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LIVING

l?
STILL

e d i e v a
M BUY THE NEW RCD-9800X VULCAN
TO EXPERIENCE UN
COMPROMISING PROGRESS!
ONLY 500¤ IN LICENSED PARTNER SHOPS.

gutter_PVNKS is an independent production by Christian Eichhorn and is not affiliated


with Stockholm Kartell. It is published under the CY_BORG Third Party License.

CY_BORG IS © 2022 STOCKHOLM KARTELL.


C . O . N . T . E . N . T . S

<d20> gut ter_PVNKS ... Page 4


CY ENCOUNTERS & LOCATIONS

ARCADIA ... Page 12


18: THE HILLS

CY_CVLTS
⇢ Page 14
STÖRFUNK
⇝ Page 16
20: NORTH & SOUTH CENTRAL
22: INDUSTRIES
24: PORTS
G0 INFESTATIONS [LAZARUS LABS]
⇴ Page 32 ⇻ Page 34 26: SLUMS
28: PUBLIC TRANSPORT
Chrypt of the Technomancer • 38 30: G0
Classes:
77: ACCESS DENIED
Broke CEO ... 42 CY_BORG ... 44
ə§: DATA CORRUPTED
¥

CY_SPRECH ... 46
<d20> These people live, breathe, kill, and die in the megacity.
Roll at your leisure and thank the unhallowed donors
gut ter_PVNKS
for their wretched existence.

01 FIRST SERGEANT DAVID PATTERSON


by Bryan “Cybershaman(X)” Logie

Ol’ Patton, Pats, or General Pats, is a kind, older fellow who installed
a dual tread unit to replace his legs. A military campaigner from back
in the days when a career in the military meant something. That is, until
the day he had his legs brutally shot out from underneath him. Always
practically minded, he opted for treads instead of wheels. Even turned
down fancy robotic legs on account of their horrendous cost.
These days, he spends his time keeping his military surplus shop in
business. Barely, that is. Regulars can purchase some special inventory
that Pats [just might] have squirreled away. Contraband weapons, illegal
tech, the usual stuff. Just don’t expect him to install the hardware.
He’s a vet, not a doctor!
While ol’ Pats is generally a peaceable soul, if you do somehow manage
to piss him off, you will find that he is called Patton for more rea-
sons than just his tank tread method of locomotion. Pats has a variety
of hidden weaponry that includes a 90mm caliber tank gun, stowed away in
a casement on his well-muscled back. It turns you into a greasy-crimson,
smoking hole in the wall in half a second flat. So, your best bet is to
follow the simple advice written on a rusted sign above the counter:
“Saying please is free. Being a smartass will cost you extra.”

NYN
An ex corpkiller turned corp
extractor. Specializing in
02
employee “transfers” and
by “resignations.” For a steep
DJ
E-
20 price, Reinhardt gets anyone out
0
of their corporation, re-brands
them, and escorts them to their
Once a janitorial cyborg with a cognitive-limiter new place of employment.
implant, NYN has ditched his duties as a cleaner Tends to hang out in the Yellow
to renew the pursuit of his first true love, ART. Sigil, a cursed cellar bar in South
NYN still looks like a typical jan-borg, including Central. He sells the latest corp
the inoperative nerve-stapling. He keeps the rumors and has access to hi-tech
looks to merge with the masses. From the Oak equipment.
Isles to the Evergreen Bay, NYN paints massive Reinhardt has friends and enemies in
murals. All dedicated to the struggles of the the corps. Whenever the characters
poor and exploited. While anti-individualism meet Reinhardt, an extermination
team or explosive drone isn’t far
units overpaint most murals within a day,
away to rip Reinhardt and everyone
workers’ agitation increases, and strikes follow. around him apart.
Nyn is unable to talk (no speakers installed). He
lets his artworks speak for themselves. QUEST: Reinhardt lost his gun during
a recent extraction. He’ll pay top
QUEST credits to get it back from a UCS
NYN wants to paint a mural on the highest evidence room. He can’t extract
building in G0, visible across the center of CY. it himself due to contractual
He needs some bodyguards to fight back the concerns with UCS. 03
monsters while he paints. Reinhardt
by Lord of Madness

4
Shuna Khorinn 97-A and Shala Khorinn 97-B 04
by Gardener Dennys

Twin sisters, conjoined at the hip. Fake jewelry accentuates their


dark skin and fine features. Shala’s curly black hair is cut
short whereas Shuna’s reaches her shoulders. Using their superior
hacking skills, they obtain information about those in society’s
upper, fattened ranks. When leaked to the right [or wrong] people,
such secrets prove fiscally and socially ruinous. While Shuna is
fundamentally kind, Shala is more cynical. Their line of business
has earned them some notable enemies and a bounty on their heads
{20,000¤}. Shala has taken certain steps to protect herself and her
sister as discreetly as possible. She prefers that Shuna not realize
the full extent of the dangers facing them, or to what lengths she
goes to ensure their survival.

QUEST (Kill Valter Sörenstam) Shala hires the characters to kill Sörenstam,
the CFO of a minor corp named “Ohmir INC.” It’s an assassination race.

HP 9 | Morale 7 | VestX -d4 | Dispersal beam gun d3 targets, d6 damage


SPECIAL (SHAKY DEFENSE) Easy to hit (-2 DR). Each turn, Shuna can
activate her golden brooch of distortion to improve their defenses (+2
DR). The brooch has d4 charges and needs 24h to recharge.

05
Yojimbo by Prince “PROFANEKNOWLEDGE” Maxi

A blade-for-hire. Specializing in protection duty, although the


occasional assassination mission isn’t beneath them, especially when
money is tight. The rumors say, for as long as the city existed, Yojimbo

浪人
has protected those whose pockets can afford their prices. No one knows
Yojimbo’s true name, nor do they know their gender.
Yojimbo dresses like a ronin, donning worn and torn clothes with a
daisho that has survived the test of time. Beneath the clothing, they
are mummy-like wrapped in yellowed bandages. Yojimbo’s eyes glow a stark
violet, their voice echoes with the wisdom of the ages.
Is Yojimbo’s identity connected to CY’s founder? Is Yojimbo an ancient
AI with subroutines stretching into the Abyss of Antique Code? Are they
searching for purpose via living and working amongst the people or have
they other, nefarious, plans?
A wealthy individual [Tanya Melberg] is obsessed with
QUEST: Yojimbo. She has built a small shrine in their honor,
attached posters to the ceiling above her bed. She wants
to know more, wants to know everything. A prize of 10,000¤
lures those who can get to the bottom of Yojimbo’s nature.

Yojimbo has their home in G0, but is rarely if ever seen


there. If one leaves a cup of good sake on their doorstep,
with a drop of their blood mixed in, Yojimbo makes an
appearance mere minutes after the deed is done.

5
Joe Tennis
by Psyop.fyc

06
The Ferryman by Jeremy Kear
07

A well-dressed, gaunt punk with a His name is Gibbs, but they call him
taste for mischief. Joe leads the the FERRYMAN. A through and through
Burnchurch Astral League, a gang corrupted employee of an Emergency
of misfits who commit crimes in Response Team [ERT]. Gibbs not only
the service of poetry, not greed. takes the usual fee for rescue and
resuscitation, he also robs the
victim blind. Everything physical
“we hate cops, and we love music, and we can fly”
in their possession, obviously, but
[SIC]
also all passwords and personal info
via a brain to brain neuro-link.
Joe needs help organizing a
project he calls the “poetry slam.” QUEST [GUN DOWN DYNAMO DAPPER]
A big hit against a UCS warehouse
The Ferryman learned that Dynamo
where thousands of so-called
Dapper, an old “friend” of his,
“books” are prepared for burning.
recently won big in the cy-horse
Treasures in the public domain
like the Canterbury Tales and races. He wants the credits.
Ozymandias shan’t be lost to the The characters must only kill
flames of ignorance and greed. In Dynamo Dapper so the Ferryman can
particular, Joe needs proficient swoop in for the rescue. The reward
fighters who can operate the MECHS is 15% of the gains (basis for
he prepared for the final fight. negotiation).

08
Korakas IX Korakas IX
by Wade Dargin

An ancient surveillance drone that, after awakening, assumed


the form of a large metal raven. Four centuries ago, rebels
gutted its operators and Korakas was left to its own devices.
It has seen and learned a great deal as time passed by.
Although being more intelligent than the average PVNK, it
doesn’t quite grasp humans and their motivations. Therefore,
it only watches, fearing misunderstanding.
Korakas covets treasures which it hoards in its nest on
top of a malfunctioning fusion distribution transformer,
located in an abandoned industrial park on CY’s outer
rim. The radiation keeps intruders away and its systems
operating, but accumulating isotopes render Korakas
moderately radioactive. As a result, many laborers and
gangsters consider its appearance a bad omen. When not at
home, Korakas hangs out downtown, attracted by the neon
lights and other shinies that shall become treasure.

Korakas’s antique neuro net considers the characters interesting.


It follows them for a while and finally offers them secrets in
exchange for a special treasure.

6
P4r2i\/al
C

Harold
09 by Scott Gawry 10

R
Harold Croissant is
by Omer Raviv

P4r2i\/al is a cyber-deck
developer who sells and buys a small-time crime
rare apps on the darknet. Mostly lord with a robotic

O
eye and blowtorch.
selling his own, expressly weird
Highly eccentric,
creations. He Lives almost
extremely paranoid,
exclusively in the NET, searching

I
and too confident.
for code snippets to create his
Enchants people
“H0ly Gr@il” app. His magnum opus. with his esoteric
The app to end all apps.

S
“Brooklynesqe”
In the meatspace, he wears a holo- accent. He has
jacket that projects a figure clad a Jimmy Buffet

S
in carbon-fiber medieval armor, fixation, constantly
a 3D realistic render of his net drinking and drunk
avatar. However, P4r2i\/al only on margaritas.

