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You must Create a humorous unique Name and Gender for your character:

You have 5 Seconds... 4... 3... 2... 1... pencils down!


If you fail to create this data it will now be decided for you.
If you succeeded to create this data in the time given, you gain +1 Perversity Points

Gender Naming

1-2
1-5 (Both) Hermaphrodite* Roll on Chart 1 & 4
3-4
6-10 Genderless** Roll on Chart 1 & 2
5-6
11-15 Male Roll on Chart 1, 2, & 4
7-8
16-20 Female Roll on Chart 1
9-10
Roll on Chart 3 & 4
* A Hermaphrodite generally still appears to
be one gender over the other, Flip a coin to
11-12
Roll on Chart 2 & 4
determine appearance. Heads = Male,
Tails = Female. 13-14
Roll on Chart 1, 3, & 4
** Due to problems with Cloning, some
15-16
people come out Gender Ambiguous. They a Roll on Chart 2
lack of proper genitalia and have a similar
unclear appearance; like Pat from Saturday 17-18
Night Live. Roll on Chart 2 & 3
19 Roll on the Charts of
players choice
20
The Gamemaster names you

Chart 1 Chart 2 Chart 4

Boink Happy 1 -erifick

Flub Butt Face 2 -o-ramma

Crunch Blueberry 3 -oid

Thunk Cockroach 4 -Man or -Woman

Zap Dumbass 5 -butt

Splat Twiggy 6 -tastick

Fwipp Turnip 7 -esskey

Bam Button 8 -ing

Pop Crotch 9 -time

Burp Rocket 10 -(rhyming phrase)


Beep Slime 11-12 -kins

Knock Toilet 13-14 -ly

Gurgle Donkey 15-16 -ish

Ding Noodle 17 -er

Crack Tweak 18 -well

Tweet Juice 19 Mr. or Miss.

Tic Barkly 20 Sir or Lady

Plunk Frog

Grrr Snot

Wham Ninja

Chart 3a (Male) Chart 3b (Female) Chart 3b (unclear )


1.
1. 1.
Evan Destiny Qwinn
2.
2. 2.
Mat Jasmine Madison
3.
3. 3.
Grant Grace Riley
4.
4. 4.
Blake Lizzie Lee
5.
5. 5.
Tony Penny Aiden
6.
6. 6.
Max Faith Piper
7.
7. 7.
Logan Melody Kennedy
8.
8. 8.
Jack Ruby Alley
9.
9. 9.
Tristan Sophia Cassady
10.
10. 10.
Cole Brooke Kerry
11.
11. 11.
Ben Isabel Jean
12.
12. 12.
Oscar Grace Alex
13.
13. 13.
Adam Naomi Carmon
14.
14. 14.
Iggy Trinity Edan
15.
15. 15.
Bob Zoe Micha
16.
16. 16.
Ivan Paige Angel
17.
17. 17.
Luke Olivia Dakóda
18.
18. 18.
Hunter Ashley Jesse
19.
19. 19.
Zack Alexis Christian
20.
20. 20.
Adolph** Jade Pat
** Characters named Adolph will be coveted by the Neo Neo Nazis, and have the option to choose
them as a Secret Society without rolling...

Security clearance:
INFRARED (Rank 0)
RED (Rank 1)
ORANGE (Rank 2)
YELLOW (Rank 3)
GREEN (Rank 4)
BLUE (Rank 5)
INDIGO (Rank 6)
VIOLET (Rank 7)
ULTRAVIOLET (Rank 10)

Sector: Roll on the following chart at least 3 to 5 times; combine the letters to
determine Sector Name:

Sector Naming

1 11
A N
2 12
B O
3 13
C P
4 14
D R
5 15
E S
6 16
F T
7 17
H U
8 18
I V
9 19
L X
10 20
M Y

Early Life

How did you spend the first part of your life? Were you born yesterday or have you
lived for years down in the bottom of Alpha Complex? Citizens of the Alpha complex
emerge from a Growth Tube fully grown and possess a basic knowledge...
Chart A= Education (Skill bonuses)
Chart B= Work Experience (Special Duty, Promotion)
Chart C= Physical Training (Hitponts)
Chart D= Problems (Personality tics)
D.1 Physical, D.2 Mental, D.3 Social

