TEXT: 1
  
  2
  THANK YOU
  To everyone who has supported my work on Twitch, YouTube and Patreon. 
  To everyone who has bought and played my games at DriveThruRPG, 
  Amazon, DMsGuild and Storytellers Vault. 
  You are why I can keep telling stories! Thank you. 
  DISCLAIMER
  This book contains rules, setting material and fiction that use politics, 
  cyberpunk, dystopian elements, violence, class warfare, and various 
  potentially offensive subjects and elements in order to tell make-believe 
  stories. This is NOT an endorsement of any of these themes. 
  It is only a game.
  Nothing in here is real.
  If you cannot handle that:
  Don’t play.
  Don’t read.
  Get help.
  Everyone else: enjoy!
  Savage Worlds License Info
  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.
  Material within this product is reproduced with permission from 
  Pinnacle Entertainment Group from Savage Worlds Core Rules and 
  Science Fiction Companion, available at www.peginc.com.
  
  3
  Written & Developed by
   
  Travis Legge
  Executive Producer
   
  Steve Heiden
  Cover Art
   
  Quick Covers - Vol.5: Future Tech illustrated by Rick Hershey-
  used with permission
   
  Nomads by Joyce Maureira, courtesy Sine Nomine Publishing - 
  used with permission
   
  Blood & Flag - Courtesy Graphicstock - used with permission
   
  Layout - Travis Legge
  Interior Art
   
  Quick Covers - Vol.5: Future Tech illustrated by Rick Hershey-
  used with permission
   
  Blood - Courtesy Graphicstock - used with permission
   
  Some art Shaman’s Stockart - used with permission
   
  Some art Jeshieds - used with permission
   
  Some art Jeff Brown, courtesy Sine Nomine Publishing - used 
  with permission
   
  Some art Tan Ho Sim, courtesy Sine Nomine Publishing - used with 
  permission
   
  Some art Joyce Maureira, courtesy Sine Nomine Publishing - 
  used with permission
   
  Some art Grzegorz Pedrycz, courtesy Sine Nomine Publishing - 
  used with permission
   
   
   
  Citizens Divided Copyright© 2018 Aegis Studios. All Rights Reserved.
  
  4
  Citizens Divided
  A roleplaying game about life 
  among the ninety-nine percent.
  Setting
  50 years from now, in 2068, the 
  western world is in crisis. Multinational 
  corporations swelled to critical mass in 
  the early 21st century, seizing the vast 
  majority of wealth, political power and 
  control. In 2050, the economy crashed, 
  as the wages of the working class, the 
  99 percent, fell so far into poverty that 
  revolution erupted. Many skyscrapers 
  that housed these multinational 
  corporations were raided. Executives 
  were executed. Military forces were 
  mobilized to quash the rebellion, 
  leading to more bloodshed and 
  mistrust between the proles and the 
  corporates. Entire cities fell, becoming 
  slums with little to no infrastructure. 
  As of 2068, the war is considered 
  to be over, but the tensions between 
  corporates and proles have not 
  subsided. Some say that the corporate 
  divide is even worse than it was prior to 
  the Crash of 2050. 
  
  5
  Multinats
  The term “multinat” refers to any 
  multinational corporation. In the early 
  21st century hundreds of corporations 
  achieved multinat status as companies 
  sought the most attractive tax shelters 
  for their bases of operations, the 
  cheapest workforces for their labor, 
  and the most profitable markets 
  to peddle their wares. Capitalism 
  became the global norm and 
  countries who had previously existed 
  under strict state rule began opening 
  their borders to corporate entities…and 
  profits. 
  Though mergers, consolidation 
  and massive corporate entities were 
  nothing new by this time, the early 
  21st century saw multinats begin 
  to cannibalize one another with 
  incredible frequency. By the mid 
  2020s the number of multinats had 
  fallen to twenty as larger companies 
  absorbed, acquired or destroyed their 
  competition. A few of the multinats of 
  the era survived simply by downsizing 
  to the point that they were beneath 
  the notice of the larger multinats. 
  The 2030s and 2040s saw massive 
  economic growth…for the rich. 
  The top tier execs of the multinats 
  became incredibly wealthy while the 
  rest of humanity saw their finances 
  evaporating as wages sank and 
  costs skyrocketed. The corporates, 
  those who were employed in some 
  executive capacity at the multinats, 
  called the time period the Big Boom. 
  The proles, those who were either the 
  wage slaves of the corporates or who 
  made their living outside the multinats 
  system called it the Big Doom. For a 
  while, the corporates thought this was 
  just a harmless joke on the part of the 
  proles. They did not realize that across 
  the globe, workers were plotting a 
  revolution. 
  The Crash of 2050 spawned a 
  violent and bloody uprising from 
  the working class. Across the globe 
  conflict became the norm as the 
  proles did everything in their power to 
  violently redistribute wealth and visit 
  vengeance upon the ruling corporate 
  class. In some areas, this campaign 
  was more or less successful, with the 
  proles seizing control of local assets, 
  forcing municipal cooperation with 
  local corporate representation and 
  loosening the iron grip of corporate 
  control on certain neighborhoods and 
  cities. Other regions did not fare so 
  well, as the conflict became extremely 
  bloody and wildly destructive. The 
  death toll and property damage in 
  these high-violence regions were 
  massive and the repercussions of these 
  battles are still felt today in many parts 
  of the world. 
  How DiD it Happen?
  Throughout North America, Europe, 
  Asia and Australia, the multinats 
  spent much of the 2030s and 2040s 
  bartering their influence in various 
  cities and towns. Most of the massive 
  metropolitan areas, such as New 
  York City, Mexico City, London and 
  St. Petersburg remained divided 
  up among multiple corporations. 
  These Metroplexes retained some 
  sort of municipal government, which 
  was often heavily influenced (if not 
  directly controlled) by representatives 
  from any number of multinats. Most 
  cities with populations between one 
  hundred thousand and three million 
  became wholly owned subsidiaries of 
  one multinat or another. This assured 
  that the majority of people in the 
  western world lived in some form 
  
  6
  of a “company town.” Under this 
  arrangement, cities with populations 
  below one hundred thousand were 
  generally considered to be beneath 
  corporate notice, and therefore able 
  to self-govern. 
  When the Crash of 2050 hit, the 
  small towns across the developed 
  world became bases of operations 
  for various factions of anti-corporate 
  rebels and freedom fighters. In the 
  early stages of the conflict, the proles 
  frequently used hit and run tactics 
  in which they would commit some 
  high property damage attacks on 
  corporate interest in a large city, then 
  flee to a nearby small town to hide 
  among the population. This tactic 
  worked at first, because the multinats 
  did not want the PR nightmare that 
  invading “peaceful unaligned” towns 
  would undoubtedly bring about. 
  That all ended with the “Fall of the 
  Wall.”
  On November 5th, 2054, a group of 
  coordinated attacks were staged by 
  numerous prole operatives, targeting 
  the financial district in New York City. 
  While Hackers focused their energies 
  on crippling the flow of information 
  in and out of the financial district, 
  a number of prole Augments led a 
  physical assault on ten prominent 
  locations, including the NYSE. The prole 
  forces targeted physical and digital 
  records, hoping to hit the multinats 
  where it hurt the most: right in their 
  portfolios. 
  The prole forces took pains to 
  minimize human casualties. Non-lethal 
  weapons were used in their siege on 
  Wall Street. The proles were not seeking 
  bloodshed. Their targets were not 
  flesh and blood, but ideas and ledger 
  
  7
  balances. Unfortunately, the multinats 
  were not compelled to respond in kind.
  In response to the Fall of the Wall, 
  several multinats coordinated attacks 
  on the cities of New Paltz, Spring 
  Lake, and Princeton. Each of those 
  towns were known hotbeds of prole 
  activity, and the multinats took great 
  glee in razing these towns to the 
  ground. This retaliation kicked off an 
  ongoing state of escalation for the 
  next five years as civil disobedience 
  and digital vandalism were replaced 
  with aggressive physical violence 
  and guerrilla warfare. Globally, over 
  200 million people died as a result 
  of the conflict. Many smaller towns 
  were reduced to ruins. Even the major 
  metropolitan areas were unable to 
  escape the carnage and destruction. 
  Civilization itself was a massive 
  battleground with no respite and no 
  safe areas. This continued for just over 
  five years.  
  In January of 2060, members of 
  the Fortune Fifteen, the fifteen most 
  powerful multinats, called a peace 
  conference with the leadership of 
  numerous prole factions. The meetings 
  were physically hosted in the ruins of 
  Princeton, with many attendees from 
  each faction attending remotely 
  via video conferencing. In these 
  meetings, a peace treaty was 
  penned which demanded the end of 
  outright aggression from each present 
  faction. In exchange, the multinats 
  would bankroll a multi-trillion-dollar 
  global reparation initiative aimed at 
  repairing the damage wrought by 
  the recent conflicts. This work would 
  be performed by prole workers who 
  were able to negotiate a guaranteed 
  living wage. The prole factions were 
  also granted a voice at the annual 
  United Corporations Summit, where 
  ambassadors from many multinats 
  meet to discuss global policy and 
  long-term planning. In exchange for 
  these concessions, the multinats got 
  an end to the violence, resumption of 
  municipal services such as sanitation 
  and utility management, which had 
  been denied due to prole strikes, and 
  resumption of business as usual. There 
  was a redistribution of wealth, which 
  seemed massive and impressive to the 
  proles, but registered as little more than 
  an annoyance to the multinats. When 
  the Fall of the Wall occurred, one 
  percent of the population controlled 
  ninety-nine percent of the wealth. With 
  the signing of the Treaty of Princeton, 
  it now breaks down to one percent 
  of the population controlling about 
  ninety-four percent of the wealth. 
  
