Welcome to the neon-lit streets of Next Tokyo, a sprawling metropolis where megacorporations wield unchecked power, and every shadow conceals a hidden danger. In this cyberpunk dystopia, survival is a daily struggle, and morality is a luxury few can afford. Welcome to the world of "Sicarius," a tabletop role-playing game where you step into the role of a runner—a mercenary, assassin, or hacker for hire—navigating the treacherous underworld of corporate espionage, gang warfare, and political intrigue.
As a runner, you are a master of deception, stealth, and combat, honing your skills to survive in the unforgiving urban jungle. You operate on the fringes of society, taking jobs from shadowy clients and navigating the dangerous web of alliances and rivalries that define the city's underworld. Whether you're infiltrating a high-security corporate facility, eliminating a rival gang leader, or extracting valuable data from a rival's server, you'll need cunning, resourcefulness, and a quick trigger finger to succeed.
But be warned: in Next Tokyo, trust is a rare commodity, and betrayal lurks around every corner. As you rise through the ranks of the underworld, you'll encounter rival runners, corporate enforcers, and cybernetically enhanced assassins, each with their own agenda and motives. Your choices will shape the fate of the city, determining whether you become a legendary figure or a forgotten casualty in the merciless streets of Next Tokyo.
So grab your cyberdeck, load your weapons, and prepare to dive headfirst into the shadows. The city is alive with opportunity and danger, and only the strongest, smartest, and most ruthless will survive. Welcome to "Sicarius"—where the only law is the one you make for yourself.
Genre
"Sicarius" masterfully intertwines the high-octane action of a third-person shooter with the depth and immersion of an adventure RPG, all while introducing fluid parkour mechanics to elevate gameplay dynamics. Players step into the shadows as Ghost, a tormented protagonist driven by vengeance after the tragic loss of his family to a clandestine project promising immortality. This multifaceted genre blend ensures that players are not only engaged in intense combat scenarios but are also deeply invested in a richly woven narrative that unfolds across sprawling urban landscapes.
GamePlay
"Sicarius" offers a dynamic and multifaceted gameplay experience that seamlessly blends intense action, exploration, and character progression. Players take on the role of Ghost, a skilled operative navigating a gritty, dystopian world where every decision and action impacts his quest for vengeance. The game’s core gameplay revolves around three primary pillars: third-person shooting, parkour, and RPG elements.
Target audience & platforms
The target audience for "Sicarius" includes mature gamers who are fans of action-packed, narrative-driven experiences. The game’s blend of third-person shooting, RPG elements, and parkour mechanics will appeal to players who enjoy immersive, story-rich titles with deep character development and strategic gameplay. Fans of sci-fi, cyberpunk, and dystopian settings will find the game’s world particularly engaging, especially those who appreciate complex narratives exploring themes of vengeance, loss, and the ethical implications of advanced technology.
Look and Feel
The cityscape is a blend of futuristic architecture and advanced technology, with towering mega-structures dominating the skyline, connected by intricate networks of suspended walkways and glowing digital billboards. The streets below are a maze of shadowy alleyways, bustling markets, and industrial zones, each area teeming with life and danger. The air is thick with a neon glow, reflecting off the rain-soaked streets and casting an eerie, almost otherworldly light across the city. Despite its futuristic façade, hints of the old world remain—abandoned temples and traditional Japanese structures hidden amidst the modern chaos, serving as silent reminders of a lost era.
Inspiration
Inspiration for "Sicarius":
"Sicarius" draws inspiration from a variety of sources, including other games, movies, and literature. These sources have influenced the game's atmosphere, narrative, gameplay mechanics, and overall feel, creating a unique and immersive experience for players.
Games:
Deus Ex: The cyberpunk world-building and the blend of stealth, combat, and hacking mechanics in Deus Ex inspired the gameplay elements of "Sicarius." The intricate level design and player choice-driven narrative in Deus Ex served as a foundation for creating a similar experience in our game.
Dishonored: The stealth and assassination mechanics in Dishonored influenced the gameplay approach in "Sicarius." The ability to approach missions with different playstyles and the emphasis on player agency in shaping the narrative were key inspirations for our game.
Movies:
Blade Runner: The iconic cyberpunk aesthetic, the exploration of existential themes, and the morally ambiguous characters in Blade Runner influenced the visual design and atmosphere of "Sicarius." The neon-lit cityscapes, rain-soaked streets, and the sense of a dystopian future are elements that resonate with the cyberpunk genre and are reflected in our game.
John Wick: The intense action sequences, the protagonist's relentless pursuit of revenge, and the stylish choreography in John Wick inspired the combat mechanics and the overall tone of "Sicarius." We aimed to capture the same level of adrenaline-fueled action and the emotional drive behind seeking vengeance.
Literature:
Neuromancer by William Gibson: This seminal cyberpunk novel introduced the concept of a virtual reality cyberspace and explored themes of artificial intelligence, corporate control, and the blurring of boundaries between humans and machines. The ideas presented in Neuromancer influenced the world-building and narrative elements of "Sicarius."
The Count of Monte Cristo by Alexandre Dumas: The theme of revenge and the journey of the protagonist seeking justice in The Count of Monte Cristo inspired the core narrative of "Sicarius." We aimed to capture the same sense of personal vendetta and the emotional toll it takes on the protagonist.
By drawing inspiration from these diverse sources, "Sicarius" aims to create a game that combines the best elements of cyberpunk storytelling, immersive gameplay mechanics, and a compelling narrative of revenge. The blend of these influences ensures that players will experience a familiar yet fresh and captivating world that resonates with their love for the cyberpunk genre and the thrill of seeking justice.
Transhumanism
Transhumanism: Evolving Beyond Humanity
Introduction:
Transhumanism in cyberpunk video games is an exploration of humanity's evolution, enhanced by technology to transcend biological limitations. It is a theme deeply embedded in the genre, painting a future where flesh melds seamlessly with metal, consciousness interfaces with machines, and the boundaries of human identity blur. This transformative journey questions the very essence of what it means to be human, and how far we are willing to go in pursuit of perfection, power, or survival.
The Role of Transhumanism in Cyberpunk:
Cyberpunk settings are defined by a world where technology is both an enabler and oppressor. The concept of transhumanism in these narratives often centers on societal stratification, with advanced cybernetic augmentations available to the wealthy, while the lower classes must scavenge for outdated or dangerous enhancements. This dichotomy serves as a commentary on real-world issues of wealth inequality, access to healthcare, and the ethics of bioengineering.
1. Augmentations and Body Modifications:
Cyberpunk video games like Deus Ex and Cyberpunk 2077 portray a future where physical and cognitive enhancements are common. Characters can swap limbs, improve their vision with ocular implants, or even augment their brains to process information at incredible speeds.
These augmentations offer players the ability to experience transhumanism firsthand, but they also introduce moral dilemmas. Are we still human when parts of us are no longer flesh? How much of the self can be replaced before we lose our identity?
2. The Fusion of Mind and Machine:
The merging of consciousness with technology is a core aspect of transhumanism in cyberpunk games. In worlds where data-jacking and mind-hacking are possible, the idea of transferring or sharing consciousness with others becomes a reality.
Soma and Observer explore the philosophical implications of mind uploading and digital immortality, raising questions about the soul, individuality, and what it means to be sentient in a digital world.
3. The Cost of Immortality:
Transhumanism offers the promise of immortality, but at what cost? Games often present the idea of extending life through technology as a Faustian bargain, where prolonging one's existence requires sacrificing one's humanity.
In Ghostrunner, characters extend their lives through continual cybernetic upgrades, but these modifications come with the loss of memories, emotions, and the ability to connect with others on a human level.
Ethics and Identity:
Cyberpunk games force players to confront the ethical challenges of transhumanism. Questions about consent, autonomy, and the commodification of the human body come to the forefront. Is it ethical to enhance oneself beyond natural limits? Should there be restrictions on how much one can modify their body or mind? As technology blurs the lines between human and machine, the player is left to ponder if humanity is something that can be preserved or if it must evolve with the times.
Transhumanism as Power and Rebellion:
In cyberpunk narratives, transhumanism is often a tool of empowerment. Marginalized characters modify their bodies to fight back against oppressive systems or reclaim agency in a world that seeks to control them. Games like Ruiner and Shadowrun Returns depict transhumanism as a means of resistance, where cybernetic enhancements level the playing field against corporations, governments, and other oppressive entities.
The Dystopian Side of Transhumanism:
Not all cyberpunk games present transhumanism as a path to enlightenment. The genre often portrays a dystopian vision where technology dehumanizes, isolates, and corrupts. In Cyberpunk 2077, cyberpsychosis is a condition that affects those who over-augment, leading to loss of empathy, identity, and sanity. This serves as a cautionary tale about the dangers of unchecked technological advancement and the erosion of what makes us fundamentally human.
Conclusion:
Transhumanism in cyberpunk video games serves as a mirror reflecting our hopes, fears, and aspirations for the future. It challenges us to consider how technology is changing the human race, for better or worse. As we inch closer to a world where neural implants, artificial organs, and digital consciousness become realities, cyberpunk games offer a space to explore the profound implications of these advancements. They force us to ask: Are we improving ourselves, or are we simply losing what makes us human in the process?
Welcome
Welcome to Sicarius: A World Beyond the Future
In the sprawling ruins of Old Tokyo, poisoned by radiation and corporate greed, humanity’s future thrives within the high-tech metropolis of Next Tokyo, a city born from necessity and ruthlessness. Towering above the toxic remnants of the past, Next Tokyo is a gleaming marvel built in the heart of Tokyo Bay, blending advanced technology, modern conflict, and the gritty edge of cyberpunk dystopia.
Sicarius takes place in a world where the lines between flesh and machine blur, corporations rule from shadowy boardrooms, and power is seized through cutting-edge technology, illegal drugs, and psionic potential. The game is a playground of sci-fi, modern tech, and cyberpunk themes, driven by the heart of transhumanism and the moral dilemmas that come with becoming more than human.
Setting Overview
Next Tokyo:
The central hub of this cyberpunk narrative, built over the remains of old Japan, ravaged by environmental disaster and war. The city is a vertical dystopia, with towering skyscrapers housing the elite, while the lower levels descend into chaos, crime, and despair. Zaibatsu corporations pull the strings behind every major event, turning the city into a battleground of espionage, sabotage, and corporate warfare.
Below the shiny facade, Old Tokyo serves as a lawless testing ground, overrun by Kaiju—genetic experiments unleashed by the Zaibatsus to harvest data and perfect new weapons of war.
The Corporations (Zaibatsu):
Giant conglomerates, known as Zaibatsus, run the world from behind the scenes. Each one is engaged in fierce competition, testing new drugs, weaponry, cybernetics, and even monstrous bio-engineered creatures. The corporations also exploit NeuroNET, the digital realm where they hide secrets, guarded by ICE and vicious AIs.
Cybernetic Vampires:
In the shadows of the city, legends tell of cybernetic vampires, humans who have merged with dark technology to become immortal predators. They are ruthless and hungry for both blood and power, serving as either nightmarish villains or unlikely allies in your quest for survival.
Manna:
On the streets, whispers spread of Manna, an illegal designer drug that grants users psionic abilities and the possibility of eternal life. However, the drug is incomplete, leading to dangerous side effects and a deadly game of cat and mouse between dealers, users, and the corporations experimenting with its formula.
ZeroDay:
A black ops team operating outside any jurisdiction, ZeroDay is both feared and revered. They can be your greatest ally or most dangerous enemy, depending on where your loyalties lie. Their expertise in covert operations and advanced tech makes them a formidable force in the streets of Next Tokyo.
The Yakuza:
Traditional crime families continue to thrive in this neon-lit city. The Yakuza are as influential as ever, controlling parts of the black market, illegal street racing circuits, and smuggling operations. Working for or against them could shift the balance of power in Next Tokyo.
NeuroNET:
A fusion of the internet and a full-immersion virtual reality, NeuroNET is a place where information flows like water and secrets are hidden behind firewalls of virtual worlds. Hackers, known as Netrunners, risk life and sanity to dive into these realms, where Black ICE can kill or cripple any who dare venture too deep.
Kaiju:
Lurking in the ruins of Old Tokyo, Kaiju are massive, bio-engineered monsters, the byproducts of failed or rogue corporate experiments. They roam the wasteland, hunted by the brave or the foolish, and their existence serves as a reminder of the horrifying lengths the corporations will go to in their pursuit of dominance.
Gameplay & Themes
Transhumanism:
At the core of Sicarius is the theme of transhumanism. Cybernetics, biogenetics, and psionics allow humanity to evolve beyond its natural limitations, but at what cost? Players must grapple with the idea of what it means to be human in a world where the body is just another tool to be upgraded, modified, or discarded.
Corporate Espionage:
Missions often revolve around infiltrating the towers of the elite, extracting data from the dangerous depths of the NeuroNET, and navigating the deadly politics of the Zaibatsu. Players can choose to work for the corporations, against them, or carve out their own path of power.
Street Racing & Underground Fighting:
In the dark alleys of Next Tokyo, where the law cannot reach, players can join illegal street racing circuits like The Midnight Club, where winning isn’t just about speed but cunning and firepower. Alternatively, they can test their mettle in underground combat arenas where augmented fighters battle for supremacy.
Your Role in Next Tokyo
Whether you're a corporate asset, a rogue hacker, a Yakuza enforcer, or a mercenary for hire, your story in Sicarius will be shaped by the choices you make and the alliances you form. Will you embrace the cold logic of the Zaibatsus, fight for the freedom of the streets, or forge your own empire from the ruins of the old world?
The future is in your hands—if you can survive the shadows long enough to claim it.
Welcome to Sicarius. Welcome to Next Tokyo.
Overview
Introduction:
"Sicarius" is an immersive cyberpunk game that places players in the shoes of an assassin named Ghost, driven by a burning desire for revenge. Set in a dystopian future, the game offers a thrilling and action-packed experience as players navigate a dark and gritty world filled with intrigue, danger, and moral choices.
Engaging Narrative:
The heart of "Sicarius" lies in its captivating narrative. Players are introduced to Ghost, a skilled assassin whose family was brutally murdered. Motivated by vengeance, Ghost embarks on a perilous journey to uncover the truth behind the homicide and bring those responsible to justice. The game's storyline is richly layered, filled with unexpected twists, complex characters, and thought-provoking moral dilemmas that will keep players engaged and emotionally invested throughout.
Dynamic Gameplay:
The gameplay in "Sicarius" is designed to provide players with a dynamic and immersive experience. As Ghost, players will navigate a sprawling cyberpunk city, utilizing stealth, combat, and hacking skills to overcome various challenges. The game offers a range of playstyles, allowing players to choose between a more stealthy approach or a more aggressive combat-oriented playstyle, depending on their preferences.
Customization and Progression:
To enhance the player's immersion, "Sicarius" offers a robust customization system. Players can tailor Ghost's appearance, abilities, and equipment to suit their playstyle and preferences. As the game progresses, players will earn experience points and unlock new skills, augmentations, and weapons, allowing them to become even deadlier and more versatile in their quest for revenge.
Atmospheric Cyberpunk World:
The game's visuals and sound design create a captivating cyberpunk atmosphere. The neon-lit streets, towering skyscrapers, and rain-soaked alleyways immerse players in a dark and gritty world. The game's soundtrack, filled with pulsating electronic beats and haunting melodies, further enhances the immersive experience, transporting players into the dystopian future.
Moral Choices and Consequences:
"Sicarius" presents players with morally ambiguous situations and choices that have far-reaching consequences. These choices not only shape the narrative but also impact the relationships Ghost forms with other characters in the game. Players must carefully consider their decisions, as they may lead to unexpected alliances, betrayals, or even alter the outcome of the story.
Multiplayer and Social Features:
For players seeking a cooperative experience, "Sicarius" offers multiplayer modes where friends can join forces to tackle challenging missions together. Additionally, the game incorporates social features, allowing players to connect with others, share their achievements, and engage in friendly competition.
Conclusion:
"Sicarius" is an enthralling cyberpunk game that combines a compelling narrative, dynamic gameplay, and immersive world-building to deliver an unforgettable user experience. As players step into the shoes of Ghost, they will embark on a thrilling journey of revenge, facing tough choices, engaging in intense combat, and unraveling a web of secrets in a dystopian future. Prepare to be captivated by the dark and atmospheric world of "Sicarius" and embark on a quest for justice like no other.
How to Play
How to Play "Sicarius"
Introduction:
"Sicarius" is a third-person shooter that combines fast-paced combat, stealth mechanics, and RPG elements to create a deeply immersive experience. Set in the dystopian world of Next Tokyo, you play as Ghost, a skilled operative seeking vengeance in a city rife with danger and intrigue. The game can be played with either a keyboard and mouse or a controller, featuring a familiar UI and control scheme for those accustomed to third-person shooters.
Sicarius features fluid third-person shooting mechanics, allowing players to engage in intense firefights using a variety of weapons and tools. Use cover effectively, aim down sights for precision, and manage your ammo and resources carefully to survive encounters.
Stealth:
Utilize Ghost’s stealth abilities to navigate through heavily guarded areas, avoid detection, and take out enemies silently. Crouching reduces your noise, and leaning allows you to peak around corners without exposing yourself. Stealth kills and distractions are key to surviving in a world where you’re often outnumbered.
RPG Elements:
Customize Ghost’s abilities and gear as you progress through the game. Earn experience points by completing missions, defeating enemies, and making story choices. Use these points to unlock new skills, upgrade weapons, and enhance Ghost’s physical capabilities, making him a more formidable operative.
Exploration:
Next Tokyo is a sprawling, vertical city filled with secrets, hidden pathways, and side quests. Use parkour mechanics to scale buildings, explore rooftops, and find alternative routes to your objectives. Keep an eye out for collectibles, resources, and hidden lore that add depth to the game’s story.
NeuroSync:
Engage in the unique NeuroSync mechanic to experience the world through the eyes of others. This can be used for gathering information, manipulating targets, or exploring virtual realities. Be mindful of the potential side effects, and manage your use of NeuroSync to avoid adverse consequences.
User Interface (UI):
HUD Elements:
Health Bar: Located in the bottom left corner, showing Ghost’s current health status.
Ammo Count: Displayed near the crosshair, showing the current weapon’s ammunition.
Ability Meter: Located in the bottom right corner, indicating the availability and cooldowns of special abilities.
Mini-map: Situated in the top right corner, providing an overview of the immediate surroundings and objectives.
Quest Log: Pop-ups and notifications appear in the top left corner, guiding the player through current missions and objectives.
Tips for Success:
Adapt Your Strategy: Balance aggressive combat with stealth tactics depending on the situation. Some missions may require a quieter approach, while others may demand all-out firepower.
Explore Thoroughly: Next Tokyo is full of hidden areas and secrets. Take the time to explore and you’ll be rewarded with valuable resources and upgrades.
Manage Your Resources: Ammo, health packs, and NeuroSync usage are limited. Make sure to manage these resources carefully, especially during longer missions.
Customize Your Loadout: Tailor your weapons and abilities to suit your playstyle. Whether you prefer close-quarters combat or long-range sniping, there’s a configuration that will enhance your effectiveness.
Use NeuroSync Wisely: The NeuroSync mechanic is powerful but comes with risks. Use it strategically to gain an advantage without overextending yourself.
Conclusion:
Sicarius offers a richly layered gameplay experience that rewards strategy, exploration, and skill. Whether you’re engaging in intense shootouts, sneaking through enemy territory, or diving into the minds of others, mastering the game’s mechanics will be key to Ghost’s survival and success in his quest for vengeance.
Gameplay
Welcome to the relentless streets of Next Tokyo, where every decision shapes your destiny. In this cyberpunk RPG, gameplay is a blend of strategic combat, high-stakes negotiations, and mind-bending puzzles. Utilizing the DnD 5e framework, you'll navigate a world where technology, cybernetics, and genetic manipulation collide with ancient traditions and modern crime.
Your choices will determine how you survive in this dystopian future—will you augment your body with cybernetics to become a lethal force, gamble with Yakuza in deadly games, or hack the system to turn the odds in your favor? With powerful items, dangerous drugs, and cutting-edge tech at your disposal, the possibilities are endless—but so are the risks. Stay sharp, think fast, and remember: in Next Tokyo, trust is as rare as clean air.
Contacts
This system codifies a phenomenon commonplace in most long-term campaigns: the friendly bartender, gruff engineer, or absentminded sage who points the PCs in the right direction, passes along important clues, or offers unusual skills and knowledge.
With this variant, the PCs have one or more unnamed contacts marked on their character sheets for later use. A player can define a contact for his character at any point during the game, giving the PC access to a friendly NPC. This variant is particularly appropriate in campaigns that feature mysteries, intrigue, and lots of character interaction. It's especially effective in the hands of a GM who doesn't mind improvising new NPCs on the spur of the moment.
For example, when a character needs an inscription translated from an ancient language, an invitation to the prestigious night club, or the services of a master in engineering, the player tells the GM that he wants to define one of his character's contacts for the purpose. Then the GM describes how the contact came about, from the character's point of view. In game terms, Teryeth has a friendly attitude toward the PC that continues unless the character does something to change the relationship. She is willing to translate the inscription, and she may perform a similar service on other occasions as time goes on. The player notes on the character sheet that one of his character's contacts has been defined as Teryeth Warshaw, a speaker and writer of an ancient language.
Obtaining Contacts
At 2nd level, the Investigator gains a low-level contact, at 5th level a mid-level contact, and at 8th level a high-level contact.
The Investigator can't call on the same contact more than once in a week, and when he or she does call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate won't be compensated monetarily, but instead will consider that the Investigator owes him or her a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide.
For underworld or street contacts, this expense is represented by a Wealth check against a purchase DC of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate skill.
NPCs And Contacts
While all defined contacts are friendly NPCs, that doesn't mean that all friendly NPCs are defined contacts. The contact variant is intended to supplement, not replace, other social interactions with noncombatant NPCs. It gives a player a chance to insert a minor character into the ongoing drama.
Defined contacts should be among the campaign's most stable characters. Unless the characters are completely obtuse or have remarkable misfortune, the minor characters they define as contacts aren't going anywhere. They're generally available wherever they happen to live, and they usually have the time and inclination to help their friend the PC. Major NPC characters ”those defined entirely by the GM”are off limits as contacts. A player can't just say, I want to define the company CEO as a contact.
A contact won't risk life or livelihood on the PC's say-so, but a contact makes some sacrifices for a friend. For example, a contact will burn the midnight oil translating an ancient text or sneak the key to a locked door out of the business headquarters (as long as it's back by morning).
There's an inverse relationship between the contact's importance in the ongoing campaign and the amount of help she can provide. In other words, if you choose the executive assistant as your contact, sometimes they are too busy to see you at a moment's notice, but they are very helpful when you get an audience. Beppo the pawnshop owner, on the other hand, practically lives in his shop on Water Street ”making him available day or night” but the ways in which he can aid you are more limited.
Types Of Contacts
Contacts come in three varieties: information contacts, influence contacts, and skill contacts.
Information Contacts
Information contacts are useful for what they know. They're the ones who hear all the rumors and they can discern which ones are true. Some just have an uncanny sense of what's going on in their neighborhood or city, such as the grumpy bartender, the talkative merchant, and the watch guard who has seen it all. Other information contacts have more focused interests, such as the military sergeant who knows all about troop movements, the fence who is privy to every major theft in the city, or the scribe assigned to write down every utterance of the high cleric-prophets.
An information contact is generally a commoner or an expert with one-third the class levels of his PC friend. It's okay to give such a character a few levels in another class if it's reasonable for someone in the contact's position to have this experience. Most information contacts spend their skill points on interaction skills such as Diplomacy, Gather Information, and Sense Motive.
Influence Contacts
Influence contacts are useful because of who they know or who they are associated with. While a player can't define the business CEO as his character's contact, he can define one of her/his executive assistants as a contact. The executive assistant doesn't have a broad store of information, and she/he doesn't have any skills the PCs might need. But they might be able to put in a good word with the CEO, and she/he can certainly make introductions between the PC and the rest of the CEO's staff. The purpose of an influence contact is to enable and smooth talks with more important, but less friendly, NPCs.
An influence contact has one-quarter the class levels of his PC friend, almost always in an NPC class (adept, aristocrat, commoner, expert, or warrior) unless the character is in an environment such as a business headquarters where almost everyone has specific class levels.
Skill Contacts
Skill contacts are useful for what they do. Some skills "especially categories of Craft, Profession, and Knowledge” are rarely possessed by PCs. Skill contacts have those skills in abundance, so they're useful when characters need a smith to repair equipment, an honest broker to appraise merchandise, or a contact with the black market to buy stolen goods. A special category of the skill contact is the linguist, who can interpret other languages or ancient writings.
A skill contact is generally an expert with half as many levels as his PC friend. He has maximum ranks in the skill he is best at, and his highest ability score is in the key ability for the skill in question. A skill contact always has the Skill Focus feat related to his field of specialty.
Emerald Empress
Japan’s Female Emperors
Japan’s Imperial House Law states that only “a male offspring in the male line belonging to the Imperial Lineage” may become emperor. In 2004, following four decades with no male births in the imperial family, a growing sense of crisis prompted Prime Minister Koizumi Jun’ichirō to establish a study group on the Imperial House Law and questions of succession. The group’s report, issued the following year, recommended allowing female members of the family and matrilineal descendants of them to take the Chrysanthemum Throne; but before legislators could act on this, the 2006 announcement that Princess Kiko was pregnant, followed by the September birth that year of Prince Hisahito, the group’s recommendations were set aside.
Eleven years later, though, the sense of crisis is growing again. Special legislation enacted in 2017 to allow for the abdication of Emperor Akihito included a supplementary resolution calling on the government to discuss how to ensure stable future succession. Just three men are currently eligible to succeed to Emperor Naruhito: his younger brother Fumihito, his nephew Hisahito, now 13, and his elderly uncle Masahito.
Under the present system, if Hisahito becomes emperor and does not have a son, there will be no possible heir to the throne. As such, the government was due to start discussions on the succession issue after the ceremonial investiture of Crown Prince Fumihito on April 19. However, the COVID-19 pandemic forced a delay to the ceremony, leaving the question of succession up in the air.
Historically there was no absolute requirement for emperors to be male and in the male imperial line. Eight women have ascended to the imperial throne of Japan; as two did so on two occasions under different imperial names, they appear 10 times in the official list of 126 emperors. Although the full list includes a number of legendary leaders, all of the female rulers are from the historically verifiable period. All of them are also descendants of emperors through the male line.
Japan’s Female Emperors
The Japanese word tennō for the imperial leader or “emperor” is now applied retrospectively for all those who have ascended the throne, even though it was not always used historically. Unlike the English “emperor,” it is used with both male and female leaders. When talking about the position in general, we have used the word “emperor,” but individuals appear under the title of “Empress,” by which they are better known.
Empress Suiko (r. 592–628)
The daughter of Emperor Kinmei, she ascended to the throne after the assassination of her predecessor, Emperor Sushun, by a member of the powerful Soga clan. With no immediate agreement on who would succeed, the selection of Suiko, whose mother was also in the Soga clan, was seen as bringing political stability. She oversaw an age in which Buddhism flourished and the temple Hōryūji was built in Nara. Japan also began diplomatic missions to China during her reign.
Empress Kōgyoku (r. 642–645)/Saimei (r. 655–661)
When there was no agreement on succession after the death of her husband, Emperor Jomei, with Soga wishes again a factor, the great-granddaughter of Emperor Bidatsu ascended to the throne under the name of Kōgyoku. She abdicated after a few years and her younger brother became Emperor Kōtoku. However, when he died and there was again no clear candidate to succeed, she ruled again under the name of Saimei.
Empress Jitō (r. 690–697)
The daughter of Emperor Tenji and the wife of her predecessor, Emperor Tenmu, she ascended to the throne as her son Prince Kusakabe had a strong rival to the succession at that time. Kusakabe died shortly after, so Jitō ruled until her grandson was old enough to succeed her as Emperor Monmu.
Empress Genmei (r. 707–715)
A younger half-sister of Empress Jitō and daughter of Emperor Tenji, she was also the wife of Prince Kusakabe and mother of Emperor Monmu. She ascended to the throne as her grandson (later Emperor Shōmu) was too young to succeed at the time of Monmu’s death.
Empress Genshō (r. 715–724)
The only woman to follow a woman in the imperial succession, she was the daughter of Empress Genmei. As her father was Prince Kusakabe, the son of Emperor Tenmu, she was also in the male imperial line. She ascended the throne when Genmei abdicated after nine years and the future Emperor Shōmu was still seen as too young to succeed.
Empress Kōken (r. 749–758)/Shōtoku (r. 764–770)
The daughter of Emperor Shōmu, she became the first woman to be officially designated as the first in line to the throne when his son died an early death. She ascended to the throne under the name Kōken but later abdicated, with her cousin becoming Emperor Junnin. During his reign, a power struggle intensified between him and the retired Kōken, backed by the Buddhist monk Dōkyō, who became a powerful favorite of hers. When Junnin’s supporter Fujiwara Nakamaro attempted to raise a rebellion to win back authority, her forces were victorious. She dethroned Junnin and took the throne again to rule for six more years as Shōtoku.
Empress Meishō (r. 1629–43)
She succeeded her father, Emperor Go-Mizunoo, who had no sons at the time he abdicated following a dispute between the Tokugawa shogunate and the imperial court. However, he had a son after his abdication, and she later gave up the throne herself when the boy was old enough to become Emperor Go-Kōmyō.
Empress Go-Sakuramachi (r. 1762–70)
The daughter of Emperor Sakuramachi, she ascended the throne after the death of Emperor Momozono as his designated successor was still too young to become emperor. She later abdicated and the boy became Emperor Go-Momozono.
Aeliana Sakoko
Aeliana Sakoko (Aurora) is the current Empress
Meat Puppet
A meat puppet is a prostitute that works in a puppet parlor, such as the House of the Blue Lights.
Meat puppets are the most expensive service of all; they satisfy the need of the customers of needing someone and wanting to be alone at the same time: Thanks to a neuroelectronic system (a cut-out chip), they fall in an approximation of REM sleep, while their bodies and conditioned reflexes caused orgasms; if they are felt, they are like "faint silver flares somewhere out on the edge of sleep". Molly compared it to cyberspace, but blank silver that smells like rain, and orgasm is "like a little nova right out on the rim of space".
Some parlors also have their own software to simulate responses from the unconscious prostitutes for each customer's need, or special "programs" like illegal violent ones..
Rikki worked as a prostitute in the House of the Blue Lights in order to pay for her Zeiss Ikons ocular implants. Molly Millions also worked in order to pay her cybernetic augmentations in Chiba City.
Zaibatsu's
In the neon-lit streets of Next Tokyo, the Zaibatsu reign supreme as the towering titans of industry in this cyberpunk world. These mega-corporations, born from the ashes of the old world's economic turmoil, have evolved into formidable entities that shape not only the skyline but also the very fabric of society.
Background: Once, the world faced cataclysmic challenges — environmental collapse, economic meltdown, and social upheaval. In response, the concept of nations gave way to the dominance of corporate power. As traditional governments crumbled, the Zaibatsu emerged as the new ruling class, consolidating wealth, influence, and authority within Next Tokyo's floating cityscape.
