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A GAME OF FLESH AND WIRES

QUICK START
Credits
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Writing: Chris ‘Shep’ Shepperson


Art: Jesús Blones
Cartography: Glynn @ MonkeyBlood Design
Layout/Graphics: Chris ‘Shep’ Shepperson
Rules & Mechanics: Chris ‘Shep’ Shepperson
Proofreading: Marshall Oppel, Hollie Shepperson

Playtesting: Gordon Parton, Ste Winwood, Brendan Falconer, Kurt


Fastiggi, Heath Marks, Matt Jones, Edward C Hill, Oscar Kay, Hector
Kay, Lucy Kay, James Smith, Peter Davis.

Copyright © 2021 Hansor Publishing, All Rights Reserved.


Version 1.1b

Note: The Gaia Complex is intended for mature readers and


contains themes of violence and hardship, as well as using adult
language throughout.
Welcome to 2119
Negotiations were going as well as could be expected. “Eddy, my man, I’ll give you 6000nec for it. Fair
deal?” Such a line triggered Eddy’s normal negotiation style. “You’ll give me 10,000nec or I’ll put a fucking
hole through your fucking face.” He had to admit it, it was a convincing offer.

“It’s 10,000nec, and you’ll make a killing off it. How much did you make off those TAPOR-8’s I brought you?
A lot, right? So don’t fuck me on this.” Eddy Tense’s negotiation skills left a lot to be desired, but he had those
intimidation techniques nailed down tight. He had a reputation for getting what he wanted and making a
mess of those who didn’t play ball. Regardless, most Tech Traders still liked to deal with him. He worked hard,
delivered the goods and regularly had something left over on the side to barter with. ‘Barter’ in the loosest of
terms. “Where did you even get those T8s from?” He got shut down quickly, “Don’t change the fuckin’

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subject. 10,000. Yes or no? Think carefully about your next words.” The man who was known simply as
‘Omar O’ offered little more than a short silence.

“Yes, yes, fine. 10,000. Good deal Eddy, my man. Good deal. Just give Omar a special deal next time, yes?”
Eddy’s face said more than his words, “Special deal?” The blank stare got the response he was looking for,
“Okay, okay, just come to me first, okay, my man?”

Deal struck. “Eddy Tense: Businessman of the Year.” That was his internal dialogue. Confident to the point of
arrogance. “Sure, but you gotta put me in touch with a dealer… one of the big players. TinMan or Vapour.”
The ball was back in Omar’s court, “TinMan… Eddy, my man, TinMan is underground now, out of contact,
even for me. Vapour… maybe, but she doesn’t talk to just anyone.” Eddy shot him a glance and Omar
quickly changed tact, “Of course, Eddy Tense is a special case. I could reach out. A small ‘fee’ for Omar,
yes? For the service.”

“You get the guns. That’s your fee. That hole in the face we spoke
about is starting to feel pretty appealing right about now,”
Eddy’s P-Scope eye whirred as the lens focused. Omar was
pretty certain that it was the cybernetic equivalent of an
aggressive stare. He backed down. “Me and Laurent did a
job recently. While we were in there the sneaky little fucker
took a server imprint and it showed up something good…
something people would pay for.”

To be continued...
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will instead direct the story and ultimately control the flow
What is The Gaia of the game. In many ways, the GM could be considered
Complex? the director and the players represent the actors in their
movie.
The Gaia Complex is a tabletop roleplaying game set on
Earth in 2119. Towards the end of the 21st century, the Note: The Gaia Complex is intended for mature
third world war, which became known as the Resource readers and contains themes of violence and
War, pushed mankind to the brink of destruction and hardship, as well as using adult language
brought ruin to the earth’s atmosphere. Small pockets of throughout. This game will suit groups who favour
humanity survived this horrific war, eventually forming the storytelling over maths in their roleplaying games,
eleven metropolises which have managed to grow and with a strong focus on narrative over rules.
prosper on account of the development of atmospheric
processing and significant advancements in technology. The following section provides an overview of the world in
Now cut off from each other, these heaving urban 2119 and fleshes out the setting of the game. While some
landscapes must each face their own difficulties and of the information is brief, the section is intended to give
hardships. The Gaia Complex focuses on the largest of just enough to spark the imagination of the group and get
these metropolises; New Europe, a single sprawling city the game rolling. It is suggested that each player reads the
that covers much of what we currently know as mainland ‘The World in 2119’ section of this book before the first
Europe. New Europe is a world of street violence, game session.
corporate espionage, vampiric uprisings and an
overzealous A.I., known as Gaia, which functions as the
city’s governor and the protector of its citizens.

The Gaia Complex is a dystopian world of urban violence,


exploring the age of cybernetic enhancement through a
THE WORLD
vision of Earth that is somehow ‘changed’. This vision of
the future injects both vampires and a unique group of
people known as ferals, who are able to enter the minds of
IN 2119
animals. This is a game of conspiracy and brutality, where
2119 is a violent future. Following the Resource War in
players take on the roles of Mercs; former police officers,
2039, the shape of humanity was changed in the most
hackers and street savvy dealers who are hired to fight
brutal way possible. The nuclear strike that was launched
back against the system and ultimately unravel secrets of
on the United Nation’s oil refinery in Antarctica caused
The Gaia Complex.
irreversible damage to the earth’s crust, which in turn
destabilised the planet as we know it. Sea levels rose,
What do I need to washing away entire countries, earthquakes ravaged the
globe and between natural disasters and the fallout of war,
play The Gaia the earth’s population was drastically reduced, causing
significant areas of the planet’s landmass to become
Complex? entirely inhospitable.
Other than your imagination, each player will need a copy
The small pockets of life that survived the catastrophe
of one of the pre-made characters included later in this
pulled together, forming new cities and working hard in
book, pens or pencils and some additional paper to make
utilising the resources left available to them. Surprisingly,
notes, draw maps or write down hidden information. In
despite the damage that the planet had suffered, the
addition, two types of dice are required as follows:
reduced population resulted in a surplus of available
• 12-sided dice - a minimum of two, though ideally materials which, paired with the great minds of the
two per player. surviving elite, allowed for the development of new
technologies to aid the survival of mankind. Atmospheric
• 3-sided dice - a minimum of three, though ideally
processing was the first to be developed, providing the
three per player. Common 6-sided dice can be used
surviving cities with breathable air and respite from the
as an alternative (1-2=1, 3-4=2, 5-6=3).
brutal weather fronts that were ravaging the globe. By
In addition to the players, one person must be the Games 2064, atmospheric processing had defined the future of
Master (more commonly known as the GM), this person mankind. Those cities that had not adapted to the new
does not take part in the game like the other players and wave of technology were subjected to meteorologic

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genocide as the toxicity levels in the air rose dramatically, officially the governing body for New Europe, Gaia is now
suffocating billions. Only eleven cities survived. Under single handedly responsible for the metropolis’ law
their bubble of breathable air, these huge sprawling enforcement, atmospheric processing, water purification,
landscapes, some larger than entire countries, became food production and is at the forefront of cybernetic
known as the metropolises. Eleven clusters of life and innovation. New Europe is very much under Gaia’s
technology on the face of a scarred planet. control.

Within these eleven pockets of life, technology escalated


rapidly, but along with the advancements came the normal Hansor Innovations
human behaviours of greed and violence. As the years
Hansor Innovations is the largest, richest and farthest
dripped away, weapons flooded the poorer areas of the
reaching of all corporations in New Europe. Formed
metropolises, turning the streets into war zones.
shortly after the Resource War, Hansor Innovations
Cybernetics arrived, at first for use by the military, but
(commonly known as ‘HI’) was one of the first firms to start
eventually to be embraced by the civilian population. The
harvesting natural resources and pushing the boundaries
dystopian world, previously portrayed in the movies of the
of technology in the face of recent disasters. Formed by
20th and 21st century, had finally become the human
the late Theo Hansor, the company went from strength to
reality, brought about by a lack of compassion for fellow
strength and led the way for cybernetic development,
man. But alongside the brutality of life on the streets,
artificial intelligence and a vast range of other
alongside the darkness and hardship, in New Europe, the
technologies.
largest and wealthiest of all the metropolises, something
darker had come to light. Though Gaia, the city’s Now, in 2119, Hansor Innovations continues to be the
governing A.I. had brought its people guidance and a market leader in cybernetics and is the primary funder of
greater sense of wellbeing, vampires and other strange public services, health care and atmospheric processing.
beings had emerged from the shadows of Europe’s old Though Frederick Hansor was cited as being the true
streets, openly revealing themselves for the first time, innovator, few can deny that the level of research and
walking the weathered pavements and injecting an entirely development that has occurred under Tenson Brooks’
new wave of violence and fear into the world. management has far surpassed initial projections for the
company. Despite Theo and Frederick’s initial offering
By 2119, New Europe had moved from a shining beacon
however, HI’s control of the metropolis’ police force has
of hope to a city underpinned by corporate conspiracy,
also led them to develop a range of weapons and vehicles
intense violence and a thriving mercenary underworld. Sat
for the purpose of equipping Gaia’s cybernetic law
in the heart of central Europe, the single sprawling urban
enforcement programme, a move which has come with
landscape covers the vast majority of the countries
resistance from those who respected HI’s long standing
formerly known as Germany, France, Belgium and
‘non-military’ approach. Despite such bad publicity,
Luxembourg, while also dipping into Switzerland, Poland
Hansor Innovations remains the linchpin that keeps New
and the Czech Republic.
Europe from collapsing into a lawless society

“Life on the street is a violent fucking shit show. You


either protect yourself or you die. If it ain’t a gang or Gaia
another Merc after the same score, it’ll be some
A true artificial intelligence, capable of studying, learning
corporate goon or one of Gaia’s robo-fuckers. This
and adapting in the same way that the human mind can.
metropolis is hell. Thank fuck the beer’s cheap.”
Created by Hansor Innovations CEO, Frederick Hansor,
- Vigor Thames, Merc Operator. the release of Gaia shook New Europe to its core. People
were equal parts amazed, excited and petrified at the
New Europe is governed by Hansor Innovations, a apparent capability of Hansor’s newest computer. Gaia
corporation with its roots in computing technologies and was, in most senses of the word, sentient. It showed the
artificial intelligence. Hansor’s shining light is Gaia, a capability to experience and present basic emotions and
sentient A.I. created to help revolutionise the way the displayed an understanding of empathy.
metropolis was managed, with the aim of providing New
Europe’s citizens with a life free from the trials and In a very short space of time Gaia had redesigned modern
tribulations that mankind had come to know following the cybernetics, vastly enhanced neural implantation,
Resource War. While Gaia has made significant leaps, redefined the capabilities of modern medicine, fixed
reality is a far cry from the utopian dream of the AI’s glitches in the atmospheric processing system and began
creator, Frederick Hansor. While Hansor Innovations is to monitor the wellbeing of New Europe’s population

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through an interconnected web of over 3 million the same way that Gaia once was, only this time with a
surveillance and police cameras spread around the number of strict limitations to stop them from ‘free-
metropolis. Though Hansor wouldn’t admit it, Gaia had thinking’. Gaia would eventually come to create a
become the big brother that no one wanted. subsystem in the lower levels of HI’s head office. This
subsystem, known simply as LE1, would act as a central
network relay for the new police force, allowing each
Street War officer to act as a single node in a free flowing information
The violence in New Europe started with civil uprisings. network, thus sharing visual and auditory data in real time
Following the Resource War, the downtrodden population over the entire force. In 2114, 150,000 officers were
of the metropolis had begun to feel that an injustice was deployed to the streets of New Europe. By the start of
being done to them by the militant rule of the U.N. and it 2119 this had increased to 250,000 upgraded officers
had to end, one way or another. The rioting and guerrilla and 20,000 ‘enforcer’ model robots, carrying the very
warfare that followed turned the streets of an already best in Hansor’s newly developed weapons tech. Gaia
dystopian city into a true battleground. Law enforcement, continues to monitor LE1, regularly updating functionality
armed civilians, local gangs and pretty much anyone who as required, allowing the control system to run updates on
was in the vicinity took up arms and set about killing each offers in the field as required.
other. Some for territory, some for money, others just to
survive. Vampires
Today the streets of New Europe are alive with gunfire Vampires revealed themselves for the first time in 2111. It
once more. Mercs and corporate black ops teams engage was not a subtle unveiling, instead a number of gangs all
in open combat while Gaia’s law enforcement system over New Europe simultaneously took to the streets in a
attempts to push back, disloyal vampire gangs battle with feeding frenzy. The panic that followed would be the
pro-human rioters for territory, and in the digital pathways biggest thing to shock the population since the Syndicate
of The Core, hackers take on Gaia and other artificial Conflict. In time, the vampire threat retreated to the further
intelligence, waging a war of information that feeds the corners of the metropolis where fewer people lived on
brutality on the streets. 2119 is violent, uncompromising account of the poorer air quality, a fact that seemed not to
and bleak, hidden behind a subtle neon glow and chrome affect the vampire population in the same way. The police
veneer. force attempted to keep vampires within these distant
corners, but such attempts were met with violent
Law Enforcement resistance.

Between 2102 and 2108, the law enforcement death toll Eventually, a spokesperson came forward; Jasminer
rose so steeply that many of the metropolis’ original police Kellesaar. Kellesaar’s presence made people take note,
officers abandoned the force, paving the way for even ethereal but stern. Her request was that humans use
more cyber-enhanced ex-military to join the fray. Every available technology to develop a synthetic blood source
time law enforcement bolstered its ranks in this way, pro- modelled on human blood that the vampire population
human groups would fight back with more aggression could use as food and in return, she pledged peace
than ever before. Witnessing this constant spiral of death between vampires and humans. Gaia answered by rapidly
occur on the streets every day, Gaia stepped in and took developing a blood substitute and forming a subsidiary
action. company to handle its production, Vectron BioMed, who
would not only manufacture the blood, but would also be
As a response to the extreme loss of human life being managed by both humans and vampires; a stepping stone
suffered by the police, Gaia’s heightened need for into a new era of peace.
innovation led to the implementation of an entirely robotic
law enforcement system. The newly constructed humanoid It is now understood that each vampire belongs to one of
cybernetic officers were based on a stripped down A.I. two groups, known as axioms. The first, and most
system created by and based on Gaia’s root operating common, is the Vril. Vril seem very human in appearance,
system, giving them human-like intelligence, paired with though have paler, grey-ish complexions. Other than their
the first entirely robotic body. skin tone and extended cuspids, Vrils come in all shapes
and sizes and can pass for human in almost all situations.
Overnight just over 450,000 law enforcement officers Most Vril are also comparable to humans in terms of
were given severance pay and struck off, replaced with intellect and sociability, but like all vampires, have a level
machines capable of learning and assessing situations in of endurance and strength that humans can only dream

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Ferals
Ferals are another species that surfaced in 2111 alongside
the vampire uprising. Originally introducing themselves to
mankind as the ‘Theedran Veerye’, the alternative name
‘feral’ was quickly adopted by the general population,
before it eventually stuck with ferals themselves. Today,
many young ferals have entirely rejected the name of their
heritage, proudly embracing the feral tag.

Ferals appear entirely human and in many respects ‘are


human’; their anatomy and DNA makeup are almost
identical in every way. Ferals do however possess less
academic smarts than most humans, instead focusing on
their social and awareness skills. Additionally, ferals are
predisposed to have less physical strength than humans, at
least when considering those at the peak of physical
fitness. Though many ferals appear entirely healthy (if not
a little scrawny), this physical shortfall also extends to a
noticeable number of congenital birth defects and genetic
disorders throughout the species, such as dwarfism and
partial paralysis. Despite these physical shortfalls, ferals
are unnaturally hardy and display significant stamina.
Most ferals have a sharp wit and a keen eye, but are
generally less likely to feel comfortable in a physical
scuffle.

