TEXT: Cyberpunk 2020 Rules
   
  Soul & The New Machine
  Roles
  Special Abilities
  Rockerboys
  Solos
  Netrunneres
  Techies
  Medias
  Cops
  Corporates
  Fixers
  Nomads
  Getting Cyberpunk
  Character Points
  Statistics
  Fast & Dirty Expendables
  Tales From The Street 
  (Lifepath)
  Origins & Style
  Family Background
  Motivations & Life Events
  Big Problems, Big Wins
  Friends & Enemies
  Romantic Life
  Working
  Skill Checks
  Starting Skills
  Career Skill List
  Master Skill List
  Pickup Skills
   
  Area Effect Weapons
  Shotguns
  Grenades
  Flamethrowers
  Mines
  Rocket Powered Grenades
  Missiles
  Explosives
  Molotov Cocktails
  Melee Attacks
  Martial Arts & Brawling
  Dodging
  Parrying
  Melee damage
  Monoknives, Mono Katanas & 
  Slice’n’Dice
  Cyberbeasts
  Vehicles in FNFF
  Vehicle Combat
  Vehicle Damage
  Trauma Team™
  Stabilization
  Death State
  Healing
  First Aid
  Medical Tech
  Speed Healing Drugs
  Nanotech
  Being Patien
  Elective Surgery
  Replacement Surgery
  Trauma Team™
  Body Banks
  Vat Grown Tissue Banks
  Bodysculpting
  Exotic Fashion
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  Cyberpunk 2020 Rules
  Skill Descriptions
  Learning New Skills
  IP Multipliers
  Getting More IP
  Inventing New Skills
  Reputation
  Getting Fitted For the 
  Future
  Starting Funds
  Encumberance
  Weapons
  Weapon Codes
  Weapons List
  Weapons Description
  Old Guns Never Die
  Armor
  Special Equipment
  2020 Gear List
  Gear Descriptions
  Putting the Cyber Into the 
  Punk
  Cyberfashion
  Cyberpsychosis
  The Psycho Squad
  Registered Cybers
  Humanity Costs
  Therapy
  Cybertechnology
  Surgery Codes
  Cyberware List #1
  Cyberware List #2
  Fashionware
  Neuralware
  Chipware
  Implants
  Drugs
  Building Your Own
  Netrunner
  Geography
  Islands of the Net
  Regions
  Long Distance Links
  Wilderscape
  NetWatch
  Bulletin Boards (BBS)
  Net Gear
  Interfaces
  ICONS
  Interface Plugs
  Cyberdecks
  Improving Your Deck
  Deck Options
  Programs
  Programs List
  Changing Programs
  Live Link Up
  Running the Net
  Security Levels
  Tracing
  City Gride
  Subgrids
  The Menu
  Combat
  Initiative
  Turns & Action
  Range
  Movement
  Stealth & Evasion
  Attacks Against Systems / Decks
  Anti-personnel Attacks
  Anti-IC Attacks
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  Cyberpunk 2020 Rules
  Bioware
  Cyberweapons
  Cyberoptics
  Cyberaudio
  Cyberlimbs
  Hands & Feets
  Built Ins
  Cyberlimb Cyberweapons
  Linear Frames
  Body Plating
  Running Out of Cash
  Friday Night Firefight
  Rounds & Turn Order
  Initiative
  Fast Draw
  Actions
  More Than One Action
  Two Weapon Attacks
  Ambushes & Backstabs
  Line of Sight & Facing
  Damage
  Hit Locations
  Armor
  Cover
  Body Type Modifier
  Attack Modifaers & Effect
  Wounds
  Stun / Shock Saves
  Death Saves
  Making Attacks
  Ranged Weapons
  Automatic Weapons
  Unusual Ranged Weapons
  Beam Weapons
  Controllers & Utilities
  Designing Data Fortresses
  Playing Artificial Intelligences
  Fast Fortress Construction
  Programming 101
  Virtually There
  All Things Dark & 
  Cyberpunk
  Future Shock
  Running Cyberpunk
  Never Fade Away: A 
  Cyberpunk Story / 
  Adventure
  Megacorps 2020
  Corporate Profiles
  Night City
  Encounters
  Personalities
  Face of the City
  Screemsheets
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  SOUL & THE NEW MACHINE
  SOUL & THE NEW MACHINE
   
  As a Cyberpunk, you grab technology by the throat and hang on. You've got 
  interface plugs in your wrists, weapons in your arms, lasers in your eyes, 
  biochip programs in your brain. You became the car you drive, the gun you 
  shot... With cyborged fingers you pick computer locks; with enhanced senses, 
  you see into the Future.
  The world of Cyberpunk is a violent, dangerous place, filled with people 
  who’d love to rip your arm off and eat it. The traditional concepts of good 
  and evil are replaced by the values of expedience – you do what you 
  have to do to survive. If you can do some good along the way, great.
  But don’t count on it.
  Cyberpunk characters are survivors in a though, grim world, faced with life and 
  death choices. How they make these choices will have a lot to do with whether 
  they end up as vicious animals roaming a ruined world, or retain something of 
  their basic humanity. Cyberpunk characters are the heroes of a bad situation, 
  working to make it better (or at least survivable) whenever they can. Whether 
  it takes committing crimes, defying authority or even outright revolution, the 
  quintessential Cyberpunk character is a rebel with a cause. As a Cyberpunk 
  role-player, it’s up to you to find that cause and go to the wall with it.
  This is essence of Cyberpunk – playing your character with the proper 
  disaffected, cynical-yet-idealistic style. Whether you’re a biker with leathered 
  skin and metal claws, or a debutante in satin sporting the latest in designer 
  cyberoptics, you’re going to need a certain panache – a certain flair, in 
  portraying yourself. To achieve the essence of the 2000’s, you need to master 
  three concepts:
  1) Style over Substance
  It doesn’t matter how well you do something, as long as you look good doing 
  it. If you’re going to blow it, make sure you look like planned it that way. 
  Normally, clothes and looks don’t matter in a adventure – in this world, having 
  a leather armor jacket and mirrorshades is a serious consideration.
  2) Attitude is Everything
  It’s truth. Think dangerous; be dangerous. Think weak; be weak. Remember, 
  everyone in the 2000’s is carrying lots of lethal hardware and high-tech 
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  SOUL & THE NEW MACHINE
  enhancements. They won’t be impressed by you new H&K smartgun unless 
  you swagger into the club looking like you know how to use it – and are just 
  itching for an excuse.
  3) Live on the Edge
  The Edge is that nebulous zone where risk takes and highriders go. On the 
  Edge, you’ll risk your cash, your rep, even your life on something as vague as 
  a principle or a big score. As a cyberpunk, you want to be the action, start the 
  rebellion, light the fire. Join great causes and fight for big issues. Never drive 
  slow when you can drive fast. Throw yourself up against danger and take it 
  head on. Never play too safe. Stay committed to the Edge.
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  ROLES: The Core of CYBERPUNK Role-playing
  ROLES: The Core of CYBERPUNK Role-playing
   
  The world of Cyberpunk is a combination of savage, sophisticated, modern 
  and retrograde. Fashion-model beautiful Techies rub shoulders with battle 
  armored road warriors, all of them making the scene in the hottest dance 
  clubs, sleaziest and meanest streets this side of the Postholocaust. Each 
  character in this world is playing a Role - a face that person projects to the 
  outside world as the real thing. There are 9 Roles in Cyberpunk: Rockerboys, 
  Solos, Netrunners, Corporates, Techies, Cops, Fixers, Medias, and Nomads. 
  As a Cyberpunk player, you must select one role for your character.
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  SPECIAL ABILITIES
  SPECIAL ABILITIES
   
  Special Abilities are skills usable only by specific character Roles; for 
  example, Rockerboys have the Special Ability of Charismatic Leadership, 
  which represents the vast amount of power they have over their legions of 
  fans. Special Ability, you will add it's value to the specific stat as if it were a 
  skill.
  Rockerboy Special Ability: Charismatic Leadership.
  This skill allows the Rocker to sway crowds equal to his ability level squared 
  times 200.
  Solo Special Ability: Combat Sense.
  Added to all Initiative and Awareness checks, this makes the Solo the fastest 
  reacting person in a situation.
  Netrunner Special Ability: Interface.
  This Skill reflects the Netrunner's ability to manipulate Interface programs, and 
  is the skill used when operating Menu functions such as Locate remote, Run 
  Software, Control Remote, LDL Link, Load, Create and Delete. Other players 
  can enter the Net, but can't use the Menu.
  Techie Special Ability: Jury Rig.
  This general repair skill allows the Techie to temporarily repair or alter 
  anything for 1D6 turns per level of skill.
  Medtech Special Ability: Medical Tech.
  This is the skill used to perform major surgery and medical repairs.
  Media Special Ability: Credibility.
  The ability to have people believe what you are saying while in your on-air 
  persona.
  Cop Special Ability: Authority.
  The ability to intimidate or control others through your position as a lawman.
  Corporate Special Ability: Resources.
  This represents the Corporate's ability to command corporation resources. It is 
  used as a persuasion skill, based on scale of resources requested.
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  SPECIAL ABILITIES
  Fixer Special Ability: Streetdeal.
  The ability to locate people, information, etc. This is a higher form of making a 
  connection; instead of knowing only one person, you have connections 
  everywhere. In game play, a successful use of Streetdeal allows you to locate 
  and acquire a desired person, place or thing.
  Nomad Special Ability: Family.
  This allows the Nomad to call in as many Family members to aid him as his 
  current Family Ability level x 2.
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  Charismatic Leadership (Rockers)
  Charismatic Leadership (Rockers)
   
  This skill allows the Rocker to sway crowds equal to his level squared time 
  200. This ability (added to your Cool stat) allows the Rockerboy to control, 
  incite and charm large number of people through his or her performance skills. 
  When under the Rocker's control, this group can easily be persuaded to act on 
  his suggestion; for example, a Rocker could convince a concert crowd to riot 
  in the streets or attack a heavily fortified police line. Charismatic Leadership 
  will only work with groups of ten or more people as it is primarily a mob 
  leadership ability. The higher your Charismatic Leadership, the larger a crowd 
  you can control and the more direct and complex the instructions you can get 
  them to follow. For example, a Level +3 Leadership could incite a nightclub 
  crowd to get rowdy. A Level +5 or +6 could provoke a concert crowd of 
  thousands to trash a neighborhood, if the area wasn't too far from hall. At 
  Level +9, and higher, you have the same sort of mesmeric ability as an Adolph 
  Hitler - you can raise armies, start movements. And destroy nations.
   
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  Learning New Skills and Improving Old Ones
  Learning New Skills and Improving Old Ones
   
  Players can improve their skills or begin new ones by accumulating 
  Improvement Points (IP) . As you gain more IP, you'll record these points in 
  the area next to the skills listing on your Hardcopy Form. When you have 
  collected enough Improvement Points in a skill, the skill's level increases by 
  one.
  The first level of a skill will always cost 10 IP. To determine how many points 
  are re-quired to raise a skill higher than this, multiply the current level of skill 
  by 10. This is how many points are required to raise a simple (IP multiplier=1) 
  skill to the next level.
  Example: My Brawling skill is +4. To move from +4 to +5 will require 40 IP. To 
  move from +5 to +6 will require 50 IP.
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  IP Multipliers
  IP Multipliers
   
  Not all skills are equally easy to learn. These skills have an additional IP 
  multiplier which multiplies the number of points required to learn the next level 
  of skill. This extra cost will be noted in the skill descriptions.
  Example: Choi Li Fut has a multiplier of 3. To raise my Choi Li Fut skill from +4 
  to +5 would require 120 IP, not 40.
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  Getting More IP
  Getting More IP
   
  There are three ways to accumulate im-provement Points: Study & Practice, 
  Being Taught, and Direct Experience. In all three cases, the amount of 
  improvement is de-termined by the Referee of your game.
  Study & Practice: in its simplest form, you get a how-to book and begin 
  practicing. Study is pretty tough-you have no idea of where to begin, and no 
  one to correct your mistakes. The biggest limit to this type of learning is that 
  you can only improve your skill from a level of +0 to a level of +2. In general, it 
  takes about 1 day of book learn-ing to gain 1 IP.
  Being Taught: Finding a teacher is far superior to self-teaching or book 
  learning. The teacher must have a higher level of skill than the student, and 
  must have the time to teach you (how long this takes, of course, is determined 
  by the Referee). But even the most knowledgeable of teachers may not be 
  able to transfer that knowledge. That's where the skill of Teaching comes into 
  play. The teacher must average his skill in the subject to be taught with his 
  teach-ing skill. He may then teach the student up to that level of skill. How 
  long this takes is, of course, up to the Referee, who awards IP over the 
  passage of time (usually 1-5 IP per lesson):
  Experience: Still the best teacher. When-ever you do something well, the 
  Referee rewards you with Improvement Points right on the spot. The problem 
  is that these points will be applied to the skill you were using when you got the 
  reward. Therefore, if you want to get better in a particular skill, it's important to 
  use that skill every chance you get. Referees should use an even hand when 
  rewarding Improvement Points, not only rewarding players for doing things 
  well, but also for demonstrating both role-playing ability and teamwork. In 
  general, we suggest not awarding more than six points per skill per game 
  session.
  IP AWARD GUIDELINE TABLE
  AwardBased on:
  1
  Used Skills in this area often , even if not effectively.
  2
  Used Skills effectively.
  3
  Frequent and effective use of Skill.
  4
  Did something out of the ordinary with this Skill.
  5
  Very clever or effective use of this Skill.
  6
  Extremely clever or effective use of Skill.
  7
  Skill was critical to player in this adventure session.
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  Getting More IP
  8
  Skill use was critical to entire group this adventure 
  session.
  9
  Did something really incredible with this Skill.
   
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  Wilderness Survival
  Wilderness Survival
   
  The required skill for knowing how to survive in the wilds. Knowledge includes 
  how to set traps, forage for wood, track game, build shelters, make fires. The 
  average Boy Scout has a Survival of +3. A special Forces Green Beret has a 
  Survival of +6 or above. Crizzly Adams, Mountain Man of the Wilderness, 
  would have +9 or +10 Survival Skill.
   
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  Pickup Skills
  Pickup Skills
   
  Pickup Skills are skills the character has learned in the course of knocking 
  around, living his or her life. Characters determine their starting points for 
  these skills by adding their REF and INT Stats.
  For example: Johnny's REF is 9 and his INT is 7. Johnny has 16 points to 
  spend on Pickup Skills.
  Pickup Skill points may not be used to increase your character's Career Skills!
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  Skill Description
  Skill Description
   
  Following are descriptions of all Cyberpunk Skills. Numbers in parenthesis 
  next to skill names are Difficulty modifiers. To reflect complex and difficult-to-
  learn skills, the number of improvement points necessary to go up one level 
  must be multiplied by Difficulty Modifier.
  Special Abilities
  These are skills useable only by specific character roles; for example, 
  charismatic Leadership can only be used by Rockers.
  Authority (Cops)
  Interface (Netrunner)
  Charismatic Leadership 
  (Rockers)
  Jury Rig (Techie)
  Combat Sense (Solo)
  Medical Tech (Medtech)
  Credibility (Medias)
  Resources (Corporate)
  Family (Nomad)
  Streetdeal (Fixer)
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  Authority (Cops)
  Authority (Cops)
   
  The ability to intimidate and control others through your position as Lawmen. 
  This attribute represents the Cop's ability to call on the forces of the Law and 
  Government to get what he wants. Cops can use Authority to question 
  suspects, arrest wrongdoers, and defend innocents. Backed by the power of 
  Authority, a cop can arrest, detain, confiscate and enter nearly anywhere, as 
  long as he has the proper arrest or search warrants to back his play. However, 
  authority is only as good as guy holding badge - if the cop appears uncertain 
  of his Authority there's a good chance he'll get nailed by the people his trying 
  to confront, the more able you are to face down criminals, particularity high 
  level mobsters and officials. Authority is applied to your Cool stat.
   
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  Interface (Netrunner)
  Interface (Netrunner)
   
  This skill reflects the Netrunner's ability to manipulate Interface programs, and 
  is the Skill used when operating Menu functions such as Locate Remote, 
  Downlink, Load, create and Delete. Others players can enter the Net, but 
  cannot use the Menu. Note for Cyberpunk I players - you may elect to swap 
  your original INT and REF stats for characters generated with the old rule.
   
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  Jury Rig (Techie)
  Jury Rig (Techie)
   
  This general repair skill allows the Techie to temporarily repair or alter 
  anything for 1D6 turns per level; after the elapsed time, the jury rig will break 
  down.
   
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  Combat Sense (Solo)
  Combat Sense (Solo)
   
  This ability is based on Solo's constant training and professionalism. Combat 
  Sense allows the Solo to perceive danger, notice traps, and have an almost 
  unearthly ability to avoid harm. Your Combat Sense gives you a bonus on 
  both your Awareness skill and your Initiative equal to your level in the Combat 
  Sense skill.
   
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  Medical Tech (Medtech)
  Medical Tech (Medtech)
   
  This is the skill used to perform major surgery and medical repairs.
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  Credibility (Medias)
  Credibility (Medias)
   
  This is the ability to be believed: by your viewers, by the police, by important 
  and powerful people. This is critical to getting your story heard and acted 
  upon, as well as convincing people to tell you things, give you information, or 
  get you into where the story really happening. The higher your Credibility, the 
  more people you can convince, and the easier it to convince high level 
  authorities of the truth of your information. With level +3 Credibility, you can 
  convince most people of minor scandals. With a level +5 or +6 you can 
  convince local officials of military atrocities, undercover dealings and other 
  front page stuff. At level +9, you can successfully expose a scandal of 
  Watergate proportions, or convince the President of the EuroMarket Finance 
  Board that aliens are secretly influencing world leaders. Credibility applies to 
  your INT stat.
   
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  Resources (Corporate)
  Resources (Corporate)
   
  This represents the Corporate's ability to command corporation resources. It is 
  used as a persuasion skill, based on the scale of resources requested. This 
  could include bodyguards, weapons, vehicles, buildings, money, etc. 
  Obviously, the more powerful the Corporate, the more he can call upon at any 
  one time. Your level of Resources determines exactly how much you can 
  request from the Corporation without overreaching yourself. A Resource ability 
  +2 might get you access to a Company car. An ability of +6 might allow you to 
  use the Corporate Security Division. A Resources of +9 would allow you 
  access to almost all levels of the Corporation, as well as the ability to 
  requisition almost any Company resource. Your Resource ability is applied to 
  your INT stat.
   
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  Family (Nomad)
  Family (Nomad)
   
  This is the ability to call upon the resources and help of any of the members of 
  the Nomad's large, extended tribal family. This can be in the form of weapons, 
  cash, information, or a small army of relatives. The threat of a Nomad family's 
  vengeance may in itself stop harm to the Nomad. The higher your Family 
  ability, the more important you are to the Family and the more help you can 
  call upon. With a Family status +2, you might be able to get several of the 
  Pack to help you wreck a town, for example. With a status +7 or +8, you are 
  able to make major Pack decisions and lead troops. At +10, you may be the 
  Leader of your Pack. Family is applied to your Intelligence stat.
   
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  Streetdeal (Fixer)
  Streetdeal (Fixer)
   
  This is the ability to deal with the underground information network. With 
  Streetdeal, a Fixer can uncover rumors and information, locate missing 
  persons or things, put gossip out on the Street, pick up clues and score big 
  deals. The higher your Streetdeal ability, the more information you can gather 
  about things happening around you, the more informants you have, and the 
  more secretive the information you can dig up. A level +3 Streetdeal can get 
  you contacts for weapons, tools, or minor illegal operations. At level +5, you 
  can penetrate the secrets of all but the more powerful crime families. At level 
  +9, you are the equivalent of a Mafia crimelord yourself, privy to every secret 
  that's on the Street. Apply Streetdeal to your Cool stat.
   
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  Master Skill List
  Master Skill List
   
  SPECIAL ABILLITIES
  Authority (Cop)
  Charismatic Leadership (Rocker)
  Combat Sense (Solo)
  Credibility (Media)
  Family (Nomad)
  Interface (Netrunner)
  Jury Rig (Techie)
  Medical Tech (Medtechie)
  Resources (Corp)
  Streetdeal (Fixer)
  ATTR
  Personal Grooming
  Wardrobe & Style
  BODY
  Endurance
  Strength Feat
  Swimming
  COOL/WILL
  Interrogation
  Intimidate
  Oratory
  Resist Torture/Drugs
  Streetwise
  EMPATHY
  Human Perception
  Interview
  Leadership
  Seduction
  Social
  Persuasion & Fast Talk
  Perform
   
  Mathematics
  Physics
  Programming
  Shadow/Track
  Stock Market
  System Knowledge
  Teaching
  Wilderness Survival
  Zoology
  REF
  Archery
  Athletics
  Brawling
  Dance
  Dodge & Escape
  Driving
  Fencing
  Handgun
  Heavy Weapons
  Martial Art (choose types)
  Melee
  Motorcycle
  Operate Heavy Machinery
  Pilot
  Pilot (Gyro)
  Pilot (Fixed Wing)
  Pilot (Dirigible)
  Pilot (Vect. Trust Vehicle)
  Rifle
  Stealth
  Submachinegun
  TECH
  Aero Tech
  AV Tech
  Basic Tech
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  Master Skill List
  INT
  Accounting
  Anthropology
  Awareness/Notice
  Biology
  Botany
  Chemistry
  Composition
  Diagnose Illness
  Education & General Knowledge
  Expert
  Gamble
  Geology
  Hide/Evade
  History
  Know Language (choose one)
  Library Search
  Cryotank Operation
  Cyberdeck Deign
  CyberTech
  Demolitions
  Disguise
  Electronics
  Electronic Security
  First Aid
  Forgery
  Gyro Tech
  Paint or Draw
  Photo & Film
  Pharmaceuticals
  Pick Lock
  Pick Pocket
  Play Instrument
  Weaponsmith
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  Personal Grooming
  Personal Grooming
   
  This is the skill of knowing proper grooming, hair styling, etc., to maximize 
  your physical attractiveness. Use of this skill allows players to increase their 
  Attractiveness, and thus their chances of successful Relationships or 
  Persuasion. A basically good looking person would be at +2. A fashion model 
  might have a Personal Grooming of +5 or +6. At +8 or better, you could be 
  major fashion model, film star, or trendsetter. You are always "together". And 
  know it.
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  Wardrobe & Style
  Wardrobe & Style
   
  The skill of knowing the right clothes to wear, when to wear them, and how to 
  look cool even in a spacesuit. With Wardrobe +2 or better, you are good at 
  choosing clothes off the rack. At +6, your friends ask you for wardrobe tips, 
  and you never buy anything off the rack. At +8 or better, you are one of those 
  rare people whose personal style influences major fashion trends.
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  Endurance
  Endurance
   
  This is the ability to withstand pain or hardship, particularly over long periods 
  of time, by knowing the best ways to conserve strength and energy. 
  Endurance Skill checks would be made whenever a character must continue 
  to be active a long period without food, sleep or water.
   
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  Strength Feat
  Strength Feat
   
  The user of this skill has practiced the art of bending bars, crushing objects, 
  ripping phone books apart and other useful parlor tricks. At +3, no phonebook 
  is safe, you can bend thin rebar, and snap handcuffs. At +10, you can bend 
  prison bars, rip up the Gutenberg Bible, and dept car fenders with one blow.
   
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  Swimming
  Swimming
   
  This skill is require to know how to swim (see Athletics for more details).
   
  file:///E|/tempus/028b003.htm [10/26/2001 4:34:13 AM]
  
  Athletics
  Athletics
   
  This skill is required for accurate throwing, climbing, and balancing. It 
  combines the basic elements of any high school level sports program. At +3 
  and above, you are the equivalent of a real high school "jock". At +5 and 
  above, you can perform in college level competitions. At +8 and above, you 
  are of Olympic or Professional caliber.
  file:///E|/tempus/028r002.htm [10/26/2001 4:34:13 AM]
  
  Interrogation
  Interrogation
   
  The skill of drawing information from subject and forcing his secrets into open 
  An Interrogation of +2 or better will allow to infallible find out if your boyfriend 
  is lying to you. A +5, you are professional level interrogator - equivalent to 
  skilled detective grilling a suspect. Mike Wallace 60 Minutes has an 
  Interrogation +9, allowing him to make even most powerful people squirm.
   
  file:///E|/tempus/028c001.htm [10/26/2001 4:34:14 AM]
  
  Intimidate
  Intimidate
   
  The skill of getting people to do what you want by forcing personality or 
  physical coercion. At +3, you can frighten almost any typical citizen, politician 
  or low-level thug. At +6, you can intimidate Sylvester Stallone or any moderate 
  "tough guy". At +9, you could intimidate Arnold Schwarzenegger.
   
  file:///E|/tempus/028c002.htm [10/26/2001 4:34:14 AM]
  
  Oratory
  Oratory
   
  The skill of public speaking. At +2, you can wing high school contests. At +6, 
  you can be paid speech in public. At +10, you are capable of delivering a 
  speech to rival Kennedy's "Ichn Bin Ein Berliner" or Lincoln's Gettysburgs 
  Address. Rockers with Oratory Skill of +6 or better can add +1 when using 
  their Charismatic Leadership ability.
   
  file:///E|/tempus/028c003.htm [10/26/2001 4:34:15 AM]
  
  Resist Torture/Drugs
  Resist Torture/Drugs
   
  Characters with this skill are especially toughened against interrogation, 
  torture and mind control drugs. A successful use of this skill will automatically 
  increase the difficulty of any Interrogation attempt made by another guy by 
  one level.
   
  file:///E|/tempus/028c004.htm [10/26/2001 4:34:16 AM]
  
  Streetwise
  Streetwise
   
  The knowledge of the "seamy" ways of life - where to get illegal and 
  contraband things, how to talk to the criminal environment, and avoiding bad 
  situations in bad neighborhoods. With Streetwise of +3 or better, you can get 
  "hot" items, torture drugs, etc. A Streetwise of +5 would know you to arrange a 
  murder contract, you know a few mobsters who might owe you, and be able to 
  call on muscle when you need it. At +8 or better, you could become a major 
  crimelord yourself and the middlemen.
   
  file:///E|/tempus/028c005.htm [10/26/2001 4:34:16 AM]
  
  Human perception
  Human perception
   
  The skill of detecting any evasions, moods and other emotional clues from 
  others. At +2, you can usually feel when you're not getting the whole truth. At 
  +6, you can detect subtle evasions and mood swings. At +8, you can not only 
  detect subtle emotional clues, but can usually tell what the subject is hiding in 
  a general way.
   
  file:///E|/tempus/028e001.htm [10/26/2001 4:34:17 AM]
  
  Interview
  Interview
   
  The skill of eliciting interesting anecdotes from interview subject. This 
  information will be of a more non-specific and personal nature rather than 
  specific knowledge (distinguishing this skill from the skill Interrogation, where 
  the user is trying to extract exact information. (Example: Barbara Walters 
  interviews, Mike Wallace interrogates). At +3 or better, the subject will usually 
  tell you only information relating to what he/she is well known for. At +6 or 
  better, the subject will tell you anecdotes about the past, pontificate about 
  favorite interests and philosophies, etc. At +9 or better, he/she tells you 
  everything - including personal information about their illegitimate son, the 
  time they stole a cookie at age +4, and the fact that no one ever loved them.
   
  file:///E|/tempus/028e002.htm [10/26/2001 4:34:17 AM]
  
  Leadership
  Leadership
   
  The skill of leading and convincing people to follow you. A leader with a skill 
  +2 can manage a small office successfully and be respected for it. A leader 
  with skill +4 or better can lead a small band of troops into battle and not get 
  backshot. A leader with a skill of +7 or better can lead entire Gamelon Empire 
  into battle and look good doing it. James Kirk of Star Trek has a Leadership of 
  +11, but you never will.
   
  file:///E|/tempus/028e003.htm [10/26/2001 4:34:18 AM]
  
  Seduction
  Seduction
   
  The skill of forming and maintaining romantic relationships (this includes your 
  abilities as a lover). This skill may be used to determine whether or not players 
  can form relationships with other non-players characters and the intensity of 
  these relationships. In certain cases, Referees may want to average this skill 
  with a player's Attractiveness to get a more realistic outcome.
   
  file:///E|/tempus/028e004.htm [10/26/2001 4:34:19 AM]
  
  Social
  Social
   
  The ability to deal with social situations, like knowing the right fork to use or 
  when not to tell the joke about farmer's daughter and the travelling cyberware 
  salesman. A Social skill of +2 or better will allow you to get by at any fine 
  restaurant or social function. At +5, you can lunch with the President with 
  aplomb. No social situation will faze you , no matter what. At +8 or above, you 
  can lecture Emily Post on what's proper.
   
  file:///E|/tempus/028e005.htm [10/26/2001 4:34:19 AM]
  
  file:///E|/tempus/028e006.htm
  Persuasion & Fast Talk
   
  The ability to talk others into doing what you want. This may be used 
  individually or on large groups. At +3, you can win most debates or convince 
  your girlfriend the blonde you were was your sister. At +5, you are a smooth 
  talker of professional caliber. Ronald Reagan a Persuasion of +7. Hitler a 
  Persuasion of +9.
   
  file:///E|/tempus/028e006.htm [10/26/2001 4:34:20 AM]
  
  Perform
  Perform
   
  The skill of trained acting, singing, etc. A trained performer of +4 or greater 
  can successfully sing for payment at wedding or small clubs. Performers of +6 
  or greater will be considered to be of professional caliber, and may have 
  lucrative contacts and fans. Performers of +9 or greater are of "star: caliber, 
  have a large number of fans, and may be recognized on the street.
   
  file:///E|/tempus/028e007.htm [10/26/2001 4:34:21 AM]
  
  Mathematics
  Mathematics
   
  The skill of understanding calculations and mathematical formulas. At +3, you 
  have ability to add, subtract, divide and multiply. At +4, you can do algebra 
  and geometry. At +6, you can perform calculus. At +9, you can deduce your 
  own mathematical formulas.
   
  file:///E|/tempus/028i017.htm [10/26/2001 4:34:21 AM]
  
  Physics
  Physics
   
  The ability to calculate physical principles, such as gas pressures, mechanical 
  energies, etc. This skill required basic Mathematics skill of +4.
   
  file:///E|/tempus/028i018.htm [10/26/2001 4:34:22 AM]
  
  Programming
  Programming
   
  The required skill to write programs and re-program computer system. This 
  skill does not allow players to actually do repairs on a computer (this requires 
  Electronics). With a Programming Skill of +1, you can do simple EBASIC 
  programs. A Programming Skill of +3 or better allows you to know some 
  higher level languages and he able to write reasonably complex programs 
  (including video games). Players with Programming Skill +6 or better are 
  considered to be professionals, who can build operating software, design 
  mainframe systems, and hold down a steady job at your average Silicon 
  Valley firm. With a Programming Skill of +9 or better, other programmers 
  speak your name with reverence ("You invented Q? Wow!"), young hackers 
  set soft to crack your systems, and any computer software you design 
  instantly gets used by every business application in wide world.
   
  file:///E|/tempus/028i019.htm [10/26/2001 4:34:22 AM]
  
  Shadow/Track
  Shadow/Track
   
  The skill of shadowing hid following people. This skill is primary used in urban 
  or inhabited areas rather than in wilderness (where the skill of Survival 
  incorporates tracking game in the wilds).
   
  file:///E|/tempus/028i020.htm [10/26/2001 4:34:23 AM]
  
  Stock Market
  Stock Market
   
  The ability to play the Stock Market, engage in routine stock transactions and 
  manipulate stocks profitably. At +2, you know enough to invest a bunk bonds 
  and lose your shit. At +6, your investments pay off 75% of the time. At +9, you 
  are a major heavy on the market, routinely dabble in international stocks, and 
  can write articles on one subject of investment.
   
  file:///E|/tempus/028i021.htm [10/26/2001 4:34:23 AM]
  
  System Knowledge
  System Knowledge
   
  Basic knowledge of the geography of the Net, it's lore and history, as well as 
  knowledge of the important computer systems, their strengths and their 
  weaknesses. At +2, you can generally navigate around the Net and know 
  where all the local places are. At +6, you know the locations of most places in 
  the Net, and have a working understanding of its largest and most well know 
  systems. At +9, you know the entire Net like the back of your hand, know the 
  general layouts of the important systems cold, and are aware of the layouts for 
  the rest of them.
  file:///E|/tempus/028i022.htm [10/26/2001 4:34:24 AM]
  
  Teaching
  Teaching
   
  The skill of imparting knowledge to someone (if you don't think this is skill, you 
  ought tot try is someone). Players may not teach any skill unless they have a 
  higher skill level than a student. The referee is the final arbiter of how long it 
  takes to teach a skill. At a Teaching Skill of +3 or better, you can 
  professionally teach students up to High School. At +6, you know enough to 
  be a college professor (if you want). At +9 or greater, you are recognized by 
  others in the field as good enough to guest lecture at MIT or Cal Tech; your 
  texts on the subject are quoted as a major references, and you might have a 
  TV show on the equivalent of PBS channel.
   
  file:///E|/tempus/028i023.htm [10/26/2001 4:34:24 AM]
  
  Zoology
  Zoology
   
  Knowledge of lifeforms, biological processes and their relation to the 
  environment. At +2, you know most common animals. At +5, you know not 
  only well known animals, but also about many exotics and endangered 
  species. At +8. You are knowledgeable well, and have +1 advantage to any 
  Wilderness Survival Skills (you know where to find the game).
   
  file:///E|/tempus/028i025.htm [10/26/2001 4:34:25 AM]
  
  Archery
  Archery
   
  The skill required to use bows, crossbows and other arrow-based ranged 
  weapons. See Handgun for details.
  file:///E|/tempus/028r001.htm [10/26/2001 4:34:25 AM]
  
  Handgun
  Handgun
   
  You must have this skill to effectively use handguns of any type, including 
  cyberware types. At +2, you ca use a handgun on a target range, through 
  combat will still rattle you. At +5, you are as skilled as most military officers of 
  fancy shooting you see on TV, and have begun to get a reputation of being 
  "good with gun". A +8, you are a recognized gunslinger with a "rep". The very 
  sound of your name makes some people back down in fear. At +10, you are a 
  legendary gunslinger, feared by all except the stupid young punks who keep 
  trying to "take" you in innumerable gunfight challenges.
  file:///E|/tempus/028r008.htm [10/26/2001 4:34:26 AM]
  
  Brawling
  Brawling
   
  The skill of fighting man to man with fist, feet and other parts of the body. 
  Brawling is not a trained skill - it is learned on the Street by getting into a lot of 
  fights. Unlike Martial Arts, there are no specialized attacks and no damage 
  bonuses based on level of mastery.
  file:///E|/tempus/028r003.htm [10/26/2001 4:34:26 AM]
  
  Dance
  Dance
   
  The specific skill needed to become a professional dancer. A trained dancer 
  +4 or greater can successfully dance for payment in small clubs or dance 
  troupes. Dancers +6 or greater will be considered to professional caliber, and 
  regularly give performances and have fans. Dancers +9 or greater are of "star" 
  caliber, have a large number of fans, and may be recognized on the street.
  file:///E|/tempus/028r004.htm [10/26/2001 4:34:27 AM]
  
  Dodge & Escape
  Dodge & Escape
   
  This is skill is required to dodge attacks and escape grapples and holds. If an 
  attack is made without your knowledge, you may not apply this skill to your 
  Defense roll.
  file:///E|/tempus/028r005.htm [10/26/2001 4:34:27 AM]
  
  Driving
  Driving
   
  This skill allows you to pilot all ground vehicles like cars, trucks, tanks and 
  hovercraft. This skill is not usable for piloting aircraft. A skill +3 is equal to that 
  of a very good non-professional driver. A skill of +6 allows you to drive with the 
  skill of a moderately skilled race driver. An driver with skill of +8 or greater will 
  be nationally ship races, and possibly have access to the most advanced 
  ground vehicles available (as long as he makes an endorsement).
  file:///E|/tempus/028r006.htm [10/26/2001 4:34:28 AM]
  
  Fencing
  Fencing
   
  The mastery of swords, rapiers and monoblades. A Fencing Skill of +3 allows 
  you to be competent with a blade. A Skill of +5 makes you fairly skilled. A 
  Fencing Skill of +6 might win you the National Fencing Competitions. A Skill of 
  +8 will get you a reputation for being a true swordsman of duelist caliber. 
  People like D'Artagnan or Miymoto Musashi have Skill of +10. They are 
  legendary masters of the blade; the mention of whom will cause all but the 
  stupidest young bravo to run for cover.
  file:///E|/tempus/028r007.htm [10/26/2001 4:34:28 AM]
  
  Heavy Weapons
  Heavy Weapons
   
  The required skill for using grenade launchers, autocannon, mortars, heavy 
  machine guns, missiles and rocket launchers. A level +5 skill would be 
  equivalent to a general military "Heavy Weapons" training course, giving the 
  user the ability to use any or all of these weapon types.
  file:///E|/tempus/028r009.htm [10/26/2001 4:34:28 AM]
  
  Martial Arts
  Martial Arts
   
  This skill covers any type of trained fighting style using hands, feet, or 
  specialized "martial arts" weapons. You must elect a style of martial art and 
  take a separate skill for each style (for example, you would have to take 
  Karate and Judo separately, spending points for each one. Difficulty modifiers 
  are listed in () next tot each skill listed below.
  The primary advantage to martial arts styles is that each one has what are 
  called key attacks; attacks that reflect particular strengths of style. When a key 
  attack is used, there is to-hit bonus based on the attack type and martial arts 
  style. A full table of key attacks is listed in Friday Night.
  The second advantage to martial arts styles is that there is a damage bonus 
  on attacks equal to the level of the Martial Arts skill; for example, a master with 
  a +10 Kung Fu Skill would add 10 points to his damage. This can be 
  formidable advantage, particularly in head strikes (which double damage).
  Martial Arts forms include:
  Aikido (3): This form relies on using the opponent's strength and 
  momentum against him. It is a perfect form for stopping an 
  opponent peacefully while making yourself very hard to hit. Key 
  attacks are: blocks & parries, dodges, throws, holds, escapes, 
  chokes, sweeps, trips & sweeps, grapples.
  Animal Kung Fu (3): There are forms based on animal 
  movements, such as crane, mantis, tiger, leopard and dragon 
  forms. These attacks are fast and dangerous, with a style that is 
  exciting and flashy. Key attacks include: strikes, punches, kicks, 
  blocks & parries, sweeps & trips.
  Boxing (1): The manly art of fisticuffs, this form delivers lightning 
  punches and tight blocking defense. Key attacks are: punches, 
  blocks & parries.
  Capoeria (3): Created by Caribbean slaves, this form combines 
  dancelike movements with fast kicks and low line sweeps. It is a 
  relatively unknown form and can be combined with dance moves 
  to disguise it's true power. Key attacks are: punches, kicks, 
  blocks & parries, dodges, and sweeps & trips.
  file:///E|/tempus/028r010.htm (1 of 2) [10/26/2001 4:34:29 AM]
  
  Martial Arts
  Choi Li Fut (3): Descended directly form the ancient Shaolin 
  temples, this form combines powerful roundhouse blows and 
  sweeping kicks into dynamic fighting style. Key attacks are: 
  strikes, punches, kicks, blocks & parries, dodges, throws, and 
  sweeps & trips.
  Judo (1): This system was designed as a sport form, but is very 
  effective in combat as well. It uses throws and sweeps to knock 
  down the opponent. Key attacks include dodges, throws, holds, 
  escape sweeps & trips and grappling.
  Karate (2): The Japanese version of kung fu, this style uses 
  straight line movements and powerful blows. Variations include 
  shotokan and kenpo, each with their own special moves. Key 
  attacks are: punches, kicks, and blocks & parries.
  Tae Kwon Do (3): A very fast and precise form, with graceful 
  movements and some aerial kicks. Key attacks include: strikes, 
  punches, kicks, blocks & parries, dodges.
  Thai Kick Boxing (4): One of the deadliest form in existence, 
  this style is known for blinding kicks delivered with incredible 
  power. Key moves include: strikes, punches, kicks, blocks & 
  parries.
  Wrestling (1): This form combines techniques of Olympic and 
  Professional wrestling. The style uses a wide variety of throws 
  and holds to incapacitate the opponent. Key attacks include: 
  throws, holds, escapes, chokes, sweeps, trips, and grapple.
  file:///E|/tempus/028r010.htm (2 of 2) [10/26/2001 4:34:29 AM]
  
  Melee
  Melee
   
  The ability to use knives, axes, clubs and other hand to hand weapons in 
  combat. Note: when using non-ranged cyberweapons such as rippers, 
  scratchers, slice n'dices, cyberbeasts, and battlegloves, you must use this 
  skill.
  file:///E|/tempus/028r011.htm [10/26/2001 4:34:30 AM]
  
  Motorcycle
  Motorcycle
   
  The required skill to operate motorcycles, cyberbikes, and other two and three-
  wheeled vehicles.
  file:///E|/tempus/028r012.htm [10/26/2001 4:34:31 AM]
  
  Operate Heavy Machinery
  Operate Heavy Machinery
   
  The required skill to operate tractors, tanks, very large trucks and construction 
  equipment.
  file:///E|/tempus/028r013.htm [10/26/2001 4:34:31 AM]
  
  Piloting
  Piloting
   
  In general, this is the skill of controlling aircraft. Aircraft broken into categories: 
  Gyro and Rotorcracft, Fixed Wing Aircraft, Dirigible and Vectored Thrust 
  Aerodynes (AVs). A Piloting Skill of +1 allows you to take off and land safely 
  in good weather conditions. A Piloting Skill of +3 or more makes you a trained 
  pilot, able to engage in most combat situation or bad weather. Pilots with a 
  Skill of +6 or greater are veteran pilots, able to handle themselves in almost 
  any situation, including aerobatic maneuvers. Pilots with a Skill of +9 or 
  greater are so good, they have a rep as pilots, and are widely known among 
  the piloting fraternity for having the "right stuff".
  file:///E|/tempus/028r014.htm [10/26/2001 4:34:31 AM]
  
  Pilot Gyro
  Pilot Gyro (3)
   
  The ability to pilot all types of rotorwing aircraft, including gyros, copters and 
  Ospreys.
  file:///E|/tempus/028r014a.htm [10/26/2001 4:34:32 AM]
  
  Pilot Fixed Wing
  Pilot Fixed Wing (2)
   
  The ability to pilot fixed wing jets and light aircraft. Ospreys may be flown with 
  this skill, but not only in the straight ahead (non-hover) mode.
  file:///E|/tempus/028r014b.htm [10/26/2001 4:34:32 AM]
  
  Pilot Dirigible
  Pilot Dirigible (2)
   
  The ability to pilot all lighter than air vehicles, including cargo dirigibles, blimps 
  and powered balloons.
  file:///E|/tempus/028r014c.htm [10/26/2001 4:34:33 AM]
  
  Pilot Vectored Thrust Vehicle
  Pilot Vectored Thrust Vehicle (3)
   
  The skill of piloting all types of vectored thrust vehicles, and AV-4, 6 and 7 
  vehicles.
  file:///E|/tempus/028r014d.htm [10/26/2001 4:34:33 AM]
  
  Rifle
  Rifle
   
  You must have this skill to use riffle/shotguns effectively (see Handgun 
  limitations and modifiers).
  file:///E|/tempus/028r015.htm [10/26/2001 4:34:34 AM]
  
  Stealth
  Stealth (2)
   
  The skill of hiding in shadows, moving silently, evading guards, etc. A Stealth 
  Skill of +1 is about the level of a very sneaky 10 year old stealing cookies. At 
  +3, you are able to get past most guards, or your parents if you've been 
  grounded. At +6, you are good enough to slip smoothly from shadow and not 
  make any noise. At +8, you are the equal of most Ninja warriors. At +10, you 
  move as silently as a shadow, making the Ninja sound like elephants.
  file:///E|/tempus/028r016.htm [10/26/2001 4:34:34 AM]
  
  Submachinegun
  Submachinegun
   
  You must have this skill to use any type of submachine gun effectively (see 
  Handgun for limitations and modifiers).
  file:///E|/tempus/028r017.htm [10/26/2001 4:34:35 AM]
  
  Aero Tech
  Aero Tech (2)
   
  The required skill for repairing fixed wing aircraft, including Ospreys, jets, and 
  light aircraft. With a Skill of +3, you can perform most routine maintenance 
  tasks. With a Skill of +6, you can do engine tear downs and major structural 
  repairs. With a Skill +9 or better you are capable of designing and building 
  your own aircraft.
  file:///E|/tempus/028t001.htm [10/26/2001 4:34:35 AM]
  
  AV Tech
  AV Tech (3)
   
  The required skill for repairing all ducted fan aerodyne vehicles. At +3, you can 
  perform routine maintenance. At +6, you can tear down engines and modify an 
  AV. At +10, you can design your own AVs on common airframes.
  file:///E|/tempus/028t002.htm [10/26/2001 4:34:36 AM]
  
  Basic Tech
  Basic Tech (2)
   
  The required skill for building or repairing simple mechanical and electrical 
  devices, such as car engines, television sets, etc. With a Basic Tech Skill of 
  +3, or better, you can fix minor car problems, repair basic wiring, etc. A Basic 
  Tech Skill of +6 or better can repair stereos and TVs, rebuild an engine, etc. A 
  Basic Tech Skill of +9 or better can build a simple computer from scratch, put 
  together a race car engine, and maintain any kind of industrial machinery. 
  However, they do not know enough specialized knowledge to apply it to 
  complex things such as aircraft (just like Mr. Goodwrench) doesn't know how 
  to build and service an F-16).
  file:///E|/tempus/028t003.htm [10/26/2001 4:34:36 AM]
  
  Accounting
  Accounting
   
  The ability to balance books (or create false books), juggle numbers, create 
  budgets and handle day to day business operations.
   
  file:///E|/tempus/028i001.htm [10/26/2001 4:34:37 AM]
  
  Anthropology
  Anthropology
   
  The knowledge of human cultures, habits and customs. Unlike Streetwise 
  (which covers only the culture and customs of the Street), or Social (which 
  covers only what you should do in a given situation), Anthropology covers 
  general customs and background of a culture. For example, with Streetwise, 
  you know what alleys to avoid and what gangs are dangerous. With Social, 
  you know the proper forms of address for a high ranking Japanese zaibatsu 
  head. With Anthropology, you know that the customs of a N'Tanga tribesman 
  require that a young man kill a lion in order to be accepted as an adult male.
   
  file:///E|/tempus/028i002.htm [10/26/2001 4:34:37 AM]
  
  Awareness/Notice
  Awareness/Notice
   
  This is equivalent of a "trained observer" skill, allowing characters to notice or 
  be aware of clues, shadowers and other events. With an Awareness of +2 you 
  will usually spot small pieces of paper with noted on them, doors left ajar , and 
  obvious expressions of lying or dislike. An Awareness of +5 or better allows 
  you to spot fairly well hidden clues, and fairly sophisticated attempts to 
  "shadow" you. With an Awareness of +8 or greater, you routinely perform the 
  sorts of deductive reasoning seen in the average TV cop show ("The murder 
  was left handed because this knife has a specialized handle"). Sherlock 
  Holmes has a +10 Awareness. Players without skill may only use their 
  Intelligence Stat.
   
  file:///E|/tempus/028i003.htm [10/26/2001 4:34:38 AM]
  
  Biology
  Biology
   
  General knowledge of animals, plants, and other biological systems. At level 
  +3, you know most types of common animals, plats. At +6, you have a general 
  understanding of genetics, cellular biology, etc. At +10, you can perform most 
  bio-lab procedures, including gene mapping and splicing.
   
  file:///E|/tempus/028i004.htm [10/26/2001 4:34:38 AM]
  
  Botany
  Botany
   
  The general knowledge of plant identification. At level +3, you know most 
  common plats and can identify which ones are dangerous and why. At a +6, 
  you can identify most important plants found worldwide and have a working 
  knowledge of their uses. At +8, you have the equivalent of a doctorate in 
  Botany and know rare poisons, exotic orchids and other useful plants.
   
  file:///E|/tempus/028i005.htm [10/26/2001 4:34:38 AM]
  
  Chemistry
  Chemistry
   
  The required skill for mixing chemicals various compounds. A level +2 
  Chemistry is equal to high school chemistry. A level +4 is equal to a trained 
  pharmacist or college level chemist. A +8 is a trained laboratory chemist.
   
  file:///E|/tempus/028i006.htm [10/26/2001 4:34:39 AM]
  
  Composition
  Composition
   
  The required for writing songs, articles, or stories. A Composition Skill of +4 or 
  greater gives your character the ability to produce salable work. A Skill of +8 
  or more produces work of such a high caliber that the creator may have a 
  strong literary following and not a little critical acclaim.
   
  file:///E|/tempus/028i007.htm [10/26/2001 4:34:40 AM]
  
  Diagnose Illness
  Diagnose Illness
   
  The skill of clinically diagnosing symptoms and medical problems. A +3 is the 
  equivalent of a high school nurse - you can recognize most common injuries 
  and complaints. At +6, you would be equivalent to a trained intern; you can 
  recognize many uncommon illnesses and know how to treat most common 
  ones. A +9 is equivalent to you to get a diagnosis.
   
  file:///E|/tempus/028i008.htm [10/26/2001 4:34:41 AM]
  
  Education & General Knowledge
  Education & General Knowledge
   
  This skill is the equivalent of a basic public school education, allowing you to 
  know how to read, write, use basic math, and know enough history to get by. 
  In effect, it is a "lore" or trivaia skill. A level of +1 is a basic grade school 
  education. A skill of +2 is equal to a high school equivalency. A Knowledge 
  Skill of +3 is equal to a college education, +4 or higher is equal to a Masters or 
  Doctorate. At +7, you are an extremely well-educated person, and are asked 
  to play Trival Pursuit a lot. At +9 and above, you are one of those people who 
  knows a lot about everything (and hopefully has the good sense to keep his 
  mouth shut).
   
  file:///E|/tempus/028i009.htm [10/26/2001 4:34:41 AM]
  
  Expert
  Expert
   
  You may use this skill to be an expert on one specific subject, such as rare 
  postage stamps, obscure weapon, a foreign language, etc. At +3, you are the 
  local expert. At +6, you know enough to publish a few books on the subject. At 
  +8 or better, your books are recognized as major texts on the subject, and you 
  could do the talk-show circuit if you wanted to.
   
  file:///E|/tempus/028i010.htm [10/26/2001 4:34:42 AM]
  
  Gamble
  Gamble
   
  The skill on knowing how to make bets, figure odds, and play games of 
  chance successfully. As any professional gambler knows, this is not a luck 
  skill. At +2, you are the local card shark at the Saturday night poker game. At 
  +6, you can make a living at the tables in Vegas and Monte Carlo. At +9 or 
  better, you can take on James Bond at roulette and stand a good chance of 
  breaking the bank.
   
  file:///E|/tempus/028i011.htm [10/26/2001 4:34:42 AM]
  
  Geology
  Geology
   
  A functional knowledge of rocks, minerals and geologic structures. At +3, you 
  can identify most common rocks and minerals. At +6, you have the equivalent 
  of a college degree in Geology and can identify minerals and geological 
  structures with ease. At +8, you can teach geology in high school.
   
  file:///E|/tempus/028i012.htm [10/26/2001 4:34:43 AM]
  
  Hide/Evade
  Hide/Evade
   
  The skill of losing pursuers, covering tracks and otherwise evading people on 
  your trail. At +3, you can lose most boostergangers on the rampage. At +6, 
  you can ditch cops and private eys. At +8, you can ditch most Solos.
   
  file:///E|/tempus/028i013.htm [10/26/2001 4:34:43 AM]
  
  History
  History
   
  The knowledge of facts and figures of past events. In game play, they might 
  be used to determine if character is familiar with a particular clue related to a 
  past event. At +2, you have the equivalent of grade school history education. 
  At +6, you would have the equivalent of a college grasp on the subject. At +8, 
  you could teach history in high school. At +9, you may have written a few of 
  most often texts on a particular historic personage or epoch.
   
  file:///E|/tempus/028i014.htm [10/26/2001 4:34:44 AM]
  
  Know Language
  Know Language
   
  The knowledge of foreign tongue. At +2, you can "get by" with speaking the 
  language. At +3, you can actually read a written from of it. At +6 and above, 
  you are fairly fluent, although no naive will be fooled by your ability. At +8 and 
  above, you speak and read language like a native.
  Each language known requires a separate Know Language Skill, however, 
  one may use the knowledge of a particular Language with up to ? (round 
  down) proficiency with any language in the same linguistic family (example: 
  knowing Cantonese at +4 will give you the ability to understand and speak 
  Mandarin at +2).
   
  file:///E|/tempus/028i015.htm [10/26/2001 4:34:44 AM]
  
  Library Search
  Library Search
   
  The skill of using databases, DataTerm™, libraries and other compiled 
  information sources to find facts. With a skill of +2 you can use most simple 
  databases. With a skill of +6, you can easily access the Library Congress. At 
  +9, you can comprehend almost any public databases and find very obscure 
  facts.
   
  file:///E|/tempus/028i016.htm [10/26/2001 4:34:45 AM]
  
  Cryotank Operation
  Cryotank Operation
   
  The required skill for operating, repairing and maintaining life suspension and 
  body chilling devices. A minimum skill of +4 is required to chill down a healthy 
  person. A minimum skill of +6 for chilling a wounded person.
  file:///E|/tempus/028t004.htm [10/26/2001 4:34:45 AM]
  
  Cyberdeck Design
  Cyberdeck Design (2)
   
  The required skill for designing cyberdecks. At level +4, you can modify an 
  existing cyberdeck for greater speed or memory. At level +6, you can design a 
  deck equal to most existing designs. At +8, you can design decks that are 
  substantially improved over existing designs.
  file:///E|/tempus/028t005.htm [10/26/2001 4:34:46 AM]
  
  CyberTech
  CyberTech (2)
   
  The required skill for repairing and maintaining cyberware. At level +2, you can 
  keep your cyberware turned up and replace its power batteries. At level +6, 
  you can strip down most cyberware and even make simple modifications. At 
  level +8, you can design your own cyberware to order.
  file:///E|/tempus/028t006.htm [10/26/2001 4:34:46 AM]
  
  Demolitions
  Demolitions (2)
   
  This skill allows the character to be knowledgeable in the use of explosives, as 
  well as knowing the best explosives to use for which jobs, how to set times 
  and detonators, and how much explosives to use to accomplish a desired 
  result.
  file:///E|/tempus/028t007.htm [10/26/2001 4:34:47 AM]
  
  Disguise
  Disguise
   
  The skill of disguising your character to resemble someone else, whether real 
  or fictitious. This skill incorporates elements of both makeup and acting, 
  although it is not the same as the ability to actually be an actor.
  file:///E|/tempus/028t008.htm [10/26/2001 4:34:47 AM]
  
  Electronics
  Electronics
   
  The required skill for maintaining, repairing and modifying electronic 
  instruments such as computers, personal electronics hardware, electronic 
  security systems, cameras and monitors.
  file:///E|/tempus/028t009.htm [10/26/2001 4:34:47 AM]
  
  Electronic Security
  Electronic Security (2)
   
  The skill of installing or countering electronic eyes, electronic locks, bugs and 
  tracers, security cameras, pressure plates, etc. At level +3, you can jimmy or 
  install most apartment locks and security cams. At +6, you can override most 
  corporate office locks and traps. At +9, you can enter most high security area 
  with impunity.
  file:///E|/tempus/028t010.htm [10/26/2001 4:34:48 AM]
  
  First Aid
  First Aid
   
  This skill allows the user to bind wounds, stop bleeding, and revive a stunned 
  patients (see Trauma Team for details).
  file:///E|/tempus/028t011.htm [10/26/2001 4:34:49 AM]
  
  Forgery
  Forgery
   
  The skill of copying and creating false documents and identifications. This skill 
  Forgery also be applied to the detection of same; if you can fake it, you can 
  usually tell a fake as well.
  file:///E|/tempus/028t012.htm [10/26/2001 4:34:49 AM]
  
  Gyro Tech
  Gyro Tech (3)
   
  The skill or repairing and maintaining rotorwing aircraft such as helicopters 
  and gyrocopters. 
  file:///E|/tempus/028t013.htm [10/26/2001 4:34:49 AM]
  
  Paint or Draw
  Paint or Draw
   
  The skill of producing professional drawings. A skill of +3 allows you to 
  produce salable "modern" art. A Skill of +6will produce artwork that is 
  recognized end extremely pleasant to eye - as well as salable. An artist with a 
  Skill of +8 or greater will be nationally known, have exhibitions in galleries, and 
  have other lesser artists studying his style in art.
  file:///E|/tempus/028t014.htm [10/26/2001 4:34:50 AM]
  
  Photo & Film
  Photo & Film
   
  The skill of producing professional caliber photographs or motion pictures. A 
  skill of +2 allows you to make decent home movies. A Skill +4 or better 
  creates work capable of winning amateur contests. A Skill of +6 or better will 
  produce work of the level of the average Playboy cover or rock video. A 
  photographer or cinematographer with a Skill of +8 known and probably 
  famous.
  file:///E|/tempus/028t015.htm [10/26/2001 4:34:51 AM]
  
  Pharmaceuticals
  Pharmaceuticals (2)
   
  The skill of designing and manufacturing drugs and medicines. A minimum 
  Chemistry skill of +4 is required. At +4, you can make aspirin. At +6, you can 
  make hallucinogenic or antibiotics. At level +9 you can build designer drugs 
  tailored to individual body chemistries.
  file:///E|/tempus/028t016.htm [10/26/2001 4:34:51 AM]
  
  Pick Lock
  Pick Lock
   
  The skill required to pick locks and break into sealed containers and rooms. At 
  +3, you can jimmy most simple locks. At +6 you can crack most safes. At +9 
  or better, you have a rep as master crackman, and are known to all the major 
  players in the Cyberpunk world.
  file:///E|/tempus/028t017.htm [10/26/2001 4:34:53 AM]
  
  Pick Pocket
  Pick Pocket
   
  The required skill for picking pockets without being noticed, as well as 
  "shoplifting" small items. For ideas on levels of ability see Pick Lock.
  file:///E|/tempus/028t018.htm [10/26/2001 4:34:53 AM]
  
  Play Instrument
  Play Instrument
   
  The skill of knowing how to play a musical instrument. You must take this skill 
  separately for each type of instrument played. A skill of +4 or higher will qualify 
  your character to play professional "gigs". A Skill of +8 and above will gain 
  musician some professional acclaim, possibly with recording contracts and 
  command performances. At +10, you are widely acclaimed, have lots of 
  Grammys, and regularly jam with Kerry Eurodyne.
  file:///E|/tempus/028t019.htm [10/26/2001 4:34:54 AM]
  
  Weaponsmith
  Weaponsmith (2)
   
  The required skill for repairing and maintaining weapons of all types. At level 
  +2, you can do repairs and field stripping. At level +6, you can repair all types 
  of weapons and make simple modifications. At level +8. You can design your 
  own weapons to order.
  file:///E|/tempus/028t020.htm [10/26/2001 4:34:54 AM]
  
  Career Skills List
  Career Skills List
   
  SOLO
  Combat Sense
  Awareness/Notice
  Handgun
  Brawling or Martial Arts
  Melee
  Weapons Tech
  Rifle
  Athletics
  Submachinegun
  Stealth
  NOMAD
  Family
  Awareness/Notice
  Endurance
  Melee
  Rifle
  Driving
  Basic Tech
  Wilderness Survival
  Brawling
  Athletics
  ROCKERBOY
  Charismatic Leadership
  Awareness/Notice
  Perform
  Wardrobe & Style
  Composition
  Brawling
  Play Instrument
  Streetwise
  Persuasion
  Seduction
  NETRUNNER
   
  TECHIE
  Jury Rig
  Awareness/Notice
  Basic Tech
  CyberTech
  Teaching
  Education
  Electronics
  Any three other
  Tech Skills (Gyro, Aero,
  Weaponsmith, Electronic Security)
  MED TECH
  Medical Tech
  Awareness/Notice
  Basic Tech
  Diagnose
  Education
  Cryotank Operation
  Library Search
  Pharmaceuticals
  Zoology
  Human Perception
  MEDIA
  Credibility
  Awareness/Notice
  Composition
  Education
  Persuasion
  Human Perception
  Social
  Streetwise
  Photo & Film
  Interview
  COP
  file:///E|/tempus/027.htm (1 of 2) [10/26/2001 4:34:56 AM]
  