Each Zaibatsu rose from different origins, some tracing their roots back to ancient conglomerates, while others emerged from the innovation of brilliant minds amidst chaos. Initially, they operated in competition, but soon realized that cooperation and collusion were more profitable. Thus, a delicate balance of power formed among them, with occasional corporate warfare erupting over resources, markets, and technologies.
The Zaibatsu:
GenTek Corporation: Founded on the principles of genetic engineering and biotechnology, GenTek dominates the fields of pharmaceuticals, genetic enhancements, and bioengineering. With their cutting-edge research labs and clandestine experiments, they hold the keys to extending life, enhancing abilities, and manipulating the very building blocks of existence.
NeuroNexus Dynamics: Specializing in neural interfacing, artificial intelligence, and cybernetic enhancements, NeuroNexus pushes the boundaries of human-machine integration. Their neural implants, brain-computer interfaces, and advanced AI systems have revolutionized communication, entertainment, and warfare.
Zenith Industries: From renewable energy to advanced robotics, Zenith Industries leads the charge towards a sustainable future. Their towering arcologies harness the power of sun, wind, and sea, while their robotic workforce revolutionizes manufacturing, construction, and defense. Yet, behind their eco-friendly facade lies a shadowy world of corporate espionage and political manipulation.
Oroshi Cybernetics: Masters of cyber warfare, Oroshi Cybernetics controls the digital realm with an iron grip. Their cybersecurity solutions, data encryption algorithms, and offensive cyber weapons make them indispensable to governments, corporations, and criminals alike. Yet, rumors persist of darker agendas lurking within their virtual domains.
Global Influence: The Zaibatsu's influence extends far beyond Next Tokyo, shaping the global economy through their vast networks of subsidiaries, partnerships, and alliances. Their products and services are ubiquitous, from the smallest village to the largest metropolis. They dictate market trends, influence government policies, and even wage wars in the pursuit of profit.
Yet, their dominance is not unchallenged. Resistance movements, rival corporations, and rogue elements constantly seek to undermine their power. In the dark alleys and hidden corners of Next Tokyo, whispers of revolution echo amidst the neon glow. And as the world teeters on the brink of chaos once more, the fate of humanity hangs in the balance, in the hands of the Zaibatsu.
Bōsōzoku
Bōsōzoku (暴走族, lit. 'running-out-of-control (as of a vehicle) tribe') is a Japanese youth subculture associated with customized motorcycles. The first appearance of these types of biker gangs was in the 1950s. Popularity climbed throughout the 1980s and 1990s, peaking at an estimated 42,510 members in 1982. Their numbers dropped dramatically in the 2000s with a reported number of under 7,297 members in 2012.
Bōsōzoku style traditionally involves boilersuits similar to those of manual laborers or leather military jackets with baggy pants, and tall boots. This uniform became known as the tokkō-fuku (特攻服, "special attack clothing") and is often adorned with kanji slogans. Typical accessories to this uniform are hachimaki, surgical masks, and patches displaying the Rising Sun Flag. Bōsōzoku members are known for taking a Japanese road bike and adding modifications such as over-sized fairings, lifted handle bars shifted inwards, large seat backs, extravagant paint jobs, and modified mufflers. Bōsōzoku styles take inspiration from choppers, greasers, and Teddy boys.
History
Bōsōzoku first started as groups of returning World War II veterans. Many veterans faced difficulty readjusting to society after the war, and some turned to custom car making and gang-like activities on city streets to gain an adrenaline fix. These early bōsōzoku took inspiration from American greaser culture and imported Western films; bōsōzoku became known for its many similarities to old American biker culture. Many younger individuals began to see this style of life as very appealing, especially marginalized individuals looking for change. Eventually, these youngsters took over the identity, becoming the foundation for the modern bōsōzoku.
The 1970s were when the term of bōsōzoku first truly began to emerge. This was a period of time characterized by actual riots between police and many of these youth groups. The term bōsōzoku was not actually created by these biker groups, but was eventually widely adopted and used by these various groups. In the 1980s and 1990s, bōsōzoku would often embark on massed rides, in which up to 100 bikers would cruise together slowly en masse down an expressway or major highway. The motorcyclists would run toll booths without stopping and would ignore police attempts to detain them. New Year's Eve was a popular occasion for the massed rides. The bikers would sometimes smash the cars and threaten or beat up any motorists or bystanders who got in the way or expressed disapproval of the bikers' behavior. Participation in the gangs peaked at 42,510 members in 1982. This made bōsōzoku the prevailing form of youth delinquency within Japan.
Numbers slowly began to decline following the 1980s peak. It is reported that, by the 1990s there were around 28,000 bōsōzoku sprinkled throughout the country. In 2004, the Japanese government passed a revised road traffic law which gave the police more power to arrest bikers riding recklessly in groups. With increased arrests and prosecutions, bōsōzoku participation rapidly went into decline. As of 2010, police reported that the new trend among bōsōzoku was to ride together in much smaller groups and to ride scooters instead of heavily modified motorcycles. Aichi prefecture was reported to have the highest number of riders, followed by Tokyo, Osaka, Ibaraki and Fukuoka. By 2015, there were only a reported 6,771 active bōsōzoku throughout Japan. In 2013, the National Police Agency re-classified bōsōzoku biker gangs as "pseudo-yakuza" organizations.
Traits
Bōsōzoku are usually between the ages of 16 and 20 years old. They are known for their style that heavily mimics greaser culture within the United States. This includes a pompadour style haircut, tokkō-fuku uniforms, which were often modified and embroidered jumpsuits, inspired by those worn by manual laborers during the WWII era, baggy pants and military boots. Tokkō-fuku were often embroidered with various slogans and large, intricate designs. They were seen as a status symbol to many, symbolizing both their pride in themselves and their strength. They were often worn open in the front, with bandage wrappings around their waist. They would also often be accompanied by rounded sunglasses and tasuki sashes.
The word bōsōzoku is also applied to motorcycle subculture with an interest in motorcycle customizing, often illegal, and making noise by removing the mufflers on their vehicles so that more noise is produced. These bōsōzoku groups sometimes ride without motorcycle helmets (which in Japan is illegal), also engage in dangerous or reckless driving, such as weaving in traffic, and running red lights. Another activity is speeding in city streets, not usually for street racing but more for thrills. With many bikes involved, the leading one is driven by the leader, who is responsible for the event and is not allowed to be overtaken. Japanese police call them Maru-Sō (police code マル走 or 丸走) and occasionally dispatch police vehicles to trail the groups of bikes for the reason of preventing possible incidents, which may include: riding very slowly through suburbs at speeds of 10–15 km/h (6.2–9.3 mph), creating a loud disturbance while waving imperial Japanese flags, and starting fights that may include weapons (such as wooden swords, metal pipes, baseball bats and Molotov cocktails).
Vehicles
Bōsōzoku are known to modify their motorcycles in peculiar and showy ways, which are called Kaizōsha (改造車, "modified vehicles"). The general style of bōsōzoku bike modification appears to combine elements of an American chopper bike and a British café racer. Examples of modifications that are taken from these styles are raised handle bars like those on a chopper or over-sized fairings like those found on café racers (though bōsōzoku usually fit them much higher on the bike than their original position, and angled upwards at the front).
A typical customized bōsōzoku bike starts off by taking an average 250-400cc Japanese road bike, adding a shugo exhaust system (multiple tube header), squeezing the handlebars inwards (known as shibori, from the verb shiboru, "to squeeze"), and adding a 3 or 4-trumpet horn- sanren or yonren, respectively.
Loud paint schemes on the fenders or the gas tanks with motifs such as flames or kamikaze-style "rising sun" designs are also quite common. The bikes will often be adorned with stickers and/or flags depicting the gang's symbol or logo.
There are also marked regional differences in motorcycle modifications. For example, Ibaraki bōsōzoku are known to modify their motorcycles in an extensively colorful, flashy way. They will often have three or four oversized fairings in a tower-like way in and an abundance of lights.
In America the term "Bosozoku" is also applied to cars that have undergone extreme modification. The term generally only applies to Japanese manufactured vehicles, and is somewhat interchangeable with the term "Kaido Racer". Broadly, "Bosozoku" refers to the concept of Japanese vehicle modification, whereas "Kaido Racer" refers specifically to car modification.
Ties to organized crime
In general, the Japanese government sees bōsōzoku as highly organized groups, affiliated under several national federations. They are known to be surprisingly well organized, despite generally only having a handful of members above the age of twenty. They also generally have clear cut rules, uniforms, symbols, and other marks of organization. Certain groups even have membership fees and set punishments. These groups also make up a large proportion of Japanese criminal activity, being involved in vandalism, road traffic violations, and other criminal activity.
Their lives of crime generally do not end after they turn twenty though. It is estimated that around 25% of bōsōzoku are above the age of twenty. Alongside that, they have been shown to have ties to various yakuza organizations. In fact, some numbers predict that as many as one-third of yakuza recruits come from one of a few bōsōzoku. However, as these groups become less common, their ties to the yakuza become less apparent, as they begin recruiting from other marginalized groups, such as the Japanese burakumin or Zainichi Koreans.
Drifting (motorsport)
Drifting is a driving technique where the driver intentionally oversteers, with loss of traction, while maintaining control and driving the car through the entirety of a corner. The technique causes the rear slip angle to exceed the front slip angle to such an extent that often the front wheels are pointing in the opposite direction to the turn (e.g. car is turning left, wheels are pointed right or vice versa, also known as opposite lock or counter-steering). Drifting is traditionally done by clutch kicking (where the clutch is rapidly disengaged and re-engaged with the intention of upsetting the grip of the rear wheels), then intentionally oversteering and countersteering. This sense of drift is not to be confused with the four wheel drift, a classic cornering technique established in Grand Prix and sports car racing.
As a motoring discipline, drifting competitions were first popularized in Japan in the 1970s and further popularized by the 1995 manga series Initial D. Drifting competitions are held worldwide and are judged according to the speed, angle, showmanship, and line taken through a corner or set of corners.
History
Origin
Drifting originated in Japanese automobile racing. It was most popular in the All Japan Touring Car Championship races. Famous motorcyclist turned driver Kunimitsu Takahashi was the foremost creator of drifting techniques in the 1970s. This earned him several championships and a legion of fans who enjoyed the spectacle of smoking tires. The bias-ply racing tires of the 1960s–1980s lent themselves to driving styles with a high slip angle. As professional racers in Japan drove this way, so did street racers.
Keiichi Tsuchiya, known as the "Drift King" (ドリフトキング, Dorifuto Kingu), became particularly interested by Takahashi's drift techniques. Tsuchiya began practicing his drifting skills on the mountain roads of Japan, and quickly gained a reputation amongst the racing crowd. In 1987, several popular car magazines and tuning garages agreed to produce a video of Tsuchiya's drifting skills. The video, known as Pluspy, became a hit and inspired many of the professional drifting drivers on the circuits today. In 1988, alongside Option magazine founder and chief editor Daijiro Inada, he helped to organize one of the first events specifically for drifting called the D1 Grand Prix. He has also drifted through every turn in Tsukuba Circuit.
Popularity
One of the earliest recorded drift events outside Japan took place in 1996 at Willow Springs Raceway in Willow Springs, California, hosted by the Japanese drifting magazine and organization Option. Daijiro Inada (founder of the Japanese D1 Grand Prix), the NHRA Funny Car drag racer Kenji Okazaki, and Keiichi Tsuchiya gave demonstrations in a Nissan 180SX that the magazine had brought over from Japan. Entrants included Rhys Millen and Bryan Norris. Drifting has since exploded into a form of motorsport in North America, Australia, Asia and Europe. Grassroots drifting has seen a huge increase in popularity in the 21st century, which has in turn caused prices of FR cars to increase and parts become more scarce.
Drifting has evolved into a competitive sport where drivers compete (almost exclusively in rear-wheel-drive cars) to earn points from judges based on various factors. At the top levels of competition, IDCR in Worldwide, the D1 Grand Prix in Japan pioneered the sport. Other events such as Drift Games Extreme (formally known as the IDC — Irish Drift Championship) in Ireland, Formula D in the United States, Drift Allstars, King of Europe, Drift Masters and the British Drift Championship in Europe, WDS in China, RDS in Russia, Formula Drift Asia in the Malaysia/Singapore/Thailand/Indonesia, NZ Drift Series in New Zealand, the Australian Drifting Grand Prix, Spec - D Drift Series in Western Canada and the Greek Drift Championship (Drift Wars) have come along to further expand it into a legitimate motorsport worldwide. Drivers within these series are able to keep their cars sliding for extended periods of time, often linking several turns.
Hovercars
NEW VEHICLES
As oil prices rise and consumers insist on more safety measures in vehicles, engineers push the technology envelope. The major motor companies create personal hovermobiles that handle like cars, build cars that drive themselves, and unveil vehicles that can travel over water, underwater, and, in some cases, underground.
VEHICLES AND PROGRESS LEVELS
Although each of the vehicles listed below has a Progress Level associated with it, specifics of the vehicle can be modified to fit into an earlier or later Progress Level. Modify the top speed, initiative, and maneuver scores of vehicles—lower numbers for lower PLs, higher numbers for higher PLs—and adjust the purchase DC accordingly.
CIVILIAN HOVERVEHICLES
Hovervehicles are extremely popular at Progress Level 7, when the ability to set down virtually anywhere allows “hoverists” (hovervehicle enthusiasts) to take the same vehicle into the wilderness that they take to work every day.
Air traffic control restricts hover traffic to 5,000 feet or less. Police and well-marked hoverlanes keep traffic in line. Unless otherwise noted, civilian hovervehicles provide three-quarters cover for their occupants. The operative skill for hovervehicles is Pilot.
AD-BRIGHT POLICE CRUISER (PL 7)
The AD-Bright police cruiser uses hover technology to put police on equal footing with the private citizens’ hovervehicles. When driven on the ground, the police cruiser’s top speed drops to 215 (21). It is 3 squares wide and 3 squares long.
The main cab of an AD-Bright police cruiser contains the following equipment:
Patrol box
CB radio (professional)
Maps (road atlas)
GPS receiver
2 searchlights (a battery flood flashlight with double the usual range; mounted to the cruiser on either side)
Standard flashlight
12 chemical lightsticks
The trunk of an AD-Bright police cruiser holds the following additional gear:
First-aid kit
Basic evidence kit
Basic toolkit (including duct tape, bolt cutters, and a multipurpose tool)
Pair of handcuffs
25 plastic zip ties
Blanket
2 days’ worth of trail rations
8 road flares
2 strobing traffic cones
Roll of crime scene tape
Fire extinguisher
AUTODYN HOVERBIKE (PL 7)
The AutoDyn hoverbike can travel as high as 15,000 feet, and that limit is set due to the rider’s inability to breathe at higher altitudes without an oxygen mask. When driven on the ground, the hoverbike’s top speed is 380 (38). The hoverbike is 1 square wide and 2 squares long. It provides its rider with no cover.
AUTODYN HOVERBUS (PL 7)
AutoDyn’s hoverbus provides the flying version of mass transit. The hoverbus’s top speed is 120 (12). A hoverbus is 3 squares wide and 8 squares long.
AUTODYN HOVERCAR (PL 7)
The AutoDyn hovercar is capable of flying up to 30,000 feet when the cabin is sealed. When driven on the ground, the hovercar’s top speed is 215 (21). A hovercar is usually 2 squares wide and 3 squares long, but larger luxury models exist.
AUTODYN HOVERTRUCK (PL 7)
The AutoDyn hovertruck is frequently used by emergency services personnel (with modifications) for rescuing stranded hoverists or reaching hikers and mountain climbers lost at high altitudes. When driven on the ground, the hovertruck’s top speed is 145 (14). A hovertruck is 3 squares wide and 4 squares long.
HYDRODYN SEAHAWK (PL 7)
Unlike other hovervehicles, the SeaHawk is only capable of landing on water or on specially constructed brackets (purchase DC 23).
When piloted on the water, the SeaHawk’s top speed is 140 (14). It has a 5,000-foot legal ceiling, but it doesn’t trouble with traffic lanes when used over open water. The SeaHawk is 3 squares wide and 5 squares long.
MILITARY VEHICLES
Despite being grouped together under the military vehicle heading, some of these vehicles are used by law-enforcement and emergency services. The operative skill for these vehicles depends on their mode of travel. Generally, the Drive skill is used for vehicles that travel on the ground or on water; if the vehicle flies or hovers, Pilot is the operative skill.
M-300 HOVERTANK (PL 7)
The M-300 Hovertank is powered by a particle reactor and crewed by a pilot, gunner, gun loader, and commander. It comes equipped with a fully turreted M-300 Rhino mass cannon as its main gun and a T-95 Cavalcade chaingun in a separate turret located above the commander’s hatch. (Modified versions of these weapons designed for mecha also exist.) Each crew position has a topside hatch located directly above it. Entering or disembarking through a top hatch requires a full-round action, and starting the Hovertank requires another full round action.
The M-300 Hovertank is 3 squares wide and 6 squares long, and it provides full cover to all its occupants. A more expensive version of the Hovertank comes equipped with neovulcanium armor and an onboard tactical assist system (see Vehicle Gear, below).
Statistics for the Hovertank’s M-300 Rhino mass cannon and T-95 Cavalcade chaingun are presented in Table: M-300 Hovertank Weapons.
Mid Night Club
The Mid Night Club (ミッド ナイト クラブMiddo Naito Kurabu) was a Japanese street racing gang that hosted illegal races on the Bayshore Route (known natively as the Wangan) of the Shuto Expressway between Tokyo to Yokohama. The gang became one of the most notorious and highly respected clubs of its type, which led to it being featured in over 200 editorial features in most of the leading Japanese auto magazines and even in foreign magazines such as the Danish Autoviz, the British Max Power and the American Turbo magazine. One of the earliest non-Japanese media referrals was in the first episode of Jeremy Clarkson's Motorworld in January 1995, when the presenter Jeremy Clarkson, driving his Skyline GT-R around Japan, stated that his car "is more likely to be seen in the Mid Night Club". That and because of its dangerously high racing speed, it gave street racing in Japan a worldwide notoriety. The club was regarded as one of the longest running street racing gangs.
To join the club, which was formed in 1985, was not as easy as the other clubs as it was governed by a series of rules and was better organised. Additionally, unlike in other groups, the hashiriya(street racer) car must be capable of going over 250 km/h (160 mph), as a racing speed of over 300 km/h (190 mph) was common. As new member are regarded as apprentices for one year, they are required to attend all the meetings. Only 10% of drivers would qualify for full membership and they would have to leave if they posed a danger to other motorists and to other members. Members would bear the trademark small rectangle Mid Night sticker on their bumpers, a larger sticker on the sun visor area, and sometimes a Mid Night Racing Team sticker on the side skirt. The high standard of the drivers made it difficult for the police to catch them.
On average, there were 30 members in the club, and they met in a gas station in Yokohama at midnight, as the name implies; races would take place on the Bayshore route and lead to another gas station in Tokyo.
As full-fledged members' cars were capable of performing over 320 km/h (200 mph), the cars were capable of reaching over 400–600 bhp and one member was rumored to be spending over $2 million on rebuilding and modifications of his Porsche 911. The drivers' professions were never revealed, as by club policy members were not allowed to ask how other members got the money for modifications. Only Max Power, in 1995, revealed the professions of two drivers: one, a RX-7 FD3S owner, was a property developer; the other, who drove a Skyline GT-R R32, ran his family car sales business.
The club was reportedly disbanded in 1999 when a group of Bōsōzoku were waiting for the club to "play" with them as they were racing down the expressway, culminating in an accident in which six bikers ended up in the hospital and one was killed. As was the club policy, such a happening would cause the club to be disbanded immediately and forever. Since then there have been numerous imitators, but with tighter traffic laws making things difficult, most of such groups have since been disbanded until it reveal in facebook that they still around and doing well which make some believe actually the incident in 1999 did happened but they just get down first until the situation is good enough for them to appear again.
Despite being no longer in existence, many automotive medias still cite the gang as an inspiration to more irresponsible street racing gangs, such as the June 2008 issue of Max Power, when it ran an article about a street racer gang in London, who claim to race in town centers rather than in expressways.
Yuki "Phantom" Nakamura leaned against her sleek, black Nissan GT-R, the neon lights of the city reflecting off the car's polished surface. Her eyes scanned the crowd gathered in the shadow of the towering buildings, their faces lit by the glow of digital billboards. Tonight was a special night—the biggest race of the year, and she was the one to beat.
"Phantom," a voice called out from the crowd. It was Rei, her mechanic and one of the few people she trusted. He approached with a serious look on his face. "You sure about this? Harada’s not someone to mess with."
Yuki smirked, flipping her jet-black hair over her shoulder. "I didn’t join The Midnight Club to play it safe, Rei. Harada’s just another obstacle."
Rei sighed, glancing at Harada’s car across the street—a custom-built, electric beast with enough torque to tear up the asphalt. "Just be careful. He doesn’t race fair. Word is, he’s got some new tech under the hood. Could be military-grade."
Yuki’s eyes narrowed as she stared at Harada, who was standing beside his car, flanked by his gang. "Let him try. I’ve got more than just speed on my side."
Rei nodded, handing her the data pad with the race route. "Alright, the course is set. It’s a loop through the abandoned sectors, straight through the old highway, and ends at the docks. Watch out for the drones—they’ll be monitoring the race, and you don’t want to get tagged."
Yuki studied the map, memorizing every turn, every shortcut. "Got it. And Rei... thanks."
Rei smiled faintly. "Just bring the car back in one piece, yeah?"
The sound of revving engines echoed through the streets as the racers lined up at the start. The Midnight Club’s logo—a stylized crescent moon with a racing car silhouette—glowed on the large digital screen above them, signaling the start was near.
Harada sauntered over, a smug grin plastered on his face. "Ready to lose, Phantom?" he taunted, his voice dripping with arrogance.
Yuki didn’t flinch. "The only thing I’m losing tonight is you in my rearview mirror."
Harada chuckled darkly. "We’ll see about that. Try to keep up."
The countdown began on the screen, and the crowd fell silent. Yuki gripped the steering wheel, her heart pounding in rhythm with the ticking seconds. This was it—the race that could solidify her reputation or end her career in a blaze of neon and metal.
"Three... Two... One..."
The sound of tires screeching filled the air as the racers launched forward, engines roaring like beasts unleashed. Yuki’s GT-R surged ahead, her reflexes sharp as she navigated the tight corners of the city streets. Neon lights blurred past her as she focused on the road ahead, her mind calculating every move, every shift.
Harada was right on her tail, his car glowing with an ominous red light as he activated his tech enhancements. Yuki could feel the pressure, but she remained calm. She knew these streets better than anyone.
As they hit the old highway, Harada made his move. He pulled up beside her, his car emitting a pulse of energy that caused her GT-R to shudder. "What the hell...?" she muttered, gripping the wheel tighter.
Harada smirked, his voice crackling through the comm system. "EMP disruptor. Say goodbye to your electronics, Phantom."
Yuki’s dashboard flickered, warning lights flashing as her car’s systems struggled against the EMP. But she wasn’t done yet. "Not today, Harada."
She flipped a switch on her dashboard, activating a countermeasure Rei had installed. The GT-R’s systems stabilized, and with a burst of speed, she shot ahead, leaving Harada stunned.
"How...?" Harada growled, slamming his fist against the steering wheel.
Yuki grinned, the wind whipping through her hair as she approached the final stretch. The docks were in sight, and the finish line was just beyond the maze of shipping containers. But Harada wasn’t giving up. He accelerated, pushing his car to its limits.
The two racers were neck and neck as they weaved through the containers, the finish line mere seconds away. Yuki could see it—victory was within reach. But Harada was desperate. He swerved, trying to ram her off the road.
Yuki’s instincts kicked in. She spun the wheel, dodging Harada’s attack and sending him careening into a stack of containers. The impact was loud, metal crashing against metal, and Harada’s car came to a screeching halt.
Yuki crossed the finish line, her heart racing as the crowd erupted in cheers. She had done it. She had won.
Rei ran up to her as she stepped out of the car, grinning from ear to ear. "You did it, Phantom! That was insane!"
Yuki smiled, glancing back at the wreckage of Harada’s car. "Told you I wasn’t going to lose."
As the crowd celebrated, Yuki looked out at the city beyond. The night was still young, and the streets of Next Tokyo would always belong to The Midnight Club.
Inventory, Objects & Items
In the high-tech dystopia of Next Tokyo, survival often depends on more than just weapons and armor. The inventory you carry defines your role in the city’s underbelly, filled with cutting-edge tech, powerful augmentations, and illicit substances. From enhancing your abilities with cybernetics to manipulating your genes for a competitive edge, every item you possess can be the difference between life and death.
Artifacts
Artifacts in a Cyberpunk RPG (DnD Modern d20 & 5e DnD Rules)
Introduction: Artifacts in a cyberpunk RPG represent powerful, rare, and often mysterious items with unique abilities. Unlike standard equipment, these artifacts are remnants of advanced technology, lost innovations, or one-of-a-kind creations that defy conventional understanding. They can drastically alter gameplay, offering significant advantages, but may also carry hidden dangers.
Rules for Artifacts
1. Rarity & Acquisition:
Rarity: Artifacts are incredibly rare and typically not available for purchase. They are usually obtained through intense quests, defeating powerful enemies, or discovering hidden locations.
Acquisition: Finding an artifact may require special knowledge, solving complex puzzles, or navigating dangerous territories. Often, they are guarded by powerful NPCs or hidden in well-protected corporate vaults.
2. Attunement:
Modern d20: A character may only be attuned to a limited number of artifacts at a time (typically 2). Attunement takes a short rest (30 minutes) and requires focus on the artifact.
5e DnD: Artifacts require attunement similar to magical items. A character can only be attuned to up to three artifacts/magical items simultaneously. Attunement to an artifact requires a long rest.
3. Unique Abilities:
Artifacts often grant powerful, unique abilities that are not found in other items. These abilities can be passive (always active) or require activation (use a specific action or bonus action).
Some artifacts may have charges or limited uses per day, which are replenished after a long rest or in specific conditions.
4. Risks & Drawbacks:
Artifacts often come with risks. They may be unstable, corrupt the user over time, or attract unwanted attention from powerful factions.
Modern d20 & 5e DnD: An artifact might impose a penalty or require a saving throw after prolonged use. Failure could result in disadvantage on certain rolls, temporary debuffs, or even permanent side effects.
5. Artifact Customization:
Artifacts can sometimes be modified or upgraded, especially in a cyberpunk setting. Upgrades might require rare components, advanced tech, or specialized knowledge, and can unlock new abilities or enhance existing ones.
In both rule systems, upgrading an artifact requires a skill check (e.g., Engineering, Arcana) and may involve a quest to gather necessary materials.
Artifact Examples
1. Neural Cortex Uplink (Cybernetic Artifact)
Description: A highly advanced neural implant that connects the user’s brain directly to the Net, allowing for instant access to information, enhanced hacking abilities, and improved reflexes.
Abilities:
Net Mastery: Grants +5 to all hacking attempts and allows remote control of nearby technology (within 100 meters).
Overclock: Once per long rest, the user can activate Overclock, doubling their movement speed and granting an additional action for 1 minute. After the duration ends, the user must succeed on a Constitution saving throw (DC 15) or suffer 2 levels of exhaustion.
Risk: Prolonged use (more than 3 activations per day) can lead to neural burnout, causing permanent disadvantage on Intelligence-based checks.
2. Manna Injector (Genetic Manipulation Artifact)
Description: A device that injects the mysterious drug Manna directly into the user’s bloodstream, temporarily unlocking latent psionic abilities.
Abilities:
Psionic Awakening: For 1 hour after injection, the user gains access to a pool of 5 psi points, which can be spent to activate psionic powers such as telekinesis, mind reading, or force fields (powers depend on DM discretion or chosen psionics rules).
Enhanced Life: The user gains +10 temporary hit points and a +2 bonus to all saving throws during the effect.
Risk: Each injection requires a Constitution saving throw (DC 18). On failure, the user takes 4d6 psychic damage and suffers a random short-term madness effect.
3. Tachyon Blade (Weapon Artifact)
Description: A sword forged with experimental tachyon particles, allowing it to slice through matter and time itself. The blade glows with a faint, ethereal light, and vibrates at a frequency that destabilizes molecular bonds.
Abilities:
Cut Through Time: When attacking, the blade ignores all damage resistances and immunities. Critical hits cause the target to lose their next turn (as time warps around them).
Phantom Slash: Once per long rest, the user can make a special attack that strikes multiple times simultaneously. Roll 3 attack rolls and choose the highest result. If it hits, the target takes triple damage.
Risk: The Tachyon Blade is unstable. Each time the user activates Phantom Slash, they must roll a d20. On a roll of 5 or lower, the blade destabilizes and cannot be used again until repaired (requiring a special component and a DC 20 Engineering check).
4. Omega-7 Nanomesh (Armor Artifact)
Description: A suit of armor made from self-replicating nanomachines that can adapt to different types of damage, repairing itself and its wearer in real-time.
Abilities:
Adaptive Defense: The armor provides resistance to the first type of damage it encounters in combat (e.g., if the wearer is hit with fire damage, they gain resistance to fire for the rest of the encounter).
Self-Repair: Once per short rest, the armor can heal the wearer for 4d8 hit points as the nanomachines repair injuries.
Risk: The nanomachines are highly advanced and can become corrupted. After each use of Self-Repair, the wearer must roll a d20. On a roll of 4 or lower, the nanomachines malfunction, dealing 3d10 damage to the wearer and temporarily reducing AC by 2.
Balancing Artifacts: To maintain balance in your campaign, artifacts should be treated as both a boon and a potential liability. They offer extraordinary power but at a cost, whether it’s the danger of addiction, corruption, or attracting the attention of dangerous foes. Consider limiting the number of artifacts players can hold or attune to at once, and be prepared for them to seek out these powerful items as they progress through your story.
Augmentations
AUGMENTATIONS
Many explorers and mercenaries modify their own bodies with technological or biological gear called augmentations. These are modifications to your body that give you special abilities and bonuses. Once installed, they become a part of your body and generally can’t be affected by abilities that destroy or disable objects or target technological items or creatures. As far as attacks and abilities are concerned, a cybernetic or vat-grown arm is no more (or less) vulnerable than your original biological limb.
AUGMENTATIONS FORMAT
SYSTEM
All augmentations have a system entry indicating the part of the body into which it must be installed. You can’t have more than one augmentation on the same part of your body.
In some cases, such as with augmentations installed in limbs, you can install an augmentation into a single general type of body part, such as any single one of your feet or hands. In these cases, the augmentation lists the acceptable body parts into which the augmentation can be installed. You can install a single augmentation on each limb of which you have multiples. For example, if you’re a kasatha, you could install a separate augmentation on each of your four hands, as long as each of those augmentations requires only a single hand.
If an augmentation requires multiple limbs for installation—such as climbing suckers, which require all feet, or a speed suspension, which requires all legs—the augmentation’s systems entry indicates that requirement. The augmentation’s description will also indicate whether a limb-based upgrade requires the replacement of a limb or the augmentation of an existing limb. In the case of augmentations that specifically replace a lost limb, such as a polyhand or a prosthetic limb, you cannot attach such an augmentation to an existing limb, due to the way these upgrades are manufactured.
Common Systems: Although exceptions do exist, most augmentations require installation into one of the following body systems: arm (or all arms), brain, ears, eyes, foot (or all feet), hand (or all hands), heart, leg (or all legs), lungs, spinal column, skin, and throat.