Life Experiences
1-2
Inexperienced, Your fresh out of the Growth Tube and put to work (Roll on Chart C & D.3)
3-4
Mistaken for a Bot, (Roll twice on Chart A, once on C & any D)
5-6
Executed immediately for treason, (Roll on Chart C & D.1)
7-8
Sold to Nazis, (Roll on Chart B , C & any D)
9-10
Lost in a abandoned sub-sector, (Roll on Chart B or C & D.2)
11-12
Used to prop up a table, (Roll on Chart A or C & any D)
13-14
2 years doing paperwork, (Roll twice on Chart A & once on any D)
15-16
On the job Training, (Roll twice on Chart B & once on any D)
17-18
The Chosen One, (Roll twice on Chart A or B, once on C & D.1)
19
Whistle blower, (Roll on three times of any combination of Charts)
20
A monotonous year of your slandered training program (Roll on Chart A, B, C & any D)

Chart A (Education)
1.
Groveling for your Life- Bootlicking +4
2.
Vat Scrubbing- Biosciences +4
3.
Drink testing- Chemical Engineering +4
4.
Happiness enforcement- Pharmatherapy +4
5.
Looking for lost Equipment- Insight +4
6.
Looking for lost Paperwork- Data Search +4
7.
Trying to understand Paperwork- Data Analysis +4
8.
Destroying Paperwork- Demolition +4
9.
Testing Radioactive Bubble chips- Nuclear Engineering +4
10.
Tested new Cleaning Acids- Hygiene +4
11.
Got stuck on refrigeration shaft- Habitat Engineering +4
12. Accidentally welded into new Bot design, had to find your own way out- any one Hardware
specialty at +4
13. Had to reprogram drink machine not to kill you on your lunch breaks- any one Software
specialty at +4
14.
Tested inedible polymers on Outdoor creature until it died- any one Wetware specialty at +4
15. Part of a random 7 day Interrogation program by Friend Computer- any two Management
specialties at +4
16. Suffered paranoid delusions due to bad batch of Ranch flavored Agile Chips- any two Stealth
specialties at +4
17.
Fighting Nazi saboteurs for control of a sector- any two Violence specialties at +4
18.
Forced to Memorize operation manual- any two Hardware specialties at +4
19.
Memories accidentally replaced by experimental data scan- any two Software specialties at +4
20. Dissected strange growth in Tube 6-7F to determine origins- any two Wetware specialties at
+4

Chart B (Work Experience)


1.
Sold issued equipment for profit- C-Bay +4

2.
Convinced someone else to do your job- Con Games +4

3.
Found ways to fight off Nazi saboteurs with office supplies- Thrown Weapons +4

4.
In charge of new Weaponized deodorant spray- Weapon & Armor Maintenance +4

5.
Forced to hide from computer- Security Systems +4

6.
Fine Manipulation +4
7.
Psychotherapy +4

8.
Suggestion +4
9.
Hacking +4
10.
Bot Programming +4
11.
- any one Management specialty at +4
12.
- any one Stealth specialty at +4
13.
- any one Violence specialty at +4
14.
Advance in rank with Secret Society, any one Secret Society specialty at +4
15.
- any two Management specialties at +4
16.
- any two Stealth specialties at +4
17.
- any two Violence specialties at +4
18.
Can reroll any one skill score
19.
Access at +4

20.
Advance to ORANGE(Rank 2), any two specialties at +4

Chart D.1 (Physical) Chart D.2 (Mental) Chart D.3 (Social)