  8
  life in 2068
  For Joe and Jane Uniform, the 
  average folks on the street, life in 
  2068 tends to be an ongoing flow of 
  work and sleep, punctuated with fast 
  food and streaming entertainment. 
  Whether they be proles working hard 
  to eke out a modest living, or low-end 
  wage slaves desperately tugging at 
  the bottom rung of the corporate 
  ladder, the average person in 2068 
  lives a relatively low-key and safe life. 
  Sometimes these folks find themselves 
  dragged into petty crime, caught up 
  in corporate espionage, or embroiled 
  in union intrigues gone south, but such 
  cases are the exception and not the 
  rule. 
  Beyond the relatively banal 
  existences of Joe and Jane Uniform, 
  the world of Citizens Divided is 
  filled with unique and interesting 
  folks, working on both sides of the 
  corporate divide, in order to rebuild 
  a broken world, strengthen their 
  own futures, or support a 
  personal agenda. 
  Augments are the 
  rare humans who 
  have undergone 
  some level of 
  permanent medical 
  enhancement to 
  their minds and 
  bodies. Augments are 
  generally looked down 
  upon by the populace 
  at large as being 
  dangerous and 
  inhuman. There 
  are two types of 
  Augments in the 
  world of Citizens 
  Divided: Chromers 
  and Gene Freaks.
  Chromers are those men 
  and women who have sought 
  improvement through cybernetic 
  enhancement. Some Chromers 
  received their first enhancements 
  due to injury or illness. Whether 
  a birth defect caused a faulty 
  organ, or random shrapnel from a 
  corporate/prole skirmish rendered 
  a limb useless, cyberware has 
  created a means for Chromers 
  to overcome virtually any injury, 
  deformity or disability. 
  Many Chromers love their 
  enhancements so much that they 
  begin upgrading and expanding 
  their cyberware as frequently as 
  their income allows. 
  This leads most 
  Chromers to 
  either pursue 
  careers in 
  corporate 
  security, 
  municipal 
  emergency 
  services, 
  or criminal 
  organizations 
  to afford 
  maintenance 
  and upgrades 
  to various 
  cyberware. 
  Where the 
  Chromer seeks to 
  transcend human 
  limitations through 
  cybernetics, 
  the Gene Freak relies on 
  biotech, gene therapy and 
  forced mutation to achieve 
  transhuman effects. The 
  prevalence of gene therapy 
  and biotechnology have 
  allowed Gene Freaks to take 
  
  9
  hold across the socio-economic 
  spectrum. All but the most destitute 
  settlements house facilities capable 
  of basic biotech installation, 
  though higher end bio utilities are 
  harder to come by outside of the 
  multinats. 
  Doctors are incredibly useful 
  and very highly demanded in both 
  corporate and prole-controlled 
  environments. While Techies and 
  Hackers can generally manage basic 
  cyberware repair and maintenance, 
  only a well-trained Doctor is capable 
  of upgrading cyberware, managing 
  biotech and genetic implants, and 
  keeping the human (or posthuman) 
  body in full working order. 
  ExoPilots are elite 
  combat operatives, 
  extensively trained 
  in the use of 
  ExoSuit technology. 
  ExoSuits were initially 
  conceived for military 
  contracts in the early 21st 
  century, but as the multinats 
  grew more reliant on their 
  own security forces, 
  ExoPilots were trained 
  internally to protect 
  corporate interests. 
  After the Fall 
  of the Wall, many 
  ExoPilots were 
  deployed in the 
  retaliatory strikes 
  against the prole 
  forces. While 
  the majority of 
  the ExoPilots 
  were reluctantly 
  obedient to their 
  orders, a segment 
  of the ExoPilots 
  effectively defected 
  from their corporate positions, taking 
  their ExoSuits with them. While these 
  ExoPilots were granted amnesty for 
  their actions (and legal ownership of 
  their suits) as a provision of the Treaty 
  of Princeton, the multinats have not 
  forgotten the insult and betrayal of 
  these rogue ExoPilots. Such ExoPilots 
  are likely to find any interaction with 
  those who hold loyalty to a corporation 
  to be antagonistic and hostile at best.  
  Many organizations including 
  multinats, labor unions, criminal 
  enterprises and political bodies 
  employ the use of a Face. The 
  Face deals with social interactions, 
  bargaining, negotiations, diplomacy, 
  and when necessary, intimidation. 
  This specialization in social 
  interaction is a boon on either 
  side of the corporate divide. 
  While ExoPilots, Chromers 
  and Gene Freaks can deal 
  a whole lot of damage in 
  a violent fight, it is more 
  often than not the Face 
  
  10
  whose skills bring an ultimate end to a 
  conflict. 
  While Joe and Jane Uniform can 
  be found among the proles and 
  the corporations alike, the abrasive 
  Gutter Punk is purely a construct 
  of prole society. Gutter Punks are 
  underprivileged, undereducated, 
  violent criminals who band together 
  for survival and profit. Gutter Punks 
  fight to secure turf in order to have 
  a home safe from rival gangs, 
  corporations and law enforcement. 
  Gutter Punks also fight for the simplest 
  of resources including food, shelter 
  and clothing. Due to their low 
  income, Gutter Punks are 
  unlikely to possess much by 
  the way of enhancements, 
  relying on archaic 
  weaponry and grit to 
  defend their homes and 
  attack their targets. 
  Hackers specialize 
  in the construction, 
  maintenance and 
  exploitation of the 
  internet. Through 
  powerful 
  programs, 
  home-
  brewed 
  code and 
  customized 
  portable 
  computers, 
  Hackers are able 
  to collect, command 
  and corrupt the most 
  valuable commodity of 
  the 21st century: data. 
  Many Hackers 
  are employed by the 
  multinats in order to 
  provide digital security 
  measures. These 
  Hackers are extremely well paid for 
  their work and are granted access to 
  cutting edge, state of the art machines 
  and programs. Those who work outside 
  the corporate system as freelancers 
  must cobble together their own 
  resources out of pocket. Fortunately, 
  a Hacker’s skill set is rare and valuable 
  enough to permit even the most 
  basically competent Hacker to charge 
  exorbitant fees for their work. 
  Among the most lucrative and in 
  demand professions are Techies who 
  are trained in technological repairs, 
  construction and design. Techies 
  serve in a support role for virtually 
  everyone else 
  in the 21st 
  century. 
  Whether 
  modifying 
  an ExoSuit, 
  tweaking a 
  cybernetic 
  system, 
  hotshotting 
  a Hacker’s 
  rig, or tricking 
  out a Gutter 
  Punk’s joy ride, 
  the Techie is 
  a valuable 
  asset to any 
  organization on 
  either side of the 
  corporate divide. 
  Many work strictly as 
  freelancers. Servicing 
  a multinat mainframe 
  by day and performing 
  cyberware maintenance 
  
  11
  at a street clinic by night is pretty 
  standard for a Techie.
  SyStem
  Citizens Divided uses the Savage 
  Worlds Roleplaying System and requires 
  the use of the Savage Worlds Core 
  Rules. Citizens Divided also draws 
  heavily on the rules presented in 
  the Savage Worlds Science Fiction 
  Companion. 
  Creating a 
  CharaCter
  Race
  Characters in 
  Citizens Divided 
  are all members of 
  the human race and 
  follow the standard 
  character creation 
  process detailed in 
  the Savage Worlds 
  Core Rules. The 
  free Edge granted 
  to all humans 
  should be spent on 
  purchasing a Professional 
  Edge to reflect your 
  character’s Concept. 
  concept
  First, get an idea of 
  the character you will 
  portray. Have a good 
  idea of who you want 
  this person to be before 
  you start spending points 
  and filling out any details. 
  You will want to choose a 
  Professional Edge, which tell 
  a bit about your character’s 
  history, social status, 
  and areas of 
  expertise. The 
  Professional Edges available in Citizens 
  Divided are listed and detailed here for 
  ease of reference. 
  Once you have chosen your 
  Professional Edge, proceed with the 
  character creation process laid out in 
  the Savage Worlds Core Rules, making 
  sure that you purchase the appropriate 
  traits to meet the prerequisites of your 
  Professional Edge.
  Professional edges
  Augment
  Requirements: Novice, Vigor d6+, 
  Spirit d6+
  Medical technology made 
  incredible leaps in the early 21st 
  century. Prosthetics rapidly 
  gave way to cybernetic 
  replacements, which were 
  further refined to become 
  enhancements. 
  Initially intended for 
  military and police 
  use, cybernetic 
  enhancements quickly 
  made their way onto the 
  black market. Seeing the 
  raw profits generated by black 
  market chop shops serving 
  clients who would give their 
  bottom dollar to become 
  “better,” the multinats 
  eventually decided to bring 
  cyberware to public market 
  in the 2030s. Augmentation 
  has seen a steady increase in 
  popularity ever since. 
  There are two types 
  of Augments in Citizens 
  Divided: Chromer and Gene 
  Freak. You much choose 
  one when you acquire this 
  Professional Edge. 
  