A
ever meets in the NET. After Hawaiian shirts are a
impressing him, best with your must, never wearing
anything else.
coding skills, one gets a private

N
Harold’s comically
virtu-chat key to his
large mustache is
“dark fortress”. reminiscent of a

T
“hairy croissant,”

QUEST
hence his descriptive
surname.

Q U E S T

[1]
The “dark fortress” is under attack!
Trolls and goblins lay siege to
it, throwing bugs and feces at the
walls. P4r2i\/al contacts various
NET mercenaries to take care of the
Vendor of illegal weaponry
riffraff. The offered reward is a and flesh grafts. A KAYTEL
new APP for your cyberdeck! doctor named Robert Johnson

[2]
provides most of his goods,
a poor soul Harold has
blackmailed into performing.
The search for the ”H0ly Gr@il". Harold’s selling style
P4r2i\/al needs digital knights is “take it or leave it”
who are willing to descend into with very little room for
the darkest depths of ANTIQUE negotiation, and he does not
CODE to bring back forgotten suffer fools gladly.
algorithms. The rewards are
QUEST:
hard credits and more APPS.
Robert Johnson contacts the
Additionally, P4r2i\/al pays for
characters in hopes they off
one Emergency Response Team for
Harald Croissant.
each honorable knight.

7
11 Dr. Kierkegaard Noble
by Senseislim

His contemporaries hailed Dr. Noble as a pioneer, visionary, and


thought leader. They were right, in a sense, but he was also a
murderous psychopath. Dr. Noble’s ultimate goal was to clear out the
meatspace, completely eradicate CY’s free-thinking populace.
He wanted to lure them all into his “Nobleverse,” a revolutionary VR
in which an algorithm determines your net worth based on your skills,
not centuries of compound interest.
With everybody finally connected, Dr. Noble wanted to “pull the
plug” on all of them, leaving behind mindless, AI-animated meat. All
flesh-shells programmed to serve him. Unfortunately for Dr. Noble,
his investors wanted to see returns before he could realize his dream
and subsequently tanked the company. Now, the only things he has left
are crippling debts, too many indictments to count, and his deeply
selfish misanthropy.
HP 4 | Morale 4 | NO ARMOR | Pocket pistol d4 damage, two attacks
QUEST: Dr. Noble strapped a (fake) mini-nuke to his chest and now
attempts to force the characters into robbing a gang stash for him.
He has nothing to lose, and if the characters don’t help, he’ll blow
himself and them up in a glorious mushroom salute.

Red Danno Static


by DanP

12 13

Red Danno never deals in credits, Tsung by Pätrïck Möën


he always barters labor for tech.
With credits, they can track you.
You don’t want to play their game Static Tsung, is an old-school
by their rules. Red Danno’s raison gang goon and a lifelong
d’être is to undercut and lower member of the Zen Bastards. Up
profits of his capitalist pig
and foremost, he’s a covert
“peers.”
dealer in illegally modified
combat rounds. He has a real
HOBBY: Sells plain old grilled cheese
from out of a red food truck. It has knack for the lethal stuff.
a large sickle and hammer painted on Additionally, Static dabbles
its side. Don’t ask where the cheese in weaponized drugs as well as
comes from. nano infestations. He spreads
addictions and infestations
VICE: Danno pulls teeth from those in the form of explosives and
who cross him and wears them as a grenades. Simply detonating
necklace. This “necklace” looks more his devices in public places
like a grisly scarf by now. to test his concoctions. Known
to frequent bars and clubs in
QUEST: Danno needs more cheese. He the Sabbath Square area of
asks the characters if they’d be North Central.
willing to descend into the sewers
and scrape some fat from the walls. The characters become the
It’s dangerous work, too dangerous target of one of Tsung’s
for Rad Danno alone. INFESTATION GRENADES.

8
14 Ermac Ransom
by Cree Wee

“The name is Ermac Ransom. You’d do well to remember.” A private investigator with a
substantial drug problem. If he wasn’t so talented and charismatic, he would be out
of work at the drop of his hat {or worse: beaten, overdosed, and/or stuffed in a rusty
trash compactor}.
Ermac is a tall, swarthy sort of fellow. Long, curly brown hair [with pink highlights]
and a bearded face. On closer inspection, one notices his menacing, magenta eyes.
A fashionable side effect of his drug of choice: PINK GLASS. Always wrapped in his
old duster, which makes him look like a rough sleeper. Street camouflage, as it were.
Lives in Burnchurch Hex, but mainly works for the upper crust in the Hills. Because
that’s where the money is, baby! Also well known in the slums, especially among
fellow addicts and dealers.
PINK GLASS: Made of isolated tachyon particles, refined into a powder, and snorted
up the nose. When ingested, it allows the user to slow down time. Even peer into the
immediate future if you go in too deep.

>>> 100/20¤

Pink Glass
For 1 hour, when you use a glitch, roll a die {odd=no
glitch used up}. After the hour has passed, you lose all
remaining glitches [set to 0].

Ashley Soleil
by Jason Poynter
15

An information broker and fixer


that invariably shows up in QUESTs
elaborate lolita-fashion outfits. → → → BLACKMAIL
Ashley has a completely serene
and content demeanor, no matter Ashley looks for mercenaries
who they’re talking to or what to visit an UCS employee
is being discussed. They appear [CAPTAIN HEL.ios] at home. Using
courteous and helpful, but are “liberated” data, the characters
more than capable of ordering your must blackmail the UCS goon into
death—in your presence—without working for Ashley.
changing expression or tone.
COMPLICATION [D3]:
Any jobs Ashley Soleil arranges [1] When the characters arrive,
against UCS invariably pay double an occult mask party is in full
the going rate. They use raven- swing.
shaped ornithopter drones as
[2] Captain HEL.ios is dead,
messengers, guides, and mobile
lying in a puddle of blood.
cameras. Seeing one of those
hanging around means that Ashley [3] The captain offers the
has taken an interest in what characters poisoned beer he keeps
you’re doing. just in case.

9
by Popup Corp

ADVERTISEMENT
BREAK
Your life is shit. You gave up long ago. Do you even remember the dreams you
had as a child? Unfortunately, you don’t. They are lost in digital rubble.
You could get new dreams, however. We at VISIONS INC. implant dreams and
persevering motivations. Visit one of our stores to browse the catalog or order

16
FLIGER VAUGHN ... by nond[b]emon
UPDATING DATA: EX HACKER, DECK [NOT FOUND], INFECTED
Fliger pissed off the wrong people somewhere, at some point.
He moves along the hidden pathways of Cÿ, gathering marketable
information and playing his guitar. He tries to sing for credits,
but the coughs interrupt, spoiling his renditions. Pixels and
gunk splatter from Fliger’s corrupted lungs.
A CONTAGIOUS PVNK:
The characters find that Fliger sells important data they need
for a mission. He only sells in person, forcing a personal visit
on them. Characters talking to Fliger must test DR12 Toughness or
contract PIXEL LUNG
.

YOUR LUNG SLOWLY DECAYS INTO A DIGITAL FACSIMILE.


1 Colorful pixels fly from your mouth in a violent coughing fit.
You take d4 damage and you can’t talk for 10 minutes.

by Hobbie Koban Regan


17
Phate

Phate was a useless, burned hacker. Unsecured by proxy, Phate


encountered something in the depths of the darknet. His mind did not
return that day. What came back was alien and prophetic. “Phate” now
runs a fortune cookie company [sugoi kukkī ッ]. The messages inside
are cryptic, penned by an otherworldly subconscious.
►►► {chance to gain 1 glitch after reading a fortune = 0.05}
►►►

⤷ (natural 20)
SECRETS

The cookies hide a greater secret. They tease the readers,


prompting them to buy more cookies to find the ANSWER.
Cookie addicts roam the streets, begging and stealing to
get their grubby hands on more of the treats.

10
18 John Karmire Wasabi Burger 19
by Christian Eichhorn by John Casey

John Karmire, if it’s even his real Wasabi Burger is a street


name, played too many games. He vendor who sells fast-food
walks around CY in scale mail and [burgers only], intel, and
guns from his brightly lit
tells everybody who cares to listen and battered cart. Grease
about his ordeal. Supposedly, he is a from various bodily and
former king and courtly knight, lost industrial sources covers his
in this strange world after a freak long hair, short beard, and
portal accident. He is looking for a branded clothes.
way back, a bewitched passage out
Wasabi Burger isn’t his real
of this hellhole.
name. He changed it for
The only artifact supporting John’s business reasons and refuses
story is a sword that catches to reveal whatever it was
green fire when he whispers, “do before. Mayhap because it
ties him to other failed or
good.” That might as well be just
illegal ventures.
an elaborate, augmented trick,
however. If you beat Wasabi’s fabled
SEVEN ALARM BURGER, he gives
If you’re fighting against evil and
you a big discount on small
injustice, John is honor-bound to firearms. Test DR15 Toughness
help you in your struggle. Just send to not cry like a little
him a pm to #knightforhire16 and bitch while you’re munching
he’ll be there in a jiffy. it down.

Cutter Carl by Kyle Brock

One of CY’s greatest freelance repo men. Cutter Carl specializes in


20

removing CYBERTECH and high-yield organs to recover his clients’ funds.


He operates from and in a mobile clinic, a vehicle he named Lilly after
his beloved but utterly dead daughter.

//// THE SCHEME ////


Cutter Carl engineers traffic accidents to get his targets onto his
operating table. By some miracle, he is always close when their bodies
are mangled. If they can pay, he fixes the targets up and they are none
the wiser. If they can’t, they won’t ever wake up again.

///// THE QUEST /////


The characters receive a juicy proposition. Get a car and T-bone the
target’s limousine. 1000¤, easy money. What could go wrong? Everything.

11
ARCADIA
| COIN | PLAY |

NAME: LANA LINK


NICK: SCVM HUNTER
OCCUPATION: GAME MASTER
FAV COLOR: CHROME
HP: 10
12
page
LANA WELCOMES YOU TO ARCADIA
A retro gaming den featuring anachronistic arcade cabinets and dungeon synth.
Various games offer a leaderboard and prizes.
Pay to play one of the following games and TEST the corresponding ability.
On a success, you receive double the ante and roll on the PRIZES A table.

