TEXT: 31044R
  31044R
  CYBERPUNK RULES
  CYBERPUNK RULES
  KEVIN ANDERSON
  KEVIN ANDERSON
  
  BY KEVIN ANDERSON
  BY KEVIN ANDERSON
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: MARIUSZ GANDZEL
  ART: MARIUSZ GANDZEL
  CORPORATE LOGOS: JORDAN PEACOCK
  CORPORATE LOGOS: JORDAN PEACOCK
  PLAYTESTERS: DAVE BLEWER, DAN TUNBRIDGE, MARTIN SKIGGS, 
  PLAYTESTERS: DAVE BLEWER, DAN TUNBRIDGE, MARTIN SKIGGS, 
  SIMON SCOTT, WAYNE RATLEY, ANDREW MURRAY, DAVID PRICE, 
  SIMON SCOTT, WAYNE RATLEY, ANDREW MURRAY, DAVID PRICE, 
  ED PHIPPS
  ED PHIPPS
  SPECIAL THANKS: PAUL “WIGGY” WADE WILLIAMS, DAVE BLEWER, T. 
  SPECIAL THANKS: PAUL “WIGGY” WADE WILLIAMS, DAVE BLEWER, T. 
  JORDAN PEACOCK, DAN TUNBRIDGE, MARCUS FINSTER
  JORDAN PEACOCK, DAN TUNBRIDGE, MARCUS FINSTER
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of the Sprawl and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. 
  Used with permission. © 2009. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  CYBERPUNK RULES
  CYBERPUNK RULES
  V R  1 . 1
  V R  1 . 1
  BY KEVIN ANDERSON
  BY KEVIN ANDERSON
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: MARIUSZ GANDZEL
  ART: MARIUSZ GANDZEL
  CORPORATE LOGOS: JORDAN PEACOCK
  CORPORATE LOGOS: JORDAN PEACOCK
  PLAYTESTERS: DAVE BLEWER, DAN TUNBRIDGE, MARTIN SKIGGS, 
  PLAYTESTERS: DAVE BLEWER, DAN TUNBRIDGE, MARTIN SKIGGS, 
  SIMON SCOTT, WAYNE RATLEY, ANDREW MURRAY, DAVID PRICE, 
  SIMON SCOTT, WAYNE RATLEY, ANDREW MURRAY, DAVID PRICE, 
  ED PHIPPS
  ED PHIPPS
  SPECIAL THANKS: PAUL “WIGGY” WADE WILLIAMS, DAVE BLEWER, T. 
  SPECIAL THANKS: PAUL “WIGGY” WADE WILLIAMS, DAVE BLEWER, T. 
  JORDAN PEACOCK, DAN TUNBRIDGE, MARCUS FINSTER
  JORDAN PEACOCK, DAN TUNBRIDGE, MARCUS FINSTER
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of the Sprawl and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. 
  Used with permission. © 2009. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  CYBERPUNK RULES
  CYBERPUNK RULES
  V R  1 . 1
  V R  1 . 1
  
  CYBERPUNK
  It is the near future – 2075 to be precise. 
  The technological triumphs of earlier ages have 
  evolved into computers and cybernetics implanted in 
  mankind to make him stronger, smarter and faster. 
  The Internet or World Wide Web has evolved into a 
  globe-spanning network of super computers where data 
  can be exchanged in the blink of an eye. Keyboards and 
  mice are relics now far too slow for accessing this Super 
  Network; the users of this future plug themselves directly 
  into the network and see the data.
  Worldwide ﬁ nancial recessions and global disasters 
  have led to a decline of power among the nations of the 
  world, who are now little more than ﬁ gureheads – their 
  ruling positions supplanted by the mega corporations 
  who have no need of national boundaries.
  What was promised as a utopia, a perfect world, mani-
  fested as quite the opposite—a dystopia.
  Some people refuse the power and rule of the mega 
  corporations; they operate outside the legal system in 
  the shadows cast by the corporations of the world. They 
  are not recorded in any database, they have no identiﬁ ca-
  tion numbers – to all intents and purposes they do not 
  exist. But when the corporations require dirty work to 
  be performed, they hire these nobodies as the perfect 
  deniable asset. Such work is dangerous but potentially 
  lucrative.
  Tales of the Sprawl takes place in the neon-lit, rain-
  washed streets and dangerous shadows of the Conur-
  bation, an urban sprawl – an unplanned, uncontrolled 
  spreading of urban development into areas adjoining the 
  edge of a city.
  SETTING RULES
  SETTING RULES
  Daring Tales of the Sprawl make use of a variation of 
  the Pulp rules from Triple Ace Games. If you want your 
  games to be less daring, more “gritty” and less pulpy, feel 
  free to ignore the rules listed in the Pulp Rules section 
  below. 
  PULP RULES
  BENNIES 
  BENNIES 
  Bennies are a hero’s best friend. Give each Wild Card 
  player character a benny at the start of every combat or 
  chase scene. This can never take a character above the 
  number of bennies he began the session with, but it 
  does mean the heroes can freely spend a single benny in 
  every ﬁ ght, with the certain knowledge they’ll get it back 
  before the next encounter kicks off.
  Heroes will, thanks to the nature of these setting rules, 
  generally end up with bennies left. The GM should not 
  use the old rule that leftover bennies convert to Experi-
  ence Points—the heroes get enough breaks.
  HEROIC COMBAT
  HEROIC COMBAT
  Extras’ Damage: Wild Cards are expected to mow 
  down swathes of Extras without pausing for breath. In 
  order to make Extras less of a threat and the heroes more 
  heroic, Extras’ damage rolls never Ace. That’s right, the 
  best a soldier with an SMG (2d6) can do is cause 12 dam-
  age, which equates to one wound (two at most).
  Soaking: Heroic characters are expected to risk life 
  and limb and escape virtually unharmed. Whenever a 
  player character Wild Card Soaks all the damage from 
  an attack, his benny is instantly returned. While there 
  are no guarantees in life, this rule encourages the heroes 
  to remove single wounds as quickly as possible (before 
  they accumulate into bigger penalties) without worrying 
  too much about benny expenditure.
  The GM should work within the framework of the 
  story to describe how these “wounds” were actually 
  CYBERPUNK 
  RULES
  RULES
  2
  CYBERPUNK
  It is the near future – 2075 to be precise. 
  The technological triumphs of earlier ages have 
  evolved into computers and cybernetics implanted in 
  mankind to make him stronger, smarter and faster. 
  The Internet or World Wide Web has evolved into a 
  globe-spanning network of super computers where data 
  can be exchanged in the blink of an eye. Keyboards and 
  mice are relics now far too slow for accessing this Super 
  Network; the users of this future plug themselves directly 
  into the network and see the data.
  Worldwide ﬁ nancial recessions and global disasters 
  have led to a decline of power among the nations of the 
  world, who are now little more than ﬁ gureheads – their 
  ruling positions supplanted by the mega corporations 
  who have no need of national boundaries.
  What was promised as a utopia, a perfect world, mani-
  fested as quite the opposite—a dystopia.
  Some people refuse the power and rule of the mega 
  corporations; they operate outside the legal system in 
  the shadows cast by the corporations of the world. They 
  are not recorded in any database, they have no identiﬁ ca-
  tion numbers – to all intents and purposes they do not 
  exist. But when the corporations require dirty work to 
  be performed, they hire these nobodies as the perfect 
  deniable asset. Such work is dangerous but potentially 
  lucrative.
  Tales of the Sprawl takes place in the neon-lit, rain-
  washed streets and dangerous shadows of the Conur-
  bation, an urban sprawl – an unplanned, uncontrolled 
  spreading of urban development into areas adjoining the 
  edge of a city.
  SETTING RULES
  SETTING RULES
  Daring Tales of the Sprawl make use of a variation of 
  the Pulp rules from Triple Ace Games. If you want your 
  games to be less daring, more “gritty” and less pulpy, feel 
  free to ignore the rules listed in the Pulp Rules section 
  below. 
  PULP RULES
  BENNIES 
  BENNIES 
  Bennies are a hero’s best friend. Give each Wild Card 
  player character a benny at the start of every combat or 
  chase scene. This can never take a character above the 
  number of bennies he began the session with, but it 
  does mean the heroes can freely spend a single benny in 
  every ﬁ ght, with the certain knowledge they’ll get it back 
  before the next encounter kicks off.
  Heroes will, thanks to the nature of these setting rules, 
  generally end up with bennies left. The GM should not 
  use the old rule that leftover bennies convert to Experi-
  ence Points—the heroes get enough breaks.
  HEROIC COMBAT
  HEROIC COMBAT
  Extras’ Damage: Wild Cards are expected to mow 
  down swathes of Extras without pausing for breath. In 
  order to make Extras less of a threat and the heroes more 
  heroic, Extras’ damage rolls never Ace. That’s right, the 
  best a soldier with an SMG (2d6) can do is cause 12 dam-
  age, which equates to one wound (two at most).
  Soaking: Heroic characters are expected to risk life 
  and limb and escape virtually unharmed. Whenever a 
  player character Wild Card Soaks all the damage from 
  an attack, his benny is instantly returned. While there 
  are no guarantees in life, this rule encourages the heroes 
  to remove single wounds as quickly as possible (before 
  they accumulate into bigger penalties) without worrying 
  too much about benny expenditure.
  The GM should work within the framework of the 
  story to describe how these “wounds” were actually 
  CYBERPUNK 
  RULES
  RULES
  2
  
