Professional Documents
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0
A DARK DREAMS CREATION
Dungeons & Dragons(R) and Wizards of the Coast(R) are Registered Trademarks of Wizards of
the Coast, and are used with Permission.
'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are
used according to the terms of the d20 System License version 1.0. A copy of this License can be
found at www.wizards.com.
This publication is done under version 1.0 of the Open Game License, which can be found at the
end of the document, and the D20 System Trademark License. The mention or reference to any
company or product in these pages is not a challenge to the trademark or copyright concerned.
OPEN GAME CONTENT: All text in pages is designated Open Game Content, as per the Open Game License
ver 1.0. Portions of this text originate from the D20 System Reference Document and are 2000
Wizards of the Coast. The remainder of the text is hereby added to Open Game Content and if so used
should bear the COPYRIGHT NOTICE CYD20 ver 2.0 2002 George Chatzipetros.
PRODUCT IDENTITY: All other content of this book (except from the D20 System Trademark Logo and the
Open Game License ver 1.0) is designated Product Identity, as explained in the Open Game License ver 1.0
and is copyrighted year 2002 by George Chatzipetros. All rights reserved. This portion of the book is not
Open Game Content and reproduction without the written permission of the author is expressly
forbidden, except for the purpose of reviews.
-2 -
WELCOME TO CYBERPUNK
Ecosystems collapse- deadly new viruses plague humanity offworld colonies provide a refuge to the
wealthy megacorporations handle the real power in the world the Internet virtual reality extends
across the globe and the colonies man fuses with machine, using cybernetic implants and genetic
modifications to become superhuman and achieve immortality.
This is cyberpunk, science fiction at its best and darkest. Pioneered by writers like William
Gibson and Philip Dick and by cult movies like Blade Runner, the cyberpunk genre is about a dark future
a future not as far away as we would like to believe.
WELCOME TO CYD20
CYD20provides the necessary background information for a cyberpunk campaign using the d20 system.
CYD20 doesnt present a complete cyberpunk setting. Rather, it contains all the necessary information
for you to stage your own cyberpunk campaigns. Whether you like to play the Neuromancer or Blade
Runner, CYD20 will provide you all the necessary game mechanics.
From assault rifles to miniguns, combat software to the latest advancements in microprocessor
technology, nerve gas to botulin, cybernetic implants to genetic modifications, from armored cans to
VTOL aircrafts and ballistic clothing to powered battle armor, CYD20 contains everything youre going to
need in your cyberpunk campaign.
FINAL NOTES
Please be kind enough to send me some feedback or comments. You can contact me at
sidhe@otenet.gr.
Throughout this book the male gender is used as a neuter term.
Im sorry if I insult anyone with my language. Before you last me with a mail or terrible review,
please consider the fact that I speak English as a second language.
-3-
CONTENTS
Welcome to CyberPunk------------------------------------------------------------------- - 3 Welcome to CYD20 ----------------------------------------------------------------------- - 3 Final Notes-------------------------------------------------------------------------------- - 3 Contents ---------------------------------------------------------------------------------- - 4 Race and Class --------------------------------------------------------------------------- - 6 -
Skills------------------------------------------------------------------------------------- - 13 Feats------------------------------------------------------------------------------------- - 18 -
Rules-------------------------------------------------------------------------------------- 20 -
Armor Class and Damage Reduction ---------------------------------------------------------------------------------------------- 20 Grades of Damage------------------------------------------------------------------------------------------------------------------ 20 Wound Effects ---------------------------------------------------------------------------------------------------------------------- 20 Firearm Recoil--------------------------------------------------------------------------------------------------------------------- - 21 Automatic Fire --------------------------------------------------------------------------------------------------------------------- - 21 Explosives--------------------------------------------------------------------------------------------------------------------------- 22 Resources -------------------------------------------------------------------------------------------------------------------------- 22 Vehicles ----------------------------------------------------------------------------------------------------------------------------- 23 Computers -------------------------------------------------------------------------------------------------------------------------- 25 Cyberware/Bioware --------------------------------------------------------------------------------------------------------------- 30 Addiction --------------------------------------------------------------------------------------------------------------------------- - 31 -
Combat Gear------------------------------------------------------------------------------ 32 -
Weapon Concealability ------------------------------------------------------------------------------------------------------------- 32 Weapon Tables Key ----------------------------------------------------------------------------------------------------------------- 32 Pistols (simple weapons) ---------------------------------------------------------------------------------------------------------- 32 Machine Pistols and Submachine Guns (simple weapons) ----------------------------------------------------------------------- 33 Shotguns (simple weapons) ------------------------------------------------------------------------------------------------------- 34 Flechette Weapons (simple weapons)--------------------------------------------------------------------------------------------- 35 Assault Rifles (martial weapons)-------------------------------------------------------------------------------------------------- 35 Machine Guns (martial weapons)-------------------------------------------------------------------------------------------------- 36 Sniper Rifles (martial weapons)--------------------------------------------------------------------------------------------------- 37 Grenade Launchers (martial weapons) ------------------------------------------------------------------------------------------- 37 Rocket Launchers (exotic weapons) ---------------------------------------------------------------------------------------------- 38 Flame Throwers (exotic weapons) ------------------------------------------------------------------------------------------------ 38 Liquid Propellant Rifles ------------------------------------------------------------------------------------------------------------ 39 Electrothermal Firearms (exotic weapons) -------------------------------------------------------------------------------------- 39 Railguns (exotic weapons) --------------------------------------------------------------------------------------------------------- 40 Grenades (simple weapons) ------------------------------------------------------------------------------------------------------- 40 Mini-Rockets ------------------------------------------------------------------------------------------------------------------------ 42 Missiles------------------------------------------------------------------------------------------------------------------------------ 42 Melee Weapons --------------------------------------------------------------------------------------------------------------------- 43 Misc. Weapons (exotic weapons) -------------------------------------------------------------------------------------------------- 43 -
-4-
Ammunition ------------------------------------------------------------------------------------------------------------------------- 44 Weapon Accessories --------------------------------------------------------------------------------------------------------------- 46 Battle Software--------------------------------------------------------------------------------------------------------------------- 48 Body Armor ------------------------------------------------------------------------------------------------------------------------- 49 Chemical Warfare Agents--------------------------------------------------------------------------------------------------------- - 51 -
Biotechnology ---------------------------------------------------------------------------- 54 -
Computers------------------------------------------------------------------------------- - 61 -
MicroComputers------------------------------------------------------------------------------------------------------------------- - 61 NanoComputers -------------------------------------------------------------------------------------------------------------------- 63 SuperComputers ------------------------------------------------------------------------------------------------------------------- 64 Artificial Intelligence (AI) ---------------------------------------------------------------------------------------------------------- 64 Offensive Software----------------------------------------------------------------------------------------------------------------- 65 Infiltration/Security Software ---------------------------------------------------------------------------------------------------- 67 Misc. Software---------------------------------------------------------------------------------------------------------------------- 69 -
Vehicles---------------------------------------------------------------------------------- - 71 -
Communications Gear-------------------------------------------------------------------------------------------------------------- 76 Medical Gear ------------------------------------------------------------------------------------------------------------------------ 76 Security Gear----------------------------------------------------------------------------------------------------------------------- 78 Surveillance Gear ------------------------------------------------------------------------------------------------------------------ 79 Survival Gear ----------------------------------------------------------------------------------------------------------------------- 80 -
Appendix---------------------------------------------------------------------------------- 82 -
-5-
CLASSES
Cyberpunk characters may seem a little bland compared
to the characters of a fantasy game. They dont have any
special abilities to call upon and they certainly arent
capable of the superhuman feats described in mythic
CONTRACT WORKER
The contract worker is a professional assassin, skilled in
the use of many lethal weapons ranging from highpowered rifles to deadly poisons. He may be a freelancer,
accepting jobs from different clients, or work for a single
powerful person in need of his services. In both cases, a
contract worker is judged by the success in his missions
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Ref Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
-6-
FINANCIER
A financiers mind works in digits, but unlike a hacker or
computer programmer his favourite digits mostly consist
of zeros the more, the better. His motto is money has
to move around to multiply and he follows this principle
faithfully, shifting from one investment to another with
the speed of light. Its not just money that motivates him,
although making money is usually the end goal. The
closing of great deal brings him pleasure and a sense of
achievement and fulfilment.
HIT DIE: d6
Level
Base Attack Bonus
1
+0
2
+1
3
+1
4
+2
5
+2
6
+3
7
+3
8
+4
9
+4
10
+5
11
+5
12
+6/+1
13
+6/+1
14
+7/+2
15
+7/+2
16
+8/+3
17
+8/+3
18
+9/+4
19
+9/+4
20
+10/+5
FIXER
A fixer is the ultimate street contact. People go to him to
ask for information, to purchase illegal or controlled
goods from the black market or to find out if theres
anyone asking for their services and special skills and
the fixer usually learns everything going on in the streets.
His network of contacts is extensive and hes the middle
man for any important street deal closing, getting a cut of
the action and rewards.
HIT DIE: d6
SKILL POINTS AT 1ST LEVEL: (4+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
-7-
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
MEDICAL EXPERT
The medical expert is a man who has studied life and
death extensively and is familiar and at ease with both of
them. Even at times when difficult decisions have to be
taken quickly, decisions which will lead to the
preservation or loss of life, the medical expert retains
his cool. This attitude extends to every other part of his
life.
Level
Base Attack Bonus
1
+0
2
+1
3
+1
4
+2
5
+2
6
+3
7
+3
8
+4
9
+4
10
+5
11
+5
12
+6/+1
13
+6/+1
14
+7/+2
15
+7/+2
16
+8/+3
17
+8/+3
18
+9/+4
19
+9/+4
20
+10/+5
HIT DIE: d6
SKILL POINTS T 1ST LEVEL: (4+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
CLASS SKILLS: Analysis (biotechnology) (Int), First Aid
(Int), Forensics (Int), Pathology (Int), Science (any) (Int),
Spot (Wis), Surgery (Int)
WEAPON AND ARMOR PROFICIENCY: Simple weapons, no
Fort Save
Ref Save
Will Save
+0
+0
+2
+0
+0
+3
+1
+1
+3
+1
+1
+4
+1
+1
+4
+2
+2
+5
+2
+2
+5
+2
+2
+6
+3
+3
+6
+3
+3
+7
+3
+3
+7
+4
+4
+8
+4
+4
+8
+4
+4
+9
+5
+5
+9
+5
+5
+10
+5
+5
+10
+6
+6
+11
+6
+6
+11
+6
+6
+12
-8-
armor proficiency.
MERC
The Merc is a warrior for hire, fighting the wars of others
to make a living. Good mercs ask a hefty price for their
services and hope to live enough to enjoy it. Most of them
have a military background, often in a special unit, and
have participated in conflicts all around the world. Mercs
tired of hot jungles and frozen mountains seek
employment in urban environments, only to find out that
the streets can be the worst battlefield of all.
HIT DIE: d10
Level
Base Attack Bonus
1
+1
2
+2
3
+3
4
+4
5
+5
6
+6/+1
7
+7/+2
8
+8/+3
9
+9/+4
10
+10/+5
11
+11/+6/+1
12
+12/+7/+2
13
+13/+8/+3
14
+14/+9/+4
15
+15/+10/+5
16
+16/+11/+6/+1
17
+17/+12/+7/+2
18
+18/+13/+8/+3
19
+19/+14/+9/+4
20
+20/+15/+10/+5
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
PROFESSIONAL THIEF
The professional thief is a modern daredevil hungry for
adventure and wealth. He leaves petty thievery to thugs
and crooks; only the most extravagant loot is good
enough for him. A master of acrobatics with a deep
knowledge of modern security systems, his job requires
that he has a lot of talents. The professional thief
considers himself an artist. There are after ll better and
easier ways for someone to make money, but he wouldnt
swap the adrenaline rush during a job and the sense of
triumph after accomplishing it for all the money in the
world.
HIT DIE: d6
SKILL POINTS AT 1ST LEVEL: (8+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 8+Int mod
-9-
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
- 10 -
VEHICLE EXPERT
The vehicle expert is a man who lives on the edge,
breathes gasoline fumes and occasionally cheats death by
performing some outstanding maneuver no one else
would have thought possible. Whether a driver or a pilot,
the vehicle expert is definitely in love with vehicles of any
kind and pushes them to their limits. He is a modern
knight with many horses and much more than a lance.
Level
Base Attack Bonus
1
+0
2
+1
3
+2
4
+3
5
+3
6
+4
7
+5
8
+6/+1
9
+6/+1
10
+7/+2
11
+8/+3
12
+9/+4
13
+9/+4
14
+10/+5
15
+11/+6/+1
16
+12/+7/+2
17
+12/+7/+2
18
+13/+8/+3
19
+14/+9/+4
20
+15/+10/+5
HIT DIE: d8
SKILL POINTS AT 1ST LEVEL: (4+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
CLASS SKILLS: Balance (Dex), Drive (Dex), Engineering
(mechanical) (Int), Listen (Wis), Pilot (Dex), Spot (Wis)
WEAPON AND ARMOR PROFICIENCY: Simple and martial
weapons, no armor proficiency.
Fort Save
Ref Save
Will Save
+0
+2
+0
+0
+3
+0
+1
+3
+1
+1
+4
+1
+1
+4
+1
+2
+5
+2
+2
+5
+2
+2
+6
+2
+3
+6
+3
+3
+7
+3
+3
+7
+3
+4
+8
+4
+4
+8
+4
+4
+9
+4
+5
+9
+5
+5
+10
+5
+5
+10
+5
+6
+11
+6
+6
+11
+6
+6
+12
+6
WIREHEAD
A soul immersed in the virtual world of modern Internet,
the wirehead braves the digital pathways with wits,
cunning and occasional stroke of luck. Expert in all things
considering computers, networks and electronic devices,
he is an opponent to be feared in the Internet. Most
wireheads live their lives completely in the Net,
preferring the fake beauty of the virtual world over the
harsh reality of the real one.
Level
Base Attack Bonus
1
+0
2
+1
3
+1
4
+2
5
+2
6
+3
7
+3
HIT DIE: d6
SKILL POINTS AT 1ST LEVEL: (4+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
CLASS SKILLS: Bluff (Cha), Computer Use (Int), Diplomacy
(Cha), Engineering (electronic) (Int), Sense Motive (Wis)
WEAPON AND ARMOR PROFICIENCY: Simple weapons, no
armor proficiency.
Fort Save
+0
+0
+1
+1
+1
+2
+2
Ref Save
+0
+0
+1
+1
+1
+2
+2
Will Save
+2
+3
+3
+4
+4
+5
+5
- 11 -
8
9
10
11
12
13
14
15
16
17
18
19
20
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
- 12 -
SKILLS
ACCOUNTING (INT; TRAINED ONLY)
Accounting is used to keep track of a companys income
and expenses as well as for examining financial records,
searching for leaks. It is also extremely useful in money
laundering operations, to disguise the apparent source of
funds.
CHECK: The DC of the skill check depends on the task.
Task
DC
Keeping
track
of
10
income/expenses
Examining
financial 10-20 (depends on volume
records
and complexity)
Money laundering
15
When laundering money, your skill check result becomes
the DC another accountant has to discover the laundering
when examining the records.
RETRY: Yes, but you have to know that youve made an
error or omitted something.
- 13 -
BLUFF (CHA)
This skill functions as usual.
DISGUISE (CHA)
This skill functions as usual.
DIPLOMACY (CHA)
This skill functions as usual.
DRIVE (DEX)
This skill is used for controlling ground vehicles.
CHECK: More details on the use of vehicle skills can be
found in the rules section.
- 14 -
- 15 -
Task
DC
Time
Required
1d4 hours
2d6 hours
2d6 hours
Forge ID/passport
15
Create fake credit/ATM card
20
Create fake security keycard (you 25
need a working one to copy)
SPECIAL: 5 or more ranks in Engineering (electronics)
will give you a +2 synergy bonus when forging electronic
data.
INTIMIDATE (CHA)
This skill functions as usual.
LISTEN (WIS)
This skill functions as usual.
PERFORM (CHA)
This skill functions as usual.
RIDE (DEX)
This skill functions as usual.
- 16 -
SEARCH (INT)
This skill functions us usual.
SPOT (WIS)
This skill functions as usual.
STREETWISE (CHA)
You have in-depth knowledge of the streets and the
underworld. You know informers who can keep you up-todte with information about criminal activities or other
obscure but useful knowledge.
CHECK: The DC of the skill check is usually 15 if youre in
your home base. In places where you havent yet
developed a network of contacts and acquaintances, the
DC increases to 25.
RETRY: No.
Routine operation
10
Difficult operation
20
Very difficult operation
25
Install cybernetic implant
20
When providing long-term care the patients healing rate
is doubled, but he must remain inactive and under your
care.
RETRY: Usually no. In the case of an operation, a failed
skill check means that a new operation must be made. In
long-term care, a day passes without the patient
receiving the doubled healing rate benefit.
SPECIAL: A natural 1 or a failure margin of more than 5
points on a skill check for an operation means that
serious complications arise, costing the patient d10 hit
points.
5 or more ranks in Surgery give a +2 synergy
bonus to First Aid checks.
SURVIVAL (INT)
This skill enables you to survive in a hostile environment
with only minimum supplies and equipment. You can find
food (by foraging or hunting), water, build or find simple
protected shelters and navigate hazardous areas.
CHECK: The DC of the skill check depends on the task you
attempt.
Task
DC
Find edible food and safe water
10
Find or build a simple shelter
15
Navigate a hazardous area
15
When searching for food or water, you find enough to
sustain an additional person for every 2 full points by
which your check result exceeds the DC.
RETRY: You can make one skill check per 24 hours when
searching for food/water or for a shelter. While
navigating hazardous area (like a swamp or jungle), you
make a check when you encounter a natural hazard (like
quicksand) and retries are not allowed.
