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CyberGLoG 1.01
CyberGLoG 1.01
...Cyberpunks”
Art Credits
Cover: photoshop of artwork by Arnold Kemp (Gretchling head) and Doug Anderson (everything
else) with additional font Fuji Quake Zone
Design comments are presented in Italics. Some information is listed redundantly in multiple
areas where relevant, because page flipping can be annoying.
Table of Contents
Credits 1 Weapons 22
Table of Contents 2 Equipment 23
Overview 3 Breakage 23
Base Character 3 Gear Price List 24
Level 3 Equipment 25
Base Mechanics 4 Breaking and Entering 25
Stats 4 Drones 25
Other Numbers 4 Medical 25
Conviction 5 Surveillance and Countermeasures
Skills 5 25
Combat 6 Personal Entertainment 26
Initiative 6 Tools 26
Action Economy 6 Drones 28
Attacking 6 Making Your Own 28
Defense 6 Features 28
Combat Maneuvers 6 Augment Price List 31
Damage 7 Augments 32
Hit Points 7 Installation 32
Assists 7 Augment Descriptions 32
Death and Dismemberment 8 Replacements 35
Injuries 8 Packages 35
Interesting Scars 9 Making Your Own (Package) 36
Healing and Intoxication 10 Hacking and Programs 37
Character Generation 11 Hacking 37
Starting Items 11 Programs 37
Leveling Up 11 Cassettes 37
Armor and Weapon Proficiencies 11 CyberDeck 37
Failed Careers 12 Faults and Snowcrashes 38
Templates 14 Modifications 38
Augmented 14 Programs 39
Face 15
Fixer 15
Grizzled Cop 16
Hacker 17
Street Samurai 18
Tweeker 19
Contacts, Groupies, and Mercenaries 20
Inventory and Gear 22
Encumbrance 22
Armor 22
3
Overview
CyberGLoG is based on Arnold K.’s “Goblin Laws of Level
Gaming” homebrew system, also known as the GLOG. A measure of your character's power. It goes
I type it as “GLoG” and can not provide adequate up as you gain XP.
reasoning as to why.
At each level you gain an additional template (up to a
Original game rules and content can be found at max of 4) and the accompanying abilities, in addition
goblinpunch.blogspot.com to the base character listed above. You can also test a
single stat of your choosing to see if it improves. To do
The following content is meant to be a cyberpunk so, roll 3d6. If it is equal-or-higher than the current stat,
flavoring of that core rule set, and as such borrows it improves by 1.
heavily from it, with a few adjustments here and there.
At level 4 a character has access to their full array of
Base Character abilities, and is considered “fully trained”.
The following describes your character before the
application of templates. Gaining abilities past 4th level is done in one of two
ways:
1. Cash - It’s the future of the 80’s where money
rules everything. For the right price, you can
purchase augments and upgrade your body.
Level HP Attack Save Fame
2. Surviving weird shit - Survive a blast from an
experimental phase-shifter cannon from a
zaibatsu science technician? Well, now you
1 Con - 4 11 6 0 can force your way through solid materials.
2 Con - 2 12 7 500
Alternatively, anytime you gain a new level at 5th or
3 Con - 8 1000 higher, you've the option to retire your character in
4 Con +2 13 9 1500
safety - out of the reach of the GM. Characters retired
before level 5 may return as macguffins or NPCs, their
5 +1 Assist - 10 2500 lives fully susceptible to loss or betrayal.
6 +1 Assist 14 11 3500
7 +1 Assist - 12 4500
8 +1 Assist 15 13 6000
9 +1 Assist - 14 7500
10 +1 Assist - 15 9000
+1 +1 Assist - - +2000
4
Constitution: Tested when trying to resist disease, Save: Starts at 5 and increases with Level. If an attack
drowning, radiation, and the like. Your hit points are or challenge doesn’t fall neatly, or agreeably, under
based on your Constitution and level. any other stat or value, roll Save. It represents the
character’s luck and ability to spit in the face of Fate.
Intelligence: Tested when asking esoteric questions
about the world. Stealth: Starts at 5 and acts as a penalty to opponents
Wisdom to notice you. Affected by Armor (-0/-2/-4),
Wisdom: Tested when attempting to discern lies, spot Encumbrance, and environment.
hidden dangers, and to resist mind altering effects. It
5
Not everyone has Conviction, especially in these days, You can only receive the large bonus if the roll is
but Player Characters always do. A Conviction is your related to your Conviction. If your Conviction is “Find
character’s answer to one of these questions: my brother” and the action leads you closer to finding
said wayward brother, take a +8. However, if you need
● Why did I start this lifestyle? some help dealing with an Everglades methgator,
● What am I willing to risk my life for? you’ll get the +4.
● What principles will guide my actions?
Typically, characters can only have 1 point of
There are two blank spots on your character sheet for Conviction at a time. Some Templates may modify
Convictions. You can fill these in whenever you want. this.
Have a clear picture of the character when you start?
Fill them in. Not sure about who your character is? Skills
Play them for a bit, get the feel of them, and fill it in Skills are just a word that describes something
when their Convictions reveal themself to you. your character knows how to do. If you can convince
However, you can’t gain or spend Conviction points the GM the skill applies for a test, you take a +2 bonus.
until you have at least one Conviction.
You start off with three skills, determined by your
A Conviction might be “Find my brother.” Or “Bring Failed Career, your level 1 Template, and 1 of your
down Marcone.” Shoot, even “Sup, girl?” can be a choosing.
Conviction.
Skills cannot be used directly in combat.
