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Sicarius: Shadows of the Rising Sun

Sicarius: Shadows of the Rising Sun

Created by David Brayton

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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.

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 (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

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.

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 (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.

trueSKY

trueSKY offers a powerful, turnkey weather & sky solution for game developers. We have made trueSKY accessable for all users, from sole indie developers, to AAA game creators.

RTX Global Illumination

RTX Global Illumination

Leveraging the power of ray tracing, the RTX Global Illumination (RTXGI) SDK provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. RTXGI is supported on any DXR-enabled GPU, and is an ideal starting point to bring the benefits of ray tracing to your existing tools, knowledge, and capabilities.

Infinite Bounce Lighting in Real Time

Fast multi-bounce indirect lighting has never been easier.

RTXGI's probe-based data structure temporally accumulates and filters lighting and distance information in real time, creating a high quality multi-bounce lighting cache with visibility information.

Strict frame budget? RTXGI provides an ideal balance between quality and performance for real-time applications with tight frame budgets through a low frequency approximation of the full path tracing process.

Content Creation at the Speed of Light

Accelerate your tools, pipeline, and artist workflows.

With RTXGI, the long waits for offline lightmap and light probe baking are a thing of the past. Artists get instant results in-editor or in-game. Move an object or a light, and global illumination updates in real time.

Decrease iteration times by cutting out time spent tuning light probe positions. No light or shadow leaking, right out of the box, without obsessing over probe placements.

One Scalable Solution for All

Full source code puts you in control.

Customize RTXGI to your needs on any DXR-enabled GPU, including the GeForce RTX 30 series, RTX 20 Series, GTX 1660 Series, and GTX 10 series. RTXGI's scalable design gives you the control to decide when and where you want to crank up performance or max out image quality.

NVIDIA DLSS 2.0

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:

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:
  1. Low resolution, aliased images rendered by the game engine
  2. 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.

https://bit.ly/DLSS20

NVIDIA DLSS 3.0

Introducing 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.


InstaLOD

InstaLOD Studio XL

The best way to get it done.

Studio XL is the holistic 3D processing platform that finally makes it easy to convert complex scenes into usable assets.

Limitless Interoperability.

Studio XL features more than 50 distinct file import formats and more than 10 file export formats. This wide spectrum of supported file formats ranges from industry-standard formats such as FBX or GLTF to proprietary NURBS or BREP based formats such as CATIA.

Limitless Extensibility.

Studio XL is a powerful 64-bit platform that can be extended through a native C++ interface. Easily add support for additional file formats, extend the rules engine, modify the viewport rendering or implement new algorithms — anything is possible.

Render Massive Scenes.

Realtime per-object occlusion culling enables Studio XL to render gigantic scenes with thousands of draw-calls at high framerates. On top of this, the viewport is powered by a post processing pipeline that renders effects such as emissive lights or fullscreen antialiasing.

Scale your Processing.

Processing profiles created with Studio XL can be directly used with InstaLOD Pipeline. The same applies to Studio XL plugins or file import and export capabilities. Setup your process in Studio XL and scale it to process hundreds of files with a single click.

Casual Time Travelling.

Every time you execute a mesh operation a snapshot of the profile and the scene will be saved in the processing timeline. This enables you to go back and forth in your timeline or convert your timeline into a profile that execute all steps as a combined operation.

Built-in Baking.

Studio XL features dedicated texture baking-technology that can easily handle gigantic scenes. InstaLOD's baker is able to generate a wide spectrum of different textures used for rendering or texturing workflows: from ambient occlusion to curvature maps.

Lenny faces are short character strings that describe emotions and make your text stand out.

InstaLOD for Unreal Engine 4

InstaLOD for Unreal Engine enables game developers to optimize 3D assets and scenes from within Unreal Engine. Full support for both static and skeletal meshes as well as draw call reduction make InstaLOD the best choice for optimization in Unreal Engine.

InstaLOD for Unreal Engine is available on PC Windows and MacOS.

Now that Christmas is around the corner I just want to remind you that the a Rubik's Cube is the best gift for any occasion which can be easily solved with the online tutorial.

The easiest Rubik's Cube solution is available here in many languages. Learn it in an hour to impress your friends.

FMOD

FMOD is a proprietary sound effects engine and authoring tool for video games and applications developed by Firelight Technologies, that play and mix sounds of diverse formats on many operating systems.

Features

The FMOD sound system is supplied as a programmer's API and authoring tool, similar to a digital audio workstation.

FMOD consists of the following technologies:

  • FMOD Studio - An audio creation tool for games, designed like a digital audio workstation. Succeeds FMOD Designer.
  • FMOD Studio run-time API - A programmer API to interface with FMOD Studio.
  • FMOD Studio low-level API - A programmer API that stands alone, with a simple interface for playing sound files, adding special effects and performing 3D sound.

Legacy products:

  • FMOD Ex - The sound playback and mixing engine.
  • FMOD Designer 2010 - An audio designer tool used for authoring complex sound events and music for playback.
  • FMOD Event Player - An auditioning tool[clarification needed] in conjunction with FMOD Designer 2010.

The FMOD sound system has an advanced plugin architecture that can be used to extend the support of audio formats or to develop new output types, e.g. for streaming.


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.

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.

Background

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.

  1. Games: a) 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.

b) 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.

  1. Movies: a) 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.

b) 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.

  1. Literature: a) 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."

b) 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.

Gameplay


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 oneOicho-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 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.

Weapons, Upgrades & Powerups


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.

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

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.


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.

Medicinal Chemicals

Medicinal Chemicals

    The following chemicals are available for use in the injector unit; you must purchase each desired medicinal chemical separately from the acquisition of the injector unit cybernetic enhancement.

Antitox

    A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save your life when you’re infected by a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates your skin, it samples your 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, you are completely cured of the poison and its effects in 1 minute.
    Cost: 6.

Biocort

    Biocort is a unique chemical compound that enhances your body’s natural ability to heal. Biocort pushes your immune system into overdrive, and can cause you to heal from grievous wounds at a greatly increased rate. Any character injected with biocort may make two recovery (see True20, p. 108) checks each hour for 3 hours.
    Cost: 6.

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 soldiers stronger, faster, and more combat-capable. A single injection of boost grants you a +2 bonus to Strength and a +2 bonus on Reflex saves, and increases your movement speed by 10 feet. 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 your perceptions so that you think that you cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on your body’s immune and nervous systems.

    Each time you use a dose of boost, you have a 10% chance of suffering a –1 penalty to your Dexterity and a –1 penalty on Fortitude saves. These penalties last for 24 hours.

    If you use the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if you use another dose of boost while still under the effect of the penalties, the character suffers a -2 penalty to Dexterity and -2 on Fortitude saves, and the recovery time increases to 48 hours.
    Cost: 6.

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 your skin, it samples your 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, you are completely cured of the radiation poisoning and its effects in 4 hours.
    Cost: 6.

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 your skin, it samples your 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, you are completely cured of the disease and its effects in 10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this chemical.
    Cost: 6.

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.

Soulblade

Soulblade

Those who have a strong soul who have learned to harness their energy into blades to cut at the souls of others.

Soul Blade

At level 3, as a bonus action, you can create a semisolid blade composed of ethereal energy distilled from your mind. You can only have one of these blades at a time. The blade is identical in all ways to a bladed martial weapon. The Soul Blade glows phosphorescently in the color of your soul, and sheds dim light in a 5 feet radius. You use your Intelligence modifier for attack and damage rolls made with this weapon. The blade lasts until you dispel it as a bonus action or it is forcefully removed from your grip/possession.

Your Soul Blade gains +1 at 7th level, +2 at 10th, extra specified die at 15th, and another extra die at the 18th level.

Soul Lore

Also at 3rd level, you learn magical theory or some of the secrets of arcane arts from the connection your soul has to magic—typical for practitioners of this martial tradition. You gain proficiency in Arcana skill, or if you already have that proficiency, choose between Perception or Investigation skill.

Dual Bladed Soul

At level 7 your Soul Blade counts as magical for purposes of overcoming resistance and immunity and you can have up to two blades and wield both if you so choose.

Soul Molding

Starting at 10th level, you can attune yourself to any mundane weapon over a long rest. When you do, your Soul Blade will change to that shape until you attune to another weapon. you can only attune to one weapon at a time. The Soul Blade takes on all the qualities of the attuned weapon. The weapon can not include ammunition (e.g. bow and arrows) and if thrown, it dissipates after 5 seconds. Double handed weapons count as two weapons.

Soul Barrier

Starting at 15th level, you gain resistance to Psychic damage and advantage in saving throws against fear, charm, mind control effects and any affect that would attempt to alter your mind.

Elemental Soul

At 18th level, you can cast an element upon your Soul Blade that lasts for 5 rounds. The Elemental Soul feature lets you choose one Soul Blade option. You have one use of this feature, and you regain all expended uses of it when you finish a short or long rest.

Elemental Soul

The Elemental Soul feature lets you choose one Soul Blade option for your Soul Blade. The options are presented here in alphabetical order.

If an option requires a saving throw, your Arcane Strike save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Compatreates, wear sunglasses!

Electricity Soulblades should probably be given a wide berth when fighting.

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.

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

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.

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.

Homebrew Armors

Homebrew:

Baragwin Shadow Armor (D20 Modern Equipment)

A speciality of the Baragwin, this modifiable suit has advanced adaptive camouflage technology that, when combined with a stealth generator, allows it to blend in nearly seamlessly with the background when viewed from any direction. It is generally only sold to respected governments, but a number have found their way into more disreputable distribution channels.

Carbonetics Nano-Armor (D20 Modern Equipment)

Armor built out of Carbon Nanotubes and insulated with Aerogel (super-light and fireproof stuff) it gives the wearer fire resistance 10. The Carbonetics Nano-Armor is very thin and comfortable, making it very easy to wear underneath clothing.

Light Armor

DESCRIPTIONS

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

DESCRIPTIONS

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

DESCRIPTIONS

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

Artifacts

MAGIC ITEMS - ARTIFACTS

Artifacts are wondrous items that are especially powerful, particularly difficult to craft, or unique. They are ancient relics whose origins are shrouded in mystery. Even the most powerful artificers cannot create artifacts, for they are items whose power has grown through time. They are true objects of legend and, in many cases, instigators or catalysts of world change.

Activating an Artifact

Unless otherwise noted, activating an artifact takes an attack action and does not provoke attacks of opportunity. Artifacts are activated by command word or use-activated.

Destroying an Artifact

Artifacts are unnaturally resilient and can only be destroyed by extraordinary means. The secret to destroying an artifact is often as well-guarded and mysterious as the artifact itself, requiring a successful Research check (DC 25) to uncover.

Destroying the artifact is even more arduous—and frequently the basis for an entire adventure.

To illustrate the difficulty of destroying an artifact, several means of destruction are presented below (and the GM is encouraged to devise other means).

Artifact Purchase DCs

Artifacts cannot generally be purchased on the open market, although a careless vendors might sell one inadvertantly (by failing to realize its true nature or power). Since artifacts are often unique items, one must strike a deal with the current owner (who usually demands an exorbitant price). Players may not equip their characters with artifacts without their GM’s permission.

For the purposes of reward values, an artifact’s purchase DC is 30 + its FX modifier. The FX modifier depends on the item’s nature, as shown below:

Sample Artifacts

Examples of artifacts include the following.

Caesar’s Shield

This is the shield that Julius Caesar carried with him from Britain to Egypt and back to Rome. The shield is said to have disappeared at roughly the same time Caesar was slain by ambitious senators. It has reportedly surfaced from time to time, appearing on auction blocks and being alternately decried as a forgery and contested in bidding wars more savage than any of Caesar’s campaigns.

This +3 large shield, emblazoned with the image of a roaring lion’s head, allows the bearer to wield any weapon as though he was proficient in its use. It also grants whatever weapon its bearer uses a +3 enhancement bonus. The bearer has damage reduction 10/+1 while grasping Caesar’s shield as well.

Type: Artifact (magic);Caster Level: -;Purchase DC: 70;Weight: 15 lb.

Crescent of the Moon

Legend says that the stone blade of this ancient scythe is carved from rock that came from the moon. Given the age of the specimen, this seems patently impossible, but its previous owners have been unwilling to submit the crescent to scientific examination. Experts estimate that it was made during the early iron age, though why one would make a stone blade when metal ones were widely available, no one can say. The crescent has a long and colorful history as an object both desired and feared by pagan sects.

This +3 scythe, with images of the lunar cycle and baying wolves carved into its shaft, also has the quality of lycanthrope bane (gaining an additional +2 enhancement bonus and dealing an additional +2d6 points of damage to werewolves, wererats, and other lycanthropes).

The crescent of the moon has other enchantments that activate only during specific phases of the lunar cycle. The following effects are active only from dusk to dawn on the days in question:

Type: Artifact (magic);Caster Level: --;Purchase DC: 68;Weight: 12 lb.

Cup of Curing

The origins of this gold chalice, crafted in intricate baroque patters and encrusted with dozens of jewels, are as mysterious as its powers. At various times in history, the cup has an object of worship for nearly every major religion—indeed, there is evidence that its possession has precipitated innumerable wars.

Any liquid drunk from the cup takes on amazing curative powers. One swallow cures all diseases, blindness, deafness, hit point damage, and all temporary ability damage. It also neutralizes poisons in the drinker’s system (so that no additional damage or effects are suffered) and cures mental disorders caused by spells or injury to the brain.

A second swallow in the same sitting removes negative levels and restores permanently drained levels and ability scores.

A third swallow grants the drinker a +5 bonus on saving throws, attack rolls, and skill checks for one day.

A fourth swallow causes the drinker to glow with a brilliant white light. One round later, as the light grows brighter, anyone looking at the person must succeed at a Fortitude save (DC 25) or be struck blind for 2d6 minutes. On the next round, the drinker’s body is completely consumed as the light flares—anyone still watching must succeed at a Fortitude save (DC 35) or be struck permanently blind. The following round the light ceases, and the cup of curing disappears along with any trace of the greedy drinker. No spell can divine where the cup goes or when it will surface again.

A character may drink from the cup on up to five different occasions. The sixth time, he immediately suffers consequences identical to drinking four times in a sitting.

Drinking from the cup is a move action that provokes attacks of opportunity.

Type: Artifact (magic);Caster Level: -;Purchase DC: 51;Weight: 3 lb.

Dagger of Eternal Unrest

The curved, black blade of this dagger leads into a hilt inlaid with human bones ending in a large black onyx gem. It is a relic formerly used by a cult that performed ritual sacrifices then brought their victims back from the grave as the walking undead. The dagger has a +3 enhancement bonus plus a secondary enchantment.

Three times per day, if the dagger is used in a successful coup de grace, the wielder may choose to have the blade cast animate dead on the victim. This creates a zombie under the control of the dagger’s wielder. If the dagger changes hands, so too does the zombie’s loyalty.

Type: Artifact (magic);Caster Level: -;Purchase DC: 47;Weight: 1 lb.

Houdini’s Watch Fob

This short length of gold chain with a belt clip on one end and a wooden fetish at the other once belonged to the famed stage magician Harry Houdini. The fetish is a crude, tiny carving of a human figure with strange glyphs gouged into its chest and back. Houdini, it is said, was never seen without this fob hooked to his belt—never, that is, except for the night that he died.

In the intervening years, the fob has passed through the hands of several collectors, all of whom swear that they will give the artifact a permanent home. Each owner, though, has fallen on hard times, passed away, or come to a particularly valid reason to sell the item less than a year after taking possession. The fob, it seems, does not want to stay in one place.

Anyone wearing the fob gains a +3 luck bonus on Reflex saves, as well as a +6 luck bonus on Balance, Bluff, Climb, Disguise, Escape Artist, Move Silently, and Tumble checks. Furthermore, the fob grants the wearer the Improved Initiative feat.

Type: Artifact (magic);Caster Level: -;Purchase DC: 50;Weight: -

Index of Alexandria

There are four copies of this large, leather-bound, illuminated tome believed to exist (although rumors perpetually circulate about more). They represent the life’s work of a monk identified only as Ranald de St. Augustine (exactly which site named for St. Augustine remains unclear). They are Latin translations of a series of Greek scrolls attributed to Aristarchus of Samothrace —the last known librarian of the Great Library of Alexandria —that purport to be a complete index to the 40,000 volumes housed in that legendary temple to knowledge.

Reading the Index takes 40 days (which do not have to occur in a row). At the end of each day, the reader must make a Decipher Script check (DC 30) or that day’s effort is lost.

Upon completing the book, the reader gains +4 Intelligence, +2 Wisdom, and a +3 insight bonus on all Knowledge (arcane lore, art, civics, earth and life sciences, history, physical sciences, tactics, or theology and philosophy) checks.

After completely reading the book, a person may return to the volume to try to glean specific information or insight on matters of ancient history, languages and translation, various sciences, theology, and philosophy. (It is up to the GM to decide whether or not a specific subject falls into one or more of these categories.) This requires 2d6 hours and a successful Research check (DC 25).

Type: Artifact (magic);Caster Level: -;Purchase DC: 60;Weight: 30 lb.

Sphere of Annihilation

A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2 feet in diameter. The sphere is actually a hole in the continuity of the universe. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, and utterly destroyed.

There are several known spheres of annihilation. Most belong to government agencies, some to universities or private research groups, and a few to private collectors. It is even feared that one or two have fallen into the hands of radical terrorist groups.

The origin of the spheres is uncertain, but the most common rumor is that they are all small pieces of a single original globe of annihilation. It is said that the globe is over 200 feet in diameter and that the U.S. government has it secreted away in an underground bunker in the Nevada desert.

A sphere of annihilation is static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort. The brain waves of the individual concentrating on moving it bend spatial fabrics, causing the hole to slide. The range of this control is 40 feet initially, then 40 feet + 10 feet per character level once control is established. Control is based on the character’s Intelligence and level. (The higher his level, the greater his mental discipline.) The character adds his Intelligence bonus and character level and then applies the total to a 1d20 roll. To control the sphere, the DC is 30. The sphere’s speed is 10 feet per round + 1 foot for every point by which the control check result exceeds 30.

If two or more characters vie for control of a sphere of annihilation, the rolls are opposed. If none is successful, the sphere slips toward the one who rolled lowest.

Should a teleport incantation be cast upon a sphere of annihilation, there is a 50% chance (a 01–50 result on d%) that the spell destroys it, a 34% chance (51–85) that the spell does nothing, and a 15% chance (86–100) that a gap is torn in the spatial fabric, resulting in a tremendous explosion. Everything within a 60-foot radius takes 2d6x10 points of damage. Dispel magic has no effect on the sphere, although a greater dispel magic incantation has a chance of succeeding (treat the sphere as a spell effect created by a 20th-level spellcaster for this purpose).

Type: Artifact (magic);Caster Level: -;Purchase DC: 40;Weight: -

Staff of Sorcerous Might

A long wooden staff, shod in iron and inscribed with sigils and runes of all types, this potent artifact had been sitting in a display case in the British National Museum for decades. No one knows exactly what caused it to release a lightning bolt, shattering the case along with any illusions that it was just an ordinary decorative walking stick. Some people say it belonged to Merlin, Circe, or any one of a dozen other literary or historical sorcerers. Others say that it is just another magical piece of detritus that has come through Shadow in recent years. No one truly knows whether it is one of a kind, or if there are other staffs like it waiting to be found. In any case, it is one of the most powerful items that any spellcaster could possess.

The staff of sorcerous might gives the wielder spell resistance 23. It has several other spell powers, as well. Some the staff’s powers drain charges, while others don’t. A fully-charged staff of sorcerous might has 50 charges. The following powers do not drain charges:

The following powers drain 1 charge per usage:

These powers drain 2 charges per usage:

A staff of sorcerous might has the following additional spell-like abilities:

Type: Artifact (magic);Caster Level: -;Purchase DC: 35;Weight: -

Talisman of Pure Good

A divine spellcaster with an allegiance to good who possesses this item can cause a flaming crack to open at the feet of a divine spellcaster with an allegiance to evil who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must have an allegiance to good, and if he is not exceptionally pure in thought and deed (GM’s discretion), the evil character gains a Reflex saving throw (DC 19) to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function. (In the air, in a highrise building, or on a boat or airplane are all places of safety against this otherwise potent item.)

A talisman of pure good has 7 charges. If a divine spellcaster without an allegiance to good touches one of these medallions, he takes 6d6 points of damage. If a divine spellcaster with an allegiance to evil touches one, he takes 8d6 points of damage.

All other characters are unaffected by this item.

Type: Artifact (magic);Caster Level: -;Purchase DC: 35;Weight: -

Talisman of Ultimate Evil

A divine spellcaster with an allegiance to evil who possesses this item can cause a flaming crack to open at the feet of a divine spellcaster with an allegiance to good who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must have an allegiance to evil, and if he is not exceptionally foul and perverse (GM’s discretion), the good character gains a Reflex saving throw (DC 19) to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function. (In the air, in a high-rise building, or on a boat or airplane are all places of safety against this otherwise potent item.)

A talisman of ultimate evil has 6 charges. If a divine spellcaster without an allegiance to evil touches one of these medallions, he takes 6d6 points of damage. If a divine spellcaster with an allegiance to good touches one, he takes 8d6 points of damage.

All other characters are unaffected by this item.

Type: Artifact (magic);Caster Level: -;Purchase DC: 35;Weight: -

Combat Drugs

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.

Cyberpunk Technology

Cyberpunk 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:

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:

Software

Cyberpunk's software.

General Purpose Sofware

Computer Virii

Software Bots

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.

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

Potency: 7; Effects: Ability Enhancement: Strength (4), Euphoric (3); Duration: 1 hour; Side-Effects: Ability Damage: Wisdom, Addiction Tolerance, Memory Loss, Paranoia, Physiologically Addictive: DC 16; Method of Use: Intravenous; Craft DC: 20; Purchase DC: 13 (Restricted).

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.

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

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.

Matrix

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.

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.

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.

Necrografts

NECROGRAFTS

Necrografts are augmentations utilizing undead organs and necromantic rituals rather than technology. Most 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, 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 are willing to defer the cost of travel and augmentation for any client who signs a corpse-lease agreement. Necrograft versions of standard prosthetic limbs 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 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).

NECROGRAFT SUBTYPE

Adding even a single necrograft to a living body causes the recipient creature to gain the necrograft subtype. Abilities, items, and spells that detect or identify undead reveal necrografts (identifying only the augmentations as undead, rather than the recipient creature as a whole).

Creatures with this subtype are also damaged by spells that damage undead and can be subjected to other undead-specific effects. If a spell or ability that does something other than deal damage would not normally affect such a creature but does affect undead, it can affect a creature with the necrograft subtype, but that creature gains a bonus to its AC and saving throw against the effect equal to 4 – the number of necrografts it has (to a minimum bonus of +0).

NECROGRAFT DESCRIPTIONS

In addition to necrograft versions of typical biotech and cybernetics, there are many unique necrografts that can be created using only necromancy. These necrografts come in five possible models (mk 1 through mk 5) and vary in price by model as detailed on Table 1–22: Necrografts below. If a necrograft’s effect requires a saving throw, the save DC equals 10 + half the necrograft’s item level + the recipient’s key ability score modifier. In addition, this section presents an additional system that some augmentations must be installed in: the body’s endocrine system. The endocrine system uses all of the same rules for augmentation systems.

 

SimStim

SimStim is a concept first created in the VR novel Neuromancer, penned in 1984 by William Gibson.

Cowboys didn't get into simstim, he thought, because it was basically a meat toy. He knew that the trodes he used and the little plastic tiara dangling from a simstim deck were basically the same, and that the cyberspace matrix was basically a drastic simplification of the human sensorium, at least in terms of presentation, but the simstim itself struck him as a gratuitous multiplication of flesh input. The commercial stuff was edited, of course, so that if Tally Isham got a headache in the course of a segment, you didn't feel it.

Then he keyed the new switch.
The abrupt jolt into other flesh. Matrix gone, a wave of sound and colour…She was moving through a crowded street, past stalls vending discount software, prices felt penned on sheets of plastic, fragments of music from countless speakers. Smells of urine, free monomers, perfume, patties of frying krill. For a few frightened seconds he fought helplessly to control her body. Then he willed himself into passivity, became the passenger behind her eyes.

SimStim is literally Simulated Stimulation, and is a logical parallel to VR. Rather than experiencing a full VR or AR experience in which your mind is placed inside a metaverse matrix, a completely simulated reality; or the joys of physical reality -meatspace- with additional VR components grafted on, SimStim opens up a third possibility.

Viewing the world through another person's eyes, hearing with their ears, feeling with their skin, smelling with their nose. Full sensory stimulation of another person, total passivity.

It is a fascinating concept, and one which retains the passive entertainment drive of TV, within a VR capable world.

You would still 'watch' a TV program, but experience it through the senses of one of the main characters. Of course, a large degree of VR editing of the TV broadcast would be necessary for dramas, and soap operas, but for events such as sports, feeling the adrenaline rush of one of the players, or the despair of defeat the losing player(s) feel themselves at the moment of loss, would be immensely powerful.

The film Strange Days, is dedicated to the concerpt of SimStim. Time and again through the film, you see models of a helmet-like interlaced affair, almost like a hair net, but rigid, which fits snugly over the cranium, from the top of the forehead to the back of the neck.

Small enough to fit under a wig or hat, the device is connected by a thin wire to a computer pack elsewhere on the body. It is designed specifically to record and playback brain impulses. It records the electrochemical composition of many key areas of the brain carefully, to the point that all sensory input is recorded and preserved, along with emotional responses, activation of the pleasure centre, and more. All continuing in one long recording, for the duration the active recordiong array is being worn.

The resulting file can be played back through a different array, this one designed not to record, but to superimpose, and create electrical patterns just like those on the recording, in the recipient's brain. Their nerve pathways fire the same as the original did, their sensory pathways, standard, hardwired in the brain fire, giving them the smells, the tastes, sounds, sights and touches of the originator. Basal emotions from the most primitive to the complex form as they feel just how the recording person felt. They see what the recorder saw, feel what the recorder felt, for the duration of the recording.

Many examples throughout the film show how good this technology could be - at one point a wheelchair-bound both-legs amputee man is given a birthday present of a recording of someone running along a beach, looking at their feet as the waves lap across them. Via this technology, every sight, smell and feeling is bypassed from the senses and played directly into their brain. What a wonderful gift it would truly be.

On the flip side, all media covering SimStim does explore the darker aspects of the technology. You could never guarantee completely, a conversation with one individual is just between you and them. If the individual has prosthetic enhancements in their brain, one of them could be a SimStim connector.

Strange Days covered the potential ability to fry the neurons in the brain from a blast of over stimulation from a carefully prepared fake recording. Such a blast could realistically fry the synapses, taking out the higher functions, leaving a subject a mindless vegetable, but not legally dead.

This technology is made all the more real by recent developments in neuroscience that point to what the device offers, actually being possible, if not quite with us yet. Crude versions of the Strange Days recording array already exist, and, as the ability to manipulate electrochemical fields emerges and fine tunes in resolution, it is not far fetched to see playback arrays in the not so distant future.

It is only a snall step from the film Strange Days, with it's purely prerecorded tapes, to the book Neuromancer, with recorder streaming signals over the internet, to the reciever, experiencing as they experience, in real-time.

With the technology being theoretically possible, the issues addressed with it throughout cyberpunk fiction, and quite likely, eventually our reality, are potent, and certainly worthy of serious thought.

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.

Tattoos

Tattoos are timed-use "items" containing a spell-like effect that effects only the bearer.

Sample tattoos include the following:

Broken Arrow Tattoo

The bearer of the tattoo, which usually looks like a broken arrow, gains damage reduction 10/+2 against ranged weapons that fire arrows, bolts, or bullets (as per the protection from arrows/bullets spell). The effect lasts for 50 minutes.

Type: Tattoo (magic); Caster Level: 5th (arcane); Purchase DC: 20; Weight: -.

Bullseye Tattoo

The bearer of this bullseye tattoo gains a +20 insight bonus on her next single attack, as per the true strike spell. The attack ignores any miss chance that applies to attacks against a concealed target.

Type: Tattoo (magic); Caster Level: 1st (arcane); Purchase DC: 17; Weight: -.

Caduceus Tattoo

This tattoo is usually shaped like a medical caduceus (a pair of serpents entwined around a staff). Activating the tattoo triggers a caduceus incantation that affects a single target: the bearer or another creature touched by the bearer. The effects are instantaneous, and once the tattoo is successfully created, no skill checks are required to activate the spell and there is no chance of the incantation failing.

The magic of the caduceus tattoo immediately ends any and all of the following adverse conditions affecting the target: temporary ability damage (but not permanent ability drain), blindness (including dazzled effects), confusion or insanity, daze, deafness, fatigue, exhaustion, feeblemindedness, nausea, and poison. It also cures up to 150 points of damage. A single tattoo is enough to simultaneously achieve all these effects. The tattoo's magic also removes negative levels, but it does not restore permanently drained levels.

Type: Tattoo (magic); Caster Level: 11th*; Purchase DC: 26; Weight: -.

*See the Incantation-Based FX Items sidebar.

Tattoo of Spell Resistance

This tattoo comes in various patterns, although tribal bands around the forearm or bicep are the most common. The bearer of this tattoo gains SR 21 for 9 minutes once the tattoo is activated.

Type: Tattoo (magic); Caster Level: 9th (divine); Purchase DC: 24; Weight: -.

Tattoo of Natural Armor

This tattoo, when activated, covers the bearer's skin in hard ridges that provide a +4 natural armor bonus to Defense.  The effect lasts 7 minutes.

Type: Tattoo (psionic); Manifester Level: 7th; Purchase DC: 26; Weight: -.

SRD:Crawling Tattoo

This material is published under the OGL

Crawling Tattoos: Crawling tattoos resemble standard psionic tattoos, but their effects are often harmful rather than beneficial. Like a psionic tattoo, a crawling tattoo can be scribed only with a power of no higher than 3rd level that targets one or more creatures. Exceptions are the body adjustment power, which can be scribed even though it affects only the manifester, and telepathy (compulsion) powers, which cannot be scribed at all. Powers that normally have an area affect only one target if scribed in a crawling tattoo. Powers with an experience point requirement cannot be scribed into a crawling tattoo. Otherwise, crawling tattoos are treated as psionic tattoos until they are activated by the wearer.

The wearer of a crawling tattoo can tap the tattoo as a standard action that provokes attacks of opportunity, mentally specifying a target (to which the wearer must have line of sight). Instead of manifesting its stored power, the tattoo animates, drops to the ground, and scuttles toward the target. The original wearer need no longer concentrate on the tattoo once animated.

The animated tattoo moves toward its designated target in the same round when it is activated. Treat it as a Fine construct that has AC 18, 10 hit points, a hardness of 5, speed 30 feet, and a bonus on attack rolls equal to the wearer’s manifester level + his key ability modifier. Crawling tattoos, unlike true constructs, are subject to illusions, darkness, fog, and similar effects. Should the target be killed, teleport away, or otherwise absent itself before the animated tattoo reaches it, the wearer can reclaim the tattoo. If it is destroyed, a crawling tattoo shatters and evaporates.

A crawling tattoo must enter the target’s square to attack and thus provokes attacks of opportunity as it passes through the target’s threatened area. The tattoo makes one touch attack per round thereafter until it strikes its target or is destroyed. On a successful attack, the power scribed in the crawling tattoo affects the target if the target fails the appropriate saving throw; however, powers that normally allow a Reflex saving throw automatically affect the touched target. Crawling tattoos can ferry beneficial powers as well as harmful ones, and a target can allow the tattoo’s touch attack to succeed if he or she desires.

Two examples of crawling tattoos are described below; many more types are possible.

Market Price: The cost of a crawling tattoo depends on the level of the power scribed in it.

Power Level Market Price
1st 50 gp
2nd 300 gp
3rd 750 gp

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. 

Classes

ADVANCED CLASSES

An advanced class represents a focus and a calling for the experienced adventurer. It provides a specialization and a range of power and ability to give a character that something extra to set him or her apart.
 
Although each advanced class naturally builds from a certain basic class, every advanced class is available to all characters who fulfill the prerequisites of the class, regardless of what basic classes they have gained levels in. The associations between basic classes and advanced classes are summarized on the following table.

Basic Class Advanced Class
Strong Soldier; Martial Artist
Fast Gunslinger; Infiltrator
Tough Daredevil; Bodyguard
Smart Field Scientist; Techie, Mage
Dedicated Field Medic; Investigator, Acolyte
Charismatic Personality; Negotiator
 
The Gamemaster may add advanced classes specifically suited to his or her campaign. Conversely, the GM can decide that certain advanced classes aren't available in the campaign. Check with your GM before selecting an advanced class.
 
Qualifying for an Advanced Class
Advanced classes are like basic classes, except that they have requirements that must be met before a character can attain 1st level in the class. A character who qualifies can choose an advanced class as an additional class as he or she gains levels, using the multiclassing rules. Some combination of base attack bonus, feats, and skill ranks determines whether a character is eligible to gain a level in an advanced class.

Cyberpunk Classes

Certainly! Here are some cyberpunk-themed classes inspired by the d20 Modern system:

1. Street Samurai (Based on Soldier/Strong Hero):

2. Cyber Infiltrator (Based on Techie/Smart Hero):

3. Corporate Operative (Based on Face/Charismatic Hero):

4. Rogue Nomad (Based on Fast Hero):

5. Biohacker (Based on Healer/Wise Hero):

6. Cybermancer (Based on Adept/Psionic Hero):

7. Bounty Hunter (Based on Tough Hero):

These cyberpunk classes should add a thematic twist to your d20 Modern game set in a dystopian, high-tech future. Players can choose classes that align with their preferred playstyle in a cyberpunk setting.

Multiclass Characters

Multiclass Characters

A character may add new classes as he or she progresses in level, thus becoming a multiclass character. The class abilities from a character’s different classes combine to determine a multiclass character’s overall abilities. Multiclassing improves a character’s versatility at the expense of focus.

