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For those of you who may not be familiar with the Cyberpunk world, basically it is an alternate timeline that starts in 1992 with the birth of cybernetics. The US falls apart for a while and goes under martial law. Corporations begin to take over the infrastructure, and millions of people die in chaos and famine. By 2020, things have stabilized somewhat with a smaller population. The US still exists, but some states are now Free States, paying lip service to Federal law. Corporations own much land and have great influence. Groups of people, called Nomads, wander the country, working where they can and scavenging where they can. The Net is much more powerful, but many of its wonders can only be seen by Netrunners, those people who mesh mind with machine and work a magic, of sorts. Wars in Central and South America have given rise to a generation of Solos, selling their combat skills to the highest bidder. Cops work their jobs, with new weapons and armor. In response to the long years of want, Fixers have risen up, selling goods and services on the black market. Medias and Corporates vie for power and influence with Rockers, those self-proclaimed musical voices of the technological peasant class. Techies and Medtechies make the cyberware and sell the drugs, repair the weapons and build the tools to make the tools of daily life. Urban sprawls are like a target- the Bullseye of the Corporate District, surrounded by a wasteland called the Combat Zone, followed by a belt of Corporate-owned and Solo-policed suburbs. Housing isn't a given. Oil is scarce. Life is cheap. Television is everywhere. The base unit of currency is the Eurodollar, or Eurobuck (EB), equal to two US dollars. Pure water costs 2 EB a liter, but 1 EB will buy you a magazine of 9mm caseless ammunition. This is the world of Cyberpunk. In late 2020, four of the world's biggest corporations entered into a mammoth deal. Biotechnica, the world's largest purveyor of bioware and CHOO2H wheat (vital, as CHOO2H powers the world's engines), sold Militech (world's largest arms manufacturer and mercenary provider), Arasaka (world's largest security company, also does arms and banking), and Petrochem (world's largest oil producer and CHOO2H farming company) with Bioware for every employee in exchange for billions of EB. This deal was echoed all over the world, as police departments fought for the rights to the same bioware. SovOil, the second largest oil producer and the virtual controller of the former USSR, provided their own deal with many of the European Corporations such as IEC, EBM, and Orbital Air. Unfortunately, Biotechnica and SovOil were using a similar process to create the tons (literally) of bioware needed to complete the deal. Someone (most people blame Netrunners) put a virus into the quality control computers. Though different errors occurred, the final effects were similar. Tests showed the bioware had the exact effect wanted- MuscleBone Lace (Str, Con +2) and Skinweave 12 (AV 12), and had the beneficial side effect of repairing damage to either system. The Corporations benefiting from the deal were pleased, and had every employee outfitted with the new bioware by the end of 2020. The excess bioware was sold to the general public, with millions of ordinary citizens now able to get their hands on these vital enhancements. It wasn't until 2021 until Biotechnica discovered the full extent of the error. The nanomachines that worked inside the body to build the bioware weren't stopping with the changes to skin, bone, and muscle. Nerve tissue was being modified as well. By the time they figured this out, it was already too late. Millions of people all over the world began to go nuts, killing those without the bioware and feasting, not responding to anything at all. Blows to the head no longer stopped them- even when clinically dead the nanomachines would drive the body on. Luckily, the cyberware worn by these 'Bio-Zombies' ceased functioning unless the person was hooked up to a system that could provide power- such as a Cyberdeck, a cyber-controlled vehicle or machine, or a smartgun. The Net became as much of a battlefield as the real world. Worse yet, any bioware besides the Muscle-Bone Lace and Skinweave was taken over by the nanomachines. The 'Bio-Zombies' displayed a voracious appetite for human flesh- specifically organ tissue, emphasis on kidneys, liver, and the pancreas. Worse, they did not target other 'Bio-Zombies', knowing somehow that their organs weren't nutritious. The Bio-Zombies displayed the intelligence of a predatory animal, and learning ability. Some even kept the skills they had in life.