- 17 -
FEATS
AVAILABLE STANDARD FEATS
The following standard feats are available to CYD20
characters:
Acrobatic
Alertness
Ambidexterity
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency )heavy)
Blind-Fight
Dodge
Mobility
Spring Attack
Endurance
Exotic Weapon Proficiency
Expertise
Great Fortitude
Improved Initiative
Improved Unarmed Attack
Stunning Fist
Iron Will
Lightning Reflexes
Martial Weapon Proficiency
Point Blank Shot
Far Shot
Precise Shot
Rapid Shot
Shot on the Run
Power Attack
Cleave
Quick Draw
Run
Simple Weapon Proficiency
Skill Focus
Toughness
Two-Weapon Fighting
Improved Two-Weapon Fighting
Weapon Finesse
Weapon Focus
NEW FEATS
The following feats are new to CYD20.
AUTOFIRE
You are well-trained in the use of automatic weapons.
PREREQUISITES: +1 base attack bonus.
BENEFIT: When performing Autofire, you roll more Burst
Dice. See the rules section for more details.
BIOTECHNOLOGY TOLERANCE
You are extremely resilient to the degrading effects
cyberware and bioware have on your health.
PREREQUISITES: Con 13+.
BENEFIT: The total Tolerance of all cyberware and bioware
installed in your body is decreased by 2 points (to a
minimum of one).
CHEM RESISTANCE
You are not easily addicted by chemical substances.
PREREQUISITES: -BENEFIT: You gain a +4 resistance bonus to Will saves
made to avoid or overcome an addiction.
FASTJACK
You have familiarised yourself with neural interfaces and
can use one very effectively.
PREREQUISITES: 3+ ranks in Computer Use. You also need
to already possess a neural interface (a nanocomputer
and a datajack).
BENEFIT: While using a neural interface, you enjoy a +2
interface bonus to Computer Use checks, Internet AC and
- 18 -
FILTHY RICH
You are comfortably well-off, having a large amount of
cash and possessions at your disposal.
PREREQUISITES: This feat must be taken during character
creation. You cant take it after the game starts.
BENEFIT: You gain a +2 bonus to the roll for determining
beginning resources.
IMPROVED AUTOFIRE
You can perform extremely efficient autofire attacks.
PREREQUISITES: Autofire, +8 base attacks bonus.
BENEFIT: When performing autofire, you roll more Burst
Dice. See the rules section for more details.
PASSWORD
You have acquired a password to an important database
from one of your contacts. When this feat is taken, you
should select a database for this password to work with.
STREET CONTACTS
You have important contacts in a citys underworld. When
this feat is taken, you should select a city where your
contacts are located. This cannot be later changed.
PREREQUISITES: -BENEFIT: You gain a +2 circumstance bonus to Black
Market or Streetwise checks you make while youre in the
city chosen.
SPECIAL: This feat can be taken multiple times. Its effects
do not stack; you can select a new city every time the feat
is taken.
- 19 -
RULES
ARMOR CLASS AND DAMAGE REDUCTION
Modern body armor is relatively lightweight but succeeds
were heavy medieval armor failed: it provides extremely
effective protection against a variety of attacks, including
the high-velocity impact of bullets. On the other hand,
military arsenals include heavy weapons like largecaliber high-powered rifles, that will go through an armor
like a knife cuts hot butter.
These factors require that a change in the way
armor is handled is made. Therefore, armor in CYD20
doesnt provide a bonus to AC. Instead, it gives Damage
Reduction (DR), which means that the damage caused by
an attack will be reduced by the armors DR even to the
point where no damage is inflicted. Most armors will only
provide Dr against common attacks, like bullets and melee
GRADES OF DAMAGE
Since this isnt a heroic fantasy game, characters dont
have the endurance or resilience of their fantasy
counterparts. In the real world a hit from even a light
pistol will prove lethal for many people; the same is true
in this game. CYD20 distinguishes between three grades
of damage.
MINOR: Minor damage takes the form of
bruises, shock, pain and minor bleeding.
Although not immediately lethal, excessive
minor damage can prove dangerous. Minor
damage is treated like subdual damage.
MAJOR: Major damage is inflicted from heavy
concussion or major bleeding. It is caused by
weapons like heavy clubs or daggers and will
cause hit point loss.
WOUND EFFECTS
As a character is injured, pin, shock and the dysfunctions
resulting from his injuries inhibit his ability to operate at
peak performance. Even the simplest tasks may seem
nearly impossible for a heavily wounded character.
Any character who drops at half his maximum
hit points or below gets a -2 penalty to attack rolls, skill
checks and Reflex saves. His initiative total is also
reduced by 2 points. These penalties persists until enough
- 20 -
FIREARM RECOIL
Many firearms, especially large0caliber and small ones,
produce so heavy a recoil a to lose their alignment with
their target, something that undermines their accuracy.
Automatic weapons are more prone to this phenomenon,
as the burst will make the guns muzzle climb up.
Guns in which recoil may present a problem
have a Recoil rating which acts as a penalty to the attack
roll. This rating assumes a single shot fired from the
weapon. A burst doubles the penalty, while full auto or
area spray quadruples it.
Recoil penalties can be countered by devices
which offer Recoil Suppression (examples of such devices
include bipods, tripods and muzzle brakes). These devices
reduce the Recoil penalty by their rating but only after it
AUTOMATIC FIRE
Several modern weapons are automatic ones, meaning
that they can fire multiple shots at a high rate. These
weapons are distinguished by the fact that they have a
Burst Die, which measures how high a rate of fire they
can achieve. Automatic weapons can fire in single-shot
mode (the usual one shot per attack), but they can also
fire in burst, full auto and spray mode.
BURST FIRE: a burst consists of a tight hail of bullets
aimed at a single target (most firearms will fire 3 bullets,
but some may fire more). Burst fire takes the place of a
standard attack; it is a standard action and multiple
bursts my be fired if you have multiple attacks during a
round. The weapons Recoil penalty is doubled when a
burst is fired. If the attack roll is successful, roll the
weapons Burst Die to see how many bullets actually hit
the target. Some weapons may have more than one Burst
Die, indicating different rates of fire that are userselectable. Remember that an armors DR applies against
the damage of each bullet separately. The bullets
expended by a weapon during a burst are equal to the
maximum possible result of the Burst Die. Example: A
weapon with a d3 Burst Die fires 3 bullets per burst.
If you have the Autofire feat, you get to roll two
Burst Dice and keep the best result. If you have the
Improved Autofire feat, you roll three Burst Dice and keep
the best result.
In the case of a critical hit, only the first shot
gets a damage multiplier.
FULL AUTO: Full auto is performed by keeping the trigger
of an automatic weapon pressed, hosing the target with a
hail of fire. Full auto is a full-round action and expends
- 21 -
EXPLOSIVES
Explosives are among the deadliest, most spectacular and
destructive weapons a character can have or see in
action. They are prized for their ability to take out a lot of
opponents in one quick strike. They are area-effect
weapons which follow all rules for grenade-like weapons.
The damage rating of explosives consists of two figures
and explosives also have a Blast rating which again
consists of two figures. The first damage figure is applied
to everyone within the first Blast figure. The second
damage figure is applied to those outside the first Blast
figure but still inside the second one. Example: An
explosion with Damage 4D6/2D6 and Blast 10 ft/30 ft will
deal 4d6 damage to anyone within 10 ft of its blast point
and 2d6 damage to anyone within 11-30 ft.
RESOURCES
The wealth and lifestyle of a CYD20 character can be
judged by his Resource Level. This rating determines the
extensiveness of the characters achievements and
possessions in terms of raw cash. Each Resource Level
will provide a character with a monthly income
(automatically received at the beginning of a new game
month). This income represents money gained through
investments, interest from bank accounts or from any
secondary jobs he pursues and is in addition to what he
earns through his adventures.
Increasing your Resource Level is mainly a
matter of good financial programming and successful
investments. You can sacrifice an amount of cash equal to
ten times your current monthly income to rise to the next
Resource Level; this money is spent on investments which
begin to blossom by increasing your income.
The following table lists the 20 most common
Resource Levels, ranging from Level 1 (beggar) to Level
20 (high elite). It is possible to reach even higher levels
(for example the Bill Gates level), but such a character
should retire and enjoy his wealth rather than pursue
adventure.
Resource Level
Monthly Income
1 (beggar)
0
2 (poor)
250
3(poor)
500
4 (lower class)
1,000
5 (lower class)
1,500
6 (lower class)
2,000
7 (lower-middle class)
3,000
8 (lower-middle class)
4,000
9 (middle class)
5,000
10 (middle class)
7,000
11 (middle class)
12 (middle-upper class)
13 (middle-upper class)
14 (upper class)
15 (upper class)
16 (upper class)
17 (jet set)
18 (jet set)
19 (jet set)
20 (high elite)
10,000
15,000
20,000
30,000
50,000
80,000
120,000
200,000
500,000
1,000,000
BEGINNING RESOURCES
A character that has just been created should determine
his starting Resource Level. This is made by rolling a d10
and adding the characters Charisma modifier (later
changes in Charisma do not affect the characters
Resource Level). Characters who have taken the Filthy
Rich feat add +2 to the result of the roll.
Characters begin the game with savings equal
to five times their monthly income. They can use this
money for buying equipment or hoard it. Beginning
lifestyle needs to be paid from this money.
LIFESTYLE
A characters lifestyle determines the financial impact of
the style of life he follows. Each level costs an amount of
money paid monthly. These expenses cover the
characters housing, clothing and entertainment. In effect,
lifestyle roughly describes the quality of these things
enjoyed by the character.
- 22 -
Lifestyle
Squalid
Poor
Average
Expensive
Luxurious
Ultra-luxurious
Monthly Expenses
150
400
1,000
2,500
5,000
10,000
VEHICLES
Vehicles play an important role in a cyberpunk setting, so
they deserve special mention. All vehicles share some
basic traits, much like characters. These are:
HANDLING: This is a modifier applied to all skill
checks made to control the vehicle and shows
the vehicles maneuverability. Ground vehicles
have two listed modifiers: the first is used
while the vehicle moves on a rod, while the
second is used for off-road racing.
BASE SPEED: This rating is given in feet per
round to make calculations during combat
easier, but theres also a miles per hour rating
in parenthesis. Vehicles can increase their
speed up to base speedx4.
STRUCTURE POINTS: These are the vehicles hit
points, derived from its Size.
DR: Armored vehicles have a Damage
Reduction rating, which reduces the damage
inflicted by any attack by the listed amount. The
DR of vehicle armor is effective against all
kinds of attacks (even against fire and
explosions).
SIZE: The size of the vehicle, which directly
affects its armor class, attack capabilities and
structure points. The vehicles structure points
are only dependent on Size; any hard structure
or armor is figured in the vehicles DR.
AUTONOMY: This rating measures the number
of miles a vehicle can travel with a full fuel
deposit.
AC: The vehicles Armor Class. AC is function
of Size and my be affected by current speed.
Any armor the vehicle has is calculated into its
DR. The pilots skill and style may also affect
the vehicles AC.
MANEUVERS
Maneuvers require from the driver/pilot to take a moveequivalent action and commonly make a skill check.
Examples of maneuvers and their DCs are shown below.
Maneuver
DC
Quick, sharp turn
15
U-turn
20
Loop (aircraft only)
20
Evasion (+4 dodge bonus to AC)
20
In most cases, a failed skill check means that the
maneuver simply fails and the vehicle continues to move
in the same direction and with the same speed. However,
if the skill check resulted in a natural 1 or failed by 5 or
- 23 -
SIZE
The size of a vehicle affects its AC, attack capabilities as
well as its structure points.
Size
AC Attack Structure
Damage
Multiplier
Medium
0
0
15
X1
Large
-1
-1
25
X2
Huge
-2
-2
40
X4
Gargantuan -4
-4
60
X8
Colossal
-8
-8
80
X16
The attack modifier affects all attacks made with the
vehicles mounted weapons, but not the attacks made by
onboard characters with their own guns.
The damage multiplier affects the damage
inflicted by the vehicle in a collision. Larger vehicles do
more damage than small ones.
COLLISIONS
Any collision can damage or even destroy a vehicle as
well as endanger those within it. The damage caused by a
collision is a function of speed and mass.
RAMMING
Ramming attacks are among the most cinematic and
spectacular, not to mention being loads of fun. To hit
target (another vehicle or even a character) with your
vehicle, you must be able to reach him with your vehicles
movement and succeed in a vehicle skill check (the Dc
being the targets AC). If this is successful, you ram into
the target. Treat this as a collision.
- 24 -
VEHICLE DAMAGE
Vehicles are hard structures and able to take more
punishment than characters. They ignore minor damage
and major damage is halved against them. Severe damage
affects them normally. As vehicles dont have Constitution
scores, both major and severe damage decrease their
Structure points.
When a vehicle loses half or more of its
Structure points its in bad shape and its performance
degrades severely. Any vehicle skill check suffers a -2
penalty and base speed is halved. The vehicle remains in
this condition until any excess damage is repaired.
When structure points are reduced to zero or
below, the vehicle gets out of control and eventually
grinds to a halt (if it doesnt crash first). Its so badly
damaged that none of its onboard systems or mounted
weapons will function. It is possible for the vehicle to be
repaired, but weapons and other systems (radars etc)
must be repaired separately.
If the vehicle reaches -10 structure points or
lower, it immediately explodes. This usually kills anyone
onboard.
REPAIRS
Repairing a vehicle requires the Engineering (mechanical)
skill along with the necessary tools and spare parts. A
ATTACKING PASSENGERS
Attacks to a vehicle can possibly harm those inside it.
Explosions which inflict damage to vehicle also
inflict damage to its passengers. In this case, half of the
explosive damage which manages to overcome the
vehicles armor is applied on its passengers (with any
armor theyre wearing protecting as usual). Example: a
grenade goes off next to an armored car (which has a DR
of 10) and does 20 points of damage. The car suffers 10
points of damage, while each passenger suffers 5 points
of damage.
Specifically attacking someone inside a vehicle
with a firearm is possible. Many vehicles allow optical
contact with the passengers inside it through windows,
but they also offer at least a degree of cover to them. In
any case, if the attack misses because of this cover, it
hits the vehicle instead. Dont forget to adjust the Ac of
the passenger according to the speed of the vehicle.
Against exterior threats, the Dr of the vehicle (if any) is
added to the DR of any armor worn by a passenger.
COMPUTERS
More than ever, computers dominate the world. A silicon
web spreads across the globe, controlling, categorising
and regulating every kind of information available, from
tax records to satellite orbits to distribution of electrical
power. The Internet has grown beyond any past
speculations. It now resembles a living organism with its
myriad cells distributed cross the earth, low orbit and
extraterran colonies. Computers in a world where the
most valuable commodity is information re more than
tools: they are weapons of incredible power.
COMPUTER TRAITS
Apart from the special characteristics and capabilities
each computer model has, a computer is basically defined
by its Level, a measure of its processing power.
Computer levels begin at -2 (for the most outdated, slow
model) and climb up to 2 for personal computers, or even
higher for supercomputers.
A computers Level comes into play whenever a
computer-related skill check or initiative roll for the
Internet is made. Both rolls get to add the computers
INTERFACE
One of the most important things when dealing with
computers is ones choice of interface. Interface
describes the medium used by the user to communicate
with the computer and vice versa. Interface can severely
affect a computers performance and user-friendliness.
There are currently three types of interfaces.
- 25 -
PROGRAMMING
Why pay for a program when you can create it yourself?
Every program has a Complexity, which
measures how difficult and time-consuming it is to create
it from scratch. Complexity has two ratings, which are
used in the program creation process.
Programming requires the Engineering
(software) skill and is a gradual, time-consuming
PROGRAM LEVELS
Different versions of a program can be found, each one
with enhanced capabilities over the previous, To
differentiate between two programs which basically do
the same thing but with different effectiveness, CYD20
uses program levels (which usually range from 0 to 5). A
level 0 program is a basic piece of software without any
fancy additions. Greater levels add better options and
usually give a bonus to a roll related to the program.
Fast machines are required to run the more
complex programs. Typically, a computer cannot run a
program with a level greater than the processors
level+3 (thus a -2 level computer can only run level 0 or
level 1 programs).
DIGITAL COMBAT
As Internet technology became prevalent, the first
combat software began to appear. Programs that could
harm remote systems through network connections were
known for a long time, but were at best primitive
compared to todays efficient software. The first attack
programs led to the development of countermeasures, in
the form of the various defensive programs. Today,
offensive software is almost always illegal to possess,
except if you have the required security clearance.
Possession of offensive software is a serious crime, since
these programs are classified as weapons by the law. On
the other hand, defensive programs are owned by every
serious user.
- 26 -
INTERNET INITIATIVE
Initiative in the Internet works like in the real world. The
main difference is that you add your Intelligence and not
your Dexterity modifier to the d20 roll. The computers
level is also added to the roll.
Characters using alphanumeric interfaces
have a -2 interface penalty to Internet initiative. A neural
interface adds a +2 interface bonus, or +4 if you have the
Fastjack feat.
OFFENSIVE PROGRAMS
Offensive programs work in one of two ways. The most
harmless are the ones targeting a computers access or
storage memory through software procedures. These
programs cause software damage, erasing programs
and other data from the computer. They will begin by
erasing programs in the computers active memory (ie
loaded and running). A program thus erased isnt active
anymore, although its copy in the computers storage
memory isnt affected (so, the user can always load it
again). For every 3 points of damage (or fraction thereof)
a program of this category deals, one active program will
be deleted (choose randomly). If there are no more
programs in active memory, the attack program will
begin deleting programs from storage memory (again, at
random). This is the most dangerous function of these
programs, since programs deleted from storage memory
cant be reloaded (unless re-installed from other copies,
something that takes time and cannot be done during
combat).
