Cypher Requiem

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CYPHER

REQUIEM

a game for the world of eMORTAL


MOOOOSE! PRODUCTIONS

Brandon Perkins (Order #12917720)


Brandon Perkins (Order #12917720)
eMORTAL

CYPHER
REQUIEM

CYPHER REQUIEM is a quick-play version of the eMORTAL ruleset, designed


to introduce new players to the game or for use in single-session game nights.

Copyright 2015

Author
Aaron Orr

All rights reserved. No part of this book may be reproduced in any form or by any
electronic or mechanical means, including information storage and retrieval systems,
without written permission from the author.
All images used in this book were created using DAZ Studio and GIMP and are the
intellectual property of the author.

A MOOOOSE! PRODUCTIONS GAME


Brandon Perkins (Order #12917720)
ACKNOWLEDGMENTS

To my father, who introduced me to gaming, little knowing what


he was starting...

...and a special thanks to my cat, who didnt sleep on the


keyboard too much during production.

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:: CONTENTS ::

INTRODUCTION 4
The World of eMORTAL 4
Game Mechanics Overview 9
Character Generation 10

SYSTEM CORE 15
Advanced System Mechanics 16
Hacking and Slicing 17
Vehicle Operation 18
Status 19
Combat 20
Inuences 22
Actions 23
System Sample 25

RESOURCING 29
Weapons 30
Armour 31
Modications 32
Mission Gear 33
Cracks 34

IDENTITY LOG 37
Solutions 38
NSC Adversaries 44
Problems 45

OPERATION AFTERBURNER 49
Mission brief 50

APPENDIX 61
Common test combinations 62
Quick reference tables 64
Characters sheets 66

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:: THE WORLD OF eMORTAL ::
In short, eMORTAL is set in a world where planet Earth was about to undergo a massive climatic change that would make it uninhabitable,
so humanity uploaded their minds into a computer system and ed the planet, waiting for the day the climate shift returned to a more
hospitable level.
However, things went terribly wrong.
Below is a condensed version of the history of the world of eMORTAL, its not crucial to understand everything thats going on, but
having an understanding of how the world came to be should help you understand how to live in the world as it is now.
ANCIENT HISTORY
For millennia, humans sought a way to overcome their mortality through surgery, gene manipulation and spiritual belief. For the longest
time, it was believed that the only possibly answer lay in genetic manipulation. Specically the introduction of animal DNA to mimic the
restorative abilities of sharks, lizards and similar animals. The answer, however, was to come from an entirely dierent source. It would
be found in computers.
SPRITES
Early in the 21st century, rapid advancement of digital technology meant that the quest to create an Articial Intelligence took center
stage. That race would eventually be won by an Australian team with the creation of the Sprite, a pseudo-intelligent program capable
of performing relatively complex tasks from verbal prompts. They could also make judgment calls using complex neural algorithms and
information learned from previous decisions.
Sprites could compile their own personalities based on their interactions, but almost always seemed to develop undesirable traits.
As such they quickly became popular for performing behind the scenes duties, such as quality control and scheduling where these
personality quirks would go unnoticed. They were widely used for a long time, with no signicant improvements able to be made by
teams across the world.
Eventually, PSI technology would render the Sprite all but obsolete.
PERSONALITY SIMULATION INTERFACE
Doctor Evelyn Greer had been working with on the PSI project for the better part of 30 years before producing a functioning bridge.
The Bridge was a medical breakthrough, with it, scientists could create a digital copy of the human brain, store that copy o-line, and
then transmit it to another brain. Doctor Greer herself was bridged only a few years after the technology was created, after her body
was diagnosed with an aggressive cancer.
Originally, the middle-man o-line storage unit, the PSI (Personality Simulation Interface) was intended to be a holding cell for the
digital mind, until a host brain could be found. The mega-corporation UNICOR quickly expanded the technology to allow the PSI to
interface directly with virtual environments and to be bridged into machines.
CASTS
A Cast was a vat grown human body without a brain, in its place was a hybrid bio-mechanical interface unit, capable of being connected
to a PSI. Casts quickly became common-place in dangerous vocations such as emergency services and police, with ocers bridging
into the Cast bodies to perform their duties. Suddenly, the genetic research that had been written o decades before found a revived
interest. As the Casts were essentially clone bodies, it didnt take much work to tweak their base DNA code to make them receptive to
the gene therapy that had failed on normal humans decades earlier. The result was the AUG (Augmentation Universal Geno-therapy),
an injected compound that re-wrote the Casts DNA. With this breakthrough casts could be modied for various purposes, such as re-
resistant scale for the emergency services, gills for diving and denser bones for combat.
People who were rich enough would buy their own Casts to bridge into once their rst bodies became frail or ill. The rst generation of
immortals was born.
POLAR SHIFT
It quickly became apparent that the Cast solution was not going to work forever, and this realisation was brought about by the
conrmation of an impending polar shift . It was calculated that a cataclysmic reversal of the Earths magnetic poles would strip the
planet of its inbuilt defences against cosmic radiation and trigger massive natural disasters across the world. Not even the Casts had the
capacity to withstand the radiation, let alone the super-storms and volcanic activity predicted.
Dr Greer, now living in a Cast, developed the solution. Using the UNICOR variant of bridging technology, a computer generated replica
of Earth could be created to house the population. Her proposal involved a space station, housing a massive computer that would run
simulation of Earth for the duration of the shift until the planet became habitable again.
There were no other options, short-range space ight was simple enough, but no-one had yet to successfully colonise another planet.
The task was initiated immediately.

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GLOBAL RESOURCE CRISIS
In a signicant blow to progress on the escape plan, a major global conict was triggered by an early onset of the polar shift. Crops
and cattle started dying at a rapid rate as more cosmic radiation began bombarding the planet and food became increasingly scarce.
Exports stopped as countries started hoarding their own resources, and borders started closing as everyone began eying up each others
resources. Tensions grew and fragile alliances collapsed, escalating into full-blown war.
The war wasted even more resources, and soon even ammunition became scarce. During this time, the world saw a sudden resurgence
in close-combat training, with sta and sword ghting becoming popular again.
Eventually, the strongest nations banded together and created a world rationing system. While still stressed and starving, this
arrangement allowed everyone to subsist until the station could be completed . Skirmishes continued, but only in the form of supply
caravan raids. The world returned to a state where progress could once again be made towards escaping the planet.
THE FIRST FIGMENTS
UNICOR had been using virtual environments for decades, but only ever for short-term projects. The idea of living inside a computer
had yet to be tested. UNICOR found some volunteers and lifted the processing restrictions on their virtual environment, allowing it to
simulate days of activity in seconds.
The tests were not successful. After about 200 years of simulated living, the bridged minds started to break down. It became apparent
that the human brain was not suited to cope with living signicantly beyond its normal lifespan. This led to the death being introduced
to the virtual realm, with inhabitants undergoing a core reboot. When an inhabitant of the system was killed, they were rebooted to
their starting setup which was the mental state they were in when their rst bridge was created. This allowed the inhabitants (referred
to as gments by the developers) to live as they would have in the real world, they aged, they died and were then re-inserted into the
system.
Having solved the problem of maintaining the population of the simulation, the task of tackling the bigger issue could begin. How to
ensure the simulation could continue running for a period that could encompass up to 10,000 years.
FIRST EDEN
Dr Greer, in concert with scientists from UNICOR created the rst world simulation environment, unocially called EDEN. It simulated
all the elements of life on Earth during the pre-polar shift period, but without the Casts, as it was decided that having dierent levels of
consciousness inside EDEN would create unnecessary complications.
Ideally, when a gment died, their mind went into a holding pattern for a short period. Small portions of their personality were copied
and applied to a Sprite, which became a child born inside EDEN. As the child grew, more of the host personality was applied until the
child reached maturity, at which point they had become a variation their old self albeit with new memories.
This required a lot of processing power, so the system was restricted to having a certain number of code children being born at any time.
Everyone else would be reinserted into the system via a reboot. Rebooted gments entered the simulation fully grown and were set
up in a re-entry house, where they were given food and shelter until they could secure employment and establish themselves in EDEN.
DELTA SATURN (DASN)
While progress was being made on the virtual environment, Prof. Reeve Waters had nished the plans for what would become the space
station, Delta Saturn. The DASN would house the supercomputer that would run EDEN, be able to support a crew of a few hundred live
workers and hold a cache of Casts on ice, with the required medical facilities to create more.
It was fully equipped with a gene-lab, and the individual DNA codes of every inhabitant. The plan being to grow everyone in EDEN a new
body once Earth was habitable again.
The live workers would actually be inhabitants of EDEN who were bridged into Casts for a tour of duty performing maintenance and
repairs to the station. Citizens would be rewarded well upon their return to EDEN, and eventually the tours would be viewed as a badge
of honour, despite their lengthy one-year duration.
PSI MOULDING
Towards the end of development, a problem occurred. There was simply no way to ensure the integrity of either the station or EDEN
without some form of human oversight, every simulation with a Sprite overseer ended in disaster. The solution, although generally
disliked, was provided by Dr Hayden Smith.
Originally dubbed mind control and barbaric by the scientic community, Dr Smith had created a system whereby he could mould a
PSI unit to change the personality within. The technique had been developed with the hope of selling the idea to the military as a way
of creating fearless and mentally unbreakable soldiers.
PSI Moulding would be adopted to create three overseer PSI units, one to monitor the DASN itself, one to watch over EDEN and the
last as a back-up for the others in the case of a catastrophic system failure. These units would be moulded to remove self-interest and
pare back those parts of the mind that caused the mental collapses from immortality. These units would lead lives of eternal servitude.
Additionally, and unknown to the public, the PSI units used in EDEN would be moulded to add an inclination to return to the real world,
to avoid the possibility of the gments getting too comfortable in EDEN.

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Dr Greer volunteered to oversee EDEN, and Dr Smith to become the backup. Prof. Waters demanded that his eight year old daughter be
used for the DASN overseer, with an addition to her mould to give her both added maturity and technical skills to do the job. His fervour
came from the fact that she was dying and was one of the rare few who suered from CDCFC (Catastrophic Denial Causing Figment
Crash) which prevented her from being uploaded to EDEN. Eventually the committee for selection caved and allowed him to bridge his
daughter into the DASN.
LAUNCH
At the time of DASN launch, the worlds population was estimated at around 11 billion. The population of EDEN was only around ve
billion. As time and resources grew short, large sections of the population were simply left behind, causing massive outrage in the
abandoned citizenry.
The Delta Saturn would orbit Earth in sync with the moon until it was safe to launch lander ships and reclaim Earth.
THE FALL
It would come to pass that Delta Waters would make an excellent overseer, her little-girl voice and childish innocence gave the live
crew a protective feeling of caring for the station as if it were their own child. What they didnt know was that Dr Waters had betrayed
everyone.
In his grief, he falsied the moulding process of his daughter. She had gained the requisite knowledge needed to run the ship, but
none of the maturity. Not only that, he had moulded her to never age mentally. She would be an eight-year old girl forever. This went
completely unnoticed because of the yearly rotation of sta until disaster struck around mission year 200.
A meteor managed to miss the moon, which was being used a protective shield, and grazed the DASN. The entire starboard pontoon
was destroyed, taking almost all the live crew with it, as it housed the sleeping quarters.
The death and destruction combined with sudden isolation broke Delta. She struggled with her grief for the better part of a decade
before a bridge could be reopened allowing new minds out of EDEN to assess the physical damage and discover the situation.
Delta had regressed from a happy child with a loving family of workers to an abandoned and vicious spirited girl. Few gments now dare
venture into her domain of the silent halls of the Delta Saturn.
THE THREE REALMS
The damage was just as bad inside EDEN, with a large portion of the servers and processors gone with the pontoon, EDEN became
stressed and sections of it began breaking down. Eve (Dr Greer had become aectionately referred to as Eve by the Figments of EDEN)
had rerouted as much power as possible, but could not prevent large chunks of the world crashing or destabilising.
In the midst of this chaos, Dr Smith was activated as a back-up. Unfortunately for him, as both the PSI units were still active, he had
nowhere to go, so ended up stuck in a temporary realm, a backup for EDEN. This realm would become a key connection between EDEN
and the DASN. Smiths realm would become known as Styxia, and his PSI was nick-named Hades. The joke mostly stemmed from the
fact his back-up realm was un-rendered, so looked like a drab version of the real world, a kind of purgatory.
SPLINTER WAR
Once it was clear that EDEN was in serious danger, and that the SIDENOTE
problem extended to the DASN, essentially leaving the Figments
This version of the eMORTAL rules will not
with no means of escape, civil unrest grew rapidly.
deal with the realm of Styxia or the Delta-
This culminated in the Splinter War, which started when UNICOR Saturn, those worlds are reserved for the full
closed their enclaves, refused to share their resources and started ruleset, but are included here for the sake of
a military campaign of resource acquisition against pretty much completeness.
everyone. Splinter factions with varying political and philosophical
ideals on how to best survive started cropping up and inghting
broke out across the world. In essence, this was a repeat of the
Global Resource Crisis on Earth. Many of the factions were absorbed
by more powerful ones, or simply killed outright in the war.
Towards the end of the war, UNICOR were poised to take over, with Eve unable to directly intervene due to her PSI moulding requiring
her to maintain the human experience in the simulation. Torn between her need to save the simulation, while preserving its core
missions, she made a radical move and created CodeX.
CODEX
Eve selected a Codechild and broke his programming. He would forever be part PSI and part Sprite, she even deactivated his physical
PSI eectively making him the only true sentience in EDEN with no external presence.
Her subject was given restricted access to the protocol itself, allowing him to change his own code as desired, within broad limits. She
then set him against UNICOR. He took the name CodeX and waged a short and destructive war, which eectively stopped UNICORs
progress. After badly disrupting their initial military campaign, CodeX vanished from sight. Rumours state that he is operating a number
of covert missions, attempting to fully destabilise UNICOR, others say he is responsible for choosing new Solutions, and more still that

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he has left EDEN and is now working on repairing Delta in the live world.
SOLUTIONS
Eve needed access to the real world somehow. Delta had stopped performing any maintenance at all, and EDEN was becoming more
and more unstable. She nally decided to break her own rules and recoded parts of the EDEN protocol.
She selects likely candidates based on their actions in their current incarnation and ashes them, granting them a suite of minor
abilities. After observing their actions taken with these abilities, she decides whether or not to oer them the opportunity to make the
upgrade permanent. These upgraded gments are known as Solutions, and perform numerous espionage, combat and tactical missions
for Eve, all with the aim of re-stabilising the system.
The Solutions have signicantly reduced access to the protocol than CodeX did, and do not retain their status as a Solution after they die
and are rebooted. But they make up a private army in service of the system and are the last hope for a free world, and for the restoration
of the mission to its original status.

:: DIGITAL EXISTENCE ::
Life inside the simulation known as EDEN is very similar to life back on Earth, people are born and die, they get jobs and live normal lives.
But the world itself is far from the one the people ed centuries ago.
ZONES
The corruption of the system caused by the meteor strike has created unstable areas of the system known as Grey and Black zones.
Black zones are areas of dead code, they are represented physically in the system by a large shadowy area of impenetrable darkness.
Common theory is that they are areas where the related piece of hardware is irreparably damaged, the people inside the black zones
when they appeared have never rebooted, and brave groups who attempted to enter the zones have never returned.
Grey zones are less deadly, but equally unstable. A grey zone appears as if it were covered in a layer of fog, which disappears once
the boundary of zone is breached, leaving the rest of the world to appear as if covered in fog. Inside a grey zone there are numerous
anomalies that must be dealt with, such as randomly shifting landmasses, time freezing or speeding up in isolated pockets and people
being randomly rebooted without apparent cause.
Most people avoid grey zones, although a handful choose to risk living inside them because the two major warring factions inside EDEN
generally refuse to attack cities in grey zones for fear of losing their armies.
STATES
With the world divided by war and corruption zones, traditional systems of government started to collapse as communication become
increasingly dicult and dangerous. As a result, The world slowly devolved into its own political areas; towns, cities and even small
countries began to sever ties to the federal or national political bodies in favour of looking out for themselves. Eventually the ocial
governments of the world recognised the situation and acknowledged the need to self-govern and for individual areas to make drastic
changes to military and security rights and powers to combat threats. Normally, states within a country will have similar outlooks and
mimic the ideals of their national government, many of which will still defer to federal law. Some however, have taken the opportunity
to make drastic moves in all directions, from becoming extremely humanist, capitalist, militant or even separatist. Areas designated as
self-ruling bodies are known as states, and are assisted by national government with military aid or other forms of support as required.
Moving from state to state can sometimes be as culture jarring as moving between countries back on Earth.
The CYPHER REQUIEM game focuses mainly on Gateway, a state centered around the city of Calgary. It sits at the top of the northern
corridor, an area between the two grey zones that cover most of the northern USA, as indicated on the map below. Gateway is a
crucial state, as it is the rst major safe haven after the dangerous
northern corridor journey. It is home to numerous mercenary
bands, oering their services as private security to those forced
to travel the northern corridor, a service which is essential as
the corridor has become home to bandits preying on merchants
and supply trains. It is also rife with the Black Circle, who launch
senseless raids on any travelers they nd, solely to sow fear and
chaos.
At the southern end of the corridor is the state of Reddington,
so named from the governor of the state who took control
during the splinter wars and whose strategies successfully turned
away UNICORs forces. Reddington is a heavily militarised state,
oering protection to its neighbours and launching strikes against
UNICOR resources in the area. In return, its neighbours supply
Reddington with their intelligence, making the state one of the
better informed in central USA.

