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Pondsmith in 2017
Born
United States
NationalityAmerican
OccupationGame designer, graphic designer, writer, teacher
Mekton, Teenagers from Outer Space, Cyberpunk 2020, Castle Falkenstein
Spouse(s)Lisa Pondsmith
ChildrenCody Pondsmith
Awards2006 Origins Awards Hall of Fame
1994 Origins Awards Best Roleplaying Rules for Castle Falkenstein

Michael Alyn Pondsmith is an American roleplaying, board, and video game designer. He is best known for his work for the publisher R. Talsorian Games, where he developed a majority of the company's role-playing game lines since the company's founding in 1982.[1] Pondsmith is credited as an author of several RPG lines, including Mekton (1984), Cyberpunk (1988) and Castle Falkenstein (1994). He also contributed to the Forgotten Realms and Oriental Adventures lines of the Dungeons & Dragons role-playing game, worked in various capacities on video games, and authored or co-created several board games. Pondsmith also worked as an instructor at the DigiPen Institute of Technology.[2]

Cyberpunk Night Edge Pdf Editor Cyberpunk Night Edge Pdf Viewer. Free Role- Playing Games. This is a collection of links to over 5. RPGs) on the WWW. In general, each game is listed with author, a capsule description. ASCII, HTML, PDF, etc.). In addition, each entry has a set of non- exclusive keywords. No more missed important software updates! Cyberpunk Night Edge Pdf Adobe. ANAmap: a free RPG Map Editor. For the last 2. 0 years, I’ve been playing tabletop RPGs with friends on a very regular basis. I’ve spent a huge amount of time writing scenarii and missions. I did it with traditional pen & papers at first, and with Google Docs afterwards. Problem is: it’s ok to write. Cyberpunk is a subgenre of science fiction in a futuristic setting that tends to focus on a 'combination of lowlife and high tech' featuring advanced technological and scientific achievements, such as artificial intelligence and cybernetics, juxtaposed with a degree of breakdown or radical change in the social order.

  • 2Early career
  • 4Cyberpunk v3.0
  • 5R. Talsorian Games
  • 7Personal life

Early life and education[edit]

Born into a military family, Mike Pondsmith was the son of a psychologist and an Air Force officer,[3] who traveled around the world with the U.S. Air Force for the first 18 years of his life.[4] He graduated from the University of California, Davis with a B.A. in graphic design and a B.S. in behavioral psychology.[2][5]:207 Pondsmith recalls that he had been designing games even as a child, but it was not until college that he was introduced to the idea of pen and paper roleplaying games when a friend got a copy of the original Dungeons & Dragons(D&D). Having a lot of naval wargaming experience, he became interested in the gameplay mechanics utilized by D&D but not in the fantasy setting it presented.[6][7] His interest spiked, however, when he acquired a copy of Traveller, a science fiction role-playing game published in 1977 by Game Designers' Workshop. Dissatisfied with its mechanics, Pondsmith rewrote the game for his personal use under the name Imperial Star.[8] Pondsmith later called Traveller the best roleplaying game he had encountered in the Green Ronin's award-winning Hobby Games: The 100 Best.[9][10]

Early career[edit]

Before he became a pen and paper game designer, Pondsmith worked in the video game industry as a graphic designer. His first job after college involved designing packaging and advertising materials for the now defunct California Pacific Computer Company (CPCC). Repackaging Japanese games for the Western world market was the main focus of CPCC in its early days. He later moved on to create designs for the original titles produced by Bill Budge and for the early Ultima games designed by Richard Garriott, all of which were published by CPCC.[6] Pondsmith's job at CPCC ended because of problems the owner was having.[5]:207 Pondsmith began working at the University of California, Santa Cruz running a typesetting house.[5]:207 Pondsmith felt he could improve on the combat system of Traveller, and as a result he designed the game Imperial Star in the early 1980s purely for his own amusement.[5]:207

According to Pondsmith, there was not much to do in the area of video game design in the early 1980s due largely to the constraints of available technology. Most of the games released by CPCC were for Apple II machines. However, he was familiar with pen and paper games, which he played at the time, and became interested in paper game design. Thanks to his side-job in typesetting, he had access to very modern (for the time) computers with advanced software used in book and magazine layout. Taking advantage of this access, he wrote a game called Mekton, a mecha game based on Japanese manga books he had stumbled upon in the past. Due to the interest his work on paper games generated, game design consumed his graphic design career (although he continued designing and laying out most of the R. Talsorian Games' books).[6][11]

Early role-playing games[edit]

The first game Pondsmith designed from the ground up was Mekton, a mecha game with heavy manga and anime influences, released in 1984. Pondsmith admitted that he was mostly basing his work on the Mobile Suit Gundam manga written in Japanese, which he had acquired. Not understanding the text, he inaccurately recreated the world dynamics purely from the imagery of the comic books. The game's first public testing occurred at a local convention.[6] The initial public release of Mekton focused on its battle mechanics with no roleplaying elements at all; this made it a pure tactical war-game.[12] The success of Mekton convinced Pondsmith that he could make a business out of game design, and he founded R. Talsorian Games (RTG) in 1985.[5]:207–208 In 1986, Mekton was re-released as a proper roleplaying game with Pondsmith and Mike Jones credited as authors.[13] In 1987, RTG released another of Pondsmith's games inspired by the Japanese manga, Teenagers from Outer Space, (RPGA Gamer's Choice Award).[5]:208 In 1987, Pondsmith released Mekton II, a new edition of the system, featuring mechanics based on the Interlock System, later used with slight modifications in the Cyberpunk line.[14]Teenagers from Outer Space was re-released with significant changes to the mechanics in 1989. Games such as Cyberpunk (later Cyberpunk 2020) and Cyberpunk V3 were translated into 9 languages. Castle Falkenstein (Best Game of 1994), Cybergeneration, and Dream Park soon followed. He also collaborated with the Hero Games designers on the Fuzion system.

Cyberpunk roleplaying game[edit]

In 1988 R. Talsorian Games released Mike Pondsmith's Cyberpunk The Roleplaying Game of the Dark Future. Set in the year 2013 (and often referred to as Cyberpunk 2013), the game was a boxed product consisting of three separate books penned by Pondsmith, with Mike Blum, Colin Fisk, Dave Friedland, Will Moss and Scott Ruggels as co-authors. Several expansions by Pondsmith and other authors followed and Pondsmith released Cyberpunk 2020, a handbook with an updated story arc and mechanics, (although existing expansions remained compatible with the new game) in 1990.

Pondsmith designed Cyberpunk 2013 as the second game to use the Interlock system.[5]:208 Pondsmith attributes creation of Cyberpunk to his interest in the genre sparked primarily by Ridley Scott's Blade Runner released in 1982. The motivation behind the Cyberpunk roleplaying game was his desire to recreate the technology and dark, film noir style of the movie. Cyberpunk is the most expansive line of products in the RTG library with forty-four sourcebooks containing over 4,700 pages. The game has had an estimated 5 million players to date.[6][15]

In 1993, again under the RTG banner, Pondsmith released an alternate timeline for the Cyberpunk line. The sourcebook titled CyberGeneration was further enhanced by additional expansions and a second edition was released in 1995, that built further upon existing, explored themes. A license for the line was later acquired by Jonathan Lavallee, owner of Firestorm Ink, founded specifically to continue RTG's CyberGeneration product line in 2003.[16][17]

In 1996, Wizards of the Coast licensed Cyberpunk for their collectible card game Netrunner. Designed by Richard Garfield, Netrunner featured locations, entities, and characters familiar to Cyberpunk 2020 players.[18] The game was named one of The Millennium's Most Underrated Games in 1999 in Pyramid magazine published by the Steve Jackson Games. Mike Pondsmith is featured in the game's credits in the 'special thanks' section and makes a cameo appearance as 'Omni Kismet, Ph.D.' (character's name is an anagram of his).[19] On May 10, 2012, Fantasy Flight Games announced that they would be releasing Android: Netrunner, a new card game based on Netrunner, under license from Wizards of the Coast.[20] Another short-lived card game based on Pondsmith's IP was Cyberpunk CCG,designed by Peter Wacks, and published by Social Games in 2003.[21]

Pdf

In 1989 West End Games released a Cyberpunk and Paranoia crossover. The game, called Alice Through the Mirrorshades, was designed by Edward Bolme and is compatible with both Cyberpunk and Paranoia games. At least two fan magazines were created around the time of Cyberpunk's peak popularity with Pondsmith's approval: Interface Magazine, which evolved from the unofficial Cyberpunk Update run by Chris Hockabout, and UK-published 'Punk '21.[22][23]

Castle Falkenstein[edit]

In 1994, R. Talsorian Games released Pondsmith's steampunk-themed fantasy role-playing game titled Castle Falkenstein. The game's mechanics were based on playing cards, instead of dice, and geared towards live action role-playing. Castle Falkenstein remains Pondsmith's most critically acclaimed game to date with the 1994 Origins Award for Best Roleplaying Rules, and the 1995 Nigel D. Findley Memorial Award for Best Role-Playing Product recognitions.[24] In 2000, Castle Fankenstein was adapted to the GURPS system by James Cambias and Phil Masters, and released by Steve Jackson Games.[25]

Design contributions outside of R. Talsorian Games[edit]

Pondsmith was briefly associated with TSR, Inc., where he worked on Buck Rogers XXVc, a science-fiction RPG, and two sourcebooks for the Dungeons & Dragons: Kara-Tur: The Eastern Realms for Oriental Adventures in 1988 and Hall of Heroes for Forgotten Realms in 1989. He also made minor, uncredited contributions to the original Star Wars: The Roleplaying Game released in 1987 by West End Games.[26]

Pondsmith has also been president of GAMA (Game Manufacturers Association). In this role, in 1993, he arbitrated an out-of-court settlement between Palladium Books and Wizards of the Coast over Wizards' use of Palladium system integration notes in The Primal Order.[5]:277

R. Talsorian's hiatus and video game design[edit]

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The late 1990s had been difficult ones for the role-playing game industry and on February 15, 1998, Pondsmith announced that he was turning R. Talsorian into a part-time operation putting his major lines on hiatus.[5]:212 He ceased publication and distribution of Hero Games products and, in September 1998, they separated from RTG.[5]:151 In late 2000, Pondsmith accepted a job offer at Microsoft to produce Xbox games. As a design manager at Microsoft, he contributed to various games (mostly to the lineup of the original Xbox console's exclusive titles) released by the company's Microsoft Game Studios.[27] In MechCommander 2, released in 2001, he played the role of Steel, a character featured in cut-scenes (he also voiced the character for the in-game chatter between characters). He was also credited in Stormfront Studios' Blood Wake released in the same year. The last Microsoft title he was credited with was Crimson Skies: High Road to Revenge (2003). In 2004 he left Microsoft to join Monolith Productions where he worked on The Matrix Online (2005).[7][28][29][30] During his time at Microsoft, his wife Lisa Pondsmith kept RTG alive by keeping some books in print and helping to publish a few new books.[5]:212

The idea of a Matrix game was initially pitched internally at Microsoft by Pondsmith and one of his coworkers. Despite advanced talks with the Wachowskis, the film's producers, the project never came to fruition. Pitches to Shiny Entertainment did not succeed either and he later learned that a Matrix game was being worked on at Monolith. Given the opportunity to join the live team (responsible for maintaining the game and producing content post-launch) he decided to join Monolith. Pondsmith ended up doing mission design for the game under the auspices of Online Creative Director and Lead Game Designer Toby Ragaini.[6]

Cyberpunk v3.0[edit]

In 2000 Pondsmith announced that he was working on the third edition of Cyberpunk. The work itself started even earlier, right after the release of the Dragon Ball Z Adventure Game in 1999; and the third edition of Cyberpunk was expected to ship soon afterwards. Initially called Cyberpunk 203X, the game was scheduled for a release in the spring of 2001.[31] The first two-page preview of the game was released on August 20, 2001, marking the first pushback of the game's release date.[32] During the prolonged development of the game, Pondsmith released another preview of the third edition of Cyberpunk on December 31, 2004.[33][34] The game's early manuscript was previewed, and the first public playtesting took place during I-Con in Ronkonkoma, New York between April 8 and 10, 2005.[31] The game was written by Pondsmith, Mike Blum, Colin Fisk, Dave Friedland, Will Moss, and Scott Ruggels and was finally released on December 13, 2005 to mixed reviews.[35]

Illustrations in the game were criticized,[36][37] for being photographs of slightly modified action figures of which Pondsmith was a collector at the time.[26] The game was successful enough, however, to justify several accessories and supplements which were announced immediately after the core book's release. This included DataPack (initially called Dossier Pak), FlashPak, Gangbook and AltCult Insider. Cyberpunk v3.0, much like its predecessors, was influenced by the classic cyberpunk books written by Neal Stephenson and William Gibson, but also incorporated ideas from new literary sources, Japanese animation, and movies. According to Pondsmith, it was designed to become a commentary on the 21st century, corporate influences on everyday life, ideologies of groups, the place of government, warfare and advancements in biotechnology.[15][35]

Interlock and Fuzion system[edit]

In addition to working at RTG, Pondsmith contributed to the Hero Games' Champions line. Working mostly as an editorial assistant on books such as Alliances for the Champions: New Millennium, he was introduced to the Hero Games' mechanics (Hero System) which he later decided to merge with the Interlock System used by most of the RTG's games up to that point. The end result of this process was the Fuzion system used by the later RTG titles, most notably the third edition of the Cyberpunk game. In the foreword to the third edition of Cyberpunk, Pondsmith justified these changes as necessary for streamlining the game, and attracting new players. But like the game itself these were met with mixed reviews.[34][35] The rights to Fuzion are jointly held by Pondsmith, along with Steve Peterson and Ray Greer of Hero Games.[5]:150

R. Talsorian Games[edit]

R. Talsorian Games is a Washington-based roleplaying game publisher.[1] Founded in 1985 in California by Mike Pondsmith, it was one of the first RPG publishers to embrace desktop publishing. Currently Lisa Pondsmith, Mike Pondsmith's wife, serves as a General Manager of the company,[38] with Mike Pondsmith remaining the owner, CEO and lead designer.[39] Regarding the source of the name of the company, Pondsmith has stated that 'R. Talsorian is a real person who never plays RPGs'.[40] In a 2016 interview he clarified that the name 'R. Talsorian' derived from one of the company's investors, a 'raisin farmer in Fresno.'[41] A fellow game designer, Warren Spector, advised him to avoid naming his company after himself; Pondsmith and his associates heeded that advice by naming their company after 'the one person who would never show up at a convention ever,' Talsorian.[41]

Maximum Mike[edit]

Mike Pondsmith uses his alter-ego 'Maximum Mike' across many of the Cyberpunk books. Unlike reoccurring characters like Morgan Blackhand, Johnny Silverhand or Nomad Santiago, Maximum Mike breaks the fourth wall and talks to the reader directly.[42] Pondsmith's likeness and name, however, were used directly in the Cyberpunk world under different name; he is featured as 'Omni Kismet, Ph.D.', one of the characters in the Netrunner CCG (character's name is an anagram of 'Mike Pondsmith').[19]

Cyberpunk 2077[edit]

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On May 30, 2012, it was confirmed that Pondsmith was working with CD Projekt Red on a video game set in the Cyberpunk universe.[15][43][44] On October 18, 2012, the game's name and settings were revealed to be Cyberpunk 2077.[45][46] Immediately afterwards, Brian Crecente was able to confirm with the game's creators that Pondsmith was also working on a new edition of Cyberpunk pen and paper RPG game that would evolve the genre.[47][48][49] In the interview for GameSpot, CD Projekt's Marcin Iwiński divulged that Pondsmith's involvement in the video game development mostly focuses on the game world aspect and mechanics and his input, though constant, does not happen on a daily basis due to the distance between the parties.[50] Video game creators as well as Mike Pondsmith and other RTG designers will contribute on the newly formed cyberpunk.net blog.[50][51][52][53]

Personal life[edit]

Pondsmith has a wife, Lisa, and a son, Cody who both work at RTG. Although Mike and Lisa had met earlier, their relationship began around 1977 while both were still in college. They were married in February 1982.[54] Lisa serves as a general manager of RTG and has been credited in various titles, most notably as author alongside Jeff Grubb of The Memoirs of Auberon of Faerie sourcebook for the Castle Falkenstein system; and Cody is credited as a member of the production staff in the Cyberpunk V3.0 supplement Flashpak. He was also involved in the promotion and community communications relating to RTG's steampunk title Castle Falkenstein.[55] Before designing games, Mike Pondsmith worked as an amateur paleontologist. In his spare time he collects plastic GI Joe action figures, prominently featured in Cyberpunk v3.0 core rulebook, and enjoys outdoor activities, reading, as well as playing around with radio-controlled cars and planes.[26]

Public appearances[edit]

Pondsmith has been very active in gaming communities[23][56] and has appeared at many gaming conventions over the years. He was present at many of the Gen Cons[57] which led to his memories of his experiences to be featured in Robin D. Laws' 40 Years of Gen Con published in August 2007 by Atlas Games.[58] He attended I-CON, A-Kon, Norwescon, Origins, DEXCON, DunDraCon and others.[31][32][59] Pondsmith was a guest of honor at Ropecon 1999, Astronomicon 2001[60] and I-CON 25 (March 24–26, 2006).[39] Both Mike and his son Cody run various games during different gaming conventions.[61] Pondsmith also appeared on stage to talk about the Cyberpunk 2077 video game during two of the CD Projekt Red's conferences.[15][46]

Academic career[edit]

Between years 2010 and 2011 Pondsmith was working in the Department of Game Software Design and Production at the DigiPen Institute of Technology in Redmond,[2][62] where he taught game design classes. The two courses he taught were Game History (GAT 110) and Game Mechanics I (GAT 210).[63][64]

Awards and recognitions[edit]

Various games designed or co-created by Mike Pondsmith received awards over the years.

  • Teenagers from Outer Space received the RPGA Gamer's Choice Award[when?].[4]
  • Castle Falkenstein received the Best Roleplaying Rules of 1994 Origins Award.[24][65]
  • Castle Falkenstein received the 1995 Nigel D. Findley Memorial Award for the Best Role-Playing Product.[24]
  • Six Guns and Sorcery for Castle Falkenstein written by Edward Bolme, James Cambias, Eric Floch, Angela Hyatt, Jim Parks, Derek Quintanar, Barrie Rosen, Mark Schumann, and Chris Williams received the Best Roleplaying Supplement of 1996 Origins Award.[66]
  • Teenagers from Outer Space received the Best Other Category Role-Playing Game of 1987 Origins Gamer's Choice Award.[67]
  • Cyberpunk received the Best Science-Fiction Role-Playing Game of 1989 Origins Gamer's Choice Award.[67]
  • Kara-Tur: The Eastern Realms written by Jay Batista, Deborah Christian, John Nephew, Mike Pondsmith, and Rick Swan received the Best Role-Playing Accessory of 1989 Origins Gamer's Choice Award.[67]

On July 1, 2006, he was inducted into the Origins Awards Hall of fame, along with Jolly R. Blackburn, Rodger MacGowan, Dennis Mize (posthumously), Aaron Allston, and the game Star Fleet Battles.[68][69]

Board games designed[edit]

In 1990, during his time with TSR, Pondsmith co-designed three, two-player board games for the publisher.[70]

  • Attack in the Asteroids with Paul Lidberg and Kim Mohan
  • Battle for the Sprawls with Paul Lidberg
  • Craters of Tharsis with Paul Lidberg

Additionally R. Talsorian Games released Pondsmith's board game GoDice! in 2006.[70] The initial release of Mekton is also considered to be a board game.[71]

Bibliography[edit]

Mike Pondsmith worked on or contributed to various R. Talsorian Games' and TSR's products over the years[72][73][74][75] and wrote several articles in gaming magazines.[76]

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  • Mekton (1984) – boxed set, purely a board game[12]
  • Mekton: the Game of Japanese Robot Combat (1985) with Mike Jones
  • Roadstriker (Mekton) (1986) with Clive Hendrik, Derek Quintanar (ISBN0-937279-00-5)
  • Advanced Combat System (1986) (ISBN0-937279-02-1)
  • Mekton II (1987) (ISBN0-937279-04-8)
  • Teenagers from Outer Space (1987) (ISBN0-937279-08-0)
  • Cyberpunk: The Roleplaying Game of the Dark Future (also known as Cyberpunk 2013) (1988) – boxed set contains: View from the Edge, Friday Night Firefight and Welcome to Night City
  • Solo of Fortune (Cyberpunk 2013) (1989) with Colin Fisk, David Friedland, Will Moss, Derek Quintanar, and Scott Ruggels (ISBN0-937279-06-4)
  • Rockerboy (Cyberpunk 2013) (1989) with David Ackerman, Colin Fisk, Will Moss, Scott Ruggels, Sam Shirley, and Glenn Wildermuth (ISBN0-937279-10-2)
  • Near Orbit (Cyberpunk 2013) (1989) with Dave Ackerman, Glenn Wildermuth (ISBN0-937279-08-0)
  • Teenagers from Outer Space: 2nd Edition (1989) (ISBN0-937279-08-0)
  • Roadstriker II (Mekton II) (1990) with Clive Hendrik, Derek Quintanar (ISBN0-937279-14-5)
  • Cyberpunk 2020 (1990) with Mike Blum, Colin Fisk, Dave Friedland, Will Moss, Scott Ruggels (ISBN0-937279-13-7)
  • Night City (Cyberpunk) (1991) with Edward Bolme, Colin Fisk, Mike MacDonald, Will Moss, Lisa Pondsmith, Sam Shirley, John Smith, and Anders Swensen (ISBN0-937279-11-0)
  • Chromebook (Cyberpunk) (1991) with Colin Fisk, Dave Harmer, Mike Masarati, Derek Quintanar, Mike Rotor, John Smith, Kevin Stein, William Tracy, Karl Wu, Andrew Strassmann, Ben Wright, Jeff Hexter, Glenn Goddard, and Marcus Pregent (ISBN0-937279-17-X)
  • Home of the Brave (Cyberpunk) (1992) (credited as contributor with main authors being Edward Bolme, Michael MacDonald, Craig Sheeley, and Ross 'Spyke' Winn) (ISBN0-937279-36-6)
  • Chromebook 2 (Cyberpunk) (1992) with Ben Wright, Mike Roler, Jeff Hexter, Marcus Pregent, Craig Sheeley, Mike MacDonald, Ross Winn, Colin Tipton, and Michael Todd (ISBN0-937279-29-3)
  • Dream Park Role Playing Game (1992) (ISBN0-937279-27-7)
  • Operation: Rimfire (Mekton II) (1993) (additional material with main author being Michael MacDonald) (ISBN0-937279-37-4)
  • CyberGeneration (1993) with David Ackerman, Edward Bolme, Karl Wu (ISBN0-937294-04-7)
  • Bastille Day (CyberGeneration) (1993) with David Ackerman, Edward Bolme (ISBN0-937279-41-2)
  • Star Riders (TFOS2) (1993) with Hans Guévin (ISBN2-921573-10-5)
  • MediaFront (Cyberpunk) (1994) (credited for design with authors being David Ackerman, Edward Bolme, Eric Heisserer, Will Moss, and Justin Schmid) (ISBN0-937279-52-8)
  • Listen Up, You Primitive Screwheads!!!! (Cyberpunk) (1994) with Eric Heisserer, Craig Neeley, Mike Roter, Ross Winn, Charlie Wong, and Benjamin Wright (ISBN0-937279-45-5)
  • Eco Front (CyberGeneration) (1994) (credited for design with authors being David Ackerman and Edward Bolme) (ISBN0-937279-50-1)
  • Castle Falkenstein (1994) (ISBN0-937279-44-7)
  • Neo Tribes (Cyberpunk) (1995) (credited for guidance with authors being Eric Oppen and Ross Winn) (ISBN0-937279-72-2)
  • CyberGeneration Evolve or Die Revolution 2 (1995) with David Ackerman, Edward Bolme, and Karl Wu (ISBN0-937279-74-9)
  • Mekton Z (1995) with Mike MacDonald (ISBN0-937279-54-4)
  • Mekton Z Plus (1995) (contributor with main authors being Michael MacDonald and Benjamin Wright) (ISBN0-937279-60-9)
  • The Lost Notebooks of Leonardo da Vinci (Castle Falkenstein) (1995) with Edward Bolme and Mark Schumann (ISBN0-937279-68-4)
  • Comme Il Faut (Castle Falkenstein) (1995) with Hilary Ayers, Gilbert Milner, Barrie Rosen and Ross 'Spyke' Winn (ISBN0-937279-55-2)
  • The Book of Sigils (Castle Falkenstein) (1995) with Edward Bolme, Michael MacDonald, and Mark Schumann (ISBN0-937279-61-7)
  • Steam Age (Castle Falkenstein) (1995) with David Ackerman, Paul A. Lidberg, Derek Quintanar, Barrie Rosen, Mark Schumann, and Chris Williams (ISBN0-937279-56-0)
  • Starblade Battalion (Mekton) (1996) with Michael MacDonald, Mark Schumann, and Benjamin Wright (ISBN0-937279-78-1)
  • Mekton Empire (1996) (credited as source material author and interior artist with author being Guy W. McLimore Jr.) (ISBN0-9737271-5-2)
  • Mecha Manual 2: Invastion Terra Files (Mekton) (1996) credited as editor with authors being Craig Sheely and Benjamin Wright (ISBN0-937279-69-2)
  • Rache Bartmoss' Brainware Blowout (1996) with David Ackerman-Gray, Edward Bolme, Craig Sheeley, Chris Williams and Benjamin Wright (ISBN0-937279-84-6)
  • Teenagers from Outer Space 3rd edition (1997) (ISBN0-932799-94-9)
  • The Memoirs of Auberon of Faerie (Castle Falkenstein) (1997) (credited for layout and design with authors being Lisa Pondsmith and Jeff Grubb) (ISBN0-937279-64-1)
  • Champions, New Millennium: Alliances (1997) (ISBN0-937279-88-9)
  • Bubblegum Crisis: Before and After (1997) (credited for other writing contributions) (ISBN0-937279-92-7)
  • The DragonBall Z Adventure Game (1999) with Paul Sudlow (ISBN1-891933-00-0)
  • Mekton Zeta (2000) with Mike MacDonald (ISBN0-937279-95-1)
    • Reprint from 1995 under ANimechaniX brand with new cover and no color interior[77]
  • Dragonball Z Book 2: The Frieza Saga (2001) (ISBN1-891933-04-3)
  • Cyberpunk v3.0 (2005) with Lisa Pondsmith and Will Moss (ISBN1-891933-03-5)
  • Cyberpunk Flashpak (2006) (ISBN1-891933-19-9)
  • Beyond the Edge: Inside the Edgerunner Altcult (2008) with Ken MacKriell (ISBN978-1-891933-22-6)