IMPLANTATION
Getting an augmentation installed requires the services of a professional cybernetic surgeon or someone with ranks in Medicine equal to the level of the augmentation. A session with a cybernetic surgeon usually takes 1 hour per level of the augmentation. The price of such implantation procedures is included in the prices listed for each augmentation.
REMOVING AUGMENTATIONS
You might want to have an augmentation removed, usually because you want to install a different one in the same system of your body. This removal usually occurs during surgery to install new cybernetics. Biotech usually kills off the old augmentation while it’s integrating with your body, allowing you to purge the dead biotech naturally. Because augmentations are coded to your body, it’s not possible to resell an old augmentation, nor can you reimplant one into a different person. The price of a new augmentation includes the price and time to remove the old augmentation.
ACTIVATION
Most augmentations work continuously. Those requiring some degree of control are plugged into your nervous system, and you can turn them on or off as a standard action unless otherwise noted. For example, you could activate or deactivate cybernetics in your eyes to observe different visual phenomena.
Biogenetics
In the neon-lit, rain-soaked streets of the cyberpunk world, not all enhancements come from cold steel and polished chrome. While cybernetic augmentations have dominated the market, a new frontier in human augmentation has emerged: Biogenetics.
Biogenetics represents the fusion of advanced biotechnology with the organic human form, pushing the boundaries of flesh and bone to unlock extraordinary abilities. Unlike the rigid, mechanical nature of cybernetics, biogenetics allows for a seamless integration of enhancements, reshaping and adapting the body at a cellular level. Through cutting-edge gene editing, bioengineering, and synthetic evolution, individuals can now transcend their natural limitations without sacrificing their humanity.
From chameleon-like skin that blends with the shadows to muscles that rival the strength of machinery, biogenetics offers a more subtle yet equally potent means of enhancing the human condition. This new wave of modifications is favored by those who seek power without the telltale scars of cybernetic implants, those who crave the flexibility and resilience that only organic enhancements can provide.
However, such power does not come without risks. The process of altering one's genetic code can be unpredictable, with side effects that range from mild mutations to catastrophic failures. In a world where corporations compete to produce the next breakthrough in bio-enhancement, many see biogenetics as the ultimate gamble—a chance to rise above the masses or become another failed experiment lost to the alleys of the megacities.
As players navigate this complex landscape, they may find themselves tempted by the allure of biogenetics, seeking out underground labs, black market surgeons, or corporate clinics to gain the edge they need. But in a world where the line between human and monster grows ever thinner, one question remains: How much of their humanity are they willing to sacrifice for power?
Here’s a list of biogenetics that could fit into your D&D 5e cyberpunk setting, emphasizing biological enhancements instead of mechanical ones:
1. Biofiber Musculature
Description: Organic muscle fibers infused into the body to enhance strength and endurance. The biofibers are self-replicating and constantly adapt to physical stress.
Effect: Gain +2 Strength or Advantage on Strength checks and saving throws.
2. Adrenal Surge Gland
Description: A modified adrenal gland that allows the user to release a controlled burst of adrenaline, greatly enhancing physical capabilities for short periods.
Effect: As a bonus action, enter an adrenaline-fueled state. Gain Advantage on attack rolls, Strength, and Dexterity saving throws for 1 minute. Afterward, suffer one level of exhaustion.
3. Chameleon Skin
Description: A biogenetic skin graft that adapts to the surroundings, providing advanced camouflage capabilities.
Effect: Gain Advantage on Stealth checks in natural and urban environments. You can blend into surroundings, becoming invisible if you do not move for 1 minute.
4. Regenerative Core
Description: A core of enhanced stem cells embedded in the body that speeds up the healing process.
Effect: Once per long rest, regain hit points equal to 1d10 + your Constitution modifier as a bonus action.
5. Neural Mesh Network
Description: A web of enhanced neurons spread through the brain and spine, improving reaction time and cognitive functions.
Effect: Gain +2 Dexterity or Advantage on Dexterity saving throws and Initiative rolls.
6. Spore-Infused Lungs
Description: Lungs modified to host symbiotic spore-producing organisms that filter toxins from the air and increase oxygen absorption.
Effect: Gain immunity to airborne poisons and diseases, and you can hold your breath for up to 1 hour.
7. Bioluminescent Eyes
Description: Eyes enhanced with bioluminescence that allow for improved vision in low-light conditions and emit light on command.
Effect: You gain darkvision up to 120 feet, and can emit dim light in a 10-foot radius at will.
8. Endo-Skeletal Reinforcement
Description: Organic reinforcements to the bone structure, giving the body enhanced durability without the weight of traditional implants.
Effect: Gain resistance to bludgeoning damage, and reduce all fall damage by half.
9. Hyper-Sensory Matrix
Description: Enhanced sensory organs that give acute awareness of surroundings, including heightened smell, hearing, and taste.
Effect: Gain Advantage on Perception checks involving hearing or smell, and gain the ability to track creatures via scent.
10. Photosynthetic Skin
Description: Skin engineered to use sunlight to produce nutrients, allowing the user to sustain themselves with minimal food.
Effect: You can go without food for twice the normal amount of time, and regain 1 hit point per hour spent in sunlight, up to a maximum of half your hit point maximum.
11. Cerebral Cortex Enhancer
Description: Enhanced brain tissues that augment cognitive functions, boosting intelligence and problem-solving abilities.
Effect: Gain +2 Intelligence or Advantage on Intelligence checks and saving throws.
12. Symbiotic Armor Skin
Description: A layer of toughened bio-organic material that reacts to external threats, hardening on impact.
Effect: Gain a natural armor AC of 14 + your Dexterity modifier (up to 2). As a reaction, you can increase your AC by 2 for one attack.
13. Spinal Reflex Augmenter
Description: Biologically modified spinal tissue that improves reflexive responses, allowing for enhanced mobility.
Effect: Gain +10 feet to movement speed and the ability to take the Dash action as a bonus action once per short rest.
14. Venomous Gland Implant
Description: A biogenetic gland implanted in the body, capable of producing and injecting a paralytic venom through fingernails or teeth.
Effect: You can deliver a venomous strike as part of a melee attack. Target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute.
15. Metabolic Optimizer
Description: Engineered digestive organs that break down food more efficiently, granting the user enhanced stamina and resistance to poisons.
Effect: Gain Advantage on saving throws against poison, and you require half as much food and water.
These biogenetics can function similarly to cybernetics in your game but have a more organic, adaptive theme that fits with a world blending science and biology.
Cybernetics
CYBERNETICS - ENHANCEMENTS
Cybernetic enhancements are available starting at Progress Level 6. Unlike standard replacements, they bestow new abilities upon their recipients. Unless otherwise noted, enhancements don’t add measurably to a recipient’s weight.
Each enhancement description includes the following information:
Benefit: What the cybernetic enhancement allows its recipient to do.
Type: Enhancements can be external or internal. External enhancements are subject to sunder attacks; internal enhancements are not.
Hardness/Hit Points: The hardness and hit points of the enhancement. Internal enhancements don’t have hardness.
Base Purchase DC: The purchase DC of the enhancement (or the components to build it), at its specified Progress Level. Cybernetic attachments are cheaper to buy at higher Progress Levels; for each raised step in Progress Level, reduce the purchase DC by 2.
Restriction: The level of license required to purchase the enhancement legally, and an appropriate black market purchase DC modifier.
Anti-Shock Implant (PL 6)
This tiny implant, embedded near the recipient’s brain stem, protects itself and other cybernetic hardware against electricity damage.
Benefit: The implant negates the recipient’s special vulnerability to electricity (see Benefits and Drawbacks, above).
External Weapon Mount (PL 6)
The recipient’s prosthetic arm ends in a weapon instead of a hand.
Benefit: The recipient has a melee or ranged weapon attached to a prosthetic arm. Attempts to disarm the recipient of the attached weapon automatically fail, though the weapon can still be attacked (like any other weapon) in an attempt to destroy it.
Identity Chip (PL 6)
Identity chips provide identification without requiring visual recognition— high-tech ID cards that function even when the wearer is unrecognizable.
Benefit: An identity chip functions as both legal ID and a credit card. The recipient can make Wealth checks even when separated from his funds.
Injector Unit (PL 6)
This unit, attached the recipient’s forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient’s bloodstream.
Benefit: The injector unit has three built-in hypos, and each hypo holds a single dose of one of the following medicinal chemicals: antitox (PL 6), boost (PL 6), neutrad (PL 6), sporekill (PL 6), or biocort (PL 7). As a free action during his turn, the recipient can contract his muscles to inject himself with any or all of these hypos, gaining the benefits immediately. A drained hypo can be removed and replaced as a full-round action.
Nightvision Optics (PL 6)
The recipient’s eyes are replaced with ocular implants that enable the character to see better in the dark. All of the recipient’s eyes must be replaced to gain any benefit.
Benefit: The recipient gains darkvision out to a range of 60 feet.
Skill Implant (PL 6)
This small brain implant enables its recipient to perform a specific skill more adroitly.
Benefit: The recipient gains a +2 competence bonus on checks made with one class skill of his choice. Different skills require different implants, and a skill implant cannot be modified to grant a bonus to another skill.
A recipient may have multiple skill implants, but each is considered a separate cybernetic attachment.
Stabilizer (PL 6)
A stabilizer releases chemical coagulants into a dying recipient’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient’s heart.
Benefit: If reduced to negative hit points, the recipient automatically stabilizes.
Subcutaneous Body Armor (PL 6)
Subcutaneous body armor consists of small plates of flexible armor implanted under the recipient’s skin.
Benefit: The character gains a natural armor bonus to Defense. The bonus depends on the density of the armor: Light +2, Medium +5, Heavy +8.
Subcutaneous Cell Phone (PL 6)
The recipient has a small transceiver installed underneath the skin of her throat. The transceiver is connected to a tiny speaker located in the recipient’s ear.
Benefit: The recipient may carry on conversations using the subcutaneous cell phone without raising her voice above a whisper; Listen checks made to hear the recipient suffer a –4 penalty. The tiny speaker implanted in the recipient’s ear enables her to hear the other side of the conversation, but others cannot.
Telescopic Optics (PL 6)
The recipient’s eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient’s eyes must be replaced to gain any benefit.
Benefit: Telescopic optics reduce the range penalty for Spot checks to –1 for every 30 feet of distance (instead of –1 for every 10 feet).
Voice Stress Analyzer (PL 6)
Sensors attached to the recipient’s optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others.
Benefit: The recipient gains a +4 equipment bonus on all Sense Motive checks.
Anti-Flare Implants (PL 7)
The recipient’s corneas are replaced with artificial ones equipped with flare suppressors that react instantly to bright flashes of light.
Benefit: Blinding effects produced by bright lights have no harmful or debilitating effect on the recipient.
Anti-Stun Implant (PL 7)
This implant, embedded near the spine, shields the recipient’s nervous system against stunning attacks.
Benefit: The recipient cannot be stunned.
Body Repair Weave (PL 7)
A delicate weave of subdermal biowires stimulates and repairs the body’s damaged tissue.
Benefit: The recipient heals naturally at twice the normal rate.
Data Archive (PL 7)
A data archive is a microcomputer implanted in the recipient’s skull. It contains skill-related information stored on a series of biological data chips, or biochips.
Benefit: The recipient treats all skills as class skills. Furthermore, the recipient gains access to an information database that grants a +4 equipment bonus on all Knowledge checks.
Feat Implant (PL 7)
Thanks to a chip implanted in the recipient’s brain or a series of implants wired to the recipient’s nervous system, the recipient gains special knowledge or some extraordinary ability.
Benefit: The feat implant gives the recipient a feat. The recipient must meet all of the feat’s prerequisites to gain its benefits. If the feat implant is destroyed, the granted feat is lost as well. A feat implant cannot duplicate a metamagic or psionic feat.
Fortified Skeleton (PL 7)
The recipient’s skeleton is fortified with high-impact polymers, increasing his ability to shrug off physical damage.
Benefit: The recipient gains damage reduction 4/–.
Initiative Implant (PL 7)
The initiative implant consists of a series of wires threaded around the recipient’s spinal cord and attached to the recipient’s nervous system. The implant stimulates faster response times.
Benefit: The recipient gains a +2 equipment bonus on initiative checks.
Internal Weapon Mount (PL 7)
The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.
Benefit: The recipient has a melee or ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action.
Spotting a subcutaneous weapon requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check.
Laser Optics (PL 7)
The recipient’s eyes are replaced with ocular implants capable of firing thin laser beams.
Benefit: Using laser optics is an attack action that does not provoke attacks of opportunity. A “laser eye” deals 2d6 points of fire damage, threatens a critical hit on a natural 20, and has a range increment of 20 feet. Each additional eye adds +2 to the damage roll (thus, a pair of laser eyes would deal 2d6+2 points of fire damage).
A creature equipped with multiple laser eyes must fire them simultaneously at the same target.
Luminous Skin (PL 7)
Special skin grafts create luminous displays on the recipient’s flesh. Most recipients use it purely for decoration, but the same technology can provide a built-in chronometer.
Benefit: The recipient can control the brightness of the luminescence as a free action, negating it entirely if desired. As its most intense, luminous skin can illuminate squares occupied by or adjacent to the recipient. The chronometer serves the same function as a wristwatch, including date, time, and alarm functions.
Microcomputer (PL 7)
The recipient has a miniature computer attached to his nervous system, usually at the base of the skull.
Benefit: The recipient may attempt Computer Use checks as a move action, rather than a full-round action. The microcomputer reduces by half the time required to operate remotes. A data port in the back of the unit allows for the insertion of a standard interface cable (purchase DC 5), allowing the recipient to transfer data without the benefit of a modem.
Mindscreen Implant (PL 7)
A small implant in the recipient’s brain protects him against mental attacks.
Benefit: The recipient gains a +2 equipment bonus on saving throws against mind-affecting attacks.
Prosthetic Enhancer (PL 7)
This implant attaches to a prosthetic arm or leg, making it stronger.
Benefit: If attached to a prosthetic leg, the prosthetic enhancer increases the recipient’s base speed by +5 feet. In addition, any unarmed attack made with an enhanced prosthetic leg deals an additional 1 point of damage.
If attached to a prosthetic arm, the prosthetic enhancer grants a +2 bonus on Strength- and Dexterity-based ability checks and skill checks. In addition, any unarmed attack made with an enhanced prosthetic arm deals an additional 1 point of damage.
A prosthetic enhancer does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Number of Attachments).
Rage Implant (PL 7)
This brain implant dramatically increases the amount of adrenaline and testosterone the recipient’s body produces, temporarily boosting his strength and durability.
Benefit: The recipient can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Defense.
The increase in Constitution increases the recipient’s hit points by 2 per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, the recipient cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), the Concentration skill, any abilities that require patience and concentration (including spellcasting and manifesting psionic powers), or any items that must be activated to function.
The rage lasts for a number of rounds equal to 3 + the recipient’s (newly acquired) Constitution modifier. The recipient may prematurely end his rage.
At the end of the rage, the recipient loses the rage modifiers and restrictions and becomes fatigued for the remaining duration of the current encounter.
The increased Constitution triggered by the rage implant in now way obviates the negative levels bestowed for having too many cybernetic attachments.
Skill Plexus (PL 7)
This unit, implanted in the recipient’s brain, allows multiple skill implants to function as a single cybernetic attachment (see Skill Implant, above).
Benefit: The recipient may have up to four skill implants attached to the skill plexus, and together they are treated as a single cybernetic attachment. However, if the skill plexus is destroyed, all of the attached skill implants are destroyed as well.
Targeting Optics (PL 7)
The recipient’s eyes are replaced with ocular implants that use a projected targeting reticle to improve the recipient’s aim. All of the recipient’s eyes must be replaced to gain any benefit.
Benefit: Targeting optics grant a +1 bonus on all attack rolls made with ranged weapons.
Feat Plexus (PL 8)
This unit, implanted in the recipient’s brain, allows multiple feat implants to function as a single cybernetic attachment (see Feat Implant, above).
Benefit: The recipient may have up to four feat implants attached to the feat plexus, and together they are treated as a single cybernetic attachment. However, if the feat plexus is destroyed, all of the attached feat implants are destroyed as well.
Invisiware (PL 8)
This technology enables its recipient to turn invisible for a short time. Invisiware uses crystalline refractors grafted to the skin and powered by rechargeable solar battery units protruding from various points on the recipient’s body (usually the spine).
Benefit: By using invisiware to bend light around its body, a creature can turn invisible. An invisible creature gains a +40 bonus on Hide checks if immobile, or a +20 bonus if moving. Pinpointing the location of an invisible creature that isn’t attempting to hide requires a Spot check (DC 40 if the creature is immobile or DC 20 if it is moving).
While invisible, the creature gains 50% concealment against attacks from other creatures that correctly pinpoint its fighting space.
Activating or deactivating invisiware is a free action. However, the technology consumes a great deal of the battery power; after 10 rounds (1 minute) of use, the solar batteries must be recharged for 1 hour, during which time the invisiware cannot be activated.
Psi Implant (PL 8)
This brain implant stimulates neuron activity in underdeveloped regions of the recipient’s brain, unlocking latent psionic abilities.
Benefit: The recipient gains the Wild Talent feat.
Cybernetic Feats
Advanced Body Repair Weave (Cybernetic)
Prerequisite: Microcomputer, Body Repair Weave.
This enhancement improves the subdermal biowires that repair your body’s damaged tissue; your Fast Healing (see True20 p. 129) improves so that you can make a recovery check once every 15 minutes if wounded and once every 6 hours if disabled.
Anti-Flare Implant (Cybernetic)
Prerequisite: Visual Amplification.
Your visual amplification cybernetic enhancement is upgraded with flare suppressors. When subjected to bright flashes of light the suppressors automatically activate, protecting your eyes; you cannot be blinded.
Anti-Shock Implant (Cybernetic)
This tiny implant, embedded near your brain stem, protects itself and other cybernetic enhancements against electricity damage. In campaigns in which the Electricity Vulnerability advanced drawback (see p. 3) is in effect, the damage from electricity attacks is not increased. This feat provides no other benefit.
Anti-Stun Implant (Cybernetic)
A special device is implanted in your body. This implant shields your nervous system against powers with a stunning effect, like the Stun Attack feat; you cannot be stunned by such attacks. Please note that you can still suffer a stun effect when wounded.
Body Repair Weave (Cybernetic)
Prerequisite: Microcomputer.
This delicate weave of subdermal biowires stimulates and automatically repairs your body’s damaged tissue; you gain Fast Healing (see True20 p. 129) which allows you to make a recovery check once every once every 30 minutes if wounded and once every 12 hours if disabled.
Concealed Cybernetics (Cybernetic)
Your obvious cybernetics, such as prosthetic arms and legs, are hidden beneath a layer of artificial flesh that perfectly matches the appearance of your own skin. In campaigns in which the Social basic drawback (see p. 3) is in effect, you are protected from the negative effects as long as your cybernetic enhancements remain concealed. When you suffer a critical hit there is a 50% chance that the effect penetrates the artificial skin, revealing one or more of your concealed cybernetic enhancements. You need select this feat only once in order to conceal all of your existing cybernetic enhancements. If you gain additional cybernetic enhancements after selecting this feat the new enhancements are not concealed – you will need to take this feat again in order to conceal your newly added cybernetics.
Cutting Edge Cybernetics (Cybernetic)
You have been the recipient of advanced cybernetic enhancements. Select two of your cybernetic enhancements that provide a numerical bonus to a skill or save (but not an ability); the bonus granted by those cybernetic enhancements is increased by +1. You may select this feat multiple times, each time applying its benefit to two different cybernetic enhancements.
Cybernetic Voice Box (Cybernetic)
Prerequisite: Microcomputer.
A digital larynx replacement is implanted in your body, granting you the ability to reproduce any sound imaginable, including individual voices. This cybernetic enhancement, when used to impersonate another’s voice, grants you a +4 bonus to Bluff and Disguise checks. If you also possess the voice stress analyzer cybernetic enhancement (see p. 13) you can subtly alter the tone of your voice to take advantage of how those around you are reacting to your interaction with them; you get a +1 bonus to Bluff, Diplomacy, and Intimidate checks. The benefit of this feat stacks with other feats that grant a bonus to Bluff and Disguise checks.
Cyberphile (General)
You are obsessed with cybernetics – so much so that you have become addicted to them – and can handle the loss of biological parts better than most. In a campaign in which the Psychological basic drawback (see p. 3) is in play, you may take your first cybernetic enhancement without gaining a Vice; you gain your first additional Vice when you select your second cybernetic enhancement and for every three cybernetic enhancements after the second, you gain another new Vice.
Cybertaker (General)
Your body naturally adapts to implanted cybernetic enhancements, making you less prone to the potential negative effects of such enhancements. In a campaign in which drawbacks are in play (see p. 3) the number of cybernetic enhancements that you may safely take is increased by 1. You may take this feat multiple times, each time increasing the number of cybernetic enhancements that you may safely take by 1.
Data Archive (Cybernetic)
Prerequisite: Microcomputer.
This is an upgrade to your implanted microcomputer that contains skill-related information on a series of biological data chips (biochips); this feat provides you with a single skill slot into which you may slot a skill chip (see box); removing one skill chip and installing a second one is a full action. You may select this feat multiple times, each time gaining an additional skill slot.
Skill Chips
A skill chip is a small biochip that carries detailed information on a specific skill. When slotted into the skill slot granted by the data archive cybernetic enhancement, a skill chip grants you a +6 bonus with the selected skill. If you do not already have the skill, the skill chip gives you that skill.
Skill chips must be purchased and have a cost of 15 each.
Dermal Camouflage (Cybernetic)
The melanin in your skin is replaced with nanoaugmented cells that grant you the ability to change color in order to match your surroundings and better hide yourself; you get a +4 bonus on Stealth (hiding) checks (see True20 p. 40). The benefit of this feat stacks with other non-cybernetic feats that improve your Stealth (hiding) checks.
Echolocation Module (Cybernetic)
Prerequisite: Microcomputer.
A receiving device and associated microprocessor are implanted within your forehead, granting you the ability to “see” by using a simple version of sonar to bounce sound waves off of solid objects; you gain Blindsight (see True20 p. 128) out to a range of 30 ft. This feat does not extend any Blindsight range that you may already possess or gain from equipment or in any other manner – use the greatest Blindsight range provided to you when you gain Blindsight from multiple sources.
Enhanced Antibodies (Cybernetic)
Your immune system is bolstered by the installation of a nanite factory in your liver. The factory produces microscopic machines that aid your body in fighting off disease; you a +4 bonus to Fortitude saves against disease (see True20 p. 129). The benefit of this feat stacks with other non-cybernetic feats that improve your Fortitude saves against disease.
External Weapon Mount (Cybernetic)
Prerequisite: Prosthetic Arm.
A melee or ranged weapon is attached to your prosthetic arm in place of a hand. Attempts to disarm the attached weapon automatically fail, though the weapon can still be attacked (like any other weapon) in an attempt to destroy it (see True20 p. 105). If the weapon is damaged it will need to be repaired (see box, below). Selecting this feat includes an appropriate melee or ranged weapon with a cost of 16 or less (a more expensive weapon may be selected when this feat is chosen though it must be purchased as described in the True20 rules).
Fortified Skeleton (Cybernetic)
Your skeleton is fortified with high-impact polymers that increase your ability to shrug off physical damage. You gain Damage Reduction +2/–. The benefit of this feat does not stack with any other form of Damage Reduction that you may possess.
Grafted Musculature (Cybernetic)
Synthetic muscle fibers and a tiny processor are surgically grafted to your natural muscles, greatly increasing your physical strength; your Strength score is increased by +1. The benefit of this feat stacks with other feats that improve your Strength score.
Hearing Amplification (Cybernetic)
Your inner ear is augmented by the installation of an aural implant that improves your sense of hearing; your audio sensitivity is dramatically enhanced by the system, granting you a +4 bonus to Notice (listening ) checks (see True20 p. 37). The benefit of this feat stacks with other non-cybernetic feats that provide a bonus to Notice (listening) checks.
Identity Chip (Cybernetic)
An identity chip, a device that provides identification without requiring visual recognition, is implanted beneath your skin. The identity chip is a type of high-tech ID card that functions even when you are physically deformed or otherwise unrecognizable. An identity chip functions as both legal ID and a credit card, allowing you to make Wealth checks even when separated from your funds.
Injector Unit (Cybernetic)
Prerequisite: Microcomputer.
This cybernetic enhancement, attached to your forearm or thigh, incorporates three medical hypo-syringes, each one of which holds a single dose of one of the following medicinal chemicals: antitox, biocort, boost, neutrad, or sporekill (see box). As a free action, during your turn, you can contract your muscles in order to to inject yourself with any or all of the loaded chemicals, gaining the benefits immediately. A drained hypo can be removed and replaced as a full action.
Internal Compass (Cybernetic)
A micro-navigation computer linked to an advanced GPS system grants you the uncanny ability to know your exact location at any time; you always know which direction north is. Additionally, you can patch into the GPS network (when one is available) to get your exact global coordinates (accurate within 5 ft.) – you cannot get lost. If the GPS network is offline or blocked you lose the benefits of this cybernetic enhancement until the network is returned to operational status.
Internal Weapon Mount (Cybernetic)
Prerequisite: Prosthetic Arm.
A subcutaneous weapon is embedded in your body, in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use. Attempts to disarm you of the attached weapon automatically fail, and the weapon itself cannot be attacked (see True20 p. 105) unless it is extended. If the weapon is damaged it will need to be repaired (see p. 7). Extending or retracting the weapon is a free action. Selecting this feat includes an appropriate melee or ranged weapon with a cost of 16 or less (a more expensive weapon may be selected when this feat is chosen though it must be purchased as described in the True20 rules).
Spotting a subcutaneous weapon requires a successful Notice (spotting) check opposed by your Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check.
Invisiware (Cybernetic)
Prerequisite: Dermal Camouflage
This technology, an upgrade to the dermal camouflage cybernetic enhancement, grants you the ability to turn invisible for a short time. Invisiware uses crystalline refractors grafted to your skin and powered by rechargeable solar battery units protruding from various points on your body (usually the spine). Activating or deactivating invisiware is a free action. However, the technology consumes a great deal of the battery power; after 10 rounds (1 minute) of use, the solar batteries must be recharged for 1 hour, during which time the invisiware cannot be activated.
When activated, invisiware bends light around your body, making you effectively invisible (see True20 p. 109). The benefits of this feat do not stack with any other ability or equipment that grants you invisibility; you’re either invisible or you’re not.
Microcomputer (Cybernetic)
A miniature computer is attached to your nervous system that grants you a +4 bonus to Computers checks. Additionally, the microcomputer reduces by half the time required to make Computers checks (see True20 p. 32 for a listing of sample times). A data port in the back of the unit allows for the insertion of a standard interface cable, allowing you to transfer data without the benefit of a modem. If you possess it, your wireless link cybernetic enhancement (see p. 13) allows you to skip the cable completely. Connecting or disconnecting your interface cables from a computer’s data port is a full action – if the connection is involuntarily severed you are stunned for one round. The benefit of this feat stacks with other non-cybernetic feats that grant you a bonus to Computers checks.
Mindscreen Implant (Cybernetic)
Prerequisite: Microcomputer.
A small implant is installed in your brain that protects you against mental attacks; you gain a +2 bonus on all Will saves against mind-affecting supernatural abilities (such as Dominate). The benefit of this feat stacks with other non-cybernetic feats that improve your Will save.
Nasal Filters (Cybernetics)
Implanted in your nasal cavity, this cybernetic enhancement aids in the filtering of airborne toxins and acts as a gas mask in situations where aerosols pose a danger. Because this enhancement provides limited protection it is not as effective as a standard gas mask; you get a +4 bonus to Fortitude saves to resist airborne irritants. The benefit of this feat does not stack with any other bonus that improves your Fortitude save when resisting airborne irritants.
Nightvision Optics (Cybernetic)
Prerequisite: Visual Amplification.
Your visual amplification cybernetic enhancement is upgraded with software that enables you to see better in the dark – you gain Darkvision with a range of 60 ft. (see True20 p. 129). Nightvision Optics must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t (though an infrared illuminator, when switched on, allows you to see as if you were using a flashlight). This feat does not extend any Darkvision range that you may already possess or gain from equipment or in any other manner – use the greatest Darkvision range provided to you when you gain Darkvision from multiple sources.
Personality Chip (Cybernetic)
A small chip is wired directly to your brain, making you more charismatic and outgoing – these chips can turn even the driest personality into a warm, friendly one. Your Charisma score is increased by +1. The benefit of this feat stacks with other non-cybernetic feats that improve your Charisma score.
Prosthetic Arm (Cybernetic)
A prosthetic arm is an obvious mechanical limb that fully replaces a lost or destroyed biological arm. The prosthetic arm may begin at the shoulder, elbow, or wrist (as determined by your specific needs). The prosthetic arm grants you a +2 bonus to Strength checks for tasks in which you use your prosthetic arm. If you have selected this feat twice then you gain a +3 bonus to Strength checks for tasks in which you use both of your arms. The benefit of this feat stacks with other feats that improve your Strength.
Prosthetic Leg (Cybernetic)
A prosthetic leg is an obvious mechanical limb that fully replaces a lost or destroyed biological leg. The prosthetic leg may begin at the thigh, knee, or ankle (as determined by your specific needs). The prosthetic leg grants you a +2 bonus to Strength checks for tasks in which you use your prosthetic leg (such as kicking in doors and making Jump check). If you have selected this feat twice then you gain a +3 bonus to Strength checks for tasks in which you use both of your legs. Additionally, whether you have one or two prosthetic legs you gain a +5 ft. bonus to your base speed. The benefit of this feat stacks with other feats that improve your Strength.
Subcutaneous Body Armor (Cybernetic)
Small plates of flexible armor are implanted beneath your skin, granting you a +2 bonus to Toughness saves. The benefit of this feat stacks with the bonus to Toughness saves granted by worn armor but it does not stack with a bonus granted by any other feat.
Tactical Analysis Implant (Cybernetic)
Prerequisite: Microcomputer.
A small computer implanted in your upper spine, directly connected to your central nervous system, grants you the ability to analyze and react to combat situations with near-precognitive speed. You get a +1 dodge bonus to your Defense (see True20, p. 95). The benefit of this feat stacks with other non-cybernetic feats that improve your Defense.
Targeting Optics (Cybernetic)
Prerequisite: Visual Amplification.
Your visual amplification cybernetic enhancement is upgraded with software that uses a projected targeting reticle to improve your aim. You get a +1 bonus on all ranged attacks within 100 feet. The benefit of this feat stacks with other feats that improve your ranged attack ability.
Vehicle Link (Cybernetic)
Prerequisite: Microcomputer.
A cyberport implanted into your body allows you to link directly to vehicles via interface cables or, if you possess it, your wireless link cybernetic enhancement (see p. 13). You gain a +4 bonus to all Drive and Pilot checks when operating a vehicle equipped with the necessary gear (wired vehicle link gear increases the cost of a vehicle by 1 while wireless gear increases the cost by 2). Connecting or disconnecting your interface cables from a vehicle’s data port is a full action – if the connection is involuntarily severed you are stunned for one round. The benefit of this feat stacks with other non-cybernetic feats that improve your Drive and Pilot skill checks.