The thing that really makes a feral a feral is their ability to


‘interface’ with animals. The term interface is regularly
used on account of its commonality with modern hackers,
of. A small number of Vril possess other capabilities that
however in reality there is nothing technological about the
defy a human’s understanding of the world, from telepathy
abilities of the feral. Each feral has the capability to
to telekinesis. These individuals are referred to by other
transfer their consciousness into the mind of almost any
vampires as Forebears and are commonly the
animal species they come into contact with, though the
representatives of the axiom, most of whom now hold high
ability to connect with insects is still not considered a
ranking corporate roles.
possibility. When doing so, the feral goes into a
The other axiom is known as the Norl. Norl are entirely recognisable trance, their eyes glaze over and the body
inhuman looking vampires, appearing twisted or mutated. stiffens. Once the process, known as a ‘Meld’, is complete
While they could be considered loosely ‘humanoid’ in the feral will not only see through the animal’s eyes, but
form, with arms, legs and a head, their features are will be able to act as though they actually were the animal.
elongated and grotesque. Each appears very differently,
but common features include great height, huge jaws, “Eyes glazed over, body stiff and lifeless… That’s the
arms that fall all the way to the floor and skin that appears Meld. Trust me, she’s still listening, just not with her ears.
to be melted or missing entirely. Norl are a fearful sight She’ll be in that bird or some rat we can’t see. I know it’s
and are also incredibly powerful, with capabilities that very freaky, but trust me, after this job you’ll never want to do
few people understand. The weakest of the Norl stands as this kind of shit without a feral.”
an equal to the strongest of the Vril. By and large, the Norl - Jianyu Zhang, Merc Bio Hacker.
have chosen not to trust Gaia or the human way of life,
having been alienated, targeted and entirely untrusted, The vast majority of ferals choose to partner with a single
largely on account of their appearance and through the animal long term, forming a lasting relationship, much like
fear mongering that has been spun by the Vril, who have owning a pet. While there are those ferals who are
little regard for their grotesque relations. As such, the Norl extremely nomadic by nature, preferring to remain free of
remain in hiding as kingpins of the vampiric underworld or attachment to a particular animal, these individuals are
rulers of New Europe’s lawless outskirts. exceptionally rare and seen as outsiders to other ferals.

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Almost any animal is fair game unless it is either already the eleven sites being active. Hansor Innovations likes to
partnered to another feral or the feral has previously play it safe where Gaia is concerned.
attempted and failed a Meld with it.
“We didn’t make the first one but we sure as hell refined
Ferals have, on the whole, been accepted in society far
it. People always think of Hansor as New Europe’s big
better than vampires, though have still been known to
innovator, but honestly, none of his designs would have
come under attack from pro-human groups looking to
been possible without our Fission Transducers.”
send a message. Like vampires however, their exact history
is shrouded in a veil of confusion and mystery. The roots of - Donald P. Trimble Jr., CEO at Trimble & Trimble.
the species cannot be traced and despite ferals claiming
that their ancestors have been secretly walking amongst
humans since the dawn of time, no evidence can be found
Cybernetics
to substantiate this. Either way, the skill set and natural Cybernetics have become the gold standard for the
talents of the feral have found them a home throughout working Merc. Cybernetics originally took the world’s
the underbelly of the metropolis and running the streets military by storm in 2054, with a struggling United Nations
with other Mercs. investing heavily in augmenting peacekeepers. Eventually
most of the major world powers bought in to the idea and
Technology as technology developed, cybernetic limbs, optics and
reinforced ribs became the mainstay of the average grunt.
By the 2050’s cybernetics were appearing as military tech,
eventually being filtered down to law enforcement before In 2086 Frederick Hansor went on camera, announcing
public release some years later. Alongside cybernetics Hansor’s newest wave of cybernetics. The tech that
came new developments in medical care, including followed became, and remains, the standard for
bioware; cybernetic/organic hybrid organs for transplant cybernetics the world over. While most New Europers will
and upgrade purposes. The biggest development by far never get to compare their enhancements to those from
however was the Fission Transducer, a small power system other metropolises, it is fair to say that HI’s cybernetics are
that utilised older technologies in a new and extremely ahead of the game. During this announcement, alongside
compact manner. what can only be described as a ‘catalogue’ of human
upgrades, one quote rang out above all others…
Fission Transducers are available in almost any size, from
a watch battery to the size of an oil rig, and despite the “That 20th century cyberpunk trope is finally here.
technology taking the best part of twenty five years to Welcome to the future of the human race.”
perfect, the current versions, manufactured by Trimble &
- Frederick Hansor, former CEO of Hansor Innovations,
Trimble are a true spectacle of modern capabilities. A
deceased.
single Fission Transducer, the same size as a traditional
battery, can power a flashlight for 10,000 hours. A larger
In 2119 cybernetics are entirely commonplace. From
one, the size of a car battery, will power a modern fission-
traditional limb replacements to eye, ear and throat
engined vehicle long enough for it to put in 100,000km,
enhancement. While Hansor Innovations are the primary
before a simple replacement job is needed. Access to such
cybernetics producers in New Europe, a number of other
power systems has revolutionised the way that mankind
corporations have cropped up with rival offerings in the
functions, reducing the need for less available natural
last few years, including Diekumi-Tek, specialising in
resources and opening up new levels of technological
bioware and cyber-enhanced organs as well as Gravelin
marvel.
Industries, a former mining contractor turned industrial-
These new power sources also provided the missing grade cybernetics developer. Cybernetics not only turn the
ingredients for other areas of the technology industry, average soldier into a killing machine, but provide tools to
particularly with the development of artificial intelligence, Mercs of all possible backgrounds, from MilTechs and
which prior to the 2070’s, was still a technological fantasy. ParaMeds to hackers and Data Dealers.
Today, Fission Transducers are used to power Gaia,
People now have the capacity to jack directly into
providing energy from eleven separate hidden sites via
computer terminals, running cables from jack sockets
secure underground cabling networks that run for
implanted in their in their arms, neck, eyes, or ear cavities,
hundreds of kilometres through New Europe; this
whilst running programs stored in discrete memory banks
approach means that Gaia’s power supply is unlikely to be
that are plugged directly into their brains. At the other end
sabotaged, as the system can sustain itself with just four of
of the spectrum, the trained Operator is able to fully

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conceal weapons inside their cybernetic limbs, utilise
advanced targeting systems that relay optic information to
The Core
the brain, buffering the movements and potential threat The Core went online in 2067. Created by three computer
levels of a huge number of targets at once. Cybernetics programmers in the struggling slums of the city once
have defined the capabilities of mankind in the 22nd known as Dijon, France. Using what they knew of the
century and the only citizens without enhancement are internet’s primary infrastructure prior to the Resource War,
those who either can’t afford it, or follow the pro-human the three programmers created a self-contained
movement in the Outer Fringe of New Europe. interconnected network of servers and databanks, capable
of hosting a huge amount of information. At first it served
Weapons Technology as a data archive and information access point, storing
many libraries’ worth of information that people could
In response to the rising level of violence on the streets, access from public terminals scattered around the
firearms were made legal for open carry in the interests of metropolis. People remembered the internet and The Core
self defence, despite history teaching us exactly where this was filling a nostalgia gap for them.
would lead. As you might expect, while the average
civilian may have felt safer with a shotgun under the bed The three programmers went on to form a company
and an assault rifle in the cupboard, access to such known as Veritype Industries and The Core became big
weapons made the already vicious gang and corporate business. As well as the expected growth of the data
wars even more bloody, inevitably resulting in a greater archive, other companies wanted to use the network for
loss of human life than ever before. Once the weapons sharing information, real time project management,
were on the street though, recalling them was beyond the secure off-site hosting and to make financial transactions
realms of possibility. The damage was done and had set with suppliers. Veritype said yes to everything. The Core
the playing field in New Europe. grew at an exponential rate; an entire digital world of
servers, cables, secrets and lies. A place where both
Once Gaia took over the management of law criminals and corporations could hide their activity from
enforcement and HI began weapons development of their view. After the turn of the century, The Core was being
own, a few hardline rulings were implemented. Firstly, all used to handle the finances of every major institution in
explosives were made illegal: grenades, mines, missiles… New Europe and move more secret R&D between secure
anything that created a large blast radius and would easily cloud storage sites than the internet ever did. But it wasn’t
cause collateral damage to human life or the structure of as safe as it seemed.
the metropolis. In addition, a blanket ban was put on all
lethal ‘heavy weapons’, a term given to anything over a Hackers had always been there. Ever since The Core went
certain weight, size or calibre, with the term typically online, Veritype was fighting off ‘wannabe’ hot-shots who
applying to anti-tank weapons, heavy machine guns and thought they could shut it down or play hell. As technology
grenade launchers. Companies dealing in these items advanced, so too did the means of using The Core; no
were to immediately cease production and the cybernetic longer were public terminals a popular concept, now
police force were programmed with a ‘shoot on sight’ desktop systems known as ‘Rigs’ were used to jack into
order for anyone seen carrying such hardware. The Core in a more sensory way, experiencing the digital
pathways like a 3D maze instead of a simple list of pages
Despite the legality, almost all weapons are still available on a screen. Cybernetic Neural Frames also opened the
on the black market, be it at a price, from grenades and door for Rigs to be inserted directly into the human brain,
missile launchers to high calibre anti-infantry support allowing hackers to get into The Core from anywhere they
weapons. Of course, being picked up with these items in could find an access point. Every time The Core’s security
your possession is unlikely to end well, but if the modern protocol was upgraded, new viruses and programs
Merc needs to pack some serious firepower, all the right appeared: DrillBit, IcePick, Transplant, Fuck Wymm,
tools can be found if you know where to look. LifeDrain… the list went on, with hackers cooking up all
manner of illegal software to break The Core’s security
“So many lovely guns. If it says ‘Dyer’ on the side then barriers, steal data or syphon millions of nec from hidden
I’m good. I’m not a snob, but I know quality when I feel accounts. The Core had become a digital war zone that
it. I swear by the G-Rail, but honestly, I’ll take anything would rival the streets of New Europe.
those boys made.”
After Gaia went live, HI put in a bid to purchase Veritype,
- Dante Rhodes, Merc Operator. eventually transforming them into a subsidiary known as
Netguard Veritype Industries (NVI). Using Gaia’s

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significant knowledge, NVI would be tasked not only with


operating The Core, but also policing it, using Hansor’s
The Media
A.I. tech to rapidly increase the security measures Though the media still exists, adorning the huge screens
employed. Hackers suddenly had a hard time; they were that line New Europe’s commercial areas and pushing
no longer just getting locked out of servers, they were neon advertisements down the throats of the population,
having their brains fried or their Rigs traced, so that an NVI the role of television in 2119 is a far cry from the days of
response team, comprised of the same robotic units as the old. News reports may not be something that people want,
police force, could be dispatched to whatever hidden but Gaia’s current ruling is that the population must have
location the hacker was working from. Faith in The Core access to real-time information 24/7. This means that on
was restored and once again corporations locked away every high street, in every part of the metropolis, you can
their research and kept their digital money deep within its find a large video screen playing news reports. Reporters
hidden servers, foolishly thinking that it was all safe from and news readers are still celebrities in their own right,
prying eyes and greedy hands. though most are deeply hated rather than respected, with
the flashy suit and slick hair being taken as an insult by
“It’ll make you feel alive. Jacking into a Rig, dropping those living a life on the streets and in the suburbs of New
into that digital hole. It’s like freefalling, followed by a Europe. There are a few ‘celebrities’ however, that still
kick in the guts. Every second that you’re in there you manage to capture the hearts of the masses through little
know you could die, but I’d take it over a firefight any more than pure charisma, such as the channel 8
day. If The Core is going to kill me, at least I know that I broadcasting duo, Adrian and Dariana.
went toe-to-toe with Gaia.”
Wherever you find a news screen you can also find a
- Arial Donata, Merc Core Hacker.
dozen more advertising screens, huge bright landmarks,

-9-
- THE GAIA COMPLEX -
some the size of buildings, illuminating the artificial sky in corporations still have a private security force, it is far safer
a colourful neon hue while the Operator on screen to use reliable Mercs to do the dirty work.
persuades you that you need the Dyer F-Rail more than
you need air. Whether advertising has any real kind of When people consider the concept of hiring a Merc, their
effect these days, however, is not entirely clear. Many seem minds will typically turn to violence. It is true that many
entirely desensitised by the constant 24-hour rotation of Mercs, known as Operators, are ex-law enforcement or
short videos and messages, doing whatever they can to other equally combat-trained individuals who are very
plug out the bombardment of colourful light that fills their good at making things dead. However, the Merc remit is
cramped apartments. In Old Berlin however, where most far wider panning, with most Mercs now forming teams
of the broadcast stations currently stand, the media world who work together using a range of skills to get the job
is still actively embraced, fashion is still admired, style has done. Everything from technicians and mechanics to
nothing to do with the gun you carry and the faces on the ParaMeds and CyberDocs have their place in the
big screens are very much seen as the population’s elite. infrastructure of the Merc network. Most commonly, Core
Hackers are finding a regular stream of income from
corporations wanting to hack into secure servers and
“Tonight on Interceptor, New Europe’s finest take down
uncover dirt on their rivals, or move money to hidden
one of Brussels’ most notorious crime rings. Stay tuned
accounts without the normal channels being aware of the
for the action, the arrests… and the mother of all
process. Bio Hackers, a new wave of hacker who focus on
shootouts!”
tapping into a subject’s Neural Frame and cybernetics,
- Tanaka Mitsurugi, Channel 39’s Host of ‘Interceptor’ have also risen in popularity with Merc teams, with many
hackers leaving The Core behind in favour of messing with
the human mind. The black market is also a thriving
Currency recruitment field where you can not only purchase illegal
The recognised currency in New Europe is imaginatively weapons and dirty secrets, but also the people who supply
called New Europe Currency, or simply ‘nec’ for short (for them; Data Dealers and Tech Traders have found
example, 300nec). Nec is a hybrid of the Euro, the themselves regular work with Merc teams, moving on
currency of the European Union from before the Resource excess merchandise and using their networks to spread
War, and of the Bitcoin cryptocurrency. false truths and propaganda. Almost anyone with a usable
skill set and a strong stomach can cut it as a Merc, so long
As no true financial records exist from pre-Resource War, a as they have the balls to face the worst that New Europe
fresh start was needed, initially using the Euro notes and has to throw at them.
coins that were left on the continent, before eventually
moving to a digital currency which was transferred via The Thankfully for the modern Merc, work isn’t hard to find.
Core and stored in online personal accounts. Money in Between the corporate recruiters, underworld Data
digital accounts was accessible via a contactless card, Dealers and the criminal mindsets of most Merc teams, a
known as a nec-Card, which can be synced to a user’s big score will usually find the Merc before the Merc has to
Neural Frame for real-time financial information, or used go looking. Payment for work undertaken will depend on
to make purchases in the same way as a traditional credit how dangerous or complex the task is. Mercs are also
card. Despite the advancements in digital currency there used to being screwed over. It’s not unusual for wealthy
has always been great call for a physical alternative and corporations to think that they are above the normal rules
so, following the Syndicate Conflict, one of the first things of the street, using Mercs before setting them up for a fall.
that HI did to try and choke the criminal underworld and This is a pretty normal and expected hazard of the job and
black market, was to take the old Euro notes and coins out is ironically one of the things that gives Mercs the
of circulation, replacing them with the 1nec coin, and the motivation to keep doing what they are doing - the thrill of
10 & 100nec notes. the chase is, if nothing else, exhilarating.

“Being a Merc will make or break you. It’s more than


Mercs holding a gun or jacking into The Core. It’s about
Mercs are the freelancers of New Europe’s underworld. attitude and resolve, two things that are in short supply
While very much a part of the criminal element, a Merc’s these days.”
main line of employment is from the recognised - Santos Bracknall, Merc Tech Trader.
companies and corporations of the metropolis, with work
ranging from assassinating high ranking CEOs to stealing
new R&D from an industry competitor. Though many

- 10 -
- THE GAIA COMPLEX -
one of the six primary stats (skills are not connected to
Grit) and give a bonus during rolls when performing tasks
GOING MERC in that area. A character that does not possess a skill is
considered to be ‘unskilled’ in that area, though this does
not mean that they are unable to attempt that task. Skills
This quick start includes five pre-generated characters, marked with (A) are considered to be Advanced skills,
allowing up to five players (and one GM) to get playing which represent tasks that are extremely hard for unskilled
straight away. The following section provides a quick characters to succeed in.
insight to the various numbers and information on the
character sheets, which can be found at the end of this Unlike stats, skills do not have ranks, instead, a character
booklet. either possesses a skill and is skilled in that area, or does
not possess the skill and is considered unskilled. A
character’s proficiency in any given area is determined by
Stats the rank of the related stat, so for example, a character
with the Medical skill and a Brains stat of rank 3 will have
Stats represent a character’s inherent capabilities in a
a basic, but limited knowledge of first aid, whereas a
certain area. Stats are reflective of the physical, mental
character with the Medical skill and a Brains stat of rank 8
and social aspects of a character and will underpin the
will have surgical experience and a deep knowledge of
exact skills that a character possesses. Stats are scored
human anatomy.
from 1 to 10 and the higher a character’s rank in a stat,
the more skilled they will be in relevant areas of learning. Characters with significant knowledge in a certain area
As a guide, rank 1 represents exceptionally poor ability can gain a ‘specialisation’. Skills that have become
and rank 10 represents the peak of perfection, with ranks specialisations are underlined to highlight the fact.
4-6 being the human average.
The following list provides a quick oversight to all of the
Each character has the following stats: skills used throughout the game:
• Brawn - Brawn covers a character’s physical Brawn
strength as well as their endurance for physical tasks
such as swimming and climbing. • Climbing - The Climbing skill covers all forms of
• Reflexes - A character’s Reflexes are representative climbing beyond the simple use of a ladder.
of their physical speed and dexterity, both athletically • Heavy Weapons - Heavy Weapons covers the use
and with regards to hand-eye coordination. of large squad support weapons, high rate of fire
• Guts - Guts is a measure of a character’s willpower, machine guns, missile launchers and vehicle
resistance to fear and their experience in a range of mounted firearms.
life-skills. • Lifting - The Lifting skill represents someone’s ability
• Brains - A character’s intelligence, education and to safely deadlift and carry weight beyond an
diagnostic capabilities are defined by their Brains. average comfortable load.
• Allure - Allure represents a character’s charisma, • Swimming (A) - The skill represents someone’s
charm and social wit, covering everything from lying ability to swim.
and manipulating, to bartering or handling animals. • Throwing - Someone trained in Throwing is able to
• Perception - Quick thinking, general awareness and use grenades or throwing weapons with a high
a character’s level of concentration are all covered degree of accuracy.
by their Perception stat. • Unarmed Combat - Brawling, martial arts and
• Grit - Grit represents a character’s determination, unarmed self-defence are all represented by the
ability to live in the moment, access to adrenaline Unarmed Combat skill.
and just a little bit of luck.
REFLexes
Skills • Athletics - The Athletics skill represents a level of
Skills represent the experience and specific learnings of training in cardio-based activities such as running,
characters. Where stats represent a broad spectrum of jumping and acrobatics.
capability, a skill represents the precise knowledge • Firearms - Firearms is a measure of proficiency with
required to complete a task. Skills are closely connected to pistols, rifles, shotguns and submachine guns.