  12
  Chromers get +4 to Maximum 
  Strain. While Chromers CAN take 
  bioware, they typically do not do so. 
  Chromers begin play with $30K worth 
  of augmentations. Chromers also 
  begin with $200 in starting money to 
  purchase equipment. 
  The cutting edge of augmentation 
  technology involves biotechnology, 
  clonal replacement limbs, and genetic 
  resequencing to enhance the subject’s 
  body. This technology is new enough 
  that it is relatively rare among the prole 
  population, and not entirely trusted. 
  Though most people are perfectly 
  comfortable with using biotechnology 
  to treat disease, replace failing organs, 
  and repair birth defects, any 
  sort of augmentation drawn 
  from the process tends to 
  be viewed as strange and 
  dangerous by most proles. 
  Augments who rely on biotech 
  to gain special abilities are 
  commonly referred to as Gene 
  Freaks and are usually 
  treated with suspicion and 
  fear by any who know 
  their status as such. 
  Gene Freaks double 
  their Maximum Strain, 
  but pay 3x Strain cost for 
  cyberware, and normal 
  Strain cost for bioware. 
  Gene Freaks begin play with 
  $20K worth of augmentations. 
  Gene Freaks also begin with 
  $200 in starting money to 
  purchase equipment. 
  Doctor 
  Requirements: Novice, Smarts 
  d6+, Healing d6+, Knowledge: 
  (Medicine) d6+
  Doctors occupy a unique 
  position among professions, as 
  they are universally necessary, widely 
  respected, and frequently given 
  privilege and access that few others 
  can claim. Doctors are typically 
  able to cross even the tensest of 
  boundaries between corporate and 
  prole-controlled territories, as neither 
  side of the social conflict wants to 
  be seen as hostile to the healers. 
  Many Doctors moonlight between 
  the factions, working in a corporate-
  sponsored clinic by day, and a public 
  relief center (or backstreet chop 
  shop) by night. Though the practice is 
  officially condemned by healthcare 
  organizations on both sides of the 
  corporate divide, the reality is no one 
  cares much. As long as the Doctor is 
  not stealing supplies from one 
  entity to give to another 
  (a practice that becomes 
  more common as prole 
  resources acquired in the 
  Treaty of Princeton 
  begin to run 
  out) Doctors 
  can expect to 
  move relatively 
  freely between 
  enemy 
  factions. 
  As a Doctor, 
  you are skilled with 
  medicine, genetic 
  therapy, and 
  cybernetics. You 
  begin play with 20 
  doses of Medi-Gel, 
  a hand-held Medi-
  
  13
  Scanner, a Tablet PDD, and $3000 in 
  starting money.
  executive
  Requirements: Novice, Smarts d6+, 
  Spirit d6+, Knowledge: (Business) d6+
  Executives occupy the middle 
  management positions at the various 
  Multinats. Though many Executive 
  have bought into corporate 
  propaganda hook, line, and sinker, 
  some few are sympathetic to prole 
  causes. This mindset is generally 
  frowned upon by the higher-ups 
  in the corporate structure. An 
  Executive who displays too much 
  sympathy for proles will quickly 
  find themselves assigned to an 
  office deep in prole territory, 
  with vastly reduced resources 
  and a lower standard of living. 
  Of course, this practice often 
  reinforces the sympathizer’s 
  beliefs as they find themselves 
  getting to know proles on a 
  personal level. On the other 
  hand, some Executives forced 
  into this position become cold, 
  cruel, even despotic, as they 
  seek to “make amends” to 
  their corporate masters for 
  their perceived weakness. 
  Such Executives are often the 
  principal antagonists of proles 
  in their home market. 
  As an Executive, you 
  know your way around 
  boardrooms, offices, and 
  social gatherings occurring 
  at the corporate level. 
  You are familiar with 
  corporate practices 
  and expectations 
  and are able to draw 
  upon the resources 
  of your employer to help achieve 
  your objectives. You may requisition 
  up to $30K worth of equipment, 
  employees, and support from your 
  employer. In order to get different or 
  additional requisitions, you must return 
  items to the corporate office until 
  your available requisition balance 
  is sufficient to pay for the new 
  requisition. Damaged or destroyed 
  gear is deducted from an Executive’s 
  requisition balance, so Executives tend 
  to be very careful about what they 
  requisition and why. Additionally, you 
  begin play with $3000 in starting money 
  to purchase personal goods and gear. 
  exoPilot
  Requirements: Novice, Piloting d8+
  You are among the rare elite 
  security operatives who have 
  been trained to operate an 
  ExoSuit. While the majority 
  of ExoSuits remain under 
  corporate control, 
  most player character 
  ExoPilots will either be 
  proles, who defected 
  from their parent 
  Multinat and joined the prole 
  movement after the Fall of the 
  Wall, or the children or students 
  of those heroes. Prole ExoPilots 
  tend to be highly principled, 
  heroic, and honorable. In fact, 
  most (though certainly not all) 
  prole ExoPilots should chose 
  the Code of Honor hindrance 
  to reflect the strength of their 
  beliefs. 
  ExoPilots begin play with one 
  ExoSuit Chassis of their choice, 
  $150K worth of upgrades to 
  the ExoSuit, A beacon, 
  a commlink, an energy 
  tent, an exoskeleton, a PDD, 
  
  14
  a water purification filter, a personal 
  firearm, a survival knife, and $150 worth 
  of additional personal items. 
  Corporate ExoPilots begin play 
  with the same equipment suite, but 
  do not own their ExoSuit. Corporate 
  ExoSuits are all equipped with remote 
  shutdown technology, that will revoke 
  pilot control and return the ExoSuit to 
  a predetermined location. Since the 
  Fall of the Wall, the Multinats have 
  exerted rigid control over the activities 
  of all ExoPilots, requiring unfaltering 
  loyalty. ExoPilots can find themselves 
  grounded for the slightest of infractions 
  and questioning an order will result in 
  immediate 
  suspension. 
  Corporate 
  The ExoPilot Code
  W
  e kill only in defense of 
  Others. 
  W
  e do what we do because 
  it is right, never for 
  pay beyond food, shelter, 
  clothing, and ExoSuit 
  maintenance.
  O
  ur ExoSuits are an 
  extension of our being. 
  Treat them as such. 
  W
  e serve no corporation, 
  Multinat, or government. 
  Our service is to the people.
  
  15
  ExoPilots are not mind-controlled in any 
  way but given their lack of personal 
  freedom in the field, they may as well 
  be.  
  Face
  Requirements: Novice, Spirit d6+, 
  Knowledge (Etiquette) d6+, Persuasion 
  d6+
  The Face is a prole who has learned 
  to survive and thrive through mastery 
  of social skills. Faces make excellent 
  negotiators, con artists, performers, 
  and politicians. Though some 
  corporate and Multinat executives 
  display a similar skill set, the Face is 
  purely a construct of prole society. 
  When prole workers organize to try 
  and negotiate for a raise, they 
  look for a Face to speak on 
  their behalf. Nomadic prole 
  packs like to keep a Face 
  on hand to deal with 
  law enforcement, 
  hostile gangs, 
  and any 
  corporate 
  security 
  they may 
  run across in 
  their travels. 
  As a 
  Face you are 
  best suited for 
  social interaction 
  and tend to shy 
  away from the front 
  lines of a fight. 
  Once fists and 
  bullets start flying, 
  your primary skill 
  set becomes a 
  little less useful. 
  However, 
  there’s no reason you can’t learn to 
  shoot a pistol as well as anyone else. In 
  fact, many Faces do. Faces begin play 
  with +2 Charisma and $1000 in starting 
  money. 
  Gutter Punk
  Requirements: Novice, Vigor d6+, 
  Streetwise d6+, Survival d6+
  Gutter Punks are the cast-offs of 
  society. The poorest of the poor, Gutter 
  Punks tend to gather in gangs or 
  packs, though occasionally a Gutter 
  Punk will seek to earn money as a 
  mercenary working for anyone who 
  can pay the bill. Gutter Punks are 
  resourceful, tenacious survivors who 
  are accustomed to living in terrible, 
  even deadly conditions. This can make 
  many Gutter Punks seem hard 
  and callous, but in reality, 
  most Gutter Punks are very 
  kind and caring to those 
  they consider to be friends, 
  allies, or family. 
  As a Gutter Punk 
  you have learned to live 
  with violence, danger, 
  and possible starvation as 
  constant companions. You 
  thrive in the dark underbelly 
  of society and scratch out 
  a meager existence from the 
  scraps of those more fortunate 
  than yourself. Gutter Punks 
  begin play with a +1 
  bonus to Parry and 
  Dodge (added 
  after calculating 
  the base value) 
  and a +1 to all 
  Vigor rolls made 
  to resist hunger, poison, 
  radiation, or thirst. Gutter 
  Punks receive $200 
  in starting money 
  
  16
  but may have only $20 of available 
  cash when play begins regardless of 
  how much is left unspent at character 
  creation. 
  Hacker
  Requirements: Novice, Smarts d6+, 
  Knowledge (Computers) d6+, 
  Knowledge: (Electronics) d6+
  Hackers are the keyboard wizards 
  and warriors of the digital battlefields of 
  the internet. In 2068, almost everyone 
  in the developed and developing 
  world (and an ever-growing number 
  of folks in the third world) 
  have some sort of internet 
  access. Commlinks and 
  PDDs are common 
  devices and even 
  the poorest Gutter 
  Punk generally has 
  some amount of 
  digital presence. 
  As such, this 
  makes Hackers 
  extremely 
  valuable 
  associates. Some 
  Hackers wind 
  up working for 
  corporations or 
  Multinats before 
  the end of their 
  careers, but most 
  prefer to remain 
  independent, 
  as a 
  corporate 
  environment 
  is stifling to 
  the creativity (and relative lawlessness) 
  that comes along with being a free 
  agent. 
  Of course, that is not to say that 
  all, or even most, Hackers are prole-
  aligned. Far from it. Most Hackers 
  don’t much care about the corporate 
  divide, seeing class war as a waste of 
  time and energy. What they DO care 
  about is honest pay for dishonest work, 
  meeting and exceeding challenges, 
  and amassing the most important 
  currency: cred. To a Hacker, showing 
  the ability to pull off a job (and 
  subsequently brag about it on the 
  internet) is far more important than 
  who is paying for, benefiting from, or 
  being hurt by said job. Naturally, there 
  are some Hackers who are neck deep 
  in prole causes, and many unaligned 
  Hackers are at least sympathetic to 
  the plight of the proles, but overall, 
  they tend to be on the side that 
  suits their needs at any given 
  moment. 
  As a Hacker, you have 
  achieved some mastery 
  over the technology of 
  the internet. Above and 
  