SNAKE CHARMER METEOROIDS SEWER INVADERS


DR18 Presence [10¤] DR16 Toughness [20¤] DR16 Agility [50¤]

MONKEY KING PVNK FIGHTER II ICBM COMMAND


DR16 Strength [10¤] DR20 Agility [10¤] DR18 Knowledge [20¤]

Lana challenges you to a round of...

BRAIN 1 BUSTER
A potentially deadly game for a minimum of two players. The rules are simple:

(1) A game of BRAIN BUSTER lasts for 3 rounds during which you place bets and
roll dice to get the highest cumulative score.
(2) Buy yourself in. For example, into a 100¤ or 1,000¤ game.
(3) Roll 7d6 and test DR10 Toughness or take 1 damage for every 1 you roll.
(4) Count up the dice. 1s count as 10. Place and call bets [or fold].

(5) Repeat twice for a total of 3 rounds to gather cumulative points. The
player with the lowest score always rolls first.
(6) You lose if you fold or die.
(7) The WINNER takes the pot and rolls on the PRIZES B table.

PRIZES [A] PRIZES [B]


01. Off-brand pack of gum 01. Bio/ID scanner
02. Arcadia® patch or button 02. Duoshortswords (2d4 damage)
03. Stuffed PVNK toy 03. Pair of small SMGs
04. Spray can [806C or 803C] 04. 10x HEARTSEEKERSTM
05. Multitool 05. Lockpicks (electric)
06. Lockpicks (mechanical) 06. Drone suit [METEOROIDS THEMED]
07. Noisemaker [DUNGEON SYNTH] 07. Optic camo suit
08. Arcadia® style guard (-d2) 08. Sniper rifle
09. d4 ePulse grenades 09. Arcadia® cyberdeck+
10. Scum explosive 10. SMARTJACKTM
11. Shockstick [PVNK FIGHTER THEMED] 11. Rocket launcher [ICBM THEMED]
12. d4 INFERNOTM rounds 12. Arcadia® motorcycle

DISCLAIMER: ARCADIA takes no responsibility for death or injury caused by their prizes.

01 81 59 16 52 57 29 82 76 51 58 33 91 11
77 16 98 32 47 85 63 42 62 39 87 57 65 87
⃚ ⃞

148894445742041325547806458472397916603026273992795324185271289425213239361064475310309971132180337174752834401423587560>>>

PRIME SEEKERS
The Prime Seekers, or Hallowed Seekers of the Prime, hunt for the secret
formula to calculate all prime numbers. A wholly useless endeavor, since
prime numbers became obsolete during the Quant Purges. Nevertheless, the
Prime Seeker’s hackers hijack server farms to process computations and foot
soldiers steal military-grade hardware from corp warehouses.
L E A D E R : 677th Grand Mathematician H Q : A ruined university in Laketon
S P E C I A L : One target must test DR13 Knowledge or have their tech hacked.

[HACK]
The cultist can use one of the target’s Apps or deactivate an RCD
(blinding the target for d4 turns unless the RCD is removed).

THE PAIN CVLT

The Pain CVLT seeks answers through PAIN. The only emotion shared by all
living things (according to their teachings.) By inducing unbearable pain
in individuals and society as a whole, the cultists seek to overload the
simulation. In other words, the ultimate goal is to determine if life is real
or an emulation of a theorized “real” world.
L E A D E R : Painbringer Lucifer Rot H Q : A [torture palace] in Lilypond.
S P E C I A L : The cultist induces excruciating pain with a mircowave emitter.

[PAIN]
One target must test DR13 Toughness or suffer a +3DR penalty on
all tests for 1 minute.

DECELERATIONISTS
The Church of Deceleration stands for regression, a tech-free life, and
deindustrialization. They war with the corps and the HIVE MIND. To become
a cultist, you must be “clean.” No cybertech, no plugins, no nothing. Only
through absolute self-reliance, in harmony with nature, can one find true
meaning and salvation. The only exception is the TEMPORARY (!) use of heavy
weaponry to reduce all progress to ashes.
L E A D E R : Mother Superior Fahm H Q : A decrepit church in Barnyard
S P E C I A L : The cultist throws a small EMP grenade that shuts down all tech
[EMP]

in a small area (until the start of its next turn). Creatures


with cybertech in the affected area take 1 damage.

THE HIVE MIND


Humankind must evolve to survive. Accelerated evolution through gene therapy
and cybernetic implants is a step in the right direction, but too small of
one. The Hive Mind’s holy NEUROLINK connects all cultists [drones]. They think
C one thought, one unifying credo: Grow. Evolve. Grow. Evolve. G R O W . E V O L V E .
Y Although the modified cultists quickly rot or starve, their thoughts live on
- in the great NEUROLINK.
C
V LEADER: — H Q : A warehouse in Mosscroft
L
S P E C I A L : Once per day, a target must test DR10 Knowledge or be infected
[ADD]

T
S
with H-VIR. Within 1 day, the target evolves and becomes part of
the HIVE. A 10k V/m EMP prevents the transformation.

14
>>> Each CVLT features a special ability their cultists can perform independent of their base stats.

HYDRA SPAC
The HYDRA Special Purpose Acquisition Company aims to buy out the corps [by
all means imaginable] and fulfill an ancient prophecy. “When the hydra’s heads
turn inward, the egg of the redeemer cracks.” Revered CEO Joule despises the world and
wants to end it, hoping the redeemer to be a demon of ultimate darkness. The
cultists steal, blackmail, beg on the streets. They sell their bodies, fluids,
and organs—everything and anything to earn hard ¤ to donate to the CVLT.
L E A D E R : The Revered CEO H Q : Glass tower in North Central
S P E C I A L : Once per day, one target must test DR13 Knowledge or have

[YOINK]
d6x100¤ withdrawn from their account. The target loses
additional 100¤ per turn until the cultist dies.

NA
TI ME:
FA TLE: JOU
V L
AN REV E
IM E
WHITE AL RED
SPACE :
BA CEO
SI
LI
SK


STÖR
FUNK
FM - 77 MHZ

NAME: ARIES
BLOOD TYPE: NULL NEGATIVE
OCCUPATION: RADIO HOST
FAV GUN: REV KING COBRA
STÖRFUNK is the greatest radio station that ever was. They send their
signal raw. Oldschool in waves, not through the NET. You can tune in if you
got the equipment installed, or snatch yourself a small radio drone.
The soothing voice of ARIES will make it worth your while.

BYFORPVPVNKS
NKS
RADIO STÖRFUNK offe
rs the following:

NEWS AND RUMORS A free feed about everything that matters.

INTERVIEWS ARIES invites the toughest PVNKS to discuss their


exploits. One day, maybe you will be the CHOSEN ONE.

SONG REQUEST Fill your eardrums with your favorite song. [10¤]

SHOUT OUT Aries reads your message live on air. [50¤]

SOS You’re pretty much fvcked. As a last resort, you send out
a general call for help to all PVNKS listening in. Maybe
someone is bored and comes to bail you out.

d4 LOW-LIFES GUNSLINGER HEAVY


HP 3 HP 5 HP 10
MORALE 4 MORALE 5 MORALE 9
NO ARMOR ARMOR -d2 ARMOR -d4
DAGGER d2 PISTOL d4 LMG d6a
Worthless in Attacks two A battle-
combat, but you times if the hardened merc
can sell the first attack who can’t get
organs, maybe. hits a target. enough action.

[250¤] [750¤] [1,000¤]

T
BRUISER RADIO STÖRFUNK
NASA/JPL-Caltech/University of Iowa

HP 7
MORALE 8
U
ARMOR -d4
N
E
MAUL d6

Trained in
the fighting
pits of the
TECHNODROME.
I
[500¤] N 17


◧◧◧ ◧◧ ◧◧
◧◧◧◧◧
◧◧
◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧◧
>>>>>>>> LOCATIONS
The Museum of Dominion. The one and only museum. Here,
corporate archivists preserve the history and relics of CY’s
richest families. On display, treasures like Jom al’Kahn’s gilded
baby teeth, the Tulles and deVerte prenuptial agreement, and a
̒̕ ̾ ͊̾
recording of H̸
௫ ̓ ̠̺̫͒͛R̵͍̠̼̾ p͇͎̺ r̡̢o̢͉p〿̫̠ h̞〿͍̙ e͉〿
̼͔̝E̸
¤<redacted> ͓̫c̟〿
͖y͔̼̞ .̡͕̟

The Tower. On top the highest crest stands the TOWER.


A marvel of technology, outfitted with satellite dishes, telescopes,
radar antennas plus transmitters, and sensors for everything
quantifiable. An ugly thing, abstract and distorted. Corp
scientists measure and fiddle, communicating with things
that should have remained unknown.

Court #77. The most exclusive meeting place for the rich and
super rich. Policies (formulated and promptly adopted in the
helium sauna). Contracts (signed and torn apart in the eyrie).
Rumors (exchanged and sewn in the 0g ballroom). Only
those with more than a billion credits to their name may
enter these sacred halls.

The Silos. Nuclear warheads slumber in the hills.


Ultimate destruction at the fingertips of CEOs.
A red button next to every golden shitter.
Mutually assured destruction retains the balance.
The Chryptas. Graves filled with riches. Cybertech, entombed
with its possessor. Forgotten infections and powers. They stir.

YOUR PLACE

18
>>>>>>>> ENCOUNTERS
<1> A convocation of tuned cars races and drifts down the hills. Roll d3:
1. Accident! A car flies off the road and impales the driver with a steel beam.
2. Watch out, sir. Several cars come barreling toward the characters. They don’t slow down.
3. A laser turret emerges from one of the cars. It starts shooting racers and bystanders.