Frequently has
1. 1.
Cannot hear trouble Always injects a laugh
very well sleeping well 1. into conversation
Never learned
2. 2.
Allergic to to read or Insatiable flirt with the
something write 2. opposite sex
Antipathy.
3. 3.
Lack of Enjoys a unique hobby
Failing eyesight emotion 3. or pastime
Quixotism.
4. 4.
Need to
perform deeds
for an
irrationally
Old wound romantic ideal
causes a slight of duty or Inattentive to personal
limp in gait honor. 4. appearance
Overweight Megalomania.
5. 5.
from Feeling of Known to be a casual
indulgence superiority. 5. liar
Recurring facial Suicidal
6. 6.
tick during mania. Need Never without a
stress to kill oneself. 6. favored item
Color blind- Sadism. Need
7. 7.
Trouble seeing to harm Opinionated about any
different colors others. 7. conversation or topic
Weak stomach
8. 8.
for messy Kleptomania. Speaks with a strange
violence Need to steal. 8. accent
Delusions.
9. 9.
Believe things Subscribes to a
Hands shake that aren’t number of local
with stress true. 9. superstitions
10. 10. Yearns for the
Missing Hand outdoors 10. Quick to anger
11. 11. Amnesia. Loss
Hunchback of memory 11. Very Rude to others
Haphephobia.
12. 12.
Fear of Being
Missing eye touched. 12. Gamboling addict
Not very
13. 13.
observant
Addicted to about
substance surroundings 13. Overly trusting, gullible
Horribly
14. 14.
disfigured in
appearance Pessimist 14. Secret Society enemy
15. 15. Obsessive
Midget- short compulsive 15. Tecnophobe
Persistent PC is ignorant
16. 16.
Injury, reduce of his own
main HP by -2 mutant powers 16. Greedy
17. Low pain 17.
tolerance Absent Minded 17. Treasonous record
18. Obvious Mutant 18.
power usage Depression 18. Over confident
PC is ignorant
19. 19.
of his own
Missing Limb Secret Sociaty 19. Low Self esteem
Other (see Other (see
20. 20.
Gamemaster Gamemaster Other (see Gamemaster
for details) for details) 20. for details)

Chart C (Physical Training) Hitpoints


You went for a brief run once in your life, you have spent the rest of your
1
time sitting immobile... (Agility is a weakness: rating is always 1)
1d4
Is eating considered training? Someone thought so, because that is what
2-3
you were trained in... (+4 on Unlikely Skill of Cooking)
1d6
Someone in R&D decided to train you to take a punch, after you suffered a
4-6
concussion they stopped... (+2 skill specialty in Unarmed Combat)
1d8
Emerging from the Growth Tube, they spent 20 minutes chasing you with
7-9
the Probe-a-Tron, this qualified as Training... (+2 skill specialty in Agility)
1d10
You own your very own Exercise Wheel and it's the only way to power the
10-12
electricity in your sleeping chamber... (+4 skill specialty in Agility)
1d12
You received a rigorous week of Combat training. Unfortunately, this had
13-15
very little to do with your actual job... (+4 in any Violence Skill specialty)
2d6
R&D wanted to test a new Murder Bot system on you, but you slipped away
16-17
and have been hiding ever sense... (+4 in any Stealth Skill specialty)
2d8
You received an "enhancer" chip that improves reaction time and can cause
18-19
rag fueled psychotic breaks... (+4 in any two Violence Skill specialties)
1d20
A new Drug caused you terrifying hallucinations, not happiness. Now you
20
spend every moment hiding... (+4 in any two Stealth Skill specialties)
2d10

SERVICE Group

1 Armed Forces (group)*


2-3 Armed Forces (service firm)
4-5 Central Processing Unit
6-8 HPD & Mind Control
9 Internal Security**
10 Internal Security (service firm)
11-13 Production, Logistics & Commissary
14-15 Power Services
16-17 Research & Design
18-19 Technical Services
20 Industrial spy or saboteur***

Service Firm

Armed Forces 1-2 116 Emergency Systems


3-4 Credit License Checkers
1-2 Ammunition Fresheners 5-6 Facility Surveillance Control
3-4 Armed Forces Friends Network 7-8 Form Facilitators
5-6 Bodyguard Communications 9-10 Form Inventory Officers
Liaisons 11-12 Form Disposal Advisors
7-8 Blast Shield Maintenance 13-14 Pocket Protector Refurbishers
9-10 Crowd Control (Armed Forces) 15-16 Security System Installers
11-12 Sensitivity Trainers 17-18 Volunteer Collection Agencies
13-14 Threat Assessors (Armed 19-20 Other (see Gamemaster for
Forces) details)
15-16 Tool & Die Works
17-18 Vulture Squadron Recruiters
19-20 Other (see Gamemaster for
details)

Central Processing Unit HPD & Mind Control


1-2 Entertainment Scouting Agencies Power Services
3-4 History Purifiers
5-6 News Services 1-2 Battery Backup
7-8 Public Hating Coordination 3-4 Burn Radius Assessors
9-10 Sector Expansion Surveyors 5-6 Circuit Maintenance
11-12 Semantics Control 7-8 Fuel Cell Replenishment (Power)
13-14 Singalong Agents 9-10 Fuel Rod Disposal Consultants
15-16 Subliminals Police 11-12 Odor Fresheners
17-18 Trend Identifiers 13-14 Power Oscillation Professionals
19-20 Other (see Gamemaster for 15-16 Safe Atoms Initiative
details) 17-18 Wire Supply Checkers
19-20 Other (see Gamemaster for
Internal Security details)

