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Artificial Sky

By Archon’s
Court
Checks When a PC uses a gun, they are
immediately made Visible.
Roll 1d20 and attempt to get below the
Stat being used for the check.
Hacking
Weapon Concealment Checks When hacking, a Tech chooses a
When searching for a weapon, the GM Program, invests a chosen amount of
rolls a Wisdom check for your Computing Dice (removing them from
character, adding the weapon’s their total Computing Dice), and
concealability to your roll. rolling them. Computing Dice that roll
1-3 are returned to your total.

Combat Many programs are affected by the


Combat is divided into rounds, which amount of Computing Dice invested
are themselves divided into 2 parts: (listed as [dice] in program
quick actions and slow actions. descriptions) while others are affected
based on the sum of those dice (listed
At the start of a round, each as [sum] in program descriptions).
combatant decides whether they want
to take a quick action (which allows Running multiple Computing Dice
them to move ​or​ do something) or a through your Remote Interface can
slow action (which allows them to overload it: if 2 of your Computing Dice
move a​ nd​ d
​ o something). roll the same number, you suffer a
Syntax Error as the code is mangled. If
PCs and NPCs taking quick actions go 3 roll the same number, they cause a
first, then characters taking slow Fatal Error as your Remote Interface
actions. crashes violently. As well as their
effects, if you roll a Syntax Error or Fatal
When a character attacks, they roll Error, your Program does nothing.
1d20 and attempt to reach a number
above the target’s Armor. If they do,
they deal the amount of Damage
notated on their weapon.

Stealth
There are 2 states of concealment:
Hidden and Visible. When the PCs are
Hidden and seen by an enemy, they
make a Dexterity check: on a success,
the enemy is suspicious, but doesn’t
know where they are.
Level 0 Stalker
Characters start at level 0, with 1d4
HP: 1d6 per template
health, no class, and $200.

1: Low Profile, Skills


Stats 2: Vigilance
Artificial Sky uses 6 stats (Strength, 3: Ambush
Dexterity, Constitution, Intelligence, 4: Obliterate
Perception, and Charisma). Roll 3d6 for
each. Low Profile: ​Ranged attacks have a
2-in-6 chance of revealing you if you
are hidden.
Classes
Pointman Skills: Y
​ ou have 4 points to spread
between three skills.
HP: 1d6 per template
The Stalker’s skills are Hide, Move
1: Precise Shot Silently, and Sleight of Hand.
2: Quick Reload
3: Inspiring Presence When using a skill, add it to your
4: Suppressive Fire Dexterity stat and make a Dexterity
check.
Precise Shot: H
​ alve damage for
advantage to hit. Vigilance: I​ f you are surprised, you
have a 50% chance to act on the
Quick Reload: ​Reloading your surprise round anyway.
weapon does not cost an action.
Ambush: A ​ ttacking while hidden
Inspiring Presence: S ​ pend an action grants an addition +1 to hit and an
to give another PC a free attack, with additional 3 Damage.
an extra +2 to hit and +2 damage.
Obliterate: ​While hidden, you can
Suppressive Fire: ​Spend 2 shots to make 3 ranged attacks in a turn. This
suppress a target. Suppressed targets immediately reveals you.
have disadvantage to hit, and if they
move there is a 4-in-6 chance they are
hit, taking your weapon’s normal
damage.
Marksman Brawler

HP: 1d6 per template HP: 1d10 per template

1: Practiced Eye, Long Trajectory 1: Adrenaline Pump


2: Insult to Injury 2: Augmented Musculature
3: Hold Still 3: Cybernetic Nerves
4: Know Thy Enemy 4: Automated Hindbrain

Practiced Eye: A​ fter missing a target Adrenaline Pump: O ​ nce per day, the
with a ranged weapon, you gain a +2 mechanical pump next to heart injects
bonus to hit that target on the next you with a cocktail of chemicals. While
turn. the chemicals run through your veins,
your Strength score is changed to 18,
Long Trajectory: ​All ranged weapons and you gain +1 to hit and +1 damage
gain 2 range while you use them. with all melee attacks. However, while
the pump is active, you don’t t​ hink​,
Insult to Injury: R
​ anged attacks deal you solve everything with force.
+1d4 damage if the target has been
damaged this turn. The pump stays active for 5 rounds,
but you can attempt to deactivate it
Hold Still: ​Your ranged weapons have early, with a 2-in-6 chance of success.
+2 to hit on targets with less than 50%
of their health. Augmented Musculature: ​+1 to
Strength. Once per day, overcharge
Know Thy Enemy:​ As an action, the servomotors to deal 3 damage on a
observe an opponent, then make an melee attack.
Intelligence check. If you succeed, your
next ranged attack against that Cybernetic Nerves: ​A second set of
creature does 6 damage. If your check nerves activates when the Adrenaline
succeeds, you cannot use this ability Pump turns on: while the Pump is
for the rest of the encounter. active, you can move twice as far as
normal.