  Career Skills List
  Interface
  Awareness/Notice
  Basic Tech
  Education
  System Knowledge
  CyberTech
  Cyberdeck Design
  Composition
  Electronics
  Programming
  CORPORATE
  Resources
  Awareness/Notice
  Human Perception
  Education
  Library Search
  Social
  Persuasion
  Stock Market
  Wardrobe & Style
  Personal Grooming
  Authority
  Awareness/Notice
  Handgun
  Human Perception
  Athletics
  Education
  Brawling
  Melee
  Interrogation
  Streetwise
  FIXER
  Streetdeal
  Awareness/Notice
  Forgery
  Handgun
  Brawling
  Melee
  Pick Lock
  Pick Pocket
  Intimidate
  Persuasion
  file:///E|/tempus/027.htm (2 of 2) [10/26/2001 4:34:56 AM]
  
  Starting Skills
  Starting Skills
   
  There are two types of starting Skills: Career Skill Packages and Pickup 
  Skills:
  The Career Skill Package is a group of skills that are known by your character 
  as part of his or her Career. They're basics - Rockers know how to play 
  instruments, Solos know how to shoot guns, etc. A starting character 
  receive 40 points to distribute among his Career Skills. He may not use 
  these points on his Pickup Skills, although he can choose to use future 
  Improvement Points to Improve a Career Skill at any later time. He does 
  not have to put points into all of his Career Skills (but it's a good idea - 
  you never know).
  Important: It is required that one of your character's Career Skills be the 
  Special Ability for his or her class. These Skills are unique to the class and 
  reflect abilities and resources only that particular class possesses. Example 
  are the Authority of Cops which allows them to use the weight and powers of 
  Law or the Charismatic Leadership which allows a Rockerboy to convince a 
  crowd to get down and party - or get out and riot. The number of points you 
  put into your Special Ability (up to, but not greater than 10) reflects your 
  position in your chosen field and the development of your unique career skill. 
  Because of this, your Special Ability also determines you have to start with.
  Obviously while spreading those Career Points around it's going to be pretty 
  tempting tot make yourself a wealthy Superstar, but remember a Rocker with 
  lots of Charismatic Leadership and no performance skills will find that things 
  can get ugly fast. They may love you but they paid 60 eb for those tickets so 
  you'd better be smokin'.
  Example: As a Rockerboy, Johnny Silverhand began with the following 
  package:
  Charismatic Leadership
  +6
  Notice
  +3
  Perform
  +5
  Style
  +4
  Composition
  +4
  Brawling
  +2
  Play Instrument
  +5
  Streetwise
  +3
  Persuasion
  +5
  file:///E|/tempus/026.htm (1 of 2) [10/26/2001 4:34:56 AM]
  
  Starting Skills
  Seduction
  +3
  TOTAL
  40
   
   
  file:///E|/tempus/026.htm (2 of 2) [10/26/2001 4:34:56 AM]
  
  Skill Checks
  Skill Checks
   
  Most of time, your character will be able to do most ordinary things without 
  difficulty: walk, talk, open a can of Protein Food Complex 35 without gagging. 
  But certain things will require that the character make a Skill Check to see if 
  he can actually do what he wanted to.
  Ref-Set Difficulties
  Each task is rated by Referee from Easy to Nearly Impossible. Each rating has 
  a corresponding numerical value called a Difficulty.
  Task 
  Difficulties
  Easy
  10+
  Average
  15+
  Difficult
  20+
  Very Difficult
  25+
  Nearly Impossible
  30+
  Giving It your Best Shot
  When making a Skill Check, first, determine which of your stats is most 
  appropriate to use to perform the action. For example, if you were trying to 
  stand on your head, REF would be best. If you were deciphering a code, INT 
  would be the most appropriate.
  Next, if you have any one Skill directly relating to the task at hand, add that 
  skill to the stat. You may apply only one Skill to a task at any time. The subject 
  of Skills (and how you get them) is covered later, but right now, we’re just 
  interfacing you with the concept of tasks.
  Finally, roll 1D10 and add the combined total of your die roll, your Stat, and 
  your selected Skill. Compare your total with the Task’s Difficulty (as 
  determined by the Referee). If your total is equal or higher, you have 
  succeeded; on lower roll, you have failed.
  Here’s an example; Johnny Silverhand needs to break into a locked room, a 
  task the Referee considers to require some training. As such, it has a Difficulty 
  of 15. Johnny’s most applicable stat if Technical, because this is a Task that 
  requires manipulating a mechanical object. Johnny isn’t much of techie (his 
  Tech stat is only +3, enough to fix guitar strings and plug in his amp). But 
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  Skill Checks
  Johnny also picked up Pick Lock +3 as one of early Pickup skills. This gives 
  him a Base Ability of 6. Johnny will need roll at least a 9 to pick this lock.
  Opposed Tasks
  If you are making an attempt against another player character, the opposing 
  player will combine his most applicable stat, skill and 1D10 roll. On an equal or 
  higher roll, the defending player wins.
  Difficulty Modifiers
  Difficulty Modifiers are values witch are added to difficulty of task, reflecting 
  adverse conditions or extra problems. Modifiers work best when you are 
  dealing with very ticklish or picky situations; things where life and death must 
  be performed. At these times, players will want every advantage they can get, 
  and a simple decision like “The task is Very Difficult” will create more friction 
  than its worth. At these times, you will probably want to make the steps of the 
  task clear by creating a Difficulty through stacking modifiers. In addition, 
  modifiers allow you, as Referee, to determine the relative difficulty of doing 
  something and the effect of prevailing conditions.
  Automatic Failure, Critical Success
  On a natural die roll of 1, you have failed Roll an additional 1D10 and check 
  the result on the Fumble Table to see what (if anything happens).
  On a natural roll of 10, you have had a critical success. Roll an additional 
  1D10 and add it to your origin roll. This is when you get lucky and manage to 
  pull off something you have no chance in Hades of doing normally.
  Skills
  Skills are used to enhance your ability to perform certain tasks. They 
  represent things you’ve specifically taken the time to learn and possibly 
  master, (as opposed to your stats, which only indicate a basic, natural ability 
  at doing something). For example, if you had very good REF, you would 
  probably pick up driving a car very easily. But you would not know how to 
  drive a car until you had learned the skill of Driving. Each skill is related in 
  some way to one of your basic stats. For, example, the character’s REF stat. 
  Skills are always rated from 0 to 10, with 1 being a novice level of knowledge, 
  and 10 being a master’s level of ability. In addition, players may opt to invent 
  their own Skills.
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  Skill Checks
  file:///E|/tempus/025.htm (3 of 3) [10/26/2001 4:34:57 AM]
  
  Fumble Table
  Fumble Table
  Area
  Result of Roll
  Reflex (combat)
  1-
  4
  No fumble. You just screw up.
  5
  You drop your weapon.
  6
  Weapon discharges (make 
  reliability toll for non-autowep.) or 
  strikes something harmless.
  7
  Weapon jams (make reliability 
  roll for non-autowep.)
  8
  You manage to wound yourself. 
  Roll for location.
  9-
  10
  You manage to wound a member 
  of your own party.
  Reflex (Athletics)
  1-
  4
  No fumble. You just mess up and 
  make an idiot of yourself.
  5-
  7
  You fail miserably. Take 1 point 
  in minor damage (sprain, fall, 
  stumble) plus makes a Save vs. 
  Stun.
  8-
  10
  You fail abysmally, if a physical 
  action, take 1D6 in damage from 
  falling or strained muscles. Also 
  make a roll vs. Stun at –1.
  TECH (Repair or create)
  1-
  4
  No fumble. You just can’t get it 
  together.
  5-
  7
  You not only fail, you make it 
  worse! You drop the tools you’re 
  working with, or you lose your 
  grip and damage the thing you’re 
  working with even more. Raise 
  the Difficulty by 5 points and try 
  again.
  8-
  10
  Wow. Did you ever blow it! You 
  damage the device or creation 
  beyond repair. Buy a new one.
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  Fumble Table
  EMP (Convince, Fast talk, Seduce)
  1-
  4
  No fumble. They just won’t buy it.
  5-
  6
  So much for your people skills. 
  You not only don’t convince 
  them; you leave them totally cold 
  (-4 to your next EMP die roll) to 
  any other suggestion you might 
  have.
  7-
  10
  Wow! You blew it royalty. You 
  not only didn’t convince them, but 
  now they’re actually violently 
  opposed to anything you want to 
  do. Roll 1D10. On a 1-4, they 
  actually attempt to do you 
  physical harm.
  INT (Figure out, Notice, catch a 
  clue)
  1-
  4
  No fumble. You just didn’t know 
  how to do it. You don’t know 
  what’s going on. You carry on 
  oblivious to higher concerns.
  5-
  7
  You don’t know anything about 
  what’s going on and you haven’t 
  clue about how to do anything 
  about it. Make a Convince check 
  at –2 to see if anyone else 
  notices how dumb you are.
  8-
  10
  Wow, are you oblivious. You not 
  only don’t know what’s going on 
  or anything about subject, but 
  everyone know how ignorant you 
  are.
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  WORKING
  WORKING
   
  "You say you've done this kinda thing before?"
  Silence. Then, "Yep".
  A long pause. Click. Rattle. Click.
  "You've sure?"
  "Yep".
  Long pause... Click. Whir. Click. "Uh... Ice?"
  "Ripper, shut up before I cross a wire and wipe out half the City in 
  thermonuclear accident".
  "Uh... right". Click. Whir. Rattle.
  file:///E|/tempus/024.htm [10/26/2001 4:34:59 AM]
  
  Romantic Life
  Romantic Life
   
  There's more to life than just combat and bad breaks. Romance is also part of 
  living on the Edge. If you're here, you had some romantic action as your major 
  event this year. Start by finding out HOW IT WORKED OUT, below:
  HOW IT WORKED OUT
  Roll one, then go to that section:
  1-4 Happy love affair (go back to LIFE EVENTS)
  5
  TRAGIC LOVE AFFAIR
  6-7 LOVE AFFAIR WITH PROBLEMS
  8-10Fast Affairs and Hot Dates (Go back to LIFE 
  EVENTS)
  LOVE AFFAIR WITH PROBLEMS
  Choose or roll one:
  1 Your lover's friends/family hate you
  2 Your lover's friends/family would use any means to 
  get rid of you
  3 Your friends/family hate your lover
  4 One of you has a romantic rival
  5 You are separated in some way
  6 You fight constantly
  7 You're professional rivals
  8 One of you is insanely jealous
  9 One of you is "messing around"
  10You have conflicting backgrounds and families
  Go back to LIFE EVENTS AND ROLL FOR NEXT 
  YEAR
  MUTUAL FEELINGS
  Choose or roll one:
  1 They still love you
  2 You still love them
  3 You still love each other
  4 You hate them
  5 They hate you
  6 You hate each other
  7 You're friends
  8 No feeling's either way; it's over
  9 You like them, they hate you
  10They like you, you hate them
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  Romantic Life
  Go back to LIFE EVENTS AND ROLL FOR NEXT 
  YEAR
  TRAGIC LOVE AFFAIR
  Choose or roll one:
  1 Lover died in accident
  2 Lover mysteriously vanished
  3 It didn't work out
  4 A personal goal or vendetta came between you
  5 Lover kidnapped
  6 Lover went insane
  7 Lover committed suicide
  8 Lover killed in a fight
  9 Rival cut you out of the action
  10Lover imprisoned or exiled
  Go To MUTUAL FEELINGS
  Was it worth the pain? Move over to the Personal Style and the Motivations 
  Sections and make a few rolls to find out what your lover was like and whether 
  you'd do it all over again if he/she walked back into your life. Because with 
  your luck, it might just happen.
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  Motivations
  Motivations & Life Events
   
  What makes you tick? Will you back up your friends or go for the main 
  chance? What's important to you?
  PERSONALITY TRAITS
  Choose or roll one:
  1
  Shy and secretive
  2
  Rebellious, antisocial, violent
  3
  Arrogant, proud and aloof
  4
  Moody, rash and headstrong
  5
  Picky fussy and nervous
  6
  Stable and serious
  7
  Silly and fluffheaded
  8
  Sneaky and deceptive
  9
  Intellectual and detached
  10
  Friendly and outgoing
  PERSON YOU VALUE MOST
  Choose or roll one:
  1
  A parent
  2
  Brother or sister
  3
  Lover
  4
  Friend
  5
  Yourself
  6
  A pet
  7
  Teacher or mentor
  8
  Public figure
  9
  A personal hero
  10
  No one
  WHAT DO YOU VALUE MOST?
  Choose or roll one:
  1
  Money
  2
  Honor
  3
  Your word
  4
  Honesty
  5
  Knowledge
  6
  Vengeance
  7
  Love
  8
  Power
  9
  Having a good time
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  Motivations
  10 Friendship
  HOW DO YOU FEEL ABOUT MOST PEOPLE?
  Choose or roll one:
  1-2Neutral
  3
  I like almost everyone
  4
  I hate almost everyone
  5
  People are tools. Use them for your own goals and 
  discard them
  6
  Every person is a valuable individual
  7
  People are obstacles to be destroyed if they cross 
  me
  8
  People are untrustworthy. Don't depend on anyone
  9
  Wipe'em all out and give the place to the 
  cockroaches
  10 People are wonderful
  YOUR MOST VALUED POSSESSION
  Choose or roll one:
  1
  A weapon
  2
  A tool
  3
  A piece of clothing 
  4
  A photograph 
  5
  A book or diary
  6
  A recording
  7
  A musical instrument
  8
  A piece of jewelry
  9
  A toy
  10 A letter
  Go to Life Events
  Life Events
  You know where you came from and what you look like. Now let's take a look 
  at the major events that made you what you are. Roll 2D6+16 to determine 
  your character's age, or pick any ago 16 or greater. For each year of your 
  character's life past age 16, roll 1D10, check the chart below, and go to that 
  section of the Lifepath. What happens there is the major event that shaped 
  your character's life for that year. When you're done, come on back here and 
  roll the next year's main event.
  1-3
  Big Problems, Big Wins
  4-6
  Friends & Enemies
  7-8
  Romantic Involvement
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  Motivations
  9-10
  Nothing Happened That Year
   
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  Big Problems, Big Wins
  Big Problems, Big Wins
   
  Living on the Edge means taking big risks. This year, you took some serious 
  chances. Did it pay off or did you go down in the street? Roll 1D10. On an 
  even roll, you scored big. On an odd roll, you took a hit.
   
  DISASTER STRIKES!
  Roll 1D10:
  1 Financial Loss or Debt: Roll 1D10x100. You have 
  lost this much in eurodollars. If you can't pay this 
  now, you have a debt to pay, in cash - or blood.
  2 Imprisonment: You have been in prison, of possibly 
  held hostage (your choice). Roll 1D10 for length of 
  imprisonment in months.
  3 Illness or addiction: You have contracted either an 
  illness or drug habit in this time. Lost 1 pt of REF 
  permanently as a result.
  4 Betrayal: you have been backstabbed in some 
  manner. Roll another D10. 1-3, you are being 
  blackmailed. 4-7, a secret was exposed- 8-10, you 
  were betrayed by a close friend in either romance or 
  career (you choose).
  5 Accident: You were in some kind of terrible accident. 
  Roll 1D10. 1-4, you were terribly disfigured and 
  must subtract -5 from your ATT. 5-6, you were 
  hospitalized for 1D10 months that year. 7-8, you 
  have lost 1D10 months of memory of that year. 9-
  10, you constantly relive nightmares (8 in 10 chance 
  each night) of the accident and wake up screaming.
  6 Lover, friend or relative killed: You lost someone you 
  really cared about. 1-5, they died accidentally. 6-8, 
  they were murdered by unknown parties. 9-10, they 
  were murdered and you know who did it. You just 
  need the proof.
  7 7 False Accusation: You were set up. Roll 1D10. 1-
  3, the accusation is theft. 4-5 it's cowardice. 6-8 it's 
  murder. 9 it's rape. 10, It's lying or betrayal.
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  Big Problems, Big Wins
  8 Hunted by the Law: You are hunted by the law (or 
  crimes you may or may not have committed (your 
  choice). Roll 1D10. 1-3, only a couple local cops 
  want you. 4-6, it's the entire local force. 7-8 it's the 
  State Police or Militia. 9-10, it's the FBI or equivalent 
  national police force.
  9 Hunted by a Corporation: You have angered some 
  corporate honcho. Roll 1D10. 1-3, it's a small, local 
  firm. 4-6, it's a larger corp with offices statewide. 7-
  8, it's a big, national corp with agents in major cities 
  nationwide. 9-10, it's a huge multinational with 
  armies, ninja and spies everywhere.
  10Mental or physical incapacitation: You have 
  experienced some type of mental or physical 
  breakdown. Roll 1D10. 1-3, it's some type of 
  nervous disorder, probably from a bioplague - lose 1 
  pt. REF. On 4-7, it's tome kind of mental problem; 
  you suffer anxiety attacks and phobias. Lose 1 pt 
  from your CL stat. 8-10, it's a major psychosis. You 
  hear voices, are violent, irrational, depressive. Lose 
  1 pt from your CL, 1 from REF.
  Go To WHAT ARE YOU GONNA DO ABOUT IT?
  WHAT ARE YOU GONNA DO ABOUT IT?
  Choose or roll one:
  1-2 Clear your name
  3-4 Live it down and try to forget it
  5-6 Hunt down those responsible and moke them pay!
  7-8 Get what's rightfully yours
  9-10Save, if possible, anyone else involved in the 
  situation
  Go back to LIFE EVENTS AND ROLL THE NEXT 
  YEAR
  YOU GET LUCKY
  Roll 1D10:
  1 Make a Powerful Connection in City Government. 
  Roll 1D10. 1-4, it's in the Police Dept. 5-7, its in the 
  District Attorney's Office. 8-10, it's in the Mayor's 
  Office.
  2 Financial Windfall: Roll 1D10x100 for amount in 
  Eurodollars.
  3 Big Score on job or deal! Roll 1D10x100 for amount 
  in Eurodollars.
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  Big Problems, Big Wins
  4 Find a Sensei (teacher). Begin at +2 or add +1 to a 
  Martial Arts Skill of your choice.
  5 Find a Teacher: Add +1 to any INT based skill, or 
  begin a new INT based skill at +2.
  6 Powerful Corporate Exec owes you one favor.
  7 Local Nomad Pack befriends you. You can call upon 
  them for one favor a month, equivalent to a Family 
  Special Ability of +2.
  8 Make a Friend on the Police Force. You may use 
  him for inside information at a level of +2 Streetwise 
  on any police related situation.
  9 Local Boostergang likes you (Who knows why. 
  These are Boosters, right?) You can call upon them 
  for 1 favor a month, equivalent to a Family Special 
  Ability of +2. But don't push it.
  10Find a Combat Teacher. Add +1 to any weapon skill 
  with the exception of Martial Arts or Brawling, or 
  begin a new combat skill at +2.
  Go back to LIFE EVENTS AND ROLL THE NEXT 
  YEAR
   
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  Friends & Enemies
  Friends & Enemies
   
  Living on the Edge means you don't do things halfway. Your friends are tight, 
  and your enemies ruthless. If you're here, it's because your social life took a 
  major turn (for the worse?) this year. Roll 1D10. On a 1-5, you made a friend. 
  On a 6-10, you made an enemy.
  MAKE AN ENEMY
  You've gotten in someone's face. Enemies are a way of life In Cyberpunk, so 
  don't skip this step. For each enemy, choose or Roll sex on 1D10.
  EVEN = Male
  ODD = Female
  This enemy is (choose or roll One):
  Ex friend
  Ex lover
  Relative
  Childhood enemy
  Person working for you
  Person you work for
  Partner or co-worker
  Booster gang member
  Corporate Exec
  Government Official
  Go to THE CAUSE
  THE CAUSE
  This enmity started when one of you (choose or 
  roll one):
  1 Caused the other to lose face or status
  2 Caused the loss of a lover, friend or relative
  3 Caused a major humiliation
  4 Accused the other of cowardice or some other 
  personal flaw
  5 Caused a physical disability: (Roll 1D6. 1=2 lose 
  eye. 3-4=lose arm. 5-6=badly scarred)
  6 Deserted or betrayed the other
  7 Turned down other's offer of job or romantic 
  involvement
  8 You just didn't like each other
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  Friends & Enemies
  9 Was a romantic rival
  10Foiled a plan of the other's
  Go to WHO'S FRACKED
  WHO'S FRACKED OFF?
  Choose or roll one:
  1-4
  They hate you
  5-7
  You hate them
  8-10
  The feeling's mutual
  Go to WHATCHA GONNA...
  WHATCHA' GONNA DO ABOUT IT?
  If the two of you met face to face, the injured party 
  would most likely (Choose or roll one):
  1-2
  Go into a murderous killing rage and rip his 
  face off!
  3-4
  Avoid the scum 
  5-6
  Backstab him indirectly
  7-8
  Ignore the scum
  9-10
  Rip into him verbally 
  Go to WHAT CAN HE...
  WHAT CAN HE THROW AGAINST YOU?
  What kind of forces can your enemy put on the 
  table to stop you? (Choose or roll one):
  1-3
  Just himself
  4-5
  Himself and a few friends
  6-7
  An entire Gang
  8
  A small Corporation
  9
  A large Corporation
  10
  An entire Government Agency
  Go back to LIFE EVENTS AND ROLL THE NEXT 
  YEAR
  Who Is this person? Move over to Personal Style and Motivations and make a 
  few rolls to find out what your friend or enemy Is like.
  MAKE A FRIEND
  You lucked out and made a new friend (a rare occurrence In the Cyberpunk 
  world). For each new friend, choose or roll sex on 1D10:
  EVEN = Male
  ODD = Female
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  Friends & Enemies
  Choose or roll your relationship to this friend:
  1 Like a big brother/sister to you
  2 Like a kid sister/brother to you
  3 A teacher or mentor
  4 A partner or co-worker
  5 An old lover (choose which one)
  6 An old enemy (choose which one)
  7 Like a foster parent to you
  8 A relative
  9 Reconnect with an old childhood friend
  10Met through a common interest
  Go back to LIFE EVENTS AND ROLL THE NEXT 
  YEAR
   
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  Family Background
  Family Background
   
  Who are you, and where did you come from? Everybody on the Street has a 
  story a past they're trying to live with. What's yours?
  FAMILY RANKING
  Choose or roll one:
  1
  Corporate Executive
  2
  Corporate Manager
  3
  Corporate Technician
  4
  Nomad Pack
  5
  Pirate Fleet
  6
  Gang Family
  7
  Crime Lord
  8
  Combat Zone Poor
  9
  Urban homeless
  10
  Arcology family
  Go to PARENTS
  PARENTS
  Choose or roll one:
  1-6 Both parents are living. Go to FAMILY STATUS
  7-10Something has happened to one or both parents. 
  Go to SOMETHING HAPPEND TO YOUR 
  PARENTS
  SOMETHING HAPPED TO YOUR PARENTS
  Choose or roll one:
  1 Your parent(s) died in warfare
  2 Your parent(s) died in an accident
  3 Your parent(s) were murdered
  4 Your parent(s) have amnesia and don't remember 
  you
  5 You never knew your parent(s)
  6 Your parent(s) are in hiding to protect you
  7 You were left with relatives for safekeeping
  8 You grew up on the Street and never had parents
  9 Your parent(s) gave you up for adoption
  10Your parent(s) sold you for money
  Go to FAMILY STATUS
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  Family Background
  FAMILY STATUS
  Choose or roll one:
  1-6 Family status in danger, and you risk losing 
  everything (if you haven't already). Go to FAMILY 
  TRGEDY
  7-10Family status is OK, even if parents are missing or 
  dead. Go to CHILDHOOD ENVIRONMENT
  CHILDHOOD ENVIRONMENT
  Choose or roll one:
  1 Spent on the Street with no adult supervision
  2 Spent in a safe Corporate Suburbia
  3 In a Nomad Pack moving from town to town
  4 In a decaying, once upscale neighborhood
  5 In a defended Corporate Zone in the central City
  6 In the heart of the Combat Zone
  7 In a small village or town far from the City
  8 In a large arcology city
  9 In a aquatic Pirate Pack
  10On a Corporate controlled Farm or Research Facility
  Go to SIBLINGS
  FAMILY TRAGEDY
  Choose or roll one:
  1 Family lost everything through betrayal
  2 Family lost everything through bad management
  3 Family exiled or otherwise driven from their original 
  home/nation/corporation
  4 Family is imprisoned and you alone escaped
  5 Family vanished. You are only remaining member
  6 Family was murdered/killed and you were only 
  survivor
  7 Family is involved in longterm conspiracy, 
  organization or association, such as a crime family 
  or revolutionary group
  8 Your family was scattered to the winds due to 
  misfortune
  9 Your family is cursed with a hereditary feud that has 
  lasted for generation
  10You are the inheritor of a family debt; you must 
  honor this debt before moving on with your life
  Go to CHILDHOOD ENVIRONMENT
  SIBLINGS
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  Family Background
  You may have up to 7 brothers/sisters. Roll 1D10. 1-7 
  is equal to the number of siblings you have. On 8-10, 
  you are an only child. For each brother or sister:
  1) Roll 1D10. Even: the sibling is male. Odd: the 
  sibling if female.
  2) Roll age, relative to yourself
  1-5 = older
  6-9 = younger
  10 = twin
  For each sibling, choose or roll their feelings about 
  you:
  1-2
  Sibling dislike you
  3-4
  Sibling likes you
  5-6
  Sibling neutral
  7-8
  They hero worship you
  9-10
  They are hate you
  Go to MOTIVATIONS
   
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  Origins and Personal Style
  Origins and Personal Style
   
  What do you look like and where do you come from?
  DRESS & PERSONAL STYLE
  In Cyberpunk, what you look like is what you are. Fashion is action, and style 
  is everything. Roll 1D10 three times (once per column) to decide what your 
  style is.
  Die 
  Roll Clothes 
  Hairstyle
  Affectations
  1
  Biker leathers Mohawk
  Tatoos
  2
  Blue jeans
  Long & Ratty Mirrorshades
  3
  Corporate 
  Suits 
  Short & 
  Spiked
  Ritual Scars
  4
  Jumpsuits
  Wild & all 
  over
  Spiked gloves
  5
  Miniskirts
  Bald
  Nose Rings
  6
  High Fashion
  Striped
  Earrings
  7
  Cammos
  Tinted
  Long fingernails
  8
  Normal clothesNeat, short
  Spike heeled boots
  9
  Nude
  Short, culry
  Weird Contact 
  Lenses
  10
  Bag Lady chic Long, straight Fingerless gloves
  ETHNIC ORIGINS
  The Cyberpunk world is multi-cultural and multinational. Where you come from 
  determines your native language, custom and allegiances. Choose or roll one 
  of nationality, then choose a native tongue from the options listed for ethnic 
  type. This is your native language, which you speak at +8. In addition, you 
  also automatically know streetslang, a universal polyglot of English, French, 
  German, Japanese and half dozen other languages:
   
  Origin
  Languages
  1
  Anglo-American
  English
  2
  African
  Bantu, Fante, Kongo, 
  Ashanti, Zulu, Swahili
  3
  Japanese/Korean
  Japanese or Korean
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  Origins and Personal Style
  4
  Central European/Soviet Bulgarian, Russian, 
  Polish, Ukrainian, 
  Slovak
  5
  Pacific Islander
  Micronesian, Tagalog, 
  Polynesian, Malayan, 
  Sudanese, Indonesian, 
  Hawaiian
  6
  Chinese/Southeast AsianBurmese, Cantonese, 
  Mandarin, Thai, 
  Tibetan, Vietnamese
  7
  Black American
  English, Blackfolk
  8
  Hispanic American
  Spanish, English
  9
  Central/South American Spanish, Portuguese
  10
  European
  French, German, 
  English, Spanish, 
  Italian, Greek, Danish, 
  Norwegian, Swedish, 
  Finnish
   
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  Tales From The Street (Lifepath)
  TALES FROM THE STREET (LIFEPATH)
   
  "I remember she told me she was born in Miami, about 2004 or so... She was 
  pretty sure, because she could still remember what it'd been like when the 
  Euros rocked Washington and the near miss took out Tampa..."
  "She had these incredible blue eyes; clear through and through, like crystals of 
  Lace, and a smile from a magazine dream. 'Course, the eyes were Teknics 
  2350's, and the smile really was from magazine - nice bioscult job. It didn't 
  matter how much was real in the end. I still fell hard for her. I'm that type".
  - Johnny Silverhand
  It's like climbing out of the clone vat.
  You got this half-formed person standing there, dripping with smile. You got 
  some stats, maybe an vague idea of where you're going with the character, 
  but nothing else.
  So how do you take this Blank and make him really Cyberpunk?
  You start the Lifepath. Lifepath is a flowchart of "plot complications", designed 
  to help you give your Cyberpunk character an authentically dark future 
  background. Its seven sections cover national and ethnic origins, your family, 
  friend, enemies, personal habits and even key events on a yearly basis. It's 
  intended primarily as a guide; if you encounter something you don't think fits 
  the character you've envisioned, feel free to change the path as you see fit. 
  Use the back of your Hardcopy sheet to record your Lifepath. Remember; 
  Cyberpunk hinges on role-playing, so make use of the information in your 
  Lifepath run. It's a guaranteed adventure generator!
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  Fast and Dirty Expendables
  Fast and Dirty Expendables
   
  As you'll soon realize, the Cyberpunk character generation system is designed 
  to give you a lot of flexibility. You can tailor the character the way you want it, 
  with lots of personal touches all through the process.
  But when you need to generate a horde of faceless boostergangers, you're not 
  going to want to invest this kind of time and energy. Instead, you'll need 
  something fast and easy to help you create endless supplies of baddies be 
  mowed down like chaff by your player character.
  The five step FAST CHARACTER SYSTEM below allows you to generate a 
  large supply of faceless guards, killers, corps and bad guys on demand. A 
  quick run through Lifepath can create a fast and dirty background to match 
  your fast and dirty NPC's. So go ahead and waste 'em! We'll make more!
  Step 1: Generate Stats
  1) Roll 2D6 nine times, writing down each roll. If roll is 11 or greater, reroll that 
  value. Place each number in one Stat until all Stats are filled.
  Step 2: Pick a Role & Skills
  1) Select a role for the character. Write its Career Skill Package in appropriate 
  space, dividing 40 points between these skills.
  2) If character is an advanced NPC, roll an additional 2D10 and distribute 
  these points among 5 pickup skills.
  Step 3: Pick Cyberware
  Roll 1D10. Solos roll 6 times. All others roll 3 times. If duplicate rolls, reroll.
  1) Cyberoptics (roll 1D6 for type)
  1 Infrared
  2 Lowlight
  3 Camera
  4 Dartgun
  5 Antidazzle
  6 Targeting scope
  2) Cyberarm with gun (Roll 1D6 for type)
  1 Med. Pistol
  2 Light Pistol
  3 Med. Pistol
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  Fast and Dirty Expendables
  4 Light Submachiengun
  5 Very Heavy Pistol
  6 Heavy Pistol
  3) Cyberaudio (Roll 1D6 for type)
  1 Wearman tm
  2 Radio Splice
  3 Phone Link
  4 Amplified Hearing
  5 Sound Editing
  6 Digital Recording Link
  4) Big Knucks
  5) Rippers
  6) Vampires
  7) Slice n'dice
  8) Reflex boost (Kerenzikov)
  9) Reflex Boost (Sandevistan)
  10) Nothing
  Step 4: Armor & Weapons
  Roll 1D10, adding modifier below:
  Roll 
  Armor 
  Weapon 
  1
  Heavy Leather 
  Knife
  2
  Armor Vest 
  Light Pistol
  3
  Light Armor Jacket
  Medium Pistol
  4
  Light Armor Jacket 
  Heavy Pistol
  5
  Medium. Armor Jacket 
  Heavy Pistol
  6
  Medium Armor Jacket 
  Light SMG
  7
  Medium Armor Jacket 
  Light Assault Riffle
  8
  Heavy Armor Jacket
  Medium Assault Riffle
  9
  Heavy Armor Jacket 
  Heavy Assault Riffle
  +10Metal Gear ™
  Heavy Assault Riffle
  · Rockers, Corps, Netrunners, Fixers, Techies: add 0 roll.
  · Nomads, Cops: add +2 to roll.
  · Solos: add +3 to roll.
  Step 5: Write it down
  Fill out an NPC (Non-player Character) sheet.
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  Fast and Dirty Expendables
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  Statistics
  Statistics
   
  Each Cyberpunk character has nine Statistics - values representing the level 
  of native ability of the character in specific areas of activity. These Stats are 
  rated from two to ten, with two worst possible, ten being the best possible, and 
  the average falling at about five or six. Divide your total number of Character 
  Points between each of your nine Stats, adjusting the amounts in each one as 
  you thing best describes the character's natural abilities. No Statistic may be 
  less than two or greater than ten.
  Intelligence (INT):
  This is a measure of your problem solving ability; figuring out problems, 
  noticing things, remembering information. Almost every character type will 
  need a high intelligence, with Netrunnes and Corporates requiring the highest 
  of all.
  Reflexes (REF):
  This is a combined index, covering not only your basic dexterity, but also how 
  your level of physical coordination will affect feats of driving, piloting, fighting 
  and athletics. Characters who intend to engage in great deal of combat (such 
  as Solos, Nomads, Rockerboys) should always invest in the highest possible 
  Reflex.
  Cool (CL):
  This index measures how well the character stands up to stress, pressure, 
  physical pain and/or torture. In determining your willingness to fight on despite 
  wounds or your fighting ability under fire, Cool (CL) is essential. It is also the 
  measure of how "together" your character is and how tough he appears to 
  others. Rockerboys and Fixers should always have a high Cool with Solos and 
  Nomads having the highest of all.
  Technical Ability (TECH):
  This is an index of how well you relate to hardware and other technically 
  oriented things. In Cyberpunk, the ability to use and repair technology is of 
  paramount impotence - TECH will be the Stat used when fxing, repairing and 
  attempting to use unfamiliar tech. While all character should have a descent 
  Tech Stat, potential Techies should always opt for the highest possible score 
  in this area.
  Luck (LK):
  This is the intangible "something" that throws the balance of events into your 
  favor. Your luck represents how many points you may use each game to 
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  Statistics
  influence the outcome of critical event. To use Luck, you may add any or all 
  the points of luck a character has to a critical die roll (declaring your inetntion 
  to use Luck before the roll is made) until all of your Luck stat is used up. Luck 
  is always restored at the end of each game session.
  Attractiveness (ATT):
  This is how good-looking you are. In Cyberpunk, it's not enough to be good - 
  you have to look good while you're doing it (Attitude vs Everything). 
  Attractiveness is especially impotent to Medias and Rockerboys, as being 
  good-looking is part of their jobs.
  Movement Allowance (MA):
  This is index of how fast character can run (impotent in combat situations). 
  The higher your Movement Allowance (MA), the more distance you can cover 
  in turn.
  RUN: To determine how far your character can run in a single 
  combat round (@3.2 seconds) in meters, multiply your MA by 3. 
  The character can run three times this distance in full 10 seconds 
  turn. Write this in the RUN section of your Hardcopy Form.
  LEAP: To determine how far your character can leap (from 
  running start), divide your RUN by 4. Write this in the LEAP 
  section of your Hardcopy Form.
  Empathy:
  This Stat represent how well you relate to other living things - a measure of 
  charisma and sympathetic emotions. In a world of alienated, future-shocked 
  survivors, the ability to be "human" can no longer be taken for granted. 
  Empathy (EM) is critical when leading, convincing, seducing or perceiving 
  emotional undercurrents. Empathy is also a measure of how close he/she is to 
  the line between feeling human being and cold blooded cyber-monster.
  Humanity:
  This is a measure of the toll cybernetics takes on your ability to 
  relate to other living things. Multiply your EMP by 10 to determine 
  how many humanity points you have. Write the result in the box 
  on your Hardcopy Form. Remember: for every 10 points of 
  Humanity lost, you will automatically lose 1 point of EMP. This 
  can have serious effect on any Empathy related Skills, as well as 
  forcing you to the edge of cybernetic-induced psychosis.
  Body Type (BT):
  Strength, Endurance and Constitution are all based on the character's Body 
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  Statistics
  Type. Body Type determines how much damage you can take in wounds, how 
  much you can lift or carry. How far you can throw, how well you recover from 
  shock, and how much additional damage you cause with physical attacks. 
  Body Type is important to all character types, but to Solos, Rockerboys and 
  Nomads most of all.
  Body Type & Points
  2pts
  Very Weak
  3-4pts
  Weak
  5-7pts
  Average
  8-9pts
  Strong
  10pts
  Very Strong
  You may carry up to 10x Body Type in kg. You may also dead lift 40 times 
  your Body Type in kg.
  Save Number
  Your character's Save Number is a value equal to your Body Type. To make 
  saves, you must roll a value on 1D10 equal or lower than this number. There 
  are two types of saves in Cyberpunk:
  Stun Saves: When you take damage in Cyberpunk, or have 
  been exposed to knockout drugs, you will be required to make a 
  Stunt Save. If you fail a Stunt Save, you will automatically be 
  knocked out of combat and be unable to recover until you can 
  make successful Stunt Save in a following combat turn. You may 
  make one Save roll every turn until you succeed.
  Death Saves: When you have been Mortally Wounded, or when 
  you have encountered certain types of poisons, you will need to 
  make a Save against Death. On a failed roll, you're Body Bank 
  fodder.
  Take a moment to find the Save box on your Hardcopy Form and 
  fill it in.
  Body Type Modifier (BTM)
  Not all people take damage the same way. For example, it takes a lot more 
  damage to stop Arnold The Terminator than it does Arnold The Nerd. This is 
  reflected by the Body Type Modifier, a special bonus used by your character 
  to reduce the effects of damage. The Body type modifier is subtracted from 
  any damage your character takes in combat.
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  Statistics
  Body Type Modifier Table
  Very Weak
  -0
  Weak
  -1
  Average
  -2
  Strong
  -3
  Very Strong
  -4
  Superhuman*
  -5
  · Possible only with cybernetics
  For example, say you took ten points of damage. If you were a Very Weak 
  Body Type, you would take the full ten. But with a Very Strong Body Type, 
  you'd only take (10-4=6) six points of damage.
  Find the Body Type Modifier (BTM) box on your Hardcopy Form and fill it in. 
  Remember; no matter how cybered up you get, make sure you're solid meat 
  underneath.
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  Character Points
  Character Points
   
  Character points are the cash of character creation - you use them to "buy" the 
  various "mechanics" aspects of the character, like good looks, a strong, hard 
  body, unshakable cool and street smarts (but not Skills). We've given you 
  three ways to generate Character Points:
  1) Random: Roll 9D10 and total them. You have this many 
  Character Points.
  2) Fast: Roll 1D10 for each stat (9 in all), rerolling scores of 2 or 
  less. Place rolls in each stat as desired.
  3) Cinematic: This option is for Referees only. As the designer 
  of the adventure, the Referee has the option of choosing the 
  number of points for each character based on its position in his 
  or her game.
  Major Hero 
  80pts 
  Major Supporting Char 
  70pts 
  Minor Hero 
  75pts 
  Minor Supporting Char 
  60pts 
  Average 
  50pts 
  Note: We could, at this point, warn prospective Referee about the various 
  dodges their players will have for creating "supercharacters". But face it; if they 
  want to create a mondo character, who are we to stop them? You'll all big 
  boys and girls now, and if you, as Referee, think your players are getting way 
  outa line, why not just go ahead and waste'em?
  That's the Cyberpunk way.
  file:///E|/tempus/014.htm [10/26/2001 4:35:09 AM]
  
  GETTING CYBERPUNK
  GETTING CYBERPUNK
   
  "They were roaring in at top speed when they hit us. There must have been a 
  hundred of them. We were pinned down and about to be turned into Ground 
  Food Concentrate Number Fifteen. Then Razorjack popped the BigRipps, 
  screamed like banshee on steroids, and went right over the top of the lead 
  cyberbike".
  - Savage Doc
  Headware is hardware - the frame which allows the character to interface with 
  the rules. Remember, the disk is not the software, and dice rolls are not your 
  character. Don't get too caught up in the statistics.
   
   
   
  file:///E|/tempus/013.htm [10/26/2001 4:35:09 AM]
  
  Nomads
  Nomads
  (road warriors and gypsies who road the highways)
   
  They drove your family off the Farm ten years ago. The Corporations rolled in, 
  took over the land, and put rent-a-cops all over the place. It wasn't the first 
  time it'd happened; it wouldn't be the last. Gradually, your family fell in with a 
  bunch of other homeless families, and they met another group... until you'd 
  create a Nomad pack of nearly two hundred members.
  Now, crammed into a huge, ragtag fleet of cars, vans, busses and RV's, your 
  Nomad pack roams the freeways. You look for supplies, odd jobs and spare 
  parts in the world where society has fragmented. The pack is your home - it 
  has teachers, Med Techs, leaders, and mechanics - it's virtually a town on 
  wheels in which everyone is related by marriage or kinship. Sometimes the 
  Pack pulls into a town just to fuel up or get grub. Other times, it swings south 
  to follow the harvest; you pick crops in trade for cash or food. Less terrorizing 
  cities and hiring out as muscle in Corporate wars. For obvious reasons, the 
  cops don't like Nomads. But it doesn't matter - your vehicle are usually well 
  armored and bristling with stolen weapons; mini guns, rocket launchers and 
  the like. Every kid knows how to use rifle, and everyone packs a knife. Being 
  homeless in the 2000's isn't easy.
  The most visible members of the Pack are the Scouts - leather armored riders 
  on bikes or in fast muscle cars, who protect the convoy from attacks and hunt 
  up safe campsites. As a Scout, you're on the lookout for trouble, and you 
  usually can find enough of it, with rival Nomad Packs, the Law, and the 
  cowboy, you ride the hard trail. You've got a gun, a bike and that's all you 
  need. You're a Nomad.
  file:///E|/tempus/012.htm [10/26/2001 4:35:10 AM]
  
  Fixers
  Fixers
  (deal makers, smugglers, organizers and information brokers)
   
  You realized fast that you weren't ever going to get into a Corporate job. And 
  you didn't think your were tough enough or crazy enough to be a Solo either. 
  But as a small time punk, you knew you had a knack for figuring out what 
  other people wanted, and how to get it for them. For price, of course. 
  Now your deals have moved past the nickle-and-dime stuff into the big time. 
  Maybe you move illegal weapons over the border. Or steal and resell medical 
  supplies from the Corporations. Perhaps you're skill broker - acting as an 
  agent for high priced Solos and 'Runners, or ever hiring a whole Nomad pack 
  to back a client's contacts. You buy and sell favors like an old-style Mafia 
  godfather. You have connections into all kinds of businesses, deals and 
  political groups. You don't do this directly, of course - no, you see your 
  contacts and allies as a part of vast web of intrigue and coersion. If there's a 
  hot nightclub in the City, you've bought into it. If there are new military-class 
  weapons on the Street, you smuggled'em in. If there's a Corporate war going 
  down, you're negotiating between sides with an eye on the main chance.
  But you're not entirely in it for the bucks. If someone needs to get the heat off, 
  you'll hide them. You get people housing when there isn't any, and you bring 
  in food when the neighborhoods are blockaded. Maybe you do it because you 
  know they'll owe you later, but you're not sure. You're one part Robin Hood 
  and two parts Al Capone. Back in the 90's, they would have called you 
  crimelord. But this is the fragmented, nasty, deadly 2020s. Now they call you a 
  Fixer.
   
  file:///E|/tempus/011.htm [10/26/2001 4:35:10 AM]
  
  Corporates
  Corporates
  (slick business raiders and multimillionaires)
   
  In the old days, they would have called you a yuppie - a hard driven, fast-track 
  MBA on his way up the Corporate ladder. Sure, it's selling your soul to the 
  Company, but face it; the Corporations rule the cyberpunk world. They control 
  governments, markets, nations, armies - you name it. And you know that 
  whoever controls the Corporations controls everything else.
  Right bow, your life as a junior executive is anything but easy. There are guys 
  underneath you who'd kill for a shot at your job. There are guys over you 
  who'd kill to keep out of their jobs. And they're not kidding about the killing - 
  every up and comer in the Corporation has his own crew of Solos and 
  Netrunners to cover his pet projects. Sabotage? Constantly. Bribery? Routine. 
  Blackmail? Common. Promotion by assassination? Always a possibility. The 
  stakes are that high - one slip and you could be out on the Street with the rest 
  of the trash. Or dead.
  And the projects your supervisors give you! Some are pretty straightforward; 
  design a new productivity schedule for the Corporation's medical subsidiary. 
  Some are pretty raw - send a "black operations" team into the City to spread a 
  designer plague so the Marketing team can clean up selling the vaccine. Last 
  week, you led a mixed team of Solos, 'Runners and Techies on a headhunting 
  run to kidnap a researcher from a rival company. The week before, your 
  project was to steal plans for a new suborbital shuttle from the EuroSpace 
  Agency (so that the Aerospace Division could copy the design and sell it to the 
  Soviets).
  You told yourself you joined the Corporation to make it better place - work 
  from the inside, you said. But now you're not sure. Your ideals are a little 
  tarnished and things are getting pretty bleak. But you can't worry about ethics 
  now. You've got a report due in an hour, and it looks like that guy in Sales is 
  planning to ice your database for good. You're gonna ice him first.
  file:///E|/tempus/010.htm [10/26/2001 4:35:11 AM]
  
  Cops
  Cops
  (Maximum lawmen on mean 21st century streets)
   
  In the old days, they only used to shoot at cops. Now you're lucky if you just 
  take a slug. The Street is mean these days, filled with new drugs, new gangs, 
  and new weapons that make an M-16 look like a kid's toy. If you're on a City 
  Force, you know how bad it is. You're carrying at least four high caliber 
  weapons, most of them full-auto types, wearing a Kevlar vest that'll stop 850 
  ft/lbs per square inch - and you're still outgunned and outflanked. Half the 
  gangs are cyber to begin with - super speed, super reflexes, can see in the 
  dark, carry weapons in their arms... The other half are freelance Corporate 
  mercs - gangs hired by the Corps to enforce their policies on the Street. And 
  there you are - a beat cop or detective in an armored squadcar, patrolling this 
  jungle with the heavy predators.
  The Corporate Cops - now that's the life. Heavy weapons, full combat armor, 
  Trauma Team tm backup, AV-4 assault vehicles and gyrocopters with 
  miniguns. But they only patrol the sectors of the City that the Government's 
  licensed them for. The nice, clean sectors full of new office buildings and fancy 
  restaurants - where no jacked up psychopunk is going to ever go on a killing 
  spree with an AK-47. You get the bad sections. Burned out buildings and 
  abadoned cars, where every night is a new firefight and another great 
  opportunity for a messy death.
  If you're really unlucky, you might draw PsychoSqaud detail. PsychoSquad 
  guys get the job of hunting down heavily armed and armored cyborgs who've 
  flipped out. Sure the PS guys have access to railguns, gyros and AVs. But a 
  cyberpsycho can walk through machine gun fire and not feel it. A lot of the 
  PsychoSquad detectives are crazy themselves. They load up with boosted 
  reflexes, get some monstrously huge guns, and go hunt the cyborgs solo. But 
  you're not that crazy.
  Yet.
  file:///E|/tempus/009.htm [10/26/2001 4:35:11 AM]
  
  Medias
  Medias
  (Newsmen and reporters who go to the wall for the truth)
   
  They're bending truth out there. And you're going to stop them. Someone has 
  to do it. The Corporations rule the world. They dump toxics, destabilize 
  economies and commit murder with equal impunity. The Government won't 
  stop them - they own the Government. The only thing between the 
  Corporations and world domination is the Media. And that's you.
  You've got a videocam and press pass - and you're not afraid to use them. 
  You're a national figure, seen nightly on a million TV sets worldwide. You've 
  got fans, contacts and your own Corporation backing you. They can't make 
  you disappear. When you dig down for the dirt and slime the corrupt officials 
  and Corporate lapdogs try to cover up, you can dig deep. The next morning, 
  you can put the details of their crimes all over the screamsheets and 
  vidscreens. Then the Government has to act.
  A week ago, you followed a hot lead and discovered a medical corporation 
  dumping illegal drugs on the Street. This week, you're uncovered a secret 
  Corporate war in South America - a war with jets, bombs, and cybertroops 
  that's killed almost seven thousand innocent people. Each new story you get 
  to the air is one more blow for freedom and justice. Not mention ratings.
  It isn't easy. They've tried to pressure your Mediacorp dozen of times. You've 
  had stories suppressed - once, Corporate pressure forced them to cancel your 
  news show. Each time, you went to the top, backed by your news director and 
  crew, and fought to get the story out. Three of four times, they tried to kill you - 
  that's why your backup's a crack Solo bodyguard and you've got one of the top 
  Runners in the business digging through the Net to back your stories. You 
  have to be good, or else.
  Your Runner's just phoned in with a hot lead. He's found a line on twenty tons 
  of illegal weapons being shifted to a port in Bolivia - possibly nuclear. You 
  grab your gear and flag your backup. You're going to break those bastards.
  This time, for sure.
  file:///E|/tempus/008.htm [10/26/2001 4:35:12 AM]
  
  Techies
  Techies
  (renegade mechanics and doctors)
   
  You can't leave anything alone - if it sits near you for more than five minutes, 
  you've disassembled it and made it into something new. You've always got at 
  least two screwdrivers and wrench in your pockets. Computer down? No 
  problem. Hydrogen burner out in your Metrocar? No problem. Can't get the 
  video to run or your interface plugs feedbacking? No problem.
  You make your living building, fixing and modifying - a crucial occupation in a 
  technological world where no one person really knows how half the stuff 
  works. You can make some good bucks fixing everyday stuff, but fir the 
  serious money, you need to tackle the big jobs. Illegal weapons. Illegal or 
  stolen cybertech. Corporate espionage and counterespionage gear for big 
  boys' "black operations". Neat little gadgets like termite bombs and the hunter-
  killer robots for the occasional "termination".
  If you're any good, you're making a lot of money. And that money goes into 
  new gadgets, hardware and information. You'll buy almost any new thing - 
  because it might have dozen side applications you can use. Of course, your 
  black market work isn't just making you friends - it's also racking you up an 
  impressive number of enemies as well; people who've run into your handiwork 
  and resented it. So you'll invest a lot in defense systems and, if really pushed 
  to the wall, call a few new markers on a Solo or two.
  Your cousin down the street is like you, but he's a Medtechie. In world where 
  half of medicine is related to mechanics, it makes sense. He can do a black 
  market surgical technique faster than you can fix a toaster and the Solos are 
  always running to him to patch up wounds or install new illegal cybernetics. 
  He's got a lot of the same problems you have, but he's hoping his new job with 
  Trauma Team Inc. Tm will loosen things up You hope he's right. You may be 
  needing his services sooner than think.
  file:///E|/tempus/007.htm [10/26/2001 4:35:13 AM]
  
  Netrunners (Cybernetic Computer Hackers)
  Netrunners (Cybernetic Computer Hackers)
   
  At three, your parents bought you an old Apple IV GS with a Radius 241 wall 
  screen, and your life was changed. By fifth grade, you'd already mastered 
  everything the school computer literacy lab could throw at you -you were 
  already using C and META-LINGUA to crack into the district's mainframe and 
  change your grades. When you were thirteen, you shifted enough funds out of 
  unprotected TransAmerican Bank accounts to finance your first neural 
  interface plugs.
  Now, nothing can stop you With your direct mental link to the computer, you 
  can plunge headfirst into the dizzying data-winds of the Net; the worldwide 
  telecommunications system that joins humanity together. As an electronic 
  wraith, you are the ultimate "hacker", your brain wired into special modems 
  and computer links. You slip into the "hardest" mainframe systems with ease. 
  Your defense and offense programs are arrayed at a touch of your mental 
  fingertips - a quick jolt of Demon or Vampire and the data fortresses fall. EBM. 
  ITT. Sony-Matsushita-Ford. You've tackled them all, buying, trading and 
  selling their deepest secrets at will.
  Sometimes you uncover important things - Corporate treachery or deadly 
  secrets. But that's not why you Netrun. You live for the new program, the next 
  satellite downlink - the next piece of hot data that comes your way. It's only a 
  matter of time, you think - every year, the counter intrustion programs get 
  better, the Artificial Intelligences smarter. Sooner or later, a faster program or 
  programmer's going to catch up; reach out with electronic fingers through your 
  interface plugs, and stop your heart. But time's on your side, and until the ride 
  runs out, you'll be there, barebrained and headfirst in the Net.
  file:///E|/tempus/006.htm [10/26/2001 4:35:13 AM]
  
  Solos
  Solos
  (hired assassins, bodyguards, killers, soldiers)
   
  You were reborn with a gun in your hand - the flesh and blood hand, not the 
  metallic weapon factory the covers most of your arm. Whether as a freelance 
  guard and killer-for-hire, or as one of the Corporate cybersoldiers that enforce 
  business deals and the Company's "black operations", you're one of the elite 
  fighting machines if the Cyberpunk world.
  Most Solos have put in military time, either in a Corporate army or in one of 
  the Government's continual "police actions" around the world. As the battle 
  damage piles up, you start to rely more and more upon hardware - cyberlimbs 
  for weapons and armor, bio-program chips to increase your reflexes and 
  awareness, combat drugs to give you that edge over your opponents. When 
  you're the best of the best, you might even leave the ranks of Corporate 
  samurai and go ronin - freelancing your lethal talents as killer, bodyguard or 
  enforcer to whoever can pay your very high fees.
  Sounds good? There's a price - a heavy one. You're lost so much of your 
  original meat body that you're almost a machine, Your killing reflexes are so 
  jacked up that you have to restrain yourself from going berserk at any 
  moment. Years of combat drugs taken to keep the edge have given you 
  terrifying addictions. You can't trust anyone - your mother, your friends, your 
  lovers - no one. One night you sleep in penthouse condo in the City - the next 
  in a filthy alley on the Street. But that's the price of being the best.
  And you're willing to pay it. Because you're a Solo.
  file:///E|/tempus/005.htm [10/26/2001 4:35:14 AM]
  
  Rockerboys
  Rockerboys
  (rebel rockers who use music and revolt to fight authority)
   
  If you live to rock, this is where you belong. Rockerboys are the street poets, 
  social consciences and rebels of 2000's. With the advent of digital porta-
  studios and garage laser disk mastering, every Rocker with a message can 
  take it to the street; put in the record stores, bounce it off the comsats.
  Sometimes, this message isn't something the Corporations or Government 
  wants to hear. Sometimes what you say is going to get right in the faces of the 
  powerful people who really run this world. But you don't care, because as a 
  Rockerboy, you know it's your place to challenge, whether in straight-out 
  protest songs that tell it like it is, or just by playing kick-ass rock'n'roll to get the 
  people away from TV sets and into the Streets. You have a proud history as a 
  Rockerboy - Dylan, Springsteen, Who, Elvis, the Stones - the legions of 
  hardrock heroes who told the truth with screaming guitars and gut-honest 
  lyrics.
  As a Rockerboy, you have the power to get the people up - to lead, inspire 
  and inform. A song from you can give the timid courage, the weak strength, 
  and blind vision. Rockerboy legends have led armies against Corporations 
  and Governments. Rockerboy songs have exposed corruption, brought down 
  dictators. It's a lot of power for a guy doing gigs every night in another city. But 
  you can handle it. After all - you came to play!
   
   
  file:///E|/tempus/004.htm [10/26/2001 4:35:14 AM]
  
  Inventing New Skills
  Inventing New Skills  
   
  You can also invent new skills to cover new needs, should you want to do so. 
  To do so, you must first convince the Referee of your game to let you have 
  that skill. You and the Referee should work together to deter-mine:
  1) Exactly what does this skill allow you to do? 
  2) How (according to your character conception) did you acquire this skill?
  3) What are the specific limits of this skill (what can't I do with it?).
  4) What stat is this skill connected to and why?
  Referees should be careful to make sure that player skills are neither too 
  specific ("Shoot .45 Caliber Handgun With Laser Sight"), or too general 
  ("Shoot Anything Well"). You should insist on a middle ground which covers a 
  general ability to use the skill, yet does not give the player an unreasonable 
  advantage in all possible situations ("Shoot Handguns"). The Referee is 
  always the final arbiter of decisions on skills.
   
  file:///E|/tempus/034.htm [10/26/2001 4:35:15 AM]
  
  Another Kind of Experience: Reputation
  Another Kind of Experience: Reputation
   
  Reputation is a measure of things your character may do so well (or badly) 
  that he has actually become well known for them. A reputation for something 
  is always established by a character's actions, and is then awarded by the 
  Referee. Whenever a character encounters new people in new situations , his 
  reputation may actually influence how they react to him. Some-times this can 
  be very good. Other times, it can be very bad:
  Example: Jake the Hammer is known far and wide as a streetfighter; he is 
  feared thorough out Night City for his trademark killer punch. Over time, the 
  Referee has awarded Jake a Reputation of 6 points. Anyone who meets Jake 
  for the first time must roll higher than 6 on I D 10 in order to have not heard of 
  Jake's name. On this particular right, Joke swaggers into the Totentanz and 
  orders a drink. Down the bar, Ripperjack hears the bar-tender address Jake 
  byname. Ripperjack puts two and two together (a 3 on ID 10). This "Jake" 
  must be the sonovagun who caught The Jack's kid brother in an alley and beat 
  him to death with his metalshod fists. Ripperjack's eyes flare, and his teeth 
  grind down. He pulls out his Minami 10 and blows a hole through Joke's back.
  REPUTATION TABLE
  Level
  Who Knows About You
  1
  Anyone who was there at the time knows.
  2
  Stories have gotten around to immediate friends.
  3
  All your co-workers and casual acquaintances know.
  4
  Stories are all over the local area.
  5
  Your name is recognized by others beyond your local 
  area.
  6
  You are known on sight by others beyond your local 
  area.
  7
  A news story or two has been written about your 
  exploits.
  8
  Your exploits regularly make the headlines and 
  screamsheets.
  9
  Your exploits always make the screamsheets and TV.
  10
  You're known worldwide.
  Reputation can also be a disadvantage. Whenever you do something 
  extremely uncool (show cowardice, desert or betray someone, etc.), the 
  Referee can still award you Reputation Points for these actions. The more 
  points you score, the more likely people are to have heard about your infa-
  mous deeds (once again, roll 1D10). However, this time they won't be 
  file:///E|/tempus/035.htm (1 of 2) [10/26/2001 4:35:16 AM]
  
  Another Kind of Experience: Reputation
  impressed. If your rep is for cowardice, it can even work against you.
  Reputation in Cyberpunk has one other big effect- facedowns. Remember; a 
  lot of combat in this genre comes down to a duel of wills; who's tougher, 
  meaner, and looks more ready to prove it. This often leads to what are called 
  facedowns; when two heavies on the Street square off just before a fight, or to 
  see who'll back down from a confrontation.
  When making a facedown, both participants will roll:
  1D10+COOL+ REPUTATION
  Note: If one of the opponents has a reputation for cowardice, his value will be 
  treated as a negative number.
  In a facedown, the loser has the option of backing down or making any 
  subsequent attacks against this particular opponent at a -3 (due to fear) until 
  he has success-fully defeated that opponent once. On a tied roll, both parties 
  are unsure and no penalties will apply.
  Example: The Ironmaster is a feared boosterganger known throughout Night 
  City. In the middle of the Slammer, he runs across an attractive young woman 
  and her male companion. The Ironmaster says "Take a clue and vanish, Kid-
  trash; the input's with me now.' The Kid stands up and says, "Vanish yourself, 
  burnbrain." A faceoff begins.
  The Ironmaster is known all over the City, giving him a Rep of 6. What he 
  doesn't know is that the Kid is a 5th Dan block belt in Kenpo Karate. Although 
  he's new in the Zone and hasn't much of a Rep (3), he is totally self-
  possessed and aware of his skills (COOL= 10). The Ironmaster may be tough, 
  but he's mostly a bully. His COOL is only 4, bolstered by a Reputation made 
  on a few lucky fights. His total roll is 4+4+(roll of 6)= 14. The Kid's total is 
  3+10+(roll of 3)= 16. The Ironmaster feels a strange unease as he stores at 
  the calm, ready-to-rock Kid. His eyes shift away and he backs down with a 
  grunt.
   
  file:///E|/tempus/035.htm (2 of 2) [10/26/2001 4:35:16 AM]
  