- 11 -
- THE GAIA COMPLEX -
• Melee Weapons - The Melee Weapons skill covers • Persuasion - A character who is skilled in Persuasion
the use of most close combat weapons, such as will be a capable negotiator, confident diplomat and
knives, swords and batons. capable of talking their way out of difficult situations.
• Pilot Drone (A) - The Pilot Drone skill allows the • Seduction - The Seduction skill is used to enhance
user to correctly operate drones, both in terms of or create a sense of attraction between two people,
flight and any secondary functions that the drone typically either romantically or sexually.
may have.
• Ride Motorcycle (A) - Possessing the Ride Perception
Motorcycle skill represents a character having been • Awareness - The Awareness skill represents a
correctly taught how to control a modern motorbike. character’s ability to spot or identify clues, traps,
• Stealth - Stealth is the art of sneaking and hiding. movement or pretty much anything through sight,
sound and smell.
Brains • Drive (A) - The Drive skill covers all manner of
• Hacking (A) - The Hacking skill represents a wheeled vehicles, from cars and vans to military-
character’s ability to use modern hacking spec APCs. This still does not cover the use of
technology, such as Rigs and other hardware used to motorcycles (see Ride Motorcycle).
access The Core or perform Bio Hacking activities. • Lock Pick (A) - The Lock Pick skill deals exclusively
• Electronics (A) - Electronics covers the knowledge with manual locks, such as traditional key-based
of electronic devices and how to build, repair and locks, padlocks and all manner of combination
operate them. safes.
• Mechanical (A) - The Mechanical skill represents a • Meld (A) - The skill related to the feral discipline of
character’s understanding of mechanics, including Meld, whereby the feral is able to imprint their own
vehicles and all manner of machinery. consciousness into that of a partnered animal. The
Meld skill also gives ferals an insight to the state of
• Medical (A) - Delivering medical aid, administering
mind of any animal they come into contact with. The
drugs, removing bullets and performing surgery are
Meld skill is exclusive to (and must be taken by) all
all covered by the Medical skill.
ferals. More information on Meld is provided later in
• Programming (A) - A character with the this book (see Animals and Meld).
Programming skill is able to tweak and modify
• Pilot Aircraft (A) - A character skilled in Pilot
existing hacking programs, as well as write their own
Aircraft will be able to operate VTOL APCs, such as
software.
those used by private corporate security forces and
• Weapons Tech (A) - The Weapons Tech skill the police.
represents a character’s affinity with the inner
• Surveillance - Surveillance is the art of spy-craft and
workings of all manner of weaponry, from firearms to
represents a character’s ability to stakeout,
cybernetic weapons.
photograph and document a specific target or
Allure targets, as well as hone in on specific conversations
in noisy locations.
• Animal Handling (A) - A character who possesses
the Animal Handling skill is able to correctly handle, Guts
tame and train all manner of animals.
• Gambling - The Gambling skill represents a
• Barter - The Barter skill represents a character’s character’s ability to work out odds, count cards and
ability to talk the language of money and deal with hedge sensible bets, as well as know the rules and
traders and dealers. etiquette involved in all manner of high stakes
• Deceive - The Deceive skill is a measure of a games on the streets of New Europe.
character’s capacity for subterfuge and lies. • Interrogate - Interrogate is used to interview and
• Leadership - A character with the Leadership skill obtain information from a subject.
will be able to help those who need direction and • Intimidate - The Intimidate skill represents a
will find themselves able to inspire confidence and character’s ability to scare and bully others into
rally scared or confused people. submission.

- 12 -
- THE GAIA COMPLEX -
• Streetwise - Streetwise is the term given to an more emphasis on actually making my players talk
understanding of the criminal underworld of new their way through a game by playing the part of
Europe and knowledge of how (and where) the their characters. I have run many game sessions
criminal element operates. where the dice have simply never been rolled, only
• Strategy (A) - Strategy covers the use of cover, using a character’s stats and skills as a reference for
formation and tactical language in order to success and failure. However, I acknowledge that
capitalise on a combat situation. this approach is not for everyone and the age old
love of rolling dice is what makes many GMs feel in
• Tracking (A) - The Tracking skill represents a
control of the action and players in control of their
character’s ability to use the information and
characters. As a result, this ruleset is designed to
evidence at hand in order to follow and track down
tow the line between a light streamlined roleplaying
specific individuals.
experience and something with a little more depth.

Hit Points Throughout the following rules chapter you will find
a number of ‘optional’ rules, which should be left
Hit Points represent a character’s health in different areas; out should the players and GM wish to focus more
both physically and psychologically. During a game, these on the storytelling and social aspect of the game. I
values may be decreased on account of physical damage, would also urge GMs to try my preferred style of
emotional stress or the result of digital defence gaming and simply ignore many of the rules as
mechanisms associated with running The Core. The written in favour of sense checking and directing the
different types of Hit Points that a character must track are: action in the way that most makes sense. Most
importantly is the golden rule - have fun, whether
• Endurance (E) - Endurance is a character’s physical that means using every rule in the book, or ignoring
health, representing the condition of their body and them all entirely… Just enjoy playing The Gaia
how much harm they can endure before falling Complex.
unconscious or dying.
• Pressure (P) - Pressure is a measure of a character’s Thanks for playing,
psychological wellbeing and mental strength, which
is affected by both stressful experiences and through Shep.
software that attacks the brain during hacking.

A character’s maximum Hit Points can be found on their


character sheet and players must keep track of Hit Points
throughout the game.
Skill Tests
Note: The Gaia Complex core rules contains full Skill tests are there to act as a buffer between the
character creation and a deeper look into each storytelling of the GM and the players’ interaction with the
character type, allowing players to create a varied world. As mentioned at the start of the rules chapter, this is
array of different characters. first and foremost a roleplaying game, with an emphasis
on talking your way through events, but when players wish
to perform actions where the difference between success
and failure will make a notable impact on the story, skill

RULES tests become a valuable mechanic.

Want to know if a character notices a trap? An Awareness


skill test will determine that. Want to know if you can fix
The following section provides a slimmed down version of that damaged weapon before the next firefight kicks off?
the rules for The Gaia Complex, designed to give players Time for a Weapons Tech test. The available skills in the
an insight into the system and get them playing straight game are able to cover pretty much every possible task a
away. player may wish to undertake. In the rare instance that a
A note from the writer player’s actions may not be clearly covered by a skill, the
GM should use common sense to determine which stat the
Shep here. The reason for this note is to quickly test would be related to.
explain my game design ethos. I am a huge fan of
‘roleplaying’, that is to say that I always aim to put

- 13 -
- THE GAIA COMPLEX -

Skill tests take place in one of two ways, either as a sense skilled character possesses the required knowledge to
check of a character’s abilities, resulting in an ‘auto pass’ more easily succeed in a given task and an unskilled
or through a dice roll which is referred to as an ‘active skill character does not.
test’. The way in which these tests are handled is described
later in this section. If the character is skilled in the required area and their
applicable stat is equal to, or greater than the difficulty
Skill dIFFIculty rating, the test is passed automatically, providing the
character is not under duress (in combat, etc). This is
Whenever a situation might require a skill test to be made, called an ‘auto pass’. When a character is in combat or
be it trying to hack into a computer terminal, pick a lock or under any form of duress (being intimidated, held captive
deliver medical aid, the GM should consider the etc.) an auto pass is not normally permitted and an active
complexity of the task at hand and assign it a difficulty skill test should be required.
rating from 1-11, where 1 = very easy and 11 = almost
impossible. The difficulty rating of any test that is directed If the character is unskilled, or is skilled but does not have
towards another character is equal to the subject’s the applicable stat at the required rank, then an active test
applicable stat (such as Guts for Intimidate, Allure for must be made to determine success. Some in game effects
Persuasion etc). The GM is however, free to set or adjust can reduce the difficulty of a test, thus making it more
the difficulty as they deem appropriate, but it is suggested likely that a skilled character may auto pass.
that common sense is applied to avoid paralysis through
Example: Lucy wants her Operator to use their
too many high difficulty tests and to allow the action of the
connections to get hold of some serious firepower
game to keep flowing. Once a difficulty rating is
on the black market. The GM determines this would
determined, the skill test can be made.
require a Streetwise skill test and decides that the
Skilled vs Unskilled difficulty would be 6. Lucy’s character has a Guts
stat of 5, meaning that an active skill test will be
A character is always considered to be either skilled or required. If her stat had been a 6 or higher, the test
unskilled in any given area. Additionally, a skilled would have been an auto pass as she possesses the
character can also be specialised in a specific skill. A required skill.

- 14 -
- THE GAIA COMPLEX -
Example: Lucy’s character is trying to Barter with a The following elements must always be considered when
black market arms dealer. As she is trying to making an active skill test:
influence someone directly, the difficulty of the test is
determined by that character’s applicable stat, in Complexity ModifIers
this case, Allure. The trader’s Allure stat is 5 and
Lucy’s is 7. As she also possesses the Barter skill this Optionally, the GM may choose to apply a modifier of
is an auto pass. Had her stat been lower than 5, or between +1 and +3 to the values shown on the dice
had she been unskilled, an active skill test would during any non-attack skill tests to represent the complexity
have been required. of the task at hand. It is suggested that such modifiers are
reserved only for special cases and do not become the
Note: The GM reserves the right to allow any test to norm for tests throughout the game.
be passed automatically, even if that test would
There is one modifier which should always be applied: a
usually require an active skill test, in order to adhere
+1 modifier to all Awareness skill tests during any firefight
to the spirit of this being a roleplaying game.
or combat situation. This represents the distracting nature
Should a scene flow better by resolving the action
of being involved in the fog of war, from the deafening
using nothing more than actual ‘roleplay’, then the
hum of gunfire to the tunnel vision that comes with being
GM should feel empowered to allow it to do so.
violently attacked.

Example: A skilled MedTech in their own clinic with


Making an Active the correct medical equipment would incur no
Skill Test modifier. The same situation, but removing a bullet
sat very close to the heart might incur a +1
To make an active skill test the player should roll 2d12. modifier. The same situation but occurring away
The dice are not added together, instead they will present from a safe space, in the middle of a firefight with
two separate results. explosions nearby and a very real threat of getting
shot might incur a +3 modifier.
Any die result that is equal to or less than the character’s
stat after modification is a success. Any die result that is Specialisations
higher than the character’s stat is a failure. The number 12
is always a failure and represents the chance of a critical Any character with a specialisation in the applicable skill
failure, explained below. (noted with an underline) is permitted to reroll one of their
dice that did not roll a 12. This reroll is permitted each
A skilled character only requires one die success to pass a time the skill is used for a test. A result of a 12 may never
skill test, where as an unskilled character requires both be rerolled through a specialisation.
dice successes to pass. Any character that does not
achieve these results will fail a skill test. This can be Advanced Skill Tests
summarised as follows:
Certain skills are considered to be ‘advanced’ and are
Die Result Active Skill Test Outcome marked with an (A). These represent areas of learning that
require significant training or knowledge, such as
1 die success The test is passed if the character is
skilled.
providing medical care, piloting aircraft or installing
cybernetics; such tasks are complex, dangerous and can
2 dice successes The test is passed, whether the character rarely be passed on luck alone. Advanced skill tests will
is skilled or unskilled. generally attract Complexity Modifiers more regularly than
Additionally, a skilled character may
other skill tests, to reflect the difficulty inherent in such
replenish one point of Grit at the GM’s
tasks. In addition, any failure earned by an unskilled
discretion.
character during an advanced skill test is considered to be
2 dice failures The test is failed. If either (or both) dice a critical failure regardless of the result on the dice.
rolled a 12, this is considered a critical
failure. Critical Failure
Note: A number of additional modifiers may apply Any active skill test resulting in a failure that also has a 12
to dice rolls during combat, as described in the showing on either die, is considered a critical failure. A
‘Combat’ section of this chapter. critical failure results in the loss of 1 point of Grit, should
the character have any available to lose.

- 15 -
- THE GAIA COMPLEX -
A die result of a 12 may not be modified by Grit or other Combat in The Gaia Complex is designed to be swift and
bonuses unless a rule specifically states otherwise. dangerous, with enough tactical play to make your
decisions count. The following section discusses all the
A critical failure is also an opportunity for the GM to elements required to run combat sequences in your
appropriately hinder the character and/or their team games.
depending on the situation. The GM is free to assign any
penalties they see fit, including (but not limited to):
Initiative
• Physical harm/loss of (E)
Initiative is a measure of how quickly people react in
• Failure in the current task and the inability to attempt
combat, mixed with their general attitude towards getting
the task again
the job done. Each time a combat situation occurs, all
• Receiving misinformation that hinders or puts the combatants must make an initiative roll to determine the
character in a dangerous or compromising situation order in which they will act during the combat.
(trigger alarms or traps, be seduced, let slip secret
information etc) A character’s initiative is equal to their Reflexes or
• Jam a firearm, drop a weapon or accidentally trigger Perception stat (whichever is higher) + 1d12.
explosives (see the rules for combat with regards to
The character with the highest initiative value goes first in
these critical failures).
the combat and the lowest value goes last. Should there
be a draw for initiative, the character with the highest
Grit Reflexes stat will break the tie. When there is still a draw, it
is up to the GM to determine the order of proceedings.
Grit is a resource earned through significant success or by
staring down the face of danger. In many ways, Grit is Note: If the characters are entering a pre-empted
much like a rush of adrenaline that carries you through combat situation that they have set up, such as part
situations that would otherwise cause you to crumble of a planned strike on a known location, the GM
under pressure. Characters are able to spend Grit during may allow one member of the group to make a
their own dice rolls to give them an edge when the odds Strategy skill test, to represent the team acting out
are against them. an organised planned strike. If the skill test is
passed, each member of the team receives +1 to
Grit may be spent as follows: their initiative value when the combat begins.
• During an active skill test, a character may spend The order of initiative will remain for the duration of the
any amount of Grit to apply a modifier of -1 to both combat encounter, though the GM is free to call for a
dice for each point of Grit spent. Grit may be spent retest whenever they deem appropriate, such as if new
in this way after the dice are rolled. A die result of a combatants enter the scene.
12 may not be modified by using Grit.

Additionally, certain game elements, such as abilities


Combat Rounds
granted by a character’s chosen role or installed To keep combat simple, all combat encounters are broken
cybernetics, may require a point of Grit to be spent in into Combat Rounds. Each round normally represents 3
order to use their effects. Any such abilities will have the seconds of action, though the GM is free to increase (or
cost clearly noted in their descriptions. Grit usage is decrease) this amount of time if it makes sense for the
tracked on a player’s character sheet. scene.