Visual Amplification (Cybernetic)
Your eyes are replaced with implants that provide you with improved eyesight, including basic telescoping vision. You get a +4 bonus on all Notice (spotting) checks (see True20, p. 37). The benefit of this feat stacks with other non-cybernetic feats that improve your Notice (spotting) checks.
Voice Stress Analyzer (Cybernetic)
Prerequisite: Microcomputer.
Sensors attached to your optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable you to better determine the emotional states of others. You gain a +4 bonus to Sense Motive checks. If you also possess the cybernetic voice box enhancement (see p. 5) you can subtly alter the tone of your voice to take advantage of how those around you are reacting to your interaction with them; you get a +1 bonus to Bluff, Diplomacy, and Intimidate checks. The benefit of this feat stacks with other non-cybernetic feats that grant a bonus to your Sense Motive checks.
Wired Nerves (Cybernetic)
Micro-fiber cables and a tiny processor are surgically implanted in your body, greatly increasing your agility and reflexes; your Dexterity score is increased by +1. The benefit of this feat stacks with other feats that improve your Dexterity score.
Wireless Link (Cybernetic)
Prerequisite: Microcomputer.
Your implanted data jack is replaced with an advanced wireless system that allows you to connect to computer systems without the need of an interface cable. Connecting or disconnecting your wireless link from a system is a free action – if the connection is involuntarily severed you are stunned for two rounds.
Drugs
Drugs
Pharmacist Kit A portable pharmacy for use with the Craft (pharmaceutical) skill, a pharmacist kit includes everything needed to prepare, preserve, compound, analyze, and dispense medicinal drugs.
Antitox
A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds. PL: Purchase DC: Size: Base Price: Weight: Restriction:
Biocort
Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period. PL: Purchase DC: Size: Base Price: Weight: Restriction:
Blackout is an illegal combat drug that first found use in illegal blood sports. It is considered to be one of the first co-meds, probably a throw-back to military trials that failed in the early part of the twenty-first century. Because blackout is difficult to detect in users, it slowly made its way into sanctioned sports such as boxing and martial arts competitions. When a widely televised bout turned into a bloodbath, the drug was discovered to be the root cause. Blackout is a colorless liquid. It is often sold in single-use glass ampoules that are decorated with a featureless black label. PL: Purchase DC: Size: Base Price: Weight: Restriction:
Boost
Boost is a drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. Boost was originally conceived for military purposes in an attempt to make the soldiers of the Fusion Age stronger, faster, and more combat-capable. A single injection of boost grants the character a +4 bonus to Strength and a +2 bonus on Reflex saves, increases the character’s movement speed by 10 feet, and increases the character’s massive damage threshold by +4. These effects last for 1 minute (10 rounds).
Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.
Each time a character uses a dose of boost, she has a 10% chance of suffering a –2 penalty to her Dexterity and a –1 penalty on Fortitude saves. These penalties last for 24 hours.
If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a –4 penalty to Dexterity and –2 on Fortitude saves, and the recovery time increases to 48 hours.
Energize
Energize makes the subject's heart and lungs temporarily more efficient, increasing the subject's hit points by 2d4+2-even above the subject's normal total. These temporary hit points last for 15 minutes. PL: Purchase DC: Size: Base Price: Weight: Restriction:
Neutrad
A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.
Equalize
Developed for the military, equalize stabilizes the subject's body heat to compensate partially for external temperatures, granting the subject a +2 circumstance bonus on Fortitude saves to resist hot or cold weather. A single dose lasts for 4 hours. PL: Purchase DC: Size: Base Price: Weight: Restriction:
Prolexa
Potency: 3; Effects: Mood Stabilizer (3); Duration: 12 hours; Side-Effects: Dizziness, Impaired Reaction Time, Psychologically Addictive; Method of Use: Caplet; Craft DC: 20; Purchase DC: 11 (Licensed). One of the many commercial drugs on the market, Prolexa is marketed as one of the most reliable mood stabilizers in common use. It is used by physicians to treat the symptoms of anxiety and stress, but it also sees use as a party drug due to the fact that it mellows people out and makes them less likely to worry about trivialities. Prolexa is distributed as a shiny green caplet.
Prolong
Another military development, prolong enables the subject to continue acting after reaching -1 hit points, as though the subject had the Remain Conscious talent (see page25of the d20 MODERN Roleplaying Game). Prolong's effects last for 30 minutes. It must be administered before the subject reaches-1 hit points. PL: Purchase DC: Size: Base Price: Weight: Restriction:
Refresh
Refresh began as a military experiment, but quickly became a popular pharmaceutical for athletes. Refresh removes the exhausted condition from the subject, rendering him merely fatigued. A dose lasts for 1hour; when it wears off, the subject is exhausted for 4 hours (during which time an additional dose of refresh is ineffective).
Regen-Rx
Potency: 4 Effects: Antibiotic (1), Regenerative (3) Duration: 24 hours Side-Effects: Ability Damage (Str), Dizziness, Drowsiness Method of Use: Ingested Liquid Craft DC: 35 Regen-Rx is a drug designed by the military to aid in battlefield surgery and wound recovery. It sees occasional use in expensive health centers, but rarely filters down to common hospitals or low-cost clinics due to its high price tag. The drug is supplied in single-dose container filled with an amber liquid with a bitter aftertaste. PL: Purchase DC: 26 Size: Base Price: Weight: Restriction: Licensed
Rejuve
Rejuve enables the subject to recover twice as fast as normal, as though she had the Stamina talent (see page 25 of the d20 MODERN Roleplaying Game.) PL: Purchase DC: Size: Base Price: Weight: Restriction:
Revivall
Revivall restores an unconscious subject to 1hit point. It is often used in conjunction with prolong (see above), though it is advisable only for the purpose of stabilizing a subject and making him ambulatory.
Sporekill
A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.
Withstand
Withstand is a potent pharmaceutical that toughens the subject's flesh and bones, converting any damage the subject takes to nonlethal damage. Withstand's effects are temporary, though, lasting only 1 minute. At the end of that period, the subject takes 1 point of Constitution damage and all would be lethal damage as lethal damage due to the stress on his system.
Combat Drugs
Antivenin: an antiserum containing antibodies against specific poisons, especially those in the venom of snakes, spiders, and scorpions.
Synth: Synthetic drugs for various purposes depending on the drug's chemical purpose.
Restorative Nanites: Billions of tiny nanobots are injected into the subject, reading its DNA and returning it to it's base state.
Rage: A dose of a temporary steroid that gives the subject a burst of strength.
Flex: A dose of synthetic adrenaline that gives the subject a boost in reflexes and agility.
Pain: A dose of various painkillers and stimulants that allow the subject to shrug off pain and damage.
Equipment Slots
In this cyberpunk world, technology and biology merge, allowing characters to enhance their abilities and gear with advanced cybernetics. These enhancements are slotted into specialized areas of the body, each with a specific purpose. From neural upgrades that boost cognitive functions to shield generators that provide an extra layer of protection, these slots enable a wide range of customizations. Below are detailed descriptions of the five key slots available to characters, each offering a unique way to enhance their skills and survivability.
1. Neural Interface Slot
Description:
The Neural Interface Slot is a cybernetic upgrade that connects directly to your brain, enhancing your mental faculties and reflexes. These chips and implants can grant you access to new skills, faster reaction times, or even specialized knowledge. Whether you need to boost your hacking abilities or sharpen your combat instincts, the Neural Interface Slot provides the cerebral edge you need in a world where information is power.
Examples:
Skillsoft Chip: Load new skills directly into your mind.
Combat Reflex Chip: React faster than your enemies can blink.
2. Optical Enhancement Slot
Description:
In the dark alleys and neon-lit skyscrapers of the cyberpunk world, vision is everything. The Optical Enhancement Slot houses upgrades that enhance your perception and accuracy. From cybernetic eyes that pierce the darkness to targeting systems that make every shot count, these enhancements ensure you never miss a detail—or a target.
Examples:
Cybernetic Eyes: See in the dark and notice every detail.
Targeting HUD: Improve your aim with cutting-edge targeting software.
3. Armored Interface Slot
Description:
When the bullets start flying, having a bit of extra protection can mean the difference between life and death. The Armored Interface Slot is where you install defensive upgrades, ranging from subdermal armor to reinforced skeletal structures. These enhancements can turn your body into a fortress, allowing you to shrug off damage that would leave others incapacitated.
Examples:
Subdermal Armor: Reinforce your skin with layers of protective material.
Plated Skeleton: Strengthen your bones to withstand heavy blows.
4. Shield Slot
Description:
In a world where energy weapons and high-tech threats are commonplace, sometimes traditional armor isn't enough. The Shield Slot is dedicated to energy-based defenses, such as rechargeable shield generators that absorb incoming damage. These shields provide a buffer between you and harm, giving you the precious seconds needed to turn the tide in combat. Recharge your shields between battles and face the next fight with renewed protection.
Examples:
Personal Shield Generator: Create a barrier of temporary hit points to absorb damage.
Kinetic Barrier: Resist or even nullify incoming ranged attacks.
5. Combat Enhancement Slot
Description:
The Combat Enhancement Slot is where offense meets technology. These cybernetic upgrades focus on boosting your lethality, integrating weapons directly into your body or enhancing your physical capabilities. Whether you're looking to punch through steel with a cybernetic arm or gain the reflexes of a seasoned assassin, the Combat Enhancement Slot is your key to dominating the battlefield.
Examples:
Cybernetic Arm: Equip yourself with built-in weapons for melee or ranged combat.
Enhanced Reflexes: Strike faster and harder, making every hit count.
Conclusion
These slots represent the cutting edge of cybernetic technology in your D&D 5e cyberpunk setting. By utilizing these enhancements, your characters can push beyond the limits of flesh and bone, becoming something more—something powerful. The right combination of upgrades can turn you into a living weapon, a ghost in the machine, or an unstoppable force in a world where survival depends on staying ahead of the competition.
Genetic Manipulation
GENETIC MANIPULATION
Genetic manipulation becomes possible at PL 5 when technology advances enough to create electron microscopes, computer-aided imagery, and the tools to delicately examine and manipulate the tiniest building block s of life-genes. At this point, scientists are able to experiment with DNA, gene splicing, and other activities that eventually lead to more advanced techniques.
DESIGNER DISEASES
One of the most basic implementations of genetic manipulation is modifying existing microscopic organisms such as bacteria and viruses. At PL 5, scientists are able to alter existing diseases to be resistant to particular medicines and resilient enough to survive in conditions that would kill their naturally occurring relatives. At a later stage of PL 5, researchers learn to splice together the DNA of two or more different diseases to create super viruses. At this point, they can tailor such characteristics as the disease's incubation period and primary, secondary, and tertiary symptoms. They can even make it resistant to all known treatments and, at the same time, create a wholly effective remedy-putting them in the position of being able to infect the entire world and only providing the cure to those they deem worthy. The flip side of this, naturally, is that scientists are able to create synthetic medicines-antibiotics and other drugs-that combat diseases that were previously uncontrollable. Unfortunately, nature is at least as inventive and resourceful as science. Whenever a new cure is developed, it is not long before scientists discover one or more diseases that have natural immunity to it.
MORE HUMAN THAN HUMAN
Beginning early in PL 6, scientists discover ways to not only replace abnormal or defective genes, but also to safely improve on otherwise healthy genes. Even more importantly, they discover ways to create retroviruses that target all of an organism's cells, thus allowing them to change various aspects of a creature. It becomes possible to upgrade a living being.
At first, these processes only modify existing traits-increasing (or decreasing) one of the subject's innate abilities, or sharpening his or her senses. But as the technology is perfected and scientists map and catalog the genetic structure of various other creatures, it is possible to alter a subject so that he or she has traits that humans have never possessed.
Genetic manipulation can endow a creature with any special quality. Developing the appropriate therapy is no different than any other genetic experiment (see Performing Experiments, above). Once the therapy begins, the subject must make a Fortitude saving throw (DC varies) once per day until such time as he achieves a specific number of successes linked to the genetic modification being attempted (at which point he permanently gains that special quality). Every time a save fails, the subject suffers 2 points of Constitution damage.
During therapy, the ability remains latent, so the patient receives no benefits from the intended manipulation. Immediately upon completing the required number of Fortitude saves, the ability activates and becomes a permanent special quality of the patient. Alternatively, there may be treatments with short-term durations. (According to most scientific authorities, these are not realistically feasible, but they can be found in many places in fiction.) A short-term treatment automatically takes effect in 1d4 minutes and lasts for 1d3 hours. At the end of that time, the character reverts to his normal state, is fatigued, and suffers 4 points of Constitution damage. A successful Fortitude saving throw (DC 15) reduces this to only 2 points of Constitution damage.
The main idea to remember is that according to our best understanding of genetics, each gene tends to affect only a single trait (or a small set of closely linked traits). At PL 6 it is only possible to modify one gene at a time. To create more drastic changes, the patient must undergo several gene therapy treatments, each one requiring a separate set of Fortitude saving throws.
At PL 7 mastery of this process is such that multiple modifications may be combined into one treatment. Have the patient make Fortitude saves as if the regimen was for a single Supernatural special quality.
ICE (Intrusion Countermeasures Electronics)
ICE
"This is the far side of ice, the view of the matrix I've never seen before, the view that fifteen million legitimate console operators see daily and take for granted." —Automatic Jack
ICE (Intrusion Countermeasures Electronics) is the technology that protects a system from illegal intrusions. Inside the matrix ICEs appear as virtual wall structures of glowing strata. The walls form mazes and gates that open for legitimate transmissions. An ICE wall can also have windows, gaps, but also traps. The "primitive" ICE of the New York Public Library has several windows obvious to intruders.
An ICE has a pattern. One can study it as a 2d graphic representation on a monitor, in which case it looks like woven lines of neon. Thanks to an animation program, weaving lines show the internal functions. A first-class hacker like Bobby Quine could manipulate the pattern to resolve it for easier analysis; the pattern then is simplified to alternating between 2 configurations, and cuts in the flow (eg. to allow transmissions) become visible.
Illegal programs called Icebreakers are designed by hackers to break such defenses.
Core-command ice
This seems to be an emergency type of ICE. When The Russian program virus breached the first "gate" of Chrome's database, the bulk of her data vanished behind core-command ice. This appeared to the hackers as "leagues of corridor, mazes of shadow" blanking out everything. However the virus's mimetic programs still scanned for information that wasn't blanked or screened.
Black ice
"That's king hell ice, Case, black as the grave and slick as glass. Fry your brain soon as look at you. We get any closer now, it'll have tracers up our ass and out both ears, be tellin' the boys in the T-A boardroom the size of your shoes and how long your dick is."
—Dixie Flatline
An illegal type of ice that kills the hackers who attempt to pass it, functioning as a neural-feedback weapon "like an epileptic spasm that goes on and on" until the attacker's neural system is destroyed. It is part of the hacker rumors that one can hear in the Gentleman Loser, and supposedly is employed by Chrome. Automatic Jack indeed saw Black Ice inside the core of Chrome's database, frightening him.
The ice generated by the two Tessier-Ashpool AIs around the core of Villa Straylight was also lethal.
Icebreaker
Icebreakers are programs/viruses, usually illegal, that are designed to automatically neutralize the ICE defenses within the matrix.
The first icebreakers were the Mole generation of computer viruses developed by the USA government; the Mole IX virus, with a protytpe cyberspace deck where used in the Screaming Fist operation of The War against the Kirensk computer nexus. This heralded the beginning of the Icebreaker technology.
Function
Some "icebreakers" are designed to automatically strobe and shift on the "surface" of an ICE (even with real-time coding minor adjustments) while the user follows it. As the icebreaker affects and dissolves the surface of an ICE, translucent planes of color shuffle. Sometimes the image of an ICE dissolving is like "a tape of a prefab building" in reverse and high-speed.
An icebreaker also can fake itself to be recognized as legitimate data in order to make the "gates" of an ICE wall to open. Some subprograms of the icebreaker might "peel off" as it moves away to stay with the gate in order to fend of the true legitimate data when it arrives.
When an intrusion operation is completed, more sophisticated icebreakers can "reknit" the dissolved ICE on their way out and fill up holes so as to cover their tracks.
Glitch systems
Glitch systems are codes that form part of an icebreaker. They are cybernetic virus analogs, constantly self-replicating and mutating in unison, subverting and absorbing the ICE. The glitch systems of the Russian program have the form of light, translucent razors spinning out of their source tumbling away and infecting the fabric of an ICE, melting and dissolving it. Such systems can gobble distress calls of an attacked system.
Slow virus
Slow viruses are a more advanced type of icebreaker. Ideas about a slow virus existed since the time of Dixie Flatline, but it was matured by the Chinese in the form of the Kuang Eleven.
Although traditional viruses are "bore and inject", a slow virus slowly interfaces with an ICE, and the rate is adapted so that the ICE doesn't detect the intrusion. The face of the Kuang logics "sleazes up" to the target ICE and mutates accordingly to simulate its fabric, allowing the user to lock on invisible; the main programs can cut in, circling around the logics in the ICE, before there is any detection.
Manna
White Powder of Gold (ORME)
Throughout the ages White Powder of Gold has been known as The Philosopher’s Stone, Star Fire, The Elixir Of Life, Ormus, Manna, and ORME, an acronym for “Orbitally Rearranged Monatomic Elements” coined in the 1980’s by David Radius Hudson.
It relates to any precious metal in its monatomic form, including Gold, Platinum, Silver, Palladium, Osmium, Ruthenium, Rhodium and Iridium. Superdeformation of the nuclei of these precious elements results in a monoatomic, superconducting, high spin, low energy state, wherein, in accordance with ORME Physics and ORME Biology the extraordinary characteristics of the white powder of gold can be manifested. These precious metals have the unique ability to remain stable in the monoatomic form, which can then lead to effects ranging from Superconductivity to Levitation to Zero-Point Energy phenomena.
New understandings in physics suggest, however, that the powders might actually be 'diatomic' or small atomic cluster 'condensates'. It is now generally accepted, therefore, that the materials might be more universally referred to by the generic terms ORMUS or 'M-state' elements.
By excluding all external magnetic fields including the Earth’s gravity, White Powder Gold takes an individual beyond the 4th dimensional space-time continuum into the place where space and time cease to exist, the fifth dimension.
History and Theories
Throughout history, alchemists have sought the elusive Philosopher's Stone, the secret White Powder Gold which would become quite literally a vessel of the ‘light of life’. This secret material was reported to bestow powers of immortality in addition to incredible supernatural powers to those who consumed it. Certain famous mystics, magicians and alchemists of history like Enoch, Thoth and Hermes Trismigestus are known to have perfected the sacred art of creating The Philosophers Stone and their use of the material explains the many legendary supernatural powers ascribed to them.
There are also theories directly linking ORME with that of the Anunnaki and their creation a of slave race (humans) to mine for gold. It is believed that the Anunnaki arrived on Earth from planet Nibiru in order to acquire theses monoatomic elements for the purpose of ingestion, leading to very long lives. It is purported that the Annunaki shared this knowledge of ORME with a select chosen few creating a hierarchy among the ancient civilizations, in turn being revered as Gods.
The ancient Mesopotamians called the powder 'shem-an-na' (highward fire-stone) and the Egyptians described it as 'mfkzt', while the Alexandrians venerated it as the Paradise Stone.
Made into conical cakes, or suspended in water, the enigmatic fire-stone powder was a ritually ingested supplement of the ancient kings and pharaohs. It was revered as the food of the 'light body' (the ka) and was reckoned to meta-heighten general aptitudes of leadership, such as awareness, perception and intuition. It was further considered to be a key to active longevity. As far back as 2200 BC, the pharaohs were using this supplement to enhance their pituitary and pineal activity, thereby meta-heightening their perception, awareness and intuition.
There are many references to the word ‘Manna’ in several ancient holy texts. Manna was the 'bread' taken by the high Melchizedek priest, enabling contact and communication with god and the angels. Moses told the Hebrew people at one point, "You have not kept the covenant, and so the manna is being taken from you. But it will come back in the end times. When we will be a nation of high priests, not an elect high priesthood."
It is believed since the destruction of the Temple of Solomon, that the knowledge of manna, the white powder of Gold, has become a lost art. Others believe that when the high priests left the Temple (after its destruction), they took the sacred scrolls and secrets of alchemy with them into the desert and organized a commune called Qumran. There, they became the Essenes. This white powder was said to have nourished a woman named Mary, who gave birth to a son named Jesus. Some claim that it was the white powder of gold which allowed Jesus his many gifts, including ascension.
Manna is a powerful, yet incomplete, designer drug that plays a critical role in the world of Sicarius. It’s a product of cutting-edge experimentation, designed to unlock latent psionic abilities in its users while also potentially extending their lifespan. However, the drug is still in its experimental stages, and the corporation behind its creation is conducting illegal and unethical tests on the streets of Next Tokyo. Desperate individuals, unaware of the full dangers, are being used as unwitting lab rats, leading to unpredictable and often deadly consequences.
Matrix
The Cyberspace matrix is an abstract representation of the relationships between data systems. It is a simulated, "consensual hallucination" that facilitates the handling and exchange of massive data, humanity's extended electronic nervous system.
The Cyberspace is a graphic representation of this data abstracted from the banks of every computer.
The matrix has its roots in primitive arcade games, and in early graphics programs that generated spacial geometric shapes mathematically; there was also military experimentation with cranial jacks: lab animals were wired with helmets to control circuits of tanks and war planes. The matrix is actually a drastic simplification of the human sensorium, at least in terms of presentation; the technology of the dermatrodes used to connect is the same as with that of a simstim deck.
Appearance
Anyone who connects in the matrix sees a silver tide of phosphenes boiling across their field of vision. The cyberspace slids into existence from the cardinal points (an experienced user can make the transition more smoothly) as the matrix unfolds in their head, like an infinite transparent 3-D chessboard in a colorless void. This void is crowded with the representation of unthinkably complex data and their movements, forming bright geometries representing corporate data, lines of light, and clusters of information that resemble geographical structures.
Case likened the traffic, movement and exchange of data like "proteins linking to distinguish cell specialties".
It is also used to teach mathematical concepts to students. The nonspace of the matrix is virtual, therefore each data construct can (even a toy calculator accessed from a cyberspace deck) can be represented to have infinite dimensions.
When disconnecting, the matrix folds itself like an origami trick.
Geography
It has billions of daily legitimate operators globally (15 million according to Burning Chrome) and many illegal.
The clusters and constellations of data and representations of computers form "fields", "towers" and "cities"; dense corporate galaxies and faraway spiral arms of military systems.
The matrix is divided in sectors that belong to real-life geographic locations, institutions, businesses. Such locations have coordinates that are punched physically on the deck. There is the "London grid", where Armitage kept a data base, and a low-security academic grid of the Copenhagen university section. Student operators sometimes leave graffiti at the junctions of grid lines.
Legitimate programmers jack into their employers' sector and work behind invisible walls of ICE, and walls of shadow that screen their operations from others (industrial-espionage artists and hustlers).
One can move in the cyberspace by punching grid points, or coordinates.
During navigation, the user sees the cyberspace shivering and blurring.
Trivia
Although the cyberspace is described to be a network of databases, and considered to be a prophetic precursor of the internet, in Gibson's fiction each individual computer is curiously said to rely on its own internal, local database, instead of drawing data from the matrix. For example Julius Deane's small computer is said to be looking in its database while researching for Armitage. Much later, Case orders his Hosaka computer to search its database to make a precis on the Panther Moderns.
Medical Equipment
Chemical, Antitox
A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target's blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.
Chemical, Boost
A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. Boost was originally conceived for military purposes in an attempt to make the soldiers of the Fusion Age stronger, faster, and more combat-capable. A single injection of boost grants the character a +4 bonus to Strength and a +2 bonus on Reflex saves, increases the character's movement speed by 10 feet, and increases the character's massive damage threshold by +4. These effects last for 1 minute (10 rounds).
Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body's immune and nervous systems.
Each time a character uses a dose of boost, she has a 10% chance of suffering a +2 penalty to her Dexterity and a +1 penalty on Fortitude saves. These penalties last for 24 hours.
If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a +4 penalty to Dexterity and +2 on Fortitude saves, and the recovery time increases to 48 hours.
Chemical, Neutrad
A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target's blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.
Chemical, Solvaway
Solvaway is a special spray-on chemical designed to break through the restricting compound fired by tangler guns and tangler grenades. A single application of solvaway completely dissolves any hardened compound and frees the character as though the compound had dissolved on its own.
Chemical, Sporekill
A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target's blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.
Medkit, Advanced
The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user a +2 equipment bonus on all Treat Injury checks.
Medkit, Fast-Use
The fast-use medkit functions as both a first aid kit and a medical kit. In addition, specialized computers and sensors prepare exactly what is needed to restore a character's hit points, treat a disease, stabilize a dying character, or revive a dazed, stunned, or unconscious character. A character may use the Treat Injury skill with the fast-use medkit as a move action.
The fast-use medkit cannot be used as a surgery kit.
Modern Chemistry
“Modern Chemistry” uses the rules provided in “The Little Black Drug Book” published by Louis Porter, Jr. Design, Inc. to present a variety of fictional drugs for use in a D20 Modern campaign. By no means does this product seek to trivialize or make light of the seriousness of drug addiction. But, most GMs should find “Modern Chemistry” useful for introducing both the positive and negative game effects drugs can have on Modern heroes and supporting characters alike.
Bleeder
Few drugs inspire fear quite like Bleeder, a powerful anti-coagulant sometimes incorporated into chemical filled ammunition to increase the blood loss of inflicted wounds. The drug also includes a necrotoxin to induce internal bleeding as a side-effect, causing even worse blood loss over a prolonged period of time to anyone surviving an initial conflict. Originally, government researchers created Bleeder for special military use as an adaptation of anti-coagulant breakthroughs in the commercial drug industry. Over time, however, the drug also found its way to the streets and now anyone with enough money can acquire Bleeder as a potent chemical weapon.
Double-Tap
Double-Tap earned its nickname because it actually includes two drugs in one package. The primary dose serves as a major pain reducer and stimulant to provide a temporary boost to the user’s strength and endurance. This also increases aggressive behavior in the user, but Double-Tap employs a delayed second dose of depressant to offset such side-effects. The military first developed Double-Tap in only its stimulant form to enhance a soldier’s performance in the field. But problems with aggression and psychological disorders in habitual users, led their researchers to add the depressant to make subjects more manageable. Earlier forms of Double-Tap still exist, however, and some drug dealers find it easier to manufacture than the current variety.
Enerject
Enerject burst onto the sports scene as a difficult-to-detect steroid-stimulant designed to boost STR and DEX, but the side effects include both psychological addiction and an array of physical problems. The latter include impotence, frequent urination, and powerful headaches. In addition, true addicts of Enerject who suffer withdrawal, experience rapid weight loss and severely reduced Constitution.
Glimmer
This drug gives a boost of energy, confidence, and endurance while also allowing its users to make a fashion statement. Entire underground subcultures have evolved where Glimmer addicts attach the drug’s multicolored tabs to their bodies in a variety of patterns. These works of art sometimes designate gang colors or simply highlight tattoos, but always represent each user’s own unique creativity, style, and mood.
Hells Doorstep
Also known as HD or Heavy-D, Hell’s Doorstep gives its user a sinful euphoria of an extended duration and temporarily increases physical strength and stamina. But, to reach this state, a user has to eventually “pay the Devil his due” with severe side-effects. These include punishing pain and suicidal depression. Hell’s Doorstep is highly addictive and any attempts to ignore its siren call after a few uses, results in withdrawal symptoms described as “living hell,” including an increased chance of outright death.
Jammer
Jammer acts as a depressant to shut down the outside world and reduce sensory input. This allows users of Jammer to maintain calm and ignore pain even in moments of the highest possible stress to the body. As the drug’s strength wanes, however, it temporarily diminishes the user’s eyesight and hearing, leading many to refer to such addicts as street-zombies or deadheads. Repeated use of Jammer also causes psychological addiction with withdrawal symptoms taking a harsh toll on both the mind’s ability to focus and the body’s physical condition.
Juvenescence
Also referred to as Essence or Saint Juve, this drug is a powerful sleeping agent and pain reducer designed to speed the natural healing process, even countering some poisons. It causes swift drowsiness, and any user who attempts to stay awake still suffers reduced awareness and dizziness. Hospital researchers originally created Juvenescence to aid recovering trauma victims and surgical patients. The drug’s use has now extended to law enforcement and some paramilitary organizations for quite some time.
Kill-Zone
Also known as KZ or Krazy, this hallucinogenic nerve-gas first developed within the military as a chemical weapon, but swiftly found its way into the hands of criminal organizations, street gangs, and even some drug-users. It primarily saw use as a weapon of terror, causing opponents to turn on one another in the battlefield. Eventually, police units discovered they could break stalemates more effectively by pumping Kill-Zone into the confined spaces held by entrenched gangs. This allowed law enforcers to assure such killers eliminated one another rather than risk their own lives in an assault. Of course, any hostages left inside suffered a similar fate, leading the courts to establish protocols for its use. Black markets quickly developed for Kill-Zone, however, and its buyers rarely exercise such restraints.
In its drug-form, Kill-Zone provides mostly non-addictive, pleasant hallucinations for the first two hours, but these illusions quickly turn deadly, encouraging irrational behavior, aggressive rage, and even lingering nightmares in its victims. As a result, most drug-users only inhale Kill-Zone while locked away in a safe location, to minimize any danger they might pose to others. In this fashion, they enjoy the drug’s high and then ride out any nightmares that follow. Unfortunately, stronger addicts of Kill-Zone sometimes forget to exercise these precautions. And some who use the drug still do so as a weapon of terror to inflict upon others instead.
Matchmaker-Heartbreaker
This aphrodisiac comes in distinct varieties called Poz and Neg, serving as two parts of a single drug. Individually, Poz and Neg have no immediate effect other than an increased libido. When combined, however, they create a powerful euphoria. Matchmaker typically comes in tab-form as concentrated liquid versions of Poz and Neg which are then dried upon tiny strips meant to be taken orally. After applying the tabs to the tongue, users may then kiss and mix the drug to produce the euphoric effects. Most Matchmaker strips also include a fruit flavoring to enhance the taste experience.
Attempts to mix two Poz or Neg strips together – or prolonged exposure to just one of the strips without eventually introducing its mate – may lead to an increased chance for cardiac arrest. This side-effect has given the drug its other nickname, Heartbreaker. In addition, even properly mixed Matchmaker produces a short-term heightened sensitivity in the skin, causing the body’s pain receptors to fire much more strongly than usual. Of course, for some, this effect has a mixed benefit for partners into pain.
Midnight Oil
Also known as Jolt, Midnight Oil acts as a long-lasting stimulant to boost the user’s intelligence and ability to focus. The drug most often sees use by students for late-night studying, but can lead to bouts of insomnia once it runs its course. In addition, a subject’s body typically builds up a resistance to the drug with higher doses required to gain its effects.
Spiral
Spiral comes in a popular street form as a powdery rock-like substance used to lace cigarettes or other smoking products. It calms and enhances the willpower of the subject for short periods of time, but generally slows down reaction speed. Unfortunately, experimentation with the drug also leads to minor depression for a few hours afterward.
Twirl
Partygoers and the club-set enjoy this euphoric stimulant more than any other. For Twirl produces a desire for near-constant motion which activates the drug’s mood altering effect and kicks it into high gear. Twirl often comes in a liquid form similar in taste to a variety of wines, but some backstreet drug labs have also formed it into red licorice sticks or other forms of candy. Aside from the grand sense of energy and happiness Twirl provides, the drug also enhances the user’s balance and coordination, proving useful on the dance floor as well as back alleyways. Some prizefighters and athletes also take the drug for these same benefits, even though it lasts for only an hour at a time.