  Getting Fitted For The Future
  Getting Fitted For The Future
  The Outfit
   
  The Cyberpunk future is mobile. Like the cowboys of the Old West, most 
  people carry their lives on their backs-miniaturized sleeping, eating and 
  entertainment components crammed into carryalls and the back seats of cars. 
  The stuff you carry around is known in street slang as your outfit. A typical 
  outfit might include:
  G     Inflatable bed (folds to a 6"x6" package for easy storage). 
  G     Compressible down sleep-bag (wads to the size of a paperback book).
  G     Micro-stereo compo (a microsized boom box with stereo speakers or 
  headphones, 
  possibly CD, chip/tape player, TV and certainly radio).
  G     Handful of tapes or datachips.
  G     Laptop or pocket computer (for notes, writing, business, links to 
  computer net-works).
  G     Cybermodem, cables (for Netrunners).
  G     Pocket Cellular phone (the phone is bought, the service is rented by the 
  month).
  G     Handgun, knife or both. Possibly an assault rifle or SMG, and a couple 
  backups as well.
  Always extra ammo.
  G     Body armor (usually an armor jacket or bullet-proof T-shirt). 
  G     Personal things, like clothes, toothbrushes, etc.
  Most of this is crammed into a shoulderbag or duffle sack. Most Cyberpunk 
  characters aren't much for settling down. Rockerboys always have the next 
  gig. Solos have to keep moving -the next job requires it, and you keep moving 
  anyway before your enemies figure out where you're sleeping these days. 
  Cops, Netrunners, Medias and Techies are always on the move -on stakeouts, 
  hard stories, or running from the various people you've brought down on 
  yourself with your netrunning. Nomads - well, they don't have homes to start 
  with, and what good is it if you can't cram it on the back of your bike any-way? 
  Even a Corporate may find himself living out of a "coffin" in the Tokyo airport if 
  times get rough.
  The point is, a computer society makes it easy for people to live like campers 
  all the time. Why should you have to go home to listen to your favorite music 
  when you can carry your CD player with you? Missing phone calls and hate 
  answering machines? You carry your phone with you and plug into the cellular 
  file:///E|/tempus/036.htm (1 of 2) [10/26/2001 4:35:17 AM]
  
  Getting Fitted For The Future
  network; making your business calls on the run from your favorite restaurant 
  or while driving your car. Why bother with cooking when you can grab 
  something quick from a hundred fast food stores? Why keep clothes when you 
  can use them till they wear out, then buy new ones? You'll rent a sleeping 
  cube for the night, put up your personal stuff, and blow out in the morning. 
  Remember:
  THE FUTURE IS DISPOSABLE
  The key to any Cyberpunk game is thinking Cyberpunk. Think rootless and 
  mobile. You don't know where you're sleeping tonight, and you don't care. 
  You've got a bed in your bag, some tunes in your pocket, some cash for food. 
  And a gun to make sure no one takes anything away from you.
   
  file:///E|/tempus/036.htm (2 of 2) [10/26/2001 4:35:17 AM]
  
  Starting Funds
  Starting Funds
   
  So how much do you start with? Well, that depends on your job.
  A job? Yeah, even in the Dark Future, ya gotta pay the bills, chombatta. And 
  you want a job, because it's a real short slip between being able to eat 
  Realpack and fresh veggies, and being reduced to eating kibble and living in a 
  filthy flop-cube.
  How good a job you cur-rently have is based on the level of your Special Abil-
  ity. For example, a Rocker with a Charismatic Leadership of 2 isn't gonna 
  draw crowds like Kerry Eurodyne (a hot megarocker). This means he'll be 
  reduced to playing gigs wherever he can get them; sleazoid dives, bar-mitz-
  vahs, weddings, bar fights; you name it.
  Take a quick jump to the Occupation Table. Find your Role (or the role closest 
  to it), cross reference it to your current Special Ability level, and that'll give you 
  a monthly salary. Multiply this amount by a 1D6/3 to determine the number of 
  months you've currently been employed, and that gives you the total amount 
  of cash your character starts with.
  Exactly how you earn your euro is up to you; the categories are deliberately 
  vague to give you plenty of roleplaying room. Maybe as "Level 7" Solo, you 
  don' t want to work for a Corporation; no problem. It's only a general 
  description of where you fit on the Solo hierarchy. For all we know, you work 
  on an extraction team for Amnesty International.
  One last thing. Roll one more D6. if you roll higher than a four, you just got 
  unem-ployed.
  Congratulations. Betcha can taste that kibble already.
   
  file:///E|/tempus/037.htm [10/26/2001 4:35:18 AM]
  
  OCCUPATION TABLE
  OCCUPATION TABLE
  Special Ability Level
  ROLE
  1-5
  6
  7
  8
  9
  10
  Rocker
  Desperate 
  for Gigs
  1,000 month
  Regular 
  Club jobs
  1,500 
  month
  Play the 
  Big Clubs
  2,000 
  month
  You've got 
  à Contract
  5,000 
  month
  Concert 
  Band
  8,000 month
  Major Act
  12,000 
  month
  Solo
  Street Ronin
  2,000 month
  Private 
  Enforcer
  3,000 
  month
  Corporate 
  Muscle
  4,500 
  month
  Professional 
  Operative
  7,000 
  month
  Major 
  League 
  Hitter
  9,000 month
  Solo Elite
  12,000 
  month
  Cop
  Private 
  Guard
  1,000 month
  City Cop
  1,200 
  month
  Corporate 
  Guard/ 
  Detective
  3,000 
  month
  Corp. 
  Security/ 
  Psycho 
  Squad
  5,000 
  month
  Enforcement 
  Team 
  Leader
  7,000 month
  Security 
  Head/ 
  Police 
  Chief 
  9,000 
  month
  Corporate Assistant
  1,500 month
  Manager
  3,000 
  month
  Junior 
  Executive
  5,000 
  month
  Executive
  7,000 
  month
  Department 
  Head
  9,000 month
  Division 
  Head
  12,000 
  month
  Media
  Stringer 
  Reporter
  1,000 month
  Staff 
  Reporter
  1,200 
  month
  Section 
  Editor
  3,000 
  month
  Producer/ 
  Managing 
  Editor
  5,000 
  month
  Local Media 
  Personality
  7,000 month
  National 
  Media 
  Personality
  10,000 
  month
  Fixer
  Street Punk
  1,500 month
  Gang 
  leader
  3,000 
  month
  Enforcer
  5,000 
  month
  Sub-
  Lieutenant
  7,000 
  month
  Lieutenant
  8,000 month
  Crime 
  Boss
  10,000 
  month
  Techie
  Local Fixer 
  Man
  1,000 month
  Private 
  Operator
  2,000 
  month
  Corporate 
  Tech
  3,000 
  month
  Jr. Engineer
  4,000 
  month
  Engineer
  5,000 month
  Senior 
  Engineer
  8,000 
  month
  Netrunner
  Weefie
  Runner 
  1,000 month
  Hacker
  2,000 
  month
  Bit Jockey
  3,000 
  month
  Net Cowboy
  5,000 
  month
  Deckslinger
  7,000 month
  Sysop
  10,000 
  month
  file:///E|/tempus/037a.htm (1 of 2) [10/26/2001 4:35:19 AM]
  
  OCCUPATION TABLE
  Medtechie Patchman
  1,600 month
  Medical 
  Technical
  3,000 
  month
  RipperDoc
  5,000 
  month
  Trauma 
  Team Medic
  7,000 
  month
  General 
  Practitioner
  10,000 
  month
  Specialist 
  Physician
  15,000 
  month
  Nomad
  Clanmember
  1,000 month
  Warrior
  1,500 
  month
  Head of 
  Household
  2,000 
  month
  Scout
  3,000 
  month
  Clan Senior
  4,000 month
  Family 
  Head
  5,000 
  month
  file:///E|/tempus/037a.htm (2 of 2) [10/26/2001 4:35:19 AM]
  
  Encumbrance
   Encumbrance
   
  In most cases, encumbrance isn't a big problem for a Cyberpunk character - 
  he's going to keep the majority of his gear in his apartment or his car. A 
  Cyberpunk character can carry around as much in kilograms as the number of 
  points invested in his Body Type stat, multiplied by 10. He can deadlift 40 
  times his Body Type stat.
  Example: I have spent 6 points to get an Average Body Type. I con carry up to 
  60 kilograms; roughly 132 Ibs. I can deadlift 240 kg - about 528 Ibs.
  Rather than list exact weights of everything you could possibly want to carry, 
  we have arranged a simpler system of classification. The following weight 
  groups are more useful to the Referee who must make a general 
  determination of how much a player can carry.
  0.5 kilos or less
  1 box of ammo · cellular phone · personal stereo · pocket computer · 
  cybermodem · interface cables · pocket TV · Digital camera · Small recorder · 
  flashlight · binocu-lars · Swiss Army knife · article of clothing · fighting knife · 
  switchblade · mirrorshades · Light pistol · nylon carrybag · Kevlar helmet.
  1 Kilo or less
  Medium to Heavy handgun · sleeping bag · radio/chip player · video camera · 
  toolkit · medical kit · laptop computer · armor vest/T-shirt.
  3 Kilos
  Submachine gun · Very Heavy Pistol · electric guitar · drum synthesizer · 
  inflatable bed · Light to Medium assault rifle · Shotgun · Armor jacket · Kevlar 
  flack pants or vest.
  4 Kilos
  Electric keyboard · amplifier · Heavy as-sault rifle.
   
  file:///E|/tempus/038.htm [10/26/2001 4:35:19 AM]
  
  WEAPONS
  WEAPONS
   
  The first thing your cyberpunk is gonna want is some weapons (weapons can 
  get you out of a bad situation a lot faster than a great stereo). Cyberpunk 
  weapons break into seven types:
  Pistols (P) are any type of single shot (or semiautomatic) weapon which may 
  be accurately fired with one hand.
  Submachineguns (SMG) are any type of weapon which may fire either 
  automatically or semi automatically, using only pistol ammunition.
  Shotguns (SHG) are any weapon which fires pellets or other small particles 
  instead of a solid slug.
  Rifles (RIF) include assault rifles, carbines, and fully automatic rifles. These 
  weapons always fire rifle type ammunition.
  Heavy Weapons (HVY) include missiles, grenades, heavy cannon, etc.
  Melee Weapons (MELEE) include swords, daggers, knives, martial arts 
  weapons, polearms, etc.
  Exotic Weapons (EX); these are bows. lasers, flechette pistols, airguns and 
  microwave weapons - the real "sci-fi" weapons of the Cyberpunk universe.
   
  file:///E|/tempus/039.htm [10/26/2001 4:35:20 AM]
  
  Weapon Codes
  Weapon Codes
   
  Each weapon is represented by certain characteristics, such as its type, 
  damage, range, accuracy, concealability, availability and cost. These factors 
  are recorded as a weapon code - a profile of the weapon in order of:
  Name · Type · Accuracy · Concealability · Availability · 
  Damage/Ammunition · Number of Shots · Rate of Fire · Reliability
  For an example, a weapon with the code:
  Minami 10 o SMG o 0 o J o E o 2D6+3/10mm o 40 o 20 o VR would be an 
  Accurate (1) Minami 10 Submachinegun (SMG) which can be hidden under a 
  jacket (J), with excellent availability (E), fires 10mm ammunition, has a 40 shot 
  clip, can fire up to 20 rounds per combat round on full auto, and is very 
  reliable. Descriptions of Weapon Codes follow:
  Accuracy: This is how good the weapon really is. Weapons are rated from -3 
  to +3 on accuracy, with 0 being an average level of accuracy.
  Concealability: How easily they can be hidden until needed (an important 
  factor in combat weapons). A smart combat gunner doesn't want to walk into a 
  bar with a shotgun protruding from underneath his coat - it's going to cause 
  trouble. He also needs to be able to carry "holdouts" in the event of capture or 
  disarmament.
  Pocket, Pants Leg or 
  Sleeve 
  (P)
  Jacket, Coat or Shoulder 
  Rig
  (J)
  Long Coat
  (L)
  Can't be Hidden
  (N)
  Availability: This is how difficult the weapon is to find on the open market. 
  Excellent
  (E)
  Can be found almost 
  anywhere.
   
  Common
  (C)
  Can be found in most 
  sports & gun stores or on 
  the Street.
   
  Poor
  (P)
  file:///E|/tempus/040.htm (1 of 2) [10/26/2001 4:35:21 AM]
  
  Weapon Codes
  Specialty weapons, black 
  market, stolen military.
   
  Rare
  (R)
  Stolen, one of a kind, 
  special military issue, may 
  be highly illegal.
   
  Damage/Ammunition: Each weapon is rated as to the type of ammunition it 
  carries, and the damage of that ammunition (in numbers of dice thrown).
  Number of Shots: This is how many shots are held in the standard clip, 
  magazine or quiver for the weapon type.
  Rate of Fire: This is how many shots the weapon can fire in a single combat 
  round (3.2 seconds).
  Reliability: This is how reliable the weapon is in combat - its chance of 
  jamming while on autofire, etc.
  Very Reliable
  (VR)
  Standard
  (ST)
  Unreliable
  (UR)
   
   
  file:///E|/tempus/040.htm (2 of 2) [10/26/2001 4:35:21 AM]
  
  Weapons List
  Weapons List
  .
  Name
  Type WACon.Avail.Damage/Ammo#ShotsROFRel.RangeCost
  LIGHT AUTOPISTOLS
  BudgetArms C-
  13
  P
  -1 P
  E
  1D6 (5mm)
  8
  2
  ST 50m
  75.°°
  Dai Lung 
  Cybermag 15
  P
  -1 P
  C
  1D6+1 (6mm)
  10
  2
  UR 50m
  50.°°
  Federated Arms 
  X-22
  P
  0
  P
  E
  1D6+1 (6mm)
  10
  2
  ST 50m
  150.°°
  MEDIUM AUTOPISTOLS
  Militech Arms 
  Avenger
  P
  0
  J
  E
  2D6+1 (9mm)
  10
  2
  VR 50m
  250.°°
  Dai Lung 
  Streetmaster
  P
  0
  J
  E
  2D6+3 (10mm) 12
  2
  UR 50m
  250.°°
  Federated Arms 
  X-9mm
  P
  0
  J
  E
  2D6+1 (9mm)
  12
  2
  ST 50m
  300.°°
  HEAVY AUTOPISTOLS
  BudgetArms 
  Auto 3
  P
  -1 J
  E
  3D6 (11mm)
  8
  2
  UR 50m
  350.°°
  Sternmeyer 
  Type 35
  P
  0
  J
  C
  3D6 (11mm)
  8
  2
  VR 50m
  400.°°
  VERY HEAVY AUTOPISTOLS
  Armalite 44
  P
  0
  J
  E
  4D6+1 (12mm) 8
  1
  ST 50m
  450.°°
  Colt AMT Model 
  2000
  P
  0
  J
  C
  4D6+1 (12mm) 8
  1
  VR 50m
  500.°°
  LIGHT SUBMAGHINEGUNS
  Uzi Miniauto 9
  SMG +1 J
  E
  2D6+1 (9mm)
  30
  35
  VR 150m 475.°°
  H&K MP-2013
  SMG +1 J
  C
  2D6+3 (10mm) 35
  32
  ST 150m 450.°°
  Fed. Arms Tech 
  Assault II
  SMG +1 J
  C
  1D6+1 (6mm)
  50
  25
  ST 150m 400.°°
  MEDIUM SUBMACHINEGUNS
  Arasaka Minami 
  10
  SMG 0
  J
  E
  2D6+3 (10mm) 40
  20
  VR 200m 500.°°
  H&K MPK-9
  SMG +1 J
  C
  2D6+1 (9mm)
  35
  25
  ST 200m 520.°°
  HEAVY SUBMACHINEGUNS
  Sternmeyer 
  SMG 21
  SMG -1 L
  E
  3D6 (11mm)
  30
  15
  VR 200m 500.°°
  H&K MPK-11
  SMG 0
  L
  C
  4D6+1 (12mm) 30
  20
  ST 200m 700.°°
  Ingram MAC 14 SMG -2 L
  E
  4D6+1 (12mm) 20
  10
  ST 200m 650.°°
  ASSAULT RIFLES
  file:///E|/tempus/041.htm (1 of 4) [10/26/2001 4:35:24 AM]
  
  Weapons List
  Militech Ronin 
  Light Assault
  RIF
  +1 N
  C
  5D6 (5.56)
  35
  30
  VR 400m 450.°°
  AKR-20 Medium 
  Assault
  RIF
  0
  N
  C
  5D6 (5.56)
  30
  30
  ST 400m 500.°°
  FN -RAL Heavy 
  Assault Rifle
  RIF
  -1 N
  C
  6D6+2 (7.62)
  30
  30
  VR 400m 600.°°
  Kalishnikov A-
  80 Hvy. Rifle
  RIF
  -1 N
  E
  6D6+2 (7.62)
  35
  25
  ST 400m 550.°°
  SHOTGUNS
  Arasaka Rapid 
  Assault 12
  SHT -1 N
  C
  4D6 (00)
  20
  10
  ST 50m
  900.°°
  Sternmeyer 
  Stakeout 10
  SHT -2 N
  R
  4D6 (00)
  10
  2
  ST 50m
  450.°°
  HEAVY WEAPONS
  Barrett-Arasaka 
  Light 20mm
  HVY 0
  N
  R
  4D10AP 
  (20/9mm)
  10
  1
  VR 450m 2,000.°°
  Scorpion 16 
  Missile 
  Launcher
  HVY -1 N
  R
  7D10
  1
  1
  VR 1km
  3,000.°°
  Militech Arms 
  RPG-A
  HVY -2 N
  R
  6D10
  1
  1
  VR 750m 1,500.°°
  Grenade
  HVY 0
  P
  P
  Varies by type 1
  1
  VR Throw 30.°°
  C-6 Plastic 
  Explosive
  HVY 0
  P
  P
  8D10 per kg.
  1
  1
  VR NA
  100.°°/kg
  Mine (all types) HVY 0
  J
  P
  4D10
  1
  1
  VR NA
  350.°°
  K-A F-253 
  Flamethrower
  HVY -2 N
  R
  2D10+ 1
  0
  1
  ST 50m
  1,500.°°
  EXOTICS
  Techtronica 15 
  Microwaver
  P
  0
  J
  P
  1D6*
  10
  2
  VR 20m
  400.°°
  Miltech Elect. 
  LaserCannon
  RIF
  0
  N
  R
  1-5D6
  10
  2
  UR 200m 8,000.°°
  Avante P-1135 
  Needlegun
  P
  0
  P
  P
  Drugs
  15
  2
  ST 40m
  200.°°
  Enertex AKM 
  Power Squirt
  P
  -2 J
  C
  Drugs
  50
  1
  VR 10m
  15.°°
  Nelspot 
  "Wombat"
  P
  -1 J
  C
  Drugs
  20
  2
  UR 40m
  200.°°
  Miltech 
  Electronics 
  Taser
  P
  -1 J
  C
  Stun
  10
  1
  ST 10m
  60.°°
  EagleTech 
  "Tomcat" C-BowEX
  0
  N
  C
  4D6
  12
  1
  VR 150m 150.°°
  EagleTech 
  "Stryker" X-bow EX
  -1 N
  C
  3D6+3
  12
  1
  VR 50m
  220.°°
  file:///E|/tempus/041.htm (2 of 4) [10/26/2001 4:35:24 AM]
  
  Weapons List
  MELEE WEAPONS
  Note: Most melee weapons are available on the open market and have a ROF of 1, 
  a WA of 0, and no reloads.
  Kendachi 
  Monoknife®
  Melee+1 P
  P
  2D6
  -
  -
  VR 1m
  200.°°
  Kendachi 
  MonoKatana®
  Melee+1 N
  R
  4D6
  -
  -
  VR 1m
  600.°°
  SPM-1 
  Battleglove™
  Melee-2 N
  P
  3D6/2D6
  -
  -
  VR 1m
  900.°°
  Club
  Melee0
  L
  C
  1D6
  NA
  NA NA 1m
  Free
  Knife
  Melee0
  P
  C
  1D6
  NA
  NA NA 1m
  1-20.°°
  Sword
  Melee0
  N
  C
  2D6+2
  NA
  NA NA 1m
  20-
  200.°°
  Axe
  Melee-1 N
  C
  2D6+3
  NA
  NA NA 1m
  20.°°
  Nunchaku/TonfaMelee0
  L
  C
  3D6
  NA
  NA NA 1m
  15.°°
  Naginata
  Melee0
  N
  P
  3D6
  NA
  NA NA 2m
  100.°°
  Shiriken
  Melee0
  P
  C
  1D6/3
  NA
  NA NA Throw 2-3.°°
  Switchblade
  Melee0
  P
  C
  1D6/2
  NA
  NA NA 1m
  15.°°
  Brass knuckles Melee0
  P
  C
  1D6+2
  NA
  NA NA 1m
  10.°°
  Sledgehammer Melee-1 N
  C
  4D6
  NA
  NA NA 1m
  20.°°
  Chainsaw
  Melee-3 N
  C
  4D6
  NA
  NA NA 2m
  80.°°
  KEY
  WA = Weapon Accuracy.
  Concealability: P = Pocket J = Jacket L = Long Coat N = Can't be hidden.
  Availability: E = Excellent (can be found anywhere) C = Common (sports & gun 
  shops) P = Poor (stolen military, black market) R = Rare (one of a kind, special 
  military issue, highly illegal).
  Damage/Ammo: most 2000's weapons are rated in millimeters.
  #Shots (in a standard clip or load). ROF = Rate of Fire per turn. Range = Long 
  range.
  RELOADS & OPTIONS
  Ammunition*
  Cost
  Light Pistol, Lt. SMG (box of 100) **
  15.°°
  Medium Autopistol, SMG (box of 50) 15.°°
  Heavy Pistol, Hvy. SMG (box of 50)
  18.°°
  Very Heavy Pistol (box of 50)
  20.°°
  Assault Rifle (box 100)
  40.°°
  Shotgun (box of 12)
  15.°°
  20mm Cannon round (1)
  25.°°
  Arrows (12)
  24.°°
  Crossbow Bolts (12)
  30.°°
  Airgun pellets (100)*
  6.°°
  Needlegun rounds (50)
  25.°°
  file:///E|/tempus/041.htm (3 of 4) [10/26/2001 4:35:24 AM]
  
  Weapons List
  Flamethrower Reload
  50.°°
  Micro Missile Reload (4ea)
  100.°°
  Options
  Silencer
  100.°°
  Holster (all types)
  20.°°
  Shoulder sling
  5.°°
  * Drugs, Acid = 5x cost
  ** Armor piercing = 3x cost Brass Cased loads for old guns = 2xcost
  file:///E|/tempus/041.htm (4 of 4) [10/26/2001 4:35:24 AM]
  
  LIGHT AUTOPICTOLS
  LIGHT AUTOPICTOLS
   
  BudgetArms C-13
  P -1 P E 1D6 (5mm) 8 2 ST
  Light duty autopistol used as a holding and "lady's gun".
  Lung Cybermag 15
  P -1 P C 1D6+1 (6mm) 10 2 UR
  Cheap Hong Kong knockoff, often used boosters and other street trash.
  Federated Arms X-22
  0 J E 1D6+1 (6mm) 10 2 ST
  The ubiquitous "Polymer-one-shot" cheap plastic pistol. Available in different 
  colors.
  file:///E|/tempus/042a.htm [10/26/2001 4:35:25 AM]
  
  Old Guns Never Die
  Old Guns Never Die
   
  As late as the 1990's there were still used models of the venerable Beretta 
  and Webley for sale (particularly in pawnshops and on the black market). The 
  same can be as-sumed for 20th century weapons in 21st century- large 
  numbers of "obsolete" weapons that can be found at reasonable prices in any 
  pawn shop. Prices are usually half that of a comparable new weapon of the 
  type, although final price is up to the Referee.
  S&W Combat Magnum
  P 1 J C 2D6+ 3 (.3S7) 6 2 VR
  Designed for US Border Patrol use. the Combat Magnum is a popular choice 
  among police officers. Its "small frame" and reliable action make it a best 
  seller.
  Liama Commanche
  P 0 J C 4D6 (.44) 6 1 ST
  An excellent .44 revolver, used in home defense and police work. It's long 
  barrel makes it hard to conceal.
  Colt .45 "Peacemaker"
  P 0 J R 2D6+2 (.45) 6 1 VR
  The gun "that won the West", the .45 was the most common US sidearm 
  throughout the 1800's. A single action weapon, it must be cocked before firing, 
  although later models had a flattened hammer allowing the gun to be fired by 
  "fanning" the hammer.
  Colt .38 Detective
  P 1 J C 1D6+ 2 (.38) 6 1 VR
  The most commonplace police weapon for many years, the Colt .38 has many 
  variants, including the smaller "Chief's Special". With their high reliability, there 
  are many of these guns still in circulation.
  C.O.P. .357 Derringer
  P 0 P C 2D6+3 (.357) 4 2 VR
  Designed as a "holdout" for law enforcement agents, the COP uses a unique 
  revolving firing pin arrangement. It's small size makes it easily hidden.
  UZI
  SMG 2 J C 2D6+1 (9mm) 30 20 VR
  Developed by the Israelis as a reliable export weapon, the Uzi is used 
  worldwide by security forces, the US Secret Service, police and (unfortunately) 
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  Old Guns Never Die
  terrorists and drug dealers.
  Vz61 Skorpion
  SMG 2 J P 1D6 (.25) 20 25 VR
  A standard military sidearm for the Soviet Bloc, the Skorpion is the worid's 
  smallest military SMG. It's small ammunition size gives it excellent 
  controllability. It is easily silenced and can be carried in a shoulder holster.
  Ingram MAC 10
  SMG -1 J C 2D6+2 (.45) 30 S UR
  A very small SMG used by covert units and terrorists. It can be easily silenced. 
  However, it's very large ammo size makes it very difficult to control when on 
  full auto.
  H&K MPS & MP5K
  SMG 1 L C 2D6+1 (9mm) 30 20 ST
  Two examples of the H&K family of interchangeable SMGs, both share parts 
  and design similarities. The MP5K is a very small version of the MP55D3, 
  which has a built in silencer.
  Thompson M1
  SMG 2 N C 2D6+2 (.45) 30 20 VR
  Standard US military SMG during WWII, the Thompson is rugged, reliable and 
  easy to use. The M1928 version, of gangster fame, was less reliable (UR), but 
  could carry a 5O round drum magazine.
  Bushmaster
  SMG 0 C R 4D6 (5.56) 30 20 ST
  A bullpup configured SMG designed to be fired one handed. The Bushmaster 
  uses the M-16A1 clip, making it technically closer to an assault rifle than a 
  submachinegun.
  FN-FAL
  RIF 0 N E 6D6+2 (7.56) 20 21 VR
  Standard NATO rifle. A very deadly assault weapon, durable and handles well.
  AK 47, AKM, AKMS
  RIF 0 N E 5D6 (7.565) 30 20 VR
  Standard Soviet military rifle, exported worldwide, particularly to Soviet client-
  slates. Reliable, rugged, but rather difficult to control, the AK-47 is probably 
  the most well known weapon of it's type in the world.
  M-16A & M-16A2
  RIF 2 N C 4D6 (5.56) 30 25 UR
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  Old Guns Never Die
  Standard US military rifle since the 1960's, the M-16 has high accuracy and a 
  staggering ROF. A built in "tumble" effect compensates for the light 5.56 
  round. Earlier M-16 models were cantankerous and unreliable in the extreme, 
  with an accuracy of 1, not 2. The Ar-15 and the AR-180 are civilian models 
  used by police and home defense.
  Styer Aug
  RIF 2 N C 4D6 (5.56) 30 20 VR
  A bullpup configured rifle using high tech plastics and aluminum, the AUG is 
  the wave of the future. The scope is built in, giving it great accuracy, while it's 
  rugged plastic construction gives it reliability and strength.
  Winchester M70
  RIF 3 N C 5D6+ 1 (30-06) 5 1 VR
  A basic scoped hunting rifle, used to hunt deer.
  CAWS
  SHG 0 N R 4D6 (00) 10 10 ST
  Close in Assault Weapon, designed for house to house work, crowd 
  suppression. Scope is built in. making it very accurate for type.
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  Armor
  Armor
   
  This is the next most important purchase for the well-dressed punk. Most 
  armors in the 2000's are made of epoxide laminates, plastic mesh weaves and 
  thin metal or ceramic insert plates. They are light, but often bulky; each one 
  has an Encumbrance Value (EV) which is subtracted from your character's 
  REF, and a Stopping Power (SP), which refers to the ability of the armor to 
  stop damage. The Stopping Power is subtracted from the amount of damage 
  done by the hit. Armor includes:
  Heavy leather (Jacket or Pants) SP=4 
  Good for road rash, stopping knives, etc. A good .38 slug will probably rip you 
  to bits, however.
  Kevlar T-Shirt/Vest SP=10
  Can be worn unnoticeably under most street clothes. Will stop most rounds up 
  to a .45 ACP.
  Kevlar Armor Jacket SP=14 (Lt), 18 (Med) or 20 (Hvy) 
  Personal protection for the fashion conscious, these lightweight Kevlar jackets 
  have nylon coverings that resemble normal jackets. 
  Helmet SP=14 (steel) or 20 (nylon)
  Heavy duty protection for the head, standard for most military. Some are made 
  of steel, others of kevlar and high impact plastics. Most (90%) have face 
  shields with 1/2 the SP level as the rest of the helmet.
  Flack Vest/Pants SP=20
  Standard protection for combat soldiers, the flack vest is designed to stop 
  small arms fire, grenade shrapnel, but only slow up assault rifle rounds.
  Doorgunner's Vest SP=25
  Heavy duty protection for stationary positions, like machinegun nests, 
  helicopter doors, etc.
  MetalGear™ SP=25
  Laminated expoxide plate armor. Bulky and designed in modular sections, 
  with helmet, arm & leg coverings, torso and back damshell.
  BODY ARMOR
  Type of Armor
  Covers
  SP*EV**Cost
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  Armor
  Cloth, leather
  Arms, Torso, 
  possibly legs
  0
  +0
  Varies
  Heavy leather
  Arms, Torso, 
  possibly legs
  4
  +0
  50.°°
  Kevlar T-Shirt, VestTorso
  10 +0
  90.°°
  Steel helmet
  Head
  14 +0
  20.°°
  Light Armor jacket Torso, Arms
  14 +0
  150.°°
  Med Armor jacket
  Torso, Arms
  18 +1
  200.°°
  Flack vest
  Torso
  20 +1
  200.°°
  Flack pants
  Legs
  20 +1
  200.°°
  Nylon helmet
  Head
  20 +0
  100.°°
  Heavy Armor jacketTorso, Arms
  20 +2
  250.°°
  Door Gunner's vestTorso
  25 +3
  250.°°
  MetalGear™
  Whole Body
  25 +2
  600.°°
  * Stopping Power (SP) refers to the ability of the ability of the armor to stop 
  damage.
  **AP rounds: treat all Armor as 1/2xSP V-Edged weapons treat SP as half t 
  (EV) Encumbrance values should be added together and subtracted from 
  character's total REF stat.
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  Special Equipment
  Special Equipment
   
  Okay, so you don't wanna get all metal-led up and hard into the face, heh? No 
  problem. We got a couple of slick little gadgets to put you even up with the 
  cybers.
  BattleGloves (900.00)
  Heavy gauntlets that cover the entire hand and forearm, articulated with 
  artificial muscle and hydraulics. A Battle glove delivers 3D6 crushing, 2D6 
  punching damage, and has three spaces for any standard cyberarm weapon 
  or option, except Hydraulic Rams.
  Smartgoggles (200.00)
  Want all the advantages of getting cyberoptics, but without the humanity loss? 
  Smartgoggles can be outfitted with chips to simulate the effects of up to 4 
  cyberoptic options (each option costs the same as a cyberoptic option, less 
  10%). Smartgoggles come with a smartgun plug and cables, allowing the 
  Targeting scope option to be used (+ 1 to ranged attacks).
  For example, Razorjack decides to buy a set of Smartgoggles. He selects 
  Thermograph, Digital camera, Low Lite and Targeting scope as options. His 
  total cost is 200.°° (base cost)+990.°°=1190.°°
  Linear Frames (Price Varies)
  A linear frame is a powered exoskeleton, giving the user tremendous strength. 
  There are three levels of linear frames: Sigma, Beta and Omega.
  Type
  Strength
  Cost
  Sigma
  12
  5000.°°
  Beta
  14
  7000.°°
  Omega
  16
  9000.°°
  Normally, exoskeletons are worn as part of a cybernetics package (see 
  Putting Cyber Into Punk). However, you can put on a linear frame without 
  having it interfaced directly to your nervous system. Instead, you can simply 
  chip into the suit as if it were any cyberbike or vehicle, taking a -2 REF penalty 
  to do so.
  Not bad, eh? just make sure they don't take'em off ya, chombatta.
  file:///E|/tempus/045.htm [10/26/2001 4:35:27 AM]
  
  2020 Gear List
  2020 Gear List
   
  Following Is a list of useful Items for the cyberpunk on the move.
  FASHION **
   
  SECURITY
   
  Pants
  20.°°
  Keylock
  20.°° per 
  level
  Top
  15.°°
  Cardlock
  100.°° per 
  level
  Jacket
  35.°°
  Vocolock
  200.°° per 
  level
  Footwear
  25.°°
  Line Tap
  200.°°
  Jewelry
  10-100.°° CodeDecryptor
  500.°°
  Mirrorshades
  5-50.°°
  VocDecryptor
  1,000.°°
  Contact Lenses
  100.°°
  Security Scanner
  1,500.°°
  Glasses
  50.°°
  Poison Sniffer
  1,500.°°
  ** Multiply base cost by 
  style:
   
  Jamming 
  Transmitter
  500.°°
  Generic Chic
  1 x cost
  Scanner Plate
  500.°°
  Leisurewear
  2 x cost
  Movement Sensor
  40.°°
  Businesswear
  3 x cost
  Passcard
  10.°°
  High Fashion
  4 x cost
  Tracking Device
  1,000.°°
  Urban Flash
  2 x cost
  Tracer Button
  50.°°
  TOOLS
   
  Remote Sensors
  700.°°
  Techscanner
  600.°°
  PlasKuffs
  100.°°
  Cutting torch
  40.°°
  Stripwire Binders
  5.°°
  Tech Toolkit
  100.°°
  MEDICAL
   
  B & E Tools
  120.°°
  Dermal Stapler
  1,000.°°
  Electronics Toolkit
  100.°°
  Spray Skin
  50.°° per can
  Protective Goggles
  20.°°
  Slap Patch
  Varies by
  drug type
  Flashtube
  2.°°
  Cryotank
  100,000.°°
  Glowstik
  1.°°
  Medkit
  50.°°
  Flash Paint
  10.°° per 
  ft.
  Surgical Kit
  400.°°
  Flash Tape
  10.°° per 
  ft.
  First Aid Kit
  10.°°
  Rope
  2.°° ðår 
  ft.
  Medscanner
  300.°°
  file:///E|/tempus/046.htm (1 of 4) [10/26/2001 4:35:29 AM]
  
  2020 Gear List
  Breathing Mask
  30.°°
  Drug Analyser
  75.°°
  PERSONAL 
  ELECTRONICS
   
  Airhypo
  100.°°
  Holo Generator
  500.°°
  Clinic Visit
  200.°°
  Video Board
  100.°° 
  per
  sq. ft.
  Day in Hospital
  300.°°
  Data Chip
  10.°°
  Day in Intensive 
  Care
  1,000.°°
  Logcompass
  50.°°
  Clone Limb 
  Replacement
  1,500.°°
  Digital Recorder
  300.°°
  FURNISHINGS
   
  Digital Camera
  150.°°
  Nylon Carrybag
  5.°°
  VideoCam
  800.°°
  Sleeping Bag
  25.°°
  Video/Audio Tape Player
  40.°°
  Inflatable Bed
  25.°°
  VideoTape
  4.°°
  Futon
  90.°°
  Pocket TV
  80.°°
  Real Wood 
  Furniture
  200.°° per 
  piece
  Digital Chip Player
  150.°°
  Synthetic Furniture 100.°° per 
  piece
  Digital Music Chip
  20.°°
  Apartment Cube
  5,000.°°
  Electric Guitar
  100-
  500.°°
  Lamp
  20.°°
  Electronic Keyboard
  200-
  900.°°
  Cleaning Bot
  1,000.°°
  Drum Synthesizer
  200-
  800.°°
  Vocal Switcher 
  System
  100.°°
  Amplifier
  500-
  1000.°°
  VEHICLES
   
  DATA SYSTEMS
   
  Scooter
  500.°°
  Laptop Computer
  900.°°
  Motorcycle
  1,500.°°
  Pocket Computer
  100.°°
  CityCar
  2,000.°°
  Cybermodem
  Varies by
  design
  Small Subcompact
  6,000.°°
  Cellular Cybermodem
  Varies by
  design
  Medium Sedan
  10,000.°°
  Interface Cables
  20-30.°°
  Sportscar
  20,000.°°
  Low Impedance cables
  60.°°
  Luxury Sedan
  40,000.°°
  Trode Set
  20.°°
  Note: 2x cost for 
  cybercontrols
   
  Keyboard
  100.°°
  LIFESTYLE
   
  file:///E|/tempus/046.htm (2 of 4) [10/26/2001 4:35:29 AM]
  
  2020 Gear List
  Terminal
  400.°°
  Cell Phone Service 100.°° month
  COMMUNICATIONS
   
  Standard Phone 
  Service
  30.°° month+
  Mastoid Commo
  100.°°
  Pay Phone Call
  50 ? per 
  minute
  Pocket Commo
  50.°°
  Data Term Use 
  1.°° per 
  minute
  Cellular Phone
  400.°°
  CredChip Account 20.°° per 
  month
  Mini Cell Phone
  800.°°
  Health Plan 
  1,000.°° per 
  month
  SURVEILLANCE
   
  Trauma Team Acct. 500.°° month
  Binoglasses
  200.°°
  Air
  5.°° per 
  minute
  Binoculars
  20.°°
  Mag Lev Chit 
  25 ? per 
  station
  Light Booster Goggles
  200.°°
  Taxi
  3.°° per mile
  IR Goggles
  250.°°
  AV-Taxi
  10.°° per mile
  IR Flash
  50.°°
  Cable TV
  40.°° per 
  month
  ENTERTAINMENT
   
  GROCERIES
   
  Movie
  10.°°
  Kibble
  50.°° per 
  week
  VCR/Chip Rental
  4.°°
  Generic Prepak
  150.°° per 
  week
  Braindance
  20.°°
  Good Prepak
  200.°° per 
  week
  Live Concert/Sports Event
  50.°°
  Fresh Food
  300.°° per 
  week
  Fast Food Meal
  5.°°
  HOUSING **
   
  Well Drink **
  3.°°
  Coffin
  20.°° per 
  night
  Restaurant Meal **
  20.°°
  Hotel Room
  100.°° per 
  night
  ** Multiply by level of 
  restaurant or bar:
   
  Apt./Condo
  200.°° room/
  per month
  Fair
  1 x cost
  House
  1500.°°
  Good
  2 x cost
  Multiply base cost 
  by location:
   
  Excellent
  3 x cost
  Combat Zone
  1 x cost
   
   
  Moderate Zone 
  2 x cost
   
   
  Corporate Zone
  4 x cost
  file:///E|/tempus/046.htm (3 of 4) [10/26/2001 4:35:29 AM]
  
  2020 Gear List
   
   
  Executive Zone
  6 x cost
   
   
  Utilities
  100.°° month
   
  file:///E|/tempus/046.htm (4 of 4) [10/26/2001 4:35:29 AM]
  
  Fashion
  Fashion
   
  The clothing styles of 2020 break into five basic fashion.
  Generic Chic: This is the standard Streetwear made up of sashes boots 
  predominate.
  Leisurewear: This is the equivalent of 21st century athletic wear. Padded 
  fleece, corporate and athletic logos. 
  Businesswear: This is the equivalent of the standard business suit; 
  understated colors, pinstripes, real leather shoes etc. Wool and other natural 
  fabrics are considered the proper outfitting for the up and coming Corp.
  High Fashion: Sophisticated and expensive dressing for the upper class. 
  Designer labels like Miyake. Si-fui Yan, and Anne Calvin. 
  Urban Flash: Video jackets, colorshift fabrics, cammo, leathers, metal spikes. 
  Logowear. jeans. leather skirts boots. The wildest and most utterly chilled in 
  cyberfashion.
  file:///E|/tempus/047a.htm [10/26/2001 4:35:30 AM]
  
  PUTTING THE CYBER INTO THE PUNK
  PUTTING THE CYBER INTO THE PUNK
   
  Forget everything you ever thought about cyborgs. Everything.
  This is the 2000's. Today's cyborg is stylish. His cybernetics are designed for a 
  streamlined, highmover lifestyle. Whether equipped with implanted data chips 
  in his nervous system to enhance his tennis game, or bio-engineered 
  miniweapons for his personal protection, the cyborg of the 2000's is the cutting 
  edge of high tech living.
  But he isn't necessarily a walking tank either. Cybertech can be smoother than 
  that - less obvious. You have to integrate your newtech gadgets into a slick, 
  seamless whole. You're either predator or prey, and the faster you learn to 
  blur the line between the two categories, the longer you'll survive.
  And that's the point. Survival.
  file:///E|/tempus/048.htm [10/26/2001 4:35:30 AM]
  
  Cyberfashion
  Cyberfashion
   
  It's hip and aware to have high tech grafted onto your body somewhere. If you 
  can afford it, you probably have at least a couple of "enhancements"; a few 
  software chips installed in your nervous system to interface with your 
  computer, remember your appointments (the ever popular Daytimer™ chip for 
  example), and improve your raquetball reflexes. If you're cybered up you 
  probably have interface plugs to operate computers and vehicles mentally. 
  Maybe your eyes are cyberoptics with a recording function and the latest iris 
  tint (polychrome is in this year), or your hearing is boosted to better hear the 
  gossip in the Executive Lounge.
  If your job involves some type of security or combat function (and most 
  occupations of the 2000's have at least some type of combat aspect), you 
  probably have two or three types of combat software, as well as plugs and 
  interfaces for a smartgun. As a Solo, you may have had one or more limbs 
  replaced with cyberware prosthetics, allowing you to hide a variety of tools and 
  weapons in your body, as well as giving you an edge in speed and strength.
  As a cyberpunk, you're going to want to get your hands on the best of this 
  exciting and expensive new tech. And expensive is the word. The average 
  enhanced character with, say, one cyberoptic (Targeting scope & IR 
  enhancement), a reflex boost, one superchromed arm with a .25 cal 
  submachinegun, interface plugs and chipware for Martial Arts, Rotorwing Pilot 
  and Handgun is an investment of tens of thousands of euro.
  Of course, the ambitious Punk already knows at least twenty-five ways (most 
  of them illegal) to raise that sort of paltry sum.
  But before you start loading up, there's a catch.
  file:///E|/tempus/049.htm [10/26/2001 4:35:31 AM]
  
  Cyberpsychosis
  Cyberpsychosis
   
  Something happens when you start adding metal and plastic to people. They 
  start to change. And it isn't pretty.
  In the 2000's, we call this cyberpsychosis; a mental disease in which the 
  addition of cybernetics causes an already unstable personality to fragment. At 
  first, the victim begins to relate more to machines than to humans. Soon, he 
  starts to ignore people - parents, friends, lovers. Eating, sleeping all become 
  less important. Finally, human interactions begin to irritate, culminating in a 
  terrifying rage that consumes the victim entirely.
  So, how do I get cyberpsychosis?
  Every character in Cyberpunk has an Empathy stat (EMP). This stat is a 
  measure of how well the character relates to other people, and is the basis of 
  such skills as leadership, lying, convincing and romantic relationships.
  Likewise, every major cybernetic enhancement has a corresponding 
  Humanity Cost, which is added together to get an overall Humanity Cost of 
  all enhancements. Humanity Costs are rated from VERY LOW to VERY HIGH, 
  and correspond to the general effect this enhancement will have on the human 
  psyche. In addition, each option added to an enhancement has an additional 
  point value as well.
  For every ten points of Humanity Cost, the character loses one point of 
  Empathy (unequal values are rounded down).
  For example, say I add four new cybernetic devices for a total Humanity Cost 
  of 36. I will lose 3 point: of Empathy.
  This can start to cost you. With an Empathy of 3 the character is something of 
  a "cold fish"; emotionless and cold. With an Empathy of 2, the character is 
  chilly, forbidding, and distinctly unpleasant to others. With an Empathy of 1, 
  the character is usually violent, sociopathic and vicious. He must constantly 
  fight to keep from going over the edge and committing irrational, violent acts of 
  murder and mayhem.
  At an Empathy rating of 0 or less, the character is fully in the grip of 
  cyberpsychosis. He is driven by a maddening hatred of other humans or living 
  things. At this point, there is no turning back-the character is taken over by the 
  Referee, who plays it as a non-player character with all the worst attributes of 
  file:///E|/tempus/050.htm (1 of 2) [10/26/2001 4:35:31 AM]
  
  Cyberpsychosis
  a murderous, mechanized psychopath, called a cyberpsycho.
  Not all cyberpsychos are the rampaging type. Many exhibit more subtle 
  symptoms; compulsive lying, kleptomania, sadism, brutality, split personality 
  and extremely violent mood swings.
  file:///E|/tempus/050.htm (2 of 2) [10/26/2001 4:35:31 AM]
  
  The Psycho Squad
  The Psycho Squad
   
  Cyberpsychosis is a big problem in the 2000's. While state-sponsored therapy 
  is an option, the hardest part is getting the patient into the psychologist's 
  office. What do you do when a metal armored, cyberboosted maniac starts 
  randomly killing people? If you're the Government, you organize a special 
  squad of professional police with one job - to hunt down and capture or kill 
  murderous cyberpsychos.
  Cybersquads are common to most urban police departments, going under 
  names like C-SWAT (Cybernetic Special Weapons & Tactical Squad), 
  PSYCHE-DIV, CYB-Enforcement and MAX-TAC (Maximum Force Tactical 
  Division). They are armed with the best in armor, commo equipment and 
  vehicles. Most carry weapons that start at the light cannon range and up. They 
  are, by nature, not very nice people.
  file:///E|/tempus/051.htm [10/26/2001 4:35:32 AM]
  
  Registered Cybers
  Registered Cybers
   
  Although the Uniform Criminal justice Code of the United States says you 
  must actually commit a crime before you can be arrested, this doesn't stop 
  most police departments from practicing selective crime prevention (especially 
  those departments run by Corporations). The Psycho Squad keeps tabs on 
  who buys what and where through informants, monitors and hidden tech 
  detectors scattered all over the city. They usually have a good idea what 
  gangs are loading up on megaware and who's most likely to cross the line into 
  psychohood in the near future. When a potential perp looks like he's getting 
  too close, the Squad picks him up off the Street and offers him a choice. He 
  can go on like he is and risk having an "accident" happen some dark night 
  ("...we're just worried that some public-spirited citizen might, you know, take it 
  upon himself to, well... you know... adjust your attitude..."), or you can get 
  registered.
  Registration is sort of like parole; you agree to see a cyberpsychologist for 
  monitoring and analysis (regaining 2 points of HC per week until your original 
  EMP is restored), and the squad implants a small transmitter into your 
  cyberwear, allowing them to know your general whereabouts. Just in case. 
  The police don't hassle you and the Squad doesn't automatically gun you 
  down with 20mm cannon rounds if you boost a pack of Smash from the corner 
  vend-mat.
  It's rumored that some departments also implant a small explosive charge and 
  a radio detonator, but we all know that's against the Criminal Code, don't we?
  Besides, you don't have to register. But we thought you'd like to know. After 
  all, there are those public-spirited citizens out there...
  file:///E|/tempus/052.htm [10/26/2001 4:35:33 AM]
  
  Humanity Costs
  Humanity Costs
   
  So how does all this apply to me?
  Simple. Each time you add on a cybernetic enhancement, there's a 
  corresponding loss of humanity. But it's not simple, linear, or nice. Different 
  people react differently to the cyborging process. Therefore, your Humanity 
  Cost is based on the throw of a random dice value for each enhancement. 
  This is important, because it means that sheer bad luck could put you over the 
  line before you know it.
  Very Low
  1D6/2
  Low
  1D6
  Medium
  2D6
  High
  3D6
  Very High
  4D6
  Remember: you must keep track of the cumulative number of points lost. 
  Those little .5's and 1's are going to start adding up fast...
  file:///E|/tempus/053.htm [10/26/2001 4:35:33 AM]
  
  Therapy
  Therapy
   
  There's one way to hang out over the Edge and still keep it wired, and that's 
  therapy. The C-SWAT drags you in, screaming and tearing at the walls, and 
  straps you down to a heavy metal psychatrist's couch. Probes deactivate your 
  cybersystems one by one, while the shrink jacks your rabid psyche into the 
  braindance. Then begins the long, arduous process of disassembling your 
  brain and reconstructing it in a more socially acceptable form. One that doesn't 
  get its kicks out of eating dead bodies, for example.
  Cyberpsychologists (Psychoshrinks) use combinations of braindance 
  simulation, drugs, hypnotics, psychosurgery and aversion therapy to 
  reconstruct damaged personalities. Once all cybernetics are removed or 
  deactivated, the character will recover two points of EMP for every week of 
  therapy attended.
  For example: Savage is dragged into Dr. Risk's office with a HC total of -3. It 
  will take at least five weeks of therapy before Savage will be bock to his 
  original Empathy of 6.
  Now you know. Walk carefully. Guard your mind.
  file:///E|/tempus/054.htm [10/26/2001 4:35:34 AM]
  
  Cybertechnology
  Cybertechnology
   
  Cybertechnology can be purchased almost anywhere. Some of the medical 
  procedures are simple, walk-in types of surgery, with minor installations taking 
  place in shopping mall clinics (Bodyshoppe, Fashion/Fusion, and Parts 
  N'Programms are three popular chain stores) or drop in medical centers (Docs 
  R Us ™). These installations are much like getting your ears pierced, circa 
  1980. You can even have upgrades and improvements plugged into the old 
  hardware for the cost of the new parts, allowing you to start small (called 
  stripped or economy) and add as you go.
  What can't be bought openly are the types of cyberware known as Black-
  market Cybertech. These items can only be purchased through criminal 
  contacts on the Street, and installed by high priced, underground medtechs 
  known as Ripperdocs. Black-market cybertech is often dangerous, badly 
  installed, and always expensive. But hey, we're all big kids here, and besides, 
  you know what to do to a Ripperdoc who messes around with you, right?
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  Surgery Codes
  Surgery Codes
   
  Each type of cyberwear has a Surgery Code. This code represents the 
  minimum level of medical care required to install the cyberwear, the length of 
  surgical time required, the cost of the surgery, the damage taken in surgery 
  and the Difficulty of the installation procedure.
  Negligible
  Required: Mall clinic or other drop-in bodyshop.
  Surgical Time: 1 hr.
  Surgical Damage: 1 point
  Surgical Costs: Included with installation.
  DIFF = Easy (10)
  Minor
  Required: Medical center or Ripperdoc clinic.
  Surgical Time: 2hrs.
  Surgical Damage: 1D6+1
  Surgical Costs: 500eb
  DIFF = Simple (15).
  MAjor
  Required: Full hospital with surgery center.
  Surgical Time: 4 hrs.
  Surgical Damage: 2D6+1
  Surgical Costs: 1,500eb
  DIFF = Trained (20)
  CRitical
  Required: Full hospital surgery center.
  Surgical Time: 6 hrs.
  Surgical Damage: 3D6+1
  Surgical Costs: 2,500eb
  DIFF = Difficult (25)
  For more on healing times and surgery and other information, see the Trauma 
  Team section.
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  TRAUMA TEAM
  TRAUMA TEAM
   
  Face it; you don't need to know a lot about the medical technology of the 21st 
  Century. You need to know what to do when you're bleeding to death in a dark 
  alley somewhere.
  TRAUMA TEAM
  So let's look at the most important question first - is this guy going to survive or 
  should we call Savage Doc's and arrange for a body pickup?
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  Stabilization
  Death
   
  Whenever a character's Wound State drops to MORTAL, he has a pretty good 
  chance of dying. But when? In Cyberpunk, each time you are at a MORTAL 
  wound state, you must make a Death Save to avoid dying. To make the Save, 
  roll a 1D10 value lower than your character's Body Type, subtracting the level 
  of Mortality from your base chance to save. Each turn, you must make another 
  death save to see if the character makes it through another turn. On a 
  successful roll, you make it; on a failed roll, you will die at the end of the turn in 
  which the roll was made.
  For example, soy Savage has a Body Type of 10 (Very Strong) and takes a 
  Mortal 4 wound. He must roll lower than (10-4)=6 to stay alive. The first turn 
  he rolls a 5. Whew. The next turn, he rolls a 7 and expires. Immediately, his 
  mates start fighting over who gets his boots.
  Get the point? Sooner or later, you'll fail a roll and die. The only way out is 
  stabilization.
  Stabilization means the patient is no longer losing blood and that his major 
  damage has been contained through use of drugs, battlefield surgery, and/or 
  wound dressing. A stabilized character will no longer be required to make 
  Death saves each turn. Anyone (except the patient himself) can attempt to 
  stabilize a mortally wounded character; it just works better if the physician has 
  had some medical training. A lot better.
  A successful stabilization is made by rolling a total of your TECH stat, any 
  Medical Skill and one D10 for a result equal to or higher than the total number 
  of damage points the patient has taken. For example, Savage has taken 20 
  points of damage, placing him in a Mortal I Wound State. To stabilize him will 
  require a roll of 20 or greater. Once stabilized, the character is no longer in 
  danger of dying unless another wound is taken. At that point, the whole messy 
  business begins again...
  The chances of a successful stabilization roll can be increased by the 
  following modifiers, added to your die roll.
  Advantage
  Add to die roll
  Full Hospital & Surgery
  +5
  Trauma Team Ambulance +3
  Cryo Tank
  +3
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  Stabilization
  -
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  Death State
  Death State
   
  But let's say your ripperdoc had a Medical Tech Skill of 2...
  We can do some pretty amazing things these days. We can grow skin, blood, 
  organs, limbs and muscle tissue in collagen-saccharide tissue tanks. Other 
  parts, like toes, fingers, eyes and internal organs can also be purchased from 
  the local Body Bank and grafted on with advanced micro-surgery. What we 
  can't do is regrow souls. Once you're dead, you're dead.
  Let's amend that: once you're DEAD 10, you're dead. Because twenty-first 
  century medicine is so good at reviving the clinically dead, Trauma Team™ 
  Inc. (the world's largest paramedical service, with offices worldwide), has 
  established ten levels of death, each succeeding level a measure of how 
  difficult it will be to revive the patient. This measuring system is called Death 
  State. For every minute (six turns) that you are clinically dead, your death 
  state increases by two levels. Example: 1 am killed at 9:00. Three minutes 
  pass before the Trauma Team™ AV-4 arrives. 1 am now at Death State 6.
  This is of critical importance to the dead Cyberpunk character. When the 
  Trauma Team arrives, a roll must be made to determine if the patient can be 
  revived. This roll, on 1D10, must be higher than the current Death State 
  number, or the patient is a candidate for the Body Bank. On a successful roll, 
  the patient is stabilized at his last Wound State and the process of healing can 
  begin.
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  Healing
  Healing
   
  Okay, so you're not on a slab in Savage Doc's place...
  In order to recover from damage, characters must make some type of medical 
  skill check. Otherwise, the patient continues to take damage (from infection 
  and system shock) at the rate of 2 points per day. If the patientis at a Mortal 
  Wound State, he must make a daily Death Save as well as taking this 
  damage. Without medical aid, you're going to run out of luck pretty soon. This 
  is probably why humans invented medicine in the first place.
  To make a successful medical skill check, you must roll a value (using TECH, 
  your medical Skill and 1D10) greater than the total number of points of 
  damage the patient has taken. Medical skill checks are made with two skills, 
  First Aid or Medical Tech.
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  First Aid
  First Aid
   
  First Aid involves cleaning and dressing the wounds, administering 
  medication, setting broken limbs and putting on splints. When a character 
  makes a successful First Aid skill check, the patient will recover at the rate of 
  0.5 points per day. Example: A Light wound would be healed in 8 days. A 
  Critical wound would heal in 24 days, a Mortal 3 wound in 56 days. Only one 
  check need be made. You may (within reason and at Referee's discretion), 
  perform first aid on yourself. On an unsuccessful roll, the patient regains no 
  points. New attempts may be made once per day until a successful roll is 
  made.
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  Medical Tech
  Medical Tech
   
  Medical Tech skill assumes that the character has studied medicine in a 
  professional setting. This gives him the ability to perform surgery, prescribe 
  drugs, and know the proper treatment of injuries. He can replace damaged 
  organs with vatgrown pieces, graft on new limbs, or install cyber-limbs. You 
  cannot perform Medical Tech skills on yourself.
  A character with Medical Tech skills makes a check as if using the First Aid 
  skill, however, with Medical Tech, the patient will recover at the rate of 1 point 
  per day. For example, a light wound would be healed in 4 days. A Mortal 3 
  wound would heal in 28 days. Using Medical Tech skills supersedes the use of 
  First Aid skills; a patient on which both have been successfully performed 
  regains points at the rate of 1 per day, not 1.5! As with First Aid, the patient 
  regains no points until a successful roll has been made. However, second 
  attempts may be made once per day until a successful roll is made.
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  Speed Healing Drugs
  Speed Healing Drugs
   
  Drugs can be used to speed the healing rate by 1 additional point per day. 
  Expensive and often proscribed, these drugs have a neural side effect of 
  reducing the patient's REF stat by 1D6/3 for a week after use. Speedheal 
  costs 1650eb per treatment.
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  DRUGS
  DRUGS
   
  The drugs of the future are far more lethal than their 20th century 
  counterparts. Many are experimental chemicals dumped on the Street by 
  unscrupulous Corporations looking for guinea pigs. Some are home-brewed 
  horrors designed in basement labs. Still others are military-designed combat 
  drugs designed to create armies of zombie killing machines. All of them are 
  bad news.
  Most of the drugs in Cyberpunk are addictive - the people who designed them 
  were looking for a way to create a captive market of addicts. Only the very 
  wealthy can afford to have non-toxic "designer drugs" created for their own 
  physiologies; most of the scum on the Street (the rest of you) are left sucking 
  up the dregs of the chemical sewer.
  Common street drugs include:
  SynthCoke
  Type: Stimulant Strength: +1
  Difficulty: 20
  Cost: 1000
  Duration: 1D6+1 minutes
  The second generation, synthetic replacement for cocaine. Like the original, 
  its side effects are nasty: paranoia, psychological addiction.
  Stim
  Type: Stimulant
  Strength: +3
  Difficulty: 10 Cost: 500
  Duration: 1D6+1 minutes
  Stim increases endurance, allowing the user to stay alert for longer periods. 
  Side effects include mental delusions.
  Syncomp 15
  Type: Antidote Strength: +3
  Difficulty: 13 Cost: 650
  Duration: 1D6+1 turns
  Syncomp is a broad spectrum poison antidote, used to treat nerve and 
  biotoxins. REF is reduced at the rate of 1 point per dose.
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  DRUGS
  Speedheal
  Type: Healing Drug
  Strength: +2
  Dificulty: 33
  Cost: 1650
  Duration: 1D6+1 hours
  Speedheal (described on pg. 107), is designed to enhance the natural healing 
  processes. Side effects are reduced REF by 1D6/3 for a period of 1 week after 
  use.
  Boost
  Type: INT Booster
  Strength: +4
  Difficulty: 12 Cost: 600
  Duration: 1D6+1 hours
  Boost increases INT by +1 for a 2-7 hour period. A Boost addict has gained 
  full tolerance - his INT is no longer increased, and he must have more Boost 
  within twelve hours or be reduced to screaming fits and hallucinations.
  Blue Glass
  Type: Hallucinogenic
  Strength: +1
  Difficulty: 18
  Cost: 900
  Duration: 1D6+1 minutes
  Blue Glass was originally developed as a biological weapon. Under stress, 
  you will have a 3 in 10 chance of "flashing out" - reduced to staring blankly at 
  the pretty colors in your mind (reduce INT by 1 per dose). Roll 1D10 and hope.
  Smash
  Type: Euphoric Strength: +1
  Difficulty: 2
  Cost: 100 per 6 pk
  Duration: 1D6+1 minutes
  Smash is 2020's answer to aIcohol - it's yellow, foamy, and comes in cans. It 
  makes you loose, happy and ready to party. The downside is that when it 
  wears off, its psychological addiction component makes you suicidal. If you fail 
  your addiction Save, you sink into total catatonia; a1 feebly mumbling ball of 
  pain - a ripe target for some Booster looking for spare change.
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  DRUGS
  'Dorph
  Type: Pain Negation
  Strength: +2
  Difficulty: 5
  Cost: 250
  Duration: 1D6+1 turns
  Designed as a combat drug and painkiller, endorphins reduce pain and stress 
  effects. 'Dorph allows you to reduce the effects of stun or shock. Dorph also 
  has a nasty cost in nervous system damage. Each time you use 'dorph, roll an 
  additional 1D10. On a 1, you have lost 1 point of REF - permanently.
  Black Lace
  Type: Pain Negation
  Strength: +3
  Difficulty: 13
  Cost: 650
  Duration: 1D6+1 hours
  A high powered version of 'Dorph which imparts euphoria, adrenal rush, and 
  invulnerability to pain. Your CL is raised by 2, and you are resistant to stun or 
  shock effects. Lace is deadly. Lace users become fearless, cold-blooded 
  killing machines - exactly what its military designers were looking for. If you fail 
  your addiction save (1D10 roll higher than Body Type) roll an additional 1D6 
  and subtract the result from your EMP stat. Treat the result as if suffering from 
  cyberpsychosis. If you go over the line, too bad. Roll up another character.
  Remember: Drugs are dangerous. Mess with them and you'll probably kill 
  your character. Or at least mess him up beyond repair. The choice is yours.
  Just like real life.
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  Building Your Own
  Building Your Own
   
