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To Kerstin and Charlotte.

OM Shri Ganeshaya Namah
OM Shri Ganeshaya Namah

Thank you,

John Harper.

A very special thank you to Thorsten Panknin -- you rock, chummer. This book would not exist without your proofreading and invaluable input. Rad.

Thank you very much, Christian Biskup, for proofreading and input. Enthusiastic high fives go out to:

sentientgames.wordpress.com gremlinlegions.blogspot.com

www.intercom.net/user/logan1/bkk.htm

(Big Knobi Klub is still the best!)

All illustrations creative commons. Fonts: Decker, Francis Cover art: CC0 material, remixed by me Proudly made with a Mac, using Pixelmator and Pages.

Play more games!

September 2015 Norbert G. Matausch (analogkonsole.wordpress.com)

CONTENTS The Sixth World 5 Rules Summary 7 Attributes 7 Skills 7 .. Hit Dice/ Hit
CONTENTS
The Sixth World
5
Rules Summary
7
Attributes
7
Skills
7
..
Hit
Dice/
Hit
Points
7
..
Mind
Dice/Mind Points
8
..
Optional
Rule for Action-Oriented Games
8
Languages
8
..
Finances
and ID
8
Archetypes
9
Metatypes
10
Allergies
10
..
Rolling
the Dice
11
..
Skills
11
..
The
Die of Fate
Abilities
Skills
Lifestyle
11
12
13
14
Drugs
15
..
Random
Drug Creation Tables
20
Experience
24
Opponents
26
Equipment/Experts
28
Magick
31
Shamans
32
Alchemy-Talismongery
33
Conjure
34
Spellcasting
35
..
Spell
Drain
36
Decking
37
..
Matrix
Combat
38
..
White
ICE/Gray ICE
38
..
Black
ICE
39
..
Running
Naked
39
Tables
40
Names
40
..
Cyberware
Brands
42
..
Vehicle
Brands
42
Cyberdecks
43
Firearms
45
Ammunition
46
..
Shadowrun
Slang
48
Languages
51
..
Brand
Names
53
Credits
62
Character Sheet
63

PINK 3 MOHAWK

including several Native American nations. Corporations have taken over. They have the right to maintain armies for the protection of their personnel and property. All multinational corporations are granted extraterritoriality. All over the world, mutant children are born to human parents. These are commonly dubbed “elves”, “orcs”, “trolls”, “dwarves” and “gnomes”. Science recognizes them as separate races. Inexplicably, elves also developed (or re-discovered) their own language (Sperethiel). Powerful Magick has returned to the earth. Mystical creatures have awakened, roaming the land. Dragons are once again in power, pulling the strings behind many a corporation.

THE SIXTH WORLD
THE SIXTH WORLD

“The world is a business, Mr Beale. It has been since man crawled out of the slime. All necessities provided. All anxieties tranquilized.“ --Arthur Jensen, Broadcaster

I
I

t’s the year 2050. You live in the United Canadian and American States (UCAS).

Where once superpowers dominated the globe,

the world has broken up in autonomous countries,

PINK 5 MOHAWK

SIXTH WORLD The internet crashed and burned a long time ago. Now, its successor is in
SIXTH WORLD
The internet crashed and burned a long time
ago. Now, its successor is in place: the
Matrix. Specialized hackers, called deckers,
use cyberdecks (high-tech portable
computers) to surf the 3D environment of
the Matrix. To be able to deal with the
enormous amount of data, including sensory
information, scientists invented a direct
brain-to-cyberdeck connection called
“datajack”. Corporations employ security
deckers and harmful anti-intrusion software
to keep intruders at bay.
Cyberware enhances capabilities beyond
their natural limits. Bioware is less harmful
than cyberware, but research has only just
begun.
You are
living
in
the shadows of the
corporate highrises. You have no system
identification number. Technically, you are
not a member of society. You live in the
shadows. You deal in the shadows. You are a
shadowrunner.
An Awakened lizard surprising a team of
shadowrunners.

PINK 6 MOHAWK

RULES SUMMARY
RULES SUMMARY

“The lesson is this - the game is rigged. The cards are stacked. The dice are loaded. It's the same as it always was.“ --Harlequin, Elven Mastermind

You have 1 Hit Die (d6) + extra Hit Dice (HD) equal to your BOD. Roll all your Hit Dice and keep a number equal to your level to determine your hit points (hp). When you rest and consume a ration,

Body, Quickness, Strength, Intelligence, Charisma, Willpower. Roll 2d6 for each. On a 6-, the value is 0. On a 7-9, the value is +1. On a 10 or 11, the value is +2. On a 12, the value is +3.

C
C

Choose one skill in addition to any granted by your class.

haracter creation in Pink straightforward.

HIT DICE AND HIT POINTS

Mohawk is quick and

ATTRIBUTES

SKILLS

PINK 7 MOHAWK

CHARACTERS you may re-roll your hp. If you are attended by someone who can heal you
CHARACTERS
you may re-roll your hp. If you are attended
by someone who can heal you (magickally
or otherwise), roll an extra hit die. You lose
hp whenever you are hurt physically.
MIND DICE AND MIND POINTS
scan, cellular scan). As a shadowrunner, you
usually have a credstick with passcode.
Anything above that level requires your SIN
(system ID number), and you don’t have
one. On the streets, deals are often made
with paper currency because it’s not
traceable.
You have 1 Mind Die (d6) + extra Mind Dice
(MD) equal to your WILL. Roll all your Mind
Dice and keep a number equal to your level
to determine your Mind Points (mp). You
lose Mind Points whenever you exert
yourself mentally, for instance by casting
spells. When you rest and consume a ration,
you may re-roll your mp.
How much money you have as a starting
character is determinded by your Lifestyle
(page 14).
Optional Rule for Action-
Oriented games
Increase starting Hit Dice and Mind
Dice by 1. Starting characters would
have 2 Hit Dice +BOD, and 2
Mind Dice +WILL, and they
would keep a number equal to
level +1 to determine hp and mp.
LANGUAGES
You speak your native tongue and
Cityspeak, and one additional
language per point of Intelligence.
You find a list of languages in the
Tables section of this book.
FINANCES AND ID
The modern version of ID and credit/
debit card rolled into one. There are
different ID verification levels available
(passcode, fingerprint, voiceprint, retinal

PINK 8 MOHAWK

     
   

CHARACTERS

   
             
 

ARCHETYPES

Mages get Awareness. Choose two special

Mercs get Combat Tactics. Choose two

Burned-out Mages get Awareness. You get Spellcasting (at Power-1) and choose another special ability: Lucky, Meditation, Skillwires, Smart-Link, Wired Reflexes. You lose 1 Power permanently for each additional piece of cyberware installed. You find more info on Power on page 35.

abilities: Astral Projection, Conjure, Pet, Spellcasting.

special abilities: Ambush, Cybercomm System, Cyberears, Cybereyes, Dermal Plating, Evade, Skillwires, Smart-Link

Deckers get Stealth. You get Hack and choose another special ability: Ambush, Cypher, Cyberdeck 0, Cyberdeck 1, Cyberdeck 2, Cyberdeck 3, Sleaze.

Physical Adepts get Athletics or Contortion. Choose two special abilities: Ambush, Enhanced Senses, Evade, Iron Shirt, Kung Fu, Pain Control

Detectives get Stealth. Choose two special

Riggers get Drive. You get Vehicle Control Rig and choose one other special ability:

abilities: Contacts, Evade, Lucky, Skilled, Sleuth

Drones, Spider, Evade, Vehicle Control Rig 0, Vehicle Control Rig 1, Vehicle Control Rig 2, Vehicle Control Rig 3

Faces get Deception. Choose two special abilities: Contacts, Crew, Lucky, Red Tape, Skilled.

Rockers get Performance. Choose two more special abilities: Grace, Lucky, Skilled.

Former

Company

Men

get

Etiquette

Shamans get Heal. You begin with two

(Corporate).

Choose

two

special

abilities:

bound spirits. You get Conjure and choose

Contacts,

Cybercomm

System,

Cyberears,

one more special ability: Astral Projection,

Cybereyes,

Cyberlimbs,

Dermal

Plating,

Meditation, Mend, Journey, Spellcasting.

Skillwires, Sleaze.

Former

Wage

Mages

get

Awareness.

Street Mages get Awareness. Choose two special abilities: Astral Projection, Conjure,

Choose

two

special

abilities:

Astral

C o n t a c t s ,

M a p s e n s e ,

M e d i t a t i o n ,

Projection,

Conjure,

Contacts,

Meditation,

Spellcasting.

 

Spellcasting.

 

Gang Members get Etiquette (Street). You get Posse and one more special ability:

Street Samurais get Athletics. Choose two special abilities: Cyberlimbs, Cybercomm System, Cyberears, Cybereyes, Dermal

Ambush, Evade, Lucky, Mapsense, Sleaze.

Plating, Mapsense, Smart-Link, Skillwires, Wired Reflexes.

 
 

PINK 9 MOHAWK

METATYPES ALLERGIES
METATYPES ALLERGIES
METATYPES ALLERGIES
METATYPES
ALLERGIES
CHARACTERS 11-12 7-10 9-11 2d6 2d6 3-5 2-6 6-8 12 2

CHARACTERS

11-12 7-10 9-11 2d6 2d6 3-5 2-6 6-8 12 2
11-12
7-10
9-11
2d6
2d6
3-5
2-6
6-8
12
2
Moderate (-1 to all rolls when you are in contact with the substance) Severe (-2 to
Moderate (-1 to all rolls when you are in contact with the substance) Severe (-2 to
Moderate (-1 to all rolls when you are in contact with the substance) Severe (-2 to

Moderate (-1 to all rolls when you are in contact with the substance)

Severe (-2 to all rolls when you are in contact with the substance)

Two substances (roll again, ignoring 12)

SEVERITY TABLE

ALLERGY TABLE

Effects of contact

Substance

Nuisance

Sunlight

Plastic

Silver

Iron

Talismongers get Lore. Choose two special abilities: Alchemy, Jour ney, Lucky, Mapsense, Skilled.

Tribesmen get Nature. Choose two special abilities: Ambush, Crew, Posse, Skilled.

Make your own class: choose a class skill and two special abilities.

To determine the severity of your allergy, roll 2d6 on the following table:

To determine the severity of your allergy, roll 2d6 on the following table:

To determine the severity of your allergy, roll 2d6 on the following table:

When you create a new character, you choose a metatype special ability:

Dwarves (120cm, 54kg, short legs, males grow full beards) get Metabolism. Elves (190cm, 70kg) get Grace. Giants (350cm, 280kg) get Massive. Gnomes (110cm, 40kg) get Resistance. Humans (170cm, 70kg) get Humanity. Orks (190cm, 95kg) get Rage. Trolls (280cm, 225kg) get Massive.

In a world gone crazy with chemicals, almost everybody is allergic to something. If you're a Human, roll 1d6: 5-6 means you're allergic. If you are a Metahuman (Dwarf, Elf, Giant, Gnome, Ork or Troll), you are allergic, no need to roll.

To find out the substance you're allergic to, roll 2d6 on the Allergy Table:

PINK 10 MOHAWK

CHARACTERS ROLLING THE DICE When you attempt something risky, sum 2d6 and add one of your
CHARACTERS
ROLLING THE DICE
When you attempt something risky, sum
2d6 and add one of your attribute scores,
based on the action you’re taking. (The GM
will tell you some of the possible
consequences before you roll, so you can
decide if it’s worth the risk or if you want to
revise your action.)
A total of 6 or less is a miss; things
don’t
go
well and
the
risk
turns out
badly.
A total of 7-9 is a partial success; you
d o
i t ,
b u t
t h e r e ’ s
s o m e
c o s t ,
compromise, retribution, harm, etc.
Jon Bilibin, merc.
A total of 10 or more is a full success;
you do it without complications.
THE DIE OF FATE
A total
of
12
or more
is
a
critical
success; you
do
it
perfectly to some
extra benefit or advantage.
SKILLS
if you have an applicable skill, you can’t
miss. A roll of 6 or less counts as a partial
success, but with a bigger compromise or
complication than a 7-9 result.
Sometimes the GM will roll the Die of Fate
to see how the situation is established. Low
numbers are ill-fortune, high numbers are
good fortune (or at least not misery). The die
of fate might be rolled to establish the
weather, indicate a random npc’s general
attitude, or to determine if a wandering
monster appears. The GM may also roll the
die of fate if the pcs take some action for
which sheer chance is the only factor in the
outcome.
These rules are yours to bend to your will!
You may find it natural to expand, redact,
and modify them as you your game goes
on. We advise keeping an open mind and
lively discussion of possibilities at the table.

PINK 11 MOHAWK

CHARACTERS ABILITIES Alchemy/Talismongery : You can imbue magick within a potion, salve, or item. You start
CHARACTERS
ABILITIES
Alchemy/Talismongery : You can imbue
magick within a potion, salve, or item. You
start with three alchemical formulas.
Ambush: Attacks from concealment do +3
damage
Astral Projection: You can project your
consciousness into the astral space, sense
and interact with astral beings, and view the
real world's astral reflection.
Conjure: You can call forth spirits to seek
their counsel
or
you can bind them to serve
you. You start with two bound spirits that
you can call upon.
Contacts: You always know a guy who
knows a guy and can seek aid from one of
your many connections.
Crew: You always have one mercenary or
two goons at your back, no pay necessary. If
they die, you have to pay the initial price for
new ones, but they stay on with you
permanently.
C y b e r c o m m S y s t e m : Y o u g e t a
cybercommunication suite built into your
head that enables you to use all common
communication methods.
Cyberears: You get cybernetically enhanced
hearing. +2 to all rolls that involve
eavesdropping, listening closely and similar.
Cybereyes: You get cybernetically enhanced
eyes that can also record trideo. +2 to all
rolls that involve eyesight or visual
recording.
Cyberlimbs: +2 melee damage
Cypher: You can try to cover your traces in
the Matrix (more information in the
“Decking” chapter)
Dermal Plating: +1 armor. This is kevlar-like
material inserted under your skin.
Cyberdeck 0 (Drekdeck): You get an off-the-
shelf, mediocre newb cyberdeck that you
can plug into your brain (via a so-called
"datajack" in your temple)
Cyberdeck 1 (Fisher Price): If you already
have Cyberdeck 0, you now get an upgrade
for your cyberdeck, +1 to your rolls in the
Matrix
Cyberdeck 2 (Shit-Hot Deck): If you already
have Cyberdeck 0 and Cyberdeck 1, you
now get another upgrade for your
cyberdeck, +2 to your rolls in the Matrix.
Cyberdeck 3 (Nova): If you already have
Cyberdeck 0, 1 and 2, you get two upgrade
options for your cyberdeck: either +2 to your
rolls in the Matrix AND it gives you the
Cypher Ability, OR +3 to your rolls in the
Matrix.
Drones: You get a small flying recon drone
and a small combat drone.
Enhanced Senses : Your senses are
supernaturally acute. +2 to all rolls that
involve one or more of your senses.
Evade: Once per day, ignore the results of a
damage roll against you.
Grace: You get +1 to any roll once per
session per request.
Hack: You can attempt to control any
computer or break past digital security to
access protected contents. Decking is
impossible without this ability.
Humanity: Call a reroll on the Die of Fate
once per session.
Iron Shirt: +1 armor. You use your mind to
create armor-like protection.

