Professional Documents
Culture Documents
Night S Edge
Night S Edge
I i
_I
A CYDLRPUNK 8 2.0.2.0.
Alternate Reality Sourcebook
da NIGHTS EDGE is a trademark of lanus Publications, Inc.
ICP # I O 1
ISBN 2-9801683-6-X
FA--- '
I I
LUNACY
THE LYCANTHROPE
CREATION ................................... 70
LYCANTHROPY ............................. 70
COMBAT ...................................... 70
CURE ........................................... 70
POWERS ...................................... 71
QUIRKS ....................................... 71
SOCIEM ...................................... 71
LYCANTHROPES CHARACTERS
(SUMMARY) .............................. 71
THE LYCANTHROPE: AN ESSAY .......71
ANALYSIS OF LYCANTHROPY ......... 72
WERE-WOLVES
CREATION ................................... 73
WOLVEN ..................................... 74
APPEARANCE ............................... 74
COMBAT ...................................... 74
CURE ........................................... 74
FULL M O O N ................................. 74
MISCELLANEOUS ........................... 75
POWERS ...................................... 75
SENSES ........................................ 75
SILVER ......................................... 75
SOCIETY ...................................... 75
QUIRKS ....................................... 75
WERE-WOLF CHARACTERS
(SUMMARY) .............................. 75
-SAMPLE TRANSFORMATIONS ................76
THE WOLVEN WAY ............................. 76
THE BITING EDGE ................................ 77
HEREDITARY WOLVEN ........................ 78
LUNAR CYCLES ................................... 78
LUNATICS ........................................... 79
"LoneWohwhavcacstainphJ7qtJy
alone, soshoztldtheirhunrmnmters.
Onlywhenpwarkalmum
you vdly think like the loner vmnpim.I hem me belong to
groups, but 1avoid those. It's like we share something m ow
solitude."
-Hrmir
'7kKnight.s meprefty amlguys. "heysee this as aidl Their headquarters is found in New York, but they have
and do it damn professionally. Whenthey RIP, it3 a message offices in all mapr cities. There is a $lo00 reward for a live
to all the Dark One's, that they're cominf to get 'em." vampire or were-wolf to be brought in for study. Dead
specimenshavea$Wfinder'sfee. Informationonsupematu-
-Hmri~ ral creatures has varying values, depending on the reliability
and extent of the information.
HEART DURN -
INQUISITOR PREDATO NOSFERATU SECT
A more bizarre bunch of Hunters has never been seen. The lnquisiirs generally are not too concerned with
This is a haphazard collection of Hunter culties. Most were spiriiualii, as they are too busy dealing with the problemsof
Lone Wolves, and much of their knowledge is based on cybemeticsinsociety.Therefore, the realdemonsofhumanity
vampire movies of the 20th century. They have one of the to them are ignored, in favor of their own demons, the
lowest success rates and are more into the style and "scene" CyberVamps. CyberVamps are cyberneticallyenhanced hu-
of Huntingthan anything.They are your classic Cyberpunkera mans who mimic vampires. They also generally are
Hunters. cyberpsycho.
While it might seem a boring part of Hunting, the Rook Before entering the Predato Sect, characters must be-
actuallyhasthemostexcitingjob.Keepingintheshadows,the come Inquisitors.This means that they must never have had
Rook must provide a psychic cloak for the Knights and Bish- ANYcybemetics(or be damn good at hiding them). Also, an
ops. Plus,the Rookisthesupportoftheteam,havingavehicle, incredible amount of trust must be had in the character,
communication and medical equipment. Without a Rook a therefore the vast majority of Predators have this as their
team is lost. Also, Rooks can slip away into the shadows if career since an early age, indoctrinated with the Inquisitor
anything goes wrong. They live the longest, as few vampires ideology since birth, presumably. They, unlike the other
even know they exist. High stats are typically COOL, PWand Hunters, actually have a career package of being a Predator.
IN. They get the full 40 points, plus INT+REF to buy skills. The 40
points must be invested in the Predator career package.
Duties: A Rook's first duty is to conceal the activities of
the Hunters. The second duty is to protect Knights and
Bishops in attacks. Their third duty is to preserve the A Predatorseeksout CyberVamps, or other humanswho
secrecy of the Sun Knights. use cybernetics to mimic animals or supernatural creatures.
Skill Package: Vampire Lore*, Meditation*, Disguise, Since these people tend to be quite insane, and believe the
Hide/Evade, Endurance, Psychic*. myths surrounding their beast of choice to be true, the
Predatorsusethis. They avoid hightech weaponry, evenguns.
Equipment Stemmeyer 35 w/ 2 clips, Kevlar Jacket & They move in with garlic, crosses and mirrors all over. High
Pants, CityCar, Cellular Phone, Disguise K i 6 Move- stats are typically REF, BOD and COOL
ment Sensors, Medkit.
*Skills that are described under New Skill. Duties: Predators must eliminate all CyberVamps and
*See New Equipment. other cyborgs who mimic beasts.
Skill Package: Ranking, Awareness/Notice, MartialArts
(TaeKwonDo),Athletics,Dodge/Escape, Melee, Stealth,
Vampire Lore* (max 2), Strength Feat, Endurance.