For TSR

Edge
  • Kara-Tur: The Eastern Realms (Oriental Adventures) (1988) with Jay Batista, Deborah Christian, John Nephew, Rick Swan (ISBN0-88038-608-8)
  • Hall of Heroes (Forgotten Realms) (1989) with Jeff Grubb, James Lowder, David Edward Martin, Bruce Nesmith, Kate Novak, Steve Perrin, R. A. Salvatore (ISBN0-88038-711-4)
  • Buck Rogers XXVc: The 25th Century Science Fiction Role Playing Game (1990)
    • Boxed set contains: Characters & Combat, The World Book, The Technology Book, maps, cards, counters

References[edit]

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  2. ^ abc'Catalog for the Academic Year 2010–2011'(PDF). DigiPen Institute of Technology. Retrieved 2012-12-09.
  3. ^Pondsmith, Mike (2007). 'Traveller'. In Lowder, James (ed.). Hobby Games: The 100 Best. Green Ronin Publishing. pp. 331–334. ISBN978-1-932442-96-0.
  4. ^ ab'I-CON 27 :: April 4-6, 2008 at Stony Brook University'. I-CON. Retrieved 2012-12-09.[permanent dead link]
  5. ^ abcdefghijklShannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. ISBN978-1-907702-58-7.
  6. ^ abcdef'DigiPen PodClass Issue 5, September 2006'. DigiPen Institute of Technology. Archived from the original on 2014-05-06. Retrieved 2012-12-09.
  7. ^ ab'DigiPen PodClass Issue 6, October 2006'. DigiPen Institute of Technology. Archived from the original on 2013-02-13. Retrieved 2012-12-09.
  8. ^Jerry LeNeave (2010-03-02). 'Interview with a Game Designer: Mike Pondsmith'. Words In The Dark. Retrieved 2012-12-09.
  9. ^Alan De Smet. 'Hobby Games: The 100 Best Contents'. Retrieved 2012-12-12.
  10. ^Hobby Games: The 100 Best. Green Ronin Publishing. 2007. ISBN978-1-932442-96-0.
  11. ^'Interview Mike Pondsmith (Cyberpunk 2020, Castle Falkenstein)'. Mouais. November 19, 2010. Retrieved 2012-12-13.
  12. ^ ab'Mekton (1984 R. Talsorian Games edition)'. RPGnet. Retrieved 2012-12-10.
  13. ^Gamestorm. 'GameStorm Guests 2011'. Archived from the original on 2012-08-02.
  14. ^'Interlock Product Listing'. RPGnet. Retrieved 2012-12-10.
  15. ^ abcd'CD Projekt Red Group Summer Conference 2012'. Retrieved 11 June 2012.
  16. ^'About Us'. Firestorm-Ink. Retrieved 2012-12-12.
  17. ^'Interview: Jonathan Lavallee, Publisher of Cybergeneration'. LivingDice. Retrieved 2012-12-12.
  18. ^'Netrunner Base Set'. Netrunner Online Hub. August 2012. Retrieved 2012-12-12.
  19. ^ ab'Omni Kismet Phd'. NETRUNNER-L Archives. 7 October 1999. Retrieved 2012-12-12.
  20. ^'Android: Netrunner The Card Game'. Fantasy Flight Games. Retrieved 2012-12-12.
  21. ^'Cyberpunk: The Collectible Card Game'. BoardGameGeek. Retrieved 2012-12-12.
  22. ^Blechpirat der Mörderische. ''punk '21?'. cyberpunk2020.de. Archived from the original on 2012-05-17. Retrieved 2012-12-12.
  23. ^ abWisdom000. 'Reference Data'. Datafortress 2020. Archived from the original on 2013-01-17. Retrieved 2012-12-12.
  24. ^ abc'Castle Falkenstein'. R. Talsorian Games. Archived from the original on 2013-07-01. Retrieved 2012-12-10.
  25. ^'GURPS Castle Falkenstein'. Steve Jackson Games. Retrieved 2012-12-10.
  26. ^ abc'Michael Alyn Pondsmith'. Guide du Rôliste Galactique. Retrieved 2012-12-10.
  27. ^'Mike Pondsmith'. LinkedIn. Retrieved 2012-12-11.
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  30. ^'Our Games Are Built On Paper'. Escapist Magazine. Retrieved 2012-12-11.
  31. ^ abc'What's New?'. R. Talsorian Games. Archived from the original on 2013-01-17. Retrieved 2012-12-12.
  32. ^ ab'The News'. R. Talsorian Games. Archived from the original on 2005-07-06. Retrieved 2012-12-12.
  33. ^'Cyberpunk V3 preview'(PDF). R. Talsorian Games. Archived from the original(PDF) on 2012-03-15. Retrieved 2012-12-12.
  34. ^ ab'Cyberpunk v3.0 Sneak Preview'. Chimera Mag. Retrieved 2012-12-12.
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  36. ^'RPGNet Review'.
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  39. ^ ab'I-CON 25 :: March 24–26 at Stony Brook University'. I-CON. Archived from the original on 2012-11-22. Retrieved 2012-12-13.
  40. ^aeon (January 1, 2005). 'Cyberpunk 203X: A Chat With Mike Pondsmith'. gamegrene.com. Retrieved 2012-12-13.
  41. ^ abIsaac Wheeler (September 5, 2016). 'A Conversation with Mike Pondsmith, Creator of Cyberpunk 2020'. neondystopia.com. Retrieved 2016-09-09.
  42. ^Cyberpunk 2020. R. Talsorian Games. 1990. p. 186. ISBN0-937279-13-7. 'Life in 2020 isn't just all guns and drugs, if it was, we woulda named the game Dungeons & Drug Dealers. The best Cyberpunk games are a combination of doomed romance, fast action, glittering parties, mean streets and quixotic quests to do the right thing against all odds. It's a little like Casablanca with cyberware ...' - Maximum Mike
  43. ^Nathan Grayson (19 June 2012). 'Interview: CD Projekt On Cyberpunk, Future Of DRM'. Rock, Paper, Shotgun. Retrieved 2012-12-12.
  44. ^'CD Projekt Red's New RPG: Cyberpunk'. Rock, Paper, Shotgun. Retrieved 2012-12-12.
  45. ^'CD Projekt Red's Cyberpunk now Cyberpunk 2077'. Joystiq. Retrieved 2012-12-12.
  46. ^ ab'CD Projekt Red reveals Cyberpunk 2077'. CD Projekt Red. Retrieved 2012-12-12.
  47. ^Brian Crecente (12 June 2012). 'Cyberpunk 2020 getting not just a video game, but a new tabletop game as well'. Polygon. Retrieved 2012-12-12.
  48. ^'THE REVENGE OF CYBERPUNK (and why I want to punch K. W. Jeter in the face)'. LivingDice. Retrieved 2012-12-12.
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  51. ^'Part 1 of Mike Pondsmith's Introduction'. CD Projekt Red (cyberpunk.net). Retrieved 2012-12-12.
  52. ^'Part 2 of Mike Pondsmith's Introduction'. CD Projekt Red (cyberpunk.net). Retrieved 2012-12-12.
  53. ^'Part 3 of Mike Pondsmith's Introduction'. CD Projekt Red (cyberpunk.net). Retrieved 2012-12-12.
  54. ^'Geek Love Rules - Lisa Pondsmith'. DriveThruRPG. Retrieved 2012-12-13.
  55. ^'Cody Pondsmith'. Retrieved 2012-12-13.
  56. ^'Monday Bronyday: Mike Pondsmith plays Unknown Ponies'. Lurking Rhythmically. Retrieved 2012-12-13.
  57. ^Derek Pearcy. 'GenCon '95 – An Unofficial Perspective'. Steve Jackson Games. Retrieved 2012-12-13.
  58. ^Robin D. Laws (16 August 2007). 40 Years of Gen Con. Atlas Games. ISBN1-58978-097-3.
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  64. ^'Game Design and Development (GAT)'. DigiPen Institute of Technology. Retrieved 2012-12-13.
  65. ^'The 1994 Origins Awards - Presented at Origins 1995'. Origins Awards. Archived from the original on 2012-12-16. Retrieved 2012-12-11.
  66. ^'The 1995 Origins Awards - Presented at Origins 1996'. Origins Awards. Archived from the original on 2012-12-16. Retrieved 2012-12-11.
  67. ^ abc'Origins Gamer's Choice Awards'. RPGnet. Retrieved 2012-12-11.
  68. ^'AAGAD Hall of Fame - Hall of Fame Inductees'. Origins Awards. Archived from the original on 2013-12-27. Retrieved 2012-12-11.
  69. ^Panzeri Jr., Peter F. (2006-07-01). '32nd Hall of Fame Inductees Announced'(PDF). Talsorian. Archived from the original(PDF) on 2012-02-12. Retrieved 2008-12-04.
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  75. ^'Michael Pondsmith'. LibraryThing. Retrieved 2012-12-10.
  76. ^Jackson, Steve; Pondsmith, Mike; Wujcik, Erick (July–August 1993), 'The Future of Gaming', Pyramid Classic, Steve Jackson Games
  77. ^'Mekton Zeta (2000 R. Talsorian Games / ANimechaniX edition)'. RPGnet. Retrieved 2012-12-10.

External links[edit]

