TEXT: V1.0 copyright © 2001 Marco Chacon 
  CYBORGS 
   
   
   
   
   
   
   
   
   
   
   
  Part biological, part machine cyborgs may exist in 
  far future games where weak biology has been 
  replaced with advanced technology or in near 
  future games where cybernetics are an answer to 
  an increasingly dangerous society. 
   
  Cyborgs are likely to exist both as an Archetype 
  and as a general Character type in paranormals 
  (super hero) games.  A player wishing to play a 
  cyborg starts by making a normal character and 
  then 
  purchasing 
  cybernetic 
  options 
  and 
  modifications. 
   
   
   
   
   
   
   
   
   
  Life on the Edge: 
  When the sidebars here aren’t 
  discussing rules we’ll take a 
  look at some of the things for 
  sale in the future (cybernetic 
  or otherwise).  If something 
  has a cost in $ then you just 
  pay cash for it.  If something 
  has a listed point cost then 
  you’ve gotta pay the points to 
  have one on your character. 
   
  Streetwear: Hey, the street’s 
  a dangerous place.  There’re 
  more predators on 42  St. 
  than the jungle . . . and they’re 
  better armed.  Streetwear 
  comes in a variety of styles 
  and cuts for all ages and 
  genders.  It’s knife proof and 
  might even save your life from 
  a low caliber handgun shell.  
  Don’t leave the enclave 
  without it.  Armor: 2/4.  
  Cost: $300.00 
  nd
   
  Wide-Awake Glands: Tired of 
  being tired?  Get wired!  
  These glands will keep you 
  awake for days.  While in use 
  you lose one Endurance point 
  (recovered with a day of 
  natural sleep only) per day 
  without sleep.  You still need 
  about 3 hours “down time” but 
  you can stay alert and alive.  
  Accountants and 
  programmers use a “civilian 
  version”. It makes the user 
  very pale—they’re called 
  ghouls and they actually need 
  3 hours of sleep per night. 
  Cost: 2 pts (1 for the 
  Ghoul glands). 
   
  In a very few games, the GM will consider cybernetics to be just another 
  form of gear (like weapons and armor) and players won’t need to buy 
  modifications with character points at all—just money.  These rules allow 
  players to make characters for gritty near-future cyberpunk games, far 
  future scenarios where cybernetics potentially an alternative to genetic 
  engineering, and superheroes who are part man, part machine. 
   
   
  The Archetype 
  The cyborg archetype is a character in a near future world where societal 
  decay has led to the adoption of metal parts.  These cyborgs are 
  commonly armed with paramilitary in-built weaponry or are otherwise 
  survival and combat oriented.   
   
  Some possible scenarios might be: 
  • 
  The low-life down on Wattson block discover that the Gamma Corp 
  has plans to “renovate” the slum developments by arranging for one 
  of the obsolete orbital refineries to fall out of orbit on it.  The 
  characters are a mix of cyborgs and extremely competent humans 
  who are hired/motivated to protect their homes. 
  • 
  A new virus has been trashing mainframes across the net.  There 
  seems to be no defense and very little evidence of how it spreads or 
  how it’s getting into the system.  The characters are freelance 
  “contractor-cowboys” who have their brains wired for cybernetic net 
  access.  They are brought in to track (in cyberspace) a mysterious 
  individual who seems to be somehow connected to virus. 
  • 
  The characters are a group of vat-grown “clones” that have been 
  cybernetically augmented for mining on Saturn’s moons.  Now, 
  they’ve escaped to earth and, nearing the end of their artificially 
  shortened life cycle they must convince their creator/engineer to 
  give them longevity and elude the human assassin/cop who’s 
  chasing them. 
  • 
  Keeping up with the latest modifications takes a lot of money . . . 
  fortunately you can use the just-barely-obsolete-stuff to make 
  money.  Especially the weapon pods.  Especially in the city.   
   
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
  Basic Rules 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cyber-Hand:  Forget about 
  tool-belts . . . just use your 
  fingers.   A cyber-hand gives 
  the character instant access to 
  his most commonly used 
  tools.  The kits are: electronic, 
  mechanical, and medical.  
  Each contains a cutting tool 
  (which acts as a +2 damage 
  knife in HTH combat). 
  Cost: 1 point 
   
  Fire-Eyes: Tired of being 
  looked at funny?  Give ‘em 
  something to think about.  Fire 
  Eyes glow red in the dark  
  (other colors available) and 
  reduce negative visibility 
  modifiers by 2 points.  Best of 
  all they look cool! 
  Cost: 1 point 
   
  Designer Skin: Designer skin 
  is a genetic-break through.  
  You can have a variety of 
  effects from simply being the 
  first green, purple, blue, or 
  whatever person in your 
  building to adding our 
  genetically sound fur or gills.  
  Forget about leopard-skin 
  underwear . . . get outfitted 
  with some real leopard skin.  
  Moving tattoos and a variety of 
  adjustable “smart designs” can 
  be added. 
  Cost: $3,000 and up.  
  Fur or Scales costs 1 
  point if it’s thick. 
   
  Cyborgs can be built on 75 to 150 points.  In a game where cyborgs are 
  legal, others may be allowed to play other. A good median is 100 or 125 
  points. 
   
  Four Primary Modification Types 
  There are four primary modification types.  These are:  
  • 
  PHY Enhancement (reinforced skeleton) 
  • 
  REF Enhancement (hard wired nerves) 
  • 
  INT Enhancement (mind-computer interface jack) 
  • 
  Enhanced Prosthetics (metal body parts)  
   
  When the player buys one (or more—but they’re pretty expensive) he 
  gains the option to buy some of the Secondary Enhancement Types.  
  For example, a character with a reinforced skeleton can then select 
  Endo-Armor (armor which resides just under the skin), grafted on 
  muscles, and implanted toxin injectors in his fingers. 
   
  Note: the costs for Primary Enhancers are not “a deal” however they 
  give the character the option to buy secondary enhancers that are 
  considerably more cost effective. 
  Weapon Mounts 
  Cyborgs can buy weapon mounts from the Cyborg Weapons List.  This 
  list has powerful weapons for a very cheap cost.  Weapons from this 
  chart are only legal in games where characters (including cyborgs) can 
  just go down to the local armory and buy and carry weapons. If you are 
  playing with other Archetypes in the same game, the GM should 
  consider the imbalance of missile using Cyborgs vs. Chi Martial Artists 
  (for example). 
   
  Custom designed weapons are encouraged but the GM should be 
  consulted and asked to determine point cost.  Use the weapon charts at 
  the end of the section to determine how any given piece of combat 
  equipment fits in (this should not apply to armor—cyborgs must either 
  wear armor or buy it as the listed cybernetic modifications (or both)). 
   
  The result of this is that cyborg characters are almost invariably over 
  armed.  Their attacks do not balance against their armor (they are limited 
  in the amount of armor they can buy).  Thus, as in modern day 
  roleplaying (and modern day real life) combat will be quick and brutal if 
  all parties involved are slinging anti-personnel rockets and high explosive 
  grenades at each other. 
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Bio-Energy Cell: Don’t bother 
  slowing down to eat!  Each 
  charge counts as a day’s 
  chow (used by the military 
  mostly).  Cost 1pt 4 
  charges. 
   
   
   
   
   
   
   
   
   
  External Datapacks: 
  Sometimes carrying it all 
  around inside you is too much. 
  Get it out of your system!  
  External datapacks hold two 
  hundred gigabytes and can be 
  worn on a belt or harness.  An 
  hour of video can be held our 
  specially designed earrings.  
  To be used these must be 
  hooked up to your Neural 
  Jack—choose any of our 
  flesh-toned wires (or select 
  from our wild colors).   The 
  large pack is the size of a 20  
  century cell phone and is 
  designed for super-fast neural 
  access. 
  th
  Cost: $200 for the big 
  pack, $30 for the 
  earring.  The 
  character must have a 
  neural jack. 
   
  Toxin Filtration System: A 
  real lifesaver if you work in 
  industrial environments or 
  have friends with a twisted 
  sense of humor.  The filtration 
  system will protect all vital 
  systems from most toxins.  
  Get secured today.  
  Cost: 4 points for +2 
  to CON rolls against 
  toxin.  8 points for 
  +4 against toxins. 16 
  points for +8 against 
  toxins. 
   
  Sound Effect Voice Box: 
  Jazz that speech up with our 
  special effects throat implant.  
  It can play music or any of 
  thousands of pre-recorded 
  sounds. Cost: 1 point. 
   
   
   
   
  Cyborg Skills 
  In worlds where cybernetics are common there will be those trained to 
  repair them and provide “medical services” to cyborgs.  The skill 
  Cybernetics Technician is used for this.   
   
  Cybernetics Technician 
  Normal, RES  
  Description: This skill is sort of a cross 
  between mechanics and medicine. 
  The character needs equipment most 
  of the time.  The monetary cost of 
  cybernetics repair depends on the 
  campaign but it is assumed to be 
  similar to auto work (this follows no 
  mathematical model but is good for 
  play 
  balance). 
  Cybernetics 
  that 
  suffered a critical failure must be 
  replaced (GM's option they can be 
  salvaged or at least sold for part of the 
  price).  A cybernetic technician must 
  have Electronics and Mechanics at 
  one level lower than this skill. 
  Level 1: Beginning Technician.  The 
  character can do 'dry' work only (work 
  only on exterior mechanical objects 
  that are basically machines).  The 
  character 
  can 
  repair 
  only 
  minor 
  functions of cybernetics which have 
  lost no more than 3 STC.  Each hour 
  of work and a successful roll will 
  restore 1 point of STC and the 
  damage points that went with it.  A roll 
  is needed to repair each minor 
  function (the exact time is up to the 
  GM--usually around 10 minutes to 2 
  hours). 
  Level 2: Technician.  The character 
  can repair or replace most types of 
  cybernetics.  The character can work 
  on the neural links that connect 
  cybernetics to muscles, repair major 
  functions, etc.  The repair times as 
  above are halved but the character is 
  at a cumulative -1 for each point of 
  STC lost above 3.   
  Level 3: Expert Technician.  The 
  character can repair wet cybernetics 
  (those inside the body) and gets +3 to 
  all repair rolls dealing with dry work 
  (cybernetic limbs). 
  Level 4: Master Technician.  The 
  repair times are quartered and the 
  character gets +3 on wet work, +6 on 
  dry work.  The master can work 
  without proper equipment (usually at a 
  -5—some things can't be repaired 
  without equipment.  The master gets a 
  roll to repair even critically damaged 
  cybernetics.
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Mutilation Surgery: Don’t be 
  a body piercing wimp—go 
  straight to heavy metal!  Any 
  of a number of surgery 
  boutiques can install the gear 
  you need to stand out in a 
  crowd.  Some of our favorites: 
  Exterior Chrome Cheek 
  bones . . . $800.00 
   
  Finger Hypodermic with 
  clear viewing area in 
  the second knuckle . . 
  . $600.00 (for a mild 
  drug the owner 
  biologically 
  manufactures---
  -toxin 
  injectors cost points 
  like a weapon). 
   
   
  Wet-Mods vs. Dry-Mods 
  Wet-Mods are enhancements that go inside the body and heavily 
  interface with organic systems.  Enhancements of the nervous system, 
  the heart/lungs, the brain, or a character’s muscle system are Wet-Mods.  
  They are generally hard to spot since the enhancement is inside the 
  body. The first three primary enhancers are Wet-Mods. 
   
  Dry-Mods are things like metal limbs, armored skin, etc.  Anything that 
  largely replaces an entire biological system somewhere in the cyborg’s 
  body is a drymod.  Dry-Mods are easier to repair—but they are also 
  easier to damage and easier to spot. 
   
  Fin-Grafts for the 
  ‘‘underwater look.’’ 
  They’re worked into 
  the muscles so you can 
  flex them and gain +2 
  yards in swimming 
  speed . . . ½ point. 
   
  Carnivore Teeth: look 
  like the predator you 
  are.  The teeth do 1 + 
  (STR-10) in close 
  combat as a bio-
  weapon.  Cost 1 point. 
   
  Skeletal Type  
   
  Armor DP 
   
  STR 
   BLD 
   
  Cost 
   
  Mark 1 Skeleton 
   
  2 / 4 
  +2 
   
  +0 
  +2 
   
  12 
  Mark 2 Skeleton 
   
  4 / 8 
  +4 
   
  +0 
  +4 
   
  24 
  Mark 3 Skeleton 
   
  8 / 16 
  +8 
   
  +1 
  +8 
   
  58 
   
  Concealing Dry-Mods is possible (over a metal arm is a thin layer of 
  skin).  It’s expensive and still won’t protect the character from sensory 
  devices designed to look for cybernetics.  Still, it can be done.  
  Concealing a Dry-Mod costs +2 points and the equivalent of $20,000.  
  This must be done for each piece bought (arms, legs, head, torso, eyes 
  perhaps).  The GM may demand that the character have the appropriate 
  wealth or patron to have the money (or the GM can simply assume that 
  when the cybernetics were put in the character had the money but 
  perhaps doesn’t now).  
  Wet-Mods  
   
   
  Reinforced Skeleton (PHY Enhancement)  
   
  The first thing that is done when creating a PHY Enhanced cyborg is to 
  re-tool the skeletal structure with “mount points” for other cybernetics.  
  This confers the character some internal armor over his vital systems (he 
  can buy more later, a few extra DP, and perhaps some extra STR. 
   
   
   
   
   
   
   
   
   
   
   
   
  Auto-Focus Eyes: Let 
  people know you’re 
  looking at them.  The 
  special iris dilates 
  and contracts like a 
  focus lens.  +1 sight 
  perception roll if the 
  character declares 
  he’s using his auto-
  focus.  Also, ignore 
  up to --2 points of 
  modifier for sight 
  perception rolls due 
  to small size or range 
  of target.  2 points 
   
  The armor provided has a coverage of 4 (see the combat section 
  concerning coverage).  If the advanced vital coverage rules are being 
  used then this should be applied instead: an attack which hits by 0 to 3 
  does not hit the armor . . . but an attack which hits by 4+ hits the armor.  
  If the attack is penetrating, a normal armor save is applied against the 
  attack.  This is because the skeleton covers all vital areas. 
  Backup Systems 
  The Cyborg has actual redundant systems in his body.  They allow the 
  character to sustain much more damage before becoming badly injured.  
  The character will have distributed systems that function as hearts, 
  lungs, livers, etc.  The character may even have central neurons in areas 
  other than the spine and cranial cavity. 
   
   
   
   
   
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  When a character with cybernetic back-up systems is injured and suffers 
  an unconscious or worse result, the back-up system kicks in: the 
  character can re-make the CON roll.  If the character was unconscious, 
  he will remain unconscious for 1 second before making the second CON 
  roll.  The second CON roll determines the effects on the next second 
  (which can involve burning another backup system for yet another roll).   
   
