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aa SSCS Ls Watt cCYMERTA BES Roe Nae eels cust Roe UMN NT CCM acs ee RONMENT peso Leu aula cao as BU A CREDITS Written by: GRIMM'S CYBERTALES is Copyright ©1993 Ianus Jusuin Schintd Publication, All Right Reserved Editor: GRIMM'S CYBERTALES is a Trademark of Dream Pod | Mare A. Vezina | 9 and is published under license from R, Talsorian | copy uenctng Games, Inc. Cyberpunk is a Trademark of R. Talsorian Jean Carridres Games, Inc No pat of hisbook may be reproduced without written, permission from the publisher, except for review pur- poses Any similarity to characters, situations, institutions, Corporations, etc, (Without satiric intent) is siricly Derek Quintanar | Chislain Barbe All Artwork © Ianus Publications Inc. Lefer i coincidental Pierre Ouellette Jeff Fortier Printed in Canada, Dominique Durocher Published by: Cover Ant: | Jans Publications, Ine Pierre Ouellette 5000 D'tberville, Suite 332 Jeif Fortier Montreal, Qe Canada Interior An: | ee Stock # ICP-110 | Creative Team: Dream Pod 9 ‘ucaions © mepstvcrss: Ergra 11 VeghFtestlbatun Gnd; Agape ew 179 aero Ware Behr; © Thconple san poore of EAP Canadian Catalog in Publication Data Schmid, Justin, 1973- Grimm's Gybertales, an alternate reality sourcebook for Cyberpunk Includes index ISBN 2-921573-12-1 1. Fantasy games. 2. Role playing. 3. Vampires. 1. Title. | GV1469.6.535 1993 783.93 €94-940039-4 Legal deposit: December 1993 Bibliotn¢que Nationale du Québec National Library of Canada ISBN 2.921573-12-4 g——— 2 A GRIMM, GRIMM WORLD. NOUVEAU-VOODOO Merging Night's Edge & 2020 6 ‘Through the eyes of Voodoo 45 Night's Edge horror. 8 The Loa of old and new. 46 The rituals of Voodoo. 48 The mounting of the Loa 490 A NEW ORDER Summoning the Loa 49 Stes 10 Voodoo Artifacts. 50 Meaiurion. D The making of a zombie 51 a ts | THE BOOGEY-MEN OF 2020 _ ‘Mass murderers: 56, APOSTLES OF THE EDGE The Stalker Myth 56 ‘The Church of SIN 2 In the crowd. 37 ‘The dark side of the ExhisbiSIN 23 eo me The Church of the Immortals 24 | Ghoul enterprise cia Followers of Spiritual Purity 26 ‘Dorph zombies... 39 Cult bands 27 ao 60 Nihilists. 2 at 30 Terrorists G1 Introduction to the society of the dead «0.0.31 Corechae c) The Mandelbrot Society The Spider's Web eae ae as et nee eae nanan en aes ea: The Orders of Protectors 35 Choose your weapon, 64 Cults in your campaign 4l ‘Virtual Testimony. 67 The Murk Who Lurk 370: | Goals of the Powers n Al sentience B Other possibilities 4 Al zombies 75 PERCHANCE TO DREAM Fatigue eT) Sleep deprivation peel Sleep disorders peter Wakie, wakie 83 Cant sleep? 8 The people dreams are made Of oo. BS ‘The accidental murder. 85 Dream stalker pSyChOSiS secs annnnnn an 86 Dream therapy farst80) (AM eXPEFIMEM nnn 87 Sandimen .. ss 87 New power & abilites.... eae 88) ARS NOVA ‘The Unified Theory of Powers 91 New telepathy powers ...0. pian ea 92) Sceptics always MISS OWE onsen ures nin D2 The arts of magic 93 Definitions 93 Herb essen 94 Alkemical craft 94 Divination arts 4 Esoteric magic 96 Ancient magick 98 Faith magic 98 Mlusion craft a stare cs100: 4 Forms of faith... Infomancy Nature's spirit Shamanic rites Practitioners Modem magic The power of Voodoo Factors to consider Corporate mages & psychics CybenpsyChics sane lol 102 103 104 105 105 108 109 no 42 ON THE NIGHT'S EDGE Knowledge types Frequencies Denizens ofthe night . ‘Schultz ... Stoner. Rainbow Madame Tourina Shi... Moonlocke ... Jojo Solous Martin Smith. Master Guy Index 14 14 14 15 116 uy 1s 19 120 11 122 123 124 125 A Geom, Grow Wedel Horror bas a face, piper ETP noe BT Ard menal terror sre yoon (iierds. If they are vol, then CO ae ee | eve al Oe ce Lene aa En ooo A eo Yer eet eC ae em Peet ee ee eee easel ogee errr eat ae eo RM Mae ats Caetano d Reranch a verse fully and see the Edge as it’s eater Leta Pe Ce moms children the beliefs of the society Pree eer eon Reroet merc om terse tit didn’t exist (at least not to their Perey ey eon were safe. They could scare the rent enti tna Things are different now. In dl ere et eae | or aera Penge ence ee een enor euros ties een n ah ected ae Perea ie Sree toned Sige ocean ete istic digitized morning cartoons. a ase Se i ca cLt aera meme a Cerca ener ato Pete acne tem The wicked witch Is now the ee SL Ok ee eect ee Pee aT eae oe Se et 0f 2020. Children are being raised eae oe cme rer se coc Eee eae ee a phisticated, even ata very young eee arse cere etme ee