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A more detailed view of the world inside the simulation is given in
the full eMORTAL rules, but in general remains much the same as
today, with a few name changes and accessibility issues cause by
the appearance of the zones.
FACTIONS
There are three major factions at war in the post-fall world of EDEN.
The biggest force is UNICOR, the global mega-corporation: they
use their private army, the GRID (Global Response and Incursion
Division), to force non-compliant states to turn over governing
power to UNICOR. They use many forms of coercion to achieve
their ends, from political pressure, inserting loyal sta into key
positions inside a states society, or simply rolling out their army to
take the state by force.
The second big player is the Black Circle, also known simply as the
circle. At one time they were a activist group seeking to redistribute
power from the national governments back to the people.
The creation of the states would have made their organisation
redundant, had they not taken a dark turn and modied their agenda
to redistributing power from EDENs government: to attempting
to redistribute ultimate power back to the people - by seizing the
protocol. Theyve never achieved their goal, even slightly, and many
members have lost their way entirely and become nothing more
than terrorists. The military arm of the circle is known as the Torch.
Unocially named so because of their habit of leaving corpses and
burning landscape in their wake. The torch soldiers range from
utterly dehumanised killers, essentially kept in cages and let loose
when needed, through to the kind of bloodthirsty mercenaries
whose taste for killing makes even the GRID inch.
The last faction is the GA or Global Alliance, a collection of the
remnants of political power who have banded together to share
resources and information to help combat the eorts of the circle
and UNICOR. The Global Alliance have an uneasy relationship with
the Solutions, they know they need the power the Solutions wield
to combat the elite units of their enemy, but fear what the Solutions
could do should they betray the GA, which has happened enough in
the past to make the alliance cautious.

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:: SYSTEM BASIC ::
CYPHER REQUIEM is a modied and simplied version of the full eMORTAL ruleset, and is a roleplaying game designed for 4 - 7 players,
although could be played with as few as 2, or as many as the GM can handle. For the purposes of this game, its assumed you know what
a roleplaying game is - but if not, the fastest description is that this game is like a computer RPG (Dragon Age, Mass Eect etc) except
that instead of using a console, youll be speaking for your character directly, and describing their actions to the rest of the group.
A full breakdown of the game mechanics can be found in the System Core chapter on page 15, for now we will cover the bare necessities
required to allow you to make informed decisions when constructing your gment, detailed in the next chapter.

:: BASIC GAME TERMS ::


Before getting into the technical details of the game, youll need to be familiar with some general terms rst.
GM: One of the players who runs the game, also called the Game Master
Player: Every person involved in the game except the GM, each player controls one character
Solution: The ctional character controlled by a player, Solutions arent like normal people and have special abilities to make them more
heroic.
NSC: Non-Solution Character, the other inhabitants of the game. These characters are controlled by the GM.

:: BASIC WORLD TERMS ::


In addition to game terms, the book will refer to a lot of in world terminology specic to the eMORTAL game world, it helps to
understand these as well as the game terms.
EDEN: The simulation of Earth that serves as humanitys home until the planet can be recolonised, often referred to as the simulation.
Administrator: The EDEN simulation is controlled by Evelyn Greer, known as Eve. She was one of foremost scientists using PSI technology
and was selected to live apart from the interface in order to oversee and ensure smooth operation of the core processing.
Figment: The digital body of an inhabitant of the EDEN simulation. Because the mind of each citizen lives multiple lifetimes, their current
body is referred to as their gment.
Protocol: EDEN is divided into two operations, the interface and the protocol. The interface is the simulation that the gments live in,
while the protocol is the core processor than runs everything behind the scenes. No-one but the administrator has full access to the
protocol, but after the fall its defences have started to show cracks, and highly skilled slicers have begun manipulating the code to their
own ends.
UNICOR: United Corporate, a world spanning mega-corporation back on Earth that attempted a massive coup of EDEN after the fall and
started the ongoing Splinter Wars. Unhappy with the restrictions placed on their activities by the rules of the system, they sought to
take control by force.
GRID: The GRID are UNICORs private army, armed with the latest technology and weapons. They can pose danger even to Solutions.
Black Circle: At one time, the black circle were an activist group trying to hack the protocol to release the power of the system to
everyone. After the fall, the group took arms against UNICORs attempted coup, but in the process lost themselves to total anarchy. Now
they exist solely to burn the system.

:: DICE ::
To play CYPHER REQUIEM you will need a handful of 6-sided dice. Somewhere between six and ten should be sucient for most
characters, in this book we will refer to rolling the dice as making a test. When instructed to make a test, the player rolls a number of
dice determined by their characters skills and counts the number of dice that show a 4 or higher. This number is called the outcome.
A test is made when you attempt a task where the is a chance of failure, and a consequence of failing, such as leaping an alley way
while traveling over rooftops, or attempting to sneak past an armed guard. In general, the higher the outcome the more likely you are
to succeed.
The dierent types of tests and how to make them is detailed in the System Core, for now you just need to remember these things when
constructing your gment;
1. Higher scores means your gment is more likely to succeed at tests
2. A score below 3 means your gment is extremely bad at that task, and will likely fail a lot
3. Every score has a potential role to play, none of them are without purpose
4. It is better to be good at a few things, than below average at a lot of things

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:: CHARACTER GENERATION ::
Your character in CYPHER REQUIEM is known as a Solution, a gment who has signed on with the administrator Eve to help defend and
rebuild EDEN. Their lives are dangerous and action-packed, and their powers take them beyond the skill of even the most hardened
soldier in combat and their unique connection to the protocol lets them access information unavailable to the most talented hackers.

:: CONCEPTS ::
Firstly, every Solution has three concept scores; Force, Flow and Self. The Concepts form
the core of your characters skill-set, and will be one of the primary factors in determining
success at attempted tasks, each Concept addresses an attitude and approach to life that CHARACTER GENERATION
dictates how well the character will respond to certain situations. PROCESS
Force: This Concept is an indication of your strength, both physically and mentally.
ASSIGN CONCEPTS
It also represents drive, determination, willpower, aggression and a direct approach
to problem solving. A high Force character often seeks simple solutions to problems, 12 points to distribute between
preferring to approach issues head-on. There are many dierent types of high Force the three Concept scores.
personalities, not just aggressive thugs. The ercely loyal soldier willing to die for
his country, the driven scientist refusing to rest until his project is complete and the
kid who gets constantly bullied but never backs down are all examples of high Force
personalities.
SELECT INCARNATION/FUNCTION
The Force concept will be used to determine heavy attack success and governs most
tests related to strength, endurance and willpower. Choose how you came into
existence during this lifetime, and
Flow: Where Force seeks to overcome and withstand, high Flow characters seek to what role you will play in the war.
adapt and move with their problems, nding solutions that require the least friction. This choice provides a modier to
High Flow characters are often inquisitive, quick witted, agile and observant. They seek your Concept scores.
to resolve their obstacles by adapting to the challenge presented, or turn the problem
against itself somehow. Flow based personalties include the cunning chess master, the
quiet venerable old martial arts master, the eccentric scientist who is always looking
outside the box for answers and the smooth talking con-man.
The Flow concept will be used to determine basic attack success, and governs most ASSIGN FOCI/COMBAT SCORES
tests related to agility, speed and deceit. 13 points are available to
Self: The other two Concepts are largely external, dealing with a characters response to distribute between the ve foci
outside problems. The Self Concept deals with how they deal with internal problems, scores, and 8 points for attack and
covering intuition, social nuance, reaction time and levelheadedness. High Self defence scores. These abilities
characters are often calm under pressure and resolve issues by correctly identifying reect your prowess in and out of
the true core problem, and tackling the root of the obstacle. Examples of high Self combat.
characters are the hoax psychic who sees subtle cues in his marks behaviour to lead his
insight, the warrior strategist who has defeated his enemy with planning before ever
facing them in physical combat and the detective whose uncanny insights into crime
scenes lead him to the culprit long before the analysis of physical evidence catches up. SELECT ACTION OPTIONS
The Self concept will be used to determine the eectiveness of special attack tests, and On top of the three basic starting
governs most tests related to awareness, intuition and intellect. actions, you may choose ve more
combat actions. These actions
The number value of each of these concepts represents the base number of dice you will roll
are your combat options, and
in most tests. You have 12 points to distribute between the three concepts, no concept may
determine your role in battle.
start below 1 or above 7.

:: INCARNATION ::
In this world, there are many dierent ways of being born into the simulation, and each one
inuences the path the character took to become a Solution. Choose one of the Incarnation RESOURCES / CRACKS
options from below and modify your Solutions concepts as indicated. Each character starts with one
Codechild: You were born inside EDEN and grew up knowing the system as your only home. Crack and 6 resource points to
Having a sprite living in your body for half your life has caused a bit of code static, but having spend on personal equipment.
spent a full life inside the system, you have amassed more physical wealth than those who
have only been around a short time.
Modication: +1 Flow, +1 Self, +1Resource

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Reboot: After your last incarnation you were rebooted from your
default. Starting life as an adult and having to quickly learn to adapt
to the new world you have been dropped into. This is the most
common incarnation starting process, accounting for around 80 per
cent of reboots in EDEN.
Modication: +1 Force, +1 Self, +1 Resource
Burner: When you died in your previous incarnation something
went wrong with the reboot, and you have been rebooted into
your dead body. The world thinks you are dead, so youve had to
steal a new identity for yourself, but have kept at least some of the
experience you gained in your last life.
Modication: +2 Force, Rating 2 code static (page 19)
PSIJack: You are living in a stolen PSI unit, competing with the
backup of the original host mind for control, which consumes some
of your operating power. This has also granted you knowledge of
someone elses life and skills.
Modication: +1 Force, +2 Flow, -1 Self, Memory bleed (page
19)
Styxian: You began life as a sprite, merging yourself with a
damaged PSI unit to become human. You are extremely uent
in code mechanics, but have a lot to learn about being a human
and interacting with them. Some people may become prejudiced
against you if they discover your true nature.
Modication: +2 Self, Networked crack (see page 35)
Genex: You are a multi-generation solution, you were a Solution in
your previous incarnation and possibly even the ones before that.
At some point in your past, you signed a multi-generational contract
with Eve, and need to serve multiple lifetimes as a Solution before
it is paid o. This knowledge is implanted into your PSI for the
duration of the contract, to ensure you remember in each reboot.
Modication: +1 Force, +1 Flow, +1 Attack (ranged or melee)

:: FUNCTION ::
Upon becoming a Solution, your character is assigned a function.
Your characters function inuences the skills they need to carry
out Eves mission, covering inltration, sabotage, manipulation,
technical excellence or outright combat prowess.
Choose one of the following functions;
Architect: Eve values smart Solutions, ones who can topple
empires by turning friends into enemies and exploit weakness
with complex schemes. An architect is a master planner and
strategist, and often a technical genius.
Modication: +1 Flow, +1 Self, +2 Resource
Slicer: Gifted hackers can obtain secret and personal
information easily, but Slicers take code tampering to the next
level, literally becoming one with the system.
Modication:: +2 Self, Wireless crack
Firewall: In the constant battle against UNICOR and the Black
Circle, warriors are always needed to protect the citizens and
systems they rely on. The rewall is a guardian, they stop
enemies from gaining ground, and provide safe haven for
those unable to take direct action.
Modication:: +1 Force, +1 Self, +1 Defence

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Trojan: In any war there is always a place for the spies and thieves to earn a living. A Trojan is an expert inltrator, they are the eyes
and ears of Eve inside places where her inuence cannot reach, and when required, become assassins and tools of destruction.
Modication: +2 Flow, +1 Social Foci, +1 Rogue Foci
Virus: When diplomacy fails, and the wolf is at the door, you need someone to just bring the whole thing crashing down. That
person is the virus, a specialist in mayhem and violence, the virus is an expert in all things combat related. They bring enough guns,
blades and visceral cunning to spell the end of almost any violent plot.
Modication:: +2 Force, +1 Flow, -1 Self, Upgrade on starting weapon to HIET or Nanoedge.

Note that some Incarnations/Functions modications reduce your Concepts, you cannot start with a concept of 0 or less and must
redistribute your concept points if required to take these options.

:: FOCI ::
In addition to the dice provided by Concepts for tests, Foci add additional dice depending on the training received by the Solution. Each
foci covers a group of skills and adds its rating to the appropriate concept when making a test. The appendix contains a list of common
combinations of Concept + Foci on page 62. There are ve foci covering a range of skills and training as detailed below;
Social: This foci can get you out of (and into) trouble in social settings, and covers the art of blending in or reacting appropriately
in unknown social situations, making impassioned pleas and concealing or detecting true motives. It is important to Solutions who
favour espionage and coercion over guns and bombs.
Physical: This foci is centered around health and tness. It represents rigorous physical conditioning, training of the body and mind
to react to or endure situations that would confound the untrained and unready. Most commonly used to resolve tests involving
jumping, climbing or feats of strength and endurance.
Tech: Tech relates to the building, repairing and use of specialist technology. Normally, no check is required for basic operations
like driving a car or operating a computer, but complex actions like stunt driving or programming will require a check be made. This
foci is used to hack computers, repair vehicles and weapons, write programs or pick locks.
Rogue: This foci covers the underhanded training areas of espionage, lies, inltration and outright thievery. Commonly used to
reect tests to tell a convincing lie, sneak, hide or extract information through coercion.
Slice: This covers the ability to interact with the protocol or mask your code against detection attempts. It is unique to Solutions,
and grants the ability to change reality to your whim, within guidelines set by the Administrator (given on page 17).
Distribute 13 points between the ve groups, adding no more than ve points to any one foci. You do not need to add points to every
foci, but if that skill group is required, you will be rolling only your concept dice and be at a serious disadvantage against a trained
opponent. A foci with no added point is set to rating 0 and adds no dice to tests, a Foci score cannot go below 0 for any reason.

:: ATTACK AND DEFENCE ::


In combat, two scores will mean the dierence between life and death, these are your attack and defence scores. They represent the
number of dice rolled when attempting to harm an enemy, or defend yourself from attacks. You may distribute eight points over the
three scores.
Assigning points to defence costs 2 per +1 assigned, but the defence score starts at 1 for all characters. The other two attack scores start
at 0, but cost only 1 point per +1 increase.
Attack/Melee represents your competency with unarmed combat and melee weapons such as knives, swords, clubs and the like.
Attack/Ranged represents your competency with ranged weapons such as pistols, ries, grenades and projectile launchers.
Defence represents your ability evade incoming attacks.
Using each score is detailed in the combat section (page 20), for now, all you need to know is that higher is better and certain weapons
and attack actions can add to the number of dice used to attack or defend.

:: STABILITY ::
The other critical combat score is your stability, which represents your capacity to take damage and keep functioning. How stability
works is detailed on page 21, for now all you need to know is that your stability score is equal to (Force x 2 + Self) / 3, rounded normally
(that is, 0.5 rounds up to next whole number, 0.4 rounds down).

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:: ACTIONS ::
In a combat situation, each character can take three actions per cycle (described in detail on ACTIONS
page 23). Every character starts with the following action options;
Strike: A basic attack against a single target. Volley Assault
Cover: A basic defence action. Called Shot Unison
Rush: A basic move action. Target Disarm
Evade Soak
In addition to these options, each character may select ve more action options from the list Counter Parkour
to the right. Also, some characters may have additional action option granted by their coding
Crash Jink
abilities: this is dealt with below.
Chain Rollover
:: RESOURCES :: Vertical Rush

Every gment starts the game with some basic equipment, all Solutions begin with a Resource
score of 6 (modied by Incarnation and Function). Advanced players may purchase starting
equipment from the Resourcing section (page 29) as desired, for new players or if you want
to get the game started quickly, simply choose a resource package from below.
If you are choosing a resource package and you have received a resource bonus during character generation then you may select
an additional item with a resource cost equal to your bonus from the resourcing section.
PACKAGES
Merc: Heavy pistol, SMG or Rie, Hardwear Armour, PND, Intelliclothing
Trenchghter: Shotgun, Supreme Sword, Hardwear armour, PND, Intelliclothing
Samurai: Sword with Supreme quality, Hardwear armour, Scorch Edge crack, PND, Intelliclothing
Heavy: Assault rie, Knife, Hardwear armour, PND, Intelliclothing
Socialite: Light pistol, Streetgear armour with concierge modication, Networked crack, PND, Intelliclothing
Assassin: Rie with targeter, Knife, Streetgear armour, PND, Intelliclothing
Slicer: Light pistol, Streetgear armour, PND, Intelliclothing
Inltrator: Knife, SMG, Streetgear armour, Hackbot, Comms Array, PND, Intelliclothing
Bodyguard: Knife, Heavy pistol with HIET, Streetgear armour, PND, Intelliclothing
Dualist: Twin Heavy pistols or swords, Hardwear armour, PND, Intelliclothing

Finally, each Solution (or the group as a whole) starts each mission with a vehicle as determined by the GM as being suitable for the
mission. The full rules for using vehicles are described on page 18. In addition to this starting vehicle, the characters may acquire
additional vehicles during the course of the game, through legal or other means.
Ammunition is easily obtainable and cheap enough that the GM is encouraged not to bother tracking it, as counting bullet tends to
detract from the run and gun feel of the game.

: CRACKS ::
The most powerful weapon in the Solutions arsenal is the crack, a special piece of CRACKS
code that grants them super-natural abilities. All Solutions begin with one crack,
chosen from the list on the chart on the right, (full descriptions of their functions can Translocation Interchange
be found on page 34). Vertigo Seeker Rounds
Only Solutions (including those who have turned from their duties) and Problems Scorch Edge Arc Forge
(NSCs who have gained extreme power through nefarious methods) can use Cracks,
even the most gifted NSC will be denied their power, as being able to modify your own Repulsor Forcewall
code is an ability that is closely and heavily guarded by the administrator. Warding Slide
Wireless Networked

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SYSTEM
CORE

Brandon Perkins (Order #12917720)


:: GAME MECHANICS ::
Sooner or later, every player is going to attempt something heroic, dramatic, foolish and/or a combination of all three. When an element
of risk exists in an activity, a test is made to determine the success or failure of the activity. Generally, if the character could conceivably
succeed at the task given enough time, and there were no consequences for failing, the GM will waive the test and announce the
success as happening eventually. But if the character is against the clock, or failure brings problems, then a test will be required.
The number of dice used for non-combat related tests is the sum of the characters appropriate Concept and Foci ratings. The GM will
decide which Concept and Foci are required for the situation. In combat, tests are made using either the attack or defence skill, and are
modied by actions taken. The full rules for combat are described from page 20.