  17
  beyond simple coding and electronics 
  knowledge, you have learned how 
  to create a Deck, which utilizes 
  the cutting edge of processing 
  technology, wireless interfacing, and 
  contains an immense volume of home-
  cooked cracking software designed 
  to aid in infiltrating, controlling and 
  breaking targeted systems. You begin 
  play with a Custom Deck, which 
  provides a +4 bonus to Knowledge 
  (Computer) rolls made to perform any 
  Hacking check. Your deck is highly 
  personalized, to the point that no other 
  user would receive the same bonus if 
  they tried to use your Deck (provided 
  they could even access it) You also 
  begin play with a full A.R. Interface 
  system and $1000 in starting money. 
  Techie
  Requirements: Novice, Smarts d6+, 
  Knowledge: (Electronics) d6+, Repair 
  d6+
  Techies are the backbone 
  of society. Every modern 
  convenience, every vehicle, every 
  municipal service – every bit of 
  technology that makes modern 
  life “modern” works because 
  techies keep it working. As such, 
  Techies are highly praised and 
  desired (in some circles even 
  more than Hackers) operatives 
  who can command incredible 
  salaries if they have sufficient 
  expertise. Techies invent 
  and innovate, building new 
  technologies to improve life 
  (or end it more efficiently) 
  and upgrading older tech to 
  keep it compatible with an ever-
  growing technical landscape. 
  While some argue that many 
  aspects of life in the late 21st 
  century have stumbled 
  backwards, technology is 
  ever on the march to the future. The 
  speed of that march is governed by 
  the work of the Techies. 
  As a Techie, you are a master 
  of machinery. You may work for a 
  corporation or Multinat, or you may 
  be the gal keeping a prole community 
  running. Some Techies do both. 
  Regardless of the side of the corporate 
  divide you live on, you are valued for 
  your skill and expertise. Most people 
  are acutely aware of how lost they 
  would be without you (and you are 
  
  18
  probably quite happy to inform those 
  who are not.) As a Techie you receive 
  a +2 to all Repair checks. You begin 
  play with a Tool Kit, which allows you to 
  make Repair checks on most devices 
  and technological items. You also 
  have a land Vehicle of your choice 
  and $1500 in starting money. 
  UniforM
  Requirements: Novice, any two skills at 
  d6+
  Joe and Jane Uniform are the 
  standard, average citizens of the 
  world. This profession represents folks 
  on both sides of the corporate divide 
  who get up, go to work, come home 
  to their families, and live what is 
  considered a “normal” life. Of 
  course, life is rarely that simple 
  for a Uniform. Many are 
  politically active, 
  spending their free time working to 
  bring their pet cause to fruition. Some 
  are involved in illegal activities of 
  some kind, leading to any number of 
  complications and interesting stories. 
  Of course, Uniforms with friends or 
  relatives among the other professions 
  often find themselves pulled into 
  conflict and adventure whether they 
  want to or not. 
  Uniforms begin play with one Edge 
  of their choice, as well as $1000 in 
  starting money.
  edges
  Citizens Divided draws from the 
  Savage Worlds Core Rules as well as 
  the Savage Worlds Science Fiction 
  Companion for Edges, subject to the 
  changes, additions, and omissions 
  below. 
  Arcane BackgrounD
  This edge is inappropriate for 
  the magic-free setting of Citizens 
  Divided. Weird Science is also 
  excluded, as the technology level in 
  the setting is well-defined. 
  Arcane Resistance/
  improveD Arcane 
  Resistance
  These edges are likewise 
  inappropriate for the magic-free 
  setting of Citizens Divided.
  Atmospheric Acclimation 
  (Science Fiction 
  companion)
  Space travel is not available in 
  Citizens Divided. Neither is this edge. 
  
  19
  cutting eDge (new, 
  BackgrounD)
  You were involved in an 
  experimental cyberware program. You 
  may be an employee of a Multinat 
  (or beholden to one), or perhaps 
  you have some sort of black market 
  connection who was able to get their 
  hands on some next generation tech 
  through illicit means. You are either 
  Indebted or Beholden to the party who 
  gave you access to such wiz tech and 
  must take the appropriate Hindrance. 
  Alternatively, you may choose them 
  as an Enemy (Major). You may reduce 
  the Strain cost of all cyberware taken 
  at character creation by 1. This edge 
  does not impact the Strain cost of 
  bioware (which is already a cutting 
  edge technology.) 
  cyBer Tolerant (Science 
  Fiction companion)
  This edge is replaced by the 
  Chromer feature of the Augment 
  Professional Edge.
  cyBorg (Science Fiction 
  companion)
  This edge is not appropriate 
  for Citizens Divided as the level of 
  technology required for augmentation 
  so extensive is not available. 
  Filthy Rich
  Yeah, you can take this. You’re 
  definitely in bed with/the child of 
  an executive from a Multinat. Proles 
  definitely hate you. Enjoy. 
  Giant Killer
  This edge is inappropriate for the 
  setting. Thanks to deregulation and lax 
  enforcement, elephants, hippos, and 
  the like have all been hunted basically 
  to extinction. There aren’t enough left 
  to get this good at killing them. Sorry. 
  Gravitic Acclimation 
  (Science Fiction 
  companion)
  See above RE: no space travel. 
  Heavy-G WorlDer (Science 
  Fiction companion)
  There are no aliens in Citizens 
  Divided, hence no Heavy-G worlders. 
  noBle
  While there are a few vestigial 
  remnants of traditional nobility around 
  the globe, the original intent of this 
  edge has all but died out. However, 
  the modern oligarchy of the one 
  percent certainly falls within the 
  purview of this edge. Just bear in mind, 
  the proles are not likely to be very fond 
  of a character taking this edge.
  Power eDges
  There are no Powers in this setting. 
  As such, there are no Power Edges. 
  ProFessional eDges
  You must select one of the nine 
  Professional Edges introduced in this 
  book at character creation (Augment, 
  Doctor, Executive, ExoPilot, Face, 
  Gutter Punk, Hacker, Techie, Uniform) 
  You may also choose any other 
  Professional Edge, so long as you meet 
  the prerequisites. Professional Edges 
  with an Arcane Background listed in 
  the Prerequisites are not available in 
  Citizens Divided. 
  Power Surge
  Power Surge is not permitted in 
  Citizens Divided, as there are no Power 
  Points. 
  
  20
  Hindrances
  Citizens Divided draws from the 
  Savage Worlds Core Rules as well as 
  the Savage Worlds Science Fiction 
  Companion for Hindrances, subject to 
  the changes, additions, and omissions 
  below. 
  BeholDen (minor or 
  major)
  You owe someone a favor. As a 
  minor Hindrance, this reflects some 
  sort of marker that can be called on, 
  requiring you to take odd jobs, perform 
  minor criminal activity, and generally 
  inconvenience you. If the favor called 
  in is severe or difficult enough, the GM 
  may elect to remove this Hindrance 
  from you upon completion. As a major 
  Hindrance, you owe someone your life 
  and the debt will never be paid. The 
  person you owe can call on you for 
  anything at any time. You can refuse, 
  but if you do, this edge is replaced with 
  Enemy (Major.)
  Bioware Resistant (minor, 
  new)
  Bioware doesn’t function in 
  this character’s body. Even clonal 
  replacements are rejected due to 
  some quirk of her physiology. As 
  such, she may never have bioware 
  installed. If bioware is installed in the 
  character for some reason, it rejects, 
  causing severe illness. In such a case, 
  the character is considered to be 
  suffering a Long-Term Chronic, Majorly 
  Debilitating Disease (see Diseases 
  in Savage Worlds Core Rules) until 
  the offending bioware is surgically 
  removed.
  FTL Sickness (Science 
  Fiction companion)
  Space travel is not available 
  in Citizens Divided. Neither is this 
  hindrance. 
  inDeBteD (minor or 
  major, new)
  You owe money. Lots of it. If this is 
  a minor Hindrance, you begin play 
  $50K in debt and are expected to 
  make a minimum of $1K per month 
  in payments. Failure to do so will 
  likely result in some form of legal 
  action, which can include indentured 
  servitude to a corporation until the 
  debt is paid. If selected as a Major 
  Hindrance, you begin play $500K in 
  debt, and must pay three-fourths of 
  your monthly income, or 2K per month, 
  whichever is lower. Failure to do so 
  will likely get you hunted down and 
  maimed or killed by your creditors. 
  low-G WorlDer (Science 
  Fiction companion)
  Space travel is not available 
  in Citizens Divided. Neither is this 
  hindrance. 
  one Arm 
  Due to the ready availability of 
  cyberware and bioware, One Arm is 
  a minor hindrance in Citizens Divided, 
  which is only available to characters 
  who also suffer from the Bioware 
  Resistant or Cyberware Resistant 
  (see Science Fiction Companion) 
  hindrance. 
  one eye 
  Due to the ready availability of 
  cyberware and bioware, One Eye is 
  a minor hindrance in Citizens Divided, 
  which is only available to characters 
  who also suffer from the Bioware 
  