The second, more dangerous kind of offensive
software causes hardware damage, wreaking havoc
with a computers circuits. These can actually cause the
complete burnout of a computer to the point where its
irreparable. A successful attack will cause the loss of
Structure points. Computer which loses half or more of
its Structure points drops one category in its level (to a
minimum of -2). The lost level is restored when the
computers Structure points rise above this threshold
once more. A computer reduced to zero or less Structure
points is destroyed and cannot be repaired.
Hardware attack programs can prove
dangerous for a VR user and deadly for NI user. The
disorienting static and parasites produced by an attack
will inflict on a VR user n amount of minor damage equal
to the damage suffered by his computer (after applying
the effects of any defensive program). NI users are even
more vulnerable, as the hardware is connected to their
neurons; in this case the damage is major.
Unlike real-world weapons, combat programs
cannot cause critical hits.
DEFENSIVE PROGRAMS
The best defense in the Internet is the use of a defensive
program. Most of them produce a screen filtering
incoming data, making attacks launched against the user
less effective by diverting some of the data packets away
from their intended target.
Defensive programs work mostly by providing
Damage Reduction (DR) rating, which reduces the damage
suffered by successful attacks.
PROGRAM LEVELS: The level of a defensive program is
added to the Internet AC as a quality bonus.
- 27 -
20
+20/+15/+10/+5
21
+21/+16/+11/+6/+1
22
+22/+17/+12/+7/+2
23
+23/+18/+13/+8/+3
24
+24/+19/+14/+9/+4
The attack roll (as well as the damage roll) is further
modified by the attack programs level.
Internet Ac is based on a characters
Intelligence modifier rather than his Dexterity. Because
net combat also requires wits and strong willpower, AC is
increased by a characters base Will save bonus.
Defensive programs help a lot in voiding incoming attacks
and so give a quality bonus equal to their level to Internet
AC.
- 28 -
RETREATING
Sometimes in digital combat, the smartest thing to do is
to retreat. This can be done in two ways: moving to
another node or pulling the plug.
Moving to another node is, as mentioned, a
move-equivalent action. If it is used to break out of digital
combat, other opponents may take an immediate attack of
opportunity against you. The node to which youll move is
of your choice (although it has to be adjacent to your
current node). If your opponents want to follow you, they
first have to find out where you have moved (if theres
more than one possible routes you could have taken). This
requires a Computer Use skill check with DC 15. Failing
that, they simply lose your trail.
Pulling the plug is often a last resort in
desperate circumstances. It takes a move-equivalent
action to pull the plug and such a thing disconnects you
from the Internet immediately. However, the trail of data
left behind can be used to trace your location (a tracer
program can be run with DC 15 for 2 rounds after you
disconnect). If you reconnect to the Internet, you appear t
your home node (the node of the city where the Internet
server to which your computer connects is located). This
means that if youve penetrated PharmaTeks security
systems to reach its secret research node and youre
disconnected, you have to start all over again. Pulling the
plug doesnt allow attacks of opportunity against you.
COMPUTER REPAIRS
Computer repairing requires the Engineering
(Electronics) skill. For every hour of work on the
computer, you should make one skill check. A success
restores d4 Structure points or 2d4 points if the result
exceeds the DC by 5 points or more. Each Structure point
restored has a cost in spare parts equal to the 1/100th of
the computers original cost.
HACKING
Infiltrating a system is either about finding information or
altering its data in a desired way. This can be done
through gaining access to the node which hosts the
system this is a hackers ultimate purpose.
Each node has four levels of access. Level 0 is
the most basic access. You can be in the node but cannot
affect any data hosted by it, not even to examine them.
This level of access is offered by all nodes. A hacker who
manages to bypass security measures to enter a
protected node will have level 0 access and will need to
work his way up.
Level 1 access means that you can browse the
data hosted by the node but not alter it in any fashion.
Level 2 access gives you the right to download a copy of
the data, transferring them to your computer (useful
when the data is too large to read on the spot). Level 3
access gives you the ability to alter the data in a node,
even delete it.
Many public nodes, for example the
introductory node of a corporation or university, will
typically give visitors level 2 access (browsing and
downloading), since they dont contain sensitive
information. Secure nodes will never provide anything
beyond level 0, unless you convince them to. Level 3
access is never provided to visitors by any node and the
hacker must strive to gain it.
Improving ones level of access in a node is
hacking attempt requiring a Computer Use skill check.
The DC of the check depends on the type of node youre in
and is summarised in the following table.
Type of Node
DC
Bank, international
40
Bank, national
35
Corporate, advertisement
20
Corporate, contracts
25
Corporate, personnel
20
Corporate,
30
research&development
Government, contracts
25
Government, intelligence agencies
35
Government, personnel
20
Government, taxation
30
Military, communications
30
Military, personnel
25
Military, strategic wepons control
40
Personal site
15
Police, local
20
Police, national
25
Police, net
30
A failed roll means that the hacking attempt is detected
and any countermeasures are activated. A successful roll
- 29 -
CYBERWARE/BIOWARE
Cyberware is a term referring to electronic implants
installed in the human body and fused with organic tissue
to replace lost functions (like an artificial limb in place of
a severed one), enhance its capabilities (like muscle
enhancements) or provide new abilities (like infrared
vision). These implants are specially designed to merge
with the hosts tissues and interact with them. In short,
they become extensions of the hosts body. The main
advantage of cyberware is that they can be very powerful
and versatile. Unfortunately, cybernetic implants are
foreign bodies and take a heavy toll on the bodys health
and immune system.
Bioware is a slang term for genetic
modifications. They do the same job with cyberware,
improving body functions or adding new ones. However,
whereas cyberware are based on artificial devices
merging with living tissue, bioware are made of living
tissue themselves, produced by alterations in the
subjects genetic code. This makes bioware less potent,
but also gives them distinct advantages like subtlety. Also,
being organic, they dont face any rejection problems and
take a lighter toll on the body.
TOLERANCE
Cybernetic implants take their toll on a characters health
since theyre foreign bodies which face rejection by the
immune system. Bioware on the other hand, are less
invasive and rely on organic principles, so they dont
cause as many problems. They do however bring about
changes in the recipients DNA, a vast portion of which is
still little understood, and these changes may have
dangerous side-effects. Thus, both cyberware and
bioware cause a deterioration in someones health. This is
what stops people from stacking cyberware upon
cyberware and bioware upon bioware. In some cases,
people with extensive body modifications have died an
ugly death as their immune system suddenly went
haywire, killing them within mere hours from severe
allergic shock or multiple rampant infections. Others have
died slowly, as numerous malignant tumours consumed
their bodies from within.
Each cyberware and bioware has a Tolerance
rating (bioware usually have less Tolerance than
cyberware, which is a good thing). Tolerance is a
measure of how invasive a modification is and how much
it affects the health and bodily functions of the recipient.
- 30 -
CYBERWARE/BIOWARE INSTALLATION
The installation of an implant or genetic modification in
the human body is a slow and complicated procedure.
Implants require extensive surgery and post-surgical
treatment with immunity-suppression drugs. Bioware
require treatment with specially tailored retro-viruses to
bring about the necessary alterations in the DNA; the
expression of these alterations may take some time. In
any case, a rough estimate of the procedures duration is
two weeks per Tolerance point (or fraction thereof) of
the bioware/cyberware. During this time, the patient s
out of action. The procedure needs to take place in an
adequately equipped installation. A major hospital is
preferable, but there are also several underground
clinics (with quality of services that varies widely) for
those in need of illegal modifications.
ADDICTION
Some drugs affecting the nervous system cause addiction
a fairly dangerous adverse effect in the long run. These
substances have an Addiction Level (AL). This is the DC of
the Will save which must be rolled every time the drug is
taken. If the drug is taken regularly (at least once a
week), the DC increases by one point per week (to a
maximum of three times the original AL). If an entire week
passes without taking the substance the DC is decreased
by one (to a minimum of the original AL).
If any Will save is failed, the character
becomes addicted to the drug and will relish it, desiring at
least one dose each week whether its for his benefit or
not. An addicted character will generally go to great
lengths to secure his dose and this may have a serious
- 31 -
COMBAT GEAR
WEAPON CONCEALABILITY
Weapons concealed under clothing may be
spotted by someone with a sharp eye. This requires a
Spot check with the DC varying according to the size of
the weapon and the level of concealment available. Use
the following table to determine the DC. Where an entry is
not given, the weapon cannot be concealed.
Concealment
Tiny Small Medium-sized
Hidden in pocket
20
--Hidden under jacket
25
20
-Hidden under overcoat
30
25
20
Burst
D3
---------
- 32 -
- 33 -
Burst
-D3
D3
- 34 -
Ithaca M760
D10
?
90 ft
-Mossberg 5-550
D10
?
90 ft
-Pancor Jackhammer
D10
?
90 ft
D3
BROWNING INVECTOR STALKER: Perhaps the heaviest
shotgun in the world, Invector Stalker is a 10-gauge
monster used by police squads to immobilise fleeing cars.
FRANCHI SPAS-15: A combat shotgun favoured by police
squads, SPAS-15 has the distinct appearance of an assault
rifle and is capable of limited automatic fire. It can fire 3round bursts but is unable to fire in full auto or are spry
mode.
HECKLER&KOCH CLOSE ASSAULT WEAPON SYSTEM: This
military weapon is a full assault shotgun with a bullpup
configuration and an internal muzzle brake to reduce the
enormous recoil produced during autofire.
2
5
P/Se 8 lbs
L
0
500
2
6
P/Se 8 lbs
L
0
600
2
15
P/Se 8 lbs
L
20
1,800
ITHACA M760: A popular street weapon, M760 retains the
pistol grip appearance found in previous models and
does way with any buttstock, producing a short,
comfortable weapon.
MOSSBERG 5-550: This 12-gauge shotgun is one of the
worlds most popular hunting weapons.
PANCOR JACKHAMMER: An assault shotgun fed from a
drum magazine placed behind the trigger in bullpup
style, Jackhammer is useful for troops expecting combat
in closed spaces or urban environments.
- 35 -
Ammo
Belt
Type
P/Se
Weight
50 lbs
Size
H
Avail
24
Cost
4,700
50
P/Se
16 lbs
20
3,000
100
P/Se
12 lbs
20
2,000
100
P/Se
18 lbs
28
6,200
P/Se
24 lbs
28
7,500
500
(x2)
Belt
P/Se
28
16,500
50
P/Se
250
lbs
16 lbs
20
4,000
50
P/Se
12 lbs
20
2,100
- 36 -
- 37 -
(GMGs).
Recoil Ammo Type Weight Size Avail
Cost
2
6
?
8 lbs
L
20
1,500
2
1
?
4 lbs
M
20
1,300
4
belt
?
50 lbs
H
28
5,000
MARK 19 MODEL 5 GMG: This GMG is usually armed with
HEDP grenade rounds and found mounted on vehicles. If
chosen to defend a position, it is usually placed on a
tripod (weighting about 30 lbs), which takes a full-round
action to deploy and provides 8 points of Recoil
Suppression.
devices no larger than the typical grenade launcher. Minirockets have been designed for use in urban
environments, where a full-size missile would produce too
much collateral damage, as well as to give a ground troop
a little bit more range and power than grenades.
Recoil Ammo Type Weight Size Avail
Cost
1
6
?
12 lbs
L
24
4,100
2
1
?
6 lbs
M
24
3,200
2
4
?
8 lbs
M
24
4,800
0
-Se
12 lbs
L
24
3,500
0
4
?
10 lbs
L
24
8,000
cost advantage is amplified by the fact that it can destroy
or seriously damage hardware costing a lot more.
Because of the LAWs shaped charge, its primary damage
is only inflicted on the target it directly strikes. Its small
sideblast does 3d6 major damage to anyone within 5 ft of
the impact point.
MULTIPLE LAUNCHING OFFENSIVE SYSTEM: One of the most
common launchers today, MLOS has a box magazine that
can be loaded with up to four missiles of various types.
MLOS is a modular weapon that is compatible with many
different tracking and targeting systems, including laser,
infrared and semi-manual guidance. A targeting system
costs an additional 5,000 but will provide a fire control
bonus to the attack roll with any missile containing
targeting equipment (the precise bonus depends on the
quality of the missiles guidance system). Firing a
targeting missile is full-round action, as it requires a
lock-on to be achieved and adjustments to be made. Firing
a dumb missile (straight-path flying) is a standard action.
- 38 -
- 39 -
Weight
5 lbs
12 lbs
Size
S
L
Avail
0
28
Cost
3,200
5,200
5
4
P/Se 22 lbs
L
28
5,700
equivalent action to be deployed and offers 4 Recoil
Suppression points when fired from a prone position).
RHEINMETAL MACH3: Mach3 is an extremely powerful
material rifle primarily used against lightly skinned
vehicles and powered battle armors. Its use against
personnel is overkill. To help offset the extreme recoil,
the weapon includes a muzzle brake and a bipod (takes a
move-equivalent action to deploy and provides 4 Recoil
Suppression points when fired prone). A telescopic sight
aids in aiming.
Hand
No
Yes
Launched
Yes
Yes
Rifle
No
Yes
Avail
15
15
Cost
75
100
- 40 -
Dual-purpose
4D6/2D6
?
Flash-bang
-30 ft
Flechette
4D6/2D6
10 ft/30 ft
Fragmentation
4D6/2D6
10 ft/30 ft
Gas
-20 ft
HEDP
6D6/2D6
Target/5 ft
Smoke
-20 ft
Stingball
4D6/2D6
10 ft/30 ft
White Phosphorous
2D6/1D6
5 ft/15 ft
CANISTER: This grenade round turns a grenade launcher
into a shotgun for when action gets up, close and
personal. It looks exactly like an enlarged shotgun shell
loaded with lead pellets. It follows all the rules for
shotguns loaded with shot. The range increment of the
grenade launcher becomes 90 ft.
CONCUSSION: Essentially an explosive charge inside
cardboard paper, this grenade is termed offensive
because it has no fragmentation. Thus, it is safe for a
soldier to throw while charging. Its also safer to use in
closed spaces since it has a smaller blast radius than a
frag grenade.
DUAL-PURPOSE: This revolutionary item consists of a
thick metal casing designed to fragment around an
explosive core inside a cellulose case. It is essentially a
fragmentation grenade (doing severe damage with blast
10 ft/30 ft), but the user can remove the outer casing by
taking off a pin and pulling it out (this takes a moveequivalent action), thus turning the grenade into a
concussion one (doing major damage with blast 5 ft/15
ft). Putting back the outer casing is a full-round action.
FLASH-BANG: A subdual grenade. This one goes off with a
bright flash and a loud bang, temporarily blinding and
deafening those in the affected area. Everyone within 30
ft needs to make a Fortitude save (DC 20) unless he has
flare suppression. Failing that, hes blinded for d6 rounds.
He also needs to make a second Fortitude save with the
same DC if he doesnt have noise suppression. If he fails
the second save, he is deafened for d3 minutes.
FLECHETTE: A popular anti-personnel round, the flechette
grenade detonates showering the area with razor-sharp
darts. These can be instantly lethal to any unprotected
target, but are really lousy at penetrating armor. Damage
is increased by 6 points against unarmored targets (+3 in
the second blast radius), but decreased by 6 point against
any armor (-3 in the second blast radius).
FRAGMENTATION: Also called a defensive grenade,
because a soldier is supposed to throw it from behind
cover (else the fragments may hit him too).
GAS: These grenades are usually loaded with tear gas, but
nastier substances are also available. They emit their
contents in a cloud of 20 ft radius that persists in still
conditions for d3+6 rounds and in windy conditions
ford3+1 rounds.
?
Yes
No
No
15
125
-Yes
Yes
Yes
10
100
Se
Yes
Yes
Yes
15
100
Se
Yes
Yes
Yes
15
100
-Yes
Yes
Yes
10
50
Se/Ma
No
Yes
Yes
20
150
-Yes
Yes
Yes
10
50
Mi
Yes
Yes
Yes
10
50
Se
Yes
Yes
Yes
20
150
HIGH-EXPLOSIVE DEEP-PENETRATION: This is the standard
round for grenade machine guns. It carries a highexplosive shaped charge designed to pierce armor, but
loses power rapidly away from the impact point. It will do
6d6 severe damage to anything it strikes directly and 2d6
major damage to anyone within 5 ft.
SMOKE: Smoke grenades are often used to provide a
distraction or to conceal a squad or individual from
enemy detection and hostile fire. They emit a cloud of
smoke in a 20 ft radius that persists in still conditions for
d3+6 rounds and in windy conditions for d3+1 rounds.
Visibility within the cloud is limited to 2 ft. Everything
within the cloud has 90% concealment. Infrared vision
will negate the concealment and provide normal visibility,
unless the grenade uses hot smoke (smoke filled with
hot particles).
STINGBALL: This is a subdual grenade often used in riot
control by the police. It detonates by releasing hard
rubber balls which hurt like hell but do no lasting damage
(in most cases). Against armor, their damage is reduced
by 4 points.
WHITE PHOSPHOROUS: This nasty grenade combines a
concussion wave with burning-hot fragments (thanks to
the white phosphorous it contains). If a character takes
damage from this grenade, he must roll an additional
Reflex save (DC 15) or be set aflame and take d6 major
damage. During subsequent rounds, the character must
continue making saving throws on every round. If he fails,
he takes d6 major damage. If he succeeds in a save, the
fire is put off. The flames may also put off by jumping in
water, covering ones self with sand etc. Characters in
fireproof armor are safe from this secondary damage
(they dont need to make any save).
AIRBURSTS
Any grenade (except from canister round) can be an
airburst one (with a 100% increase in cost and +2
Availability). Airburst grenades are either launched or
rifle ones and work along with a rangefinder to detonate
above the target, minimising cover and armor protection.
The DC of the Reflex save against airbursts is 24.