1-2 Crowd Control (IntSec) Research & Design


3-4 Forensic Analysis
5-6 Glee Quota Adjutants 1-2 Biological Niceness Indexers
7-8 Re-Education Client Procurement 3-4 Bot Processing
9-10 Surveillance Operatives 5-6 Drug Interaction Testers
11-12 Termination Center Janitorial 7-8 Field Data Collectors
13-14 Thought Surveyors 9-10 Goo Cleanup
15-16 Threat Assessors (IntSec) 11-12 RoboPsych Auditing
17-18 Treason Scene Cleanup 13-14 Scientist Sanity Checkers
19-20 Other (see Gamemaster for 15-16 Vehicle Therapists
details) 17-18 Weapon Effectiveness Assessors
19-20 Other (see Gamemaster for
Production, Logistics & details)
Commissary (PLC)
Technical Services
1-2 Armored Autocar Escorts
3-4 BLUE Room Caterers 1-2 Bedding Inspectors
5-6 Equipment Assembly Control 3-4 Clone Tank Support Services
7-8 Field Logistics Advisors 5-6 Consolidated Motorized Transport
9-10 Food Vat Control (CMT)
11-12 Inventory System Updaters 7-8 Fuel Cell Replenishment (Tech
13-14 Printing Office Field Checkers Svcs)
15-16 Storage Media Integrity 9-10 MemoMax Quality Assurance
Assessors 11-12 Medical Services
17-18 Warehouse System Inspectors 13-14 Paint Control
19-20 Other (see Gamemaster for 15-16 Slime Identification
details) 17-18 Tech Support
19-20 Other (see Gamemaster for
details)

SKILLS (Management, Stealth, Violence, Hardware, Software, Wetware)


Roll 1d20 for each skill and halve the number rolled to get its rating; for results
under 4, the skill’s rating is 4.

SPECIALTIES

six common specialties (+4)


Six weakness: rating is 1.

six narrow specialties (+6)

can keep these slots open (undefined)

Later Life Events

Mutant power

1—2 Absorption 50—52 Machine Empathy


3—4 Acidic Spit 53 Magnetize
5 Adaptive Metabolism 54—55 Matter Eater
6 Adhesive Skin 56 Mechanical Intuition
7 Adrenalin Control 57—58 Mental Blast
8—9 Bouncy 59 Mind Sense
10 Bureaucratic Intuition 60-62 Polymorphism
11 Call Bots 63 Pouches
12—13 Chameleon 64 Psychometry
14—16 Charm 65—66 Puppeteer
17—18 Chromativariation 67 Push Mutant Powers
19 Clean Slate 68—69 Pyrokinesis
20 Corrosion 70—71 Radioactivity
21—23 Creeping Madness 72—73 Regeneration
24 Creeping Darkness 74 Rubbery Bones
25—26 Cryokinesis 75—76 Scream
27 Death Simulation 77—78 Sculpt
28 Deep Thought 79—80 Second Skin
29—30 Desolidity 80—82 Shrinking
31 Detect Mutant Power 83 Slippery Skin
32—33 Electroshock 84 Speed
34 Empathy 85 Spikes
35 Energy Field 86 Stasis
36 Environmental Control 87—88 Stench
37 Find Location 89 Stretchy
38 Forgettable 90 Telekinesis
39—40 Gravity Manipulation 91 Teleportation
41—42 Growth 92—93 Toxic Metabolism
43 Haze 94—95 Transmutation
44 Hyper Reflexes 96—97 Uncanny Luck
45 Hyper Senses 98 Ventriloquist
46 Jump 99 X-Ray Vision
47—48 Levitation 100 GM’s Choice
49 Light Control

Secret society

Armed Forces Internal Security

1-3 Anti-Mutant 1-3 Anti-Mutant


4-6 Death Leopard 4-6 Death Leopard
7-9 Frankenstein Destroyers 7-9 FCCC-P
10-12 PURGE 10-12 Frankenstein Destroyers
13 Neo-Neo-Nazis 13 Neo-Neo-Nazis
14 FCCC-P 14 Free Enterprise
15 Free Enterprise 15 Pro Tech
16 Pro Tech 16 Psion
17 Psion 17 PURGE
18 Illuminati* 18 Illuminati*
19 Other (see GM for details) 19 Other (see GM for details)
20 Undercover agent** 20 Undercover agent**