  CYBERPUNK RULES
  CYBERPUNK RULES
  3
  near-misses, left a hero’s jacket with a new hole or his 
  hair badly singed.
  Rapid Recovery: Every Wild Card hero recovers one 
  wound automatically at the start of each new Act. Un-
  conscious heroes wake up with two wounds just before 
  the Act begins. No one is ever left out of a new Act or 
  burdened with crippling wound penalties from the be-
  ginning of the adventure.
  Injuries: While characters still suffer injuries, they are 
  never lasting ones. A hero only ever suffers the effects of 
  rolls on the Injury Table until the wounds are healed, 
  as if he rolled a success on the Incapacitation Table. In 
  short, heroes are never left with injuries for long even if 
  they roll a Failure or Critical Failure on the Incapacita-
  tion Table.
  NEVER-ENDING AMMO
  NEVER-ENDING AMMO
  At the end of every Scene, the heroes recover all their 
  spent ammunition. This means the heroes are never 
  short of ammo.
  RECURRING VILLAINS
  RECURRING VILLAINS
  Villains have a habit of coming back (though rarely 
  more than once). In order to ensure a villain survives, 
  the GM can use a few tricks.
  First, all villains the GM wishes to return for a sequel 
  are treated as having the Harder to Kill Edge with 100% 
  chance of survival. Even a villain seen to fall off the top of 
  a 50-story corporate tower may survive and return, albeit 
  with hideous scars and a terrible thirst for revenge.
  Second, by spending a benny, the villain may guar-
  antee his escape. He doesn’t suddenly vanish into thin 
  air, but he ignores all die rolls and action limits. What 
  he cannot do during this time is perform actions he was 
  normally incapable of taking (like running more than his 
  Pace + running die) or make any attacks—it’s escape or 
  nothing. For example, an evil corporate security chief 
  might sprint his full Pace plus running die maximum, 
  start his motorbike, and roar off into the streets before 
  the heroes can react. Heroes on Hold cannot interrupt 
  this escape.
  This second technique is especially useful during the 
  early stages of an adventure, when the villain might make 
  a brief appearance but must escape to ﬁ ght the heroes in 
  the climax.
  CYBERPUNK RULES
  COMPLICATIONS
  COMPLICATIONS
  Sometimes events just have to happen for a storyline 
  to progress; for example, a team is sneaking through a 
  corporate tower and they have to trigger an alarm for 
  the security forces to become aware of them and enable 
  a cool ﬁ ght on glass catwalks to take place.
  In these circumstances the GM should state what 
  has happened and reward all players with a benny im-
  mediately; this cannot take a player above their starting 
  number of bennies.
  COMPUTER SYSTEMS
  COMPUTER SYSTEMS
  Computers and the networks linking them are a major 
  feature of the cyberpunk world – they control everything 
  from kitchen appliances to security systems. The heroes 
  will often wish to manipulate these systems for their own 
  ends; details of how this is undertaken are given in the 
  section entitled Hacking (see page 5).
  CONTACTS
  CONTACTS
  In a movie it’s very easy for the writer to insert a 
  much-needed ally and create a back story of how the 
  hero knows the person. In an RPG, having the GM create 
  such characters takes a lot of creativity away from the 
  players.
  Although the Connections Edge could be used to rep-
  THE CONURBATION 
  THE CONURBATION 
  Daring Tales of the Sprawl are set in a “generic” city 
  referred to as the Conurbation. The GM should pick 
  a city he and his players are familiar with and use 
  that as their Conurbation. Whichever city is chosen 
  it should have evolved, grown and maybe absorbed 
  one or two of its neighboring towns into an urban 
  sprawl.
  The central area of the Conurbation is known as 
  the “Core” and this is where the corporate popula-
  tion lives, works and plays. People wearing armor 
  and toting weapons will be stopped, searched, and 
  arrested if they do not have an up-to-date license. 
  Law enforcement is provided by the government-
  sponsored police force, backed up by the security 
  guards of Sentinel, Inc.
  Around the Core is a ring-shaped area known as the 
  “Periphery.” Here life is a little less secure and regi-
  mented. Law patrols are few and far between and 
  many people walk around armed. That said, the Pe-
  riphery is not a bad place to live.
  On the outskirts of the Conurbation are two large 
  areas of urban wasteland: the deregulated zones 
  or “The Dregs.” One zone lies to the west of the 
  Conurbation, the other to the south. Over time the 
  wasteland has spread, so now the two zones are 
  linked; however, they are still referred to as the 
  West Dregs and the South Dregs.
  The Dregs are a no-go area for most people being 
  the home of gangs and other miscreants. Those 
  who are forced to live there (by circumstance, rare-
  ly choice) soon learn to become a predator or fall 
  afoul of one.
  CYBERPUNK RULES
  CYBERPUNK RULES
  3
  near-misses, left a hero’s jacket with a new hole or his 
  hair badly singed.
  Rapid Recovery: Every Wild Card hero recovers one 
  wound automatically at the start of each new Act. Un-
  conscious heroes wake up with two wounds just before 
  the Act begins. No one is ever left out of a new Act or 
  burdened with crippling wound penalties from the be-
  ginning of the adventure.
  Injuries: While characters still suffer injuries, they are 
  never lasting ones. A hero only ever suffers the effects of 
  rolls on the Injury Table until the wounds are healed, 
  as if he rolled a success on the Incapacitation Table. In 
  short, heroes are never left with injuries for long even if 
  they roll a Failure or Critical Failure on the Incapacita-
  tion Table.
  NEVER-ENDING AMMO
  NEVER-ENDING AMMO
  At the end of every Scene, the heroes recover all their 
  spent ammunition. This means the heroes are never 
  short of ammo.
  RECURRING VILLAINS
  RECURRING VILLAINS
  Villains have a habit of coming back (though rarely 
  more than once). In order to ensure a villain survives, 
  the GM can use a few tricks.
  First, all villains the GM wishes to return for a sequel 
  are treated as having the Harder to Kill Edge with 100% 
  chance of survival. Even a villain seen to fall off the top of 
  a 50-story corporate tower may survive and return, albeit 
  with hideous scars and a terrible thirst for revenge.
  Second, by spending a benny, the villain may guar-
  antee his escape. He doesn’t suddenly vanish into thin 
  air, but he ignores all die rolls and action limits. What 
  he cannot do during this time is perform actions he was 
  normally incapable of taking (like running more than his 
  Pace + running die) or make any attacks—it’s escape or 
  nothing. For example, an evil corporate security chief 
  might sprint his full Pace plus running die maximum, 
  start his motorbike, and roar off into the streets before 
  the heroes can react. Heroes on Hold cannot interrupt 
  this escape.
  This second technique is especially useful during the 
  early stages of an adventure, when the villain might make 
  a brief appearance but must escape to ﬁ ght the heroes in 
  the climax.
  CYBERPUNK RULES
  COMPLICATIONS
  COMPLICATIONS
  Sometimes events just have to happen for a storyline 
  to progress; for example, a team is sneaking through a 
  corporate tower and they have to trigger an alarm for 
  the security forces to become aware of them and enable 
  a cool ﬁ ght on glass catwalks to take place.
  In these circumstances the GM should state what 
  has happened and reward all players with a benny im-
  mediately; this cannot take a player above their starting 
  number of bennies.
  COMPUTER SYSTEMS
  COMPUTER SYSTEMS
  Computers and the networks linking them are a major 
  feature of the cyberpunk world – they control everything 
  from kitchen appliances to security systems. The heroes 
  will often wish to manipulate these systems for their own 
  ends; details of how this is undertaken are given in the 
  section entitled Hacking (see page 5).
  CONTACTS
  CONTACTS
  In a movie it’s very easy for the writer to insert a 
  much-needed ally and create a back story of how the 
  hero knows the person. In an RPG, having the GM create 
  such characters takes a lot of creativity away from the 
  players.
  Although the Connections Edge could be used to rep-
  THE CONURBATION 
  THE CONURBATION 
  Daring Tales of the Sprawl are set in a “generic” city 
  referred to as the Conurbation. The GM should pick 
  a city he and his players are familiar with and use 
  that as their Conurbation. Whichever city is chosen 
  it should have evolved, grown and maybe absorbed 
  one or two of its neighboring towns into an urban 
  sprawl.
  The central area of the Conurbation is known as 
  the “Core” and this is where the corporate popula-
  tion lives, works and plays. People wearing armor 
  and toting weapons will be stopped, searched, and 
  arrested if they do not have an up-to-date license. 
  Law enforcement is provided by the government-
  sponsored police force, backed up by the security 
  guards of Sentinel, Inc.
  Around the Core is a ring-shaped area known as the 
  “Periphery.” Here life is a little less secure and regi-
  mented. Law patrols are few and far between and 
  many people walk around armed. That said, the Pe-
  riphery is not a bad place to live.
  On the outskirts of the Conurbation are two large 
  areas of urban wasteland: the deregulated zones 
  or “The Dregs.” One zone lies to the west of the 
  Conurbation, the other to the south. Over time the 
  wasteland has spread, so now the two zones are 
  linked; however, they are still referred to as the 
  West Dregs and the South Dregs.
  The Dregs are a no-go area for most people being 
  the home of gangs and other miscreants. Those 
  who are forced to live there (by circumstance, rare-
  ly choice) soon learn to become a predator or fall 
  afoul of one.
  
  DARING TALES OF THE SPRAWL
  DARING TALES OF THE SPRAWL
  4
  resent such individuals, our pulp rules introduce a new 
  concept just for these sorts of characters — Contacts.
  A Contact, unlike a Connection, is a unique individual 
  who operates in a ﬁ xed location. Players who want allies 
  with greater resources or allies who can be contacted 
  anywhere should invest in the Connections Edge.
  Limits: Once per adventure, one player may invent a 
  Contact. An individual player may invent a new Contact 
  for his hero only once per character Rank. Thus, in a 
  typical group of four players, every player gets a chance 
  to create a friend at each Rank. For smaller groups, the 
  GM may alter or even waive this rule.
  The player should ﬁ rst seek his fellow players’ ap-
  proval, since they might have ideas for a Contact they 
  wish to use as well. He must then come up with a name, 
  a reason the hero knows the Contact, and why the Con-
  tact is in the area. The GM has ﬁ nal approval and may 
  tweak a few facts to better suit the adventure.
  For instance, let’s imagine the heroes have had a 
  rough night trying to evade a corporate pursuit squad 
  and are in dire need of medical help. A player invents 
  an old friend, Dr. Halliday, who runs an unlicensed 
  medical center from the basement of a nearby tene-
  ment block.
  Usage: As individuals, Contacts are not as resourceful 
  as the links granted via the Connections Edge. In general, 
  they can provide small items (a few magazines for a gun, 
  digging equipment, or simple repairs) or aid (informa-
  tion, or healing). What they never supply is an army of 
  Extras—pulp adventures are all about the heroes. The 
  player can ask his Contact for whatever he wants, but the 
  GM makes the ﬁ nal decision about what is available.
  Continuing our example, the heroes evade their en-
  emies long enough to get to the Doc’s surgery. He soon 
  patches them up with the aid of stolen medical supplies 
  and tells them about the old sewer system which they 
  can use to escape pursuit (for now). 
  In short, Contacts exist to provide a useful piece of 
  gear or information, or to help parties who are strug-
  gling to solve clues.
  CYBERWARE
  CYBERWARE
  “Cyberware” refers to any mechanical or electrical 
  systems surgically implanted into a person’s body and 
  interfaced with their nervous system. Such implants may 
  be a simple replacement for a lost limb or more “useful” 
  implants that increase the recipient’s speed, senses, or 
  accuracy with a gun.
  Rather than provide an endless list of possible en-
  hancements, Daring Tales of the Sprawl treats cyberware 
  as packages of implants that give bonuses to Attribute or 
  Skill rolls by increasing the Wild Die type. All cyberware 
  comes in three different levels: 1, 2 and 3 with a rising 
  cost for each. Level 1 cyberware grants a d8 Wild Die for 
  the associated traits, level 2 a d10 and level 3 a d12.
  It is suggested that traits with cyberware be annotated 
  with the augmented Wild Die in square brackets after the 
  trait die; e.g., a character with an Eye-Gun Link level 2 
  and Shooting of d10 would have his skill listed as Shoot-
  ing d10 [d10].
  The actual cyberware that grants the increased Wild 
  Die is merely a trapping. Players should feel free to de-
  scribe what they have implanted and how it alters their 
  appearance. For example both Argent and Rex have the 
  level 2 Notice cyberware package, giving them a d10 
  Wild Die on Notice rolls. Argent details his cyberware 
  as replacement eyes with built-in magniﬁ cation and low-
  light vision backed up by a cerebral booster. Rex goes for 
  replacement ears able to hear into the ultrasonic range 
  and a boosted olfactory sense.
  To keep things “Fast! Furious! and Fun!” we suggest 
  that the GM and players do not get too caught up in 
  the actual trappings of the cyberware and just enjoy the 
  game. For example a hero with augmented hearing level 
  2 may have a Notice skill of d10 with a Wild Die d10; 
  strictly speaking they should only get the d10 Wild Die 
  on Notice rolls that involve hearing but for the sake of 
  simplicity we would just let them have the d10 Wild Die 
  on all Notice rolls.
  COMMON CYBERWARE
  COMMON CYBERWARE
  One particular piece of cyberware is so common that 
  it is no longer even regarded as cyberware—a computer 
  interface and socket. This technology consists of a socket 
  (similar in appearance to the female mini-jack sockets 
  used in mp3 players) linked directly to a character’s 
  nervous system. With the appropriate connection a char-
  acter can “plug” himself into a computer, vehicle or any 
  other suitably equipped item and control it by thought.
  LIMITATIONS
  LIMITATIONS
  Note these rules work on the assumption that you 
  are running a pulp game without keeping track of the 
  money the heroes garner – it is assumed that the heroes 
  are paid enough to upgrade as much and as often as they 
  wish. If you want to run a more traditional game where 
  the heroes actually get their hands on the credits, we 
  have included a Cost Category and price table with the 
  Available Cyberware Packages on page 6-7.
  Cyberware can only enhance what you already have 
  and even then it is limited by how well you can do some-
  thing. For example a hero with d4 Shooting may manage 
  to get a level 3 Eye-Gun link ﬁ tted, but he isn’t going 
  to automatically know the best way to make use of that 
  package. 
  Cyberware can only enhance the Wild Die for a trait 
  up one level above the level of the trait – to beneﬁ t from 
  a Level 3 Shooting package the hero must have Shooting 
  d10 or d12. This means that characters with traits of d4 
  cannot gain any beneﬁ t from cyberware until they raise 
  their low traits to at least the average rating of d6.
  There is only a certain amount of augmentation a 
  body can take before it forfeits its humanity. The absolute 
  limit for the number of levels of cyberware a character 
  can have is his Spirit die as a number (e.g., 8 levels for 
  DARING TALES OF THE SPRAWL
  DARING TALES OF THE SPRAWL
  4
  resent such individuals, our pulp rules introduce a new 
  concept just for these sorts of characters — Contacts.
  A Contact, unlike a Connection, is a unique individual 
  who operates in a ﬁ xed location. Players who want allies 
  with greater resources or allies who can be contacted 
  anywhere should invest in the Connections Edge.
  Limits: Once per adventure, one player may invent a 
  Contact. An individual player may invent a new Contact 
  for his hero only once per character Rank. Thus, in a 
  typical group of four players, every player gets a chance 
  to create a friend at each Rank. For smaller groups, the 
  GM may alter or even waive this rule.
  The player should ﬁ rst seek his fellow players’ ap-
  proval, since they might have ideas for a Contact they 
  wish to use as well. He must then come up with a name, 
  a reason the hero knows the Contact, and why the Con-
  tact is in the area. The GM has ﬁ nal approval and may 
  tweak a few facts to better suit the adventure.
  For instance, let’s imagine the heroes have had a 
  rough night trying to evade a corporate pursuit squad 
  and are in dire need of medical help. A player invents 
  an old friend, Dr. Halliday, who runs an unlicensed 
  medical center from the basement of a nearby tene-
  ment block.
  Usage: As individuals, Contacts are not as resourceful 
  as the links granted via the Connections Edge. In general, 
  they can provide small items (a few magazines for a gun, 
  digging equipment, or simple repairs) or aid (informa-
  tion, or healing). What they never supply is an army of 
  Extras—pulp adventures are all about the heroes. The 
  player can ask his Contact for whatever he wants, but the 
  GM makes the ﬁ nal decision about what is available.
  Continuing our example, the heroes evade their en-
  emies long enough to get to the Doc’s surgery. He soon 
  patches them up with the aid of stolen medical supplies 
  and tells them about the old sewer system which they 
  can use to escape pursuit (for now). 
  In short, Contacts exist to provide a useful piece of 
  gear or information, or to help parties who are strug-
  gling to solve clues.
  CYBERWARE
  CYBERWARE
  “Cyberware” refers to any mechanical or electrical 
  systems surgically implanted into a person’s body and 
  interfaced with their nervous system. Such implants may 
  be a simple replacement for a lost limb or more “useful” 
  implants that increase the recipient’s speed, senses, or 
  accuracy with a gun.
  Rather than provide an endless list of possible en-
  hancements, Daring Tales of the Sprawl treats cyberware 
  as packages of implants that give bonuses to Attribute or 
  Skill rolls by increasing the Wild Die type. All cyberware 
  comes in three different levels: 1, 2 and 3 with a rising 
  cost for each. Level 1 cyberware grants a d8 Wild Die for 
  the associated traits, level 2 a d10 and level 3 a d12.
  It is suggested that traits with cyberware be annotated 
  with the augmented Wild Die in square brackets after the 
  trait die; e.g., a character with an Eye-Gun Link level 2 
  and Shooting of d10 would have his skill listed as Shoot-
  ing d10 [d10].
  The actual cyberware that grants the increased Wild 
  Die is merely a trapping. Players should feel free to de-
  scribe what they have implanted and how it alters their 
  appearance. For example both Argent and Rex have the 
  level 2 Notice cyberware package, giving them a d10 
  Wild Die on Notice rolls. Argent details his cyberware 
  as replacement eyes with built-in magniﬁ cation and low-
  light vision backed up by a cerebral booster. Rex goes for 
  replacement ears able to hear into the ultrasonic range 
  and a boosted olfactory sense.
  To keep things “Fast! Furious! and Fun!” we suggest 
  that the GM and players do not get too caught up in 
  the actual trappings of the cyberware and just enjoy the 
  game. For example a hero with augmented hearing level 
  2 may have a Notice skill of d10 with a Wild Die d10; 
  strictly speaking they should only get the d10 Wild Die 
  on Notice rolls that involve hearing but for the sake of 
  simplicity we would just let them have the d10 Wild Die 
  on all Notice rolls.
  COMMON CYBERWARE
  COMMON CYBERWARE
  One particular piece of cyberware is so common that 
  it is no longer even regarded as cyberware—a computer 
  interface and socket. This technology consists of a socket 
  (similar in appearance to the female mini-jack sockets 
  used in mp3 players) linked directly to a character’s 
  nervous system. With the appropriate connection a char-
  acter can “plug” himself into a computer, vehicle or any 
  other suitably equipped item and control it by thought.
  LIMITATIONS
  LIMITATIONS
  Note these rules work on the assumption that you 
  are running a pulp game without keeping track of the 
  money the heroes garner – it is assumed that the heroes 
  are paid enough to upgrade as much and as often as they 
  wish. If you want to run a more traditional game where 
  the heroes actually get their hands on the credits, we 
  have included a Cost Category and price table with the 
  Available Cyberware Packages on page 6-7.
  Cyberware can only enhance what you already have 
  and even then it is limited by how well you can do some-
  thing. For example a hero with d4 Shooting may manage 
  to get a level 3 Eye-Gun link ﬁ tted, but he isn’t going 
  to automatically know the best way to make use of that 
  package. 
  Cyberware can only enhance the Wild Die for a trait 
  up one level above the level of the trait – to beneﬁ t from 
  a Level 3 Shooting package the hero must have Shooting 
  d10 or d12. This means that characters with traits of d4 
  cannot gain any beneﬁ t from cyberware until they raise 
  their low traits to at least the average rating of d6.
  There is only a certain amount of augmentation a 
  body can take before it forfeits its humanity. The absolute 
  limit for the number of levels of cyberware a character 
  can have is his Spirit die as a number (e.g., 8 levels for 
  