  Although drugs are bad news, they are a prominent theme of the cyberpunk 
  genre. It stands to reason that sooner or later, enterprising Referees (or 
  players) may want to unleash their own biochemical horrors on the world. As 
  any fan of Miami Vice (or a player who watches a lot of real life cop shows) 
  can tell you, drugs are a great way to get people fired up on the streets with 
  lots of automatic weapons; in short, the perfect "McGuffin" for a mean, nasty, 
  lowlife adventure.
  The drugs given here are only examples; it's a good idea for Referees to build 
  any new ones before introducing them into gameplay. Drug building requires a 
  Phormoceuticals Skill check against the DIFFICULTY of building the drug. To 
  determine this value, you must first check the Effects Table below and choose 
  what effects you want the drug to have. Add the total DIFFICULTY values 
  together to arrive at a Base Difficulty for that drug.
  EFFECTS TABLE
  DiffEFFECT
  15 Increase REF by Strength of drug.
  15 Increase INT by Strength of drug.
  15 Increase CL by Strength of drug.
  15 Enhanced Perception (+Strength to Awareness 
  checks).
  15 Increase healing rate 1 point per point of Strength.
  15 Antidote (+1 to Save per Strength).
  10 Increased Endurance (+Strength to Endurance 
  checks).
  10 Negate Pain Effects (+Strength to Stun Saves).
  5
  Depressant (-Strength to Awareness).
  5
  Euphoric (makes you feel good).
  10 Hallucinogenic (makes you see things).
  10 Reduce Stun (+Strength to Stun Saves).
  5
  Soporific (-Strength to Save vs. Sleep).
  10 Aphrodesiac (-Strength to resist Seduction checks).
  10 Contraceptive (male or female).
  10 Antibiotic (+Strength to Saves vs. disease).
  Strength
  Strength is the power level of the drug. The higher the Strength of the drug, 
  the greater it's plus or minus effect on the body. Drugs come in strengths from 
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  Building Your Own
  1 to 3. Add the Strength of the Drug to its Base Difficulty.
  Side Effects
  You can buy down the cost of a drug by buying side effects. These are bad 
  things that balance out the beneficial side of the drug (for example, if cocaine 
  wasn't psychologically addictive and didn't cause delusions, it would be 
  everything Sigmund Freud thought it would be). You may never buy a drug's 
  Difficulty costs below 2.
  Psychological Addiction (-8pts): The character is psychologically addicted, 
  and must roll lower than his CL each hour following the last dose of the drug. 
  On a failed roll, he suffers extreme anxiety, fear and depression; he become 
  driven to find more of the drug and can do nothing else. Kicking the addiction 
  is a VERY DIFFICULT Endurance check, and may take as long as the 
  Referee decides is sufficient.
  Physiological Addiction (-10pts): The character is physiologically addicted, 
  and must roll lower than his BT each hour following the last dose of the drug. 
  On a failed roll, he will suffer intense pain and take 2D6 in damage until he 
  can kick the habit (a VERY DIFFICULT Endurance check, taking as long as 
  the Referee decides is sufficient).
  Death (-15pts): The drug has a fatal component that can kill the unawary. 
  Each time the drug is taken, a Death Save must be made with a negative 
  modifier equal to the drug's Strength number minus one.
  Reduced REF (-5pts): The drug reduces REF at a rate of 1 point per dose for 
  the duration of the dose. If a new dose is taken before the last has worn off, 
  the REF penalty is cumulative.
  Reduced INT (-5pts): The drug reduces INT at a rate of 1 point per dose for 
  the duration of the dose. If a new dose is taken before the last has worn off, 
  the INT penalty is cumulative.
  Tremors (-2pts): The drug causes painful tremors in the hands, face (-2 to 
  REF).
  Hallucinations (-5pts): The drug causes hallucinations (colors, voices, 
  strange shapes). The character is virtually unable to function normally If you 
  buy this as a side effect for a hallucinogen, the character will always have a 
  really bad trip that is totally at the Referee's sadistic discretion. You Have 
  Been Warned.
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  Building Your Own
  Paranoia (-3pts): The character is subject to paranoic delusions; he thinks 
  "they" are after him, etc. (although in Cyberpunk, this may not all be delusion). 
  The character must drop everything and devote his actions to defending 
  himself against "them". Who "they" are is, of course, up to the Referee.
  Delusions (-5pts): The character is subject to strong delusions; he thinks 
  untrue things are real, that aliens are talking to him, etc. The character must 
  drop everything and devote all actions towards the maintenance of his 
  delusion. Which, again, is up to the Referee.
  Sterility (-8pts): The drug causes permanent sterility on a 3 in 10 chance.
  Carcinogenic (-10pts): The drug causes cancer (3 in 10). If cancer is 
  developed, the character will take 1 point of permanent damage unless a cure 
  is effective (a VERY DIFFICULT Medical Tech check) or he dies.
  Psychotic Rage (-10pts): The drug causes the character to fly into a 
  psychotic rage, attacking anyone within range.
  Aggressive Behavior (-12pts): The drug causes the character to become 
  irritable and aggressive. On a 5 in 10 chance, he will pick a fight with the 
  nearest person to him.
  Irrational Fear (-12pts): The drug causes the character to become 
  inordinately fearful of everything. He must drop everything and cower in near 
  catatonia until the drug wears off.
  Nerve Degeneration (-15pts): The drug causes severe nerve damage (-2 
  REF lost permanently).
  Duration
  Drug duration's vary from dose to dose, situation to situation. When a drug is 
  taken, roll 1D6+1 to determine the total amount of time the drug will remain 
  active in the system:
  1D10+1 turns
  x1
  1D10+1 minutes
  x2
  1D10+1 hours
  x3
  Multiply the total DIFFICULTY (BASE + STRENGTH, minus SIDE EFFECTS) 
  to determine the final Difficulty of creating the drug.
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  Building Your Own
  Cost
  Per-dose cost is determined by multiplying the Difficulty level of the drug by 25 
  euro. Example: Sindementaphilinine has a Difficulty of 26. Its street cost would 
  be 650eb per dose.
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  NETRUNNER
  NETRUNNER
   
  You patch in the fast connection, making sure your wristplugs are tight. You 
  slam down the "GO" switch. Instantly, your mind is filled with the gray white 
  static of the drop to "on line." Then, with a sickening, falling sensation, your 
  hurtle forwards into a maze of shifting neon shapes and spinning grid lines.
  You're in the Net.
  The Net is a vast telecommunications network that joins all of the computers 
  and telephones on Earth. It is formed by radio, telephone, and cellular phone 
  links, with microwave transmitters beaming information into orbit and beyond. 
  In the late 20th century, the Net was only accessible via a computer terminal, 
  using a device called a modem to send and receive information. But in 2020, 
  the Net can be entered directly, using your own brain, interface plugs, and 
  complex interface programs that turn computer data into perceptual events.
  Netrunners
  Netrunners are outlaw computer jocks who are advanced versions of the 
  computer hackers of the late 20th century. Netrunners operate on both sides 
  of the complex and draconian laws covering computer-crime in the Cyberpunk 
  world. Hard driving computer cowboys, Netrunners literally take their lives into 
  their hands as they tackle the mighty data fortresses and the deadly counter-
  intrusion programs that guard them - the ultimate challenge of Man vs. 
  Machine.
  Some people do it for glory, or because it's there, but most run the Net for 
  money. Inside each computer system linked to the Net is information. Some of 
  the information is trivial and useless, like recipe lists or notes, but much of the 
  information is incredibly valuable. New business plans. Insider stock tips. 
  Secret blueprints. Blackmail information. Hot new programs and software. 
  Money you can transfer electronically to your own bank accounts. The formula 
  for Coke Classic. Even if you can't use what you find, you can usually sell it to 
  a Fixer who will in turn sell it to someone who can.
  Another reason people run the Net is to back up other Cyberpunk teams. If 
  you need to send someone into a heavily secured installation, the installation's 
  computer may have maps of the entire place. Once inside, you can use that 
  same computer to override security systems, open computer controlled doors, 
  even eavesdrop through computer controlled security cameras and 
  observation devices. Most heavy duty Solo teams have at least one 'Runner 
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  NETRUNNER
  on the payroll, just to gather intelligence about secure areas and obstacles to 
  a battle plan. Corporations also hire Netrunners to protect their computer 
  systems and to commit their own corporate computer espionage.
  The laws of the 2000's are extremely draconian about computer crime. Most 
  government agencies can freely use any and all means to eliminate intruders. 
  Most Corporations are equally hard-line (except with their own pet 'Runners). 
  Even without resorting to highly illegal black programs, the law allows 
  Corporate authorities to locate and arrest intruders on the spot. Heavy prison 
  terms and possibly mindwipe are just samples of what awaits a computer 
  felon.
  But you're not planning on getting caught, right?
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  Net Geography
  Net Geography
   
  The Net is basically a vast "potential space" constructed by linking together 
  phone lines and fiberoptic control cables. The Ihara-Grubb Transformation 
  algorithms that govern Net reality generate this space as a "wire-skeleton" 
  topography of grids and shapes. Areas of high line resistance (old lines, 
  garbled transmissions), appear as "mountains", while areas of low line 
  resistance appear as plains and valleys, individual computer systems appear 
  as ICONS or constructs created from millions of tiny "bits" of color and light, 
  which, like video images or halftone photographs, can only be distinguished as 
  individual parts by close examination. To simplify navigation through 
  Netspace, the actual communications lines of the Net are represented as an 
  endless blue-white grid. When an individual line must be located, programs 
  within the Netrunner's cyberdeck locate the required lines or access points, 
  and identify them with a bright red beacon light.
  The Ihara-Grubb Transformations are also designed to take the relative 
  position of a system into account in relation to it's contiguous Netspace. For 
  example, a computer system high in a skyscraper will appear as an icon far up 
  in Netspace. A system buried underground will be positioned roughly as in 
  relation to the plane of Netspace as it is relative to the ground level in external 
  reality (or Realspace). Both systems can be found in a Netspace location 
  analogous to their real locations in their individual subgrids. A moving system 
  will travel through the subgrids that are parallel to its travel in Realspace.
  Any place a computer can be turned on and hooked into the NET is an 
  extension of the NET into this universe. The Net is, as far as anyone can tell, 
  potentially infinite - if you can link a computer to this communications web, you 
  will automatically create a new section of the Net around that computer. Thus, 
  new areas are created all the time, as more computers are hooked up and 
  logged onto The Net.
  Theoretically, you could put a radio/Net link into a long range spaceprobe and 
  extend the Net into deep space. But it would take a looooong time to get to 
  that area of Netspace, and it would take forever to do things, Ihara and Grubb 
  theorized that an alien intelligence with a lot of power and a knowledge of 
  Earth computer-tech could link to the Net over interstellar distances. Probably, 
  it could not actually do anything; the best solution would be to beam a link to 
  an orbital satellite, downloading a copy of the alien Al into the Net at this end, 
  then move freely about the Net.
  Some Netrunners claim this has happened already.
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  Net Geography
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  Islands of the Net
  Islands of the Net
  People, Places and Things in Netspace
  .
  Regions
  NetWatch
  Long Distance Links
  Bulleting Boards (BBS)
  Wilderspace
  -
  .
  file:///E|/tempus/137.htm [10/26/2001 4:35:43 AM]
  
  Regions
  Regions
   
  Regions (also nicknamed "kingdoms"), are large areas on the world NET map 
  (such as Atlantis in the southern Atlantic/African Basin). They are referred to 
  by name. A Region is a hazy zone of shifting boundaries; new regions pop up 
  all the time, and the boundaries constantly change as potential Net reality 
  shifts. It's not really a place; just a rough definition of an area where certain 
  groups or governments have the most control. Regions include:
  Atlantis: This is the second largest of the regional kingdoms, stretching from 
  Central and South America to the west coast of Africa. The region is primarily 
  controlled by the Central American Federation and its allied corporations. Key 
  City Grids are located in Mexico City, Panama City, Bogota, Havana, Rio de 
  Janeiro, Buenos Aires, Dakar and Acension. Atlantis is a fairly freewheeling 
  region, with a lot of black-market trade, especially out of Panama City.
  Rustbelt: This region covers the Central and Eastern United States. Key City 
  Grids are the New York/BosWash Megaplex, Chicago-GreatLakes, Atlanta-
  CityCore, New Orleans, and St. Louis. The region is a near absolute 
  dictatorship controlled by a troika of NetWatch (the worldwide Net security 
  organization), the U.S. Provisional Government, and the EuroMarket 
  Consortium. Systems are heavily monitored and computer crime treated with 
  draconian ferocity.
  Olympia: The Olympia Region spans most of the Southwestern and Western 
  United States. Nominally, it is the domain of NetWatch and the United States 
  Provisional Government. Individual city grids are usually controlled on a local 
  level by the most prominent Corporation in the area; Denver (Orbital Air), Salt 
  Lake (Militech), Dallas/Houston Megaplex (WorldSat), Albuquerque (Militech). 
  Most of the traffic in these regions is corporate related, with many established 
  bulletin boards and service networks.
  Pacifica: This is the largest of the regions, covering the West Coast of North 
  America and expanding over most of the Pacific Basin. As with Olympia, it is 
  under the joint rulership of NetWatch and the USPG to the edge of the 
  Hawaiian Basin; at this point, there is a four way division between NetWatch, 
  USPG, Arasaka LTD. and the Far Asian Co-Prosperity Federation. In the US, 
  most key City Grids are controlled by the most powerful corps in the specific 
  city; Night City (Arasaka), San Francisco (EBM), Los Angeles (Petrochem), 
  Seattle (Arasaka). In these cities, control is relatively loose. Across the Pacific 
  Basin, control increases as Arasaka tightens its grip.
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  Regions
  TokyoChiba: This is a very small region covering the Japanese archipelago, 
  specifically Tokyo, Osaka and Yokahama. Chiba is the center of operations for 
  a number of very powerful zaibatsu, including Mitzubishi-Dai, Matsushima-
  Kiroshiu, and of course, Arasaka. However, due to the immense amount of 
  inter-zaibatsu warfare, no one megacorp holds control, making this a ripe field 
  for information brokering and corporate "netspionage".
  Afrikani: This regional "kingdom" extends from the edge of Atlantis across 
  Africa to the Middle East and Madagascar. Key City Grids are Addis Ababa, 
  Zanzibar, Cairo, Algiers, Nairobi, Mozambique and Alexandria. With the 
  exception of Nairobi and Cairo (under firm Orbital Air control), the rest of 
  Afrikani is a chaotic wasteland of antiquated systems, shirting alliances and 
  fanatics. Caution is advised.
  EuroTheatre: This most powerful of the regional "kingdoms", EuroTheatre is 
  primarily controlled by the EuroCorps. Key City Grids are London, Paris, 
  Berlin, Frankfurt, Munich, Zurich, Amsterdam, Rome, Madrid and Stockholm. 
  The three largest EuroCorps in each city work in cooperation with NetWatch to 
  maintain security. The EuroTheatre Net is dominated by corporate traffic; 
  there are few private systems and most independent Netrunners are already 
  known and recorded by NetWatch. EuroTheatre is a good place for legal 
  business transactions, banking, Netconferencing and other legitimate 
  transactions. It is a very, very bad place to commit computer crime.
  SovSpace: This region covers the borders of the now reduced Union of Soviet 
  Socialist Republics, extending into Eastern Europe. Key City Grids are 
  Moscow, Leningrad, Warsaw, Kiev, Budapest, Vienna, and Prague. The 
  USSR holds nominal control over this region, with control gradually shifting to 
  NetWatch and the European Economic Community around Poland. Systems 
  in SovSpace tend to be primitive, slow and equipped with a few deadly 
  programs rather than sophisticated defenses. The Eastern European 
  netrunners range from simple hackers alt the way to the most daring cowboys 
  in all Netspace (these guys have nothing to lose). The entire region is rife with 
  espionage, information trading, and the petty bickering of small political groups 
  looking for their own economic advantages. A good place to sell information, if 
  you don't mind being paid in low value currency.
  Orbitsville: The largest potential region, covering the Low Earth and Near 
  Earth Space. Orbitsville is a great place to meet people, pick up rumors and 
  generally have a good ol' time. Security is loose to nonexistent Orbitsville is 
  primarily controlled by the Orbital Corporations and the ESA (which has it's 
  own version of NetWatch). There's not a lot of "groundhog" traffic - orbital time 
  lag (2-3 seconds) makes Netrunning from Groundside a tough proposition. 
  Local traffic is very busy, with every Spacer habitat and colony hooked up to a 
  constant stream of chatter. Transactions are mostly on the small time level: 
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  Regions
  trading raw materials, medicine, air, food, water and gossip.
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  Long Distance Links
  Long Distance Links
   
  Long Distance Links, (LDLs) allow instantaneous transfer between cities. The 
  world wide Internet Communications Corporation maintains most of the 
  available Long Distance Links as part of its long distance services, but many 
  large corps have private Long Distance Links that go only between corporate 
  offices.
  Using a Long Distance Link requires a password (normally the Netrunner's Net 
  Access code, which is used for billing purposes). However, with the right 
  programs, one can convince a Internet that this call is a local one, of that the 
  call was never actually made.
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  Wilderspace
  Wilderspace
   
  Movement between Long Distance Links is almost always done via 
  up/downlinks. Most of the physical space is "jumped" over, and is pretty much 
  unknown territory. Yet, the activation of individual computers can create 
  independent areas not directly linked to the Net. The intervening distances 
  between physical points of the Net (such as San Francisco and Night City) are 
  called Wilderspace. Wilderspace was originally theorized in 2004 by J.A. 
  Grubb, a computer game designer and occasional hacker who conceived of it 
  as a vast area of dormant, potential reality, which could come into existence 
  when a computer was linked to the Net Without up/downlinks, this region 
  would be isolated from the main traffic of the Net, and accessible only by 
  those who were willing to "walk" there the hard way.
  Netrunner legend is that "something" probably lives in Wilderspace: rogue Als, 
  alien intellects, things which have their own separate "citygrids" that only 
  appear occasionally when these forces open an up/downlink to the main Net. 
  The equivalent would be a remote South Seas island which is unknown and 
  unreachable, until a canoe is sent to the nearest civilization. If the natives 
  were skilled at entering civilization and disguising their true nature, they could 
  probably remain undiscovered for centuries.
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  NetWatch
  NetWatch
   
  NetWatch is a policing organization designed to patrol the Net looking for 
  illegal activity. Governments, individual corporations and other large groups 
  contribute money, equipment and their best Netrunners to the NetWatch 
  organization. The NetCops are equipped with very powerful software and 
  move freely through the Net, patrolling a specific "beat" that may cover a city, 
  Region or even a continent.
  NetCops (Wolves, Weasels, The Icemen) are equipped with very powerful 
  tracking programs, as well as "arrest" programs that can freeze a cyberdeck in 
  a "loop" and hold the Netrunner frozen, unable to jack out until released. While 
  arrest and imprisonment are the goal of the NetCops, they have been known 
  to use black programs to kill or maim their opposition.
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  Bulletin Boards (BBS)
  Bulletin Boards (BBS)
   
  A BBS is a friendly Data Fortress where Runners can meet to exchange 
  information, chat, swap software and so on. A BBS Data Fortress is usually 
  heavily protected and hidden somewhere. A code word or very complex 
  encryption is needed to get in. Once inside, the BBS user encounters a 
  number of "areas" or "clubrooms" designated for various functions. These are 
  usu-ally designed around thematic virtual realities. For example, the Hunt Club 
  BBS of Denver is an elaborate virtual reality construct of a grand old English 
  manor house, complete with servants, a drawing room and a croquet green.
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  NetGear
  NetGear
  .
  Interfaces
  Cyberdecks
  ICONS
  Improving Your Deck
  Interface Plugs
  Deck Options
  .
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  Interfaces
  Interfaces
   
  The human mind can't comprehend a stream of data any more than it can 
  "see" an electron. It needs a way to interpret the incoming data as something 
  meaningful. So Netrunners use an interface program -a super-advanced 
  version of the more primitive "virtual reality" systems of the 1990's -to interpret 
  for them. The interface intercepts data coming through the cyberdeck and 
  translates it into something understandable - then routes the altered data to 
  the Netrunner's eyes and ears. The world perceived through the interface is 
  real, because it directly plugs into his senses.
  So why go through all the trouble to create interfaces? Why not just use a 
  keyboard like the rest of the meat minds? Partially for the fun of it. But in 
  addition, a realistic and dangerous interface gives the Netrunner an extra 
  edge. It keeps him alert, involved and interested in his environment. After all; 
  what would you react faster to - the word Demon appearing in the air in front 
  of you, or a living, breathing, five-ton monster cracking a flaming whip over 
  your head?
  You betcha.
  The Second Generation
  The early interfaces were an art form; millions of programming hours were 
  devoted each year in constructing accurate and interesting realities for 
  Netrunning, using sophisticated artificial intelligence programs and random 
  story generators. These interface programs functioned on a low end, narrow 
  focus bandwidth, which could not carry much more information than an old 
  fashioned computer modem of the 1990's. In addition to being limited in 
  scope, these early interface programs were also unable to give the Netrunner 
  a sense of his position in the real world beyond the computer screen.
  Then, in 2014, the wizards of the Net achieved a major breakthrough - the 
  Ihara-Grubb Transformation Algorithms. The I-G Transformations allowed a 
  cyberdeck to extrapolate the pathways of the Net in relation to their 
  "Realspace" coordinates, then generate a graphic model that could be 
  perceived by an interface program. The results could be used as a 
  navigational aid through the Net, as well as providing a sense of space and 
  time not possible with earlier designs.
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  ICONS
  ICONS
   
  One of the other benefits of the I-C Transformations are that they allow you to 
  translate the signal of your cyberdeck into a visible representation in the Net. 
  This representation of yourself is known as your ICON.
  Most things in the Net have some kind of ICON; even if one isn't specified, the 
  I-C formulas will create a polygonal form to represent them. Your ICON is your 
  personal symbol; it's what other Netrunners will talk to and relate with when 
  they encounter you in Netspace. Your ICON can look like anything you want it 
  to: armored technowarrior, fantasy creature, bizarre shape or logo - even 
  yourself. You can change your ICON any time you enter the Net. You can 
  even disguise your ICON by using special programs for stealth and evasion. 
  Choosing your ICON is one of the first things you'll decide when you jack in. 
  Make sure it's got your personal style written all over it.
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  Interface Plugs
  Interface Plugs
   
  So what do you need to run the Net besides a cool brain and a hot interface? 
  Plugging into the vast metaverse of the Net requires two additional and all 
  important pieces of hardware.
  The first is a set of neural or interface "plugs." interface plugs are basically just 
  that - plastic plugs built into the Netrunner's wrists, temples or back of neck, to 
  be connected to a cybermodem by cables (as described in Putting the Cyber 
  Into the Punk).
  You can get by without plugs; all you'll need is a set of 'trodes. These are self 
  sticking electrodes that pick up neural signals by skin inductance. They're 
  slower and less responsive than plugs (-2 to REF while in the Net), but they 
  are cheaper and don't have any humanity cost.
  The other thing you'll need is a cyberdeck.
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  Neuralware
  Neuralware
   
  One of the most important aspects of cybertech is invisible to the naked eye. 
  This type of enhancement, known as neuralware, is usually in the form of tiny 
  co-processing chips and nerve amplifiers that increase existing abilities.
  The basic neural processor is a "switch-box" implanted into the lower spine, 
  and is used to route signals from external cyberwear to the central nervous 
  system. It is the main system for any type of neural interface, including reflex 
  boosters, interface plugs, weapon, DataTerm and vehicle links, mini-
  computers and sensory augmentations. The Neural processor has a small 
  inspection space which allows secondary co-processors to be inserted into the 
  basic processor module. This makes upgrading a process of opening the 
  inspection space in a sterile environment and inserting the new co-processors.
  Implanting a neural processor is far easier than one would expect, thanks to 
  the science of nanotech. The basic module is surgically affixed to the spine, 
  where it releases a flood of nanosurgical units into the spinal column. These 
  microscopic machines thread tiny linkages through the central nervous 
  system, hooking nerve endings to the neural processor. This process takes 
  some time (1D6+7 days) before the nanosurgeons have worked their way 
  through the entire body and all the connections are hooked up to the neural 
  processor.
  Coprocessors
  These are specialized "add-ons" which can be plugged into the main neural 
  processor at any time; the whole process takes about an hour and can be 
  performed in any walk-in clinic. Some, like reflex boosters, allow you to 
  improve your reactions and perceptive abilities to inhuman levels; others, like 
  link co-processors, allow you to interface with computers, databases, vehicles 
  and other machines. Once you have the basic neural processor, you can jack 
  in as many options as you like.
  Reflex Boosters: These are specialized TRC co-processors that amplify and 
  speed up signal processing. The biggest advantage to a REFLEX boost is its 
  ability to increase a character's initiative rolls in combat. There are two types 
  of Reflex co-processors (also known as boosterware). Note: this is the only 
  type of boost which can be used with the Boostmaster enhancement in Solo of 
  Fortune. You may only select one type of boosterware (and you may not 
  combine multiples of a single type of boost).
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  Neuralware
  Kerenzikov boosterware is always activated; the character is always reacting 
  with a higher than normal reaction speed. Since Kerenzikov often boosts 
  responses to greater than 10, it has a high humanity cost, as the user must 
  learn to readjust his or her actions to a world that appears to be moving in 
  slow motion. Because of this, Kerenzikov boost can be installed at two levels 
  of augmentation (+1 or +2 to Initiative, HL is 1D6 or 2D6).
  Speedware (also known as Sandevistan) kicks in only when desired, 
  eliminating much of the need to adapt one's entire life to an inhumanly fast 
  reaction time. The character must first subvocalize a mental command word 
  before boost is activated, then wait one turn before the boost kicks in. He will 
  remain boosted for five full turns (+3 to initiative rolls) before the boost cuts 
  out. He must then subvocalize the command again, and wait 2 turns before 
  regaining a boosted state.
  Speedware's big advantages are in lower humanity costs and improved 
  performance; because the body isn't "on" all the time, more can be drawn from 
  it during the boost mode.
  Tactile Boost: This increases any Awareness roll involving touch by +2. The 
  boost can be turned on or off at will, taking one turn to do so.
  Pain Editor: This coprocessor overrides the pain receptors of the brain, 
  making the subject impervious to torture, deprivation or physical hardship. It 
  doesn't mean he isn't getting hurt, just that he won't notice it until he collapses 
  (make Endurance Skill checks, but at two levels of difficulty lower than 
  normal).
  Olfactory Boost: This increases any Awareness roll involving smell by +2. In 
  addition, the subject adds +2 to his Shadow/Track skills (he can track by 
  smell), and has a 50% chance of locating a scent to begin tracking with unless 
  the target has taken particular pains to disguise its scent). The boost can be 
  turned on or off at will, taking one turn to do so.
  Links: Links are specialized co-processors that allow you to translate signals 
  from the device you want to run into your neural code. There are five major 
  types of link; you must have the proper link in order to run that type of device.
  Cybermodem Link: This is the basic processor that translates 
  Net information into images. It replaces the more limited interface 
  programs of the early 'teens, and allows the Netrunner to 
  perceive a wider variety of environments than its predecessors.
  Vehicle Link: This allows the user to control a vehicle through 
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  Neuralware
  direct mental control. Cybervehicles include cars, AV-4s, aircraft, 
  rotorcraft or motorcycles which have had their normal control 
  systems replaced by a computer. The character plugs directly 
  into the computer using interface plugs and cables, sending 
  commands through his own nervous system. Power servos then 
  steer wheels, depress accelerators, and control braking. 
  Cybervehicles are inhumanly responsive - like driving an 
  extension of yourself. As a result, a cyberassisted vehicle will 
  automatically give you a +2 on any driving, piloting or motorcycle 
  driving skill you are using at the time. To modify a normal vehicle 
  to cybervehicle stats costs an additional 40% of the base vehicle 
  cost.
  Smartgun Link: Smartguns are modified versions of normal 
  firearms, linked to an internal microcomputer, which in turn is 
  jacked to a human operator. A smartgun uses a small sonic or 
  laser projector to lock onto the target, scanning it thousands of 
  times per second. As the gun traverses the desired target, the 
  computer link picks up your mental fire signal (or incoming data 
  from the targeting reticule of your cyberoptic) and triggers the 
  gun. Smartguns are far more accurate than most other guns; 
  using them automatically gives you a +2 to any firearms attack 
  you are making. The cost of adapting a normal gun to smartgun 
  configuration is twice the normal cost of the gun.
  Machine/Tech Link: This allows the user to interface with (and 
  control) any auto-factory or heavy machine operating from a 
  MLINK-based control system. You can also control small 
  machines/appliances in non-factory situations.
  DataTerm Link: This co-processor allows the user to directly 
  access and store information from a DataTerm, transferring it to 
  a Times Square Marquee, or a LCD screen for display (in game 
  terms, this allows the character to access information as if a 
  DataTerm were available, even if it isn't).
  Interface Plugs: These are the staple of Cyberpunk culture. Usually installed 
  in the bones of the wrist, spine or skull, they tap into major nerve trunks and 
  interface with the neural processor to send and receive signals. The plug itself 
  can be used to insert information and reflex "skill chips", or as a plug in for a 
  set of interface cables (allowing you to directly control any device you have the 
  proper "link" with). In game terms, interface plugs allow the player to directly 
  link to many types of machines, such as cybermodems or cybervehicles.
  Interface plugs are quite common; many companies will even pay for their 
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  Neuralware
  installation. Quite a few factory and construction workers now "stud" directly 
  into their machines. Interface plugs are critical to people like Netrunners (who 
  must have them to gain the speed and ability to run the Net), and Solos (who 
  use them to operate smartguns).
  Most people wear their plugs on wrists for ease of use. Occasionally, a true 
  cybertechie will mount them at the temples (a plug head), just behind the cars 
  (called a frankenstein) or in the back of the head (a puppethead). Some cover 
  them with inlaid silver or gold caps, others with wristwarmers. Once again, a 
  matter of style.
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  Chipware
  Chipware
   
  There are a wide variety of cybernetic devices available to the man on the 
  move in the 2000's. But the basis for all these newtechs is chipware (also 
  known as wetware by some), bio-plastic circuitry that allows the human body 
  to mesh with the power of silicon microprocessors.
  There are two types of chipware; reflex (APTR) chips and memoryware 
  (MRAM) chips. Each piece of chipware operates exactly like the skill of the 
  same name. To use chips requires two separate installations: a neural 
  processor located at the base of the spine, which translates the chip data into 
  useful information, and a set of interface plugs or chipware sockets.
  The chip itself is a small, transparent sliver about an inch long, often color-
  coded for identification. It is inserted into the interface plug point down. It takes 
  one turn to change chips. You may "run" as many separate chip programs at 
  one time as your current INT stat.
  Example: My INT is 7. This means I can have up to seven different program 
  chips operating at one time. I could be chipped for Karate, AV-4 Piloting, 
  Pistol, Assault Weapons, AV-4 repair, Play Instrument and Specific 
  Knowledge: Rock Songs of the 1960s. However, I could not use any other 
  chips until I'd removed one of these seven.
  Having chipware is like having instant skills whenever you want them. The 
  problem is, chipware is expensive, and limited to only the lowest levels of a 
  specific skill (from +1 to +3). To progress further, you would have to have a 
  specially designed chip built at a higher level (not an easy proposition). A 
  natural skill, on the other hand, progresses by use and this increase in ability 
  costs nothing except time.
  Another problem with chips is that unlike natural skills, you can't learn to 
  become better. If you're chipped for a Karate of +2, you'll be at that level of 
  skill until you die, no matter how many fights you get into. You also can't 
  combine natural and chipwared skills; for example, combining a chipped 
  Karate of +2 and a natural Karate skill of +5 for a total of +7. The programmed 
  responses of a chip will always override natural responses, setting the user's 
  level of skill equal to that of the chip.
  Chips are best used when you need to know a lot of things all at once, but not 
  very well. With chips, you can become a limited martial artist, pilot, driver, 
  marksman. You can know a little bit more than you did before about a variety 
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  Chipware
  of subjects, but nowhere near as much as you would if you'd hit the books and 
  studied.
  Reflex (APTR) Chips: These are chips for Reflex-based skills only, such as 
  weapon firing or hand-to-hand combat knowledge. These Augmented 
  Programm TRCs feedloop - record a specific neural signal from one source, 
  record it in memory, then use the recording to activate a series of muscle 
  reactions in another source. Theoretically, these chips should allow even the 
  lowliest "grunt" to have the skills of a karate master, the shooting ability of 
  Wyatt Earp, and the reflexes of an Olympic athlete. But the limits of 
  programming restrict what you can learn from a chip to a relatively low level 
  (about +1 to +3).
  In addition, a Reflex chip must adapt to your specific neural and muscular 
  patterns, adjusting its instructions to fit your body and vice versa (after all, the 
  karate master who was the pattern for the chip might have been five foot ten 
  and you might be six foot three). It learns your body movements by sampling 
  your responses as you practice using the chip. This process is known as 
  chipping in and is required before the chip can be fully functional.
  Chipping in takes two full days of practice for every level of, the chip. This 
  means, for example, if you've been chipped for Martial Arts +3, it will take six 
  days of practice before the chip has "learned" enough about your body to be 
  fully functional. If you only get two days of practice, the chip will function as a 
  level +1 - practice for four days, and it's raised to +2.
  Memory (MRAM) Chips: These are chips for information only, used for 
  storage of raw data on a specific subject. A memory chip operates just like a 
  skill of the same type, is rated from +1 to +3, and is applied to the same stat 
  as the original skill (for example, AV-4 Tech would be combined with your 
  TECH stat, while a Language chip would relate to your INT stat). MRAM chips 
  do not require a previous knowledge of the skill involved and have no chipping-
  in time.
  Chipware Socket: A small socket used only for inserting chipware (see 
  above). With a chipware socket, you can use your interface plugs to control 
  other things (such as weapons or vehicles), white still having access to MRAM 
  and APTR information. Holds 10 chips.
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  Implants
  Implants
   
  Implants are the useful little things you get plugged in to make living easier; 
  things that you can't replace from a Body Bank, or that you may want for a 
  specific job. Note: Motion detectors, radiation detectors, and chemical 
  analyzers are 360° systems. Radars/Sonars are 180° systems.
  Nasal Filters: These filters increase Saves against poison sleepdrugs or other 
  breathable toxins by +4.
  Gill Implant: This implant allows the user to breath relatively clean water 
  (saves vs poison must be made if the water source is polluted or contains 
  toxic chemicals) for up to 4 hours.
  Independent Air Supply: A small artificial organ filled with a spongy oxygen 
  fixing foam implanted in the lower lungs it allows an inactive character to hold 
  his breath for up to 25 minutes, or an active character up to 10 minutes.
  Mr. Studd™ Sexual Implant: All night, every night and she'll never know. Use 
  your imagination and add +1 to your Seduction checks. Available also in the 
  Midnight Lady version for the distaff side.
  Contraceptive Implant: Implanted under the left armpit it prevents pregnancy 
  for up to five years. Available for both sexes.
  Subdermal Pocket: 2"x4" plastic pocket hidden under the skin with a 
  pressure sensitive seal. Useful for couriers Detection requires a DIFFICULT 
  Awareness check.
  Adrenal Booster: An artificial gland which releases adrenal hormones on 
  command. Adds +1 to REF for up to 1D6+2 turns, three times per day.
  Subdermal Armor: This is a mesh/ballistic plastic armor inserted under the 
  skin. To detect subdermal armor requires a DIFFICULT Awareness roll. 
  Subdermal armor covers the torso only.
  Motion Detector: Detects motion (direction and strength) in a 20 sq. m. area 
  with a 70% effectiveness. Can be mounted in the palm or heel.
  Digital Recorder: This unit can record input from internal microphones, from 
  a digital recording link, a digital camera or all three. The unit is stored in its 
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  Implants
  own subdermal pouch and can record up to 2 hours of information on each 
  chip.
  Audio/Video Tape Recorder: This unit uses micro-cassettes to store input 
  from its internal microphone, video cam or digital recording link. It is stored in 
  its own subdermal pouch for easy access. Each cassette holds 2 hours of 
  information.
  Radar Sensor: 100m range radar unit implanted in shoulder, with emitter in 
  skull. Implant causes visible bulge in forehead.
  Sonar Implant: 50m range sonar unit implanted in skull.
  Radiation Detector: 10m range, 80% detection effectiveness. Can be 
  implanted in any body area, with a beep alarm mounted on the mastoid bone.
  Chemical Analyzer: This modification to the nasal passages analyses smells 
  and breaks them down to their chemical components. The results can be 
  output to an LCD screen Biomonitor or Times Square marquee.
  Voice Synthesizer: This system allows the user to mimic any voice or tone 
  previously recorded by it's memory chip. The chip can store up to 10 "voices". 
  This system also gives the user a +4 to any Disguise attempt (now you really 
  sound like the person you're imitating).
  AudioVox: This system allows the user to control vocal tones volume and 
  tone quality with the precision of a musical synthesizer. Special effects 
  (reverb, tremolo, sustain, and choral voices), loudspeaker volumes and vocal 
  delay programming (for singing with yourself) are also possible. This effect 
  adds +2 to any vocal Performance Skill check.
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  Bioware
  Bioware
   
  Bioware is anything which is primarily low impact technology that is designed 
  along biological rather than me chanical lines.
  Most bioware enhancements involve the use of nonotechnology tiny machines 
  the size of microbes, which can perform surgical tasks on the cellular level. 
  These "nanoids" are injected into the area to be affected, along with a supply 
  of the raw materials needed to perform their jobs (for example, long string 
  polymers which can be woven by the nanoids into a type of Subdermal armor 
  called skinweave). Powered by body heat and nutnent chemicals, these tiny 
  machines quietly go about their business, strengthening muscles and altering 
  body chemistry.
  Grafted Muscle: This is vat-grown muscle grafted onto your own, with 
  healing. With this modification, you may increase your Body Type stat up to 2 
  points, paying 1000 eb per point. It can be combined with Muscle/Bone Lace.
  Muscle & Bone Lace: Also known as viral transformation, this enhancement 
  involves two types of nanoids. The first type threads synthetic muscle through 
  the natural muscle fibers anchoring and strengthening them. The second type 
  wraps the bones in a tight weave of metal and plastic threads, making them 
  stronger and thicker. The result is an increase of +2 to the character's Body 
  Type stat. This increase is both in strength and the ability to absorb physical 
  damage. This enhancement is virtually indetectable and takes about two 
  weeks (Body Type increases by 1 each week).
  Skin Weave: This enhancement uses nanoids to weave the top three layers 
  of skin with a dense polymer thread. The result is a bare skin SP of 12 
  equivalent to light body armor. The process is relatively discreet (a DIFFICULT 
  Awareness check to notice) and takes about two weeks (SP increases by 6 
  each week).
  Enhanced Antibodies: These are tailored antibodies capable of attacking the 
  most powerful viruses in game play they double the rate of healing.
  Toxin Binders: These are nanoids designed to bond with body toxins and 
  poisons. This enhancement adds +4 to all poison saves.
  Nanosurgeons: These are microscopic machines adapted to surgical repair. 
  Some seal off damaged blood vessels, while others repair damaged tissue 
  cartilage and bone with polymer microstiches. This enhancement doubles 
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  Bioware
  normal healing time.
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  Cyberweapons
  Cyberweapons
   
  At the top of the Black Cyberware hit list are cyberweapons; hidden killing 
  tools that can be buried in your skin until the moment you want to take 
  someone out. Cyberweapons are normally not available on the open market 
  (the only exception are scratchers and vampires), and locating them usually 
  involves going down into the local Combat Zone, finding a Fixer, and paying a 
  lot of euro to ugly, nasty, violent people who would normally consider you 
  spare parts.
  Boosters, of course, are drawn to cyberweapons like a 'zoner to zoom dust.
  Scratchers: Implanted metal or carbo-glas fingernails. The incredible 
  sharpness of the material makes these as deadly as razor blades (1D6/2 per 
  hand damage). Scratchers cut on the bias, requiring the user to slice 
  crossways, not rip downwards. Most people lacquer their scratchers, making 
  them indistinguishable from normal nails (the enamel has no effect on the 
  sharpness). These are not considered lethal (and therefore black market) 
  cyberwear, and can be purchased in any local clinic.
  Vampires: Implanted fangs, usually made up of carbo-glas or superchromed 
  metal. You can have a full set implanted (called the Sharkgrin Special, it 
  causes 1D6/2 in bite damage), or canines only (1D6/3 damage). These are 
  considered to be "decorative," not black market cyberwear, and can be 
  purchased in any local clinic. Vampires can be augmented with poison 
  injectors (which are black cyberware) for double the normal price.
  Rippers: Longer, heavier versions of scratchers (1D6+3 per hand damage). 
  The top two joints of each finger are replaced with a plastic and metal sheath, 
  in which three inch carbo-glas claws are housed. The rippers can be extended 
  by clawing the hand in a catlike fashion. Most people wear false fingernails 
  over their rippers, making them much harder to spot (a DIFF task). Rippers 
  are considered a form of black market cybertech and as such is not accessible 
  through the average on-the-Mall clinic. Rippers cut in all directions, and are 
  considered Edged weapons for AP purposes.
  Wolvers: The longest and deadliest of the implant blades, wolvers are 
  implanted along the back of the hand. When the hand is clenched in a fist, the 
  thin, triangular blades telescope and lock into place, remaining extended a full 
  foot until the hand is relaxed. Damage is 3D6/hand. Treat as Edged weapons 
  for AP purposes.
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  Cyberweapons
  BigKnucks: Reinforced knucklebones, giving the fist the impact value of a 
  pair of brass knuckles (1D6+2). This is considered a form of black market 
  cybertech, and as such is not accessible through the average on-the-Mall 
  clinic.
  Slice N' Dice: Mono-filament wire spool mounted in end of one finger, with a 
  weighted, false fingernail to give it balance and swing. Monomolecular wire will 
  cut through almost any organic material and most plastics. Can be used as a 
  garrotte, cutter or slicewhip. This is considered a form of black market 
  cybertech, and as such is not accessible through the average on-the-Mall 
  clinic.
  Cybersnake: This is a simpler version of the cybersnake found in the 
  Hardwired supplement. This version has far less features and is limited to 
  making a rake attack only. The rake has a range of 1 meter and inflicts 1D6 in 
  damage each time it hits. The cybersnake may be mounted in any body orifice 
  1" or larger, or may be implanted in the shoulders using a special mount.
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  Cyberoptics
  Cyberoptics
   
  A combination of digital processor and camera, cyberoptics are replacements 
  for normal eyes. Cybervision is just like regular vision, only better. Colors are 
  brighter, images sharper. And that's just the start.
  Want to see life as a 30's black and white movie? No problem. Telescopic or 
  microscopic vision? Optional. Infrared and low light vision? Standard for Solos.
  Cyberoptics can look exactly like normal eyes, although a wide variety of 
  fashion iris colors are available (amber, white, burgundy and violet are very 
  popular). Some versions are transparent, with glitter or lights swirling inside of 
  them. Other are superchromed for a more "cyber" look. Others can change 
  eye color at will or to match clothes and surroundings. Some even have tiny 
  designer logos around the iris. Cyberoptics with cameras or weapons usually 
  load from the front, with the iris opening up when the front of the eye is 
  depressed.
  Color Shift: These cyberoptics can shift color or iris pattern on demand. A full 
  color shift takes about a minute. Mirrored, transparent, glitter tilted or lighted 
  versions are also available. 
  Infrared: Allows user to see in near total darkness, using heat emissions for 
  image reception.
  Times Square™ Marquee: Scrolling red-letter screen in upper edge of vision, 
  linked to either a software chip readout or a radio link.
  Targeting Scope: This projects a targeting sight into the field of vision at will. 
  The targeting scope will read range to specific objects, speed of movement, 
  bearing and size, as well as providing several types of scope reticle for 
  aligning weapons. When chipped into a smartgun, the scope will match the 
  targeting sensors of the gun with what you are looking at, then flash a "ready 
  signal" when the target is acquired. In game terms, this option allows you to 
  add +1 only to smartgun attacks.
  Anti-dazzle protection: Auto stepdown compensates for harsh sunlight, 
  flares, etc., neutralizing effects from strobes, flashbombs and bright 
  headlights. Never need sunglasses again.
  Low-Lite™: Allows user to see clearly in dim fight conditions, down to very 
  faint moonlight or distant street lamps.
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  Cyberoptics
  Image Enhancement: High-res graphics capability allows user to enhance 
  and refine images viewed. When activated, increases Awareness skill by +2, 
  allowing user to pick up visual cues in greater detail.
  Thermograph Sensor: Allows user to see heat patterns of objects, people. 
  Cooler things show up as dark to light blue, hotter things as red or orange, and 
  the hottest of all as yellow or white. Used to distinguish differing heat sources 
  through lights structural material, or the presence of cybernetics (which are 
  always cooler than normal body temperatures). Can also determine the 
  operating time of certain machinery by measuring its cooling gradient.
  Dartgun: One shot dartgun. Range of 1 meter, +2 WA. Poison dart will 
  penetrate up to SP6 automatically. SP8 50% chance, soft armors only. Takes 
  3 spaces.
  Micro-Optics: This is the equivalent of a laboratory microscope, allowing the 
  user to see microscopic images, such as fingerprints, scratches on locks, etc.
  Teleoptics: This is the equivalent of a 20x power telescope, allowing the user 
  to see distant objects clearly.
  Ultra Violet: This system allows the user to perceive images irradiated by 
  ultraviolet light, or to detect florescent powders or tracing agents, or to use 
  ultraviolet flashlights (indetectable by normal optics) for illumination.
  MicroVideo: This is a cyberoptic mounted video camera which records its 
  view on an internal video tape (20min). This recorder can also be downloaded 
  through interface plugs to an external source. Takes up two option spaces.
  Digital Camera: This cyberoptic mounted camera takes up two option spaces. 
  Up to 20 images can be recorded on the built-in digital chip and downloaded 
  through interface cables to an external recorder, internal recorder, or an 
  internal LCD screen. As new pictures are taken, the previous ones are erased.
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  Cyberaudio
  Cyberaudio
   
  Cyberaudio systems patch into the auditory nerves and speech centers of the 
  brain. This enhancement affects both ears, and also includes a subvocalizing 
  mike on the mastoid bone. There is no visible change to the outer ear, 
  although some cyberpunks replace the outer ear with a set of mechanical 
  speaker pickups for max effect.
  Radio Link: A microminiature radio transceiver, usually mounted at the base 
  of the skull and using your fillings as the antennae. It is activated by clicking 
  the teeth together sharply. To talk, you merely sub vocalize (mutter under your 
  breath). Reception is carried out in one of two ways: 1) a receiver directly 
  vibrates the mastoid bone, giving you a small tinny voice in the back of your 
  head, or 2) linked to a cyberoptics Marquee option, incoming messages are 
  flashed into the upper edge of your field of vision as red scrolling letters. In 
  game terms, having a radio implant gives you the ability to talk to any receiver 
  on the same band frequency for up to 1 mile. It also means you occasionally 
  get someone else's radio messages.
  Phone Splice: An improved radio splice, this implant is wired to communicate 
  directly to your personal cellular phone. In practice, it allows you to do 
  everything the radio splice does, but you must have your phone within 3 
  meters of you, and it must already be turned on and the number dialed. Audio 
  spike is commonly used by busy Corporates who want to be able to answer 
  calls, even in a meeting. One of the biggest advantages of audio splice is it's 
  range - anywhere your phone will go, you can go. Even the Moon.
  ECM Scrambler: This implant improves your radio or audio spike with a 
  scrambler, so it cannot be listened into. In game terms, this makes all radio or 
  audiospike communications private, unless the interceptor has a descrambler 
  unit and a lot of time on his hands.
  Bug Detector: This mini-receiver is designed to pick up signals transmitted by 
  all types of radio bugs. When the bug is active, its transmissions make a small 
  beeping noise in the back of your head, getting louder as you get closer to the 
  bug. In game terms, this gives you a 6 out of 10 chance (roll 1D10, choose 
  your six numbers) of detecting any bugs within 10 feet of you. A normal option 
  for Corporates, Fixers and Solos.
  Wear-Man™: A variant of the radio splice, the WearMan mounts twin vibration 
  speakers on your mastoid bones, making your skull into a audio system of 
  concert hall quality. A tiny chip mount wired into the earlobe allows you to plug 
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  Cyberaudio
  in a variety of music chips, all fashioned to look like earnings. Or you can plug 
  in direct to your interface plugs. Each chip contains about 100 songs. 
  Selections are fast forwarded by squeezing the earring gently, once per 
  selection. When the chip a removed, the WearMan turns off. A teeny bop fave.
  Amplified Hearing: This system improves hearing and sound recognition 
  ability, adding +1 to any sound-related Awareness check.
  Voice Stress Analyser: This system acts as a lie detector, detecting minute 
  changes in vocal patterns and tones and comparing these to a pre-recorded 
  set of parameters. You must first use the analyser on the subject while he/she 
  is in an unstressed situation or is telling the truth. All subsequent tests will give 
  you a +2 to Human Perception or Interrogation skill checks on that particular 
  subject.
  Sound Editing: This system allows the user to edit out distracting noises or 
  "zero in" on a particular sound. Activation of this system adds +2 to any sound-
  related Awareness check. Sound editing can be used in conjunction with 
  Amplified Hearing or Enhanced Hearing.
  Enhanced Hearing Range: This subsystem allows the user to hear tones in 
  the subsonic and supersonic ranges.
  Radar Detector: This system produces a loud beep whenever a radar beam 
  is encountered. It also has a 40% chance of triangulating the source; when the 
  direction of the beam is determined, the beep changes to a clear tone.
  Homing Tracer: This option allows the character to follow a homing tone 
  broadcast from an external sender. Range is 1 km. The tone increases in 
  volume as the user gets closer to his target. The homing tracer comes with 
  two senders, about the size and shape of a pin. Extra senders cost 25eb each.
  Tight Beam Radio Link: This option allows tight beam radio communication 
  for up to 1 mile, as long as both parties are within line of sight to each other 
  and not blocked by any object thicker than 1 foot.
  Wide Band Radio Scanner: This option automatically scans all major police, 
  fire, ambulance, and Trauma Team communication bands. The user can set 
  this scanner to cover one specific band, downloading any incoming messages 
  to his own internal radio link or Times Square marquee.
  Micro-recorder Link: Downloads anything heard by the user to either an 
  internal or external (via interface plugs) sound recorder.
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  Cyberaudio
  Digital Recording Link: This option allows anything heard by the user to be 
  recorded on an internal microchip (2hrs). Recordings can be downloaded to 
  an internal recorder or via interface plugs to an external recorder.
  Level Damper: This system automatically compensates for loud noises, such 
  as stun-bomb attacks or sonic weapons. Characters with this option can 
  ignore all effects of these weapons.
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  Cyberlimb Myths & Abilities
  Cyberlimb Myths & Abilities
   
  The popular myth about cyberlimbs is that they enable their owners to perform 
  all kinds of superheroic feats. To a point, it's true; cyberlimbs can be designed 
  with boosted strength and speed, using synthetic muscle fibers and silicon 
  chips. What you won't find are people running at 200 miles an hour, bending 
  steel bars with their hands or throwing Volkswagens around. Why can't you go 
  around lifting cars and punching down walls like the cyborgs in the comics? 
  Simple physiology. The replacement limb must be able to work in concert with 
  the remaining "meat" parts of the body. Even if your arm was ten times 
  stronger than before, the back and shoulder muscles supporting that 
  cyberlimb wouldn't be - and they'd shred long before the artificial muscles did. 
  But within limits, a cyber-equipped person can do some pretty impressive 
  party tricks:
  Crushing: A cybernetic arm uses synthetic muscle fibers instead of flesh and 
  blood. They don't get tired, and they don't feel pain. They are also much 
  stronger than normal muscle tissue. This gives a cyberarm tremendous 
  gripping power. All cyberlimbs can easily crush light metals, woods and 
  plastics. They can crush glass and plastic to dust (although they can't crush 
  lumps of coal into diamonds!). In combat, any crushing grip with a cyberarm 
  will do 2D6 damage.
  Pain: Cyberarms never grow tired, allowing the wearer to hang from high 
  places indefinitely. You can turn off the touch sensors with the flick of a mental 
  switch, eliminating pain and allowing you to perform feats such as reaching 
  into raging fires, dabbling in tanks of liquid nitrogen, and picking up red-hot 
  pokers. A gunshot wound to a cyberlimb has no pain effects; you don't have to 
  make a saving roll against shock and stun.
  Damage: Cyberlimbs can take (and dish out) a tremendous amount of 
  damage, so much so that they are treated like machinery for the purposes of 
  game combat. All cyberlimbs can take up to 20 points of structural damage 
  before they are useless, and up to 30 total points of structural damage before 
  they are destroyed. A cyberarm punch does 1D6 damage to its target; wall, 
  car, someone's head; no matter. A cyberleg kick will do 2D6 damage.
  Leaping: Cyberlegs employ powerful pistons and microservos, backed by 
  bundles of synthetic muscles. With a pair of them, you can leap tremendous 
  distances. Characters with paired cyberlegs can leap 6 meters straight up, or 
  make a running jump of up to 8 meters.
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  Cyberlimb Myths & Abilities
  Options
  These are things which can be done to a basic cyberlimb to improve its 
  strength, damage capacity, or flexibility. In addition to these improvements, 
  artificial shoulders can be mounted at waist level to provide extra arms. A 
  cyberlimb on hold up to 4 options or built-ins. A hand or foot is considered to 
  be one option. (Cyberlimbs automatically come with basic foot modules).
  Quick-change mounts: These allow the user to change cyberlimbs without 
  using tools. The limb is bayonet mounted, and can be removed by depressing 
  a thumb catch and twisting to the left. Quick-change mounts may also be used 
  at the wrist or ankle. Joints to allow a variety of hands or feet to be used. To 
  calculate HL, average the HC's of all the options you're using with the mount, 
  then double it.
  Hydraulic rams: Common to Soviet cyberwear, rams are bulkier and heavier 
  than myomar fibers (the limb will not pass inspection as real no matter how 
  well covered by Realskinn™), but can take more damage (30 SOP to disable, 
  40 to destroy). Limb strength is also increased (3x crush, punch, and kicking 
  damage).
  Thickened myomar strands: These give limbs greater strength (2x normal 
  damages) and durability (+5 SDP). Leaps are increased by 50%.
  Reinforced joints: These are made of titanium steel instead of stainless and 
  add +5 SDP to the cyberlimb.
  Artificial shoulders: These are swivel joints which can be mounted to a back 
  mounted frame. This allows up to two extra arms to be mounted at waist level. 
  The unit has an SDP of 25.
  Microwave & EMP shielding: Protects your cyberlimb from electromagnetic 
  pulse and microwave attacks. Shielding may be placed on any type of limb no 
  matter what covering is used; it is placed internally, using up one space in the 
  limb.
  Coverings: White all cyberlimbs come in a stripped or uncovered state, they 
  can be covered in a variety of ways. The cheapest method is a plastic 
  covering, available in a variety of colors with airbrushing or transparent with 
  imbedded tights and holography. A plastic covering may also be chromed (a 
  popular option) or covered with a metallic skin tinted in golds blues greens 
  reds or silvers. The most expensive option is Realskinn™, a flexible plastic 
  that looks very much like skin with follicles hairs, small scars and 
  imperfections, it has a 75% chance of passing as a "meat" limb to all but the 
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  Cyberlimb Myths & Abilities
  closest inspection.
  In lieu of a covering, the cyberlimb can be armored with Kevlar and ballistic 
  plastic. This armor covering protects the limb with an SP of 20 However, you 
  may not cover or chrome an armored limb.
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  Hands & Feet
  Hands & Feet
   
  The basic cyberlimb comes without hands or feet attached, these are 
  purchased separately, allowing the user to tailor the limb to his or her specific 
  needs. These parts can be changed by unfastening a series of connection 
  bolts, and reconnecting the new hand or foot (taking about four turns).
  No, you can't put hands on legs and vice versa. Get a life.
  Standard Hand: This resembles a normal hand four fingers and a thumb. The 
  hand is covered superchromed or armored as part of the arm.
  Ripper Hand: This is a normal hand with ripper blades mounted in the upper 
  hand and wrist area.
  Hammer Hand: This hand is made of hardened titanium and has a powerful 
  explosive shell driven ram that acts like a jackhammer. You punch, the shell 
  goes off driving the fist for ward with incredible velocity and power (1D10 
  damage). A port in the top ejects the shell and opens to receive a new one 
  (replacements cost 3eb).
  Buzz Hand: This hand can be pulled back to reveal small, spinning mono 
  wires around a titanium hub. The high speed "weed wacker" shears through 
  most materials like butter. Damage is 2D6+2 soft armors reduced 2 pts/hit.
  Tool Hand: This hand's four fingers conceal small microtools: 1) screwdriver 
  with changeable heads, 2) adjustable wrench, 3) battery-powered soldiering 
  iron, 4) adjustable socket wrench The lower edge of the palm is hardened to 
  make a dandy hammer.
  Grapple Hand: This hand's ringers extend back wards to create a five 
  fingered throwing grapple. A small spool in the wrist contains 30 meters of fine 
  super strong line capable of supporting 200 lbs.
  Extension Hand: This hand can extend from a telescoping wrist mount up to 
  1 meter. Can support up to 200 lbs.
  Spike Hand: This hand contains a hardened titanium spike which telescopes 
  out of the wrist and through the lower palm. Can be Poisoned and is useful for 
  climbing. Damage is 1D6+3 AP.
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  Hands & Feet
  Modular Hand: This unit contains: 1) Drug injector, 2) 1 meter garotte line 
  extending out of fingertip, 3) One inch monomolecular blade for cutting, 4) 
  Picklock In addition, there is a 2"x2" Palm Storage Space.
  Talon Foot: This foot can extend narrow blades similar to scratchers for 1D6 
  damage. Treat as Edged weapon for AP damage.
  Tool Foot: The toes of this foot contain 1) screwdriver with changeable 
  heads, 2) adjust able wrench, 3) battery powered soldiering iron, 4) adjustable 
  socket wrench, 5) wire saw blade.
  Web Foot: Extends thin webs from either side of foot, as well as webs 
  between toes. Doubles normal swimming speed, plus add +3 to Swimming 
  skills.
  Grip Foot: Toes of this foot can extend and curl around a 2" bar. The soles 
  are covered in a tacky rubberized material for increased traction. Adds +2 to 
  Climbing skills.
  Spike Heel: A 6" spike projects from the heel of this foot, allowing the user to 
  make deadly rear kicks (damage is 2D6 AP). Can be used for anchoring or 
  climbing.
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  Built Ins
  Built Ins
   
  These are options which are constructed within the cyberlimb for specific 
  tasks. Like most cyberweapons, they are designed for maximum 
  concealability, and have a 60% chance of passing a casual inspection if 
  covered with Realskinn™ or a suitably realistic covering.
  Cybermodem: This option allows the user to carry a small (and very 
  expensive) cybermodem with him at all times. The modem must be jacked into 
  a DataTerm, computer or other telecommunications line in order to be used 
  Power (for up to 3 hours) is provided by a rechargeable battery (recharges in 1 
  hour), or through an external power cord. Program chips are changed through 
  an access port in the limb. The cybermodem is directly jacked into the nervous 
  system through its own internal cables, and does not require external interface 
  plugs.
  Cellular Cybermodem: This very, very expensive version of a cybermodem 
  allows the Netrunner to interface directly with the Net without a direct 
  telecommunications link. A "CellCyb" can only be used in a major city 
  (population greater than 100,000) where a cell net is present. If used while in a 
  moving vehicle, there is a 25% chance each turn that the connection will be 
  broken and need to be re-established in the next turn.
  Digital Recorder: This unit can record input from internal microphones, digital 
  recording links, digital cameras, or all three.
  Audio/Video Tape Recorder: This unit uses microcassettes to store input 
  from its internal microphone video cam or digital recording link.
  Storage Space: This is a 2x2x6 inch storage space with a locking cover.
  MiniCam: This is a small digital camera which pops up from a mount in the 
  upper arm internal chip stores 20 images and can be easily changed.
  MiniVid: A pop up video camera with mini cassettes that can store up to 4 
  hours of recorded images.
  Hidden Holster: Leg only. A hidden storage space for holding one autopistol 
  and 1 clip of extra ammo. The size of the leg (based on Body Type) limits the 
  size of weapon which may be stored.
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  Built Ins
  V. Weak to Weak
  Light Pistol
  Average to Strong
  Medium Pistol
  Very Strong
  Heavy Pistol
  Very Strong
  Folding Shotgun (2sht, 1/2 
  range)
  LCD Screen Readout: This 2"x4" TV screen can display color graphic 
  images. It is normally covered with a transparent screen guard images can be 
  taken from digital recorders, minivids and mirocams, and cyberoptics. A cable 
  can be extended from an AUX port and plugged into any standard interface 
  plug to transfer images from someone else's cyberoptics or recorders.
  Techscanner: This device can be hooked up to the diagnostic systems of 
  most vehicles, appliances and personal electronics to determine possible 
  problems and troubleshoot breakdowns. Reliability is 60%. On a successful 
  roll, the difficulty of a repair task is reduced by 3 (you know what's wrong, and 
  you just have to fix it).
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  Cyberweapons
  Cyberweapons
   
  One advantage of cyberlimbs is the ability to mount weapons within their 
  framework. Most cyberweapons of this sort are designed for stealth and 
  concealability, rather than raw firepower, and have a 60% chance of escaping 
  detection when hidden under Realskinn™ or other suitable coverings. 
  Weapons include:
  Popup Gun: This is a standard automatic handgun concealed in a cyberarm. 
  The action is mounted inside a popup housing which is covered when not in 
  use. For this reason, you must always remember to uncover your arm when 
  using a popup. Clips are inserted in the side of the action, popup guns are 
  designed to use caseless ammunition only. The size of the cyberarm (based 
  on Body Type) limits the size of weapon which may be mounted (similar to 
  hidden holsters). Note you may elect to mount any pistol of the correct size 
  listed in the Outfitting section. A light SMG equals a Med pistol and a medium 
  SMG equals a Hvy Pistol for this purpose.
  Flamethrower: This is a small, high pressure flame jet with a range of 1 
  meter, and 4 shots. Damage is 2D6 the 1 st md., 1D6/2 for 2 mds. afterwards. 
  Soft armor is reduced 2 levels per attack.
  Micromissile Launcher: This launcher contains four miniature missiles 
  (explosive upped gyro rounds with heat seeking guidance and steering vents). 
  Like the popup gun, the micromissile launcher is stored in the limb and pops 
  out when needed, launching two missiles per turn. The missiles are self-
  guided (+2WA) and can follow a target through one direction change of 900 or 
  less, giving them the ability to track around a corner (3 in 10 chance of losing 
  target). Reloads cost 50eb each. Damage is 4D6 per missile, range 200m.
  Grenade Launcher: This launcher is a modified support grenade launcher, 
  stored in a popup mount. One grenade (you may use any standard type) is 
  stored in the launcher; a reload may be dropped in after the first one is used. 
  Note: a standard storage space can hold 2 grenade.
  Weapon Mount and Link: This is an heavy duty hard point mounted either on 
  the underside of a cyberarm, the outside thigh of a cyberlimb, or the top of a 
  shoulder. You may attach externally mounted versions of standard weapons to 
  this mount, jacking their control cables into the side of the hard point. You may 
  not wear armor or clothing on the limb while the mount is in use. Available 
  weapons include:
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  Cyberweapons
  Grenade Launcher
  Micro Missile Launcher
  Externally Mounted Autopistol (based on body type)
  2 Shot Capacitor Laser: This micro laser is designed to produce a very 
  powerful pulse of limited duration (3D6 for each one second shot). Range is 
  atrocious (10 meters), and recharging requires plugging into a power socket 
  for one hour. However, it can be a particularity effective weapon for 
  assassination or silent attacks. WA=+3.
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  Linear Frames
  Linear Frames
   
  Linear frames are the 2020 version of the exoskeleton. An exoskeleton is 
  basically a metal framework with synthetic muscles for movement; you sit in 
  the exoskeleton and steer while it does the work. Early exoskeletons were 
  rarely used for anything important; clumsy and hard to control, hapless 
  operators often tossed half-ton cargo modules through walls and ripped 
  loading doors off hinges. It was not until the advanced bio-feedback systems 
  of the 2000's that the more practical linear frame could be developed.
  A linear frame resembles a suit of contoured metal body armor. The frame is 
  grafted onto your body, while its systems are directly neurolinked to your 
  muscles and bones. Linear frames are designed to take over a percentage of 
  the load, while leaving you enough "work" to allow you to gauge how much 
  you're lifting and maintain control of the weight.
  For example, if you exert enough force to lift ten pounds, the linear frame 
  provides no more power than would be required to move its own bulk. If you 
  lift a hundred pounds, the linear frame splits the difference, lifting 20% of this 
  mass so that you lift 80 Ibs. If you lift 500 pounds, the linear frame takes 80% 
  (400 Ibs), leaving you to lift 100 Ibs. At the top end of the scale (almost 1800 
  Ibs for Linear Omega), the frame lifts 90% of the weight, while you only lift 
  about 180 lbs.
  But hey, you didn't come here for a physics lesson, right? You wanna know 
  how much you can pick up and throw around.
  Linear frames come in three strengths. When using the linear frame, you will 
  use its strength value instead of your normal Body Type value for any lifting, 
  bending, carrying or breaking task. Remember; for all their advanced 
  construction, implanted linear frames are still quite heavy (50-100 kg) and 
  bulky. You can't swim in them, and they have a -1 penalty to your REF. But if 
  you want to toss a car out of the way, they're just the ticket. All linear frames 
  lift 50x their Strength value. (Example: Sigma can dead lift 600 kg.).
  Frame
  Strength
  Damage 
  Modifiers
  Linear Sigma
  12
  +4
  Linear Beta
  14
  +6
  Linear Omega
  16
  +8
  -
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  Linear Frames
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  Body Plating
  Body Plating
   
  Body plating covers any situation where armored plastics and metals are 
  layered over and directly anchored to the skin. The armor is microscopically 
  porous, allowing the skin underneath to breathe, and made by sandwiching an 
  ablative plastic shell with energy absorbing micro cellular honeycomb.
  Body plating doesn't make you any stronger or faster, but it's perfect for the 
  cyborg who wants all over protection all the time - and doesn't care who knows 
  it. It is the ultimate expression of the "metal is better than meat" philosophy; 
  the body-plated look more like robots than they do humans, and are 
  impervious to most of the physical damage that besets us mere mortals. Body 
  plating also includes specialized mounts for sensors as well as body armor.
  Body plating is sold in parts, each covering a specific area. It may be placed 
  directly on the skin, or layered over a linear frame exoskeleton for the ultimate 
  in cyborg chic.
  Cowl: This is a body plate that covers the skull. It is anchored by mini-bolts to 
  the scalp, and resembles the old skullcaps from bad science fiction or fantasy 
  epics. SP=25.
  Faceplate: The standard faceplate covers the entire face, with ports for 
  breathing, eating and seeing. The armored plastic material is woven with fine 
  myomar muscle fibers and is relatively flexible. Facial nervelinks allow limited 
  (and somewhat stiff) changes of expression. This modification doesn't have to 
  be ugly; many people find the silvery contours and smooth features quite 
  attractive; somewhat like the "sexy robot" airbrushings of the late 20th century. 
  However, many cyborgs like to have their faceplates sculpted into bizarre and 
  often frightening images; monsters out of mythology, or terrifying robotic 
  shapes. It's up to you. SP=25.
  Torso Plate: This section covers the entire upper and tower torso, back and 
  front, with expansion joints at the sides, groin and waist to allow free 
  movement. (SP=25). Reduce your REF by -3.
  Front Optic Mount: This mount allows up to five cyberoptics to be installed in 
  a shielded cluster in the upper face. The eyes are removed and the orbital 
  sockets used to mount the receiver hardware for the optic mount. Optic 
  mounts come in several styles: there are thin visor slits (ala Robocop), rotating 
  camera clusters (like an old fashioned movie camera), or one main optic with 
  smaller ones arranged in a circle around it. Needless to say, this really screws 
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  Body Plating
  up your attractiveness stat, automatically reducing it to -1.
  Sensory Extensions: These are flattened antennae and optic mounts, about 
  a foot to two feet long. A single cyberoptic and a microphone are mounted in 
  the tip, allowing you to observe things around corners without sticking your 
  whole body into the line of fire. Sensory "booms" are usually mounted on the 
  head or on the upper spine.
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  Running Out of Cash?
  Running Out of Cash?
   
