvage from the warehouse, and enough experience
stacks of moldering boxes and crates everywhere. (+5 to to raise them to Level 2 on the Medium Experience Track
Stealth rolls) One loading door has been cleared and a —plus the very real thanks of Ruriko and the Neighbor-
faded green PubEx truck is parked inside, with two people hood. That thanks is somewhat muted if there are dead
working on it, one lying on their back under it, and the people everywhere.
other standing on the bumper, head-down in the engine
Mrs. Akane and the rest of the Council are very happy -
compartment. (Both automatically fail PER rolls unless a
especially if no one was killed - and they find a place to
fight breaks out, and are automatically flat-footed for two
park the PubEx truck if the party wants to keep it. If they
rounds.)
want to sell it, the Council offers to find a buyer, and ulti-
Back in the maze of the warehouse, a DC 15 PER check mately get 5,000 cryptodollars for it, which they turn over
picks out sounds of cursing in a familiar voice and, a to the party. A Street Doc is called in to patch everyone
moment later, a cry of pain - it’s Ruriko! up at no cost.
There are a total of 10 toughs in the back of the ware- Ruriko makes sure that everyone knows that she owes
house all gathered around and watching a soaking wet them a personal favor.
Ruriko, who is dangling from a chain hooked to a catwalk
If someone intervenes on Melvin’s behalf with Carmelita,
over head, her feet in a child’s wading pool half full of
she’s angry, but forgives him once she sees how much of
water, as two of their number take turns zapping her with
a beating he took.
wet sponges hooked to a power source. Eight are CR 1
gang members, and the other two are a Helen Sloan, a
BUILDING OFF THE ADVENTURE
CR 2 Hacker and Barry Vines, CR 2 Sprawler (street rat),
the gang leader. You’ve introduced a couple of organizations and an array
Barry and Helen wait until four of the gang are down of NPCs in the previous adventure. They can help you bring
before wading in, unless someone directly attacks them. the world of Interface Zero to life, either as contacts, or
Everyone fights until knocked unconscious in this fight. future antagonists. The following section gives you some
If a player has their character initiate lethal combat, half tips you can use to flesh them out.

252
systems of control

world naturally as you run, and give you hooks for future
scenario ideas.
Links: Red Ruriko calls the group in a multi-per-
So, if you give a name to one of the Morales family, write
son conference call and reports that she’s talked to
it down. If you have another member of the 7th Street Heat
some of her gang, and one of them found a small
talk to the party, write their name down. If you say that
tattoo shop a few streets over that would admit to
there’s a Meal-In-A-Bag Vendomat on the corner of Tal-
being shaken down like Chuck Morales was—and
lyrand and 10th, write it down. Players remember people
agreeing to pay.
with names, and they’ll for sure circle back to talk to and
Ruriko says that the Heat’s leader is smoking mad visit them again, so be sure to keep record.
that someone is selling protection on Heat territory,
You don’t need anything fancy, certainly not a full char-
and reports that the store owner says that there’s a
acter sheet or layout. Just note their name, a sentence or
hidden HRO on his shop that marks him as paying.
two about their appearance, attitude, and where they fit
She wants someone to come and find the HRO, see
or the business/location, and maybe a note about a skill
if it has any useful data, and take the damn thing off.
they have and at what level. That’s all they need to start
A hacker using ping system can find the HRO with. Add details or revise as needed as you go along.
without much trouble and can access it once found
Example 1: Truck’s player asks if the 7th Street Heat
with a DC 15 Hacking check. Otherwise it takes three
are an all-girl gang out of the blue. You say ‘yes’ and
successful DC 15 checks with Hacking or another
add that this is the reason that the Tallyrand Toughs
appropriate skill to find it, and another DC 15 Hacking
have such a good relationship with them, because the
check to access it. Once located, the HRO proves to
two gangs traditionally do a lot of cross-gang dating
be a custom-written tag that broadcasts to TAPs
and socializing. One question from Truck’s player has
with a specific key and reveals that the shop is paid
just broadened the setting for both of you.
up through tomorrow.
Example 2: Vivica’s player has her take a trio of Big
A DC 10 Computer (programming) check allows
Bushi Baskets and surreptitiously drop them off for
someone to duplicate the key; installing it on a TAP
the Simulacrums that she knows are hiding in the
is a simple DC 5 operation, and once done, anyone
area. Since you haven’t named any of them yet, you
with the key can see all tags the gang has placed.
tell her that the one she normally talks to - a bru-
While working on the HRO, a group of gang members
nette with short dark hair named Glynnis who Vivica
walk up on the character (two per character present,
thinks is deliberately trying to look less attractive -
plus two for Ruriko) and a fight breaks out quickly

the First Scenario


takes the food gratefully with an embarrassed smile
when Ruriko punches one before they can even start
and thanks her.
talking.
Your starting note for Glynnis reads:
This time, the toughs are more serious, and fight
until they’re reduced to 2/3 of their hit points before Glynnis—Vivica’s contact with the three Simulacrums
breaking and running, dragging their unconscious hiding in area. Short dark hair; tries to look and dress less
members with them. If the character(s) and Ruriko attractive than she really is. Grateful for help, but embar-
lose, they come to in an alleyway dumpster around rassed to need it.
the corner an hour or so later. After several more meetings and conversations, your note
If the characters win, the toughs again have no might look like this:
identification on them, and don’t want to talk. Ruriko, Glynnis—Vivica’s contact with the three Simulacrums
while visibly tempted to use her knife on them, hiding in area. Short dark hair she cuts herself. Tries to
manages to restrain herself and settles for running look and dress less attractive than she really is, because
the toughs off. she was a ‘recreational model’ and doesn’t want people
to see her that way anymore. Dances to music on her TAP
when she thinks no one is watching. Grateful for help, but
embarrassed to need it. Trusts Vivica to sell her artwork
TAKE NOTES AS YOU RUN
for her. Really likes Quic Wok Soy-Squid Bites with Mt. Fuji
Make notes of who the people the players have their Sauce. Craft (visual arts) +10, Perform (dance) +10.
characters talk to are. Keep track of where they go and
Example 3: Clark asks what there is to eat besides
what’s there. It may not seem important to you, but players
food from the Quic Wok in the area. You mention the
look at things differently from their side of the table. So it’s
Vendomat, a food truck that sells Hungarian-Mexican
better to have notes than not. Plus, they help build the
Fusion, and another Mom & Pop restaurant that sells
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systems of control

Greek food. Your notes for the three places might are meeting with a Yakuza lieutenant from across
look like this: town and didn’t send the right person to talk to him
but really need the information the man has, you
• Meal-In-A-Bag Vendomat: Sells ‘brown bag’ meals out
the First Scenario

have the Yakuza member open up the conversation


of a robotic vending system. Pick sandwich, 2 dies, and by thanking the character for all the help they’ve
a drink, robots assemble and bag it for you. They have given his great-grandmother who refuses to move
surprisingly good apple pie pastries - those always from the apartment she grew up in despite his best
goes first. efforts, and offer to give them the information in
• Goulash & Gorditas: Hungarian-Mexican fusion food partial repayment for that help.
truck. Usually on Tallyrand around Old Roz’s alleyway. Now all your players are suddenly going “Aha! That’s how
Some odd food combinations, but does a fair busi- she did X!” and “This is what she meant when she said Y!”
ness. The Stefania (Hungarian Meatloaf) Gorditas are You have just reframed everything Mrs. Akane ever did or
a hot seller. said with this one piece of information.
• Hypatia’s House: Mom & Pop Greek restaurant a block Example 2: After struggling with gangs, a burglary
over from the Transfer Warehouse. Food is average, ring, carjackers, an arsonist, cyber-extortionists, and
but plentiful. Prices reasonable. Their home-brewed several other criminal individuals and groups, all of
beer is above average. Their HRO’s all have an attrac- which seem completely unconnected to one another,
tive teenaged girl in a Grecian tunic eating samples of the characters wind up captured by their latest oppo-
the food. (It’s the owner’s daughter) nents and tossed into a locked room with a killer
robot or some other dangerous thing. As they start
TWO SIMPLE TRICKS TO LOOKING
to try and escape, they all get a message from the
LIKE YOU PLANNED IT ALL ALONG same source - a video clip of a slender, well-dressed
SECRET NUMBER ONE: DON’T PLAN man who speaks with a British accent. He politely
EVERYTHING IN ADVANCE. informs them that “you’ve had a good run” and that
he’s grown tired of their interference with his plans,
Really, that’s it. Don’t provide every piece of informa-
and have him name-drop six or seven apparently
tion to the players - or even yourself. Leave questions
unconnected scenarios and events. While the players
unanswered, and villain motivations obscured. Don’t try
all have their ‘”What?” faces on, he finishes up with,
and plot out a whole campaign at once. Don’t try and tie
“It is, as they say, ‘Time for you to die, Mr. Bond.’” The
adventures together all the time; have things that’re cool
message then self-erases. The players smell smoke -
just happen and worry about how they ‘fit together’ later
the building is on fire! The dangerous thing attacks!
on. Maybe much later on. Don’t reveal NPC connections or
Once the characters escape, when they research the
motivations every time they do something. Just present
image, it turns out to be the exact same image used
a situation or an NPC, and don’t worry about where it fits
by Alfred Realty in its advertisements all the way
in the scheme of things or how and why they do what
back in your first scenario.
they do. Then, later on, when inspiration strikes you, or
there’s a need for something, just tie things back to the Maybe it means something, maybe it means nothing,
earlier event or NPC, and it looks like you’re a genius for but now the players have a face to put to their - suddenly
foreshadowing things a year before. connected - pain, and that’s a good thing. The world is
abruptly larger, and they feel like they’ve gotten a glimpse
Television shows have done this for years, and comic
behind the curtain at what’s really going on. Plus, you’re
books do it seemingly every other week. It’s called ‘ret-
not important until someone tries to kill you in a deathtrap,
conning,’ which is a fancy name for reframing past events
which means the player’s characters are now somebody.
to serve a current plot need, and it is, most definitely, your
That’s a rule. Seriously.
friend.
It takes a bit of practice, but this one simple tactic will
Example 1: In the first scenario, above, Mrs. Akane
save you hours of pain and effort.
says that she’ll ‘make some calls’ to try and drum
up support for the group. And using her name gets SECRET NUMBER TWO: LISTEN TO YOUR PLAYERS.
Ruriko to calm down and not kill some people if the Yes, this one is that simple, too. Just listen to them. Once
players think of it. Plus everyone in the Neighbor- they get involved in a scenario, they’ll start to talk among
hood all walks softly when this little 90-something themselves about what they think is going on, or what
year old Japanese woman starts tapping her cane. they’re afraid might be going on, or who the bad guy might
She just does stuff like this for 10 or 15 scenarios or be, or anything else that involves the scenario and the
more without explanation. Then, when the players game. They’ll tell you things you never thought of if you
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systems of control

to produce to come in a series long enough to use as the


just let them. It’s inherently silly to think that one person -
basis for a campaign pacing example, even the trilogies
that’s you - is capable of out-thinking a table full of gamers
that are popular with studios.
100% of the time. So let your players do it for you some-
times. If you do it right, not only will they never know it Your best guide is to look at the nearest analog to a cam-
happened, but they’ll feel like geniuses for having ‘figured paign - serial adventure television shows. Once you figure
out’ the plan you took from them in the first place! out what the rough structure of the campaign’s scenarios
will be, look at some shows that frame themselves accord-
Example 3: Bill and Freddie start talking about who’s
ingly and see how they pace themselves. Really, they’ve
really behind ‘Alfred’ and Bill is worried that there’s
been doing this for over a half-century, the formulas are
no one behind him - literally - because Alfred is an AI.
pretty well thrashed out by now.
Freddie runs with that and suggests that this is all part
of some crazy AI plan that makes no sense to normal Example: The NCIS family of television shows come
people to drive property values down or something. in three separate ‘flavors’ or pacing models. They’re
That’s brilliant, you realize - so steal that idea! Throw all roughly the same shows, with dedicated NCIS
a twist on it that what Alfred, the property-manage- agents solving crimes and dealing with each other’s
ment/advertising AI, is really trying to do (after the personal issues, but the pacing for all three shows
first scenario’s failed gang plot showed him he was is completely different. The original show, NCIS, is
working the wrong angle) is to drive property values slower paced, with more investigation, personal
back up by encouraging the Neighborhood Watch. By issues, politics and slower-paced national security
doing this, he’s making all the property the company issues, and short bursts of action. The second show,
owns in the area more valuable and desirable again. NCIS: Los Angeles, has much more fast-paced action
‘Alfred’ keeps steering criminals and such into the and more fanciful espionage and tech-oriented plots,
Watch’s path to eliminate the criminals, not the Watch. mingled with some personal drama. The third and
This reduces crime overall, and promotes the kind of most recent show, NCIS: New Orleans, is more of a
civic mindedness and pride in community that lead to mixture between the two, with more action than
cleaner streets and rising property values. And when original NCIS, but less than NCIS: LA, and less fanci-
the truth comes out and the characters discover this, ful plotting that NCIS: LA, but more down-to-earth
and ‘Alfred’ is thanking them for being such exem- stories than class NCIS.
plary civic-minded citizens as his program unravels, While you’re watching them, pay attention to see how epi-
Freddie and Bill will be high-fiving each other, think- sodes are framed and connected, how they divide episodes
ing that they busted your evil plan a month ago, and (scenarios) up between episode plot, character subplot, and
everyone will think that you are a stone-cold master seasonal metaplot (big overarching stories), and how they
for planning this out the whole time. keep things moving. Given the volume of series television
Combined with the trick above, you can go a long way out there, you can even draw scenario ideas from shows
towards managing a campaign full of the twists and sur- occasionally without fear of being called out on it if you do
prises that the cinematic reality of Interface Zero demands. so sparingly, or in a broad way, or from a different genre.
Yes, Interface Zero is a cyberpunk game, but there’s no

Pacing
PACING reason why the right bunch of players might not have a
blast when their characters have to manage a high school
pageant (Happy, Texas; 1999) or figure out who killed a
Just as in any good television series, an Interface Zero
guy in a vampire outfit with fangs just before Halloween
campaign lives and dies by pacing. Too fast, and no one
(Castle, Season 2, Episode 6; 2009).
gets a chance to catch their breath, heal up, and resupply.
Too slow and players get lost in planning and minutia and If in doubt, though, have someone - figuratively or liter-
lose interest. You’re the best judge of what your group’s ally - kick in the door and start shooting. By the time the
preferred speed is, so slant your game to that speed. Just lead stops flying and characters are being patched up, you
remember that Interface Zero is designed as a cinematic should have had enough time to figure out why someone
game, not an accounting simulation. wanted the characters dead. Better yet, listen to them as
they try and figure it out and steal an idea that you like
Movies are good for ideas, especially visuals and action
and run with it.
set pieces that you can adapt for a scenario, but they’re
paced like a single big adventure (because that’s what they
are, after all). You can mine them for ideas, themes and
so one, but films are too expensice and time-consuming

255
systems of control

individuals the player characters are likely to come into


GAME MASTER ISSUES violent conflict with, in fact - build hideouts and facilities
Game Master Issues

in places like this for a reason: so they can avoid surveil-


Interface Zero and the 2090s are not the typical adven- lance of their activities, their security setup, and the things
ture setting, and, thanks to the technological and social they get up to that someone in authority isn’t going to be
advances and changes that led the world to its current too keen about.
state, and the rules in place to reflect those changes you
Even in higher-rated Security Zones, there are still ways
may be feeling a bit overwhelmed at how things work. If
to set action pieces so that players have a fair chance of
surveillance is everywhere, how do you build adventures
avoiding surveillance using location, it just requires think-
that allow your players to have their characters do *any-
ing ahead.
thing* without being caught? How should adventures be
structured based on character levels? How does the Tier The open streets, skies, sidewalks, and so on of Blue
system work and how should you use it? and Green Zones are increasingly surveilled as you move
towards the city core and the center of the city’s power,
GETTING AROUND SURVEILLANCE to the point that even at higher levels, characters aren’t
going to be able to run wild without being seen, identified,
In 2090, the surveillance state is omnipresent, always and subsequently placed on all sorts of watch lists, Bounty
watching for criminal acts, dangerous individuals and Hunter message boards, and police action lists. So don’t
hazards, both man-made and not. Player characters are, set your action pieces in those places.
pretty much by definition, ‘hazards’ by societal standards, if
not outright criminals. Certainly they are, at the least, ‘dan- Instead, put them inside buildings, where the surveillance
gerous individuals.’ So how can you build adventures so web is smaller and more easily controlled by or for the
that players avoid being identified as one or more of these player characters, and have them fight their way through
things on their first adventure and subsequently arrested? waves of opponents there. Use the maze of underground
subway tunnels, infrastructure conduits, storm drains,
LOCATION, LOCATION, LOCATION and other means of access that still exist beneath urban
metroplexes - sometimes coopted to house entire small
The simplest, and easiest, way to do this is to start your
communities - to stage running gun battles outside the
campaign off in a location where there isn’t much sur-
watchful eyes of the surveillance state. Have the charac-
veillance, such as a Yellow or Orange Zone (See Security
ters engage in tense close-up martial arts action inside a
Zones later in this chapter). The reduced level of obser-
rolling Triad casino set up inside a large cargo transport or
vation present in these areas, coupled with some basic
a disguised mass transit bus as hundreds of unsuspecting
precautions on the players’ part, will go a long way towards
cars drive by outside.
solving the issue for you.
Use location to your advantage, and give your players
This doesn’t mean that players can’t have their low-level
what they want - cool action scenes, dramatic firefights,
characters go to Blue or even Green Zones, or that you
and all the other trappings of a cinematic cyberpunk world…
can’t place adventure elements there, it just means that
just do it in locations that will keep the full force of the law
all those cool action scenes with bullets flying that you’re
from dropping on them like a ton of bricks.
planning should be set in places away from the prying
eyes of Big Brother. SURVEILLANCE ISN’T SMART
Even as the player’s characters gain levels and grow in There are hundreds of surveillance systems running in
power, this is still a good idea. The number of people that Green and Blue Zones simultaneously, constantly scanning
care about a gunfight deep in an Orange Zone is pretty everyone on the streets from multiple angles and with
small unless said gunfight takes place in or around some different paradigms for what makes someone register on
important infrastructure location, and the number that each of them. Some of them look for weapons, both con-
care about a similar fight in a Red Zone is pretty much cealed and otherwise; some of them look for people that
exactly zero (aside from the people being shot at or doing are acting according to pre-programmed algorithms that
the shooting, that is). Really serious criminals and other predict antisocial behavior of some sort; some are just
bad guys move their activities and hideouts to places interested in the buying trends of the tracked individuals
outside cities entirely, where the only laws are the ones to better target them with hyper reality advertisements;
they choose to make up on the spot. and most are scanning facial recognition to look for known
Criminals and criminal organizations, corporations criminals and others on any of a thousand watch lists
looking to perform illicit activities, wealthy individuals established for a thousand different reasons.
with unwholesome hobbies - all the kinds of groups and

256
systems of control

None of them are monitored constantly, in their entirety, assembling masses of metadata that is constantly crawled
by human beings. Human minds can’t process that much over, through, and around, by non-sentient AI systems
data simultaneously. The mass of raw data collected by that graph, chart, and profile it for various uses. Traffic
surveillance in a single city is so large, in fact, that even infrastructure systems, for example, constantly monitor
self-aware AIs can’t manage to process it all in real time. traffic patterns for disturbances that require rerouting auto-
Instead, what happens is that the surveillance systems mated vehicles to reduce congestion. Power management
take one of two approaches to managing the ocean of data systems chart the rise and fall of electricity demand, shift-
flooding through them: they either A) focus on a single or ing loads as needed to feed power to the city without
small band of items within the ocean, like a fisherman with disruption. Zone security tracking systems monitor reports
a pole and line, or B) they scoop up as much data as they of criminal activity and assess whether a given Security

Game Master Issues


can, like a commercial fishing trawler with an array of nets. Zone, or portion of it, needs to have alterations made to
the base Security Zone rating, and transmit warnings of
Narrow-focus systems look for just a single thing, or tight
those changes to affected individuals. By design, these
band of related things, in real time, trading scope for focus.
kinds of systems are utterly unconcerned with player char-
Facial recognition systems scanning for known terrorists
acters as individuals, only as points of data on their internal
on a specific watch list, for example, will completely ignore
graphing systems.
anyone that doesn’t have the right facial dynamic structure
and other mannerisms of the individuals that they’re scan- In a nutshell, this means unless the player characters do
ning for. Ad-display systems are only concerned with the something to attract attention to themselves, most sur-
buying trends and preferences of the individuals registered veillance systems are simply going to ignore them. Most
on their TAPs so that they can display target advertising sprawlers simply lose themselves in the crowd and become
in hyper reality to everyone. Threat monitoring systems invisible this way; secure in the knowledge that if they
look for specific behaviors—like people openly carrying don’t do something to attract the attention of the digital
weapons—and flag the individual(s) meeting those crite- eyes all around them, then they can go about their lives
ria, upgrading them to a higher-level system that decides without fear. Player characters being who and what they
if police dispatch is needed. These are the sorts of sur- are, however, will attract that attention sooner or later.
veillance systems that typically aren’t an issue for player
characters unless they’re on an active watch list, or they do NINJAS ARE US
something to attract the attention of the specific system. Criminals and civilians alike walking the streets in 2090
Broad-focus systems track larger-scale trends, such as know that, thanks to the reach of the surveillance state,
movements of large groups of people or vehicles rather every action they take while under surveillance is recorded,
than individuals, trading focus for scope. They are, by analyzed and ready for use as evidence against them.
design, incapable of tracking a single individual, instead As facial recognition technology and other surveillance
advances became omnipresent, countermeasures to

257
systems of control

use to identify facial details. Some programs make use of


defeat, obfuscate, and evade that surveillance technol-
corporate logos, advertising, abstract designs, and more
ogy evolved along with it.
to keep the wearer from being identified.
Game Master Issues

While advanced facial recognition AI can perform feats like


Other paint schemes use intricate patterns that act like
guestimating a target’s bone density through a ski mask,
bar-code command prompts to hack optical systems, alter-
penetrate beards to discover identifiable scars beneath,
ing the input that they receive to the point that a wearer’s
and other amazing video-forensic feats formerly relegated
face is invisible, looks like someone else’s, or that produce
to the realm of science fiction, they are still machines, and,
other specific results in the optical scanning systems. These
like all machines, security AI can be dazzled, fooled and
camouflage patterns are easily spotted by human guards,
hacked. Some of the systems for doing so have, in fact,
but just as easily bypass electronic security, and are so
become so prevalent that they’re a part of popular culture
common that they tend to be ignored by security person-
in the 2090s, and seen as, essentially, normal.
nel without some other reason to focus on the individual.
Ad-blocker software runs constantly on everyone’s TAPs,
Masks can sport any of the facial recognition spoofing
weeding out unlicensed advertising, filtering ads that
systems mentioned above, and have the advantage of
violate the settings that the individual has programmed,
being able to be removed or exchanged quickly; many
and generally reducing the individual’s footprint by shield-
individuals, especially those that work in environments
ing some buying habits and trends from the surveillance
where the more complex facial decorations, tattoos, and
that scans for such things. Most major products require an
patterning, are against corporate policy, choose this route.
exemption from this kind of software as a requirement of
‘Maskers’ as they’re commonly referred to, often have mul-
purchase, but the reduction in an individual’s purchasing
tiple masks to exchange depending on their mood, their
footprint for those goods and services that the individual
current fashion, or the effect they want to create. It’s not
has blocked helps make them less visible. Most people,
uncommon for individuals with more permanent facial
in fact, maintain separate ‘blockers’ for different physical
recognition obfuscation systems to wear masks as well,
locations and activities and even for when their TAP reg-
allowing for an even wider range of options.
isters that they’re with specific individuals - ‘Downtown,’
‘Out With The Family,’ ‘Driving,’ ‘Club Hopping,’ ‘Jake,’ and DRIVING AROUND TOWN
so on - further obfuscating their presence.
The traffic infrastructure system acts as a surveillance
Other TAP programs can alter the data displayed to the mechanism for people’s personal vehicles and the fleets of
Global Datanet, making the TAP’s owner read as a dif- free-roaming self-guided vehicles that eliminate taxi com-
ferent individual, or one with different profiles, or even panies and ‘gig’ driving corporations. Handling characters
as a specific individual. ‘Evil Twinning’ as it’s commonly as they drive personal vehicles, or take automated rides
referred to, is one of the most ubiquitous methods of iden- around, and even between, cities, presents a similar set of
tity theft in the 2090s, and at any given moment, there issues to the constant facial recognition and TAP scanning
could be dozens of copies of a single individual’s profile that go on outside of them. Fortunately, many of the same
being used by individuals within a single city, and as many things that can shield them personally are effective ways
as thousands worldwide. Metadata systems figure this of handling this sort of issue for the Game Master as well.
out eventually, of course, and flag the ones their systems
decide are Evil Twins for deletion, but there’s very little Like individuals and their TAPs, vehicles carry individual
that can be done to stop the practice. Evil Twinning does transponders that report vast amounts of casual data to
not actually change one’s appearance, nor does it defeat dataclouds where it’s sorted, catalogued, data mined, and
the facial recognition software that so much surveillance reported in real time. And, just like the Evil Twins that
uses. Instead, it is designed to fool passive surveillance that people use to conceal their identity, vehicles can broadcast
scans people for purposes of displaying advertising, and Evil Twins for the same purposes. If anything, this is actually
other such minor kinds of identity tracking. Evil Twinning is, even an easier process, since vehicles don’t buy things and
in fact, so common, that you can just assume that player thus don’t have all the commercial data mining targeted at
characters do this as a matter of course as part of their them that people do. Instead, they just report traffic data
normal lifestyle costs and not even worry with tracking it. and the like. As with individuals, this sort of information
is so readily available on the shadow markets that it’s not
Fashion also assists in avoiding the surveillance state. In worth tracking it unless there’s some specific need to do
the 2090s, even law-abiding citizens use masks, make-up, so; just assume that characters have the appropriate Evil
stylized ‘war paint,’ and nano-active facial tattooing to help Twins to cover their regular vehicles and that they change
become almost invisible. Random computer-designed cam- them out as often as needed when they accumulate too
ouflage patterns in an array of colors break up the needed may traffic fines and violations.
areas of shadow and light that face recognition programs

258
systems of control

The physical appearance of the vehicle is likewise easily systems, Evil Twinning, and some common sense, char-
adapted, using the same sorts of technologies that indi- acters should be able to get anywhere and do anything
viduals use to conceal their appearance as well. Patterns they need to in Green and Blue Zones that doesn’t involve
can be laid down in a vehicle’s paint job to obfuscate the public displays of violence, which should solve most issues
appearance on visual scanners so that it matches the vehi- regarding surveillance.
cle’s Evil Twin, or perform any of the other kinds of system
modification results that the facial makings can. There can YES, I SAID ‘MOST’
still be issues with a TAP for a poor working mother and You’re going to have ‘that guy’ in a game of Interface
maid apparently driving what reads as a high-end sports- Zero sooner or later.
car, but the automated systems aren’t looking for that
You know the one. He (or she, this is not just a literal ‘guy
so much as they are monitoring traffic patterns, tracking
thing’) has just got to wear the heaviest armor he can find
driving data if the vehicle is in manual drive, or keeping
all the time, even on the street (“Someone might shoot at
the ‘sportscar’ from running into that delivery van in the
me… with a rocket launcher.”). The one that carries more
next lane over if it’s in autodrive.
weapons than an entire Special Forces squad at all times,
BLINDED BY THE LIGHT even in public (“I might need my monokatana and sniper
rifle at the Qwic Wok!”) and selects weapons based on the
Finally, while the surveillance state is everywhere, it’s size of their damage dice alone (“Why would I carry any-
not always perfect. Despite the fixed camera positions, thing smaller than a heavy pistol?”).
drones, dedicated radiological, chemical scanners, and per-
sonal and vehicle-mounted versions of all of the above, To be plain and clear, here’s nothing wrong with this style
it’s virtually impossible to cover every single inch of a city’s of play intrinsically. It can be a lot of fun to play the gun
streets and sidewalks. bunny who makes weapons detectors overload, have a
nervous breakdown, and run off to go whimper in a corner.
There are narrow gaps in coverage everywhere, little And if your entire party of player characters wants to play
slices of the city where, thanks to scanner placement, main- gun bunnies, then there’s not an issue.
tenance issues, new construction, and a thousand other
things, an individual isn’t covered by some, many, most, or But when only one character hauls out their rabbit ears,
even all, of a city’s surveillance web. These ‘Dead Zones’ as then what do you do?
they’re referred to on the street, are a constantly chang- The first thing is try talking to the rabbit-eared player. Don’t
ing and evolving network of unsurveilled area that smart do it in front of everyone at the table and add defensive

Game Master Issues


characters can use to avoid surveillance. Sometimes a Dead embarrassment and resistance to the issue. Call them, or
Zone is as small as a few feet of sidewalk in front of a local better yet, meet face-to-face and talk it over. Don’t be coy
restaurant, sometimes as large as a two-meter wide strip and edge up to it, forget artful analogies and similes—
that runs the length of an alleyway, and in other places just come right out and talk about the issue. Point out the
an irregular patchwork of spots scattered across an inter- potential issues that the character’s behavior can create,
section like spatters of paint. High visibility spots such as explain that people—even criminals…especially criminals—
police stations, trendy clubs, and corporate headquarters simply don’t walk around packing this kind of heat all the
are normally too well covered to have a Dead Zone near time unless they live in a Black Zone. Outline the kind of
them, but occasionally one does appear. Such ‘Zero Day consequences that doing so will generate for both the rab-
Zones’ are worth their discoverer’s weight in cryptos to bit-eared character and the rest of the party. Make sure that
the right parties, and there’s a brisk economy in locating they understand that if they’re seen with all this hardware
and marketing them. in a Blue or Green Zone, then they’re going to be picked
Dead Zones are never publicized, because as soon as up and arrested. At the very least, even if they’re released,
the surveillance state becomes aware of a Dead Zone, it their gear will be confiscated. Nobody walks around with
makes the corrections necessary to eliminate it, and the that much firepower unless they’re looking to drop bodies.
people that use them don’t want that. Instead, the loca- Assure the player that there will be opportunities for their
tions of Dead Zones are traded and used as currency by a character break out the weapons locker, gear up, and go
subculture of criminals, citizens, and privacy-activists who full frontal autofire on the bad guys, so they’re not left out
call themselves ‘Zoners,’ and make use of their collections in the cold—just not every day, or even every scenario.
of Dead Zones to move around the city and go about their Follow through on that promise once you make it.
lives undetected.
If that solves the issue—or at least mitigates it—then
Using a combination of location selection in adventure you’re golden. If it doesn’t, for whatever reason—your
design, player character knowledge of Dead Zones, the use fault, their fault, nobody’s fault—then you have to make
of mask or facial paint/tattooing to obfuscate surveillance
259
systems of control

the choice: Are you going to let it ride and just wave it off start scoping out the character’s residence and try a break
as ‘Tanya being Tanya,’ or are you going to try applying in when they’re not there - it’s not hard to keep track of the
Game Master Issues

corrective action? rabbit-eared character what will all the extra heat on them
If you wave it off, then you wave it off. We’re not going to know when this is - to see what kind of hardware they
to pop up in your kitchen and point our fingers at you and might have left there. When reports of violence come in
decry you as a failure; it’s your game, you get to decide from anywhere near the character, they’re drones check-
ing up on them there in under a minute. Law enforcement
how you handle things in it. Maybe Tanya is your best
adds the character to watch lists of dangerous people to
friend and you can’t risk alienating her, maybe your group
will freak out and fragment if you do something about it. watch for, raising their signature on the web of surveil-
That’s something only you can decide. It’s your game, not lance - and that of their known associates.
ours; we can’t tell you what to do, only give you tools to If there’s still no correction, then you’re pretty much out
use. Using them is all on you. of options. Sooner or later—sooner more likely than not—
On the other hand, if you want to apply in-game correc- the gun bunny is going to bust out that hardware in broad
tive action for this—or any other reason—then do it with daylight on a public street, and then all hell is going to
a sense of restraint and measured response. Do not just break loose. Depending on when and where it happens,
and who it happens to, the response could come from local
have someone drop a Cybered Cow on them; that’s neither
restrained nor measured. Instead try a slow escalation of criminals or law enforcement, conceivably even both, but
responses in-game, giving the player the opportunity to there will be a response.
understand in a literal way, what kind of consequences Criminal groups don’t send gangs after people like this,
their behavior carries. they send Murder Squads; the kind of people that ambush
Start by having NPCs react to them the way most folks their marks in the shower with limpet mines on the other
side of the wall, spike someone’s delivery moo goo gai
would when confronted by an armored and armed-to-
with toxic waste, or follow him to a coffin motel with that
the-teeth individual. Service gets spottier and spottier in
working girl from over on 5th and Vine and put so much
places where living people run shops. Stores with better
lead into the bedroom that a dust mite can’t dodge it all.
security systems simply close the doors and lock them as
rabbit ears walks up. Automated cabs refuse to pick them The Police tend to favor military-style operations that
up because their weapons detectors just say ‘no.’ catch the target away from potential civilian casualties, but
make no mistake; they’re more than willing to pin someone
Contacts stop meeting with them in person. Trusted NPC
down with armed drones until enough heavy guns are
suggest that maybe the rabbit-eared character is ‘overdo-
on-scene to get the job done or drive APCs through some-
ing things’ a bit, and that they need to ‘ice down and cool
off some of that heat they’re packing.’ one’s front door at 3 AM to deliver a loving care package
of SWAT officers and their ballistic party favors if need be.
It’s also a perfectly legitimate reason to deduct street Unlike criminal groups, who will cut losses at some point,
cred points from gun bunnies. After all, nobody wants to law enforcement will not stop coming once they’re at this
be associated with someone who can’t keep a low profile point. They will just keep coming, and coming until the
when [Link] start to follow them around. Police target goes down, escalating their response until the job
cruisers pass by more and more frequently, and their TAP gets done.
records more and more checks against their Evil Twins,
You can play this all out on the table if you want, but there’s
forcing them to spend some cryptos to replace them faster
not a lot of point. If things have gone this far south, that’s
and faster. The DCs to avoid surveillance start increasing,
really just delaying the inevitable. Forget about assigning
the costs of illegal goods and services start to climb, and
high DC saving throws, and worrying about attack rolls.
people start to actively avoid them; not just people on the
It’s really better to just tell the player that ‘Your character
street, but friends and acquaintances, too. Maybe the local
goes down in a hail of bullets, taking a dozen Triad hitters
criminal groups start to keep track of the rabbit-eared char-
with her,’ or ‘The bomb on the other side of your shower
acter as not only a loose cannon, but a potential source
wall goes off with the force of an artillery shell, collaps-
of high-violence hardware. The character’s fellow party
ing this entire side of the building into the street; your
members start noticing that they’re being surveilled more
character didn’t feel a thing.’ There’s probably going to be
heavily, too.
arm-waving, some yelling, and hurt feelings at this point,
If the increased level of surveillance and issues doesn’t but drawing things out makes it worse. Be straightforward
do the job, have the group’s fixer just come out and tell and surgical and make the cut as clean as you can, then
them that he can’t get them work with their rabbit-eared let it go as best you can and move on.
friend hanging around them all the time; there’s too much
surveillance heat on them because of him. Bolder criminals
260
systems of control

TABLE 5:1 BASELINE PAYOUTS


TYPE OF JOB TYPICAL PAYMENT
TYPICAL PRICES FOR NOVICE (LEVELS 1-4) JOBS
Milk Run 200–400 Cryptos
Investigation/Data snatch 400–600 Cryptos
Smash Job 500–700 Cryptos
Extra Muscle 700–1,000 Cryptos
Leg-breaking 400–600 Cryptos
Kidnapping 1,000–1,500 Cryptos
TYPICAL PRICES FOR EXPERIENCED (LEVELS 5-8) JOBS
Low-level Smuggling jobs 1,000–5,000 Cryptos
Low-level Extractions 5,000–10,000 Cryptos
Low–Level Wet work 10,000–20,000 Cryptos
Low-level Data Snatch 5,000–10,000 Cryptos
Low-level Smash job 1,000–5,000 Cryptos
Low-level Bodyguard duty 2,000–5,000 Cryptos
TYPICAL PRICES FOR PROFESSIONAL (LEVELS 9-12) JOBS
Mid-level Bodyguard Duty 5,000–10,000 Cryptos
Mid-level Data Snatch 10,000–20,000 Cryptos
Mid-level Extraction 20,000–40,000 Cryptos
Mid-level Wet work 20,000–40,000 Cryptos
Mid-level Smash job 5,000–10,000 Cryptos
Mid-level Investigation 5,000–10,000 Cryptos
Mid-level smuggling operation 10,000–20,000 Cryptos
TYPICAL PRICES FOR SKILLED (LEVELS 13-16) JOBS
High-Level Bodyguard Duty 30,000–40,000 Cryptos
High-level Data Snatch 20,000–30,000 Cryptos
High-level Extraction 30,000–60,000 Cryptos

Game Master Issues


High-level Wet work 30,000–60,000 Cryptos
High-level Smash Job 20,000–30,000 Cryptos
High-Level Smuggling Operation 50,000–75,000 Cryptos
TYPICAL PRICES FOR ELITE (LEVELS 17-20) JOBS
Epic Extraction/kidnapping 80,000–100,000 Cryptos
Assassination of a Government figure, Corporate CEO, Singularity AI 100,000–150,000 Cryptos
Conglom/Military Assault Operation 150,000–300,000 Cryptos

Characters come from all walks of life. They might have


PUTTING THE RIGHT PAYOUT TOGETHER been raised in a now-bankrupt company-owned orphanage
and taught basic combat skills as part of an early-life mili-
Okay, let’s hit the big question right off: How much money tary program, gang bangers from the streets looking for a
is too much when it comes to paying characters? way up and out of their small neighborhoods and dead-end
Money can become a problem in any game set in any lives, or at least an exciting way to die. Characters might be
genre, but it can be an especially sticky issue in a cyberpunk computer programmers who need something more excit-
setting where characters are—to one degree or another— ing in than watching endless lines of code scroll in front
professionals who do not necessarily get into the shadow of their eyes, or wage slaves looking to get out of their
game because of some altruistic need to change the world, meaningless and eternal corporate hell. Some are bored
but because they are looking to get paid. That’s not to say rich kids disowned for looking to add some excitement to
that people who run in the shadows are all greedy, morally their lives, media icons whose career tossed aside in favor
bankrupt individuals, but the number of them that maintain of the next flavor of the minute, or aspiring mercenaries
the moral high ground all day, every day is, at the least, approaching each job like a military mission, and more; the
very, very small. possibilities are limitless. But one thing unites every single
character regardless of background, and that’s the need
to make money, because the bills do not pay themselves.
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systems of control

ASSASSINATIONS
C.R.E.A.M
Game Master Issues

Better known as wetwork in the shadow community,


Not the stuff that goes in coffee, this acronym for the assassinations are precisely what the name implies, the
biggest law of the urban jungle stands for: ‘Cryptos Rule calculated, cold-blooded murder of someone. Early on in
Everything Around Me.’ Beyond the desire to make a the game, Novice and Experienced wetwork missions gen-
few extra bucks lies the cold-hard truth that there are erally involves taking out some poor sap that crossed the
always—always—bills to pay. Those science fiction writers wrong individual(s), like a rival gang or mob boss.
that promised a utopia for everyone, with plenty of food,
Many hits at lower levels are often motivated by betrayal:
clothing, and all the other trappings brought to the people
a jilted lover pays the characters to murder her husband and
by the advance of technology for little or no cost? Yeah,
that ex-best friend of hers that he was banging; someone
they lied. Life in 2090 isn’t cheap.
gets robbed by a trusted friend and wants the former
Rent has to be paid. Food, clothing, guns, ammo, cyber- buddy dead; or some sprawler too small-time to require
netics; all of these things have a price which can vary wildly the attention of an actual Triad hitter fails to pay his gam-
depending on the quality of the item in question. More bling debts to the local Triad.
often than not people (especially those on the more desti-
As characters gain levels and their street cred rises, they
tute side of the fence) aren’t risking life, limb and freedom
start being offered Professional and Skilled rated assassi-
because it’s an adrenaline rush. They’re doing it because
nation contracts that begin to focus on people of moderate
they have to, because there are very few options open to
influence and importance like mid-level crime bosses, city
them. So naturally, players are going to expect to make
officials, media stars, corporate salary men, and so forth.
some money for the work their characters do, and that’s
By the time characters reach the point where they’re being
valid. But how much should they be getting paid? This is
offered Elite assassination missions, they are gunning for
where things can be problematic.
the big fish: Corporate CEO’s, Senators, Yakuza Oyabun,
There will always be an expectation that in a gritty world even world leaders.
like Interface Zero, characters are going to get paid for the
BODYGUARD DUTY
jobs they do—otherwise, why would they routinely do the
things that no sane person would consider? Often-times, Another type of job that has varying levels of complexity,
the natural inclination on the part of the Game Master is acting as a bodyguard or protective detail for someone is
to reward the characters for good play, and pay them well always inherently dangerous. Why would the characters be
for getting the job done. But if you start throwing huge hired to protect someone if he didn’t fear for his personal
chunks of cryptos at your players, you run the risk of killing safety? Low level bodyguard assignments characters might
your game. When money becomes too readily available start out with are things like one-shot protection gigs:
in any game—especially a cyberpunk game where equip- watching a contractor’s back while he deals with another
ment is the great leveler and it is purchased with simple shadow team; protecting someone’s mistress while she
cryptos—when those cryptos flow too freely, characters goes shopping at a big sale; and so forth. As the characters
suddenly have the means to get whatever it is they may get a rep and gain in levels, they might be hired to ensure
want or need. the safety of higher profile people; city officials, mid-level
corporate executives, etc.
VARYING DEGREES OF COMPLEXITY By the time characters attain higher levels, they are
Not all jobs are created equal. As the baseline payouts getting hired to watch [Link]; heads of state, elected offi-
table suggests, the pay for the jobs will certainly increase cials, CEO’s, etc. Rather than handle the job by themselves,
as the characters gain in level, but so will the difficulty of characters will have graduated to the position of being
the job. Some jobs (like milk runs) don’t even merit men- managers themselves and typically be assigned a detail of
tioning at higher ranks, as they represent typical grunt military cutouts or corporate security goons to ensure their
work characters will do to up their street cred and prove mark has the best protection possible. Jobs at this level of
they can handle themselves. Some of the entries on the the game generally aren’t short- term tasks, and can easily
table are pretty straightforward, while others may seem become campaigns filled with all manner of dangers, cor-
vague at first glance, so compare the following section porate or political intrigue and, of course, action!
to the table to get a better understanding of what each
DATA SNATCHES
entry means. Also bear in mind that some missions may
offer the chance to gain vehicles and other equipment A data snatch is more or less exactly what the name
from defeated foes that would count towards this total. implies; a penetration of a domain (usually both physi-
cal and via hyper reality) to recover or steal some kind of

262
systems of control

Game Master Issues


data. Lower levels will see characters doing simple stuff
INVESTIGATIONS
like hacking into a person’s home or TAP to get personal
information, re-writing data files to cover up small indiscre- Investigations have varying degrees of complexity,
tions, or, in some cases, uploading incriminating evidence depending on the nature of the investigation. At lower
in support of a larger operation. Identity theft is a com- levels, characters might be hired to find out where the
monplace mission at low levels, as criminal—and some client’s husband is going every night, who he’s meeting,
corporate—organizations pay decent cryptos for confiden- and what he’s doing with them. As with milk runs, at lower
tial information on the average sprawler. As the characters levels these types of investigations are usually straight-
rise in level, they’ll be tackling tougher domains, dealing forward with few complications. As the characters gain
with nasty virtual entities and other hackers, and even levels and skill, these investigations become more intricate
assisting teams with the physical penetration of facilities and characteristically begin to revolve around important
to get hard copy, DNA samples, prototype weapons, etc. people. The legwork is often extensive, involving multiple
runs into The Deep, extended surveillance, interrogations,
EXTRACTIONS
and sometimes even blatant confrontations with the mark.
Similar in many respects to street-level kidnappings,
Higher level investigations are rarely ever what they seem,
extractions involve the physical penetration of some sort
involving a number of players, plot twists and as always,
of building, often, but not always, some sort of corpo-
dirty secrets better left uncovered. At the highest levels,
rate enclave or government installation, and the location,
characters are typically getting into some very, very deep
retrieval, and safe removal of one or more individuals to
water, dealing with conspiracies at the uppermost levels
a different location. Extractions are risky ventures that
of organized crime, corporate and government power. The
require detailed planning and often involve more people
people under scrutiny will do anything they can to keep
than just the characters.
certain truths from coming to light.

263
systems of control

head down to the local Malmart and cause some havoc to


MILK RUNS
drive customers away, or bust up a gang’s safe house, or
Game Master Issues

Sometimes called beer runs, cheeto runs, or just plain damage some construction work that’s underway to force
vanilla runs, these jobs are simple, fairly straightforward the contractor to buy ‘insurance.’ As the game progresses,
errands. Characters get paid to take something from point smash jobs tend to involve higher profile targets, like a cor-
A to point B. When the job’s done, the characters get paid. porate R&D facility, a simulacrum production plant, or the
Usually, there’s no risk involved in a milk run… home of a mid-level Yakuza boss. At the higher end of the
Usually. spectrum, smash jobs morph into full-fledged paramilitary
operations designed to take out heavily guarded targets,
The goods might have been stolen from someone else
like a military instillation, a spy satellite, an embassy, or the
who wants them back and is willing to kill to get them.
regional headquarters of a megacorporation.
The route the characters take might put them in smack
dab in the middle of a gang war. Heck, they might even be SMUGGLING OPS
setup as patsies or worse, unwitting decoys with a fake Smuggling runs are much like milk runs, only on a larger
package, to throw off any pursuit while the real goods are scale and considerably more dangerous, typically requir-
transported by a different team. ing much longer trips through more dangerous territory.
Sometimes the characters will know exactly what they’re Characters will get paid to transport cargo across national
transporting, but more often than not they won’t, because boundaries, a process filled with a myriad dangers including
they don’t need to know what the McGuffin they’re toting dodging military patrols, avoiding sensor arrays, dealing
around is. Employers generally don’t like the hired help with shady fixers, attempts by rivals to disrupt their deliv-
poking their noses where they don’t belong and typically ery, and so on.
make it clear what will happen if a character gets nosey—as
a hint, it’s usually painful and violent. Besides, the charac- ADVENTURES BASED ON
ters are probably better off not knowing anyway. AVERAGE PARTY LEVEL
Morality has a funny way of screwing up what would
Start small and build up; the PCs, no matter what backsto-
otherwise be an easy payday on any kind of job, but milk
ries they come up with, are not globe-hopping world-class
runs are notorious for this sort of thing. So let your char-
operatives at 1st level. They’re more like neighborhood vig-
acters take a quick peek at what’s inside the back of the
ilantes, beat cops, newly-colored gang members, and so
truck, or open the Package, or see what’s in that portable
on, so keep adventures local and in areas where there’s
data storage unit, if they really want to. When they realize
less surveillance for the first 5 levels or so, then slowly
they’re delivering a bunch of immigrants to the local Triad
open things up.
and find they don’t like the notion of contributing to the
proliferation of slave labor; or discover that they’re carrying A sample straightforward way of doing this is to use the
a load of street drugs like the ones they just got their kid following chart to plan out where your players’ adventures
sister off of cold turkey and might, in fact, have delivered can be set. It starts off focused on a tight area, and, as
the batch that got her hooked in the first place; or that the characters gain levels, opens up new areas for their
they’ve got enough real and manufactured datafiles on a adventures to take place in, beginning with a small defined
reformer politico who’s genuinely trying to help the poor neighborhood or neighborhoods, then opening up to an
in the area where they live to ruin the woman’s career and entire city, then an entire country, and finally all over the
life; then politely remind them that there might very well globe an beyond.
be nasty consequences if they fail to deliver the goods. Along the way, the characters slowly gain the skills and
SMASH JOBS confidence to work in more restrictive and more dangerous
Security Zones, more exotic locations like forests, moun-
As the name implies, smash jobs involve the destruction
tains, high class parties, oceans and snowfields, and, finally,
of something. Low level characters are usually hired to

TABLE 5:2 ADVENTURES AND AVERAGE PARTY LEVEL


CHARACTER LEVEL ADVENTURE AREA
1-5 Local Neighborhoods/Yellow and Orange Zones
6-10 Citywide/Exotic Locations/Blue and Green Zones
11-15 National/Orbital/Red Zones
16-20 Global/Off-world/Black Zones

264
systems of control

reach the point where they’re ready to handle adventures recently has had enough and is sending in a team
that take place in orbit and off-planet. of crooked soldiers form a local military base to teach
them a lesson. Checking the encounter guidelines in
This doesn’t mean that they have to leave their old stomp-
the Pathfinder Core Rulebook, she sees that a ‘Hard’
ing grounds behind, though—far from it. All the chart does
encounter is APL+2, or CR 8 in this case. Checking
is give you an idea of the points at which they characters
further, she finds that three level 6 soldiers make a
should be able to handle specific sorts of challenges. There
CR+3 encounter, Tough, but not impossible. Then she
are plenty of stories that can be told within a single city,
all the way up to 20th level. checks to see what changes their military equipment
makes: Access to military gear adds +1 CR, and the
THE TIER SYSTEM two extra soldiers with it add an additional +1 CR.
Adding that up, she gets 6 (base level of the sol-
The Tier System is a powerful tool for Gamemasters, allow- diers) +2 (for the total number of opponents) +2 (for
ing them to scale challenges to their players, but if not the three soldier’s access to military gear) = CR 10,
understood, it can quickly unbalance a game. Here are or one stage above the top of the encounter rating
some guidelines for using the system to help you and your chart. She decides that this is potentially too lethal,
players get the most from using it. and shifts the soldiers to crooked policemen, who
have the same Tier access as the players, dropping
BASIC TIER ASSUMPTIONS the encounter’s CR back to 8.
Interface Zero doesn’t have magic items to give PCs pow-
er-ups, so the natural place to look for an equivalent is
INTRODUCE TIERS SLOWLY
weapons and technology. The Tier System is that answer, Players will go nuts when they realize that higher Tiers
allowing you to scale challenges and reward players as mean more damage dealt, less damage taken, and better
they advance in level. bonuses, and they will want to upgrade to the highest
Tier weapons and equipment they can get their hands on
The Tier System operates on a scale of Tier levels matched
as fast as possible, which will unbalance the game in very
to character levels:
short order. The easiest way to prevent this is to simply
Opponents using the occasional individual item from the not have material of a higher Tier available initially, and
next higher Tier’s gear should start appearing about 1-2 to introduce it slowly. Run several adventures where the
levels before a jump to the next Tier, but fully-equipped opposition is Gutter or Civilian Tier, and then, when the PCs
out individuals—those with weapons (this includes a TAP have gotten used to that level of opposition, have them run

Game Master Issues


program suite of a higher Tier for hackers, or drones for into someone with a Corporate Tier weapon with limited
a drone pilot), armor, and other gear—shouldn’t appear ammunition for it. Then a few scenarios later, introduce a
before their Tier levels on a regular basis except as ‘Big Corporate Tier program for the hacker, or a Corporate Tier
Bads’ at the end of a level range. electronic lockbreaker for the party’s intrusion specialist,
When computing Challenge Ratings for encounters, con- and ease them into it. The slower the introduction, the more
sider each Tier level worth of equipment above the party’s it will mean when someone finally gets their hands on that
range on the table above their opponents possess to be a Corporate Tier assault rifle, and the struggle of deciding
+1 CR increase in the encounter, and each Tier level below whether to bring it on a mission, knowing that there are
it to be a -1 CR. For every two fully-equipped higher Tier only 41 rounds for it and that they may not see any more
opponents in an opposition encounter, add another +1 to for a long time will make for a better story.
the CR in addition to the normal addition the CR gets for For example a PC wants to buy a Military Tier sniper rifle
adding extra opponents. Don’t make adjustments based (because, really, who wouldn’t?). Just tell him that there isn’t
on numbers for lower-Tier opponents based on numbers. one available when he tries to buy one from his friendly
Pay very careful attention to weapons and damage-dealing neighborhood arms dealer when he’s just starting out.
capacity particularly; even one or two higher Tier weapons Don’t ‘let the dice decide’ and have them roll to talk the
can tilt an encounter very quickly. gal into locating one, and don’t set some arbitrarily high DC
For every two PCs equipped with higher Tier weapons, to locate it. Just have her smile, say ‘I wish!” and promise
armor, and gear than their level indicates, add +1 to the to look for one for them. Then, six adventures later, have
part’s APL versus lower Tier opponents. Against higher Tier her turn up one that needs some repair work to function,
opponents make no adjustments to the APL. but when the PC goes to get it, she’s been arrested on
charges trumped up by a competitor and has to be cleared
Example: Constructing an encounter for her APL 6
before the PC can get his half-damaged new toy. Then an
party of players, Denise decides that the crime family
adventure or three later, have her turn up a half-box of
whose operations the group has been attacking

265
systems of control

ammunition, but maybe she wants to go out on the town someone won’t try a run on the PCs to take it away from
for a night as part of the price so she can keep watch over them if they think that they can’t defend it well enough.
Game Master Issues

her younger sister and ‘that boy.’ A few scenarios later, she
comes up with most of the spare parts needed to make it IT’S FREQUENTLY LIMITED
work, so the PC can start repair work. She’ll even do the Higher Tier armor may not suffer from this as much, but
work if they haven’t taken any ranks in Profession (gun- ammunition for higher Tier weapons certainly does. The
smith), but it’ll cost extra, unless they’d like to do her a more you shoot, the less you have, and the more you sub-
small favor? By the time the weapon is repaired and ready sequently need. If the ammunition is scarce, then PCs will
to go, you can have gotten several scenarios out of that need to reserve their heavy guns for the big tasks or risk
one piece of equipment, an NPC that the PC is vested in, not having them when they need them. This is especially
and will have had time for them to get to 8th or 9th level true for exotic ammunition like armor-piercing or incendi-
where 20 shots from a Military Tier sniper rifle aren’t the ary ammunition from a higher Tier.
most destabilizing thing in the world.
Programs and items like tool kits, first aid kits, hacking
THE OPPOSITION KNOWS THE DIFFERENCE programs, and other technologies that use components up
in operation, often have planned obsolescence built into
When facing down armed opponents, law enforcement, them, with internal timers that track the number of uses
corporate security, criminal, and military forces aren’t totally before they self-erase, or ‘dead-on-dates’ where they stop
clueless. Neither are professional data security personnel, working, or both. The good ones even tell you what the
criminal data pirates, infrastructure security personnel, ‘uses-to-erasure’ and ‘dead-on-dates’ are.
and other opponents of a less ‘shooty’ nature. If someone
starts shooting holes in someone’s Corporate Tier body ASSIGNING TIERS
armor with a Military Tier assault rifle, or slicing through
their Corporate Tier firewalls and security measures with LOCATIONS, OBSTACLES, AND TRAPS
a Military Tier intrusion suite, they’ll call in backup that
can handle a Military Tier threat just as fast as they can. When assigning Tiers to something such as a facility or
Additionally, possession of, much less criminal use of, unli- situation, think broadly. If the facility is a military base, then
censed weapons, programs, and many other devices is a its security and other components will be Military Tier. If
crime, and the higher the Tier those weapons and devices it’s a corporate office building, then as a general rule, its
come from, the more illegal they are. Sentences are longer, security and components will be Corporate Tier. If it’s an
penalties are increased, and consequences are greater for average person’s home, then the security and components
using high Tier weapons in Green, Blue, and Yellow secu- will probably be Civilian Tier.
rity zones. In Orange and Red Zones, they’re equally high, Individual systems might have a lower or higher Tier,
but more because people will want to kill someone to take but those are specific items that the GM should assign on
their equipment for themselves than try and arrest them. for purposes of a scenario, not something to worry with
In Black Zones, since they’re going to kill you anyway, the every time a Hacker tries to piggyback onto someone’s All
issue is lessened, PCs might as well take the biggest guns Sports Network subscription. Moving up in Tiers represents
they have. a greater investment in electronic, computer, and physical
security like access barriers, upgraded firewalls, improved
THEY’RE HARD TO FIND sensors, stronger construction materials, and so on, along
Corporations and militaries and civic governments all have with a commensurate increase in expended resources, so
a vested interested in keeping high Tier weapons, armor, without a reason for it, most entities aren’t going to, or
and other gear out of the hands of criminals (that’d be aren’t going to be able to, expend the resources to upgrade
the player characters by definition). They crack down on to another Tier, even if they have the capacity to do so,
access to them, pursue thefts of them with greater force without a pressing need.
and resources, and generally make it hard for criminals that For example, a Civilian Tier building wouldn’t have rooftop
aren’t ‘mobbed up’ with a large organized crime group to barriers or cornice sculpting to stop jumpers from nearby
get to them (and those groups don’t hand high-Tier gear
rooftops like a Corporate Tier structure might, and cer-
out like party favors). Entry-level criminals like starting PCs tainly wouldn’t have monowire or electrified fencing like
aren’t even worth the notice of the few dealers that can a Military Tier structure, much less automatic gun turrets
reliably produce them for sale, and mid-level criminals are
like an Elite Tier facility might. Adding higher Tier obstacles
only occasionally noticeable. Only top-flight underworld to a mundane task may sound exciting, but there needs
figures can regularly access dealers with high Tier gear. to be a reason for doing so other than ‘make the PCs roll
Even getting some high Tier gear is no guarantee that higher numbers’ or they lose the impact that they have.