  • Mike Pondsmith at RPGGeek
  • Mike Pondsmith at BoardGameGeek
  • Mike Pondsmith at MobyGames
  • Part 1, part 2, and part 3 of Mike Pondsmith's Introduction on the cyberpunk.net blog
  • Mike Pondsmith at GenCon 2001 (photo)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Mike_Pondsmith&oldid=900185741'
P
THE ROLEPLAYING GAME OF THE DARK FUTURE
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-Johnn Silverhanr
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CP 3002
h. I
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P
THE ROLEPLAYING GAME OF THE DARK FUTURE
I
I
2',0 Contains corrections and clarifications to CYBERPUNK 2.0.2.0., Version 2.0, including bound-in version of SCREAMSHEETS adventures and new artwork. For a free CP
2.0.2.0.update to bring your Version 1.O online with the new data in this version, as well as a free DATA SCREEN correction overlay, just send an SASE to R. Talsorian Games, Inc. P.O. Box 7356, Dept H, Berkeley, CA. 94707.
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Cast & Crew Writers Mike Pondsmith Colin Fisk Will Moss Scott Ruggels Dave Friedland Mike Blum (Screamsheets)
Matteo Resinanti Mike Hernandez
Lisa Pondsmith JanetPiercy Fiddly Bits: Ed Bolme
Layout & Design
Doug Anderson
Matt Anacleto Mike Pondsmith Diana 'Fritz' Coldman Screamsheets: JanetPiercy & Ted Talsorian Art Recovery: Mike MacDonald
Illustration
TYPomPhY
Justin Chin Paolo Parente Chris Hockabout Sam Liu Riccardo Crosa Angelo Montanini Scott Ruggels
Diana 'Fritz' Coldman Ted Talsorian
Cover
Editing Will Moss Derek Quintanar Mike Pondsmith
c P.0.Box 7356, Berkeley, CA
USA 94706
Copyright 0 1990, 1991, 1993 by R.Talsorian Games, Inc. All Rights Reserved. Cyberpunhm is R.Talsorian's Trademark name tor it's adventure game of the dark future. The terms Netrunner. Chromebook and Night City are trademarks of R.Talsorian Games, Inc. All Rights Reserved under Universal Copyright Convention. All incidents, situtations. and persons portrayedwithin are ficlional. and any similarity, without satiric intenl, of characters living or dead is strictly coincidental.
Playtesters Anders Swenson Mike Blum Chris Hockabout Kevin DeAntonio Thaddeus Howze Barton Bolmen Sean Fitzpatric Steve lsom Lucien Stalls Ian Studebaker Magnus Seder Rob Pruden Brian Perry Jesse VanValkenburg Charlie Moore Steven Lorenz Eric Huber Randy Roosa
To Lisa. What a long, strange trip it's been!
CP 3002 ISBN 0-937-279-13-7
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Soul 6r The New Machine
............... 34
Roles .................................................. Special Abilities .................................. Rockerboys .....................................
.............................................. Netrunners................................... Techiesl2 Medias ......................................... Cops ............................................ Corporates ................................... Fixers............................................ Nomads .......................................
4 6 8 10
Solos
...........
Getting Cyberpunk Character Points ...........................
14 16 18 20 24 25
25
....................................... 26 ..............30
Statistics Fast 8 Dirty Expendables
...
Tales From the Street (Lifepath) 33 Origins & Style ................................ 34 35 Family Background .......................... Motivations & Life Events.................36 37 Big Problems. Big Wins .................... Friends & Enemies ........................... 38 39 Romantic Life ...................................
......................................
Working 41 Skill Checks ...................................... 41 Starting Skills ................................... 43 44 Career Skill List ................................. Master Skill List ................................ 45 Pickup Skills ..................................... 46 Skill Descriptions......................... 46-53 Learning New Skills .......................... 53 IP Multipliers.................................... 53 Getting More IP ............................... 54 Inventing New Skills ......................... 54 Reputation ....................................... 54
.......
Getting Fitted For the Future 57 Starting Funds ................................. 57 Encumberance................................. 59 Weapons ......................................... 60 Weapons List ........................... 61-62 Weapons Descriptions.............62-63 Old Guns ...................................... 66 Armor .............................................. 67 67 Special Equipment ........................... 2020 Gear List ................................. 68 Gear Descriptions ....................... 69-71
...
Putting the Cyber lnto the Punk 72 Cyberfashion.................................... 72 73 Cyberpsychosis ................................ Humanity Costs ............................... 74 Cybertechnology ............................. 75 Cyberware List ............................ 76-79 Surgery Codes ................................. 75 80 Fashionware..................................... Neuralware ...................................... 80 83 Implants .......................................... 85 Bioware ........................................... Cyberweapons................................. 85
86 Cyberoptics ..................................... Cyberaudio ...................................... 87 Cyberlimbs ...................................... 88 Cyberlimb Cyberweapons................91 Linear Frames................................... 91 92 Body Plating .................................... Running Out of Cash ....................... 93
..................
Friday Night Fireffght 96 Rounds & Turn Order ...................... 97 Initiative........................................... 97 97 Fast Draw ........................................ Actions ............................................ 98 More Than One Action .................98 Two Weapon Attacks .................... 98 Ambushes & Backstabs.................98 101 Line of Sight/Facing ....................... Damage......................................... 101 Hit Locations .................................. 101 Armor ............................................ 101 102 Cover ............................................. 103 Body Type Modifier ....................... Wounds ......................................... 103 Stun/Shock Saves ........................... 104 104 Death Saves ................................... Making Attacks .............................. 104 Ranged Weapons ........................... 105 106 Automatic Weapons Unusual Ranged Weapons ..........107 Beam Weapons .......................... 108 Area Effect Weapons ...................... 108 108 Shotguns.................................... Grenades.................................... 108 Flamethrowers............................ 108 Rocket Powered Grenades ..........110 Missiles....................................... 110 Explosives ................................... 110 Molotov Cocktails....................... 111 Melee Attacks ................................ 111 MartialArts & Brawling..................111 Dodging ........................................ 112 Parrying ......................................... 112 112 Melee Damage .............................. Monoknives, Mono Katanas & Slice n' Dice ............................................... 112 112 Vehicles in FNFF ............................. 112 Vehicle Combat .......................... Vehicle Damage ......................... 113
...................
...........................
Traumo Team 175 Stabilization ................................... 115 Death State .................................... 115 Healing .......................................... 116 First Aid ......................................... 116 Medical Tech ................................. 116 Speed Healing Drugs .................. 117 Nanotech ................................... 118 118 Elective Surgery .......................... Replacement Surgery..................119 119 Trauma TeamTM............................. Body Banks .................................... 120 Vat Grown Tissue Banks .................120 Bodysculpting................................ 120
Exotic Fashion ............................
121
........................................
122
Drugs Building Your Own .....................
123
.................................
Netrunner 127 Geography..................................... 128 129 Islands of the Net ........................... Regions ...................................... 129 Long Distance Links .................... 131 131 Wilderspace ................................ 131 NetWatch ................................... Bulletin Boards (BBS) ..................131 Net Gear ........................................ 132 Interfaces.................................... 132 ICONS........................................ 132 lnterface Plugs ............................ 132 Cyberdecks................................. 132 Improving Your Deck ..................134 Deck Options ............................. 134 137 Programs ....................................... Live Link Up ................................... 141 142-143 Program List ........................... Running the Net ............................ 144 Security Levels ............................... 144 Tracing .......................................... 145 Subgrids ........................................ 149 149 The Menu ...................................... Combat ......................................... 149 Initiative ..................................... 151 151 Turns & Actions .......................... 152 Range ......................................... Movement ................................. 152 Stealth & Evasion ....................... 152 Attacks Against Systems/Decks ..152 Anti-personnel Attacks ................153 Anti-IC Attacks ............................ 153 Controllers & Utilities .................153 Designing Data Fortresses ..............154 Playing Artificial Intelligences......155 Fast Fortress Construction...........164 Programming 101 ......................... 167 170-174 Virtually There ........................
.....
Ail Things Dark & Cyberpunk 175 Future Shock ........................... 176-1'85 Running Cyberpunk
............186-189
Never Fade Away: A Cyberpunk 190-203 Story/Adventure
.................. Megacorps 2020 .................204-208 Corporate Profiles................209-214
..........................
Night City Encounters .......................... Personalities ........................ Face of the City Screamsheets
275-219 220-221 222-223
..................224-237
...........
232-250
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VIEW FROM THE EDGE
As a Cyberpunk, you grab technology by the throat and hang on. You’ve got interface plugs in your wrists, weapons in your arms, lasers in your eyes. biochip programs in your brain. You become the car you drive, the gun you shoot... With cyborged fingers you pick computer locks; with enhanced senses, you see into the Future.
THE MACHINE 1
Theworld of Cyberpunk is a violent, they can. Whether it takes committing dangerousplace, filled with people crimes, defying authority or even outright who’d love to rip your ann off and revolution, the quintessential Cyberpunkcharacter is a rebel eat it. The traditional concepts of with a cause. As good and evil are replaced by the a Cyberpunkrolevaluesof expedience-you do what player, it’s up to you to find that you have to do to survive. If you L= cause and go to can do some good along the way, the wall with it. great. But don’t count on it. Cyberpunk characters are survivors in a tough, grim world, faced with life and death choices. How they make thesechoices will have a lot to do with whether they end up as vicious animals roaming a ruined world, or retain something of their basic humanity. Cyberpunk characters are the heroes of a bad situation, working to make it better (or at least survivable) whenever
This is the essence of Cyberpunkplayingyourcharacter with the proper disaffected, cynical-yet-idealistic style. Whether you’re a biker with leatheredskin and metal claws, ora debutante in satin sporting the latest in designer cyberoptics, you’re going to need a certain panachcertain flair, in portraying yourself. To achieve the essence of the 2000’s,you need to master three concepts:
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VIEW FROM THE EDGE 1) Style over Substance It doesn't matter how well you do something, as long as you look good doing it. If you're going to blow it, make sure you look like you planned it that way. Normally, clothes and looks don't matter in an adventure-in this world, having a leather armor jacket and mirrorshades is a serious consideration.
this side of the Postholocaust.Each character in this world is playing a Role-a face that person projects to the outside world as the real thing. There are 9 Roles in Cyberpunk: Rockerboys, Solos, Netrunners, Corporates, Techies, Cops, Fixers, Medias, and Nomads. As a Cyberpunk player, you must select one role for your character.
SPECIAL ABILITIES 2 ) Attitude i s Everything It's truth. Think dangerous; be dangerous. Think weak; be weak. Remember, everyone in the 2000'sis carrying lots of lethal hardware and high-tech enhancements. They won't be impressed byyour new Ht3Ksmartgun unlessyou swagger into the club looking like you know how to use it-and are just itching for an excuse. Never walk into a room when you can stride in. Never look a t someone unless you can make it your best 'killer' look. Use your best 'I'm bad and you aren't.' smile. Don't s i t around the flat or cube waiting for the next job. Get on out and hit the clubs and hangouts. Make sure you're where the party starts.
3) Live on the Edge The Edge is that nebulous zone where risk takers and highriders go. On the Edge, you'll risk your cash, your rep, even your life on something as vague as a principle or a big score. As a cyberpunk, you want to be the action, start the rebellion, light the fire. Join great causes and fight for big issues. Never drive slow when you can drive fast. Throw yourself up against danger and take it head on. Never play it too safe. Stay committed to the Edge.
ROLES: The Core of CYBERPUNK Role-playing The world of Cyberpunk is a combination of savage, sophisticated, modern and retrograde. Fashion-model beautiful Techies rub shoulders with battle armored road warriors, all of them making the scene in the hottest dance clubs, sleaziest bars and meaneststreets
SpecialAbilities are skills usableonly by specific character Roles; for example, Rockerboyshave the Special Ability of Charismatic Leadership, which representsthe vast amount of power they have over their legions of fans. When usinga Special Ability, you will add it's value tothespecificstatas if it were a skill. Rockerboy Special Ability: Charismatic Leadership. This skill allows the Rocker to sway crowds equal to his ability level squared, times 200.
Solo Special Ability: Combat Sense. Added to all lnitiative and Awareness checks, this makes the Solo the fastest reacting person in a situation. Netrunner Special Ability: Interface. This Skill reflects the Netrunner's ability to manipulate Interface programs, and is the skill used when operating Menu functions such as Locate Remote, Run Software, Control Remote, LDL Link, Load, Create and Delete. Other players can enter the Net, but can't use the Menu. Techie Special Ability: Jury Rig. This general repair skill allows the Techie to temporarily repair or alter anything for 1 D6 turns per level of skill. Medtech Special Ability: Medical Tech. This is the skill used to perform major surgery and medical repairs. Media Special Ability: Credibility. The ability to have people believe what you are saying while in your on-air persona.
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VIEW FROM THE EDGE
Cop Special Ability: Authority. The ability to intimidate or control others through your position as a lawman. Corporate Special Ability: Resources. This represents the Corporate's ability to command corporation resources. It is used as a persuasion skill, based on the scale of resources requested. Fixer Special Ability: Streetdeal. The ability to locate people, information, etc. This is a higherform of making a connection (Lifepath, pg. 27); instead of knowing only one person, you have connections everywhere. In game play, a successful use of Streetdeal allowsyou to locate and acquire a desired person, place or thing. Nomad Special Ability: Family. This allows the Nomad to call in as many Family members to aid him as his current Family Ability level x 2.
A SPECIAL NOTE ABOUT THIS PRINTING Ahem! It's NOT a Third Edition. In this reprint, we've taken extra time to fix all the corrections and typos we could find, plus squared away afew of the problems and inconsistencies. But these rules are the same rules you've been using since the2020editionofthegamewasprinted.
You'plan your crimes in thernost select clubs and bars; your enemies are Corporate armies, cyborg bike gangs, power-armored assassins and comDuter-wiredNetheads.Yourweao-
But there is one big change- the art. One of the great joys of publishing international editions is that sometimes your licensors come up with cool stuff you reallywish you'dput intoyourgame. The new art in this printing is from the great guys at Stratelibri, who publish the Italian Cyberpunk(many thanks to Paolo, Matteo, Riccardo, Angelo, Silvio and of course, Ciovanni). We hopeallofyouout there like it as much as we did! -Maximum Mike
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VIEW FROM THE EDGE
b
REBEL ROCKERS WHO US€ MUSIC AND REVOLT TO FIGHT AUTHORITY
If you live to rock, this is where you belong. Rockerboys are the street poets, social consciences and rebels of the 2000's. With the advent of digital porta-studios and garage laser disk mastering, every Rocker with a message can take itto thestreet; put it in the record stores, bounce it off the comsats.
place to challenge authority, whether in straight-out protest songs that tell it like it is, or just by playing kick-ass rock n' roll to get the people away from the N sets and into the Streets. You have a proud history as a Rockerboy-Dylan, Springsteen, Who, Elvis, the Stones-the legions of hardrock heroes who told the truth with screaming guitars Sometimes, this message isn't something and gut-honest lyrics. the Corporations or the Government wants to hear. Sometimes what you say is going to As a Rockerboy, you have the power to get get right in the faces of the powerful people the people up-to lead, inspire and inform. who really run this world. Butyou don't care, A song from you can give the timid courage, because as a Rockerboy, you know it's your the weak stren-gth, and the blind vision. Rockerboy legends have led armies against Corporations and Governments. Rockerboy songs have exposed corruption, brought down dictators. It's a lot of power for a guy doing gigs every night in another city. But you can handle it. After all-you came to play!
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VIEW FROM THE EDGE
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_
_
~
VIEW FROM THE EDGE
L
HIRED ASSASSINS, BODYGUARDS, KILLERS, SOLDIERS
You were re-born with a gun inyour hand-the flesh and blood hand, not the metallic weapons factory that covers most of your other arm. Whether as a freelance guard and killerfor-hire, or as one of the Corporatecybenoldiersthat enforce business deals and the Company‘s “black operations”, you‘re one of the elite fighting machines of the Cyberpunk world. Most Solos have put in military time, either in a Corporate army or in one of the Government’s contin ual ”police actions” around the world. As the battle damage piles up, you start to rely moreand more upon hardware-cyberlimbs for weapons and armor, bio-program chips to increase your reflexes and awareness, combat drugs to give you that edge over your opponents. When you’re the best of the best, you might even leave the ranks of Corporate samurai and go roninfreelancing your lethal talents as killer, bodyguard or enforcer to whoever can pay your very high fees.
body that you’re almost a machine. Your killing reflexes areso jacked up that you have to restrain yourself from going beserk at any moment. Years of combat drugs taken to keep the edge have given you terrifying addictions. You can’t trust anyone-your mother, your friends, your lovers-no one. One night you sleep in a penthousecondo in the City--the next in a filthy alley on the Street. But that’s the price of being the best.
Sounds good?There’sa price-a heavy one. You’ve lost so much of your original meat
And you’re willing to pay it. Because you’re a Solo.
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VIEWrl FROM THE EDGE
1
I
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VIEW FROM THE EDGE
c
4.
CYBERNETIC COMPUTER HACKERS
headfirst into the dizzyingThey were roaring in at top speed when they hit us. There must have been a hundred of them. We were pinned down and about to be turned into Ground Food Concentrate Number Fifteen. Then Razorjack popped the BigRipps, screamed like a banshee on steroids, and went right over the top of the lead cyberbike.' -Savage Doc
a GETTING CYBERPUNK Headware is the hardwar-the frame which allows the character to interface with the rules. Remember, the disk is not the software, and dice rolls are not your character. Don 't get too caught up in the statistics.
Character Points Character points are the cash of character creation-you use them to 'buy' the various 'mechanics' aspects of the character, like good looks, a strong, hard body, unshakable cool and street smarts (but not Skills). We've given you three ways to generate Character Points:
1 ) Random: Roll 9 D10 and total them. You have this many Character Points.
2) Fast: Roll 1 D10 for each stat (9 in all), rerolling any scores of 2 or less. Place rolls in each stat as desired.
3) Cinematic: This option is for Referees only. As the designer of the adventure, the Referee has the option of choosing the number of points for each character based on its position in his or her game. Major Hero .......................... 80pts Major Supporting Char. ......70pts Minor Hero ......................... 75pts Minor Supporting Char. ......60pts Average ............................... SOpts Note: We could, at this point, warn prospective Referees about the various dodges their players will have for creating 'supercharacters.' But face it; if they want to create a mondo characte;, who are we to stop them? You're all big boys and girls now, and if you, as Referee, think your players are getting wayouta line, why not just go ahead and waste 'em? That's the Cyberpunk way.
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VIEW FROM THE EDGE
Statistics Each Cyberpunk character has nine Statistics-values representing the level of native ability of the character in specific areas of activity. These Stats are rated from two to ten, with two being the worst possible, ten being the best possible, and the average falling a t about five or six. Divide your total number of Character Points between each of your nine Stats, adjusting the amounts in each one as you think best describes the character’s natural abilities. No Statistic may be less than two or greater than ten.
have a decent Tech Stat, potential Techies should always opt for the highest possible score in this area.
Luck (LK):
This is the intangible “something” that throws the balance of events into your favor.Your luck represents how many points you may use each game to influence the outcome of a critical event. To use Luck, you may add any or all of the points of luck a character has to a critical die roll (declaring your inetntion to use Luck before the roll is made) until all of your Luck stat is used up. Luck is always restored a t the end Intelligence (INT): This is a measure of your problem solving of each game session. ability; figuring out problems, noticing things, remembering information. Almost Attractivene every character type will need a high Intel- This is how gooU-lUUKllly yuu die. III cy’ ligence, with Netrunners and Corporates berpunk, it‘s not enough to be good-you have to look good while you’re doing it requiring the highest of all. (Attitude is Everything). Attractiveness is especially important to Medias and RockReflexes (REF): This is a combined index, covering not erboys, as being good-looking is part of only your basic dexterity, but also how their jobs. your level of physical coordination will affect feats of driving, piloting, fighting Movement Allowance (MA): and athletics. Characters who intend to This is an index of how fast your character engage in a great deal of combat (such as can run (important in combat situations). Solos, Nomads or Rockerboys) should The higher your Movement Allowance always invest in the highest possible Reflex. (MA), the more distance you can cover in a turn.
Cool (CL): This index measures how well the characterstandsuptostress,fear, pressure, physical pain and/or torture. In determining yourwillingnesstofightondespitewounds oryourfighting ability underfire, Cool(CL) is essential. It is also the measure of how “together” your character is and how tough he appears to others. Rockerboys and Fixers should always have a high Cool, with Solos and Nomads having the highest of all.
RUN: To determine how far your character can run in a single combat round (C33.2seconds) in meters, multiply your MA by 3. The character can run three times this distance in a full 10 second turn. Write this in the RUN section ofyour Hardcopy Form.
LEAP: To determine how far your character can leap (from a running start), divide your RUN by 4. Write this in the LEAP section of your Hardcopy Form.
Technical Ability (TECH): This is an index of how well you relate to hardware and other technically oriented things. In Cyberpunk, the ability to use and repair technology is of paramount importance-TECH will be the Stat used when fixing, repairing and attempting to use unfamiliartech. Whileall charactersshould
Empathy: This Stat represents how well you relate to other living things-a measure of charisma and sympathetic emotions. In a world of alienated, future-shocked survivors, the ability to be “human” can no longer be taken for granted. Empathy (EM) is critical
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MORTAL 6
AddSkill pointstoapplicableSTAT. then listin box . Mark ChippedSkiIlswithanX n e x t t o [ ]box .
SPECIALABILITIES Authority .............................. [ Charismatic Leadership ...........I Combat Sense ....................... [ Credibility ............................. [ Family .................................. [ Interface............................... JuryRig ................................ [ MedicalTech [ Resources Streetdeal ............................. [ AlTR PersonalGrooming [ Wardrobe & Style [ BODY Endurance ............................ [ Strength Feat Swimming ............................ [ COOL/WILL Interrogation [ Intimidate [ Oratory t ResistTorture/Drugs [ Streetwise ............................. [ EMPATHY Human Perception .................[ Interview .............................. [ Leadership ............................ Seduction ............................. I Social ................................... [ Persuasion & FastTalk ............. Perform ................................ [ INT Accounting ........................... [ Anthropology ........................ [ Awareness/Notice .................. Biology ................................ Botany I Chemistry ............................. [ Composition [ DiagnoseIllness [ Education & Gen.Know [ Expert .I Gamble ................................ [ Geology [ Hide/Evade [
........................ .............................
................. ...................
........................
......................... ............................. ................................ ...............
................................. ......................... ..................... ........... ............................... ...........................
1 1 1 1 1 1 1 1 1 1 1 1
History ................................. [ Language [ Language [ Language [ Library Search ....................... [ Mathematics ......................... Physics ................................. [ Programming ........................ [ Shadow/Track ....................... [ Stock Market ......................... System Knowledge .................[ Teaching [ WildernessSurvival ................. [ Zoology ............................... [
. . .
..............................
1 1 1 1 1 1 1 1 1 1 1
1 1
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1 1 I 1 1
1 I 1 I 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
1
Archery ................................ [ Athletics Brawling [ Dance [ Dodge & Escape [ Driving ................................ [ Fencing ................................ [ Handgun .............................. [ Heavyweapons ..................... 1 Martial Art 1 .....[ Martial Art 2 .....[ Martial Art 3 .....[ Melee .................................. [ Motorcycle ........................... [ Operate Hvy Machinery ..........[ Pilot(Cyr0) ........................... [ Pilot (Fixed Wing) ...................[ Pilot(Dirigib1e) ...................... [ Pilot (Vect.Thrust Vehicle) .......[ Rifle ..................................... [ Stealth ................................. Submachinegun ..................... [ TECH Aero Tech ............................. AVTech ............................... [ BasicTech ............................ [ Cryotan koperation ................ [ Cyberdeck Design ..................[ CyberTech ............................ [ Demolitions t Disquise .............................. [
............................... ............................... .................................. ....................
.
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aR.Talsorian Games. 1991.All RightsReserved . PermissiongrantedforPersonal Photocopyingonly
........................... ........................
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1
REF
1 1
Electronics ............................ Elect.Security ........................ First Aid ................................ Forgery ................................ GyroTech ............................ Paint or Draw ........................ Photo & Film ......................... Pharmacuticals ...................... Pick Lock .............................. Pickpocket Play Instrument ...................... Weaponsmith
1
Type
1
1 ]
1 ]
1 1
Other .................... Other .................... Other Other Other Other ....................
.................... .................... ....................
1 REP
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1 CURRENTIP[ 1 HUMANITY [ 1 HL
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Cost
1 1 1
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1
1 1 1
1 1 1 1 1 1 1 1
1 1 1 Total HL and Euro Costs
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LIFEPATH
Type
cost
wt
Clothes
Hair
Affectations Ethniclty Language
e Traits Valued Person Value Most Feel About People ~
Valued Posession One event for each year after age 16
yEA
~~~
~