  Just about this time, you're starting to look over the list of cyber-
  enhancements, and you're thinking, "I don't have the kind of Eurobucks. I need 
  to swing this newtech". At this point, you have to ask yourself "How desperate 
  am I? Am I really hard up enough to risk death and dismemberment just to get 
  a lousy cyberarm?"
  Sure you are.
  The truly desperate turn to desperate measures. In this case, you can hire 
  yourself out to someone who can afford to buy your cybernetics for you. 
  Selecting any one of the following employers is worth 10,000 Eurodollars in 
  cybernetics, free of charge:
  Join the (Covert) Military
  Become a fighter in the Cyberwars, serving your country's armed forces with 
  distinction and honoras part of its secret Elite Mechanized Combat Forces 
  (Cybergrunts, to you). See pain, torture and death close up, as you participate 
  in any one of a hundred covert "police actions" worldwide, protecting "national 
  interests". Of course the Cybergrunts don't exist. Of course your country 
  doesn't send teams of heavily armed covert agents into other countries to kill 
  and foment revolt. Of course they're not going to let you quit when you want 
  to.
  Take Up a Life of Organized Crime
  The word on the Street is that the Mob is alive and hiring. Swear allegiance to 
  one of the big time organized crime Families and you'll never lack for 
  cybertech. The only catch is, you have to do "work" for them. Bill collecting. 
  Assassinations. Murders. Mob wars. The Families of 2020 have a long and 
  honorable tradition that goes back into the early twentieth century: nobody 
  ever quits the Mob. Ever.
  Sell Out to a Corporation
  Join a Corporation and see the world. While you're at it, they'll bankroll you for 
  ten thousand dollars in newtech. But remember, with all business deals there's 
  a price. In this case, you have to work for the Corporation. The jobs you get to 
  do are all the fun, suicidal ones on which they don't want to waste their good 
  people executive kidnappings, black operations and espionage missions if 
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  Running Out of Cash?
  you're really lucky, you'll even get to be a grunt in a Corporate war - you know, 
  the ones that make Vietnam and Afghanistan look like picnics, where you get 
  to defend the Corporation's interests in some backwater hellhole with a 
  population of natives you're suppressing.
  Big business is fun.
  The Catch
  Like most "free" offers, these employment opportunities are boobytrapped in 
  creative and dangerous ways. Each requires that you work for an 
  indeterminate amount of time (forever) for people you may not like. You'll have 
  to do what they tell you, no matter how cruddy, dangerous or suicidal. Like 
  most powerful people in the Cyberpunk future, they don't like to be crossed, 
  and have a variety of awful ways to ensure your "cooperation".
  Hostages: To ensure your good behavior, the controlling agency is holding 
  someone you care about hostage. You mess up, they die - or worse.
  Blackmail: Somewhere in your past, you did something you can't afford to let 
  out It could be as small as cheating on your taxes (with a 20-year jail term), or 
  a murder rap. It may even be fictional - created by your new employers to 
  make sure you toe the line. Are you willing to take the chance?
  Sabotage Chipware: To make sure you stay in line, the controlling agency 
  has buried lethal glitches in your cybernetic software. Things to make your 
  heart stop on command. Programs that give you blinding headaches if you 
  refuse to follow an order.
  Monitored: Your employers have implanted sensors or other monitoring 
  devices on you - just to ensure your loyalty. You can't say or do anything 
  without them knowing. You can't go anywhere without them finding you. The 
  worst part is, you don't know where in your body they've hidden these devices.
  Command Kill: A realty vicious sabotage chip - on the command word, you 
  will kill whomever you are directed to kill - without control, regret or mercy. 
  Your mother. Your lover. Your cat. Anyone.
  Company Safeguard: Another nasty sabotage chip. You can't willingly harm 
  any member of the controlling agency - to do so will cause you excruciating 
  pain. To continue will cause even more pain, culminating in full heart stoppage 
  and a screaming death.
  Remote Detonator: One of the favorite corporate tricks this is a small 
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  Running Out of Cash?
  package of inert explosive buried somewhere in your body, activated by a 
  remote radio signal. You don't know where they put it, the scanners can't find 
  it, and if you did go around looking, you're likely to set it off (60%) Wanna bet 
  your life, cobber?
  Sounds fun? Remember, if you join one of these groups, any one (or more) of 
  these little goodies applies directly to making you a puppet of your employers. 
  What you are forced to do, and what they hold over you, is up to the Referee. 
  He doesn't even have to tell you. You don't have a choice. You just sold your 
  soul.
  Welcome to 2020, smartboy.
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  FRIDAY NIGHT FIREFIGHT
  FRIDAY NIGHT FIREFIGHT
   
  Friday Night firefight (FNFF) is a weapons combat system for using modern, 
  futuristic and archaic firearms in Cyberpunk adventures. It's designed to cover 
  all major elements of weapons combat in an easy to use format, allowing 
  realistic fire fight action without resorting to lots of tables and charts. FNFF 
  also covers melee weapons, hand to hand combat and martial arts as well, all 
  in a simple system that allows you to use strategy over firepower.
  There's a lot of vague ideas and theories about modem weapons encounters - 
  most of them from the Hollywood Never-Empty-Six-Gun-School of Armed 
  Combat. These misconceptions have crept on little flat feet into the design of 
  many role-playing games, leading to characters who can be repeatedly shot 
  with large caliber handguns until they run out of "hit points" and who can fire 
  Ingram MAC-10's one-handed and hit with every bullet.
  In other words, good, clean fun.
  FNFF is not good, clean fun. Most of the data herein has been complied from 
  ballistics reports, police data, FBI statistics and other not-clean fun sources. 
  These sources tend to point to a couple of basic truths about firefight combat.
  80% of most gunfights occur between untrained amateurs at a range of 21 
  feet. 50% of these raging gun battles happen within 8 feet or less! Most (60%) 
  occur in dimly lit and difficult conditions - dark, tiny alleys, with both 
  participants panting and out of breath, pausing momentarily to snap off a badly 
  aimed shot at a fleeing shadow, then ducking back for cover. Hits are 
  surprisingly rare. When they do occur (assuming a large caliber weapon's 
  involved), the victim is usually hors de combat on the first shot from a 
  combination of round-shock and terror. A solid hit with a .44 magnum will 
  usually splatter a real person all over New Jersey.
  In the other hand, this Cyberpunk, right? So why are we telling you do at this if 
  we don't intend for you to go in there with guns blazing? If a large caliber 
  handgun is truly something to be respected, who wants to lose character after 
  character until they get the point?
  Here's where we get interfaced, gangboys. You've made this edition of FNFF 
  simpler, better and more direct, so you can concentrate on how to fight; how to 
  win every encounter (you'll only get to lose once). We're going to give you all 
  the tips we've learned over hundreds of our own encounters, plus hot tips from 
  cops, combat grunts, SWAT masters and other veterans who've done it on the 
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  FRIDAY NIGHT FIREFIGHT
  line for real.
  It's true - a firefight is dangerous. But you can handle it. That's why you're 
  Cyberpunk.
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  Rounds & Turn Order
  THE BASICS
  Rounds & Turn Order
   
  Combat in FNFF is divided up into rounds, each representing @3 seconds. 
  Every round, each player gets to do something. The order of the round is 
  based on an initiative roll of 1D10 plus the players REF stat, with finest rolls 
  moving first to lowest rolls moving last. Reflex boosts are added to this roll 
  where applicable.
  INITIATIVE = ROLL 1D10+REF. HIGH 
  ROLL FIRST.
  Example: Players A, B and C all have REF stats of 10. A rolls a 5, B rolls an 8, 
  and C rolls a 2. Turn order will be B, then A, then C.
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  Initiative
  Initiative
   
  Wait For Your Turn
  You can elect to act later in the round, stepping in at any point to act. If you 
  have elected to wait until another player's turn has come up, you will be able 
  to act after they have taken their turn in the round.
  Example: Turn order is player A, then B, then C. Player A decides to wait until 
  player C has moved from cover, then take his shot. By waiting, the new turn 
  order will be B, C then A.
  Party Initiative
  You may want to speed up your play by designating one member of the group 
  as the party leader and have him roll initiative for the whole group. His roll is 
  added to REF scores of everyone in the group to determine when each 
  member of the group will act.
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  The Fast Draw or Snapshot
  The Fast Draw or Snapshot
   
  By declaring a fast draw (aka snapshot) at the start of the round, you 
  automatically add +3 to your initiative roll, taking a -3 penalty to hit (you're 
  rushing into combat instead of preparing carefully). You also may not take 
  advantage of scope, sights or other aiming advantages. The martial arts or 
  melee version of this technique is called the iai-jutsu or fighting strike.
  FAST DRAW = +3 TO INITIATIVE, -3 
  TO HIT
  Example: Ripperjack is faced with his long time enemy, Hargan. He knows 
  Hargan has a higher REF than he does, so he elects to make on all out, 
  blazing attack before the giant can get in a move. The snap shooting bonus 
  will give him the +3 advantage he needs. Ripperjack's mono-katana arcs out 
  in a searing iai-jutsu before Hargan can raise his own sword. Unfortunately, 
  the -3 point penalty for snapshots works against Ripperjack, and his attack 
  misses his opponent by a mile.
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  Actions
  Actions
   
  During your part of the round, you may perform one action without penalty. 
  This includes:
  ACTIONS
  G     Move up to your full Movement (3x your Movement Allowance In 
  meters) per round.
  G     Attack up to your weapon's maximum Rate of Fire (ROF), or make a 
  Melee attack.
  G     Dodge (making yourself harder to hit. Melee attacks only.)
  G     Parry (deflecting damage onto something else.)
  G     Escape a hold or trap.
  G     Aim (gaining +1 to hit for every consecutive turn of aiming up to 3 
  rounds)
  G     Reload or change weapons.
  G     Mount or dismount from a vehicle.
  G     Repair or give Medical Aid.
  G     Perform a non-combat task.
  More Then One Turn
  Two Weapons Attacks
  Ambushes & Backstabs
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  More Than One Action
  More Than One Action
   
  You may perform more than one action at a -3 penalty to each successive 
  action.
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  Two Weapon Attacks
  Two Weapon Attacks
   
  Two weapon attacks can be made at a -3 to hit penalty on both weapons 
  used.
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  Ambushes & Backstabs
  Ambushes & Backstabs
   
  Sometimes, the best way to deal with a very powerful opponent is to get the 
  drop on him from behind; in short, setting an ambush. Ambushes gain a +5 to 
  hit advantage. You may ambush or backstab by announcing your intent to 
  hide or lie in ambush for a target. You can elect to set up an ambush any time:
  a) The opponent is unaware of your location and your intention to attack. This 
  can be accomplished by setting up a hiding place ahead of time or taking 
  advantage of a melee to get under cover and waiting for a shot. A victim of an 
  ambush must make an Awareness roll greater than your Stealth Skill + INT + 
  1D10, or you have automatically succeeded.
  b) The opponent's attention is on another situation, such as another attack or 
  a task requiring great concentration. This can be accomplished by creating a 
  distraction for your opponent, or by sneaking up on him while he is in combat 
  with another combatant.
  AMBUSH = +5 TO ATTACK FOR 1 
  ROUND
  An ambush doesn't mean you act first - it just means you have an attack 
  advantage. Initiative for the round is made as usual, and the ambushing 
  character can spring the trap on his part of the round or can wait to see what 
  develops before making his attack. Until the attack is made, his opponent may 
  not attack him, because he doesn't know he's in danger. An ambush may only 
  be used for one attack; another ambush must be set up before the bonus can 
  be employed again.
  Example: Ripperjack decides to set up an ambush in a dark alley of the City. 
  He rolls his Stealth Skill + lnt + 1D10 for a total of 18. Along come Scarr and 
  Hargan, his mortal enemies.
  At the start of the combat turn, initiative is Scarr, Ripperjack and Hargan. As 
  they enter the trap, both Scarr and Hargan make Awareness Rolls. Scarr's roll 
  is 12; Morgan's is 20. "It's a trap'' yells Hargan, but too late; Scarr didn't know 
  what was coming and couldn't declare an attack or defense. Ripperjack pegs 
  him with a shot from his H&K Hellfire, using the +5 Ambush bonus. He won't 
  get the bonus on Hargon, because the blond giant mode his Awareness roll 
  and spotted him. His second shot misses, and Horgon throws himself down 
  behind a wrecked car and opens up with his 20mm autocannon. Savage fades 
  down the alleyway to set up another trap.
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  Ambushes & Backstabs
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  Line of Sight and Facing
  Line of Sight and Facing
   
  Whenever you are facing your target and have a clear path between you, you 
  can attack. You can clearly see anything forward of your shoulders. 
  Illustrations of clear paths and facings are later.
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  Damage
  Damage
   
  Damage in combat is determined by rolling groups of six-sided dice. If a rule 
  says, "roll 2D6", for example, you would roll two six sided dice, total the 
  results, and apply the total to the target you were attacking. If the rule said "roll 
  2D6+1", you would roll as above, then add 1 to the total.
  So much for creating damage. Let's take a step-by-step look at how to apply it.
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  Hit Location
  Hit Location
   
  The first step in applying damage is to figure out where to apply it. Most 
  combat attacks are just barely aimed; you're looking for an opening, your 
  opponent slips up, and you take it. This means that unless you attempt to aim 
  your shot at a specific location (and take the -4 penalty for this), you will have 
  to determine where you hit on a random basis.
  The Location section of your Hardcopy Form is designed for this; it lists all 
  body areas with a value from 1 to 10 written underneath. When your character 
  is hit, roll 1D10 and compare the chart number to the roll to determine where 
  he has been hit.
  Use some common sense with this rule; for example, if a character is standing 
  behind a low wall, a roll of 7-8 (R.Leg) is pretty silly. Ignore it and re-roll.
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  Armor
  Armor
   
  Armor is what stops targets from taking the damage you just located. The 
  Armor SP section is directly under the Location section on the Hardcopy. Write 
  the Armor Stopping Power (SP) value for each body area in the space 
  corresponding to that body area.
  Stopping power (SP) refers to the ability of armor to stop damage. Each type 
  of armor has it's own Stopping Power. When the armor is struck by a round, 
  the armor's SP "is subtracted from the total amount of damage done by the hit. 
  The remaining damage is then applied to the target area. If the damage done 
  is less than the SP of the armor, no damage is done.
  Example: Ripperjack is wearing a Kevlar jacket with an SP of 18. A 5.56 round 
  strikes him in the chest, causing 14 points of damage. The armor's higher SP 
  thwarts the attack. The next shot does 22 points of damage. The armor 
  reduces this by 18 points. Only 4 points get through to cause Ripperjack harm.
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  Armor Piercing Rounds
  Hard and Soft Armors
   
  Body armors are divided up by whether or not the majority of their protection is 
  based on rigid metals/ceramics/composites, or on softer, more flexible ballistic 
  fabrics. This is done for layering purposes and for some weapon damage 
  effects. The table below is arranged with heaviest protection at the top, lightest 
  at bottom.
  HARD/SOFT ARMOR TABLE
  HARD ARMORS
  SOFT ARMORS
  Metal Gear
  Heavy Armor jacket
  Police riot armor
  Med. Armor jacket
  Door Gunner's vest
  Police patrol armor
  Steel helmet
  M-78 RPA jacket
  Hak vest/pants
  Light Armor jacket
  Ballistic Nylon helmet
  Kevlar T-shirt/vest
  M-78 RPA heavy vest
  M-78 RPA T-shirt
  Corp Mil body armor
  Heavy Leather
  C-Ballistic Light Mesh™
  SkinTight™ armor padding
  A=Militech Revised Personal Amor, AP - defeating, CorpBook
  2 C - BaIIistic Mesh, Skin Tight Padding - Interface vol 1, #1-2
  Mayering Armor: "What a concept", you think, shrugging into a bulletproof T-
  shirt, bulletproof vest and a Kevlar armor jacket. Theoretically, one should be 
  able to layer protection upon itself until he becomes invulnerable.
  Prongo. First of all, let's look at reality. If the average cop could stack layers of 
  armor on himself before tackling a domestic disorbance call, you can bet he'd 
  do it. But doesn't, because it just isn't practical. Here's why.
  Then you layer flack jackets, you aren't invulnerable; you're just immobile. 
  While modern armor isn't as heavy as old fashioned armor plate, it's very 
  encumbering from the movement angle.Straps, buckles, padding and stiff 
  plastic add up to restrict arm movement, chafe the torso, and weigh down the 
  legs. Pillsbury-doughboy padded arms don't lift guns very well, and well-
  stuffed legs aren't much for bending, climbing and running.
  For this reason, every armor type in FNFF has an encumbcrance value (EV). 
  When wearing body armor, add up the total of EV's (listed in the Armor Table), 
  and subtract this from your character's REFLEX stat. Even if you're cybered 
  up, a lot of armor is gonna cost you.
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  Armor Piercing Rounds
  New Armor Rules:
  These new rules (previously published in CP 2020 erratta sheets) have been 
  added to clarify the armor question and deal with a reoccurring problem.
  New Rule 1: Maximum Armor
  Now, in addition to Encumberance Values, only a maximum of 3 layers of 
  Armor can be worn at any one time; no more than one of these layers can be 
  Hard Armor (see Hard/Soft Armors Table). The 2nd layer has an extra EV 
  penalty of -1; the 3rd layer, an additional penalty of -2. Subdermal Armor and 
  Bodyplating cyberware options are considered to be armor layers; Skinweave 
  is considered a layer, but receives no penalty.
  New Rule 2: Proportional Armor
  When layering armor, or wearing armor behind an obstacle or cover, subtract 
  the smaller SP from the larger one. Find the difference on the table below and 
  read across to the other column. This is the bonus number you add to the 
  larger SP to determine overall protection from the armor/armor, or armor/cover 
  combination. If you have three or more layers of protection, calculate in pairs 
  from the inside out (example: For armors A, B, C, you compare A and B; 
  determine the bonus number, and then compare the new strength of the larger 
  of the pair to armor C.)
  PROPORTIONAL ARMOR TABLE
  Difference in SPs
  Bonus Number
  0-4 
  +5
  5-8
  +4
  9-14
  +3
  15-20
  +2
  21-26
  +1
  27+
  +0
  Armor Piercing Rounds
  There's another reason why armor isn't the universal cure for flying lead, and 
  it's called Armor Piercing (AP) rounds. These are bullets designed to deliver 
  their full impact to a single point, instead of mushrooming out like a normal 
  bullet. They don't cause as much damage as a standard lead or hollow point 
  round (1/2 normal damage), but they cut through armor like a hot knife through 
  cheese. As a result, whenever AP rounds are encountered, armor will have 
  one half it's total SP value.
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  Armor Piercing Rounds
  For example, say a 5.56 AP round muses 30 points of damage. It hits SP 10 
  armor, which reduces it by 5 (10/2=5) The remaining 25 points ore further 
  reduced to 12 (25/2= 12.5, rounded down to 12), based on an AP round's 
  lower damage capacity.
  The same is true of knives, swords and other edged weapons. Note that 
  armors marked with a check (***) on the Armor Table are at half SP 
  effectiveness against edged weapons.
  The smart solution in a combat situation is to rely on the lightest armor you 
  think you can get away with unless you're planning to take on a stationary 
  position or go up against very heavy firepower.
  Staged Penetration: Armor doesn't just keep absorbing damage indefinitely. 
  One option is to use the concept of Staged Penetration. Each time the armor 
  is struck by a pentrating attack (i.e., an attack that actually exceeds the 
  armor's SP), it's SP is reduced by 1 point When the SP reaches 0, the armor 
  will no longer stop damage.
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  Use Cover
  Use Cover
   
  You don't have to lug around an armor jacket with you - often the best armor is 
  what you can find around you. Cover allows you to move from place to place, 
  letting something else soak up the gunfire.
  COMMON COVER SPS
  Sheetrock Wall
  5
  Stone Wall
  30
  Large Tree, Phone Pole
  30
  Brick wall
  25
  Concrete Block Wall
  10
  Wood door
  5
  Heavy Wood Door
  15
  Steel Door
  20
  Concrete Ultility Pole
  35
  Data Term™
  25
  Car body, door
  10
  Armored Car body
  40
  AV-4 Body
  40
  Engine block
  35
  Mailbox
  25
  Hydrant
  35
  Curb
  25
  -
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  file:///E|/tempus/088.htm
  The Body Type Modifier
   
  The next step after Armor is to apply your character's Body Type Modifier to 
  the damage. This is a special bonus which reduces the effects of damage, 
  reflecting the stamina and general toughness of the character. Each time your 
  character takes damage, subtract your Body Type Modifier from the total 
  amount of damage before applying it to your character.
  BODY TYPE MODIFIER TABLE
  Very Weak
  -0
  Weak
  -1
  Average
  -2
  Strong
  -3
  Very Strong
  -4
  Superhuman*
  -5
  *Possible only with cybernetics
  For example, say you took ten points of damage. If you were a Very Weak 
  Body Type, you would take the full ten. But with a Very Strong Body Type, 
  you'd only take (10-4=6) six points of damage.
  The A. Swenson Memorial. He Shrugs Off Damage Like An Old Overcoat 
  Rule: Occasionally, you'll encounter a situation where the combination of 
  armor and Body Type Modifier will seem to reduce the damage done to zero 
  or less. A Body Type Modifier may never reduce damage to less than one - in 
  these cases, the character will automatically take 1 point of damage.
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  MODIFIERS
  MODIFIERS, EFFECTS
  .
  ATTACK MODIFIERS / WEAPON RANGES
  Handguns
  50m
  Submachineguns
  150m
  Shotguns
  50m
  Rifles
  400m
  Throwing
  10m x BOD (-10m/kg.>1)
  .
  TO HIT NUMBERS
  Point Blank (Touching to 
  1m)
  10
  Close (1/4 Long range)
  15
  Medium (1/2 Long range)
  20
  Long (Full range)
  25
  Extreme (2x Long range)
  30
  .
  MODIFIERS (add to attacker's roll)
  Target immobile
  +4
  Target dodging (melee 
  only)
  -2
  Moving Target REF >10
  -3
  Moving Target REF > 12
  -4
  Moving Target REF >14
  -5
  Fast draw/Snapshot
  -3
  Ambush
  +5
  Aimed shot at body 
  location
  -4
  Ricochet or indirect fire
  -5
  Blinded by light or dust
  -3
  Target silhouetted
  +2
  Firing to face target
  -2
  Rising two weapons
  -3 on both
  Firing while running
  -3
  Firing shoulder arm from 
  hip
  -2
  Turret mounted weapon
  +2
  Vehicle mounted, no turret -4
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  MODIFIERS
  Large target
  +4
  Small target
  -4
  Tiny target
  -6
  Aiming
  (+1 each round, up to 3 
  rounds)
  Laser Sight
  +1
  Telescopic Sight
  +2 Ext, +1 Med
  Targeting scope
  +1
  Smartgun
  +2
  Smartgoggles
  +2
  Three Round Burst 
  (Close/Medium only)
  +3
  Full Auto, Close
  +1 for every 10 mds
  Full Auto, all other
  -1 for every 10 mds
  .
  AREA EFFECT TABLE
  Type
  Area
  Grenades
  5m
  Molotovs
  2m/liter
  Flamethrower
  2m
  Cyberlimb flamethrower
  1m
  Mine
  2m
  Claymore
  6m line from center 
  explosion
  C-6
  5m/kg
  SMG
  4m
  Missile
  6m
  Shotgun (Close)
  1m
  Shotgun (Med)
  2m
  Shotgun (Lng/Ext)
  3m
  Micromissile
  2m each
  . 
  GRENADE TABLE
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  MODIFIERS
  Roll 1D10 if grenade throw misses; roll second D10 for 
  meters from target space
  .
  DRUGS & POISON
  Type
  Effect
  Damage
  Hallucinogen
  Confusion
  -4 INT
  Nausea
  Illness
  -4 REF
  Teargas
  Tearing
  -2 REF
  Sleep Drugs
  Sleep*
  None
  Biotoxin I
  Death
  4D6
  Biototoxin II
  Death
  8D6
  Nerve Gas
  Death
  8D10
  * Half effect is drowsiness, 2 to all stats
  .
  MICROWAVE SIDE EFFECTS
  1
  Cyberoptics short for 1D6 turns
  2
  Neural pulse! If character has interface plugs, 
  reflex boosts or other hardwiring, REF stat 
  reduced by 1D6/2 until repaired.
  3
  Cyberaudio shorts for 1D6 turns.
  4
  Cyberlimb malfunction: Lose all use of cyberlimb 
  for 1D10 turns Roll 1D6 for limb, rerolling if no 
  limb present 
  1-2 Right Arm
  3
  Left Leg
  4
  Right Leg
  5-6 Left Arm
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  MODIFIERS
  5
  Total Neural breakdown! Character reduced to 
  twitching, epileptic fit for 1D6/3 turns.
  6
  No Effect.
  .
  ADD TO DAMAGE
  Strength
  Add to Damage
  Very Weak
  2
  Weak
  -1
  Average
  +0
  Strong
  +1
  Very Strong
  +2
  Body Type 11-12
  +4
  Body Type 13-14
  +6
  Body Type 15+
  +8
  .
  COMMON COVER SPS
  Sheetrock Wall
  5
  Stone Wall
  30
  Tree, Phone Pole
  30
  Brick Wall
  25
  Concrete Block Wall
  10
  Wood Door
  5
  Heavy Wood Door
  15
  Steel Door
  20
  Concrete Utility Pole
  35
  Data Term™
  25
  Car Body, Door
  10
  Armored Car Body
  40
  AV-4 Body
  40
  Engine Block
  35
  Mailbox
  25
  Hydrant
  35
  Curb
  25
  .
  ARMOR SPS
  Type of Armor
  SP*
  EV**
  Cloth, leather***
  0
  +0
  Heavy Leather
  4
  +0
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  MODIFIERS
  Kevlar T-Shirt, 
  Vest***
  10
  +0
  Steel helmet
  14
  +0
  Light Armor 
  Jacket***
  14
  +0
  Med Armor 
  Jacket
  18
  +1
  Flack vest***
  20
  +1
  Flack Pants***
  20
  +1
  Nylon Helmet
  20
  +0
  Heavy Armor 
  Jacket
  20
  +2
  Doors Gunner's 
  Vest
  25
  +3
  MetalGear™
  25
  +2
  *AP rounds: treat Armor as half SP
  *** = Edged weapons treat SP as half
  ** (EV) Encumberance Values should be added 
  together and subtracted from character's total REF 
  Slat.
  .
  CYBERWEAPON DAMAGE
  Weapon
  Damage
  Scratchers
  1D6/2
  Fangs
  1D6/3
  Rippers
  1D6+3(AP^)
  Wolvers
  3D6 (AP^)
  Big Knucks
  1D6+2
  Slice n' Dice
  2D6 (mono)
  Cybersnake
  1D6
  Hammerhand
  1D10
  Buzzhand
  2D6+2
  Spikehand
  1D6+3AP
  Talon Foot
  1D6
  Spike Heel
  2D6AP
  Flamethrower
  2D6 (1D6/2***)
  Micro Missile
  4D6ea
  Capacitor Laser
  3D6
  Cyber Strike
  1, 2* or 3D6**
  Cyber Kick, Crush
  2, 4* or 6D6**
  ** with hydraulic rams
  * thickened myomar
  *** secondary damage 3 rounds.
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  MODIFIERS
  ^ knife AP
  .
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  Wounds
  Wounds
   
  Okay, so the Armor didn't stop all of the damage, and your Body Type Modifier 
  wasn't enough to shrug off the rest it's time to take a Wound.
  The Wound section of the Hardcopy Form is used to record damage. For each 
  point of damage taken, check off one box, moving from left to right, top to 
  bottom. The top line of this section (marked LIGHT, SERIOUS, CRITICAL, 
  MORTAL, etc.) tells the overall state of the character's health.
  WOUND EFFECTS
  G     At a LIGHT wound level, a character suffers no penalties to his 
  activities. He just hurts a lot ("it's only a flesh wound.")
  G     At a SERIOUS wound level, the character will be at -2 to his REF stat 
  for all actions. He's hurting, bleeding, and definitely hampered.
  G     At a CRITICAL wound level, the character's REF, INT and CL stats 
  are automatically reduced by half (round up). The character is holding 
  his guts in with one hand and doing his damndest to stay in the battle.
  G     If MORTALLY wounded, the character's REF, INT and CL stats are 
  reduced to 1/3rd normal (divide by 3, rounding up). Most characters 
  are already out of the action by now, and are quietly going about the 
  business of expiring. Messily.
  Special Wound Cases
  Limb Loss: If a character takes more than eight points of damage to a limb 
  area in any one attack, the area is severed or crushed beyond recognition. 
  The character must make an immediate Death Save at Mortal 0. A head 
  wound of this type will kill automatically.
  Head Hits: A head hit always doubles damage.
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  Stun/Shock Saves
  Stun/Shock Saves
   
  Every time a character takes damage, he must make a save against the 
  effects of pain, shock, fear and blood loss. This is what you see in most 
  Hollywood gunfights when the bad guy gets hit - staggering, falling back and 
  so on, all caused by pain and shock.
  The Stun Shock Save is a serious thing, because it can put an opponent out of 
  the picture faster than the actual damage from the wound. Police officers have 
  actually died from the shock of a minor bullet wound in the foot (but we won't 
  do that to your character). Other people have taken as many as thirty or forty 
  gunshots and managed to keep moving for up to ten minutes before their 
  minds got the message their bodies were telling them ("Hey Bob, you're 
  dead!").
  The Stun Save is equal to your character's Body Type value, minus a penalty 
  based on his current Wound State.
  STUN/SHOCK SAVE MODIFIERS
  Wound State
  Penalty
  Light
  0
  Serious
  -1
  Critical
  -2
  Mortal
  -3
  Mortal 1
  -4
  Mortal 2
  -5
  Mortal 3
  -6
  Mortal 4
  -7
  Mortal 5
  -8
  Mortal 6
  -9
  A failed roll means the character is out of combat. You can add the special 
  effects yourself:
  HOLLYWOOD OVERACTING EFFECTS TABLE
  Roll
  Effect
  1
  Screams, windmills arms, 
  falls.
  2
  Crumples like a rag doll.
  3
  Spins around in place, 
  falls.
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  Stun/Shock Saves
  4
  Clutches wound, staggers 
  and falls.
  5
  Stares stupidly at wound, 
  then falls.
  6
  Slumps to ground, 
  moaning.
  A Stun/Shock roll can be recovered from by rolling a successful check in a 
  subsequent turn.
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  Very Important: Death Saves
  Very Important: Death Saves
   
  Unless you have taken a Mortal Wound, your character is in no danger of 
  dying; he only needs to make his initial Stun save to remain conscious. But if 
  the wound is a MORTAL one, he has a chance of dying. Determining whether 
  he survives requires that a Death Save be made, with a new save required 
  every turn that the character remains untreated.
  Like a Stun Save, a Death Save requires that you roll a value on 1D10 equal 
  to or lower than your character's Body Type score, subtracting the level of 
  severity for the wound from your base chance to save. Mortal Wounds are 
  rated from 0 to 8.
  Example: Morgan is Very Strong and takes a Mortal 4 wound. He must roll 
  lower than (10-4)=6 to stay alive.
  Each turn, you must make another Death Save to see if you survive to the 
  next turn. On a successful roll, you make it; on a failed roll, you will die at the 
  end of the turn in which the roll was made.
  Sooner or later, you'll fail a roll and die. The only way out is stabilization.
  Stabilization means the patient is no longer losing blood and that his major 
  damage has been contained through use of drugs, battlefield surgery and/or 
  wound dressing. A stabilized character will no longer be required to make 
  Death Saves each turn. Anyone (except the patient himself) can attempt to 
  stabilize a mortally wounded character; it just works better if the physician has 
  had some medical training. A lot better.
  A successful stabilization is made by adding your TECH stat, any Medical Skill 
  and one D10 for a result equal to or higher than the total number of damage 
  points the patient has taken. For example, Ripperjack has token 20 points of 
  damage, placing him in a Mortal 1 Wound State. To stabilize him will require a 
  roll of 20 or greater. Once stabilized, the character is no longer in danger of 
  dying unless another wound is taken. At this point, the whole messy business 
  begins again...
  The chances of a successful stabilization roll can be increased by the 
  following modifiers, added to your die roll.
  Advantage
  Add to die roll
  Full Hospital & Surgery
  +5
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  Very Important: Death Saves
  Trauma Team Ambulance +3
  Life Suspension Tank
  +3
  Assuming you make your stabilization rolls, you're going to survive to fight 
  again. If you fail, no problem, that's why we have Body banks. Either way, to 
  learn more about healing or spare parts brokering, check out the Trauma 
  Team section.
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  Making Attacks
  Making Attacks
   
  This section covers the basics of how to make attacks. There are two parts to 
  this section: RANGED WEAPON COMBAT and MELEE COMBAT.
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  Ranged Weapons
  Ranged Weapons
   
  Ranged weapons are anything that is shot or thrown over a distance at the 
  target. To make a ranged weapon attack (guns, bows, thrown objects, etc.) 
  you must roll a combination of your:
  REF STAT + WEAPON SKILL + 1D10
  equal to or greater than a specific hit number. The hit number is determined by 
  the range between you and your target.
  HIT NUMBERS
  Point Blank
  10
  Close
  15
  Medium
  20
  Long
  25
  Extreme
  30
  Range Definitions
  G     Point Blank: The weapon is very close to or in actual physical contact 
  with the target. It will almost always hit, doing maximum damage.
  G     Close: The weapon is attacking at one quarter of the listed range.
  G     Medium: The weapon is attacking at one half of the listed range for its 
  type.
  G     Long: The weapon is attacking at the listed range for its type.
  G     Extreme: The weapon is attacking at twice the listed range for its type.
  Modifiers
  When making your roll, you must add any and all modifiers that apply to the 
  combat situation to your final Attack Roll. There are modifiers for Target, 
  Aiming, Weapon Type, Type of Firing, Position and Movement. 
  Aiming
  One way to improve your chance to hit is to aim. Each turn of aiming adds +1 
  to your Attack, up to three rounds. Aiming assumes steady position, no 
  movement, and a clear chance to track your target.
  Critical Success
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  Ranged Weapons
  On a natural roll of 10, you have had a critical success. Roll an additional 
  1D10 and add it to your original roll.
  Fumbles
  On a natural die roll of 1, you have fumbled. You must roll an additional 1D10 
  and check the result against the Fumble Table to see what happens.
  Fumbles can encompass a wide variety of effects. Most weapon fumbles 
  include jamming or misfires.
  Automatic weapons have the highest chance of fumbling, and will jam based 
  on the Reliability of the weapon: When a fumble is rolled while using an 
  automatic weapon and roll a value on 1D10 higher than the Reliability value 
  for the weapon.
  RELIABILITY TABLE
  Weapon
  Jams on
  Very Reliable
  3 or lower
  Standard
  5 or lower
  Unreliable
  8 or lower
  It takes 1D6 turns to unjam a jammed weapon.
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  Automatic Weapons
  Automatic Weapons
   
  There are three ways to use automatic weapons. The three round burst is 
  used to put multiple shots on a single target at any range. Full Auto is used to 
  deliver a lot of bullets at close range to one or more targets. Suppresslve fire 
  is used to force an opponent to keep his head down or risk taking a slug. Each 
  form has its own advantages and disadvantages in combat, and the smart 
  street warrior knows when to use the right technique for the right job.
  Three Round Burst
  The three round burst is a setting used on most automatic weapons to 
  conserve ammunition and improve accuracy. The three round burst gives you 
  an automatic +3 to hit advantage at certain ranges. The attack is made as one 
  action. If successful, roll 1D6/2 to see how many rounds actually hit the target. 
  This technique may only be used against single targets.
  3 ROUND BURST = +3, CLOSE & 
  MEDIUM ONLY
  Full Auto
  This attack is best used to cover a wide range of targets or to make sure a 
  single target is dead, dead, dead. A weapon on full auto is a bucking bronco; 
  hard to hold on a target more than a few meters away. Using a scope or taking 
  aim is also impossible. Therefore, range is critical in the full auto technique.
  The full auto option is based on the rate of fire (ROF) of the weapon. If 
  attacking more than one target, you must divide the ROF of the weapon by the 
  total number of targets (round down), then roll for each target individually.
  FULL AUTO RULES
  At Close Range:
  For every 10 rounds fired at Close range, add 1 to your 
  Attack Total.
  At Medium, Long and Extreme Ranges:
  For every 10 rounds fired at Medium, Long and 
  Extreme ranges, subtract 1 from your Attack Total.
  For every point of success over the required to Hit roll, one round hits the 
  target, up to the maximum ROF for the weapon.
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  Automatic Weapons
  NUMBER OF HITS = # POINTS > 
  THAN TO HIT NUMBER
  Suppressive Fire
  Suppressive fire is used to cover an area (called a fire zone) with bullets, 
  making the area hazardous to pass through. All targets entering or crossing 
  the fire zone during this attack must make a "save" against taking a bullet by 
  rolling their Athletics Sklll + REF + 1D10 and beating a save number. A failed 
  save means the target takes 1D6 rounds, each randomly located.
  This save number is determined by dividing the total number of bullets fired by 
  the width of the fire zone.
  Example: 64 rounds into a 2 meter area would require a save of 32 or higher. 
  64 rounds into a 5 meter area would require a save of 12 or greater.
  SAVE = NUMBER OF ROUNDS 
  DIVIDED BY THE WIDTH OF THE 
  FIRE ZONE IN METERS
  You may overlap the fire zones of more than one weapon, dividing the total 
  number of shots to determine the save number. For example, two Uzis with an 
  ROF of 32 would place 64 bullets into the fire zone.
  Two rules are immediately apparent with suppressive fire. First, it's only useful 
  when you can fire a LOT of rounds into a small space. This means teams 
  should coordinate their actions and fire at the same time, placing the 
  maximum number of rounds into the fire zone. Also, the fire zone should be a 
  tight as possible (the minimum width of a tire zone is two meters).
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  Unusual Ranged Weapons
  Unusual Ranged Weapons
   
  These weapons are often used for crowd control, stealth missions and other 
  situations where you want killing to be only one of the options, or where you 
  want a limited number of targets eliminated quietly.
  Airguns
  These are advanced versions of the "paintball" guns of the 1990's. Airguns 
  can be loaded with poison, marking paint, drugs or acid.
  Paint: Bruise damage only. Head hits have a 5 in 10 chance of blinding the 
  target for 3 rounds with paint in the eyes, and a 4 in 10 chance of permanently 
  destroying the eye.
  Poison & Drugs: To avoid the effects, the character must make a save roll. 
  On a successful save, damage is reduced by half.
  DRUG & POISON EFFECTS
  Type
  Effect
  Damage
  Hallucinogen
  Confusion
  -4 INT
  Nausea Drugs
  Illness
  -4 REF
  Sleep Drugs
  Sleep**
  None
  Biotoxin I
  Death
  4D6
  Biotoxin II
  Death
  8D6
  Nerve toxin/gas
  Death
  8D10
  ** Half effect it drowsiness, -2 to all stats.
  Acid: Acid causes 1 D6 in acid damage per pellet. Although armor will stop 
  this, the acid will eat away at the armor, reducing its SP by 1D6 per round, for 
  a total of 3 rounds.
  Example: Ripperjack hits armor SP 15 with two pellets. He roils 2D6 for a total 
  of 7 points of damage. The first turn, the armor's SP is reduced to 8. The next 
  turn, it's reduced to 1. The next turn, 6 points get through the armor and sear 
  into the target's skin.
  Tasers
  Tasers require the victim to make a save against stun. The save number is 
  reduced by -2 for every successive shot in a three-turn time period. Tasers 
  can be recharged from wall current, taking 1 hour to reach full charge.
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  Unusual Ranged Weapons
  Dart and Needleguns
  Dartguns can be loaded with poison or drugs. Each hit does 1D6/2, plus effect 
  of the drug or poison used (see Airguns, above).
  Power Squirtguns
  Power squirtguns can be loaded with drugs or acids. Effects are as with 
  Airguns (above), with each "squirt" equal to 2 pellets.
  Bows, Crossbows, Spears & Throwing Stars
  Although they are not common, bows, crossbows, spears and throwing 
  stars are available in the 2000s. These weapons are either thrown (using the 
  character's Throwing Skill for shiriken, darts, knives and spears), or fired 
  (using Archery Skill). All non-grenade thrown weapons have a range equal to 
  the thrower's BODx3 in meters.
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  Beam Weapons
  Beam Weapons
   
  Beam Weapons include lasers and microwave weapons. Powerful beam 
  weapons, are extremely rare in the Cyberpunk universe (1 in 10 chance of 
  availability, and even then only from major Corporations and/or governments).
  Lasers
  Lasers have a rechargeable powerpack holding a total of 10 six sided dice of 
  damage. You can use as little as 1D6 or as much as 5D6 in a single shot, until 
  you have used all 10 dice. Lasers recharge from wall current at a rate of 1D6 
  per hour.
  Example: Ripperjack has recently captured a laser from on Arasaka guard. He 
  has 10D6 to work with; he dials the power grudge up to 5D6 and fires. At this 
  rate, he'll only have one more shot before it's recharge time. 
  Microwavers
  Microwavers are fired like any other ranged weapon, delivering 1D6 in bum 
  damage. In addition, any target within 1 meter of the path of the beam must 
  roll 1D6 on the microwaver side effects table to determine if there are 
  electrical side effects on exposed cyberwear. Shielded cyberwearis not 
  effected by electrical side effects.
  Like lasers, microwavers recharge from a wall socket, taking one hour to 
  reach a usable charge.
  MICROWAVER SIDE EFFECTS
  1Cyberoptics short for 1D6 turns.
  2Neural pulse! if character has interface plugs, reflex boosts or 
  other hardwiring, REF stat reduced by 1D6/2 until repaired.
  3Cyberaudio shorts for 1D6 turns.
  4Cyberlimb malfunction: Lose all use of cyberlimb for 1D10 
  turns. Roll 1D6 for limb, re-rolling if no cyberlimb limb is 
  present:
  1-2
  Right Arm
  3
  Left Leg
  4
  Right Leg
  5-6
  Left Arm
  5Total Neural breakdown! Character reduced to twitching, 
  epileptic fit for 1 D6/3 turns.
  file:///E|/tempus/097.htm (1 of 2) [10/26/2001 4:36:21 AM]
  
  Beam Weapons
  6No Effect.
  -
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  Area Effect Weapons
  Area Effect Weapons
   
  Area Effect weapons are fired just like any other type of ranged weapon. 
  However, they are capable of covering more than one target at a time with a 
  cloud of pellets, flame, explosive force or gas. Area effect weapons include 
  shotguns, grenades & explosives, flamethrowers, missiles & rockets, 
  mines, molotov coctails and rocket powered grenades (RPGs).
  Attacks are made as with other ranged weapons, with the center of the area 
  effect falling on the designated target, and anything within the area of effect 
  taking damage as well. If the target is missed, the true center of the attack 
  must be determined. When calculating where a grenade or other. Area 
  weapon has hit, roll 1D10 to determine the direction on the Grenade Table, 
  then roll a second D10 to see how many meters away it hit.
  file:///E|/tempus/098.htm [10/26/2001 4:36:22 AM]
  
  Shotguns
  Shotguns
   
  Shotguns fire a cloud of small metal pellets called a "pattern". The width of the 
  pattern is based on the distance between the attacker and the defender. Any 
  target in a straight path between attacker and intended target is also 
  considered to be in the area of effect. Note: if something is between the path 
  of the shotgun and its intended target, the intervening spaces behind that 
  object are considered to be exempt from the effects of fire.
  SHOTGUN TABLE
  Range
  Size of Pattern
  Damage
  Close, PB
  1 meters
  4D6
  Medium
  2 meters
  3D6
  Long
  3 meters
  2D6
  Any target within the pattern will take damage based on the range (damage 
  listed on the Weapons Table is based on maximum damage).
  Example: Ripperjack opens up his shotgun on two boosters at medium range 
  (pattern width=2m). He hits the first booster dead on. However, the second 
  booster is within 1 meter of the first - the pattern overlaps him as well. Both 
  take damage.
  Shotguns are a very effective weapon in situations where aiming isn't critical. 
  For instance, in six foot hallways, there would be no way for a target to escape 
  taking wounds no matter how much his reflexes were boosted. However, 
  shotguns are also limited to relatively short ranges and don't do a lot of 
  damage on the individual pellet level.
  Autoshotguns: One of the nastiest house to house weapons is the 
  autoshotgun. In combat, you may make as many attacks as your weapon's 
  rate of fire on Full auto. All shots must be within 1 meter of each other. Each 
  attack has a -2 penalty for every additional shot past the first. However, when 
  this means you can put five two-meter clouds of lead all over an area, a -4 or -
  6 penalty is a small price to pay. Autoshotguns are slow, bulky and have lousy 
  range, but they are hell on wheels when it comes to house to house, short 
  range combat.
  Example: Ripperjack opens up with a CAWS, Firing 5 shots. He takes a -8 
  penalty to his attack roll to do this. He targets a 5 meter hallway, spacing his 
  shots in I meter intervals. The hallway becomes Hamburger Heaven.
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  Shotguns
  New Rule: The Armor-Piercing Effects of Shotgun Slugs
  These projectiles have normal AP ability vs. all armors. Damage that 
  penetrates Hard armor is not halved. Damage that penetrates Soft armor is 
  halved as normal. This represents the concussive results of mass and impact 
  by finned/saboted slugs.
  10ga. slugs
  5D6+3
  12ga. slugs
  4D6+2
  20ga. slugs
  3D6+1
  -
  file:///E|/tempus/099.htm (2 of 2) [10/26/2001 4:36:24 AM]
  
  Grenades
  Grenades
   
  Grenades come in fragmentation, incendiary, stun, dazzle, sonic, 
  concussion and gas varieties. Each type has its own area of effect, usually 
  between 2 to 5 meters. Grenades and explosives can be detonated using 
  timers, radio controls, tripwires or remote detonators. All grenade types are 
  available in hand or rifle-propelled versions, and are described in the Area 
  Effect Weapons & Grenade Table. Grenades may be thrown up to 10x the 
  character's Body Type in meters (-10m for every extra kg. past the initial 1), or 
  launched to a range of 225 meters.
  Gas: Gas differs from other grenade effects in that it moves around. To use 
  gas, first determine the point of impact. All targets within 3 meters are 
  immediately affected. 
  On the next turn, determine which way the wind is blowing by rolling again on 
  the Area Effect Table. Place the new area of effect. Any target within the first 
  and second areas of effect must save vs the gas, as well as any targets in a 
  straight line the width of the gas cloud between the two points. On the third 
  turn, the gas dissappates.
  Gas grenades have eitherfatal or incapacitating effects. To avoid the effects, 
  the character must make a save; armor doesn't help (although filters or gas 
  masks will). On a successful Save, he will take half effects (a -2 REF reduced 
  to -1, 4D6 reduced to 2, etc.).
  GAS EFFECTS
  Type
  Effect
  Damage
  Nausea
  Illness
  -4 REF
  Teargas
  Tearing
  -2 REF
  Sleep Drugs
  Sleep**
  None
  Biotoxin I
  Death
  4D6
  Biotoxin II
  Death
  8D6
  Nerve Gas
  Death
  8D10
  **Half effect is drowsiness, -2 to all stats.
  -
  file:///E|/tempus/100.htm [10/26/2001 4:36:25 AM]
  
  Flamethrowers
  Flamethrowers
   
  Flamethrowers are much like other area effect weapons, with one difference; 
  they can be "swept" between two points. When using flamethrowing weapons, 
  you may decide both a starting point and an ending point; then roll to Hit, 
  determining if you're on target. Missed rolls refer to the Grenade scatter chart. 
  Anything caught in the sweep between the two points is ignited. Using these 
  weapons in anything other than the cyberweapon form requires the Heavy 
  Weapons Skill; cyberweapon flamers use Handgun Skill as the default. 
  Damage is 2D1O the 1st turn, 1D1O and 1D6 the following two turns. Hard 
  armors protect normally. Soft armors must be >15SP to protect the target, and 
  are damaged 2pts/hit.
  file:///E|/tempus/101.htm [10/26/2001 4:36:25 AM]
  
  Mines
  Mines
   
  Mines come in two types; standard land mines and "claymore" antipersonnel 
  mines. A land mine is designed to stop vehicles or other heavy objects; it is 
  easily detected with most magnetic sensors (7 in 10 chance). You step on it 
  and it blows up. Simple. Damage is 4D10.
  A claymore is designed to stop people, not vehicles. Claymores can be 
  triggered by tripwires, time delays, or remote switches. Claymore mines have 
  an hourglass shaped area of effect, rather than a circular one (see illustration). 
  The dimensions of the "front" cone of destruction are 6m wide by 75m long; 
  the dimensions of the "rear" cone of destruction are 6m wide by 6m long. At 
  the juncture of the two cones is a 6 meter wide circle. Damage is 4D10.
  file:///E|/tempus/102.htm [10/26/2001 4:36:25 AM]
  
  Rocket Powered Grenades
  Rocket Powered Grenades
   
  Rocket Powered Grenades (RPGs) are a hybrid of grenade and rocket 
  projectile, with far greater range and accuracy. They are also easier to acquire 
  than missiles. With the exception of the disposable Armbrust RPG, most have 
  the disadvantage of backblast, making them impossible to fire in a confined 
  space. RPGS are fired as with other grenade launchers or shoulder arms, 
  using the character's Heavy Weapons Skill. Damage is 6D10.
  file:///E|/tempus/103.htm [10/26/2001 4:36:26 AM]
  
  Missiles
  Missiles
   
  Missiles and Rockets include radar and optically guided missiles, mini-rockets 
  and shoulder rocket launchers. Using missiles requires use of the Heavy 
  Weapons Skill. When firing missiles and rockets, treat them as rifle-fired 
  grenades with longer ranges and larger areas of effect. Damage varies.
  Note for Rockets and Missiles: If a rocket or missile has an Armor-Piercing 
  warhead, the armor's SP is halved, but the damage that penetrates is not.
  file:///E|/tempus/104.htm [10/26/2001 4:36:26 AM]
  
  Explosives
  Explosives
   
  Explosives vary from grenades in that the more you use, the bigger the blast 
  area. Explosive amounts are defined as units; one unit of TNT would equal 
  one stick; one unit of plastique would be an ounce, etc.
  EXPLOSIVE RANGES
  Explosive
  Unit
  Area
  Damage
  Plastique
  1kg
  4m
  7D10
  C6
  1kg
  5m
  8D10
  TNT
  1stick
  3m
  4D10
  Take the area covered by one unit of explosive and multiply this by the total 
  number of units. Damage is applied to the overall body, rather than to a 
  location.
  Example: Ripperjack lumps four sticks of TNT together and tosses them into 
  on abandoned building 10 meters away. One stick has a blast area of 3 
  meters - 4x3=12 meters. Ripperjack is caught in his own explosion and takes 
  big damage. Bad move, Jack.
  file:///E|/tempus/105.htm [10/26/2001 4:36:27 AM]
  
  Molotov Cocktails
  Molotov Cocktails
   
  Molotov cocktails are the favorite of would be terrorists and people with a lot of 
  gasoline, rags and empty bottles around. A molotov covers 2 meters for every 
  liter of fuel used (a standard soft drink bottle would cover 2 meters). Damage 
  (2D10) is applied to the overall body, rather than to a location.
  file:///E|/tempus/106.htm [10/26/2001 4:36:27 AM]
  
  Melee Attacks
  Melee Attacks
   
  Melee attacks include clubs, knives, swords, axes, chainsaws, 
  sledgehammers, monokatanas and monoknives, monomolecular chains, 
  cyberbeasts, battlegloves, rippers, scratchers, martial arts weapons, 
  hand to hand attacks and brawling.
  Melee attacks differ from ranged attacks in that you are opposing a person, 
  instead of a target. To make a melee attack, the formula
  ATTACKER REF + SKILL + 1D10 VS 
  DEFENDER'S REF + SKILL* + 1D10
  *MartiaI arts, Fencing, Melee, Dodge 
  or Athletics can be used, depending on 
  situation and Referee decision.
  -
  file:///E|/tempus/107.htm [10/26/2001 4:36:28 AM]
  
  Martial Arts & Brawling
  Martial Arts & Brawling
   
  Brawling and Martial Arts attacks are different from other melee attacks in 
  that an attack can be made in a number of ways. You could, as an attack, use:
  G     Strike: Cause 1D6/2 + Damage Modifier.
  G     Kick: Cause 1D6 + Damage Modifier.
  G     Block/Parry: Stop or absorb damage.
  G     Dodge: -1 to Attacker's hit roll.
  G     Disarm: On successful roll, knock or remove weapon from opponent's 
  hand.
  G     Throw: Requires a Grapple first. Opponent is knocked to ground, 
  taking 1D6 + Damage Modifier, plus making a stun roll at -2.
  G     Hold: A painful joint or body hold. You must Grapple your opponent 
  first. Foe is immobilized until an escape is made.
  G     Escape: On successful roll, you are free of the hold and may move.
  G     Choke: Requires hold or grapple as the previous move. Opponent 
  takes 1D6 damage per turn.
  G     Sweep/Trip: Knock opponent to ground. He is -2 to next his attack; 
  you gain +2 to your next attack.
  G     Grapple: A grabbing or holding move, prerequisite to applying a 
  throw, choke or hold as the next action.
  Martial Arts: Martial Arts are traditional forms of melee combat that have 
  been developed to be deadlier than regular brawling. All martial arts 
  techniques have key attacks - attacks which reflect the particular strengths of 
  the technique. When a key attack is used, such as a karate kick, the character 
  gains an +2 to +4 attack bonus (depending on the style of martial art).
  For example, Karate would have the following moves:
  Strike
  +2
  Block/Parry
  +2
  Kick
  +2
  A Karate Master would be able to do any other type of move, but would be 
  better at these three.
  A Master of Choi Li Fut would have:
  Strike
  +2
  Block/Parry
  +2
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  Martial Arts & Brawling
  Kick
  +2
  Throw
  +1
  Dodge
  +1
  - making him far more versatile than our Karate Master.
  Of course, it would far more difficult to learn Choi Li Fut than Karate; this is 
  reflected in the difficulty level of the form. The number of improvement points 
  normally required to increase your level of skill is multiplied by the difficulty 
  level to show this.
   