- 41 -
CLUSTER ROCKS
Any airburst grenade can be a cluster rock (cost is
doubled and Availability is increased by 2). Cluster rocks
release six smaller grenades over the targeted area,
MINI-ROCKETS
Mini-rockets are 40x150mm self-propelled explosive projectiles, ideal for urban combat. They have more range and pack more
punch than grenades.
Mini-rocket
Damage
Blast
Type
Avail
Cost
Concussion
4D8/2D8
5 ft/15 ft
Ma
20
150
Flechette
4D8/2D8
10 ft/30 ft
Se
20
150
Fragmentation
4D8/2D8
10 ft/30 ft
Se
20
150
HEAP
6D8/2D8
Target/5 ft
Se/Ma
24
300
High-Explosive
6D8/3D8
15 ft/45 ft
Ma
24
300
Incendiary
2D8/1D8
5 ft/15 ft
Ma
20
300
little sideblast. It will inflict 6d8 severe damage on
CONCUSSION: An explosive mini-rocket without any
anything it strikes directly and 2d8 major damage to
fragmentation.
anyone within 5 ft.
FLECHETTE: This mini-rocket contains numerous razorINCENDIARY: This mini-rocket ignites a volatile mix of
sharp flechette darts, which are especially lethal against
chemicals and spreads it over the affected area. Unless
unarmored targets (+8/+4 damage), but ineffective
he wears fireproof armor, anyone taking damage from
against any armor (-8/-4 damage)
the explosion must make a successful Reflex save (DC 15).
FRAGMENTATION: This is a standard anti-personnel round.
On a failure, he is set aflame and suffers d6 major
HIGH-EXPLOSIVE: This mini-rocket contains a powerful
damage. While burning, the victim must make new saving
explosive filling which greatly enhances both damage
throws once per round. If those are failed he continues
potential and blast radius. Unfortunately, it has no
taking d6 major damage, but a successful save means
fragmentation effect.
that the fire is put off. The fire can also be extinguished
HIGH-EXPLOSIVE ARMOR-PIERCING: Containing a shaped
by immersion in water, burial under dirt etc.
charge, this mini-rocket is an anti-armor weapon with
MISSILES
The following projectiles are designed to be launched
from a full rocket launcher. All are dumb rockets,
meaning that they will follow a straight path, but they can
be equipped with a guidance system. Examples of
guidance systems include laser and infrared guidance.
Missile
Damage
Anti-Personnel
8D8/3D8
Anti-Tank
12D10/4D6
Super Flechette
8D8/4D8
ANTI-PERSONNEL: This is a high fragmentation missile
useful for inflicting heavy damage on tightly formed
squads, bunkers or lightly armored vehicles.
ANTI-TANK: A standard heavy anti-armor round designed
to defeat both conventional and reactive composite
armor. It will fly over its target before releasing its two
139mm shaped charge warheads which strike the target
from above, usually on its thinnest part. It will inflict 12d10
severe damage on any target it strikes directly, but its
little sideblast means it only does 4d6 major damage to
those within 5 ft.
- 42 -
MELEE WEAPONS
Weapon
Damage
Crit
SIMPLE WEAPONS
Brassknuckles
D3+Str mod
X2
Charge baton
2D8 or D12
-Club/baton
D6+Str mod
X2
Hand taser
D10
-Knife
D6+Str mod
X2
Stun baton
2D8
-MARTIAL WEAPONS
Chainsword
D12+Str mod
X3
Katana
D8+Str mod
19-20
Quarterstaff
D6/D6(+Str mod)
19-20
EXOTIC WEAPONS
Monowire Blade
2D6
17-20
CHAINSWORD: A chainsword consists of a heavy blade
with a serrated edge of industrial-strength tungsten
driven by an electric motor. It was designed so as to
provide lethal effectiveness in close combat as well as a
tool to cut down many types of barriers. A chainsword is
particularly effective at cutting down through materials:
after it is applied for at least one round on them, it halves
their hardness rating. The motor driving the blades edge
receives power from a battery that is good for 10 minutes
of continuous use (afterwards it must be recharged or
replaced). Without the blades motion, damage drops to
d8 (+Str mod).
CHARGE BATON: A more powerful version of the stun
baton, the electrical shock it delivers is strong enough to
be lethal (and as such the charge baton is strictly
controlled). Two settings are available to the user. The
first is non-lethal and deals 2d8 minor damage. The
second can be lethal and inflicts d12 major damage. As for
a stun baton, armor DR is halved and the baton cant
score criticals. Its batteries hold 20 charges (the first
setting expends one charge per successful hit, while the
second expends two charges per hit). Recharging takes
one hour and new batteries cost 30.
HAND TASER: This small but convenient non-lethal weapon
delivers a powerful electrical shock, stunning or
incapacitating the opponent. Although it cant score a
Type
Size
Weight
Avail
Cost
B/Mi
Mi or Ma
B/Ma
Mi
P/Ma
Mi
T
M
M
T
S
M
0.2 lbs
2 lbs
4 lbs
0.5 lbs
0.5 lbs
2 lbs
0
15
0
0
0
0
5
500
10
100
5
250
S/Se
S/Se
B/Ma
L
L
L
10 lbs
4 lbs
6 lbs
18
20
0
2,000
3,000
25
S/Se
MM
0.5 lbs
28
12,500
critical, any armors DR is halved against it. Its batteries
last for 20 successful hits (they can be recharged within
an hour or new ones can be purchased for 10).
MONOWIRE BLADE: This rare, high-tech weapon actually
looks more like a whip than a blade. With the press of a
button on its small handle it extends a one-meter long like
of monofilament wire, which can slice through most
materials quite easily. The DR of any armor is halved
against a monowire blade. A hit with the monofilament
wire can easily lope off hands, entire limbs or even
decapitate someone. If the blade scores a critical and at
least 5 points of damage get through the opponents
armor, an amputation occurs. Roll a d20: on a 1-4 he loses
his left hand, 5-8 right hand, 9-11 left arm, 12-14 right arm,
15-16 left foot, 17-18n right foot, 19-20 head (instant
death).
The weapon requires skill and is not without
danger to its own user: on a natural roll of 1, the wire
hits the user (who suffers the weapons normal damage).
STUN BATON: This small baton stuns and incapacitates via
electricity and is commonly seen in the hands of
policemen or security experts. The DR of any armor is
halved against it, but it cant score criticals. It works with
batteries lasting for 20 successful hits (they can be
recharged within an hour and new ones cost 20).
- 43 -
AMMUNITION
Ammo Type
STANDARD AMMO
Assault rifle, sniper rifle rounds (per 15)
Autocannon rounds (per 15)
Electrothermal rounds (per 5)
Flame thrower fuel (per 2)
Flechette darts (per 20)
HMG rounds (per 15)
Liquid propellant rounds (per 5)
LMG, MMG rounds (per 15)
Pistol, machine pistol, SMG rounds (per 15)
Railgun rounds (per 5)
Shotgun shells (per 5)
Taser darts (per 1)
SPECIAL BULLETS
Ceramic Safety
Dual-Purpose
Explosive
Flechette Package
Gel
Glaser Safety
HEAP
Hollowpoints
Plus Power
Steel Penetrators
Subsonic
Tracers
Tungsten Penetrators
SPECIAL SHELLS
Cross-Loaded
DragonBreath
Layer-Loaded
Plastic Shot
Avail
Cost
10
20
20
15
0
15
20
10
0
20
0
0
4
12
8
4
3
8
6
4
2
1
4
5
0
20
20
0
0
18
24
15
18
18
15
0
22
X1
X4
X6
X2
X1
X6
X10
X1
X3
X3
X1
X2
X8
0
22
0
0
X1
X10
X1
X1
StarFlash
Steel Core
0
18
X8
X3
SPECIAL BULLETS
CERAMIC SAFETY
These rounds are designed to break on impact with
anything hard. Theyre useful in situations where
collateral damage is more dangerous than the enemy (like
in an orbital station or explosives depot). They wont
affect any kind of armor.
DUAL-PURPOSE
A dual-purpose round is particularly effective against
both armored and unarmored targets, containing a steel
rod inside a soft lead jacket. When the jacket hits, it
expands like a hollowpoint, but if the round hits armor the
steel rod slides free and acts as a steel penetrator.
EXPLOSIVE
These are filled with an explosive compound and a
detonating charge in the base, allowing the bullet a
fraction of a second to penetrate armor before
detonating. If the bullets damage is enough to bypass the
targets armor DR and the target receives any damage
from the attack, he suffers 2 extra damage points from
the explosion.
- 44 -
FLECHETTE PACKAGE
These rounds contain a pack of several flechette darts,
turning a firearm into a small shotgun. A weapon using
such rounds is treated as a flechette weapon (ie it gets a
+1 dispersal bonus to the attack roll, does +4 damage
against unarmored targets and -4 damage against
armored ones, damage is halved after 100 ft and divided
by 4 after 300 ft etc). The weapons Critical range
becomes 18-20.
GEL
Gel rounds flatten on impact, transferring kinetic energy
but not penetrating into the body. Technically non-lethal,
they only inflict minor damage. Against armor, their
damage is decreased by 2 points.
GLASER SAFETY
These rounds contain 8 lead shotgun pellets behind a
ceramic seal. When the seal fractures on impact the
pellets are released in a semi-spherical pattern causing
great tissue destruction. Glaser may be the most
devastating round available for firearms (doubling the
weapons damage), but its practically useless against any
kind of armor, since the seal fractures too early for the
pellets to have any effect (any armor or hard surface
negates the damage completely). This trait isnt
necessarily bad; glasers are often used in situations
where collateral damage would be very dangerous (like in
a nuclear facility); hence their nickname safety slugs.
HIGH-EXPLOSIVE ARMOR-PIERCING
STEEL PENETRATORS
These are steel bullets either coated with Teflon or
surrounded by a softer lead jacket to protect the rifling of
the barrel. They ignore 3 points of DR from the targets
armor. They tend to pass very quickly through unarmored
targets, thereby doing -1 damage (to a minimum of one
point) against them.
SUBSONIC
Due to a reduced charge, these bullets travel below the
speed of sound. Since they dont produce a supersonic
crack, they can provide very silent shots when
combined with a silencer (increase the DC of any Listen
skill checks by another +5). However, they inflict -1
damage (to a minimum of one point) because of their
smaller velocity.
TRACERS
Tracer rounds contain an incendiary chemical in their
base that lights up after theyre fired. Theyre frequently
used in automatic weapons to provide a bright trail to the
target, thereby assisting aiming. They provide a +1 fire
control bonus to the attack roll during bursts or full auto
(but not in single shots or area sprays). In daylight, the
bonus is only effective up to 150 ft away.
TUNGSTEN PENETRATORS
HOLLOWPOINTS
SHOTGUN SHELLS
PLUS POWER
Plus Power rounds have a smaller projectile, but use
more propellant to achieve a high velocity and deliver
more energy to their target. Because the actual bullet is
rather light, it tends to stop inside the body, thereby
CROSS-LOADED
This shell has the pellets arranged in a cross-like shape
by using cardboard spacers. As a result, they have
increased dispersal after they leave the muzzle. This
increases accuracy (giving a +2 dispersal bonus to the
attack roll), but damage deteriorates with range much
faster than normal (it is halved at 50 ft and divided by 4
at 150 ft).
- 45 -
DRAGONBREATH
These are perhaps the nastiest shells one can load his
shotgun with. Instead of pellets, they contain thermite
powder with phosphorous as the igniter, turning a
shotgun into a flame thrower. A dragonbreath shell gets a
+2 dispersal bonus to the attack roll and inflicts d6
severe damage on a successful hit (it cant score a
critical). If the target suffers damage and fails a Reflex
save (DC 15), he burns as per the flame thrower rules. A
shotguns maximum range is limited to 30 ft when loaded
with dragonbreath shells. The extreme temperatures
involved warp the barrel of the weapon, rendering it
useless after a few shots. Each two shots fired will give
the shotgun a -1 deterioration penalty to all attack rolls
made with it. This penalty can be restored by a trained
gunsmith, using the Engineering (weapon designs) skill
with DC 15. If the shotgun ever reaches a -5 penalty, it is
completely useless and repairing it will cost a lot more
than buying a new one.
LAYER-LOADED
This shell has the pellets arranged in layers by using
cardboard spacers. As a result, they have reduced
dispersal and although this affects the shotguns
PLASTIC SHOT
Used in riot control, plastic shot doesnt penetrate,
causing only pain and bruises. It only inflicts minor
damage, which is further reduced by 2 points against
armored targets.
STARFLASH
These subdual shells blind and deafen by unleashing a
bright flash and a loud bang. They work exactly like flashbang grenades, but their affected area has a radius of
only 15 ft.
STEEL CORE
These are armor-piercing steel slugs coated with Teflon.
They work exactly like steel penetrators.
WEAPON ACCESSORIES
A wealth of accessories is available for firearms,
providing more power and flexibility. A gun crawling with
added accessories is often the sign of a mercenary or
professional, for these types invest heavily on their
weapons and show a disdain for standard, plain guns.
SIGHTS
Sights, also called scopes, are devices fitting on top of a
weapon to assist in aiming. Different kinds of sights can
be combined in a single, handy device. The cost is the sum
of all sights price multiplied by 150%.
Sight
Avail
Cost
Digital
0
500
Light Amplification
15
500
Telescopic
0
150
Thermal Imaging
15
800
DIGITAL
This is actually a small digital camera conveying images
to a video, HUD goggles or optijack. Equipped with HUD
goggles or an optijack, the character can use a digital
sight to see what lies around corners by sticking out his
LIGHT AMPLIFICATION
This sight amplifies the light it receives to provide
effective vision in lowlight conditions. It halves (round
down) darkness penalties, but is useless in total
darkness, fog or smoke.
TELESCOPIC
These sights are popular with hunters, snipers and
assassins. They magnify the target of the weapon,
thereby doubling its range increment.
THERMAL IMAGING
This sight provides vision in the infrared spectrum of light
(ie heat). It is very effective in darkness, fog or smoke,
but only reveals objects radiating heat. It halves (round
down) visibility penalties in darkness (including total
darkness), fog and smoke (except from hot smoke).
- 46 -
OPTICAL LINK
ADD-ONS
Add-On
Grenade Adapter
Laser Aiming Module
Muzzle Brake
Muzzle Brake, Improved
Optical Link
Rangefinder
Scangrips
Silencer
Tactical Flashlight
Avail
15
0
0
15
0
18
0
15
0
Cost
10
250
1,300
2,500
3,000
500
500
100
50
SCANGRIPS
GRENADE ADAPTER
This fits on a rifles muzzle to allow the use of rifle
grenades. Naturally, you cant fit a silencer on the same
weapon.
RANGEFINDER
Installed on a rifle or grenade launcher, this device uses a
laser to accurately measure the distance to a target and
sets the arming distance for grenades warhead
accordingly. A grenade that misses the intended target
and scatters wont detonate while controlled by this
device. Rangefinders are essential for the use of airburst
and cluster rock grenades, which depend on their
targeting information.
MUZZLE BRAKE
This accessory uses a gas port to vent the gases
produced by a gunshot at a vector chosen as to
counteract the muzzles tendency to climb up and fall
backwards. It will provide one point of Recoil Suppression.
Muzzle brakes cannot function in firearms bearing
silencers, as the silencer covers the gas port.
SILENCER
More properly called a sound suppressor, this accessory
fits on the end of the muzzle and negates the muzzle bang,
which is the loudest part of the gunshot. It will add +10 to
the DC of any Listen skill check made to hear the gunshot
(the combined use of subsonic rounds adds an extra +5
to the DC). Because a silencer dampens the velocity and
expansion of the gases produced by the shot, it isnt
compatible with muzzle brakes. Silencers exist for most
common weapons up to Large size, although shotguns
cant mount silencers.
TACTICAL FLASHLIGHT
This flashlight can be mounted under the barrel of any
Small or larger firearm. It can illuminate the area in front
of the gun up to 60 ft away in a beam up to 20 ft wide. The
batteries last for 10 hours. There is also an IR flashlight
(cost 200) which illuminates the area with light visible
only through infrared vision.
MODIFICATIONS
Modification
Balancing
Burst Capability
Full Auto Conversion
PrintShield Finish
UltraBurst
UltraBurst, improved
Avail
0
15
15
20
15
20
Cost
500
1,000
1,000
1,000
2,000
4,000
- 47 -
BALANCING
Balancing may be performed by a gunsmith on any
firearm larger than Tiny, increasing its range increment
by 50%, but only in single shot mode (autofire uses the
normal range increment). A qualified character can use
the Engineering (weapon design) skill to balance his
weapon (DC 15).
BURST CAPABILITY
PRINTSHIELD FINISH
Highly illegal, this Teflon coating resists oil and dirt so
well that no set of prints can be taken from the weapon
even after years of use. A must for any hired assassin.
This expensive modification installs a series of servooperated ports and gas vents that increase a weapons
cyclic rate of fire. The UltraBurst kit claims that it can
turn your SMG into a minigun and adds +1 to the Burst Die
of any automatic firearm. Example: a machine pistol with
a d3 Burst Die has a d3+1 Burst Die after UltraBurst has
been installed.
ULTRABURST
ULTRABURST, IMPROVED
BATTLE SOFTWARE
Computers have revolutionised everything and the
battlefield is no exception. For long army commanders
have used complex programs running on supercomputers
to test (at least in theory) various combat models, but
now software is also available for the lowly soldier to
augment his effectiveness in the battlefield. Most of the
later software is designed to run on small, portable
computers and nanocomputers a soldier can carry
without too much a burden.