PINK 12 MOHAWK

CHARACTERS Journey: You can commune with astral beings for guidance. Kung Fu: +1 melee damage Lucky:
CHARACTERS
Journey: You can commune with astral
beings for guidance.
Kung Fu: +1 melee damage
Lucky: Once per day, turn a miss into a
partial success.
Mapsense: You can never get lost in urban
environments.
Massive: Keep HD as if your level was +1
higher.
Meditation: Gain back 1d6 Mind Points by
calming your mind.
Mend : You can attempt to neutralize
poisons, remove disease or heal 1d6 hp
with a touch.
Metabolism: You always roll HD as if you're
in a safe place.
Pain Control: When rolling hit points, one of
your dice automatically counts as a 6.
Pet: You have a loyal and effective animal or
mystical companion.
Posse: When in a group of 3 or more, you
gain +2 extra hp and do +1 damage.
Rage: If you take any damage during a fight,
get +1 to the next damage roll you make.
Red Tape: You can circumvent, avoid or
speed up bureaucratic procedures.
Resistance: You get +1 when resisting the
effects of magick.
Skilled: Pick two more skills for free.
Skillwires: Lets you plug in unlisted skills
stored on hardware chips.
Sleuth: When you search for clues, you can
do so quickly and while on the move. +1
when trying to find out if someone is lying,
though you may not know the cause of their
deception.
Sleaze: You can attempt to quickly pick a
physical lock, pick a pocket, or disable a
physical security trap.
Smart-Link: +2 ranged damage
Spellcasting : You can create magickal
effects drawn from the raw fabric of reality.
Such effects are powerful and wondrous.
However, the risks of weaving such energies
have hazards, both extreme and varied. You
start with a Power score equal to your base
Hit Dice +1 +WILL.
Spider: You can attempt to overtake control
of an entire facility's security system.
Vehicle Control Rig 0: You can remote
control drones and vehicles with your mind
from up to 200 meters away.
Vehicle Control Rig 1: If you already have
Vehicle Control Rig 0, you now get an
upgrade for your rig, +1 to your rolls when
controling vehicles.
Vehicle Control Rig 2: If you already have
Vehicle Control Rig 0 and Vehicle Control Rig
1, you now get an upgrade for your rig, +2
to your rolls when controling vehicles.
Vehicle Control Rig 3: If you already have
Vehicle Control Rig 0, 1 and 2, you now get
an upgrade for your rig, +3 to your rolls
when controling vehicles.
Wired Reflexes: You always go first and can
react when surprised.
SKILLS
Athletics, Awareness, Combat Tactics,
Contortion, Deception, Drive, Etiquette,
Heal, Lore, Nature, Performance, Stealth

PINK 13 MOHAWK

LIFESTYLE
LIFESTYLE
LIFESTYLE
LIFESTYLE
CHARACTERS 3-11 2d6 12 2

CHARACTERS

3-11 2d6 12 2
3-11
2d6
12
2
Rich. You’re the one who writes the checks. You own a huge apartment or mansion in
Rich. You’re the one who writes the checks. You own a huge apartment or mansion in
Rich. You’re the one who writes the checks. You own a huge apartment or mansion in

Rich. You’re the one who writes the checks. You own a huge apartment or mansion in the nice part of town. You start out with 1d6*10,000¥.

Squatter. You’re homeless. You start out with

Working Stiff. You live in a small apartment in a part of town where it’s not suicidally dangerous. Your lease ends in 1d12 months. You start out with

LIFESTYLE TABLE

1d6*1,000¥.

You are a ...

1d6*100¥.

LIFESTYLE CHARACTERS 3-11 2d6 12 2 Rich. You’re the one who writes the checks. You own

Not every shadowrunner is born with the proverbial silver spoon in their mouth. Maybe you were born poor, or you lost your childhood home early on.

With some luck, though, you can start your Pink Mohawk adventure as someone who‘s very well off.

To determine what kind of lifestyle you have at the beginning of your career, roll 2d6:

LIFESTYLE CHARACTERS 3-11 2d6 12 2 Rich. You’re the one who writes the checks. You own

PINK 14 MOHAWK

DRUGS
DRUGS

You can either follow each of the 11 steps outlined below, or you can skip them and use the random tables on page 20 to design some Pink Mohawk drugs.

“It's not like I'm using, it's like my body developed this massive drug deficiency.“ --Johnny Pusher, Recreational Artist

yberpunks use drugs. Period. It's that simple. The advances of chemistry have brought up a plethora of new drugs that give the user what he wants. Of

C
C

Pink Mohawk uses a very simple system to create these chemicals.

course, there is no drug without side effects.

PINK 15 MOHAWK

character takes 9. If 4. 8. 6. 2. 3. 5. 7. 1. a
character takes 9. If 4. 8. 6. 2. 3. 5. 7. 1. a
character takes 9. If 4. 8. 6. 2. 3. 5. 7. 1. a
character
takes
9. If
4.
8.
6.
2.
3.
5.
7.
1.
a
DRUGS or more 1d100 31-60 01-30 81-90 91-95 71-75 76-80 61-70 96-99 two 100
DRUGS
DRUGS
or more 1d100 31-60 01-30 81-90 91-95 71-75 76-80 61-70 96-99 two 100
or more
1d100
31-60
01-30
81-90
91-95
71-75
76-80
61-70
96-99
two
100
Single Dominance: one of the drugs will work normally, the other has no effect Fully compatible:
Single Dominance: one of the drugs will work normally, the other has no effect Fully compatible:
Single Dominance: one of the drugs will work normally, the other has no effect Fully compatible:

Single Dominance: one of the drugs will work normally, the other has no effect

Fully compatible: the two drugs work together without problems

Poisonous: the combination causes 2d6 damage to the character. Neither effects are experienced.

Fatal: the character suffers 4d6 damage. If he survives this, he falls into a coma for 3d6 days.

Cancel out: both drugs' primary effects are cancelled out, but side and after effects are fully experienced.

Extremely poisonous: the combination causes 3d6 damage to the character.

Coma: the character falls into a coma for 2d6 days.

Mildly poisonous: the combination causes 1d6 damage to the character. Neither effects are experienced.

Partially compatible: the drugs work at half their normal primary effects

MIXING DRUGS

Effect

BETTER LIVING THRU CHEMISTRY:

11 STEPS TO DESIGN YOUR DRUG

Determine what primary effects the drug has. These primary effects are the desired effects of the drug.

Determine what side effects the drug has. These side effects are the negative effects that occur while the drug's primary effects are underway.

Determine the after effects of the drug. These after effects are negative effects that occur after the drug's primary and side effects are over.

Determine the permanent effects . These are the effects that have a permanent duration, after the primary, side and after ef fects are over. Permanent effects can't be cancelled out if you take two or more different drugs at the same time. Determine how often a drug has to be taken to experience those effects.

Determine the onset time. This is the time that passes after taking the drug before the effects take place.

Determine the duration of the drug's primary, side and after effects.

Determine how difficult it is for others to detect that the user is on this drug.

Determine also what tell-tale signs there are that he is.

Determine how many doses a user must take to overdose (OD). Determine

the effects of an overdose, too.

different drugs at the same time, you have to determine what effects this combination has on this user. Please note that this effect is "personal" to the user;

another person experiences different effects. To do so, roll 1d100, and consult the following table:

character takes 9. If 4. 8. 6. 2. 3. 5. 7. 1. a DRUGS or more

PINK 16 MOHAWK

DRUGS 10. Determine the format of the drug. There is everything imaginable, from patches to tickets
DRUGS
10. Determine the format of the drug. There
is everything imaginable, from patches
to tickets to injections to liquid.
11. Determine the price . Most mass-
produced drugs are very cheap, ranging
from 2¥ to 30¥. Others, produced only
in small batches, cost considerably more,
easily 200¥ per shot.
12.
Crimson™ is an energy drink that really
deserves its name. In production since
2016, this
drink is
a
definitive upper.
After drinking it, the user experiences
extr eme
happiness, heightened
Drug-induced
Drug-induced rage.
rage.
endurance (dancing for 12 hours without
r e s t ?
N o
p r o b l e m ! ) ,
a n d
m i l d
hallucinogetic
effects
(color
blurs).
It
costs
5¥,
and
is
available
in
every
shopping mall.
The downside is less known. Crimson™
causes cancer, if you drink it regularly,
over a period of three years or more.
Primary Effects: happiness, hallucinogen
Side Effects: mild dizziness
After Effects: thirst
Permanent Effects: cancer (after 3+ years
of regular use)
Onset Time: 5 minutes
Duration: 12 hours
Detection: very obvious, the user's breath
smells like Gummy Bears.
Overdose: 10 cans; nausea
Let's say Norton, a young console girl,
gulps down a can of Crimson™, and
pops a pill of Crusade, a drug that boosts
the user's strength by +1.
Now, it's time to determine what effects
the combination Crimson™ and Crusade
has on Norton. Her player rolls 1d100
and comes up with 93. In the table, it
says:
“91-95: Extremely poisonous: the
combination causes 3d6 damage to the
character.”

PINK 17 MOHAWK

DRUGS LIST OF PRIMARY DRUG EFFECTS ★ ANTIBIOTIC : These drugs prevent infection, or stop an
DRUGS
LIST OF PRIMARY DRUG EFFECTS
★ ANTIBIOTIC : These drugs prevent
infection, or stop an existing one. OD:
Overdosing on antibiotics will cause
severe nausea and diarrhea for 1d6 days.
★ ANTICOAGULANT : The opposite of
coagulants. Anticoagulants prevent blood
from clotting. OD: Extreme hemophilia
will result in the case of anticoagulant
overdose. Even the smallest cuts will
bleed heavily.
★ ANTIDOTE : Antidotes help against
poisons, toxins, etc. OD: Most antidotes
are almost poisons in their own right, and
anyone overdosing on them will suffer the
effects of minor poisoning.
★ APHRODISIACS: These drugs increase a
person's sex drive and libido. The user will
be physically uncomfortable unless
involved in a sexual situation, and in the
case of some stronger drugs, this may not
even help unless the user is continually
stimulated. OD: The character's sexual
urges cannot be satisfied, and his state of
arousal will not diminish for up to several
days or weeks.
★ ATTRIBUTE INCREASE: This increases an
attribute for the drug's duration. OD: If an
overdose occurs, roll 1d10. On a roll of
1-5, you have lost a point from the
attribute in question, permanently.
★ COAGULANT: These drugs cause blood to
clot, and prevent blood loss. OD: An
overdose of coagulants can cause blood to
clot inside a healthy body, unavoidably
causing death.
★ CONTRACEPTIVE: These drugs prevent
pregnancy. They have a base effectiveness
of 80%, plus 5% for every point of drug
s t r e n g t h . O D : A n o v e r d o s e o f
contraceptive drugs can cause sterility.
★ DEPRESSANT: Depressants slow you
down. They reduce tension, stress, and
help you relax. OD: Taking too many
depressants will cause the character to slip
into a deep sleep/coma for 1d10 hours.
★ ENHANCED PERCEPTION: The user of
these sorts of drugs starts to notice the
most intricate of details. While this adds
the drug's strength to his Awareness score
for the duration, the user may be
overcome by his increased sensory
powers. Loud noises, bright lights, intense
tastes, and strong odors have twice the
normal effect on him. OD: Anyone
suffering the effects of overdosing on
Enhanced Perception drugs will be
completely overwhelmed by his senses,
and cannot perform any actions. There is a
25% chance that he will suffer from terrible
hallucinations.
★ EUPHORIC: These drugs make you feel
really, REALLY good. They give a "rush"
that lasts for as long as the drug's
duration. OD: Overdosing on a euphoric
generally makes you very sick, including
nausea, cold sweats, and either
sleeplessness or sleepiness.
★ HALLUCINOGEN: Wow, man, look at the
butterflies. These drugs make the user see
things that aren't there. While under the
influence, or "tripping," the user is prone to
see anything his frying imagination can
cook up. Such hallucinations depend on
the mood of the subject (as well as the
GM!), but aren't usually terrible unless the
drug itself is bad. OD: If overdosed on,

PINK 18 MOHAWK

DRUGS assume that the hallucinogenic "trip" goes completely bad. In the case of extremely traumatic hallucinations,
DRUGS
assume that the hallucinogenic "trip" goes
completely bad. In the case of extremely
traumatic hallucinations, mental illness
may result (ie, phobias, etc.).
★ HYPNOTIC: Hypnotic drugs, in high doses,
are used to produce sleep during surgery.
In low doses, they make many users speak
and talk less guardedly about things they
might otherwise have trouble speaking
about. Due to this side-effect, hypnotics
are routinely used as "truth serums" by
corporate, military, and government
agencies. OD: Hypnotics, if taken in large
doses, cause a deep anesthesia for 1d10
hours.
★ INCREASED ENDURANCE: These drugs
include most stimulants. While under the
influence of these types of drugs, the user
has increased energy and stamina. This is
reflected by adding the drug's strength to
his Endurance skill checks. However,
someone under the influence of such a
drug may have trouble sleeping. OD: In
the case of an OD, the user can suffer from
a heart attack.
★ INCREASED HEALING RATE: These drugs
speed up the body's natural healing
process. OD: If healing drugs are taken to
the point of overdose, assume that the
user enters a severe state of shock as the
body attempts to heal nonexistent wounds
and injuries.
★ PAIN NEGATION: Pain killers, plain and
simple. OD: The user can slip into a coma
for 1d10 hours.
★ SOPORIFIC: Soporifics put you to sleep.
Otherwise known as sleeping pills or
tranquilizers. OD: We all know what
happens when you take too many
sleeping pills. You go to sleep and never
wake up. Assume that without proper
treatment, someone who has ODed on
soporifics will die or enter a deep coma
which will last for 1d10 days.
★ STUN REDUCERS : Like pain killers, but
these are usually taken before one is
actually wounded. OD: In the case of most
stun reducing drugs, an overdose will
cause the user to become extremely
hostile and enter a psychotic rage.
LIST OF SIDE AND AFTER EFFECTS
Acne, Bloodshot Eyes, Cold Sweats,
Constipation, Cowardice, Dandruff, Eczema,
Dehydration, Delusions, Depression,
Diarrhea, Difficult Respiration, Diuretic,
Dizziness, Easily Bruised, Excessive
S a l i v a t i o n , F l a t u l e n c e , H a i r l o s s ,
Hallucinations, Headaches, Heartburn,
Hives, Itches, Impotence, Increased Pain
Sensitivity, Insomnia, Internal Bleeding,
Irrational Fear, Kidney/Liver Failure, Lack of
Concentration, Light Sensitivity, Loss of
Appetite, Loss of Inhibition, Memory Loss,
Nausea, Numbness, Paralysis, Paranoia,
Psychotic Rage, Reduced Attribute, Reduced
Awareness, Ringing in Ears, Runny Nose,
Sense Reduction, Sexual Arousal, Sleepy,
Strange Skin Pallor, Suicidal Tendencies,
Technicolor Excreta, The Munchies, Tremors,
Weight Gain.

PINK 19 MOHAWK

Just another Seattle night. N e r v e
Just another Seattle night. N e r v e

Just another Seattle night.