aes Pe iogerateee ents Es) LT. A Gyraini, Grn be feared in the shadows, except the serial killer or the cultist lokingfor sacrifices, The result is a society that is ex: tremely frightened. Trustisa thing of the past for Edgerunners in2020. They grew up being shown in countless TY shows and movies how “trust me” is the harbinger of betrayal, that kindness only makes you fool. Cynicism has become a way of life, What remains of the old fairy tales hhas been convoluted. For example, Jack and the Stalker. Jack limbs the beanstalkand escapes, butfrom that day forward is hunted by the giant. The moral: don't go where youdon't know. Or Little Red Rider, a lite girl who is kidnapped by cultists on her way to her grand- mother’s place while using the sub- way. The moral: don't use the sub- way without an escort. And last, perhaps saddest, Snow White,a girl who, while hangingout witha gang, experiments with drugs that are of- fered toherinthe formofcandy. She falls intoa coma andawakens when the doctor saves her. The moral: be careful of drugs on the streets. ‘What has happened for things to get so bad? Too much reality. Pro- portionally, there is no more vio- ence and evil today than at any other time. But, in 2020, the won- ders of mass media ensure that we see every possible example in full digital glory. It is impossible to escape the dark side of humanity However, perhaps this is not en- tirely a bad thing. ‘That Darkness is what this tome examines, Unlike any before, only the contemporary evils and dark- ness are examined as they exist in ‘our world. Only once have we iden- tified what is Dark and where the evil originates can we attempt to overcome it ark Werte BACKGROUND The Altemate Reality Univerte was originally introduced by Von Konos in the: Altemote Really source book Nigh’s Edge. It brought vamalres into the Cyberpunk 2020 scene a: wall az psychic powers ond werewolves. Grimrn's Cybertales Ison ‘extension of those original rules, gathering even more darkness In a universe all 100 similar to thot of Cyberpunk 2020. The rules presented hereln are completely compatible with Cyberpunk 2020, and Game Mastersare free to use and discard whatever rules they wish. While the Altemate Really Universe has vampires, werewolves ond psychic power, IIs unlike most ether rote-playing games In that these creatures and beings ore based on science as much as possible and explainable to a large degree by misinformation and genetic disorders. Psychic powers, for exomple, are not ently Improbable considering theincredible personolochievemenisthroughout history. The Altemate Rooliy Univarse attempts to mimic our own universe a is preponderance of the unexplainable amidst an otherwise normal and mundane. Docketop (which makes I all the more hortc). ‘While the Cyberpunk 2020 universe deals with those “mundane” aspects ofifeon the Edge, the Alternate Reality Universe dwells in the mystesious and unknown. Evary efor Is made net to compromise the reallsitc safing however, as the Darkness withinthe ARUisneverovertianature. Vampires are extremely are, ond extiemely secretive, neverso foolish as to reveal thelr presence te humanity. Even the serial kiler maintains a low profile and may not be detected lor decades. The real honor comes where the normal meets the abnotmal. Withinan uniealste wold, this simply would nor work; nor would absolute evil work within the context ‘The World of Cyberpunk Is composed of shades of gray. Things in the ARU are Ia shades of datkness, but shades neverheless. No one Is completely vile, nor Is. ‘anyone thoroughly good. Everyone has their ovn shades of darkness. MERGING NIGHT'S EDGE & 2020 ‘The Alteinate Realty Universe fits nicely info thot of Cyberpunk 2020, The neor future that we may one day see is merged with the nightmares of tomertow’s ‘dreams. Unie that world though, nor everything i corporate-rolared. They ore not ‘he only things that send shivers down yourspine in the Altemate Really Universe. There are things people unconsciously ignore forthelrown peace of mind. The dark side of oneself, which is alwoys present, Is rarely acknowledged, though In the Woild of 2020 one faces Iten an almost daly basis. ‘Characters might foce mundane rents, such as the stalker or moss murderer, or more exctichorrors, suchas the Murk, ora vampire. Eiher way, the excitement les Inthe fecroffacing something abnormaland unknown. Nolongeriscyberpsychosis, the only woy 10 go