Heart Bum offers only their correspondence training. Equipment Nunchaku/Naginta/Staff, Knife, Heavy
This will give effectivelyVampire Lore +1, and costs $500. As Leather Jacket and Pants, Smoke Grenades, Garlic,
far as equipment is concerned, they will send a diploma, a Cross,Wooden Stake*.
sprig of rotted garlic, and a wooden stake (made of balsa
wood, and will splinter under the lightestpressure).This is the
extent of their provisions. Bum hunters must supply them-
selveswith equipment, and aregivenno helpfulguidelines on
what to buy, nor what to do with what they do have.
Thii gives a basic motivation for each of the back- CSIdoes also have interest inwere-wolves, thoughtheir
grounds, and can help in role-playing the Hunter more effec- interestseemsto be dying down, as their agents who investi-
tively. For example, a HumanitarianHunter will avoid hurting gate were-wolves tend to turn up dead. The Predators also
civilians, whereas avengeance Hunterwill do anything to get investigate CyberWolves. And, Heart Bum Hunters have on
back at the vampire who injured his loved ones. A Fanatical occasion taken on a were-wolf (with fatal resub).
Hunter will most likely kill anyone to get a t vampires.
k f a r aswere-wolvesgo,thereappearsto be twotypes:
the first are huge wolves and incredibly powerful, and the
other type are humans who betieve theisitves to be wolves.
An idealsituationfor introducingvampiresintoacurrent
campaign would be to transform player characters intovam-
pires during the course of the campaign. That way, the
character could discover vampirism along with the player,
thus creating a more realisticplay of thevampire-characters.
EXAMPLEMikeisanAgeLevellvampiresincehehas
only been a vampire for 6 years.
GAMECHANGES: REF+l;CL-l;MA+l; EMP-1;PSY
+l.+6 Skill Points each year. Vampiric Senses gained.
Heals 4 points of damage a day. Requires 6 BOD of
human blood every 72 hours.
EXAMPLE: Mike's original REF was 9, but in his first
year as a vampire, he had a REF of 10. He would also
heal 4 points of damage daily, and was to feed every
72 hours.
GAMECHANGES:INTt1;CLtl;All+1;MAt1;PSY
t2.One Skill Point is gained per two years of thii stage.
Heals 9 points of damage a day. Requires 6 BOD of
human blood every year. The vampire's skin gains a
natural Stopping Power of 8.
A PSYofO resuksininvoluntaryhibernation.Thiswilllast
until a being comes within 2m of the vampire, a t which time
he will awaken (too late to get the victim though). See
HIBERNATIONfor detailson hibernation. For everyone time
period of starvation endured, the vampire gains 0.25 PM
permanentlyupon regaining all lost PSY points. Time spent
in hibernationdoes not count.
occurrencethereafter) of becomingpsychologicallyaddicted
to feeding past the death of the victim. Feeding upon more
than 5 times the requiredamountof blood results in nausea
and the loss of 25% of all stats for the next (24 + 1dl 0 - AL)
hours.
Vampireswillfeeldrowsy45minutesbeforesunriieand
will fall into a death-like state (sleep) 15 minutes later. They
awaken a half-hour after sunset.The vampire has no aware-
ness of his surroundings while asleep, and cannot awaken
until the nextsunset.Regeneration and healingoccurduring
thisperiod.Vampiresdonotdreamwhilein thisstate,nordo
they needoxygen.
StayingawakerequiresaCOOLcheckvs(12t1 per30
min thereafter) every 30 min. Failure means he falls asleep
within h e minutes. When awake during the day, a vampire
performs all actions with a -4 penalty. No healing occurs for
time spent awake.
2.
vampire. Either roll 2d6 and add to 16, or choose.
Determinethevampire'sage level. Chooseorrollonthe
Vampire Age LevelTable (Table IV).Then determine the
exactnumberofVampireYears.Rollrandomlyor choose.
Mark down the number.
3. If A.L 0 or 1, roll on the Lifepath tables for each year as
usual, then skip to step 5.
4. If A.L 2 and up, roll on the Life Events table (from
1 Female
TYPICAL MEMBER:
Stab: INT 8, REF 9, CL 7, BOD 7, EMP 7.
C y h a r e : Cyberoptic: Thermograph, Cyberarm:
Flamethrower.
Outfit: 6 thermal grenades, .454 magnum, flak vest,
comlink.
Major Skills: HW weapons, Athletics, Awareness,
Vampire-Lore.
Other: Thisgroup is extremely miliint, with very high
standards. They know that vampires can only
be destroyedw’hh sunlightand fire.They iden-
tify vampires through random surveillance of
streetswith thermographiccameras.Theyonly
attack once they’re sure they have the advan-
tage; they’re notstupid. On randomencounter
tables, substiite this group for Cukes 20%of
the time. 30% of members are strong psychics
and another 60% are weak psychics.
Skills: Combat Sense +8, Awareness +6, Athletics Skills: Resources+lO,Awareness +4, Human Percep-
+lo, Handgun+6, Stealth +9, Melee+9, Seduc- tion +6, Education +lo, History +8, Social +lo,
tion +8, History +4, Language: Romanian +8, Wardrobe +5, Penonal Grooming +6, Brawling
Language: English +6, Driving +4. +6, Stealth +4.