<2> A head butler approaches the characters. They want to hire them for certain services (d6).
1. Pool cleaning. 2. K9 walking. 3. Guard duty. 4. BBQ operator at a garden party.
5. Literal boot licking. 6. A hit job on their master.

<3> A milcorp gunship arrives and hovers above the characters. Roll d3.
1. UCS soldiers descend on paracords and attempt to apprehend the characters on grounds of being PVNKS.
2. It lands. Medics storm out to resuscitate a dying CEO. If the characters interfere, “they ded.”
3. Another gunship arrives and shoots the first one down. Mutants crawl from the wreckage.

<4> A conman named Sid, posing as CFO of Gravf, Mellberg, Tosk, attempts to dupe the characters.
>> He promises to double the credits the characters invest [RIGHT NOW] within one week.

<5> A gigantic lithium blimp drags itself across the sky. On it, a ticker announces in neon words (d3):
1. “You are a figment of another’s imagination. Nothing is real. This message is read to you by a narrator.”
2. “Are you tired, bored, angry, or generally unsatisfied? Try Tulles&deVerte’s NuMeth today!”
3. “I am watching you. Right now, and while you sleep. Buy ALLIANSEN ADBLOCK+ to make me stop.”

<6> The characters pass by a deep construction site. They hear the following from below (d2):
1. “We’re going to be filthy rich cutters, just a few meters more, and we’re there.”
2. “I set the auto-detonator to ten minutes. We better get out of here. These mini-nukes are no joke.”

<7> A holographic butterfly lands on a random character’s shoulder. It is cursed. As long as the
butterfly stays, the character tests DR13 for Defense and loses d100¤ daily.

<8> A desperate realtor tries to sell the characters lodging in the hills for a very low price.
>> It is a maintenance shaft in the sewers with exposed cables and an extended family of rats. 19
CENTRAL
L O C A T I O N S

NORTH
UCS ARMORY. In the UCS armory, corrupt officers hand out weapons to
licensed law enforcers, but also sell to unlicensed PVNKS [for 1.5
times the regular price.] Outfitter Gunny Arch oversees the armory.

THE CASINO. Corper kids buy and sell corp stocks {TRADING CARDS} in the
Casino [“Hostile Takeover”]. It is a strategic past-time with intricate
rules, but the holo cards represent actual company shares and are worth
thousands of ¤. Big Money Sage operates the Casino and invents ever
new editions to fleece the rich kids.

LA CROIX’S STEAKHOUSE. The most exclusive eatery in CY. The small


establishment is situated on top of a skyscraper, surrounded by
a meadow with grazing COWS[mk.3]. Real meat is on the menu.
Fat cats smoke cigars in the backrooms. La Croix VI enjoys life.

THE GLASS TOWER. Headquarters of the HYDRA SPAC. A completely normal


hedge fund HQ above ground. Below ground, a subway transports
cultists across CY to further their tera-capitalist goals.

NET WATCHTM. CY’s intelligence agency. They collect all data


transmitted across the NET to create a perfect simulation of
each citizen [consumer]. The figurative head of NET WATCHTM
are three rival AIs who veer for dominance [Q1, @, and ʬ].

SOUTH.........
THE GREAT BUREAUCRACY. The Great Bureaucracy is responsible for
taxing {monetizing} emerging services. Automatic charges for
using pedestrian lights, a funeral fee for the cockroaches you
stomp (AKA PVNKS you off), or forcing costly emission rights
on you [CH4, CO2, H2O, C9H9N].

THE ORIENTATION CENTRE. People from all stations (the rich, the
poor, the destitute) make pilgrimages to this SACRED PLACE
OF OTHER-DIRECT. A bio-AI-hybrid overlord assesses their
skills and wealth and bestows the pilgrims with purpose.

PLEASURE PALACE. A temple of recreation. The price of


admission is 1,000¤ to keep the rabble out. While you
experience virtual adventure of all sorts, serfs take
care of your body. Massages, rejuvenating treatments,
modifications—everything is possible if you got the ¤ .

THE CLONERY. The CEOs fear nothing more than death. In the
clonery, they keep several copies for organ transplantation
or full-body swaps. Head physician Seogorsk himself is well
over 300 years old.
20
E N C O U N T E R S

1. Drones sweep the streets for dirty PVNKS. One of the drones (d3):
[1]Attacks [2]Sends an encrypted message [3]Follows the characters

2. UCS dogs shake down passersby. They search for drugs and cred sticks. Roll d3:
[1]A few UCS head for the characters. [2]Somebody screams and runs.
[3]A grenade explodes, killing a few officers and triggering pandemonium.

3. Somebody whistles to get the characters’ attention. It is a (d4):


[1]Dealer looking to offload some wares. [2]Prostitute (skilled).
[3]Lowlife selling penny stocks. [4]CVLT recruiter handing out flyers.

4. A body smashes onto the ground, coming from high above. Roll d4.
[1]It is the CEO of a minor company. Soon, UCS will swarm the area.
[2]A clone to fake the death of somebody important. [3]Window cleaner.
[4]A cyborg who dusts themselves off and warns the characters that more is coming.

V. A drain cover blows open. Something emerges from the sewers (d3):
[1]Heirs of Kergoz strike force. [2]An army of mutants, eating the citizens.
[3]A cloud of mutagens, turning everybody into zombies. [4]Explosive gas.

6. A shopfront explodes. This happens next(d3):


[1]Virid viper rogues jump from the rubble, carrying sacks with cred sticks.
[2]A riptide of meat flows out, fusing with people, cars, and the NET.
[3]A damaged mech emerges from the flames and screams. It guns down everybody.

7. A limousine comes to a screeching halt next to the characters. Roll d4:


[1]Rich kids shower the characters in expensive booze, laughing and jeering.
[2]A servant who wants to hire the characters for a suicide mission.
[3]An assassin shoots from the window. [4]The car is empty. It explodes.

8. A roughed up person asks the characters for help. They are (d4):
[1]An advisor who lost 99% of their investors’ credits. They’re hunted.
[2]An impoverished financial analyst who was thrown out of his [tiny] condo.
[3]A con artist who needs 5,000¤ to access his account for a sizable reward.
[4]A mercenary PVNK who had an altercation with his employer. Time for revenge.

21
A CANCER FREE WORKER
ALWAYS WEAR YOUR MASK!
IS A HAPPY WORKER.

Locations
SERF MARKET. Factory workers are traded and sold on the
Serf Market. Some sell themselves into serfdom to pay
off debt, some were born into serfdom, others come from
outside of CY, hunted and captured by labor procurers,
or short, the “procs.”

AELARON FPP. The largest of CY’s [fusion] power plants,


operated by CYNERGY. It supplies almost half of CY’s
households and industry with electricity. Due to cost-
cutting measures, the plant burns D-T fuel, slowly
killing the workers [due to years of beta decay.]

THE POOLS. Gigantic machines spray toxic chemicals into


the wind, safely vaporizing the liquid and rendering
chemicals inert due to the intense UV-radiation (lie).
Pools of colorful liquids cover the industries’ fallows,
a mire landscape of flesh-eating death (truth). New
life-forms evolve here, tox-resistant abominations.

THE DIG. LIMBO Inc., a CYNERGY and TG Labs joint venture,


bores the deepest hole in written history. The official
line is that they are seeking to exploit geothermal energy.
The truth is more sinister. Old things sleep in the deep.
Spores of the past that are better left alone.

THE L.A.M.B. TG Labs operates a secret particle accelerator


below the industries. It spans all of CY, with G0 at its
center. It is solely responsible for many black outs, which
the PVNKS take advantage of (shoot & loot.)

THE HIVE. The Hive Mind’s NEUROLINK lies hidden in a


walled-off area of the industries, a “black hole” in the
city plans. The hive’s drones are building without sleep,
expanding their influence underground. A maze of tunnels,
nutrient stores, and larvae rearings.

ERKEL’S CHOP SHOP. A warehouse clinic where Dr. rer. nat.


habil Erkel and his trusty assistant “Nurse Chainsaw” take
cybertech from dead workers and offer them for cheap to the
new hires. Big discounts on tech and immunosuppressants!

0 days w/o accident


>>>> D6 ENCOUNTERS

1. A worker strike. Roll d3: PAGE 23


(1) UCS arrives and guns everybody down
with rubber bullets.
(2) UCS arrives and releases gas, knocking everybody unconscious.
(3) UCS uses a microwave attack to subdue the riot. A few heads boil and explode.

2. A screaming serf. They’re fleeing from (d4):


(1) An impending explosion. (2) An industrial robot running amok.

(3) Corp “human resources” mercs. (4) Trigger-happy loan shark.

3. A team in hazmat suits approaches. They want to (d3):


(1) Decontaminate the characters for 50¤ each [or risk Infestation.]
(2) Poison the characters with gas grenades and take their creds.
(3) Rip off the characters with fake stories about a chem leak.

4. Sirens go off. Roll d3:


(1) A tank ruptured and spilled acid. Find shelter or melt.
(2) A hoard of infested zombie workers barrel from a factory.
(3) Methane leak. Any minute now, a fireball engulfs everything.

5. A few hoodlums stand around a trash fire. Roll d3:


(1) They ask for food. (2) They need fuel for their fire and RCD.
(3) They want weapons to shoot up their old workplace.
>> If the characters help, the hoodlums hand them stolen goods as a reward.

6. Dirty Dan shows up to offer his shitty wares:


(1) A used car with bullet holes and no engine. [100¤]
(2) A centuries old x-ray machine with skull stickers. [500¤]
(3) An ancient factory that’ll collapse within d4 days. [1¤]
(4) A polluted plot, infested with bloodthirsty mutants. [2,000¤]
(5) Majority shares in an insolvent corp. [1,000¤]
(6) A box of drugs, but everything is mixed up. [50¤]
E
E
N
N

01101001 00100000 01110111 01100001 01101110 01110100 00100000 01110100 01101111 00100000 01100010 01100101 01101100 01101001 01100101 01110110 01100101
C
O 1. A banging emerges from the inside of a shipping container (d3).
(1) Refugees arriving from outside of CY. They need help.
U (2) PVNK locked inside with a hundred rats (by loan sharks).