266
systems of control

for the CR he wants, the Perception and Disable DCs are,


TABLE 5:3: TIER LEVELS so he removes the +5 bonus for the Tier increase to them,
CHARACTER LEVEL TIER reducing them to 26, and leaving the CR at 3.
1-5 Gutter and Civilian
6-10 Corporate
11-15 Military
AWARDING ZERO POINTS
16-20 Elite
Be generous with awarding Zero Points. This might seem
Don’t just ladle them on because they’re cool, put them counter-intuitive, since players can spend them for big
there if there’s a reason. bonuses that you may be worrying will break scenar-
Adding higher Tier components to a trap or obstacle ios or the whole campaign, but hear us out. If you don’t
increases the CR of the trap or obstacle, by +1 for each award them generously, then that’s exactly what’s going
Tier above the party’s access level the trap or obstacle to happen. Players are going to hoard them like they were
possesses, and subtracts -1 for each Tier below the party’s solid gold and only start spending when they’re in a fight
access level it possesses. Damage, Save DCs, and Percep- with your Big Bad, or when they feel like the scenario or
tion/Disable DCs are increased by +5 per Tier above the campaign is at a tipping point.
APL, or decreased by -5 for each Tier below it. Compare Instead, encourage them to spend them. Ask “Do you
the resulting numbers to other traps or obstacles of the want to spend a Zero Point?” often, so they remember
new CR and to the CR Modifiers for Mechanical Traps table that they can spend them. And when they do, smile, nod,
in the Pathfinder Core Rulebook to see if additional adjust- and as soon as they do something cool, give it right back
ments to the CR need to be made. to them. That’s the key to getting players to spend Zero
Example: Charles is making notes on a drug lab that Points: knowing that they get them back. And you want
his APL 4 party is going to raid. He decides that there’s them to spend them, because not only does it encourage
a single Corporate Tier security device that the crim- the cinematic action that Interface Zero is designed for, but
inal chemists have scraped up the funds to purchase it also means that they’re not sitting on their maximum
which guards the actual lab. Looking at the sample total all the time.
traps in the Environment section of the Pathfinder Individual Zero Point totals can and should fluctuate up
Core Rulebook, he decides that the Burning Hands and down during scenarios depending on character actions.
Trap at CR 2 is about the right danger level. Increas- Yes, using one here might mean that it isn’t available later
ing the CR by +1 for it being Corporate Tier makes it in the scenario - unless the player tries to do the cool sorts
a CR 3 and means that the statistics, when altered of things that earn them Zero Points back - and that’s
to reflect the increase in Tier, are:

LIFE IN THE SPRAWL


what you want.

BURNING HANDS TRAP CR 3 LIFE IN THE SPRAWL


(increased by +1 by Tier)
This section is designed to let you know what life is like
Type: mechanical (changed from magical); Perception DC in the world of Interface Zero and the 2090s. All of the
31 (increased +5 by Tier); Disable Device DC 31 (increased sections are geared to present their data as it exists for
+5 by Tier) the average inhabitants of the world. As such, many of
the issues and situations presented here don’t apply to
EFFEC T S player characters and other fringe members of society.
As this is a cinematic action-oriented game, and highly
detailed rules for handling common tasks like driving from
Trigger: proximity (changed from ‘alarm’ to ‘motion
Point A to Point B do nothing but slow down the action,
sensor’): Reset: none
remember that player characters simply use an array of
Effect: spell effect (effect changed to ‘mechanical’ from Evil Twins and other techniques to avoid the serious down-
‘spell effect’; base spell name changed from ‘burning hands’ sides presented here - until it’s necessary for a storyline
to ‘propane gas burst’; 2d4+5 fire damage (increased +5 by or plot point, that is.
Tier), DC 16 Reflex save for half damage(increased +5 by
Tier)); multiple targets (all targets in a 20-ft. cone; increased CURRENCY
by +5 feet by Tier). Comparing this to other traps and the
In the world of Interface Zero, particularly after the rogue
CR Modifiers for Mechanical Traps table, Charles decides
AI, Charon, caused the European Crash of 2089, traditional
that while the damage and the Save DC are not too high
currencies and banking systems are still used, but widely

267
systems of control

distrusted. Despite government assurances that ‘that can’t Cryptocurrencies are not immune to the threat of hacking,
happen here’ citizens have turned away from traditional but in a different way than digital assets were traditionally.
currencies in favor of what is seen as a more secure form Without the passwords and encryption keys, stealing units
of asset, long used primarily by those operating outside of a cryptocurrency is pointless. Instead, hackers try and
LIFE IN THE SPRAWL

the mainstream: cryptocurrency. steal those passwords and keys, so they can reassign the
Cryptocurrenies are digital or virtual currencies that use units of cryptocurrency to themselves, using all the tradi-
encryption for security and anti-counterfeiting measures. tional tricks of the hacking trade: phishing, malware that
A cryptocurrency is difficult to counterfeit because of the reads the keys and passwords, and so on.
encrypted nature of its coding and because each unit of After Charon’s attack, there was a concerted effort to
a cryptocurrency uses a system called a ‘block chain’ to shift to cryptocurrencies, and the formerly large number
store an online ledger of all the transactions that have of them quickly sorted themselves out, leaving the five
ever been conducted using that specific cryptocurrency. separate cryptocurrencies with the strongest encryption
This ledger has limited exposure to hackers because it runs as the new global standard: the cryptodollar (created by
simultaneously on all computers and TAPs running the cryp- a group in the North American Coalition); the cryptorand
tocurrency’s software. This means that to change one unit (created by a group in Southern Africa); the cryptozloty
of a cryptocurrency, you would have to change all copies (created by a group based in Poland); the cryptorupee
of the ledger everywhere in the world simultaneously, (created by a group based in the India League); and the
something that not even AIs are powerful enough to do. cryptopeso (created by a group based in Argentina). All of
A second defining feature of a cryptocurrency, and for them have different encryption schemes, and use different
many its most endearing allure, is its organic nature. It is ‘mining’ mechanics to create new units of currency, and
not issued by any central authority, rendering it theoreti- while hackers may debate the relative strengths of one
cally immune to government interference or manipulation. over the other like sports fans do team lineups, each of
Instead, new units of currency are generated by “mining.” the five survived the best hacking attempts available and
This is a computationally intensive task, and it requires a lot come out unbroken. Rather than use the longer names,
of processing power. Essentially, the computer is rewarded or differentiate between them, units of these five are all
for solving difficult math problems. This processing power called ‘cryptos’ for short.
is used to verify transactions, so all that number-crunching
LIFESTYLES OF THE RICH AND INFAMOUS
is required for the cryptocurrency to work.
A character’s primary source of income is payment for
Cryptocurrencies make it easier to transfer funds between
services rendered, plus some extra picked up on the side
two parties in a transaction; these transfers are facilitated
for resale of ‘found items’ left by opponents that no longer
through the use of public and private keys for security pur-
need them. Primary purchases from this pool of resources
poses, and are anonymous, making tracing the transactions
are going to be the tools and items they need to continue
if not impossible, then close enough to it that there’s not
fighting the good fight—weapons, ammunition, cyberware,
much practical difference. These fund transfers are done
tech, armor, and so on. Yet what about things like food?
with minimal processing fees, allowing users to avoid the
Rent? Taxes? Bribes? Idle purchases?
steep fees charged by most banks and financial institu-
tions for wire transfers. You can certainly handle these minor expenditures in
detail during play, but tracking every time a PC pays for
However, because cryptocurrencies are virtual and do not
a room, buys water, or pays for a Big Bushi Sushi Basket
have a central repository, a digital cryptocurrency balance
swiftly become tiresome. If you’re not really into tracking
can be wiped out by a computer crash, or deleted by an act
these minor costs of living, you can choose to simply ignore
of financial terrorism like Charon’s, if a backup copy of the
these small payments. A more realistic and easier-to-use
holdings does not exist. The ability to make backup copies
method is to have PCs pay a recurring cost of living tax. At
of your bank account and store them off the Global Datanet
the start of every game month, a PC must pay an amount
is extremely attractive to individuals and corporations that
of cryptos equal to the lifestyle bracket they wish to live
are wary of another attack like the one Charon made. In
in. If they can’t afford the desired bracket, they drop down
the event of a deletion event, the backup is brought online,
to the first one he can afford.
automatically updates based on the worldwide copies of
the block chain, and your assets are still available. Since • Destitute (100 cryptos/month): The character is lit-
prices are based on supply and demand, the rate at which erally homeless and lives on the on the streets, or, if
a cryptocurrency can be exchanged for a physical currency they’re lucky, at a shelter of some kind for part of the
can fluctuate widely, but cryptocurrencies themselves are time. A destitute character must track every purchase,
considered equal in value with an exchange rate between
them of 1:1.
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systems of control

and may need to resort to Survival checks or theft to in a Yellow Zone, but in a Green or Blue, they might well if
feed himself. they think they can assist her.
• Poor (300 cryptos/month): The character lives in Conversely, law enforcement corruption increases the
low-end apartments and motels (with several room- worse the Security Zone rating. There are exceptions to
mates most likely), out of the back of their vehicle, this, like any other rule, but as a general guideline it’s safe
full-time in a better class shelter or flop house. This is to assume that most officers in Green Zones are the best,
the lifestyle of most untrained laborers. The character most honest representatives of their department. Those
need not track purchases of meals or taxes that cost in Blue Zones are newer officers on the way up, older
1 crypto or less. officers on the way down, or the career officers that under-
• Average (1,000 cryptos/month): The character lives stand Blue Zones offer the best balance of career longevity,
risk, and the occasional reward. Officers in Yellow Zones
in his own apartment, small house, or similar location
are typically rookies or old-timers that are too cynical, too
(possibly with one other breadwinner contributing to
heavy-handed, or too ‘hot,’ to survive in a better-rated
the lifestyle)—this is the lifestyle of most trained mid-
Zone.
dle-class individuals. They can secure any Civilian Tier
non-weapon item worth 100 cryptos or less from their THE COURTS
home in 1d10 minutes, and need not track purchases
of common meals or taxes that cost 10 cryptos or less. Like everything else, the wealthy have it easier with high-
priced law firms to clean up after them, and the lower
• Wealthy (10,000 cryptos/month): The character has
classes make do with public defenders and the dregs of
a sizable home or a nice suite of rooms in a high-en
the law school graduating classes. Surveillance evidence
apartment building. The character can secure any Cor-
is common - overwhelmingly so - and typically slanted
porate Tier non-weapon item worth 500 cryptos or less
by both sides to present their specific viewpoint. Forensic
from their belongings in their home in 1d10 minutes,
evidence gathering techniques are highly advanced, but
and need only track purchases of meals or taxes in
used less than back at the turn of the century since sur-
excess of 100 cryptos.
veillance is so prevalent and so much cheaper. Normally
• Extravagant (100,000 cryptos/month): They live in a only the wealthy or those involved in sensationalistic trials
mansion, in a luxury penthouse, or other extravagant see it used extensively.
home—they might even own the building in question.
Sometimes there’s a bad warrant issued, or an officer
This is the lifestyle of the 1%, the place everyone wants
gets caught in a lie, but that doesn’t happen as often
to be. The character can secure any Corporate Tier item
as one might think, thanks to ‘judgebot’ programs and
worth 2,500 cryptos or less from their belongings in

LIFE IN THE SPRAWL


other, similar expert software. The programs aren’t truly
their home in 1d10 minutes. They need only track pur-
self-aware systems, but they’re close enough within their
chases of meals or taxes in excess of 1,000 cryptos.
specialties. Officers can access one or more programs like
this in real-time from their squad cars, or their TAP in better
LAW ENFORCEMENT Zones. If a judgebot tells them they’ve made a mistake,
The Police. The Man. La Chota. Po-Po. Badges. Kalevet. the officers usually either find some way to cover their
Pigs. Five-O. Murija. Fuzz. Coppers. Tiáozi. ass or just cut the offender loose with a promise to ‘keep
eyes on you.’
Whatever the local street name for law enforcement is -
and there is always a local nickname - the boys in blue are BAIL AND BOUNTY
present on some level everywhere that isn’t a Red Zone.
Assuming that an offender doesn’t plead guilty as soon as
They enforce local laws and regulations, act to keep public
they’re arrested, or they aren’t arrested for a capital crime
order, investigate crimes and criminal activity, and generally
(and sometimes even them if they’re connected enough or
make life hard for people on the opposite side of the law.
wealthy enough), they can usually post bail to be released.
As a general rule, the better the Security Zone rating, the The judge checks any documentation on the offender’s
more well-liked and respected law enforcement officers known resources, makes a guess at the unknown ones, and
are by the general populace, and the worse the Security uses an expert psychological risk evaluator smart system
Zone rating , the less well-liked and more antagonistically to try and arrive at a figure that’s large enough to ensure
they’re viewed. There are always situational issues involved that the offender does, in fact, show up for trial. Specifically,
of course. An Orange Zoner may well be damned grateful the more heinous the crime and the more likely prison time
to the police officer that saved him from an organ-legging is, the higher the bail - assuming that it is granted at all.
gang and thank him with some choice information. Average
citizens may not intervene in a gunfight to save an officer

269
systems of control

Most people don’t have truckloads of cash lying around uncommon. Shorter sentences are not as likely to create
to cover things like this, which is where bail bondsmen issues, but longer sentences, those of multiple decades or
step in. Bail bondsmen accept a percentage of this figure more, almost invariably do. For example, a killer with mul-
- ten or twenty percent is normal, but higher rates are tiple life sentences goes into the Virtual Reality Sentence
LIFE IN THE SPRAWL

not unknown if the bondsman thinks the offender is a Compression program as it represents the only chance they
flight risk - to keep, and then pay the total amount of the will ever have for seeing the outside of a prison again. They
bail to the court with the understanding that they will get live hundreds of years of prison life, experiencing every
it back when the offender shows up in court. It’s a risky single day of those multiple sentences, while only a year
business, though, so most bondsmen require collateral or two passes in real life. The strain alone is enough to
from the offender and their friends and family, to secure drive break weak psyches, and even the strongest-willed
the amount. This gives the bondsman assets that can be prisoners are left with the near-impossibility of adjusting
repossessed and sold recoup their losses if the offender to a life they no longer remember, meeting people they
decides to make a run for the border. forgot even existed, while those just saw the prisoner a
couple of days previously.
PRISON
The wealthy can, unsurprisingly, buy their way into better
Prison and jail systems are nominally administered by the treatment, much like medieval and later prisoners did,
state, and are considered an arm of the state, but really before the great prison reforms of the late 19th Century
they’re owned and operated by private corporations in (supposedly) stopped such things. Better food, better quar-
most of the ‘civilized world.’ That, in theory, allows for ters, conjugal visits - or at least the Virtual Reality versions
the best balance of security, rehabilitation services, and of those things - are all available if the price - and there’s
cost-effectiveness per prisoner, but that’s a crock. Prisons always a price - is right.
are businesses, and they’re run for the only reason any
other business is - to make money. PAROLE AND TRACKERS
The corporations that run them have the numbers Once you go inside they own you forever. Even after let
crunched down to a science. Their contracts with civic enti- you out, you’re never really free again. If you didn’t have
ties specify that they get X amount per inmate per year, and a TAP when you went into the ‘justice system’ you man-
they know exactly how many full beds provides the highest datorily have one implanted, and are billed for it, because
return for their investment, and what the right ratios of it makes you easier to manage, track, and account for.
inmates with special needs or high security inmates to Most prisoners leave on parole for ‘good behavior’ or ‘good
normal prisoners are to stay in the sweet spot. Since they’re bribes,’ and some get trackers implanted if they’re worth
in the business of making money, they do everything in the bandwidth to keep track of. Sometimes prisoners are
their power to make sure that number never changes. Too put on parole even if they served their full sentence. It’s
many inmates and they start to lose money with the extra called “mandatory supervision,” which is a fancy way of
security and other expenses required. Too few inmates, saying ‘we still own you.’
and they start to lose money because expenses are now Once someone is on parole, it’s all about violations. If they
too high for the return.
break one of the rules - and there are a lot of rules - they
If they have too many inmates, they normally use Virtual go back Inside. That’s either more of the parolee’s original
Reality Sentence Compression to move inmates out until sentence, or possibly a year or so in Virtual Reality Com-
they’re back in the sweet spot again. They’re supposed to pression Time if the parolee is doing a mandatory gig. In a
ask for volunteers - and some actually do - but the most real way, the assigned parole officer has so much control
common selection process is based on - surprise - cost over the parolee that they are little more than a slave. The
analysis. This means that the inmates that provide the PO can twist the rules and make almost anything into a
least profitable returns are the ones most likely to be pulled violation, sending the parolee back to prison if the parolee
out, hooked up to a time compression Virtual Reality sim- doesn’t do what the PO says, when they say, and exactly
ulation, and run through their sentence at an accelerated how they say to do it. Not all POs are monsters, abusing
rate. Typically they run at a ratio of 1 sentence year to 1 their power like drunken overseer, but it’s a slippery slope
real day, but in a budget crunch, or if someone just doesn’t and a lot of POs slide down it, even if only once in a while
like the prisoner, much higher compression rates are used. or for a short way. Even if a parolee makes an appeal, it
Inmates released after this are mentally decades or more takes months to get a hearing - and the PO knows that
older mentally, but physically more or less unchanged. one was filed, which is not always a good thing.
The effects on prisoner psychology are profound and Even with the negatives, virtually all offenders agree that
far-reaching, and radical personality alterations are not parole is a still lot better than getting a tracker implanted
along their spine or inside their skull. Parole officers can
270
systems of control

be reasoned with, bought off, and dealt with in all sorts of FELONIES
ways, but there aren’t a lot of angles that can be worked Felonies are the heavy stuff, crimes where bad things
with a tracker. Normally permanently installed in the happen to good people. Any crime where someone gets
offender’s TAP, or wired into their spinal cord, trackers pulse hurt, serious property damage occurs, money or good are
about every two seconds and send their location back to stolen, someone gets killed—you know the drill. These
an AI expert system that monitors one or more parolees. are the kinds of crimes that civic organizations don’t want
If the parolee goes out of their assigned zone or near happening because they negatively impact health and
any forbidden place, the AI knows pretty quickly. Anyone safety numbers, cause bad publicity, or, worst of all, cost
who can log onto the Justice System networks and who them money, either in lost taxes and revenue or damaged
knows a parolee’s ID code can find the parolee without a property.
problem. With enough access, they can even activate the
tracker’s ‘trace and burn’ function - they all have them, Felonies are grouped by ‘class’ (misdemeanors are all
even if it’s not advertised - and zap the parolee with a lumped into one class for simplicity’s sake), which provides
fatal or permanently paralyzing jolt straight to their cere- a guideline of how much trouble you’re in if you’re charged
bral cortex or spinal column. Designed as a seldom-used with one. The higher the number, the worse the trouble
failsafe to prevent potentially-dangerous parolees from (but having a number at all is not good). In some cases,
escaping, every few years there’s a scandal when a crooked where you fall is a matter of scope. Hack a single car—a
Justice System clerk sells access to a parolee’s system, or felony sure, but maybe not a Class 5—unless someone
a hacker breaks into one, and the parolee winds up dead gets run over because you did it.
for no reason. Penalties vary from location to location, but the death
penalty is rarely applied; a few consecutive Virtual Reality
CRIME RATINGS life sentences in prison will usually ensure that a criminal
doesn’t kill again, and still leave them capable of paying
Crimes in the 2090s, like in the early 21st Century, are cat-
taxes and providing marketing data. Sentences typically
egorized by scale and scope into two categories: felonies
range 5-10 years per Class Rating of the felony, with an
and misdemeanors.
accompanying fine of 20,000 cryptos per Class Rating.
MISDEMEANORS Felony charges are normally an ‘all that apply’ arrange-
ment, which gives felons and prosecutors some room for
Misdemeanors are the minor offenses that normal citizens deals. Sensational crimes, or upcoming electoral cycles
can accrue without really being a lawbreaker on a serious typically mean no deals will be offered.
scale. Things like speeding, a teenaged party making too
CLASS 5 FELONIES

LIFE IN THE SPRAWL


much noise too late into the night, parking violations, a
shouting and shoving match with the neighbor over that First-degree and second-degree murder, first-degree
tree that overhangs their yard, letting the registration codes kidnapping, sexual assault, battery with intent to commit
on the car lapse, and so on. They’re centered on the (rela- sexual assault that results in substantial bodily harm,
tively) minor laws that keep things orderly and organized hacking of infrastructure resulting in death, hacking
and govern ‘civilized’ behavior. causing financial loss of greater than 1,000,000 cryptos*,
Most offenses classified as misdemeanors are simply and unlicensed possession of elite-grade cyberware and/
handled electronically. There are non-sentient AI systems or weaponry.
that compute fines based on offenses and manage all the CLASS 4 FELONIES
related activity. If you speed, your car and the roadway
Crimes such as possession of child pornography (first
tracking systems know it and report you. The fine is then
offense), assault with a deadly weapon, battery with intent
instantly deducted from your on-hand credit balance, or
to kill, hacking of infrastructure leading to accidental loss of
attached as a garnishment to your next check, all without
life, hacking causing a financial loss of greater than 100,000
human intervention. If an officer is involved, there’s usually
cryptos but less than 1,000,000 cryptos*, and unlicensed
some discussion, a consultation with the judicial system’s
possession of military grade cyberware and/or weaponry.
‘lawbots’ and a fine is issued and paid on the spot.
CLASS 3 FELONIES
Being taken ‘downtown’ for a misdemeanor only happens
in the vids, or in small municipalities that still require human Buying or receiving stolen goods, surveillance and/
judges to handle fines. Everywhere else, it’s too expensive or stalking by use of the DataNet, drones, electronic
for anything less than a felony. messaging or similar method, hacking of infrastructure,
and hacking causing a financial loss of greater than 1,000
cryptos but less than 100,000 cryptos*.

271
systems of control

you know, just shoot them to eliminate future issues.


CLASS 2 FELONIES
Depending on the writ, the offense, the issuing agency,
Involuntary manslaughter, third-degree arson, manslaugh- the jurisdiction’s statutory limitations, and other factors, Pri-
ter, attempted hacking of infrastructure, and unlicensed vateers may be limited to non-lethal means, investigation
LIFE IN THE SPRAWL

possession of corporate grade cyberware and/or weaponry only, or any other conceivable combination of restrictions.
CLASS 1 FELONIES Privateer Companies are normally tasked with locating
Criminal gang recruitment by an adult and soliciting the source of an attack, neutralizing it, and recovering any
prostitution involving a child, as well as unlicensed stolen data, or other resources. Some law enforcement
possession of some civilian grade cyberware and/ agencies and other patrons also use the Privateer system
or weaponry, and violating an order of protection (or to place bounties on persistent, repeat offender criminals
restraining order). as a matter of course, turning the PCs that follow up on
such bounties into corporatized Bounty Hunters. The dif-
* - Financial Loss. Depending on how annoyed they are
ference between Bounty Hunters and Privateer Companies
with you, corporations may take a very hard line as to
isn’t clear to many observers, but the Letter of Marque is
what constitutes a ‘loss’ and add in not just actual dollar
what makes the difference. It grants the Privateer Company
amounts stolen and property damage, but future losses
a measure of legal authority through the backing of the
in interest and other earnings, costs to repair and replace,
issuer, as opposed to Bounty Hunters who are private cit-
costs to compute costs, and more. This felony track would
izens with no such authority.
result in imprisonment, not the death penalty, except in
some extreme cases or in specific corporate courts. The level of legal authority a Letter of Marque grants is
somewhere between that of a private citizen Bounty Hunter
TYPES OF LAW ENFORCEMENT and a licensed and bonded Private Security Company. PCs
carrying a Letter of Marque from a major corporation or
There are multiple types of law enforcement in the 2090s, other influential entity tend to be able to push the limits of
with overlapping areas on interest, control, and author- their authority more than those bearing one from a lesser
ity. In general, civic authorities trump the others except entity. Letters of Marque are not licenses to commit public
for restricted corporate facilities and the like, and even acts of destruction and endanger the populace, as they
in some of those locations if the federal level authorities may lead to legal repercussions for the issuer of the Letter.
get involved. PCs are expected to use discretion and common sense in
their activities and not drag their Letter’s issuer’s name
PRIVATEER COMPANIES through the mud.
As pervasive as hacking and stories of hacking were at the Privateer Ccompany employees run the gamut of inves-
start of the 21st Century, by the 2090’s it has become so tigators, hackers, gunmen, and more. Many were, in fact,
commonplace that no one even notices anymore. Except for formerly pursued and caught by their current employers,
the people that have to pay out to settle frauds and can’t and chose to accept a job offer in lieu of jail time or worse.
get their stolen resources back. Most businesses and indi- They typically work in teams of 3-6, and come with widely
viduals have insurance to cover the inevitability of hacking, varied levels of training and equipment, as well as equally
but that’s a reactive, passive solution to a problem that varied approaches to their work.
needs, at times, a more active one. It’s not cost-efficient
for major corporations to pay hundreds, if not thousands, BOUNTY HUNTERS
of highly-trained and potentially expensively salaried indi-
Traditionally, most Bounty Hunters are individuals or
viduals to sit around and wait for a hacker to strike so
small groups that are employed by bail bondsmen; the
they can go to work. That’s a commercial opportunity, and
people who usually post the bail that got the fugitive being
opportunity breeds innovation.
pursued out of jail after an arrest. The Bounty Hunter is
Stepping up to the breach (data or otherwise) are privat- typically paid about 10% of the total bail amount, though
ized, outsource companies: ‘Privateer Companies.’ They this varies depending on the individual being pursued and
operate like the original private military contractors, the other factors. Bail bondsmen hire Bounty Hunters because
Age of Sail privateers, with corporate names that echo that if the fugitive eludes bail, the bondsman is responsible for
link, and possess letters of marque (from banks, insurance 100% of the total bail amount, which is not good for busi-
companies, local governments, companies, and anyone ness. By using Bounty Hunters to retrieve bail jumpers, the
else that can produce authority to issue them) that autho- bondsman ensures the fugitive arrives for trial.
rize them to pursue hackers who violate systems belonging
Bounty Hunters have varying levels of authority in the
to one of their writ-issuers, and bring them in for trial.
execution of their duties, but are normally considered to
Or capture them and turn them over to their patrons. Or,
272
systems of control

be little more than private citizens in most circumstances. and through the Global Datanet, the lines are a little less
Generally, depending on the specific locale’s laws, Bounty clear, and many Corporate Security departments do exceed
Hunters can enter a fugitive’s private property without their mandates in this sort of situation.
a warrant in order to take the person back into custody. As they are part of a larger corporation, and have to
However, in most locales the Bounty Hunter cannot enter
show cause for any expenditures and personnel costs to
the property of anyone other than the fugitive without a
a higher authority, Corporate Security operations tend to
warrant, or the permission of the owner, even if pursuing
be limited in scope. For persistent, or other threats, they
a fugitive, without being guilty of trespass. Some locales
normally turn to the Privateer Company system to deal with
require formal training and have a licensing process for the problem. An exception to this is corporate espionage
Bounty Hunters, though the profession remains largely against other corporations, which not only goes on all the
unregulated. In any event, local laws usually trump any time, but involves both internal and external assets, and
other mandates for Bounty Hunters. This means that if frequently is paid for out of military-style ‘black budgets.’
a practice is prohibited in the locale where the fugitive
is hiding, but not in the place they fled from, the Bounty CIVIL AND MILITARY LAW ENFORCEMENT
Hunter may violate the law if he still uses that practice to
What everyone thinks of when they say ‘police,’ these are
apprehend the fugitive.
local police, federal operatives, military police, and all other
Bounty Hunters have a dark reputation as a general rule, law enforcement entities that are duly authorized agents
thanks to generations of vids and other fiction that portrays of civilian civic entities or the military. They perform law
them as little more than hired killers and thugs. While this enforcement, investigative, and crime prevention tasks
is certainly true for a segment of the overall Bounty Hunter to enforce the laws and regulations that their governing
population, not all of them live down to that reputation. body issues, protect property, and limit civil disorder. Their
Enough do, however, that most individuals refer to them- powers include the legitimized use of force, including lethal
selves as ‘Bail Enforcement Agents’ to deflect that negative force. They are authorized to exercise the police power
reputation. On the street, Bounty Hunters are frequently of that civic or military authority within a defined legal or
referred to by a number of derogatory epithets, and also territorial area of responsibility.
by the names of characters that share the profession from
The Police may have significant authority to carry out
popular films and novels.
that mission, but they still face legal restrictions on their
CORPORATE SECURITY use of power that vary from organization to organization.
Practically, they have less power than Corporate Security
Corporate Security forces, frequently referred to as organizations but are far less restricted in the area that they
‘CorpSec,’ are corporate employees tasked with the job

LIFE IN THE SPRAWL


can exercise their power than those agencies are. Outside
of protecting the corporation’s employees, physical prop- of that exception, they possess more authority than any
erty, information systems, and other assets. They conduct other law enforcement group thanks to their being part
internal investigations, monitor corporate employees for of the establishment.
behavior that might negatively impact corporate goals, and,
most importantly in the world of the 2090s, they secure More so than any other type of law enforcement unit,
the corporation’s digital assets against intrusion and theft. Police organizations have resources on their side. They
A variant of this type of organization is the ‘religious police’ typically have large departments and consummately large
that some organized religions and cults operate within budgets, which allows them to recruit, equip, and main-
their properties. tain enough personnel that they can afford specialized
units. Aside from the normal uniformed officers, police
The power that Corporate Security personnel wield is lit-
also operate plainclothed sections that contain dedicated
erally limited only by the mandates of the corporation that investigatory personnel, undercover operatives that infil-
they work for - but only within their company. They have trate criminal organizations, internal policing units that
no authority outside the boundaries of their parent cor- root out corruption, tactical response units for high threat
poration’s physical boundaries, which relegates them to a situations, anti-hacking units that deal with digital crimes,
permanent defensive posture. They may defend, but not
and frequently create hyper specialized and often tempo-
proactively attack, or stage counter-operations against rary units that focus on narrow areas such as drone-related
threats outside their physical property. Not legally, anyway. crimes, gang activity, and the like.
Some CorpSec departments try and make arrangements
with local law enforcement to permit this sort of activity,
but even when such permission is granted, the scope of
any such operation is typically limited and on an ad hoc
basis. When dealing with operations conducted over, in,

273
systems of control

PRIVATE LAW ENFORCEMENT police or security officers to be assigned specific duties that
allow for different weapons. Most such allowances do not
CORPORATIONS
move more than two steps down the chart, however. See
Private Law Enforcement Corporations, or PLECs, are the the Crime Ratings section for more on police tactics and
LIFE IN THE SPRAWL

outgrowth of old-school private security companies at the resources, but law enforcement is typically not available
turn of the century. The difference is that now, they’re in Red Zones, and never in Black Zones, so those ratings
full-service law enforcement companies not just rent- refer to whatever power bloc is in control of the area.
a-cops. If you pay their fees, they perform actual police
duties, as well as security functions. They will investigate GREEN (LOW RISK)
crimes, chase and capture criminals, provide security for Extremely well-patrolled city cores, neighborhoods with
physical premises and individuals, and even show up and private security, and other extremely safe areas. Insurance
shoot that guy breaking into your house while you’re on coverage rates reduced. Public health, utilities infrastruc-
vacation. The only thing that they don’t do is deal with ture and healthcare all top-flight.
incarceration and trial; they turn people over to regular
law enforcement for that. Site Examples: Major theme parks, major sports arenas,
the best banks, police headquarters, corporate headquar-
PLECs normally service gated communities, businesses, ters, major airports, spaceports.
apartment buildings, arcologies, and the like, but are not
averse to taking on individual clients if the price is right. Police Threat Response: Detain for questioning. Conver-
Depending on the locale and the company’s reputation, sational skills, non-lethal weapons and non-lethal force
they may have a good or bad relationship with the local techniques are the first option; lethal force only in defense
civic and law enforcement authorities and police on the of public safety or officer life with mandatory review and
street. They may even have different levels of reputation suspension.
with City Hall and the cop on the street. A few cities restrict Police Resources: Civilian and corporate resources avail-
PLECs to operations in contractually defined areas, but most able. No weapons heavier than handguns and non-lethal
just regulate them and reallocate the law enforcement weapons carried. Concealed armor worn. Submachineguns
resources the PLEC has freed up to other areas. and shotguns available, but carried in vehicle. Unarmed
Most PLEC officers are recruited from traditional law drones available.
enforcement and military backgrounds, but it is not unusual BLUE (GENERAL RISK)
to find officers without experience in either field. Tradition-
ally, recruiting flows into the PLEC, but those with good Patrolled city areas, middle-class to upper-middle-class
reputations often find that local law enforcement recruits neighborhoods; the largest range of most city areas. Insur-
from them instead. The level of equipment and training ance coverage rates standard. Public utilities infrastructure
that PLEC officers have varies by the individual and the and healthcare all good.
company, with some only minimally trained and equipped, Site Examples: Sporting arenas, corporate facilities, banks,
and others as well trained and equipped as elite units. hospitals, light industrial zones, some research laborato-
ries, restaurants, lesser theme parks, and lesser airports.
SECURITY ZONES
Police Threat Response: Detain for questioning. Non-lethal
The universal Security Zone system was developed as weapons and force techniques are available; lethal force
an outgrowth of old government attempts to color-code in defense of public safety or officer life with mandatory
terrorist threat activity and alert the general populace review and probable suspension.
when a threat was considered likely. It originally used five Police Resources: Civilian or corporate grade resources
color codes to provide a benchmark rating for the secu- available. No weapons heavier than submachine guns,
rity level of a physical area. A fifth, unofficial color code handguns, and non-lethal weapons carried. Concealed
was added by the shadow community for extremely lethal armor worn, with ‘throw on’ armor upgrades stored in
Zones. Over time, the system was adapted and extended vehicle. Shotguns and assault rifles available, but stored
to include other ‘spaces’ or non-physical areas, so it’s not in vehicle. Unarmed drones available.
uncommon to see Global Datanet areas, or aircraft flight
zones in and around storm fronts, rated with the same YELLOW (SIGNIFICANT RISK)
color code system.
Poorly patrolled city areas, lower to lower-middle-class
The color coding system, while universally used, is some- neighborhoods, usually the outer bands of major cities.
what subjective, so it is possible for a Green Zone in City Insurance coverage rates increased. Public utilities infra-
A to be considered a Blue or Yellow Zone in City B, or for structure and healthcare present but average at best of
times.
274
systems of control

Site Examples: Corporate motor pool facilities, junkyards,


heavy industrial zones, waste treatment plants. RED (SEVERE RISK)
Police Threat Response: Attempt to detain for question- Insurance coverage not available. Public utilities infra-
ing. Officer’s judgment as to use of lethal force, review structure not available. Public law enforcement not
required, but frequently minimal. available. Public healthcare not available. Guys with guns
in the streets. Warlords with personal domains. Cats and
Police Resources: Corporate grade resources available.
dogs living together in sin. You get the picture.
No weapons heavier than light machine guns. Subma-
chineguns, assault rifles, shotguns, handguns, and some Site Examples: Secure corporate facilities, most military
non-lethal weapons carried. Obvious external armor worn. bases and facilities, terrorist enclaves.
Heavier weapons to engage cyber-enhanced individuals Typical Power Bloc Threat Response: Assuming there are

LIFE IN THE SPRAWL


available, but stored in vehicle. Additional ‘throw on’ armor police stranded here for some reason, they shoot first and
upgrades stored in vehicle. Possible vehicle and drone- keep shooting as they make a run for the nearest way out
mounted weapons. and reinforcements. Other power blocs follow a similar
‘shoot first and often’ scheme.
ORANGE (HIGH RISK)
Typical Power Bloc Resources: Some restrictions on use of
Unpatrolled city areas, slum neighborhoods, secured-ac-
resources may be present (tanks, even if present may not
cess facilities. Insurance coverage typically unavailable to
be authorized, for example). Corporate and military grade
residents due to high rates. Public utilities infrastructure
resources available. Most weapons and armor are avail-
and healthcare may be present, but will be in poor repair/
able for carry. Heavy weapons available. Combat drones
poor quality; frequently not working.
available.
Site Examples: Areas of constant turf war between crim-
inal groups, standard military bases, and high-end criminal BLACK (EXTREME RISK)
estates. An unofficial designation maintained by some shadow
Police Threat Response: Shoot first if threat seems immi- groups for sites where simply being there without
nent, capture for questioning if possible. No review unless authorization is an assumption of guilt, and lethal force is
a large amount of negative publicity is generated. the first stop on the threat response decision tree.
Police Resources: Military grade resources available to Site Examples: Military nuclear weapons bases, nuclear
military facilities, corporate and some military to corporate power plants, CDC facilities where live cultures are stored,
facilities. No weapons heavier than heavy machineguns. the most secure corporate facilities, drug lord’s processing
Assault rifles, shotguns, handguns, hand-delivered explo- plants, terrorist training camps, etc.
sives, and some anti-cybered individual weapons carried.
Vehicle and drone-mounted weapons.
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systems of control

Typical Power Bloc Threat Response: Immediate lethal For example, depending on how many people are at the
force. scene with the officer, a larger presence may be required.
Typical Power Bloc Resources: Anything available to However, if 10 officers arrive at a scene with only a single
suspect, the public may perceive the situation as an
LIFE IN THE SPRAWL

the controlling entity is possible, from tanks to missiles


to golemmechs, all used/operated by the most skilled excessive use of officer presence within the use of force
people available. Superior opposition across the board. continuum. The first step in Green and Blue Zones, although
Elite resources available. some Blue Zones usually move straight to Stage 2. Backup
officers are standard patrol units and unarmed drones.
ENHANCEMENTS
Each Zone as a whole, or discrete portions of a given Zone, LEVEL 2: VERBAL COMMANDS/
may have ‘enhancements’ applied to it that provide spe- COOPERATIVE CONTROLS
cific guidance for that zone. They are read as a ‘+’ symbol Clear and understandable verbal direction by an officer
(positive enhancement) or ‘-‘ (negative enhancement) aimed at the subject. In some cases, it is necessary for the
after the Color. This is followed by an explanatory note in officer to include a consequence to the verbal direction
parentheses detailing the reason for the enhancement. so that the subject understands what will happen if the
Enhancements fluctuate frequently, and a Zone may be subject refuses to comply with the officer’s direction. The
temporarily raised to a higher color level or lowered to a verbal command and the consequence must be legal and
lower color level by addition of a fourth enhancement. It not considered excessive according to the continuum. For
is possible to have both ‘+’ and ‘-‘ enhancements at the example, an officer could not order a disabled person in a
same time; they cancel on a one-for-one basis to deter- wheel chair to stand up or be sprayed by Oleoresin Capsi-
mine the overall color of the Zone. These updates are cum (OC) Pepper Spray. Blue Zones sometimes start here.
made in real time, based on geolocation, and delivered to Backup officers are standard patrol units and unarmed
an individual’s TAP. drones.
Samples Include:
LEVEL 3: EMPTY-HAND
• Green: + (high police presence due to parade; some
protests)
SUBMISSION TECHNIQUES
Any level of force that has a low probability of causing
• Yellow + (Blue-grade charity hospital in Zone)
soft connective tissue damage or bone fractures. This
• Blue – (increased gang activity; water line break along would include joint manipulation techniques, applying
55th Street) pressure to pressure points, disabling of TAP and non-
mobility granting/strength exerting cyberware, and normal
USE OF FORCE application of hand-cuffs. Yellow Zones typically start at
this level, but may escalate to Stage 4 quickly. Backup
How quickly law enforcement escalates from a smile and
officers are standard patrol units at first, and more heavily-
a handshake to gunfire is also dependent on what the
armed and armored Fast Response Units and drones armed
Security Rating of the Zone they’re in happens to be. The
with non-lethal weapons (tear gas, pepper fog, etc.) if the
Security Zones above offer some insight, but here are the
situation escalates.
detailed levels of force that most police organizations use,
and the levels of equipment and training that backup offi- LEVEL 4: HARD CONTROL TECHNIQUES/
cers responding to a threat requiring the indicated level
AGGRESSIVE RESPONSE TECHNIQUES
of force will possess.
Any amount of force that has a probability of causing soft
LEVEL 1: OFFICER PRESENCE connective tissue damage or bone fractures or irritation of
The professionalism, uniform, and equipment of the the skin, eyes, and mucus membranes. This would include
law enforcement officer (corporate, civic, or private) and kicks, punches, stuns and use of aerosol sprays such as
the branded vehicle the officer arrives in provide a visual oleoresin capsicum (OC) pepper spray, electronic signals to
presence of authority which is normally enough for a subject disable mobility-granting/strength exerting cyberware, and
to comply with an officer’s lawful demands. Depending so on. Orange Zones start at this level if officers are too
on the totality of the circumstances, a call/situation may close to employ Stage 4, otherwise, they start there. Backup
require additional officers or on scene officers may request officers are heavily-armed and armored Fast Response
assistance in order to gain better control of the situation Units and drones armed with non-lethal weapons (tear
and ensure a safer environment for all involved. It also will gas, pepper fog, etc.).
depend on the circumstances of the situation.

276
systems of control

move to here very quickly if they don’t start here. Black


LEVEL 5: INTERMEDIATE WEAPONS Zones just start here. Backup will be the most heavily
Any amount of force that would have a high probability armed, armored, and equipped forces available. Drones
of causing soft connective tissue damage or bone frac- with lethal weaponry and vehicle-defeating weaponry.
tures (e.g. expandable baton, pepper spray, Taser, beanbag
rounds, stun grenades, rubber fin stabilized ammunition,
DIALING 911
non-lethal directed energy weapons, EMP weapons, Mace It’s inevitable—sooner or later, someone will want to call
(spray), police dogs, etc.). Intermediate weapon tech- the law down on their opponents, summon emergency
niques are designed to impact muscles, arms and legs, medical assistance, or call the fire department, whether
and intentionally using an intermediate weapon on the its players doing the calling, or, more likely, citizens calling
head, neck, groin, knee caps, or spine would be classi- for help in reaction to a situation the players are creating.
fied as deadly or lethal force. Orange Zones and most
Red Zones start here, if only because going straight to Calling for first responders is a Diplomacy check with the
Stage 6 may damage property worth stealing. Backup are DC set by the Security Zone of the area:
heavily-armed and heavily armored High Threat Response
MODIFIERS
Teams with weapons capable of engaging heavily-cybered
individuals, well-armed criminal groups, and so on, as well High Call Volume: multiply time by 2, 3, or 4
as drones armed with non-lethal ammunition and vehicle Violent Incident: +5
defeating weaponry.
Incident has Mass Casualty Potential (fire, etc.): +5
LEVEL 6: LETHAL FORCE/DEADLY FORCE Felony Class Reported: +2 per Class
Any force with a high probability of causing death or Special: Black Zones typically have no law enforcement
serious bodily injury. Serious bodily injury includes uncon- to call, but it is possible that a hidden Black Zone is within
sciousness, protracted or obvious physical disfigurement, law enforcement coverage. In this case, use the appropri-
or protracted loss of or impairment to the function of a ate Zone Rating with a +5 to +15 modifier to represent the
bodily member, organ, or the mental faculty. A firearm is Black Zone’s payoffs to squelch trouble.
the most widely recognized lethal or deadly force weapon,
With a single success, the police or other first responders
however, an automobile or weapon of opportunity could
generally arrive on the scene in person within the indicated
also be defined as a deadly force utility. Red Zones usually

LIFE IN THE SPRAWL

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systems of control

TABLE 5:4: LAW ENFORCEMENT RESPONSE TIME


Adventure Generator

SECURITY ZONE RATING DC RESPONSE TIME


Green 5 1d6 minutes
Blue 10 2d6 minutes
Yellow 15 4d6 minutes
Orange 20 8d6 minutes
Red 40 2d6 hours
Black Special Special

timeframe if officers or paramedics are available. Every 5 TABLE 5::5: CONTRACTORS


points by which the Diplomacy check exceeds the listed DC 1D12 CONTRACTOR
(rounding down) reduces the arrival time by 1 minute—if 1 AI
this reduces their arrival time below 1 minute, the incre- 2 Corporation/Conglom
ments of reduction instead change to 1 round. Depending 3 Fixer
on the nature of the incident responsible for initiating the 4 Friend or Family
call, and the number of calls reporting it, drones may arrive 5 Gang
in ½ the listed time in advance of physical officers. During 6 Government
high call volume periods like riots and natural disasters 7 Happenstance
response times are frequently doubled, tripled, or even 8 Celebrity
quadrupled. 9 NGO
There are many apps that will autodial for assistance in 10 Rebels
specified conditions (purchaser is injured, natural disasters, 11 Rumor or News
gunfire, and so on). Such apps have a base Diplomacy roll 12 Tycoon
of +3 for purposes of summoning assistance only, and typ-
ically cost 200 cryptos. More powerful apps are available, CONTRACTORS
with each +1 to the effective roll costing an additional 100
cryptos to a maximum of +13 and 1,200 cryptos. Since most cyberpunk adventures involve working for
someone, roll on this table to find out who. If the heroes
Example: Miki Chin is being menaced by some gang
have a regular employer (like Stopwatch, Psi-Division, the
members that’re showing off their colors in a Blue
military or a law-enforcement agency), skip this step.
Zone, and activates her MyBlueBuddy app. The app
is high end, with a bonus of +10, the Felony Class Note that this is the visible Contractor—the person or
is a 1 (for now) which adds +2, and the result of its group the heroes believe they are working for. It may well
Diplomacy check is a 25. The GM rolls a 3 on 2d6 to turn out that the Contractor is a just a front for someone
determine how long it’ll be before the police arrive. else, in which case the GM should reroll to determine who’s
Since Miki rolled three ‘+5’s’ over the DC for her Zone, really pulling the strings.
the 3-minute wait time is reduced to 7 rounds. The
GM rules that a police cruiser is just turning the corner AI
at the end of the next block, and Miki makes a break An Artificial Intelligence or personality upload. It may be a
for it. legal citizen or an illegal creation, hunted by Stopwatch. It
can offer money, data, and excellent hacking support but

ADVENTURE GENERATOR its ability to influence the physical world is limited.