N e r v e

DRUGS drugs! me 3d6 14 17 16 12 15 10 18 13 11 a 4 3
DRUGS
DRUGS
drugs! me 3d6 14 17 16 12 15 10 18 13 11 a 4 3 7
drugs!
me
3d6
14
17
16
12
15
10
18
13
11
a
4
3
7
5
8
6
9
Increased Healing Rate Enhanced Perception Attribute Increase Pain Negotiation Primary Effect Stun Reducer Anticoagulant Hallucinogen Aphrodisiac
Increased Healing Rate Enhanced Perception Attribute Increase Pain Negotiation Primary Effect Stun Reducer Anticoagulant Hallucinogen Aphrodisiac
Increased Healing Rate Enhanced Perception Attribute Increase Pain Negotiation Primary Effect Stun Reducer Anticoagulant Hallucinogen Aphrodisiac
Increased Healing Rate Enhanced Perception Attribute Increase Pain Negotiation Primary Effect Stun Reducer Anticoagulant Hallucinogen Aphrodisiac
Increased Healing Rate
Enhanced Perception
Attribute Increase
Pain Negotiation
Primary Effect
Stun Reducer
Anticoagulant
Hallucinogen
Aphrodisiac
Depressant
Coagulant
Antibiotic
roll again
Euphoric
Soporific
Hypnotic
Antidote
those
roll
up
to

LIST OF PERMANENT EFFECTS

Addiction, Tolerance, Carcinogenic, Heart Attack, Coma, Death, Genetic Damage,

D e g e n e r a t i o n , N i g h t m a r e s ,

Permanent Sense Loss, Physiological Addiction, Psychological Addiction, Possible Attribute Loss

LIST OF DELIVERY SYSTEMS

Pill, Tablet, Gel Cap, Paper Tab, Smoked, Inhaled, Powdered, Snorted, Injected, Liquid, Derm, Slap Patch, Contact

Dude, I’m not a doctor, just give

table

DRUG TABLE 1: Primary Effect

DRUG TABLE 1: Primary Effect

Just another Seattle night. N e r v e DRUGS drugs! me 3d6 14 17 16

PINK 20 MOHAWK

DRUGS DRUG TABLE 2: Permanent Effects DRUG TABLE 3: Permanent Effects 1d12 Permanent Effects 1d8 Delivery
DRUGS
DRUG TABLE 2: Permanent Effects
DRUG TABLE 3: Permanent Effects
1d12
Permanent Effects
1d8
Delivery System
1
Addiction Tolerance
1
Pill, Tablet, Gel Cap
2
Carcinogenic
2
Paper Tab
3
Heart Attack
3
Smoked, Inhaled
4
Coma
4
Powdered, Snorted
5
Genetic Damage
5
Injected
6
Nerve Degeneration
6
Liquid
7
Nightmares
7
Derm, Slap Patch
8
Permanent Sense Loss
8
Contact
9
Physiological Addiction
10
Psychological Addiction
11
Possible Attribute Loss
12
Death
Shibuya, a district of Tokyo, where you can find every kind of legal and illegal drug.
The Japanese are even more lenient with substances than the UCAS.

PINK 21 MOHAWK

2 Bloodshot Eyes 14 Easily Bruised 18 Hallucinations 21 Hives, Itches 3 Cold Sweats 4 Constipation
2 Bloodshot Eyes 14 Easily Bruised 18 Hallucinations 21 Hives, Itches 3 Cold Sweats 4 Constipation
  • 2 Bloodshot Eyes

    • 14 Easily Bruised

    • 18 Hallucinations

    • 21 Hives, Itches

      • 3 Cold Sweats

      • 4 Constipation

      • 7 Dehydration

      • 9 Depression

        • 19 Headaches

          • 5 Cowardice

            • 22 Impotence

            • 16 Flatulence

            • 20 Heartburn

              • 8 Delusions

                • 13 Dizziness

                • 24 Insomnia

                • 17 Hair loss

                • 10 Diarrhea

                • 12 Diuretic

                  • 1 Acne

1d100/2

25

23

15

11

6

DRUGS 1d100/2 37 34 47 44 36 27 46 32 42 35 30 45 33 38
DRUGS
DRUGS
1d100/2 37 34 47 44 36 27 46 32 42 35 30 45 33 38 40
1d100/2
37
34
47
44
36
27
46
32
42
35
30
45
33
38
40
48
43
26
39
49
50
28
29
31
41
Lack of Concentration Permanent Effects Reduced Awareness Suicidal Tendencies Kidney/Liver Failure Technicolor Excreta Strange Skin Pallor
Lack of Concentration Permanent Effects Reduced Awareness Suicidal Tendencies Kidney/Liver Failure Technicolor Excreta Strange Skin Pallor
Lack of Concentration Permanent Effects Reduced Awareness Suicidal Tendencies Kidney/Liver Failure Technicolor Excreta Strange Skin Pallor
Lack of Concentration Permanent Effects Reduced Awareness Suicidal Tendencies Kidney/Liver Failure Technicolor Excreta Strange Skin Pallor
Lack of Concentration
Permanent Effects
Reduced Awareness
Suicidal Tendencies
Kidney/Liver Failure
Technicolor Excreta
Strange Skin Pallor
Reduced Attribute
Sense Reduction
Loss of Inhibition
Loss of Appetite
Light Sensitivity
Psychotic Rage
Ringing in Ears
Sexual Arousal
The Munchies
Irrational Fear
Memory Loss
Weight Gain
Runny Nose
Numbness
Paralysis
Paranoia
Tremors
Nausea
Sleepy
Permanent Effects Dandruff, Eczema Difficult Respiration Excessive Salivation Increased Pain Sensitivity Internal Bleeding DRUG TABLE 4:
Permanent Effects Dandruff, Eczema Difficult Respiration Excessive Salivation Increased Pain Sensitivity Internal Bleeding
Permanent Effects
Dandruff, Eczema
Difficult Respiration
Excessive Salivation
Increased Pain Sensitivity
Internal Bleeding

DRUG TABLE 4: Side Effects

PINK 22 MOHAWK

     
 

DRUGS

 
       
 
 

Price:

 
 

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Legal drugs: 1d100¥ Illegal drugs: 1d100*1d10¥

______________________________________

 

______________________________________

   

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Krügers Sharp Sense

Primary Effect: enhanced perception

______________________________________

Permanent Effects: coma, numbness

______________________________________

Delivery System: injection

______________________________________

Side Effects: cold sweats, paralysis,

______________________________________

diarrhea, increased pain sensitivity Cost: 75¥

______________________________________

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Dreamland

______________________________________

Primary Effect: hallucinogenic

______________________________________

Permanent Effects: physical addiction Delivery System:smoked

______________________________________

Side Effects: delusions

______________________________________

Cost: 25¥ per cigarette

______________________________________

______________________________________

Stinnes Sleep Well, Original German Formula

______________________________________

Primary Effect: soporific

______________________________________

Permanent Effects: genetic damage,

______________________________________

psychological addiction Delivery System: liquid

______________________________________

Side Effects: loss of appetite, numbness

______________________________________

in legs, heartburn

______________________________________

Cost: 26¥ per can

______________________________________

 

______________________________________

 

Your designs:

______________________________________

 

______________________________________

 

______________________________________

______________________________________

______________________________________

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______________________________________

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______________________________________

 

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PINK 23 MOHAWK

EXPERIENCE
EXPERIENCE

time, or maybe it's a long, dangerous, exhilarating quest that takes the characters around the globe. You decide.

arma is a fancy word for experience. Levelling up in Pink Mohawk is very simple: Go on adventures and survive them. What counts as "adventure"?

K
K

“Karma is a bitch.“ --Soni Hiko, Bounty Hunter

it's a simple brief mission if your group has little

This is for you, the Gamemaster, to decide. Maybe

PINK 24 MOHAWK

1 1+BOD/ 10 +1/+1 4 +1/+1 2 +1/+1 8 +1/+1 6 +1/+1 Mind Dice Hit Dice/
1 1+BOD/ 10 +1/+1 4 +1/+1 2 +1/+1 8 +1/+1 6 +1/+1 Mind Dice Hit Dice/
1 1+BOD/ 10 +1/+1 4 +1/+1 2 +1/+1 8 +1/+1 6 +1/+1 Mind Dice Hit Dice/
1 1+BOD/
10 +1/+1
4 +1/+1
2 +1/+1
8 +1/+1
6 +1/+1
Mind Dice
Hit Dice/
1+WIL
Level
3
7
5
9
EXPERIENCE KARMA Attributes Abilities (max +3) (max +3) (max +3) Skills Class +1 +1 +1 +1
EXPERIENCE
EXPERIENCE
KARMA Attributes Abilities (max +3) (max +3) (max +3) Skills Class +1 +1 +1 +1 +1
KARMA
Attributes
Abilities
(max +3)
(max +3)
(max +3)
Skills
Class
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
2
Karma Total survived 100 adventures.! adventures. adventures. adventures. adventures. adventures. adventures. adventures. experience. survived 75 survived
Karma Total survived 100 adventures.! adventures. adventures. adventures. adventures. adventures. adventures. adventures. experience. survived 75 survived
Karma Total survived 100 adventures.! adventures. adventures. adventures. adventures. adventures. adventures. adventures. experience. survived 75 survived
Karma Total survived 100 adventures.! adventures. adventures. adventures. adventures. adventures. adventures. adventures. experience. survived 75 survived
Karma Total
survived 100
adventures.!
adventures.
adventures.
adventures.
adventures.
adventures.
adventures.
adventures.
experience.
survived 75
survived 10
survived 40
survived 28
survived 18
adventure.
survived 6
survived 3
survived 1
Start as a
You have
You have
You have
You have
You have
You have
You have
You have
You have
Damage
without
newbie
+1d6
+1d6
1 1+BOD/ 10 +1/+1 4 +1/+1 2 +1/+1 8 +1/+1 6 +1/+1 Mind Dice Hit Dice/

PINK 25 MOHAWK

Posse. Goodfella: 6 hp, gun, light armor, Family (killing a mafioso marks you for death with his family). Lone Star Officer: 2d6 hp (minimum 6 hp), heavy gun, full armor, Backup (will call reinforcement in any disturbances, bringing the heat down fast). Troll Bouncer: 6 +1d6 hp, big weapon, light gun, light armor, Bounce (gets +2 armor when working at his usual venue). MegaCorp Elite Guard: 10 hp, heavy gun + autofire, grenades, full armor, Wired Reflexes. Toxic Spirit: 16 hp, acid attack (1d6+3), purge attack (1d6 to area), no armor, Splash (toxic spirits reflect 1 hp of damage back whenever they are successfully attacked), Recover (everytime the

OPPONENTS
OPPONENTS

“Just once I'd like to fight something that could be harmed by bullets.“ --Alistair Gordon Lethbridge-Stewart, Brigadier

O
O

Street Ganger: 4 hp, light weapon, light armor,

pponents usually get one or two weapons, armor,

ability or two. Here are some

example enemies:

special

and

a

PINK 26 MOHAWK

OPPONENTS spirit hits a target with its acid attack, it gains +1 hp back) Banshee: 12
OPPONENTS
spirit hits a target with its acid attack, it
gains +1 hp back)
Banshee: 12 hp, claws (1d6+2), causes fear,
causes Essence Drain (lose 1 point of Power
p e r m a n e n t l y ) , c a n t u r n t o m i s t ,
Regeneration (heals 1D6hp at the end of the
round)
Unicorn: 16 hp, always goes first, Magickal
Guard (all rolls involving harmful magick are
at -3 when a unicorn is present)
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Your creations:
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PINK 27 MOHAWK

EQUIPMENT + EXPERTS
EQUIPMENT + EXPERTS
I not would what be I While this can be fun (for about 10 minutes), it‘s
I
not
would
what
be
I
While this can be fun (for about 10 minutes), it‘s
in
mind
for oldschool Pink
have
easy to
Mohawk games.
fill pages upon pages with
shopping lists for your character. Undoubtedly:
t

The following couple of pages give you a quick overview of the most important equipment types. It should be no problem to come up with new stuff.

“Whadda ya mean there's a three magazine limit?“ --Wedge, Mercenary

PINK 28 MOHAWK

EQUIPMENT Weapons Gear Light Weapon (50¥): d6 damage. May be wielded as secondary weapon, allowing you
EQUIPMENT
Weapons
Gear
Light Weapon (50¥): d6 damage. May be
wielded as secondary weapon, allowing you
to reroll damage once per attack. Includes
knives, lead pipes, whips and chains.
Medium Weapon (100¥): d6+1 damage.
Must be wielded in main hand. Includes
crowbars, hammers, clubs, swords.
Big Weapon (300¥): d6+2 damage. Uses
two hands. Includes fire-axes, katanas,
chainsaws.
Small Gun (300¥): d6 damage. Includes
light pistols, light SMGs, tasers, and hold-
outs.
Gun (500¥): d6+1 damage. Includes
medium and heavy pistols, SMGs, and
hunting rifles.
Heavy Gun (1,000¥): d6+2 damage. Two-
handed. Includes shotguns and assault rifles.
Crazy Gun (2,000¥): d6+2 damage. Lasers,
panther cannons. Ignores armor.
Auto-Fire (+500¥): Makes a gun automatic –
make two attacks.
Grenades (100¥): d6+2 damage to an area.
Also mines and explosives.
Simple Gear (10¥ each): 10 meter rope,
lockpicks, grappling hook, flashlight,
backpack, restraints, detox sprays, chemsuit,
survival kit, etc.
Advanced Gear (25¥ each): arc-torch, auto-
saw, armored briefcase, wetsuit, gas/
airmask, surveillance gear, camera, etc.
Comlink (200¥): hand-held, wrist-mounted,
or headset-style communication link.
Skillsofts
(Skillwires required, see Abilities):
Knowledge Skillsoft (2,500¥): Lets you
learn a knowledge skill (History, Maths,
Business Development, etc)
Activity Skillsoft (3,500¥): Lets you learn an
activity skill (Parcours, Hoverboard, Soccer,
etc)
Language Skillsoft (1,500¥): Lets you learn
a language.
Combat Skillsoft (10,500¥, illegal): Lets you
learn a reality-based combat style.
Armor
Magickal
Light Armor (250¥): Armor 1.
Full Armor (1,000¥): Armor 2. Always has a
helmet. Makes it very hard to run, move
quietly, swim, leap, etc.
Alchemist Kit (2,500¥): Speeds up the
creation of potions and talismans.

PINK 29 MOHAWK

EQUIPMENT Vehicles Boats: Small Hovercraft (45,000¥), Small Boat (50,000¥) Cars: Shitty Car (1,000¥), Decent Small Car
EQUIPMENT
Vehicles
Boats: Small Hovercraft (45,000¥), Small
Boat (50,000¥)
Cars: Shitty Car (1,000¥), Decent Small Car
(5,000¥), Sports Car (30,000¥), Truck
(10,000¥), Van (14,000¥)
Motorbikes : Fast Motorbike (10,000¥),
Scooter (3,000¥)
Planes and Copters : Small Plane
(150,000¥), Helicopter (400,000¥)
signatures, +1 when rolling to hide vehicle
from sensors, price x1.4), Sensor Shielding 2
(+2 when rolling to hide vehicle from
sensors, price x2).
Vehicle Weaponry: use weapons as above,
but multiply prices by 10 (when used
against (meta)humans, they do double or
triple damage -- and no, they’re usually too
heavy to be carried around)
Vehicle Upgrades:
Daily Life
Faster (price x1.1), A Lot Faster (price x1.5),
Impossible Speed for a vehicle that size
(price x3)
Light Armor (+1, price x2.5), Heavy Armor
(+2, price x6)
Sensor Shielding 1 (suppresses noise,
electronic emissions and other telltale
Coffin Hotel: 25¥ to sleep, 10¥ to eat, 20¥
to get drunk, 150¥ to get laid.
DocWagon Contract: Wearing the sealed-
band, direct-dial wristphone guarantees the
arrival of a highly specialized trauma team
within ten minutes (failure to arrive in time
gives you the immediate medical care for
free). That’s the Basic service. Gold service
gets you Basic services and one free
resuscitation per year, and a 10 percent
discount on any medical bills. Platinum
service adds another three free resiscitations
on top of that. Basic: 5,000¥, Gold: 25,000¥,
Platinum: 50,000¥.
MedKit: Helps treat wounds and provide
first aid. 200¥
Specialists for hire
(Cost per day)
Goon (100¥): 6 hp, small gun, knife
Mercenary (300¥): 12 hp, gun, light armor
Expert (350¥): 6 hp, small gun, special gear
Badass (800¥): 18 hp, full armor, gun, heavy
gun, grenades

PINK 30 MOHAWK

MAGICK
MAGICK

Mages see magickal principles working behind everything; they use magick formulas (spells) to bend consensus reality to their will. Mages can learn to Conjure elemental spirits, but it takes long, carefully planned rituals to make them work. Mages do not have a totem animal. If they choose Spellcasting, mages start with 1d10 spells.

implanted in a mage's or shaman's body reduces their Power score by 1 permanently. This is the way of the burned-out mage. To compensate, many mages and shamans thus affected use spell foci (see Alchemy-Talismongery).

