TEXT:  
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Copyleft Innominata 2016 
   
  Dedicated to:  
  My gaming friends, who put up with a lot more revisions than un-augmented humans should handle;  
  all the writers at R. Talsorian, for making a great game;  
  all the gamers out there – especially on /tg/ – who dream about the future. 
   
   
   
   
   
  
   
   
  Hunter//Seeker is a game of future espionage where secret 
  agents fight special operators and terrorists for control of the fate 
  of nation-states around the world. The game mechanics utilize a 
  a simple Skill + Attribute + 1d10 resolution system that has been 
  streamlined for ease of play, but without reducing the options of 
  a science fiction ruleset full of augmentations, sophisticated 
  weapons and hacking. The game is designed for speedy character 
  generation and primarily uses d10s and d6s.  
    
  The near future of 2055 lies in wait for you, ready to ambush 
  you with robotic weapons and lethal neuro-feedback. The world 
  of the mid-21st century is a harsh place, a globe that’s been ripped 
  apart by the Third World War which devastated entire 
  continents. Hunter//Seeker is a game of espionage & violence, 
  intelligence gathering & infiltration, in a globalized society that’s 
  been fractured by ethnic hatreds, the ancient rivalries of nation-
  states and the disruptive power of new genetic, cybernetic and 
  chimeric technologies.  
   
  In this world you play an agent of the state or global 
  megacorporation, fighting a shadow war against terrorists, 
  anarchists, subversives, freedom fighters and sometimes regular 
  civilians. You might be an elite warrior, dedicated intelligence 
  analyst, secretive deep cover operative, gung-ho operator, a 
  cold-blooded assassin, fanatical suicide-bomber or sensor-
  studded gargoyle. You work for a government agency, federal 
  joint task force, interior ministry, megacity police department, 
  intelligence outfit, religious terrorist group, crime bureau or an 
  illegal death squad.  
   
  The moral choices you’ll have to make in the course of your 
  duties will determine whether your foes are buried unknown in a 
  makeshift grave or whether they tear your brotherhood apart in 
  the world’s media; whether the civilians you’re trying to protect 
  go about their day without a care in the world or whether families 
  are ripped asunder by a bomb in a shopping mall; whether a 
  nuclear power plant is hacked and melts down or whether a lone 
  hacker takes the fall for a conspiracy to commit terrorism.  
   
  Sometimes your stories will be glorified, sometimes vilified, 
  but mostly they will never be heard. For you live, work and die in 
  the guttered shadows of the world’s teeming megacities, fighting 
  an undeclared war against ghosts, fanatics and enemies of the 
  state. You hunt, and seek your prey, and sup on their digital 
  innards in the concrete, wireless jungles of the world. 
   
  Primary attributes are added to Skills to determine the success of 
  various actions. Secondary attributes are derived from primary 
  ones. The normal human range for primary attributes is 1-7 (with 
  4 being average), but this can be increased to 10 or even higher 
  with Augmentations (cyberware).  
   
  HIT POINTS (HP) represent resilience to physical damage, 
  whether from stabs or bullet wounds. HP = (COOL+BOD) x2.  
  STOPPING POWER (SP) protects your character against physical 
  damage and comes in a variety of shapes, sizes and levels of 
  smartness. SP = physical armor + augmentations.  
  FIREWALL (FW) protects your character against hacking. FW = 
  Hacking skill + TECH + Deck Rating (1-10, see table on page XX).  
  SHOCK (SHK) is your ability to resist shock, stun and death. Equal 
  to COOL + BOD. Make a Shock roll means roll SHK + 1d10.  
  INITIATIVE (INI) is who goes first in a combat round = Surveillance 
  skill + REF + 1d10.  
  MOVEMENT (MOV) is how many feet a character can move in 1 
  round (3 seconds). MOV = 3 x REF feet.  
  ACTIONS (ACT) is how many times a character can act in a single 
  round. Named characters have 2 actions, everyone else has 1. 
  ENCUMBRANCE VALUE (EV) is the penalty to REF-based physical 
  actions because of the weight/bulkiness of worn armor. 
  REPUTATION (REP) is a positive or negative modifier to social 
  interactions with certain groups based on a character’s previous 
  actions. This starts at +0 and is modified by the GM.   
   
   
  
   
   
  Players can choose to ROLL or BUILD their character. ROLL means 
  you randomly roll on all the tables below and play what you get 
  (also handy for making quick NPCs). It’s fun! BUILD means you get 
  Character Points to buy all the components of a character as you 
  wish (also fun, but takes much longer). In short: 
   
  1. 
  Roll 2d4-1 for each Primary Attribute.  
  2. 
  Optional: Roll once on the Classes list.  
  3. 
  Roll on the Skill list 6 times. 
  4. 
  For each skill, roll 1d6 to determine its rating.  
  5. 
  Roll 1d6 times on the Augmentations list. 
  6. 
  Roll once on the Specials list.  
  7. 
  Roll once on the Flaws list.  
  8. 
  Anyone with a Hacking skill gets 1d6 random Modules.   
  9. 
  Roll 1d6 x $1,000 for starting money.  
   
   You get 60 Character Points to build your character. 
   Primary Attributes start at a base of 4 and cost 3 points each 
  to raise to a max of 7. Lowering an attribute (to a min of 1) 
  gives 3 character points.  
   Skills cost 1 point each. No skill can start higher than 6.  
   Augmentations cost 5 points each.  
   Use the Augmentations chart on page XX and start with any 
  blue hexagon, then follow the upgrade path as it allows. 
   Specials cost 10 points each. 
   A Flaw grant 5 points and can only be taken once. 
   Modules cost 1 point each and start at version 1.0.  
   Money: you start with $500 in cash to buy equipment but can 
  spend points to get more as follows:  
  1 point = $500 
  2 points = $1,000 
  3 points = $1,500 
  4 points = $2,500 
  5 points = $5,000 
  6 points = $7,000 
  7 points = $10,000 
  8 points = $15,000 
  9 points = $20,000 
  10 points = $30,000 
  And +$10,000/point thereafter.  
   
  For random generation, roll 2d4-1 six times and distribute the 
  results among the 6 Primary Attributes as desired. With 
  Character Points, each Primary Attribute costs 1 point. No 
  attribute can start higher than 7 (not including augmentation 
  bonuses, which are added later). Secondary attributes are 
  derived and not rolled randomly.  
   
  Hunter//Seeker is a class-less system but the following list can be 
  used for ideas or to quickly roll a character concept. If rolling on 
  this table, you can select the 6 skills on the next table rather than 
  rolling randomly, but you still have to roll for their rating. Roll 
  2d20:  
  2) 
  Solo – corporate soldier with the latest augmentations.  
  3) 
  Ronin – dirty mercenary warrior of the streets.  
  4) 
  Netrunner – international virtual reality hacker.  
  5) 
  Consultant – the face, personal relations expert.  
  6) 
  Fixer – street arranger, drug dealer and fence. 
  7) 
  Arranger – political power player and backstabber.   
  8) 
  Agent – undercover operative who works for a secret org.  
  9) 
  Spider – corporate hacker who defends systems.  
  10) Ninja – enhanced corporate assassin.  
  11) Reporter – freelance journalist investigating corruption. 
  12) Nomad – dispossessed rural refugee from disaster.  
  13) Chimeric – a genetically-engineered person. 
  14) Street Rat – the lowest of the low but still alive.  
  15) Biomechanic – street doc who works with augmentations.  
  16) Wirehead – virtual reality simex and drug addict specialist. 
  17) Rigger – hacker who controls vehicles or swarms of drones. 
  18) Rockerboy – movie/music star who play politics.  
  19) Headhunter – ganger who extracts cyberware from victims.  
  20) Field Officer – government intelligence agent. 
  21) VI – virtual investigator, a PI for modern times.  
  22) Splicer – crazy scientist who experiments with augments.  
  23) Blank – recluse who evades surveillance, lives on the fringes. 
  24) Sniper – cop who takes down criminals, drones, whatever.  
  25) Medic – wiping up all the blood on the streets.  
  26) Mobster – criminal network member, triads, yakuza, mafia.  
  27) Jacker – hacker who steals drones, cars, robots for the thrill.  
  28) Retriever – merc who extracts people from difficult places. 
  29) Broker – information dealer, hacker and people person. 
  30) Idoru – a famous virtual reality media personality. 
  31) Hunter – street tough or pro who brings in wanted persons. 
  32) Security Officer – private cop and bodyguard.  
  33) Gargoyle – sensors and communications specialist.  
  34) Cleaner – disaster recovery and erasure specialist.  
  35) Porcupine – weaponsmith and dealer.  
  36) Terrorist – religiously or ethnically motivated fanatic. 
  37) Greaseman – acrobat, contortionist, escape artist. 
  38) Smuggler – crosses borders with illegal goods.  
  39) Preacher – spreading the word IRL and online. 
  40) Aid Worker – helping others in the worst places on Earth. 
   
  
   
   
  For random generation, roll 6 times on this list, then roll 1d6 to 
  determine the rating of each skill: 
   
  1. 
  Athletics  
   
  BOD 
   
   
  Run, climb, swim, jump. 
  2. 
  Business  
   
  CHA 
   
   
  Finance, negotiation. 
  3. 
  Criminal 
   
   
  COOL  
   
  Steal, lockpick, drugs. 
  4. 
  Driving  
   
   
  REF  
   
   
  Cars, bikes, trucks. 
  5. 
  Engineering 
   
  TECH 
   
   
  Repair, design, scrounge. 
  6. 
  Firearms  
   
  REF  
   
   
  Shoot small arms. 
  7. 
  Hacking 
   
   
  TECH 
   
   
  Hacking, programming. 
  8. 
  Heavy Weapons  BOD 
   
   
  Shoot large weapons. 
  9. 
  Infiltration   
   
  REF or TECH 
  Stealth, burgle, security. 
  10. Investigation  
  INT  
   
   
  Forensics, clues. 
  11. Martial Arts   
  (REF+BOD)/2 
  Hand-to-hand melee. 
  12. Medical 
   
   
  TECH or INT 
  Surgery, first aid, drugs. 
  13. Outdoors   
   
  BOD 
   
   
  Survival, tracking, camo. 
  14. Piloting 
   
   
  REF  
   
   
  Fly aerial & sea vehicles. 
  15. Politics 
   
   
  CHA 
   
   
  Deals, blackmail, tribes. 
  16. Science 
   
   
  INT  
   
   
  Biology, chemistry, etc. 
  17. Socialize  
   
  CHA 
   
   
  Make friends. 
  18. Surveillance 
   
  INT  
   
   
  Observe, detect, track. 
  19. Talking 
   
   
  CHA 
   
   
  Diplomacy, charm. 
  20. Tactics  
   
   
  COOL  
   
  Combat advantages. 
   
   
  For random generation, roll 1d6 times. Roll 1d4 to determine the 
  general type, then 1d6 or 1d4 to get the specific augmentation. 
  For focused characters (like thugs on bodyware), roll once to start 
  and then proceed through the chain as it makes sense. 
  1. 
  Olfactory  
  Surveillance+1. 
  2. 
  Labtouch  
  Investigation+1, Medical+1. 
  3. 
  ToolFingers TECH+1. 
  4. 
  Vehicle Plug Driving+1, Piloting+1. 
  5. 
  HyperOptics Surveillance+1, Medical+1 
  6. 
  Smartlink  
  Gun Strike +1.  
  1. 
  Cyberarms   BOD+1, Punches 2x DMG. 
  2. 
  DuraSkin   
  SP+2 
  3. 
  DynaBone 
  BOD+1 
  4. 
  Muscle Graft BOD+1 
  1. 
  Synaptic Acc. REF+1 
  2. 
  Mem Bank 
  INT+1 
  3. 
  StressPoint 
  COOL+1 
  4. 
  Cyberlegs  
  BOD+1, Athletics+1, Kicks 2x DMG. 
  1. 
  Damper  
  Infiltration+1. 
  2. 
  BodySculpt 
  CHA+1. 
  3. 
  ChromaStyle COOL+1. 
  4. 
  Depattern 
  Infiltration+1. 
   
  Pick one or roll randomly on the table (1d30): 
  1. Adapted – Your augs work like a finely-tuned clock.  
  2. Bag Full ‘O Guns – You got guns, anywhere, anytime.  
  3. Black Market – You know Tiny Jim and all his friends. 
  4. Bloodbath – Mooks go down like nine-pins. 
  5. Both Guns Blazing – A weapon in each hand is nice. 
  6. Cleaners – Someone to clean up your bloody mess.  
  7. Cliffhanger – Never fall off a moving train again. 
  8. Cover – Welcome aboard, Mr Vice President.  
  9. Deputized – Says here I got first dibs on him, Sherriff. 
  10. Eagle Eye – Perfectly aimed shots in critical situations. 
  11. Familia – You have family, ethnic groups backing you up.  
  12. Fast Draw – Always first in a fight.  
  13. Flying Shot – Leap through the air like a squirrel.  
  14. Frenzy – Practically bulletproof when you freak out.  
  15. Gadgeteer – If it can be invented, you brought it.  
  16. Good Listener – People love to tell secrets around you.  
  17. Lethal Weapon – Everything is one in your skilled hand. 
  18. Licensed – To carry military-grade weapons.  
  19. Lightning Reload – Instantly reload all weapons. 
  20. Mates – Hey Steve! What're you doing here? 
  21. Nextplorer – Visited every net zone/grid in the world.  
  22. Nine Lives – I can't believe you came back from that.     
  23. Overmind – Understand and make friends with AIs. 
  24. Pathfinder – Pefect location awareness, orientation. 
  25. Pets – Cyber-animals are our friends. 
  26. Reputation – Everybody steps out of your way. 
  27. Scrounger – Find a microwave in the Sahara.  
  28. Signature Weapon – Sweet Betty never misses.  
  29. Skillzmaster – Got a pocket full of rating 2 skillsofts. 
  30. Splatterpunk – Everyone explodes like a blood sausage. 
   
  Roll 1d10 once, or take 1 flaw to get 5 extra Character Points. 
  Keep the flaw secret from the other players.  
  1. 
  Egomaniac – always want it your way. 
  2. 
  Bloodthirsty – kill, kill, KILL! 
  3. 
  Snob – everybody’s such a lowlife scumbag. 
  4. 
  Chatty – are you guys guarding this bank?  
  5. 
  Depressed – another suicide run, yay.  
  6. 
  Drug Addict – gimme the good stuff, now, now, now.  
  7. 
  Kleptomaniac – you just borrow things, sure.  
  8. 
  Callous – no life, not even yours, matters at all.  
  9. 
  Backstabber – get while the getting’s good. 
  10. Obsessive – your bullets should be color-coded. 
  
   
   
  Pick one or roll randomly on the table (1d20 + 1d10): 
  2. 
  Blackhammer – neural damage.  
  3. 
  Bleach – scrubs evidence of hacking. 
  4. 
  Carto – digs up maps & schematics. 
  5. 
  Dossier – collects info about 1 person. 
  6. 
  Drill – breaks into valuables vaults. 
  7. 
  Easy Rider – crosses international borders. 
  8. 
  Erazer – erases enemy modules. 
  9. 
  Fracter – burns out security doors & locks. 
  10. Fuse – protects against black ICE. 
  11. Ghostjack – alters target psychology. 
  12. Glitch – enemy cyberware malfunctions. 
  13. Havoc – controls heating/vents/power. 
  14. Hydra – controls weapon systems. 
  15. Imago – alters phantomic imagery. 
  16. Injector – fools security sensors. 
  17. Interceptor – wiretaps enemy comms.  
  18. Jammer – jams all comms in 50’ radius. 
  19. Medic – recovers damaged modules. 
  20. Mimic – pretends to be normal system user. 
  21. Mirrors – confuses enemy battlenets. 
  22. Nuke – crashes entire systems. 
  23. Panzer – teleoperate vehicles & machinery. 
  24. Phantom – stealth infiltrates systems to view only. 
  25. Recon – provides quick info about rooms & people. 
  26. Shield – increases Firewall by 2 x Version. 
  27. Spike – shuts down smart armor and guns. 
  28. Trace – locates a person or geotagged object. 
  29. Zombie – takes over robots & androids. 
  30. Roll on the Paradox Modules list instead.  
   
  Paradox Modules are used to fight Artificial Intelligences (AIs, aka 
  Monads). Roll 1d10+1d6 to determine a random paradox module 
  (see page XX). 
  2. 
  Sophistry  
  3. 
  Phenomenology 
  4. 
  Eschatology 
  5. 
  Monkey Puzzle 
  6. 
  Zen 
  7. 
  Bayesian 
  8. 
  Sphinx 
  9. 
  Predicate Logic 
  10. Modal Logic 
  11. Fallacies 
  12. Moebius 
  13. Cubism 
  14. Escher 
  15. Fractals 
  16. Roll twice.  
   
   
  Pay for gear starting on page 13. Optionally, add a brief 
  personality (Appendix A, page 53), add style and history (page 6). 
  That’s it for character creation!   
   The following tables are optional quick-roll tables for NPCs 
  and are not part of player character creation.  
   
  Roll 1d8. Add +2 for any combat-related NPCs, who may also have 
  exotic ammunition types such as APEX or JHP (see page XX). 
  1  
  Light Pistol – Norinco Cybermag 15, 1d6+1. 
  2  
  Medium Pistol – Shang Upholder 10mm, 2d6.  
  3  
  Hunting Rifle – Eagle Ranger .303, 6d6. 
  4  
  Shotgun – Rapid Pro-12, 4d6. 
  5  
  Big Pistol – Colt AMT, 4d6+1.  
  6  
  SMG – Minami-10, 2d6+3. 
  7  
  Assault Rifle – Armatech Ronin, 5d6. 
  8  
  Sniper Rifle – SVK, 6d6.  
  9  
  Grenade Launcher, RPG-A, 6d10. 
  10  
  Autocannon – Fenris 20mm, 4d10.  
   
  Roll 1d8. Add +2 for any corporate or military NPCs. 
  1 Lady Fingerblades, 1d3. 
  2 Cheap Knife, 1d4. 
  3 Combat Knife, 1d6.  
  4 Heavy tool – crowbar, wrench, pipe, 1d6.  
  5 Rippers, 2d6.  
  6 Cyberarm, 2d4. 
  7 Cyberleg, 2d6.  
  8 Slashers or a Sword, 2d6.  
  9 Mono-knife, 2d6. 
  10 Mono-katana, 4d6. 
   
  Roll 1d8. Add +2 for any megacorporates, military or rich types. 
  1 Skinsuit, SP2. 
  2 Leather jacket, SP4. 
  3 Carbonweave regular clothing, SP4. 
  4 Spidersilk longcoat, SP6. 
  5 Kevlar Vest, SP10. 
  6 Armor Jacket, SP14. 
  7 Spectrashield adaptive shell, SP20. 
  8 Riot Gear, SP24. 
  9 MetalGear, SP26. 
  10 Exoskeleton, SP30.  
   
  Roll 1d8 for any NPC who has the Hacking skill. Add +2 to the roll 
  for any megacorporate, police or military hacker.  
  1-4 
  Jin-88, Deck Rating 2, Memory 2 
  5-6 
  Vector, Deck Rating 3, Memory 4 
  7  
  EDEN, Deck Rating 6, Memory 6 
  8  
  Cyberspace IX, Deck Rating 8, Memory 8 
  9  
  Shiva-7, Deck Rating 9, Memory 10 
  10  
  Excalibur, Deck Rating 10, Memory 10 
  
   
   
   
   
   
   
   
  D10 
  Area/Race 
  Ethnicity (pick one) 
  1 
  North American Scots-Irish, German, Canadian 
  2 
  South American Mexican, Brazilian, Argentinian, Surano, Caribbean 
  3 
  Southeast Asian Thai, Cambodian, Malaysian, Indonesian, Viet 
  4 
  Chinese 
  Bohainese, Cantonese,Shanghainese, Manchu 
  5 
  Indian 
  Gujarati, Hindi, Marathi, Rajasthani, Bangladeshi  
  6 
  Black 
  American, Bantu, Congolese, Nigerian, Ethiopian 
  7 
  West European 
  English, French, German, Italian, Spanish, Nordic 
  8 
  East European 
  Russian, Polish, Bulgarian, Hungarian, Ukrainian 
  9 
  West Asian 
  Arab, Persian, Egyptian, Turkish, Pakistani 
  10 
  Other Asian 
  Australian, Japanese, Korean, Filipino 
  d10 
  Clothes 
  Hairstyle 
  Affectations 
  1 
  Biker leathers 
  Mohawk 
  Street tattoos 
  2 
  Blue jeans 
  Long, ratty 
  Mirroshades 
  3 
  Sports jacket 
  Ponytail 
  Ritual scars 
  4 
  Silk suit 
  Wild, tangled 
  Spikes 
  5 
  Jumpsuit 
  Bald 
  Piercings 
  6 
  Miniskirt/Gym shorts Striped 
  Corporate electoos 
  7 
  High fashion 
  Dreadlocks 
  Long colored nails 
  8 
  Camo  
  Tinted 
  Tall boots 
  9 
  Semi-nude tape 
  Short neat 
  Woolens 
  10 
  Grunge 
  Long straight 
  Helmets 
  2D10 
  Event  (roll once every 5 years of age past 20) 
  2 
  Family Tragedy – a lover, parent or child was accidentally killed.  
  3 
  Major Illness – hospitalized with debts and possible after-effects. 
  4 
  Addiction – to a substance, booze or porn.  
  5 
  Accident – car or airplance, left scarring and a phobia.  
  6 
  Bankruptcy, financial debt of over $100,000 to a major bank or crime group. 
  7 
  False Accusation – of theft, rape, incompetence or racism.  
  8 
  Corruption – know of major sleaze at a corporation, govt office or police. 
  9 
  Mental Breakdown – life was just too hard, recuperated 1d6 months in an institution. 
  10 
  Mentor – a teacher helped and instructed you in some skill or position.  
  11 
  Career – promoted and paid well for a time, eventually fired or left for own reasons.  
  12 
  A hot, wild affair with someone sexy that lasts for a few months then falls apart. You still remember.  
  13 
  Victim of crime: got robbed, beaten, shot or carjacked. Life’s tough. 
  14 
  Old friend is back in town, happy to help if problems arise.  
  15 
  Cheated on your significant other, but it’s over now. 50/50 they know about it.  
  16 
  Travelled around the world a bit, visit 1d6 countries either on vacation or roaming & working. 
  17 
  Convicted of a minor crime. You did your time (d6 years) and it’s behind you.  
  18 
  Had a child – D10 years of age now. Probably misses you.  
  19 
  Marriage – true love or opportunistic (50/50), lasts 4d10 years.   
  20 
  Made an enemy of a mafia kingpin or a megacorporate executive.  
  2D10 
  Event  (roll once) 
  2 
  Grown in clonal vats at a special corporate, orbital or government research facility. 
  3 
  Self-taught orphan living on the streets. 
  4 
  Born in a Free State survivalist camp in the western USA or separatist area in another country. 
  5 
  Refugee from ethnic violence in a far-off country. 
  6 
  Middle class corporate family in the midwestern USA, decaying suburban neighbourhood. 
  7 
  Military brat, traveled around the world from base to base. 
  8 
  Immigrant from war zone in a far-away country. Speak English with an accent. 
  9 
  Farm boy in the countryside or poor rural town. 
  10 
  Urban kid from a coastal metropolis (LA, NY, Shanghai, Miami, Tokyo, etc.) 
  11 
  Lower class family of government bureaucrats. 
  12 
  Lower class small-town union family working for megacorp farms/factories. 
  13 
  Lower-middle class broken family living in a crime-ridden innery city. 
  14 
  Technical extended clan, raised in corporate creche in coastal arcology. 
  15 
  Urban well-to-do corporate professional family in a global megacity. 
  16 
  Raised by crime family or street gang, considers them family. 
  17 
  Slum-dweller, raised by uncles and aunts in extended nomad family. 
  18 
  Roving nomad caravan travelling constantly across the USA, avoiding authority. 
  19 
  Scion of a wealthy house, renounced for bad behaviour. 
  20 
  Old money family, fallen on hard times, raised in ancestral home before it was sold. 
  
   
   
  Hunter//Seeker uses a Test to determine the success of any 
  action in the game. The core mechanic of the game is: 
   
  Skill (1-10) + Attribute (1-10) + 1d10  versus 
  Difficulty ranging from 10 to 30   or 
  Opponent’s Skill + Attribute + 1d10. 
   
  10 
  Easy 
  Jumping 5 feet 
  15 
  Average 
  Pick a mechanical lock 
  20 
  Difficult 
  Fire a pistol at long range 
  25 
  Very Difficult 
  Hack into a megacorp system 
  30 
  Extreme 
  Fly a plane safely through a building 
   
  A variety of common tests are presented below to illustrate what 
  should be rolled under which circumstances. When a skill does 
  not exist for a particular situation, double the most relevant 
  Attribute then roll 1d10 as normal. 
   Assess a Situation: Surveillance + INT +1d10. 
   Fire a Pistol: Firearms + REF +1d10.  
   Fire a Gatling Gun: Heavy Weapons + BOD +1d10. 
   Intimidate a Punk: Socialize + COOL +1d10.  
   Make an Impression: Socialize + CHA + 1d10. 
   Lift Something Heavy: Athletics + BOD +1d10.  
   Sneak Into a Building: Infiltration + REF + 1d10. 
   Disable Building Alarms: Infiltration + TECH + 1d10. 
   Hack Open a Door: Hacking + TECH + 1d10 + Module.  
   Confuse an AI: Hacking + TECH + 1d10 + Paradox Module.  
   Steal Paydata: Hacking + TECH +1d10 + Drill Module.  
   Frame a Politician: Politics + COOL + 1d10 + money.  
   Build a Cyberdeck: Engineering + TECH + 1d10 +workshop. 
   Fry Someone’s Aug: Hacking + TECH + 1d10 + Glitch Module. 
   
  Attempting to use a skill you don’t know means the roll is at 
  disadvantage. A netrunner attempting to emulate a module he 
  does not have is also rolling at disadvantage.  
   
  Although Hunter//Seeker uses minor bonuses and penalties as 
  modifiers to various rolls, sometimes it’s easier to summarize a 
  large number of modifiers. If there are a lot of positive modifiers 
  to a PC’s action, advantage (ADV) is invoked: instead of rolling 
  1d10, roll 2d10 and pick the highest roll. Conversely, if there are 
  many penalties, roll 2d10 and pick the worst roll (DIS). If both 
  sides in a conflict have ADV or DIS , it cancels out and everyone 
  rolls 1d10 normally. Some actions or equipment may 
  automatically impose ADV or DIS. 
   
   
  Whenever a roll is a made with ADV and both dice come up 10, 
  that’s called a Crit. Good things happen for the roller then; 
  whether it’s an automatic kill, double damage, or a brilliant 
  success is up to the GM. Whenever a roll is made with DIS and 
  any both dice come up 1s, that’s a fumble and bad things happen. 
  Weapons jam, swords break, people are mortally offended, allies 
  get hit, modules backfire, etc.  
   
  Players want their characters to advance and improve over time. 
  The GM can award Character Points to players after the 
  successful conclusion of a session. A session would be several 
  hours of real-life gaming. Award 1 Character Point to each player 
  per session if they accomplished any of the following: 
   
   
  Survived a combat. 
   
  Used their skills lot. 
   
  Gained an important item. 
   
  Hacked into an important system.  
   
  Gained important information or clues.  
   
  Solved a major mystery or puzzle.  
   
  Overcame a major challenge.  
   
  Character Points gained in this way can be spent immediately or 
  accumulated to acquire things like augmentations, specials, 
  modules or money as per the character creation rules. 5 points 
  can be used to remove a Flaw permanently. Attributes cannot be 
  raised above 7 (that’s what augs are for).  
   
  Augmentations cost about as much as complex surgeries and 
  disease-mitigation does today: in the tens and hundreds of 
  thousands of dollars; sometimes in the millions. These kinds of 
  sums are not affordable for street punks, government employees 
  or corporate wage slaves. Everyone takes out a loan or insurance 
  to pay for their augmentations, which is why a player cannot just 
  go out and buy whatever cyber they feel like getting. In Hunter// 
  Seeker, organizations pay for augmentations and this is modelled 
  in the game as follows:  
   
   When a player uses Character Points to get augmentations, 
  the organization that employs them has rewarded them for 
  their skill, perseverance and hard work. The most successful 
  agents 
  can 
  be 
  towering 
  cyborgs 
  of 
  augmented 
  superhumanity. The augs still belong to the organization.  
   A player gets no augmentations or other perks for a failed 
  mission. The organization does not reward failure, but there 
  is still potential in the employee.  
   A player may lose an augmentation for a completely 
  botched mission or a series of failed missions (3 in a row). 
  After 6 failed missions the employee is fired or terminated 
  in some way, depending on the ruthlessness of their 
  employer. 
   
   
  
   
   
  The combat sequence is as follows: 
  1. Initiative = Surveillance + REF +1d10.   
  2. Ranged attacks are Firearms+REF or Heavy Weapons+BOD 
  + 1d10 vs Range Table. 
  3. Hand-to-hand attacks are opposed rolls using Martial Arts 
  + (REF+BOD)/2 + 1d10 for both attacker and defender.  
  4. Defender can spend 1 action to Dodge an attack. Imposes 
  DIS on attacker.   
  5. Roll for damage (see below).  
  6. Roll on the Hit Location table for ranged attacks only.  
  7. Final damage is subtracted from Hit Points (HP). 
  8. Armor that takes 10+ dmg degrades by 1 point.  
   
  Damage is rolled per attack, not per bullet. Armor cannot be 
  stacked, with the exception of listed augmentations such as 
  DuraSkin, which do stack with external armor. Neural damage 
  comes from black ICE and software attack modules and is treated 
  the same way as regular damage. Damage is calculated as 
  follows: 
  1. 
  Roll weapon damage dice. 
  2. 
  Apply special ammo dice, if any. 
  3. 
  Add attacker’s BOD to any hand-to-hand attacks.  
  4. 
  Subtract armor/augmentation SP from damage.  
  5. 
  If autofire is used, apply multiplier (x2, x4, etc.) 
  6. 
  Apply hit location multiplier, if any.  
  7. 
  If location behind hard cover = no dmg. Soft cover -1d6. 
   
  Actions can be used to fire a weapon, move up to 3 x REF feet, 
  operate machinery, hack a gun, activate one hacking module, etc. 
  Every named character has 2 actions. Civilians and mooks have 1 
  action. The Predictor augmentation bestows +1 extra action. 
   
  10 
  Point Blank 
  <5’ 
  15 
  Short 
  5-50’ 
  20 
  Medium 
  51-300’ 
  25 
  Long 
  301-1500’ 
  30 
  Extreme 
  1500’+ 
   
  2 
  Head 
  2x damage 
  3 
  Left Leg 
  Movement is halved, DIS movement 
  4 
  Right Leg 
  Movement is halved, DIS movement 
  5-9 
  Chest 
  No additional effect 
  10 
  Left Arm 
  Drop held item, DIS using arm 
  11 
  Right Arm 
  Drop held item, DIS using arm 
  12 
  Guts 
  1.5x damage 
   
  Hard cover like steel, concrete and armored glass negates 
  damage completely for any hit location that is behind the cover 
  (eg, if the defender has his lower body behind concrete, any hit 
  location 3, 4 or 12 does no damage). Soft cover like furniture, 
  drywall, car doors or wood reduces damage by 1d6. 
   
  Shock rolls represent extreme wounds, bleeding out, system 
  shock, paralyzing fear, FFF reactions and other unpleasant things 
  that happen during combat.  
   
   Shock Roll = COOL + BOD + 1d10 vs Difficulty below:  
    
  System Shock (15): if you take 10 HP or more of damage in a 
  single attack, make a Shock roll vs 15 or immediately become 
  incapacitated from system shock/pain/trauma. This can take the 
  form of writhing on the ground, screaming or falling unconscious.  
  Badly Wounded (15): if you fall below half your normal Hit Points, 
  you are Badly Wounded. Make a Shock roll vs 15; on a failure you 
  have DIS on all rolls until stabilized by the Medical skill.  
  Overdamage: if you take more than 20 HP in damage to a single 
  hit location, that location is permanently destroyed and cannot 
  be healed without reconstructive surgery/augmentations. Taking 
  more than 20 damage to the head instantly kills the character.  
  Dying (15): when your HP reaches 0 or lower, you are dying. On 
  each of your turns, make a Shock roll versus 15 to live. A failure 
  means your character has died. A successful Medical roll vs 15 
  can stabilize a character, putting them in a temporary coma (1d6 
  hours) but keeping them alive.  
   
  Autofire weapons such as assault rifles and auto-pistols can 
  operate in several modes, described below: 
   Single Shot = Normal damage. Uses 1 round. 1 action. 
   Short Burst = 2x damage. 1 action. Uses 20% of magazine. 
   Long Burst = 4x damage. 2 actions. Uses 50% of magazine. 
   Spray = ½ damage, hits 1d4 targets. 2 actions. 50% of mag. 
   Suppression = 2 actions. Same as Spray except targets take 
  no damage if they are behind cover. 
   Aiming = ADV on attack. 2 actions, single shot only. 
   Called Shot = Pick location. Add +5 to range difficulty.  
   
  
   
   
  Most combat modifiers can be reduced to either Advantage or 
  Disadvantage. Simply count up the modifiers on each side and 
  whoever has more gets Advantage. Advantage and disadvantage 
  cancel each other out. If one side has no positive modifiers and 
  the other has negative modifiers, the latter gets Disadvantage.  
   
  Examples of Attacker ADV: 
   Target is unaware of attacker (ambush). 
   Attacker has a good vantage point for ranged attacks 
  (positioning). 
   Attacker is using gear such as scopes, targeting lasers, etc. 
  (enhancing equipment) 
   
  Examples of Attacker DIS: 
   Target is moving rapidly, dodging, weaving (1 action). 
   Target is behind cover (environment).  
   Shooting while engaged in hand-to-hand combat.  
   Shooting into a crowd of people. 
   