  CYBERPUNK RULES
  CYBERPUNK RULES
  5
  Spirit d8). For example, a hero with Firearms level 2 and 
  Driving level 3 has 5 levels of cyberware.
  When a character is ﬁ rst created, he can have a maxi-
  mum of Spirit / 2 levels of cyberware implanted, and 
  these must all be level 1. Each time a character takes an 
  advancement; he may take a new package (assuming 
  he has not reached his limit) or increase the level of an 
  existing package.
  There are several packages which are exceptions to 
  the above which are listed in the Available Cyberware 
  Packages table (see below). These augmentations do not 
  increase the Wild Die for a trait.
  CYBERWARE AND EXTRAS
  CYBERWARE AND EXTRAS
  Extras do not normally get a Wild Die, so increasing the 
  Wild Die for traits that have cyberware packages does not 
  make much sense! Instead increase the relevant skill by 
  one step, irrespective of the cyberware package level; e.g., 
  a group of corporate security guards all equipped with an 
  Eye-Gun Link get their Shooting d6 raised to d8).
  AVAILABLE CYBERWARE PACKAGES
  AVAILABLE CYBERWARE PACKAGES
  The following table on pages 6-7 lists the cyberware 
  packages available, their Cost Category and some Ex-
  ample Trappings. Note that at the end of the table are 
  several packages which do not give an increased Wild 
  Die but instead grant other bonuses.
  COST CATEGORIES
  COST CATEGORIES
  Note: this section is not used for the Triple Ace Games 
  scenarios.
  Having new or improved cyberware ﬁ tted involves 
  both purchasing the hardware and paying for a surgeon to 
  implant it. The following table lists the total cost for each 
  category of cyberware. Note you cannot install a higher 
  level without having the lower level(s); e.g., you must in-
  stall Firearms levels 1 and 2 before you can install level 3.
  The table also lists the base recovery time for each 
  category. Multiply the recovery time by the level of the 
  package to give the total number of days required to 
  recover from the surgery and learn how to use the new 
  package.
  Note: Category A+ cyberware may only be installed 
  / upgraded once per Rank due to the extensive surgery 
  required.
  EDGES
  EDGES
  The Fleet-Footed, Level Headed, Improved Level 
  Headed, and Master Edges represent extremely high 
  levels of athletic ability and/or skill use and may be taken 
  as per the Savage World rules. However these Edges do 
  not stack with cyberware – the cyberware overrides the 
  natural ability.
  For example, a hero may be naturally fast with the 
  Fleet Footed edge, if he has his legs replaced using the 
  Fast Movement cyberware package he loses the beneﬁ ts 
  of the Fleet Footed edge.
  HACKING
  HACKING
  Hacking is the term given to illegally accessing inde-
  pendent computers and computer networks to manipu-
  late them for your hero’s own purposes. The hero could 
  be attempting to gather information on a corporation 
  or individual, or attempting to deactivate the alarms or 
  cameras in a building. 
  Computers are now rarely manipulated with devices 
  like keyboards or mice. Instead, the user links his brain 
  directly to the computer via a data cable that plugs into 
  a socket mounted in the user’s skull and hardwired to 
  his nervous system – the user has to merely think and 
  the computer responds. This neural linking means that 
  interaction with computers, including hacking, takes 
  mere seconds.
  COMPUTER SYSTEM RATINGS
  COMPUTER SYSTEM RATINGS
  Computer systems are rated by their Intrusion Coun-
  termeasure Electronic (ICE) skill which ranges from d4 
  to d12. Additionally systems are either Red or Green 
  – red systems get a Wild Die; green do not.
  As an example, the computer system controlling a 
  vending machine would have a rating of Green 4—it rolls 
  a d4 to oppose Hacking attempts. A system controlling 
  the alarms and cameras of a corporate research center 
  might be Red 8—it rolls a d8 and a d6 and takes the best 
  roll when opposing Hacking attempts.
  Category
  Level 1 Cost
  Level 2 Cost
  Level 3 Cost
  Base Recovery Time (days)
  A+
  $7,500
  $15,000
  $30,000
  10
  A
  $5,000
  $10,000
  $20,000
  4
  B
  $4,000
  $8,000
  $16,000
  3
  C
  $3,000
  $6,000
  $12,000
  2
  D
  $2,000
  $4,000
  $8,000
  1
  COST CATEGORIES
  COST CATEGORIES
  CYBERPUNK RULES
  CYBERPUNK RULES
  5
  Spirit d8). For example, a hero with Firearms level 2 and 
  Driving level 3 has 5 levels of cyberware.
  When a character is ﬁ rst created, he can have a maxi-
  mum of Spirit / 2 levels of cyberware implanted, and 
  these must all be level 1. Each time a character takes an 
  advancement; he may take a new package (assuming 
  he has not reached his limit) or increase the level of an 
  existing package.
  There are several packages which are exceptions to 
  the above which are listed in the Available Cyberware 
  Packages table (see below). These augmentations do not 
  increase the Wild Die for a trait.
  CYBERWARE AND EXTRAS
  CYBERWARE AND EXTRAS
  Extras do not normally get a Wild Die, so increasing the 
  Wild Die for traits that have cyberware packages does not 
  make much sense! Instead increase the relevant skill by 
  one step, irrespective of the cyberware package level; e.g., 
  a group of corporate security guards all equipped with an 
  Eye-Gun Link get their Shooting d6 raised to d8).
  AVAILABLE CYBERWARE PACKAGES
  AVAILABLE CYBERWARE PACKAGES
  The following table on pages 6-7 lists the cyberware 
  packages available, their Cost Category and some Ex-
  ample Trappings. Note that at the end of the table are 
  several packages which do not give an increased Wild 
  Die but instead grant other bonuses.
  COST CATEGORIES
  COST CATEGORIES
  Note: this section is not used for the Triple Ace Games 
  scenarios.
  Having new or improved cyberware ﬁ tted involves 
  both purchasing the hardware and paying for a surgeon to 
  implant it. The following table lists the total cost for each 
  category of cyberware. Note you cannot install a higher 
  level without having the lower level(s); e.g., you must in-
  stall Firearms levels 1 and 2 before you can install level 3.
  The table also lists the base recovery time for each 
  category. Multiply the recovery time by the level of the 
  package to give the total number of days required to 
  recover from the surgery and learn how to use the new 
  package.
  Note: Category A+ cyberware may only be installed 
  / upgraded once per Rank due to the extensive surgery 
  required.
  EDGES
  EDGES
  The Fleet-Footed, Level Headed, Improved Level 
  Headed, and Master Edges represent extremely high 
  levels of athletic ability and/or skill use and may be taken 
  as per the Savage World rules. However these Edges do 
  not stack with cyberware – the cyberware overrides the 
  natural ability.
  For example, a hero may be naturally fast with the 
  Fleet Footed edge, if he has his legs replaced using the 
  Fast Movement cyberware package he loses the beneﬁ ts 
  of the Fleet Footed edge.
  HACKING
  HACKING
  Hacking is the term given to illegally accessing inde-
  pendent computers and computer networks to manipu-
  late them for your hero’s own purposes. The hero could 
  be attempting to gather information on a corporation 
  or individual, or attempting to deactivate the alarms or 
  cameras in a building. 
  Computers are now rarely manipulated with devices 
  like keyboards or mice. Instead, the user links his brain 
  directly to the computer via a data cable that plugs into 
  a socket mounted in the user’s skull and hardwired to 
  his nervous system – the user has to merely think and 
  the computer responds. This neural linking means that 
  interaction with computers, including hacking, takes 
  mere seconds.
  COMPUTER SYSTEM RATINGS
  COMPUTER SYSTEM RATINGS
  Computer systems are rated by their Intrusion Coun-
  termeasure Electronic (ICE) skill which ranges from d4 
  to d12. Additionally systems are either Red or Green 
  – red systems get a Wild Die; green do not.
  As an example, the computer system controlling a 
  vending machine would have a rating of Green 4—it rolls 
  a d4 to oppose Hacking attempts. A system controlling 
  the alarms and cameras of a corporate research center 
  might be Red 8—it rolls a d8 and a d6 and takes the best 
  roll when opposing Hacking attempts.
  Category
  Level 1 Cost
  Level 2 Cost
  Level 3 Cost
  Base Recovery Time (days)
  A+
  $7,500
  $15,000
  $30,000
  10
  A
  $5,000
  $10,000
  $20,000
  4
  B
  $4,000
  $8,000
  $16,000
  3
  C
  $3,000
  $6,000
  $12,000
  2
  D
  $2,000
  $4,000
  $8,000
  1
  COST CATEGORIES
  COST CATEGORIES
  