You gain Conviction points whenever following a
Conviction gets you into trouble. Or, at least, when
following the Conviction is not an optimal strategy, yet
you follow it anyway. If you leave a crime boss for the
cops instead of putting a bullet in his because you have
the Conviction of “Due Process,” knowing full well he
6
Combat
Switch to Combat Rounds when there’s a Roll under Attack, modified by the target's Defense, to
chance a fight will break out. Combat Rounds are hit.
roughly 3 seconds, a Moment. I’ve never seen this Example: Miguel, a level 3 Street Samurai wielding his
matter, but it might. family heirloom katanas, tries to hit a Rent-A-Cop in
light armor. Miguel’s Attack is 11 plus his Template
If someone, or someones, attacks by surprise, they get bonus of 4, or 15. The Rent-A-Cop’s Defense is 12,
to act before Initiatives are rolled for a round. Unless due to Armor, imposing -2 against Miguel. The Player
the targets being ambushed have an ability to not be must therefore roll 13 or below for Miguel to bypass
surprised, then they can attempt to act on this round, as the Armor and do damage.
normal, per the wording of their ability. Once all
ambushers have acted, Initiatives are rolled normally. Defense
Roll under Defense, modified by the attacker’s Attack,
Initiative to defend.
Each round of combat, PC’s must roll their Wisdom.
Success means they act before the enemies. Failure Example: The Rent-A-Cop, badly wounded but still in
means they act after their enemies. PCs may act in any the fight, draws his light pistol on Miguel and fires
order they wish as, technically, they’re acting with a 12 Attack. Miguel, in Medium Armor, has a
simultaneously. Some unusual enemies may act out of defense of 14. Miguel’s player must roll 12 to
order, multiple times, or even impose a penalty to Pc’s successfully Defend.
Wisdom.
Combat Maneuver
Action Economy Whenever you attempt to shove or trip an opponent in
On their turn, PCs or enemies may do ONE of the combat, make a contested roll based on the maneuver,
following, plus move about 60’: using the target’s Attack as penalty. If you succeed,
● Make an Attack against a target you perform the maneuver and the target takes the
● Run about 60’ condition you’re trying to inflict. If you fail, the target
● Activate Gear gets an automatic hit against you.
● Reload a weapon
● Attempt a Combat Maneuver Opposed Strength: for shoving and grappling
● Attempt to remove a Fatal Wound from a Opposed Dexterity: for tripping and disarming
target
The core rules have Combat Maneuvers split into two
Talking, dropping an item, or retrieving one from their rolls. However, in the spirit of combining rolls where
Quick Inventory can all be done freely, even on other’s possible, they’ve been combined into one.
turns. Spending a Help Point may also be done,
specifically, on other people’s turn (See Hit Points
below).
Attacking
7
Damage Assists
When you fail to Defend, you’re going to take damage. Assists are assistance inside of combat that allow you
● Light Weapons (daggers, pistols) deal 1d6 to modify an ally’s roll by an amount equal to the
damage number spent, up or down. Much like assisting
● Medium Melee Weapons (clubs, automatic someone in a Strength check to provide a bonus, only
pistols, rifles) deal 1d8 if they take up one in combat. They are spent on other people’s turns,
hand or 1d10 is wielded two handly. multiple people can contribute simultaneously, and
● Medium Range Weapons such as automatic there is no limit to how many can be spent at once.
pistols deal 1d8, but offer a free hand. Rifles
deal 1d10, must be fired with both hands. The only limit is that you must be feasibly able to
● Heavy Weapons (chainsaws, BFGs) deal 1d12, affect your ally’s action.
but take two hands to operate. ● The Face shouts a warning, and the Street Sam
is able to catch an unseen club on his forearm,
Hit Points rather than the back of the head.
When you take damage, it’s going to affect your Hit ● The Street Sam reaches out her riot shield,
Points (HP). Usually negatively. Hit Points represent stopping a bullet meant for the distracted
the injuries you can take before facing serious Hacker.
complications. There are no mechanical effects for ● The Tweaker, seeing his Face buddy in a fight
being at 0 HP, however any additional damage you he can’t win, gets close to the attacker and
take is Lethal Damage, which involves a roll on the starts doing some tweaking shit, distracting the
Death and Dismemberment table. attacker mid-swing.
● The Tweaker, still tweaking, now shirtless and
HP is equal to your Constitution as modified by your raving about the Unseen Agents of the Hand,
level, per the Base Character table. They max out at 20. presents a larger source of fear than the Face,
allowing the Face to pop off a few successful
I insist a Hit Point check can be a thing, I’m just not shots against his previous attacker.
sure for what yet.
If it seems plausible and reasonable, let ‘em be
badasses. No blocking bullets when they’re a block
Level Hit Points
away.
1 Con - 4
Assists are renewable with a good night’s rest in a Safe
2 Con -2 House.
3 Con
4 Con +2
Non-Lethal Damage (stun gun, black jack, etc) results in Knocked Out for X round
Blood Loss: Your permanent HP is reduced by 1 for Cracked Ribs: Maximum health is reduced by 4 (to a
every level you possess. minimum of 1).
9
Deaf: Cannot hear. If ambushed, always act last. Sickened: You are unable to keep the majority of your
Permanent. food down. You do not benefit from Lunch.
Disabled: The limb becomes unusable. A disabled arm Skull Cracked: Save. If passed, gain an Interesting
cannot hold things, dropping anything that was in that Scar. If fail, roll below:
hand. A disabled leg can’t be walked on without 1. Permanently lose 1 Intelligence
significant assistance, cutting your movement in half. 2. Permanently lose 1 Wisdom
3. Permanently lose 1 Charisma
Fatal Wound: You have 3 rounds to get rid of ALL 4. Blurred vision. Permanently -2 to Attack and
your Fatal Wounds, or you die. You have a 1-in-6 Defense.
chance of removing a Fatal Wound from yourself at the 5. Damage to the Broca’s and Wernicke’s areas.
end of each round. An adjacent ally can attempt to Lose the ability to speak coherently.
remove a Fatal Wound by spending a standard action 6. Coma. Unconscious. Save means recovery in
doctoring you (requiring a First Aid Kit), and then 1d6 days. Failure means 1d100 days.
rolling under half their Intelligence score - unless they
have a useful skill. You cannot take conscious or Winded: Automatically fail Initiative tests until you
deliberate actions. Feel free to scream and flail. Oldest rest.
Fatal Wounds are removed first.
Wracked: Save. If passed, gain an Interesting Scar. If
Fatigue: Each point of Fatigue damage takes up 1 failed, roll below:
Inventory slot (see below). This can be healed through 1. Permanently lose 1 from a random stat.
a Good Night’s rest. 2. Permanently lose 1 from all stats.