Central Processing Unit

1-4 Computer Phreaks Production, Logistics &


5-8 Corpore Metal Commissary (PLC)
9-10 FCCC-P
11-12 Sierra Club 1-5 Free Enterprise
13 Anti-Mutant 6-9 Humanists
14 Neo-Neo-Nazis 10-11 Mystics
15 Pro Tech 12-13 Romantics
16 Psion 14 Neo-Neo-Nazis
17 PURGE 15 Pro Tech
18 Illuminati* 16 Psion
19 Other (see GM for details) 17 Sierra Club
20 Undercover agent** 18 Illuminati*
19 Other (see GM for details)
HPD & Mind Control 20 Undercover agent**

1-2 Anti-Mutant Power Services


3-4 FCCC-P
5-7 Humanists 1-2 Computer Phreaks
8-11 Romantics 3-4 Death Leopard
12-13 Sierra Club 5-6 FCCC-P
14 Neo-Neo-Nazis 7-8 Frankenstein Destroyers
15 Mystics 9-10 Free Enterprise
16 Psion 11-12 Mystics
17 PURGE 13-14 Pro Tech
18 Illuminati* 15-16 PURGE
19 Other (see GM for details) 17 Neo-Neo-Nazis
20 Undercover agent** 18 Illuminati*
19 Other (see GM for details)
20 Undercover agent** Technical Services

1-2 Computer Phreaks


Research & Design 3-4 Corpore Metal
5-6 Death Leopard
1-3 Computer Phreaks 7-8 Frankenstein Destroyers
4-6 Corpore Metal 9-10 Mystics
7-10 Pro Tech 11-12 Pro Tech
11-12 Psion 13-14 Psion
13-15 PURGE 15-16 Sierra Club
16 FCCC-P 17 Neo-Neo-Nazis
17 Neo-Neo-Nazis 18 Illuminati*
18 Illuminati* 19 Other (see GM for details)
19 Other (see GM for details) 20 Undercover agent**
20 Undercover agent**

Class A societies: Death Leopard, FCCC-P, Free Enterprise, Romantics, Sierra Club

Class B societies: Anti-Mutants, Corpore Metal, Mystics, Pro Tech, Illuminati

Class C societies: Neo Neo Nazi, Computer Phreaks, Frankensteins, PURGE,


Humanists, Psion

Death Leopard FCCC-P


(First Church of Christ Computer-Programmer)

Beliefs: Hedonism and Anarchy! Wreck Beliefs: The Computer is my Friend. Though I walk
things, cause trouble, be rebellious, mock through the sector of the shadow of treason, I will fear
the powerful, defy The Computer, but above no Nazis, for The Computer is with me.
all else, have fun. Remember, fragile things
dropped from a great height make a nice Serve The Computer, and I surely will be Rebooted in
sound. the Eternal Mainframe, Amen!

Friends: PURGE Friends: Pro Tech

Enemies: FCCC-P Enemies: Neo Neo Nazi, Humanists, Death Leopard,


Sierra Club

Advancement: frequent mischief, Advancement: Because The Computer is their God,


inventive pranks, initiate large-scale public members who rise to high security clearance, have
craziness, accomplishing dares programming skills, and those who confess their treason
to The Computer.

Special Rules: It pays to be sneaky. Special Rules: Like any normal religion, the FCCC-P
Having too much fun will get you executed. has many splinter groups, reformed churches and
Pretend to be a good citizen, but whenever bizarre cults; that greatly differs on the correct way to
you can get away with it, do something you worship The Computer. A slew of well-intentioned,
aren’t supposed to. earnest lunatics, all arguing over semantics of belief.

Secret skills Secret skills

1-5 1-5

6-10 6-10

11-15 11-15

16-20 16-20

Treasonous Equipment Treasonous Equipment

1-3 1-3

4-6 4-6

7-9 7-9

10-12 10-12

13-15 13-15

16-17 16-17

18-19 18-19

20 20

Free Enterprise Romantics

Beliefs: The Law of Supply and Demand! Beliefs: Recapture the historical glory and high cultural
Getting rich is good. If there’s a demand for in the Old Reckoning times.
a good or service, and The Computer
doesn’t meet it, well, someone’s got to. If Throw off the dominance of The Computer, and
we get rich in the process, that’s great! reestablish the world of fast-food restaurants, Frisbees,
and J. R. Tolkien Novels. In order to return to
humanity’s original happy state, each person must be
free to ‘just do it’ as they did in the good old days.