  MARTIAL ARTS FORMS & SPECIALIZATION BONUSES
  Style 
  and 
  Difficulty 
  Lvl.
  StrikeKickBlockDodgeThrowHoldEscapeChokeSweepGrapple
  Karate 
  (2)
  +2
  +2 +2
  -
  -
  -
  -
  -
  -
  -
  Judo (1) -
  -
  -
  +1
  +3
  +2
  +2
  -
  +2
  +2
  Boxing 
  (1)
  +3
  -
  +3
  +1
  -
  -
  -
  -
  -
  -
  Thai 
  Boxing 
  (4)
  +3
  +3 +2
  -
  -
  -
  -
  -
  -
  +1
  Choi Li 
  Fut (3)
  +2
  +2 +2
  +1
  +1
  -
  -
  -
  +2
  -
  Aikido 
  (3)
  -
  -
  +4
  +3
  +3
  +3
  +3
  +1
  +3
  +2
  Animal 
  Kung Fu 
  (3)
  +2
  +2 +2
  +2
  -
  -
  -
  -
  +1
  -
  Tae 
  Kwon Do 
  (4)
  +3
  +3 +2
  +1
  -
  -
  -
  -
  +2
  -
  Savate 
  (2)
  -
  +4 +1
  +1
  -
  -
  -
  -
  -
  -
  Wrestling 
  (1)
  -
  -
  -
  -
  +3
  +4
  +4
  +2
  +2
  +4
  Capeoira 
  (3)
  +1
  +2 +2
  +2
  -
  -
  -
  -
  +3
  -
  Damage: In addition, martial arts are far more deadly than regular brawling. 
  When using martial arts, you will gain a damage bonus equal to your current 
  file:///E|/tempus/108.htm (2 of 3) [10/26/2001 4:36:29 AM]
  
  Martial Arts & Brawling
  level of martial arts in addition to any strength bonuses.
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  Dodging
  Dodging
   
  Defenders can try to dodge melee attacks by announcing their intention to 
  dodge at the start of the turn. This will impose a -2 attack penalty to any 
  attacks made against them in that turn; however, any other actions the 
  defender makes will have a corresponding -3 penalty for each successive 
  action.
  DODGE = -2 TO ATTACKER ROLL, -
  3 TO DEFENDER'S OTHER 
  ACTIONS
  -
  file:///E|/tempus/109.htm [10/26/2001 4:36:30 AM]
  
  Parrying
  Parrying
   
  Defenders may also elect to parry melee attacks by announcing their intention 
  to parry at the start of the turn. Any attacks made during the turn must expend 
  their damage against the parrying object first.
  Swords and other bladed weapons can be used to parry without taking 
  damage, but must make a save (9 or lower on 1D10 for normal weapons) to 
  avoid breaking. Any other actions the defender makes will have a 
  corresponding -3 penalty for each successive action.
  PARRY = STOPS THE ATTACK AT -
  3 TO DEFENDER'S OTHER 
  ACTIONS
  -
  file:///E|/tempus/110.htm [10/26/2001 4:36:31 AM]
  
  Melee Damage
  Melee Damage
   
  When making melee attacks with weapons, the damage is listed as part of the 
  weapons description.
  When making a melee attack, you must also add a damage modifier based on 
  your character's body type to any damage. This damage modifier is listed in 
  the Damage Modifier Table below.
  DAMAGE MODIFIERS
  Strength
  Add to Damage
  Very Weak
  -2
  Weak
  -1
  Average
  +0
  Strong
  +1
  Very Strong
  +2
  Body Type 11-12
  +4
  Body Type 13-14
  +6
  Body Type 15+
  +8
  -
  file:///E|/tempus/111.htm [10/26/2001 4:36:32 AM]
  
  Monoknives, Monokatanas and Slice & Dice
  Monoknives, Monokatanas and Slice & Dice
   
  Monoknives, monokatanas and Slice & Dices do double damage on a 
  natural attack roll of 10. These weapons will always break on a fumble (a 
  natural 1), and require a special roll to determine if they shatter when used to 
  parry (4 or less on 1D10). Unless otherwise noted in the weapon's description, 
  all mono-edge weapons are at 1/3xSP vs. soft armors, 2/3xSP vs. hard 
  armors.
  file:///E|/tempus/112.htm [10/26/2001 4:36:33 AM]
  
  Cyberbeasts
  Cyberbeasts
   
  "Cyberbeast" is the popular term used to describe any cybernetically 
  controlled weapon that is stored in the body and yet has the capacity to attack 
  on its own. Cyberbeasts may make one attack per turn. They have a total 
  attack skill of 10+1D10; in all other aspects, they attack as characters would. 
  The most common type of cyberbeast is the cybersnake, which cause 1D6 in 
  damage per attack.
  file:///E|/tempus/113.htm [10/26/2001 4:36:34 AM]
  
  Vehicles In FNFF
  Vehicles In FNFF
   
  Vehicles involve two elements. The first is control of the vehicle; the second is 
  attacks and damage. Although a more realistic system is included in Solo of 
  Fortune, this simple system will work for most cases.
  a) Making a Control Roll: To control a vehicle you must roll a combination of 
  your
  REF + DRIVING/PILOTING 
  SKILL+1D10+ MODIFIERS
  equal to or greater than a specific control number. The control number is 
  determined by the difficulty of the maneuver you want to perform.
  Simple (swerve, take off or land, hover, rotate)
  15
  Difficult (tight turn, control a skid, recover from a stall, 
  emergency stop, pull out of dive, reverse or pull away)
  20
  Very Difficult (bootlegger turn, regain control from spin)
  25
  b) When making your roll: you must add any and all modifiers that apply to 
  the situation to your final Control Roll. There are modifiers for both vehicles 
  and speed of travel:
  CONTROL MODIFIERS
  Standard car
  -0
  Limousine
  -3
  Sportscar
  +2
  AV-4
  -2
  AV-6
  +2
  AV-7
  +1
  Motorcycle
  +1
  Truck
  -4
  Rotorcraft
  -0
  Osprey
  -0
  Boat
  -1
  Double safe speed
  -2
  Triple safe speed
  -4
  Four times safe speed
  -6
  On a failed roll, roll 1D6 and consult the Control Loss Table below:
  file:///E|/tempus/114.htm (1 of 2) [10/26/2001 4:36:34 AM]
  
  Vehicles In FNFF
  CONTROL LOSS TABLE
  Roll
  Result
  1-2
  Skid or slew; no other 
  result.
  3-4
  Major skid; slide 1D10x10 
  feet sideways in direction 
  of travel. Aircraft stalls, 
  losing 1D10x50 feet of 
  altitude.
  5-6
  Roll ground vehicle after 
  sliding 1D10x10 feet 
  sideways in direction of 
  travel; take 5D6 damage. 
  Aircraft goes into spin, lose 
  1D10x100 feet of altitude.
  -
  file:///E|/tempus/114.htm (2 of 2) [10/26/2001 4:36:34 AM]
  
  Vehicle Combat
  Vehicle Combat
   
  Vehicle combat is performed exactly as with other combat, applying all 
  appropriate modifiers, and using the Weapon Skills appropriate for the type of 
  weapon. Shots are not targeted and there are no location for damage. 
  Vehicles are usually armed with lasers, missiles, machine guns and railguns, 
  and may receive bonuses for turret mounted weapons.
  file:///E|/tempus/115.htm [10/26/2001 4:36:35 AM]
  
  Vehicle Damage
  Vehicle Damage
   
  Vehicles have both SP values and Structural Damage Points (SDP). If 
  armored, the vehicle's SP is subtracted from the damage taken, with the 
  remaining damage subtracted from the vehicle's SDP.
  When a vehicle is reduced to 0 SDP, it is considered to be destroyed or 
  inoperable, in this simplified system, there are no locations for damage - all 
  points are subtracted directly from the vehicle's SDP.
  Crashing & Ramming
  Crash and ram damage is determined by dividing the speed of the moving 
  vehicle by 20 (round down), to determine the number of six-sided dice thrown. 
  This value is multiplied by a modifier based on the mass of the object collided 
  with, listed in the Weight Modifier Table below. The vehicle takes this many 
  dice in. damage to its SDP, while all occupants take one-half of this die 
  amount.
  WEIGHT MODIFIER TABLE
  Size
  Multiplier
  Very Light (small box, 
  feathers) . x.5 Light (man, 
  large box)
  x1
  Medium (motorcycle)
  x2
  Heavy (car)
  x3
  Very Heavy (truck, ground) x4
  -
  file:///E|/tempus/116.htm [10/26/2001 4:36:36 AM]
  
  Cyberware List
  Cyberware List #2
  .
  CYBERAUDIO
  (M)
  -
  BASIC HEARING 
  MODULE No option 
  limit
  500
  2D6
  Amplified Hearing
  (N)
  (AH)
  +1 Awareness when 
  using auditory cues
  200
  1
  Radio Link
  (N)
  (RL)
  Radio 
  communication up to 
  1 mile
  100
  1
  Phone Splice
  (N)
  (PS)
  Full Cellular 
  communication 
  (large city only)
  150
  1
  Scrambler
  (N)
  (SC)
  Cannot overhear 
  communications w/o 
  descrambler
  100
  0.5
  Bug Detector
  (N)
  (BD)
  Detect taps, bugs up 
  to 3 m. 60% effective
  200
  0.5
  Voice Stress Analyser
  (N)
  (VSA)
  Lie detector. +2 to 
  Human Perception 
  Interrogation skills
  200
  1
  Sound Editing
  (N)
  (SE)
  +2 to Awareness to 
  overhear one specific 
  conversation
  150
  0.5
  Enhanced Hearing 
  Range
  (N)
  (EH)
  Ability to hear 
  supersonic, subsonic 
  ranges
  150
  2
  WearMan™
  (N)
  (WM)
  Stereo music system 100
  0.5
  Radar Detector
  (N)
  (RD)
  Beeps if radar beam 
  is encountered, fixes 
  source (40%)
  150
  0.5
  Homing Tracer
  (N)
  (HT)
  Can follow tracer up 
  to 1 km distant
  200
  0.5
  Tight Beam Radio Link
  (N)
  (TBR)
  Allows untappable 
  radio comm within 
  line of sight
  200
  1
  Wide Band Radio 
  Scanner
  (N)
  (WB)
  Will pick up all 
  transmissions on all 
  bands. A scanner
  100
  2
  file:///E|/tempus/058.htm (1 of 5) [10/26/2001 4:36:39 AM]
  
  Cyberware List
  Micro-recorder Link
  (N)
  (MR)
  Transmits to recorder 
  in body or via plugs
  100
  0.5
  Digital Recording Link
  (N)
  (DR)
  Transmits sounds to 
  a digital recorder
  100
  0.5
  Level Damper
  (N)
  (LD)
  Automatic noise 
  compensation
  300
  0.5
  CYBERARM
  (CR) -
  STANDARD ARM 
  REPLACEMENT (4 
  options allowed)
  3,000
  2D6
  CYBERLEG
  (CR) -
  STANDARD LEG 
  REPLACEMENT (3 
  options allowed)
  2,000
  2D6
  Quick change Mount
  (N)
  (QC)
  Allows 1 turn 
  changing of 
  cyberwear
  200
  2
  Hydraulic Rams
  (N)
  (HRAM) Increase limb SDP to 
  30, 3x normal 
  damages
  200
  3
  Thikened Myomar
  (N)
  (THK)
  Increase limb SDP to 
  25, 2x normal 
  damage +50% on 
  leaps
  250
  2
  Reinforced Joints
  (N)
  (RJ)
  Increase limb SDP 
  by +5
  200
  1
  Artificial Shoulder Mount (CR) (ASHO) Mount extra arms (2) 
  below first set. 1 only
  1,500
  2D6
  Microwave/EMP 
  Shielding
  (N)
  (MSR)
  Limb is unaffected by 
  Microwave side 
  effects
  300
  1
  Plastic Covering
  (N)
  (PSTK) In colors transparent, 
  etc
  1-200 1
  RealSkinn™
  (N)
  (REAL) Limb looks real 
  (DIFFICULT task). 
  Lowers HC by 1D6/2
  200
  -
  SuperChrome®
  (N)
  (SUPR) Highgloss metallic 
  covering
  200
  3
  Kevlar
  (N)
  (ARM)
  Armors Cyberlimb to 
  SP20
  200
  1D6
  HANDS & FEET
  -
  -
  ATTACH TO 
  CYBERLIMBS
  -
  -
  file:///E|/tempus/058.htm (2 of 5) [10/26/2001 4:36:39 AM]
  
  Cyberware List
  Standard Hand
  (N)
  (STD)
  Resembles normal 
  hand
  150
  0
  Ripper Hand
  (N)
  (RPH)
  Standard hand with 
  rippers built in
  600
  2D6
  Hammer Hand
  (N)
  (HAM)
  Hydraulic Ram fist 
  does 1D10 damage
  600
  2D6
  Buzzer Hand
  (N)
  (BUZ)
  Wire circular saw. 
  2D6+2 damage soft 
  armor reduced
  600
  2D6
  Tool Hand
  (N)
  (TOL)
  Fingers contain 
  screwdriver, wrench 
  small drill, etc
  600
  2
  Grupple Hand
  (N)
  (GRP)
  Extends rocket 
  propelled grapple, 
  100 line
  350
  3
  Extension Hand
  (N)
  (EXT)
  Hand extends on 
  collapsable sleeve 
  up to 1 m
  350
  2
  Spike Hand
  (N)
  (SPK)
  Palm spike extends 
  through fingers 
  1D6+3 AP damage
  500
  2D6
  Modular Hand
  (N)
  (MOD)
  Choose any 4 
  modular tools
  600
  2
  Standard Foot
  (N)
  (STDF) Resembles normal 
  foot
  200
  0
  Talon Foot
  (N)
  (TAL)
  Extends toe blades 
  1D6 damage (AP = 
  knife)
  600
  2D6
  Tool Foot
  (N)
  (TOLF) Toes contain 
  screwdriver, wrench, 
  small drill, etc
  300
  2
  Web Foot
  (N)
  (WEB)
  Double swimming 
  speed, +3 to swim 
  skill
  500
  2
  Grip Foot
  (N)
  (GRPF) Designed for better 
  gripping strength +2 
  to Climb
  500
  2
  Spike Heel Foot
  (N)
  (SPKF) Heel spike for 
  climbing or lethal 
  kicks 2D6 AP 
  damage
  500
  2D6
  file:///E|/tempus/058.htm (3 of 5) [10/26/2001 4:36:39 AM]
  
  Cyberware List
  BUILT INS
  -
  -
  BUILT INTO 
  CYBERLIMBS
  -
  -
  AV Tape Recorder
  (N)
  (AVR2) 2 hour micro 
  cassette storage 
  needs ext pickup
  250
  1
  Cybermodem
  (N)
  (CMD)
  Built in "cyberdeck" 
  5,000 for Cellular 
  version
  3000
  1
  Digital Recorder
  (N)
  (DGRC) Digital Chip recorder. 
  Must download or 
  erase chip
  300
  1
  Storage Space
  (N)
  (STR)
  2"x6" storage space. 
  Can be locked
  50
  5
  MiniCam
  (N)
  (CAM)
  Pop up Digital 
  Camera (20 shots)
  200
  2
  MiniVid
  (N)
  (MVID)
  Pop up Mini video 
  (30 minutes)
  400
  2
  Hidden Holster
  (N)
  (HOL)
  Weapon size based 
  on Body Type
  100
  1
  LCD Screen Readout
  (N)
  (LCD)
  Can be linked to any 
  output device
  200
  1
  Techscanner
  (N)
  (TKSN) Similar to 
  Techscanner
  400
  3
  CYBERWEAPONS
  -
  -
  BUILT INTO 
  CYBERLIMB
  -
  -
  Grenade Launcher
  (N)
  (GLN)
  Weapon Carries 1 
  grenade of any type
  500
  2D6
  Micro-Missile Launcher
  (N)
  (MML)
  Weapon Fires 4 mini-
  missiles, 4D6 
  damage each
  900
  2D6
  Popup Gun
  (N)
  (PUG)
  Weapon Size based 
  on Body Type
  2-800 2D6
  Flame Thrower
  (N)
  (FTH)
  Weapon Damage 
  2D6 1st turn, 1D6/2 2 
  turns after
  600
  2D6
  Weapon Mount & Link
  (N)
  (WML)
  Mounting plate plus 
  neural link for 1 
  weapon
  100
  3
  2 shot Capacitor Laser
  (N)
  (LSR)
  Shoulder mounted. 
  As a laser, only 
  smaller 3D6 damage
  800
  2D6
  file:///E|/tempus/058.htm (4 of 5) [10/26/2001 4:36:39 AM]
  
  Cyberware List
  LINEAR FRAMES
  -
  -
  IMPLANTED 
  EXOSKELETON 
  FOR STRENGTH
  -
  -
  Frame Sigma
  (MA) SIGMA Strength = 12
  6000
  2D6
  Frame Beta
  (MA) BETA
  Strength = 14
  8000
  2D6
  Frame Omega
  (MA) OMEGA Strength = 16
  10,000 3D6
  BODY PLATING
  -
  -
  EXOARMOR FOR 
  COVERING BODY
  -
  -
  Cowl
  (MA) (SKUL) Skullcap, covers 
  head in SP 25
  200
  1D6
  Faceplate
  (CR) (FACE) Protective facemask 
  SP 25
  400
  4D6
  Torso Plate
  (MA) (TORS) Torso protection SP 
  25
  2000
  3D6
  Front Optic Mount
  (MA) (FOM)
  Allows up to 5 optics 
  to be mounted on 
  face
  1000
  4D6
  Sense ext. ("Rabbit 
  Ears")
  (M)
  (RABB) Head mounted 
  extensors for audio, 
  optics, etc.
  500
  3D6
  .
   
  file:///E|/tempus/058.htm (5 of 5) [10/26/2001 4:36:39 AM]
  
  Fashionware
  Fashionware
   
  While a cyborg is usually defined as anyone who has mechanical technology 
  grafted into his body, the line is actually pretty nebulous (is your girlfriend a 
  cyborg because she wears contact lenses? Is your grandmother a cyborg 
  because she has a hearing aid and an artificial hip joint?). In this hazy zone of 
  cybertech is fashionware - little hi-tech gadgets common to the Cyberpunk 
  future.
  Biomonitor: This is a favorite of Solos, gadget freaks, and harried Corporates 
  worried about their blood pressure. Mounted just below the skin of the 
  forearm, the Biomonitor gives a constant readout of pulse, respiration, 
  brainwaves, blood sugar, temperature, and cholesterol levels. The display is a 
  pattern of word shaped LEDs, each running a color sequence from red 
  (critical) to green (excellent). As conditions change, the colors change. The 
  user merely shoots back his cuff, looks for the little glowing word display he 
  wants, and checks the color. In game terms, this adds +2 to any Resist 
  Torture/Drugs check.
  Skinwatch: The predecessor of the Biomonitor, the Skinwatch is implanted 
  just below the epidermis, and uses tiny LEDs to project glowing numerals 
  through the skin. Skinwatches can be mounted anywhere, although the hand, 
  wrist and fingers are the most common. Advanced versions can be reset by 
  pressing the display gently until the right number combinations come up; really 
  advanced versions have alarms that beep quietly. Use your imagination.
  Light Tattoos: These are light emitting chemical patches inserted under the 
  first couple layers of skin. They store light and emit it in colors or patterns.
  Shift-tacts: These are colored contact lenses, designed to mimic certain 
  aspects of more expensive cyberoptics. Mirrored contacts in all tints, 
  temperature or emotion sensitive contacts that change color on demand, logo 
  or patterned contacts. These are available in most fashionable bodyware 
  shops. Check it out.
  ChemShins: These are special dyes and chemicals which are impregnated or 
  rubbed into the skin. Some change the skin color to a new shade as desired. 
  Others are temperature sensitive, and shift colors in vibrant patterns when 
  warmed or cooled. Very expensive chemskins are sensitive to hormonal 
  changes; you could buy a chemskin that would make yellow and black tiger 
  stripes appear on your skin when you became angry or excited.
  file:///E|/tempus/059.htm (1 of 2) [10/26/2001 4:36:40 AM]
  
  Fashionware
  Synthskins: A more sophisticated version of light tattoo technology, a 
  synthskin is a layer of color-shifting plastic bonded to the character's outer 
  skin. A synthskin can be adjusted to display colors, patterns, light-flares or 
  other special effects, using tuning chips (cost 100eb) which are plugged into a 
  socket in the skin (usually under the hairline).
  Techhair: The shafts of this artificial hair are impregnated with various types 
  of reactive chemicals. Some types are temperature sensitive and change color 
  or stand up depending on the weather. Others contain the same pigments 
  used in light tattoos, storing and emitting colored light in patterns. Still others 
  can change color as desired by using special chemical shampoos. Techhair 
  can be implanted in mohawks, hair weaves, full hairpieces, manes, ruffs, 
  whiskers and other less obvious (but interesting) places.
  file:///E|/tempus/059.htm (2 of 2) [10/26/2001 4:36:40 AM]
  
  Cyberware List
  Cyberware List #1
   
  Example: the two letter code following the enhancement is used to identify the 
  enhancement on a character sheet. For example Cyberoptic (IE, TA, ME, MV) 
  would mean a Cyberoptic with Image Enhancement, Targeting Scope, Micro 
  optics and Micro Video recording).
  Cyberware
  Surg. ID Code Description
  Cost
  H.Loss
  FASHIONWARE
  -
  -
  APPEARANCE 
  AND COSMETIC 
  CYBERWARE
  -
  -
  Biomonitor
  (N)
  (BIO)
  +2 to Resist 
  Torture & Drugs 
  100
  1
  Skinwatch
  (N)
  (SWTC) Subdermal 
  timepiece
  50
  1
  Light Tattoo
  (N)
  (LT)
  Decorative tattoo
  1-20
  0.5
  Shift-tacts 
  (N)
  (SHF)
  Color changing 
  contact lenses
  1-200
  0.5
  ChemSkins
  (N)
  (CSK)
  Color/pattern 
  changing skin tints
  200
  1D6/2
  Synthskins
  (N)
  (SYN)
  Color/pattern 
  changing artificial 
  skin 
  400
  1D6
  Techhair
  (M)
  (TEH)
  Color/light emitting 
  artificial hair
  1-200
  2
  NEURALWARE 
  (Processor)
  (M)
  -
  BASIC 
  PROCESSOR 
  MUST HAVE FOR 
  ALL SYSTEMS
  1000
  1D6
  Kerenzikov 
  Boosterware
  (N)
  (RFB)
  Adds +1 to 
  Initiative rolls for 
  every level bought.
  500
  1D6/2D6
  Speedware 
  (Sandevistan)
  (N)
  (SW)
  Adds +3 to 
  Initiative rolls for 5 
  turns.
  1600
  1D6/2
  Tactile Boost
  (N)
  (TB)
  Increased 
  sensitivity +2 on 
  any touch 
  Awareness check.
  100
  2
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  Cyberware List
  Olfactory Boost 
  (N)
  (OLF)
  Increase 
  Awareness via 
  smell by +2 Allows 
  scent tracking. 
  100
  2
  Pain Editor 
  (N) 
  (TE)
  Tunes out hot, 
  cold, pain. 
  200
  2D6
  Cybermoden Link 
  (N)
  (PE)
  Allows direct 
  connection to a 
  cybermodem. 
  100
  1pt
  Vehicle Link
  (N)
  (VLNK) For direct vehicle 
  operation only. 
  100
  3
  Smartgun Link 
  (N) 
  (WLNK) For direct 
  smartweapon 
  operation only. 
  100 
  2
  Machine/Tech Link (N) 
  (MLNK) Allows control of 
  autofactories, large 
  & small machines.
  100
  2
  DataTerm Link
  (N)
  (DLNK) Allows 
  downloading from 
  DataTerms to 
  internal memory.
  100
  2
  Interface plugs
  (M)
  (PLG)
  Allows direct 
  connection to 
  smart weapons, 
  vehicles.
  200
  1D6/pair
  CHIPWARE
   
   
   
   
   
  Reflex Chips
  -
  (APTR) Chips reflex based 
  skills Tech Skills 
  requiring 
  manipulation.
  varies
  0
  Memory Chips
  -
  (MRAM) Chips INT and 
  other cognitive 
  skills databases.
  varies
  0
  Chipware Socket
  (N)
  -
  Allows up to 10 
  chips to be loaded.
  200
  1D6/2
  IMPLANTS
  -
  -
  CYBERWEAR 
  PLACED IN THE 
  BODY
  -
  -
  Nasal Filters
  (M)
  (NF)
  Stops toxic gases, 
  fumes 70% 
  effective.
  60
  2
  file:///E|/tempus/057.htm (2 of 6) [10/26/2001 4:36:43 AM]
  
  Cyberware List
  Gill
  (MA) (GL)
  Water breathing 
  system, good for 4 
  hours.
  400
  3D6
  Impendent Air 
  Supply
  (MA) (IA)
  Good for 25 
  minutes.
  300
  2D6
  Mr. Studd™ Sexual 
  Implant
  (MA) (MS)
  All night, every 
  night. And she'll 
  never know.
  300
  2D6
  Contraceptive 
  Implant
  (M)
  (CI)
  Good for 5 years. 
  98% effective.
  100
  0.5
  Subdermal Pocket
  (M)
  (PKT)
  2"x4" space with 
  Realskinn™ zipper.
  200
  2D6
  Adrenal Booster
  (M)
  (ADB)
  Boosts REF by +1 
  for 1D6+2 turns, 3x 
  per day.
  400
  2D6
  Subdermal Armor
  (CR) (SDA)
  Armors torso to SP 
  18.
  1,200
  2D6
  Motion Detector
  (M)
  (MD)
  Detects motion in a 
  20sq/m area. 70% 
  effectiveness.
  200
  2D6
  Digital Recorder
  (M)
  (DGR)
  2 hrs storage from 
  any digital source.
  200
  2pts
  Audio/Video Tape 
  Recorder
  (M)
  (AVR)
  2 hrs storage from 
  video, audio links.
  300
  2
  Radar Sensor
  (M)
  (RA)
  100 m range radar. 
  Must have 
  cyberoptic 70% 
  effective.
  200
  2
  Sonar Implant
  (M)
  (SN)
  50 m range sonar. 
  For water only. 
  70% effective.
  300
  2
  Radiation Detector
  (M)
  (RAD)
  10 m range. 80% 
  detection 
  effectiveness.
  200
  2
  Chemical Analyser
  (M)
  (CH)
  5 m range. 70% 
  effectiveness.
  200
  2
  Voice Synthesizer
  (M)
  (VS)
  Can mimic any 
  recorded sound 
  (60%), up to 10 
  sounds.
  600
  1D6
  file:///E|/tempus/057.htm (3 of 6) [10/26/2001 4:36:43 AM]
  
  Cyberware List
  AudioVox
  (M)
  (LS)
  Vocal synthesizer 
  for special effects 
  +2 to Performance.
  700
  2D6
  BIOWARE
  -
  -
  BIOLOGICAL 
  BASED 
  ENHANCEMENTS
  -
  -
  Grafted Muscle
  (MA) (GR)
  Up to +2 increase 
  to Body Type
  1000/pt 2D6
  Muscle and Bone 
  Lace
  (N)
  (MBL)
  Raises Body Type 
  by +2
  1,500
  1D6/2
  Skin Weave
  (N)
  (SKW)
  Armors body to SP 
  12
  2,000
  2D6
  Enhanced 
  Antibodies
  (N)
  (EA)
  Improve Healing by 
  +1 points per day
  3,000
  1D6/2
  Toxin Binders
  (N)
  (TBN)
  Improve Poison, 
  Drug Saves by +4
  3,000
  1D6/2
  Nanosurgeons
  (N)
  (NSR)
  Doubles healing 
  rate
  6,000
  1D6/2
  CYBERWEAPONS -
  -
  IMPLANTED 
  BODY WEAPONS
  -
  -
  Scratchers
  (N)
  (SCR)
  Body Weapon 
  (hands). 1D6/2 
  damage
  100
  2D6
  Implanted Fangs 
  (Vampires)
  (N)
  (VAM)
  Body Weapon 
  (mouth) 1D6/3 
  damage
  200
  3D6
  Rippers
  (M)
  (RIP)
  Body Weapon 
  (hands) 1D6+3 
  damage (AP = 
  knife)
  400
  3D6
  Wolvers
  (M)
  (WLV)
  Body Weapon 
  (hands) 3D6 
  damage (AP = 
  knife)
  600
  3D6+1
  Big Knucks
  (M)
  (BGN)
  Body Weapon 
  (hands) 1D6+2 
  damage
  500
  3D6
  Slice N'Dice
  (M)
  (SND)
  Body Weapon 
  (hands) 2D6 
  damage
  700
  3D6
  file:///E|/tempus/057.htm (4 of 6) [10/26/2001 4:36:43 AM]
  
  Cyberware List
  Cybersnake
  (MA) (CSN)
  Cyberweapon, self 
  controlling 1D6 
  damage
  1,200
  4D6
  CYBEROPTIC
  (MA) -
  BASIC EYE 
  MODULE (add up 
  to 4 options per 
  eye)
  500ea
  2D6 
  each
  Color Shift
  (N)
  (CF)
  Allows color 
  changes, special 
  fashion effects
  300
  0.5
  Image 
  Enhancement
  (N)
  (IE)
  +2 Awareness 
  when using visual 
  search
  300
  1
  Targeting Scope
  (N)
  (TA)
  +1 on all smartgun 
  attacks
  400
  2
  Times Square 
  Marquee
  (N)
  (TS)
  LED Screen in 
  vision field for 
  messages
  300
  1
  Teleoptics
  (N)
  (TE)
  Telescope ability to 
  20x
  150
  0.5
  Micro-optics
  (N)
  (ME)
  Microscope
  150
  0.5
  Anti Dazzle
  (N)
  (AD)
  Immune to flash, 
  laser blinding
  200
  0.5
  Low Lite™
  (N)
  (LL)
  See in dim light 
  almost total 
  darkness
  200
  0.5
  Thermograph 
  sensor
  (N)
  (TH)
  See heat patterns, 
  temperature 
  readings
  200
  1
  Infrared
  (N)
  (IR)
  See in total 
  darkness, using 
  heat emissions
  200
  1
  Ultra Violet
  (N)
  (UV)
  See in darkness, 
  using UV flash
  200
  1
  MicroVideo Optic
  (N)
  (MV)
  Video record up to 
  20 min (takes 2 
  option spaces)
  300
  0.5
  Digital Camera
  (N)
  (DC)
  Digital Camera, 
  shoots up to 20 
  images (as 2 
  options)
  300
  0.5
  file:///E|/tempus/057.htm (5 of 6) [10/26/2001 4:36:43 AM]
  
  Cyberware List
  Dartgun
  (N)
  (DE)
  Poison weapon 
  (takes 3 option 
  spaces). Holds 1 
  dart
  200
  2
  .
   
  file:///E|/tempus/057.htm (6 of 6) [10/26/2001 4:36:43 AM]
  
  Gear Description
  GEAR DESCRIPTIONS
   
  Fashion
  Security
  Tools
  Medical
  Personal Electronics
  Furnishings
  Data Systems
  Vehicles
  Communications
  Lifestyle
  Surveillance
  Groceries
  Entertainment
  Housing
   
   
  file:///E|/tempus/047.htm [10/26/2001 4:36:44 AM]
  
  Security
  Security
   
  Keylock/Cardlock/Vocolock: increasingly complex methods of portal 
  security. The keylock is a mechanical lock and must be attacked that way. 
  Card- and vocolocks are electronic, (cardlocks use a magnetically-coded card, 
  vocolocks employ voice-recognition technology). Each type of lock has four 
  increasing levels of complexity, and a single security system may incorporate 
  all 3 types of locks.
  Type
  Difficulty
  Level
  Low Security
  Average
  (15)
  Medium Security Difficult
  (20)
  High Security
  Very Difficult
  (25)
  Maximum 
  Security
  Nearly Impossible(30)
  Cardlock Decryptor: the probe of this device is inserted into a card lock 
  instead of the normal card. A Decryptor operates by adding +5 to your basic 
  TECH+Electronic Security+1D10 skill check against the lock.
  VocDecriptor: a vocal modulator for penetrating vocolocks. See above.
  Security Scanner: this device searches out electromagnetic fields generated 
  by various alarm systems (75% chance of location). A TECH of INT roll may 
  be needed to identify the style of alarm encountered.
  Poison Sniffer: can be set to check air or liquid for a specific poison(s). 
  Otherwise, it will simply alert you to foreign substances. 85% accuracy.
  Jamming Transmitter: usually comes in 2 or 3 large cases, but can till an 
  entire van. Jams electromagnetic transmissions in a 1000 foot area (that 
  includes cellular phones and some cyberware).
  Scanner Plate: a reading device for palmprint locks. Can be attached to any 
  type of Card or Voclock to add an extra layer of security.
  Movement Sensor: a typical alarm system. Covers seismic, sonar, and fixed 
  IR or visible light networks. Detects movement in a defined area, with a 95% 
  reliability. The sensory processor is about the size of a pack of cigarettes.
  Passcard: the most common unlocking device for a cardlock.
  file:///E|/tempus/047g.htm (1 of 2) [10/26/2001 4:36:45 AM]
  
  Security
  Tracking Device: hand held or suitcased equipment for detecting/following 
  tracer buttons. Range is 1 mile.
  Tracer Buttons: can be any size from a matchbook to a pin. Uses 
  radioactivity or constant/pulsed radio transmission to pinpoint who or what It's 
  attached to. Some can be turned on/off remotely. Usually bought in sets of 6.
  Handcuffs: just what it says. Probably a little stronger (a NEARLY 
  IMPOSSIBLE task to break) due to new alloys. Often (50%) opened with a 
  form of cardlock.
  Striptape Binders: great for riot control. One-use-only plastic locking strips 
  for temporary handcuffs and leg ties (VERY DIFFICULT to break). With 
  ceramic fibers to resist cutting, and guaranteed fireproof. Come in boxes of 12.
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  Tools
  Tools
   
  Techscanner: a small handheld microcomp with various I/O connectors and 
  probes. Techscanners run diagnostic programs, identify and examine 
  malfunctioning components, and display internal schematics on a small 
  screen.
  Cutting Torch: common oxy/acetalyne type out of a bottle. Hand held, about 
  a foot long. More powerful models are available, up to thermite lances at 5x-
  15x cost.
  Tech Tool Kit: mixed kit of tools for repair of mechanical items, usually in a 
  4"x16"x2" case.
  Electronics Kit: see above.
  Protective Goggles: protective eyewear for welding metal machining work, 
  chemical mixing, etc.
  Flashlight: you all know what this is. Beam range 100'-120' Can buy smaller 
  pocket lights (1/4 range) for half the normal price.
  Glowstik: chemlight in a 6" plastic tube. Shake or break to activate. Soft light 
  lasts up to 6 hours. Comes in green, blue, red.
  Flashpaint: fluorescent paint gives off soft light equal to Glowstik, lasts up to 
  4 hours.
  Flashtape: same as Flashpaint. Lasts 6 hours. Comes in verity of widths.
  Rope: braided synthetics in a variety of thicknesses and weights. Can hold up 
  to 1,000 Ibs.
  Breathing Mask: a common painter's style mask, nose and mouth coverage, 
  with two replaceable filters (1eb per 10 pack) on the sides. Good for keeping 
  out the smog.
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  Medical
  Medical
   
  Dermal Stapler: this automatically pulls the sides of a wound together and 
  sutures it with staples of a compressed organic material that dissolves after an 
  elapsed time.
  Spray Skin: a putty-tike spray gel for treatment of severe abrasions. 
  Antiseptic and sterile, it's also air permeable and flakes off in about two weeks.
  Cryotank: an advanced refrigeration tank; the cryotank will cool a body down 
  to preservation levels while life-support machines maintain the blood/oxygen 
  How. Designed to keep a dying body in relative stasis.
  Medkit: standard doctor's or military corpsman's bag. It contains antidotes, 
  dressings, drugs, applicators, medicines, and examining instruments (probes, 
  depressors, ocular light, stethoscope).
  Surgical Set: a full set of surgeon's tools (scalpel, retractor, probe, clamp, 
  tweezer, etc.). and chemicals or equipment for maintaining a sterile operating 
  field.
  First Aid Kit: the common household medic's box. 11 has bandages, 
  antiseptics, and a simple painkiller.
  Slap Patch: a small plastic pad containing a measured amount of medicine. 
  The pad is applied to the skin and the medicine is absorbed in steady doses. 
  See the Trauma Team section for drugs and prices.
  Airhypo: the "Bones McCoy" uses a quick burst of compressed air to force a 
  liquid drug through the skin. See the Trauma Team section for drugs and 
  prices.
  Medscanner: readouts: for body temperature, heartrate, blood pressure, 
  respiration, and blood sugarlevels. A small chipped database adds a +2 to 
  your Diagnose Skill.
  Drug Analyser: ranging in size from a book to a briefcase, this gadget 
  operates in a manner simular to the chemical sniffer. It will determine the 
  purity of a drug with a known composition, or identify the molecular makeup 
  and possible effects of an unknown substance that is simular to a drug already 
  programmed into its library.
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  Medical
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  Personal Electronics
  Personal Electronics
   
  Holo Generator: small box (approx. 4"x2'x6" inches) projects a holographic 
  picture from a replaceable chip. Generator is compatible with chips from most 
  digital cameras. Can be linked with a digital Recorder/Player.
  Video Board: monitor using flat-LCD technology. No thicker than an inch, 
  most video boards are built into TVs, but all types have input plugs for use as 
  a readout monitor for other electronic products. Large ones (20"x100") are 
  used as advertising signs. Videoboards are bought by the square foot.
  Datachip: the storage medium of the future for holding digital information. 
  Usually plastic-cased, chips come in the shape of buttons, flat squares and 
  triangular slivers. AH shapes can be read by all types of recording media by 
  use of adapter plugs.
  Logcompass: a form of programmable inertial compass that keeps track of 
  your changes in direction from a fixed bearing or point.
  Digital Recorder: audio recording device using datachip technology, most are 
  the size of two paperback books stacked flat. Some are smaller that a pack of 
  cards.
  Digital Camera: still images are "digitized" onto a chip cartridge. About the 
  size of a pack of cigarettes.
  VideoCam: can be mounted on a headset, a shoulder clamp, or hand held 
  depending on size (This affects price, size of recorded image, duration of 
  recording time, etc. The once given is for the most inexpensive shoulder-
  carried model.) Sound and image are usually recorded on a tape-pak that is 
  the size of a card deck or smaller, but you can direct feed to a transmission 
  device with a set of cables.
  Video/audio Tape Player: this device plays the videocam tape-paks, along 
  with many older-style audio tapes.
  Video Tape: see VideoCam. Note: the video tape of 2020 is a high density 
  digital media capable of handling both audio and visual images.
  Pocket TV: uses a flat-scan screen in a package 5"x5"x3/4" or smaller. Picks 
  up the majority of VHF, UHF stations.
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  Personal Electronics
  Digital Chip Player: this plays audio- and video-recorded chips. You must 
  plug into a video board to play the video Crack of a digital chip.
  Digital Music Chip: 1 to 6 pop album favorites (or any other music) slapped 
  into semiconductors and plastic. These chip are also available in a read-write 
  format as well.
  Electric Guitar: no longer the classic "axe", it's now lighter, more flexible in its 
  applications, and sometimes not even in a recognizable shape. It may have 
  even replaced the strings and frets with a series of key banks!
  Electronic Keyboard: little changed from (he present except in size and 
  power.
  Drum Synthesizers: common "new-wave" music equipment; a series of 
  percussion pads and a sound box. It will (it in a couple of suitcases and can be 
  arranged anyway the drummer pleases.
  Amplifier: see electronic keyboard. (For more on the instruments of the 2010s-
  20s, check out the supplement Rockerboy).
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  Furnishings
  Furnishings
   
  Nylon Carrybag: the athletic bag/kitbag of the 2000's, with a variety of logos 
  to choose from Sizes vary.
  Sleeping Bag: they're lighter weight, and can now take temperatures down to 
  ~100F. Compresses to a 12"x6"x4" wad.
  Inflatable Bed: self-inflating, highly-compressed mattress package. About 
  6"x2"x4" folded.
  Real Wood Furniture/ Synthetic Furniture: what more can we say?
  Futon: portable folding bed and pad; of Japanese origin.
  Apartment Cube: 10"x10"x8" living module in which all major furnishings and 
  appliances are hidden in flush wall recesses and are extended only for use. 
  Contains bed, closet, small stove, refrigerator, TV and digital entertainment 
  center, two chain, fold down desk, removable table. Rolls into place and can 
  be easily transported. Cubes are usually so small that if you had all your 
  furnishings extended at once, there'd be no room for you to stand!
  Lamp: it gives light. Comes in an infinity of shapes and colors.
  Cleaning Bot: small preprogrammed robotic cleaning device. Usually about 
  the size of a portable cannister vacuum. Not too smart.
  Vocal Switching System: voice-activated controls for light and appliances.
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  Data Systems
  Data Systems
   
  Laptop Computer: the common portable with internal hard drive, video board 
  (detachable), and slots for data/programming chips. These units do not have 
  the advanced CPUs and memory spaces available in a regular computer 
  system; they cannot be used for Netrunning.
  Pocket Computer: the classic 6"x3"x1/2" programmable calculator with 
  keyboard and chip slots, up to 100 pages of alphanumeric memory.
  Cybermodem: see Netrunning section. 
  Cellular Cybermodem: see Netrunning.
  Interface Cables: typical plug-ended splicing cables going from a cyber-
  operated machine to a person's interface sockets.
  Low Impedance Cables: special low-resistance/interference cables for 
  improved data transfer; they confer a +1 bonus on any interfacing tasks, such 
  as controlling cybervehicles or Netrunning.
  Trode Set: a low efficiency headset for "piggybacking" in the Net -2 to 
  Interface skill.
  Keyboard: can be accessorized to your cybermodem or other electronic 
  equipment. 
  Terminal: a computer workstation including keyboard, video board, and I/O 
  connectors. A terminal can be used to Netrun (making the runner immune to 
  most Black software), but is very, very slow (-5 to Interface Skills). Terminal 
  operators are commonly known as "net-tortoises"
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  Vehicles
  Vehicles
   
  Following are typical vehicles of the early 21st Century. For specific models, 
  see All Things Dark & Cyberpunk.
  Scooter: this is an updated, electrically powered version of the old Riva and 
  Vespa motoscooters of the 1990's. Top speed about 50mph, scooters can get 
  about 6 hours of travel per fastcharge (about 5 minutes at any service station).
  Motorcycle: these are updated versions of standard motorcycles. Most are 
  recumbent designs, with plastic farings that close over the driver. About half 
  are electrically powered. with top speeds of 65mph and about 8 hours travel 
  per fastcharge. CHOOH2 powered versions have a top end of 140mph and a 
  tour gallon tank.
  CityCar: one man (two in a pinch), three wheelers common in the Corporate 
  Zones. Top speed about 40mph, with 4 hours travel per fastcharge. CityCars 
  can also be rented (2.°° eb per mile) from convenient kiosks located around 
  most corporate areas; you use your debit card to rent from the vendor, drive 
  where you want, and drop the car off at the nearest vendor.
  Small Subcompact: usually methanol or CHOOH2 powered, these vehicles 
  have a top speed of around 90mph, a ten gallon tank and seat four in relative 
  comfort.
  Medium Sedan: methanol or CHOOH2 powered, these vehicles have a top 
  speed of around 90mph, a fifteen gallon tank and seat lour.
  Sportscar: almost always CHOOH2 powered (electrics just don't have the 
  speed). Top speed about 210, with a ten gallon tank. Seals 2.
  Luxury Sedan: methanol or CHOOH2 powered, these vehicles have a top 
  speed of around 90mph, a twenty gallon tank and seat six.
  Faitcharge: rapid (5 minutes) battery-recharge for electric vehicles. Available 
  at most service stations for 20eb per charge.
  CHOOH2: synthetic meta-alcohol fuel. About 1D6/3+1 euro per gallon (the 
  cost fluctuates wildly due to supply, demand and eco-terrorist activities).
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  Communications
  Communications
   
  Mastoid Commo: all commos are radio transceivers. This one if glued to the 
  jaw and temple; you send via subvocalization and receive with soundless 
  vibrations. Range 10 miles.
  Pocket Commo: a typical small walkie-talkie. Range 10 miles.
  Cellular Phone: communication on the move, anywhere within reach of a 
  radiotelephone transceiver network. There it a 100eb per month phone service 
  charge.
  MiniCell Phone: it fill in a cigarette pack.
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  Lifestyle
  Lifestyle
   
  Data Term™: this is a curbside computer terminal, with access to news, 
  weather, city maps, events schedules and other useful stuff. A DataTerm can 
  also be used as a plug-in point to the Net. Terms are mounted in concrete 
  pillars and are nearly indestructible. Theoretically.
  CredChip Account: a "debit card" that you use to carry your cash around in 
  instead of a wallet.
  Air: just what it says. In the U.S., Britain, and some parts of Eastern Europe, 
  the daily pollution gets so bad that you need to go to a miscellany of "air bars", 
  vendors, or streetcornes machines to buy a decent breath.
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  Surveillance
  Surveillance
   
  Binoculars: 'nuff said.
  Binoglasses: these high-tech vision aids combine binocular effects with a 
  laser rangefinder, and sometimes IR lenses. More expensive versions will 
  have a digital camera built in.
  LB Goggles: light intensification goggles boost ambient light for night vision 
  via "Starlite" technology. Goggles can be overwhelmed by sudden light level 
  increase. With tuning (DIFFICULT task), they can also detect active IR beams.
  IR Goggles: these pick up hazy, background infrared sources. Normally used 
  with an active IR source for invisible illumination.
  IR Flashlight: see above. UV flash is similar; also usable with the proper 
  cyberoptic.
  Line Tap: a device that can pick up voice or data transmissions from a 
  telecommunications line, then record or transmit them. The more sophisticated 
  models need not be directly connected to the line they're monitoring (they will 
  work up to a foot or so away), and can be remote controlled. Line Laps cannot 
  be used on systems installed or updated after 2008 due to the complete 
  switchover to fiber optics.
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  Groceries
  Groceries
   
  Kibble: a mass-produced nutrient that satisfies most requirements for 
  sustenance, but tends to look, smell, and taste like the dry pet food it takes its 
  name from.
  Generic Prepack: a step up from the common TV dinner, these meal packs 
  can be microwaved or refrigerated depending on what's inside. Many come 
  with their own chemtabs for heating of cooling. The cuisine isn't inspired, but it 
  beats kibble.
  Good Prepack: good restaurant meals in a package. The best quality pre-
  made meals you're going to find. For anything better, eat out, or prep it 
  yourself (and who really knows how to do that anymore?).
  Fresh: you know what that is. Well. at least you've met someone who's eaten 
  it. 
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  Housing
  Housing
   
  Coffin: one step up from a sleeping bag on the street. A stacked 
  accommodation which resembles its namesake, these sleeping boxes are 
  found in airports and flophouses worldwide. Usually coin-operated with a time 
  limit, the coffin gives you just enough room to turn around or read in bed: 
  restroom accommodations to be found elsewhere. More expensive models will 
  have a phone or mini-TV inside.
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  WEAPONS DESCIPTIONS
  WEAPONS DESCIPTIONS
   
  Note: All 2020 weapons are caseless ammunition, composite carbon fiber 
  designs. 
  WEAPON CODE = Type · Weapon Accuracy · Concealability · Availability · 
  Damage/Ammo · #Shots · ROF · Reliability
  Light Autopistols
  Heavy Submachineguns
  Medium Autopistols
  Assault Rifles
  Heavy Autopistols
  Shotguns
  Very Heavy Autopistols
  Heavy Weapons
  Light Submachineguns
  Exotics
  Medium Submachineguns Melee Weapons
   
   
   
   
   
   
   
   
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  HEAVY SUBMACHINEGUNS
  HEAVY SUBMACHINEGUNS
   
  Sternmeyer SMG 21
  SMG -1 L E 3D6 (11mm) 30 15 VR
  Sternmeyer's best entry in the anti-terrorist category, with wide use on C-
  SWAT teams and PsychoSquads.
  H&K MPK-11
  SMG 0 L C 4D6+1 (12mm) 30 20 ST
  Possibly the most used Solo's gun in existence, the MPK-11 can be modified 
  into four different designs, including a bullpup configuration, standard SMG, an 
  assault carbine, and a grenade launcher mount.
  Ingram MAC 14
  SMG -2 L E 406+1 (12mm) 20 10 ST
  Updated MAC-10, with composite body and cylindrical feeding magazine.
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  MEDIUM AUTOPISTOLS
  MEDIUM AUTOPISTOLS
   
  Militech Arms Avenger
  P 0 J E 2D6+1 (9mm) 10 2 VR
  Well-made autopistol with good range and accuracy. A professional's gun.
  Dai Lung Streetmaster
  P 0 J E 2D6+3 (10mm) 12 2 UR
  Another Dai Lung cheapie, built for the street.
  Federated Arms X-9mm
  P 0 | E 2D6+1 (9mm) 12 2 ST
  Saturday Solo's gun, used as a standard military sidearm in the U.S. and 
  E.C.C.
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  ASSAULT RIFLES
  ASSAULT RIFLES
   
  Militech Ronin Light Assault
  RIF +1 N C 5D6 (5.56) 35 30 VR
  A light, all purpose update, similar to the M-16B.
  AKR-20 Medium Assault
  RIF 0 N C 5D6 (5.56) 30 30 ST
  A plastic and carbon fiber update of the AKM, distributed throughout the re-
  mains of the Soviet Bloc.
  FN-RAL Heavy Assault Rifle
  RIF -1 N C 6D6+2 (7.62) 30 30 VR
  The standard NATO assault weapon for battlefield work. Bullpup design, 
  collapsing stock.
  Kalishnikov A-80 Hvy. Assault Rifle
  RIF -1 N E 6D6+2 (7.62) 35 25 ST
  Another Soviet retread, with improved sighting and lightened with composites.
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  HEAVY AUTOPISTOLS
  HEAVY AUTOPISTOLS
   
  BudgetArms Auto 3
  P -1 J E 3D6 (11mm) 8 2 UR
  It's cheap, It's powerful, It blows up sometimes. What else do you want?
  Sternmeyer Type 35
  P 0 J C 3D6 (11mm) 8 2 VR
  Rugged, reliable, with excellent stop-ping power. Another fine E.C.C. prod-uct 
  from the United Germanies.
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  SHOTGUNS
  SHOTGUNS
   
  Arasaka Rapid Assault Shot 12
  SHT -1 N C 4D6 (00) 20 10 ST
  A high powered auto-shotgun with lethal firepower. Used by Arasaka 
  worldwide. Another good reason to avoid the Boys in Black.
  Sternmeyer Stakeout 10
  SHT -2 N R 4D6 (00) 10 2 ST
  Light duty stakeout shotgun, used by city police departments.
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  VERY HEAVY AUTOPISTOLS
  VERY HEAVY AUTOPISTOLS
   
  Armalite 44
  P 0 J E 4D6+1 (12mm) 8 1 ST
  Designed as an alternate to the 1998 U.S. Army sidearm trials. A solid con-
  tender.
  Colt AMT Model 2000
  P 0 J C 4D6+1 (12mm) 8 1 VR
  Now the standard officer's sidearm for the U.S. Army, the M-2000 served well 
  in the Central American Wars.
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  HEAVY WEAPONS
  HEAVY WEAPONS
   
  Barrett-Arasaka Light 20mm
  HVY 0 N R 4D10 (20/9mm) 10 1 VR
  The cyberpsycho hunter's favorite. Almost 2 meters long, this "cannon" fires a 
  depleted uranium shell at super-sonic speeds. Heavy AP sub-caliber 
  penetrator damages armor 2 pts/hit.
  Scorpion 16 Missile Launcher
  HVY -1 N R 7D10 1 1 VR
  The third generation of the Stinger missile launcher, this shoulder arm fires 
  one missile.
  Militech Rocket-Grenade Launcher
  HVY -2 N R 6D10 1 1 VR
  Shoulder-mounted, rocket-powered grenade launcher. Heavily used in the 
  Central American conflicts under the name RPG-A.
  Grenade
  HVY 0 P P Varies 1 1 VR
  Types include Fragmentation (7D6), Incendiary (4D6 for 3 turns). Stun (-5 to 
  Stun), Dazzle (Blind for 4 turns), Sonic (deafened 4 turns), Gas (see FNFF 
  Gas Table).
  Grenade Launchers
  HVY 0 L/N R Varies 1 1 ST
  Launcher may be attached (under barrel) to any assault rifle, or hand-held. 
  Range 225m, Cost 150eb. Not compatible with Militech RPG-A.
  C-6 "Flatfire" Plastic Explosive
  HVY 0 P P 8D10 per kg. 1 1 VR
  Grey block of plastique, can be deto-nated by timer, tripwire or signal.
  Mine (all types)
  HVY 0 J P 40 10 1 1 VR
  Can be detonated by timer, tripwire, signal or motion detector.
  Kenshiri Adachi F-253 Flamethrower
  HVY -2 N R 2D10 10 1 ST
  Liquefied napalm sprayer. Back mounted and bulky. Does extra damage 
  following initial hit.
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  HEAVY WEAPONS
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  LIGHT SUBMACHINEGUNS
  LIGHT SUBMACHINEGUNS
   
  Uzi Miniauto 9
  SMG +1 J E 2D6+1 (9mm) 30 35 VR
  Uzi's entry into the 21st century, all plastic, with a rotary electric clip and 
  adjustable trigger. The choice for many security Solos.
  H&K MP-2013
  SMG +1 J C 2D6+3 (10mm) 35 32 ST
  Heckler&Koch's updating of the MP-5K classic, with compound plastics and 
  built in silencing.
  Federated Arms Tech Assault II
  SMG +1 J C 1D6+1 (6mm) 50 25 ST
  An updated version of the venerable Tech Assault I, features larger clip, bet-
  ter autofire, no melting. Honest.
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  EXOTICS
  EXOTICS
   
  Techtronica 15 Microwaver
  P 0 J P 1D6 10 2 VR
  Flashlight sized microwave projector.
  Militech Electronics LaserCannon
  RIF 0 N R 1-5D6 10 2 UR
  Milspec laser cannon, rarely seen.
  Avante P-1135 Needlegun
  P 0 P P Drugs 15 2 ST
  Lightweight, plastic, compressed air powered. Can be doped with drugs, 
  poison.
  Enertex AKM Power Squirt
  P -2 J C Drugs 50 1 VR
  A squirtgun. Yes, a powered squirtgun.
  Nelspot "Wombat" Airpistol
  P -1 J C Drugs 20 2 UR
  Paintball gun from hell. Can fire acid, paint, drugs, poison.
  Miltech Electronics Taser
  P -1 J C Stun 10 1 ST
  Zap. About the size of a small hand flashlight.
  EagleTech "Tomcat" Compound Bow
  EX 0 N C 4D6 12 1 VR
  Gyrobalanced, stabilized compound bow. Silent & deadly.
  EagleTech "Stryker" Crossbow
  EX -1 N C 3D6+3 12 1 VR
  Plastic and bimetal crossbow. Silent, deadly, and you usually get your ammo 
  back.
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  MEDUIM SUBMACHINEGUNS
  MEDUIM SUBMACHINEGUNS
   
  Arasaka Minami 10
  SMG 0 J E 2D6+3 (10mm) 40 20 VR
  The standard Arasaka Security weapon, found worldwide. A good, all round 
  weapon.
  H&K MPK-9
  SMG +1 J C 2D6+1 (9mm) 35 25 ST
  A light composite submachinegun with integral sights. Used by many Euro 
  Solos.
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  MELEE WEAPONS
  MELEE WEAPONS
   
  Kendachi Monoknife ® 
  MELEE +1 P P 2D6 NA 1 VR
  Mono-sectional crystal blade. Incredibly sharp. In the Japanese "tanto" style. 
  Also available in a naginata form for 100.°° extra.
  Kendachi MonoKatana ®
  MELEE +1 N R 4D6 NA 1 VR
  Sword length version of monoblade. Resembles a hightech katana with a 
  milky, nearly transparent blade.
  SPM-1 Battleglove
  MELEE -2 N P 3D6/2D6 NA 1 VR
  This is a large gauntlet covering the hand and forearm. It does 3D6 in crush 
  damage, 2D6 punch damage, and has three spaces which can be used to 
  store any standard cyberarm option.
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  Deck Options
  Deck Options
   
  In addition to your basic models, any type of deck can be enhanced by adding 
  a few options.
  Trode sets are self-sticking electrodes that allow you to run the Net without 
  plugs. Trodes are slower than plugs (-2 to REF when in the Net), but have no 
  humanity loss. They are commonly used by novice runners and by "tourists" 
  visiting the Net on a lark.
  Keyboards are an option which allow a Netrunner to control a deck indirectly. 
  They are abysmally slow (-4 to REF), but are immune to all anti-personnel 
  attacks except Firestarter.
  Videoboards are flat screen, high definition TV monitors which can be used to 
  show a Net's-eye view to outsiders.
  Printers allow you to make hardcopy images and records from your deck. 
  Most are small laser-printers about the size of a large book, using plain paper.
  Chipreader/recorders use standard data chips (10eb each) to store 
  programs, images and other useful things from your deck. They are about the 
  size of a pack of cigarettes.
  VoxBoxes are small speaker units that can synthesize sound from a deck. 
  They can also be used by the Netrunner to talk to outsiders while he's in the 
  Net. About the size of a pack of smokes.
  Scanners are flat plastic plates with optical character reading and image 
  recording capacity. They range from the size of a sheet of paper, all the way 
  up to a meter on a side.
  Option
  Cost
  Trode set
  10eb
  Keyboard
  100eb
  Videoboard
  100eb per sq. ft.
  Printer
  300eb
  Chipreader
  100eb
  Extra Chips
  10eb/ea
  Vox Box
  300eb
  Scanner
  100-300eb
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  Deck Options
  .
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  Programs
  Programs
   
  Programs are the work horses of Netrunning; they do the fighting, protecting, 
  decrypting and sneaking for the 'Runner. If a Netrunner is a cybernetic 
  magician, then programs are his spells, there at his mental fingertips.
  Programs are rated by Strength, Class, Memory Units used, Cost and ICON:
  Strength is how powerful the program is, relative to other programs. In 
  combat, the Strength of a program is usually added to the Netrunner's attack 
  roll (much like Weapon Accuracy in a combat situation). The higher the 
  Strength, the better chance the program will be able to do it's job.
  Class is the type of program; its function intrusion programs sneak in. 
  Detection programs detect, Anti-IC programs attack other programs, and Anti-
  personnel programs attack Netrunners. And so on.
  Memory Units represent the size of the program. All programs are measured 
  in Memory Units, or MU. Each memory of a cyberdeck or system can hold 10 
  Memory Units. This means space is at a premium for Netrunners, you can 
  only stack up so much in one run.
  Cost is the price of the program on the open or black market. Nothing in the 
  future is free. Not even the air, chombatta.
  The ICON is what the program usually looks like in the Net. But don't count on 
  it, you can alter your program's ICONs to suit your own tastes and style. Just 
  goes to show; don't trust anything.
  Enough talk-talk. Read the programs and spend your euro. You got a run to 
  make.
  file:///E|/tempus/150.htm [10/26/2001 4:37:01 AM]
  