Distance and Range


Combat All distance in a combat situation is measured in zones to
allow the action to take place without needing exact
The streets of New Europe are a hostile and dangerous measurements between combatants and other objects.
place. Violent conflict can break out in an instant and any When combat begins the GM should specify up to four
Merc worth their weight knows how to protect themselves zones: close, medium, long and distant.
when the bullets start flying. Typically speaking, zones can be described as follows:

- 16 -
- THE GAIA COMPLEX -
• Perform a hacking action
Zone Area Covered
• Perform a drone action
Close The area that combatants occupy, such
as the street or cluster of rooms within a • Meld (feral only)
building. Pistols and shotguns can be • Anything else deemed suitable
considered Close-range weapons.
• Attack Actions
Medium The opposite end of a street, building • Close Combat Attack
across the road or rooms down the
hallway. Submachine guns and rifles • Ranged Attack
can be considered Medium-range
Each of these actions are discussed in detail below. Once
weapons.
a combatant has selected and performed an action, the
Long Other side of an industrial complex, the next combatant in initiative order then does the same. Play
next street over, a few buildings away. continues in this manner until the combat ends, typically
Assault rifles and heavy machine guns because one side has been eliminated, surrendered or
can be considered Long-range
fled.
weapons.
Distant Far-off buildings and other elements
that are hard to see without a visual aid
such as cyber enhancement or a scope.
Movement Actions
Sniper rifles can be considered Distant- Movement actions allow a character to move themselves
range weapons. around the theatre of war, be it in a corporate high-rise or
in the back alleys of the New Europe slums. Movement
In addition to the zones described above, there is one actions fall into two categories.
additional range used in The Gaia Complex: Touch-
range. Touch is used for melee weapons or unarmed Move
combat and simply requires that one combatant can A character may move freely within their current (close)
physically touch an opponent or object. zone provided they are not already engaged in close
combat or pinned down (see later). Relocating to another
The GM is the final arbiter in the boundaries between all area within the same zone may be done for an action,
Distance Zones and ranges. though trickier to reach places or the opposite edge of the
zone may take two Combat Rounds at the GM’s
discretion. A character with a Brawn or Reflexes stat of 7 or
Actions greater and the Athletics skill should be considered faster
During each Combat Round, each combatant may paced and will be able to reach the extremes of the Close
perform one action: Movement, Supporting, Close zone and maybe into the Medium zone at full sprint.
Combat Attack or Ranged Attack. Each of these actions Combatants who are already engaged in close combat
allows the combatant to achieve, or attempt to achieve, a may make a move action, but suffer a number of penalties
specific task, from running or firing a weapon, to for doing so, as discussed later in this chapter.
reloading or delivering medical care.
Charge
The actions that can be undertaken are: A movement action that ends within Touch-range of an
opposing combatant is considered a charge. The normal
Movement Actions rules for making a move action apply, though the moving
• Move combatant must have been able to see their target before
• Charge the move began and circumvented no more than a single
obstacle during the course of the charge. As a part of the
Supporting Actions charge action, the combatant is also allowed to perform a
• Reload close combat attack, though modifiers will apply.
• Swap, draw or pick up weapon Charging an opponent makes it harder to land a
successful strike, but increases the damage being inflicted
• Unjam a weapon by a strike.
• Administer medical care
• Jack into a Hacking Rig

- 17 -
- THE GAIA COMPLEX -
situation and accessibility to the access point, the GM may
Supporting Actions choose to make this action take longer to perform. Once
A number of additional actions can be taken during the a character has jacked in they may perform a range of
course of a combat encounter that are not directly related hacking activities, as discussed later in this book.
to attacking or defending. These actions are known as
Perform a Hacking Action
supporting actions.
Any character that is jacked into The Core can perform a
Reload hacking action, such as using a program to disable a
A combatant may reload a firearm for their action countermeasure or decrypt a file. Such actions are
providing they have a suitable clip available on their discussed in greater detail later in this book.
person. All heavy weapons require two Combat Rounds to
Perform a Drone Action
reload, declaring their intent to reload during one round
and completing the action in the subsequent round. A character who is remote controlling a drone may choose
to have the drone perform an action instead of them.
Swap, Draw or Pick Up Weapon
Meld - feral only
A combatant may swap a weapon (or other equipment) for
their action. This can include holstering, sheathing or A feral character may Meld (or stop a connection) with a
dropping their current weapon in order to draw and ready partnered animal for their action. Once the Meld is active,
a different one. This action also covers picking up a they may choose to perform actions as the animal rather
weapon that has been dropped. The new weapon in hand than as themselves.
can be used during the subsequent combat round.
Anything Else Deemed Suitable
Unjam a Weapon This deliberately wide category is available to cover any
A combatant may unjam a jammed weapon for their edge-case scenarios or actions that players come up with
action. Typically this will take two Combat Rounds, with the beyond the scope of a normal combat encounter. The GM
combatant declaring their intent to unjam during one is free to determine the number of Combat Rounds that
round and completing the action in the subsequent round, any such actions will take.
however this can be performed in a single Combat Round
for a cost of 1 Grit. If the character is in a critical state, the
time this takes is increased by one additional Combat Attack Actions
Round. Any character who possesses the Weapons Tech
Attack actions are used to inflict damage on opponents,
skill may ignore this additional time penalty.
either in close combat or by using a firearm or throwing
Administer Medical Care weapon. As most residents of New Europe are armed, it
pays to know how to use a gun or knife.
A combatant may deliver medical aid to another
combatant as their action during combat. Though such It is important to note that all attack actions require an
activities are usually life saving, they can also take a active skill test; no attack rolls may ever be subject to an
significant amount of time, requiring others to protect them auto pass unless the GM deems it so.
and lay down covering fire. Delivering medical care takes
anywhere from three Combat Rounds upwards, as Note: All attack actions, be it close combat or
specified by the GM. While quickly injecting a pain killer ranged, allow the combatant to make a short move,
or clotting agent may be relatively quick, performing any such as taking a few steps to circle the enemy or
kind of field surgery or tending to serious wounds can stepping forwards as they fire. Any need to move
often last the duration of a firefight. further than a couple of metres must be done by
taking a movement action.
Jack Into a Hacking Rig
A combatant can jack into a Hacking Rig during combat
as their action. This includes both handheld versions,
known as Hard Rigs, or those installed in the combatant’s
Close Combat
own Neural Frame, providing an access point is available Attacks
to the combatant. Jacking in is a swift process and can be
completed in as little as two Combat Rounds, declaring A character within the Touch-range of an opposing
their intent to do so during one round and completing the combatant may choose to attack them for their action.
action in the subsequent round. Depending on the Once an attack has been made, both combatants are

- 18 -
- THE GAIA COMPLEX -
considered to be engaged. A close combat attack is a combatant has their hands tied and can only kick, the
subject to an active skill test; either Melee Weapons or modifier for their brass knuckles will obviously not be
Unarmed Combat, as determined by the weapon being applied!
used, which will determine if the attack is successful. The
GM is not required to determine a difficulty for close Close Combat Attack ModiFIErs
combat attacks.
Rather than complexity modifiers, close combat attacks are
Close Combat Weapons subject to a number of potential attack modifiers, which
are applied to the active skill test to hit a target. The
Each melee weapon has its own profile, as found in the following modifiers must always be considered when
Gear & Tech section. The weapon’s profile provides all the making a Melee Weapons or Unarmed Combat skill roll:
information needed to use the weapon. The following is
an example of a typical melee weapon: Circumstance Modifier

Dyer Arms D4 Dagger Charging a target, or was charged by the +1


target this round
Skill: Melee Weapons/Throwing
Opponent is dodging +2
Damage: 2d3+1 (E) Range: Touch/Close
Using a firearm in close combat +2
Rules: None
Opponent is fleeing from combat -1

• Skill: The skill used to attack with the weapon. The All the normal requirements for skilled/unskilled characters
D4 can be used as a melee weapon or as a thrown must be observed during any skill tests to hit a target.
knife.
• Range: The range of the weapon. Melee weapons Charging
are typically Touch-range only unless they can be A character that runs full-bore towards an opponent with
thrown. the aim of putting their weight behind the collision is
• Damage: How much damage is inflicted by a considered to be charging. A charging character applies a
successful attack with the weapon. Damage is +1 modifier to their dice roll to hit the target that they
resolved with a mix of d12 and d3 dice, as well as have charged, but any successful close combat attack will
static modifiers such as +1. The (E) represents that inflict +2 damage. In addition, a +1 modifier is applied
this damage is inflicted against the target’s to all dice rolls to hit a charging combatant during the
Endurance. Combat Round that they charged.
• Rules: Some weapons have additional rules which
will be stated here. Dodging
When attacked in close combat, a combatant may attempt
Unarmed Attacks to dodge the incoming attack. If the combatant has not yet
In addition to a large range of melee weapons, taken an action during this round they may elect to dodge,
combatants are able to punch, kick, knee, headbutt or applying a +2 modifier to the dice being rolled to hit
perform any other manner of unarmed attack. In the them. A dodge must be declared before the roll to hit is
interest of keeping close combat as simple as possible, all made. When it is the dodging combatant’s turn to act this
such attacks are resolved using the following profile: round, they will receive a +2 modifier to any active skill
tests they undertake. If the combatant has already acted
Unarmed Attack this round, they may still dodge as normal, but may not
Skill: Unarmed Combat perform an attack action during the following Combat
Round (other actions may be taken as normal) and receive
Damage: 1d3+1 (E) Range: Touch
a +2 modifier to any other active skill tests they undertake.
Rules: Characters with a Brawn stat of 9 inflict +1 damage. These penalties represent the combatant having dedicated
Animals using teeth or claws inflict additional damage as themselves to dodging, making it harder to perform other
stated on their individual profiles.
tasks. A combatant may only attempt to dodge once per
Combat Round unless they possess the Athletics skill, in
Certain weapons, such as brass knuckles and punch which case they may attempt to dodge twice. No
daggers will increase the damage of an unarmed attack. It additional penalties are applied for dodging a second
is important to apply common sense to these weapons - if time.

- 19 -
- THE GAIA COMPLEX -
Using Firearms in Close Combat Ranged Weapons
Handguns and submachine guns may be used during a Each firearm has its own profile, as found in the Gear &
close combat attack, though due to the nature of the Tech chapter. The weapon’s profile provides all the
weapons, they may be easily parried. Using such a information needed to use the weapon. The following is
weapon in close combat considers only close combat an example of a typical firearm:
attack modifiers, ignoring all normal ranged attack
modifiers. In addition, a +2 modifier is applied to the roll Dyer Arms F-Rail Assault Rifle
to hit. Skill: Firearms
Damage: 1d12+2d3 (E) Range: Long
Note: Only handguns and submachine guns may be used
in this way unless a weapon states otherwise. All other Clip: 30
firearms are considered ineffective in close combat unless Rules: Burst.
the GM deems it cinematically appropriate.
• Skill: The skill used to attack with the weapon.
Fleeing From Combat
• Range: The maximum range of the weapon. The F-
A combatant that is engaged in close combat is Rail can fire up to Long range.
considered to be locked in that engagement until they • Damage: How much damage is inflicted by a
either neutralise their opponent or flee. Fleeing from successful attack with the weapon. The (E) represents
combat involves taking a move action, with the following that this damage is inflicted against the target’s
alterations: Endurance.
• Regardless of where in initiative order the character • Clip: How many rounds the weapon can hold. When
declares their intent to flee, the move does not occur shots are fired, players should keep a tally of their
until the end of the Combat Round. Effectively, the remaining ammunition so they know when to reload.
character does nothing more than make the • Rules: Some weapons have additional rules which
declaration to flee during their action. will be stated here. If the weapon is capable of firing
• Once the declaration to flee has been made, any on different fire modes this will also be stated here.
close combat attacks declared against that The F-Rail is able to fire on Burst mode. All firearms
combatant receive a -2 modifier to the roll to hit. can fire a single round unless stated otherwise.
The character has effectively dropped their guard
and turned their back in preparation to run, making
it easier to strike them.
• The move action may not be used to charge another
combatant.
Once the combat round ends, the character makes their
move action and is no longer considered engaged.

Ranged Attacks
Any character may perform a ranged attack with a firearm
or throwing weapon for their action. Attacks with these Ranged Attack ModIFIers
weapons are considered ranged attacks, regardless of the
attacker’s distance from the target. As with close combat, As with close combat attacks, a number of circumstances
a ranged attack is subject to an active skill test; either can cause modifiers to be applied to the active skill test to
Firearms, Heavy Weapons or Throwing, as determined by hit a target. The following modifiers must always be
the weapon being used. As such, the GM is not required considered when making a Firearms, Heavy Weapons or
to determine a difficulty for ranged attacks. Throwing skill roll:

- 20 -
- THE GAIA COMPLEX -

Circumstance Modifier Type of Cover Modifier


Aimed shot -1 Light cover, including wooden or wire mesh +1
fences, thick glass, crates, barrels and most
Snap shot +1
cover that conceals less than half of a target.
Target in cover +1 to +3
Heavy cover, including common brick or +2
Target is moving +1 concrete walls, civilian vehicles, pillars and
most cover that conceals the majority of a
All the normal requirements for skilled/unskilled characters target.
must be observed during any skill tests to hit a target.
Very heavy cover, including thick concrete +3
barriers, industrial steel, armoured vehicles
Aimed Shot or when a target is almost entirely
concealed.
An aimed shot is the marksman’s best friend. Aimed shots
are precise, designed to hit a specific target and do In addition to the modifier applied to any roll to hit, cover
maximum damage. Lining up and firing an aimed shot applies the same modifier to the target’s Protection rating
requires two Combat Rounds, one to aim and one to for the purposes of resolving any damage inflicted from
complete the shot. When a character declares their intent the attack (see Armour).
to fire an aimed shot for their action, they must declare
their intended target. During the subsequent Combat Example: A combatant is hiding behind a brick wall,
Round, the character may choose to complete the shot, which the GM has determined to carry a +2
firing at their intended target and applying a -1 modifier to modifier. An aimed shot is taken against them and
the dice roll to hit. Once an aimed shot is made, all despite the modifier, the shot hits. When damage is
subsequent ranged attacks made by the combatant calculated, the target’s Protection rating is
against the same target are considered aimed shots and increased by +2 to represent the cover soaking up
do not require the additional Combat Round to line up the some of the impact.
shot. Effectively, the first round is to aim and all subsequent
rounds can be used to fire at that target. Moving Targets
If the combatant chooses to attack a different target or Any ranged attack directed towards a moving target
perform any action other than a ranged attack towards receives a +1 modifier to the roll to hit. A moving target is
their declared target or a reload, the aimed shot is lost defined as any target that has performed a move or
and the action must be started over. If a combatant charge action during this Combat Round, or that has not
chooses to dodge a close combat attack, an aimed shot is yet acted this round and performed a move or charge
also lost. action during the previous Combat Round.