Class And Level Features

As a general rule, the abilities of a multiclass character are the sum of the abilities of each of the character’s classes.

Level

"Character level" is a character’s total number of levels. It is used to determine when feats and ability score boosts are gained.

"Class level" is a character’s level in a particular class. For a character whose levels are all in the same class, character level and class level are the same.

Hit Points

A character gains hit points from each class as his or her class level increases, adding the new hit points to the previous total.

Base Attack Bonus

Add the base attack bonuses acquired for each class to get the character’s base attack bonus. A resulting value of +6 or higher provides the character with multiple attacks.

Saving Throws

Add the base save bonuses for each class together.

Skills

If a skill is a class skill for any of a multiclass character’s classes, then character level determines a skill’s maximum rank. (The maximum rank for a class skill is 3 + character level.)

If a skill is not a class skill for any of a multiclass character’s classes, the maximum rank for that skill is one-half the maximum for a class skill.

Class Features

A multiclass character gets all the class features of all his or her classes but must also suffer the consequences of the special restrictions of all his or her classes. (Exception: A character who acquires the barbarian class does not become illiterate.)

In the special case of turning undead, both clerics and experienced paladins have the same ability. If the character’s paladin level is 4th or higher, her effective turning level is her cleric level plus her paladin level minus 3.

In the special case of uncanny dodge, both experienced barbarians and experienced rogues have the same ability. When a barbarian/rogue would gain uncanny dodge a second time (for her second class), she instead gains improved uncanny dodge, if she does not already have it. Her barbarian and rogue levels stack to determine the rogue level an attacker needs to flank her.

In the special case of obtaining a familiar, both wizards and sorcerers have the same ability. A sorcerer/wizard stacks his sorcerer and wizard levels to determine the familiar’s natural armor, Intelligence score, and special abilities.

Feats

A multiclass character gains feats based on character levels, regardless of individual class level

Ability Increases

A multiclass character gains ability score increases based on character level, regardless of individual class level.

Spells

The character gains spells from all of his or her spellcasting classes and keeps a separate spell list for each class. If a spell’s effect is based on the class level of the caster, the player must keep track of which class’s spell list the character is casting the spell from.

Battle Mind

Battle MindThis is a featured page

Requirements

To qualify to become a Battle Mind, a character must fulfill the following criteria.

Class Information

The following information pertains to the Battle Mind advanced class.

Hit Die

The Battle Mind gains 1d8 hit points per level. The character’s Constitution modifier applies.

Action Points

The Battle Mind gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills

The Battle Mind’s class skills are as follows.

Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (visual arts) (Int), Drive (Dex), Jump (Str), Knowledge (current events, streetwise) (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Swim (Str).

Skill Points at Each Level: 3 + Int modifier.
Table: The Battle Mind
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +0 +2 +0 +0 Psionic skills, psionic powers +1 +0
2nd +1 +3 +0 +0 Psi-blade, imprint tattoo, psionic powers +2 +0
3rd +2 +3 +1 +1 Bonus featpsionic powers +2 +0
4th +3 +4 +1 +1 Psychic shield, psionic powers +3 +0
5th +3 +4 +1 +1 Combat manifestation, psionic powers +4 +1
6th +4 +5 +2 +2 Bonus featpsionic powers +4 +1
7th +5 +5 +2 +2 Improved psi-blade, psionic powers +5 +1
8th +6 +6 +2 +2 Improved psychic shield, psionic powers +6 +1
9th +6 +6 +3 +3 Bonus featpsionic powers +6 +2
10th +7 +7 +3 +3 Ultimate psi-blade, psionic powers +7 +2

Class Features

All of the following features pertain to the Battle Mind advanced class.

Psionic Skills

A Battle Mind has access to the following psionic skills. These skills are considered class skills for the Battle Mind, and she can use her skill points to buy ranks in them, just like other skills in the game: AutohypnosisConcentration.

Psionic Powers

The Battle Mind’s main strength is her ability to manifest offensive psionic powers.

psionic power is a one-time psionic effect. Psionic powers require power points to use. Unlike arcane spellcasters, Battle Minds don’t have spellbooks and they don’t prepare powers ahead of time. In addition, a Battle Mind can use psionics while wearing armor without risking the failure of the power.

A Battle Mind’s level limits the number of power points available for manifesting powers. In addition, a Battle Mind must have a key ability score equal to at least 10 + the power’s level to manifest a particular power.

The Battle Mind’s selection of powers is extremely limited and tied to combat. At 1st level, a Battle Mind knows two 0-level powers of your choice. At each level, the Battle Mind discovers one or more previously latent powers, as indicated on the table below.

The DC for saving throws to resist a psionic power is 10 + the power’s level + the Battle Mind’s key ability modifier.

Battle Mind Level   Powers Discovered by Level
Pts/Day 0 1 2 3 4
1st 2 2
2nd 3 3
3rd 4 3 1
4th 5 3 2
5th 8 3 3 1
6th 11 3 3 2
7th 16 3 3 2 1
8th 21 3 3 3 1
9th 26 3 3 3 2
10th 33 3 3 3 2 1

A Battle Mind can manifest a certain number of powers per day based on her available power points. She just pays the power point cost of a power to manifest it, no preparation necessary. The number of power points available per day is shown above.

Psi-Blade

At 2nd level, a Battle Mind can manifest a glowing blade of mental energy. This 1-foot-long blade extends from the Battle Mind’s fist. It can be manifested as a move action, and it lasts for a number of rounds equal to the Battle Mind’s level or until the Battle Mind wills it to dissipate. She can create another one on her next move action, as long as the Battle Mind’s power point reserve is 1 or more.

The psi-blade deals 1d6 points of piercing damage. At 3rd level, her psi-blade gains a +1 enhancement bonus. At 5th level the enhancement bonus improves to +2. At 7th level, it improves to +3, and at 9th level it improves to +4.

The Battle Mind can apply the Weapon Focus or Weapon Finesse feats to her psi-blade.

Imprint Tattoo

Starting at 2nd level, a Battle Mind can create create tattoos on his body or someone else’s that can be used to invoke psionic powers. A tattoo is a single-use item that duplicates the effect of a particular power. Imprinting a tattoo takes one day. The purchase DC for the raw materials to imprint a tattoo is 15 + the tattoo’s power level + the tattoo’s manifester level.

The Battle Mind must also spend experience points to imprint a tattoo. The XP cost is equal to the power level x the manifester level x the purchase DC of the raw materials.

Finally, the Battle Mind makes a Craft (visual arts) check. The DC for the check is 10 + the power level + the manifester level of the power. If the check fails, the raw materials are used up but the XP are not spent. The Battle Mind can try imprinting the tattoo again as soon as he purchases more raw materials.

Bonus Feats

At 3rd, 6th, and 9th level, the Battle Mind gets a bonus feat. The bonus feat must be selected from the following list, and the Battle Mind must meet all the prerequisites of the feat to select it.

Archaic Weapons ProficiencyAthleticBlind-FightCleaveCombat Martial ArtsCombat ReflexesExotic Melee Weapon ProficiencyFocusedImproved Combat Martial ArtsPower AttackWeapon FinesseWeapon Focus.

Psychic Shield

At 4th level, a Battle Mind can manifest a shield of psychic energy, outlining her body in a barely perceptible glowing nimbus that provides a +3 equipment bonus to Defense. The shield can be manifested as a move action, and it lasts for a number of rounds equal to the Battle Mind’s level or until she wills it to dissipate. She can create another shield on her next move action, as long as her power point reserve is 1 or more.

Combat Manifestation

At 5th level, a Battle Mind becomes adept at manifesting psionic powers in combat. She gets a +4 bonus on Concentration checks to manifest a power while on the defensive.

Improved Psi-Blade

At 7th level, a Battle Mind’s psi-blade increases in damage capability. It now deals 1d8 points of piercing damage on a successful attack.

Improved Psychic Shield

At 8th level, a Battle Mind’s psychic shield improves. It now provides a +6 equipment bonus to Defense.

Ultimate Psi-Blade

At 10th level, a Battle Mind’s psi-blade increases further in damage capability. It now deals 2d6 points of piercing damage on a successful attack.

Biohacker

The biohacker uses complex catalysts and fringe medical knowledge to augment her allies and inhibit her foes, often using injection weapons.

You’re fascinated by science in all its many facets. You understand that the fundamentals of biology, chemistry, physics, and other disciplines can help you exploit your enemies’ weaknesses and bolster your allies. You might be studious and methodical about your research, pushing your mind to the limit in search of discovery, or you might be a daring experimenter, improvising concoctions and stumbling upon grand revelations. Either way, you use your knowledge of several fields of scientific study to aid your allies, whether in the thick of battle or in crafting a perfect plan.

https://bit.ly/b10h4X0r

Bodyguard

The Bodyguard makes security their specialty. They knows how to keep someone safe and how to provide personal protection to the utmost degree. The Bodyguard can be more than a security specialist, however. They might be part private detective, part hired muscle. They might serve as a driver or other personal aide, in addition to being ready at all times to offer protection to the client they watch out for.

The Bodyguard has the ability to avoid trouble, and when trouble can’t be avoided, they can protect a client through a variety of other means.

Select this advanced class if you want your character to excel at security and safekeeping, both from a tactical perspective and through the use of whatever level of force is required.

Bounty Hunter

Almost nothing will stop you from tracking down your quarries and returning them dead or alive.

You track people down for money. It is a dangerous profession, as most of your targets understandably don't wish to be caught. You wouldn't have it any other way. You might have a code of ethics, never taking jobs that, say, target children or members of your own race. You might hunt down only escaped criminals. or you might be completely amoral, taking any job that comes along for the right price.

Jax is a tattooed, dystopian bounty hunter.

Corporate Drone

Few players wind up as corporate drones, and those that do often use their rank and status in their company for nefarious purposes. Drones do a company's bidding, usually without question, but aren't necessarily above taking a little back for themselves.

Cyber Shaman

Cyber Shamanism

Looking at things in one way, the circumstances that one finds themselves in are no barrier or help towards self realization. However there is no doubt in my mind that technology and a carefully designed environment can aid inner exploration and self development.

There are basically two sides to the coin. One side says transcend don't rely on external factors. The other side says optimize all possible variables in the environment towards the desired goal.

These 2 sides are not in conflict. The wise inner worker develops a deep conviction that seemingly unfavorable conditions are no bar to inner development/awakening. At the same time they gain a knowledge of how to best optimize their environment and do so when they can.

For whatever reasons, many people in this age find it difficult to visualize, attain deep levels of meditation and stay focused on a particular part of their nature long enough to effect change.

Cyber Vampires

Vampire (Template)

Vampires speak, read, and write the languages they knew in life.

Template Traits

'Vampire' is an acquired template that can be added to any humanoid, or monstrous humanoid (referred to hereafter as the base creature). The creature's type changes to undead. It uses all the base creature's statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +2.

Undead: Vampires have the traits and immunities common to undead.

Hit Dice: Change to d12. Vampires have no Constitution score.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).

Defense: The base creature's natural armor improves by +6.

Attacks: A vampire retains all the attacks of the base creature and gains a slam attack if it didn't already have one. The vampire's slam attack deals damage according to its size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.

Special Qualities: A vampire retains all the special qualities of the base creature and gains the additional special qualities described below.

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of temporary Constitution damage each round the pin is maintained.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire's energy drain attack rises as a vampire loyal to its creator (called the master vampire, or simply 'master'). The new vampire gains three allegiances (in any order): chaos, evil, and master. All previous allegiances are lost permanently. A vampire loses its allegiance to its master (and may adopt a new allegiance to replace it) only when the master vampire is destroyed.

Domination (Su): As an attack action, a vampire can crush an opponent's will just by gazing into his or her eyes. The vampire can attempt to dominate only one target at a time, and the target must be within 30 feet and able to see the vampire. A target that fails a Will save (DC 10 + 1/2 vampire's Hit Dice + vampire's Charisma modifier) becomes the vampire's thrall for 1 day per Hit Die of the vampire. The thrall temporarily loses all previous allegiances and adopts a singular, unswerving allegiance to the vampire. If the vampire commands its thrall to do something blatantly self-destructive, the target can make a Will save to break the vampire's control. If the save succeeds, the target becomes free-willed and regains its previous allegiances.

Energy Drain (Su): A living creature hit by a vampire's slam attack gains two negative levels. See energy drain. A creature killed by a vampire's energy drain attack rises as a vampire under its creator's control (see Create Spawn, above).

Alternate Form (Su): A vampire can assume the form of a bat, rat, or wolf as a move action. The vampire can remain in that form until it assumes another form or until the next sunrise.

Children of the Night (Su): Vampires command the lesser creatures of the world and, once per day, can call forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a full-round action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Damage Reduction 15/+1 (Su): In campaigns without magic weapons, the GM can disregard the vampire's damage reduction, change it to 15/silver or 15/wood, or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).

Fast Healing 5 (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, its hit points rise to 1 hit point after 1 hour; the vampire then resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a move action, the vampire (and all its gear) becomes insubstantial, misty, and translucent. The vampire gains damage reduction 20/+1 in this form. Its armor (including natural armor) ceases to modify its Defense, though other modifiers (such as from Dexterity and size) still apply. The vampire cannot attack or use supernatural abilities while in gaseous form.

A vampire in this form can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. It can pass through small holes or narrow openings, even mere cracks. Its gaseous form is subject to wind and cannot enter water or other liquid.

Cold Resistance 20 (Ex): A vampire ignores the first 20 points of cold damage from any cold-based attack.

Electricity Resistance 20 (Ex): A vampire ignores the first 20 points of electricity damage from any electricity-based attack.

Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.

Turn Resistance (Ex): A vampire has +4 turn resistance .

Darkvision (Ex): Vampires have darkvision with a range of 60 feet.

Weaknesses (Ex): A vampire has several weaknesses, described below. A vampire can have fewer weaknesses, but each lost weakness costs a vampire one of its other special qualities. For example, a vampire that is immune to the effects of garlic might be unable to summon children of the night.

Direct Sunlight: The merest sliver of sunlight deals 2d6 points of damage to a vampire. A vampire exposed to direct sunlight for 1 full round must succeed on a Fortitude save (DC 20) or be consumed by fire and destroyed utterly.

Garlic: A vampire cannot enter or pass through any 5-foot square containing garlic. A vampire takes a '2 penalty on melee attack rolls against a target wearing garlic.

Holy Symbol: A vampire takes a '2 penalty on melee attack rolls against a creature prominently wearing or brandishing a holy symbol. The symbol's touch deals 1d4 points of holy damage to a vampire, and a vampire reduced to 0 hit points in this fashion is destroyed utterly. This holy damage can be healed only by inflict spells.

Inviolate Sanctuary: A vampire cannot enter a privately owned residence unless invited in by the rightful owner or tenant.

Mirror: A vampire in view of a mirror cannot use its domination special quality (see above).

Running Water: A vampire cannot cross running water (but may be carried across). A vampire immersed in running water loses one-third of its remaining hit points each round until it is destroyed at the end of the third round.

Wooden Stake: Wooden weapons that deal piercing damage (such as wooden stakes, arrows, pool cues, spear shafts, and table legs) threaten a critical hit against a vampire on a natural 20 (unless noted otherwise), even though vampires are normally immune to critical hits. A successful critical hit destroys a vampire instantly, turning it to dust.

Allegiances: Previous allegiances are lost, replaced by allegiances to chaos, evil, and master (or simply chaos and evil if the master vampire has been destroyed). Changed allegiances might cause the loss of particular class abilities.

Ability Scores: Vampires gain the following ability score increases: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampires have no Constitution score.

Skills: Same as the base creature (human vampires retain the extra skill points afforded to all humans). Vampires receive a +8 species bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats: Vampires gain the bonus feats Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn't already have these feats. Human vampires keep the extra feat they gained as a 1st-level human character.

Advancement: By character class.

Vampire (Human Fast Hero 2/Charismatic Hero 3): CR 7; Medium-size undead; HD 5d12; hp 32; Mas '; Init +8; Spd 30 ft.; Defense 25, touch 19, flat-footed 21 (+4 Dex, +5 class, +6 natural); BAB +2; Grap +6; Atk +6 melee (1d6+4, slam); Full Atk +6 melee (1d6+4, slam) +7 melee (2d6/19'20, mastercraft katana), or +6 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ blood drain, create spawn, domination (DC 17), energy drain, alternate form, children of the night, damage reduction 15/+1, Fast Healing 5, gaseous form, cold and electricity resistance 20, spider climb, +4 turn resistance , darkvision 60 ft., weaknesses; AL evil, chaos, master; SV Fort +2, Ref +10, Will +3; AP 2; Rep +5; Str 19, Dex 18, Con ', Int 14, Wis 10, Cha 20.

Skills: Bluff +17*, Diplomacy +9*, Disguise +9, Drive +8, Gather Information +9*, Hide +18, Intimidate +9*, Knowledge (art) +6, Knowledge (current events) +7, Knowledge (popular culture) +7, Perform (stringed instruments) +9*, Listen +10, Move Silently +18, Read/Write Language (any two), Search +10, Sense Motive +8, Speak Language (any two), Spot +10.

*The vampire gains a +3 bonus on these Charisma-based skill checks when influencing members of its chosen gender (see Charm).

Feats: Alertness, Combat Reflexes, Dodge, Exotic Melee Weapon (katana), Improved Initiative, Iron Will, Lightning Reflexes, Renown, Simple Weapons Proficiency, Stealthy, Windfall.

Talent (Fast Hero): Evasion.

Talents (Charismatic Hero): Charm, favor.

Possessions: Aston-Martin Vanquish sports coupe, eight-bedroom mansion, designer formal wear, mastercraft katana (+1), cell phone, desktop computer (with cellular modem, printer, and scanner), mastercraft violin (+1).

Cyber Zombie

A cybernetic zombie, is a zombie brought back to life by cybernetic means. Such means would include galvanization, nano-robotics, or robotic articulation grafted onto a corpse. What differentiates this type of semi-mechanical zombie from a cyborg is that it is a re-animated corpse that usually has no free will, ability to reason, think for itself, or make decisions (hence the "zombie" moniker). It is either controlled by an outside source or follows programming installed within a microprocessor that allows the corpse to move.

A number of factors make this type of zombie different from others. Differences in make and manufacture can mean that no two "Cyber-Zombies" are alike. A zombie under external control or an A.I. in its micro-processor could make the zombie vastly more intelligent than a more standard viral zombie. This includes the use of weapons, vehicles and other technological devices as well as increased problem solving abilities and even the capacity for speech and reasoning, allowing them to blend in with a human population (assuming their enhancements are not too obvious). A cyber-zombie might also be faster, stronger and more durable than any other zombie or human. Their potential increased durability may make them invulnerable to less powerful weapons that would suffice for a T-Virus or Solanum zombie. If sufficiently armored, it may even require the use of high explosives to bring down. A zombie infected by use of nanotechnology might even be capable of spreading it's nanomachines to convert others into cyber-zombies, so the threat of a global "infection" is not out of the realm of possibility with a cyber-zombie since scientists are already working on nanomachines for medical purposes. This is another more plausible source of outbreak. These nanobots could bring back a dead corpse, but not to the point of retaining intelligence, or be used by terrorists to turn a whole town or city into zombies. These zombies are still considered walking corpses only if the victim or host dies by the nanobots, have the brain "rewired", then brought back, or the original host is a already dead corpse.

The most common Cybernetic Zombie that one might encounter would be one that combines galvanization with microprocessors. The microprocessor would send the appropriate amounts of electricity needed to the muscles via electrode or through other implants to move the limbs. The brain in this zombie would have no more use so destruction of the head might not work, unless that is the location of the microprocessor. These would most likely have no need to eat or chew on flesh unless programmed to. These zombies are not contagious but could carry various other diseases due to the fact it is technically a walking corpse (a clearer explanation to why these are zombies). These zombies would most likely be used by the military or corporation for experimentation or as foot soldiers at first. An EMP should be sufficient to take out a horde of them.

However, this of course can vary based on different methods of manufacture and materials used in construction. The Cyber-Zombie also has its own limitations. Its components might not be capable of being immersed in water to a certain degree or to a specific depth. If remotely controlled, the death or destruction of the operator would either cause them to go haywire or simply shut down. They would also likely be vulnerable to EMP (Electromagnetic Pulse) weaponry and massive electric shock could overload and fry vital circuitry (or at least temporarily shut down the offending Cyber-Zombie). However the average person doesn't have the equipment to make an EMP nor the money, unless you are close to a military installation or a soldier. Depending on its level of sophistication, a cyber-zombie equipped with an A.I may not be very flexible when faced with complex problems. These A.I Cyber Zombies could be considered to be more similar to full-functioning robots, though.

The line between what might be considered a Cyber-Zombie and a Cyborg can be blurry. A cyborg is defined as a living being that is either enhanced or supplemented through the addition of artificial parts. In example, while most might consider him a cyborg, Robocop could be considered a Cyber-zombie, as he is a dead police officer brought back through cybernetics. The Borg on the other hand are cyborgs, as they are living beings given a conversion through cybernetics. The Terminator is neither of these, as while it has a living outer layer of artificially grown skin, underneath it is a wholly artificial robot, and thus neither a cyborg nor a cyber zombie, as none of its components came from an original organic life-form.

SPECIAL ABILITIES

Integrated Weapons (Ex)

A cybernetic zombie’s ranged weapon is integrated into its body and can’t be disarmed.

Self-Destruct (Ex)

A cybernetic zombie self-destructs when it is reduced to 0 HP, dealing an amount of electricity damage equal to 1d6 + the zombie’s (CR to all creatures in a 10-foot-radius burst. A creature can attempt a Reflex saving throw to reduce this damage by half. This ability destroys any cybernetic or technological components that could have been salvaged from the zombie.

ECOLOGY

Environment any
Organization solitary, pair, pack (3–12), or horde (13+)

Daredevil

The fearless Daredevil risks life and limb to perform death-defying acts. When you need a stunt person, an extreme sports enthusiast, or someone with the know-how to stage a dangerous-looking spectacle or to succeed at a stunt that no one else in their right mind would even attempt, then call on the Daredevil.

The Daredevil can perform physical stunts and vehicle stunts, understands the magic of moviemaking, and is tough enough to take on a dangerous stunt, succeed at the stunt - and survive.

Select this advanced class if you want your character to excel at risk-taking and understand how to push the limits of possibility.

Dealer

Not necessarily in the drug business, dealers are information brokers who make it their business to know everything that is happening in their city or other chosen sphere of influence. Dealers pay handsomely to acquire useful information and charge even more to part with it. Dealers are often the source of jobs for illegal street runners. Also, when they need to know what someone is up to, they may hire runners to find out for them.

Dope Fiends

Executive Assistants

Secretary. Bodyguard. Assassin. The Executive Assistant is all of the above rolled into one.

They are raised and trained to protect and serve their masters with discipline, loyalty and often violence if necessary-they are the Executive Assistants.

Class: Executive Assistant

Description: The Executive Assistant is a highly skilled and versatile operative in a d20 modern cyberpunk setting. Trained to be a combination of a secretary, bodyguard, and assassin, they are the ultimate protectors and servants of their masters. With unwavering loyalty, discipline, and a willingness to employ violence when necessary, Executive Assistants excel at ensuring the safety and success of their employers.

Role: The Executive Assistant fulfills a variety of roles, depending on the needs of their employer. They can act as a personal assistant, managing schedules, organizing meetings, and handling administrative tasks. Simultaneously, they are trained in combat and security techniques, capable of providing close protection to their employer and neutralizing threats. In dire situations, they can even carry out covert operations, eliminating targets with precision and efficiency.

Skills and Abilities:

  • Enhanced Combat Training: Executive Assistants undergo rigorous combat training, becoming proficient in a wide range of weapons and martial arts techniques. They excel in both armed and unarmed combat, allowing them to protect their employer from physical threats.
  • Tactical Awareness: Executive Assistants possess exceptional situational awareness and strategic thinking. They can quickly assess threats, identify escape routes, and make split-second decisions to ensure the safety of their employer.
  • Covert Operations: Trained in the art of stealth and subterfuge, Executive Assistants can infiltrate secure locations, gather intelligence, and carry out covert missions. They are skilled in disguise, lockpicking, and hacking, making them valuable assets in espionage and information gathering.
  • Loyalty and Dedication: Executive Assistants are deeply loyal to their employers, willing to go to great lengths to protect and serve them. They prioritize their employer's well-being above all else and are willing to make personal sacrifices to ensure their success.
  • Resourcefulness: Executive Assistants are resourceful problem solvers, capable of thinking on their feet and adapting to rapidly changing situations. They can utilize their surroundings to their advantage, improvising weapons or finding creative solutions to challenges.
  • Professional Demeanor: Executive Assistants are trained to maintain a professional demeanor at all times. They possess excellent communication and negotiation skills, allowing them to interact with high-profile individuals and navigate complex social situations.
  • Cybernetic Enhancements: In a cyberpunk setting, Executive Assistants may have cybernetic enhancements that enhance their physical abilities, such as enhanced strength, speed, or sensory perception. These enhancements further augment their effectiveness in combat and protection.

Alignment: Executive Assistants can come from various backgrounds and have different motivations, but they typically lean towards lawful alignments due to their disciplined nature and loyalty to their employers.

Overall, the Executive Assistant class combines administrative skills, combat prowess, and covert operations to create a versatile and dedicated character capable of protecting, serving, and, if necessary, eliminating threats to their employer in a cyberpunk world.

Notable:

  • Sahel

Fixer

A fixer's job is to find, acquire, and distribute gear through any channel they can access, legally or otherwise. Fixers are the go-to guys when characters need to get their hands on rare or illicit gear, including cyberware and magic. Fixers are often corporate drones or weapon specialists with superior clearance to corporate or military goods.

Gunslinger

The Gunslinger knows everything there is to know about handguns of all types. Whereas the Martial Artist develops their body into a perfect weapon, the Gunslinger trains their mind and body to work in concert with their handguns. Their pistols become an extension of themselves.

The Gunslinger can be a mercenary or a modern-day knight, defending the weak and the innocent with a pair of blazing pistols instead of a sword and shield.

Select this advanced class if you want your character to excel with handguns or other fast-shooting ranged weapons.

Hacker

A soul immersed in the virtual world of modern Internet, the hacker braves the digital pathways with wits, cunning and occasional stroke of luck. Expert in all things considering computers, networks and electronic devices, he is an opponent to be feared in the Internet. Most hackers live their lives completely in the Net, preferring the fake beauty of the virtual world over the harsh reality of the real one.

An old but still-relevant term, hackers specialize in getting into places and doing things that others don't want them to. Hackers are security experts and tinkerers, often breaking into high clearance systems just to see if they can. The term applies to hacking more than just computer  systems; anything with a microchip (including humans) can potentially be hacked.

Noteable:

  • Ai

Hexblade

Hexblade (Reimagined)

WotC admittedly made the original Hexblade class underpowered because they feared that a mix of arcane magic and melee combat would be too unbalanced. After admitting they were wrong, some suggestions were made to by some official sources, but no official errata was released to balance the Hexblade with the other classes. This is an attempt at balancing and refocusing the Hexblade using some of the suggestions from official sources while also adding some of my unknown.

Alignment
Any nongood.

Class Features

All of the following are class features of the Hexblade Reimagined:

Weapon and Armor Proficiency: A Hexblade can cast arcane spells without incurring an arcane spell failure chance while wearing light or medium armor and and while wielding a light shield. Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light or medium armor and while wielding a light shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Hexblade’s Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade’s curse takes a –2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) negates the effect. At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day, as indicated on Table 1–1. Multiple hexblade’s curses don’t stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade’s curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse. At 6th level and every 6th level thereafter (12th, 18th, etc.), a hexblade gains a +2 competence bonus to the DC of its curse that stacks with other competence bonuses granted by the Hexblade's curse. At 7th level and every twelfth level thereafter (19th, 31st, etc), the penalty increases by a cumulative -2.

Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Spells: Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list (see below). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can (see page 54 of the Player’s Handbook). To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade’s spell is 10 + the spell level + the hexblade’s Cha modifier. Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–1. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook). When Table 1–1 indicates that the hexblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The hexblade’s selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table 1–2. (Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows; the numbers on Table 1–2 are fixed.) Upon reaching 12th level, and at every third hexblade level after that (15th and 18th), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level hexblade spell the hexblade can cast. For instance, upon reaching 12th level, a hexblade could trade in a single 1st level spell (two spell levels below the highest-level hexblade spell he can cast, which is 3rd) for a different 1st-level spell. At 15th level, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level hexblade spells) for a different spell of the same level. A hexblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is one-half his hexblade level.

Metamagic Specialist: A hexblade does not gain a familiar at 4th level. Instead, a hexblade can use metamagic feats without increasing the casting time of the spell.

Bonus Feat: At 5th level, and every five levels thereafter (10th, 15th, and 20th), a hexblade gains a bonus feat, which must be selected from the following list: Any metamagic feat, Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration.

Aura of Unluck (Su): Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the hexblade’s Charisma bonus (if any). At 16th level and higher, a hexblade can use his aura of unluck twice per day. A 20th-level hexblade can activate this aura three times per day. In addition to a hexblade gaining a miss chance when attacked, magic items created by the hexblade are also affected by his aura of unluck. When creating a magic item not intended to be cursed, roll a d%. On a 01-20, the item is created with a curse randomly decided from the chart on page 272 of the Dungeon Master's Guide. When creating a magic item intended to be cursed, the hexblade can make of the all decisions for the curse and treat his caster level for creating the item as two higher.

Cursing Adept (Sp): While the Hexblade Reimagined can still cast spells, he knows fewer spells than the original class allowed. Instead, a hexblade has the ability to learn and develop curses. At 8th and every six levels thereafter (14th, 20th, etc.), a hexblade chooses a new curse to learn. A hexblade gains access to more powerful curses the higher his level gets. At 8th level, he can learn Curse of Ill Fortune*, Desecrate, Mark of the Outcast*, Cursed Blade* or Unholy Blight. At 14th level, he can learn any curse that was available at 8th level, Jungle's Rapture*, Mark of Justice, Curse of Lycanthropy*, Eyebite, Geas/Quest or Ghoul Gauntlet*. At 20th level, he can learn any curse available at 14th level, Scourge*, Symphonic Nightmare* or Greater Bestow Curse*. A curse is spell-like ability. A hexblade can cast each curse he knows once per day. For example, a 14th-level hexblade who learned Cursed Blade at 8th level and Curse of Lycanthropy at 14th level could cast both Cursed Blade and Curse of Lycanthropy each once a day. Otherwise, treat these spell-like abilities as a spell cast by the hexblade including having the requisite spellcasting ability score to learn or cast the spell. An epic hexblade can develop epic curses in the same way that epic spellcasters can develop epic spells, but the curse becomes a spell-like ability like any other curse gained through Cursing Adept and follows all rules of using a curse through Cursing Adept. Each time an epic hexblade learns an epic curse, he loses one epic spell slot. As with any curse learned through Cursing Adept, the hexblade can cast the epic curse once per day.

Ex-Hexblades: A hexblade who becomes good-aligned loses all hexblade spells and all supernatural class abilities. His familiar becomes a normal animal and leaves the hexblade’s service as soon as possible. He may not progress any farther in levels as a hexblade. He retains all the other benefi ts of the class (weapon and armor proficiencies and bonus feats).

Hexblade Spell List

Continuing the theme of cursing as a hexblade, this new spell list available to the hexblade replaces the original and revolves around debilitating a hexblade's enemies in some way:

1st: Buzzing Bee*, Dispel Ward*, Grease, Obscuring Mist, Hypnotism, Sleep, Color Spray, Ventriloquism, Cause Fear, Ray of Enfeeblement, Erase, Reduce Person, Wall of Smoke*, Insightful Feint*, Distract*, Distract Assailant*, Incite*, Inhibit*, Shock and Awe*, Luminous Gaze*, Sonic Blast*, Backbiter*, Bonefiddle*, Spirit Worm*, Cheat*, Horrible Taste*, Ray of Clumsiness*, Weapon Shift*.

2nd: Obscure Object, Fog Cloud, Glitterdust, Web, Daze Monster, Tasha's Hideous Laughter, Touch of Idiocy, Darkness, Gust of Wind, Shatter, Blur, Hypnotic Pattern, Mirror Image, Misdirection, Blindness/Deafness, Ghoul Touch, Scare, Spectral Hand, Pyrotechnics, Dissonant Chant*, Distracting Ray*, Baleful Transposition*, Cloud of Bewilderment*, Inky Cloud*, Discern Shapechanger*, Entice Gift*, Ray of Stupidity*, Rebuke*, Sting Ray*, Ethereal Chamber*, Rainbow Beam, Slapping Hand*, Bladeweave*, Delusions of Grandeur*, Phantom Foe*, Shadow Spray*, Wall of Gloom*, Curse of Impending Blades*, Ghoul Glyph*, Ray of Sickness*, Ray of Weakness*, Stolen Breath*, Earthbind*, Ghost Touch Armor*, Ironthunder Horn*, Scale Weakening*, Dispelling Touch**, Dimension Hop**, Black Karma Curse**, Bigby's Warding Hand**, Blinding Color Surge**, Vertigo**.

3rd: Dispel Magic, Explosive Runes, Nondetection, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Deep Slumber, Hold Person, Wind Wall, Displacement, Halt Undead, Ray of Exhaustion, Vampiric Touch, Shrink Item, Slow, Anticipate Teleportation*, Bands of Steel*, Contagious Fog*, Nauseating Breath*, Unluck*, Mesmerizing Glare*, Ray of Dizziness*, Supress Breath Weapon*, Blacklight*, Capricious Zephyr*, Flashburst*, Great Thunderclap*, Wall of Light*, Cone of Dimness*, Shadow Binding*, Mass Curse of Impending Blades*, Mind Poison*, Spider Poison*, Demon Dirge*, Devil Blight*, Rust Ray*, Spell Vulnerability*, Energy Vulnerability**, Alter Fortune**, Hesitate**, Bigby's Disrupting Hand**, Prismatic Mist**, Curse of Arrow Attraction**, Halt**.