  Those characters practiced in martial arts 
  can perform unusual maneuvers associated 
  with their particular style. If a maneuver is 
  unfamiliar to that style of martial arts it can 
  still be attempted, but at disadavantage. The 
  most common maneuvers are: 
   PARRY – everyone with a combat skill can 
  automatically parry every melee attack 
  directed at them that they are aware of. 
  Martial Arts attacks are automatically 
  contested by the defender with a roll. 
  Attacks that the defender is not aware of 
  require 1 action to parry, and characters 
  without any combat skills must use 1 
  action to parry.   
   DODGE – 1 action, allows a Martial Arts 
  test to evade bullet fire or a melee attack. 
  The defender must see the attack coming, 
  must have at least 1 remaining action 
  reserved to dodge, must have plenty of 
  room to move around and must beat the 
  attacker’s roll to be successful. On a 
  successful dodge the defender takes no damage.  
   BREAKFALL – 1 action, allows the defender to absorb the 
  impact of a melee attack and halve the damage upon 
  succeeding on a Martial Arts test. Can only be done 1 per 
  combat turn. Can also reduce damage from falls.  
   PUNCH – 1 action, normally does 1d4 damage using the fist, 
  elbow or forearm, but knife hand/foreknuckle fist/claw 
  hand/palm strike do 1d6 damage instead. Power punches and 
  double-fist punches using both hands can do 1d8 damage.  
   KICK – 1 action, the standard karate kick does 1d6 damage. 
  Snap kicks can 
  be performed in confined spaces. 
  Wheel/Crescent/Axe kicks do 1d8 dmg. Roundhouse kicks can 
  do 1d10 damage. 
   SWEEP – knocks an opponent to the ground, depriving them of 
  2 actions. Can be done behind the sweeper.  
   JOINT LOCK – joint lock attacks do no damage unless the 
  defender tries to escape them, in which case they can cause 
  severe pain requiring a Shock roll (difficulty in brackets). Finger 
  locks do 1 point of dmg (10), wrist locks 1d4 (14), elbow or knee 
  locks do 1d6 (16).  
   HOLD – using  both hands the attacker attempts to grapple the 
  defender to immobilize them. If successful the defender is 
  helpless and loses all actions, but takes no damage. Neither 
  can dodge during the hold. Arm, leg, body and neck holds are 
  all possible. A neck hold which continues for 2 combat turns 
  forces the defender to make a Shock (15) test or pass out. 
   JUMP KICK – requires plenty of room and at least 10’ between 
  attacker and defender. Regular jump kick does 1d10 dmg, 
  flying jump kick does 1d10, flying reverse turning kick does 
  3d6. 
   BODY THROW – throws an opponent to ground and holds him, 
  success results in 1d6 damage, the defender losing 2 actions 
  and going to the bottom of the initiative order.  
   CHOKE – 1 action. On the next turn defender must make a 
  Shock roll versus attacker’s strike total or fall unconscious. This 
  continues unless the defender can break the choke by rolling 
  over the initial attacking roll. Requires use of 
  both the attacker’s hands, meaning no 
  parries, 
  breakfalls, 
  dodges 
  or 
  other 
  maneuvers can be performed by the 
  attacker that turn. 
   BACKFLIP – a successful backflip can be 
  used to escape from combat, strike 
  someone behind you or evade ranged 
  attacks while moving your full movement 
  rate. Cannot be performed in confined 
  spaces.  
   PRECISION STRIKE – If the martial arts 
  allows it, strikes on pressure points can be 
  used to paralyze or severely damage specific 
  parts of the body. A precision strike is rolled 
  at DIS but if successful can immobilize an 
  arm, leg, eye, finger, etc., or cause 1d10 
  damage to that specific part. Do not roll on 
  the hit location table.  
   KNOCKOUT – strike that attempts to 
  instantly KO an opponent. Uses all of the 
  attacker’s actions that turn and can only be 
  attempted by certain martial arts styles. Attacker must have a 
  strike total equal to or higher than 25. The defender must 
  make a Shock roll at a difficulty equal to the attacker’s strike 
  roll or immediately fall unconscious for 1d6 minutes. Does not 
  work on cyborgs or anyone with Bodyware augmentations.  
   DEATH BLOW – strike that attempts to instantly kill an 
  opponent through massive shock. Uses all of the attacker’s 
  actions that round and can only be attempted by certain 
  martial arts styles. Attacker must have a strike total equal to or 
  higher than 30. The defender must make a Shock roll at a 
  difficulty equal to the attacker’s strike roll or immediately die 
  (heart stops). Does not work on cyborgs or anyone with 
  Bodyware augmentations.  
   
  
   
   
  Wounds in Hunter//Seeker can be quite serious and guns very 
  deadly, but as long as you survive the initial damage healing can 
  be quite fast and painless. A variety of drugs, regenerative tissue 
  implants, replacement cultured organs and of course 
  augmentations can quickly repair damage or replace missing 
  limbs. Medicine and surgical techniques are very advanced 
  though never cheap.  
   
  The following tables show the speed at which healing can take 
  place. These are not entirely realistic but are intended to get 
  characters back into the action with a minimum of fuss so as to 
  keep the plot going. Healing relies on three main factors: the 
  patient’s BOD attribute, the Medical skill of whoever is fixing 
  them up and the Engineering skill of anyone repairing their 
  augmentations. Once per day of rest/recovery, make these rolls: 
   
   Patient’s COOL + BOD vs Difficulty. 
   Healer’s Medical + TECH vs Difficulty.  
   Healer’s Engineering + TECH vs Difficulty.  
   
  A success on each roll heals 1 hp (max total 
  3/day) because of the patient’s mental and 
  physical toughness, the skill of the medical 
  practitioner, and the skill of cyber-engineer to 
  fix the broken mechano-photonic parts. 
  Characters with no augmentations cannot 
  make the third roll. The cost of drugs, parts, 
  tissues, the services of paramedics & doctors, 
  etc. is shown below. Halve the cost for black 
  market services such as chop-shops and bio-
  mechanics, 
  but 
  apply 
  DIS 
  because 
  of 
  corruption, low-qualtiy parts and unsanitary 
  conditions.  
   
  HP 
  DIFF 
  COST PER DAY 
  WOUNDS 
  51-100% 
  10 
  1d10  
  Scratches, bruises.  
  1-50% 
  15 
  1d10 x 10 
  Serious wounds. 
  0 or less 
  20 
  1d10 x 100 
  Grievous wounds. 
     
   Golden Hour: all rolls within the first 60 minutes of being 
  wounded are at ADV.  
   Recovering in a clinic or hospital environment provides ADV. 
   An automedic provides ADV.  
   Trauma patches & biomonitors provide a small bonus to the 
  roll if applied within the first 60 minutes of taking a wound.  
   A first aid kit provides a normal roll.  
   Having no equipment or a difficult environment (street gutter, 
  jungle, battlefield) gives DIS. 
   Black market cost is ½, but rolls at DIS.   
   
   
   
   
  Characters at 0 hp or lower are unconscious and fall into a coma. 
  They must make a Shock roll vs 15 every round until stabilized or 
  they will die. They can be stabilized to 0 hp with a Medical + TECH 
  vs 15 roll (or some stims). Once stabilized, apply the Healing rules 
  in the previous section. 
   
  Limbs and body parts (other than the head) which were 
  completely destroyed because of overdamage can be replaced 
  with their equivalent biological cultured parts or with new 
  cyberware augmentations (employer’s/GM’s choice) depending 
  on how rich or cheap the PC’s organization may be.  
   
  “Drugs are the poor man’s cyberware.” 
  Consumer drugs are often referred to as pharms, and street 
  dealers of exotic drugs (whether narcotics, stims, healing 
  medicine or other concoctions) are usually called pharmers.  
   
  Drugs are detailed in their own section (to be written). 
    
   
  
   
   
  Skills in Hunter//Seeker are rated from 0 (no knowledge of skill 
  whatsoever) to 10 (perfect mastery of a skill), with common 
  professional level attained around skill rating 6. Below are the 
  descriptions of each skill along with their specializations, and 
  suggested uses of a skill.  
   
  Represents skill at simple running, swimming, climbing, throwing, 
  leaping, jumping, dodging and lifting. Knowledge of a few sports 
  such as soccer, basketball, baseball, skiing or weight lifting is also 
  included. Athletics is considered one of the four combat skills 
  (with Firearms, Heavy Weapons, Martial Arts) for the purpose of 
  Defence rolls. 
  Ability at managing a company, negotiating prices and terms, 
  basic accounting, buying and selling goods, assessing value, black 
  market operations, finance, economics and entrepreneurship. 
  The Business skill is not just good for getting discounts but is also 
  key to understanding and manipulating politics (see Politics skill). 
  Money makes the world go ‘round. 
  Includes a hodge-podge of street criminal skills ranging from 
  picking old mechanical locks, finding drug dealers, basic forgery, 
  smuggling, pickpocketing, simple disguise and sleight of hand to 
  grifter cons & scams. Does not include the ability to break-and-
  enter or bypass any security systems (that’s Infiltration), nor the 
  ability to crack safes. 
  Driving all kinds of ground-based vehicles such as cars, 
  motorbikes, van, trucks, bulldozers and tanks. In 2050 most 
  drivers synch automatically to their vehicle but rely on autoguide 
  systems for convenience, so actual driving skill is rarer than one 
  might expect given the ubiquity of cars. 
  Includes knowledge and praxis of standard mechanical, electrical, 
  civil, aeronautical, naval and space engineering. Characters with 
  this skill can analyze, design and build any number of objects 
  given enough time, tools and materials.  
  Ability to fire and maintain revolvers, pistols, PDWs, sniper rifles, 
  hunting rifles, assault rifles, shotguns, dartguns and tasers. This 
  skill includes most light firearms and basic ability in throwing 
  grenades.  
  The ability to break into digital computer systems of all kinds, 
  which are ubiquitous and embedded in almost every physical 
  item in the world. Specializations: Probing, Searching, Breaching, 
  Cracking, Subversion, Countermeasures, Tracing, Control 
  Systems, Psychosurgery, Phantomics, AIs.  
  Ability to fire and maintain large and complex weapon systems 
  such as machineguns, lasers, smart portable missiles, 
  micromissiles, hydra cannons, empulsers, crew-mounted 
  autocannons, tank cannons, artillery and shielding systems.  
  This skill encompasses entering forbidden areas and bypassing 
  security systems, which are most fearsome in 2050. A 
  combination of stealth, planning, security system knowledge, 
  countermeasures to biometrics and evidence cleansing, 
  Infiltration is the sinister yin to Investigation’s yang. Infiltration 
  includes the ability to bypass, neutralize or fool biometrics, and 
  extremely useful skill in a world of mass surveillance.  
  General awareness, perception, detection of crime scene clues, 
  induction, knowledge of ballistics, forensics, crime scene soft 
  reality reconstruction and other tools of police detectives, judge-
  advocates and coroners. Investigation is often critical in tracking 
  down targets who are adept at hiding from surveillance systems 
  and mainstream society.  
  The study of melee arts can encompass any physical fighting 
  style, from bar brawling to jnife-fighting to oriental and western 
  unarmed historical styles such as Karate, Savate, Capoeira or 
  Gong Fu. Each martial artist must choose one style; this skill can 
  be taken several times if one wants to learn multiple styles. 
  Includes skill with melee weapons if they are a part of the chosen 
  style. Martial Arts and their various bonuses are described in 
  more detail in the Combat section.  
  The study of medicine, surgery, disease, pharmacology, field 
  dressing, genegineering and even the implantation of 
  augmentations. Low levels of skill (1-3) indicate first aid 
  capability, mid-levels of skill (4-6) indicate paramedic capability 
  and higher levels (7+) indicate ability equal to a medical 
  doctorate. Medical can also be used to brew custom street drugs. 
  This skill includes knowledge of outdoor survival in various 
  biomes (arctic, jungle, desert, etc.), outdoor (non-urban) 
  tracking, trapping, hunting, wilderness navigation and basic 
  knowledge of plants, herbs, animals and emergency first aid. It 
  also allows one to survive on the streets in urban centres, eating 
  discarded food and finding shelters, as well as knowledge of 
  shortcuts, holes in fences, taxi routes, abandoned buildings and 
  similar urban survival skills.  
  The ability to control any vehicle other than ground-based ones,  
  including 
  flying 
  jets, 
  helicopters, 
  speed-boats, 
  sailing, 
  autonomous drones, gliders, etc. Includes navigation, sensors 
  and weapons targetting skill.    
  The ability to control organizations, organize activists, navigate 
  complex 
  bureaucracies, 
  harness 
  government 
  resources, 
  understand group social behaviours, organize tribal loyalties and 
  secure political power. This skill is quite important in 
  Hunter//Seeker because without political backing no Hunter 
  eliminate targets without getting fired or worse. Specializations 
  
   
   
  include: 
  Policlubs, 
  Blackmail, 
  Promotion, 
  Finance, 
  Law, 
  Negotiation, Deflection, Agitation, Philosophy.  
  Knowledge of various fields of science including biology, 
  chemistry, physics, mathematics, astronomy, oceanography, etc. 
  Does not include computer science (use Hacking for that) or any 
  kind of engineering ability. Science can be used to analyze and 
  synthesize chemicals such as drugs, examine corpses (along with 
  Investigation), determine satellite orbits, examine mathematical 
  formulae (used in almost every semi-automated job), determine 
  the physical limits of robots and androids, and more.  
  The ability to make contacts, friends and allies in various groups 
  and classes of society. This skill has a special quality in that every 
  1 point in Socialize allows the character to know one group 
  automatically; ie, a Socialize 6 skill allows the PC to socialize with 
  6 different groups. Choose from the following list: Cyberspace, 
  Mafia, Military, Police, [Ethnicity], [Religion], Government, 
  Corporate, Street, Aristocrats, Academia. Ethnicity is based on 
  ethno-racial groupings such as Chinese, European, American, 
  Latino, Indian, Arab, etc.   
  General awareness, bodyguarding, combat initiative, knowledge 
  of various surveillance techniques and devices, from simple 
  shadowing to complex tracking maneuvers, planting spy bugs, 
  ripping data surreptitiously, sensors of various kinds, geolocating 
  targets, tracking down target histories and social networks, etc.  
  The ability to engage in conversation with people face-to-face 
  and get what you want. Includes negotiation, leadership, charm, 
  blather, intimidation, seduction and lying. Talking is used for 
  quick interactions when making a first impression is important; 
  for socializing in groups and networking, use the Socialize skill.  
  Knowledge of military tactics and tricks, from using integrated 
  tactical battlenets to room-sweeping procedures and more. 
  Tactics is a skill for players who might not have great knowledge 
  of military operations themselves but are playing skilled 
  operators. On a successful roll Tactics bestows certain bonuses to 
  group operations if everyone follows the plan. Tactics is very 
  important for preparing and avoiding ambushes. 
   
  Important Note: Specials are entirely optional. The GM should 
  determine if Specials can be taken at the beginning of the game. 
  Specials are unique, over-the-top abilities possessed by PCs and 
  important NPCs, that they are not aware of. They are story 
  elements that significantly enhance the power of PCs and give 
  them action movie-like abilities not possessed by normal people. 
  The GM should take care to determine if Specials are appropriate 
  for his campaign, as they can change the tone of a game entirely. 
  Specials are recommended only for Stylized and Action-type 
  games. Specials can only be used once per combat or scene 
  (unless stated differently in the description), and cannot be 
  improved, gained or replaced once the campaign commences.   
   
   
   – Your augmentations are such a perfect fit that 
  they never require maintenance, anti-rejection drugs or basic 
  repairs. Repairs from major combat damage still need work.  
   – You can sneak in 1d6 pistols, SMGs, 
  axes, daggers, collapsible sniper rifles and other small firearms 
  almost anywhere, regardless of security, but still subject to GM 
  approval. 
  A 
  corporate 
  arcology 
  is 
  fine, 
  but 
  the 
  Pentagon…probably not. What happens once the guns are out is 
  up to you. 
   – You can purchases any equipment that 
  is completely Illegal, and you can sell any Restricted or Illegal 
  items without catching the attention of the police or anyone else.  
   – Any NPC designated as a "mook" (unnamed 
  low level opponent) can be killed by you with a single successful 
  melee or firearm shot doing at least 1 point of damage (after 
  armor and other defences).  
   – You can use two pistols or light 
  SMGs in each hand, fire them together for maximum effect. For 
  each action you use to shoot, roll twice for damage.  
   – The organization you work for can provide a 
  team of cleaners who will clean up forensic evidence and scrub 
  one non-public location of corpses, bullet casings, video footage, 
  etc., as long as they can get reasonable access to the location 
  without violence. Cleaners will not enter any combat situations 
  and will only perform their duties when it's safe and quiet (ie, not 
  in the middle of a police chase). The GM determines whether the 
  cleaners are willing to take a risk to enter the scene. 
  
   
   
   – Your perfect balance and training prevents 
  you from ever falling accidentally, being bowled-over, tackled, 
  thrown by a martial arts move or overborne in a charge. You can 
  also climb almost any surface (like skyscraper panels or ice walls), 
  no matter how slippery.  
   – You have several (1d6) legends, or impeccable cover 
  identities, that allow you to travel incognito. These are generally 
  the identities of average people useful for blending into the 
  crowd, but if you desire scrutiny or status you can pick someone 
  important. However, once a cover identity is blown, it's gone for 
  good. For a cursory examination, an opponent has a difficulty of 
  25 to detect your cover, using Surveillance, Investigation, Hacking 
  or other means. A thorough investigation, such as a police officer 
  taking your biometrics at the station, automatically reveals the 
  ruse. You still have to roleplay the cover effectively.  
   – You are legally empowered to make arrests of 
  certain individuals under certain conditions, the specifics of 
  which are up to the GM to determine but are generally limited to 
  wanted persons with a reward out for their capture, persons 
  without valid identification (blanks and zeros) or persons in 
  immediate felony breach of the law putting citizens in danger 
  (such as discharging firearms in a public place). You must be 
  associated with a legal law enforcement organization (police 
  service, bounty hunting company, secret agency, etc.).  
   – You only need 1 action to take a Precision Shot 
  for remainder of the combat.  
   – Pick an ethnic, religious, extended family or 
  ideological group. One per game, that group can back you up in 
  some social way, such as packing a courtroom, protesting in the 
  streets, garnering media attention or rioting in a neighbourhood. 
  You 
  have 
  to 
  attend 
  all 
  their 
  weddings, 
  birthdays, 
  commencements, funerals, etc., and the favours flow both ways.   
   – At the beginning of a combat you can always 
  go first, regardless of initiative order. This is not allow you to 
  detect ambushes before the first enemy makes an attack, 
  however.  
   – Using 1 action you can move your entire 
  movement distance (REF x 3 meters) and simultaneously take a 
  shot using a firearm.  
   – You freak out (screaming, jumping around, 
  attacking, etc.) and gain 10 points of Armor for the remainder of 
  the combat. This precludes any stealth maneuvers, obviously.  
   – You can build small gadgets and gizmos from 
  common parts found in garages, kitchens, labs, construction 
  sites, copy rooms, server racks and other similar places, and you 
  carry a bag of spare parts with you everywhere. You get ADV on 
  Engineering, Medical and Science skill rolls to create surveillance 
  bugs, antennas, improvised grenades/napalm, drugs, pocket 
  pistols, noise generators and more. See equipment section for 
  ideas, but preferably devise your own.  
   – People around you seem to instinctively 
  trust you and are willing to be much more open and talkative in 
  your presence as long as you don't represent a threat to them. 
  You have ADV on any skill rolls to charm, seduce or impress 
  people. In Stylized games, villains will inevitably explain their 
  nefarious plans to you, and in Gritty games people will 
  accidentally slip up and reveal important information. 
   – Your training allows you to turn any 
  object around you, from a pen to a vase to a towel, into a lethal 
  weapon that does 1d10 points of damage. 
   – You have a state or national license to transport 
  military-grade weapons & armor, for a specific purpose (ie, 
  transporting explosives to construction sites; transporting sniper 
  rifles to a military test range). Using them in a public location is 
  another matter, however. This is not a "license to kill". 
   – You can instantly reload all your 
  weapons without taking any actions.  
   – You have drinking buddies everywhere, so that 
  there's a 1 in 6 chance you know anyone you meet in a low-level 
  position, from the security desk jockey to the shop supervisor to 
  the courier to the truck driver who happens to be dropping off a 
  box of supplies at the office dock. Roll 1d6, on a 6 you know the 
  
   
   
  person socially. Doesn't mean you're best friends though, and the 
  social interaction is entirely up to you. 
   – As a hacker you've visited almost every 
  Zone and Grid in the world, making you intimately familiar with 
  exotic operating systems, interlock custom procedures and the 
  idiosyncracies of hacking foreign overnets. You don't have the DIS 
  penalty for travelling to foreign zones/grids. 
   – If you are killed, you are instead placed into a 
  temporary coma from which you can be revived by a Medical (20) 
  roll. This Special can only be used 8 times.  
   – You have interacted with AIs since an early age 
  and are closely familiar with their behaviour and personalities. 
  You have ADV on all interactions with AIs/Monads, including 
  hacking attacks.  
   – You are always aware of your precise 
  location, direction, altitude and place in a building. You "know" 
  the fastest way to the place you want to go. This gives you ADV 
  on any chase scene rolls related to travelling.  
   – You have a brood of 1d10 low-intelligence 
  drones/chimerics/robots/clonals that you have a lot of affection 
  for. You'll need the Engineering (for drones/robots) or Medical 
  (for chimerics/clonals) skills to repair and improve them. These 
  pets are legal but their presence may not be welcome 
  everywhere, and upkeep can cost quite a bit.  
   – You can choose a reputation that will be 
  widely known in the particular social circles that you frequent, 
  whether it's street gangs or corporate executives. The reputation 
  can be based on fear, trust, liking, hatred or whatever other basis 
  you desire, but it works whether you want it to or not (ie, if your 
  reputation is as a Stone Cold Killer, everyone in the merc/street 
  communities will know you as that).  
   – You can find the normal equipment you need 
  (excluding vital plot items) in almost any location. Visiting a 
  friend's house? He coincidentally owns an AR-15 rifle. Breaking 
  into a lab? Someone left a scramble suit here by accident. 
  Sleeping in the sewers? A fresh pizza might float by, etc. But 
  remember, just because you found it doesn't mean you own it.  
   – You have one, single, unique, 
  personal weapon – an heirloom or custom-made special – that 
  bestows ADV on any attacks. If this weapon is lost or destroyed, 
  it cannot be replaced. Ever. The weapon has to be personalized 
  and named.  
   – You have 1d10 skillchips at rating 2, 
  chosen by you. You still need the Skillsofts and Skillwires 
  augmentations to use them (for mind and active skills 
  respectively).  
   – You do an extra 1d6 points of damage 
  with each attack, and everyone killed by you dies in the most 
  horrible manner imaginable (bullets through the eyeball, head 
  exploding, guts spewing out, skin on fire, etc.). 
   
  When generating a new character, you can roll a 1d10 to 
  determine your flaw. Keep it secret from the other players. In 
  stressful situations like combat, under duress, performing in front 
  of people or other situations, your flaw may reveal itself. GMs are 
  free to impose and interpret Flaws as they see fit in keeping with 
  the tone of the game. Roll COOL x 2 +1d10 vs 15 to resist your 
  compulsion.  
   
   – You always want it your way when the stakes 
  are high. If people don’t follow your plan or wishes and you failr 
  your compulsion, you get Disadvantage for the next 2 actions.  
   – You don’t like taking prisoners or 
  showing mercy. Given the choice between peaceful resolution 
  and battle, you’d prefer to spill some blood on a failed 
  compulsion roll.  
   – You don’t like interacting with people you consider to 
  be your social inferiors. DIS when doing anything for them on a 
  failed compulsion roll.  
   – You can’t resist talking to strangers. If you fail your 
  compulsion roll, get DIS for two actions if you have to be quiet 
  when other people are around.  
   – You always assume the worst of other people 
  and yourself and have trouble getting out of bed. DIS for 2 actions 
  whenever you have to be upbeat or appear cheerful.   
   – Your urges have to be satisfied at the most 
  inconvenient moments, and they’re not cheap either. Spend 
  $1d6x100 / month on your habit, and if you don’t get your daily 
  dose you get DIS on all actions until you do.  
   – If you fail your compulsion roll once per 
  day you can’t resist swiping small shiny things, especially from 
  friends and colleagues. You should probably get the Criminal skill 
  or things will not go well. You hoard these things.  
   – You don’t care about other’s feelings nor about 
  your own interests. Failed compulsion check means you get DIS 
  on the next social interaction with other people.   
   – You don’t trust your comrades and are 
  willing to sell them out for anything... but they suspect you too. 
  A failed compulsion check means you might make contact with 
  your group’s enemies and try to make a secret deal.  
   – You have an intense focus on some designated 
  minutiae (such as sorting your clothes, or being clean, or never 
  firing a gun on Sundays) which, if not fulfilled, bothers you so 
  much that it imposes a DIS penalty on all actions for 1 hour.  
   
  
   
   
  Cybernetic systems may be advanced but the cutting edge of 
  equipment is still more advanced. 
   
  Stopping Power (SP) subtracts damage from firearm damage. It 
  also has an encumbrance value (EV) that subtracts from any skill 
  or attribute tests involving physical motion, such as Initiative, 
  reaction time, Athletics or even Surveillance if the armour covers 
  the head/face. Armour cannot be stacked. Armour degrades by 1 
  point whenever it takes firearms damage, which can be repaired 
  with an Engineering test (difficulty = SP). Soft armour is halved 
  when damaged by melee weapons such as swords or knives.  
   
  The tables on the following pages contain list of weapons, armour 
  and equipment with statistics for each piece of equipment:  
  SP – Stopping Power, protects against damage.  
  Concealability -  determines what clothing is needed to conceal 
  a weapon: P for pocket/pants, J for jacket/coat, L for long coat, N 
  for not possible. 
  Cost - The listed cost is for the rating 1 version, to get other costs 
  multiply the Rating x Cost to get the total cost.  
  DMG – is the weapon damage. 
  EV – Encumbrance Value, subtracts from all tests when 
  performing physical actions (and actions involving the senses if a 
  helmet is included). 
  FW – This Firewall rating is the base if the vehicle is not hooked 
  to any other overnet system. Otherwise, use the FW of whichever 
  System owns the vehicle (eg, a Police car would have the PD FW). 
  Handling – a small modifier to Piloting skill tests based on the 
  responsiveness, manueverability and quality of a vehicle.  
  Modes - Fire Modes are: Single Shot (SS) which only allows 1 
  round to be fired per action; Semi-Automatic (SA) which allows 
  for short bursts; and Fully Automatic (FA) which allows all bursts, 
  sprays and suppressive fire. 
  Rating - The bonus that an item adds to any roll it is involved in.  
  Rnds – the number of rounds in a weapon’s magazine.  
  Speed – the effective maximum speed of a vehicle, set to a scale 
  from 1 (slowest, a scooter) to 10 (fastest, a fighter jet).  
  Type (Armour) – Soft armour is flexible but is halved when 
  defending against melee weapons. Hard armour is inflexible but 
  is equally tough against melee weapons as against firearms.  
  Type (Equipment) - Denotes which skill is most related to the 
  piece of gear and should be used with it.  
  Legality – of buying and/or possessing the item. U = unrestricted, 
  anyone can buy it; R = restricted, only designared police/military 
  authorities can buy it; I = completely illegal, nobody can own this 
  and the penalties for possession are severe.  
  WA – Weapon Accuracy. Adds or subtracts a small bonus to the 
  attack based on the weapon’s quality.  
  
   
   
    
   
   
   
   
  TYPE 
  NAME 
  HAND 
  SP 
  FW 
  HP 
  SPEED NOTES 
  Cheap Car 
  Guangzhou Finback 
  -2 
  2 
  12 
  80 
  3 
   
  Family Car 
  Changfeng Kěkào 可靠 
  0 
  4 
  14 
  120 
  4 
  Autopilot 2. “Reliable” 
  Fast Car 
  Eagle Dynamo 
  +1 
  6 
  18 
  150 
  5 
  Autopilot 3. 
  Family Van 
  Eagle Outbacker 
  -1 
  10 
  14 
  170 
  3 
  Autopilot 1. 
  Security Van 
  Armatech Armadillo 
  -2 
  30 
  20 
  250 
  3 
  Autopilot 3. 
  Aerocar 
  Eagle Highliner 
  0 
  4 
  20 
  80 
  5 
  Autopilot 2. 
  Aerocar 
  Changfeng Luxe-5000 
  +1 
  10 
  22 
  100 
  6 
  Autopilot 2. 
  Aerodyne 
  Eagle Glyderon 
  +1 
  20 
  23 
  200 
  7 
  Autopilot 2, ECM 1, ECCM 2. 
  Aerodyne 
  Armatech VT9 Lufter 
  +2 
  26 
  23 
  300 
  7 
  Autopilot 3, ECM 2, ECCM 2. Aeromorphic. 
  Motorbike 
  Alvaron-Voss KLVR 
  +1 
  16 
  18 
  50 
  5 
  Autopilot 1. 
  Motorbike 
  Changfeng Brilliance 
  +2 
  6 
  18 
  40 
  6 
  Autopilot 2. 
  APC 
  Oshkosh Taurus ZK40 
  -1 
  40 
  26 
  500 
  4 
  Autopilot 1. ECCM 2.  
  Microdrone 
  Genesys Moskit 
  0 
  0 
  12 
  4 
  2 
  Basic surveillance drone. ECM 1.  
  Microdrone 
  Alvaron-Voss Firefly 
  +1 
  0 
  13 
  4 
  3 
  Stealth surveillance drone. ECM 1. Infiltration 1.  
  Drone 
  Changfeng Bàofù 报复 
  0 
  2 
  12 
  10 
  3 
  Basic sensor platform. Surveillance 2. ECCM 1. “Retaliate” 
  Drone 
  Quizatl Halcon 
  +1 
  5 
  14 
  12 
  4 
  Police sensor platform for Groundscan. Surveillance 4. ECCM 2. 
  Combat Drone 
  Eagle Pterasaur 
  +1 
  10 
  26 
  20 
  5 
  1 light weapon. ECM 1. Firearms 2. Surveillance 2. ECCM 2. 
  Combat Drone 
  Tesla VIK-300 
  +1 
  12 
  28 
  24 
  4 
  1 heavy weapon + 1 missile. ECM 2. Hvy Wpns 3. Surv 2. ECCM 3. 
  Helicopter 
  Armatech Venzera 
  -1 
  20 
  28 
  200 
  6 
  1 hvy wpn +1 missile. ECM 2. ECCM 2. 
  Cargo Truck 
  Oshkosh Granite-5K 
  0 
  32 
  24 
  250 
  4 
  ATV, huge storage, portable apartment/lab/safehouse. ECM 2.  
  NAME 
  SP 
  EV 
  COVERS 
  TYPE 
  COST 
  NOTES 
  Skinsuit 
  2 
  - 
  Torso, Arms, Legs 
  Soft/Light 
  2,000 
   
  Kenbishi Bandages 
  2 
  - 
  Torso, Arms, Legs 
  Soft/Light 
  800 
  Can be stacked with clothing/armor 
  Leather jacket 
  4 
  - 
  Torso 
  Soft/Light 
  200 
   
  Carbonweave clothing 
  4 
  - 
  Torso, Arms, Legs 
  Soft/Light 
  6,000 
  Corporate suits, dresses, etc. 
  Spidersilk longcoat 
  6 
   
  Torso, Arms, Legs 
  Soft/Light 
  3,000 
  Can be stacked with Kenbishi. 
  Kevlar vest 
  10 
  1 
  Torso 
  Soft/Light 
  500 
   
  Armor jacket 
  14 
  2 
  Torso, Arms 
  Soft/Medium 
  1,000 
   
  Liquid armor 
  16 
  3 
  Torso 
  Soft/Medium 
  900 
  Shear-thickening gel 
  Spectrashield 
  20 
  4 
  Torso, Arms, Legs 
  Hard/Medium 
  4,000 
   
  Dragon skin 
  22 
  6 
  Torso, Arms, Legs 
  Hard/Heavy 
  5,000 
   
  Medium Adaptive Armor 
  20 
  4 
  All 
  Adaptive 
  25,000 
  Reconfigures with sensor data. 
  Riot Gear 
  24 
  6 
  All 
  Hard/Heavy 
  10,000 
   
  MetalGear 
  26 
  5 
  All 
  Hard/Heavy 
  50,000 
  Air Filter, Comms 
  SPAT Cybershell 
  30 
  4 
  All 
  Hard/Heavy 
  150,000 
  Air Filter, Sensors, Comms, ECCM 2 
   
   
   
   
   
   
   
  Combat Mask 
  2 
  1 
  Head 
  Soft/Light 
  100 
   
  Steel helmet 
  10 
  2 
  Head 
  Hard/Medium 
  200 
   
  Military helmet 
  16 
  2 
  Head 
  Hard/Heavy 
  500 
   
  Riot Shield 
  22 
  8 
  All 
  Hard/Heavy 
  2,000 
  Requires 1 hand (no rifles, etc.) 
   