Program
Avail
Cost
CombaTech TacOps
15
1,500xlevel
Phalanxware IFF
15
2,500
COMBATECH TACOPS
TacOps (Tactical Operations) is a program designed with
the squad leader in mind. Optimised to run on portable
computers and nanocomputers, it provides a small-unit
tactician with everything he might need: detailed maps of
the battlefield area, weather reports, troop deployment,
all with the press of a button! A level 0 TacOps program
provides a +1 equipment bonus to Analysis (military
tactics) checks related to small-unit tactics. Improved
versions with new features exist; these are considered
PHALANXWARE IFF
IFF stands for Interrogate Friend or Foe and is great
companion for any optical targeting system. To use it, the
character needs to have an installed nanocomputer along
with a datajack, an optijack or HUD goggles and of course
a weapon equipped with an optical link. What IFF basically
does is that it uses the nanocomputer to detect the users
autonomic responses as he fires and determines who he
considers a friend and who a foe. No effort on the users
part is required; the program does all the work
automatically without distracting him. IFF uses the
information it receives to halt the weapon from firing if
the optical link is aimed on a friendly target. This means
that the user never has to worry about accidentally
shooting an ally, something very useful in frantic, close
quarters firefights.
In game terms, the use of IFF negates the -4
penalty for shooting at a target who is engaged in melee
combat with a friend. Moreover, if the user performs an
area spray with an automatic weapon no one of his
friends is going to be hit, since the program halts the
- 48 -
BODY ARMOR
Model
LIGHT ARMOR
CombaTech SecuriShield
CombaTech StealthShield
CombaTech StreetShield
combaTech UrbanShield
TraumaTek Impact Clothing
TrumaTek SEAL Edition
Vikron Coat+
MEDIUM ARMOR
CombaTech BlastShield
CombaTech Gyroharness
TraumaTek Riot Edition
TraumaTek Thorax
Vikron Vest+
HEAVY ARMOR
CombaTech PyroShield
CombaTech ThreatShield
TraumaTek Juggernaut
Vikron Behemoth
DR
Max Dex
Speed
Weight
Avail
Cost
5
4
4
2
2
5
4
+4
+6
+6
+6
+8
+5
+6
-2
0
0
0
0
-1
0
30 ft/20 ft
30 ft/20 ft
30 ft/20 ft
30 ft/20 ft
30 ft/20 ft
30 ft/20 ft
30 ft/20 ft
3 lbs
2 lb
2 lb
1 lb
1 lb
3 lbs
2 lbs
15
24
0
0
0
24
0
1,500
5,500
850
600
950
3.400
1,000
8
6
8
6
6
+1
+2
+2
+3
+3
-6
-5
-5
-4
-4
20 ft/15 ft
20 ft/15 ft
20 ft/15 ft
20 ft/15 ft
20 ft/15 ft
15 lbs
20 lbs
15 lbs
12 lbs
12 lbs
24
24
24
20
18
5,000
11,000
7,000
3,300
2,700
10
10
12
14
+1
+1
+0
+0
-6
-6
-7
-7
LIGHT ARMOR
COMBATECH SECURISHIELD
SecuriShield armor clearly aims t the light security
forces armor market, but can be of use to other citizens
and professionals as well. It comes in the form of a
jumpsuit made from a semi-metallic mesh and an
accompanying helmet. Although its designed to be worn
without any additional clothing, its concealable (but
barely so) if someone drops the helmet and wears baggy
clothing over the jumpsuit (DC 15 to spot the armor in this
case).
COMBATECH STEALTHSHIELD
The innovative StealthShield doesnt see very different
from a typical polymer-coated body armor, except from
the fact that it comes in the form of a jet-black heavy
bodysuit along with a mask fully covering the head. Its
most valuable trait becomes obvious as soon as the
wearer is viewed through infrared vision. StealthShield is
completely thermal-insulated, with all body heat
generated diverted to a small chemical tank carried on
the wearers back. StealthShield adds a +2 equipment
bonus to Hide checks and makes the wearer invisible to IR
vision or heat scanners. As an interesting side-effect, the
20 ft/15 ft
25 lbs
28
12,500
20 ft/15 ft
25 lbs
28
9,000
20 ft/15 ft
40 lbs
32
70,000
20 ft/15 ft
40 lbs
32
100,000
wearer cannot be targeted by heat-seeking missiles. The
chemical tank is good for 6 hours; afterwards, the
accumulated heat must be vented out or itll fail and body
temperature will quickly rise to dangerous levels.
- 49 -
VIKRON COAT+
Vikron has tried something along TraumaTeks original
idea: armor that can be disguised as normal clothing. To
make things a little different, Vikron used a polymer
coating and came up with its Coat+ model. Polymer
coating is considerably heavier and thicker than ballistic
nylon, so Vikron transformed it into an overcoat.
Cooperating with the acknowledged designer Antonai
Mikeli, the Coat+ is as stylish as an overcoat can get. It
offers considerable protection and doesnt advertise
ones use of armor. The Spot check to reveal that an
overcoat is actually a Coat+ has DC 30.
MEDIUM ARMOR
COMBATECH BLASTSHIELD
BlastShield combines the use of ceramic trauma plates
and a polycarbide matrix to make one of the lightest
battle armors available. Although battle armor is still too
heavy and expensive to be of any real use in the
battlefield, the military seems to like the idea of providing
heavy protection to shock troops or elite squads.
CombaTech has already signed contracts with the US and
Chinese military and BlastShield can be combined with
COMBATECH GYROHARNESS
Much more than a simple armor, the gyroharness is a
portable weapons platform which offers unparalleled
control over an automatic weapon. It mainly consists of a
light polycarbide vest upon which an articulated arm is
mounted. The arm can mount any weapon of size Large or
smaller and automatically calibrates, absorbing most of a
weapons recoil. A gyroharness provides 5 points of
Recoil Suppression to the mounted weapon.
TRAUMATEK THORAX
Thorax is TraumaTeks solution for the security
professional. The armor suit is made up from a light
polycarbide vest, a helmet and a semi-metallic jumpsuit to
cover the rest of the body. The whole system has an
internal catheter, so that the security specialist can wear
it all day long without any need of removing it.
VIKRON VEST+
With its Vest+ model, Vikron entered the security forces
market. The Vest+ is a vest and helmet pair made from
light polycarbide, able to resist the impact from most
personal firearms even at point-blank range. Its perhaps
the cheapest true security armor available.
- 50 -
HEAVY ARMOR
COMBATECH PYROSHIELD
PyroShield is an improvement over the basic ThreatShield
design, adding resistance against heat and fire. This
armor is fireproof and protects with its full Dr against
fire.
COMBATECH THREATSHIELD
ThreatShield borders on the limit of portable armors and
is heavy enough to seriously decrease mobility. On the
other hand, its heavy polycarbide matrix can resist heavy
weapons fire. As with BlastShield, ThreatShield covers the
torso and head (using a helmet with tactical HUD), while a
semi-metallic jumpsuit covers the rest of the body. A
difference with BlastShield (apart from the greater
protection offered) is that this model incorporates a
catheter and cooling system and so is able to be worn all
day long evening the hottest climates (+6 equipment
bonus to Fortitude saves made to resist hot
temperatures). The batteries for the cooling system last
for 3 days. Like BlastShield, its blastproof (fully protects
against explosions).
TRAUMATEK JUGGERNAUT
Juggernaut is TraumaTeks entry in the slowly growing
PBA (Powered Battle Armor) market. It reminds someone
of the full plate worn by medieval knights, covering the
entire body with an exoskeleton made from a dense
polycarbide alloy. The armor would be too heavy to be
portable if it wasnt supported by small but powerful
hydraulic servomotors. Movement using the servos is far
VIKRON BEHEMOTH
The dreaded Behemoth armor is at the moment the top
model in the PBA line. Vikrons R&D team has managed to
come up with revolutionary small but powerful
servomotors to move this beast of tungsten carbide.
Covering the entire body from head to heels, Behemoth
provides full protection against fire and explosions, a
filtered air supply, thermal imaging and light amplification
vision, a tactical HUD screen and a 100-mile range
communication package (with the option of satellite uplink
capability for another 20,000). Its backpack power
generator is able to power the armor for a full two days
(when the power runs out the armor becomes completely
immobilised). Temperature control gives a +6 equipment
bonus to Fortitude saves made to resist hot and cold
temperatures alike. The servos provide a +6 equipment
bonus to Strength. Rumour has it that Vikron is ready to
produce a space version of Behemoth with vacuum
protection and independent air supply. Some wealthy
corporations may already possess one of the prototypes.
Type
Contact/Inhaled DC 18
Ingested Dc 20 or Inhaled DC 22
Inhaled DC 15
Contact/Inhaled DC 17
Contact/Inhaled DC 15
Contact/Inhaled DC 20
Contact/Inhaled DC 18
Contact/Inhaled DC 16
Ingested DC 18
Inhaled/Ingested DC 15
Contact/Inhaled DC 18
Inhaled DC 18
Ingested DC 17 or Inhaled/Injected DC 20
Inhaled DC 18
Initial Damage
D8 major
2D6 Dex+D10 Con
D4 Dex+D6 Int+D6 Wis
D10 major
Special
Special
Special
D8 major
Special
D6 Con
D8 major
D4 Str+D4 Con
D6 Str+D6 Con
D6 Dex+D8 Con
Secondary Damage
D12 major
2D6 Con
D6 Int+D6 Wis
2D6 major
Special
Special
Special
D12 major
Special
2D6 Con
D12 major
D6 Str+D10 Con
2D6 Con
D10 Con
- 51 -
Saxitoxin
Sea Wasp Toxin
Soman
Tabun
VX
Ingested DC 20
Ingested/Injected DC 20
Contact/Inhaled DC 19
Inhaled DC 16
Contact/Inhaled DC 20
PROTECTION
If taken in time, an antidote will give a +6 chemistry bonus
to the Fortitude saving throw made to resist a toxic agent.
A mask will protect against gases of the Inhaled type, but
a full bodysuit and a mask is necessary to protect against
gases of the Contact/Inhaled type.
BLISTER AGENTS
These are wounding agents that attack the eyes, skin,
lungs and other internal tissues, causing
bronchopneumonia. In a war, the purpose of blister
agents is to flood medical facilities with patients carrying
wounds both difficult and time-consuming to treat.
MUSTARD GAS
Mustard Gas includes distilled mustard and the more
potent nitrogen mustard and is the most widespread
blister agent. There is a delay in its action, with initial
damage occurring d10 hours after exposure and
secondary damage 2d10 hours later.
CHLORINE GAS
One of the first poisonous gases used in World War I,
chlorine gas interacts with the water in the eyes and the
respiratory system to form hydrochloric acid which
inflicts horrible burns.
CHOKING AGENTS
These nasty chemical agents attack the respiratory
system, causing the victim to drown in his own mucus
very quickly. Initial damage occurs one minute after
exposure, secondary damage 2d12 minutes later.
2D6 Con
D12 Con
D10 Con
D10 Con
D12 Con
NERVE AGENTS
ANTIDOTE: Atropine or HI-6.
Nerve gases are among the most used chemical warfare
agents today, a potent weapon in the hands of terrorists
and a nightmare for law enforcement agencies. All nerve
gases are organophosphoric compounds that inhibit
acetyl cholinesterase, leading to the accumulation of
acetylcholine in the nerve synapses. This causes spasms,
paralysis and death due to respiratory muscle paralysis
and asphyxiation.
Nerve gases can be roughly divided into Gagents (Sarin, Soman and Tabun) and V-agents (VX). Gagents are unstable compounds that are rendered
ineffective after 8-16 hours. Tabun is the most outdated,
least toxic, but easiest to manufacture nerve gas. Soman
is the most toxic. V-agents include the VX gas and are
very stable, remaining in the ground and plants of the
affected area for up to 3 weeks.
The ability damage caused by nerve gases is
extremely ephemeral. Once the character leaves the
vicinity of the agent (or is given clear oxygen to breath)
lost ability points return at the rate of one per 10 minutes
(assuming hes not dead).
Antidotes only give a +4 bonus against Soman,
because of the rapid aging process of acetyl
cholinesterase it causes.
HALLUCINATORY AGENTS
When administered in low doses, these agents (whose
main representative is BZ) cause conditions similar to
psychotic disorders or other symptoms like loss of
feeling, paralysis, rigidity etc. They eventually cause
inability to make decisions and incapacitation.
Initial damage occurs 5 minutes after
exposure; secondary damage occurs 20 minutes later.
The damage cannot reduce an ability score below 3.
TEAR GAS
Tear gas is a non-lethal, incapacitating agent that attacks
the eyes, respiratory and gastrointestinal system. Its
frequently used by the police in riot control. The three
- 52 -
OTHER TOXINS
BOTULIN
Produced by Clostridium Botulinum, this is the most
poisonous substance known. The lethal dose is one
microgram if ingested, less if inhaled.
ENTEROTOXIN
This incapacitating toxin is produced by Staphylococcus
Aureus and will cause all the symptoms of food poisoning
(diarrhoea, vomiting, stomach pain). The toxin doesnt
cause any damage. Instead, if the victim fails either of the
saving throws (one made 10 minutes after introduction
and the second an hour later), he suffers a -4 penalty to
all attack rolls and skill checks for 4d8 hours.
HYDROGEN CYANIDE
A classical lethal poison that inhibits ferrous enzymes,
halting cellular respiration and metabolism. Nazis used a
form of cyanide, the gas Zyklon-B, in the death camps.
RICIN
Nasty mixture of poisonous proteins extracted from the
seeds of the castor oil plant. It blocks the synthesis of
proteins and leads to ddeath (usually due to heart
failure). Its most interesting trait is that its effects are
greatly delayed: initial damage occurs after one day and
secondary damage after 3 days.
SAXITOXIN
Produced by cyanobacteria (a kind of algae), this toxin
attacks the nervous system and causes paralysis and
respiratory failure. The lethal dose is one milligram.
Secondary damage occurs d20 minutes after the initial
damage.
- 53 -
BIOTECHNOLOGY
CYBERWARE
Implant
Adrenal Chip
Air Tank
Body Plating
Concealed Compartment
Concealed Firearm
Control Interface
Cranial Bomb
Cyberlimb
Data Tank
Datajack
Endoskeleton
Filters
Flare Compensator
Lifesaver
Muscle Replacements
Nanocomputer
Night Vision
Optijack
Pain Dampener
Parabolic Hearing
Retractable Claws
Sonic Compensator
Sonic Vision
Subdermal Comm Set
Synaptic Boost
Telescopic Vision
Thermal Imaging
Tolerance
1
1
1
0
0
2
2
2
0.5
0.5
3
1
0.5
0.5
1
2
0.5
1
1
0.5
1
0.5
0.5
0.5
2
0.5
0.5
ADRENAL CHIP
This small implant connects to the adrenal glands and can
trigger increased production of adrenaline whenever the
user wishes so. Activating the implant is a free action and
will increase reflexes, reaction speed and physical
strength, giving a +2 biotech bonus to Strength, initiative
and AC. These benefits last for one minute because the
adrenaline is quickly metabolised. Afterwards, the user
feels drained: he must make a Fortitude save (DC 12) and
if he fails he is considered fatigued. The DC of the saving
throw is increased by one point each time the chip is used
Availability
0
0
0
0
20
0
24
0
0
0
0
0
0
0
0
0
0
0
0
15
15
0
15
0
0
0
0
Cost
7,000
6,000
5,000xlevel
100
3,000
5,000xlevel
8,000
20,000xlevel
6,000
5,000
40,000xlevel
5,000xlevel
4,000
3,500
8,000xlevel
Varies
6,000
8,000
15,000
6,000
2,000
4,000
20,000+10,000xlevel
4,500
12,000xlevel
5,000
6,000
AIR TANK
This small reservoir connects to the lungs and stores
highly compressed air for use in emergencies. A chemical
detector in the pulmonary vein measures the
concentration of oxygen in the blood and releases air
from the tank into the lungs when it drops low. This allows
the recipient to breath up to 15 minutes (the tanks
- 54 -
BODY PLATING
Body plating consists of subdermal torso trauma plates
made from Kevlar and light ceramic that offer protection
against attacks. Although not as good as most armors,
they are completely invisible and may be combined with
armor for maximum protection.
There are 3 possible levels of body plating and
they will provide Damage Reduction equal to their level;
this DR is cumulative with that of armors. The 3rd level is
so heavy that the body cant support it on its own; it
needs to be mounted on an endoskeleton.
CONCEALED COMPARTMENT
Technically this isnt an implant, but a hollow space
designed into a cyberlimb to store items (anything of Tiny
or smaller size).
CONCEALED FIREARM
This is actually a heavily modified firearm concealed
inside a cyberlimb. The weapon is fired through a port in
the palm, which closes when it is not needed, and its
action is controlled by a nanocomputer (it doesnt require
an additional control slot, since it uses the slot devoted to
the cyberarm).
A character has three choices for a concealed
firearm. The first is a heavy pistol (damage d10, crit 1920, range 30 ft, recoil 2, ammo 6, type P/Se), the second
a machine pistol (damage d8, crit 19-20, range 30 ft,
burst d3, recoil 1, ammo 15, type P/Se) and the third a
flechette gun (damage d10, crit 18-20, range 30 ft, recoil
1, ammo 30, type P/Se). No weapon can accept
accessories.
Reloading is difficult and time-consuming
(taking 3 rounds), but the weapon compensates with its
incredible concealability (it takes a Spot check with DC 35
to detect the firing port in the palm).
CONTROL INTERFACE
This implant allows the user to control a properly
configured vehicle with his thought, as well as any
accessories or weapons rigged to it. Its very popular
among pilots and race drivers since control via thought is
always more perfect than manual one.
CRANIAL BOMB
A rather radical means of ensuring someones loyalty, a
cranial bomb is a small explosive charge installed deep
inside the cranial cavity. It can be remotely detonated and
its just enough to turn most of the brain into a pulp,
instantly killing the victim. Removing the charge requires
both a Surgery and a Disable Device skill check (DC 25).
CYBERLIMB
Cyberlimbs use hydraulic servomotors to greatly
enhance the users physical strength and can accept a
variety of other accessories, like concealed
compartments and firearms. They are commonly covered
by synthetic skin which resembles natural one almost
perfectly.