   
   
   
   
   
   
   
   
   
   
   
  Different systems give a certain number of re-rolls before they have to be 
  recharged.  This recharge can be done by a cybernetic repair technician 
  or may occur normally.  A cyborg usually gains one recharge per 4 days 
  of rest or pays $200 per recharge for a repair that takes an hour 
   
   
   
   
   
   
   
   
   
  “The classical assault-refitted 
  Infantry man was designed to 
  charge up hill against a laser 
  defended installation. 
   
  Since carrying enough armor 
  to withstand a hit was out of 
  the question, the designers 
  decided to distribute the vitals 
  to make them harder to stop. 
   
  This had the unfortunate and 
  unanticipated  result of some 
  truly grotesque injuries coming 
  back from the front lines.” 
  Backup  System 
  No. of Rolls 
  BLD  
   
  Requires 
           Cost 
       
  Mark I  
   
     2 
   
   +1 
   
  Mk 1+ Skeleton   
   4 
  Mark 2  
   
     4 
   
  +2 
   
  Mk 2+ Skeleton     
   8 
  Mark 3   
   
     8 
   
  +4 
   
  Mk 3   Skeleton  
  16 
   
   
   
   
  Compartmentalized Body Structure 
  The cyborg has been redesigned so that vital systems are 
  compartmentalized.  This makes the cyborg hard to kill in two ways: it 
  has a chance of “negating” penetration damage-doubling and it places a 
  upper limit on how much damage the cyborg can take from any single 
  penetrating damage hit (beyond that point the damage simply passes 
  “through” the cyborg).  This threshold only applies to weapons like 
  bullets and lasers—swords aren’t affected because of the cutting motion. 
   
  When the cyborg suffers a vital hit (a hit by 4+ from a penetrating 
  weapon), roll against the listed Save Roll and if you roll lower the 
  penetration modifiers don’t double—but you still suffer the damage 
  normally.  Additionally, if you take damage (after armor) greater than the 
  listed Threshold from a single penetrating shot, reduce the damage you 
  actually took after armor to that listed number if a Save Roll+2 is made. 
   
   
   
   
   
   
   
   
   
  Compartment.  Body Extra DP 
  Save  Threshold 
   
  Requires  
  Cost  
  Mark I  
   
  +4 
   
  9- 
  Critical Wound  
  Mk 1+ Skeleton   4    
  Mark 2  
   
  +8 
   
  11- 
  Major Wound 
   
  Mk 2 + Skeleton 16     
  Mark 3   
   
  +16 
   
  13- 
  2x Minor Wound 
  Mk3 Skeleton 
   24     
   
   
   
   
   
   
   
  “Al right, Doc, pump me up!” 
  Muscle Grafts 
  Taking “vat-grown” muscle tissue and grafting it into the body of a 
  recipient is one of the more common modifications.  The modification is 
  usually visible (except, perhaps, at the lowest level) because of the 
  bulging muscles which the character has.  Furthermore, the muscles 
  have been genetically manipulated to need only the slightest exercise to 
  keep in their prime. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  Muscle Grafts  
  STR 
   
  Extra DP 
  Extra BLD 
  Requires  
   
  Cost   
  Mark I  
   
  +2 
   
  +3 
   
  +4 
   
  Mk 1+ Skeleton  
   8 
  Mark 2  
   
  +4 
   
  +6 
   
  +8 
   
  Mk 2 + Skeleton  
  16 
  Mark 3   
   
  +6 
   
  +9 
   
  +16 
   
  Mk 3  Skeleton  
  24 
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Enhanced Cardiovascular System 
   
  In what some considered and 
  ironic twist of fate, the RJ 
  Reynolds Corporation made 
  millions in the 21st century 
  selling genetically engineered 
  lungs and hearts. 
   
   
   
   
   
   
   
   
   
   
   
   
  “I lost him—he jumped into the 
  water.  Please advise—over.” 
   
  “Keep looking, he’s got to 
  come up for air.  As soon as 
  you acquire the target destroy 
  him—over.” 
   
  “Um . . . control, have you 
  read the target’s spec-sheet?  
  I don’t think we’re gonna see 
  this guy.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  “How much punishment can 
  one guy take!?” 
  The character has a complex of blood filters, improved lung and heart 
  muscles, selective blood pressure devices specially keyed for high stress 
  situations.  This gives the character some resistance to toxins and disease, 
  and extra endurance.  Relatively cheap, it will be one of the first thing 
  cybernetic soldiers are fitted with. 
   
  The CON roll + only applies to healing rolls, disease and toxin resistance 
  rolls, rolls to stop bleeding, and POWER vs. STAT attack rolls.  It does not 
  apply to wound rolls of any sort.  
   
   
  Enhanced CV  
  END 
  + to CON Rolls  
  BLD 
  DP 
  Requires  
   
  Cost   
  Mark I  
   
  +8 
  +2 
   
   
  +1 
  +2 
  Mk 1+ Skeleton  
   4 
  Mark 2  
   
  +16 
  +3 
   
   
  +2 
  +4 
  Mk 2 + Skeleton  
   8 
  Mark 3   
   
  +32 
  +4 
   
   
  +4 
  +8 
  Mk 3   Skeleton  
  16
   
   
   
   
   
   
  Life Support System 
  The cyborg is fitted with lungs that can store and meter compressed air to 
  the character.  The character’s skin will be sealed and the resulting cyborg 
  will be able to survive in airless conditions for some time.  In fact, the cyborg 
  will be able to “buddy breath” with one or more people (divide the total time 
  by the number of people supported).  Because the character’s blood system 
  is not susceptible to relatively slow pressure changes (the bends) the 
  character can operate under water or, perhaps, in high atmosphere 
  pressures on some other planet. 
   
  At level 2+, the character’s skin, while appearing normal is impervious to 
  heat and cold: a certain amount of  “environmental” armor is granted to the 
  character. This is applied against any damage from temperature changes 
  (including rapid ones like flame throwers, plunging one’s hand into liquid 
  nitrogen to retrieve cloned eyeballs, whatever). 
   
  Life Support 
  Air Time    Environmental Armor  
  BLD 
  DP 
  Requires  
  Cost    
  Mark I  
  2 hours  
  -- 
   
   
  +1 
  +2 
  Mk 1+ Skeleton  4 
  Mark 2  
  4 hours  
  12 
   
   
  +2 
  +4 
  Mk 2+ Skeleton  8 
  Mark 3   
  8 hours  
  24 
   
   
  +4 
  +8 
  Mk 3 Skeleton 16 
   
   
   
   
  Reinforced Physiology 
  The cyborg has had its internal systems upgraded to withstand exceptional 
  damage.  Arteries are reinforced with micro-strands of polymer, lymph fluid is 
  enhanced along with biological blood additives to reduce bleeding and speed 
  recovery.  Layers of internal “smooth muscle” are augmented to withstand 
  physical stress far in excess of the norm without failing. 
   
  The CON roll + only applies to healing rolls, disease and toxin resistance 
  rolls, rolls to stop bleeding, and POWER vs. STAT attack rolls.  It does not 
  apply to wound rolls of any sort.  
   
   
   
   
   
   
  Reinforced PHY 
  DP 
      + to CON rolls  
   
  BLD 
  Requires  
   
  Cost 
  Mark I  
   
  +16 
   
  +0 
   
   
  +4 
  Mk 1+ Skeleton  
  20 
  Mark 2  
   
  +32 
   
  +1 
   
   
  +8 
  Mk 2 + Skeleton  
  40 
  Mark 3   
   
  +64 
   
  +2 
   
   
  +16 
  Mk 3   Skeleton  
  80 
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Shell 
   
   
  Bullets—winter rain 
  Drive hard against my skin. 
  And yet I still live. 
   
  2079—Street Samurai Haiku 
    
   
   
   
   
   
   
   
   
   
  I felt the round strike like an 
  impossibly fast punch to the 
  head . . . then another. I turned 
  around, slowly, lighting my eyes 
  up as I did.  The punk fired a 
  third round into my chest, 
  ruining the All-Nite-Mart 
  Employee Smock.   
   
  “You want fries with your ass-
  kicking?” I asked him coolly. 
   
   
   
   
   
   
   
   
   
   
  Shell is an artificially grown replacement for the dermis and epidermis 
  (skin).  It is alive (vat grown) but requires a reinforced skeleton for 
  anchor points and nutrient systems.  Its purpose is similar to polymer 
  armor in that it is protective but more than simply stopping damage, it 
  prevents tears and rips (and bleeding). Each level gives the Cyborg 
  some armor (treated as bio-armor) and an unusually high penetration 
  defense.  Shell shifts wounds down one category for bleeding purposes 
  only. It may look normal or be created in designer colors. 
   
  Shell 
  DP  
  Damage Reduction   
  Penetration Resistance  
  BLD 
  Requires      Cost   
  Mark I +2 
   
  +1 
   
   
  +10 
   
  +4 
  Mk 1+ Skeleton  
   6 
  Mark 2 +4 
   
  +2 
   
   
  +20 
   
  +8 
  Mk 2 + Skeleton  
  12 
  Mark 3 +8
  +4
  +30
  +16
  Mk 3
  Skeleton
  18
   
   
   
   
  Polymer Reinforced Tissue 
  Reinforced tissues act as armor—the character is simply harder to cut 
  and hurt..  Depending on what body armor is like in the game, the GM 
  may wish to charge more for this since layering it with assault gear can 
  make cyborgs nearly indestructible.  A possible solution (although one 
  everyone playing has to agree upon) is the unspoken rule that armored 
  cyborgs don’t wear body armor on top of it. 
   
  This armor is “all the way through” they cyborg—it does not have 
  coverage rolls or other such modifiers). 
   
   
  Polymer Tissues 
  DP 
   
  Armor  
  BLD 
   
  Requires  
           Cost 
  Mark I  
   
  +4 
   
  +4 / 8  
  +4 
   
  Mk 1+ Skeleton  
  12 
  Mark 2  
   
  +8 
   
  +8 / 16  
  +8 
   
  Mk 2 + Skeleton  
  24 
  Mark 3   
   
  +16 
   
  +16 / 32 
  +16 
   
  Mk 3   Skeleton  
  48 
   
   
   
   
   
  Damage Control 
  This PHY Cybernetic enhancement gives the character a reserve of 
  “Damage Control” points that “come back” when he goes into a rest-
  shutdown state. When he turns it on (5 REA Medium action, automatic if 
  unconscious for more than 3 seconds) he recovers 1 DP per minute and 
  all blood loss is stabilized.  If the character is Dying (or has Internal 
  Damage) these effects will be halted but the character will be 
  unconscious for 1 hour per DP recovered. If not unconscious, the shut-
  down state leaves the character alert, but in a “Dazed state” for purposes 
  of combat and other actions. The recharge takes 1 hr per DP of normal 
  sleep. 
   
  Damage Control 
  DP Reserve 
   
  Requires       Cost    
  Mark I  
   
  ¼ Total DP 
   
  Mk 1 Skeleton  6 
  Mark 2  
   
  ½ Total DP 
   
  Mk 2 Skeleton  8 
  Mark 3   
   
  ¾ Total DP 
   
  Mk 3 Skeleton 10 
   
   
   
   
   
   
   
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
  Hardwired Reflexes (REF Enhancement)  
   
  Biological nerves are slow: chemical bridges are built to transmit 
  electrical impulses through tissue.  This can be improved upon—the 
  nerve trunks can be replaced with spun glass and electrical switch 
  junctions.  The clocks in the brain that control reaction speed can be 
  upgraded with “wetware” patches to give the recipient quicker reflexes.  
  Reflex “loops” which control automatic responses (like pulling one’s hand 
  back from a hot surface) can be upgraded to “smart reflexes” where the 
  character takes other actions dependent on the situation. 
   
  She moved like a human 
  tornado, cutting through the 
  three men in a flurry of super-
  sharp steel and blood.  When 
  she stopped she was smiling a 
  predator’s smile. 
   
  By the time they hit the ground, 
  her blade was cleaned and 
  sheathed along her leg.  
  *** 
   
   
   
   
   
   
   
   
   
   
  Everything shifted into slow 
  time.  Even the muzzle flashes 
  of their guns had a feel of 
  stasis.  Predicting their aim, I 
  stepped under their arc of fire 
  and let the claws come out.  
   
  *** 
   
   
   
   
   
   
   
   
  *** 
  Very few of the couriers worked 
  without bikes—but some of the 
  warrens were hard to maneuver 
  in. 
   
  *** 
   
   
   
   
   
   
   
   
   
  *** 
   
   
  Greg-J went in for an 
  emergency following a 
  particularly nasty knife fight—
  but after that, his visits to the 
  surgery parlor were strictly 
  elective. 
   
  *** 
   
   
   
   
   
  Hardwired reflexes give the character a higher REA score and an even 
  higher initiative roll.  The Initiative bonus is given in addition to the higher 
  REA (so Mark 1 Hardwired Reflexes gives the character +5 to his 
  initiative rolls but only +3 actual reflexes.) 
   
   
   
   
   
   
  Hardwired Reflexes 
  REA 
  Initiative 
            Cost 
    
  Mark 1  
   
  +3 
    +2 
   
   
  20 
  Mark 2  
   
  +6 
    +2 
   
   
  35 
  Mark 3  
   
  +12 
    +4 
   
               70 
  Enhanced Dodge 
  Enhanced Dodge gives the character a –1 to be hit per point of AGI 
  above 10 from both HTH attacks and Ranged attacks. 
  Additionally, an attack which hits gets [AGI-10] subtracted from it’s 
  Damage Modifier (before penetration doubling).  So a 14 AGI character 
  gets –3 to be hit and –3 subtracted from any Damage Modifier if he is hit 
  (so penetration attacks need to hit by 7 to have a chance of doubling). 
   
   
  Enhanced Dodge 
   
   
  Requires        Cost 
   
  Mark 1  
   
   
   
  Mk 1+ HW REF 16 
  Mark 2  
   
   
   
  Mk 2+ HW REF 12 
  Mark 3  
   
   
   
  Mk 3 HW REF   8 
   
   
   
   
  Enhanced Ground Speed 
  The internal “clock” which determines how fast a life form runs can be 
  cybernetically adjusted.  The character will have a higher ground speed.  
  The plus to ground speed will be added to sprint, 2/3rds of it will be 
  added to running speed, and 1/3rd of it will be added to walking speed. 
   