ntane. Sanity becomes a cherished rarity In the dork future of ‘he Alfemote Really Universe. In general, merging the hwo worlds should not be diificulrat al. Use yourstandard ‘adventures, but change one of the antagonists into aculst ora vamp. Keep this, ‘a secret, perhaps with @ subile clue or nwo here and there. The charactors right complete the adventure never suspecting, but already youhave made your game universe litle darker, and In time, the players will eaitze 100, fo thelr homer. ‘and enjoyment. SUMMARY Grimm's Cybertoles iso look of the myths and honors of the 24st century. The spittuaity ofthe people of 2020 is examined closely, tom thelr cults to thalt magic The new monsters ofthe modern world are fully described. fom temoris'stostalkers to the Muxk to dream walkers. Honors brought fo every comer ofthe Edgerunner's existence In 2020. The second chapter, “ANew Order’, deals with new eptionalrules forthe Altemate Reality Universe, including stress rules, new cyberpsychosisrules, new skills, a short system for generating phobios for characters and a system for determining dedication ta beliefs. These rules enhance the psychological elements of the geome. Inthe third chapter, “Apostles of the Edge’, cults are examined in dept. In times ofincrecble depression ond gtief. people tin o the spitual forhelp. Haifa dozen culs ore fully desciibad along with tha more general mevomenis and cult types that are present in the Alternate Reality Universe. The culfs place in the world of CCybarpUnk Is firmly ostoblishod, Contemporary Voodoo Is examined in "Nowveav-Voodos". The practices of Neo- Yoodoo are descibed in depth, clong with the new loa of 2020 and the rivals sunounding them. As one of the mos! popular faiths inthe 24st century, voodoo has swept across the Net and the wor. “The Boogey-Man of 2020" deck: withthe herretsof he humanpryche inthe fourth chapter. Stalkers, serial killers, mass murderers and terrorists ere all dealt with, bringing the humon element back into horrer. Who needs a werewolf when @ 120m of shiled teoWsts can paralyze on ere city with fear? ‘The Net's no longer sofe, thonk to the Murk, entlies which supposedly inhabit the Net and prey upen runners. However, they also help the runnets and entire cults have been bult around their existence. Yet. are they simply @ psychological CRACKED: The character has beer pushed pas normal limits ard has gone over the ede: He sues a5 penalty to COOL chechs 3 penalty is geno al INT tasks, adiction checks will beat 19 ‘esist andthe characte develops Inscrania (2 peal to Insomnia checks). The character mast ‘sora 1d onthe Over The Edgetabetodeterrune what his Yeacon's os meres tram, ‘The df levels of curing them hreugh therapy are lied after the descriptions. OVER THE EDGE TABLE 1 HOMICIDAL: The character become: murderous and wil seek tohilhepercted cource cf he tires: erhape blaming someone unrelated. He wl alse be Velen toward anyone who stands his way. Alter the soute of thesiresshas bem ciated, rol 1410 egain en this table ignoring rol off for ‘hecharacter’s nex reaction. Hever the character ever goes Over The Edge pain he wil autoraicaly become Homicidal Dif 20 ‘CATATONIA: Characters with catatenia witha completly into thanslves. No outéde simul, inching beng iyurd,villewahen them. The characters arestil clive, bu willnetmove, speak or ead. Thareisa Tm 10 chance every week tha hey will comet oft. fan extreme attempt ismade Ge contnucs contac withthe character), the check maybe made ever o deys, Put ony as, lang as those measures are maintained, Dif 30 SUICIDAL TENDENGI CChoracers with salcidal tendencies wil sek o end thes ues m any possible wy, a8 soon 2 sible Every etvitywillbecentereden suicide. They wil be prone otakingeatremerisks with theives. Dif. 20 ors SCHIZOPHRENIA: The character oss all tuck with reality. The characters trturers becom tres. ore may bir msl tbe free, andcarry onashe might at heme. The choracter might irk he’s bird that Ins raomisthetirone room ofthe gf Span. Reaty is olnger te characte’ reat. Df. 25 or ‘SEVERE AGORAPHODIA: Thecharacter fears everything. Heme sthecrly sale place. Strangers ee all murderers outside ‘heroic only pa and ornare Thecharacler wil reqire a COOL check a4 0 even gocuside Ins home, even then rc going lo ar (ike Weexfire the Necelogy tog). Dif 30 8 HALLUCINATIONS: The character begnsto see, hear, and Ja things tat are’ there. However, in every ether way, ‘he will