0 R.Talsorian Games, 1991. All Rights Reserved. Permission granted for Personal Photocopying only.
71.12
VIEW FROM THE EDGE when leading, convincing, seducing or perceiving emotional undercurrents. Empathy is alsoa measure of how close he/she is to the line between feeling human being and cold blooded cyber-monster (see pg. 73 for details). Humanity : This is a measure of the toll cybernetics takes on your ability to relate to other living things. Multiply your EMP by 10 to determine how many humanity points you have. Write the resultintheboxonyour Hardcopy Form. Remember: for every 10 points of Humanity lost, you will automatically lose 1 point of EMP. This can have a serious effect on any Empathyrelated Skills, as well as forcing you to the edge of cybernetic-inducedpsychosis.
Body Type (BT) Strength, Endurance and Constitution are all based on the character's Body Type. Body Type determines how much damage you can take in wounds, how much you can lift or carry, how far you can throw (pg. 99), how well you recover from shock, and how much additional damage you cause with physical attacks. Body Type is important to all character types, but to Solos, Rockerboys and Nomads most of all.
knockout drugs, you will be required to make a Stun Save. If you fail a Stun Save, you will automatically be knocked out of combat and be unable to recover untilyou can make a successful Stun Save in a following combat turn.You may makeone Save roll every turn until you succeed.
been Mortally Wounded (see Friday Night Firefigh t, p g . 104), or when you have encountered certain types of poisons, y o u will need to make a Save against Death. 'On a failed roll, you're Body Bank fodder.
I I I
I I I I I
I I
I I
I
Take a moment to find the Save box on your Hardcopy Form and fill it in.
I
I I
Body Type Modifier (BTM)
I
Not all people take damage the same way. For example, it takes a lot more damage to stop Arnold The Terminator than it does Arnold the Nerd. This is reflected by the Body Type Modifier, a special bonus used by your character to reduce the effects of damage. The Body type modifier is subtracted from any damage your character takes in combat.
I
Special going on right now in Cryochamber Number Fifteen! We've got eyes in all colors and conditions, going for half price! Hurry on down t o Chamber Fifteen for best selection, and get 'em before they spoil '
...
I I I
I I
I I
I I I I
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BODY TYPES 6 POINTS
2 pts ................................ Very Weak 3-4 pts ..................................... Weak 5-7 pts ................................. Average 8-9 pts ................................... Strong 10 pts ............................ Very Strong You may carry up to lox your Body Type in kg. You may also dead lift40 times your Body Type in kg.
Save Number Your character's Save Number is a value equal to your Body Type. To make saves, you must roll a value on 1 010 equal to or lower than this number. There are two types of saves in Cyberpunk: Stun Saves: When you take damage in Cyberpunk, or have been exposed to
BODY TYPE MODIFIER TABLE
Very Weak ....................................... Weak ............................................... Average ........................................... Strong ............................................. Very Strong ..................................... Superhuman* ..................................
-0 -1 -2 -3 -4
-5
'Possible only with cybernetics
For example, say you took ten points of damage. If you were a Very Weak Body Type, you would take the full ten. But with a Very Strong Body Type, you'd only take (7 0-4=6) six points of damage. Find the Body Type Modifier(BTM) boxon your Hardcopy Form and fill it in. Remember; no matter how cybered up you get, make sure you're solid meat underneath.
71.12
VIEW FROM THE EDGE MASTER SKILL LIST SPECIAL ABILITIES Authority (Cop) Combat Sense (Solo) Charis. Leadership (Rocker) Credibility (Media) Family (Nomad) Interlace (Netrunner) jury Rig (Tcchic) Medical Tech (Medtechie) Remurces (Corp) Streetdeal(Fixer) ATTI PersonalGrooming Wardrobe & Slylc BODY Endurance Strength Feat Swimming CoovWlLL lntmogalion Intimidate ora1ory Resist TorlureIDrugs Streelwise
Fast and Dirty Expendables As you'll soon realize, the Cyberpunk character generationsystem is designedto give you a lot of flexibility. You can tailor the character the way you want it, with lots of personal touches all through the process. But when you need to generate a horde of faceless boostergangers, you're not going to want to invest this kind of time and energy. Instead, 1IOU'IIneed something fast and easy to help you create endless -I -I-...- I:Lriiuweu U W W I IIIKC suppliesof baddies LO ue I-...chaff by your player characters. 2.-
EMPATHY numan Perception Interview Leadership Seduction Social Persuasion & Fast Talk Perform INT Accounting Anthropology AwarenelrlNotice Biology Botany Chemistry Composition Diagnose Illness Education fa Gen.Know Eiptrt Gamble Geology nidelhade History Know Language (choose) Libmy Search MathematiCI Physics Programming Shadownrack Slock Market System Knowledge Teaching Wilderness Survival
I_-
The five step FAST CHARACTER SYSTEM below allows you to generate a large supply of faceless guards, killers, corps and bad guys on demand. A quick run through Lifepath can create a fast and dirty background to match your fast and dirty NPCs. So go ahead and waste 'em! We'll make more!
Step One: Generate Stats 1) Roll 2D6 nine times, writing down each roll. If a roll is 11 or qreater, reroll that value. Place each numGer in one Stat until all Stats are filled.
ZmlqlY REF Archery Athletics Brawling Dance Dodge 8 Escape Driving Fencing nandgun Heavy Weapons Martial Art (choose type) Melee Motorcycle Operate nvy. Machinery Pilot (Gyro) Pilot (Fixed Wing) Pilot (Dingiblc) Pilot (Vect.Thrur1Vehicle) Rille Stealth Submachinzgun TECH Aero Tech AV Tech Basic Tech Cryotank Operation Cyberdeck Design CyberTech Demolitions Disguise Electronics Elect. security Firs1Aid Forgery Gyro Tech Paint or Draw Phola & Film Pharmacculicals Pick Lock Pick Pocket Play Instrument Weaponsmith
Step 2: Pick a Role & Skills 1) Select a role for the character. Write i t s Career Skill Package (pg.44)in the appropriate space, dividing 40 points between these skills. 2) If the character is an advanced NPC, roll an additional 2D10 and distribute these points among 5 pickup skills.
Med. Pistol Light Submachinegun Very Heavy Pistol Heavy Pistol
3 4 5 6
3) Cyberaudio (Roll 1D6 for type) WearmanTM Radio Splice Phonelink Amplified Hearing Sound Editing Digital Recording Link
1 2 3 4
5 6
4) Big Knucks 5) RiDDerS 6 ) Vamplires 7) Slice Ii'dice -, u) Kenex Boost (Kerenzikov) 9) Reflex Boost (Sandevistan) 1O)Nothing 1
- I
.L .
,
I,
Step 4: Armor & Weapons Roll 1 D10, adding modifier below: Roll 1
2 3 4 5 6 7 8
9 +10
Armor Heavy Leather Armorvest Light Armor Jacket Light Armor Jacket Med Armor Jacket Med. Armor Jacket Med. Armor Jacket Hvy. Armor Jacket Hvy. Armor Jacket MetalCearTM
Weapon Knife Light Pistol Medium Pistol Heavy Pistol Heavy Pistol Light SMC Lt. Assault Rifle Med. Assault Rifle Hvy. Assault Rifle Hvy. Assault Rifle
Rockers, Corps, Netrunners, Fixers, Techies: add 0 to roll. Nomads, Cops: add +2 to roll. Solos: add +3 to roll.
Step 5: Write it down. Fill out an NPC (Non-player Character) sheet, as shown below:
m-mn INT [
AlTR[
1
REF[ / ] TECH[ 1 COOL[ ] ] LUCK[ ] M A [ ] BODY[ ]
Step 3: Pick Cyberware (see pgs. 76-79) Roll 1D10. Solos roll 6 times. All others roll 3 times. If duplicate rolls, re-roll. 1) Cyberoptics (Roll 1D6 for type) 1 2 3 4
5 6
Infrared Lowlight Camera Dartgun Antidazzle Targeting scope
2) Cyberarm with gun (Roll 1D6 for type) 1 2
Med. Pistol Light Pistol
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0 R.Talsorian Games, 1991. Permissiongranted for personal photocop)
0 R.Talrorian Games, 1991. Permis!
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0 R.Talsorian Games, 1991. Permissiongranted for personal photocopyingonly.
0 R.Talsorian Games, 1991. Permissiongranted for personal photocopyingonly.
71.12
VIEW FROM THE EDGE
71.12
VIEW FROM THE EDGE
'l remember she told me she was born in Miami, about 2004 or so...She was pretty sure, because she could s t i l l remember what it'd been like when the Euros rocked Washington and the near miss took out Tampa..
.
'She had these incredible blue eyes; clear through and through, like crystals of lace, and a smile from a magazine dream. 'Course, the eyes were Teknics 2350 s ', and the smile really was from a magazine-nice biosculpt lob. It didn't matter how much was real in the end. l s t i l l fell hard for her. I'm that type.' --johnny Silverhand
E! TALES So how do you take this Blank and make him really Cyberpunk?
You start with the Lifepath. Lifepath is a flowchart of 'plot complications', designed to help you give your Cyberpunk character an authentically dark future background.
The way to find out is by using this Lifepath. From it's pages, you'll discover your past; enemies, friends, lovers and liars. The Lifepath will give you the cluesyou need to make this person work for you. It'll alsogive your Refereesome idea of how to put an adventure around a bunch of numbers.
It's like climbing out of the clone vat. You got this half-formed person standing there, dripping with slime. You got some stats, maybe an vague idea of where you're going with the character, but nothing else.
WERYONE ON THE STREET HAS A STORY. WHAT'S YOURS?
Its seven sections cover your national and ethnic origins, your family, friends, enemies, personal habits and even key events on a yearly basis. It's intended primarily as a guide; if you encounter something you don't think fits the character you've envisioned, feel free to change the path as you see fit. Use the back of your Hardcopy sheet to record your Lifepath. Remember; Cyberpunk hinges on roleplaying, so make use of the information in your Lifepath run. It's a guaranteed adventure generator!
71.12
VIEW FROM THE EDGE
STREETSLANG
I
SOME COMMON TERMS OF THE 21ST CENTURY AI: Artificial Intelligence; a computer with full self awareness. Booster: any member of a gang that affectscyberwear, leather cloth-. ing and random violence. Combat drugs: any one of a series of designer drugs created to increase speed, stamina and reflexes. Chilled: to be cool; to be together. Chippin' In: To buy cyberwear for the first time. To cast your lot with a group. To connect with a machine. Chombatta Khoornba): Neo-Afro American sling for friend, family member. CHOOH2 ('choo') Streetslang for alcohol, as used in vehicle power plants. Thevast majority of vehicles in the 2000's are fueled by an advanced form of alcohol with a higher burning temperature than normal methanol. Chromer:21 stcenturyheavymetal rock fan. See also Chromaticrocker, Chromatic rock. Chromatic rock a type of heavy metal characterized by heavy electronics, simple rhythms and violent lyrics. Cybered Up: to get as much cyberwear implanted as possible before you go over the Edge. DataTerm: a streetcomerinforma-. tion machine, with a screen, Net inputs, and keyboard. Disk record, recording; a laser disk. 'Dorphs: Streetslang for synthetic endorphins, a designer drug that increases healing powers, limits fatigue, and produces a 'rush' similar to a second wind. Exotic: a human biosculpted with non-humanelements; fur, longears, fangs, etc. The Face: The Interface. Jacking into the Net. Flatline: to kill. A dead person or thing. Go LEO to make the trip into Low Earth Orbit; i.e., to visit one of the inner space stations. Gyro: small one or two man helicopters, used mostly in police work and Corporate strike operations. Handle: a nickname; a working name vou are known bv on the Street. Hydro: Streetslang for hydrogen fuel, usedtopowerasizablenumber of vehicles in the 2000's. Input: girlfriend. Keyboard: Streetslang for a computer interface deck with manual keys. Also a terminal. Netrun: to interface with the Net and use it to hack into Data Fortresses.
1)Origins and Personal Style What do you look like and where do you come from?
DRESS &PERSONAL STYLE In Cyberpunk, what you look like i s what you are. Fashion is action, and style i s everything. Roll 1D10 three times (once per column) t o decide what your style is.
Die Roil 1 ......................... 2 ......................... 3 ......................... 4 .......................... 5 6 7 ......................... 8 ......................... 9 10
......................... ......................... ......................... .......................
Hairstyle Affectations Ciothes Tatoos Biker leathers Mohawk ..................... Long & Ratty Mirrorshades Blue jeans Corporate Suits ......Short & Spiked ............Ritual Scars umpsuits Wild & all over ............Spiked gloves Nose Rings Miniskirts ................ Bald Earrings High Fashion ..........Striped ........................ Long fingernails Cammos ................Tinted ......................... Spike heeled boots Normal clothes Neat, short Nude Short, curly Weird Contact Lenses Bag Lady chic .........Long, straight .............Fingerless gloves
.......... ................ ...............
....... ......................
..............
............................
.................. .................
ETHNIC ORIGINS The Cyberpunk world i s multi-cultural and multinational. Where you come from determines your native language, customs and allegiances. Choose or roll one nationality, then choose a native tongue from the options listed for the ethnic type. This i s your native lanquage, which you speak a t +8. In addition ,you also automatically know streetslang, a universal polyglot of English, French, German, Japaneseand a half dozen other languages: 1
Anglo-American (English) African (Bantu, Fante, Kongo, Ashanti, Zulu, Swahili) 3 Japanese/Korean(Japaneseor Korean) 4 Central European/Soviet (Bulgarian, Russian, Czech, Polish, Ukranian, Slovak) 5 Pacific Islander (Microneasian, Tagalog, Polynesian, Malayan, Sudanese, Indonesian, Hawaiian) 6 Chinese/Southeast Asian (Burmese, Cantonese, Mandarin, Thai, Tibetan, Vietnamese) 7 Black American (English, Blackfolk) 8 Hispanic American (Spanish, English) 9 Central /SouthAmerican (Spanish, Portuguese) 10 European (French, German, English, Spanish, Italian, Greek, Danish, Dutch, Norwegian, Swedish, Finnish) 2
Output: boyfriend. Polymer one shot: any cheap plastic pistol, usually in the 5 to 6mm range. Posergang: any group whose members all affectaspecificlook, style or bodysculpt job. Ripperdoc: surgeonspecializing in implanting illegal cyberwear. Ronin: a freelance assassin or mercenary. Usually considered to be untrustworthy. Rockerboy/girl: a musician or performer who uses his or her art to make political or social state-
ments. Rockerboys are not the same as rockstars, who are usually 'owned' by recording mediacorps and are apolitical. Samurai: a corporate assassin or mercenary, hiredto protect Corporationproperty or makestrikes against other Corporate holdings. Slammit On: to get violent; to attacksomeonewithout reason. The Street: wherever you live, 1ateatnight.TheSubculture;the Underground. Stuffit: to have sex. Also; to forqet about somethinq.
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2) Family Background Who are you, and where did you come from? Everybody on the Street has a story and a past they're trying to live with. What's yours? (choose or roll one: 1 2
3
Corporate Executive Corporate Manager CorporateTechnician
4 5
Nomad Pack Pirate Fleet
7
Crime Lord
8
Combat Zone Poor
Choose or roll one:
4 5
Family lost everything through betrayal Family lost everything through bad management Family exiled orotherwise driven from their original home/nation/corporation Family is imprisoned and you alone escaped. Family vanished. You are the only remaining
6
Family was murdered /killed and you were the
7
Family is involved in a longterm conspiracy, organization or association, such as a crime family or revolutionary group Your family wasscattered to the winds due to
1 2 3
Choose or roll one: 1-6
Choose or roll one: 1-6 Both parents are living. Go to FAMILY STATUS 7-10 Something has happened to one or both parents. Go to SOMETHING HAPPENED TO YOUR PARENTS.
Family status in danger, and you risk losing everything (if you haven't already) Go to FAMILY
8
Your family is cursed with a hereditary feud that has lasted for generations 10 You are the inheritor of a family debt; you must honor this debt before moving on with
9
7-10 Family status is OK, even if parents are missing or dead. Go to CHILDHOOD
SOMETHING HAPPENED TO YOUR PARENTS
Go to CHILDHOOD ENV.
ENVIRONMENT
Choose or roll one:
Your Childhood was (choose or roll one):
Your parent(s) died in warfare 2 Your parent(s) died in an accident 3 Your parent(s) were murdered 4 Your [email protected])have amnesia and don't remember you 5 You never knew your parent(s) 6 Your parent(s) are in hiding to protect you 7 You were left with relatives for safekeeping 8 You grew up on the Street and never had parents 9 Your parent(s) gave you up for adoption 10 Your [email protected])sold you for money Go to FAMILY STATUS 1
1
Spent on the Street, with no adult
2
Spent in a safe Corporate Suburbia 3 In a Nomad Pack moving from town to town 4 In a decaying, once upscale neighborhood 5 In a defended Corporate Zone in the central City 6 In the heart of the Combat Zone 7 In a small village or town far from the City 8 In a large arcology city 9 In an aquatic Pirate Pack 10 On a Corporate controlled Farm or Research Facility Go to SIBLINGS L
You may have up to 7 brothers/sisters.
1
' I
Roll 1D10. 1-7 i s equal to the number of siblings you have. On 8-10, you are an only child. For each brother or sister: 1) Roll 1D10. Even: the sibling i s male. Odd: the sibling i s female. 2) Roll age, relative t o yourself 1-5 =older 6-9=younger 1O=twin 3) For each sibling, chose or roll their feelings about you: 1-2 Sibling dislikes you 3-4 Sibling likes you 5-6 Sibliing neutral 7-8 They hero worship you 9-10 They hate you Go to MOTlWATlONS
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3)Motivations
PERSONALITY TRAITS
PERSON YOU VALUE MOST
Choose or roll one:
Choose or roll one:
1
2 3 4 5 6 7 8 9
Shy and secretive Rebellious, antisocial, violent Arrogant, proud and aloof Moody, rash and headstrong Picky, fussy and nervous Stable and serious Silly and fluffheaded Sneaky and deceptive Intellectualand detatched
WffAT DO YOU VALUE MOST? Choose or roll one: 1
Money Honor 3 Yourword 4 Honesty 5 Knowledge 6 Vengeance 7 Love 8 Power 9 Having a good time 10 Friendship 2
9
A personal hero
HOW DO YOU FEEL ABOUT MOST PEOPLE? Choose or roll one: Choose or roll one: 3 5
A piece of clothing A photograph A bookordiary
7 8
A musical instrument A piece of jewelry
4
1-2 Neutral 3 I like almost everyone 4 I hate almost everyone 5 People are tools. Use them for your own goals and discard them 6 Every person is a valuable individual 7 People are obstacles to be destroyed if they cross me 8 People are untrustworthy. Don't depend on anyone 9 Wipe 'em all out and give the place to the cockroaches 10 People are wonderful
71.12
VIEW FROM THE EDGE
I 4(a) Big Problems, Big Wins Living on the Edge means taking big risks. This year, you took some serious chances. Did it pay off or did you go down in the street? Roll lD10. On an even roll, you scored big. On an odd roll, you took a hit.
DISASTER STRIKES! Roll 1D10: 1 FinancialLossor Debt: Roll 1D10x100.You have lost this much in Eurodollars. If you can't paythis now, you have a debt to pay, in cash-or blood.
1 Makea Powerful Connection in City Goverment. Roll 1D10. 1-4, it's in the Police Dept. 5-7, it's in the District Attorney's Office. 8-10, it's in the Mayor's
2 Imprisonment: You have been in prison, or possibly held hostage (your choice). Roll 1D10 for length of imprisonment in months.
2 Financial Windfall: Roll 1D10x100 for amount in Eurodollars.
3 Illness or addiction:You have contracted either an illness or drug habit in this time. Lost 1 pt of REF permanently as a result. 4 Betrayal: you have been backstabbed in some manner. Roll another D10. 1-3, you are being blackmailed. 4-7, a secret was exposed. 8-10, you were betrayed by a close friend in either romance or career (you choose).
3 Big Score on job or deal! Roll l D l O x l 0 0 for amount in Eurodollars. 4 Find a Sensei (teacher) Begin at +2 or add +1 to a Martial Arts Skill of your choice. 5 Find a Teacher: Add +1 to any INT based skill, or begin a new INT based skill a t +2. 6
5 Accident: You were in some kind of terrible accident. Roll 1D10.1-4, you were terribly disfigured and must subtract -5 from your A T . 5-6, you were hospitalized for 1D10 months that year. 7-8, you have lost 1D10 months of memory of that year. 9-10, you constantlyrelivenightmares(8in 1Ochanceeach night) of the accident and wake up screaming. 6 Lover, friend or relative killed:You lost someone you really cared about. 1-5, they died accidentally. 68, they were murdered by unknown parties. 9-10, they were murdered and you know who did it. You just need the proof. 7
Fa1seAccusation:You were set up. Roll 1D10.1-
3, the accusation is theft. 4-5 it's cowardice. 6-8 it's murder. 9 it's rape. 10, it's lying or betrayal. 8 Hunted by the Law: You are hunted by the law for crimesyou may or may not have committed (your choice). Roll 1D10.1-3, onlya couple local copswant you. 4-6, it's the entire local force. 7-8 it's the State Police or Militia. 9-10, it's the FBI or equivalent national police force. 9 Hunted by a Corporation: You have angered some corporate honcho. Roll 1D10. 1-3, it's a small, localfirm.4-6, it'sa largercorpwith officesstatewide. 7-8; it's a big, national corp wiith agents in major cities nationwide.9-10; it'sa huge multinationalwith armies, ninja and spies everywhere. 10 Mental or physical incapacitation: You have experienced some type of mental or physical breakdown. Roll 1D10.1-3, it's some type of nervous disorder, probably from a bioplague- lose 1 pt. REF. On 4-7, it's some kind of mental problem; you suffer anxiety attacks and phobias. Lose 1 pt from your CL stat. 8-10, it's a major psychosis. You hear voices, are violent, irrational, depressive. Lose 1 pt from your CL, 1 from REF. Go To WHAT ARE VOU GONNA DO ABOUT IT?
Powerful Corporate Exec owes you one favor.
7 Local Nomad Pack befriends you. You can call upon them for one favor a month, equivalent to a Family Special Ability of +2. 8 Make a Friend on the Police Force. You mayuse him for inside information a t a level of +2 Streetwise on any police related situation.
9 Local Boostergang likes you (Who knows why. These are Boosters, right?) You can call upon them for 1 favor a month, equivalent to a Family Special Ability of +2. But don't push it. 10 Find a Combat Teacher. Add +1 to any weapon skill with the exception of Martial Arts or Brawling, or begin a new combat skill a t +2. Go back to LIFE EVENTS AND ROLL THE NEXT
Choose or roll one: 1-2 Clear your name 3-4 Live it down and try to forget it. 5-6 Hunt down those responsible and make 7-8 Get what's rightfully yours 9-10 Save, if possible, anyone else involved n the situtation. ck to LIFE EVENTS AND ROLL THE NEXT
71.12
VIEW FROM THE EDGE
I 4b) Friends & Enemies
I Living on the Edge means you do enemies ruthless. If you're here, it-s 1)ecause your social lire EOOK a major turn (for tne worse?) this year. Roll 1DlO. On a 1-5, you made a friend. On a 6-10, you made an enemy.
MAKE AN ENEMY You've gotten in someone's face. Enemies are a way of life in Cyberpunk, so don't skip this step. For each enemy, choose or roll sex on 1D10. EVEN=Maie ODD=Female This enemy Is (choose or roll one): 1 Ex friend 2 Ex lover Relative Childhood enemy Person working for you. 6 Person you work for 7 Partner or co-worker 8 Booster gang member 9 Corporate Exec 10 Government Official Go to THE CAUSE
3
4 5
FRACKED OFF?
This emnity started when one of you (choose or roll one): Caused the other to lose face or status 2 Caused the loss of a lover, friend or relative 3 Caused a major humilitiation 4 Accused the other of cowardice or some other personal flaw 5 Caused a physical disability: (Roll 1D6. 1-2= lose eye. 34=lose arm. 5-6=badlv scarred) 6 Deserted or bitrayed the other 7 Turned down other's offer of job or romantic involvement 8 You just didn't like each other 9 Was a romantic rival 10 Foiled a plan of the other's Go to WHO'S FRACKED
1-4 They hate you 5-7 You hate them 8-10 The feeling's mutual
1
lucked Out and
1 2
I
made a new friend (a rare Occurence in 3 the Cyberpunk 4 world). F~~ each 5 new friend, choose or roll sex 0111D10: EVEN=Male ODD=Female Choose Or rollyour relationship t o this friend:
6
7
Like a big brother/sister to you Like a kid sister/brother to you A teacher or mentor A partner or co-worker An old lover (choose which one) An old enemy (choose which one) Like a foster parent to YOU
A relative Reconnect with an old childhood friend 10 Met through a common interest. Go back to LIFE EVENTS AND ROLL THE NEXT YEAR. 8
9
What kind of forces can your enemy put on the table to stop you? (Choose or roll one): 1-3 4-5
met face tn
face,
would mosi
1-2
7-8
Go into a killing rag1 rip his fact Avoid the Backstab t indirectly Ignore the! scum
n .In
n:-
3-4 5-6
7- Iv
Justhimself Himself and a few friends 6-7 An entire Gang 0 A _--I1 P -0rporation ' I n large Corporation 10 An entire Government Agency Go back to LIFE EVENTS AND ROLL THE NEXT YEAR.
:-.-
KIP i r i w L' rim
Go to WHAT CAN HE
MAKt A FRIEND
THROW AGAINST
Choose or roll one:
..
I Who is this person? Move over to Personal Style (pg. 34) and Motivations (pg. I --rJ - and make a few I rolls to find out what your friend or enemy is like.
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VIEW FROM THE EDGE
I
I
4c) Romantic Life There's more t o life than j also part of living on the Edge. If you're here, you had some
WITH PROBLEMS that section: 1-4
5
Happy love affair (go back to LIFE EVENTI) TRAGIC LOVE AFFAIR
Choose or roll one: 1
Your lover's friends/
3
family would use any means to get rid of you Your friends/family hate
5
romantic rival You are separated in
7
You're professional
8
One of you is insanely
Choose or roll one: 1
Lover died in accident backgrounds and
3 4
It didn't work out A personal goal or vendetta came between
6 7
Lover went insane Lover committed
8
Lover killed in a fight Rival cut you out of the
9
10 Lover imprisoned or
Go To MUTUAL FEELINGS
Go back to LIFE EVENTS AND ROLL FOR NEXT YEAR.
They still love you You still love them You still love each other You hate them They hate you 6 You hate each other 7 You're friends 8 No feeling's either way; it's over 9 You like them. thev hate you 10 They like you, you hate them Go back to LIFE EVENTS AND ROLL FOR NEXT YEAR
1 2 3 4 5
, .
and the Motivations Sections (pg.36) and make a few rolls t o find out what your lover was like and whether you'd do it all over again if he/she walked back into your life. Because with your luck, it might just happen.
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VIEW FROM THE EDGE
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VIEW FROM THE EDGE
'You say you've done this kinda thing before?' Silence. Then, 'Yep.' A long pause. Click. Rattle. Click. IfYou 're sure?' 'Yep. f ong pause. Click. Whir. Click. 'Uh...Ice?' ' Ripper, shut up before I cross a wire and wipe out half the City in a thermonuclear accident. 'Uh right. Click. Whir. Rattle.
..
...
.
HOWLONC WILL IT TAKE? Some Sample Times: Fixing a simple electronic 5 min. device
........................
Fixing a complex electronic 2Ornin. device
....................... Fixing a gun ..............5 min.
Fixing a laser, taser or maser 10 min.
.......................
Fixing a tire
.............5-6 min.
Fixing an engine ................10-20 min.
UWorlKlNG Next, if you have any one Skill directly relating to the taskat hand, add thatskill to the stat. You may apply only one Skill to a task at any time. The subject of Skills (and how you get them) is covered on pages 42 through 54, but right now, we're just interfacing you with the concept of tasks.
Ref-Set Difficulties
Finally, roll 1D10 and add the combined total of your die roll, your Stat, and your selected Skill. Compare your total with the Task's Difficulty (as determined by the Referee). If your total i s equal or higher, you have succeeded; on a lower roll, you have failed.
Each task is rated by the Refereefrom Easy to Nearly Impossible. Each rating has a corresponding numerical value, called a Difficulty. ~~
TASK DIFFICULTIES
............................................. ...................................... ....................................... .............................. .......................
.....................
......1-2 min.
Most of the time, your character will be able to do most ordinary things without difficulty; walk, talk, open a can of Protein Food Complex 35 without gagging. But certain things will require that the character make a Skill Check to see if he can actually do what he wanted to.
Easy Average Difficult Very Difficult Nearly Impossible
Looking for a hidden object 2-5 min. Opening a simple mechanical lock
Skill Checks
~
Rebuilding an engine ...................2 days
10+ 15+ 20+ 25+
30+
Giving It Your Best Shot When making a Skill Check, first, determine which of yourstats is the most appropriate to use to perfom the action. For example, if you were trying to stand on your head, REF would be best. If you were deciphering a code, INT would be the most appropriate.
Here's an example: johnny Silverhand needs to break into a locked room, a task the Referee considers to require some training. As such, it has a Difficulty of 15. Johnny's most applicable stat is Technical, because this is a Task that requires manipulating a mechanical object. Johnny isn't much of a techie (his Tech stat is only +3, enough to fix his guitar strings andplug in his amp). But johnny also picked up Pick Lock +3 as one of his early Pickup skills. This gives him a Base Ability of 6. Johnnywill need to roll at least a 9 to pick this lock.
Opening a complex mechanical 5-10 min. lock ...................... Opening a simple electronic lock ........................ 3-4 min. Opening a complex electronic lock 5-10 min.
......
Searching a database
............... 5-20 min.
Designing a cyberdeck
............1-3 days
Putting on a disguise
3 min.
.....................
FEELIN' LUCKY, PUNK? Remember; you can use points from your Luck Stat to 'boost' a roll. You can use any or all of your LUCK to do this, up to thefull amount per game session, byannouncing your intention to use LUCK points beforemakingthe roll.
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VIEW
L Very Complex
..................+2 Repair ..........+4
'It's Never Been Done Before'
...............................
+6
Don't have the right parts....+ 2 Don't have the right tools ....+3
...............+4 Under stress ......................... +3 Under attack ................+3 to+4 Wounded .................... +2 to+6
weapon or vehicle
Drunk, drugged or tired
......+4
Hostile Environment ............+4 Very Hostile Environment.....+6 Lack of instructionsfor task ..+2
Opposed Tasks
All the other characters are 'kibbitzing' while you're trying to do the task ............+3
If you are making an attempt against another player character, theopposing player will combine his most applicable stat, skill and 1D10 roll. On an equal or higher roll, the defending player wins.
Has never performed this task before ....................
+1