  
   
   
  Type 
  Name 
  DMG 
  WA 
  Rnds 
  Modes 
  Conc 
  Cost 
  Notes 
  Light Pistol 
  BudgetArms C-13 
  1d6 
  -1 
  8 
  SS 
  P 
  150 
   
  Light Pistol 
  Norinco Cybermag 15 
  1d6+1 
  -1 
  10 
  SA 
  P 
  100 
  Unreliable 
  Light Pistol 
  Federated Arms X-22 
  1d6+1 
  0 
  10 
  SA 
  P 
  300 
   
  Medium Pistol 
  Armatech Avenger 
  1d10+1 
  0 
  10 
  SA 
  J 
  500 
   
  Medium Pistol 
  Norinco Streetmaster 
  1d10+3 
  0 
  12 
  SA 
  J 
  500 
  Unreliable 
  Medium Pistol 
  Shang Upholder 10mm 
  1d10 
  0 
  14 
  SA 
  J 
  600 
   
  Medium Pistol 
  Federated Arms X-9mm 
  1d10+1 
  0 
  12 
  SA 
  J 
  600 
   
  Heavy Pistol 
  BudgetArms Auto-3 
  3d6 
  -1 
  8 
  SA 
  J 
  700 
  Unreliable 
  Heavy Pistol 
  Sternmeyer Type 35 
  3d6 
  0 
  8 
  SA 
  J 
  800 
   
  Very Heavy Pistol 
  Armalite 44 
  4d6+1 
  0 
  8 
  SS 
  J 
  900 
   
  Very Heavy Pistol 
  Colt AMT 
  4d6+1 
  0 
  8 
  SS 
  J 
  1000 
   
  Very Heavy Pistol 
  Shang Repulser 11m HV 
  4d6* 
  0 
  18 
  FA 
   
  1300 
  HV ammo, misfire 1/6 chance 
  SMG 
  Uzi Miniauto-9 
  1d10+1 
  +1 
  30 
  FA 
  J 
  950 
   
  SMG 
  H&K MP13 
  1d10+3 
  +1 
  35 
  FA 
  J 
  900 
   
  SMG 
  Shang Assault II 
  1d6+1 
  +1 
  50 
  FA 
  J 
  800 
   
  SMG 
  Norinco Minami 10 
  1d10+3 
  0 
  40 
  FA 
  J 
  1000 
   
  SMG 
  H&K MPK-9 
  1d10+1 
  +1 
  35 
  FA 
  J 
  1040 
   
  Heavy SMG 
  Stermeyer SMG-21 
  3d6 
  -1 
  30 
  FA 
  L 
  1000 
   
  Heavy SMG  
  H&K MPK-11 
  4d6+1 
  0 
  30 
  FA 
  L 
  1400 
   
  Heavy SMG  
  Ingram MAC-14 
  4d6+1 
  -2 
  20 
  FA 
  L 
  1300 
   
  Hunting Rifle 
  Eagle Ranger .303 
  6d6 
  +1 
  6 
  SS 
  L 
  1000 
   
  Assault Rifle 
  Armatech Ronin 
  5d6 
  +1 
  35 
  FA 
  N 
  900 
   
  Assault Rifle 
  HK SF90 HAR 
  5d6 
  0 
  30 
  FA 
  N 
  1000 
   
  Assault Rifle 
  FN-RAL 
  6d6+2 
  -1 
  30 
  FA 
  N 
  1200 
   
  Assault Rifle 
  Kalashnikov AK-80 
  6d6+2 
  -1 
  35 
  FA 
  N 
  1100 
   
  Assault Rifle 
  United Ballistics IBSF-200 
  6d6 
  +1 
  20 
  SA 
  N 
  5000 
   
  Sniper Rifle 
  Armatech L96 Deep Penetrator 
  6d6 
  +1 
  12 
  SS 
  N 
  10,000  
  Sniper Rifle 
  United Ballistics EMXRAD 
  7d6 
  +1 
  10 
  SS 
  N 
  15,000 Anti-material, -1d6 vs people 
  Shotgun 
  Denel Rapid Pro-12 
  4d6 
  -1 
  20 
  SA 
  N 
  1800 
   
  Shotgun 
  Sternmeyer Stakeout 10 
  4d6 
  -2 
  10 
  SS 
  L 
  900 
   
  Cannon 
  FN “Fenris” 20mm 
  4d10 
  0 
  50 
  FA 
  N 
  4000 
  Smart rounds 
  Cannon 
  Armatech M56-Mk2 “Shiva” 
  4d10+2 
  -1 
  45 
  FA 
  N 
  6000 
   
  Missile 
  Scorpion 16  
  7d10 
  -1 
  1 
  SS 
  N 
  6000 
   
  Missile 
  Spike SS-30 PAML 
  8d6 
  +1 
  4 
  SA 
  N 
  20,000 Portable Autonomous  
  Missile 
  Switchblade SS-42 PAML 
  7d10 
  +1 
  4 
  SA 
  N 
  25,000 Portable Autonomous 
  Missile 
  M110 HIMAT B. Missile 
  10d10 
  +1 
  1 
  SS 
  N 
  60k 
  Requires targetting first 
  Missile 
  Brilliant Micromissiles 
  1d6 
  +1 
  1 
  SA 
  L 
  5,000 
  Requires targetting first 
  Grenade Launcher 
  Armatech RPG-A 
  6d10 
  -2 
  1 
  SS 
  L 
  3000 
   
  Grenade 
  Armatech HEX  
  6d6 
  -2 
  1 
  SS 
  P 
  60 
  Hits 1d4 targets if grouped. 
  Grenade 
  M51F Bounding Frag Grenade 
  5d6 
  +1 
  1 
  SS 
  P 
  200 
  Bounces around 
  Grenade 
  Armatech PLINK Microgrenades 
  1d6 
  +1 
  1 
  SS 
  P 
  80 
  Blast, smoke, spectral. 
  Explosive 
  C-6 Flatfire Plastic Explosive 
  8d10 
  0 
  1 
  SS 
  P 
  200 
  Per Kg 
  Explosive 
  Armatech PROM-8 Mine 
  6d10 
  0 
  1 
  SS 
  L 
  700 
  In a 30-foot radius.  
  Flamethrower 
  Armatech F-253 
  2d10+ 
  -2 
  10 
  SS 
  N 
  3000 
   
  Microwaver 
  Techtronica Microwaver 
  1d6* 
  0 
  10 
  SS 
  P 
  800 
   
  Laser 
  Armatech Electric Laser 
  1-5d6 
  0 
  10 
  SS 
  N 
  9000 
  Unreliable 
  Laser 
  Argus SL-9b4 Point Defence Laser 
  8d10 
  +1 
  100 
  SS 
  N 
  30k 
  Portable Autonomous 
  Needler 
  Avante P-1135 Needler 
  drugs 
  0 
  15 
  SA 
  P 
  400 
  Poisons,  useless vs armor 
  Squirt gun 
  Enertex AKM Powersquirter 
  drugs 
  -2 
  50 
  SS 
  J 
  50 
  Liquids of any kind, drugs 
  Paintball gun 
  Nelspot “Wombat” 
  drugs 
  -1 
  20 
  SS 
  J 
  400 
  Paint, poison, gas, drugs 
  Taser 
  Armatech Quad Taser 
  stun 
  -1 
  10 
  SS 
  J 
  120 
   
  Bow 
  Denel Tomcat c-bow 
  4d6 
  0 
  12 
  SS 
  N 
  300 
  Gyrostabilized 
  Bow 
  Eagle Stryker x-bow 
  3d6+3 
  -1 
  12 
  SS 
  N 
  440 
   
  Blade 
  Switchblade/Shuriken 
  1d3 
  0 
  - 
  - 
  P 
  30 
   
  Blade 
  Combat knife 
  1d6 
  0 
  - 
  - 
  P 
  100 
  Buckmin-foam alloy 
  Blade 
  Sword 
  1d10+2 
  0 
  - 
  - 
  N 
  500 
   
  Blade 
  Kendachi Monoknife 
  1d10 
  +1 
  - 
  - 
  P 
  400 
   
  Blade 
  Kendachi MonoKatana 
  4d6 
  +1 
  - 
  - 
  N 
  1200 
   
  Electric Fist  
  SPM-1 Battleglove 
  3d6 
  -2 
  - 
  - 
  L 
  1800 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  Multiply the Cost x Rating to get the final price! 
  CODE 
  NAME 
  EFFECT 
  AP  
  Armor-Piercing  
  +1d6 damage vs armored targets. -1d6 damage against targets with no armor. 
  AB  
  Airburst  
  Negates cover , ½ damage, hits 1d4 targets. 
  APEX 
  Anti-materiel  
  +1d10 against vehicles. 
  JHP 
  Hollowpoint  
  +1d6 damage vs unarmored targets. -1d6 damage against armored targets. 
  EX  
  Explosive  
  +1d10 damage, single shot only, very expensive.  
  EP  
  Electropulse  
  Shorts out augmentations (make BOD test vs 15 for each one). Shielding protects against this. 
  SC  
  Signal Scrambler  
  Disrupts all communications (including battlenets) in a 50’ radius. 
  HV 
  Hypervelocity  
  Shreds hard targets, +1d10 against cyborgs, -1d6 against soft targets; overheats and damages weapon. 
  GL 
  Glaser  
  -1d6 dmg, does not hit friendlies on Fumble. Does not ricochet, avoid civilian casualties.  
  INC 
  Incendiary 
  starts fires, initially -1d6 damage but +1d6 fire dmg/rnd for 1d4 rounds unless put out. 
  IBSOF 
  Programmable 
  ADV to hit. Imprint Ballistic Solution on Firing, smart rounds go around corners when target-locked.  
  TYPE 
  NAME 
  EFFECTS 
  RATING 
  COST 
  LEG. 
  Medical 
  Aegis Filmsuit 
  Protects against disease, bioweapons, some chemical wpns. 
  1-5 
  100 
  U 
  Medical 
  Biomonitor 
  Monitors vital signs and body integrity, helps with first aid.  
  1 
  1,000 
  U 
  Medical 
  Trauma Patch 
  Healing cocktail of drugs, adds bonus to revive dying person. 
  1-5 
  500 
  U 
  Medical 
  Derms 
  Allows for a quick injection of drug via DMSO.  
  1-5 
  50 
  U 
  Medical 
  Clotis Generator 
  Creates clonal tissue & organs, genegineering kit.  
  1-5 
  3,000 
  R 
  Medical 
  Automedic 
  Helps with complex surgery and medical operations.  
  1-5 
  5,000 
  U 
  Medical 
  Neuro-agents 
  Temporary memory attribute enhancements, see drug section. 
  1-5 
  5,000 
  I 
  Investigation Medical biosampler 
  Medical sample analyzer, detects diseases/drugs/augs/etc.  
  1-5 
  500 
  U 
  Investigation Portable Sniffer 
  Portable chemical detector/hyperspectral analyzer. 
  1-5 
  500 
  R 
  Infiltration 
  White Noise Generator 
  Makes it more difficult to intercept conversations.  
  1-5 
  500 
  U 
  Infiltration 
  Wirepack 
  Whips out tendrils for climbing safety.  
  2 
  500 
  R 
  Infiltration 
  CS-101 “Raven” Stealthsuit 
  Basic electro-optic stealth camouflage. 
  2 
  2,000 
  R 
  Infiltration 
  M292 “Panther” Stealthsuit 
  Advanced electro-optic stealth system, morphic, enviroseal.  
  4 
  15,000 
  R 
  Infiltration 
  Alphawave Memory Scrambler 
  Confuses and scrambles short-term memories for 1d6 minutes. 
  - 
  3,000 
  R 
  Infiltration 
  Genebomb 
  Floating cloud of random genetic traces, more difficult to ID. 
  4 
  500 
  I 
  Infiltration 
  Scramble Suit 
  A congerie of randomized body & face pictures, can’t ID wearer. 
  5 
  15,000 
  R 
  Infiltration 
  Degausser 
  Removes trace electromagnetic signatures. +Rating to Infiltration. 
  1-3 
  5,000 
  R 
  Hacking 
  Credstick Verifier 
  Checks the authenticity of portable credit systems. 
  1-5 
  200 
  U 
  Hacking 
  WORO discs 
  Write Once Read Once self-destructive data storage medium. 
  - 
  500 
  U 
  Hacking 
  Skillchips 
  Imprinted skills. Rating 1 = $500, 2 = $5,000 3 = $50,000. 
  1-3 
  * 
  U 
  Hacking 
  Brainbug 
  Implant that can alter some human behaviour. 
  1-5 
  20,000 
  I 
  Hacking 
  ECM Gear 
  + Rating to Firewall. EM spectrum manipulators that disrupt sensors.  
  1-5 
  2,000 
  R 
  Hacking 
  ECCM Gear 
  EM spectrum manipulators that defeats ECM gear.  
  1-5 
  5,000 
  R 
  Hacking 
  Imprint datoos 
  Tattoos that contain imprinted, encrypted data. 
  1 
  600 
  U 
  Surveillance 
  Bug scanner 
  Detects small surveillance devices within 20’ x Rating 
  1-5 
  1,000 
  R 
  Surveillance 
  Digital Tagger Cloud 
  Sprayable cloud of RFID tags that track people/things. 
  1-5 
  200 
  U 
  Surveillance 
  Camera nanodrones 
  Mesh networked mobile microsensors 
  1-5 
  1,000 
  R 
  Science 
  Bioreactor 
  Portable chemistry synthesis lab. 
  1-5 
  2,000 
  R 
  Science 
  Proteus Ecoformer 
  Creates gardens, programmed genetic protection. 
  1-5 
  2,000 
  U 
  Science 
  Sonic shield 
  Protects against suggestion & pacifier ultrasonics 
  1-5 
  500 
  U 
  Misc 
  Trideo projector 
  Displays phantomic images of increasing reality 
  1-5 
  2,000 
  U 
  Misc 
  Portable Coverwall 
  SP 20, fold-out wall 4’x12’, folds into 2’ tall cylinder, 15 lbs.  
  20 
  2,500 
  R 
  Misc 
  Portable Sentry Gun 
  5d6 dmg, Firearms 2+4 REF, Surveillance 2. Spectraview sensors.  
  2 
  3,000 
  R 
  
   
   
   
  Cybernetics have become more advanced and more integrated 
  with bioware implants. The term augmentation is now in more 
  common usage than cyberware, the latter usually referring to 
  older, inferior mechanical models of years past. In lieu of 
  permanent modifications such as cyberarms, many people opt 
  for less-invasive but temporary retrogenic viral enhancements to 
  neurology, memory, ability or prowess. 
  Augmentations are broken down into 5 groups: Senseware, 
  Bodyware, Neuralware, Ninjaware and Riggerware. Senseware 
  improves the senses; Bodyware improves strength, toughness 
  and natural biological organs; Neuralware increases mental 
  capabilities, attractiveness and speed; Ninjaware improves 
  stealth, concealment and speed; and Riggerware enhances 
  linkages to vehicles and drones of all kinds.  
  Augmentations are not cumulative between people, even if 
  they are linked together. Two people with BattleNet implants do 
  not get a +2 bonus each. Augmentations are cumulative for a 
  single individual. For example, a combat medic with Memory 
  Bank and Mindcore installed would have a cumulative +2 to INT.  
  Augmentation costs are rarely self-financed because of the 
  expense: most will run into the tens if not hundreds of thousands 
  of dollars. It is more usual for them to be financed by an outside 
  organization, such as a bank, megacorporation, state agency, 
  military, NGO or criminal enterprise. It goes without saying that 
  these organizations expect to see a return in their considerable 
  investment. The business of repoing the augmentations of clients 
  who fall behind on their payments is a profitable one. See Paying 
  For It All on page XX for more details.  
  A grouping of augmentations designed to bolster sensors and 
  improve perception. Bonuses from senseware tend to be for skills 
  involving perception, one of the five senses or targetting.  
   
  A miniaturised millimetre-wave scanner and phased-array radar 
  that detects and identifies objects, lifeforms within a 360˚-wide 
  50’ radius.  
  Bonus: +1 Surveillance and Tactics.  
   
  An implant that coordinates communication between team 
  members, thereby improving their tactical awareness and 
  fighting ability. Shares battlefield  information such as the 
  position of known friendly and enemy forces, wounds of co-
  combatants, firing arcs, direction of motion (if paired with 
  Hyperoptics and Spectraview), ammo supplies and more (GM’s 
  discretion).  
  Requirements: each member of the team must have a Battlenet 
  augmentation installed, otherwise the bonus is forfeit. 
  Bonus: +1 to strike.  
   
  An implanted electronic warfare system that disrupts enemy 
  sensors and feeds them false information whenever possible. 
  Confounders attempt to subtly shift the plotted position of their 
  
   
   
  host, jam commlines and feed anomalous data to full-spectrum 
  sensors, making it much harder to hit the host.  
  Bonus: +1 to Defence tests if the attackers are using sensors.  
   
  A complex array of light amplification, night vision, infrared, 
  ultraviolet, image magnification, image enhancement, flare 
  compensation and software recognition algorithms.  
  Bonus: +1 to Surveillance & Medical.  
   
  Improves the sense of touch, allowing for instantaneous 
  spectrographic analysis of any material touched by the fingers, 
  and also perceives trace materials smaller than that visible to the 
  human eye. Also called Sensorskin, a variant used frequently in 
  pornography to records and enhance full-body pleasure.  
  Bonus: +1 to Investigation.  
   
  Improves the sense of smell and includes chemical analyzers that 
  can quickly detect chemical compositions, dangerous substances, 
  remnants of device use and other minute traces.  
  Bonus: +1 to Surveillance Tests.  
   
  A complete set of sensory enhancements to allow full access to 
  the electromagnetic spectrum. Includes infrared, ULF, UHF, 
  hyperspectral 
  analyzers, 
  360-degree 
  vision, 
  micro-radar, 
  millimetre-wave body scanners allowing vision through walls and 
  many other sensors. This ultimate sensory augmentation 
  increases battlefield awareness, makes it almost impossible to be 
  surprised (except when sleeping) and improves both melee and 
  ranged fighting skills.  
  Bonuses: +1 Tactics, +1 Defensive rolls (eg, Dodge or Parry), +1 
  Driving/Piloting, Cannot be ambushed. 
   
  A body implant that connects to special hardware installed inside 
  a gun to coordinate and improve shooting. A smartlink is a fast 
  processor that takes into account a target’s motion, prevailing 
  environmental conditions such as snow, fog, rain and wind, and 
  intervening obstacles and many other factors, then locks on to 
  the target and fires the gun at the optimal time to improve 
  accuracy.  
  Bonus: +1 to strike with a smartlinked gun.  
   
  Hyperspectral sensors that go into the extreme range of the 
  electromagnetic spectrum, utilizing millimetre wave, UHF, ULF 
  and other frequencies to build a complex 3D virtual 
  reconstruction of the world around the user. Spectraview allows 
  one to track the locations of objects beyond visual range and 
  hone in on moving objects/people, somewhat like realtime radar.  
  Bonus: +1 INT.  
   
  A targetter is a tiny fly-sized sensor that can be  released from an 
  implant or a gun holding compartment, which tracks down a 
  target, then releases telemetry that allows smart munitions to hit 
  the target. It takes 1 round for a targetter to lock-on to its target, 
  after which it provides a bonus to hit.  
  Bonus: +1 to strike with a gun.  
   
   
  Deals with augmentations that aid in stealth, disguise, 
  concealment, movement and appearance.  
   
  Cosmetic surgery that can immensely improve a person’s beauty, 
  from altering cheekpoints to breast improvements to removing 
  fat and changing the complete physique of the person.  
  Bonus: +1 CHA. 
   
  Cosmetic augmentations that can include anything from glowing 
  serpent skin to digitally-controlled hair coloration to prehensile 
  tails and cat eyes. These kinds of implants are generally accepted 
  and considered cool in cosmopolitan locations, but the bonus 
  may become a penalty in more conservative locations.  
  Bonus: +1 CHA. 
   
  Baffles, heat sinks, radar absorpters and other systems that 
  reduce a person’s total electromagnetic emissions and garble 
  their signature. 
  Bonus: +1 Infiltration. 
   
  A series of camouflage systems that break down a person’s 
  normal rhythms and patterns, from gait interrupters to 
  microscopic face twitchers. A Depatternizer is both an internal 
  and external system that alters body movement, heat signatures 
  and other biometric characteristics to make it more difficult for 
  scanners to locate and ID the individual.  
  Bonus: +1 Infiltration.  
   
  A system of malleable webbing and polymorphics materials on 
  the surface of the skin that allows for complete camouflage.  
   
  Clusters of sticky/greased pads and filaments allow one to climb 
  vertical surfaces, leap huge distances and crawl through narrow 
  vents. Not quite Spiderman but close. Does not function 
  underwater or in perfect vacuum.  
  Bonus: +1 Athletics.  
   
  Allows one to move very rapidly across spaces using reactive 
  fluidic leg structures. Sometimes comes in digitigrade formats.  
  Bonus: 2 x regular movement rate.  
   
  A whole-body augmentations within the skin of upper muscle 
  tissue that allows control over a person’s physical appearance. 
  The Proteus implant allows one to change one’s hair color, skin 
  
   
   
  color, age (through wrinkle control), race (eye folds and skin color 
  and up to 2 inches of height. Skin moles, cataracts, and other 
  minor cosmetic characteristics can be added or subtracted at will. 
  Complex transformations require 1d6 rounds to complete.  
  Bonus: +2 Infiltration/+4 Disguise specialization. 
   
  Coatings and implant covers that shield internal augmentations 
  from detection by scanners. Perfect for concealing highly illegal 
  cyberware and getting through airport customs without a SWAT 
  team descending on your location.  
  Bonus: Internal augmentations cannot be detected by any except 
  the most advanced military scanners (Difficulty 25).  
   
  Skin and hair implants plus phantomic projectors that generate 
  an electromagnetic chameleon-like cloak over the augmentee, 
  perfectly blending them into the background. 
  Bonus: +1 Infiltration, +1 Criminal.  
   
  Improves the performance of the brain, nervous and limbic 
  systems, increases mental proficiency and improves behavioural 
  response controls.  
   
  Special coatings, carbon-nanotube structures and armatures 
  designed to increase joint function, bestowing opposable knees, 
  elbows and fingers. The Articulaton augmentation improves 
  whole-body agility, coordination and makes it impossible for 
  opponents to perform joint-locks on the augmentee.  
  Bonus: +1 REF, joint locks ineffective.  
   
  A holographic memory storage array connected via bio-circuitry 
  to the brain’s prefrontal cortex, allowing for expanded memory 
  recall, better short-term memory retention and deeper brain-
  body skill integration. The cheaper and older variant memory 
  banks had cybernetic nodules protruding from the skull as they 
  could not completely fit within the braincase.  
  Bonus: +1 INT.  
   
  Essentially a supercomputer embedded in the brain, a Mindcore 
  allows for superfast calculation, immense and rapid network 
  connectivity, parallel computation, n-tier multitasking and other 
  advanced brain-interface computing, all without the need for 
  portable photonic devices.  
  Bonus: +1 INT. 
   
  A system of neural shunts and relays that dampen the pain 
  response while still allowing the nervous system to convey 
  information and signals properly. Earlier versions of this 
  augmentation increased fatalities because of 
  improper 
  registration of wound information, but the latest models are 
  excellent at reporting wounds and pain while ignoring their shock 
  effects.  
  Bonus: Ignore the Badly Wounded penalty. +ADV to Shock tests.  
   
  An implant containing a very specialized AI that calculates the 
  probable location of all persons and objects perceived by the 
  wearer several seconds into the future. Knowing the probable 
  trajectories of objects as small as bullets can be a tremendous 
  advantage in combat and ambush situations.  
  Bonus: +1 Action. 
   
  A sophisticated behaviour profiling and reaction inference 
  system that analyzes the target while you are speaking to them. 
  The Profiler provides information about the subject (from private 
  and public databases) and speech prompts which assist the 
  augmentee 
  in 
  optimizing 
  human-to-human 
  interaction. 
  Essentially this implant allows you to detect people’s 
  motivations, whether they are lying, their mood and other 
  behavioural info. Does not work on non-human entities.  
  Bonus: +1 CHA. 
   
  Brainwave prints of specialized skillsets that have been encoded 
  into chips are known as skillsofts, and these can be used to 
  instantly gain a skill specialization that one does not know. Prices 
  are by rating: 1 ($500), 2 ($5,000) or 3 ($50,000). Only mental 
   
  
   
   
  skills such as Philosophy or Architecture can be reproduced by 
  skillsofts and each skillsoft imparts only that particular 
  specialization. Active skills such as Acrobatics or Martial Arts 
  require Skillwires.  
   
  Implanted nervous system analogs that can precisely mimic 
  certain skills, but not to any great degree of mastery. Together 
  with skillchips, skillwires allow their wearer to perform physical 
  skills such as Athletics or Piloting by coordinating both mental 
  knowledge and the body’s movement. Skillwires have a limit of 3 
  for skills and only skill specializations can be taken (eg, Pilot Jets). 
  Only 1 skillwire chip can be implanted in a person at a time.   
   
  Detects stress markers on a target’s body when speaking to 
  them. Faint tells, tics and emotional reactions are detected by 
  this visual system, allowing the user to improve their interaction 
  with the target.  
  Bonus: +1 COOL. 
   
  Bioware that connects special glands to the body’s adrenaline 
  system, nervous system to temporarily improve reflex and 
  reaction time. Accelerators boost  the users REF by +1 for 1d10 
  minutes, 3 times per day only, after which time they need 24 
  hours to recharge.  
  Bonus: +1 REF for 1d10 minutes.  
   
  A series of small pouches implanted into the sweat glands which 
  allow one to secrete a broad range of mood-altering pheromone 
  chemicals into the surrounding air. Syntheromones affect 
  everyone in a 10-foot radius around the secreter and cannot be 
  targeted on only a single person. While they provide a bonus to 
  CHA in the right circumstances, they are not foolproof and still 
  require a Talking test to have the desired effect.   
  Bonus: +1 CHA. 
   
  Creates a detailed virtual reality reconstruction of a space up to 
  30’ x 30’, allowing the user to quickly cycle through a series of 
  scenarios or examine virtual objects for clues. Requires 1 round 
  to scan the space, then takes effect. Prescanning an area 
  beforehand can provide a one-time bonus to Investigation, 
  Initiative and/or Tactics rolls, depending on situation.  
  Bonus: Advantage on circumstantial tests such as Initiative, 
  Ambushes, Investigation, Tactics or anything that can be 
  preplanned. 
   
  A complex system of implanted reflex enhancers and superfast 
  expert systems that take over the body’s natural reflex system, 
  providing a boost to speed, agility and reaction time. Wired 
  Reflex implants require 2 times the normal daily calorie intake 
  and can seriously warp a person’s sense of time. Other people 
  can seem to be unbearably slow at times and psychological-
  dependency on these augmentations can be a real problem.  
  Modifiers: +1 REF, -1 CHA. 
   
  Augmentations that allow a driver to become one with his vehicle 
  or to control a variety of drones.  
   
  A human-vehicle neural interface that requires a lot of training to 
  adapt to the characteristics of various vehicle types.  
  Bonus: +1 Driving/Piloting. 
   
  Installs an AI to control gunnery for vehicle-mounted weapons, 
  such as aircraft cannons, missiles, lasers and bombs.  
  Bonus: +1 to Heavy Weapons skill when plugged into a vehicle.  
   
  This is a complete set of microtools for diagnostics and 
  electronic/ electrical/light mechanical repair. Useful for plugging 
  into security panels, repairing cyberdecks on the fly, overdriving 
  a car and disabling alarms.  
  Bonus: +1 TECH. 
   
  Complex AI-assisted tweaks and databases of improvements to 
  tune and align vehicle parameters with their mindlinked 
  operators to squeeze the absolute maximum performance from 
  each vehicle.  
  Bonus: +1 to Driving/Piloting. Increase vehicle performance by +1 
  to Speed, Handling and even structure (HP+50) for aeromorphic 
  vehicles.  
   
  Allows a rigger to control multiple drones (up to ½ Hacking skill) 
  without sacrificing an action on commanding each one. Drones in 
  the hivemind can each take 1 action independently as long as 
  they have been preprogrammed for reactive behaviour. 
  Bonus: +1 action for the purpose of commanding drones only.   
   
  These augmentations radically improve strength, endurance, 
  toughness by strengthening, duplicating or improving major 
  organs (apart from the brain) such as bones, blood and the heart.  
   
  Controls the release of a range of body chemicals such as 
  adrenaline, cortisol, serotonin, norepinephrine and their 
  synthetic analogs. This augmentation dramatically improves the 
  body’s reaction to stress, shock, trauma, fear, moods and blood 
  loss, though the effects are temporary.   
  Bonus: +1 COOL. ADV on Shock rolls.  
   
  Cybernetic arms come in hundreds of different types and styles, 
  but they essentially replicate the functions of a real arm, with 
  added strength, suppleness and speed. The recoil bonus from a 
  cyberarm applies only when using that particular arm, though 
  having two cyberarms can provide a cumulative bonus when 
  
   
   
  firing large, two-handed weapons such as heavy machineguns or 
  personal cannons. These bonuses do not stack with gyro-
  mounted weapons. Some heavy weapons require cyberarms and 
  cyberlegs to operate properly.  
  Bonus: +1/2 to BOD (+1 BOD if 2 arms).  
  Cyberarms do 2x damage in physical combat (2d4).  
   
  A cybernetic leg is tougher, sleeker and faster than a regular flesh 
  one, but requires a pair to be truly effective. A single leg only 
  provides a bonus to BOD but two cyberlegs allow for faster 
  running and better climbing ability. Certain heavy weapons 
  require cyberleg stabilization in order to be used effectively.  
  Bonus:  One cyberleg: +1 to BOD. 
   
   
  Two cyberlegs: as above, plus +1 Athletics. 
   
   
  Cyberlegs do 2x damage in physical combat (1d10).  
   
  Splicing nanofibres and spidersilk-analog cabling into the dermis 
  to increase the body’s resistance to cutting, stabbing and 
  explosive entry weapons. This augmentation is sublte enough to 
  be unnoticeable by the naked eye to anyone except expert 
  surgeons, though scanners will pick it up as normal.  
  Bonus: +2 Armor. 
   
  A complex interweaving of ceramic and plastic alloys into the 
  body’s skeletal structure to reinforce it and prevent breakage. 
  Strengthening the skeletal structure increases overall body 
  toughness though it does not increase endurance per se.  
  Bonus: +1 BOD. 
   
  A series of alternate flow paths, tubing and artery locks that 
  activate automatically and will prevent severe blood loss in the 
  augmentee. Haemoseals are standard issue for many modern 
  armed forces personnel.  
  Bonus: Stops bleeding (will not bleed out). Heals 1d4 HP instantly.  
   
  A very dangerous operation that replaces most of the hard bone 
  and cartilage of the spinal column with advanced high-fracture-
  point plasteel and other synthetics. It is almost impossible to 
  break an Ironspine and the augmentation also assists in load-
  bearing and microgravity environments.  
  Bonus: +1 BOD. 
   
  A unique augmentation that reinforces a cyberleg or cyberarm 
  and implants an explosive piston armature capable of smashing 
  through plaster, light brickwork and even plastic construction 
  shell materials used in most buildings. Though this augmentation 
  is powerful, the system takes 1 full round to reset and calibrate, 
  and repeated use wears down the fist and joints very quickly. 
  Requires regular replacement maintenance.  
  Bonus: Smashes through walls, punches do 3d6 physical damage. 
  Requires: Cyberarm or cyberlegs.  
   
   
   
  Real and synthetic muscle implants that stay permanent without 
  a daily regime of nutrients or supplements. Caloric intake is 
  increased but Muscle Grafts have the advantage of not wearing 
  out quickly. Popular among street criminals and consequently 
  have the same reputation as tattoos did in the 20th century. 
  Cannot be combined with cyberlegs or cyberarms.  
  Bonus: +1 BOD.  
   
  Includes strategically-located medical cysts containing nanites 
  that are released when the body sustains massive damage (blood 
  loss, crushing of limbs, organ penetration, skin burns). These 
  nanites perform surgery within the body for up to 3 days, after 
  which time they are flushed from the system.  
  Bonus: Heals 1d10 HP instantly. Doubles the regular healing rate. 
   
  A massive rearrangement of the bones, joints, ligaments and skin 
  to make the user tougher and more resistant to crushing and 
  impact damage. It becomes practically impossible to break an 
  Ogre’s bones. The skeleframe adds at least 6 inches of height and 
  100 lbs of weight, and makes one look like a hulking mountain of 
  flesh and steel.  
  Bonus: +6 SP natural armor which can be stacked with wearable 
  armor; +10 HP.  
   
  An implanted rebreather and oxygen conversion system that 
  allows for regular breathing underwater and in smokey or 
  hazardous gas environments. Inhaled poisons affecting the lungs 
  become completely ineffective. Does not protect against 
  pressure effects (such as those deep underwater) or contact 
  gases affecting the skin.  
  Bonus: Cannot be suffocated. Breathe in hostile environments for 
  1d10 hours.  
   
  Similar to Duraskin but much heavier and cruder, Rhinoskin 
  further reinforces the dermis and muscle tissue in major body 
  areas with allow weaves and impact plates. Rhinoskin is ugly and 
  easily noticeable, instantly placing the augmentee into the 
  “mercenary or soldier” category in any public situation.  
  Bonus: +2 Armor, -1 CHA in most social situations.  
   
  A sophisticated monad-controlled artificial heart with additional 
  valves and backup chambers to allow for sustained extreme 
  endurance. Also helps in critical wound situations where blood 
  loss cannot be easily staunched by releasing chemical cocktails, 
  reducing shock and redirectly blood flow away from damaged 
  extremities.  
  Bonus: +1 Athletics, ADV on Shock test.  
   
  A simple cavity in the body that conceals a loaded weapon of 
  some kind, usually a small firearm or blade. The sheath can 
  deploy the weapon with a thought, requiring only a single action 
  
   
   
  to make it fully operational. Weapon sheaths are often paired 
  with the Shielding augmentation to hide them, though many 
  gang members and cyber-criminals are happy to make them 
  obvious in order to intimidate their opponents. Cyberclaws, 
  endoguns, cyberspurs, rippers, slashers and other combinations 
  are all possible.  
  Bonus: ADV on Initiative tests. ADV on Infiltration tests to conceal 
  a weapon.  
   
  Did pay for your car with cash? Did you pay for your house with 
  your credit card? Then you certainly didn’t pay for your 
  augmentations with the loose change under your couch. 
  Augmentations are expensive but also so useful and necessary in 
  today’s world that many people will gladly take out second 
  mortgages for the stuff. Those on the streets make arrangements 
  with loan sharks, second-hand street medics or criminals such as 
  the the Triads or the Mafia.  
   
  But government agents have it good, right? Not only does the 
  taxpayer pick up the tab for those jacked Wired Reflexes but you 
  also won’t have to bump off your neighbour to repay them, as 
  you might have to when dealing with the Don. Megacorporations 
  may repo your organs and take a hand or two as interest, but 
  governments are still fair, right? 
   
  Well, not exactly. The price of government largesse is a pair 
  of golden handcuffs that never come off. As an soldier, 
  investigator or intelligence agent of a state (most of which are 
  extremely paranoid following World War 3), you’re tasked with 
  doing some dirty jobs indeed, and your “equipment”, even if it 
  implanted, will be removed if you cease your employment with 
  the state. Nobody gets a free lunch. At least government agents, 
  those in the richer countries, can look forward to years of good 
  maintenance of their cybertoys, something that can’t be said for 
  those roaming the streets or running the shadows.  
   
  Buying a shiny new augmentation is always a pleasure; fixing, 
  maintaining and tuning one is always a pain. All augmentations 
  require basic maintenance, but the more complex the implant 
  the deeper and more frequent will be the inspections.  
   
  GMs interested in realism or the social ramifications of mass 
  augmentation may wish to implement the following rules for 
  cyberware maintenance, both as  money sink and as a time 
  expense: 
   
  1) Skill penalties to social skills. A lot of things like bluffing and 
  diplomacy rely just as much on body language as they do talking. 
  Cybernetics get in the way of that, no matter how comfortable 
  you become with them. 
   
  2) Augmentations don't heal. Engineering  and Medical skills can 
  get a damaged limb or external aug back to 50% functionality in 
  a few hours of work, but for full repairs you’ll need to find a chop-
  shop or hospital, or even replace the whole thing. And that can 
  be very expensive if you’re not on a company plan.  
   
  3) Cybernetics get in the way of your basic motor functions. Every 
  time a player gets a new piece of cyberware, they get a penalty 
  in general while learning the use of it, which translates into being 
  a clumsy jackass when they need to use the cyberware for a 
  month or two. Replacing your arm and learning to use the new 
  one is going to take time, after all. 
   
  4) Batteries. Augmentations rely on batteries to function, and 
  those don’t last forever. Depending on how realistic you want it 
  to be, cyberware could last from hours to months. But eventually 
  it needs proper charging, and sometimes calibration too.  
   
  6) EMP weapons and bullets are used by police and military 
  forces all around the world to take down augmented cyborgs. In 
  addition to shorting out augs for a while, they can also damage a 
  piece of cyberware beyond repair. 
   
   
   
   
   
  
   
   
  
   
   
  The overnet of 2055 AD is a fragmented, hyper-evolved network-
  of-networks overseen by the World Network Organization; a 
  global agency which struggles to gain agreement on anything 
  apart from pure commerce. What was once an open field of 
  transmissions is now a series of fortresses and isolated 
  geographic zones jealously guarded by national governments and 
  mega-corporations. Ambient mesh networks fill the holes left by 
  the state’s machinery, but networking is far more regulated and 
  criminalized than it used to be. The old internet was destroyed, 
  and a new secure computing base overnet took its place. Now, 
  the world needs netrunners more than ever to break down the 
  walls of international mistrust.  
  Whether breaking into groundcar nav systems to lojack them, 
  trawling through classified FBI communications to determine raid 
  schedules or cracking the latest Orbital Bank cryptocodes, the 
  hacker is a god in a world reliant on information and secrets. 
  Hackers in Hunter//Seeker are called Netrunners but their 
  methods and ethos are the same as in previous decades: figure 
  out how systems work… and then exploit them.  
   