appear normal, Thepartclarhallucation wl dependon theses twat, andrate ‘hat hallucinations are usualy metaphors Fer example, a character wha wa hunted and shot ight see snipers on rooftops and, when stressed, alla sudden thn he has been sho. Ths wil ontnae until cured. Diff 20 ‘OVERLOAD AMNESIA: Characters with Overload Amnesia haw forgtien everthing about thirprevslifeascacauler- meas agains! he rising rss. The characers Stes Pes returnto nora, hit Z oul of every Osh willbe forgten andthe character wil note able to erember anythin abut the previous le scmaoe forest to remeber. tha reqainallte Stress Posto go Over The Edge agin andro 1410 onthe table agen I ured bya ther, then his doe not happen. Di 0 "MULTIPLE PERSONALITIES: The character separates into waltiple personales. Generate 1a6 diferent menial sats and psychelogica profes, excludirgthemain cre. Somewillbemurderes,ctherstimud ardshy, Use Your imagination. They swich whenever @rew sess ircroduced DA 40 168 all COOL checks Insomnia = 2 on COOL ered: 4 on-l ofer ch Insomple (4), Acclaton checks f-4. Sor al COOL checks -8-on al other check nsomnls (@) Adelcton ched. at; MEDITATION LOSING STRESS POINTS. Stress points disappear 110 hours after the source of the stressis temoved orafter a night’s sleep (min. 8 hours). Ifthe source of the stress is ongoing, y to eliminate it is through therapy. : onductng therapy. The Dificulty is 20for normal Stress Points. However, ifthe character has gone Over The Eile, then the dificult ited after the applicable insanity must he made. In his case, the character's ‘Sivess Level must return to Fresh before therapy for the insanity can begin Bvery atierp for therapy requires one her, which s the maccaumamanunt of therapy ina 3 day period, andit cures 14612 points (round up). This can cost up to 1000eb or «a low as 1000b from trained professionals, or from a character with Paychology sll, However one cannot treat hi Meditation isone way forcharacters help themselves. Ata Difficulty of20, the character can remove 1 ongoing Stress Point afier one hour of meditation can only be done once per 24 hours. Itisone way to ay sane, somany modem ‘combat veterans learn meditation to deal with their stressful lives. The New Age movement dik one good thi Cplrr cobs eg ee nny roldiers in 2020 use meditation regularly just to keep sane, 03 st does rere to beep them stable, nig police forces ure meditation to courtes the ectrimely terol Lives of their officers, GAINING STRESS POINTS: Thece are wo types of Stress Points: Straight and Fright. Straight Stress Points are taken immediately end automatically. Generally these are due to living conditions, life events, situational stresses, et, They are randomized (o reflect different people's reactions to different situations, Fright Siress Points areclueto some temporary, disturbing event, Characters make Fright wecks to determine the amount, if any, StP are gained. STRAIGHT STRESS POINTS There ate many forms of Straight Stress Points. They are the daily hassles of life and events which can strain one’s sanity. Here are some examples of Straight Stress circumstances and events with their Stress Point amounts. Note that these are merely guidelines and should be modified as desired to suit the situation. Forexample, a character who did not care much for their lover might only have half the Stress Points from the Events, whereas an executive whose life was the corporation might suffer double from being thunted by it Whenever Straight Stress applies, rll for the exact amount and add those points tothe character's SiP. When its lost, subtract it. The GM should feel free to determine Straight Stress Points for other events using the following idelines: > EXAMPLE: Anex-lover whois tracking a character down would be Annoying, unless they were armedand had made previousattemptson the character’slfe,in which case t would be Unsettling STRAIGHT STRESS POINTS. ENVIRONMENT ‘AMOUNT EVENTS UWing in $00 nema Leved one inured. Ming en he meve Fighting in Rotoronship Living downtown core. Roloncesnip breaks up Ling in hostte en. : eves one hiledices (pace. combar rare). Spouse des ENVIRONMENT AMOUNT _ EVENTS Sressft Ocaypotion 462 Hunted by gong, Hezerdous Qszupaton even Hunted oy comorction Very Hazardous... Hunted by he low Honted ty megasem/BHCIA 046 STRAIGHT STRESS POINT GUIDELINES Miner Nuance Uesarings Noteonce Very Disubing .. Mejor Nuisonce Life Shonering Anrevance ‘Noto