:: BASIC TEST ::
Without complications, a basic test is as simple as rolling the appropriate number of dice and counting the number of them that show
a 4, 5 or 6. This number is called the outcome. The number of dice used for a test will vary depending on the test in question, but in a
non-combat situation a test will involve rolling a number of dice equal to the appropriate Concept and Foci for the desired outcome.
The GM will advise what this combination is for each test.
Sample: Shutter is attempting to walk a tightrope-like line strung between two buildings, the GM calls for a Flow+Physical test. Shutter
has a 4 in his Physical focus and a 6 in his Flow Concept. He rolls 10 dice and gets 1,1,2,3,3,3,4,5,5,6, an outcome of 4.
The outcome rating of a roll is used to determine the level of success. An outcome of 0 is always a failure.
Every test has a standard requirement of outcome 3 to be considered a proper success. This requirement can be increased by the GM
if the test is particularly dicult, as described in the complications section below.
If the test yields an outcome that is under the requirement level by 1, the test is an inferior success, it has succeeded, but with an
undesirable side-eect, such as tripping an alarm, breaking a tool or creating an item with a defect. An outcome that meets the
requirement is an expected success; the desired result has been achieved.
An outcome that exceeds the requirement by 3 or more is a superior success, either taking less time than expected or producing a
superior output at the GMs discretion. Some tests can only pass or fail, or have degrees of success that dont convey any meaningful
bonus, in these cases the GM will simply announce the success and move on with the story. The amount by which the outcome exceeds
the requirement is called the net outcome.
Sample: Following the example above, Shutters outcome of 4 exceeds the standard requirement to walk across the rope (which the
GM had set at 3). His net outcome for the test is 1, not enough for a superior result, but enough for Shutter to traverse the rope without
falling.
Characters may co-operate to achieve a better result, one character rolls the test as usual, and those assisting roll only their Foci rating,
and the primary test-maker gains bonus dice equal the outcome of the assistants. The GM will rule on how many can assist at once.

:: COMPLICATIONS ::
The outcome requirement is increased whenever the task is more dicult than normal because of complications with the task.
For instance, hacking a standard secure computer network would be considered normal for a hacker and would use the standard
requirement of 3. However, attempting to hack an AI controlled military prototype security network would be considerably more
dicult, and is likely to have a requirement of 6 or worse.
Each inherent element of additional complexity should increase the requirement by one.
Sample: Shutter is hacking a security door terminal. The panel is part of a military-grade security network (+1), additionally, it has a
failsafe built into it to shut-down if it detects a hack (+1) and has a sprite-controlled security algorithm (+1). The combination of these
factors means that Shutters outcome requirement for this test is 6.

:: OPPOSITION ::
A basic test assumes that the only thing in the characters way is the complexity of the task and their own skill level. Sometimes, the
complexity of the task is a secondary matter, and a more direct complication becomes involved; an opponent.
When two characters are attempting to complete the same action, either in a race or in direct opposition (such as wrestling for control
of a weapon), the test becomes an opposed test. In an opposed test, both opposing characters make the same test and the one who
scores the highest wins. If neither opponent scored a high enough outcome to meet the tests standard requirement, then no-one has
won and the test must be attempted again next cycle.
Sample: Shutter is racing a security guard to an alarm panel, both Shutter and the guard roll Force + Physical focus, the requirement
for the test is 3. Shutters outcome is 4, normally enough to reach the panel in time - but the guard rolls 5 and arrives at the panel rst.

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:: HACKING AND SLICING ::
Living in a digital world has meant a new level of cyber-crime has been created, and a new term is required to dierentiate between
mundane security breaches and the more advanced attacks made possible by the EDEN simulation.
Modern communication occurs through the Net (formally the Global Communications Network), a massive wireless grid of satellites
beaming information around the planet. Its predecessor (the World Wide Web) was retired decades ago in favour of a fully wireless
system, making outages a rare occurrence. Virtually everyone has a PND, which can connect to Intelliclothing and is simply a tiny
computer/cellphone.
Outside the Simulation: outside the interface itself, sits a secondary process known as the protocol. This is the realm from which
the administrator runs EDEN, only Solutions and Problems have direct access to the protocol, but the breaches and instability since
the fall have created system loopholes that allow NSCs to access the protocol in a very limited fashion using devices known as
Codeblades (page 35). The protocol appears as a swirling mass of data, where you dont see the world so much as feel it. The
most useful tool in the protocol is the tag. Everything in the interface is tagged so that the system knows what it is, where it is and
what its supposed to do. These tags can be manipulated to change the properties of things in the interface, although the change
is only ever temporary as the system eventually detects the false information and puts things right again.

:: HACKING ::
Hacking refers to old-school cyber-crime, the attempt to breach the security of a computer driven device connected to the net. In the
modern world almost all electronic devices are net enabled, even household appliances. To hack a device, the operator must have a
hackbot (page 33) or some other network enabled device like a PND (page 33). The device must be connected to the desired system
physically, or its wireless signal attacked from within around 5m of the device. A wireless hack requires a Force + Tech test against
requirement 5 before the actual hack itself can be performed, a wired
hack goes straight to the device and bypasses this step. Hacking a device
requires a Flow + Tech opposed test against the devices security rating. SECURITY RATINGS
The GM will secretly roll for the device, and a net outcome of 2 is required
for the hack to be successful, if device wins the hack, it shuts down its net
Target Rating
connection to prevent further attempts and must be rebooted manually
before a second hack occur (this function is replaced by the device Household appliance 2
sending a remote alarm in the cases where it cannot shut down, such as Home security 4
a security keypad).
Corporate Security 6
The chart on the right shows examples of default security ratings, these
Military Security 9
should be used as guidelines, but more expensive items may have higher
ratings, additionally, normally low security household items can be
linked into the home security network and receive the benet of the
increased security rating.

:: SLICING ::
Slicing is a brand new form of cyber-attack, only possible because of EDEN. It involves tampering directly with targets code in the
protocol, bypassing physical security altogether. There are two main options for achieving this form of attack;
Contact slice: Solutions can slice any target they make and maintain physical contact with, NSCs can achieve the same thing using
a Codeblade, this device is extremely illegal and if detected by the administrator, is deleted immediately. Once contact is made, the
operator makes a Self + Slice test opposed by the target security rating (if a device) or a directly opposed test against the targets
Force + Slice if the target is a gment. If the test passes, the net outcome determines the extremity of the change introduced. The
eects of Slicing are given on the next page. These modications only last until the slicer stops maintaining them to a maximum
time of around 10 minutes, after which the protocol recognises the false code and corrects the mistake.
Protocol Slice: A solution with the Wireless or Slide crack can access the protocol directly and doesnt need to touch their intended
target. Because they are manipulating the target directly from the core code, as long as they are within range (dened by the crack
being used) the attack may occur regardless of barriers or line of sight. The tests are the same as described above.
If attempting to slice an ally who is willing, the ally takes a -3 penalty on their opposed test, but their base code will still resist.
Once a slicing test is made, the operator must now actively maintain their slice, this uses up one of their actions per cycle in combat. If
they wish to make a second test, new targets are selected and all the operators actions are required to maintain two slices at once. If
the operator chooses to relinquish one of their slices to get their actions back, all targets tied to the slice return to their normal state
at the end of the cycle.
Outside of combat, a slicer may only maintain two active slices at once.

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:: SLICING EFFECTS ::
The intended eect of a slice falls into two categories; soft and brute-force. A soft slice simply modies something that already exists
in a way the system is unlikely to notice, such as changing lighting levels or bullet calibre. A brute-force slice changes something in a
logically impossible way, such as lling a room with impenetrable darkness or changing a rie into a sh. Additionally, slicing can aect
a single target or be an environmental eect, impacting everyone in a short range diameter, the centre of which can be placed within a
moderate distance of the slicer within line of sight.
The standard requirement for a soft slice is 3, for a brute-force slice is 5. An area slice adds +2 to the requirement, with a further +1
requirement for each target the slicer wishes to exclude from the eect. The net outcome of the test can applied in one of the following
ways.
Glitch: By inserting an error into the protocol that mis-reads a targets information, the slicer can improve or impede actions. The net
outcome translates to a bonus or penalty applied to the target.
Morph: By completely rewriting an objects code, items can be transformed. The net outcome required for the transformation is
determined by the GM based on the complexity of the change. Changing the calibre of a light pistol into a heavy pistol is fairly simple
and subtle, qualifying as a soft slice with only a base requirement. Whereas changing a road van into a hover sports-car would require
an extremely talented slicer, and be a brute force slice with a likely net requirement of 5.
Sweep: The slicer can search the protocol directly for information, bypassing the need to access the global network, this includes
providing satellite style imagery of the local area, and obtaining personal details about someone without accessing their PND, obtaining
building schematics or scanning a target for concealed weapons. The net outcome for these actions is often only 1-2, but could be up to
5 for highly secret or well guarded information.

:: VEHICLE OPERATION ::
Vehicles in CYPHER REQUIEM dont operate in the same way as modern vehicles. The main cause of accidents was clearly identied as
drivers making poor decisions, so UNICOR developed a virtually self-driving car to remove that problem. The new driver interface is a
holographic dashboard, into which the driver enters prompts for the vehicle to follow. For the most part, the car drives itself, but the
driver can add a few instructions, either entering their destination and letting the vehicle get there itself, or they can enter commands
for the vehicle to change lanes, overtake or perform other similar actions, and the vehicle will do so at the next safe opportunity.
This system became universal, and had a secondary eect of making high speed chases almost impossible. However, as emergency
services such as police and re rescue needed to be able to countermand the safety features of the autodrive, a second system was
created that essentially reduced the vehicles denition of a safe maneuver to the minimum the government was willing to accept. It
was not long before a hacked version of this system started nding its way into criminal vehicles. For a Solution to engage in a high speed
pursuit, they will need to hack their vehicle to change the safety rating to allow for risky maneuvers.
Also, HIET technology nally oered a solution to the problem of hovercars, providing a lightweight and high output power source.
This technology nally cracked the problem that manufacturers had faced for decades of an engine with enough power to get the car
airborne, without adding so much weight that ight became impossible. Now both hover and standard street vehicles exist side-by-side.

VEHICLE STATS
Vehicles have two scores associated to them, Safety and Speed: both
are rated between 1 and 6. The higher the speed rating, the faster
the vehicle can go. The higher the safety rating, the better the safety STOCK VEHICLES
mechanisms, but the vehicle is more restrictive in what maneuvers it
will allow. Class Safety Speed
Safety reects the on-board autodrive system, which restricts dangerous Motorcycle 2 4
driving but keeps the passengers safe, when hacking the safety system
Passenger 4 3
to reduce its interference, the requirement of the test is the safety
rating, and each point of net outcome reduces the safety rating by 1, to Sport 3 4
a minimum of 1. Race 3 5
Speed is simply a measure of how fast the vehicle can go at top speed.
During a chase, the higher the number, the faster the vehicle can go.
But is also used a relative measure to determine the likeliness of escape
during a chase, the speed rating of a hover vehicle is considered two points higher when racing against a road vehicle.
Resource costs are not given for vehicles as it is assumed the administrator will provide a suitable vehicle for their mission, or obtain
one as required. The chart above shows the ratings of more common classes of vehicle, and applies to road or hover versions equally.

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:: RESOLVING A CHASE ::
When two vehicles are racing, an opposed test is made by the
drivers. Unlike a normal opposed test, the drivers have dierent
requirements based on their vehicles.
The requirement for any test is the dierence between the speed +
safety ratings of the two vehicles, to a minimum of 2.
This reects the diculty of keeping up with a faster car, in addition
to being restricted by the safety features of your own. The opposed
test is resolved as normal, with the driver scoring the highest over
their requirement winning the race. If desired, the following factors
can inuence the race by imposing penalties to the number of dice
rolled.
Trac [-2]: If there is heavy trac, the driver has to program more
complex operations, this penalty normally only applies to road
vehicles, but in the center of cities, hover trac can get just as bad.
Terrain [-1]: If the local roads are in poor condition, driving becomes
more dicult. The same principle can apply to hover cars ying in
extreme wind conditions.

:: STATUS ::
There are a few unique conditions that can occur to a gment due
to their digital nature, and the glitches that can sometimes occur
during the reboot process.
Memory Bleed: During the reboot, a gment is deleted from the
system and a new one created. The associated PSI unit has the
memories of its most recent life erased, essentially returning it to
its default state at the time of upload, the gment is then reloaded
into the simulation and a new life begins. Sometimes, the erasure
of the previous life does not work completely, and in extremely rare
cases, during a gments current life, their old memories may be
partially restored by zone corruption or similar code problems. This
is known as memory bleed. Someone suering from memory bleed
has a small advantage in that they have knowledge of things they
have never personally experienced, possibly even gaining skills they
never learned. The down side is that they can have a hard time
distinguishing between their own memories and the corrupted
ones, leading them to believe they know people who theyve never
met, or have characteristics they simply dont possess.
Game Mechanics: The character suering from memory
bleed can choose to receive either an additional 2 points to
spread between their Technical, Rogue or Intuitive Foci: but
also suer a -1 penalty to all Social tests representing the
erroneous inuence of their old memories.
Code Static: This term refers to a build-up of junk code in a PSI unit.
Over centuries of rebooting and exposure to zones and other code
corruption, a PSI unit can pick up some processing quirks. The unit
functions perfectly ne, but its code has some unique issues that
make interfacing with it problematic. This is both a blessing and a
curse, and it make the gment more resilient to slicing attempts,
but also interferes with its own slicing attempts.
Game Mechanics: Code Static is given a rating by the GM, this
rating represents the penalty imposed on attackers making
a Slicing attempt against the gment, but also represents a
penalty imposed on slicing attempts made by the character.
Note that Code Static only aects Slicing, not Hacking.
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:: COMBAT ::
Combat is much more complicated than the utility tests described in the previous section. The following section describes how to
resolve combat situations.

:: TIMING ::
Outside of combat, the GM makes judgment calls on how long actions will take to resolve and works with each character to ensure
everyone is engaged in the current activity, in the chaos of combat, a more precise timing system is required to ensure everyone is
getting the same opportunity to make attacks and defend themselves.
Once combat begins, the game breaks down into units of time called cycles. Each cycle allows for every combatant to act once, and
the entire cycle is assumed to take roughly 10 seconds. Each cycle is broken into the proactive and reactive subsection, during the
proactive section the Solutions may act, and then the GM controlled characters act in the reactive section. During the proactive section,
the players may act in any order desired, allowing them to tag-team, and create combos and strategies to overcome their opponents.
Likewise, the GM may assign the order of actions of the NSCs in any way desired during the reactive section.
Once both sections are completed a new cycle begins. This process repeats itself until the battle is over. Solutions may act in the
proactive section in any order they want, although if two Solutions are competing to act rst, the Solution with the higher Self rating
acts rst. Bonuses or penalties received by Solutions last until used or until the end of the cycle. For their opponents, who act second
in the cycle, attack bonuses last until used or the end of the cycle, but defensive bonuses last until after the next Solution cycle, that is,
the retain defensive bonuses until the Solutions have taken their next set of actions.

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:: TAKING ACTIONS ::
When a character is about to act, we refer to this as taking their turn, during a characters turn they have three action slots. Normally,
this means they may choose three actions from their available list and perform each one, however, some more advanced actions take
up more than one slot (as described on page 23). The actions available are determined by what was chosen during character generation.
While taking a turn, the character may elect to take less than three actions, but not more. Once all three action slots are lled or
discarded the player resolves any tests as needed, then the next character takes their turn. If an action conveys a bonus to attack, that
bonus applies to one attack test made during the same turn as the action, if the character has multiple bonuses they can be spread over
multiple attacks (if the character is capable of multi-attacks) or combined to add to one attack test.
If an action conveys a bonus to defence, it increases the characters defence score until the next defensive refresh (detailed below).

:: RESOLVING AN ATTACK ::
The most common test made during combat is an attack test. This is an attempt to harm or impede an opponent, the most common
attack tests are the Strike, Volley and Assault actions.
A basic attack test is a basic test rolling either ranged or melee attack with a requirement equal to the targets defence score. Actions
performed during the characters turn may add additional dice to attack or defence as described above. If the defender wins the
opposed test by any margin, or the test is a tie then the attack has failed to connect and no damage is dealt. If the attacker wins the test
then a hit has been scored. On a successful hit, damage is dealt equal to the net outcome of the attack test plus the weapons damage
value. The target adds the damage to any already received, if the total damage exceeds their stability rating, they have been wounded
(see below).
Sample: Shutter is attacking a security guard who spotted him breaking into a secure facility. Shutters attack roll yielded an outcome of
5, against a 2 on the defence test, for a net outcome of 3. The attack connects for 6 damage (3 + heavy pistol damage).
After an attack test is made, regardless of whether it was a success or not, the defender suers from Defensive Erosion or DE. Each
attack a combatant has to defend against forces them into a weaker position to defend against further attacks and reduces their defence
score temporarily by 1. The defence score returns to its normal value at the end of the cycle, referred to as the defensive refresh.

:: INJURY AND RECOVERY ::


Figments can only sustain a certain amount of damage before becoming incapacitated or killed, this value is their Stability rating. Every
combatant has four injury states; wounded, maimed, incapacitated and dying. As damage is received it is tallied, once a gment has
received damage equal to their stability rating, the injury state goes up by one degree, so an uninjured gment becomes wounded, a
wounded gment becomes maimed and so on. When the injury state changes, the gment reduces their total damage taken to zero.
A gment that receives damage equal to their Stability in a single
attack jumps two injury states, double their stability increases three
injury states and so on. Each state changes how eective a gment HEALING TIMES
is in battle as follows;
Wounded: The gment has sustained a serious injury, and INJURY TIME REQ.
suers a -1 penalty to all physical tests. This includes all combat Wounded One day 2
tests and any other test requiring physical exertion.
Maimed Three days 3
Maimed: A maimed gment has suered a debilitating wound
and can no longer move eectively. The gment suers a -3 Incapacitated Eight days 5
penalty to all tests and cannot receive positive modiers from Dying Two days 5
motion actions, nor move more than a short distance with a
move action.
Incapacitated: The gment is barely conscious, and is incapable
of moving under their own power. They may take only one action per cycle, suer a -5 penalty to all combat tests and cannot
receive positive modiers from any action.
Dying: The injuries received have knocked the gment unconscious, and they are slowly dying from their wounds. A gment in
this state can no longer take actions, and automatically fails defence tests. At the end of combat, the gment dies unless an ally
is present to give them medical attention. Also, a successful attack that meets requirement 3 will instantly kill a dying gment.
At the end of combat, Solutions automatically heal all stability damage, but retain their injury state. Injury states can be reduced through
rst aid (page 33), or will naturally heal on their own in the time-frames given in the sidebar. The times are cumulative, so a dying
gment must heal through all stages and will take a total of 14 days to heal to full health.
Triple the healing times for non-Solutions.