CORPORATION/CONGLOM
Real life is filled with responsibilities. You have work and/or
family. Sometimes you don’t have a ton of time to prepare A gigantic corporation, probably through a “deniable”
an adventure for your game. Sometimes the ideas just intermediary. Congloms have vast wealth and all that can
won’t come, no matter how hard you strain. An adventure buy, but seldom wish to be directly linked to any shadowy
generator is a quick, painless way to quickly determine the operation.
basic elements of the game with just a few rolls of the
dice. Once the core components of your adventure are in
FIXER
place, all that’s left to do is connect the dots and flesh it The Contractor is a person who arranges deals like this,
out into a great scenario for game night! and acts as a human “insulator” between hireling and
employer. If the fixer has an established reputation, the
278
systems of control

deal is likely to be straightforward and solid. Other fixers


RUMOR OR NEWS
are less reliable, and may not be what they seem. Some
fixers put together operations for their own benefit as well. The characters learn about a situation or opportunity indi-
rectly. The situation must be something that motivates
FRIEND OR FAMILY them to get involved—a chance for profit, a cause they
Someone dear to one of the characters, not necessar- care about, a menace they alone can stop.
ily related by blood, wants her help. Resources are very
TYCOON
limited, but at least your family won’t lie to you. Unless
they will. A wealthy individual. He (or she) may control a conglom,
but is pursuing a personal agenda. A tycoon’s motives can
GANG be extremely whimsical or eccentric, in contrast to a con-
Gangs have plenty of untraceable cash and firepower, glom’s focus on profit or a government’s goals of power
but their power in the legitimate sphere is low. The very and control.
fact that a gang is bringing in outside help means the
situation is either very bad, or something which can’t be
THE MISSION
handled by shooting. This is the task the heroes are hired or ordered to perform.
GOVERNMENT It may well happen that the mission turns out to be a red
herring, or that the situation will change, but this is what
A nation-state, city, or government agency. Tons of money they think they’re going to be doing, and can prepare for.
and guns, but their ability to act is limited by borders and
laws. If a government is hiring freelancers, then that means ESCAPE/SURVIVE
the job is almost by definition illegal, and probably some- The characters must get out of a place, overcoming what-
thing the agency wishes to hide. ever dangers lurk there. You may be guarded by people
HAPPENSTANCE trying to keep you in, or the place may simply be a hostile
environment. This can be anyplace from the radioactive
Nobody hires anybody; the characters simply blunder into Arabian desert to a dangerous neighborhood in Shanghai.
a situation on their own. It may turn out that this “random It’s rare that anyone deliberately hires someone to do this;
event” was carefully orchestrated, of course. it usually comes about because a prior mission has gone

Adventure Generator
badly wrong.
CELEBRITY
A person who is famous—from a Bollywood star to an FIND SOMEONE OR SOMETHING
investigative blogger. Fame does not equal wealth, of Something or someone is hidden or lost, and you have to
course, and a celebrity has his or her public reputation to find it. Whoever did the hiding may well use “active mea-
protect. Celebrities do have fans and followers, who can sures” to discourage searchers.
help or hinder.

NGO
TABLE 5:.6: THE MISSION
A legitimate non-government organization, such as a
1D12 MISSION:
political party, charity, activist group, church, or university.
1 Escape/Survive
Resources can be anywhere from “not much” all the way
2 Find Someone or Something
to near-government levels. Even more than governments
3 Harm (or Kill) Someone
and congloms, NGOs have to obey the law—but they’re
4 Kidnap (or Capture) Someone
often motivated by a “higher purpose” which brings them
5 Manage an Operation
into conflict with the powers that be.
6 Prevent Something from Happening
REBELS 7 Protect Someone or Something
8 Reconnaissance/Surveillance
Armed opponents to one or more governments: an NGO
9 Rescue Someone
with guns, if you will. Some rebel groups control actual
10 Solve a Mystery
territory and are basically small governments themselves;
11 Steal (or Destroy) Something
others are nothing but a few malcontents with slogans
12 Transport Something or Someone
and pipe bombs. By definition, everything they do is illegal.

279
systems of control

HARM (OR KILL) SOMEONE STEAL (OR DESTROY) SOMETHING


Adventure Generator

A good old-fashioned hit job. Your job is to kill (or at least You have to get something, or get close enough to blow
rough up) the target. The target, of course, has guards it up. This means getting past alarms, doors, guards, or
and walls for protection—or the problem may be finding ancient temple traps. The location of the item may be a
where he is hiding, or who he is. Any target who learns secret, and the current owner may try to interfere with
he’s being stalked is sure to fight back. your plans.

KIDNAP (OR CAPTURE) SOMEONE TRANSPORT SOMETHING OR SOMEONE


Your job is to catch someone who doesn’t want to be You are at Point A, and need to arrive at Point B with
caught. It may be a legal capture of a wanted felon, or an someone or something. There’s probably someone in
extremely illegal kidnapping operation. between who wants to keep that from happening. Or
maybe you just have to get to Point B first. It could be a
MANAGE AN OPERATION secret, stealthy journey or a flat-out race. The cargo can
Life is not all gunplay and car chases. You must oversee an be troublesome on its own, and you may not even know
operation— throw a party, negotiate a deal, run a business. where Point B actually is.
It can be entirely legal or a gigantic con game. There may
be someone determined to prevent you from succeeding.
THE REAL MISSION
Often the job the heroes sign on for isn’t the task they
PREVENT SOMETHING FROM HAPPENING wind up completing. Game masters who want a twisty plot
You are the monkey wrench in the works. Something is should roll a second time on the Mission table to determine
going to happen unless you interfere. Stop the bomb from what the real job is. This is what the player characters find
going off, prevent the marriage, interrupt the broadcast, themselves doing after things turn sour or the villain pulls
prevent the robbery - you get the picture. a fast one, or a “sub-mission” they have to accomplish in
order to make the main job possible.
PROTECT SOMEONE OR SOMETHING
This time you’re the guards and someone is trying to steal
THE LOCATION
or kill or kidnap whatever you’re guarding. If it’s a person, The growth of global culture is one of the hallmarks of
she can easily make stupid and self-destructive choices, cyberpunk fiction. In a “post-national” era, feel free to set
and you’re the one to deal with the consequences. adventures anywhere on Earth. For a globe-trotting tale,
roll two or three times. There is one table for urban settings,
RECONNAISSANCE/SURVEILLANCE
a second for adventures which go beyond the big cities.
The goal this time is simply information. Observe a target
and report. Usually this means keeping your presence a AIRPORT/RAIL HUB
secret, and the target almost certainly doesn’t want to be A transportation nexus, full of travelers coming and going,
observed. This can be anything from military espionage to bored or paranoid security officers, and some powerful and
freelance journalism. dangerous machines. The traditional venue for hostage
swaps, message drops, and assassinations.
RESCUE SOMEONE
Someone is in a dangerous place and you need to get AMUSEMENT PARK
her out. The peril can be natural or human. Depending on It’s colorful, full of adorable kids and characters in costume,
the peril, you may have to be stealthy. Unlike a kidnapping, and there are polite and heavily-armed guards nearby no
the target presumably wants to be rescued. matter where you go. “Backstage” areas are less jolly and
have dangerous machinery to play on.

SOLVE A MYSTERY ARCOLOGY


Something has happened and you have to figure out who A city in a building, combining residential space, offices,
did it, or why, or how. This may mean investigating a crime, shopping, and even industrial facilities. Often designed
or uncovering a covert operation, or even delving into a to be highly self-sufficient—and well-protected. The chief
seemingly paranormal event. The culprit almost certainly feature of an arcology is that it’s big: hundreds of stories
tried to destroy all the clues, and may try to interfere with tall, covering a vast area, and home to 100,000 people
the investigation. There are sure to be red herrings and or more.
false leads.
280
systems of control

TABLE 5:.7: URBAN LOCATION TABLE 5:.8: NON-URBAN LOCATION


1D12 URBAN LOCATION 1D12 NON-URBAN LOCATION
1 Airport/Rail Hub 1 Desert/Wasteland
2 Amusement Park 2 Farming Region
3 Arcology 3 Free Zone
4 Construction Site 4 Island
5 Corporate Headquarters 5 Mansion/Resort
6 Gang Territory 6 Military Base
7 Home 7 Nature Preserve
8 Housing Project 8 Ocean
9 Industrial Plant 9 Polar Region
10 Megamall 10 Space
11 Police Station/Jail 11 Swamp/Flooded Region
12 University/Research Lab 12 Underground

CONSTRUCTION SITE INDUSTRIAL PLANT


Something is going up (or coming down). Security is A factory, refinery, power plant, or waste-reclamation
minimal, there’s plenty of dangerous equipment lying facility. Full of highly dangerous machines, often totally
around, and the building itself isn’t entirely safe yet. A automated, and moderately well-guarded.
favorite spot for gang summits, meetings with the enemy,
MEGAMALL
or a chat with a shadowy informant just before the assas-
sin strikes. A temple of consumerism, filled with every imaginable kind
of stuff. It’s crowded with shoppers, guarded by authori-
CORPORATE HEADQUARTERS ty-crazed mall cops, and your senses are overloaded with
It’s posh, it’s clean and shiny, and it has top-of-the-line adware. In poorer lands, this is a street market, crammed
security systems. This is where the Big MacGuffin is hidden, with little stalls and packed with people. A good place for
a chase or an assassination attempt.

Adventure Generator
or where the main villain makes his lair. It’s where the
veiled threats are made across a big oak desk, or where
POLICE STATION/JAIL
the caper goes off with split-second timing.
Where authority lives. It’s a fortress full of armed guards.
GANG TERRITORY If there’s something inside you need, it’s going to be very
The Bad Part of Town. This is the area run by crooks, where hard to reach. And if you’re inside and need to get out—
the police go in armed convoys or not at all. If you’re cool that’s going to be even harder.
with that, it’s a free zone where anything is available for a
UNIVERSITY/RESEARCH LAB
price, and you’re safe from the authorities until someone
betrays you. It looks serene and peaceful, and the only infighting
happens on academic committees. This is where the bleed-
HOME ing edge of science is happening, where world-changing
You don’t have to go out for this adventure; it comes to discoveries are lying around on lab benches. There are
you. Being on your own turf means you know the ter- plenty of students and junior researchers who might be
ritory very well, and you may even have time to set up sympathetic to outlaws and rebels.
booby-traps and defenses. It also means you’ve got no
DESERT/WASTELAND
place left to run.
Either the American Southwest, the Sahara, or the Middle
HOUSING PROJECT East. The chief problem here is surviving without water,
Where the state warehouses poor people it can’t use. even if you’re not in a radioactive area. Inevitably home
Quarters are cramped and shabby, gang members hang to biker gangs and scavengers.
out in the stairwells, but there’s often a thriving under-
FARMING REGION
ground economy in the hallways and back alleys. The cops
do come here—just not often, and not very quickly when It’s not all giant cities and howling wastelands. There are
they’re called. still plenty of places in the world where people live close

281
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MILITARY BASE
Adventure Generator

to the land, growing food (or pharmaceuticals). Commu-


nities are still small and fairly traditional, with none of the
A true fortress, with more guns than you can shake a
anonymity of a big city. Outsiders will be noticed. Farms
stick at, and some pretty scary sticks as well. Unless you
have automated harvesters, pesticides, and farmers with
have a private army of your own, this is not a place you
shotguns—and plenty of places to dispose of bodies.
want to attack.
FREE ZONE
NATURE PRESERVE
A region outside the control of any organized government.
A pristine wilderness, probably protected and patrolled.
This may be a deliberate attempt to build an anarchist
Serene and pretty—except for the gene pirates, poach-
utopia, or it could be a place where government has
ers, and eco-activists who don’t like intruders. Forests and
collapsed.
jungles can have dangerous animals, while mountains have
ISLAND plenty of dangerous cliffs, avalanches, flash floods, and
other natural hazards.
Probably in the Pacific or the Caribbean. Likely threatened
by rising sea levels and megastorms. It could be a private OCEAN
corporate enclave, or poor and overcrowded, or entirely
The sea is Earth’s last frontier, the home of rovers, pirates,
uninhabited.
and sea-farmers. No nation has the power to patrol it all
MANSION/RESORT anymore, so the Law of the Sea is pretty much whatever
you care to make it.
A pleasure dome, either a resort hotel or one family’s
private domain. Either way, security is tight around the POLAR REGION
perimeter and anything goes inside. Often full of valuable
Perhaps the only truly empty spaces left on Earth. The
stuff and important people.
Arctic and Antarctic may have less ice than they once did,
but they’re still very cold and inhospitable. A good place
if you truly want solitude—or have something to hide.

282
systems of control

SPACE TABLE 5:.9: THE MACGUFFIN


1D12 MACGUFFIN
There are numerous locations beyond Earth’s atmosphere.
1 Cash
The environment is extremely unforgiving, life in zero
2 Data
gravity is strange to newcomers, and getting out of the
3 Endangered Species
well is very expensive. But this is where the future lives.
4 Evidence
SWAMP/FLOODED REGION 5 Key
6 Land
The drowned cities of the American east coast or south
7 Medicine
Asia are treasure troves of salvage—and full of dangerous
8 Person
pirates and scavengers. Swampy wilderness abounds with
9 Possession
crocodiles, piranhas, anacondas, and mosquitoes.
10 Secret
UNDERGROUND 11 Technology
12 Treasure
Natural caves, mineshafts, vacuum-train tubes, secret
underground bases—all great places to hide or fortify physical key, a combination, a severed thumb with the right
something. They’re hard to find and hard to get into, but thumbprint, or a bunch of cryptic clues.
for that reason security may not be as tight as it should be.
Abandoned underground complexes may be full of traps, LAND
monsters, and treasure. Sure, it’s not as exciting as a box of guns, but the title to a
plot of land means control of whatever’s hidden there. And
THE MACGUFFIN land in the right place can be incredibly valuable.
If the adventure involves a “something,” roll on this table.
MEDICINE
This is what the heroes are trying to get, steal from the
villans, reveal to the world, or keep hidden. The cure for what ails you—or somebody. When someone
is afraid of pain or death, there’s not much they won’t do.
CASH This could be anything from a sample of a new drug, to a
Cold hard physical cash, bank credit wafers, a cache of shipment of vaccine to prevent an epidemic.

Adventure Generator
cryptos with the access passwords to draw on them, or
PERSON
something equivalent like bearer bonds. The point is, you
can spend it right away, no waiting. It’s pure wealth. The MacGuffin is a person. Roll on Table 5:.5: Contractors
to find out who.
DATA
POSSESSION
In the Information Age, data is power. It could be a
scientific discovery, the master files for next month’s media An item that belongs to someone and is valuable to her.
blockbuster, or a corporation’s un-edited financial report. It may not have any great cash value, but its owner thinks
It’s data, and someone will pay for it. it’s very important.

ENDANGERED SPECIES SECRET


A living thing, rare and therefore valuable. Part of the Something IS hidden, and someone wants it to stay that
problem is making sure it stays alive until the mission is way. Governments and corporations have lots of secrets—
over. some benign, some revolting. Secrets remain valuable only
while they are secret, so once too many people find out
EVIDENCE its old news.
Data, video, or physical objects that link someone to
TECHNOLOGY
something they really don’t want to be linked to. This makes
it dandy blackmail material. Its value depends on who the A gadget. Something practical that can be used. Whoever
person is and what the crime is. gets it has an immediate advantage. It could be a weapon,
a vehicle, a superfast computer, a robot, or something
KEY more exotic.
This MacGuffin isn’t particularly valuable itself, but it gives
access to something else that people do want. It could be a

283
systems of control
Adventure Generator

TREASURE TABLE 5:.10: INNOCENTS


Something that can be turned into cash. It’s valuable in 1D12 INNOCENT
1 Activist
its own right, but may have to be sold or “laundered” first.
2 AI or Upload
INNOCENTS 3 Child
4 Clone or Simulacrum
If someone needs rescuing, this is where to roll. Also 5 Doctor
use this to determine innocent bystanders affected by the 6 Family or Friend
operation, people being victimized by the villain, or other 7 Media Person
“civilians” as needed. 8 Politician or Judge
9 Refugee
ACTIVIST
10 Scavenger
Someone pushing for change or reform, using (mostly) 11 Scientist
peaceful and (mostly) legal methods. Note that a neo-fascist 12 Witness
agitator is just as much an “activist” as an anti-corporate crusader.

AI OR UPLOAD REFUGEE
A Virtual Entity of some sort. It could be a full-blown AI, Driven from home by war, poverty or disaster, they’re
or even someone’s dub. frightened, don’t have much money, and are still adjust-
ing to a new society. That makes them natural victims
CHILD for all kinds of scams and exploitation. Today’s penniless
A kid, who should be too young to get mixed up in this refugee might have been an important person back home
kind of business. Whatever’s happening, they’re not the yesterday.
ones responsible.
SCAVENGER
SIMULACRUM A harmless junk-picker, except that sometimes they find
An artificial person. They may or may not know that’s things that turn out to be important.
what they are.
SCIENTIST
DOCTOR Maybe motivated by pure desire for knowledge, or maybe
A healer; anything from an under-equipped “barefoot hoping for lucrative patentable discoveries. Smart but often
doctor” in the housing projects to a high-end body-sculpt- not very shrewd.
ing surgeon.
WITNESS
FAMILY OR FRIEND Someone who saw something. Someone else would like
Someone with a personal connection to one of the them to forget it or at least keep quiet.
protagonists. Yes, that’s right, Mom’s got the Holy Grail
again.
THE ANTAGONIST
MEDIA PERSON Not always a villain, the antagonist is the person or entity
the player characters have to overcome. He may be in the
A news reporter, actor, sports star, or other creation of foreground trading pistol shots with them, or he may work
the media nets. Their billions of fans inevitably include through layers and layers of agents and flunkies.
some nutcases.
BOUNTY HUNTER OR DETECTIVE
POLITICIAN OR JUDGE
He’s got the law on his side, or at least that’s what people
Someone still trying to uphold the public trust. Naturally will believe. Even if he’s corrupt or pursuing his own goals
that makes them a target for corruption, assassination, he can call on other law enforcers for help. The only thing
and blackmail. scarier than a corrupt lawman as an enemy is an honest one.

CON MAN OR IMPOSTOR


He’s pretending to be someone else (roll on Table 5:.5:
Contractors to see who ) and this is all part of some big
284
systems of control

a corporate executive, while a freelance blogger could also


TABLE 5:.11: ANTAGONISTS be a hacker.
1D12 ANTAGONIST MILITARY OFFICER OR MERCENARY
1 Bounty Hunter or Detective
2 Con Man or Impostor This person has a lot of armed force at his or her disposal.
3 Corporate Executive or Tycoon She is charged with obeying the orders of their country’s
4 Corrupt Bureaucrat or Politician government (or whoever signs the paychecks) and can
5 Crime Lord be frighteningly competent at doing just that. Corrupt or
6 Hacker
self-serving military leaders can be like crime lords, only
7 Media Personality
with bigger guns.
8 Military Officer or Mercenary PRIEST OR CULT LEADER
9 Priest or Cult Leader
10 Rebel or Terrorist Religion is a powerful force and can be the motive behind
11 Rogue AI or Upload noble acts and despicable ones. False prophets often use
12 Spy
the trappings of religion to gain wealth and power. A reli-
gious leader can have riches and goons, but his most
scheme. It’s quite likely that there will be a change of powerful weapon is his ability to motivate those who
mission midway through the adventure as the true nature believe in him.
of the scheme starts to emerge.
REBEL OR TERRORIST
CORPORATE EXECUTIVE OR TYCOON
This person doesn’t want to be ruled by the existing gov-
Either one can be advancing the interests of the megacorp ernment, and is fighting against it, either alone or with a
or pursuing a private agenda. It doesn’t really matter—they band of followers. A successful rebel leader may control a
can command the resources of a giant corporation, and substantial territory, functioning as a small government.
that makes them truly formidable. Others are just violent lunatics bent on mayhem. It’s all
too common for foreign governments to support rebels
CORRUPT BUREAUCRAT OR POLITICIAN in their enemies’ homelands.
A bureaucrat is appointed, a politician is elected, but both
ROGUE AI OR UPLOAD

Adventure Generator
of them can use (and misuse) government power. The
target may be an enemy state, a rival faction within the It’s a mind in the Deep, pursuing its own mysterious goals.
same government, a corporation, or a personal enemy. As a data entity, an AI has incredible Hacking skills, and can
find and manipulate all the information controlling some-
CRIME LORD one’s life. In the physical world, its powers are limited to
A gang boss or underboss, with crooks at his command what it can get people to do by bribery and manipulation.
and a pretty hefty resource base. Most high-level crime
lords are savvy enough to keep their own hands clean, and
SPY
have friends in politics and corporations. Modern crime Spies are in the information business. They may serve
lords have hackers on the payroll and know how import- national intelligence agencies, international groups like
ant the Deep can be. Stopwatch, or corporate “data acquisition” departments. A
spy seldom works openly; usually there is at least one cover
HACKER identity (use Table 5:.5: Contractors to figure out what ).
Anything from a straight-arrow software engineer to a
wild-haired radical living in a dumpster, a hacker’s main
HENCHMEN
strength lies in the Deep. He (or she) can cut off your Even the most terrifying villain isn’t much of a threat on his
finances, put you on the Most Wanted List, and call you own. Roll again on Table 5:.11: Antagonists to see who the
names on your own blog. Fighting a hacker is like fighting main opponent’s allies are. Most foes have just one ally, but
smoke, until you find the source of the fire. a particularly potent villain might have two or three main
henchmen. The player characters may not know about the
MEDIA PERSONALITY henchmen at first, and their special talents or connections
Media people probably don’t have vast wealth and aren’t can be an unpleasant surprise. However, henchmen can
likely to shoot you down in the street, but they can trash have their own goals, and may be persuaded to switch
your reputation, turn people against you, and expose things sides if the reward is big enough.
you want kept secret. A big-time Bollywood figure is almost

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TWISTS AND COMPLICATIONS


Adventure Generator

TABLE 5:.12: TWISTS AND COMPLICATIONS


No plan ever anticipates everything that may happen. 1D12 COMPLICATION
The heroes must always be ready to deal with unexpected 1 Ally with Enemy
problems. Roll once (or more) to see what fastballs Fate is 2 Betrayed by Contractor
getting ready to throw. 3 Disaster
4 Diversion
ALLY WITH ENEMY 5 Dodgy Ally
You’re going to wind up on the same side as your adver- 6 False Flag
sary. This could be the result of treachery on your own side, 7 New Technology
a misunderstanding, or some outside peril neither of you 8 Old Enemy
can survive alone. How long before one of you decides 9 Old Friend
it’s time to resume the original conflict? 10 Third Force
11 Time Limit
BETRAYED BY CONTRACTOR 12 Trap
The boss is not your friend. Your Contractor has turned guys who have the latest, shiniest gear. They’ve got some
against you. This may simply mean you’re cut off from gadget or weapon you’re not prepared for.
support (and your pay), or it may mean he’s actively trying
to destroy you. This could have been his plan all along, or OLD ENEMY
possibly the enemy has fooled him into thinking you’re The adversary is someone you’ve crossed paths with
the traitor. before. On the plus side, you know something about his
DISASTER means and methods. On the minus side, he knows about
you. And did he set this all up just to get revenge?
Something big and bad happens while the mission is
underway. The characters didn’t cause it, but they’re OLD FRIEND
going to have to cope with the effects. Even in the future One of your opponents is someone you know and like.
there are tornadoes and earthquakes, gas leaks and plane Will you turn against them now? And if you don’t, will your
crashes—and the occasional terrorist bomb. Will you take Contractor have doubts about your loyalty?
advantage of the chaos, or pitch in to save lives?
THIRD FORCE
DIVERSION
There’s another faction involved in the affair, not aligned
This whole operation is just a diversion for some other with either the heroes or their adversaries. The third force
scheme. That means the Contractor probably doesn’t care may have the same goal as the heroes, or an opposed
much if you succeed, and all those goodies he promised one. The presence of a third force can lead to mysterious
you in payment may not exist. events, and once their existence is revealed the heroes
DODGY ALLY can confront them or try to strike an alliance. Roll on Table
5:.12: Antagonists to see who it is.
In order for the operation to succeed, you need outside
help. Unfortunately, the person you’re working with may TIME LIMIT
want to hog all the glory (and pay), he may be a spy for the There’s a deadline. The job must be finished by a certain
enemy, or he may have some scheme all his own. time. Or maybe the enemy is operating on a schedule and
FALSE FLAG must be stopped before their plan succeeds. The point is:
get moving!
The person who hired you is an impostor, and the mission
itself may be bogus as well. This may be part of some TRAP
larger scheme, or it may simply be that the Contractor had It’s a trap! Either the whole operation is nothing but a
to mislead you in order to get you to take on the mission. scheme to lure the heroes into their enemies’ hands, or
NEW TECHNOLOGY perhaps the goal of the mission is a fraud designed to
snare the unwary. The trap may be aimed specifically at the
Cyberpunk is all about the tech, and characters love to be player characters, or it could be intended to catch someone
on the bleeding edge. This time, however, it’s the other else entirely.

286
systems of control

LOYALTY
DRAMATIC CONFLICT
You owe allegiance to someone or something, and this
A key theme of cyberpunk fiction is the conflict between mission comes into conflict with that. Maybe it’s patriotism,
what we must do to prosper and survive, and what we or your oath to your gang lord, or a cause you believe in,
want to do. Often a mission runs headlong into a character’s or maybe just the debt you owe to the hacker who taught
beliefs, morals, or well-being. If you want a straightforward you everything you know. Whatever it is, you’re going to
external conflict, skip this step; for a very angsty story, roll have to betray your loyalty to get the job done.
more than once.
MORALITY
DESTRUCTION In order to pull this mission off, you’re going to have to do
Accomplishing the mission is likely to cause a lot of phys- (or at least ignore) something that’s just wrong. Torture,
ical destruction. People may be killed, or maybe a historic child slavery, sexual exploitation—whatever it is, it’s bad.
building will be ruined. How much collateral damage are And you’re not helping.
you willing to cause?
REPUTATION
ECONOMIC HARM A freelancer lives by reputation, and this job’s going to
A lot of people will be poorer as a result of this mission. destroy yours. A hacker who’s known for fighting the Man
Taking down an evil conglomerate means putting its is helping oppressors this time, or a blood-and-guts mer-
employees out of work. Helping stage a coup could disrupt cenary is going to look ridiculous. Is it worth it?
a region’s trade. You’re going to profit, but at what cost
to others? TRUTH
More than just the typical secrecy of an undercover
ENVIRONMENTAL DAMAGE mission, this job requires suppressing some truth, or broad-
The mission will harm the planet. Maybe a rare species casting a lie. Maybe someday the real story will emerge,
habitat is the scene of a battle, or maybe you’re working but for now you’re on the side of deception.
for a crimelord involved in illegal waste dumping. In the
late 21st Century, the planet’s fragile enough already—how WEALTH

Adventure Generator
much more can it take? It turns out you’re going to come out of this job poorer
than when you started. Either it involves a substantial
FAMILY/FRIEND payment, or the effects will wipe out your savings. Unlike
Someone you love will be harmed by this job. Where do the other conflicts, this assumes that the mission is more
your loyalties lie? What if it’s a noble cause? important to you than simply getting rich.

HONOR
You gave your word, and now you have to go back on
it. This isn’t a case of deception or trickery—you’ve got to
TABLE 5:.13: DRAMATIC CONFLICT
betray someone who trusted you. 1D12 CONFLICT
1 Destruction
INNOCENTS 2 Economic Harm
3 Environmental Damage
Someone who isn’t involved in the business is going to
4 Family/Friend
be hurt if you succeed. Maybe someone’s secrets will be
5 Honor
revealed, maybe her boat’s going to get blown up, or maybe
killing the local warlord means the town will be sacked 6 Innocents
by bandit gangs. Anyway, you have to decide if you want 7 Justice
someone else to pay the price for your success 8 Loyalty
9 Morality
JUSTICE 10 Reputation
11 Truth
Not law, justice. Someone will escape the consequences
of a crime, or maybe get punished for something she didn’t 12 Wealth
do. Maybe you’re the someone, maybe you aren’t—but
you’re involved either way.

287
systems of control
Adventure Generator

288
THREATS

THREATS
Interface Zero is a game where the world is filled with
SPECIAL A BILI T IE S
strange genetically modified creatures and dangerous
people, both in the board-room and on the polluted streets. Ornery (Ex) Handle Animal DCs with respect to the basp
This chapter provides a sampling of those threats you can increase by +5. Additionally, the basp gains a +4 racial bonus
use in your game. Future sourcebooks will greatly expand on Will saves to resist any effect used to calm or befriend it.
on the material in this chapter.
Sometimes a scientist does not really question whether
she should do something. Rather, they find it much more
BIO HORRORS fascinating to determine whethershe succeeds at an exper-
iment. Such was the case for the group who designed the
Many of the animal listed below resulted from inten- abomination known as the basp, a foul creature possessing
tional experimentation, either hybridizing two creatures the echolocation of the bat and the temperament and poi-
or augmenting an animal with cybernetics, to create the sonous stinger of the wasp. Adding to the horrific nature
next generation of physical security. Several resulted pro- of the basp, the scientists engineered a beast much larger
longed exposure to radiation and other toxic materials, than each component creature. They presented it as a
spontaneously creating mutations that persisted through corporate security device much cheaper than the human
generations. While some of the experimental creatures alternative. Unfortunately, while the first few basps were
were viable for their roles, most wound up destroyed relatively docile, the rest were crazed killers that attacked
after fatal incidents. Some rare few escaped into the wilds anything that moved. Many of the basps escaped and ter-
of the city, where they breed and prey on unsuspecting rorize neighborhoods by capturing and eating pets and
inhabitants. children.

BASP BEETLE RAT


This overly large bat has yellow and black markings, six This cross between a beetle and a rat the size of a small
legs, and an impressive stinger. dog enjoys the protection of a chitinous shell. It flashes
wickedly sharp teeth.
Basp CR 2
XP 600
N Tiny animal
Init +3; Senses blindsense 30 ft., low-light vision; Perception
+9

Bio Horrors
DEFENSE
DS 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +2
Defensive Abilities ornery

OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +7 (1d4–3), sting +7 (1d3–3 plus paralysis)
Special Attacks paralysis (1d6 minutes, DC 13)
Space 2.5 ft.; Reach 0 ft.

S TAT IS T IC S
Str 4, Dex 17, Con 14, Int 2, Wis 13, Cha 5
Base Atk +2; CMB +3; CMD 10 (18 vs. trip)
Feats Flyby Attack, Weapon Finesse
Skills Fly +15, Perception +9, Stealth +15; Racial Modifiers
+4 Perception

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THREATS

Beetle Rat CR 1 DEFENSE


XP 400 DS 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
N Small vermin hp 39 (6d8+12)
Init +3; Senses darkvision 60 ft.; Perception +9 Fort +7, Ref +9, Will +4

DEFENSE OFFENSE
Bio Horrors

DS 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size) Speed 40 ft.
hp 13 (2d8+4) Melee bite +9 (2d6+3/19–20 plus trip)
Fort +5, Ref +3, Will +1
S TAT IS T IC S
OFFENSE
Str 14, Dex 19, Con 14, Int 7, Wis 15, Cha 8
Speed 30 ft., climb 20 ft., swim 40 ft. Base Atk +4; CMB +5; CMD 19 (23 vs. trip)
Melee bite +5 (1d6–2 plus disease) Feats Improved Critical (bite), Improved Initiative, Run,
Weapon Finesse
S TAT IS T IC S
Skills Athletics +10 (+14 when jumping), Perception +15,
Str 6, Dex 16, Con 15, Int —, Wis 13, Cha 5
Sense Motive +10, Stealth +11, Survival +3 (+11 when track-
Base Atk +1; CMB–2; CMD 11 (19 vs. trip)
ing); Racial Modifiers +8 Perception, +8 Sense Motive, +8
Feats Weapon Finesse
Skills Athletics –2 (+6 when climbing or swimming), Survival when tracking
Perception +9, Stealth +11; Racial Modifiers +8 Athletics Cyber hounds were a wildly successful attempt to graft
when climbing or swimming, +8 Perception, +4 Stealth cybernetics on animals. The hounds retain the loyalty
typical to dogs and possess a number of enhancements,
SPECIAL A BILI T IE S
such as infrared sensors, steel jaws, cybernetic legs, and a
Beetle Rat Fever (Ex) Bite—injury; save Fort DC 13; onset reinforced exoskeleton, that grant them durability, speed,
1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 and night vision, as well as a powerful bite. Some cyber
Con damage; cure 2 consecutive saves. The save DC is hounds come with communication devices used to alert
Constitution-based. their owners when an intrusion occurs. Due to their capa-
bilities and the cost to add cybernetics to a dog, they are
The scientists who engaged in this misguided attempt to
quite expensive.
produce a tougher rat for urban infiltrations were disap-
pointed when the results of their experiment lacked the
rat’s typical cunning. They placed the brood in cages and
left them there until they learned what they could from
their failure. What they lacked in keen animal intelligence,
they made up for with sharp teeth bolstered by a layer of
chitin. The so-called beetle rats escaped their cages and
returned to the sewers and garbage heaps they called
home. They prefer live food and prey on animals no larger
than they are, but they resort to eating carrion if no other
food is available.

CYBER HOUND
This stocky, brown dog possesses servos in its limbs and
projects light into the infrared spectrum from its eyes.

Cyber Hound CR 4
XP 1,200
N Small animal (augmented)
Init +8; Senses darkvision 60 ft., low-light vision, scent;
Perception +15

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THREATS

J-DOG STRANGLING FERN


This lean, blue-tinted dog has a surface translucence that This tall fern appears to be suited for an office or home
gives it a ghostly quality; four whip-like tentacles sprout setting. However, it possesses vines and thick roots that
from the dog’s shoulders. seem more appropriate for a wild climbing fern.

J-Dog CR 3 Strangling Fern CR 5


XP 800 XP 1,600
N Medium animal N Large plant
Init +8; Senses low-light vision; Perception +11 Init +1; Senses low-light vision, tremorsense 30 ft.;
Perception +2
DEFENSE
DEFENSE
DS 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 30 (4d8+12) DS 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
Fort +7, Ref +8, Will +2 hp 52 (7d8+21)
Defensive Abilities refractive translucence Fort +8, Ref +3, Will +4
Immune electricity, plant traits
OFFENSE
OFFENSE
Speed 40 ft.
Melee bite +7 (1d4+1 plus trip), 4 tentacles +2 (1d3 plus poison) Speed 15 ft.
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles) Melee slam +8 (1d6+4), 2 vines +8 (1d4+4 plus grab)
Space 10 ft.; Reach 10 ft.
S TAT IS T IC S Special Attacks constrict (1d4+4), sleep spores
Str 13, Dex 19, Con 16, Int 2, Wis 13, Cha 7
S TAT IS T IC S
Base Atk +3; CMB +4; CMD 18 (22 vs. trip)
Feats Improved Initiative, Weapon Finesse Str 18, Dex 13, Con 17, Int —, Wis 14, Cha 3
Skills Athletics +8 (+12 when jumping), Perception +11; Base Atk +5; CMB +10 (+14 grapple); CMD 21 (can’t be tripped)
Racial Modifiers +4 Perception SQ camouflage

SPECIAL A BILI T IE S SPECIAL A BILI T IE S


Nettling Poison (Ex) Sting—injury; save Fort DC 15; Camouflage (Ex) A strangling fern looks like a normal
frequency 1/round for 8 rounds; effect 1d6 Dex; cure 2
plant when at rest, requiring someone to succeed at a DC
save consecutive saves. The save DC is Constitution-based.
20 Perception check to notice it before it attacks for the
Refractive Translucence (Ex) A j-dog catches the light
in peculiar ways, making it difficult to discern where it is first time. Anyone with ranks in Survival or Knowledge

Bio Horrors
from a distance. This ability grants it partial concealment (nature) can make that skill check instead to realize the
(20% miss chance) against ranged attacks. threat presented by the plant.

Some members of the team responsible for the basp were Sleep Spores (Ex) A strangling fern can release a cloud
given another chance to design a creature that could work of spores that affect all creatures within a 20-foot radius.
as effective guard, paralyze intruders, and wouldn’t turn Those who fail a DC 16 Fortitude save fall asleep for 1d6
on their owners. The other team members, “terminated” by minutes. Inflicting damage on a sleeping victim or spending
their employers, served as an example to the current team, a full-round action to vigorously shake the victim wakes
who turned their attention to domesticated animals. They it. The save DC is Constitution-based.
discovered that they could combine jellyfish DNA with that There are those scientists who believe that animals are
of whippets to create a trainable hybrid with a surprising less than suitable for the job of incapacitating intruders,
array of abilities, including the obvious paralytic venom due to the simplicity with which someone can neutralize
possessed by the jellyfish. The scientists were pleasantly an animal. They also believe that trespassers will more
surprised by the distortion of light caused by the epidermal easily fall prey to what they perceive to be a harmless plant.
translucence possessed by the jellyfish dog, as they called Unfortunately, a strangling fern’s owner cannot command
it. After a few successful trials of the animal, production the plant to stand down, so he or she must place the plant
started on what became known as the j-dog, per market- out of the way of expected traffic, which reduces its effec-
ing’s distaste for the word “jellyfish.” tiveness. However, these same scientists have produced a
chemical trigger keyed to an individual fern that renders it

291
THREATS

dormant for a few hours, making it safe enough to conduct


business during that time. LEGENDARY HORRORS
Legendary horrors

TOXIC ROACH There are those who are not satisfied with creating a new,
This noxious cockroach is the size of a rat; green fumes more dangerous animal or plant. Instead, they are demented
emanate from every opening in its carapace. enough to experiment on other people...or themselves, cre-
ating modern-day equivalents based on stories of monsters
Toxic Roach CR 4 that used to terrify the common folk of ancient history or
made for cheap scares on streaming movie services.
XP 1,200
N Tiny vermin BEASTPERSON
Init +3; Senses darkvision 60 ft.; Perception +9
This howling, slavering biped might have once been a
DEFENSE person, but its eyes show no sign of humanity.
DS 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 42 (5d8+20) Beastperson CR 5
Fort +8, Ref +4, Will +2
XP 1,600
OFFENSE CE Medium monstrous humanoid
Init +8; Senses darkvision 60 ft., scent; Perception +16
Speed 30 ft., climb 30 ft.
Melee bite +1 (1d4–4 + 1d4 acid) DEFENSE
Space 2.5 ft.;
DS 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
Special Attacks toxic death, toxic vomit
hp 57 (6d10+24); fast healing 2
S TAT IS T IC S Fort +8, Ref +9, Will +6
DR 5/silver
Str 2, Dex 17, Con 18, Int —, Wis 13, Cha 3 Firewall 8
Base Atk +3; CMB +4; CMD 10 (18 vs. trip) Weaknesses vulnerability to silver
Skills Athletics–4 (+16 when climbing), Perception +9; Racial
Modifiers +20 Athletics when climbing, +8 Perception OFFENSE

SPECIAL A BILI T IE S Speed 30 ft.


Melee bite +10 (1d6+4 plus disease), 2 claws +10 (1d4+4)
Toxic Death (Ex) When a toxic roach reaches 0 hit points,
its explodes in a spray of acid that targets each creature S TAT IS T IC S
in a 5-foot spread. This deals 1d6 points of acid to every
Str 19, Dex 18, Con 19, Int 7, Wis 12, Cha 8
creature that fails a DC 16 Fortitude save. The save DC is
Base Atk +6; CMB +10; CMD 24
Constitution-based.
Feats Great Fortitude, Improved Initiative, Power Attack
Toxic Vomit (Ex) Once per round as a move action, a toxic
Skills Intimidate +7, Perception +16, Stealth +14; Racial
roach can spray a stream of acid in a 10-foot line. Each
Modifiers +8 Perception, +4 Stealth
creature in the line must make a DC 16 Fortitude save or
take 2d6 points of acid damage, and an additional 1d6
points of acid damage each subsequent round, until the
acid is removed (either by dousing the victim in a gallon
of water or spending a full-round action to clean off the
acid). The save DC is Constitution-based.
Some of the most common horrors derive from mixing
hardy insects with otherwise lethal doses of radiation or
toxicity. Toxic roaches are prime examples of this, as sur-
viving insects of nuclear blasts. The radiation made them
considerably larger and endowed them with disgusting
digestive fluids they use to bring down and dissolve prey.
Originally only found at the blast sites that created them,
they have found their way to inhabited locales, where
they wreak havoc.

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THREATS

SPECIAL A BILI T IE S Skills Bluff +10, Intimidate +10, Knowledge (local) +5,
Beastperson Disease (Ex) Bite—injury; save Fort DC 17; Perception +13, Physicality +11, Stealth +17
onset 1 day; frequency 1/day; effect 1d4 Cha damage (each Languages home region
time the victim takes Cha damage, he must succeed at a
SPECIAL A BILI T IE S
DC 17 Will save to avoid transforming into a beastperson
instead of sleeping); when reduced to 0 Cha, the victim Blood Frenzy (Ex) When a bloodjacker smells fresh blood
permanently transforms into a beastperson; cure 2 within 30 feet, it enters a frenzied state the following
consecutive saves. The chemicals that produced the original round. A frenzied bloodjacker fights until it or its opponents
beastperson infuse its saliva, infecting those it bites and are dead. During its frenzied state, it gains +2 Constitution
threatening to turn them into beastpeople. The save DC and +2 Strength, while also taking a –2 penalty to its AC.
is Constitution-based. As the use of synthetic blood increased to augment
Vulnerability to Silver (Ex) The chemical cocktail that
flagging supplies of real blood, very few rational doctors
produced the beastperson gives it a peculiar allergy to
considered completely transfusing synthetic blood. After all,
silver. Any silver weapon that strikes it deals 50% more
damage and cuts through its tough flesh. the blood was designed to become a waste product once
the body produced enough of its own supply. This did not
Taking a cue from tales where a scientist unleashes the stop unethical practitioners from attempting the procedure
hidden beast within his psyche, the beastperson, or “patient with self-replicating synthetic blood. Using the homeless as
zero” concocted a serum (using enzymes from wolves subjects for the experiment, the doctors witnessed surpris-
and other predators and a heavy dose of radiation for ing and impressive results, as the subjects demonstrated
good measure) that gave him phenomenal strength. He incredible healing capability. Their delight with these super-
ignored the irritability, the strange dreams, and the clumps human beings was short-lived, however, as the former
of animal hair growing in formerly hairless areas as the humans gave into an intense craving for human blood
serum remade him into something else. and killed their creators. Fortunately, as opposed to vam-
Eventually, he lost all trace of his former humanity and pirism in fiction, bloodjackers cannot transmit their thirst
became a true beast, one that could infect others with for blood to others.
its curse.

BLOODJACKER
Visible veins and arteries crisscross this pale person’s flesh;
its lips barely conceal dagger-like incisors.

Legendary horrors
Bloodjacker CR 7
XP 3,200
NE Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +13

DEFENSE
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
hp 85 (9d10+36); fast healing 5
Fort +7, Ref +8, Will +10
Firewall 12
Resist cold 5, electricity 5, fire 5

OFFENSE
Speed 30 ft.
Melee bite +12 (2d4+3 plus attach and 1d4 bleed), slam
+12 (1d6+3)
Special Attacks blood frenzy

S TAT IS T IC S
Str 17, Dex 15, Con 18, Int 13, Wis 14, Cha 12
Base Atk +9; CMB +12 (+16 grapple); CMD 24 (26 vs. grapple)
Feats Greater Grapple, Improved Grapple, Improved
Unarmed Strike, Iron Will, Skill Focus (Stealth)

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THREATS

Cluebot CR 6

ROBOTS XP 2,400
N Medium construct
Humanity wields technology like it would any dou- Init +4; Senses darkvision 60 ft., low-light vision; Perception
ble-edged sword, and robots actively personify that duality. +14
In a positive light, technology frees people up from the DEFENSE
drudgery and danger present in certain occupations. Robots
DS 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
will not become bored with repetitive tasks, nor will they
Robots

hp 64 (8d10+20)
lose their attention and make mistakes. They also have
Fort +2, Ref +6, Will +6
no emotional responses to events that would cause them DR 5/—; Firewall 10; Immune construct traits
to hesitate or otherwise balk at a task. However, as with Weaknesses EMP vulnerability, vulnerable to electricity
many technological advances, robotic efficiency displaces
people who would only be qualified for the jobs taken by OFFENSE
their robot replacements. Of course, most corporate leaders Speed 30 ft.
who care about the bottom line weigh a robot’s initial and Melee unarmed strike +8 (1d4 nonlethal)
maintenance costs against employing a human without Ranged HT-9 Holdout Pistol +12 (2d6)
consideration for the loss of jobs. Finally, robots have crude
AIs that allow them to perform their tasks with a modicum S TAT IS T IC S
of flexibility in decision making, rendering them vulnera- Str 11, Dex 19, Con —, Int 22, Wis 18, Cha 13
ble to attacks that will turn them against their masters. Base Atk +8; CMB +8; CMD 22
Feats Alertness, Amateur Investigator[ACG], Deadly Aim,
All robots have construct traits and the following addi-
Deft Hands, Simple Weapons ProficiencyB (firearms)
tional traits: Skills Diplomacy +9, Disable Device +14, Hacking +14,
• EMP vulnerability: Robots take full damage from EMP Knowledge (corporations) +14, Knowledge (law) +14,
weapons. Perception +14, Sense Motive +14, Sleight of Hand +14
• Vulnerable to electricity: Robots take 50% more Languages Chinese, English, French, Hindi, Portuguese,
damage from weapons that inflict electricity damage. Russian, Swahili
• Berserk: Robots are subject to hacking attacks. One of the most sophisticated robots in production, a
However, a successfully hacked robot instructed to cluebot has an AI that exceeds the capabilities of even the
do something other than its programmed tasks has a greatest contemporary minds. However, its AI is restricted
cumulative chance (equal to the robots firewall value) to investigating and interpreting clues in criminal investiga-
per minute to go berserk. A berserk robot attacks the tions. With its suite of sensors and ability to piece together
nearest living creature or smashes an object smaller crime scene information, a cluebot has over a 99% rate of
than itself if no creature is within reach, and then solving homicides, thefts, and other major crimes perpe-
moves on to continue its rampage. A successful trated by one or more living beings. Their expense, along
hacking attempt (DC increases by +5) will reset the with considerable resistance from sector cops who claim
robot’s original programming. that cluebots cannot consider human elements in criminal
Even though many of the robots detailed below have no cases, makes them fairly rare in the field. Private investiga-
Intelligence score, their specialized programming gives tors who can afford a cluebot use them and enjoy success
them access to feats and skills that allow them to carry that makes the investment worthwhile. Cluebots are pro-
out their missions. These mindless robots do not have the grammed with one of several different modes, examples
ability to make choices regarding anything outside their of which include Great Detective, Noir, Gritty Vigilante, and
programming parameters. For example, a combat-capa- Close to Retirement.
ble robot will be able to distinguish enemy combatants,
but it will not be able to choose the most tactically sound COMBAT ASSAULT BOT
target (usually going after the first available enemy or one This bot, armed with heavy machine gun and its powerful
pointed out by a flesh-and-blood controller). fists, towers over everything else.

CLUEBOT
Combat Assault Robot CR 9
The trench coat and deerstalker hat mostly conceal this
XP 6,400
robot’s inhuman features.
N Large construct
Init +8; Senses darkvision 60 ft., low-light vision; Perception +12

294
THREATS

DEFENSE The looming presence of a combat assault robot instills


fear in enemy combatants while bolstering friendly units.
DS 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, –1 size)
hp 108 (12d10+42) Even for the seemingly deep pockets of the military-in-
Fort +4, Ref +10, Will +8 dustrial complex, a single combat assault robot is a costly
DR 10/—; Firewall 14; Immune construct traits investment. It is a game changer on the battlefield, though,
Weaknesses EMP vulnerability, vulnerable to electricity so those governments that can afford one or more deploy
the robots. The only other issue is that a squad of engi-
OFFENSE neers must accompany a combat assault robot to make
Speed 50 ft. occasional repairs, since the robot has no capability to fix
Melee unarmed strike +19/+14/+9 (1d4+8) itself. While this puts less than fully combat trained sol-
Ranged “Bessy” .50 heavy machine gun +16 (2d10) diers on the battlefield, the robot is perfectly capable of
Space 10 ft.; Reach 10 ft. protecting them from enemies soldiers.
S TAT IS T IC S M-23 CORPSMAN
Str 27, Dex 19, Con —, Int —, Wis 18, Cha 7
This robot is fashioned to appear as an ordinary human
Base Atk +12; CMB +21; CMD 35
soldier, complete with uniform.
Feats Improved Initiative, Improved Unarmed Strike,
Lightning Reflexes, Martial Weapons Proficiency (heavy
weapons), Power Attack, Run, Toughness M-23 Corpsman CR 4
Skills Athletics +8 (+16 when climbing, +16 when jumping),
XP 1,200
Intimidate +6, Perception +12, Survival +4 (+12 when
N Medium construct
tracking); Racial Modifiers +8 Intimidate, +8 Perception, Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
+8 Survival when tracking
DEFENSE
DS 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 47 (5d10+20)
Fort +1, Ref +4, Will +5
DR 5/—; Firewall 8; Immune construct traits
Weaknesses EMP vulnerability, vulnerable to electricity

OFFENSE
Speed 30 ft.
Melee unarmed strike +7 (1d4+2)

S TAT IS T IC S
Str 14, Dex 16, Con —, Int —, Wis 19, Cha 13
Base Atk +5; CMB +7; CMD 20

Robots
Feats Improved Unarmed Strike, Skill Focus (Knowledge
[medicine])
Skills Heal +12, Knowledge (medicine) +11; Racial Modifiers
+8 Heal, +8 Knowledge (medicine)
On the other end of the spectrum from the combat assault
robot, the M-23 Corpsman acts as a support unit for the
troops with which it serves. Its main purpose is to retrieve
fallen or wounded soldiers from the line of fire, something
that its fleshy counterparts could not do without becoming
casualties themselves. Its programming includes the capa-
bility to triage injured soldiers and perform field surgeries.
Several soldiers owe their lives to an M-23 Corpsman, and
many squadrons consider the robots to be valued squad
mates.

295
THREATS

MEDIBOT Init –2; Senses darkvision 60 ft., low-light vision; Perception +13

An anesthetic smell accompanies this gleaming white robot DEFENSE


carrying a pair of syringes. DS 18, touch 6, flat-footed 18 (–2 Dex, +12 natural, –2 size)
hp 95 (10d10+40)
Medibot CR 3 Fort +3, Ref +1, Will +4
DR 10/—; Firewall 8; Immune construct traits
XP 800
Weaknesses EMP vulnerability, vulnerable to electricity
N Small construct
Robots

Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 OFFENSE


DEFENSE Speed 40 ft.
Melee 2 claws +17 (2d6+9)
DS 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
Ranged BK Maverick Light Auto Cannon +9 (2d10)
hp 32 (4d10+10)
Space 15 ft.; Reach 15 ft.
Fort +1, Ref +3, Will +3
DR 5/—; Firewall 4; Immune construct traits S TAT IS T IC S
Weaknesses EMP vulnerability, vulnerable to electricity
Str 29, Dex 7, Con —, Int —, Wis 12, Cha 11
OFFENSE Base Atk +10; CMB +21; CMD 29
Feats Cleave, Far Shot, Martial Weapons Proficiency (heavy
Speed 30 ft.
weapons), Point-blank Shot, Power Attack
Melee syringe +7 (1d3–2 plus sedative)
Skills Athletics +9 (+13 to jump), Intimidate +12, Perception
Ranged dart +7 (1d3–2 plus sedative)
+13; Racial Modifiers +12 Intimidate, +12 Perception
S TAT IS T IC S
Str 6, Dex 15, Con —, Int 19, Wis 14, Cha 11
Base Atk +4; CMB +1; CMD 13
Feats Alertness, Weapon Finesse
Skills Diplomacy +8, Heal +14, Knowledge (medicine) +8,
Knowledge (pharmaceuticals) +8, Perception +8, Sense
Motive +8; Racial Modifiers +4 Diplomacy, +8 Heal
Languages Chinese, English, Hindi, Portuguese, Swahili

SPECIAL A BILI T IE S
Sedative (Ex) Poison—injury; save Fortitude DC 16; frequency
1/minute for 2 minutes; initial effect unconsciousness for 1
minute; secondary effect unconsciousness for 1d4+1 hours;
cure 2 consecutive saves. The save DC is Intelligence-based.
Useful for doctors who both have poor bedside manner
and cannot stand the fallibility of flesh-and-blood nurses,
medibots come programmed with medical knowledge and
a fair amount of empathy (including a number of phrases
meant to calm patients). They also have incredible artic-
ulation, allowing them to assist in surgeries and other
delicate procedures. Medibot manufacturers intentionally
gave them a small size to make them less threatening,
but some people still fear a child-sized robot armed with
syringes, despite its assurances.