Automated Hindbrain: ​When you die,


your Adrenaline Pump empties itself
into your veins. You have 5 rounds left
to live. Make them count.
Face Trust Me: Y ​ ou can persuade anybody,
for a while. Through a combination of
HP: 1d6 per template half-truths, regular truths, and
absolute nonsense, you can get a
1: Well-Spoken, Provoke group of people to believe whatever
2: Connected lies and excuses you can come up
3: Shift the Blame with. After 1d6 minutes, they come to
4: Trust Me their senses, at which point they’ll be
very annoyed​.
Well-Spoken: +
​ 2 to CHA

Provoke: ​In combat as an action, you


can target an opponent who can see
and hear you. The target must save or
attack you. This ability cannot force an
opponent to make massive mistakes
(jumping off cliffs, etc.). Out of combat,
the target must save or act in anger
(yelling, violence, etc.)

Connected: ​You know a guy, who also


knows a guy, who also probably knows
another guy. If there’s something you
need (information, items, etc.) which
you could feasibly get, you know
someone who will get it for you, for a
price.

Shift the Blame: I​ n combat as an


action, you can target one of the other
PCs, and start rattling off all the
reasons it was their fault you’re
fighting, and how you had nothing to
do with it. Opponents must make a
save or attack the targeted PC. Out of
combat, you can blame someone else
for something you’ve done, unless it’s
obvious you did it. No save, because
you’re just s​ o trustworthy​.
Tech R: 50' T: 1 computer D: 0
Tear through the defenses on a target
HP: 1d4 per template terminal, extracting [dice] pieces of
information (passwords, bits of map,
1: Remote Interface, +1 CD etc.).
2: Skills, +1 CD
3: Emblem-Type Programs, +1 CD Camera: Loop
4: +1 CD R: 50' T: [dice] cameras or other
sensors D: [sum] rounds
Skills: Y
​ ou have 4 points to spread Loops a camera for [sum] rounds.
between three skills. While the camera is looped, it displays
whatever was in front of it when it was
The Tech’s skills are Disable Device, first looped.
Craft, and Computer Use.
Camera: Takeover
When using a skill, add it to your R: touch T: [dice] cameras or other
Intelligence stat and make an sensors D: concentration
Intelligence check. Your Remote Interface connects to
cameras and sensors, allowing you to
see through them until you break
Perk:​ ​Phone calls are directed into
concentration.
your Remote Interface.

Synthetic: Lockdown
Drawback:​ ​When hit with a crit, your
R: 80' T: Synthetic creature D: [dice]
Remote Interface is damaged. It
rounds
automatically reboots itself in 1d6
Target a Synthetic opponent. They
turns; if you manually fix it, it takes 1d3.
must save or be unable to move or act
for [dice] rounds as their servomotors
Cantrip-type Programs
halt violently.
1.​ ​Turn an electronic device (lightbulb,
computer, etc.) on or off.
Synthetic: Hallucination
R: 80' T: [dice] Synthetic creatures D:
2.​ F
​ lash colors into a Synthetic or
[dice] turns
Hybrid character's face, giving them a
Target [dice] Synthetic or Hybrid
-1 to hit on their next attack.
creatures. They must save or begin
hallucinating copies of you and the
3.​ Change the image on a screen to
other PCs. Each turn, they get another
anything you want. This does not take
save.
an action.

Device: Honeytrap
Program List
R: 80' T: Electronic device D: [dice]x10
minutes
Terminal: Collect
The next person to use a Program on cameras, computer terminals, it's all
the target device suffers a Mishap, and yours.
you are given their location. If more
than 3 dice are used, the effect never Synthetic: Dominate
times out. R: touch T: Synthetic creature D:
concentration, must stay within 10' of
Door: Force Open the target
R: 50' T: one mechanical door D: 0 Physically wire yourself into a
A targeted door is forced open. Synthetic creature. The target must
Save or be completely controlled by
Door: Lock the PC. The PC must end their turn
R: 50' T: one mechanical door D: 10 within 10' of the target, or the
minutes connection is broken.
A door closes and locks itself, requiring
a Str check equal to 10+[dice] to open. Mishaps
If someone is standing the door 1. You accidentally ran into a
countervirus. It's filling your vision with
Door: Electrify nonsense, giving you a -2 to hit and to
R: 50' T: one mechanical door D: [sum] Perception for the rest of the day.
minutes 2. Your Remote Interface sparks. Your
Reroute power into a target door; program fails, and drains the rest of
anyone touching it during the your CD.
duration of the effect takes [sum]x2 3. You're hit with biofeedback, your
damage. If [sum] is above 12, the door Remote Interface electrocuting your
audibly crackles. brain. Take 2d6 damage.