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:: INFLUENCES ::
Aside from the bonuses and penalties conveyed by certain actions, there are a number of secondary eects that can inuence the
outcome of combat tests. These rules are designed for players that are comfortable with the rules, so feel free to discount them during
the rst few games if desired.

:: FOLLOWUP ATTACK ::
FOLLOWUP PENALTIES
Guns produce a certain amount of kick when they are red, and melee attacks can end in a
less than ideal position for follow up attacks. If more than one attack action is taken during ATTACK ACTION PENALTY
string, each attack suers a cumulative penalty based on its type, as per the chart on the right.
Strike / Disarm -1
Certain modications can reduce the penalty, such as bracing. Also, some weapons can change
the penalty according to the weapon description (page 30). So a string containing (in order) a Volley -3
strike and volley attack would suer -1 to the strike and -4 to the volley. Assault -4
Called Shot -2
:: STRAFING ::
Strang is the act of making an assault attack on multiple targets at once. Melee attacks can
only be strafed across targets in melee distance: ranged attacks can be strafed across targets a short distance apart. When strang, the
character suers a cumulative -1 per target in melee range, and -2 penalty per target at short range. The attacker makes one attack roll,
which is compared to all targets and every target hit takes the bonus action damage.

:: RANGE ::
For the most part, the system rules assume that combat is taking place in a moderately sized area. This means that the eective range of
rearms is negligible, however, in some cases that battle may be taking place in a large area and the distance begins to play a part in the
outcome of the battle. If attempting a ranged attack at over 100m, weapons without a scope or targeter suer a -3 penalty. Additionally,
pistols and SMGs suer a further -2 penalty at this range regardless of modication.
Ranged attacks made at melee distance receive a +2 to the attack test due to the extreme short range, however, the target is allowed to
use the Counter defence action against the attack as they are close enough to bat the gun aside.

:: REACH ::
In melee combat, bigger weapons grant the advantage of reach over a lesser armed opponent. When you wield a melee weapon that is
longer than your opponents, you receive a +2 to the attack test. The hierarchy of weapons available is as follows;
Unarmed > Knife > Baton > Sword
Reach can be negated by a combatant dual-wielding a weapon one stage smaller than their opponent. To illustrate, a ght against a
dual-baton ghter and a soldier with a sword would grant neither side reach advantage. The versatility of dual-wielding compensates
for the size restrictions of the weapon. This rule only applies to a combatant who knows the Unison action, simply holding a weapon in
each hand is not enough.

:: MOVEMENT and DISTANCE ::


It can be important to keep track of the distances on the battleeld so that you can determine how many movement actions are
required to get to an opponent, or to reach cover. Distance in CYPHER REQUIEM is divided into grades as follows;
Melee: Around 1 metre, enough to make a melee attack accompanied by a step or lunge.
Short: Up to 10m, enough that most people could cover the distance in a few seconds
Moderate: Up to 50m, enough to require the character to break into a full run
Long: Up to 100m, only used in extremely large battleelds and usual requiring multiple motion actions to cover
Extreme: up to 300m, generally considered outside rearms range unless taking careful aim
A character needs to use a motion action to move around the battleeld. A motion action has a distance given in its description, which
represents the maximum distance covered by that action, if a character needs to cover a greater distance, they need to take more than
one motion action.

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:: SURPRISE ::
When one side of a battle is unprepared, they have a signicant disadvantage. Generally, the GM will rule whether one side of combat
has the element of surprise, which is usually the result of an ambush. No tests are involved, surprise is intentionally generated by either
party, and if set up correctly, even noticing the ambush at the last moment doesnt help. If the GM rules one side has been surprised,
the targets of the ambush reduce their defence rating to a maximum of 2 for the rst cycle, and lose one action slot on the rst turn.
If a group is expecting to be ambushed, or is generally on the alert for such a situation, each member of the group may make a Self + Slice
test, if the test meets a requirement equal to the worst Rogue score in the ambushing group, then that combatant has spotted signs of
the impending ambush and is not considered surprised. If the ambushing group has particularly inept members, those members can
voluntarily take full cover, but will lose one action slot in the rst turn as they cant see their prey and must leave cover before attacking.

:: ACTIONS ::
The character generation chapter oered a list of available actions for use in combat, that list is fully explained here. Actions fall into
two basic categories; Engagement and Motion. Engagement actions are special attacks or defences and Motion actions make you move
faster or make you harder to hit.
The group of actions taken during a single turn are referred to as a string.

:: ENGAGEMENT ACTIONS ::
Engagement actions use one action slot, except where marked with a *, these actions require two actions slots.
Strike: A single ranged or melee attack made against a single target. The test requires Attack + Flow and consumes 1 round of ammunition
(ranged only).
Volley: This attack involves making a combo melee attack, or ring a controlled burst from a rearm. The test uses Attack + Force and
consumes 3 rounds of ammunition (ranged only). Additionally, the attack deals +3 base damage.
Assault*: Less of an attack and more a force of nature, this action involves unleashing a urry of melee attacks, or using the full-auto
ring mode on a rearm (only certain rearms can perform this action). The test uses Attack + Force and consumes 12 rounds of
ammunition (ranged only). The attack deals +5 base damage.
NOTE: Unless stated otherwise in their description, rearms can only perform strike actions while melee weapons can perform any
action the wielder knows. Where a rearm is stated as being capable of performing a volley or assault, the wielder can utilise this
ability without knowing the required action, but at a -3 penalty to the attack.
Called Shot*: By taking extreme care and time to line up an attack, the attacker can hit a specic part of their target, bypassing armour
or cover. The test requires Attack + Self and the defender receives no bonus from armour or cover.
Unison: The attacker makes two simultaneous strike or volley attacks (volley option only available if the character has learned the
volley action). The normal number of dice the attacker would receive must be split evenly between the two targets, and the attacks are
defended against separately. Followup penalty is cumulative for both attacks and the attacker must be wielding two weapons.
Target: By taking extra time and care to designate the attack to a vulnerable area, the attacker receives +3 to the attack test.
Disarm: An advanced attack where the attacker is attempting to strip the defenders weapon instead of hurting them. The test uses
Attack + Self, and if the attack achieves a net outcome of 2 or greater, the attacker has knocked the defenders weapon from their hand,
if the outcome is 4 or greater, the attacker has retrieved the weapon (melee attack only). If the attack succeeds, but not by enough to
disarm, the attacker may choose to deal half damage instead.
Evade: By positioning yourself in a way that allows you to better predict and react to incoming attacks, you improve your chances of
dodging them. This action increases your defence score by +1 and you do not suer from DE for the rest of the cycle.
Cover: One of the basics of surviving a reght, this defensive action involves the character using interposing obstacles to reduce their
chance of being hit. The defender receives +2 to defence tests from ranged attacks, but no bonus against melee attacks. Cover can be
negated if the attacker moves to a ring line where the cover is not present.
Soak: If your opponent is simply outclassing you, or theres no time to seek cover, one last option is available to you: brace for impact.
The soak action provides a +1 armour bonus to all attacks in the cycle as you gird yourself against the incoming attack. This also provides
a +2 bonus to defence against the Disarm action until the end of the cycle.
Counter: A risky defensive option, until the end of the cycle any melee attacks made against you can be turned on the attacker. You suer
a -1 penalty to defence, but if the attack test fails: the attacker suers damage equal to the negative net outcome plus their own weapon
type as you turn their attack back on them.

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:: MOTION ACTIONS ::
All motion actions use one action slot.
Parkour: By sweeping seamlessly through the battleeld, the
runner can cover great distances by vaulting over, sliding under
and ipping onto obstacles. This form of movement allows you
to attain unusual angles of attack and grants +1 to attack actions
made in the same cycle, and allows the runner to cover moderate
distance regardless of terrain.
Crash: Leaving subtlety at the door, the runner smashes and bashes
their way through obstacles and foes alike. The runner moves a
moderate distance and may move through enemy spaces of their
size or smaller. Additionally, a melee attack that follows a Crash run
gains +2 damage.
Jink: By utilising momentum through spinning, sliding, jumping
or performing similar feats of acrobatics, the character becomes
harder to hit and can utilise the momentum to deliver more
powerful melee attacks. The character moves a melee distance
and gains +1 to defence, additionally, melee attacks in the string
following the action receive +2 damage.
Chain: Two combatants synchronise their actions to create a more
eective defence or attack as desired. When this action is used, the
activating character may put aside up to half (round up) of either
their defence or attack score for that round as desired and pass
that allocated bonus to the next ally to take an action within the
current cycle. Any bonus points generated by actions taken during
the round may also be transferred. Points transferred vanish at
the end of the cycle, and can only be used once. If the receiving
character also knows the Chain action, they can accumulate more
bonus points and pass them to a third ally along with the original
bonuses if desired. This allows for a single recipient at the end of
the Chain to unleash a massive attack thanks to the positioning
attacks and subterfuge of their allies.
Rollover: A melee based motion that involves rolling or running
over an opponent, using them both as cover and providing a
surprise attack opportunity, alternatively, this action can be used to
perform a combat roll. The character moves up to a short distance,
may pass through a space occupied by an enemy and receives a
+1 defence bonus against ranged attacks. Any melee attack made
in the same string against an enemy that has been moved past
receives a +2 bonus.
Rush: The character simply runs forward, attempting not to get
shot. This action covers a moderate distance, and cannot move
through an enemy occupied space. If the terrain crossed is littered
with debris or cluttered in some way, only a short distance is
covered.
Vertical Rush: An extreme version of the Parkour action, vertical
rush involves literally running up or along a vertical surface. The
action covers a moderate distance horizontally, or a short vertical
distance. Ranged attacks taken in the same string as a V-Rush gain
+2 to the attack from the elevated ring angle, and this can also
negate cover at the GMs discretion.

At the GMs discretion, move actions that allow the character to


pass through an enemy space, and have a melee attack in the same
string can physically move the target with the character to the end
of the motion action.

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:: SYSTEM SAMPLE ::
The following description shows both sides of the game action, told from the perspective of a group of gamers, each section of player
interaction is highlighted with the system mechanics that accompanied it. The players in the game are using the characters of Shutter,
and Rubi (page 38, 43).

:: INGAME :: :: MECHANICS ::
GM: The sun has nally set and the few working streetlights in
this area of town are providing only minimal lighting. Lights are
ickering on inside the old oce complex across the street, and the
shadows in the window indicate a number of armed inhabitants.
Rubi: Shutter, can you do a sweep before I re up the grid?
Shutter: Scanning now1. [1] Shutter activates his Wireless crack and searches the protocol.
He checks for active scanning, and throws in a search for more
GM: OK, make a Self+Slice check. mundane signal detection. Shutter has 9 dice in Self and 3 in Slice
Shutter: Got a 5. (total 12 dice rolled).
GM: You cant nd any active scanning, and are fairly sure these The result of the test is outcome 5.
guys cant aord the kind of tech that would beat your detection The GM knows there is no active code scanning, but has asked for
capability. the test anyway as the players dont know that.
Shutter: Pop back to my body; all clear Rubi.
Rubi: Got it. Im activating the search grid2. [2] Previously in the game, the team has planted a network of
GM: The feeds lling your visual array show you the layout of the recon gear around the building.
complex, theres a large group of armed guard on the ground oor
and another group on the roof. A much smaller group appears to
be surrounding two people on the fourth oor.
Rubi: Heavy protection up and down, you want to go in through
the roof or the oor?
Shutter: Floor. Better exit strategy option that doesnt involve
jumping o the roof.
Rubi: Good point. Well sneak across the darkened carpark and
jump the guards.
GM: Alright, both of you make Flow+Rogue tests3.
[3] Shutter has Flow 2 and Rogue 2, so rolls only 4 dice. Rubi has
Rubi: Got 4.
Flow 6 and Rogue 4, so rolls 10.
Shutter: Ahhhh, only got 1.
Shutter has a particularly bad roll, getting only outcome 1. Rubi
GM: As you move across the debris strewn parking lot, Shutter gets a 4.
accidentally kicks a glass bottle, which skitters across the lot and
smashes against the oce wall. Shadows inside the building begin
moving about.
Rubi: Get down!
GM: Self+Rogue tests please4. [4] The GM has called for a Self test this time as the character,
rather than deliberately sneaking across a dark area, and are now
Shutter: 5.
reactively attempting to nd a place to hide before the guards
Rubi: 6. emerge.
GM: Four guards have emerged from the door and are fanning out The GM knows the guards only have 4 dice for the test to spot the
in a loose search pattern, they dont seem to have noticed you. Solutions, so makes an arbitrary roll for the sake of appearances,
Rubi: Ive got the two on the left. even though they cant possibly succeed.
Shutter: Got it.
GM: The guards have no idea you were out here, so youve got
surprise on them.

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Shutter: Target and Assault6, spread the attack over the two [6] Shutter has 5 Force, 3 Ranged Attack and gets +3 from the
guards. Got a 3. target action, for a total of 11 dice rolled. Because he has elected
GM: With the element of surprise, these guys only have 2 defence to strafe the attack over two targets, he suers a -4 penalty and
this cycle, but one of them was in cover so your rst attack hits, makes one attack with 7 dice.
but the second target is missed. Shutters SMG does +2 base damage, +5 for the assault action and
Shutter: Dammit, well guard one takes 8 damage. +1 for his net outcome. The guard has stability 4, which means he
takes two wounds from a single attack - and because he is classed
GM: Guard two stares in stunned horror as his companion is as a grunt, means instant death.
riddled with machine gun re, and collapses in a smoking heap on
the ground.
Rubi: Vertical Rush, Twin strike7. One on each guard. [7] Rubi is taking two strike actions and a vertical rush, which
grants +2 attack. She splits the bonus between the attacks, getting
GM: Alright, Rubi takes a run-up and launches herself o the roof +1 each on top of her Flow of 4 and Ranged attack of 4, for a total
of a burned out car, ring at the two guards before hitting the of 9 dice on each roll.
ground.
Roll one comes up with outcome 4, roll two gets outcome 7.
Rubi: 4 and 7.
Against a defence of 2, guard one takes 6 damage (+2 net outcome,
GM: The two guards stand dumbfounded by the sight of a woman +4 weapon) and guard two takes 9 damage (+5 net outcome, +4
in red hurtling through the air, and remain so as the HIET rounds weapon). One incapacitation and one outright kill.
knock them back, leaving the pair of them lying in a bleeding heap
as you land in the settling dust cloud of where they once stood.
Shutter: Showo. [8] The guard has only got 4 dice, and shutter has a defence score
of 4, which means this attack is never going to work. The GM
GM: The only guard remaining standing is carefully weighing his simply describes the situation and doesnt bother rolling.
options. He res a totally unaimed warning shot8 at Shutter before
running back inside.
Shutter: I drop behind a car and start scanning9. Im looking for any [9] Shutter activates his Wireless crack.
kind of security/broadcast network I can shutdown to stop him
alerting the whole building.
GM: Ok, give me a Self+Slice test. Whats Rubi doing?
Rubi: Taking cover against the wall next to the entrance and try [10] Shutter has Self 9 and Slice 3, so rolls 12 dice, getting an
and get a look inside. outcome of 4.
Shutter: I got 410.
GM: You detect tags for ve armed guards in the lobby and a
badly jury-rigged intercom system. No other security or broadcast
systems apart from the expected PNDs. Rubi, you peek through
the frosted glass of the door and can make out a handful of blurry
images who appear to be taking cover inside. Shutter, your 5 lets
you rewrite two tags.
Shutter: Sure, disable the intercom and scramble local PND
broadcast band. Then Ill hop back and join Rubi by anking the
door.
GM: Youre both against the exterior wall of the building on either
side of the main door, you can hear the sounds of arguing from the
other side and panic as they start realising they cant communicate
with their friends.
Rubi: We need to take them before they send someone to raise
the alarm, cover me? [11] Shutter performs a Chain/Chain/Cover string, as hes ring
Shutter: Got it. I kick open the door, re a couple of suppressing suppressive shots, his intention is to make Rubis next attack easier.
shots and duck back into cover11. With two chain actions, he can pass on his entire attack bonus of
Rubi: Im going to run in, leap the table theyre using for cover and +3 to Rubi.
drop as many of them as I can12. [12] Rubi performs a Parkour/Strike/Strike string. She has Flow 6
GM: You rush the room, taking the cowering guards completely by and Attack 4, so has 10 dice as base for the two attacks. She also
surprise. Launching over the upturned tables, you quickly identify gains +2 from the parkour action, and a further +3 from Shutters
the leaders of the group as the two guys wearing armour. chain. She suers follow-up peanlties of -1 and -2 to the two
attacks respectively. The two attacks have 11 dice each, getting 6
Rubi: One attack on each of them. and 9 outcome respectively. [cont overpage]

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GM: Spinning in the air you lash out with a well timed shot at
each target, before landing and sliding to a stop deep in enemy her two targets are the Alphas of the group, using the ganger stat
territory. The rst target is caught square in the chest, and line from page 44.
collapses behind his cover, gasping and clutching at his shattered
ribs, while the second target take the bullet clean through his Attack one has 6 outcome, reduced by 1 for the targets defence,
forehead, managing to only gasp in surprise before collapsing in leaving 5 net outcome. This equals 9 damage (5 net + 5 weapon - 1
front of his subordinates. armour). The Alpha has stability 3, so this hit deals three wound
levels, taking him to incapacitated.
The three remaining guards are shocked into action by self
preservation and the deaths of both their commanders in one The second alpha takes the 9 outcome attack, which deals 12
move. They all turn and open re on Rubi, while reversing their damage (8 net + 5 weapon - 1 armour), taking him to dying in
cover to shield themselves from her. one hit, which the GM rules as being instantly killed by massive
damage.
Shutter: Thats going to end badly for them next cycle.
In both cases, the guards have lost their cover bonus as Rubi has
GM: A shower of bullets ends in embarrassment for the guards jumped over their cover.
as all their shots sail wide as Rubi menacingly rises to her feet.
They also seem to have forgotten about the machine gun wielding The guards are all rolling 5 dice, and their three attacks yield
maniac in the doorway. outcomes of 1, 4 and 3. None of which exceed Rubis defence of 4,
so they all miss.
Shutter: That would be me. Target+Assault, and strafe them all13.
GM: The last thing the guards hear is the whine of a super velocity
SMG heating up, before hot lead lls the room, as Rubi drops to [13] Shutter has Force 5, Attack 3 for 9 dice, plus another 3 for
the oor to avoid the onslaught. As the dust settles, the menace of target, a total of 11 dice. This time he is targeting three people so
the front door guards has been put down in record time. suers a -6, miraculously he scores an outcome of 4, enough to hit
all three targets. As these guys are only grunts, this is more than
enough to drop them all.