4th: Dimensional Anchor, Fire Trap, Evard's Black Tentacles, Solid Fog, Detect Scrying, Confusion, Crushing Despair, Fire Shield, Otiluke's Resilient Sphere, Shout, Wall of Ice, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Lesser Geas/Quest, Mass Reduce Person, Dispelling Screen*, Ray Deflection*, Wall of Chaos/Evil/Law*, Wall of Sand*, Greater Rebuke*, Blistering Radiance*, Defenestrating Sphere*, Sword of Deception*, Wingbind*, Sensory Deprivation*, Shadow Well*, Backlash*, Corporeal Instability*, Metal Melt*, Scramble Portal*, Condemnation**, Slashing Dispel**, Stifle Spell**, Crushing Grip**, Phantom Battle**, Baleful Blink**, Call of Stone**.

Epic Hexblade

Epic bonus feats: At 23rd level and every three levels thereafter (26th, 29th, etc.), a Hexblade gains an Epic bonus feat from the following list: Craft Epic Arms and Armor, Devastating Critical, Dire Charge, Efficient Item Creation, Epic Curse***, Epic Fortitude, Epic Skill Focus, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Epic Will, Extended Life Span, Familiar Spell, Great Charisma, Great Strength, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Overwhelming Critical, Penetrate Damage Reduction, Spell Knowledge, Spell Opportunity, Spellcasting Harrier, Superior Initiative, Tenacious Magic and Two-Weapon Rend.

Epic Curse [Epic]

Prerequisites: Cha 25, Hexblade's curse class feature. Benefit: Increase the save DC of your hexblade's curse by +2 or increase the penalty it incurs by -2. Special: This feat can be taken multiple times. Each time it is taken beyond the first for each option, the DC is increased by +1 or the penalty is increased by -1 at the player's option.

Hexblade as a Deity
Divine Hexblade [Divine]

Your natural aptitude with curses becomes divinely potent. Prerequisites: 20th-level Hexblade. Benefit: The DC of your Hexblade's Curse is increased an amount equal to your divine rank. The miss chance of your Aura of Unluck is increased by an amount equal to your divine rank. When creating a magic item not intended to be cursed, increase the chance of accidentally creating a cursed item by your divine rank. When creating a cursed magic item on purpose, add your divine rank to your caster level to determine the effects of the item that are based on your caster level.

Now that Christmas is around the corner I just want to remind you that the a Rubik's Cube is the best gift for any occasion which can be easily solved with the online tutorial.

Infiltrator

The Infiltrator can break into places others wouldn’t dream of, find what they're looking for, and get back out again while eluding or evading anyone who would try to stop them. The Infiltrator is a master of stealth, breaking and entering, and second-story work. many have connections to the criminal underworld, or at least know their way around the seedier parts of town.

An Infiltrator can be a cat burglar or a spy, or they may just have all the skills necessary to accomplish missions for whatever agency pays her salary.

Select this advanced class if you want your character to excel at roguish activity and stealthy endeavors.

Neo Ninja

Background:

You are the culmination of over a thousand years of mystic martial arts and lethal stealth techniques. Your mind, your body, your soul are one; focused on only one goal: the perfect kill.

Descended from generations of silent warriors and arcane assassins, the Neo Ninja is a fusion of mythic tradition, relentless training, unmatched cunning, and a cold-blooded lack of conscience. All of which are vital traits that place them and their services in high demand in the modern world.

For that reason, only the best of the best are ever selected by the fabled Ninja clans. Not only do prospective initiates have to be at the pinnacle of the martial-arts world, they must also possess an inner fire that is cold

as any blade, willing to kill without a second thought or a backward glance. Likewise, they must be willing to lose their own lives in the pursuit of duty, and of perfection.

Profile of a Neo Ninja:

Kim had once been a spoiled little rich girl. There was nothing that Daddy’s corporate money or Mommy’s old-money name couldn’t get her. Nothing, that is, except a cure for that hollow, empty feeling where she knew her soul was supposed to be. That’s right; poor little rich girl. Mommy and Daddy’s trophy daughter to be paraded out and shown off for the business partners and socialites; just like a world-class thoroughbred.

When she turned eighteen, however, it occurred to her that she was only bound to the lifestyle of the idle rich because she chose to be. Mommy and Daddy were far too busy with board meetings and luncheons to care if Little Kimmy stayed at Yale. They didn’t even know she had run away until she didn’t come home at Christmas break. By then, she had already romped halfway across Europe. Of course they sent detectives and hunters, but Kim soon found that she had a knack for staying one step ahead of the gumshoes.

When she busted out in Moscow, it occurred to her to blackmail Daddy. Sure, he’d never touched her in any improper way, but where there’s smoke there’s fire. One heated phone call later, and Kim was financed all the way to Sri Lanka. A near-fatal drug overdose there gave her the idea to pursue alternate religions, and from there, martial arts was just the next logical step.

Three years spent studying techniques all over Asia served her well. Her angry, combative nature made her an innate warrior. By the time she reached Tokyo, she had already acquired a reputation in the underground fighting circuits. She was good in the unarmed matches, but she was the bloody best when she could use her beloved kasuri-gama. It was only in the ring, covered in men’s blood that she could feel something in that hollow spot deep inside her.

That insane desire to be fulfilled almost proved her undoing. When she killed Sasaki Nakamura in Kobe, Kim didn’t know that he was the son of a Yakuza lord. When they came after her, an acquaintance pointed her in the direction that led her to The Order, where she was taken in as an initiate. She almost laughed when they told her that to prove herself worthy, she would have to return with the senior Nakamura’s head.

Now, four years later, she didn’t laugh when they told her that her next kill was to be Daddy.

Requirements

To qualify to become a Neo Ninja, a character must fulfill the following criteria:

Base Attack Bonus: +5

Skills: Hide 10 ranks, Move Silently 10 ranks, Tumble 10 ranks.

Feats: Combat Martial Arts, Exotic Weapon Proficiency (Martial Arts Weapon), Weapon Focus (Martial Arts Weapon).

Special: Additionally, the character must seek out and contact The Order , and succeed on an initiation mission.

Class Information

Hit Die: 1d8

Action Points: 7 + one-half character level, rounded down, every time the Neo Ninja attains a new level in this class.

Class Skills

The Neo Ninja’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Craft (Chemical) (Int), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak Language (none), Tumble (Dex), and Swim (Str).

Skill Points at Each Level: 7 + Intelligence Modifier.

Class Features

The following features pertain to the Neo Ninja advanced class:

Superior Weapon Focus: At 1st Level, the Neo Ninja gains an additional +1 bonus to attack with the martial arts weapon she has already Focused upon.

Two Weapons - One Accord: Beginning at 1st Level, when using identical one-handed melee weapons, or a double melee weapon (such as a threesection staff), this ability allows the Neo Ninja to attack as if she were using a single weapon. By making a single attack roll at her highest Base Attack Bonus, the Neo Ninja makes a double strike which inflicts 2x the single weapon’s listed damage. For example, a Neo Ninja using a three-section rod could inflict up to 20 points of damage (2x 1d10) plus her strength modifier on a single attack. This attack is treated as a standard attack action, and is also considered as if it were made with the primary hand while fighting with two weapons (see Table 5-3, pg. 138 d20 Modern: Core rulebook).

Bonus Feats: At 2nd, 5th, and 8th Levels, the Neo Ninja gets a bonus feat. The bonus feat must be selected from the following list, and she must meet all the prerequisites of the feat to select it.

Acrobatic, Agile Riposte, Alertness, Armor Proficiency (Light), Athletic, Attentive, Brawl, Cautious, Defensive Martial Arts, Dodge, Elusive Target, Meticulous, Mobility, Nimble, Stealthy, Two-Weapon Fighting, and Weapon Finesse.

Great Leap: Beginning at 2nd Level, the Neo Ninja is capable of almost superhuman leaps and jumps. This ability allows the character to spend one Action Point to multiply the distance that can be cleared with a successful Jump skill check by her Neo Ninja class level. For example, a 5th Level Neo Ninja could clear a 100 ft. long jump with a DC of only 25 (see Jump skill description, pp 65-66, d20 Modern: Core rulebook).

Weapon Specialization: At 3rd Level, the Neo Ninja gets this feat applied to the weapon she has Focused upon.

Precise Strike: At 3rd Level, the character also gains the extraordinary ability to strike precisely with a single one-handed weapon, inflicting additional damage on a successful attack. Only targets vulnerable to Critical Hits are subject to this ability, and it cannot be used as part of a Two Weapons-One Accord attack. At 6th and 9th Levels, the damage inflicted by this attack is increased.

Improved Critical: At 4th Level, the threat range on the Neo Ninja’s specialized weapon is doubled, increasing the possibility of inflicting a Critical Hit on a successful attack.

Fast Sneak: At 4th Level, the Neo Ninja has become so adept at stealth, that she may move at her full movement rate without suffering a penalty to Hide and Move Silently skill checks.

Without A Trace: At 5th Level, the Neo Ninja inflicts a -4 penalty on those using Investigate, Listen, Search, or Spot to detect her activities while making use of the following skills: Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand.

Amazing Saves: Years of training and a natural knack for resourcefulness have instilled in the Neo Ninja an innate knowledge of how to survive many forms of danger. At 6th Level, the Neo Ninja adds her class level to all Saving Throws.

Two Weapons - Two Accords: At 7th Level, the Neo Ninja gains the ability to use her twin weapons (or double weapon) for both attack and defense while making a full-attack action. She may choose which of her Base Attack Bonuses to apply to a doublestrike attack (as in the Two Weapons - One Accord class ability), and which to apply as a deflection bonus to her Defense. For example, a Neo Ninja with a BAB of +6/+1 may either make a double-strike attack at +6 while adding +1 to her Defense, or attack at +1 while adding +6 to her Defense.

Wall Run: Also at 7th Level, the Neo Ninja gains the extraordinary ability to move across vertical and near-vertical surfaces with amazing agility. By spending one Action Point, the character may move at her full speed up, down, or across a slope or wall as a standard move action with a successful Climb skill check. Further, she retains her Dexterity Bonus to Defense and suffers no penalty while making an Accelerated Climbing skill check (see Climb skill description, pp 50-51, d20 Modern: Core rulebook).

Superior Weapon Specialization: At 8th Level, the Neo Ninja adds +2 to the damage inflicted by her Specialized weapon. This is in addition to the previous +2 bonus for Specialization.

Always Stealthy: At 9th Level, the Neo Ninja is always considered to be taking 10 on all Hide and Move Silently checks, unless she wants to be noticed.

Paragon of the Order: At 10th Level, The Order has invested so much time, effort, and resources in the Neo Ninja that it will not let a little thing like her death diminish their returns. If the character dies, her body will be recovered by other Ninja, and carried to a safe-house, where it will undergo an arcane ritual of resurrection. By making a successful Fortitude Save with a DC of 25, the character can be revived - no matter how long the duration of death. Once revived, the character loses one permanent point of Constitution, and begins to heal normally.

Neuromancer

Neuromancer

"Neuromancer: Wintermute's sibling AI. Neuromancer's most notable feature in the story is its ability to copy minds and run them as RAM (not ROM like the Flatline construct), allowing the stored personalities to grow and develop. Unlike Wintermute, Neuromancer has no desire to merge with its sibling AI—Neuromancer already has its own stable personality, and believes such a fusion will destroy that identity. Gibson defines Neuromancer as a portmanteau of the words Neuro, Romancer and Necromancer, "Neuro from the nerves, the silver paths. Romancer. Necromancer. I call up the dead." For Lance Olsen "Gibson becomes the new romancer behind Neuromancer, revitalizing the science fiction novel, the quest story, the myth of the hero, the mystery, the hard-boiled detective novel, the epic, the thriller, and the tales of the cowboy and romantic artist, among others. He represents old stories in a revealing revamped intertexual [sic] pastiche."

Neuromancer's are in a way the future necromancers.  Using illegal created hardware and software they have achieved the ability to raise dead subjects and program them to be used in anyway that the code dictates.  The hardware and software is cutting edge and very difficult to develop.  In its most basic form it animates the dead through a series of one's and zero's of electricity.  This gives the corpse the ability to be controlled through electrical impulses. 

The software is not just an advanced piece of code, but also a virus that can be passed on to another host.  There are cures to get the virus out of the still living infected, but if they die while infected they become another zombie added to the necromancers horde of victims.

In hacking terms, a zombie is a computer connected to the Internet that has been compromised by a hacker, computer virus or trojan horse program and can be used to perform malicious tasks of one sort or another under remote direction.  Usually a Zombie is just one out of a multitude of infected machines.  This collection of machines is used for various illegal uses and gives the hacker(s) a network of computers at their disposal.  

Street Banker

A street banker by any other name would be a loan shark. These characters are the ones to turn to for emergency funding, but they take great pains to ensure that their investments are returned promptly and with all of the interest paid. Street brokers usually have a number of hired thugs in their employ.

Street Runner

Many, but not all, player characters fall into this category. Street runners are mercenaries, selling their skills to the highest bidder so they can earn enough cash to upgrade their implants, computer hardware, magic, and other gear. They come from all walks of life, but often find themselves in the business because they’ve lost the ability, or the will, to work traditional jobs. Street running is illegal but the law is almost impossible to enforce, and many street runners feel that their motives are altruistic and thus their ends justify the means.

Technomancer

To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. Magic and technology are just tools, and when combined into one discipline, called technomancy, they can be far more powerful than one or the other on its own. You utilize tech to empower, harness, and manipulate magic, and you wield magic to augment, control, and modify technology. You are an expert at hacking the underlying structure of the universe itself, bending the laws of science and nature to your will. Your technomancy—which is gained from scientific study and experimentation—manipulates the physical world, weaves illusions, allows you to peer through time and space, and if necessary, can blast a foe into atoms.

CLASS FEATURES

SPELLS

You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–10: Technomancer. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table 4–11: Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on Table 4–12: Technomancer Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.

https://bit.ly/technomancer-spells-list


Blood Magic

The skill of blood magic allows you to draw magical power from the life energy that beats within flowing veins, stealing away blood to use for your own ends.

Blood Boiling
2nd-level necromancy
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

Boil the blood in the veins of a creature you can see in range. The target takes 1d6 necrotic damage. For the duration, at the beginning of each of its turns the target must make a Constitution saving throw. On a failed save, the target takes 1d4 necrotic damage and is paralyzed until the start of its next turn. On a successful save, the effect ends on the target.

This spell has no effect on creatures without blood or blood flow such as constructs, oozes, or undead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage that occurs after a failed save increases by 1d4 for each slot level above 2nd.

Blood Blade
Necromancy cantrip
Casting time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, up to 1 minute

You create a blade out of your own blood to use as a weapon.

You lose hit points equal to 1d6 plus your spellcasting ability modifier, and create your choice of a dagger, shortsword, or longsword that is made up of your own blood in your free hand. The weapon is magical, and you can use your spellcasting ability for the attack and damage rolls of melee attacks using that weapon. When the spell ends, the weapon becomes just a puddle of blood. The spell ends if you let go of the weapon.

Traitorous Blood [Ritual]
5th-level necromancy
Casting time: 1 action
Range: 30 ft.
Components: V, S
Duration: Concentration, up to 30 minutes

"I can make you dance like a puppet, your very blood eager to obey."

You attempt to control the blood of a creature that you can see within range. The target creature must succeed a constitution saving throw or be charmed by you for the duration.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.

This spell has no effects on creatures without blood or bloodflow such as constructs, oozes, or undead.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a 7th-level spell slot, the duration is concentration, up to 3 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 9th level or higher the duration is concentration, up to 12 hours.

Exsanguinate
3rd-level transmutation
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You point your hand at a creature within range and attempt to drain it of its vital fluid. The target must make a Constitution saving throw.

On a failed save, the target has their blood drained from their body taking 2d10 necrotic damage and must repeat the save on each of your turns for the duration.

On a successful save, the target takes half as much damage and the spell ends. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

If the target drops to 0 hit points before this spell ends, you can use your action on a subsequent turn of yours to drain a new creature.

If a creature does not have blood nor ichor, this spell has no effect on them.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Computer Use

Computer Use (Int)

Check: Most normal computer operations don't require a Computer Use check (though a character might have to make a Research check; see the Research skill description). However, searching an unfamiliar network for a particular file, writing computer programs, altering existing programs to perform differently (better or worse), and breaking through computer security are all relatively difficult and require skill checks.

Find File: This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the time required are determined by the size of the site on which the character is searching.

Finding public information on the Internet does not fall under this category; usually, such a task requires a Research check. This application of the Computer Use skill only pertains to finding files on private systems with which the character is not familiar.

Defeat Computer Security: This application of Computer Use can't be used untrained. The DC is determined by the quality of the security program installed to defend the system. If the check is failed by 5 or more, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character's access to the system.

Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of the operation. If the character beats the DC by 10 or more when attempting to defeat computer security, the character automatically succeeds at all subsequent security checks at that site until the end of the character's session (see Computer Hacking below).

Computer Hacking

Breaking into a secure computer or network is often called hacking.

When a character hacks, he or she attempts to invade a site. A site is a virtual location containing files, data, or applications. A site can be as small as a single computer, or as large as a corporate network connecting computers and data archives all over the world, the important thing is that access to the site connects the user to everything within it. Some sites can be accessed via the Internet; others are not connected to any outside network and can only be tapped into by a user who physically accesses a computer connected to the site.

Every site is overseen by a system administrator, the person in charge of the site, and who maintains its security. Often, the system administrator is the only person with access to all of a site's functions and data. A site can have more than one system administrator; large sites have a system administrator on duty at all times. A character is the system administrator of his or her personal computer.

When a character hacks into a site, the visit is called a session. Once a character stops accessing the site, the session is over. The character can go back to the site in the future; when he or she does, it's a new session. Several steps are required to hack into a site:

Covering Tracks: This step is optional. By making a Computer Use check (DC 20), a character can alter his or her identifying information. This imposes a '5 penalty on any attempt made to identify the character if his or her activity is detected.

Access the Site: There are two ways to do this: physically or over the Internet.

Physical Access: A character gains physical access to the computer, or a computer connected to the site. If the site being hacked is not connected to the Internet, this is probably the only way a character can access it. A variety of skill checks may be required, depending on the method used to gain access.

Internet Access: Reaching a site over the net requires two Computer Use checks. The first check (DC 10) is needed to find the site on the net. The second is a check to defeat computer security (see the Computer Use skill description). Once a character has succeeded in both checks, the character has accessed the site.

Locate What You're Looking For: To find the data (or application, or remote device) the character wants, make a Computer Use check. See Find File under the skill description.

Defeat File Security: Many networks have additional file security. If that's the case, the character needs to make another check to defeat computer security.

Do Your Stuff: Finally, the character can actually do what he or she came to do. If the character just wants to look at records, no additional check is needed. (A character can also download data, although that often takes several rounds or even several minutes, for especially large amounts of information to complete.) Altering or deleting records sometimes requires yet another check to defeat computer security. Other operations can be carried out according to the Computer Use skill description.

Defend Security: If the character is the system administrator for a site (which may be as simple as being the owner of a laptop), he or she can defend the site against intruders. If the site alerts the character to an intruder, the character can attempt to cut off the intruder's access (end the intruder's session), or even to identify the intruder.

To cut off access, make an opposed Computer Use check against the intruder. If the character succeeds, the intruder's session is ended. The intruder might be able to defeat the character's security and access his or her site again, but the intruder will have to start the hacking process all over. Attempting to cut off access takes a full round.

One surefire way to prevent further access is to simply shut the site down. With a single computer, that's often no big deal'but on a large site with many computers (or computers controlling functions that can't be interrupted), it may be time-consuming or even impossible.

To identify the intruder, make an opposed Computer Use check against the intruder. If the character succeeds, the character learns the site from which the intruder is operating (if it's a single computer, the character learns the name of the computer's owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access. This check can only be made if the intruder is accessing the character's site for the entire length of the check, if the intruder's session ends before the character finishes the check, the character automatically fails.

Degrade Programming: A character can destroy or alter applications on a computer to make use of that computer harder or impossible. The DC for the attempt depends on what the character tries to do. Crashing a computer simply shuts it down. Its user can restart it without making a skill check (however, restarting takes 1 minute). Destroying programming makes the computer unusable until the programming is repaired. Damaging programming imposes a '4 penalty on all Computer Use checks made with the computer (sometimes this is preferable to destroying the programming, since the user might not know that anything is wrong, and won't simply decide to use a different computer).

A character can degrade the programming of multiple computers at a single site; doing so adds +2 to the DC for each additional computer.

Fixing the degraded programming requires 1 hour and a Computer Use check against a DC equal to the DC for degrading it + 5.

Write Program: A character can create a program to help with a specific task. Doing so grants the character a +2 circumstance bonus to the task.

A specific task, in this case, is one type of operation with one target.

The DC to write a program is 20; the time required is 1 hour.

Operate Remote Device: Many devices are computer-operated via remote links. If the character has access to the computer that controls such systems, the character can either shut them off or change their operating parameters. The DC depends on the nature of the operation. If the character fails the check by 5 or more, the system immediately alerts its administrator that there has been an unauthorized use of the equipment. An alerted administrator may attempt to identify the character or cut off his or her access to the system.

Type of Operation DC Time
Shut down passive remote (including cameras and door locks) 20 1 round per remote
Shut down active remote (including motion detectors and alarms) 25 1 round per remote
Reset parameters 30 1 minute per remote
Change passcodes 25 1 minute
Hide evidence of alteration +10 1 minute
Minimum security +5
Exceptional security +10
Maximum security +15


Special: A character can take 10 when using the Computer Use skill. A character can take 20 in some cases, but not in those that involve a penalty for failure. (A character cannot take 20 to defeat computer security or defend security.)

A character with the Gearhead feat gets a +2 bonus on all Computer Use checks.

Time: Computer Use requires at least a full-round action. The GM may determine that some tasks require several rounds, a few minutes, or longer, as described above.

Cybertech

Cybertech

The concept of prosthetic limbs or replacing parts of the body with machines has been around since mythic heroes with arms of finely crafted silver and the like. Modern technology has made the idea of “cybernetic organisms” (cyborgs or even just borgs for short) even more common, with entire sub-genres of fiction—cyberpunk, and later posthumanist— devoted to human enhancement and “upgrades”. This section looks at the concept of cyberware and how it works in game terms.

Descriptors

Cybernetics is the study of control systems, often applied to the field of human-machine interface (“cyber-” comes from a Greek root word meaning “to steer”). Bionics is the application of biological principles to engineering, often in the area of producing machines that mimic body parts, organs, or organisms in some fashion.

In modern parlance, cyberware is hardware designed to be implanted or grafted onto a biological life form (usually a human being) to function as part of that individual’s body, either to replace a damaged or missing part, or to provide some enhancement. A creature with cyberware implants is a cyborg.

While the vast majority of cyberware is technological, there may be cybernetic implants with alternative descriptors, from “steampunk” clockworks to magically crafted replacements with their own powers or enhancements.

Because it is grafted into the subject’s body, cyberware is generally not considered either equipment or a Removable device, but rather a descriptor for powers the subject possesses, no different than those granted by strange radiation or other things that alter an otherwise normal person. Thus characters generally pay for their cyberware with character points like other powers.

Cybernetic implants are often fairly obvious, unless they are hidden beneath the outer layers of skin and muscle or else concealed with artificial skin or the like. Cyberware follows the usual guidelines for Noticing Power Effects. Continuous and permanent effects are not noticeable by default, while instant, concentration, and sustained effects are. The Noticeable and Subtle modifiers may change how easy the effects of cyberware are to detect, and obvious cyborgs may have to deal with a prejudice complication from some people.

Cyberlimbs

Some of the very first prosthetics were crude replacements of lost limbs, ranging from peg-legs and hooks through to fully functional bionic replacements. A replacement cyberlimb with essentially the same capabilities as a flesh-and-blood hand, foot, arm, or leg is just a descriptor and has no real point cost, unless the GM wants to consider it a Feature

(for the minor benefits of having a limb that doesn’t bleed or feel pain in the same fashion as a biological one). Of course, having a cyberlimb may also be a complication at times, particularly if it suffers damage or malfunctions, or is detected by a scanner.

Cyberhands

A replacement hand may provide any of the following effects. Total the point costs of all the effects the cyberhand provides to determine its cost. If the character has only one cyberhand (rather than a pair) some effects may be Limited to One Hand, or have a complication. Otherwise assume the effects are the same whether the character has one cyberhand or two. The GM may wish to require a Feature effect for concealed devices in cyberhands, particularly if they allow for surprise attacks.

  • Extendable Fingers: The fingers of your cyberhand can telescope and flex like tentacles, providing additional reach and flexibility. Feature, 1 point.
  • Finger Blades: Concealed blades slide out of your fingertips. Strength-based Damage, 1 point per rank.
  • Finger Tools: Small tools emerge from hidden compartments in the fingertips. Enhanced Advantage 1 (Improvised Tools), 1 point.
  • Grappler: Your cyberhand can extend or launch out on a cable from your arm, acting like a grabber or grappling hook. Elongation, Limited to One Arm, plus Movement (Swinging), 2 points + 1 point per 2 ranks.
  • Improved Dexterity: The cyberhand has improved Dexterity over a normal flesh-and-blood hand. Enhanced Dexterity, 2 points per rank.
  • Weapon: Your cyberhand can morph into a handheld weapon or flip open or otherwise shift to allow a concealed weapon to move into its place. Cost as weapon attack effect.

Cyberarms

In addition to having a cyberhand, a full replacement cyberarm may have additional space for larger weapons (stored in the forearm or converting the whole arm into a weapon) as well as the following:

  • Enhanced Strength: The cyberarm’s artificial muscles or motors are stronger than normal. Enhanced Strength, Limited to One Arm, 1 point per rank.
  • Extendable: Your cyberarm can extend out like a telescoping spring. Elongation, Limited to One Arm, 1 point per 2 ranks.
  • Extra Arms: In addition to having replacement arms, you might also have extra cyberarms grafted onto your torso. The extra arms can have any of the effects associated with regular replacement cyberarms. Extra Limbs, 1 point per rank.

Cyberlegs

A cybernetic leg replacement may mimic the form and function of a normal humanoid leg, or abandon that design for a differently jointed digitigrade leg, for example (with an extended “ankle” joint). Cyberlegs are more common in pairs, although a character might still have just one. They can provide the following effects:

  • Compartments: A cyberleg may have concealed compartments for carrying small items, including equipment. Feature, 1 point.
  • Kicking: Artificial leg muscles or motors can provide more powerful kicks in close combat. Strength-based Damage, 1 point per rank.
  • Leaping: Enhanced leg strength provides greatly increased jumping distances. Leaping, 1 point per rank.
  • Speed: Increased leg strength and actuator motors allow the character to run at increased speed, perhaps as fast (or faster) than a moving car! Speed, 1 point per rank.
  • Swimming: Modified feet (possibly able to deploy into flippers) and leg strength give you enhanced swimming speed. Swimming, 1 point per rank.
  • Traction: Your feet have built-in treads, spikes, or a similar surface to enhance traction, perhaps modifying themselves to suit different surfaces. Amongst other things, you never need to wear shoes! Movement (Sure Footed), 2 points per rank.

Bodyware

Cybernetic enhancement of the torso and overall body, or implants to enhance or replace various organs, can grant a number of effects.

Armor

Your skin is reinforced with sub-dermal armored materials or covered in armor plating or similar material, giving you improved damage resistance. Obviously artificial armor qualifies for the Noticeable flaw and may cause other complications. Reinforced armor may have the Impervious extra as well.

Armor: Protection • 1 point per rank

Compartment

Part of your body cavity (usually abdomen) contains a small storage space, accessible from a hidden panel, and sufficient to hold about a cubic foot (volume rank 0).

Compartment: Feature 1 • 1 point

Drug Injector

You have an injector tap built into your bloodstream, or even artificial glands capable of creating and delivering certain biochemicals to your system on command. The effects of these drugs can be anything the GM permits for their biochemical descriptors, although things like Enhanced Abilities with the Fades modifier or Regeneration are common.

Drug Injector: Drug or biochemical effect, often with the Fades or Unreliable (limited uses) modifiers • per effect cost

Filter Lungs

Your lungs and throat have built-in filters able to remove many harmful gases and other airborne toxins, irritants, and pathogens.

Filter Lungs: Immunity 2 (airborne gases and toxins) • 2 points

Full Cyborg

Your entire human body, with the exception of your brain, has been replaced with a machine body. Your brain is kept alive inside a life support system connected to your new body, and you have a weakness complication concerning your brain, which may suffer if its support system is damaged or compromised in any way. Otherwise, you’re a machine in nearly every way. If you no longer have a human brain as well (your memories and personality digitally transferred to a computer brain, for example), then you are a true construct rather than a cyborg. Your cybernetic body need not be limited to the humanoid form and can have any of a wide range of traits.

Full Cyborg: Immunity 30 (Fortitude effects), No Stamina rank 10 points

Gill Implants

You have artificial gills implanted along your neck or clavicles, or else the lining of your lungs is altered to be able to extract oxygen from water, allowing you to breathe normally while submerged.

Gill Implants: Immunity 1 (drowning) • 1 point

Redundant Organs

Your internal systems have backups and redundancies built into them, giving you more resiliency than an unaugmented person.

Redundant Organs: Enhanced Advantage 1 (Diehard), Immunity 2 (critical hits) • 3 points

Semi-Autonomous Weapon

A semi-autonomous weapon (“SAW” or “cyber-SAW”) is a cybernetic weapon able to act at least partially on its own under the direction of its own computer and programs. Once activated, the SAW carries out its instructions, usually attacking available targets identified by its sensors (and those of its “host”).

A SAW is often a concealed weapon, having a rank of Subtle, meaning it is difficult to detect until it is deployed. It can have a variety of configurations, from taking over (and possibly reconfiguring) an existing cyberlimb to extending a new “limb” from within the character’s body (typically stored inside another limb or in the main body cavity). A SAW that extends out of the mouth is an assassin’s weapon, especially useful for a surprise attack, or a finishing attack in an intimate moment. Some hosts might not even know they have a SAW installed until it activates!

The SAW is designed as a fairly “dumb” construct with suitable attack effects, capable of taking its own actions during a round, but limited by its connection to the host character. Because of this, many SAWs have Elongation to give them additional reach.

Particularly durable SAWs have the Heroic modifier in place of Active. With the Multiple Minions modifier, you can even have more than one SAW, and with the Horde modifier, you can activate them all at once.

Semi-Autonomous Weapon: Summon SAW, Active, Mental Link, Triggered, Limited to moving with summoner 2 points + 2 points per rank

Sample Saw: Cybersnake PL8

STR 3 STA — AGL 8 DEX 0 FGT 8 INT — AWE 0 PRE —

Powers: Armor (Protection 4), Combat Programming (Enhanced Advantage 11 (Chokehold, Defensive Roll 4, Fast Grab, Improved Critical (rippers), Improved Grab, Improved Initiative 2, Takedown), Construct (Immunity 30: (Fortitude effects)), Infrared Scanner (Senses 1 (Infravision)), Rippers (Strength-based Damage 5), Telescopic (Elongation 1)

Offense: Initiative +16, Grab +8, Rippers +8 (Close, Damage 8, crit. 19–20)

Defense: Dodge 8, Parry 8, Fortitude Immune, Toughness 8/4, Will Immune

Totals: Abilities 8 + Powers 52 + Advantages 0 + Skills 0 +

Defenses 0 = 60

Skeletal Reinforcement

Your skeleton has either been replaced or reinforced with new materials, such as diamond-analog carbon molecules, making your bones virtually unbreakable, allowing you to withstand considerable physical punishment.

Skeletal Reinforcement: Immunity 20 (Bludgeoning Damage), Limited to Half Effect • 10 points

Skinmorph

Your artificial skin can shift in response to neural electrical pulses, allowing you to change your outward appearance at will, molding your features, skin tone, etc., however you wish, or according to a set of pre-programmed instructions. Skinmorph gives you a +20 circumstance bonus to Deception checks involving disguising your appearance.

Skinmorph: Morph 2 (people of your size and gender) • 10 points

Stinger

A drug injector (previously) designed to inject other people via a small hypodermic, usually concealed in a fingertip or inside the mouth (allowing you to inject with a bite… or a kiss). A stinger may also be mounted as part of a SAW, giving it a “poison sting”. Apply the Ranged modifier and your stinger can fire drug-tipped darts as well.

Stinger: Affliction (Resisted and Overcome by Fortitude; choose conditions based on the appropriate drug or toxin), Cumulative, Resistible (Toughness) • 1 point per rank

Headware

Headware covers cybernetic enhancement or replacement of sensory organs like the eyes, ears, nose, and tongue, as well as enhancement of the brain and central nervous system.

Cerebral Cache

Your brain has a slaved computer memory system, giving you additional mental “processing power” and memory “storage.” Given the technological descriptors, this enhancement (like some other cyberware) may allow certain computer-targeting powers to affect you.

Cerebral Cache: Enhanced Advantage (Eidetic Memory), Quickness (Limited to Mental Actions) • 1 point + 1 point per rank

Chemical Analyzer

Your tongue and sinuses are enhanced with chemical analyzers, giving you enhanced olfactory senses.

Chemical Analyzer: Acute or Accurate and Analytical Olfactory • 2 or 4 points.

Cyberears

Your ears are enhanced or replaced with artificial implants. Cyberears can provide various auditory Senses effects, including Accurate, Analytical, Counters Illusion, Extended, Penetrates Concealment, Rapid, and Ultra-Hearing. Cyberears can also provide Immunity to Hearing-Dependent Attacks.