Release Capacitors Dooms


R: self T: self D: [dice]+1 rounds 1. You trip an alarm. Someone's going
During this program's duration, any to be coming, and they won't be
dice you expend on other programs happy.
return to your pool on a 1-5, rather than 2. Your Remote Interface fails. You'll
1-3. When this program's duration need to pay quite a bit to fix it.
ends, you must Save or suffer a Mishap. 3. Biofeedback from your Remote
Interface reaches a critical level. Your
Emblem-type Programs head explodes.

Logic Bomb Your Doom can be avoided by stealing


R: 100' T: [sum] electronic devices D: a military-grade Remote Interface
[dice] minutes from a corporate blacksite. Which
Take control of [sum] devices you can sounds so safe, doesn't it?
see. You don't have much time, but
you've got a lot of power: doors, turrets,
Combat Operator Recon Operator

HP: 1d4 per template HP: 1d4 per template

1: Combat Drone 1: Recon Drones


2: Cyclone LMG 2: Stunner
3: ERA, Ceramic Armor 3: Air Support
4: Missile Pods 4: Metamaterial Coating

Combat Drone: T ​ he Praetor-6 drone is Recon Drones: A ​ pair of CT-02


a bipedal combat platform commonly quadcopters built for government
retrofitted for use in industrial surveillance: tiny and almost
environments. It moves and attacks on completely silent, but unarmored.
your initiative, has 20 health, and an
AC of 15. It has two attacks: a slam with They move and attack on your
its coarse manipulator arm (which can initiative, have 1 health each, and an AC
carry up to a ton, but crushes most of of 20. They cannot attack. To see them
it), which deals 6 damage with a -2 to requires a Wisdom check above 13.
hit, and a set of smoke grenades (-2 to
hit when in smoke, covers a 20 meter Stunner: A ​ small metal pole with an
radius, lasts 5 rounds, 2/day). electric charge attached to your
drones. +1 to hit, Con save above 10 or
Cyclone LMG: A​ ttached to your drone, be knocked unconscious, melee range.
the Cyclone LMG has +2 to hit, 4 1/day.
damage, and a 200 meter effective
range. 6/day Air Support: A​ micro-grenade
launcher bolted to the bottom of your
Ceramic Armor: +
​ 15 health for your drones, directly below the stunner. It
drone. can fire any Fang-18 grenade, but each
drone can only hold 2.
ERA: ​A set of explosive charges set
around the armor of the Praetor-6: Metamaterial Coating: ​A coating of
once a day, they can be triggered, metamaterials that redirect light
negating an attack made directly around the drones increases the
against the drone. difficulty to see them to 20.

Missile Pods: A​ ttached to your drone,


the missile pods have a 350 meter
effective range and deal 10 damage in
a 20 meter radius. 1/day
Equipment The Ashur Technology God Hand uses
the same 5.4mm round as the
Scalpel-9, but its longer barrel gives it
Armor more range and accuracy.
Unarmored: 1​ 0 AC, $0
Armored Vest: ​13 AC, $250 Suneater Shotgun: ​50 meter effective
Tacsuit: ​16 AC, $400 range, +1 to hit, 8 damage,
Powered Armor: 2 ​ 0 AC, $1000 Concealability 1. $325

The Suneater was named after Ashur


Technology shoved Sunspot Defense
out of a 20-year military contract. Its
10-gauge shells necessitate a complex
recoil-management system.

Sawn-off Suneater: ​10 meter effective


range, +1 to hit, 8 damage,
Concealability 3. $350
Weapons
Talon-4 Handgun: ​30 meter effective Removing most of the Suneater’s
range, +0 to hit, 3 damage, barrel cuts the range, but makes the
Concealability 3. $100 weapon far easier to hide.

A favorite of civilians wanting a reliable Rogue-2C Sniper Rifle: ​500 meter


self-defense option, the Talon-4 is effective range, +4 to hit, 8 damage,
Sunspot Defense’s best-seller. Concealability 2. $600

Scalpel-9 PDW: ​45 meter effective The Rogue-2C is the newest model of
range, +1 to hit, 4 damage, Sunspot Defense’s longest-range
Concealability 2. $200 offering, prized by hunters (and
assassins) for its compactness.
The Sunspot Defense Scalpel-9 is a
common sight among the police Eye of Nisaba Anti-Materiel Rifle:
forces of the world. With a large frame, 1000 meter effective range, +6 to hit, 16
it’s harder to conceal than the Talon-4, damage. Concealability -2. $2750
but makes up for it in range, damage,
and accuracy. Ashur Technology’s Eye of Nisaba fires
staggering 14mm armor-piercing
God Hand Assault Rifle: 1​ 00 meter rounds designed to cut through
effective range, +2 to hit, 4 damage, armored vehicles. The advanced
Concealability 1. $300 recoil-control systems, rocket-assisted
projectiles, and targeting processors
built into it make it prohibitively
expensive and almost impossible to
hide.