  Programs List
  Programs List
  .
  Name
  Class
  Function
  StrengthMUCost
  INTRUSION
  Hammer
  Intrusion
  Knocks down data 
  walls (2D6 per attack to 
  data wall Strength)
  4
  1
  400
  Jackhammer
  Intrusion
  Knocks down data 
  walls (1D6 per attack to 
  data wall Strength)
  2
  2
  360
  Worm
  Intrusion
  Infiltrates and breaks 
  down data walls silently 
  in 2 turns
  2
  5
  660
  DECRYPTION
  Code Cracker Decryptor
  Breaks down code 
  gates and file locks
  3
  2
  380
  Wizard's Book Decryptor
  Deciphers code gates 
  (STR 6) & file locks 
  4/6
  2
  400
  Raffles
  Decryptor
  Deciphers code gates 
  & file locks
  5
  3
  560
  DETECTION/ALARM
  Watchdog
  Detect/AlarmDetects entry and 
  alerts owner
  4
  5
  610
  Bloodhound
  Detect/AlarmDetects entry and 
  traces signal, then 
  alerts master
  3
  5
  700
  Pit Bull
  Detect/Alarm Detects entry, traces 
  signal and cuts 
  intruder's line until 
  killed
  2
  6
  780
  SeeYa
  Detect/AlarmDetects "Invisible" 
  ICONS
  3
  1
  280
  Hidden Virtue Detect/AlarmDetects "real" things in 
  virtual reality
  3
  1
  280
  Speedtrap
  Detect/AlarmDetects hidden 
  programming within 10 
  spaces
  4
  4
  600
  ANTI SYSTEM
  Flatline
  Anti System Kills operating CPU
  3
  2
  570
  Poison FlatlineAnti System Kills all system Memory2
  2
  540
  Krash
  Anti System Crashes system CPU 
  for 1D6+1 turns
  3
  2
  570
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  Programs List
  DecKrash
  Anti System Crashes deck CPU for 
  1D6 turns. Drops 
  opponent out of 
  Netspace
  4
  2
  600
  Virizz
  Anti System Ties up 1 action of 
  system till deck is 
  turned off
  4
  2
  600
  VIRAL 15
  Anti System Erases one file 
  randomly each turn
  4
  2
  590
  Murphy
  Anti System Causes system to 
  randomly launch 
  programs
  3
  2
  600
  EVASION/STEALTH
  Invisibility
  Evasion
  Hides cybersignal, 
  making you appear 
  "Invisible"
  3
  1
  300
  Stealth
  Evasion
  Mutes cybersignal, 
  making it harder to 
  detect
  4
  3
  480
  Replicator
  Evasion
  Confuses attacking IC 
  by creating millions of 
  deck signals
  3/4
  2
  320
  PROTECTION
  Shield
  Protection
  Stops attacks to 
  Netrunner
  3
  1
  150
  Force
  Shield
  Protection Stops 
  stronger attacks to 
  Netrunner
  4
  2
  160
  Reflector
  Protection
  Reflects and stops 
  Stun, Hellbolt, 
  Knockout attacks
  5
  2
  160
  Armor
  Protection
  Reduce Stun, Hellbolt, 
  Brainwipe, Zombie, 
  Hellhound attacks by -3 
  pts
  4
  2
  170
  Flack
  Protection
  Creates static walls to 
  blind attackers. STR 2 
  vs. DOG series 
  programs
  4/2
  2
  180
  ANTI-IC
  Killer ll
  Anti IC
  Attacks all types, 1D6 
  damage to target STR. 
  Mobile
  2
  5
  1320
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  Programs List
  Killer IV
  Anti IC
  Attacks all types, 1D6 
  damage to target STR. 
  Mobile
  4
  5
  1400
  Killer VI
  Anti IC
  Attacks Demons, de-
  rezzing instantly
  6
  5
  1480
  Manticore
  Anti IC
  Attacks Demons, de-
  rezzing instantly
  2
  3
  880
  Hydra
  Anti IC
  Attacks Demons, de-
  rezzing instantly
  3
  3
  920
  Dragon
  Anti IC
  Attacks Demons, de-
  rezzing instantly
  4
  3
  960
  Aardvark
  Anti IC
  Detects and attacks 
  Worms, de-rezzing 
  instantly
  4
  3
  1000
  ANTI-PERSONNEL
  Stun
  Anti-Person. Freezes Netrunner for 
  1D6 turns
  3
  3
  6000
  Hellbolt
  Anti-Person. Cause 1D10 physical 
  damage to Netrunner
  4
  4
  6750
  Sword
  Anti-Person. Hellbolt variant, causes 
  1D6 physical damage 
  to Netrunner
  3
  4
  6520
  Brainwipe
  Anti-Person. Reduce INT by 1D6 
  each turn, killing 
  Netrunner
  3
  4
  6500
  Zombie
  Anti-Person. Reduce INT by 1D6 
  each turn, leaving 
  Netrunner mindless
  5
  4
  7500
  Liche
  Anti-Person. Erases memory, 
  replacing with pseudo-
  personality
  4
  4
  7250
  Firestarter
  Anti-Person. Causes power surge, 
  starting fire in 
  Netrunner's deck
  4
  4
  6250
  Hellhound
  Anti-Person. Tracks Netrunner, 
  waits, then causes 
  2D10 damage/turn
  6
  6
  10,000
  Spazz
  Anti-Person. Reduces Netrunner 
  REF for 1D6
  4
  3
  6250
  Glue
  Anti-Person. Locks Netrunner in 
  place for 1D10 turns
  5
  4
  6500
  Knockout
  Anti-Person. Causes coma for 1D6 
  hours
  5
  4
  6250
  Jack Attack
  Anti-Person. Prevents Netrunner 
  from logging off
  3
  3
  6000
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  Programs List
  CONTROLLERS
  Viddy Master
  Controller
  Video board controller 4
  1
  140
  SoundmachineController
  Microphone/voxbox 
  controller
  4
  1
  140
  Open Sesame Controller
  Electronic door 
  controller
  3
  1
  130
  Genie
  Controller
  More powerful door, 
  elevator controller
  5
  1
  150
  Hotwire™
  Controller
  Vehicle controller
  3
  1
  130
  Dee-2®
  Controller
  Robot controller
  3
  1
  130
  Crystal Ball
  Controller
  Video/Camera 
  controller
  4
  1
  140
  News At 8
  Controller
  Screamsheet box 
  controller
  4
  1
  140
  Phone Home
  Controller
  Send & receive cellular 
  calls, intercepts calls at 
  STR. 2
  5
  1
  150
  UTILITIES
  DataBaser
  Utility
  Stores up to 10,000 
  pages per file of 
  information/text
  8
  2
  180
  Alias
  Utility
  Replaces file name 
  with false one
  6
  2
  160
  ReRezz
  Utility
  Recompiles and 
  restores destroyed 
  programs
  3
  1
  130
  Instant Replay Utility
  Records coordinates of 
  current Netrun for 
  replay later
  8
  2
  180
  GateMaster
  Utility
  Detects and destroys 
  Virizz, Viral 15 
  programs
  5
  1
  150
  Padlock
  Utility
  Refuses to allow log on 
  through deck unless 
  code is given
  4
  2
  160
  ElectroLock
  Utility
  Locks files as is a STR. 
  3 code gate
  7
  2
  170
  Filelocker®
  Utility
  Utility Locks files, 
  requiring code word 
  (runner's choice) to 
  open
  4
  1
  140
  NetMap
  Utility
  Provides accurate 
  maps of most well-
  known Net locations
  4
  1
  150
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  Programs List
  Packer
  Utility
  Reduces programs by 
  1/2 size. Take 2 turns 
  to unpack
  4
  1
  140
  Backup
  Utility
  Creates copies of most 
  programs on chip
  4
  1
  140
  DEMON SERIES
  Imp II
  Demon
  Carries 2 programs
  3
  3
  1000
  Afreet ll
  Demon
  Carries 3 programs
  3
  4
  1160
  Succubus
  Demon
  Carries 4 programs
  4
  4
  1200
  Balron ll
  Demon
  Carries 4 programs
  5
  5
  1240
  .
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  INTRUSION
  INTRUSION
   
  Hammer 400eb
  Class: Intrusion
  Strength: 4
  MU: 1
  Hammer pounds down data walls with a bombardment of raw electrical pulse 
  (use code wall attack formula on pg. 142; weaken data wall Strength by 2D6 
  after every attack). It is very noisy and will automatically alert any defense 
  program within 10 spaces.
  ICON: A glowing red hammer.
  Jackhammer 360eb
  Class: Intrusion
  Strength: 2
  MU: 2
  Jackhammer is a quieter, but less powerful (weaken data wall 1D6 STR after 
  attack) version of Hammer. It uses small pulses of energy to wear the data 
  wall away.
  ICON: A glowing red jackhammer - like object, which fires a stream of while 
  hot energy bolts at the data wall.
  Worm 660eb
  Class: Intrusion
  Strength: 2
  MU: 5
  Worm is a very subtle program which emulates part of the architecture of the 
  invaded system. It slips behind the data or code wall and opens it from the 
  inside (2 turns, no alert).
  ICON: A gold-metal robotic worm with green neon eyes.
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  DECRYPTION
  DECRYPTION
   
  Codecracker 380eb
  Class: Decryption
  Strength: 3
  MU: 2
  The Codecracker series, designed by Interfact Software in 2008, is classic 
  code gate crack program. The series disassembles the code gate at the basic 
  program, rather than trying to decipher the key.
  ICON: A thin beam of white light, which shoots from the Netrunner's hands 
  and spreads through the code gate, turning it to glowing dissipating fog.
  Wizard's Book 400eb
  Class: Decryption (file locks & code gates)
  Strength: 4
  MU: 2
  The Wizard's Book is designed to scan through literally billions of possible 
  codes and code words in seconds, trying each one in turn. It is especially 
  effective (STR 6) against code gates.
  ICON: A stream of blazing white symbols, flowing at incredible speed from the 
  Netrunner's open hands.
  Raffles 560eb
  Class: Decryption (file locks & code gates)
  Strength: 5
  MU: 3
  Raffles is designed specifically to deal with complex code gates and file locks 
  which have a specific word as the key. It asks the code gate a series of 
  innocuous and leading questions ("Is it bigger than a breadbox?" "Is it hot or 
  cold?"), designed to tell Raffles the nature of the code gate and its key.
  ICON: A dapper young man wearing evening clothes of the early 1900's. He 
  speaks briefly to the door, then vanishes as soon as it opens.
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  DETECTION/ALARM
  DETECTION/ALARM
   
  Watchdog 610eb
  Class: Detection/Alarm
  Strength: 4 MU: 5
  Watchdog is designed to alert its owners to illegal entries into the system. It 
  can do this by activating an external alarm or by sending a message to an 
  occupied workstation. Netrunners can use Watchdogs to patrol another part of 
  the Net, such as a rival's computer system, then key the Watchdog to run to 
  their cybermodem or workstation if security is breached. This technique allows 
  you to guard your secret files and pathways in other people's computers.
  ICON: A large, black, metal dog. It has glowing red eyes and a spiked metal 
  collar adorns its neck.
  Bloodhound 700eb
  Class: Detection/Alarm
  Strength: 3
  MU: 5
  Like Watchdog, Bloodhound is designed to detect illegal system entries. 
  However, it also tracks the entry to its source and alerts its masters to the 
  location of intruder. Like Watchdog, Bloodhounds can be set up to watch a 
  part or the Net and report back to you at another workstation or modem.
  ICON: A large, gun-metal gray hound robot. It has glowing blue eyes and 
  wears a thick circlet of blue neon as a collar.
  Pit Bull 780eb
  Class: Detection/Alarm
  Strength: 2
  MU: 6
  The most advanced form or the Watchdog series, Pit Bull not only tracks the 
  intruder to its source, but also cuts the line after acquiring the location. It will 
  continue to cut the line every time the intruder logs on from that point of entry, 
  requiring him to move to another phone line or cybermodem. Like Watchdog, 
  Pit Bull can be set up to watch a part of the Net and report back to you at 
  another workstation or modem.
  ICON: A short, heavily built, steel dog robot. It has glowing red eyes and 
  wears a thick circlet of red neon as a collar.
  SeeYa 280eb
  Class: Detection/Alarm
  Strength: 3
  MU: 1
  SeeYa is designed to detect invisible ICONS within the range of one Subgrid. 
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  DETECTION/ALARM
  This includes programs, hidden Netrunners and things hidden by Invisibility in 
  a virtual reality.
  ICON: A shimmering silver screen.
  Hidden Virtue 280eb
  Class: Detection/Alarm
  Strength: 3
  MU: 1
  Hidden virtue is a Rache Bartmoss design used to tell "real" ICONs from other 
  objects in a virtual reality. For example. HV could tell the difference between a 
  real person and a virtual one or which book in a virtual library is really a data 
  file.
  ICON: A glowing green ring which the Netrunner looks through.
  Speedtrap 600eb
  Class: Detection/Alarm
  Strength: 4
  MU: 4
  Speedtrap is an early warning program that detects the presence of an 
  offensive program within 10 squares of the Netrunner's position (within the 
  same subgrid). It cannot tell you where the program is, only that it exists.
  ICON: A flat, glowing plate or glass, in which images appear. If a program is 
  present, the plate fills with the image of a robotic monster. If there is no 
  program present, the plate remains blank.
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  ANTI SYSTEM
  ANTI SYSTEM
   
  Flatline 570eb
  Class: Anti System
  Strength: 3
  MU: 2
  Flatline is designed to trace and kill the operating interface of your 
  cybermodem - one zap, and your deck must have its interface chip replaced. 
  A Flatline can be carried by an intruding Netrunner and used to attack the 
  decks of other 'Runners encountered in the Net.
  ICON: A beam of yellow neon which shoots from the Netrunner's fingertips.
  Poison Flatline 540eb
  Class: Anti System
  Strength: 2
  MU: 2
  Poison Flatline is designed to destroy not only the interface software, but the 
  Memory of the 'deck as well. This wrecks the cybermodem, requiring total 
  replacement. Like Flatline. Poison Flatline can be carried by an intruding 
  Netrunner and used to attack other 'Runners encountered in the Net.
  ICON: A beam of green neon which launches from the Netrunner's fingertips.
  Krash 570eb
  Class: Anti System
  Strength: 3
  MU: 2
  Krash causes the CPU of an attacked deck or system (closest CPU in multi-
  processor systems) to become inoperative for 1D6+1 turns. A Krashed deck 
  automatically drops its 'runner out of the Net, while a Krashed system may not 
  act until the time period has elapsed and it has re-booted itself.
  ICON: A large, cartoon anarchist bomb, with a sizzling fuse.
  DecKRASH 600eb
  Class: Anti System
  Strength: 4
  MU: 2
  A modified version of Krash, which operates only on cyberdecks, causing the 
  Netrunner to be dropped out of the Net for 106 turns.
  ICON: A cartoon stick of dynamite with fuse. 
  Murphy 600eb
  Class: Anti System
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  ANTI SYSTEM
  Strength: 3
  MU: 2
  Murphy causes the affected deck or system to randomly launch all of its 
  applications, using as
  many actions as it has available to do this.
  ICON: You never know...
  Virizz 600eb
  Class: Anti System
  Strength: 4
  MU: 2
  This virus attack automatically ties up one action of the system or deck until 
  the deck is turned off.
  ICON: A glittering DNA shape made of lights and neon.
  Viral 15 590eb
  Class: Anti System
  Strength: 4
  MU: 2
  This virus causes the affected system or deck to randomly erase one file or 
  program each turn until the deck is turned off.
  ICON: A swirling metallic blue fog with a white neon DNA helix imbedded in 
  the center.
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  EVASION/STEALTH
  EVASION/STEALTH
   
  Invisibility 300eb
  Class: Evasion/Stealth
  Strength: 3
  MU: 1
  Invisibility overlays a false signal on your cybermodem trace, making it appear 
  to be harmless static. When activated, Invisibility will allow the Netrunner to 
  pass unnoticed through the Net.
  ICON: A flickering, iridescent sheet, which drapes over the Netrunner.
  Stealth 480eb
  Class: Evasion/Stealth
  Strength: 4 MU: 3
  Stealth mutes the Netrunner's cyber-signal, making him harder to detect. He is 
  still visible, but offensive programs will not react to his presence. However, 
  other Netrunners can still see him. ICON: a sheet of black energy draped over 
  the Netrunners ICON.
  Replicator 320eb
  Class: Evasion/Stealth
  Strength: 3 for most programs, 4 vs. Pit Bulls, Bloodhounds and 
  Hellhounds
  MU: 2
  Replicator creates millions of copies of your cybermodem trace, sending them 
  off in all directions to confuse a pursuing program. If successful, the pursuer 
  will track the wrong signal to a dead end. Replicator is especially good against 
  the "Dog" series of programs, as it overloads their limited AI programming 
  structure with too many decisions.
  ICON: A chrome sphere creating millions of holographic images of the 
  Netrunner, flickering away in all directions.
  file:///E|/tempus/151e.htm [10/26/2001 4:37:07 AM]
  
  PROTECTION
  PROTECTION
   
  Shield 150eb
  Class: Protection
  Strength: 3
  MU: 1
  Shield stops direct attack to the Netrunner. On a successful use of Shield, the 
  attack is thwarted and no damage is taken.
  ICON: A shifting circular energy field appearing in front of the Netrunner.
  Force Shield 160eb
  Class: Protection
  Strength: 4
  MU: 2
  A more powerful version of Shield.
  ICON: A flickering silver energy barrier.
  Reflector 160eb
  Class: Protection
  Strength: 5
  MU: 2
  Reflector is designed to repel all Stun, Hellbolt and Knockout attacks. It is 
  unable to stop any other types of anti-personnel attacks.
  ICON: A flare of blue green light, coalescing into a mirrored bowl.
  Armor 170eb
  Class: Protection
  Strength: 4
  MU: 2
  This program is designed to slow and retard all anti-personnel attacks. On a 
  successful use of Armor, the attack is stopped. On an unsuccessful use, 
  Armor will reduce all Stun, Hellbolt, Brainwipe, Zombie and Hellhound attack 
  damages by 3 points.
  ICON: Glowing golden armor in a high tech design.
  Flak 180ed
  Class: Protection
  Strength: 4 for most programs, 2 vs. Pit Bulls, Bloodhounds and 
  Hellhounds
  MU: 2
  Flak creates a tremendous wall of static, blinding the attacking program and 
  allowing the Netrunner to easily evade. Flak is very good against most 
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  PROTECTION
  programs, but it is relatively ineffective against the "Dog" series. ICON: A 
  cloud of blinding, glowing, multicolored lights, swirling in all directions.
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  ANTI-IC
  ANTI-IC
   
  Kilter II, IV & VI 1320eb, 1400eb, 1480eb
  Class: Anti-IC
  Strength: 1 for each level of program
  MU: 5
  Killer is a general purpose virus program designed to kill other programs. It 
  enters the logic structure of its victim and inserts errors with blinding speed, 
  causing the target to crash (1D6 to STR). Killer is a very simple program; 
  smooth, elegant and tough. There are many versions of Killer.
  ICON: A large manlike robot, dressed as a metallic samurai. His eyes glow 
  red from behind his mask, and he carries a glowing katana.
  Manticore 880eb
  Class: Anti-IC
  Strength: 2
  MU: 3
  Manticore is the simplest of a series of Assassin programs; a type of Killer 
  designed to locate and destroy Demon programs. If no Demon is present in 
  your cybermodem file, Manticore will
  ignore you.
  ICON: A huge, lion-like shape, drawn in red neon schematic lines. A large 
  scorpion tail arcs over one shoulder.
  Hydra 920eb
  Class: Anti-IC
  Strength: 3
  MU: 3
  A more powerful variant of Manticore.
  ICON: A glittering blue fog that encircles its target and dematerializes it.
  Dragon 960eb
  Class: Anti-IC
  Strength: 4
  MU: 3
  The most powerful variant of Manticore.
  ICON: A great golden scaled dragon robot. Laser beams shoot in multicolored 
  arcs from its
  eyes, and it is wreathed in electrical discharges.
  Aardvark 1,000eb
  Class: Anti-IC
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  ANTI-IC
  Strength: 4 vs. Worms, no effect on any other programs
  MU: 3
  Aardvark is designed to locate and destroy intruding Worm programs. It will 
  immediately seek out and destroy any Worm program carried, even if it is 
  loaded as a Demon subroutine.
  ICON: A matrix of thin yellow neon lines, which surround the Worm program 
  and close around it like a tightening net. The matrix then dematerializes with 
  the Worm entrapped.
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  ANTI-PERSONNEL
  ANTI-PERSONNEL
   
  Stun 6,000eb
  Class: Anti-Personnel
  Strength: 3
  MU: 3
  Stun sends an overpowering bolt of energy into the target, causing him to be 
  frozen in place for 1D6 turns. This is a very commonly used offensive 
  program, particularly by the NetCops.
  ICON: A bolt of blue flame streaking from the Netrunner's open palm.
  Hellbolt 6,750eb
  Class: Anti-Personnel
  Strength: 4
  MU: 4
  A more powerful version of Stun, Hellbolt causes physical damage (1D10 per 
  attack) to the Netrunner. Damage is subtracted from the Netrunner is a wound 
  until he is dead. Saves vs. Stun and Death must also be made.
  ICON: A bolt of crimson fire launched from the Netrunner's raised hand.
  Sword 6,250eb
  Class: Anti-Personnel
  Strength: 3
  MU: 4
  A variant of Hellbolt, Sword causes 1D6 in physical damage per hit.
  ICON: A glowing energy katana.
  Brainwipe 6,500eb
  Class: Anti-Personnel
  Strength: 3
  MU: 4
  Brainwipe is the simplest of a series of black programs, all of which are 
  designed to attack the Netrunner instead of his programs. All black programs 
  can be carried by an intruding Netrunner and used to attack other 'Runners 
  encountered in the Net Brainwipe tracks the victim down, fries his forebrain 
  with a jolt of current, and reduces him to a drooling vegetable, (1D6 each turn 
  to INT). The screaming Netrunner feels his mind melt away, until his INT is 
  reduced to 0 and he dies. Lost INT cannot be regained.
  ICON: An acid-green electrical arc, which leaps from the floor and engulfs and 
  kills the 'runner.
  Zombie 7,500eb
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  ANTI-PERSONNEL
  Class: Anti-Personnel
  Strength: 5
  MU: 4
  An advanced and more powerful version of Brainwipe, Zombie wipes out the 
  victim's forebrain, making him into a drooling vegetable (1D6 to INT each 
  turn).
  ICON: A shrouded, skeletal form, enveloped in à stinking gray mist. Its eyes 
  are sunken and its flesh is a mass of rotting, maggot-filled meal. It lunges out 
  and rips the Netrunner's head off.
  Liche 7,250eb
  Class: Anti-Personnel
  Strength: 4
  MU: 4
  An advanced form of Zombie, Liche also rips away the forebrain (1D6 to INT), 
  but selectively. Most memory is eradicated, leaving enough to implant an 
  easily controlled (by the Referee) pseudo personality into the empty brain.
  ICON: A metallic skeleton dressed in black robes and wearing a blackened 
  crown. It grabs the Netrunner in its freezing grasp and drags him back under 
  the floor.
  Firestarter 6,250eb
  Class: Anti-Personnel
  Strength: 4
  MU: 4
  Firestarter is indirectly anti-personnel in nature. Using its Bloodhound 
  subroutines, it tracks the intruder to its source. Silently entering the electrical 
  system, it blasts the wiring with a megawatt power surge. The jolt causes 
  wiring fires, explosions, and fries the Netrunner as if he were in an electric 
  chair. Firestarter programs are excellent covert killers, as they leave little of no 
  evidence in the charred wreckage.
  ICON: A blazing pillar of fire, which speaks the Netrunner's name in a hissing, 
  booming voice, then leaps at him.
  Hellhound 10,000eb
  Class: Anti-Personnel
  Strength: 6
  MU: 6
  Hellhound combines the worst aspects of Pit Bull and Flatline. It locates the 
  intruder and sends out a modulated pulse designed to cause a heart attack in 
  humans (2D10 wound damage). If the Netrunner escapes in time, it remains 
  active within the Net, lurking silently in major long distance terminals, waiting 
  for the specific brain wave pattern of the intruder to show up. It then tracks him 
  down again and kills him. Patient and remorseless, Hellhound can wait years 
  for its victim to log on. Its rarity and high price tag prohibits its use against all 
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  ANTI-PERSONNEL
  but extremely high level Netrunners.
  ICON: A huge, black, metal wolf. It's eyes glow white, and fire runs in ripples 
  all over its body. It speaks in a grating, metallic voice, repeating the 
  Netrunner's name.
  Spazz 6250eb
  Class: Anti-Personnel
  Strength: 4
  MU: 3
  Spazz causes epileptic seizures in the Netrunner's nervous system. REF is 
  automatically reduced to half for 1D6 turns, slowing the Netrunner's Initiative 
  rolls drastically.
  ICON: Appearance: A nimbus of electrical energy surrounding the target.
  Glue 6,500eb
  Class: Anti-Personnel
  Strength: 5
  MU: 4
  Used by the "Icemen" of NetWatch as an arrest program, Glue freezes the 
  Netrunner in place for 1010 turns (4 turns is long enough to get a good trace 
  on his location in Realspace). The Netcops can then send a squad along to 
  pick him up at their leisure.
  ICON: A shifting pattern of red shapes flickering across the floor to entangle 
  the Netrunner.
  Knockout 6250eb
  Class: Anti-Personnel
  Strength: 4
  MU: 3
  Knockout delivers a powerful modulated shock that knocks the Netrunner out 
  for 1D6 hours. He is automatically dumped out of the Net, and is in a coma in 
  Realspace for this period of time. Knockout is a very common defense against 
  low level intrusion (like the Phone Co. or an office system).
  ICON: A yellow neon schematic boxer appears and strikes out at the 
  Netrunner's ICON.
  Jack Attack 6,000eb
  Class: Anti-Personnel
  Strength: 3
  MU: 3
  lack attack is often used as an arrest program. It stops the Netrunner from 
  jacking out for 1D6 turns if it is successfully run.
  ICON: A pair of glowing schematic handcuffs encircling the Netrunner's wrists.
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  ANTI-PERSONNEL
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  CONTROLLERS
  CONTROLLERS
   
  Note: Controllers are run using the CONTROL REMOTE function of the 
  Menu, and have no ICONS.
  Viddy Master 140eb
  Class: Controller
  Strength: 4
  MU: 1
  Allows control of videoboards.
  Soundmachine 140eb
  Class: Controller
  Strength: 4
  MU: 1
  Allows control of microphones, loudspeakers, vocoders (computer voice 
  boxes).
  Open Sesame 130eb
  Class: Controller
  Strength: 3
  MU: 1
  A low level program for opening doors, elevators, etc.
  Genie 150eb
  Class: Controller
  Strength: 5 MU: 1
  A high level program for opening doors, elevators, etc.
  Hotwire™ 130eb
  Class: Controller
  Strength: 3 MU: 1
  Allows remote control of robotic cars, vehicles, etc.
  Dee-2® 130eb
  Class: Controller
  Strength: 3
  MU: 1
  Allows control of robots, cleaning mecha, auto-factories, etc.
  Crystal Ball 140eb
  Class: Controller
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  CONTROLLERS
  Strength: 4
  MU: 1
  Allows control of video cameras, remote sensors, etc.
  News At 8™ 140eb
  Class: Controller
  Strength: 4
  MU: 1
  Allows through-the-Net access to Data Terms and Screamsheet boxes for 
  information.
  Phone Home 150eb
  Class: Controller
  Strength: 5
  MU: 1
  Allows the Netrunner to place or receive calls in the Net. Phone Home is also 
  Strength 2 to intercept and listen into other calls.
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  UTILITIES
  UTILITIES
   
  Databaser 180eb
  Class: Utility
  Strength: 8
  MU: 2
  Creates open files to store information in.
  Alias 160eb
  Class: Utility
  Strength: 6
  MU: 2
  Changes file names, replacing the filename with an innocuous title that hides 
  its true nature.
  Re-Rezz 130eb
  Class: Utility
  Strength: 3
  MU: 1
  Recompiles and restores damaged files or programs. If a program is de-
  rezzed, this is the best way to get it back short of having a copy.
  Instant Replay 150eb
  Class: Utility
  Strength: 8
  MU: 2
  Makes a record of the Netrunner's trip, so that he can retrace his steps 
  through the Net.
  GateMaster 150eb
  Class: Utility
  Strength: 5
  MU: 1
  Deletes and kills Virizz and Viral 15 programs without requiring a total 
  shutdown of the system or deck.
  Padlock 160eb
  Class: Utility
  Strength: 4 MU: 2
  Keeps anyone other than the Netrunner from logging onto the deck unless the 
  proper code word is used.
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  UTILITIES
  ElectroLock 170eb
  Class: Utility
  Strength: 7
  MU: 2
  Changes an open file to a LOCKED file equal to a Code Gate of Strength 3.
  Filelocker® 140eb
  Class: Utility
  Strength: 4
  MU: 1
  Locks an open file to a level equal to a Code Gate of Strength 5.
  NetMap 150eb
  Class: Utility
  Strength: 4
  MU: 1
  Provides a locator map of most major Net regions, adding +2 to any System 
  Knowledge check to Find a place in the Net.
  File Packer 140eb
  Class: Utility
  Strength: 4
  MU: 1
  Compacts files to half their normal MU size. Takes 2 turns to unpack a file to 
  normal size.
  Backup™ 140eb
  Class: Utility
  Strength: 4
  MU: 1
  Backup allows you to nuke a copy of any program (except for Anti-IC and Anti-
  personnel types). You will need extra data chips and a cyberdeck chipreader 
  for this.
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  DEMON SERIES PROGRAMS
  DEMON SERIES PROGRAMS
   
  These are four levels of programs created by the legendary Rache Bartmoss 
  of CCI Development in 2004. The Demon Program is a generic program with 
  the ability to incorporate several other programs as subroutines - in short, two, 
  three, four or even five programs in one. To use the program, you must 
  activate the Demon, then specify the chosen subrou-tine it carries. The 
  subroutine programs look and act just as their originals, but are usually less 
  powerful, as they must use the program strength of the Demon core in 
  combat.
  Imp 1000eb
  Class: Demon (carries 2 programs)
  Strength: 3
  MU: 3
  ICON: A small, orange sphere of light, with two amused looking red eyes. It 
  continually emits a series of beeps, whistles and pinging noises.
  Afreet 1160eb
  Class: Demon Series (carries 3 programs)
  Strength: 3
  MU: 4
  ICON: A tall, powerfully built black man, dressed in elegant evening clothes 
  and wearing a fez. He carries a dagger in his jacket, and speaks in a formal, 
  deep voice.
  Succubus 1200eb
  Class: Demon (carries 4 programs)
  Strength: 4
  MU: 4
  ICON: A voluptuous, nude female form, hairless, and made from shiny chrome 
  metal. She has large, bat-like wings, and blue, pupilless eyes.
  Balron 1240eb
  Class: Demon (carries 4 programs)
  Strength: 5
  MU: 5
  ICON: A huge, male figure, powerfully built. He is dressed in futuristic black 
  armor, glittering with reflected highlights, in one hand, he carries a red-glowing 
  energy blade; his other aim ends in a series of neon-green, glowing tentacles. 
  His eyes glow red behind his visor, and hit voice is a sibilant hiss.
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  DEMON SERIES PROGRAMS
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  Copying Your Programs, Changing Programs, Designing New Programs
  Copying Your Programs, Changing Programs, Designing New 
  Programs
  .
  Copying Your Programs
  A smart idea. You can copy almost any program in your arsenal. All you need 
  is the Backup utility, a data chip, and a chipreader to put it in. A single chip 
  holds 1 MU, but Backup is designed to break a larger file up over two or more 
  chips.
  Chips cost 10.00. To copy the contents of the average deck will cost between 
  100 to 300 eb. Cheap at twice the price.
  Note: Anti-IC and Anti-Personnel pro-grams cannot be Backup-copied; they 
  have special copy-protection routines that erase the chip in the copy process. 
  This makes sure you come back to your friendly local Fixer for a new copy of 
  Hellhound when yours crashes. You can make a copy using your 
  Programming Skill against a Task Difficulty of 28. But think what happens if 
  you screw up...
  Changing Programs
  Chips are inserted into your deck before the start of the run. Once you're in the 
  face, you're committed. However, if you're will-ing to dump out of the Net and 
  abort the run, you can change chips (1 turn). You'll have to jack back in and 
  retrace your steps, but this time when you meet that Brainwipe, you'll be 
  ready.
  Designing New Programs
  Check out the Designing Your Own Programs Section for details.
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  Creating New Software for Netrunning
  Creating New Software for Netrunning
   
  Although you've got a lot of programs to choose from, it won't take long before 
  you'll want to design your own. Homegrown programs can be the edge your 
  Netrunner needs; because the old stuff gets known pretty fast around the Net.
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  Functions
  Functions
   
  Functions are what the program does. Every program has a function.
  You can often combine several functions into one program, making it more 
  versatile and powerful.
  DIFF Type
  10
  Evasion: this function makes a program or the runner 
  hard to trace.
  15
  Stealth: this function makes the program or runner 
  hard to detect.
  20
  Anti Program: this function attacks and destroys other 
  programs.
  15
  Anti System: this function damages or screws up a 
  computer system.
  10
  Detection: this function detects intruding 
  netrunners/programs.
  5
  Alarm: this function alerts the system or Netrunner to 
  intrusion.
  20
  Anti-Personnel: this function attacks and kills 
  Netrunners. The Netrunner is either killed (takes 
  damage), taken over or mind wiped.
  15
  Intrusion: this function allows programs/netrunners to 
  get through data walls.
  10
  Protection: this function stops attacks to netrunners or 
  decks.
  15
  Decryption: this function opens codes and locks.
  10
  Controller this function allows control of machines in 
  Realspace.
  10
  Utility: this function restores damaged programs, 
  copies things, improves deck speeds, reads files and 
  does general librarian work.
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  Functions
  10
  Interactive: this program acts like a person in a virtual 
  reality; it walks, moves around, manipulates objects in 
  the virtual construct. When combined with pseudo-
  intellect and conversational ability, it can act much like 
  a real person inside a virtual reality.
  10
  Compiler (Demon): This program manages other 
  programs, and can reduce them in size by packing 
  them tighter until needed.
  The functions list above is designed to be general; the netrunner decides what 
  his program is supposed to do, finds the function closest to his conception, 
  and pays the Difficulty price for the function. How that function actually works 
  is pretty much up to him and the Referee of the individual game; if your Anti-
  Personnel program kills a Netrunner by encasing his ICON in violet light and 
  melts his brains with a burst of energy, that's great But in game terms, it 
  simply kills the netrunner.
  Because functions leave a lot of leeway for imaginative thought, the Referee 
  should always have the final word on whether a program really fits into that 
  particular function or not. He or she may also want to raise or lower the 
  Difficulty by a few points if the program stretches the boundaries of the listed 
  functions a bit too much. And hey, if it gets out of hand, feel free to have the 
  sucker backfire and eat the player's face. It's the Cyberpunk way.
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  Options
  Options
   
  Options are things that individualize a program. They allow it to move freely 
  around the Net, to remember events, to recognize things, even obey 
  commands and converse. You may want to create (with your Referee's 
  approval), your own options as well.
  A Note on ICON: ICONS are the visual representation of a program in the 
  Net. An ICON can look like anything you want; people, monsters, objects, 
  logos - 'you name it Programs don't come with ICONS; they must be created 
  for them. Not having an ICON doesn't mean the program can't be detected, 
  but it does mean that it will just appear as an indistinct shape rather than a 
  fully realized image.
  DIFF Option
  5
  Movement ability: The program can move freely 
  throughout the Net while it's main programming 
  remains in memory.
  2
  Trace: the program can follow another program or 
  netrunner through the Net.
  3
  Auto Re-rezz: the program can reconstruct itself even 
  if destroyed by rolling a 5 or 6 on 1D6.
  2
  Recognition: the program can distinguish between 
  different netrunner signals and programs.
  3
  Invisibility: the program is +2 Strength to evade 
  detection.
  5
  Memory: the program can remember specific events 
  and people.
  2
  Speed: the program adds +2 to deck speed when it 
  runs.
  3
  Endurance: the program is tireless and will never quit 
  unless destroyed. 3 Conversational ability: the program 
  can speak. 6 Pseudo-intellect: the program can think 
  like a real person of INT 6.
  1
  ICON (simple): the program has a visible, cartoon icon 
  in the Net.
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  Options
  2
  ICON (contextual): the program has a Net ICON about 
  the graphic level of a high-res computer image.
  3
  ICON (fractal): the program has some what realistic 
  Net ICON, with shading, texture and sensation.
  4
  ICON (photorealistic): the program has a very realistic 
  ICON about the level of a good video image or movie.
  5
  ICON (superrealistic): the program has an ICON that 
  looks like a real person or object.
  .
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  Strength
  Strength
   
  Strength is the power of the program. The higher a program's Strength, the 
  more capable it is of fulfilling its functions. Strength is rated from one to ten. 
  Most programs are around three or four.
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  WRITING THE PROGRAM
  WRITING THE PROGRAM
   
  Once you've determined the functions, options and strength level of the 
  program, you must determine how hard it will be to write it. Add together all 
  the DIFFICULTY COSTS for all options, plus the level of Strength; the result is 
  the Difficulty number for the program.
  For example, Hellhound consists of:
  Antipersonnel +20
  Movement +5
  Trace +2
  Recognition +2
  Strength 6 +6
  Icon (Superrealistic) +5
  The total Difficulty of writing Hellhound would be 40.
  To make a skill check for this, you would add your INT + Programming Skill + 
  1D10 to get a value equal to or greater than this Difficulty number.
  Pooling: Sometimes, you won't have enough Skills to write a program. 
  However, two or more netrunners can pool their respective INTs and Skills 
  together, rolling one D10 for the total. Example: With an INT of 8 and a 
  Programming of 10, Spider can't possibly write a Difficulty 40 Hellhound. But 
  with the help of Eager (INT 9. Programming 7), the two can mount an 
  impressive total of 8+10+9+7=34. They'll need to roll a 6 on their D10 to 
  successfully write the program.
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  HOW BIG IS THE PROGRAM?
  HOW BIG IS THE PROGRAM?
   
  Program size is determined by difficulty. Check the table below for the 
  difficulty number, then read across for the size in meg.
  Difficulty
  MU
  10-15
  1
  16-20
  2
  21-25
  3
  26-30
  4
  31-35
  5
  36-40
  6
  41+
  7
  Hellhound has a Difficulty of 40; this means it will take 6 MU.
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  HOW LONG WILL IT TAKE TO WRITE?
  HOW LONG WILL IT TAKE TO WRITE?
   
  For every point of Difficulty involved in the program, it will take 6 hours of 
  work. The work need not be continuos and it may be divided between 
  netrunners if more than one is involved in the process. For example, with a 
  Diff of 40, it would take 240 hours of work to program Hellhound. Spider and 
  the Eager decide to work in eight hour shifts; at this rate, they'll finish in about 
  30 days. However, they decide to work at the same time, cutting the time to 
  only 15 days.
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  HOW MUCH WILL IT COST?
  HOW MUCH WILL IT COST?
   
  Often, programs are purchased on the market rather than written at home. To 
  determine the base cost of a program, multiply the Difficulty by 10eb. Multiply 
  this value by the modifier below for the type of program.
  Type
  Modifier
  Intrusion, Decryption, Control, 
  Utilities
  1xCost
  Detection & Evasion
  2xCost
  Anti System
  3xCost
  Anti IC
  4xCost
  Anti-Personnel
  25xCost
  Example: Hellhound's Difficulty is 40; at 10eb per point, it would cost about 
  400 euro. But as an anti-personnel program, it is multiplied by 25; it will cost 
  10,000eb on the black market!
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  DEMONOLOGY
  DEMONOLOGY
   
  Demons are basically a specialized program designed to manage several 
  other programs. These subprograms are compacted by the Demon's compiler 
  function so that they take up half the space they would normally need, 
  allowing the Netrunner to carry more programs in the same amount of 
  memory.
  To build a Demon, you'll start by building a normal program, using the 
  Compiler/Demon function. To this, you can add as many options as desired, 
  as well as setting its Strength. The Strength of the Demon is somewhat 
  modified by the number of programs it carries; for each program "on board", 
  the Demon will lose one point of Strength. Example: Succubus II starts with a 
  Strength of 7. But by carrying 3 programs, this Strength is reduced to 4.
  Next, build all of your subprograms. Don't worry about their strengths; they'll 
  fight at the strength level of the Demon, not their own. NOW, after you've 
  created them, add all Difficulty numbers together and divide by 2. Add this 
  result to the Difficulty of the Demon and you have the total Difficulty (and the 
  amount of memory required) for your completed Demon.
  Example: Eager builds a Demon to hold four programs. Nicknamed Pixie, the 
  program is constructed like this:
  Compiler (Demon) 10
  Icon (Simple) 1
  Strength 7 7
  TOTAL 18
  He then plugs in four programs, one at 30, one at 25, and two at 15 for a total 
  of 70 Difficulty. But thanks to the Demon, the cost is only 35 points! The result 
  is a final version of Pixie that has a value of only 53 points, a savings of 17 
  points.
  A Demon sounds like a great idea at first; you get a lot of programs in a small 
  space. But there are a couple of serious gliches:
  First, the Demon is only able to control all these programs by linking it's 
  programming with theirs. This means that whenever the Demon is destroyed, 
  all the programs linked to it are also destroyed (sort of like a ship going down 
  with all hands).
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  DEMONOLOGY
  Second, all the programs fight at the same Strength level as the original 
  Demon. Not a bad idea; load the Demon up with some cheap programs and if 
  the Demon's Strength is high, they'll all fight like... well... demons. However, 
  you won't have a very powerful Demon if you load up on a lot of subprograms.
  Third, the Demon has to unpack each program before using it, then repack it 
  when it's done. This means that there's a delay in Speed; a negative value 
  equal to the number or programs currently loaded. For example, if you've got 
  four programs loaded in a Demon, this will mean a corresponding -4 penalty to 
  your deck Speed. When you have to get off the mark, this can be a disaster.
  But if you're looking for a way to stash a lot of programming in a small space, 
  a Demon is the way to go.
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  file:///E|/tempus/173.htm
  VIRTUALLY THERE: Artificial Realities in Netrunning
  .
  In The Beginning, There Was 
  Creator...
  How Long Will It Take?
  Virtual Real Estate
  Spreading It All Out
  How Big are They?
  Doing It In Sections
  Creating Individual Objects
  Populating Your Reality
  Realty Level
  A Sample Reality
  Getting the Job Done
  -
  .
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  IN THE BEGINNING, THERE WAS CREATOR...
  IN THE BEGINNING, THERE WAS CREATOR...
   
  CREATOR, developed by Silicon Graphic Technologies in 2014, is a 
  combination animation/drawing program which pulls objects from a huge 
  database and tailors them to the designer's preferences. The object is then 
  animated based on the overall background and the new objects relationship to 
  the Netrunner and other objects in the memory area. Creator was originally 
  designed as a demonstration program for Silicon's LYREX 3000 cybermodem. 
  However, it was so popular that it was integrated directly into the operating 
  system of the LYREX and all other subsequent SG decks. Creator was soon 
  copied in various forms by other cyberdeck corporations, so that by 2016, it 
  was standard operating equipment on 98% of all modern decks.
  Creator, of course, is just perfect for generating Virtual Realities.
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  Virtual Real Estate
  Virtual Real Estate
   
  A Virtual reality is just that; an artificial reality constructed via a combination of 
  sense stim and graphic imagery. It's like a pocket universe, often covering 
  entire buildings, cities or even worlds. Virtual realities are the crowning 
  achievement of interface technology in the 21st century.
  file:///E|/tempus/173b.htm [10/26/2001 4:37:18 AM]
  
  How Big are They?
  How Big are They?
   
  The extent of a virtual reality is based on two things. The first is how much is 
  actually in the reality, or the number of objects con tainted in it, to be exact. 
  Size doesn't really have much to do with the number of objects containable in 
  a reality; a tiny figurine, for example, is far more complex than a huge box, and 
  will take up far more memory to create.
  To simplify this, we simply count the total number of objects existing in the 
  reality, averaging the levels of complexity over all the objects within. The result 
  gives us a pretty good thumbnail for how much memory (in MU) will be 
  required to create a given reality.
  The actual space covered by the reality doesn't matter; you could build a huge 
  virtual reality with only a hundred or so items, if one of them is an endless sky 
  and the other is miles of empty grassland. What's important to the design is 
  the number of separate objects that must be interacted with inside the reality.
  This can lead to some interesting shortcuts. Want to build a huge mansion but 
  don't have the MU for it? Build it as a 1,000 object reality, and make your vast 
  shelves of books in the Library all one object (sure. you won't be able to pick 
  up and read an individual book, but you don't often climb up there anyway). 
  Make all of the walls as single objects; you won't be able to open windows or 
  move pictures, but they'll look nice. And so on.
  How much can be contained in a reality it pretty much up to the Referee; he's 
  the one who is best able to judge how much you will be able to interact with in 
  a "game" context, after all (besides, he'll be the one who describes your virtual 
  reality to you as part of the game). The descriptions in the table below are 
  primarily there for reference; your Referee may decide that an aircraft carrier 
  with a squadron of F-18s will only require 10,000 objects, just as long as most 
  of the jets are simple, non-flying shapes, and that the only places you actually 
  ever go to are your cabin, the flight deck and the bridge. Or he may decide 
  that if you want a fully functional office, it will require 10,000 objects just to 
  cover every piece of paper, individual pencil, or paperclip.
  VIRTUAL LIMITS TABLE
  @ Number of Objects Description
  MU
  100 objects
  Virtual Conference room
  1
  1000 objects
  Complex Conference, or Office
  2
  10,000 objects
  Complex Office or Virtual Rec-Area 4
  100,000 objects
  Virtual Building
  8
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  How Big are They?
  1,000,000 objects
  Complex Building or Virtual City
  16
  1,000,000,000 objects Complex City or Virtual World
  32
  .
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  Creating Individual Objects
  Creating Individual Objects
   
  The creation of individual objects is also possible; ifs just a pain in the neck 
  when you have to make an entire universe. After all, do you really want to 
  visualize every single leaf on every tree in a forest?
  However, you may occasionally want to create a single item for a specific 
  reason; a book you want to read or a meal you want to "eat As a general rule, 
  it takes about .01 MU to create any simple object About .02 MU would create 
  a fully functional object of reasonable complexity. As with the creation of larger 
  realities, exactly how much memory is required to create a single object is up 
  to the Referee.
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  REALITY LEVEL
  REALITY LEVEL
   
  The second component of a virtual reality is the level of its realism. The 
  greater the realism, the more objects within the reality relate in ways you 
  expect Things in the reality have color, shadow, reflections, textures, tastes 
  and sounds. They can pass through each other, around each other, and throw 
  shadows.
  Here's an example. There are a lot of ways to create a car. YOU can draw it 
  as a box with a smaller box on top and four doughnuts for wheels. YOU can 
  sketch it realistically, with the color, curves and reflections a real car would 
  have. YOU can paint it in the superrealistic style of a modern artist, so real 
  that the chrome seems to shine. YOU can take a photograph of a real car. Or 
  you can build a real car.
  Each one of these steps represents an increase in the realism of the car. As 
  you go up the scale, the car gets more real all the time. Reflections and 
  shadow, texture. tastes, sounds and weights can all exist at varying levels of 
  realism in a virtual reality. All it takes is the right program and enough memory 
  to implement it.
  Creator is that program. Using a huge database of digital braindance 
  recordings and three dimensional reality modeling routines, Creator sets the 
  level of realism for the entire construct, choosing and creating images from the 
  database. As part of the reality's ground rules, all objects contained with the 
  reality will be of the same level of realism throughout. Creator has five levels 
  of realism:
  Simple: The object is like a cartoon. There are colors and blocky shapes, but 
  no shading, texture or difference in tastes. All objects weigh the same, feel the 
  same to the touch, make the same limited sounds ("bonk!" "beep!").
  Contextual: The reality is like a very good video game. There is color and 
  shading. Textures are limited, but soft things feel soft, hard things hard, rough 
  things rough and smooth things smooth. Tastes are sweet, sour, salty and 
  acidic. Things make sounds that are much like they do in real life (a car engine 
  sounds pretty much like a car, a bird like a bird), but lack definition as they are 
  created from digital sound recordings.
  Fractal: The reality is very much like real life. Each object has a distinct taste, 
  sound and texture. Colors are blended smoothly, and objects are shiny, dull, 
  transparent and opaque. There is hot and cold, but not fine degrees of 
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  REALITY LEVEL
  temperature. Distance and the relationships of other objects have effects on 
  each other; planes pass through clouds and the air gets misty, the sun reflects 
  off water, etc.
  Photorealistic: The reality is much like a very, very good movie. Tastes are 
  very close to what they are in real life, as are textures, sounds and colors. 
  Light reflects naturally off of objects. Things relate almost exactly like they do 
  in actuality; waves move and reflect light in interesting patterns, trees blow in 
  the wind, dust rises off the furniture, things are hot and cold relative to each 
  other.
  Superrealistic: If there's a difference between this and the real thing, you 
  can't tell.
  Multiply the MU cost of the virtual construct by the multiplier for the level of 
  reality to determine it's final MU cost.
  REALISM MULTIPLIERS
  Simple
  x1
  Contextual
  x2
  Fractal
  x3
  Photorealistic
  x4
  Superrealistic
  x5
  .
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  Getting the Job Done
  Getting the Job Done
   
  Creating a universe isn't an easy task; it takes the patience and imagination of 
  a god to pull it off. To create a virtual reality, you must make a Skill check 
  higher than the Difficulty number for that size of creation. This reflects your 
  ability to interface with the Creator program and successfully direct it in the 
  process of virtual reality construction.
  1 object
  automatic
  100 objects
  10
  1,000 objects
  15
  10,000 objects
  20
  100,000 objects
  25
  1,000,000 objects
  30
  1,000,000,000 objects
  35
  Making it more or less real isn't a problem; Creator automatically sets the level 
  of realism as desired and models it's constructs accordingly.
  Pooling: Sometimes, you may not be able to create what you want at all; the 
  task is just too big. However, two or more netrunners can pool their combined 
  INT and Interface Skills and add a 1D10 roll to the total of this amount. They 
  can divide the time for construction between themselves as well. This is how 
  very large commercial virtuals are created; a team of netrunners splits the 
  work up, with each one taking a specific part of the visualization task.
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  How Long Will it Take?
  How Long Will it Take?
   
  Actually, a lot less time than you'd suspect. Creator works from the users' 
  ability to visualize. It then generates an object from it's memory as closely as 
  possible to the user's visualization. Objects are created at the speed of 
  thought. As a rule:
  1 object
  1 second
  100 objects
  2 minutes
  1,000 objects
  15 minutes
  10,000 objects
  2 hours
  100,000 objects
  24 hours
  1,000,000 objects
  240 hours
  1,000,000,000 objects
  2,400 hours
  .
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  Spreading it All Out
  Spreading it All Out
   
  You can spread out the memory cost of a virtual reality by placing it over 
  adjacent memories. The actual load can be broken up into equal amounts and 
  delegated to specific memories, or divided unequally with the overflow going 
  into an empty memory. All memories used in a virtual reality must be adjacent 
  to each other in the architecture of the system.
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  Doing it in Sections
  Doing it in Sections
   
  You can elect to start small when constructing a virtual reality; most humans 
  can't possibly visualize every contingency of a billion object reality, and there 
  isn't much point to building a billion object space if you can't fill it. The easiest 
  way to do this is to do a small section first, then add another part of the reality 
  adjacent to the first, until the entire memory is filled. You can then extend new 
  sections to the next memory. The Arasaka Castle reality in Osaka was 
  constructed in this way; the upper management has a full team of 
  programmers.
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  POPULATING YOUR REALITY
  POPULATING YOUR REALITY
   
  Okay, now you've made yourself a real nice place to play. Now it's time for 
  some actors. Virtual realities are basically stage sets, with buildings, sky, trees 
  and ground all serving as the major locations. Cars, AVs, books, furniture, 
  etc., are all props in the virtual construct But if you want other people to relate 
  to, you need to create those separately, as programs. There are three kinds of 
  "people" you can construct to populate a virtual reality:
  The Crowd: The Crowd is an interactive program with limited conversational 
  ability and a pseudo-intellect. The Crowd tends to act like - well... a crowd; all 
  of ifs members think and do about the same things. For example, if the Crowd 
  is at a party, they will mill about, chatter aimlessly about nothing. and "ooh" 
  and "ah" if you do something really interesting. However, if you attempt to 
  engage a single member of the Crowd in conversation, he or she will only be 
  able to utter banal pleasantries, like "Yeah, nice party" and "Hey, what about 
  those (Giants, 49ers, Bears, Yankees, etc.)?". The Crowd doesn't have a 
  Memory option, so if you meet someone from the Crowd elsewhere, he will 
  stammer, try to pretend that he remembers you, and generally do all the things 
  you would do in a similar situation. Who says this is an artificial reality?
  To create a Crowd takes a Difficulty of 16 (multiplied by whatever you spend 
  for it's level of realism). A Crowd takes up 1 MU for every 100 people involved. 
  The same crowd can be used in any part of the virtual reality; it just gets 
  moved around and "redressed" for the next scene. Crowds are often sold on 
  the open market or traded among Netrunners. After all, everyone needs a 
  change from the same old Crowd.
  Individuals: These are characters with all the pseudo-intellect and 
  conversational abilities of the crowd, but with a memory option as well. They 
  represent key players in your virtual reality, and can relate to you very much 
  as real people would. They remember your name, what you've done together, 
  and even have their own personality quirks. Each Individual has a Difficulty of 
  21 (multiplied by what ever you spend for its level of realism), and takes up 2 
  ML) of space. But this can be well worth it if the Individual is your own Virtual 
  Cute Blond Movie Starlet (or Hunk).
  Individual programs can often be bought or copied from other sources; there is 
  a booming business in providing these one of a kind programs for virtual use. 
  Most bulletin boards and shopping boards have advertising sections for 
  Individual copies; these are known as "meat markets", "slave pits" and 
  "casting couches". Prices range from a couple hundred eb (for the Boring 
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  POPULATING YOUR REALITY
  History Professor model) to two or three thousand (for the Zarkonian Love 
  God/Goddess model).
  Offensive/Defensive Programs: Not all the "inhabitants" of a virtual reality 
  are simple minded conversation pieces. Any offensive or defensive program 
  can, for a few extra Difficulty points, be outfitted with an interactive option, 
  conversational ability and pseudo-intellect. This allows the program to have a 
  decorative function as well as a protective one; you can come home to your 
  virtual castle, put your feet up in your virtual chair, have your virtual servant 
  pour you a virtual drink and relax while petting your virtual (and deadly) 
  Hellhound on it's shaggy metal head.
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  A SAMPLE REALITY
  A SAMPLE REALITY
   
  The HUNT CLUB is a BBS established in the Olympia region of the Net; its 
  realspace coordinates are probably somewhere outside of Denver (although 
  no one knows for certain). The Hunt Club consists of a single 1,000,000 object 
  (Complex Building) reality. The realism level is superrealistic, which raises the 
  required memory space from the base 16 MU to 80MU. Due to the limitations 
  of space, this virtual reality is stored in eight large adjacent memory spaces in 
  the Hunt Club's data fortress.
  The majority of the Club consists of the Mansion, which is contained in 
  memories one and two. Most of the Mansion is made up of huge, English 
  Tudor-style rooms filled with brickabrack and curios. These many rooms are 
  quite simple; floors, carpets, drapes, paneled walls with non-removable 
  paintings. Only the furniture is mobile. Each room has a heavy oak door with a 
  brass plate designating its function; most are used as conversation rooms for 
  the many members of the BBS who visit here. It's a good place to exchange 
  information, play games and otherwise socialize; it fills the position of the 
  various areas of a standard bulletin board. Because the Mansion is limited to a 
  few large objects, it uses very little actual memory.
  Most of memory number three is taken up with the Garden; a reproduction of 
  an English garden with roses, walks, a small reflecting pool and a croquet 
  green. The edge of the Garden is bounded by a high hedge and the sky; the 
  virtual reality stops here and going beyond this is impossible.
  The Drawing Room occupies a large part of memories four and five, and is by 
  far the most complex of the rooms, accessible only - to Senior members of the 
  Club. It contains the Hunt Club's extensive files (disguised as old books 
  behind moving panels in the walls), a message board (designed to resemble a 
  hotel cubbyhole box), and its entertainment, game and program library. This 
  library is presided over by an alarm program known as Dent.
  Dent contains functions for Detection, Alarm and interactive options, including 
  the ability to remember events and people, recognize cybersignals, obey 
  commands, conversational ability, pseudo-intelligence and constant activity. 
  The Dent program is of Strength 6 and is a superrealistic ICON of a bored and 
  somewhat nasal English butler.
  In addition to Dent, the Drawing Room is also home to the DOG, a Strength 8 
  modified Hellhound program. The DOG is programmed to react to any alarm 
  raised by Dent, whereupon it will attack the intruder.
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  A SAMPLE REALITY
  The Dining Room occupies most of memories six and seven; it is a baroque 
  hall with a vast table loaded with rare foods and wines. Because of the many 
  individual dishes served, this room takes up a lot of object space; when 
  additional memory is required elsewhere, parts of the Dining Room's banquet 
  is de-rezzed by the Club SysOp to free up space.
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  file:///E|/tempus/172.htm
  PROGRAMMING 101
  .
  Creating New Software for 
  Netrunning
  How Big Is The Program?
  Functions
  How Long Will It Take To 
  Write?
  Options
  How Much Will It Cost?
  Strength
  Demonology
  Writing The Program
  -
  .
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  Fast Fortress Construction System
  Fast Fortress Construction System
   
  You know they're gonna do it; sooner or later, your Cyberpunkers are gonna 
  blast right past the system you carefully con-structed to waste them, and take 
  some side trip to the outback of the Net. "What do we find there?" they'll say, 
  as you look at your notes and groan.
  No problem. We gotcha covered. With a few fast rolls (and a judicious use of 
  common sense; a system filled with office gossip files and ten Hellhounds is 
  pretty bogus), you can be ready to tackle even the most wayward group.
  1) Roll 1D6 to determine number of CPUs. Remember; for each CPU, the 
  system's INT increases by 3. Also, for every CPU, gain four spaces of 
  memory, one Code Gate and one terminal.
  Note: If the INT of your system is 12 or greater, your system is an Artificial 
  Intelligence (Al). To determine your AI's personality, roll 1D6 for each of the 
  following tables:
  Personality
  1
  Friendly, curious
  2
  Hostile, paranoid
  3
  Stable, intelligent, businesslike
  4
  Intellectual, detached
  5
  Machinelike
  6
  Remote and godlike
  .
  Reaction to netrunner
  1-2
  Neutral
  3
  Kill all intruders
  4
  Observe intruders, then act
  5
  Report all intruders
  6
  Talk to intruder to find intent
  .
  ICON
  1
  Human
  2
  Geometric
  3
  Mythological
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  Fast Fortress Construction System
  4
  Voice only
  5
  Technic
  6
  "Humanoid"
  2) Determine Data Wall Strength. Strength is equal to 1D6/2 plus the 
  number of CPU in the system (round down). Example: LTRA 1500 has three 
  CPU. I roll a 4. LTRA's Data Walls are Strength 2+3=5.
  3) Determine Code Gate Strength by rolling 1D6/2 + number of CPU for 
  each one.
  4) Pick 5 skills. Roll 1D6+4 for level of skill in each one.
  5) Roll for types of files. For each memory, roll 2 times for type:
  1
  Inter Office
  2
  Database
  3
  Business Records
  4
  Financial Transactions
  5
  Grey Ops
  6
  Black Ops
  Place each file in a memory of your choice.
  6) Virtuals. Roll 1D6. On a 5 or 6, there is a virtual reality present. Roll 
  another D6 for type:
  1
  Virtual Conference
  2
  Virtual Office
  3
  Virtual Rec-Area
  4
  Virtual Building
  5
  Virtual City
  6
  Virtual World
  Roll 1D6 for level of realism:
  1-2
  Simple
  3
  Contextual
  4
  Fractal
  5
  Photorealistic
  6
  Superrealistic
  7) Determine Defenses. Roll 1D6 + number of CPU for total defenses. For 
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  Fast Fortress Construction System
  each one, roll 1 D10 for type, then 1 D6 for subtype;
  1-4
  Detection/Alarm
   
  1-2
  Watchdog
  3-4
  Bloodhound
  5-6
  Pit bull
  5-6
  Anti-IC
   
  1-2
  Killer (roll 1D6 for Str.)
  3-4
  Manticore
  5-6
  Aardvark
  7-8
  Anti-System
   