  Enhanced Ground Speed 
  Speed Bonus  
  Requires 
         Cost 
   
  Mark 1  
   
   
  +3 yards / sec   
  Mk 1+ HW REF  
  2 
  Mark 2  
   
   
  +6 yards / sec  
  Mk 2+ HW REF  
  4 
  Mark 3  
   
   
  +9 yards / sec  
  Mk 3   HW REF       
  8 
   
   
   
   
   
  Smart Reflexes 
  The character’s natural reflex loops have been augmented with 
  computer chips and fiberoptic relays to make them “smart.”  This is 
  designed for combat purposes but it can be useful in other physical 
  applications.  The character gains an effective +2 COR or +2 AGI for the 
  purpose of learning one Level 1 or Level 2 Combat skill.   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
   
   
   
   
   
  Smart Reflexes 
  Requires 
         Cost 
   
  Mark 1  
   
  Mk 1+ HW REF  
  8 
   
  Mark 2  
   
  Mk 2+ HW REF  
  6 
  Mark 3  
   
  Mk 3   HW REF       
  4 
   
   
   
   
   
   
   
   
  NSP v2.10 
   
  Requires 
          Cost 
   
  Mark 1  
   
  Mk 1+ HW REF  
  8 
  Mark 2  
   
  Mk 2+ HW REF  
  6 
  Mark 3  
   
  Mk 3   HW REF       
  4 
  This can be done more than once—but only one set of reflexes can be 
  active at a time.  When a set of reflexes are shut down, the character 
  can’t use the skill at all (nothing functions quite the way the character 
  thinks it will).  Switching reflex sets is a 5 REA medium action. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Computer Targeting 
  Requires 
          Cost 
  Mark 1  
   
  Mk 1+ HW REF  
  6 
  Mark 2  
   
  Mk 2+ HW REF  
  4 
  Mark 3  
   
  Mk 3   HW REF     
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vander was initially wired for 
  participation in a Cyber-sports 
  league.  After the games 
  collapsed, though, he 
  defaulted on his loans and put 
  the NSP upgrade he’d gotten 
  to work in a less legal and 
  more creative fashion. 
   
   
   
    
   
   
   
   
   
  The specific skill itself can also be wired in (just apply the points to the 
  character’s AGI or COR). 
   
   
   
   
   
   
  NSP v2.10 
  Neural Signal Protocol v1.20 is the commonly used data-transfer 
  protocol for cybernetics (the “language” the hardware speaks).  With 
  version 2.10 the character has the newest upgrade!  This gives an 
  across-the-board +1 to the purchase of any Level 1 or Level 2 skill based 
  on COR or AGI.  This plus doesn’t stack with smart reflexes (smart 
  reflexes are the “hardware” solution—this is the “software” solution). 
   
   
   
   
   
  HardWired gunslingers were a 
  real problem for the S.W.A.T. 
  forces since they were fast 
  enough to aim and good 
  enough not to miss . . . even 
  at rifle-ranges.  The 
  departments responded by 
  wiring their own troops for 
  "lightning fast” first-strike 
  capacity and the arms race 
  spiraled up from there.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Computer Targeting 
  Computers interlaced along the spine in a helix pattern monitor body 
  location and visual input.  The character can designate a target to track 
  and the computers will respond with tactile feedback when the user’s 
  weapon is on target. 
   
  Selecting a target is a 5 REA medium action and requires a successful 
  roll to hit—this does not actually fire the weapon although the weapon 
  must be brought to bear.  From this point on, that target will be at +2 to 
  hit (in addition to any aim). Other targets will be at –2 to be hit will a 
  given target is under lock). 
   
   
   
   
   
   
  Precision Striking 
  The character comes with a neural-network combat computer that 
  enables him to aim attacks so that they penetrate armor. The system 
  requires 3 REA to set up the strike unless the character has a Mk1 or 
  better cybernetic computer system (see INT Modification). Either way, 
  Precision Strikes are at –1 to hit. The character’s strikes ignore the listed 
  amount of armor. The Penetration Resistance of armor is NOT changed, 
  but if the character ignores all existing armor, penetrating shots 
  automatically penetrate. 
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
   
   
   
  Precision Module 
  Armor Ignored  
   
  Requires  
  Cost     
  Mark I  
   
  2 
   
   
   
  Mk 1 Reflexes 4         
  Mark 2  
   
  4 
   
   
   
  Mk 2 Reflexes 6  
  Mark 3   
   
  6 
   
   
   
  Mk 3 Reflexes 8 
        
   
  Evasion Reflex Loops 
  Evasion Reflex Loops analyze attack trajectories and move the character 
  out of the way. To have Evasion Reflex Loops, the character must have 
  Enhanced Dodge.  The Reflex Loops give the character an AGI score 
  that he may substitute for his own for purposes of Enhanced Dodge only.  
  This means that if the ‘Virtual AGI’ is 14, and the character’s AGI is only 
  12, the character still buys skills at a 12 AGI, but is at –4 to be hit and 
  takes –4 Damage Mods. Additionally, the character’s actual Dodge Move 
  is improved. The character may spend +1 or +2 points of REA with a 
  Dodge to get a +1 or +2 to a Dodge Roll (the character’s Dodge will be 
  AGI or Acrobatics skill). If the character is hit anyway, the +1 or +2 acts 
  as an additional negative damage modifier. 
   
   
  Evasion Reflex Loops  
  Dodge  
  ‘AGI’ 
  Requires  
   
  Cost     
  Mark I  
   
   
  +1 or +2 
  13 
  Mk 1 Reflexes  
    6      
  Mark 2  
   
   
  +1 or +2 
  14 
  Mk 2 Reflexes  
  12   
  Mark 3   
   
   
  +1 or +2 
  15 
  Mk 3 Reflexes  
  18 
   
   
   
  System Shock Dampers  
  The character suffers the neurological effects of damage much better.  
  The character feels no real “pain” and can otherwise sustain greater 
  amounts of damage (organs will keep working after they’ve been partially 
  destroyed, muscle groups have multiple “backup” neural inputs and 
  reconfigure to work if partially severed, the heart will keep pumping blood 
  on only 1 chamber).  The drawback to this is that at Injured Condition, 
  the character loses 2 points of CON and 3 at Serious Condition, making 
  death more likely. 
   
   
   
   
   
  System Shock Dampers 
  DP Bonus 
   
  Requires  
  Cost    
  Mark I  
   
   
  +6 
   
   
  Mk 1 Reflexes   8         
  Mark 2  
   
   
  +8 
   
   
  Mk 2 Reflexes 12  
  Mark 3   
   
   
  +12 
   
   
  Mk 3 Reflexes 16 
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
  Neural Jacks (INT Enhancement)  
  Supers With Neural 
  Jacks: 
  For making superheroes with 
  Neural jacks, just pay the listed 
  costs out of Base Character 
  points (paying an overhead tax, 
  if any).  There are not separate 
  costs for superheroes and 
  “normal cyborgs.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Some Chip Slot 
  Databases: 
  There are all kinds of 
  databases available for chip-
  heads.  Some are useful for 
  almost everyone . . . some are 
  so trivial it’s hard to imagine 
  why they were compiled. 
   
  If you’re looking through the 
  chip-bin at the local wetware 
  mart, this is a sampling of what 
  you might find. 
   
  Random News-Group 
  Archives: There could be 
  almost anything in there.  
  Search for some fact (or 
  misinformation) at 9- for a 
  small, 11- for a medium and 13- 
  for a large. Popular topics add 
  +5, obscure ones –1 to   –10. 
   
  Wiring the brain with “sockets” into which pieces of hardware can be 
  attached is the next frontier of human-computer interface.  The basic 
  neural jack involves (depending on the GM’s view of the technology) 
  creating a channel in the brain which opens to an outside interface port 
  and connects on the inside to a “patch” which consists of fiber-optics, 
  neural-net logic-gate arrays, and biological tissue.   
   
  The basic jack allows different attachments from “skill-chips” to computer 
  targeting systems.  The patch brings some functions of the brain up to 
  computer like speeds as the wearer learns to “formulate questions” in 
  such a way as to use the patch’s high-speed processing power.  At the 
  basic level the patch can only be used to solve math problems extremely 
  quickly (and then, only if the character has Level 2 or higher 
  Mathematics skill—otherwise that virtue will be wasted).  Additionally, the 
  patch gives the character an effectively higher RES for computer skill. 
   
  Many cyberpunk games feature a sort of virtual-reality Internet where 
  people can interact, work with data in 3d, and hack with “hunter-hunted” 
  paradigms.  It is beyond the scope of these rules to completely specify all 
  the possibilities for these, however if the game world includes this 
  development (indeed, the real world may include some version of it 
  within 50 years) then a neural jack is all that is required to access it. 
   
  Neural Jack 
   
     Computer Skill 
  Math Speed 
            Cost 
  Mark 1  
   
   
  +1 
   
  2x 
   
   
    8 
  Mark 2  
   
   
  +2 
   
  4x 
   
   
  16 
  Mark 3  
   
   
  +3 
   
  8x 
   
   
  24 
   
   
   
   
   
  Skill Chip Slot 
  A skill chip is a database coupled with “natural language query 
  hardware” which fits into a chip slot.  The chip slot requires a neural jack.  
  Once a character is fitted he can buy skill chips (usually sold on the open 
  market) and simply insert the chip to know the skill.   
   
  A chip usually contains a MEM or RES based skill at Level 2 proficiency 
  or it can contain a database of a specific sort holding several Gigabytes 
  of data on some topic (mixed drinks, classic cars, rules of card games).   
  Some very rare and super expensive chips contain Level 3 skills. These 
  take two slot locations.  The skills themselves exist in the 
  interconnections of a chemical matrix within the chip housing—copying 
  them has proven impossible: each must be taken from a live human and 
  is a time consuming process.  Most skills on chips have a 13- or lower 
  roll (even if the “donor” had a higher roll). 
   
  The type of jack determines what level the skill can be used at (a Mark 1 
  jack will only allow the skill to be used at Level 1 regardless of the level 
  on the chip).  The jack type also determines the speed of extraction. A 
  Mark1 jack retrieves data at close to the speed of reading—but higher-
  grade jacks make the use much more natural.  Note: if the character has 
  a database in his slot(s) it is always retrieved at one level lower—just 
  having the chip in isn’t like having read and memorized the entire Library 
  of Congress. 
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
   
  2000 Gourmet Recipes: The 
  chip contains thousands of 
  food preparation scripts 
  (small). 
   
  Fire Arms/Cyber-Weapon 
  Identification Guide: The 
  medium database has a 14- 
  chance of giving detailed 
  information on any cybernetic 
  weapon.  The GM has to 
  decide what year the chip was 
  made—it makes some guesses 
  about the future but it isn’t as 
  cool.  If the user sees the 
  weapon, that’s enough for an 
  Id (Medium). 
   
  Sonic Vehicle Id Profiles:  
  With a hearing perception roll 
  the character can correctly 
  identify the make and year of a 
  vehicle (medium). 
   
  All the Answers to 20th 
  Century Trivia Board Games: 
  Great for bar bets and retro-
  evenings (if you want to cheat). 
  It claims to have all of them . . . 
  but on a critical failure (a 19 or 
  20) it’ll miss a question. 
   
  20th Century Music Archive: 
  High fidelity, full versions (both 
  live and recorded) of all the 
  songs your grandfather liked.  
  If you have speakers you can 
  play ‘em. (large)  
   
   
   
   
   
  In a sense, this is like having skills you pay money for, instead of 
  points—but it isn’t quite that simple.  Having a skill isn’t like having an 
  expert on the phone you can ask questions of—it’s an integral 
  knowledge of a subject.  For the chips to work, they must interface with 
  the brain on a deep level—the result: a risk factor from bad chips. 
   
  Chips can be encoded with psychological defects, neurosis, time bombs, 
  insanity clocks (a countdown after which the user starts to go insane).  lly 
  the bad ones have a “lock-out” which prevents the wearer from removing 
  the chip.  They can be a massive help to dictatorial control of a 
  population.  Usually a chip will have a POWER factor between 1 and 10 
  (with the highest usually seen being 5).  This is the negative at which the 
  character must make a WIL roll at to prevent adverse effects.  It is very 
  difficult to “scan a chip” to see if it is hostile but some guidelines may 
  exist—the safest bet is to buy from known sources . . . but they may not 
  have the skills you need. 
   
  How exactly the GM runs this, if it is allowed at all, depends on the type 
  of cyber-society he wishes to create.  Characters who are employees of 
  high security companies may be fitted with loyalty chips (Code of Ethics: 
  loyalty to the company . . . or worse, neurosis: something horrible will 
  happen to me if I betray the company). The GM may determine that 
  almost all skill chips are illegal making any of them risky.  Etc.  The GM 
  should be consulted before this is taken. 
   
  Skill cost will, of course, vary depending on the campaign economy—but 
  a reasonable price in today’s dollars would seem to be: 
   
  Skill Type 
   
  Cost L1 
  Cost L2 
  Cost L3 
  Difficult  (Takes 2 slots) $500 
   
  $2000  
  $500,000   
  Normal   
   
  $100 
   
  $500 
   
  $200,000 
  Database 
   
  (Sm.) $50  (Med.) $300           (Lg.) $1000  
   
   
  Assume the average player will start with about $1000 to spend on 
  chips, plus having one chip (Level 2) per slot.  Small databases are very 
  specific topics, medium databases are the equivalent of a collected 
  volume of works on a topic, and large databases are a collection of 
  definitive works on a topic. 
   
  Chip Slot 
  Max Skill Level  
  Retrieval Speed  Number of Chips 
  Requires     Cost 
  Mark 1  
   
  Level 1  
  Reading 
   
  1 at a time 
  Mk 1 Jack     4 
  Mark 2  
   
  Level 2  
  4x Reading 
   
  2 at a time 
  Mk 2 Jack     8 
  Mark 3  
   
  Level 3  
  Instant  
   
  4 at a time 
  Mk 3 Jack    16 
   
   
   
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
    
  Accelerator Board 
  Rumor had it that something in 
  the development environment 
  on the Aztec’s Sagittarius 
  project made a mind-crash 
  about 10x as likely . . . but that 
  didn’t lessen the flow data-
  mercs willing to work on the 
  project. 
   
   
  Still, after two fatal neural 
  spikes in under six months, 
  even the rashest of the 
  contractor “cowboys” started 
  getting nervous. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Specialty Software: 
  Although too complicated to 
  cover in detail here, many 
  cyberpunk campaigns can 
  revolve around the PC’s trying 
  to get their hands on some 
  new software.  In many 
  cyberpunk games software is 
  the equivalent of magical 
  treasure . . . and the GM may 
  even require points be paid to 
  have some exotic programs 
  on your computer (which, of 
  course, are somehow resistant 
  to copying!)  Some possible 
  examples:  
   
  Military Super Virus: A one-
  shot weapon (it erases itself 
  off the originating system 
  when it infects) which will help 
  win the war the characters are 
  in. 
   
  An indispensable programming tool, the “board” (a playing card sized, 
  molecule thin plate which is inserted into the space between the brain 
  lobes) allows the character to perform computer tasks at computer like 
  speeds.  It allows programming, debugging, and manipulation of data to 
  happen hundreds of times faster than a human with a keyboard could 
  perform the operations.  Because some things, like creative thought, 
  can’t be sped up by the board the net effect may not be the 100’s of 
  times improvement one might hope for but it will be something few 
  computer programmers wish to do without.  The RES bonus is only for 
  purposes of buying Computer Skill. 
   