It often proves easy to spot Twirl users, not only because of their hyperactivity, but also the drug’s unique side-effects. As the chemical runs its course and begins to wind down, Twirl spikes the subject’s central nervous system, causing frequent uncontrollable twitches for the next several hours. These involuntary movements and facial ticks last only as long as the next hit of Twirl, but addicts have to be careful since overdosing on the drug can lead to catastrophic heart failure.
Nanotechnology
Nanotechnology
Nanotechnology involves the use of nanites.
Nanites are microscopic machines, often smaller than individual human cells, that can repair or enhance biology at the cellular level. The nanites are injected into the tissue along with the raw materials needed for the upgrade. The nanites then consume these raw materials while constructing the enhancements.
Nanites are a fairly diverse class of machines, and designs vary. Most make use of body heat or chemicals for the power needed to function. Nanites can be used to enhance existing organic systems, construct interfaces between organic components and technology, or replace functions that were previously performed by organic components.
Nanotech is the basis for most forms of Bioware, and virtually all forms of Cyberware.
Neural implants
Neuromancer has all kinds of weird and interesting tech on display, from active camouflage to robotic eyes, but neural implants are probably the most ubiquitous: everyone from normal citizens to gang members has some kind of hardware in their skull that allows them to access the internet, enhance their intelligence, relive memories, or experience life through other people’s senses.
We’re getting pretty close to this one—between Elon Musk’s Neuralink (which aims to create a “neural lace” to allow your brain to communicate with computers) and tech start-ups like Neurable (whose goal is to allow you to control VR and AR interfaces with your mind), a lot of money has been poured into brain-computer interfaces, with the first mind-controlled VR game debuting last year and the first official cyborg in history, Neil Harbisson, gaining recognition in 2004.
Brain surgeons like Eric Leuthardt are already convinced that neural implants are inevitable:
“A true fluid neural integration is going to happen. It’s just a matter of when. If it’s 10 or 100 years in the grand scheme of things, it’s a material development in the course of human history.”
Neural Implants
Neural Implants are a mechanic in Sicarius (based on Paragon card system) which allow players to upgrade their heroes in-game by increasing their stats or incorporating active and passive abilities into their hero's build. Players choose Neural Implants (cards) to bring into game and earn, purchase, or craft the Neural Implants for use in-game.
Cards are divided into five affinities: Chaos, Death, Growth, Knowledge, Order each with different play styles and traits. Every hero has 5 card slots along with 6 gem slots. A Hero can slot one card for each affinity that suits your play style.
There are three attribute trees that increase your stats and allow for equipping gems. Agility, Intellect and Vitality. Each attribute point costs 1,000 in currency and can't be refunded. Cards can cost either attribute points, currency or a combination of both. Attribute points work similar to bag capacity in other games, where if you have 12 Agility Points and equip a 6 Agility Point card, you will have 6/12 Agility Points left to use, but you still keep any stats or gems from the Agility Tree. Equipping the card gives you back all Attribute Points used, but Gold is not refunded.
Adding or Discarding cards can only be done while a Hero is not in combat, or a safe zone. Upgrading Attribute Points can be done anywhere in the map as long as you have currency to upgrade them.
Neural Implants (cards) are earned by:
Opening Chests
Leveling your account and heroes
Purchasing them from dealers
Crafting
Neural Implant Types
Neural Implants each have an affinity: Chaos, Death, Growth, Knowledge or Order. They also have different rarities: Common, Uncommon, Rare, Epic.
Rarity affects drop rate and card complexity. Usually the Epic and Rare cards can have more complex effects.
Affinity Traits
Each affinity has a special trait that can affect some implants.
Knowledge: Consumable - The card is used up when activated (can be repurchased)
Death: Cursed - Can't be discarded for the rest of the match. These cards are usually great early to mid game, but fall off in the late game.
Chaos: Combustible - Once you die, the card is discarded and must be re-bought. These cards are usually very powerful, but risky.
Growth: Cultivate: Cost less the more attribute points you have.
Order: Elevate - Gain bonus stats on this card given certain progressions (such as leveling up an attribute), but only if the elevate card is the sole card equipped - the bonus is lost when you add a card beyond the singular elevate card.
NeuroSync
NeuroSync is a groundbreaking technology within the game that allows users to fully immerse themselves in another person’s sensory and cognitive experiences. This mechanic is central to the gameplay and narrative, offering players the ability to enter the minds of NPCs (Non-Playable Characters) to gather information, manipulate situations, and explore alternate realities. NeuroSync serves as both a powerful tool and a narrative device, driving the story forward and adding layers of depth to the player’s journey.
Gameplay Integration:
Sensory Hijacking: Players can activate NeuroSync to experience the world through another character's eyes, feeling their emotions, hearing their thoughts, and perceiving their surroundings. This can be used for stealth missions, where players need to avoid detection or extract critical information.
Psychological Manipulation: NeuroSync allows players to influence the emotions and decisions of the person they are synced with. This mechanic can be used to turn allies against each other, calm a panicked target, or convince someone to reveal hidden secrets.
Virtual Reality Simulations: NeuroSync can transport players into entirely virtual worlds, where they face unique challenges that differ from the main game environment. These simulations can range from solving puzzles to battling enemies in surreal landscapes, providing variety and depth to gameplay.
Narrative Depth: NeuroSync enables multi-perspective storytelling, where players uncover different aspects of the plot by experiencing events from various viewpoints. This can lead to surprising revelations and complex moral choices, as players piece together the truth from fragmented experiences.
Health and Addiction Mechanic: Prolonged use of NeuroSync can have adverse effects on the player’s character, such as psychological damage or addiction. Players must manage their usage carefully, balancing the need for information against the potential for harm.
Short Story: "Echoes of the Mind"
In the neon-lit depths of Next Tokyo, NeuroSync was more than just a tool—it was a weapon, a means to an end, and, for some, an addiction. Ghost sat in the back of a dimly lit safehouse, the NeuroSync device clutched in his hand like a lifeline. The job was simple: infiltrate the mind of Kaito, a mid-level exec with ties to the shadowy corporation that had taken everything from him.
Ghost took a deep breath and activated the device. The world around him dissolved into a wash of colors and sounds, and then, he was inside. Inside Kaito’s head.
The first thing that hit him was the smell—a sharp, sterile odor, like antiseptic. Ghost’s vision adjusted, and he found himself in a sleek, minimalist office, overlooking the city’s glowing skyline. But this wasn’t Ghost’s body. It was Kaito’s. He could feel the man's tension, the weight of secrets pressing down on his shoulders.
A soft chime echoed in his ears. Someone was at the door. Kaito—or rather, Ghost, now occupying Kaito’s mind—stood up, muscles moving as if in a dream. The door slid open, revealing a woman, her face obscured by shadows.
"Do you have it?" she asked, her voice low and urgent.
Ghost’s heart raced, but it wasn’t his heart. It was Kaito’s. This was what he had come for—the key to unraveling the corporation’s secrets. He tried to focus, to listen, but something was wrong. The woman’s face... it was familiar, too familiar. His mind recoiled, a wave of disorientation washing over him. For a moment, he wasn’t sure if he was Ghost or Kaito, trapped in a web of memories that weren’t his own.
The NeuroSync device buzzed in his hand, a warning. Time was running out. The edges of the vision began to blur, the office fading into a dark void. Ghost struggled to hold on, to extract the information before it was too late.
But then, just as quickly as it had begun, it was over. Ghost was back in his body, the cold air of the safehouse stinging his lungs. His head throbbed, a dull ache that pulsed with every beat of his heart. He had what he needed—Kaito’s secrets, the corporation’s plans—but at what cost? The lines between reality and simulation were growing thin, and Ghost knew that the more he used NeuroSync, the harder it would be to find his way back.
He shoved the device into his pocket, the weight of it a constant reminder. The job was done, but the echoes of Kaito’s mind still lingered, haunting the corners of his thoughts. Ghost wasn’t just fighting for revenge anymore; he was fighting to keep his own mind intact in a world where the boundaries of self were as blurred as the neon lights of Next Tokyo.
Technical Requirements:
Platform Support: NeuroSync must be seamlessly integrated across all supported platforms (PC, Xbox, PlayStation, possibly Linux).
AI Behavior: Advanced AI algorithms for NPCs to simulate realistic responses to NeuroSync influences.
User Interface: A dedicated UI element to manage NeuroSync activation, effects, and potential side effects.
Audio/Visual Effects: Immersive sound design and visual cues to differentiate NeuroSync states from the base game environment.
Design Challenges:
Balancing Power: Ensuring that NeuroSync is powerful and useful without making it overpowered or essential for every scenario.
Ethical Considerations: Addressing the moral implications of invading and manipulating another character's mind, which can be woven into the narrative.
Player Comfort: Managing the potential for disorientation or discomfort when switching perspectives or experiencing emotional states.
Conclusion:
NeuroSync is a core mechanic that not only enhances gameplay but also enriches the narrative depth of the game. It offers players a unique way to engage with the world and characters, challenging them to navigate both physical and psychological landscapes in their quest for justice. With its multifaceted applications and complex ethical implications, NeuroSync is poised to be a defining feature of the player’s experience in Sicarius.
Other Names for Simstim:
NeuroLink
SenseSync
MindTap
Synaptic Dive
PerceptStream
NeuroSyn
EchoMind
EmpathyNet
NeuroSync
MindMerge
PsycheStream
SensoryLink
CortexShare
NeuralSync
ThoughtWeave
These alternative names could be used depending on the tone and setting of your game, each evoking a slightly different aspect of the technology’s function or impact.
Single world currency
Single world currency
An alternative definition of a world or global currency refers to a hypothetical single global currency or super-currency, as the proposed Terra or the DEY (acronym for Dollar Euro Yen), produced and supported by a central bank which is used for all transactions around the world, regardless of the nationality of the entities (individuals, corporations, governments, or other organizations) involved in the transaction. No such official currency currently exists.
Advocates, notably Keynes, of a global currency often argue that such a currency would not suffer from inflation, which, in extreme cases, has had disastrous effects for economies. In addition, many argue that a single global currency would make conducting international business more efficient and would encourage foreign direct investment (FDI).
There are many different variations of the idea, including a possibility that it would be administered by a global central bank that would define its own monetary standard or that it would be on the gold standard. Supporters often point to the euro as an example of a supranational currency successfully implemented by a union of nations with disparate languages, cultures, and economies.
A limited alternative would be a world reserve currency issued by the International Monetary Fund, as an evolution of the existing special drawing rights and used as reserve assets by all national and regional central banks. On 26 March 2009, a UN panel of expert economists called for a new global currency reserve scheme to replace the current US dollar-based system. The panel's report pointed out that the "greatly expanded SDR (special drawing rights), with regular or cyclically adjusted emissions calibrated to the size of reserve accumulations, could contribute to global stability, economic strength and global equity."
Another world currency was proposed to use conceptual currency to aid the transaction between countries. The basic idea is to utilize the balance of trade to cancel out the currency actually needed to trade.
In addition to the idea of a single world currency, some evidence suggests the world may evolve multiple global currencies that exchange on a singular market system. The rise of digital global currencies owned by privately held companies or groups such as Ven suggest that multiple global currencies may offer wider formats for trade as they gain strength and wider acceptance.
WOCU currency, based on the WOCU synthetic global currency quotation derived from a weighted basket of currencies of fiat currency pairs covering the top 20 economies of the world, is planned to be issued and distributed by Unite Global a centralized platform for global real-time payments and settlement.
Synthetic Foods
Neon Samurai: You know, in all my 29 years, I've never had a real steak.
Feral: Meat is overrated. Fruit, on the other hand... You haven't lived until you've tasted real, fresh fruit.
Digger: Drek, I'd be happy to know I was eating every night.
Shadowrun: Shadowtech Sourcebook
In the future, things are going to change drastically -- including our diets. Whether it be from the destruction of arable land, food processing technology becoming cheaper, or just plain ethnocentrism, eventually, real food will become a luxury item, unavailable to all but perhaps an elite few. So, what does the rest eat? Processed foodstuffs, based usually on soy or yeast, loaded up with artificial flavors and engineered to be nutritionally complete -- but not the least bit tasty or satisfying.
Future Food Is Artificial is a staple of Cyberpunk and other Dystopias because Only Electric Sheep Are Cheap, and is often first clue that the Utopia we see isn't quite what it seems. However, it is also common in the Harder varieties of science fiction, particularly Space Operas; gardens on spaceships are Truth in Television, but battery farms on board anything less than a Generation Ship strains just about everyone's Willing Suspension of Disbelief.
The Darker and Edgier version of Food Pills (it probably first appeared in fiction as a subversion thereof), and the black sheep cousin to Veganopia. Assuming it's not recycled, this sort of future food usually comes from a Multipurpose Monocultured Crop.
If you discover to your horror that the artificial food is people!, that's Human Resources.
It's also a component of many Utopias as well; if synthetic food is impossible to distinguish from the real thing, then why would you want to consume the parasitic organisms that pervade just about all food? It is possible that once tasty synthetic food is invented, awareness of contaminated food could become comparable to current awareness of sanitation as opposed to The Dung Ages. The average person might find the idea of choosing to risk food poisoning to be similar to the notion of choosing to risk cholera and dysentery by drinking Cool, Clear Water.
Synthetics
What Are Synthetics?
Synthetics are a group of potent manmade substances that are designed to give users particular kinds of “highs.” Known by street names such as “Meow Meow,” “Flakka,” and “Arctic Blast,” they are addictive, dangerous drugs, generally made in unregulated foreign factories. The U.S. government bans the sale of many specific synthetic drugs. However, to evade the law, makers regularly alter the drugs’ complex formulations. The results are untested mixtures of chemicals that interact in users’ brains in highly unpredictable and sometimes deadly ways. Users have no way of knowing what is in a dose and what its effects will be.
In 2011, the most recent year for which figures are available, synthetics, which used to be called “designer drugs,” were a factor in more than 23,000 emergency room visits. The drugs are also the cause of increasing numbers of fatalities.
Common Synthetics and Their Effects
Bath salts salts are synthetic cathinones—powerful, addictive stimulants with perception-altering qualities that are manmade derivatives of the African “khat” plant. Bath salts, which have nothing to do with bathing products, take the form of white or brown clumpy crystalline powder, sometimes packaged and labeled “not for human consumption.” The drugs are snorted, swallowed, smoked, or injected to create energized hallucinatory feelings. Bath salts can cause extreme agitation, panic attacks, paranoia, psychotic and violent behavior, heart problems, extreme thirst, headaches, hyperthermia (a seriously elevated body temperature), tissue breakdown, kidney failure, and death.
Flakka (gravel) is also a synthetic cathinone, more powerful than bath salts. Flakka, which comes as a white or pink foul-smelling crystal, is eaten, snorted, injected, or vaporized in an e-cigarette. The drug can cause hyperstimulation, vivid hallucinations, and episodes of mania and rage that can trigger violence or self-harm. Flakka can also cause muscle cramps or spasms, heart problems including heart attacks, and death.
MDMA (ecstasy, Molly) is a psychoactive drug with amphetamine-like and hallucinogenic properties. Although MDMA is usually not classified with “synthetics,” an analysis by the U.S. Drug Enforcement Agency found that 87 percent of drugs sold as MDMA were actually bath salts or contaminated with bath salts.
R241-NBOMe (N-bomb) is a newer synthetic drug, a phenethylamine—a class of chemicals that includes many with psychoactive and stimulant effects. N-bomb comes in microdoses (drops of the drug dried on absorbent “blotter” paper), as a powder (loose or within capsules), and as a liquid. It is sometimes passed off as “natural” LSD, which it is not. NBOMEs’ effects are similar to those of bath salts and flakka and include delirium, hallucinations, agitation, violence, seizures, rapid or irregular heartbeat, fatally high blood pressure, hyperthermia, cardiac arrest, and death.
Synthetic Marijuana (Spice, K2, spike) is a mixture of dried plant materials that have been sprayed with addictive synthetic chemical additives; Spice contains no marijuana or tetrahydrocannabinol (THC), the active ingredient in marijuana, and spice is not a “natural” product.
Tattoo's
Cybernetically Enhanced Tattoos in a Cyberpunk RPG (5e DnD Rules)
Introduction: In the fusion of body modification and high-tech advancements, cybernetically enhanced tattoos have become a popular and powerful choice for those looking to gain an edge in the neon-lit streets of the future. These tattoos are not just inked designs but are integrated with microchips, circuits, and nanotechnology, offering extraordinary abilities. Enhanced with cybernetics, these tattoos can provide combat advantages, tactical insights, and even supernatural-like effects.
Rules for Cybernetically Enhanced Tattoos
1. Integration & Installation:
Cybernetic Enhancement: Installing these tattoos requires both a skilled tattoo artist and a cybernetic engineer. The process involves integrating cybernetic components with the tattoo, making the procedure more complex and costly than a standard tattoo.
Attunement: Cybernetically enhanced tattoos require attunement, similar to magic items. A character can be attuned to a number of tattoos equal to their proficiency bonus, with each tattoo taking a short rest to attune.
2. Activation & Use:
Activation: Cybernetically enhanced tattoos can be activated using a bonus action or reaction, depending on the ability. Some tattoos are always active, providing passive benefits.
Charges: These tattoos typically have 1-3 charges, which are replenished after a long rest. The specific number of charges depends on the tattoo's power level.
3. Tattoo Slots:
Placement: The body can only hold a limited number of cybernetic tattoos. Tattoo slots include arms, legs, back, chest, and head. A character can only have one tattoo per slot, and some larger tattoos may take up multiple slots.
Overlap: Tattoos that occupy adjacent slots (e.g., both arms) may interact, either enhancing or diminishing each other’s effects.
4. Risks & Maintenance:
Malfunctions: Cybernetically enhanced tattoos can malfunction, especially if damaged or hacked. After activating a tattoo, roll a d20. On a roll of 5 or lower, the tattoo temporarily malfunctions, becoming inactive until repaired by a cybernetic engineer (requiring a DC 15 Engineering check).
Maintenance: Regular maintenance is required to keep the cybernetic components functioning properly. Neglecting this may result in a gradual decrease in the tattoo’s effectiveness (e.g., reduced charges or abilities).
5. Customization & Upgrades:
Cybernetic tattoos can be upgraded with additional components, unlocking new abilities or enhancing existing ones. Upgrades require specialized components and a successful Engineering check (DC 18). However, upgrades may increase the risk of malfunction or require additional maintenance.
Cybernetically Enhanced Tattoo Examples
1. "Eagle Eye" (Tattoo of Enhanced Vision)
Placement: Eye (Head Slot)
Description: A sleek design around the eye, integrated with micro-cameras and optic enhancers. This tattoo improves visual acuity and provides tactical information directly to the user’s HUD (Heads-Up Display).
Abilities:
Enhanced Vision: Grants darkvision up to 120 feet and advantage on Perception checks that rely on sight.
Targeting Assist: Once per long rest, the user can activate a targeting system, granting advantage on one ranged attack roll.
Charges: 2 charges, replenished after a long rest.
Risk: After using Targeting Assist, roll a d20. On a roll of 5 or lower, the targeting system malfunctions, causing disadvantage on ranged attacks until repaired.
2. "Nano Armor" (Tattoo of Reactive Defense)
Placement: Torso (Chest Slot)
Description: This tattoo is embedded with nanobots that activate upon detecting incoming attacks, forming a temporary layer of protective armor over the skin.
Abilities:
Reactive Shield: When hit by an attack, the user can use a reaction to gain +2 AC until the start of their next turn.
Emergency Nanobots: Once per long rest, the user can activate the nanobots to grant temporary hit points equal to 1d8 + their Constitution modifier.
Charges: 3 charges, replenished after a long rest.
Risk: After using Emergency Nanobots, roll a d20. On a roll of 4 or lower, the nanobots malfunction and instead deal 1d8 damage to the user.
3. "Lightning Veins" (Tattoo of Electrical Manipulation)
Placement: Arm (Arm Slot)
Description: Lightning-like patterns run down the arm, embedded with conductive materials and micro-circuits. The tattoo allows the user to channel and control electrical currents.
Abilities:
Shock Touch: As an action, the user can deliver an electrical shock through their touch, dealing 2d8 lightning damage. The target must succeed on a Constitution saving throw (DC 15) or be stunned until the end of their next turn.
Surge Boost: Once per long rest, the user can activate a surge of electricity, granting advantage on Strength and Dexterity checks for 1 minute.
Charges: 2 charges, replenished after a long rest.
Risk: After using Surge Boost, roll a d20. On a roll of 5 or lower, the tattoo overloads, causing 2d6 lightning damage to the user.
4. "Ghost Step" (Tattoo of Invisibility)
Placement: Legs (Leg Slot)
Description: A swirling pattern of circuits wraps around the legs, allowing the user to move silently and become invisible for short periods.
Abilities:
Invisibility: The user can activate this tattoo to become invisible for 1 minute. The invisibility ends if they attack or cast a spell.
Silent Movement: While the tattoo is active, the user has advantage on Stealth checks.
Charges: 1 charge, replenished after a long rest.
Risk: After using Invisibility, roll a d20. On a roll of 5 or lower, the tattoo malfunctions, causing the user to become visible and have disadvantage on Stealth checks until repaired.
Balancing Cybernetic Tattoos: Cybernetically enhanced tattoos offer significant advantages but come with risks of malfunction and the need for maintenance. DMs should encourage players to weigh the benefits against potential drawbacks and keep in mind the limited number of tattoo slots to ensure balance in gameplay. These tattoos should feel like cutting-edge tech that adds depth and excitement to the cyberpunk setting.
Technology
Technology
Cyberpunk is nothing without its technology. Here are some technological areas which can be considered cyberpunk:
Artificial Intelligence
A self aware mathematical construct, an Artificial Intelligence (or AI) is a truly intelligent computer program with its own thoughts and ideals. It may even possess emotional simulation but this is usually reserved for those AI's who have to integrate with humanity.
An AI is a heuristic program. It can learn from its experiences and thus may improve its skill levels or even learn new skills. It can access chip skills to enhance its abilities. Such chips must be accessible on the Matrix for this to happen. An AI can forget skills as a result of taking damage to its program volume.
AI's are regulated by the Turing Registry, also known as the "Turing Heat" by the decker community. This is an international concern with its headquarters on Gateway Station. It monitors AI's and ensures that they do not break the law. The Registry employs expert deckers to enforce the law within Cyberspace. They have access to the very latest hardware and software and normally act fast against wayward AI's and their human companions. Also, a good number of agents are employed for those tasks that cannot be performed in the Matrix.
Artificial Life
A-life uses both computing and biology to model the living world around us or to build new software with the adaptability and resilience of life itself.
The first ever manifestation of artificial life was John Horton Conway's Game of Life in which the life or death cells in a grid were controlled a few simple rules:
if a cell has less than two neighbours or more than three it dies
if a cell has two neighbours it survives
if a cell has three neighbours it lives
May interesting patterns have been seen over the years but to model a single-celled creature with these rules would require a grid measuring an estimated one million by one million cells. Systems which use this grid and rule approach are called cellular automata. SimCity falls into this category although it uses far more complicated rules than the Game of Life.
Cellular automata can seem far removed from the real world but other are much closer to home. Neural networks promise better artificial intelligence by borrowing from the structure of the organic brain. An individual neurons act on signals from other neurons, either firing or not firing. Each neuron can either excite or inhibit other neurons. Stable patterns of activity appear in response to input given from outside the system. These patterns represent memories recorded as the connections between neurons. New memories may be laid down by changing the strengths of connections between neurons. New input patterns will be associated with similar input patterns the network has been taught in the past. This allows neural networks to generalise from past experience and cope with unique situations.
The theory of evolution has also provided a suitable crop of ideas. Imagine a computer which starts empty except for a single small program. The program, called the Ancestor, is 80 bytes long and can do one thing, make copies of itself. Soon the limited memory is full with Ancestors all producing more copies so, to free up space, the computer occasionally destroys older programs or those that cause errors. The operation of the computer is not perfect and sometimes copying goes wrong and a new program appears. This computer is not fiction, it is called Tierra. When it was first switched on the population grew and changed. The Ancestor program was soon ousted by a faster program with only 78 bytes. Later a program with 48 bytes appear which survived by parasiting the code of its neighbours. On a later occasion Tierra threw up an individual which could survive independently with an amazing 22 bytes. Built safely as a simulation inside another computer, there is fortunately no danger of an escape.
Computers
Computers in Gibson's World
Computers Fail to Save Neuromancer Society by Simon A. Rakov:
Despite all of its application of computer technology, Neuromancer offers no hope for the computer as a tool of salvation in society. When Wintermute succeeds in his expansion, he becomes the matrix, but this transformation causes no changes in society or even in Case's situation. "How are things different? You running the world now? You God?" Case asks the former Wintermute (270). "Things aren't different. Things are things," the computer replies (Ibid.). Computers have not saved the society. Instead, the philosophy of instant gratification, and the intermingling of human tissue with electronic circuitry, have ruined it. McCoy Pauley's greatest wish is to be erased, and his wish is fulfilled at the end of the book; the human machine is thus denied and despised. In Gibson's view, the computer will bring us a flood of information and satisfaction, but to such an extent that the human race will no longer be recognizable as humanity.
Cyberspace, or the Matrix
The Matrix
The matrix is a black void, in which lies a fluorescent green plane termed the Orientation Grid. This forms the basis of the coordinate system within the Matrix - grid references or "Intersects" are used to pinpoint systems or places.
Above, upon and beneath the Orientation Grid there stand structures known as DOS Towers. These tend to be smooth polyhedral blocks with little definition other than a company logo or name. DOS Towers huddle together in groups that roughly correspond to major cities and conurbations. As a result, the distribution of systems in the Matrix is uneven, with bright clusters of DOS Towers amongst the featureless plains of the Orientation Grid.
Famous landmarks in the matrix are the Beanstalk Tower, which appears to be a distortion of the Orientation Grid soaring to the distant star of the Gateway Matrix ; The L5 Orbital ; and the far away spirals of the military systems.
Inside A DOS Tower
The DOS Tower is the physical presence of a mainframe or group of mainframes in the Matrix. Also called Constructs, DOS Towers may take on any form. Usually they consist of a large but hollow structure containing many chambers or "Nodes" connected by corridors or "Channels".
Nodes
Nodes are effectively computers in their own right. They may be assigned to particular real world devices, for example the stutterwarp drive of a starship or the security system of a corporate building. Nodes should be considered to be vast, immobile cyberdecks.
Channels
Channels are merely the access routes between nodes. They do not possess any special features, but they may be concealed and / or closed.
Concealed channels are used to hide access paths to sensitive areas of a DOS Tower and to safeguard escape routes.
Ports
The DOS Tower is connected to the outside world using special nodes called "Ports". These ports are dedicated to the task of dealing with external communications and are normally the front line of defence against intrusion.
Cyborgs, Man/Machine Symbiosis
"Cyborg" is a science-fictional shorting of "cybernetic organism". The idea is that, in the near future, we may have more and more artificial body parts - arms, legs, hearts, eyes - and digital computing and communication supplements. The logical conclusion is that one might become a brain in a wholly artificial body. And the step after that is to replace your meat brain by a computer brain.
Internet
The world-wide network of interconnected computers.
The Internet is a world-wide network of interconnected computers. Internet is the present form of cyberspace, or the Matrix.
This is from book Escape Velocity - Cyberculture at the End of the Century by Mark Dery. Although little oldish, it describes well what's happened and tells briefly the history of the Net:
The Internet was born of ARPANet, a decentralized computer network developed at the University of California at Los Angeles in 1969 by the Department of Defence's Advanced Research Projects Agency (ARPA) to ensure military communications in the event of a nuclear attack. By using a technique called packet-switching to disassemble data into addressed parcels, blip them over high-speed lines, and reassemble them just before they reach their destination, ARPANet rendered itself invulnerable to conventional attack; if a portition of the network went down, traffic would automatically be rerouted. In 1983, ARPANet was divided into military and civilian networks (Milnet and Arpa Internet), respectively); shortly thereafter, the U.S. National Science Foundation (NSF) took charge of the administration and maintenance of the lines and equipment that made up the Arpa Internet "backbone". Whereas the Defense Department restricted system access to institutions receiving Pentagon or NSF funding, the NFS made the network available to all faculty and students at member institutions. As universities, R and D companies, and government agencies connected their computers to the NFS's system, what had once been the Arpa Internet mutated into an anarchic global network of networks known, increasingly, as the Internet (from "internetworking").
By 1990, ARPANet had ceased to exist as a discrete entity; the kudzulike growth of the Internet, or Net, as netsurfers have come to call it, had engulfed it. The global metanetwork of today's Net embraces some ten thousand networks, among them nationwide commercial services such as CompuServe, Prodigy, GEnie, and America Online; the private, academic, and goverment institutions interwoven by NSFNET (the NFS's network); and esoteric regional BBSs (bulletin board systems) such as the Sausalito, California-based WELL (Whole Earth 'Lectronic Link) and New York's ECHO. Ming-bogglingly, the Internet is itself part of a still larger complex of interconnected networks commonly called the Matrix, which also includes UseNet (a buzzing hive of discussion groups called "newsgroups"), FidoNet (a constellation of more than twenty thousand BBSs, scattered over six continents), and BITNET (Because It's Time Network, an academic system), among others.
As this is written, an estimated thirty million Internet users in more than 137 countries traverse the electronic geography of what the science fiction novelist William Gibson has called "cyberspace" - an imaginary space that exists entirely inside a computer - and their ranks are growing by as many as a million a month. Based on the rate at which computer networks are building on-ramps onto the Internet, a 1993 estimate put its growth rate at a staggering 25 percent every three months - a delirious pace that shows no sign of abating.
The ephemeralization of labor and the evanescence of the commodity, in cyberculture, is paralleled by the disembodiment of the human. In growing numbers, we are spending ever greater amounts of our lives in cyberspace; like the sagely cyborg in Bruce Sterling's SF novel Schismatrix, we are convinced that "there's a whole world behind this screen". The electronically disembodied are zapping e-mail around the world, typing messages back and forth in real-time "chat", and flocking to BBS discussion topics and UseNet newsgroups. They're lurking and flaming and ROTFLOL (Rolling on the Floor Laughing Out Loud). They're swapping pornographic .GIFs (digitized photos) and swinging in anonymous "text sex" trysts. They're mousing around the Net's latest additions, the World Wide Web, a hyper-text based system that enables users around the globe to point and click from one multimedia site to another, bouncing from digitized video clips to snippets of sound to screenfuls of text without end.
Overwhelmingly, they're convinced that there is a "there" there, after all.
Nanotechnology
Technology by means of molecular manufacturing.
Nanotechnology is an anticipated manufacturing technology giving thorough, inexpensive control of the structure of matter. The term has sometimes been used to refer to any technique able to work at a submicron scale; Molecular nanotechnology means basically "A place for every atom and every atom in its place." (other terms, such as molecular engineering, molecular manufacturing, etc. are also often applied).
Molecular manufacturing will enable the construction of giga-ops computers smaller than a cubic micron; cell repair machines; personal manufacturing and recycling appliances; and much more.