Psychic powers: Charm +lo, Mania +9, Animals +8, Psychic powers: Charm +lo, Regeneration +8,
Telepathy +7,Transform +6, Psychokinesis +6, Teleportation+8, Body Control +6, Illusion+6,
Hypnological+4. Telepathy +6, Sensory +5.
Quirks: Sight of blood excites(-1);Dislikesmirrors (- Quirks: Dislikes mirrors (-1); FEAR: Holy symbols,
1); FEAR Holy symbols, Garlic, churches (-4); Garlic, (-3); DESTROY Stake & decapitation &
DESTROY Stake &decapitation(-4); mustsleep Salt(-6);mustsleepmacoffin(-2);Believesbbod
in a coffin with soil from his native land (-3); High will make her look younger, +4 on Sculpt rolls.
MA(+6); Verydextrous(+6); hypnoticeyes(+l). (+12).
Outfit: Owns estates in Transylvania, London and Outfit: Owns estates in Hungaryand London and has
Boston. He has houses in Night City, Paris and a mansion in Night City.She has over %25,000
GermanyandanapartmentinNewYork. Hehas available at any time in liquid cash.
over $700,000 available at any time in liquid Personality: Extrovert, friendly, charming, sociopath.
cash. She uses her brillianceto make peoplethinkshe
Personality: Extrovert, friendly, charming, isjustverysmatt,butherkrsanitywillsoonshow,
sociopath. as she lunges after young women.
Skills: CombatSense +6, Awareness+7, Athletics +6, Skills: Interface +7, Awareness +6, Basic Tech +6,
Rifle +6, Pistol +8, Shadowing +5, Human Per- Education +6, Cybertech +2, Programming+4,
ception+6, Persuasion+2, Stealth+8, Melee+2, Electronics +6, System Knowledge +4,Stealth
Tae Kwon Do +6, Hide +5, Electronic Security +8, Pistol +4, Hide +3,Althetics +2, D r i i +2.
+2, Pick Locks +2, Forgery +3. Psychicpowers:lllusion+4,PsychrAssault+3,Chann
Psychic powers: Psychokinesis +5, Illusion t5, Body +3.
Control +3. Quirks: FEAR: Holy Symbok (-2). DESTROY: Net
Quirks: FEAR: HolySymbols, Blesseditems, Churches attack (4).Very calm (+3),Very attractive (+3).
(-6).Cannot sleep in same place more than once Outfit: Militech Avenger, Silencer, two extra clips,
(-1). Very psychic (+3),Intuitivewith people, +2
shoulder holster; street clothes, kevlar vest,
Reaction rolls (+4) cybermodem, sleeping bag, nylon carrybag.
Outfit: .357Desert Eagle, 2 clips, silencer, shoulder Cybernetics: Neuralware Processor: Cybennodem
holster; streetclothes, 2 flashgrenades, sleeping Link, Interface Plugs; Subdermal pocket,
bag, nylon carrybag. Cyberaudo: PhoneSplice, Scrambler,Wlde Band
Personality: Introvert,hatescrowds,cautious, humble Scanner.
and honorable. Personality: Secretive, Manipulative. Desires great
wealth.
Skills: Resources +12, Awareness +lo, PersonalGrooming +6, Wardrobe &Style +4, Endurance +lo, Strength Feat +IO,
Swimming+IO, Intimidate +IO, Oratory +lo, ResistTorture +lo, Streetwise +lo, Human Perception +12, Vampire
Lore+l2, Forgery+lO, Meditation+lO, Interview+l2,Social+lO, Persuasion+lO,Accounting +4,Anthropology+lO,
Biology +6, Chemistry +4, Composition +6, Diagnose Illness +lo, Education +12, HiddEvade +lo, History +lo,
German +lo, English +lo, Danish +lo, Gaelic +lo, Greek +lo, Japanese +lo, French +lo, ltaliin +lo, Latin +lo,
Arabi~+lO,Cantone~e+lO,Tibetan+6, Russian +lo,Bantu+6,Algonquin+6,Shadow+lO,WildernessSuninral+lO,
Teaching +IO, Athletics +6, Brawling +6, Dance +lo, Dodge +4, Fencing+lo, Rifle +6, Pilot (Spaceplane)+6, Zero-
G Maneuver +4, Stealth +IO, Basic Tech +7, Dirguise +lo, Electronics +4
Psychic powers: Astral Body +lo, Mental+7, Telepathy +6,Mnemonic +6, Psychometry +4, Regeneration+3, Charm +3
Quirks: Fear: Crosses, Churches, Priests (4);
Awakens Early (+2); Very Intelligent+1 INT (+3); Can drink light beer (+l).
0utfit:Ownsa largeestateinGermany,realestatearound~eworldandasmaIIspacestationonthedarksideof~emoon.
HealsohasapersonalOlV,a permanentsuiteattheCrystalPabceandover50billiin investedaroundtheworld,with
1 million in eurobucks (mad money!)
Personality: Introvert, Kindly, solitary, driven, honest, intellectualist.
Level 1 2 3 4 5 6 7 8 9 10
Cost 1 4 9 16 25 36 49 64 81 100
PSYCHOKINESIS
Mod. Range I The Astral realm is one of the conscious mind, much as
I 0
-1
Sight The power affects a target that is in an
unobstructed line of sight.