A cyberlimb requires a control slot from a
nanocomputer and comes in 3 levels of power. Each level
provides a +2 biotech bonus to Strength, but only for
tasks actively using that particular limb. The 3rd level is
too heavy to be supported by the natural skeleton; it
needs to be mounted on an endoskeleton. It takes a Spot
check with Dc 30 to realise that the skin covering a
cyberlimb in synthetic and not natural.
Cyberlimbs usually run on batteries that last
for two days of continuous operation. Recharging them
takes one hour. New batteries cost 100. If a cyberlimb
runs out of power, it is rendered useless.
DATAJACK
A datajack connects a nanocomputer to the outside world.
The user can send and receive data and control external
peripherals through it. There is a wired and a wireless
version; the wireless version uses an infrared port and
costs 7,000 (its range is 100 ft). Both versions have their
ports located at the back of the head, where they can be
concealed by hair.
DATA TANK
This implant is nothing more than a high-tech miniature
hard drive located in the users cranial cavity. It can
store over 1,000 terrabytes of data, but retrieving them
- 55 -
ENDOSKELETON
Primarily used to mount other implants, an endoskeleton
offers considerable protection, since it adds titanium
alloy reinforcements to most bones in the recipients
body. Endoskeletons come in 3 levels of power: each level
will provide a +2 biotech bonus to the characters
Constitution, but this increase doesnt affect Fortitude
saves in any way.
FILTERS
Filters are small lung implants filtering incoming air. They
provide adequate protection against durst particles,
irritants and most toxic gases, although not as good as
filter masks. Still, they are invisible and always
functioning. There are 3 levels of filter quality and each
will give a +2 biotech bonus to Fortitude saves against
inhaled poisons (theyre useless against contact gases).
FLARE COMPENSATOR
This implant monitors the level of light reaching the retina
through a secondary lid and turns sudden changes in
intensity into gradual ones, preventing temporary or
permanent damage. It provides flash suppression; the
character cannot be dazzled or blinded by bright light.
LIFESAVER
A lifesaver is a small implant capable of holding up to ten
doses of various medical drugs (most users load it with
emergency medication) and administer them to the body
when theyre needed. The implant is installed subdermally
and substances re loaded into it via a small tube exiting at
the left arm. Medication can be administered either
through the use of a remote control or by a
nanocomputer (if the user has one installed). Controlling
a lifesaver via a nanocomputer doesnt require a control
slot (theres not anything complicated to draw on lots of
processing power) and allows pre-programmed
activation clauses (like administering a specific drug
when the user falls unconscious or his heart stops
beating).
MUSCLE REPLACEMENTS
These are synthetic muscles made from strong carbon
fibers to provide a boost to the users strength. Each
level (there are 3 of them) grants a +1 biotech bonus to
Strength.
NANOCOMPUTER
One of the most basic implants, a nanocomputers job is
to control other implants, although it can also be used for
more mundane computer tasks. It is connected to most
major brain centers and this enables the character to
control it and any equipment connected to it with his
thought. The addition of a datajack enables a
nanocomputer to communicate with external peripherals
and devices, located outside of the users body.
There are several different models of
nanocomputers (detailed in the computers section). Each
will have a number of control slots, which are used to
control other implants in the users body. Some implants
may require a control slot from a nanocomputer, others
will not. If there isnt an available slot, an implant
requiring one cannot function.
NIGHT VISION
This implant uses light amplification technology to provide
effective lowlight vision. It requires an optijack and halves
(round down) all darkness penalties (except from total
darkness). It doesnt provide any advantage in fog or
smoke.
OPTIJACK
An optijack is an implant which connects directly into the
optic nerve and can feed images to the brain, as well as
video coming from any source or info from any other
implant. In essence, it is a personal display monitor. To
properly function, it requires one control slot from a
nanocomputer.
PAIN DAMPENER
This implant hijacks the central neural routes carrying
pain signals, reducing any stimuli to a logical amount of
discomfort. Penalties resulting from wounds are halved
(round down).
PARABOLIC HEARING
Working like a parabolic mike, this implant enables the
recipient to hear sounds originating far away with great
- 56 -
RETRACTABLE CLAWS
SONIC VISION
SYNAPTIC BOOST
SONIC COMPENSATOR
THERMAL IMAGING
TELESCOPIC VISION
BIOWARE
Application
Analytic Smell
Antidote
Arterial Pump
Chloroskin
Coagulant Factory
Cold Immunity
Combat Reflexes
Deep Diver
Directional Hearing
Flexi-Joints
Haemological Replacement
Hyper Metabolism
Immunoglobulin Factory
Kinetic Neural Network
Neural Boost
Neural Bridge
Tolerance
0.25
0.25
0.25
0.5
0.25
0.5
0.5
0.5
0.25
0.75
0.5
0.75
0.25
0.5
1
1
Availability
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Cost
4,500
5,000
5,500
8,000
5,000xlevel
10,000
6,000xlevel
12,000
5,000
8,000
4,000
6,000xlevel
5,000xlevel
5,000xlevel
15,000xlevel
30,000
- 57 -
Neuron Processor
Nictating Membranes
Resilience
Semi-Gills
Screech
Slowed Metabolism
Spring Motion
Zero-G Adaptation
0.75
0.25
0.75
0.75
0.25
0.75
0.25
1
0
0
0
0
18
0
0
0
10,000xlevel
2,500
10,000xlevel
15,000
4,000
18,000
4,000
20,000
ANALYTIC SMELL
COAGULANT FACTORY
ANTIDOTE
This bioware consists of a small gland able to detect a
specific toxin and produce the antidote for it (if an
antidote exists, of course). This renders the recipient
immune to the toxin.
ARTERIAL PUMP
This bioware reinforces the muscular walls of major
arteries to assist the pumping action of the heart. As a
result, oxygen is delivered more efficiently to the tissues,
even when the recipient performs heavy physical
exercise.
The recipient of this bioware gains the
Endurance feat. If he already has it (or takes it at a later
time), the bonus it gives becomes +6.
CHLOROSKIN
Popular in areas plagued by food shortages or among
space colonists, chloroskin enables the recipient to
photosynthesise hydrocarbons, using them to cover as
much as 30% of his daily dietary needs. Its only drawback
is the strange skin coloration.
COLD IMMUNITY
The recipient has his vital organs reconfigured to work at
low temperatures. He can survive in temperatures much
lower than those a normal human is able to endure (+5
biotech bonus to Fortitude saves made to resist cold
temperatures). This bioware is popular among people
living in arctic climates.
COMBAT REFLEXES
This modification accelerates instinctive reaction time
and natural alertness, so that the recipient can effectively
avoid incoming attacks and other threats. Each level
(there are 3 of them) grants a +1 dodge bonus to AC and
Reflex saving throws.
DEEP DIVER
This modification adapts the body to high pressure
environments. A modified recipient with an oxygen source
can dive down to 600 ft without suffering any adverse
effects and without depressurisation needed afterwards.
Note that this bioware doesnt allow the recipient to
breath underwater; it merely compensates for high
pressure.
DIRECTIONAL HEARING
The recipients acoustic system is modified so that he can
sense the duration of all sounds produced within one mile
of him.
- 58 -
FLEXI-JOINTS
NEURAL BOOST
HAEMOLOGICAL REPLACEMENT
This improved blood is better at carrying oxygen, greatly
improving endurance. It doubles the time the recipient is
able to hold his breath and grants the Endurance feat
(theres no additional benefit if the recipient already has
that feat).
HYPER METABOLISM
This bioware hijacks the bodys metabolic centers to
increase the basic metabolism level. As a result, the
recipient becomes much more active, but also has to eat
more to sustain his heightened metabolism (daily food
consumption is doubled). Each level of hyper metabolism
(there are 3 of them) gives a +1 biotech bonus to initiative
and increases base speed by 5 ft. The biowares greatest
disadvantage is that the body wears down more quickly
(each level accelerates the aging process by 10%).
IMMUNOGLOBULIN FACTORY
This bioware is gland that produces efficient, fast-acting
antibodies, enhancing the bodys resistance against any
disease. It comes with pre-programmed antibodies for
the most common diseases it is likely to encounter and
gives a +2 biotech bonus per level (it has 3 levels of
quality) to Fortitude saves made to resist disease.
NEURAL BRIDGE
This bioware consists of new nerve fibers to the left arm
and new kinetic synapses, making the recipient fully
ambidextrous and improving his ability to use both hands
simultaneously without loss of coordination or
competence. It will grant the Ambidexterity feat to the
recipient, even if he doesnt meet the prerequisites. If he
already has that feat or takes it at a later time, neural
bridge gives the recipient the Two-Weapon Fighting feat.
If he also has this feat or later acquires it, it will give him
the Improved Two-Weapon Fighting feat. If the recipient
already has all 3 feats, neural bridge is a waste of money
and Tolerance.
NEURON PROCESSOR
A neuron processor is a group of neurons grown to
perform a specific function. It acts as a biological coprocessor which can enhance the users ability in certain
mundane tasks.
Each processor is designed to augment a
specific skill (although skills that have Constitution,
Wisdom or Charisma as their key ability or that cant be
used untrained cannot be augmented by a neuron
processor). A processor is available at 3 quality levels
and each level will give a +1 biotech bonus to that skills
checks.
NICTATING MEMBRANES
These are slim, transparent films protecting the
recipients retinas on somatic command (usually blinking
hard). They act as an extra eyelid protecting from dust,
smoke and liquids. They give a +2 biotech bonus to
Fortitude saves against tear gas or other eye irritants.
RESILIENCE
Resilience fortifies the body with more fat and tougher
bones, to provide greater resistance against external
threats. There are 3 levels of augmentation possible: each
level will provide 5 extra hit points to the recipient and
increase his weight by 15%.
- 59 -
SEMI-GILLS
This modification equips the recipient with gill-like
structures, enabling him to breath underwater, although
hes able to use his mundane respiratory system when
hes on land.
SCREECH
The recipients voicebox is modified, making him capable
of emitting a high-frequency scream. This can break glass
and cause temporary deafness to those nearby. An
unleashed scream will temporarily deafen for d3 minutes
everyone without noise suppression that is within 30 ft of
the recipient and doesnt succeed in Fortitude save (DC
20). A scream can be safely emitted once per hour. If
used more frequently, the character risks damage to his
vocal chords. Roll a d6: 1-2 no damage, 3-4 temporary
damage (the character can only whisper for the next d4
days), 5-6 permanent damage (repairable only by
surgery).
SPRING MOTION
This application rewires the legs tendons so as to
provide greater force. It dramatically increases the
jumping capability of any man (+5 biotech bonus on all
Jump checks) and trained users can use it to better
absorb the impact of a fall (+2 biotech bonus to Tumble
checks made to reduce damage from a fall).
ZERO-G ADAPTATION
A must for everyone serious in making a living in space,
this modification adapts the body to the absence of
gravity. A recipient can spend years in zero-g conditions
without suffering from muscle atrophy or bone mass loss.
SLOWED METABOLISM
This works similar to hyper metabolism but in reverse,
slowing down basic metabolism. Although the recipient
- 60 -
COMPUTERS
MICROCOMPUTERS
Microcomputers are the most widely available computer
models and the ones most home users own. Either
independent or used as terminals for more powerful
Microcomputer
Level
Cellex Cygnus
-1
Cellex Myrmidon
1
Intel Hexago
0
Intel Hexago+
1
Intel Imago
2
Intel Pentago
-2
Intel Pentago+
-1
MiliTech Andromeda
1
MiliTech Silica
-1
MiliTech Tenebra
2
StrataTek Celaeno
0
StrataTek Cryo
2
StrataTek Solaris
-2
CELLEX CYGNUS
INTEL HEXAGO
CELLEX MYRMIDON
INTEL HEXAGO+
INTEL IMAGO
Imago, Intels next-generation processor, has just been
released in the world market. Breaking the barrier of
1,000 bits, Imago is based on a 1,024-bit architecture,
- 61 -
INTEL PENTAGO+
STRATATEK CELAENO
INTEL PENTAGO
MILITECH ANDROMEDA
Andromeda is a specialised processor intended for
network servers and corporation databases. Its actually
composed of three units able to process huge volumes of
data as a team without great loss of speed. Andromeda is
perfect for multitasking environments, when lots of
applications must run at the same time and is able to run
one more program than its level would indicate.
MILITECH SILICA
Silica faithfully follows MiliTechs belief in creating
specialised processors. Since this processor is intended
for the average home user (and they care for little
besides the Net), Silica has been optimised for Internet
access and related functions. It provides a +2 equipment
bonus to Internet initiative.
MILITECH TENEBRA
The mush feared (and prized) Tenebra is a processor
built for Net combat. MiliTech sells these devices to
various armies for use by their hackers and also to some
STRATATEK CRYO
Cryo
is
StrataTeks
high-end,
ultra-secure
microprocessor. It has been adopted by various armies
and corporations because of the high security it provides.
Cryo double checks every command and authorisation
code internally and separately from the security
software, so someone who wants to infiltrate a Cryobased system must first re-program the processor,
something both difficult and time-consuming. A Cryo
system inflicts a -2 penalty on all attempts made to
infiltrate it or increase ones access level without
authorisation.
STRATATEK SOLARIS
Solaris was never intended to be used as a home
processor. Instead, StrataTek used the slow but cheap
processor in a variety of home appliances like vidphones,
kitchens etc. Today, Solaris is still being used for these
purposes but has also been quite a success for public Net
terminals found in the streets, airports or other public
facilities.
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NANOCOMPUTERS
The principal task of nanocomputers is the control and
regulation of other cybernetic implants. Nanocomputers
werent made to replace microcomputers and theyre not
very good at their jobs (data processing, net surfing etc).
After al,, the miniature size of nanocomputers puts them
at a disadvantage against their much larger (and
consequently more powerful) cousins. However, a quality
nanocomputer can compete with many microcomputers.
Nanocomputers are usually paired with a
datajack, their indispensable companion. A nanocomputer
without a datajack is isolated, cut off from the outer
world. It cant communicate or exchange data with other
Nanocomputer
Level
Structure
Cellex Tangram
0
20
Militech Roadster
-1
15
Intel Hexad
0
20
Intel Pentad
-1
15
Intel Tetrad
-2
10
CELLEX TANGRAM
Tangram is a nanocomputer designed for system
infiltration. Although Cellex continuously denies this,
insisting that its just a cutting-edge nanocomputer, its
characteristics make it especially powerful for
decoding/codebreaking applications. Any hacking attempt
(infiltrating a system or improving your access level
within it) made with a Tangram receives a +2 equipment
bonus.
MILITECH ROADSTER
Roadster is a specialised model intended for the
professional driver/pilot. It comes with an integrated
INTEL HEXAD
Although called Hexad, this nanocomputer is based on the
architecture of Intels Imago rather than Hexago
microprocessor. Its one of the best nanocomputers
money can buy, with enough power to compete with many
microcomputers. Hackers have been known to use Hexad
along with cell phone to infiltrate systems while theyre
on the move.
INTEL PENTAD
Pentad is a nanocomputer using modern processor
technology. Although of mini-size, its power is very
respectable and certainly adequate to run modern
applications and surf the Net.
INTEL TETRAD
Tetrad was one of the first nanocomputers. It is now
outdated but still widely in use, as it gets its basic job
(controlling other cyberware) well done.
- 63 -
SUPERCOMPUTERS
Supercomputers are monstrous machines with
processing power and data storage capacity most home
users can only dream of. They are designed on the basis
of using the same processors that microcomputers use4,
but in great numbers, linking them together so as to be
able to simultaneously process data. Their great size is
Supercomputer
Level
Cellex Centauri
4
Intel Gambit
3
Intel Supra
5
MiliTech Phantasm
4
StrataTek Fortress
4
CELLEX CENTAURI
Centauri is a pretty standard modern supercomputer,
decent in almost any application. It is extensively used as
a high-speed, multi-user network and database server.
INTEL GAMBIT
Gambit prototype was built as the ultimate chess
machine. Even today, 7 years after its release, it remains
undefeated by any human player (it has only lost a game
to Locust, the weather AI). Intel was quick to follow with
commercial versions that dont play chess but exploit the
advanced database handling capabilities of the prototype
and are ideal hosts for any large database. Gambits heart
and brain is based on 6,000 Pentago+ processors, which
are accompanied by a legion of storage drives and other
peripherals.
INTEL SUPRA
Supra is, at the moment, the fastest supercomputer in the
world as well as the newest one, and only a handful of
them have been sold by Intel. Featuring the brand-new
Imago processor, Supra uses 8,000 linked processors to
MILITECH PHANTASM
Phantasm is the ultimate computer system for anyone
interested in graphical applications, animation or
multimedia. This high-end graphical workstation has been
optimised for such applications and, as a result, is the
favourite tool of special effects companies. Many awardwining films have been realised with the help of Phantasm.
Because of its custom chips, Phantasm works as level 6
when handling graphics, animation or sound.
STRATATEK FORTRESS
Fortress uses StrataTeks patented high-security
technology as it was implemented in its Cryo and Celaeno
systems. In fact, Fortress is made of 3,000 linked Cryo
processors along with accompanying coordination and
security units. It inflicts a -2 penalty on all attempts made
to infiltrate it or to increase ones access level without
authorisation. This makes it a popular choice for the
military, large corporations and banks.
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INTEL PIONEER-CLASS
Processor Level 5. Character Level 8. Intelligence 25.
Wisdom 10. Charisma 10. Structure 80. Availability 0. Cost
430 M.
The Pioneer class were the first AI family to appear over
a decade ago. In their days they were hailed as one of
humanitys greatest technological achievements. Now that
the big hush with AIs has passed and new AI technology
has been developed, Intel markets the Pioneer model as
an affordable AI for corporations and academic
institutions.
INTEL ICARUS-CLASS
Processor Level 6. Character Level 12. Intelligence 30.
Wisdom 14, Charisma 12. Structure 120. Availability 0.
Cost 1.3 B.