  21
  Resistant or Cyberware Resistant 
  (see Science Fiction Companion) 
  hindrance. 
  one leg
  Due to the ready availability 
  of cyberware and bioware, One 
  Leg is a minor hindrance in Citizens 
  Divided, which is only available to 
  characters who also suffer from the 
  Bioware Resistant or Cyber Resistant 
  (see Science Fiction Companion) 
  hindrance. 
  outsiDer (major) (Science 
  Fiction companion)
  Though it may not feel like it to 
  proles sometimes, everyone in Citizens 
  Divided ostensibly have legal rights. As 
  such, this hindrance is not appropriate.  
  Poverty
  This hindrance cannot be chosen 
  by characters with the Executive 
  Professional Edge. 
  Zero-G Sickness (Science 
  Fiction companion)
  Space travel is not available 
  in Citizens Divided. Neither is this 
  hindrance. 
  Zero-G WorlDer (Science 
  Fiction companion)
  Space travel is not available 
  in Citizens Divided. Neither is this 
  hindrance. 
  Setting RuleS
  Citizens Divided makes use of the 
  Blood & Guts, Critical Failures and Gritty 
  Damage Setting Rules as detailed in 
  the Savage Worlds Core Rules. Citizens 
  Divided also makes use of the Extreme 
  Range and Hacking Setting Rules in 
  the Science Fiction Companion. In 
  addition, the following Setting Rule is 
  used in Citizens Divided. 
  Sheen
  Sheen represents how smooth, cool, 
  skilled, or elite a character is. When a 
  Hacker makes a desperate wild guess 
  at a password and manages to crack 
  a system far beyond his capabilities, he 
  might call upon his Sheen. When a shy 
  Executive digs deep into knowledge of 
  corporate etiquette to try and fast-talk 
  her way past guards into a restricted 
  area of the office, she might dig deep, 
  burning a little Sheen. When a Uniform 
  mother rips the door off a car to rescue 
  her trapped child, she might use up 
  some Sheen. When a dying Gutter 
  Punk refuses to release his tenuous hold 
  on life, hoping to hang on long enough 
  to put a few bullets in the bangers 
  that snuck up on him, this can be 
  accomplished through Sheen. 
  Sheen provides characters with 
  the means to affect game play in 
  significant ways. A character has a 
  limited amount of Sheen, determined 
  by the character’s Rank. Once Sheen 
  is spent it is gone so the character must 
  use it wisely. It is easy for a character 
  to run out of Sheen, so wise characters 
  keep in mind that being cool will only 
  carry you so far. 
  A character can spend 1 Sheen 
  Point to do one of the following things:
  • 
  Alter a single Trait Test.
  • 
  Shrug off the effects of being 
  Shaken for one round. Unlike spending 
  a Benny, this expenditure does not 
  completely negate the effects of being 
  Shaken. A character that expends a 
  Sheen Point to shrug off being Shaken 
  acts normally for a single round, at 
  
  22
  which point he becomes Shaken again 
  until making a successful Spirit roll or 
  spending a Benny. 
  • 
  Ignore wound penalties for one 
  round. 
  • 
  Make a Soak Roll, as if a Benny 
  had been expended. 
  • 
  Stave off Bleeding Out for one 
  round. 
  • 
  Stave off Fatigue: the character 
  may expend 1 Sheen Point to ignore 
  the effects of being Fatigued for one 
  round. If the character begins the 
  round Exhausted, he may expend 
  1 Sheen Point to overcome being 
  Exhausted, instead suffering penalties 
  for that round as if he were Fatigued. 
  A character who is rendered 
  Incapacitated can expend 1 Sheen 
  Point to act as if he were Exhausted, 
  but ONLY on the round after he is 
  rendered Incapacitated.  
  When a character spends 1 Sheen 
  Point to improve a Trait Test, add 1d10 
  to the roll result to help meet or exceed 
  the target number. A character can 
  declare the use of 1 Sheen Point to 
  alter a Trait Test after the roll is made—
  but only before the Game Master 
  reveals the result of that roll (whether 
  the Trait Test succeeded or failed). A 
  character cannot use a Sheen Point on 
  a skill check or ability check after using 
  a Benny to reroll. A character that 
  expends a Sheen Point to alter a Trait 
  Test also cannot subsequently spend 
  a Benny to reroll the Trait Test. One 
  method or the other must be chosen to 
  affect the roll. 
  A character can only spend Sheen 
  Points on one specific use per round. 
  If a character spends a Sheen point 
  to ignore wound penalties for one 
  round, he can’t spend another one in 
  the same round to improve a Trait Test, 
  and vice versa. A character may never 
  spend more than one Sheen Point per 
  round to improve a Trait Test. 
  A character’s Sheen Points 
  are determined by Rank. Novice 
  characters begin with 2 Sheen Points. 
  More Sheen is gained as characters 
  increase in rank, according to the 
  chart below.
  If you are starting a campaign at 
  a higher rank than Novice or need to 
  calculate how many points of Sheen 
  a Wild Card NPC has, use the chart 
  below to determine the character’s 
  starting Sheen. Note that this chart 
  represents that character’s total Sheen. 
  Once play begins, Sheen is spent and 
  gained normally. 
  AugmentationS
  Augmentations utilize the basic rules 
  laid out in the Cyberware section of 
  the Science Fiction Companion. The 
  rules for Installing/Removing Cyberware 
  and Strain apply as indicated in that 
  source, subject to the changes below.
  Rank
  Sheen Gained
  Seasoned
  2
  Veteran
  3
  Heroic
  3
  Legendary
  5
  Rank
  Starting Sheen
  Seasoned
  2
  Veteran
  3
  Heroic
  4
  Legendary
  6
  
  23
  Bioware
  Bioware is created through cloning 
  and genetic modification techniques. 
  As such, bioware inflicts less Strain, but 
  is more time consuming to create and 
  far more challenging to replace than 
  traditional cyberware. 
  Characters who have bioware 
  installed may ignore the first Injury 
  Table result in a combat that indicates 
  the part of the body in which the 
  bioware is installed. For example, if an 
  Augment with Synaptic Optimization 
  bioware suffers a Wound, and the 
  subsequent Injury Table roll result is 
  Bioware
  Location
  Strain Cost
  Adrenal Surge (1): The character’s adrenal gland has 
  been surgically augmented. He receives +2 to recover 
  from being Shaken. This stacks with the Combat Reflexes 
  Edge.
  N/A
  2
  $5K
  *Agility Increase (U): Each time this implant is chosen, 
  Agility is increased by a die step. Each step after d12 adds 
  +1.
  Both Arms, 
  Both Legs
  2
  $4K
  Aquatic Package (1): The recipient is fitted with gills and 
  collapsible webbing is installed between his fingers and 
  toes. He can breathe in any oxygen-filled liquid (most 
  lakes, rivers, or oceans), and his underwater Pace is equal 
  to his Swimming skill.
  Guts
  2
  $5K
  Clonal Limb Replacement (4): Each time this implant is 
  chosen, the character replaces one limb with a clonal 
  replacement. This clonal replacement functions as the 
  natural limb would, with the exception of being resistant to 
  Injury as bioware. 
  Arm(s) or 
  Leg(s) as 
  appropriate
  1
  $3K
  Clonal Organ Replacement (U): Each time this implant is 
  chosen, the character replaces one internal organ with 
  a clonal replacement. This clonal replacement functions 
  as the natural limb would, with the exception of being 
  resistant to Injury as bioware.
  Guts
  1
  $1K
  *Filters (1): Filters in the ears, nose, throat, and lungs remove 
  most airborne toxins and increase oxygen intake. The 
  hero adds +4 to rolls made to resist the effects of airborne 
  disease, poison, or deadly gases.
  Head, Guts
  1 
  $5K
  Skin Enhancement (1): The character’s skin has been 
  reinforced and enhanced, granting him +1 Armor all over. 
  This stacks with normal Armor, but not Heavy Armor (use 
  the higher value).
  Full Body
  1
  $5K
  *Smarts Increase (U): Each time this implant is chosen, 
  Smarts is increased by a die step. Each step after d12 adds 
  +1.
  Head
  3
  $4K
  *Strength Increase (U): Each time this implant is chosen, 
  Strength is increased by a die step. Each step after d12 
  adds +1.
  Both Arms, 
  Both Legs
  2
  $4K
  *Vigor Increase (U): Each time this implant is chosen, Vigor 
  is increased by a die step. Each step after d12 adds +1.
  Guts
  2
  $4K
  *Also Available as cyberware. Add +1 to Strain if taken as cyberware.
  
  24
  an 11 or 12, indicating a Head Injury, 
  the Augment may ignore that Injury 
  result (but not the wound that caused 
  it.) If the Augment suffers another 
  Wound or is Incapacitated in the same 
  combat and the Head Injury result is 
  rolled, apply its effects normally. This 
  additional resilience has no impact on 
  parts of the body that do not include 
  bioware, nor does it stack if a location 
  has multiple types of bioware installed. 
  The following bioware is available to 
  characters in Citizens Divided:
  cyBerware
  Cyberware refers to any 
  mechanical device installed within 
  and integrated into a human body. 
  Unlike prosthetics, which are external 
  additions to the wearer’s form, 
  cyberware is attached surgically, 
  operated neurologically, and is 
  effectively as much a part of the 
  person as their own organs. 
  Characters who have cyberware 
  installed may ignore the first Injury 
  Table result in a combat that indicates 
  the part of the body in which the 
  cyberware is installed. Furthermore, this 
  resilience prevents the character from 
  being wounded, as their cybernetics 
  take only superficial damage from 
  initial wounds. For example, if an 
  Augment with a cyberarm suffers a 
  Wound, and the subsequent Injury 
  Table roll result is a 3 or 4, indicating an 
  Arm Injury, the Augment may ignore 
  that Injury result as well as the wound 
  that caused it. Cosmetic damage is 
  done to the affected cyberware, but 
  the character’s body is insulated from 
  being Wounded. If the Augment suffers 
  another Wound or is Incapacitated in 
  the same combat and the Arm Injury 
  result is rolled again, apply its effects 
  (including the Wound) normally. This 
  additional resilience has no impact 
  on parts of the body that do not 
  include cyberware, so in the above 
  example, if the character’s right arm 
  Cyberware
  Location
  Strain
  Cost
  Armor (U): Subdermal plates or fibers have been 
  placed beneath the character’s skin, granting him 
  +2 Armor all over. This stacks with normal Armor, but 
  not Heavy Armor (use the higher value).
  Full Body
  2 
  $10K
  Autodoc (1): A series of small robots, circulatory 
  system filters, and antitoxin dispensers are installed 
  throughout the body, which heal the recipient 
  when wounded. They automatically heal one 
  wound per day and add +4 to rolls to resist Bleeding 
  Out. They have a 50% chance per day of healing 
  any disease or poison once it gets into the blood 
  stream (assuming the character is still alive).
  Full Body
  2 
  $12K
  Combat Specialty (U): The character may take a 
  Combat Edge, ignoring all requirements except the 
  requirement of other Edges. The Edge benefits do 
  not stack with the same Edge if the character has it 
  naturally as well as through his cyberware.
  Head
  2 
  $5K/Rank
  Communicator (1): A commlink has been built 
  into the character’s skull, allowing cellular calls 
  and data. If the character also has a cyberjack 
  and deck, or Implant Deck, this may be used to 
  generate a connection to the internet. 
  Head
  1 
  $1K
  