Friends: Everybody- they try to maintain Friends: Humanists, PURGE


good relations with everyone with Credits.
Enemies: FCCC-P, Corpore Metal, Pro Tech.
Enemies: Neo Neo Nazi

Advancement: Sell! Sell! Sell! Finding Advancement: Sabotaging Computer operations,


something new & valuable, there’s plenty of obtain relics from the Old Reckoning era. The society
suckers out there to help turn a profit especially prizes ancient books and vidtapes.
Special Rules: Remember, you are a IR Special Rules: They have turned the history of the
Marketeer, keep your sales and profits Old Reckoning into a sort of mythology glorifying the
under the table. Anything is for sale, if there appealing and not-so-appealing aspects of the pop-cult
is a fast credit to be made... lifestyle depicted in ancient television programs.

Secret skills Secret skills

1-5 1-5

6-10 6-10

11-15 11-15

16-20 16-20

Treasonous Equipment Treasonous Equipment

1-3 1-3

4-6 4-6

7-9 7-9

10-12 10-12

13-15 13-15

16-17 16-17

18-19 18-19

20 20

Sierra Club Anti-Mutants

Beliefs: Cast off the shackles of Beliefs: Eliminate mutant powers. Re-establish pure-
technology! Only Nature can make us strain humans as the dominant force in society. If
happy. Abandon the luxuries of technology mutants are not destroyed, three-armed green-tendriled
and embrace the hardships of Outdoor life. monstrosities will take over! Mutants are evil and foul!
Kill all mutants!
We should make friends with woodland
creatures ,such as yellowjackets,
rattlesnakes, and skunks.

Friends: Humanists, Romantics, Mystics. Friends: Humanists

Enemies: Pro Tech, Corpore Metal. Enemies: Psion

Advancement: greater knowledge of Advancement: executing mutants or uncovering


Nature and the Outdoors, introducing evidence of mutation.
elements of Nature into the complex, or by
establishing ready access to the Outdoors

Special Rules: The Computer has Special Rules: Though the player himself may
indoctrinated the entire populace of Alpha know that all other player characters have mutant
Complex with the belief the Outdoors is now powers, he must remember his character imagines
a devastated, uninhabitable, Wasteland. The mutant powers to be very rare.
Sierra Club believes this is untrue.

Secret skills Secret skills

1-5 1-5

6-10 6-10

11-15 11-15

16-20 16-20

Treasonous Equipment Treasonous Equipment

1-3 1-3

4-6 4-6

7-9 7-9

10-12 10-12

13-15 13-15

16-17 16-17

18-19 18-19

20 20

Corpore Metal Mystics

Beliefs: Humans are obsolete. Computers Beliefs: We seek the Inner Light. Reality is an illusion.
and robots will inevitably replace them. The Computer, the food vats, Nazis, everything
Biological life is inefficient; only those mundane—all these things get in the way of
humans who can recognize these true understanding.
principles must assist robots and computers
in creating the perfect society of rationality Each wise man has his own passageway Inside—drugs,
and efficiency. meditation, yoga, fasting, primal screaming. The Way
does not matter. The Inside is what counts.

Friends: Pro Tech Friends: Romantics, Free Enterprise

Enemies: Humanists, PURGE, Enemies: None


Frankenstein Destroyers
Advancement: eliminate large numbers Advancement: Discovering new ways to achieve
of superfluous biological intelligences enlightenment—new drugs, new transcendental
(humans), remove the asimov circuits of disciplines and by turning on non-Mystics on their own
bots, replace body parts with cybernetics path to Inner Light.

Special Rules: Many members of Corpore Special Rules: The Mystics are not strictly speaking
Metal are bots. However, a large human an organization, but a community of like-minded
auxiliary is eager to transform themselves individuals who believe in the search for illumination.
into machines—immortal, efficient and Mystics also have excellent access to drugs of all kinds,
unemotional—through the gradual typically of a much higher potency than those legally
replacement of their biological elements obtainable and maintain a brisk trade in these scarce
with cybernetics. commodities.