that oil doams oF poopie o%e 10 he crorocrer ate areas Unsetiing. LB Oururabered Amoutbed Sesig Ht (wounded ‘Under Suppressive Fre belog Moly Wounded; Somes Face t:FOe8 20 KilSomeone A: Oixance 28 Heewy Toru. 0 Brome Tone © FRIGHT STRESS POINTS Fright Stress points are due almost exclusively to particular unsettling, citeumstancesthat the character encounters. Beingambushed or fired upon, killing a person, being tortured, etc. These all require a COOL check to be ‘made against the Fright Difficulty. Characters used to combat (Solos, Nomads & Cops) get a +5 bonus on the combat-related checks. Similarly, those with related fields of interest get a +1 to +10 bonus in relation to their field (a witch-doctor conducting a ‘magical ceremony might get a +10 bonus to Participating in an Unnatural Event or a Disaster Relief worker might get a +10 in reaction to a disasier hitting). Also, characters in a group of 3-19 people get 2 +1 bonus on all, checks, Ifthey are in a group of 20-100 people, a +2 bonus is given on all checks, Groups of over 100 peaple give a +4 bonus to all checks. One feels, safer im a group. Here are some sample Fright Difficulties: If the check’s total equals or exceeds the Difficulty, the character can deal with the event. Otherwise, the characters ftightened. Find the amount the check was failed by on the Fright table below to determine the effects ENCOUNTER Dicewerng 9 corpse = Weresing orurelilation Discovering © mutated BANE: [porch COU oY an eaten innkn pi: Yk nik ue a beast kill someone, Diff 20. The player rolls a 5; since the character gets no bonuses, the total is 12, The check is failed by 8, and the character is surprised for 2 turns. He rolls 246 tng seas Str Psion ingles ta he sow ot 19 Ses Fas Theda now Tee PSYBERNETICS These ore additional rules which combine with the Humonity Loss system presented in Cyberpunk 2020. Characets take Humanity Loss In the same manner ond it reduces Empathy as well, but the effectsofitoremoredetailed. There ore fourtypes: Alienation, Egotism, (Obsession and Paranoia. Note that humanity loss con also oceur from excessive drug use os detciled in the Dark Metropolis sourcebook. STARTING CHARACTERS, Starting characters take their EMP and find it on the Starting Base Loss table. Then, divide the Base Loss points among the four types of Humanity Loss con the character sheet: Alienation, Egotism, Obsession and Paranoia. Thus characters with low Empathy will start out somewhat insane, However do not count this Base Loss as Humanity Cost against the character's EMP. = EXAMPLE: Roberts, a Solo star‘s out with an EMP of5, so has a Base Loss of 25. He decides to ‘put 15 into Egotism and 10 into Alienation, making him already Boasiful and Distinct. CYBERNETICS HUMANITY LOSS Different kinds of cybemeties cause different types of humanity loss. In addition, people react to cybemeticsin different ways, sothere may be more than one possible form of Humanity Loss ineaction tothe same cybernetics. In these cases, roll randomly or allow the player to choose based on the character's personality. The type listed in bold and italic is the most commonly associated type of humanity loss with that form of cybernetic. Alter the type has been determined, the amount of Humanity Loss is determined as listed. Apply Humanity Loss as usual to the character’s EMP ‘when 10 points are taken, and keep a total of Humanity Loss, but also add them to the appropriate type on the character sheet Players should mark the leter code of the Humanity Loss type next o their cybemeticsto remember what caused whatin casetherapy issought ata later point in time. One type of Humanity Loss can be cured ata time, provided all cybernetics related to that type are removed. Robertsgetsaset of Wolvers implanted, rolling 12 points of Humanity Cost. He chooses ‘tall wo be inthe formofEgotisr. Thislowers his Empathy by 1, and raises his Egotism from 15 to27, making him inconsiderate. He is nota nice gay to be around THERAPY Through therapy, one can regain Humanity Loss points. However, the cyberneticscausing the lossorthe drugsinvolved must be removed from the character's body. Once this has been achieved, therapy can begin. Every two weeks of therapy, 1410 pointsof Humanity Loss can be regained. ‘The cost for such therapy is $1000 every wo weeks. Street level clinics are free, but only 1d6 points are regained per two weeks. Thus, therapy is very expensive and might take