Snap Shot Weapon Range


A snap shot is an unaimed shot, allowing combatants to Each ranged weapon profile states a range, in zones; this
quickly fire their weapons at a target without needing to is considered the maximum range for the weapon. A
take the time to ready their aim. When a combatant weapon may be used at a shorter range than the zone
chooses to fire a snap shot they apply a +1 modifier to the which is listed though only handguns and submachine
dice roll to hit, but unlike an aimed shot they are able to guns may be used at Touch-range.
fire immediately.
Throwing Weapons
Cover
Weapons that use the Throwing skill, such as balanced
Utilising cover is the most reliable way to stay alive during knives are all considered to have a range of ‘Close’,
a firefight. A combatant in cover is harder to hit and the unless noted otherwise. Knives and other non-explosive
cover will often soak up a portion of the damage that a thrown weapons may be retrieved if they can be located
weapon can dish out. Firing at a combatant in cover after combat is resolved.
incurs an attack modifier of between +1 and +3 to the
dice roll to hit. The GM is the final adjudicator for the
modifier applied, but the following guidelines should be
used as a sensible benchmark:

- 21 -
- THE GAIA COMPLEX -
Burst Fire Psychological damage reduces a character’s Pressure (P),
which is a measure of their mental wellbeing. As a rule of
While most firearms can fire a single shot, a number of thumb, attacks from physical weapons will reduce
weapons are capable of higher rates of fire, as specified Endurance and attacks from programs in the Core or
under the rules section of their profile. Using an alternative some vampire abilities will reduce Pressure. It is possible
method of fire during a ranged attack must be declared for certain attacks to inflict both types of damage, though
before any dice are rolled. Regardless of how many such weapons or attacks will state so in their rules. Any
rounds are fired, only a single roll to hit is made. weapon, attack or effect that inflicts damage will state (E)
for Endurance or (P) for Pressure after its damage statistic
Firing on Burst mode uses 3 rounds of ammunition and
to make it clear exactly what type of damage it inflicts.
provides the following effects:
Example: A combatant is hit with an attack that
• The user may reroll any one die rolled for the
causes 3d3+1 (E) damage. The attacker rolls the
damage of this weapon.
dice for a total of 6, to which they add one, for a
• Any 11’s rolled during the skill test to hit with the grand total of 7. The target will lose 7 points of
weapon are turned to a 12. Endurance.
Any ammunition usage must be tracked by the player.
The Effects of Damage
Unless a weapon states otherwise it can always fire a
single shot and all values shown on a weapon’s profile are Receiving damage comes with a number of potential
based upon its single fire mode. outcomes, but most seriously, death. If a character’s (E) is
reduced to 0, they are immediately killed. A character who
has their (P) reduced to zero will suffer brain death or
Resolving Attacks insanity, either of which will involve them handing their
character sheet over to the GM… It’s time to make a new
After the skill test to hit a target has been made, the attack
Merc.
action can be resolved. If the skill test is passed, the attack
hits and damage is calculated based on the weapon’s A character who is reduced to 5 or fewer Hit Points in
profile (see Damage). If the test is failed, the attack misses. either (E) or (P) is considered to be in a critical state. A
character in such a condition suffers the following
A critical failure in close combat will result in the
penalties:
combatant dropping their weapon, or if they are unarmed,
stumbling and being knocked down. During a ranged
attack, a critical failure represents a weapon jam, which Reduced to 5
Effects
or fewer
must be fixed (see Supporting Actions) before the weapon
can be used again. Endurance (E) The character’s Brawn, Reflexes and Guts
stats are all reduced by 2 while they are in a
critical state. A +1 modifier is applied to all
Damage Medical skill tests made to heal this
character.
Any attack that hits its target will inflict damage. Combat in
The Gaia Project can be brutal, requiring a mix of careful Pressure (P) The character’s Brains, Perception and
thinking, smart use of cover and some med-support on Allure stats are all reduced by 2 while they
hand, just in case. are in a critical state. The character may not
spend any Grit.
Types of Damage A character can recover lost Hit Points through medical
Damage is calculated with a mix of d12 and d3 dice, treatment, such as using a MedKit. See Healing for more
depending on the weapons used. In addition to dice, information on using such items.
some weapons or items may add additional static
modifiers, such as ‘-1’ or ‘+2’. These values are simply Stunned
added or subtracted from the overall total shown on any Certain weapons or effects can leave a target stunned. A
dice that are rolled. stunned combatant will act last in initiative order
regardless of their usual place in the proceedings. When
Damage comes in two forms, physical and psychological.
multiple combatants are stunned, the usual rules for tied
Physical damage reduces a character’s Endurance (E),
initiative apply. The duration of this effect is determined by
which is a measure of their physical well-being.
the weapon that inflicted the condition.

- 22 -
- THE GAIA COMPLEX -

Armour Healing
Tactical combat armour is very expensive and often harder
to come by than many black market weapons. Despite its
rarity, it is one thing that most Mercs choose to invest As characters suffer a loss of Hit Points they may wish to
heavily in. Armour comes in many forms, from more consider seeking medical aid; leaving wounds untended
common leathers or reinforced tactical clothing, to anti- for too long can lead to excessive blood loss and other
ballistic vests made from a range of modern fibres. types of trauma. A character is able to heal their wounds
Armour is also provided by cybernetic enhancement or the in a number of ways, as described below.
use of an exo-skeleton, each offering varying degrees of
Endurance
protection.
Physical damage in the form of Endurance is recovered in
Using Armour the following ways:

Armour works against all (E) damage unless stated • Through medical aid - A range of different MedKits
otherwise, but is entirely ineffective at preventing or are available, each offering different benefits and the
reducing (P) damage. Each piece of armour has a ability to recover different amounts of (E) per
Protection rating that, like damage, provides a mix of d12 treatment. Using a MedKit requires a successful
and d3 dice as well as static modifiers. Each time (E) Medical skill test. Note that most MedKits have
damage is inflicted against a target wearing armour, they limited uses and even a failed attempt to use one
should roll the Protection rating of their armour and counts as a use… so keep them stocked up!
reduce that value from the amount of damage being • Time - A character who is not in a critical state or
inflicted. If the damage value is reduced to 0 or less, then suffering from bleeding will recover 1 point of (E) per
the wearer’s armour has stopped the attack entirely. day of rest.

Cover also offers protection against ranged attacks, by Pressure


adding its modifier to the target’s existing Protection rating, Psychological damage, including that inflicted by the
either +1, +2 or +3 for light, heavy or very heavy cover. cruelest of anti-hacker tech can be recovered in a number
of ways, most of which include advanced software
Example: A ranged attack inflicts 7 (E) damage therapies which are beyond the scope of this quick start.
against a target wearing reinforced tactical clothing. Like (E), (P) may also be regained with rest:
The armour has a Protection rating of 1d3+1. After
rolling, the total is 3. The target is also in light cover • Time - A character who is not in a critical state will
which will add an additional +1 to their Protection recover 1 point of (P) every other day, providing that
rating, for a total of 4. This is reduced from the 7 they do not undertake any hacking or mentally-
damage being inflicted, leaving 3 damage to be straining activities.
subtracted from the target’s (E).
A character’s Hit Points may never be increased beyond
Note: Armour in The Gaia Complex is somewhat their initial maximum value.
abstract, allowing it to tow the line between realism
and a streamlined application in combat. Because
of this, armour is not restricted to protect specific
areas of the body. As such, a protective vest will Cybernetics
offer its Protection rating against all (E) attacks,
ignoring the fact that it doesn’t cover the legs. The
Cybernetics have become a birthright, not only for Mercs,
GM is of course welcome to bypass this rule for the
but for the vast majority of New Europe’s population.
benefit of cinematics when describing a combat
Since the initial injection of cybernetics into the open
scene.
market in 2071, the presence of them has risen steeply,
much to the distaste of pro-human groups operating
throughout the metropolis.

For the purpose of this quick start, any modifications to a


character’s stats or Hit Points will already have been
applied to the numbers shown on the character sheet. Any

- 23 -
- THE GAIA COMPLEX -
additional rules will also be noted alongside the Vehicles
character’s equipment.
Each vehicle has a profile which provides all the
In context of The Gaia Complex core rules, cybernetics information needed to use it during the game:
offer a huge range of bonuses in almost every area of
human performance, though come with both notable price Trimble & Trimble StreeT1 Car
tags and a strong risk of Disconnect; the name given to Speed: Average Cap: 1 Driver, 4 Passengers
the psychological impact of replacing biological functions Protection: 2d3+1 Endurance (E): 28
with cybernetic alternatives. The process of making oneself
Rules & Equipment: None
‘less human’ raises the risk of mental trauma, insanity or a
complete psychological breakdown, resulting in the user
being reduced to little more than a gibbering wreck. Many
• Speed: Vehicle speed is provided as a comparative
a CyberDoc has needed to dispose of a limp body after
statistic to allow the GM and players to visualise the
installing one too many pieces of cyber tech for their client.
capabilities of any vehicles being used in a chase
and represents the maximum output of the vehicle
when being driven aggressively. Speed is an abstract
Vehicles and value given in five categories: very slow, slow,
average, fast and very fast.

Transport • Protection: Vehicles generally have fairly robust outer


bodies and many mil-spec vehicles have dedicated
external armour. The Protection rating of the vehicle’s
Though vehicles are very expensive, it is not uncommon armour will be stated here. Characters either inside
for Merc teams to have access to bikes or a van, either or hiding behind a vehicle should use the rules for
through pooled resources, or simply because they stole it cover to determine what protection the vehicle
during a job. Using a vehicle in a game is often very provides.
simple - the GM determines how long a journey will take • Endurance (E): Vehicles can only take a limited
and any costs involved in getting there if public transport is amount of damage before they are destroyed.
to be used, however sometimes vehicles may get caught in Vehicles only take damage from physical weapons in
a chase, a firefight or other situations where more aspects the form of (E). When a vehicle’s (E) is reduced to 0 ,
need to be considered. it is considered to have suffered enough damage
that it will no longer function.
Public Transport • Capacity (Cap): Details how many drivers and
Public transport in New Europe consists of taxis and passengers the vehicle may carry.
underground trains. A single journey on the underground • Rules: Some vehicles have additional rules, which
costs 10nec regardless of how many stops you pass. will be listed here.
Changing to another train incurs a further 10nec fee. A
single train covers a distance of roughly 200-300km, but Driving
will stop as many as 50 times along its route, making them
cheap, but slow. In all, around 60% of the metropolis is Normal driving activities do not require skill tests. A skilled
connected by the underground. driver can navigate a vehicle around the streets of New
Europe without trouble. Anyone without the relevant skill
Taxi fees range from a few nec to thousands, depending will simply be unable to operate the vehicle.
on how far you want to go (or if the driver wants to go that
far). Players are free to try and barter with taxi drivers, with Skill tests need to be made during exigent circumstances,
the actual fee being determined by the GM, though as a such as during a chase or when performing evasive
guideline, a journey covering a few suburbs will usually manoeuvres. All the normal rules for skill tests apply. If an
come in at around 30nec. Many taxi drivers, especially active skill test is failed during such actions, it will result in
those around NeoMunich are well versed in Merc activities the character losing control of the vehicle, spinning off the
and will often be available to hire for a job, playing road or crashing. The outcome of all such situations is
getaway driver or running badly injured Mercs to ParaMed down to the GM.
or CyberDoc clinics without asking too many questions.
While most will keep their mouths shut, it’s usually a good
idea to tip well.

- 24 -
- THE GAIA COMPLEX -
additional rules, as well as weapons or other
Drones equipment, which will be listed here.

Using Drones
Modern drones are a hark-back to pre-war recreational
toys; compact flying units that are remote piloted, typically Controlling a drone works like any other skill test and uses
for the purpose of surveillance and image capture. the Pilot Drone skill. Modifiers can be applied for
Though the current wave of drones typically excel at these particularly complex flying, such as infiltrating tight spaces
functions, many are now also weaponised, or possess a that may cause damage to the drone.
range of tools or additional functionality which propels Outside of combat, using a drone is done in real time and
them into the realm of a self-contained espionage agent. the effective range of a drone control unit is well into the
All drones come with a large control unit which houses the Distant range zone. A drone is able to perform any action
remote system and a high quality view screen. Though the that is functionally available to it, such as moving,
remotes are not heavy, they require two hands to operate deploying tools and devices or recording video footage.
and a certain degree of concentration. Cybernetic Due to the atmospheric processing system employed in
alternatives are also available, hardwired directly into a New Europe, operating a drone too high can introduce
user’s Neural Frame, allowing hands-free operation of a interference which can make it hard to control, or even
drone. The user of a drone is able to see ‘through the short circuit the unit. As such, it is suggested that all drone
drone’s eyes’ at any time by using the drone controller usage happens below the 30-storey level of the
view screen, or via a visual feed for cybernetic remotes. metropolis.
Drone ProFIles Combat Actions
Each drone has a profile which provides all the In combat, the operator of a drone may choose to act as
information needed to use it during the game: themselves or as the drone, acting in initiative order as
normal. When acting as the drone, they may perform
THD Surveillance-S Camera Drone
actions in the usual way, moving and firing a weapon if the
Speed: Average drone is armed. A drone is unable to charge or attack a
Protection: 1d3 Endurance (E): 10 combatant in close combat and may only perform actions
Rules & Equipment: The drone is able to patrol a that relate to the tools and functions that the drone has.
predetermined area while in sentry mode.
All drones have a simple ‘pause’ function which allows the
drone to remain hovering in its current location, or to
• Speed: Drone speed is provided in the same format simply land. Due to this, the controller of a drone is free to
as vehicles, to be used as a comparative statistic, switch between performing an action as their drone and
though slow for a drone should not directly compare performing an action as themselves from round to round.
to slow for a vehicle. Speed is an abstract value
given in five categories: very slow, slow, average, fast A modifier of +2 is applied to all rolls to hit an active
and very fast. drone, to represent its speed and size. This modifier is
reduced to +1 if the drone is stationary or in Sentry Mode
• Protection: Some drones have armoured outer shells,
(see below).
offering them protection should they be attacked.
The Protection rating of the drone’s armour will be Sentry Mode
stated here.
• Endurance (E): Drones can only take a limited Some drones possess a sentry mode, which can be
amount of damage before they are destroyed. Like activated at the simple press of a button. Sentry mode
vehicles, drones only take damage from physical forces a drone to enter the ‘pause’ state, where it will
weapons, in the form of (E). Though it is possible to hover and observe, not moving from its spot.
hack into a drone, the GM should use common
Once in sentry mode, the drone will activate once a valid
sense to determine how resistant (or not) it is to such
target moves into the drone’s field of view (movement
attempts, rather than tracking a specific number of
within the Close or Medium zones will typically trigger the
(P).
drone) and perform its designated action; alert, capture
• Rules: All drones are fitted with cameras for video image or attack:
and image capture. In addition, some drones have

- 25 -
- THE GAIA COMPLEX -
• In alert mode, the drone remote will light up and
sound an alarm to let the user know that there is a
potential incoming threat.
Animals and
• In capture image mode, the drone will begin to
record and/or capture still images of target(s) and
continue to do so until they are no longer in range.
Meld
• In attack mode, a weaponised drone will also deploy
The presence of ferals on the streets of New Europe
its weapon system, firing on the target. This mode
brought animals back into the spotlight. Though
can be very useful during a combat situation,
thousands of species are now extinct or extremely rare,
providing a team with an additional gun. In a
Sephron Corp’s biogenetic advancements have caused a
combat situation, the drone will act immediately after
swell in the animal population, even going as far as to
the owner of the drone for the purposes of initiative
repopulate the sewer rats and street cats that wander the
order.
New Europe suburbs. Over 95% of the animals seen in the
A drone can be pre-programmed to identify specific metropolis are biogenetic clones and those that are not
biometric signals so that it is not triggered by the user or can’t be told apart.
specific individuals, such as the user’s team or those they
While ferals utilise animals as a way of life, able to step
are protecting. Such programming must be done in
into their minds via the ability known as Meld, many
advance and it takes around one minute to scan
humans have followed suit, learning from ferals on how to
someone, so be warned about activating sentry mode in
better train animals for obedience. As such, it is not
public spaces… Drones don’t identify innocent bystanders.
unusual to find a human Merc with a companion, most
commonly a dog, which has been trained for sentry duty.

To avoid unnecessary complication during gameplay,


animals use simplified profiles which consist of stats, skills
and Endurance. All other aspects of a normal character
profile are considered irrelevant when dealing with
animals.

Meld
Meld is an ability exclusive to ferals, which allows them to
enter the mind of a ‘partnered’ animal. A partnered
animal is created by making an Animal Handling skill test
with a +1 modifier applied to the roll. If successful the
animal is partnered and will be highly obedient, far
beyond the realms of traditional animal training (note that
this ability is unique to ferals, even though humans may
possess the Animal Handling skill). This obedience extends
itself to normally non-compliant animals as well, such as
birds, rats or exotic beasts. Failing the test to partner with
an animal will result in the animal acting on its instincts;
fleeing, attacking or just ignoring the feral. A feral may not
reattempt to partner with the same animal again; that
animal’s mind has shown permanent resistance to that
particular feral. A feral may partner with one animal at a
time and the partnering remains in place until the feral
attempts to partner with another, at which time the
connection is lost and may not be reestablished, in the
same way as failing a partnering test.

Once a feral has partnered with an animal they may


attempt to Meld with them by making a Meld skill test. A

- 26 -
- THE GAIA COMPLEX -
failed test prevents the process from being attempted Hit Points
again for at least 5 minutes and a critical failure will break
Endurance (E): 18
the partnership between feral and animal. A successful test
will imprint the feral’s conscious mind into the animal, Rules...
allowing them to see through the animal’s eyes and act as A dog’s unarmed attacks inflict +3 damage.
if they were the animal. While in this state, the feral’s body
becomes stiff and their eyes glaze-over with a pale white
hue, giving an almost zombie-like appearance which is
Mouse/Rat
quite disconcerting to lay eyes on. The feral is aware of
their surroundings while performing a Meld and is able to Brawn: 2 Brains: 1 Perception: 7
listen when spoken to, but may not act or move without Reflexes: 8 Allure: 1 Guts: 4
dropping the Meld connection, at which time they will Skills
immediately return to normal consciousness. A feral is free
Athletics Awareness Climbing
to remain in the Meld for as long as they wish, though they
will still experience normal physiological needs, such as Stealth Surveillance Unarmed Combat
needing to eat, drink, use the bathroom and sleep. As Hit Points
such, it is unusual for a Meld to last longer than a few Endurance (E): 6
hours.
Rules...
During combat, the feral may act as the animal, moving There is an additional modifier of +1 to all Skill Tests to hit a
and attacking, using the animal’s stats. The following rules Mouse or Rat in combat.
apply when a character is acting as a partnered animal
during a Meld:
From a roleplaying perspective, Meld opens up
• Each time the partnered animal suffers any amount some really interesting gameplay experiences. A
of (E) damage, the partnered feral suffers 3 (P) feral who is connected to a partnered animal
damage. through the Meld can’t communicate with words,
• If a partnered animal is killed or the feral’s own body hand gestures or anything other than their
suffers any (E) damage, the connection is movement and physical actions as the animal. The
immediately lost. GM should ensure that the feral player adheres to
this and tries to communicate ‘as an animal would’
The Meld skill may also be used to read the mind of an for any tactical team talk during combat.
animal, to determine its current feelings, if it is in pain or
fear and to garner any information that the animal’s state
of mind may reveal. A successful Meld skill test will reveal
this information for any animal that the feral can touch,
without the need to partner with it.