3. Lose a limb and an eye. -1 to range attacks.
Fried: Save. If passed, gain an Interesting Scar. If 4. Lose 2 from Strength and Constitution.
failed, roll below: 5. Enfeebled. Take double damage from
1. Deaf. additional ingested poisons.
2. Lose an eye. -1 to range attacks. 6. Heart pain. Cannot run.
3. Lose both eyes. Blind.
4. Nervous system damaged. Permanently lose 1 Are some of these a little brutal? Maybe. But this is
from a random stat. also a world of body augments, so if your buddies can
5. Palsied. Permanent -2 to Attack and Defence. drag you off and you can come up with the cash, most
6. Lose an arm and both eyes. Blind. are merely a nuisance.
Character Generation
Now that the brass tacks are out of the way, it’s
time to get to making a character. It’s fairly easy and Level HP Attack Save Fame
quick, done through the following steps:
1. Roll your stats. 4d4 in order.
2. Roll for your Failed Career. Gain the Failed 1 Con - 4 11 6 0
Career as a skill, and the listed items. 2 Con - 2 12 7 500
3. Choose your first Template. Gain the A
abilities, skill, and listed items. 3 Con - 8 1000
4. Take another skill of your choosing. 4 Con +2 13 9 1500
5. Gain the starting items below.
6. Roll your starting cash (1d3 x1000Y) and 5 +1 Assist - 10 2500
purchase additional gear from the Gear section.
6 +1 Assist 14 11 3500
Pocket any extra cash.
7 +1 Assist - 12 4500
Starting Items
8 +1 Assist 15 13 6000
Starting players are assumed to have the
following, in conjunction with other Character 9 +1 Assist - 14 7500
Generated items:
10 +1 Assist - 15 9000
● Commlink
● Credit Chip +1 +1 Assist - - +2000
● 3 clips of ammo for starting weapons
● Lower class living space
Armor and Weapon Proficiencies
In a world where products are made to support
Obviously, the last one doesn’t take up an inventory
the lowest common denominator, armor sets and
space.
weapons come with detailed instruction manuals.
Anyone can use any armor or weapon.
Levelling Up
Leveling up is based on the sort of jobs you do,
the number of jobs you do, and the Fame generated
from doing such jobs. Enough Fame and you’ll find
yourself in a tougher world, doing harder jobs. You got
this though. When you earn a certain amount of Fame
(detailed on the chart) you gain a level.
Failed Careers
Roll 1d100
Career - Starting Item(s)
57. Mall Santa - Wine stained fake beard 88. Solar Balloon Squatter - Electronic repair kit
58. Merchant Marine - Shipping charts 89. SQUID Recorder - SQUID magnetometer
59. Meth Cook - Bag of drugs 90. Street Surgeon - Bottle of high proof liquor
60. Muay Thai Competitor - Glass laced 91. Student - 3 textbooks, crippling debt
knuckle-wraps 92. Surrogate Mother to Clone Babies - Third
61. Nail Salon Slave - Pain inducer collar and breast augmentation
remote 93. TacoCopter Specialist - Mini UAV
62. Nuclear Physicist - Slightly glowing rod 94. Tong Enforcer - Chinese cigarettes, length of
63. Oil Rig Worker - Hard hat chain
64. Organ Harvester - Dissection kit 95. Trade Magnate - Mysterious package
65. Organ Incubator - One extra organ of your 96. Transit System Worker - Lifetime pass
choice 97. Visigoth Gang Member - Fine gothic clothing
66. Orphan Catcher - Handcuffs 98. Yakuza Enforcer - Minus 1 pinky finger,
67. Panzerboy - Ignition key to a burnt out tank Fashionable clothes
somewhere 99. Yoga Instructor to the Stars - Disc full of
68. Paramedic - First aid kit celebrity secrets
69. Parkour Competitor - Climbing gloves 100. Zef Rapper - Fine silk boxers, Zef curse
70. Patent Classifier - Minus 1 will to live, 3
stolen patent data discs
71. Pimp - Little black book
72. Pizza Delivery - Shitty car
73. Pornographer - Holodisk of Android
pornography
74. Professional Apologizer - Auto-Tear duct
augment
75. Prostitute - Disease resistant patches
76. Ramen Cook - 3 packs of expensive ramen
77. Rastafarian - Bag of weed
78. Renraku Prostitute - Still installed “cutout
switch”
79. Rent-a-Cop - Security uniform
80. Rickshaw Driver - Rickshaw
81. Ringleader of traveling Android Circus -
Top hat with PA system
82. Rock Star - Electronic instrument
83. Salary Man - Corporate handbook (full of
oaths, company songs, and standard practices)
84. Security Consultant - Remote motion sensor
85. SimLife Star - Sense-record unit
86. SimLife Star Impersonator - Fake
sense-record unit
87. Smack Supplier for Dolphins - H eroin kit
(drug, lighter, spoon, needle)
14
Templates
Augmented
You’re someone, who be it through a violent life or
merely idle boredom, has replaced a portion of their Ghost in the Machine
original body with high tech augmentations. Whether Upon becoming fully dead, lose half your
you’re “More machine than man” or “More human levels and rewrite as AI at the new level. You retain all
than human” you’re definitely an improvement over knowledge and digital holdings you had when you
the original human body. were alive.
A. Headspace
B. Encryption
C. Submerge
D. Ghost in the Machine
Headspace
You have a Head Drive. It’s free. It’s yours.
Additionally, the various processors of your augments
work more efficiently, giving you +2 storage space per
Augmented Template you take.
Encryption
Unwanted access to your Head Drive is harder.
You gain +4 in your Saves vs. Hacking on top of
whatever Counter Intrusion programs you’re carrying
in your head.
Submerge
Entering into a digital metaphor, you are able
to share data files in your Head Drive with other
submerged Augments instantly.