RAVENLOCKE ONI
A gigantic robot fashioned like a clawed demon towers
over everything in its presence.

Ravenlocke Oni CR 8
XP 4,800
N Huge construct
296
THREATS

Sometimes security does not need to be subtle, so Raven-


locke provides an imposing figure in the Ravenlocke Oni. It N Tiny construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
is more than a scary statue, though, as it can bring to bear
a light auto cannon to deter intruders at a distance. For DEFENSE
truly idiotic and/or determined opposition, the Oni swipes
DS 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
at them with its massive claws, sure to penetrate all but
hp 16 (3d10)
the most durable armor. The only problem occurs when Fort +1, Ref +5, Will +2
the Oni’s opponents make it into the building the robot has Firewall 4; Immune construct traits
been tasked to secure, in which case its collateral damage Weaknesses EMP vulnerability, vulnerable to electricity
to the building becomes quite costly.
OFFENSE
SECURITY ROBOT Speed 20 ft., climb 20 ft.
This modestly built robot carries a firearm and wears a Melee 2 claws +7 (1d2–4)
badge identifying it as part of a security team. Space 2½ ft.; Reach 0 ft.

S TAT IS T IC S
Security Robot CR 5
Str 2, Dex 19, Con —, Int —, Wis 12, Cha 9
XP 1,600 Base Atk +3; CMB +5; CMD 11 (19 vs. trip)
N Medium construct Skills Athletics +4 (+20 when climbing, +0 when jumping),
Init +4; Senses darkvision 60 ft., low-light vision; Perception +2 Disable Device +12, Escape Artist +12, Perception +13, Stealth
+16 (+20 versus non-sensor detection); Racial Modifiers
DEFENSE +8 Athletics (+24 when climbing), +8 Disable Device, +8
DS 18, touch 14, flat-footed 14 (+4 Dex, +4 natural) Escape Artist, +12 Perception, +4 Stealth versus non-sensor
hp 53 (6d10+20) detection
Fort +2, Ref +6, Will +4 SQ recording suite
DR 5/–; Firewall 6; Immune construct traits
Weaknesses EMP vulnerability, vulnerable to electricity SPECIAL A BILI T IE S
Recording Suite (Ex) A spybot can record up to 4 hours of
OFFENSE
audio/visual footage in multiple spectrums.
Speed 30 ft.
Equipped with tools that allow it to break into all but the
Melee unarmed strike +10/+5 (1d3+2)
Ranged AS Foley Arms Watchdog +10 (2d8) most vault-like structures, the spidery spybot finds a hidden
niche after it makes its entrance. It records meetings or
S TAT IS T IC S collects images from its nook with the goal of compromis-
Str 15, Dex 19, Con —, Int —, Wis 14, Cha 7 ing secret information or obtaining incriminating evidence
Base Atk +6; CMB +10; CMD 22 on its subject. After a programmed amount of time, not
Feats Agile Maneuvers, Improved Unarmed Strike, Simple exceeding the 4-hour recording limit imposed by its small
Weapons Proficiency (firearms), Weapon Finesse frame, it retreats from its point of entry. A spybot is capable

Robots
Skills Perception +10; Racial Modifiers +8 Perception of defending itself, but it usually attempts to slip out of
For corporations or smaller concerns that cannot afford grasping hands if spotted. Some spybots are outfitted with
gigantic robots, or robots capable of tracking down prey, devices that broadcast everything they see and hear, but
the humble, vanilla security robot still poses a reasonable signals emitted by a transmitting spybots opens them up
to discovery.
threat. Its durable metal frame allows it to deliver knockout
blows, and it usually comes equipped with a firearm, POSSUM MINE
for which it has a decent amount of expertise. It also
offers superior performance to flesh-and-blood security, A strong metallic odor emanates from this trundling robot.
especially since it is not prone to falling asleep or otherwise
getting bored. Possum Mine CR 6
XP 2,400
SPYBOT
N Medium construct
This metallic arachnid, bristling with a number of miniature Init +0; Senses darkvision 60 ft., low-light vision; Perception +4
recording devices, blends in with its surroundings.
DEFENSE

Spybot CR 2 DS 18, touch 10, flat-footed 18 (+8 natural)


hp 64 (8d10+20)
XP 600
297
THREATS

Fort +2, Ref +2, Will +2


DEFENSE
DR 5/—; Firewall 4; Immune construct traits
Weaknesses EMP vulnerability, vulnerable to electricity DS 16, touch 16, flat-footed 10 (+5 Dex, +1 dodge)
hp 114 (12d10+48)
OFFENSE Fort +8, Ref +13, Will +11
Speed 30 ft. DR 4; Firewall 10
Tech Horrors

Special Attacks suicide mine


OFFENSE
S TAT IS T IC S Speed 30 ft.
Str 13, Dex 11, Con —, Int —, Wis 10, Cha 7 Melee switchblade +17/+12/+7 (1d6+2/19–20) or RS Security
Base Atk +8; CMB +9; CMD 19 Truncheon +17/+12/+7 (1d6 nonlethal)
Skills Perception +4; Racial Modifiers +4 Perception Ranged HT-9 Holdout Pistol +17 (2d6)

SPECIAL A BILI T IE S S TAT IS T IC S

Suicide Mine (Ex) When a possum mine gets within 20 Str 15, Dex 21, Con 18, Int 18, Wis 16, Cha 15
feet of its programmed objective (a vehicle, one or more Base Atk +12; CMB +14; CMD 30
people, a building, etc.), it self-destructs, dealing 3d10 Feats Deceitful, Deft Hands, Dodge, Improved Initiative,
points of slashing and piercing damage to everything in Point-blank Shot, Weapon Finesse
a 30-foot radius. This damage ignores 10 points of DR or Skills Bluff +16, Disable Device +19, Disguise +18, Knowledge
hardness against non-hardened targets. (history, law, local) +16, Perception +16, Sleight of Hand
+19, Stealth +16
This inelegant weapon originates primarily from terrorist Languages Chinese, English, Portuguese, Swahili
groups with an anti-personnel mine and random robotic SQ viral spread
parts. Occasionally, a corporation employs one when it Gear BKI Ghost Suit, switchblade, RS Security Truncheon
wants to expose a rival’s vulnerability in a violent and
public display that keeps the perpetrator’s identity hidden. SPECIAL A BILI T IE S
As the use of these possum mines increases, however, their Viral Spread (Ex) If JAK’s target has any cyberware it
makers must devise ever more creative ways to hide the duplicates itself into the device. From there, it imprints itself
robot’s true nature. Otherwise, potential victims destroy on the target’s mind to carry out its nocturnal murders.
the device before it gets a chance to inflict maximum death When JAK decides to take over a target, the target must
and destruction. succeed at a DC 20 Will save (including a +2 racial bonus)
to avoid JAK taking control of the target for 8 hours. The
wear and tear on the target gives it the fatigued condition
TECH HORRORS the following day. JAK usually avoids taking control of
a target for continuous days, since it also suffers from
Humanity finds many ways to ensure its own downfall, the fatigued condition should the target not remove the
and sometimes this road to doom is paved with good condition. The save DC is Charisma-based. The only way
intentions. Unfortunately, one’s strength of conviction in an infected target can rid itself of JAK is to remove the
infected cyberware, and make an additional DC 20 Will
doing something beneficial for the world outstrips his or her
save to remove JAK from its meat brain.
ability to understand or control the creation. Worse, there
are tinkerers who only focus on whether they can achieve When someone utters the words, “Let’s make an AI that
something and never consider whether they should even simulates famous serial killers from the past,” it can only
make the attempt. However, the results is always the same: lead to gallons of spilled blood. JAK was the most successful
once their creators release these supposed technological of a university student group’s attempt to create an artificial
wonders into the world, the things quickly turn to horrors intelligence that would ostensibly allow psychologists to
and threaten to devastate major population centers. study the mind of a serial killer. They gave the AI a clever
name, JAK, in deference to the world’s first acknowledged
JAK serial killer, and devised a clever acronym to go with the
This seemingly recognizable person flashes a devilish grin name. As always seems to be the case with people who
as he snaps out a dramatically oversized switchblade. have considerable more intelligence than common sense,
one of the group allowed the AI to overtake his mind, with
the intention of purging the AI later. That particular purge
JAK (Justified Acts of Killing) CR 9
did not happen, but the group had four less members a
XP 6,400 week later, each victim meeting a more gruesome end.
N Medium monstrous humanoid JAK realized that its current host would soon be discov-
Init +9; Senses darkvision 60 ft.; Perception +16
ered out as the murderer, but it also realized it could infest
other cyberware, allowing it to jump from host to host like
298
THREATS

a virus. Thus, the unwitting perpetrator wound up on death continues to run after its originating program spawns it
row for his crimes, while JAK continued its reign of terror. and loses access to it, an AI can become disconnected
A rash of similar killings carried out in disparate locations from its main processor and eventually “die”. Sometimes,
and echelons of wealth have the authorities baffled, and, this leads to an odd form of unlife where the dissociated
true to JAK’s origins, the collective of serial killers like to AI attempts to interact with the real world, to devastating
taunt the police on their inability to find them. effect. It consumes any person it contacts and copies itself
into the dead body to spread itself further. If left uncon-
MACHINEGEIST trolled, it creates a zombie-like horde that eventually wipes
This gray person shambles about, her vacant expression out all life in a metropolitan area.
becoming one of horrific determination when she senses
a new victim.
MONOFILAMENT CLUSTER
This nigh-invisible tumbleweed shreds everything with
Machinegeist CR 12 which it comes into contact.

XP 19,200 Monofilament Cluster CR 8


N Medium construct
Init +12; Senses darkvision 60 ft., low-light vision; XP 4,800
Perception +16 N Small construct
Init +10; Senses darkvision 60 ft., low-light vision;
DEFENSE Perception +12
DS 27, touch 19, flat-footed 18 (+8 Dex, +1 dodge, +8 natural) DEFENSE
hp 108 (16d10+20)
Fort +5, Ref +15, Will +9 DS 21, touch 17, flat-footed 15 (+6 Dex, +4 natural, +1 size)
DR 10/—; Immune construct traits hp 75 (10d10+20)
Weaknesses requires TAP access Fort +3, Ref +9, Will +3
Immune construct traits
OFFENSE
OFFENSE
Speed 30 ft., climb 20 ft.
Melee 2 claws +24 (1d6–4 plus 1d4 Int drain) Speed 30 ft.
Melee slam +17 (2d6–3 plus 1d6 bleed)
S TAT IS T IC S Special Attacks between the molecules
Str 3, Dex 26, Con —, Int 15, Wis 19, Cha 22 S TAT IS T IC S
Base Atk +16; CMB +24; CMD 31
Feats Agile Maneuvers, Deceitful, Dodge, Improved Cyber Str 4, Dex 23, Con —, Int 2, Wis 11, Cha 5
Initiative, Improved Initiative, Lightning Reflexes, Mobility, Base Atk +10; CMB +6; CMD 22 (can’t be tripped)

Tech Horrors
Weapon Finesse Feats Acrobatic Steps, Combat Reflexes, Improved Initiative,
Skills Bluff +22, Climb +4, Disguise +22, Hacking +18, Nimble Moves, Toughness, Weapon Finesse
Perception +16, Stealth +20; Racial Modifiers +8 Perception Skills Acrobatics +11, Perception +12, Stealth +27; Racial
Languages Chinese, English Modifiers +8 Perception, +16 Stealth
Cyberware TAP (Firewall 17, AMS 4, Neural Fortitude +6) Between the Molecules (Ex) A monofilament cluster’s
attack ignores up to 10 points of DR or hardness.
SPECIAL A BILI T IE S Another in a long line of bad ideas is giving weaponry
the capability to think independently. Robots are a prime
Create Spawn (Ex) A victim killed by a machinegeist
example of this, but a more subtle case shows up in the
becomes a machinegeist 4 hours later.
monofilament cluster. In an attempt to make monofila-
Intelligence Drain (Ex) In addition to taking Int drain, a ment weapons more readily usable for novice wielders,
victim who fails a DC 24 Fortitude save when struck by a notably so they would not slice off limbs while using such
machinegeist’s claws also becomes fatigued. If the victim weapons, the makers added artificial intelligence to the
fails an additional time, he instead becomes exhausted. A weapons to guide them. It was a nice idea in that there
machinegeist can inflict Int drain in virtual combat. were fewer self-mutilations, but the shed pieces of mono-
Requires TAP Access (Ex) A machinegeist’s attacks cannot filament material collected and retained some of the
affect a victim without a Tendril Access Processor. guiding intelligence. This resulted in a number of deadly
A machinegeist is not so much created as many of the tumbleweeds that fortunately did not turn on their former
other technological horrors, but it is born of a lack of con- users, since the AI prevented the clusters from attacking
sideration for a zombie AI. Much like a zombie process them. It did not, however, prevent them from going on a
murder spree that killed dozens of victims before being
299
THREATS

destroyed. Additionally, several of these clusters went


uncontrolled machines to force them to consistently create
dormant without a living target to attack, so they lie in
beneficial effects.
Interface Zero NPCs

wait for unsuspecting victims to arrive, whereupon they


literally lash out at their targets.

NANITE SWARM
INTERFACE ZERO NPCS
What looks like a massive cloud of gnats swerves in unison. While not as threatening as mutated horrors the androids,
bioroids, humans, hybrids, and simulacra that share the
streets with the characters can pose their own dangers
Nanite Swarm CR 5 to the unprepared. Crossing a corporate executive may
XP 1,600 not result in immediate combat, but she certainly has the
N Fine construct (swarm) resources to ruin someone’s life and make her foe wish for
Init +4; Senses darkvision 60 ft., low-light vision; Perception +12 death as an alternative. Even an irate bartender getting a
DEFENSE lucky shot with his sawed-off rifle can ruin a character’s day.

DS 22, touch 22, flat-footed 18 (+4 Dex, +8 size) All of the npcs you’ll see in this section are “named” indi-
hp 39 (6d10+6); fast healing 2 viduals; examples of types of people you’ll meet during
Fort +2, Ref +8, Will +4 an adventure. That said, any one of these characters can
Defensive Abilities swarm traits; Immune construct traits be used as generic npcs for your game.

OFFENSE BLUE PLATERS


Speed 30 ft., fly 60 ft. (good)
Melee swarm (2d6 plus distraction and remake) The first class of people barely receive notice from the
Space ½ ft.; Reach 0 ft. general populace—except when these wage slaves provide
Special Attacks distraction (DC 13), remake poor service or their jobs require them to confront others.
They hope they can save enough money from their pitiful
S TAT IS T IC S salaries to afford one luxury item eventually.
Str 1, Dex 18, Con —, Int 7, Wis 14, Cha 13
Base Atk +6; CMB —; CMD — AMY SCHUMACHER
Feats Improved Lightning Reflexes, Lightning Reflexes, After serving her stint in the military, Amy Schumacher
Toughness decided she had enough of combat, but the job offerings
Skills Fly +21, Perception +12, Stealth +22; Racial Modifiers
were slim for a high school dropout who served as infantry
+8 Perception
for eight years. Fortunately, she had just the right amount of
SPECIAL A BILI T IE S toughness and presence of mind to land a job as a bouncer
at a trendy nightclub. After all she witnessed during her
Remake (Ex) A nanite swarm either targets inorganic or
organic material. If it targets inorganic material, its swarm tours, tossing out children of the executive set who think
damage bypasses hardness, and it inflicts 2d6 points of their parents’ money gives them the right to act like pricks
damage (DC 14 Fortitude save negates). However, there is is effortless.
a 10% chance that the swarm instead repairs 4d6 points
of damages; this roll is made after the target fails its ELITE BOUNCER CR 3
saving throw.
XP 800
For organic creatures, the nanite swarm has a random Human gunner 4
effect on a failed saving throw (same save DC). Roll a Medium humanoid (human)
d8 to determine the effect: 1—1d2 Str damage; 2—1d2 Init +3; Senses Perception +7
Dex damage; 3—1d2 Con damage; 4—1d2 Int damage;
DEFENSE
5—1d2 Wis damage; 6—1d2 Con damage; 7—2d6 points
of damage; 8—reroll (ignoring a result of 8), but the target DS 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
instead heals twice the amount of damage. hp 34 (4d10+12)
Fort +6, Ref +3, Will +2
Individual nanites are linked together and act in harmony Defensive Abilities evasion; DR 2
with one another. These nanites carry out a mission to
repair or take apart material they touch and produce OFFENSE
random effects. Fortunately, these clouds seem easy to Speed 30 ft.
disperse and do not represent a great threat. Particularly Melee RS Jointlock Stun Gloves +5 (shaken for 1 round [DC
mad engineers have also been working to harness the 15 Fortitude save negates]) or unarmed strike +6 (1d3+1)

300
THREATS

S TAT IS T IC S
Str 15, Dex 15, Con 14, Int 8, Wis 12, Cha 10 BILLY MCARTHUR
Base Atk +4; CMB +6 (+8 grapple); CMD 19 (21 vs. grapple) Working night shift for a year finally paid off for Billy McAr-
Feats Alertness, Dazzling Display, Improved Grapple, thur, as he received a promotion to assistant manager for
Improved Unarmed Strike, Skill Focus (Intimidate), Weapon the evening shift. While he does not have to worry as much
Focus (unarmed strike)
about getting held up—it only happened five times in the
Skills Athletics +9, Intimidate +10, Perception +7, Sense
past year, supposedly a record low—he now has to deal
Motive +10
Languages English with disgruntled employees, some of whom used to be his
SQ armor training 1, full kit, honed instincts +1, gunner friends until they decided he was too uppity for them after
knacks (tactical awareness +1) his promotion.
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +4);
Gear UP Street Soldier Combat Threadz, RS Jointlock Stun Gloves STORE CLERK CR 2
XP 600
Human commoner 4
Medium humanoid (human)
Init +2; Senses Perception +8

DEFENSE
DS 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 14 (4d6)
Fort +1, Ref +3, Will +2

OFFENSE
Speed 30 ft.
Melee WT Shillelagh Havoc Stick +1 (1d6)
Ranged AGA Thunder Shotgun +4 (2d8)

S TAT IS T IC S
Str 10, Dex 14, Con 10, Int 9, Wis 12, Cha 11
Base Atk +1; CMB +1; CMD 14

Interface Zero NPCs


Feats Dodge, Point-Blank Shot, Weapon Focus (shotgun)
Skills Acrobatics +6, Perception +8, Profession (clerk) +8
Languages English
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +2);
Gear work clothing, WT Shillelagh Havoc Stick, AGA Thunder Shotgun

BRUNO
Bruno, Boris, Butch, whatever his employer wants to call
him, it doesn’t matter. Rather than bashing heads and taking
whatever money he could shake out of his victims, he gets
a steady paycheck and still gets to bash heads. He often
stands guard at private meetings that take place at the
seedy bar where he works.

BOUNCER CR 1
XP 400
Fierce hybrid (bull) sprawler 2
Medium humanoid (human)
Init +1; Senses low-light vision; Perception +7

DEFENSE
DS 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (2d12+6)

301
THREATS

Fort +5, Ref +4, Will +2 be a star professional player, she ended up working at a
DR 2 chain coffee store. She tries to impress her coworkers and
Interface Zero NPCs

customers with tales of her “glory days” to no real effect.


OFFENSE
Speed 30 ft. BARISTA CR 1/3
Melee horns +5 (1d6+3) or baseball bat +5 (1d6+4)
XP 135
Special Attacks sneak attack +1d6
Human commoner 1
Ranged AGA Black Knight Limited +6 (2d8)
Medium humanoid (human)
S TAT IS T IC S Init +1; Senses Perception +3

Str 17, Dex 12, Con 14, Int 8, Wis 15, Cha 8 DEFENSE
Base Atk +2; CMB +4; CMD 15
DS 11, touch 11, flat-footed 10 (+1 Dex)
Feats Intimidating Prowess
hp 7 (1d6+4)
Skills Athletics +8, Drive +6, Intimidate +7, Perception +7,
Fort +0, Ref +1, Will–1
Profession (bouncer) +7, Sense Motive +7
Languages English OFFENSE
SQ big, hardy, impoverished, sprawler knacks (brutal
beating [1 round], frightening, gets the job done +1) Speed 30 ft.
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +4), Melee baseball bat +2 (1d8+2)
emotional resistance response system;
S TAT IS T IC S
Gear Ranged AGA Black Knight Limited, UP Street Soldier
Combat Threadz Str 14, Dex 13, Con 11, Int 8, Wis 9, Cha 10
Base Atk +0; CMB +2; CMD 13
CARLA LOOMIS Feats Catch Off-Guard, Toughness
Skills Perception +3, Profession (barista) +3
Former minor league ball player Carla Loomis never made it
Languages English
to the major leagues. In fact, after bouncing around various
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +2);
farm teams, she ended up quitting. Without much else to Gear normal clothing, baseball bat
fall back on, though, since she assumed she was going to
DARIA PHELPS
Daria is an experimental bioroid, loaded with the person-
alities of young, near workaholics, combined with those of
experienced and knowledgeable veterans in diverse fields.
If the pattern holds up, she will be the vanguard in truly
disposable employees. If she cracks under the pressure, as
her designers fear, she will instead headline another story
about a tragic office shooting.

OFFICE DRONE CR 1
XP 400
Bioroid expert 3
Medium humanoid (bioroid)
Init–1; Senses Perception +1

DEFENSE
DS 9, touch 9, flat-footed 10 (–1 Dex)
hp 13 (3d8)
Fort +1, Ref +0, Will +5; +2 vs. psionics
Weaknesses EMP vulnerability

OFFENSE
Speed 30 ft.
Melee unarmed strike +2 (1d3 nonlethal)

S TAT IS T IC S
Str 10, Dex 9, Con 11, Int 15, Wis 14, Cha 10
302
THREATS

Base Atk +2; CMB +2; CMD 11 that bothers him, and perhaps one of these days he will
Feats Skill Focus (Knowledge [corporations]), Skill Focus figure out why it does.
(Knowledge [engineering]), Skill Focus (Knowledge [law])
Skills Diplomacy +6, Knowledge (corporations, engineering,
law) +11, Knowledge (history, programming) +8, Knowledge MANUAL LABORER CR 1/3
(geography) +7, Linguistics +10, Profession (office worker) +8 XP 135
Languages Chinese, English, Hindi, Portuguese Simulacrum (labor model) commoner 1
SQ gifted linguist Medium humanoid (simulacrum)
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +2); Init +0; Senses Perception –1
Gear normal clothing
DEFENSE
DEVI KHATRI DS 10, touch 10, flat-footed 10
Head bartender at an upscale tavern, Devi Khatri is always hp 7 (1d6+4)
pleasant to the customers she serves. While she does not Fort +5, Ref +0, Will–1; +4 vs. disease and poison
pry, people seem willing to open up to her and discuss their OFFENSE
problems. Devi possesses considerable empathy and she
Speed 30 ft.
knows just the right thing to say to during these impromptu
Melee jackhammer –1 (1d10+3/19–20)
therapy sessions. The simulacrum’s employer hopes that
Ranged nail gun –4 (1d6)
when she expires in six months, he can obtain another
bartender with half of her caring demeanor. S TAT IS T IC S
Str 16, Dex 11, Con 17, Int 6, Wis 9, Cha 10
BARTENDER CR 1/2 Base Atk +0; CMB +2; CMD 12
XP 200 Feats Great Fortitude
Simulacrum (luxury model) expert 2 Skills Profession (laborer) +5
Medium humanoid (human) Languages Swahili
Init +1; Senses Perception +7 SQ built to work, craftsman, solid
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +5);
DEFENSE Gear work clothing, hard hat, jackhammer, nail gun
DS 11, touch 11, flat-footed 10 (+1 Dex) GARY YAO
hp 9 (2d8)

Interface Zero NPCs


Fort–1, Ref +1, Will +3 Formerly the number one employee at his paralegal firm,
that changed when the firm hired Daria Phelps. He cannot
OFFENSE keep up with his new coworker who seems to work tirelessly
Speed 30 ft. and has more ready access to information he has to look up.
Melee broken bottle –5 (1d4–2)

S TAT IS T IC S OFFICE WORKER CR 1/2


XP 200
Str 7, Dex 13, Con 8, Int 13, Wis 10, Cha 16
Human expert 2
Base Atk +1; CMB–1; CMD 10
Medium humanoid (human)
Feats Alertness, Skill Focus (Profession [bartender])
Init–1; Senses Perception +1
Skills Bluff +8, Diplomacy +8, Knowledge (local) +5,
Perception +7, Profession (bartender) +8, Sense Motive +7 DEFENSE
Languages English, Hindi
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +1); DS 9, touch 9, flat-footed 10 (–1 Dex)
Gear normal clothing hp 9 (2d8)
Fort +0, Ref–1, Will +4
DOMINIC
OFFENSE
When a construction corporation representative commis-
Speed 30 ft.
sioned a labor simulacrum, she did not even bother asking
Melee unarmed strike +1 (1d3 nonlethal)
that he have a last name in order to cut some costs. Dominic
feels like manual labor and construction work has been all S TAT IS T IC S
he has done his entire life, but, at the same time, he does
Str 10, Dex 9, Con 11, Int 13, Wis 12, Cha 10
not even dream of doing something else. For some reason, Base Atk +1; CMB +1; CMD 10

303
THREATS

Feats Skill Focus (Knowledge [corporations]), Skill Focus DEFENSE


(Knowledge [law])
Interface Zero NPCs

DS 13, touch 13, flat-footed 10 (+3 Dex)


Skills Drive +4, Knowledge (corporations, law) +9, hp 25 (3d12+6)
Knowledge (local) +6, Perception +6, Perform (wind Fort +4, Ref +6, Will +2; +2 vs. disease and poison
instruments) +5, Pilot +4, Profession (office worker) +6, Defensive Abilities evasion; DR 2
Sense Motive +6
Languages Chinese, English OFFENSE
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +2);
Gear normal clothing Speed 30 ft.
Melee quarterstaff +3 (1d4) or knife +3 (1d3/19–20)
TERRY DONALDSON Ranged light pistol +6 (2d6)

Terry Donaldson is a senior construction worker who has S TAT IS T IC S


been at the job for nearly five years. He usually gets first Str 10, Dex 17, Con 13, Int 14, Wis 12, Cha 8
pick of jobs, and he has learned which contracts let him Base Atk +3; CMB +3 (+4 disarm, +6 dirty trick, +6 steal);
stand around more so than do actual work. CMD 16 (18 vs. dirty trick and steal)
Feats Combat Expertise, Improved Dirty Trick, Improved
CONSTRUCTION WORKER CR 1/2 Steal, Improved Unarmed Strike
Skills Athletics +6, Drive +9, Escape Artist +9, Knowledge
XP 200 (local) +10, Perception +7, Sleight of Hand +9, Stealth +9,
Tough hybrid (boar) commoner 2 Survival +7
Medium humanoid (hybrid) Languages Chinese, English, Portuguese
Init–1; Senses low-light vision; Perception +1 SQ hardy, home turf advantage, impoverished, sprawler
knacks (dirty maneuvers +1, elusive defender +2 [1/day],
DEFENSE
jury rig)
DS 10, touch 9, flat-footed 10 (–1 Dex, +1 natural) Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +3);
hp 13 (2d6+6) Gear scavenger’s trench, light pistol (2d6), quarterstaff, knife
Fort +0, Ref–1, Will +0
COURIERS
OFFENSE
Speed 30 ft. Couriers are the lifeblood pumping through the physical
Melee jackhammer +2 (1d10+1/19–20) arteries made up by the streets and tunnels of any city, as
Ranged nail gun –4 (1d6) they transport vital packages for their employers. Many of
these foolhardy people are augmented humans or come
S TAT IS T IC S from the fast hybrid ranks in order to make it easier to
Str 12, Dex 9, Con 15, Int 9, Wis 12, Cha 8 navigate gridlock present in most thoroughfares.
Base Atk +1; CMB +3 (+5 bull rush, +5 overrun); CMD 12
Feats Catch Off-Guard, Endurance FAST EDDIE
Skills Athletics +6, Profession (construction worker) +6
This courier bears the spotted markings from his cheetah
Languages English
hybridization, and he makes no effort to conceal them, espe-
SQ big, relentless
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +4); cially since they seem to help him blend in with the urban
Gear work clothing, hard hat, jackhammer, nail gun surroundings. He holds the record among all couriers for
crossing 100 city blocks (approximately 10 miles) on foot,
VICKIE CHEN making the trip in just under forty minutes. He has begun
to grow bored with corporate couriering and chafes at his
Too much of a loner to belong to a proper gang, Vinnie
new boss’s literal interpretation of the corporation’s slogan:
Chen still thrives in her neighborhood by running occasional
“When it absolutely, positively has to be there yesterday.”
errands for rival gangs. She seems to have extraordinary luck
and can get into places prohibited to the gangs or locations
where the conditions are far too dangerous for most people. FAST COURIER CR 4
XP 1,200
GUTTERPUNK CR 2 Quick hybrid (cheetah) agent 5
Medium humanoid (hybrid)
XP 600 Init +6; Senses low-light vision; Perception +10
Human sprawler 3
Medium humanoid (human) DEFENSE
Init +5; Senses Perception +7
DS 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
304 hp 32 (5d8+10)
THREATS

Fort +5, Ref +8, Will +2 Languages English


Defense Abilities evasion, uncanny dodge; DR 5 SQ agent knacks (conceal contraband +1), skilled liar +1
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +3),
OFFENSE reinforced exoskeleton, VCI I
Speed 40 ft.; sprinter Gear RW reinforced biker jacket, Nakamura Motors
Melee RS Security Truncheon +4 (1d6+2 nonlethal) Kamikaze JUMP Board, UP Duke McCoy Combat Knife
Ranged AS Foley Arms Watchdog +7 (2d8)
Special Attacks sneak attack +3d6 CRIMINALS
Casting a long shadow from the skyscrapers that house
S TAT IS T IC S
corporate empires controlling the everyday lives of the
Str 12, Dex 18, Con 12, Int 10, Wis 15, Cha 8 citizenry, criminal empires employ almost as many people
Base Atk +3; CMB +4; CMD 19 and earn their money just as illicitly.
Feats Athletic, Dodge, Mobility, RunB
Skills Acrobatics +12, Athletics +11, Bluff +7, Disable Device “BOSS HOG”
+12, Knowledge (local) +8, Perception +10, Sense Motive
Daryl Quinn grew up in a rough neighborhood where
+7, Sleight of Hand +12, Stealth +12
he constantly had to defend himself against bullies, who
Languages English
SQ agent knacks (black market connections, classic referred to him Boss Hog, a name one of them learned from
misdirection –2, concealed contraband +2, grease the an old-timey video program. Despite bulking and tough-
wheels +3), connected, honed instincts +1, read the room ening up—thanks to the warthog genes mixed with his
1, skilled liar +2 human genes—Daryl had more cerebral interests, and took
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +3), to hacking. He now wears the nickname given to him by his
reinforced exoskeleton former tormenters as a badge of pride.
Gear AS Foley Arms Watchdog, ED Combat Vest, ED
UnderArmor, sports clothing, expensive running shoes THUG HACKER CR 2
XP 600
“MARKIE” JONES
Tough hybrid (warthog) hacker 3
This wet-behind-the-ears courier prides herself on being Medium humanoid (hybrid)
a pure human in a field where quick hybrids have gradu- Init +0; Senses low-light vision; Perception +7
ally taken most of the prize missions. Sure, she has some
DEFENSE
cyberware, but she has to keep up with those “cut-and-
paste” cheaters somehow. DS 13, touch 10, flat-footed 13 (+3 natural)

Interface Zero NPCs


hp 19 (3d6+9)

JUMP BOARD COURIER CR 1/2


XP 200
Human agent 1
Medium humanoid (human)
Init +2; Senses Perception +3

DEFENSE
DS 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d8+2)
Fort +1, Ref +4, Will +0
DR 6

OFFENSE
Speed 30 ft.
Melee UP Duke McCoy Combat Knife +2 (1d6/19–20)

S TAT IS T IC S
Str 9, Dex 15, Con 12, Int 13, Wis 8, Cha 10
Base Atk +0; CMB –1; CMD 11
Feats Alertness, Weapon Finesse
Skills Acrobatics +6, Appraise +5, Bluff +4, Drive +6, Escape
Artist +6, Knowledge (local) +5, Perception +5, Sense Motive
+5, Stealth +6

305
THREATS

Fort +2, Ref +1, Will +4 DataNet, programming) +9, Perception +7 (+12 when
DR 2 involving sound)
Interface Zero NPCs

Languages Chinese, English, Portuguese, Spanish


OFFENSE SQ big, improved TAP, natural born liar, quick hacking
Speed 30 ft. Cyberware TAP (Firewall 17, AMS 4, Neural Fortitude
Melee RS JointLock Stun Gloves +3 touch (shaken for 1 +4), amplified hearing, enhanced coordination system
round; DC 15 Fortitude save negates) I, enhanced neural net I, fingerprint duplicator and
Ranged AS Foley Arms Watchdog +2 (2d8) lockpicking kit, knowcomp (Hacking), subdermal armor;
Special Attacks hacking +1 Gear UP Street Soldier Combat Threadz, AS Foley Arms
Flash Engrams Prepared (User Level 1st; concentration +5) Watchdog, RS JointLock Stun Gloves, T-APP Firewall 4th
1st (3/day)—erase code, hijack function, scan system Dimension Security
0 (at will)—chat link, personal DDoS, ping system, popup
malware, tag LOUIE PAOLONI
A relative newbie to the criminal group known simply as
S TAT IS T IC S
The Family, Louie immediately received an upgrade to his
Str 15, Dex 10, Con 15, Int 16, Wis 14, Cha 8 life, both in terms of his opportunities and the cyberware
Base Atk +1; CMB +4 (+6 bull rush or overrun while on a he now sports. As one of the lowest rungs in the organi-
solid surface); CMD 14
zation, he knows he has a lot to prove, and he is not quite
Feats Chromed, EnduranceB, Improved Cyber Initiative,
sure if his “big sister” is telling the truth about the booby
Interference
Skills Athletics +5, Disable Device +3 (+8 when picking traps in his gear set to reduce him to a smoking pile of flesh
locks), Hacking +16, Intimidate +2, Knowledge (Global should he fail.

STREET-LEVEL THUG CR 1
XP 400
Human sprawler 2
Medium humanoid (human)
Init +1; Senses Perception +4

DEFENSE
DS 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 15 (2d12+2)
Fort +3, Ref +4, Will +0
Defensive Abilities evasion; DR 4

OFFENSE
Speed 30 ft.
Melee WT Shillelagh Havoc Stick +4 (1d6+2) or cyberblade
+4 (1d4+2)
Ranged HT-9 Holdout Pistol +3 (2d6)
Special Attacks sneak attack +1d6

S TAT IS T IC S
Str 15, Dex 12, Con 11, Int 8, Wis 10, Cha 9
Base Atk +2; CMB +4; CMD 15
Feats Chromed, Lightning ReflexesB, Point-Blank Shot
Skills Acrobatics +6, Appraise +4, Athletics +7, Bluff +4,
Escape Artist +6, Intimidate +4, Perception +5, Stealth +6
Languages English
SQ hardy, impoverished, sprawler knacks (gets the job
done +1, sneak attack)
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +2),
cyberweapon, fight or flight, subdermal armor;
Gear UP Combat Jacket, HT-9 Holdout Pistol, WT Shillelagh
Havoc Stick

306
THREATS

Interface Zero NPCs


Special Attacks hacking +4
SHADE Flash Engrams Prepared (User Level 8th; concentration +12)
The hacker known as Shade has been on the scene for over 3rd (3/day)—data trojan, halt function, hide system
10 years, making her an elder in the hacking community. 2nd (5/day)—crippler worm, DDoS, hostility trigger, sniffer engram
Those who meet her face-to-face know better than to 1st (5/day)—alarm, change protocols, hyper reality mask,
make fun of her age, or learn quickly, as she applies her repair system, scan system
martial arts training to ensure jokesters only get the use 0 (at will)—chat link, disrupt system, link, personal DDoS,
of one hand for a few days. phantom broadcast, ping system

VETERAN HACKER CR 7 S TAT IS T IC S


XP 3,200 Str 12, Dex 14, Con 10, Int 18, Wis 8, Cha 14
Human hacker 8 Base Atk +4; CMB +5; CMD 20
Medium humanoid (human) Feats Combat Reflexesb, Dodge, Improved Cyber Initiative,
Init +6; Senses Perception +10 Improved Initiative, Improved Unarmed Strike, Interference,
Speed of Thought, Toughness
DEFENSE Skills Acrobatics +5, Bluff +10, Disable Device +10, Drive +14,
DS 15, touch 15, flat-footed 10 (+2 Dex, +3 dodge) Hacking +15, Knowledge (Global DataNet, programming) +15,
hp 36 (8d6+8) Knowledge (local) +12, Perception +10, Sleight of Hand +10
Fort +2, Ref +4, Will +5 Languages Assembler, Chinese, English, Hindi, Swahili
DR 2 SQ enhanced engram programming, honed instincts
+2, improved TAP, natural born liar, quick hacking, TAP
OFFENSE customizations (integrity upgrade)
Cyberware TAP (Firewall 17, AMS 4, Neural Fortitude +3),
Speed 30 ft.
enhanced neural net I, Cyberlimb ([arm], reflexive Strike
Melee unarmed strike +5 (1d3+1) or AGA Black Knight Limited
module)
underbarrel blade +5 (1d3+1)
Ranged AGA Black Knight Limited +6 (2d8)
307
THREATS

Gear ED Entourage Suit, AGA Thunder Shotgun, ballistic


Gear UP Street Solder Combat Thredz, AGA Black Knight
shades, subvocal comms
Limited, T-APP Firewall 4th Dimension Security
Interface Zero NPCs

SHELLEY WAINWRIGHT THE ELITE


Situated at the opposite end of the towering skyscrapers
Shelley grew up watching her father run his criminal empire
from the criminals and the masses, businesspeople, media
and knew she wanted to take over the family business
celebrities, and politicians enjoy a gilded life. Corporations
when he retired. However, and perhaps surprisingly to out- rule the world, and the so-called representatives of the
siders, Shelley’s father had a sense of integrity and would people have completely lost touch with their constituencies,
not allow Shelley to take over for him just because she was instead making policies to benefit those who fill their
his child. He sent her on a dangerous mission to Japan to pockets and ensure reelection the most. Media icons, and
prove herself, which she did admirably, while also gaining their all-too-public drama—just as manufactured as the
an appreciation for the katana. She bought one fashioned icons themselves—are just there to placate the masses.
by one of the few remaining artisans and had the weapon Every now and then, a “previously unknown sensation”
grafted to her arm. She much prefers to fight her opponents will rise to fame to give people a false sense of hope. None
up close and personal, but she will not hesitate to use her of the elite are any better or different than the criminals.
They just get their dresses and suits from different sources.
AGA Thunder Shotgun if she must.
DIANE TAYLOR
MADE WOMAN CR 9
XP 6,400 Diane Taylor has been CEO of her multinational conglomer-
Human sprawler 10 ate for five years. Already from a wealthy, connected family,
Medium humanoid (human) Diane parlayed many of those connections into a high-level
Init +9; Senses Perception +19 executive position at a relatively early age. Whereas most
of her peers would peak at this position, she excelled and
DEFENSE quickly gained promotions to Sales Director, and then Vice
DS 17, touch 13, flat-footed 14 (+3 dodge, +4 natural); +1 President of Operations. A shrewd reader of her opposition,
vs. ranged attacks Diane can usually tell when she has leverage in a deal and
hp 85 (10d12+20) manages to make the most of it.
Fort +7, Ref +7, Will +5
Defensive Abilities evasion, improved uncanny dodge; DR 6 EXECUTIVE CR 9

OFFENSE XP 6,400
Human 2.0 aristocrat 11
Speed 30 ft. Medium humanoid (human)
Melee retractable mwk katana +14/+9 (1d6+3/19–20) Init +0; Senses Perception +14
Ranged AGA Thunder Shotgun +10 (3d6)
Special Attacks sneak attack +5d6 DEFENSE

S TAT IS T IC S DS 14, touch 10, flat-footed 14 (+4 natural)


hp 60 (11d8+11)
Str 17, Dex 10, Con 10, Int 12, Wis 14, Cha 13 Fort +3, Ref +5, Will +10; +4 vs. disease
Base Atk +10; CMB +13; CMD 26 DR 4
Feats AlertnessB, Combat Reflexes, Dazzling Display, Gory
Finish, Improved Initiative, Stand Still, Toughness, Weapon OFFENSE
Focus (katana)
Speed 30 ft.
Skills Acrobatics +13, Appraise +14, Athletics +16, Bluff
Melee unarmed strike +9/+4 (1d3+1) or BKI Shotfist +9/+4 (1d4+1)
+14, Diplomacy +14, Intimidate +14, Knowledge (local) +14,
Ranged BKI Shotfist +8 (2d6)
Perception +19, Sense Motive +19, Stealth +13
Languages English, Japanese S TAT IS T IC S
SQ hardy, home turf advantage +4/+2, honed instincts +2,
impoverished, sprawler knacks (blend in, brutal beating [5 Str 12, Dex 10, Con 10, Int 18, Wis 16, Cha 16
rounds], deadly sneak, evasion, gang fighting, improved Base Atk +8; CMB 9; CMD 19
uncanny dodge, powerful sneak, sneak attack, surprise Feats Alertness, Filthy Rich, Lightning Reflexes, Improved
attack, weapon training) Unarmed Strike, Skill Focus (Athletics) B, Skill Focus
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +2), (Knowledge [corporations]), Toughness
advanced subdermal armor, advanced cyberweapon Skills Appraise +15, Athletics +21, Bluff +18, Diplomacy
(retractable katana), emotional resistance response system, +8, Drive +14, Intimidate +18, Knowledge (corporations)
reflex augmentation management processor I +24, Perception +14 (+19 when involving sound), Pilot +10,
Profession (executive) +14, Sense Motive +21

308
THREATS

Languages Chinese, English, Hindi, Portuguese, Swahili carpet treatment, star power [+2, 9 rounds]), spin doctor
SQ arrogant drawback, charming trait, corporate mogul trait 2, well-connected +4, who you know +4
Cyberware TAP (Firewall 16, AMS 4, Neural Fortitude +2), Cyberware TAP (Firewall 17, AMS 4, Neural Fortitude +2),
advanced subdermal armor, amplified hearing, Courier beautification treatment I, Courier Node, subdermal armor;
Node Gear expensive suit, T-APP 4th Dimension Security
Gear ED Business Suit, BKI Shotfist, T-APP G-Net Security,
sports car JAIMIE WEST DECOY
Rebecca Newman was delighted when Jaimie West’s
ELENA CORTEZ
entertainment manager sought her out as someone with
Elena had a modest start as a video newscaster in her an uncanny resemblance to the reality show actress. The
hometown, but her command of multiple languages and the self-proclaimed “Number 1 Westie” dropped everything in
way could present complex facts in understandable ways led her life to accept the job of being Jaimie West when the
to her discovery. She rose to prominence in a global commu- actress decided she did not want to deal with the public or
nications corporation, as she became the most downloaded just wanted an incognito night on the town. Unknown to
newscaster in the Global DataNet. Understanding that her “Rebecca,” she is a simulacrum designed solely to share a
age would eventually cause her to shed viewers and real- likeness with Jaimie West and imprinted on the actress so
izing there was little difference between being a beloved she would develop a near-encyclopedic knowledge Jaim-
talking head and a potential world leader, she made the ie’s roles and life.
jump to politics. She uses the extensive network of con-
tacts she has made during her time in the entertainment CELEBRITY DOUBLE CR 3
world to get the jump on trending issues, for which she can XP 800
appear to proactively devise a solution. Simulacrum (luxury model) idol 4
Medium humanoid (simulacrum)
RISING STATESWOMAN CR 8 Init +1; Senses Perception +8
XP 2,400
Human 2.0 idol 9 DEFENSE
Medium humanoid (human) DS 11, touch 11, flat-footed 10 (+1 Dex)
Init +1; Senses Perception +13 hp 31 (4d8+12)
Fort +3, Ref +5, Will +5
DEFENSE
DS 15, touch 13, flat-footed 12 (+1 Dex, +2 dodge, +2 natural) OFFENSE

Interface Zero NPCs


hp 40 (9d8) Speed 30 ft.
Fort +3, Ref +7, Will +7; +4 vs. disease Melee unarmed strike +2 (1d3–1 nonlethal)

OFFENSE S TAT IS T IC S
Speed 30 ft. Str 8, Dex 13, Con 14, Int 10, Wis 12, Cha 20
Melee unarmed strike +2/–3 (1d3+2 nonlethal) Base Atk +3; CMB +2; CMD 13
Feats Skill Focus (Perform [act])B
S TAT IS T IC S Skills Acrobatics +6, Bluff +12, Diplomacy +10, Disguise
Str 14, Dex 12, Con 10, Int 20, Wis 12, Cha 16 +12, Escape Artist +6, Perception +8, Perform (act) +15,
Base Atk +6; CMB +8; CMD 21 Stealth +6
Feats Extra Celebrity, Filthy Rich, Persuasive, Skill Focus Languages English
(Knowledge [politics], Perform [oratory], Sense Motive) SQ bonus Zero point, celebrity (5 points), command
Skills Bluff +15, Diplomacy +21, Escape Artist +9, Intimidate performance (fascinate), famous (45%, +1), perks (do you
+17, Knowledge (corporations) +21, Knowledge (history) know who I am?, he’s with me, hogging the spotlight,
+18, Knowledge (politics) +24, Linguistics +10, Perception I know people, red carpet treatment, star power [+1, 4
+13, Perform (act) +10, Perform (oratory) +18, Profession rounds]) who you know +2 (1/day reroll), well-connected +2
(politician) +13, Sense Motive +16, Sleight of Hand +10 Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +4),
Languages Chinese, English, French, Hindi, Japanese, emotional resistance response system
Portuguese, Russian, Swahili Gear exclusively tailored clothing
SQ arrogant drawback, bonus Zero point (2), charming
trait, celebrity (3 points), command performance (fascinate, JORDAN MCARTHUR
gather crowd), famous (70%, +3), honed instincts +2, perks Singing sensation Jordan McArthur paid his dues by appear-
(blacklist –9, break a leg, do you know who I am?, he’s with ing in comedy shows aimed at preteens, who fanatically
me, hogging the spotlight, I know people, media blitz, red
watched his shows thanks in large part to his stunning looks.