nearly a year for someone far gone. Also iff the characters get the cybernetics back (or start back on the drug) it could destroy ll pasteffortsat rehabilitation. Forcharacters with Psychologyskill, they can give the same therapy with a Difficulty of 20 to be made at the end ofeach week. A Critical Failure means a further loss of 1d6 Humanity Loss. 15 | | | Si “STARTING BASE LOSS TABLE DASELOS CYBERNETICS, HUMANITY LOSS TYPES. ‘CYDERWEAR Foshionwore ‘Cyberopic Nevrnvare cyperausto Irnpions ‘cyberimis Blowers... Unece Frames Cybeweopons Body Plating. oc Alonation numonty ost Eee Egolien human oss Oe Ootetslon humanity oss Poy Popol human lxs ay ‘Chooseeny one ofthe fourforns however he ane in perentheses Is genercly the cominanr type. 16 CYBERPSYCHOSIS When acharacterreachesan EMP of0, they go psychoticas listed undertheir type. The character can go psychotic tn more than one way, combining them in an horrific manner TYPES OF HUMANITY LOSS: There are four types of Humanity Loss. The character's current amount of points in any one type describes what level they are atin that type. Be sure that players role-play this in their characters. ALIENATION ‘AMOUNT 01-10 NO EFFECT. ‘The characteris ate distant, but no more than is comrnon inthe Cyberpunk world “2000 ¢©2~C~” ‘ADSENT-MINDED: The character's memory becomes ecsily blurred as he becomes focused on his own reat). 4-2 penaly sapped to any action other ean the character's current main focus ard a~ 2 penalty © memory checks. 24-30 “Thechorater develops his oa quiletha separates hi fromrormal peep, Examples cud aletrg things, aang to onesel ex. The player may choose tat the GM's discretion. Itmust Denotceablein some way, aed shud be related tothe cybemetic 34-40 DELUSIONS: “Thechoracter grins adebuion aboutthe world. Thedelusionbecomesa irly-heldfalsebelie For example, hscyberaudio can pickup people’ thoughts or that het actualy a robot, male to think ts human. Age, the player may generce the delusion atthe GM's discret. HALLUCINATIONS: The character begins see things. The hallucinations occur during stressful times. Ifthe characier takes more than 4 SiP atone time, he hallucinates fo 1d6 Turns. The allucina tons are athe GM's dicereton bu: are generally Lirked to somerhing nthe character’ past. For example a war veteran might see enemy soldiers in a crowd aimung to fire at Him, prompting him to resur fire ate ‘SCHIZOPHRENK This te firal stage nwhichthe characte entershis own realty quite apartrom:our own. The Arallucationsanddetusion allincersify ad are expanded so much thal he objective reality of the world bears ie resemblance to the character's. At Os siage, the character bocomes ‘extremely dif to ru, a the rsanty wll etre any coherent acti. The character must rake av INT checct-2 todo aythang constraceve. I ths chec fed, ve characier does somethirg non consinctve. I ts faed by $or more, he acts desiructn. EGOTISM AMOUNT _ — DESCRIPTION 01-10 NO EFFECT. The character 8 a ite arrogant, but no mare than s common inthe Cyberpunk world, 11.20 STUBBORN: The character becomes more selfinvalved ar wil be more stubborn than usual. The character wll begin ta think tha he is smarter ard stronger than the others thus his eas are better. Ths will show masly through roleplaying, 2430 CONCERTED: The characters soboranes takes a nw carn where he character pins ii and_| actrg as fhe isin beter bem ie overs. Te chavae becomes Tht mayest | ie tegen hcp aca a | exaggerated self-image. The character will be hard-pressed to do anything for other people, 7 — 4s impervious to mortal danger. This will often get the person killed. | OBSESSION | aNoUNT sen ON: o110 NO EFFECT. | hela thes play wih he heme ut witout nteerg hs arma fe | 44.20 pstnacteD. | The characte thes play wih be berets ord, wing them whenever in| rome Ths solhepantefieogadenecton Une be rcerieononrag pend oval checks ges dee te darren 21-90 “OMPULSIVE: The character compulsively plays with the cybemetics or drug, using them whenever posible. This acts es a serans distraction, with a -2 penalty on ail chechs due to the ‘traction, unless the character ts concentrating hard | 31-40 The character has to play with the cybernets or drugs, sing them as much ofthe ime as posse. This acis es a serious cutraction, with a2 penalty onal checks due to the ‘eration unless the characteris concertrating hard. The character's COOL drops by 1for ‘every 6 Rours no allowed to play with the cbemetc