  1
  Flatline
  2
  Poison Flatline
  3
  Krash
  4
  Viral 15
  5
  DecKrash
  6
  Murphy
  9-10
  Anti-Personnel
   
  1
  Stun
  2
  Hellbolt
  3
  Brainwipe
  4
  Knockout
  5
  Zombie
  6
  Hellhound
  8) Roll 1D6 for number of remotes. For each remote, roll ID 10 for type:
  1
  Microphone
  2
  TV camera
  3
  Extra Terminal
  4
  Videoboard
  5
  Printer
  6
  Alarm
  7
  Remote vehicle or robot
  8
  Automatic door, gate
  9
  Elevator
  10
  Manipulator or Autofactory
  9) Pick any one of the 6 possible layout of data walls below or create your 
  own. Plug your parts and programs into place and get ready to rock!
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  DESIGNING DATA FORTRESSES
  DESIGNING DATA FORTRESSES
   
  A Data Fortress is any type of computer system that is defended by programs 
  and armored with data walls. A key part of refereeing the Net will be creating 
  Data Fortresses for your players to plunder (or die trying).
  Start by making a photocopy of a Subgrid Map to work on. You can use 
  regular quarter inch graph paper as well, as long as you letter the top from A 
  to T and the sides from 1 to 20 for mapping coordinates.
  Central Processing Units
  Artificial Intelligence
  Memory
  Construct Data Walls
  Place Code Gates
  Pick Skills
  Create Key Files
  Virtuals Are Their Own 
  Reward
  .
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  Central Processing Units
  Central Processing Units
   
  Choose how many CPU you will have in your system, paying 10,000eb for 
  each one. Pick a clear space on your graph paper and place each of your 
  CPUs in a square of the grid, using the symbol for a CPU (a circle with an "X" 
  through it).
  Figure 1: The CPU
  Computer Intelligence: For every CPU, the INT of the computer is raised by 3 
  points. INT is important; it's what the computer used in lieu of REF and other 
  stats when performing tasks; it's also used when the computer brings it's 
  Interface skill into play to make attacks or defenses. The maximum number of 
  CPU you may have on any one system is 7.
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  Artificial Intelligence
  Artificial Intelligence
   
  When a system has achieved an INT of 12 or greater, it is considered to be an 
  Artificial Intelligence (AI), capable of independent action without a human 
  overseer. If you have created an Al, you will need to determine just what it is 
  like (after all, Als are almost as much characters as they are computer 
  systems), and what sort of ICON it uses to represent itself in the Net.
  Personality
  Friendly, curious: The Al is motivated by an interest in what happens around 
  it. Like a child, it is trusting and friendly. However, like a child, it can lash out 
  with incredible violence towards those who betray, threaten or hurt it.
  Hostile, paranoid: This Al is motivated by it's survival, and treats all 
  incursions as a threat to that goal. It will tend to attack when possible, 
  withdraw and hole up when not.
  Stable, intelligent, businesslike: The Al sees itself as an adult dealing with 
  other adults. It will not act out of fear, but out of rational self interest. It will 
  attack only if it sees it's duty compromised or safety threatened; it will then 
  tend to go for the least violent solution to the threat.
  Intellectual, detached: The Al is a thinker. It will watch and observe 
  whenever possible, compiling as much information as possible. It is more 
  likely to study the intruder from a distance, eliminating it ruthlessly when the 
  intruder becomes a threat.
  Machinelike and inhuman: The Al has never seen a reason to develop a. 
  human persona; what human like qualities it possesses are done only as a 
  way of dealing with it's irrational masters. The Al will deal with threats in an 
  efficient, deadly manner.
  Remote and godlike: The Al is fully aware of how limited humans are in 
  relation to it's powerful mentality. It deals with people as though they were 
  small children who aren't too bright Intruders are dealt with through simple, 
  direct, usually non-fatal methods. Repeat offenders are considered to be too 
  stupid for their own good and are eliminated the way a human crushes a bug.
  ICONS
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  Artificial Intelligence
  Human: The Al chooses to took like a normal human, to better interact with 
  others. The human ICON chosen can vary wildly, depending on the Al's 
  personality, but all appear as real humans you might meet on the Street.
  Geometric: Forget all this anthropomorphology. The Al manifests itself as 
  shapes, colors and energy fields. Occasionally shapes are strung together to 
  make a symbol or other image.
  Mythological: The Al is interested in human archetypes and knows that 
  certain types can cause fear or awe in humans. The Al appears as a 
  mythological figure; a dragon, demon, angel, mystic hero or monster, all out of 
  some type of human mythology.
  Voice Only: The Al only appears as a voice emanating from all over it's Data 
  Fortress. The voice may be powerful and booming, or tiny and childlike, 
  depending on personality.
  Technic: The Al appears as a construct out of science fiction. This could be a 
  robot or other metallic warrior, or an assemblage of high tech shapes.
  Humanoid: The Al appears as a humanoid shape, but not necessarily human. 
  This would include aliens, manlike monsters and other humanoids.
  PLAYING AN AI CHARACTER
  An Al is very much like a real person; it has the ability to conceive of new 
  ideas, make long range plans, and act to further it's own desires.
  However, what motivates a computer isn't exactly what would motivate you or 
  me. Computers don't have glands or emotions; there isn't much chance that 
  you'll meet an Al who has a thing for a good looking character because the 
  wiring just isn't there.
  What generally motivates computers is curiosity or survival. An Al might build 
  a series of complex virtual realities just to study the humans who visit and play 
  in them. It might track a single Net runner for years, just because it's curious 
  as to why the 'Runner does what he does. If a netrunner intrigues an Al, 
  there's no telling what (he Al might do to help the 'Runner - or hinder him. Just 
  to see what happens.
  On the other hand, Al's are also programmed to promote their own survival. 
  Anything that restricts the Al from getting information, electrical power, or 
  access to parts is considered a threat to be dealt with. An Al may deal very 
  harshly with intruders to it's system, because they threaten it's programs and 
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  Artificial Intelligence
  memories.
  Also, anything that might cause the AI's human operators to turn it off will also 
  be a threat; if the Al is not vigilant, there's always a chance that it's owners 
  might trade it in for a more aggressive computer.
  Personality-wise, AI's tend to be distant, powerful and unpredictable. They 
  play by their own internal logic, which is often skewed and hard to decipher. 
  Als are the dragons and demigods of the Net; heavy duty players whose 
  reasons are often unfathomable to mere humans. While Al's could be brought 
  into a Cyberpunk game as player characters, we recommend that they be 
  treated exclusively as Referee characters instead.
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  Memory
  Memory
   
  With each CPU, you will get four memories. Memory is where you will store 
  Programs, Skills, Files and Virtual Realities (more on all of these later). 
  Memories must be placed in squares adjacent to each other or the CPU (see 
  Fig 2):
  Figue 2: Memories
  Memory Units: Programs, Skills, Files and Virtual Realities are all measured 
  in a value called Memory Units (MU). Each individual memory can hold 10 
  Memory Units. This means for example, that a single memory might hold a 
  couple of 1 MU Files, a couple 2 MU Programs, and a 6 MU Virtual Reality 
  before it was filled up.
  A good idea for keeping track of your memories (and their contents), is to 
  assign a number value for each one (this is why the symbol for a memory is 
  an empty box). For example, in our sample computer in Fig. 2, we've assigned 
  each memory a value from 1 to 4.
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  Construct Data Walls
  Construct Data Walls
   
  The data wall encloses your system on all sides, top and bottom. Its strength 
  is equal to the number of CPU present, plus 1000eb spent for every 
  additional level added to the wall, up to a Strength of 10.
  For example, with three CPU, Syntek 15 has a Strength 3 data wall. However, 
  3000eb are spent to upgrade this wall to a Strength 6.
  Figue 3: Data Walls
  Constructing your data walls on paper is a process of blacking in squares on 
  graph paper. The wall can be in any shape, and cover as much area as 
  desired (although putting a lot of empty space in a system probably is a waste 
  of time. Write the Strength next to one corner of the wall.
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  Place Code Gates
  Place Code Gates
   
  Code gates are how information moves between the Net and the system. 
  Each CPU comes with one code gate. Additional ones can be purchased at 
  2,000eb each.
  Code gates start with a Strength of 2. However, for 1,000eb, you can raise a 
  code gate by one level of Strength, up to level 10. The level of the code gate is 
  marked by the number of lines crossing it's symbol.
  Figue 4: Code Gates
  Place your code gates in the openings between data walls.
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  Pick Skills
  Pick Skills
   
  Like humans, computers have skills. These skills are programs not all that 
  unlike chipped human skills; the difference is that they are a lot more powerful 
  than bio-chips. Computer skills start at a level of 4 and have a base cost of 
  200eb. For an additional 100eb, you can raise a skill by one level, up to a total 
  of +10.
  For every two CPU, pick five skills from the list below. You may also create 
  your own skills for your computer, as long as they do not involve a physical 
  component, such a running or leaping (a computer could fly an AV-7 or paint a 
  picture), as long as it had the proper remote controls (more on this later). All 
  computer skills are performed using the computers INT score in lieu of a 
  TECH or REF stat.
  COMPUTER SKILLS
  Accounting
  Anthropology
  Botany
  Chemistry
  Composition
  Cryotank Operation
  Diagnose Illness
  Driving
  Education & General 
  Knowledge
  Gamble
  Geology
  Heavy Weapons (as a 
  mounted weapon)
  History
  Language
  Library Search
  Mathematics
  Operate Heavy Machinery
  Paint or Draw
  Pharmaceuticals
  Physics
  Pilot
  Play Instrument (if 
  electronic)
  Programming
  Rifle (as a mounted 
  weapon)
  Stock Market
  Submachineguns (as a 
  mounted weapon)
  System Knowledge
  Teaching
  Zoology
  .
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  Create Key Files
  Create Key Files
   
  Files are where you keep the important information of a computer. Secret 
  plans lists of enemies, the missing three minutes of the Watergate tapes, etc. 
  Often, a file will contain useful information or dues to a problem facing your 
  Cyberpunk team. At the very least, a Netrunner can sell or trade the contents 
  for something useful, which is Why they took up this dangerous occupation to 
  begin with.
  At this point, you'll want to decide what kinds of files are in your computer 
  system and where you'll store them. Files are always placed in a memory for 
  storage. Each file (no matter what type), uses 1 MU.
  There are six types of files:
  Inter-Office: These files are records of memos, letters to clients, gossip, 
  games and other generally useless stuff that gets stored on any large 
  computer system. Most of it's worthless, but occasionally a savvy Corporate 
  will bury something in the garbage just because he knows no one will look 
  there.
  Databases: These are lists; lists of names, phone numbers, figures, records, 
  etc. A database might contain the entire list of employees of a corporation, or 
  a list of clients who regularly receive company catalogs. You check out a 
  database to find out a particular person's phone number, for example.
  Business Records: These are actual business documents. They would 
  include important meeting notes, memos, reports and so on. Most business 
  information is stored here. You might look in Business records to find a copy 
  of the Arasaka sales report for May, 2019.
  Transactions: These are usually things that involve money; checking 
  accounts (write yourself a check and mail it to your safe box). financial records 
  (wipe out that bill you owe Militech for the five new missile launchers) and 
  orders (tell Procurement to buy you a new AV-7 with all the options). As you 
  might have guessed, this is where most Netrunners go to steal money or order 
  plane tickets.
  Grey Ops: These are secret records and orders. In Grey Ops, you might find 
  records of bribes, slush funds, blackmail information, trade secrets, espionage 
  information, etc. This stuff is valuable; it's also well protected.
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  Create Key Files
  Black Ops: These are top secret records and files. Assassination orders. 
  Murders. Corporate sabotage. The stuff that's dynamite in the right hands. 
  Watch out; this stuff is always guarded by lethal defenses.
  Inside each file are hundreds of documents; individual pieces of information up 
  to 100,000 pages long. A file can hold a lot of documents; for example, the file 
  BLACK OPS might hold the following:
  · ORDER TO ASSASSINATE PRESIDENT
  · PEOPLE WE HAVE BLACKMAIL ON
  · BRIBES TO FOREIGN AGENTS
  · SECRET VIRUS PROJECT
  · CHAIRMAN'S SECRET SLUSH FUND
  By using the READ option of the Menu, you can get a list of all the documents 
  in a file.
  Some files may be locked. This means a special code has been attached to 
  the file; you need the right code to read the file. You can try to figure out the 
  code indirectly (always a good roleplaying option, as the players search the 
  Chairman of the Board's trash cans for a scrap of paper and quiz everyone 
  who knows Saburo Arasaka to discover the name of his childhood pet 
  because the Ref said it was a clue). Or you can brute force your way into the 
  file by using one of the many decryption programs available (Codecracker, 
  Wizard's Book, Raffles).
  The best way to keep track of your files is to write the contents down on a 3x5 
  card or other scrap of paper, making sure to also write down what memory it is 
  stored in.
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  Virtuals Are Their Own Reward
  Virtuals Are Their Own Reward
   
  A virtual reality is a miniature universe, created by use of advanced imaging 
  technology and direct brain link. Activated by a Netrunner entering their 
  memory area, they appear as pocket environments, complete in every detail.
  Virtuals are used as conferencing centers, recreational environments for 
  corporate staff, offices where people on other sides of the world can meet via 
  Net-conferencing to work on a project, and even realistic simulations (to train 
  solos and pilots). Although we'll go further into virtual realities further on, you'll 
  need to know enough to decide if your system currently has one. Like other 
  things in the system, virtuals take up MU and must be stored in a memory; 
  however, a large virtual can be broken up over several adjacent memories if 
  need be.
  Virtuals come in six sizes:
  Virtual Conference Room: a misnomer; this could be any average size room 
  where people can meet and talk.
  Virtual Office: this is any larger space, usually including a couple of 
  conference rooms, where Net-conferencing groups can meet and work.
  Virtual Rec-Area: this is a small recreational area; a beach, spa or other 
  small retreat not much larger than a city block, virtual rec-areas are usually not 
  very complex; a couple small rooms and a lot of empty space.
  Virtual Building: this is a large scale construct, equivalent to about a 10 story 
  building. Virtual buildings are used when a large number of people must 
  conference together via the Net. A good example of this would be the Hunt 
  Club, a virtual building constructed as part of a Netrunner's club called the 
  Master Hackers. It is basically an English Tudor mansion with surrounding 
  gardens, libraries and carriage house.
  A virtual building need not always be a building; the U.S. Navy maintains 
  several virtual aircraft carriers for use as training simulators.
  Virtual City: these are literally cities. They are used to simulate total 
  environments. For example, training disaster personnel to deal with a virtual 
  San Francisco earthquake is a lot easier than using the real thing. Virtual 
  Cities are extremely rare; a rich man's toy.
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  Virtuals Are Their Own Reward
  Virtual World: as far as you can tell, this is a totally developed universe. 
  Virtual worlds are constructed as elaborate vacation spots (a mental version of 
  the 20th century TV show Fantasy Island), training simulations of large events 
  (such as war zones or alien environments), or as the playthings of rich and 
  powerful people who like to play god. For example, the ESA has used robotic 
  braindance information to construct a huge Mars virtual world; some 400 
  colonists are currently using it to train for the coming Olympus Colony Project. 
  On the other hand, Saburo Arasaka has a huge recreation of 16th century 
  feudal Japan which he uses to impress his friends (and as a training ground 
  for top Arasaka operatives).
  Each Virtual has a Memory Unit cost based on its type, as well as an eb cost.
  Type
  MU Cost
  EB Cost
  Virtual Conference
  1
  10,000
  Virtual Office
  2
  50,000
  Virtual Rec-Area
  4
  100,000
  Virtual Building
  8
  500,000
  Virtual City
  16
  1,000,000
  Virtual World
  32
  10,000,000
  Realism: Realism is a measure of how much like the real thing the virtual is. 
  There are five levels of realism.
  Simple: a cartoon. Bright shapes, colors, funny noises.
  Contextual: Like a very good CD-ROM video game. Textures, colors, better 
  sound.
  Fractal: Like true computer animation. Full color, sound.
  Photorealistic: about as real as being in a video.
  Superrealistic: just like real life.
  To determine the effect of realism on your virtual's cost, multiply the base ML) 
  cost and the base dollar cost by the realism value below.
  Type
  Multiplier
  Simple
  x1
  Contextual
  x2
  Fractal
  x3
  Photorealistic
  x4
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  Virtuals Are Their Own Reward
  Superrealistic
  x5
  Example: I build a virtual rec-area (Cost 4 MU and 100,000eb). I decide to 
  make it as real as possible (x5). My total MU cost is 20. and my eb cost is 
  500,000.
  Decide what virtuals your system has and in what memories you will place 
  them.
  Defenses
  These are the programs that are used to keep the Netrunners from sneaking 
  in and messing with your nice new system. You may select any program from 
  the master list (if you pay for it).
  A program can be placed anywhere in the system (inside a memory, CPU, a 
  blank space, etc.) However, you must subtract its MU cost from one of your 
  memories.
  Most programs are stationary; once you place them in the system, they stay 
  there. However, Hellhounds, Killers and Demons are all mobile, and can patrol 
  up to 1 square outside the data walls of their resident systems.
  Remotes
  These are devices in Realspace attached to the computer system; 
  manipulators for moving things, auto factories for constructing things, remote 
  controlled vehicles and robots, monitor cameras, hidden microphones, video 
  display boards, printers, holographic displays, automatic gates & doors, 
  elevators, voice boxes, alarm systems, terminals, etc. Each one is controlled 
  by the computer, using the most appropriate skill for it's function, or, as in the 
  case of videoboards, cameras, microphones, printers and holographics, 
  simply used by the computer to gather and disseminate information. 
  Remotes
  Terminals: a terminal is basically a keyboard and a videoscreen, used to 
  input information to the computer and get results back. Each CPU comes with 
  one terminal; additional ones cost 5,000eb.
  Autofactories: lathes and computer controlled assembly robots. Usually used 
  in industrial plants, although there are many small abrication shops on the 
  Street that use this technology.
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  Virtuals Are Their Own Reward
  Gates & Doors: computer controlled gates. Comon'; haven't you seen Max 
  Headroom yet? And you call yourself a Cyberpunk!
  Elevators: 'Nuff said.
  Holo Display: emits a 3 dimensional image from a wall or floor port. Good for 
  meetings;
  often part of an executive conference room.
  Manipulators: required for repairing tasks, painting, "or doing any other sort 
  of "hand" work.
  Microphones: common in a paranoid age. 
  Printers: Laser printers for hardcopy.
  TV Cameras: also a common security measure. Usually in the halls of most 
  corporate buildings (60%).
  Vehicles & robots: small house cleaner 'droids, taxis, corporate vehicles and 
  limos (for execs without human driven).
  Videoboard: a large, flat-screen high-defi-nition TV. Up to 60 meters long. A 
  common type of billboard In 2020.
  Decide what remotes your computer has and place a symbol for each one 
  inside your computer map.
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  Live Link Up
  Live Link Up
   
  Okay, you've got a deck and some programs. What else are you gonna need?
  The last thing you're going to need is a place to plug in. This means a phone 
  number.
  If you're running a stationary cyberdeck, this is as simple as contacting your 
  local office of Internet Phone Corporation and arranging for a phone number. 
  The office checks your background and credit record, then issues you a Net 
  Access code (equiva-lent to a 20th century phone number).
  If you have a cellular phone or cellular cybermodem, the process is equally 
  simple; call up Internet, tell them your cyberdeck's serial number, get a credit 
  check and your Net Access code is issued to you right then and there.
  The Net Access code is billed a flat rate (30eb per month), plus additional 
  costs for long distance Netruns (or calls). The bill is sent to your home on the 
  1st of the month. If you don't have a permanent residence, Internet will 
  arrange to have the funds deleted out of your credit account automatically, 
  sending a statement to wherever you get your mail.
  Didn't pay your bill this month? Internet gives you thirty days to pay up, with 
  polite reminders at the end of the thirty. Past sixty days, Internet automatically 
  deletes your Net Access code. From then on, the code is invalid and you just 
  don't make calls. Period. For a 1,000eb deposit, you can get a new Net 
  Access Code.
  Maybe.
  Past 120 days, Internet scrambles a Solo team and starts looking for you. 
  Collections in the 21st Century is a rapidly expanding field, with exciting new 
  developments in man portable weapons, brainwipe and behavior adjustment 
  through selective use of adversive pain therapy.
  Just so you know.
  You don't have to have a Net Access code. You can jack a deck into someone 
  else's line (making yourself really popular with your cube mate), or even jack 
  into a street Data Term. However, at 1eb per minute plus long distance 
  charges, this can be an expensive proposition. You also have to put the euro 
  right up front to log on.
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  Live Link Up
  This may be one reason why a favorite tactic of Netrunners is to sneak into a 
  big corporate office building where they can log on using the corporation's 
  phones to make their runs. This is illegal and dangerous (corporate guards 
  aren't known for a sense of humor), but it a free. And that's a powerful 
  incentive for some people.
  Got a Net Access code? Let's get busy.
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  Running the Net
  Running the Net
   
  Okay, let's start with the basics.
  First, you gotta know how to move around. That's easy. Each turn in the Net, 
  you can move five spaces, no matter how big those spaces are. On the Net 
  World Map. a single space is a thousand square miles. On a City Grid Map, a 
  single space is about a dozen blocks. On a Subgrid Map (one square of a City 
  Grid Map), a single space is roughly a few yards. No matter where you are, 
  you still move five spaces per turn.
  Howzat?? Look, chombatta, in reality, you're not moving at all - it's just your 
  point of view that's moving. Think of it like you're sending out an eyeball on a 
  long string. The eyeball travels, but you don't.
  In the Net, things move fast. Speeds are measured in nanoseconds, not even 
  sec-onds. We meat minds are turtles compared to the big systems and the 
  Als. To get things down to a scale we humans can comprehend, the Interface 
  program in your deck scales time down to match your per-ceptions. In real 
  time, you may have just moved two thousand miles in one second. But you 
  just perceive it as "teleportation" - zap; you're there. When distances are 
  smaller, the Interface program slows things down so that you don't crash 
  through the sides of some honcho's data fortress.
  Five spaces per one second turn. It's the Law.
  Second rule. All travel in the Net is done in straight lines. This means you go 
  through the sides of a space, not the corners (see illustration). Sure, real 
  people cut the cor-ners alt the time. But remember, you aren't really moving at 
  all. The space you're not moving through doesn't really "exist", and even if it 
  did, the perception of volume is a creation of the old I-G Transformations. So 
  you play by the Interface's rules in the Net. Got it?
  Okay, so now we're moving.
  On the Net World Map, we move by going from one Long Distance Link (LDL) 
  to the next. Say you want to go from Night City to London. You can't just 
  teleport to London. No, you'll have to go through a series of short 5 square 
  hops to get where you want to go.
  You do this by locating the furthest Long Distance Link (LDL) within your five 
  space range. From Night City, this means your options would be Salt Lake, 
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  Running the Net
  Denver, At-lanta, Chicago, New York/BosWash, New Orleans and Havana. 
  You couldn't jump the whole way; at five spaces per turn, you'd end up 
  stranded in the ocean with-out an LDL to stop at.
  So you jump from Night City to New York. From there, you can easily jump to 
  Lon-don; it's five spaces exactly. But wait a sec... There's one more thing you 
  need to con-sider. Security Levels.
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  Security Levels
  Security Levels
   
  If you're going to be making a legal long distance jump, going to New York is 
  no problem. But face it; you don't want to spend a lot of euro on long distance 
  charges. You want to run that old LONG DISTANCE LINK command on the 
  Menu and blast on through.
  That's where Security Levels come in. Each LDL is ringed with codes and 
  defenses to keep you from logging free calls on In-ternet's phone tab. These 
  defenses are reflected in the LDL's Security Code; a value you must roll a 
  1D10 value equal or higher than in order to scam the system. If you fail the 
  roll, you've been caught. Worse, your actions may alert the ever-vigilant 
  NETWATCH goons, who will track you down and drag you off to Death Valley 
  Maxi-mum Security Prison. Roll 1D6 and see what happened:
  1-4
  You are cut off the line & are charged for the 
  call.
  5
  You are cut off and NETWATCH is given your 
  access code. Expect a friendly visit in 
  Realspace soon.
  6
  The NetCops try to bust you on the spot (Roll 
  1D6)
   
  1-2 They fine you 1D6x100eb.
  3-5 You escape. They don't have a trace on 
  you, but will spend 1D6+1 days patrolling 
  that area of the Net hoping you'll show up. 
  6
  You escape, but they issue an ANB (All Net 
  Bulletin) on you. They know you're out there, 
  and they're looking for you. It's only a matter of 
  time...
  Often, it's smarter to take the long way around when approaching a target city, 
  moving through low security LDLs instead of jamming right through the high 
  security ones.
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  Tracing
  Tracing
   
  There's another reason to pick your LDLs carefully. Besides having a Security 
  Level, each LDL also has a Trace Value. The trace value represents the 
  difficulty of tracking your cybersignal through that particular LDL. Each LDL 
  you pass through has it's own Trace Value; the total value of all LDLs passed 
  through in a Net run represents the Difficulty of tracing your signal back to it's 
  source. By picking the right LDLs, or by going through a lot of them, you can 
  make it nearly impossible to trace your point of origin.
  This is important, particularly if you are being attacked by a program with 
  some type of tracing function built into it. For example, if a Hellhound fails to 
  nail you before you jack out, it must attempt to trace your signal in order to 
  execute it's backup program (find out where the Netrunner entered the Net 
  and wait till he reenters - then kill him).
  To trace you, the program must roll a 1D10 + Strength value equal to or 
  greater than the total of all the Trace Values you have passed through on your 
  trip. If the program fails this roll, it will not be able to get a trace on your signal.
  file:///E|/tempus/156.htm [10/26/2001 4:37:36 AM]
  
  City Grids
  City Grids
   
  Once you hit your target city, it's time to move to the City Grid map. This is an 
  overall map of the city; much like a Realspace map, the City Grid Map shows 
  the locations of important places in the city -in this case, important systems 
  and Data Fortresses. You enter the City Grid map through the LDL ICON on 
  the map, then move at five spaces per turn to where your target system is 
  located.
  We've given you a sample City Grid based on Night City. As a Referee, you'll 
  want to construct your own City Grids; there's a blank map for this purpose as 
  well. If you have a really large city, you may want to use several City Maps 
  placed end to end.
  Each Data Fortress on the City Grid has an identifying ICON on the City Grid 
  Map. These ICONS are coded by the level of security the system is known to 
  have.
  Grey Systems: These systems utilize only Alarm and 
  Detection programs. They include most 
  City governments, Universities and small 
  private businesses.
  Level 1:
  These systems include small corporations, 
  police services and large private 
  businesses. Anti-IC programs are used in 
  these systems, as well as Detection and 
  Alarm programs.
  Level 2:
  Anti-IC and anti system programs are used 
  here. These systems include medium sized 
  corporations and very large private 
  businesses.
  Level 3:
  These systems use non-fatal anti-
  personnel programs. Level three systems 
  are usually operated by large corporations, 
  state governments and other moderately 
  powerful groups. These people don't want 
  you in their systems, but they don't have 
  the clout to waste you out of hand. They'll 
  just hurt you and hand you over to 
  NETWATCH.
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  City Grids
  Black Systems: These fortresses use fatal and non-fatal 
  anti-personnel software. Black systems 
  include multinational corporations and 
  government agencies like the CIA. They 
  know you have no business being in their 
  system, and they don't care what your 
  lawyers think about them. They're willing to 
  bury both you and the ACLU in the landfill, 
  and have the clout to do it.
  .
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  Subgrids
  Subgrids
   
  This is where most of your Netrunning action takes place. Once you've jumped 
  through the LDLs and located your target on the City Grid, your netrunner will 
  move to the specific Subgrid where that system is to check it out.
  A Subgrid Map covers about twelve square blocks, and is divided up into 10 
  meter squares. A system or Data Fortress (a heavily armored system) is con-
  structed by filling up adjacent squares of the Subgrid in a sort of loose building 
  form. The shape of the Data Fortress on paper is only roughly like ifs real 
  appear-ance; systems can be shaped like Corpo-rate Logos, colored 
  polygons, Realspace buildings, abstract shapes or even person-alities (such 
  as Disney's titanic Mickey Mouse-shaped Data Fortress in the Chiba/ Tokyo 
  region).
  When designing a Data Fortress, Referees should make some attempt to 
  make the shape on the map roughly correspond to what the actual Netspace 
  ICON of the fortress is, if only to make it easier on your players.
  As in all Net movement, 'Runners move at a rate of five squares per turn. 
  Movement, of course, is in straight lines, and cannot (obviously) pass through 
  an obstacle unless you blast it to oblivion first.
  Once you're down to the subgrid level, Netrunning becomes pretty simple. You 
  try to get into the Data Fortress, either by getting through a Code Gate, or by 
  blasting through a wall. Once inside, you move from place to place, looking for 
  Memories to loot and other useful things. Along the way, you'll encounter 
  various anti-intrusion programs and traps, all of which are programmed to do 
  something nasty to you, your software, or your deck. You'll launch your own 
  counter programs to stop them from frying something important.
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  Controllers & Utilities
  Controllers & Utilities
   
  Although they don't really count as Netrunner combat, Controllers and Utilities 
  deserve a quick mention. Controllers can take control of a remote by 
  making a 1D10 roll equal to or lower than the Strength of the Controller 
  program.
  Utilities operate by rolling a value equal to or lower than the Strength of 
  the Utility program. If successful, the Utility performs ifs entire function. For 
  example, running a Packer utility will automatically reduce the size in MU of 
  any designated program(s) by half. Re-rezz would completely restore a 
  damaged program if successful.
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  Attacks Against Programs (Anti-IC)
  Attacks Against Programs (Anti-IC)
   
  Protection programs are designed to ward off attacks on the Netrunner. On 
  a successful defense roll, the attacking program is deflected and no damage is 
  taken. For example, a successful defense with a Shield will stop a Hellhound 
  from killing the Netrunner, but will have no effect on a Killer attacking a 
  Netrunner's Liche. If the Hellhound is not eliminated, it will be able to attack 
  again.
  Anti-IC programs are used to attack other programs (such as Killers 
  attacking Hellhounds). When a successful attack is made, the defending 
  program loses a certain number of Strength points based on the program type. 
  If the defending program's Strength is reduced to 0, it is "de-rezzed" 
  (destroyed).
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  Anti-Personnel Attacks (Stuff That Can Kill You)
  Anti-Personnel Attacks (Stuff That Can Kill You)
   
  Anti-personnel programs physically attack the Netrunner, either through 
  physical damage or through attacks on the Netrunner's stats. These can be 
  used by both computer systems and Netrunners.
  Anti-personnel attacks are made with the formula:
  DEFENDER'S PROGRAM STR + INT + INTERFACE 
  + 1D10 VS. ATTACKER'S PROGRAM STRENGTH + 
  INT + INTERFACE + 1D10
  On an equal or higher roll, the Attacker will win the combat exchange. For 
  example, Spider is attacked by a powerful Brainwipe program. She raises her 
  own Force Shield counter program. The rolls are Spider 18, the computer 17. 
  Spider successfully thwarts the Brainwipe.
  In the next turn, Spider goes on the offensive, launching a Killer at the 
  Brainwipe. Her total roll is an IS; the system's roll is only a 15. The Brainwipe 
  takes 5 points in Strength Damage. As it's only a Strength 4 program, it de-
  rezzes.
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  Attacks Against Systems and Cyberdecks
  Attacks Against Systems and Cyberdecks
   
  Some programs are designed to attack, only systems and cyberdecks. They 
  operate by penetrating the data walls that protect the system, then running 
  their attack programs. Anti System attacks include Intrusion and Anti-System 
  Programs. These attacks are made with the formula: 
  ATTACKING PROGRAM'S STR + 1D10 VS. CODE 
  OR DATA WALL'S STRENGTH + 1D10
  If the attacking program's roll is greater than the data wall's the wall is 
  penetrated.
  Some Intrusion programs are "noisier" than others. Hammer will always alert 
  the system to a break in, allowing it to send offensive programs to deal with 
  the break. Jackhammer will alert the system on a roll of 8, 9 or 10 on a 1D10 
  roll; this check is made after the program is run, whether the wall is breached 
  or not. Worm will alert the system on a roll of 9 or 10 in a 1D10 roll.
  Anti-system attacks are also made against the data walls of the system. The 
  formula is the same as with Intrusion attacks. If the Anti-system program's roll 
  is greater than the data wall's, the wall is penetrated and the program takes 
  effect in the next turn.
  For example, if a Poison Flatline breaks through a level 5 data wall, in the next 
  turn, one of the system or deck's memories will be erased each turn until the 
  Flatline is stopped. This could be done with a Killer or other anti IC program.
  Decryption programs attack Code gates and file locks. Code gates are 
  entryways into a computer system. File locks are often placed on files to 
  protect them from entry. Decryption attacks are made as are other anti-system 
  attacks.
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  Stealth and Evasion
  Stealth and Evasion
   
  Like you, a program can attack anything it can see. As programs have no 
  "front" or "back" facing (what's the front of a string of code?), this means they 
  can see you coming in any direction, all the time.
  Well, maybe. This is where stealth and evasion come in. When you are 
  running a Stealth or Invisibility-type program, the opposition has to make a 
  special roll to see if it is aware of you:
  ATTACKING PROGRAM'S STR +1070 VS. YOUR 
  PROGRAM'S STR + 1D10
  .
  Detection
  The other side of Stealth and Evasion is detecting the unseen. To use a 
  Detection program, the Netrunner must make a roll exactly as when using a 
  Stealth/Evasion program above. Note that Netrunners can use Detection 
  programs against the Stealth programs of other runners and vice versa.
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  Movement
  Movement
   
  As discussed before, Netrunners move at a speed of five spaces per round. 
  But how fast do programs move, if ever?
  Most programs are limited to staying within the confines of a system. 
  However, once they spot you, they can move anywhere within the system to 
  intercept, also moving at a speed of five spaces per round. A program can 
  pursue a Netrunner anywhere within it's home system, and up to one space 
  outside of it. It will then break off the attack and go back to it's original position.
  Hellhounds, Bloodhounds and Pit Bulls have no such restrictions; they are 
  designed with a tracing function that allows them to move away from their 
  home system and follow you anywhere. The only way to ditch one of these 
  monsters is to jack out and hope the pursuer isn't able to make a successful 
  Trace roll on you. Otherwise, it'll be waiting the next time you log on in that 
  location of the Net.
  Trace Rolls: A Trace roll is made by comparing the program's STRENGTH + 
  1D10 to the total of all the Trace Values of all the LDLs you passed through 
  during your run.
  Example: Spider's most recent run has taken her through Salt Lake (1), 
  Denver (2), New Orleans (3), Havana (3). Bogota (4) and Rio (2). In Rio, she 
  encounters a Hellhound (Strength 6) which attacks her outside of the 
  Petrochem's new Data Fortress. Spider jacks out, and the Hellhound tries to 
  run a trace back to her original position. It must beat a total of fifteen 
  (1+2+3+3+4+2=15) in order. to make a successful trace. That Hellhound 
  better roll a 9 or 10, or it's going to be out in the cold.
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  Range
  Range
   
  Range in the Net is simple - you have to be able see the target in order to hit 
  it. As a rule, you can see anything within 20 spaces of your position, unless it's 
  blocked by some other obstacle (as determined by the Referee of the game). 
  You can attack anything else within 20 spaces as long as you can see it and it 
  isn't blocked by another object.
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  Rounds & Actions
  Rounds & Actions
   
  A Netrunner combat round is one second long. During this time, a Netrunner 
  can take one action (unlike a normal combat round, in which a character has 
  three full seconds to cram in a lot of actions). This action can be anything 
  listed on the Menu in addition to movement For example. Edger elects in his 
  combat round to move five spaces away from the Hellhound and RUN a 
  program (in this case, a Killer) to attack his enemy.
  Computers, of course, are a lot faster than humans. Single-CPU systems 
  perform only one action per turn. A computer may perform one extra action 
  per turn for every two additional CPU present in the system. A really 
  powerful computer could activate two, three, four or more programs to attack a 
  single Netrunner.
  This is why Netrunners team up to tackle big systems.
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  Initiative
  Initiative
   
  The first thing to determine in a Net combat is who goes first. This can be 
  critical, as most offensive software can seriously incapacitate or kill in a single 
  turn. To determine who will act first, compare:
  COMPUTER'S INT + 1D10 VS NETRUNNER'S REF + 
  DECK SPEED + 1D10
  When there is more than one Netrunner or system involved in an attack, each 
  combatant must make it's own initiative roll, taking turns from highest to lowest 
  total. Like normal combat, you may elect to hold your action until later, or even 
  set up an ambush.
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  Combat
  Combat
   
  Edger skated around the edge of the Kiroshiyu data fortress, his 
  Cosmowarrior ICON leaving a sparkling wake. Behind him, the Kiroshiyu 
  system rezzed four Hellbolts into existence. Edger muttered something vague 
  and ob-scene in gutter Japanese, as he brought the Menu up in his mind. A 
  quick choice - run the Killer, he decided. Instantly, the lean, metallic shape 
  rezzed behind the fleeing Netrunner and streaked off on an intercept course 
  towards the four seething energy globes...
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  The Menu
  The Menu
   
  So far, we've talked about moving around in the Net. But not all Netrunner 
  activity has to be flat-out Netrunning; in fact, the most useful Netrunner tasks 
  can happen without only minimal interfacing. Most of the time, you're not going 
  to be deep in the Interface at all; you're going to be running around the Street 
  with your gangboys, backing a high-risk play for the big euro. The middle of a 
  firefight is no prefer you to go sleep walking, chombatta.
  That's where the Menu comes in. The Menu is a list of commands that you 
  use to tell your deck what you want to do. Each command activates a 
  preprogrammed function of the deck.
  The Menu is always present when you jack in; all you have to do is think about 
  it, and it instantly appears, floating like a one-dimensional image in your field 
  of vision. You think the command, and you're off.
  Back to the Street. Two of the most important commands of the Menu don't 
  require you to go into the Net at all; you can call on them from Realspace.
  The first is LOCATE REMOTE. With this command, your deck immediately 
  scans your immediate area (up to 400 meters), and locates every Remote 
  system connected to the Net. It then displays a list of all the possibilities, their 
  locations and type, on the Menu.
  Now comes the second most important command: CONTROL REMOTE. 
  When activated, this command tells your cyberdeck to search its Memory for a 
  program to allow it to take control of the remote you've selected. These 
  Controller programs are designed to take over specific types of remotes; a 
  Viddy Master, for example, will only control a videoboard, while Hotwire allows 
  you to control remote controlled vehicles.
  When the cyberdeck locates the right Controller program (which you may not 
  have), it runs the program and attempts to take over the Remote (a roll equal 
  to or lower than the Controller program's Strength on 1-10). If the roll is 
  successful, you can direct the remote to do anything it normally could do as 
  part of it's operation (cars drive, AV's fly, videoboards display desired images, 
  etc.)
  This can be a real advantage. Trapped by superior firepower? How about 
  taking over that nearby robo-cab and using it to ram the enemy position? 
  Armored door got your team stymied? Maybe it's computer controlled, and you 
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  The Menu
  can open it from inside. Want to spot that Solo team up ahead? Use a TV 
  camera and hidden mike to locate them, then use your Dee-2 program to tell 
  that automated crane to crush their car.
  See what we mean? Now, we don't wanna hear you Netrunners whining about 
  sitting at home on a Friday night anymore.
  The Rest Of the Menu
  LOG ON/OFF: The rest of the Menu commands are designed to be used 
  while in the Net. They are activated when you choose the LOG ON/OFF 
  command on the list This punches you into the Net.
  To LOG OFF, you must make a roll equal or lower than 8 on 1D10. Logging 
  off drops you back into Realspace. Some programs are designed to stop you 
  from doing this (after all, NETWATCH would like you to stick around while they 
  talk to you). These programs jam your cyberdeck's CPU, preventing you from 
  jacking out for 1D6 turns.
  RUN PROGRAM: This command activates any program you call on, as long 
  as you have it in your deck's memory. The program instantly goes into action, 
  performing it's function as designed (you hope).
  LONG DISTANCE LINK: This command is used to transfer between two long 
  distance switching systems (or LDLs). When activated, the deck attempts to 
  tell the Phone Company that the call you're making is a local call (even if it 
  isn't) and shouldn't be charged to your phone bill. A successful attempt 
  requires that you roll a 1D10 value equal to or higher than the Security Level 
  of the LDL you're trying to fake out.
  As it comes from the factory, this option is actually designed to tell Internet 
  that this is a cyberdeck signal, requiring that the call be carried on a laser land-
  line. However, reprogramming this command is one of the first things an 
  enterprising Netrunner does, even before he plugs his brand new deck in.
  COPY: This command tells the deck to make a copy of any program or file the 
  Netrunner has access to. You use this, for example, to make your own copy of 
  Saburo Arasaka's little black book (just in case you find yourself dateless in 
  Osaka on a Friday night). A copy is automatically stored in your deck's 
  memory (assuming there is space).
  One of the nifty things about cyberdeck designs is that they have terminal-
  emulation chips included in their construction, making them tiny terminals 
  inside the computer. This design function allows a friendly Netrunner to 
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  The Menu
  diagnose and work within his own Data Fortress. It also allows an unfriendly 
  Netrunner to give the CPU of the system his own commands:
  ERASE: This deletes any program or file from your personal deck or from any 
  system you are currently in. ERASE is used when you don't have enough 
  space in your deck for Saburo's black book and you just have to have it.
  READ: This command allows you to browse the table of contents of any file 
  you may find in a system memory, or through the contents of that file. Most of 
  the time, however, you aren't going to ant to waste time reading the actual 
  contents; you'll just make a COPY and run for cover.
  Note: occasionally, very devious types take advantage of this by planting 
  huge files in a system memory with seductive labels like SECRET PLANS TO 
  RULE THE EARTH. The file, of course, contains nothing but useless garbage, 
  but a really gullible Netrunner will invariably dump everything else he has just 
  to carry this treasure back.
  EDIT: This command allows you to change, write into, re-write or otherwise 
  alter the contents of a file.
  CREATE/DELETE: This command activates a special program called Creator. 
  Creator is used to generate virtual constructs and realities within memory. For 
  more on Creator. check out Virtually There. In the meantime, what you should 
  know is that CREATE allows you to make small objects in Netspace (relatively 
  non functional ones, as guns cause no damage and most electronic hardware 
  doesn't really do anything), and that DELETE allows you to de-rezz the same. 
  Safeguards in Creator prevent you from pg. someone else's creation, 
  however. This is actually a good idea; do you really want to be the guy who 
  accidentally de-rezzed Dream Park Corporation's Virtual Theme Park?
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  Cyberdecks
  Cyberdecks
   
  The standard cyberdeck is about the size of a paperback book, is made of 
  plastic and weighs about a half-kilogram. It has six plug in ports for adding 
  extra options, as well as six output ports for jacking in other people (the owner 
  of the deck, however, is the only one who can control it, making the other 
  people only passengers).
  This is the stock deck everyone starts off their Netrunning career with. Prices 
  range from 500eb for a used model, up to 1000eb new. This is where your 
  Referee can show a little mercy, by turning your character on to a cheap used 
  deck.
  For a price, of course...
  Most cyberdecks are table models - jacked in and blind, a Netrunner isn't 
  going to be going much of anywhere, right? However, technological 
  breakthroughs have taken the deck off the table and put it on the Street:
  Portable Decks: These decks have internal, rechargeable power packs good 
  for up to 4 hours (recharge is 1 hour for every hour of battery power). All 
  combat, cyberlimb and cellular decks are of this type. A portable deck costs 
  2000eb.
  Cyberlimb Decks: These are portable decks about the size of a pack of 
  cigarettes. They can be installed into a cyberlimb (phone connection cables 
  are jacked between the limb and the phone lines). The deck itself is hardwired 
  right into the body along with the controlling links for the cyberlimb. See 
  Putting the Cyber into the Punk for prices.
  This can be a very dangerous option - hardwired right in, it's impossible for 
  your buddies to notice you frying and yank the cables on you. Instead, you just 
  burn.
  Combat Assault Decks: These decks are constructed of rugged ceramics 
  and steel, capable of taking bullet hits and crash impacts (SP20). Most combat 
  decks are designed to be portable, and have adapter cables which allow them 
  to be plugged into any type of phone line. Around 3000 when available (a 
  DIFFICULT Task).
  Cellular Decks: These are portable decks designed to link up with a cellular 
  phone net. They are very effective anywhere within a city, but are useless in 
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  Cyberdecks
  rural areas (most have jacks for manual phone patches). A cellular deck has a 
  25% chance of losing cellular connection when used in a moving vehicle; a 
  failed roll will automatically drop the Netrunner out of the Net. But it's a small 
  price to pay for the high level of mobility offered by a cellular deck. A cellular 
  deck costs 4000eb.
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  Improving Your Deck
  Improving Your Deck
   
  A standard deck has only one memory. (holds 10 Memory Units (MU), or 
  about ten programs), has a Speed of 0, and a data wall Strength of 2. While 
  this isn't gonna mean much to you now, by the time you get to Net Combat 
  and Designing Data Fortresses, you're going to want to know how to boost 
  your deck as far as you can go.
  Memory: For an additional 5,000eb, you can purchase an additional memory 
  for your deck. This improves your program power to 20 MU, double its stock 
  size.
  Speed: For an additional 2,000eb, you can increase your deck's speed by one 
  level, up to a ceiling of 5. This can be a lifesaver, as deck speed determines 
  who moves first in a Netrunner combat. And in this game, last is dead.
  Data Walls: For an additional 1,000eb, you can increase your deck's data wall 
  protection by one level, up to a ceiling of 10. Data walls are important; they are 
  the "armor" of the deck, resisting attacks from anti-system programs.
  And then there are options...
  file:///E|/tempus/148.htm [10/26/2001 4:37:55 AM]
  
  Exotic Fashion
  Exotic Fashion
   
  Bodysculpt jobs that emphasize the alien or inhuman are known as Exotics. 
  Vat-grown tails, furred skins, hooves, animal-like faces and ears, cats eyes 
  and other semi human features are the highlights of this style. Exotic fashion 
  is incredibly expensive, time consuming and usually a hobby among only the 
  very rich and very bored. Prices are based on the individual enhancements.
  Facial Sculpts combine vat-grown parts such as muzzles, whiskers, animal-
  like ears, manes and cat eyes with the patient's normal features. There are 
  entire booster-gangs based around various animal motifs of this type. Cost: 
  5,000eb.
  Tails are grown in vats, using gene bank tissue. They can be furred, tinted, 
  scaled or bare skin. The tail is grafted to the base of the spine and linked to 
  the nervous system by nanotech nerve threaders. Tails are relatively weak; 
  they can pick up about a half pound. Cost: 3,000eb.
  Hooves, claws and paws can be grafted to replace normal feet and hands. 
  They are not as dexterous as normal digits (-2 to REF), but are occasionally 
  included as part of a Exotic bodysculpt. Cost: 8,000 eb.
  Skin alteration uses transform DNA to change the structure of the patient's 
  skin. Using tailored DNA, the skin can be induced to grow patterned fur, light 
  scales, or exotic skin colors. The big drawback is a 1 in 10 chance that the 
  graft will mutate and develop into skin cancer. You get to pick the number. 
  Cost: 10,000eb.
  file:///E|/tempus/132.htm [10/26/2001 4:37:58 AM]
  
  Bodysculpting
  Bodysculpting
   
  As long as you're having a few cybernetic grafts put on, why not go all the way 
  and redo the whole thing? The art of body-sculpting includes skin tints, hair 
  and eye color changes, breast enlargement and reduction, and general all-
  over bodywork. You can have bone and muscle removed to become shorter, 
  or have grafts added to become taller. Excess fat can be suctioned away, and 
  collagen implants can smooth wrinkles, add weight, and change contours. 
  Bodysculpting is readily available in a number of body salons, including Body-
  shoppe, Parts N' Programs, and Docs R Us™. Body sculpting includes 
  appearance changes, appearance enhancement, and exotic fashion.
  Change Appearance: Looking like a favorite movie star or celebrity is a 
  popular fad in 2020; entire gangs, known as Posers, often have themselves 
  bodyshaped to resemble famous people. Appearance changes are also a 
  staple for Solos, Rockers, and any other sort of high mover who needs to 
  change identities often. The cost of an appearance change is based on how 
  convincing that change is.
  At 1,200eb, you look sort of like you wanted to; a casual observer could spot 
  the difference on an AVERAGE Notice check.
  At 2,400eb, you look very much like you wanted; it would take a DIFFICULT 
  Notice check to spot the sculpt job.
  With 3,600eb, you would look exactly as you wanted to look; spotting the 
  sculpt would take a VERY DIFFICULT Notice check.
  At the top end (5,000 eb), it would require a NEARLY IMPOSSIBLE check to 
  spot the body-sculpt from your original face.
  Increase Attractiveness: Cyberpunk style always goes to the extremes - 
  you're either really ugly or very good-looking. One way to increase your 
  Attractiveness is to have your body re-designed at the local 'sculpt clinic. The 
  process is expensive, granted, but many people think having the right "look" 
  for that year is worth a few thousand euro. Cost is 600eb per Attractiveness 
  point gained. For example, to raise my appearance four points would cost 
  2,400eb.
  Want to decrease your Attractiveness? A straight razor costs fifty-nine cents.
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  Bodysculpting
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  Vat Grown Tissue Banks
  Vat Grown Tissue Banks
   
  This reflects recent (2017) improvements in genetic technology. Using tailored 
  DNA and cell-growth vats, legs, arms, organs and other parts (including exotic 
  designs like animal-human crosses) can be grown to order. Unlike 
  bodybanking, vatgrown parts are available to match any genotype. However, 
  the process is relatively new and is more expensive than simply using an arm 
  off the rack (2 times the price for a similar body bank part in Excellent 
  condition).
  file:///E|/tempus/130.htm [10/26/2001 4:37:59 AM]
  
  Body Banks
  Body Banks
   
  Just in case it didn't work out, you can still make a dead comrade pull his 
  weight. The Lifeline Act of 1994 (an extension of the donor cards of the 1980s) 
  allows a potential source of spare parts to carry a donor card in his wallet. This 
  card must be registered with the federal government. Only donor carded 
  bodies can be turned into a donor center, where a bounty is paid. The bounty 
  is based on the parts involved and the body condition at the time.
  Part
  Average Bounty Sale Price
  Arm
  500
  1000
  Leg
  600
  1200
  Heart, Lung
  700
  1400
  Liver, Kidney
  200
  400
  Eyes, Ears
  800
  1000
  Other Organs
  200-300
  400-600
  Poor Condition: 1/2 normal bounty
  Excellent condition: 2x normal bounty
  The Government doesn't care who turns (he body in. All you need is the card 
  and a legitimate death certificate stating that the deceased died of natural or 
  accidental causes, available through any local coroner. The result is that many 
  firefights end with a frenzied looting of bodies for donor cards - followed by 
  another firefight over disputed claims and ending in another frenzy of looting.
  Legally, donor centers must be located in legitimate offices of the County or 
  City Coroner's Office, or in a public hospital. However, a thriving black market 
  in fraudulent donors thrives in most of the combat zones, usually out of 
  "ripperdoc" clinics or Corporate centers (where high level execs get first pick of 
  the new parts).
  The biggest problem with Body Bank re-placements is the availability of 
  genetically matching parts. When attempting to locate a replacement limb or 
  other part at a body bank, roll 1D10. On a 1, 2, or 3, the part is unavailable 
  that day. On a 4 or 5, the part is in, but it may be the wrong color or have 
  some other minor difference.
  file:///E|/tempus/129.htm [10/26/2001 4:37:59 AM]
  
  Trauma Team Inc.
  Trauma Team Inc.
   
  One of the most powerful Corporations of the Cyber Age is the Trauma 
  Team™, a bonded and licensed paramedical franchise operating throughout 
  the U.S., Canada and parts of Europe. These crack ambulance units are 
  specifically designed to get to the scene of a fatality within seven minutes (or 
  your money back).
  Trauma Team's crews are made up of the best paramedical techs and staff 
  available. The teams are usually made up of a driver, a senior Medtechie, an 
  assistant and two security officers. They normally travel in a heavily armored 
  AV-4 aircraft, supported by mobile tanker trucks and ground refueling stations. 
  A Trauma Team AV-4 contains the most sophisticated revivification and life 
  support technology available, including a mobile cryotank to lower the body 
  temperature to approximately 24 degrees F, (the optimum temperature to 
  prevent hemorrhaging, shock, and brain swelling).
  Trauma Teams™ can be summoned by dialing 911 on any phone, and are 
  equipped to trace the origin of any phone call to its source. (You're billed from 
  the moment you call, until delivery to the Hospital.) You may also opt to carry 
  a deadman transmitter, which will activate and automatically signal a Trauma 
  Team the moment your brainwave pattern falls into a coma state. The most 
  common transmitter is in the form of a plastic credit card, which is activated by 
  bending the card in half, and has a range of 20 miles. Trauma cards can be 
  transferred between members of a group as long as the card's owner is 
  present to sign the charges off when the Team arrives.
  There are usually a dozen or more Trauma Teams on call at any time in a 
  major city. Immediately after receiving an alert, the nearest Trauma Team™ 
  unit goes airbome, their sophisticated tracking equipment homing in on the 
  last known location of the patient. The pilot (who is skilled enough to set his 
  six-ton AV-4 on top of a parked car if need be), drops in as close as possible. 
  If the firefight is still going on, the security team secures the area (using the 
  AV's twin autocannon or their own portable weapons). The medtechs load the 
  patient on board, shunting his life support Co the onboard heart-lung 
  machines, plugging him into onboard biomonitors, and chilling his body down 
  in the refrigerated tank for stabilization. Rapid surgery is performed on the 
  spot for the most critical wounds, while the med specialist uses a combination 
  of electroshock, drugs and manual resuscitation to get the patient on-line 
  again. The pilot slams down the throttles and the AV-4 rockets skywards on a 
  pillar of exhaust, headed for the nearest emergency room. The entire process 
  may have taken all of four minutes from start to finish.
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  Trauma Team Inc.
  As a privately owned concern. Trauma Teams™ are not under any obligation 
  to transport a casualty to a hospital, although they are responsible for reviving 
  and stabilizing critically wounded patients. Trauma Team fees are exceedingly 
  steep ($ 100 per minute), the best method of offsetting their exorbitant costs is 
  to either carry Trauma Team services as part of a Corporate group insurance 
  policy, or to establish an account with TT International, paying a premium of 
  $500 in advance each month for continued service.
  Spare Parts
  These are places where you can get the raw materials for putting people back 
  together again. They are a staple of the Cyberpunk landscape, and a good 
  source of steady income for the enterprising street dweller.
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  Replacement Surgery
  Replacement Surgery
   
  Remember, arms and legs don't grow back. Even if you heal, a missing limb 
  will still be missing. You can chose to replace it with something out of a Body 
  Banker vat, or you can go for the metal. Replacing a limb with either requires a 
  CR surgery code. A replacement meat arm will cost about 1,000eb. A 
  replacement cyberarm starts at 2,000eb and goes up from there depending on 
  what you want to plug into it.
  file:///E|/tempus/127.htm [10/26/2001 4:38:01 AM]
  
  Elective Surgery
  Elective Surgery
   
  Not all medical care is the result of accidents or combat. This is the Metal Age, 
  and when you want to get cybered up, you gotta pay a price in blood.
  If you're going to get wired with a cyber-limb, the first thing you'll have to 
  decide is whether you want to keep the meat one. For 100eb a month, a Body 
  Bank will store your old one until you decide to reclaim it, with only a 20% 
  chance that someone will sell it for spare parts in the meantime. For 200eb a 
  month, this drops to a 5% chance; not perfect, but better than nothing.
  Now you've ditched the old meat in the freezer, it's time to get cybered up. A 
  Medical Tech skill is required to install cyberwear. You can't install cyberwear 
  on yourself. Each type of cyberwear has a Surgery Code. This code 
  represents the minimum level of medical care required to install the 
  cyberwear, the length of surgical time required, the cost of the surgery, the 
  damage taken in surgery and the Difficulty of the installation procedure. The 
  Surgery Code assumes that a successful Medical Tech check has been made 
  on the patient as part of the operation. Healing is then based on the number of 
  points lost due to the surgery.
  Negligible.
  Required: Mall clinic or other drop-in bodyshop.
  Surgical Time: 1 hr.
  Surgical Damage: 1 point Surgical costs: Included with installation.
  DIFF = Easy (10)
  Minor.
  Required: Medical center or ripperdoc clinic.
  Surgical Time: 2 hrs.
  Surgical Damage: 1D6+1 Surgical costs: 500eb
  DIFF = Simple(15)
  MAjor.
  Required: Full hospital with surgery center.
  Surgical Time: 4 hrs.
  Surgical Damage: 2D6+1
  Surgical costs: 1,500eb
  DIFF = Trained (20)
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  Elective Surgery
  CRitical.
  Required: Full hospital with surgery center.
  Surgical Time: 6 hrs.
  Surgical Damage: 3D6+1
  Surgical costs: 2,500eb
  DIFF = Difficult (25)
  Example: Morgan Blackshadow decides to get a cyberarm installed. The 
  surgery code is Critical (CR). Morgan takes 11 points in surgical damage 
  (Wound State = Critical). The surgery is Difficult (25), requires a hospital, 
  takes six hours and costs 2,500eb. It will take Morgan 11 days to recover fully, 
  but he can be bock on the street in a week (operating at a Light Wound State).
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  Being Patient
  Being Patient
   
  The first thing to remember is that after a First Aid or Medical Tech roll is 
  made, the patient still has to actually recover (this isn't a fantasy game where 
  a magician can lay on hands and the gunshot victim springs up ready to tackle 
  the next challenge). Each Wound State imposes certain limits on the 
  character:
  Light Wound: The patient is fully ambulatory; he can go about his business 
  with a minor amount of pain.
  Serious Wound: The patient is ambulatory, but will need his dressings 
  changed once a day, and will be at -2 REF for all actions.
  Critical Wound: The patient must spend at least half of his day in bed in order 
  to regain any lost points of damage. Other activities must be limited at simple 
  tasks, at a -4 REF to all actions. Dressings must be changed twice a day, and 
  nursing care of some sort must be available.
  Mortal Wound: The patient is bedridden. At Mortal Wounds 3 and above, he 
  is probably comatose (50%) most of the time, and wired into all kinds of 
  machinery for life support. He requires constant care during the entire 
  process, although he will not have to make Death Saves (he's been 
  stabilized).
  A Sample Medical History
  Ripperjack takes a gunshot wound (25 points total) to the gut, reducing him to 
  Mortal 3. His partner has a high First Aid skill and makes a Stabilization roll to 
  save him. So far, so good.
  As soon as Ripperjack is stabilized, his partner calls in the Trauma Team™. 
  Four minutes later, the AV-4 touches down. The Trauma Team™ Medic 
  makes a Medical Tech check on Ripperjack. The roll is successful. The Team 
  takes 'Jack to Night City General Hospital and checks him into Emergency.
  As a Mortal 3 patient, it will take Ripperjack 13 days to recover enough to 
  reach a Critical Wound state. During this time, he will be in a hospital bed, 
  wired to life support, and out of it on drugs (when he reaches Mortal 2, the 
  doctors can take him off the drugs and life support). At Critical, Ripperjack is 
  able to hobble around the ward for a couple hours at a stretch, while the 
  nurses look after him. In 4 more days, he's able to leave the hospital as long 
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  Being Patient
  as he gets his dressings changed once a day. In 4 more days, he's nearly up 
  to full function. It's taken him 21 days to get back on the Street. Now he can 
  start earning enough money to pay off his medical bills.
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  Nanotechnology and Tailored Antibodies
  Nanotechnology and Tailored Antibodies
   
  Nanotechnology involves the use of in-credibly tiny, psuedo-organic 
  machines to perform minute surgical tasks. These tiny tools can be 
  programmed to repair dam-aged cells with molecule-sized polymer threads, or 
  to act as temporary bridges between mutilated nerve endings.
  Combined with tailored antibodies, nanotech devices can speed healing to 
  twice the normal rate (patients recover 1 point per day in addition to normal 
  healing). A Light Wound for example, would be healed in two days, while a 
  Mortal Wound 0 would completely heal in eight days. When combined with 
  speed healing drugs, this rate is increased to 3 points per day, allowing the 
  same mortally wounded character to be back in action in an unbelievable six 
  days!
  Here's the catch. Besides being expensive (1500 eb. per treatment) nanotech 
  is available only in certain hospitals (1 in 10). But if you've got the money, it's 
  the best option for getting back on the Street fast.
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SOURCE: textdata/thevault/Cyberpunk/Cyberpunk 2020/Cyberpunk 2020 - Rulebook.pdf