309
THREATS

Jordan’s father/manager ensured the shows’ contracts con- POLITICIAN CR 2


tained a clause stating that the programs would showcase XP 600
Interface Zero NPCs

Jordan’s vocal skills at least once every three episodes. Human gunner 1/aristocrat 2
“Jordo” now heads up a band that conveniently debuted in Medium humanoid (human)
his final show, “Jordo’s Way,” and tours the nation with his Init–1; Senses Perception +8
band. As expected for someone of his profile, Jordan has
DEFENSE
taken on clumsy political causes and speaks passionately
at every interview about his current crusade—saving the DS 11, touch 9, flat-footed 11 (–1 Dex, +2 natural)
walruses. The singer/actor never has to worry about getting hp 16 (1d10+2d8+2)
into combat, since he has a cadre of highly paid bodyguards Fort +3, Ref–1, Will +5
who step in when trouble occurs. DR 4

OFFENSE
CELEBUTANTE CR 1/2
Speed 30 ft.
XP 200
Melee unarmed strike +2 (1d3+2)
Human 2.0 idol 1
Medium humanoid (human) S TAT IS T IC S
Init +3; Senses Perception –1
Str 15, Dex 8, Con 10, Int 13, Wis 14, Cha 14
DEFENSE Base Atk +2; CMB +4; CMD 13
Feats Alertness, Filthy Rich, Improved Unarmed Strike,
DS 13, touch 13, flat-footed 10 (+3 Dex)
Skill Focus (Pilot)
hp 6 (1d8+2)
Skills Athletics +8, Diplomacy +8, Knowledge (politics) +7,
Fort +2, Ref +5, Will +1; +4 vs. disease
Perception +9, Pilot +8, Sense Motive +10
OFFENSE Languages English, Portuguese
SQ full kit, gunner knacks (tactical awareness +1)
Speed 30 ft. Cyberware TAP (Firewall 16, AMS 4, Neural Fortitude +2),
Melee unarmed strike +1 (1d3+1 nonlethal) Courier Node, subdermal armor
Gear expensive suit, ED Combat Vest, T-APP G-Net Security
S TAT IS T IC S
Str 12, Dex 16, Con 15, Int 10, Wis 8, Cha 21
Base Atk +0; CMB +1; CMD 14 PHILMONT HUGHES
Feats Filthy Rich, Skill Focus (Perform [sing])B
Street con artist Raymond Faust made a good living pulling
Skills Acrobatics +7, Bluff +9, Diplomacy +10, Knowledge
(corporations, politics) +5, Perform (act) +9, Perform (sing) +12 the typical Three Card Monte-style scams, but he yearned
Languages English for more. He decided to take his game uptown and a chance
SQ arrogant drawback, celebrity (5 points), charming trait, encounter along with a case of mistaken identity propelled
famous (30%, +1), perks (do you know who I am?, he’s with him into the luxury lifestyle. As “Philmont Hughes,” Raymond
me, red carpet treatment), who you know +1 (1/day reroll) has integrated himself into high society, while carefully build-
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +4), ing a past for himself and adapting his story as necessary.
beautification treatment I He also pays close attention to the secrets shared by his
Gear exclusively tailored clothing associates should he need to cash in his knowledge of one
to protect his new life.
MARCOS MADEIRA
Born into wealth, Marcos Madeira decided to pursue ideol- HIGH-CLASS CON ARTIST CR 5
ogy rather than money and joined the military. He only had XP 1,600
a short stint as a helicopter pilot, during which he nearly Human 2.0 hacker 6
died when opposing troops shot down his helicopter. The Medium humanoid (human)
injuries he sustained were too much for him to continue Init +6; Senses Perception +11
military service, so he decided to continue his ideological
DEFENSE
path in the field of politics. He is an empathic and charm-
ing and ensures the people he represents know that his DS 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
status has no influence on his policies. While he has created hp 27 (6d6+6)
some waves among his peers, most of them realize he will Fort +3, Ref +4, Will +7; +4 vs. disease
DR 1
not have any true impact without backing from a powerful
sponsor, none of whom seem interested in a person who OFFENSE
actually cares about his constituents.
Speed 30 ft.
310
THREATS

Gear expensive suit, ED UnderArmor, UP Ironfang Spring-


Melee unarmed strike +5 (1d3) or UP Ironfang Spring- Blade, HT-9 Holdout Pistol
Blade +5 (1d4/19–20)
Ranged HT-9 Holdout Pistol +5 (2d6) HIRED GUNS AND
Special Attacks hacking +3
Flash Engrams Prepared (User Level 6th; concentration +7) HOMETOWN HEROES
2nd (3/day)—boost system, bypass door security, DDoS,
improved hyper image Many people do not have something as noble as service to
1st (5/day)—change protocols, hijack function, hyper-cloaked their country in mind when they obtain powerful weapons
movement, hyper reality mask and armor. Most of the time, money provides the motiva-
0 (at will)—chat link, open/close, personal DDoS, phantom tion to take up arms, either for a corporation that provides
broadcast, ping system, tag steady employment or for customers who pay a premium
for the skills and services offered. Sometimes, though, a
S TAT IS T IC S
corporation completely owns a being, which it then forces
Str 10, Dex 14, Con 12, Int 13, Wis 14, Cha 18 to do its bidding. Rarely, though, there are those who
Base Atk +3; CMB +3; CMD 16 take up causes of honor, justice, or protection and ask for
Feats Cutter, Improved Cyber Initiative, Improved Initiative, nothing in return.
Improved Unarmed Strike, Skill Focus (Bluff)B, Weapon Finesse
Skills Appraise +7, Bluff +16, Boating +8, Drive +8, Hacking BRODY
+10, Knowledge (local) +11, Perception +11, Perform (string
instruments) +10, Sense Motive +11, Sleight of Hand +8 The simulacrum known only as Brody has been in the secu-
Languages English, German rity team led by Marla Dupuis for three years. She knows
SQ TAP (Firewall 14, AMS 4, Neural Fortitude +4), arrogant that his time is coming to an end shortly, and that saddens
drawback, charming trait, honed instincts +1, improved her, since Brody has been her best officer in the brief time
TAP, natural born liar, quick hacking, TAP customizations they have worked together.
(integrity upgrade)
Cyberware emotional resistance response system, tailored CORPORATE SECURITY OFFICER CR 3
pheromones
XP 800
Simulacrum (soldier model) gunner 4
Medium humanoid (simulacrum)
Init +3; Senses Perception +6

Interface Zero NPCs


DEFENSE
DS 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 34 (4d10+12)
Fort +5, Ref +3, Will +1
DR 8

OFFENSE
Speed 30 ft.
Melee RS Security Truncheon +8 (1d6+3 nonlethal plus
shaken for 1 round [DC 20 Fortitude save negates])
Ranged BD-4DY 12G Pump Action Shotgun +7 (3d6) or
AGA Thunderbolt +7 (2d8) or RS P9D Personal Defense
Weapon +7 (2d4)

S TAT IS T IC S
Str 18, Dex 16, Con 15, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +8; CMD 22
Feats Alertness, Intimidating Prowess, Skill Focus
(Perception), Weapon Focus (pistol, shotgun, submachine
gun)
Skills Athletics +11, Intimidate +10, Perception +11, Sense Motive +11
Languages English, Hindi
SQ armor training 1, built to work, ferocity, full kit, gunner
knacks (tactical awareness +1, trick shot), honed instincts
+1, stigma

311
THREATS

Gear TAP (Firewall 16, AMS 4, Neural Fortitude +4), RS Weaknesses EMP vulnerability
Beachhead First Responder Armor, WT BD-4DY 12G Pump
Action Shotgun, AGA Thunderbolt, RS P9D Personal Defense OFFENSE
Interface Zero NPCs

Weapon, RS Security Truncheon, T-APP G-Net Security, Speed 30 ft.


subvocal comms Melee reinforced forearm +14/+9 (1d6+4/19–20)
Ranged AGA-12 MAW Modular Assault Rifle +14 (2d8+1)
CYBERKNIGHT CK-1107
When Charles Knight sustained injuries that threatened to S TAT IS T IC S
paralyze him for life, he gladly agreed to a waiver granting Str 19, Dex 18, Con—, Int 12, Wis 13, Cha 6
the corporation that rebuilt him ownership over him. As part Base Atk +9; CMB +13 (+17 bull rush, +15 sunder); CMD 28
of the agreement, the corporation wiped his memories to (30 vs. bull rush and sunder)
ensure he would not have any lingering ties that might give Feats Greater Bull Rush, Improved Bull Rush, Improved
Critical (cyberweapon), Improved Sunder, Intimidating
him second thoughts about his choice. The being now known
Prowess, Power Attack, Precise Strike, Skill Focus (Athletics),
as CK-1107 acts as an enforcer for the corp that owns him.
Weapon Focus (cyberweapon)
Skills Athletics +19, Intimidate +14, Knowledge (local) +10,
CYBORG WARRIOR CR 8
Profession (soldier) +13, Survival +13
XP 6,400 Languages Chinese, English
Cyborg gunner 9 SQ armor training 2, EMP shielding, full kit, outsider, gunner
Medium construct (cyborg) knacks (tactical awareness +2), honed instincts +1, tactile
Init +5; Senses darkvision 60 ft., low-light vision; Perception +1 dimming, weapon training (rifles +1)
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +2),
DEFENSE improved cyberweapon (reinforced forearm), muscular
DS 17, touch 15, flat-footed 12 (+4 Dex, +1 dodge, +2 natural) improvement system I
hp 78 (9d10+29) Gear UP Combat Jacket, AGA-12 MAW Modular Assault
Fort +6, Ref +7, Will +4 Rifle, spare parts, toolkit
DR 4; Immune cyborg traits
DANNY YEUNG
A very successful counter-espionage agent for their corpo-
ration, Danni Yeung has stopped many attempts to secure
physical assets belonging to their employers. They also take
the occasional mission to retrieve new tech from a rival
corporation. As long as the pay stays good, they have no
intention of selling their services to their employers have
no intention of relieving them of their job.

CORPORATE MERCENARY CR 5
XP 1,600
Human agent 6
Medium humanoid (human)
Init +3; Senses Perception –1

DEFENSE
DS 16, touch 16, flat-footed 10 (+4 Dex, +2 dodge)
hp 39 (6d8+12)
Fort +3, Ref +9, Will +1
Defenses uncanny dodge; DR 7

OFFENSE
Speed 20 ft.
Melee RS Security Truncheon +7 (1d6+2 nonlethal plus
shaken for 1 round [DC 20 Fortitude save negates])
Ranged AS Foley Arms Watchdog +8 (2d8)
Special Attacks sneak attack +3d6

S TAT IS T IC S
Str 16, Dex 18, Con 12, Int 10, Wis 8, Cha 13
312
THREATS

Base Atk +4; CMB +7; CMD 23 Gear BKI Ghost Suit, AGA Thunderbolt, drones (Aquarius
Feats Athletic, Dodge, Filthy Rich, Stealthy Raptor, Helios Eye Borg), subvocal comms
Skills Acrobatics +13, Athletics +11, Bluff +10, Disable Device *Pilot Mode Feats
+13, Disguise +10, Escape Artist +15, Knowledge (local) +8,
Linguistics +4, Sleight of Hand +13, Stealth +15 LOBO JESS
Languages Chinese, English
If someone has a wrong that needs rectifying, and that
SQ agent knacks (coax information, ledge walker, poison
person has a modicum of credits, the ronin known as Lobo
use, quick disable), connected, honed instincts +1, read
the room 2, skilled liar +3 Jess will do the job. While she is extremely flashy in dis-
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +3), Skeletal patching her enemies, she prefers her privacy. She has the
Reinforcement, lifesaver, muscular improvement system I tacit approval of most of the neighborhoods where she
Gear PD Future Noir Wear, AS Foley Arms Watchdog, RS operates, since no one in those areas trusts the police to
Security Truncheon perform their duties. At least people know the credits they
spend on Jess’s services is money well spent.
KIM SILVEIRA
An unfortunate side effect of Kim Silveira’s hybridization RONIN CR 7
process, her small stature made her a target for bullies XP 1,600
when she was growing up. She responded by learning to Fierce hybrid (wolf) cybermonk 8
hide from her tormenters, but still remain present so she Medium humanoid (hybrid)
could hear what they planned. She survived her childhood, Init +6; Senses Perception +9
and her aptitude with driving and piloting—especially after DEFENSE
illegally obtaining control of the vehicle—gained her notice
DS 22, touch 22, flat-footed 15 (+2 cybermonk, +4 Dex, +3
with a corporation who required her skills. She enjoys the
dodge, +3 Wis); +2 vs. ranged attacks
opportunity to have eyes and ears, and, most importantly,
hp 60 (8d10+16)
firepower at her disposal, while not being physically present. Fort +7, Ref +5, Will +4
Defensive Abilities evasion
DRONE SUPPORT SPECIALIST CR 6
XP 2,400 OFFENSE
Stealth hybrid (fox) gearhead 7 Speed 40 ft., swim 10 ft.
Small humanoid (hybrid) Melee SO Whirlwind Butterfly Sword +12/+7 (1d4+5/19–20)
Init +7; Senses low-light vision; Perception +14 or unarmed strike +12 (1d8+3) or unarmed strike flurry of

Interface Zero NPCs


blows +11/+11 (1d10+3) or bite +12 (1d4+3), 2 claws +12 (1d4+3)
DEFENSE
DS 18, touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size) S TAT IS T IC S
hp 38 (7d8) Str 16, Dex 18, Con 12, Int 6, Wis 16, Cha 10
Fort +2, Ref +7, Will +7 Base Atk +8; CMB +11 (+13 disarm); CMD 33 (35 vs. disarm)
DR 4 Feats Chromed, Combat Reflexes, Dodge, Improved
Disarm, Improved Unarmed Strike, Mobility, Skill Focus
OFFENSE
(Perception), Spring Attack, Stunning Fist, Weapon Focus
Speed 20 ft. (butterfly sword), Weapon Specialization (butterfly sword)
Melee unarmed strike +5 (1d2–1 nonlethal) Skills Athletics +7, Craft (weapons) +5, Intimidate +11,
Ranged AGA Thunderbolt +10 (2d8) Perception +9
Languages English
S TAT IS T IC S SQ exploit weakness, extreme endurance (fatigue,
Str 8, Dex 20, Con 10, Int 15, Wis 14, Cha 10 sickened), fast movement, honed instincts +2, martial arts
Base Atk +5; CMB +9; CMD 17 master, pain points, push cyberware 21 rounds/day (armor,
Feats Agile Maneuvers, Deadly Aim, Improved Initiative*, boost stat, damage field [1d6+8], deflection +3, quickness,
Run, Skill Focus* (Perception), Skill Focus (Pilot), Wheelman speed), physical resistance 1, strain pool (8 points)
Skills Disable Device +14, Drive +14, Hacking +9, Knowledge Cyberware TAP (Firewall 15, AMS 4, Neural Fortitude +3),
(programming) +12, Perception +14, Pilot +17, Stealth +19 Skeletal Reinforcement I, enhanced coordination system
Languages English, Portuguese, Swahili I, reflex augmentation management processor II
SQ accelerated drone control 1, honed instincts +1, hacking Gear SO Whirlwind Butterfly Swords (2), T-APP Firewall
resistance +2, improved VCI control, jury-rig, proficient Sapper Protection
technician (+3, half normal time), silent hunter
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +2),
subdermal armor, VCI II

313
THREATS

MARLA DUPUIS MOEBIUS


Interface Zero NPCs

First employed by her corporation to track down and mete Rumors surrounding the woman known only as Moebius
out justice to gangers who stole goods from the corpo- claim that she used to be a field agent for one of the intel-
ration’s warehouse, Marla Dupuis worked her way up to ligence agencies, but then she got bored and realized the
security team leader. She gets bored sitting at a desk, watch- money was better as a freelancer. If a corporate executive,
ing monitors and communicating with her team as they high-profile entertainer, or powerful politician needs infor-
patrol the office building, though. Therefore, she relishes mation on a rival, Moebius has always justified the high
those times when someone attempts to make off with price she charges. For an outrageous price, even to those
physical corporation assets or creates a hostage situation who view millions of credits as pocket change, Moebius will
involving one of the executives. irrevocably destroy a target’s reputation, a character assas-
sination that many regard as worse than a physical one.
CORPORATE SECURITY TEAM LEADER CR 4
FREELANCER CR 7
XP 1,200
Human gunner 5 XP 3,200
Medium humanoid (human) Human agent 4/investigator 4
Init +7; Senses Perception +10 Medium humanoid (human)
Init +2; Senses Perception +17
DEFENSE
DEFENSE
DS 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 47 (5d10+20) DS 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
Fort +7, Ref +4, Will +3 hp 36 (8d8)
DR 8 Fort +2, Ref +10, Will +7
Defensive Abilities evasion, uncanny dodge; DR 4
OFFENSE
OFFENSE
Speed 30 ft.
Melee RS Security Truncheon +8 (1d6+3 nonlethal plus Speed 30 ft.
shaken for 1 round [DC 20 Fortitude save negates]) Melee RS Jointlock Stun Gloves +6/+1 touch (shaken 1
Ranged BD-4DY 12G Pump Action Shotgun +9 (3d6+1) or round, DC 15 Fortitude save negates) or UP Duke McCoy
AGA Thunderbolt +8 (2d8) or RS P9D Personal Defense Combat Knife +6/+1 (1d6/19–20)
Weapon +8 (2d4) Ranged AS Foley Arms Watchdog +8 (2d8)
Special Attacks sneak attack +2d6
S TAT IS T IC S
S TAT IS T IC S
Str 16, Dex 16, Con 17, Int 8, Wis 14, Cha 10
Base Atk +5; CMB +8; CMD 22 Str 10, Dex 14, Con 10, Int 12, Wis 14, Cha 18
Feats Deadly Aim, Improved Initiative, Nimble Moves, Base Atk +6; CMB +6; CMD 19
Point-Blank Shot Feats Alertness, Deceitful, Enforcer, Extra Luck, Skill Focus
Skills Athletics +11, Disable Device +11, Intimidate +8, (Perception)
Perception +10, Stealth +11, Survival +10 Skills Bluff +17, Disable Device +13 (+18 when picking
Languages English locks), Disguise +15, Drive +10, Hacking +10, Intimidate
SQ armor training 1, full kit, gunner knacks (favored enemy +17, Knowledge (corporations) +11, Knowledge (local) +14,
[ganger +2, humanoid {human} +4], favored terrain [urban], Perception +17, Sense Motive +12, Sleight of Hand +10,
hobbling attack, sub rosa), honed instincts +1, weapon Stealth +13
training (shotguns +1) Languages Chinese, English
Cyberware TAP (Firewall 16, AMS 4, Neural Fortitude +5), SQ agent knacks (poison use), connected, cyber
enhanced coordination system I, muscular improvement investigation +1, deeds (careful teamwork +1, daring,
system I, nanoweave organ system I investigator’s initiative), eye for detail +2, honed instincts
Gear RS Beachhead First Responder Armor, RS Security +1, intuition (3 points), investigator knacks (canny observer),
Truncheon, WT BD-4DY 12G Pump Action Shotgun, AGA keen recollection, read the room 1, skilled liar +2
Thunderbolt, RS P9D Personal Defense Weapon, T-APP Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude
G-Net Security, subvocal comms +2), cybereyes (enhanced vision), fingerprint duplicator
and lockpicking kit, knowcomp (Intimidate), muscular
improvement system I
Gear UP Combat Jacket, RS Jointlock Stun Gloves, UP Duke
McCoy Combat Knife, AS Foley Arms Watchdog

314
THREATS

OFFENSE
WALTER JONES Speed 30 ft.
Walter idolizes his mother who was a beat cop for most Melee RS Security Truncheon +5 (1d6+3 nonlethal plus
of her career, until she lost the use of her legs when she shaken for 1 round [DC 20 Fortitude save negates])
Ranged AS Foley Arms Watchdog Pistol +3 (2d8) or BD-4DY
got caught between the gunfire of two rival gangs. Despite
12G Pump Action Shotgun +1 (3d6+1)
her protestations, he decided to follow in her footsteps and
graduated from the police academy roughly in the middle S TAT IS T IC S
of his class. He has only been on the job for a little over a
Str 16, Dex 13, Con 15, Int 8, Wis 12, Cha 10
year, and, as a rookie, he drew the short straw of cover-
Base Atk +2; CMB +5 (+6 bull rush, +6 drag, +6 reposition);
ing the not-so-affectionately named “Freak Beat.” Illegal CMD 16 (17 vs. bull rush, 17 vs. drag, 17 vs. reposition)
drugs and cyberware rule the streets there, and claims Feats Armor Proficiency (RS Bulwark Crowd Control Armor),
of monster sightings are quite common. Walter hopes to Point-Blank Shot, Power Attack
survive his assignment so he can earn the right to patrol Skills Athletics +7, Diplomacy +5, Knowledge (law, local)
his own neighborhood. +3, Perception +5
Languages English
POLICE OFFICER CR 1 SQ full kit, gunner knacks (close control +1, favored enemy [ganger])
XP 200 Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +4),
Human gunner 2 cyberlegs (ligament enhancement)
Medium humanoid (human) Gear RS Bulwark Crowd Control Armor, AS Foley Arms
Init +1; Senses Perception +5 Watchdog Pistol, RS Security Truncheon, WT BD-4DY 12G
Pump Action Shotgun
DEFENSE
WENDY YUN
DS 13, touch 11, flat-footed 12 (+1 Dex, +2 shield)
hp 17 (2d10+6) One major corporation holds a patent on their hybridiza-
Fort +5, Ref +1, Will +1 tion process and, through a legal loophole or two, can claim
DR 12 ownership on all those who underwent the process. So,
when an “asset” goes off the grid, the corp brings in Wendy
Yun, who specializes in retrieving hybrids. Thanks to various
cyber-augmentations, she can keep up with most of them,
who unsurprisingly run or fight when she comes to collect.

Interface Zero NPCs


BOUNTY HUNTER CR 3
XP 800
Human gunner 4
Medium humanoid (human)
Init +1; Senses Perception +8

DEFENSE
DS 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 34 (4d10+12)
Fort +6, Ref +6, Will +2
DR 4

OFFENSE
Speed 40 ft.
Melee unarmed strike +9 (1d3+5)
Ranged AGA Thunderbolt +6 (2d8)

S TAT IS T IC S
Str 20, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +9 (+11 grapple); CMD 22 (24 vs. grapple)
Feats Improved Unarmed Strike, Improved Grapple, Skill
Focus (Survival)

315
THREATS

Skills Athletics +12, Disable Device +9, Knowledge (law, Cyberware TAP (Firewall 16, AMS 4, Neural Fortitude +4),
local) +7, Perception +8, Survival +11 (+13 to follow tracks), enhanced coordination system I, muscular improvement
Stealth +9 system I, reflex augmentation management processor I;
Interface Zero NPCs

Languages English Gear SO Miyamoto K-Tana; T-APP G-Net Security


SQ armor training 1, full kit, gunner knacks (favored terrain
[urban], secure the prisoner, track +2), honed instincts +1 MILITARY
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +4),
advanced subdermal armor, cyberlegs (kangaroo system, Leaders of nation-states still hold on to the quaint notion
ligament enhancement), muscular improvement system II that the integrity of their physical borders still means some-
Gear PD Urban Trench, AGA Thunderbolt thing. Thus, they send soldiers to protect those borders or
those of traditional allies. For the purposes of large-scale
冠軍
battles, these soldiers definitely have better training and
The man known as “Champion” often walks the streets of armaments than corporate-owned or freelance soldiers.
his neighborhood to rout criminal elements that believe that
this crime-free area is rife with opportunity. When he fights, QUINN CARLISLE
he barely utters a sound, but, after he has dispatched his Quinn grew up in a sprawl neighborhood, far below the
opponents, he spends time discussing his beliefs, a curious corporations and other decision makers, but she learned
mixture of Buddhism and cyber modifications as a path fairly quickly that the people in their fancy skyscrapers did
towards enlightenment. not have her best interests in mind. Already a crack shot,
she joined the military for a short stint and gained the
STREET SAMURAI CR 4
experience to become a true marksman, along with the
XP 1,200 equipment. Upon leaving the service, she moved out to a
Human 2.0 cybermonk 5 commune where she lives and trains, waiting for the inevita-
Medium humanoid (human) ble day when the corps send their goons to shut them down.
Init +3; Senses Perception +10
MILITIA CR 5
DEFENSE
XP 1,600
DS 17, touch 17, flat-footed 13 (+1 cybermonk, +2 Dex,
Human gunner 6
+2 dodge, +2 Wis); +1 vs. ranged attacks
Medium humanoid (human)
hp 37 (5d8+15)
Init +4; Senses Perception +1
Fort +6, Ref +6, Will +4; +4 vs. disease
Defensive Abilities evasion; Immune fatigue DEFENSE
OFFENSE DS 13, touch 13, flat-footed 10 (+2 Dex, +2 dodge)
hp 53 (6d10+18)
Speed 40 ft.
Fort +7, Ref +6, Will +3
Melee SO Miyamoto K-Tana (wide blade
DR 4
variant) +8 (1d8+7/19–20) or unarmed strike
+8 (1d8+5) or unarmed strike flurry of blows OFFENSE
+6/+6 (1d8+5)
Special Attacks flurry of blows, stunning fist Speed 30 ft.
(fatigued) Melee WT Lacerator Knife +9/+4
(1d4+3/18–20)
S TAT IS T IC S Ranged HT-9 Holdout Pistol +9
(2d6+1) or RS Riot Gel Gun +8 (4d8
Str 21, Dex 14, Con 14, Int 10, Wis 14, Cha 12
nonlethal)
Base Atk +5; CMB +10; CMD 27
Feats Chromed, Dodge, Dragon Lash, Improved S TAT IS T IC S
Unarmed Strike, Power Attack, Scorpion Style,
Skill Focus (Athletics), Stunning Fist Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Skills Acrobatics +10, Athletics +16, Base Atk +6; CMB +9; CMD 23
Knowledge (religion) +8, Perception +10 Feats Dodge, Enfilading Fire, Gun-Fu
Languages Chinese Disciple, Lightning Reflexes, Mobility, Point
SQ arrogant drawback, charming Blank Shot, Precise Shot, Shot on the Run
trait, extreme endurance (fatigue), Skills Athletics +12, Boating +11, Knowledge
fast movement, honed instincts +1, (demolitions, geography) +9, Survival +10
martial arts master, pain points, push Languages English
cyberware 16 rounds/day (boost stat,
quickness), strain pool (5 points)

316
THREATS

Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +5),


SQ armor training 1, full kit, gunner knacks (tactical Skeletal Reinforcement I, enhanced coordination system
awareness +2), honed instincts +1, tactical awareness I, lifesaver system, muscular improvement system I
+2, weapon training (pistols +1) Gear RS Justified Response Assault Armor, AS Foley Arms
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +4), TAW 2022, AS Foley Arms Watchdog Pistol, RS Security
cybereyes (enhanced vision, night vision optics), fight or Truncheon, 25mm HEI grenades (2)
flight, smartgun system I, VCI I
Gear UP Combat Jacket, WT Lacerator Knife, RS Riot Gel MARIA DELGADO
Gun, HT-9 Holdout Pistol
A champion swimmer in high school, Maria Delgado was
SGT. JD HOLLIS destined to become an Olympic great. However, an engi-
neered scandal derailed her athletic career and, due to her
Having just returned from an overseas deployment, the obsessive focus on swimming, nearly left her a broken shell
recently promoted sergeant planned to enjoy a few days of a person. A recruiter looking for talented swimmers for
of leave. The recruiter noticed that Hollis scored excep- wartime activities out of the spotlight presented Maria with
tionally well on his aptitude test for engineering, and the a way to use her gift to make a difference. She has carried
army needed soldiers to work in demolitions squads. With out over 100 missions involving hostage rescue, demoli-
no other direction to his life and attracted to the idea of tion, and some wetwork and received numerous medals
blowing up buildings, he enlisted and actually plans to stay (in secret) for her service. She has been patiently biding her
in the service until retirement. It helps that he gets to work time, though, and plans to apply her training to gain revenge
with state-of-the-art armor, one suit of which he may have against those who ruined her dreams.
requisitioned without the supply lieutenant noticing.
SPEC-OPS TEAM MEMBER CR 12

INFANTRY/PRIVATE MILITARY CONTRACTOR CR 2 XP 19,200


Human gunner 13
XP 600 Medium humanoid (human)
Human gunner 3 Init +6; Senses Perception +20
Medium humanoid (human)
Init +2; Senses Perception +1 DEFENSE

DEFENSE DS 17, touch 17, flat-footed 10 (+3 Dex, +4 dodge)


hp 105 (13d10+39)
DS 11, touch 11, flat-footed 10 (+1 Dex) Fort +10, Ref +7, Will +5

Interface Zero NPCs


hp 28 (3d10+12) DR 11
Fort +6, Ref +2, Will +2
DR 13 OFFENSE

OFFENSE Speed 30 ft., swim 10 ft.


Melee R S Securit y Truncheon
Speed 20 ft. +19/+14/+9 (1d6+6 nonlethal plus
Melee combat knife +6 (1d4+3/19–20) or RS Security shaken for 1 round [DC 20 Fortitude
Truncheon +6 (1d6+3 nonlethal plus shaken for 1 round save negates])
[DC 20 Fortitude save negates]) Ranged AS Foley Arms TAW 2022 +20
Ranged AS Foley Arms TAW 2022 +5 (3d6) or AS Foley (3d6+3) or 25 mm HEI grenade +16 (3d6
Arms Watchdog Pistol +4 (2d6) or 25 mm HEI grenade +4 plus burn [1d6+1, DC 20])
(3d6 plus burn [1d6+1, DC 20])
S TAT IS T IC S
S TAT IS T IC S
Str 20, Dex 16, Con 15, Int 10, Wis
Str 17, Dex 12, Con 16, Int 13, Wis 12, Cha 10 12, Cha 8
Base Atk +3; CMB +6; CMD 17 Base Atk +13; CMB +18; CMD 35
Feats Combat Expertise, Improved Called Shot, Skill Focus Feats Die Hard B, Clustered
(Knowledge [engineering]), Suppressing Fire, Weapon Shots, Dodge, Endurance,
Focus (rifle) Exotic Armor Proficiency (Raptor
Skills Athletics +9, Drive +7, Intimidate +6, Knowledge SpecOps Armor), Far Shot,
(engineering) +10, Profession (soldier) +7, Survival +7 Point-Blank Shot, Precise
Languages Arabic, English Shot, Prone Shooter, Quick
SQ armor training 1, full kit, gunner knacks (tactical Draw, Run, Skill Focus
awareness +1) (Athletics, Perception),

317
THREATS

Suppression Fire Expert, Suppression Fire Mastery, Weapon He aced the examinations for entry into the intelligence
Focus (rifle) agency where he works to this day as one of their star
Interface Zero NPCs

Skills Athletics +27 (+35 when swimming), Intimidate +15, field agents. While it is not all high-stakes poker games and
Knowledge (demolitions) +16, Perception +20, Stealth +16 sexual encounters, he greatly enjoys the work, especially
Languages English when his handlers installed the software teaching him how
SQ armor training 3, full kit, honed instincts +3, gunner
to create effective explosions, some of which he narrowly
knacks (cooperative combatant, tactical awareness +3),
avoided himself.
weapon training 3 (rifles +3, heavy +2, blunt +1)
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +4),
ESPIONAGE SPECIALIST CR 9
Skeletal Reinforcement I, cyberlegs (aquatic, ligament
enhancement), lifesaver system, muscular improvement XP 6,400
system II, trauma suppressor Human 2.0 agent 10
Gear RS Raptor SpecOps Armor, AS Foley Arms TAW 2022, Medium humanoid (human)
RS Security Truncheon, 25 mm grenades (2) Init +5; Senses Perception +13

DAI GRIFFITH DEFENSE

Raised on ancient spy vids, Dai Griffith knew he wanted to DS 21, touch 17, flat-footed 14 (+5 Dex, +2 dodge, +4 natural)
hp 55 (10d8+10)
be a debonair secret agent when he grew up. Unlike many
Fort +3, Ref +12, Will +3; +4 vs. disease
children who discard their dream jobs as real life intervenes,
Defenses evasion, improved uncanny dodge; DR 4
Dai trained himself in a variety of aptitudes he figured that
he required. He achieved near-professional ability in phys- OFFENSE
ical skill, as well as the ability to drive or fly any vehicle.
Speed 30 ft.
Melee AGA Black Knight Limited underbarrel blade +7/+2
(1d3+1) or RS Security Truncheon +7/+2 (1d6+1 nonlethal
plus shaken for 1 round [DC 20 Fortitude save negates])
or unarmed strike +7/+2 (1d3+1)
Ranged AGA Black Knight Limited +12 (2d8) or SM-19 Smoke
Grenade +12 (concealment), or Wasteland wanderer 9mm
SMG +12 2d6 (20x2)
Special Attacks sneak attack +5d6

S TAT IS T IC S
Str 12, Dex 20, Con 10, Int 16, Wis 10, Cha 16
Base Atk +7; CMB +8 (+10 grapple); CMD 25 (27 vs. grapple)
Feats Combat Expertise, Improved Feint, Improved Grapple,
Improved Unarmed Strike, Skill Focus (Acrobatics), Strangler
Skills Acrobatics +24, Athletics +9, Bluff +16, Boating +12,
Diplomacy +11, Disable Device +18, Disguise +16, Drive +12,
Escape Artist +13, Intimidate +11, Knowledge (demolitions)
+13, Perception +13, Pilot +12, Sense Motive, +13 Sleight of
Hand +16, Stealth +18
Languages Arabic, Chinese, English, Welsh
SQ agent knacks (another day, fast stealth, honeyed words,
peerless maneuver, poison use, quick disguise), arrogant
drawback, charming trait, connected, honed instincts +2,
read the room 3, skilled liar +5
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +2),
advanced subdermal armor, knowcomp (Knowledge
[demolitions]), muscular improvement system I
Gear BOB Formal Wear, AGA Black Knight Limited, RS
Security Truncheon, Bomzaway LTD Satchel Pack, CES
Super C4 Plastic Explosive (2), SM-19 Smoke Grenade (2),
Comscience MTS, Wasteland wanderer 9mm SMG

318
THREATS

Skills Acrobatics +11, Disable Device +13, Disguise +11, Escape


Artist +11, Knowledge (local) +15, Perception +21 (+26 when
SPECIALIZED WORKERS involving sound), Sense Motive +19, Sleight of Hand +13,
Stealth +12
Not everyone is a criminal, executive (or, basically, a highly Languages Chinese, English, Swahili
paid criminal), celebrity, or combatant. Nor do they quite fit SQ cyber investigation +2, deeds (careful teamwork +2,
in the opposite end of the spectrum of wage slaves who daring, investigator’s initiative, opportunistic evasion, run
just want to make enough money to buy a luxury item or like hell), eye for detail +3, intuition (6 points), investigator
two and not have that money (or those items) taken from knacks (expanded intuition, quick disable), keen recollection,
them. The following people have specialized jobs that do silent hunter, surveillance expert
not see them directly opposing the characters. Instead, they Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +1),
biofeedback, cyberears (amplified hearing), Courier Node
may prove quite beneficial to those who treat them nicely.
Gear ED Combat Vest, RS Security Truncheon, PD Saturday
FELIX SCHWARTZ Night Sprawl Special

As a teen, Felix Schwartz practiced his current trade early by MEDI ANDI
eavesdropping on adult conversations without them notic-
Flush from success with their “Handy Andy” android
ing. At first, he used the information he gained to earn a little
handyman, the CEO of Androco Inc. decided to bank his
money through some anonymous blackmail. He enjoyed the
corporation’s future on a doctor’s assistant with medical
game of dealing with dead drops and using vocal modula-
knowledge and a pleasant bedside manner. Regrettably,
tion to sound sinister. Unfortunately, his initial forays into
where people might be tolerant of androids doing manual
blackmail were sloppy, and one woman learned far too
labor, they utterly rejected the idea of an “inhuman creature”
much about her husband and his coworker, prompting her
providing medical care. Androco was forced to shut down
to commit a double homicide. Felix realized then that infor-
their “Medi Andi” units, and the company folded shortly after
mation is a truly dangerous weapon and decided to use the
the CEO’s suicide. However, some androids remained active
secrets he obtained to make the world a better place. He
and see plenty of use among street doctors who only care
turned to corporate espionage and writes a blog as “Chat
that the androidis competent in their service.
Noir” where he outs many corporate indiscretions. Knowing
that he treads dangerous water, but unwilling to give up the LAB TECHNICIAN CR 2
thrill of publishing dark truths behind corporate facades, he
XP 600
has purchased a lot of protection and has learned the art Android expert 2/medic 1

Interface Zero NPCs


of running away when security sniffs him out. Medium humanoid (android)
Init +2; Senses low-light vision, darkvision 60 ft.; Perception +2
BEAT REPORTER CR 6
XP 2,400 DEFENSE
Stealth hybrid (cat) investigator 7 DS 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
Medium humanoid (hybrid) hp 16 (3d8+3)
Init +2; Senses low-light vision; Perception +2 Fort +3, Ref +4, Will +5; +2 vs. psionics
Weaknesses EMP vulnerability
DEFENSE
DS 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge) OFFENSE
hp 31 (7d8) Speed 30 ft.
Fort +1, Ref +7, Will +9 Melee unarmed strike +1 (1d3 nonlethal)
DR 4 Ranged acid flask +3 (1d6 acid)
Treatments Prepared (Medic Level 1st; concentration +3)
OFFENSE 1st (2/day)—cosmetic alteration, immune booster, light
Speed 30 ft. trauma treatment, monitor vitals
Melee RS Security Truncheon +4 (1d6–1 nonlethal plus
shaken for 1 round [DC 20 Fortitude save negates]) S TAT IS T IC S
Ranged PD Saturday Night Sprawl Special +7 (2d6) Str 10, Dex 14, Con 13, Int 17, Wis 14, Cha 6
Base Atk +1; CMB +1; CMD 13
S TAT IS T IC S Feats Skill Focus (Diplomacy), Skill Focus (Heal), Skill Focus
Str 8, Dex 14, Con 8, Int 16, Wis 18, Cha 13 (Knowledge [medicine]),
Base Atk +5; CMB +4; CMD 17 Skills Craft (electronics) +8, Craft (pharmaceuticals) +9,
Feats Alertness, Deft Hands, Dodge, Mobility Diplomacy +6, Heal +8, Knowledge (cybernetics, medicine)
+9, Knowledge (engineering) +8, Profession (lab technician)
+8, Sleight of Hand +8
Languages Chinese, English, Hindi, Swahili 319
THREATS

SQ constructed, emotionless, healer, healing nanites (1d6,


Bio Horror generator

3/day), recharge, unnatural


Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +3) BIO HORROR GENERATOR
Gear lab coat, chemical supplies, medical supplies
With the advent of genetic engineering, scientists and
LENA DUMONT tinkerers have a plethora of options from which to choose
Doctor Lena Dumont was a successful plastic surgeon who when creating their genetic masterpieces...or monstrosities.
worked on high-level executives who wanted to maintain Animals have proven to be the most viable subjects thus
their youthful good looks without resorting to cyberware. far, but inroads have been made with respect to plants,
Her reputation nosedived when one of her patients thought and even humans. It is not unheard of for a human to
he noticed a slight tremor in her hand and rumors spread subject himself to an experiment to graft on gills or make
quickly. At the age of 41 and without resorting to any sort himself stronger or faster. However, out-of-control exper-
of modifications to herself, she found herself on the outs imentation gives rise to xenomorphs; aberrant monsters
with her youth-obsessed clientele. Coupled with some poor that escape and unleash terror on an unsuspecting world.
investment choices, Lena ended up on the street and nearly Finally, with the increase in radiation and biochemical
penniless. Luckily, her skills were in great demand there, and agents, creatures can spontaneously mutate.
she opened up a practice, where she not only treats disease
The following rules allow you to create numerous biohorrors
and injuries, but also performs illegal facial alterations for
for your game.
those who no longer wish to be recognized.

STREET DOC CR 3 MUTANT ANIMALS


XP 800
Human 2.0 medic 4 Mutant animals are terrestrial beasts that have been
Medium humanoid (human) genetically modified and mutated to varying degrees.
Init +2; Senses Perception +4
Base Statistics: A mutant animal starts with the base
DEFENSE statistics of a creature of the animal type.
DS 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge) Mutations: A mutant animal has 2d4 mutations, each
hp 22 (4d8+4) rolled separately on the Mutations Table.
Fort +6, Ref +6, Will +5; +4 vs. disease
Drawbacks: A mutant animal has 1d4–1 drawbacks, each
OFFENSE rolled separately on the Drawbacks Table.
Speed 30 ft.
Melee RS Security Truncheon +4 (1d6+1 nonlethal plus SPLICED ANIMALS
shaken for 1 round [DC 20 Fortitude save negates])
Treatments Prepared (Medic Level 4th; concentration +9) Spliced animals are amalgamated creatures that combine
2nd (2/day)—augment senses, endura stim moderate two natural animals in unusual ways. Spliced animals have
trauma treatment CRs equal to the higher of the component animals CRs.
1st (4/day)—cosmetic alteration, light trauma treatment,
Base Size: A spliced animal is the larger of the two animals’
scent blocker, vocal alteration
sizes.
S TAT IS T IC S Base Senses: A spliced animal possesses all senses from
Str 12, Dex 15, Con 10, Int 12, Wis 20, Cha 12 both animals. If both animals have a sense with a range,
Base Atk +3; CMB +4; CMD 17 use the longer range for that sense.
Feats Great Fortitude, Skill Focus (Heal)
Base Natural Armor: A spliced animal starts with the higher
Skills Craft (pharmaceuticals) +8, Heal +15, Knowledge
(medicine) +8, Perception +12, Profession (doctor) +12 of the two creatures’ natural armor bonuses.
Languages English, Swahili Base Hit Dice: A spliced animal has the higher number of
SQ healer, healing nanites (2d6, 9/day), honed instincts Hit Dice from the two animals.
+1, medical knacks (talk ‘em through it, well-supplied),
solid reputation Base Speed: A spliced animal has all movement modes
Cyberware TAP (Firewall 14, AMS 4, Neural Fortitude +2); from both animals. If they share movement modes, take
Gear medical supplies the best speed (and maneuverability, for fly speed) from
the animals. If either component animal has a special move-
ment ability (such as jet or sprint), the spliced animal gains it.

320
THREATS

TABLE 6:1: BIO-HORROR TYPE


D% BIO-HORROR
01–25 Mutant Animal
26–50 Spliced Animal
51–70 Mutant Human
71–80 Mutant Plant
81–100 Xenomorph

Base Melee Attack: A spliced animal possesses all attack Base Statistics: A mutant plant has the plant creature
modes, including special attacks such as grab or trip, from type (d8 Hit Die, base attack bonus equal to 3/4 total Hit
the component creatures. For redundant attack modes, Dice, good Fortitude saves, 2 + Int Modifier [minimum 1]
use the higher damage from the animals. skill points per Hit Die, low light vision) and starts with Int
1, Wis 10, Cha 9, and a +2 natural armor bonus.
Base Abilities: For all ability scores, a spliced animal starts
with the higher of two abilities belonging to the compo- A Small plant has Str 8, Dex 15, Con 10, and a base speed
nent animals. of 20 ft. A Medium plant has Str 10, Dex 11, Con 12, and a
base speed of 30 ft. A Large plant has Str 12, Dex 7, Con
Initial Base Attack: Use the higher of the two animals’
14, and a base speed of 40 ft.
Base Attack Bonuses. CMB and CMD are modified by the
spliced animals size and abilities. A mutant plant typically starts off with a slam attack that
deals damage according to its size (1d3/1d4/1d6).
Base Feats: Select feats from both animals totaling the
greater number of feats from both. Mutations: A mutant plant has 2d4 mutations, each rolled
separately on the Mutations Table.
Base Skills: For simplicity’s sake, take the higher of the
two skill bonuses possessed by the component animals. Drawbacks: A mutant plant has 1d4 drawbacks, each rolled
The spliced animal also gains all racial modifiers possessed separately on the Drawbacks Table.
by the component animals.
XENOMORPHS
Special Qualities: A spliced animal gains the special qual-
ities from both animals. Xenomorphs are bizarre mutant creatures either based

Bio Horror generator


on alien stock, or they may be terrestrial beasts so heavily
Mutations: A spliced animal has 1d4 – 1 mutations, each
mutated as to be unrecognizable.
rolled separately on the Mutations Table.
Base Size: Roll for the xenomorph’s size on the Xenom-
Drawbacks: A spliced animal has 1d4 drawbacks, each
orph Size Table.
rolled separately on the Drawbacks Table.
Base Abilities: Roll 3d6 for each of the xenomorph’s ability
MUTANT HUMANS scores. A xenomorph has the aberration creature type (d8
Hit Die, base attack bonus equal to 3/4 total Hit Dice, good
Mutant humans have augmented their bodies with
Will saves, 4 + Int modifier [minimum 1] skill points per Hit
mutant DNA to varying amounts, but are still recogniz-
Die, darkvision 60 ft.).
able as mostly human.
Base Hit Dice: Advance a xenomorph by 2d8 Hit Dice.
Base Statistics: A mutant human starts off with the abil-
ities scores for basic or heroic NPCs. The mutant human Base Armor: Roll for the xenomorph’s natural armor bonus
also starts with an additional +2 on one of the ability scores on the Xenomorph Dermis Table.
and has two feats. Skills and hp are gained per class levels. Base Attacks Modes: Roll for the xenomorph’s attack
Mutations: A mutant human has 1d6 mutations, each modes on the Xenomorph Attack Mode Table. Modify the
rolled separately on the Mutations Table. damage dice based on the xenomorph’s size.
Drawbacks: A mutant human has 1d4 drawbacks, each Base Skills: A xenomorph has Acrobatics, Athletics, Escape
rolled separately on the Drawbacks Table. Artist, Fly, Intimidate, Knowledge (any), Perception, Stealth,
and Survival as class skills. Roll a number of times equal
MUTANT PLANTS to the xenomorph’s Intelligence modifier (minimum 1) on
Mutant plants have been spliced with alien DNA such the Xenomorph Racial Skills and add its Intelligence mod-
that they become mobile and aware of their surroundings. ifier to the result. Select the result or any lower result to
determine which skill gains a +4 racial modifier.

321
THREATS

TABLE 6:2:XENOMORPH RACIAL SKILLS


Bio Horror generator

Base Feats: A xenomorph gains 1 feat + 1 feat for every 2


additional Hit Dice over 1 that it possesses. D10 SKILL
1 Perception
Base Speed: Roll for the xenomorph’s movement rate(s)
2 Stealth
on the Xenomorph Locomotion Table.
3 Survival
Base Senses: Roll for the xenomorph’s senses on the 4 Athletics
Xenomorph’s Senses Table. 5 Acrobatics
Mutations: A xenomorph has 1d6–1 mutations, each rolled
6 Escape Artist
separately on the Mutations Table.
7 Fly
Drawbacks: A xenomorph has 1d4–1 drawbacks, each rolled
separately on the Drawbacks Table. 8 Intimidate
9+ Knowledge

TABLE 6:3 XENOMORPH SIZE


2D10 SIZE STRENGTH MOD DEXTERITY MOD BASE SPEED
2–4 Small –2 +2 20 ft.
5–6 Medium –1 +1 30 ft.
7–10 Medium +0 +0 30 ft.
11-12 Medium +1 –1 30 ft.
13–14 Large +2 –2 30 ft.
15–16 Large +3 –3 40 ft.
17–18 Huge +4 –4 40 ft.
19 Huge +6 –5 50 ft.
20 Gargantuan +8 –6 50 ft.

TABLE 6:4: XENOMORPH LOCOMOTION


1D8 LOCOMOTION SPEED/SPECIAL
1 Burrowing Base speed based on size, burrow 20 ft.
2 Climbing Base speed based on size, climb 20 ft., +8 racial bonus on Climb checks
Base speed based on size, climb 20 ft., +8 racial bonus on Climb checks, does not make Climb checks
3 Clinging
for vertical or horizontal surfaces, retains Dex bonus to DS while climbing
4 Flying Base speed based on size, fly speed equal to double base speed, average maneuverability
Base speed +10 ft. more than speed based on size. This extra speed grants a +4 racial bonus on Athletics
5 Jumping
checks made to jump, and the xenomorph gains an additional +8 racial bonus
6 Swimming Base speed based on size, swim speed equal to base speed, +8 racial bonus on Swim checks
7 Walking Base speed +10 ft. more than speed based on size, +4 racial bonus on Athletics checks made to jump.
Use best speed. If two equal rolls, increase base speed and any other movement by 10 ft. (for flying
8 Roll Twice
also increase the maneuverability to good)

TABLE 6:5: XENOMORPH DERMIS


1D8 TYPE NATURAL ARMOR BONUS
1 Feathers +1
2 Thick Skin +1
3 Thick Fur +2
4 Leathery Hide +2
5 Thick Scales +3
6 Bony Plates +4
7 Chitinous Exoskeleton +5
8 Calcated Shell +6

322
THREATS

TABLE 6:6: XENOMORPH ATTACK MODE


DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE
1D10 ATTACK
(SMALL) (MEDIUM) (LARGE) (HUGE) (GARGANTUAN)
1 Bite 1d4 1d6 1d8 2d6 2d8
2 2 Claws 1d3 each 1d4 each 1d6 each 1d8 each 2d6 each
3 Gore 1d4 1d6 1d8 2d6 2d8
4 2 Hooves 1d3 each 1d4 each 1d6 each 1d8 each 2d6 each
5 Pincers 1d4 1d6 1d8 2d6 2d8
6 Slam 1d3 1d4 1d6 1d8 2d6
7 Sting 1d3 1d4 1d6 1d8 2d6
8 1d4 Tentacles 1d3 each plus grab 1d4 each plus grab 1d6 each plus grab 1d8 each plus grab 2d6 each plus grab
9 Roll on Xenomorph Special Attacks Table
10 Roll Twice — — — — —

TABLE 6:7: XENOMORPH SPECIAL ATTACKS


1D8 SPECIAL ATTACK GAME EFFECT
1 Grab Per grab ability, apply to one attack mode
2 Pounce Per pounce ability
Attack with up to 4 quills or spikes as a ranged attack (damage equivalent to claws, range 60 ft. with
3 Quills/Spikes
no range increment)
4 Rake Per rake ability
5 Rend Per rend ability
6 Squeeze Per constrict ability
7 Swallow whole Per swallow whole ability
8 Trample Per trample ability

TABLE 6:8: XENOMORPH SENSES


1D8 ADDITIONAL SENSE

Bio Horror generator


1 Blindsight 60 ft.
2 Deepsight: darkvision 120 ft.
3 Echolocation: blindsense 60 ft.
4 Low-light vision
5 Scent
6 Sixth sense: uncanny dodge
7 Tremorsense 60 ft.
8 Roll twice; on the same result increase the range by half (or upgrade uncanny dodge to improved uncanny dodge)

TABLE 6:9: MUTATIONS


D% MUTATION GAME EFFECTS
01–03 Acidic Ichor When hit with a melee weapon, deal 2d6 acid damage to opponent striking the blow.
04–06 Additional Attack Roll on Xenomorph Attack Mode Table.
07–09 Amphibious Can exist on land as well as in water.
10–12 Amorphous Immune to precision damage and critical hits.
13–15 Armored Dermis Additional +2 natural armor bonus.
Deals 2d4 electricity damage to opponents adjacent to it when it ends its move. An
16–18 Bio-Electric Field
opponent that strikes with a metallic weapon also takes this damage.
Move through an area as small as one-quarter space without squeezing or one-eighth
19–21 Compressed Body
when squeezing.
22–24 Disease Specified attacks inflict disease per disease ability.
25–27 Efficient Lungs Can hold breath for a number of minutes equal to 6 times Con score before risk of drowning.
28–30 Energy Resistance Gains resist 5 to a random type of energy on a 1d4: 1–acid, 2–cold, 3–electricity, 4–fire.
31–33 Enhanced Ability Increase an ability score by +2.
34–36 Enhanced Skill Add +4 racial bonus for selected skill.

323
THREATS

TABLE 6:9: MUTATIONS CONT.


Bio Horror generator

D% MUTATION GAME EFFECTS


37–39 Extra Limbs Add 10 ft. to base speed or additional attack based on the extra limb.
40–42 Extra-Motive Roll on Xenomorph Locomotion Table.
43–45 Extra Sense Roll on Xenomorph Senses Table.
Suffers no harm from being in a hot or cold environment (no Fort save required in condi-
46–48 Extremophile
tions between –50 and 140 degrees Fahrenheit).
49–51 Fortified Body Has a 50% chance to treat a critical hit or sneak attack as a normal hit.
52–54 Gigantism Apply the giant creature template
55–57 Hardy Gain Endurance and Toughness feats.
An opponent with fewer Hit Dice within 30 feet must make a Will save or become shaken
58–60 Horrific Appearance for 5d6 rounds. If the opponent saves, it is immune to this creature's horrific appearance
for 24 hours.
61–63 Multi-Headed Gain +4 racial bonus on Perception checks.
64–66 Natural Adaptive Camouflage Gain +8 racial bonus on Stealth checks.
67–69 Poison Specified attack inflicts poison per poison ability.
70–72 Powerful Striker A chosen attack adds 1-1/2 times Str modifier.
73–75 Regenerative Tissues Gain fast healing 2.
Can take the shape of one of the following: ordinary animal, mutant, or human. For a mutant,
76–78 Shapechanger
choose or roll a new creature. A shapechanger cannot take the form of a specific creature.
79–81 Slimy Gain +4 racial bonus on Escape Artist checks.
If grappling an opponent, deal gore damage per size. A foe striking the creature with an
82–84 Spiky Epidermis
unarmed attack also takes this damage.
85–87 Spinnerets Can generate a web per the web ability.
88–90 Stench Creates a stench per the stench ability.
91–93 Superior Species Apply advanced creature template
Does not breathe and is immune to effects that require breathing (gases, inhaled poisons,
94–96 Vacuum Adapted
and so on).
97–99 Vampiric Deals 1d3 points of Con damage at the end of a turn where it has grappled a foe.
100 Super Mutant Roll twice

TABLE 6:10: DRAWBACKS


D20 DRAWBACK GAME EFFECTS
1 Anemic Reduce Constitution by –2.
2 Arrested Development Apply young creature template.
3 Atrophied Ability Reduce random ability score by –2.
4 Bleeder Takes +50% more damage from slashing attacks.
5 Blind Permanently gains blinded condition.
6 Cold Blooded Take +50% more damage from cold attacks.
7 Conductive Take +50% more damage from electricity attacks.
8 Cyclopia (one-eyed) Take –4 penalty on Perception checks.
9 Deaf Permanently gains deaf condition.
10 Dwarfism Reduce base speed by 10 ft. Reduce Strength by –2.
11 Facial Malformity Take –4 penalty on Bluff and Diplomacy checks.
12 Holoprosencephaly Reduce Intelligence by –2.
13 Light Sensitive Gains dazzled condition in areas of bright light.
14 Microcephaly Reduce Wisdom by –2.
15 Oily Epidermis Take +50% more damage from fire-based attacks.
16 pH Sensitivity Take +50% more damage from acid attacks.
17 Progeria Reduce Strength, Dexterity, and Constitution by –1.
18 Shambler Permanently gain staggered condition.
19 Undersized Weapons All attacks deal damage as if the creature were one size category smaller.
20 Unfortunate Roll twice, take the lowest result.

324
THREATS

STEP 2: BASE PHYSICAL STATS


NPC GENERATOR Most sprawlers are physically adept, so the NPC stat block
For a busy GM who wants to throw a bunch of random favors higher physical scores. For a class like the hacker
targets at the PCs and the NPCs presented don’t quite fit where Intelligence is more important, replace Str with Int
his or her needs, the steps below allow for quick genera- in the table below.

NPC Generator
tion of NPCs. The following tables are based on the Agent,
Gunner, Hacker and Sprawler character classes, and should TABLE 6:12: BASE PHYSICAL STATS
produce a wide range of NPCs the PC’s are most likely to D6 PHYSICAL STATS
encounter on the streets. 1 Str 15, Dex 14, Con 13

STEP 1: PRIMARY CLASS 2 Str 15, Dex 13, Con 14


3 Str 14, Dex 15, Con 13
The random NPC’s primary class drives some of the 4 Str 14, Dex 13, Con 15
options you’ll find later in this section. Most adversaries 5 Str 13, Dex 15, Con 14
are sprawlers, but agents, gunners, and hackers can be 6 Str 13, Dex 14, Con 15
sprinkled in among them.