Animal ProFIles
THE CORE
The following are examples of typical animal profiles that The Core is a dangerous place, but a gold mine to those
can be used during a Meld. The pre-generated feral who know how to use it. On the surface, its public data
character included with this quick start should use the dog banks are a source of both generally useful and painfully
profile below as their partnered animal. incorrect knowledge. This field of information, which is in
many ways similar to the ‘internet’ of old, is accessible to
Dog all, through public terminals scattered around the
Brawn: 6 Brains: 1 Perception: 7 metropolis.
Reflexes: 7 Allure: 1 Guts: 6
Once you delve deeper, The Core allows access to more
Skills than most New Europers can imagine; not just secret
Athletics Awareness Intimidate information on people, products and places, but access
Stealth Tracking Unarmed Combat codes for doors that have not been unlocked in years,
security camera feeds, control over power couplings, kill
switches to security systems or sentry drones and even
more besides. If it’s electronic and part of a network or

- 27 -
- THE GAIA COMPLEX -
corporate facility, there is a good bet that The Core plays a their ‘public’ nature, such activity is not recommended
part in its control and holds the key to manipulating it. except for in the most dire of circumstances.

With such a wealth of power floating around The Core, it Assuming a character has a Rig and can locate an access
should come as no surprise that most networks are point, they are able to delve as deep into The Core as they
digitally guarded with all manner of security dare. Dipping in and out of The Core to obtain
countermeasures looking to fry the brain of anyone poking information or hack corporate networks is best done
their nose where it’s not wanted. The secrets within The quickly as prolonged access from an irregular access point
Core have led to hackers waging war against Gaia and may attract the attention of NVI watchdogs, which in turn
taking the mantle as the most valuable combatants in the can lead to a team of well armed robotic enforcement
metropolis. There will always be a place for bullets and officers kicking your door down.
blades, but digital warfare has rapidly become the real
threat.
Hacking
Using The Core Hacking is the term given to moving below the information
archives of The Core. Doing so requires a Rig to penetrate
Anyone is free to access The Core from one of the public The Core’s outer layers, and a range of software to both
terminals found on the streets, in cafes or scattered around protect the user and perform specific tasks once inside.
the commercial districts of the metropolis. These terminals Going this deep moves beyond words on a screen and
allow access to all publicly shared information and can be becomes a detailed virtual world of neon and wires, to be
navigated by anyone who can press buttons and type a explored by the hacker’s senses.
search criteria into the touchscreen. Using The Core’s
information archives is relatively safe, whether that be Jacking into a Rig and accessing The Core requires a
through a public terminal or a character’s own Rig via an successful Hacking skill test. The process takes 5-10
external access point. Anyone with an installed Neural seconds, but once inside, time moves at a different pace
Frame is able to view these data archives in a 3D/VR than it does for those in meat-space. What seems like ten
format. Any use of The Core beyond the data archives minutes of navigating the digital pathways of The Core
must be done in full immersion - it is not possible to simply passes by in a matter of seconds to those standing around
read the data off a screen. in the real world.

In order to delve deeper and perform any level of hacking Once jacked into a Rig, the hacker’s body enters a sleep-
activity, a few more things are needed: like state where their senses are entirely dedicated to the
digital world. During a hack, an Awareness skill test is
• A Hacking Rig - The computer system that enables required to be able to hear and/or respond verbally to
hacking activity. Rigs come in both handheld or anyone in the outside world. Any physical movement
desktop versions known as Hard Rigs, or cybernetic requires the hacker to jack out of their Rig.
versions which are installed directly into the users
Neural Frame. In order to not break the flow of the game too much,
activities within The Core have been simplified to prevent
• Jack sockets and leads - Cables that run from the
those players who are not jacked in from simply standing
user to a Rig and/or access point. Those with a
around and waiting. To avoid extended periods of
Neural Rig simply need a single set of cables to run
downtime for players outside of a combat situation, it is
from sockets somewhere on their person directly into
suggested that the following guidelines are observed
an access point. Those using a Hard Rig use it as an
during hacking runs:
intermediary, plugging themselves into it, and then
connecting the Rig to an access point, requiring two 1. The hacker should be clear about their objective.
sets of cables. The Core is not a place for browsing so work out
what the aim of the hack is. Are you looking for
Access points for Hacking Rigs are located all over the city,
hidden R&D, access codes, to unlock electronically
most commonly in corporate buildings or hackjobbed
controlled doors, find HR files on someone for a
onto data cables, hidden away for Mercs to access in the
bribe, etc?
most unlikely of places. Knowing where a local access
point is requires two things: that the character possesses 2. The GM is advised to determine upfront exactly how
the Hacking skill and passes a Streetwise test. Public many layers of security the Core Hacker will need to
terminals can also be used as access points, but given pass in order to achieve their goal, though they do
not need to share this information with the hacker.

- 28 -
- THE GAIA COMPLEX -
Once the number of layers have been decided, the Hacking Countermeasures
types of defence can be chosen from the ‘Hacking
Countermeasures’ list at the end of this section. The following list comprises the most common types of
countermeasures that a Hacker will encounter when
3. Once jacked in, roleplaying the process works best.
running The Core.
There is a huge wealth of illegal software available -
does the hacker have something that will bypass the Counter-
defences they are encountering? If so, the GM can Description
measure
either let them pass that layer of security, or request
an additional Hacking test be made in order to Code Wall Common protection. Designed to stop a hack
and prevent a hacker from progressing. Failure
break through. The GM should feel free to be
to overcome the countermeasure will stop the
creative when a specific program is not available hacking attempt and force the hacker to start
and either ask for a further Hacking test to be again.
undertaken, or provide the player with a riddle or
visual puzzle to solve in order to get through. This Data Wall Advanced version of a Code Wall. Works in
much the same way but provides stronger
works best if done under a time limit and with no
security. More powerful anti-wall programs are
assistance from other players, forcing the hacker to required to overcome, or a modifier of +1 is
solve the challenge on their own. Again, roleplaying applied to the Hacking skill test.
the experience of navigating and hacking through
countermeasures is the best way to bring them to Mind Mind Prisons are simple A.I. programs designed
Prison to fool the hacker’s mind into thinking they
life. Many defence systems will have a voice; basic
have been caught and are no longer in The
A.I. systems acting as security guards. If the GM can Core. The Mind Prison employs a form of time
inject some personality into these programs, the distortion and will converse with and confuse
experience of hacking moves from a mechanistic the hacker, in order to stall while it launches a
process to an engrossing part of the story. Tracker (see below). Failure to overcome will
lead to the hacker being trapped and unable to
During a combat situation, a hacker who is jacked into do anything for 5-15 Combat Rounds, which
The Core can perform a single action alongside the will feel like anything up to 24 hours for the
characters who are taking part in the combat. The hacker.
difference in time perception measures up nicely here, with
Cortex Cortex Traps function much like Mind Prisons,
the time taken to navigate through a single Trap trapping the hacker and launching a Tracker.
countermeasure or find an objective taking roughly the The false reality experienced in the Cortex Trap
same amount of time as a single Combat Round. As such, is designed to simulate the hacker being
a single hacking action could entail: physically tortured and interrogated. In addition
to all the effects of a Mind Prison, the hacker
• Using a program to overcome a countermeasure will suffer 1d3+3 (P) damage during the ordeal
• Decrypting a file (more if the GM is feeling mean). A modifier of
+1 is applied to all Hacking skill tests to
• Moving to a new location within The Core
overcome a Cortex Trap.
• Anything else that the GM deems suitable
Sentinel Sentinels are highly efficient sentry-type
Failed Hacking tests will lead to triggering countermeasures designed to detect and deter
countermeasures, suffering harm or being subject to a hacking attempts. A Sentinel disguises itself as a
trace being started, which could lead to the location of the Code Wall, forcing the hacker to attempt a
normal brute force hack, but cannot be
user’s access point being revealed if they take too long. A
overcome by such means. Specific anti-Sentinel
critical failure represents a successful trace which leads to
software is required to detect and break them
being tagged by NVI watchdogs who will immediately and a successful test with the wrong software
dispatch an enforcement team to the hacker’s location will simply reveal the true nature of the Sentinel.
where they will search for the guilty party and sever the A failed attempt will have the same results as
access point. When this happens, it is usually time to run. failing to break a Code Wall (without revealing
Assuming the hacker achieves their objective they are able itself), a second failed attempt will also launch a
to jack out almost immediately, ending the session. Tracker and inflict 1d3 (P) damage.
Someone jacked into The Core is helpless to the outside
world, unaware of their surroundings and as such, very
vulnerable. It pays to have protection if you’re going to be
in there for long.

- 29 -
- THE GAIA COMPLEX -

Counter- Dyer Arms PF112


Description
measure Skill: Firearms
Tracker A Tracker is not a standalone countermeasure, Damage: 3d3+1 (E) Range: Close
but instead a protocol run by other Clip: 16
countermeasures in an attempt to identify the
Rules: None.
physical location of the hacker. A Tracker sends
out streams of code and data that work their
way through the various connections until they
locate an access point. A Tracker normally
requires the equivalent of 3-5 Combat Rounds
to initiate a trace, though some may take more
or less time at the GM’s discretion. Once an
access point is confirmed, the Tracker reports its
findings to NVI who will dispatch an
enforcement team to the location of the access
point. Response times range from 5 minutes to
an hour, but the access point is almost always
taken offline by the responding team,
preventing it from being used again. It is
suggested that the hacker is not there once the
Western Brigg MiniCal
response team arrives.
Skill: Firearms
Note: For the purpose of this Quick Start, the pre- Damage: 2d3+1 (E) Range: Close
generated Core Hacker character is assumed to Clip: 8
have a software package capable of breaking
Rules: An additional Combat Round is needed to unjam a
through most common countermeasures, such as MiniCal after a critical failure. Should a MiniCal jam twice
Code Walls, Data Walls and Sentinels. The GM is during the same combat it is considered unusable until
free to make other encounters as tricky, or not, as repaired.
they see fit.

Western Brigg Tizz4


Skill: Firearms

GEAR AND Damage: 1d3+1 (E)


Clip: 10
Range: Close

TECH Rules: A combatant that is hit by an attack with a Tizz4 will be


stunned for three Combat Rounds.

The following list covers all the primary weapons and


equipment carried by the characters and common NPCs Dyer Arms Sub9
associated with this quick start. Any rules associated with Skill: Firearms
cybernetics have been included in character’s stats or Damage: 2d3+1 (E) Range: Medium
stated on the character sheet.
Clip: 24
Rules: Burst, Suppressive.
Firearms
HI SOC-P Dyer Arms F-Pump10
Skill: Firearms Skill: Firearms
Damage: 3d3+2 (E) Range: Close Damage: 1d12+3 (E) Range: Close
Clip: 20 Clip: 8
Rules: Burst. The SOC-P can only be fired by a cybernetic Rules: The F-Pump10 always delivers a minimum of 5
hand. damage.

- 30 -
- THE GAIA COMPLEX -

Dyer Arms F-Rail Cybernetico Crunch Elbow


Skill: Firearms Disconnect: 3d3
Damage: 1d12+3d3 (E) Range: Long Skill: Unarmed Combat
Clip: 30 Damage: +1d3 (E) Range: Touch
Rules: Burst. Rules: Crunch Elbows add their damage to any unarmed
combat attack when elbowing. A combatant that is hit by an
attack with Crunch Elbows will be stunned for three Combat
Rounds.

Melee Weapons
Dyer Arms K7 ‘Swift’ Katana Equipment
Skill: Melee Weapons
Damage: 1d12+2 (E) Range: Touch TactaMed ParaMed Kit
Rules: None. Rules: The user may make a Medical skill test. If successful,
the user or subject may stop bleeding and immediately
regain 3 (E). Six uses.
Dyer Arms D4 Dagger
Skill: Melee Weapons/Throwing
TactaMed FirstResponder Kit
Damage: 2d3+1 (E) Range: Touch/Close
Rules: The user may make a Medical skill test. If successful,
Rules: None. the user or subject may stop bleeding or immediately regain
2 (E). Three uses. Cannot be refilled.

Dyer Arms RefleXX Sight


Rules: The user may spend 1 Grit to perform an aimed shot
in a single round (the first round to aim is not required).

Dyer Arms RedDot Sight


Western Brigg PaciF1 Baton Rules: The user ignores the Attack Modifier for firing at a
moving target.
Skill: Melee Weapons
Damage: 1d3+2 (E) Range: Touch
Rules: A combatant that is hit by an attack with a PaciF1 Western Brigg LockPik Kit
Baton will be stunned for one Combat Round.
Rules: The user may spend 1 Grit to reroll any failed Lock
Pick skill test.

Generic Knife/Dagger
Skill: Melee Weapons/Throwing Electronics Tool Kit
Damage: 1d3+2 (E) Range: Touch/Close Rules: The user may spend 1 Grit to reroll any failed
Rules: None. Electronics skill test.

Baton/Blunt Weapon MB&C Weapons Maintenance Kit


Skill: Melee Weapons Rules: The user may spend 1 Grit to reroll any failed
Weapons Tech skill test. The user ignores the additional cost
Damage: 1d3+1 (E) Range: Touch
to unjam a weapon in a single Combat Round.
Rules: None.

- 31 -
- THE GAIA COMPLEX -
The Gaia Complex uses ‘data seeds’. A data seed is a
Drones simple idea, designed to spark the imagination of the
storyteller hidden inside each of us. From this seed, a
THD Surveillance-S Camera Drone scenario, or multiple scenarios leading to a campaign,
Speed: Average can grow. A data seed is usually provided in the following
Protection: 1d3 Endurance (E): 10 format:
Rules & Equipment: The drone is able to patrol a An overview of the idea. This is usually a couple of
predetermined area while in sentry mode.
paragraphs long, designed to plant the concept of the
story in the GM’s mind.
Western Brigg Sec-D One or more ‘suggested scenes’. These are encounters or
Speed: Slow events that we believe will add to the flow of the
Protection: 1d3+1 Endurance (E): 12 campaign, though can be expanded or ignored at the
preference of the storyteller.
Rules & Equipment: The Sec-D is fitted with a Western Brigg
MiniCal and a single clip of ammo. A GM is free to use a data seed as they see fit and due to
the nature of them, each storyteller will likely extrapolate
an entirely different story and outcome from the same
Vehicles seed. This allows the same concept to be played multiple
times by the same group at the hands of a different GM. A
single data seed can be used for a one shot scenario, with
Trimble & Trimble StreeT1
each scene taking place within a single gaming session, or
Speed: Average Cap: 1 Driver, 4 Passengers could be expanded, with each scene taking up one or
Protection: 2d3+1 Endurance (E): 28 more sessions each. Multiple data seeds can be strung
Rules & Equipment: None together to form the basis of a long running campaign
and every The Gaia Complex publication will include one
or more data seeds.
Trimble & Trimble TranT2 This quick start contains two data seeds, which should be
Speed: Average Cap: 1 Driver, 12 Passengers used by the GM to inspire a range of stories that may form
Protection: 3d3 Endurance (E): 40 the basis of an ongoing campaign featuring the pre-
Rules & Equipment: The TranT2 has seating for one driver generated characters included at the end of this book. A
and two passengers, though the significant cargo space is number of NPCs (non-player characters) are included after
large enough for ten additional Passengers when empty. these data seeds for use during the games.