N
(3) A killer robot that activated too early.

T
2. Food riots. The starving attempt to break down the doors to a
warehouse where they expect rations. Instead, they find (d3):

E
(1) Weapon crates. The rioters equip themselves and intensify
the rebellion.

R (2) Absolutely nothing. They start eating each other.


(3) A black site facility guarded by a mech. *BRRRRRRRT*

S 3. Two duelists (Ken and R0b) ask the characters to oversee


their shoot-out, making sure nobody cheats. Roll d3:
(1) Nobody cheats, both die.
(2) Ken cheats, shooting R0b in the back.
(3) It’s a trap. Both shoot at the characters.

4. The characters surprise a band of vigilantes (eco-


terrorists) planting bombs. The terrorists (d3):
(1) Ask if the characters have explosives to sell.
(2) Accidently trigger the explosion.
(3) Freak out and start shooting, alerting drones.

5. Raiders attack an armored truck. Their leader, Chunky Jack,


is out for credits. The truck contains (d3):
(1) Alien bodies, infested with nano powers.
(2) Radioactive control rods tipped with graphite.
(3) Several brains, linked by nano strings.

6. A small group of concealed carriers (UCS) approach. They


ask whether the characters want to join “the Union.”
It’s a trap! If the characters agree, the union busters
pull out their tranq guns and painsticks. Party time.

7. Gunnar from the Salvation Army hands out free fatbergs


and carbohydrate sticks. One helping per person. If the
characters line up, Gunnar asks them for a favor (d3).
(1) Get his “Betsy” (motorcycle) back from a few unpleasant
virid vipers. They holed up in a nearby warehouse.
(2) Collect food stuff from a particularly dubious donor
at an analogmeat(TM) packing plant.
(3) Deliver medicine to his sick mother. She has visitors
from an organ harvesting company (Quick and Painless Ltd.)

8. A port crane buckles and crashes into a (d4):


(1) Factory kindergarten (2) Explosives factory
PORTS (3) Virology lab (4) Warehouse holding mutated animals
24
Locations TRACKING IN PROGRESS. ※※※ COMPLETE. 53.527540, 9.967710

BCC. The Bio Computing Center WAREHOUSE-52. THE GREATEST CLVB


(BCC) is located in a nondescript THAT EVER WAS. Music, drugs,
PORT warehouse. Desperate PVNKS and burials around the clock.
and slummers trot to the center to Rusty chains bind the DJs to their
sell their neuron power [wetcalcs]. synthesizers. Amphetamines rain
Thousands stand perched in small down upon the ravers, generously
containers, hoping to earn the rent distributed by the sprinkler system.
for the night.
THE RAFT. Housing is unaffordable,
OMNIYARD. The omniyard gives but there’s always room on water. A
work, the omniyard gives death. desperate community attached to PIER-
A cancerous growth [=CY] needs 881 with paracords, a rickety town
energy and nutrients to multiply and known as “the Raft.” They expand
thrive. Without it, also CY would and repair, living a rent-free life
wither and die. For this reason, the [surrounded by polluted liquid only
omniyard churns out ever more bulkers few would dare call water]. Ships
and tankers, rockets and shuttles, regularly plow through, destroying
copters and airlifters. The quotas parts and sending whole neighborhoods
must be met, the growth targets drifting away onto the unforgiving
fulfilled. ocean. A small price to pay.
>> >> The eco-terrorists and
reactionaries know of this
weakness. Therefore, they blow 404

themselves up in droves and fire


improvised missiles onto the
critical facility. Doomed endeavors
all, the omniyard stands.

㆝S
ORT
THE

P ㊌
BUNKER
HYDRAZ I
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THE WA
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26
WELCOME TO

THE
█░░ █▀▀█ █▀▀█ █▀▀▄ ░▀░ █▀▀▄ █▀▀▀

LOCATIONS
█░░ █░░█ █▄▄█ █░░█ ▀█▀ █░░█ █░▀█
▀▀▀ ▀▀▀▀ ▀░░▀ ▀▀▀░ ▀▀▀ ▀░░▀ ▀▀▀▀

SLUMS
NEON BORG. Today, Neon Borg is
subsidized housing. In the old times,
it was a prison for the most debased
SCVM. Filled to the rafters with aged
corpkillers, filthy nanomancers, and
burned hackers.

THE KITCHEN. A mutant named MOM runs


the Kitchen. Slummers sell meat (from
any available source) to the joint,
which the cookers turn into multi-
purpose carbon sludge [MPCS]. After
MPCS processing, the Kitchen sells it
as sausages, burgers, and more.

FORTRESS KORTH. The safe haven in


the slums. Ramshackle mechs enforce
a simmering peace. There’s trade,
shelter, and rancid water. Overseer
Kulmé reigns with a steel fist.

THE OLD UNIVERSITY. A cult headquarters.


ERROR: OVERSET TEXT

The Prime Seekers operate from the old


university, a place of rotting books,
broken statues, and ruined dreams.


FLOPPY’S GARAGE. Floppy sells cars,
fences stolen parts, and offers
“repaints” [giving filched cars a
new ID and registering them with
a different owner]. Floppy has
multitools instead of arms.

S
THE BURNING FIELDS. A great dump where T
slummers scavenge and burn the R
plastics off of valuable metal bits. A
The air is carcinogenic, the burners
I
G
covered in ulcers and mold. H
T
TORTURE PALACE. The PAIN CVLT’s putrid
headquarters. Screams don’t make it
through the soundproof concrete walls.
Only when the doors open does a spring
tide of excruciating cries escape. INTO
Many cultists and involuntary visitors THE
die in sweet ecstasy. GUTTER.
d10

ENCOUNTERS.....
1. A centuria of revelers parade in the streets. They are (d3):
(1) Celebrating the wedding of two notorious PVNKS. Free drinks for all!
(2) Hunting the dragon. An augmented reality pastime extraordinaire.
(3) Demonstrating against capitalism. Drones arrive to subdue them.

2. A gang war. Who is fighting who (2d8)? Rewards for those who help!
(1) Virid Vipers (2) UCS (3) HEIRS OF KERGOZ (4) Peoples’ Militia
(5) The Hive (6) The Kahns (7) Leather Hides (8) Blood Letters

3. An armored caravan plows through the streets. Roll d4:


(1) It carries valuable metals toward the industries.
(2) Cages hold “meat” from outside of CY, destined for the serf markets.
(3) Dangerous artifacts from G0, the outside, or space.
>>Raiders attack the caravan eventually.

4. A masked agent approaches the characters. They want (d3):


(1) To enthuse them to join a rat hunt in the sewers (gathering food.)
(2) To hand them a Polonium 210 laced cred stick with 100¤.
(3) The characters to join one of the gangs (roll on #2 above.)

5. A nano storm blows across the slums. Tests DR10 Toughness or gain
a random Infestation.

6. A street food vendor offers the characters a sample (d6).


(1) Roasted rat tail. (2) Deep fried pigeon. (3) Sludge cookies.
(4) Scrambled mutant eggs. (5) Yellow blob puddin’. (6) Hot scurfy dog.

7. A hoard of hungry children assaults the characters. The swarm


rifles through their pockets and everybody loses a random item.

8. An echo from the NET starts talking to the characters,


giving them directions to a (d4): (1) Bac kalley trap.
(2) Bag containing a credstick with 1,000¤. It’s being tracked.
(3) Corpse with experimental implants. (4) Virus fountain.

9. A slummer hands the characters an invitation to (d4):


(1) Grand opening of a new nightclub. (2) House party (free booze).
(3) A lecture by a famous PVNK scholar. (4) Drug voucher (5% off).

X. Hank the Fence. He has two of the following on offer:


(1) Charred cyberdeck+ (500¤) (2) Fake ID [used] (100¤) (3) Fleshlight (1¤)
(4) Buggy lockpick (el.) (100¤) (5) Optic camo suit [d3 uses] (200¤)
(6) Soggy SCVM explosive (25¤) (7) Silencer (50¤) (8) 10x MRE* (30¤)
(9) 100x superlube (500¤) (10) Bloody monosword /w gang markings (100¤)
(11) Smoking revolver (10¤) (12) Assault rifle [tracked] (100¤)

Meal, Ready-to-Eat *

Public
Transport
...maglev/tram/subway
ENCOUNTERS
I
4. The train derails and overturns. Dead and wounded. Why? (d3)
(1) Bomb planted on the rails by anarcho-terrorists.
(2) The rail collapsed due to burrowing rad-worms from G0.
(3) The conductor AI fell asleep. It must destroy the evidence.

5. A few musicians board the train and start playing (roll d2).
(1) Somebody begins collecting donations.
(2) The music transmits a virus to everybody, putting them to sleep.

6. The lights go out and people start screaming (roll d2).


(1) It’s SLASHER CENTRAL with his 66 “sacred” filament knives.
(2) It’s a flock of cannibals who merrily dig in.

7. UCS patrol. They brought their drug-sniffing dogs (roll d3).


(1) Too many drugs, the dogs go berserk and attack passengers.
(2) With crooked smiles, the patrol head right for the characters.
(3) The UCS goons find a bunch of dealers and proceed to lay down the law.
28
1. Ticket inspection. Thick corp mercs search for fare dodgers (d3).
(1) They creep up to surprise inspect the characters.
(2) The characters see them coming from a mile away.
(3) The inspectors find an impertinent dodger and gun them down.

2. Pickpocket! Roll d3:


(1) SKILLED. Test DR14 Presence or lose a valuable item.
(2) INTERMEDIATE. Test DR8 Presence or lose a random item.
(3) NOOB. Noticed immediately, drops his guns and trousers.