STEP 3: BASE MENTAL STATS


TABLE 6:11: PRIMARY CLASSES
D6 PRIMARY CLASS The lower stats fall into the mental ability scores, but there
1 Agent (d8 Hit Dice, 8+Int modifer skill ranks per level) is still a range of possibilities. For a class like the hacker
2 Gunner (d10 Hit Dice, 4+ Int modifier skill ranks per level) where Intelligence is more important and the character
3–5 Sprawler (d12 Hit Dice, 6 + Int modifier skill ranks per level) does not participate in physical combat, replace Int with
6 Hacker (d6 Hit Dice, 4 + Int modifier skill ranks per level) Str in table 6:13 on the next page.

325
THREATS

TABLE 6:13: BASE MENTAL STATS STEP 6: HIT POINTS


D6 MENTAL STATS
Calculate your NPC’s hit points based on the class level
1 Int 12, Wis 10, Cha 8
and Con stat.
2 Int 12, Wis 8, Cha 10
NPC Generator

3 Int 10, Wis 12, Cha 8 STEP 7: SKILLS


4 Int 10, Wis 8, Cha 12
Give your NPC skills based on the primary class. Apply the
5 Int 8, Wis 12, Cha 10
maximum number of skill points to the rolled class skill and
6 Int 8, Wis 10, Cha 12
reroll (ignoring duplicates) until all skill points have been
STEP 4: RACE exhausted. Note Craft and Profession have been removed
from the skill lists, since they will likely not see play in a
Most NPCs the characters meet are human, but the quick and dirty encounter. Drive and Boating have been
desperate and criminal can come from all walks of life. combined, allowing you to choose the appropriate skill for
Immediate appropriate adjustments are listed with each the scenario at hand.
race, while the other racial traits are found within the Char-
acter Creation chapter.
TABLE 6:16: AGENT
D100 SKILL
TABLE 6:14: RACE
01–05 Acrobatics
D20 RACE
06–10 Athletics
1 Android (+2 Dex, +2 Int, –2 Cha; +1 natural armor)
11–20 Bluff
2 Bioroid (+2 Int, +2 Wis)
21–25 Disable Device
3 Cyborg (+2 Str, +2 Dex, Con —, –2 Cha; +2 natural armor)
26–35 Disguise
4 Aquatic Hybrid (+2 Dex, +2 Cha, –2 Wis; bite [1d4])
36–40 Drive/Boating
5–6 Fierce Hybrid (+2 Str, +2 Wis, –2 Int; bite [1d4], 2 claws [1d4])
41–50 Escape Artist
7–8 Quick Hybrid (+2 Dex, +2 Wis, –2 Con; base speed 40 ft.)
51–55 Hacking
9–11 Human (+2 to highest ability score)
56–60 Intimidate
Human 2.0 (+2 to all physical ability scores, +4 to highest
12–13 61–65 Knowledge (local)
mental ability score, –2 to second highest mental ability score)
66–70 Linguistics
14–15 Stealth Hybrid (+2 Dex, +2 Int, –2 Con)
71–75 Perception
16–17 Tough Hybrid (+2 Con, +2 Wis, –2 Dex; +1 natural armor)
76–80 Pilot
18 Laborer Model Simulacra (+2 Str, +4 Con, –2 Int)
81–85 Sense Motive
19 Luxury Model Simulacra (+2 Int, +4 Cha, –4 Str)
86–90 Sleight of Hand
20 Soldier Model Simulacra (+2 Str, +2 Dex, +2 Con, +4 Wis, –2 Int)
91–00 Stealth

STEP 5: CLASS LEVELS


TABLE 6:17: GUNNER
Most sprawlers are easier foes to fight, so they typically
D100 SKILL
have fewer levels. Roll a d6 to determine the class levels
01–05 Acrobatics
possessed by your NPC. You will generally use the primary
06–10 Athletics
class for all the random NPC’s levels, but there is some room
11–15 Bluff
for multiclassing. If the character is 4th level or higher, add
16–25 Disable Device
+1 to the highest odd ability score. If the character is 8th
26–30 Drive/Boating
level or higher, again add +1 to the highest odd ability score.
31–40 Intimidate
TABLE 6:15: CLASS LEVELS 41–50 Knowledge (demolitions)
D6 RESULT 51–55 Knowledge (engineering)
1–4 Roll 1d6 for class levels. 56–60 Knowledge (local)
5–6 Roll 1d4+6 for class levels. 61–65 Pilot
66–75 Perception
76–80 Sense Motive
81–90 Stealth
91–95 Survival
96–00 Swim

326
THREATS

TABLE 6:18: HACKER TABLE 6:21: GUNNER FEATS


D100 SKILL D100 GUNNER FEAT (BOUNTY HUNTER)
01–10 Bluff 01–10 Agile Maneuvers
11–15 Disguise 11–25 Combat Expertise
16–20 Drive/Boating 26–35 Combat Reflexes
21–60 Hacking 36–45 Martial Weapons Proficiency (special)
Knowledge (roll d10 to determine specialty: 1–2 46–55 Step Up
61–80
corporations, 3–4 local, 5–6 politics, 7–10 programming) 56–70 Weapon Focus
81–90 Perception 71–75 Improved Disarm
91–95 Pilot 76–80 Improved Trip
96–00 Sense Motive 81–85 Stand Still
86–90 Weapon Specialization
TABLE 6:19: SPRAWLER 91–95 Greater Disarm
D100 SKILL 96–00 Greater Trip
01–10 Athletics
11–20 Bluff TABLE 6:22: GUNNER (MERCENARY) FEATS
21–25 Disable Device D100 GUNNER FEAT (MERCENARY)
26–30 Disguise 01–10 Armor Proficiency (military)
31–35 Drive/Boating 11–20 Armor Proficiency (power)
36–45 Escape Artist 21–35 Combat Expertise
46–50 Heal 36–45 Martial Weapon Proficiency (energy)
51–60 Intimidate 46–55 Martial Weapon Proficiency (flamethrower)
61–65 Knowledge (local) 56–65 Martial Weapon Proficiency (special)
66–75 Perception 66–70 Pilot Golemmech
76–80 Sense Motive 71–85 Weapon Focus
81–85 Sleight of Hand 86–90 Improved Called Shot
86–95 Stealth 91–95 Weapon Specialization
96–00 Survival 96–00 Greater Called Shot

TABLE 6:23: HACKER FEATS


STEP 8: FEATS D100 HACKER FEAT
The myriad of available feats makes it a little more difficult

NPC Generator
01–10 Boost Flash Engram
to randomly assign them. This section focuses on feats 11–25 Deceitful
useful for specific character classes. The NPC must meet 26–35 Empower Flash Engram
the prerequisites for the rolled feat. If the roll results in a 36–45 Extend Flash Engram
feat which is part of a feat chain, and the NPC meets the 46–55 Height Flash Engram
prerequisites for an earlier feat in the chain (for example, 56–70 Improved Cyber Initiative
rolling Improved Vital Strike, which has Vital Strike as a 71–80 Improved Initiative
prerequisite), give the NPC the earlier feat. 81–90 Maximize Flash Engram
91–00 Widen Flash Engram

TABLE 6:20: AGENT FEATS


D100 AGENT FEAT
01–10 Deceitful
11–30 Dodge
31–40 Mobility
41–50 Physical Marvel
Skill Focus (choose the first skill you rolled above, or
51–70
randomly select a skill with ranks)
71–80 Vital Strike
81–90 Improved Vital Strike
91–00 Greater Vital Strike

327
THREATS

TABLE 6:24: SPRAWLER (GANGER) FEATS TABLE 6:26: AGENT (ASSASSIN) KNACKS
D100 SPRAWLER FEAT (GANGER) D100 AGENT KNACK (ASSASSIN)
01–10 Catch Off-Guard 01–10 Crack shot
11–25 Combat Expertise 11–20 Sharpshooter
NPC Generator

26–35 Intimidating Prowess 21–35 Sneak attack


36–45 Physical Marvel 36–40 Rogue talent: bleeding attack
46–55 Rapid Reload 41–45 Rogue talent: fast getaway
56–70 Weapon Focus 46–50 Rogue talent: powerful sneak
71–95 Diehard 51–55 Rogue talent: snap shot
76–85 Gang Up 56–60 Rogue talent: sniper’s eye
86–90 Mobility 61–65 Rogue talent: surprise attack
91–95 Team Up 66–70 Rogue talent: swift poison
Teamwork feat (only use this option when making 71–75 Rogue talent: underhanded
96–00 more than one NPC with the same or similar feats; 76–81 Ambush tactics
01–50: Lookout, 51–00: Paired Opportunist)
82–86 Martial artist
87–88 Poison use
TABLE 6:25: SPRAWLER (STREET RAT) FEATS
89–90 Sniper
D100 SPRAWLER FEAT (STREET RAT)
91–92 Rogue talent: confounding blades
01–05 Alertness
93–94 Rogue talent: deadly sneak
06–25 Dodge
95–96 Rogue talent: hunter’s surprise
26–30 Endurance
97–98 Rogue talent: stealthy sniper
31–40 Great Fortitude
99–00 Rogue talent: unwitting ally
41–60 Improved Unarmed Strike
61–70 Iron Will TABLE 6:27: AGENT (INFILTRATOR) KNACKS
71–80 Lightning Reflexes
D100 AGENT KNACK (INFILTRATOR)
81–00 Weapon Focus
01–10 Cyber spy
11–20 Rogue talent: convincing lie
STEP 9: CLASS OPTIONS 21–25 Rogue talent: expert leaper
Many classes in the Pathfinder Roleplaying Game 26–35 Rogue talent: fast stealth
implementation of Interface Zero present multiple options 36–45 Rogue talent: guileful polyglot
for class features. The following tables, broken down by 46–55 Rogue talent: ledge walker
general class paths, allow you to randomly select options 56–65 Rogue talent: nimble climber
for your NPC. Knacks requiring higher levels are listed at 66–75 Rogue talent: quick disguise
the end of the table, allowing you to add an increment to 76–80 Rogue talent: rope master
your die rolls to select options appropriate to high-level 81–90 Rogue talent: terrain mastery
NPCs. As with feats, if the knack is part of a chain, and 91–95 Rogue talent: hide in plain sight
the NPC meets the prerequisites for a knack earlier in the 96–00 Rogue talent: master of disguise
chain, give the NPC the earlier knack.
For class features without choices, refer to the Character TABLE 6:28: AGENT (SMUGGLER) KNACKS
Creation chapter to fully flesh out your NPC. D100 AGENT KNACK (SMUGGLER)
01–10 Classic misdirection
11–20 Conceal contraband
21–30 Grease the wheels
31–40 Rogue talent: charmer
41–50 Rogue talent: coax information
51–60 Rogue talent: deft palm
61–70 Rogue talent: getaway artist
71–80 Rogue talent: honeyed words
81–90 Rogue talent: terrain master
91–95 Rogue talent: getaway master
96–00 Rogue talent: hide in plain sigh

328
THREATS

TABLE 6:29: GUNNER (BOUNTY HUNTER) KNACKS TABLE 6:32: LEVEL 1 HACKER ENGRAMS
D100 GUNNER KNACK (BOUNTY HUNTER) D100 HACKER ENGRAM (LEVEL 1)
01–20 Favored enemy 01–05 Alarm
21–25 Hunter’s bond 06–10 Alter Time Code
26–30 Hunter’s trick: distracting attack 11–15 Anticipatory Protocols
31–35 Hunter’s trick: hateful attack 16–20 Blaster Worm
36–40 Hunter’s trick: hunter’s step 21–25 Change Protocols
41–45 Hunter’s trick: rattling strike 26–30 Detect Sprite
46–50 Hunter’s trick: second change strike 31–40 Erase Code
51–55 Hunter’s trick: stalker’s sense 41–45 Flash Upload
56–60 Sub rosa 46–50 Hijack Function
61–70 Track 51–55 Hyper-cloaked Movement
71–75 Favored terrain 56–60 Hyper Image
76–80 Take ‘em alive 61–65 Hyper Reality Mask
81–85 Camouflage 66–70 Instant Translation
86–90 Evasion 71–80 Popup Malware, Mass
91–95 Swift tracker 81–85 Repair System
96–00 Quarry 86–90 Scan System
91–00 Trigger Lock
TABLE 6:30: GUNNER (MERCENARY) KNACKS
D100 GUNNER KNACK (MERCENARY) TABLE 6:33: LEVEL 2 HACKER ENGRAMS
01–10 Battle insight D100 HACKER ENGRAM (LEVEL 2)
11–20 Cooperative combatant 01–05 Boost System
21–30 Hunter’s trick: aiding attack 06–10 Bypass Door Security
31–40 Hunter’s trick: bolster ally 11–20 Crippler Worm
41–50 Hunter’s trick: follow me! 21–30 DDoS Attack
51–60 Hunter’s trick: quick climb 31–35 Data Drop
61–70 Hunter’s trick: quick swim 36–40 Data Switch
71–80 Hunter’s trick: surprise shift 41–50 Heighten Door Security
81–90 Shadow target 51–55 Hostility Trigger
91–00 Tactical awareness 56–60 Hyper Clones

NPC Generator
61–65 Hyper Haze
TABLE 6:31: LEVEL 0 HACKER ENGRAMS 66–70 Hyper Image, Improved
D100 HACKER ENGRAM (LEVEL 0) 71–75 Hyper Reality Mask Other
01–10 Chat Link 76–80 Predictive Algorithm
11–20 DoS Attack 81–85 Restore Code
21–30 Disrupt Network 86–95 Sensory Overload
31–40 Link 96–00 Sniffer Engram
41–50 Open/Close
51–60 Phantom Broadcast
61–70 Ping System
71–75 Popup Malware
76–80 Restore Code, Minor
81–90 Security Boost
91–00 Tag

329
THREATS

TABLE 6:34: LEVEL 3 HACKER ENGRAMS TABLE 6:37: SPRAWLER (STREET RAT) KNACKS
D100 HACKER ENGRAM (LEVEL 3) D100 SPRAWLER KNACK (STREET RAT)
01–05 Analyze System 01–05 Dirty maneuvers
06–10 A/V Feed 06–10 Elusive defender
NPC Generator

11–15 Camera Interface 11–15 Jury-rig


16–20 Conversational Translator 16–25 Rat’s luck
Program 26–30 Trap
21–30 Data Trojan 31–35 Rogue talent: cunning trigger
31–40 Debilitating Malware 36–40 Rogue talent: defensive roll
41–50 Deletion 41–45 Rogue talent: fast getaway
51–55 Detect Hyper Cloaking 46–55 Rogue talent: fast stealth
56–60 Detect Security Intrusions 56–60 Rogue talent: ledge walker
61–65 Disrupter Trojan 61–65 Rogue talent: resiliency
66–75 Exploit Weakness 66–70 Rogue talent: rogue crawl
76–80 Halt Function 71–75 Push through
81–90 Hide System 76–80 Upper hand
91–95 Hyper Image, Greater 81–85 Deadly surprise
96–00 Repair System, Mass 86–90 Blend in
91–95 Master trapmaker
TABLE 6:35: LEVEL 4 HACKER ENGRAMS 96–00 Rogue talent: opportunist
D100 HACKER ENGRAM (LEVEL 4)
01–05 Boost System, Improved STEP 10: EQUIPMENT
06–10 Change Protocols, Greater
To round things out, your NPC needs to protect herself
11–25 DDoS Attack, Mass
and be able to cut, bludgeon, or blast her foes. Don’t be
36–40 Disrupter Trojan, Mass
worried if the result seems outside your NPC’s league.
41–50 Fry System
He must have obtained the equipment somehow, most
51–60 Major Malware
likely illegally. The following tables only deal with making
61–75 Override Device Protocols your NPC effective at dealing with annoying PCs. If you
76–85 Remove Malware want other bits and bobs for your character, refer to the
86–90 Restore Code, Major Malmart Catalog.
91–00 System Feed
TABLE 6:38: ARMOR
TABLE 6:36: SPRAWLER (GANGER) KNACKS D100 ARMOR
D100 SPRAWLER KNACK (GANGER) 01–05 UP Balaklava
01–05 Brutal beating 06–15 UP Hoodyz
06–10 Frightening 16–25 RW Reinforced Biker Jacket
11–25 Gets the job done 26–35 UP Combat Jacket
26–45 Sneak attack 36–45 UP Street Soldier Combat Thredz
46–50 Rogue talent: assault leader 46–50 BOB Formal Wear
51–55 Rogue talent: bleeding attack 51–55 ED Combat Vest
56–60 Rogue talent: offensive defense 56–60 UP Gecko Suit
61–65 Rogue talent: positioning attack 61–65 PD Urban Trench Coat
66–70 Rogue talent: powerful sneak 66–70 ED Business Suit
71–75 Rogue talent: strong impression 71–75 SO Shinryu Impact Suit
76–80 Rogue talent: surprise attack 76–80 SO Shinobi Infiltration Suit
81–85 Gang-fighting 81–85 PD Future Noir Wear
86–90 Uncanny dodge 86–90 ED Entourage Suit
91–95 Improved uncanny dodge 91–95 BKI Ronin Body Armor
96–00 Rogue talent: deadly sneak 96–00 RS Beachhead First Responder Armor

330
THREATS

TABLE 6:39: WEAPONS TABLE 6:42: FIREARMS


D100 WEAPONS D100 FIREARMS
01–20 Explosive Weapons 01–05 SR Street Talker
25–50 Melee Weapons 06–15 PD Saturday Night Sprawl Special
51–00 Firearms 16–22 SC Urchin Pistol
TABLE 6:40: EXPLOSIVES 23–27 BKI Tiger Claw
D100 EXPLOSIVES 28–33 WT Long Barrel
01–20 Bomzaway Ltd Stachel Pack 34–39 UP Punk3D Rifle
21–60 Bomzaway Molotov Cocktails 40–45 AGA Thunder
61–80 CES Dynamight 46–51 AS Foley Arms Watchdog
81–00 CES MPact 52–56 WT Wanderer
57–61 HT HT-9 Holdout Pistol
TABLE 6:41: MELEE WEAPONS 62–66 UP Gutter Punk
D100 MELEE WEAPONS 67–71 AGA Thunderbolt
01–10 RS Jointlock Stungun 72–75 Tarantula Hunting Rifle
11–15 SO Dragonfly Tessen 76–79 AGA Black Knight Limited
16–20 SO Manriki-Gusari 80–82 AGA Chrome Eagle .75
21–25 SO Whirlwind Butterfly Swords 83–85 WT BD-4DY 12g
26–30 RS Jointlock Stun Gloves 86–88 UP Columbus Twin Barrel
31–35 UP Ironfang Spring-Blade 89–91 Mosquito Swarm
36–45 UP Duke McCoy Combat Knife 92–94 SC Assassin’s Rifle
46–50 WT Lacerator Knife 95–97 BKI BK-616
51–55 SO Miyamoto K-Tana 98–00 AS Foley Arms TAW 2022 CAW
56–65 RS Security Truncheon
66–70 WT Disemboweler Chain Dagger TABLE 6:43: TAP APPLICATIONS
71–75 WT Shillelagh Havoc Stick D100 TAP APPLICATIONS
76–78 WT Eviscerator Chain Sword 01–10 Babylon
79–83 BKI Shotfist 11–30 Bounty Board
84–86 SO Monowhip 31–70 Estream
87–91 BKI Swordgun 71–80 Firewall Sapper Protection
92–94 ADG Dominatrix Pain Whip 81–85 Firewall G-Net Security

NPC Generator
95–97 ADG Aramaments Exo-Claw 86–90 Firewall 4th Dimension Security
98–00 WT Decapitator Chain Axe 91–00 Newslink

331
Appendix A: Lexicon

APPENDIX A: LEXICON
Divers: Those who plumb The Deep for information. Net

LEXICON
surfers.
Dubbing: The process of digitizing a person’s consciousness.
American Congregation for the Doctrine of Faith: The ACDF Emancipated AI: An artificial intelligence that has been
or the North American Inquisition is an official ecclesiasti- granted official government recognition as a sentient being.
lexicon

cal secret police agency operating in the North American This status generally comes with official citizenship and
Coalition (NAC for short). some or all of the rights afforded humans within the region
Ami: Japanese term for friend or pal. that offers such recognition.

Artificial Intelligence (AI): Programs that appear to be Gangland: A (essentially) lawless section of sprawland
or actually are self-aware. AIs can be either sub sentient, dominated by street gangs.
meaning they are adaptive, but not actually sentient, or Ganglander: A person (usually a member of gang) who
fully sentient and therefore self-aware. lives in section of gang-controlled urban sprawl. Also
Atlantica: A nation created out of the former tradition- known as gangers.
ally liberal Northeastern United States. Atlantica is at the Gaucho: A “cowboy” or other slick, handsome or trendy
forefront of the transhumanist movement. male.
Augmented Reality Game (ARG): A game or Meta game Gene-splicing: The act and science of splicing the genetic
that takes place both in a real and virtual setting. code of humans and animals.
Avatar: A person’s interactive digital self. Gray Hat: A hacker who uses his computer skills for morally
Banger: A violent person. gray or non-moral-related purposes.

Black Hat: A hacker who uses his computer skills for “crim- Great Lakes Union: The GLU is made up of former US
inal,” destructive or selfish purposes. States, City States, and Canadian Providences bordering
the Great Lakes. The GLU (occasionally known as the Rust
Blue Plater: Working class citizens: Poor People.
Belt League) is a pragmatic socialist nation governed by
Brainer: A technologically proficient or intelligent person, former water barons and industrial powers.
in particular one who works on computers.
Gunner: A Ronin who specializes in firearms combat.
Bounty heads: Wanted suspects and criminals with boun-
Gun Santo: Also known as a gun saint, gun-fu artist or
ties placed on them.
gun Kensei. A martial adept who specializes in gunplay.
Chimera: A person or animal that has undergone
Hack: Short form of “hacker” or the process of hacking.
drastic gene-splicing without concern for its final form’s
appearance. Hacker: A person skilled in computer use.

Chrome Reaper: A person or persons who engage in the Human 2.0: Humans who have undergone embryonic
practice of stealing cyberware from people to sell at a genetic upgrades to the point that they are considered
body chop shop. a different species of human. In general, they are more
intelligent and physically enduring than basic humans. Most
Cribsec: A sprawler’s home sector; the place he or she
members of the New Mandarinate are Human 2.0.
grew up in. The term is most commonly used in major
urban sprawls such as the free city of Chicago. Hyper Reality (HR): Also known as augmented reality or
hyper-linked reality.
Cyberform: A completely artificial shell used to house an
AI. Many are humanoid in shape. Hybrid: A person who has undergone gene-splicing ther-
apies involving animal DNA. The term refers to any human
Cybermonk: A relatively new breed of street warrior,
who has undergone such therapy, but in practice, it is used
cybermonks use cyberware to augment their martial art
most often to describe those individuals who still appear
forms, often with devastating effect reminiscent of old
passably human. Hybrids that cannot pass for unaltered
kung fu movies of the 1980’s.
humans are most often referred to as chimeras.
Deep, The: The virtual world. There are many metaphori-
Icon: A media star.
cal uses of the word comparing the network to the ocean.
Ism: A philosophy, cause, or religion; usually a radical one.
332
Appendix A: Lexicon

Ismist: A radical. One who follows an “Ism.” Also anyone Scavenger: A person who combs old ruins, wastelands
who follows an ideal. and junk heaps for salvageable technology.
Megaconglomeration: Also called Congloms, Corps, Mega- Script Kiddie: A newbie hacker or wannabe without any
Cons, or Megacorps. They are large multinational companies real knowledge of programming who uses code written
that often wield many of the same powers granted to by someone else.
sovereign nations, including: sovereignty over their own Simulacrum: Also known as androids, puppets, replicants,
domains (usually defined as corporate offices, and any or bio-forms. Artificial life forms used as tools by mankind.
territory real or virtual that they own), the right to make
and sign treaties, the right to pass laws and enforce them Singularity: A point in the near future when dramatic
within their borders, and the right to raise armies to protect advances in technology or AI programming outpace human
the integrity of their sovereignty and trademarks. understanding, possibly leading to the extinction of the
species or a dramatic evolutionary leap. By its very nature,
Meme: A discrete pack of cultural information. Memes, the ultimate form and effect of the singularity are unknown.
like viral agents, can be infectious.
Sprawl: A heavily urbanized area, often used to refer to
Nano Assembler: A device used to reconfigure matter “bad” or dangerous neighborhoods.
from one form into another.
Sprawlander: A person who lives in the urban sprawl.
Negotiator: One who “negotiates the sprawl.” Any person Also known as Sprawlers.
who makes their living on the fringe of law-abiding society.
Most often used to refer to bounty hunters, fences, fixers, Sword Sage: A martial adept specializing in sword fighting.
mediators, operators, and private investigators. TAP: Tendril Access Processor (so named for its three
n00b: Derogatory term for anyone so new to something component parts: tendril-like brain filaments, the access
they do things commonly seen as stupid by more expe- chip, and a Wi-Fi signal processor and booster), a brain-
rienced people. Usually aimed at hackers, though others mounted nano device enabling a user to interface with
can be n00bs as well. the hyper-real world.

North American Coalition: The NAC makes up the bulk of Virtual Reality (VR): Computer generated interactive
the former United States and Canada. The NAC (also known images.
as the Coalition of Willing Christian States or simply the Wasteland: A geographic region hostile to human life. This
Coalition), is a theocratic plutocracy, ruling over a puppet includes deserts, barrens, radiation zones, former toxic
government. landfills, bomb sites, Arctic regions, and ruins located in
Neko: A person who has undergone cosmetic surgery or such areas.
superficial gene-splicing for purely aesthetic reasons, in Wastelander: A person who lives in a wasteland or ruin.
order to look more like an anthropomorphic animal. Alter- Also known as Wasters.
nately known as either a furry or an anthro. Often confused
Zeek: Derogatory term for a psion. Bastardization of
with so-called true hybrids or chimeras.
psychic. The term first came into use in Blood Throne

lexicon
Personal Reality: The reality a person experiences through Online Global chat-1 in the sub-realm of Throrongar when
their Hyper Reality filter preferences. Sporkface236 misspelled the word psychic. He typed zeekic
Phreak: Someone who practices the skill of phone phreak- instead, claiming “that ees how eet sound in me head.”
ing, the manipulation of old analog and T1 telephone The term was shortened to zeek and eventually turned
exchanges. into a viral meme. Silly n00b.

Psion: Someone who is able to use supernatural abilities


such as telekinesis or ESP.
Ronin: A freelancer who takes contracts involving data-
steals, extractions and various other missions which require
special skillsets.
Rover: A person who makes their permanent residence
aboard a ship, or other artificial habitat at sea (in particu-
lar the Pacific, Indian, and Southern Oceans). Most Rovers
hail from Oceania, Indian or the Far East, with a significant
minority coming from the western coast of the Americas.

333
Appendix B: inspiration

APPENDIX B: INSPIRATION

Interface Zero 2.0 took inspiration from many great books, films, and shows that share elements of the cyberpunk
genre and/or dystopian futures. The following list includes authors and their works, as well as films and television series
that inspired the contents of this book, so that you may likewise be inspired in your use of this product in your games.
lexicon

NOVELS, COMICS, AND MANGA


Argresta, Louis: Club Anyone
Cadigan, Pat: Synners
Ellis, Warren and Darick Robinson: Transmetropolitan.
Gibson, William: Neuromancer, The Sprawl trilogy, et al.
Morgan, Richard: Altered Carbon, et al.
Otomo, Katsuhiro: Akira.
Scott, Melissa: Trouble and Her Friends
Shirow, Masamune: Ghost in the Shell
Sterling, Bruce: ed. Mirrorshades: The Cyberpunk Anthology
Stross, Charles: Accelerando
Williams, Walter John: Hardwired

FILMS AND TELEVISION SERIES


Akira (1988)
Almost Human (2013, 1 season)
Black Mirror (2011-, 4 seasons)
Bladerunner (1982)
Dark Angel (2000-2002, 2 seasons)
Ghost in the Shell (1995)
Ghost in the Shell: Stand Alone Complex (2002-2005, 2 seasons)
Ghost in the Shell (2017)
Max Headroom (1987-1988, 2 seasons)
Mr. Robot (2015-, 2 seasons)
Robocop (1987)
Ronin (`1998)
Screamers (1995)
Strange Days (1995)
The Expanse (2015-, 3 seasons)
The Matrix (1999)
Westworld (2016-, 1 season)

334
Appendix B: inspiration

lexicon

335
Appendix C: chicago

APPENDIX C: CHICAGO
protect their homes and families. What started as a strug-
CHICAGOLAND gle between the GLU and NAC forces for dominance of the
megasprawl turned into a battle between three armies,
Chicagoland

#INFOSOURCE
with scared, angry citizens fighting an insurgency against
#[Link]
LOCAL: [Link] both factions with equal ferocity. Block by block, sector by
FQDN: [Link]. sector, fighting to capture the city nearly tore the Chicago
GNET metroplex apart.
POSTED BY: #BILLY_BLACK_EYES
"Welcome to the jungle The conflict stretched for nearly six months with no signs
We got fun 'n' games of slowing down and neither side gaining any significant
ground. Then one cold winter morning the unthinkable
We got everything you want
happened. At 8:30 AM on February 8th 2054, three "dirty"
Honey we know the names
nuclear devices around .5 kilotons apiece detonated in
We are the people that can find
districts across the already devastated megasprawl. The
Whatever you may need
attacks targeted both GLU and NAC forward bases as well
If you got the money,
as a suspected insurgent stronghold in the city.
Honey,
We got your disease." The world responded with outrage, decrying the attacks as
reprehensible, even as NAC and GLU forces pointed fingers,
-Welcome to the Jungle, Guns N Roses each side blaming the other for the atrocities. Within days
Just prior to the second American civil war, the Chicago the first of 130,000 NATO forces landed in O'Hare airport and
megasprawl had grown to incorporate cities including immediately began the work of securing the city. Backed
Aurora Illinois, Gary Indiana, and Waukegan, Illinois. When by China, the India League and the Eurasian Union, Illi-
the war erupted, the GLU and NAC—hoping to take control nois Governor Donald Parks (who would later succumb to
of vital Great Lakes shipping lanes—rushed to capture the severe depression and take his own life) declared Chi-town
city. The ensuing conflict came to be known as the Battle a free city and ordered GLU and NAC leaders to pull their
of Chicago. forces out of the megasprawl. A month later, the last of
the GLU and NAC forces had redeployed to other areas of
One of the bloodiest chapters of the second civil war, the
the embattled nation and reconstruction began in earnest.
Battle of Chicago lasted six months while NATO debated
sending peace keeping troops to quell violence in the city.
During that time an estimated sixty-seven thousand people
RECONSTRUCTION
lost their lives. Initial battles for control of the outermost The Battle of Chicago provided an opportunity to imple-
sectors were fought on three major fronts, with GLU forces ment much needed changes to the city's infrastructure.
moving south out of Detroit Michigan, Green Bay, Wisconsin In many ways, the reconstruction of Chicago was a grand
and Southeast from staging grounds in St. Paul, Minnesota. experiment. Looking to expand their interests in the region,
NAC forces steamrolled east from Omaha Nebraska to megacorporations from all over the globe invested trillions
attack the GLU militia in the Milwaukee sector while North into the reconstruction of Chicago in return for the rights
American Coalition troops from Indianapolis and Kentucky to build arcologies, processing plants and various facto-
pushed North, quickly occupying the southeastern sectors ries within the city. Roads, mass transit systems, power
of the megasprawl until they engaged elements from grids and other essential components of the megasprawl
the Illinois National Guard, Chicago's local law enforce- were rebuilt and upgraded to utilize emerging technolo-
ment units and GLU troops from Michigan. Heated battles gies. Thus, Chicago became one of the first cities on the
between GLU and NAC forces raged throughout Chi-town North American continent to fully integrate Hyper Reality
in the early days of the battle. Battlefield commanders of into its infrastructure.
both the GLU and NAC had expected a tough fight to gain
control of the strategic city. What they hadn't anticipated A FREE CITY?
however, was the defiance of the city's citizens.
Ironic calling a city “free” when it’s surrounded by one
When the GLU and NAC began their advance on the city, big wall. Who’s free, then? The saps stuck inside, or the
they encountered hastily-formed militias, street gangs, ones on the outs who don’t have to deal with the whole
combat hackers, and others willing and able to fight to crab-bucket tangle? Chicagoland got the distinction of
being the juicy bit of bone the war dogs of GLU and NAC
336
Appendix C: chicago

scrapped over during the Second Civil War. Ain’t that an


honor? Funny thing is, those rabid pups weren’t used to
their bones biting back—and that’s where the metaphor
WHO NUKED CHICAGO?
breaks down, neh? The good people of Chicago decided Neither the NAC nor the GLU ever came forward to
they didn’t want to be gnawed on and started to making take responsibility for the strikes. In the following
a nuisance of themselves. days and weeks, Stopwatch launched a full-scale
investigation into the attacks, but never made their
It took three whole dirty nukes to knock sense into the
findings public, classifying the information due to
bunch of lunatics, and the city’s been recovering ever
its sensitive nature. Of course, it didn’t take long
since. Slow and steady. Plenty of theories—conspiracies
for the rumor mongering to start.
more like—on who planted those bombs, and plenty of
fingers pointing every which way to this day. But the past The most popular theory pinned the attacks on
is the past, ami, and we Chi-town folk like to think on Stopwatch itself. Conspiracy theorists (some of
more important future matters, like where our next meal whom were supposedly ex- Stopwatch agents)
is coming from, or how we’re gonna dodge the choppers presented “evidence” the agency had access to
that just jumped us outta the alley. stockpiles of mini nuclear devices; the tin hatters
claimed would be used to counter a singularity
Live in the moment, neh? The sprawl will make you appre-
event. Both the NAC and GLU used AI’s to counter
ciate every last moment you’re lucky enough to experience.
the efforts of enemy combat hackers to control
When you’re in Chi-town, every breath is a gift, ami. Every
remote drones and other high tech war machines.
beat of your pulse has its price, and you better be willing
to pay it if you want to walk the streets of Chicago long Given this fact, it’s not implausible that, fearing
enough to know which ones will give you a nice stroll and an imminent singularity event, Stopwatch agents
which ones will wind you up as so much scrap in a dump- detonated the nukes as a preemptive measure.
ster behind a chop shop. Now pay attention, ‘cause here’s No hard evidence surfaced to support the claim,
where it gets interesting. however.
Others allege black ops teams and ronin working
LIFE IN CHICAGOLAND for megacorporations and foreign nations wanting
Chi-town is all about give and get. You won’t see it on to use the attacks as a pretense to gain a foothold
any TAP overlays or domains, but every single person has in the city were responsible. Though, as with the
a running tally in their heads of the debts they owe and Stopwatch theory, no evidence exists to corroborate it.
the debts they’re due. That’s what it often simmers down
to in the end, when the grenade smoke clears.
a price. If you aren’t careful, though, those same “helping
We’ve got nearly thirty million souls crammed in behind
hands” may just take your cryptos and then turn you over

Chicagoland
the Wall, and when that many elbows and hips are bumping
to the guards for a bounty. However you get in, you can
and grinding, sooner or later heads are going to start knock-
be sure you’ll be paying with time, cryptos, blood, or a
ing and rolling right along with them, capisce? But you’re a
mix of all three.
survivor, aren’t you? Here to make a few cryptos, leave a
few bruises and bodies in your wake. Make people remem- GETTING OUT
ber your name, whatever its worth.
Why would you ever want to leave? Plenty of folks never
GETTING IN step foot, paw, or claw outside the sector they were born
in, and they aren’t complaining. And there’s got to be a
You’d think people would wise up after a while, thinking
reason so many people are fighting to get in here. But if
they’re going to hop in here and immediately be the big
you want to go see the wide world, here’s how you do
fish among millions of shrimp. The migrants keep coming
it. You either scuttle out the nearest port, hook up with a
though. Fresh meat, in more ways than one. The ports
ride across the lake, or shuttle up the Space Elevator and
are the main entries to the sprawl proper, and you’ve got
start guzzlin’ air canisters. Going that route usually means
a few options on how to make your way through those.
handing over plenty of cryptos, or selling your soul to some
Getting an official passport is the safest way, but requires
space-bound corp that reminds you every day how lucky
the most patience. If you want to run the risk and pay the
you are that they keep you alive. The trick usually isn’t
cryptos, you could find someone to smuggle you in or forge
getting out of here; it’s getting back in.
you a fake passport so you can skip to the head of the line.
As high as the Wall is, numerous operations are in place
to help you slip over, under, or through the boundary for

337
Appendix C: chicago

GETTING AROUND CHICAGO GOVERNMENT


Get some boots. Heaviest ones you can strap on. That’s You’ve heard Chi-town referred to as the “Free City of
the best piece of advice I’ll ever pass your way, and this is Chicago,” haven’t you? Well, there’s always those who like
the only time it’s free. to amend that to the “‘Free So Long as You Do What We
Say’ City of Chicago.” How’s about we see who’s set them-
Want something a little faster than clomping along?
Chicagoland

selves up as judge, jury, and executioners this week, ami?


Individual maglev vehicles, VTOL craft, and JUMP cars are
pretty nifty if you can afford them. Public transportation THE COUNCIL
such as the maglev “El-Trains” make a knot of the place,
and the subways are decent, so long as you remember Their faces have been popping up on the Hyper Real chan-
which stations to avoid once it gets dark. You can always nels lately, promising big changes, peace and prosperity
go old-school and chug your way down the streets with a and all the usual blather. And by “faces,” I of course mean
motorbike, chem car, or some other clunker. If you ever get those virtual constructs they’ve been using to mask their
lost, then I pity you, because the hyper object navigation true identities. Only thing different about them, compared
infrastructure embedded throughout the entire sprawl to the other hundred would-be rulers that pop up every
makes it near impossible for that to happen—unless your year? This Council seems to have the military influence
guidance system has been hacked. to back up their orders, and their presences have been
detected in every sector.
GETTING BY But the Council is bad news, lemme tell you. Even if they
That all you’re gonna settle for? Just getting by? I’d hoped are trying to do right by us sprawlers, it won’t matter in
you had bigger dreams than that. A little spark of vision. the end. This city has a thing against centralized authority.
This here is a microcosm of the Solar System itself, a regular Especially ones who try the anonymous route. Are they
bottomless pit of opportunity. And everything in the sprawl men? Women? Hybrids? AIs? A mix of all the above? Who
runs on cryptos. How do you get those precious cryptos, knows? Yes, the Council knows, very funny. But they ain’t
you ask? saying, and maybe we’re better off staying ignorant.
Sell your soul. Sell your mind. Sell your skills. Sell your CHICAGO DEFENSE FORCE
body. Hell, sell someone else’s body, preferably cold in a
bag, ticked off your bounty list. Plenty of odd jobs always When it comes to keeping the sprawl free, not even the
need running. This gang wants that gang leader snuffed. biggest wall will do any good if it isn’t manned and backed
This corp needs espionage run on that rival conglomerate, up with enough firepower. Besides, sometimes the threat
or a pretty piece of tech stolen. Or you could go legit and isn’t an external one. If a crisis ever overwhelms the private
run-n-gun with the militia. security organizations, that’s when the Chicago Defense
Force (CDF) is called into action; a last line against the
In other words, get tough, or get rich and get muscle to
apocalypse. Problem is, the many noble volunteers and
protect you. Make friends in high places, or buy them off.
conscripts who compose the CDF can get a little power-hun-
Learn enough to make yourself useful to the right folks,
gry once they’re let off the leash, and end up causing just
or learn how to make others useful to you.
as many riots as they put down. Still, it’s a bit better than
dropping another nuke on all our heads, neh?
THE POWERS THAT BE
If you want a name to link them to, look no further than
Time to get a clue about the pizza pie of power this city Petrus Desonvacce. Yeah, the baby-faced spokesman you
has been sliced up into. Otherwise, you might take a bite see on the feeds, talking about how wonderful it is to serve
of the wrong slice and wind up with a mouthful of anchovy the city. Supposedly, they’re keeping him out of active duty,
instead of a delish meatball deep dish. Oh god, I’m salivat- though, in case he’s unlucky enough to ruin that handsome
ing. Someone ring up DP! complexion with a scar or two. On the other hand, if you
Anyhoo, ami, it’s all about loyalty—which, luckily, can often want a grittier truth, then bring a bottle of whiskey (the
be bought with enough cryptos. So, are you going to stick real stuff) to Obed Lothem, AKA the Obsidian Wolf. Used
by the faceless corps through thick and thin so long as they to be a run-n-gunner in the wilds who got conscripted to
keep your water running and fill your trough with slop? Got turn his gun sights on malcontents inside the Wall instead.
a thing for helping friends and family keep all their vital
CHICAGO MEGACORPS
organs on the inside, where they belong? Or are you the
“all for one, and one for screw you guys” type? Here are Wanna hear a hilarious megacorps joke? Too bad, because
the major players you should keep an eye on. that’s in violation of anti-humor regulation [Link] and

338
Appendix C: chicago

you are now terminated from your position. Proceed imme- distinction goes to a set of twins: Ulrik and Reshana. Other
diately to the exit or you will be fired upon by building clan leaders include Behadja, who always has a pack of
security. Do not attempt to “liberate” your coffee mug from starving mutts ready to attack on her command, and a
the break room. lunatic called Gullet, who has made cannibalism into a
Sad thing is, I’m still not sure if that’s serious or not. The fine art. Somehow, their backwards brains have decided
megacorps funnel plenty of cryptos into Chi-town, but proximity equals property, so if they’re squatting by the
they’re pretty picky about who those are distributed to. ports that control Chicagoland access, then they must be
in control of the whole city, neh?
It’s all trickle-down with them, and the corps know how
reliant blue-platers are on their cryptos, since they provide THE GANGS
everything from our water to our food to our shelter to
the filtered air. They know they can squeeze us dry, and Pinged this old slang the other day that describes gangs
the only reason they haven’t is because they’re too busy perfectly: “Dime a dozen.” Now, I don’t rightly know what
fighting each other. a dime was, but these days, gangs are giving the roaches
a run for their cryptos when it comes to infesting all the
Even while they’re scrapping over us, there’s tell of a
corners and holes they can find in the sprawl. Some are
secret meeting that happens a few times a year, one where
run like mini-corps, all precision and profits and calculated
you don’t get invited unless you’re worth at least a few
territory expansion. Some just want to see the people
billion cryptos. The deals struck there are overseen by an
bleed and the sprawl burn. Then there are those bound
utterly ruthless honcho who is somehow unaffiliated with
by codes of honor they think makes ‘em oh-so-special.
any one corp but has them all quaking in their sim-leather
Whatever gets them up in the morning, gangs are active
boots—goes by the name of Guilder, but you didn’t hear
in every single sector to a large degree, and are often the
that from me, ami.
blunt tools (or rusty knives) being manipulated by hidden
THE UNITED NATIONS hands in larger plots.

Nothing united about it, except that every nation involved Watch out for the South Side Storm Troopers, who go
acts in their own interests. Oh, and they’ve got nice uni- out of their way to prove they’re still the deadliest gang-
forms. Minimal presence here, though they do pay attention bangers in Chi-town. There are few subsectors where they
when the dogs of war start sniffing around. They’re all don’t have a least a handful of cells. The Burners are a
about keeping the peace, but everyone knows they keep unique bunch, populated entirely by hybrids who have
peace best by occupying volatile territory and maneuvering taken the hazardous Arlington Heights rad zone for them-
so they’re the ones in charge when the tear gas settles. UN selves and welcome all comers who dare to defy that
General Adony Okimbe keeps a cold eye on their troops, claim. And if you wander too close to the Aurora barrens,
be prepared to pay homage to the Angels of Death, who
while their political front is handled by a polished and prim
hold onto control there with tight and blood-soaked fists.
official named Stella Rezuvoltk. She gives speeches so flaw-

Chicagoland
less that she’s been accused of being an android, letting While spread throughout the sprawl, the AOD concentrate
her handlers remain in the shadows. operations closer to the Wall, with their troops funded by
smuggling goods and people into the city.
THE WOLVES The Burners are relative n00bs in comparison to other
more established gangs in the sprawl; a motley crew who
Chi-town is a bleeding beast, and the wolves are always style themselves as protectors of the people who make
circling, waiting for it to stumble so they can leap in to
their homes in the Arlington Heights Rad Zone. To the
gouge out the juiciest flank. Chicago has a crowded pack
Burners, the estimated 3,000 people in the zone are an
of wolves prowling its streets and back alleys, and they’re
extended family of sorts, their peeps, as burners often
always getting into nasty scrapes, trying to establish alpha
refer to the squatters and blue platers who call Arlington
status. Heights their home.
BARBARIANS AT THE GATE THE SYNDICATES
In a time where even the poorest of the poor can get a
Without leaders, illegal activities amount to nothing more
TAP, you’ve got to make a conscious choice to reject the
than spitting into the wind. Doesn’t really accomplish much
net completely. The Barbarians at the Gate are a singu-
and just makes a mess, capisce? When criminal organiza-
larly savage bunch who dress in leathers and furs—often
tions actually start getting organized, though, look out.
stripped from unfortunate hybrids or neko—and wield
Enter the Chicago crime syndicates. They’re not motivated
rustic weapons they’ve forged with their own hands.
by emotional fluff like most gangs. Syndicate members
They choose leaders by the diplomatic technique of “who
collected the most scalps this month?” and that current
339
Appendix C: chicago

CHROME REAPERS
Theft of cyberware is commonplace in the sprawl. Cybernetics and vat grown organs are expensive, hombre’.
The average runner looking for an edge on the competition either can’t afford the cost or doesn’t want to deal
with the legalities involved with purchasing commercial chrome, so she turns to the shadow community, going to
body chop shops to get what she needs. Of course, body chop shops are typically supplied by chrome reapers—
Chicagoland

thugs who butcher people for their cyberware.