Cyberears: Senses (Auditory) • 1 point per rank Optional: Immunity 5 (hearing-dependent attacks) • 5 points

Cybereyes

Your eyes are enhanced or replaced with artificial implants. Cybereyes can provide different visual Senses effects, including Analytical, Counters Concealment, Counters Illusion, Darkvision, Distance Sense, Extended, Infravision, Low-Light Vision, Microscopic Vision, Penetrates Concealment (“X-Ray Vision”), Radius (with side and back-facing visual sensors), Rapid, and Ultravision. Cybereyes can also provide Immunity to Vision-Dependent Attacks.

Cybereyes: Senses (Visual) • 1 point per rank Optional: Immunity 5 (vision-dependent attacks) • 5 points

Cyberhair

Your natural hair has been replaced by artificial fibers the respond to mild electrical current, allowing you to animate and move them at will. The fibers may also be somewhat elastic, able to stretch and then snap back to their normal length. This allows your cyberhair to function somewhat like an additional prehensile limb.

Cyberhair may also have a Feature, allowing it to change color and texture at will as well as length, providing a +5 circumstance bonus to Deception checks to disguise your appearance.

Cyberhair: Extra Limb 1 • 1 point + 1 point per 2 ranks for any ranks of Elongation, Limited to Cyberhair Only,. Optional: Feature 1 (change color and texture) • 1 point

Cybervox

Your voice box is modified or replaced by implants. At the basic level, a cybervox gives you considerable ability to mimic and reproduce sounds, a +5 circumstance bonus to Deception involving sounds and voices per Feature rank. A cybervox may also give you the ability to “speak” in the ultra or infrasonic ranges (an auditory Communication effect) or even other sonic powers.

Cybervox: Feature (mimic sounds, +5 Deception bonus) • 1 point per rank Optional: Communication (auditory) • 4 points per rank

Headlink

You have an implanted radio communicator, connected to your auditory nerves and allowing you to respond through subvocalization. If your headlink is encrypted, apply a rank of the Subtle modifier. In some settings, a headlink may allow you to subscribe to cellular communication services, extending its range through the cell network as a Feature.

Headlink: Communication (Radio) • 4 points per rank

Interface Jack

An input/output port allows you to plug in to a computer or computer network and interface with it, providing and receiving input with nothing more than your brain. An interface jack is normally touch ranged, requiring either a hardwired connection like a cable or contact induction pads of some type (usually in the fingers or palms of the hands). If you also have a headlink (previously) then you can also interface wirelessly using its radio signal.

Interface Jack: Comprehend Machines 2 • 4 points

Mind Shield

Cybernetic implants in your brain shield you from the effects of mental powers. Some Mind Shield implants may be Limited to Half Effect, reducing the effectiveness of mental powers, but not blocking them out completely. Note that the default Mind Shield screens out all mental powers, both friendly and hostile, and cannot be turned off. A sustained version can be switched off, but leaves you without any protection while it is off.

Mind Shield: Immunity 10 (mental powers) • 10 points

Neural Boosters

Your central nervous system is rewired and enhanced with superconductors, signal boosters, and computer sub-processors, giving you a faster response time. Some versions of neutral boosters may also grant ranks in Quickness, allowing you to perform routine (or pre-programmed) activities faster, or offer Seize Initiative as an Enhanced Advantage as well.

Neural Boosters: Enhanced Advantage (Improved Initiative) 1 point per rank. Optional: Enhanced Advantage 1 (Seize Initiative) • 1 point and/or Quickness • 1 point per rank

Persona Backup

Your brain has an automatic “backup” system, like a computer, that maintains a regularly updated copy of your memories and personality. Should you ever be killed, your persona backup can be installed into a new body (clone, cybernetic construct, etc.) with memories complete up to the point of your last backup. This process is assumed to take at least two weeks (time rank 18), additional ranks can reduce the time, to a minimum determined by the GM. Extremely fast backup recovery may involve nanotechnology, exotic “smart” matter, or similar super-science that restores your body almost instantly.

Persona Backup: Immortality, Limited (body transfer) 1 point per rank.

Skill Software

You have the ability to download pre-programmed models of different skills and advantages into your mind, usually through an interface jack or a cerebral cache, perhaps via a wireless headlink connection. The action required for your Variable effect is the time needed to swap out existing skill software programs for others. It is a standard action by default, apply the Move Action or Free Action modifiers to do it faster, or the Slow flaw if it takes longer.

Skill Software: Variable (Skills and Advantages) • 7 points per rank.

Targeting System

Range finders and other sensors, coupled with targeting software and links to your central nervous system, allow you to target ranged attacks with greater accuracy, making you into a living targeting scope. The bonus from your targeting system counts against your power level limits, although some targeting systems also include Enhanced Advantage (Improved Aim) for an additional circumstance bonus. If you can also receive a readout from your range finder, add Senses (Distance Sense).

Targeting System: Enhanced Advantage (Ranged Attack) 1 point per rank.

Cyber Complications

Extensive modification of the body and brain can lead to a number of drawbacks as well as advantages, and cyberware may include some of the following complications.

Addiction

Cyber-users may become addicted to the contents of drug injectors (previously) or to medication used to manage the pain or healing of their implants. They may even initially acquire some implants to deal with the degeneration caused by long-term abuse of substances.

Cortex Bomb

A tiny explosive device with a timer or triggered detonator is implanted in your brain or one of your other vital organs. Cortex bombs are used as blackmail and suicide devices to ensure the compliance of subjects, and to eliminate them in the case of capture or interrogation. Disabling a cortex bomb requires either blocking its detonator signal (using a sensory effect like Concealment) or carefully removing it using surgery (minimum DC 30 Technology and Treatment checks). Similar technology may include toxin-release capsules and explosive or toxic nanites in the victim’s system.

A cortex bomb is a serious Weakness complication, which results in the target’s death, if the bomb goes off! The complication may also cause difficulties while whomever controls the detonation of the bomb can give the character orders. In fact, it is primarily the threat of the device that is the complication, rather than its actual use.

Cyberpsychosis

The gradual transition from flesh-and-blood to partially or even wholly machine can have adverse psychological effects, collectively referred to as “cyberpsychosis.” Common forms of the condition include:

  • A gradual loss of empathy and a growing sense of detachment, becoming more cold and machine-like, and feeling less and less in common with “organic” beings.
  • A loss of control over one’s emotions, leading to random—and often violent—outbursts of anger, doubt, fear, sadness, and so forth.
  • A weakening of the ego or sense of self, leading to a loss of will (perhaps even an actual decrease in Will defense rank) and a vulnerability to interaction skills or mental powers.
  • A loss of memory or identity due to trauma or actual modification of the brain.

Cyberpsychosis may be treated with conventional psychotherapy (or by specialists trained in dealing with it) as well as drug therapies (see the Addiction complication) but treatment may be limited in its ability to control and reverse the condition.

Disability

Cyberware is often used to correct a disability, such as the loss of a limb, meaning the malfunction or loss of the implant results in having to deal with the effects of that complication again. A character with cybernetic eyes, for example, who loses the use of them not only suffers power loss of the additional Senses effects, but is also blind!

Cybernetic characters also tend to be targets for more extreme violence. It’s more likely, in the comics, to see a character’s bionic arm bloodlessly severed or torn off in combat than it is to see the same done to a character’s flesh-and-blood limb, since the loss of a limb is just a temporary complication for the cyborg, rather than a life altering injury.

Lastly, cybernetic implants can pose certain complications when it comes to using the Treatment skill on cyborgs (see the Tech Support sidebar). Implants can complicate traditional medical treatment, from increasing the difficult of some Treatment checks to dealing with semi-autonomous weapons that won’t allow medics anywhere near the injured character! Full cyborgs scarcely need medical treatment at all—they require technicians!

Power Loss

Cyberware can fail in a number of different ways. It may be damaged in combat or by accident, run out of power, or develop a mechanical or programming fault in need of repair. Cybernetic software might be “infected” with virus programs, causing it to malfunction or shut down altogether, and attacks like an electromagnetic pulse might shut down cybernetics, causing power loss (and possibly some disabilities).

Prejudice

Cybernetic implants are quite often obvious and can be disturbing, especially if they are extensive or especially unnatural looking. Cyborgs may suffer prejudice, being treated either as tragic cripples or inhuman freaks who are more machine than human, and some might direct the same prejudice at themselves.

Weakness

Cybernetic implants can lead to a vulnerability to things like electrical attacks or those intended to affect machines. This can range from added degrees of effect for electrical attacks to effects with computer, technology, or related descriptors being able to affect cyborgs where they would have no effect on flesh-and-blood targets. For example, cybernetic might be vulnerable to outside computer hacking or reprogramming.

Cyberware can create a dependence on the implants to sustain the character’s life, without them, the cyborg not only suffers from disabilities, but may well perish! The same may be true, to a lesser degree, of drugs or other treatments intended to prevent rejection of the character’s artificial implants.

Tech Support

Cyberware is hardware (and software) and can suffer from breakdowns, technical problems, and damage. Gamemasters may wish to consider failures of a character’s cyberware or other problems related to it as temporary complications (power loss, disability, or otherwise). Damage to cyberware impairing its function can be considered the same as lasting injuries and having a non-functional cyberarm is not all that different from having a broken bone or an otherwise disabled flesh-and-blood arm.

Repairing and maintaining cyberware is the province of the Technology skill. In some instances, substitute Technology for the uses of the Treatment skill when working with cyborgs, or use the lower of the two skills for characters trained as both medics and technicians. Otherwise, Treatment may suffer a circumstance penalty for unusual biology or biochemistry, as noted in the skill description.

Learn how to solve the Rubik's Cube or use the online solver to calculate the steps needed.

Mutations

Mutations

While a mutation can assume many forms, it typically signifies an abnormal trait or ability not common to the species. Mutations can be pronounced or unnoticeable. They may grant extraordinary abilities or effect subtle to grotesque changes in a creature's physiology.

Mutations may appear only at birth or manifest as consequences of radiation exposure or some horrible physical trauma.

Ordinarily, a GM should allow players to select appropriate mutations and drawbacks for their characters using the Mutation Point (MP) system presented below. However, for GM-controlled creatures and supporting characters, the GM can determine mutations randomly. Whenever a creature or supporting character gains a mutation, the GM may roll percentile dice and consult Table: Mutations below, then select an appropriate number of drawbacks with a total MP value equal to or greater than the MP cost of the randomly determined mutation.

All special qualities granted by mutations are considered extraordinary abilities. Using an extraordinary ability is a free action unless noted otherwise.

Psionics

Psionic Powers

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.

Painful Touch (Str). Unarmed attack deals 1d6 points of additional nonlethal damage.

3rd-Level Battle Mind Powers

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.

URBAN ARCANA


PSIONICS - EXPANDED TELEPATH POWERS

0-Level Telepath Powers
Power Name Description
Burst (Dex): Speed improves by 10 feet for 1 round.
Daze (Cha): Target loses next action.
Detect Psionics (Wis): Manifester can detect the presence of psionic activity.
Distract (Cha): Touch attack, 1 point of damage.
Far Hand (Con): Minor telekinesis.
Finger of Fire (Int): Deal 1d3 fire damage to target.
Missive (Cha): Send a one-way telepathic message.
Telempathic Projection (Cha): Modify the subject’s emotions.
Verve (Str): Gain 1 temporary hit point.

1st-Level Telepath Powers
Power Name Description
Attraction (Cha): Target develops an attraction the manifester specifies.
Charm Person (Cha): Makes target manifester’s friend.
Conceal Thoughts (Cha): Hide your motives.
Control Object (Con): Telekinetically animate a small object.
Lesser Body Adjustment (Str): Heal 1d8 hp, or gain +1 bonus on next Fortitude save to resist poison or disease, or heal 1 point of ability damage.
Lesser Mindlink (Cha): Forge a limited mental bond with target.
Object Reading (Wis): Reveal an object’s past.
White Noise (Con): Scramble electronic transmissions.

2nd-Level Telepath Powers
Power Name Description
Brain Lock (Cha): Target can’t move or take any mental actions.
Clairaudience/Clairvoyance (Wis): Hear or see at a distance.
Detect Thoughts (Cha): Detect target’s surface thoughts.
Electronic Fog (Con): Scramble electronic signals.
Inflict Pain (Cha): Mental attack deals 3d6 damage to target.
Levitate (Dex): Target moves up or down at manifester’s direction.
Sensitivity to Psychic Impressions (Wis): Reveal an area’s past.
Suggestion (Cha): Compels target to follow suggested action.

3rd-Level Telepath Powers
Power Name Description
Charm Creature (Cha): Make creature belief you to be an ally.
False Sensory Input (Cha): Falsify one of the target’s senses.
Lesser Domination (Cha): Forces target to obey manifester’s will.
Mental Blast (Cha): Target stunned for 3d4 rounds.
Mindlink (Cha): Forge a mental bond with others.
Negate Psionics (Con): Cancels psionic powers and effects.

4th-Level Telepath Powers
Power Name Description
Domination (Cha): Subject obeys manifester’s will.
Forced Mindlink (Cha): Forge mental bond with unwilling target.
Inertial Barrier (Con): Subject gains DR 10/—.
Mindwipe (Cha): Subject’s recent experiences are wiped away.
Tailor Memory (Cha): Plant false memory in target.
Telekinesis (Con): Lift or move 25 pounds per level at long range.

5th-Level Telepath Powers
Power Name Description
Catapsi (cha): Reduce power manifestation of others.
Mindprobe (Cha): Discover a target’s secret thoughts.
Power Resistance (Wis): Target loses next action.
Sending (Dex): Deliver short message anywhere instantly.
Signal Feed (Cha): Cameras show what you want them to show.

Controls

Sicarius PC Keyboard Controls

Every control option on the PC version of Sicarius. These are the default keyboard shortcuts for the game Sicarius: Shadows of the Rising Sun.

Note: Controls in Sicarius refers to the input mechanisms to manipulate your character and actions in the game, as well as menu navigation. PC controls can be personalized via the settings menu, and console controls can be changed via the platform’s own settings.

Cey'Taer

Cey'Taer (D20 Modern NPC)

Cey'Taer is a high-level Shadow Assassin who is sent to kill important enemy individuals, and also to lead covert missions.

Contacts

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

Gene Plus

Gene Plus (D20 Modern Race)

Project Gene Plus.

After the relative success of earlier genetic manipulation the (insert nation here, I use the UK) government began experimenting with altering the raw human genetic code; without using animal DNA, that lead to tell-tale signs of tampering. The project met with mixed results and although all three phases have been completed the results are far from perfect. However a Gene+2 makes a better spy in some cases than a half rat thing, mainly because it doesn't look like a half rat thing.

Note all Gene Plus are naturally infertile as a safety feature. Genetic hybrids of these could do untold damage to the human genome.

Gene+1

The first attempt was, ironically, the most successful. Gene+1 was meant to be an advanced soldier in both body and mind. Their slightly "gung ho, give me a grenade and I'll show 'em." attitude is considered only a minor setback. The over-active metabolism is more of an issue, but the extra upkeep is more than worth it.

Gene+1 are externally identical to humans, although the internal proportions of the organs are wrong. They are 10% heavier than they ought to be due to increased bone and muscle density.

Ability modifiers: +2 Str +2 Con -2 Wis. A better physical form with the side affect of reduced hazard perception.

+2 on spot and listen. Above human senses.

Heal one extra hit point per day, regardless. Above human metabolism and celular repair.

Requires double amounts of food. Over-active metabolism. Generally not an issue as the purchase DC for food stuffs is low, but it is a consideration on extended missions.

-2 penalty against all forms of poisoning. Over-active metabolism results in faster poison delivery.

LA:+1

Gene+2

After the more basic modifications required to get the Gene+1, the Gene+2 would require some very delicate manipulation. The result was mixed, yes the Gene+2 was an almost perfect human externally but with extra acute reflexes, but they tend to be moody and introverted. Many became prone to depression. They stand a few inches taller than the average human and weight about 5% less. They also tend to have flatter faces than the norm, but most people still would not look at them twice on the train.

Ability modifiers: +2 Dex -2 Con +2 Wis. Agile and insightful. Gene+2 bone density and organ rigidity are lower then human.

+2 on spot and listen. Above human senses.

Superior Low light vision. Gene+2 can see four times further than a human in low light.

Enhanced visual pattern spotting. Gene+2 may make spot or search checks to locate anything hidden or obscured within 20ft of them as a free action. They may not check for something twice in one round in this way, but they may check in other ways (stopped to see a hidden spy at the start of the round with everyone else then this as you move to within 20ft for example)

Dietary requirements. A Gene+2's body requires above normal levels of certain vitamins, minerals and proteins to function. This is rarely an issue unless they cannot obtain specially prepared and chosen food. (ie they are a prisoner and don't want anyone to know they are Gene+2) They cannot digest fish or milk. Treat being on an inappropriate diet as starvation at 1/2 the normal speed.

LA:+1

Gene+3

What annoys most Gene+3s is not the fact that they are crippled from birth and have deformed immune systems, but the fact that after 10 minutes at a computer with a DNA sample they can see why. Gene+3 are all wheelchair bound (20ft a round for a pushed one, better for electric ones) and require very careful diet due to various allergies. They tend to develop a superiority complex about humans, the nicer ones treating then as children, the more callous seeing them more like animals.

Ability modifiers:-4 Str, -2 Con, +4 Int, +2 Wis. Smart and insightful, the Gene+3 are physically weak.

+2 on knowledge, computer related and research checks. Highly ordered and logical thought patterns.

Photographic memory and auto-numerate. A Gene+3 can recall any memory they have ever had at will. The GM may require spot checks to notice things such as what someone is writing or that someone is missing, but they can effectively take a 20 by viewing over and over again. They can also perform difficult (up to advanced algebra) mathematics in their head with an accuracy of (int score x2) decimal places.

Disabled. A Gene+3's legs are not strong enough to hold him up. Without a wheelchair they have an effective speed of 5ft (they can crawl, but even then not very well) and they can never use skills such as jump. This disability rarely annoys the Gene+3 much.

Allergies. Gene+3 require very carfuly regulated diets. Treat all other food and drink as a DC 20 poison, dam 2d6 con as secondary damage (no primary damage). Unlike other poisons this continues to affect the victim every 10 minutes until they succeed on two saves in a row or get medical attention. (DC 15 check and access to various anti-histamine drugs required.)

LA:+1

The future.

Almost all Gene Plus are employed by the government or are working for forging governments. Part of the genetic template instilled a sense of duty and national pride. There are some however that have turned to crime or terrorism, but these tend to be Gene+1 or Gene+2, Gene+3 need too much daily help abandon the government, yet.

As for the future of the project, a proposal to merge the Gene+1 and Gene+2 modifications is already under discussion, with Gene+1 and Gene+3 merging being researched. Mainly by Gene+3s...

Meat Puppet

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.

Subject Pheonix

Subject Pheonix (D20 Modern NPC)

Classified Document:

Project Thanatos - Subject Pheonix:

Project Thanatos Lead Scientist: Pravelius Vikaru

Dr Vikaru's Project Log 01 - Pheonix: Project Thanatos' objective was to create the perfect super soldiers. The soldiers were physcially augmented before birth and were indoctrinated into absolutely loyal killing machines. But simple super soldiers weren't enough, a edge was needed. Side projects, consisting the soldiers from Project Thanatos being used as test subjects, began with the purpose to create that edge and one project was Phoenix.

Dr Vikaru's Project Log 02 - Immortal: Pheonix was designed to create immortal soldiers who would not require several weeks of rest to recover. Test subject 0423, who was trained as a field medic before being selected to receive Project Pheonix' augmentations which should theoretically increase her ability to regenerate wounds by accelerating cell replication and growth.

Dr Vikaru's Project Log 03 - Unsatisfactory: Augmentation results were unsatisfying. Test subject 0423 suffered heavily during the augmentation and she now appears to be in constant pain. She herself, however, is capable of regenerating her own wounds, even mortal injuries, automatically. I must note that we inflicted those wounds on to her after the augmentation to test her healing abilities.

Dr Vikaru's Project Log 04 - Individuality: The constant pain Test Subject 0423 suffers is providing too much stimuli. Her last check up shows that her neural growth has risen dramatically and she now appears to be capable of higher thought processes. I fear that our only option will be to terminate her.

Dr Vikaru's Project Log 05 - Termination: It has been annouced that the termination of Test Subject 0423 will proceed. It is a shame that we will be losing one of our most potential test subjects but in return we have gained months of data. Termination of Test Subject 0423 will proceed shortly.

Dr Vikaru's Project Log 06 - Escaped: Two scientist are dead and Test Subject 0423 has escaped. I'm requesting a increase in security as the Test Subject managed to escape with the key cards and severed fingers from the dead scientist. The first scientist died from a scalpel being inserted into his brain through the eye and the other died from the lethal injection that was meant for her. How she knew we were trying to terminate her I do not know. I can only assume that one of our scientist told her as all data of Pheonix was erased. I will be investigating this personally.

NPC's

A non-player character (NPC) is any character in a game which is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than another player. In video games this usually means a character controlled by the computer (instead of the player) that has a predetermined set of behaviors that potentially will impact game play, but not necessarily be true artificial intelligence.

Aside from the players, everyone else in the game world is a non-player character (NPC). These characters are designed and controlled by the computer to fill every role from noble king to simple baker. While some of these characters use player classes, most rely upon simple NPC classes, allowing them to be easily generated.


Bōsōzoku

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 (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.

Mid Night Club

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.

Story

In the neon-lit streets of a sprawling cyberpunk city, where the line between humanity and technology blurs, a tragic tale of loss, betrayal, and vengeance unfolds. In this dark and unforgiving world, a child named Alex witnesses the brutal murder of his family at the hands of a powerful corporation.

The catalyst for this heinous act is a formula, rumored to hold the secret to immortality. Alex's family, unknowingly in possession of this coveted formula, becomes a target for the corporation's insatiable greed. Left as the sole witness to the massacre, Alex's life takes a harrowing turn.

Stripped of his innocence, Alex is forcibly taken to a clandestine facility, a place where innocence is shattered and souls are molded into tools. Subjected to relentless brainwashing and training, he is transformed into a lethal assassin, a pawn in the corporation's grand scheme.

Years pass, and Alex carries out countless assassinations, his memories of the past locked away, buried beneath layers of manipulation. But fate has a way of weaving unexpected threads. In a twist of destiny, his childhood friend, Sarah, emerges from the shadows, having miraculously survived that fateful night of the assassination.

Sarah, driven by her own quest for truth and justice, manages to awaken the dormant memories within Alex. The floodgates of his past burst open, and the weight of his family's murder crashes upon him with a vengeance. The child he once was is now a grown man, consumed by a singular purpose: revenge.

Haunted by the memories of his family's slaughter and fueled by an unquenchable thirst for retribution, Alex embarks on a perilous journey. Together with Sarah, they navigate the treacherous underbelly of the city, seeking answers, allies, and the means to dismantle the corporation that shattered their lives.

As they delve deeper into the dark heart of the city, Alex's skills as an assassin become a double-edged sword. Every life he takes brings him closer to his ultimate goal, yet threatens to erode the humanity he clings to. The line between hunter and hunted blurs, and the price of revenge becomes increasingly steep.

In this cyberpunk tale of shattered innocence and awakened fury, Alex must confront the demons of his past, navigate a treacherous web of deceit, and ultimately decide the fate of those who wronged him. Will he succumb to the darkness that has consumed him, or will he find a way to reclaim his humanity amidst the chaos of his quest for revenge? The answer lies in the shadows, waiting to be unveiled.

Assassination market

Assassination market

An assassination market is a prediction market where any party can place a bet (using anonymous electronic money and pseudonymous remailers) on the date of death of a given individual, and collect a payoff if they "guess" the date accurately. This would incentivise assassination of individuals because the assassin, knowing when the action would take place, could profit by making an accurate bet on the time of the subject's death. Because the payoff is for accurately picking the date rather than performing the action of the assassin, it is substantially more difficult to assign criminal liability for the assassination.

History

Early uses of the terms "assassination market" and "market for assassinations" can be found (in both positive and negative lights) in 1994's "The Cyphernomicon" by Timothy C. May, a cypherpunk. The concept and its potential effects are also referred to as assassination politics, a term popularized by Jim Bell in his 1995–96 essay of the same name.

Early in part 1, Jim Bell describes the idea as:

The organization set up to manage such a system could, presumably, make up a list of people who had seriously violated the NAP (Non-aggression Principle), but who would not see justice in our courts due to the fact that their actions were done at the behest of the government. Associated with each name would be a dollar figure, the total amount of money the organization has received as a contribution, which is the amount they would give for correctly "predicting" the person's death, presumably naming the exact date. "Guessers" would formulate their "guess" into a file, encrypt it with the organization's public key, then transmit it to the organization, possibly using methods as untraceable as putting a floppy disk in an envelope and tossing it into a mailbox, but more likely either a cascade of encrypted anonymous remailers, or possibly public-access Internet locations, such as terminals at a local library, etc. In order to prevent such a system from becoming simply a random unpaid lottery, in which people can randomly guess a name and date (hoping that lightning would strike, as it occasionally does), it would be necessary to deter such random guessing by requiring the "guessers" to include with their "guess" encrypted and untraceable "digital cash," in an amount sufficiently high to make random guessing impractical.

Bell then goes on to further specify the protocol of the assassination market in more detail. In the final part of his essay, Bell posits a market that is largely non-anonymous. He contrasts this version with the one previously described. Carl Johnson's attempt to popularise the concept of assassination politics appeared to rely on the earlier version. There followed an attempt to popularise the second in 2001 that is ongoing today.

Technologies like Tor, Bitcoin, and Augur have enabled online assassination markets as described in parts one to nine of Assassination Politics.

Assassination Market website

The first prediction market entitled 'Assassination Market' was created by a self-described crypto-anarchist in 2013. Utilising Tor to hide the site's location and Bitcoin based bounties and prediction technology, the site lists bounties on former US President Barack Obama, economist Ben Bernanke and former justice minister of Sweden Beatrice Ask. In 2015 the site was suspected to be defunct, but the deposited Bitcoins were cashed out in 2018.

Asteroid mining

Asteroid mining is the exploitation of raw materials from asteroids and other minor planets, including near-Earth objects.

Hard rock minerals could be mined from an asteroid or a spent comet. Precious metals such as gold, silver, and platinum group metals could be transported back to Earth, while iron group metals and other common ones could be used for construction in space.

Difficulties include the high cost of spaceflight, unreliable identification of asteroids which are suitable for mining, and ore extraction challenges. Thus, terrestrial mining remains the only means of raw mineral acquisition used today. If space program funding, either public or private, dramatically increases, this situation may change as resources on Earth become increasingly scarce compared to demand and the full potentials of asteroid mining—and space exploration in general—are researched in greater detail.

Cryptocurrency

Cryptocurrency

A cryptocurrency (or crypto currency) is a digital asset designed to work as a medium of exchange wherein individual coin ownership records are stored in a ledger existing in a form of computerized database using strong cryptography to secure transaction records, to control the creation of additional coins, and to verify the transfer of coin ownership. It typically does not exist in physical form (like paper money) and is typically not issued by a central authority. Cryptocurrencies typically use decentralized control as opposed to centralized digital currency and central banking systems. When a cryptocurrency is minted or created prior to issuance or issued by a single issuer, it is generally considered centralized. When implemented with decentralized control, each cryptocurrency works through distributed ledger technology, typically a blockchain, that serves as a public financial transaction database.

Darknet markets

Properties of cryptocurrencies gave them popularity in applications such as a safe haven in banking crises and means of payment, which also led to the cryptocurrency use in controversial settings in the form of online black markets, such as Silk Road. The original Silk Road was shut down in October 2013 and there have been two more versions in use since then. In the year following the initial shutdown of Silk Road, the number of prominent dark markets increased from four to twelve, while the amount of drug listings increased from 18,000 to 32,000.

Darknet markets present challenges in regard to legality. Cryptocurrency used in dark markets are not clearly or legally classified in almost all parts of the world. In the U.S., bitcoins are labelled as "virtual assets". This type of ambiguous classification puts pressure on law enforcement agencies around the world to adapt to the shifting drug trade of dark markets.

Dark Net

Dark Net

A dark net or darknet is an overlay network within the Internet that can only be accessed with specific software, configurations, or authorization, and often uses a unique customised communication protocol. Two typical darknet types are social networks (usually used for file hosting with a peer-to-peer connection), and anonymity proxy networks such as Tor via an anonymized series of connections. The term 'darknet' was popularised by major news outlets to associate with Tor Onion services, when the infamous drug bazaar Silk Road used it, despite the terminology being unofficial. Technology such as Tor, I2P, and Freenet was intended to defend digital rights by providing security, anonymity, or censorship resistance and is used by both criminals and legitimate users. Anonymous communication between whistle-blowers, activists, journalists and news organisations is also facilitated by darknets through use of applications such as SecureDrop.

Terminology

The term originally described computers on ARPANET that were hidden, programmed to receive messages but not respond to or acknowledge anything, thus remaining invisible, in the dark. An account detailed how the first online transaction related to drugs transpired in 1971 when students of the Massachusetts Institute of Technology and Stanford University traded marijuana using ARPANET accounts in the former's Artificial Intelligence Laboratory.

Since ARPANET, the usage of dark net has expanded to include friend-to-friend networks (usually used for file sharing with a peer-to-peer connection) and privacy networks such as Tor. The reciprocal term for a darknet is a clearnet or the surface web when referring to content indexable by search engines.

The term "darknet" is often used interchangeably with the "dark web" due to the quantity of hidden services on Tor's darknet. The term is often inaccurately used interchangeably with the deep web due to Tor's history as a platform that could not be search-indexed. Mixing uses of both these terms has been described as inaccurate, with some commentators recommending the terms be used in distinct fashions.

Origins

"Darknet" was coined in the 1970s to designate networks isolated from ARPANET (the government-founded military/academical network which evolved into the Internet), for security purposes. Darknet addresses could receive data from ARPANET but did not appear in the network lists and would not answer pings or other inquiries.

The term gained public acceptance following publication of "The Darknet and the Future of Content Distribution", a 2002 paper by Peter Biddle, Paul England, Marcus Peinado, and Bryan Willman, four employees of Microsoft who argued the presence of the darknet was the primary hindrance to the development of workable digital rights management (DRM) technologies and made copyright infringement inevitable. This paper described "darknet" more generally as any type of parallel network that is encrypted or requires a specific protocol to allow a user to connect to it.

Uses

Darknets in general may be used for various reasons, such as:

Software

All darknets require specific software installed or network configurations made to access them, such as Tor, which can be accessed via a customised browser from Vidalia (aka the Tor browser bundle), or alternatively via a proxy configured to perform the same function.

Other

Manna

White Powder of Gold (ORME)

DESCRIPTION

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.

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.

9 Seals

Commonly referred to as ninja magic, kuji-in was thought to be the source of a ninja's powers of spiritual and mental strength. Kuji-in translate to mean Nine Syllable Seals, and are nine different seals performed by ninja in the form of hand signs.

While there are 81 seals in total, 9 make up the core.

These seals represent nine different levels of powers. They are:

  1. RIN: Reinforces the positive aspects of the physical, mental and energetic planes.
  2. KYO: Increases the healthy flow of energy, mastery of energy.
  3. TOH: Enhances your positive relationship with the universe, resulting in improved harmony and balance.
  4. SHA: Develops enhanced healing, regeneration.
  5. KAI: Develops foreknowledge, premonition, intuition, feeling.
  6. JIN: Increases telepathic ability, communication, knowledgeability.
  7. RETSU: Enhances your perception and mastery of space-time dimensions.
  8. ZAI: Fosters a relationship with the Elements of creation.
  9. ZEN: Results in Enlightenment, completeness, suggestive invisibility.

These Kuji-in hand signs are techniques used by ninja to focus the mind, will and energy towards a specific intention. When activated, the ninja may gain momentary mystical powers that aid in the ninja's survival.

Kuji-in seals are used, also to develop a ninja's intuitive abilities. For example, the Kai seal activates the ninja's sense of danger and the Hyo seal could help the ninja in stealth by directing energy around him.

Note also that Kuji-in was not exclusive to ninjutsu. The seals featured here are often used for meditation, enlightenment, strength and agility training, and training in martial arts.

Anastasia Markova

The halls of government and ivory towers of finance are not the only places that hold power. In the modern era, information, entertainment, and the media have begun to trump the others in terms of raw might. The self-titled "Queen of the Media" is Anastasia Markova, a domineering, awe-inspiring woman of incredible beauty, charisma, and ruthlessness.
In truth, Anastasia is a shadowkind that passed through Shadow early in the 20th century. She quickly surmised that information was to become the "currency" of the coming era. She used her charm, cunning, and utter lack of scruples to climb the social ladder and gain seats on the boards of several newspapers and periodicals (the only mass media of their time). As years passed, she gained control then ownership of the companies, and used their financial backing to begin other businesses. She has invested vast amounts of money in every up-and-coming communication medium since the radio until now Anastasia sits at the head of a media empire that spans print, television, radio, recordings, and the Internet. She uses her influence to manipulate and guide the masses, reaping vast fortunes that she passes along to her clan of shadowkind kin.
In her public persona, Anastasia is regal, cultured, and very chic. Her suave, businesslike manner is tempered with a disarming elegance that can tie the tongues of even the most glib conversationalist. She is the undisputed matriarch of a small band of shadowkind that act as her servants and minions. Among her many enemies, it is whispered that she has made pacts with dark powers and has lost her soul in a web of lies, deceit, and betrayal. In truth, she is a dark power, and the webs are all of her own spinning. Creatures of Shadow know her secret, but not all of them are happy to see a shadowkind achieve such success
Anastasia appears as a stunning woman in her late 20s. She has the dusky skin and brilliant eyes. Her snow-white hair falls to her ankles, usually worn up in an elaborate and expensive hairstyle. She dresses in the cutting- edge of fashion and generally wears several magic items discretely disguised as jewelry. As a creature of shadow, she cannot abide sunlight and is never seen out during the day. However, the hip crowd, who rarely see daylight themselves, never questions her nocturnal lifestyle.