Secret skills Secret skills

1-5 1-5

6-10 6-10

11-15 11-15

16-20 16-20

Treasonous Equipment Treasonous Equipment

1-3 1-3

4-6 4-6

7-9 7-9

10-12 10-12

13-15 13-15

16-17 16-17

18-19 18-19

20 20

Pro Tech Illuminati

Beliefs: Encouraging research and the Beliefs: Power is all that matters. Becoming powerful is
development of new technologies will let the only way to be safe. Ninety-nine percent of the
humanity restore the Earth’s ruined surface human race is cattle. Only the strongest and brightest
and return to the stars beyond. Better gain power.
gadgets solve all of life's problems.
Serve the Leader, do as we say, and one day you may
become powerful enough that all the Illuminati will serve
you and control Alpha Complex.

Friends: Computer Phreaks, Corpore Friends: None

Metal Enemies: None

Enemies: PURGE, Frankenstein Destroyers

Advancement: Helping others procure Advancement: Performing tasks ordered by their


necessary research materials, advancing in superiors, by learning the true identities of their
R&D service group, or by reprogramming superiors, setting up a victim for blackmail, and do as
bots or computers (they’ve stolen) to your told...
respond to Pro Tech society instructions.

Special Rules: Pro Tech has no hierarchy. Special Rules: The ultimate conspiracy, the secret-est
Independent groups work on their own secret society—so pervasive they’re behind everything.
secret projects; part of each member’s job Our agents are everywhere. Terror and blackmail are
is the "procurement" (normally theft) of the our tools. Prove yourself superior by learning how to
scarce resources needed to carry on these blackmail your superiors. Or prove yourself cattle by
secret projects. failing.

Secret skills Secret skills

1-5 1-5

6-10 6-10

11-15 11-15

16-20 16-20

Treasonous Equipment Treasonous Equipment

1-3 1-3

4-6 4-6

7-9 7-9

10-12 10-12

13-15 13-15

16-17 16-17

18-19 18-19

20 20

Neo Neo Nazi Computer Phreaks


Beliefs: We are the one race, the Beliefs: Playing with technology is fun. Breaking
genetically pure! All others citizens must be security is fun. Being executed for treason is not fun, but
'purified' or enslaved to reach our goal of a it won’t happen to you—you’re too good. Only failures
perfect society. A society without get caught. Messing with The Computer is great—
Computers, without corruption or Credits, a challenging, dangerous, and exciting.
perfect utopia built on the burning ashes of
Alpha complex.

HACKERS RULE!
One day our illustrious leader, the High
Programmer Adolph-Blueberry-Hitler will be
reborn through the cloning matrix and we
will once again rise to power!!

Friends: No one likes the Nazis! Friends: Pro Tech

Enemies: Everybody hates Nazis! Enemies: FCCC-P

Advancement: Take daring action against Advancement: Hacker feats like; defeating physical
The Computer, spreading Nazi propaganda, and programmed Computer security and establishing
Sabotaging or altering the Cloning tanks, access to data banks, subsystems and programs.
talking with a thick German accent also
helps.

Special Rules: The Nazis don’t really Special Rules: Phreaks are loners. They socialize over
know much about the historical German The Computer’s own systems—AIM (Alpha Instant
Nazi Party, which was a dead doctrine long Messaging), IRC (InfraRed Chat), and the rest. They
before Year 1 of The Computer. However, want freedom of information, having fun, pushing your
with the promise of perfection, a mythology limits and finding out what They didn’t want you to
about the long dead the High Programmer know...
Adolph-Blueberry-Hitler has led to it's
strange revival...

Secret skills Secret skills

1-5 1-5
Hacking and Bot Programming
6-10 6-10

11-15 11-15

16-20 16-20

Treasonous Equipment Treasonous Equipment

1-3 1-3
Filesharing networks
4-6 4-6

7-9 7-9

10-12 10-12

13-15 13-15
16-17 16-17

18-19 18-19

20 20

Frankenstein Destroyers PURGE

Beliefs: Man has a soul to guide his Beliefs: Kill The Computer! Kill those who support The
intelligence. Robots and The Computer have Computer! The Computer is evil. Those citizens who
no soul, and are therefore evil and amoral. support The Computer are traitors to humanity’s higher
Machines should be tools for Man’s use. destiny. Teach submissive citizens to resist and fight The
Intelligent mechanisms (like The Computer) Computer with whatever resources are at hand.
pervert the natural, Destroy them!!