Distance per 50m: The power affects a target that
is some distance away, out of sight. For every 50m,
I The Astral realm copies the real world, except that
instead ofseeing people, youseetheiraurasand "sense"who
they are. You move by thought and can travel at remarkable
speeds, spanning the universe. In game terms, this means
that the Astral realm has the same terrain features as our
dimension, but they do not affect the astral body, as nothing
is material or, rather, has any corporeality within the Astral
nlike the others, will always apply for every realm. Movement within the Astral realm up to 1Okm per
target past the first. turn, and spans the universe.
After generating a character, it will be difficult to gain There are two ways of looking at psychic powers and
new powers. In game terms, enough skill points must be the Net, depending on your game's particular perspective.
amassed (through IPSand such) to merit a new power. But The first is psychic powers only affect other sentient beings,
within the game, the character must either gain it through a without including AIS. In this case, no powers may be used in
teacher, personal spiritual development or through learning the Net, as it is too distracting for the 'Runner.
from a spiritual text.
The second perspective is that psychic powers a h
Regardlessof the means, the three rolls are madeon the electromagnetic energy, which is found in the human brain
RANDOM POWERS table and one is chosen. Then the and in other sentience. However, the pattern must be similar
Specialization is chosen and the character applies the skill to humans, therefore only Artifical Intelligences(Als) can be
points towards it Development of an existing power is affected. Inthis case, Als' PSY israndomlyrolled, 1d l 0.Alscan
through IPSand skill pointsapplied to it.The IP modifiersare have Psyches of 1, but they may also have psychic powers.
listed in the psychic power explanations.
Within the Net, telepathic powers may be usedwith the
RangeofSghtonother'RunnersandAls. ESPand SelfControl
powers can be used too,with varying results depending on
what is attempted. Electrokinesiscan affect systems within
There maybe some restrictions placed upon the choice the Net, even ones that are notAI.Thedifficulty levelswillvary
of powers by the GM. For example, if the GM does not want depending on what is attempted.
the strangehtral Realm, he can simply eliminate the powers
The Power Conversion Table includes the Mundane Gamble (INT):This is not a new skill, but an additional
ability. If the character knows the general odds of
equivalencies. Notethattheyarenotahayscompleteequals,
as powers will always beat the skills in terms of versatility and something happening, he can generally predict the
outcome given certain probabilities.
raw strength. However in most cases there is an-equ'mlent
skill. When there is no equivalent, simply change it to any Magic (REF): l h e skillof illusion, of prestidigitation. The
other skill. Note that Were-wolves will present a distinct character is able to perform magic, i.e. make things
problem without their Transform power. In a Mundane disappear, alter thingsthrough the art of illusion. At +2,
Cyberpunk campaign, it is suggested that you only use the character is able to perform minor parlor tricks. At
Lycanthropes, as Were-Wolves are dependant on their Trans- +4, the character can start making large items disap-
form power. pear. At +6, the character can perform such feats as
sawing a person in half, then putting them back to-
Herearethenewskilk,whichcaneasilybeaddedtoany gether again. At t8, the character can perform tricks
Cyberpunkgame: that very few people could ever figure out At +lo, you
beat Houdini, performing tricks that baffle even the
Animal Handling (EMP): The skill of working with and best magicians.
handling animals, and getting them to obey you. Note, Meditation (COOL):The skillof relaxation and cleariig
however, that there are very few animals in any the mind. Thisskill isessentialinkeepingone'smind free
Cyberpunk world. At +2, most animak will obey simple of distractions, and successful use gives its b e l as a
commands. At +4, you can start teaching new com- bonus to defendingagainstTelepathic powersand half
mands with success. At +6, impress'm trKks can be its level as a bonus to any Psychic power use.
taught to animak. At +8, you know how to control
almost any type of animalyou encounter, and can teach Psychology (INT): The general knowledge of the hu-
amazing tricks in a very short time. man mind. Unlike Human Perception, the character
needsto know the personfor a while, but will gain more
insight into their mind. The character will generally
know what a subject will do in a given situation. It can
be used to alter a person's mood and to manipulate
them to a minor degree.
I I
of the power. Note that any listed effect may be attempted,
15 The character can a r e a mmor dtease in another
but success will be almost impossible for low level users. being.
20 ThecharactercanbestowhisIevelinTempPSYpoints
toanother being. However, itcannotraiseTempPSY
above 12. The extra points last for the character's
level in hours.
.
permanent.
30 The character can communicate telepathically with
the animal. The animal will communicate as it de-
sires, also about whatever it desires. Itwill generally HYPNOLOGICAL
focus on something of interest to it. The character can affect another being's sleep and
dreams.
CHARM Diff. Ability
The character can influence another being's 15 Thecharacter caninducesleep. Foreveryadditional
reactions. target over one, add one to theddficultylevel. On a
Diff. Ability successfuluse, each targetmustmakeaCOOLcheck
vsthe character's levelt ld10. Find the amountthat
the target failed the check on the following table to
determine the effects:
0-2 Drowsy; -1 to all checks for 3d10 min.
25
the first impression, however this may influence
later judgements.
The character can influencethe thoughts of a target
I lot Sleep; falls into deep sleep for 2d10+4hrr.
Cannot be awoken.
35
radically, causing distrust where there was trust and
trust where there was none.
The character can influencea target's thoughts and
opinions about the world. It is more difficult with
I 20 The character can can send telepathic messagesto
a target through dreams. Note thatthe target must
be asleep, and the character conscious.