  DARING TALES OF THE SPRAWL
  DARING TALES OF THE SPRAWL
  6
  Trait
  Cost 
  Category
  Example Trappings
  Agility
  A
  Joints are replaced and augmented by mechanical ones, giving enhanced articulation.
  Smarts
  A
  A minicomputer implanted in the cerebral cortex allows for the parallel processing of 
  information.
  Spirit
  A
  Implanted drug synthesizer manufactures drugs from the body’s own chemicals and 
  releases them to adjust how the owner feels / reacts.
  Strength
  A
  Muscles and tendons are replaced by artiﬁ cial ﬁ bers, giving enhanced leverage.
  Additional effect: damage from melee weapons increased by cyberware level (+1 to +3).
  Vigor
  A
  Replacement of internal organs allowing the body to surpass normal human limits.
  Boating
  D
  Interface between the owner’s nervous system and any suitably equipped boat allows 
  the vessel to be controlled by thought.
  Climbing
  C
  Retractable spikes in hands and feet.
  Driving
  B
  Interface between the owner’s nervous system and any suitably equipped land vehicle 
  allows the vehicle to be controlled by thought.
  Fighting
  A
  Implanted computer with extensive data on ﬁ ghting styles.
  Gambling
  C
  Implanted computer keeps track of variables increasing the chance of winning. 
  Guts
  C
  The ﬁ ght-or-ﬂ ight impulse is chemically suppressed while an adrenal pump provides 
  extra adrenaline in panic situations.
  Hacking
  A
  Implanted processor removes the need for a computer when hacking and offers faster 
  response time.
  Healing
  B
  Implanted computer provides encyclopedic knowledge of anatomy.
  Intimidation
  C
  Artiﬁ cial voice-box and accompanying microprocessor allows for calculated modula-
  tion to sound unnerving or outright bestial when the need arises.
  Investigation
  B
  Implanted computer with forensic database and enhanced problem-solving programs.
  Knowledge
  —
  See Knowledge Chip Slot.
  Lockpicking
  C
  Replacement hand with built-in electronic and mechanical lock picks.
  Notice
  B
  Replacement eyes, ears and/or nose with enhancements such as telescopic, low-light 
  or infrared vision, increased hearing range or canine olfactory senses.
  Persuasion
  C
  Glands modiﬁ ed to give off pheromones that make the owner more likeable. Cos-
  metic surgery.
  Piloting
  B
  Interface between the owner’s nervous system and any suitably equipped aircraft 
  allows the vehicle to be controlled by thought.
  Repair
  C
  Embedded computer, replacement or additional limbs with built-in tools.
  Riding
  D
  Enhancements to nervous system giving better coordination. Glands capable of 
  releasing pheromones tailored to the speciﬁ c animal mount.
  Shooting
  A
  Eye replacements linked to nervous and muscular system, replacements in the arms 
  and hands, overlaying vision with a computer-controlled targeting crosshair.
  Streetwise
  B
  Embedded computer with extensive database of cultural and psychological data.
  Stealth
  A
  Enhancements to nervous system, offering greater coordination and balance. Skin 
  modiﬁ ed to act like that of a chameleon.
  Survival
  C
  Digestive tract modiﬁ ed to allow for the safe digestion of anything animal or vegeta-
  ble. Sweat glands modiﬁ ed to better regulate body temperature.
  Swimming
  C
  Gills allow limited breathing underwater, skin treated to repel water, artiﬁ cial ﬁ ns. 
  AVAILABLE CYBERWARE PACKAGES
  DARING TALES OF THE SPRAWL
  DARING TALES OF THE SPRAWL
  6
  Trait
  Cost 
  Category
  Example Trappings
  Agility
  A
  Joints are replaced and augmented by mechanical ones, giving enhanced articulation.
  Smarts
  A
  A minicomputer implanted in the cerebral cortex allows for the parallel processing of 
  information.
  Spirit
  A
  Implanted drug synthesizer manufactures drugs from the body’s own chemicals and 
  releases them to adjust how the owner feels / reacts.
  Strength
  A
  Muscles and tendons are replaced by artiﬁ cial ﬁ bers, giving enhanced leverage.
  Additional effect: damage from melee weapons increased by cyberware level (+1 to +3).
  Vigor
  A
  Replacement of internal organs allowing the body to surpass normal human limits.
  Boating
  D
  Interface between the owner’s nervous system and any suitably equipped boat allows 
  the vessel to be controlled by thought.
  Climbing
  C
  Retractable spikes in hands and feet.
  Driving
  B
  Interface between the owner’s nervous system and any suitably equipped land vehicle 
  allows the vehicle to be controlled by thought.
  Fighting
  A
  Implanted computer with extensive data on ﬁ ghting styles.
  Gambling
  C
  Implanted computer keeps track of variables increasing the chance of winning. 
  Guts
  C
  The ﬁ ght-or-ﬂ ight impulse is chemically suppressed while an adrenal pump provides 
  extra adrenaline in panic situations.
  Hacking
  A
  Implanted processor removes the need for a computer when hacking and offers faster 
  response time.
  Healing
  B
  Implanted computer provides encyclopedic knowledge of anatomy.
  Intimidation
  C
  Artiﬁ cial voice-box and accompanying microprocessor allows for calculated modula-
  tion to sound unnerving or outright bestial when the need arises.
  Investigation
  B
  Implanted computer with forensic database and enhanced problem-solving programs.
  Knowledge
  —
  See Knowledge Chip Slot.
  Lockpicking
  C
  Replacement hand with built-in electronic and mechanical lock picks.
  Notice
  B
  Replacement eyes, ears and/or nose with enhancements such as telescopic, low-light 
  or infrared vision, increased hearing range or canine olfactory senses.
  Persuasion
  C
  Glands modiﬁ ed to give off pheromones that make the owner more likeable. Cos-
  metic surgery.
  Piloting
  B
  Interface between the owner’s nervous system and any suitably equipped aircraft 
  allows the vehicle to be controlled by thought.
  Repair
  C
  Embedded computer, replacement or additional limbs with built-in tools.
  Riding
  D
  Enhancements to nervous system giving better coordination. Glands capable of 
  releasing pheromones tailored to the speciﬁ c animal mount.
  Shooting
  A
  Eye replacements linked to nervous and muscular system, replacements in the arms 
  and hands, overlaying vision with a computer-controlled targeting crosshair.
  Streetwise
  B
  Embedded computer with extensive database of cultural and psychological data.
  Stealth
  A
  Enhancements to nervous system, offering greater coordination and balance. Skin 
  modiﬁ ed to act like that of a chameleon.
  Survival
  C
  Digestive tract modiﬁ ed to allow for the safe digestion of anything animal or vegeta-
  ble. Sweat glands modiﬁ ed to better regulate body temperature.
  Swimming
  C
  Gills allow limited breathing underwater, skin treated to repel water, artiﬁ cial ﬁ ns. 
  AVAILABLE CYBERWARE PACKAGES
  
  CYBERPUNK RULES
  CYBERPUNK RULES
  7
  Taunt
  B
  Embedded computer with database of insults, enhanced senses to detect when a 
  target reacts even minimally to an insult.
  Throwing
  A
  Embedded computer linked to cerebral motor cortex allows almost instantaneous 
  calculation of trajectory for throwing objects.
  Tracking
  B
  Enhanced sight, hearing and smell or an embedded database of terrain, climate and 
  other environmental features.
  Special
  Cost 
  Category
  Example Trappings
  Day to Day
  D
  This general purpose package is only available as a level 1 package and is a catch-all 
  for the many cyberware additions that do not give a bonus but are cool (and some-
  times essential) to have. 
  Taking this package once allows you to have as many features as you want, BUT they 
  cannot give you any in-game bonus.
  Examples: An built-in radio receiver and transmitter (5km range, encoded), a watch 
  embedded in the skin of the forearm or skin pigmentation changes.
  Armor
  A+
  Armor plates embedded beneath the skin providing Armor equal to the cyberware 
  level.
  Artiﬁ cial 
  Pheromones
  A+
  Body chemistry adjusted to emit increased levels of pheromones tailored to the target 
  of any interaction. Gain Charisma bonus equal to cyberware level.
  Enhanced 
  Reaction
  A+
  Nervous system is augmented, allowing signals to travel faster.
  Draw an additional number of initiative cards each round equal to cyberware level; 
  act on the best card.
  Fast Movement
  A+
  Combination of muscle replacement, balance computer and altered limb conﬁ gura-
  tion.
  Pace increased by cyberware level.
  Running Die is d8 for level 1, d10 for level 2 and d12 for level 3.
  Implanted 
  Weaponry
  B
  Melee weapons implanted into arms and hands. They may be retractable (extending 
  them is a Free Action) hiding under self-sealing synthetic skin in sub-dermal sheaths, 
  or always visible.
  Level 1 are ﬁ nger-tip claws (Str+d4 damage).
  Level 2 are claw-like blades extending from the forearm (Str+d6 damage).
  Level 3 are sword-like blades extending from the forearm (Str+d8 damage).
  Knowledge 
  Chip Slot
  C
  This augmentation allows the hero to insert Knowledge Chips.
  Knowledge Chips can only hold Knowledge skills they cannot be used to gain any of 
  the regular Savage World skills. 
  Each Chip Slot can accept one Knowledge Chip.
  A Knowledge Chip can be swapped out for a different one as an Action.
  A character is limited to a maximum number of Chip Slots equal to half their Smarts 
  die type.
  If the hero already has the skill, the die given by the chip is used for a cooperative roll
  If the hero does not have the skill, the die becomes his skill though he does not roll a 
  Wild Die when using it.
  Level 1 allows skill d4
  Level 2 allows skill d6
  Level 3 allows skill d8
  Knowledge Chips cost $100 times the skill rating.
  CYBERPUNK RULES
  CYBERPUNK RULES
  7
  Taunt
  B
  Embedded computer with database of insults, enhanced senses to detect when a 
  target reacts even minimally to an insult.
  Throwing
  A
  Embedded computer linked to cerebral motor cortex allows almost instantaneous 
  calculation of trajectory for throwing objects.
  Tracking
  B
  Enhanced sight, hearing and smell or an embedded database of terrain, climate and 
  other environmental features.
  Special
  Cost 
  Category
  Example Trappings
  Day to Day
  D
  This general purpose package is only available as a level 1 package and is a catch-all 
  for the many cyberware additions that do not give a bonus but are cool (and some-
  times essential) to have. 
  Taking this package once allows you to have as many features as you want, BUT they 
  cannot give you any in-game bonus.
  Examples: An built-in radio receiver and transmitter (5km range, encoded), a watch 
  embedded in the skin of the forearm or skin pigmentation changes.
  Armor
  A+
  Armor plates embedded beneath the skin providing Armor equal to the cyberware 
  level.
  Artiﬁ cial 
  Pheromones
  A+
  Body chemistry adjusted to emit increased levels of pheromones tailored to the target 
  of any interaction. Gain Charisma bonus equal to cyberware level.
  Enhanced 
  Reaction
  A+
  Nervous system is augmented, allowing signals to travel faster.
  Draw an additional number of initiative cards each round equal to cyberware level; 
  act on the best card.
  Fast Movement
  A+
  Combination of muscle replacement, balance computer and altered limb conﬁ gura-
  tion.
  Pace increased by cyberware level.
  Running Die is d8 for level 1, d10 for level 2 and d12 for level 3.
  Implanted 
  Weaponry
  B
  Melee weapons implanted into arms and hands. They may be retractable (extending 
  them is a Free Action) hiding under self-sealing synthetic skin in sub-dermal sheaths, 
  or always visible.
  Level 1 are ﬁ nger-tip claws (Str+d4 damage).
  Level 2 are claw-like blades extending from the forearm (Str+d6 damage).
  Level 3 are sword-like blades extending from the forearm (Str+d8 damage).
  Knowledge 
  Chip Slot
  C
  This augmentation allows the hero to insert Knowledge Chips.
  Knowledge Chips can only hold Knowledge skills they cannot be used to gain any of 
  the regular Savage World skills. 
  Each Chip Slot can accept one Knowledge Chip.
  A Knowledge Chip can be swapped out for a different one as an Action.
  A character is limited to a maximum number of Chip Slots equal to half their Smarts 
  die type.
  If the hero already has the skill, the die given by the chip is used for a cooperative roll
  If the hero does not have the skill, the die becomes his skill though he does not roll a 
  Wild Die when using it.
  Level 1 allows skill d4
  Level 2 allows skill d6
  Level 3 allows skill d8
  Knowledge Chips cost $100 times the skill rating.
  