One step above the Pioneers, Icarus AIs are at the
moment the largest AI family in the world. Released just
at the time when initial distrust towards AIs gave way to
respect and enthusiasm for their capabilities, many
national and private organisations decided to invest in an
Icarus AI.
INTEL DAEDALUS-CLASS
Processor Level 7. Character Level 15. Intelligence 35.
Wisdom 18. Charisma 14. Structure 160. Availability 0.
Cost 3.5 B.
The Daedalus family of AIs was officially marketed half a
year ago and represents whats best in modern computer
technology. They are horribly expensive and so far only
two models have been sold to national governments.
OFFENSIVE SOFTWARE
The appearance of the first truly offensive programs
heralded a new era for Internet crime. Never before had
the world known such an electronic threat that could
completely destroy data or even hardware from
thousands of miles away. With the advent of neural
interfaces, e-crime also took another, far more serious
Program
Damage
Type
AnarchySoft Hardwipe
D8
Software
AnarchySoft Lobotomiser
D6
Special
AnarchySoft Unraveller
D8
Hardware
CombaTech Rewire-x
D12
Hardware
Microlog Disconnector
Special
Special
Microlog Trash-it Ultra
D10
Software
MiliTech Firewire
2D8
Hardware
MiliTech Loop
Special
Special
- 65 -
Phalanxware DataWipe
D8
Software
ANARCHYSOFT HARDWIPE
Another nasty piece of code by the criminally insane
minds of AnarchySoft (whoever they might be), Hardwipe
is an offensive program that manages to bypass access
memory and attack a computers storage memory
directly. Ideal for destroying software permanently as
well as for preventing an infiltrator from escaping with
sensitive data in his storage memory, Hardwipe works
like most programs which deal software damage, except
that it deletes programs and data from the storage
memory without ffecting those in active memory.
However, if the copy of an active program is deleted from
the storage memory, the active program vanishes too.
ANARCHYSOFT LOBOTOMISER
One of the most illegal (and thus sought-out) programs in
existence, Lobotomiser was originally developed by the
renegade software lab AnarchySoft, but even they
denounced it and decided to destroy the code from their
libraries. Some copies however, had already entered
circulation, and today Lobotomiser is a very real danger
for users (although its high price in the black market
makes it rare, thankfully).
Lobotomiser was designed to attack neural
interfaces and it wont affect any other kind of interface.
Instead of attacking the computer, it manipulates a
nanocomputer so as to produce instantaneous but intense
electrical surges with the hope of frying the targets
brain. Its perhaps the only program which attacks the
user and not the computer.
The Lobotomisers damage rating doesnt inflict
any damage on a computer; it is only used to determine if
the programs signal bypasses the targets defenses. If
the damage rolled is greater than the DR of the targets
20/4,000
13+2xlevel
1,000+1,000xlevel
active defense program, then the Lobotomisers signal
gets through and the nanocomputer emits the surge; the
target computers user suffers d6 points of severe
damage (this damage isnt increased by the
Lobotomisers level). Obviously, no kind of armor or other
protection can offset this damage.
MICROLOG DISCONNECTOR
This harmless program is shunned by serious net
combatants but frequently used in low security sectors to
do away with troublesome individuals without actually
causing any lasting damage to their software or
hardware. A successful attack overloads the targets
connection with a tight, continuous stream of data. If the
target fails a Computer Use skill check with DC 15+the
disconnectors level, the data stream fills up his entire
available bandwidth and he is unceremoniously dumped
from the Internet, with his connection terminated. A
successful skill check on the other hand, saves the target
from disconnection and the attack doesnt have any other
effect.
MILITECH LOOP
Loop is a simple but interesting program which attacks a
remote system by placing its processor in a constant
loop, eventually forcing it to lock up. Each successful
attack with Loop forces the target computers user to
make a Computer Use skill check with DC 15+Loops level.
If this check fails, the target processor loses one level. If
this drops it below -2, it locks up (and any connection with
the Internet is lost). The decrease in speed remains until
the affected computer is reset. On a successful skill
check, Loop doesnt affect the targeted computer in any
way.
DEFENSIVE SOFTWARE
After the appearance of the first offensive software, it
was only a matter of time before countermeasures were
developed to protect ones digital self from assault or
harassment in the Internet. Modern defensive programs
use advanced filters and protective algorithms to provide
adequate protection against most threats.
Program
DR
CombaTech Firewall
7
CombaTech Firewall Plus
10
Microlog Encryptor Screen
8
Microlog Filter Screen
2
MiliTech Redirect
4
Availability
0
0
0
0
0
Cost
9.000+9,000xlevel
17,000+17,000xlevel
7,500+7,500xlevel
500+500xlevel
1,500+1,500xlevel
- 66 -
6
special
20/3,500
0
4500+4,500xlevel
20/4,000
0
7,000
Disconnector). Firewalls level is added as a quality bonus
to any Computer Use skill check the user makes to defend
against the special effects of offensive programs.
PHALANXWARE DATAMAIL
DataMail uses a unique, patented system to optimise a
defensive programs protective features and assist it in
defeating incoming electronic attacks. In order to have
any effect at all, DataMail must run simultaneously with a
regular defensive program (DataMail doesnt offer any
protection on its own). For as long as DataMail remains in
the active memory, the assisted defensive program will
have +2 DR and +1 effective level (to a max level of 5).
However, DataMails function drains the computer from
processing power: an active DataMail reduces the level of
a processor by one, to a minimum of -2 (it cant be used
on computers with an original level of -2). DataMail only
comes in one version; it doesnt have quality levels.
INFILTRATION/SECURITY SOFTWARE
This category includes the tools of a good hacker as well as the mean to secure your system from the infiltration of others.
Program
Complexity
Availability
Cost
Backdoor
16/1,000
15+2xlevel
1,000+1,000xlevel
Countermeasure
18/1,500
0
2,000+2,000xlevel
Deactivator
20/3,000
18+2xlevel
2,000+2,000xlevel
Invisibility
22/4,000
18+2xlevel
3,000+3,000xlevel
Lockpick
20/3,000
18+2xlevel
2,000+2,000xlevel
Scanner
20/3,000
0
1,000+1,000xlevel
Secure Barrier
20/2,500
0
1,000+1,000xlevel
Tracer
18/1,000
15+2xlevel
1,000+1,000xlevel
BACKDOOR
Most hackers who successfully break in a server often
feel the need to return at a later time. Doing so means
that they have to go all over the security measures again
unless they use a backdoor. A backdoor is a small
program left behind at the hacked site that forms a link
which can be used to transfer the hacker to it. At any
later time, the hacker can use the backdoor to be
transferred to the node where it is placed and with the
access level he had when he placed it.
A backdoor needs to be small and hard to
detect, since most sites regularly sweep their nodes to
detect backdoors (high-security sites do this at least
once per day, medium-security once per 3 days and lowsecurity once per week). Detecting backdoor requires a
COUNTERMEASURE
The fear of all hackers, countermeasures are special,
automated programs which can attack an unauthorised
user with a variety of offensive programs. Each
countermeasure needs to be :loaded with the programs
itll be able to use. A level 0 countermeasure can be
loaded with 4 programs (which are commonly an
offensive program, a defensive shield, a scanner and a
tracer). Greater-level countermeasures can have an
- 67 -
DEACTIVATOR
This essential program enables the user to disable
countermeasures. This requires a Computer Use check
adding the deactivators level as a software bonus (the
DC is 18+the countermeasures lecelx2). If successful, the
countermeasure is deactivated for d12+the deactivators
level rounds. On a failed check, the countermeasure is
immediately activated against the user.
INVISIBILITY
This program makes the user undetectable by others in
the same node. It is what allows hackers to pass
undetectable while they work to bypass security
measures. Someone using invisibility cannot be detected
or attacked by other users in the same node. Invisibility is
useless if the user attacks; the trail of data will quickly
betray his presence to other users, at least for the
remainder of the round. An invisible user may also be
detected by someone running a scanner program.
LOCKPICK
A basic hacker tool, Lockpick bypasses secure barriers
separating the hacker from his goal. Disabling a secure
barrier requires a Computer Use roll (DC 18+2xthe
barriers level). Add the lockpicks level as a software
bonus to the roll. A failed roll will activate any
countermeasures installed along with the secure barrier.
A successful roll will disable the barrier (but only with
respect to the user) for d6+the lockpicks level rounds.
SCANNER
This program is standard issue for any computer
security professional or Internet cop. It allows the user to
detect and perceive invisible users.
This program can counter an invisibility
program, detecting an invisible user (and making him
vulnerable to attacks). In order to detect someone, the
scanners user makes a Computer Use check adding the
scanners level as a software bonus. The invisibilitys
user does the same, adding the invisibilitys level to this
roll. If the scanners user scores higher, he becomes able
to detect the invisible user for d6+the scanners level
rounds (afterwards new rolls must be made for the
detection to be renewed).
Scanning a node for invisible users takes a fullround action. Security professionals scan a node once in
a while; countermeasures with scanners are usually set
to scan node once per minute (assuming that nothing
suspicious has happened to guarantee an immediate
scan).
SECURE BARRIER
This is one of the most basic security programs. Its task
is to prevent unauthorised access to a node. A user
cannot access anode blocked by a secure barrier, unless
he disables it first (with a lockpick program).
Countermeasures can be installed on the secure barrier
to attack trespassers. A secure barrier can have a
maximum
of
1+1xbarriers
level
dedicated
countermeasures.
TRACER
A tracer is a program that detects the real-world location
of an Internet user (the place from which he longs in the
Net). To place a tracer on someone, a user must succeed
in a Computer Use check where the DC is the targets
Internet AC. Add a software bonus equal to the tracers
level to this roll. To realise that a tracer has been placed
on him, the other user must succeed in a Computer Use
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MISC. SOFTWARE
Program
Binary Bomb
Credit Tap
Decryptor
Encryptor
Houndbot
Searchbot
Complexity
15500
20/2,000
20/2,000
18/1,000
20/3,000
15/250
BINARY BOMB
This destructive program wreaks havoc in database,
altering the data according to semi-random patterns. In
effect, it renders a database useless until the damage is
restored.
In order to use a binary bomb, the user must
first gain level 3 access to the database. Using the binary
bomb is a Computer Use check with DC 20 (add the
bombs level to the roll as a software bonus). A failure
means that the attempt is detected and countermeasures
are activated against the user. A successful roll makes
the database useless until the damage is restored.
Repairing the damage caused by a binary bomb
is a programming task with Complexity 20+the bombs
level/1,000+1,000xthe bombs level.
CREDIT TAP
This highly illegal program diverts small amounts of
money, so small that theyre nearly untraceable, from
numerous accounts to your own.
To use the program, make a Computer Use
check (adding its level as a software bonus). The DC for
this roll is 20. If successful, multiply the check result by
the DC; thats the amount of money youve earned. If your
check result is lower than 15 or if you roll a natural 1,
your account is traced and placed under investigation by
the authorities (lets hope you opened it with a false ID).
DECRYPTOR
This program attempts to find recognisable patterns in
encrypted data and use them in order to break its
encryption. It rarely works by its own; it usually requires
Availability
Cost
15+2xlevel
500+500xlevel
18+2xlevel
1,000+1,000xlevel
15+2xlevel
1,000+2,000xlevel
?
500+1,000xlevel
15+2xlevel
2,000+2,000xlevel
0
100+100xlevel
a deep knowledge of programming techniques and a great
deal of input from the user.
Breaking an encryption is a programming task
with
complexity
20+2xthe
encryptions
level/1,000+2,000xthe encryptions level. Skill checks to
break the encryption get a software bonus equal to the
decryptors level.
ENCRYPTOR
This program encrypts a file, usually with the
public/private key method. If someone doesnt have the
required key, the encryption is extremely hard to break,
ensuring the security of the information. The encryption
level is equal to the level of the encryptor.
Encryptors have Availability 0 for level 0-2.
Higher-level encryption is considered military-grade and
has Availability 15 (level 3-4) or 20 (level 5).
HOUNDBOT
This clever program uses given information about a
target and attempts to track his location in the real world.
Houndbot needs at least one piece of information about
the target (except from his name) to work: credit card
serial number, social security number, cell phone number
etc. It then takes all available data and searches on-line
records and databases to find a match. The result of this
search is determined by a d20 roll plus the Houndbots
level plus the number of extra clues available (clues over
the first one). This search usually has DC 15. If the target
takes measures not to be found the DC becomes 20.
Extreme measures of privacy (like living in a cabin out in
the woods) raise the DC to 25.
If the result of the roll equals or exceeds the
DC by up to 5 points, the Houndbot discovers in which city
the target lies. A success margin of 6-10 points discovers
- 69 -
SEARCHBOT
This small program uses a computers free processing
cycles to search the Internet for information based on
keywords provided by the user. Using it requires a
- 70 -
VEHICLES
Model
Handling
Base Speed
COMPACT CARS
Daewoo Astrax
0/-3
175 (22)
Opel Terra
0/-2
200 (25)
Toyota Eclipse
0/-2
200 (25)
VW Scarab Incarnation 3
0/-2
250 (31)
COUPES
Audi TT Racer
+1/-2
300 (37)
BMW 8.54 Konvertor Coupe
+1/-2
310 (39)
Dodge Land Cruiser
0/-2
290 (36)
Toyota Excelsis Coupe
0/-2
275 (34)
LIGHT TRUCKS
Mercedes 229
-1/-4
225 (28)
VW Hauler
-1/-4
205 (26)
LIMOS
Mercedes VIP Series 1000
-1/-4
225 (28)
Rolls-Royce Elite
-1/-4
205 (26)
METROCARS
Daewoo Metroplex
0/-4
150 (19)
Mercedes Smart2020
+1/-4
200 (25)
Mini Cooper Millenium
+1/-4
165 (21)
MINI-HELIS
General Motors Hornet
+1
160 (10)
MINIVANS
Audi Quadron
0/-2
225 (28)
Mercedes Karavan
0/-3
225 (28)
Toyota Delta
0/-3
200 (25)
MOTORCYCLES
Aprilia Xplorer
+1/0
230 (28)
BMW Double Lightning
+2/-4
425 (53)
Honda Cutlass
+2/-3
360 (45)
Suzuki Thrillseeker
+1/-1
215 (27)
Yamaha Silver Arrow
0/-3
250 (31)
PICKUP TRUCKS
Toyota Hercules
0/-2
200 (25)
COMPACT CARS: The compact car is one of the most
common vehicles today (especially in cities). Small, fuelefficient and relatively inexpensive, compact cars are a
natural choice for a great portion of the populace.
COUPES: Coupes are an intermediary between sedans and
sport cars. Most of them are based on sedans frames,
but with a sleeker appearance and a more powerful
engine.
HELICOPTERS: Because of their vertical take-off and
landing capabilities, helicopters are used in a wide range
of applications, from emergency medical evacuations to
area patrols. They are the most common airborne
vehicles encountered in urban areas.
Size
DR
Structure
AC
Autonomy
Avail
Cost
L
L
L
L
0
0
0
0
25
25
25
25
9
9
9
9
405
390
430
340
0
0
0
0
4,500
7,050
9,400
13,250
L
L
L
L
0
0
0
0
25
25
25
25
9
9
9
9
310
300
300
330
0
0
0
0
53,000
61,800
38,250
26,500
H
H
0
0
40
40
8
8
390
370
0
0
44,100
38,300
L
L
10
0
25
25
9
9
300
300
0
0
117,600
176,500
M
M
M
0
0
0
15
15
15
10
10
10
65
100
80
0
0
0
3,250
8,800
4,400
25
125
70,500
L
L
L
0
0
0
25
25
25
9
9
9
400
350
320
0
0
0
19,500
22,000
17,100
M
M
M
M
M
0
0
0
0
0
15
15
15
15
15
10
10
10
10
10
225
155
155
215
190
0
0
0
0
0
3,400
10,200
5,900
2,800
2,300
0
25
9
310
0
10,300
LIGHT TRUCKS: A light truck is something between a van
and a large semi-tractor. They are used for transporting
goods over relatively short distances.
LIMOS: These specialty vehicles offer a stylish mode of
transportation favoured by the wealthy or politically
important. Because of the importance of their
passengers, limo manufacturers offer armored models.
METROCARS: Metrocars are true children of the modern
urban environment. Miniatures of a car, they rarely have
more space than for a driver and one passenger. Their
small size however gives them a great advantage when
moving in cities.
MINI-HELIS: Mini-helicopters are small airborne vehicles
designed to seat the pilot and one additional passenger at
- 71 -
Size
L
L
L
L
L
L
L
0
0
0
0
0
0
0
25
25
25
25
25
25
25
9
9
9
9
9
9
9
320
320
320
280
315
310
350
0
0
0
0
0
0
0
17,600
64,700
41,100
13,200
52,950
15,700
16,100
60
650
60,000
L
L
L
L
0
0
0
0
25
25
25
25
9
9
9
9
295
300
280
295
0
0
0
0
117,700
241,000
191,200
47,000
L
L
L
L
0
0
0
0
25
25
25
25
9
9
9
9
390
350
375
370
0
0
0
0
73,550
44,100
67,650
38,250
H
H
H
0
0
0
40
40
40
8
8
8
380
390
370
0
0
0
26,450
27,950
24,000
H
H
0
40
8
350
0
352,900
10
40
8
350
24
470,600
SUVS: Sport Utility Vehicles attempt to maintain the offroad driving capabilities of jeeps with the comfort of
sedans. They are a prestigious class of vehicles meant for
the young and physically active.
VANS: Vans have one of the largest cargo capacities for
any civilian vehicle and are extensively used for carrying
cargo inside urban areas, where a huge truck would have
difficulties moving.
PASSENGER SEATING
The following table provides information on how many passengers each type of vehicle is able to seat (this rating is in addition
to the driver).