15
Face
Street Cred
You are a man about town. Your fingers are on the By recounting your recent adventures to a
pulse of the nightlife and social gossip. If you’re not crowd, say a bar crowd, every character that
part of the ‘In crowd’, it’s because you’ve turned them participated in the adventure, and the retelling, receives
down and they’re the worse for it. an additional 10% of the XP received during the
adventure. Usable once per adventure.
You gain +1 Groupie for every template of Face taken.
A groupie is like a hireling, but paid in favors rather Pep Talk
than money. Once per session, as a free action, you may
give a rousing speech to attempt to bolster the spirits of
Starting Equipment: Small Pistol, Medium Baton, Silk your allies. Any friends that can hear you regain 1d4
Suit (Medium Armor) HP (the DM is encouraged to give a +1 or +2 bonus
Starting Skill: [1] - Fashion, [2] - Pop Culture, based on vigorous gesturing and if the other players are
[3] - Recent News actually encouraged by the speech). Outside of combat,
the speech is worth 1d6.
A. Nice Threads, They Know Me Here
B. Street Cred, Pep Talk Fanatic Groupies
C. Fanatic Groupies, Gang Uniform Your good looks and honeyed words have won
D. Really Good Liar over the crowds, to the point they’re willing to jump in
between you and danger at a moment’s notice. If you
Nice Threads take physical damage, you can choose to pass off the
Until they start making armor in pinstripe or damage to an adjacent hireling. They make no
egyptian silk, you’ll take your chances without. While additional check or save, merely take the damage
wearing fashionable clothing of the same cost as meant for you.
related armor, you receive the equivalent defense, but
without expending Inventory Slots. The clothing is Gang Uniform
Fragile however, and you suffer -1 def each time While wearing an outfit involving a symbol
you’re scorched, dirtied, shot, stabbed - anything that representing the gang, any allies loyal to the gang and
would ruin such fine clothing. wearing the same symbol receive a +1 to attack. The
symbol can be just about anything, as long as it
They Know Me Here undeniably identifies the specific gang, and members
You’re a regular at a local dive bar. The thereof.
patrons are Friendly towards you, and are usually
willing to lie for you, given plausible deniability. For a Really Good Liar
smile and some sweet words to the owner, you can use Once per session, you may declare any excuse
a backroom unmolested. or argument to be both valid and acceptable.
16
Fixer
Line of Credit
You’re a professional middle man. When people need You’re known for being good to your word.
to find information or a special something, they come Where most illicit dealings require money up front,
to you. When people are in need of buyers or to have a usually in a nice briefcase or other easily verifiable
body go missing, they come to you. Making form, people who have heard of you or dealt with you
arrangements between the two parties is your forte. To before are willing to extend up to 250,000 units of
you, information is just as good as currency, as it will standard currency (nuyen, bitcoin, dollars, whatever).
certainly be worth something. Mind you this is total, be it across multiple dealers or
all with one. Regular repayments are expected, with
You gain +1 Contact with every Fixer template taken. rather unfriendly results should you seem to be
neglecting said payments.
Starting Equipment: Medium Body Armor;
Medium Pistol I Remember Reading About That
Starting Skill: [1] - Black Market, [2] - Conspiracy, Once per day, you may treat your Intelligence
[3] - Political Dealings as being 20, for the purposes of knowledge related skill
checks.
A. Well Connected, Well Prepared
B. Done your homework I Know A Guy
C. Line of Credit, I Remember Reading About Once per session you can call in a favor owed
That you by someone within your network of contacts, with
D. I Know A Guy a 5-in-6 chance of them willing to accept without
payment.
Well Connected
When attempting to hire hirelings, treat your
charisma score as 2 higher.
Well Prepared
When in a shady back alley, you may spend
any amount of money to receive an unmarked box.
When opened, you declare what’s inside, as long as the
item(s) are equal or lesser in value than what you paid,
and use the correct amount of inventory slots. It is
possible to have a smaller box within a box.
Grizzled Cop
Trained to Take a Hit
You’ve been on the force longer than most. In fact, of You’ve been shot before. You’ve been stabbed
those you graduated Academy with, you’re probably before. You’re not fond of them, but you know how to
the last alive. You’ve seen some shit, but you're take them, using your body armor to its fullest effect.
dedicated to the job and seeing the criminals of this Once per day you can reduce incoming damage by
town brought to justice. 1d12 points. Or you can choose to ruin your armor and
reduce the damage by a straight 12 points.
You gain +1HP and +1 Save vs Fear for every Grizzled
Cop template you have. Thin Blue Line
Adjacent allies can use your Save vs Fear in
Starting Equipment: Medium Armor, Badge, place of their own. This ability has no effect if you are
Service Revolver* currently afraid. Additionally all other Officers of the
Starting Skill: [1] - Law, [2] - Loose Cannon, Law allied to you get +1 Attack while in scene.
[3] - Criminal Underground
Home-Field Advantage
A. Officer of the Law This job has taught you to be paranoid and
B. Determined, Trained to Take a Hit prepared. And that’s kept you alive. By reaching
C. Thin Blue Line under/behind any surface in a location that can be
D. Home-Field Advantage considered “yours,” roll 1d6. On [1-4] you draw a light
pistol, on [5-6] you pull a medium pistol.
Officer of the Law
You are a cop, and are allowed to engage in the
benefits of the position: free coffee at Donut Hut,
running red lights, and carrying a gun in restricted *Note: Service Revolver is a medium pistol with no
areas. Oh, right, you’re also able to arrest people, call electronics. Six shots.
in police backup, and push your weight around while
flashing the badge (targets Save vs Fear or be
compelled to answer questions). On the other hand,
you are also susceptible to Internal Affairs
investigations and people looking to film you abusing
your power. So, be careful. Or don’t. I ain’t the cops.
You are.
Determined
This job has cost you two marriages, countless
night’s sleep, and a working liver, yet you stuck with it.
You can have up to two points of Conviction, rather
than the standard one. Additionally, when spending a
point of Conviction to attack an enemy, you deal an
extra +1d8 base damage.
18
Modifications
You’ve built your CyberDeck by yourself, The CyberDeck
piece by piece. Should you manage to acquire another This is your portable supercomputer. I say
Hacker’s unbroken CyberDeck, you may attempt to portable, but I mean it in the way a cooler is portable.
scrap it for parts to add to your own. “Yes, technically”, but still a pain in the ass. It takes up
two Inventory slots, and requires two hands to use.