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RESOURCES

Brandon Perkins (Order #12917720)


:: RESOURCING ::
Every Solution receives a certain amount of essential equipment when starting out, and as they succeed in their assignments more
resources become available. This section details the process of obtaining equipment, its function and eects on the game.

:: CASH ::
Traditional currency was phased out centuries ago on Earth. Before the launch, physical currency had been replaced by BTC or Bytecash.
Everyone was assigned a bank account at birth, and their biometric data loaded into a secure datahub. Money earned was loaded
directly into the earners account, and goods were paid for using a biometric scan at the point of sale.
For the purposes of CYPHER REQUIEM, items are grouped by a Resource rating to avoid overlong book-keeping involved in working out
the exact price of a given item. The resource rating of an item is used as its requirement, and the characters Resource score used as the
number of dice rolled. If the requirement is met, the item can be obtained. Every time a character uses their Resource score to obtain
equipment, the score is reduced by the requirement of the purchase for one game month. At the end of each game month, the Resource
score is refreshed to its starting value.
Scoring multiples of the requirement in a resourcing test reduces the items Resource rating by one for each multiple, to a minimum
of half the original value (round up). So attempting to obtain a SMG (resource cost 3), would require a resource rating test against
requirement 3, if the outcome was 6, the character could obtain the weapon for only resource cost 2.

:: WEAPONS ::
The rst stop for a well-prepared Solution is a reliable weapon. Problems, Black Circle, UNICOR, GRID and run-of-the-mill mercenaries
have a shoot-rst policy in place most of the time, so it pays to be ready. Below are the commonly available weapons with a description
and modication options, the chart to the right displays their resource cost and damage rating.
Light Pistol: A small, low caliber pistol. Easily concealable, and
doesnt generate a lot of recoil and is capable of strike actions only;
comes with a standard 8 round clip. For one additional resource
point, it can be upgraded to a machine pistol, which grants access to WEAPON RESOURCE COSTS
the volley action (even if unknown to the wielder) and extends the
clip to 18 rounds. WEAPON DAMAGE RESOURCE
Heavy Pistol: A large, heavy handgun designed to intimidate and Unarmed +0 0
built for maximum power. By default, this gun has a 6 round clip and Light Pistol +2 2
can make strike attacks only, it also generates 1 additional point of
followup penalty if red more than once in a string. Heavy Pistol +3 2
SMG: A sub-machine gun, a larger variant of the light pistol and SMG +2 3
capable of strike and volley attacks, even if the wielder does not Shotgun +4 2
posses this action. Comes with a 32 round clip and for +1 resource
Rie +4 3
it can be upgraded to a HV (hyper-velocity) SMG, which allows it to
make assault attacks, again even if the wielder does not possess this Assault Rie +3 4
action. Club/Baton +1 1
Shotgun: A common weapon for the warrior on a budget. The Knife +1 1
shotgun is capable of strike attacks only, and has a 5 round magazine.
Also, the spread of a shotgun round means the weapons damage Sword +3 2
rating is halved at long range.
Rie: The entry-level weapon for the wannabe sniper, the rie
balances accuracy with high repower. This weapon can only make strike attacks, but has a magnied scope which adds an additional
+3 to attack rolls if a Target action is taken before the attack. The weapon has a standard 5 round magazine.
Assault Rie: The supreme entry in the long-range game, the assault rie combines high-end repower with a rapid rate of re. This
weapon can make strike, volley or assault attacks and has a standard 28 round clip. Additionally, its size and sturdiness allow it to be
used as a melee weapon, making the wielder count as armed with a club for reach purposes.
Club/Baton: From Escrima sticks to police ASP batons, this covers any blunt objects capable of being used as a weapon.
Knife: The entry level melee option. A good back-up for a ght in a dark alley, and as a survival tool if lost in the wilds.
Sword: It was uncommon to see swords on the battleeld until the GRC, when ammo scarcity forced the military to revisit its close
combat training options. Uncommon today, but not as out of place as it once was.
Note that both the knife and the sword are capable of making any attack the wielder knows.

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:: ARMOUR ::
With weapons selected, the next primary choice is about protection -
namely armour. In the nicer parts of cities, openly wearing armour is
ARMOUR RESOURCE COSTS asking the local authorities to harass you on an hourly basis, but in the
seedier parts of town and the wilds, the lack of armour has much the
same eect.
ARMOUR RATING RESOURCE
The descriptions of commonly available armour are found below, and the
Streetgear 1 1
chart on the left details the armours rating and resource cost.
Hardwear 2 1
Streetgear: A fashion house sold a number of their failed designs to a
Guardian 3 2 weapons manufacturer, and the Streetgear line of armoured clothing
MilSPEC 4 3 was born. From a distance, this armour is indistinguishable from regular
clothes, but a frisk or pat-down will nd the armoured plates pretty
quickly.
Hardwear: Marketed at people who wanted to make a statement about
their security options, the Hardwear line of armour took the opposite approach to Streetgear. These clothes are designed to look
imposing, their armoured plates on display to discourage would-be attackers. The overall look and feel of the armour is still very much
of civilian clothing however, and will pass for regular clothes from a long way o.
Guardian: The guardian armour system was developed as a cheap protection option for private security and rent-a-cops. It consists of a
bullet and stab proof vest with optional arm and leg greaves. There is no mistaking this for anything other than armour at any distance.
MilSPEC: Following the Guardian was MilSPEC, essentially a cheaper option of full military grade armour, made available to the public.
The armour consists of a full suit with helmet and will draw all kinds of unwanted attention. If worn correctly, the armour is fully sealed
and reinforced, making it immune to Called Shots but causing the wearer to suer a -1 penalty to Flow based tests due to its rigid
structure.

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:: MODIFICATIONS ::
Aside from the inherent modication options listed with weapons and armour, there are a number of options available to all combat
gear, as listed below. The resource costs are listed in [] next to the name.
GENERAL
Biometrics [+1]: The item has a safety switch preventing a user other than the owner from using the item. This is usually combined
with a hidden system that makes the item impossible or dicult to use, such as disabling the trigger on a rearm, a counterweight
system that engages in melee weapons or causing the joints in armour to seize up. If an item cant be disabled by biometrics, they
instead impose a -2 on tests related to the disabled item.
Customisation [+1]: The item has been tailor-made for your character, it is tted and balanced to match your preferred combat
style, in addition to being cosmetically restyled to suit your personality. This item bestows a +1 bonus to tests related to its use
(attack in the case of weapons: this mod has no eect on armour) to your character only, anyone else using the weapon/item
gains no bonus.
EFRAM: [+1]: Emergency First Responder Messaging is a microprocessor, net-linked and running induction sensors built into the
item that monitor the operators vital signs. If it detects signicant injury (wounded category or above), it automatically places a
distress call to an emergency rst response unit, such as police or ambulance services.
FIREARMS
Targeter [+1]: Any rearm can have a targeter, a red-dot sight which speeds up the aiming process adding +2 to attack tests. The
targeter cannot be used in conjunction with the rie scope (see the Rie description).
Bracing [+1]: By adding weights to the barrel, or a shoulder brace to the back of the gun, the wielder ignores the rst 2 points of
followup penalty generated during a string. Followup penalty generated after the rst 2 starts accumulating as normal.
Rapid [+2]: The rearm is modied to use Rapid shards instead of bullets. This type of ammunition re needle-like projectiles at
speeds well in excess of the speed of sound, passing through most obstacles easily. This decreases the base damage rating by -1
due to the tiny nature of the new bullets, but the target no longer receives the benet of armour.
HIET [+2]: The rearm is modied to use HIET energy weapon technology, the base damage is increased by +2 and the weapon no
longer requires reloading, the energy blasts make the eective capacity of the weapon large enough that it would take months of
use before reloading is required.
Ruster [-1]: Years of negligence have left this gun in serious need of a makeover, the action is faulty and the sights are all but a
distant memory. The wielder of this tragic rearm suers -1 to attack and -1 to base damage. This mod is not compatible with any
other modication.
Firewall [+1]: With the advent of slicing, people are taking extra precautions with their digital equipment. A rewalled weapon
imposes a -2 penalty on attempts to slice the weapon or any modications on it.
MELEE
Nanoedge [+2]: Using bleeding-edge nano technology, the blade is honed beyond razor sharp increasing the weapons base
damage by +2.
Supreme quality [+1]: The weapon is of outstanding quality, perfectly balanced and honed. The wielder receives a +1 bonus to
their attack tests. These weapons often bear customised markings for easy owner identication.
Wallhanger [-1]: Only the truly desperate are seen in combat with one of these, this weapon should really be sitting on someones
mantle as a talking piece. Of obviously inferior make, the wielder suers -1 to attack and -1 to base damage. But, if youre truly
desperate, youll take what you can aord. This mod is not compatible with any other modication.
ARMOUR
Shardtreated [+1]: The armour is specially treated to resist Rapid weapons, and retains half its armour value against such weapons.
Heavy plating [+1]: Not compatible with StreetGear armour, this mod involves adding heavier plates to the armour, making it more
resilient but less mobile. The wearer receives +1 armour, but suers a -1 penalty to Flow based tests (except Strike).
Ablative [+2]: This advanced armour system is stronger than regular armour, but that strength comes from crumple zones where
the armour is destroyed in order to absorb more damage. This mod improves the base armour rating by +50% (round up), but
each time the armour is hit, the rating decreases by 1. The ablative plating can be xed, but it takes a day per rating point restored.
Concierge [+1]: An elite line of the StreetGear brand, this armour is utterly indistinguishable from regular clothes, additionally, it
has a concealed pocket in its lining, capable of storing a pistol. Compatible only with StreetGear.
Nanoplate [+3]: Standard operating equipment for the GRID, Nanoplating is a variant of ablative armour with nano-robotic repair
units that stabilise the armour and prevent the normal degradation of the ablative plating. The armour rating of nanoplate armour
is increased by 50% (round up), but the armour only loses a point on a hit that exceeds the armour value by 3 or greater.

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Brandon Perkins (Order #12917720)
MISSION GEAR
In addition to the weapons and armour, there are some basic pieces of equipment that Solutions may require while on mission. You can
purchase two of the items below for 1 resource point (except where the item is marked with a *, these items cost 1 resource each). The
PND and Intelliclothing are included here but are part of the characters starting kit and cost no resource.
PND: The Personal Network Device. A palm sized computer processor designed with a wireless connection to the net. Unlike similar
devices today, such as smart-phones and tablets, the PND has no direct user interface. It is designed with an induction shell that allows
it to communicate with other devices it is touching. Most commonly, this means Intelliclothing. In cases where an interface medium is
unavailable, the PND can project a small display onto a surface and be manipulated with voice commands.
Intelliclothing: Almost no one wears unlinked clothing any more. Intelliclothing contains micro-processors and ultra short range or
induction based sensors. It was designed to talk to a PND, conveying information about the wearer. Initially used by the military to
monitor soldiers in the eld, it is now everywhere. Smart glasses or contact lenses act as the visual output for the PND, and the clothing
feeds relevant information it is picking up through its sensors, such as who just bumped into you, the menu of the restaurant you are
standing outside of, the name of the street you are on and so on.
Hackbot*: The Hackbot is a favourite tool of the thief or saboteur. An illegal modication to your PND, this app projects a virtual
interface lled with hacking tools. It can be used to attempt hacks against any secure system that runs on digital information (which is
virtually everything, only the lowest level of society still use non-digital padlocks and the like). Hackbot can only operate in the range of
the PND, so the operator must be within a few meters of the device they are attempting to hack. Without this tool, the operator must
use the induction feature of their PND to hack targets, physically touching the PND to the system, which is often insulated against such
attacks. Most security locks have induction resistant shells, so the shell will need to be pried o before the hack can begin.
Portico: The most popular personal rewall system on the market. One of the few downfalls of a wireless digital world is that people
can attempt to access your data remotely. This is extremely hard as PNDs have extremely short range, so can normally only be directly
hacked from a few meters away, but can be remotely hacked if someone can crack their way into the netstream directly. Portico provides
an additional layer of protection to whatever device it is loaded into, bestowing a +3 bonus to the opposed test to hack the device. It
also provides a +1 bonus against slicing attempts.
Comms Array*: An advanced suite of short-range communication gear. Normally a combination of PND and Intelliclothing is enough to
allow the operator to make calls and monitor the net, but with security risks. A Communications Array adds the additional functionality
of scanning broadcast frequencies, providing an encrypted network to communicate across and patching into public satellite feeds to
provide maps and scans of the local area.
Tools: These items cover a simple set of tools for a designated purpose, small enough to be carried on your person. When selecting this
item, you must also select the purpose for which the tools were designed. Generally, the more complex the task, the more specialist
tools are required to perform it. For example, purchasing tools for general mechanical tasks would allow you to make simple tune
ups or changes to the engine of a car, but not to the electronic systems, virtual interface or processor behind it: those would require
a electrical, virtual or digital toolkit respectively. Also, this would only allow general repair work and maintenance, to reprogram the
virtual interface would require virtual programming toolkit. The GM will determine if your current toolkit is up to the task or not,
having inappropriate tools is an additional complexity factor for the test (although sometimes the wrong tools will simply make the test
impossible, such as trying to reprogram the interface with a mechanical toolkit, no matter how much you want it to, your screwdriver
cannot directly interface with a virtual dashboard).
Demo Pack: A micro demolitions packs, includes timers, triggers and a handful of breaching charges. Designed to smash through doors
and thin walls, this pack provides an unsubtle option for illegal entry for those without the skill to hack security systems, or when facing
a non-digital lock. Each pack is capable of destroying three doors, or one wall.
Medpac: A small portable surgery, comes in utility belt or kit packaging. With a Medpac, you can perform eld medicine. With a
Self+Tech test against a requirement equal to the healing requirement of the wound being treated, you can reduce a gment wound
state by one degree. This action can only be performed once, further healing requires actual medical care.
Recon Pack: A small pack of sensors and relays, once set up the operator can monitor movement, listen in on conversations and record
activity within the area tagged by the gear, of up to 100m2. It also contains a PND modication that can lter your visual output device
(glasses or contact lenses) to allow for nightvision, infrared or ultrasound.
TACNET*: Tactical Assault Communication Network, or TACNET is a sprite-driven communications suite, designed for small unit operations.
The operator wears a group of sensors and small cameras, in addition to the info fed from their intelliclothing. The information is
interpreted by the sprite, who is running combat algorithms to anticipate enemy movements, track likely ring lines and provide real-
time information on the enemy and fellow squad members. The wearer receives a +1 bonus per ally running a TACNET unit (including
themselves) to use a one-o dice pool for tests per cycle. So a unit of four allies, all equipped with TACNET would have a total pool of 6
dice between them that could be used on tests throughout each cycle (+4 to one test, or +2 to two tests and so on).
Raker: A Raker is a universal thieving tool for the digital age. Unlike a more sophisticated Hackbot, the Raker simply bombards the
security system it is touching with codes and viral uploads until it breaks. The Raker rolls 8 dice on a hacking test regardless of the
operators skill, and can only be used to turn a security system on or o, it cannot attempt a reprogramming check.

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Brandon Perkins (Order #12917720)
:: CRACKING ::
One of the things that make Solutions unique is their ability to crack
the system. As part of the benets of being a Solution, you are able
to access the protocol (the core functionality of the EDEN processor)
and make minor changes. The end result of this process is that the
Solution gains abilities not possible for a normal citizen of EDEN.
There are limits to cracking, as the system wont allow any ability that
disrupts the natural balance of the system mechanics, such as time
travel or immortality. Some of the cracks listed reference special rules
for slicing, these rules can be found on page 17.
Each Solution in CYPHER REQUIEM has access to one crack, and may
purchase more with their resources if desired. The cracks and their
resource cost are listed below. A Solution cannot run more than three
cracks at any one time, although may have access to more and elect to
have some turned o to meet the limit. It takes around 10 minutes
to install and uninstall a crack, so they cannot be swapped during
combat (unless it is a particularly long combat).

:: MOTION CRACK ::
Translocation [3]: By rewriting their current system co-ordinates, the
operator can eectively teleport a moderate distance with a single
move action. This action does not generate bonus dice, but cannot be
stopped or interfered with in any way, and will allow the operator to
pass through obstacles without impediment and even change levels,
but can only teleport to a location within line of sight.
Interchange [2]: The operator swaps their location for another person
within a moderate distance. If the target is an ally, the swap happen
without the need for a test, if it is an enemy an opposed Force + Slice
test is required, with an additional requirement of 2.
Vertigo [3]: The operator can move freely across a surface on any
dimension, from extremely steep inclines to sheer walls, to the
underside of ceilings. The operator moves as per the normal rules for
the move action taken, regardless of the incline (or inversion) of the
surface moved across. The operator may even end their movement
on such a surface - but must take a further move action the following
cycle or fall from their position. Move actions generate bonuses as
normal.

:: ASSAULT CRACK ::
Seeker Rounds [2]: Once active, ranged attacks made by the operator
can cause bullets to curve around objects to nd their targets. The
target receives no defence bonus from cover or motion actions.
Scorch Edge [3]: This crack causes a melee weapon to come alive with
some form of energy as desired by the operator. This energy sheathe
adds +2 to the weapon or unarmed attack base damage.
Arc Forge [3]: The operator is capable of summoning energy from thin
air, and using that energy as a weapon. While installed, the operator
has access to the Blast action, as described below.
Blast [One action]: The operator makes a Strike attack using energy
summoned from the protocol, this energy has a base damage of 3
and treats the targets armour as if it was halved. This attack is a short
ranged attack.