  DARING TALES OF THE SPRAWL
  DARING TALES OF THE SPRAWL
  8
  HACKING ATTEMPTS
  HACKING ATTEMPTS
  Rather than use complicated diagrams to represent a 
  computer network, which a single hero has to negotiate 
  while his companions just watch, the Pulp Cyberpunk 
  rules use a system based upon Mass Battles rules from 
  the Savage Worlds rulebook to simulate the success of 
  the hero’s Hacking attempt.
  Give the computer system a number of tokens equal 
  to its ICE skill. This will be 4, 6, 8, 10 or 12.
  Give the hero who is attempting to hack the com-
  puter system (hereafter referred to as “the hacker”) a 
  number of tokens equal to his hacking computer’s rat-
  ing (see New Equipment on page 11). This will be 4, 6, 
  8, 10 or 12. It is possible for a hacker to connect to a 
  system directly rather than via a hacking computer; in 
  this case he gets a +1 bonus to all Hacking skill rolls but 
  only has a number of tokens equal to half his Spirit.
  Each round deal an initiative card for the hero and 
  the computer system.
  Each round, the computer system rolls its ICE skill 
  (and a Wild Die if it is a Red system) against a target 
  number of 4. Each success and raise removes one of 
  the hacker’s tokens as the computer system disables or 
  corrupts the programs he is running.
  Each round, the hacker rolls his Hacking skill against 
  a target number of 4. Each success and raise removes 
  one of the computer system’s tokens as the hacker by-
  passes the system’s security programs.
  If the hacker rolls a 1 on his Hacking die, the com-
  puter system is aware of his presence and a system alert 
  is raised. For the next 6 hours the computer system has 
  a +2 bonus to all of its dice rolls. Other non-computer 
  system processes may also occur – for example the se-
  curity guards at a site may be doubled.
  If the computer system rolls a 1 on its ICE skill roll, 
  the hacker has discovered a “back door” left by the 
  original programmers. This gives him a +2 bonus for 
  this hacking attempt only. The bonus is lost once he 
  withdraws from the system.
  If the computer system runs out of tokens, the 
  hacker has taken control of it. He can manipulate it as 
  desired, with each task requiring a simple success on a 
  Hacking roll and taking one round. Examples of what 
  the hacker may do include disabling alarms, turning off 
  a camera or discovering where a sought-after employee 
  is housed. 
  If the hacker runs out of tokens, the computer 
  system’s ICE has crashed his computer. The hacker 
  is immediately dumped out of the system and suffers 
  damage (see below).
  COMPANY HACKERS HELPING COMPU-
  COMPANY HACKERS HELPING COMPU-
  TER SYSTEMS
  TER SYSTEMS
  Sometimes a hacker belonging to the company that 
  owns a computer system will be accessing the system at 
  the same time a hero is attempting to hack it. 
  The company hacker makes a cooperative Hacking 
  roll adding +1 per success and raise to the computer 
  system’s ICE skill roll.
  If the hero still manages to gain control of the com-
  puter system he may disconnect the company hacker 
  with a successful opposed Hacking roll.
  MULTIPLE HACKERS HACKING ONE SYSTEM
  MULTIPLE HACKERS HACKING ONE SYSTEM
  If two or more hackers work as a team to hack a 
  computer system one should be designated the lead 
  hacker, he makes his hacking attempt as usual while his 
  team mates make cooperative rolls. If the lead hacker 
  is dumped his team mates suffer the same fate but the 
  damage they receive is halved (see below).
  DAMAGE FROM A COMPUTER SYSTEM
  DAMAGE FROM A COMPUTER SYSTEM
  When a hacker is defeated by a computer system 
  he is forcibly dumped from the system by potentially 
  lethal feedback. This feedback causes damage equal 
  to a roll of the computer system’s ICE skill plus the 
  number of tokens the system has remaining; this roll 
  may Ace if from a Red system.
  The damage is applied as per the Savage Worlds rules 
  except the hacker’s Spirit is used instead of Toughness 
  (for example, a d10 Spirit is treated as a “Toughness” of 
  10 vs. feedback damage). The hero may spend a benny 
  to try and Soak this damage using his Vigor die as usual. 
  Some hacking computers have special hardening built 
  in that acts as Armor for the hero’s Spirit.
  If the hero was attempting to hack a Red com-
  puter system, then the resulting damage is applied 
  as wounds; if it was a Green system, the damage is 
  applied as Fatigue. Wounds caused by hacking never 
  result in a roll on the Injury Table but can cause a 
  character’s death!
  Fatigue gained in this way is recovered at the rate of 
  one point per hour of rest.
  WITHDRAWING FROM A COMPUTER SYSTEM
  WITHDRAWING FROM A COMPUTER SYSTEM
  The hacker may withdraw from the computer system 
  at any time (before or after he gains control) as an ac-
  tion requiring no skill roll. However if the hacker later 
  wants to manipulate the computer system again, he must 
  repeat the hacking procedure given above.
  HACKER VS. HACKER
  HACKER VS. HACKER
  If two hackers encounter each other in the Super 
  Net they can attempt to “hack” each other.
  Give each hacker a number of tokens equal to their 
  hacking computer’s rating or half their Spirit if they are 
  not using a computer.
  The hacking attempt proceeds as outlined in Hack-
  ing attempts on page 8.
  If either hacker rolls a 1 on his Hacking die they have 
  made a mistake and their opponent gains a +2 bonus 
  on Hacking rolls for the remainder of the encounter.
  DARING TALES OF THE SPRAWL
  DARING TALES OF THE SPRAWL
  8
  HACKING ATTEMPTS
  HACKING ATTEMPTS
  Rather than use complicated diagrams to represent a 
  computer network, which a single hero has to negotiate 
  while his companions just watch, the Pulp Cyberpunk 
  rules use a system based upon Mass Battles rules from 
  the Savage Worlds rulebook to simulate the success of 
  the hero’s Hacking attempt.
  Give the computer system a number of tokens equal 
  to its ICE skill. This will be 4, 6, 8, 10 or 12.
  Give the hero who is attempting to hack the com-
  puter system (hereafter referred to as “the hacker”) a 
  number of tokens equal to his hacking computer’s rat-
  ing (see New Equipment on page 11). This will be 4, 6, 
  8, 10 or 12. It is possible for a hacker to connect to a 
  system directly rather than via a hacking computer; in 
  this case he gets a +1 bonus to all Hacking skill rolls but 
  only has a number of tokens equal to half his Spirit.
  Each round deal an initiative card for the hero and 
  the computer system.
  Each round, the computer system rolls its ICE skill 
  (and a Wild Die if it is a Red system) against a target 
  number of 4. Each success and raise removes one of 
  the hacker’s tokens as the computer system disables or 
  corrupts the programs he is running.
  Each round, the hacker rolls his Hacking skill against 
  a target number of 4. Each success and raise removes 
  one of the computer system’s tokens as the hacker by-
  passes the system’s security programs.
  If the hacker rolls a 1 on his Hacking die, the com-
  puter system is aware of his presence and a system alert 
  is raised. For the next 6 hours the computer system has 
  a +2 bonus to all of its dice rolls. Other non-computer 
  system processes may also occur – for example the se-
  curity guards at a site may be doubled.
  If the computer system rolls a 1 on its ICE skill roll, 
  the hacker has discovered a “back door” left by the 
  original programmers. This gives him a +2 bonus for 
  this hacking attempt only. The bonus is lost once he 
  withdraws from the system.
  If the computer system runs out of tokens, the 
  hacker has taken control of it. He can manipulate it as 
  desired, with each task requiring a simple success on a 
  Hacking roll and taking one round. Examples of what 
  the hacker may do include disabling alarms, turning off 
  a camera or discovering where a sought-after employee 
  is housed. 
  If the hacker runs out of tokens, the computer 
  system’s ICE has crashed his computer. The hacker 
  is immediately dumped out of the system and suffers 
  damage (see below).
  COMPANY HACKERS HELPING COMPU-
  COMPANY HACKERS HELPING COMPU-
  TER SYSTEMS
  TER SYSTEMS
  Sometimes a hacker belonging to the company that 
  owns a computer system will be accessing the system at 
  the same time a hero is attempting to hack it. 
  The company hacker makes a cooperative Hacking 
  roll adding +1 per success and raise to the computer 
  system’s ICE skill roll.
  If the hero still manages to gain control of the com-
  puter system he may disconnect the company hacker 
  with a successful opposed Hacking roll.
  MULTIPLE HACKERS HACKING ONE SYSTEM
  MULTIPLE HACKERS HACKING ONE SYSTEM
  If two or more hackers work as a team to hack a 
  computer system one should be designated the lead 
  hacker, he makes his hacking attempt as usual while his 
  team mates make cooperative rolls. If the lead hacker 
  is dumped his team mates suffer the same fate but the 
  damage they receive is halved (see below).
  DAMAGE FROM A COMPUTER SYSTEM
  DAMAGE FROM A COMPUTER SYSTEM
  When a hacker is defeated by a computer system 
  he is forcibly dumped from the system by potentially 
  lethal feedback. This feedback causes damage equal 
  to a roll of the computer system’s ICE skill plus the 
  number of tokens the system has remaining; this roll 
  may Ace if from a Red system.
  The damage is applied as per the Savage Worlds rules 
  except the hacker’s Spirit is used instead of Toughness 
  (for example, a d10 Spirit is treated as a “Toughness” of 
  10 vs. feedback damage). The hero may spend a benny 
  to try and Soak this damage using his Vigor die as usual. 
  Some hacking computers have special hardening built 
  in that acts as Armor for the hero’s Spirit.
  If the hero was attempting to hack a Red com-
  puter system, then the resulting damage is applied 
  as wounds; if it was a Green system, the damage is 
  applied as Fatigue. Wounds caused by hacking never 
  result in a roll on the Injury Table but can cause a 
  character’s death!
  Fatigue gained in this way is recovered at the rate of 
  one point per hour of rest.
  WITHDRAWING FROM A COMPUTER SYSTEM
  WITHDRAWING FROM A COMPUTER SYSTEM
  The hacker may withdraw from the computer system 
  at any time (before or after he gains control) as an ac-
  tion requiring no skill roll. However if the hacker later 
  wants to manipulate the computer system again, he must 
  repeat the hacking procedure given above.
  HACKER VS. HACKER
  HACKER VS. HACKER
  If two hackers encounter each other in the Super 
  Net they can attempt to “hack” each other.
  Give each hacker a number of tokens equal to their 
  hacking computer’s rating or half their Spirit if they are 
  not using a computer.
  The hacking attempt proceeds as outlined in Hack-
  ing attempts on page 8.
  If either hacker rolls a 1 on his Hacking die they have 
  made a mistake and their opponent gains a +2 bonus 
  on Hacking rolls for the remainder of the encounter.
  