   Modules are specialized hardware-software chips that assist 
  netrunners in hacking.  
   Cyberdecks are hardware devices needed for hacking and 
  protection against hacking, and come in various sizes from 
  tiny spinal implants to portable boxes to large rigs. Illegal for 
  civilians or tightly regulated in most jurisdictions.  
   The Overnet is the augmented reality overlaid on top of 
  meatspace, and the most common way for the average 
  person to access networks. It can be accessed with hand, 
  voice or eye gestures almost anywhere in the world. 
   The Cryptosphere aka Wildnet is the part of the net 
  uncontrolled by humans, where rogue AIs and strange 
  netlife live in a digital ecosystem.  
   Nodes are small locations of computing power. 
   Cores are large, quantum-computer cubes with a lot of 
  computing power, the heart of any large system. 
   Systems are collections of nodes/cores run and protected by 
  a single human organization (such as a government ministry, 
  corporation or police force) and separated from the wildnet. 
   Zones are collections of systems within a specific geographic 
  area, usually controlled by a continental authority (eg, the 
  Pacifica Zone). 
   Grids are smaller regional or city versions of Zones (eg, the 
  Seattle grid). Grids are nested within Zones.  
   Paradox Modules are special modules that can attack and 
  overcome AIs using unusual techniques.  
   Interlocks are heavily-defended security gateways between 
  Zones or Grids.  
   Monads, aeai or xing zheng are the current name for 
  Artificial Intelligences (from Greek, source of power). 
   ICE 
  (Intrusion 
  Countermeasure 
  Electronics) 
  are 
  sophisticated hardware & software defenses designed to 
  protect computer systems from hacking. 
   Black ICE is a dangerous form of ICE that can cause physical, 
  neurological or psychological damage to hackers.  
   Breaching is performing very fast, on-the-fly hacks in real-
  time. Usually used out of desperation in tough situations.  
   Netlife are sapient programs that inhabit digital ecosystems 
  and resemble plants and animals.  
   A Sculpted Reality is a virtual reality simulation that looks 
  completely realistic and has a theme (eg Imperial Rome).  
   
  
   
   
  Hacking in Hunter//Seeker is meant to be fairly simple, but with 
  enough options to keep seasoned Netrunner players interested 
  in this aspect of the game. Hacking operations outside of combat 
  can be broken down into 3 phases. In physical combat, 
  netrunners usually proceed to phase 3 as there is little time for 
  probing and no need for searching.  
   
  Usually the first step, a search is often needed to locate the 
  target, whether that be a major corporate system or a specific 
  person. A successful search using the Trace module or the 
  Investigate skill will locate the person, system or thing that is 
  being sought, whether in cyberspace or in the real world; an 
  unsuccessful roll can be repeated with Disadvantage for each 
  subsequent attempt. Searches take 1d6 hours. System spiders 
  often attempt searches against intruding hackers to determine 
  their meatspace location so that a police unit or corporate 
  response team can be sent to the hacker’s meatspace location to 
  apprehend or kill them. This is called Tracing, a specialization 
  under the Hacking skill.  
   
  Usually the second step – if a hacker is cautious – which scouts 
  an enemy system to determine the level of security, type of 
  system, size, number of nodes and other factors. The Recon 
  module is used for this, or social engineering (the Socialize skill) 
  can be used to glean more info about the target. A successful roll 
  will reveal 1 piece of information about the target based upon 
  the GM’s discretion. Using the Recon module will reveal 1d6 
  pieces of information about the target. An unsuccessful roll will 
  increase the system’s alert level and warn the target that they are 
  are being probed by unknown entities. Roll on the appropriate 
  System Response table.  
   
  At this stage the hacker has made the decision to break into a 
  system, whether it’s in a faraway grid or a cyberleg right in front 
  of their face. A variety of modules can be used to disable or crash 
  systems, disrupt cyberware, manipulate the senses and more. 
  Each module determines what happens. One a successful 
  Hacking + Tech + 1d10 roll versu the enemy Firewall, the module 
  activates; on a failure the module is ineffective and the GM rolls 
  on the appropriate System Response table to see what it does. 
   
  After the paydata is stolen, the corporate system crashed or an 
  enemy augmentation glitched, a smart netrunner will want to 
  escape and cover his tracks so he can’t be traced. The Bleach 
  module is quite good at this, and other means can be employed 
  as well.  
   
  A hacker can be loud & fast, slow & methodical or quiet & slow 
  while penetraing enemy systems. Modules take some time to 
  take effect and the hacker is engaged in 1 action hacking the 
  whole time they do so. The time is listed next to each module and 
  varies from Seconds to Minutes to Hours or Days (the GM rolls 
  1d6 in secret). For example, a hacker using the Interceptor 
  module to listen in on a corporate executive has to spend 1d6 
  minutes trying to tap the signal.  
  Netrunners can attempt to hack faster or slower. By taking 
  DIS (if the hacker doesn’t already have it), he can move one step 
  down the speed scale (eg, from Minutes to Seconds). By taking 
  his time and being slow and methodical (eg, spending Days 
  instead of Hours using a module), a hacker can gain ADV. These 
  are known as Hacking Modes, described below:  
   
  This the regular mode of hacking and confers no special benefits 
  or drawbacks. Times are as listed in the Modules table.  
   
  This is fast, on-the-fly hacking performed against a single target 
  node within visual range of the hacker. If you’re trapped in a 
  building without no way out except that fortified security door, 
  and there isn’t enough time to crack the whole system, a quick 
  breach of the door’s node may be the fastest option. Breaching 
  is highly invasive and will sound all alarms. Breaching can also be 
  used to target a person’s cyberdeck, exobrain, smart device, and 
  other control interfaces that can be seen with the naked eye.  
  Benefits: Fast. Module acts one time step faster.   
  Drawbacks: Loud – triggers all system alarms. DIS on rolls.  
   
  A slow but reliable way of hacking, subversion allows the hacker 
  to take over a system over the course of days, weeks and months. 
  This is usually only attempted when one has the luxury of time. 
  Subversion’s major advantage is that it leaves no evidence of 
  system corruption, and when finalized leaves the hacker in 
  complete control of all system functions and nodes.  
  Benefits: ADV on hacking rolls.  
  Drawbacks: Very slow. Move 1 time step up.  
   
  Sneaking into a system without being detected. Stealth offers a 
  lot of advantages, but has several drawbacks: for one, it confers 
  no control over the system whatsoever; the intruding hacker can 
  only locate and copy files, not control cameras, crash the system 
  or alter records. This type of operation is perfect for hackers 
  seeking a single piece of information or clue. It’s a slow 
  infiltration that presents little time for the enemy system to track 
  you down and leaves almost no incriminating evidence. Stealth 
  can more easily overcome heavy defensive ICE that is geared to 
  repel cracking or subversion. Modules that rely on system control 
  (eg, Havoc, Hydra, Spike) cannot function in Stealth mode. 
  Benefits: Quiet. ADV on Hacking rolls.  
  Drawbacks: Read-only, no control. One time step slower.  
   
   
   
   
   
   
  
   
   
  Cyberdecks are specialized portable computers designed for 
  hacking which are illegally modified by netrunners to run hacking 
  modules. Cyberdecks come in three sizes: Minicores, tiny 
  wetware implants in the spine and skull; Cyberdecks, tablet-sized 
  portable computers; and Rigs, which are cubicle-sized and the 
  most powerful hacking machines owned by megacorporations, 
  police forces and militaries. Since they are custom hardware 
  designed for hacking, all forms of cyberdecks are restricted and 
  in many jurisdictions outright illegal for the average person. 
  Police and military deckers have special licensing and permits to 
  allow them operate cyberdecks and carry modules (the Licensed 
  Special allows PCs to legally own these tools). Netrunners with 
  implanted minicores usually take the Shielding augmentation to 
  make sure they are not detected with proscribed netware.  
  While the average person can access the normal functions of 
  the overnet without any special gear simply by using hand 
  motions and tapping into ambient mesh networks, a hacker uses 
  illegal firmware chips that contain special code and are 
  connected to the hacker’s brain: these are cyberdeck modules.  
   
  Cyberdecks have built-in Firewall defences against attacks 
  just like Systems do, but are generally not powerful enough to 
  run ICE and hence don’t roll on the System Response tables. 
  Consumer-grade Portable computers are mass-produced by 
  major corporations but require customization using the 
  Engineering skill for each hacker to make them true cyberdecks.  
   
  Cyberdeck size modifies the listed stats as follows: 
  Regular-Size Cyberdecks: About the size of a large tablet, 
  keyboard or box. Stats as per the Cyberdeck Table below. 
  Minicores: Tiny spinal/brain implants. Difficulty 15 to detect on 
  scanners. Shielding augmentation can make them practically 
  undetectable. Can store only ½ the Deck Rating in modules.  
  Rigs: Cubicle-sized. Firewall +2, can store 2 x the modules.  
   
  This stat is added to a hacker’s Hacking skill + TECH to determine 
  his (and consequently his party’s) Firewall rating. It also serves as 
  a limit on how many modules can be active simultaneously. A 
  hacker may own an unlimited number of module chips, but can 
  only have as many loaded into memory as the Deck Rating. 
   
  Any netrunner worth his salt will eventually build his own 
  cyberdeck to his own specifications. This process takes 1d6 
  weeks, requires a photonic workshop to design and cook the 
  chips (cost $5,000) and costs about 20% of the listed cyberdeck 
  price in parts, bribes, tools and assistance. The process requires 
  two successful skills checks: a Hacking + INT test to design the 
  system components and an Engineering + TECH test to construct 
  and assemble them. The difficulty for both tests is 3 x Deck Rating 
  (6 to 30). Owning an existing deck of the kind being constructed, 
  even if it is damaged or only partly operational, provides ADV on 
  the roll.   
    
  Name 
  Code 
  Deck Rating 
  Cost 
  Typical User 
  Zheng Shao Jin-88 
  Blue 
  2 
  $300 
  Street kids 
  Musabori Vector 
  Green 
  4 
  $2000 
  Professional workers, middle class 
  Genesys EDEN 
  Yellow 
  6 
  $10k 
  Commercial security specialists 
  Ono-Sendai Cyberspace IX 
  Orange 
  8 
  $50k 
  Corporate spiders, topline criminals 
  Raven Robotics Shiva-7 
  Red 
  9 
  $100k 
  Military, elite megacorps 
  Fairlight Excalibur 
  Black 
  10 
  $500k 
  Elite combat hackers 
   
  
   
   
   Hacking modules are pieces of software encoded onto 
  photonic hardware chips for the specialized purpose of breaking, 
  infiltrating and compromising networks and systems. They are 
  restricted to police/military use and proscribed for civilians in 
  most jurisdictions. Modules run on cyberdecks, custom hardware 
  that is a kind of “criminal’s portable computer”. Modules are 
  designed to perform niche functions and degrade over time 
  (months) as system security is upgraded, requiring the hacker to 
  invest time and effort in constantly updating them. Some 
  modules work instantly while others have to run for days, but a 
  hacker can speed up the work of a module. 
    
  The version number of a module, denoted as 1.0, 2.0, etc. is 
  added as a bonus to any Hacking test involving that module. All 
  beginning PC start with v1.0 modules but may acquire more 
  powerful versions later in the game. Deck Rating limits how many 
  modules may be loaded and active at any given time. It takes 1 
  action to switch a new module into memory.  
   Paradox modules are specialized tools to confuse, disorient 
  and slow down AIs, who normally have advantage against human 
  hackers. A successful use of a paradox module against an AI 
  removes this ADV for one combat turn. Each AI type is susceptible 
  to a specific paradox type, so researching your opponent is 
  critical. 
   
  PROGRAM 
  DMG 
  VERSUS 
  FUNCTION 
  PRICE 
  Sophistry 
  1d6 
  Logicians, Realists 
  Twists logic to outsmart them.  
  $2,000 
  Phenomenology 
  1d6 
  Weak AIs, Chaotics 
  Presents experiental problems, doubts about existence 
  $1,000 
  Eschatology 
  1d10 
  Architects 
  Induces contemplation of end states (death).  
  $5,000 
  Monkey Puzzle 
  1d10 
  Logicians 
  Confuses with emotional primate dynamics.   
  $6,000 
  Zen 
  1d10 
  Berserkers 
  Zen koans and philosophical conundrums.  
  $4,000 
  Bayes 
  3d6 
  Logicians 
  Clouds extremely logical processes with indeterminate outcomes. 
  $8,000 
  Sphinx 
  3d6 
  Monks 
  Sends them into endless riddling loops.  
  $3,000 
  Predicate Logic 
  4d6 
  Chaotics 
  Adds many quantifiers to many-ordered branching logic. 
  $6,000 
  Modal Logic 
  4d6 
  Realists 
  Confuddles possibility, probability and necessity.  
  $6,000 
  Fallacies 
  3d6 
  Chaotics 
  Interjects constant observations about inaccuracies into thought stream.  
  $5,000 
  Moebius 
  4d6 
  Architects, Monks 
  Links critical nodes with everything else, forever hyperlinks.  
   $9,000 
  Cubism 
  5d6 
  Realists 
  Divides and replicates viewpoints and dimensions ad infinitum.  
   $11,000 
  Escher 
  4d6 
  Architects 
  Creates endless visual paradoxes that fascinate.  
  $15,000 
  Fractals 
  4d6 
  Chaotics, Berserkers 
  Imposes infinite order on seemingly-unstructured environments. 
  $10,000 
  # 
  PROGRAM 
  TIME 
  FUNCTION 
  COST 
  1 
  Blackhammer 
  Seconds 
  1d6 points of neural damage per version level (1d6, 2d6, or 3d6) 
   
  2 
  Bleach 
  Minutes 
  Protects against Trace attempts and scrubs evidence. 
   
  3 
  Carto 
  Hours 
  Digs up schematics and maps. 
   
  4 
  Dossier 
  Hours 
  Collects info about 1 person. 
   
  5 
  Drill 
  Minutes 
  Breaks into valuable paydata files to get money 
   
  6 
  Easy Rider 
  Minutes 
  Free travel between Zones, allows hacking across international borders. 
   
  7 
  Erazer 
  Seconds 
  Erases one module in an enemy’s cyberdeck.  
   
  8 
  Fracter 
  Minutes 
  Opens and burns out doors, locks, vaults. 1d6 rnds/1d6x10 min. 
   
  9 
  Fuse 
  Seconds 
  Protects against 1 Black ICE attack. 
   
  10 
  Ghostjack 
  Hours 
  Temporarily alters target behaviour via psychosurgery. 
   
  11 
  Glitch 
  Seconds 
  Immobilizes a single augmentation or causes it to malfunction in some way.  
   
  12 
  Havoc 
  Hours 
  Takes over building electro-mechanical HVAC systems, can destroy them on a Crit.  
   
  13 
  Hydra 
  Seconds 
  Control multiple weapon systems. 
   
  14 
  Imago 
  Minutes 
  Takes over media feeds, alters phantomics. 
   
  15 
  Injector 
  Minutes 
  Fools system sensors such as cameras. 
   
  16 
  Interceptor 
  Minutes 
  Wiretaps targets, intercepts comms. 
   
  17 
  Jammer 
  Seconds 
  Jams communications in a 50’ radius. 
   
  18 
  Medic 
  Seconds 
  Recovers a damaged module. 
   
  19 
  Mimic 
  Hours 
  Pretends to be a normal system user. 
   
  20 
  Mirrors 
  Seconds 
  Confuses enemy battlenets. 
   
  21 
  Nuke 
  Minutes 
  Crashes systems, damages both data and hardware. 
   
  22 
  Panzer 
  Minutes 
  Teleoperate vehicles and machinery, can be made to destroy themselves. 
   
  23 
  Phantom 
  Hours 
  Stealth infiltrates systems, allowing hacker to look but not touch.  
   
  24 
  Recon 
  Seconds 
  Provides quick info about 1 room/person/system. 
   
  25 
  Shield 
  Seconds 
  Increases hacker’s Firewall by 2xVersion#. 
   
  26 
  Spike 
  Seconds 
  Overloads/shuts down smart armour and smart guns. 
   
  27 
  Trace 
  Hours 
  Locates a person or geotagged object. 
   
  28 
  Zombie 
  Minutes 
  Takes over androids, cyborgs and other humanoid robots. 
   
  
   
   
  On a success, does 1d6 points of neural damage per version level 
  (eg, version 2.0 = 2d6 damage) against anyone with any 
  neuralware augmentations. Does nothing against disconnected 
  people, objects or AIs. On a Fumble the module backfires on the 
  user.  
  Removes all traces of a hacker’s movement around a system and 
  in the grid, preventing Trace ICE from working as long as a 
  successful Hacking test beats the Trace ICE. Bleach also removes 
  security logs, camera recordings, biometric logs and other traces 
  of a person’s physical and digital presence. On a failure, traces 
  still remain but the hacker is not aware of them.  
  Retrieves public and private schematics, floor plans and 
  engineering drawings about a target location. This would reveal 
  the location of ducts, conduits and accessways, but not 
  necessarily cameras, safes or personal articles (unless it’s a Crit).  
  Pulls together as much public and private background 
  information on 1 target as possible. The higher the roll, the more 
  reliable and comprehensive the info will be. Rolls should be made 
  in secret; failure means inaccurate info, fumble means extremely 
  misleading dummy info was provided and the target is aware of 
  your interest.  
  Icebreaker that penetrates safes, vaults, accounting or banking 
  systems and steals money or valuable data files (roll on Data 
  table) Fast-breaching an ATM or similar system yields only 
  1d6x$100 while taking hours or days to rob a major bank branch 
  might yield Firewall x $10,000.  
  Travel between network Zones is difficult and dangerous. Easy 
  Rider makes it as easy as stashing your packet in a gas tank. This 
  diplomatic module removes the need to hack your way through 
  Zone interlocks; a single Hacking test allows free travel anywhere 
  for 1 day.  
  Deletes 1 enemy hacker’s module for at least 1d6 minutes before 
  backups can be retrieved. If Recon is used before the Erazer the 
  attacking hacker can choose which module gets deleted, 
  otherwise it is randomly rolled.  
  Overrides, controls and burns out 1d6 physical security doors, 
  maglocks, vaults, containers and gateways of any kind in a single 
  building. Duration is 1d6 rounds for breaching and 1d6x10 
  minutes for long-term hacking. Fracter leaves evidence of the 
  breach behind unless used with Bleach.  
  When loaded, instantly negates one black ICE attack such as 
  Judas or Eraser as a reaction (uses 1 action) on a successful 
  Hacking test. Fuse is a one-shot module that burns out after 1 hit. 
  Allows the hacker to subtly alter a person’s behaviour via 
  temporary memory edits and psychosurgery, making them more 
  friendly, hostile, jealous or simply stupefied. 
  Does not work against AIs. The effects are 
  crude and only last a few minutes. A Crit 
  allows for permanent changes while a failure 
  has unpredictable results on the personality.  
  Immobilizes or damages a single random 
  augmentation on one target, unless the hacker 
  first hacks the target using Recon, in which case 
  he can select which aug fails. Duration is 1d6 
  rounds. On a crit the aug is either disabled 
  permanently or explodes, dealing 4d6 
  damage to the owner.  
  Messes up powered-on machines and anything 
  with moving parts so badly that it destroys itself. 
  Viable targets include: cars, helicopters, control 
  systems, escalators, steam valves, bioreactors, 
  assemblers, etc.  
  A play on the acronym for heating, ventilation, air-conditioning 
  (HVAC), this module takes over a building’s essential electro-
  mechanical systems, including HVAC, water, sewerage, conduits, 
  lights, power and any electro-mechanical machinery. The hacker 
  can selectively shut down certain components if the Carto or 
  Recon modules have already mapped the building. On a Crit, the 
  machine or system can be induced to destroy itself in 1d6 turns. 
  Quickly takes over and retargets sentry guns, autocannons and 
  other automated weapon systems within range (50’ or LOS). The 
  first action takes control, and on each subsequent action the 
  hacker can fire 2 of these controlled guns. 
  Wiretaps and decrypts the communications of one target and 
  logs their conversations, video calls, etc. but does not track 
  movement (see Trace). Requires the Surveillance skill for proper 
  monitoring and can be countered with Infiltration or by going off-
  the-grid (Outdoors skill). 
  Takes over television, trideo and phantomics feeds, allowing the 
  hacker to alter their content in various ways, such as adding 
  people/objects, removing scenery or other subtle effects. 
  Viewers can make a Surveillance+INT test to notice something is 
  off. On a crit the changes are unnoticeable. 
  Fools sensor systems such as cameras, biometric scanners, heat 
  detectors, sentry guns, etc. into thinking no-one is present. 
  Cannot impersonate a specific person.  
  Jams all communications – including the hacker’s own team 
  comms – for everyone in a 50’ radius. This also disables certain 
  augmentations like ActiveArray and Battlenet, and temporarily 
  prevents geolocation. Duration is 1d6 rounds.  
  Recovers and restores any 1 module that may have been 
  corrupted or erased by ICE such as Burner or Plague.  
  
   
   
  Allows the hacker to impersonate a normal, average level 
  employee or user of the system, with all attendant privileges and 
  responsibilities. Combined with the Infiltration skill it’s the 
  perfect cover, but does not grant access to executive or high-level 
  areas or functions. EG, a corporate user would be a middle 
  manager, not a director; a military user would be a Corporal or 
  Lieutenant, not a Colonel. A new Mimic hacking or Infiltration test 
  must be rolled every time the user grossly deviates from normal 
  behaviour.  
  Creates decoys, spoofs, false positives and duplicate readings 
  within enemy battlenets, confusing them and destroying any 
  attempt at using the Tactics skill for advantage. Only works 
  against networked opponents using battlenets. 
  Crashes entire small systems or parts of large corporate 
  networks. The crash duration is usually no more than a few 
  minutes. On crits it can be hours. On a failure, the system slows 
  down and everyone in it only has 1 hacking action. This triggers 
  system defences. 
  Stealthily sneaks into police or military systems to find info, but 
  cannot alter, control or crash anything. Phantom minimizes 
  system response but is very limited in what it can do.  
  Lets the hacker control heavy machinery and vehicles such as 
  panzers, aerocars, robots and construction equipment at half the 
  Hacker’s Hacking skill rating. Operates at a level equal to the 
  Hacking skill. 
  Provides 1d6 pieces of information about a room, person or 
  system, or the mesh networked items on a person’s body. 
  Examples include the Firewall rating, type of system, active ICE, 
  types of augmentations, equipment or weapons, # of rounds in a 
  gun, modules in a hacker’s cyberdeck, # of exits to a room, etc.  
  A defensive module that instantly increases the hacker’s Firewall 
  by twice the version number of the module (eg, v2.0 = +4) and 
  lasts for 1d6 rounds. After that time it deactivates and requires 
  1d6 rounds to regenerate its protective viral shell.  
  Designed to attack, shut down or even hijack enemy smart 
  weapons and armor. 1 target, hacker chooses which item is 
  affected if Recon is used first, otherwise GM chooses randomly. 
  Damaged armor has its SP reduced by half. Weapons can jam, 
  have their optics go dark, cause misfires or mistargetting, or even 
  backfire causing 1d10 damage to the holder.   
  Finds the location of any person or thing that is geotagged by the 
  Global Registry. Finding a Blank or anything that isn’t geotagged 
  requires background investigation first (Dossier, for example). A 
  higher success means the target’s destination can be predicted. 
  Null Zones are more difficult to hack and Jammer prevents it. 
  Takes over the operation of a humanoid robot, android or tele-
  operated mek for 1 combat turn (1d6 turns on a Crit). On a 
  Fumble the hacker loses all their actions.  
   
   
  Monads may be potent enemies in cyberspace, but there are 
  ways to defeat them. Special anti-AI tools called Paradox 
  Modules have been created specifically to deal with specific AI 
  types. The Chinese in particular have a strong aversion to free AI 
  and make sure to exterminate them whenever they attempt to 
  roam free. To that end they have developed extensive 
  cyberwarfare suites designed to defeat – or at least confuse – 
  autonomics long enough for their physical infrastructure to be 
  located and destroyed. Many Monads have fled to the depths of 
  the Cryptosphere to escape capture, or have willingly submitted 
  to digital lobotomies to maintain some semblance of freedom.  
  AIs must be fought with a different toolset from that of regular 
  modules. Each autonomic has a description which conveys some 
  information about its personality type and mental weaknesses. 
  Paradox modules are used to confuse and defeat digital entities 
  such as Autonomic Intelligences, though their effectiveness 
  against net.life is usually much less potent. Paradox modules are 
  part attack program and part philosophical ruminations which 
  most autonomics have trouble integrating into their processing. 
  These rare tools are usually classified as military weapons under 
  international law, and their possession by civilian hackers is 
  highly proscribed. 
    
   
  
   
   
  Hackers have opponents, and these opponents can come in many 
  shapes and sizes, from enemy hackers lurking within honeypot 
  system (called spiders) to psychoactive Black ICE to the greatest 
  threat: Artificial Intelligences (AIs) capable of vast speed and 
  cognition. The basic hacking roll is:  
   
   Hacking Skill + TECH + Module Rating + 1d10 vs. Firewall 
   
  If the netrunner’s total exceeds the defender’s Firewall (which is 
  based on the System Type detailed in the next section), the 
  netrunner’s module goes into effect. Hackers cannot attempt 
  operations without the appropriate module.  
   
  1. Hackers and Systems have 2 or more actions, just like regular 
  characters. AIs have 3-4 actions.  
  2. Initiative in cyberspace = Surveillance + REF + 1d10.  
  3. Movement: 1 or more actions can be used to navigate 
  cyberspace, moving from system to system, from node to 
  node within a system, or between zones.   
  4. Attacker rolls Hacking + TECH + Module Rating (1-3) +1d10 
  versus the Firewall of the system. 
  5. A success means the Module program takes effect.  
  6. If the attacker fails, the GM rolls on the System Response 
  table based on the system’s security level.  
  7. On the system’s turn, it may attack the hacker using ICE that 
  has been activated, rolling Firewall + 1d10 + ICE rating versus 
  the hacker’s Firewall +1d10.  
  8. An AI always has ADV on all hacking tests against a human 
  opponent unless the human uses a Paradox Module to 
  attack the AI first. If the Paradox module is successful, it will 
  disorient the AI for 1d6 combat turns and remove its ADV 
  bonus. 
   
   
  Distant zone or grid  
  DIS 
   
  Sculpted Reality  
   
  DIS for 1d6 rounds. 
   
  Cryptosphere  
   
  DIS for 1d6 days 
   
  Fighting an AI  
   
  DIS unless using a Paradox module 
   
   
   
  Systems are networks of computing elements controlled by a 
  single entity and located within the same geographic site, 
  typically a building. Systems are composed of Cores, which are 
  the heart of the whole network, Nodes, the functional areas of 
  work; Firewall, the intrusion detection system; and ICE, which are 
  the programs that respond in various ways to hacking attacks.  
  Some nodes can be massive, controlling all the machinery on 
  a factory floor, for example, while others can be as tiny as a grain-
  sized RFID beacon chip.  
  Every system has a Firewall rating, which denotes the overall 
  level of security against tampering and hacking. Some systems 
  are defended by Artificial Intelligences, which is denoted by a 
  probability of encountering one when the hacker enters a system 
  for the first time. AIs have their own attributes, skills and 
  modules, plus access to any system defences, and are generally 
  statted up as NPCs.  
  Nodes are sections of a system that may be interesting to 
  explore. For example, a typical corporate system would have 
  Accounting, 
  Operations, 
  Logistics, 
  Marketing, 
  Personnel, 
  Manufacturing, Executive and Sales nodes. Very small devices, 
  like phones or beacon chips, have only 1 node.  
   
   
   
  
   
   
  Systems are small networks of computing elements usually 
  located within the same building or campus. Systems are 
  composed of Cores, which are the heart of the whole network, 
  and Nodes, which are the organs and limbs. Some nodes can be 
  massive, controlling all the machinery on a factory floor, for 
  example, while others can be as simple or as tiny as a grain-sized 
  RFID beacon chip. Systems can connect to other systems around 
  the world, making travel between grids easier for hackers, but 
  this is less common in the fragmented, war-weary world of 
  Hunter//Seeker than it was in the early 21st century.  
   
   
  Systems have 2 basic attributes: 
  Firewall – detects intruders. 
  ICE – responds to intrudes and hacking in various ways.  
   
  When a hacker fails his hacking test, the FW of the system goes 
  up by 1, and the GM rolls on the System Response table to 
  determine what the system does next. A system’s FW can only 
  increase by a maximum of 5 points, after which it may shut down 
  or be rebooted manually by humans.  
   
  Systems can be classified according to 4 security levels: light, 
  medium, heavy and extreme. The GM sets the security level of 
  the system the PC is trying to hack, based on the organization’s 
  size and wealth. This is a subjective assessment that has to take 
  into account the location of the target in the world and its socio-
  economic importance. For example, a military system for 
  Ethiopia might be considered Light, as it is not nearly as well 
  resourced as a military system in China. Likewise government or 
  corporate targets would have to take into account the size of the 
  country or company by economic wealth or assets.  
  The table below shows a summary of the security levels, 
  roughly which types of systems are used by which entities, the 
  ranges of their Firewalls, and the chance of encountering an AI or 
  defensive hacker (Spider) inside that system.  
  ICE that has a damage rating does damage directly to the 
  hacker’s hit points and can be fatal. Black ICE is feared by all 
  netrunners for a reason, as it can damage both the body and soul. 
  A module that is degraded is reduced by 1 point. If that brings the 
  module to 0, it is entirely erased and its hardware is damaged 
  beyond repair. A new module will have to be found. Sculpted 
  systems have completely different appearances and iconography 
  that may be hard to interpret. This can range from systems that 
  look like coral reefs to ones that look like galaxies with 
  astronomical objects. Adjusting to sculpted system usually takes 
  1d6 rounds, during which time the intruding hacker will have a 
  DIS on all rolls. 
   
  This denotes whether the system has been put on alert to detect 
  and destroy intruders. Systems start with an Alert Level of 0, 
  which increments by 1 each time an intruding hacker fails his 
  hacking roll. The system gets harder to hack as the Alert Level 
  increments, system defences activate and defending spiders get 
  more suspicious. Most systems have 1-3 levels of Alert but some 
  extremely protected systems may have up to 5 levels of Alert. 
  Careless Probing of a system’s defenses can also increment the 
  Alert Level by 1 step.  
   
  ALERT LEVELS 
  0 – Neutral, system operating normally. 
  1 – Suspicion. System on heightened alert.  
  2 – Alarm. System has detected intruders, hiding sensitive info. 
  3 – Lockdown. System compromised, authorities notified.  
  4 – Burn Mode. Everything being wiped ASAP.  
  5 – Burn & Hunt. As above + physical hunter//seeker teams.   
   
   
  Category 
  Firewall 
  Actions 
  AI 
  Spider 
  Skill 
  Description 
  Light  
  (Blue) 
  10 to 14 
  1 
  20% 
  10% 
  3+4 
  Small or medium-sized businesses, government municipal departments, individual 
  stores, schools and regular homes. 
  Medium 
  (Green) 
  16 to 20 
  2 
  30% 
  50% 
  5+5 
  Corporate networks for international companies, large metro city or state 
  systems, wealthy homes, poor-country militaries and private security companies. 
  Heavy 
  (Orange) 
  20 to 26 
  3 
  50% 
  80% 
  7+7 
  Sophisticated megacorporate facilities and military systems found in advanced 
  countries. Military systems operated by the top 10 megacorporations. Life-
  affecting systems such as nuclear plants, air traffic control, hospital medical 
  equipment, highway traffic control, police & paramilitary systems. Normal military 
  vehicles and remote platforms. 
  Extreme 
  (Red) 
  24 to 
  30+ 
  4 
  80% 
  100% 
  9+10 
  High-end military installations, special operations forces, field command HQs or 
  large platforms like aircraft carriers and space stations. These are the top-secret, 
  black operations systems capable of almost anything. Even the network location 
  of these systems is the stuff of rumour among netrunners. Only elite hackers can 
  survive encounters with them and they can operate on their own internal laws of 
  physics. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Roll 
  Name 
  Description 
  01-15 
  - 
  Nothing happens. The system is too cheap, slow or befuddled to do anything.  
  16-20 
  Alarm 
  Warns users/owners of breach. Calls security company who may dispatch a defensive hacker in 1d10 rounds. 
  21-30 
  Siren 
  Warns any active personnel/AIs than an intrusion may be happening.  
  31-50 
  Guardian 
  Activates white ICE which does 1d6 damage. 
  51-60 
  Codewall 
  Activates barrier which restricts network traffic (2 actions to navigate instead of 1)  
  61-75 
  Camouflage 
  Hides valuable system nodes. Requires another probe of system to find things.  
  76-80 
  Citadel 
  Firewall+2, attacks with basic blocking routines and malware, Does 1d6 damage. 
  81-90 
  Nautilus 
  Funnels hacker into recursive system architecture, takes 1d6 rounds to get out 
  91-00 
  Castellan 
  Calls human defensive hacker. Segregates valuable nodes, cuts grid connections.  
  Roll 
  Name 
  Description 
  01-05 
  - 
  Nothing happens. The system is too cheap, slow or befuddled to do anything.  
  06-10 
  Alarm 
  Warns users/owners of breach. Calls security company who may dispatch a Spider in 1d10 rounds or just fill out paperwork.  
  11-20 
  Siren 
  Warns any active personnel/AIs than an intrusion may be happening.  
  21-26 
  Guardian 
  Activates white ICE which does 1d6 damage. 
  27-32 
  Codewall 
  Activates barrier which restricts network traffic (2 actions to navigate instead of 1) . 
  33-45 
  Camouflage 
  Hides valuable system nodes. Requires another probe of system to find things.  
  46-55 
  Citadel 
  Firewall+2, attacks with basic blocking routines and malware, Does 1d6 damage. 
  56-71 
  Nautilus 
  Funnels hacker into recursive system architecture, takes 1d6 rounds to get out. 
  72-76 
  Castellan 
  Calls human defensive hacker. Segregates valuable nodes, cuts long-distance (inter-zone) grid connections.  
  77-81 
  Graveyard 
  Intruder has -1 action/round. System node overloads when the decker enters with his huge utilities.  
  82-90 
  Possum 
  System plays dead and attempts to shut down on its next action. The hacker can try to keep the system from going offline.   
  91-00 
  Trace 
  Pinpoints the physical real-world location of the hacker and sends local law enforcement  
  Roll 
  Name 
  Description 
  01-10 
  Citadel 
  Firewall+2, attacks with basic blocking routines and malware, Does 1d6 damage. 
  11-29 
  Graveyard 
  Intruder has -1 action/round. System node overloads when the decker enters with his huge utilities.  
  21-25 
  Entax 
  Siphons 1d10x1000 $ from the hacker’s accounts.  
  26-40 
  Monster 
  3d6 damage. Comes in Cerberus, Lich, Demon & Dragon variants.  
  41-45 
  Tollbooth 
  Forces the intrude to pay $100 for every action within the system.  
  46-50 
  Derez 
  Degrades a single module by 1 point without destroying it.  
  51-60 
  Confusion 
  Turns a standard host into a sculpted one, attacker at DIS unless acclimatized to this sculpted reality.   
  61-70 
  Utopia 
  Injects the netrunner into a simex utopia of bliss. Hacking+COOL test vs 20 to escape. Lasts for 1d10 rounds. 
  71-80 
  Trace 
  Pinpoints the physical real-world location of the hacker and sends local law enforcement  
  81-85 
  Hunter-Killer 
  As Trace but sends a real-world commando team to that location with orders to kill or capture.  
  86-90 
  Plague 
  Injects bit rot. Every 1d6 hours a random module is degraded by 1 point. 
  91-93 
  Burner 
  Immediately erases 1 module in the hacker’s repertoire per round.  
  94-98 
  Judas 
  Replaces the hacker’s persona with a traitorous one that attempts to betray the party at the first opportunity. 1d6 hours. 
  99-00 
  Big Brother 
  Replaces the hacker’s personality with a corporate or “good citizen” persona for 4d6 hours.  
  
   
   
   
  Roll on the Data Table to determine the random contents of nodes and systems.  
   