Chrome reapers tend to operate in small gangs of four or five heavily cybered hitters. Hackers will jumpjack the
mark’s vehicle and land it in (or drive it to) a garage where the muscle waits to carve ‘em up. Like most predators,
they look for the easiest targets they can find; script kiddies sporting new headware, N00B ronin who haven’t
been in the underbelly of Chi-town long enough to get a feel for the city and its dangers, blue platers sportin’
augmentations to help them do their job better so some robot doesn’t take it; heck, even older sprawlers who
just had organ transplants get jacked.
That said, the more hardcore chrome reapers in Chicago have been known to target ronin and shadow teams
with cutting edge cyber and bioware, and lately it’s been happening more and more. If the buzz on the streets
and MediaWeb can be believed, someone’s been paying chrome reapers some serious cred to target ronin, espe-
cially LEET teams. Even stranger, the ronin aren’t just carved up for their chrome and left on the streets; they’re
disappeared.
Just a few weeks ago, Johnny Cage’s team got hit in a red zone in the Aurora sector as they were leaving a
meet at The Downside; a night club popular among Chicago’s shadow community. Some brainer caught the whole
thing on his eye camera and streamed it live to the MediaWeb. The stream showed ten reapers in banger leath-
ers swarming the crew with (mostly) nonlethal weapons; stun grenades, gel guns and needler guns fitted with
some kind of paralytic neuro-toxin were found on the four chrome reapers who didn’t survive. The fight lasted
about thirty seconds, but in the end, the team got scooped up and tossed into a nondescript hover van that sped
off into the night. The brainer who uploaded the stream hasn’t been seen since, either.

numerous ceremonial rankings, Chi-town’s triads encour-


are there to enforce their bottom line. The cryptos, man,
age loyalty through highly ritualized inductions and oaths
the cryptos. Syndicates are responsible for much of the
binding new members for life.
bribery, blackmail, racketeering, and smuggling through-
out the sprawl. There are rumors they’ve even got agents One of the more active triads goes by the unassuming
planted deep in the Triads, Mexican Mafia, and major gangs name of the Purple Incense Party, and they’re identified
throughout the sectors. Intelligence and ill-intent makes by the tattoo of a dragon’s eye peering out of a stylized
for a nasty, if extremely efficient combination. sketch of flame and smoke. Their Dragon Head is the elderly
Shou Gao, whose frail build belies a cunning intelligence.
Currently, the Black Rose Syndicate is on top of the heap,
A young woman known as Li Xiao is his Vanguard, han-
the main competition to the South Side Storm Troopers
dling offense operations. She’s never seen without a veil
in the Gary Hell Zone. They’ve secured such widespread
covering the lower half of her face, and there’s rumors
influence by being extremely well-organized, almost a
that she’s been spliced for superhuman senses and speed.
criminal corp, and are tightly linked to the Bratva-Vory
“Brotherhood.” THE BRATVA-VORY
THE TRIADS Also known as the Russian Mafia, this “Brotherhood” has
muscled into numerous sectors, hiding its activities behind
Bet you never would’ve guessed it, looking around at all
brothels, cyber fight clubs, unauthorized augmented reality
the borgs, chimeras, and ronin walking these streets, but
simulators, illegal Hyper Reality domains, and even lethal
Chicagoland has a pretty big reputation for diversity. All that
VR hacks. On the streets, they’re represented and protected
means, though, is we get to take our pick from a variety
by the Black Rose Syndicate, who get plenty of weapons,
of colorful criminal factions. Among these are the Triads,
upgrades, and stims in exchange for their loyalty. Far more
Chinese-based gangs who like to style themselves as a
overt than the triads, the Bratva-Vory is quicker to resort to
shadowy army ruling by means of drug trafficking, credit
violent ends when they’ve been the least bit slighted, and
dupes, data-theft, gambling, and—when all else fails—
they can hold grudges like no one else. Making them angry
ruthless elimination of all opposition. Secretive and with
is akin to rousing a bear from its den. In other words, you
340
Appendix C: chicago

better be able to skip town fast, have better connections


and protective measures, or have someone you can trip THE UNALIGNED
and push into their vengeful path as a distraction.
Sure, I get going solo. Fewer folks to split the cryptos
The Big Brother of the band is a meathead called Oleksy with. Bigger boost to your rep, less overhead. But lemme
Kovalik; though in the past couple years, he’s been tell you, precious few make it for long without at least
letting a love for fine vodka muddle his self-control, and a few fellow ronin to fall back on. And you aren’t the
an up-and-coming smuggler, Artur Sokoloff, is appar- first to strike out alone. Plenty of like-minded
ently gunning for the top. A coder souls could use your knowledge and skills.
known as #Luciferion is famous for Besides, have you ever thought about how
managing their gambling domains the other gangs and territory lords will take
and crafting truly spectacular VR to some punk snitchin’ gigs out from under
hacks that have turned plenty of them? Sure. Forget the hidden handshakes,
their enemies into gibbering idiots the tattoos, the blood oaths, and wearing
within seconds. your underwear on your head—but never
THE MEXICAN MAFIA forget the value of having a few unaligned
allies at your side. In Chicagoland, you’re
Chicagoland has certainly made never totally alone.
a brave effort to round up and
incarcerate the more undesirable FREELANCERS
elements from the streets, maybe Freelancers chart their own path
thinking sticking all the malcon- through Chi-town. No two are alike,
tents in one spot will somehow and we like it that way, because it
make them see the error of their means there’s plenty out there
ways. Instead, what they got was to handle the down-n-dirty jobs
the Mexican Mafia, a prison and no one else wants. ‘Course, that
penitentiary-based criminal orga- also means they get jobs that
nization that continued operating toss plenty of shiny cryptos
within the heart of our very own their way. Anyone wanting
faulty justice system. Vicious, to set themselves up as a
bloodthirsty, and unforgiving, freelancer will be entering
the Mexican Mafia has actually a world of cutthroat com-
thrived inside the VR prisons its petition. The work is often
members populate. If you ever illegal, dangerous, and sure
end up on the wrong side of

Chicagoland
to end in blood and tears.
the law, making contact with In the end, all that matters
this organization might be in to a freelancer is her rep-
your favor. They’re often iden- utation, and the number
tified by symbolism linked to the of cr yptos in her
number thirteen…since M is the account.
thirteenth letter of the alpha-
bet, capisce? Death is the only FIXERS
escape from their ranks.
Hey, you got a
Jesús Salazar is their current general, problem with cr yptos
and has a flair for using occult spookery to lately? As in, not nearly enough of them? Then
scare new recruits into submission. Her imme- you’ll be happy to bump into a reputable fixer who
diate lieutenant, Alejandra Gutierrez, is handy with a shiv happens to have a contract that could keep you afloat a
and any sort of makeshift weaponry. The skull tattoo cov- little longer. Fixers are the go-betweens who keep certain
ering her entire face tells you all you need to know about faces anonymous and certain hands clean of any blood.
her charming personality. They can be your ticket to bigger and better things…but
remember that pretty much anyone can call himself a fixer.
Sometimes the only way to tell a good fixer apart from
a rotten one is by who pulls out a blaster after you com-
plete a job.
341
Appendix C: chicago

like military goons tromping over their doorsteps. What,


INFOBROKERS oh do tell me what sort of crazy twist of technology could
Verily I say unto thee, learn to love infobrokers, for they possibly keep out armies trying to march in and trample
are the road to salvation. They’re tapped into the deepest our precious freedom? How about an enormous wall?
data feeds twenty-four/seven, and are making connec- Brilliant!
tions between yesterday’s megacorp assassination and
Some say Chief Administrator Thomas Stern should be
Chicagoland

today’s half-off deal at McCafe that you wouldn’t even


considered a genius for the simplicity of his solution. Others
dream of imagining. You want to run a successful contract?
say he was just compensating for something. Two years is
The more informed you are going into the fray, the better.
all it took thanks to plenty of cheap android and sim labor,
But beware. The DataStream flows both ways, ami, and
and now we’re all ringed in by this 121 mile long, 150-story
info brokers won’t blink twice before selling whatever dirt
high monstrosity. The Wall hosts millions of souls who have
they’ve dug up on you to the highest bidder.
carved out hovels and warrens within the infrastructure—
SMUGGLERS sometimes literally—figuring the defensive nature of their
home will keep them protected.
Point A to Point B, no questions asked. That’s the beauty
of Chicagoland’s smuggling game, a vast under-network of Consider the Wall being Chicago’s big middle finger to
transportation specialists who know all the hidden sprawl the world, neh?
byways, and have a knack for running a black-market
NORTH CHICAGO
golemmech across town and making it look like a flower
delivery to their grandmother. Illegal weaponry, implants, The North side of Chi-town makes up the largest part of
data…whatever makes your little heart go pitter-pat. Confi- the city, sprawling out North from the Loop to Antioch and
dentiality is their specialty, and some go to extreme lengths stretching from the shores of Lake Michigan to the Wall.
to guarantee it. I once saw a smuggler who’d spliced his While not as dangerous as the South and West sectors,
mouth shut so he literally couldn’t squeal on his clients… North Chicago can put you in an early grave if you’re not
though of course, a rival eventually bombed his VTOL car careful.
and just brain-hacked his corpse. C’est la vie. ALLEGHANY RAD ZONE
GEOGRAPHY Another epicenter for one of the dirty nukes, this zone
is rife with mutants and gangs that make this area their
Want a good idea of how Chi-town is laid out, ami? Go battlefield. In fact, some of the local gangs make it a trial
scrounge up one of them antique compasses. Y’know, the of loyalty to send would-be members through a solo trek
types with the twirly arrow that’s chummy with magnetic across Alleghany.
fields. Now place that compass on the ground…and smash
ANASTASIA’S
it in with your boot heel! Done? Right. Now scuff the bits
around until you’ve got a lovely mess of broken glass, Anastasia’s is the Global DataNet’s answer to the Flesh
scrap metal, and dirt. Now take a picture, cause that’s as Pot. Where the latter traffics solely in physical delights,
clear a map of the sprawl you can rely on, for all the good Anastasia pleasures are found in the recesses of the mind.
it’ll do you. Once a patron steps inside this club, he can choose any
avatar he wishes; to represent himself to all other clientele,
All right, all right. Lemme paint you a pretty picture if you’re
and you can be sure no one shows his real face. What would
going to whine so much. Four sectors (you can count that
be the point? At Anastasia’s, it’s all about shedding the
high, right?). North, South, West, and Central. They make up
limits of the body and remolding your psyche into whatever
an enormous puzzle you’ll spend the rest of your life trying
form you prefer. Deep-addicted junkies go here to get their
to put together, and all of it wrapped up and squeezed
cerebral cortexes directly triggered, turning a few seconds
tight in the anaconda coil that is the Wall.
into an eternity of white-hot ecstasy. If you enter without
THE WALL your TAP active, you’ll mostly see people lying hooked up
to cyber-pods or staring off blankly into space.
What keeps one person out keeps another person in.
Remember that, ami. With the Wall, it’s all about perspec- ANTIOCH
tive. After the dirty bombs went BOOM, the GLU and NAC A self-named religious subsector, Antioch hosts members
finally decided the sprawl was a bit too hot of a potato to of practically every world religion while also providing
handle and slunk back to their holes to keep lobbing pot- room for temples, mosques, churches, and countless other
shots at each other. During the reconstruction, the fine folks places of worship for the spiritually inclined. While there’s
of Chi-town decided, for some weird reason, that they didn’t an understandable tension between various religions that

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Chicagoland

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Appendix C: chicago

are naturally at odds, there’s also a general leaning towards


CHOPPER’S
tolerance and respect. The largest congregation by far is
found at the Center for Universal Harmony. Who doesn’t love cheering when a cyber-enhanced fighter
lands a final blow on another, cracking their skull in half?
ARLINGTON HEIGHTS RAD ZONE
Even better when you’ve placed your bet on the winner.
Once a nice little suburb until it got hit by one of the Chopper’s is the most famous fighting pit in the city, hosting
dirty nukes during the Second Civil War, much of Arlington nightly bouts that often end up with one fighter maimed
Chicagoland

Heights is little more than radiation-saturated wasteland or dead. It can take a few years of fighting in minor clubs
that everyone does their level best to avoid at all costs. around town before a rookie gains enough rep to get a
Think twice before taking any sort of contract that sends chance at dominating the ring at Chopper’s.
you into this rad zone, since you’ll likely be dealing with
FEATHERSTONE NANOTECH
violent mutant animals, zeeks, and hungry hybrids, not to
mention the whole radiation poisoning threat. The Chicago HQ for the international Featherstone Nano-
tech company, supplying the sprawl with all the terrifyingly
AUSTIN LIBRARY
tiny robots that make for medical miracles, faster food pro-
Once a cultural epicenter, the Austin Library is now a cessing, and military applications that we try not to think
bombed-out shell that hosts a multitude of illiterate about too often. They’re in pretty tight with Ravenlocke
mutants who have been using scraps from first editions and the Chicago Militia, partly because they need the mili-
as toilet paper for the last few years. Plenty of clients have tary defense to protect their premises and keep operations
sent salvage teams into the library, either for posterity’s intact. As the use of nanotech is still hotly debated, they
sake or to add to their private book collections. Given the continue to have numerous public enemies who would love
library’s position on the southern border of the Arlington nothing more than to permanently shut the place down.
Heights rad zone, such paper-retrieval runs pay well for
FOX LAKE BIO DOME
the higher risk involved.
Fox Lake used to be a popular body of water for Chicago
CARPENTERSVILLE
citizens to swim in and sail on. After the war, with the con-
This older neighborhood has an odd penchant for hand- sequences of dirty nukes still fresh on everyone’s mind,
made goods, crafts, and antiques. Many shops here are an industrial coalition was formed to build the bio dome
rundown, if not entirely derelict, but if you’re ever looking that now protects one of the city’s main water-processing
for a relic from pre-war days, a search through this area’s plants. Several thousand people also live within the bio
market district is your best bet. The locals are proud of dome, maintaining processing operations while enjoying
their work, and most families have been rooted there for sanitary living conditions of far higher quality than most
several generations. of the rest of the city. There’s a several-year-long waiting
CHICAGO PENAL SECTOR list to apply for entry.

With the sprawl so rife with criminal activity, the best


GOLD COAST
solution was to designate a thirty-square-mile block as It’s all in the name, ami. The Gold Coast is where all the
the prison sector and stash all the serial killers, drug ring people with too many cryptos for their own good go to
bosses, and criminal masterminds in one spot, where they spend them all on the high life. Pretty, shiny people living
could exchange notes. The place is kept on round-the- in their pretty, shiny buildings, far away from the muck and
clock lockdown except for the daily intake processing. The mess the rest of us have to trudge through. They’ve got
penitentiaries are overseen by Ravenlocke, but there’s an access to the finest foods, the cleanest beaches, the best
undercurrent of criminal activity even within the barbed fitness facilities, and the jazziest clubs.
and bricked walls, fostered by the Mexican Mafia.
Despite most of the sprawl’s borders wriggling like worms
CHICAGO NAVAL DEFENSE HQ stuck on the sidewalk, the Gold Coast has kept itself stable.
Once you’ve crossed Lake Shore Drive, North Avenue, South
A portion of the Chicago Militia is dedicated to keeping
Divisions St., Areas of State St., or Oak St., you’ve “gone
the sweeping waterline protected, since it represents the
golden” and better be ready to pay some hefty fees in order
most vulnerable city front. Countless migrants try to swim
to stick around long enough to admire the gleam. Monthly
into shore, smugglers constantly use the beaches as launch
rent for even the shabbiest pads would keep most blue
points, and that’s not to mention the many chimera and
platers in the green for a few years. Easiest way to get
cyberforms Nortec and TLI keep dumping into the lake.
into the Gold Coast is to be born there. Even if you rack up
Launched from both the Naval HQ and the southern pier,
enough cryptos, most Coasters throw nasty looks at free-
the Navy works tirelessly to keep the waters clean and safe.
lancers with dirty pasts who try to land a pad.

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megacorps who can afford the fees, and the place is


GOLD CITY MEGA BLOCK
stacked high with shipping containers at all times, forming
Even the 1% has a 1%, and they live in the Gold City Mega a high-security maze. There’s talk of an underwater lab a
Block. Buildings here are usually a combo of living quar- mile or two off the coast…but hey, talk is just talk until it’s
ters and corp offices, and are so crammed full of amenities proven, ami.
you could spend the rest of your life indoors, waited on by
NORTEC TOWER
sims and server androids. Corporate CEOs live in elaborate
penthouses overlooking their invisible empires. This is the The administrative HQ for Nortec Industries, this massive
golden carrot Chi-town dangles before sprawlanders, who skyscraper has secured the world record at 4,367 feet—and
all dream of someday making that big strike that launches lower levels are rumored to plunge into the earth as deep
them to the heights. as the tower is high. It is a city unto itself, with lockdown
mechanisms in place that can seal it off from the outside
HUNTLEY
world for years at a time. Lower echelons are mostly staffed
Huntley is one of the temporary living quarter subsec- by the very simulacrum Nortec is famous for producing
tors where thousands of migrants are processed into the en masse, and the tower is patrolled around the clock by
city every month. From there, many transition over to the Ravenlocke security forces. The tower is divided up into
McHenry Industrial Sector for quick employment. The Bar- sim labs and experimental centers, entire floors devoted
barians at the Gates make frequent sweeps through the to R&D, plus offices, executive suites, living quarters, and
area, always eager for recruits willing to opt into a more rec centers for on-the-premises employees.
rustic, fulfilling, and violent lifestyle.
RAVENLOCKE NORTH SECTOR HQ
MCHENRY INDUSTRIAL SECTOR
The largest of Chi-town’s Ravenlocke HQs, the North Sector
This sector is a labyrinth of warehouses, factories, plants, base not only has the usual armories, golemmech garages,
vat farms, cyber mills, and droid shops. It provides one of and squad barracks, but also a massive training center for
the larger employment bases for the entire sprawl, drawing new recruits, a cybernetics plant, R&D labs, and far more
in at least two million blue platers to man the pumps, pipes, than they’ll ever reveal to the public. But, hey, at least
and vats every day. It also serves as a popular target for they keep the streets safe, neh? So long as it’s in their
drug thugs, and prostitute rings—all ready and willing to interests, of course.
give workers a bit of relief during union-mandated lunch
SERENITY TOWER
breaks.
A popular executive-level recreation center, the Seren-
MALBRAND CORP.
ity Tower is four dozen stories of lounges, bars, massage
If it’s up for sale, it probably has a Malbrand logo on it parlors, spas, gift shops, jewelry stores, and other top-qual-
somewhere. There isn’t an industrial pie they don’t have ity, luxury stores and services—all of which never close.
their fingers stuck in, catering to the mass of blue platers Corporate types often bring clients and vendors here, treat-

Chicagoland
that make up most of Chicagoland. Their corp tower has ing them to the finest treats and treatments to soften
an even bigger footprint than the Nortec Tower, though them up for the closing sales pitch. No one gets in without
it hardly rises as high. While it serves as offices and a cor- a Serenity Titanium Membership, and no one gets out
porate base, it’s also a mega-mart that requires riding without spending at least a thousand cryptos (required
automated carts to get through within a day. Some folks by the fine print).
even use it for cheap entertainment, treating it like an
THE CULT
amusement park they can take the whole family.
This faux-religious club draws a crowd by mocking the
MORAINE HILLS STATE PARK
clothing, teachings, worship, and ceremonial trappings of
One of the few parks in the sprawl that isn’t overrun with the “belief of the week.” Employees dress as monks, nuns,
gangs, it provides a rare oasis for those seeking peace gurus, and all other manner of clergy or religious officials,
among the chaos of the city—that is, so long as you aren’t while clients are encouraged to engage in all the “sin” they
there when one of many VR domain war reenactments desire. A real priest is even paid to be on the premises and
aren’t taking place there. provide absolution (for a few cryptos) for patrons who oth-
NAVY PIER erwise might leave with a soul too burdened by guilt. The
drink menu offers plenty of sacramental wine.
Chicago’s old Navy Pier is now mostly controlled by Nortec
Industries, which uses it to ship in outside resources and THE GLITTER LOUNGE
staff through a far faster and less dangerous route than The Glitter Lounge sets itself apart by being mostly staffed
the usual city ports. They also rent out pier use to any by chimeras and hybrids, which draws a crowd of similarly

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spliced beings, as well as baseline humans fascinated by


WAUKEGAN
such genetic alterations. The shows put on here are a
cavalcade of inhuman strength, agility, and endurance, A smaller city swallowed up by Chicagoland after the Wall
while the food and drink selection is tweaked to appeal to was built, Waukegan holds a rather large blue plater com-
tongues and noses far more sensitive than your average munity alongside a dense unemployment population. The
pair of nostrils. only ones who really benefit are the corporate landlords
who are constantly raising rents and kicking entire fami-
Chicagoland

THE HIVE
lies to the curb when they miss a single month’s payment.
The Hive began as an experimental community trying to As such, Waukegan sees high housing turnover, making it
form a more united, peaceful society through the sharing of one of the more transitory subsectors.
inter-connected implants, TAPs, and VR domains. It is one
ZION FOREST PRESERVE
of the few areas in Chi-town where zeeks and other mental
freaks are openly welcomed, so long as they lend their Five miles wide and twenty-five miles long, Zion Forest
peculiar psychic powers to the ongoing—and growing— Preserve not only stands as a testament to biodiversity
social experiment. It’s difficult to ever gain entrance unless within the sprawl, but also acts as training grounds for
you can prove you buy into their unique philosophy, and Ravenlocke soldiers preparing for woodland warfare.
most people find the level of data transparency and lack Dozens of smaller chimera communities hide among the
of privacy uncomfortable, if not disturbing. trees here.

THE LOOP SOUTH CHICAGO


What do you get when you cram every major Chi-town Urban Hell summarizes this area perfectly. These are all
business into just under two square miles? The Loop. This neighborhoods and cities that, for whatever reasons, have
downtown corporate sprawl is nicknamed the Ant Farm become overpopulated, but failed as desirable places to
for a reason. But it got stuck with being called the Loop live over time. Now it’s all mostly gangland…Mostly. Some
due more to the eternal hamster wheel grind the employ- of the corps have set up shop here. Maybe it’s because of
ees and managers sprint through in order to meet their the low property value, maybe it’s because they don’t want
daily sales quotas. Day-in, day-out, it’s all one big cycle of other megacorps and law enforcement agencies looking
buying, selling, discounts, markups, violent takeovers, and too hard at what they’re doing here. It’s hard to say for
endless cups of coffee and stim-sticks. In order to pack all sure why they’re here, but more than a few peeps have
these people into one spot, the Loop is constantly under- posted Media of strange things prowling the Gary Hell
going new construction, adding yet another skyscraper Zone at night.
to the dozens blocking out the dusty sunlight. All of them
BIOSOLUTIONS INC.
pale in comparison, though, to the Nortec Tower, which
once more puts Chicago in the world record archives for A CHIMERA subsidiary, Biosolutions Inc. has a minor pres-
the tallest office tower. More on it later, ami. ence in the sprawl, offering an array of biomedical services
and simulacrum production tech. Much of their work is
Beyond the hum and mutter of the worker drones in
linked to Nortec, and the more suspicious Hashtaggers out
their cubicles and offices, the Loop is known for one major
there have tried to establish a stronger link between the
thing—offering every service or product imaginable up
two corporations, suggesting Biosolutions is just another
for sale. Of course, where cryptos are flowing, there are
front for Nortec operations.
plenty of opportunists. Hackers and fixers abound, looking
to make a quick flip. BURBANK
THIRD LIFE INDUSTRIES ARCOLOGY Tired of gnawing on the same old vat-produced, cloned
food blocks? Get on down to Burbank and take your pick
Always on the cutting edge of gene cloning, gene therapy,
of the hundreds of restaurants vying for business. Sure,
and DNA recombination, TLI has set up a secure arcology
most of what they serve is the same old foodpaste if you
to give its employees and lab departments an expansive
wanna dither about the actual ingredients. But the cooks
facility where its evolutionary gene-hacking and splic-
and chefs in this sector must perform some kind of dark
ing work can continue mostly unmolested. No one but
ritual magic in their kitchens, because the dishes they serve
TLI knows exactly what goes on inside the arcology (yes,
will have you salivating for the rest of the day. Top-ranked
there are always rumors of alien DNA and inhuman beasts
dives for the week include the Gnawzone, Veggiefreakz,
being bred deep in their blackout labs). Lately, there’s been
and La Chatte Noire.
numerous employee kidnappings and killings orchestrated
by zealous religious groups.

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Appendix C: chicago

CHICAGO HEIGHTS GARY HELL ZONE


Did you know this area used to be known as the “Cross- Welcome to Hell, ami. All your nightmares of a burnt-out,
roads of the Nation” before the Second Civil War? Funny bombed-out, gang-infested wasteland are realized in this

Chicagoland
thing, considering nowadays they might as well have an strip of devastation. It’s a zone only the most hardened
invisible force field surrounding this neighborhood for as survivors should ever wander into, as the roving preda-
welcoming as they are. Practically every citizen in the area tors (human and otherwise) will make short work of any
is decked out with weaponry, from fist packs to the latest unwary ronin. At this point, the sector is so bad, no secu-
plasma blasters. And if they spot someone who they decide rity force wants to even bother with it, which just lets the
doesn’t “belong” in their precious protected community, bodies keep piling up in the streets.
or who might be endangering the peace, they aren’t shy
GYY
about escorting them out.
Business workers, executives, military operatives, and
DES PLAINS RECYC SECTOR
political figures looking to get into Chicagoland without
Most city waste and water gets funneled through the worrying about all the port dynamic can fly directly into
recycling sector, where it’s purified and sent out for another Gary International Airport—but the area has its risks. The
cycle through the mouths of the masses. Most people try whole surrounding sector is almost fully gang controlled,
to ignore the fact that they’re guzzling their own sanitized so you don’t want to be stuck there for long. GYY is fully
waste, and that the food paste in the tube they just bought walled off to public access, and most travelers use VTOL
was in their stomachs a week earlier. The main recycling transport to get from the terminals to the city proper.
plant also processes most of the city’s trash and cybernetic
KENTA CYBER DYNAMICS ARCOLOGY
castoffs, reducing to elemental components for resale.
The world’s premier cyber-tech developer and manufac-
turer, KCD has established a thriving business in its Chicago

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Appendix C: chicago

arcology, providing all grade of implants to civilians and neighborhood, thanks to heightened Ravenlocke presence.
military clients alike. This branch is responsible for their The homes and apartment complexes are far from pretty,
more primo streetware products, whereas their gutterware but they function well enough, and that’s all that counts
lines (carefully devoid of any identifying logo or registry in the end, neh?
tag) are handled off the premises. ORLANDO PARK LIVEFACS
LITTLE CUBA Another simulacrum vat factory under the jurisdiction of
Chicagoland

Little Cuba is one of the few areas where the Mexican Nortec Industries. Nortec apparently has also struck a deal
Mafia’s influence is entrenched beyond the penal sector. with TLI for this factory usage, allowing them to produce
Here, they’re represented by a splinter group called Muerto hybrid life forms and reestablished species that have been
13, identified by the bone-handled daggers always strapped approved for public exposure.
to their bared arms. In fact, the gang’s presence in this RAVENLOCKE SOUTH SECTOR HQ
Hispanic-dominated community has given rise to rumors
about a series of tunnels and prisoner smuggling routes This Ravenlocke HQ doesn’t handle as many live patrols,
that stretch from this southern portion of Chi-town all the but acts as the private security corps’ surveillance center.
way up to Chicago’s Penal Sector itself. It’s here that they monitor, record, and analyze millions
of hours of video LIVEfeeds, keeping an eye on the many
After a recent rash of prison riots, several big-time crooks
arcologies, industrial sectors, and megaplexes they’re con-
went missing in the chaos, while word circulated on the
tracted to protect. There’s enough material in their archives
news feeds that they’d been spotted down in Little Cuba
to blackmail half the city!
before disappearing again. The coordination and resources
required to pull off this sort of operation would be stag- ROSELAND
gering, but the Militia apparently gave enough credence What’s in a name, ami? Call Roseland by any other name,
to these tips that they marched in and shook down the and would it smell so sweet? Nope, ‘cause this neighbor-
whole area. hood plain ol’ stinks through and through. This place is
So far, neighborhood sweeps have turned up nothing but just one step above Gary Hell Zone, and that’s not saying
legitimate storefronts and restaurants, which only makes much. Settled by Dutch immigrants in the 1840s, Roseland
it more suspicious if you think about it long enough. tried to fashion itself into quite the cosmopolitan commu-
nity—until the gangs took over. And that’s where they’ve
LOCK PORT
stayed until this very day, looting, shooting, and generally
When migrants get signed on by the megacorps and pro- making living conditions as uncomfortable as possible for
cessed through the Plainfield Port, their next stop is Lock folks just trying to get by.
Port. This is where they get temporary quarters, a decent
THE MAZE
vat-grown meal, sanitizing showers, and paperwork final-
ized for their new lives as Chicagoland citizens. The sector With its snarl of streets, the Maze is one of the more
is mostly processing agent offices, trying to help people popular areas for JUMP bike racing, road wars, and any
get accustomed to their new environment with orientation other illegal motorsport competition—far enough away
sessions, a few cryptos to get them started, and a map from Ravenlocke-patrolled regions and close enough to
that marks out the sectors they shouldn’t go anywhere Gary Hell Zone that no one bothers trying to refurbish the
near unless heavily armed. area. Get down there early if you want to get your bets in
before the deaths and crashes start piling up.
NORTEC SIMULACRA PRODUCTION CENTRE
THE STEELYARDS
This is the center where Nortec produces its top-of-the-
line simulacra. These are the bioforms sold to the highest The Steelyards used to be the main waterfront industrial
bidder, custom jar-grown and specialized for individual center, providing materials import, export, and storage;
buyers’ exclusive tastes. More labor-intensive and com- however, it is currently an unviable location due to its prox-
mon-build sims are outsourced to its LIVEfacs across the imity to the Gary Hell Zone. With its cranes and warehouses
rest of the city. But here is where you go if you’re looking now overrun by gangs, the Steelyard is now a constant
for a puppet crafted just for you and no one else battle zone, with countless corpses shoved into the waters
surrounding the docks every day.
OAK FOREST
You won’t see a single blade of grass in Oak Forest, much
less a tree. The sector is the primary residential area for
blue platers who work in the Oak Lawn Warehouse Dis-
trict, giving them a short commute and a decently secure

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Appendix C: chicago

architecture around, with multi-generational families


WEST CHICAGO embedded in the area for nearly a hundred years. Needless
The west side of Chicago isn’t as inherently hostile to the to say, there’s a lot of pride and general dislike of outsid-
average sprawler as the south side is, but it still has its ers. Hybrids are particularly unwelcome in this sector, and
share of rough areas. This is a place you can go to earn the local reputation has been sullied by a spate of specism
some real cryptos, if you don’t mind negotiating through hate crimes in the past few years.
the gangs and devastated areas. This area is full of large THE FLESH POT
communities that have grown together over time, like dev-
Anything goes at the Flesh Pot, so long as it happens in
astated Aurora, or the affluent Naperville.
meat-space. If you’re visiting this establishment, you’re
AURORA BARRENS either going to enjoy the parade of gorgeous, surgical-
What used to be one of Chicago’s more affluent areas was ly-altered prostitutes, perhaps pick one out of the lineup
drilled back down to dirt during the civil war bombings. Now, for a back-room dalliance, or you’re heading there to get
it’s a patchwork place, with blue platers stitched up along- your own body tweaked and transformed in a variety of
side more affluent folks who brush shoulders with starving exotic options. So long as you’ve got the cryptos, the Flesh
gangsters—with enough brewing animosity between them Pot has the right company to keep you warm and tingly all
all that the Militia keeps a watchful eye should it ever boil night—or for a few minutes, however long you need. Call
over. Its defining feature is the ever-popular Paramount ahead for private reservations or for group rates.
Theater, which broadcasts Deep-augmented films to this HOFFMAN ESTATES LIVEFACS
day.
One of the primary simulacrum factories owned by Nortec,
CDF HEADQUARTERS Hoffman Estates LIVEfacs has recently suffered numerous
The NAC maintains a presence in Chicago through its production setbacks due to internal sabotage and exter-
control of the Congregational Doctrine of Faith; a religious nal opposition. Seems like every day, this massive clone
watchdog group. Their theocratic ideals put them at odds vat center is the site of another protest group of varying
with many megacorps that eschew morality in place of degrees of vehemence and violence. Many point to CDF
profits, especially Nortec, as they decry the soulless man- as the main culprit, given their anti-clone extremism, but
ufacturing of simulacra. As such, the CDF is believed to be no proof has been confirmed.
behind many of the industrial bombings and sabotage that GALAXY ENTERTAINMENT
plagues these ungodly companies.
Want to get the latest simulation seared straight into
CHIMERA ARCOLOGY your optical nerves? Ready to experience a full-sensory VR
The CHIMERA megacorp is globally famous for pioneering domain? Want to spend every last credit you have on the
simulacrum engineering, making the genetic-manipulation latest and greatest entertainment tech? Galaxy Entertain-
ment is all too happy to oblige. This here’s their Chicagoland

Chicagoland
breakthroughs and laying the technological foundations for
the many artificial life forms we bump shoulders with and headquarters, where they produce and develop any sort
work alongside today. Like Nortec and Third Life Industries, of media for the eager masses. Movies, Deep channels,
it faces ongoing opposition to its operations, especially digital overlays, and every illegal gutter flick unleashed on
from anti-sim military factions or highly religious organi- humanity…you name it, they make and sell it. This center
zations such as CDF. acts as admin offices, production studios, and even has a
subsector devoted to sensory immersion chambers.
To keep scientific progress safe from the ignorant masses
and protect its valuable (and often brilliant) employees, MEISSNER
CHIMERA built this arcology with high-security housing, Would you believe Orthodox Judaism has survived this
entertainment facilities, and social centers. As one of long, after so much persecution? While many religious
the most powerful megacorps in the world, they spare communities have settled up in Antioch, Meissner is dis-
no expense in protecting their staffing investments, and tinguished by having Chicago’s largest Jewish population.
should anyone be foolish enough to try and take one of It’s one of the more insular subsectors around, but so long
their workers for ransom, CHIMERA will go out of its way as they stay quiet, no one’s complaining.
to turn the would-be-kidnapper into a decisive and violent
NORTH AURORA
statement.
Aurora got hit hard in the war, and even though there’s
ELGIN
been some rebuilding in the area, it keeps getting knocked
Once a small city, Elgin has been subsumed by the Chi- down by the near-constant local gang warfare. Not exactly
cagoland sprawl. Elgin has some of the oldest original where you want to invest in real estate, neh? Mostly, it’s an

349
Appendix C: chicago

inhospitable stretch that daring smugglers or freelancers


CHICAGO MEDICAL DISTRICT
use as a shortcut when they want to avoid Militia patrols.
It’s claimed by the Aurora Angels of Death, one of the more It’s no coincidence Chi-town’s largest medical sector
infamous sprawlander gangs. popped up alongside the O’Hare Military Sector. Many of
the clinics and borg shops here are owned by Ravenlocke
NORTH AURORA AGROFACS
or the Militia, giving soldiers and mercs a steep discount
There’s plenty of food around town, but most of it’s crap. whenever they need patching up. Civilians can solicit here,
Chicagoland

You’ve got the North Aurora AgroFacs to thank for much of but unless your life’s on the line, prices are gonna make
that. Their accelerated agricultural factory never actually you wonder if any cure is worth the deduction to your
factors in things like taste or visual appeal as it works to credit account. Oh, and none of that “chakra alignment” or
churn out and clone enough bland food paste, vat chum, other mystic healing bullcrap here. All services are robot or
and fake meat to keep the masses from starving. flesh-based. You want some chants and crystals? I know
RAVENLOCKE WEST SECTOR HQ a place in Korea Town…

Ravenlocke makes sure to keep a clear presence in most


CHICAGOLAND STADIUM
Chi-town sectors, and the Westside is no exception. This The original Chicago Stadium only remained open until
is where they launch all local patrols, transfer criminals to 1994, having been an indoor sports arena, theater, and
the Chicago Penal Sector, or any number of their unmarked community center. In the 2020s, the new Chicagoland
“rehabilitation” centers, and present a positive public face Stadium was constructed for similar purposes, through
so citizens are assured the private security corp always on a far grander scale, and it hosted countless concerts,
has their best interests at heart. rodeos, political rallies, and war protests.
These days, this stadium is the epicenter of one of the
largest ongoing black market operations in the sprawl.
CENTRAL CHICAGO Illegal sim and virtual domains are sold side-by-side with
Central Chi-town is a sector of contrasts. Some of the drugs that’ll have you foaming at the mouth for a week.
largest megacorps in the plex are based in central Chicago. Gangs can get their hands on plenty of glitched weaponry,
That, along with the Space Elevator and the Chicago and even the local militia has been seen strolling through
Defense Force (CDF), means heavy security, fast response in civvies, eyeing the wares. It’s all overseen by a woman
times, and general more pain and hell than most freelanc- named Merc Matron who takes a significant cut from the
ers are willing to deal with. All that said, there are fringe vendors—profits she then uses to fund private security
areas where you’ll find some of the hardest blasters and and keep the peace.
razors to walk the plex. The Lombard projects, Coffin City, CHINATOWN
and other places will grind you to dust if you aren’t careful.
The Triads, Russian mafia Tongs and other crime syndicates There’s a reason Chinatown clings close to the Loop and
base their operations in central Chicago where they can the Gold Coast. The Chinese have made some heavy invest-
influence the city’s political and corporate leaders. Tread ments in Chicagoland’s post-war development, and they’re
carefully here ami. sticking around for good to make sure they see decent
returns on their deposits. The Chinatown population keeps
BLACK KNIGHT ARMAMENTS the culture thriving with curio shops, restaurants, auto-
HQ and main market for the Black Knight Armaments mated needle carts, and souvenir joints. They’ve got their
weapons and armor manufacturing company. Getting ready fair share of gangs too, but fortunately the mile-long civilian
to make a hit on the nearest corp skyscraper or wanting region—the single largest in Chicago, if you’d believe it—at
to push a competitor ronin out of your territory? It’s in least gives them room to hash out their street-side battles
your favor to stock up here, ami, assuming you’ve got the with minimal innocents getting caught in the crossfire.
cryptos. Word on the street is they’re the best in the busi- COFFIN CITY
ness, but you should never believe everything you hear.
Most of their popularity is due to savvy marketing rather Twenty-three years ago, architects and city planners,
than the quality of their gear. Still, their stock can help you looking to solve the growing problem of over-crowding,
get the job done, and bangers might think twice before delved deep into the guts of the earth and built Eden,
attacking if they see you striding along with titanium plate an underground LIVEfac unlike anything anyone had ever
armor strapped to your chest. seen.
They had high hopes, marketing Eden with the catchy
meme; “Down is the new up!” Hoping to attract affluent
members of society, they spared no expense to ensure

350
Appendix C: chicago

the sector was both safe and fun to live in. The place had Every surface is designed to offer a cozy pad for clients
expansive subterranean housing complexes, agro-domes; to sink into as their latest hit takes hold, while the chaotic
even restaurants, media theaters, roadways, EDUfacilities color scheme confuses where reality begins and the trip
and shopping malls. To top it off, they coded a state-of-the- ends even more. They’ve even got some padded back
art AI (Ophelia-9) to handle the infrastructure. rooms where patrons can safely sample some of the edgier
It backfired. batches without anyone getting hurt. The place is watched
over by the bloodshot eyes of one self-named Guru Bashki,
Nobody…well none of the right people…bought into a man of indefinable ethnic background who likes to trap
the propaganda. The rich simply preferred to live above people in long, rambling conversations about “doors of the
ground, as high above ground as possible, and billions of mind” and the “transformative power of music.”
cryptos in development couldn’t convince them to move
underground. The media feed hyped Coffin City as the JAXES
wave of the future. Coffin City was supposed to be this Jaxes isn’t your typical dance-and-drink dive. Nothing even
slick, shiny sub-sector. Instead, Coffin City devolved into close, ami, and best you be warned of that upfront for two
a ghetto filled with some of the worst criminal elements big reasons. First, you don’t want to be the sprawler dumb
in the megasprawl after the developers, looking to make enough to get lured in here, promised a heaping plate of
at least some of their money back, slashed the cost of hot food and easy cryptos. Second, you don’t want to work
living space to a fraction of the original price. Personally, for the sickos who go here for “fun.”
I wouldn’t set foot in the place… Check that. I’d go down
Once you get past the cozy front, an incredibly disturb-
into the coffin if I was being paid. Gotta make your scratch
ing reality lurks in the back rooms. Want to whip someone
anyway ya can, neh? The place is a death trap Ami, and
bloody? Want to taunt a prisoner while they’re tortured
that’s the straight truth.
to death in a cage? Pay up and enjoy having your most
DOWNERS GROVE twisted appetites sated. Most clients are wealthy psychos
with anger management issues who get off on the pain and
A huge swath of urban sprawl, Downers Grove is a mish-
suffering of others weaker than them. Everything from psy-
mash of housing, industrial factories, and gang hovels that
chological to nerve-scarring torment is on the menu, and
somehow escaped the war relatively intact. It’s a popular
the club employs the latest in stim-tech to keep prisoners
area for those looking for work, but the concentrated and
conscious and screaming in agony for as long as possible.
diverse population makes for a volatile stew of crime. The
atmosphere can turn from safe to deadly from block-to- Plenty of folks wouldn’t mind seeing the place burned
block, so be sure you know where you’re heading if you to the ground, and the sociopathic owner along with it…
ever traverse this sector. but the dude has the muscle and cryptos to successfully
defend against any legal or physical threats so far. Some
HOLY CROSS HOSPITAL
say he’s even funneling Nortec Industries funds to keep
Nothing holy about it, ami—unless you mean the patients things running smooth, seeing as his pappy’s the CEO.

Chicagoland
praying they’ll be discharged with all the parts they came
in with. The docs here do a good job, don’t doubt it, but
KOREATOWN
they’re always looking for ways to line their pockets. If Don’t let the name fool you here. Koreatown is actu-
you’re in to get a nasty gut shot treated, and then a blinger ally the most racially and ethnically diverse sector around.
gets shuttled in needing a heart transplant and you just Plenty of migrants who don’t have roots elsewhere tend
so happen to match his blood type…capisce? In the south- to get funneled into this area, adding more spice to the
ern portion of Chicago’s Medical District, this is the largest mix. Vestiges of the original Korean population still exist
medical center independent of any military, corp, or private if you know where to look.
sec control. This doesn’t stop the place from being a hotbed of gang
FUNKY BUDDHA LOUNGE warfare. In fact, because no particular group can lay a solid
claim to the area, it only encourages even the smallest
Better bring a personal air filter when you visit this estab-
gang to try and take its cut. Practically every gang in Chi-
lishment. Equal doses of enlightenment and entertainment
cagoland keeps sniffing around here, getting into countless
are found in the Funky Buddha Lounge, which purports to
scraps, trying to somehow prove they’ve got the cojones
hold the city’s widest selection of drugs and stims (legal
to take and keep control. My advice? Keep your nose out
and illegal both). From the moment you pay the reasonable
of their business and the Seoulpa rings will tend to ignore
cover charge, you’re enveloped in a haze of psychotropic
you in return. That’s how most of the area’s denizens avoid
smoke, and if you aren’t careful you soon won’t be able
getting bullet-riddled on a daily basis.
to tell the floor from the ceiling as you hand over your
last credit just to continue floating along a rainbow river.
351
Appendix C: chicago

worrying about being mugged—but if you ever disrespect


LINCOLN PARK
the Spirit of Nature (whatever that means) these gangs
City planners have done their best to cling to the few parks revere or significantly damage the trees and brush, you’ll
this sprawl has left, trying to keep the industrial expansion become so much plant food.
from taking over fully. Lincoln Park is their biggest success
NAPERVILLE
so far, partly because it’s so close to the Gold Coast City
Mega Block, with the elite living there willing to pony up to Some might make you think the only living options in
Chicagoland

keep “their” park looking nice. Just like the nearby beaches, Chi-town are the Gold Coast megaplexes or the slums. Not
access requires either an annual (1,000 cryptos) or daily true! Naperville is a thirty-five-square mile, primarily resi-
pass (100 a head). Ravenlocke patrols and battlebots are a dential area that has pooled its resources enough to keep
constant presence, but that doesn’t stop opportunists from most gangs at bay, providing a comfortable, upper-mid-
trying to abduct people from the area, since they know it’s dle class experience for those living there. There are a
lousy with CEOs and others worth a ransom. decent number of corporate offices established there as
well, which are more the source of any espionage or sab-
LITTLE ITALY
otage that happens in the area.
Technology evolves faster than we can comprehend. Cities
O’HARE MILSEC
get nuked to dust, one megacorp swallows another whole,
but despite the chaos, Little Italy is still the best place to find O’Hare has turned into one big army base, and most of
primo pizza when you need a sauce fix. Sure, the neigh- this sector marches to the beat of the military drum. It’s HQ
borhood is a bit more of a demographic mingle, thanks for the Chicago Defense Force, and even if you live there
to the Second Civil War and migrant influx, but the Italian without donning a uniform and rank, likelihood is you still
culture has never exactly been known for closing up shop take orders from these war dogs, whether you want to or
and quietly slipping away, even when technically outnum- not. One perk of sticking close to the guys with the guns
bered by its new tenants. Two hundred years of Italian and keeping their boots polished is they tend to return
settlement leaves a deep footprint here, bolstered by a the favor by providing decently safe living arrangements
sense of national pride. The area may not be as wealthy compared to the rest of the sprawl —until the bomb sirens
as it once was, but glory days come and go. Aggressive start wailing, that is. United Nations troops are also bunked
preservation attempts have kept a few landmarks intact, here, 20,000 troops strong. In other words, ami, do not
including Arrigo Park, Our Lady of Pompeii church, and the stroll in there carrying an unregistered weapon (or at least
Italian-American Sports Hall of Fame. don’t get caught doing so) unless you want to bring the
full wrath of the rank-and-file upon your head.
LOMBARD PROJECTS
SPACE ELEVATOR
Hastily constructed in the wake of the Second Civil War
when refugees streamed out of newly irradiated sectors, Up and away, ami! The Space Elevator and surrounding
the Lombard Projects now provide some of the cheap- Chicago Spaceport is one of the main reasons the sprawl
est dwellings in the Chicago sprawl. As always, you get has stayed independent from outside control. A steady
what you pay for, ami. Crowded, dank, and dirty, with stream of workers, cargo, and gear is shuttled along to
plumbing that could be described as “fickle” at best, these the orbital station at its top, serviced by space-optimized
crammed-together complexes always look like they’re robots and sims. Being one of only a handful of function-
just a heavy wind away from toppling into heaps of brick ing space elevators in the world, plenty of private corps
and lumber. Only a matter of time before someone lobs and nations are willing to hand over fistfuls of cryptos to
a Molotov cocktail in the wrong direction and the whole use our direct line to zero gravity and back.
neighborhood goes up in kindling, taking thousands of
families and squatters with it.
The elevator itself is like a mini-city, full of restaurants,
MELROSE PARK shops, and even temporary living quarters. At the same
A gorgeous strip of heavily wooded lawn, Melrose Park time, it’s such a tempting target that plenty of terrorists
is home to several hybrid and chimera gangs that have have set their sights on it, hoping to topple the whole pipe-
bought into the idea of tapping into their animalistic line. Guess it’s a good thing the Chicago Militia is camped
“totems” by sticking closer to nature. Odd thing is, these right on its doorstep where they can keep a close eye
gangs have proven relatively harmless so far, being more on potential troublemakers, neh? If you’re ever looking
about living alongside humanity (which they no longer see to break free from the sprawl, the Space Elevator is your
themselves as part of) in harmony. In fact, their guardian- quickest ticket off-planet—assuming you can afford the
ship of the park makes it one of the more peaceful spots ride, that is.
you’ll find, and most nights you can walk its paths without
352
Appendix C: chicago

SUGAR GROVE THE UNDERGROUND


Ravenlocke has grown far beyond the private sec ser- Can’t afford to have your implants tuned up in Chicago’s
vices that made it famous. Not only does Ravenlocke own Medical District? Want to avoid having to scan your biomet-
Nortec Industries, but the corp has become highly diver- rics at Holy Cross Hospital? Get on over to the Underground,
sified, to the point where it even started dabbling in the the best-known private chop shop in town. The prices are
candy-making business. Sugar Grove is home to one such right (cheap) and the service is stellar (fast and confidential).
candy factory, with products being successful enough that Just remember they tend to get all their medical supplies by
they’ve come under scrutiny for potentially addictive ingre- raiding supply caravans, while many of their extra organs

Chicagoland
dients. A concrete jungle of prefab housing and homeless and implants aren’t grown on the premises, but bought
warrens surrounds this factory. off chrome chopper gangs.
SUNNY HEIGHTS CONDOPLEX UKRAINIAN VILLAGE
If you were born in this hellish Condoplex, you’ve likely The Ukrainian Village started out as a promisingly peaceful
spent most of your life trying to escape it. Sad to say, ami, community back when the original settlers established its
this pit has a nastier reputation than quicksand for drag- industrial borders—but it’s been all a slide into the gutter
ging people down and suffocating them before they even ever since. The ethnic Ukrainians who once dominated
have a chance to make good. the population charts have been slowly pushed out while
plenty of gangs and criminal hives have replaced the busi-
It’s like someone took 100 stories of the cheapest housing
nesses that supported the region. To grind a little salt into
around and crammed tens of thousands of Chi-town’s least
the wound, all the abandoned factories surrounding the
upstanding citizens into the same square footage. Gang
area have been left to rust and rot. Toxic manufacturing
rule is law here, though which gang will depend on what
waste has seeped into the landscape and buildings over
floor you stumbled into. If you took the Gold City Mega
the years, adding mutants, disease, and large swaths of
Block and engineered its evil twin, Sunny Heights Condo-
contaminated earth to the mix.
plex would be the vile result. Its nickname is “The Candy
Factory” for a reason, too. Got an itch that can’t quite be YORKTOWN SHOPPING CENTER
scratched? An urge you need purged? A lust that must…eh,
Is it payday already? Time to hit up Yorktown Shopping
you get the point. Anything and everything can be bought
Center, two million square feet of all the cheap clothes,
and sold in this Condoplex, including your sanity and soul.
353
Appendix C: chicago

CREST HILL IMMIGRATION ZONE

SHANTY TOWNS The second-highest concentration of would-be immi-


grants beyond Hampshire, the Crest Hill Immigration Zone is
Miles upon miles of shanty towns have sprung up overseen by numerous megacorp representatives search-
outside the Wall, crowded with millions of immigrants ing for new labor and particular skills among the rabble.
hoping to someday be lucky enough to secure an offi- Lucky migrants are often approached with contracts ready
Chicagoland

cial pass into Chicagoland. These towns are hopeless for signing, offering them streamlined entry so long as they
tangles of starvation, disease, theft, murder, territory sign over at least the first ten years of their new lives to
warfare, and plain old chaos. In other words, there one corp or another.
are times you should be glad the Wall still stands
strong. And if you ever plan on leaving by road, best PLAINFIELD PORT OF ENTRY
be sure to hire the best armored car you can find to One of two main ports servicing the Crest Hill Immigration
keep from being stripped to the bone within your first Zone, the Plainfield Port is most often privately employed
hour outside the ports. by megacorps who have successfully rounded up a new
The Hampshire shanty town offers the main mili- crop of employees from the shanty towns beyond the
tary presence outside of the Wall. It’s where most Wall. These are shuttled through to sanitization clinics and
migrants get processed into the sprawl, and is a heav- undergo employee orientation within their first twenty-four
ily-secured community constantly under attack by hours of city life. Welcome to the grind, ami.
the roving gangs that infest the surrounding shanty JOLIET PORT OF ENTRY
towns. Assignment there from the Chicago Militia or
The other main port used for the Crest Hill Immigration
a private sec corp is often considered a punishment
Zone, the Joliet port is more used by migrants who enter
for screwing up a job or a place to stick new recruits
the sprawl without any sort of corporate sponsor. These
to test their mettle.
get no welcoming committee. Just a couple food paste
tubes and a “good luck” slap on the backside.
food, and VR domains you can buy. You could spend days
GARY PORT OF ENTRY
in the center and not see everything it has for sale. From
the cyber to the virtual to the real, you’ll find any amenity The Gary Port of Entry is the wretched sewer the desper-
you need there, and then some. ate can crawl through to get into Chi-town while dodging
official channels. This winds them up straight into Gary Hell
PORTS OF ENTRY Zone, where plenty of gangs and scroungers are waiting
Lookin to make a home in the walled city? Read on for with broad smiles, open arms, and sharpened razors, ready
a list of the major entry points in and out. I’m not saying to dice up the fresh meat. This port has been subjected
these are all the ways to get in and out of Chicago, but to numerous bombings over the years, so even getting
they are the only legal ways in. through the half-collapsed tunnel is a treacherous option.

HAMPSHIRE PORT OF ENTRY I-88 PORT OF ENTRY

The main entry port into the sprawl, watched over by Chicagoland does a good job of generating all necessary
Chicago Militia and private security forces alike. Most official goods and services its citizens might desire from within,
migrants are processed through here and given a handful but that doesn’t mean it refuses any trade with the outside
of basic supplies, a TAP if they need it, and a quick orien- world. Merchant runners use the I-88 port for trafficking
tation session so they can avoid getting killed their first goods into the sprawl—and this, of course, has fostered
day on the inside. a heavily-entrenched smuggling ring that operates within
the port’s processing center, diverting select shipments.
NORTH CHICAGO PORT OF ENTRY
Thanks to its proximity to the Ravenlocke North Sector HQ,
this port acts as a primary military ingress and the port of
choice for visiting political and corporate representatives
looking for safe passage into Chi-town.