Difficult Acrobatics involved .+3
Difficulty Modifiers
Very Difficult Acrobatics
Difficulty Modifiers are values which are added to the difficulty of a task, reflecting adverse conditions or extra problems. Modifiers work best when you are dealing with very ticklish or picky situations; things where life and death tasks must be performed. At these times, players will want every advantage they can get, and a simple decision like 'The task is Very Difficult. ' will create more. friction than its worth. At these times, you will probably want to make the steps of the task clear by creating a Difficulty through stacking modifiers. In addition, modifiersallow you, as the Referee, to determine the relative difficulty of doing something and the effect of prevailing conditions.
involved ...............................
+4
Impossible Acrobatics
involved ...............................
+5
Information hidden,
secret or obscure .................+3
Well-hidden clue, secret door, +3 panel, etc. ........................... Complex program ...............+3 Very complex program ........+5 Complex lock
.....................
+3
...............+5 Target on guard or alerted ...+3 Very complex lock
.................... +3 Insufficient light ...................+3 Pitch Blackness .................... +4
Brightly lit area
T ing to perform secretive task wTile under observation ......+4
Automatic Failure, Critical Success On a natural die roll of 1, you have failed Roll an additional 1D10 and checkthe result
on the Fumble Table (pg. 43) to see what (if anything) happens. On a natural roll of 10, you have had a critical success. Roll an additional 1D10 and addit toyour original roll. This is when you get lucky and manage to pull off something you have no chance in Hades of doing normally.
Ski!!s
to enhance your ability to perform certain tasks. Thev reuresent things you've specifically taken the time to learn and possibly master, (as opposed to your stats, which only indicate a basic, natural ability a t doing something). For example, if you had very good REF, you would probably pick up driving a car very easily. But you would not know how to drive a car until you had learned the skill of Driving. Each skill is related in some way to one of your basic stats. For example, the skill of Handgun is always related to the character's REF stat. Skills are always rated from 0 to 10, with 1 being a novice level of knowledge, and 10 being a master's level of ability. Skills are described on pgs.46 to 53, along with all pertinent notes and Z
I
I
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VIEW FROM THE EDGE FUMBLE TABLE AREA
I
1-4 No fumble. You just screw up.
You drop your weapon. Weawn dischames (make reliabilii roll for mnautoweap.) or stzkes'somethingharmless. 7 Weaponjams (makereliabilityrollfor non-autoweap.) or imbeds itself in the ground for one tum. 8 You manage to to wound yourself. Roll for location. g-lOYournanagetowoundammberofyourawnpalt 5
REFLEX (Corn bat)
6
No fumble. You just mess up and make an Miot of yourself. 5-7 Youfailmiserably.Take1 point inmlnordamage (sprain, fall, stumble), plus make a Save vs. Stun. 6-10 You fail abysmally. I f a physicalaction, take 1D6 In damage from falling or strained muscles. Also make a roll vs Stun at -1. 1-4
REFLEX (Athletics)
TECH (Repair or create)
1-4 No fumble. You just can't get it together. 5-7 You not only fail, you make it worse1You drop the tools you're working with,oryouloseyourgripand damage the thing you're working with even more. Raise the Difficulty by 5 points and try again. 6-10 Wow. Did you ever blow it1 You damaged the device or creation beyond repair. Buy a new one.
n.
'
EMP (Convince, Fast talk, Seduce)
1-4 No fumble. They just won't buy 5-6 So much for y p y ~people skills. You not only don't convice them; you leave them totally cold (-4 to your next EMP die roll) to any other suggestion you might have. 7-10 Yowl You blew it royally. You not only didn't convincethem. but now they're actually,violently opposed to anything you want to do. Roll 1D10. On a 1-4, they actually attempt to do you physical harm. 1-4
INT (Figure out, Notice, catch a clue)
No tumble; YOU just don't know how to do It. YOU
don't know what's going on. You carry on, oblivious lo higher concerns. 5-7 You don't know anything about what's going on, and you haven't a clue about how to do anything about it. Make a Convince check at -2 to see if anyone else notices how dumb you are. 8-10 Wow, are youoblivious. You not only don't know what's going on or anything about the subject. but evervone knows how ignorant you are.
explanations. In addition, players may opt to invent their own Skills (see Inventing New Skills, pg. 54).
Starting Skills There are two types of starting Skills: Career Skill Packages and Pickup Skills: The Career Skill Package is a group of skills that are known by your character as part of his or her Career. They're basicsRockers know how to play instruments, Solos know how to shoot guns, etc. A starting character receives 40 points to distributeamong his 10CareerSkiils.He may not use the& points on his Pickup Skills, although he can choose to use futuire Improvement Points (pg 44)to improve a Career Skill a t anv a - later time. Hedoes not havet o put pointsinto all of. his Career Skills (but it's a good idea- . you never know). I
Important: It is required that one of your character's Career Skills be the Special Ability for his or her class (pg. 46). These Skills are unique to the class and reflect abilities and resourcesonlythatparticular class possesses. Examples are the Authority of Cops which allows them to use the weight and powers of the Law or the Charismatic Leadership which allows a Rockerboy to convince a crowd to get down and party - or get out and riot. The numberof points you put into your Special Ability (up to, but not greater than 10) reflects your position in your chosen field and the development of your unique careerskill. Becauseof this, your Special Abilityalsodetermines how much money you have to start with (page 58).
I/ :
smile and a fist
I I
[
you're gonna I rockandroll, you have to I know how to I squeeze every last drop of pain out of your I instrument. And that takes skill, I choomba. Not I chips
.....
--johnny Silverhand
I I
I A
I
Obviously while spreading those Career Points around it's going to be pretty tempting to make yourself a wealthy Superstar, but remember a Rocker with lots of Charismatic Leadership and no performance skills will find that things can get ugly fast. They may love you but they paid 60 eb for those tickets so you'd better be smokin'.
Example: As a Rockerboy, lohnny Silverhand began with the following package:
...............+6
Charismatic Leadership Notice .............................................. Perform ............................................ Style ................................................. Composition .......... Brawling ................ ............................ Play lnstrument ................................. Streetwise _ .............. ......................................... Persuasion ........................................ Seduction ......................................... TOTAL
............................
~~~~~
~
.......................................
+3
+5 +4 +4
+2 +5 +3
+5 +3 40
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VIEW FROM THE EDGE
CREATING NEW CHARACTER ROLES Pick any nine skills (not Special Ability Skills) to be your Career skills. These should be skills that directly relate to what the character does for a living; a Rockerboy, for example, wouldn't have Brain Surgery as a Career Skill. Now pick or create a Special Ability with your Ref's help. Divide 40 points betweenthese ten
SOLO
CORPORATE
MEDIA
Combat Sense Awareness/Notice Handgun Brawling or Martial Arts Melee Weapons Tech Rifle Athletics Submachinegun Stealth
Resources Awareness/Notice Human Perception Education Library Search Social Persuasion Stock Market Wardrobe & Style Personal Grooming
Credibility Awareness/Notice Composition Education Persuasion Human Perception Social Streetwise Photo & Film Interview
NOMAD
TECHIE Iurv Rig
COP
skills.
Pose Notice Personal Grooming Wardrobe & Style Education Photo & Film Seduction Persuasion Perform Social
Family AwarenesdNotice Endurance Melee Rifle Drive Basic Tech Wilderness Survival Brawling Athletics
POLITICIAN
ROCKERBOY
MODEL/ACTRESS
Charismatic leadership Notice Education Wardrobe & Style Composition Persuasion Oratory Social History Library Search
Awareness/Notice Basic Tech CyberTech Teaching Education Electronics Any three other Tech Skills (Gyro, Aero, Weapons, Elect. Security)
Charismatic Leadership Awareness/Notice Perform Wardrobe 6r Style Composition Brawling Play Instrument Streetwise Persuasion Seduction
NETRUNNER lnterfoce Awareness/Notice Basic Tech Education System Knowledge CyberTech Cyberdeck Design Composition Electronics Programming
I
Authority AwarenesdNotice Handgun Human Perception Athletics Education Brawling Melee Interrogation Streetwise
MED TECH
FIXER
Medical Tech AwarenesdNotice Basic Tech Diagnose Education Cryotank Operation Library Search Pharmaceuticals Zoology Human Perception
Streetdeal Awareness/Notice Forgery Handgun Brawling Melee Pick Lock Pick Pocket Intimidate Persuasion
1
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. . . .
...
.
.
.
~-
VIEW FROM THE EDGE
I
I T C I A L ABILITIES uthority (Cop) ........................ haris. Leadership (Rocker) ombat Sense (Solo) redibility (Media) 3mily (Nomad) iterface (Netrunner) iry Rig (Techie) ledical Tech (Medtechie) esources (Corp) treetdeal (Fixer)
[
......[ ................[ ...................[ ....................... [ ...............[ ....................... [ ........[ ...................... [ ...................... [
3TR ersonal Grooming .................. [ dardrobe & Style ..................... [ ;ODY ndurance ................................ trength Feat wimming ................................
...........................
............................
iMPATHY iuman Perception nterview -eadership Seduction .................................
...................[ .................................. [ ................................ [ [ social ....................................... [
Jersuasion & Fast Talk .............. [ 'erform ....................................
INT Accounting .............................. [ Anthropology ........................... [ Awareness/Notice [ Biology ..................................... [ Botany ..................................... [ Chemistry ................................ [ Composition ............................ [ Diagnose Illness ........................ [ Education & Gen.Know ............[ Expert ...................................... [ Gamble .................................... [ Geology ................................... [ Hide/Evade ............................... [ History [ Know Language (choose one) ..[ Library Search .......................... [
.....................................
[
..................................... [ ........................... [ .......................... [ ............................ [ .................... .................................. [ ...................[ ................................... [
1
1 1
1
1 1 1 1
REF Archery [ Athletics [ Brawling [ Dance ...................................... [ Dodge & Escape [ Driving [ Fencing [ Handgun .................................. Heavy Weapons ....................... [ Martial Art (choose types) ........[ Melee [ Motorcycle ............................... [ Operate Hvy. Machinery .......... t Pilot (Gyro) .............................. [ Pilot (Fixed Wing) ..................... [ Pilot (Dirigible) ......................... [ Pilot (Vect.Thrust Vehicle) [ Rifle .......................................... [ Stealth ..................................... [ Submachinegun ....................... [
.................................... ................................... ...................................
1 1
...................... ..................................... ....................................
1 [ [
:ooL/wILL nterrogation [ ntimidate ................................ [ lratory .................................... tesist Torture/Drugs ................. [ itreetwise ................................ [
....................
Mathematics ............................ Physics Programming Shadownrack Stock Market System Knowledge Teaching Wilderness Survival Zoology
1 1
1
1
1 1 1 1 1
1 1
1
1 1
1
1 1 1
1 I 1 1 1 1
.......................................
.........
1
1 1 1
1 1 1
1 1 1 1 1 1 1 1 1 1 1 1
1 1
1 1
TECH Aero Tech ................................. [ AV Tech ................................... [ Basic Tech [ Cryotank Operation .................[ Cyberdeck Design .................... [ CyberTech [ Demolitions .............................. [ Disguise ................................... Electronics [ Elect. Security ........................... First Aid [ Forgery .................................... [ Gyro Tech [ Paint or Draw ........................... t Photo & Film ............................ [ Pharmaceuticals ....................... [ .................................. Pick Lock [ Pick Pocket ............................... [ Play Instrument ........................ [ Weaponsmith ........................... [
................................ ................................
................................ .................................... ................................
t
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Pickup Skills Pickup Skills are skills the character has learned in the course of knocking around, living his or her life. Characters determine their starting pointsforthese skills by adding their REF and INT Stats.
For example: johnny’s REF is 9 and his INT is 7. johnny has 7 6 points to spend on Pickup Skills. Pickup Skill points may -be used to increase your character’s Career SkiIIs!
Descriptions Following are descriptions of all Cyberpunk Skills. Numbers in parentheses next to skill names are Difficulty Modifiers. To reflect complex and difficult-to-learn skills, the number of improvement points necessary t o go up one level must be multiplied by the Difficulty Modifier. See pg. 43 for details.
(added to your Cool stat) allows the Rockerboy to control, incite and charm large number of people through his or her performance skills. When under the Rocker’s control, this group can easily be persuaded to act on his suggestions; for example, a Rocker could convince a concert crowd to riot in the streets or attack a heavilyfortified police line. CharismaticLeadershipwill only work with groups of ten or more people as it is primarily a mob leadershipability. The higher your Charismatic Leadership, the larger a crowd you can control and the more direct and complex the instructions you can get them to follow. For example, a Level+3 Leadershipcouldincite a nightclub crowd to get rowdy. A Level+5 or +6 could provoke a concert crowd of thousands to trash a neighborhood, if the area wasn’t too far from the hall. At Level +9, and higher,you havethesamesortof mesmeric ability as an Adolph Hitler-you can raise armies, start movements, and destroy nations.
Combat Sense (So1os):Thisabilityis based on the Solo’s constant training and professionalism. Combat Sense allows the Solo to perceivedanger, notice traps, and have an almost unearthly ability to avoid harm. Your Combat Sense gives you a bonus on both your Awareness skill and your InitiaSpecial Abilities tive equal to your level in the Combat These are skills useable only by specific Sense skill. character roles; for example, Charismatic Leadership can only be used by Rockers. Credibility (Medias): This is the ability to be believed: byyourviewers, by the police, Authority (Cops):The ability to intimidate by important and powerful people. This is or control others through your position as critical to getting your story heard and a lawman. This attribute represents the acted upon, as well asconvincingpeopleto Cop’s ability to call on the forces of the Law tell you things, giveyou information, or get and Government to get what he wants. you into where the story is really happenCops can use Authority to question sus- ing. The higher your Credibility, the more pects, arrest wrongdoers, and defend in- people you can convince, and the easier it nocents. Backedby the power of Authority, is to convince high level authorities of the a cop can arrest, detain, confiscate and truth of your information. With a level +3 enter nearly anywhere, as long as he has Credibility, you can convince most people the properarrest or search warrants to back of minor scandals. With a level +5 or +6, his play. However, authority is only as you can convince local officials of military good as the guy holding the badge-if the atrocities, undercover dealings and other cop appears uncertain of his Authority, front page stuff. At level +9, you can there’s a good chance he’ll get nailed by successfully expose a scandal of Watergate the people he’s trying to confront. The proportions, or convince the President of higher your Authority, the more able you the EuroMarket Finance Board that aliens are to face down criminals, particularly are secretly influencing world leaders. high level mobsters and officials. Authority Credibility applies to your INT stat. is applied to your Cool stat. Family (Nomad): This is the ability to call Charismatic Leadership (Rockers): This upon the resources and help of any of the skill allowstheRockertoswaycrowdsequa1 members of the Nomad’s large, extended to his level squared times 200. This ability tribal family. This can be in the form of
weapons, cash, information, or a small army of relatives. The threat of a Nomad family’svengeance may in itself stop harm to the Nomad. The higher your Family ability, the more importantyou are to the Family and the more help you can call upon. With a Familystatusof+2,you might be able to get several of the Pack to help you wreck a town, for example. With a status of +7 or +8, you are able to make major Pack decisions and lead troops. At +lo, you may be the Leader of your Pack. Familyis applied to your Intelligence stat. Interface (Netrunner): This skill reflects the Netrunner’s ability to manipulate Interface programs, and is the Skill used when operating Menu functions such as Locate Remote, Run Software, Control Remote, Downlink , Load, Create and Delete. Other players can enter the Net, but cannot use the Menu. Interface is basedon the INT Stat. Notefor Cyberpunk l players- you may elect to swap your original INT and REF stats for characters generated with the old rule. JuryRig (Techie): This general repair skill allows the Techie to temporarily repair or alter anything for 1D6 turns per level of skill. This is not a permanent repair; after the elapsed time, the jury rig will break down. Medical Tech (Medtech): This is the skill used to perform major surgery and medical repairs. For more descriptions of this skill in action, see Trauma Team, pg. 116. Resources (Corporate): This represents the Corporate’s ability to command corporation resources. It is used as a persuasion skill, based on the scale of resources requested.This could includebodyguards, weapons, vehicles, buildings, money, etc. Obviously, the more powerful the Corporate, the more he can call upon a t any one time. Your level of Resources determines exactly how much you can request from the Corporation without overreaching yourself. AResourceabilityof+2 might get you access to a Company car. An ability of +6 might allow you to use a Company jet or hire a Solo team from the Corporate Security Division. A Resourceof +9 would allow you access to almost all levels of the Corporation, as well as the ability to requisition almost any Company resource.Your Resourceability is applied toyour INT stat. Streetdeal (Fixer): This is the ability to
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deal with the underground information network. With Streetdeal, a Fixer can uncover rumors and information, locate missing persons or things, put gossip out on the Street, pick up clues and score big deals.The higheryour Streetdealability, the more information you can gather about things happening around you, the more informantsyou have, and the more secretive the information you can dig up. A level+3 Streetdealcanget you contactsfor weapons, tools, or minor illegal operations. At level +5, you can penetrate the secrets of all but the most powerfulcrime families. At level +9,you are the equivalent of a Mafia crimelordyourself, privy to every secret that's on the Street. Apply Streetdealto your Cool stat.
Attractiveness Skills Personal Grooming: This is the skill of knowing proper grooming, hair styling, etc., to maximizeyour physicalattractiveness. Use of this skill allows players to increasetheir Attractiveness, and thus their chances of successful Relationshipsor Persuasions. A basically good looking person would be at +2. A fashion model might have a Personal Grooming of +5 or +6. At +8 or better, you could be a major fashion model, film star, or trendsetter. You are always 'together'. And you know it. Wardrobe & Style: The skill of knowing
the right clothes to wear, when to wear them, and how to look cool even in a spacesuit.With a Wardrobeof +2 or better, you are good a t choosing clothes off the rack. At +6,your friends ask you for wardrobe tips, and you never buy anything off the rack. A t +8 or better, you are one of those rare people whose personal style influences major fashion trends.
Body Type Skills Endurance:This is the ability to withstand pain or hardship, particularly over long periodsof time, by knowingthe best ways to conserve strength and energy. Endurance Skill checks would be made whenever a character must continue to be active aftera long period without food, sleep or water.
Cool/Willpower Skills Interrogation: The skill of drawing information from a subject and forcing his secrets into the open. An lnterrogation of +2 or better will allow you to infallibly find out if your boyfriendis lyingto you. At +SI you are a professional level interrogator-equivalent to a skilled detective grilling a suspect. Mike Wallace of 60 Minutes has an lnterrogationof +9,allowing him to make even the most powerful people squirm. Intimidate: The skill of getting people to do what you want by force of personality or physical coercion. At +3, you can frighten almost any typical citizen, politician or low-level thug. At +6, you can intimidate Sylvester Stallone or any moderate 'tough guy'. At +9, you could intimidateArnold Schwartzenegger.
Strength Feat: The user of this skill has practicedthe art of bending bars, crushing objects, ripping phone books apart and other useful parlor tricks. At +2 you can crush cans, rip thin books in half, and bend thin rods. At +8, no phonebook is safe, you can bend thin rebar, and snap handcuffs. At +lo, you can bend prison bars, rip up the Cutenberg Bible, and dent car fenders with one blow.
Oratory: The skill of public speaking. A t +2, you can wing high school speech contests. At +6,you can be paid to speak in public. At +lo, you are capable of deliveringa speech to rival Kennedy's 'Ich Bin Ein Berliner' or Lincoln's Cettysburg Address. Rockers with an Oratory Skill of +6 or better can add +1 when using their Charismatic 1eadership ability.
Swimming: This skill is required to know how to swim (see Athletics for details).
skill are especially toughened against in-
ResistTorture/Drugs: Characterswith this
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terrogation, torture and mind control drugs. A successful use of this skill will automatically increasethe difficulty of any interrogation attempt made by another party by one level. Streetwise:The knowledgeofthe 'seamy' side of life-where to get illegal and contraband things, how to talk to the criminal element, and avoiding bad situations in bad neighborhoods. With a Streetwiseof +2 or better, you can get 'hot' items, score drugs, etc. A Streetwiseof +5 would allow you to arrange a murder contract, know a few mobsterswho might owe you favors, and be able to call on muscle when you need it. At +8 or better, you could become a major crimelord yourself and skip the middlemen.
Empathy Skills Human Perception:The skill of detecting lies, evasions, moodsand other emotional clues from others. At +2, you can usually tell when you're not getting the whole truth. At +6, you can detect subtle evasions and mood swings. At +8,you can
not only detect subtle emotional clues, but can usually tell what the subject is hiding in a general way. Interview: The skill of eliciting interesting annecdotes from an interview subject. This information will be of a more nonspecific and personal nature rather than specific knowledge(distinguishingthis skill from the skill of Interrogation, where the user is trying to extract exact information. Example: BarbaraWalters interviews, Mike Wallace interrogates). At +3 or better, the subject will usually tell you only information relating to what he/she is well known for. At +6 or better, the subject will tell you anecdotes about the past, pontificate about favorite interests and philosophies, etc. At +9 or better, he/she tells you everything-including personal information about their illegitimateson, the time they stolea cookieatage4,and thefactthat no one ever loved them. Leadership: The skill of leading and convincing people to follow you. A leader with a skill of +2 can manage a small office successfully and be respected for it. A leader with a skill of +4 or better can lead a small band of troops into battle and not get backshot. A leader with a skill of +7 or bettercan leadthe entireCamelonEmpire into battle and look good doing it. James
Kirk of Star Trek has a Leadership of +11, but you never will. Seduction:The skill of forming and maintaining romantic relationships (this includes your abilities as a lover). This skill may be used to determinewhether or not players can form relationships with other non-playercharacters and the intensityof these relationships. In certain cases, Referees may want to average this skill with a player's Attractivenessto get a more realistic outcome. Social: The ability to deal with social situations, like knowingthe right forkto useor when nottotellthejokeaboutthefarmer's daughter and the travelling cyberware salesman. A SocialSkill of +2 or better will allow you to get by a t any fine restaurant or social function. At +5, you can lunch with the President with aplomb. No social situation will faze you, no matterwhat. At +8 or above, you can lectureEmily Post on what's proper. Persuasion & Fast Talk The ability to talk others into doing what you want. This may be used individually or on large groups. At +3, you can win most debates or convinceyour girlfriendthat the blonde you were with was your sister. At +SI you are a smooth talker of professional caliber. RonaldReaganhas a Persuasionof+7. Hitler had a Persuasion of +9. Perform: The skill of trained acting, singing, etc. A trained performer of +4 or greater can successfully sing for payment at weddings or small clubs. Performers+6 or greater will be considered to be of professionalcaliber, and may havelucrative contracts and fans. Performers of +9 or greater are of 'star' caliber, have a large number of fans, and may be recognized on the street.
Intelligence Skills Accounting: Theability to balance books (or create false books), juggle numbers, create budgets and handle day to day business operations. Anthropology: The knowledgeof human cultures, habits and customs. Unlike Streetwise(which covers only the cultures andcustoms of the Street), or Social(which covers only what you should do in a given situation), Anthropology covers general customsand backgroundof a culture. For
example, with Streetwise, you know what alleys to avoid and what gangsare dangerous. With Social, you knowtheproperforms of address for a high ranking Japanese zaibatsuhead. WithAnthropology, you know that the customs of a N'Tanga tribesman requirethata young man kill a lion in order to be accepted as an adult male. Awareness/Notice: This is the equivalent of a 'trained observer' skill, allowingcharacters to notice or be aware of clues, shadowers and other events. With an Awareness of +2 you will usually spot small piecesof paper with notes on them, doors left ajar, and obvious expressions of lying or dislike. An Awarenessof +5 or betterallows you to spot fairly well hidden clues, notice small changes in expression, and fairly sophisticated attempts to 'shadow' you. With an Awareness of +8 or greater, you routinely perform the sorts of deductive reasoningseen in the averageTVcopshow ('The murderer was left handed because this knife has a specialized handle'). Sherlock Holmes has a +10 Awareness. Players without this skill may only use their Intelligence Stat. Biology: General knowledge of animals, plants, and other biological systems. At level +3, you know most types of common animals, plants. At +6, you have a general understanding of genetics, cellular biology, etc. At +lo, you can perform most bio-lab procedures, including gene mapping and splicing. Botany: The general knowledge of plants and plant identification. At level +3, you know most common plants and can identify which ones are dangerousand why. At a +6, you can identify most important plantsfoundworldwideand havea working knowledge of their uses. At +8,you have the equivalent of a doctorate in Botanyand know all about rare poisons, exotic orchids and other useful plants. Chemistry: The required skill for mixing chemicalsandcreatingvariouscompounds. A level +2 Chemistvis equal to high school chemistry. A level +4 is equal to a trained pharmacist or college level chemist. A +8 is a trained laboratory chemist. Composition:The requiredskillfor writing songs, articles, or stories. A ComposingSkill of +4 or greater gives your character the abilityto producesalablework. ASkill of +8
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VIEW FROM THE EDGE or more produces work of such a high caliber gangers on the rampage. At +6,you can ditch that the creator may have a strong literary cops and private eyes. At +8, you can ditch following and not a little critical acclaim. most Solos. DiagnoseIllness: The skill of clinically diagnosing symptoms and medical problems. A +3 is the equivalent of a high school nurse-you can recognize most common injuries and complaints. At +6, you would be equivalent to a trained intern; you can recognize many uncommon illnesses and know 'how to treat most common ones. A+9 is the equivalentof a skilled diagnostician; other physicianscome to you to get a diagnosis. Education 8 General Knowledge: This skill is the equivalent of a basic public school education, allowing you to know how to read, write, use basic math, and knowenough historyto get by. In effect, it is a 'lore' or trivia skill. A level of +1 is a basicgradeschooleducation.Askil1of+2 is equal to a high school equivalency. A Knowledge Skill of +3 is equal to a college education, +4 or higher is equal to a Mastersor Doctorate. At +7, you are an extremely welleducated person, and are asked to play Trivial Pursuit a lot. At +9 and above, you are one of those peoplewho knows a lot about everything (and hopefully has the good sense to keep his mouth shut).