  On a 4+ failure (or natural 19 or 20, roll once per day of coding) on a 
  computer roll using the board, the character will be 'stuck in a loop' or 
  'crashed' and will be in a coma until unplugged.  After that, the character 
  may make a RES roll each hour to recover.  If one of these rolls is 
  critically failed, the character suffers brain death. 
   
  A “spike protector” can be purchased for +2 points—this prevents a 
  “crash” on a 10- roll (it has a 50% chance of averting a crash). 
   
  Accelerator Board 
  RES +   Speed Increase 
   
  Requires      
  Cost 
  Mark 1  
   
  +1 
   
  4x 
   
   
  Mk 1 Jack     
    4 
  Mark 2  
   
  +2 
   
  8x 
   
   
  Mk 2 Jack 
    8 
  Mark 3  
   
  +4 
   
  16x 
   
   
  Mk 3 Jack 
  24 
   
   
   
  Cybernetic Computer 
  Cyborgs can have complicated logic gates built into their central nervous 
  systems.  This may be done by actually “growing” the artificial pieces 
  within the living tissue,  “grafting” in integrated circuits, or by some other 
  method of interfacing.  While all cybernetics rely on computers, this 
  modification actually gives the cyborg a built in full functional computer 
  system which can run off the shelf software. Although it’s input must 
  come from a “modem” or the cable connected to the cyborg’s socket and 
  the “screen” is displayed in the cyborg’s field of vision.  There are three 
  basic types of computers available.  All are assumed to be state of the 
  art in terms of power and ability to run consumer software. 
   
  Mark 1 Computer 
  The Mark 1 computer is capable of running all consumer-grade 
  software normally.  It must be linked to a network via a cable that 
  runs from the cyborg’s “jack” to a network connection (a phone 
  line or high-speed network link).  Its data transfer rate is 
  considered to be “slow” meaning that it receives and transfers 
  data at the “standard speed” (today that would be a 128K 
  modem, but it will be whatever the standard is for the time).  
  While using the Mark 1, the user is at –4 to visual perception 
  rolls (or other actions requiring that the character see—the 
  graphics are displayed in the visual field).   
  Cost: 2 points 
   Requires: Mk 1+ Jack 
   
   
   
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
  Mark 2 Computer 
  Keys to the Vault: A 
  character has stumbled across 
  a compressed, encrypted 
  program which, on a Mk 3 
  computer will access a 
  massive, privately owned 
  database everyone wants in 
  to. 
  Meta-Avatar: Everyone in 
  cyberspace is represented by 
  his or her “avatar.”  You’ve 
  stumbled across a prototype 
  piece of code that, when it 
  runs, gives you super-human 
  powers in cyberspace.  Time 
  to avenge some corporate 
  wrongs! 
  Computer Defense 
  Countermeasures: In the 
  underground scene, credibility 
  is based on how many 
  systems you can crack and 
  what databases you’ve 
  penetrated.  This new 
  software you’ve got isn’t the 
  last word in security-breaching 
  code . . . but it looks to be a 
  hellu’va lot better than 
  “Battering Ram v3.11”—
  you’ve gotta get a few of your 
  close friends together and do  
  a run—before every “32-bit” 
  punk on the street has this. 
   
  What the Heck is a 
  Shotgun-S.Q.U.I.D.? 
  Ah, glad you asked.  A 
  S.Q.U.I.D. (Super Conducting 
  Quantum Interference Device) 
  is a real piece of gear that can 
  detect micro fluctuations in 
  magnetic fields (like those 
  inside a computer—or even a 
  human brain).  Today it needs 
  to be a few inches from the 
  source.  A Shotgun 
  microphone was a term for 
  some of the first parabolic 
  directional microphones—i.e. 
  those microphones that 
  operated at a great range with 
  a focused pick-up. 
   
  So a shotgun-S.Q.U.D. is a 
  device that, when focused on 
  a computer system, can 
  analyze the electronic state of 
  the machine and report it to 
  the owner . . . and it can do 
  this from across the room! 
   
  The Mark 2 computer functions as the Mark 1 with the following 
  additions: it has a cellular modem that transfers at the “slow” 
  speed (but does not require a cable to link to the network).  With 
  a cable it transfers at an “above average speed” (ISDN links in 
  today’s world . . . perhaps T1 speeds).  The user is at –2 to 
  vision based activities while the computer is in use (it displays 
  data “below” the field of vision).  The Mark 2 computer can 
  record all of the user’s audio/visual input.  It will record up to 8 
  hours (starting or stopping is a 5 REA medium action).  It can set 
  up encrypted communications links with others that have similar 
  computers within reach of the network.   
  Cost: 4 points 
   Requires: Mk 2+ Jack 
   
   
   
  Mark 3 Computer 
  The Mark 3 computer is artificially intelligent.  It will have its own 
  personality and it can make commentary, use the cyborg’s 
  perception to make perception rolls, etc.  It cannot take 
  command of the character’s body and it won’t actually have skills 
  (although databases can be purchased for it using the costs 
  under Chip Slot).  It gives the user +4 to any MEM roll to 
  remember something that happened within the last 72 hours.  Its 
  link speed is “fast” over a line (fast being T1 to T3 speeds in 
  modern day—literally as fast as you would want) and it is “above 
  average” over a cellular net.  It can act as a compass and it 
  stores almost all available maps. 
  Cost: 8 points 
   Requires: Mk 3 Jack 
   
   
   
  Ranged Computer Link 
  The ranged computer link is a combination of a device called a 
  “Shotgun-S.Q.U.I.D.” and an “EMP Affector.” Together these strangely 
  named devices read the internal state of a target computer and, at 
  range, allow the user to manipulate it.  The effect is that simply by 
  targeting a computer system a character can “log on” to it without having 
  to be hooked up!  Even systems which have no provisions for being used 
  by a human at all (like the chip inside your car or washing machine) can 
  be probed and manipulated this way. 
   
  To take control of a system in this manner the character spends a 5 REA 
  medium action to read the data and then may use Computer Skill at –6   
  (-3 at Level 3, no negative at Level 4) to manipulate data in the system.  
  Because the character isn’t seeing a nice screen with windows and text 
  on it—he’s seeing the binary stuff inside the computer—all operations 
  take 4x their normal time.  If the GM rules that a system is “very unusual” 
  or complicated there may be extremely high negatives to the character’s 
  rolls to do anything at all . . . even to figure out what’s going on (on the 
  other hand, simple appliances are usually at +3 to be operated this way). 
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Of course, security systems and important computers (like the one that 
  controls your car’s timing—or one that controls a security camera) will be 
  shielded.  This shielding prevents the character from reading the 
  computer’s data.  They may also have security.  Security, in this case, is 
  electronics that detect the pulse the character uses to manipulate the 
  system’s memory.   
  Okay, What About a 
  Pulse Affector? 
   
  This isn’t real.  In theory, it’s a 
  very controllable EMP 
  (Electro-Magnetic-Pulse) 
  generator that can be used to 
  delicately overwrite the 
  memory of a computer while 
  the computer is in operation. 
   
  How is this 
  Supposed to Play? 
  Okay, your friends are 
  planning to raid a small video 
  distribution warehouse they 
  say has been shipping short-
  life-span (but very nasty) 3  
  World virus bombs to the 
  West Coast.  They need you 
  to help with the security 
  systems. 
  rd
   
  You’ve got some standard 
  tools: some electronics and 
  lock picking gear, some rope . 
  . . a small bow torch . . . and 
  your cybernetics.  When you 
  and your friends show up 
  outside (at 1 AM) it’s time to 
  go to work. 
   
  The back door has a standard 
  key-card lock.  A simple 
  Security Systems roll will get 
  you past that.  The GM says 
  it’s at –2 (a pretty good one) 
  but you have some nice tools 
  (+1) so you slide your “omni-
  card” in and just “hack it.”  
  That’s the first line of defense. 
   
  Inside is a newly installed “air-
  lock” chamber and a retinal 
  scan.  Retinal scans are 
  checked against computers so 
  you can’t just “hack it.”  You 
  target the computer 
   
  You make a Computer skill roll 
  at  -6( -3 ‘cause you’re Level 
  3) and have a look in its 
  memory.  Then you “pulse it.”  
  It has –4 security but you get 
  +2 to the roll for your Mk2 link. 
  You make the roll by 6.  
  You’re in! 
   
   
   
   
  To see if security detects you, make a skill roll (detailed below) at some 
  negative for the complexity of the defenses.  If you succeed, you’ve 
  managed to remain undetected for a certain amount of time before you 
  have to make another roll.  You’ve also granted yourself a certain 
  amount of access.  If you want to do something which requires more 
  access or the time period expires, roll again. 
   
   
  Amount Roll  
  Made By 
   
  Access Granted 
   
  -5 or less 
   
  System “scrambles” and sounds any alarms  
  available.  The character can’t get back in for 4 hrs. 
  +10 or more 
   
  Character can reprogram/wipe the whole system   
  and can make it do things it wasn’t intended to do.  
  +3 to +5  
   
  Character has medium level access.  This will  
  open standard locks and give access to most 
  databases and functions.  After 30 min of poking  
  around, another roll is at +2.   
  +6 to +9  
   
  Character has high level access and can do   
  anything an administrator could.  
  -1 to -4  
   
  System goes on alert.  The character gets one  
  skill roll to stop alarms.  If made, the character  
  averts detection but subsequent rolls for 4 hrs are 
  at –4.   
  +0 to +2  
   
  Character has low level access.  For complicated  
  systems this may be useful—for things like   
  computerized locks it won’t open them.  After an 
  hour of poking around, another roll is at +2. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Skill Rolls: The skill roll a character may make to hack the 
  system is either Computer Skill (at –6 for a Level 2 attempt, -3 
  for a Level 3 skill, or –0 for Level 4) or Security Skill at Level 3+.  
  If the character has Security Systems skill at Level 3 or greater, 
  he is assumed to be familiar with computer defenses.  This 
  means that he rolls at –0 for Level 3 and gets a +2 for Level 4.  
  Standard security modifiers for some common systems are: 
  • 
  Standard “Street Security System” –2.  Sounds an audio 
  alarm if detected. 
  • 
  Standard security system on a car or pubic phone/access 
  terminal –3.  Detection of security breach signals the user or 
  shuts down the terminal. 
  • 
  Security Building (mid-level) –4.  If detected the cops are 
  called. 
  • 
  Security Building (high-level) –6. 
  • 
  Home Security –2 to –6 (usually).   
  • 
  Appliance: No security. 
  • 
  Police Vehicle and onboard computer: -5 for the vehicle, -7 
  for the computer. Detection triggers a silent alarm. 
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  • 
  Someone else’s communication gear: -2 per level of 
  security. 
  • 
  Implanted database in a cyborg’s head (or cybernetic digital 
  “videotape”) –3 or more.  Detection signals the cyborg and 
  shuts down access for 2 hours. 
   
  Affector Burst: A character with a remote computer link can 
  also turn the voltage on the Affector and simply try to burn out a 
  target system.  This is treated as a Psychoelectric attack (see 
  the Psionics section) at a POWER equal to that listed by the 
  device the character has (with the exception that the cyborg 
  cannot make the targeted device function without power, and the 
  attack only applies against computer systems.)  Against a target 
  cyborg this will act as a Daze Beam at the listed POWER.  This 
  will only affect cyborgs with a cybernetic body, a reinforced 
  skeleton, a hardwired nervous system, or a neural jack.   
   
  Shielded Systems: Some systems are actually shielded 
  against intrusion.  In these cases, simply multiply the effective 
  range by 2, 4, or 8.  This will force the cyborg to be a lot closer to 
  the action. If the system is effectively outside of your maximum 
  rage, you can’t get in. 
   
  Remote Comp. Link 
  Range  POWER     Plus to Security Roll 
  Requires     Cost 
  Mark 1  
   
  4 yards     0 
   
  +0 
   
   
  Mk 1 Jack      8 
  Mark 2  
   
  16 yards  13 
   
  +2 
   
   
  Mk 2 Jack    16 
  Mark 3  
   
  64 yards  16 
   
  +4 
   
   
  Mk 3 Jack    32 
   
   
   
   
   
   
    
  Sensory Filters  
  The character’s neural enhancements filter all sensor input through a 
  series of computer pattern matchers and storage trees.  This gives him a 
  bonus to perception at a cheaper cost than Keen Senses. The downside 
  to this is that the computer-enhanced senses can “go into a loop.”  When 
  active (the player declares when his senses are active) the player rolls 
  once a minute.  If during this time, the random roll is a 0, 1, or 2 or the 
  character blows a perception roll by 5, the character is Dazed, loses the 
  enhanced senses, and makes “normal” perception rolls at –4 for 20 
  minutes.  These bonuses apply to all senses and have some additional 
  abilities: 
  • 
  Detect bio or chemical weaponry in the area via smell/taste. 
  • 
  Target Tracking/Identification: ignore –4 for visual identification 
  (seeing through disguises, picking a person out of an auditorium, 
  etc.) Called “Waldoing” for some archaic reason. 
   Sensory Filters 
   
   
  PER Bonus 
   
  Requires  
          Cost 
  Mark I 
   
   
   
   
  +3 
   
   
  Mk 1 Jacks 
   
    4      
  Mark 2  
   
   
   
  +5 
   
   
  Mk 2 Jacks 
   
    8    
  Mark 3   
   
   
   
  +7 
   
   
  Mk 3 Jacks 
   
  12       
   
   
   
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  The DataNet and the 
  Fugue: 
  The DataNet and the Fugue 
  represent two “likely” 
  advances in computers. 
   
  The DataNet 
  The DataNet is an 
  evolutionary development of 
  the Internet.  It is the global 
  network of interconnected 
  computers, microwave relays, 
  satellite links, and cellular 
  towers that make all kinds of 
  commercial channels possible. 
   
  Everything from videophones 
  to real “cyber-sex” is available 
  on the DataNet.  A huge 
  amount of information is there, 
  cross-referenced and 
  available through “search 
  engines.” 
   
  Electronics Underground is 
  the skill that is used to get at 
  the juicy bits of information on 
  the DataNet.  That’s where 
  your shady underground 
  connections will meet.  That’s 
  where corporate “cowboys” 
  will congregate electronically 
  to raid the opposition’s 
  databases. 
   
  The DataNet may or may not 
  be a 3d virtual reality world 
  where “surfers” are 
  represented by their 
  computer-generated avatars 
  as they interact.  It might be a 
  lot like a multimedia version of 
  today’s World Wide Web.  
  Some of it might be 3d and 
  some of it might still be 
  scrolling text screens.  It all 
  depends on what the GM’s 
  vision is. 
   
  You don’t need any special 
  gear to access the DataNet—
  just a terminal (cybernetically 
  built in or otherwise) and your 
  clout is proportional to your 
  computer skill (Level 3 for 
  breaking into systems the hard 
  way) or Electronic 
  Underground (for getting 
  information someone else 
  already had). 
   