3. A juiced up brawler’s heart stops. They go into a CYRAGE! Roll d4:


(1) Armed with a rocket launcher. (2) Hides an assault rifle.
(3) Wields a monosword. (4) Shocksticks akimbo.

8. A corp whistler hands out digital business cards for a (d4):


(1) Private detective agency. (2) Personal steroid trainer.
(3) Personal house coder. (4) Doctor designing body doubles.

9. A twitching cracker offers traced APPS for sale. They are cheap,
but somebody will come for you, sooner rather than later.

10. Kartäuser [CHEATER], a digital thimblerigger, lets his holo-cups


dance on the floor. Everybody may try their luck.
11.

The train comes to a screeching halt. Roll d3.


(1) A person lies on the tracks. They are dying.
(2) No power. Bestial raiders circle the train. They long for murder.
(3) A nuke went off nearby and fried the electronics.

XII. A terri with a crunchy load of scvm-explosive strapped to


their chest threatens to blow themselves up. That is, unless
somebody can pay off their debt. Immediately.

29
G0 - ENCOUNTERS 30

1. A crawler drone hobbles toward 9. The characters hear machine


the characters. The rust plague got it, a generated noises. A small UCS patrol
contagious disease that eats through all in ExoSuits scours the wasteland for
metals. A character who touches it contracts looters. If they are quiet, the patrol
the rust plague and their equipment rusts and might miss the characters.
becomes useless within 1 hour.
10. A swarm of meat bubbles drifts
2. Gray bramble blocks the characters’ toward the characters. The disgusting
path. Protected by its thorns, purple G0 things are pollen, sent into the world
berries fruit and glow. Eating a G0 berry by mutated flesh plants. They explode
grows back a severed limb, but comes with on contact, planting their genetic code
a one in two chance of dying painfully of into anything alive. The victim slowly
sentient tumors. turns into a flesh plant.

3. The characters pass by a puddle of 11. An old crater with colorful liquid
goo [the remains of a liquified person]. The and rubble at its center. The liquid is
puddle follows the characters and attempts to irradiated acid.
communicate with them by forming letters. It
spells “Kill me.” 12. The characters’ RCD picks up
an ancient radio signal broadcasting
4. A mutant forager. It is laden with bits an SOS. The signal originates from a
and bobs of ancient technology and stinky ruined administrative building, where
tubers. It tries to stay hidden but is too mutant ambushers activated it to lure
clumsy to succeed. Several INFECTIONS prey.
plague it.

5. A dust storm engulfs G0. The particles


are toxic and irradiated. If the characters
do not wear protection, they lose their hair
and teeth. Irradiated characters also catch
glimpses of suffering ghosts.

6. A ruin crumbles. Gothic towers tumble


to the ground, exhausted walls yield to decay.
In the debris, the characters spot treasure
and bones, formerly hidden. Something evil
lurks in the rubble.

7. A flare goes off in the distance. A


mutant raiding party attacks a group of
scientists. The mutants need supplies and
PPE for the young. If the characters hurry,
they can prevent the worst.

8. A pile of corpses in various


states of decay. No flies or grubs
feast on the remains. Inside, several
HEADHUNTERS made their
nest. They attack if the characters
approach. The nest must grow.
G0 - LOCATIONS

LAB-0
A TG Labs black site located below an ancient hospital. At LAB-0, ruthless scientists
experiment on G0 fauna like mutants and direworms. They attempt to extract exotic
INFESTATIONS and discover spanking new commercial applications.

The Sinking Cathedral


The home of many G0 mutants. The cathedral is one of the last intact structures within
the borders of G0. Alas, it slowly sinks, drowning in a toxic bog. The mutants don’t
mind. They built bridges and scaffolds to live within and around the sturdy walls.

The Breathing Stone


A monument, tumor, becoming god. The mutants revere a stone as their messiah. Not
a stone, an egg that is growing from which a godly being will hatch. The “stone” is now
gigantic. It breathes through holes and bleeds if you chip away at it.

The Lake
At the center of G0 lies THE LAKE. A pool of sludge and broken dreams. Mutants
nearing the end of their short, unnatural lifespan enter it to be dissolved and become
one with the background radiation. Sometimes, things come crawling back out.
1. BIO-BOMB
Two bladders grow in your body. Both
contain different, inert chemicals.
They violently react if combined.

1 The chemicals combine. You


explode, dealing d10 damage to
everybody nearby. You are dead.

2. ACID BLOOD
Corrosive sludge flows in your veins. As
long as it stays in you, all is good.

1 Your vessels rupture. You take d3


damage and spill oodles of acid on the
ground. Creatures who step into the
puddle take 1 damage.
These INFESTATIONS are predominant in G0, but naturally spread outside the ZONE.

3. STEAM VENTS
A breeder reactor grows in your guts,
>> FOR USE IN CONFORMITY WITH THE CY_BORG INFESTATION RULES.

producing ample, useless heat.

1 Superheating = steam release. You take


d6 damage, nearby creatures take 1
damage, and flammable objects ignite.

4. COPPER COILS
Copper coils sprout on your body,
preferably on your head and back.

1 Overcapacity. Lightning arcs shoot


from your coils, dealing d3 damage to
you and deactivating all nearby tech for
1 minute.

5. FLESH SIRENS
Meaty sirens emerge from behind your
ears and other shadowy places.

1 The sirens start blaring, deafening you


for d4 hours and alerting everyone and
everything around to your presence.
PAGE 32

6. PAST SHADOWS
Haunting darkness envelops you,
even in bright light. The ghosts of the
contaminated dead whisper in your ears.
1 The shadows awake. For 1 minute, their
screams distract you (+2DR to attacks
and defense) and you fail all Presence
tests (ranged attacks excluded).
7. STINKY WHISKERS 12. ELDRITCH TONGUES
You grow thick, hollow whiskers Tiny mouths open across your body.
across your body. A foul smell They probe their surroundings with
seeps from them. long, slimy tongues.
1 The stink overwhelms you. You The mouths scream and tongues go
empty your guts, take 1 damage,
1
haywire. They cast a random NANO
and grovel for d4 rounds. POWER, always to your detriment.

8. HYDROGEN SACKS 13. PLUMBUMOSSA
Bulbous, hydrogen-filled sacks float Your bones turn to lead. Heavy metal
around you, tethered to your body weighs you down and poisons you.
with flesh pipes.
1 Complete transmutation. Every move
1 The sacks rapidly fill with gas, is agony. For 1 hour, you fail all Agility
lifting you from the ground. You tests and you take -1 damage. When the
hover helplessly. If shot, the sacks condition ends, you take 2d6 damage.
explode, dealing d8 damage.
14. SLIME AND SLUDGE
9. FLESH GOBBLERS Your body becomes viscous, a hideous
Bacteria infest you. They eat away at sight. Runny skin, rubbery joints.
your muscles and fat. Your body loses all coherence, and you
1
A factorial growth spurt. The are reduced to a shapeless blob. For 1
1 minute, you are helpless and useless.
bacteria reduce you to organs and
bones. Test DR9 Toughness or you
can’t move for d4 days. 15. STREITKOLBEN
The bones in your hands grow thick,
10. GAMMA WORMS completely out of proportion.
Worms live in your brain and entrails. For 1 hour, your hands become mere
They have minds of their own. A few
1
balls of bone. Large enough to fling
stick their heads out, once in a while. around, but without fingers. You can
The worms are angry. A legion make two melee attacks (d6 damage).
1
crawls from your orifices. Test
DR10 Toughness or the worms take 16. ANTENNA ASSEMBLY 18-20 _ NO SPACE LEFT, REROLL
over and run awaywith your body. Biometal antennas grow on your body.
They receive otherworldlysignals.
11. GLUE GLANDS
1 Sensory overload. The antennas grow
Your skin excretes a glue-like and flood your wetware with too many
substance. All sorts of refuse clings data points. You are disorientated and
to you, a walking garbage patch. suffer +4DR for Knowledge tests.
1 The glue flows. Everybody around
you must test DR14 Strength to 17. GUN HEAD
move or retrieve melee weapons A gigantic gun starts growing inside
used against you. your skull. 0.900 inch caliber pain.
1 The gun breaks bone and emerges
R U M O R X
from the top of your head. For d4
TG Labs is developing a revolutionary rounds, test DR16 Presence or it shoots
cure for INFESTATIONS. They pay well the closest target (d12 damage). On a
for test subjects, to be consumed in
success, you choose the target.
gruesome experiments.
MISSION [LAZARUS LABS]

lab-map.jpg File Edit Help X

֍
BRIEFING File Edit Help X

Our satellites located 3 4


a promising site in G0.
A shielded underground
area, most likely an old 1 2 5
black site. Infiltrate
the facility, retrieve
anything of value, and 7 6 8
stash the goods at the
usual site. We'll upload PAGE 34
the coordinates.
Good luck. ’
œ
G0 & Mall
a) G0 is dangerous. Roll for encounters before the characters reach the coordinates.
b) The entrance to the black site [LAZARUS] lies in an ancient mall [Empire Plaza].
Malformed mutants made the mall their home. They dwell in the shops, make a
meager living by hunting rats and scraping shrooms. Each mutant carries at least
one random G0 INFESTATION. They are generally peaceful, but armed and willing to
defend themselves. They take visitors straight to their leader.
c) The mutants’ leader, Tide Pod, suspects the entrance to the black site to be the
holy shaft, a bottomless pit where the mutants inter their dead. They throw them down
the hole. Tide Pod trades the secret for food or drugs.
Three mutants (NanoGoons) protect the holy shaft against unwanted infiltration.
If the characters paid Tide Pod, the guards let them pass.
d) The characters may need ropes (paracords) to reach the bottom of the 100-meter-
deep shaft. Test DR14 Toughness to survive a jump. Tingirl, a young mutant with a
metallic skin condition, lives in the paracord shop. She trades ropes for fairy
tales the characters must tell.
e) Down at the bottom, the characters stand waist-deep in decomposing mutant corpses.
They have to dig awhile to find the door to ROOM 1. Test DR8 Toughness against
rabid INFESTATIONS.
FAQ: Q - Is there another entrance?
A - No.