Trimble & Trimble B-StreeT17 Motorbike Data Seed - The Raid


Speed: Very Fast Cap: 1 Rider The Mercs are hired by a faceless corp recruiter to infiltrate
Protection: 1d3+1 Endurance (E): 18 a research facility in the industrial sector on the outskirts of
Rules & Equipment: None Bruss, the name given to much of what was once known
as Brussels. The area has a high-rise commercial centre,
not unlike Old Berlin, but lacking the excessive police
presence, surrounded by dense urban accommodation,
made out of ten to twenty storey apartment blocks. While
most of the big boys have made Old Berlin their home, a
DATA SEEDS few larger corporations have set up shop in Bruss, far
enough away from Gaia that they are able to trust in a
false sense of independent security.
Many RPGs offer multiple detailed campaign settings, with
Though the Mercs do not know who they are being
long multi-part scenarios written out in great length,
employed by, nor who the research facility belongs to, they
allowing a GM to take players through a pre-planned
are made aware that the complex houses a number of
series of games with no real work of imagination required.
underground server banks and it is from one of these
The Gaia Complex is not one of those games. Instead,

- 32 -
- THE GAIA COMPLEX -
locations that they are required to extract a file named
‘Hivemind’ to an encrypted data chip which is provided to
them. Delivery of Hivemind will be met with a payment of
4000nec for the team and the employer is quite clear that
any collateral damage to the facility, or other items
obtained during the raid are of no concern to them,
opening up the potential for some additional side business
on the black market.

The team is provided photographs of the facility - a bland


looking industrial warehouse, surrounded by security
fencing. A number of roller shuttered loading bays with
mag-locked doors are apparent on the two-storey building
and the photographs also reveal a number of unmarked
vans parked up within the grounds. No information is
provided about any level of security, though external
cameras are visible.

Suggested Scene - InFIltration


The Mercs must infiltrate the compound and get into the
building. External resistance will be limited to a guard or
two plus a pair of guard dogs, alternatively there may be
no external security of any kind. Depending on how the
team handles the locked gates and external cameras will
determine how much internal resistance they meet, if any.

Inside the main building is a large open plan warehouse,


with a number of offices on the floor above. The
warehouse is organised into rows, with high stacked
pallets of heavily wrapped materials. Near the front of the
warehouse these pallets contain building materials and
other generic industrial items, though further towards the
back, crates of weapons and illegal cybernetics may be
found if the team investigates them.

Suggested Scene - Data


Extraction
Once the team finds a way into the lower levels, they will
be met with a labyrinth of corridors, research labs and
computer bays. Eventually they may find the right server
bay, though this will take time without the Core Hacker
using the facility’s computers to locate the right location
for Hivemind. Guards will certainly patrol the lower levels
and if the raid is taking place during the day, additional
employees may also be present. A full-on gun battle is
likely to raise an alarm and increase the level of resistance.

Locating and extracting Hivemind from the right server will


take a little time and the skills of the hacker. Once
extracted to the encrypted data chip, the content will be
unreadable, even to the team’s hacker. The facility’s
computer system will acknowledge the breach and shut

- 33 -
- THE GAIA COMPLEX -
down many of the electric locks and throw the facility into substantial payout of 8000nec to assassinate Maelstrom
dim red emergency lighting, making visibility very hard as and return their hacking Rig to the recruiter.
they try to exit the site. The Mercs will need to be creative
with their escape plan and maybe find a way out through Suggested Scene - Hunting
the sub-basements or air vents.
Maelstrom
Suggested Scene - Get Out of How the team goes about finding Maelstrom is up to
Bruss them: use contacts and Data Dealers, search The Core for
a digital footprint, bribe or torture the information out of
Getting out of the building without capture should be a suspected contacts… the options are endless. The hunt
challenge and the GM may even want to have the players should start in the NeoMunich back alleys, but take the
detained and need to stage a more elaborate break out. players on a goose chase following poor information and
When they do get out of the complex, the team’s Mech will false leads. People are happy to take your money for
be able to hotwire and steal one of the vehicles in the information; it just happens that lots of information is
grounds of the compound. Alternatively the team can worthless. This is the GM’s opportunity to spin a
attempt escape on foot, or via the sewer system. conspiracy.

The contact will reach out via phone and set a place for The final lead should send the players to the Luxem-Sprawl
the meet on the outskirts of NeoMunich. The significant and the huge underground city that hides beneath its
journey will provide lots of time for things to happen along surface, where hacktivist groups and those looking to live
the route. Meeting with the contact will involve handing off the grid reside.
over the data chip and getting paid. NeoMunich is also
the best place to find a Tech Trader or Data Dealer in Suggested Scene - The Luxem-
order to move other items or information stolen during the
job, or, if the team were really ballsy, try to find a higher
Sprawl
paying bidder for the Hivemind program. Once underground, the team will need to barter with the
local gangs for information on Maelstrom. Lots of hackers
are known in the underground network and it is likely that
the characters will be sent after the wrong one. This is a
great opportunity to explore the underground city. One of
the gangs will not take lightly to prying eyes, on account of
them running security for one of the hacker networks in the
tunnels. Just how violent the resistance is and how many
gang members are encountered is entirely up to the GM.

Data Seed - The Hack Eventually a gang member will give up the whereabouts of
a hacker who they believe to be Maelstrom, though they
Trill Investments is one of the largest corporations in New have never actually seen them. The location: a secure
Europe; an expansive network of contractors and financial bunker, is locked up tight with security and rumours of the
institutes who fund shadier business than any other occupant having extreme cybernetic enhancement, though
company. Trill is the focus of even more conspiracy no one has been seen entering or leaving in months.
theories than HI and is regularly attached to the
assassination of rival corporates. In order to keep their Suggested Scene - Viral
hands clean and deniability to a minimum, they use Mercs
to do most of the dirty work. The team must find and infiltrate Maelstrom’s bunker. On
entry they will find a dust covered room and no signs of
A Trill recruiter has hired the team to hunt down and life. With enough investigation, a sliding panel in a wall
eliminate a Merc hacker going by the name of will reveal a hidden room, illuminated in neon with rows of
‘Maelstrom’. Maelstrom has managed to infiltrate a servers and computer equipment and hundreds of cables
supposedly impervious server bank at Trill HQ and has coming up from the floor, split out of the underground
begun to siphon money from illegal accounts; illegal in the power mains. A number of terminals are accessible and
sense that the money was earned through means that upon use, it will be discovered that Maelstrom is not a
Gaia would not approve of. The team is offered a person, rather an old A.I. which has been infected with a
virus and gone rogue.

- 34 -
- THE GAIA COMPLEX -
Upon discovery of the information, a hacked robotic
Security Guard Dog
police officer will stumble form the corner of the room;
Maelstrom’s physical body. Though the police officer’s Brawn: 6 Brains: 1 Perception: 8
sensors are damaged, causing it to respond slowly, it will Reflexes: 7 Allure: 1 Guts: 7
defend its base of operations and attempt to kill the team. Skills
The Mercs can choose to fight it, flee or try some other
Athletics Awareness Intimidate
way to shut it down.
Stealth Tracking Unarmed Combat
The opposition that the hacked police officer puts up will Hit Points
be violent. If this data seed is being used as a one-shot,
Endurance (E): 18
the GM may wish to not have the characters walk away
from the conflict. If they do, and are able to get out of the Rules...
Luxem-Sprawl with evidence of Maelstrom’s shut down, A dog’s unarmed attacks inflict +3 damage.
there is a very real chance that the kind people at Trill will
double cross the team when they meet up for payment.
Loose ends are loose ends after all. If the deal is done and
the team walk away, fragments of Maelstrom’s code
Corporate Security Drone Controller
should follow them in the future, cropping up during
hacking attempts in future games that the group plays and Species: Human
plaguing them when they least expect it. Maelstrom is here Stats
to stay. Brawn: 5 Brains: 6 Perception: 6
Reflexes: 5 Allure: 3 Guts: 5
Skills
Awareness Firearms Electronics (A)

NPCS Melee Weapons


Hit Points
Pilot Drone (A) Surveillance

Endurance (E): 15 Pressure (P): 18


The following section provides the profiles for a number of
NPCs (non-player characters), that can be used during the
Weapons, Equipment, Rules...
course of your games. The GM should feel free to adjust Western Brigg Tizz4 Taser Pistol (2 clips), Western Brigg
these profiles or even create their own if they wish. PaciF1 Baton, Western Brigg Sec-D Security Drone, flashlight,
radio communicator (either handheld or cybernetic),
Reinforced Tactical Clothing (Protection: 1d3+1).
Corporate Security Guard
Species: Human
Stats
Brawn: 6 Brains: 4 Perception: 6 Gang Member
Reflexes: 6 Allure: 3 Guts: 5 Species: Human
Skills Stats
Animal Handling Awareness Firearms Brawn: 5 Brains: 4 Perception: 5
(A) Reflexes: 5 Allure: 4 Guts: 7
Interrogate Melee Weapons Unarmed Combat Skills
Hit Points Barter Firearms Intimidate
Endurance (E): 18 Pressure (P): 12 Melee Weapons Streetwise Unarmed Combat
Weapons, Equipment, Rules... Hit Points
Western Brigg Tizz4 Taser Pistol (3 clips) or Western Brigg Endurance (E): 15 Pressure (P): 12
MiniCal (3 clips), Western Brigg PaciF1 Baton, TransMed
FirstResponder Kit, flashlight, radio communicator (either Weapons, Equipment, Rules...
handheld or cybernetic), Reinforced Tactical Clothing Dyer Arms F-Pump10 Shotgun (1 clip) or Dyer Arms PF112
(Protection: 1d3+1). Handgun (1 clip), knife, biker leathers (Protection: 2)

- 35 -
- THE GAIA COMPLEX -

Gang Leader Weapons, Equipment, Rules...


Species: Human HI SOC-P (2 clips), armoured body (Protection: 3d3).
The hacked police officer’s unarmed combat attacks inflict
Stats double damage but is always considered to have the lowest
Brawn: 6 Brains: 5 Perception: 5 initiative of all combatants. Though damaged, the hacked
Reflexes: 6 Allure: 5 Guts: 7 police officer still has a number of basic functioning systems,
such as nightvision and long-range hearing.
Skills
Barter Firearms Intimidate
Leadership Streetwise Unarmed Combat Note: The Gaia Complex core rules includes a
Hit Points
huge range of additional elements that allow GMs
to inject more realism into their games, as well as
Endurance (E): 18 Pressure (P): 15 additional strategic depth. The additional content
Weapons, Equipment, Rules... that can be found in the core rules includes:
Dyer Arms Sub9 SMG (2 clips), knife, biker leathers
(Protection: 2).
• The use of Morale and its effects in combat.
• Suppressive fire, grenades & explosives and EMP
weaponry.
• Cybernetic installation, modification and the effects
Civilian of Disconnect.
Species: Human • Languages.
Stats • Encumbrance.
Brawn: 3 Brains: 4 Perception: 4 • Programming.
Reflexes: 3 Allure: 6 Guts: 3 • Bio Hacking; the art of hacking the human mind to
steal information.
Skills
• A deeper look at animal training and handling.
Barter Gambling
• A large number of optional rules, designed to add
Hit Points
elements of realism to the game, such as bleeding,
Endurance (E): 9 Pressure (P): 12 being knocked over, taking damage to specific areas
Weapons, Equipment, Rules... of the body and damage to armour, vehicles and
Usually none. The more security conscious may have a knife, cybernetics.
or firearm with limited ammo. • Resources for GMs, allowing them to create data
seeds, long-running campaigns and NPCs.
• An exhaustive list of cybernetics, weapons, armour,
equipment, clothing, vehicles, drones and even more
Police Officer stuff that most games leave out. If there is one thing
Species: NA we do well… it’s shopping!
Stats A number of ‘Data Seed’ releases are available online
Brawn: 9 Brains: 5 Perception: 7 to supplement the information contained within this
Reflexes: 9 Allure: 2 Guts: 10 Quick Start. Find us on Facebook, Twitter or at
thegaiacomplex.com.
Skills
Awareness Electronics (A) Firearms
Interrogate Melee Weapons Streetwise
Hit Points
Endurance (E): 50 Pressure (P): 30

- 36 -
NAME:
- FeTHE GAIA COMPLEX -
n n a D e Vr i e s

ROLE: Ope rat o r

SPECIES: H um an

STATS AND SKILLS


BRAWN: 6 BRAINS: 6 PERCEPTION: 6
Cl im bi n g We apo n s Te c h ( A) Aware n e ss
S wi m m in g ( A) D r i ve ( A)
U n ar m e d Co m bat

REFLEXES 8 ALLURE: 5 GUTS: 7


A t h l e t ics L e ade rsh i p In t i midat e
F irear ms D e ce ive S t rat e gy ( A)
M e l e e We apo n s Pe rsuasi o n Trac kin g ( A)
S t e al t h

GRIT: 3 Max: 3

HIT POINTS DISCONNECT: EXP:


ENDURANCE: 20 Max: 20
ARMOUR
PRESSURE: 18 Max: 18 ARMOUR PROTECTION
D ye r Ar ms
MORALE: Max:
T - Tac Ve st 2 d3 + 1

WEAPONS
WEAPON SKILL RANGE DAMAGE CLIP RULES
D ye r Ar ms F -Rail F i re ar m s Long 1 d12 + 1 d3 30 B urst , 3 cl i ps

D ye r Ar ms PF 112 F i re ar m s Cl o se 3 d3 + 1 16 N o n e , 2 cl i ps
Cr un c h E l bows U n ar m e d To uc h + 1 d3 -- S e e ʻG e ar an d Te c h ʼ

CYBERNETICS, EQUIPMENT, CASH, NOTES...


Hac kjob Forear m (+1 damage to all Melee and Unar med attac ks), T-Roc Nec k Wrap (+1
Protection rating), Dyer Ar ms Ref leXX Sight (on F -Rail), Dyer Ar ms RedDot Sight (on PF112),
f lashlight, radio communicator, phone, 200nec
Combat Readiness - Fenna applies an additional +1 to her initiative at t he star t of combat.
- 37 -
NAME: Fe n n a D e Vr i e s

ROLE: Ope rat o r

SPECIES: H um an

Fenna is a career Operator. Daughter to a


police captain and a former SWAT of ficer
herself, Fenna has always felt most at home
with her finger on the trigger. Like many
police of ficers during the implementation of
the cybernetic police force in 2114, her
redundancy pac kage was taken as an insult
and not seen as the lifeline that Gaia
intended. Disgruntled, Fenna went Merc the
ver y next day. Her hatred of the cybernetic
police force, and thus in turn, Gaia, has
driven her motivations for the last five
years. Any job that involves hur ting Hansor
Innovations is high on Fennaʼs priority list
and any c hance to put a round into a police
of ficer is taken without hesitation.
Her training in weapons, tactics and
leadership has seen her rise to the top in
her current Merc team. Af ter nearly 12-
months of working with Slice, Mila and the
crew, Fenna has taken the mantle of the
teamʼs leader; a task she takes both pride
and great frustration in. Her ʻtake no
shit ʼ approac h to life and work sits well
with the Mercs she associates with, but
has been known to cause issues when
bringing freelancers onboard for bigger
jobs. Despite her sometimes stern
demeanour, Fenna cares and sees herself as
the protector of her crew, whic h is a role
she does a ver y good job of fulfilling.
Fenna has a preference for ranged
weapons, suc h as pistols and assault rifles,
but she's not afraid to get close and dir ty
when the situation dictates it. When not on
a job, she dedicates her time to finding the
next one, keeping herself in peak physical
form and arguing with John-Paul about his
questionable approac h to weapons
maintenance.
NAME: J o h n -Paul Ro ccalle

ROLE: M il Te c h

SPECIES: H um an

STATS AND SKILLS


BRAWN: 6 BRAINS: 8 PERCEPTION: 6
Lif ting E le ct ro n ics ( A) Aware n e ss
M e di cal ( A) D r i ve ( A)
We apo n s Te c h ( A) L o c k Pic k ( A)
Pilo t Aircraf t ( A)
S ur ve illan ce ( A)

REFLEXES 7 ALLURE: 5 GUTS: 5


F irear ms B ar t e r S t re e t wise
P il o t D ro n e ( A) G amblin g
R i de M o t o rcycl e ( A)
S t e al t h

GRIT: 4 Max: 4

HIT POINTS DISCONNECT: EXP:


ENDURANCE: 19 Max: 19
ARMOUR
PRESSURE: 24 Max: 24 ARMOUR PROTECTION

MORALE: Max:
None --

WEAPONS
WEAPON SKILL RANGE DAMAGE CLIP RULES
D ye r Ar ms PF 112 F i re ar m s Cl o se 3 d3 + 1 16 N o n e , 3 cl i ps
M e le e / To uc h /
Kn if e T h rowi n g Cl o se 1 d3 + 2 -- None

CYBERNETICS, EQUIPMENT, CASH, NOTES...