    
  The DataNet and the Fuge  
  The world of the cyberpunk will be connected by massive data-trunks 
  that anyone can tap into if they have a computer, the skill, and maybe 
  some help.  Virtually everything is in there somewhere—or someone 
  knows how to find it.  It’s accessible from just about anywhere on the 
  planet and neural-modified cyborgs live there.  To purchases these 
  abilities you must have a Mk 2 Neural Jack or better. 
   
  Anyone with computer skill and Electronic Underground and a net 
  account can interact with the DataNet.  That’s just a matter of know-how.  
  Interacting (Fugue Dancing) with the Fugue is another matter altogether.  
  First you need training (and you usually don’t get it in university classes).  
  Secondly you need a piece of hardware in your head that takes the data 
  in and filters it through your brain.  That’s called an Information Sieve. 
   
  To be a Fugue Dancer (or whatever the GM decides to call it) you need 
  three things: 
  • 
  A Mk 2 Neural Jack (or better) 
  • 
  An Information Sieve implant 
  • 
  The difficult, RES based Fugue Dancer skill 
   
  Once you’ve got that, you’re ready to go.  If your character is a “hacker 
  for hire,” a net savvy street agent, or corporate cyber-muscle you should 
  consider getting outfitted for some real data analysis.   
  Information Sieve 
  The cyborg’s neural jack is permanently online with a high-speed 
  connection.  The character’s brain functions like a computer, constantly 
  filtering and analyzing the data flowing through it.  All kinds of 
  information, private databases, hundred year old Usenet conversations, 
  unencrypted net-telephone, and declassified (or “liberated” classified) 
  government documents merge into what is collectively known as the 
  Fugue.  The Fugue (perhaps named for the musical reference—or 
  perhaps the state of mind) is meaningless information overload for those 
  not equipped with a Sieve.  With the Sieve it is like an almost omniscient 
  deity—one which the equipped can access. 
   
  The skill with the I-Sieve is Fugue Dancer.  It is a difficult RES based 
  skill.  What it does at each level is based on what kinds of modules you 
  have built into your I-Sieve. 
   
  To make a cyborg with access to the Fugue, do the following: 
  • 
  Buy Fuge Dancer, a difficult, RES based skill. It has no description 
  but its roll and level effects are determined by what modules  you 
  have. 
  • 
  Buy the modules you want from the list below. 
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Identify Target 
  Cost: 8 points 
  The Fugue: 
  The Fugue is something 
  else—something we don’t 
  have today. 
   
  In the future of the Fugue, the 
  network has become so 
  complicated and so fast that 
  no one really understands its 
  transactions.  Data is 
  exchanged and mixed so 
  frequently that in some cases 
  the complexity is beyond that 
  of a human mind (currently the 
  most complicated structure in 
  the visible universe). 
   
  Although no one really 
  understands the low-level 
  mass of information exchange 
  which happens a billion times 
  a second all over the globe, a 
  piece of gear and training can 
  give you an out of context 
  perspective on what is known 
  as The Fugue. 
   
  The piece of equipment—the 
  Information Sieve—accesses 
  the underlying 
  communications of the 
  DataNet and uses super-
  advanced mathematics and 
  the human mind’s incredible 
  ability to make sense out of 
  chaos to learn things about 
  the world by linking random 
  pieces of information which 
  are hurtling about the net at 
  the speed of light. 
   
  When someone has an I-
  Sieve and connects to the 
  Fugue it’s a little like talking to 
  an interactive Oracle of 
  Delphi.  You can learn things 
  like “who’s asking questions 
  about us?” or “Who’s that guy 
  I’m looking at?” just by cross-
  referencing the information of 
  the Fugue. 
   
  At its most amazing, a user of 
  the I-Sieve can phrase a 
  question in such a way that, 
  as the data is introduced into 
  the hyper-dynamic flow that is 
  the Fugue, an answer of some 
  validity can be received.  The 
  sources of the data may not 
  be known. 
   
  When the character sees someone, 
  their image can be instantly cross-
  referenced with the Fugue databases.  
  The cyborg will know who that person 
  is and get some information on a 
  successful roll with their Fugue Skill.  
  Since 
  the 
  trace 
  works 
  against 
  databases, some people are harder to 
  find than others.  A person who has 
  little to do with the online world is 
  regarded as obscure.  A person who 
  deliberately (but not professionally) 
  keeps themselves out of the online 
  world is “deliberately” obscure.  The 
  trace is a 5 REA medium action and 
  the person must be seen personally. 
  Level 1: The character knows the 
  name and listed address of the target 
  (personal items like phone number 
  and place of employment can be found 
  if the target makes that information 
  publicly available).  If the target is 
  “obscure” in online circles, the roll is at 
  –5 or –10 (if the target is deliberately 
  obscure). 
  Level 2: The character knows facts 
  like place of employment and criminal 
  record with a successful roll even if 
  these aren’t publicly available.  Rolls 
  against obscure targets are at –3 or –
  5.  Identification numbers, concealed 
  weapon permits and the like will be 
  divulged. 
  Level 3: The cyborg gets information 
  like recent travel plans, information on 
  recent activities, etc.  For obscure 
  targets there is a –1, for deliberately 
  obscure targets, a –3. 
  Level 4: The cyborg learns almost 
  everything there is to know about the 
  target.  There is a –1 for deliberately 
  obscure targets but that is all. 
  Net Trace 
  Cost: 4 points 
  The cyborg “targets” a person and 
  begins monitoring their movement, 
  transactions, 
  etc. 
   
  This 
  involves 
  dispatching 
  “computerized” 
  agents 
  who keep track of travel reservations, 
  credit card expenditures, and other 
  electronic communication they involve 
  themselves in.  This information is 
  reported back to the cyborg.  To 
  “establish lock-on” with a target the 
  cyborg must do a certain amount of 
  electronic research on them.  Oddly, 
  due to the nature of the data Fugue, 
  personal contact with the target greatly 
  aids this (things like voice imprints, the 
  visual data from the cyborg, and 
  actually confirming the person at a 
  given place at a certain time relative to 
  the searcher seem to help).  The level 
  of Fugue Dancing determines how 
  successful the trace is if the roll is 
  made.  Rolling to obtain lock-on is at 
  +3 if the cyborg meets the target in 
  somewhat casual circumstances (i.e. 
  not through a locked door or video 
  monitor or phone conversation).  Each 
  day the cyborg must make another roll 
  to maintain tracking.  The roll is at a 
  cumulative –2 if the target takes care 
  to obscure his movements.  Tracking 
  more than one person at a time 
  requires either another Net Trace rig 
  (another 4 points) or a cumulative –1 
  per person per day additional.  Picking 
  up someone who has been lost is a –4 
  roll. 
  Level 1: If the target uses his real 
  name, hotel rooms, flights, and public 
  purchases (a house) will be reported 
  as soon as they are made.  The basic 
  lock-on roll is at –6 if the cyborg has 
  nothing but a name and id number.  
  Three hours of research will reduce 
  this to a –3. 
  Level 2: The cyborg will be able to 
  trace any credit expenditures the 
  character makes in his name with a –5 
  roll (the GM rolls secretly for each 
  transaction).  A basic roll, if the cyborg 
  has nothing more than a name and id 
  number, 
  will 
  locate 
  the 
  target 
  geographically.   If the target is using 
  the data net for communications (the 
  GM must determine if normal phones 
  do-and if their use can be traced to a 
  personal computer account) then he 
  will be detected and tracked to within a 
  certain radius.  The amount the roll is 
  made by will be a 20 mile radius 
  divided in half for each point of 
  success (so a roll made by 4 would 
  limit the target to a 1.25 mile area).  If 
  the roll is made by 5+ the tracer has 
  an exact fix. 
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Interfacing with the Fugue in 
  this way is called “Dancing” 
  and it requires both the “multi-
  phase neural link” and no 
  small amount of skill in 
  entering the raw data stream 
  and returning with useful data. 
   
  What’s the 
  Difference? 
  Okay, lets say you just met 
  someone.  You know their 
  name, you have their business 
  card.  They want you to buy 
  several tanks of illegal 
  “computational DNA.”  Your 
  question: who is this guy 
  really? And, is he trying to 
  screw me? 
   
  Using the DataNet: 
  With the DataNet, you excuse 
  yourself for a second, whip out 
  your portable computer (or 
  use your cybernetic one to log 
  on) and go to some of the 
  underground electronic 
  hangouts.  You send e-mail to 
  your cyber buddies asking if 
  they’ve ever heard of this guy. 
   
  You do some newspaper 
  article searches (worldwide) 
  seeing if any of this stuff was 
  reported stolen (and if there 
  are leads). 
   
  You contact your hacker 
  friends (or maybe you are 
  one) and you raid some 
  corporate databases to see if 
  they have any sting operations 
  going. 
   
  You have an agency run a 
  background check on the 
  name he gave you (good 
  luck). 
   
  This takes some time—but 
  less than it did in the 20th 
  century.  A good “make” on 
  someone takes about an hour 
  instead of a day.  Your friends 
  can get back to you in a 
  couple of minutes.  If the guy 
  covered his tracks well . . . or 
  you failed to ask the right 
  questions you might not get 
  the right answers (the tanks 
  were reported as discarded 
  Level 3: The cyborg can track even 
  illicit transactions on a –5 roll (normal 
  credit transactions get no negative).  
  People the target meets with may be 
  tracked 
  on 
  a 
  –3 
  roll 
  (due 
  to 
  reservations at restaurants).  There is 
  even a chance movement may be 
  picked up.  The GM can roll once per 
  hour at –8 to see if the cyborg gets a 
  “fix” due to some electronic interaction 
  (hailing a cab).  Rolls per day are at –1 
  instead of –2. 
  Level 4: The cyborg has an eerie, 
  clairvoyant like fix on the target.  Rolls 
  at –4 can be made for almost anything 
  the target does. 
  Net Augury 
  Cost: 8 or 16 points 
  On the net, anyone may ask a 
  question. You may receive hundreds 
  of replies ranging from informed 
  commentary 
  to 
  wild 
  ranting 
  to 
  sophisticated hoaxes.  With access to 
  the Fugue answers may even come 
  from anonymous sources or a person 
  may put together information, which, 
  while 
  seemingly 
  unrelated, 
  is 
  a 
  coherent answer to the question.  
  Using the Fugue is called a Net 
  Augury and it is taxing to the user.  
  Doing a search of the Fugue and 
  determining which information is high 
  quality takes a long time (depending 
  on how skilled the user is) and costs a 
  certain number of endurance points 
  (and leaves the person drained).  
  However, almost any question may be 
  asked and answered—even some, 
  which no single person might know the 
  answer to.  
   
  The GM must determine if the answer 
  is easy, medium, very hard, or nearly 
  impossible.  An easy question is one 
  which research in a large library could 
  answer.  A medium question is one 
  which an expert could answer, a very 
  hard question is one for which the 
  information 
  likely 
  does 
  not 
  exist 
  (“where is my lost dog?”) and a nearly 
  impossible question is one for which 
  there may be no correct answer (“Is 
  there a God?”). 
   
  The 8 point search cybernetics work 
  as listed.  The 16-point version 
  reduces the time it takes to ask a 
  question in half. 
  Level 1: Only yes or no questions may 
  be asked and only up to medium 
  difficulty.  The search takes about 4 
  hours 
  and 
  costs 
  the 
  user 
  10 
  endurance 
  through 
  massive 
  concentration.  This is spent by the 
  time the questioning is over.  A skill roll 
  must be made for an easy question, a 
  skill roll at –3 must be made for a 
  medium question.  The GM should 
  make this roll in secret . . . but the 
  character will usually have some idea 
  of the quality of the answer. 
  Level 2: The character may ask 
  question to which the answer is likely 
  to be a short sentence.  The character 
  may ask an easy question at +3 in 10 
  seconds, a medium question at +0 in 2 
  hours, and a difficult question in 8 
  hours for a cost of 10 endurance with 
  a roll at –4.  Note that easier questions 
  may have a much more substantial 
  answer. 
  Level 3: The character may ask a 
  question to which the answer is a 
  chapter in a book (a 20-page report is 
  about the maximum).  Easy questions 
  are at +3 and take 1 second, medium 
  questions are at +3 and take 10 
  minutes, difficult questions take 4 
  hours and are at –2, nearly impossible 
  questions take 8 hours and are at –10 
  (and cost 10 Endurance). 
  Level 4: The character may ask any 
  question. 
  Easy 
  questions 
  are 
  automatic and take a second.  Medium 
  questions are at +6 and take a 
  second.  Difficult questions are at +0 
  and take an hour.  Nearly impossible 
  questions take 4 hours and the results 
  are up to the GM (remember—the 
  answer can be that the data is simply 
  not available . . .) 
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
                            
  Bolo 
   
   
  Radius  
  Time 
   
  EMP Roll 
        
  Cost 
  Mark 1  
   
  20 y 
   
  12 sec  
  -- 
   
   
    4 
  Mark 2  
   
  40 y 
   
  24 sec  
  13- 
   
   
    8 
  Mark 3  
   
  80 y 
   
  48 sec  
  18- 
   
   
  16 
   
   
  The Fugue Way: 
  You’re a trained Fugue dancer 
  and you’re looking at the guy.  
  You load the data (what he 
  looks like, when he came in, 
  the fact that he reminds you—
  sort of—of that old actor Fred 
  Astaire) into short-term 
  memory and you enter the 
  Fugue. 
   
  There you let it interact with 
  the data-stream.  You want to 
  know who he is . . . you want 
  to know how the information 
  on him “intersects” with data 
  about the stuff he’s selling.  
  You aren’t asking anyone in 
  particular—you’re swimming in 
  the massive storm of data that 
  is the Fugue and looking at 
  the “data shapes” which 
  bubble out of it. 
   
  Interesting . . . coursing 
  through your brain is the fact 
  that he got off a plane in San 
  Francisco two days ago—with 
  a man accused of being a 
  professional killer in Europe. 
   
  From his face, the Fugue tells 
  you with 98% accuracy that 
  his name is Kameron Tsauras 
  . . . a.k.a. Gary Vaul.  That’s 
  the name he gave you.  
  Kameron has a home listing in 
  Malibu.  Where exactly that  
  data came from you don’t 
  know—but you know the facts. 
   
  You feed the answers back 
  into the Fugue and ask about 
  stolen DNA tanks.  The strain 
  on your mind increases as you 
  sort gigabytes of meaningless 
  data looking for the threads of 
  relevance.  Of course there’ve 
  been some stolen . . . but 
  these probably aren’t them.  
  No . . . Kameron has a close 
  relationship with a company 
  that makes the things—and is 
  working on a risky new 
  prototype: you’re an 
  underground test market! 
   