Broadly speaking, the central thesis of nanotechnology is that almost any chemically stable structure that can be specified can in fact be built. This possibility was first advanced by Richard Feynman in 1959 [4] when he said: "The principles of physics, as far as I can see, do not speak against the possibility of maneuvering things atom by atom." (Feynman won the 1965 Nobel prize in physics).
Neural Interface
Direct neural interface between human brain and computer.
A neural interface allows human brain communicate directly with a computer, without any other equipment. That kind of interface allows any illusions to be inputted to human nervous system. Thus you don't need any virtual glasses or data-gloves for accessing the cyberspace.
Robots
Machines doing things for us.
The word "robot" is derived from the Czech word robota meaning work. The idea of robots as humanoid machines was first introduced in Karel Capek's 1921 play "R.U.R.," where the playwright conceived Rossum's Universal Robots.
Sci-fi writer Isaac Asimov made robots famous, beginning with his story I, Robot (1950) and continuing through a string of books known as the Robot Series. Asimov presented the idea of "The Three Laws of Robotics", which are:
A robot may not injure a human being, or, through inaction, allow a human being to come to harm.
A robot must obey the orders given it by human beings except where such orders would conflict with the First Law.
A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.
Software
Cyberpunk's software.
General Purpose Sofware
Computer Virii
Software Bots
Bots are software robots, used for data-mining or performing repetative tasks in the Net.
Console Cowboy's software
Eavesdrop
Once activated, Eavesdrop allows a decker to listen in on communications between other deckers and programs in the Matrix. The ability to listen, however, may not be enough - if the communication is scrambled then the decker must still decode it. Eavesdrop is typically used to extract access codes from programs as they enter a DOS Tower or pass through a channel.
Cloak
An advanced stealth program, Cloak hides the user from the rest of the matrix. Cloak makes detection attempts one task level more difficult. It runs until the cloaked decker disables it, attacks, is damaged, or jacks out.
Sledgehammer
This program doubles the decker's offence score for a single attack.
Slow Virus
A Slow Virus is the latest thing to reach the street. It is a special attack program which slowly merges with the defence score of a target without their knowledge.
Trace
Trace reports the real world location of a construct in the matrix, be it a decker, DOS Tower or even an AI.
Decoy
Decoy generates a dummy image of the decker to confuse attackers.
Virtual Reality
Virtual Reality, or VR.
Virtual Reality (VR), also known as 'artificial reality', 'artificial worlds', 'virtual worlds', 'virtualities', is a fully-immersive, absorbing, interactive experience of an alternate reality through the use of a computer structure in which a person perceives a synthetic (i.e., simulated) environment by means of special human-computer interface equipment and interacts with simulated objects in that environment as if they were real. Several persons can see one another and interact in a shared synthetic environment.
VR can be considered as a visual form of cyberspace.
VR represents computer interface technology that is designed to leverage our natural human capabilities. Today's familiar interfaces - the keyboard, mouse, monitor, and GUI - force us to adapt to working within tight, unnatural, two-dimensional constraints. VR changes that. VR technologies let you interact with real-time 3D graphics in a more intuitive, natural manner. This approach enhances your ability to understand, analyze, create and communicate.
A VR system lets you experience data directly. For example, today's advanced interfaces let you look and move around inside a virtual model or environment, drive through it, lift items, hear things, feel things, and in other ways experience graphical objects and scenes much as you might experience objects and places in the physical world.
As a result, VR serves as a problem-solving tool that lets us accomplish what was previously impossible. It's also a communications medium, and, ultimately, an artistic tool/medium.
The concept of VR has become in many ways a repository for our culture's dreams of disembodiment, of escape from the limitations of the material body. VR may one day make possible the long list of physically impracticable dreams including: "experiencing an expansion of our physical and sensory powers; getting out of the body and seeing ourselves from the outside; adopting a new identity; apprehending immaterial objects... being able to modify the environment through either verbal commands or physical gestures; seeing creative thoughts instantly realized." While the actual technology has not yet been able to fulfill these desires, the dreamed of possibilities have clearly established a life of their own within our present cultural imagination.
We may not use the phrase "virtual reality" in ten years, but by then, everybody working with 3D graphics will do so with these intuitive interfaces.
The Black Market
Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the black market. Knowledge (streetwise) checks can be used to locate a black market merchant. The DC is based on the location in question: 15 to find a black market merchant in a big city, or 20, 25, or higher in small towns and rural areas.
Objects purchased on the black market are more expensive than those purchased legally. Add the black market purchase DC modifier from Table: Restricted Objects to the object’s purchase DC.
Obtaining an object on the black market takes a number of days according to the Time Required column on Table: Restricted Objects. The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase DC by an additional +1.
Psionics
A psionic power is a one-time psionic effect manifested by a psionic character or creature. Psionic powers require power points to use, although naturally psionic creatures can manifest their powers a certain number of times per day with no power point cost.
Each psionic power is tied to a specific ability, which is the key ability for that psionic power. A psionic character must have a key ability score equal to at least 10 + the power's level to manifest a particular power.
Unlike arcane spellcasters, psionic characters don't have spellbooks and they don't prepare their powers ahead of time. A psionic character's level limits the number of power points available for manifesting powers. A psionic character has a set number of powers available that he may manifest at will, provided he has sufficient power points to pay for the manifestation.
A power manifests when the psionic character pays its power point cost. The character pays the cost, and the power manifests immediately.
Psionic powers don't require special gestures, words, or materials. They operate as thoughts made manifest. Most powers do have a noticeable display associated with their use, however.
Battle Mind Powers
Battle Mind Powers
The Battle Mind chooses psionic powers from the following list.
0-Level Battle Mind Powers
Burst (Dex). Speed improves by 10 feet for 1 round.
Detect Psionics (Wis). You detect the presence of psionics activity.
Far Punch (Con). Telekinetic strike deals 1 damage.
Finger of Fire (Int). Deal 1d3 points of fire damage to target.
Lesser Natural Armor (Str). Gain +1 natural armor bonus to Defense.
Valor (Str). Gain a +1 morale bonus on saving throws.
Verve (Str). Gain 1 temporary hit point.
1st-Level Battle Mind Powers
Biofeedback (Str): Some damage taken as nonlethal.
Combat Precognition (Wis). Gain a +1 insight bonus to Defense.
Fire Bolt (Int). Deals 1d6+1 points of fire damage to target.
Lesser Bioweapon (Str). Create a staff of bioenergy that deals 1d4 points of bludgeoning damage.
Lesser Concussion (Con). Mentally pummel target for 1d6 points of damage.
Vigor (Str). Gain 3 temporary hit points.
White Noise (Con). Scramble electronic transmissions.
2nd-Level Battle Mind Powers
Claws of the Bear (Str). Your claw attack deals 1d12 points of damage.
Combat Focus (Wis). Gain a +4 insight bonus on initiative checks.
Combat Prescience (Wis). Gain a +2 insight bonus on attack rolls.
Concussion (Con). Mentally pummel target for 3d6 points of damage.
Darkvision (Wis). See in the dark.
Electric Charge (Int). Shocking touch deals 2d6 points of damage to target.
Bite of the Tiger (Str), Bite for 2d8 points of damage.
Lightning Strike (Int). Deals 3d6 points of electrical damage in a 30-foot radius.
Improved Biofeedback (Str). Larger amount of damage taken as nonlethal damage.
Metaphysical Weapon (Int). Weapon gains a +3 enhancement bonus.
Mind Darts (Int). A flurry of mental bursts deals 2d6 points of damage to target.
Negate Psionics (Con). Cancels psionic powers and effects.
Whitefire (Int). Deals 5d4 points of fire damage in 20-foot radius.
4th-Level Battle Mind Powers
Fire Storm (Int). Deals 5d6 points of fire damage in 30-foot radius.
Greater Bioweapon (Str). Creates a staff of bioenergy that deals 2d8 points of bludgeoning damage.
Natural Armor (Str). You gain a +4 natural armor bonus to Defense.
Psychofeedback (Str). Use power points to boost Str, Dex, and/or Con modifiers.
Short Sharp Shock (Con). Deal 2d10 points of nonlethal damage, and destroy electronic records.
Light Armor
Ballistics Armor
This is a light, but still somewhat clumsy collection of ceramic and polymer plates placed strategically to with-stand impacts without hampering maneuverability sig-nificantly. This armor works well under normal clothes without revealing its purpose.
Resistance (Mk2): You have resistance to slashing from nonmagical weapons.
Leather / Textile
This is a blanket term referring to any high quality set of clothes not directly intended for combat protection. Very often, these clothes are meant for aesthetics with the pleasant byproduct to save the wearer from bumps and scrapes. It also offers the advantage of not imped-ing the user.
Spider Silk Suit
Computer-controlled looms weave super thin synthetic silk into an extremely flexible nylon. When struck with any attack, the spider silk resists as hard as steel but will still flex more than soft rubber. It employs several thicker pads of carbon fiber in key areas. The spider suit allows for extreme maneuverability.
Resistance: You have resistance to lightning and slashing from nonmagical weapons.
Flexible: If your Dexterity score is 20 or higher, the AC of this armor increases to 13.
Synthetic Weave
The predecessor to advanced aromatic polyamides, this full body set includes thicker pads for impact damage reduction from slashing. It is, however, vulnerable to piercing attacks. Nevertheless, it is a popular basic out-fit and the comfortable choice for many in the field. Unlike most armor, synthetic weave can fit easily and covertly under normal clothes (and can even be de-signed to look more like clothing than armor).
Resistance (Mk2): You have resistance to slashing from nonmagical weapons.
Medium Armor
Aramid Combat Suit
The combat suit employs and blends harder materials, rigid plates and flexible aramids. Additional layers of nylon separate staggered sheets of thin polymer plastic.
Resistance (Mk2): You have resistance to fire and bludgeoning from nonmagical weapons.
Aramid Survival Suit
This employs a combination of flexible aramid fabrics and rigid ceramic and metal plates. The suit covers the wearer completely, sealing her from the outside environment.
Mask: You are immune to gas attacks and inhaled poisons.
Resistances (Mk2): You have resistance to fire and cold, as well as bludgeoning from nonmagical weapons.
Blinder-Mail
This resembles a lightened version of the heavier titanium carbide armor. What it offers in addition is a holographic camouflage net that can alter the physical properties of the suit to resemble nearly any terrain it is using.
Stealth: When you activate the stealth net, you have advantage on Dexterity (Stealth) checks and can attempt to hide even without cover or breaking line of sight (although doing so negates your advantage). The stealth net takes one charge per minute of use.
Force Body Vest
An upgrade from basic ballistics armor, this variation is lighter, equally as resilient, and is offered in a modular configuration, making it far easier to provide a proper fit. If worn below clothes, it is still apparent.
Nanotech Combat Armor
This suit uses moleculesized machines to alter the composition of the suit at the instant of impact. Usually, the combat suit remains elastic and comfortable. Anytime any impact occurs, the micromachines react with a response time of less than 0.035 seconds. The impact point becomes immediately inflexible and solid, deflecting the attack.
Nano-Reaction: Any critical hit against you becomes a normal hit.
Resistances: You have resistance to fire and cold, as well as bludgeoning and slashing from nonmagical weapons.
Heavy Armor
Advanced Wasteland Armor
An evolved form of the full combat warrior, cooling systems maintain internal temperature in the harshest environments. A sealed helmet processes external gases.
Resistances: You have resistance to fire and cold, as well as bludgeoning and slashing from nonmagical weapons.
Mask: You are immune to gas attacks and inhaled poisons.
Targeting: You gain a +1 bonus to damage rolls with ranged weapons within normal range.
Carbide Armor
Super-strong plates of tungsten carbide are strapped inside a flexible nylon suit to offer remarkable stopping power. However, these plates are heavy and significantly reduce the user's flexibility.
Resistances (Mk2): You have resistance to fire and cold, as well as bludgeoning from nonmagical weapons.
Flak Longcoat
This clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in brown or black. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind.
Full Combat Warrior
The full combat suit is a mixture of aramid padding and titanium plates in water-resistant layers of nylon and metallic fibers covered by patterned camouflage. It offers an insulated backpack-mounted computer system that controls various systems on the suit.
Nightvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, and the system renders everything you see in shades of either green, yellow, or blue (user's preference).
Stealth: If your camouflage pattern matches your terrain, you gains a +2 bonus with Dexterity (Stealth) checks. It takes a full minute to adapt a suit to the terrain.
Targeting: You gain a +1 bonus to damage rolls with ranged weapons within normal range.
Resistance: You have resistance to fire, as well as bludgeoning and slashing from nonmagical weapons.
Tactical Body Armor
This is a slightly detuned version of the full combat warrior armor. It offers similar protection in a lighter package. It sacrifices several of its carbide plates to make the suit less expensive for those on a budget, and does not have a computer system built in.
Resistance (Mk2): You have resistance to fire and cold, as well as bludgeoning from nonmagical weapons.
Tech-Mail
The most advanced non-powered armor, tech-mail is based on medieval scale mail, utilizing overlapping discs no bigger than gold coins interlaced together to form a durable but flexible covering. The discs, comprised of silicon, ceramic, and titanium, spread out im-pacts across the entire body, allowing for greater protection. The exacting pattern of the scales is proportioned perfectly to maximize protection where needed most.
Resistances: You have resistance to fire and cold, as well as bludgeoning, slashing, and piercing from non-magical weapons.
Yowie Suit
Not designed for actual combat, this clumsy but effective piece of camouflage offers some rudimentary protection. It is not terribly heavy but its overlapping layers of fake foliage renders fast movement nearly impossible. Pouches and straps conceal various other camouflage patterns that can unfold or release to alter the appearance of the suit.
Stealth: In any earth or forest terrain, you have ad-vantage on Dexterity (Stealth) checks. Additionally, if you don't move on your turn, you gain half-cover.
Thermoptics (Mk2): The suit employs holographic imaging. If you spend a battery charge and don't move on your round, you are invisible. You remain invisible until you move or make an attack.
Necrografts
Necrografts are augmentations utilizing undead organs and necromantic rituals rather than technology. They were invented on Eox, and they are most commonly available in Orphys and at the Necroforge within Eox’s Lifeline. Most other Pact Worlds outlaw the creation and installation of necrografts (though not their possession), but they can still be found in some less reputable back-alley augmentation clinics on multiple worlds throughout the system and beyond.
Necrografts follow the existing rules for augmentations (Core Rulebook 208), but they use different components than biotech and cybernetics. Any biotech or cybernetic augmentation can be created as a necrograft and installed for only 90% of the augmentation’s normal cost, but doing so causes the recipient to gain the necrograft subtype (see below). Necrografts have the same system restrictions that all augmentations share.
For those low on funds, some bone sages and corporations on Eox are willing to defer the cost of travel to Eox and augmentation for any client who signs a corpse-lease agreement. Necrograft versions of standard prosthetic limbs (Core Rulebook 210) and necrograft ears, eyes, or tongues (which use the same mechanics as prosthetic limbs but serve as sensory organs and occupy the corresponding system) can even be implanted with no up-front cost. However, the corpselease agreement states that if the recipient dies before paying off all the costs associated with the travel and augmentation, the leasing Eoxian group owns the patient’s body, which it then uses in creating undead servitors or more necrografts. More advanced necrografts aren’t generally available without payment in full (though complimentary travel is likely to still be offered to customers within the Pact Worlds).
Universal Armor Gadgets
THE GADGET SYSTEM
The gadget system is a way to customize weapons, armor, and equipment to more appropriately fit a given campaign or character. Since each campaign will likely use very different items based on its unique setting, the gadget system allows total freedom in designing specific models of equipment from the generic base items found throughout this chapter.
Using the gadget system is a simple matter of mixing and matching various elements of a piece of gear until it fits what is needed.
First, pick a base weapon, armor, or piece of equipment to be modified. Select a gadget for the appropriate type (armor gadgets for armor, and so on) that is either a universal gadget or a gadget from the same (or lower) Progress Level. Modify the Purchase DC of the base item according to the gadget's instructions, and then purchase the gadget-modified item as normal. Some gadgets have additional restrictions placed on them that must be considered before making the gadget modification.
UNIVERSAL ARMOR GADGETS
The following gadgets are universal and can apply to armors found in any era, provided all gadget-specific restrictions are observed.
Environment Seal
Since many armors are designed with a particular environment in mind, this gadget provides the wearer protection from harsh conditions. The environment seal gadget transforms any armor into a stable and insulated artificial environment. This provides the wearer with the right amount of breathable air and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can function in the extremes of the deep sea or deep space, along with any environment in between. Only certain types of armor can handle this modification and those that do usually integrate a sealed helmet, body glove, and emergency air tanks to generate internal atmosphere.
Restrictions: Medium, heavy, or powered armor only.
Integrated Equipment
A particular piece of non-weapon equipment has been integrated into the armor and can be used by the armor’s wearer at any time. This gadget is often used to add features such as glow-lamps or duracable to armor, though it is not limited to those applications. Indeed, some armors are intended to make their wearers into independent one-person armies, and sport a dozen or more such equipment integrations.
When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the armor, before the gadget modification is made.
Integrated Weapon
Some armors are designed with specific combat purposes in mind and build in certain weapons as standard equipment. Examples run from a pair of pop-out wrist blades to shoulder-mounted plasma cannons. Additionally, many armors link their weapons to integrated heads-up displays, turning the user into a walking combat machine.
When selecting the integrated weapon gadget, choose a single weapon. That weapon is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the weapon may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base armor.
Restrictions: The character must also purchase the weapon to be integrated separately from the base armor, before the gadget modification is made.
Storage Compartment
A simple but often overlooked modification that can be of great benefit in almost any situation is the ability to store and carry small items in a safe place. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried by the wearer with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the armor. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.
Restrictions: None.
Techno-Organic Makeup
Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.
An armor with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal armors, armor with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, armor with this gadget is susceptible to diseases and poisons specifically designed to target techno-organic material.
Restrictions: None.
Ultralight Composition
The development of new and experimental alloys constantly allows armor technology to advance to the point where once bulky and heavy armors become as easy to carry as lighter models. Any armor with the ultralight composition gadget weighs significantly less than similar pieces of armor and is more easily used and worn. The armor reduces its Armor Check Penalty (if any) by 1. Furthermore, the armor’s speed limitation is increased by 5 feet (to a maximum of the user’s normal speed). So, for example, an armor with an Armor Check Penalty of –2 and a speed limitation of 20 feet now has an Armor Check Penalty of –1 and a speed limitation of 25 feet.
Restrictions: None
Bleeding Edge: Ammunition
Bleeding Edge: Ammunition
New Ammunition Types
When using any type of firearm the most important ingredient in the weapon’s success is the type of ammunition, whether it is armor-piercing explosive rounds or whisper rounds or shotgun slugs. The following is a list of information on common types of ammunition.
Duplex Rounds
This is a unique type of round; it contains two projec- tiles within it. When firing a duplex round, the char- acter subtracts a -2 modifier from the Attack rolls, but rolls two d20s. Due to the nature of this round, if there is another person within 5’ of the intended target and either Attack roll fails by 3 or less, there is a 20% chance that the adjacent target is struck for one die of damage. Duplex rounds do an additional die of damage if both projectiles strike the same target.
Copper Head Rounds
This round features an all-copper slug with a copper ring nose, in the full diameter of the round. This round provides excellent expansion in soft targets including human bodies, and was primarily designed for hunter and sniper firearms to deliver fatal head- shots or body hits. Copper Head rounds do 2 points of additional damage, but suffer a -2 penalty to Attack rolls against armored targets.
Depleted Uranium Rounds
Depleted uranium rounds are notorious all over the world for their increased damage as well as their impressive armor penetration. The head of a depleted uranium round is made of super-dense and radioac- tive-depleted uranium. The round is so dense in comparison to other rounds that it is quite effective when penetrating armor. In gaming terms, these types of rounds ignore all armor of less value than 20. Depleted uranium rounds do one die of additional damage.
Dum-Dum Hollow Point Rounds
Dum-Dum Hollow Point rounds possess a softer tip and cause a deeper cut than standard hollow point ammunition. This round results in a more vicious fragmentation during its penetration in a target. Dum- Dum Hollow Point rounds do 3 points of additional damage, but suffer a -3 penalty to attacks against armored targets.
Equalloy Rounds
This specific type of ammunition is coated with a nylon covering to increases its speed when fired. While this bullet will expand quite rapidly while in a target, like a Hollow Point, it will not pass through a target like an armor piercing round. Due to this bullet’s ability to gain such high velocities, all shooters gain +2 to attacks against armored targets, but they do not get the benefit of armor piercing rounds against bulletproof materials, i.e. any armor of +6 or better. Equalloy rounds do an additional 2 points of damage.
Jacketed Hollow Point Rounds
Jacketed Hollow Point rounds have a harder brass, lead or copper wrap on the exterior of the round, reducing the amount of fragmenting the round under- goes while penetrating a target but still allowing for tremendous damage. Jacketed Hollow Point rounds do 2 points of additional damage.
Kinetic Rounds
This rubber pellet cartridge or beanbag is normally used in situations where collateral damage and serious injury to innocent bystanders is to be avoided. The “bean bag,” which is filled with lead shot, unfolds in flight to deliver the energy over a wide surface. All damage by this type of round is considered to be doubled and does subdual, or nonlethal, damage only. However, attacks made with this type of ammunition incur a -2 penalty per range increment.
Mercury Cored Rounds
This specific round’s core contains a reservoir of mercury. When the bullet strikes its target, the bullet expands and frees the mercury into the target’s body. The mercury will spread throughout the person’s body causing the target to suffer a form of long-term poisoning (See Poisons in the Core Rulebook, p54). Mercury Cored Rounds do the damage listed for the weapon, but require the target to make a Fortitude Save (DC17) in order to avoid the effects of mercury poisoning (use rules for Strychnine poisoning).
Omni-Shok Rounds
This round was an extremely potent improvement over the typical Hollow Point round. This particular round has a screw-like object placed in between a four-way separation. The round, on contact, will split the four-way separation similar to a flower opening its petals, causing amazing damage to the target. Omni-Shok rounds do an additional 4 points of damage, but suffer a -2 to attacks against armored targets.
Plus P Rounds
Using greater quality powder in slightly larger quantities than normal full metal jacket rounds. Plus P loads provide more power to a firearm without overstressing the firearm beyond the weapon’s design limitations. Plus P rounds increase the weapon’s range increments by 10, and provide a +2 bonus to attacks against armored targets.
Rubber Rounds
Otherwise known as gel rounds, this type of ammunition is used by law enforcement and security officers often when non-lethal weapons are needed. Rubber ammunition does only subdual, or nonlethal damage, except when used at point blank range.
Semi-Armor Piercing Rounds
Semi Armor Piercing rounds are the basis of most dual- purpose munitions. Inside the round is a small steel rod core, which penetrates armor better than a standard lead round. This type of ammunition will pass through living targets with little additional damage. In gaming terms, these types of rounds add a +3 bonus to attacks made against armored targets.
THV Rounds
Also known as a reverse ogive round, this bullet has a special hollowed out edge that will pancake on contact with the target. The ammunition’s physical design helps it attain remarkably high velocities, which adds to the lethality of the weapon. THV rounds do an additional 2 points of damage.
SHOTGUN SHELLS
00 and 000 Shot Shells
This type of shot contains little lead balls, usually 8 to 15 of 00 or 000 buckshot in each shotgun shell cartridge.
These shells cause incredible damage to targets when they hit at point blank range. 00 Shot shells do an additional die of damage at point-blank range. 000 Shot shells do two additional dice of damage at point-blank range.
Nails Shells
Buy these in box loads from your nearest local store.
Quite powerful, they will do a great amount of damage, but will also have a dangerous effect to the shotgun barrel. On an attack roll of 1, the barrel is damaged beyond repair.
Nail Filled Shells do an additional die of damage at point- blank range.
Powdered Glass Shells
Regular glass is reduced to a fine powder. Although this type of shell will reduce range to point blank or short only, it will make an extraordinary cloud in which flesh is stripped to the bone. Powdered Glass Shells do an addi- tional three dice of damage at point-blank range, and an additional two dice of damage at short range.
AMMUNITION CARRYING DEVICES
The following is a list of devices that can be used to carry ammunition for various types of firearms.
Bandoleer
A bandoleer is a belt that has small carrying notches that ammunition can be placed in. A single bandoleer can carry a maximum of either 25 shotgun shells or 50 bullets, no matter the type of shotgun shell or bullet.
Purchase DC: 9.
Drum Ammunition Container
Drum Ammunition Container is ammunition that is contained in a circular container that been created to hold more ammunition than the standard magazine for whatever firearm may be using the device. The Drum Ammunition Container can be used on certain firearm types. There are three types of Drum Ammunition Containers that can be used on firearms; Machine Pistols are able to be equipped with a 30-round container, Assault Rifles and Sub Machine Guns are able to be equipped with a 50-round container, Light Machine Guns are able to be equipped with a 100- round container.
Purchase DC: 11 for a 30-round container (Lic (+1)), 14 for a 50-round container (Res (+2)), 17 for a 100-round container (Mil (+3)).
Shotgun Side Saddle
This ammunition carrying case fits on the side of the barrel or on the stock of a shotgun. The shotgun side saddle can hold up to a maximum of 6 shotgun shells of any type.
Purchase DC: 6.
FIREARM MODIFICATION
Very often, characters will like to customize their firearms. This may include anything from adding a scope, laser sight, a recoil compensator to a flash suppressor. All of these modifications will improve the weapon’s perform- ance in one way or another. All of these modifications can be used in conjunction with each other. The following listed items are the most common of all customizable items for firearms.
Barrel Extension
This device extends the length of a firearm’s barrel helping to increase this weapon’s accuracy at the cost of making the weapon harder to conceal. When a barrel extension is placed on a weapon the shooter receives a +1 to Attack rolls, but also increases the weapon’s size by one incre- ment.
Purchase DC: Additional +2 to firearm.
Bi-Pod
This device in normally used on assault rifles, machine guns and rifles making it possible for the shooter’s aim to be more stable when firing. Any character actively using a bi-pod on an assault rifle, rifle, or machine gun will gain a +1 to Attack rolls.
Purchase DC: 9.
Burst Fire
Pistols seem to never fire enough shots, this was until the burst fire selector was created. In gaming terms, this firearm modification makes it possible for any semi-auto- matic pistol with a Single rate of fire to have the ability to make Auto-fire attacks.
Purchase DC: +3 to firearm. Res (+2).
Carbine Modification
This modification is for Assault Rifles only. It uses a submachine gun-sized frame with a rifle-sized cartridge, making the weapon more compact and concealable. In game terms, this reduces the rifle’s size by one increment (from Large to Medium, for example), and reducing the weapon’s weight by 20%.
Purchase DC: +5 to firearm.
Collapsible
This modification is designed to make a weapon break down in a way that helps disguise its nature, but also make it relatively easy to reassemble for action. It takes one full round action to break down or reassemble and load a collapsible weapon, but the weapon grants a +5 bonus on all Hide and Bluff skill checks to avoid being seen as armed.
Purchase DC: +5 to firearm. Ill (+3).
Custom Finish
Sometimes you don’t want your gun to look like everyone else’s. Firearms with this modification have a unique and distinctive finish; perhaps you want the barrel etched with Chinese dragons, or to match your favorite threads, or you just want it in a glaring bright neon color.
Purchase DC: +2 to firearm.
Custom Firearm Grips
Custom grips on a firearm allow for increased speed when drawing a firearm. The grips of the firearm seem to form themselves to the shooter’s hand. Every grip will be custom molded to the individual. In gaming terms, anyone with this firearm modification will gain a +1 to Initiative, if his or her first action is to draw a weapon. A weapon with this modification will bestow a -2 equipment penalty on anyone other than its owner who tries to use the firearm.
Purchase DC: +3 to firearm.
Deburred Framed
This modification can only be used on handguns. This is the process of removing all the sharp corners and edges from a firearm to reduce the chances of the firearm catching or snagging a piece of clothing when being drawn. In game terms, this modification allows the char- acter to make a Reflex Save (DC 15) to avoid dropping his weapon as a result of fumbling during his attempt to draw the weapon.
Purchase DC: +1 to firearm.
Expanded Magazine
This type of magazine has been expanded to carry more ammunition than normally listed on the firearm chart. Any firearm with this firearm modification is able to add an additional 10 shots to their Ammo listing on the firearm chart. This firearm modifier cannot be used with revolvers.
Purchase DC: 6 per magazine. Lic (+1).
Fingerprint Scan Grips
These grips come equipped with a sighting device that scans the user of the firearm’s fingerprint. If the grip comes up with a correct match it will release the firearm’s safety making it able to fire normally.
Purchase DC: +10 to firearm.
Flash Suppressor
A flash suppressor is intended to hide the muzzle flash when the weapon is fired. Snipers and tactical teams find this modification useful in concealing their positions from potential threats. When looking for a weapon that uses a flash suppressor, all characters suffer a -3 to Spot checks to locate the shooter after he has fired.
Purchase DC: +4 to firearm.
Foregrip
The firearm is equipped with a foregrip mounted into the barrel of the firearm, allowing the weilder to have firmer control of the weapon. A firearm with this modification will bestow a +3 equipment bonus on the weilder to keep from losing his weapon, either as a result of disarming attempts, concussive effects, or other situations. The grip also reduces the penalty for Full Auto attacks by 1.
Purchase DC: +1 to firearm.
Full Auto Fire
You can never fire too many bullets … ever. This firearm modification makes possible for assault rifles, rifles, and submachine guns to greatly increase their rate of fire. In gaming terms, any assault rifle, machine pistol, or subma- chine gun equipped with the full-auto fire modification is able to double their rate of fire. In game terms, this means that a standard Autofire action will fire 20 bullets and affect a 15-foot-by-15-foot area; a Burst Fire attack will fire 10 rounds at a single target with a -6 penalty and deal an additional 3 dice of damage; and Strafe attacks can affect an area up to eight 5-foot squares long by one square wide, in a straight line.
Purchase DC: +3 to firearm.
Gas- Vent
The firearm is equipped with vent ports and muzzle brakes mounted into the barrel of the firearm, nearly eliminating the weapon’s recoil. In game terms, this modification reduces the attack penalty for Full Auto attacks made with the weapon by 2. Normaly, the modifier is -4 to make a Full Auto attack without the Advanced Firearm Proficiency feat; with this modification, it would be a -2 modifier.
Purchase DC: +3 to firearm.
Gun Blade
This pistol fire has had a razor-sharp blade added, extending from the front of the trigger guard along the underside of the frame beneath the barrel. A firearm with this modification is able to engage in melee combat as if it were a knife.
Purchase DC: +4 to firearm.
Gun Camera
With the use of fiber optics lenses, this miniature digital camera can be attached to any type of firearm. The firearm camera acts just like a normal digital camera and is able to record up to 20 digital color photographs in its memory before neededing to replace the memory chip. The chip can then be plugged into any compatible computer and the pictures displayed, modified, and/or printed.
Purchase DC: 16.
Hair Trigger
This firearm is equipped with a trigger that is so sensitive that the slightest touch will cause it to fire. In gaming terms this means that the character may make a single firearms attack as a free action if the weapon is readied before combat begins. However, this is a dangerous modi- fication, and every time a character wielding a weapon with a hair trigger fails a Reflex Save, for any reason, the weapon will go off.
Purchase DC: +1 to firearm.
Lanyard
For pistols, this is a simple tether that keeps the weapon in the user’s possession. It connects from the butt of the weapon to the webbing of the user, or to a loop round the neck.