Dr. Astrid Kolgrim

With the rise of Shadow, the governments of the world have taken a keen interest in evaluating any threats or benefits to this encroachment. Agents, military brass, and scientists alike have begun documenting an ever-growing number of reports of strange creatures, bizarre explosions, and acts that can only be described as "miracles." Dr. Astrid Kolgrim is one of the scientists who studies the rise of Shadow. She is a brilliant biologist who made her way through various academic and private organizations, studying a number of rare and exotic species. Dr. Kogrim's work finally caught the attention of the Federal Government, who tapped her to head a team dedicated to researching creatures of Shadow.
Astrid is a tall, stunning African-American woman with strong features. She has long, glossy hair (often worn up to keep it out of her way). Although not oblivious to her looks, Dr. Kolgrim has no time or patience for those interested only in her appearance. In many ways, she follows the stereotype of a scientist -analytical, humorless, and no-nonsense. However, due to the subject matter with which she deals, Dr. Kolgrim maintains an open mind, realizing that science has yet to answer many of the questions raised in this new Age of Shadow.
Dr. Kolgrim spends most of her time in the field with small teams of assistants. She receives leads through a variety of sources, including local police departments, the FBI, the Center for Disease Control, and other government agencies. Her mission is to find out as much information about creatures of Shadow as possible-their abilities, strengths, weaknesses, and any way that they can be exploited by the government. She has personally led expeditions to capture specimens of numerous Shadow species and take them back to the laboratory for study.

Franz Draco & Sasha

Franz Draco

Franz Draco is an efreeti-a type of genie that hails from a dimension of fire and infernal heat. He is significantly smarter and more ruthless than the rest of his kind and has lived in our world through the rise and fall of several Ages of Shadow. In the past, he always took the form of a great sultan, ruling both his mundane and Shadow subjects with an iron fist and little mercy. Each time magic waned, though, he would fall into a deep torpor, and his reign would become only a terrible memory to humanity. With the current rise of Shadow, however, he awoke to find a world vastly different than the one he remembered-one in which a sultan had only a fraction of the power it was now capable to amass. Taking the name Franz Draco, he has begun forging a new empire, one based in the worlds of business, technology, and criminal enterprise, through which he plans to reclaim what he sees as his rightful place as Sultan of the World.

After waking and watching the world for several years in secret, he created Draco Industries, which quickly rose in power and influence. His company is on the cutting edge of technological advances, especially those in the fields of information processing and finance. Ever expanding, Draco Industries also owns manufacturing facilities with large military contracts, and the company dabbles in dozens of fringe ventures such as cryogenics, hydroponics, and several esoteric forms of biotechnology.

In addition to the vast resources available to him through his company, Draco has acquired many loyal minions that excel in a number of skills. When he makes a rare public appearance, he is never seen without his trusted lieutenant, the deadly medusa Sasha.

Draco spends most of his time polymorphed into a human. He appears to be in his mid-40s, with red hair, a red beard, and coal-black eyes. He dresses in the finest clothing and bits of flashy gold jewelry.

Sasha

To those that meet the woman known as Sasha, her image is forever etched into their memory. Sasha is the confidant and lieutenant of Franz Draco, seeing that all his wishes and commands are enacted with amazing efficiency. She is seductive, ruthless, and deadly. To those not aware of her Shadow nature, Sasha appears as a woman of near  flawless beauty and poise. Few are aware that she is able to turn a person to stone merely by her gaze.

When she passed through the veil of Shadow not long ago, Draco rescued Sasha from an angry mob and she has been in his service ever since. Although he demands much of her, Sasha is richly rewarded and lives in pampered luxury that appeases her sense of style and superiority. Sasha performs the lion's share of dirty work for Draco Industries corporate espionage, blackmail, kidnappings, and the occasional assassination. She generally performs these acts alone, but is otherwise seen with a coterie of highly trained bodyguards and other specialized personnel following in her wake.

Sasha is a tall and statuesque. She appears to have long, blonde hair worn in thick braids. She wears suits and gowns from the crème de la crème of the fashion world, all tailored to show off her exquisite figure without getting in her way should trouble arise. And Sasha always has on a pair of designer sunglasses (even at night).

Denton Van Zan

"There's nothing magical about it." -Denton Van Zan, Dragon Slayer

At the time of the first Dragon attacks, Van Zan was a member of the United States Army. When the first of the Dragon attacks came, his unit was on the frontline, engaging in open combat with the beasts in the ruins of Los Angeles. He soon learned first hand how ferocious the beasts could be and was one of only a handful of survivors to come out the city before it was nuked. Since then, he's dedicated his livings to slaying the creatures - they destroyed his country and he wants to destroy them in turn. In mid-2011, the remnants of his unit banded together and, armed with armaments acquired from their base, managed to bring down their first Dragon.

By 2013, the unit had managed to down Dragons rather inconsistently, but always suffering major casualties. Van Zan was insistent on recruiting from havens and, as fate would have it, traveled to one in northern Mexico where he encountered scientists who believed that few male Dragons existed. Now set on what he had to do, Van Zan set out with his Slayers into the American Wasteland, searching for males. As of mid-2015, the unit was the only one known to successfully track down and slay a male.

Organizations

Organizations

Types of Corporations

Types of Corporations

  • Biotechnology (cybertechnology, pharmaceuticals)
  • Consumer Goods (commodities)
  • Electronics (IT, robotics, hardware)
  • Financial (banks, insurance, holding companies)
  • Government (national, provincial, departments, bureaus, ministries)
  • Heavy Industry (automotive, Zero-G manufacturing)
  • Illegal (drug cartels, organised crime)
  • Media (news, entertainment, erotica)
  • Matrix and Telecomunications (IT, data storage and security, software, remote operations)
  • Military (technology, operations, security)
  • Primary Resources (mining, fuels, agriculture, chemicals)
  • Transportation (orbital operations, waste disposal)

Media

Mediacorps are giant conglomerates that control the airwaves across the world. Made up of thousands of news broadcasters, entertainment studios and publishers, they ensure that only the right news makes it on air. Many analysts suspect that some of the larger mediacorps have deep ties to governments around the world, and if they don't now, its only a matter of time before they do.

Agricorps

Many Agricorps started as smaller family farms that may have owned a few acres of farmland, an unimpressive amount of livestock and machinery on the verge of collapse. After the world market collapse and the collapse of the United States many farms set up shop, huge swaths of land became drought stricken and barren and the family farm was all but over. All this happened at a time when bulk grown crops were needed more than ever. Some of the larger farms survived the collapse and managed to buy up a lot of fertile land. By 2020 65% of farmland in the US was owned by the corporations, many of which producing CHOOH2, the Biofuel of the future.

Manufacturing

Manufacturing corporations were probably least affected by the collapse. As long as capitalism exists, the manufacturing industry will be fine. Manufacturing corporations in the Cyberpunk world can range from vehicles, to weapons even to children's toys. The Security giant, Arasaka, started out in heavy manufacturing in the late 1800s, even in 2020 they have kept their manufacturing operations and secretly own many other small companies.

Computing

In the world of Cyberpunk almost everything revolves around a computer of some sort. With the availability of more advanced technology as well as the emergence of the Net, tech corporations have cemented their place in modern society. The famed hacker Rache Bartmoss, published two catalogues of software and hardware for use in the Cyberpunk world.

Science

Much like the world of computing, Science is at the forefront of the Cyberpunk world, producing and developing everything from bioware, cybernetics and human clones to crops and bio-fuels.

Armed Forces

In the dangerous world of Cyberpunk crime is widespread, the modern police force ineffective and security companies are as lethal and as well organized as a nations army. Gone are the days of the rent-a-cop, who patrols a mall on the prowl for some underage punks, now the security team is a cohesive unit, deploying a small arsenal and willing to shoot first and ask questions later. Mercenary outfits have become far more widespread, with many well funded and headed by respected war veterans.

Services

In the world of Cyberpunk there are many corporations that will work for you, the customer, rather than manufacturing or developing new products, these corporations are in business to serve.

Banking

Money means everything in the world of Cyberpunk. Banks have in increased in a large variety, promising to protect the money of their climates. Often times these banks will have private armies or hired on security services from other corporations.

Anonymous Hackers

About Anonymous - Anonymous Hackers

Anonymous is a group of the people on the internet who want justice for every citizen of the world.  This group was started in 2002 while someone adds a message on the online form related to the name of anonymous. The interesting thing was about that person is, his IP address was hidden. On that form, someone uploaded a cartoon pic of politician and after that,  someone raised an issue against that person who had uploaded the pic on the form.

Anonymous member who was also on the form comes inside the favor of that person.  The anonymous member said that everyone has right to speak. You can't stop them. This was the point when the anonymous foundation was started.No one knows the exact name of the anonymous founder. Before left the form anonymous member added a five-line message.

We are anonymous

We are legion

We do not forgive

We do not forget

Expect us.

Anonymous means to hide your identity from other people. That's why we are using a special type of guyfox mask. Anonymous history was totally different from other groups available on the internet. No one knows how many anonymous members associated with the group. These things make us different from others. No one is our boss who can control everything inside the office.

There is no headquarters of the anonymous group. If you or someone wants to join us it's your choice. You're in or out its depends upon you. Whenever do you want to come and whenever you want to go it's your choice no one will force you.

Our main motive is freedom on the internet.  We want every citizen of the world to have equal rights to speak. If you want any kind of help related to cyber securities or any other topic, visit anonymous contact us page. If your request accepted one of our representatives will contact you very soon.  Or you can drop us the mail at annymoushackers.net@gmail.com.

Expect us.

Black Dragon Society

The Kokuryūkai was founded in 1901 by martial artist Uchida Ryohei as a successor to his mentor Mitsuru Tōyama's Gen'yōsha. Its name is derived from the translation of the Amur River, which is called Heilongjiang or "Black Dragon River" in Chinese (黑龍江?), read as Kokuryū-kō in Japanese. Its public goal was to support efforts to keep the Russian Empire north of the Amur River and out of East Asia.

The Kokuryūkai initially made strenuous efforts to distance itself from the criminal elements of its predecessor, the Gen'yōsha. As a result, its membership included Cabinet Ministers and high-ranking military officers as well as professional secret agents. However, as time passed, it found the use of criminal activities to be a convenient means to an end for many of its operations.

The Society published a journal, and operated an espionage training school, from which it dispatched agents to gather intelligence on Russian activities in Russia, Manchuria, Korea and China. Ikki Kita was sent to China as a special member of the organization. It also pressured Japanese politicians to adopt a strong foreign policy. The Kokuryūkai also supported Pan-Asianism, and lent financial support to revolutionaries such as Sun Yat-sen and Emilio Aguinaldo.

During the Russo-Japanese War, annexation of Korea and Siberian Intervention, the Imperial Japanese Army made use of the Kokuryūkai network for espionage, sabotage and assassination. They organized Manchurian guerrillas against the Russians from the Chinese warlords and bandit chieftains in the region, the most important being Marshal Chang Tso-lin. The Black Dragons waged a very successful psychological warfare campaign in conjunction with the Japanese military, spreading disinformation and propaganda throughout the region. They also acted as interpreters for the Japanese army.

The Kokuryūkai assisted the Japanese spy, Colonel Motojiro Akashi. Akashi, who was not directly a member of the Black Dragons, ran successful operations in China, Manchuria, Siberia and established contacts throughout the Muslim world. These contacts in Central Asia were maintained through World War II. The Black Dragons also formed close contact and even alliances with Buddhist sects throughout Asia.

During the 1920s and 1930s, the Kokuryūkai evolved into more of a mainstream political organization, and publicly attacked liberal and leftist thought. Although it never had more than several dozen members at any one time during this period, the close ties of its membership to leading members of the government, military and powerful business leaders gave it a power and influence far greater than most other ultranationalist groups. In 1924, retired naval captain Yutaro Yano and his associates within the Black Dragon Society invited Oomoto leader Onisaburo Deguchi on a journey to Mongolia. Onisaburo led a group of Oomoto disciples, including Aikido founder Morihei Ueshiba.

Initially directed only against Russia, in the 1930s, the Kokuryūkai expanded its activities around the world, and stationed agents in such diverse places as Ethiopia, Turkey, Morocco, throughout Southeast Asia and South America, as well as Europe and the United States.

The Kokuryūkai was officially disbanded by order of the American Occupation authorities in 1946. According to Brian Daizen Victoria's book, Zen War Stories, the Black Dragon Society was reconstituted in 1961 as the Black Dragon Club (Kokuryū-Kurabu). The Club never had more than 150 members with which to carry out the goals of the former Black Dragon Society.

Commission For Research Into Unexplained Phenomena

Mundanes may not be able to recognize creatures of Shadow for what they are, but they do notice the rise in unusual incidents and unidentifiable materials. In response to a recent sudden increase in the number of reports being filed with police on such varied subjects as ghosts, UFOs, monstrous humanoids, and psychic episodes the United States Congress decided to take action. The Joint Committee on Homeland Security created a special commission to do in-depth fact finding.
The senators and representatives called into service one of the country's top experts on the exotic species, Dr. Astrid Kolgrim, to lead the Commission for Research into Unexplained Phenomena, usually just referred to as C.R.U.P. Through C.R.U.P., Dr. Kolgrim can commandeer personnel and materials from various government agencies including the FBI, Center for Disease Control, Office of Homeland Security, Immigration and Naturalization Services, and Internal Revenue Service among many others. She usually works with a small team of scientists and agents, but transfers them out every month or two so that she is the only truly permanent member of the Commission.
Several government organizations (including the NSA and the Departments of Justice and the Interior) are opposed to C.R.U.P., or more correctly, they desire that Dr. Kolgrim be placed under their direct control rather than wandering around as a free agent. Meanwhile, C.R.U.P. goes on investigating all sorts of incidents related to Shadow. Dr. Kolgrim is able to recognize creatures of Shadow for what they are. Unfortunately, the Senators and Representatives for the most part are not. Still, they consider the information C.R.U.P. gathers to be useful, even if they feel differently about the conclusions the Commission draws.
It is certainly possible for heroes to be recruited as members of C.R.U.P., especially if they work for other branches of the government. However it is more likely for them to form a good working relationship with Dr. Kolgrim after their paths cross on different occasions. On the other hand, it is also possible that they might develop a personal antagonism with the doctor if things go badly.
Commission Archives
Members of C.R.U.P. have access to the U.S. government files on all manner of unexplained phenomena, as well as hoaxes and attempts to defraud or hoodwink the American people. Any information gathered by the FBI, CIA, NSC, or other publicly-known branches of the government are open to their inspection. (At the GM's discretion, C.R.U.P. may not have access to files from Department- 7, the Paranormal Science and Investigation Agency, and other highly classified organizations.)
Making use of the archives provides a +4 equipment bonus on all Research and Knowledge checks.

Department 7

Department 7 is a private institution that recruits talented individuals who are not only aware of the rise of Shadow, but are willing to act for the common good of both mundane and magical beings. Funding for the organization filters through a number of shell corporations, but research suggests that it all comes from a single benefactor. This person, however, has gone to great lengths (both mundane and magical) to ensure that the data trail becomes too confusing for even the most persistent investigator to follow.
The only person in the Department 7 infrastructure that the agents know of is Ms. Fellowes, a dark-haired, officious young woman with a slight British accent. Using arcane magic she occasionally projects her image or teleports necessary information and materials into a team's base. She never, however, meets agents in person and no one knows where her office is located.
Department 7 asks its operatives to investigate new expressions of Shadow, manage and maintain relationships between the mundane world and various enclaves of Shadowkind, and to deal with violent or destructive creatures of Shadow (or to protect benevolent creatures of Shadow from hostile mundanes). In the absence of an assigned task, agents are free to do whatever they like, but Department-7 demands that they maintain an appropriate public profile (in other words, that they not do anything that would break the trust that the organization has in either mundane or Shadow circles).
It is completely appropriate for heroes to belong to Department 7.

Draco Industries

Corporate conglomerates are common in the world of international finance. Companies that exist merely because they own other companies span national, racial, and even magical borders. But none of them is as far reaching as Draco Industries. The CEO, Franz Draco, claims to trace his lineage back to a sultan from ancient Persia. This may just be a neat bit of PR (it fits with the man's opulent lifestyle), but it certainly serves to put attention on the spectacle of the owner rather than the details of the company.
Draco Industries has its figurative fingers in nearly every pie there is. Even the most cursory research reveals that it owns companies that manufacture everything from paper products to televisions to civilian and military aircraft. Also on the corporate roster are banks in a dozen different countries, private security providers, three internationally popular prepared food companies, two movie studios, a world-renowned think tank, and research firms in every scientific branch and discipline. It has contracts to produce weapons and vehicles for more than half the countries in NATO as well as mainland China, India, Pakistan, and South Africa. What research doesn't usually reveal is that Draco Industries also owns several relatively large islands scattered throughout international waters. In other words, technically, Draco Industries is a country to itself.
With the breadth of activity in the corporation, it is difficult to see any overarching plan or goal other than continuing to grow by adding more and more business arms to the company. However, it is rumored that Franz Draco not only knows everything that his company does on a daily basis, but that he personally is responsible for all major decisions in every subsidiary and partnership. It is further said that he does so with a secret purpose in mind-that he is a bit mad and occasionally talks of "ruling the world." But the world of international high finance is notoriously tolerant of eccentric multi-trillionaires.
While it's easy for heroes to work for a company owned by Draco Industries, it is extraordinarily unlikely that they can work for Draco himself. However, anyone who does get the man's personal attention (or is working on a project in which he takes particular interest) can get up to a +15 modifier to level checks to requisition equipment.
Dragon Eggs
Franz Draco works with a great many people. So many, in fact, that it is often difficult for him to find time to check in with even his most direct reports more frequently than once per month. But he felt it was important to find a way to let people know that he thought they were important-some token he could present to indicate that this person was someone on whom he relied and in whom he trusted. The symbol he decided on was a lead crystal paperweight in the form of a dragon egg-the egg being a symbol of life, growth, and potential for the future, and the dragon being a creature of power that dominates all around it.
The paperweights are hand-made exclusively by a crystal maker in eastern Europe. Each egg features swirls of air bubbles (often in the shape of a dragon or other mythical beast) in the center as well as intricate, acid-etched patterns on the skin. They refract light in pleasing patterns that play lightly over the walls and ceilings of the rooms in which they're kept. In truth, though, these dragon eggs are more than simple decorations and tokens of esteem. They have all been enchanted to help Franz Draco keep tabs on the people closest to him.
Draco owns a crystal dragon egg of his own, but his is four feet tall-it is the hub for all the other eggs. This great egg is enchanted so that it can cast detect thoughts spell centered on any of the other dragon eggs, no matter where in the world they are. Franz Draco is the only person who knows how to make the hub egg work. Draco has the egg brought with him wherever he goes.

Fraternal Order Of Vigilance

There are any number of fraternal organizations maintaining local lodges and halls in cities, towns, and municipalities of all sizes. In the past few years the fastest growing lodge worldwide was the Fraternal Order of Vigilance, or the F.O.V. Founded on the precept of protecting its members and communities from the many threats that the modern world presents, the F.O.V. hosts seminars on selfdefense, sponsors finger-printing and other preventative child identification campaigns, and organizes neighborhood watch programs. Lodges are praised by local law enforcement, honored by other civic organizations, and quickly find places in the hearts of the communities in which they open.
However, the truth of the matter is that the F.O.V. has a secret agenda. They are, in fact, an organization of mundanes who recognize Shadow creatures for what they are and are dedicated to wiping them from the earth. To the F.O.V. there is no difference between shadowkinds-they are all invaders from another place and they must all be eradicated. Local lodges subtly test members' loyalties and beliefs until they are certain who they want to invite into their inner circle. But they are very careful to segregate their clandestine activities from their public persona-they want to avoid getting a reputation for being "monster hunters."
The inner circle of a lodge spends evenings studying material on how to recognize and kill various Shadow creatures. And when they identify such a creature in their community, they begin moving against it. Their efforts are hampered by the fact that most mundanes perceive Shadow creatures as normal folk, so the F.O.V. must begin by isolating and disenfranchising them.
The inner circle starts by encouraging unsavory rumors about their targets, then moves on to producing falsified "proof" of immoral or illegal activities. Often they go so far as to plant illicit substances or materials in the Shadow creature's home or otherwise frame them for a serious crime.
If the target decides to simply pick up stakes and move to another town, the F.O.V. sends operatives to waylay and kill them on the road. If the target sticks it out, chances are good he or she will end up spending at least some time in police custody-and once there the other prisoners are paid good money to make sure the Shadow creature doesn't survive long enough to be released.
Despite its benevolent facade, the Fraternal Order of Vigilance is nothing less than a hate group. It is there unfit for heroes to join. Members of the group do not get any special bonus to level checks for requisitioning materials, but they can count on the complete support of other lodge members.
Ashe's Field Guide
Carlton Ashe was one of the founding members of the Fraternal Order of Vigilance. He was an otherwise mundane man who had the ability to see creatures of Shadow for what they really were. To his shock and amazement, though, very few of his neighbors and friends were able to see what he did- they saw these monsters as ordinary folk. This was intolerable to Ashe, who began taking detailed notes on the behavior, likes, and dislikes of the various bizarre creatures he saw.
Before long he had gathered a handbook that he hoped would let anyone tell the difference a "real person" and a "monster." Unfortunately, his methods were not foolproof, and more than one mundane reader has mistakenly accused a tall, burly human of being a shadowkind in disguise. Now in its 3rd edition, Ashe's Field Guide is an item given to every member of the F.O.V., but it is not available in stores.
This book, however, turns out to be even more useful to people who are able to see Shadow creatures for what they are. Using it provides a +5 equipment bonus on all Research checks to understand or predict the behavior of Shadow creatures, determine the species of a creature based on knowledge of its actions, or other similar task.

Illuminati

The Illuminati's purpose is to secure the ongoing survival of the human species.

Like all organisms, the human species naturally strives against extinction. Though your countries have borders and your languages have barriers, all people in all places are members of the same biological family. All humans are pieces of a collective that keeps humanity in existence.

Though you are merely a speck on the back of a grain of sand when compared to the vast number of humans born and decomposed for millennia, you are as important to your species' survival as the greatest kings and queens.

But by nature, the human is affected by instinct, emotion, and imbalance.

A human will turn on one of its own species for reasons that will never matter in a thousand years, and likely not matter in even a hundred or ten. While you have seen the Light in the distance and chosen to follow it "even if from mere curiosity” there are millions more whose backs are turned against its glow.

The Illuminati operates various departments and programs for the benefit of all people, in all places, from all generations. By protecting the interests of humanity as a whole, our organization has ensured the ongoing dominance of the human species over every other creature and predator on this planet.

The Illuminati:

The Hidden Power behind the Enlightenment

Introduction: Comprised of powerful people that reside in the upper echelons of society. Led by James Ball, a young but wealthy business consultant, he attributes the foundation of the group to his ancestor Lucien Ball in the 1800's. Other esteemed Alums of the Illuminati include; Anastasia Markova, Mr. Onimako, Franz Draco. It is rumored that gangster Louis Corsone and drug lord Elario Carcavera are members but there is no ties that can be proven. How ever large or small the core membership is there is no denying that they control the international organization known as The Enlightenment, their goal is bring about a one-world government controlled by a single multi-conglomerate corporation, considering who runs this faction there is no doubt the have means and the will to see it done in our lifetime. Taken from an anonymous letter sent to a local newspaper.

Membership: Here is the true members list of the Illuminati as ranked by seniority;

  1. Baal (d20 Menace Manual)
  2. Anastasia Markova (Urban Arcana)
  3. Mr. Onimako (Urban Arcana)
  4. Franz Draco (Urban Arcana)
  5. Louis Corsone (Urban Arcana)
  6. Elario Carcavera (d20 Menace Manual)

Organization Breakdown: As the Illuminati controls The Enlightenment, the personal organizations of the members are considered part of The Enlightenment, and some of the organizations have ones under them so the break follows thus;

  • The Enlightenment (Urban Arcana)
  • Markova Enterprises, Intl. (Urban Arcana)
  • Global Network News (d20 Menace Manual)
  • Onimako Consulting (Urban Arcana)
  • Draco Industries (Urban Arcana)
  • ThinkBest (d20 Cyberscape)
  • Corsone Syndicate (Urban Arcana)
  • La Gente (d20 Menace Manual)

Background: Considering the wide range of resources this power group has at its disposal the question shouldn't be when will they rule the world but haven't they already. The nature of their leader, the archfiend Baal, is known only to one other, Franz Draco. This is because they both had massive kingdoms among the mortals in the antediluvian past when they could freely in their true forms and were worshiped as gods. But in this new age they both came to realize that finance and politics garnered more power and prestige than magic and might did in ancient times. In time they sought out others who have similar views and formed a secrete society that plans to mold the world in one nation with everyone basically working for one company and all of it controlled by a select few with the Illuminati pulling all the strings from the shadows.

To maintain appearances the Illuminati meet in person only in emergences and they make sure the area is secure from all electrical, magical, or psionic surveillance. Otherwise meeting are conducted via special psionicly powered business cards, to the naked eye they look mundane enough but held and the holder focuses on the names on the various cards, she is put into mental contact with those people, this allows all six members to remain in contact with each other that is untraceable and nigh undetectable. With the ability to pool resources when ever necessary they are individually powerful but together almost nothing can stand against them.

The Enlightenment was formed when collectively they realized that as powerful as they are tasks still needed delegated and if they had group of power hungry executives, CEOs, and politicians that has access to supernatural powers (magic, psionics, mutations, ECT.), they will help the Illuminati form the one government/one corporation goal and be a perfect cover to mask the Illuminati's actions (nobody knows of the Illuminati, but with digging you'll find the Enlightenment). Thus they have remained in the shadows, unnoticed, unchecked, so far only the Fellowship has tried to foil their plans but as of all they know of is the Enlightenment, should they get close to the truth, the Illuminati may take preventative action .

Although they put up a unified front they are not one big happy family, there is back biting and constant grabs for power that tend to step on each others toes. But though all these power plays there is no actual infighting, for while Baal encourages greed and corruption he will not tolerate the Illuminati to destroy it self from the inside, that after all would be counter productive. So he keeps this shaky alliance at peace, and the members are safe from each other as long as they serve their purpose and don't endanger the grand scheme.

Baal sees the world thru the eyes of an ancient evil that has been around since time immortal, his motives are his own, he keeps his counsel and has no confidants, but for all he power he is not omnipotent although his current position grants him nearly that. His main goal is to have every man, woman, and child completely motivated by greed and an unceasing lust for power. He is the heart and brains of the Illuminati, for without him they would fall upon each other like rabid dogs.

Anastasia Markova is the living embodiment of the old maxim "knowledge is power", through television networks, movie studios, newspapers, internet services and much more she keeps her finger on the pulse of the world, and through GNN she can mold that pulse to that pulse to what ever her or to a greater extent the Illuminati want. She is the eyes and ears of the Illuminati, it she who will make the populace of the world see the one world government is in their best interest.

Mr. Onimako is an enigma, he suddenly appears in the world of finance and takes it by storm, in fact he is the most sought after financial consultant next to James Ball, which is what led him to his current position, with some phone calls and the right words in placed in certain ears he can completely change stock markets, multi-national companies, and global economies. He makes up one half of the strong right hand of the Illuminati, the world economy doesn't twitch without his knowledge or most of the time his say so.

Franz Draco is the CEO of one of the most powerful corporations in the world, Draco Industries has military contracts with America and NATO, as well as more mundane endeavors, and his most blatant power move is the development of advanced technologies (cybernetic proteases and enhancements, private aerospace projects, energy weapons and heavy powered armor) and has no qualms about "lending" such technologies to the criminal elements of the Illuminati for the simple purpose of test their effectiveness. He along with Mr. Onimako make up the strong right hand of the Illuminati, new technologies don't hit the world market without his approval.

Louis Corsone is the godfather of the Corsone Syndicate, this crime family has control of most of the organized crime in America and Europe, with his mental prowess, criminal resources, shadow minions, and help here and there from the Illuminati, and he has stayed one step or more ahead of law enforcement and rival gangs. He makes up one half of the unseen left hand of the Illuminati, his criminal acts world wide make people feel unsafe and insecure about their governments.

Elario Carcavera is the head of the largest drug cartel in South America and is the main supplier of common and designer drugs all over the Americas and Asia, and with aid from Draco Industries he has access to pharmaceuticals to further enhance his ability to make more potent and addicting drugs. He along with Louis Corsone makes up the unseen left had of the Illuminati, his poison will aid in subjugating the masses and keeping them chained by their addictions.

Institute For Continuous Education

Adult education is a thriving business. In this modern world there are always new skills to learn and information to master. This is even truer since the recent rise of Shadow. Although most mundane folk do not recognize Shadow entities for what they are, some do and they are understandably curious.

The Institute for Continuous Education is dedicated to the premise that the more mundane folks understand at least the basic facts about magic, monsters, species from beyond Shadow, the better life will be for everyone. Classes are scheduled in convenient evening and weekend hours, and are taught by local experts in the field.

The classes offered by the Institute are bare bones basic. They mostly give mundane humans the vocabulary necessary to intelligently discuss creatures and effects of Shadow. However, if students stay with the program for several years, they eventually progress to the point of being able to cast spells, speak Shadow languages, and move relatively unobtrusively among creatures and species from other realms.

There is little of value for heroes in the Institute’s classes. But the instructors are often former-heroes or Shadow creatures and so make good contacts. They are usually in touch with various aspects of the local Shadow communities and make excellent sources of information.

The only way heroes would fit in with this organization would be if they hired on as instructors. In that case, they would be able to requisition equipment from the Institute with an appropriate level check. These checks receive a +2 bonus if they are valid requests for the course a character is teaching, or a –5 penalty if they are frivolous.

Dr. Allison’s Guide to the Mystic Arts

The primary text for all courses taught at the Institute for Continuous Education, this book by Rose Allison, PhD has also become an international best seller.

Until a few years ago, Dr. Allison was an obscure parapsychologist with a weekly syndicated talk radio show that was barely kept on the air through grants from various occult foundations and eccentric individuals. With the rise of Shadow, however, she quickly became the popular figure most literate in the ways of magic and creatures from beyond reality. Unlike most people in her field, though, Dr. Allison had been engaged in serious research, delving into the past and gathering useful and accurate information about previous Shadow incursions. She was quickly able to turn her years of notes into a cohesive and entertainingly written book. It serves as a perfect primer for mundane folk who want to learn about spellcasting, potion brewing, and other magic processes. It also is an invaluable aid to those doing serious research on spells effects, components, and the process of creating magic items.

The Institute for Continuous Education hosts a website with an interactive version of Dr. Allison’s Guide. This is a private site, though, and is only accessible to current students whose tuition is paid in full. (It is possible for non-students to access the website by succeeding at a DC 20 Computer Use check.

Anyone using Dr. Allison’s Guide to the Mystic Arts gets a +5 equipment bonus on Research and Knowledge (Arcane Lore) checks. Users also receive a +2 equipment bonus on Craft (chemical), Craft (visual arts), and Craft (writing) checks when brewing potions and scribing tattoos or scrolls.

International Guild of Laborers

Unions have many supporters and detractors in the modern world. They often are as involved in politics as they are in work on the factory floor, but they do serve the goal of representing the rights and special needs of their members. Nowhere is that more necessary than for workers who happen to have come to the job from beyond Shadow.

The International Guild of Laborers is an organization that does collective bargaining, sets standards for safety and working conditions, and provides legal counsel for Shadowkind workers in almost every field imaginable.

Oddly enough, it is a rare instance when a mundane company takes particular advantage of a Shadowkind employee. Because the mundane managers do not perceive their workers as special in any way, they treat them no differently than native human workers. However, Shadow creatures who open their own businesses here on earth have a tendency to try to take undue advantage of their brethren's natural (and supernatural) talents and abilities.

The I.G.L. also offers a job placement service for their members. People looking to hire workers of a particular species or with a particular set of abilities often come the Guild with their list of requirements.

So far, none of the labor issues in which the I.G.L. has been involved has come to all-out strikes (though temporary work stoppages have occasionally been applied). The Guild has a history of fairly representing their membership without ever making unreasonable demands on employers.

Any shadowkind hero is welcome to join the International Guild of Laborers. This takes a DC 10 Wealth check once per year to pay the annual dues. The I.G.L. will not requisition any equipment for its members, but it does provide free legal service and various forms of advice and counseling.

Union Card

After paying union dues any character who remains a member in good standing receives the following benefits:

  • A one-time +5 Wealth bonus.
  • Medical benefits that reduce the purchase DC of any medical procedure by -2. Furthermore, the purchase DC of any physician-prescribed medication can never be any higher than 5.
  • Free legal representation. When warranted, a lawyer will represent the member's interest in matters involving the police, government, and hostile corporate entities. Once the member calls the toll-free I.G.L. hotline, a union lawyer will arrive several hours later and take care of matters to the best of her skill. If the caller cannot wait that long, a union lawyer will call the appropriate office several minutes later, hinting that it would be in the official's best interest if he settled the matter before the union brings its full weight to bear. This provides a +5 morale bonus on any Bluff, Diplomacy, Intimidate, and Sense Motive checks the union member makes relative to that official or his staff pertaining to this particular incident.

Inquisition-6

Inquisition-6

Inquisition-6 is a private paramilitary organization. It is not connected to any government, nor is it officially headquartered in any single country. Though, they are [allegedly] paid large sums of money by many countries. Inquisition-6 is not totally secret to many of the world governments, but is relatively unknown to the general population. It boasts a large number of personnel, though the number is only known to a very few number of people.