  25
  is a cyberarm, but the Injury Table 
  indicates that the Left arm is injured, 
  Cyberware
  Location
  Strain
  Cost
  Cyberjack (1): The character with this piece of 
  cyberware may forgo GUI or Augmented Reality 
  interfaces to connect to the internet, using a 
  Direct Neural Interface to their deck.  This adds 
  +4 to all Knowledge (Computer) and Knowledge 
  (Electronics) rolls made while connected in 
  such a fashion. If the character fails such a roll 
  anyway, the intense feedback causes a level of 
  Fatigue that fades in one hour and can cause 
  Incapacitation but not death. If the system the 
  character was hacking was particularly powerful 
  or well-protected, failure (including during a failed 
  Dramatic Task) causes 3d6 damage (or more for 
  very high-end corporate or military computers). 
  Armor offers no protection from this damage.
  Head
  1 
  $3K
  Cybernetic Replacement Limb (4): Each time this 
  implant is chosen, the character replaces one limb 
  with a basic cybernetic implant. This cybernetic 
  replacement functions as the natural limb would, 
  with the exception of being resistant to Injury as 
  cyberware. Note that additional enhancements 
  added to these limbs after installation may subtract 
  1 from their Strain cost and $2K from their installation 
  cost.
  Arm(s) or 
  Leg(s) as 
  appropriate
  1
  $2K
  Implant Deck (1): The character has a deck 
  implanted in their head, which is integrated with 
  their brain. This grants the character a +6 bonus 
  to all Knowledge (Computer) and Knowledge 
  (Electronics) checks. This implant allows the 
  character to access Augmented Reality without 
  the need for A.R. lenses, goggles, or gloves. 
  This implant also includes an internal commlink, 
  negating the need for a separate commlink 
  installation or external commlink. This implant also 
  includes an external cyberjack port for hardwire 
  connections to offline systems.
  Head
  4
  $10K
  +Leg Enhancement (U): The character gains +2 
  Pace and increases his running die one step. He 
  also increases his jumping distances by 1”. Each 
  time this is taken after the first increases Pace by +2.
  Both Legs
  2 
  $6K
  Mule (1): The character’s skeleton has been 
  strengthened, increasing his Load Limit to 8× his 
  Strength. If he has the Brawny Edge as well, it 
  increases to 10× Strength.
  Full Body
  3 
  $8K
  Skill Chip Reader (1): This headware allows the 
  character to slot Skill Chips and Sense Chips. It 
  can also be modified to record Sense Chips with a 
  successful Knowledge (Electronics) check. 
  Head
  1 
  $3K 
  
  26
  the character gains no protection from 
  their cyberware. This resilience does not 
  stack if a location has multiple types of 
  cyberware installed
  The following cyberware is available 
  to characters in Citizens Divided:
  The number in parentheses after the 
  name of each entry is the number of 
  times the particular enhancement may 
  be taken. U means unlimited.
  exoSuitS
  ExoSuits in Citizens Divided follow 
  the rules described for Power Armor 
  in the Science Fiction companion. 
  Because of the nature of Power Armor 
  controls in Citizens Divided, an ExoPilot 
  substitutes his Piloting skill for Climbing, 
  Fighting, Shooting, and Stealth. The 
  ExoPilot should also recalculate their 
  Parry skill while in their suit to reflect this 
  change. The following ExoSuit options 
  are available for ExoPilots.
  HTR Suit
  HTR suits are worn by ExoPilots 
  who were trained to serve as High-
  Threat corporate security, or to work 
  on military operations. These suits are 
  designed to inflict maximum damage 
  to structures and personnel.  
  Medium Power Armor: Armor +14, Pace 
  6, Cost $1.115M, Remaining Mods 0
  Notes: 2×Armor, 2×Strength 
  Enhancement, Targeting System, 
  Trauma System
  Weapons:
  Cyberware
  Location
  Strain
  Cost
  Trait Bonus (U): This represents a host of various 
  devices that add a flat +2 bonus to any skill or 
  attribute (but only once per Trait). A targeting eye, 
  for example, might add +2 to Shooting. This stacks 
  with all other bonuses as usual.
  N/A
  1
  $10K
  Vision Enhancement (1): Cybernetic eyes grant 
  magnification (50×), thermal, and low-light vision. 
  This adds +2 to appropriate sight-based Notice 
  rolls and eliminates illumination penalties if in the 
  appropriate mode. Changing modes is a free 
  action.
  Head
  2 
  $10K
  +Weapon, Melee (2): The character has retractable 
  claws or blades attached directly to the bones in 
  one forearm. The blades may be extended as a 
  free and instant action, and cause Str+d6 damage. 
  For additional cost, these may be given any of the 
  Close Combat Weapon Modifications found on 
  page 18.
  Arm(s)
  2
  $5K
  +Weapon, Ranged (2): A small, concealed 
  slugthrower has been installed in the character’s 
  forearm. Reloading is achieved by removing a 
  flap of fake skin and manually inserting individual 
  rounds. Other small weapons may be installed with 
  the GM’s approval.
  Arm(s)
  3
  $5K+ 
  cost of 
  weapon
  +Includes cost of basic cyberlimb to allow for replacement. If basic cyberlimb is 
  already installed, may subtract $2k from installation cost and 1 from Strain. 
  
  27
  
  28
  • Weapon Mount with Grenade 
  Launcher
  • Weapon Mount with Minigun
  HTR SQUAD leAD Suit
  HTR squad leaders use this modified 
  version of the HTR suit to lead, track, 
  and organize their forces. Prole 
  defectors who piloted these suits 
  led from the front lines during open 
  warfare, and many believe this is why 
  the proles were able to fight corporate 
  forces to a standstill, despite the fact 
  that these suits were the least common 
  commandeered by prole supporting 
  defectors. 
  Medium Power Armor: Armor +12, Pace 
  8 (Run d10), Cost $1.145M, Remaining 
  Mods 0
  Notes: Armor, Command Pack, Pace, 
  Sensor Suite, Signal Booster, Targeting 
  System, Trauma System
  Weapons: Weapon Mount with Minigun
  HTR Front line Support
  This heavy suit is used to provide 
  fire support while also drawing fire 
  from enemy forces to protect squad 
  members in lighter power armor. 
  This version packs a medium auto-
  cannon on weapon mount. HTR Front 
  Line Support troops typically carry 
  an additional Minigun in their hands 
  (Purchased separately).
  Heavy Power Armor: Pace 4, Armor 
  +18, Cost $2.21M, Remaining Mods 0
  Notes: 3×Armor, Anti-Personnel System, 
  Sensor Suite, 2×Strength Enhancement, 
  Targeting System, Trauma System
  Weapons:
  • Weapon Mount with Medium Auto-
  Cannon
  mercury moBility Suit
  Mercury Mobility Suits are favored 
  by ExoPilots who must keep up with 
  fast-moving vehicle columns, security 
  details concerned with hot pursuit, 
  or support personnel trying to move 
  quickly between areas of active 
  engagement.
  Light Power Armor: Pace 14 (Run d10), 
  Armor +8, Cost $540K, Remaining Mods 
  0
  Notes: Jump Pack, 3×Pace, Targeting 
  System
  Weapon: Personal Only (Purchased 
  separately)
  Patrol Armor
  Patrol armor is worn by ExoPilots 
  assigned to standard security detail 
  by corporations and Multinats. Many 
  defectors to the Prole cause wore 
  Patrol Armor. 
  Light Power Armor: Pace 8, Armor +8, 
  Cost $535K, Remaining Mods 0
  Notes: Sensor Suite, Stealth System, 
  Targeting System
  Weapon: Personal Only (Purchased 
  separately)
  other Gear
  Personal equipment
  Citizens Divided uses most of the 
  personal equipment, mundane items, 
  weapons, armor, and vehicles listed in 
  the Savage Worlds Core Rules. There 
  is no weaponized laser technology in 
  
  29
  Citizens Divided, so omit any items that 
  rely on it.  
  The following items are also 
  available in Citizens Divided. 
  3D Printer: A “3D” printer uses raw 
  materials to create devices from 
  predesigned blueprints. The printer can 
  manufacture most common objects 
  for the usual cost of the raw materials 
  in about one minute per pound. (10 
  lb for a portable printer that can 
  manufacture up to 50 pound items, 
  $500)
  A.R. Interface System: An A.R., or 
  Augmented Reality, interface system 
  is a pair of goggles and gloves which 
  allow the user to interact with the 
  internet via augmented reality. The 
  user can see, touch, and interact 
  with digital objects using this system, 
  as if they were using a direct neural 
  interface, such as through a cyberjack. 
  Due to the fact that A.R. is not as direct 
  a connection as a cyberjack, the 
  bonuses for using an A.R. Interface are 
  a +2 to Knowledge (Computer) and 
  Knowledge (Electronics) checks. A.R. 
  interfaces involving bulky gloves and 
  obvious goggles are available, as are 
  high end contact lens/slim sim glove 
  options. ($500 for standard, $1500 for 
  contact lens/slim sim gloves)
  Binoculars: These advanced viewing 
  devices provide magnification up to 
  500×, including a digital readout of 
  distance and compass direction. A 
  button press also provides Low Light 
  or Infravision (eliminating illumination 
  penalties). Binoculars add +2 to vision-
  based Notice rolls to see things at a 
  distance. (2 lb, $250)
  Camouflage Suit: This is an LED suit, 
  cloak, or poncho that copies and 
  displays the surroundings to hide the 
  user. Viewers beyond 50 feet subtract 4 
  from their Notice rolls to spot or hit the 
  target as long as he moves no faster 
  than 3” per round. At shorter distances, 
  the shimmer of the suit can be seen so 
  the penalty is only –2. (2 lb, $250)
  Cargo Loader: Essentially power armor 
  without the communications gear 
  or protection, this powerful piece of 
  hardware has a Strength of d12+6 and 
  a Pace of 2. It has two arms with crude, 
  blunt pincers to lift, carry, and load 
  heavy cargo. The pincers are awkward 
  if used for combat and act as an 
  Improvised Weapon (–1 Fighting and 
  Parry). They cause Str+d6 damage. (2K 
  lb, $200K)
  Commlink: A voice-activated 
  communications device that can be 
  worn on the ear, throat, or collar, or 
  held in the hand. It has a range of 
  one mile on its own, or can tap into 
  broadcast channels such as cellular, 
  satellite, or internet services for near-
  infinite range. (1 oz, $100)
  Deck: A custom built, portable 
  computer built for hacking. Characters 
  can’t generally hack a system without 
  one unless they’re able to log into 
  a dedicated station. A fully-loaded 
  deck with the latest security cracks 
  adds +2 to the hacker’s Knowledge 
  (Computers) rolls. (2 lb, $3000)
  Language Translator: Available as 
  software for existing hardware or as a 
  portable device about the size of an 
  electric razor, translators can decode 
  standard audio signals as well as 
  ultra high and ultra low frequencies. 
  Translation is provided in text or audio 
  form, as the user requires. The device’s 
  skill in a known language is d12+2. It 
  cannot translate unknown languages, 
  but advanced models (typically 5× the 
  price) can “learn.” Roll a d6 each full 
  