  Electronic Countermeasures 
  Cost: 8 points 
  Let’s say your being traced . . . or 
  someone with net augury is asking 
  questions about you . . . or a cyborg 
  you’ve just met is trying to ID you 
  when you’d rather remain anonymous.   
  How do you do it?  Counter-measures.  
  These work two ways: passively and 
  actively.  
   
  In passive mode you have your own 
  agents out in the Fugue and on the net 
  which send bad data about you, inform 
  you if someone is asking questions, 
  and generally work without your having 
  to be involved.  In active mode you 
  perform a “scrub” for yourself (or 
  someone else) and wipe out the 
  agents or the database entries which 
  others are using to track you.  This 
  can’t erase your ID from the Fugue 
  (there are only unsubstantiated rumors 
  of things that can do that) but it can 
  make anything less than a Level 3 or 
  Level 4 Net Augury likely to turn up 
  nothing. 
   
  The character has “trip-wires” in the 
  Fugue to detect questions about 
  himself.  If someone starts running a 
  trace he gets a skill roll at +2 or –2 per 
  level of difference between himself 
  and the asker (+2 if the character with 
  countermeasures is higher level . . . –2 
  if he’s lower).  The GM makes this roll.  
  If 
  the 
  character 
  detects 
  the 
  questioning he may try to interfere. 
   
  To interfere he must beat the amount 
  the question roll was made by (this 
  applies to Net Auguries. Traces, and 
  Identifications.  If made by 0 – 4 the 
  search simply reveals interference and 
  the person attempting the search can 
  get no new information for 24 hours 
  and will be at a permanent, cumulative 
  –3 against that target.  If the roll is 
  made by 5 to 9 the character can 
  control what information the target 
  gets—but if the target asks for some 
  information 
  that 
  the 
  character 
  withholds the target will know the data 
  is being filtered.  If the roll is beaten by 
  10+ the defending character can 
  create his own answers. 
  Communication Technology 
  A cyborg with neural cybernetics can tap into the data streams around 
  him.  This can allow him to make untraceable calls, tap into other’s 
  streams, and evade detection.  These pieces of cyber-gear don’t require 
  Neural Jacks or any other piece of tech. 
  Bolo 
  The Bolo is an illegal piece of gear 
  which, when activated disrupts all 
  communications and some electronics 
  in the area. Security scans will usually 
  detect that it isn’t a weapon—a person 
  searching 
  for 
  it 
  needs 
  to 
  have 
  Streetwise at L3+ . . . and a character 
  with a Bolo can take it “offline” for 24 
  hours and it will simply detect as some 
  sort of radio.  
   
  When activated, a bolo burns for a 
  listed number of seconds.  While 
  burning all com-gear of a lower level 
  than the class of bolo will be shut 
  down within the listed radius.  
   
  Furthermore, the Mk 2 and Mk 3 bolos 
  emit an Electromagnetic Pulse (EMP) 
  which will temporarily shut down 
  unprotected circuitry.  If the GM rules 
  that some piece of gear is particularly 
  unshielded it may even burn it out.  
  Standard 
  security 
  systems 
  and 
  electronic gear in the area will be 
  shutdown if the listed roll is made.  If 
  the GM rules a system is “hardened” 
  the roll to shut it down is at –1 to –10 
  (really serious systems won’t be 
  effected by a bolo).  This only works 
  against things like cameras, personal 
  computers, and the like.  It won’t stop 
  cars or turn lights out—it doesn’t kill all 
  the power in an area . . . it just causes 
  it to fluctuate.  A Bolo is primarily used 
  to give an assault team some time 
  before the security teams figure out 
  exactly what is happening.  Activating 
  a Bolo is a 5 REA medium action—it 
  can be shutdown before its time runs 
  out if the character wishes.  
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
   
  Com-Gear 
  Cybernetic communications gear is 
  very common.  Troops will have built in 
  radios.  Common citizens will have 
  internal cell-phones.  Hackers will 
  come 
  equipped 
  with 
  their 
  own 
  modems and cops will be wired into 
  police channels. 
  Detecting 
  Communications and 
  Telling if Someone’s 
  Listening: 
  Any level of decryption gear 
  acts as a scanner.  If you want 
  to know if a target is 
  transmitting, make an 
  Operations roll. 
   
  If you’re talking and you want 
  to know if someone’s listening 
  in you can either make an 
  Operations roll (if made, you 
  detect listeners on the line) or 
  a Security Systems roll at +2 
  (if you’re Level 2 or above). 
   
   It is possible for a character 
  to set his com-gear to security 
  mode where an Operations 
  roll is made every time it’s 
  operated to “sweep the 
  channel.”  If this is the case, 
  the GM makes an Ops roll like 
  a perception roll for any 
  character on the line. 
   
  Note: It’s possible some gear 
  may be stealthy.  The GM can 
  assess a cost of 2 points per 
  level of stealth.  Ops rolls to 
  detect the listener are at –1 
  per level of stealth. 
   
  The most important aspects of these 
  communications 
  are 
  their 
  signal 
  strength (how easy they are to jam) 
  and their security (how easy they are 
  to detect or intercept).  Both security 
  and strength is rated from Mk1 to Mk3.  
   
  Signal strength determines range for 
  things like radios (if the communication 
  device hooks into the phone network 
  or the DataNet its “range” is effectively 
  infinite).  This rating is also used to 
  determine if the piece of com-gear can 
  be jammed by a bolo. 
   
  Security is used to stop people from 
  listening.  At Level 1, the conversation 
  is as secure as a standard phone 
  connection—not very.  At Level 2 the 
  piece of gear has weak encryption.  At 
  Level 
  3 
  the 
  gear 
  has 
  strong 
  encryption. 
   
  Types of com-gear are: 
  Radio: The character can broadcast 
  and receive on several bands.  The 
  character can receive both “citizens 
  band” and local AM/FM stations.  Cost 
  is +0. 
  Strength 
  Range Cost 
  Mk 1 
   
  100 y 
  .5 pts 
  Mk 2 
   
  100 mi  2 pts 
  Mk 3 
   
  Satellite   4 pts 
   
  Cell Phone / Modem: The character 
  can hook into the world’s phone net if 
  a receiving station is within range.  
  The phone acts as a “normal” modem.  
  Cyber phones are assumed to do 
  conference calls and have all the 
  modern amenities. Cost is +0 
  Security  
  Cost 
  Mk 1 
   
  1 pts 
  Mk 2 
   
   2 pts 
  Mk 3 
   
   4 pts 
   
  Fast Modem: This acts like phone 
  and as a “fast” modem.  The GM must 
  determine what fast is but it should be 
  significantly faster than a normal 
  modem (modern day this would be 
  128K vs.57K).  Cost is +1 
   
  Very Fast Modem: This acts as 
  above but the connect is really fast (T1 
  speeds in today’s world).  Cost is +2 
   
  Tight Beam Radio: So long as the 
  receiving character is in range and the 
  sender knows exactly where he is (i.e. 
  can see him or is in contact) the signal 
  can’t 
  be 
  intercepted 
  unless 
  the 
  intercepting character gets between 
  the sender and receiver.  This is a 
  favorite of troops and tightly knit 
  teams.   Cost +4 
  Decryption Gear 
  When 
  someone’s 
  having 
  a 
  conversation you want to listen to 
  Decryption gear comes in handy.  To 
  be really good with it, you have to 
  have mathematics skill—sure, you 
  aren’t doing all the math “on the fly” 
  but it helps to have an idea about 
  what’s going on.  If you’ve got L3 
  Mathematics skill you can use your roll 
  instead of the listed one.  If you have 
  L4 Mathematics skill you can use your 
  roll at +6. 
   
  To 
  lock-on 
  to 
  someone’s 
  communications you need to make an 
  Operations skill roll.  If you don’t have 
  the skill, the gear comes with a 
  scanner that has a basic 12- skill.  
  Once you’ve acquired it (if you miss it, 
  roll again at a cumulative –2 . . . if they 
  have operations too you’ve gotta fight 
  it out). 
   
  Next compare your “breaker” against 
  their security.  If you’ve got the same 
  level you get a decrypt roll.  If you’re 
  breaker is lower the roll’s at –3.  If your 
  breaker is a higher level you get a +3.  
  If you make the roll you’re listening in.  
  If they’re perceptive and they have 
  Operations, you’re in for a fight. 
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Decryption Gear  
          Decrypt Roll 
   
  Cost 
  Mk 1 
   
   
   
  13- 
   
   
    4 
  Mk 2 
   
   
   
  15- 
   
   
    8 
  Mk 3 
   
   
   
  17- 
   
   
  16 
   
   
   
   
   
   
   
  Perhaps the “wettest” of Wet-Mods, Cyber Glands are the result of post-birth 
  genetic manipulation or surgical incision (they may also be “pre-birth” genetic 
  manipulation in which case the character may actually be a new species.  These 
  glands tend to have downsides to them and are often little more than drug 
  factories for the user (indicating that they would have been pursued for military 
  purposes).  If the GM wants a less flawed view of genetic manipulation, the PC’s 
  should simply be built on more points or allowed to buy the Fast or Built 
  Enhancements. 
   
  Unlike the other Wet-Mods, Glands have no requirements for purchase.  They 
  may be considered special Enhancements available in a cyber-punk world. 
  Wrath Glands  
  The character has specially modified adrenaline glands that produce a drug 
  called Wrath.  This is a combat drug that is designed to have a number of 
  beneficial effects (extended endurance, some resistance to damage, higher STR, 
  etc.)  It was invented for close assault teams, but was considered a failure due to 
  the crash. It has made an appearance on the streets. The side effects are as 
  follows: 
  • 
  Going into “Wrath Mode” requires a 5 REA Medium action.  
  • 
  In Wrath Mode, the character must make a WIL-2 roll each turn not to 
  engage in HTH combat if a combatant is within 3 yards (Long Reach).  In 
  HTH mode, the character must Full Strike or make WIL rolls each turn to 
  save REA for a block.  So long as opponents are at range, they may be 
  engaged normally with weapons, but weapons will be fired in full automatic 
  mode if available. If there are no enemies, the character must make WIL rolls 
  or respond violently to any annoyance.  If a roll (once per 30 min) is failed, 
  the character will pick a fight. 
  • 
  Wrath Mode lasts a certain time depending on the glands type.  When that 
  time runs out, the character will be at –3 Initiative, -2 to all skill rolls, and –8 
  Endurance (the character “crashes”).  This lasts 10 minutes HR per second 
  the Wrath lasted. Multiple uses of Wrath in a day have an addictive, 
  degrative effect.  Each new dose of Wrath makes the Crash roll at a 
  cumulative –1.  A character can gland himself to death. 
  • 
  Since the character’s DP is “increased,” and the increase goes away when 
  the character crashes, if the character sustained damage, he must make a 
  CON roll (at –1 per each dose of Wrath that day) at the current Condition 
  Level he is at without the extra DP (i.e. if the character is at Injured Condition 
  without the extra DP, he makes a Major Wound roll when he crashes). Even 
  if the character sustained NO damage, he must make a Minor Wound roll, or 
  take another dose 
  • 
  Character’s under Wrath get +4 to WIL rolls vs. Fear and the like. 
   
   
   
   
   
   
  Wrath Glands  
  DP Bonus 
  Endurance 
  STR 
  Duration  
  Cost    
  Mark I  
   
  +4 
   
  +4 
   
  +1 
  1 hr 
   
    8 
  Mark 2  
   
  +6 
   
  +16 
   
  +2 
  2 hr 
   
  12 
   
  Mark 3   
   
  +8 
   
  +32 
   
  +4 
  4 hr 
   
  16 
   
  Glands (Genetic Modification)  
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Cool Glands  
  Another combat drug, the character becomes extremely unemotional and “coolly 
  aggressive.”  In tests, this has resulted in increased accuracy, lack of fear in 
  combat, etc.  Cool has two negative side effects: Cool Psychosis, and Addiction 
  (described below).  While Cool lasts, the character gets the following effects: 
  • 
  Extra REA for purposes of Feinting or Aiming only, bonuses to CON rolls 
  (psychological factor), bonuses to Perception Rolls (due to concentration), 
  and bonuses to block or dodge rolls for the next 6 hours. 
  • 
  The character is immune to psychology and psychology attacks.  The 
  character gets +4 Fearless.  Characters under “Cool” will seem highly aloof 
  and unconcerned.  They will operate flawlessly under stress. This lasts 6 
  hours. 
  • 
  The effects last for the duration after which the drug wears off and repeated 
  doses have no effect for 6 hours. 
  • 
  The character must make a WIL roll each time he uses the drug.  If he fails 
  by 5+ he becomes psychotic (under control of the GM).  He is not 
  necessarily a murdering lunatic—but he might be.  Such characters will still 
  be mission oriented in general and, unless tensions are very high, won’t kill 
  their friends.  This lasts 6 hours. 
  • 
  Cool is addictive: if three rolls are blown by 3 or more in a 1 month period, 
  the character becomes an addict.  An addict must make a WIL roll at –2 
  every 6 hours or use the Gland.  This isn’t so bad, but it does remove use of 
  the gland for the following 6 hours.  Rather than rolling each 6 hrs. the GM 
  can call for a WIL roll at –2 to have the glands available.  Also, some 
  percentage of the time, the character may be a cool psychopath. 
   
   
   
   
   
  Maniac Glands  
  Maniac is a form of evolved adrenaline that speeds up the body’s clock making 
  the character faster.  While under Maniac, the character gets extra REA.  The 
  downside is that when it wears off, the character will crash as with Wrath. While 
  active the character will have the Intellect Defect: Hyperkinetic (unable to sit still 
  unless a WIL roll at –2 is made). 
   
   
   
   
  Cool Glands 
  REA Bonus 
  CON Rolls 
  PER Rolls  
  Block/Dodge  Cost  
  Mark I  
  +1 
   
  +1 
   
  +2 
   
  +1 
   
  12 
   
  Mark 2  
  +2 
     
  +1 
   
  +3 
   
  +1 
   
  16 
  Mark 3   
  +3 
   
  +2 
   
  +4 
   
  +2 
   
  20 
  Maniac Glands  
  Extra REA 
  Extra Initiative  
  Duration       Cost    
  Mark I  
   
  +2 
   
  +1 
   
   
  20 min  
  10 
  Mark 2  
   
  +3 
   
  +2 
   
   
  30 min  
  16 
  Mark 3   
   
  +4 
   
  +3 
   
   
  1 hr 
   
  22 
   
   
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Resurrection Glands  
  The character’s body is flooded with a complex, intelligent, regeneration formula.  
  The character gains +2 DP each second he spends 8 REA (while the formula is 
  active).  If the character doesn’t spend the REA to heal, the body metabolizes the 
  formula getting +1 DP per second.  Once this is done, though, the character will 
  start paying the price. In [random roll] minutes after the glands effect, the 
  character will start losing 1 Endurance point per 10 seconds per point of damage 
  he healed.  If his points healed are double his Endurance, he will go unconscious 
  for 4 hours. It takes a 5 REA Medium action to activate the Resurrection Glands.  
  They will auto-activate if the character hits Serious Condition (or takes a Critical 
  Wound). 
   