The charactercan communicatewith atargetthrough
dreams. Notethatthe targetmustbeasleep, andthe
strong opinions.
character conscious.
I
25 The character can make the target feel very de-
pressed or very happy. EMPfl per level for the
MENTAL
The character can read the thoughts and mind of
another being. All information is gained in descend-
Mf. Ability ing order of secrecy.
10 Thecharacter anmake the targetseeatwo-dimen- Diff. Ability
sional image, up to (1eveP)m wide and high.
15 The character can make the target see something
else over a real object, thus not see the object for
what it really is. The object to be covered may be up
to (1evel')m wide and immobile.
I 25
30
Thecharactercaneraseatarget'smemories.Hecan
permanentlyerasethe duration'sworth per use.
Thecharacter caninsert newmemories intothemind
ofthetarget. For allintentsandpurposes,thetarget
TELEPATHY
The character can communicate with other beings.
Note that all telepathic powers translate automati-
will see these new memories as perfectly real, but if cally, so there are no language barriers.
the character simply inserts new memories over old Diff. Ability
ones, the old memorieswill not disappear.
15 Thecharacter cansendamessagetoanotherbeing's
mind. This message goes through the target'ssub
PSYCHIC ASSAULT conscious. Failuremeansmessagegets trapped there
The character can attack another being's spirit. and the target will not receive it. The target will not
know the origin of the message. If the character
Diff. Ability knows the target's real name, there is no range
barrier. It (as& for the power's level in turns.
20 The character can communicatewith another being
mentally.The targetmay respondforthe duration. If
the character knows the target's real name, there is
norange barrier.The duration is the power's level in
25 The character can make outright attacks on another minutes.
character's PSY.The target loses(level)dlOTempPSY 25 The character can mergehs consciousnesswith an-
per attack. other being's. While the two minds are united, the
35 The character can force a target into a psychic duel. character knows most surface information of the
Each turn, the contestants roll ldlO and add their target and vice versa (this can be blocked by the
Base Attack. The loser each turn loses 1 TempPSY. character by expending an extra 1 PSY)and conver-
The first to reach a TempPSY of 0 falk unconscious sation is possible.The duration is the power's levelx
and lies in a coma for (PermPSY of winner) days 5 mmutes.
thereafter. The loser can never attack the winner 35 The character sends a messaget o the target'ssub
psychically again. conscious,specificallywith the intentofbringingthat
tagret to a particular location. The target will be
drawn to that location until arrival. The character
mustknowtherealname ofthe targetThetargetwill
have a mental picture of the location, but not know
why he is drawn to it or who is drawing him.
I 15
25
The character is able to see phased objects and
anythingwithin range in thehtral realm.
The character can travel with an off-shoot of hk
spirit, travelling at (level)km/turn. If this off-shoot
does not return, the character loses 1 PSY for ld10
(-1 per level) days.
I 20
25
Thecharactercanseeonemajoreventintheperson's
past per level, in descending order of importance.
The character can see one major event in the bca
I 25
damage per level.
Thecharactercandsruptelect~mlequipmentThir
iseither permanento r a consciouseffortlhiicharac-
tion's past per level, in descending order of impor-
ter is a menace in any technologicalsociety, andwill
tance.
beshunnedifrecognbed. Disrupteditemswill either
HEALING
~
30
The character can alter the size and density of inor-
ganicmaterialsby (tOxlevel)%upor down pertum.
The character can destroy matter by scattering its
atoms. He can destroy matter of average density, of
Diff. Ability any normalmaterial and in any desired shape, varying
by (10 x level)% up or down.
I
KINESIS 20 The character can manipulate objects. Up to the
power's levelx 10 kilograms can be moved at a time
II DlFF
The character can manipulatekineticenergy.
ABILITY
II at a maxiumum rate of 10kmh.
The character can manipulate objects. Up to the
15 The character can emit a powerful bulk kinetic force power's level in tonnes can be moved at a time at a
from his body. It causes (leve1/2)d6 pts of damage if maximumrate o:lbm/h.
it hits.
I 20
25
Thecharacterproducesamentalcushionhichbreaks
down kinetic energy before it can hit the character.
Kinetic damage
- is reduced b y ( l 0 x level)%.
Thecharacter can emitapowerfulsharp kinetic force
PYROKlNESlS
~~
Ilr*c
from his body. It causes (level)d6 pts of damage ifit fatiguedveryquidtly. At 50Oor more, metal becomes
hits. extremely hot to the touch, plants will wilt and hu-
30 The character can fly using raw kinetic energy. The mansmay passout Heatinganythingpast4O"inless
character must go quickly, never slower than than fwe turns may cause flammable materials to
60km/h, +10kmh per level. This lasts for the pow- burst into flames. Plasticgenerallymelts around6O0,
er's levelx 10 minutes. It will raise the character 10m and metal around 5009
per l0kmih of speed per minute. Therefore, after 5
minutes at 100km/h, a character could be 5GUm in
I Dff. Ability I
15 Thecharactercanheat 1meteratbed pwPowwlevet
the air. Don't forget to descend (max M m a minute)
before the power ends.
by loper Power level per turn of use. Each use lasts
one turn.
I
25 The charactercan heat 1meter cubed per Power level
MATER ALTERATlON by 2Oper Power level per turn of use. Each use lasts
I The character can alter, create and destroy matter. one turn.