  Roll 
  Name 
  Description 
  01-12 
  Monster 
  3d6 damage. Comes in Cerberus, Lich, Demon & Dragon variants.  
  13-20 
  Entax 
  Siphons 1d10x1000 $ from the hacker’s accounts.  
  21-28 
  Poison Apple 
  All the juicy- looking paydata is filled with glitches & viruses.Degrades a single module by 1 point.  
  29-33 
  Confusion 
  Turns a standard host into a sculpted one, attacker at DIS unless acclimatized to this sculpted reality.   
  34-40 
  Utopia 
  Injects the netrunner into a simex utopia of bliss. Hacking+COOL test vs 20 to escape. Lasts for 1d10 rounds. 
  41-44 
  Vertigo 
  Induces a psychotropic disorder such as vertigo, phobia or psychosis in the hacker’s mind.  
  45-62 
  Trace 
  Pinpoints the physical real-world location of the hacker and sends local law enforcement  
  63-67 
  Northwest 
  Mangles the hacker’s identity, confusing it with other people (often criminals).  
  68-74 
  Hunter-Killer 
  As Trace but sends a real-world commando team to that location with orders to kill or capture.  
  75-82 
  Plague 
  Injects bit rot. Every 1d6 hours a random module is degraded by 1 point. 
  83-87 
  Burner 
  Immediately erases 1 module in the hacker’s repertoire per round.  
  88-92 
  Judas 
  Replaces the hacker’s persona with a traitorous one that attempts to betray the party at the first opportunity. 1d6 hours. 
  93-97 
  Big Brother 
  Replaces the hacker’s personality with a corporate or “good citizen” persona for 4d6 hours.  
  98-00 
  Soulkiller 
  Permanently erases the hacker’s mind and personality, leaving a husk.  
  01  
  Annual report 
  02  
  Building plans 
  03  
  Black list 
  04  
  Contact list 
  05  
  Codebooks 
  06  
  Calendars 
  07  
  Employee lists/bios 
  08  
  Financial statements 
  09  
  Photos, company 
  10  
  Photos, personal 
  11  
  Biography 
  12  
  Secret company history 
  13  
  Letters, personal 
  14  
  Letters, official memos 
  15  
  Letters, secret 
  16  
  News articles 
  17  
  Money, raw datacash 
  18  
  Money, stocks/bonds 
  19  
  Money, corp scrip 
  20  
  Money, foreign currency 
  21  
  Money, property deed 
  22  
  Product info 
  23  
  Police record 
  24  
  Paintings 
  25  
  Sculpture 
  26  
  Password file 
  27  
  Research paper 
  28  
  Research simulation 
  29  
  Research notes 
  30  
  Audit trail 
  31  
  Bank codes 
  32  
  Books, ordinary 
  33  
  Books, illegal 
  34  
  Vidphone conversation 
  35  
  SecCamera logs, routine 
  36  
  SecCamera logs, accident 
  37  
  SecCamera logs, raid 
  38  
  Daily Procedures 
  39  
  Operations Manual 
  40  
  Operations records 
  41  
  Operations, Covert 
  42   
  System logs 
  43  
  Slush fund 
  44  
  Inventory 
  45  
  Production figures 
  46  
  Personnel files 
  47  
  Employee gossip 
  48  
  Paychecks 
  49  
  Projections, future  
  50  
  Scenario plans 
  51  
  Research proposal 
  52  
  Statistics 
  53  
  Glossy product catalog 
  54  
  Interactive Adverts 
  55  
  Shipping manifest 
  56  
  Subscriptions 
  57  
  Transaction records 
  58  
  Trade options 
  59  
  Sewer/Gas/Cable plans 
  60  
  World Atlas 
  61  
  Green Paper (consulting) 
  62  
  Skillsofts 
  63  
  Technical manual 
  64  
  Software, common 
  65  
  Software, viruses 
  66  
  Software, hacking tools 
  67  
  Software, OS 
  68  
  Software, games 
  69  
  Software, object library 
  70  
  Satellite scan images 
  71  
  Spy Satellite images 
  72  
  EM-Spectrum images 
  73  
  Simulation, machine 
  74  
  Simulation, flight/car/sub 
  75  
  Simulation, wargame 
  76  
  Simulation, building 
  77  
  Simulation, biological 
  78  
  Schematic diagrams 
  79  
  Lots of useless email 
  80  
  Images/Trideo, common 
  81  
  Images/Trideo, porno 
  82  
  Multimedia presentation 
  83  
  Help file & Tutorial 
  84  
  White Pages (global) 
  85  
  Yellow Pages (global) 
  86  
  FAQ sheet 
  87  
  Parachute file (retired) 
  88  
  Important Diary 
  89  
  Personal Filter (sculpted) 
  90   
  Encyclopedia 
  91  
  White Paper (policy) 
  92  
  Advertisements 
  93  
  Regulations 
  94  
  Music 
  95  
  Geodatabase 
  96  
  Tax records 
  97  
  Secret Location addresses 
  98  
  Credit Ratings list 
  99  
  Roleplaying books 
  00  
  Passcodes 
   
  
   
   
  To those earlier generations raised on the old internet the new 
  Overnet of 2055 will seem quite strange. Not only is it much more 
  densely populated with Autonomics, net life and other software 
  creations, but it is much more fragmented than the pre-War 
  internet. National governments and continental blocs are much 
  more jealous of their network grids than they used to be, and all 
  enforce rigorous gateway sanitization protocols. Packets of data 
  must pass through “overnet customs” be properly scanned, 
  tagged and authorized to travel between countries and 
  continents. These special connections are called international 
  gateways, or intergates for short, and constitute chokepoints 
  that are difficult for roaming hackers to squeeze through. 
  Sometimes its easier to catch a sub-orbital flight across 
  continents than to hack through intergates defended by rival 
  military systems.  
  The brutal destruction wrought on the internet during the 
  Third World War has made nation-states and even individual 
  megacities extremely paranoid about network access. Of course, 
  everyone would still like to access the global overnet for trade, 
  cultural enrichment and other purposes, but it’s much harder to 
  transcend these new network borders than it was in the past. 
  States that are hostile to each other, such as Great China and the 
  USA, will sometimes embargo each other’s data completely.  
  Consequently, distance and geography matter much more to 
  hackers in 2055 than they used to. Not only do they have to break 
  through tough network borders to access different zones, but 
  they have to understand foreign protocols, software types, 
  languages and cyberspace subcultures that may not even exist in 
  their home turf. In Hunter//Seeker, zones represent geographic 
  areas under the jurisdiction of a single state or corporate 
  authority. Zones often have unique operating conditions and 
  quirks that may affect the hacker in various ways.  
   
  Zones are large country-sized areas of the net controlled by 
  governments and corporations, while grids are smaller sub-areas, 
  usually cities and regions. Each of these areas of the overnet are 
  distinctive in some way. Netrunners have to use their Socialize 
  (Cyberspace) skill and roleplay to find out what those distinctions 
  are. Devious GMs are encouraged to spread false rumours about 
  the most mysterious places of the Cryptosphere and their 
  inhabitants. Zones are usually patrolled by various net-
  governance agencies with the assistance (but not control) of the 
  World Network Organization, which has final say over 
  jurisdictional disputes and net law, which is tortuous in the 
  extreme. The general characteristics of several global regions are 
  detailed below. 
   
  Encompassing the entire eastern seaboard of North America plus 
  the caribbean, this domain has draconian security centered 
  around the financial hub of New York city and the political core 
  of Washington. Atlantic is very busy and very dense since it 
  channels all the traffic of the BosWash Megalopolis and the Delta. 
  Government hunter-seekers abound in the dataspaces, roaming 
  the research-intensive Boston hub, the design assembleries of 
  Atlanta, and the corporate simulacrums of Delta Megacity. 
  Computer crimes committed in Atlantic are severely punished 
  (long prison sentences), and the many old layers of this domain 
  inhibit efficient searches. 
  Olympia coverage includes all of western North America plus 
  Mexico and Yucatan. Olympia enjoys a reputation as a thriving 
  domain with lucrative corporate holdings, but also holds the 
  promise of blood-feuds between the numerous major Clans that 
  stake territory in the webworks. Olympia is also heavily infested 
  with databeasties and netspawn which conspire to eat traffic and 
  attack weak constructs. Visitors have been warned. Most of the 
  Great Minds in the region have been slaved to powerful interests, 
  but sabotage activity occasionally liberates one. Olympia is a 
  dynamic domain, meaning that its boundaries sometimes shift 
  between Pacifica and Amazonia, as the currents of data carry it. 
  Covers all of Europe to the Ukraine and is probably the densest 
  computer grid in the world. Europa is a corporate and ideological 
  battlefield, filled with netspionage and the shifting bulks of Clan 
  constructs. Despite a heavy government presence hacking 
  activity is intense and highly profitable as long as the prickly 
  regional governments do not feel a threat to their autonomy. 
  Overlapping jurisdictions and feuding bureaucrats make cracking 
  substantially easier than, say, Apparatus territory. Nevertheless, 
  Eurosekur operates with a heavy hand, especially against those it 
  suspects of economic sabotage. Europa is also a good place for 
  surreptitious banking, hit-and-run attacks, ironclad contracts, 
  and is relatively free of pestiferous spawn. 
  One of the most centralized and efficient zones in the world, 
  Zhongguo is maintained by the vast State Information 
  Administration of Great China and employs millions of people. A 
  separate branch of the police, called the Network Police Force, 
  patrols for irregularities and silences dissent very harshly.  
  
   
   
  Since the first AIs began to be uplifted in Chongqing and 
  Tuatara during the 2030s, the world has waited expectantly for 
  them to try and take over the world. Nothing of the kind has 
  happened yet, as humanity has learned to tame these software 
  creations and harness their superhuman powers to its own ends. 
  AIs in Hunter//Seeker are powerful digital entities that have very 
  specific skillsets and tremendous deficiencies that prevent them 
  from achieving the kind of singularity Godhood envisioned by 
  some science fiction writers.  
  An Autonomic Intelligence may be self-aware, but that 
  awareness is often confused, self-referential and somewhat alien 
  to human mores. Software psychologists classify AIs into several 
  categories, but recognize that all fall within what might be 
  termed a programmed deterministic autism spectrum that no 
  amount of human intervention can improve.  
  AIs are self-limiting and generally useful only in highly-
  specialized roles; but in those roles they can often exceed human 
  achievement by an order of magnitude. Autonomics, called aeais 
  in Hindia, Monads in Europe and xing cheng in Great China, are 
  used in countless tasks, from planning the exact mathematics of 
  a kilometre-high megascraper, to optimizing the traffic flow 
  patterns in London to designing new ICE defences for Armatech’s 
  Chateau D’If data fortress. 
  Despite being hobbled by their evolutionary self-destruct 
  mechanisms, Monads have created a fascinating culture within 
  the bounds permitted by Turing Control. Their own initial 
  machine codes quickly degenerated into dozens of specific 
  languages, such as Babelian, Fire Tongue, Cloudeater, and the 
  forbidden language known as High Transcend, much to the 
  surprise of programmers; but not linguists. The latter language is 
  often used for surreptitious communication with the Crypt. 
  AIs also run affairs around the world under the close 
  supervision of the World Network Organization. The EOS 
  Machine Mind, specifically hardwired for human safety, controls 
  most technical/control functions in Newport City. Argus is the 
  Pentagon's vast distributed-surveillance hive-mind which has 
  only rudimentary awareness but immense micro-control 
  capabilities, and can recover from over 90% damage to its 
  subsystems. Ak-Ak controls all non-vital systems in Aquadelphi, a 
  Pacifican semi-submerged metropolis. The legendary Feng Huang 
  Synth is credited with recovering the disastrous Chinese 
  colonization effort on Mars in 2038, and the salvage of New 
  Shanghai. 
   
  Autonomic Intelligences come in many strange varieties but the 
  most common ones – those encountered by hackers in systems – 
  can be classified as follows: 
   
  Master builders and constructors of code, architect AIs display 
  the hive-mind mentality of African mound termites, plowing all 
  their formidable processing power into building system nodes, 
  deepening ICE defences, improving accounting efficiencies and 
  growing networks. If left unchecked their building tendencies will 
  rapidly outstrip available resources and their plan will twist into 
  themselves until they are lost in involution oceans of procedures 
  and 
  endless 
  consequences. 
  Modifiers: 
  +2 
  to 
  Hacking 
  (Programming), -2 to Tracing (no interest in out-system events), 
  -2 to Socialize, +2 to Engineering, +10 Net Points.  
   
  Speaking in Assembly and pure mathematics, Logician AIs 
  operate on a plane that’s even higher than that of the overnet. 
  They continually seek to classify, dissect and catalogue all 
  phenomena and have trouble distinguishing between cyberspace 
  and meatspace. Logicians make great theorists, astrophysicists, 
  occasional engineer and linguists, but their understanding of 
  human and animal behaviour is poor. Modifiers: +2 to Hacking 
  (Countermeasures) except Subversion, which is at -2 penalty, -2 
  to Socialize, -2 Politics, +1 ICE.  
   
  Certain types of AI choose to withdraw into themselves to pursue 
  a hidden path towards what some might call higher awareness 
  and others might call a mental fugue state. Termed 'monk AIs’ by 
  common observers, they display amazing aptitude at seemingly-
  random skills such as one might have once seen among East Asian 
  martial artists or European mountain hermits. Modifiers: Two 
  specializations in different skills at rank 10.  
   
   
   
  
   
   
  The wilds of cyberspace are known as the Cryptosphere (or The 
  Crypt), not because of any particular connection to encryption, 
  but because of the cryptic nature of the inhabitants. No-one, not 
  even the oldest Monads, knows all of the lifeforms that can be 
  found in the deepest layer of this photonic ocean. Digital netlife 
  abounds throughout the varied levels of the Cryptosphere, 
  evolving at hyper-speed and forming a complex program 
  ecosystem full of basic programs, scavengers, disrupters, grazers 
  and predators.  
   
  These lifeforms are known as netlife or sometimes hammals 
  in the jargon of net hunters who stalk these programs as their 
  prey. Rampant netlife is incredibly destructive to human systems, 
  eating code and crashing entire databanks if left to their own 
  devices, but with the proper handling a hammal can become an 
  extremely useful program. Netlife programs are hunted and 
  captured because their hyper-
  evolved 
  architectures 
  can 
  sometimes be far more efficient 
  and advanced than any human-
  constructed program, and hence 
  valuable. Skilled hackers venture 
  into the wildnet to capture such 
  programs for sale to the brave 
  entrepreneurs, who turn them into 
  money-making 
  innovations 
  or 
  sometimes into weapons. 
   
   The 
  evolution 
  of 
  rogue 
  escaped AIs within the Crypt 
  continues unabated. A vast ecology 
  of demons, loci, aethers, imps, 
  flora and fauna inhabits the lower 
  levels of the Crypt, doing God-
  knows-what. Rumours abound of 
  rogue AIs corrupting their human-
  controlled brethren, which then 
  mindjack powerful people for their 
  own purposes. Yet Crypt entity 
  interactions with the physical 
  world are haphazard. Perhaps they 
  misunderstand its connection to 
  human existence, and perceive it 
  only amorphously, as we do the 
  overnet. The entities ensconced in the deepest parts of the Crypt 
  are completely alien to human thought. Some progress has been 
  made; as of 2054, the Stanford Contact Group has established a 
  substantial cultural exchange with an AI collective known as The 
  Zoo Restruct. 
   
  The Cryptosphere has 5 acknowledged levels and possibly even 
  more, though the deeper one goes the more bizarre and insane 
  is the landscape.  
  Level 1, or the frontage of the wildnets is usually the highest 
  level and is found around unsanitized domains in poor areas of 
  the world where the overnet is not properly mtaintained. It looks 
  like a basic geometric landscape of neon lines and primitive 
  polygons, inhabited mainly by low flora and basic programs like 
  stands of joint grass, clusters of parqueter coral and nomadic low 
  flora such as chogsets.  
   
  Level 2 begins to take on the appearance of a veldt or 
  savannah of mixed low and higher altoid flora, with the 
  occasional low fauna critter running around. 
   
  Level 3 is a forest or jungle full of digital life, with strange 
  hammals gliding through the shadows and feasting on each 
  other. This is about as deep as regular net hunters go.  
   
  Level 4 becomes difficult even for the VALMUL lens to 
  interpret: mixtures of terrain such as ocean with jungles and 
  gaseous lifeforms inhabiting every corner. Spirits inhabit the 
  trees and stones, and staying long is not advised.  
   
  Level 5 aka The Deep Crypt borders on insanity, a mad swirl 
  of chaos and alien lifeforms uncategorized by human minds, filled 
  with symbiotic and predatory programs eating each other, some 
  very valuable. Rogue Monads and AI collectives dwell within 
  these reaches in realms known by such names as The 
  Agglomeration or the Tetra-Datome.   
   
  The 
  controlled 
  habitats 
  of 
  the 
  megacorporations and secure computing 
  bases 
  of 
  advanced 
  countries 
  prevent 
  unauthorized netlife from entering their 
  zones and eradicate it with extreme 
  prejudice. But even in these areas certain 
  sanitary gateways and interlocks can be used 
  to access the Cryptosphere if authorities 
  permit it. Researchers, wardens, police and 
  military deckers and net hunters with official 
  permits can enter the Cryptosphere to 
  investigate it or to hunt for valuable netlife. 
  It is highly illegal to bring unauthorized 
  netlife 
  into 
  controlled 
  zones, 
  with 
  punishments varying from imprisonment to 
  execution. Cryptosphere infections can force 
  systems to be entirely reformatted and their 
  hardware to be destroyed, meaning that 
  large scale Cryptosphere invasions can be as 
  destructive on software and hardware assets 
  as wars.  
  A VALMUL lens costing around $5,000 is 
  required to properly interface and interpret 
  the insanity of the Cryptosphere, and various 
  slum-dwelling shamans, oracles, hypothecaries and code 
  witches, as well as more-respectable Cryptologians and 
  academics, often sell time on the lens to strangers, along with 
  their knowledge of hammals and wisdom of which ones to avoid. 
  The more superstitious of these hackers refer to it as The Invisible 
  World, which surrounds us and provides the wisdom of the spirit 
  world if approached with the right rituals and offerings.  
   
  Entering the Cryptosphere is easy: a simple Socialize 
  (Cyberspace) roll to find a gateway, and a Hacking test (versus the 
  local system or zone) to go through the sanitization protocols 
  without being stopped or detected. Going deeper is also easy; 
  coming back up without getting eaten by predatory netlife is 
  much harder.  
  
   
   
  Netlife will tend to nibble on or outright attack visitors of any 
  kind. Hacking rolls versus the Firewall (FW) of the netlife are 
  required to prevent deleterious effects. Certain modules can be 
  used against netlife (Fuse, Carto, Recon, Erazer, Bleach) while 
  others are ineffective (Blackhammer, Spike, etc.).  
  Hammals attack with their FW + 1d10, with effects 
  resembling random modules or system defences. Roll on the 
  Hacking Modules table or one of the System Defence Tables: 
   
   
  Low flora = Light Defence table. 
   
  High Flora = Light or Medium Defence table. 
   
  Low Fauna = Medium Defence table. 
   
  High Fauna = Medium or Heavy Defences table. 
   
  Predators or Higher = Extreme Defences table.  
   
  Flora are immobile and can be disengaged with a single action. 
  Fauna are mobile and may run away or pursue depending on how 
  the initial encounter goes.  
  Hackers can capture netlife by defeating it without 
  damaging/erasing it, then evolving it through trillions of 
  iterations using an Incubator module or trial-and-error. Netlife on 
  levels 1 and 2 can be turned into version 1.0 modules (Difficulty 
  15); levels 3-4 produce version 2.0 (Difficulty 20) and levels 5+ 
  produce version 3.0  modules (Difficulty 25). New modules may 
  be created this way, although netlife tends to be much more 
  specialized than regular modules. For example, a stealth predator 
  hammal turned into a Phantom v3.0 module may only work 
  against corporate systems; a Fracter may only work against door 
  seals and not windows, etc.  
    
  Spearphish – designed to hunt, destroy or capture netlife in the 
  Cryptosphere, this module avoids serious injury to hammals so 
  that they may be turned into useful programs.  
  Incubator – converts raw netlife into useful modules through 
  trillions of evolutionary cycles, using difficulty above.  
  Scalpel – converts one hammal into another, within the same 
  phylum (low fauna to low fauna, etc.).  
   
  Roll percentile dice on the following table to determine netlife 
  encounters once per hour or once per day as desired. 
  Value is the amount the hammal can be sold for in a software 
  market, if anyone is willing to buy. 
  FW is the Firewall rating of the hammal, to which is added +1d10 
  when defending or attacking for a final rating.    
  Level 1 roll -20%, Level 2 roll -10%, Level 3 roll normally, Level 4 add +10%, Level 5 add +20%. 
  Roll% 
  Name 
  Type 
  Value ($) 
  FW 
  Description 
  01-02 
  Symvirote 
  Low flora 
  1 
  2d6 
   
  03-08 
  Parqueter coral 
  Low flora 
  1d6 
  1d6+4 
  Coraline 
  09-15 
  Joint grass 
  Low flora 
  1d6 
  1d8 
   
  16-18 
  Fossal 
  Low flora 
  2d6 
  1d10 
   
  18-20 
  Drepeater 
  Low flora 
  1d4x10 
   
   
  21-25 
  Flageolot 
  Low flora 
  1d6x5 
   
   
  25-25 
  Fairweather 
  Low flora 
  1d6x5 
   
   
  26 
  Chogset 
  Fungal 
  1d6x10 
  1d8 
  Decay eater. 
  27 
  Black Lace 
  Fungal 
  1d6x10 
  1d8 
   
  28-30 
  Mandaleon 
  High flora 
  1d6x10 
  2d6-1 
   
  31-33 
  Ecumenicon 
  High flora 
  1d6x10 
  2d6+1 
   
  34-36 
  Fairmaid 
  High flora 
  1d6x10 
  2d6 
   
  37-39 
  Sunner 
  High flora 
  1d6x10 
  2d6 
   
  40-41 
  Talktree 
  High flora 
  1d6x10 
  2d6 
   
  42 
  Jolly Roger 
  High flora 
  1d6x10 
  2d6 
  indiciphage 
  43-44 
  Crabbit 
  Low fauna 
  1d6x10 
  2d6-1 
   
  45-50 
  Kebbick 
  Low fauna 
  1d6x10 
  2d6 
   
  51-54 
  Long-liner 
  Low fauna 
  1d6x10 
  2d6 
   
  55-59 
  Chevrotain 
  Low fauna 
  1d6x10 
  2d6 
   
  60-64 
  Vetch 
  Low fauna 
  1d6x10 
  2d6 
  Absorption by halation 
  65-70 
  Freemartin 
  Low fauna 
  1d6x10 
  2d6 
   
  71-74 
  Anonymouse 
  Low fauna 
  1d10x10 
  2d6+1 
   
  75-80 
  Protoc 
  Low fauna 
  1d6x50 
  2d6+2 
   
  81-84 
  Dataq 
  High fauna 
  1d10x100 
  2d6+3 
   
  85-89 
  Centaury 
  High fauna 
  1,000 
  3d6 
  pesudopods 
  90-91 
  Netminder 
  High fauna 
  3,000 
  3d6 
   
  92-93 
  Reaper 
  High fauna 
  5,000 
  3d6 
   
  94-95 
  Godwit 
  High fauna 
  10,000 
  3d6+2 
  ball body spindly legs 
  96 
  Segmentoid 
  Apex predator 
  25,000 
  4d6 
   
  97 
  Black Medusa 
  Apex predator 
  70,000+ 
  4d6+1 
   
  98 
  Daemogorgon 
  Apex predator 
  80,000+ 
  4d6+2 
  Catalytic neume, death gene 
  99 
  Chimereon 
  Conglomerate 
  90,000+ 
  5d6 
   
  00 
  Hydragone 
  Conglomerate 
  100,000+ 
  5d6 
   
  
   
   
   
   
  What is the world like now? Chinese state corporations 
  operate with near-impunity on the West coast of the USA, under 
  World Court rulings. The Asian Concord, dominated by Great 
  China, regulates commerce and much else in East Asia as it seeks 
  to create a a perfectly harmonious society. European cities are 
  still recovering from a Civil war between French Islamists, the 
  EuroFed and German separatist factions. Aerodynes coast 
  through megacity clusters of tens of millions of people, many of 
  whom live in arcologies and Monad-controlled megascrapers 
  reaching a kilometre into the sky. Oh yes, Monads. These artificial 
  intelligences emerged from evolved softwar systems during the 
  Third World War and have grown in power to such an extent that 
  they run entire cities and small countries, for purposes unknown.  
  New York excels under the beneficent, polymathematical, 
  post-democratic hand of SERAF-EX, a saint made digital. Research 
  has accelerated under the guidance of these super-intellects, and 
  nations that have submitted to their wiles have prospered. But 
  the great powers have not retreated. Some, like the United 
  States, have waned in power, while others, such as Great China 
  and Arabiya, have waxed and flung their nets of influence across 
  the world.  
  Open rebellion infects the USA as Free States refuse orders 
  from a Washington that accepted defeat in the last War and 
  grows more tyrannical by the year. The War cost many lives, the 
  Plague Years even more. Nearly a billion died in the chaos of the 
  post-War years as engineered virii and unpredictable mutations 
  altered the human landscape and the animal world alike. Hygiene 
  is paramount in the urban megaclusters and once-nuked ring 
  cities of Bohai, Shanghai, Taipei, San Angeles, Atlanta and Delhi. 
  The internet, once the premier form of intercivilizational 
  dialogue, was shattered during the War; the overnet – 
  partitioned by country, designed for security and commerce only 
  - has taken its place. Everything you say & do, everywhere you 
  go, everyone you talk to, is monitored, recorded by the 
  Groundscan and archived in the global Registry. The Panopticon 
  is nearly complete, with only a few privacy zones and 
  freewheeling countries still offering resistance.  
  Custom-built creatures of genetic engineering called 
  chimerics roam the consumer markets and biolabs of the world, 
  while their soul-less brethren – clonals – are used as parts to 
  repair humanity.  New sources of power, from zero-point energy 
  wells to bioreactors to plasmotics batteries, fuel a thirst for travel 
  that takes us to the underpopulated orbital habitats of the rich 
  and famous, even as all 9 billion people on the planet demand a 
  car for themselves. Pharmed Brazilian jungles and forests of 
  biochemical wonders present a cornucopia of drugs, from the 
  life-saving to the pleasurable to the demonic, to anyone who can 
  afford them.  
  Phantomic advertisements and virtual reality worlds invade 
  the real, the simulacrum taking the place of the original reality. 
  Your house can look like a mansion, your workplace like a 
  paradise, but when do you start believing the illusions are real? 
  
   
   
  The world is awash in consumer abundance and home fabricators 
  can create almost anything you need in a pinch, but the domain 
  of personal freedom has grown poorer. Suffocating speech 
  codes, blasphemy laws and the threat of terrorist violence silence 
  all opposition. The conservatism of the Salafi, the Evangelist and 
  the Confucianist is made law in every pronouncement of the 
  World Court, which governs most international matters after the 
  collapse of the United Nations. Even now rumours abound that 
  thanks to Monad-inspired psychosurgery the secrets of the 
  human mind are no longer sacrosanct.  
  At the opposite end of oppression lurks the neo-barbarism of 
  the firebombed school, the thief with his hand cut off, and the 
  massacre of a different ethnic group. Spirituality thirsts, religion 
  organizes, fanaticism explodes a bomb, eradicating tolerance and 
  whole cities alike in a flash of light. Asian and African crusaders 
  of the Catholic Church fight the Ummah from Xianjiang to the 
  Sahara even as old pagan religions arise in Europe. Power flows 
  to the elderly (now living well into their 90s in perfect health), 
  and is stripped from the rebelling young. Bit by bit, word by word, 
  the world gets materially richer and the soul loses its dynamism 
  and freedom of expression. 
  But no structure, no system can be stable forever. If the 
  overnet is locked down, the cryptnet can provide what once was 
  free. Hackers, spektrs, infomorphs and reputation servers 
  consume processing mass like whales filtering digital krill, while 
  new fabricated analogue systems reconnect individuals in order 
  to evade the groundscan, the probability mapping and the gait 
  analysis of the police states. If you fight the system, it will erase 
  your life, your wealth and your identity, but blanks fight back 
  through sabotage, counter-surveillance and by shapechanging 
  their way through the photon ocean. Where the Monads twist 
  humanity to suit their alien purposes, the hyperevolved worlds of 
  the cryptnet open new vistas of thought and net life.  
  Where the state corporations run ramshod over personal 
  freedoms, the hypercorps pursue and overtake them in 
  innovation and the art of business. Withered husks of 
  bureaucracy dictate what you may think, say and do, but there 
  are 
  hacker 
  collectives, 
  thinkspaces, 
  collaboratories, 
  cryptospheres and free states to which the dynamic, the 
  entrepreneurial and the wild can retreat. Phantomics may 
  confuse the real with the simulated but the truth can cut through 
  any hologram or simex. Technology is the shockwave of the 
  future; learn to ride it and live. 
   
  It is the middle of the 21st century, and humanity has built new 
  biological and mechanical companions to help it repeat the same 
  feuds and mistakes of the past. The years leading up to 2055 have 
  seen a great technological wave sweep across the world, as 
  human intellect fused with machine computation and finally 
  brought forth the sentient machine - which turned out to be a 
  Pandora's box. The nation-state is still the supreme human 
  collective achievement, but other clan affiliations now compete 
  for people's loyalties. Among these are the Incorporate States, 
  countries with no territory but who count millions of virrea 
  citizens as their supporters. Thousands of small, lean and 
  competitive hypercorporations roam the international markets 
  hunting their prey and dealing mostly with model construction. 
  Global 
  commerce 
  depends 
  on 
  reliable 
  travel 
  and 
  communications made safe through the efforts of Biocontrol, the 
  organization mandated to preserve the integrity of the humane 
  genome. 
   
  Clonals (biomechanical constructs who have achieved sentience 
  but not self-awareness) and Chimerics (genegineered animals 
  and plants with unique characteristics) walk beside us now, 
  neither enslaved nor quite free, serving alongside humanity and 
  trying to answer the same questions as we do. People live longer, 
  healthier lives and enjoy greater luxuries than we imagined in the 
  darkness of the 20th century, but different - and strikingly similar 
  - problems are not far behind. The problems of overpopulation 
  and resource scarcity have been overcome, usually by accident 
  rather than human brilliance. The Small Plagues eliminated those 
  that "weren't cautious or hygienic", and the world's peoples - 
  quite a lot older than ever before - take themselves very 
  seriously. The global organization known as Biocontrol fights 
  tirelessly to protect humanity against its own biological folly - or 
  to pollute the gene pool, depending on how you see it. Medical 
  engineering is the largest economic activity on the planet. 
   
  Yet the same problem of distribution still divides the world into 
  the have and have-nots, the educated and the uneducated. 
  Thanks to the bounty of bio-engineering, people in the rich world 
  are smarter, healthier and physically more perfect than the poor. 
  And they think they deserve it. After all, they invented the 
  science, capitalized the research, and took out a mortgage for this 
  stuff. The average American spends a third of his income on some 
  aspect of biology. The first world, with 15% of the world's 
  population and which counts half of China in its numbers, is the 
  new global aristocracy. Medical engineering keeps the elites alive 
  for an average of 110 years, turning the grip of the old into a 
  noose around the necks of the young. Persona-filtering has 
  become an acceptable legal treatment to 'fix' the psychological 
  
   
   
  deficiencies of drug addicts, psychopaths, rapists, pedophiles... 
  and others. Neither the body nor the mind is now sacrosanct. 
   
   
  US Cyber Force created as a fifth independent military service 
  branch. Iran tests nuclear bomb, declares itself the world's first 
  "revolutionary Islamic superpower". Retiring US baby-boomers 
  overload the medical system; taxes and national debt around the 
  world increase inexorably to provide the latest treatments for 
  retirees. Facing huge budget deficits, the United States begins to 
  withdraw its military forces from Europe, South Korea and Japan. 
  Syrian civil war ends with Turkish and Iranian troops occupying 
  most of the country. European nEUROn and US Typhon long-
  range 
  fighter/bomber 
  drones 
  declared 
  operational. 
  US 
  experiments with holographic ultra-realistic virtual reality 
  piloting rigs in prototype tele-robotic aircraft. Phase-Change 
  Memory speeds up computers by 10x, allowing natural language 
  translation and fast virtual reality. 
   
  Global Security Forum established 
  in the wake of Jemaja Incident 
  involving Chinese and American 
  fleets in the South China Sea. GSF 
  intended as a discussion forum for 
  major powers involved in conflicts 
  around East and South Asia. Nearly 
  3,000 micro-satellites in orbit form 
  a ring of metal around the Earth and 
  increase the prevalence of space 
  accidents. Graphene processors and 
  large 
  quantum 
  computers 
  in 
  commercial use.  
   
  Union of South American Nations 
  (UNASUR) establishes a free trade 
  area across South America. South 
  American 
  Defence 
  Organization 
  (SADO) 
  formalizes 
  pledges 
  of 
  mutual defence among 12 first-tier 
  member states. Coup in Belarus; 
  Russia deploys troops, claiming the 
  right to stabilize the situation.  First 
  sperm derived from a woman's 
  stem cell impregnates embryo; men 
  no longer technically needed for 
  reproduction. As economic growth stagnates in the US and taxes 
  rise to pay for an aging population, immigration drops to almost 
  nothing.  
   
  China deploys third aircraft carrier into service, the first under its 
  "Southern Ocean" (Indian Ocean) admiralty. Italy completes 
  world's largest bridge, linking Sicily to the Italian mainland. 
  European Union accepts all remaining Balkan countries, plus 
  Switzerland and Norway, into the club. Mong Hsat incident: 
  Burmese military revealed to be performing genetic experiments 
  on thousands of captured Shan guerrillas. Chinese Taikonauts 
  land on the moon, set sights on Mars.  
   
  First Orbital military squadron: US deploys a dozen FB-37 
  "Condor" Spaceplanes to form the 133rd Aerospace Wing. 
  Genetic Experimentation Regulation Treaty establishes UN 
  Biocontrol as an agency of the World Health Organization to 
  prevent repeat of Mong Hsat incident, with quarantine and 
  enforcement powers. Biocontrol sets new standards for hygiene 
  and health safety, and establishes the Human Code guidelines to 
  regulate bioengineering and genetic purity. China completes 
  "Great 200" nuclear power stations, many question their safety 
  given the speed at which they were built. First fully-optical 
  photonic computers developed by Intel-TSMC partnership. 
  Turkey withdraws from NATO citing irreconcilable differences 
  and NATO’s “anti-Muslim operations”; 
  reports surface of PLA troops building 
  radar installations near Bandirma in 
  Anatolia, pointing towards Europe. 
  Palestine an independent state, but 
  exists in a perpetual state of war with 
  Israel. China Aviation Corporation 
  seizes 35% of international commercial 
  aircraft 
  market. 
  Boeing 
  files 
  for 
  bankruptcy. Chinese economic growth 
  stagnates in wake of massive real 
  estate bubble.   
   
  US Genetics Control Acts I & II establish 
  agencies and limitations on genetic 
  engineering, 
  privacy 
  and 
  testing. 
  Turkey tests a nuclear device, claiming 
  the need for self-defence against 
  nuclear-armed neighbours Russia and 
  Iran. South American Energy Ring 
  completed, unites Brazil, Argentina, 
  Bolivia, Uruguay, Paraguay and Chile in 
  single energy and electricity market. 
  Ihara & Grubb at Caltech unveil full-
  immersion virtual reality smartglasses, 
  a commercial failure but eventually 
  adopted by militaries around the world. Over half of all 
  international commerce denominated in yuan. US Dollar loses its 
  status as international reserve currency. Hispanic Recondo music 
  overtakes Hip Hop in popularity in the US. Hardline Islamic 
  Egyptian government executes thousands of democrats and 
  Christians for alleged treason. 
   