  30
  day the device interacts with a target 
  speaker. On a 4+, it gains a d4 in that 
  language. It may continue to “train” 
  itself in this way until its skill is a d12+2. (1 
  lb, $2000)
  Medi-Gel: A tube of advanced healing 
  gel. It adds +2 to Healing rolls made to 
  heal fresh wounds or stabilize someone 
  who’s bleeding out, and contains 10 
  uses. (6 oz, $20)
  Medi-Scanner: This hand-held scanner 
  and screen depicts the internal 
  structure of organic beings. This greatly 
  helps doctors looking for damage, and 
  adds +2 to their Healing rolls. With a tiny 
  blood sample, the medi-scanner can 
  also detect known poisons, diseases, 
  and other conditions. (2 lb, $600)
  Mineral Detector: A hand held device 
  that detects minerals up to six feet 
  deep, in an area the size of a Large 
  Burst Template per round. It also 
  eliminates the –4 penalty for detecting 
  mines. ($100, 4 lb)
  Mines: Anti-vehicle mines cause 5d10 
  damage, AP 20, but are only set off 
  by at least 500 pounds of pressure. 
  Anti-personnel mines at this tech level 
  detect movement and detonate for 
  4d6 damage in a Large Burst Template. 
  Finding a mine requires a Notice roll at 
  –4, and removing it is a Repair roll at –2. 
  (5 lb, $1000)
  Nutri-Bar: Advanced freeze-drying 
  and condensing techniques allow a 
  complete meal to be packed into a 4” 
  by .5” thick bar. (4 oz, $5)
  Personal Data Device (PDD): A 
  personal computer with 100 TB of 
  storage plus connections to beamed 
  data and update services. They come 
  in a wide variety of sizes and shapes, 
  from armbands to tablets. In addition 
  to normal app functions it adds +4 to 
  Knowledge (Electronics) rolls made for 
  Common Knowledge checks. (1 lb, 
  $500)
  Rebreather: A face mask that provides 
  12 hours of breathable air and adds 
  +2 to resist harmful gases or harmful 
  atmospheres. If the atmosphere 
  contains the being’s required air 
  (such as oxygen), the rebreather can 
  run indefinitely by simply filtering out 
  harmful gases instead. (1 lb, $250)
  
  31
  Scope: Scopes may be mounted on 
  rifles or other longarms. When using 
  the Aim maneuver, the character 
  adds an additional +2 to Shooting rolls 
  against targets at Medium, Long, or 
  Extreme Range (see Science Fiction 
  Companion for rules on Extreme 
  Range). For 3× the price, the scope 
  also includes Low Light and Night 
  Vision, which can be activated 
  as a free action and eliminates all 
  illumination penalties. In addition to 
  the benefits above, scopes add +2 to 
  Notice rolls made to view things at a 
  distance. (1 lb, $300)
  Sense Chip: Sense Chips, or “Sensuals” 
  are blank Skill Chips that have been 
  hacked to record the wearer’s life 
  experiences. A blank Sense Chip can 
  hold 12 hours of full sensory data, 
  including surface thoughts, allowing 
  someone who slots the sensual to 
  experience everything the recorder 
  experienced. Sensuals are highly 
  illegal and highly addictive, leading to 
  a thriving black market in their trade. 
  Just about anything one can imagine 
  is available in sense chip, if you know 
  the right seller, including the strange 
  and alien sensations of full immersion, 
  direct neural interface adventures, 
  combat scenes, or living a day as 
  an ultra-wealthy Multinat executive. 
  (Blanks: $100, Pre-Recorded Sense 
  Chips can fetch anywhere from $150 
  – over $100K depending on the rarity 
  of the experience and the market in 
  which it is being sold.)
  Skill Chip: Plugged into a skill chip 
  reader, these chips add or increase a 
  single skill by a die type, but no more 
  than +4 steps in any one skill. Skill 
  chips may be swapped freely with no 
  surgery. This is a free action but takes 
  an entire round before the new skill is 
  active. Chips carried separately are 
  
  32
  the size of thumbnails and have no 
  significant weight. (3K x Skill Rank per 
  chip)
  Wall Walker System: With these gloves, 
  kneepads, and shoe-tips, a user can 
  climb any sort of sheer surface—from 
  smooth glass to rough stone. The 
  character makes Climbing rolls as usual 
  but ignores penalties for the surface. 
  The system also adds +2 to the user’s 
  climbing Pace. (2 lb, $300)
  Water Purification Filter: These can-
  sized containers clean even the most 
  toxic water of sediment and impurities 
  (which are drained out the bottom). It 
  produces 12 ounces of clean drinking 
  water in about one minute. (1 lb, $100)
  Weapon Gimble: Certain heavy 
  weapons, such as miniguns, are difficult 
  for most soldiers to operate “from the 
  hip.” A weapon gimble negates up 
  to 25 pounds of a weapon’s weight 
  (though it has 5 pounds of its own) and 
  allows the user to ignore any penalties 
  for recoil or minimum Strength. (5 lb, 
  $100)
  Armor
  Body Armor: This lightweight, state 
  of the art material can be worn 
  under normal clothing with little 
  inconvenience. It adds +4 Armor and 
  negates up to 4 points of AP from 
  ballistic attacks (but not energy or 
  melee). (4 lb, $1200)
  Combat Armor: These suits include a full 
  jumpsuit, helmet, load-bearing harness 
  for a backpack or other gear, boots, 
  and gloves. The vest (5 lb, $1300) and 
  helmet (2 lb, $1100) may also be worn 
  separately. Combat armor adds +6 
  Armor and negates up to 4 points 
  of AP from ballistic attacks (but not 
  energy or melee). (12 lb, $1800)
  Weapons
  Minigun: A six-barreled machine gun 
  with an extremely high rate of fire. 
  Typically used mounted, with a tripod 
  or weapons gimble, or by someone 
  piloting an ExoSuit. An additional 1000 
  round drum of ammunition weighs 20 
  pounds and costs $1000.
  Weapon
  Range
  Damage
  RoF
  Shots
  Min Str
  Weight
  Cost
  Minigun 
  24/48/96
   2d8+4 
  4
   1000
   d8 
  85 
  $10K
  Notes: AP 3, HW.
  
  33
  nPCS
  The following NPCs are suitable for 
  use in Citizens Divided. Note that NPC 
  extras might not have (and do not 
  require) Professional Edges. 
  #Characters proceeded by a hashtag 
  are Wild Cards
  Assassin
  Attributes: Agility d10, Smarts d6, Spirit 
  d8, Strength d6, Vigor d6 
  Skills: Climbing d8, Fighting d8, 
  Intimidation d6, Notice d8, Shooting d6, 
  Stealth d8, Streetwise d6, Throwing d6 
  Cha: +0; Pace: 6; Parry: 6; Toughness: 9 
  (4) 
  Hindrances: Vow (Major—always finish 
  the job) 
  Edges: Alertness, Dodge, First Strike, 
  Marksman, Steady Hands, Thief 
  Gear: Body armor (+4), short sword 
  (Str+d6), .50 cal rifle (Range 30/60/120, 
  Damage 2d10, RoF 1, AP 2, Snapfire 
  Penalty).
  #Master Assassin
  Attributes: Agility d10, Smarts d8, Spirit 
  d8, Strength d8, Vigor d8 
  Skills: Climbing d8, Fighting d12, 
  Intimidation d8, Notice d8, Shooting d6, 
  Stealth d12, Streetwise d6, Throwing d6 
  Cha: 0; Pace: 6; Parry: 10; Toughness: 
  10 (4) 
  Hindrances: Vengeful (Major), Vow 
  (Major—always finish the job) 
  Edges: Acrobat, Alertness, Dodge, First 
  Strike, Level Headed, Marksman, Quick 
  Draw, Steady Hands, Thief 
  Gear: Body armor (+4), katana 
  (Str+d6+2, AP 2), Barrett .50 cal rifle 
  (Range 50/100/200, Damage 2d10, RoF 
  1, AP 4, Snapfire, HW). 
  Cyberware: Trait Bonus (Enhanced 
  Reflexes, Fighting +2), Trait Bonus 
  (Targeting Eye, Shooting +2).
  #Bounty Hunter
  Bounty hunters serve as a form of 
  freelance corporate police, hunting 
  down criminals where governments 
  (or the Multinat that hired the bounty 
  hunter) have no jurisdiction.
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6 Vigor d8 
  Skills: Driving d6, Fighting d8, 
  Intimidation d6, Notice d8, Piloting d6, 
  Shooting d8, Stealth d6, Streetwise d6, 
  Taunt d6, Tracking d8 
  Cha: –2; Pace: 6; Parry: 6; Toughness: 
  10 (4) 
  Hindrances: Greedy, Mean, Vengeful 
  (Major) 
  Edges: Alertness, Combat Reflexes 
  Gear: Body armor (+4), blaster rifle 
  (Range 24/48/96, Damage 2d8+2, 
  RoF 1, AP 2), knife (Str+d4), 3× stun 
  grenades, stun baton (Str+d4, Stun 
  Charge), handcuffs, commlink.
  Citizen
  Most people lead unglamorous lives 
  as crafters, miners, shop owners, 
  corporate wage slaves, or farmers. 
  They have little skill outside their trade 
  and little interest risking their necks on 
  quests to save society.  
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6 
  Skills: Driving d6, Knowledge (one 
  trade)d6, Notice d6, Shooting d4 
  Cha: +0; Pace: 6; Parry: 2; Toughness: 5 
  Hindrances: — 
  Edges: — 
  Gear: Knife (Str+d4), tools of the trade.
  Corporate Exec
  Corporate executives keep the wheels 
  of industry turning—and have a taste 
  