Animal Cunning (4). Damage Resistant Weak Spot: Spine (5) (improved by the nanomachines) Getting Around: Life-Like (3) Strength: Strong like Bull (5). but several chunks of the Combat Zone survive on.dealing with Biotechnica's legal staff will be. Cyberlimbs may work for up to 12 hours after the full 'Zombie Process' has ended. and dealing with Bio-Zombies. Grape Nuts of Wrath: CMs are Nomads and city folk fleeing the urban areas. Long-Term Memory (5) Spreading the Love: Nobody Loves Me (-5) Specials: Regeneration (5) 1 DP back/Turn Biotechnica Bio-Zombies are the result of a horrible programming error in the nanomachines used to create Skinweave and Muscle-Bone Lace. they were generally those too poor to afford the bioware or those who had personal reasons for avoiding bioware. Most Bio-Zombies. Nomad packs have swelled. Damage Resistant (5) (all attacks do half-damage) Senses: Like the Dead (0) Sustenance: Daily(0). Cyberaudio will work up to 12 hours after the Process ends.the spinal system is modified too greatly for the neural boosters to have any effect. Adventures: Bio vs. Research has begun on ways to combat this menace and. getting more cyber put in. Most urban areas have been taken over. The same applies to Cyberoptics. and Corporations who don't take kindly to trespassers. Sweet Breads (-3) Intelligence: Tool Use 1 (3). Among the errors was a fault resulting in the degradation of pancreatic action and liver failure. attacking with all of their skill. Unfortunately. Implant cell phones and other devices which have their own power supply will work on their own. stick with knives and clubs. cure it. Implants and devices that work by muscle action (such as most implant weapons. ambushes and simple traps. The two blocks of nanomachines somehow gained programming priorities involving spine and nerve tissue. . however. Emphasis is on survival and looting the abandoned zones. other Nomads. if possible. Other Corporations will try to kidnap the CMs for their own research teams. The mind is either subsumed or destroyed by the Bio-Zombie bioware. Adrenal Boosters) and so on will work normally. Most cyberware becomes inactive rapidly once the Bio-Zombie Bioware starts its process. Bio-Zombie Netrunners seem to go insane while online. Another positive aspect is that Biotechnica and SovOil destroyed their production facilities. preventing any more batches of the tainted bioware from making their way to the market. though the Bio-Zombie may not think to use them. The CMs are of this mass of surviving humanity. Other errors resulted in the creation of effective Decentralized Hearts and an effective backup brain in the spine. Blow the head off of a Bio-Zombie and it'll keep coming. They must now find a place to hide and survive. Hand Weapon (any) 2 AV 12. Getting sample Bio-Zombies won't be difficult. Biotechnica Bio-Zombies Power: Str:6 Dex:2 Con: 4 Int:1 Per:1 Will: 2 DP: 20 Spd: 4 EP: 12 Attacks: Teeth 1d4x6. The incessant ringing of an implant cell phone has warned many a survivor of the approach of a Bio-Zombie. Weapon Skills: Brawl 2. such as religious beliefs or philosophy.The only positive aspect was that there were still millions of people not infected with this bioware.chop the head off and it'll keep moving for a while. Cold Hard Science: CMs are scientists and Corporates ordered to study the phenomenon. Cyber: CMs are gangers living in the Combat Zone. avoiding cyberpsychotics. Opponents include the Bio-Zombies. Boosterware stops working instantly.
The more cyberweapons and limbs. now at least all the perps aren't on the streets. chosen from Humorless Adversaries Zealot Delusions Cruel Skills: English 5 Streetslang 2 Notice 4 Knowledge (Police Procedures) 4 Guns (Pistol) 4 Hand Weapon (Baton) 4 Brawl 4 Dodge 4 Knowledge (Education) 4 Questioning 2 Streetwise 2 First Aid 2 Drive (Car) 2 Equipment: Body armor. helmet. . pants. Handgun. Personality: In 5 years on the Force I've taken down Cyberpsychos. Blades a bonus. Gimme! Quote: "Gimme!" Cop Norm Str 2 Dex 3 Con 2 Int 2 Per 3 Will 3 LPS:29 EPS:23 Spd10 EP 14 Qualities: Hard to Kill 1 Nerves of Steel Status 1 Drawbacks: -6. Boosterware. Large knife. chosen from: Adversaries Status Attractiveness Charisma Addictions English 5 Streetslang 2 Notice 2 Brawl 5 Dodge 4 Hand Weapon (cyber) 5 Guns (Pistol) 4 Hand Weapon (knife) 2 Hand Weapon (club) 4 Streetwise 4 Intimidate 4 Surveillance 2 Equipment: Armored vest. Nothing like these Zombies. Stench. 'Course. drug-happy Posers. Baton. Cyberware Preferences: All. and Smartgun Link. nuts in Power Armor. Personality: Yeah! All right! No Cops on the streets to keep us from meat! Nobody telling me I can't pack as much of that lovely cyberware into my body as possible. Handgun. though. Tattoos. Police car. the better. Zombies? Who cares? You're all a bunch of zombies anyway! Nice camera. Boosterware practically mandatory.Booster Norm Skills: Str 4 Dex 3 Con 3 Int 1 Per 1 Will 2 LPS:47 EPS: 33 Spd: 12 EP: 14 Qualities: Hard to Kill 3 Fast Reaction Time(2) Drawbacks: -6. Headset Radio. Must have lost half of my precinct the first night. Cyberware Preferences: Bioware. Boosters. crazed Corporates.