Projection While you can store up to 10 programs in the data
You've finally been able to afford the 'trodes storage of the deck, only programs in the cache slot can
upgrade. While wearing them, you may close your eyes be executed. Loading programs are typically done
and concentrate, leaving the prison of meatspace before deployment to the field, as they take roughly an
behind. Your consciousness falls completely into 10 minutes to transfer.
Cyberspace, allowing you to move freely through the
system. Spatial relations lose meaning, becoming more The most typical way to interface with your Deck is
abstract; PANs take on the form of geometric shapes. over AR (augmented reality) - a pair of goggles that
Networks outside the Cloud appear as large, black display the virtual world overlaid on the real world,
monoliths. AIs appear in their cold, logical true form - allowing for the viewing of both cyberspace and
four dimensional shapes, ever in motion and pulsing meatspace at the same time.
with light.
19
Street Samurai
Signature Weapon
You’re the Hero; the Protagonist; World’s Greatest Choose a weapon you’ve used before. You
Swordsman. Or maybe you’re the Razor Girl; nerves gain +2 to Attack when using that weapon.
set to overdrive with fingers full of blades waiting to be
used. Whoever you are, you’re a student in the nearly Armed Shield
lost art of Ass Kicking, always on the lookout to fight On a successful Grapple Maneuver against a
someone bigger and badder than you, until you prove target with a ranged weapon, you may make a free
yourself a master. attack action against any other target, at a -2 attack
modifier, using the grappled target’s weapon.
You gain +1 HP for every Street Samurai template you Additionally, any attack made against you while the
possess. grapple is held, gets redirected to the grappled target.
Combat Expert
You gain +2 to Combat Maneuver rolls.
Further, if you get exactly the number you need during
an attack roll, make an opposed attribute check as you
would during a Combat Maneuver. On a success, you
make a free Combat Maneuver.
Trophy
You collect trophies from high status
opponents you defeat; be it a hachimaki of a rival
bosozoku leader or a scrap of cloth barring a Corporate
logo taken from a former security guard Captain - as
long as it is possible for someone to identify and
realize that they associate with the trophy. You gain a
+1 Attack against those sorts of people. These bonuses
stack, though after a while the bosozoku should run out
of people. The trophies also make negotiations with
that group more difficult.
20
Tweeker
Dependant
Put simply, you’re a man that enjoys a chemical Keep those eyes open. Taking a dose of your
dependency. Doesn’t matter what it is: HyperCocaine, chosen drug adds 1d4 in temporary HP lasting as long
Synthohol, or Crystal Pepsi. You indulge nearly as the drug effects. Stackable up to your level (i.e. 3
constantly and have a tendency to lose yourself to the doses for 3d4 at level 3)
whims of the drug.
Drug Resistance
You can ignore +1 points of Intoxication for every When in the midst of your Drug Fueled Rage,
Tweeker template you take. should you take damage greater than half your
remaining HP, you may spend a Conviction point to
Starting Equipment: Light Pistol, Baton, ignore it
1d4 doses of your drug.
Starting skill: [1] - Streetwise, [2] - Chemistry, Becoming the Drug
[3] - Medical Centers You’ve entered a new state in your drug habit:
A toxic zen. Replace the bonuses from your drug
A. Drug Fueled Rage fueled rage with your level. This activates Dependant
B. Twitchy, Dependant for free.
C. Drug Resistance
D. Becoming the Drug, Burn Out Burn Out
Your heavy drug usage has ruined your
Drug Fueled Rage nervous system, dulling your connection with the
By taking a large dosage of your drug of world. All incoming damage is reduced by 2 points,
choice, you may enter a drug fueled rage. While even when you’re sober.
enraged you are immune to pain and fear, and gain +1
to your attack and defense. You do, however, lose
yourself to the drug. Any action described as
“defensive”, “curative”, “cooperative”, or “tactical” is
not one your drug addled mind can comprehend. The
drug says FIGHT, so you fight. Using technology any
more complicated than a gun, or a weapon implant, is
right out. While you won’t target your friends, anyone
that harms you (accidental or otherwise) in this fight
ain’t a friend until the rage ends.
Twitchy
The drug has left your nerves a complete mess.
When surprised, you have a 3-in-6 chance to act on the
surprise round anyway.
21
Examples: Mercenaries
● An arms dealer can arrange for weapons These are trained professionals of the
without serial numbers. illicit arts. Thugs, assassins, guns for hire.
● A black market dealer can provide They’re skilled at what they do, and reflect that
illegal goods. through their hiring price, to be paid upfront.
● A greasy journalist or observant
bartender might be able to provide In combat, each mercenary will provide a +2
promising rumors. Attack and +2 Defense to the person they’re
assigned to, but will not take combat turns
Contacts are made in game, through roleplay. themselves. If you take damage that would result
Also, more quickly, through the Fixer template. in Lethal Damage, there is a 50% chance a
mercenary assigned to you takes it instead. You
Their loyalty is not guaranteed, and they will not can command up to a number of Mercenaries
engage in combat on your behalf. equal to your Charisma attribute. It may not be
fiscally wise, however.
Groupies A mercenary can perform tasks based on their
Your charisma has acquired you a near advertised skill (A cat burglar will do cat
cult following. These are admirers of you, and burglary things, etc). If they notice they’re being
are willing to provide resources and assist in ordered to take more risks than the PCs, prepare
tasks outside of combat. They will, however, for some resistance, and a loyalty check.
require a favor in return.
Leveled mercenaries will provide additional +1
These people have a “normal life” inside of Attack/Defense for every level over 1, as well as
society and what they’re capable of is additional abilities, however they will cost
determined by a role on the “Failed Career” list. substantially more.
Only, their career is still intact.