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Brandon Perkins (Order #12917720)
:: DEFENSIVE CRACK ::
Repulsor [3]: The operator generates an inverted micro-gravity well, forcing nearby objects away from them. While active, the operator
receives +1 defence and can fall from a short distance without taking damage.
Forcewall [2]: When active, this crack generates a wall of kinetic force, ranged attacks made through the wall have their base damage
halved, and enemies moving through the wall move one speed category slower than normal. The wall itself can be up to 10m long and
3m high, and can be in a line or other shape as desired.
Warding [2]: The operators skin and clothing gain a metallic or stone-like texture as they harden to ward o damage. While active,
the operator has +2 armour and is immune to called shots. This transformation is extremely obvious to onlookers and will draw police
attention if turned on in a public place.

:: UTILITY CRACK ::
Slide [3]: The operator is capable of stepping out of his own body and becoming a being of pure code. This enables them to access the
protocol and make slicing attacks against enemies and obstacles in the vicinity (page 17). While sliding, the operators gment is in a
coma-like state, staring vacantly into space and incapable of moving on its own. The operator is aware of damage taken to his gment,
or if the gment is moved, but is unaware of what is happening in the surrounding environment unless actively scanning the code. You
also have the following actions are available to you;
Shift [one action]: You change the current location of your digital self, up to an extreme range. Your body remains in its original
location, and only your consciousness moves.
Observe [one action]: You take time to check the local area for code activity (a moderate distance from your consciousness
current location), or you may scan the local are of your body regardless of distance and barriers. You gain details of the area as if
you were watching a television feed, including layout, people and movements. Other slicers may attempt to mask themselves from
such a scan by forcing an opposed Self + Slice test.
Wireless [2]: Many solutions do not like the vulnerability of sliding, so prefer to use this crack instead. While active, the operator may
make a slicing attack against a target in their immediate vicinity (within line of sight) instead of having to make physical contact.
Networked [1]: The operator essentially has the internet built into their brain. They can access computer systems connected to the net
as if they were using a PND, without the need for the physical device. This crack continues to operate in situations any real network
device would fail, such as underground or in an area with a lot of signal interference.

:: BLACK MARKET ::
Even in digital reality there are people willing to risk life and limb to bend or break the rules for personal gain. Inside the simulation, the
black market has gone in a whole new direction, with the ability to manipulate reality now on sale. The items listed here are extremely
illegal, both under normal law and the rules of the simulation itself. If discovered by an agent of the administrator (a Solution or similarly
civic minded gment) they will be deleted from existence within minutes. As such, no resource prices are listed for them, they are
included as examples of how everyday citizens can attempt to even the odds when squaring o against a Solution.
Codeblade: A heavily modied PND, about the size of 20th century computer keyboard. This device mimics the ability of the Wireless
crack, although actions taken with it takes hours to perform instead of seconds, as the code must be written by hand instead of willed
into the system.
Jumpgate: A must for the criminal on the run, a Jumpgate is a one-shot device that simulates a jump portal for a short time period before
burning out. Once activated, a portal to Styxia opens and remains open for about ten seconds. Styxia is a backup realm that resembles
a massive city, but is mostly unrendered. It came online during the fall, and has become a haven for criminals on the run from the law.
Because the jumpgate burns out after use, traveling to Styxia is a one-way trip unless you can secure use of a UNICOR jump portal.
Burnout: Burnout is a cyber drug, a little black pill that forces a massive re-write of the users code making them superhuman for a little
while. The eects are permanent, but the administrator is very quick to reboot gments under its inuence, so their lifespan is usually
measured in minutes or hours at best. In-game, the citizen essentially becomes a starting solution until erased.

35
Brandon Perkins (Order #12917720)
36
Brandon Perkins (Order #12917720)
IDENTITY
LOG

Brandon Perkins (Order #12917720)


:: SHUTTER ::
Reboot Slicer
Ive seen better rewalls on a toaster.

CONCEPTS FOCI
Force +5 Social +2
Flow +2 Physical +1
Self +9 Tech +5
Rogue +2
Slice +3

COMBAT STATS
Attack/ranged +3 Knife +1 damage
Attack/melee +1 SMG +2 damage
Defence +3 No armour

HEALTH STATUS
Uninjured
Wounded
Maimed
6

STABILITY
Incapacitated
Dying

RESOURCES
Resource Score 7
Knife
HV-SMG Volley or Assault attack available
Hackbot
Comms Array

ACTIONS
Strike Attack + Flow
Cover +2 Defence, requires obstacle, no DE
SHUTTER

Rush Move moderate distance


Assault Two Action attack, Attack + Force, +5 Damage
Rollover Move short distance, +1 Defence, +1 Attack
Target +3 Attack
Chain Transfer bonuses to ally
Soak +1 Armour, +2 Defence vs Disarm

CODE
Wireless Slice at short range from interface
Scorch Edge +3 melee damage

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Brandon Perkins (Order #12917720)
:: AREX ::

AREX
Burner Virus
Target acquired.

CONCEPTS FOCI
Force +10 Social +0
Flow +4 Physical +4
Self +2 Tech +1
Rogue +5
Slice +3

COMBAT STATS
Attack/ranged +4 Rie +3 damage
Attack/melee +2 Pistol +2 damage
Defence +2 Hardwear +2 armour

HEALTH STATUS
Uninjured
Wounded
Maimed
7
STABILITY

Incapacitated
Dying

RESOURCES
Resource Score 6
Assault Rie Volley or Assault attack
Heavy Pistol Ruster, -1 attack
Hardwear Armour

ACTIONS
Strike Attack + Flow
Cover +2 Defence, requires obstacle, no DE
Rush Move moderate distance
Volley Attack + Force, +3 Damage
Evade +1 Defence
Jink Move melee distance, +1 Defence, +2 Damage
Chain Transfer bonuses to ally
Assault Two Action attack, Attack + Force, +5 Damage

CODE
Warding +3 armour

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Brandon Perkins (Order #12917720)
:: RAITH ::
Codechild Architect
Get a good long look, may as well die with a smile

CONCEPTS FOCI
Force +3 Social +4
Flow +8 Physical +2
Self +5 Tech +3
Rogue +3
Slice +1

COMBAT STATS
Attack/ranged +3 SMG +4 damage
Attack/melee +1 Pistol +2 damage
Defence +3 Streetgear +1 armour

HEALTH STATUS
Uninjured
Wounded
Maimed
4

STABILITY
Incapacitated
Dying

RESOURCES
Resource Score 9
SMG HIET, Strike and Volley attack available
Light Pistol Strike attack
Streetgear armour
Demo pack
Medpac

ACTIONS
Strike Attack + Flow
Cover +2 Defence, requires obstacle, no DE
Rush Move moderate distance
RAITH

Volley Attack + Force, +3 Damage


Parkour Move moderate distance, +1 Attack
Evade +1 Defence
Chain Transfer bonuses to ally
Unison Make two attacks in one action

CODE
Wireless Slice at short range from interface

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Brandon Perkins (Order #12917720)
SAIRYU
:: SAIRYU ::
Genex Firewall
Duty transcends mortality

CONCEPTS FOCI
Force +8 Social +2
Flow +4 Physical +5
Self +4 Tech +0
Rogue +3
Slice +3

COMBAT STATS
Attack/ranged +0 Sword +2 damage
Attack/melee +5
Defence +4 No armour

HEALTH STATUS
Uninjured
Wounded
Maimed
7
STABILITY

Incapacitated
Dying

RESOURCES
Resource Score 6
Sword Supreme, +1 attack
Sword Supreme, +1 attack

ACTIONS
Strike Attack + Flow
Cover +2 Defence, requires obstacle, no DE
Rush Move moderate distance
Volley Attack + Force, +3 Damage
Unison Make two attacks in one action
Chain Transfer bonuses to ally
Counter -1 Defence, Failed attacks damage attacker
Vertical Rush Move short vertical distance, +2 Attack

CODE
Scorch Edge +3 melee damage

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Brandon Perkins (Order #12917720)
:: MIIKAEL ::
Styxian Slicer
Guns are for amateurs

CONCEPTS FOCI
Force +2 Social +3
Flow +4 Physical +1
Self +10 Tech +4
Rogue +0
Slice +5

COMBAT STATS
Attack/ranged +5 Blast +3 damage
Attack/melee +1 Sword +3 damage
Defence +2 Streetgear +1 armour

HEALTH STATUS
Uninjured
Wounded
Maimed
5

STABILITY
Incapacitated
Dying

RESOURCES
Resource Score 6
Streetgear armour Concierge modication
Sword

ACTIONS
Strike Attack + Flow
Cover +2 Defence, requires obstacle, no DE
Rush Move moderate distance
Evade +1 Defence
Chain Transfer bonuses to ally
MIIKAEL

Jink Move melee distance, +1 Defence, +2 Damage


Target +3 Attack
Called Shot Two action attack, Attack + Self, Deny armour/cover

CODE
Slide Enter the protocol
Networked Access global net remotely
Wireless Slice at short range from interface
Arc Forge +3 damage short range blast attack

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Brandon Perkins (Order #12917720)
RUBI
:: RUBI ::
PSIjack Trojan
You dont have secrets, you have information I havent yet acquired

CONCEPTS FOCI
Force +4 Social +6
Flow +6 Physical +1
Self +6 Tech +3
Rogue +4
Slice +1

COMBAT STATS
Attack/ranged +4 Pistol +5 damage
Attack/melee +0
Defence +4 Streetgear +1 armour

HEALTH STATUS
Uninjured
Wounded
Maimed
5
STABILITY

Incapacitated
Dying

RESOURCES
Resource Score 6
Heavy Pistol Targeter, HIET
Recon pack
Raker

ACTIONS
Strike Attack + Flow
Cover +2 Defence, requires obstacle, no DE
Rush Move moderate distance
Target +3 Attack
Evade +1 Defence
Parkour Move moderate distance, +1 Attack
Called Shot Two action attack, Attack + Self, Deny armour/cover
Vertical Rush Move short vertical distance, +2 Attack

CODE
Seeker rounds Deny cover or bonus received from motion actions

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Brandon Perkins (Order #12917720)
:: ADVERSARIES ::
There are two grades of enemy in CYPHER REQUIEM, grunts and problems. Grunts are minor enemies, they are combat capable but
have none of the special abilities or superhuman combat prowess of a Solution. Individually, grunts pose no threat and can be dealt
with swiftly and easily, but they rarely engage a Solution without superior numbers, and a large or cunning enough group can pose a
legitimate threat. Problems are the equals of Solutions, many of them are ex-Solutions, corrupted by promises of power or they simply
couldnt handle the job and have become resentful or even vengeful at Eve for the burden placed on them. Some Problems come from
outside the system, digital intelligences from the DASN that have managed to breach the simulation, or were once normal citizens until
tainted with code corruption by a zone.
A civilian with no combat experience is given no stats here, as they simply cannot hope to stand their ground against a Solution, and
combat with an everyday citizen need not be rolled, they are simply defeated in a manner of the Solutions choosing.

:: GRUNTS ::
Those without the special gifts of a Solution can still hold their own if properly trained and equipped. Common examples of grunts are
GRID soldiers and Black Circle torches, although can include everyday mercenaries or particularly tough gang members.
To reduce book-keeping, grunts have a slightly dierent combat set-up. They do not use the health status options, instead, a grunt is
disabled if they take their Stability rating in damage, they are outright killed if they take their rating in damage from a single hit. Also,
grunts have only two actions per cycle.
The number of dice rolled for tests is entirely up to the
GM, appropriate ranges are given in the table on the
right.
GRUNT DICE POOLS
Grunts have equipment as appropriate, well funded
units like the GRID can conceivably have almost anything GRUNT STABILITY DICE DEF
imaginable, while torch units or mercs are more likely to
have only standard weapons, armour and equipment. Bouncer / Ganger 3 2-5 1

At the GMs discretion, the leader of a grunt unit (known Police 4 4-7 2
as the Alpha) can have the standard three actions Mercenary 4 6-9 2
per cycle, and use the stability rules as per a normal Torch 6 8 - 10 3
character. This means the GM needs only track the
current stats of one combatant, rather than all of them. GRID 5 8 - 12 3
Properly equipped Solutions should be able to handle 3-5
grunts each without signicant eort, depending on how
combat focused the Solution is.

:: PROBLEMS ::
Where the are Solutions, there are Problems. A Problem represents the boss ght or primary villain in a story, they are extremely tough
and can often handle a ght with 1 or 2 Solutions on their own. Problems rarely ght fair, and will usually have a group of grunts nearby
to tip the battle in their favour. A Problem is essentially a full character controlled by the GM. Examples of some famous problems in
eMORTAL are given on the next few pages. In combat, they behave in the same manner as a Solution, except that they can choose to
act before the Solutions if desired.
Problems dont have listed resources, they are equipped with whatever they need for the job at hand at the GMs discretion.

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Brandon Perkins (Order #12917720)
HAZE
:: HAZE ::
I am the code

CONCEPTS FOCI
Force +6 Social +5
Flow +9 Physical +2
Self +13 Tech +5
Rogue +4
Slice +8

COMBAT STATS
Attack/ranged +4 Blast (Arc) +3 damage
Attack/melee +2 Blast (Kinetic) +2 damage
Defence +4 Aura +3 armour

HEALTH STATUS
Uninjured
Wounded
Maimed
8
STABILITY

Incapacitated
Dying

ACTIONS
As required

CODE
Slide Enter the protocol
Networked Access global net remotely
Wireless Slice at short range from interface
Arc Forge +3 damage, aects a 5m radius
Kinesis +2 damage, moves target short distance
Aura +3 armour
Translocation Teleport long distance, does not need line of sight

Haze is code prodigy, her knowledge of the protocol rivals even the
Styxians. She turned from the administrator and subverted a black
circle cell, now she seeks absolute control of the system for herself.
Her intention is to rebuild the interface more to her liking, with her
at the top of the chain instead of Eve. With the resources of the black
circle at her disposal, Haze is terrifying force.

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Brandon Perkins (Order #12917720)
:: SIX ::
Subject terminated, calibrating, subject terminated, calibrating...

CONCEPTS FOCI
Force +13 Social +1
Flow +10 Physical +10
Self +5 Tech +6
Rogue +5
Slice +4

COMBAT STATS
Attack/ranged +6 Claws +4 damage
Attack/melee +6 Blaster +5 damage
Defence +3 Armour +3 armour

HEALTH STATUS
Uninjured
Wounded
Maimed

STABILITY
10
Incapacitated
Dying

ACTIONS
As required

CODE
Breach May unload himself from the simulation at will
Target Array May make two attacks with one action and not split
dice pool as normally required
Area Matrix Tracks location of all enemies, automatically knows
location of everyone within a moderate distance.
Blaster Built-in Assault rie, res HIET or Rapid at will

Six does not belong in this world, he is an articial intelligence


SIX

created by Delta in the real world. His task was to hunt and kill the
inhabitants of EDEN that attempted to bridge into the real world. He
grew too ecient at this task, so sought access to the simulation.
Somehow, he has obtained a PSI unit and is capable of bridging in
and out EDEN just like a gment. There is nowhere you can hide from
Six once he sets his sights on you.

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Brandon Perkins (Order #12917720)
:: NOCTURNE ::
Not afraid of ghost stories are you?

CONCEPTS FOCI
Force +10 Social +5
Flow +10 Physical +7
Self +8 Tech +4
Rogue +8
Slice +3

COMBAT STATS
Attack/ranged +4 Katana +5 damage
Attack/melee +6 Shuriken +3 damage
Defence +4 Shadow armour +2 armour

HEALTH STATUS
Uninjured
Wounded
Maimed
STABILITY

9
Incapacitated
Dying

ACTIONS
As required

CODE
Spider May stop movement on sheer or inverted surface
and remain there as long as desired. Gains +3
ranged attack while in this position
Shuriken Creates three shuriken and makes on attack test for
all of them, moderate range attack, +3 damage,
may attack multiple targets within a short distance.
Bladewind Net outcome on a melee test becomes the base
outcome for a second attack made against another
target in melee range.

Nocturne is a consummate assassin, and a living legend. One of


the few non-Japanese allowed to join the mysterious kage-no-ha
elite unit. She once used her skills as a Solution, but now she hunts
them. No-one is sure why she turned, but her skills mean she could
be hiding in any dark corner, waiting for a Solution to let down their
guard.

47
Brandon Perkins (Order #12917720)
48
Brandon Perkins (Order #12917720)
OPERATION
AFTERBURNER

Brandon Perkins (Order #12917720)


:: OPERATION AFTERBURNER ::
This section is an introductory module designed to familiarise new players with the world of eMORTAL. It was designed for the stock
characters provided in the Solution Log section, but can be run just as easily with custom made characters. It is recommended that the
GM fully read the module before beginning the game, and be familiar with the rules so the ow of play isnt broken while searching for
rules. Sections in italics are box text and should be read out to the players as they often contain important clues or descriptors.
Synopsis: The players are a newly brought together team of Solutions, they are traveling to Gateway to either retrieve or reboot a
burned Solution named Lucifer. He has managed to breach a security loophole in the protocol and Eve needs to know how he did it, or
failing that, reboot him so the secret dies with his gment in the hopes she can nd and patch the breach herself. Unfortunately, the
Black Circle also know about his breach, and want him for their own ends.