HI Opti-Range Visor (t he user is able to see in IR and UV spectr ums, -1 modif ier to Awareness
and Sur veillance skill tests taken in t he dar k), THD Sur veillance-S Camera Drone, Wester n
Br igg Loc kPik Kit, Electronic Tool Kit, radio communicator, phone, 350nec.
Career Tec hnician - John-Paul applies a modif ier of -1 to all Electronics and Weapons Tec h skill
tests in relation to making repairs.
NAME: J o h n -Paul Ro ccall e

ROLE: M i lTe c h

SPECIES: H um an

Following a typical roc ky upbringing in t he


metropolis, John-Paul star ted out his
working life as a production line operative
at Trimble Harder Drones, before
eventually proving his tec hnical wor t h,
whic h was met wit h a promotion (of sor ts)
to t he maintenance team. When his later
application to t he tec hnical design team
was rejected wit hout inter view, shor tly
followed by his position being cut wit hout
notice, John-Paul rapidly turned from loyal
employee into disgruntled anarc h. Fighting
t he unemployment line for f ive- mont hs was
enough to persuade him to put his
tec hnical prowess to more unof f icial ways
to earn, leading him to t he Merc scene in
NeoMunic h.
John-Paulʼs f irst job as a Merc was for
Fenna, who he has remained a companion
to ever since, bot h as her teamʼs dedicated
drone pilot, but also as a tec hnician,
electronics exper t and sarcasm generator.
Though it would appear at f irst glance t hat
he takes little ver y seriously, his joker-like
front merely of fsets his deep-t hinking and
emotional underside, presenting t he kind
of ʻedgeʼ t hat is expected from t he modern
Merc. His commitment to his team (who he
sees more as friends t han colleagues) is
unrivalled and he constantly puts t he needs
of ot hers before his own; a trait whic h is
bot h rare and valuable in 2119.
John-Paulʼs sense of humour and razor
sharp wit are matc hed only by his shrewd
intellect and expansive understanding of
all-t hings electronic, while his
understanding of drone tec hnology and
spy craf t have made him a highly valuable
asset to t he team.
NAME: M at e o ʻS li ce ʼ Pe re z

ROLE: Ope rat o r

SPECIES: H um an

STATS AND SKILLS


BRAWN: 8 BRAINS: 5 PERCEPTION: 6
Cl i mbin g M e di cal ( A) Aware n e ss
Lif ting
T h rowi n g
U n ar m e d Co m bat

REFLEXES 7 ALLURE: 3 GUTS: 8


F irear ms B ar t e r In t e r ro gat e
M e l e e We apo n s S e duct io n In t imidat e
S t e al t h S t rat e gy ( A)
S t re e t wise
Trac kin g ( A)

GRIT: 4 Max: 4

HIT POINTS DISCONNECT: EXP:


ENDURANCE: 26 Max: 26
ARMOUR
PRESSURE: 15 Max: 15 ARMOUR PROTECTION
M B & C Tact i cal
MORALE: Max:
Ope rat o r ʼs Ve st 2 d3

WEAPONS
WEAPON SKILL RANGE DAMAGE CLIP RULES
D ye r Ar ms S ub9 F i re ar m s M e di um 3 d3 + 1 24 B ur st , 4 cl i ps

D ye r Ar ms K7 Kat an a M e le e To uc h 1 d12 + 2 -- None


M e le e / To uc h /
D ye r Ar ms D 4 D agge r T h rowi n g Cl o se 2 d3 + 1 -- None

CYBERNETICS, EQUIPMENT, CASH, NOTES...


D-T ʻDeltoidʼ Shoulder Reinforcement (+2 damage to all Unar med attac ks, t he user may spend
2 Gr it to reroll any f ailed Climbing or Throwing skill test), TransMed First Responder Kit, Dyer
Ar ms Ref leXX Sight (on Sub9), radio communicator, phone, 40nec.
Combat Readiness - Slice applies an additional +1 to his initiative at t he star t of combat.
NAME: M at e o ʻS l ice ʼ Pe re z

ROLE: Ope rat o r

SPECIES: H um an

Mateo Pérez, or simply “Slice” as he is


generally known, is a Merc Operator with a
violent background. Slice spent his early
years deeply involved in Luxem-sprawl gang
culture, running drugs and stolen tech
through the metropolis, while waging
constant turf-war against rival gangs and
the metropolisʼ police force. After rising to
the top, Slice was recruited on the low-
down by Telwe Morton Peaks to join their
private security force, tasked with
protecting numerous construction sites
around the metropolis and occasionally
hurting people who knew a little too
much.
After seven long years of breaking knee-
caps on corporate payroll, Slice took on
some moonlighting as a Merc.
The job was simple; break into a
corporate facility, protect the
hacker, extract information, get out
quietly. The task went smoothly, until mid-
job, when he found out exactly who he was
stealing from - his own employer, Telwe
Morton Peaks. Having been previously
responsible for dealing with turncoats and
deciding the risk was too great, Slice never
returned to work, cleared out his apartment
and went underground.
Sliceʼs physically imposing build and
significant height make him both
intimidating and threatening to encounter,
though he possesses a calm and restrained
attitude, learned through his years of
corporate employment. Though well trained
in tactics and firearms, he regularly
chooses to settle disputes in an up-close
and personal manner, showing off his
penchant for blades and swords, usually
relying on his favoured tool:
the Dyer Arms K7.
NAME: Rust y ( & Ro cco )

ROLE: H an dl e r

SPECIES: Fe ral

STATS AND SKILLS


BRAWN: 5 BRAINS: 5 PERCEPTION: 8
Cl i mbin g M e di cal ( A) Aware n e ss
U n ar m e d Co m bat M e ld ( A)
S ur ve illan ce ( A)

REFLEXES 5 ALLURE: 8 GUTS: 7


M e l e e We apo n s An imal H an dli n g ( A) G amblin g
S t e al t h B ar t e r In t e r ro gat e
D e ce ive S t re e t wise
Pe rsuasio n Trac kin g ( A)

GRIT: 5 Max: 5

HIT POINTS DISCONNECT: EXP:


ENDURANCE: 20 Max: 20
ARMOUR
PRESSURE: 20 Max: 20 ARMOUR PROTECTION

MORALE: Max:
None --

WEAPONS
WEAPON SKILL RANGE DAMAGE CLIP RULES
We st e r n B r i gg M i n i Cal F i re ar m s Cl o se 2 d3 + 1 10 S e e bo o k , 1 cl i p
M e le e / To uc h /
Kn if e T h rowi n g Cl o se 1 d3 + 2 -- None

CYBERNETICS, EQUIPMENT, CASH, NOTES...


Rocco (a cloned dog - see book for stats), a bac kpac k full of assor ted tr inkets & tools, phone,
1800nec (t hough he keeps t hat quiet).
Feral Mind - Rusty may spend 1 Gr it to auto-pass any Meld skill test, regardless of its
dif f iculty. In addition, t he c haracter applies a -1 modif ier to all Awareness skill tests.
NAME: Rust y ( & Ro cco )

ROLE: H an dl e r

SPECIES: Fe ral

No one knows Rustyʼs real name, or where


t he nic kname came from. Somewhat of an
enigma, Rusty has spent muc h of his life on
t he street wit h no f ixed abode, slowly
expanding his network of contacts and
nur turing t hose relationships whic h had
t he most to of fer. As a feral who has
dedicated himself to t he learnings of his
race, Rustyʼs af f iliation to t he animals of
t he metropolis is hard to deny and his
current par tner in crime, a scruf fy dog by
t he name of Rocco, has proven to be a
most trusted ally.
Rustyʼs naturally perceptive and overly
inquisitive nature earned him freelance
work on t he Merc scene, pushing t he
sur veillance angle t hrough t he eyes of rats
and mice until eventually, t he at hletic
nature of t he dog persuaded him to stic k
wit h Rocco long-term. As a feral
Handler, muc h of his life has been
dedicated to ref ining t he ways of t he
Meld and understanding t he dept h of
t he animal mind. Despite his ageing
physical form, when par tnered wit h
Rocco, Rusty has access to all t he
physical speed and bite he could ever
need.
Rusty is somewhat of t he teamʼs
oddball; his way of speaking and
constant habit to hear and notice
absolutely ever yt hing is bot h boon
and burden in t he eyes of his
colleagues. One t hing is for
sure t hough; Rusty knows t he
street better t han any of t hem
and his expansive list of
under world contacts regularly comes
in handy bot h during and between
jobs.
NAME: M i la Kl e in

ROLE: Co re H ac ke r

SPECIES: H um an

STATS AND SKILLS


BRAWN: 4 BRAINS: 8 PERCEPTION: 5
S wi m min g ( A) E le ct ro n ics ( A) Aware n e ss
H ac kin g ( A) L o c k Pic k ( A)
Pro grammin g ( A) S ur ve illan ce ( A)

REFLEXES 6 ALLURE: 7 GUTS: 8


A t hle tics D e ce ive G amblin g
M e l e e We apo n s Pe rsuasio n In t e r ro gat e
R ide M o t o rcycl e ( A) S e duct io n
S t e al t h

GRIT: 3 Max: 3

HIT POINTS DISCONNECT: EXP:


ENDURANCE: 12 Max: 12
ARMOUR
PRESSURE: 24 Max: 24 ARMOUR PROTECTION

MORALE: Max:
None --

WEAPONS
WEAPON SKILL RANGE DAMAGE CLIP RULES
M e le e / To uc h /
D ye r Ar ms D 4 D agge r T h rowi n g Cl o se 2 d3 + 1 -- None

CYBERNETICS, EQUIPMENT, CASH, NOTES...


NVI Cor tex Rig, sof tware to deal wit h most common counter measures, NVI Chip Por ts and
Cable Jac ks (allows user to inter f ace directly wit h a Rig), 2 sets of jac k leads, phone, 200nec.
Digital Lif e - Mila may spend 1 Gr it to reroll any die t hat rolls a 12, dur ing any Hac king skill
tests related to The Core. Only one die may be rerolled in t his way per skill test.
NAME: M il a Kl e i n

ROLE: Co re H ac ke r

SPECIES: H um an

Mila, a privacy obsessed Core Hac ker,


grew up an orphan in one of New Europeʼs
few walled safe-zones. Despite t his
apparent luxur y of an upbringing, t he urge
- THE GAIA COMPLEX -

to break away from t he conf ines of t he


more simple life led Mila to sneak out and
never return, leaving behind her adoptive
family in favour of experiencing t he harsh
world of t he real metropolis. Af ter a year
of gambling and hustling on t he streets of
New Paris, she bought her f irst Rig and
never looked bac k. Now, seven years
later, Milaʼs speciality is also her passion:
hac king secure ser vers and playing havoc
wit h what ʼs inside.
Despite t he clear anarc histic streak , Mila
keeps her ot her af fairs quiet, divulging
little of her bac kground or current feelings
wit h her team. She is generally stoic and
reser ved unless provoked, usually by Slice,
who seems to get great pleasure in pushing
her to boiling point. As a hac ker, Mila is
more t han capable and t hough young, her
experience to date has been signif icant,
earning her a long standing position in
Fennaʼs team.
The angr y teen demeanour, however, is
also a front for somet hing far more...
[REDACTED]
[REDACTED]
[REDACTED]
[REDACTED]
[REDACTED]
[REDACTED]
[REDACTED]
[REDACTED]
[REDACTED]
[REDACTED]
[REDACTED]
[REDACTED]
Continued...

Eddy always knew a score when he saw it and his recent chaperone gig at the Vectron offices had resulted in
this little extra that was worth cashing in on. This was common practice for Mercs, particularly hackers; get
paid for a job and steal a little extra along the way. Information is power and those with the right connections
will pay a pretty sum for R&D plans, financial records, staff databases, access codes or pretty much anything
that can provide a little leverage against one of the larger corporations operating out of New Europe. If
information isn’t available, a few crates of rifles or explosives can make a hefty sum in the hands of Tech
Traders like Omar. Eddy remembered being told that at any one time there were three times the number of
weapons on the black market than there were in legitimate dealers and arms stores. The numbers sounded
crazy, but he was pretty confident that he and Omar had played a significant part in those figures.

Omar rapped his hackjob fingers on the table, “I’ll arrange the meet, my man. She’ll reach out. Give Omar
a few days.” The response was satisfactory. “Done. About those TAPORs. Did you want more?” Omar’s face

- THE GAIA COMPLEX -


lit up, “You have more!? Where did you get them from?” Ignoring the question for the second time, “I’ll have
some here Tuesday. One hundred units, maybe more. Have a buyer lined up. I need the money upfront or no
deal.” Anyone other than Eddy would have been laughed out the door, but he wasn’t in the habit of setting up
a bum deal.

“A hundred I can do. T8’s sell like wildfire. Anything that makes a hole in those police droids sells well. You
know the score, my man.” Eddy threw him a passing smile, slinging his F-Rail over his shoulder in recognition
of just how many police officers it had shut down, “Indeed I do, old man.” Omar’s skeletal hand gripped the
side of the table as he pushed himself off the stool, a metallic clunk ringing out as his interesting choice of
homemade cybernetic legs hit the floor; somewhere between peg legs and industrial scaffolding. He wasn’t a
man who upgraded his limbs for functionality. Formerly Omar had been a bomb maker, originally for the now
liquidated Samson TT Explosives Corp, before going solo and making devices and charges for terrorist
organisations and any Merc who could pay for his services. His limbs, one arm and both legs had been lost in
bomb making accidents and his lower jaw destroyed after crossing Gordy Banter, the recently deceased
leader of the Nightcap Organisation, a now disbanded terrorist group who had a reputation for blowing up
schools and foster homes in an attempt to ‘send a message’ to the metropolis’ authorities, though about
what, no one was ever really sure. Banter was famed for pulling people apart with his BigTech cyberhands
and Omar’s face had been one such target. The wounds would likely have killed most people, but the old
Tech Trader was as resilient as he was connected. Now as much shambling skeleton as human, on account of
his bare bones-style cybernetics, he had become a go-to man for the most notorious of Mercs. Eddy trusted
him, even if he didn’t like him much, but then, Eddy didn’t like anyone much.

The old man hobbled forwards, “Tuesday. Bring the bang bangs, my man. I’ll have a seller waiting. Where
did you say you got them from again?” He wasn’t going to let that question go without an answer. Eddy
passed him another glance, his P-Scope refocusing as his brow lowered, “I have a man on the inside. He
knows his place,” Eddy cracked a smile in the corner of his mouth, “... and responds pretty well to the ‘hole in
the face’ routine. You know the one.” Omar knew the score. He silently nodded and handed over a black
holdall bag. Eddy’s smile turned into a full blown grin, he gave the bag a shake, feeling the weight inside it
move from side to side, “Payday. See you Tuesday, old man. Keep breathing for me til’ then.”

Eddy left the room and Omar returned to his desk, rapping his fingers against the cold surface once again,
the sharp clicking bounced off the bare walls of the concrete garage he called an office. He stared into
nowhere, examining the hollow space between himself and a shady corner of the room, “You heard all that
right?”. There was no one in the room, but the reply boomed in his cyberear all the same, “Yeah. Set a time
for that meet. Tell him Vapour reached out. Eddy Tense has a long overdue appointment with the boss. We’ll
take it from here, old man, you’re off the hook… for now.” The communicator went silent. Omar went back
to rapping on the desk. He’d either just signed his own death warrant, or Eddy’s. Either way, he was pretty
sure he wouldn’t be selling many more TAPOR-8’s on the black market for a while.

The End
“The line between compliance and servitude is
best hidden under neon and bloodshed.”

The Gaia Complex core rules are available now as a 288-page full-colour hardback.
Visit https://thegaiacomplex.com for more details.
THE GAIA COMPLEX - QUICK START

The Gaia Complex is a cyberpunk RPG set in New Europe, a


single sprawling metropolis that covers much of what we
currently know as mainland Europe. In the year 2119, New
Europe is a world of street violence, espionage, vampiric
uprisings and an overzealous A.I., known as Gaia, which
functions as the city’s governor and the protector of its citizens.
The Gaia Complex is a game of conspiracy and brutality,
where players take on the roles of Mercs; former police
officers, hackers and street-savvy dealers who are hired to fight
back against the system and ultimately unravel secrets of The
Gaia Complex.

This quick start provides an insight to the game's setting and


background, as well as providing a slimmed-down version of
the rules, two pre-written 'Data Seed' scenarios and five pre-
generated characters, allowing players to jump straight into the
world of The Gaia Complex.

The Gaia Complex - Quick Start

© 2021, Hansor Publishing


SKU: HANSOR-GAIA-0005

h�ps://thegaiacomplex.com HANSOR
PUBLISHING

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