   
   
   
   
  Alert Glands  
  The character’s senses are heightened by the drug.  Once activated (5 REA 
  Medium action) the character gets the listed bonus to all perception rolls, but 
  pays 1 point of Endurance per minute (Running).  This can’t be stopped (it runs 
  the listed duration, or less—but the character must specify the time when it 
  starts). The bonus is +2 vs. low-light modifiers (in addition to the bonus listed, 
  when active, the character ignores 2 more points of low-light modifiers). 
   
   
   
   
   
  Neo-Steroids  
  Unlike most glands, these don’t have to be activated: they’re always active, 
  pumping out steroids into the character’s blood stream.  While a constant supply 
  of organic steroids, growth hormones, and other chemicals makes the character 
  stronger, they have some nasty side effects. The primary one is the fact that the 
  pumped up person moves a little slower than normal and has less endurance: 
  you get a negative to Initiative and Endurance. The second one is the Intellect 
  Defect Aggressive: make a WIL roll in any confrontational situation not to start a 
  fight.  This is at +3 if you’ll obviously and clearly lose (i.e. they have you 
  surrounded with guns). Also, while your immune system is “stable,” it spends a 
  lot of time dealing with the chemicals: you get –2 CON vs. disease and toxins.  
  Finally, the BLD bonus is applied to SIZ as well (you look larger too!). 
   
   
   
   
   
  Resurrection Glands  
  Duration (Maximum DP) 
  Cost 
  Mark I  
   
   
  4 seconds 
   
   
  10 
  Mark 2  
   
   
  8 seconds 
   
   
  16 
  Mark 3   
   
   
  12 seconds 
   
   
  24 
      
   
  Alert Glands 
   
  Duration  
  PER Bonus 
   
  Cost 
  Mark I  
   
   
  4 min 
   
  +2 
   
   
    4    
   
  Mark 2  
   
   
  8 min 
   
  +4 
   
   
    8 
  Mark 3   
   
   
  16 min  
  +6 
   
   
  12 
  Neo-Steroid Glands 
   
  STR 
  BLD  
  DP 
  Init. 
  End 
  Cost    
  Mark I  
   
   
  +2 
  +3 
  +3 
  -1 
  -2 
    6 
   
  Mark 2  
   
   
  +3 
  +4 
  +4 
  -1 
  -3 
  12 
  Mark 3   
   
   
  +4 
  +5 
  +5 
  -2 
  -4 
  18 
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Dry-Mods 
   
   
   
  Cybernetic weapons are usually part of a broken down, nihilistic culture where 
  “body art” has “evolved” from making a statement into annihilating those who 
  don’t agree with you.  There are a few advantages to cybernetic weapons (aside 
  from the one compelling reason to own one: it proves you’re a bad-ass). 
  Weapons  
   
  The best is that you don’t have to draw them (unless they’re “retractable” which 
  makes them concealed when they aren’t in use).  They also ignore –2 points of 
  modifier from grapples—they’re easier to use hand to hand because they’re built 
  in (most people don’t grapple with armed cyborgs anyway, though). 
   
  This list is by no means exhaustive but it should be noted that the cost of the 
  weapon is simply based on “relative” merit—there is no “formula” for reducing the 
  cost.  If a super hero wishes to duplicate the weapons listed here, like the other 
  cybernetics, it will have to be done using the device rules and the paranormal 
  abilities list. 
   
  There are two categories of weapons listed here: Civilian and Military.  Civilian 
  weapons are legal in any game that the GM wants cyborg weapons in. They’re 
  designed to be somewhat balanced.  Military weapons should only be allowed in 
  games where heavy firepower is the norm.  Cyborgs blazing away with Heavy 
  Rockets and Assault Rifles will greatly increase the body count. 
   Civilian Fire Arms 
          Cost 
  Damage 
  ROF 
  RANGE 
  NOTES       Shots 
  9mm Implant (rifled) 
   
  1pt 
  6 
   
  2 
  15 yds  
  -0 RCL  
  48 
  .45 Implant 
   
   
  1pt 
  9 
   
  2 
  7 yds 
   
  -0 RCL  
  32 
  .22 caliber cannon 
   
  1pt 
  3 
   
  16 
  4 yds 
   
  -¼   RCL  
  48   
  .357 Gyro-Jet (rocket rounds) 
  2pt 
  13 
   
  2 
  25 yds  
  -0 RCL  
  32  
  .44 Uber-Magnum Implant 
  4pt 
  16 
   
  2 
  9 yds 
   
  -3 RCL  
  24 
  9mm Full Auto  
   
  4pt 
  6 
   
  8 
  15 yds  
  - ½  RCL 
  32   
  .22 Long Rifle   
   
  4pt 
  18 
   
  2 
  50 yds  
  -0 RCL  
  32 
  10 gauge internal pump shotgun3pt 
  2x12 
   
  2 
  9 yds 
   
  -2 RCL  
  12 
  .45 Full Auto 
   
   
  8pt 
  9 
   
  8 
  15 yds  
  -1 RCL   
  32   
  X-11 Flechette Crossbow 
  4pt 
  15 (pen: 40) 
  1 (silent)25 
   
  -- 
   
  80 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gladiator HTH Wpns. (Civilian) Cost 
  Damage 
   
  Swing  
  Back Swing 
  Reach 
  Cyber Claws (retractable)  
  2  
  +3 (+6 Pen) 
   
  +0 
   
  +0 
   
  Short 
   
  Saw Blade (Circular) 
   
  4  
  +7 (ignores 4 armor) 
  +0 
   
  +0 
   
  Short 
  Laser Torch 
   
   
  8  
  8 POWER Cutting Beam +0 
   
  +0 
   
  Short 
  Injector (14 PWR vs. STAT) 
  4 - 16 
  +2 (+6 Pen) 50, 100, 150 +0 
   
  +0 
   
  Short 
  Cyber Lash (Whip Skill required) 
  4  
  +6 damage Pen or Impact +1 
   
  +2 
   
  Long 
  Shocker  
   
   
  4 / 8  
  8 or 12 electrical damage +0 
   
  +0 
   
  Short 
  Pneumatic Rams  
   
  4  
  +5 Impact Damage (HTH) +0 
   
  +0 
   
  Short 
  Razor Tentacles  
   
  4  
  8 Grapple, 8 pen dmg 
  +0 
   
  +0 
   
  Long 
  Disruptors 
   
   
  4  
  6 Pen Dmg, Ignores armor +0 
   
  +0 
   
  Short 
  Combat Teeth 
   
   
  4  
  12 Pen Bite Damage 
  +0 
   
  +0 
   
  Close 
   
   
   
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  • 
  Cyber Claws: Cyber Claws may be used with any Martial Art strike (the Saw Blade 
  may hit with martial arts striking skills, but doesn’t get martial arts bonuses).  They 
  also ignore –4 points of Grapple Modifier. 
  • 
  Cyber Saw Blade: This is a large circular saw blade that is not retractable (it can be 
  made retractable for +2 points).  It does not get martial arts damage bonuses. 
  • 
  Cyber Lash: The Cyber Lash has a +3 STR grab and has statistics of 6 armor, 24 
  DP, STC of 14-. 
  • 
  Shocker: The Shocker can be “turned on” or used as an HTH strike.  If turned on, it 
  lasts 6 combat rounds and regains one round of charge each 20 minutes.  When 
  active, anyone touching or touched by the character suffers the damage.  When used 
  in conjunction with a strike it drains half a charge.  +2 points for 4x the number or 
  charges carried. 
  • 
  Pneumatic Rams: Pneumatic Rams have 20 charges per hour and are placed in the 
  arms and legs adding +5 damage to punches and kicks (uses a charge).  They can 
  also be used to jump.  A Jump requires an AGI roll at –2 or an Acrobatics Roll (+1 at 
  Level 3) to land on target.  The distance is Charges divided by Mass (plus normal 
  jump) used.  This leap is vertical, assume 2x distance horizontal. Each +1point adds 
  another 4 charge battery.  The Rams add 1 point of BLD. Each 4 batteries is also +1 
  BLD. 
  • 
  Razor Tentacles: Razor Tentacles are retractable (5 REA Medium action to extend) 
  weapons that have an 8 Grapple Score (and allow a Grapple as a 5 REA Medium 
  action).  When squeezing (5 REA or as part of a Lock) they have an 8 Grapple Score 
  and do 8 Penetrating damage.  For 4 points you get two tentacles with the above 
  statistics. For each 4 points you can have another tentacle and +4 to your Grapple 
  Score.  Additional tentacles don’t do extra damage.  Razor Tentacles have the same 
  statistics as the Cyber Lash. 
  • 
  Disruptors: Disruptors are high-technology electrical weapons that are placed in the 
  palms.  With a strike or a grab the cyborg can discharge a “saw-wave” of ions that 
  breaks up matter.  A blow from the disruptor does 6 Penetrating damage and ignores 
  all armor.  Disruptors have a 9 charge battery.  Each 1 additional point buys +2 
  charges.  Certain materials are “electrically sealed” against disruption—the GM 
  should rule that special high security buildings and such are immune.  Disruptors take 
  no Grappling modifiers. 
  • 
  Combat Teeth: The character must use a Grappling Bite maneuver to do damage 
  with the Combat Teeth.  They extend the jaw and do things to the lips that will make 
  the character Ugly.  Once a bite is scored, the jaws lock on with a 15 Grapple Score.  
  For each additional 5 REA Medium action, the character can bite again.  Use the 
  original to-hit roll and make another damage modifier roll.  This is called Pit-Bulling 
  someone. 
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
   
   
   
   
   
   
   
  Rockets (Lt. Is Civilian)  
  Cost 
  S-Cost Damage 
   
  RAD 
  RANGE NOTES  
  Shots 
  Heavy Anti-Personnel Rocket 
  16pt 
  45 
  24 
   
  4 yds 
  25 
  2x16 Shrapnel 
  4, +1pt per clip 
  Light High Explosive Rocket 
  8pt 
  48 
  24 
   
  4 yds 
  25 
  No Shrapnel 
  4, +1pt per clip 
  Heavy High Explosive Rocket 
  16pt 
  96 
  48 
   
  4 yds 
  25 
  No Shrapnel 
  4, +1pt per clip 
  Light HE Grenade Launcher 
  4pt 
  18 
  12 
   
  4 yds 
  25 
  No Shrapnel 
  6, +1pt per clip 
  Light AP Grenade Launcher
  4pt
  18
  6
  4 yds
  25
  2x8 Shrapnel
  6, +1pt per clip
  Rocket Launchers add +2 BLD (Grenade Launchers add +1).  Each Rocket 
  Launcher the character has can fire once per turn as a 5 REA Medium action. 
  The GM may choose to only allow the Grenades (if these are allowed at all).  
  Even the “Civilian” versions are probably highly illegal. They can be licensed as 
  “Fire Works Launchers.” Their damage is explosive. 
   
   
   
   
   
   
  Unusual Weapons 
   
  Cost 
  Damage  
       
   ROF 
    RANGE 
  NOTES  
  Shots 
  Dart Gun 
   
   
  4            4, ignores 4 armor, 8 Pen  1            25  yds             PWR 14 Medium 
      12 
  Dart Gun (heavy toxin) 
   
  8            4, ignores 4 armor, 8 Pen  1            25 yds             PWR 14 High 
   
      12 
  Dart Gun (super toxin)             
  16          4, ignores 4 armor, 8 Pen   1           25  
        PWR 14 Super High       12 
  The Dart Gun with the 50 point toxin is the only Civilian weapon.  The other two 
  are strictly military.  The flame-thrower is considered Civilian. 
  Power vs. STAT (Poison) 
  When a character is poisoned 
  (as in, by a toxin dart), this is 
  the procedure: 
   
  Roll on the POWER vs. STAT 
  table with a POWER of 14 (for 
  the cybernetic toxins). The 
  amount the venom made its roll 
  by is subtracted from the 
  amount the character made his 
  CON roll by. 
   
  Then use the venom table  
   
   
  Toxin Power 
  Base Damage 
  Medium  
   
   8 
  High 
   
   
  32 
  Super High 
   
  64 
   
   
   
  Effect  
   
  Damage 
   
  Until Roll 
  Each 
  Minor Effect 
   
  ¼ Base Damage  
  STAT  
   
  10 sec 
  Standard Effect 
   
  ½ Base Damage  
  STAT 
   
    5 sec 
  Major Effect 
   
  ¾ Base Damage  
  STAT –1   
   2 sec 
  Critical Effect 
   
  1x Base Damage  
  STAT –2    
  2 sec 
  Catastrophic Effect 
  1.5x Base Damage 
  STAT –4   
   1 sec 
   
  Eyes and Senses 
  Enhancing one’s senses is a good way to spend points on cyber-mods.  In some 
  game worlds, any enhancement can be purchased after character creation and 
  considered a modification—want to be better looking? Get plastic surgery.  Need 
  better eyes?  Have some grown.  These modifications are generally machine 
  pieces, though—usually they are mounted in the head or (perhaps) the hands or 
  chest. 
   
  Virtually any sense from the paranormal’s list can be bought (ask the GM first 
  though).  Cyborgs usually pay full price. 
   
  UltraSound Security Scan 
  The sonic probe has an optimal range of 3 yards or less.  Beyond that, the 
  character is at –1 per additional yard distance.  A scan uses the character’s 
  normal perception roll (with any perception pluses to all senses applied).  It is a 5 
  REA medium action (if an 8 REA long action is taken and the target stands still 
  the scanner gets +3).  The probe is done against a specific target and it 
  determines: 
  • 
  Existence and location (and probably type if the GM rules the character has 
  seen it before) of DryMods 
  • 
  Amount of armor worn 
  • 
  Locations of any gear denser than human skin (almost all weapons). 
   
   
  Cost: 3 points 
   
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Poly
  grap
  h Scanner 
   
   
  The character has voice-stress analysis gear.  Any liar must roll against the 
  devices’ 14- skill (actor, the lie skill, or a WIL roll at –1 are allowed).  If the roll is 
  failed the cyborg will detect the lie.  The greater the difference in the rolls, the 
  more sure the cyborg is (but the GM may rule that great stress, half truths, etc. 
  can give false readings). 
   
   
   
  Heat Signature Scan 
  Reptiles can distinguish humans by their heat signature—so can a cyborg fitted 
  with this device.  A standard perception roll will distinguish a person who can 
  only be vaguely seen.  It also allows the character to get +3 to perception rolls in 
  the dark.  Clothing (unless the GM rules that it’s sealed and thermal resistant) will 
  not alter a character’s heat signature.  A perception roll may be necessary to 
  distinguish someone whose heat signature can only be seen.  The cyborg’s eyes 
  will glow red when this is in use. 
   
