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with the ability to see in the dark unaided. You can LANGUAGES.

ES. You can speak, read, and write


see in complete darkness as if it were dim light up English, and one other language of your choice.
to a distance of 60ft. You cannot discern color in
darkness, seeing only in shades of grey.

SUBORIGIN
There are two very different types of Badlander.
Badlanders are either Bruisers, who use their strength, intimidation, and violence to survive, or they are

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Scavengers who tear apart broken and discarded tech for the radiation leaking powercells within.
Your suborigin grants you additional traits along with the base traits for your origin.
You may only select one suborigin.

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Choose your suborigin.

BRUISER SCAVENGER

ABILITY SCORE INCREASE. Your Strength Score ABILITY SCORE INCREASE. Your Technology
increases by 2. score increases by 2.

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ONE SCARY DUDE. You’ve grown accustomed
to violence and threats and have proficiency in the
Intimidation skill. You know how to use your hands
when intimidation fails. Your unarmed strikes deal
SCAVENGER. You have proficiency in the
Mechanics skill.

IRRADIATED. Due to constant exposure, your body


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1d6+Str modifier points of bludgeoning damage. has built up a tolerance to radiation.
You have resistance to radiation damage.
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14 Carbon 2185 | A Cyberpunk RPG


炭素 2185 | サイバーパンクロールプレイングゲーム
GUTTER PUNK
A group of aimless youths clad in painted leather
jackets and faces full of metal piercings sit drinking
alcohol, illuminated by the glow of neon, heckling
anybody who happens to walk by.

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Gutter punks are part of an anti-social movement
that rejects mainstream society and attempts to
emulate their version of the punk movement from
centuries past.

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Inspired by the punk rockers of history, gutter punks often
wear ragged clothing consisting of torn pants, loose-fitting
shirts, and sleeveless leather or jean jackets. Their jackets are
decorated by themselves or their gang members using paint
or markers. They favor spiked or studded embellishments
and wear outlandish hairstyles and brightly painted
augmentations designed to draw maximum attention.
Gutter punks mostly live in slums or abandoned
e buildings alongside their fellows. Their counter
culture ideals put them at odds with most authority
figures, making honest work scarce, which in turn
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makes it hard for them to escape poverty.

GANGS AND VIOLENCE


Gutter punk gangs feature members that are
either born into the lifestyle or join through
their own free will, often during their teens.
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These gangs act as family for the gutter punks


who in turn swear loyalty to the gang.
Given their rebellious attitudes it’s not only
authority figures that gutter punks have
difficulty with. They often have issues within
their own gangs, or in intense and bloody
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rivalries with other gangs.

Carbon 2185 | A Cyberpunk RPG 15


炭素 2185 | サイバーパンクロールプレイングゲーム
GUTTER PUNK TRAITS

ABILITY SCORE INCREASE. Your Dexterity score SHOTGUNNERS. Due to its effectiveness in tight
increases by 2, your Constitution and alleyways, the weapon of choice for gutter punks is the
Technology scores increases by 1. combat shotgun. You are proficient with this weapon.

AGE. Gutter punks often don’t live to old age, ADAPTIVE. Gangs need a wide variety of skills. You
although this is due to their living conditions and may pick one skill of your choice to become

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lifestyle rather than any genetic reasons. If they are proficient in.
fortunate to live a healthy lifestyle, a gutter punk
can expect to live around 100 years. MISSPENT YOUTH. You’ve grown up on the

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streets and have some basic contacts and a small
SPEED. Due to many years running away from law reputation for yourself. You begin with Influence:
enforcement and running towards trouble, you’re Street 3.
slightly quicker on your feet than most people. Your
base walking speed is 35 ft. LANGUAGES. You can speak, read, and write
English, and two other languages of your choice.

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16 Carbon 2185 | A Cyberpunk RPG


炭素 2185 | サイバーパンクロールプレイングゲーム

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