:: SCENE ONE  A BAD START TO THE DAY ::


Youve recently been placed in a newly formed team with some other Solutions and sent on a trip to Gateway to recover a missing
Solution. Its been a long trip from Reddington, but the driver-nav advises youre now only about 20 minutes out of Gateway. The
tension inside the transport eases slightly, the drive through the Northern Corridor was uneventful and an attack this close to Gateway
is highly unlikely.
At this point, you should invite the players to describe their characters to each other.
The drivers PND lights up and its projector beams the image of a small anime-style girl onto the dashboard, its the sprite Eve sent to
recruit you: she waves vigorously to the team. Afternoon everyone!, its me Meiwakuni! Were almost there now, so remember, your
task is to locate the ex-Solution known as Lucifer. By preference, wed like to bring him back to Reddington for questioning about a slice
he performed recently, but if that isnt possible youll have to reboot him to prevent his knowledge passing into the wrong hands. Your
PNDs have been loaded with his last known details. Hes been burned by the last team that was sent to retrieve him, so he probably
wont be happy to see you guys. Any questions?
Meiwakuni is a sprite, an articial intelligence that is purely digital. They have no physical presence in the interface and can only
appear through projectors or other computer-driven interface devices, they are also not very good at simulating human emotions
and interactions, so tend to have odd personality quirks. Play Meiwakuni as over-exuberant and overly helpful, unfortunately, this
may mean she gives answers to questions she doesnt actually know in an attempt to be useful.
All she knows is Lucifer was a solution, an Architect by function and performed a slice that breached deep into the protocol. He
didnt actually access anything, but the fact he made it as far as he did means he could have caused serious damage. If he can be
convinced to part with the information on how he performed the slice, the security loophole can be closed. Otherwise, rebooting
him (read: killing him) will erase the knowledge of how it was done, hopefully allowing Eve enough time to x the problem on her
own. Unfortunately, the last team sent to perform this task were wiped out by the Black Circle, and were forced to reboot Lucifer
during the conict. Instead of rebooting, he came back as a Burner, retaining the dangerous knowledge. His last known location
was a disreputable bar known as the nine mil, and he is suspected to be a prisoner of the bars owner, Sebastian Milliner: who
goes by the name hollow-point.
As mentioned above, Meiwakuni is helpful to the point of idiocy, so feel free to make up answers to questions not relating to
information held above. Once the group look like theyve got all the answers they want, or have started straying well from the
realms of sensible questioning, the following happens.
Question time with the sprite comes to an abrupt end as driver-nav suddenly emits a ear-shattering warning siren, and a second later
the transport is rocked violently to one side. It slams back down on its wheels hard, but only to be rocked immediately a second time.
When the motion stops, and the transport comes to a standstill, you can hear the sound of gunre outside.
The transport has been attacked from both sides by a Black Circle torch unit while passing through a ravine. They are currently
laying down suppressive re at transport while soldiers try and approach. The goal for this scene, is for the group to get to safety.
They are woefully out-gunned, so try to steer the group towards a plan that involves making a break for Gateway, which is only
just up the road. The least suicidal option is to get the transport restarted.
The transport was badly damaged by a land mine, but is repairable - at least enough for a desperate run to Gateway. The repairing
character must make a Flow + Tech test against requirement 3, a net requirement of 5 is required to repair the transport, attempts
are cumulative but require the remaining group members to provide cover re. Each turn of repairs requires allies to provide cover
re, they must all make a ranged attack test against requirement 3. If their combined net outcomes are equal to 5 + number of
players, then they have fended of the attackers. If not, distribute a number of wounds equal to the net amount the test failed by
amongst the players.
Once the repairs are done, the group make a desperate run for Gateway. Whoever is driving needs to make a Force + Tech test
against requirement 3. If they can accumulate 8 points of net outcome within three tests, they make it to the border. If not, a raider
has managed to board their vehicle by jumping from one running alongside. They can either be shot o, or a melee specialist may
want to undertake a rooftop battle on a moving vehicle. The boarder is a basic merc (stats on page 44).

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Either way, if the run is a success, or they fend o the boarder they reach Gateway.
The city looms ahead as you round the corner of its ruined outskirts. Miles of burned-out building lie ahead, some populated by the
homeless and downtrodden, others re-purposed as mercenary barracks. You can see the lights of the outer reaches ahead, deep within
the ruined landscape. But foremost in your vision if the imposing sight of the wall surrounding the inner circle, the heart of Gateway,
where the people live in safety, the wall obscuring the horrors the splinter war brought to the city. The sweeping lights of Flamewatch
hovertanks are enough to convince any pursuers to break o the chase, and you drive quickly into the outer reach.
The outer reach is the old sprawling suburban area of Calgary, most of the houses are burned out husks: remnants of the early splinter
war. The area is full of mercenaries, criminals and civilians unlucky enough to not be able to secure a passport to travel beyond the wall
that separates the outer reach from the inner circle. Many building have been re-purposed as mercenary barracks, and many more as
stores, bars, gun ranges and other essential services.
Either the group asked Meiwakuni or simply check their mission data, but they should begin searching for the Nine Mil bar. The bar
is easy enough to nd, either a network or protocol search will nd it quickly. The place is described on merc forums as a great place
to unwind after a mission, with a lively clientele, good music and cheap booze. It is also described on the Flamewatch tourist advice
forum as a den of trigger-happy maniacs looking for an excuse to start trouble.

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GATEWAY AND THE FLAMEWATCH

Gateway was once the city of Calgary. It is


divided into two sections by a massive wall,
the outer reach is the burned out husk of
Calgarys old residential outskirts, destroyed
by the war and rebuilt to house mercenaries
and those who cant aord to live inside the
wall. The inner circle is the old CBD and some
of the surrounding residential area, life inside
the wall is very much as it was before the fall.
A mercenary band called Flamewatch have
been contracted by the city as a private
police force, to ensure fair dealings and
minimal chaos in the outer reach.
Border guards carefully monitor trac in and
out of the inner circle.

:: SCENE TWO  TO THE POINT ::


The Nine-mil bar is a two story building on the eastern side of the
outer reach. The area of town is lightly patrolled by Flamewatch,
and illegal meetings and deals are going down in almost every dark
corner.
The bar itself sits in on the corner of a major intersection, its garish
lights being one of the only sources of night time lighting in the
area, aside from the burning trash barrels of the homeless in nearby
alleys.
The ground level of the bar is the main drinking hall, dance area and
series of private rooms for shady deals to take place. The rst oor is
a smaller area, comprising mainly of oces and storage.
The map over-page details the layout of the facility.

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5
6 2
3

9 1 10
7

8 4
12
11

13

14
ENEMIES IN THE NINE MIL 15
The Mercs
Standard grunt members of the Wilde Guns THE NINE MIL
mercenary crew. Treat everyone except
[1] This appears to have once been a relatively ornate double
Hollow-point and his personal guards as
entrance, which has been replaced by reinforced armour, security
grunts.
cameras, a state of the art weapon detection system and a tacky
Att. [6], Def. [2], Stability [4], Armour [1] neon sign of a pistol ring. The door is guarded by 2-3 mercs carrying
The Drone obvious weaponry, usually an SMG or heavy pistol. Entry requires
that weapons be presented and checked in the lockers provided.
At the back door is a Carnivore-VI combat
drone, a hovering steel ball with twin assault [2] This raised area contains a large number of lockers, each one has
ries mounted on it. It is classed as a standard a biometric lock and patrons are expected to store their weapons
enemy. here. Two more mercs, in heavy armour and carrying assault ries
are on constant patrol, and will watch new entrants like a hawk
Att. [8], Def. [3], Stability [6], Armour [3]
until they check their heavier weapons, sidearms and knives are
permissible.
[3]: The main bar area, this section is littered with tables and the
walls lined with booths. Waitresses move about through the crowd
oering drinks and taking orders to the bar. There are normally
around 5-6 mercs, dressed down, who patrol this area and toss out
drunkards.
[4]: A semi-private area, walled o from the main oor and with easy bar access, this area has a number of couches and more comfortable
seating for the higher-end clientele. This area is not guarded, and is a favourite spot for illicit deals.
[5]: The door to the internal stairs to the oce oors. This door is always guarded by at least two mercs and at least one them will be
a heavy (assault rie and Hardwear armour). The door is also locked, requiring either a passkey (held by the duty manager behind the
bar) or a biometric scan of any of the guards. Attempting to bypass the biometric lock is Flow+Tech against requirement 4.

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Brandon Perkins (Order #12917720)
[6]: The door to the meeting rooms. The Nine Mil oers out its private rooms for people to conduct business, usually illegal. This door is
guarded by one heavy at all times, access requires a passkey from the bar manager upon proof of legitimate business. Hacking the lock
requires Flow+Tech against requirement 3.
[7]: The bar. The duty manager runs the guards and can provide access to the meeting rooms. The selection here is primarily beer and
spirits, with an all but nonexistent wine list (unless you count ethanol, vinegar and red food colouring). Attempting to steal a passkey
requires a Flow+Rogue against requirement 5, or the manager can be bribed at requirement 6, or threatened with a Force+Social at
requirement 6. Alternatively, a convincing story will gain the group legitimate access if required.
[8]: The smaller room at the end of the hall is the managers oce, it is usually unattended and locked. Inside here is a suitable amount of
blackmail material that the group can use to coerce information out of Hollow-point. All tests made to gain info have their requirement
reduced by one if they obtain this information.
[9]: Three oces with sliding doors are available for the conducting of business inside the club. The passkey obtained will open one
of the doors, but the rooms are all the same. A conference table with a few chairs, thermal dampening, signal jamming and other
countermeasures make it dicult to listen in or spy on the activities inside these rooms.
[10]: The external stairway, running up the back of the building in an alleyway. One heavy is posted outside the door, with a hovering
combat drone keeping watch alongside him. This guard is on strict orders and will warn anyone approaching the stairs once to back
away before opening re.
[11]: Supply station. This is where empty kegs and spare ammo are kept, alongside miscellaneous other odds and ends needed to keep
both the bar and the mercenary crew running.
[12]: Hollow-points pad. This is the personal quarters of Hollow-point himself, theres not much here aside from a nice bed and home
theatre system.
[13]: Breakout area. A small table, vending machine and old
arcade game sit in this area, where bored guards can while away
the hours.
[14]: The main oce. Hollow-point spends most of his time
here, monitoring the security systems and issuing commands to HOLLOW POINT
the guards. With him are two standard mercs, two heavies and
Gunter, his personal killing machine. Treat Gunter and Hollow-
Nine-Mil Heavy
point as normal characters: their scores are given in the box to
the right. Heavy armour and big weapons make these
guys stand out, but their presence is often
[15] Smoking area. This door leads out onto a small landing
enough to deter would-be trouble makers.
which is used a smoking area for the mercs stationed here. It
Armed with a knife and assault rie or
could oer an alternative entrance to someone willing and able
shotgun
to climb the exterior wall without being noticed.
Att. [7], Def. [2], Stability [5], Armour [3]
RUMBLE IN THE NIGHTCLUB Gunter

It is encouraged that a battle break out either in the club or Hollow-points personal bodyguard and
the oces upstairs. If the group insist on being stealthy or killing machine. Armed with a sword and
manipulative in their approach, you could have Hollow-point be SMG.
paid o by the circle to kill the group. This combat encounter Att. [9], Def. [2], Stability [5], Armour [2]
is designed to show new players how bad-ass Solutions are Hollow-point
compared to ordinary grunts, so let them cut loose on the enemy.
Sleazy owner of the nine-mil and president
Standard mercs, the drone and the heavies all follow the rules of its mercenary crew. Also part time drug
for grunts given on page (44). Hollow-point and Gunter are baron and all round scumbag. Armed with
treated like normal characters. twin superior knives and HIET SMG.
In either case, assume the enemies have action options suitable Att. [6], Def. [3], Stability [4], Armour [2]
for their weaponry.
The number of enemies should be relative the size of the group of
players. Solution should be able to handle between 3-4 enemies
each with relative ease.

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Brandon Perkins (Order #12917720)
Once Hollow-point is secured, he can conrm that;
Lucifer is hiding in the inner circle and has been in contact within the last few days looking for ZZX, a powerful narcotic. The side
eects of the drug are most commonly severe memory loss, with full blown amnesia not uncommon amongst addicts. Hollow-
point cant get hold of such high grade narcotics, and referred Lucifer to Olas Blough, and high-end drug baron operating out of
the inner circle.
However, he wont part with this information willingly. Each question the characters attempt to extract requires one of the following
approaches;
Force+Social to intimidate the answer out of him, which requires a success against requirement 6 as Hollow-point is a mercenary
himself, and dicult to pressure with physical coercion.
Self+Rogue to trick him into revealing information without realising it, or playing to his vanity. Either way, an attempt to trick
Hollow-point into giving up intel has a requirement of 4.
Resource can be used in a bribery test. Hollow-point isnt beyond being coerced with money, although if the group have already
tried to intimidate or otherwise threaten him, his price goes up. Each question requires a resource test starting at requirement
3 and increasing by +1 per question.
Below are Hollow-points responses to specic lines of inquiry, if the players havent been specic enough in their questioning, only give
them vague answers.
Relationship with Lucifer
He was a patron, wed see him here every few nights getting blasted. Lately hes been pressuring the local suppliers for more and more
powerful narcotics. I only dealt with him personally a couple of times.
Lucifers movements/activities
About a week ago he stopped coming in on his usual night, then about two days ago he bursts in and starts demanding to be hooked
up with some ZZX, we dont deal in that kind of gear, so I sent him to Olas in the inner circle.
Lucifers whereabouts
Probably the inner circle, he used to slum it in a boot-house nearby, but some lads went to collect some money owed yesterday and
the place was cleaned out, none of my ears in the reaches have been able to nd him out here, so I guess he gone to ground inside.
Lucifers drug habit
Lucifer used to just be a piss-head, hed roll in a few nights a week
and get hammered, and usually thrown out. But lately hes been
getting into hard drugs, ZZX specically. That stu is dangerous,
and we dont run it here or Flamewatch would be on us and
probably torch the place. I sent him to Olas, a big-time dealer
NEW TERMS EXPLAINED
running out of the inner circle.
Olas ZZX: A powerful narcotic, after a one hour
Hes a major player in the drug trade, gets the heavy gear we period of intense hallucination and euphoria,
dont run here. Word is he can even get code-narcs from some the imbiber suers memory loss and inability
scavs hes got in his pocket. He runs out of the Grande Central to focus, as well as motor control impairment.
hotel, the place is a haven for the seedy sort, and guarded like a Addicts can experience permanent memory
military installation: even your kind wouldnt be able to break in loss or full blown amnesia after prolonged
there. use.
Getting into the Grande Central Code-narc: Narcotics that re-write the
imbibers code (an example is found on page
If youre suicidal, I hear that hes expecting a group of trackers
35)
from Safety. I also hear the group got nixed by the zone on their
way out of the city, but ive got no idea what they were selling. Scavs: Mercenaries who can leave the
Thanks to the zone, no-one would know what they look like, so system to use the real-world computers on
could be a cover: right up until he realises youre fakes and has you the DASN to write illegal code to create items
all killed on the spot. and transport them back to the simulation.
Each roll represents the time taken to extract a single answer
(usually about 15 minutes), but they must ask an appropriate
question to get it, dont just hand this info over for free. The group
must obtain the information about Olas before they can proceed,
otherwise they will have no idea where to look in the next chapter.

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Brandon Perkins (Order #12917720)
:: SCENE THREE  INSIDE JOB ::
Access to the inner circle is much the same as traveling between
countries, the border guards check passports and business
documents to ensure the traveler is either a resident, or has
legitimate business inside. Fortunately, Solutions are well respected
by the Flamewatch, and announcing themselves a such will gain
them entrance without the usual rigmoral.
The inner circle is a nostalgic reminder of a world before the splinter
wars. The buildings inside the wall are free from blast marks, missile
damage or crumbling debris. The people walk the streets in bright,
clean clothing and greet each other without overt suspicion. There
is no sign of armour or weapons, and the windows of stores are
free from the usual blast covers and bars. You arrive at the Grande
Central, an extremely up-market hotel, and the operational base of
Olas Blough. The pristinely white walls illuminate the street with
reected sunlight, but not enough to mask the heavily armoured
guards stationed at the door, and on the roof.
The Grande Central is some twenty storeys high, with extensive
grounds and equally impressive security. Theres a 20 meter gap
between the roadside and the hotel itself, an area lled with well
tended gardens and sparse trees. The outer area is strategically
designed to be pleasing to the eye, while providing very few places
where line of sight to the hotel is obstructed.
There are two likely approaches the group will take, external
inltration or internal inltration. Dissuade the group from any
attempt to storm the building with descriptions of the heavily
armed guards (no stats are given here as this is not supposed to be
a combat scenario, you may also need to remind the group that the
inner circle is supposed to be a place of peace, and any attempt to
attack the hotel will likely incur the wrath of the Flamewatch).
Gaining entrance to hotel is easy enough, it is a hotel after all, but the
guards will deny entry to anyone obviously armed. A Flow+Rogue
test against requirement 3 will allow the character to conceal a
pistol or knife, or requirement 5 for a SMG. Other items are simply
too large, as the guards actively pat-down anyone wearing a heavy,
concealing coat. As this is a luxury hotel, if the characters attempt
to book a room in order to gain access to the central hotel, the cost
is 5 resource + 2 per additional character. Once a room is secured,
the characters can move more freely about the premises.
If an external inltration is attempted, trying to avoid the Grade
Central security system involves making tests against the state of
the art security system, which rolls 10 dice for attempts to detect
physical activity, 15 dice in an opposed test against hacking, and has
a requirement of 6 against Slicing.
The general layout of the hotel is as follows: each oor is ring of
rooms around the exterior, with a central interior corridor linking
them all in a loop. At the very center of the building are the elevator
banks and supply cupboards, and behind them is the maintenance,
oce and security areas.
Olas is on the penthouse oor, at the very top of the building. The
only legitimate access is through an elevator that can only be sent to
the oor if called from the oor, or via a security key possessed only
by Olas, with a backup copy in the hotel vault. There is a stairwell
that leads to the oor, but access to the top oor is prevented by a
gate which requires the same security key.

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Brandon Perkins (Order #12917720)
4 5
1

3
2

OLAS PENTHOUSE
The map above gives the layout of Olas suite. Surrounding the suite itself is a lavish rooftop garden, complete with outdoor pool and
Zen garden. The interior is as follows;
1. Elevator Bank. The main elevator empties out here, there is almost always a single guard in this room.
2. Atrium. The rst room encountered after leaving the elevator is a lavish atrium, with many large reclining chairs for guests to
await an audience with Olas. The main stairs come up through the oor here. A television on the wall plays the local sports channel
to entertain guests.
3. Conference Room. This massive room is an exercise in excess, marble pillars ank the walls and the center of the room is a
massive oak conference table. The rest of the room if lled with opulent furniture, a massive projection screen, holo-television,
billiards table and the usual trappings of the wealthy.
4. Personal study
5. Kitchen/Dining
6. Cigar lounge
7. Bedroom
Many of the rooms are not described in detail, as it not expected the group will ever see them, but if they do make their way into any
of them, all of Olas possession scream of little taste and too much money.