   
   
   
   
   
   
  Dry-Mods are Cyber Limbs (or, at the final extension of replacement: an entire 
  metal body).  When a player decides he wants to start replacing limbs, do it like 
  this: 
   
  Step 1: Decide how many limbs he wants to replace. 
  Step 2: Decide what level of enhancement he wants for those limbs.  All 
  cyber-limbs must be of the same type.  If you want Mark 2 or Mark 3 
  cyber limbs you must have a Mark 1 Reinforced Skeleton or Full 
  Cybernetic body to support them. 
  Step 3: Buy the limbs using the chart below. 
   
   
   
   
  Cost: 3 points 
  Cost: 3 points 
  Cyber Limbs  
  Cyber Body (Heavy Metal!) 
  Limb Type 
   
  STR 
  BLD 
  STC 
  DP 
  Armor      Cost for # of limbs      1     2      3       4 
  Mark 1 Arm/Leg  
  16 
  +2 
  14 
  42 
  8 / 16 
   
   
   
  8    10     11     12 
  M
  +3 
  15 
  60 
  8 / 16 
   
   
   
  12  14     15     16 
  ark 2 Arm/Leg  
  18 
  Mark 3 Arm/Leg  
  20 
  +5 
  16 
  80 
  8 / 16 
   
   
   
  16  18     19     20 
  Cyber Limbs in Combat 
   
   
   
   
  Non-Vital Coverage: Cyber Limbs count as partial, Non-Vital coverage in 
  combat.  For each Cyber Limb after the first, the character gets 1 point of Non-
  Vital coverage in combat (total of 3).  This means that, for a character with 4 
  Cyber Limbs, any attack that hits by 0 – 3 will strike a limb instead of striking the 
  flesh and blood part of the character. 
   
  Grapple Scores: The Grapple Score of a character with 1 Cyber Arm is 
  increased by half the gained STR.  For more than 1 Cyber limb, the character 
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  uses the STR of his limbs instead of his normal STR (unless his normal STR is 
  higher). 
  If you want to become almost entirely metal (except for the brain—or if the GM 
  allows these rules to be used to make a robot) then once you buy the cyber limbs 
  you must buy the cybernetic body. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Full Cyborgs have one serious design flaw: their nerves don’t work right.  
  Cyborgs pay double for all Reflex based statistics and cannot buy Hard Wired 
  Nerves.  A Cyborg character pays 10 points for an REF of 11.  If he wants to 
  boost his AGI to 12 he pays 6 instead of 3! 
   
  Cyborgs suffer penetrating damage modifiers (Damage Modifiers double and do 
  Penetrating damage). They only need to sleep 4 hours a night and are immune 
  to any toxins.  They do need to breath but can go for 100 hours without fresh air. 
   
  Their physical appearance is up to the GM.  Androids may look completely 
  human (but that assumes a very high technology).  More likely they look like 
  metal monsters and are rare.  If the GM allows humanoid cybernetics, charge 4 
  points for the body or 1 point additional for each limb.  Any medical diagnosis will 
  show the character for what he really is. 
   
   
   
   
   
   
   
   
   
   
   
  Generally a cyborg will have a SIZ equal to half it’s BLD (so a Mk 1 cyborg is the 
  size of a large man and a Mk 3 cyborg is around 8 or 9 feet tall).  This also may 
  vary. 
   
  The GM must be consulted before one of these is brought in—even in games 
  with heavy cybernetics these may be overly exotic. 
   
  Advanced Technology: For the outer edge of cybernetic technology 
  (and game balance) the GM can remove the limit on REF and allow HW 
  Reflexes to create super-fast, all metal machines (if the players have the 
  points—we suggest 200).  In this case, anyone without a fully cybernetic 
  body should have 250 points to play with and, if they don’t take any 
  cybernetics they should have access to Fast, Built, and perhaps even 
  Iron Will and the Chi or Psionic rules.  At this point the characters are 
  basically a sort of super hero and the GM should plan a suitably 
  challenging campaign. 
   
   
   
   
   
  Body Type 
  STR 
  BLD 
  STC 
  DP 
  Armor         Cost 
   
  Mark 1 Body 
  16 
  30 
  14 
  84 
  8 / 16  
   
  32 
  Mark 2 Body 
  18 
  45 
  15 
  120 
  8 / 16 
   
  64 
  Mark 3 Body 
  20 
  60 
  16 
  160 
  8 / 16 
   
  96 
   
   
   
   
   
   
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  DAMAGE TO CYBERNETICS 
  Dry cybernetics are damaged as objects with STC and damage points.  Wet 
  cybernetics usually cannot be damaged specifically without surgery on the target.  
  The GM makes the final decision on what happens when something gets 
  damaged but these rules apply to most cases. 
  “What is it?” Cal asked.  It 
  looked a little like a corpse—
  but the skin, where the limbs 
  were missing, was shattered 
  rather than torn.   
   
   
  The torso had holes opened in 
  it by some sort of energy 
  weapon—or explosions.  The 
  thing’s outer shell was 
  pockmarked from light arms 
  fire.   
   
  “It’s some kind of cyborg,” 
  Matthew answered, clearing 
  out a space on the table.  “The 
  farmers pulled it out of a 
  field—must’ve been buried 
  there, in the mud, for a decade 
  or two.”  He looked down at it 
  and shook his head, “I’d guess 
  it’s from the insurrection war.” 
  The rules for cybernetic damage are as follows: 
  • 
  Cybernetics can suffer penetrating damage—they’re complicated machines.  
  It takes a hit of 5 or better to double, though.  Targeting a cybernetic limb is 
  at –2 in addition to negatives to hit the target (AGI bonus) 
  • 
  Any piece of gear mounted on an arm (most weapons) is considered a minor 
  system (meaning it can be disabled if the limb suffers a minor failure). 
  • 
  Any piece of gear mounted on the body or head (sensory gear) is considered 
  a major system. 
  • 
  Cyborgs suffer damage like automatons: when they suffer a major failure 
  (STC roll blown by 5+) they make 3 rolls.  If one is failed the cyborg is treated 
  as dazed.  If two are failed the cyborg is treated as unconscious for 3 
  seconds and then dazed.  If all three are failed the cyborg is out of the fight. 
   
   
   
   
  Cal stroked his chin.  “A 
  nightmare machine?” 
   
  Matthew nodded.  “If it’s what 
  I’m thinking of, no one’s built 
  one for twenty some years.  
  Illegal—even for a nation.  
  These guys were made to last. 
  Hook the repair solutions up.  I 
  want to see if they’re 
  compatible.” 
   
  “You’re not thinking about 
  bringing it back are you?” Cal 
  asked, plugging the feed tubes 
  into the ‘suspended solution 
  tank.’  “Those things are 
  legendary—like the grim 
  reaper.” 
   
  Matthew nodded.  “Strong, 
  resistant to damage—even 
  assault guns.  They were 
  really the hell fast too . . . The 
  locals called them specters 
  because they never saw 
  them—just evidence that they 
  were there.  Think about what 
  we could salvage from this 
  sucker.” 
   
  Cal nodded as he plugged it 
  in.  The diagnostic machines 
  were still getting feedback 
  from the thing on the table.  
  The lights climbed into the 
  green range: alive, awake, 
  intelligent, listening, and 
  armed. 
  Cybernetic Healing 
  Wet Modifications are assumed to come with self-repair facilities.  If a cyborg is 
  damaged he usually repairs damage points at the normal rate.  Dry Cybernetics 
  (limbs) require repair work and that must be done at a shop. 
   
  If the GM rules that the technology exists, it may be appropriate to assume that 
  tanks of metal and other materials “in solution” can be purchased that, when 
  hooked up to any cyborg (with any combination of Wet and Dry Mods) is used by 
  internal systems to rebuild the components. 
   
  This has the advantage of allowing cyborgs to play similarly to normal people 
  and carry some “healing solution” with them if they leave the city. Ultimately it is 
  up to the GM to determine how hard it is for cyborgs to heal but we suggest that 
  characters be assumed to have some sort of “combat warranty” that allows them 
  to get repaired cheaply and painlessly. 
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Janus 38 
  5 + 3  PHY 11  STR 15  BLD 36  CON 12 / 43 
  Minor  
  15    
  15 +  5 REF 12  COR 13  REA 12  AGI 12 
   
  Major  
  43 
  0 + 2 INT 10  RES 11  MEM 10  WIL 10 
   
  Critical 
  86 
  Total: 31 
   
  24 Mk 2 Skeleton 
   
        5.50    
  Fire Arms 
   
  L2 
  15- 
  20 Mk 1 Reinforced PHY  
        3.25  
  Street Fighting  
  L2 
  13- (14-)  
  12 Mk 2 Shell 
   
   
   
   
  16 Mk 2 Muscle Grafts  
    8  Light HE Rocket 
   
        2.00  
  Streetwise 
   
  L2 
  12- 
    4 10 Gage internal shotgun 
       2.25  
  Security Systems 
  L2 
  13- 
  Total: 84  
   
   
       2.25  
  Stealth  
   
  L2 
  14- 
   
   
   
   
       2.25  
  Vehicle Ops (cycle) 
  L2 
  14- 
  -2 Ugly  
   
   
  17.50 
  -3 Harassment (underworld) 
   
   
  -2 Obnoxious (bull in a china shop) 
  -2 Write Up  
   
  Janus 38 is a 6’2” man-machine organism in the Low-Quad of the Manhattan Reservoir district.  
  He says that in his early teens he was burned—badly.  The resulting surgery (paid for by a 
  shadowy benefactor who is credited with taking other traumatized youngsters and repairing them 
  as combat-ready cyborgs) left him with new skin, new muscles, and a suite of urban-battlefield 
  weaponry.  He’s found a use for it. 
   
  He wears Oasis night-vision sunglasses, armored streetware, and carries at his hip a .357 
  UberMagnum with a laser scope.  While not rich he’s managed to acquire some of the finer 
  things (a Ronin turbocharged motorcycle and a HoloDex AutoSync Atomic Clock wristwatch).  
  He’s always looking for a job though—and he’s not afraid to get into trouble. 
   
  Through a series of loose knit friends and acquaintances he often finds work with a revolving 
  door crew of a select few street agents in the Low-Quad.  Wearing the stereotypical London 
  Smog combat-dress trench coat (4/8 armor) and a slick tailored suit he can often be found in the 
  controlled zones with fake credentials or out in the chemical wastes riding shotgun (or on the 
  cycle riding point) with a bad-lands team of private operatives. 
   
  Eventually he wants to settle down—make a score and relocate to the paradiscal suburban 
  enclaves . . . but he feels something in him urging him to keep going—to keep purchasing 
  upgrades—to continue down the path of exotic modification.  His next score might be spent on 
  polymer armor . . . or maybe some new eyes . . . after that he’ll start looking for early retirement.  
  After that he’ll consider slowing down and getting out of the line of fire.  After that.  
   
  Analysis: He’s big, tough, and well armed.  The GM may assume that his “streetware” armor is 
  something like 2 / 4 cloth and that he’s got enough armor to stand up to a 9mm (or the 
  somewhat-more-common-than-it-is-today 10mm).  His punch does a staggering 10 damage and 
  his rockets do even more.  As a prototypical “heavy-cyborg” he represents the top-of the line 
  combat modifications that you could reasonably expect to meet (of course more extreme cyborgs 
  are possible—but when you think heavy, cybenertic trouble it’s something like him).  
   
   
                            
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Kassandra Revault 
  5  
  PHY 11  STR 11  BLD 11  CON 11 / 18 
  Minor  
  6   
   
  30 + 7 
  REF 13  COR 13  REA 19(21)AGI 14 
   
  Major  
  18 
  0 
  INT 10  RES 10  MEM 10  WIL 10 
   
  Critical 
  36 
  Total: 41 
   
  35 Mk 2 HW Reflexes 
   
        4.25    
  Knife 
   
   
  L2 
  17- 
  12 Enhanced Dodge  
        
        3.50  
  Fire Arms 
   
  L2 
  14-  
   6 Smart Reflexes (Knife) 
       2.00  
  Streetwise 
   
  L2 
  12- 
   
   
  12 Mk1 Skeleton  
       2.25  
  Crime  
   
  L2 
  13- 
    4 Mk1 Backup Systems 
        2.25  
  Stealth  
   
  L2 
  14- 
    4 Mk1 Compartmentalized Body    2.25  
  Climbing 
   
  L2 
  14- 
        Total: 16.50 
    2 Attractive +4 
  Total: 75  
   
   
        
   
   
   
   
        
  -2 Addicted 
   
   
   
   
  -3 Suicidal Tendencies (sort of a more advanced Swashbuckler) 
  -2 Ward: Klein137 (she doesn’t have to like him but she has to keep him alive) 
  -2 Write Up  
   
  Kassandra Revault, rebuilt—and designed to kill.  She’s a bodyguard for Klein137 (one of the 
  clones of the 20th Century fashion designer).  Her patron, when he’s slumming, frequents the 
  nightclubs on the edge.  Kassandra is his edge.  He pulled her out of a rehab complex and paid 
  for her upgrades himself.   
   
  The leash he keeps her on is his own breed of designer heroin . . . less harmful than the real 
  thing so physically addictive you die if you try to quit.  That’s okay with Kassandra—as far as 
  she’s concerned, she’s in for life. 
   
  She’s attractive (and literally dressed to kill).  Designer cosmetics have given her violet, slightly 
  luminous eyes and fingernails that grow out in multiple colors with fractal designs.  Most of her 
  training experience is wired directly in to her head. 
   
  Out for a night on the town she wears slick, suggestive, heavy-streetware (4 / 8 armor), carries a 
  cell phone, and Klein’s Joke: a Anderam-Omega molecular knife.  The knife is an 18” sliver of 
  orbital steel with a perfect glass-like edge.  It’ll cut almost anything.  The damage is +3 with a 
  penetration value of +30 and a hit from the blade reduces 9 points of the target’s armor.  For 
  more mundane problems, she carries a silenced 10mm handgun. 
   
  Although bound to Klein137, she has interests out on the street as well.  She gets time off and 
  has been known to supplement her income with odd jobs—especially if they involve violence. 
   
  Analysis: Taking the fast route, Kassandra can attack three times per second and will almost 
  always go first against non-enhanced foes.  Her combination of Enhanced Dodge (-4 to be hit 
  from all attacks, including ranged ones, and a –4 damage modifier when she does get hit) and 
  Compartmentalized body mean she can stay in a fight for a while (despite her low damage 
  points).  She blocks HTH attacks and other knives on a 15- (the knife isn’t really good against 
  swords . . . but she isn’t likely to see one).  The knife?  It’s named Klein’s Joke because its orbital 
  construction and unique features make it a $300,000 dollar 18” piece of steel. 
   
   
                            
   
  
SOURCE: textdata/thevault/Jags/JAGS Cyborgs.pdf