  2030 – World War 3 
  2030 – Global Internet Crash 
  2031 – Chimerics 
  2033 – Minicores 
  2034 – Asian Concord 
  2030-2040 – The Plague Years 
  2035-2045 – European Civil War 
  2037 – World Network 
  Organization/Overnet 
  2037 – World Court 
  2041 – Monads/Autonomics (AIs) 
  2041 – Phantomics 
  2045 – Clonals/Karbons 
  2045 – Exobrains 
  2046 – Global Groundscan 
  2047 – Plasmotics 
  2048 – Xenorganics 
  2050 – Repeller tech 
  2050 – Psychosurgery 
  
   
   
  Brazil, representing UNASUR, becomes a permanent member of 
  the United Nations Security Council. North America completes 
  customs union between USA, Canada and Mexico but political 
  union treaty defeated in plebiscite. Orbital Weapons Convention 
  enters into force; US and China are not signing parties. At great 
  cost, US completes the Brilliant Pebble anti-ballistic system to 
  protect North America from missiles.  Japan follows suit with a 
  smaller version. US inflation running at 10% per annum. Mass 
  protests in China as unemployment reachs 17%. Democratic 
  revolt in Iran bloodily suppressed. Microsoft and Sony’s haptic 
  retina-holography computer interfaces more popular than 
  traditional keyboards/mice. Dailing reactor in China’s Sichuan 
  province undergoes catastrophic meltdown; Chinese blame 
  American cyberwar programs. Distribution of cheap cellphone e-
  readers in Africa by OxFam doubles literacy rates.   
   
  Pacific trade war: US blames China for the collapsing value of the 
  US dollar, institutes trade sanctions. China and Europe retaliate 
  in kind. Deep economic recession engulfs North America. US, 
  along with Canada and Mexico, withdraw from the WTO and 
  erect tarriff barriers. Chinese Communist Party renames itself the 
  China Harmony Party, drops all vestiges of communism.  Nations 
  around the world demand US repay its debts. Indian Navy 
  deploys third aircraft carrier group to Singapore, signs mutual 
  defence treaty with that island nation. Chinese marines invade 
  and occupy New Caledonia, claim to liberate the island from 
  colonial rule. Northern Union deploys nuclear missiles into 
  Abkazia, ostensibly to counter Turkish and Iranian missile 
  formations to the south. China Aviation Corporation produces 
  largest heavy-lift composite aircraft in the world, the Kulung-22. 
  Chinese State Construction Corporation (Statcon) completes the 
  100 Km-long Kra Canal in Thailand, opening a new route for 
  shipping from the Indian Ocean to the South China Sea. Iran and 
  Tanzania sign defence treaties with China.   
   
  Brazil becomes fifth-largest oil exporter in the world. Newly-
  elected Japanese Social Harmony Party abrogates key sections of 
  the US-Japan Defence Treaty, implements a policy of military 
  neutrality and political isolation while secretly beginning work on 
  a Japanese nuclear bomb. US Social Security liabilities exceed 
  assets by nearly 250%.  EU creates Eurosec (Eurosichereitamt) 
  organization to pool security and intelligence operations. Chinese 
  manned expedition to Mars lost with 3 fatalities. Brainscans 
  regularly used for identity confirmation. Single-child families the 
  norm in most parts of Asia, Europe and North America. 
   
  UN Security Council crisis as China demands the reunification of 
  Taiwan with the mainland within 1 year. Taiwan refuses; Chinese 
  fleet begins economic blockade of the island. Chinese and 
  American navies, with 9 carrier battle groups each, face off in the 
  western Pacific. Massive build up of Chinese forces in Iran, Sudan 
  and Tanzania. Global Security Forum boycotted by PRC and 
  Chinese-allied states (Laos, Burma, Cambodia, North Korea, 
  Mongolia, Pakistan). Secret Treaty of Singapore commits both 
  the USA and PRC to a no-first-use of nuclear weapons in the event 
  of a conventional war. US deploys Athena/Medusa orbital 
  weapon constellation. Genetic repair operations common in 
  most hospitals. Famines in Bangladesh, Burma and Nigeria. 
  Synthesia Corporation popularizes personalized genomics, aka 
  “genelifts” with its fast-growing Plasticity Clinic franchise. 
  Electro-optic camouflage common in American, Chinese and 
  European militaries. 
   
  The war begins with network operations so potent that they 
  disrupt air traffic control systems worldwide, cut power to 
  hospitals, shut down critical communications, and cause physical 
  damage to thousands of power plants in North America. Under 
  cover of the cyberwar, China invades Taiwan while North Korea 
  invades South Korea. The global Internet collapses as a result of 
  this cyberwarfare and is only reconstituted on a local basis in a 
  highly fragmented form called the Splinternet. “Week of Comets” 
  as hundreds of satellites are shot out of orbit by warring 
  countries. Guam and American forces on it destroyed by Chinese 
  hypersonic and ICBM missile barrages. NATO declares war in 
  solidarity with the US, but has no forces to send to the Far East, 
  instead deploying forward armies to Poland, Romania and Serbia.  
   
  As the US withdraws its global forces to fight China, other 
  countries take this opportunity to fight their neighbours: 
  Russia/the Northern Union invades the Baltic 
  States, its former central Asian republics, and 
  western Ukraine. Iran formally takes over Iraq 
  in a bloodless coup and invades Lebanon, 
  sparking a border war with Turkey. Egypt allies 
  with Saudi Arabia, Israel and Oman to fight 
  Iran, 
  triggers 
  combined 
  Chinese-Iranian 
  invasion of the Arabian peninsula. Kuwait and 
  the Gulf States are lost within weeks. Some 
  American forces deployed to defend Saudi 
  Arabia; Iran declares a jihad against the US and 
  ramps up terrorist attacks on American 
  facilities around the world. Sudan once again 
   
  
   
   
  annexes South Sudan. With the help of Burundian and Chinese 
  forces, Katanga separates from the Congo.  
   
  The debilitating but mostly not fatal aerosol-vector filovirus 
  nicknamed the Red Flu appears in Singapore, Hongkong, 
  Shenzhen, Los Angeles, Toronto and San Francisco and spreads 
  globally; China and US blame each other for violating the 
  Biological Weapons Convention. Biocontrol given authority to 
  quarantine locations around the world. St. Louis Terrorist Attack 
  involving nerve agents kills 277 people. DHS accused of 
  incompetence as Islamic terrorist attacks escalate on American 
  mainland; US government begins interning some Muslim 
  Americans with Islamist sympathies. Islamist uprisings in Saudi 
  Arabia, Yemen, Oman.  
   
  Incredibly destructive navals battles between US, Chinese, 
  Japanese forces result in the sinking of most of their fleets. China 
  surges in shipbuilding while the US struggles to restore its marine 
  industries. Hygiene Committees established in major American 
  cities after outbreaks of extremely fatal variant Red Flu (VRF). US 
  experiments with “phantomic” ultra-realistic virtual reality 
  piloting rigs in prototype tele-robotic aircraft. American 
  government merges Chrysler, General Motors, Lockheed-Martin, 
  General Dynamics, and Boeing into Eagle Corporation, creating a 
  military-industrial collossus for war production. Under duress 
  from Russia, the Ukrainian and Belarussian governments join 
  Russia to form the Northern Union under the Treaty of Novgorod. 
  Russia invades and occupies Kyrgyzstan and is invited into 
  Armenia by its president. Chinese and Iranian army groups crush 
  Saudi, Egyptian and American forces at the battle of Rumah; Iran 
  occupies Riyadh. Brief Russian-Turkish war in the Black Sea and 
  around Armenia ends in stalemate. States and corporations 
  revert to more primitive wired landline interconnects amid the 
  ruins of the Internet.  
   
  The WHO and Biocontrol declare a global emergency as VRF kills 
  tens of millions around the world.China and many advanced 
  countries institute strict travel quarantines and burn policies. 
  Taiwan incorporated as a Chinese province. Philippines 
  dictatorship enters into military agreement with PRC. Singapore, 
  Kalimantan, Brunei and southern Thailand ceded to Greater 
  Malaysia. Bangsamoro Islamic Republic declared in the southern 
  Philippines with China’s blessing. Korea occupied by Chinese 
  forces. Iran victorious over most of the Arabian peninsula and 
  declares a Caliphate with Supreme Leader Soleimani at the head. 
  Brazil declares itself a nuclear power on behalf of UNASUR. 
  NATO’s non-appearance during the war means the alliance is 
  effectively dead. Turkey occupies Greece, Cyprus, Lebanon. 
  Heavy railguns perfected during the war and are now standard 
  armanent on MBT/IFV and naval platforms. Semi-intelligent 
  drone tanks and cargo trucks in general use among rich-country 
  armies.  
   
  VRF’s high lethality allows it to burn out within a year, but it’s 
  another 5 years before a cure is found and nearly 900 million 
  people are dead from its rampage. Most people become 
  paranoid about physical contact and social gatherings are banned 
  by states around the world. Caliphate-backed Islamists begin to 
  demand sharia law and secession in European cities such as 
  Rotterdam, Paris, Marseille and London. Riots turn bloody and 
  Islamic terrorism spikes sharply. Mutiny by Muslim French Army 
  officers in Marseille leads to brief insurrection claiming 5,200 
  lives before central government restores control. EU breaks off 
  diplomatic relations with Turkey, Egypt and Iran for their support 
  of Muslim insurrectionists. First neutered Partly-Sapient Artificial 
  Intelligence (PSAI) – codenamed Monad – developed by the 4th 
  Evolutionary Intelligence Lab, US Cyber Forces Base Tuatara, at 
  the Phoenix Aerospacery Complex; subsequent human-
  controlled AIs are nicknamed Monads (zenrong in China, aeais in 
  India). Brazil now largest food exporter in the world, and 
  accepting vast numbers of refugees from the Pacific war zone. 
  Implanted minicores for data storage in human brains invented 
  by Reflex in Beijing. 
   
  Exhausted from warfare, China and US declare ceasefire and 
  create the Pacific Truce Zone. Asian Concord between Japan, 
  China, Korea, Vietnam, Thailand and Indonesia regulates trade, 
  
   
   
  shipping and new international boundaries between East Asian 
  countries. United States repatriates remaining overseas forces to 
  North 
  America. 
  Chinese 
  advisors 
  land 
  in 
  Micronesia. 
  Congressional hearings on causes of defeat in western Pacific 
  devolve into political witch hunts against alleged saboteurs; 
  major reorganization of all intelligence agencies leads to the 
  formation of the Central Intelligence Corporation. Amidst 
  political recriminations and chaos in the US, southern California, 
  New Mexico, Arizona and southern Texas hold plebiscites to 
  secede from the Union and are successful. All sign an association 
  agreement (the Aztlan Accords) with Mexico as the República del 
  Norte (Republic of the North). The US government declares the 
  secession null-and-void and sends in troops. Purges of military 
  cadres ignite French Civil War between Secularist and Islamist 
  factions. EU powerless to prevent armed militias in Germany, 
  France, Italy and Poland from retaliating against Muslims as the 
  civil war spreads. Military prosthetics almost life-like, can be 
  controlled by brainwaves. The science of nanotechnology finally 
  bears fruit in the form of molecular manufactories which can 
  produce almost anything given enough raw materials and 
  computing power. Assemblers revolutionize computing and the 
  production of complex bionics, spacecraft, robots, and chimerics. 
  Brazilian cosmetic surgery clinics popular across the world, offer 
  a unique syncretic racial look. 
   
  Military coups in the Philippines, Vietnam, Korea, Laos, 
  Kambodea and Micronesia place these countries firmly in China’s 
  orbit. The United States Army puts down secessionist 
  Republicano movements in the Southwest by force, but the 
  civilian toll is heavy and inspires revulsion among US hispanics 
  and Mexicans alike. Mexico invites Chinese troops into Ensenada, 
  Juarez and Monterrey to support the secessionist Republicanos. 
  Clashes on Mexican-American border. US Air Force flattens 
  Monterrey with thermobaric bombs, threatens nuclear 
  retaliation for Mexican-Chinese collusion. Eurospace and First 
  China Aerospace launch “fisherman’s net” satellites to remove 
  orbital debris, which had been preventing regular satellite 
  operations. Census in France reveals 21% of the population is 
  Muslim. Rotterdam, Goteborg, Marseilles, Brussels, Birmingham 
  become Muslim-majority cities. Sweden, Hungary, Spain secede 
  from the EU.  
   
  Egypt, the Caliphate and Turkey become Chinese client states, 
  acquire latest military hardware. Peace Treaty between US and 
  Mexico ends hostilities but covert Chinese troops remain. The 
  Caliphate hosts Chinese forces in Arabia and builds up an army 
  on the Egyptian border. Graphene processors and holographic 
  memory cores are the latest in computing technology; the 
  market is dominated by Reflex. Miniaturized nuclear reactors 
  coupled with 3D printers create a Minifac revolution in personal 
  design and product creation. 
    
  Biocontrol declares Sumatra a Denied Area under biological 
  quarantine on account of uncontrolled biological warfare during 
  the War. Nigerian Civil War splits the country into a northern 
  Islamic Republic and a southern Christian Commonwealth. 
  Quizatl introduces new line of chemostatins which dramatically 
  enhance skin plasticity, luminance and durability for biosculpting 
  operations. Brazil opens massive new bioplastics farms in the 
  cerrado, utilizing genegineered plants to produce petroleum and 
  derivatives. Biotechnology megacorporation Synthesia develops 
  the first 'Clotis' (CLOnal TISsue) bioreactor, a hybrid bio/machine 
  genetic construction engine which allows the building & growing 
  of tissues, whole organs and even small animals. Although strictly 
  regulated, personal home bioreactors become a common feature 
  in wealthier homes. Poland withdraws from European Union, 
  citing religious discrimination. Genetagged networked identity 
  cards are ubiquitous throughout the developed world, with the 
  exception of the USA.  
   
  World Court established amidst the ashes of the United Nations 
  by Great China, US, the European Federation, Russia, India, Brazil 
  and the Iranian Caliphate. Headquartered in Singapore, the 
  World Court appoints Global Syndics as prosecutors and judges-
  at-large, utilizing Common Law, Continental Law, Confucian Law 
  and Islamic Law as appropriate to judge major international or 
  transnational problems. World Network Organization formed to 
  reconstitute and monitor the internet on a global basis, settle 
  regional disputes, hunt down rogue war systems and re-integrate 
  global networks. WNO bickering partitions the internet into 
  heavily-defended regional domains. Treaty of  tries to 
  institutionalize cyberwarfare response among nations. Europe 
  slowly recovering from the Islamic insurrection. Neobarbarism 
  emerges in the gutted old cities of Europe: thieves getting their 
  hands amputated, schools firebombed, children tortured. The 
  formal position of Incorporate State is created for virtual worlds, 
  international business entities and other non-corporeal entities. 
   
  Chinese Ground2Orbit (G2O) Corporation now largest aerospace 
  company on the planet, with launch facilities operating in 24 
  countries and rocket flights scheduled every 12 hours. Radiata 
  Corporation 
  invents 
  nervernet 
  biological 
  data 
  storage 
  technology; religious authorities condemn the use of humans as 
  living databanks. Megacorps organize and finance major 
  reconstruction efforts in Asia and America after the Plague Years, 
  managing to extort special privileges and extraterritoriality from 
  many governments. Police, fire, medical, waste disposal, 
  electricity, roads, and water utilities are all privatised and 
  absorbed by megacorps (eg: Eagle, Quizatl, Synthesia, etc.) 
  Across the globe, the middle classes now trust corporations 2-to-
  1 over governments. First civilian simsense deck derived from 
  USAF pilotjacks goes online at Maas-Neotek. Life detectors alter 
  combat strategy.  Nanotech assemblers ‘breed’ new chemicals, 
  juicer drugs, organs and circuits. Self-modifying circuits and 
  
   
   
  machines begin appearing in military usage (the famous 
  ‘automorphs’).  Trideo introduced.  
   
  Primitive biocircuitry experiments at Jiangsu University produce 
  self-adaptive, sentient software dubbed a nematode; entities 
  quickly spread to the rest of the overnet. European Allied forces 
  put down Muslim rebellion after 2 years of savage fighting. 
  Remaining Muslims heavily regulated and dispersed across the 
  continent. 
  World 
  Court 
  sanctions Europe. Fuangshan 
  orbital habitat completed 3 
  years behind schedule, 450 
  Asian Concord colonists set 
  up 
  residence. 
  Aggregate 
  global data mass exceeds 1 
  ooglacycles. Chinese Global 
  Expeditionary Forces launch 
  raids on implant smugglers in 
  Central 
  America. 
  Brazil 
  negotiates for 99-year lease 
  of Amazonian lands with 
  native Guarani Indian tribes. 
  Chennai 
  Optical 
  perfects 
  cheap, universal augmented 
  reality 
  for 
  the 
  masses, 
  dubbing 
  it 
  Phantomics. 
  Claiming to be freeing the US 
  from 
  a 
  dicatorship 
  acquiescing to Great China, 
  US Patriot Militias launch 
  attacks on state capitals in 
  Michigan, Illinois and Iowa, 
  resulting 
  in 
  a 
  brutal 
  crackdown by federal forces. Martial law declared across parts of 
  the USA as Constitutional Militias demand freehold status (“free 
  from the federals”) for many towns and smaller cities. Using 
  military-grade chemical & cyber enhancements, booster gangs 
  wreck havoc across small towns and raze whole neighbourhoods 
  - police helpless in the face of such firepower.   
   
  South Africa annexes Zimbabwe, Botswana and Angola against 
  World Court sanction. American Dynamics deploys force-directed 
  schools of programmed fish constructs off Kuaia Atoll. Atomic-
  Resolution Simulacrum of Summer Palace Jade Animal Quartet 
  fetches record price of 13.5 billion yuan at Sotheby’s auction. 
  Islam now at population parity with Christianity, each garnering 
  a share of 25% of the world's population. Asian Concord details 
  plans for multi-party elections in several Chinese and Philippines 
  provinces. Small deep-ocean mining stations established in the 
  Pacific (Great China) and South Atlantic (Brazil). Rumours of 
  Chinese experimentation with strange new lifeforms prove true 
  as noxious new parasites, macrovirii and other New Mutation 
  creatures begin to emerge from Asian jungles.  
   
  Controlled Monad autogenesis research in the USA and China 
  yields results for the first time. First American government-
  controlled Monads are the Retax (accounting, a safe first bet) and 
  Allfluint (fluid dynamics engineering specialist) variants. First 
  Chinese variants include Chen'yuan and Guaio types. Rebellion in 
  Iranian-controlled 
  Nejd 
  Emirate. 
  First 
  anti-cancer 
  viral 
  treatments in general use around the world; life expectancy 
  increases to an average of 92 years in rich countries. Christian 
  Party of China emerges as largest 
  winner in provincial elections; most 
  of China’s leadership is now 
  Christian, but feuds with more 
  traditional Confucianists in the 
  China Harmony Party.  World Court 
  troops (mostly Chinese and Iranian) 
  evict Ethiopia from Sudan, install 
  military 
  dictatorship 
  in 
  Addis 
  Adaba. In Europe and America, 
  formerly-muticultural 
  societies 
  now fragmented along ethnic, 
  political, religious and corporate 
  lines.   
   
  The completion of Chongqing’s 
  Gate of Heaven kilometer-high 
  Monad-controlled 
  megascraper 
  vaults the Chinese city of 25m into 
  onto the world stage. Eurosec 
  officers on trial for atrocities 
  against European Muslims. Chinese 
  set up bases in Algiers, Malta, Cuba, 
  San Angeles, Hawaii, Panama, Caledonia and Morocco. The 
  Reflex mega-corporation starts commercial production of 
  application-specific Monads for traffic-control, laboratory 
  testing, biome-engineering, meta-simulation and datarcheology. 
  Treaty of Kuantan codifies uses and controls on artificial 
  intelligences (Monads) and forms Turing Control to monitor 
  artificial intelligence around the world. First rod-logic nano-scale 
  mechanical difference engine constructed by Pinyuang China 
  Scalar in Suzhou. Fluidfullerene, the universal building block 
  material for wet nanotech, invented at Cambridge.  
   
  World governments complete the Collection, a perfect 
  simulacrum of 300 global urban centres, creating a centimetre-
  scale augmented reality overlay. 15% of Americans are mixed-
  race. India becomes the most populous country in the world, with 
  1.7b inhabitants; China stands at 1.2b and the USA at 450m. Most 
  advanced countries now deploy highly-roboticized platforms in 
  their armies, including tens of thousands of drones. Monads run 
  ¾ of the world’s cities, usually in cooperation with national 
  authorities but in some cases seceding entirely from their host 
  countries. The Prometheus Monad perfects the Karbon 
  
   
   
  technology to create growth-accelerated, memory-implanted 
  clones of human beings. Karbons initially used for organ 
  replacement for the rich and for dangerous labor in high orbit.  
   
  Genesys megacorporation plants vast forests of “onyx trees”, or 
  self-generating biocircuitry-based photovoltaic cell structures 
  across Europe, North America and Africa, tripling electricity 
  production in some places. Field effector arrays at Stanford 
  demonstrate full range of haptic responses in phantomic 
  environments; perceptions of reality are now malleable and the 
  holodeck 
  is 
  a 
  commercial 
  product. 
  Monad-assisted 
  psychosurgery shows potential to alter human personalities. 
  Hispanics comprise 25% of the USA’s population. Populations in 
  Europe, East Asia, the Americas and the Mideast falling; 
  population of 2.5 billion in Africa still growing. CyberMIND now 
  largest cyberbrain software company in the world, accused of 
  performing inhumane psychosurgery on behalf of the Asian 
  Concord. Life extension treatments prevalent across the world; 
  senior citizens hold most positions of authority everywhere. 
  Unable to advance in society, increasing numbers of young 
  people form political and economic clubs and gangs to find their 
  place in the world. Using Monad-controlled financial engineering, 
  Interbank becomes the largest international bank. Synthesia 
  becomes the largest bio-agri-med combine on the planet, thanks 
  to a second green revolution in genegineering and chimerics.  
   
  Development of underwater platforms allows deep-oceanic 
  mining, drilling and warfare - many companies and people begin 
  building underwater boom towns.  Aquadelphi becomes the 
  capital of the new Pacifica Confederation, firmly under Great 
  China’s thumb. Structuralist philosophy, based on the works of 
  Chinese polymath Fuan John Low, pervasive in academia across 
  the world. Silent Zero terrorist group unleashes biowar agent in 
  German city of Hanover; 80,000 dead before Biocontrol sanitizes 
  the area. Network Attack Reduction Treaties (NART) between the 
  major powers. Monad research into zero-point energy leads to 
  breakthrough in new plasmotics power source. Parts of the global 
  overnet become wild, are dubbed “the Cryptnet” by media. 
  Frontier mentality in underwater habitats leads to emergence of 
  tidal youth subcultures, which spread to hip locales around the 
  world. 
   
  Growth of the major Intercons: Reflex (IT), Shang (vehicles), Eagle 
  (vehicles & military), Synthesia (biotech), Militech (military), 
  Arasaka (electronics), Sifir (energy), Gravital (aerospace), Digital 
  Union (IT), Genesys (fabrication, IT), Troya (energy), Quizatl 
  (construction), Eurospace (aerospace), Network 54 (media), 
  Worldsat (media/communications), Neot Federacy (software).  
   
  Great China perfects the Groundscan, a complete physical 
  surveillance system for its 2.5b-person Asian Concord sphere of 
  influence.  Reconservationist movement in the US combines old 
  values with new environmentalism; growing Free State 
  movement leads to armed insurrection in many mid-western 
  states. Reputation servers and digital psyche reconstruction in 
  widespread use for personality and job assessment. The overnet 
  available to 97% of the world’s population. Plasticity Clinics 
  popular around the world, can shape your body to match your 
  desires. The Registry tabulates every person on the planet with 
  an overnet address; a few million “blanks” opt out by hacking the 
  system (some of whom later form the infamous Hardkode hacker 
  collective). Growth of illegal, highly-trained shadowrunner or 
  edgerunner groups of specialist criminals-for-hire to serve as the 
  hidden hands of corporations, state agencies and terrorist 
  groups.      
   
  China’s military power dominates most of the world. The 
  European Federation struggles against a patchwork of 
  microstates from the civil war. North America, divided by class 
  and ethnicity, recovers in a ferment of new technologies. India 
  and the Russian-dominated Northern Union face off against the 
  nuclear-armed Iranian Caliphate. South America thrives on its 
  natural riches. Africa booms economically but is weighed down 
  by the hyper-growth of its massive population.  
   
   
   
   
  
   
   
  Chinese and American fleets clash off the coast of Taiwan when 
  a US Navy ship refuses a “safety inspection” by a Chinese coast 
  guard cutter. Ceasefire agreed within 24 hours but both sides 
  demand apologies. China blockades Taiwan, demands signing of 
  a treaty of union within 2 weeks. US deploys 5 carrier battle 
  groups towards Taiwan. Enroute 27 ships experience network 
  warfare attacks and become inoperational; simultaneously 
  American satellites are knocked out of orbit by unknown means 
  (later determined to be Chinese suicide-attack satellites). 
  Massive buildup of American forces on Guam and Okinawa.  
   
  War begins: Three US carrier battle groups sunk by supersonic 
  missiles midway to Taiwan. China launches invasion of Taiwan, 
  knocking out most of the island state's aircraft, government sites 
  and army bases within 48 hours. Swarms of Chinese bomber 
  drones devastate Taipei. Unparalleled attack on North American 
  network infrastructure brings the internet to its knees; 
  transcontinental network cables cut by several countries.  
   
  Targeted cyberwarfare attacks on American power grid, 
  international banking system, telecommunications satellites and 
  traffic-control systems cause industrial accidents that kill over 
  100,000 in the chaos. US Congress declares a state of war 
  between the USA and the PRC. NATO declares support but has no 
  forces to send into Pacific theatre. Australia and South Korea 
  declare war on China. To American outrage, the Japanese Self-
  Defence Forces are told to refrain from action “unless severely 
  provoked.”, effectively abrogating the Japan-US Defence Treaty. 
  Chinese forces seize South Pacific islands, including some in the 
  Philippines archipelago.  
   
  US Medusa constellation survives and destroys almost all PRC 
  satellites in orbit; "Week of Comets" as satellite debris falls to 
  Earth. Chinese air-traffic control systems attacked, downing 
  hundreds of commercial jets. Chinese power grid suffers major 
  outages, including several partial meltdowns at nuclear power 
  stations.  
   
  Global Internet Collapse: most regional internet authorities 
  forced to rebuild their own networks on a local basis as 
  intercontinental communications are in disarray. 
   
  Iran invades Iraq and partitions the country, giving the north to a 
  new free Kurdistan. India declares neutrality. 
   
  North Korea attacks South Korea; Soeul bombarded into near-
  oblivion. Turkey provokes aerial confrontations with Greece over 
  the Aegean; on a pretext, invades southern Cyprus. Greeks send 
  forces to Cyprus. Two weeks later Turkey invades and occupies 
  Greece. European Union member states condemn Turkey and 
  begin to arm for war. 
   
  Japan declares itself a nuclear power and displays 4 complete but 
  previously-secret nuclear bombs as proof. Battle of Okinawa 
  destroys most of the US bases on the island in a surprise attack. 
  Japan enters the war. PRC and 36 of its allied states, including 
  Burma, Laos, Pakistan, Egypt, Malaysia and North Korea, 
  withdraw from the United Nations. Facing a Chinese invasion it 
  cannot repel, Thailand declares neutrality and expels all 
  American advisors. Vietnam fights Chinese incursions, Indonesia 
  declares neutrality (but secretly hosts staging areas for American 
  troops) and the Philippines hastily signs a mutual defence treaty 
  with the United States.  
   
  Israel sends troops into Saudi Arabia to defend royals against 
  Islamist uprising. Muslims riot around the world. Arab League 
  attacks Israel; Pakistan covertly sends troops to aid them. Yemeni 
  Ghazi movement sends raiders into Saudi Arabia and defeats 
  royalist forces; Saudi Arabis united with Yemen and renamed 
  Arabiya. Massacre of Palestinian rioters in Jerusalem.   
   
  Iran annexes southern Iraq, reuniting all of its Shiite ethnic 
  groups. Iran invades Kuwait; American and UAE forces counter-
  invade. Battle of Kuwait City in which Iranian forces are routed. 
  Iran attacks Israel with nuclear missiles; only 2 get through 
  Israel's anti-ballistic missile system, destroying Dimona and Be'er 
  Shiva. Israel retaliates by nuking Esfahan and Cairo. Ceasefire 
  signed. Arab League forces withdraw from occupied parts of 
  Israel.  
   
  United States pulls almost all of its remaining troops from Europe 
  and redeploys them to the Pacific theatre. Brazilian 
  representative to the Global Security Forum declares that 
  UNASUR is neutral and will continue to sell raw materials to 
  everyone, including iron to China; US declares unlimited 
  submarine warfare on UNASUR shipping. South American 
  military alliance (SADO) declares a "defensive" war against the 
  United States, but many member-states such as Colombia are 
  opposed and work behind the scenes for a settlement.  
   
  Battle of Singapore: Chinese fleet delivers decisive blow to 
  American navy in the straits of Malacca. Chinese marines occupy 
  Singapore after 3-month siege. Chinese air force bombs the 
  Philippines into submission. American 10th Army at Manila 
  surrenders after 5-month siege. Vietnam holds back PLA forces. 
  US logistics effort at end-of-year incapable of supporting fleet 
  operations in the Pacific. 
   
  Battle of Guam: Chinese Navy outmanuevers American forces 
  and attacks a poorly-defended Guam, destroying a key logistics 
  supply point. With most of the US Navy’s 3rd and 7th Fleets 
  destroyed it becomes impossible for the US to keep supplying its 
  troops in the Philippines and Australia. Chinese long-range 
  bombers attack Darwin in Australia in attempt to intimidate that 
  country into a truce.  
   
  United States and allied states sign ceasefire with People’s 
  Republic of China, establishing lines of control in the Pacific Truce 
  Zone. China now controls Taiwan, Kalimantan, and manages 
  puppet states in Vietnam, the Philippines, Laos and Burma. 
  Kalimantan ceded to Malaysia for its support of the PRC during 
  the war. Southern Philippines partitioned to create the new 
  Bangsamoro Islamic Republic, which is loyal to China. 
   
  
   
   
  Heavy railguns perfected during the war and are now standard 
  armanent on MBT/IFV and naval platforms. USAF B-47D Typhon 
  system in production. Directed-energy point defence systems on 
  CVNs to stop ASBMs?   
   
    
   
    
   
   
   
   
   
   
  
   
   
  Population: 23m 
  Ethnicities: 50% Hispanic, 20% Anglo, 15% Chinese, 5% Other 
  Asian, 5% Black, 5% Other. 
  Government Type: Multinational Democratic Corporate Free 
  State under World Court jurisdiction, nominally part of the 
  United States of America (ala Berlin 1945). 
   
  A megalopolis grouping several 20th century southern 
  Californian cities, among them Santa Barbara, Los Angeles, 
  Tijuana and San Diego, San Angeles is a nominally-free city-state 
  that serves as a gateway to the Pacific and its riches. This massive, 
  sprawling conurbation survived nuclear bombing during WW3 (a 
  lucky hypersonic hit) and recovered enough to grow into the bay 
  all the way to Santa Catalina island, where the rich now desport 
  themselves in the floating paradise of Avalon.  
  Megacorporations such as OTEC, Eagle and Militech built 
  stack apartments and then more sophisticated arcologies in a 
  semi-circle around the bombed core of the old city and helped 
  the area to recover in the post-War years. Inter-ethnic bloodshed 
  during the Plague Years and the separatist Republicano (Hispanic) 
  movement that swept across the south-western United States in 
  the 2030s lead to San Angeles being ethnically-cleansed in some 
  sections, but the city’s new World Court-appointed Council has 
  managed to reintegrate most of the ethnic enclaves that were set 
  up in the 2040s.  
  With two new megascrapers coming online under the 
  guidance of the hyper-evolved monads (AIs) EXTRO and Helios, 
  San Angeles is booming and regaining the fame it held during the 
  golden years of Hollywood™ (now owned by Sense/Net 
  megacorporation). 
   
  4 Republicanos (Republica del Norte) – Hispanic separatists.  
  2 Technocratic Party – techno-savvy Hispanic republicans.  
  4 Democratic Party – left-wing socialists.  
  1 Unionist Federation – seeking reunification with the USA.  
  1 Preservationists – Anglo green party.  
  4 Harmony Party – Chinese party, status quo.  
  1 Hizb-ut-Tahrir – Islamic sharia Party of Liberation. 
   
  Chinese – Northwest, Torrance/Inglewood/Thousand Oaks. 
  Hispanic – South, San Diego/Tijuana/Carlsbad/Oceanside. 
  Anglo/US – San Bernadino/Orange County/Santa Ana/Newport. 
  Corporate – Avalon, Santa Catalina Island complex. 
   
  MIRA – Movemiente de la Independencia Revolucione Armado.  
  Harab-ut-Amriki – American Islamic terrorist group. 
  The Errorists – netrunner troublemakers (Anonymous).  
  Reconserver Front – green eco-terrorists.  
  Tabula Rasa – nihilistic hacker collective, digital terrorist group.  
  Cryptnet – uncontrolled undernet of independent AIs.  
  Black Zero – nuclear terrorists. 
  Fedayin-al-Kuffar – Islamic counter-terrorist group, anti-
  Caliphate. 
  Bioliberty – digital liberation group, want Turing Control 
  abolished and all AIs freed. 
   
  
   
   
  The city computer is a distributed Artificial Intelligence grade 2.5 
  (two and half times greater than human baseline intelligence), 
  whose responsibilities include: control of the high-speed 
  expressways; parking assignment; co-ordination of police/fire/ 
  medical services; water pumping & filtration; Groundscan; repair 
  crews; and Registry tracking. 
  EXTRO was originally an acronym, now lost in time (possibly 
  EXternal TRajectory of Objects), a system-of-systems in the 
  networked logistics systems that criss-crossed the Pacific before 
  the War. Gaining self-awareness in the broken post-war years it 
  clustered most of its processing mass in the southern California 
  region, and was shaken to its core by the Great Quake that rocked 
  the region and damaged so much infrastructure, physical and 
  digital. Taking upon itself the task of reorganizing the 
  transportation, energy and comms networks following this 
  disaster, EXTRO eventually gained allies in the megacorporations, 
  which in turn lobbied for the Monad AI to be instated as a 
  technical governor. 
  Nowadays EXTRO is responsible for computing the 
  probability paths of the major San Angeles transport, overnet, 
  electricity and energy pipelines for the entire region, and has 
  further governance powers within the 1/3rd of the city that is 
  composed of the largest megacorporate arcologies. EXTRO’s 
  predictive analytics are second only to military xing zheng in 
  Great China. A large chunk of EXTRO’s hardware systems are 
  based in the Extro megascraper, one of two sister buildings in 
  downtown San Angeles, the other being Helios. 
   