“The only thing more reliable than magick is one's trusting friends.“ --L. Surehand, High Prince

M
M

strongly to technology. Every piece of cyberware

and is in full swing. Being a natural force, it reacts

In the Sixth World, Magick has awakened again

agick and technology don‘t mix.

MAGES

PINK 31 MOHAWK

MAGICK SHAMANS Raccoon (anywhere but the desert; clever Shamans interact with the spirits of the land.
MAGICK
SHAMANS
Raccoon (anywhere but the desert; clever
Shamans interact with the spirits of the land.
Everywhere, there are spirits: in technology,
in houses, in plants, really everywhere. A
shaman is chosen by his totem animal. This
is his soul companion and advisor. When a
shaman works his magick, his face seems to
be subtly overshadowed by a mask that
looks like the head of his totem animal.
Totems help with certain types of magick,
but they also imprint the character of the
shaman. Shamans start with two bound
spirits. If they choose Spellcasting, shamans
start with 1d6 spells.
bandit, can break open any trap, fights when
he must, but prefers stealth and trickery):
manipulation spells +1, +1 to conjuring city
spirits. Disadvantage: loner. His curiosity
makes him disregard danger; loves to steal
(raccoon
is
a
thief
totem). -1 to combat
spells.
Rat (anywhere; stealthy thief, reluctant
warrior, clever): +1 to detection an illusion
spells,
+1
to
conjruing spirits of man.
Disadvantages: Rat shamans are dirty and
unkempt.
Rat
is
a
coward, but
when he
fights, he fights to kill. -1 to combat spells.
Raven
(anywhere;
trickster,
greedy
and
generous,
a
living
contradiction):
+1
to
TOTEM ANIMALS (pick one)
Bear (forest; slow but powerful, a healer and
manipulation spells, +1 to conjuring wind
spirits. Disadvantages: Raven shamans are
either overweight or rail-thin; gluttonous
c a r e g i v e r ) :
a l l
h e a l t h
s p e l l s
+ 1 ;
and always hungry. It's impossible for them
Disadvantage: wounded Bear shamans roll
to
refuse an offer of food. -1 to combat
+INT;
6-
they
go
berserk
for
3
rounds,
attacking the closest living thing with their
most powerful weapon
spells. -1 to all spells when not under open
sky.
Coyote (land; the Gr eat Trickster,
unpredictable): Coyote refuses to be bound
by mortal concepts.
Snake (forest, prairie, mountain; wise healer;
good advisor, but for a price): +1 to healing,
illusion
and detection spells. Either +1
to
conjuring
spirits
of
the
land,
or
+1
to
conjuring
spirits
of
man.
Disadvantages:
Dog (urban; loyal to friends and family, loves
people, defends them): detection spells +1,
+1 to conjuring field and hearth spirits;
Disadvantage: single-minded, roll +INT
when changing plans: 6- you simply can't
Doesn't fight unless he must defend himself
or eat. -1 to all spells cast during combat.
Wolf (forest, prairie, mountain; hunter and
warrior, fiercely loyal to
his
mate
and his
Eagle (mountains; proud, solitary, fierce):
cubs, brother to his pack): +1 to detection
and combat spells, +1to conjuring forest or
detection spells +1, +1 to conjuring wind
spirits; Disadvantage: will not tolerate evil
actions; fierce defender of the land; every
piece of cyberware reduces Eagle's Power
by 2 points.
p r a i r i e
s p i r i t s
( s h a m a n ' s
c h o i c e ) .
Disadvantages: Loyal to the death. Nothing
will make him betray his loyalty.

PINK 32 MOHAWK

MAGICK ALCHEMY-TALISMONGERY The Potion/Talisman is ... (pick one): Alchemy and Talismongery are similar to spells, except
MAGICK
ALCHEMY-TALISMONGERY
The Potion/Talisman is
...
(pick one):
Alchemy and Talismongery are similar to
spells, except that the magick is contained
within a physical form, typically a potion
(Alchemy) or an object (Talismongery).
Creating an alchemical object can be quite
risky because of the various chemicals and
explosive fumes involved, but using one is
not inherently dangerous, and usually does
not require a roll.
Costs
★ A potion that can be consumed only once
★ A salve or balm that can be applied up to
three times (cost x3)
★ An object that grants its effects only once
to each user
★ An object that needs 2 hit points of human
blood to be used
★ An object that needs to be doused with
holy water to be used
★ An object (talisman) that works
permanently (costs x10)
It costs 1d6*1,000¥ in caustic chemicals,
herbs, and purified minerals, and requires at
least a day to prepare. If you have an
Alchemists Kit, then it only costs 1d6*250¥
and takes at least four hours.
The user will
...
(pick one):
Using the right ingredients: roll +INT.
6- You get the wrong ingredients, but are
not aware of it and prepare the potion/
talisman -- the GM decides what‘ll happen.
7-9 You get the right ingredients, but
they're not pure. Reduce effects or duration
by half.
10-11 You get the right ingredients.
12+ You get especially potent ingredients.
Effects are twice as good.
★ +1 armor for 3 rounds of combat
★ +1 to a single Attribute for one minute (if
it's a potion)
★ +1 to a single Attribute as long as the
talisman is worn
★ Add +d6 damage to either melee or
ranged attacks for 3 rounds of combat
★ Benefit from an Ability for one hour
★ Benefit from a Skill for one hour
★ Inflict 2d6 magickal damage against a
nearby target (3d6 if vulnerable)
★ Instantly heal, +1 Recovery die
★ Know the answer to one question
★ Not feel pain
★ Perform a superhuman feat (flying, breathe
underwater) for 1 minute
Usually, potions have a one-time effect that
lasts for a certain time. Talismans usually
work permanently, but costs more.
Alchemists start with three magickal
formulas, and may learn more through
research or experimentation. These formulas
are built much like spells, picking one option
from each of the following.
Spell Focus (talisman): The user gets +1
to his spellcasting rolls (either for the
+INT roll, or for resisting Drain), as long
as they wear it. For an alchemist with a
kit, it costs 1d6*250¥ *10 = 1d6*2500¥
to manufacture.

PINK 33 MOHAWK

MAGICK CONJURE Spirits and other non-corporeal beings live in our world, but on a different plane
MAGICK
CONJURE
Spirits and other non-corporeal beings live
in our world, but on a different plane of
existence. A shaman or mage can interact
with them. Calling a spirit is known as
Conjuring or Summoning. The act of
Conjuring can be dangerous, depending on
the circumstance, and requires that you
know the name of the spirit you wish to
conjure, the ritual required to call it, and one
of the following:
★ FOR MAGES: one hour of uninterrupted
ritual
★ FOR S H A M A N S :
1 d 6
m i n u t e s
o f
uninterrupted ritual
★ A magick item containing the bound spirit
Once summoned, you can converse with it
and ask it questions, for spirits possess many
secrets unknown to mortals. It is always
easier to conjure a type of spirit that lives in
the appropriate environment, ie, a shaman
trying to conjure a city spirit in downtown
Seattle will have a much easier time than his
colleague trying to summon a tree spirit in
the middle of an industrial complex.
★ A portion of the spirit or spirit’s flesh
★ Signing a contract with the spirit
★ A sacrifice worth 20 hit points
When
the
spirit
is
Bound, it can be
Binding spirits
You can also attempt to bind a spirit. Binding
is always risky, as the spirit will try to take
every advantage of unwary mortals, It
requires a circle to be drawn in orichalcum
powder during an hour-long ritual, as well as
one of the following:
summoned to perform a single deed,
typically answering questions or using
baleful magick (as controlled by the GM)
without any risk to the Summoner. Anything
beyond that will require some very tricky
negotiations, as the spirit will do anything to
twist your requests to its own evil desires.
Conjurers start with two bound spirits. A
spirit will be set free when the sun goes
down.

PINK 34 MOHAWK

MAGICK SPELLCASTING +1 Power: Mages start with 1d10 spells. Shamans start with 1d6 spells. Generally, spellcasters
MAGICK
SPELLCASTING
+1 Power:
Mages start with 1d10 spells. Shamans start
with 1d6 spells.
Generally, spellcasters should have high
BOD and/or WIL attributes (at least 2 points
in total).
★ Affects only yourself or a touched target
★ Effects only last a few moments
★ Sacrifice 5 hit points of blood
★ Requires a long ritual
★ Requires a fetish
-1 Power:
To learn new spells, they must either do
research on their own (roll +INT), buy or
swap available spell formulas on the market.
POWER
Mages and Shamans have a Power score
equal to their base Hit Dice +1 +WILL. For
example, a 1st Level Mage with +2 WILL
would start with 4 Power.
★ Affects everyone adjacent to the target or
everyone within the area
★ Target can be anywhere, as long as you
have a sample of their blood
★ Lasts for one hour
★ Lasts as long as you concentrate
★ Lasts as long as you sacrifice 5 hit points of
blood every hour
★ Manifests immediately
When you direct magickal energies into a
coherent effect, you will spend Power to
create the effect.
Each point of Power you spend can
create one of the following effects:
As a default, your magick will be slow
(manifests the turn after it is cast), affects a
single target within line of sight, and lasts for
one minute. By adjusting these limitations,
you can increase or decrease your available
Power.
The Gamemaster will determine the Drain
Level of the spell: Light, Medium, Serious or
Deadly. See next page for an explanation of
Drain.
★ Control the actions of the target
★ Create an environmental condition
★ Dispel an environmental condition
★ Grant +1 bonus to any action
★ Grant +2 bonus to one Attribute
★ Grant a supernatural ability
★ Inflict -1 penalty to any action
★ Inflict -2 penalty to one Attribute
★ Inflict 2d6 damage (3d6 if vulnerable)
★ Instantly heal, +2 Recovery dice
Generally, a
target is
in
range of
a spell
when the spellcaster can see them. Using
binoculars and other optical enhancers is a
clever move.

PINK 35 MOHAWK

DETERMINE SUCCESS Success, Success Critical Partial Miss -- --
DETERMINE SUCCESS Success, Success Critical Partial Miss -- --
DETERMINE SUCCESS Success, Success Critical Partial Miss -- --
DETERMINE SUCCESS
Success,
Success
Critical
Partial
Miss
--
--
MAGICK SPELL DRAIN TABLE -- -- Medium Drain -1d4 Mind -1d6 Mind Points Points
MAGICK
MAGICK

SPELL DRAIN TABLE

  • -- --

Medium Drain

-1d4 Mind

-1d6 Mind

Points

Points

- (1d6+2) Mind Points Deadly Drain -2d6 Mind Points --
- (1d6+2) Mind Points Deadly Drain -2d6 Mind Points --
- (1d6+2) Mind Points Deadly Drain -2d6 Mind Points --
- (1d6+2) Mind Points Deadly Drain -2d6 Mind Points --
- (1d6+2) Mind
Points
Deadly Drain
-2d6 Mind
Points
--

RESISTING DRAIN

Spellcasting is demanding. The more powerful a spell, the more demanding and tiring it is for the caster. This is called "Spell Drain" or "Drain". After every spell a Mage or Shaman casts, he rolls a second time to resist Drain. Subtract any damage from Drain from the Mage's or Shaman's mind points. If you don't have enough Mind Points:

Should you ever lose more mp than you have left, the rest of the damage is directly subtracted from your hit points. This is why casting spells with high Drain can be life- threateningly dangerous when you are injured.

Against Light Drain, roll+BOD Against Medium Drain, roll +BOD-1 Against Serious Drain, roll +BOD-2 Against Deadly Drain, roll +BOD-3

Look up the result on the Spell Drain Table below:

You don’t want to spend all of your Power on effects, however, since it also determines how many dice you get to roll+INT when casting! If you are fortunate enough to roll more than 2d6, keep only the two highest results.

The success of spells is determined by a roll +INT:

A Miss means the magic will still work, but under the complete control of the GM, who will describe the disaster that follows. A Partial Success means the magick will work as desired, but with unforeseen consequences or side-effects. If you Succeed, your magick will work as desired, and you get a +1 to resist Drain. A Critical Success means your magick will work as desired, but because of the excess of energy, it will have unforeseen effects as determined by the GM. This could be bad or good, depending on the whims of the Die of Fate. You get +2 to resist Drain.

 

Light Drain

 

Serious Drain

 
 

-1 Mind Point

 

- (1d6+2) Mind Points

 
     

-1d6 Mind

 

Points

         

PINK 36 MOHAWK

DECKING
DECKING

similar to keytars. They run the latest software on their hardware because, let's face it, any self- respecting decker would do exactly that. They either swap, buy or code their shit themselves. In the Matrix, they are represented by a 3-D virtual construct called Persona.