Hey. Solos as bodyguards. so I took off. laptop. Personality: When I signed the contract Arasaka promised full security." Fixer Norm Str 2 Dex 3 Con 2 Int 2 Per 3 Will 2 LPS: 26 EPS: 23 Spd 10 EP 14 Qualities: Contacts 5 (all over) Drawbacks: -6. briefcase. you're coming with me!" Corporate Norm Str 2 Dex 2 Con 2 Int 3 Per 2 Will 3 LPS:26 EPS:26 Spd:8 EP: 14 Qualities: Resources 2 Contacts 2 Status 1 Drawbacks: -6. armored outfit. . Quote: "I'm not paying for your conscience. Handgun. chosen from Adversaries Secret Cruel Delusions Emotional Problems Skills: English 5 Streetslang 2 Notice 4 Knowledge (education) 4 Haggling 4 Smooth Talking 4 Bureaucracy 4 Writing (Business) 2 Computers 2 Acting 4 Research 4 Streetwise 2 Brawling 2 Equipment: Armor vest. Watch. Laptop. Cell phone (headset). Now I'm with Militech. Cyberware preferences: Comm gear. Then I remembered all the Bioware our Boys in Black had. got myself extracted.Quote: "Dead or alive. called some buddies. the pay's good. chosen from: Adversaries Status Resources Addiction Cruel Skills: English 5 Streetslang 2 Haggling 4 Intimidate 4 Smooth Talking 4 Streetwise 4 Guns (Pistol) 2 Brawl 2 Dodge 4 Notice 4 Surveillance 2 Lock Picking 2 Hand Weapon (Club) 2 Writing (Forgery) 2 Equipment: Cell Phone.just do the job. Business suit. looking to deal with the problem. Headset. Then the dead starting coming back. so I figured I was one of the few safe people. Armored trench coat. Anything to get the edge.
the weapons dealers. the Boosters. When the Dead started walking. though. the Chromers. Personality: So what do you want? Drugs? Name your poison. I was the first to start selling space in my safe houses and Solos for protection. Quote: "Smile! The world's watching!" . cell phone. Boosterware.Cyberware Preferences: Comm gear. cyber-camera. chosen from Adversaries Zealot Emotional Problems Resources Secret Skills: English 5 Streetslang 2 Notice 4 Knowledge (Education) 4 Streetwise 4 Writing (Journalism) 4 Questioning 4 Research 4 Storytelling 4 Smooth Talking 4 Electronic Surveillance 4 Equipment: Camera. armored trench coat.bunch of zombies gnawing on some Zeroes in Lake Park. chipware socket. Personality: The biggest story of the month and who's alive to see it? Biotechnica must have planned this all along. I got the first footage in. anything to fill out a slow news day. chipware sockets. recorder. and the Posers." Media Norm Str 2 Dex 2 Con 2 Int 2 Per 3 Will 3 LPS: 26 EPS: 26 Spd: 8 EP: 14 Qualities: Status 1 Charisma 2 Contacts 2 Drawbacks: -6. Quote: "You want it. I was out on atrocity duty. Same goes for the gang lords.flying over the streets looking for Booster fights. laptop computer. I lost two Solos that day. they'd already seen it. Half the illegal doctors in this city know me by name. I got it. Cyberware? What and where? I've got it all. By the time I'd sent in the video. Cyberware Preferences: Comm gear.