History: The knowledgeof facts and figures of past events. In game play, this might be usedto determine if a character is familiar with a particular clue related to a past event. At +2, you have the equivalent of a grade school history education. At +6,you would have the equivalent of a college grasp on the subject. At +8, you could teach history in high school. At +9, you may have written a few of the most oftused texts on a particular historical personage or epoch. Know Language: The knowledgeof a foreign tongue. At +2, you can 'get by' with speaking the language. At +3, you can actually read a written form of it. At +6 and above, you are fairly fluent, although no native will be fooled byyourability. At +8andabove, you speak and read the lanquage like a native.
Eachlanguage knownrequiresa separate Know Lanquage Skill, however, one may use the knowledgeof a particularLanguagewith up to 1/2 (round down) proficiency with any language in the same linguistic family (example: knowing Cantonese a t +4 will give you the ability to understand and speak Mandarin a t Expert: You may use this skill to be an expert on +2). onespecificsubject, such as rare postagestamps, obscure weapons, a foreign language, etc. At Library Search: The skill of using databases, +3, you are the local expert. At +6,you know DataTermP, libraries and other compiled inenough to publish a few books on the subject. formationsources to find facts. With a skill of +2 At +8 or better, your books are recognized as you can use most simple databases. With a skill majortexts on the subject, and you could do the of +6, you can easily access the Library Contalk-show circuit if you wanted to. gress. At +9, you can comprehend almost any public database and find very obscure facts. Gamb1e:Theskill of knowinghowtomakebets, figure odds, and play games of chance success- Mathematics: The skill of understanding calfully. As any professionalgambler knows, this is culations and mathematical formulas. At +3, notaluckskill. At+2,youarethelocalcardshark you havethe ability to add, subtract, divide and a t the Saturday night poker game. At +6,you multiply. At +4, you can do algebra and gecan make a living a t the tables in Vegas and ometry. At +6, you can performcalculus. At +9 Monte Carlo. A t +9 or better, you can take on you can deduce your own mathematical forJamesBond a t rouletteand stand a good chance mulas. of breaking the bank. Physics: The ability to calculate physical prinGeology:Afunctional knowledgeof rocks, min- ciples, such as gas pressures, mechanical enererals and geologic structures. At +3, you can gies, etc. This skill requiresa basic Mathematics identify most common rocks and minerals. At Skill of +4. +6,you have the equivalent of a college degree in Geology and can identify minerals and geo- Programming: The required skill to write prological structures with ease. A t +8, you can grams and to re-program computer systems. teach geology in high school. This skill does not allow players to actually do repairsona computer(this requiresElectronics). Hide/Evade: The skill of losing pursuers, cover- With a Programming Skill of +1, you can do ing tracks and otherwise evading people on simple EBASIC programs. A Programming Skill your trail. At +3, you can lose most booster- of +3 or better allowsyou to know some higher
LINCUISTIC FAMILIES Languages group together into 'families' sharing many common root words and sentence structures. Once you've learned one language in a linguistic family, you may learn any otherlanguage in arelated linguistic family a t - 1 to the normal IP cost. The values in parentheses are t h e I P multipliers for learning the languages in that famiiy. AFRICAN (2) Bantu, Fante, Ashanti, Kongo, Zulu, Swahili, Blackfolk BALTIC(2) Lithuanian, Gtonian, Latvian,Finnish CELTK (2) Gaelic, Welsh, Breton FARSI (2) GERMANIC (7) Danish, Dutch, English, Cerman, Norwegian, Swedish, Yiddish CREEK (2) JAPANESE (2) KOREAN (2) PACIFIC ISLAND GROUP (2) Micronesian, Tagalog, Polynesian, Javanese, Malayan, Sudanese, Indonesian, Hawaiian ROMANTIC (1) French, Italian, Spanish, Portuguese, Latin SEMETiC (1) Arabic, Hebrew SINO-TIBETAN and S.E. ASIAN (3) Burmese, Cantonese, Mandarin, Thai, Tibetan, Vietnamese SLAVIC (3) Bulgarian, Russian, Czech, Polish, Ukranian, Slovak
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level languages and be able to write reasonably complex programs (including video games). Playerswith a Programming Skill +6 or better are considered to be professionals, who can build operating software, design mainframesystems, and hold down a steady job a t your average Silicon Valley firm. With a frogramming Skill of +9 or better, other programmers speak your name with reverence ('You invented Q? Wow!'), young hackers set out to crack your systems, and any computer software you design instantly gets used by every businessapplication in the world.
are recognized by others in the field as good enough to guest lecture a t MIT or Cal Tech; your texts on the subject are quoted as the major references, and you might havea TVshowonthe equivalentof the PBS channel. Wilderness Survival: The requiredskillfor knowing how to survive in the wilds. Knowledge includes how to set traps, forage for wood, trackgame, buildshelters, make fires. The average Boy Scout has a Survival of +3. A Special Forces Green Beret has a Survivalof +6 or above. Grizzly Adams, Mountain Man of the Wilderness, would have a +9 or +10 Survival Skill.
Shadow/Track The skill of shadowing and following people. Thisskill is primarily used in urban or inhabited areas rather than in wilderness (where the skill of Survival incorporates tracking game in the wilds).
Teaching: The skill of imparting knowledge to someone else (if you don't think this isa skill, you ought to try it sometime). Players may not teach any skill unless they have a higher skill level than the student. The referee is the final arbiter of how long it takes to teach a skill. At a Teaching Skill of +3 or better, you can professionally teach students up to High School. At +6, you know enough to be a college professor (if you wanted ). At +9 or greater, you
Dance: The specific skill neededto become a professional dancer. A trained dancer +4 or greater can successfully dance for payment in small clubs or dance troupes. Dancers+6 or greater will be considered to be of professional caliber, and regularly give performancesand have fans. Dancers +9 or greater are of 'star' caliber, have a large number of fans, and may be recognized on the street. Dodge h Escape: This skill is required to dodge attacks and escape grapples and holds. If an attack is made without your knowledge, you may not apply this skill to your Defense roll.
Stock Market: The ability to play the stock market, engage in routine stock transactions and manipulate stocks profitably. At +2, you know enough to invest in junk bonds and lose your shirt. At +6, your investments pay off 75% of the time. At +9, you are a major heavy on the Market, routinely dabble in international stocks, and can write learned articles on the subject of investment. System Knowledge: Basic knowledgeof the geography of the Net, it's lore and history, as well as knowledge of the important computer systems, their strengths and their weaknesses. At +2, you can generally navigate around the Net and know where all the local places are. At +6, you know the locations of most places in a working the Net, and have understandingof its largestand most well known systems. At +9, you know the entire Net like the back of your hand, knowthe generallayoutsof the important systems cold, and are aware of the layouts for the rest of them.
Brawling: The skill of fighting man to man with fist, feet and other parts of the body. Brawlingis not a trained skill- it is learned on the Street by getting into a lot of fights. Unlike MartialArts, there are no specialized attacks and no damage bonuses based on level of mastery.
Zoology: Knowledgeof lifeforms, biological processes and their relation to the environment. At +2, you know most common animals. At +5, you know not only well known animals, but also about many exotics and endangered species. At +8, you are knowledgable on almost all animals, knowtheirhabitswel1,and havea+l advantage to any Wilderness Survival Skills (you know where to find the game).
Driving: This skill allows you to pilot all ground vehicles like cars, trucks, tanks and hovercraft. This skill is not useablefor piloting aircraft. A skill of +3 is equal to that of a very good non-professionaldriver. A skill of +6 allows you to drive with the skill of a moderately skilled race driver. An driver with a skill of +8 or greater will be nationally known as a racer, regularlywin championship races, and possibly have access to the most advanced ground vehicles available (as long as he makes an endorsement).
Fencing: The mastery of swords, rapiers and monoblades. AFencingSkill of +3 allows you to be competentwith a blade. A Skill of +5 makesyou fairly skilled. A FencingSkill of +6 might win you the National Fencing Competitions. A Skill of +8 will get you a reputation for being a true swordsman of duellist caliber. People like D'Artagnan or Miyamoto Musashi have Skills of +lo.They Reflex Skills are legendary masters of the blade; the Archery: The skill required to use bows, mention of whom will cause all but the crossbows and other arrow-based ranged stupidest young bravo to run for cover. weapons. See Handgun for details. Handgun: You must have this skill to effecAthletics: This skill i s requiredfor accurate tively use handguns of any type, including throwing, climbing, and balancing. It cyberwear types. At +2, you can use a combines the basic elements of any high handgun effectively on a target range, school level sports program. At +3 and though combat will still rattle you. At +5, above, you are the equivalent of a real you are as skilled as most military officers or high school 'jock'. At +5 and above, you policemen. At +7, you can do the sort of can performin collegelevel competitions. fancy shooting you see on TV, and have At +8 and above, you are of Olympic or begun to get a reputation of being 'good Professional caliber. with a gun'. At +8, you are a recognized
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gunslinger with a “rep”. The very sound of your name makes some people back down in fear. At +lo, you are a legendary gunslinger, feared by all exceptthe stupid young punks who keep trying to “take” you in innumerable gunfight challenges. Heavy Weapons: The required skill for using grenade launchers, autocannon, mortars, heavy machine guns, missiles and rocket launchers. ALevel+S skill would be equivalentto a general military “Heavy Weapons” training course, giving the user theabilitytouseanyoralloftheseweapon
types. Martial Arts: This skill covers any type of trained fighting style using hands, feet, or specialized “martial arts” weapons. You must elect a style of martial art and take a separate skill for each style (for example, you would have to take Karate and judo separately, spending points for each one. Difficulty modifiers are listed in ( ) next to each skill listed below. The primary advantage to m(artial arts styles is that each one has what are called key attacks; attacks that reflect particular strengths of the style. When a ke,yattack is --I _ _ used, there is a to-hit bonus baseu or1 me attack type and martial arts sty,le. A full table of key attacks is listed in Friidcry Night Firefight, pg.100. LL-
The second advantage to martialarts styles is that there is a damage bonus I3n attacks equal to the level of the MartialAirtsskill:,for example, a master with a +10 Kung Fu Skill would add 10 points to his damage. This can bea formidableadvantage, particularly in head strikes (which double damage). Martial Arts forms include: Aikido (3): This form relies on using the opponent’s strength and momentum againsthim. ltisa perfectformforstopping an opponent peacefullywhile makingyourself very hard to hit. Key attacks are: blocks & parries, dodges, throws, holds, escapes, chokes, sweeps, trips & sweeps, grapples. Animal Kung Fu (3):These are forms based on animal movements, such as crane, mantis, tiger, leopard and dragon forms. These attacks are fast and dangerous, with a style that is exciting and flashy. Key attacks include: strikes, punches, kicks, blocks & parries, sweeps & trips. Boxing (1): The manly art of fisticuffs, this form delivers lightning punchesand a tight
blocking defense. Key attacks are: punches, blocks & parries.
power. Key moves include:strikes, punches, kicks, blocks & parries, and grapples.
Capoeria (3): Created bycarribeanslaves, this form combiries dancelike movements with fast kicks arid low line sweeps. It is a relatively unknovvn form and can be combined with danc:e moves to disguise it‘s true -. -- nnwer~ KI . . ~ yattacks are: punches, kicks, blocks & parr1ies, dodges, and sweeps & trips.
Wrestling (1): This form combines techniques of Olympic and Professonal wrestling. The style uses a wide variety of throws and holds to incapacitate the opponent. Key attacks include: throws, holds, escapes, chokes, sweeps, trips, and grapples.
Choi Li Fut (3): Dcescended directly from the ancient Shaolin temples, this form combines powerfulroundhouseblows and sweeping kicks in1to a dynamic fighting stvle. Kev attacks are: strikes, punches, kicks, blocks & parries, dodges, throws, and sweeps & trips.
Judo(1): This system was designed as a sport form, but is very effective in combat as well. It uses throws and sweeps to knock down the opponent. Key attacks include: dodges, throws, holds, escapes, sweeps & trips and grappling. Karate (2): The Japaneseversion of kung fu, this style uses straight line movements and powerful blows. Variations include shotokan and kenpo, each with their own special moves. Key attacks are: punches, kicks, and blocks & parries. Tae Kwon Do (3): A very fast and precise form, with graceful movements and some aerial kicks. Key attacks include: strikes, punches, kicks, block & parries, dodges. Thai Kick Boxing (4): One of the deadliest forms in existence, this style is known for blinding kicks delivered with incredible
Melee: The ability to use knives, axes, clubs and other hand to hand weapons in combat. Note: when using non-ranged cyberweaponssuch as rippers, scratchers, slice n‘dices, cyberbeasts, and battlegloves, you must use this skill. Motorcycle: The required skill to operate motorcycles, cyberbikes and other two and three-wheeled vehicles. Operate Heavy Machinery: The required skill to operate tractors, tanks, very large trucks and construction equipment. Piloting: In general, this is the skill of controlling aircraft. Aircraft are broken into categories: Gyro und Rororcrufr, Fixed Wing Aircraft, Dirigibles and Vectored Thwsr Aerodynes (A V-s). A Piloting Skill of +1 allows you to take off and landsafelyingoodweatherconditions. A Piloting Skill of +3 or more makes you a trained pilot, able to engage in most combat situations or bad weather. Pilots with a Skill of +6 or greater are veteran pilots, ableto handlethemselvesin almost any situation, including aerobatic man-
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VIEW FROM THE EDGE uevers. Pilotswith a Skill of +9 or greater are so good, they have a rep as pilots, and are widely knownamong the pilotingfraternityfor having the 'right stuff'. Pilot Gyro (3): The ability to pilot all types of rotorwing aircraft, including gyros, copters and Ospreys.
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Pilot Fixed Wing(2): The ability to pilot fixed wing jets and light aircraft. Ospreys may be flown with this skill, but only in the straight ahead (non-hover) mode. Pilot Dirigible (2): The ability to pilot all lighter than air vehicles, including cargo dirigibles, blimps and powered balloons. Pilot Vectored Thrust Vehicle (3): The skill of piloting all types of vectored thrust vehicles, includinghovercars, hover rafts and AV-4, 6 and 7 vehicles.
Rifle: You must have this skill t o use rifles/shotguns effectively (see Handguns for limitations and modifiers).
Basic Tech (2): The required skills for building or repairing simple mechanical and electrical devices, such as car engines, television sets, etc. With a Basic TechSkill of +3 or better, you can fix minor car problems, repair basic wiring, etc. A Basic TechSkill of +6 or better can repair stereos and TVs, rebuild an engine, etc. A Basic Tech Skill of +9 or bettercan build a simple computer from scratch, put together a race car engine, and maintain any kind of industrial machinery. However, they do not know enough specialized knowledgeto apply it to complex thingssuch as aircraft(just like Mr. Goodwrenchdoesn't know how to build and service an F-16).
Cryotank Operation: The required skill for operating, repairing and maintaining life suspension and body chilling devices. A minimumskill of +4 is required to chill down a healthy person. A minumum of +6 b v / ~ ~ / ~ ~ r xskill t w m for chilling a wounded person.
Stealth (2): The skill of hiding in shadows, moving silently, evadingguards, etc. A Stealth Skill of +1 is about the level of averysneakylOyearoldstealing cookies. At +3, you are able to get past most guards, or your parents if you've been grounded. A t +6, you are good enough toslip smoothly from shadow to shadow and not make any noise. At +8, youaretheequalofmost Ninja warriors. At +lo, you move as silently as a making the Ninja sound likeelephants*
-Morgan Blackhand
tear down engines and modify an AV. Ai +lV, you can design your own AVs on common airframes.
Submachinegun: You must have this skill to use any type Of submachine gun effectively (see Handguns for limitations and modifiers).
Technical Skills Aero Tech (2): The required skill for repairing fixed wing aircraft, includingOspreys, jets, and light aircraft. With a Skillof +3, you can perform most routine maintenance tasks. With a Skill of +6, you can do engine teardowns and major structural repairs. With a Skill of +9 or better, you are capable of designing and building your own aircraft. AV Tech (3): The required skill for repairing all ducted fan aerodyne vehicles. At +3, you can perform routine maintenance. At +6, you can
Cyberdeck Design (2): The required skill for designing cyberdecks. At level +4, you can modify an existing cyberdeck for greater speed or memory. A t level +6, you can design a deck equal to most existing designs. At +8, you can design decks that are substantially improved over existing designs. for repairing CyberTech (2): The required and maintaining cyberwear. At level +2, you can keep your cyberwear tuned up and can replace its power batteries.A t level +6, you can strip down most cybeMear and even make simple modifications. At level +8, you can design your own cyberwear to order.
Demolitions(2): This skill allows the character to be knowledgeablein the use of explosives, as well as knowing the best explosives to use for which jobs, how to set timers and detonators, and how much explosive to use to accomplish a desired result. Disguise: The skill of disguising your character to resemble someone else, whether real or fictitious. This skill incorporates elements of both makeup and acting, although it is not the same as the ability to actually be an actor.
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VIEW FROM THE EDGE Electronics: The requiredskill for maintaining, repairingand modifyingelectronic instruments such as computers, personal electronics hardw a electronic ~ security systems, cameras and monitors. Electronic Security (2): The skill of installingor countering electronic eyes, electronic locks, bugs and tracers, security cameras, pressure plates, etc. At level +3, you can jimmy or install most apartmentlocks and security cams. At +6, you can override most corporate office locks and traps. At +9, you can enter most high security areas with impunity.
crack most safes. At +9 or better, you have a rep as a master cracksman, and are knownto all the major players in the Cyberpunkworld. Pick Pocket: The requiredskill for picking pockets without being noticed, as well as ”shoplifting” small items. For ideas on levels of ability, see Pick lock, above.
Play Instrument: The skill of knowing how to play a musical instrument. You must take this skill separately for each type of instrument played. A Skill of +4 or higher will qualify your character to play professional“gigs”. A Skill of +8 and above will gain the musician some First Aid: This skill allows the user to bind professional acclaim, possibly with recording wounds, stop bleeding, and revive a stunned contractsand command performances.At +lo, patient (see Trauma Team, pg. 116 for details). you are widely acclaimed, have lots of Crammys, and regularly jam with Kerry Eurodyne. Forgery: The skill of copying and creating false documents and identifications. This skill may Weaponsmith (2): The requiredskill for repairalso be applied to the detection of same; if you ing and maintaining weapons of all types. At level +2, you can do repairs and field stripping. can fake it, you can usually tell a fake as well. At level +6,you can repair all types of weapons Gyro Tech (3): The skill of repairing and main- and make simple modifications. At level +8, taining rotorwing aircraft such as helicopters you can design your own weapons to order. and gyrocopters. Paint or Draw: The skill of producing professional drawings. A Skill of +3 allows you to producesalable “modern” art. A Skill of +6 will produce artwork that is recognizable and extremely pleasantto the eye-as well as salable. An artist with a Skill of +8 or greater will be nationallyknown, haveexhibitsin galleries, and have other lesser artists studying his style in a r t school.
Learning New Skills and Improving Old Ones
Pharmaceuticals(2):Theskill of designingand manufacturing drugs and medicines. A minimum Chemistryskill of +4 is required. At +4, you can make asprin. At +6, you can make hallucinogenicsor antibiotics. A t level +9 you can build designer drugs tailored to individual body chemistries.
Example: My Brawling skill is +4. To move from +4 to +5 will require 40 IP. To move from +5 to +6 will require 50 IP.
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Players can improve their skills or begin new ones by accumulating Improvement Points (IP) . As you gain more IP, you’ll record these points in the area next to the skills listing on your Hardcopy Form. When you have collected enough Improvement Points in a skill, the skill’s level increases by Photography 8 Film: The skill of producing one. professional-caliber photographs or motion pictures. ASkill of+2allowsyou tomakedecent The first level of a skill will always cost 10 IP. home movies. A Skill of +4 or better creates To determine how many points are rework capable of winning amateur contests. A quired t o raise a skill higher than this, Skill of +6 or better will produce work of the multiplythe current level of skill by 10. This levelof the average Playboy cover or rockvideo. A photographer or cinematographer with a is how many points are required to raise a Skill of +8 or betterwill be nationallyknown and simple (IP multiplier=l) skill to the next level. probably famous.
IP Multipliers
Not all skills are equally easy to learn. These skills havean additional IP multiplier which Pick Lock The skill required to pick locks and multiplies the number of points requiredt o break into sealed containers and rooms. At +3, learn the next level of skill. This extra cost you can jimmy most simplelocks. At +6youcan will be noted in the skill descriptions.
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Award
Based on:
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Getting More IP
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Used Skills in this area often , even if not effectively. Used Skills effectively. Frequent and effective use of Skill. Did something out of the ordinary with this Skill. Very clever or effective use of this Skill. Extremely clever or effective use of Skill. Skill was critical to player in this adventure session. Skill use was critical to entire group this adventure session. Did something really incredible with this Skill.
There are three ways to accumulate Improvement Points: Study & Practice, Being Taught, and Direct Experience. In all three cases, the amount of improvement is determined by the Referee of your game.
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IP A WARD CUlDELINE TABLE
Example: Choi Li fut has a multiplier of 3. To raise my Choi Li Fut skill from +4 to +5 would require 120 IP, not 40.
Study & Practice: In its simplestform, you g e t a how-to book and begin practicing. Study is pretty tough-you have no idea of where to begin, and no one to correct your mistakes. The biggest limit to this type of learning is that you can only improve your skill from a level of +O to a level of +2. In general, it takes about 1 day of book learning to gain 1 IP. Being Taught: Finding a teacher is far superior to self-teaching or book learning. The teacher must have a higher level of skill than the student, and must have the time to teach you (how long this takes, of course, is determined by the Referee). But even the most knowledgeable of teachers may not be able to transfer that knowledge. That’s where the skill of Teaching comes into play. The teacher must average hisskill in the subject to be taught with his teaching skill. He may then teach the student up to that level of skill. How long this takes is, of course, up to the Referee, who awards IP over the passage of time (usually 1-5 IP per lesson). Experience: Still the best teacher. Whenever you do something well, the Referee rewards you with lmprovement Points right on the spot. The problem is that these points will be applied to the skill you were using when you got the reward. Therefore, if you want to get better in a particular skill, it’s important to use that skill every chance you get. Referees should use an even hand when rewarding Improvement Points, not only rewarding players for doing things well, but also for demonstrating both role-playing ability and teamwork. In general, wesuggest not awarding more than six points per skill per game session.
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9
Inventing New Skills You can also invent new skills to cover new needs, should you want to do so. To do so, you must first convince the Referee of your game to let you have that skill. You and the Referee should work together to determine:
1) Exactly what does this skill allow you to do? 2) How (according to your character conception) did you acquire this skill? 3) What are the specific limits of this skill (what can‘t I do with it?). 4) What stat is this skill connected to and why? Referees should be careful to make sure that player skills are neither too specific (“Shoot .45 Caliber Handgun With Laser Sight”), or too general (“Shoot Anything Well”). You should insist on a middle ground which covers a general ability to use the skill, yet does not give the player an unreasonable advantage in all possible situations (“Shoot Handguns”). The Referee is always the final arbiter of decisions on ski IIs.
Another Kind of Experience: Reputation Reputation is a measure of things your character may do so well (or badly) that he has actually become well known for them. A reputation for something is always es-
71.12
tablished by a character's actions, and is then awarded by the Referee. Whenever a character encounters new people in new situations , his reputation may actually influence how they react to him. Sometimes this can be very good. Other times, it can be very bad:
Example: lake the Hammer is known far and wide as a streetfighter; he is feared throughout Night City for his trademark killerpunch. Over time, the Referee has awarded lake a Reputation of 6 points. Anyone who meets jake for the first time must roll higher than 6 on 7 D 7 0 in order to have not heard of lake's name. On this particular night, jake swaggers into the Totentanz and orders a drink. Down the bar, Ripperjack hears the bartender addressJakeby name. Ripperjack puts two and two together (a 3 on 7 D 7 0). This 'yake' must be the sonovagun who caught The lack's kid brother in an alley and beat him to death with his metalshod fists. Ripperjack's eyes flare, and his teethgrind down. He pulls out his Minami 70 and blows a hole through Jake's back.
REPUTATION TABLE Level Who Knows About You 1 Anyone who was there a t the time knows. Stories have gotten around to 2 immediate friends. 3 All your co-workers and casual acquaintances know. 4 Stories are all over the local area. 5 Your name is recognized by others beyond your local area. 6 You are known on sight by others beyond your local area. 7 A news story or b o has been written about your exploits. 8 Your exploits regularly make the headlines and screamsheets. 9 Your exploits always make the screamsheets and TV. 10 You're known worldwide.
Reputation can also be a disadvantage. Whenever you do something extremely uncool (show cowardice, desert or betray someone, etc.), the Referee can still award you Reputation Points for these actions. The more points you score, the more likely people are to have heard about your infa-
mous deeds (once again, roll 1010). However, this time they won't be impressed. If your rep is for cowardice, it can even work against you. Reputation in Cyberpunk has one other big effect- facedowns. Remember; a lot of combat in this genre comes down to a duel of wills; who's tougher, meaner, and looks more ready to prove it. This often leads to what are called facedowns; when two heavies on the Street square off just before a fight, or to see who'll back down from a confrontation. When making a facedown, both pirrtiripants will roll:
.
1D 1O+ COOL+ REPUTATIO,
Note: If one of the opponents has a reputation for cowardice, his value will be treated as a negative number.
I I
'A lot of battles get won before I I I the first shot is I I fired. When your: I eyes meet his, and I I I he knows that I you're willing to I I pay the price in I I I blood. His blood, I your blood- it I I doesn't matter to II I I you. You're, I committed. l1I I I
I
I I I
In a facedown, the loser has the option of backing down or making any subsequent attacks against this particular opponent at a -3 (due to fear) until he has successfully defeated that opponent once. On a tied roll, both parties are unsure and no penalties will apply.
I I
I I
-Morgan Blackhand The Enforcer's I Handbook I I
Example: The Ironmaster is a feared boostergangerknownthroughout Night City. In the middle of the Slammer, he runs across an attractive young woman and her male companion. The lronmaster says 'Take a clue and vanish, Kid-trash; the input's with me now.' The Kid stands up and says, 'Vanish yourself, burnbrain. A faceoff begin! I.
The Ironmaster is known all over the r;tv -.., giving him a Rep of 6. What he doesnY know is that the Kid is a 5th Dan black belt in Kenpo Karate. Although he's new in the Zone and hasn't much of a Rep (3), he is totally selfposessed and aware of his skills (COOL= 7 0). Thelronmaster may be tough, but he's mostly a bully. His COOL is only 4, bolstered by a Reputation made on a few lucky fights. His total roll is 4+4+(roll of 6)= 7 4. The Kid's total is 3+ 7 O+(roll of 3)= 7 6. The lronmaster feels a strange uneaseashe stares at the calm, readyto-rock Kid. His eyes shift away and he backs down with a grunt.
71.12
____
-
~~-
VIEW FROM THE EDGE
71.12
VIEW FROM THE EDGE