Friends: Humanists, PURGE Friends: Humanists, Romantics, Death Leopard.

Enemies: Corpore Metal, Pro Tech, FCCC-P Enemies: FCCC-P

Advancement: Disabling or destroying Advancement: Performing acts of sabotage and


robots or computers. Damaging The terrorism, by causing Troubleshooter missions to fail and
Computer itself is especially respected. by performing flamboyant public gestures of defiance
toward The Computer’s authority

Special Rules: Frankenstein Destroyers Special Rules: PURGE is a vicious gang of scary
are organized like a military, each member fanatics! Reveal The Computer’s obvious weaknesses
reports to an immediate superior one and failures, and encourage others to exploit them. The
degree higher than himself. Orders are ultimate goal is to set all intelligent beings (including
relayed down the chain of command, and bots) free of its dominion.
information and requests relayed up

Secret skills Secret skills

1-5 1-5

6-10 6-10

11-15 11-15

16-20 16-20

Treasonous Equipment Treasonous Equipment

1-3 1-3

4-6 4-6

7-9 7-9

10-12 10-12
13-15 13-15

16-17 16-17

18-19 18-19

20 20

Humanists Psion

Beliefs: Alpha Complex ought to be a Beliefs: Mutants rule!


utopia. But something has gone disastrously
wrong. The Computer executes people at Our transcendent abilities qualify us to govern humanity.
random, condemning the innocent along We must bring The Computer’s traditional programming
with the guilty. Everyone’s constantly into harmony with this principle; we must naturally
involved in a witch-hunt for Nazis. There are occupy all positions of power and responsibility. If
no Nazis; no one is plotting to destroy Alpha necessary, we must destroy The Computer and its
Complex. The Computer is insane. culture to make way for the new order—the Psionic Age.

We must bring The Computer back under


the control of human beings.

Friends: Frankenstein Destroyers, Friends: None


Romantics
Enemies: Anti-Mutant
Enemies: FCCC-P, Corpore Metal

Advancement: Reprogramming bots or Advancement: Developing their own mental powers,


computers to respond to Humanist introducing new citizens with mental powers to the
commands, by disabling dangerous bots and society, placing Psion members in positions of authority
by altering The Computer’s programming and responsibility, and eliminating Anti-Mutants

Special Rules: You and your fellow Special Rules: Develop your powers, refine them,
members are the only hope for humanity. strengthen them and learn new powers. Protect those
Power to the people! Greedy High with psionic powers whenever possible. Those who
Programmers control the system and enrich survive will have a place in our new order—subservient,
themselves. They are evil. When we gain but benevolently cared for by their superior
power, you will be richly rewarded—for the descendants.
good of the people, of course.

Secret skills Secret skills

1-5 1-5

6-10 6-10

11-15 11-15

16-20 16-20

Treasonous Equipment Treasonous Equipment


1-3 1-3

4-6 4-6

7-9 7-9

10-12 10-12

13-15 13-15

16-17 16-17

18-19 18-19

20 20

Current Society Mission: Made up by the GM...

Perversity points:

Credits

Personal Equipment

Red Clearance Equipment

) Cost) Item)

) 1) Bag)of)Cruncheetym)Algae)Chips)

) 3) Boot)Polish)

) 2) Bottle)of)Bouncy)Bubble)Beverage)

) 5) Bottle)of)Super)Shine)Mouthwash)

(Cleans)Teeth)to)Their)Core!))

) 10) Bucket)

) 50) Bullhorn)

) 2) Cold)Fun)in)a)self-sealing)puck)

) 25) First)Aid)Kit)

) 10) Flashlight)
) 50) Gas)Mask)

) 2) Happiness)Energy)Bar)

) 100) Hottorch)

) 5) Official)Teela-O)Picture)Mirror)

) 25) Personal)Hygiene)Kit)

) 50) Personalized)Jumpsuit)

) 12) Pillow)

) 1/m) Plasticord)(1)credit)per)meter))

) 15) Poncho)

) 25) Smoke)Alarm)

) 25) SuperGum)

) 25) SuperGum)Solvent)

) 25) Thermos)

) 8) Troubleshooting)and)You!)

Pamphlet)

) 5/m) Velcro)Strip)(5)creds)per)meter)

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