Loyalty
They are mainly acquired through the Face Loyalty starts at 10. Poor treatment lowers
template, and their loyalty is nearly guaranteed. Loyalty by 1, 1d4, or 1d6 points. Good treatment
raises Loyalty by 1 or 2 points, to a maximum of
19. Overpayment also raises Loyalty.
22
With 6 points of Encumbrance, running is impossible. Riot Shields will run you Y1200, take up a free hand,
At 10 points, and provide +1 to Defense.
Medium Melee would be your sword canes, rapiers, ● “Cheap” has 1 point of Endurance
police batons. They do 1d8 damage and take up a ● “Standard” has 3 points of Endurance
single Inventory slot. If wielded with two hands, they ● “High” has 5 points of Endurance
do 1d10. They typically cost Y400.
When a Weapon loses an Endurance point, it suffers a
Heavy Melee would be your great swords, chainsaws, cumulative -1 to Attack. At 0 Endurance points, it
jaws-of-life. They do 1d12 and must be wielded with becomes unusable.
two hands. They take up two Inventory slots, and
typically cost Y650. When Armor loses an Endurance point, it suffers a -1
to Defense. Further loss of Endurance points do not
Light Range would be your hold out pistols and stun deplete the Defense rating further.
guns. They do 1d6 damage and take up a single
Inventory slot. They typically cost Y150. Endurance points can be restored with down time and
the use of either a Weapon Repair Kit or an Armor
Medium Range weapons come in two forms: pistols Repair Kit.
(revolvers, machine pistols) and rifles (AK47, M16).
Pistols do 1d8 damage, take up a single Inventory slot,
and allow for a free hand. Rifles do 1d10 damage, take
up two inventory slots, and need two hands to wield.
They typically cost Y350 for pistols, Y600 for rifles.
Equipment
Equipment is basically anything that isn’t
Armor or a Weapon, but not an Augment. It’s a wide
and varied category and, as such, descriptions and
prices are provided below.
Breakage (Optional)
Whenever you make an Attack or Defense
check and roll a Critical Failure (20), your Weapon or
Armor loses an Endurance point. Weapons and Armor
have Endurance points equal to their quality:
24
Skeleton passkey (Y2000) - Blank keycard wired to a Bug Scanner (Y500) - Scans local signals for known
small handheld terminal. Required for lockpicking recording device (audio and video) signatures. Devices
against an electronic lock. must save to remain hidden.
Vampire Data Tap (Y300) - A small clamp device with typically stored data related to a single subject,
plural spikes on the inside used for physically tapping including languages. Plugging one into a µsoft Drive
into network cables. allows temporary access to a skill of that subject,
providing a +2 in a related check. Removing the µsoft
White Noise Generator (Y300) - Good for providing removes the bonus.
white noise to ease your tinnitus so you can sleep at
night. Sucks, doesn't it? Oh how I regret the choices of Neural Brainwave Editor (Y800) - An electrode system
my youth and long for the sound of true silence. used to alter the user's brainwaves to a desired emotion,
Anyway, through turning the volume all the way up, typically used for sleep induction. Called a "vizzy" by
this can also be used to generate background noise to the same sort of people that refer to a neck based
throw off any audio recording devices. commlink as an "uvvy", cyberstoners typically rewire
the unit to generate feedback, allowing for a software
Personal Entertainment based high.
AR Goggle (Y750) - Allows for viewing of cyberspace
over the physical world. SimSense Player Unit (Y700) - Plays recorded or
broadcasted SimSense files. The user wears electrodos
Bag of Drugs (starting only) - 3 doses of your brand of that overwrites their own sensations with the SimSense
drugs. Drug rules ain't written yet. Time for some file. Many a celebrity has been made this way, from
rulings. people dreaming of a better life.
Commlink (Y1000) - Life in 20XX is built around Stereo Conversion Goggles (Y500) - Converts viewed
these. They act as modern cell phones, data chip 2D image to 3D. Popular among the spray paint
readers, cameras, audio recorder, audio player, AM/FM tagging crowd.
radio, PAN hub controller, digital assistant and much
more. All this in a convenient 11"x8"x1" case! Buy Tools
yours now, and be sure to pick up the latest Breathing Mask (Y300) - A standard mask covering
attachments today! (Commlink accessories are the user's nose and mouth, with dual replaceable filters.
typically compatible with cyberdecks.) Popular with Sprawl and Singapore city dwellers.
Gives +2 for saves against gas. More chic versions
Credit Chip (Y5) - Like a digital wallet and debit card. allow for fresh air plug-ins, for the occasional treat of
Law abiding citizens will note the convenience it clean air.
provides. Your sort of people will note the "eggs in one
basket" feature of it. Crowbar (Y50) - Or "pry bar" for the anticorvites.
Useful in prying open a surprisingly large number of
Gargoyle Suit (Y1500) - A body suit loaded with things.
communication equipment and transmitters for more
detailed interaction within cyberspace. Typically used Cutting Torch (Y250) - Hand held torch powered by
for video games, special batons allow for melee attacks oxy/acetylene gas in replaceable fuel tank. Often used
within All active Face abilities cease to function while for cutting through metal. Replacement tanks are Y80.
wearing this. You big nerd.
Electronics Kit (Y250) - Used in and needed for
µsofts (Y2500) - Similar to modern day USB thumb repairing electronics.
drive, but about the size of a thumbnail. On them is
27
Flashlight (Y25) - I shouldn't have to explain this one Gives a +1 situational bonus to computer device repair
either. skills.
Drones
Drones are semi-autonomous devices Base Attack is N/A
that come in various sizes and are made for Base Movement is N/A
various purposes. From maglev mounted Base Stealth is 5
cameras to a weapons platform mounted on
Boston Dynamics' cheetah, each brings a unique HD is the hit die used to figure the drone's
edge to a mission. structural integrity. Anything less than
maximum is dinged or scuffed in some way,
Controlling a drone takes a full round action to with a 1 being "technically functional."
issue a command to a single drone, unless one
has a Drone Control Unit. Then, you’re able to
control a single drone as a free action.
Features
Mobility
Making Your Own Aquatic - Allows the drone to operate on, or
I could provide a list of slightly different below, the water. Adds Base Movement of 12
drone after slightly different drone, but when in aquatic environments. Subsequent
inevitably it would be incomplete for potential applications of this feature increase Movement
purposes. Also the basic equipment list nearly by 2
killed me. So, you want the drone, you make it.