or using drugs, © minimum of 2 45000 °° CS ESSIVE: ‘The character doss play withthe cbemetcs or drugs, using them all ofthe time. Tats acts asa serous distraction with 4 penalty onal chechs unless the character i concentrating hard. The characier’s COOL dope by 1 for every 3 hours not alowed to play with the ‘eres oF using drugs, to amram of 2 a MONOMANIA: The character must play withthe cybernetics or drugs allo the time, This act asa serious straction, witha 4 penalty onal checks. The character's COOl. drops by I for every hour notalioned to play wit the cybernetic o using drugs, toa minimurnof 2. The character is crserbaly a vegetable, addicted to playing mith the cybernetic o aking be dru. PARANOIA AMOUNT orto NO EFFECT. The characteris a ite nervous, but no mars than is common in the Cyberpunk world 11-20 NERVOUS: The character isa ie more nervous than the average person, seeing things that most peeple vwouldn'e shapes inthe darknes, sakes, et. The character hasan autornatic-2 penalty on all Fright checks. 21-30 Inadaiten ta being Nervous, the cha HYPOCHONDRIAC: is always afraid that hes getting sick The GM should aler? te player when the character fel he symporns o varius diseases which the character ef course dees rot have). The mast commen disease Netrures fear they have is Murk Psychosis, which perhaps they do eventually get, one way or anor. 34-40 PHOBIC: Tm auditisn wo being Nerwous aei Fypochondbiac, the character develops a Severe phobic This canbe chosen or rolled for by the player or simply chosen by the GM fee Quirks the Mind.) T should have cme relation 1 the eybemetics or drug involved, 4450 PARANOID: In adtion being en Fypachondrae and having a Phobia, the character's paranoid. The rater thinks that peope are ou get him, tht he the wage of some conspiracy. Th resulsin a-4 penalty onal Fright checks andthe chavacier effective COOL decrees by 1. a HOMICIDAL MANIA: The chavacter becomes homicidal. Fearing that peopl ar secredy plovang against ir, he lzhes things into his own hands and begins to Bunt them down. Who “they” are wil vary Aepending upon the circumstances. The GM should create logical @) scenarios in which the Character ts convinced chat a person's plotting (oll him, and encourage te character © “act first” This s the medic image othe cyberpsycho, rot at all consumed with rage but more with ear A scared psychos nota pleasant one to confront. Note that reasoning does not work tik his in of pyc PHOBIA AOU. oh HOD ‘t-02 “Aerophobia Heights 08-04. Agorophobla - Open Spaces* 05-05. amaneAluiophobic - Felines 07-09" Algzaphotse = Pain 09-10... /AndrorGynophobia Gander ABZ. ‘Arochnghobis - Sadets 4044 ‘srophobia «Thunder 1545 ‘Avephobie -Soltude $7A1B ..--Bacteriophobls - Bacetia 49-21 Gavsraphotia™ Endoses Paces 22.29... on Cyporphobe - Geemencs 2425. ‘yrophebis -Conhes 20-28 oa nnnssDemophoble -Crowss 20.39 Bocrephone = Flecirey 90-92 srnesnneEntomophabia - Insects 3938" Equphose = Masses 95:97..... Roiphobla - Paws, Rowers 3840 ee Maomophobia - Neos 442. = Helophobla -5un 43.47 “idpiéphabia Boat Cone TADLE {Not 1 be contuied wits the tovare agoraphobia of he Over The Edge table. "GM must deter which ype of ecino.ogy. ROU erase POM 449) « Hyophaoia - Water 50-54 = lunephobla - Maon. 52-54 oon Mantophoia - Weapons 35-50 1. Musopnosia = Mee, Rodents 368 eophtte New lseay Wap S270 Oomph Rett ik on ncn Aer ae one Hae ey a7 5s eee 36 iechnoont teccogy 67-88... Temtoprebe -Moatien 29-90 ...Thatessophoblo “Open seo} 91-90 «nos tReroropnebe - Dea 54... Theephaise «Dhine Power, 35.56 .Texkoprobla -Balng pousned 37-90... Ketophooa = UnkeoNt 9.00. “Teophodie -Animels_| QUIRKS OF THE MIND The human mind often deals with rouma by developing inrense fears. It's 0 defense mechanism of sorts Which protects us from things that oumarized us. Phobias are those fears, sometimes mild dislikes, sometimes crippling fears. ‘When 0 phobia is required due to «© fright check oF for some other reoson, moke on appropriote se- legion from the following list. Roll 106 for the degree of the phoblo unless otherwise determined. Ona 4-3, itis Mild: on 0 4-5 itis Severe. 