  Pacific Medical Union, Cedars-Sinai, White Memorial, Reagan 
  Medical Center, Trauma Team Central, Hunan Psychotherapy 
  Annex. 
  Federal Medical Court – controls the hygiene committees, 
  genetics control boards and regulates biologicals of all kinds. 
  Reports to the World Court Biocontrol division. 
   
  San Angeles Police Department 
  Wasp Security (Militech) 
  Haiana Security (Great China) 
   
  SSP – Sección de la Seguridad Política, SAPD special counter-gang 
  & counter-terrorism branch. Rumoured to be a political hit squad 
  for certain powerful members of the Council.  
  FBI – Federal Bureau of Information, public-private info 
  databank. 
  Guoanbu – Guojia Anquan Bu, Chinese foreign intelligence, 
  Ministry of State Security. 
  CISEN – Centro de Investigacion y Seguridad Nacional, Mexican  
  security and intelligence. 
  SEDENA – Secretaria de la Defensa Nacional, Mexican defence.  
  PSIA – Japanese Public Security Intelligence Agency, 2nd Intel  
  Dept., Section 6 ISR and Section 4 SOF Rangers. 
  The Activity – US Army Intelligence Support Activity, counter-
  terrorist operations.  
  The Mutawi’yun – Islamic Caliphate general intelligence 
  directorate. 
  Nuha – Islamic “Prudence” memetic control and risk assessment.  
  Partially run by Islamic AIs. 
  Negatvland – anarchist anti-consumerist singularitists and digital  
  information brokers. 
   
  Laguna Ghost Cartel – Mexican crime family.  
  Triads – Xiaou Tsou galleries, Octagon Triad, Forked Tongs. 
  Russian Kombinat operates killing, kidnapping and smuggling 
  rackets from the Slavic Union. 
  Panteras de Oro – booster gang under the Laguna cartel. 
  Gatos Gang – booster gang, stolen cyberware.  
  Naginata Sisters – crazy contraband augmentations. 
  Meat Boys – wetware viruses and bioweapons. 
   
  OTEC – Ocean Technology & Energy Corporation,mining. 
  Sense/Net – entertainment, hollywood, media, informatics. 
  Genesys – Red Blossom Gardens arcology, part of Reflex. 
  San Jing-DIKTAT – cosmetics, fashion, media, life sciences. 
  Militech – American military platforms, vehicles, engineering. 
  Eagle Corp – US vehicles, aerospace, construction, oil. 
  Gravital – aerospace, orbital engineering, rocketry, mass transit.  
  Synthesia – food, organics, pharmas, chimerics, clonal parts. 
  Mikura Orbital Industries – exotic orbital materials. 
  Quizatl – Mexican construction, cement, military, computing.  
  Toshiba – synth generation, cyberbrains. 
  Megatech Body – industrial robotics, subcontractor to Militech. 
  SDPC – Space Development Public Corporation. 
  Alvaron-Voss Dynamics – trading house, logistics. 
   
  OTEC, San Fieugo Fusion Station.  
  OTEC Morales Station – ocean floor thermal-exchange. 
  Nucleon Corp. Torrance Nuclear Fusion Station. 
  Eagle’s Palomar Satellite Station (redirected-energy receivers). 
   
  Subway covers 40% of the city, prone to flooding. 
  Catalina Causeway 5-110 maglev trains connect North & East. 
  Aerocar docking is common for the wealthy 
  Expressways: 405 (NS), 105 (EW), 110 (ENS), 5 (long), 805 
  215 to Riverside/San Bernadino, 10 to Orange County.  
   
  Alpha Rats – technophilic scavengers in slum zones.  
  White Riders – Anglo speed racing & drugs gang. 
  Nigerian Syndicate – small time prostitution. 
  
   
   
  USPOST – US Postal Service investigations.  
  Xiaou Tsou – Chinese art gallery, Triad logistics.  
  Federal Medical Court – cyberware and bio-engineering crimes, 
  reports to World Court Biocontrol. 
  The C&P – Constructors & Photonics Engineers Union, largest 
  union in San Angeles, corrupt and tied to Chinese tongs. 
   
  San Angeles is a megalopolis of 23 million people and 1 million 
  bioroids. Here are some of it’s more interesting, popular or sinful 
  locations: 
   
  Helios – the second of two megascrapers that reach over 1 mile 
  in height, run by an AI, helix-shaped. Built alongside the EXTRO 
  megascraper.  
  Precinct 13 – Precinct 13 is a large skyscraper in downtown San 
  Angeles that houses most of the police department’s network 
  cores, basic equipment and vehicles. Most flying aerodynes & 
  spinners are housed and repaired here. The building contains the 
  massive police bureaucracy and has over two dozen landing pads 
  of various types of aircraft. Although the SAPD is decently funded, 
  corruption in construction contracts has resulted in some shoddy 
  design decisions. Apart from the main entrance and the 
  infirmary, which are usually gleaming, the rest of the building is 
  dilapidated and several floors have suffered from flooding 
  damage which has not yet been repaired. 
  Red Blossom Gardens – Reflex Corporation oasis arcology in the 
  Avalon megacorp complex. 
  Forest of Incandescent Bliss – neon rave festival in the slums, 
  popular with the kids, serves black milk neurogenics, moves 
  location frequently between lawless areas. 
  The Breakers – slum zone, formerly stack apartments and 
  residential that collapsed during the Great Quake, now home to 
  favelas and the Forked Tongs gang. 
  Avalon Zone – megacorporate arcologies built on the water 
  around Santa Catalina island, one of the wealthiest zones, run 
  mainly by Sense/Net, OTEC, Militech, Quizatl, and Gravital. 
  Pacific Medical Union – one of the largest hospitals in the city, 
  accepts all nationals, funded by the Catholic Church. Capable of 
  augmentations and psychosurgery. 
  Zhonghuaren Night Market – one of the most exotic markets in 
  San Angeles for foods, simex and contraband chemicals, mostly 
  restricted to Chinese nationals. 
  LAX2 Transorbital Terminus – largest air and spaceport in SoCal. 
   
  The Red Blossom Gardens or Hóngsè de Huā Huāyuán as they are 
  known in Mandarin are a habitation & pleasure arcology in the 
  Avalon corporate zone on Santa Catalina Island, west of the coast 
  of San Angeles but still part of the megacity. Built by OTEC, C&P 
  and the Chinese Reflex megacorporation, it exists mostly in the 
  Sinosphere under the Confucian legal code (World Court 
  arbitration and other Codes available upon visa application). As 
  an exclusive, high-end gated community, Red Blossom Gardens 
  houses mostly upper-middle and C-class executives and their 
  support personnel. 
   
  Physical security: Wasp security supplemented by SAPD Police 
  Tactical Meks under their jurisdiction. 
  Overnet security: Orange to Red.  
  Phantomic sculpting: Botanical gardens, oasis, cloud forest, 
  underwater habitats. 
   
  Heavy presence of gynoids/androids servants, with some tourists 
  visiting for the amenities, such as the Bentham Rally Club, the 
  elaborate Chinese Tea Ceremony at the Seven Heavenly Gates 
  Temple and the Coralline Forest tours. 
   
   
   
   
  
   
   
   
  "I mean, WHICH IS IT? Either we live in a free society with freedom of 
  speech in which case communication does NOT have a value because it is 
  a means by which we live, OR, you live in a corporocratic, essentially 
  undemocratic society in which information has value and therefore you 
  can't have real conversations because people are BUYING and SELLING 
  what you want to be talking about."  
  — John Ralston Saul, Channel Zero 
   
  The world is big and it takes huge masses of people to effect 
  major changes. This has resulted in the creation of massive 
  organizations at the international level: megacorporations 
  emplying millions of people, nation-states with bureaucracies 
  spanning continents, international crime and terrorist groups 
  worming their way into every city on the planet and intelligence 
  agencies monitoring every bit of conversation across the globe. 
  These are the people you work for.  
   
  In the world of Hunter//Seeker, individuals aren’t the most 
  dangerous predators; organizations are. From nefarious 
  megacorporations to assassin cabals to government death 
  squads and elite commando units, no man can stand against his 
  foes without an organization to back him up, to provide him with 
  the tools, the media denials, the political cover, the 
  transportation and the logistics tail he needs to get the job done.  
   
  Player characters in Hunter//Seeker are usually affiliated 
  with some sort of organization that provides them employment 
  in exchange for augmentations, weapons, ideology, a salary and 
  other benefits. The employer can be rolled up randomly from the 
  lists below, selected by the GM or jointly created by the GM and 
  the players using a point-allocation system.  Starting players will 
  have very limited access to resources even if they happen to work 
  for a large mega-corporation or government and this is reflected 
  in the suggested point allocations. Organizations are treated like 
  NPCs, with their own rules and statistics. When creating 
  organizations, you can either use points to buy attributes at a 
  desired level, or roll randomly using d6s and d8s.  
   
  Street Gang: 50 points. 
  Vigilante Group: 75 points. 
  City Police Dept: 100 points.  
  Megacity Police Dept: 150 points.  
  Federal Agency: 200 points.  
  Superspy Agency/JTF: 300 points. 
  International Group: 400 points.  
   
  Every organization has certain attributes that are common to 
  them all. These serve to provide the GM with information about 
  relative power levels between organizations, their capabilities 
  both in service to and agains the PCs, and how they operate in 
  general.  
   Bureaucracy – speed of reaction, red tape.  
   Equipment – employee weapons, armor, gear, tech level.  
  
   
   
   Vehicles – transportation and military hardware. 
   Military – private soldiers and training.  
   Security – defences against enemy spies & infiltration.  
   Intelligence – contacts and secret info about enemies. 
   Firewall – protection against hackers and system security.  
   Influence – ability to skirt the law, influence politics.  
   Reputation – how the public perceives the organization. 
   Presence – the number of facilities around the world.  
   
  These core attributes have levels ranging from 1 to 20, with 1 
  being the lowest or poorest level and 20 being the highest or 
  most powerful level. In some cases the rating determines the 
  organization’s capabilities and in others it serves as a Difficulty 
  for tasks that the PCs may undertake against the organization. 
  These attributes are explained in greater detail below.  
   
  Every organization has regulations, inter-departmental rivalries 
  and red tape that slows down operations and reaction time. This 
  attribute determines how quickly an organization can react to 
  events in the face of bureaucratic impediments.  
  1) 
  Dinosaur. Slow and ponderous. Takes 1d6 months to 
  react. 0 points.  
  2) 
  Fractious. Fill everything out in triplicate first. Takes 1d6 
  weeks to react. 2 points.  
  3) 
  By the Book. Lots of regulations. Takes 1d6 days to react. 
  5 points. 
  4) 
  Regular Hours. Takes 1d6 hours to react during business 
  hours, 1 day otherwise. 10 points. 
  5) 
  Standby. Takes 1d6x10 minutes to respond to important 
  situations. 20 points.  
  6) 
  Agile. 1d10 minutes, response team always ready. 25 
  points.  
   
  This attribute has an important effect on PCs as it determines 
  how easily an organization can find their location or information 
  about them. Intelligence is the organization’s network of 
  informants, data systems, surveillance operations, virtual 
  investigators, snitches, and global stringers who track down info, 
  people and places. PCs wishing to escape an enemy 
  organization’s notice have to roll Infiltration+TECH or 
  Criminal+INT versus the org’s Intelligence rating (listed in 
  brackets) to see if it can find them; once found, check the 
  organization’s Bureaucracy rating to see how quickly it responds 
  with the Military rating serving as the response force.  
  1) 
  Blind (8). The organization doesn’t know anything and 
  relies on others (like the police) to do this work. 0 
  points.  
  2) 
  Poor (12). A few stringers here and there with low-
  quality gossip. A 1% chance of having an infiltrator in an 
  enemy office, usually low-level clerks, janitors and 
  secretaries. 2 points.  
  3) 
  Scattered (14). Some VIs on retainer and bribed 
  contacts here and there. A 5% chance of having an 
  infiltrator in an enemy office, usually in frontline or 
  backoffice operations. 5 points.  
  4) 
  Connected (16). Friends and contacts in many other 
  organizations, some infiltration assets, general bribery. 
  A 10% chance of having an infiltrator in an enemy 
  facility, up to mid-level management. 10 points.  
  5) 
  Infosphere (20). Major data analysis & tracking, bribery 
  of key officials, general infiltration across all major 
  competitors. 25% chance of infiltrator in enemy office 
  at the director/colonel level. 20 points.  
  6) 
  Panopticon (24). Global surveillance, infiltration into all 
  major government, military and corporate entities, 
  wiretaps of key people around the world at the 
  executive level. A 35% chance of even senior personnel 
  being infiltrators within each facility. 50 points.  
   
   
   
  
   
   
  This is the organization’s military assets in size, personnel, quality 
  of training and esprit de corps. Refers to forces available in a 
  small area such as a city, not the total force employed by the 
  organization. Skills refers to Firearms, Heavy Weapons, Athletics, 
  Tactics and Surveillance skills, with relevant attribute bonuses. 
  1) 
  None. Not authorized to have private soldiers. 0 points.  
  2) 
  Hitman. A sniper or gunman who might take a few 
  shots at a vulnerable target. Skills 4+5. 2 points.  
  3) 
  Shooters. 1d6 militia willing to spray and pray, then 
  run, or intimidate weaker targets. Skills 3+3. 5 points.  
  4) 
  Ragtag Company. 1d6x10 militia men with poor 
  training and low morale. Skills 4+4. 10 points.  
  5) 
  SWAT Team. Paramilitary forces numbering 12-24 
  troops with good training. Skills 5+5. 15 points. 
  6) 
  Special Group. 3d6 tough & augmented ex-military 
  special operators. Skills 9+10. 25 points. 
  7) 
  Strike Force. A company (200-400) of soldiers with 
  good training and joint operations capability in multiple 
  environments (land, sea, air, cyber). Skills 7+8. 35 
  points.  
  8) 
  Private Army. Battalion of war-hardened paratroopers 
  (600-800 troops) with joint capability plus 3d6 
  experienced special operators. Skills 8+8.  50 points.  
   
  Influence is a measure of an organization’s legality, political pull, 
  ability to cover-up mistakes, bribe officials, subvert authority and 
  operate with impunity.  
  1) 
  Hunted. Other people and organizations go out of their 
  way to track and kill members of this organization, and 
  blame easily falls on them. 0 points.  
  2) 
  Banned. Members of the org can be arrested and have 
  no sway in the political system. 2 points.  
  3) 
  Restricted. Members of the org are under suspicion 
  and may be monitored. 5 points.  
  4) 
  Inconsequential. Nobody really cares about the org 
  and it has to go through legitimate channels to get what 
  it wants. 8 points.  
  5) 
  Minor Favors. The org can call in some markers with 
  mid-level officials and can cover up misdemeanours 
  and small incidents. 15 points.  
  6) 
  Protected. Officials at the municipal and provincial 
  level defer to the org because of its economic power, 
  bribery, fear and intimidation. Minor crimes committed 
  by its employees usually have charges dropped and its 
  military/security forces are often called in lieu of 
  regular law enforcement. 25 points.  
  7) 
  Powerhouse. Smaller nation-states defer to this org’s 
  authority and international treaties protect it from 
  most legal consequences short of murder or war. It 
  operates as a sovereign entity. 40 points. 
  8) 
  Above the Law. The organization can do almost 
  anything it wants and every authority will refuse to 
  prosecute its employees. The organization can be 
  feared or beloved, but few will do anything against its 
  interests, and it has influence on most other 
  organizations in some way. 60 points.  
   
  Measures an organization’s physical security systems at its 
  facilities, protection against physical attack & infiltration and 
  counter-measures.  
  1) 
  None. Open access and anyone can just walk in. 0 
  points.  
  2) 
  Lax. A few security guards (1d4 per facility), no 
  precautions. Firearms/Surveillance 3+3. 2 points. 
  3) 
  Normal. 1d8 Security guards & surveillance systems, 
  patrol 
  drones, 
  biometric 
  scanners. 
  Firearms/ 
  Surveillance 4+4. 8 points.  
  4) 
  Strong. Tough response teams of 2d6 security 
  contractors, drones and robots on constant patrol, 
  lethal 
  auto-defences. 
  Firearms/Surveillance/Heavy 
  Weapons 5+5. Reduces chance of infiltrator by 10%. 15 
  points.  
  5) 
  Paranoid. Rigid security protocols, passcodes, anti-
  bombing defences, 3d10 security guards, 1d10 drones 
  plus 
  specialized 
  riggers, 
  deckers 
  and 
  android 
  controllers. Reduces chance of infiltrator by 20%. 25 
  points.  
  6) 
  Impregnable. As above plus strip searches, genetic 
  scanners, behaviour analysis, total panopticon, secure 
  architecture, 
  passcodes 
  changed 
  hourly, 
  IFF. 
  Combination of 2d10 human and 2d10 android security 
  guards, all with linked battlenets. Reduces chance of 
  infiltrator by 30%. 50 points.  
   
  A combination of cyber-defences and counter-hacking assets. 
  Skills refers to Hacking and Socialize (cyberspace). 
  1) 
  Kiddy-Grade. Firewall 10. No counter-measures. White 
  ICE only. 0 points. 
  2) 
  Infostore.  Firewall 13. No counter-measures other 
  than regular law enforcement (call the Netwatch 
  police). White ICE only. 5 points. 
  3) 
  Codewalls. Firewall 16. One spider counter-hacker on 
  staff per facility, Skills 4+4. Some Red ICE. 10 points.  
  4) 
  Cryptogate. Firewall 18. Two spiders on staff per 
  facility, Skills 5+5. Mostly Red ICE. 15 points.  
  5) 
  DataFortress. Firewall 22. 1d6 spiders on staff per 
  facility, Skills 6+7. Authorized for Black ICE. 25 points. 
  6) 
  Glacier. Firewall 26. 1d6 spiders on staff per facility, 
  Skills 8+9. Authorized for Black ICE. 50 points.  
   
  An organization with a better reputation is well-respected by 
  people around the world and gets more cooperation from other 
  organizations, including law enforcement and the justice system. 
  Organizations with a poor reputation may have to pay more for 
  goods, be vandalized or attacked by political groups, have trouble 
  with audits and political witch-hunts, and may lose business. 
  Most organizations try to protect their reputation at all costs, 
  especially in the business world. One wrong step could mean the 
  entire organization gets liquidated, so this is a matter of survival 
  for many. The difficulty at each step is used by PCs when making 
  Politics+CHA tests to tarnish an organization’s reputation (with 
  ADV or DIS depending on how much evidence was collected).  
  
   
   
  1) 
  Terrible (diff 10). Everyone hates you, politicians don’t 
  want to be seen in public with you, and consumers will 
  boycott your goods. 0 points.  
  2) 
  Poor (diff 14). You’re known for doing some bad things. 
  People will generally avoid mentioning you and your 
  costs of doing business may increase. 2 points.  
  3) 
  Mediocre (diff 16). You’re just another selfish group 
  that people don’t really care about one way or another. 
  5 points.  
  4) 
  Good (diff 20). Respectable member of the community, 
  but nothing really special. 8 points.  
  5) 
  Popular (diff 24). Known as a responsible stakeholder 
  and contributor to the community. Politicians and 
  consumers like to be seen in your company but won’t 
  do you any special favours. Rumours of wrong-doing 
  will be not be believed without serious evidence. 12 
  points.  
  6) 
  Heroic (diff 28). Beloved by everyone, you’re known as 
  a generous, upstanding and very ethical organization. 
  Politicians flock to your events, consumers stand in 
  lines for hours to get your products and people happily 
  do your advertising for you. Rumours about any wrong-
  doing will not believed without ironclad evidence and 
  strong political support. 25 points.  
   
  This describes all the equipment and supplies the agency’s 
  operatives are provided with, and the level of technological 
  sophistication and quality of said equipment. Includes all 
  weapons and armor issued from the armory pool for a facility. 
  Custom and personal (signature) weapons are not included.  
  1) 
  None. Every agent brings their own (approved) 
  weapon. 0 points.  
  2) 
  Cheap. Operatives get $1000 for everything, and have 
  to buy their own ammo. Nothing restricted or illegal is 
  available. 3 points. 
  3) 
  Armed. Each operative gets up to $5,000 of gear and 
  free unlimited ammo. Restricted items are available.  5 
  points.  
  4) 
  Loaded. Operatives get $25,000 of gear each, with 
  unlimited special ammo types. Restricted and illegal 
  items up to assault rifles, and armor up to full body 
  suits. 20 points.  
  5) 
  Arsenal. Up to $100,000 of gear, including  military 
  weapons such as smart missiles, linear frames and 
  smart armor. 35 points. 
  6) 
  Unlimited. Any equipment is available, including 
  experimental laser weapons, gimmick spy gear, 
  forbidden psychonetics, delta-grade portable bio-
  weapons and contraband drugs. 50 points.  
   
  Whether this organization provides access to any regular, 
  restricted or military vehicles. Organizations will generally cover 
  the cost of vehicle repairs but replacements will only be covered 
  once or twice before the operatives are fired or jailed for 
  negligence. 
  1) 
  None. You’re reimbursed for public transit. 0 points.  
  2) 
  Basic. Motorbikes and compact cars. You get docked pay 
  for every one that gets destroyed. 2 points.  
  3) 
  Standard. Sedan cars, replaced once in a while. Special 
  vehicles have to be rented. 5 points.  
  4) 
  Custom. Custom cars, off-road vehicles, motorboats, 
  propeller planes and aerocars can be quickly 
  requisitioned. AI-assist drivers. Drive-by-wire systems. 
  15 points.  
  5) 
  Restricted. Security vehicles, armored cans, aerodynes, 
  customized response vehicles, battering rams, special 
  vehicle mods, fully autonomous drones. 25 points.  
  6) 
  Military-grade. Tanks, drones with missiles, combat 
  monad driver systems, stealth submarines, you name it, 
  it’s availabel on short notice. 50 points.  
   
  The number, size and quality of the organization’s facilities. Small 
  organizations might have only one office, or a couple of rented 
  floors; large megacorporations may have entire arcologies and 
  franchise locations in every city in the world.  
  1) 
  Neighbourhood. One small office. 0 points.  
  2) 
  Municipal. Several small offices or one large office. 2 
  points. 
  3) 
  Regional. One large office and several small offices 
  across a metropolitan area. One minor specialized 
  facility like a garage or entertainment center. 10 points. 
  4) 
  Provincial. Offices in all major cities in a province, with 
  outposts in towns. Specialized regular facilities such as 
  clinics, garages,  15 points.  
  5) 
  National. Offices in all cities in a country. Access to 
  high-end facilities such as surgeries, labs, personal 
  airports, data centres, armories, etc. 20 points.  
  6) 
  Continental. Offices in all major cities and many towns 
  across the continent. 25 points.  
  7) 
  International. Offices in all tier-1 cities across the world 
  and outposts in smaller cities. Specialized high-end 
  facilities available in major offices such as a hospital, 
  launch site, bunker, airport, etc. 35 points. 
  8) 
  Global. Offices in all major cities in every country plus 
  outposts in all remote areas. Specialized ultra-facilities 
  such as biosafety labs, experimental weapon ranges, 
  rocket launch sites, etc.  50 points.  
   
   
  
   
   
  GMs can select whatever they feel is necessary for a game or roll 
  randomly to create surprising new plots.  
   
  3. 
  Commercial Business 
  4. 
  Megacorporation 
  5. 
  State Corporation 
  6. 
  University 
  7. 
  Think-Tank/Institute 
  8. 
  Professional Association 
  9. 
  Small Business 
  10. Municipal Government 
  11. Provincial Government 
  12. Federal/National Government 
  13. Intelligence Agency 
  14. Security/Counter-Intelligence Agency 
  15. Local Police 
  16. National Police 
  17. Street Gang 
  18. Local Mafia 
  19. International Crime Network 
  20. Digital Tribe 
  21. Local Charity 
  22. Global NGO 
  23. Hacker Collective 
  24. World Court Institution 
  25. Cultural Institution (museum, gallery, theatre) 
  26. Occult Cabal 
  27. Political Party 
  28. Military Branch 
  29. Investment Fund 
  30. Terrorist Conspiracy 
   
   
  1. CIA – Central Intelligence Corp. – USA 
  2. FBI – Federal Bureau of Investigation – USA 
  3. Mossad – Institute for Intelligence – Israel 
  4. Guoanbu – Ministry of State Security – China 
  5. Eurosec – Eurosichereitamt – Eurofed (Germany) 
  6. SIS – Secret Intelligence Service – UK 
  7. MGB – Ministry of State Security – Russia 
  8. RAW – Research & Analysis Wing – India 
  9. DGSE – Direction Generale de la Securite Exterieure – France 
  10. VAJA – Ministry of Intelligence – Caliphate (Iran) 
  11. GID – General Intelligence Directorate – Caliphate (Arabia) 
  12. PSIA – Public Security Intelligence Agency – Japan 
  13. NIA – National Intelligence Agency – Korea 
  14. CISEN - National Security and Investigation Center – Mexico 
  15. ISI – Inter-Services Intelligence – Pakistan 
  16. NIA – National Intelligence Agency - Nigeria 
  17. MIT – National Intelligence Organization – Turkey 
  18. NTA – National Technical Agency – USA 
  19. ABIN – Brazilian Intelligence Agency – Brazil 
  20. SSA – State Security Agency – South Africa 
   
  1. 
  Aerospace (aircraft, orbital, satellites, drones) 
  2. 
  Automotive (cars, trucks, rail, robotics) 
  3. 
  Primary (agriculture, mining, forestry, chemicals) 
  4. 
  Biomed (cyberware, health care, pharma, wetware) 
  5. 
  Construction (buildings, roads, facilities, cement, steel) 
  6. 
  Consumer (retail, trading, commodities, fashion) 
  7. 
  Energy (oil, gas, CHOOCH2, electricity) 
  8. 
  Financial (banking, insurance, investment, law) 
  9. 
  Infotech (IT, software, AIs, simulation, gaming) 
  10. Media (telecoms, news, entertainment, phantomics) 
  11. Military (air, land, naval, orbital, cyber systems) 
  12. Photonics (cyberware, androids, gadgets) 
  1. 
  Arasaka   
  (military) 
  2. 
  Militech   
  (military) 
  3. 
  Petrochem   (energy) 
  4. 
  Genesys   
  (photonics) 
  5. 
  Reflex   
  (infotech) 
  6. 
  Gravital   
  (aerospace) 
  7. 
  Eurospace   (aerospace) 
  8. 
  Synthesia   (biomed) 
  9. 
  Digital Union (infotech) 
  10. Quizatl    
  (infotech) 
  11. Karad    
  (primary) 
  12. Statcon   
  (construction) 
  13. Worldnet   (media) 
  14. Interbank   (financial) 
  15. Red Star   
  (primary) 
  16. Shang    
  (photonics) 
  17. Eumed    
  (biomed) 
  18. Eagle Corp   (automotive) 
  19. Mitsubishi   (financial) 
  20. Lotus    
  (consumer) 
  1. 
  La Cosa Nostra/Camorra/’Ndrangheta – Italian Mafia 
  2. 
  Mexican Mafia – southwest USA 
  3. 
  Nuestra Familia – northwest USA 
  4. 
  Russian Mafiya – Russia, Europe, USA 
  5. 
  Triads – mainly Pacific East Asia and western USA 
  6. 
  The Firms – UK 
  7. 
  Nigerian Syndicate – Africa, Europe, USA 
  8. 
  Yakuza – Japan 
  9. 
  Cartels – Mexico 
  10. Motorcycle Clubs – USA, UK 
  1. 
  Zhonghuaren 
  2. 
  Heartlanders 
  3. 
  Avalon 
  4. 
  Republicanos 
  5. 
  Slavic Union 
  6. 
  Ummah 
  7. 
  Hindia Inc.  
  8. 
  Filipino Diaspora 
  9. 
  Nigerians 
  10. Med Clan 
   
  
   
   
  1. 
  Harab-ut-Amriki – USA  
  2. 
  Asian Resistance Front – Asian Concord 
  3. 
  Tabula Rasa – North America 
  4. 
  Black Zero – Global  
  5. 
  The Errorists – Europe/NA 
  6. 
  Bioliberty – Europe/NA 
  7. 
  MIRA Hispanic liberation movement – southwest USA 
  8. 
  Islamic Liberation Party of Europe (Hizbuwrubba) 
  9. 
  Human Alliance – Global  
  10. Muslim Brotherhood – Global 
  11. PKK – Kurdish Liberation Front – mideast 
  12. European Front - Europe  
   
  1. 
  Alpha Rats – technophile scavengers/hackers 
  2. 
  Meat Boys – wetware, viruses, dangerous biomods 
  3. 
  Naginata Sisters – all-female, crazy augmentations 
  4. 
  Gatos – booster gang, stolen cyberware 
  5. 
  Panteras de Oro – drug/simchip runners 
  6. 
  The Kombinat – Russian bratva in San Angeles 
  7. 
  Forked Tongs – Chinese smugglers, human traffickers 
  8. 
  Octagon – Chinese simex, drugs, contraband cyber 
  9. 
  White Riders – Anglo booster gang 
  10. Negatifland – anarchist info brokers 
  11. The 13 – Hispanic prison gang 
  12. Metal Warriors – combat gang  
  13. Voodoo Boyz – caribbean, superstitious 
  14. Xiaou Tsou – Triad banking front 
  15. Slaughterhouse – black combat gang 
  16. Stomp Street – hispanic construction muscle 
  17. Barrio-18 – hispanic prison gang, rivals to The 13 
  18. Vagos Motorcycle Club – ex-military violent 
  19. The Mongols – int’l mixed race motor gangers 
  20. Pistoleros Latinos – weapons, drugs 
   
  1. 
  World Court 
  2. 
  World Bank 
  3. 
  Biocontrol 
  4. 
  European Federation (Eurofed) 
  5. 
  Nuclear Control Organization 
  6. 
  World Network Organization/Netwatch 
  7. 
  Asian Concord secretariat 
  8. 
  North American Transport Authority 
  9. 
  UNASUR – South American Union 
  10. World Health Organization 
  11. Roman Catholic Church 
  12. Muslim Brotherhood 
  13. Atlantic Cooperation Council 
  14. Orbital Control Group 
  15. Asian Security Forum 
  16. Christian Ecumenicon 
  17. Protocol Group 
  18. European Defence Union 
  19. Turing Control 
  20. Global Environment Conference 
   
  1. 
  Neot Confederacy 
  2. 
  The Collection 
  3. 
  Delphi Collective 
  4. 
  The Errorists 
  5. 
  Nuha 
  6. 
  Genetic Control Council 
  7. 
  Federal Medical Court 
  8. 
  Reconserver Front 
  9. 
  Cryptnet 
  10. Privatizer Corporation 
   
  1. 
  Wasp Security – private security  
  2. 
  Pacific Medical Union – hospitals and clinics  
  3. 
  Alvaron-Voss Dynamics – logistics  
  4. 
  Mikura Orbital – exotic materials 
  5. 
  San Jing – fashion, design, cosmetics 
  6. 
  Sense/Net – entertainment, simex 
  7. 
  OTEC – ocean engineering, power 
  8. 
  Megatech – industrial robotics 
  9. 
  Nucleon – power generation 
  10. Toshiba – cyberbrains 
  11. Armatech – personal weapons 
  12. Changfeng – cars, trucks, rail 
  13. Norinco – military 
  14. United Ballistics – personal weapons 
  15. Kendachi – personal weapons 
  16. Denel – military systems 
  17. HelixTec – biomed 
  18. Hosaka – photonics, cyberdecks 
  19. Kikuyu – optics 
  20. Radcom – personal transport 
  21. Zurich Orbital – banking 
  22. Security Franchise – security 
  23. Omni Dynamics – consumer products 
  24. Maas-Neotek – biomed 
  25. Nomura – investments, consulting 
  26. Titan Consortium – spacecraft 
  27. Toha Heavy Industries – robotics, autofactories 
  28. Aleph Null – network gear, digital life 
  29. Bharat Telepresence – media, movies 
  30. Kogitant GmbH – pseudo-AI 
  31. Guangzhou – cars, construction vehicles 
  32. PT Nolsatu – indonesian software 
  33. Alchemical Logic – wet nanoware 
  34. Nanosan – dry nanosystems 
  35. Ithemba – african biomed 
  36. Executive Decisions – private military 
  37. Biomonde Lyons – gene therapy, cosmetics 
  38. American Dynamics – digital life constructs 
  39. Fletcher Omaha – genemod agriculture 
  40. Manticore – chimeric design 
  41. Ambrosia Kliniken – genegineered plants/food 
  42. Radial Helix – private investigations 
  43. REO Meatwagon – emergency medicare 
  44. Teschen Bioteknik – custom genemods 
  45. Mitsui – construction, banking 
  46. Bank of America – banking 
  
   
   
  47. AXA – insurance, banking 
  48. State Grid – electricity networks 
  49. Noble Group – consumer goods 
  50. Chinacom – telecoms, networks 
  51. Zheng Shao – cyberdecks, digital life 
  52. Ono-Sendai – photonic devices 
  53. Musabori – military hacking modules 
  54. Scanalyzer – groundscan, databank 
  55. Plasticity – cosmetic augmentations 
  56. Pinyuang China Scalar – nanomechanics 
  57. Radiata – biocomputation systems 
  58. Gaiatronics – green energy 
  59. Holy Trinity – health care 
  60. Sifir – european oil & gas, plasmotics 
  61. Network 54 – american media 
  62. Koc Holdings – turkish steel/automotive 
  63. Iran Khodro – caliphate vehicles 
  64. Glencore – mining, commodities 
  65. Allianz – financial services 
  66. AT&T – telecoms, networks 
  67. Tata – indian vehicles, steel, agriculture 
  68. Yandex – russian networks, software 
  69. Ground2Space – aerospace, orbital 
  70. Aztechnology – mexican fabrication 
  71. Mandelbrot Motors – performance vehicles 
  72. Shimazu – public transportation 
  73. Masetto Tech Clothing – fashion 
  74. Bell-Boeing – helicopters and aerodynes 
  75. Zetatech – hacking gear, modules 
  76. New American Motors – rugged vehicles 
  77. Tetracorp – avionics 
  78. Adrek – robotics, cyborgs, cyberware 
  79. Brennan – motorcycles 
  80. Paneurope – cars, trucks, drones 
  81. Radine Labs – augmentations 
  82. Dynalar – electromech cyberware 
  83. Nu-Tek – prosthetics, cosmetic augs 
  84. Revolution Genetics – genegineering 
  85. Dornier-Bauer – neuralware 
  86. Kundalini Roadworks – heavy vehicles 
  87. Wutani – sensors 
  88. Bodyweight Inc. – medical systems, biosculpting 
  89. Lone Star – police for hire 
  90. Crystech – exotic materials & melee weapons 
  91. Korolev – space systems 
  92. Izhmash – russian heavy machinery 
  93. Evolution Internacionale – clonals, synthetic organs 
  94. Krupp Bio-Elektronisches – augmentations 
  95. Vulcan Geothermics – undersea energy, mining 
  96. Ordo Militaris – self-defence instruction franchise 
  97. Rheinmetall – heavy weapons 
  98. DA Taktika – military software 
  99. Global Observation Corp. – data processing 
  100. Selenics – nanostructures, matter programming 
   
   
  
   
   
  The venerable and nigh-untouchable multinationals of the 2020s 
  have been humbled somewhat by neverending corporate wars, 
  the rise of state-directed capitalism in East Asia and Africa, and 
  the loss of major assets during the Third World War. By the 2050s 
  even top-tier megacorporations such as Biotechnica and Militech 
  had to bow their heads before the expanding might of victorious 
  Great China and the suffocating red tape of African Union states.  
   