Flight - Allows for drone movement through the
Making a drone is a simple act. Based on the air, including hovering. Adds Base Movement of
size of the drone, you have a number of slots for 12 when in the air. Allows for safe take off and
optional features. Select the options you want, landing. Subsequent applications of this feature
then get back to the game. increase Movement by 2.
HD Size Number of Features Tread - Allows for the drone to move through
d4 Small 2 soft terrain, such as mud and gravel, with ease.
d6 Medium 3 Adds Base Movement of 12 when on the
d8 Large 4 ground, and ignores soft terrain penalties.
d10 Huge 5 Subsequent applications of this feature increase
Movement by 2
Small is roughly the size of a coffee cup or beer
can. Walker - It's got chicken legs. Also, it can climb
Medium is about the size of a house cat. A fat up, and over, obstacles, allowing for vertical and
one. upside-down movement. Adds Base Movement
Large is around the size of a stove. of 12 when on a solid surface. Subsequent
Huge clocks in at the size of a refrigerator. applications of this feature increase Movement
Base Defense is 10 by 2
29
Wheels - Comes with or without spinners. Adds Foam Sprayer - Used in suppressing riots. Fires
Base Movement of 14 when on flat, solid, firm a foam that hardens when exposed to air, forcing
surfaces. Subsequent applications of this feature the target to Save vs Immobilization.
increase Movement by 2
Fire Suppressant - Adds a fire suppressant
Other Features system with enough suppressant to extinguish a
Armor Plating - Adds additional armor to the campfire sized fire.
chassis. +2 to Defense.
Guardian - Armor plates that fold out, providing
Battering Ram - Hydraulic powered piston some measure of cover to those behind, at the
specially designed to beat the hell out of things cost of being a bigger target. Adds +2 to targets
in front of it. Adds 2-in-6 chance to break open a Defense, however suffers a -2 to own Defense.
standard door. Each additional application
increases the chance by 1-in-6. Structural Grenade Launcher - Launches grenades. Adds
hardness applies penalties. base Attack of 11, or an additional grenade
based attack.
Cargo - An empty slot allowing for 1 inventory
worth of equipment to be stored and ejected. Gun - Installs a gun (d6 Damage) and ammo for
Lockable. 21 shots (manually refillable). Adds base Attack
of 11. Additional applications increase the gun
Camera - Allows for remote visual. size (d6>d8>d10>d12>d12+d4)
Chameleon Plating - Array of microcameras are Gyroscope - Adds a stabilizing gyroscope to the
installed along photoreactive panels. This allows Drone making it harder to knock over or off
for the panels to display what’s on the exact course. +2 Defense against trip combat
opposite of the Drone, effectively allowing it to maneuvers.
become invisible. Increases Stealth by +2.
Lights - External lights that allow for
Chemical Analyzer - Miniature laboratory that illumination. You know, like a light. Available
analyzes collected samples. Popular feature on in various colors.
Mars rovers.
Manipulator - Adds a robot manipulator which
Dog Brain - Not a literal one, but a backup is capable of performing basic gripping
system that can carry out a simple command, functions. Delicate operations are right out, i.e.
should remote control suddenly be lost. If a dog It can hold the gun, but pulling the trigger is too
could understand it, the command is simple fine of a motor function.
enough.
Melee - You ever been attacked by an automated
Electrical Shielding - Rubberized plates reduce chainsaw on legs? Jesus. Adds base Attack of 11
incoming electric damage by 2 points. for light melee. Additional applications increase
the melee size (d6>d8>d10>d12>d12+d4)
30
Arms Torso
Extendable Arm 80k Adrenaline Injectors 150k
Extra Arm 200k Biomonitor Beacon 75k
Implanted Weapon 50k Gills 200k
Overclocked Muscles 75k Gyroscope 50k
Thief’s Hand 16k Healing Factor 300k
Venom Injectors 20k Hidden Cavity 16k
Internal Oxygen Supply 84k
SimSense Broadcasting Unit
Eyes 35k
Imaging Processing Array 25k SimSense Recording Unit 70k
Polygraphic Sensors 45k Sub-Dermal Armor 160k
Retinal Imitation 85k Synthetic Skin 130k
Sonar System 95k
Tactical Assessment 80k
Wireless Eye 20k Replacements
Obvious
Arm 15k
Head Eye 5k
Bainti Modulation 125k Head 10k
CB Radio 30k Leg 15k
Datajack 5k Torso 20k
Drone Control Unit 110k Lifelike
HeadDrive 100k Arm 20k
Internal Communication Device Eye 10k
62k Head 15k
µSoft Drive 85k Leg 20k
RearWatch 95k Torso 25k
Venom Injectors 20k
Voice Modulation 98k
Legs
Cheetah Blood Injectors 140k
Spider Legs 250k Look at me, with all this extra
Spiked Heel 87k space, hoping to add things later.
Spring Heel Jacked 115k Adorable.
WhisperSoles 140k
32
Augments
Installation Biomonitor Beacon (Y75,000) - Not really useful for
Fully installing Augments requires the you, but anyone attempting First Aid on you, while
purchase of a Replacement part as well as the Upgrade using AR, receives +2 on their attempt. Also allows
being installed. Additional installations to the same your teammates to see your health status, often
limb can be purchased at the Upgrade cost, without represented in a vague number equal to your current
Replacement. You already have it, afterall. HP score.
Overclocked Muscles (Y75,000) - Upon activation, Spiked Heel (Y87,000) - You've got a sharp, retractable
you're treated as having strength 20 for one round. spike hidden within your foot. This allows for a
Usage causes 1 Con damage each time. surprising 1d4 of damage against anyone grappling
you. No, I don't know how your foot and ankle still
Polygraphic Sensors (Y45,000) - While observing a bend.
subject as they speak, you're able to detect when they're
lying. Not necessarily what the lie was, just that one is Spring Heel Jacked (Y115,000) - You've replaced your
present. hamstrings with the spring out of a vehicle's
suspension. I can't claim to know your motives, but
RearWatch (Y95,000) - Most people prefer to keep falling damage is now reduced by 1d12 points. Also,
their sensory implants where their sensory organs are. you can jump an additional 10’ without a test.