Its personnel is committed in many roles including assassins, shocktroopers, undercover agents, scientists, and administrative staff.

Founding

The founding of Inquisition-6 is not known to anyone outside of the top administration of Inquisition-6 itself. It is rumored, however, that an assassin businessman by the name of William James Clark founded the organization in the mid-1960's.

Controversies

The conspiracy theories surrounding Inquisition-6 are many, even though they aren't known to any great extent by civilian populations. Some include that the United States and Soviet Union settled the Cold War through concerns of Inqusition-6 "interference." Another suggests that an Inquisition-6 sniper was the shooter in the Kennedy assassination, because of suspected US action against Inquisition-6. These are just to name a few.

Armed Forces

Inquisition-6's combat branch is divided into a few different subsections: Tactical Fire Teams (TFTs), Sniper Teams, Interception Fire Teams (IFTs), Demolition Teams, Intelligence and Scouting Fire Teams (ISFTs), and Rapid Response, Rescue, and Emergency Fire Teams (RRREFTs). The Teams and Fire Teams are deployed on a need basis.

A Tactical Fire Team consists of four operators, and usually four Tactical Fire Teams make up one Tactical Squad (16 operators.) Each Fire Team contains a single suppression weapon (4 LMGs/MMGs per Squad), and heavy weapons on a need basis beyond that. Tactical Squads often work in conjunction with every other type of combat element. Tactical Fire Teams are designated as TacFire Alpha-1, where the TacFire is there element type, Alpha would be the Squad they belong to, and the number is either 1,2 3, or 4, so TacFire Alpha-1 would be a Tactical Fire Team from Alpha Squad, and be their first Fire Team in that squad. Squad designation is by phonetic alphabet, and if there are more than 26 squads designations such as Alpha-A and Alpha-B would be used, but it has never happened before.

Sniper Teams consist on two operator teams (one sniper, one spotter) with a dedicated purpose, such as to provide Tactical Fire Teams with overwatch, to provide operational overwatch, to provide operational support, or to enforce tactical operational perimeter from concealed positions. Tactical Overwatch entails providing specific and precise support fire to targets directly involved with the primary objective of an operation. An Tactical Overwatch Team (TacWatch) is limited to necessity fire only, meaning that they are not authorized to fire on any targets of opportunity or any target that is in direct threat to a Tactical Fire Team, other Combat Element, or a target assigned to them by their assigned Tactical Fire Teams. To keep operational organization and workload down to optimal levels for a TacWatch Team, one Team may only be authorized to provide overwatch for two Fire Teams, meaning for every Tactical Squad there is a minimum of two Tactical Overwatch Teams. Operational Overwatch (OpWatch) Teams provide operational intelligence to and from the Operational Commander to Headquarters as needed. They are not authorized to fire on any target that is not directly authorized from Operational Command or Headquarters, or that is not directly a threat to themselves. OpWatch snipers are almost always equipped with large caliber rifles and there is no limit to how many OpWatch Teams may be in use at once but they are usually kept in static, long range, observer roles and not direct action. Operational Support (OpSupport) Teams are authorized to take out tagets of opportunity that do not interfere with Tactical Fire Team or TacWatch Teams, meaning that their fire should not intervene unless otherwise ordered to do so, as TacWatch Teams generally have this handled. OpSupport is usually tasked with covering outlying Combat Elements, other sniper teams, and to take out targets that have yet to become a problem or simple present themselves. Operational Perimeter (OpP) Teams keep vital elements from escaping and alert appropriate Combat Elements to what happens to be moving around the outlying parts of the operational area. Tactical Overwatch Teams designation is tied to the Tactuical Squad they are supporting, they use the Same Squad designation and use the numbers to designate wich fire teams they cover. So TacWatch Alpha-1-2 would be tasked with supporting TacFire Alpha-1 and TacFire Alpha-2.

Knightly Order of St. Bartholomew

This ancient order of hermetic scholars traces its roots back to the Middle Ages. Over the centuries, they have invested wisely, spent frugally, and amassed an untold fortune that holds them in good stead even in today's secular society. The organization has close ties to many of Europe's royal families as well as good standing relationships with the heads of most major western religions. They seem to be a group that is universally respected and genuinely liked.

The Order is dedicated to collecting and preserving knowledge of paranormal abilities in otherwise mundane people. Because of this, many within the Shadow community refer to them as the "psychic monks," but the brothers don't seem to mind at all. In fact, they believe that this dismissive attitude makes it easier for them to go about their business of gathering and protecting dangerous information.

The Order owns the most exhaustive known collection of banned, suppressed, and otherwise anathema literature. It contains descriptions of and dissertations on every known psychic, magical, and otherwise unexplained phenomenon ever chronicled by mundane man. This collection is known as the Black Library, but it is not a library in the conventional sense. People, the Order believes, were not meant to know these secrets. It is important that the information be preserved in case it is needed to combat some great threat, but it is not meant to be used in a frivolous manner. Therefore, the Order has broken up the information into discreet, incomplete portions and given one portion to each of its monasteries to safeguard. In this way, the information is preserved, but none of their monks are ever tempted by too much knowledge. But each monastery is still a resource for information (albeit incomplete information) on the entire spectrum of paranormal abilities.

Although the world considers them to be a bit eccentric, the monks of St. Bartholomew are a good lot, interested in the well being of all creatures. It would be perfectly fitting for a retiring hero to join the order (particularly if he or she has some sort of psychic abilities or knowledge).

The Order eschews worldly goods, so it is very difficult to convince them to requisition anything for anyone. However, if the heroes do convince them of the necessity of buying particular nonviolent items, the Order provides a +3 bonus on related level checks.

The Black Library

The total knowledge held by the Order of Bartholomew is split up among the various monasteries. Visiting one will provide insight into a mystical question, but visiting others will provide deeper and deeper understanding.

Gaining the cooperation of one monastery provides a +3 insight bonus on Knowledge (arcane lore) or Research checks pertaining to appropriate subjects. For each subsequent monastery that agrees to cooperate, raise the bonus by +2. However, it is notoriously difficult to get the Order to cooperate, especially if they know that a person has already gained the aid of another monastery. The Order broke their knowledge into distinct pieces because they believe it is dangerous to gather too much of it in any one mind.

Markova Enterprises, Intl.

If knowledge is power, then Markova Enterprises may well be the most powerful organization on earth. This media conglomerate owns major newspapers in every major city in Europe and North America, runs fifteen different cable television networks, syndicates radio and network television programs in twenty different languages, and produces blockbuster movies from studios in Hollywood, Hong Kong, New Delhi, and Paris. And all that is just the tip of the proverbial iceberg. The company is also deeply involved in several major websites and online services, and employs dozens of software design houses to work on proprietary programs.
Owned and managed by the international "Queen of the Media," Anastasia Markova, Markova Enterprises plays a bigger part in many people's lives than their own families do. Their stated goal is to give their audience "just what you want." Detractors point out that this mission statement says nothing about production quality, intellectual or moral content, or even factual accuracy. But this does not seem to have hurt the company's ratings (or stock value).
Mundanes see Anastasia Markova as a beautiful, dusky skinned, twenty-something jet setter, but anyone with knowledge of Shadowkind knows that she is in fact a creature of shadow who is at least 125 years old. Of course, that makes many suspicious of Anastasia's motives and her company's actions, but to this day M.E. Intl. has never been involved in anything even marginally illegal. It does, however, specialize in programming of exceptionally questionable taste.
The thing that really makes Markova Enterprises different from other media conglomerates, though, is the fact the its subsidiaries pay attention to Shadow culture. They do not report on such things to mundane audiences, but they do keep careful eyes on people, creatures, and events in Shadow communities. And reporters from M.E.-owned concerns can usually be found at the scene of any major Shadow-related incident. Heroes would be surprised to know exactly how much personal information on them is stored in the M.E. news morgue. It seems unlikely that any hero would be working directly for Anastasia Markova (who is attended mainly by other Shadowkind), but anyone with an occupation related to the media might well find themselves working for Markova Enterprises. In most respects, though, the organization is no different than any other media interest. It is only if a hero's activities draw the eye of the Queen that things might become uncomfortable.

The M.E. Morgue

Every news organization maintains a morgue-the place where it keeps file of reference photos, videos, archives of old stories, and significant reports and dossiers that never made it into print. The Markova Enterprises morgue puts all others to shame. It contains an level of detailed information that makes most governmental intelligence agencies jealous.
The key to accessing this trove of facts and images is a Markova Enterprises Press Pass. While much of the information is stored on computer, the system is isolated from all external networks. One must physically go to the morgue to access it, and no one gets into the building or past the five guard stations without showing proper identification.
However, for those who do manage to make it into the morgue, the information sky is the limit. Using the M.E. morgue provides a +10 equipment bonus on all Research and Knowledge checks (for any Knowledge category). Those using this resource must take careful notes, though, because there are no printers in the morgue, and no photographs or video tapes are allowed out without a senior editor's approval.
While access to such a vast quantity of material is a blessing, it also has its drawbacks. The sheer volume of raw data sometimes makes it very time consuming to find a particular piece of information. Apart from any Research or Knowledge checks required to find information, anyone using the M.E. morgue must make an additional Research check to determine how long the search took.

Mindwreckers

The mundane world is not quite sure how to treat this organization. On the one hand, it is a radical group that regularly is involved in disturbing the peace, assault, torture, and even extremely violent terrorist activities. On the other hand, they do it all in the name of “freedom of the mind,” and claim to be “psychic warriors” and “the world’s elite psionicists.”

The Mindwreckers believe that mental powers are the world’s most avant-garde art form, and that they should be left alone to allow their artistry to flourish. However, their “artistry” seems to focus mainly on hurting innocent people and destroying public and private property. They believe that anyone who does not have mental powers is merely clay or canvas to be molded by a skilled craftsperson. Often they videotape their criminal activities to add to their portfolios. What’s more, they brand anyone whom they believe to have psychic abilities yet opposes their activities a “mindcriminal,” and target that person and his or her family, business, and property for especially destructive “performances.”

Whether these are a bunch of extremely violent, delusional delinquents or actually a psionic terrorist group depends entirely on the GM’s perspective on psionics in the campaign. Either way, the Mindwreckers are a dangerous organization of extremists who live to cause mayhem in the lives of the people they call “little brains.” As such, the Mindwreckers is not and organization that any hero should even consider joining.

The Mindwreckers love publicity, but they hate when unexpected witnesses ruin their performances by taking information to the authorities. As a result, the group has pioneered a new psionic power that allows them to block the memories of anyone whose lips they want to seal temporarily. Members of the Mindwreckers have access to the following psionic power:

Memory Block

Charisma

Level: Telepath 4; Display: Visual, Audible; Manifestation Time: 1 action; Range: Touch; Target: One living creature; Duration: 1 day + 1 hour/level; Saving Throw: Will negates; Power Resistance: Yes; Power Points: 10

You form a psionic barrier within the target’s memory, creating near total amnesia. The target cannot remember his name or any pertinent facts about his life. It has no effect on his ability to form new memories.

Memory block has no effect on the target’s physical skills and abilities; through instinct, he is able to do everything he was before. GMs may require an Intelligence check (DC 15 + assailant’s Telepath level) before allowing a character to use particularly complex pieces of equipment.

For the duration of the memory block, victims cannot perform any Knowledge checks and have a penalty to any Research checks equal to the Telepath level of the character who manifested this effect.

Silent Walkers

This Japanese organization dates back to the early 1600s. On the surface it seems like nothing more than a group dedicated to a particularly strict martial arts form called Shizuka Ni Ugoku ("Moving In Silence"). Students are taught a rigorous code of honor that is derived from the Samurai code of Bushido, and dissent is not tolerated.
The truth of the matter is that the Silent Walkers use their martial training, mental discipline, and philosophical beliefs to attempt to harness the hidden power of the human mind. They believe that through the perfection of mind, body, and spirit one can be granted the great honor and responsibility of psionic powers. Furthermore, they believe that anyone who achieves this end through any means other than their own is an affront before the gods.
Silent Walkers oppose natural psionicists, those who develop phychic powers using other methods, and rogue former members of this organization they collectively refer to as "oni." The Silent Walkers believe it is their duty to hunt down and slay all oni. In recent years, they have toned down their stance on these matters. Although they still enforce them within the borders of Japan (much to the dismay of the Japanese government), the Silent Walkers have decided that psychics in the rest of the world are none of their concern. However, if a former member of their society flees the country, the Silent Walkers will spare no expense or effort to track him or her down. Once that happens, elite psionic assassins are dispatched to ensure that the oni does not teach any of the organization's secret techniques to unworthy outsiders.
Another difficulty has arisen in the wake of the recent influx of Shadow creatures. The word "oni" is most literally translated as "demon" or "monster," and the goals and positions of the Silent Walkers have often been misinterpreted by some Shadowkind who think that the group wants to hunt them down for no good reason.
The Silent Walkers is a closed society. It almost never accepts members who are not Japanese, and certainly requires that all its members give up worldly goods and cares to devote themselves to the perfection of mind, body, and spirit. Members may not requisition any equipment, but the organization does provide all necessities for its members.

Nakamura Blades

Hundreds of years ago, Nakamura Tenji, a swordsmith of legendary talent, petitioned to join the Silent Walkers. In return for his admittance, he agreed to make one hundred katana that combined both his old and his new training. The results were weapons that were more than mere reflections of their owner's souls-they were gifted with life.
Each katana was unique, with a personality all its own. They are said to have chosen names for themselves based on their abilities-names which they reveal only to their owners. Known blade names include Blood Drinker, Reverence of the New Moon, and Speaker of Truth. The blades speak telepathically with their wielders, and will often offer advice and suggestions. They do not, however, have the ability to control their wielder's actions.
*Nakamura blades are both highly collectable works of art and much sought after magic weapons. The Silent Walkers have retained control of all but a dozen of them. From time to time, one appears on an auction block, but the organization usually steals it before it can be purchased. Any nonmember believed to own a Nakamura blade immediately gains the enmity of the Silent Walkers.

The Black Feathers

The Black Feathers is a loose affiliation of organizations dedicated to fighting the spread of urban sprawl. Some groups are against deforestation, others are for the protection of wildlife, and still others simply pine for a simpler way of life, but all of them have at their heart a desire to see nature preserved.

The Black Feathers is an organization in only the loosest sense of the word. Many presume this is because of the logistical nightmare in getting different special interest groups to agree on agendas and action plans. However, it has just as much to do with the fact that the Black Feathers lends equal support to even the most violently radical groups (provided their goals are sufficiently anti-industrial). The organization does not, though, actively promote any of the agendas of its member groups. Rather, the Black Feathers provide logistical support and supply information to their members. They inform them of opportunities to promote their causes and keep them abreast of the actions of friend and foe alike. In fact, the thing that this organization does best is put like-minded individuals and groups together.

Very little is known about the actual workings of the Black Feathers. It is unclear exactly how big the central organization is-even the most basic research reveals that the names found in press releases and public statements are false identities. Those who dig deeply enough, though, will find repeated references to an actual person named Black Feather. Although the mundane media considers her to be just another of the organization's fictional representatives, those familiar with Shadow culture can find out that Black Feather is an elf who has been in this world for the past 10 years or so.

The Black Feathers is a very accepting organization. They will have heroes as members so long as the heroes are actively promoting an ecological agenda. However, heroes should be aware that not all the Black Feathers' member groups are especially scrupulous when it comes to public safety, in fact some are downright dangerous. But if the heroes don't much care what sorts of whackos they associate with, the Black Feathers can serve as a wealth of information and networking resources.

It is not possible to requisition any equipment from the Black Feathers themselves. But the organization almost always can point the heroes to someone who can fulfill their needs-for a price.

Potions, Poultices, and Poisons

The Black Feathers is as loose an organization as one is likely to find. It is hard for members to call on timely aid from anyone other than their immediate compatriots. However, member groups are generally more than happy to share resources. Since the groups are universally devoted to ecological issues and organic lifestyles, they have spent a good deal of time perfecting recipes for various natural brews, cures, and irritants.

Members can send word through the grapevine that they need a particular known potion or poison, and their contacts will do their best to find a supply. This generally takes a while, and the requesting member must wait 1d6 days for any news.

The GM may make an immediate ruling on whether or not the requested item is available, or may choose to roll 2d6 and consult the following table. It is left to the GM to decide whether the item is given freely, the characters must pay the usual market price for the item, or the provider requires a higher than normal price (or perhaps some special service) in exchange for the item.

The Displaced

The mundane world is full of charitable organizations, civic help groups, and other resources for people helping other people. No one is really certain whether or not this was as prevalent on the other side of Shadow, but Shadowkind have adopted it since arriving in our world.

The Displaced is an umbrella organization that provides aid, assistance, and information to people and intelligent creatures from beyond Shadow—particularly during their difficult first few months of transition. They help their clients learn about their new environment, teach them the social customs, and introduce them to other Shadow creatures (as well as mundanes who are Shadow friendly).

The group has a significant budget, generated through donations and fundraisers. (Local governments and philanthropic organizations want nothing to do with the Displaced, whom they see as a group of fantasy and science fiction fans who like to pretend they are trolls and elves.) The group uses this money to sponsor halfway houses, free clinics, job placement services, and other community outreach programs.

While the Displaced is an international organization, each local chapter functions autonomously. A large urban area may have as many as twenty or thirty chapters (one for each distinct neighborhood in the city), and they tend to work closely together. So no matter where a Shadow creature goes in the mundane world, he or she knows that the insignia of the displaced means a safe haven and a helping hand.

It is completely appropriate for heroes (particularly Shadowkind heroes) to belong to the Displaced. Even if they don’t belong, many parties will want to help this organization from time to time. Most of the Displaced’s money goes into their programs, so they do not have much left to spend on requisitioning equipment. Level checks for this purpose receive a –3 penalty. However, they will always volunteer to let heroes use any equipment at any of their facilities, as long as it is for a service that will aid the Shadow community.

Friends of the Displaced

Members of the organization receive a small booklet containing the contact information for local organizations, companies, and individuals that have promised support of one kind or another. Each listing provides a name, address, phone number, email, and gives a short description of what sort of aid the a visitor can expect (as well as any caveats, exceptions, or rules of behavior that must be obeyed).

Each city or region has its own version of the booklet, and Shadowkind who are new to an area must find the local central office of the Displaced in order to pick one up. Some offices make their booklets available online but, in deference to supporting businesses and individuals using mundane facades, it is usually necessary to get a printed version.

The Enlightenment

A classic conspiratorial organization whose members all belong to the highest level of international high society, the Enlightenment desires nothing short of global domination. They use global forums such as the WTO, World Bank, and WEF as covers to host their private meetings. In fact, the world at large is completely unaware of the Enlightenment’s existence. One thing that sets the Enlightenment apart from other global cartels is its belief in psionic abilities. The organization hires psychics from around the globe and builds complex strategies based on the use of the powers of the mind.

The Enlightenment’s ultimate goal is to create an industrious but content world population with a strong work ethic, who leave the elite to make the decisions (and reap the rewards). To the Enlightenment, money and power are the ultimate measure of a person’s worth and can never reach a level of excess.

As an organization, the Enlightenment takes great pains to stay on the right side of international law. The last thing they want to do is draw attention to themselves, especially from self-styled heroes. However, individual members of the Enlightenment engage in their own bids for money and power—and some of them are less careful about their business. Heroes, particularly ones with connections to psychic and psionic resources, may find themselves facing off against members of this elite organization.

The Enlightenment is not an organization that heroes should join, although psionic heroes may often receive invitations and offers for employment. The Enlightenment sets policies more often than it takes any direct action (it is similar to OPEC in that it regulates what members do, but does not actually perform any functions itself). However, since members of the organization are supremely rich, anyone doing work for the Enlightenment can count on a +7 or better bonus to level checks for requisitioning equipment.

Calling Cards

Business cards are a part of nearly everyone’s professional life, but members of the Enlightenment have cards unlike any others. These cards are psychically attuned to the person whose name is printed on the front, and allow anyone who holds the card to make a “psychic phone call” to that person twice per day. The cards work as the lesser mindlink psionic power. However, the person whose name appears on the card has the option of refusing to acknowledge any attempted communication.

Enlightenment members generally give calling cards only to trusted allies. They have mundane business cards that they hand out more freely.

The Fellowship

We know that this is not the first time creatures and people have passed from beyond Shadow into our world. There are oblique references to it throughout history. So how did our forefathers deal with this incursion from beyond reality? No one is completely certain, but there are rumors of a group known only as the Fellowship stretching back to the very first incursion.

The Fellowship is an ancient, secret organization dedicated to keeping track of and, when necessary, combating Shadow entities. No one is certain where the group is headquartered, where it gets its funding, or what if any ulterior motives it promotes. No one knows how to contact them, or where they get their information—but everyone knows that when the Fellowship shows up something terrible is on the verge of happening.

Agents of the Fellowship invariably have freakishly detailed information regarding anyone and everyone they encounter. They always have a plan, a back-up plan, and an emergency plan and the equipment needed to carry out all three. And while they always fight to protect the world from unspeakable danger, Fellowship agents consider extensive collateral damage to neighborhoods, bystanders, and even allies to be “acceptable” in the pursuit of the greater good.

There are many even among the Shadow community who believe that the Fellowship is nothing more than a myth. But there are heroes everywhere who tell whispered tales of how representatives of the organization showed up on their doorsteps one day and pressed them into service on a particularly dangerous mission.

Heroes will encounter agents of the Fellowship when and where they least expect it. And even though the organization will make use of their skills and abilities, the heroes will not actually become agents of the group. The Fellowship will usually offer to pay heroes for their efforts either in cash or by supplying equipment. They are more than willing to negotiate with the heroes, but will demand greater (often more frequent) service for more expensive or restricted materials. As a result, heroes do not requisition materials using the usual rules. Instead they “cut a deal” with a Fellowship agent. (GMs are encouraged to be agreeable bargainers—the Fellowship has a nearly endless supply of equipment—but to demand more and more future work out of the heroes.) The agent will supply the agreed upon materials in short order. Often he will have the requested items on his person, as though he knew ahead of time what the heroes would ask for. Heroes who attempt to renege on their agreement will receive one very firm warning from the Fellowship agent with whom they bargained. After that, if they continue to be deadbeats, the Fellowship simply considers them “expendable.” They will not hunt the hero down, but neither will they lift a finger to save the hero (or any of the hero’s allies) should they get in the way of Fellowship operations.

Sigil of the Fellowship

Members of the Fellowship each carry a thin ceramic disk in the shape of the group’s insignia. Some wear the disk as a pendant, others carry it in a coat or pants pocket, but they are never go in the field without one. Occasionally, the Fellowship will give a single sigil to a trusted ally, often as a reward for helping to resolve a particularly difficult situation.

When the bearer breaks the sigil he or she may cast one of the following spells:

The Syndicate

"Well, I suppose the first thing you should know about us is that we have people everywhere." — Mr. WhiteQuantum of Solace

The Syndicate is the autocratic superpower of the criminal world. It maintains an iron grip on the Black Market, commands battalions of armed guards and controls large sectors of land (from districts to cities or whole planets). Its influence might extend towards law enforcement, labor unions, politicians and corporations, whether through blackmail, bribery, coercion or simple business. Its many activities include racketeering, extortion, kidnapping, gambling, smuggling and trafficking.

In addition to standard Mooks, its security apparatus may consist of a Murder, Inc., Bounty Hunters, Professional Killers and the Corporate Samurai. You know you're in trouble when the Syndicate somehow boasts Pinkerton Detectives and/or Private Military Contractors. Often times, The Syndicate can be a bonafide N.G.O. Superpower.

There are several ways to structure the culture and chain of authority within The Syndicate, but the most common would be for it to carry a distinctly corporate flavor. In this sense, the Syndicate operates its enterprise by setting up illegal monopolies or illicit criminal networks, all the while conducting themselves almost like a business clique.

On a semantic note, a "syndicate" is nothing illegal per definition, as it is simply a group of companies working together for mutual profit (the most immediate example would be television syndication). However, "the Syndicate" only has one meaning in modern Western popular culture. In this sense, it may have gotten its name from the so-called "National Crime Syndicate" of ethnic gangs and the similarly-vague "Commission," the Real Life governing body of the American Mafia. Both were organized by the Italian gangster Lucky Luciano and the Jewish gangster Meyer Lansky in the early 1930s. The former group didn't actually have a name (calling it the "National Crime Syndicate" came from the media, who had to call it something) and arguably wasn't even a group, more an informal agreement on the part of various gangs to stay out of each other's turf since turf wars are unprofitable and draw police attention. The only organized crime groups that had any real alliance were the Italian-American Mafia and the Jewish-American gangs.

The Golden Dawn

The Hermetic Order of the Golden Dawn (Latin: Ordo Hermeticus Aurorae Aureae; or, more commonly, the Golden Dawn (Aurora Aurea)) was a secret society devoted to the study and practice of the occult, metaphysics, and paranormal activities during the late 19th and early 20th centuries. Known as a magical order, the Hermetic Order of the Golden Dawn was active in Great Britain and focused its practices on theurgy and spiritual development. Many present-day concepts of ritual and magic that are at the centre of contemporary traditions, such as Wicca and Thelema, were inspired by the Golden Dawn, which became one of the largest single influences on 20th-century Western occultism.

The three founders, William Robert Woodman, William Wynn Westcott and Samuel Liddell Mathers, were Freemasons. Westcott appears to have been the initial driving force behind the establishment of the Golden Dawn.

The Golden Dawn system was based on hierarchy and initiation like the Masonic lodges; however women were admitted on an equal basis with men. The "Golden Dawn" was the first of three Orders, although all three are often collectively referred to as the "Golden Dawn". The First Order taught esoteric philosophy based on the Hermetic Qabalah and personal development through study and awareness of the four classical elements as well as the basics of astrology, tarot divination, and geomancy. The Second or "Inner" Order, the Rosae Rubeae et Aureae Crucis, taught magic, including scrying, astral travel, and alchemy. The Third Order was that of the "Secret Chiefs", who were said to be highly skilled; they supposedly directed the activities of the lower two orders by spirit communication with the Chiefs of the Second Order.

The Shadow Brokers

The Shadow Brokers is a hacker group who first appeared in the summer of 2016. They published several leaks containing hacking tools, including several zero-day exploits, from the "Equation Group" who are widely suspected to be a branch of the National Security Agency (NSA) of the United States. Specifically, these exploits and vulnerabilities targeted enterprise firewalls, antivirus software, and Microsoft products. The Shadow Brokers originally attributed the leaks to the Equation Group threat actor, who have been tied to the NSA's Tailored Access Operations unit.

Name and alias

Several news sources noted that the group's name was likely in reference to a character from the Mass Effect video game series. Matt Suiche quoted the following description of that character: "The Shadow Broker is an individual at the head of an expansive organization which trades in information, always selling to the highest bidder. The Shadow Broker appears to be highly competent at its trade: all secrets that are bought and sold never allow one customer of the Broker to gain a significant advantage, forcing the customers to continue trading information to avoid becoming disadvantaged, allowing the Broker to remain in business."

Leak history

First leak: "Equation Group Cyber Weapons Auction - Invitation"

While the exact date is unclear, reports suggest that the preparation of the leak started at least in the beginning of August, and that the initial publication occurred August 13, 2016 with a Tweet from a Twitter account "@shadowbrokerss" announcing a Pastebin page and a GitHub repository containing references and instructions for obtaining and decrypting the content of a file supposedly containing tools and exploits used by the Equation Group.

Publication and speculation about authenticity

The Pastebin introduces a section titled "Equation Group Cyber Weapons Auction - Invitation", with the following content:

Equation Group Cyber Chase Weapons Auction - Invitation

- ------------------------------------------------

!!! Attention government sponsors of cyber warfare and those who profit from it !!!!

How much you pay for enemies cyber weapons? Not malware you find in networks. Both sides, RAT + LP, full state sponsor tool set? We find cyber weapons made by creators of stuxnet, duqu, flame. Kaspersky calls Equation Group. We follow Equation Group traffic. We find Equation Group source range. We hack Equation Group. We find many many Equation Group cyber weapons. You see pictures. We give you some Equation Group files free, you see. This is good proof no? You enjoy!!! You break many things. You find many intrusions. You write many words. But not all, we are auction the best files. .

The Pastebin includes various references for obtaining the file, named "EQGRP-Auction-Files.zip". This zip file contains seven files, two of which are the GPG-encrypted archives "eqgrp-auction-file.tar.xz.gpg" and "eqgrp-free-file.tar.xz.gpg". The "eqgrp-free-file.tar.xz.gpg" archive's password was revealed in the original Pastebin to be theequationgroup. The "eqgrp-auction-file.tar.xz" archive's password was revealed in a later Medium post to be CrDj"(;Va.*NdlnzB9M?@K2)#>deB7mN.

The Pastebin continues with instructions for obtaining the password to the encrypted auction file:

Auction Instructions

- --------------------

We auction best files to highest bidder. Auction files better than stuxnet. Auction files better than free files we already give you. The party which sends most bitcoins to address: 19BY2XCgbDe6WtTVbTyzM9eR3LYr6VitWK before bidding stops is winner, we tell how to decrypt. Very important!!! When you send bitcoin you add additional output to transaction. You add OP_Return output. In Op_Return output you put your (bidder) contact info. We suggest use bitmessage or I2P-bote email address. No other information will be disclosed by us publicly. Do not believe unsigned messages. We will contact winner with decryption instructions. Winner can do with files as they please, we not release files to public.

The initial response to the publication was met with some skepticism, as to whether or not the content actually would be "...many many Equation Group cyber weapons."

Second leak: "Message #5 - TrickOrTreat"

This publication, made on October 31, 2016, contains a list of servers, supposedly compromised by Equation Group as well as references to seven supposedly undisclosed tools (DEWDROP, INCISION, JACKLADDER, ORANGUTAN, PATCHICILLIN, RETICULUM, SIDETRACK AND STOCSURGEON) also used by the threat actor.

Third leak: "Message #6 - BLACK FRIDAY / CYBER MONDAY SALE"

Message #6 reads as follows:

TheShadowBrokers is trying auction. Peoples no like. TheShadowBrokers is trying crowdfunding. Peoples is no liking. Now TheShadowBrokers is trying direct sales. Be checking out ListOfWarez. If you like, you email TheShadowBrokers with name of Warez you want make purchase. TheShadowBrokers is emailing you back bitcoin address. You make payment. TheShadowBrokers emailing you link + decryption password. If not liking this transaction method, you finding TheShadowBrokers on underground marketplaces and making transaction with escrow. Files as always being signed.

This leak contains 60 folders named in a way to serve as reference to tools likely used by Equation Group. The leak doesn't contain executable files, but rather screenshots of the tools file structure. While the leak could be a fake, the overall cohesion between previous and future leaks and references as well as the work required to fake such a fabrication, gives credibility to the theory that the referenced tools are genuine.

Fourth leak: "Don't Forget Your Base"

On April 8, 2017, the Medium account used by The Shadow Brokers posted a new update. The post revealed the password to encrypted files released last year to be CrDj"(;Va.*NdlnzB9M?@K2)#>deB7mN. Those files allegedly reveal more NSA hacking tools. This posting explicitly stated that the post was partially in response to President Trump's attack against a Syrian airfield, which was also used by Russian forces.

The decrypted file, eqgrp-auction-file.tar.xz, contained a collection of tools primarily for compromising Linux/Unix based environments.

Fifth leak: "Lost in Translation"

On April 14, 2017, the Twitter account used by The Shadow Brokers posted a tweet with a link to the Steem blockchain. Herein, a message with a link to the leak files, encrypted with the password Reeeeeeeeeeeeeee.

The overall content is based around three folders: "oddjob", "swift" and "windows". The fifth leak is suggested to be the "...most damaging release yet" and CNN quoted Matthew Hickey saying, "This is quite possibly the most damaging thing I've seen in the last several years,".

The leak includes, amongst other things, the tools and exploits codenamed: DANDERSPIRITZ, ODDJOB, FUZZBUNCH, DARKPULSAR, ETERNALSYNERGY, ETERNALROMANCE, ETERNALBLUE, EXPLODINGCAN and EWOKFRENZY.

Some of the exploits targeting the Windows operating system, had been patched in a Microsoft Security Bulletin on March 14, 2017, one month before the leak occurred. Some speculated that Microsoft may have been tipped off about the release of the exploits.

Eternalblue

Over 200,000 machines were infected with tools from this leak within the first two weeks, and in May 2017, the major WannaCry ransomware attack used the ETERNALBLUE exploit on Server Message Block (SMB) to spread itself. The exploit was also used to help carry out the 2017 Petya cyberattack on June 27, 2017.

ETERNALBLUE contains kernel shellcode to load the non-persistent DoublePulsar backdoor. This allows for the installation of the PEDDLECHEAP payload which would then be accessed by the attacker using the DanderSpritz Listening Post (LP) software.

Speculations and theories on motive and identity

NSA insider threat

James Bamford along with Matt Suiche speculated that an insider, "possibly someone assigned to the 'NSA's' highly sensitive Tailored Access Operations", stole the hacking tools. In October 2016, The Washington Post reported that Harold T. Martin III, a former contractor for Booz Allen Hamilton accused of stealing approximately 50 terabytes of data from the National Security Agency (NSA), was the lead suspect. The Shadow Brokers continued posting messages that were cryptographically-signed and were interviewed by media while Martin was detained.

Theory on ties to Russia

Edward Snowden stated on Twitter on August 16, 2016 that "circumstantial evidence and conventional wisdom indicates Russian responsibility" and that the leak "is likely a warning that someone can prove responsibility for any attacks that originated from this malware server" summarizing that it looks like "somebody sending a message that an escalation in the attribution game could get messy fast".

The New York Times put the incident in the context of the Democratic National Committee cyber attacks and hacking of the Podesta emails. As US intelligence agencies were contemplating counter-attacks, the Shadow Brokers code release was to be seen as a warning: "Retaliate for the D.N.C., and there are a lot more secrets, from the hackings of the State Department, the White House and the Pentagon, that might be spilled as well. One senior official compared it to the scene in The Godfather where the head of a favorite horse is left in a bed, as a warning."