Purchase DC: 2.
Non Metallic Construction
The firearm has been constructed from various high- strength materials such as plastics, composites or ceramics. It will easily pass through metal detectors, but will be picked up on X-ray devices. These weapons are consid- ered to be Illegal (+4), and are much more fragile than their metallic counterparts, suffering a -4 to their Hardness. Purchase DC: Double that of weapon.
Recoil Compensator
This device was designed to help with the recoil when firing an automatic weapon. In game terms, it reduces the penalty for firing an automatic weapon on Full Auto by 2. Even though this device is found mostly on assault rifles or submachine guns, it can be used in pistols and shotguns, and semi-automatic rifles. When used on semi-automatic weapons, the only benefit is to half the penalty for using the weapon without the Personal Firearms Proficiency feat. Purchase DC: +2 to firearm.
Replica
If you cannot afford the real thing, why not pick up some- thing that looks exactly like it? A cheap foreign replica knock-off of any of the most popular firearms can be very easy to find. Replica firearms’ range increments are reduce by 10 from the base weapon, and the weapon suffers a -1 to all attack rolls as a result of poor construction.
Purchase DC: Half of base firearm.
Sawed Off Barrel
Only assault rifles, shotguns and rifles are able to have this firearm modification. Sawing off a firearm barrel reduces the weapon’s size, from Med to Small, for example, but also reduces its accuracy by cutting the weapon’s range increment in half.
Purchase DC: +1 to firearm.
Silencer
A silencer is a device designed to reduce the report of a fired weapon. When a silenced weapon is fired, it increased the DC of all Listen Skill checks by +5, for the purpose of hearing the gunshot. It takes a movement-equivalent action to attach a silencer to a weapon, or to remove it. There are weapons with integrated silencers built in, but this increases the weapon’s size by one category.
Purchase DC: 15 for a detachable silencer. +4 to firearm if integrated. All silencers are considered Illegal (+4).
Stocks
This firearm modification can be added to any firearm. This firearm modification will increase a shooter’s stability when aiming shots. When a character takes a full-round action to aim, a stock provides a +1 equipment bonus to the character’s next attack roll with the weapon.
Submachineguns, rifles, and shotguns can be equipped with collapsible stocks, while handguns can be outfitted with attachable stocks. It takes a movement-equivalent action to extend a collapsed stock, and a full-round action to attach an attachable stock. A stock does not affect the size of a rifle or submachinegun, but does increase the size of Handguns by one.
Purchase DC: +2 to the firearm.
Teflon-Coated Barrel
With the advancement of technology, the invention of the teflon-coated barrel has helped the efficiency of firearms. The teflon-coated barrel makes it incredibly hard for debris and grime to collect inside the weapon. In gaming terms, all jams resulting from rolling a “1” on the attack roll have a 50% chance of just being a miss.
Purchase DC: +3 to the firearm.
Teflon-Coated Finish
The Teflon-coated finish on a firearm opposes dirt, soil, and oil so well that it actually makes it nearly impossible to lift a set of fingerprints off the firearm. In gaming terms, this modification increases the DC of a Search Skill check by +5 for the purposes of finding usable prints on the weapon.
Purchase DC: +5 to the firearm.
Wrist Spring Holster
This device is strapped to the wearer’s arm and the weapon attached to the spring device. When the wearer flicks their wrist in a particular manner, the weapon will spring into the wearer’s hand. This device allows the weapon to be drawn as a free action. No weapon larger than Small can be used with this holster.
Purchase DC: 7.
Written By: Jason J. McCuiston
Universal Weapon Gadgets
THE GADGET SYSTEM
The gadget system is a way to customize weapons, armor, and equipment to more appropriately fit a given campaign or character. Since each campaign will likely use very different items based on its unique setting, the gadget system allows total freedom in designing specific models of equipment from the generic base items found throughout this chapter.
Using the gadget system is a simple matter of mixing and matching various elements of a piece of gear until it fits what is needed.
First, pick a base weapon, armor, or piece of equipment to be modified. Select a gadget for the appropriate type (armor gadgets for armor, and so on) that is either a universal gadget or a gadget from the same (or lower) Progress Level. Modify the Purchase DC of the base item according to the gadget’s instructions, and then purchase the gadget-modified item as normal. Some gadgets have additional restrictions placed on them that must be considered before making the gadget modification.
UNIVERSAL WEAPON GADGETS
The following gadgets are universal and can apply to weapons found in any era, provided all gadget-specific restrictions are observed.
Alternate Weapon
Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. This can encompass everything from having a bayonet installed on a rifle to allowing a weapon to switch between two different energy types at any given time. When dealing with firearms and other ranged weapons, this usually involves only mixing like types; for example, energy weapons are only combined with energy weapons, and ballistic weapons are only combined with ballistic weapons. This is not a hard-and-fast limitation but rather a suggestion based on the logistics of designing such a weapon. When selecting the alternate weapon gadget, choose a second weapon. That weapon is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the alternate weapon may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base model.
Restrictions: The character must also purchase the weapon to be integrated separately from the primary weapon, before the gadget modification is made.
Autofire Module
Some firearms and energy weapons are capable of firing in singleshot or semiautomatic forms only. The autofire module gadget allows these weapons to be fired on autofire.
Restrictions: Ranged weapon without autofire only.
Autoloader Module
Many weapons rely on box magazines or power packs to function. The autoloader gadget facilitates quick reloading. This may come in the form of an integrated power pack alternator, or in spring-mounted magazine loaders worn on the wrist of the user. Regardless of their location on the owner’s body or the form that the autoloader takes, a weapon with the autoloader module gadget is always automatically reloaded as a free action as soon as the previous magazine or power pack is expended. This module cannot be transferred from one weapon to another, even those of similar types, due to the fact that each autoloader module is keyed to the individual weapon for which it was designed.
Restrictions: Ranged weapons using box magazines or power packs only.
Booby Trapped
Those characters with a more paranoid outlook on life may consider the booby trapped gadget for protecting their personal belongings. Any weapon with this gadget is designed to function properly only for the owner or owners of the weapon, or for a particular group of characters. If an unauthorized character picks up or attempts to use the weapon, a special trap is immediately triggered. After a trap is triggered, only an authorized user can reset the weapon to its normal state. When selecting the booby trap gadget, the character must designate a single person or a particular group that can use the weapon safely without triggering the trap. Additionally, the character must select a single trap from the list below.
Barbs: The weapon rapidly projects spikes or blades from its grip, dealing 1d6 points of damage to the user each round the weapon is held.
Electric Shock: Power cells in the weapon’s grip discharge and deal 1d6 points of electricity damage to the user.
Stun Bolt: A stun shock (Fortitude save DC 15) is discharged from a special nozzle built into the weapon. See the stun module gadget for more information on the effects of stun shocks.
Trigger Integrated Weapon: An integrated weapon is triggered and targets the unauthorized user. This trap requires that the weapon make use of the alternate weapon gadget (see above) and is typically used to trigger an explosive device.
Restrictions: None
Collapsible
In situations that call for stealth and deception, it is of great value to be able to separate an item into its parts and transport them in their broken down state. A weapon that makes use of the collapsible gadget is easily disassembled and reassembled at a moment’s notice. Breaking down a weapon into its individual parts requires a full-round action, while reassembling them in the correct order requires another full-round action. Obviously, the weapons must be fully assembled to be used. In its disassembled state, a weapon is not easily identified; a Knowledge (technology) check (DC 17) is required to identify a collapsed weapon for what it really is.
Restrictions: None
Compact
By eliminating wasted space and using smaller components, some engineers are capable of producing weapons far smaller than their standard counterparts. Any weapon that makes use of the compact gadget is one size smaller than normal, to a minimum size of Diminutive.
This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.
Restrictions: Ranged weapons only
Expanded Magazine
Some weapon engineers recognize that stopping to reload a weapon in combat is a dangerous and potentially life-threatening maneuver. Taking steps to reduce the amount of time required to keep the weapon full, these engineers have increased the ammunition capacity of the weapon to reduce the frequency with which it must be reloaded. Any weapon with the expanded magazine gadget doubles its normal magazine capacity. This gadget may only be taken once per weapon.
Restrictions: Ranged weapons only
Genetic Tags
Some law enforcement agencies and military units go out of their way to track the exact actions of their members by placing an identifying marker on any ammunition expended. This marker may come in the form of a serial number stamped on a weapon’s casing, or may be as subtle as a chemical compound sprayed on the outside of the ammunition it leaves the weapon’s chamber. Regardless of form, each round of ammunition that is fired from the weapon bears a unique tag that corresponds to the genetic code of the person to whom the weapon is assigned, immediately identifying the attacker to any forensic analysis.
Restrictions: Ranged ballistic weapons only
Integrated Equipment
A particular piece of nonweapon equipment has been integrated into the weapon and can be used by the weapon’s bearer at any time. This gadget is often used to give ranged weapons features like glow-lamps or flares, though it is not limited to those applications. Some weapons may use the integrated equipment gadget to incorporate a small computer or sensor module, reducing the amount of equipment the character has to carry.
When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the weapon, before the gadget modification is made.
Miniaturized
By eliminating wasted space and using microscopic components, some engineers are capable of producing weapons vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than normal, to a minimum size of Diminutive.
A weapon to which the miniaturized gadget has been added cannot fire standard ammunition. It must fire appropriate ammunition modified by the miniaturized universal equipment gadget.
This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.
Restrictions: Ranged weapons only.
Scope, Rangefinding Laser
One of the most valuable additions to any weapon is a scope, allowing the bearer to target opponents farther away than normal. What makes the rangefinding laser scope gadget so valuable is that it serves two purposes. First, a weapon with this gadget increases its range increment by one-half (multiply by 1.5). Additionally, the scope also sends out an invisible laser that can determine the exact range to a target, and then relay that information via a computer link. If that information is relayed to another weapon with the rangefinding laser scope gadget targeting the same character or object, the second attacker gains a +1 equipment bonus on his first attack roll against the target. This allows multiple characters with rangefinding laser scope gadgets to triangulate the exact position of a target and ensures greater accuracy.
Restrictions: Ranged weapons only.
Sensor Baffling
From simple metal detectors to advanced x-ray scanners, there’s a way to detect every weapon. As the technology level increases, so does the accuracy of weapons sensing devices. The ability to confuse these sensors can be invaluable, especially when smuggling weapons past security. Any weapon with the sensor baffling gadget grants a +4 bonus on any checks made to conceal the weapon from sensors or other detection devices.
Restrictions: None.
Spring-Loaded
Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment’s notice. The spring-loaded gadget ensures that small weapons can remain hidden under layers of clothes or armor and still be called to action at any time. The bearer of a weapon with this gadget automatically gains the benefits of the Quick Draw feat with this weapon only, even if the weapon is hidden from sight on that character’s person.
Restrictions: Weapons of size Small or smaller only.
Stun Module
One advantage of energy weapons over their ballistic and physical counterparts is that they are capable of altering their own output on the fly. With the stun module gadget, this means that an energy weapon can be used to apply nonlethal force. The stun module is an alternate firing mode; switching to or from stun mode is a free action (just like changing a weapon’s rate of fire). Whenever a character fires a weapon set to stun and successfully hits the target, the target must make a Fortitude save (DC determined by cost of the gadget) or be stunned for 1d4 rounds.
Restrictions: Energy weapons only.
Techno-Organic Makeup
Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.
A weapon with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal weapons, the weapon with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, weapons with this gadget are susceptible to diseases and poisons specifically designed to target techno-organic material.
Restrictions: None.
Variable Ammunition
Firearms typically draw their ammunition from a single source and do so until they are reloaded with a fresh magazine. The variable ammunition gadget changes this; it allows the user to load an additional type of ammunition. This essentially doubles the ammunition capacity of the weapon and allows the user to switch between the two different types of ammunition as a free action.
This gadget may be selected multiple times, each time adding a single additional magazine capacity for a different type of ammunition.
Restrictions: Ranged ballistic weapons only.
Variable Charge
As with the stun module gadget, the variable charge gadget takes advantage of an energy weapon’s ability to modify the damage caused by its own shots. This gadget gives the user the ability to “power up†his or her shots by focusing more energy into a single blast. A weapon with the variable charge gadget may be primed as an attack action, increasing the damage of its next shot by +1 die. For example, a weapon that normally deals 2d6 points of damage deals 3d6 points of damage after being primed for one round. A weapon may be primed for up to three rounds. If primed for more than three rounds, it becomes unstable; on the fourth round the weapon must be fired or else it explodes and deals the fully charged damage (normal weapon damage, +4 dice) to the user. When this occurs, the weapon is completely destroyed.
Restrictions: Ranged energy weapons only.
Voice Recognition System
A countermeasure commonly built into weapons is the voice recognition system gadget. It requires any user to speak a command word to unlock the weapon before it can be used. Some weapons couple the voice recognition system with the booby trap gadget to require a voice command to reset the weapon to its previous state. Any weapon with the voice recognition system gadget will not fire or activate unless the owner (or designated group) gives the command word to the weapon.
Restrictions: None.
Weapon Accessories
Weapon Accessories
As if modern weapons weren't dangerous enough, a number of accessories can increase their utility or efficiency.
Box Magazine
For weapons that use box magazines, a character can purchase extras. Loading these extra magazines ahead of time and keeping them in a handy place makes it easy to reload a weapon in combat.
Detonator
A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an explosive requires a Demolitions check (DC 15). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
Blasting Cap: This is a detonator without a built-in controller. It can be wired into any electrical device, such as a light switch or a car's ignition switch, with a Demolitions check (DC 10). When the electrical device is activated, the detonator goes off.
Radio Control: This device consists of two parts: the detonator itself and the activation device. The activation device is an electronic item about the size of a deck of cards, with an antenna, a safety, and an activation switch. When the switch is toggled, the activation device sends a signal to the detonator by radio, setting it off. It has a range of 500 feet.
Timed: This is an electronic timer connected to the detonator. Like an alarm clock, it can be set to go off at a particular time.
Wired: This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a small pistol-grip device that the user squeezes. The detonator comes with 100 feet of wire, but longer lengths can be spliced in with a Demolitions check (DC 10).
Holster
Holsters are generally available for all Medium-size or smaller firearms.
Hip: This holster holds the weapon in an easily accessed-and easily seen-location.
Concealed Carry: A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Weapons and Objects). In most cases, this is a shoulder holster (the weapon fits under the wearer's armpit, presumably beneath a jacket). Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer's waistband against his or her back). Tiny weapons can also be carried in ankle or boot holsters.
Illuminator
An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user's hands. It functions as a standard flashlight.
Laser Sight
This small laser mounts on a firearm, and projects a tiny red dot on the weapon's target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can't be used outdoors during the daytime.
Scope
A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use.
Standard: A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend an attack action acquiring his or her target. If the character changes targets or otherwise lose sight of the target, he or she must reacquire the target to gain the benefit of the scope.
Electro-Optical: An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she had the darkvision ability granted by night vision goggles.
Speed Loader
A speed loader holds a number of bullets in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a speed loader saves time in reloading a revolver, since a character can insert all the bullets at once.
Suppressor
A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet's firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Listen check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it's difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire.
Modifying a weapon to accept a suppressor requires a Repair check (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that fires the same caliber of ammunition.
Universal Weapon Gadgets
THE GADGET SYSTEM
The gadget system is a way to customize weapons, armor, and equipment to more appropriately fit a given campaign or character. Since each campaign will likely use very different items based on its unique setting, the gadget system allows total freedom in designing specific models of equipment from the generic base items found throughout this chapter.
Using the gadget system is a simple matter of mixing and matching various elements of a piece of gear until it fits what is needed.
First, pick a base weapon, armor, or piece of equipment to be modified. Select a gadget for the appropriate type (armor gadgets for armor, and so on) that is either a universal gadget or a gadget from the same (or lower) Progress Level. Modify the Purchase DC of the base item according to the gadget's instructions, and then purchase the gadget-modified item as normal. Some gadgets have additional restrictions placed on them that must be considered before making the gadget modification.
UNIVERSAL WEAPON GADGETS
The following gadgets are universal and can apply to weapons found in any era, provided all gadget-specific restrictions are observed.
Alternate Weapon
Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. This can encompass everything from having a bayonet installed on a rifle to allowing a weapon to switch between two different energy types at any given time. When dealing with firearms and other ranged weapons, this usually involves only mixing like types; for example, energy weapons are only combined with energy weapons, and ballistic weapons are only combined with ballistic weapons. This is not a hard-and-fast limitation but rather a suggestion based on the logistics of designing such a weapon. When selecting the alternate weapon gadget, choose a second weapon. That weapon is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the alternate weapon may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base model.
Restrictions: The character must also purchase the weapon to be integrated separately from the primary weapon, before the gadget modification is made.
Autofire Module
Some firearms and energy weapons are capable of firing in singleshot or semiautomatic forms only. The autofire module gadget allows these weapons to be fired on autofire.
Restrictions: Ranged weapon without autofire only.
Autoloader Module
Many weapons rely on box magazines or power packs to function. The autoloader gadget facilitates quick reloading. This may come in the form of an integrated power pack alternator, or in spring-mounted magazine loaders worn on the wrist of the user. Regardless of their location on the owner's body or the form that the autoloader takes, a weapon with the autoloader module gadget is always automatically reloaded as a free action as soon as the previous magazine or power pack is expended. This module cannot be transferred from one weapon to another, even those of similar types, due to the fact that each autoloader module is keyed to the individual weapon for which it was designed.
Restrictions: Ranged weapons using box magazines or power packs only.
Booby Trapped
Those characters with a more paranoid outlook on life may consider the booby trapped gadget for protecting their personal belongings. Any weapon with this gadget is designed to function properly only for the owner or owners of the weapon, or for a particular group of characters. If an unauthorized character picks up or attempts to use the weapon, a special trap is immediately triggered. After a trap is triggered, only an authorized user can reset the weapon to its normal state. When selecting the booby trap gadget, the character must designate a single person or a particular group that can use the weapon safely without triggering the trap. Additionally, the character must select a single trap from the list below.
Barbs: The weapon rapidly projects spikes or blades from its grip, dealing 1d6 points of damage to the user each round the weapon is held.
Electric Shock: Power cells in the weapon's grip discharge and deal 1d6 points of electricity damage to the user.
Stun Bolt: A stun shock (Fortitude save DC 15) is discharged from a special nozzle built into the weapon. See the stun module gadget for more information on the effects of stun shocks.
Trigger Integrated Weapon: An integrated weapon is triggered and targets the unauthorized user. This trap requires that the weapon make use of the alternate weapon gadget (see above) and is typically used to trigger an explosive device.
Restrictions: None
Collapsible
In situations that call for stealth and deception, it is of great value to be able to separate an item into its parts and transport them in their broken down state. A weapon that makes use of the collapsible gadget is easily disassembled and reassembled at a moment's notice. Breaking down a weapon into its individual parts requires a full-round action, while reassembling them in the correct order requires another full-round action. Obviously, the weapons must be fully assembled to be used. In its disassembled state, a weapon is not easily identified; a Knowledge (technology) check (DC 17) is required to identify a collapsed weapon for what it really is.
Restrictions: None
Compact
By eliminating wasted space and using smaller components, some engineers are capable of producing weapons far smaller than their standard counterparts. Any weapon that makes use of the compact gadget is one size smaller than normal, to a minimum size of Diminutive.
This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.
Restrictions: Ranged weapons only
Expanded Magazine
Some weapon engineers recognize that stopping to reload a weapon in combat is a dangerous and potentially life-threatening maneuver. Taking steps to reduce the amount of time required to keep the weapon full, these engineers have increased the ammunition capacity of the weapon to reduce the frequency with which it must be reloaded. Any weapon with the expanded magazine gadget doubles its normal magazine capacity. This gadget may only be taken once per weapon.
Restrictions: Ranged weapons only
Genetic Tags
Some law enforcement agencies and military units go out of their way to track the exact actions of their members by placing an identifying marker on any ammunition expended. This marker may come in the form of a serial number stamped on a weapon's casing, or may be as subtle as a chemical compound sprayed on the outside of the ammunition it leaves the weapon's chamber. Regardless of form, each round of ammunition that is fired from the weapon bears a unique tag that corresponds to the genetic code of the person to whom the weapon is assigned, immediately identifying the attacker to any forensic analysis.
Restrictions: Ranged ballistic weapons only
Integrated Equipment
A particular piece of nonweapon equipment has been integrated into the weapon and can be used by the weapon's bearer at any time. This gadget is often used to give ranged weapons features like glow-lamps or flares, though it is not limited to those applications. Some weapons may use the integrated equipment gadget to incorporate a small computer or sensor module, reducing the amount of equipment the character has to carry.
When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the weapon, before the gadget modification is made.
Miniaturized
By eliminating wasted space and using microscopic components, some engineers are capable of producing weapons vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than normal, to a minimum size of Diminutive.
A weapon to which the miniaturized gadget has been added cannot fire standard ammunition. It must fire appropriate ammunition modified by the miniaturized universal equipment gadget.
This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.
Restrictions: Ranged weapons only.
Scope, Rangefinding Laser
One of the most valuable additions to any weapon is a scope, allowing the bearer to target opponents farther away than normal. What makes the rangefinding laser scope gadget so valuable is that it serves two purposes. First, a weapon with this gadget increases its range increment by one-half (multiply by 1.5). Additionally, the scope also sends out an invisible laser that can determine the exact range to a target, and then relay that information via a computer link. If that information is relayed to another weapon with the rangefinding laser scope gadget targeting the same character or object, the second attacker gains a +1 equipment bonus on his first attack roll against the target. This allows multiple characters with rangefinding laser scope gadgets to triangulate the exact position of a target and ensures greater accuracy.
Restrictions: Ranged weapons only.
Sensor Baffling
From simple metal detectors to advanced x-ray scanners, there's a way to detect every weapon. As the technology level increases, so does the accuracy of weapons sensing devices. The ability to confuse these sensors can be invaluable, especially when smuggling weapons past security. Any weapon with the sensor baffling gadget grants a +4 bonus on any checks made to conceal the weapon from sensors or other detection devices.
Restrictions: None.
Spring-Loaded
Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment's notice. The spring-loaded gadget ensures that small weapons can remain hidden under layers of clothes or armor and still be called to action at any time. The bearer of a weapon with this gadget automatically gains the benefits of the Quick Draw feat with this weapon only, even if the weapon is hidden from sight on that character's person.
Restrictions: Weapons of size Small or smaller only.
Stun Module
One advantage of energy weapons over their ballistic and physical counterparts is that they are capable of altering their own output on the fly. With the stun module gadget, this means that an energy weapon can be used to apply nonlethal force. The stun module is an alternate firing mode; switching to or from stun mode is a free action (just like changing a weapon's rate of fire). Whenever a character fires a weapon set to stun and successfully hits the target, the target must make a Fortitude save (DC determined by cost of the gadget) or be stunned for 1d4 rounds.
Restrictions: Energy weapons only.
Techno-Organic Makeup
Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.
A weapon with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal weapons, the weapon with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, weapons with this gadget are susceptible to diseases and poisons specifically designed to target techno-organic material.
Restrictions: None.
Variable Ammunition
Firearms typically draw their ammunition from a single source and do so until they are reloaded with a fresh magazine. The variable ammunition gadget changes this; it allows the user to load an additional type of ammunition. This essentially doubles the ammunition capacity of the weapon and allows the user to switch between the two different types of ammunition as a free action.
This gadget may be selected multiple times, each time adding a single additional magazine capacity for a different type of ammunition.
Restrictions: Ranged ballistic weapons only.
Variable Charge
As with the stun module gadget, the variable charge gadget takes advantage of an energy weapon's ability to modify the damage caused by its own shots. This gadget gives the user the ability to “power up†his or her shots by focusing more energy into a single blast. A weapon with the variable charge gadget may be primed as an attack action, increasing the damage of its next shot by +1 die. For example, a weapon that normally deals 2d6 points of damage deals 3d6 points of damage after being primed for one round. A weapon may be primed for up to three rounds. If primed for more than three rounds, it becomes unstable; on the fourth round the weapon must be fired or else it explodes and deals the fully charged damage (normal weapon damage, +4 dice) to the user. When this occurs, the weapon is completely destroyed.
Restrictions: Ranged energy weapons only.
Voice Recognition System
A countermeasure commonly built into weapons is the voice recognition system gadget. It requires any user to speak a command word to unlock the weapon before it can be used. Some weapons couple the voice recognition system with the booby trap gadget to require a voice command to reset the weapon to its previous state. Any weapon with the voice recognition system gadget will not fire or activate unless the owner (or designated group) gives the command word to the weapon.
Restrictions: None.
Puzzles & Challenges
In the neon-lit alleys and shadowed gambling dens of Next Tokyo, challenges often take forms beyond combat. The criminal underworld thrives on games of chance and skill, where honor, wealth, and even lives can be won or lost with the roll of dice or the turn of a card. These traditional games, deeply embedded in Yakuza culture, serve as more than mere entertainment; they are a test of wits, nerve, and strategy. Players must navigate these games with caution, for the stakes are always high, and the consequences of failure can be fatal.
Oicho-Kabu
Oicho-Kabu (おいちょかぶ) is a traditional Japanese card game that is similar to Baccarat. It is typically played with special kabufuda cards. A hanafuda deck can also be used, if the last two months are discarded, and Western playing cards can be used if the face cards are removed from the deck and aces are counted as one. Oicho-Kabu means 8-9 and uses the Japanese kabufuda names for the numbers one to ten. As in baccarat, this game also has a dealer, whom the players try to beat.
The goal of the game is to reach 9. As in baccarat, the last digit of any total over 10 makes your hand: a 15 counts as 5, a 12 as 2, and a 20 as 0. Having two of the same card makes it the card number: a 10 and a 10 = 10, 1 and a 1 = 1.
The worst hand in oicho-kabu is an eight, a nine and a three, phonetically expressed as "ya-ku-za". This is the origin of the Japanese word for "gangster," yakuza.
Chō-Han Bakuchi
Chō-Han Bakuchi or simply Chō-Han (丁半) is a traditional Japanese gambling game using dice.
Gameplay
The game uses two standard six-sided dice, which are shaken in a bamboo cup or bowl by a dealer. The cup is then overturned onto the floor. Players then place their wagers on whether the sum total of numbers showing on the two dice will be "Chō" (even) or "Han" (odd). The dealer then removes the cup, displaying the dice. The winners collect their money.
Depending on the situation, the dealer will sometimes act as the house, collecting all losing bets. More often, the players will bet against each other (this requires an equal number of players betting on odd and even) and the house will collect a set percentage of winning bets.
Of the 36 possible outcomes, there are six distinct doubles that result in an even (丁) outcome (e.g., (1,1), (2,2), etc.) and 30 pairings of different numbers: 18 odd sums, and 12 even sums.
Culture
The game was a mainstay of the bakuto, itinerant gamblers in old Japan, and is still played by the modern yakuza. In a traditional Chou-Han setting, players sit on a tatami floor. The dealer sits in the formal seiza position and is often shirtless (to prevent accusations of cheating), exposing his elaborate tattoos.
Many Japanese films, especially chambara and yakuza movies, feature Chō-Han scenes. It is also a playable minigame in many of the Ryū ga Gotoku (Yakuza) series of video games.
Kitsune Bakuchi
Kitsune Bakuchi
Kitsune Bakuchi is a dice game from Japan in which a player tries to roll three dice with the same number on them. If the player succeeds, he or she wins four times the amount wagered. The term literally means "fox gambling."
There are six winning throws out of 216 total possible throws, so the winning probability is 6/216 = 1/36. Thus fair Kitsune Bakuchi (zero house edge) gives out winnings of 36 times the winning player's bet.
Questline: Breaking the Fang of Xero
Questline: Breaking the Fang of Xero
Background
The party is hired by a secretive Zaibatsu to take down Xero the Reaper, a vampire cybernetic lord who runs an empire from his impregnable skyscraper, The Bloodspire, located in the heart of Next Tokyo. Xero is a powerful business tycoon and crime lord, producing cyber-vampire minions in a secret lab within his tower. The Zaibatsu wants two things: the corporate secrets of Xero's minion-creating technology and Xero himself eliminated.
Quest Stages
Stage 1: The Contract
Objective: Meet the Zaibatsu contact, Kai Igarashi, to receive mission details.
Location: A neon-lit, smoke-filled bar in the lower slums of Next Tokyo.
Kai Igarashi (Zaibatsu Contact):
Appearance: Sleek black cybernetic arm, sharp business attire, and a piercing gaze.
Personality: Cold, calculating, and professional.
Dialog:
Kai Igarashi: “You're being paid a hefty sum to do what many have failed to achieve. Xero’s empire is built on blood and chrome, and it's time we dismantle it. But don’t get cocky—this isn't just a hit. We want his secrets. His empire crumbles when we know how to create his minions. And, of course, kill him. You have a week. Don't disappoint the Zaibatsu.”
PC Response (choice):
1. "We'll handle it. What's the access point?"
2. "What should we expect inside?"
Kai Igarashi: “The Bloodspire is his fortress, reinforced and crawling with guards and worse. We’ve marked potential entry points, but you’ll need to get creative. His secrets are in his mainframe, in his labs near the top. And he’ll be waiting.”
Stage 2: Infiltration
Objective: Infiltrate The Bloodspire. Find an entry point and ascend to the lab.
Location: The corporate district, The Bloodspire looming like a concrete titan against the skyline.
The party can choose between multiple infiltration methods:
Option 1: Hacking the Skyscraper's Security Systems (requires a hacker or Tech proficiency).
Option 2: Enter via the Sewer Network (leads to the lower floors, filled with cybernetic abominations).
Option 3: Paraglide from a nearby skyscraper (risky but gets the party closer to the top floor).
Skill Challenges:
Security Hack: DC 18 Intelligence (Technology) to bypass firewalls and disable some of the lower-tier defenses.
Sewer Navigation: DC 16 Wisdom (Survival) to avoid traps and navigate tunnels filled with Xero’s failed cyber-vampire experiments.
Paragliding: DC 17 Dexterity (Acrobatics) to land safely and avoid being spotted by security drones.
Stage 3: Secrets of the Minions
Objective: Steal Xero’s research on cybernetic vampire creation.
Location: Xero’s labs, guarded by his most elite cyber-vampires and automated defenses.
Upon reaching the lab, the party finds Xero’s Research Terminal, containing sensitive data on the creation of cyber-vampire minions. Retrieving this data will involve bypassing an AI security system. The system will launch an attack if tampered with.
Hacking the Terminal:
First Layer Defense: DC 18 Intelligence (Technology) to crack the first layer of encryption.
Second Layer: A virtual representation of the party (avatars) is transported into the NeuroNET. They must battle Black ICE within the virtual space.
Black ICE Encounter:
Black ICE: AC 17, HP 120, immunity to non-psychic damage, attacks with virtual blades (2d8 psychic damage per hit).
Once the ICE is defeated, the party gains access to Xero’s research data, a key bargaining chip.
Dialog:
PC Hacker (if successful): “Got it. This is way bigger than minions. Xero’s using the city as a lab.”
Party NPC (if present): “Good. But now it’s time to take out the real threat.”
Stage 4: The Final Confrontation
Objective: Confront Xero in his penthouse lair and eliminate him.
Location: Xero’s throne room, atop the Bloodspire. Sleek, metallic, and cold, the room is filled with high-tech weapons and defenses.