48 solid hours of work. Cyberware Preferences: Comm gear. No. Programs. Armored outfit. I'm looking to stay alive. Luckily none of us were infected or had any of the poisoned cyber.fighting off the walking dead while trying to save people's lives.Medtechie Norm Str 2 Dex 2 Con 2 Int 3 Per 3 Will 2 LPS: 26 EPS:23 Spd: 8 EP: 14 Qualities: Status 2 Nerves of Steel Drawbacks: -6. Laptop. Cell phone. I'm not looking for 'the cure'. Personality: Don't look at me for answers. Quote: "Could you get this zombie off of me? I'm trying to save a life here. Watching as a DOA began to claw its way out of the body bag. All I know is two hours after Biotechnica made their announcement the dispatch board shut down with calls. Armored jumpsuit. Cyberware preferences: Skills: English 5 Streetslang 2 Electronics 4 Computers 4 Computer Programming 4 Computer Hacking 4 Knowledge (Cyberspace) 4 Notice 4 Knowledge (Education) 4 Research 4 Electronic Surveillance 4 . chosen from Status Attractiveness Charisma Delusions Clown Reckless Showoff Equipment: Cyberdeck." Skills: English 5 Streetslang 2 Notice 4 Medicine 4 Knowledge (Education) 4 Sciences (Chemistry) 2 Sciences (Pharmaceuticals) 2 Bureaucracy 2 Sciences (Physiology) 2 Engineer (Cybernetics) 4 First Aid 4 Humanities (Cyber-Psychology) 4 Netrunner Norm Str 1 Dex 3 Con 2 Int 3 Per 3 Will 2 LPS: 22 EPS 20 Spd 10 EP 14 Qualities: Fast Reaction Time (2) Contacts 3 Drawbacks: -6. Medic gear. chosen from Addiction Resources Attractiveness Charisma Secret Delusions Equipment: Cell phone.
I'm a turtle. ok. So now I hired a Solo to watch me while I run. Well. Quote: "Obsolescence is death!" Nomad Norm Str 2 Dex 3 Con 3 Int 2 Per 2 Will 2 LPS: 30 EPS: 26 Spd: 12 EP: 14 Qualities: Hard to Kill 2 Resistance (Fatigue) 2 Contacts 1 Drawbacks: -6 chosen from Obligation Status Resources Adversaries Equipment: Tool kit. Personality: So. It's hard for all of us.Cyberdeck jack. But it's a life. I lost too many friends that way. Not that any of it does any good when a zombie's gnawing on your liver in the middle of a hack. Leave all of that useless stuff behind. Solos and other muscle-bound dorks shoot things at me. leave it. motorcycle. the console cowboy. and if you want to live you'll come with us. large knife. I move so slow. the God of getting the data you need. comm gear. you statics want to finally join us. Yes. interface plugs. it's hard. rifle. though. eh? Fine. Quote: "Move out" Skills: English 5 Streetslang 2 Notice 4 Dodge 4 Guns (Rifle) 4 Brawling 4 Drive (Motorcycle) 4 Drive (Truck) 4 Survival 4 Mechanic 4 Brawl 2 Hand Weapon (Knife) 2 . Stock up on water and food. Personality: God. I hate not being on the Net. Online. If you don't use it. armored trench coat. watch out! I'm the Codeslinger. Plus. I knew of too many Netrunners getting killed that way.