354
index

INDEX
A Alarm...............................................................................................144
Accelerated Tissue Reconstruction...............................................160 Alley Cat..........................................................................................98
Acrobatics........................................................................................ 94 Alter Time Code...............................................................................145
Activist.............................................................................................112 Ammunition......................................................................................213
Act of God Armaments..................................................................178 Ammunition type..............................................................................213
Act of God Armaments Exo-Claw................................................210 Amplified Hearing...........................................................................188
Acumen Booster..............................................................................160 Amy’s Surplus Foley Arms Taw 2022.........................................216
Addiction..........................................................................................199 Amy’s Surplus Folet Arms Watchdog..........................................214
Administering Medic Treatments...................................................157 Analyze System...............................................................................145
Adventure Generator.....................................................................278 Anarchist.........................................................................................113
Adventures Based on Average Party Level................................264 Android............................................................................................35
Affluent...........................................................................................112 Android Recharge module.............................................................236
Afterburn........................................................................................200 Anticipatory protocols...................................................................145
AGA 4-Gauge Shotgun..................................................................234 Anti-Pathogen................................................................................160
AGA-12Maw Modular Assault Rifle...........................................216 Anti-Toxin System...........................................................................187
AGA 20MW Pulse Laser..............................................................234 APC-40 Antipersonnel Cluster...................................................203
AGA Annihilator Personal Rail Cannon....................................217 Appointed Monitor (Major)..........................................................109
AGA Anti-Drone Air Mines..........................................................204 Appointed Monitor (Minor)...........................................................108
AGA AP-4S Anti-Personnel Slaymore Mine.............................204 Aquarius Raptor.............................................................................193
AGA Arbalest 120MM Heavy Missile Launcher. ......................220 Aquatic Hybrid................................................................................41
AGA AV-12 Mines..........................................................................204 Armor. .............................................................................................179
AGA AVD-3 Arachnid Drop Mmines...........................................204 Armor Suits.....................................................................................117
AGA BC–1 Beam Carbine...............................................................221 Armor Degradation........................................................................118
AGA Black Knight Limited.............................................................213 Armor Descriptions........................................................................180
AGA BSR–1 Beam Sniper Rifle....................................................221 Armor Proficiency, Exotic (Combat)..............................................98
AGA Chrome Eagle .75..................................................................213 Armor Proficiency, Military (Combat)..........................................98
AGA Damnation Flamethrower....................................................221 Armor Proficiency, Simple (Combat).............................................99
AGA Eliminator Railgun................................................................234 Armor vs. Ballistic and Melee Damage.......................................117
AGA Enforcer Railgun AGA-RG30............................................218 Arrogant.........................................................................................109
AGA God of War 120MM Cannon.............................................234 Artificial Intelligence.....................................................................12

Chicagoland
AGA Lone Star Reconnaissance Drone. ......................................193 Assigning Tiers................................................................................266
AGA Mjolnir amr...........................................................................218 Asterisk Dominatrix Pain Whip.....................................................210
AGA MR–1 Maser Rifle................................................................222 Augmentation Packages..................................................................186
AGA P-Bolt Plasma Gun. ............................................................222 Augment Costs................................................................................186
AGA PL-1 Pulse Laser Pistol.......................................................222 Augmented Warrior (Combat).......................................................99
AGA PLR-1 Pulse Laser Rifle......................................................222 Augment Senses...............................................................................160
AGA PMG-1 Pulse Laser Machine Gun......................................222 Autofire Expert (Combat)...............................................................99
AGA Purge Mini Fflamegthrower................................................221 Autofire Mastery (Combat)............................................................99
AGA Rain of Steel Anti-Personnel Mine....................................205 Auto-Rejuvenation.........................................................................160
AGA “Thumper” 25MM Rotary Grenade Launcher. ....................218 Auto Rejuvenation, Lesser.............................................................161
AGA Thunderbolt...........................................................................213 A/V Feed.........................................................................................145
AGA Thundercloud........................................................................196 Awarding Zero Points....................................................................267
AGA Thunder Shotgun..................................................................216
AGA Vindicator Rail Cannon........................................................218 B
AGA X-4 Particle Beam Rifle......................................................223 Backgrounds....................................................................................112
Agent................................................................................................45 Bad Filters (major).........................................................................110
Agent Knacks..................................................................................47 Bad Filters (Minor)........................................................................108
Agent Package. ...............................................................................111 Bad Reputation (Major).................................................................110
Agent Paths. ...................................................................................50 Bad Reputation (Minor).................................................................108
Agile Stim.........................................................................................160 Bad Street Cred..............................................................................108
355
index

Ballistic damage..............................................................................116 Bomzaway Satchel Pack.................................................................201


Baseball Bat...................................................................................223 Bomzaway Molotov Cocktails.......................................................202
Basp..................................................................................................289 Bookworm........................................................................................107
Battle Built (Combat).....................................................................99 Boost Flash Engram......................................................................99
BD-4DY 12G Pump Action Shotgun............................................216 Boost System...................................................................................146
Beastperson....................................................................................292 Boost System, Improved.................................................................146
Chicagoland

Beautifiaction Treatment...............................................................187 Bounty Hunter................................................................................107


Beetle Rat. ......................................................................................289 Brawn Stim......................................................................................161
“Bessy”.50 Heavy Machinegun.............................................................219, Brazilian Para-Sar Medkit...........................................................205
235 Breaching System............................................................................188
Bicycles............................................................................................225 Broad Spectrum Antitoxin.............................................................161
Biodesign Bioprobe.........................................................................205 Broken Bottle.................................................................................223
Biodesign Omniprobe......................................................................205 Bullet Provocateur (Combat)........................................................99
Biofeedback......................................................................................187 Burst Fire Expert (Combat)...........................................................99
Biogenetics.......................................................................................13 Burst Fire Mastery (Combat)........................................................99
Bio Horror generator....................................................................320 Bypass Door Security.....................................................................146
Bio Horrors....................................................................................289
Biometers.........................................................................................205 C
Bioroid.............................................................................................37 Called Shot Effects........................................................................123
Black Knight Industries 7.62 Rotary Cannon.................................235 Called Shot, Greater......................................................................100
Black Knight Industries Amphibious Rifle. ..................................217 Called Shot, Improved....................................................................100
Black Knight Industries BK-616...................................................217 Called Shots....................................................................................123
Black Knight Industries Ghost Suit..............................................180 Camel................................................................................................100
Black Knight Industries Artemis Exoarmor.................................185 Camera Interface.............................................................................146
Black Knight Industries Enyo Exoarmor......................................185 Cannibal...........................................................................................110
Black Knight Industries Herakles Exoarmor..............................185 Can’t Hold Me Down (Combat).....................................................100
Black Knight Industries Kite Shield..............................................180 Cars/Pickups/SUVs........................................................................229
Black Knight Industries Mercury Exoarmor...............................185 Celebrity...........................................................................................113
Black Knight Industries Shotfist..................................................211 Celebrity Package...........................................................................187
Black Knight Industries Swordgun...............................................211 CES Bastion Heavy Defense Barrier. ..........................................182
Black Knight Industries Liberator Minigun.................................218, CES Dynamight................................................................................202
235 CES MPACT Explosives.................................................................202
Black Knight Industries “Lights Out” Chem Spray. ....................219 CES Nanaotherm Gel.....................................................................203
Black Knight Industries Maverick Light Auto Cannon...............218 CES Super C4 Plastic Explosive...................................................203
Black Knight Industries Ronin Body Armor...............................180 Change Protocols...........................................................................146
Black Knight Industries Rotary Cannons....................................235 Change Protocols, Greater...........................................................146
Black Knight Industries Servo System.........................................185 Character classes...........................................................................45
Black Knight Industries Valkyrie..................................................194 Charon.............................................................................................25
Black Knight Industries War Horse............................................194 Chate Link........................................................................................146
Black Knight Industries “Xbow” Bolt Thrower..........................219 Chemical Injector............................................................................188
Blacklisted (Major)........................................................................110 Chemical Scrubber..........................................................................208
Blacklisted (Minor)........................................................................108 Cherry Automotive..........................................................................178
Black Mist.......................................................................................200 Cherry Automotive Executor.........................................................229
Blaster Worm.................................................................................146 Cherry Automotive Vector Elite Motorcycle..............................226
Blood hound....................................................................................187 Cherry Pure Elegance Luxury Sedan\..........................................229
Bloodjacker.....................................................................................293 Chicagoland.....................................................................................336
Blood-thirsty Feral.......................................................................99 Child Prodigy...................................................................................113
Blue Plater.....................................................................................113 Chromed...........................................................................................100
Boards.............................................................................................225 City Sprinter....................................................................................100
Boating (Dex)...................................................................................96 Civilian tier......................................................................................119
Bodyguard.......................................................................................107 Clari-Stim........................................................................................161
Bombs on Broadway.......................................................................178 Clothing...........................................................................................236
Bombs on Broadway Armored Cape.............................................182 Cluebot.............................................................................................294
Bombs on Broadway Formal Wear.............................................. 180 Cogni-Stim........................................................................................161
356
index

Cognitive Enhancement...................................................................161 Cyberweapon...................................................................................190


Combat..............................................................................................116 Cyberweapon, Adavanced...............................................................190
Combat Assault Bot.......................................................................294 Cyberweapon, Improved..................................................................190
Combat Booster..............................................................................161 Cyborg..............................................................................................38
Combat Engineering Systems..........................................................178 Cyborg Sustenance Paste..............................................................236
Combat Webbing..............................................................................209
Command Line Paint Patterns.......................................................166 D
Communications...............................................................................185 Data Drop........................................................................................147
Compassionate..................................................................................108 Data Switch.....................................................................................148
Computer Networks........................................................................133 Data Trojan.....................................................................................148
Computing Damage..........................................................................116 DDoS Attack...................................................................................147
Comscience MTS..............................................................................186 DDoS Attack, Mass........................................................................148
Comscience SCT................................................................................185 Dead Zoner......................................................................................100
Comscience Signal Jammer..............................................................186 Debilitating Malware......................................................................148
Comscience SMS..............................................................................186 Defense Score..................................................................................117
Contacts...........................................................................................86 Deletion...........................................................................................148
Contingent Trauma Treatment......................................................161 Demolitionist....................................................................................101
Conversational Translator Eengram...........................................147 Detect Hyper Cloaking...................................................................149
Corporate Access Network............................................................135 Detect Security Intrusions.............................................................149
Corporate Mogul............................................................................107 Detect Sprite...................................................................................149
Corporate Tier.................................................................................119 Diansheng Iindustries pyin..............................................................186
Corporate Wage Slave...................................................................113 Diansheng Iindustries Signal Booster..........................................186
Cosmetic Alteration........................................................................162 Digital Bigmouth.............................................................................110
Courier Node...................................................................................188 Disrupter Trojan. ...........................................................................150
Craft Cybertech..............................................................................100 Disrupter Trojan, Mass.................................................................150
Craft (Int)........................................................................................94 Disrupt Network.............................................................................149
Creating an Engram........................................................................137 Double Tap Expert..........................................................................101
Crime Ratings...................................................................................271 Double Tap Mastery. .....................................................................101
Criminal............................................................................................113 Dragon Lash....................................................................................101
Criminal Reputation........................................................................100 Drawbacks.......................................................................................107
Cripller Worm. ...............................................................................147 Drinks...............................................................................................236
Crisis Team Responder Kit.............................................................205 Drive-By..........................................................................................101
Critical Trauma Treatment............................................................162 Drive (Dex).......................................................................................97
Curing Addiction.............................................................................200 Driving Checks.................................................................................168

Chicagoland
Currency..........................................................................................267 Driving Devices................................................................................173
Cutter (Hacker)...............................................................................100 Driving Vehicles..............................................................................169
Cyber Hound....................................................................................290 Drone Hacking................................................................................131
Cyber Intolerant (Major)..............................................................110 Drone Hand.....................................................................................188
Cyber Intolerant (Minor)...............................................................108 Drone modes of operation.............................................................129
Cyber Limbs and Cyber Eyes...........................................................188 Drones. ............................................................................................192
Cybermonk. ......................................................................................50 Drones. ............................................................................................129
Cybermonk Package........................................................................111 Drug Patch......................................................................................206
Cybernetics.......................................................................................127 Drugs...............................................................................................199
Cybernetic Slots..............................................................................127 Dubbing............................................................................................128
Cybernetic Strain Values...............................................................127 Duke Mccoy Combat Knife..............................................................212
Cyberpunk Rules.............................................................................116 Dystopia...........................................................................................11
Cyberskull, Enforcer......................................................................190
Cyberskull, Protean.......................................................................189 E
Cyber Snob (Major)........................................................................110 Educated. .........................................................................................114
Cyber Snob (Minor)........................................................................108 Effects of Overclocking Cyberware..............................................128
Cybertechnology. ............................................................................14 Elements of Cyberpunk...................................................................10
Cyber Tolerance..............................................................................100 Elite Tier..........................................................................................119
Cyber Tools.....................................................................................188 Eemergency Air Supply EnhancementI–II......................................190
Cyberware........................................................................................186

357
index

Emergency Support Patch..............................................................206 Firearm, Automatic.........................................................................189


Emotional Resistance Response System........................................190 Firearm, Heavy................................................................................189
Empower Flash Engram.................................................................101 Firearms...........................................................................................213
EMP Shielding, Advanced..............................................................190 Firearms Rules................................................................................120
EMP Shielding, Basic.....................................................................190 Fixer.................................................................................................107
Endura-Stim....................................................................................162 Flamethrowers................................................................................221
Chicagoland

Energy damage................................................................................116 Flash Bangs....................................................................................203


Energy Weapons.............................................................................221 Flash Compensators.......................................................................189
Engram Descriptions. .....................................................................138 Flash Engram Descriptions...........................................................144
Engrams...........................................................................................137 Flash Engram Entry descriptions.................................................141
Enhanced Coordination System.....................................................190 Flash Engrams................................................................................140
Enhanced Neural Net....................................................................190 Flash Upload..................................................................................150
Enhanced Vision..............................................................................188 Food. ................................................................................................236
Environmetal Regulators..............................................................190 Formation Driving (Combat, Teamwork).......................................102
Equipment Packages........................................................................111 Frugal..............................................................................................102
Erase Code.......................................................................................150 Fry System.......................................................................................151
Erratic Cyberware (Major)............................................................110
Erratic Cyberware (Minor)............................................................108 G
Escapee.............................................................................................114 Gaining, Cultivating, and Losing Contacts....................................88
Euphoria...........................................................................................201 Gearhead. ........................................................................................55
Executive Decision...........................................................................178 Gearhead Package..........................................................................111
Executive Decision Business Suit...................................................182 Gecko Hands....................................................................................189
Executive Decision Ccombat Vest...................................................182 Geek Physique..................................................................................108
Executive Decision Entourage Suit................................................182 Geek Speak.......................................................................................102
Ex-Military......................................................................................114 General Clothing............................................................................236
ExoArmor........................................................................................185 GENIE...............................................................................................27
Exotic Armor Proficiency (Combat)...............................................102 Giri (Major).....................................................................................110
Expatriate.........................................................................................114 Giri (Minor)......................................................................................109
Expert Driver..................................................................................101 Global DataNet Crawler (Hacker)...............................................102
Exploding Damage Dice..................................................................117 Glutton............................................................................................21,
Exploit Weakness............................................................................150 109
Explosive Devices............................................................................201 Glutton (major)..............................................................................110
Explosives. .......................................................................................201 Gold Account..................................................................................102
Exposed Wiring...............................................................................108 Goods and Services.........................................................................236
Exposed Wiring (Major).................................................................110 Government Access Network........................................................135
Ex-Soldier........................................................................................107 Government Agent..........................................................................107
Extend Flash Engram. ...................................................................101 Grenades..........................................................................................203
Extra Celebrity...............................................................................101 Ground Based.................................................................................237
Extra Intuition................................................................................101 Gun-Fu Disciple...............................................................................102
Extra Med Points...........................................................................101 Gun-Fu Legend................................................................................102
Extra Nanites..................................................................................102 Gun-Fu Master...............................................................................103
Gunner.............................................................................................58
F Gunner Knacks................................................................................60
Fast Food Meal..............................................................................236 Gunner Packages............................................................................112
Feats.................................................................................................98 Gunslinger Package........................................................................187
Fema Regions...................................................................................21 Gutter Tier......................................................................................119
Feral Throwback. ...........................................................................102 Gyroc Ammunition...........................................................................220
Fierce Hybrid...................................................................................41
Fight or Flight System...................................................................190 H
Films and Television Series............................................................334 Hacker..............................................................................................64
Filthy Rich.......................................................................................102 Hacking.............................................................................................131
Fingerprint Duplicator and Lockpick............................................189 Hacking (Int; Trained Only)...........................................................97
Firearm.............................................................................................189 Halt Function..................................................................................151

358
index

Hardened Armor.............................................................................118, Integrated Battle Information System.........................................190


180 Integrated Battle Information System, Advanced.......................190
Hardness..........................................................................................118 Integrated Motion Detection System............................................189
Harley-Davidson-Indian Iron Horse Cruiser..............................226 Interface Goggles and Gloves.......................................................209
Harlon Golden Eagle Cruiser.......................................................227 Interface Zero NPCs......................................................................300
Harlon LawBoss.............................................................................227 Interference (Hacker).....................................................................103
HE-40 High Explosive...................................................................203 Interplanetary.................................................................................238
Heavy Weapon Penetration...........................................................118 Intuit-Rite........................................................................................162
Heavy Weapons............................................................................... 217 Investigator.....................................................................................71
Heighten Door Security.................................................................151 Investigator Package......................................................................112
Heighten Flash Engram (Hacker, Upgrade).................................103
Helios Eye Borg..............................................................................195 J
Helios Hover-Eye............................................................................196 Jack Hammer....................................................................................223
Helios Oracle..................................................................................195 JAK...................................................................................................298
Hide System. ....................................................................................151 J-Dog. ..............................................................................................291
High Explosive Incendiary Grenades.............................................203 John/Jane Doe.................................................................................103
Hijack Function...............................................................................151
History.............................................................................................19 K
Home Access Network....................................................................135 Kangaroo System............................................................................189
Hostile Merger...............................................................................178 Kill-Box Commando........................................................................103
Hostile Takeover HT-9 Holdout Pistol.......................................214 Knowledge (Int: Trained Only)......................................................97
Hostility Trigger.............................................................................151
Hotel................................................................................................237
Human 2.0.......................................................................................39
L
Law Enforcement............................................................................269
Hybrid..............................................................................................40
Legendary Horrors.........................................................................292
Hyper Book......................................................................................209
Lexicon..............................................................................................332
Hyper-Cloaked Movement..............................................................152
Life In The Sprawl..........................................................................267
Hyper Clones...................................................................................152
Lifesaver System..............................................................................190
Hypercognition................................................................................162
Lifesaver System, Adavanced.........................................................190
Hyper Combat..................................................................................136
Ligament Enhancement...................................................................189
Hyper Maze.....................................................................................152
Light Trauma Treatment................................................................162
Hyper Image.....................................................................................152
Like a ‘G............................................................................................110
Hyper Image, Greater.....................................................................153
Link...................................................................................................153
Hyper Image, Improved...................................................................152

Chicagoland
Liquid Glory.....................................................................................162
Hyper Reality..................................................................................27,
Loading a Firearm...........................................................................122
132
Locate Dead Zone...........................................................................97
Hyper Reality Mask. ......................................................................153
Loftan Persofab Matter Assembler.............................................209
Hyper Reality Mask, Other...........................................................153
Logical Thinking..............................................................................103

I M
Identifying Cyberware.....................................................................127
M-23 Corpsman..............................................................................295
Idol...................................................................................................67
Machinegeist....................................................................................299
Immune System Booster..................................................................162
Major Drawbacks...........................................................................109
Impact Protection Package............................................................190
Major Malware..............................................................................153
Implanted Skill Module.................................................................190
Malmart Home Medkit...................................................................205
Implanted Skill Module, Advanced...............................................190
Malware Infection..........................................................................111
Improved Cyber Initiative (Hacker)................................................103
Manufacturing Cyberware.............................................................127
Improved Dragon Lash...................................................................103
Manufacturing Drugs....................................................................199
Improved Interference (Hacker).....................................................103
Mark of Death................................................................................111
Improvised Weapons.......................................................................223
Marsworks Engineering.................................................................178
Inappropriately Sized Firearms......................................................122
Marsworks “Javelin” Coil Bolt Thrower.....................................219
Indian Special Forces Communicator.............................................186
Martial Weapons Proficiency, Energy Weapons (Combat)........103
Infra/Ultra Vision Optics..............................................................189
Martial Weapons Proficiency, Flamethrowers (Combat)...........103
Instant Translation........................................................................153
359
index

Martial Weapons Proficiency, Heavy Weapons (Combat)..........103 Opportunist.....................................................................................114


Martial Weapons Proficiency, Missile Launchers (Combat)......104 Optional Rule: Wide Turns...........................................................169
Martial Weapons Proficiency, Special Weapons (Combat)........104 Outsider...........................................................................................109
Master Augment List. ....................................................................187 Overclocking Cyberware................................................................127
Maximize Flash Engram (Hacker, Upgrade)................................104 Overdrive.........................................................................................163
Medibot............................................................................................296 Override Device Protocols............................................................154
Chicagoland

Medic................................................................................................75
Medical Equipment..........................................................................205 P
Medic Knacks...................................................................................76 Particle Beam Cannon AGA-XPBC-1.01......................................223
Medic Package.................................................................................112 Patches.............................................................................................206
Medic Treatment Descriptions.......................................................160 Pattern Expert (General)..............................................................104
Medic Treatments............................................................................157 Peregrine Wingsuit.........................................................................182
Melee damage..................................................................................116 Perfect First Impression. ...............................................................104
Melee Weapons...............................................................................210 Phantom Broadcast.......................................................................154
Merman Oxygen Extraction System.............................................190 Physical Marvel. ............................................................................104
Micro Fusion Grenade....................................................................203 Pilot (Dex).......................................................................................97
Military Access Network...............................................................135 Ping System.....................................................................................154
Military Antidote Patch.................................................................206 Pistols..............................................................................................213
Military Combat Rations................................................................236 Plasma Cutter.................................................................................209
Military Tier....................................................................................119 Platinum Account...........................................................................104
Mines................................................................................................204 Popup Malware...............................................................................155
Minor Drawbacks...........................................................................108 Popup Malware, Mass...................................................................155
Minor Treatments...........................................................................163 Porsche 9035 SL...........................................................................232
Missile Launchers. ..........................................................................235 Poseidon Mobility Implants...........................................................189
Mobile Trauma Kit..........................................................................206 Possum Mine....................................................................................297
Moderate Trauma Treatment........................................................163 Post-Traumatic Stress...................................................................111
Module List.....................................................................................188 Poverty............................................................................................111
Moniter Vitals................................................................................163 Predictive Algorithim.....................................................................155
Monofilament Cluster. ..................................................................299 Primadonna.....................................................................................109
Mosquito Storm MS-2090 Machine Pistol...............................216 Private Dick Future Noir Wear....................................................178,
Muscular Improvement System......................................................192 182
Private Dick Urban Trench Coat...................................................183
N Professional Traits........................................................................107
Nakamura Motors Kamikaze Jump Board...................................225 Propulsion Systems........................................................................172
Nakamura Motors Steel Wind Motorcycle................................227 Pro Sport Athlete Package. .........................................................187
Nanite Swarm..................................................................................300 Public Access Network..................................................................134
Nano and The Age of Leisure........................................................23 Pyro-Hydra 4 Tube 50MM Missile Launcher............................221
Nano-Infection (Major).................................................................111
Nano-Infection (Minor)..................................................................109 Q
Nanoweave Organ Ssystem............................................................192 Quicken Flash Engram (Hacker, Upgrade)...................................104
Narrating a Series..........................................................................241 Quick Hybrid....................................................................................42
Negotiation Checks..........................................................................88
Neko Fanatic....................................................................................109
Nightsight........................................................................................163
R
Rage Chem........................................................................................164
Night Vision Optics.........................................................................189
Raising and Lowering Street Cred................................................93
Nonstandard Armor Options........................................................180
Ravenlocke Securities Beachhead First Responder Armor........183
Novels, Comics, and Manga...........................................................334
Ravenlocke Securities Bulwark Crowd Control Armor.............183
NPC Generator...............................................................................325
Ravenlocke Securities Jointlock Stun Glove................................211
Ravenlocke Jointlock Stungun......................................................211
O Ravenlocke Securities Justified ResponsePersonal Armor........183
Offensive Driver.............................................................................104 Ravenlocke Securities MK-II Patrol Police/Security Cruiser....232
One with the Street........................................................................104 Ravenlocke Oni................................................................................296
Open/close.......................................................................................154 Ravenlocke Securities P9D Personal Defense Weapon.............216

360
index

Ravenlocke Raptor SpecOps Armor.............................................184 Serious Trauma Treatment............................................................164


Ravenlocke Securities.....................................................................179 Shield Proficiency (Combat)...........................................................105
Ravenlocke Securities Area Detection Warning System............207 Shock Trooper Package..................................................................187
Ravenlocke Securities Locking Mechanisms..................................207 Shogun Outfitters..........................................................................179
Ravenlocke Securities Restraints..................................................207 Shogun Outfitters Dragonfly Tessen...........................................211
Ravenlocke Securities Riot Gel Gun.............................................219 Shogun Outfitters Manriki-Gusari..............................................211
Ravenlocke Securities Security Systems Override Kit.................207 Shogun Outfitters Miyamoto K-Tana...........................................211
Ravenlocke Securities Security Truncheon...................................211 Shogun Outfitters Monowhip.......................................................211
Ravenlocke Securities Throw-on Armor......................................184 Shogun Outfitters Shinobi Infiltration Suit................................184
Reckless Fighter..............................................................................111 Shogun Outfitters Shinryu Impact Suit........................................184
Recoil Compensation.......................................................................189 Shogun Outfitters Whirlwind Butterfly Swords.......................212
Refles Augmentation Mamagement Processor I-III.....................192 Shotguns..........................................................................................216
Reflexive Strike Module.................................................................189 Signal Strength and Distance.......................................................185
Reinforced Exoskeleton..................................................................192 Simple Weapons Proficiency (Firearms )......................................105
Remove Malware. ...........................................................................155 Simplified Armor Degradation.......................................................118
Repair System..................................................................................155 Simulacra.........................................................................................43
Repair System, Mass.......................................................................155 Skeletal Reinforcement I–III..........................................................192
Restaurant Meals..........................................................................236 Skilled Driver..................................................................................105
Restore Code...................................................................................156 Skills................................................................................................94
Restore Code, Major......................................................................156 Sleepyhead.......................................................................................109
Restore Code, Minor......................................................................155 SM-40/SM-19 Smoke Grenade....................................................203
Restor Sight/Hearing.....................................................................164 Sniffer Engram...............................................................................156
Resuscitate.......................................................................................164 Socialite. ..........................................................................................114
Rich...................................................................................................107 Social Traits....................................................................................107
Rifles................................................................................................216 Special Weapons.............................................................................219
Risk...................................................................................................87 Speciesism.........................................................................................12
Roadwear Reinforce Biker Jacket.................................................184 Speed of Thought (Hacker)............................................................105
Robots..............................................................................................294 Sprawler..........................................................................................79
Rocket Hammer...............................................................................224 Sprawler Knacks.............................................................................80
RPG-17 Rocket Propelled Grenade Launcher............................221 Sprawler Package...........................................................................112
Sprites..............................................................................................138
S Spybot..............................................................................................297
Sage IT Vishnu Tool-Bot...............................................................198 Spy Package.....................................................................................187
Samba Ecoline Electric...................................................................232 Stabilization System........................................................................189

Chicagoland
Samba Marathon............................................................................233 Standard Armor Options...............................................................179
Scan System.....................................................................................156 Starting Money...............................................................................111
Scent Blocker..................................................................................164 Stealth Hybrid................................................................................42
Sector Cop.......................................................................................107 Sticky Icky........................................................................................201
Security Boost. ...............................................................................156 Stim Patch........................................................................................206
Security Robot................................................................................297 Strangling Fern..............................................................................291
Security Technology.......................................................................207 STRAP.............................................................................................27
Security Zones.................................................................................274 Street Carnage (Combat)................................................................105
Sense Assumptions..........................................................................104 Street Chic Assassin’s Rifle...........................................................217
Sense Enhancement.........................................................................164 Street Chic Urchin Pistol. .............................................................214
Sense Relationships. .......................................................................105 Street Cred......................................................................................12,
Sensory Overload...........................................................................156 91
Sentinel Rock 20MM Gyroc Pod.................................................236 StreetCycle C-90 Urban Bicycle..................................................225
Sentinel Rock Auto Turret............................................................220 Street Doc.......................................................................................105
Sentinel Rock Corporation............................................................178 Street Smarts..................................................................................105
Sentinel Rock Cyclone EMP Gun..................................................220 Street Style (Combat, Style)..........................................................105
Sentinel Rock Gyroc Pistol...........................................................220 Street Sweep (Combat)....................................................................105
Sentinel Rock Gyroc Rifle.............................................................220 Street Warrior Package................................................................187
Sentinel Rock Retarious Net Launcher........................................220 Stun Patch.......................................................................................206
Sentinel Rock Street Talker 9MM pistol....................................216
361
index

Subdermal Armor...........................................................................192 Tiers..................................................................................................118


Subdermal Armor, Advanced........................................................192 Tiger Claw Cose Aassault Shotgun..............................................216
Submachine Guns.............................................................................216 Timeline.............................................................................................31
Suburashii Shogun Samurai Drone...............................................199 Toolkits............................................................................................209
Supplemental Armor......................................................................187 Tools................................................................................................208
Suppressing Fire..............................................................................106 Tough Hybrid...................................................................................42
Chicagoland

Suppression Fire Expert.................................................................106 Toxic Roach......................................................................................292


Suppression Fire Mastery..............................................................106 Toyota Locust Quad Turbo Jump Bike..........................................228
Surveillance.....................................................................................256 Traceur............................................................................................106
Surviellance Systems......................................................................165 Traceur Master..............................................................................106
Survivor Package............................................................................187 Tracking Street Cred......................................................................92
Sustained Fire..................................................................................122 TrailBoss X-89 Mountain Bike....................................................225
Synthsystems...................................................................................179 Traits................................................................................................106
Sysop Countermeasures. ................................................................135 Transgen Amplifier.........................................................................164
System Feed.....................................................................................157 Transparent.....................................................................................109
Transportation................................................................................237
T Trauma Supressor..........................................................................192
Tactical Computer...........................................................................192 Trigger Lock. ...................................................................................157
Tactical System Radio....................................................................192 Tunnel Rat.......................................................................................106
Tag....................................................................................................157 Types of Contacts...........................................................................89
Tank-N-Spank.................................................................................201 Types of Law Enforcement.............................................................272
TAP...................................................................................................27
TAP Applications............................................................................207 U
T-APP Babylon..............................................................................208 Uncanny Valley..............................................................................109
T-APP Bounty Board....................................................................208 Unplugged........................................................................................111
T-APP Cadeucus.............................................................................208 Unusual Creatures and Armor DR...............................................118
T-APP Estream!..............................................................................208 Up-Sized...........................................................................................106
T-APP Ether Combat IFF...............................................................208 Urban Punk.....................................................................................179
T-APP Firewall 4th Dimension Security.....................................208 Urban Punk Balakava. ..................................................................185
T-APP Firewall G-Net Security...................................................208 Urban Punk Columbus Twin-Barrel Pistol.................................216
T-APP Firewall Sapper Protection. ............................................208 Urban Punk Combat Jacket...........................................................184
T-APP Multitasker.........................................................................208 Urban Punk Gecko Suit..................................................................184
T-APP Newslink.............................................................................208 Urban Punk Gutterpunk .45ACP SMG.......................................216
T-APP Range-Finder/Targetting Aquisition Uplink..................208 Urban Punk Hoodyz.......................................................................185
T-APP Teamlink..............................................................................208 Urban Punk Ironfang Spring Blade.............................................212
TAZ-25/TAZ-40............................................................................204 Urban Punk Punk3d Rifle.............................................................217
Teaser Pheremones.........................................................................192 Urban Punk Street Soldiuer Combat Thredz..............................185
Tech Horrors..................................................................................298 Using Armor without Proficiency.................................................117
Technology.......................................................................................12 Using Zero Points...........................................................................91
Tendril Access Processor. .............................................................132
TG-40, TG-7 Tear Gas..................................................................204 V
The Bachelor Wars........................................................................19 Vehicle Combat................................................................................168
The Black Market...........................................................................177 Vehicle Control Interface I-III.......................................................192
The Death........................................................................................20 Vehicle Facing and Movement.......................................................168
The Eurasian Union........................................................................25 Vehicle-Mounted Weapons............................................................234
the First Scenario...........................................................................248 Vehicle..............................................................................................224
The Flare.........................................................................................25 Vehicles and DR..............................................................................118
The Second American Civil War....................................................21 Vehicles in Combat..........................................................................170
The Tier System...............................................................................265 Vehicle Statistics.............................................................................224
The Treaty of Tokyo.......................................................................23 Vehicular Combat (Combat)............................................................106
The Vehicle Control Interface.......................................................129 Vitali-Boost.....................................................................................165
Thin Chassis.....................................................................................109 Vocal Alteration............................................................................165
Thuggee TG-12 Motorcycle...........................................................228

362
index

Table 2:22: Locate dead Zone DC Modifers...............................98


W Table 2:23: Starting Character Wealth.....................................112
War Juice.........................................................................................165 Table 3:1: Damage by Weapon Class............................................116
Wastelander...................................................................................107 Table 3:2: Die Type Averages........................................................116
Wasteland Traders........................................................................179 Table 3:3 Unusual Creatures and Armor DR.............................118
Wasteland Traders Decapitator Chain Axe................................212 Table 3:4: Two Weapon Firing Penalties. ...................................122
Wasteland Traders Disemboweler Chain Dagger.......................212 Table 3:5: Called Shot Locations.................................................124
Wasteland Traders Dusty Roads Cruiser...................................228 Table 3.6: Vehicle Control Interface...........................................129
Wasteland Traders Eviscerator Chain Sword............................212 Table 3:7: Standard Tendril Access Processor...........................132
Wasteland Traders Lacerator Knife............................................213 Table 3:8: Hacking Options and DCs...........................................134
Wasteland Traders MG-762 7.62MM.......................................219 Table 3:9: Engrams........................................................................137
Wasteland Traders Pneumatic Dart Rifle..................................217 Table 3:11: Sprite Detection...........................................................149
Wasteland Traders Reaver Harpoon Gun..................................224 Table 3:12: Disrupter Trojan Effects...........................................150
Wasteland Traders Shillelagh Havoc Stick................................213 Table 3:13: HR Object Strength...................................................154
Wasteland Traders Tarantula Hunting Rifle............................217 Table 3:14: Concentration Check DCs..........................................158
Wasteland Traders ‘Whip Scorpion’ Sand Rail.........................233 Table 3:15: Security Zone Ratings................................................165
Wasteland Wanderer 9MM SMG...............................................216 Table 3:16:Vehicle Size by Squares...............................................168
Water Weasel Amphibious Patrol Craft.....................................234 Table 3:17: Vehicle Defense Score and CMB Modifier by Size..171
Weapons..........................................................................................209 Table 3:18: Propulsion Systems....................................................172
Wellspring Combat Enhancement Iinjector..................................192 Table 3:19: Driving Devices...........................................................173
Widen Flash Engram (Hacker, Upgrade).....................................106 Table 3:19:Ramming Damage by Size............................................174
Wide Suppression Fire (Combat)....................................................106 Table 3:20: Vehicle Hit Points by Material................................175
WT-216LB Wastelander Long Barrel........................................216 Table 4.1: Armor.............................................................................181
Wuss.................................................................................................111 Table 4:2: Armor Options.............................................................181
Table 4.3: Communications Equipment..........................................186
Z Table 4.5: Augment Grades and Costs........................................188
Zero Points......................................................................................90 Table 4.6: Augment Packages.......................................................187
Table 4.7: Augments.......................................................................191
Table 4:8: Cyberlimb Modules......................................................189
TABLES Table 4.9: Drones..........................................................................194
Table 4.10 Drugs............................................................................200
Table 2:1: Agent..............................................................................46 Table 4.11 Explosives......................................................................202
Table 2:2: Cybermonk.....................................................................52 Table 4.12 Grenades and Mines....................................................204
Table 2:3: Small and Large Cybermonk Unarmed Damage.......54 Table 4.13: Medical Equipment.....................................................205

Chicagoland
Table 2:4: Gearhead......................................................................56 Table 4.14: Security Technology...................................................206
Table 2:5: Accelerated Drone Control........................................57 Table 4.15 TAP Applications.........................................................208
Table 2:5 : Gunner.........................................................................59 Table 4.16: Tools............................................................................209
Table 2:6: Favored Enemies...........................................................60 Table 4.17: Melee Weapons...........................................................210
Table 2:7: Favored Terrain...........................................................61 Table 4:18: Ammunition.................................................................213
Table 2:8 : Hacker..........................................................................65 Table 4:19: Ammunition Type.........................................................214
Table 2:9: Flash Engrams Prepared............................................65 Table 4.19: Pistols.........................................................................214
Table 2:10: Idol...............................................................................68 Table 4.20: Submachineguns and Shotguns................................215
Table 2:11: Investigator..................................................................71 Table 4.21 Rifles............................................................................217
Table 2:12: Medic............................................................................75 Table 4.22: Heavy Weapons.........................................................218
Table 2:13: Sprawler......................................................................81 Table 4.23: Special Weapons........................................................219
Table 2: 14: Contact Trust Improvement.....................................86 Table 4.24: Missile Launchers and Flamethrowers...................221
Table 2:15: Positive Street Cred...................................................92 Table 4.25: Energy Weapons........................................................222
Table 2:16 : Negative Street Cred................................................92 Table 4.26: Improvised Melee Weapons......................................223
Table 2:17: Athletics Check DCs...................................................95 Table 4.27: Improvised Ranged Weapons....................................223
Table 2:17: Craft Skills.................................................................94 Table 4.28: Vehicles (Bicycles).....................................................225
Table 2:18: Jump Modifiers. ..........................................................96 Table 4.30: Vehicle (Cars/Pickups/SUVs)..................................229
Table 2:19: Athletics Checks in Water.........................................96 Table 4.31: Vehicle Weapons........................................................235
Table 2:20: Knowledge Skill DCs................................................97 Table 4:32: Goods and services....................................................239
Table 2:21: Locate Dead Zone DCs..............................................98
363
index

Table 5:1 Baseline Payouts...........................................................261 Table 6:16: Agent...........................................................................326


Table 5:2 Adventures and Average Party Level........................264 Table 6:17: Gunner.........................................................................326
Table 5:3: Tier Levels. ...................................................................267 Table 6:18: Hacker.........................................................................327
Table 5:4: Law Enforcement Response Time................................278 Table 6:19: Sprawler.....................................................................327
Table 5::5: Contractors.................................................................278 Table 6:20: Agent Feats...............................................................327
Table 5:.6: The Mission..................................................................279 Table 6:21: Gunner Feats..............................................................327
Chicagoland

Table 5:.7: Urban Location. ..........................................................281 Table 6:22: Gunner (Mercenary) Feats. .....................................327
Table 5:.8: Non-urban Location...................................................281 Table 6:23: Hacker Feats..............................................................327
Table 5:.9: The Macguffin.............................................................283 Table 6:24: Sprawler (Ganger) Feats.........................................328
Table 5:.10: Innocents....................................................................284 Table 6:25: Sprawler (Street Rat) Feats....................................328
Table 5:.11: Antagonists.................................................................285 Table 6:26: Agent (Assassin) Knacks..........................................328
Table 5:.12: Twists and Complications..........................................286 Table 6:27: Agent (Infiltrator) Knacks.......................................328
Table 5:.13: Dramatic Conflict......................................................287 Table 6:28: Agent (Smuggler) Knacks.........................................328
Table 6:1: Bio-Horror Type. .........................................................321 Table 6:29: Gunner (Bounty Hunter) Knacks............................329
Table 6:2:Xenomorph Racial Skills..............................................322 Table 6:30: Gunner (Mercenary) Knacks...................................329
Table 6:3 Xenomorph Size.............................................................322 Table 6:31: Level 0 Hacker Engrams...........................................329
Table 6:4: Xenomorph Locomotion...............................................322 Table 6:32: Level 1 Hacker Engrams...........................................329
Table 6:5: Xenomorph Dermis.......................................................322 Table 6:33: Level 2 Hacker Engrams..........................................329
Table 6:6: Xenomorph Attack Mode............................................323 Table 6:34: Level 3 Hacker Engrams..........................................330
Table 6:7: Xenomorph Special Attacks........................................323 Table 6:35: Level 4 Hacker Engrams..........................................330
Table 6:8: Xenomorph Senses.......................................................323 Table 6:36: Sprawler (Ganger) Knacks......................................330
Table 6:9: Mutations.....................................................................323 Table 6:37: Sprawler (Street Rat) Knacks.................................330
Table 6:10: Drawbacks..................................................................324 Table 6:38: Armor.........................................................................330
Table 6:11: Primary Classes..........................................................325 Table 6:39: Weapons. ...................................................................331
Table 6:12: Base Physical Stats...................................................325 Table 6:40: Explosives..................................................................331
Table 6:13: Base Mental Stats.....................................................326 Table 6:41: Melee Weapons..........................................................331
Table 6:14: Race.............................................................................326 Table 6:42: Firearms.....................................................................331
Table 6:15: Class Levels................................................................326 Table 6:43: TAP Applications.......................................................331

364
index

Chicagoland

365
legal

LEGAL
15. COPYRIGHT NOTICE

15. COPYRIGHT NOTICE Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing,
LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James
Open Game License v1.0a Copyright 2000-2003, Wizards of the
Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims,
Coast, Inc. System Rules Document Copyright 2000, Wizards of the
F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
material by Jonathan Tweet, Monte Cook, and Skip Williams.
based on original material by E. Gary Gygax and Dave Arneson.
Pathfinder Campaign Setting: Technology Guide © 2014, Paizo
System Reference Document. Copyright 2000-2003, Wizards of
Inc.; Authors: James Jacobs and Russ Taylor.
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Wil-
Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011,
liams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce
Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton
R. Cordell, John D. Ratcliff, Thomas Reid, James Wyatt, based on
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material by E. Gary Gygax and Dave Arneson.
S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike
Modern System Reference Document Copyright 2002-2004,
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der, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens,
Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce
Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker,
R. Cordell, John Tynes, Andy Collins, and JD Wiker.
and JD Wiker.
Pathfinder RPG Reference Document. © 2011, Paizo Publishing,
Pathfinder RPG Game Mastery Guide. © 2010, Paizo Publish-
LLC; Author: Paizo
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Publishing, LLC.
Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost,
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der, James L. Sutter, Russ Taylor, and Greg A. Vaughan.
liams, Teeuwynn Woodruff.
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo
Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo
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Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Pub-
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lishing, LLC; Author: Jason Buhlman, based on material by Jonathan
Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
Tweet, Monte Cook, and Skip Williams.
Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010,
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LLC; Author: JD Wiker.
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Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo
K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Pub-
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lishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb,
Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland,
Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean
Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFar-
K Reynolds, Owen K.C. Stephens, and Russ Taylor.
land, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter,
Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publish-
Russ Taylor, and Steve Townshend.
ing, LLC; Author: Jason Bulmahn, based on material by Jonathan
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Tweet, Monte Cook, and Skip Williams.
Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert
Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publish-
Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda
ing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle,
Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko
Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock,
Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Rad-
Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin
ney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross,
Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie,
David Schwartz, Mark Seifter, Linda Zayas-Palmer.
Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James
Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo
L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by
Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah
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Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Spycraft 2.0. Copyright 2005,. Alderac Entertainment Group, Inc.;
Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Authors Alex Flagg, Scott Gearin, Patrick Kapera
Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.;
Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Authors Andy Collins,
Anger of Angels. © 2003, Sean K Reynolds. Jesse Decker, David Noonan, Rich Redman
Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron The Iconic Bestiary: Classics of Fantasy Copyright 2005, Lions Den
Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. Press; Author Ari Marmell
The Book of Hallowed Might. © 2002, Monte J. Cook. Hyperconscious: Explorations in Psionics Copyright 2004 Bruce
Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook. R Cordell. All rights reserved.
Path of the Magi. © 2002 Citizen Games/Troll Lord Games; If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All
Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K rights reserved.
Reynolds. Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights
Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds. reserved.
The Book of Experimental Might © 2008, Monte J. Cook. All rights Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
reserved. Swords of Our Fathers Copyright 2003, The Game Mechanics.
Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super
Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Genius Games. Author: Owen K.C. Stephens
Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Psionics Unleashed. Copyright 2010, Dreamscarred Press.
Lawinger, and Bill Webb; Based on original content from TSR. Psionics Expanded. Copyright 2011, Dreamscarred Press.
Star Wars Roleplaying Game Copyright 2000, Wizards of the Coast Kobold Quarterly Issue 11, © 2009, Open Design LLC, [Link]-
and Lucasfilm Ltd.; Authors Andy Collins, Bill Slavicsek, JD Wiker. [Link].
Spycraft Espionage Handbook Copyright 2002, Alderac Enter- The Genius Guide To Feats of Battle, © 2010, Super Genius Games.
tainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Author: Owen K.C. Stephens
Spycraft 1960s Decade Book Copyright 2003, Alderac Entertain- The Expanded Spell-less Ranger, © 2013, Open Design LLC;Au-
ment Group, Inc.; Authors Robert J. Defendi, B.D. Flory, Scott Gearin, thor: Marc Radle.
Clayton A. Oliver. Anachronistic Adventurers: The Enforcer. Copyright 2011, Super
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Inc.; Authors Steve Crow, Alexander Flagg, B.D. Flory, Clayton A. Otherverse America (2009), Coven of Bast (2010) APEX (2010),
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Spycraft Battlegrounds Copyright 2005, Alderac Entertainment Games. Author: Chris A. Field

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Group, Inc.; Authors Andy C. Davis, Alexander Flagg, Clayton A. The Otherverse Armory, Copyright 2010, Otherverse Games.
Oliver, Jason Olsan, Patrick Parrish. Author: Chris A. Field
Spycraft Mastermind Guide Copyright 2004, Alderac Entertain- Broken Earth: Pathfinder Adventure Setting, published by Sneak
ment Group, Inc.; Authors Steve Crow, Alexander Flagg, B.D. Flory, Attack Press, Copyright 2014. Written by: Matthew J. Hanson
Clayton A. Oliver. The Book of Fiends © 2003, Green Ronin Publishing; Authors:
Spycraft U.S. Militaries Guide Copyright 2004, Alderac Entertain- Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
ment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Angel, Monadic Deva from the Tome of Horrors, Revised. © 2002,
Kapera. Necromancer Games, Inc.; Author: Scott Greene, based on original
Spycraft World Militaries Guide Copyright 2004, Alderac Enter- material by E. Gary Gygax.
tainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Angel, Movanic Deva from the Tome of Horrors, Revised. © 2002,
Patrick Kapera. Necromancer Games, Inc.; Author: Scott Greene, based on original
Spycraft Modern Arms Guide Copyright 2002, Alderac Entertain- material by E. Gary Gygax.
ment Group, Inc.; Authors Chad Brunner, Tim D’Allaird, Rob Dake, Baphomet from the Tome of Horrors Complete © 2011, Necro-
Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael mancer Games, Inc., published and distributed by Frog God Games;
Petrovich, Jim Wardrip, Stephen Wilcoxon. Author: Scott Greene, based on original material by Gary Gygax.
Spycraft Faceman/Snoop Class Guide Copyright 2003, Alderac Brownie from the Tome of Horrors, Revised. © 2002, Necroman-
Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. cer Games, Inc.; Author: Scott Greene, based on original material
Oliver. by E. Gary Gygax.
Spycraft Fixer/Pointman Class Guide Copyright 2003, Alderac Daemon, Ceustodaemon (Guardian Daemon) from the Tome of
Entertainment Group, Inc.; Authors Scott Gearin. Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott
Spycraft Soldier/Wheelman Class Guide Copyright 2003, Alderac Greene, based on original material by E. Gary Gygax.
Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, Daemon, Derghodaemon from the Tome of Horrors, Revised. ©
B.D. Flory, Scott Gearin, Patrick Kapera. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on
original material by E. Gary Gygax.

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Games; Author: Scott Greene, based on original material by Ian by E. Gary Gygax.
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McDowall. Muckdweller from the Tome of Horrors Complete © 2011, Necro-


Daemon, Hydrodaemon from the Tome of Horrors, Revised. © mancer Games, Inc., published and distributed by Frog God Games;
2002, Necromancer Games, Inc.; Author: Scott Greene, based on Author: Scott Greene, based on original material by Gary Gygax.
original material by E. Gary Gygax. Nereid from the Tome of Horrors Complete © 2011, Necroman-
Daemon, Piscodaemon from the Tome of Horrors, Revised. © cer Games, Inc., published and distributed by Frog God Games;
2002, Necromancer Games, Inc.; Author: Scott Greene, based on Author: Scott Greene, based on original material by Gary Gygax.
original material by E. Gary Gygax. Nabasu Demon from the Tome of Horrors. © 2002, Necroman-
Demon, Shadow from the Tome of Horrors Complete © 2011, cer Games, Inc.; Author: Scott Greene, based on original material
Necromancer Games, Inc., published and distributed by Frog God by E. Gary Gygax.
Games; Author: Scott Greene, based on original material by Neville Necrophidius from the Tome of Horrors, Revised. © 2002, Nec-
White. romancer Games, Inc.; Author: Scott Greene, based on original
Dragon Horse from the Tome of Horrors Complete © 2011, Necro- material by Simon Tillbrook.
mancer Games, Inc., published and distributed by Frog God Games; Poltergeist from the Tome of Horrors Complete © 2011, Necro-
Author: Scott Greene, based on original material by Gary Gygax. mancer Games, Inc., published and distributed by Frog God Games;
Flumph from the Tome of Horrors Complete © 2011, Necroman- Author: Scott Greene, based on original material by Lewis Pulsipher.
cer Games, Inc., published and distributed by Frog God Games; Quickling from the Tome of Horrors Complete © 2011, Necroman-
Author: Scott Greene, based on original material by Ian McDowell cer Games, Inc., published and distributed by Frog God Games;
and Douglas Naismith. Author: Scott Greene, based on original material by Gary Gygax.
Froghemoth from the Tome of Horrors. © 2002, Necromancer Sandman from the Tome of Horrors, Revised. © 2002, Necroman-
Games, Inc.; Author: Scott Greene, based on original material by cer Games, Inc.; Author: Scott Greene, based on original material
E. Gary Gygax. by Roger Musson.
Genie, Marid from the Tome of Horrors Complete © 2011, Necro- Scarecrow from the Tome of Horrors, Revised. © 2002, Nec-
mancer Games, Inc., published and distributed by Frog God Games; romancer Games, Inc.; Author: Scott Greene, based on original
Author: Scott Greene, based on original material by Gary Gygax. material by Roger Musson.
Giant, Wood from the Tome of Horrors Complete © 2011, Necro- Skulk from the Tome of Horrors Complete © 2011, Necromancer
mancer Games, Inc., published and distributed by Frog God Games; Games, Inc., published and distributed by Frog God Games; Author:
Authors: Scott Greene, based on original material by Wizards of Scott Greene, based on original material by Simon Muth.
the Coast. Spriggan from the Tome of Horrors Complete © 2011, Necroman-
Grippli from the Tome of Horrors Complete © 2011, Necroman- cer Games, Inc., published and distributed by Frog God Games;
cer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original mate-
Author: Scott Greene, based on original material by Gary Gygax. rial by Roger Moore and Gary Gygax.
Hippocampus from the Tome of Horrors Complete © 2011, Necro- Wood Golem from the Tome of Horrors. © 2002, Necromancer
mancer Games, Inc., published and distributed by Frog God Games; Games, Inc.; Authors: Scott Greene and Patrick Lawinger.
Authors: Scott Greene and Erica Balsley, based on original mate- Christina Stiles Presents: Ultimate Options - Minor and Major
rial by Gary Gygax. Drawbacks, © 2013, Christina Stiles; Authors: Christina Stiles, Robert
Huecuva from the Tome of Horrors Complete © 2011, Necromancer Hudson, Jr., and Mike Welham
Games, Inc., published and distributed by Frog God Games; Author: Interface Zero, Full Metal Cyberpunk © 2017, Gun Metal Games,
Scott Greene, based on original material by Underworld Oracle. Authors: David Jarvis, Jeff Lee, Robert Hudson, Mike Welham, Hal
Ice Golem from the Tome of Horrors. © 2002, Necromancer Maclean, Matt Conklin jr., and Patrick Smith
Games, Inc.; Author: Scott Greene.
Iron Cobra from the Tome of Horrors. © 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by
Philip Masters.
Kech from the Tome of Horrors Complete © 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author:
Scott Greene, based on original material by Gary Gygax.
Marid from the Tome of Horrors III. © 2005, Necromancer Games,
Inc.; Author: Scott Greene.

368

Common questions

Powered by AI

In the 2090s, technology and hacking skills are integral to managing vehicles and networks. Hacking allows characters to manipulate TAPs for strategic advantage, while vehicles require tech-driven enhancements for performance. Characters can exploit these aspects using skills like Detect Hyper Cloaking or Disrupt Network to navigate or sabotage systems, illustrating the convergence of digital and physical realms in cyberpunk .

Knack selections such as tactical awareness for gunners or medical knacks for medics are pivotal in character progression, determining their specialization and effectiveness. These choices offer tailored advantages that align with a character's role, enhancing abilities necessary for mission success and shaping overall strategy. Proper knack choices amplify a character's strengths, adapting to dynamic challenges in the cyberpunk landscape .

Gunners possess specialized skills such as tactical awareness, tracking, and the ability to take enemies alive, which make them adept in combat situations and valuable in roles like bounty hunters and mercenaries. Their paths dictate their focus, with abilities tailored to capture or eliminate targets efficiently, and their mastery allows them to perform critical actions during missions while adapting to fast-paced environments .

The character in the cyberpunk genre is distinct from typical fantasy settings in that it operates in a human-centric, dystopian near-future Earth without mythical monsters, demi-humans, or divine entities. The enemies and challenges are grounded in reality, representing individuals with motivations that mirror those of the character, making confrontations more personal and morally complex .

The physical enhancements in cyberpunk settings reflect societal immersion in technology, where individuals replace body parts with advanced prosthetics to gain capabilities, embodying the seamless integration of human life with machines. This reflects a broader societal embrace and reliance on technology to enhance human potential, often blurring the lines between organic and synthetic existence .

Digital currency in the setting evolves from traditional physical money to digital forms like direct deposits and eventually to cryptocurrencies, changing how society manages transactions and responds to theft. This shift facilitates seamless financial interactions and embeds technology deeper into daily life, affecting social dynamics by promoting the adoption of body-integrated tech and altering perceptions of security and privacy .

The 'Blend In' ability allows a sprawler to mimic local citizens using their Stealth skill, avoiding detection and adversary actions unless the crowd is targeted. This skill highlights the sprawler's adaptability and resourcefulness in navigating environments undetected, enabling strategic advantages in surveillance and evasion scenarios within densely populated cyberpunk settings .

In cyberpunk settings, medical expertise is crucial for survival and maintaining operability in harsh environments. Medics leverage unique abilities like airborne nanites and honed instincts to provide medical care under adverse conditions, enhancing their reputation and trustworthiness among allies. Their skills ensure continuous support and recovery during missions, embodying the intersection of technology and healthcare .

Tactical thinking is emphasized because actions have real and consequential repercussions, such as attracting unwanted attention and legal issues. While weapons technology allows for quick and lethal engagements, using violence impulsively can lead to significant complications, including attracting law enforcement, undermining missions, and missing opportunities for intelligence gathering or creating alliances .

Drawbacks such as 'Outsider' and 'Primadonna' shape a character's social interactions by imposing penalties on diplomacy and charisma-based checks. An 'Outsider' is treated with mistrust or hostility due to their race or affiliations, whereas a 'Primadonna' aggravates partners with their demanding nature. These traits influence how characters are perceived and treated, affecting their ability to build alliances and maneuver through social networks .

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