Thecharadercanheatl metercubedperPowerleve1
by 4Oper Power level per turn of use. Each use lasts
one turn.
TEEPORTATION
DODY CONTROL
I d
Diff. Ability
I Diff. affect it.
Ability
5 DISTANCEThedistancetobeteleportedisbetween
1and 100 meters.
10 DISTANCEThedistancetobeteleportedisbetween
101 and250meters.
15 DlSTANCEThedistancetobeteleportedisbetween
251 and500meters. 25 The character can control his internalworkings. He
can slow his heart rate to near death, thus needing
20 D1STANCE:Thedistancetobe teleportedisbetween
little or no oxygen, or cut off certain sensations and
501 and 2500 meters.
needs,suchashunger andpain.ltcanalsobeusedto
25 DlSTANCEThedistancetobeteleportedisbetween negate gas effects. Cannot heal damage though.
2.5and 10 kilometers.
30 The charactercan alter theshape of hisflesh. This can
5 LOCATION: Locationto be teleported to is insight be used to alter body parts and appearance.Canno.1
10 LOCATION: Location to be teleported t o i s well healthebody, butcancoverscarsandstopbleeding.
known. Hair can be grown faster or in different colors and
other outer surfaces can be changed. Consider it
30 LOCATION: Locationto beteleported to k unknown. raising A l l by 1per every ten uses.
PSYCHIC FOCUS
Thecharacter kabletofocushisenergyintoboasting
abilities.
Diff. Ability
25 ThecharactercanimproveREF,AlT,BTorMAbyl
per 2 Power levels per use. Lasts Power levelx 1turn.
Maximum of 14.
The character can improve REF, A l l , BTor MA by 1
I
per1Powerlevetsperuse.LastsPowerlevelx1turn.
Maximum of 16.
I
25 The character's healing of both physical and mental
capabilities are improvedby2 times per use. Eachuse
lasts for 1day.
1 Levdl
Cost 1
PSYCHIC SKILL L M L COST TABLE
2
4
3
9
4 5 6 7 8 9 10
16 25 36 49 64 81 100
15 Psvchic Assault
II
ESP
Pyschokinetic
Astral
Precognition
Psychometry
Cryokinisis
Aura Viewing
Precognition
Retrocognition
None
None
Gamble*
History/Expert Appropriate Field
None
I
Electrokinesis None None
Healing Psychic Healing Medical Tech
Kinesis Telekinetic Punch/lhrow Martial Arts
Matter Alteration None None
Psychokinesis Telekinesis Magic*
Pyrokinesis Pyrokinesis None
Radikinesis None None
Teleportation Teleportation Magic*
AJ
m w ~~
0 Fledgling 4 6
1 Young 3 54
2 Adolescent 2 160
3 Mature 1 loo
4 Old 1 300
5 Very Old 0.5 99
6 Ancient 0.2 ?
Level1 2
Cost 1 4
3 4
9
5 6 7 8 9 10
16 25 36 49 64 81 100
SOCIETY
Lycanthropeswillmeetwith their Pack Leader (the were-
wolf that created them) once a month, usuallyjust before the
full moon. At these meetings, the pack will recounttheir past
activities to the Pack leader, and they may hunttogether, but
this is extremely rare. Note that the Pack leader is always the
were-wolf that created the lycanthropes; no other were-wolf
may take over a pack. Once a pack leader is killed, the pack
splinters off and live alone, as if they were "artificial"
lycanthropes.
CREATlON
Were-woks are createdby over 20%of the character's
blood being replaced by Wohen blood (similar m theory to
Vampirii blood). Like vampire creation, if less than 20% but
more than 10% is replaced with Wolven blood, then a battle
will occur over the next few days. Roll ld10 vs 15 (+1 to roll
per 1%below 20%)every 24 hours. Foreveryfailure, add 1%.
Once 21% is reached, the character becomes a were-wolf.
For every success, subtract 1%. Once 5% is reached, the
character is fine, and the other 9% will leave his bloodstream
over the next nine days.
WERE-WOLF INF
8 $ W W ze
0 0.1 Cub 6
1 2-20 Adolescent 4
2 21.50 Adult 2
3 51-99 Pack Leader 1
4 loot Ancient 1
DESTRUCTION
. Touched by Martyr's Blood .............................. 4
. Shot in the head ............................................... 4
FEAR
. C r d O t h e r Holy Items ................................ -3
. Fie ................................................................... 4
. WoHsbane ........................................................ 4
. New Moon .......................................................
A female lycanthrope has a 40% chance of p i n g the During the nights of the full moon, all character's EMP
disease on to the child, a male a 25% chance. Roll for each k considered to drop by between 0.1 and 1 p i n t for the
child. A child lycanthrope will develop the aspects of the duration of the night This is due to gravitationaldifferences.
disease around puberty (13-15). Hereditary lycanthropes Roll ld10 to see how much the moon affects a character for
get a +4 to resist the urge to kill and are notobligatedto any each full moon. The effect may seem minor, but does reflect
pack rituals. About 15% of all lycanthropy is hereditary. the increase in psychiatric ward admittances, increased rate
of accidents and murders during the full moon. W o h
Femalewere-wolves have a 80% chance of passing on account for thii.
the disease to offspring, males a 60%chance. Roll for each
child. Hereditary were-wok develop the dkease around Duringthe nightsof the new moon, some weakness will
puberty. They get +6 to resisting the urge to kill and will age be experienced, healing will slow by 0.1 to 1 p i n t for those
slowly,extending theirliieseven longer.About5%ofallwere- nights. It is minimal, but does represent the slight drop in the
wolves are hereditary. body's strength during the new moon phase.