“Sure, sure, 'Information should be free' and all that - but anyone can set information free. The jazz is in how you do it, what you do it to.“ --Datajack Sinder Roze, Decker

A Persona is the virtual avatar a decker uses to move around and do stuff in the Matrix. A Persona has 2 Hit Dice. Roll its Hit Dice to determine its hit points. A Persona comes with Armor 1. Its attack utility does 1d6 damage.

ow to move around in the Matrix without being caught. Deckers plug a cyberdeck into their brain. Cyberdecks are hi-tech portable Matrix computers

H
H

environment of the Matrix. They look strikingly

that enable them to interact with the elaborate 3D

Persona

PINK 37 MOHAWK

DECKING Writing and updating code To write and update code, a decker has to spend time.
DECKING
Writing and updating code
To write and update code, a decker has to
spend time. At the end of a week, the player
of the decker character rolls +INT. A Miss
means the decker couldn't find the time to
write code: all rolls in the Matrix will be at -1
unless the decker spends 24 hours
exclusively to update his programs.
If the decker is hit, his Persona loses hp. If
his Persona loses all its hp, it crashes, and
the decker is thrown forcefully out of the
Matrix. It takes 1d6 minutes for deckers to
wake up and regain their senses after such
an incident (known as "dumpshock").
Decking into other computers
To gain illegal access to other computers
that are linked to the worldwide Matrix, and
navigate through or manipulate their
systems, roll+INT.
★ White IC: 1d6 hp, Light Armor
★ Gray IC: 3d6 hp, Heavy Armor
★ Black IC: 8d6 hp, d6+2 damage, Extreme
Armor (3), all Cypher rolls -2
★ Corp Security Decker, Bush League: 1d6
hp, 1d6 damage, Light Armor
★ Corp Security Decker, Hard Hitters: 3d6
hp, 1d6+1 damage, Heavy Armor
White IC Variants
6-: The system notices you and sends
appropriate Intrusion Countermeasures ("IC")
to stop you. If you have the Cypher ability,
make another +INT roll: 6- Gray IC or Black
IC (if appropriate), 7-9: Gray IC, 10+: White
IC. If you don't have the Cypher ability: Gray
IC or Black IC (if appropriate) is on its way to
you.
7-9: The system goes on passive alert,
increasing its defense mechanisms. All your
rolls in the Matrix are -1. But you are in.
10+: You are in the system now. The system
hasn't noticed yet.
★ Access (verifies your legality in the
system)
★ Barrier (all your rolls in the Matrix are -1)
★ Scramble (turns the contents of a
datastore, or individual files, into garbled
junk)
Gray IC Variants
★ Acid (attacks your Persona; if successful,
Matrix combat
Gray IC, Black IC and other deckers are able
to attack your Persona. Matrix combat is
handled just like normal combat, but the
decker uses his cyberdeck's Persona to fight.
The decker rolls +INT to attack. If he is
successful, he rolls 1d6 for damage against
the opponent.
all your rolls in the Matrix are -1; also
called Binder, Jammer or Marker)
★ Blaster (attacks your Persona with 1d6
damage; if it crashes the Persona, it
immediately attacks the cyberdeck. Roll
+INT: 6- Blaster turns your deck into
useless junk)
★ Killer (attacks your Persona with 1d6)
★ Tar Baby (resembles White IC, if you have
the
Cypher
ability and your roll+INT
misses, it crashes and takes the Persona
utility programs with it – the crashed

PINK 38 MOHAWK

DECKING Persona must be reloaded. If you don't have the Cypher ability, Tar Baby crashes and
DECKING
Persona must be reloaded. If you don't
have the Cypher ability, Tar Baby crashes
and takes the Persona utility programs
with it – the crashed Persona must be
reloaded.)
★ Tar Pit (like Tar Baby, only it poisons all
copies of the Persona utilities the deck has
stored. Spend 1d6 hours to fix that)
★ Trace (locks onto the decker's access path
and locates their entry point in the Matrix.
If you have the Cypher ability, roll+INT: 6-
Trace and Burn, this is essentially a Trace IC
that turns into Blaster IC. 7-9: Trace and
Dump, you are dumped from the Matrix
and the system operators know your real-
world address, 10+ Trace and Report, your
real-world address is reported to the
sysops. If you don't have the Cypher
ability, your real-world address is reported
to the sysops.
Running naked
Legend has it that some of the pioneers of
Matrix surfing, the grandfathers of decking,
are still around, "running the Matrix naked".
That means you plug into the Matrix
WITHOUT a deck, and without a Persona.
That's right, chummer, running naked means
that every IC turns into Black IC, effectively.
Your weapon does 1d6+WILL damage, your
INT functions as Armor.
Black IC
Black IC behaves
just like
Killer
IC,
but
it
attacks the decker instead of the Persona. If
attacked by Black IC, the decker has two
options:
★ Hang Tough: Roll+INT to attack and use
your Persona's attack utility (1d6 damage)
to fight against the Black IC. All hits the
Black IC scores against your Persona go
directly against your hp. The Persona's
Armor is in effect.
★ Cut and Run: You try to jack out. Roll
+WILL: 6- the IC scores a hit and
prevented you from jacking out, 7-9 the IC
scores a hit, but you could log out, 10+
you jack out unharmed.
Cort Davis, one of the first deckers. His
whereabouts are unknown, but his
signature melody can be heard from
time to time in the Matrix.

PINK 39 MOHAWK

Graham Wyke, Kennith Corwin, Chet Haught, Darron Rocheford, Cordell Rhyne, Isaias Alcantar, Porter Bentzen, Benedict Alers, Chas Harcrow, Jonas Malik, Chas Leath, Elden Castillon, Malcolm Sladek, Isaias Kader, Graham Helsing, Hunter Erikson, Scotty Weyer, Avery Castillon, Jacinto Hartjen, Lucius Steiger, Chua Baio-Lai, Lai Shye-Ge, Sui Su-Mou, Liao Li-Jai, Kao Da-Ke, Lu Jao-Che, Chua Shi-Bo, Go Hwai-Hou, Tu Bi-Jao, Xiu Tia-Luo, Tu Qui-Ke, Zhoo Fu-Chia, Ti Mei-Kao, Toy Shee- Che, Gao Lou-Chou, Tao Young-Gui, Zou Zhi-Li, Chu Ku-Ying, Gui Kao-Shay, Kao Fa-Wu, Tabei Taku,

TABLES
TABLES

“The Government says you can't have it. We say you can. We're Ares Arms.“ --Popular ad campaign from Ares Arms

N
N

ames. All names taken from http://donjon.bin.sh/ scifi/name/#cyberpunk

Feel free to combine first name with different last

Male

names.

PINK 40 MOHAWK

TABLES Kata Suke, Tsaka Katsa, Maka Shitei, Yagan Hige, Maka Mane, Hase Ichin, Matsu Fumi, Mizu
TABLES
Kata Suke, Tsaka Katsa, Maka Shitei, Yagan
Hige, Maka Mane, Hase Ichin, Matsu Fumi,
Mizu Gito, Mizu Romo, Toyota Maro, Ogan
Tetsai, Take Buro, Sakai Taro, Uran Katsai,
Yoban Yokin, Moto Naru, Toshi Sahi, Kata
Sami, Taki Shide, Ignald Karakaya, Arav
Gina, Yurik Bukhuky, Gori Bunova, Adir
Neyeva, Ladi Bochena, Riani Mikhuba,
Kopos Reskina, Kaziv Kharova, Ladi Cheva,
Sandri Shine, Viktii Lanchovtsii, Friliy Kova,
Gori Fyevichai, Vlukonst Bedenko, Zivas
Chenkiny, Lukyan Kovtusi, Gustii Krezhnova,
Geni Penchenko, Markof Bogina
Loskova, Makra Bova, Anarya Malcheva,
Andraga Leva, Alera Dolgana, Inale Ginova,
Vilmaya Yakovar, Leksiya Myatovoi, Xena
Manova, Vela Motina, Anina Toffilai, Makria
Osulin
Decker Handles
Female
Denisse Caldera, Calista Carthen, Phoebe
Riordan, Rosette Hewett, Ai Castiglione,
Ashlea Alessandro, Ardelia Sharpey, Denisse
Vanlaere, Sarai Flanigan, Cherlyn Sarratt,
Lynna Melchor, Phoebe Konicek, Makeda
Reade, Chasidy Wescott, Cayla Markell,
Denisse Vanlith, Makeda Simril, Lashell
Forgrave, Teisha Vilchis, Evelynn Carthen,
Zhe Wa-Na, Qu Hu-Shu, Toy Yong-Ru, Lee
Yan-Ku, Chieu Shiao-La, Yuan Ku-Lu, Chao Ji-
Xiao, Joe Jui-Fei, Goei Rou-Fei, Mao Mo-Shu,
Goei Xue-Yak, Gao Mao-Hi, Ang Mao-Sho,
Pi Li-Hu, Chiu Ji-Xue, Xiao Qiu-Bo, Toy Yeng-
Xue, Tsai Si-De, Kao Bao-Xa, Shoe De-Miao,
Okan Seko, Tami Kiko, Yawan Mako, Saki
Sumi, Mini Sako, Himo Chito, Kata Kichi,
Kawa Orun, Take Toko, Omon Mako, Kami
Akun, Kawa Fumi, Yaran Anan, Tsado Kine,
Kama Hiko, Kura Sako, Sona Kami, Sego
Suku, Kama Einan, Soni Hiko, Lara
Mandenky, Domaya Cherodol, Vetla
Gorcheba, Ashale Sashkusi, Zina Nova,
Etlalya Ikov, Vikta Kova, Gasha Rova, Sulya
Perfect Angel, Radical Deck, Shady God,
Angry Saint, Angry Phoenix, Angry Lion,
Radical Gibson, Enigma, Merlin, Serial
Vector, Tengu, Neon Jack, Warlord, Strange
Phantom, Shady Edge, Steel Flynn, Deviant
Warlord, Neural Node, Deviant Alice,
Templar, Binary Nene, Bobby Tables, Lucifer,
Prime Nikita, Acid Shogun, Dead Lion,
Quantum Link, Chrome Zero, Quantum
Dante, Vagabond, Shady Tempest, Grim
Comrade, Terminal Warlord, Merlin, Psycho
Sync, Master Ghost, Analog Exile, Infinite
Loop, Chrome Agent, Golden Hunter,
Golden Alice, Quantum Ninja, Digital Jack,
Agent Chaos, Anne Bonny, Terminal Adept,
Rogue Storm, Psycho Link, Corrupt Lion,
Kernel Panic

PINK 41 MOHAWK

CYBERWARE BRANDS Messerschmidt-Kawasaki (motorbikes, BMW (cars and motorbikes, Saeder- Pratt&Whitney (planes) Mostrans (hovercrafts) General Dynamics (boats)
CYBERWARE BRANDS
Messerschmidt-Kawasaki (motorbikes,
BMW (cars and motorbikes, Saeder-
Pratt&Whitney (planes)
Mostrans (hovercrafts)
General Dynamics (boats)
GMC Trucks (cars, General Motors)
Pontiac (cars, General Motors)
Cadillac (cars, General Motors)
Buick (cars, General Motors)
Vehicle Brands
TABLES
Saeder-Krupp)
Tritech or Kurasawa
Psiberstuff
2
Kiroshi
3
T-Maxx
4
Dynalar
5
Cytech
6
Skoda (cars, Ford)
Volkswagen (cars)
Fiat-Renault (cars)
Porsche (sports cars)
Mitsubushi (cars)
Honda (cars and motorbikes)
Ferrari (sports cars)
Daihatsu-Caterpillar (heavy industrial
vehicles)
Mitsuhama (drones and vehicle-rigs)
Citroen (cars, Ford)
Range Rover (cars, Ford)
Jaguar (cars, Ford)
Cyphire
Peugeot (cars, Ford)
Opel (cars, Ford)
Ford (cars, produces for DocWagon and
Lone Star)
Daimler-Benz (cars)
Toyota (cars)
Chrysler-Nissan (cars)
Saeder-Krupp)
GIAT Industries (military vehicles,
Vulkan (planes, Saeder-Krupp)
Eurocar (luxury cars, Saeder-Krupp)
9.
19.
20.
d30
1.
2.
3.
5.
6.
7.
8.
Krupp)
18.
4.
21.
22.
23.
24.
25.
26.
27.
28.
29.
1
Zetatech
8
Biotechnica
9
Geotech
10
Nikkon or Zeiss
11
Meade
12
7
30.
d12
Brand Name
10.
11.
12.
13.
14.
15.
16.
17.

PINK 42 MOHAWK

1 Radio Shack 8 Techtronica 2 Allegiance 11 Worldsat 12 Siemens 10 Zetatech 7 Pandora 5
1 Radio Shack 8 Techtronica 2 Allegiance 11 Worldsat 12 Siemens 10 Zetatech 7 Pandora 5
1 Radio Shack 8 Techtronica 2 Allegiance 11 Worldsat 12 Siemens 10 Zetatech 7 Pandora 5
1 Radio Shack
8 Techtronica
2 Allegiance
11 Worldsat
12 Siemens
10 Zetatech
7 Pandora
5 Arasaka
4 Fairlight
9 WuTech
Brand Name
6 Fuchi
3 Sony
d20
d12
10
4
3
7
2
5
8
6
9
1
TABLES 2d6 d20 20 14 17 16 12 12 10 15 18 13 19 11 11
TABLES
TABLES
2d6 d20 20 14 17 16 12 12 10 15 18 13 19 11 11 4
2d6
d20
20
14
17
16
12
12
10
15
18
13
19
11
11
4
3
7
2
5
8
6
9
two letters and a number abbreviation + three-digit number roll on the next subtable: "Hyperdeck" +
two letters and a number abbreviation + three-digit number roll on the next subtable: "Hyperdeck" +
two letters and a number abbreviation + three-digit number roll on the next subtable: "Hyperdeck" +

two letters and a number

abbreviation + three-digit number

roll on the next subtable:

"Hyperdeck" + number

"Matrix" + roll again

"Grid" + roll again

"Star" + roll again

Model Name

Greek letter

"Navigator"

"Captain"

"Master"

CYBERDECK BRANDS

CYBERDECK BRANDS

CYBERDECK MODELS

CYBERDECK MODELS

Glyde Durendal „Atomic“ + number Sanglamore Reactor Legbiter Powerhouse Grass Cutter Kraftwerk Model Name Model Name
Glyde
Durendal
„Atomic“ + number
Sanglamore
Reactor
Legbiter
Powerhouse
Grass Cutter
Kraftwerk
Model Name
Model Name
Highlander
Scalpel
Excalibur
Graywand
„Slimcase“ + number
Vengeance
Vorpal Blade
Ryder
Leah
Skysurfer
Heaven‘s Will

PINK 43 MOHAWK

digital/analog Laser-optical Ihara-Grubb multiplexing microcircuit Tight-beam microwave broadband fuzzy logic diagnostic checksum hardening deception defensive subrouter
digital/analog Laser-optical Ihara-Grubb multiplexing microcircuit Tight-beam microwave broadband fuzzy logic diagnostic checksum hardening deception defensive subrouter
digital/analog Laser-optical Ihara-Grubb multiplexing microcircuit Tight-beam microwave broadband fuzzy logic diagnostic checksum hardening deception defensive subrouter
digital/analog
Laser-optical
Ihara-Grubb
multiplexing
microcircuit
Tight-beam
microwave
broadband
fuzzy logic
diagnostic
checksum
hardening
deception
defensive
subrouter
downshift
simsense
feedback
fiberoptic
construct
proactive
universal
quantum
phantom
wireless
plugrom
external
process
reactive
satellite
passive
primary
internal
backup
lasertel
system
central
ASIST
cranial
MPCP
neural
offline
virtual
active
block
data
TABLES null- redundancy output bridge communicatr motherboard liquid crystal Bit-synapse wavemaker flow control information decyphring recognition
TABLES
TABLES
null- redundancy output bridge communicatr motherboard liquid crystal Bit-synapse wavemaker flow control information decyphring recognition verification
null- redundancy
output bridge
communicatr
motherboard
liquid crystal
Bit-synapse
wavemaker
flow control
information
decyphring
recognition
verification
symbolism
steepstate
encryption
neuraljack
power flux
overpatch
read/write
ressource
shutdown
passcode
shockbolt
operating
RAM-bus
electrode
keyboard
keyboard
IO bridge
guardian
overload
interface
serial ID
memory
terminal
loadout
lockout
cooling
battery
power
matrix
synch
smart
logon
radio
code
slam
holo
vox
codemachine synchronizer transcriptor chartcoder interpreter connector processor generator assembly converter Re-router grindcore overpass flipswitch stabilizer manager
codemachine synchronizer transcriptor chartcoder interpreter connector processor generator assembly converter Re-router grindcore overpass flipswitch stabilizer manager
codemachine synchronizer transcriptor chartcoder interpreter connector processor generator assembly converter Re-router grindcore overpass flipswitch stabilizer manager
codemachine synchronizer transcriptor chartcoder interpreter connector processor generator assembly converter Re-router grindcore overpass flipswitch stabilizer manager
codemachine
synchronizer
transcriptor
chartcoder
interpreter
connector
processor
generator
assembly
converter
Re-router
grindcore
overpass
flipswitch
stabilizer
manager
shielding
heatsink
switcher
backlink
selector
inhibitor
leftbrain
diverter
booster
monitor
linkthru
sensor
engine
reader
cutout
toggle
matrix
cache
conch
router
driver
cable
relay
optic
gate
rack
chip
bios
port
grid
box
unit
twit
buffer control iconographic phasegrader
buffer control
iconographic
phasegrader