cell phone. chosen from: Status. it's been a bad day. Charisma. Ammunition. That Booster wasn't a Booster. Skills: English 5 Streetslang 2 Notice 4 Mechanic 4 Electronics 4 Electronic Surveillance 4 Craft (Weaponsmith) 4 Engineer 4 Computers 4 Demolitions 4 Instruction 2 Haggling 2 . the living dead! Yes. goggles.Solo Norm Str 2 Dex 4 Con 2 Per 3 Int 2 Will 2 LPS: 32 EPS: 23 Spd 12 EP 15 Qualities: Fast Reaction Time (2) Hard to Kill 2 (2) Drawbacks: -6." Techie Norm Str 2 Dex 2 Con 2 Int 3 Per 3 Will 2 LPS: 25 EPS: 23 Spd: 8 EP: 14 Qualities: Resources 1 Contacts 2 Photographic Memory Drawbacks: -6 chosen from Attractiveness Charisma Status Emotional Problems. black outfit. Lead ain't free. Adversaries. Attractiveness. after ten years of learning on the Street how to hunt and kill in the urban jungle. armored trenchcoat. tech tool kit. and you know it! Damn stupid Corporates. SMG. Cyberware Preferences: Boosterware Implant weapons Smartguns Personality: "Frag it! I don't care what it looked like. Equipment: Armored jumpsuit. pal. boots. I don't know why I took this damn job in the first place. Resources Cruel Honorable Humorless are also common Skills: English 5 Streetslang 2 Guns (pistol) 4 Guns (SMGs) 4 Guns (Assault Rifles) 4 Martial Arts 2 Hand Weapon (Knife) 4 Notice 4 Stealth 4 Craft (Gunsmith) 2 First Aid 2 Dodge 4 Equipment: Caseless handgun. large knife. Here I am. protecting a bunch of Corps and Net-geeks from get this. Quote: "You want him dead? Then cough up.
failure indicating the loss of a random cybernetic enhancement.0. Lasers do a base 1d6 x 2 per 'shot' and have ten 'shots'. Subtract the HC pool from your Essence Pool to determine how 'human' your character acts in a given situation. Also. if you have 40 HC. they can no longer channel Essence and thus are incapable of using most Metaphysics. Electrothermal weapons can only be semi-automatic. Once your Madness Pool goes higher than your Willpower plus one. are Class III. Flak Pants. but HC cannot kill a character outright. interface plugs. Use the normal HC listings from the appropriate books. and the Heavy would be Class III. you have a Madness Pool of 2). Armored Clothing can use the listed value from Chromebook 4. Weapons: Use the statistics in AFMBE for all weapons and ammunition. Use the Range characteristics of High-Velocity Handguns for Electrothermal weapons. Your Madness Pool can be lowered by therapy or by the removal of the offending cyberware and replacement with the original parts or a flesh replacement. or be assumed to be Class IIa. The Kevlar T-Shirt is Class IIa. The 'Light Armor Jacket' would be Class II. using the Taint rules from Witchcraft's Abomination Codex. His Madness Pool is 2. thus using all ten 'shots' would be 1d6 x 20. New Caliber Damage listings: Handgun/SMG: 5/6mm: D4 x 3 11mm: D8 x 4 12mm: D8 x 5 Heavy Weapons: Barret-Arasaka Light 20mm: D10 x 6 AP. Hardening protects as normal.thus.45 Electrothermal weapon would do D8 x 6. you are considered Cyberpsychotic. A Militech Arms Laser Cannon. it ran out of power so you used it as a club. Don't tell me. Effects can be rolled using the Cyberpunk table. damage that gets through is doubled Militech RPG-A: D6 x 12 (GZ)/D6 x 10 (GE)/ D6 x 6 (MR) C6: D10 x 10 (GZ)/D10 x 8 (GE)/D10 x 6 (MR) Microwavers do 1d4x2 dmg. Gained Mental Drawbacks must be bought off over time and with therapy. Cyberware for Deadworld 2.zombie brains? God. and 40 HC. 'Metal Gear' would be Class IV Body Armor. save for the exceptions listed here. an Essence Pool of 18. or the person hit by the weapon may roll a Survival Test. damage that gets through is doubled Scorpion 16 SAM: D8 x 12 AP. After an extraction is botched (because of Bob's staying around to . Double maximum Capacity for caseless weapons. Electrothermal Weapons have the Capacity of brass-cased weapons (listed Capacity) but have the Multiplier increased by 2. apply the Madness Pool rule. Putting more 'shots' into a single firing 'shot' increases the multiplier by two. and you broke it. using Dex instead of Ref. Vest.30-06 Rifle. Quote: "Of course I can fix it. once a character has Cyberware.1. machine/tech link." Cyberpunk 2020 Weapons and Technology Conversion Armor: Use the same listings as the armor types in AFMBE. Treat HC as a separate pool. In short. range as a Handgun. Use the Essence loss rules. equal roughly to a . (AV 4). protecting the Torso and Arms. Doorgunner Vest is Class IV. Madness Pool: Your Madness Pool is equal to 1/20th of your HC pool (thus. Didn't I tell you this stuff is delicate? Now give me a couple a minutes and I'll swap in a new power pack and see if I can't get that crud out of the firing lens. Weights are unchanged. but use the maximum AV. but the loss of mental Attributes or gain in Mental Drawbacks does apply. and has already picked up Cruel (-3). Heavy Leather is treated as Leather Jacket. The Medium would be Class IIIa. Cyberware The first and most major problem in using Cyberpunk cyberware is Humanity Cost. Bob cares little about anything. What is that. Example: Bob the Solo has a Will of 3. a .2. Personality: Sounds like you managed to break it.Cyberware Preferences: Chipware socket.