Vehicle Type
Passengers
Compact Car
3
Coupe
4
- 72 -
Light Truck
Limo
Metrocar
Mini-heli
Minivan
Motorcycle
Pickup Truck
Sedan
Semi-tractor
Sports Car
SUV
Van
2
6
1
1
7
1
2
4
2
1
5
10
WEAPON MOUNTING
This table shows the number and size of weapons a
weapons require 1 point, Medium-sized 2 points, Large 4
vehicle can mount (using one of the different weapon
points, Huge 8 points, Gargantuan 12 points and Colossal
mounts). Each type of vehicle has a number of Hardpoint
weapons 16 points. The table also show the maximum size
points, which can be used to mount weapons. Small
of a weapon that can be installed on a given vehicle.
Vehicle Type
Hardpoints
Max Size
Compact Car
4
Large
Coupe
6
Large
Helicopter
16
Gargantuan
Light Truck
16
Gargantuan
Limo
8
Large
Metrocar
3
Medium
Mini-heli
4
Large
Minivan
8
Huge
Motorcycle
2
Medium
Pickup Truck
8
Huge
Sedan
8
Large
Semi-tractor
16
Colossal
Sports Car
4
Large
SUV
8
Huge
Van
12
Huge
MODIFICATIONS
Modification
All-wheel Steering
Armor Plating
Armored Tires
ECM
Emergency Brakes
InjureShield
NO2 Booster
Performance Engine
Radar
Reflec Shielding
Suspensions Plus
Thermal Shielding
Weapon Mount, Fixed
Weapon Mount, Pop-up Turret
Avail
0
0 (1-10 DR), 20 (10-20 DR), 30 (21+ DR)
0
20
0
0
15
0
0
24
0
20
15
24
Cost
2,500
?
450
20,000
800
500
1,000
3,000xlevel
2,000xlevel
5,000/size category
1,000
3,500/size category
250/hardpoint taken
1,000/hardpoint taken
- 73 -
18
24
ALL-WHEEL STEERING
This extensive modification makes all four wheels of a
ground vehicle turn together, providing unparalleled
control over the vehicles movement.. After the driver
gets used to it, it will give +1 handling for on-road and offroad racing.
ARMOR PLATING
This modification gives armor to a vehicle or increases
the armor already present on a vehicle. Armor plating will
provide a vehicle with Damage Reduction, but reduces
base speed by 2% per point of DR taken because of the
plates weight. The table below shows the maximum
armor a vehicle can take, as well as the armors cost.
Vehicle Type
Max DR
Cost
Compact Car
10
700/point
Coupe
12
700/point
Helicopter
15
1,500/point
Light Truck
20
1,500/point
Limo
12
1,000/point
Metrocar
8
500/point
Mini-heli
8
500/point
Minivan
12
1,000/point
Motorcycle
8
500/point
Pickup Truck
12
700/point
Sedan
12
700/point
Semi-tractor
25
2,000/point
Sports Car
12
700/point
SUV
12
700/point
Van
15
1,000/point
500/hardpoint taken
750/hardpoint taken
INJURESHIELD
The InjureShield modification utilises a variety of means
to make a vehicle safer, thus halving the damage suffered
by passengers in a collision.
NO2 BOOSTER
This modification uses a special tank to insert nitrous
oxide (described as the fuel of the gods) in the engine.
A booster typically has 20 charges. Each time it is
activated (a free action), a charge is wasted and base
speed is increased by 30% for d6 rounds. Refilling the
tank costs 10 per charge.
PERFORMANCE ENGINE
This is a customised, refined version of a vehicles
regular engine. Performance engine comes in 5 levels of
power. Each level gives a 10% increase over base speed.
RADAR
A radar is available in two versions: one for scanning the
air (which has a range of 2 miles per level) and one for
scanning the ground (which has a range of 1/4th of a mile
per level). Radars come in 5 levels of power.
REFLEC SHIELDING
ARMORED TIRES
These are tires made from an anti-ballistic material that
also have several air compartments, so that even if one is
penetrated the tire will still be functional. They have DR 8.
ECM
Electronic Countermeasures can be installed on any
vehicle of size Large or larger. They inflict a -4 penalty to
attack from radar-guided weapons and jam
communications within 3,000 ft.
EMERGENCY BRAKES
A complete replacement of a ground vehicles brakes, his
system utilises advanced sensors and intelligent
SUSPENSIONS PLUS
This modification improves the suspensions of a vehicle
and gives +1 handling for off-road racing.
THERMAL SHIELDING
This modification masks the heat signature of a vehicle
quite effectively. It inflicts a -4 penalty to attacks from
heat-seeking weapons and makes the vehicle invisible to
infrared vision and heat scanners.
- 74 -
WEAPON MOUNTS
For a weapon to be mounted on vehicle, it must use one
of the following mount systems. These systems are manhandled, ie they need someone to handle and fire the
weapon. For double the listed cost, a weapon mount can
be electronic and rigged to the vehicles controls; in this
way the pilot, driver or gunner can control the mount and
fire the weapon remotely.
All weapon mounts completely negate any
recoil the weapon has.
FIXED MOUNT: This mount can be installed on any vehicle
but is immobile; the weapon can only be fired towards the
direction which it faces. For an additional 50% over the
normal cost, a fixed mount can be concealed inside the
vehicle, firing from a small port on the vehicles exterior.
- 75 -
MISC. GEAR
COMMUNICATIONS GEAR
Item
Cell Phone
Cell Phone, Secure
Handsfree Headset
Radio
Radio, Secure
Satellite Uplink
Scanner
Vidphone
Weight
0.2 lbs
0.2 lbs
0.11 lbs
0.5 lbs
0.5 lbs
10 lbs
1 lb
2 lbs
Avail
0
15
0
0
15
15
0
0
HANDSFREE HEADSET
This is a small combination of microphone/ear receiver
worn on the head that can be connected to any radio, cell
phone or other acoustic device, freeing the users hands.
Cost
400
600xlevel
25
100
200xlevel
1,000xlevel
200
150
SATELLITE UPLINK
The ultimate in telecommunications, this device comes in
a briefcase. Once the antenna dish id deployed, it can
send and receive data from a satellite (if the user has its
coordinates and the proper access codes). All uplink
communication features encryption; the level of
encryption depends on the quality of the equipment
(ranging from 1-5).
SCANNER
This device can receive AM, narrow and wide band FM and
has 1,000 programmable channels. The user can listen in
on police, fire and emergency crews if he knows their
frequencies and may also listen in on cordless phones
(although this is illegal).
VIDPHONE
A standard modern phone equipped with a small camera
and display monitor so that you can see whos at the
other end of the line (and they you). All transmissions are
relayed through the Internet to their destination.
MEDICAL GEAR
Item
Antibiotics
Antidote
Defribilator
DMSO
Emergency Medicine Kit
Stabil-X
Stabil-X, Super
Stimpatch
Weight
--4 lbs
-4 lbs
----
Avail
0
0
0
0
0
0
0
0
Cost
10
15
200
15
200
50
100
25
- 76 -
Stimpatch, Super
Synthetic Blood
Tendorphin
Traumajct
Traumaject, Super
Vectra
-0.5 lbs
-----
ANTIBIOTICS
Mans main weapons against bacterial diseases,
antibiotics come in many versions that are effective
against certain bacterial families only. The right antibiotic
will give a +6 biotech bonus to Fortitude saves made
against a bacterial disease. Viral diseases are unaffected
by antibiotics.
ANTIDOTE
There are many different antidotes, each one designed
specifically to counter a single poisonous substance (or
group of similar toxins). Assuming that a poison has an
antidote, its administration will provide a +6 biotech
bonus to Fortitude saves against that poison.
DEFIBRILLATOR
A defibrillator is a device that uses a powerful electrical
shock to kick-start a heart that has stopped. It can
restore to life (at least temporarily) a dead character,
under certain conditions and if used correctly. Using a
defibrillator on a dead character is a standard action.
Regardless of the cause of death, successful
use of a defibrillator will restore a character to -7 hit
points and one Constitution point (even if he had more hit
points or Constitution at the moment of his death), so
care and speed must be shown to preserve his life.
Successful use requires a Fortitude save from the dead
character against a base DC of 15. Add a +2 circumstance
bonus to the saving throw if the defibrillators user has 5
or more ranks in First Aid. The DC of the saving throw is
further modified by:
+2 if the character died from an attack which pushed his
hp total to -10 or below (rather than dying gradually over
a course of some rounds)
+4 if the attack which killed him did severe damage and it
would be enough to bring his Constitution down to -5 or
below (if we ignore for a moment the fact that no ability
can have a score lower than zero)
+2 if his hp are currently -20 or lower
+1 for each previous restoration attempt that failed
+4 if the character died from massive damage (taking 50
or more points of damage in a single attack)
All these modifiers are cumulative with one another,
making resuscitation using a defibrillator anything but
certain.
0
0
10
0
0
10
50
15
25
50
100
20
DMSO
DMSO stands for dimethylsulfoxide and is a chemical used
for thrombolysis or to ease the pain of bone diseases. Its
most interesting property is that it will easily pass
through skin and muscle tissue, carrying with it whatever
can be included in its solution. This property has led to its
use long with toxic agents, in order to transfer them
directly to the bloodstream. The mixture can be applied to
door handles, gloves or any other surface, although DMSO
will evaporate within one hour. A poison solved in DMSO
becomes a contact one (with the same DC).
- 77 -
SYNTHETIC BLOOD
Genetically engineered blood has become a standard in
modern medicine, replacing natural human blood which
was hard to come by and often disease-ridden. Its
administration must be done slowly in a controlled
environment (ambulance or hospital). Each pack of
synthetic blood is able to restore 5 hit points and one
Constitution point (lost due to severe damage only).
Synthetic blood isnt able to heal more than 20% of
characters lost hit points or Constitution; the rest must
be restored through other means or natural healing.
TENDORPHIN
Mixture of synthetic endorphins which act like morphine
but without any serious side-effects or addiction
(addiction level 5). It will reduce by one point the penalty
reducing from wounds for d3 hours. It takes effect 3
rounds after its injection in the bloodstream. Multiple
doses arent cumulative. Those who become addicted to
tendorphin (a relatively rare occasion) lose 4 Wisdom
points for the addictions duration (lost points return at
the rate of one per week after the addiction is overcome).
VECTRA
Vectra is the latest meta-amphetamine. Both illegal and
highly addictive (addiction level 15), it has mild antidepressant qualities and acts as a powerful boost to
physical and mental endurance. Vectra gives the benefits
of the Endurance feat (or doubles them if the recipient
already has the feat) and a +1 biotech bonus to
Intelligence. These effects last for d6+15 hours;
afterwards the recipient is exhausted. Characters
addicted to Vectra lose 2 Intelligence and 2 Strength
points for the addictions duration; lost points return at
the rate of one per week after the addiction is overcome.
SECURITY GEAR
Item
Chemical Detector
Implant Scanner
Metal Detector
Motion Sensor
Restraints
Retinal Scanner
Thumbprint Scanner
Ultrasound Emitter
CHEMICAL DETECTOR
This portable unit can detect any trace of chemical
substances for which it has been programmed within 30
ft. It is commonly used to detect firearm propellants,
explosives and drugs.
Weight
4 lbs
4 lbs
4 lbs
-0.25 lbs
----
Avail
0
15
0
0
0
0
0
20
Cost
500
600
150
400xlevel
20xlevel
800xlevel
400xlevel
250xlevel
IMPLANT SCANNER
A modified metal detector, this device is able to detect the
presence of cybernetic implants in the body of someone
up to 60 ft away and identify them with 90% accuracy.
METAL DETECTOR
This small device will detect any metal within 60 ft.
- 78 -
MOTION SENSOR
This device uses ultrasound emissions to detect any
movement within 100 ft of it (although it cannot penetrate
walls or other hard obstacles). It usually has a variable
sensitivity level so that the alarm cannot be set off by
vermin. There are 5 levels of motion sensors; greater
level devices are harder to fool.
RESTRAINTS
Restraints are usually handcuffs with extreme variety in
construction materials and quality. Five levels of quality
can be roughly distinguished. Restraints have hardness 10
and 10+2xlevel hit points. Their break DC is 25+their
level. Getting rid of them with the Escape Artist skill has
DC 30+their level. Picking their lock has DC 25+2xtheir
level.
ULTRASOUND EMITTER
A handheld device, the ultrasound emitter attempts to
fool a motion sensor by transmitting a similar signal. Even
with n emitter in his possession, someone must be extra
careful when moving through a motion sensor field; a
walking rate greater than 5 ft per round will surely set
off the alarm. To determine if the attempt to bypass the
motion sensor is successful, the character should make a
Dexterity check (DC 15). The difference between the level
of the emitter and that of the sensor applies a +/- 2
modifier per point of difference; this is either a bonus or
a penalty according to which device has the advantage.
Example: A 4th-level sensor gives a -6 penalty to the
Dexterity check against a 1st-level emitter. A 3rd-level
emitter gives a +2 bonus when used to fool a 2 nd-level
sensor. If the level of both devices is identical, no
modifier is applied to the Dexterity check.
SURVEILLANCE GEAR
Item
Binoculars
Bug Scanner
Cellular Interceptor
Dataline Tap
Flexicam
Goggles, HUD
Jammer
Laser Mike
Mag Scanner
Microcam
Microrecorder
Shotgun Mike
Tap Detector
BINOCULARS
This set of binoculars digitally process the image
received and provide scaled magnification up to x20. They
can output the image they receive to a video recorder
and for an additional cost of 250 add light amplification
for night surveillance.
BUG SCANNER
Weight
Avail
0.75 lbs
0
1 lb
0
5 lbs
20
0.1 lbs
15
0.5 lbs
0
0.25 lbs
0
1 lb
0
1 lb
15
6 lbs
24
0.05 lbs
15
0.05 lbs
15
1 lb
15
0.5 lbs
0
microrecorders and any other device
information within a 60 ft radius.
Cost
100
150
650
150
300
?
50
450
3,500
500
70
200
300
transmitting
CELLULAR INTERCEPTOR
This portable unit intercepts cell phone transmissions and
can be used to record any data transmitted to and from a
cell phone by simply entering the phones number. It must
reside within 10 miles of the cell phone to be spied on.
- 79 -
DATALINE TAP
LASER MIKE
FLEXICAM
This is a small camera mounted on the end of a flexible
optical fibre cable. Its extremely useful for peeking
behind doors and sends its output to a display monitor,
HUD goggles or optijack.
GOGGLES, HUD
HUD goggles are a poor mans alternative to an optijack
implant. They come as a headset equipped with an
extremely thin, translucent film that acts as a personal
display monitor, displaying data right on the users field
of vision. Extra options for HUD goggles include thermal
imaging and light amplification vision. These work exactly
like the similarly named sights (see the combat gear
section). Light amplification costs an additional 500, while
thermal imaging costs an additional 800 (both options
can be included for an additional 1,950).
At triple the normal cost, goggles can be
miniaturised into digital shades, which look more or less
like normal shades.
JAMMER
This small device generates random noise that
desensitises any nearby microphone and is also effective
against shotgun and laser mikes. Because the noise is
generated according to random patterns, it cannot be
filtered.
MAG SCANNER
This handheld device uses magnetic resonance
technology to pierce any obstacle up to one-foot thick and
reveal what is hidden behind it. It must be held within one
foot of the barrier to be examined and sends the output
inage to a display monitor, optijack or HUD goggles.
MICROCAM
This is a miniature camera, no larger than the button of a
shirt, that can transmit image and sound up to five miles
away. Its microbattery is good for 2 days. Spotting a wellhidden microcam is DC 25. Searching to find one has DC
20.
MICRORECORDER
This is a microscopic audio bug that can broadcast a
clear transmission with a range of five miles. Its
microbattery lasts for up to 20 days, since the
microrecorder is voice-activated and automatically
switches off when theres no conversation to record.
Spotting a microrecorder is DC 30. Searching a room to
find one is DC 25.
SHOTGUN MIKE
This is a parabolic microphone that can pick up a whisper
at 2,000 ft and enhance it to a normal, clear
conversation.
TAP DETECTOR
This small unit will monitor a dataline and inform the user
if a dataline tap has been placed on it.
SURVIVAL GEAR
Item
Camouflage Suit
Climbing Gear
GPS Link
Grapple Gun
Ration Bar
Survival Kit
Weight
1 lb
5 lbs
0.5 lbs
5 lbs
-5 lbs
Avail
0
0
0
0
0
0
Cost
20
100
50
150
1
50
- 80 -
CAMOUFLAGE SUIT
Camouflage suits exist for nearly every possible
environment (other than urban ones). A camouflage suit
will provide a +2 equipment bonus to Hide checks made in
the environment it was designed to mimic.
CLIMBING GEAR
This set of 300-ft ropes, spikes and assorted climbing
gear gives a +2 equipment bonus to Climb checks,
GPS LINK
This handheld device receives data from the Global
Positioning System to give the users exact geographical
coordinates. Of course, the numbers it provides are
entirely useless without a map to relate them to.
GRAPPLE GUN
The classic grapple gun is a heavy crossbow that propels
grappling hook connected to a length of rope far further
than human would be able to throw it. Although it has a
maximum range of only 300 ft, it is completely silent.
RATION BAR
Although certainly not considered haut cuisine, each
ration bar provides all the energy, proteins and vitamins
the human body needs for a complete day.
SURVIVAL KIT
This small box contains various survival essentials, from
a compass and sewing needles to a flare gun and tablets
for decontaminating water. Possession of it provides a +2
equipment bonus to Survival checks.
- 81 -
APPENDIX
OPEN GAME LICENSE VERSION 1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
(b)"Derivative Material" means copyrighted material including derivative works and translations (including into other
computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment
or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license,
rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content
by the Contributor, and means any work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark
clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself
or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or
"Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions
may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent
that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this
License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not
to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or
- 82 -
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership
of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any
version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of
the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game
Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
based on original material by E. Gary Gygax and Dave Arneson.
- 83 -