  34
  for money and power. They often lord 
  their wealth over proles, until they need 
  something...unsavory done. Then they 
  are a prole’s best friend, until the job is 
  finished and the bills are paid. 
  Attributes: Agility d6, Smarts d8, Spirit 
  d8, Strength d6, Vigor d6 
  Skills: Intimidation d8, Knowledge 
  (Business) d8, Notice d8, Persuasion d8, 
  Shooting d4, Taunt d6
  Cha: +0; Pace: 6; Parry: 2; Toughness: 5 
  Hindrances: Greedy, Stubborn 
  Edges: Connections, Strong Willed 
  Gear: Sharp suit, PDD, loads of credit.
  #Hacker
  This stat block can represent a 
  corporate, prole, or freelance 
  Hacker. 
  Attributes: Agility d6, Smarts 
  d8, Spirit d6, Strength d6, 
  Vigor d6 
  Skills: Driving d6, 
  Fighting d4, 
  Investigation 
  d6, Knowledge 
  (Computers) 
  d8, Knowledge 
  (Electronics) d8, 
  Repair d6, Shooting 
  d6, Streetwise d6 
  Cha: +0; Pace: 
  6; Parry: 4; 
  Toughness: 5 
  Hindrances: — 
  Edges: Mr. 
  Fix-It 
  Gear: A.R. 
  Interface, 
  Deck. 
  Cyberware: 
  Cyberjack.
  Law Enforcement
  Law enforcement officials may be the 
  local police, customs officials, a federal 
  agency, or corporate security guards.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6 
  Skills: Fighting d6, Intimidation d6, 
  Notice d6, Persuasion d6, Shooting d6 
  Cha: +0; Pace: 6; Parry: 5; Toughness: 9 
  (4) 
  Hindrances: Code of Honor (Uphold 
  the law), Loyal 
  Edges: Connections 
  Gear: Body armor (+4), commlink, 
  handcuffs, heavy pistol (Range 
  12/24/48, Damage 2d6+1, RoF 1, AP 
  4), stun baton (Str+d4, stun). Heavier 
  gear as needed.
  Gutter Punk
  Your friendly neighborhood 
  Gutter Punk. A basic street 
  tough.
  Attributes: Agility d6, 
  Smarts d4, Spirit d6, 
  Strength d6, Vigor 
  d6 
  Skills: Fighting 
  d6, Intimidation 
  d6, Notice d6, 
  Shooting d6, 
  Stealth d6 
  Cha: –2; 
  Pace: 6; 
  Parry: 5; 
  Toughness: 
  5 
  Hindrances: 
  Greedy, 
  Mean 
  Edges: - 
  Gear: 
  cutlass 
  (Str+d6), 
  
  35
  pistol (Range 12/24/48, Damage 
  2d6+1, RoF 1, AP 1).
  #Gutter Punk Lieutenant
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6 
  Skills: Fighting d8, Intimidation d8, 
  Notice d8, Shooting d8, Stealth d8, 
  Taunt d8 
  Cha: –2; Pace: 6; Parry: 7; Toughness: 9 
  (4) 
  Hindrances: Greedy, Mean, Wanted 
  Edges: Block, Combat Reflexes 
  Gear: Body armor (+4), cutlass (Str+d6), 
  Colt .45 pistol (Range 12/24/48, 
  Damage 2d6+1, RoF 1, AP 1, Semi-
  Auto).
  #Gutter Punk 
  Leader 
  Attributes: 
  Agility d8, 
  Smarts d8, 
  Spirit d8, 
  Strength d8, Vigor d8 
  Skills: Fighting d10, Intimidation d10, 
  Notice d8, Repair d6, Shooting d8, 
  Stealth d8, Taunt d8 
  Cha: –2; Pace: 6; Parry: 8; Toughness: 
  12 (6) 
  Hindrances: Greedy, Mean, Wanted 
  Edges: Ace, Block, Combat Reflexes, 
  Command, Hard to Kill, Inspire 
  Gear: Combat armor (+6), cutlass 
  (Str+d6), S&W .357 (Range 12/24/48, 
  Damage 2d6+1, RoF 1, AP 1, Revolver).
  Scientist
  Scientists analyze the cosmos and 
  attempt to put order to it. They’re 
  experts in a particular field and most of 
  its related studies as well.
  Attributes: Agility d6, Smarts d8, Spirit 
  d8, Strength d6, Vigor d6 
  Skills: Knowledge (any two sciences) 
  d8, Notice d6, Repair d8, Shooting d6, 
  Cha: +0; Pace: 6; Parry: 2; Toughness: 5 
  Hindrances: Quirk, 
  Stubborn 
  Edges: Mr. Fix It, 
  Scholar 
  Gear: 
  Commlink, PDD.
  Smuggler
  Smugglers make 
  money by taking 
  goods where 
  authorities & 
  corporates don’t 
  want them to be sold. 
  Some are out for a 
  quick credit; others 
  are noble freelancers, 
  down with the prole 
  cause.
  Attributes: Agility d8, 
  Smarts d8, Spirit d8, 
  Strength d6, Vigor d6 
  
  36
  Skills: Driving d6, Fighting d6, 
  Intimidation d6, Notice d6, Persuasion 
  d8, Piloting d6, Shooting d6, Stealth d6, 
  Streetwise d8 
  Cha: +0; Pace: 6; Parry: 5; Toughness: 5  
  Hindrances: Greedy 
  Edges: Connections 
  Gear: pistol (Range 12/24/48, Damage 
  2d6+1, RoF 1, AP 1, Semi-Auto).
  Spy
  Spies work for governments, 
  corporations, or prole enclaves as 
  intelligence gatherers.
  Attributes: Agility d8, Smarts d8, Spirit 
  d8, Strength d6, Vigor d6 
  Skills: Climbing d6, Driving d6, Fighting 
  d6, Knowledge (Electronics) d8, 
  Lockpicking d8, Notice d8, Persuasion 
  d8, Shooting d6, Stealth d8, Streetwise 
  d8, Taunt d6 
  Cha: +0; Pace: 6; Parry: 5; Toughness: 5 
  Hindrances: Cautious 
  Edges: Connections, Thief 
  Gear: Varies with disguise, but usually 
  a small pistol (Range 5/10/20, Damage 
  2d6+1, RoF 1, AP 1) and knife (Str+d4).
  Sample Adventure 
  ideaS
  Sensing trouBle
  In this adventure, the characters 
  discover that someone witnessed them 
  committing a crime, meeting with a 
  member of an opposed faction, or 
  engaging in some other embarrassing 
  behavior. When they track down the 
  witness, the characters find out that 
  the witness is dead. Furthermore, 
  they find that she was wearing an 
  external, cyberjack controlled sense 
  chip recorder. This means there might 
  be a sense chip floating around with 
  evidence of their activities. Can they 
  find it before it hits the street?
  Headhunting
  A Multinat wants to recruit an 
  executive from another Multinat. The 
  characters are stuck in the middle. 
  Perhaps they have been hired by the 
  recruitment team to pursue aggressive 
  negotiations (like, say a kidnapping.) 
  Or they may have been hired as 
  deniable assets by the target, to act 
  as private security (the target doesn’t 
  seem too keen on telling his bosses 
  about the situation.) Perhaps one of 
  the characters IS the target!
  Supply Run
  The characters’ village, or the village 
  of someone they care for, has seen 
  an outbreak of a dangerous, but 
  manageable disease. At least, it is 
  manageable with modern medicine. 
  Unfortunately, the village is a prole 
  settlement with no nearby corporate 
  enclave, and no modern medical 
  facility to speak of. The villagers need 
  medical supplies, but have no money, 
  no infrastructure, and no corporate 
  contacts. People are dying and will 
  continue to die unless the characters 
  acquire the appropriate supplies. 
  
  37
  
  38
  
  39
  
  40
  life in 2068
  Beyond the relatively banal existences of Joe and Jane Uniform, 
  the world of Citizens Divided is filled with unique and interesting folks, 
  working on both sides of the corporate divide, in order to rebuild a 
  broken world, strengthen their own futures, or support a personal 
  agenda. 
  fight the Power
  Citizens Divided is a dystopian cyberpunk view of the world fifty 
  years from now. The climate has changed, corporate greed has led 
  to economic collapse, class war, and widespread unrest. Explore the 
  grungy streets of the crumbling prole villages as a Gutter Punk, fight 
  for the rights and welfare of the weak as an ExoPilot, or bend the 
  internet to your will as a Hacker!
  new options, new stories
  Citizens Divided contains:
  • Nine new Professional Edges
  • New Bioware rules
  • Expanded Cyberware rules
  • A dark look fifteen minutes into the future
  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.
  Material within this product is reproduced with permission from Pinnacle 
  Entertainment Group from Savage Worlds Core Rules and Science Fiction 
  Companion, available at www.peginc.com.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Citizens Divided/Savage Worlds - Citizens Divided.pdf