  CYBERPUNK RULES
  CYBERPUNK RULES
  9
  If either hacker runs out of tokens, their computer 
  has crashed and they suffer damage equal to the roll 
  of their opponents Hacking skill plus the number of 
  tokens his opponent has remaining. This damage is ap-
  plied as detailed in Damage from a Computer System 
  on page 8. If the opposing Hacker was a Wild Card, 
  treat damage as though from a Red computer system. 
  If the opposing hacker was an Extra the damage is as 
  though from a Green system.
  AN EXAMPLE OF HACKING:
  AN EXAMPLE OF HACKING:
  Fast Joe is a hacker with Spirit d6 and Hacking d8. Joe 
  attempts to hack a Green-8 system. Both Joe and the system 
  get 8 tokens and the hacking attempt begins. For simplicity, 
  this example assumes that Joe’s hacking deck never man-
  ages to give him a bonus from its cooperative roll.
  Round 1: The system rolls a d8 and gets a 3; Joe rolls 
  his Hacking skill and Wild Die and gets a 7. The system 
  loses a token. System: 7 tokens, Joe: 8 tokens.
  Round 2: The second round, the system Aces and 
  rolls an 11; Joe only scores a 4. The system loses 1 token 
  while Joe loses 2. System: 6 tokens, Joe: 6 tokens.
  Round 3: The system rolls a 1; Joe gets lucky and 
  rolls a 13. The system loses 3 tokens and Joe has found 
  a backdoor giving him a +2 bonus for the rest of the 
  attempt. System: 4 tokens, Joe: 6 tokens.
  Round 4: The system rolls a 5 and Joe rolls a mighty 
  19! The system loses its last 4 tokens and Joe loses 1. 
  System: 0 tokens, Joe: 5 tokens.
  Round 5: The system is open to Joe; he makes a suc-
  cessful Hacking roll and disables the alarms so he and his 
  friends can enter undetected.
  On another night the situation may have been com-
  pletely different; up to round 4, all has gone the same 
  as above.
  Round 4: The system Aces twice and scores a huge 
  29 while Joe, despite his +2 bonus, only gets a 5. The 
  system loses a single token and Joe loses 6! System: 3 
  tokens, Joe: 0 tokens.
  Joe is dumped out of the system and the lethal feed-
  back means Joe could take some damage. The damage 
  roll is d8 (the system is a Green-8) plus 3 (the number 
  of tokens the system had left). The roll is 7 plus 3, for a 
  total of 10 damage.
   The 10 damage is 4 higher than Joe’s Spirit of d6 so 
  Joe is going to take a wound; as it is a Green system, 
  this is a level of Fatigue. If the system had been Red, he 
  would have taken a wound.
  AN EXAMPLE OF TWO HACKERS “FIGHTING”
  AN EXAMPLE OF TWO HACKERS “FIGHTING”
  Fast Joe (Wild Card, Spirit d6, Hacking d8 with a 
  Beta-6 hacking computer) runs into Wage Slave (Extra, 
  Spirit d6, Hacking d6 also with a Beta-6 hacking com-
  puter). Both Joe and Slave get 6 tokens.
  Round 1: Joe rolls his hacking computer’s d6 and 
  gets a 3 – no help there but rolls a 5 with his Hacking 
  skill and a 2 on his Wild Die. Slave rolls an 8 for his 
  hacking computer getting a +2 bonus on his Hacking 
  roll which aces and results in a 9. Slave loses 1 token 
  and Joe loses 2 tokens. Slave: 5 tokens, Joe: 4 tokens.
  Round 2: Joe’s hacking computer gets 5, a +1 
  bonus; his best roll is an 8. Slave’s hacking computer 
  does not help but his Hacking die Aces and comes up 
  13! Slave loses 2 tokens and Joe loses 3 tokens. Slave: 
  3 tokens, Joe: 1 token.
  Round 3: Joe fails miserably, no bonus from his 
  computer and his best roll is only a 3. Slave gets a +1 
  bonus from his computer and a total roll of 4. Slave 
  loses no tokens, Joe loses 1 token. Slave: 3 tokens, 
  Joe: no tokens. 
  Joe’s computer crashes and the lethal feedback 
  means Joe could take some damage. The damage roll 
  is d6 (Wage Slave’s Hacking skill) plus 3 (the number 
  of tokens Wage Slave had left). The roll is 4 plus 3, for 
  a total of 7 damage.
  The 7 damage is not 4 higher than Joe’s Spirit of d6 
  so Joe is going to be Shaken.
  HENCHMEN
  HENCHMEN
  Sometimes a Wild Card is too much of a threat or 
  an Extra is simply not threatening enough. In these 
  instances, the GM should use a Henchman. Henchmen 
  have three wound levels just like a Wild Card, but they 
  don’t have a Wild Die or get their own bennies.
  LINKING TO VEHICLE
  LINKING TO VEHICLE
  Characters that possess cyberware for their 
  Driving, Piloting or Boating skills may interface 
  themselves with their vehicles and control them by 
  thought – the vehicle becomes an extension of the 
  character’s body.
  Only vehicles fitted with a Cybernetic Link-Up 
  may be controlled (see New Equipment on page 11). 
  Vehicles may be additionally fitted with remote con-
  trol systems to allow suitably equipped characters to 
  remotely control them.
  Characters equipped with cyberware for linking to 
  vehicles are known as drivers.
  DRONES
  DRONES
  Drones are small (1 to 3 feet long) remote-con-
  trolled vehicles that a character equipped with Driv-
  ing (or Boating or Piloting) cyberware can remotely 
  control. 
  A Driver may be linked to a number of drones equal 
  to half his Spirit and will receive sensory input from 
  them. However, he may only actively control one drone 
  at a time unless he is giving the same command to all 
  his drones – e.g., “drive away as fast as possible.”
  Drones may be given simple (10 words or less) 
  commands to follow – for example, “Shoot anyone 
  that comes through the door,” “Follow me,” “Fire 
  at anyone shooting in your direction.” They cannot 
  CYBERPUNK RULES
  CYBERPUNK RULES
  9
  If either hacker runs out of tokens, their computer 
  has crashed and they suffer damage equal to the roll 
  of their opponents Hacking skill plus the number of 
  tokens his opponent has remaining. This damage is ap-
  plied as detailed in Damage from a Computer System 
  on page 8. If the opposing Hacker was a Wild Card, 
  treat damage as though from a Red computer system. 
  If the opposing hacker was an Extra the damage is as 
  though from a Green system.
  AN EXAMPLE OF HACKING:
  AN EXAMPLE OF HACKING:
  Fast Joe is a hacker with Spirit d6 and Hacking d8. Joe 
  attempts to hack a Green-8 system. Both Joe and the system 
  get 8 tokens and the hacking attempt begins. For simplicity, 
  this example assumes that Joe’s hacking deck never man-
  ages to give him a bonus from its cooperative roll.
  Round 1: The system rolls a d8 and gets a 3; Joe rolls 
  his Hacking skill and Wild Die and gets a 7. The system 
  loses a token. System: 7 tokens, Joe: 8 tokens.
  Round 2: The second round, the system Aces and 
  rolls an 11; Joe only scores a 4. The system loses 1 token 
  while Joe loses 2. System: 6 tokens, Joe: 6 tokens.
  Round 3: The system rolls a 1; Joe gets lucky and 
  rolls a 13. The system loses 3 tokens and Joe has found 
  a backdoor giving him a +2 bonus for the rest of the 
  attempt. System: 4 tokens, Joe: 6 tokens.
  Round 4: The system rolls a 5 and Joe rolls a mighty 
  19! The system loses its last 4 tokens and Joe loses 1. 
  System: 0 tokens, Joe: 5 tokens.
  Round 5: The system is open to Joe; he makes a suc-
  cessful Hacking roll and disables the alarms so he and his 
  friends can enter undetected.
  On another night the situation may have been com-
  pletely different; up to round 4, all has gone the same 
  as above.
  Round 4: The system Aces twice and scores a huge 
  29 while Joe, despite his +2 bonus, only gets a 5. The 
  system loses a single token and Joe loses 6! System: 3 
  tokens, Joe: 0 tokens.
  Joe is dumped out of the system and the lethal feed-
  back means Joe could take some damage. The damage 
  roll is d8 (the system is a Green-8) plus 3 (the number 
  of tokens the system had left). The roll is 7 plus 3, for a 
  total of 10 damage.
   The 10 damage is 4 higher than Joe’s Spirit of d6 so 
  Joe is going to take a wound; as it is a Green system, 
  this is a level of Fatigue. If the system had been Red, he 
  would have taken a wound.
  AN EXAMPLE OF TWO HACKERS “FIGHTING”
  AN EXAMPLE OF TWO HACKERS “FIGHTING”
  Fast Joe (Wild Card, Spirit d6, Hacking d8 with a 
  Beta-6 hacking computer) runs into Wage Slave (Extra, 
  Spirit d6, Hacking d6 also with a Beta-6 hacking com-
  puter). Both Joe and Slave get 6 tokens.
  Round 1: Joe rolls his hacking computer’s d6 and 
  gets a 3 – no help there but rolls a 5 with his Hacking 
  skill and a 2 on his Wild Die. Slave rolls an 8 for his 
  hacking computer getting a +2 bonus on his Hacking 
  roll which aces and results in a 9. Slave loses 1 token 
  and Joe loses 2 tokens. Slave: 5 tokens, Joe: 4 tokens.
  Round 2: Joe’s hacking computer gets 5, a +1 
  bonus; his best roll is an 8. Slave’s hacking computer 
  does not help but his Hacking die Aces and comes up 
  13! Slave loses 2 tokens and Joe loses 3 tokens. Slave: 
  3 tokens, Joe: 1 token.
  Round 3: Joe fails miserably, no bonus from his 
  computer and his best roll is only a 3. Slave gets a +1 
  bonus from his computer and a total roll of 4. Slave 
  loses no tokens, Joe loses 1 token. Slave: 3 tokens, 
  Joe: no tokens. 
  Joe’s computer crashes and the lethal feedback 
  means Joe could take some damage. The damage roll 
  is d6 (Wage Slave’s Hacking skill) plus 3 (the number 
  of tokens Wage Slave had left). The roll is 4 plus 3, for 
  a total of 7 damage.
  The 7 damage is not 4 higher than Joe’s Spirit of d6 
  so Joe is going to be Shaken.
  HENCHMEN
  HENCHMEN
  Sometimes a Wild Card is too much of a threat or 
  an Extra is simply not threatening enough. In these 
  instances, the GM should use a Henchman. Henchmen 
  have three wound levels just like a Wild Card, but they 
  don’t have a Wild Die or get their own bennies.
  LINKING TO VEHICLE
  LINKING TO VEHICLE
  Characters that possess cyberware for their 
  Driving, Piloting or Boating skills may interface 
  themselves with their vehicles and control them by 
  thought – the vehicle becomes an extension of the 
  character’s body.
  Only vehicles fitted with a Cybernetic Link-Up 
  may be controlled (see New Equipment on page 11). 
  Vehicles may be additionally fitted with remote con-
  trol systems to allow suitably equipped characters to 
  remotely control them.
  Characters equipped with cyberware for linking to 
  vehicles are known as drivers.
  DRONES
  DRONES
  Drones are small (1 to 3 feet long) remote-con-
  trolled vehicles that a character equipped with Driv-
  ing (or Boating or Piloting) cyberware can remotely 
  control. 
  A Driver may be linked to a number of drones equal 
  to half his Spirit and will receive sensory input from 
  them. However, he may only actively control one drone 
  at a time unless he is giving the same command to all 
  his drones – e.g., “drive away as fast as possible.”
  Drones may be given simple (10 words or less) 
  commands to follow – for example, “Shoot anyone 
  that comes through the door,” “Follow me,” “Fire 
  at anyone shooting in your direction.” They cannot 
  