The party finally reaches Xero’s lair, where he is waiting.
Xero the Reaper:
Appearance: A towering figure in sleek, black nanite armor. His eyes glow with the red light of undeath, and his cybernetic arms pulse with energy.
Personality: Charismatic, calculating, and eerily calm.
Dialog:
Xero: “You Zaibatsu dogs are so predictable. You come here thinking you can destroy what I’ve built with a few bullets and some stolen data? I am the future! Undeath combined with technology. You’ve walked into your grave.”
PC Response (choice):
1. "You're just another corporate puppet. We’re cutting the strings."
2. "We know your secrets, Xero. Your empire dies today."
3. "You’ve made too many enemies. It ends here."
Combat:
Xero the Reaper (Legendary Vampire): As per his stat block, Xero fights with ferocity, utilizing his teleportation and legendary actions to attack relentlessly. He deploys security drones (AC 15, HP 30, laser attacks) and summons cyber-vampire elite minions as reinforcements (1d4 arrive every 2 rounds).
Legendary Actions:
Cybernetic Cloak: Xero becomes invisible for one turn.
Nanite Regeneration: Xero heals at the start of every round unless a character deals radiant damage.
During the fight, Xero can taunt the party:
Xero: “You think I built all this with brute force? You’ll never understand the power I wield!”
Battle Notes:
The environment is destructible—players can use environmental hazards like breaking pipes or disabling security systems to gain an advantage.
Stage 5: Aftermath
Objective: Escape The Bloodspire or hold your ground until extraction.
Once Xero is defeated, the party has the option to upload the research data to the Zaibatsu. However, doing so could alert rival corporations to the party’s location. As the building collapses into chaos, the party must decide whether to flee or fight their way to an extraction point.
Choices:
Escape the Building: Fight through remaining guards and security systems. DC 16 Dexterity (Acrobatics) checks to avoid falling debris.
Upload the Data to the Zaibatsu: Secure a bonus reward but trigger an additional wave of elite guards.
Rewards:
Xero’s Data: Grants access to the creation of cyber-vampires and a potential bargaining chip with other corporations.
Zaibatsu Reward: 10,000 credits and a piece of advanced cybernetic gear.
Final Dialog (if successful):
Kai Igarashi: “You’ve done the impossible. Xero is no more. The Zaibatsu will rise from the ashes of his empire, and you... you’ve earned our gratitude—and perhaps more work, should you be interested.”
This questline offers high-stakes infiltration, epic combat, and the potential for the players to shape the corporate underworld of Next Tokyo.
Questline: Midnight Thrill
Location: The neon-lit streets and abandoned highways of Next Tokyo.
Quest Overview
The Midnight Club, an underground street racing gang, is notorious for its high-stakes, no-holds-barred races that take place in the heart of Next Tokyo. The races start at midnight, and there’s only one rule: cross the finish line first, by any means necessary. This quest will challenge players to utilize their driving skills, combat prowess, and resourcefulness to outmaneuver and outfight the competition. The rewards are substantial, ranging from large sums of cash to the ultimate prize—the opponent’s car.
Objectives:
1. Qualifying Round:
The players must first prove themselves worthy of entering the Midnight Club’s main event. To do so, they must complete a preliminary race against a small-time gang. This race takes place on a winding stretch of highway, with the gang using dirty tricks like oil slicks and road spikes. Winning this race will earn them an invitation to the main event.
2. The Main Event:
The main race is a high-stakes, three-lap circuit through the heart of Next Tokyo, weaving through narrow alleyways, abandoned skyscrapers, and neon-lit highways. The track is filled with obstacles, including malfunctioning billboards, stalled cars, and random drone interference. Competitors will use every trick in the book, from EMP blasts to nitrous boosts, to gain the upper hand.
3. Sabotage and Betrayal:
After winning or placing high in the main race, players learn that one of the other racers, a hot-headed rival named Kenji "The Viper" Takeda, is planning to sabotage their car before the next event. Players must decide how to handle this: confront him, set a trap, or find a way to turn the tables and sabotage his ride instead.
4. The Final Showdown:
The Midnight Club announces the ultimate race, held on the old Tokyo Bay bridge—an abandoned structure with broken railings and sharp turns, suspended above the water. This race is winner-takes-all, and the stakes are even higher. The course is more dangerous, with collapsing sections, drone attacks, and rival racers equipped with advanced weaponry. Players must use all their skills and resources to reach the finish line first.
Key NPCs:
Akira "Midnight" Saito – The enigmatic leader of The Midnight Club, known for his cool demeanor and incredible driving skills. He respects strength and cunning and will reward the players handsomely if they prove themselves.
Kenji "The Viper" Takeda – A ruthless racer who stops at nothing to win. He sees the players as a threat and will do whatever it takes to eliminate them, including sabotage and attacking them mid-race.
Rei, The Mechanic – A talented mechanic who works for The Midnight Club. She can upgrade the players’ vehicles, install countermeasures against EMPs, or provide insider information on their rivals—if the price is right.
Course Challenges:
The Neon Circuit:
The first leg of the main race takes the players through a crowded marketplace, filled with pedestrians and street vendors. Drones circle overhead, projecting advertisements and distracting racers, while rival gangs set up makeshift barricades.
The Old Highway:
The second leg is an abandoned highway, with crumbling sections, collapsed bridges, and road debris. This is where players can make use of nitro boosts and EMPs to gain the advantage, but they’ll need to watch out for rivals trying to ram them off the road.
The Tokyo Bay Bridge:
The final section is the most dangerous—a narrow, twisting bridge with gaps, broken rails, and the open water below. This is where The Midnight Club’s elite racers make their move, using everything from explosive mines to energy shields.
Rewards:
Money: A significant sum of cash for winning the races, perfect for purchasing upgrades, new weapons, or cybernetic enhancements.
Vehicles: If the players beat a rival racer, they have the option to take their car as a trophy, or strip it for parts and tech.
Reputation: Successfully completing the quest will earn the players a reputation in the underground racing scene, opening up new opportunities for jobs, contacts, and black-market deals.
Potential Plot Twists:
Police Raid: During one of the races, the local police forces raid the track, forcing the players to evade both the law and their rivals.
Corporate Sabotage: A megacorporation that’s secretly funding The Midnight Club may offer the players a deal to throw the race in exchange for advanced tech or information. However, refusing may result in hired mercenaries being sent after them.
Betrayal Within the Club: One of The Midnight Club members might turn on the players, attempting to steal their winnings or take them out before the final race.
Final Note: The Midnight Thrill isn’t just about speed; it’s about survival, strategy, and proving who truly owns the streets of Next Tokyo. Players will need to master the balance between raw power and cunning tactics to come out on top in this high-octane, adrenaline-pumping questline.
Yakuza Questline: The Zaibatsu's Secret
Quest Introduction:
The players are approached by a slick, well-dressed Yakuza lieutenant named Takashi Nakamura. He offers them a job: infiltrate a Zaibatsu megacorporation's headquarters and steal a highly classified piece of technology, rumored to be a prototype that could shift the balance of power in the city. The Yakuza want this device, and in return, they offer a substantial payment and potential future employment.
Act 1: The Offer
Objective: Meet with Takashi Nakamura at a high-end nightclub controlled by the Yakuza.
Details: He explains that the Zaibatsu, a massive corporate entity, has developed a piece of tech capable of revolutionizing cybernetic enhancements. The Yakuza want this technology, believing it could give them the edge they need to challenge the Zaibatsu’s control over the black market.
Choices:
Accept the job for the Yakuza: They promise 50,000 credits and future assignments.
Decline: Takashi warns them about the dangers of crossing the Yakuza but respects their decision.
Negotiate: Gain a 10% increase in payment with a successful Persuasion check.
Act 2: The Heist Preparation
Objective: Gather information on the Zaibatsu headquarters and prepare for the heist.
Details: The players can choose to:
Hack into the Zaibatsu’s network to get floor plans and security details.
Infiltrate the headquarters as employees or contractors.
Bribe a lower-level employee for access codes.
Potential Encounters:
A cybernetic mercenary hired by the Zaibatsu to protect their secrets.
Security drones patrolling the premises.
A rival Yakuza faction looking to sabotage the mission.
Act 3: The Infiltration
Objective: Break into the Zaibatsu headquarters and retrieve the prototype.
Challenges:
Security systems with ICE (Intrusion Countermeasures Electronics) that can be bypassed with a hacking skill check.
Guards equipped with advanced cybernetics and weaponry.
The prototype is housed in a heavily fortified vault requiring a keycard, which can be obtained from the head of security or hacked open.
Act 4: The Betrayal Option
Twist: As the players retrieve the prototype, they receive a call from a representative of the Zaibatsu, offering them double the Yakuza's payment if they turn it over to the corporation instead.
Choices:
Stay loyal to the Yakuza: Deliver the prototype and earn their respect, along with the agreed-upon payment.
Betray the Yakuza: Hand the prototype over to the Zaibatsu and receive 100,000 credits, but face the wrath of the Yakuza.
Play both sides: Attempt to deceive both the Yakuza and the Zaibatsu to keep the prototype for themselves, potentially selling it to a third party.
Act 5: The Fallout
Loyal to the Yakuza:
The players receive a bonus payment and gain access to new, lucrative missions.
Takashi hints at a growing war between the Yakuza and the Zaibatsu, inviting the players to be a part of it.
Betrayal Outcome:
The Yakuza place a bounty on the players' heads, sending skilled assassins and cybernetic enforcers after them.
The Zaibatsu offers more work, but trust is conditional.
Double Cross Outcome:
Both the Yakuza and Zaibatsu discover the players' deception, leading to a thrilling chase through the city as both factions send operatives to recover the prototype.
Rewards & Consequences:
Cash & Gear: Depending on which faction they side with, the players receive advanced cybernetic upgrades, credits, and unique weapons.
Reputation: Gain or lose reputation with the Yakuza, Zaibatsu, or even both, affecting future quest opportunities.
Future Missions: Unlock access to further work from the Yakuza, Zaibatsu, or other factions eager to exploit the players’ skills.
This branching questline ensures players feel the weight of their decisions in a world where loyalty and betrayal can mean the difference between life and death.
Style
In the dystopian world of neon-lit streets and towering megacities, music pulses through the veins of society, setting the tone for rebellion, resilience, and revolution. From the gritty underground clubs to the slick corporate-owned radio waves, music in a cyberpunk world isn't just entertainment—it's a statement. The soundscapes are harsh, raw, and electrifying, reflecting the fragmented realities of life in a technologically dominated society. Here are the defining styles of music that resonate through the alleys and airwaves of a cyberpunk future:
Cyberpunk Music
Cyberpunk Music
"Much of the industrial/dance heavy 'Cyberpunk'—recorded in Billy Idol's Macintosh-run studio—revolves around Idol's theme of the common man rising up to fight against a faceless, soulless, corporate world." —Julie Romandetta
Invariably the origin of cyberpunk music lies in the synthesizer-heavy scores of cyberpunk films such as Escape from New York (1981) and Blade Runner (1982). Some musicians and acts have been classified as cyberpunk due to their aesthetic style and musical content. Often dealing with dystopian visions of the future or biomechanical themes, some fit more squarely in the category than others. Bands whose music has been classified as cyberpunk include Psydoll, Front Line Assembly, Clock DVA, Angelspit and Sigue Sigue Sputnik.
Some musicians not normally associated with cyberpunk have at times been inspired to create concept albums exploring such themes. Albums such as Gary Numan's Replicas, The Pleasure Principle and Telekon were heavily inspired by the works of Philip K. Dick. Kraftwerk's The Man-Machine and Computer World albums both explored the theme of humanity becoming dependent on technology. Nine Inch Nails' concept album Year Zero also fits into this category. Fear Factory concept albums are heavily based upon future dystopia, cybernetics, clash between man and machines, virtual worlds. Billy Idol's Cyberpunk drew heavily from cyberpunk literature and the cyberdelic counter culture in its creation. 1. Outside, a cyberpunk narrative fueled concept album by David Bowie, was warmly met by critics upon its release in 1995. Many musicians have also taken inspiration from specific cyberpunk works or authors, including Sonic Youth, whose albums Sister and Daydream Nation take influence from the works of Philip K. Dick and William Gibson respectively. Madonna's 2001 Drowned World Tour opened with a cyberpunk section, where costumes, asethetics and stage props were used to accentuate the dystopian nature of the theatrical concert.
Vaporwave and synthwave are also influenced by cyberpunk. The former has been interpreted as a dystopian critique of capitalism in the vein of cyberpunk and the latter as a nostalgic retrofuturistic revival of aspects of cyberpunk's origins.
Industrial Music
Industrial Music
Industrial music is a genre of music that draws on harsh, transgressive or provocative sounds and themes. AllMusic defines industrial music as the "most abrasive and aggressive fusion of rock and electronic music" that was "initially a blend of avant-garde electronics experiments (tape music, musique concrète, white noise, synthesizers, sequencers, etc.) and punk provocation". The term was coined in the mid-1970s with the founding of Industrial Records by members of Throbbing Gristle and Monte Cazazza. While the genre name originated with Throbbing Gristle's emergence in the United Kingdom, concentrations of artists and labels vital to the genre also emerged in the United States, mainly Lou Reed's Metal Machine Music.
The first industrial artists experimented with noise and aesthetically controversial topics, musically and visually, such as fascism, sexual perversion, and the occult. Prominent industrial musicians include Throbbing Gristle, Monte Cazazza, SPK, Boyd Rice, Cabaret Voltaire, and Z'EV. On Throbbing Gristle's 1977 debut album The Second Annual Report, they coined the slogan "industrial music for industrial people". Chicago-based independent label Wax Trax Records featured a heavy roster of industrial music acts. The precursors that influenced the development of the genre included acts such as German electronic groups Faust, Neu! and Kraftwerk, experimental rock acts such as Pink Floyd and Frank Zappa, psychedelic rock artists such as Jimi Hendrix, lounge music acts such as Martin Denny, pop music such as ABBA and composers such as John Cage, Karlheinz Stockhausen or the ONCE Group. Musicians also cite writers such as William S. Burroughs, artist such as Brion Gysin and philosophers such as Friedrich Nietzsche as influences.
While the term was self-applied by a small coterie of groups and individuals associated with Industrial Records in the late 1970s, it was broadened to include artists influenced by the original movement or using an "industrial" aesthetic. Over time, the genre's influence spread into and blended with styles including ambient, synth music and rock such as Front 242, Front Line Assembly, KMFDM, and Sister Machine Gun from the Chicago-based Wax Trax Records. Electro-industrial music is a primary subgenre that developed in the 1980s, with the most notable bands in the genre being Front Line Assembly and Skinny Puppy. The two other most notable hybrid genres are industrial rock and industrial metal, which include bands such as Nine Inch Nails, Ministry, Rammstein, and Fear Factory, the first three of which released platinum-selling albums in the 1990s.
Punk Music
Punk Music
Punk rock (or simply punk) is a music genre that emerged in the mid-1970s. Rooted in 1960s garage rock, punk bands rejected the perceived excesses of mainstream 1970s rock. They typically produced short, fast-paced songs with hard-edged melodies and singing styles, stripped-down instrumentation, and often shouted political, anti-establishment lyrics. Punk embraces a DIY ethic; many bands self-produce recordings and distribute them through independent record labels.
The term "punk rock" was previously used by American rock critics in the early 1970s to describe the mid-1960s garage bands. Certain late 1960s and early 1970s Detroit acts, such as MC5 and Iggy and The Stooges, and others from elsewhere created out-of-the-mainstream music that became highly influential on what was to come. Glam rock in the UK and The New York Dolls from New York have also been cited as key influences. When the movement now bearing the name developed from 1974 to 1976, prominent acts included Television, Patti Smith, and the Ramones in New York City; The Saints in Brisbane; and the Sex Pistols, the Clash, and the Damned in London, and the Buzzcocks in Manchester. By late 1976, punk became a major cultural phenomenon in the UK. It led to a punk subculture expressing youthful rebellion through distinctive styles of clothing, such as deliberately offensive T-shirts, leather jackets, studded or spiked bands and jewellery, safety pins, and bondage and S&M clothes.
In 1977, the influence of the music and subculture spread worldwide. It took root in a wide range of local scenes that often rejected affiliation with the mainstream. In the late 1970s, punk experienced a second wave as new acts that were not active during its formative years adopted the style. By the early 1980s, faster and more aggressive subgenres such as hardcore punk (e.g. Minor Threat), Oi! (e.g. the Exploited) and anarcho-punk (e.g. Crass) became the predominant modes of punk rock. Many musicians identifying with or inspired by punk went on to pursue other musical directions, giving rise to movements such as post-punk, new wave, and alternative rock.
Techno Music
Cyberpunk is Techno
If the future consists of massive computer networks, corrupt corporations / governments and augmented humans, and is dirty and grim (i.e. Cyberpunk), you can bet that the music of choice will be Techno, Electronica, and/or Industrial music. All three are forms of Electronic Music. Ambient music of choice? Techno. Hanging out at the Coolest Club Ever? No Hip-Hop, Pop, or any other dance music here, just techno.
Ironically, Punk Rock itself, despite the obvious assumption, seems to be absent in many cyberpunk offerings. It may be due to its dated style in many ways. Many feel that punk rock was at its peak in The '70s and stopped being relevant after the mid 80s, which is about when cyberpunk actually took off.
Since techno, industrial music, and electronica require electronics (hence the name) to work, the use of such can bring a futuristic feel to it. The music is usually played to give a dystopian mood. Since cyberpunk is usually set in a Dystopia, and in a technological world, this kind of music is perfect for that setting.
Compare and contrast Heavy Mithril for the music common for fantasy settings.
Deployment
Deployment
Deployment: "Sicarius" will be deployed on multiple platforms, including PC, PlayStation, Xbox, and potentially on cloud gaming platforms such as Google Stadia and Amazon Luna. This multi-platform approach ensures that the game reaches a wide audience and allows players to enjoy the game on their preferred gaming platform.
Target Audience: The target audience for "Sicarius" is primarily gamers who enjoy immersive storytelling, action-packed gameplay, and the cyberpunk genre. The game is designed to appeal to both casual and hardcore gamers who appreciate a rich narrative, engaging gameplay mechanics, and a visually stunning cyberpunk world.
Typical User: The typical user of "Sicarius" is a tech-savvy gamer who enjoys exploring complex narratives and making impactful choices. They are likely fans of cyberpunk-themed media, such as movies like Blade Runner or games like Deus Ex. This user is drawn to the dark and gritty atmosphere of cyberpunk settings, as well as the moral ambiguity and philosophical questions often explored within the genre.
Appeal of the Theme: The cyberpunk theme of "Sicarius" appeals to its audience for several reasons. Firstly, the cyberpunk genre has a dedicated fan base that appreciates its unique blend of futuristic technology, dystopian societies, and morally gray narratives. By immersing players in a cyberpunk world, "Sicarius" taps into this existing interest and provides an experience that aligns with their expectations.
Additionally, the theme of revenge resonates with players on an emotional level. The desire for justice and the exploration of complex moral choices are universal themes that can captivate players and keep them engaged throughout the game. By centering the narrative around an assassin seeking revenge for the homicide of his family, "Sicarius" taps into these emotions and provides a compelling motivation for players to immerse themselves in the game world.
While the cyberpunk theme may be familiar to some players, "Sicarius" offers a fresh take on the genre by combining it with a deeply personal story of revenge. This unique blend of familiar elements and a fresh narrative approach ensures that both fans of the cyberpunk genre and newcomers to the theme will find something intriguing and captivating in the game.
Unreal Engine 5
Unreal Engine 5
The cave system in the "Lumen in the Land of Nanite" Unreal Engine 5 demo was generated using real-world photogrammetry assets imported into the Nanite engine rather than detailed by hand.
Unreal Engine 5 was revealed on May 13, 2020, supporting all existing systems including the next-generation consoles PlayStation 5 and Xbox Series X/S. Work on the engine started about two years prior to its announcement. It was released in early access on May 26, 2021, with expected full launch in early 2022.
One of its major features is Nanite, an engine that allows for high-detailed photographic source material to be imported into games. The Nanite virtualized geometry technology allows Epic to take advantage of its past acquisition of Quixel, the world's largest photogrammetry library as of 2019. The goal of Unreal Engine 5 was to make it as easy as possible for developers to create detailed game worlds without having to spend excessive time on creating new detailed assets, allowing the engine software to handle these factors. Nanite can import nearly any other pre-existing three-dimension representation of objects and environments, including ZBrush and CAD models, allowing the use of film-quality assets. Nanite automatically handles the levels of detail (LODs) of these imported objects appropriate to the target platform and draw distance, a task that an artist would have had to perform otherwise. Lumen is another component described as a "fully dynamic global illumination solution that immediately reacts to scene and light changes". Lumen eliminates the need for artists and developers to craft a lightmap for a given scene, but instead calculates light reflections and shadows on the fly, thus allowing for real-time behavior of light sources. Additional components include Niagara for fluid and particle dynamics and Chaos for a physics engine.
With potentially tens of billions of polygons present on a single screen at 4k resolution, Epic also developed the Unreal Engine 5 to take advantage of the upcoming high-speed storage solutions with the next-generation console hardware that will use a mix of RAM and custom solid-state drives. Epic had worked closely with Sony in optimizing Unreal Engine 5 for the PlayStation 5, with Epic collaborating with Sony on the console's storage architecture. To demonstrate the ease of creating a detailed world with minimal effort, the May 2020 reveal of the engine showcased a demo called "Lumen in the Land of Nanite" running on a PlayStation 5 that was built mostly by pulling assets from the Quixel library and using the Nanite, Lumen, and other Unreal Engine 5 components to create a photorealistic cave setting that could be explored. Epic affirmed that Unreal Engine 5 would be fully supported on the Xbox Series X as well, but had been focused on the PlayStation 5 during the announcement as a result of their work with Sony in the years prior. Epic plans to use Fortnite as a testbed for Unreal Engine 5 to showcase what the engine can do to the industry, with the game expected to use the engine by mid-2021. Ninja Theory's Senua's Saga: Hellblade II will also be one of the first games to use Unreal Engine 5.
Additional features planned for Unreal Engine 5 come from Epic's acquisitions and partnerships. The MetaHuman Creator is a project based on technology from three companies acquired by Epic, 3Lateral, Cubic Motion, and Quixel, to allow developers to quickly create realistic human characters that can then be exported for use within Unreal. Through partnership with Cesium, Epic plans to offer a free plugin to provide 3D geospatial data for Unreal users, allowing them to recreate any part of the mapped surface of Earth. Epic will include RealityCapture, a product it acquired with its acquisition of Capturing Reality that can generate 3D models of any object from a collection of photographs taken of it from multiple angles, and the various middleware tools offered by RAD Game Tools.
Nanite
Nanite (UE5)
Nanite is Unreal Engine 5's new virtualized geometry system which uses a new internal mesh format and rendering technology to render pixel scale detail and high object counts. It intelligently does work on only the detail that can be perceived and no more. Nanite's data format is also highly compressed, and supports fine-grained streaming with automatic level of detail.
Benefits of Nanite
Multiple orders of magnitude increase in geometry complexity, higher triangle and objects counts than has been possible before in real-time
Frame budgets are no longer constrained by polycounts, draw calls, and mesh memory usage
Now possible to directly import film-quality source arts, such as ZBrush sculpts and photogrammetry scans
Use high-poly detailing rather than baking detail into normal map textures
Level of Detail (LOD) is automatically handled and no longer requires manual setup for individual mesh's LODs
Loss of quality is rare or non-existent, especially with LOD transitions
Although the advantages can be game-changing, there are practical limits that still remain. For example, instance counts, triangles per mesh, material complexity, output resolution, and performance should be carefully measured for any combination of content and hardware. Nanite will continue to expand its capabilities and improve performance in future releases of Unreal Engine.
How a Nanite Mesh is different from a Static Mesh
A Nanite mesh is still essentially a triangle mesh at its core with a lot of level of detail and compression applied to its data. On top of that, Nanite uses an entirely new system for rendering that data format in an extremely efficient way.
All that is required for a Static Mesh to take advantage of Nanite is a flag to enable it. Authoring content for Nanite is no different than traditional meshes except that Nanite can handle orders of magnitude more triangles and instances than is possible for traditionally rendered geometry. Move the camera close enough and Nanite will draw the original source triangles that were imported.
Nanite meshes support multiple UVs and vertex colors. Materials are assigned to sections of the mesh such that those materials can use different shading models and dynamic effects which can be done in the shaders. Material assignment can be swapped dynamically, just like any other Static Mesh, and Nanite doesn't require any process to bake down materials.
Virtual Textures are not required to be used with Nanite, but they are highly recommended. Virtual Textures are an orthogonal Unreal Engine feature with similar goals for texture data that Nanite achieves with mesh data.
Working with Nanite should be familiar to workflows for Static Meshes, but there are many things not yet supported. See the Supported Features section of this page for more details.
How does Nanite work?
Nanite integrates as seamlessly as possible into existing engine workflows, while using a novel approach to storing and rendering mesh data.
During import: meshes are analyzed and broken down into hierarchical clusters of triangle groups.
During rendering: clusters are swapped on the fly at varying levels of detail based on the camera view, and connect perfectly without cracks to neighboring clusters within the same object. Data is streamed in on demand so that only visible detail needs to reside in memory. Nanite runs in its own rendering pass that completely bypasses traditional draw calls. Visualization modes can be used to inspect the Nanite pipeline.
Since Nanite relies on the ability to rapidly stream mesh data from disk on demand. Solid State Drives (or SSDs) are recommended for runtime storage.
Lumen
Lumen (UE5)
Lumen is Unreal Engine 5’s new dynamic Global Illumination and reflections system, targeted at next-generation consoles. It is the result of years of work from the team at Epic to bring real-time Global Illumination and reflections to Unreal Engine.
We believe that the next-generation of games and simulations will need advanced lighting, such as time of day or lighting that reacts to world changes. The CGI industry has been pursuing a definitive solution for real-time Global Illumination and reflections for decades, which is why real-time GI has been called the “holy grail” of computer graphics.
Lumen uses a fully dynamic indirect lighting pipeline, which means that the scene geometry, material, and light properties can change at any time. Because of that, Lumen greatly improves artists' workflow. Not only does this mean lighting updates instantly, but it also removes the wait for build times to get to final lighting quality. In addition to that, Lumen-lit scenes need no reflection cubemaps, since Lumen fully replaces other methods and is able to render geometrically precise reflections.
In this video, Paulo Souza, Epic Games Evangelist for Latin America and Brazil, takes you through all of Lumen’s features and provides a high-level overview of how it works. He will also show tips on how to improve lighting and reflection quality, along with some of the best practices to make your Unreal Engine 5 scenes shine.
NVIDIA (DLSS)
NVIDIA DLSS 2.0: A Big Leap In AI Rendering
Artificial intelligence is revolutionizing gaming - from in-game physics and animation simulation to real-time rendering and AI-assisted broadcasting features. With Deep Learning Super Sampling (DLSS), NVIDIA set out to redefine real-time rendering through AI-based super resolution - rendering fewer pixels and then using AI to construct sharp, higher resolution images. With our latest 2.0 version of DLSS, we’ve made big advances towards this vision.
Powered by dedicated AI processors on GeForce RTX GPUs called Tensor Cores, DLSS 2.0 is a new and improved deep learning neural network that boosts frame rates while generating beautiful, crisp game images. It gives gamers the performance headroom to maximize ray tracing settings and increase output resolutions.
DLSS 2.0 offers several key enhancements over the original version:
Superior Image Quality - DLSS 2.0 offers image quality comparable to native resolution while rendering only one quarter to one half of the pixels. It employs new temporal feedback techniques for sharper image details and improved stability from frame to frame.
Great Scaling Across All GeForce RTX GPUs and Resolutions - A new AI network more efficiently uses Tensor Cores to execute 2X faster than the original. This improves frame rates and eliminates previous limitations on which GPUs, settings, and resolutions could be enabled.
One Network For All Games - The original DLSS required training the AI network for each new game. DLSS 2.0 trains using non-game-specific content, delivering a generalized network that works across games. This means faster game integrations, and ultimately more DLSS games.
Customizable Options - DLSS 2.0 offers users 3 image quality modes - Quality, Balanced, Performance - that control the game’s internal rendering resolution, with Performance mode enabling up to 4X super resolution (i.e. 1080p → 4K). This means more user choice, and even bigger performance boosts.
DLSS 2.0 - Under the Hood
Using our Neural Graphics Framework, NGX, the DLSS deep neural network is trained on a NVIDIA DGX-powered supercomputer.
DLSS 2.0 has two primary inputs into the AI network:
Low resolution, aliased images rendered by the game engine
Low resolution, motion vectors from the same images -- also generated by the game engine
Motion vectors tell us which direction objects in the scene are moving from frame to frame. We can apply these vectors to the previous high resolution output to estimate what the next frame will look like. We refer to this process as ‘temporal feedback,’ as it uses history to inform the future.
NVIDIA DLSS 3 - A Revolution in Neural Graphics
DLSS 3 is a revolutionary breakthrough in AI-powered graphics that massively boosts performance, while maintaining great image quality and responsiveness. Building upon DLSS Super Resolution, DLSS 3 adds Optical Multi Frame Generation to generate entirely new frames, and integrates NVIDIA Reflex low latency technology for optimal responsiveness. DLSS 3 is powered by the new fourth-generation Tensor Cores and Optical Flow Accelerator of the NVIDIA Ada Lovelace architecture, which powers GeForce RTX 40 Series graphics cards.
The DLSS Frame Generation convolutional autoencoder takes 4 inputs – current and prior game frames, an optical flow field generated by Ada’s Optical Flow Accelerator, and game engine data such as motion vectors and depth.
Ada’s Optical Flow Accelerator analyzes two sequential in-game frames and calculates an optical flow field. The optical flow field captures the direction and speed at which pixels are moving from frame 1 to frame 2. The Optical Flow Accelerator is able to capture pixel-level information such as particles, reflections, shadows, and lighting, which are not included in game engine motion vector calculations. In the motorcycle example below, the motion flow of the motorcyclist accurately represents that the shadow stays in roughly the same place on the screen with respect to their bike.
Whereas the Optical Flow Accelerator accurately tracks pixel level effects such as reflections, DLSS 3 also uses game engine motion vectors to precisely track the movement of geometry in the scene. In the example below, game motion vectors accurately track the movement of the road moving past the motorcyclist, but not their shadow. Generating frames using engine motion vectors alone would result in visual anomalies like stuttering on the shadow.
For each pixel, the DLSS Frame Generation AI network decides how to use information from the game motion vectors, the optical flow field, and the sequential game frames to create intermediate frames. By using both engine motion vectors and optical flow to track motion, the DLSS Frame Generation network is able to accurately reconstruct both geometry and effects, as seen in the picture below.
With DLSS 3 enabled, AI is reconstructing three-fourths of the first frame with DLSS Super Resolution, and reconstructing the entire second frame using DLSS Frame Generation. In total, DLSS 3 reconstructs seven-eighths of the total displayed pixels, increasing performance significantly!
DLSS 3 also incorporates NVIDIA Reflex, which synchronizes the GPU and CPU, ensuring optimum responsiveness and low system latency. Lower system latency makes game controls more responsive, and ensures on-screen actions occur almost instantaneously once you click your mouse or other control input. When compared to native, DLSS 3 can reduce latency by up to 2X.