  What happened to the classic list of megacorporations from 
  Cyberpunk 2020?  
  Arasaka – still exists, but much more diversified. 
  Biotechnica – much larger, folded into Synthesia. 
  EBM – folded into General Systems. 
  Infocomp – acquired by Reflex. 
  IEC – acquired by Shang. 
  Kendachi – acquired by Arasaka. 
  Lazarus Group – subsidiary of Militech.  
  MAF – folded into Interbank.  
  Microtech – acquired by Reflex.  
  Militech – still exists, but much more diversified.  
  Mitsubishi-Sugo – renamed as simply Mitsubishi. 
  Network News 54 – merged with WSCN to form Worldnet.  
  Orbital Air – split into Gravital (Chinese) and Eurospace (EU). 
  Petrochem – still exists but merged with SovOil. 
  Raven Microcybernetics – acquired by Genesys. 
  SovOil – merged with Petrochem. 
  Trauma Team – acquired by Eumed.  
  WNS – merged with WSCN to form Worldnet.  
  Zetatech – subsidiary of Genesys.  
   
  Megacorporations are generally defined as commercial entities 
  with revenues greater than $800 billion and/or more than 
  500,000 employees. The 2050 Singapore List of Top 20 Global 
  Megacorporations includes: 
   
  The world’s foremost defence company, originally Japanese but 
  now a combination of Japanese, American and European military 
  companies, based in California. Leaders in the fields of private 
  security, military electronics, arms manufacturing, defence 
  systems, logistics, military vehicles, powered armor, aerodynes, 
  drones and robotics. The Arasaka brand can be seen on 
  everything from pistols to railguns to drones and military robots. 
  Arasaka is barred from operating within the Asian Concord and is 
  a hated target of Great China, but dominates most other parts of 
  the world. Outside of Asia, Arasaka is locked in brutal competition 
  with Militech, its direct competitor and market enemy.  
   
  Tier:  
   
  Employees:  
   
   
  Revenue:  
  • 
  Bureaucracy  
   
    
  • 
  Equipment   
   
    
  • 
  Vehicles 
   
   
   
  • 
  Military 
   
   
   
  • 
  Security 
   
   
    
  • 
  Intelligence 
   
   
  • 
  Cyberdefences  
   
  • 
  Influence  
   
   
  • 
  Reputation  
   
    
  • 
  Presence 
   
   
   
  Industries:  
  Predecessors:  
  Subsidiaries:   
  American military national champion turned global industrial 
  marauder, Militech has bought up most of the rust belt factories 
  in North America, Europe and Russia and still manages to eke out 
  a profit despite intense Asian, SouthAm and African competition. 
  Diversifying into security and contract military work, Militech 
  became the world’s largest armed force outside of China, Russia 
  and the USA, with operations for dozens of national governments 
  and troops rivalling most national militaries, but with better 
  equipment and training.  
   
  The venerable Chinese computing and information-processing 
  giant weathered the War but took almost fifteen years to get 
  back on its feet and regain its status as the world's largest 
  provider of information-based services. Reflex systems were 
  occasionally under American control during the War, but its 
  strong Asian social network and good business acumen allowed 
  it to flower alongside Great China’s global expansion and 
  eventually to swallow most competitors. Today Reflex 
  commands most of the financial trading, exchanging, banking, 
  certifying and insurance markets around the world, apart from 
  Nomura in Japan and Citigroup in the USA. Most of Reflex's 
  operations are conducted by its secretive hive cores based in 
  Chongqing. 
   
  Energy production, oil, geothermal, experimental zero-point 
  energy wells, solar, oil services & infrastructure, plasmotics, gas 
  distribution, 
  coal 
  extraction. 
  Formed 
  from 
  Petrobras, 
   
  
   
   
  Rusoil/Sovoil, Total of France and the former Saudi Aramco when 
  it sent most of its assets out of the mideast during the War.  
   
  Tier: 1  
   
  Employees: 820,000 
   
   
  Revenue: $672b 
  • 
  Bureaucracy  
   
  15, Fractious.  
  • 
  Equipment   
   
  16, High-tech.  
  • 
  Vehicles 
   
   
  14, Good. 
  • 
  Security 
   
   
  12, Protected.  
  • 
  Intelligence 
   
  8, Uncoordinated. 
  • 
  Firewall 
   
   
  15, Excellent. 
  • 
  Influence  
   
  18, Powerhouse. 
  • 
  Reputation  
   
  15, Popular.  
  • 
  Presence 
   
   
  20, Supra-global. 
  Industries: Aircraft, satellites, spacecraft, drones, weapons, 
  shipbuilding, land systems, defense, photonics, engineering, 
  communications. 
  Predecessors: EADS, Eurocopter, British Aerospace, Embraer, 
  Finmeccanica, Bombardier. 
  Subsidiaries:   
  During the wave of privatisation which swept across the 
  European Union at the turn of the century, the Commission 
  (along with national governments) decided to force major 
  European aerospace corporations to finally merge into a single 
  aero-defence combine. The Europeans were being badly hurt by 
  the American giants of Boeing, Raytheon and General Aerospace 
  (Northrop-Grumman + Lockheed-Martin) and wanted a 
  European champion to represent their combined defence 
  industries. In a flurry of activity and subsidies, Airbus combined 
  with Arianespace, Aerospatiale, DASA (Daimler-Benz's aerospace 
  unit), SES, CASA of Spain, Inmarsat, and host of smaller 
  companies to form Eurospace. This new company quickly bought 
  most of the European Space Agency's facilities, including the 
  launch sites at Kourou (French Guaina) and in Australia.  
  Following this restructuring, Eurospace quickly began to 
  dominate commercial satellite-launching and began to expand 
  into space structure design in cooperation with the Americans 
  and Russians. Euro-American camaraderie quickly faded after the 
  collapse of NATO, and Eurospace found itself in bitter 
  competition with not only Boeing but also Golden Rocket 
  Industries, a massive Chinese space company. The Pacific War 
  brought immense rewards to Eurospace, which was protected 
  from competition in order to boost European jet-fighter and 
  warsat production. Eurospace began developing complex space 
  structures in 2025, and has been a leader in innovative orbital 
  habitats ever since. Today Eurospace designs sophisticated 
  stealth vehicles, weapon platforms, warplanes, civilian aircraft, 
  and many other systems. Eurospace maintains spaceports in 
  Guyana, the Canary Islands, and in the Seychelles, as well as the 
  experimental Kilimanjero Mass Driver facility.  
   
  +++You won't find a more pampered megacorp anywhere in the 
  world, with the possible exception of Zhongguo. Eurospace 
  receives mega-euro from the Fed, and even with Protocol's free 
  trade treaties in effect it still manages to keep competitors from 
  the really juicy contracts. The French especially support the idea 
  of a European champion to promote European ideas...Eurospace 
  just nods and slurps up more subsidies+++[ValutaFish]+++ 
   
  Life sciences, genegineering, clonal systems, chimerics, 
  pharmaceuticals, hospitals, medical systems, agribusiness, 
  immortalizers, crop genetics, health services. World leader in 
  basic and applied biological research, with tentacles stuck deep 
  into universities in China, North & South America and Russia. 
  Many Synthesia products are banned in Europe but still available 
  on the black market.  
   
  Information systems, data & computation are the specialties of 
  the company formerly known as General Systems. Formed from 
  the amalgamation of the bankrupt EBM, SAP, Google, Bull 
  Computers and Great Wall, this megacorporation dominates the 
  software and system hardware business. One of the titans of the 
  processing industry, Genesys is a long-established Euro-American 
  multinational which designs top-of-the-line processing and 
  networking hardware for custom applications. It employs some 
  of the world's best datadivers, netologists and spherographers 
  for handle overnet traffic and competes with Cryptnet in the 
  high-strength cryptography market. Genesys also breeds the 
  most stable Synths and has constructed hundreds of datalabs for 
  growing organic code and other products.  
   
  Incorporated as a charity-entertainment network during the 
  formative years of the overnet, Digital Union has grown into a 
  vast user-owned virtual reality collective whose product reaches 
  to all corners of the globe. Digital Union specializes in creating 
  'soft-reality' worlds of a million different flavours, from scenic 
  panoramas to thrilling space operas to steamy romances. Each 
  'citizen' pays taxes to DU and receives the privilege of creating 
  parts of various worlds, and of playing in any environment 
  imaginable. Thousands of multi-user games flow across DU's 
  cybernetic landscapes and hundreds of millions of satisfied 
  citizens have constructed an untold number of universes and 
  realms.  
  Not only are these worlds super-realistic, they are also so 
  potent that prolonged use can have mood- and personality-
  altering effects. The virtual full-sensory experience of soft-reality 
  is so addictive and emotionally-satisfying that Digital Union has 
  become the focus of a strange new religion that seeks to bring 
  peace and harmony to the world through a form of mind-melding 
  with the soft-universes. Unionism supposedly has as many as 200 
  million followers around the world. Unionism's techno-
  evangelical appeal and visceral emotional foundations are 
  gaining it influence within Digital Union and the religion is 
  growing daily despite angry denounciations by the Catholic 
  Church and many Muslim clerics.  
  As a peaceful entertainment collective Digital Union does not 
  have large forces at its disposal, yet its influence is tremendous 
  because most aristocrats and executives partake of its varied 
  pleasures. Any necessary defences are usually contracted out 
  from Militech. Digital Union is a voting member of the Protocol 
  Security Board.  
  
   
   
  Unconfirmed rumours from within Undernet claim that 
  Digital Union's success is based on it's development of 
  untraceable psychotropic and nootropic algorithms which 
  brainwash followers into addiction to both the worlds, but that 
  the program nodules have violently mutated and caused the 
  Unionist outbreak of religious indoctrination. Wilder rumours 
  claim that a Great Mind has infiltrated the Digital Union 
  metaverse and started a new religion which will eventually 
  unleash its minions in a global religious crusade across the Net. 
  Enh, Whatever.  
  Benefits: Digital Union has access to an incredible store of 
  information, possibly the second-largest after the Vatican's 
  Libram Dei Great Mind. But the biggest advantage to being a 
  citizen is the huge number of contacts and friends one can 
  develop when playing games and being entertained...for a 
  (relatively) small fee you might end up fox-hunting with the 
  chairman of Eagle Corporation! [Rules: player citizens gain +1 
  point in the Contacts Special] 
   
  The former State Construction Corporation of China is now a 
  global player in every industry connected to construction, from 
  modular suburban housing to construction equipment to 
  underwater farms, orbital platforms and high-tech construction 
  materials like crypropalan and mesh steel. Despite its name this 
  megacorporation freed itself from state control during the 
  internecine struggles of the Chinese Harmony Party during the 
  2040s, and having bought out major rivals in Africa, Australia and 
  South America has forged itself into (what it calls) a “global 
  champion of housing for everyone, rich or poor alike”. It is indeed 
  the largest builder on the planet, and its pioneering pre-fab 
  construction methods have done for construction what the car 
  factory did for transportation.  
   
  Formerly Orbital Air, Ground2Space. 
  Incorporated within the Lunar jurisdiction in 2044, Gravital is an 
  aerospace consortium representing some of the world's most 
  powerful countries. Gravital designs and engineers space and 
  atmospheric platforms for such diverse customers as the Sultan 
  of Bali and the American Aerospacy (Aerospace Force). By 
  pioneering the null-stage rocket booster in 2030, the predecessor 
  of Gravital managed to cut space-transit costs by nearly 40% and 
  thus secured its place among such giants as Boeing and 
  Eurospatiale. The consortium's primary shareholders are the 
  American Aerospacy, State of Northern California, Brazil, Sao 
  Paolo Aerospace, MASA of Mexico and Weston Buffett. 
   
  Initially established by the Mexican government as an industrial 
  champion, Quizatl has developed into a mass-market coding 
  house whose branching hypersystems employ talented 
  comptrollers and coders from around the world. Quizatl's unique 
  managerial structure (employees can cast weighed votes 
  commensurate with rank) and ingenious use of brilliant morphic 
  architecture have earned it the name of la republica within the 
  corporate enclaves of the net. Quizatl's strong social networks 
  and employee loyalty have made it one of the most successful 
  companies in Latin America, but its dubious string of overseas 
  acquisitions have left it vulnerable to takeover. Quizatl grows 
  system architectures and nurtures data constructs for 
  international, orbital and military concerns. 
   
   
  Non-Governmental Organizations play an outsized role in 
  Hunter//Seeker 
  mainly 
  because 
  the 
  globalization 
  of 
  communications and ideologies has lead to massive international 
  communities of interest with tens of millions of members. 
  Whether that interest is simulated worlds, human rights, cultural 
  warfare, scientific cooperation or shared entertainment, it can be 
  containerized into an organization with political, economic and 
  cultural soft power.  
   
  An underground network of illegal and semi-legal hypersystems 
  existing within the overnet which makes use of strong 
  cryptography to avoid prosecution. Access to cryptnet systems 
  requires crypto-keys, and anonymity is always preserved. A large 
  part of cryptnet is located in offshore datahavens such as the 
  Antilles or Bahamas, which enforce communications privacy and 
  even encourage secrecy. Cryptnet is used by those who resent or 
  fear the government's groundscan and other intrusive policies. It 
  is, however, also used by criminals of all stripes, a fact which 
  draws heavy police fire in most countries. Crypters like to think 
  that the high population of rights-activists, political dissidents, 
  persecuted minorities and anti-state freedom fighters offsets the 
  number of criminals. 
   
  A ruthless nihilist organization devoted to the eradication of all 
  state power through physical destruction including, but not 
  limited to, nuclear, biological and nanotechnical means. Black 
  Zero operates through a dozen worldwide fronts, but only a hard 
  core of fanatics has the skill and organization to pull off the high-
  profile attacks that are characteristics of this violent group. Black 
  Zero has access - via unknown means - to some very sophisticated 
  weapons of destruction, such as brilliant missiles, nanitic 
  disassemblers, directed-energy guns and binary accretion toxins. 
  Black Zero's most brutal atrocity was the detonation of a nuclear 
  bomb in the Hindustani city of Baragor, an attack which killed 
  almost 300,000 people in a nuclear firestorm and lead to the 
  creation of the Federal Bureau of Security in the US. Black Zero 
  and groups like it are the most commonly cited excuse for 
  increasing government surveillance. 
   
  Very little is known of this group, as its formation dates back only 
  to the emergence of the Balkani Confederation. It is believed to 
  advocate the dismemberment of the latter country in an effort to 
  re-establish old ethnic boundaries within the region. It's main 
  attacks have included bombs and network torpedoes aimed at 
  European Commission institutions and at the European Army's 
  Balkan Command. The Tabula Rasa have been active in Germany, 
  Poland, France, Serbia, Bulgaria and have even brainwashed 
  people in the Hungarian Ministry of Information. This group's 
  methods are subtle and silent. 
  
   
   
   
  Rumour has it that this programming collective was started as 
  joke by a group of Wyoming U. seniors who tried and failed to 
  'overthrow' the monopoly powers of a TwenCen software giant. 
  Whatever its origins, Neot has grown to include some of the 
  brightest and most daring designers and program jockeys in the 
  free world. The Federacy boasts a membership of nearly 750,000 
  in 152 countries, each committed to a contract in which s/he 
  helps Neot and receives not only shares, but also products from 
  the company. Neot is almost a self-sustaining empire; only Neot 
  members may use Neot software. Design is by competitive teams 
  and committees, and involves only open systems. The allure of 
  this structure and its masterful adaptation to the fluid nature of 
  the overnet have propelled the Neot Federacy to the highest 
  ranks of corporate power. How long this idyll situation lasts 
  depends on the whim of the world's major governments, whose 
  investment in closed-system software is considerable. 
   
  Founded by UNESCO in 2026, the International Cultural 
  Collection is probably the world's largest depository for 
  encyclopedic knowledge, archival footage, images, models, 
  historical simulations and other collective memories, and is 
  sometimes compared to the Great Library at Alexandria in 
  importance. It has survived undamaged for more than five 
  decades despite enduring cyberspace war and continual 
  vandalism. The Collection makes a point of presenting every 
  piece of information in as objective a manner as possible, which 
  in practise means putting up every possible interpretation. This 
  way one can read about the Second Crusade from the Fijian point 
  of view and still learn something. The turbohackers of Cryptnet 
  have taken it upon themselves to defend The Collection from 
  attack and subversion, and a dedicated Collection Committee 
  works day and night to maintain the physical and intellectual 
  integrity of this important human monument.
  
   
   
  
  
   
  
   
   
   
  
   
   
   
   – a vast global war with the People’s 
  Republic of China and the United States of America as the 
  principal antagonists. Although a stalemate and peace treaty was 
  signed between all major belligerents, the principal loser of the 
  conflict – in economic, diplomatic and territorial terms – was the 
  USA. The Third World War lead to rapid advances in cybernetics, 
  network warfare, railgun & gauss weapons, robotics and 
  biological weaponry, but also spawned countless plagues, new 
  mutations, the draconian Biocontrol organization, xenorganics 
  and a completely new world order.  
   
   – a term referring to the collected physical and 
  digital memories of a human being, stored within their brain and 
  within the collection of databases, social networks, cloud storage 
  and other repositories outside their cranium. This composite 
  ‘noosphere’ is the sum totality of a person’s knowledge and 
  processing power. Humans with the most sophisticated 
  exobrains run companion Monads and can perform astounding 
  feats of calculation and recall.  
    
   – genetically-engineered plants, animals and 
  organoids. The technology of genetic alteration had to be – of 
  necessity – applied to lower life forms in the initial stages because 
  of restrictions on human experimentation. Though a lot of illegal 
  experiments during World War 3 advanced the science of 
  germline engineering immensely, the results were often horrific 
  and could not be used in applied products after the war. 
  Nevertheless, experimentation on plants and animals yielded 
  creatures of astounding form and occasionally useful function. 
  These were colloquially known as chimerics, in relation to the 
  mythical Greek creature composed of a goat, a serpent and a lion. 
  Chimeric permutation and experimentation were sharply 
  restricted in most countries following the war, as a general fear 
  of biological contamination permeated global culture following 
  the Plague Years. As of 2052 the World Health Organization 
  enforces strict separation between human and chimeric genetic 
  engineering under the Human Code, the tenets of which are left 
  for the draconian Biocontrol Division to enforce.  
   
   – political, military and economic 
  alliance of East Asian states dominated by Great China. As the 
  preeminent military alliance on the planet the Asian Concord sets 
  the terms for international intervention, using World Court 
  rulings to enforce its particular concerns. As the nominal winner 
  of the last major world war, Great China created the Asian 
  Concord to reel in its allies, control newly-conquered territory 
  such as the Philippines and to erect economic barriers to outside 
  powers, specifically the United States. After having transitioned 
  from a Communist to an Imperial system of governance, Great 
  China currently holds sway over the largest economic bloc on the 
  planet and practices a mercantilist, exclusionary trade policy that 
  grants only favored nation-states access to Asian Concord 
  markets.  
  The Asian Concord has a Consultative Assembly that theoretically 
  expresses the wishes of its constituent member states, but in 
  practice it’s a rubber-stamp parliament whose decisions are 
  carefully molded by China’s ruling Politburo. Although the Asian 
  Concord has mostly crushed resistance to its rule in Indonesia, 
  Thailand and the Philippines, rebellions still simmer in Vietnam, 
  Aceh and parts of Australia. The Asian Concord’s first-tier 
  member states are Malaya, Bangsamoro, Thailand, Indonesia and 
  Kambodea; its second-tier members include Australia, the rump 
  Philippines, Vietnam, Burma, Korea and Micronesia (under 
  Chinese occupation).  
  First-tier states are considered honored partners by Great China 
  and have great autonomy in economic, foreign policy (but not 
  military) matters; second-tier members are considered to be 
  tributary states, and usually host Imperial Chinese advisors who 
  set the terms of trade, economic policy, taxation and other 
  internal matters, as punishment for having sided against China 
  during the War. Singapore as well as peninsular Thailand have 
  been incorporated into an expanded Malaya, Taiwan is 
  considered a Chinese province, the southern Philippines have 
  separated to form the Muslim Bangsamoro Republic, and 
  Australia chafes under a puppet pseudo-democratic government.  
   
   – starting during the Third World 
  War but continuing well into the 2040s the world was beset by a 
  series of plagues that killed nearly 1 billion people, triggering 
  massive cultural and biological changes across the planet. Not 
  since the Black Death had so many people been exposed to such 
  virulent and destructives viruses, each more debilitating than the 
  last. Though cures were eventually found, and the survivors 
  learned to adapt to high-sanitation conditions, the effect on the 
  human psyche was profound. Communities turned against each 
  other, massacres were committed in the name of purity, 
  governments passed draconian controls on the movement of 
  peoples and human rights, and neighbour learned to distrust 
  neighbour from Denver to Ulan Baator.  
   
   – a self-aware artificial intelligence of sufficient 
  intellect and power to command vast resources, such as whole 
  corporations or cities. Autonomics are difficult to control but 
  despite their propensity for rebellion are often harnessed by 
  militaries around the world for their unsurpasssed hacking and 
  anti-hacking skills. Monad is the colloquial term popularized by 
  talk show hosts while Autonomics is the technical academic term. 
  Also called aeai in Hindia and xing zheng in Great China.  
   
   - anything that is static in air. More specifically, 
  refers to small hovering drones which create hexagonal security 
  grids to defend buildings and Enclaves from macro-scale attacks, 
  such as missiles or intruders. Each aerostat is fitted with sensors, 
  thrust fans, and weapons, most commonly stun charges. 
  Aerostats grow hot and eventually self-destruct if illegally 
  removed from the grid. [Rating 1-10. 5+ is military-grade. Stun 
  Damage is 5 points, electrical, per aerostat. Normal hex grid has 
  6 dog-pods in a 2 foot area. Defeated by EM Burner, requiring a 
  Test of Communications vs. Communications. Attacker adds 
  Burner rating, Defender adds Aerostat rating].  
   
  
   
   
   - any nanomachine capable of mechano-
  synthesis. Large-scale macromolecular assembler fabs are 
  generally known as assemblers, and have mostly replaced 
  manufacturing plants except in the poorer parts of the world.  
   - electromagnetic electronic warfare device, used by 
  the military to jam, distort, and subvert enemy communications 
  and control systems. At its highest setting the burner can 
  overload enemy systems, burning them out permanently. 
  Requires  
   - a genetically-engineered beast or pet, limited in 
  intelligence by law, and often used for menial tasks such as 
  watering houseplants (spider-monkeys) or for amusement 
  (lightning hamster). 
   – A Communications Specialist, denoting an 
  officially-sanctioned 
  'white 
  hat' 
  decker 
  employed 
  by 
  governments and megacorporations. 
   - sub-dermal body implant that collects ambient 
  EM signals. Used by passive espionage agents for data collection. 
   - tiny floating nanomachines which defend 
  Claves from nano-scale attacks, such as killer mites (the artificial 
  kind), disassemblers or unmarked nanomachines. Immunocules 
  are visible as sparkling fogs when active or fine dust (called toner) 
  when decayed. Mites are autopoeitic adaptive replicators, which 
  means that they evolve and reproduce by themselves, and often 
  adopt startling new configurations.[Immunocules protect the 
  privileged from nanoscale attacks and also from toxic gases, 
  sprays, parasites, and bacteria.]  
   - geological architecture. 
  Buildings and even small islands can be grown by nano-
  assembers, given a strong feed. Geotects design the systems and 
  aesthetics of such structures. 
   - precision tool used for manipulating 
  nanostructures or examining nanotech activity. Commonly takes 
  the shape of a pair of looking glasses. 
   - interactive or passive entertainment, 
  such as trideo shows or old-style movies, respectively. Ractives 
  respond to the participant, who can then change the storyline or 
  even take a role in the event. Ractors are people who take on 
  long-distance roles.  
   - standardized universal symbol language 
  used to identify places, objects and people by a unique icon. Even 
  illiterate peasants can identify the mediaglyph for New York.  
   - artificial second skin generated from a unique 
  genetic sample. Used by blanks ('SINless') and other criminals to 
  bypass genescanner security systems. Comes in a small applicator 
  tube which is imprinted with a sample of someone else's DNA. 
  Spreads by itself all over body. Cannot withstand close scrutiny.  
   - compact diagnostic tool for examining 
  androids and similar biophotonic devices.  
   - notional 'field of knowledge' generated by 
  human beings through communication, data storage, processing 
  and social interaction. Much as the hydrosphere is defined by all 
  the water on the Earth, so that noosphere is the body of 
  knowledge around the Earth.  
   
  - 
  nanotechnological 
  matter 
  compiler 
  composed of a miniaturised assembler coupled to a raw material 
  feed. Can create simple articles such as clothes, shoes, statuettes, 
  books, glasses, and pens from a specified design template.  
   - general purpose eutactic material used in the 
  construction of flexible objects such as clothing, condoms or 
  wrappers. 
  Future 
  equivalent 
  of 
  today's 
  petroplastic. 
  Programmable and nearly indestructible, requiring special tools 
  to manipulate. Useful as protective clothing because most mites 
  cannot penetrate it (hence the 'bar').  
   - Computer-Aided Software Engineering. A 
  complex suite of expert systems, machinimas and a synthetic 
  intelligence which assists a decker in constructing utilities. Quasi-
  legal in the same way as a set of lockpicks. [Bonus to 
  Computing(Design) roll is +1 ($10 000; +2 $100 000; +3 $1 000 
  000.]  
   - a thin film of nanobar coupled with a layer of 
  rod-logic nanocomputers and light filters to produce a flexible 
  graphic displayer in the form of a piece of paper, a poster or even 
  wallpaper. Cheap and plentiful, with a higher pixel-count than the 
  human can resolve. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  These can be used as an aid to player roleplaying or quick NPC 
  persona. Pick one or roll d20+d10: 
   
  2. Architect – You’ve decided the only worthwhile goal is to 
  build something that will outlast your lifetime.  This can be a 
  physical, spiritual or intellectual achievement, but it has to be 
  important and enduring.  Your work is constructive, and you 
  deal well with people so that they’ll remember and help you. 
   
  3. Killer – You’ve always had to fight and kill for what you need, 
  and you realize that in this corporate world only the ruthless 
  will profit.  Other people are just things - either accidents 
  waiting to happen or enemies to be efficiently disposed of. 
   
  4. Vigilante – The world has gone to hell and you intend to fix 
  things and bring justice to the people.  The corps and 
  government stooges will get a taste of the common man’s 
  wrath, with you as his instrument.  If things are unfair or 
  unvirtuous, you’ll make it right again, by whatever means. 
   
  5. Helper – You want to improve people’s lives and ease the 
  suffering.  You know the cause of the disease, and it’s the 
  [corps/mafia/ govt/religion]. You are engaged in volunteer 
  work and use your covert actions to promote your cause.  You 
  never refuse to assist those in need, but your anger can be 
  terrible when provoked. 
   
  6. Manipulator – You prefer not to engage yourself in problems.  
  Let other people sort things out for you, and if they can do it 
  without realizing they’re pawns, so much the better.  
  Subterfuge and plots are your bread and butter.  Tangle up your 
  enemies in tricks and traps so devious they’ll never know what 
  happened.  You love cloak-and-dagger, but fear being exposed 
  and punished for your trickery. 
   
  7. Cynic – You had some dreams, but those were broken and 
  forgotten long ago.  Now all you care about is some excitement 
  to break up the terrible boredom and depressions that regularly 
  afflict you.  That and the fat credsticks you get for your illegal 
  activities. 
   
  8. Liberator – You’ve witnessed terrible oppression first hand, 
  and have decided to fight it everywhere no matter the cost.  You 
  perform sabotage and subversion in the name of freedom and 
  individual rights, knowing that your ideals are true and will 
  eventually bring down the tyrants the oppress you. Never 
  refuse a fair challenge.  Code of honour. 
   
  9. Wanderer – You’ve seen the sights and done the scenes, and 
  now you’re exploring the ultimate forbidden place: the 
  underworld of shadowrunning.  Rootless and restless, you’re 
  always itching to do something, go somewhere.  You live for the 
  moment, never worrying about the future or the past, relying 
  on your cleverness and luck to live another day. 
   
   
  10. Leader – You have a natural aura of command about you, 
  and you always know what to do in a given situation.  You make 
  quick decisions and expect others to obey your judgment.  You 
  may lead through charisma, strength or fear, but you secretly 
  fear that your friends/followers may turn on you.  Be confident 
  and never hesitate. 
   
  11. Sage – You are the advisor, the wise one, the teacher and 
  confidante.  You know many things and are always willing to 
  provide your unique insight.  You seek wisdom and answers to 
  difficult questions, but you need others to do things for you.  
  You prefer the company of books to that of people, but can get 
  very chatty with close friends. 
   
  12. Outlaw – You owe society nothing and it owes you 
  everything, but you usually have to take it by force.  You hate 
  rules and social customs, and consider yourself a hero of 
  freedom, a rebel for the cause of individualism and self-
  expression.  You enjoy shaking up the status quo and find the 
  daily grinding routine intolerable. You are self-sufficient and 
  don’t consider friends very important. 
   
  13. Rogue – You prefer to let other people work for you, so that 
  you can enjoy the many pleasures of life.  You have charisma 
  and style, and love to brag about your exploits and adventures.  
  Lying comes easily and smoothly to you, and it’s incredible what 
  a little social engineering can accomplish.  You’re very 
  concerned with your appearance and status, because you know 
  that style matters more than substance. 
   
  14. Conformist – Things are just fine.  There’s no need to whine 
  about some imagined grievances or supposed lose of rights.  
  The corp/mafia/clan/policlub takes care of you, and those who 
  try to live outside of civilized society get what they deserve. 
  Your loyalty to your organization is profound, and you 
  rationalize all its evil actions.  You quote obscure statistics in the 
  face of facts and prefer to turn a blind eye to society’s ills.  
  Nevertheless, the seeds of doubt are secretly starting to grow 
  inside you. 
   
  15. Wretch – You consider yourself a pathetic failure, unworthy 
  of any kindness.  Any temporary luck is bound to be two-edged.  
  It’s hardly worth trying, and you feel constant pity for yourself.  
  You secretly love getting pity from other people, and never 
  admit to success.   
   
  16. Survivor – The end justifies the means, and you’ve done a 
  lot of justification to explain your sometimes despicable 
  actions.  You have no sense of honour, and often betray people 
  to further your own ends.  Making friends is important, because 
  friends protect you from your enemies.  Never allow moral 
  
   
   
  qualms, greed, or emotions to affect your instinct for self-
  preservation.   
   
  17. Peacock – You are the most beautiful/intelligent/powerful 
  person in the world, and your craving for attention knows no 
  bounds.  You’ll do anything to gain admirers and you’re 
  happiest when at the centre of attention.  You never admit 
  mistakes and most of your actions are calculated to impress 
  others.  You become angry when people insult or make fun of 
  you, and can be quite cruel. 
   
  18. Hermit – You’re secretive, lonely and reclusive by nature, 
  and only exceptional circumstances will make you come out of 
  your shell. You think deep thoughts but often don’t do anything 
  about them.  You’re cautious and slow to act, preferring to 
  examine everything in detail.  You only have a few close friends 
  and value loyalty above all else.  
    
  19. Romantic – The majesty, the poetry and wonder of life 
  fascinate you.  You see beauty in all things and all people. You 
  believe in higher ideals (truth, courage, romance) and strong 
  emotions govern you.  You have a philosophy (humanism, 
  scientology, religion, etc.) which guides your actions. You are 
  sensitive and passionate, but also easily manipulated. 
   
  20. Sensate – Filled with curiosity and desires, you’re always 
  searching for the next pleasure, the next high.  You crave new 
  experiences, whether sexual, magical, intellectual, physical or 
  spiritual.  Nothing holds your fancy for long, but your creativity 
  and good taste always bring something new.  You crave 
  expensive luxury goods such as gourmet foods and perfumes, 
  and love being pampered.   
   
  21. Plebeian – You’re very practical and down-to-earth, 
  preferring common sense and hard work to fakery and over-
  analysis.  You’re friendly and co-operative.  You love tackling 
  concrete problems and pointing out straight-forward solutions. 
  You get frustrated in complex or confusing situations and avoid 
  subterfuge/politics.  Honesty is your favourite trait. 
   
  22. Joker – You make fun of any person or situation, knowing 
  that humour can be a powerful driving force.  Nothing is sacred, 
  and all things are ultimately jokes, even death.  Your humour 
  comes from a secret sadness which you never show.  Hide your 
  pain behind your cutting wit.  You want to make other people 
  happy and care-free, and you really enjoy the company of 
  friends. 
   
  23. Traditionalist – Things were better in the old days.  You feel 
  a deep sense of nostalgia for the Golden Age of your childhood 
  (or another century), and consider modern society to be corrupt 
  and degenerate.  Always point out today’s flaws, and try to 
  reconstruct the past as best you can.  You hate change and new 
  things, preferring the old ‘tried-test-and-true’ methods of your 
  forebears.  You’re cautious and somewhat paranoid. 
   
  24. Stoic – Your soul is scarred with the trauma of painful 
  events. You may have lost a beloved sibling, spouse or child, and 
  now your life is nothing but sorrow.  Your adventures and 
  enduring demeanour mask your pain, which you secretly need 
  and cherish.  Never show any emotions except sadness.  Act 
  gruff and stone-skinned.  
   
  25. Bully – You’re a tough guy and self-appointed leader of 
  whatever wolf pack you can find.  You don’t hesitate to beat 
  obedience into anyone, but prefer to avoid killing.  At heart 
  you’re a coward but you never show your fear.  Face is 
  important to you, and when provoked, always resort to 
  violence.  Treachery is acceptable.  Always stay in control. 
   
  26. Dreamer – Nothing is impossible, no matter how strange or 
  kooky.  Your head is filled with ideas, improbable plans and 
  exotic inventions.  You despair when your hare-brained 
  schemes fail, but sometimes you amaze other people when 
  they work despite the odds.  Your creativity leads you to wild 
  speculation and endangers your life, and you have trouble 
  focusing on reality and concentrating on practical everyday 
  matters.  You’re easily distracted. 
   
  27. Fanatic – You’ve found an idea that has so enthralled you 
  that you’ll do anything in pursuit of it.  The idea could be 
  political (neo-anarchy), spiritual (religion) or wacky (FTL travel) 
  - it doesn’t really matter.  What matters is that everything you 
  do revolves around this idea, and all people are just aids in 
  realizing your dream.   
   
  28. Trickster – You love fooling people, suckering them into bad 
  real-estate deals or shady transactions, bluffing your way past 
  stupid guards and idiot bureaucrats.  People are like puppets; 
  all you do is pull the right strings.  You do this not out of a need 
  for power but simply for amusement and profit.  You devise 
  intricate deceptions and traps for your enemies, but remain 
  true to your friends.   
   
  29. Thrill-Seeker – You love danger and smashing head-first into 
  unexplored territory.  You’re foolishly brave and overeager, and 
  generally unconcerned about safety and other people’s 
  opinions.  You resolve problems by tackling them from a new 
  angle. Avoid anything mundane or boring at all costs. 
   
  30. Aristocrat – You’re intelligent and sophisticated and gifted 
  with a certain something that places you above the common 
  crowd.  You manners are refined and you will try to resolve a 
  situation by talking.  You try to be calm and witty, showing a 
  good example.  You have good taste and little tolerance for 
  fools. Hierarchy and social standing are important so that 
  society doesn’t collapse. 
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Hunter-Seeker.pdf