  DARING TALES OF THE SPRAWL
  DARING TALES OF THE SPRAWL
  10
  10
  handle complex commands such as “Fire at the second 
  red-haired person to enter the corridor.”
  If a character is actively controlling a drone, he uses 
  his Driving, Notice and Shooting skill. If a drone is not 
  actively controlled, it uses its own skills.
  Several drones are listed in the New Equipment 
  section on page 12. 
  NEW SKILL
  NEW SKILL
  One new Skill is used in Daring Tales of the Sprawl: 
  Hacking.
  HACKING (SMARTS)
  HACKING (SMARTS)
  Hacking is the ability to bypass security protocols in 
  computer systems to retrieve information and to control 
  linked systems. For a full explanation of the main use of 
  this skill, see the Hacking section.
  OBSTACLES IN CHASES
  OBSTACLES IN CHASES
  Rather than simply listing Obstacles as a category with 
  a ﬁ xed modiﬁ er and having a collision as the only oc-
  currence, many of our Chase scenes include a table of 
  events. The text will tell you when these rules apply.
  When a participant draws a Club as his ﬁ rst initiative 
  card, you just check the card value against the table and 
  run the mini-scene. The number in parentheses after the 
  card value is a modiﬁ er to the driver’s initial Trait roll for 
  that round.
  Failure can lead to no additional effect (beyond not 
  gaining any ground due to the failed roll), or cause a 
  hero to lose Range Increments, become Shaken, or take 
  damage, depending on the nature of the Chase. Suc-
  cess and raises are generally handled as normal, though 
  sometimes there are additional beneﬁ ts.
  This type of expansion to the Chase rules is a recur-
  ring part of our adventure lines and is something the GM 
  can easily work into his own tales, regardless of genre.
  RESEARCH
  RESEARCH
  During their adventures, characters may decide to 
  do some research into the various corporations and 
  people they come in contact with. Characters can use 
  Investigation, Streetwise or Hacking to attempt to learn 
  more. One roll per character per topic is permitted, 
  though multiple characters can make an attempt. See 
  the sidebars throughout the adventure for what they can 
  discover. Each topic may have one or more of the follow-
  ing types of information:
  Default: Information readily available with no skill 
  roll required.
  DARING TALES OF THE SPRAWL
  DARING TALES OF THE SPRAWL
  10
  10
  handle complex commands such as “Fire at the second 
  red-haired person to enter the corridor.”
  If a character is actively controlling a drone, he uses 
  his Driving, Notice and Shooting skill. If a drone is not 
  actively controlled, it uses its own skills.
  Several drones are listed in the New Equipment 
  section on page 12. 
  NEW SKILL
  NEW SKILL
  One new Skill is used in Daring Tales of the Sprawl: 
  Hacking.
  HACKING (SMARTS)
  HACKING (SMARTS)
  Hacking is the ability to bypass security protocols in 
  computer systems to retrieve information and to control 
  linked systems. For a full explanation of the main use of 
  this skill, see the Hacking section.
  OBSTACLES IN CHASES
  OBSTACLES IN CHASES
  Rather than simply listing Obstacles as a category with 
  a ﬁ xed modiﬁ er and having a collision as the only oc-
  currence, many of our Chase scenes include a table of 
  events. The text will tell you when these rules apply.
  When a participant draws a Club as his ﬁ rst initiative 
  card, you just check the card value against the table and 
  run the mini-scene. The number in parentheses after the 
  card value is a modiﬁ er to the driver’s initial Trait roll for 
  that round.
  Failure can lead to no additional effect (beyond not 
  gaining any ground due to the failed roll), or cause a 
  hero to lose Range Increments, become Shaken, or take 
  damage, depending on the nature of the Chase. Suc-
  cess and raises are generally handled as normal, though 
  sometimes there are additional beneﬁ ts.
  This type of expansion to the Chase rules is a recur-
  ring part of our adventure lines and is something the GM 
  can easily work into his own tales, regardless of genre.
  RESEARCH
  RESEARCH
  During their adventures, characters may decide to 
  do some research into the various corporations and 
  people they come in contact with. Characters can use 
  Investigation, Streetwise or Hacking to attempt to learn 
  more. One roll per character per topic is permitted, 
  though multiple characters can make an attempt. See 
  the sidebars throughout the adventure for what they can 
  discover. Each topic may have one or more of the follow-
  ing types of information:
  Default: Information readily available with no skill 
  roll required.
  
  CYBERPUNK RULES
  CYBERPUNK RULES
  11
  11
  Success: More secretive information, not readily ac-
  cessible and requiring a successful skill roll to obtain.
  Raise: Top Secret information requiring a raise on the 
  skill roll to obtain.
  SURRENDERING
  SURRENDERING
  To some gamers, surrendering is a form of defeat. In 
  pulp style games, it’s often a vital part of the plot and 
  moves the story forward. As such, any time the heroes 
  surrender at the dramatically appropriate moment and 
  go along with the villain’s demands (it’s usually obvious 
  because of the number of Extras present or the villain 
  holding a gun to someone’s head and shouting, “Drop 
  your weapons!”), they earn a benny.
  NEW EQUIPMENT
  WEAPONS AND ARMOR
  WEAPONS AND ARMOR
  Players are free to purchase any armor or weapons suit-
  able for the modern era and should be encouraged to give 
  them names more suitable for the cyberpunk setting.
  For example a major corporation in the TAG setting is 
  the Japanese Hachiman Armaments (from the Japanese 
  god of archery); their main seller is the Widow Maker 
  which has game statistics identical to the Desert Eagle. 
  These guns may just be copies of those in the main Sav-
  age Worlds rulebook, but it adds ﬂ avor to the game when 
  a player takes aim with his Hachiman Widow Maker.
  The table below outlines some example weapons 
  used in the Daring Tales of the Sprawl scenarios.
  BLADETECH WEAPONS
  BLADETECH WEAPONS
  Bladetech Inc. is a weapons manufacturing company 
  that specializes in edged weapons. All of their blades are 
  treated with special coatings to enhance both their cut-
  ting edges and tensile strength. All such weapons do an 
  additional +1 damage and cost 50% more than normal.
  HACKING COMPUTER
  HACKING COMPUTER
  Using a computer when hacking allows the character 
  to make a Cooperative roll for the attempt.
  Hacking computers are rated Alpha or Beta and have 
  types 4, 6, 8, 10 or 12. The type is the die type to roll for 
  the cooperative roll; Alpha computers get a d6 Wild Die.
  Type
  Range
  Dam-
  age
  RoF
  Cost
  Weight
  Shots
  Min 
  Str
  Notes
  Pistols
  Morrigu Arms Hold Out .44
  5/10/20
  2d6+1  
  1
  150
  2
  2
  — 
  AP 1
  Hachiman Widow Maker (.50)  
  15/30/60
  2d8
  1
  300
  8
  7
  —
  AP 2, Semi-Auto
  Morrigu Arms Marauder  (.45)
  12/24/48
  2d6+1
  1
  250 
  7
  10
  —
  AP 1, Semi-Auto
  Submachine Guns
  Hachiman Rapid Fire Light (9mm)
  12/24/48
  2d6
  3
  300
  9
  32
  —  
  AP 1, Auto
  Morrigu Arms Corsair
  12/24/48
  2d6
  3
  300
  9
  32
  —  
  AP 1, Auto
  Riﬂ es
  Morrigu Arms Longshot
  20/40/80
  2d8
  1
  250
  8
  7
  —
  AP 2
  Assault Riﬂ es
  Hachiman Rapid Fire Medium (5.56)
  24/48/96
  2d8
  3
  400
  8
  30
  —
  AP 2, Auto, 3RB
  Morrigu Arms Outlaw (5.56)
  24/48/96
  2d8
  3
  400
  8
  30
  —
  AP 2, Auto, 3RB
  Machine Guns
  Hachiman Rapid Fire Heavy
  50/100/200
  2d10
  3
  1000
  84
  200
  AP 4, May not 
  move, HW
  Armor
  Armor Value
  Weight
  Cost
  Notes
  Armored Jacket
  +1/+2
  6
  60
  Covers torso and arms. A lightweight version of 
  the Flak Jacket.
  WEAPONS AND ARMOR
  CYBERPUNK RULES
  CYBERPUNK RULES
  11
  11
  Success: More secretive information, not readily ac-
  cessible and requiring a successful skill roll to obtain.
  Raise: Top Secret information requiring a raise on the 
  skill roll to obtain.
  SURRENDERING
  SURRENDERING
  To some gamers, surrendering is a form of defeat. In 
  pulp style games, it’s often a vital part of the plot and 
  moves the story forward. As such, any time the heroes 
  surrender at the dramatically appropriate moment and 
  go along with the villain’s demands (it’s usually obvious 
  because of the number of Extras present or the villain 
  holding a gun to someone’s head and shouting, “Drop 
  your weapons!”), they earn a benny.
  NEW EQUIPMENT
  WEAPONS AND ARMOR
  WEAPONS AND ARMOR
  Players are free to purchase any armor or weapons suit-
  able for the modern era and should be encouraged to give 
  them names more suitable for the cyberpunk setting.
  For example a major corporation in the TAG setting is 
  the Japanese Hachiman Armaments (from the Japanese 
  god of archery); their main seller is the Widow Maker 
  which has game statistics identical to the Desert Eagle. 
  These guns may just be copies of those in the main Sav-
  age Worlds rulebook, but it adds ﬂ avor to the game when 
  a player takes aim with his Hachiman Widow Maker.
  The table below outlines some example weapons 
  used in the Daring Tales of the Sprawl scenarios.
  BLADETECH WEAPONS
  BLADETECH WEAPONS
  Bladetech Inc. is a weapons manufacturing company 
  that specializes in edged weapons. All of their blades are 
  treated with special coatings to enhance both their cut-
  ting edges and tensile strength. All such weapons do an 
  additional +1 damage and cost 50% more than normal.
  HACKING COMPUTER
  HACKING COMPUTER
  Using a computer when hacking allows the character 
  to make a Cooperative roll for the attempt.
  Hacking computers are rated Alpha or Beta and have 
  types 4, 6, 8, 10 or 12. The type is the die type to roll for 
  the cooperative roll; Alpha computers get a d6 Wild Die.
  Type
  Range
  Dam-
  age
  RoF
  Cost
  Weight
  Shots
  Min 
  Str
  Notes
  Pistols
  Morrigu Arms Hold Out .44
  5/10/20
  2d6+1  
  1
  150
  2
  2
  — 
  AP 1
  Hachiman Widow Maker (.50)  
  15/30/60
  2d8
  1
  300
  8
  7
  —
  AP 2, Semi-Auto
  Morrigu Arms Marauder  (.45)
  12/24/48
  2d6+1
  1
  250 
  7
  10
  —
  AP 1, Semi-Auto
  Submachine Guns
  Hachiman Rapid Fire Light (9mm)
  12/24/48
  2d6
  3
  300
  9
  32
  —  
  AP 1, Auto
  Morrigu Arms Corsair
  12/24/48
  2d6
  3
  300
  9
  32
  —  
  AP 1, Auto
  Riﬂ es
  Morrigu Arms Longshot
  20/40/80
  2d8
  1
  250
  8
  7
  —
  AP 2
  Assault Riﬂ es
  Hachiman Rapid Fire Medium (5.56)
  24/48/96
  2d8
  3
  400
  8
  30
  —
  AP 2, Auto, 3RB
  Morrigu Arms Outlaw (5.56)
  24/48/96
  2d8
  3
  400
  8
  30
  —
  AP 2, Auto, 3RB
  Machine Guns
  Hachiman Rapid Fire Heavy
  50/100/200
  2d10
  3
  1000
  84
  200
  AP 4, May not 
  move, HW
  Armor
  Armor Value
  Weight
  Cost
  Notes
  Armored Jacket
  +1/+2
  6
  60
  Covers torso and arms. A lightweight version of 
  the Flak Jacket.
  WEAPONS AND ARMOR
  