UNIVERSAL CYBERDECK COMPONENT PENCIL DROP TABLE

PINK 44 MOHAWK

FIREARM BRANDS 4 Federated Arms 4 Heckler & Koch 3 Colding Arms 5 Militech Arms 5
FIREARM BRANDS 4 Federated Arms 4 Heckler & Koch 3 Colding Arms 5 Militech Arms 5
FIREARM BRANDS 4 Federated Arms 4 Heckler & Koch 3 Colding Arms 5 Militech Arms 5
FIREARM BRANDS
4 Federated Arms
4 Heckler & Koch
3 Colding Arms
5 Militech Arms
5 Kalashnikov
7 Sherman
1 AkuTek
3 Daewo
7 Sooch
6 Ruger
8 Steyr
8 Towa
6 Nova
2 CAR
d8/d4
d8/d4
Tech
2
1
1
1
TABLES FIREARM TABLE 2 FIREARM TABLE 1 Darra Polytechnic Shin Chou Kogyo Bartholomew & Streettech Mossberg
TABLES
TABLES
FIREARM TABLE 2 FIREARM TABLE 1 Darra Polytechnic Shin Chou Kogyo Bartholomew & Streettech Mossberg Roll
FIREARM TABLE 2
FIREARM TABLE 1
Darra Polytechnic
Shin Chou Kogyo
Bartholomew &
Streettech
Mossberg
Roll 1d6:
Browning
Bauhaus
Arasaka
Kamaha
Castech
Grendel
Hughes
Wather
Stein &
Taurus
Okusa
Goncz
Sowet
Dover
Glock
Paltik
Rossi
Ares
Colt
SIG
UZI
IMI
2
2
Smith & Wesson Chaddran Arms Fabrique des Ranger Arms Sternmeyer Winchester Armalite Beretta Nomad Ingram Manex
Smith & Wesson Chaddran Arms Fabrique des Ranger Arms Sternmeyer Winchester Armalite Beretta Nomad Ingram Manex
Smith & Wesson Chaddran Arms Fabrique des Ranger Arms Sternmeyer Winchester Armalite Beretta Nomad Ingram Manex
Smith & Wesson Chaddran Arms Fabrique des Ranger Arms Sternmeyer Winchester Armalite Beretta Nomad Ingram Manex
Smith & Wesson
Chaddran Arms
Fabrique des
Ranger Arms
Sternmeyer
Winchester
Armalite
Beretta
Nomad
Ingram
Manex
Tambu
Armes
Czech
Calico
Seco
GRU
4
4
3
3

1-3, go to Firearm Table 1 4-6, go to Firearm Table 2

Birmingham Arms Budget Arms Constitution Arms Lion & Atkinson Arms, Inc.
Birmingham Arms
Budget Arms
Constitution Arms
Lion & Atkinson
Arms, Inc.
Australian Ammo Ceska Zbojovka Mustang Arms Royal Enfield Wassermann
Australian Ammo
Ceska Zbojovka
Mustang Arms
Royal Enfield
Wassermann

PINK 45 MOHAWK

20 Roll three times 15 "No." + number 10 "Cal." + caliber 12 A poetic word
20 Roll three times 15 "No." + number 10 "Cal." + caliber 12 A poetic word
20 Roll three times 15 "No." + number 10 "Cal." + caliber 12 A poetic word
20 Roll three times
15 "No." + number
10 "Cal." + caliber
12 A poetic word
9 Title (nobility)
5 Wild animal
19 Roll twice
13 A country
18 A state
Model Name
14 A city
d20
17
16
11
4
3
7
2
8
6
1
TABLES d20 20 14 17 16 12 10 15 13 18 19 11 4 3 7
TABLES
TABLES
d20 20 14 17 16 12 10 15 13 18 19 11 4 3 7 2
d20
20
14
17
16
12
10
15
13
18
19
11
4
3
7
2
5
8
6
9
1
Hyper-Penetration Memory plastic Armor-Piercing Fragmentation Uranium core Fin-stabilized Ammo Type ThunderZap Hollow point Hydrashok Hi-velocity Expansive
Hyper-Penetration Memory plastic Armor-Piercing Fragmentation Uranium core Fin-stabilized Ammo Type ThunderZap Hollow point Hydrashok Hi-velocity Expansive
Hyper-Penetration Memory plastic Armor-Piercing Fragmentation Uranium core Fin-stabilized Ammo Type ThunderZap Hollow point Hydrashok Hi-velocity Expansive
Hyper-Penetration Memory plastic Armor-Piercing Fragmentation Uranium core Fin-stabilized Ammo Type ThunderZap Hollow point Hydrashok Hi-velocity Expansive
Hyper-Penetration
Memory plastic
Armor-Piercing
Fragmentation
Uranium core
Fin-stabilized
Ammo Type
ThunderZap
Hollow point
Hydrashok
Hi-velocity
Expansive
Explosive
Dumdum
Ceramic
Rubber
Duplex
Spray
Titan
Ram
Gel
   
 

Abbreviation of two words

 

Abbreviation of three words

 

A word related to the topic of war

 

A letter and a number

   
 

Name of a military unit

 

Three-digit number

 

Two letters and a number

   
   
 

„Model" + roll again

   
   
   
   
 

„Type“ + roll again

 

Common English, Russian or Japanese word

   
   
   

FIREARM MODELS

SPECIAL AMMUNITION

SPECIAL AMMUNITION

PINK 46 MOHAWK

TABLES AMMUNITION BRANDS d6 Brand Name 1 Spartan 2 Tsunami 3 Glaser 4 TOWA 5 Militech
TABLES
AMMUNITION BRANDS
d6
Brand Name
1
Spartan
2
Tsunami
3
Glaser
4
TOWA
5
Militech
6
Starburst

PINK 47 MOHAWK

TABLES SHADOWRUN SLANG Angel: A benefactor, especially an unknown one. Arc: An arcology. Ballerinas: Reflex boosted
TABLES
SHADOWRUN SLANG
Angel: A benefactor, especially an unknown
one.
Arc: An arcology.
Ballerinas: Reflex boosted female assassins in
the employ of a major corp.
Booster: Gang member that uses cyberware,
leathers, and violence as a way of life.
Bounts: Bounty hunters.
Bopper: A robot.
Brain Tap: A datajack or a chipjack.
Breeder: Orc slang for a "normal" human.
Business: In slang context, crime. Also "Biz."
Buzz: Go away. Buzz off.
Chipped: Enhanced by cyberware.
CHOOH: ("choo") Slang for alcohol, as used
in vehicle power plants.
Chromatic: Heavy Metal music.
Chromer: Slang for metalheads, heavy metal
fans.
Chummer (also: Chum): Pal or Buddy.
Chumsky: for special Pals
Cinema: A movie, usually in tri-d.
Clavie: Any person who lives in an enclave.
Combat Drugs: Designer drugs for military
use.
Comm: The telephone.
Corp: Corporation, corporate.
CORPSE: CORPorate Security Expert, a
corporate assassin.
Cowboy: A decker/netrunner.
Dadie: Knowledge or skill chip.
Dandelion Eater: An Elf, very insulting. See
also Keeb.
Dataslave: a corporate decker or a data
processing employee.
Datasteal: Theft of data from a computer,
usually by decking.
DEBS: Transvestites, a type of posergang.
Deck: 1. A cyberdeck. 2. To use a cyberdeck
illegally.
Decker: A pirate cyberdeck user. Derived
from 20th century "hacker."
Deckhead: A Simsense addict. Or anyone
with a datajack/chipjack.
Derms: see Dorphs.
Dinks: Any member of a rival boostergang.
Dorphs: Designer drugs that increase healing
rate and limit fatigue. (also, Derms)
Dr. Know: A contact who always seems to
have useful info. Also a seller of knowledge
and skill chips.
Drek: Shit.
Duck: A person who carries more weapons
than could possibly be needed.
Dumped: Involuntary ejection from the
Matrix.
Enclave: Corporate subsidized housing aka
the projects.
Exec: Corporate executive.
Fate Meat: Someone bound for the body
banks. "It is his fate to be meat"
Fetishman: A talismonger, a dealer in
magickal items.
Flatlined: killed in the Matrix by Black IC.
Flickerclading: A synthetic plastic material
impregnated with fiber optics and
temperature gauges designed to respond to
skin temperature, a 21st century version of
the mood ring, but is worn as clothing.
Frag: a common swear word, used in the
same way as smeg or the other well known
four letter F*** word.
Fringe, The: Edges of society where nomads
hang out, barrens.
Geek: To kill.

PINK 48 MOHAWK

TABLES G l i t t e r C l o t h e s :
TABLES
G l i t t e r C l o t h e s : C l o t h e s m a d e o f
flickercladding.
Glitter Folk: Rich people with money and the
time to spend it.
Go-go-go: A bike gang or gang member.
Gothics: A posergang whose motif is death
and old b&w horror movies.
Gutter Jumpers: Claim jumpers among the
homeless, squatters.
Gyro: A small one or two man helicopter.
Hardwired: 1. Having cyberware. 2. Unable
to change, inflexible options.
Heatwave: A police crackdown.
Hitmage: A magick-using assassin.
Hoi: Hi, Hello.
Hose: 1. Louse up, screw up. 2. to spray
with an automatic weapon.
Hydro: 1. Hydrogen fuel. 2. anyone crazy
enough to take it as a drug.
I C E : S e c u r i t y s o f t w a r e . I n t r u s i o n
Countermeasure Electronics.
Input: A girlfriend.
Jacked-In: Actively using a cyberdeck.
Jam: 1. To fight or to run away "let's jam". 2.
Jamming.
Jamming: 1. Sex. 2 Moshing heavily in a
band. 3. Being involved in a paramilitary
operation involving a large amount of flying
bullets and shrapnel.
Jander: To walk in a casual or arrogant
manner, to strut.
Keeb: An Elf, very insulting. See also
Dandelion Eater. After a discontinued
advertising campaign (Keebler).
Knife Bullets: Armor piercing ammunition.
Know, The: Knowledge or information.
Kobun: A Yakuza clan member.
Meat Bop Parts: Vat grown replacement
body parts.
Meat Puppet: A prostitute whose memory
and/or senses are disabled temporarily.
Mnemonic: Someone who uses a brain
implant as an electronic vault.
Motorhead: A rigger or a mechanic.
Mr. Johnson: An anonymous corporate
agent.
Mundane: non-magickal
Muscle Boy/Girl: Someone with enhanced
strength.
NetNerd: Someone who spends more time
in the Matrix than in the real world.
Ninja: A freelance assassin.
Nutrisoy: Cheap processed food product
derived from soybeans, fortified with most
essential vitamins.
Nuyen: World standard of currency. Used for
Japanese foreign markets.
Output: A boyfriend.
Oyabun: Head of a Yakuza clan.
Panzer: A combat hovercraft/ground effect
vehicle.
Paydata: A datafile worth money on the
Black Market.
Plastic Gangster: A person with a great deal
of cyberware.
Plex: A metroplex, a large city.
Poli: A policlub or a policlub member.
Polymer-one-shot: A cheap hold-out pistol.
Poser Gang: Any gang whose members all
adopt a specific look or style.
Razor Boy/Girl: A person who uses various
bladed implant weapons.
Ripperdoc: A surgeon specializing in
implanting illegal cyberware.
Rocker Boy/Girl: A freelance musician.
Samurai: A mercenary or muscle for hire.
Implies an honour code.
Sarariman: A corporate employee.

PINK 49 MOHAWK

TABLES Screamer: A credstick or passkey that triggers alarms when used. Seoul Man: A member of
TABLES
Screamer: A credstick or passkey that
triggers alarms when used.
Seoul Man: A member of a Seoulpa Ring.
Seoulpa Ring: A small criminal gang.
Shadows: The quasi-criminal world of
freelance shadowrunners.
Shalkujin: An "honest" citizen.
Sinless: 1. Part of the underclass not having
a SIN (c.f. System Identification Number). 2.
In the Shadows.
Slot: 1. a mild curse. 2. To use a skillsoft.
Slot and Run: 1. Hurry Up, Get to the point.
2. Move and Run.
So Ka: I understand.
Soykaf: Coffee substitute made from
soybeans.
Squat: see Stuntie.
Stud/Studding: Rigging or remote control of
a vehicle.
State of the Art: 1. Hipper than Hip. 2. To be
on the edge.
Stuntie: A Dwarf, highly insulting. also
Squat.
Sprawl: 1. A metroplex (c.f. plex). 2. To
fraternize below one's social level.
System Identification Number (SIN): ID
number assigned to every member of
society. (but c.f. sinless)
Tag: Name, handle or trademark. To grab or
take something.
Tagged: Equipped with a tracking device.
Recognized.
Trid: Three-dimensional successor to video.
Trog: An Orc or a Troll, very insulting.
Very: Hip term for cool fun or "in."
VatJob: Someone who has extensive cyber/
vat grown replacement parts.
Wagemage: A magickian who works for a
corp.
Wavy: Cool or smooth.
Wetware: 1. Biological enhancement. 2. Any
original body organ.
Wetwork: Assassination, murder.
Wigly: Weird or different. Usually referring
to a good drug trip.
Wire Boy/Girl: A decker.
Wired: Equipped with cyberware, especially
wired reflexes.
Wiz: 1. Wizard. 2. anything impressive.
"Truly wiz, man."
Wizard: A powerful mage.
Wizworm: Slang for a Dragon.
Word, The: Any type of slang or gossip, the
chant.
Yak: Yakuza. Either a clan member or a clan
itself.

PINK 50 MOHAWK

TABLES LANGUAGES You speak Cityspeak, your native tongue (see list below) and one additional language for
TABLES
LANGUAGES
You speak Cityspeak, your native tongue
(see list below) and one additional language
for each point in Intelligence.
Finnic: Cheremis, Finnish, Karelian, Lapp,
Livonian, Mordvin, Veps, Votyak, Zyrian.
Germanic: Afrikaans, Danish, Dutch, English,
Flemish, German, Icelandic, Norwegian,
Swedish, Yiddish.
Cityspeak: hybrid language spoken in the
world’s sprawls, with predominantly
American grammar, consisting of English,
Russian, Japanese, Chinese and German
words. Local dialects and variants exist.
Greek
Hamitic: Beja, Berber, Galla, Hausa (Chadic),
Anishinaabe : Algonquin, Arapaho,
Blackfoot, Cheyenne, Cree, Micmac,
Mohican, Ojibwa, Shawnee, Wiyot, Yurok.
Armenian
Somali, Tuareg.
Indic: Assamese, Bengali, Bhilli, Gujarati,
Hindi, Konkani, Marathi, Oriya, Punjabi,
Rajasthani, Sindhi, Sinhalese, Urdu.
Indo-Iranian : Baluchi, Kurdish, Persian
(Farsi), Pushtu.
Iroquoian: Cayuga, Cherokee, Erie, Huron,
Iroquois, Mohawk, Onandago, Oneida,
Seneca, Tuscarora.
Japonic: Japanese, Ryukyuan (Okinawan et
Athabaskan
(Athapascan, Na-Dené):
Apache, Chipewyan, Navaho, Tlingit.
Baltic: Estonian, Latvian, Lithuanian.
Bantu (Niger-Kordofanian): Anyi, Ashanti,
al.).
Khoisan : Bushman, Hadza, Hottentot,
Nama, Sandawe.
Korean
Malayo-Polynesian :
Bahasa,
Cebuano,
Azande, Bassa, Baule, Bemba, Birom, Bulu,
Efik, Ewe, Fang, Fante, Fula, Ganda, Ibo,
Igbo, Kikuyu, Kituba, Kongo, Kpele, Kru,
Luba, Lunda, Makua, Mande, Mbundu,
Mende, More, Mossi, Ngala, Ngbaudi,
Nyamwezi-Sukuma, Nyanja, Rundi, Rwanda,
Shona, Sotho, Sukuma, Swahili, Temne, Tiv,
Tswana, Twi, Wolof, Xhosa, Yao, Yoruba,
Zande, Zulu.
Basque
Caddoan: Caddo, Pawnee, Wichita.
Celtic: Breton, Irish Gaelic, Scottish Gaelic,
Welsh.
Chinese (see Sino-Tibetan below)
Chukotko-Kamchatkan: Chukchi, Koryak.
Dravidian : Gondi, Kannada, Kurukh,
Malayalam, Tamil, Telugu, Tulu.
Eskimo-Aleut: Aleut, Inuit (Eskimo), Yupik.
Hawaiian, Ilocano, Javanese, Kiriwina,
Madurese, Malayan, Māori, Melanesian,
Micronesian, Misima, Panay-Hiligaynon,
Polynesian, Waray-Waray (Samar-Leyte),
S ā moan, Sundanese, Tagalog, Tahitian,
Taluga.
Mayan: Guatemala, Kaqchikel (Cakchiquel),
Kekchi (Q’eqchi’), Mam, Quiché (K’iche’),
Tz’utujil, Yucatec (Maya).
Mongolic: Khalkha (Mongolian).
Mon-Khmer (Annamite): Cambodian
(Khmer), Khmer Nāga, Mon, Vietnamese
(Annamese).
Muskhohean: Chickasaw, Choctaw, Creek,
Seminole.