I
i MONEY IN 2020
I
'UG 'OR J !E
The OutRt The Cyberpunk future is mobile. Like the cowboys of the Old West, most people carry their lives on their backs-miniaturized sleeping, eating and entertainment components crammed into carryalls and the back seats of cars. The stuff you carry around is known in streetslang as your outfit. A typical outfit might include: Inflatable bed (folds to a 6'x6' package for easy storage). Compressabledown sleep-bag (wads to the size of a paperback book). Micro-stereocompo (a microsized boom box with stereo speakers or headphones, possibly CD, chip/tape player, lV and certainly radio). Handful of tapes or datachips. Laptop or pocket computer (for notes, writing, business, links to computer networks). Cybermodem, cables (for Netrunners). Pocket Cellular phone (the phone is bought, the service is rented by the month). Handgun, knife or both. Possibly an assault rifle or SMC, and a couple backups as well. Always extra ammo. Body armor (usually an armor jacket or bullet-proof T-shirt). Personalthings, likeclothes, toothbrushes, etc.
Most of this is crammed into a shoulderbat or duffle sack. Most Cyberpunk character aren't much for settling down. Rockerboj always have the next gig. Solos have t keep moving-the next job requires it, an you keep moving anyway before yoi enemies figure out where you're sleepin these days. Cops, Netrunners, Medias an Techies are always on the move-on stakf outs, hard stories, or running from th varibus people you've brought down on yourself with your netrunning. Nomadswell, they don't have homes to start with, and what good is it if you can't cram it on the back of your bike anyway? Even a Corporate may find himsc living out of a 'coffin' in the Tokyo airpc if times get rough.
For years, everyone in the late20thcentury thoughtthe currencyof the futurewould be the Japanese yen. But only one country uses the yen on a regular basis, wheras a lot of countries use the dollar interchangeablywith their own. The modern Eurodollar is based in part on the U.S. Dollar's universal appeal. At the start of the 1992 Treaty that established the EuropeanEconomicCommunity, the EEC created the EURODOLLAR (eb), based on an averageof U.S., French, Cerman, British and Japanese currencies. At first this sounded great; the Eurodollar was pegged to a strong currency and everyone assumed the U.S. would remain relativelystable. They wuz wrong. Eurodollars are pretty much the standard of currency in
the 2020 world; accepted in the U.S., Japan, the Far East andwhat's left of the Middle East.
The catch is that, thanks to the Collapseandthe Deficit, the currentU.S. dollar is usually worth less than its relatives. So on a one-to-one currency exchangerate, this means you get about one Eurodollar for every two American dollars.
The point is, a computer society makes easy for people to live like campers all tl time. Why should you have to go home listen to your favorite music when you Ci
71.12
VIEW FROM THE EDGE
h, even in the Dark Future, ya gotta pay the bills, chombatta. And you want a job, because it's a real short slip between
.at out, then ones? You'll
OCCUPATION TABLE
ROLE
1-5
7
6
8
9
Desperatefor gigs 1 . m month
Regular Club Jobs 1.500 month
Play the Big Clubs 2,000 month
You've got a Contract 5.000 month
Concert Band 8,000 month
Major Act 12,000 month
Solo
Street Ronin 2,000 month
Private Enforcer 3,000 month
Corporate Muscle 4,500 month
Professional Operative 7,000 month
Major League Hitter 9,000month
Solo Elite 12,000 month
COP
Private Guard 1.000 month
city cop 1,200 month
Corporate Guard/ Detective 3,000 month
Corp. Security/ Psycho Squad 5,000 month
Enforcement Team Leader 7,000 month
Security Head/ Police Chief 9,000 month
Assistant 1,500 month
Manager 3,000 month
junior Executive 5.000 month
Executive 7,000 month
Department Head 9,000month
Division Head 12,000 month
Stringer Reporter 1,000 month
Staff Reporter 1,200 month
Section Editor 3,or~omonth
Producer/ Managing Editor 5,000 month
Local Media Personality 7,000month
National Media Personality 10,000 month
Fixer
Street Punk 1,500 month
Gang Leader 3,000 month
Enforcer 5,000 month
Sub-Lieutenant 7,000 month
Lieutenant 8.000 month
Crime Boss 10,000 month
Techie
Local Fixit Man 1.000 month
Private Operator 2,000 month
Corporate Tech 3,000 month
Weefle Runner 1.000 month
Hacker 2,000 month
Bit jockey 3,000 month
Net Cowboy 5,000 month
Deckslinger 7,000 month
RipperDoc 5,000 month
Trauma Team Medic 7.000 month
General Practitioner 10,000 month
Specialist Physician 15.000 month
Head of Household 2.000 month
scout 3,000 month
Clan Senior 4.000 month
Family Head 5.000 month
Rocker
Media
~~
Medtechie Nomad
1
Patchman 1,600 month
Clanmember
1,000 month
1
Medical Technician 3.000 month Warrior 1,500 month
I
'
Ir. Engineer 4r000
month
Senior Engineer
Engineer
5.000 month
8,000 month
I
10,000 month sysop
I
I I
71.12
~~~
~~
VIEW FROM THE EDGE
I
Example: I have spent 6 points to get an Average Body Type. I can carry up to 60 kilograms; roughly 7 32 lbs. l can deadlift 24 0 Take a quick jump to the Occupation Table kg-about 528 Ibs. on page 58. Find your Role (or the role closest to it), cross reference it to your Rather than list exact weights of everything current Special Ability level, and that'll give you could possibly want to carry, we have you a monthlysalary. Multiplythisamount arranged a simpler system of classification. by a 1D6/3 to determine the number of The following weight groups are more monthsyou've currently been employed, useful to the Referee who must make a and that gives you the total amount of general determination of how much a player can carry. cash your character s t a r t s with. he can get them; sleazoid dives, bar-mitzvahs, weddings, bar fights; you name it.
I
Exactly how you earn your euro is up to you; the categories are deliberately vague to give you plenty of roleplaying room. Maybe as 'Level 7' Solo, you don't want to work for a Corporation; no problem. It's only a general description of where you fit on the Solo hierarchy. For all we know, you work on an extraction team for Amnesty International.
0.5 kilos or less 1 box of ammo cellular phone personal stereo. pocket computer cybermodem interface cables pocket TV Digital camera * Small recorder * flashlight * binoculars Swiss Army knife article of clothing mirrorfighting knife switchb1ad.e shades Light pistol nylon carrybag Kevlar helmet.
One last thing. Roll one more D6. If you roll higher than a four, you just got unemployed.
1 Kilo or less Medium to Heavy handgun sleeping bag radio/chip player video camera toolkit medical kit laptop computer armor vest/T-shirt.
Congratulations. Betcha can taste that kibble already.
Encumbrance In most cases, encumb rance isn't a big problem for a Cyberpunk character4e's going to keep the majority of hisgearinhisapartmentorhiscar. ACy6epunk charactercancanyaroundasmuchin kilograms as the number of points invested in his bdy Typestat, multipliedby 10. He can deadlift 40 times his Body Type stat
better cars... I f
I
3 Kilos Submachine gun Very Heavy Pistol electric guitar drum synthesizer inflatable bed Light to Medium assault rifle Shotgun Armor jacket. Kevlarflack pants or vest.
4 Kilos Electric keyboard sault rifle.
amplifier
Heavy as-
71.12
VIEW FROM THE EDGE WEAPONS The first thing your cyberpunk is gonna want is some weapons (weapons can get you out of a bad situation a lot faster than a great stereo). Cyberpunk weapons break into seven types: Pistols (P) are any type of single shot (or semiautomatic) weapon which may be accurately fired with one hand. Submachineguns (SMC) are any type of weapon which may fire either automatically or semi automatically, using only pistol ammunition. Shotguns (SHC) are any weapon which fires pellets or other small particles instead of a solid slug. Rifles (RIF) include assault rifles, carbines, and fully automatic rifles. These weapons alwaysfire rifle type ammunition.
rounds per combat round on full auto, and is very reliable. Descriptions of Weapon Codes follow:
Accuracy: This is how good the weapon really is. Weapons are rated from -3 to +3 on accuracy, with 0 being an average level of accuracy. Concealability: How easily they can be hidden until needed (an important factor in combatweapons). Asmartcombatgunner doesn't want to walk into a bar with a shotgun protruding from underneath his coat-it's going to cause trouble. He also needs to be able to carry 'holdouts' in the event of capture or disarmament. Pocket, Pants Leg or Sleeve ..............(PI Jacket, Coat or Shoulder Rig ............. (0 Long Coat ....................................... (L) Can't be Hidden (N)
..............................
Availabi1ity:This is how difficulttheweapon is to find on the open market. Excellent (E) Can be found almost anywhere. Melee Weapons (MELEE) include swords, dag(C) Common gers, knives, martial arts weapons, polearms, Can be found in most sports &gun stores etc. or on the Street. Poor i.............(PI Exotic Weapons (EX); these are bows, lasers, Specialty weapons, black market, stolen flechette pistols, airguns and microwave weapmilitary. ons- the real 'sci-fi'weapons of the Cyberpunk universe. Rare (R) Stolen, one of a kind, special military issue, may be highly illegal. Weapon Codes Each weapon is represented by certain characteristics, such as its type, damage, Damage/Ammunition: Each weapon is range, accuracy, concealability, availability rated as to the type of ammunition it and cost. These factors are recorded as a carries, and the damage of that ammuniweapon code -a profile of the weapon in tion (in numbers of dice thrown). order of: Number of Shots: This is how many shots Name Type Accuracy are held in the standard clip, magazine or quiver for the weapon type. Concealability Availability Damage/Ammunition Number of Shots Rate of Fire Rate of Fire: This is how many shots the Reliability weapon can fire in a single combat round (3.2 seconds). For an example, a weapon with the code: Minami 70 SMC 0 E 206+3/ Reliability: This is how reliablethe weapon 7 Ornm 40 20 VR would be an Accurate is in combat-its chance of jamming while ( 7 ) Minami 7 0 Submachinegun (SMC) which on autofire, etc. can be hidden under a jacket (I), with Very Reliable................................ (VR) excellent availability (€), fires 7 Omm ammuStandard ...................................... (ST) nition, has a 40 shot clip, can fire up to 20 Unreliable ................................... (U R) Heavy Weapons (HW) include missiles, grenades, heavy cannon, etc.
........................................
.......................................
.................................
...............................................
71.12
, VIEW FROM THE EDGE
Name
LICHT AUTOPISTOLS BudgetArms C-13 Dai Lung Cybermag 15 FederatedArms X-22
Type
WA
Con.
Avail.
P
P P P
C
P
-1 -1 O
P
E E
LS Militech Arms Avenger Dai Lung Streetmaster federated Arms X-9mm
P
O
P P
O O
] J
HEAVY AUTOPISTOLS BudgetArms Auto 3 Sternmeyer Type 35
P P
-1 O
J
E
J
C
P
O
I
E
P
O
J
C
SMC +1 SMC +1 SMC +1
J
E
J J
C C
Arasaka Minami 10 H&K MPK-9
SMC 0 SMC +1
j
HEAVY SUBMACHINEGUNS Sternmeyer SMC 21 H&K MPK-11 lngram MAC 14
SMC -1 SMC 0 SMC -2
PIS Armalite 44 Colt AMT Model 2000 LIGHT SUBMACHINEGUNS Uzi Miniauto 9 H&K MP-2013 Fed. Arms Tech Assault II
E E
Damage/Ammo
#Shots
ROF
Re/.
Range
Cost
8 10 10
2 2 2
ST UR ST
50m 50m 50m
50.O0 150.O'
2D6+3(1Omm) 12 206+1(9mm) 12
2
2
UR ST
50m SOm
25O.Oo 25O.Oo 30O.Oo
1D6(5mm) 1D6+1(6mm) 1D6+1(6mm)
75.00
3D6(11mm) 3D6(11mm)
8 8
2 2
UR VR
50m 50m
350.O0 400.0°
4D6+1(12mm) 4D6+1(12mm)
8 8
1 1
ST VR
50m 50m
45O.Oo
2D6+1(9mm) 30 2D6+3(1Omm) 35 1D6+1(6mm) 50
35 32 25
VR ST ST
150m 150m 150m
475.00 450.' 40O.Oo
E C
2D6+3(1Omm) 40 2D6+1(9mm) 35
20 25
VR ST
200m
200m
50O.Oo 520.'
L
E
L L
C
3D6(11mm) 30 4D6+1(12mm) 30 4D6+1(12mm) 20
15 20 10
VR ST ST
200m 200m 200m
500.0° 700.0° 650.0°
35 30 30 35
30 30 30 25
VR ST VR
45O.Oo
5oo.m [email protected]'
ST
400m 400m 400m 400m
20 10
10 2
ST ST
50m 50m
900.00 450.0°
5oo.m
NS J
E
Militech Ronin Light Assault AKR-20 Medium Assault FN-RAL Heavy Assault Rifle Kalishnikov A-80 Hvy. Rifle
RIF RIF RIF RIF
+1 0 -1 -1
N
C
N N N
C C
E
5D6(5.56) 5D6(5.56) 6D6+2(7.62) 6D6+2(7.62)
SHOTGUNS Arasaka Rapid Assault 12 Sternmeyer Stakeout 10
SHT
-1 -2
N N
C R
4D6(00) 4D6(00)
I
SHT
55O.Oo
WA=WeaponAccuracy. Concealability:P=Pocket J=JacketL=Long Coat N K a n ' tbe hidden. Availability: E=Excellent (can be found anywhere) C=Common (sports & gun shops) P=Poor (stolen militafy, black market) &Rare (one of a kind, special military issue, highly illegal). Damage/Ammo: most 2000's weapons are rated in rnilimeters. # Shots (in a standard clip or load). ROkRate of KEY fire per turn. Range=Long range.
71.12
VIEW FROM THE EDGE
NamC
EXOTICS Techtronica 15 Microwaver Militech Elect. Lasercannon Avante P-1135 Needlegun Enertex AKM Power Squirt Nelspot 'Wombat' Miltech Electronics Taser EagleTech 'Tomcat' C- Bow EagleTech 'Stryker' X-bow
TYPO
WA
Con.
Avall.
P RIF P
0 0 0 -2 -1 -1 0 -1
I N P I I I N N
P R P C C C C C
P P
P EX EX
Damage/Ammo
1D6t 1-5D6 Drugs Drugs Drugs Stun 4D6 3D6+3
#Shots
ROF
Rel.
Range
10 10 15 50
2 2 2
VR UR ST VR UR ST VR VR
20m 200m 40m 1Om 40m 1Om 150m 50m
20 10 12 12
1 2 1 1 1
€E WEA Note: Most melee weapons are available on the open market and have a ROF of 1, a WA P P 206 Kendachi MonoknifeB Melee +1 Kendachi MonoKatanaO Melee +1 N R 406 SPM-1 BattlegloveTM Melee -2 N P 306/2D6
-
cost
40O.Oo 8,00O.Oo 200.00 15.00
200.00 6O.Oo 150.00 220.00
of 0, and no reloads. VR lm 200.00 VR lm 600.0° VR lm 900.00
tSee pg.98 for microwave damage.
Note: All 2020 weapons are caseless ammunition, composite carbon fiber designs. WEAPON CODE= Type
Weapon Accuracy
Concealability
Availability
Damage/Ammo
Reliability
ROF
#Shots
Light Autopistols
Heavy Autopistols
H&K MP-2013
BudgetArms C-13 P -1 P E 1D6(5mm) 8 2 ST A light duty autopistol used as a holdout and 'lady's gun'.
BudgetArms Auto 3 P -1 J E 3D6(11mm) 8 2 UR It's cheap. It's powerful. It blows up sometimes. What else do you want?
SMC
Sternrneyer Type 35
Dai Lung Cybermag 15 P
-1
P C 1D6+1(6mm) 10
2 UR
Cheap Honq Konq knockoff, often used by boosters-and &her street trash. Federated Arms X-22 0 J E 1D6+1(6mm) 10 2 ST The ubiq uito us ' Po Iy m e r-one -shot 'I cheap plastic pistol. Available in designer colors. P
Medium Autopistols Militech Arms Avenger 0 J E 2D6+1(9mm) 10 2 VR Awell-made autopistolwith good range and accuracy. A professional's gun. P
Dai Lung Streetmaster P
0
1 E 2D6+3(10mm)12
P
0
J
E 2D6+1(9mm) 12
C 2D6+3(10mm)35
32 ST
Federated Arms Tech Assault II 8
2 VR
SMC +l J
C 1D6+1(6mm) 50 25 ST
Rugged, reliable, with excellent stopping power. Another fine E.C.C. product from the United Germanies.
An updated version of the venerable Tech Assault I, features larger clip, better autofire, no melting. Honest.
Very Heavy Autopistols Arrnalite 44
Arasaka Minarni 1 0
P
0
J
E 4D6+1(12mm) 8
1I
Medium Submachineguns CT
CMT.
.JI.,Y
n '
,
c &3n~~ziin...... 'WTd lVllllll,
I
L
AA -rw
?n in 'n
LV
Designed as an alternate to the 1998 U.S. Army sidearm trials. A solid contender.
The standard Arasaka Security weapon, foundworldwide.Agood, allroundweapon.
Colt AMT Model 2000
SMC
H&K MPK-9 P
0
J
C 4D6+1(12mm) 8
1 VR
Now the standard officer's sidearm for the U.S. Army, the M-2000 served M in the Central American Wars.
+1
J
C tD6+1(9mm) 35
25 ST
A light composite submachinegun with integral sights. Used by many Euro Solos.
Light Submachineguns Uzi Miniauto 9 SMG +1
Federated Arms X-9mm 0
C 3D6(11mm)
J
2 UR
Another Dai Lung cheapie, built for the Street.
P
I
+1
Heckler & Koch's updating of the MP5K classic, with compound plastics and built in silencing.
2 ST
A sturdy Solo's gun, used as a standard military sidearm in the U.S. and E.C.C.
J
E ZD6+1(9mm) 30
35 VR
Uzi's entry into the 21st century, all plastic, with a rotary electric clip and adjustable trigger. The choice for many security Solos.
terrorist category, with wide use on CSWAT teams and PsychoSquads.
H&K MPK-11 0 L C 4D6+1(12mm)30 20
SMC
ST
71.12
Possibly the most used Solo's gun in existence, the MPK-11can be modified into four different designs, including a bullpup configuration, standard SMC, an assault carbine, and a grenade launcher mount.
sonic speeds. Heavy AP sub-caliber penetrator damages armor 2pts/hit. Scorpion 16 Missile Launcher HVY
-1 N R 7D10
1
1 VR
The third generation of the Stinger missile launcher, thisshoulder armfires one missile.
lngram MAC 14 SMC
-2
L
10 ST
Assault Rifles
Militech Rocket-Grenade Launcher HVY
-2 N R 6D10
1
1 VR
35
30 VR
A light, all purpose update, similar to the M-169.
AKR-20 Medium Assault RIF
0 N C 5D6(5.56)
30
30 ST
A plastic and carbon fiber update of the AKM, distributed throughout the remains of the Soviet Bloc. FN-RAL Heavy Assault Rifle RIF
-1 N C 606+2(7.62)
30 30 VR
The standard NATO assault weapon for battlefield work. Bullpup design, collapsing stock.
RIF
-1 N E 6D6+2(7.62)
35
25 ST
Another Soviet retread, with improved sighting and lightenedwith composites.
Shotguns SHT
-1 N C 4D6(00)
20
-2 N R 4D6(00)
10
2 ST
Heavy Weapons Barrett-Arasaka Light 20mm 0 N R 4D10(20/9mm)10 1 VR The cyberpsycho hunter's favorite. Almost 2 meters long, this 'cannon' fires a depleted uranium shell a t superHVY
Enertex AKM Power Squirt -2
J
C Drugs
50
1 VR
A squirtgun. Yes, a poweredsquirtgun. See FNFF, pg. 108 before you laugh.
HVY
0
P
P Varies
1
Nelspot 'Wombat' Airpistol -1
J
C Drugs
20
2 UR
1 VR
Types includeFragmentation(7D6), Incen- Miltech Electronics Taser diary (4D6 for 3 turns), Stun (-5 to Stun), P -1 J C Stun 10 1 ST Dazzle (Blind for 4 tums), Sonic (deafened Zap. About the size of a small hand 4 turns), Cas (see FNFF Gas Table). flashlight. See FNFF, pg.lO7fordetails. Grenade Launchers HVY 0 L/N R Varies
EagleTech'Tomcat' Compound Bow 1
1 ST
Launcher may be attached (under barrel) to any assault rifle, or handheld. Range 225m, Cost 150eb. Not compatible with Militech RPC-A.
EX
C-6 'Flatfire' Plastic Explosive 0
P
P 8DlOperkg.
1
1 VR
Grey block of plastique, can be detonated by timer, tripwire or signal.
0
N C 406
12
1 VR
Cyrobalanced, stabilized compound bow. Silent & deadly. EagleTech 'Stryker' Crossbow EX
-1 N C 3D6+3
12
1 VR
Plastic and bimetal crossbow. Silent, deadly, andyou usuallygetyourammo back.
Melee Weapons Mine (all types) 0
J
P 4D10
1
1 VR
10 ST
Light duty stakeout shotgun, used by city police departments.
2 ST
Grenade
Kenshiri Adachi F-253 Flamethrower HVY
-2 N R ZDlO
10
Kendachi MonoknifeB MELEE+l P P 206 NA 1 VR Mono-sectional crystal blade. Incrediblysharp. In the Japanese'tanto' style. Also available in a naginata form for 1O0.Oo extra.
1 ST
Liquifiednapalmsprayer.Back mounted and bulky. Does extra damagefollowing initial hit (see FNFF, pg.110).
Sternmeyer Stakeout 10 SHT
15
Paintball gun from hell. Can fire acid, paint, drugs, poison. See FNFF, pg.107.
Can be detonated by timer, tripwire, signal or motion detector.
A high powered auto-shotgun with lethal firepower. Used by Arasaka worldwide. Another good reason to avoid the Boys in Black.
P Drugs
P
HVY
Arasaka Rapid Assault Shot 12
P
nade launcher. Heavilyusedinthecentral American conflicts underthe name RPC-A.
HVY
Kalishnikov A-80 Hvy. Assault Rifle
0
S houlder-mounted, rocket-poweredgre-
Militech Ronin Light Assault +1 N C 5D6(5.56)
P
Lightweight, plastic, compressed air powered. Can be doped with drugs, poison. See FNFF, pg. 107 for details.
P
E 4D6+1(12mm)20
Updated MAC-10, with composite body and cylindrical feeding magazine.
RIF
Avante P-1135 Needlegun
Exotics
Kendachi MonoKatanaB MELEE+l
N R 4D6
NA
1 VR
Sword length version of monoblade. Resembles a hightech katana with a milky, nearly transparent blade.
Techtronica 15 Microwaver P
0
J
P 1D6
10
2 VR
Flashlight sized microwave projector. See FNFF, pg. 108 for details. Militech Electronics Lasercannon RIF
0 N R 1-5D6
10
2 UR
Milspec laser cannon, rarely seen. See FNFF, pg. 108 for details.
SPM-1 Battleglove MELEE -2
N P 3D6/2D6
NA 1 VR
This is a large gauntlet covering the hand and forearm. It does 3D6 in crush damage, 2D6 punch damage, and has three spaces which can be used to store any standard cyberarm option.
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VIEW FROM THE EDGE
I TYPC
WA
Con.
Avail.
Damage
#Shots
ROF
Rei.
Range
cost
Club Knife Sword Axe
Melee Melee Melee Melee
0 0 0 -1
L
C
C
NA NA NA NA
NA NA NA NA
NA NA NA NA
lm lm
Free
P N N
1D6 1D6 2D6+2 2D6+3
ncha Naginata Shiriken
M
0
Melee Melee
0 0
N P
P C
306 3D6 1D6/3
A NA NA
NA NA
NA NA
2m Throw
Switchblade Brass knuckles Sledgehammer Chainsaw
Melee Melee Melee Melee
0 0
P P N N
C C C C
1D6/2 1D6+2 4D6 4D6
NA NA NA NA
NA NA NA NA
NA NA NA NA
lm lm lm 2m
Name
Kendachl MonoKatanaB MELEE*+l *N*R*4D6* NA*I*VR
-1 -3
C C
lm lm
1-20' 20-200.' 20.'
100.2-3.' 15.' 10.' 20.'
80.'
RELOADS 6 OPTIONS Amrnunitiont Light Pistol, Lt. SMC (box of 1OO)f Medium Autopistol, SMC (box of 50) Heavy Pistol, Hvy. SMG (box of 50) Very Heavy Pistol (box of 50) Assault Rifle (box 100) Shotgun (box of 12) 20mm Cannon round (1) Arrows (1 2) Crossbow Bolts (1 2) Airgun pellets (1OO)* Needlegun rounds (SO) Flamethrower Reload Micro Missile Reload (4ea)
cost
......................................................... 15.' ..................................................... 15.' ........................................................18.' .................................................................. 20' ............................................................................ 40' ...............................................................................15.' ....................................................................... 25.' ............................................................................................ 24.' ............................................................................... 30' ................................................................................ 6' .......................................................................... 25.' .............................................................................. 50' .................................................................... 100.'
Options
................................................................................................ 100' .................................................................................... 20' ..........................................................................................5.'
Silencer Holster (all types) Shoulder sling
tArmor piercing=3x cost Brass Cased loads for old guns=2xcost *Drugs, Acid =Sx cost
Sternmeyer CG-13t
71.12
VIEW FROM THE EDGE
71.12
Old Guns Never Die
II I
face it; for all the new
I I
I
there, most of it still does the , samejob- I throw a chunk I of lead through 1 a man's body I at near I I supersonic I speeds. Plastic I frames and I caseless ammo I are just icing I on the cake... '
As late as the 1990'sthere were still used models of thevenerable Beretta and Webley for sale (particularly in pawnshops and on the black market). The same can be assumed for 20th century weapons in 21s t century- large numbers of 'obsolete' weapons that can be found at reasonable prices in any pawn shop. Prices are usually half that of a comparable new weapon of the type, although final price is up to the Referee.
I
I
S&W Combat Magnum P 1 J C 2D6+3(.357) 6 2 VR Designed for US Border Patrol use, the Combat Magnum is a popular choice among police officers. Its 'small frame' and reliable action make it a best seller.
P 0 J C 4D6(.44) 6 1 ST An excellent .44 revolver, used in home defense and police work. It's long barrel makes it hard to conceal. Colt .45 'Peacemaker' P 0 J R 2D6+2(.45) 6 1 VR The gun 'that won the West', the .45 was the most common US sidearm throughout the 1800's. A single action weapon, it must be cocked before firing, although later models had a flattened hammer allowing the gun to be fired by 'fanning' the hammer. Colt .38 Detective P 1 J C 1D6+2(.38) 6 1 VR The most commonplace police weapon for many years, the Colt .38 has many variants, including the smaller 'Chief's Special'. With their high reliability, there are many of these guns still in circulation.
C.O.P. .357 Derringer P 0 P C 2D6+3(.357) 4 2 VR Designed as a 'holdout' for law enforcement agents, the COP uses a uniquerevolving firing pin arrangement. It's small size makes it easily hidden. UZI J C 2D6+1(9mm) 30 20 VR SMC2 Developedby the Israelis as a reliableexportweapon, the UZI is used worldwide by security forces, the US Secret Service, police and (unfortunately) terrorists and drug dealers. Vz61 Skorpion J P 1D6(.25) 20 25 VR SMC 2 A standard military sidearm for the Soviet Bloc, the Skorpion is the world's smallest military SMC. It's small ammunition size gives it excellent controllability. It is easily silenced and can be carried in a shoulder holster. lngram MAC 10 J C 2D6+2(.45) 30 5 UR SMC-1 Averysmall SMC used by covert units and terrorists. It can be easily silenced. However, it's very large ammo size makes it very difficult to control when on full auto. H&KMP5& MPSK SMC 1 L C 2D6+1(9rnm) 30 20 ST Two examples of the H&K family of interchangeable SMCs, both share parts and design similarities. The MPSK is a very small version of the MP55D3, which has a built in silencer. Thompson M1 SMC 2 N C 2D6+2(.45) 30 20 VR Standard US military SMC during WWII, the Thompson is rugged, reliable and easy to use. The Ml928 version, of gangster fame, was less reliable (UR), but could carry a 50 round drum magazine.
Bushmaster C R 4D6 (5.56) 30 ST SMC 0 A bullpup configured SMC designed to be fired one handed. The Bushmaster uses the M-16A1 clip, making it technically closer to an assault rifle than a submachinegun.
m
FN-FAL RIF 0 N E 6D6+2 (7.56) 20 21 VR Standard NATO rifle. A very deadly assault weapon; durable and handles well.
AK 47, AKM, AKMS N E 5D6 (7.565) 30 20 VR RIF 0 Standard Soviet military rifle, exported worldwide, particularly to Soviet client-states. Reliable, rugged, but rather difficulttocontrol, theAK-47isprobablythemostwellknown weapon of it's type in the world. M-16A & M-16A2 C 4D6(5.56) 30 25 UR RIF 2 N Standard US military rifle since the 1960's, the M-16 has high accuracy and a staggering ROF. A built in 'tumble' effect compensates for the light 5.56 round. Earlier M-16 models were cantankerous and unrealiable in the extreme, with a n accuracy of 1, not 2. The Ar-15 and the AR-180 are civilian models used by police and home defense. Styer Aug C 4D6(5.M) 30 20 VR RIF 2 N A bullpupconfigured rifle using high tech plasticsand aluminum, the AUC is the wave of the future. The scope is built in, giving it great accuracy, while it's ruggedplastic construction gives it reliability and strength. Winchester M70 RIF 3 N C SD6+1(30-06) 5 A basic scoped hunting rifle, used to hunt deer.
1
VR
CAWS SHC 0 N R 4D6(00) 10 10 ST Close in Assault Weapon, designed for house to house work, crowd suppression. Scope is built in, making it very accurate for type.
Armor This is the next most important puchasefor the well-dressed punk. Most armors in the 2000's are made of epoxide laminates, plastic mesh weaves and thin metal or ceramic insert plates. They are light, but often bulky; each one has an Encurnberance Value (EV) which is subtracted from your character's REF, and a Stopping Power (SP), which refers to the ability of the armor to stop damage. The Stopping Power is subtracted from the amount of damage done by the hit. Armor includes: Heavy leather (Jacketor Pants) SP=4 Good for road rash, stopping knives, etc. Agood .38 slug will probably rip you to bits, however. Kevlar T-Shirt/Vest SP=lO Can be worn unnoticably under most street clothes. Will stop most rounds up to a .45 ACP. Kevlar Armor Jacket SP=14 (Lt), 18 (Med) or 20 (Hvy) Personal protection for the fashion conscious, these lightweight Kevlar jackets have nylon coverings that resemble normal jackets.
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BODY ARMOR Type of Armor Cloth, leathed Heavy leather Kevlar T-Shirt, Vest4 Steel helmet Light Armor jacked Med Armor jacked Flack vest Flack pants Nylon helmet Heavy Armor jacket4 Door Gunner's vest MetalCeaP
Covers Arms, Torso, possibly legs Arms, Torso, possibly legs Torso Head Torso, Arms Torso, Arms Torso Legs Head Torso, Arms Torso Whole Body
SP' 0
4 10 14 14 18 20 20 20 20 25 25
EVt Cost Varies
+O +O +O +O +O
+1 +1 +1
+o +2 +3 +2
50.' 90.' 20.' 150,' 200.' 200.' 200.'
I
I
100.'
you slower? l e still can't {
YOU
250.' 250,' 600.'
Stopping Power (SP) refers to the abili of the armor to stop dama e *AP rounds: treat all Armor as 1/2xSP %Ed ed weapons treat SP aslalf t (EV) Encumbrancevalues should be addeJtogether and subtracted from character's total REF stat.
Helmet (nylon)
SP=14
(steel)
or
20
Heavy duty protectionfor the head, standard for most military. Some are made of steel, others of kevlar and high impact plastics. Most (90%)have face shields with 1/ 2 the SP level as the rest of the helmet. Flack Vest/Pants SP=20 Standard protectionfor combat soldiers, the flack vest is designed to stop small arms fire, grenade shrapnel, but only slow up assault rifle rounds. Doorgunner's Vest
SP=25
Heavyduty protectionfor stationary positions, like machinegun nests, helicopter doors, etc. MetalCearTM SP=25
Laminated expoxide plate armor. Bulky and designed in modular sections, with helmet, arm & leg coverings, torso and back clamshell.
Equipment Okay, so you don't wanna get all metalled up and hard into the face, neh? No problem. We got a couple of slick little gadgets to put you even up with the cybers.
BattleGloves (90Ooo) Heavy gauntlets that cover the entire hand and forearm, articulated with artificial muscle and hydraulics. A Battle glove delivers 3D6 crushing, 2D6 punching damage, and has three spaces for any standard cyberarm weapon or option, except Hydraulic Rams.
Smartgoggles (2O0Oo) Want all the advantages of getting cyberoptics, but without the humanity loss? Smartgoggles can be outfitted with chips to simulate the effects of up to 4 cyberoptic options (each option costs the same as a cyberoptic option, less 10%). Smartgoggles come with a smartgun plug and cables, allowing the Targeting scope option to be used (+1 to ranged attacks). for example, Razorjack decides to buy a set of smartgoggles. He selects Thermograph, Digital camera, Low Lite and Targeting scope as options. His total cost is ZOOo0 (base cost) + 99000=7 7 90.00
Linear Frames (Price Varies) A linear frame is a powered exoskeleton, giving the user tremendous strength. There are three levels of linear frames: Sigma, Beta and Omega. Type
C (Sigma) I3 (Beta)
R (Omega)
Strength
12 14 16
cost
5000.00 7000 . ' 9000 . '
Normally, exoskeletons are worn as part of a cybernetics package (see Putting the Cyber Into The Punk, pg.92 for more details). However, you can put on a linear frame without having it interfaceddirectly toyour nervous system. Instead, you can simply chip into the suit as if it were any cyberbike or vehicle, taking a -2 REF penalty to do so.
Not bad, eh?Justmake sure they don't take 'em off ya, chombatta.
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..................60.0° ...................................... 20.0° .................................... 1OO.Oo
Following I s a l i s t of useful items for the cyberpunk on the move. FASHlONt Pants ............................................. 20.0° Top 15.0° Jacket 350° Footwear ....................................... 25.0° Jewelry................................... 10-1O0.Oo Mirrorshades .............................. 5-50.0° Contact Lenses 1OO.OO Glasses 50.0° TMultiply base cost by style: Generic Chic 1x cost Leisurewear......................... 2x cost Businesswear 3x cost 4x cost High Fashion Urban Flash 2x cost