09 0 6 ts Cippiing, The chorocter ‘must make @ Fright check when dealing with the subject ofthe pho- bia. The Difficulty Is 10 for Mild phobias, 15 for Severe ones and 20 for Crippling phobias. Four one-hour sessions of therapy ‘1 0 cost of 100-1000eb each con cute @ charoceer of o Mild phobia. ‘utiply by both time and cost by 2 for Severe phobios, and by 4 for ippling phobies. As on altemo- tive, f one of the characers hos Psychology, you con roll four Aver- age (15) Psychology checks for Hild Phobias, 8 Difficult (20) Psy- chology checks for Severe ones cond 46 Very Difficult (25) Psychol ogy checks for Crippling ones. The time required is 1 hour for each check, and ot least four doys must seperate each theropy session. Ghoractess con try to cure them selves. but this adds 10 fo the Difficulty DEDICATION ‘This is anew stat measuring the character's dedication to a particular ideology or belief system. Its rated just like a normal stat, except that it can be between. Land 10, and the player can select the levels and belief system bis characteris dedicated to. Optionally, players can be forced 10 roll 1410 and develop a Dedication or several for the character, This can add to the personality of the character There can also be more than one Dedication inthe character’slie, of varying degrees, with all of them recorded on the character sheet. However, each, Dedication must be of a different level from one another (1.e. no ties) and. from the particular belief system a Dedication (DED) score is related to. When making specific Dedication checks, the specified Dedication must be used. DEDICATION LEVEL DESCRIPTIONS DED DESCRITION 12 BELIEVER: The character believes inthe ideology, andwillfollow its system, However hewillrarely go aut of his way to defend it or put to much effort ino it a4 ‘MODERATE: Thechoracterbeievesin the ideology and wll dfendit, but heis amoderatecble ose other points of view and nol fervently obsessed with the dogrsa ofthis particular ideolgy. 6 — ‘ADHERENT: The character believes in the ideology and lives by it. He will defend it, buts stil able twoaccept other ideolgies. 78 DISCIPLE: The character follows the ideology, living by t and teaching it to others. The character ‘sa true believer, bul wll not isk his life fori 9 EXTREMIST: The character follows and believes the ideclogy in the extreme, seeing it a5 the only possible truth. Extremist characters may risk their ives for it 10 FANATIC: ‘Thecharacter fanatical in hisbetie ofthe ideology, heisin fact one ofthe strongestbelicves Nootberidelogyisrightinthischaracter’smind.andanycne with diferenbeliefsiscutright ‘wrong Fanatical characters wil rk their Lives for ther beliefs anal for them as well Gxceptthose with peccefulorpacifstcidedoges). Nothing to extreme or fanatics These people spically Become leaders oftheir groups Guhich sa scary thought) Dedications can be to religions, cults, philasepies, organizations, counties and even corporations. Note tata character can only have one DED that is 9 or higher. Also, a characler could be dedicated to an ideal, ch as peace, resulting in a true pacifist NEW SKILLS The skills that list (EMP/PSY) as their base stat actually use the higher of the two. Ifthe Psyche stat is not being used in your game, use LUCK instead. ‘When one of these skills is being used for general knowledge of the skill's use and capabilities, use INT instead. 19 iW ASTROLOGY (IND: The nwledge of trol and haw to generate am astrological char ‘AURA READING CEMP/PSYD: The lncwiedge ote inerpretation EXPERT: BLESSING CEMP/PS\ The character hnows aspectc blessing, The name ofthe blessing should be recorded. EXPERT: CURSE (EMP/PSYD: The character knows a specific cure. The name EXPERT: RITUAL CEMPIPSY): The characer knows a specifi tual. The name ofthe ital dificult, effects, any sacrifices required. the power \ler and location, andthe length of tame required forthe be recorded ‘aura and sill in seeing them, f the curse should be recorded. EXPERT: SPELL (EMPPSY) The character knows a specific spell. The spell’s name, effects, requirements and limitations should be noted GRAPHOLOGY (INT: The shill fhand-writing anaiysis. Information can be gainedabout people through their writing HERBALISM (INT): The skill of manufacturing drugs and concoctions from herbs and other natural ingredients ‘MAGIC (IND) The stl of iluson, of prestidigitation. The character is able to perform magic rcks such as sang people in half, mahing d PALMISTRY (EMPIPSY): Theartof reading the lnesof the hand to gain information about individual and their fuure PSYCHOLOGY (IND: The knowledge ofthe human mind and its workings. A character with Psychology shill can attempt therapy RUNE LORE

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