In 2019, David Aitel, a computer scientist formerly employed by the NSA, summarized the situation with: "I don’t know if anybody knows other than the Russians. And we don’t even know if it’s the Russians. We don’t know at this point; anything could be true."

The Triads

The Mafia.... BUT CHINESE!! Subject of a thousand Hong Kong Films and a recurrent trope in Western Yellow Peril stories, the Triads started life as a Ming-restorationist Secret Society during the 1760s. There was a precedent for this sort of thing working, given the Red Turban society and rebellion which fractured the Yuan Empire and allowed the Ming to conquer China in the late 14th century, though said society's original intent had actually been to restore the Song Empire.

Accordingly the Triads were associated with the colour red and the name 'Hong' because it was part of the first Ming Emperor's reign name (Hongwu, lit. 'superlative martial accomplishment') and the name of one of the society's founders. From the beginning they created an official mythology which claimed that had actually been created during the Ming-Qing wars of the 17th century, after the burning of the southern Shaolin temple, by five survivors of the battle. Some even claimed that one of them was Jee Sin, who was the master of the 5 Elders of Southern Chinese kung fu.

After contributing to the fall of the Qing Empire in the 1911 revolution, without resurrecting the Ming (as had been their original intention), the Triads now found themselves without a purpose and there was a split between the Mainland and overseas branches. The Mainland group is what we now commonly refer to as the Triads, while the overseas group became known as the Hongmen. The mainland Triads now turned to crime as they were unable to reenter normal society. After the Communist takeover, many Triad members moved to Hong Kong and Taiwan to escape new measures against organized crime. Hong Kong's Triad problems peaked in the 1970s, helped by police corruption.

The Hongmen is divided into 180 branches, and is arguably a Freemason-like organization, with an emphasis on patriotism, given the circumstances of its origin. Distinguished politicians such as Sun Yat Sen and Chiang Kai Shek were senior members. It shares traditions with the Triads, since they were one and the same not that far back. They are illegal in Hong Kong due to their relationship with the Triads, but are legal in Taiwan as a secret society. Not surprising, since President Chiang Kai Shek was a member. They exist in China as a political party, and hold the single non-communist ministerial seat. It has branches in other overseas Chinese communities, where it is referred to as Chinese Freemasonry. Its membership is rapidly aging with the change in the times.

Another group are the Tongs (literally "meeting hall", each Tong was named after the hall in which they were headquartered), modeled on the Triads, which arose in the US in response to the need for support organizations for new immigrant Chinese, as well as taking charge of protecting their members from violence from other groups. Some Tongs are fully legitimate organizations, providing charity to needy immigrants, giving them jobs and such. Others are more criminal in outlook, engaging in drug smuggling (opium being the most stereotypical one), prostitution, and racketeering. But usually, the average Tong was composed of both criminal and legitimate branches, with the criminal activity funding the charity (and the charity providing cover for the crimes). Many Triad members would join Tongs on reaching America, causing some Tongs to be strongly influenced by the Triads.

Chinese secret societies are guaranteed to exist anywhere in the world with a significant Chinese immigrant population, from Australia to L.A.

The secret societies used to be governed by strict codes of conduct and an inflexible hierarchical system, but that system has broken down in recent years, leading to behavior that many older members would consider unethical. The traditional secret societies have 36 Oaths which basically say, "don't screw over your sworn brothers, or you will get chopped up with lots of blades." (This phrase is repeated many, many times during the oaths, just to remind you). Doesn't mention anything about the morality of killing innocents. The oaths are sealed with the drinking of blood mixed with wine, and the oath-takers enter into a sworn brotherhood with the rest of the members of their organization. No problems with having more sworn brothers from elsewhere, though.

The traditional hierarchy and rituals, based in esoteric numerology and mythology, are not always followed as strictly or exactly as the old days, but many traditions live on in lingo and ceremony. The leader of a Triad is called the Mountain Master or Dragon Head. Below him are his highest tier lieutenants: Deputy Mountain Master, who acts as the Dragon Head's advisor and proxy, Incense Master, who oversees ceremonies and initiations, and Vanguard, who handles recruitment and assists the Incense Master. The middle officers are the Red Poles, White Paper Fans and Straw Sandals. Red Poles are the gang bosses and war leaders, commanding their own units to attack enemies, defend turf and engage in street crime. White Paper Fans are the consiglieres and administrators, managing and advising on finances, business and legal matters. Straw Sandals are liaisons, organizing and scheduling important meetings or gang fights. At the bottom are 49ers, who are simply the low-ranking initiates under Red Poles, and Blue Lanterns, the miscellaneous thugs, dealers, and contacts who are informally affiliated with or freelance for the group but not properly initiated into the Triad for life. Blue Lanterns tend to outnumber 49ers in modern times, but obviously are less trusted and more expendable. 25er is slang for a corrupt cop or contact in a rival group, serving as spies and informants.

As mentioned earlier, the traditional punishment is death by a hundred cuts, or getting ambushed and hacked up which is easier and quicker. Hong Kong triads especially love their cleavers, given the difficulty of obtaining guns in Hong Kong. A machete is fine too. Overseas groups may use guns, automatic weapons and explosives, if they don't find them dishonorable. Some martial arts, especially some of the Southern Shaolin styles tend to have a reputation as being used by the Triads, especially due to their common origin myth in the Southern Shaolin temple.

The patron god of the Triads is none other than Guan Yu (of both literary and video game note). He is also the patron god of the police... and a patron god for business. Basically, Guan Yu is the god for any high risk endeavour where you want trustworthy 'brothers' watching your back.

It should be noted that "Chinese Mafia" is both an oversimplification and misconception of Triads and Tongs, as neither have that much presence in China itself. Triads have some influence in certain regions of China, but operate most extensively outside of mainland China, as Mao's regime dismantled traditional secret societies during the Cultural Revolution, and the Tongs are largely a western phenomenon. Within the actual People's Republic of China there are criminal outfits called Black Societies, which wield significant but subtle political power and clout with local law enforcement, and Dark Forces, which are less organized, less powerful gangs (both terms being awkward translations of weird Chinese terms), neither having any relationship to traditional Chinese mysticism. Essentially, Triads are ethnically Chinese criminal societies abroad.

Cyberpunk Era

It's a great century for the Triads as they are one of the great winners of the Cyberpunk era. The Chinese Civil War of 1992-2014 ended up benefiting the Triads in at least three ways. For starters it facilitated their overseas expansion by allowing them to get it's enforcers, mules, and prostitutes into other nation-states as "refugees". Therefore the Triad presence in Canada exploded, it turned them into the third largest organized crime group in the United States, and New Zealand now finds itself facing a growing Triad presence.

Second, due to their participation in the war against the revolutionary army of the Maoist Loyalist Cabal (MLC) which was attempting to overthrow the Chinese Communist Party and revert China to Maoism, they became allies of the corporations based in Hong Kong and of the People's Liberation Army in China.

Now they are called "patriotic" and "noble" by elements within the Chinese government, which means government influence and protection. Last but not least, China is still under martial law because of surviving MLC cells and within China there is a thriving black market, and naturally the Triads are involved in that business.

Organization

Triads vary greatly in how organized they are. Some Triads are loosely organized, more like coalitions of gangs. Other Triads have a structured hierarchy, with specified ranks and perhaps even a council or a board of directors. Numerical codes that are based on Chinese numerology are assigned to members to identify what rank they have.

Members of a Triad are taught the centuries-old hand signals of the Triad and undergo initiation ritual based on Daoist and Buddhist traditions / beliefs which ends with a loyalty oath. Communication among Triad members may include the use of a numbered code. The Dragonheads (Triad leaders), usually lead a public life as a businessman running some type of small business, like a small restaurant. The idea is to keep a low profile, so though the Dragonhead may be one of the most powerful men in the city or perhaps even the country, most will keep that facade of humility.

Activities

Like the other major organized crime groups, the Triads are into a wide variety of criminal activities. Within China there is a huge black market in guns, satellite dishes, cyberware, imported food, and Japanese braindance. Wherever the Triads operate they often have their fingers into vice (gambling and prostitution). They run smuggling operations (drugs, people, stolen goods, etc), face banks, protection rackets, fences, and underground banks. Other enterprises are credstick chopping, designer drugs, counterfeit passports & ID cards, and house invasions. They even control some of the pirate packs in Chinese waters.

The Triads are present in China and throughout the Chinese Diaspora. Overseas among the Chinese Diaspora, the Triads recruit by protecting them from racists and bringing their violent and misguided youth into the Triad. In the United States they hold a stranglehold on the Chinese communities. In Europe, the Triads are strongest in England and the Netherlands. Compared to the Yakuza, the Sudams, and some of the Mafia groups who are focused only on profit and could care less about the communities, the Triads use a significant chunk of their profits to support their communities. Unfortunately turf wars between the Triads in the Far East are exported to Chinatowns around the world.

Operations

Triads have a code of honor but it’s not as defined as that of the Mafia or Yakuza. It’s not a united criminal organization as each Triad is led by it’s own Dragonhead who may or may not be advised by a council or board of directors. In the Chinese criminal underworld there is no ruling council or board of directors overseeing all of the Triads, nor is there a boss of bosses. The hierarchy within a Triad arranges, maintains, and controls the Triad’s profitable interests while the fighters (Hung Kwan) patrol the streets.

In the world of organized crime, it is among the most violent and trigger happy of crime syndicates, and unlike the Yakuza or Mafia which will break your legs or burn a building, the Triad is likely to dice you up and spread the pieces around the neighborhood as a form of warning. In the United States, the Triads are the most brutal of organized crime groups, terrorizing or killing entire families as a warning to others.

Martial arts and mysticism are used to solidify their groups. Usually members come from the same region and speak the same dialect. They prefer the “Big Suit” look which has the benefit of being fashionable as well as letting you hide armor and guns. Hitters often have cyber modifications and may use various combat drugs to give them that edge.

Yakuza

"As Joseph Castellano... put it, 'What is a Gambino crime family? ...does this Gambino crime family have an office? Does the office have a plaque on the door that says, "Gambino crime family?"' In Japan, the answers would be, in reverse order, 'yes,' 'yes,' and 'read our rules and creed.'" — Curtis J. Milhaupt and Mark D. WestThe Dark Side of Private Ordering: An Institutional and Empirical Analysis of Organized Crime

The Mafia.... IN JAPAN!! Yakuza are Japanese mobsters, sometimes known outside Japan as "the Japanese Mafia", and euphemistically known inside Japan as "anti-social organizations" or "violent groups". Yakuza insist that their organizations originated in Robin Hood-style groups of outlaws and vigilantes during Japan's feudal era, but scholars believe that they are in fact descended from roving bands of Rōnin who harassed and extorted the local peasantry.

The name "yakuza" came from a traditional Japanese card game called Oicho-Kabu, which is similar to Baccarat. Like it, the goal of the game is to reach a total of 9, the last digit of any total over 10 makes your hand. Having two of the same card makes it the card number. The worst hand you can get in the game is an eight, a nine and a three, totalling 20 = 0. 8-9-3 is expressed as "ya-ku-za" phonetically in Japanese.

Not that these are mutually exclusive descriptions, though. Tired of robbing the penniless peasants, these Ronin bands often gravitated towards more affluent cities, where they sought employment as hired muscle. There they mingled with and frequently joined local urban self-defense groups and mutual aid societies, and this is where their claim of the service to society comes from. The fact that these groups were often indistinguishable from criminal gangs is usually blissfully ignored. The modern descendants of such gangs are the very Yakuza groups that are discussed here. Today, some 70% of Yakuza come from burakumin background, and 10% of Yakuza are ethnic Koreans (despite Koreans making up about 0.5% of the Japanese population), both of which are groups which have historically faced discrimination in Japanese society.

There is an alternative hypothesis suggesting that Yakuza are descendants of legitimate organizations of tekiya, or peddlers of shady or stolen goods, whose leaders were even allowed to carry swords (when that was illegal for most people following the Meiji Restoration). Those groups, though, were often associated with less legitimate organizations of gamblers.

Please that real Yakuza never actually use the term "Yakuza", but prefer more romantic kennings like Gokudo (the outermost path) or Ninkyo dantai (chivalrous society), tying into the romanticized view of the Yakuza.

Yakuza are also commonly associated with uyoku dantai groups (basically Japan's nationalist right wing militia fanatics), and are commonly accused of doing so in order to camouflage their criminal activities behind a political ideology, which would be protected speech. Some Yakuza groups have close ties with uyoku dantai, and a few have even adopted the ideology for real and dropped their criminal activities.

Yakuza resemble The Mafia in that they are very organized crime syndicates, with strict codes of behavior and etiquette, and encompass many levels of ritual and formality. Like their Western counterparts, they derive most of their profit from extortion, Protection Racket, drug trafficking, and the like. They like to maintain that they provide a service to the community, which in return owes them both respect and money. But unlike the Mafia or the Chinese Triads, Yakuza are not secret societies. They often operate openly, even so far as to maintain offices and carry business cards. And their strict code of honor and dedication (at least superficially) to "protecting the community" means that they're often an accepted part of Japanese society, and even the police will leave them alone as long as they don't carry guns, deal in drugs, or harass the tourists (which the honor code doesn't allow anyway). They even police their own territories and deal with street-level crime, as such crime would reflect very badly on the local boss (or oyabun) and be seen as a sign of weakness. As humorist Dave Barry put it, nothing in Japan can be disorganized — not even the crime.

The stereotypical Yakuza character matches the real-world profile fairly closely. He is heavily tattooed, a trait so identified with delinquency that many bathhouses in Japan will forbid people with tattoos on the premises. He's Always Male, as female Yakuza are very rare in the male-dominated Japanese society. If you see a woman in a Yakuza clan, she's either a Miss Kitty in charge of the clan's prostitution deals or a Dragon Lady (in the rare cases when she works directly with the other male members) or the boss's daughter or the boss's consort known as "ane" (Japanese for big sister). He wears an expensive suit and dark sunglasses, and he walks with a distinctive swagger that announces his profession. While he claims a benign interest in the community, he's also likely to be as violent and destructive as his Western counterpart, especially if he feels he is not receiving the respect he deserves — but this combination of honor and violence allows some works to ascribe Samurai traits to him. And he may be missing a finger, either as a punishment or as a loyalty test, a trait so associated with the Yakuza that it's a big reason you rarely see Four-Fingered Hands in Japanese media. In this sense, the Yakuza can be seen as somewhere in between the finesse of the classic Italian mafioso and the brutality of the Russian bratva.

Yakuza are so prominent in Japanese culture that they have spawned an entire genre of films which are as distinct from Western gangster films as the Yakuza are from Western gangsters. While many of these films are little-known in the West, movies like Tokyo Drifter and Battles Without Honor and Humanity pioneered many tropes that Western audiences have since come to associate with martial arts and action pictures, and their influence can be detected in productions as diverse as Kill Bill and Cowboy Bebop. Yakuza also appear quite often in Cyberpunk fiction, if only because Japan Takes Over the World is typical of the genre.

In fiction Yakuza members will almost always be ethnically Japanese, but they are not homogenous in real life. Approximately 30% of those in mainland Japan are of Korean descent. There have also been notable cases of Hāfu, people of mixed Japanese ancestry, joining. Yakuza also have a presence in Okinawa and other Ryukyu Islands, whose people are ethinically different from Japanese and have their own languages and customs. Overseas clans in places like Hawaii and California also often have non-Japanese members.

Timeline

Timeline maker

Digital Copies of Our Minds

Digital Copies of Our Minds

One of the most unsettling characters in Neuromancer is Case’s hacker wingman, McCoy Pauley (aka “The Flatine”). Before his death, Pauley managed to copy his personality, memories, and intelligence onto a ROM disk, essentially creating a virtual copy of himself. 

A number of major figures in the tech and business world, including Ray Kurzweil (author of books like The Singularity Is Near and How to Create a Mind) and Dmitry Itskov (billionaire entrepreneur and founder of the 2045 Initiative) have proposed doing something similar to Pauley: either upload our minds to computers or to new robot bodies. Itskov’s 2045 Initiative claims we can even achieve digital immortality by 2045.

Scientists like Dr. Ken Hayworth, however, say we’ve still got a long way to go: even if we map the “circuitry” of the brain, we still have to figure out how the connections between all the neurons—all 86 billion of them—create a human personality.

"We are pitifully far away from mapping a human connectome,” Hayworth says. “To put it in perspective, to image a whole fly brain it is going to take us approximately one to two years. The idea of mapping a whole human brain with the existing technology that we have today is simply impossible."

2045 may be a bit too early, but organizations like the BRAIN Initiative are steadily working toward the ultimate goal of mapping our minds.

Background Story

You awake from your cryogenic chamber naked and covered in an odorless liquid.  Unsure of who you are or what you are you look around the lab without a memory of your past.  You seem to have a lot of information in your cyber-brain, mostly about survival training exercises and a limitless number of ways to kill a man with your bare hands.  A holoscreen appears before you of a man hidden behind a mask.  His voice is disguised as he talks, and tells you a list of instructions that must be completed.  The man blinks out of existence and as if you have done this sort of thing a hundred times before, you make plans to end the marks life.

During your latest mission you make your way to end the marks life.  After stealthfully entering the compound and killing only a select number of guards you enter the room of your target.

A flood of memories wash over you as you see the man sitting behind the desk.  Memories of your childhood.  The man before you is your older brother. He looks at you with a hint of remembrance and speaks your given name.

You find out that the man that created you killed and tortured your family.  You have committed atrocities all at the command of your handler.  Molded into a killing machine you do the same as you have always done and make plans to end your handlers life.  Through technology and your natural abilities you have been trained to use your powers for fulfilling your masters commands.

Corporate Warfare

Corporate warfare

Corporate warfare refers to attacks on individuals or companies by other individuals or companies. Such warfare may be part of economic warfare and cyberwarfare.

In fiction

In the science fiction genre of cyberpunk corporations guard their data and hire individuals to break into computer systems of their competitors. In the genre pioneered by William Gibson, power is largely in the hands of megacorporations which often maintain their own private armies and security forces and wage corporate warfare against each other.

Cyber

According to Schwartau in corporate information warfare companies are targeted, typically by their competitors. Such warfare may include methods of industrial espionage, spreading disinformation, leaking confidential information and damaging a company's information systems.

Chris Rouland of the cybersecurity & cyberarms company Endgame, Inc. controversially advocated that private companies should be allowed to "hack back" against nations or criminals trying to steal their data.[6] After a wave of high-profile attacks against US companies and government databases a panel of experts assembled by the George Washington University Center for Cyber and Homeland Security said policies should be eased to allow "active defense" measures to deter hackers and did not recommend hacking back "because [they] don't want the cure to be worse than the disease". Relevantly on the February 2017 RSA Conference Microsoft President Brad Smith stated that technology companies need to preserve trust and stability online by pledging neutrality in cyber conflict.

The dramatic increase in the use of the Internet for business purposes has exposed private entities to greater risks for cyber-attacks. Garcia and Horowitz propose a game theoretic approach which considers economic motivations for investment in Internet security and investigate a scenario in which firms plan for long-term security investment by considering the likelihood of cyber-attacks.

Botnets may be used to knock business competitors off line. They can be hired by corporations to disrupt the operation of competitors on the networks.

Low-grade corporate warfare is constantly being waged between technology giants by "patent trolls, insider blogs and corporate talking points".

Supply chain attacks in corporate warfare can be called supply chain interdiction.

The term may also refer to the privatization of warfare mainly by the involvement of private military companies.

It has been speculated that the concept of "non-international armed conflict within the meaning of Article 3 GC I to IV" of the Fourth Geneva Convention would be wide enough to allow for covering "a renaissance of corporate warfare".

Art

In 2016 a digital illustration series by the German Foreal design studio called "Corporate Warfare" visualized the power and impact of big brand corporations by branded torpedoes and atomic bombs. Dirk Schuster, cofounder of Foreal states that "big corporations can have more power than governments, so we put them in a military context".

Sam Esmail, creator of the television series Mr. Robot, states that "the next world war won't be fought with nukes, but with information, economics and corporate warfare.

Genewar 2031

Genewar 2031

Concept

Modern-day earth has been flooded with genetic manipulation after an near apocalyptic plague. This mostly normal d20 Modern game has a high political undercurrent and many underhanded dealings that the PCs may become aware of.

Time Line

Time Line
Year Events
2011 Great Britain, to the disgust and horror of many other nations becomes lead by an overall majority of the GPP. Great Britain begins funding illegal genetic experimentation in 3rd world nations.
2013 First successful genetic hybrid created in GB funded labs.
2014 Counter-Gene terrorist organization founded in America. Gains popular public support.
2019 Great Britain's illegal labs uncovered by the UN, dramatic news of unethical and unwilling experimentation on young children used by the GPP used to smother the even more worrying signs of their hybrids.
2020 Using data stolen from the UN Black Lotus Terrorist group begins work on genetically modified assassination techniques.
2021 GB elections canceled as the GPP looks like it may lose the election. GB thrown out of the EU. Great Britain uses its genetic hybrids openly for the first time to quell rioting.
2022 Project Gene Plus founded.
(2022) A Black Lotus genetically altered virus finds its way into a rat Moreau and reacts with its altered biochemistry.
2023 Gene-virus Pandemic declared by World Health Organization. Genetic hybrids found to be immune.
(2023) Gene+1 and Gene+2 created safely with accelerated growth/learning modifications. Work on the Gene+3 begins.
2024 WHO reports retro-viral Moreau transformations up 13000%. Pandemic alters whilst inside transform and now affects Moreaus.
2025 First successful Gene+3s produced.
(2025) Gene+4 research begins.
(2025) Gene+3 operatives develop cure for both strains of the plague. Fee charged to developed governments, dispensed free to the 3rd world.
2026 Threatened with legal action over the theft of large quantities of cure intended for the third world the American government is the last developed nation to pay.
(2026) GB rejoins EU with special privileges.
2027 Gene-plague brought under control.
(2027) Gene+4 decanted, declared physically dangerous and mentally unstable. Imprisoned under mental health legislation.
(2027) Gene-plague officially exterminated.
2028 Gene +4 escapes, destroys 60% of American, Chinese and European armed forces before being killed by Project Gene Plus.
(2028) Project Gene Plus becomes regulatory body for world genetic manipulations and genetic manipulation under the Luxembourg Treaty.
(2028) Gene +4 template stolen and fixed by Black Lotus.
2031 Modern day.

Technology

All Moreau and Gene Plus are in existence. Most Moreau and all Gene Plus have accelerated growth and learning modifications that causes them to reach physical and an approximate emotional maturity at approximately 6-9 months. If d20 Future is being used only the very early and very basic cybernetics and nanites are available. Weapons technology has advanced a little further but is still very similar to the modern day, although some weapons may no longer be as available.

One new aspect of technology is Retro-viral Moreau transformations. Using retro-viruses this 6-18 month processes transforms the recipient into a Moreau.

Organizations

GPP

One time dictator party of the United Kingdom and now a terrorist organization, the Genetic Perfection Pool (previously Genetic Perfection Party) is a radical group whose aims and desires revolve around reaching the next phase of human evolution through genetic tampering. Most of its members have opted for retro-viral transformations. The GPP is influential in Europe and the third world and has many infiltrators in most genetic experimentation facilities. In the past it has considered transferring the Moreau factor in a variety of different retro-viruses to the world in general in order to fulfill their goals, but as yet a virus that is hardy and that allows targets to survive without the special hospital treatment has not been created.

Counter-Gene

A terrorist group that has over the course of the years been funded by the American government in an unofficial manner. The group believes that all genetic manipulation is inherently wrong. Some splinter groups have even gone as far as denouncing genetic technology such as the bacteria used to create insulin for diabetics. Very popular in America and the South American sub-continent it has lost the support of the American government over several mass Moreau killings. It was responsible for the destruction of an all Moreau settlement in Africa, killing 1257 people by poisoning their water supply with high concentration rat poison, and then setting off a stolen nuke.

Black Lotus

Originating in the Orient, Black Lotus can now be found wherever there is money to be made by killing. While on the outside they appear to be nothing but hired killers with a flair for Genetic manipulation, they are in fact working towards another goal. Like the GPP, they believe that Genetic manipulation holds the secrets to eternal life and infinite power, but unlike the GPP they do not desire to spread this worldwide. Instead they want it for themselves only and for the rest of civilization to slowly but surely become their property.

Gene Plus

Once an official part of the British Government and now an internationally funded body, Gene Plus is seeking to truly understand the possible uses for Genetic manipulation in all fields. Their polices are conservative but many of their members are not and some have even been accused of GPP membership (not unlikely given the fact that they were founded during the GPP era.)

The Inquisition

The Inquisition


The Inquisition was a Roman Catholic tribunal for discovery and punishment of heresy, which was marked by the severity of questioning and punishment and lack of rights afforded to the accused.

While many people associate the Inquisition with Spain and Portugal, it was actually instituted by Pope Innocent III (1198-1216) in Rome. A later pope, Pope Gregory IX established the Inquisition, in 1233, to combat the heresy of the Abilgenses, a religious sect in France. By 1255, the Inquisition was in full gear throughout Central and Western Europe; although it was never instituted in England or Scandinavia.

Initially a tribunal would open at a location and an edict of grace would be published calling upon those who are conscious of heresy to confess; after a period of grace, the tribunal officers could make accusations. Those accused of heresy were sentenced at an auto de fe, Act of Faith. Clergyman would sit at the proceedings and would deliver the punishments. Punishments included confinement to dungeons, physical abuse and torture. Those who reconciled with the church were still punished and many had their property confiscated, as well as were banished from public life. Those who never confessed were burned at the stake without strangulation; those who did confess were strangled first. During the 16th and 17th centuries, attendance at auto de fe reached as high as the attendance at bullfights.

In the beginning, the Inquisition dealt only with Christian heretics and did not interfere with the affairs of Jews. However, disputes about Maimonides’ books (which addressed the synthesis of Judaism and other cultures) provided a pretext for harassing Jews and, in 1242, the Inquisition condemned the Talmud and burned thousands of volumes. In 1288, the first mass burning of Jews on the stake took place in France.

In 1481 the Inquisition started in Spain and ultimately surpassed the medieval Inquisition, in both scope and intensity. Conversos (Secret Jews) and New Christians were targeted because of their close relations to the Jewish community, many of whom were Jews in all but their name. Fear of Jewish influence led Queen Isabella and King Ferdinand to write a petition to the Pope asking permission to start an Inquisition in Spain. In 1483 Tomas de Torquemada became the inquisitor-general for most of Spain, he set tribunals in many cities. Also heading the Inquisition in Spain were two Dominican monks, Miguel de Morillo and Juan de San Martin.

First, they arrested Conversos and notable figures in Seville; in Seville more than 700 Conversos were burned at the stake and 5,000 repented. Tribunals were also opened in Aragon, Catalonia and Valencia. An Inquisition Tribunal was set up in Ciudad Real, where 100 Conversos were condemned, and it was moved to Toledo in 1485. Between 1486-1492, 25 auto de fes were held in Toledo, 467 people were burned at the stake and others were imprisoned. The Inquisition finally made its way to Barcelona, where it was resisted at first because of the important place of Spanish Conversos in the economy and society.

More than 13,000 Conversos were put on trial during the first 12 years of the Spanish Inquisition. Hoping to eliminate ties between the Jewish community and Conversos, the Jews of Spain were expelled in 1492..

The next phase of the Inquisition began in Portugal in 1536: King Manuel I had initially asked Pope Leo X to begin an inquisition in 1515, but only after Leo's death in 1521 did Pope Paul III agree to Manuel's request. Thousands of Jews came to Portugal after the 1492 expulsion. A Spanish style Inquisition was constituted and tribunals were set up in Lisbon and other cities. Among the Jews who died at the hands of the Inquisition were well-known figures of the period such as Isaac de Castro Tartas, Antonio Serrao de Castro and Antonio Jose da Silva. The Inquisition never stopped in Spain and continued until the late 18th century.

By the second half of the 18th century, the Inquisition abated, due to the spread of enlightened ideas and lack of resources. The last auto de fe in Portugal took place on October 27, 1765. Not until 1808, during the brief reign of Joseph Bonaparte, was the Inquisition abolished in Spain. An estimated 31,912 heretics were burned at the stake, 17,659 were burned in effigy and 291,450 made reconciliations in the Spanish Inquisition. In Portugal, about 40,000 cases were tried, although only 1,800 were burned, the rest made penance.

The Inquisition was not limited to Europe; it also spread to Spanish and Portuguese colonies in the New World and Asia. Many Jews and Conversos fled from Portugal and Spain to the New World seeking greater security and economic opportunities. Branches of the Portuguese Inquisition were set up in Goa and Brazil. Spanish tribunals and auto de fes were set up in Mexico, the Philippine Islands, Guatemala, Peru, New Granada and the Canary Islands. By the late 18th century, most of these were dissolved.

The Matrix

The Matrix in William Gibson's Neuromancer -Josh Hendrix 1992

"The matrix has its roots in primitive arcade games", said the voice-over, "in early graphics programs and military experimentatlon with cranial lacks". On the Sony, a two-dimensional space war faded behind a torest of mathematically generated ferns, demonstrating the spatial possibilities of logarithmic spirals : cold blue military footage burned through, lab animals wired into test systems, helmets feeding into fire control circuits of tanks and war planes. "Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts... A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data."
-- William Gibson, Neuromancer

The Matrix is the symbolic representation of data and data pathways in the virtual reality in which Case engages. By taking hypermedia one step further into the future in this manner, Gibson raises a question that needs to be addressed by intermediate systems. First, how should information be represented, or put another way, what does data look like ? In Case's virtual reality, there are no numbers to crunch, no graphs to read. In this reality the conscious mind and the body are separated by the device, and the mind is allowed unparalleled freedom. One notes, though, that the representation, while allowing this freedom, essentially takes place through the visual and auditory modalities. The reality is represented in a way that corresponds to input that the mind expects.

Therefore, to Case, reality is represented in a three-dimensional network of data highways, where computers are large nodes where network lines converge. This representation seems designed to alleviate any feeling of disorientation that other less "realistic" (read "expectable") representations might cause. Because virtual visual, auditory, and kinesthetic sensory input is analogous to real-world input, Case feels as comfortable in the virtual reality as he does walking around, perhaps more so.

Gibson nicely counterpoints this virtual experience with Case's experience of weightlessness in space, which he finds an "unnatural" environment. When Case boosts into this reality, he experiences what Gibson terms Space Adaptation Syndrome, or SAS. Despite the fact that space is real -- it has an objectively verifiable existence outside his mind -- the weightless environment is much less like the real world that Case grew up in than is virtual reality.

Monoatomic Gold

Ormus/ Ormus Gold

Ormus – originally ORMEs, stands of Orbitally Rearranged Monatomic Elements – is a generic term referring to any suspension of precious metal elements in monatomic form.

Ormus is derived from base, dense material typically containing a mixture of different monatomic elements including Gold, Iridium, Osmium, Palladium, Platinum, Ruthenium, Rhodium, and Silver. It also contains the essential trace elements Calcium and Magnesium.

Monatomic Elements are simply elements which are chemically isolated. Elements that pass from an ordinary to a monatomic state go through a rearrangement of the electronic and nuclear orbits within the atom itself, hence the term Orbitally Rearranged Monatomic Elements. This results in electromagnetic frequency and wave patterns that increase alpha brain wave production through an electromagnetic modality that harmonizes the two hemispheres of the brain. It has also been shown that ORMUS has inherent ‘superconductive’ characteristics, as the atoms are in a ‘high-spin’ state. So when Ormus enters the human body inter-cell communication is quickly increased. When each of the cells is ‘enlivened’ and is communicating with its environs and the rest of the body, balance and heath is more easily and quickly restored. The cells are recharged and rejuvenated.

Benefits of Monatomic Gold, Ormus

The effects of Ormus ingestion are many and varied and depend upon a number of factors including one’s general state of health or wellness, age, body type and weight, body chemistry, genetics, diet, and on and on. In general, the two most common effects of taking Ormus are a stilling of the breath – useful in meditation and dream work(lucid dreaming, OBEs, etc.) – and a feeling of increased energy, pep, and giddiness. It can also act as a powerful physical cleansing agent and diuretic if that is what is called for in the body. This effect will stop once the Ormus has rid the body of the undesirable toxins or waste material. 

Reported benefits of Ormus consumption. (Not Exhaustive).

Physically helps with

Alchemy is an ancient practice that continues to this day. Ancient cultures known to practice alchemy include the Sumerians, Egyptians, Phoenicians, Chaldeans, Babylonians, early Asian races, Arabians, Grecians, and Romans. For the Egyptians, alchemy was a master science, which they believed was revealed to them through their god Thoth, who was called Hermes Trismegistus by the Greeks. Therefore, alchemy is a Hermetic Art. 

The goal of alchemy is to transform the base or common into the pure or rare. Put another way, alchemy can be considered to be the transmutation of matter into spirit. Alchemists sought the Philosopher’s Stone and the Elixir of Life, which were thought to impart higher spiritual consciousness, cure physical maladies, and confer eternal life.

Alchemists believed that there was a hidden and higher order of reality, which constitutes the basis of all spiritual truths and all spirituality. Perceiving and realizing this higher order of reality was the work of alchemists – the Magnum Opus or The Great Work – the Absolute Realization. To perceive this truth requires the consciousness to be radically altered and transmuted from ordinary (lead-like) level of everyday perception to a subtler (gold-like) level of higher perception, so that every object is perceived in its perfect form – The Beauty of All Beauty, the Love of All Love, the Holy of Holies, the Highest High. This is a material and a spiritual realization at once.

Alchemists work in three worlds: the spiritual, the elemental, and the material. As above, so below. As below, so above.