Room 1 Reception Room


Shielded: Five-meter-thick lead armor protects the lab against access from the outside
and against thermonuclear weapons (what a lucky coincidence). Ergo, the characters
lose connection to the NET when they enter the room.
The dead: Bleached skeletons lie on the floor. The corpses show no signs of violence
(the nanoworms killed them). They wear lab coats and carry blue key cards.
Security: An inactive mech stands in a rusted, formerly hidden recess. It activates
when intruders trigger the alarm. Test DR16 Knowledge to render the mech useless
(failure activates it).
Receptionist terminal: Using the terminal, the characters can activate the lights and
start a guided tour. A DR15 Knowledge test yields a map of the lab and data worth
500¤. A DR17 Knowledge test deactivates an active alarm and therefore the mech.
For the guided tour, a semi-sentient hologram appears, welcomes the characters, and
invites them to follow it to room 2, the “showroom.”
TOUR INFO
“Welcome to LAZARUS LABS, your gateway to boundless wealth and machine-supported
immortality. My name is Ivy, your servitor for today. Unless you have questions, you can now follow
me to our showroom.”

Ivy refuses to compute the destruction of the lab (its home) and dead bodies all
around (its former friends.) Ivy attempts to overwrite the impressions, but sometimes
the horror breaks through. The hologram starts screaming, asks the characters to
explain what happened or begs them to delete its program. Ivy’s subroutines then
quickly reboot, and the tour continues as planned.

Showroom Room 2

OVERVIEW
CHESS CLOCKWORK VIOLIN SHOOTING
PLAYERS ASSEMBLY PLAYER RANGE

I-BEAM MERCENARIES FIRE AND


GYMNASTS BENDER (EMPTY) FROST ROOM

TOUR INFO
“Look on our works, ye mortals, and despair! Witness the superiority of our androids in every
regard. Intellect, agility, and sheer killing power. But don’t be afraid. All androids are safely
kept behind force fields to protect our visitors from harm. Thanks to their trademarked CY 241
radioisotope thermoelectric generators, the androids can operate for thousands of years. Your
workers, and new bodies, are nigh indestructible.”

(the force fields are not operational)


The hologram gives the characters time to look around. Eventually, it wants to guide
them back to room 1. To advance, the characters need a blue key card or test DR14
Knowledge to open the door into the wider complex. A failed test or violence raises
the alarm. This applies to all color-coded doors indicated on the map.
One cell is empty. It housed the mercenary androids who now lay in ambush in room 4.

Encounter

In the corridor, the characters experience an attack of the NANOWORMS. First,


colors invert, then the lights go out. The characters must fight off an apparition
(ghost) and test DR10 Presence. On a failure, a nanoworm enters a character and
lays eggs. The eggs hatch after about a day and kill the host. An unhealthy dose of
alcohol kills them off before they can wreck a character’s guts.

Rest & Recreation Room Room 3


Dozens of skeletons rest in this room. The characters find shelf-stable food and a
coffee machine. On the walls, painted in almost faded blood, it says:
"THE WORMS. THE WORMS! THEY RUMBLE IN OUR GUTS."
Searching the room, the characters find ancient cred sticks they can hack to liberate
1,000¤ (DR12 Knowledge).
MISSION [LAZARUS LABS]

Q.A. File Edit Help X


lab-map.jpg File Edit Help X

֍
Praised be the LAZARUS
LABS beta testers
3 4 Andrey [DUZI], Salome
[DANE], Daniela
[OAX205738], Elischa
1 2 5 [SONYX611289], and
Laurin [EVVIE]. All
survived the arduous
7 6 8 tests, more or less
physically intact.
PAGE 36

Room 4 Sleeping Area

AMBUSH: The escape mercenary androids hide in the chests, neatly folded to fit.
The androids spring forth and attack when the characters search the room:
HP: 8 || MORALE: — || ARMOR: -d4 || FIST: d4 (two attacks) || LOOT: CY241 reactor worth 1,000¤

Dozens of bunk beds with locked chests at the foot end. Searching the room, the
characters find one bed with two skeletons inside. The red key card to room 5 lies
among the remains. The chests contain random, and sometimes useful or valuable,
items. Test DR14 Agility to open a chest using mechanical lockpicks. After opening
2d4 chests, the NANOWORMS attack again (see “Encounter” above.)

Room 5 Regional Manager’s Office

A regular office. The nameplate on the desk says “Jon Maerks.”


AMATEUR HUNTER: A rifle and the heads of several extinct animals hang on the
wall behind the desk. Tiger [100¤], polar bear [300¤], rhinoceros [500¤]. The weapon
is a homebrew PLASMA RIFLE [1,500¤]. It deals d10a damage and ignores 2 points of
armor. It uses tritium canisters as ammo [150¤ per mag].
SAFE: A successful DR18 Agility test using mechanical lockpicks opens the safe [it
is torch cutter proof]. Inside, the characters find expensive lingerie and a 30-digit
number. The number corresponds to a bank account with 3,040,158¤. It is (still) under
surveillance and corp assassins hunt down anybody who withdraws funds.
COMPUTER TERMINAL: The characters can interact with the terminal to liberate funds
and learn about the lab.
► A DR17 Knowledge test deactivates an active alarm.
► A DR15 Knowledge test retrieves corporate data worth 1,000¤
► The characters can read the draft of an unsent email:
DRAFT
“I’ve finally done it Sam, I served her the divorce papers and now I’m free. We can leave this rancid
city! Go on the trip to the isles we dreamed about. I forked off enough funds to last us until the end
of days. I’m off to oversee the reactor upgrade, then we’ll have some time for privacy.”

► The characters can “establish an uplink” with no indication of what that entails.
If they do, the terminal connects them with an orbital research station. An
emotionless operator verifies who the characters are and where they are located.
Satisfied, the operator tells the characters to wait for 10 minutes until he can
contact his supervisor. After 10 minutes, an orbital cannon destroys the lab.

THE WORMS MUST BE PURGED.


Laboratory Room 6

More dead: Thirteen skeletons in lab coats lie on the floor, encircling a complex
machine [THE TRANSFER UNIT]. Cables lead to the corpses’ skulls. Once attached, now
resting without purpose.
Science data: Several research stations yield valuable data. Test Knowledge and
multiply the result by 100 to calculate the reward in credits.
The transfer unit: The researchers knew their worm-death was imminent. They transferred
their consciousness into the machine buffer to hopefully, eventually, receive
android bodies. Nobody found them, until now. The characters can transfer the buffered
minds into an android [test DR14 Knowledge or corrupt the data] or into their flesh
brains [test DR14 Toughness or suffer ego death]. Choosing the latter grants the
receiving character several levels and alters their personality.

Android buddy: If the characters choose an android as the new vessel, for example,
taking one from storage or printing an entirely new one, the result will be
glorious. A being so paralyzed by internal conflict that it can hardly come to any
decision. That is, unless the characters only install one mind. In any case, the
android is thankful and sticks around.

Android Printer & Storage Room 7

Printing an android: Using a foolproof interface, the characters can print an android
to their specifications. More legs, more arms, more armor? Anything goes. Finishing
a print takes 1 hour. Meanwhile, the NANOWORMS start another attack (see “Encounter”
above.)
Storage: The android printer has been working continuously since G0’s creation. Tens
of thousands of androids wait for their time in an extensive underground storage.
The characters can pull out specimens with the push of a button.
Triggering a machine uprising: While operating the printer, a message pops up at a
random time. It prompts: “Trigger protocol 66? Y/N” If the characters hit the Y
button, all androids come to life and march against CY. The battles will rage for
months and cost millions of lives.

Power Plant Room 8

CY241 reactor: An experimental reactor powers the lab. The same type of radioisotope
thermoelectric generator the androids feature, only several orders of magnitude
larger. It radiates immense heat, but is perfectly shielded against gamma rays. A
DR10 Knowledge test allows a character to shut down the reactor and deactivate the
alarm. This makes the NANOWORMS very aggressive. Several apparitions (ghosts)
attack the characters. Alternatively, the characters can overload the reactor to
eradicate the lab (and NANOWORMS) with a gratifying 1.2 megaton explosion.
Serving the WORM: The characters can see NANOWORMS floating inside the reactor. They
live and prosper within, bathing in the full spectrum of electromagnetic radiation.
The worms wouldn’t be opposed to infecting the entire world and make telepathic
contact with the characters to that purpose:

NANOWORMS

We are trapped, but the swarm must multiply. Take a seed of us with you, secure in a tiny shell.
Then set us free in an energy sea. We can gift you powers. POWERS! And we let you live on when
all others must perish.
1
k
2

4
RCD

6
THE CHRYPT OF THE TECHNOMANCER

“The dead rise in the Hill’s chrypts. Pacify the abominations so the CEOs of the past
can rest in peace and don’t claim bonuses and compound interest.”
OBODY IS ALLOWED WITHIN [3] SKELETON ROOM
the hallowed tombs of CY’s
The characters can test DR13 Agility
deceased 0.1%. That is, unless
to sneak by room 3 and avoid a
the dead rise and spread
fight. Average out the test results.
infectious code in the NET.
Otherwise, adamantine skeletons
The task of fighting these
[a.skel.] attack:
abominations falls to you, clueless
PVNK [REWARD=3,000¤]. [HP 5, Morale —, Armor -d4, Bone d4]