  DARING TALES OF THE SPRAWL
  DARING TALES OF THE SPRAWL
  12
  12
   A hacking computer may be specially hardened by 
  the installation of additional ﬁ rewall type programs to 
  try and prevent hostile systems interfacing with them. 
  Such programs act as Armor during hacking attempts but 
  also slow down the hacker’s own programs giving him a 
  penalty to his Hacking rolls.
  Each point of hardening costs 10% of the base cost 
  and causes a –1 penalty on hacking rolls.
  HACKING TABLE
  HACKING TABLE
  4
  6
  8
  10
  12
  Alpha
  $1000
  $2,000
  $4,000
  $8,000
  $16,000
  Beta
  $100
  $200
  $400
  $800
  $1,600
  CYBERNETIC LINK-UP FOR 
  CYBERNETIC LINK-UP FOR 
  VEHICLES
  VEHICLES
  Any vehicle may be purchased with, or modiﬁ ed to 
  include, a cybernetic link-up to allow characters with 
  Driving (or Boating or Piloting) cyberware to control 
  them. The cost for this upgrade is an additional 20% of 
  the vehicle’s price.
  REMOTE CONTROL FOR VEHICLES
  REMOTE CONTROL FOR VEHICLES
  Any vehicle may be purchased with, or modiﬁ ed to 
  include, a remote-control cybernetic link-up to allow 
  characters with Driving (or Boating or Piloting) cyber-
  ware to control them remotely. The vehicle must have a 
  cybernetic link-up ﬁ tted ﬁ rst and the cost for the remote 
  control is an additional 10% of the vehicle’s price.
  DRONES
  DRONES
  Drones are small (1 to 3 feet long) computer con-
  trolled vehicles that a character equipped with Driving 
  (or Boating or Piloting) cyberware can remotely control. 
  Most drones have one or more mount points that can 
  be used to mount a pistol or submachine gun, which can 
  then be ﬁ red by the drone or a controlling character. All of 
  a drone’s mounted weapons may be ﬁ red at once, but each 
  weapon ﬁ red beyond the ﬁ rst applies a multi-action penalty.
  To simplify the use of drones, they are treated as crea-
  tures rather than vehicles—they do not use the vehicle 
  rules.
  Drones come in three main categories—car, helicop-
  ter and boat with three conﬁ gurations in each—general 
  purpose, lightweight surveillance and armored attack.
  SHAKEN, DAMAGED AND DESTROYED 
  SHAKEN, DAMAGED AND DESTROYED 
  DRONES
  DRONES
  During combat a drone may become Shaken—this 
  denotes that the drone’s systems have become unstable 
  or confused. The drone rolls its Spirit as though it were a 
  character to try and recover from being Shaken.
  When a Drone takes a wound, it is rendered inop-
  erable (though its controller may spend a benny to try 
  and soak the wound). After the ﬁ ght the drone’s control-
  ler gets to make a Vigor roll for each of his inoperable 
  drones. With a success the drone is damaged and can 
  be repaired given a suitable workshop, some spare parts 
  and a successful Repair roll. With a raise the damage to 
  the drone was superﬁ cial and can be ﬁ xed “in the ﬁ eld” 
  with a successful Repair roll. If the Vigor roll fails, the 
  drone is nothing but scrap.
  GENERAL PURPOSE ‘CAR’ DRONE 
  GENERAL PURPOSE ‘CAR’ DRONE 
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d10
  Skills: Driving d6, Fighting d6, Notice d6, Shooting d6
  Pace: 8; Parry: 5; Toughness: 7
  Special Abilities:
  * Construct: Drones add +2 to recover from Shaken, 
  take no additional damage from called shots, do not 
  suffer wound modiﬁ ers and are immune to disease 
  and poison.
  * Fearless: Drones never suffer fear effects.
  * Hardy: A second Shaken result does not cause a 
  wound.
  Gear: 1 mount point for a weapon.
  Cost: $200
  LIGHTWEIGHT SURVEILLANCE ‘CAR’ 
  LIGHTWEIGHT SURVEILLANCE ‘CAR’ 
  DRONE
  DRONE
  As General Purpose Drone:
  * 
  Pace 12”
  * 
  Notice d8
  * 
  No mount point
  * 
  Cost: $400
  ARMORED ATTACK ‘CAR’ DRONE
  ARMORED ATTACK ‘CAR’ DRONE
  As General Purpose Drone:
  * 
  Pace 4”
  * 
  Shooting d8
  * 
  Armor +2 (Toughness 9(2))
  * 
  2 mount points
  * 
  Cost: $800
  GENERAL PURPOSE ‘HELICOPTER’ 
  GENERAL PURPOSE ‘HELICOPTER’ 
  DRONE 
  DRONE 
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Notice d6, Piloting d6, Shooting d6
  Pace: –; Parry: 5; Toughness: 5
  Special Abilities:
  * Construct: Drones add +2 to recover from Shaken, 
  take no additional damage from called shots, do not 
  suffer wound modiﬁ ers and are immune to disease 
  and poison.
  * Fearless: Drones never suffer fear effects.
  * Flight: Helicopter drones have a Flying Pace of 12”, 
  DARING TALES OF THE SPRAWL
  DARING TALES OF THE SPRAWL
  12
  12
   A hacking computer may be specially hardened by 
  the installation of additional ﬁ rewall type programs to 
  try and prevent hostile systems interfacing with them. 
  Such programs act as Armor during hacking attempts but 
  also slow down the hacker’s own programs giving him a 
  penalty to his Hacking rolls.
  Each point of hardening costs 10% of the base cost 
  and causes a –1 penalty on hacking rolls.
  HACKING TABLE
  HACKING TABLE
  4
  6
  8
  10
  12
  Alpha
  $1000
  $2,000
  $4,000
  $8,000
  $16,000
  Beta
  $100
  $200
  $400
  $800
  $1,600
  CYBERNETIC LINK-UP FOR 
  CYBERNETIC LINK-UP FOR 
  VEHICLES
  VEHICLES
  Any vehicle may be purchased with, or modiﬁ ed to 
  include, a cybernetic link-up to allow characters with 
  Driving (or Boating or Piloting) cyberware to control 
  them. The cost for this upgrade is an additional 20% of 
  the vehicle’s price.
  REMOTE CONTROL FOR VEHICLES
  REMOTE CONTROL FOR VEHICLES
  Any vehicle may be purchased with, or modiﬁ ed to 
  include, a remote-control cybernetic link-up to allow 
  characters with Driving (or Boating or Piloting) cyber-
  ware to control them remotely. The vehicle must have a 
  cybernetic link-up ﬁ tted ﬁ rst and the cost for the remote 
  control is an additional 10% of the vehicle’s price.
  DRONES
  DRONES
  Drones are small (1 to 3 feet long) computer con-
  trolled vehicles that a character equipped with Driving 
  (or Boating or Piloting) cyberware can remotely control. 
  Most drones have one or more mount points that can 
  be used to mount a pistol or submachine gun, which can 
  then be ﬁ red by the drone or a controlling character. All of 
  a drone’s mounted weapons may be ﬁ red at once, but each 
  weapon ﬁ red beyond the ﬁ rst applies a multi-action penalty.
  To simplify the use of drones, they are treated as crea-
  tures rather than vehicles—they do not use the vehicle 
  rules.
  Drones come in three main categories—car, helicop-
  ter and boat with three conﬁ gurations in each—general 
  purpose, lightweight surveillance and armored attack.
  SHAKEN, DAMAGED AND DESTROYED 
  SHAKEN, DAMAGED AND DESTROYED 
  DRONES
  DRONES
  During combat a drone may become Shaken—this 
  denotes that the drone’s systems have become unstable 
  or confused. The drone rolls its Spirit as though it were a 
  character to try and recover from being Shaken.
  When a Drone takes a wound, it is rendered inop-
  erable (though its controller may spend a benny to try 
  and soak the wound). After the ﬁ ght the drone’s control-
  ler gets to make a Vigor roll for each of his inoperable 
  drones. With a success the drone is damaged and can 
  be repaired given a suitable workshop, some spare parts 
  and a successful Repair roll. With a raise the damage to 
  the drone was superﬁ cial and can be ﬁ xed “in the ﬁ eld” 
  with a successful Repair roll. If the Vigor roll fails, the 
  drone is nothing but scrap.
  GENERAL PURPOSE ‘CAR’ DRONE 
  GENERAL PURPOSE ‘CAR’ DRONE 
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d10
  Skills: Driving d6, Fighting d6, Notice d6, Shooting d6
  Pace: 8; Parry: 5; Toughness: 7
  Special Abilities:
  * Construct: Drones add +2 to recover from Shaken, 
  take no additional damage from called shots, do not 
  suffer wound modiﬁ ers and are immune to disease 
  and poison.
  * Fearless: Drones never suffer fear effects.
  * Hardy: A second Shaken result does not cause a 
  wound.
  Gear: 1 mount point for a weapon.
  Cost: $200
  LIGHTWEIGHT SURVEILLANCE ‘CAR’ 
  LIGHTWEIGHT SURVEILLANCE ‘CAR’ 
  DRONE
  DRONE
  As General Purpose Drone:
  * 
  Pace 12”
  * 
  Notice d8
  * 
  No mount point
  * 
  Cost: $400
  ARMORED ATTACK ‘CAR’ DRONE
  ARMORED ATTACK ‘CAR’ DRONE
  As General Purpose Drone:
  * 
  Pace 4”
  * 
  Shooting d8
  * 
  Armor +2 (Toughness 9(2))
  * 
  2 mount points
  * 
  Cost: $800
  GENERAL PURPOSE ‘HELICOPTER’ 
  GENERAL PURPOSE ‘HELICOPTER’ 
  DRONE 
  DRONE 
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Notice d6, Piloting d6, Shooting d6
  Pace: –; Parry: 5; Toughness: 5
  Special Abilities:
  * Construct: Drones add +2 to recover from Shaken, 
  take no additional damage from called shots, do not 
  suffer wound modiﬁ ers and are immune to disease 
  and poison.
  * Fearless: Drones never suffer fear effects.
  * Flight: Helicopter drones have a Flying Pace of 12”, 
  
  CYBERPUNK RULES
  CYBERPUNK RULES
  13
  13
  with a Climb of 2”.
  * Hardy: A second Shaken result does not cause a 
  wound.
  Gear: 1 mount point for a weapon.
  Cost: $300
  LIGHTWEIGHT SURVEILLANCE ‘HELICOP-
  LIGHTWEIGHT SURVEILLANCE ‘HELICOP-
  TER’ DRONE 
  TER’ DRONE 
  * 
  Flight 18”, Climb 3”
  * 
  Notice d8
  * 
  No mount point
  * 
  Cost: $600
  ARMORED ATTACK ‘HELICOPTER’ DRONE
  ARMORED ATTACK ‘HELICOPTER’ DRONE
  As General Purpose Drone:
  * 
  Flight 10”, Climb 2”
  * 
  Shooting d8
  * 
  Armor +2 (Toughness 7(2))
  * 
  2 mount points
  * 
  Cost: $1,200
  GENERAL PURPOSE ‘BOAT’ DRONE 
  GENERAL PURPOSE ‘BOAT’ DRONE 
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d8
  Skills: Boating d6, Fighting d6, Notice d6, Shooting d6
  Pace: 10; Parry: 5; Toughness: 6
  Special Abilities:
  * Construct: Drones add +2 to recover from Shaken, 
  take no additional damage from called shots, do not 
  suffer wound modiﬁ ers and are immune to disease 
  and poison.
  * Fearless: Drones never suffer fear effects.
  * Hardy: A second Shaken result does not cause a 
  wound.
  Gear: 1 mount point for a weapon.
  Cost: $200
  LIGHTWEIGHT SURVEILLANCE ‘BOAT’ 
  LIGHTWEIGHT SURVEILLANCE ‘BOAT’ 
  DRONE 
  DRONE 
  * 
  Pace 14”
  * 
  Notice d8
  * 
  No mount point
  * 
  Cost: $400
  ARMORED ATTACK ‘BOAT’ DRONE
  ARMORED ATTACK ‘BOAT’ DRONE
  As General Purpose Drone:
  * 
  Pace 6”
  * 
  Shooting d8
  * 
  Armor +2 (Toughness 8(2))
  * 
  2 mount points
  * 
  Cost: $800
  CYBERPUNK RULES
  CYBERPUNK RULES
  13
  13
  with a Climb of 2”.
  * Hardy: A second Shaken result does not cause a 
  wound.
  Gear: 1 mount point for a weapon.
  Cost: $300
  LIGHTWEIGHT SURVEILLANCE ‘HELICOP-
  LIGHTWEIGHT SURVEILLANCE ‘HELICOP-
  TER’ DRONE 
  TER’ DRONE 
  * 
  Flight 18”, Climb 3”
  * 
  Notice d8
  * 
  No mount point
  * 
  Cost: $600
  ARMORED ATTACK ‘HELICOPTER’ DRONE
  ARMORED ATTACK ‘HELICOPTER’ DRONE
  As General Purpose Drone:
  * 
  Flight 10”, Climb 2”
  * 
  Shooting d8
  * 
  Armor +2 (Toughness 7(2))
  * 
  2 mount points
  * 
  Cost: $1,200
  GENERAL PURPOSE ‘BOAT’ DRONE 
  GENERAL PURPOSE ‘BOAT’ DRONE 
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d8
  Skills: Boating d6, Fighting d6, Notice d6, Shooting d6
  Pace: 10; Parry: 5; Toughness: 6
  Special Abilities:
  * Construct: Drones add +2 to recover from Shaken, 
  take no additional damage from called shots, do not 
  suffer wound modiﬁ ers and are immune to disease 
  and poison.
  * Fearless: Drones never suffer fear effects.
  * Hardy: A second Shaken result does not cause a 
  wound.
  Gear: 1 mount point for a weapon.
  Cost: $200
  LIGHTWEIGHT SURVEILLANCE ‘BOAT’ 
  LIGHTWEIGHT SURVEILLANCE ‘BOAT’ 
  DRONE 
  DRONE 
  * 
  Pace 14”
  * 
  Notice d8
  * 
  No mount point
  * 
  Cost: $400
  ARMORED ATTACK ‘BOAT’ DRONE
  ARMORED ATTACK ‘BOAT’ DRONE
  As General Purpose Drone:
  * 
  Pace 6”
  * 
  Shooting d8
  * 
  Armor +2 (Toughness 8(2))
  * 
  2 mount points
  * 
  Cost: $800
  
  31044R
  Put on those shades, run a self-diagnostic 
  on your implanted chrome and prepare 
  to hit the mean streets with this, the ﬁ rst 
  issue of Daring Tales of the Sprawl!
  Triple Ace Games’ new line of cyberpunk, two-ﬁ sted tales 
  takes the characters into the sprawl, where extracting 
  corporate employees from under their employers noses, 
  exchanging ﬁ re with the scum who inhabit the deregulated 
  zones, whilst trying to stay alive long enough to collect your 
  pay is the order of the day.
  This free supplement give you all the special cyberpunk 
  rules you require to play in the near future. Pick up the free 
  characters and the ﬁ rst Daring Tales of the Sprawl and hit the 
  mean streets today!
  Daring Tales of the Sprawl is designed to be used with the 
  award winning Savage Worlds RPG. 
  © 2009 Triple Ace Games. Daring Tales of the Sprawl and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2009. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
  
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