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Brandon Perkins (Order #12917720)
Once arriving on the oor, they will nd Olas sitting at a large conference table with three men who are almost certainly Black Circle.
They are two soldiers and a torch (stats given over-page). They are discussing a drug deal in which the circle wish to obtain a drug to
counteract the eects of ZZX, Olas is oering to the supply the drug and the circle are paying three times its normal value to get it now
as they cannot wait. If the party wishes, they can tail the circle back to their base, but depending on how they got onto the oor, leaving
without rst meeting Olas will look extremely suspicious, and Olas guards will attempt to detain them.
If the group decides to assault the meeting, or manages to irk the guards enough to start a ght, Olas will not intervene. His guards will
be preoccupied with Olas security, so will only attack the players directly in self defence or if Olas himself is attacked.
Under interrogation (or polite conversation), Olas is happy to sell out the circle, he despises them and was contemplating telling the
Flamewatch of their presence here anyway. He advises the Circle were attempting to obtain a special drug that can counter the eects
of ZZX. This drug must be administered within 8 hours of an overdose of ZZX or it is useless. He can also conrm that he sold a
large quantity of ZZX to Lucifer sometime late the previous night. He doesnt know exactly where they operating from, except that its
somewhere in the Shadows.
If the Circle are captured (only a grunt, the torch wont crack under any pressure), they can conrm the following;
1. They have Lucifer and that he is suering from a ZZX overdose, with only an hour or so remaining until his mind is destroyed.
2. Prior to the overdose they had captured him and managed to force him to relay some of the details of the loophole before he
escaped and obtained the drug.
3. They are operating from a condemned oce complex in the Shadows (getting the exact address is requirement 6).
Getting information out of the circle is much harder than Olas, requiring coercion tests against requirement 4.
Note: The players can simply up and leave here, without the antidote, Lucifer will not be able to comply with the Circle and the
secondary objective will be complete by default. However, the primary objective is to bring him back alive so that Eve can close
the loophole, rather than having to gure it out herself, and if the Circle already have half the puzzle, they can probably work it
out before she does.
Before the group leave, hopefully someone remembers to get the antidote from Olas.

:: SCENE FOUR  IN A HAZE ::


Having either tailed the circle here, or learned the location from Olas, the group arrive in the Shadows.
The Shadows is an industrial complex and part-time slum that sits in a ring nestled on the outskirts of the inner circle. It gets its name
from the amount of time the area spends in darkness thanks its proximity to the wall that surrounds the city. Its cold, dark and has large
areas of unused and undesirable buildings. Aside from being a terrible place to work, it has become a haven for criminal types looking
to establish a foothold in the inner circle.
If the group dont have the exact location of the building they are looking for, a Flow + Tech will detect an out-of-place powerful security
signal in the area, or a Self + Rogue will notice the suspicious brand new surveillance equipment on the side of a building. Both tests
have requirement 3.

RED CIRCLE HIDEOUT


The building was once an oce complex, but has seen years of disuse and much of the interior has been knocked down by its new
inhabitants. The building now stands only in three sections, an old storage dock, and small warehouse area and a rabbit warren of
supports studs that once housed an oce cube farm.
1. Foremans Oce. Once this was the oce of the oor manager of the warehouse, it has been converted into a bedroom of sorts
of the circle commander.
2. Warehouse. This area has a large double gate to allow trucks through and was once where the companies stock was stored. The
area contains piles of empty crates and broken pallets.
3. Garage. This was the company garage, now completely empty.
4. Workstations. Knocked out partitions indicate that this was once a small cube farm, where rows of tiny cubicles would have
housed data entry workers and the like. None of the furniture remains, and the walls have been torn down save for the supports.
5. Cupboard. A large stationary cupboard has been retrotted as a prison for Lucifer who is currently unconscious in here.
6. Front oce. Only slightly less cramped than the cube farm, a reception desk was the from for another battery farm of small
desks with slightly more space to accommodate clients.

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Brandon Perkins (Order #12917720)
1

The new occupants of the building have branded themselves


the Red Circle, they have split from the circle and joined the
problem Haze (page 45). She has promised them immortality
and power if they aid her in breaching the protocol with
Lucifers knowledge. RED CIRCLE
There are twice as many red circle grunts as players, an equal
Red Circle Soldier (Grunt)
amount of torches, the commander and Haze present in the
building. Haze is currently monitoring the situation from the Splitters from the black circle, lured away by
protocol, and will assist the circle with slicing unless discovered promises of power in a new world ruled by
(either physically or in the protocol). Her body is currently Haze. Fights with a knife and heavy pistol.
hidden in the Foremans oce (room 1). Haze will quit the Att. [6], Def. [2], Stability [4], Armour [1]
ght once she sustains two wound levels by teleporting away
(as a Problem she doesnt require line of sight). Torch (Alpha)
Psychotic (even by circle standards), the
EPILOGUE Torch warriors are trained to ght with fear
or mercy. Fights with a sword.
The threat is taken care of, but Hazes actions here indicate a
Att. [7], Def. [1], Stability [5]
much wider threat. The group return Lucifer to Eve, or report
his death and are congratulated as appropriate. Commander Arkeem (Alpha)
If you wish to continue this campaign, an investigation into Leader of the group, relentless and ruthless,
Hazes actions and the possibility of more members of the as well as power mad and unhinged. Fights
Red Circle is the likely next step. with a knife or assault rie.
Either way, congratulations, youve just completed your rst Att. [8], Def. [2], Stability [4], Armour [2]
game of CYPHER REQUIEM.

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APPENDIX

Brandon Perkins (Order #12917720)


:: APPENDIX ::
This section contains useful resources for the players and GM, as well as some more details about what to expect from eMORTAL, the
full version of the game.

:: COMMON CONCEPT USES ::


This section details tasks that a Solution is likely to undertake in the course of their missions, and the suggested uses for each Concept
within a Foci;

Social Foci Tests


Force: Direct application of aggression in social situations usually means intimidation or coercion via threats, which could also be applied
to the use of guilt trips as well as overt threats of violence. It also relates to drawing attention to oneself, or establishing yourself as the
Alpha of a social situation. Failed Force based social tests should come with repercussions, as no-one likes being threatened.
Primary use: Intimidation
Flow: A more adaptable approach to social situations is called for when the Solution needs the legitimate and freely given co-operation
of a target. By making pleas to the targets morals, vanity or self interest, the Solution can elicit an actual change in desire, and bring the
target around to their way of thinking.
Primary use: Persuasion
Self: Awareness of the social structure allows for deeper manipulation, along the lines of social engineering. Tests of this nature involve
reading the intentions or desires of a target, or nding the right strings to pluck to incite a mob to action. The Self Concept can also be
used to draw attention, but with more subtle come hither eyes, or tiny shifts of body language that tell the target of a need to meet
in private.
Primary use: Discern intentions

Physical Foci Test


Force: The Force Concept is most suited to the Physical Foci, covering a wide group of activities such as running, climbing, resisting
fatigue or pushing through pain. Whenever a demanding athletic activity is required, Force is likely to be the governing Concept.
Primary use: Running, Climbing, Endurance
Flow: There is a lot of potential for crossover between Force and Flow in the Physical Foci, but where the former covers brute strength
and endurance, Flow is used when nesse and precision are required. Such activities include leaping, diving and balancing.
Primary Use: Balance, Jumping
Self: Physical activity and insight may not seem a logical pair, but an intuitive sense of the way the body moves and well developed
senses are as important as muscles and cardio. This Concept govern physical activities where swift reactions are required or where
awareness and attention to detail are the driving factors. Acting in response to a perceived threat, spotting a concealed safe or a
throwing a weapon to an ally and having it arrive on target are common uses of this combination.
Primary Use: Reaction time, Perception

Tech Foci Test


Force: When a technical problem has no elegant solution, a more direct approach may be required. In car chases, this manifests as
aggressive driving, or could be applied to jury-rigging a booby trap from a hand grenade and some duct tape. Generally a pairing of
Force and Tech is an attempt to use the technology in way it was not designed or intended for.
Primary Use: Jury rigging, Pursuit driving
Flow: A common pairing with tech, Flow is used to work around the limitations of the technology, or exploit its weaknesses. Hacking
security systems or overclocking systems are common examples of the Flow + Tech combination.
Primary Use: Hacking, Modifying
Self: Iinsight into the inner workings of technology provides the path to xing it, or to push it beyond its expected capabilities. Repairing
broken technology, or using it under extreme circumstances would require the Self Concept. The latter case can be highlighted in the
case of a car chase, while aggressive pursuit driving would use Force, an attempt to perform a jump, or drift drive to gain ground or
exploit an opening only the most skilled would dare, uses the Self Concept.
Primary Use: Repairing, Stunt driving

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Brandon Perkins (Order #12917720)
Rogue Foci Test
Force: This combination is extremely uncommon, and often dicult to achieve. It normally involves coercion in an invisible manner,
such as marching a target across a crowded room with a gun in their back and drawing no attention. Any attempt to coerce someone by
violence without being seen requires this combination
Primary Use: Subtle coercion
Flow: Paired with Rogue, the Flow Concept covers much of the expected activity of an aspiring spy. This combination covers sneaking,
hiding and telling outright lies with conviction.
Primary Use: Stealth, Lying
Self: When presence or agenda must be hidden in response to a new threat, the reactive Self Concept should be used. While Flow
covers an active attempt to conceal oneself, or the truth, Self covers the need to do so without proper preparation. Additionally, this
combination would be used by someone attempting to see through potential falsehoods.
Primary Use: Discerning lies, Sensing motives

Slice Foci Test


Unlike the other Foci, Slicing is a skill dedicated solely to manipulating the protocol. This ability is only possible for Solutions, or regular
gments with a Codeblade. Slicing is described in full on page 17.

:: REWARDS ::
Most RPGs have an experience system for improving characters as they accomplish heroic deeds. As CYPHER REQUIEM is designed only
as an introduction to the world of eMORTAL, no such system is given here. However, if you wish to run a campaign using these rules,
then payment in additional cracks, resources and +1 bonuses to Foci or Concepts are recommended as suitable upgrades. The full rules
will include a system for character improvement.

:: eMORTAL: LEGACY OF SOULS ::


The full ruleset for eMORTAL will cover much more than is presented here. The section below contains an indication of what to expect
from the coming rules, which I am working towards being ready to release in early-mid 2016.

MECHANICS
The concept of how the system works in a general sense will remain the same, with a combination of Concept and Foci determining dice
rolled. However, the Foci set is much larger, with each of the Foci presented here representing a group of skills, to be further expanded
into more specic skills in the larger ruleset.
Combat follows the same processes, but instead of action slots, each action has a points value which are added together to determine
maximum number of actions achievable in one turn. This allows for greater customisation and tailoring of action strings to generate
greater bonuses and more bombastic attacks.

ADDITIONAL OPTIONS
Actions are not purchased in the full rules, as all characters have access to every standard action option, choices were restricted here to
prevent players from having to remember the details of every action, in order to keep the game owing.
Also, the list of available weapons, armour, crack options and general equipment is several orders of magnitude larger. Special coding
actions and options become available to all solutions, not just slicers, leading to even more tactical and cinematic options.

EXPANDED WORLD
The full rules will contain more details on the corruption zones aecting the world, and lay out specic cities and places of interest to
use as settings for campaigns, such as Gateway from the Afterburner mission provided here.
The full rules also go beyond the connes of the simulation, opening up potential adventures in both Styxia, a backup realm that came
online when the protocol became corrupted, and the real world of the Delta Saturn space station. The former is a world of political
intrigue created by factions vying for control of the realm, while the Delta-Saturn carries a theme of horror and dread, as the AI running
the station spirals into madness, and her abominations roam the halls of the station, looking for blood.

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:: QUICK REFERENCE SHEET ::
The tables on the page collect the most commonly referenced rules in one place for easy reference.

SECURITY RATINGS STOCK VEHICLES

Target Rating Class Safety Speed


Household appliance 2 Motorcycle 2 4
Home security 4 Passenger 4 3
Corporate Security 6 Sport 3 4
Military Security 9 Race 3 5

HEALING TIMES
ARMOUR RESOURCE COSTS
INJURY TIME REQ.
ARMOUR RATING RESOURCE
Wounded One day 2
Streetgear 1 1
Maimed Three days 3
Hardwear 2 1
Incapacitated Eight days 5
Guardian 3 2
Dying Two days 5
MilSPEC 4 3

WEAPON RESOURCE COSTS


FOLLOWUP PENALTIES
WEAPON DAMAGE RESOURCE
Unarmed 0 0 ATTACK ACTION PENALTY
Light Pistol 2 2 Strike/Disarm -1
Heavy Pistol 3 2 Volley -3
SMG 2 3 Assault -4
Shotgun 4 2 Called Shot -2
Rie 4 3
Assault Rie 3 4
Club/Baton 1 1
Knife 1 1 GRUNT DICE POOLS

Sword 3 2 GRUNT STABILITY DICE DEF


Bouncer / Ganger 3 2-5 1

The next page spread contains blank character sheets for Police 4 4-7 2
players who wish to make their own characters instead of Mercenary 4 6-9 2
using the stock ones provided in the Solution Log section. Torch 6 8 - 10 3
GRID 5 8 - 12 3

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:: ACTION REFERENCE SHEET ::

:: ENGAGEMENT ACTIONS ::
Engagement actions require one action slot unless marked with a *, these actions require two slots.
Strike: [Attack + Flow] Melee or ranged attack against single target. Base damage.
Volley: [Attack + Force] Can be strafed across two targets within melee range, +3 damage.
Assault*: [Attack + Force] Can be strafed (no target limitations), +5 damage.
NOTE: Unless stated otherwise in their description, rearms can only perform strike actions while melee weapons can perform any
action the wielder knows. Where a rearm is stated as being capable of performing a volley or assault, the wielder can utilise this
ability without knowing the required action, but at a -3 penalty to the attack.
Called Shot*: [Attack + Self] Defender receives no bonus from armour or cover.
Unison: Split attack dice between two attacks using one action slot.
Target: +3 attack.
Disarm: [Attack + Self] Melee only. If the attack achieves a net outcome of 2 or greater, target drops weapon. If 4 or greater, attacker
retrieves targets weapon.
Evade: +1 defence (is not lost to DE)
Cover: +2 defence (is not lost to DE), must have obstacle to hide behind. Can be denied by getting line of sight free of obstruction.
Soak: +1 armour, +2 defence against Disarm.
Counter: -1 defence. If a melee attack against you fails, net failure + weapon is returned to the attacker as damage.

:: MOTION ACTIONS ::
All motion actions use one action slot.
Parkour: [Moderate] +1 attack.
Crash: [Moderate] +2 melee damage.
Jink: [Melee] +1 defence, +2 melee damage.
Chain: Add half attack score to a pool which can be utilised by other characters with this action option.
Rollover: [Short] May move through occupied area, +1 defence from ranged attack, +2 attack against target while moving past
Rush: [Moderate] Short distance if area has obstacles/clutter.
Vertical Rush: [Moderate, Short vertical] +2 ranged attack.

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NAME: .............................................................................
Incarnation/Function: ......................................................................

CONCEPTS FOCI
Force ........... Social ...........
Flow ........... Physical ...........
Self ........... Tech ...........
Rogue ...........
Slice ...........

COMBAT STATS
Attack/ranged ........... Weapon dam[1] ...........
Attack/melee ........... Weapon dam[2] ...........
Defence ........... Armour ...........

HEALTH STATUS
Uninjured
Wounded
Maimed

STABILITY
Incapacitated
Dying

RESOURCES
Resource Score ...........
................................................................................................
................................................................................................
................................................................................................
................................................................................................

ACTIONS
Strike Attack + Flow
Evade +1 Defence
Rush Move moderate distance
................................................................................................
................................................................................................
................................................................................................
................................................................................................
................................................................................................

CRACK
................................................................................................
................................................................................................
................................................................................................

66
Brandon Perkins (Order #12917720)
NAME: .............................................................................
Incarnation/Function: ......................................................................

CONCEPTS FOCI
Force ........... Social ...........
Flow ........... Physical ...........
Self ........... Tech ...........
Rogue ...........
Slice ...........

COMBAT STATS
Attack/ranged ........... Weapon dam[1] ...........
Attack/melee ........... Weapon dam[2] ...........
Defence ........... Armour ...........

HEALTH STATUS
Uninjured
Wounded
Maimed
STABILITY

Incapacitated
Dying

RESOURCES
Resource Score ...........
................................................................................................
................................................................................................
................................................................................................
................................................................................................

ACTIONS
Strike Attack + Flow
Evade +1 Defence
Rush Move moderate distance
................................................................................................
................................................................................................
................................................................................................
................................................................................................
................................................................................................

CRACK
................................................................................................
................................................................................................
................................................................................................

67
Brandon Perkins (Order #12917720)
AUTHORS NOTE
Author Aaron Orr
www.mooooseproductions.com
contact@mooooseproductions.com

Artwork All artwork created by Aaron Orr using DAZ Studio and content from the Daz3d website.
Post-work done using GIMP 2.0
www.daz3d.com
www.gimp.org

Copyright All rights reserved. No part of this book may be reproduced in any form or by any electronic or mechanical means,
including information storage and retrieval systems, without written permission from the author.

PLAYTESTERS
Rebecca Orr
Jonathan Staite
Jonathan Tailby
Nita Glew
R. Deutschle
Trang Ly
Kevin Eager
Michael Flett
Zane Wealleans
Ingmar de Ruiter
Dean Sadd
Katalina Semisi

Brandon Perkins (Order #12917720)


THE WORLD HAS
PROBLEMS...

...BECOME A
SOLUTION

In the far future, the minds of humanity have


escaped our dying planet and live in a computer
simulation of Earth. They wait for the day that
MOOOOSE! PRODUCTIONS

our planet will become habitable once again.

But the simulation is in danger, and threats from


both within and from outside are attempting to
usurp or destroy the human race.

Humanity needs Solutions, ordinary people


granted extra-ordinary powers to combat the
growing instability and chaos.

CYPHER REQUIEM introduces players to the world


of eMORTAL (full game due 2016), with cinematic
combat sequences, fast system mechanics and a
multi-tiered game world of action, intrigue and
horror.

Brandon Perkins (Order #12917720)

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