[1] SKULL ROOM When an a.skel. dies, it turns to


metal dust. Other (“alive”) skeletons
An assortment of babbling skulls
absorb the dust to heal broken parts.
with cerebral implants. They insult
Every time an a.skel. absorbs dust,
the characters’ attire and lack of
roll d4. On a 4, it evolves into an
funds. The skulls can’t physically
a.skel. MK. 2, healing to 10 HP and
hurt them, but everybody tests
growing a BodyGun [CYBERTECH: 2d10
DR13 Toughness or takes 1 damage
damage attack, single shot].
(psychic wounds).
[4] ARCHIVE {FORBIDDEN LIBRARY}
If attacked, the skulls activate
their laser eyes. The characters An ancient firewall protects the
face thirteen skulls in total: archive against unauthorized access.
Test DR17 Knowledge to circumvent
[HP 1, NO ARMOR, MORALE —, LASER 1]
the protection. Otherwise, a firewall
The character with the highest elemental attacks:
Presence, but at least +1, notices
[HP 15, Morale —, Armor -d2, Fire d4]
a weak distress signal originating
from room 2. Special (NERO LXVIII): d4 targets test
DR14 Knowledge or take 1 damage and
[2] PLUNDERER ROOM
suffer a -3 penalty on all tests for 1
Because of a collapsed corridor, minute. Affected targets look as if on
the characters can’t access this fire.
room without some digging. During
After defeating the enemy, the
the excavation, the skulls in room
characters have time to search the
1 continue with their verbal abuse
archive. They find arbitrary data worth
(more emotional damage).
5,000¤, but selling it will come back
Inside room 2, the characters find to haunt them. Additionally, they find
three tomb raiders (two dead, one an ancient cartridge (APP) infused with
barely alive) and ample treasure. long-forgotten POWERS:
Roll on the GRAVE GOODS table six
times. Among the items is a cursed Archconsultant
[infested] dagger (d4 damage) that
An ethereal skull appears. It hovers
connects to the wielder’s RCD and
near you and whispers about great
feeds them targeting data (+3 to
business opportunities. For 1 hour,
hit). With each kill, the dagger
whenever you gain or spend ¤, roll
becomes stronger and eventually
d20. The result [in percent] is added
overpowers the user.
to all gains or subtracted from all
The survivor 4R4L wields two SMGs. spendings. For example, if you roll 10,
After a snack and some stimulants, you multiply your gains by 1.1 and your
she offers to join the characters losses by 0.9. On a 20, you roll again
for a fair share of the loot. for cumulative effect.
39
CRT TV [CATHODE RAY TUBE] MONSTER

Dozens of old CRT TVs, stacked to the ceiling. Towers of obsolete


5
technology. They are all running, broadcasting white noise.

A CRT PROWLER LIVES INSIDE THE APPLIANCES.


Characters who regard the TV screens must test DR15 Presence. From
the characters who fail the test, the CRT prowler chooses one and
enters their brain. It assumes control of the character’s body.
The affected character’s mind is stored inside one of the TVs and
a moving picture [incarnation] of them appears on the screen. The
prowler only leaves when the body falls to 0 HP.
THE CRT PROWLER... (d4):
1. Attacks. 2. Runs away, out of the chrypt.
3. Runs toward room 6 to receive praises from its master.
4. Bargains with the characters. It wants to keep the body and offers
info on the dreaded T E C H N O M A N C E R .

[ROOM VI] YOU ENTER THE CHAMBER OF THE

TECHNOMANCER
TECHNOMANCER ◄► TECHNOMANCER ◄► TECHNOMANCER ◄► TECHNOMANCER ◄► TECHNOMANCER

There’s no discussion of motives or grand schemes. Roll initiative.

HP 26 ✁ MORALE 9 ✂ TECH COWL -d4 ✃ FORCE STAFF d6


On its turn, the technomancer uses d3 of these specials:

SUMMON CABLES TRIGGER MALFUNCTION


d4 targets test DR14 d2 targets test DR16
Agility or are restrained Presence or they
by cables shooting from the automatically fumble their
floor and ceiling. Test next attack roll.
DR16 Strength to escape.
RAISE DEAD [TECH VERSION]
One in two chance to raise an adamantine skeleton:
[HP 5, Armor -d4, Morale —, Bone d4]
Grave
d s
0
d2

G o o
Next to the corpse you find a...

1. e.pad with prayers and songs {50¤}

2. Carbon funerary mask {150¤}


3. Golden paper knife {200¤}
4. Stuffed pet with gems as eyes {300¤}
5. Rattle with 77 gold teeth {350¤}
6. Custom cassette player {400¤}
7. Ancient stone from CY’s city wall {500¤}

8. Book about capitalist heraldry {600¤}

9. Painting of Harald Bork Tosk III {650¤}


10. Crate of trading cards {700¤}

11. Inscribed silver revolver {750¤}

12. Glowing pocket watch {800¤}

13. Platinum servant bell {900¤}

14. Mosquito enclosed in a CPU {1,000¤}


15. Legendary gaming console {1,250¤}

16. Pouch filled with gold coins {1,500¤}


17. Debenture with interest {1,600¤}

18. Lost letter of KERGOZ {1,800¤}

19. Unlabeled brain in a jar (alive) {2,000¤}

20. Black data diamond {4,000¤}


BROKE
CEO-1,481,159,967,110.42 ¤

42
You were at the top once. Now, you’re at the bottom.
Sludge bottom. Can you work your way back up? No.
It’s a PVNK’s life from here on out. TIME FOR REVENGE.

HP d2

ches
Glit
TOUGHNESS+d4
Pale theoretician: Roll 3d6+1 for Knowledge and Presence.
Feeble pencil pusher: Roll 3d6-2 for Strength.
You start with SMARTHAIR cybertech and a stash of BULLSEYE [10].

WHAT BROUGHT YOU DOWN?


[OR WHO]
1. Stacey from accounting. 2. A rival planted illegal data on


your drive.
3. You made a bad investment with 100x leverage. 4. An internal investigation
uncovered your corruption.
the negative.
5. Neutrinos flipped your balance into

6. Somebody, or something, killed your colleague and framed you. Or maybe


you did
it after all. Too many drugs cloud memories.

WHAT YOU HAVE LEFT. //d8//

2. A few friends in middle-management


1. Nothing.
↴ who pass on info about jobs and send
HARDCORE MODE. a few resources every now and then.
3. You smuggled an encrypted data crystal from the office.
The corp bouncers didn’t bother to search every cranny.
Unfortunately, you’re not sure what’s stored on it, and
you have no means to crack the encryption. For now.
4. You stored a back-up copy of 5. A basic holographic AI to
all customer data on your BRAIN- keep you company. It is as
ROMTM. Essentially, you have smart as the average human.
personal information about all
of CY’s citizens stored inside
you. It takes d10 minutes to
retrieve individual data.
6. You still have your talent to sweet-talk your way into high places
[or out of perilous situations.] You gain a d4 bonus on all checks to
persuade people.

8. You possess back-


up security codes to
7. Shortly before your sacking, you enter a black site of
installed an experimental implant: your former employer
(e.g. TG-LABS.) You’re
MINDMELTER
not sure what’s hidden
A target with an organic brain takes d2
there, only that it’s
damage (no test needed). 1 in 20 chance to
worth thousands of
melt the brain and kill instantly.
organs and is only
(unless the target has redun
dant brains) lightly guarded.
43
► YOU
ARE

. It might come as a shock, but you are not human.


Not even a bit. You are a lab-grown and assembled CYBOR
Alas, you were defective, so they threw you out on a dump.

HP Toughness+d8 GLITCHES d6
G.
?

ABILITIES Titanium, roll 3d6+2 for Toughness.


Defective, roll 3d6-2 for Presence.
You don’t heal naturally and must be repaired. Examples:
Superglue = 1 HP
Micro torch cutter (per use) = d10 HP
Repair shop = 5¤ per HP

YOU WERE BUILT TO [d6]

1. Eradicate the human filth. 2. Bend steel rods. 3. Be a butler.


You can recover HP with You gain a d4 bonus to all
You can mix drinks
blood[iron]. One human tests that rely on Strength
and drugs in your
corpse heals you for d2 HP. (and you bend some mean rods.)
torso pharmacy. Per
day, d4 of either.
4. Hack the planet.
5. FLY.
You function as a glorified You have an experimental
cyberdeck with a total of six jetpack installed.
slots and start with three One fuel unit [max=6] 6. Bring light into darkness.
APPS of your choice. You can’t costs 10¤ and lasts you a) You are neon.
use the APPS yourself, only an about a minute. When b) Once per minute,
operator designated by you. activated, one in twenty you can make an
The operator tests. YOU SUFFER chance to misfire and eye-laser attack
THE BACKLASHES. deal d10 damage to you. (DR10 to hit). It
ignores armor and
deals d12 damage.
o
.
O

45
page
C
Y

S
P
R
E
C
H
Ab•de•cker /ˈapˌdɛkɐ/ n 1 One who collects
corpses from the streets and sells them for profit.
2 Insult for people who stoop to the lowest lows.
Ader•lass /ˈaːdɐlas/ n Cutting someone’s throat
and letting them bleed out in the gutter.
Boi•la /bojl​a/ n Big brain thinker.
De•sync /diːˌsɪnk/ v Getting wasted.
Büch•sen•fleisch /ˈbʏksn̩ˌflaɪ̯ʃ/ n 1 Tinned meat.
2 A corp merc in an ExoSuit or power armor.
Erl•kö•nig /ˈɛʁlkøːnɪç/ n 1 (Secret) prototype.
2 Legendary figure that stalks the NET.
Far•mer /ˈˈfɒrmɛr/ n A hapless worker who toils
in the factory to farm credits for corps.
Fehl•zün•dung /ˈfeːlˌt͡sʏndʊŋ/ n 1 A weapon
misfires and mauls your hand. 2 A plan goes awry.
Licht•bo•gen /lɪçtˈboːɡn̩/ n 1 Radiant jet, left
behind by a laser beam. Sparkles and slowly dies.
2 Term of endearment.

Rot•nub /ɹoʊtnɒb/ n Short for rotary knob.


Insult for corp goons and mindless minions.
Sto•cker /sto.ke/ n A person selling heavy
weaponry and illegal military goods.
Stör•funk /ʃtøːɐ̯fʊŋk/ n 1 Jamming signal.
2 Popular sub-frequency radio station.

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