a cyberlimb kick by a character with Str 3 and Hydraulic Rams is 1d6 x 7). Built Ins: Some weapons are limited by the size of the user. maximum of 10. Cyberweapons: Cyberweapons use the Hand Weapons (Cyberweapons) skill. Emotional Problem (Psychopath). Implants: Adrenal Booster gives its bonus to Dex (recalculate Speed). Linear Frames: Bonus to Strength does NOT count for LPS. and Talon Foot make cyberlimb physical attacks Stabbing/Slashing. Cyberoptics: Cyberoptics are unchanged. Hydraulic Rams increase the multiplier of physical attacks by 3 (thus.torture a security guard). SP is AV.Does 1d6x6 damage. Muscle-Bone Lace gives its bonus to Str and Con. Cyberweapons: Micro-Missile Launcher. 2-3 as Average to Strong. Chipware sockets can take a maximum of Int x 2 chips.Missiles do damage as 40mm Grenades Capacitor Laser. Subdermal Armor is AV 18. Thickened Myomers increase the multiplier of physical attacks by 2 (thus. Skinweave gives AV 12 Toxin Binders give their bonus to the Survival Test versus poisons. Any bonus to an attribute does NOT add to EP. Cyberaudio Bonus to Awareness is bonus to Notice. and 4 as Very Strong. Use D6 instead of D4 to determine damage from a Cyberlimb punch or kick. which adds normally to LPS. After a 24-hour rampage through the Combat Zone. Bob is back to 'normal'. however. Skill level maximums are unchanged. Treat Str 1 as Very Weak to Weak. Scratchers and Vampires do damage as a Small Knife Rippers do damage as a Large Knife Wolvers do damage as a Huge Knife Big Knucks do damage as a Large Stick Slice N' Dice does damage as a Huge Knife and is AP. a cyberlimb kick by a character with Str 3 and Thickened Myomers is 1d6 x 6). Bonus to Awareness is bonus to Notice. Bob is captured. Cybersnake does damage as a Large Knife using its own strength of 2. EPS. SDP is DC. Bob receives 40 HC in new cybernetics (a new leg with all the trimmings and a reflex booster). Cyberware Changes: Any bonus to Awareness should be treated as a bonus to Notice of the same level. or Haggling. Audiovox gives its bonus to Acting and Singing. and do +1 damage before the multiplier. He then gains a new Drawback. Voice Stress Analyzer gives its bonus to Questioning. Notice. Spike Heel Foot. Cyberarms/Cyberlegs. which adds normally to LPS. and to Speed (after increased Dex is calculated). The Emotional Problem Drawback remains. Bioware: Grafted Muscle gives +1 to Str per level. Frame Sigma: +4 to Str . Once the offending cyberleg and reflex booster is removed and replaced with his original limbs. Spike Hand. and proceeds to go Cyberpsychotic. Neuralware: Kerenzikov and Sandevistan boosterwares add their level to Speed as well as to Initiative rolls. or EP. Fashionware: Biomonitor gives its bonus to Will to resist drugs and torture. 2 shots.
For dealing with Anti-Personnel Attacks. Netrunners are the only Cast Members who can use Fast Reaction Time while on the Net. dataforts. use Int and Computer Hacking instead of Int and Interface.1d10 + Dex + Deck Speed. Otherwise.Frame Beta: +6 to Str Frame Omega: +8 to Str Body Plating: SP is AV. . Everyone else rolls as normal. programs. Use Dex instead of Reflexes for Initiative. Program Strengths and Data Walls are much the same. decks. Netrunning Netrunning works much as normal. all are much the same.
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