...............................................
............................................
............................ .......................................... ....................... ....................... ....................... .........................
COMMUNICATIONS Mastoid Commo Pocket Commo Cellular Phone ............................. Mini Cell Phone
......................... ............................. ...........................
SURVEILLANCE Binoglasses Binocutars ..................................... Light Booster Goggles IR Goggles IR Flash
400.0°
................................ ................................ ...................... ......,... ................................. .......................
FURNISHINGS Nylon Carrybag 800.0° Sleeping Bag Inflatable Bed Futon 200.0° Real Wood Furniture 20.0° Synthetic Furniture 2O0.Oo Apartment Cube 250.0° Lamp 50.0° Cleaning Bot Vocal Switcher System
4O0.Oo
.................................. ................. ................................... ..........................................
...........................................
............. ................................ ..................................... ...........................
SECURITY Keylock 20.' per level 1O0.Oo per level Cardlock Vocolock 200.0° per level 2O0.Oo Line Tap 500.00 CodeDecryptor ........................... VocDecryptor ........................... l,OOO.oo Security Scanner ....................... 1,500.00 Poison Sniffer 1,500.00 JammingTransmitter ................... 500.00 Scanner Plate 500.0° Movement Sensor ......................... 40.0° Passcard ........................................ 1O.Oo Tracking Device ........................ 1,OOO.OO Tracer Button ................................ Remote Sensors ........................... 700.0° PlasKuffs ...................................... 1O0.Oo Stripwire Binders ............................. 5.00
.............................. ........................ ....................... ......................................
PERSONAL ELECTRONICS Holo Generator ........................... 500.0° Video Board 1OO.Oo per sq ft Data Chip ..................................... 1O.OO Logcompass 50.0° Digital Recorder 300.0° Digital Camera ............................ 150.0° VideoCam 800.0° Video/Audio Tape Player .40.0° VideoTape ....................................... 4.0° 80.0° Pocket TV ...................................... Digital Chip Player 1 Digital Music Chip 20.0° Electric Guitar ...................... 100-500.0° Electronic Keyboard 200-900~O' Drum Synthesizer 200-800.0° MEDICAL l,OOO.oo Amplifier ............................ 500-1 OOO.oo Dermal Stapler ......................... Spray Skin .......................... SOoo per can Slap Patch varies by drug type DATA SYSTEMS 1OO,OOO.Oo Laptop Computer 900.0° Cryotank .............................. Pocket Computer 1OO.Oo Medkit .......................................... 4O0.Oo Cybermodem ...................Varies by design Surgical Kit 1O.OO Cellular Cybermodem Varies by design First Aid Kit 300.0° Interface Cables 20-30.0° Medscanner
..................... .................................. .......................... ................................... .............. ....................... ......................... ............. ................. ........................ ........................
...... .......................
........................... ..............................
....................
.................................. ....................................
................................
............................... ................................... ............................ ............... .........
Drug Analyser 75.0° Airhypo ....................................... 1OO.Oo Clinic Visit 200.0° Day in Hospital 300.0° Day in Intensive Care l,OOO.Oo Clone Limb Replacement 1,500.0°
1OO.Oo
ENTERTAINMENT Movie 10:O0 VCR/Chip Rental ............................. 4.00 Braindance ................................... .2O.OO Live Concert/Sports Event 50.0° Fast Food Meal 5 .oo 600.0° Well Drinkt 3.0° 40.0° Restaurant Meal? 20.0° 1O0.Oo tMultiply by level of restaurant or 120.0° bar: 1OO.Oo 1x cost Fair ..................................... 20.0° .................................. 2x cost Good ..2.0° ............................. 3x cost Excellent 1.OO
TOOLS Techscanner Cutting torch Tech Toolkit B & E TOOIS Electronics Toolkit Protective Goggles ........................ Flashtube ....................................... Glowstik Flash Paint 1O m per pt. Flash Tape 10.' per foot Rope 2.0° per foot Breathing Mask 30.0°
.......................................... ............................ .......................... .................................... .............................
Low Impedance cables 'Trode Set Keyboard Terminal ......................................
............................... 5.0° ................................. 25.0° ................................ 25.0° ............................................ 90.0° .......200.0° per piece ..........100.OOperpiece ...................... 5,000.0° ............................................ 200° ............................ l,OOO~Oo .................1OO.Oo
VEHICLES Scooter 500.0° Motorcycle 1,500.0° CityCar 2,000.0° Small Subcompact ...................6,000.0° Medium Sedan 1O,OOO.Oo Sportscar ~O#OOO.~ Luxury Sedan 40,000~0° Note: 2x cost for cybercontrols
....................................... ............................... ..................................... ....................... ................................ .........................
'
LIFESTYLE Cell Phone Service ............1OO.OOmonth+ Standard Phone Service 3Oo0rnonth+ Pay Phone Call .................50a per minute Data Term Use 1.OO per minute CredChip Account 2OWper month Health Plan ................ l,OOO.Oo per month Trauma Team Acct. ............500.0°month Air 5.0° per minute Mag Lev Chit ...................25a per station Taxi ...................................... 3.0° per mile AV-Taxi .............................. 10.''per mile Cable TV 40.0°per month
....... .................. ..........
....................................
..........................
GROCERIES Kibble Generic Prepak Good Prepak Fresh Food
............................... 50' per week ................1SOoo per week ................... 200.0° per week ...................... 3OOo0 per week
HOUSlNGt Coffin ............................. 20.0°per night Hotel Room .................... 100 per night AptJCondo ......200.0° per room/per month House ...............1 per room/per month TMultipIy base cost by location: 1x cost Combat Zone ..................... Moderate Zone 2x cost Corporate Zone ..................4x cost Executive Zone ...................6x cost Utilities 100.' month
...................
............................
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Fashion The clothing styles of 2020 break into five basic fashion statements Generic Chic: This is the standard Streetwear, made up of colorful modular components in many colors. Belts, coats, sashes, boots predominate. Leisurewear: This is the equivalent of 21st century athletic wear. Padded fleece, corporate and athletic logos. BusinessweanThisisthe equivalentof thestandardbusiness suit; understated colors, pinstripes, real leather shoes etc. Wool and other natural fabrics are considered the proper outfitting for the up and coming Corp. High Fashion: Sophisticated and expensive dressing for the upper class. Designer labels like Miyake, Si-fuiYan, and Anne Calvin. Urban Flash Video jackets, colorshift fabrics, cammo, leathers, metalspikes, Logowear, jeans, leatherskirts, boots. The wildest and most utterly chilled in cyberfashion.
Tools Techscanner: a small handheld microcompwith various I/O connecters and probes. Techscanners run diagnostic programs, identifyand examine malfunctioningcomponents, and display internal schematics on a small screen. Cutting Torch common oxylacetalyne type out of a bottle. Hand held, about a foot long. More powerful models are available, up to thermite lances a t Sx-1Sx cost. Tech Tool Kit: mixed kit of tools for repair of mechanical items, usually in a 4'xl6'x2' case. Electronics Kit: see above. Protective Goggles: protective eyewear for welding, metal machiningwork, chemical mixing, etc. Flashlight: you all know what this is. Beam range 100'-120' Can buy smaller pocket lights (1/4 range) for half the normal price. Glowstik chemlight in a 6' plastic tube. Shake or break to activate. Soft light lasts up to 6 hours. Comes in green, blue, red. Flashpaint: fluorescent paint gives off soft light equal to Glowstik, lasts up to 4 hours. Flashtape: same as Flashpaint. Lasts6 hours, comes invariety of widths. Rope: braided synthetics in a variety of thicknesses and weights. Can hold up to 1,000 Ibs. Breathing Mask a common painter's style mask; nose and mouthcoverage,withtworeplacablefilters(l ebperl Opack) on the sides. Good for keeping out the smog.
Personal Electronics Holo Generator:small box ( a p p r 0 x . 4 ~ ~ 2 ~ inches) ~ 6 ' projects a holographic picture from a replacable chip. Generator is compatible with chips from most digital cameras. Can be linked with a digital Recorder/Player.
that keeps track of your changes in direction from a fixed bearing or point. Digital Recorder: audio recording device using datachip technology, most are the size of two paperbackbooks stacked flat. Some are smaller that a pack of cards. Digital Camera: still images are 'digitized' onto a chip cartridge. About the size of a pack of cigarettes. Videocam: can be mounted on a headset, a shoulder clamp, or hand-held depending on size (This affects price, size of recorded image, duration of recording time,etc. The price given is for the most inexpensive shoulder-carried model.) Sound and image are usually recorded on a tape-pak that is the size of a card deck or smaller, but you can direct-feed to a transmission device with a set of cables. Video/audio Tape Player: this device plays the videocam tape-paks, along with many older-style audio tapes. Video Tape: see Videocam. Note: the video tape of 2020 is a high density digital media capable of handling both audio and visual images. Pocket Tv: uses a flat-scan screen in a package S'xS'x3/4' or smaller. Picks up the majority of VHF, UHF stations. Digital Chip Player: this plays audio- and video-recorded chips. You must plug into a video board to play the video track of a digital chip. Digital Music Chip:l to 6 pop album favorites (or any other music) slapped into semiconductors and plastic. These chip are also available in a read-writeformat as well. Electric Guitar: no longer the classic 'axe', it's now lighter, more flexible in its applications, and sometimes not even in a recognizable shape. It may have even replaced the strings and frets with a series of key banks!
'Sure, you got yer cyberwear. you got yer guns and yer armor. But you gotta sleep I somewhere. You yotta eat somethin I I besides kibble and bits. An' it , don't hurt if youcatchan occasional I braindanceor I a little video I action.'
I I
I I
I
I
I
I I
I
-TheBogLady
I
,
ElectronicKeyboard little changedfrom the present, except in size and power. Drum Synthesizers: common 'new-wave'musicequipment; a series of percussion pads and a sound box. It will fit in a coupleof suitcasesandcanbearrangedanywaythedrummer pleases. Amplifier: see electronic keyboard. (For more on the instruments of the 201Os-2Os, check out the supplement Rockerboy.)
Data Systems Laptop Computer: thecommon portable, with internalhard drive, video board (detachable), and slots for datal programming chips. These units do not have the advanced CPUs and memory spaces available in a regular computer system; they cannot be used for Netrunning. Pocket Computer: the classic 6'x3'x1/2' programmable calculator with keyboard and chip slots, up to 100 pages of alphanumeric memory.
Video Board: monitor usingflat-LCD technology. No thicker than an inch, most video boards are built into TVs, but all types have input plugs for use as a readout monitor for other electronic products. Large ones (2O'xlOO') are used as advertising signs. Videoboards are bought by the square foot. Datachip: the storage medium of the future for holding digital information. Usually plastic-cased, chips corn; in the shape of buttons, flat squares, and triangular slivers. All shapes can be read by all types of recording media by use of adapter plugs. Logcompass: aform of programmableinertial compass
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VIEW FROM THE EDGE Cybermodem: see Netrunning section. CellularCybermodem: seeNetrunning, pg.133. Interface Cables: typical plugended splicing cables going from a cyber-operated machine to a person’s interface sockets.
LineTap:adevice thatcan pickupvoiceordata transmissions from a telecommunications line, then record or transmit them. The more sophisticated models need not be directly connected to the line they’re monitoring (they will work up toa foot orsoaway), and can be remote controlled. Line taps cannot be used on systems installed or updated after 2008 due to the complete switchover to fiber optics.
Keylock/Cardlock/Vocolock increasingly complex methods of portal security. The keylock is a mechanical lock and must be attacked that way. Card- and vocolocks are electronic, (cardlocks use a magneticallycoded card, vocolocks employ voice-recognition technology). Each type of lock has four increasing levels of complexity, and a single security system may incorporate all 3 types of locks.
........................... ..........
rity Medium Security High Security Maximum Security
Difficulty Level Average (15) Difficult (20) Very Difficult (25) Nearly Impossible (30)
.......................... .................
Cardlock Decryptor: the probe of this device is inserted into a1 card. A Decryptor operates SecuritytlD10 skill check against the I VocDecryptor: a vocal modulatorfor penetratingvocolocks. See above. Security Scanner: this device searches out electromagnetic fields generated by various alarm systems (75% chance of location). A TECH or INT roll may be needed to identify the style of alarm encountered. ‘Trode Set: a low efficency headset for ‘piqqybackinq’ in the __. Net. -2 to Interface skill.
I I
I I I
I I
I
Keyboard: can be accessorized to your cybermodem or other electronic equipment.
“Whoa. A brand new HitachiZenduflexl I always wanted
Terminal: a computerworkstationincludingkeyboard, video board, and I/O connectors. Aterminal can be used to Netrun (making the runner immune to most Black software), but is very, veryslow (-5 to Interface Skills). Terminal operators are commonly known as “net-tortoises”
Communications I
I
frack, ever / was I
dead guy here
I
Poison Sniffer: can be set to check air or liquid for a specific poison(s). Otherwise, it will simply alert you to foreign substances. 85% accuracy. lamming Transmitter: usually comes in 2 or 3 large cases, but can fill an entire van. Jamselectromagetic transmissions in a 1000 foot area (that includes cellular phones and some cyberware). Scanner Plate: a reading device for palmprint locks. Can be attached to any type of Card or Voclock to add an extra layer of security.
Mastoid Commo: all commos are radio transceivers. This one is glued to the jaw and temple; you send via subvocalizationand receivewith soundlessvibrations. Range 10 miles.
Movement Sensor: a typical alarm system. Covers seismic, sonar, and fixed IRorvisiblelight networks. Detectsmovement in a defined area, with a 95% reliability. Thesensoryprocessro is about the size of a pack of cigarettes.
PocketCommo:atypicalsmallwalkie-talkie.Range 1 Omiles.
Passcardthe most common unlockingdevicefor a cardlock.
Cellular Phone: communication on the move, anywhere within reach of a radiotelephone transceiver network. There is a1 OOeb per month phone service charge.
Tracking Device: hand held or suitcased equipment for detecting/following tracer buttons. Range is 1 mile.
Minicell Phone: it fits in a cigarette pack.
Blnoglasses: these high-tech vision aids combine binocular effects with a laser rangefinder, and sometimes IR lenses. More expensive versions will have a digital camera built in. LB Goggles: light intensification goggles boost ambient lightfor nightvision via ‘Starlite’technology. Gogglescan be overwhelmed by sudden light level increase. With tuning (DIFFICULT task), they can also detect active IR beams. IRGoggles: these pick up hazy, background Infraredsources. Normallyusedwith an active IR sourceforinvisibleillumination.
IR Flashlight: see above. UVflash is similar; also useablewith the proper cyberoptic.
Tracer Buttons: can be any size from a matchbook to a pin. Uses radioactivity or constant/pulsed radio transmission to pinpoint who or what it’s attached to. Some can be turned on/off remotely. Usually bought in sets of 6. Handcuffs: just what it says. Probably a little stronger (a NEARLY IMPOSSIBLE task to break) due to new alloys. Often (50%) opened with a form of cardlock. Striptape Binders: great for riot control. One-useonly plastic locking strips for temporary handcuffs and leg ties (VERY DIFFICULT to break). With ceramic fibers to resist cutting, and guaranteed fireproof. Come in boxes of 12.
Medical Dermal Stapler: this automatically pulls the sides of a wound together and sutures it with staples of a Compressed organic material that dissolves after an elapsed time. Spray Skin: a putty-like spray gel for treatment of severe abrasions. Antiseptic and sterile, it’s also air permeable and flakes off in about two weeks.
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Cryotank an advanced refrigerationtank; the cryotank will cool a body down to preservation levels while life-support machines maintain the blood/oxygen flow. Designed to keep a dying body in relative stasis. Medkit: standard doctor's or military corpsman's bag. It contains antidotes, dressings, drugs, applicators, medicines, and examininginstruments(probes, depressors, ocular light, stethoscope). Surgical Set: a full set of surgeon's tools (scalpel, retractor, probe, clamp, tweezer, etc.), and chemicalsor equipmentfor maintaining a sterile operating field.
Flrst Aid Kit: the common household medic's box. It has bandages, antiseptics, and a simple painkiller.
Slap Patch: a small plastic pad containing a measured amount of medicine. The pad is applied to the skin and the medicine is absorbed in steady doses. See the Trauma Team section for drugs and prices. Airhypo: the 'Bones McCoy' usesaquickburstofcompressed air to force a liquid drug through the skin. See the Tmumo Team section for drugs and prices. Medscanner: Readouts for body temperature, heartrate, blood pressure, respiration, and blood sugar levels. A small chipped database adds a +2 to your Diagnose Skill. DrugAnaiyser: rangingin size from a book to a briefcase, this gaget operates in a mannersimularto the chemical sniffer. It willdeterminethepurityofadrugwith a knowncomposition, or identfy the molecular makeup and possible effects of an unknown substance that i s simular to a drug already programmed into its library.
Furnishings
Motorcycle: these are updated versions of standard motorcycles. Mostarerecumbentdesigns, with plasticfarings that close over the driver. About half are electrically powered, with top speeds of 65mph and about 8 hours travel per fastcharge. CHOOH' powered versions have a top end of 140mph and a four gallon tank. CltyCar: one man (two in a pinch), three wheelers common in the Corporate Zones. Top speed about 40mph, with 4 hours travel per fastcharge. CityCars can also be rented ( 2 O 0 eb per mile) from convenient kiosks located around most corporate areas; you use your debit card to rent from the vendor, drive where you want, and drop the car off a t the nearest vendor. Small Subcompact: usually methanol or CHOOH' powered, thesevehicleshavea topspeed of around 90mph, a ten gallon tank and seat four in relative comfort. Medium Sedan: methanol or CHOOH' powered, these vehicles have a top speed of around 90mph, a fifteen gallon tank and seat four. Sportscar: almost always CHOOH' powered (electrics just don'thave thespeed).Topspeedabout210,witha tengallon tank. Seats 2.
Luxury Sedan: methanolor CHOOH' powered, these vehicles have a top speed of around 90mph, a twenty gallon tank and seat six. Fastcharge: rapid (5 minutes) battery-recharge for electric vehicles. Available at most service stations for 20 eb per charge. CHOOH': synthetic meta-alcohol fuel. About 1D6/3+ 1 euro per gallon (the cost fluctuates wildly due to supply, demand and eco-terrorist activities).
Nylon Carrybag: the athletic bag/kitbag of the 2000's, with a variety of logos to choose from. Sizes vary.
Lifestyle
Sleeping Bag: they're lighter weight, and can now take temperatures down to -1 OOF. Compresses to a l2'x6'x4' wad.
Data Term': this is a curbside computer terminal, with access to news, weather, city maps, events schedules and other useful stuff. A DataTerm can also be used as a plug-in point to the Net. Terms are mounted in concrete pillars and are nearly indestructable. Theoretically.
Inflatable Bed: self-inflating, highly-compressed mattress package. About 6'x2'x4' folded. Real Wood Furniture/ Synthetic Furniture: what more can we say? Futon: portablefolding bed and pad; of Japaneseorigin. Apartment Cube: lO'xlO'x8' living module in which all major furnishings and appliances are hidden in flush wall recessesand are extended only for use. Contains bed, closet, small stove, refrigerator, N a n d digital entertainment center, two chairs, fold down desk, removable table. Rolls into place andcan beeasily transported. Cubes are usuallysosmall that if you had all your furnishings extended at once, there'd be no room for you to stand! Lamp: it gives light. Comes in an infinity of shapes and colors. CleaningBot: small preprcgrammedroboticcleaning device. Usually about the size of a portabl'e cannister vacuum. Not too smart. Vocal Switching System: voice-activated controls for lights and appliances.
Vehicles Following are typical vehicles of the early 2lst Century. For specific models, see A l l Things Dork & Cyberpunk, pgs. 180 through 182. Scooter: this is an updated, electrically powered version of the old Riva and Vespa motorscooters of the 1990's. Top speed about 50 mph, scooterscan get about 6 hoursof travel per fastcharge (about 5 minutes a t any service station).
CredChip Account: a 'debit card' that you use to carry your cash around in instead of a wallet.
'The new BM W-lnfiniti aerodyne. Fifteen thousand pounds of raw thrust. Available on demand cyberavionics. And the most sophisticated audio system ever installed in an AV-7. B M W-lnfiniti. You can't call yourself a Cyberpunk until you've bought one. ' -Radio
Ad, 2019
Air: just what it says. In the U.S., Britain, and some parts of Eastern Europe, the daily pollution gets so bad that you need to go to a miscellany of 'air bars', vendors, or streetcorner machines to buy a decent breath.
Groceries Kibble: a mass-produced nutrient that satisfies most requirements for sustenance, but tends to look, smell, and taste like the dry pet food it takes its name from. Generic Prepack a step up from the common N dinner, these meal packscan be microwavedor refrigerateddepending on what's inside. Many come with their own chemtabs for heating or cooling. The cuisine isn't inspired, but it beats kibble. Good Prepack: good restaurant meals ina package. The best quality pre-made meals you're going to find. For anything better, eat out, or prep it yourself (and who really knows how to do that anymore?). Fresh: you know what that is. Well, a t least you've met someone who's eaten it.
Housing Coffin: one step up from a sleeping bag on the street. A stacked accomodation which resembles its namesake, these sleeping boxesare found in airports and flophouses worldwide. Usually coin-operated with a time limit, the coffin gives you just enough room to turn around or read in bed; restroom accomodations to be found elsewhere. More expensive models will have a phone or mini-TV inside.
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I
PUNK
Forget everything you ever thought about cyborgs. Everything.
This is the 2000's.Today's cyborg is stylish. His cybernetics are designed for a streamlined, highmover lifestyle. Whether equipped with implanted data chips in his nervous system to enhance his tennis game, or bioengineered miniweaponsfor his personal protection, the cyborg of the 2000's is the cutting edge of high tech living. But he isn't necessarily a walking tank either. Cybertech can be smoother than that-less obvious. You have to integrate your newtech gadgets into a slick, seamless whole. You're either predator or prey, and the faster you learn to blur the line between the two categories, the longer you'll survive. And that's the point. Survival.
Cyberfashion It's hip and aware to have high tech grafted onto your body somewhere. If you can afford it, you probably have at least a couple of 'enhancements'; a few software chips installed in your nervous system to interface with your computer, rememberyour appointments (the ever popular Daytimerm chip for example), and improveyour raquetball reflexes. If you're cybered up you probably have interface plugs to operate computers and vehicles mentally. Maybeyoureyes are cyberoptics with a recordingfunction and the latest iris tint (polychrome is in this year), or your hearing is boosted to better hear the gossip in the Executive Lounge.
If your job involvessometype of securityorcombatfunction (and most occupations of the 2000'shave a t least some type
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VIEW FROM THE EDGE of combat aspect), you probably have two or three types of combat software, as well as plugs and interfaces for a smartgun. As a Solo, you may have had one or more limbs replaced with cyberware prosthetics, allowing you to hide a variety of tools and weapons in your body, as well as giving you an edge in speed and strength.
people, and is the basis of such skills as leadership, lying, convincingand romantic relationships.
Likewise, every major cybernetic enhancement hasa corresponding HumanityCost, which is added together to get an overall Humanity Cost of all enhancements. Humanity Costs are rated from VERY LOW As a cyberpunk, you're going to want to to VERY HIGH, and correspond to the get your hands on the best of this exciting general effect this enhancement will have and expensive new tech. And expensive is on the human psyche. In addition, each the word. The average enhanced charac- option added to an enhancement has an ter with, say, one cyberoptic (Targeting additional point value as well.
plugs and chipware for Martial Arts, Rotowing Pilot and Handgun is an investment of tens of thousands of euro. Of course, the ambitious Punkalreadyknowsat least twenty-five ways (most of them illegal) to raise that sort of paltry sum. But before you start loading up, there's a catch.
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Cyberpsychosis Something happens when you start adding metal and plastic to people. They start to change. And it isn't pretty. In the 2000's,we call this cyberpsychosis;
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one point of Empathy (unequal values are rounded down).
Cyberpsycho
For example, say I add four new cybernetic devices fora total Humanity Cost of 36. I will lose 3 points of Empathy.
'The guy weighed in at about 550, Once you counted in themetal. When we took him down in the maglev station, he'd already killed fifteen Hesaid
This can start to cost you. With an Empathy of 3 the character is something of a 'cold fish'; emotionless and cold. With an Empathy of 2, the character is chilly, forbidding, and distinctly unpleasant to others. With an Empathy of 1, the character is usually violent, sociopathic and vicious. He must constantly fight to keep from going over the edge and committing irrational, violent acts of murder and mayhem.
a mental disease in which the addition of
cybernetics causes an 'already unstable personality to fragment. At first, the victim begins to relate more to machines than to humans. Soon, hestartsto ignore peopleparents, friends, lovers. Eating, sleeping all become less important. Finally, human interactions begin to irritate, culminating in a terrifying rage that consumes the victim entirely.
At an Empathy rating of 0 or less, the character is fully in the grip of cyberpsychosis. He is driven by a maddening hatred of other humans or living things. A t this point, there is no turning back-the character is taken over by the Referee, who plays it as a non-player character with all the worst attributes of a murderous, mechanized psychopath, called a cyberpsycho.
So, how do I get cyberpsychosis?
Not all cyberpsychos are the rampaging type. Many exhibit moresubtlesymptoms; compulsive lying, kleptomania, sadism, brutality, split personality and extremely violent mood swings.
Every character in Cyberpunk has an Empathy stat (EMP). This stat is a measure of how well the character relates to other
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he couldn 't stand all those flimsy sacks of blood and I water, hemming I him in....' I
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VIEW FROM THE EDGE
The Psycho Squad
sweetie***'
Cyberpsychosis is a big problem in the keeps tabs on who buys what and where 2000's. While state-sponsored therapy is through informants, monitors and hidden an option, the hardest part is getting the tech detectors scattered all over the city. patient into the psychologist's office. What They usually have a good idea what gangs do you do when a metal armored, cyber- are loading up on megaware and who's boosted maniac starts randomly killing most likelytocrossthelineinto psychohood people? If you're the Government, you in the near future. When a potential perp organize a special squad of professional looks like he's getting too close, the Squad police with one job-to hunt down and picks him up off the Street and offers him a choice. He can go on like he is and risk capture or kill murderous cyberpsychos. having an 'accident' happen some dark Cybersquads are common to most urban night ('...we're just worried that some police departments, going under names public-spirited citizen might, you know, like C-SWAT (Cybernetic Special Weapons take it upon himself to, well ...y ou & Tactical Squad), PSYCHE-DIV, CYB- know...adjust your attitude...'), oryou can Enforcement and MAX-TAC (Maximum get registered. Force Tactical Division). They are armed with the best in armor, commo equipment Registration is sort of like parole; you agree and vehicles. Most carry weapons that to see a cyberpsychologist for monitoring start at the light cannon range and up. and analysis (regaining 2 points of HC per They are, by nature, not very nice people. week until your original EMP is restored), and the squad implants a small transmitter Registered Cybers into your cyberwear, allowing them to Although the UniformCriminalJusticeCode know your general whereabouts. Just in of the United States says you must actually case. The police don't hassle you and the commit a crime before you can be ar- Squaddoesn't automatically gun you down rested, this doesn'