PINK 51 MOHAWK

TABLES Nilotic : Bagirmi, Dinka, Fur, Kanembu, Kanuri, Koman, Luo, Maban, Masai, Nuer, Sango, Shilluk, Songhai,
TABLES
Nilotic : Bagirmi, Dinka, Fur, Kanembu,
Kanuri, Koman, Luo, Maban, Masai, Nuer,
Sango, Shilluk, Songhai, Wadai.
Oto-Manguan: Mixtec, Otomi, Zapotec.
Papuan: Dayak, Negrito, Papu.
Perkins-Athabaskan: A sign language often
used by Sasquatches.
Romance: Amazonian Portuguese, Catalan,
French, Galician, Italian, Portuguese,
Provençal, Romanian, Spanish.
Salish: Chehalis, Okanagon, Salish.
Semitic: Amharic, Arabic, Harari, Hebrew,
Neo-Aramaic, Tigré, Tigrinya.
Sino-Tibetan: Burmese, Cantonese, Hakka,
Kashmiri, Lao, Mandarin, Min, Nepali, Shan,
Thai, Tibetan, Wu, Yueh.
Siouan: Catawba, Crow, Dakota, Hidatsa,
Omaha, Osage.
Slavic : Belorussian, Bulgarian, Czech,
Georgian, Macedonian, Polish, Russian,
Serbo-Croatian, Slovak, Slovene, Ukrainian.
South Amerindian: Arowakan, Aymara’,
Cariban,
Cuna, Epera,
M
a
p
u
d
u
n
(Araucanian),
g u n
Mataro,
Ngäbere (Guaymi), Páez,
Quechua,
Tupi-Guarani,
Waica, Yanomani.
Sperethiel: Elvish
Tlingit
Tsimshianic :
Gitxsan
(Nisga’a), Tsimshian.
Tungusic :
E v e n k i
(Tungus),
Nanai, Xibe
(Manchu).
Turkic :
B a s h k i r ,
Azerbaijani,
C h u v a s h ,
Gagauz, Kazakh, Kirghiz,
Tatar,Turkish,
Turkmen,
Uzbek, Yakut.
Ugrian :
(Hungarian),
M a g y a r
Ostyak,
Vogul.
Uto-Aztecan :
C o m a n c h e ,
Aztec,
H o p i ,
Nahuatl, Paiute, Papago,
P i m a ,
S h o s h o n i ,
Tarahumara, Ute.
Zuni
Cao Erikson, physical adept

PINK 52 MOHAWK

43 Glen McKenna scotch 53 Panther Pilsner Beer 12 Manhattan Dynamite 65 Riland's Dark Water 45
43 Glen McKenna scotch 53 Panther Pilsner Beer 12 Manhattan Dynamite 65 Riland's Dark Water 45
  • 43 Glen McKenna scotch

  • 53 Panther Pilsner Beer

  • 12 Manhattan Dynamite

  • 65 Riland's Dark Water

  • 45 Hammersteen Beer

  • 36 Blump's Pork Juice

  • 24 Black Pony Scotch

  • 44 Glengoolie scotch

  • 56 Screaming Viking

  • 54 Samarian Sunset

  • 26 Norbecker Beer

  • 62 Old Monk's Bell

  • 42 Ashbury Export

  • 66 Allison's Amber

  • 52 Old Düsseldorf

  • 41 Stelberg Louis

  • 55 Schraderbräu

  • 25 Elsinore beer

  • 61 Otter's Crest

  • 16 Piso Mojado

  • 14 Moloko Plus

  • 32 Alamo Beer

  • 13 May Queen

  • 34 Binge Beer

  • 22 Victory Gin

  • 33 Ambrosa

  • 21 Scumble

  • 64 Tandoor

  • 51 Life Cry

  • 11 Glingue

  • 23 Vesper

  • Brand Name
    63 Orbital

d66

46

35

15

31

TABLES d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56
TABLES
TABLES
d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56 64
d66
34
44
36
24
46
32
54
35
42
33
45
43
26
56
64
22
52
25
23
55
53
66
62
65
63
14
16
12
15
13
31
41
21
51
61
11
Mannequin Depression Black Light Bolsheviks Coney Island Minibars BAND NAMES Sternocleidomastoid The Good Nothin's Crustacean Prince
Mannequin Depression Black Light Bolsheviks Coney Island Minibars BAND NAMES Sternocleidomastoid The Good Nothin's Crustacean Prince
Mannequin Depression Black Light Bolsheviks Coney Island Minibars BAND NAMES Sternocleidomastoid The Good Nothin's Crustacean Prince
Mannequin Depression Black Light Bolsheviks Coney Island Minibars BAND NAMES Sternocleidomastoid The Good Nothin's Crustacean Prince
Mannequin Depression
Black Light Bolsheviks
Coney Island Minibars
BAND NAMES
Sternocleidomastoid
The Good Nothin's
Crustacean Prince
The Clean Genes
Vulture Farmers
Mold and Magic
Garden Variety
Manster Mosh
Band Name
Annagramma
Prom Thumb
Dead Letters
Ripple Effect
Mosh Potato
Trunk Stops
Fluid Druids
Crackroach
Cracklebox
Fool Flavor
Local Guru
Mood Alter
Moby Dink
Planet Flip
Zenlighten
Eye Nerve
Bugdance
Xcrement
FastHook
Buttertop
Offtown
Climox
Squish
Phlesh
Bloat
Pan-Galactic Gargle Blaster Laughing Clown Malt Liquor Black Yukon Sucker Punch Jumbo Jim's Grape Scotch
Pan-Galactic Gargle Blaster
Laughing Clown Malt Liquor
Black Yukon Sucker Punch
Jumbo Jim's Grape Scotch

ALCOHOLIC DRINKS

43 Glen McKenna scotch 53 Panther Pilsner Beer 12 Manhattan Dynamite 65 Riland's Dark Water 45

PINK 53 MOHAWK

52 Toggle Kibble & Chips 21 Django Restaurante 65 Pope's Nose Tavern 41 Blink Tank Cantina
52 Toggle Kibble & Chips 21 Django Restaurante 65 Pope's Nose Tavern 41 Blink Tank Cantina
  • 52 Toggle Kibble & Chips

  • 21 Django Restaurante

  • 65 Pope's Nose Tavern

  • 41 Blink Tank Cantina

  • 12 Club Plastika Café

  • 31 Appointment Deli

  • 23 Shoots & Spears

  • 62 Chutney Kitchen

  • 54 Whisper Lounge

  • 13 Tildé Restaurant

  • 51 Retroville Pizza

  • 45 Tokyo Yo Bistro

  • 56 Jurassic Pork

  • 36 Ciao Buddha

  • 64 Pretzel Logic

  • 25 Café Magma

  • 33 Fat Boy Deli

  • 35 Spoonbeam

  • 15 Futura Grill

  • 61 Compadre

  • 63 Centrifuge

  • 24 Avalunch

  • 26 Voodoo

  • 11 Bapoon

  • 32 Bulldog

  • 43 Chorus

  • 66 Stuff't

  • 44 Nuxa

  • 46 Aura

  • Bar Name
    16 Ahui

BARS

d66

34

42

22

55

53

14

TABLES d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56
TABLES
TABLES
d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56 64
d66
34
44
36
24
46
32
54
35
42
33
45
43
26
56
64
22
52
25
23
55
53
66
62
65
63
14
16
12
15
13
31
41
21
51
61
11
di-hypochlorastium pyroid oxy-dimeramoid cerium tri-polycalyllous viside di-polyecetium tocide hypo-triferonide estyl tocium monovanide oxyfuretium estium de-trikeluric glycite
di-hypochlorastium pyroid oxy-dimeramoid cerium tri-polycalyllous viside di-polyecetium tocide hypo-triferonide estyl tocium monovanide oxyfuretium estium de-trikeluric glycite
di-hypochlorastium pyroid oxy-dimeramoid cerium tri-polycalyllous viside di-polyecetium tocide hypo-triferonide estyl tocium monovanide oxyfuretium estium de-trikeluric glycite
di-hypochlorastium pyroid oxy-dimeramoid cerium tri-polycalyllous viside di-polyecetium tocide hypo-triferonide estyl tocium monovanide oxyfuretium estium de-trikeluric glycite
di-hypochlorastium pyroid
oxy-dimeramoid cerium
tri-polycalyllous viside
di-polyecetium tocide
hypo-triferonide estyl
tocium monovanide
oxyfuretium estium
de-trikeluric glycite
Chemical Name
CHEMICALS
tridiamofic salene
gallene perveride
lanide chlorurium
ketine oxydodine
pyroid acetyllium
manine decaroid
tocic pentacerite
estic dechlorene
plutium trialkene
berate magdate
poly-tetraferene
ferium deperine
tanine dedenyl
methascetine
cycloglycinite
cyclozinofine
dodgallenoid
hypohydritite
hexgallorine
methperium
tetracerimol
panuvofene
glyamonate
tri-tripyrene
perganine
salecofid
adicrium
triglyoid
King Chard Steakhouse Café Fish, Fat and the Otter Chowdown Bar and Grill Nietzsche Bar and
King Chard Steakhouse
Café Fish, Fat and the Otter
Chowdown Bar and Grill
Nietzsche Bar and Grill
Huskers Soysteakhouse
Chung King Chow Lounge
52 Toggle Kibble & Chips 21 Django Restaurante 65 Pope's Nose Tavern 41 Blink Tank Cantina

PINK 54 MOHAWK

14 Capitol W Lights 54 Gungam Garam 23 Cancer Sticks 66 Tristate Gold 24 Black Death
14 Capitol W Lights 54 Gungam Garam 23 Cancer Sticks 66 Tristate Gold 24 Black Death
14 Capitol W Lights 54 Gungam Garam 23 Cancer Sticks 66 Tristate Gold 24 Black Death
14 Capitol W Lights
54 Gungam Garam
23 Cancer Sticks
66 Tristate Gold
24 Black Death
13 Wilmington
45 Spaceman
64 Harlem 26
11 Red Apple
56 Big Leave
26 Redwood
42 Elegance
25 Mild Nine
21 Manitoba
36 Phantom
35 Heritage
Cigarette Name
43 Tillburry
63 Crowne
CIGARETTES
44 Viceroy
34 Stallion
46 Phillies
32 Victory
41 Mirage
51 Palace
12 Morley
65 Kretek
61 Orchid
15 Llama
53 Relax
33 Kings
62 Dunn
52 Twist
55 Kent
16 Chal
31 fact
d66
22
TABLES d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56
TABLES
TABLES
d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56 64
d66
34
44
36
24
46
32
54
35
42
33
45
43
26
56
64
22
52
25
23
55
53
66
62
65
63
14
16
12
15
13
31
41
21
51
61
11
Winter Death Lime Tropical Cherry Blossom Vodka Imaginary Vengeance Oregano Cappuchino Cranberry Thunder Breeze Lemonade Precious
Winter Death Lime Tropical Cherry Blossom Vodka Imaginary Vengeance Oregano Cappuchino Cranberry Thunder Breeze Lemonade Precious
Winter Death Lime Tropical Cherry Blossom Vodka Imaginary Vengeance Oregano Cappuchino Cranberry Thunder Breeze Lemonade Precious
Winter Death Lime Tropical Cherry Blossom Vodka Imaginary Vengeance Oregano Cappuchino Cranberry Thunder Breeze Lemonade Precious
Winter Death Lime Tropical
Cherry Blossom Vodka
Imaginary Vengeance
Oregano Cappuchino
Cranberry Thunder
Breeze Lemonade
Precious Thunder
Vibrant Red Wine
COCKTAILS
Cocktail Name
Crimson Wacker
One Fizz Splash
Innocent Tremor
Caramel Howler
Ultimate Double
Pineapple Wine
Peanut Slapper
Hushed Torrent
Cloudy Hopper
Cloudy Mocha
Warm Infusion
Chestnut Bliss
Insane Delight
Gentle Smash
Apple Whistle
Tropical Shot
Sugar Snake
Death Punch
Lager Critter
Silent Critter
Spring Wine
Infinite Petal
Red Sunset
Tropic Horn
Forest Joke
Icy Slapper
Apple Pink
Brew Bliss
Nature American Sprite
Nature American Sprite
14 Capitol W Lights 54 Gungam Garam 23 Cancer Sticks 66 Tristate Gold 24 Black Death

PINK 55 MOHAWK

11 Integral Technologies 66 Matush Manhunt 23 Goldmund-Teller 34 Lucid Dreams 35 Fountainhead 33 Featherstone 41
11 Integral Technologies 66 Matush Manhunt 23 Goldmund-Teller 34 Lucid Dreams 35 Fountainhead 33 Featherstone 41
  • 11 Integral Technologies

  • 66 Matush Manhunt

  • 23 Goldmund-Teller

  • 34 Lucid Dreams

  • 35 Fountainhead

  • 33 Featherstone

  • 41 Gellar-Cuzin

  • 63 Gravity Blue

  • 53 CyberDyne

  • 52 MegaCorp.

  • 22 Panafrican

  • 55 Polyhedral

  • 46 Interglobal

  • 51 YoYoDyne

  • 44 Matsundai

  • 64 Zing Bros.