First, determine which character will have his picture Roger waits through the next three days, hanging out
taken, and allow him to readthe introductionandthe player's at the club and at home alternatively with Doug by his side.
background, and have him explain the situation to his team- He is very nervousand will regard anyone new as suspicious.
mates. Emphasize the importanceof not having the pictures He a b thinks that the corporations may try to take the
reach the massmedia. piaures forcibly.
Second, expbim the option of how to go about fmdmg The fourth day, he hasthe auctionover aconferencecall
him. Here is the basic information. The player characters may phone in the back of the club. For each of the three compa-
dixover it through many avenues. nies, roll ld10.On a 1-5,thecompanyisinterestedl6-l0they
are not If only one company is interested, itwill send a car to
The photographer's name is Roger Doe, hs stab are pick up Roger and take him to their offices (See IN M E
on next page. He is only known at The Outer Limits, NEWS). If more than one company is interested, an auction
where his girlfriend works. No one else will have any starts. Roll Id10 x $100 for each bidding corporation, and
clue as to who he is. that is their final bid. If there are ties, reroll. The highest
The eye symbol is the symbol for the FPA (Free-lance bidder pays that amount (seeIN THE NEWS). This all takes
PhotographersAssociation). Any Medii will know this. place over four hours. If no companies want to buy the
Themain o f f a will not know his description, but a bribe pictures, he waits another three days and then airs them on
mayallowchamtentoplowthrough the 1000+pictures a pirate TV station (see IN THE NEWS).
of members.
Roger works for no corporation, but realiies what he's Once everything is done, he'll go back to his usual life,
stumbled on may be worth something. He's sent mes- albeii riier. He keepscopies of the pictureson hiswalls, and
sages to WNS, "54 and Dynamic News regarding the asetinapostoffKeboxjustincase.HeietsDouggotwodays
pictures and that he will be auctioning them off in two after the transfer. If Roger is severely threatened, he will run
to the Crazy Chicken hang-out, rehire Doug, and stay there
days. The companies will deny any knowledge of the
auaion or pictures. Bribing corp. o f f ~ b kmay get this for a week, possibly longer.
information, or favors from execs in these corps may
work.
The Crazy Chicken boostergang knows Roger well, but
knows nothing of the pictures, hu present wherea- The next day the lead story is "Vampire-Psychopath
bouts, nor will they willingly "squeal" on him. They do
Plagues Nght City."His pictures will be aired at least eight
know that he hangs out at the Outer Limitsclub, andwill
times a day for the next four days. Enough time for every
tell anything under duress.
vampire hunter group in Nght City to memoriie the face and
He has two pictures, one of the vampire feeding, the start hunting. For the next ld6 months, the c h a w r will be
other of the vampire's face. His girlfriend knows of this. randomly attacked by various vampire hunters and non-
He has three copies of each. One copy he keeps on him vampire hunters. He will have to hide or leave, but even that
(GF knows of these), one copy in the mail with the may have its problems.
negativesto himself (GFdoesnot knowof these) and one
copy hidden at his apartment (GF knows of these). He Regardless, The Sun Knights (the best vampire-hunter
ako hastheCyberopticpicturesstillinhseye(GFhasn0 group m NorthAmerica)will hunt the vampire for the next six
idea). months and have those pictures on file for future reference.
He lives on 24th av. His girlfriend and people at the They are not kind, and will kill the vampire on sight
club know this. If characters have his name, any
DataTerm will tell this. If the pictures air on a pirate station, cut all of the above
effects in half, but include the Sun Knights; they watch all
stations, just in case something like this comes along.
Skills: credibility +4, Awareness +6, Education +4, Skills: h b a t Sense +a, Pistol +6, Awareness +5,
Persuasion +3, Streetwise +4, Photography+7, Athletics +4, Submachinegun +4, Stealth +4,
Human Perception +4, Interview +4, Social +2, Brawling +6, Melee +5, RPR +3, Motorcycle
Wardrobe +2, Athletics +2, Motorcycle +6, Pis- +2, Gambling +5, Dodge +2.
tol +4. Cyberware: Neuralware processor: Kerenzikov
Cybenvare: Cyberoptic-Microcamera, inhred. (He Booster +2.
took a picture of the vampire with thii camera, Outfit: Dai Lung streetmaswr, Belt holster; Minami
but no one knows of it) 10,2 clips; dazzle grenade, knife, tight armor
Outfit: BudgetArmsAuto 3,2 clips, shoulder holster, jacket, sleeping bag, $20,motorcycle.
knife, kevbr vest, Digital Camera, $100, motor- Description: Whiie hair, white eyes (contacts), 20
cycle. yeanold.WellbuiltHispanic-American. Scarson
Description: Black hair, green eyes and is 24yn old. fists.