Fang-18 Micro-Grenade Launcher


The Fang-18’s range, to-hit bonus, and
damage are all based off of its
ammunition.
Concealability -1. $1350

High Explosive Grenade: 100 meter


effective range, +0 to hit, 8 damage in
a 15-meter radius. If the HE grenade
misses, it lands somewhere in a
20-meter radius of the target.

Kinetic Energy Grenade: 200 meter


effective range, +1 to hit, 10 damage.

Smoke Grenade: 100 meter effective


range, covers a 20 meter radius in
smoke for 5 rounds. All characters in
the smoke have a -2 to hit.

Rocket-Assisted HE Grenade: 200


meter effective range, +2 to hit, 6
damage in a 10-meter radius. If the HE
grenade misses, it lands somewhere in
a 15-meter radius of the target.

Sunspot Defense’s lobbyists recently


legalized explosive weapons firing
projectiles 20x42mm or smaller,
allowing their Fang-18 to purchased by
civilians: no paperwork required.
Shape of the If Alexis was killed, the police later lie
Campaign on the news about how it was in
self-defense. If he survives, he makes a
Artificial Sky is built around a 9 session speech about the threat of corporate
campaign, with 1 adventure per control.
session, and the characters leveling up
on sessions 2, 4, 6, and 8. Justify Your Answer
PCs go through a 3-node investigation
The 1st adventure is supposed to take scenario (disposable cellphone, police
the PCs and show them the growing station, office building), finding it was
threat of the corporations, while the Yosef Industrial Augmentations that
9th is designed to be a final attempt to gave the kill order.
stop the corporations from taking over
before it’s too late. Yosef forces the legalization of military
combat augmentations for corporate
Each session gets more difficult as the security, citing either the “tragic death”
corporations win in the courts, getting of Alexis Markovich (if he was killed) or
more allowances from the the ineffectualness of the police (if he
government until the end of the escaped) as why they’re needed.
campaign, where they move toward
extraterritoriality: if they succeed, the Move Fast and Break Things
law will no longer have power over Anarchists ask the PCs for help raiding
them. a Yosef factory. They loot
augmentations they can’t install, but
the anarchists give them the address
A Sample Campaign of an engineer who can.
Outline
Corporate security is now authorized
to hunt people down for arrests.

Some Assembly Required


The players go to meet the engineer,
only to find Yosef security throwing
him into an armored van.

The newly formed Anti-Corporate


Council appears on the news for the
Through a Glass Darkly first time. If Alexis survived ​Through a
Police officers sweep through the PCs’ Glass Darkly​, he is at the head of it.
apartment complex searching for the
union leader Alexis Markovich. If they
find him, they kill him.
See No Evil Law & Disorder
The Anti-Corporate Council hires the
PCs to protect them, along with any The PCs arrive at the courthouse with
surviving anarchists from Move Fast any surviving anarchists, and go on a
and Break Things. rampage.

If the Anti-Corporate Council survives, YIA (possibly) wins extraterritoriality.


they appear on TV condemning Yosef
Industrial Augmentations’ attempt to
kill them. If they’re killed, YIA makes a Tower of Babel
statement about how the “terrorist” The PCs attack the Yosef Industrial
ACC has been arrested through the Augmentation headquarters.
efforts of heroic police officers. Sunspot
Defense wins a case that allows them The news reports a terrorist attack on
to bring military-grade weapons into the YIA headquarters.
corporate areas.
Skip forwards. Show what the world
Vote With Your Wallets looks like, and what the PCs
With the Anti-Corporate Council in accomplished.
hiding (or dead) protests begin,
opposed by armed Sunspot Defense
mercenaries.

Corporate spokespeople spin the


protests as violent riots. Sunspot
Defense becomes allowed to mobilize
armored vehicles to stop the rioting.

Careful What You Wish For


The protests become violent as
Sunspot Defense brings tanks into the
city. The characters get a message
from the Anti-Corporate Council (if
they’re alive) or the anarchists from
Move Fast and Break Things (if they’re
alive), or a new revolutionary group (if
they’re both dead) about how YIA will
be lobbying for extraterritoriality.

The government cordons off the city as


conflict continues.
Art Credits
Unnamed: China Fotopress

“Cyberpunk”: GogOsWorld
(​https://www.deviantart.com/gogoswo
rld/art/cyberpunk-103315523​)

“Evil Corporation”, “Burning Barrel”,


“Military Robots”, “Drugs”: Antlii
(​https://www.behance.net/AnatoliiBabi
i​) and Bloomicon
(​https://www.behance.net/bloomicon​)

All art is the work of its respective


creators.

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