Less traumatic and disorienting that way. You,
however, have radar installed in the back of your head; Sub-Dermal Armor (Y160,000) - Patches of ceramic
gain a 5-in-6 chance to still act on a surprise round. based non-Newtonian fluids are implanted just under
the skin, providing damage reduction of 1 to all
Retinal Imitation (Y85,000) - By uploading a detailed incoming attacks (to a minimum of 1)
scan of a retina to the augment's internal memory, the
user may mimic that retina pattern. Synthetic Skin (Y130,000) - More than just a skin
graph, a pigment modulator allows for a complete
SimSense Broadcasting Unit (Y35,000) - Livestreams changing of color to the user's skin. If a Head Drive is
user’s received input. Seeing, hearing, touch, taste; all installed with the modulator, the user has more defined
broadcasted to receiving units. control over the pigment altering, to the point where a
user may display images and messages over their skin.
SimSense Recording Unit (Y70,000) - Records the By adjusting to the primary color of the surrounding
sensor input received by the host. Seeing, hearing, environment, visual based stealth is increased by 2.
touch, taste; all recorded. Has enough space to record Word of warning though, it itches like a bastard for the
24 hours. first week after surgery.
Sonar System (Y95,000) - Redundancy is great and all; Tactical Assessment (Y85,000) - By running a live feed
a life saver even. Though, when you take the Fishfinder of an opponent through the military training computer
system off of a boat, wire it to a silico/vivo interface you've decided to lodge in your head, you're able to
and jam it into your skull, you gotta start asking determine and estimate their tactics. After observing an
questions. Spend a Conviction point to ignore a opponent for a round (as your action), you learn their
Blindness. level, as well as gain +2 to Attack, Damage, and to
overcome the target's Save. This bonus lasts until the
Spider legs (Y250,000) - Appearing as a standard pair end of the round.
of bifurcated legs, only chromed. Upon command, they
further bifurcated into legs tipped with sharp dactylus. Thief's Hand (Y16,000) - An array of tools for thieving
This allows free movement up nearly any surface, with stored in a prosthetic hand.
your hands remaining free. Typically, climbing
requires all four limbs.
35
Eye Array 2
Replacements ● Retinal Imitation
These are basic prosthetics that return function ● Wireless Eye
to the limb, nothing more. Obvious replacements are
clearly cybernetic. Lifelike replacements look like flesh Go Fast
and blood. ● Cheetah Blood Injector
● Adrenaline Injector
Packages
The following is a list of packages available to Guy in the Van
Augment templates. Normal people have to deal with ● CB Radio
the hassle of money. You get a quick, easy selection. In ● Drone Control Unit
the case of numbered instances, the packages must be ● Internal Communication Device
taken in order (1 before 2 before 3 - you know how
numbers work). All packages include required Infiltrator
Replacements. ● Retinal Imitation
● Voice Modulation
● WhisperSoles
36
Investigator Soldier 2
● Hidden Cavity ● Internal Oxygen Supply
● Imaging Processing Array (Radiation Monitor, ● RearWatch
Thermographic, Ultraviolet) ● Tactical Assessment
● Wireless Eye
Soldier 3
Juggernaut ● Healing Factor
● Gyroscope
● Sub-Dermal Armor Weird Fuck
● Extra Arm
Leg Array ● Extra Arm
● Spiked Heel ● Venom Injectors
● Spring Heel Jacked
Weird Fuck 2
Look Out ● Spider Legs
● RearWatch ● Spring Heel Jacked
● Wireless Eye ● Extendable Arm(s)
Molly
● Imaging Processing Array (Flare
Making Your Own
Compensation, Night, Utility) It’s easy enough. Select a combination roughly
● Implanted Weapon Y150,000, or one augment of a higher price.
Molly 2
● Adrenaline Injectors
● SimSense Broadcasting Unit
Scout
● Imaging Processing Array (Camera,
Magnification, Night)
● Internal Communication Device
● Wireless Eye
Smuggler
● Hidden Cavity
● Implanted Weapon
● Thief’s Hand
Soldier
● Biomonitor Beacon
● Imaging Processing Array (Flare
compensation, Targeting, Utility)
● Sub-Dermal Armor
37
Programs
Program names aren’t really useful, as they can be Device::Firewall
renamed. Instead, each listing is under the Turing R: 50' T: Device D: [dice] turns
Institute designated Genus Species classification Adds +4 to device’s saves.
AI::Reveal Device::Knock
R: 100’ T: Device D: [sum] turns R: 30’ T: Device D: Instant
Allows for pinging and probing a device to determine Injects a litany of various common “OPEN” commands
if it’s an AI disguising itself. AI must save to remain into the targeted equipment. Has a [dice]-in-6 chance
hidden. of working. You’d be surprised what uses an “open”
command: automated doors, smartgun actions,
AI::Static Wall parachutes, etc.
R: 100’ T: Location D: Concentration
Generates a solid wall of static in cyberspace. Moving Device::Recover Log
through the space in meat space does [dice] durability R: Connected T: Device D: [dice] real time
damage to devices. AIs take [sum] damage. minutes
You temporarily reactivate the low level AI in a broken
Device::Control device and are able to query its memory. May know
R: 50’ T: Device D: [sum] minutes how it broke if the event was logged in time.
Allows control over a remote device as though the user
was at the proper controls. The device may Save vs Device::Sleep
Hack to deny access. R: 50’ T: Device D: 5*[dice] turns
Puts a device into a sleep mode.
Device::Disguise
R: 50’ T: Device D: [dice] hours Device::Translate
Makes a device appear as another within Cyberspace. R: 20' T: Device D: [dice] real time minutes
Allows communication with currently functioning
Device::Feedback device AI. Program translates between machine and
R: 25’ T: Device D: Instant human.
Generates feedback in the device. The device must
save or take [dice] damage to durability.
40