Average sized, Anglo-American. No visible Other: He wants power. Right now, nobody's hiring
scars. Tattoo of EYE on arm. hm, so when Roger came along, well, what the
Other. He suspects the pictures are of a real vam- hell, good way to make a quick buck. All Roger
pire, but is unsure. He is sure he took p'aures told him was that he had m e piaures that
of some sort of psychopath, thus he will be other people may want That's all he needs to
extremely cautious. He is a loner, only hangs know, but tlgures the piaures are nude photo-
out with h i girlfriend, if anyone. If he suspects graphs, so is not really taking this pb seriiusly.
he is being followed, he will go back to the club He fgures some angry husband is after Roger,
and then take off on his motorcycleto the Crazy not corporations, and definitelynot vampires!!!
Chicken's hang-out(heknowsthem well). Hangs
out at the Outer Limits Club; hisgirlfriendworks
there.
TheSun Knghtsisanorganizationwhoseprimarygoalis
to destroy vampires. They are quite welleducated about
vampires, and well-financed, but still small. The public has no
idea that they even exist, and the government is watchii
them from afar, but the vampire community isall-toofamiliar
with them, especially since they are world-wide.
The covert operatives are broken down in the followhg THE SAUENI COVEN
way: 10% in corporations; 20% pose as street beggars; 10% Thiicoven dates back to the early 1800's andwas one of
poseasfixers; 15%workasdomrsinstreetfixupshops;10% the fmt established in the West There have been two coven
poseas mercenarii, 5%poseas rockers; 5%poseas nomads, masters since it began, but both are now dead. The last was
15% pose as boosters and 10% pose as government agents Richter Borikchi, a 226-year old vampire who served the
who generally work in records departments. coven well. He ruled it with a strong hand and kept it very
wealthy, although the Salieni fortune assured all of that
ThiiisthetypicalHunterfromSanIgnem,individualswill
vary slightly, especially in terms of psychic abilii: There are five coven houses, two of which are located in
San Ignem, the others in San Francisco, Los Angebs and San
Bemadino.The covenmovedto San lgnemjust a year ago, to
restore its claim to that territory. Boriihi's investments have
INT: 7 REF 10 TECH 3 made the coven rich, with assets reaching nearly two million
COOL: 9 A m 6 LUCK: 2 euro. The coven is on good relatiins with the Smith Coven
MA: 6 BODY: 7 EMP 5 (except that the Smith Coven just vanished a couple weeks
PSY: 5* ago), and bad relationswith the Lincoln Coven. The two have
atways fought over territory on the West Coast
Skills: Combatsense +4; Awareness+b, Handgun The coven consists of 15 members, S'i of whom are on
+4, Athletics+5, Stealth+5, Heavyweapons vxat'ion. Three memberswere killed last night at the second
+6, Rifle +4, Martial Art (Tae Kwon Do)+2, coven house, along with the master. The other six are
Vampire-bre+2, HumanPerception+2, Hide assumed to be player characters.
+2, Shadow +4, Interrogation+3.
Cybernetics:CyberopticThermograph,Low-light, The rules under Boriechi were simple, but strongly
Antidazzle; Cyberaudio: Radiosplice,ampli- enforced:
fied hearing; Cyberarm: Flamethrower. 1) No fledglings (all except the master are called fledg-
Outfit: .454 magnum (silenced), hip holster or lings in this context) are permitted to create other
H&K MPK-9 (silenced) with shoulder sling. fledglings without permission.
Two extra clips of ammunition. Light Armor 2) Feeding is only perm'& on the ruffians of the age:
jacketwith Knightsymbolonthe back, heavy gang members, street punks and nomadic people.
cloth pants. Two incendiary grenades. First
Aid Kit.Vampire Hunting Kit Wooden stake, 3) Revealingany informationabout the coven, itsmembers
hatchet, cross &garlic.
or the nature of our kind is not permitted.
Personality: Quiet and serious. Motivatedto de-
stroy vampires. Failureto folbw a rule meant being enclosed in a stone
tomb for any p e r i i of time from a monthto a year. This was
*Note thatsome areweakerorslower,yetpsychic enough to keep all membersin line and yet did not make for
in some way. astrialyregub~existence.Thetraitspasseddown through
the coven are the following quirks Lucky (+2 Luck), Immer-
sion in water destroys, Cannot cross running water -3, Fast
(+1 MA).
The other two covens, Smith and Lincoln, are both only
bodydescribed, since the former is gone and the latter will
shun contact, although later incidents may force the bne
Lincolnsurvivonto fight alongside the Salieni vampires. But
what is more likelv, the Lincoln coven will attack the Salieni
members when k e y discover their weakened state.
The characterscouldgetout of this whole affair bysimply Ifthe characterssomehow manage to evade the Knights
going into hibernation for the next decade or more, but that for the span of one year, then it is assumed that the Knights
would be no fun. Besides, it could be extremely dangerous. have given up on them, and their files will be pushed back in
Mainly becausethecharacterswouldhave to findsomewhere favor of a new coven. Unless the files have been destroyed
safetolaydowntorest, aplacethattheKnightscouldnotfind. (see hacking), the charactersmay face future Knights, as old
As you've seen above, the Knights are very g o d at just that, files are brought back for check-ups(they know vampires live
finding where people stay. So,this option is not advised. for a very long time, so always keep old files for future
reference). In other words, even if the characters escape this
time, there'll always be a next..
YOUNG .................................. 24
YOUNG. CATHERINE ................ 77