  • 54 UMA SaG

  • 31 Gengrove

  • 12 Porphyria

  • 65 ElectrOrb

  • 24 Universal

  • 61 Flipcatch

  • 26 Tonkatsu

  • 56 Sparktec

  • Company Name
    42 Kenshiro

  • 16 Inclusive

  • 45 Everleaf

COMPANIES

  • 62 Fever 3

  • 14 Arcady

  • 15 Inspire

  • 25 Global

  • 21 NAEC

  • 13 Blade

  • 36 Mars

  • 32 Mirai

d66

43

TABLES d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56
TABLES
TABLES
d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56 64
d66
34
44
36
24
46
32
54
35
42
33
45
43
26
56
64
22
52
25
23
55
53
66
62
65
63
14
16
12
15
13
31
41
21
51
61
11
Demon Name DEMONS Metcuhlesra Tyasbadgor Marweaxon Gruonohna Ralesh’odo Lutzavelial Romadras Marroalan Gaaplusci Rosmalas Zamalahr Gasbirius Mahish’el
Demon Name DEMONS Metcuhlesra Tyasbadgor Marweaxon Gruonohna Ralesh’odo Lutzavelial Romadras Marroalan Gaaplusci Rosmalas Zamalahr Gasbirius Mahish’el
Demon Name DEMONS Metcuhlesra Tyasbadgor Marweaxon Gruonohna Ralesh’odo Lutzavelial Romadras Marroalan Gaaplusci Rosmalas Zamalahr Gasbirius Mahish’el
Demon Name DEMONS Metcuhlesra Tyasbadgor Marweaxon Gruonohna Ralesh’odo Lutzavelial Romadras Marroalan Gaaplusci Rosmalas Zamalahr Gasbirius Mahish’el
Demon Name
DEMONS
Metcuhlesra
Tyasbadgor
Marweaxon
Gruonohna
Ralesh’odo
Lutzavelial
Romadras
Marroalan
Gaaplusci
Rosmalas
Zamalahr
Gasbirius
Mahish’el
Za-croha
Culruiran
Wuorach
Sabnuhn
Bitoxach
Ose-cus
Feabuhr
Staedun
Shaxsur
Buer'rax
Demach
Rasbale
Licormo
Phisgos
Ler-ara
Rielaar
Huldrid
Ne'yes
My'ma
Za'res
Ghar’i
Zu-de
Impai
Omni Consumer Products
Omni Consumer Products
11 Integral Technologies 66 Matush Manhunt 23 Goldmund-Teller 34 Lucid Dreams 35 Fountainhead 33 Featherstone 41

PINK 56 MOHAWK

24 Devil's Tongue 52 Rabbit's Foot 54 After Burner 53 Fizzy Drink 61 Flashbang 65 Snowflake
24 Devil's Tongue 52 Rabbit's Foot 54 After Burner 53 Fizzy Drink 61 Flashbang 65 Snowflake
24 Devil's Tongue 52 Rabbit's Foot 54 After Burner 53 Fizzy Drink 61 Flashbang 65 Snowflake
24 Devil's Tongue
52 Rabbit's Foot
54 After Burner
53 Fizzy Drink
61 Flashbang
65 Snowflake
45 Wrathhog
46 Songbird
31 Typhoon
35 Boogie
22 Stripes
33 Morbid
64 Raptor
14 Impact
23 Leech
62 Flinch
56 Thorn
66 Vamp
36 Grunt
51 Mane
13 Silver
42 Tears
55 Ether
41 Warp
32 Twist
63 Frost
12 Twist
26 Myth
34 Roth
43 Ecto
25 Fate
16 Blue
44 Void
15 Mud
21 Hog
Drug Name
11 Xp
d66
TABLES d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56
TABLES
TABLES
d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56 64
d66
34
44
36
24
46
32
54
35
42
33
45
43
26
56
64
22
52
25
23
55
53
66
62
65
63
14
16
12
15
13
31
41
21
51
61
11
Green Street Assassins East Coast Brawlers Chemical Knights Devil's Advocates The Brotherhood Demolition Gang Nuclear Rascals
Green Street Assassins East Coast Brawlers Chemical Knights Devil's Advocates The Brotherhood Demolition Gang Nuclear Rascals
Green Street Assassins East Coast Brawlers Chemical Knights Devil's Advocates The Brotherhood Demolition Gang Nuclear Rascals
Green Street Assassins East Coast Brawlers Chemical Knights Devil's Advocates The Brotherhood Demolition Gang Nuclear Rascals
Green Street Assassins
East Coast Brawlers
Chemical Knights
Devil's Advocates
The Brotherhood
Demolition Gang
Nuclear Rascals
Dale Sken Crew
Demolition Boyz
Angels of Death
Mad Gear Gang
Southside Crew
Yellow Dragons
The Destroyers
Yankee Rebels
Vegas Blasters
Ghetto Ghouls
Death Knights
Black Widows
Gang Name
Shaolin Mafia
Black Rebels
Danger Girlz
Dogs of Hell
Devil's Tribe
Born Losers
The Lizzies
Del Fuegos
The Angels
Dark Souls
GANGS
Knot Tops
Crucifiers
Brigands
Wizards
666ers
Vipers
Wars
STREET DRUGS

STREET DRUGS

24 Devil's Tongue 52 Rabbit's Foot 54 After Burner 53 Fizzy Drink 61 Flashbang 65 Snowflake

PINK 57 MOHAWK

45 Will 'Squint' Mazzucco 11 Caden 'Poison' Salce 54 Isaac 'The Tiger' Kitt 44 Valerio 'Deaf'
45 Will 'Squint' Mazzucco 11 Caden 'Poison' Salce 54 Isaac 'The Tiger' Kitt 44 Valerio 'Deaf'
45 Will 'Squint' Mazzucco 11 Caden 'Poison' Salce 54 Isaac 'The Tiger' Kitt 44 Valerio 'Deaf'
45 Will 'Squint' Mazzucco
11 Caden 'Poison' Salce
54 Isaac 'The Tiger' Kitt
44 Valerio 'Deaf' Dattoli
66 Eve 'One Eye' Lutts
MOBSTERS
Name
d66
34
36
24
46
32
42
35
33
43
26
64
56
22
52
25
23
55
53
62
65
63
14
16
12
15
13
31
41
21
51
61
TABLES d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56
TABLES
TABLES
d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56 64
d66
34
44
36
24
46
32
54
35
42
33
45
43
26
56
64
22
52
25
23
55
53
66
62
65
63
14
16
12
15
13
31
41
21
51
61
11
Mercy Curry Leaf Heart Cardamom Rogue’s Cafdock Arctic Sassafras Heart Safflower Tanner’s Rose Pygmy Sumac Winter
Mercy Curry Leaf Heart Cardamom Rogue’s Cafdock Arctic Sassafras Heart Safflower Tanner’s Rose Pygmy Sumac Winter
Mercy Curry Leaf Heart Cardamom Rogue’s Cafdock Arctic Sassafras Heart Safflower Tanner’s Rose Pygmy Sumac Winter
Mercy Curry Leaf Heart Cardamom Rogue’s Cafdock Arctic Sassafras Heart Safflower Tanner’s Rose Pygmy Sumac Winter
Mercy Curry Leaf
Heart Cardamom
Rogue’s Cafdock
Arctic Sassafras
Heart Safflower
Tanner’s Rose
Pygmy Sumac
Winter Savory
Emmia Grass
King’s Eldthin
Sea Barberry
Cavern Clary
Herb Name
Hazel Ginger
Autumn Vine
Bitter Chervil
Sapphire Dill
Yabbiojoram
Kaceoraway
Greharaway
Scarlet Cap
Xoyea Leaf
Blood Root
Sour Anise
Aggacress
Atiell Briar
Noseafron
Crurearon
Pijeonder
HERBS
Sloyogon
Lekacory
Ichiamric
Gargana
Arrearic
Struzioli
Sea Dill
Otiobi
   
   
 

Esuperio 'Pink Panther' Sinatra

 

Eligio 'Action Jackson' Bonato

 

Javon 'The Horse' D'Ovidio

 

Nestor 'The Rat' Rosini

 

Koby 'The Suit' Madson

 

Demetrio 'The Referee' Burtt

 

Draven 'Action Jackson' Stocks

 

Tullio 'Merciless' Carrow

 

Vladimiro 'Blackjack' Marksbury

 

Macey 'The Spider' Marinucci

 

Joy Joyce 'Mad Girl' Giannattasio

 

Manuela 'The Cook' Giacona

 

Floriana 'Roulette' Sciuto

 

Rachelle 'Blackjack' Tomasso

 

Annabelle 'Squint' Blush

 

Brionna 'The Hook' Drewry

 

Shawna 'Buddy' Averett

 

Riya 'Nightmare' Parslow

 

Breonna 'The Skinny' Woodhull

 

Onorino 'The Grim Reaper'

   
   
 

Terrell 'The Bat' Giacalone

 

Orsino 'The Builder' Urso

 

Austen 'The Phantom' Mae

 

Timoteo 'The Bull' Rycroft

   
 

Braeden 'The Jackal' Stanwick

 

Candido 'Triggerfinger' Lishman

 

Celeste 'Professional' Bove

 

Cointa 'The Fang' Cinelli

 

Ainsley 'Flowers' Ruffino

 

Linda 'The Calm' Ugolini

 

Brianne 'The Nose' Balbo

   
45 Will 'Squint' Mazzucco 11 Caden 'Poison' Salce 54 Isaac 'The Tiger' Kitt 44 Valerio 'Deaf'

PINK 58 MOHAWK

34 Number 1 Bell Avenue 35 West Federal Building 23 1515 7th Street Place 26 The
34 Number 1 Bell Avenue 35 West Federal Building 23 1515 7th Street Place 26 The
  • 34 Number 1 Bell Avenue

  • 35 West Federal Building

  • 23 1515 7th Street Place

  • 26 The Williams Building

  • 45 The Stevens Building

  • 25 Three Houston Plaza

  • 13 6th Avenue Building

  • 64 Five Gibson Center

  • 32 The Barrett Towers

  • 46 First Grand Towers

  • 43 386 Times Avenue

  • 53 First Towers West

  • 51 12 Bloom Centre

  • 66 The Bell Building

  • 62 Governor Centre

  • 15 One State Tower

  • 16 The WLM Place

  • 24 Hayes Building

  • 63 First Hall North

  • 42 UHRP Building

  • 55 Grand Building

  • 65 Houston Plaza

  • 41 Silver Building

  • 14 Long Building

  • 44 World Place

  • 11 Hill Towers

  • 52 DCI Place

  • Building Name
    54 Gray Hall

d66

36

33

56

22

12

31

21

61

TABLES d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56
TABLES
TABLES
d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56 64
d66
34
44
36
24
46
32
54
35
42
33
45
43
26
56
64
22
52
25
23
55
53
66
62
65
63
14
16
12
15
13
31
41
21
51
61
11
It Came From Another Dimension. Destination the Ruins of Balance! Destination the Parallel Universe! Earth vs.
It Came From Another Dimension. Destination the Ruins of Balance! Destination the Parallel Universe! Earth vs.
It Came From Another Dimension. Destination the Ruins of Balance! Destination the Parallel Universe! Earth vs.

It Came From Another Dimension.

Destination the Ruins of Balance!

Destination the Parallel Universe!

Earth vs. the Devil Living Corpse!

Kraken From the terrifying Cave.

Bride of the Atomic Neanderthal!

Return to the Atomic Wasteland!

Giant Beasts vs. The Gruesome

Return of the Unknown Invader!

Jungle of the Incredible Mutant!

Creep From the Cave of Death.

Planet of the Robotic Cannibal!

Revenge of the Brutal Piranha.

Earth vs. the Merciless Being!

Cannibal From Beyond Time!

Earth vs. the Phantom Freak.

The Troglodytes of Dr. Acula.

Savagery of the Horrific Bug.

Tomb of the Primitive Creep.

Return of the Undying Plant.

Expedition to the Lost Cave!

Fury of the Menacing Slime.

Battle of the terrifying Cave.

Battle of the Were-Scorpion

Revenge of the Murderous

Return of the Star Shark.

Land of the Unstoppable

Return of the Devil Ape!

The Battle of Dr. Acula!

When Invaders Attack!

Rise of the Devil Bug!

The Monster Strikes.

The Kraken Strikes!

Return to Beyond.

Return to Beyond.

Tomb of the Man.

Movie Title

East Quackenbush Place Number Two Hill Headquarters Number 200 OLL Center Number Two SUJ Plaza Aschenputtel
East Quackenbush Place
Number Two Hill Headquarters
Number 200 OLL Center
Number Two SUJ Plaza
Aschenputtel GMBH Headquarters
The Steel Headquarters
Number 11 World Towers
2nd Street Headquarters

OFFICE BUILDINGS

SIMSENSE MOVIES

SIMSENSE MOVIES

PINK 59 MOHAWK

65 Shepherdstown 25 Boiling Springs 26 Perdido Beach 33 Concorde Hills 34 Mahanoy City 61 Natural
65 Shepherdstown 25 Boiling Springs 26 Perdido Beach 33 Concorde Hills 34 Mahanoy City 61 Natural
  • 65 Shepherdstown

  • 25 Boiling Springs

  • 26 Perdido Beach

  • 33 Concorde Hills

  • 34 Mahanoy City

  • 61 Natural Steps

  • 21 Opdyke West

  • 53 Port Sulphur

  • 55 Starr School

  • 45 Murraysville

  • 52 Cottonwood

  • 64 Bucks Lake

  • 15 Upper Lake

  • 11 Bazile Mills

  • 31 Spillertown

  • 63 Clemmons

  • 12 Pottsgrove

  • 66 Larksville

  • 24 Milladore

  • 54 Adairville

  • 51 Mendota

  • 16 Canisteo

  • 44 Ellisburg

  • 23 Delphos

  • 42 Deseret

  • 32 Bodega

  • 56 Tonsina

  • 14 Passaic

  • 13 Tavares

  • 41 Weirton

  • 62 Durbin

  • 43 Kailua

  • 36 Jellico

  • 46 Rozel

  • 35 Orrin

  • Town Name
    22 Klein

d66

TABLES d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56
TABLES
TABLES
d66 34 44 36 24 46 32 54 35 42 33 45 43 26 56 64
d66
34
44
36
24
46
32
54
35
42
33
45
43
26
56
64
22
52
25
23
55
53
66
62
65
63
14
16
12
15
13
31
41
21
51
61
11
Whippersnappers Snackippity Doos Snack Name SNACKS Baconoolios Angelwings Snowflakes Barbarians Barbarians Wheatums Grumbles Mummies Mumbles Geekeez
Whippersnappers Snackippity Doos Snack Name SNACKS Baconoolios Angelwings Snowflakes Barbarians Barbarians Wheatums Grumbles Mummies Mumbles Geekeez
Whippersnappers Snackippity Doos Snack Name SNACKS Baconoolios Angelwings Snowflakes Barbarians Barbarians Wheatums Grumbles Mummies Mumbles Geekeez
Whippersnappers Snackippity Doos Snack Name SNACKS Baconoolios Angelwings Snowflakes Barbarians Barbarians Wheatums Grumbles Mummies Mumbles Geekeez
Whippersnappers
Snackippity Doos
Snack Name
SNACKS
Baconoolios
Angelwings
Snowflakes
Barbarians
Barbarians
Wheatums
Grumbles
Mummies
Mumbles
Geekeez
Growlies
Vampies
Chikkles
Wizards
Blastins
Smoots
Smoots
Shinies
Shinies
Pasties
Fanties
Jingles
Drivers
Huffles
Rebels
Sugies
Milkies
Wrilies
Lasers
Rifrafs
Cocos
Tiftofs
Puds
Jice
SMALL TOWNS

SMALL TOWNS

65 Shepherdstown 25 Boiling Springs 26 Perdido Beach 33 Concorde Hills 34 Mahanoy City 61 Natural

PINK 60 MOHAWK

51 Managers and Medals 33 Oracle and Monsters 66 Liberation and Death 44 Olympic Super Stars
51 Managers and Medals 33 Oracle and Monsters 66 Liberation and Death 44 Olympic Super Stars
  • 51 Managers and Medals

  • 33 Oracle and Monsters

  • 66 Liberation and Death

  • 44