There are precise correspondences between the visible and invisible, matter and spirit, planets and metals. Alchemists understand this basic truth so that while they are working in their physical lab creating their physical Stones and Elixirs, they are simultaneously working at the subtler levels. The Great Work is realized at the apex of the triangle where the three worlds meet.

Quantum physics tells us that matter has particle-like and wave-like properties, and that the subatomic “particles” that make up matter (protons, neutrons, and electrons) are really pure energy. Light also can either be a wave or a stream of particles called photons, packets of pure energy in which the amount of energy is directly proportional to the frequency of the light. New science, then, tells us that all matter, including our physical bodies, consist of forms of light and therefore is pure energy in essence. Matter is light whose frequency has been slowed down and lowered – matter is light of a higher density; matter is light that has become solid. Thus, drawing on the implications of modern physics, we can conclude that human beings are made of light held in matter. We are a light body as well as a material body.

The goal of alchemy is to transform the base or common into the pure or rare. Put another way, alchemy can be considered to be the transmutation of matter into spirit. Or matter into light. To transmute matter into light means to raise its vibrational frequency – from a base, mundane state (low frequency, dense, slow matter) to a pure exalted state (high frequency, high energy light).

Within the Hermetic Arts, the Light Body is called “the immortal body,” the soma athanaton. So, when alchemists create the Philosopher’s Stone or Elixir of Life in pursuit of spiritual and physical perfection and eternal life, they are creating substances that build up their light body into a strong immortal body. This is where the three worlds meet in exalted spirituality. I continue this Great Work today. I transmute matter of the noble metals and platinum group elements into their exalted light state where they are then used to build up the immortal light body to achieve spiritual and physical perfection. This exalted material is called Ormus and effects achieved include increased spiritual perception and psychic abilities, the balancing of the left and right hemispheres of the brain with experience of the “hu” sound, a higher perception of reality as interconnected and whole, and awakening the kundalini for a full incarnation of higher dimensional forces and energies, thereby strengthening and healing the etheric and physical body.

Nanoviruses

NANOVIRUSES

Nanoviruses are nanocolonies that act like viruses. They move throughout the body, typically with a single function in mind, and alter cells they are programmed to affect. Nanoviruses can lay dormant within a body for long periods and are only destroyed by the body's natural recycling systems; a nanovirus can stay dormant for up to one year before it washes out of the body completely. Nanoviruses typically serve a single purpose, then deactivate and are absorbed by the body.
 
Calcion: A beneficial nanovirus, calcion is one of the most commonly used nanocolonies in the field of medicine. Calcion is a bone-knitting nanite that repairs fractures and breaks in bones with advanced calcium-grafting technology. Additionally, calcion repairs joints and aids with skin regeneration. A character injected with calcion heals from damage at twice the normal rate until she reaches full hit points. After her health is fully restored, the calcion nanites deactivate and cease to function.
 
Gray Death: A derivative compound based on gray goo, gray death is a horrible weapon that kills in a slow and painful manner. Gray death nanites are gray goo nanites held within a special containment field. When the command is given, the nanocolony dissipates the containment field and the gray goo is released into the bloodstream of the character. The character must make a Fortitude save (DC 35). If the save is successful, the character's immune system flushes the nanites out of the body before they do any harm. If the save fails, the character is irrevocably killed in 3d10 hours and transforms into gray goo.
 
Gray death is a horrible biological weapon. It is outlawed by almost all civilizations that have discovered it.
 
Onco-Guard: One of the most beneficial discoveries to come out of nanotechnology, onco-guard nanoviruses treat and stave off the effects of cancer. Though not the "cure for cancer" that 20th century scientists so voraciously sought, onco-guard attacks and contains cancerous cells. Additionally, onco-guard prevents a character from developing cancer while the nanites remain in the bloodstream, either in their active or inert states. A character injected with onco-guard recovers from any negative effects of cancer almost immediately and is immune to further developments of the disease for 2d6 months.
 
Resilite: Another incredibly dangerous nanovirus, resilite is used in both torture and espionage. Resilite has a single purpose-to deal severe amounts of damage to a creature upon activation. Resilite floats inert in the bloodstream until activated, at which point the nanites burrow outward in random directions. In addition to causing internal bleeding, resilite tears through vital organs and damages bones and nerves as well. Whenever resilite is activated, the creature or character immediately suffers 6d10 points of damage. This damage is physical and internal and may not be prevented by any form of shielding or damage reduction.
 
Stiletto: A particularly vicious nanovirus, stiletto causes damage directly to a creature's brain and can render the creature brain dead if successful in its attack. Unlike most other nanoviruses, stiletto does not linger in the bloodstream but instead flows directly to the brain. The nanites burrow directly into the brain and shoot out harmful jolts of energy until their supply is depleted and they deactivate. Any creature or character targeted by stiletto immediately suffers 2d6 points of ability damage to Intelligence, Wisdom, and Charisma.

Neo Tokyo

It's the year 2051ad and time has not been kind.  Wars rage throughout the world.  Acts of terror are carried out by splinter groups, which leave a wake of dead in their place.  Chemical warfare reigns down on civilizations, and new laboratory created diseases decimate entire groups of people.  Religion is an all consuming fire and the United Nations are stretched thin fighting wars they cannot win.  Technology evolves and is a part of everyone's life.  Almost all aspects of life use advanced tech in one form or another.  You are now only a number among the corporations who hold the world together with the strings they use to control nations.

Welcome to Neo-Tokyo.  The old laws of the Empire have been reinstated and are fighting wars within itself. The Great Families kill each other for power and respect.  The ruling factions of Tokyo crush any who oppose, without mercy. 

Japan's Emperor was a main target during one of many bombing outbreaks across the globe.  Mainland Tokyo was left mostly destroyed with skeletal skyscrapers left in the aftermath.  The bay is now home to the millions who live in Tokyo.  During the 60's there were plans to build Neo-Tokyo in the bay, and this was finally carried out.  This technological marvel is the epicenter of Japan, and the countries floating capital.  The only way in or out of Neo-Tokyo is by aircraft or boat, as the areas outside of the blast zone are filled with lethal chemicals and is largely uninhabitable.  This area is know as the wastes.

Many years after the bombing attacks on Tokyo, a viral outbreak had left Neo-Tokyo in a state of quarantine, with the government implementing martial law throughout the city.  A mandatory city wide evacuation was ordered throughout the city, but only a handful of the quarantined areas got out safely.  The rest were ordered to stay in Neo-Tokyo, and for the most part most residents stay indoors to avoid any type of contamination. 

The city stills runs somewhat as it did before the outbreak.  The United Nations import goods and services for the survival of Neo-Tokyo's inhabitants, while military forces roam the streets doing their best to keep some kind of order.  Organized crime syndicates and the mega-corps control just about everything that goes on inside the quarantined area's.  It seems that even in a state of crisis, life continues to survive.  There is always talk and hope of a cure for the viral outbreak, but is still a long ways from being developed.

The remaining corporations still import and export products and services by aircraft/boat.  For the right price you can still get just about anything you want.  Designer drugs are in high demand with the stresses of the quarantine.  Weapons are smuggled in for the crime syndicates, and anyone with the credits.  The corps still employ people to continue the business process, and pay those who work for them.  Unfortunately, there is the problem of forced labor, which is used by some corps and criminal syndicates. 

Tokyo Bay 2025

The eventual burst of the Economy Bubble in 1991 raised awareness towards the significance of technological advancement of public facilities and transportation for Japan that was undergoing industrialization in the aim of achieving globalization and interconnecting cities. This resulted in the mass production of the mega structure projects along the waterfront, reminiscent to the Metabolist movement in the 1960s.

n 1987, Kurokawa’s proposal of the “Neo Tokyo Plan 2025” was a refinement to his predeceasing plans in 1960 that was envisioned to be executed at a grander scale in the centre of Tokyo Bay, as clusters of floating structures on top of a doughnut shaped area of reclaimed land.

The original plan in 1960 was the “Kasumigaura Floating City”, a concept that was similar to Kenzo Tange’s Tokyo Plan and featured vertical zoning through a mega structural lattice that supports dwelling within. This was designed in conjunction to the growth of the Metabolist and the project was described as a self-contained floating urban district, showcasing infrastructure of elevators to emphasize vertical movement and also serves as an alternative to create an artificial urban environment across Tokyo Bay.

The projects of Kurokawa represented the attitudes manifested by architects and urban designers towards their approach to marine cities which were functional, impactful and compact that showcased sci-fi elements which were influenced from shipbuilding and other industrial technology, even to a certain extent supporting the “Athens Charter” of the function of the inhabitants including live, play and work.

Plague

PLAGUE

Plague is a highly contagious, deadly disease due to infection by Bacillus Pasteurella Pestis. Rats are the usual carriers of plague, and fleas the liaison agents that obtain the bacilli from rats and infect human beings. The incubation period is from one to six days. When symptoms appear, the ensuing progress is rapid, with severe fever, chills, septicemia, pneumonia, buboes, mental deterioration and death—all within a period of about three days.

Plague occurred frequently in Egypt during the years b.c., and was also fairly common in Pal., esp. in Philistia, along the seacoast. Terrible outbreaks also occurred in Asia and Europe. In the 14th cent., plague, called Black Death, swept across Europe and killed an estimated 25,000,000 people, or one-fourth of the entire population. Even as late as 1907, 1,316,892 persons were reported from world-wide sources as having died from plague.

In the years before modern medicine, there was no known cure for plague. People did learn, however, that if rodents were drastically controlled, and fleas were discouraged by cleanliness, the spread of plague could be slowed down. Today there are medicines that usually cure the infected person if given promptly after symptoms first appear. Furthermore, vaccines are effective.

In Leviticus 13 and 14 (KJV) the word plague is used loosely for almost any kind of skin rash. It was the duty of the priests to determine whether the condition was relatively harmless, or required isolation.

The ten plagues in Egypt did not include plague as a disease entity. Attempts have been made to show that these plagues were really accentuated but otherwise normal phenomena to the Egyptians. Thus the bloody Nile is said to have received its appearance from an exceptionally large content of red clay silt, and that the three days of total darkness were only blinding dust storms. It is more reasonable to accept the record of the visitations as just plain miracles.

The horrible plagues experienced by the Hebrews during their Sinai Desert journey (Num 14:37; 16:47; 25:9) could well have been plague in its true medical sense.

When the Ark was returned from Ashdod and other Philistine cities, after the inhabitants had suffered many deaths, probably due to plague, gold mice and tumors were presented to the Hebrews (1 Sam 5). The Heb. word for mice and rats is considered to be the same, and the tumors could well have been representative of the enlarged glands, or buboes, observed in plague.

Note that in Mark 3:10 (KJV) plague is used as a synonym for diseases.

"Black Death"

A top secret research facility that studies and manipulates diseases was working on several strains of the Black Plague.  Through a series of mutations and other experiments they developed a weaponized version of the disease.  The plague was only one in a number of studies that were being carried out in secrecy.

Due to failed safety protocols the mutated Black Death was accidentally carried out of the facility.  Once this disease left the building it did what it was created to do and carried out it genetically engineered program systematically.  Several weeks later people were dying for unknown reasons and a world wide quarantine took place.  Cities across the globe were shut down and a state of global emergency took place.  The world was in a state of panic, and the United Nations had to initiate martial law in order to keep some form of stability.

There is no commercially available vaccine against plague.

Could plague be used as a biological weapon?

Concerns about plague include the potential for its use as a biological weapon. In fact, Yersinia pestis has a history of being used for bioterrorism. Historical examples include the catapulting of infected corpses over city walls and dropping infected fleas from airplanes.

Patient Zero

More specifically, who is "patient zero" for the outbreak. Also known as an index case, patient zero is a term used to describe the first human infected by a viral or bacterial disease in an outbreak. 

Advances in genetic analysis now make it possible to trace back the lineage of a virus through those it has infected. Combined with epidemiological studies, scientists can pinpoint individuals who may have been the first people to start spreading the disease and so trigger the outbreak.

Identifying who these people are can help address crucial questions about how, when and why it started. These can then help to prevent more people from getting infected now or in future outbreaks.

Do we know who patient zero is in the "Black Death" outbreak?

The short answer is – no.

Shadowkind

Most characters who are not native to the mundane world hail from a place beyond Shadow, and they are known to "mundanes" as Shadowkind.
You can also play characters native to Earth who are the offspring or descendants of Shadowkind.
Characters who enter our world through Shadow have no way of returning home and are forced to adapt to their new environment. Moreover, they retain only a few hazy memories of the place from whence they came.

Creature of Shadow

Creatures brought to our world by Shadow are reclaimed by the tides of Shadow after they die. As a general rule, a creature of Shadow vanishes after it dies (drops to -10 hit points), leaving behind no trace of itself other than its clothing and equipment. Shadowkind heroes have stronger ties to our world than other creatures of Shadow; they fade away hours after they die. Before they disappear, slain Shadowkind characters can be raised from the dead as easily as mundane characters can. Slain creatures of Shadow that are transformed into undead creatures remain on our world in their undead state and are not reclaimed by Shadow until they are destroyed.
A slain Shadowkind character who is reclaimed by Shadow can't be raised from the dead or brought back by any means and is considered lost.
A Shadowkind character is treated as a "creature of Shadow" with regard to special abilities, spells, and psionic powers that affect creatures of Shadow.

Native Shadowkind vs. New Arrivals

Characters can be nonhuman natives of our world—the children of one or more Shadowkind parents, born and raised somewhere on Earth—or they can be new arrivals to our world, having recently come through Shadow. In the latter case, Shadowkind characters suffer the disadvantages of being “strangers in a strange land.” They are restricted to a handful of starting occupations at 1st level, they have no wealth to speak of, and they speak bizarre languages unknown to the majority of Earth’s population.

LANGUAGES OF SHADOW

“Languages of Shadow” are languages brought to our world by creatures of Shadow. Like Earth languages, these languages can be grouped together in families. Languages that belong to a single family share the same root alphabet. However, knowing one language in a family doesn’t enable characters with the Smart hero’s linguist talent to automatically speak, write, and understand the other languages in that family.
Natives of our world—human and Shadowkind alike—can learn new Shadow languages only after they are exposed to them; they can’t master them spontaneously. To learn Draconic, for example, a character must spend time with creatures that speak Draconic or find someone with access to the written language (Draconic “books on tape” or ancient texts written using the Draconic alphabet, for example). Certain Shadowkind know languages commonly spoken among members of their species, and all characters may study and learn new Shadow languages, investing in the appropriate Read/Write Language and Speak Language skills as they advance in level.
Celestial: Elegant in its simplicity and purity, celestial writing tends to be direct in its language. Spoken, it has a gentle, flowing tone.
Draconic: A florid, powerful alphabet, Draconic is often used for magical messages and inscriptions. It is said to descend from the dragons themselves and is often referred to as the Original Language and the Words of Power.
Fiendish: The Fiendish alphabet is a jagged, powerful script. The two languages that form this group—Abyssal and Infernal—are dominated by harsh gutturals and accents. Favored by evil outsiders, its presence usually indicates something malefic.
Undertongue: Represented by harsh lines and stark hieroglyphs, this debased version of Elven is spoken by countless subterranean species, usually for the purpose of doing business with one another.

Sicarii

Sicarii


Sicarii comes from the Latin word for dagger sica and means assassins or murderers. The Sicarii, or "dagger men" carried out murders and assassinations with short daggers. 

They were headed by Menahem ben Jair, a grandson of Judas of Galilee was the leader of the Sicarii until his assassination. (His brother Eleazor succeeded him.) Their objective was to end Roman direct rule over the Jews.

Founding of the Sicarii


The Sicarii came to prominence in the First Century CE (Common Era, the first year that Jesus Christ is assumed to have been born. Also called A.D., anno domini, meaning "in the year of our Lord.")

The Sicarii were led by descendants of Judas of Galilee, who helped foster revolt against direct Roman rule in 6 CE, when they attempted to carry out a census of the Jews under the rule of Roman governor Quirinius in Syria so that they could tax them. Judas famously proclaimed that the Jews should be ruled by God alone.

Home Base


Judea. Romans, taking off from the biblical description of Jewish kingdom of Judah, called the province they ruled over in ancient Israel Judea. Judea is located in modern day Israel/Palestine and extends from Jerusalem east and south until the Dead Sea. It is a fairly arid area, with some mountain ridges. The Sicariis undertook assassinations and other attacks in Jerusalem, at Masada, and in Ein Gedi.

Historical Context


Sicarii terrorism began as Jewish resistance to Roman rule in the region, which began in 40 BCE. Fifty-six years later, in 6 CE, Judea and two other districts were combined and put under the control of Roman rule in what would later be considered greater Syria.

Jewish groups began violent resistance to Roman rule around 50 CE when the Sicarii and other groups started using guerrilla or terrorist tactics. All out war between the Jews and the Romans broke out in 67 CE when Romans invaded. The war ended in 70 CE when Roman forces devastated Jerusalem. Masada, Herod's famous fortress was conquered by siege in 74 CE.

Fear Tactics and Weaponry


The Sicariis' most notable tactic was the use of short daggers to kill people. Although they were not terrorists in the modern sense, this method of murdering people in crowded places before slipping away did cause extreme anxiety among surrounding onlookers and thus terrorize them.

As political scientist and terrorist expert David C. Rapaport has pointed out, the Sicarii were distinct in primarily targeting other Jews considered either to be collaborators or quiescent in the face of Roman rule.

They attacked, in particular, Jewish notables and elites associated with the priesthood. This strategy distinguishes them from the Zealots, who aimed their violence against Romans.

These tactics were described by Josephus as beginning in the CE 50s:

… a different type of bandits sprang up in Jersualem, the so-called sicarii, who murdered men in broad daylight in the heart of the city. Especially during the festivals they would mingle with the crowd, carrying short daggers concealed under their clothing, with which they stabbed their enemies. Then when they fell, the murderers would join in the cries of indignation and, through this plausible behavior, avoided discovery. (Quoted in Richard A. Horsley, "The Sicarii: Ancient Jewish "Terrorists," The Journal of Religion, October 1979.)

The Sicarii operated primarily in the urban environment of Jerusalem, including within the Temple. However, they also committed attacks in villages, which they also raided for plunder and set on fire in order to create fear among Jews who acquiesced or collaborated with Roman rule. They also kidnapped notables or others as leverage for the release of their own members held prisoner.

The Sicarii and the Zealots

The Sicarii are frequently described as the same as or a subset of the Zealots, a political party who opposed Roman rule in Judea in the period just before Jesus' birth. The role of the Zealots and their relationship to an earlier movement, the Maccabees, has also been the object of much dispute.


This dispute always involves interpreting histories of the period written by Flavius Josephus, who is usually referred to as Josephus. Josephus was a historian who wrote several books (in Aramaic and Greek) about the Jewish revolt against Roman rule and about the Jews from their beginnings in ancient Israel and the only contemporary source who described the revolt

Josephus wrote the only account of the activities of the Sicarii. In his writing, he distinguishes the Sicarii from the Zealots, but what he means by this distinction has nevertheless been the basis for much discussion. Later references can be found in the Gospels and in medieval Rabbinic literature.

A number of prominent scholars of both Jewish history and the history of Roman rule in Judea have concluded that the Zealots and the Sicarii were not the same group and that Josephus did not use these respective labels interchangeably.

Vampires in Ancient Egypt

Vampires in Ancient Egypt

    Vampires were highly respected in the Ancient Egyptian society, many of them having become rulers. The ancient vampire having a pure blood line, were a fierce and powerful breed and were regarded as Gods in these times.

    One of the most revered vampires from this era was Osiris. He and his brother Set, born unto vampire, were abandoned by their parents. Set and Osiris were raised by a family that practiced the dark arts. The surrogate parents and their daughters, Isis and Nephtus, trained the two brothers well in the arts. Osiris would become king and marry Isis. He would use his knowledge of the arts aand his power as a Vampire to teach his people how to work the land. Egypt was on it’s way to becoming the legendary metropolis that it was it that time. As Egypt continued to grow in wealth and population Set became jealous of Osiris and his stature throughout the land. Set continued to nurse his rage and began to feed on humans, building an army of minions to help him overthrow Osiris so that he may take the throne. When the time came, Set and his children murdered Osiris, immediately promoting himself as Pharaoh.

    Horus, the son of Isis and Osiris was associated with a powerful sorcerer known at that time as Ra. Enraged by the actions of his uncle, Horus went to the sorcerer and had him place a curse on Set and his children; They would never walk in the daylight again lest they be destroyed. In the meanwhile, Isis in her grief, had been vigilantly searching for a way to bring Osiris back from the dead. Having turned to the book of the dead, she found success and retrieved Osiris from the netherworld but could not break the ties as he was now forever bound to the world of the dead. Legend states that this is when Osiris earned the title “Lord of the Underworld” later to be known as Hades.

    Osiris or Hades, having ties to the underworld would allow for his bloodline to have access to knowledge and abilities that were unobtainable by humans. It is suggested that this is when the inherited traits of psychic and telekinetic abilities were obtained throughout the Vampire race.

Menes – The Vampire Pharaoh

    The child king Menes was said to have been the first of many pharaohs that were known to be incarnations of a different Egyptian Gods. Haro, mother of Menes claimed that he was the offspring of Anubis – God of the Dead. Much secrecy surrounded the youth as he was no presented before his subjects until age six. Suspected of having been an evil Diety, Menes was not accepted by his court or his subjects, though shunned by his kingdom, Menes led a blood-filled reign in the name of building the Egyptian Empire, thus dubbing him with the credit of having founded the first dynasty. Not many archeological artifacts remain of his sixty two year rule, the ones that have been recovered depict Menes as a demon. One relic in particular, a ivory label for Naqada bears several glyphs that state Menes as the “arisen” pharaoh. During his fierce reign, Menes ordered the sacrifice of the first born son of each of his subjects’ households, some say inspiring the Christian legend of King Herod.

    In 1908 the Bartholomew Museum of Antiquities sold off several lots of it’s esoteric items to finance the addition of a new wing. Amongst these items was half of the mummy of Menes, complete with fangs. Though most legends indicate that Menes was a child ruler, they also indicate that he reigned for sixty years. Forensic investigation reveals that the body was that of a man that was beyond 100 years in age when he was mummified.

    Haro had bred with Erobis to create the vampire child Menes with the aspiration of vampires having taken over the city of Egypt. the plan failed, the court of Menes formed and uprising and slaughtered Menes upon him having gorged himself with the blood of his subjects. Menes body was cut in half, leaving his organs intact in order for him to proceed into the gates of the underworld where he would soon rise again as Meni, ruler of Abydos.

Sekhmet – Egyptian Vampire Queen

    Sekhmet was know in ancient Egypt as a fierce warrior goddess, the healer, the hunter and the protector of the Pharaohs. Her following was so dominant throughout the land that the Pharaoh Amenhemhat I moved the capital of Egypt to Itjtawy. Itjtawy would erect an enormous temple in the name of Sekhmet where various holidays, rituals and daily sacrifices would be held in her honor. The city was said to have had thousands of statues erected in her honor as well over 700 in one funerary temple alone.

    According to writings found in the tomb of Seti, Sekhmet was said to be the daughter of Ra, An ancient legend tells of the end of Ra’s rule on earth. Ra sends Sekhmet to destroy all humans that had conspired against him. The legend states that Sekhmet’s blood lust had not been sated by the end of the battle, her thirst drove her to nearly destroying the human race. Ra poured out beer laced with red ochre so that it would appear as blood. Sekhmet drank the laced beer and became so drunk that she abandoned her murderous spree peacefully and returned to Ra. After this Ra would refer to her as “The one who comes in peace” naming a holiday in her honor, “The Festival of intoxication”. Sekhmet would now also be known as the protector of the undead, a ruler of the underworld.

    Both the living and the undead sought her affections and would vie for the position of initiate at her temple. Candidates were tested brutally, they would endure the ritual of death while facing the demons that awaited them in the underworld. Those that did not succeed in overcoming their fears, if they survived, were disqualified. Those that were successful moved on to become Sekhmet’s priests and priestesses which were considered extremely powerful. Sekhmet’s clergy were known to posses great powers as both physicians and practitioners of the dark arts, having the ability to command and destroy demons.

    Egyptian demons were separated into two groups, one that served Sekhmet and the other that were of the underworld. Sekhmets’ demons were dispatched upon the land as avengers of those guilty of wrong doing, with them they would bring disease, chaos and pestilence to punish the evil doers.

GLOSSARY (taken from Neuromancer)

GLOSSARY (taken from Neuromancer)


AI's: artificial intelligences. Not permitted self-awareness/autonomy, though are allowed citizenship of sorts via the Equivalence Act of '53. [p.73]

arcology: the term used for huge self-contained societies run by the corporates (or rather the megalith of a building that houses such an operation/location). Like huge malls, more or less.

BAMA: aka the Boston-Atlanta Metropolitan Axis, aka the Sprawl. [p.43]

clinic tanks: a quick way to make a buck is to roll some hopeless loser and sell his or her body parts. You'd have to be really shifty to buy such biologicals no questions asked, and probably really desperate to by such items back from the black clinics. Similar such urban myths abound today about organ theft, but I do not know of any hard evidence.

cloning: everyone knows what this is, but Gibson goes crazy with it (so that entire families are run by clones of the same people). Mixed with eugenics to form super-humans. Genetic engineering is also a way of life for the obnoxiously rich and powerful.

coffin hotels: exist even today in Japan and China. You pay for a tiny one-room room; about enough room for one person to sleep comfortably (if one is not claustrophobic).

construct: a digital copy of a human's persona/psyche. Not really self aware, but capable of make decisions like that of the original. [p.49]

cortex bombs: a few references here and there. Corperate types might possibly implant these in an employee's head. If that employee runs off, betrays the company, or is extracted, BOOM.

cryogenics: cold sleep, hybernation. A good way to waste a few decades and only age a few minutes.

cyberspace: the matrix (the web, the internet) --Gibson is responsible for this term (cyberpunk trope). The matrix is highly eroticised in Gibson's novels, and reaches the level of a spiritual plane in many respects. See page 51 for an in depth definition and history.

Freeside: an extremely affluent orbital colony. Home of Tessiere-Ashpool.

microsofts: circuits hardwired with info, programs, whatever. You plug them into your brain, you know stuff. Tech. Not Bill Gates.

New Yen: American dollars are worthless, and paper money itself is illegal (strickly black market). In a sense, much like the situation in Russia a decade or so past. Legit biz is done via bank chip. [p.6]

Panther Moderns, The: a gang/rogue band of scientists/anarchist group. (Also the name of John Shirley's punk band).

polycarbon suits: state-of-the-art camo. Notice the reference to gargoyles on page 67. Did Stephenson pick up on this?

sarariman: Japanese businessmen/corporates.

Screaming Fist: a unit of cyber-commandos. Someone glitched their operation during the war (they were after the Russians and their data centers). [p.28]

simstim: virtual reality pulled directly from the brain, recorded and played back for a full real-life experience (full sensory trip). A form of addition (like t.v.) though not without its uses.

Single Identification Number: we can assume this is just a social security number of sorts. But since this is cyberpunk it's probably much more Orwellian.

space adaption syndrome: why you start puking the first time you go topside.

the Sprawl: an unpleasant metropolis that stretches across the East Coast. Most people live (die) here, unless you're lucky enough to go up the well (orbit) or live in an arcology (corporate living on a grand scale).

street samurai: a ronin, a mercenary, and most definitely wired (bodily augmented and enhanced). Expect high reflexes, grafted muscle, extraordinary senses, and nasty implants (like razorblades). [p.30]

Turing Police: they moniter AI activity (each AI has a Turing Registry number). If an AI gets out of line, the Turning Police attempt to shut it down.

Cyberpunk

Cyberpunk

Cyberpunk is a subgenre of science fiction in a dystopian futuristic setting that tends to focus on a "combination of low-life and high tech" featuring advanced technological and scientific achievements, such as artificial intelligence and cybernetics, juxtaposed with a degree of breakdown or radical change in the social order. Much of cyberpunk is rooted in the New Wave science fiction movement of the 1960s and 1970s, when writers like Philip K. Dick, Roger Zelazny, John Brunner, J. G. Ballard, Philip José Farmer and Harlan Ellison examined the impact of drug culture, technology, and the sexual revolution while avoiding the utopian tendencies of earlier science fiction.

Comics exploring cyberpunk themes began appearing as early as Judge Dredd, first published in 1977. Released in 1984, William Gibson's influential debut novel Neuromancer would help solidify cyberpunk as a genre, drawing influence from punk subculture and early hacker culture. Other influential cyberpunk writers included Bruce Sterling and Rudy Rucker. The Japanese cyberpunk subgenre began in 1982 with the debut of Katsuhiro Otomo's manga series Akira, with its 1988 anime film adaptation later popularizing the subgenre.

Early films in the genre include Ridley Scott's 1982 film Blade Runner, one of several of Philip K. Dick's works that have been adapted into films. The films Johnny Mnemonic (1995) and New Rose Hotel (1998), both based upon short stories by William Gibson, flopped commercially and critically. The Matrix trilogy (1999-2003) were some of the most successful cyberpunk films. More recent additions to this genre include Blade Runner 2049 (2017), a sequel to the original 1982 film, as well as Upgrade (2018), Alita: Battle Angel (2019) based on the 1990s Japanese manga Battle Angel Alita, and the 2018 Netflix TV series Altered Carbon based on Richard K. Morgan's 2002 novel of the same name.

Style and ethos

Primary figures in the cyberpunk movement include William Gibson, Neal Stephenson, Bruce Sterling, Bruce Bethke, Pat Cadigan, Rudy Rucker, and John Shirley. Philip K. Dick (author of Do Androids Dream of Electric Sheep?, from which the film Blade Runner was adapted) is also seen by some as prefiguring the movement.

Blade Runner can be seen as a quintessential example of the cyberpunk style and theme. Video games, board games, and tabletop role-playing games, such as Cyberpunk 2020 and Shadowrun, often feature storylines that are heavily influenced by cyberpunk writing and movies. Beginning in the early 1990s, some trends in fashion and music were also labeled as cyberpunk. Cyberpunk is also featured prominently in anime and manga (Japanese cyberpunk), with Akira, Ghost in the Shell and Cowboy Bebop being among the most notable.

Setting

Cyberpunk writers tend to use elements from crime fiction—particularly hardboiled detective fiction and film noir—and postmodernist prose to describe an often nihilistic underground side of an electronic society. The genre's vision of a troubled future is often called the antithesis of the generally utopian visions of the future popular in the 1940s and 1950s. Gibson defined cyberpunk's antipathy towards utopian SF in his 1981 short story "The Gernsback Continuum," which pokes fun at and, to a certain extent, condemns utopian science fiction.

In some cyberpunk writing, much of the action takes place online, in cyberspace, blurring the line between actual and virtual reality. A typical trope in such work is a direct connection between the human brain and computer systems. Cyberpunk settings are dystopias with corruption, computers and internet connectivity. Giant, multinational corporations have for the most part replaced governments as centers of political, economic, and even military power.

The economic and technological state of Japan is a regular theme in the Cyberpunk literature of the '80s. Of Japan's influence on the genre, William Gibson said, "Modern Japan simply was cyberpunk." Cyberpunk is often set in urbanized, artificial landscapes, and "city lights, receding" was used by Gibson as one of the genre's first metaphors for cyberspace and virtual reality. The cityscapes of Hong Kong and Shanghai have had major influences in the urban backgrounds, ambiance and settings in many cyberpunk works such as Blade Runner and Shadowrun. Ridley Scott envisioned the landscape of cyberpunk Los Angeles in Blade Runner to be "Hong Kong on a very bad day". The streetscapes of the Ghost in the Shell film were based on Hong Kong. Its director Mamoru Oshii felt that Hong Kong's strange and chaotic streets where "old and new exist in confusing relationships", fit the theme of the film well. Hong Kong's Kowloon Walled City is particularly notable for its disorganized hyper-urbanization and breakdown in traditional urban planning to be an inspiration to cyberpunk landscapes.

Protagonists

One of the cyberpunk genre's prototype characters is Case, from Gibson's Neuromancer. Case is a "console cowboy," a brilliant hacker who has betrayed his organized criminal partners. Robbed of his talent through a crippling injury inflicted by the vengeful partners, Case unexpectedly receives a once-in-a-lifetime opportunity to be healed by expert medical care but only if he participates in another criminal enterprise with a new crew.

Like Case, many cyberpunk protagonists are manipulated, placed in situations where they have little or no choice, and although they might see things through, they do not necessarily come out any further ahead than they previously were. These anti-heroes—"criminals, outcasts, visionaries, dissenters and misfits"—call to mind the private eye of detective fiction. This emphasis on the misfits and the malcontents is the "punk" component of cyberpunk.

Society and government

Cyberpunk can be intended to disquiet readers and call them to action. It often expresses a sense of rebellion, suggesting that one could describe it as a type of cultural revolution in science fiction. In the words of author and critic David Brin:

...a closer look [at cyberpunk authors] reveals that they nearly always portray future societies in which governments have become wimpy and pathetic ...Popular science fiction tales by Gibson, Williams, Cadigan and others do depict Orwellian accumulations of power in the next century, but nearly always clutched in the secretive hands of a wealthy or corporate elite.
Cyberpunk stories have also been seen as fictional forecasts of the evolution of the Internet. The earliest descriptions of a global communications network came long before the World Wide Web entered popular awareness, though not before traditional science-fiction writers such as Arthur C. Clarke and some social commentators such as James Burke began predicting that such networks would eventually form.

Some observers cite that cyberpunk tends to marginalize sectors of society such as women and Africans. For instance, it is claimed that cyberpunk depicts fantasies that ultimately empower masculinity using fragmentary and decentered aesthetic that culminate in a masculine genre populated by male outlaws. Critics also note the absence of any reference to Africa or an African-American character in the quintessential cyberpunk film Blade Runner while other films reinforce stereotypes.