CyberPunk 2013 - Core - View From The Edge.pdf
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Cyberpunk Hand
Contents
Soul & the New Machine:
Cyberpunk Characters
Rockerboy(girls)
Solos
Netrunners
Techies
Medias
Cops
Corporates
Fixers
Nomads
Headware: The Mechanics of Cyberpunk
Character Points and Statistics
Skills & Tasks
Lifepath
Putting the Cyber into the Punk
Running out of Cash?
Netrunner: The Cybernetic Interface
System for Cyberpunk
The Net
Netrunners
Interface Programs
Hardware
Software
Net Combat
Into the Net: a sample run
Refereeing the Net
1
3
4
5
5
6
7
7
8
9
6
11
12
13
19
25
26
26
27
27
32
32
37
38
40
Trauma Team: Medtech In the Cyber Age
42
The
View
From the
Edge
SOUL
&
THE
NEW
MACHINE
"---Got the Chrome and enhancements.
Got the Attitude right.
Got the metal beneath my skin
Movin' faster than light"
Big City (c)Johnny Silverhand
2012, Metal Fire Publishing (ASCAP)
CYBERPUNK
Characters
The world of
Cyberpunk is a
violent, dangerous place, filled with people who'd
love to rip your arm off and eat it. The traditional concepts of good and evil are re-
placed by the values of expedience--you do what you have to do to survive. If
you can do some good along the way, great. But don't count on it.
So you wanna be a Cyberpunk? Or maybe
just look like one?
Before you pitch off your sleepmat and
jump in, there's a few things we need to
tell you. First of all, the name.
Cyberpunk
comes from two words: CyoaMrom the
term cybernetic, or a fusion of flesh and
machine technology;
Punk
-from an early
1980s rock music style that epitomized
violence, rebellion and social action in a
nihilistic way. The term was popularized in
the Pre-Collapse days by a group of writ-
ers who specialized in writing science fic-
tion with this kind of techno-melange.
Their works featured a streamlined blend
of rock, pop, sex, drugs and the highest,
Hippest technology-usually grafted onto
your body somewhere. The archetypical
Cyberpunk heroes of the 80s ranged from
techno-barbarians roaming a postholo-
caust world, to cyberchipped jet setters
with designer bodies.
Cyberpunk
characters are survivors in a tough, grim world, faced with life-and-
death choices. How they make these choices will have a lot to do with whether
they end up as vicious animals roaming a ruined world or retain something of
their basic humanity.
Cyberpunk
characters are the heroes of a bad situation,
working to make it better (or at least survivable) whenever they can. Whether it
takes committing crimes, defying authority or even outright revolution, the quin-
tessential
Cyberpunk
character is a rebel with a cause. As a
Cyberpunk
role-
player, it's up to you to find that cause and go to the wall with it.
This is the essence of
Cyberpunk--
playing your character with the proper disaf-
fected, cynical-yet-idealistic style. Whether you're a biker with leathered skin and
metal claws, or a debutante in satin sporting the latest in designer cyberoptics,
you're going to need a certain panache, a certain flair, in portraying yourself. To
achieve the essence of the 2000s, you need to master three concepts:
1) Style over substance
It doesn't matter how well you do something, as long as you look good doing it. If
you're going to blow it, make sure you look like you planned it that way. Normal-
ly, clothes and looks don't matter in an adventure-in this world, having a leather
armor jacket and mirrorshades is a serious consideration.
Of course, from our enlightened viewpoint
here in 2010, this all looks pretty dated.
After all, you probably accessed this arti-
cle from your personal database 'comp.
You used a Kiyoshiru 1300A interface
cable with a direct link from your wrist-
plugs. You're used to hardwiring into the
2) Attitude Is Everything
It's truth. Think dangerous; be dangerous. Think weak; be weak. Remember,
everyone in the 2000s is carrying lots of lethal hardware and hightech enhance-
ments. They won't be impressed by your new H&K smartgun unless you swag-
ger into the club looking like you know how to use it and are just itching for an
excuse.
2
Never walk into a room when you can stride in. Never look at someone unless
you can make it your best "killer" look. Use your best "I'm bad and you aren't"
smile. Don't sit around the flat or cube waiting for the next job. Get on out and hit
the clubs and hangouts. Make sure you're where the party starts.
appliances to make coffee, "studding"
into the 'Benz to drive down to the corner
store. But understand---in 1987, this was
all considered pretty visionary stuff. No
one had plugs. You couldn't dial Luna on
the cellular. Designer drugs were illegal.
You could walk down most city streets
without an armor jacket. There wasn't
even a Net.
3) Live on the Edge
The Edge is that nebulous zone where risk-takers and high-riders go. On the
Edge, you'll risk your cash, your rep, even your life, on something as nebulous
as a principle or a big score. As a Cyberpunk, you want to
be
the action, start the
rebellion, light the fire. Join great causes and fight for big issues. Never drive
slow when you can drive fast. Throw yourself up against danger and take it head-
on. Never play it too safe. Stay committed to the Edge.
Now we know better. History books can
tell you in detail about the Crash of 1994,
when the Euro-Combines established the
World Stock Exchange and the econo-
mies of the United States and Old Sov
Russia collapsed.
ROLES
The Core of
CYBERPUNK
Roleplaying
The world of
Cyberpunk
is a combination of savage, sophisticated, modern and
retrograde. Fashion-model beautiful techies rub shoulders with battle-armored
road warriors, all of them making the scene in the hottest dance clubs, sleaziest
bars and meanest streets this side of the Postholocaust. Each character in this
world is playing a role--a face that the person projects to the outside world as
the real thing. There are nine Roles in
Cyberpunk:
Rockerboys, Solos, Ne-
trunners, Corporates, Techies, Cops, Fixers, Medlas, and Nomads.
As a
Cyberpunk
player, you must select one role for your character.
As long as the Tycho
massdrivers are ready
to throw rocks at Mos-
cow and Washington,
we'll probably avoid
having the nuclear war
everyone's been
expecting
Special Abilities
Special Abilities are skills usable only by specific character roles; for exam-
ple, Rockerboys have the Special Ability of
Charismatic Leadership,
which rep-
resents the vast amount of power they have over their legions of fans. When
using a Special Ability, you will add it's value to your INT Stat as if it were a skill. A
beginning character always begins with his or her Special Ability at a Level of +2
(on a scale of one to ten).
In those days, both were ranked as su-
perpowers, instead of a couple of over-
armed second raters waving nuclear
weapons around under the watchful eye
of the EuroSpace Defense Agency. As
long as the Tycho massdrivers are ready
to throw rocks at Moscow and Washing-
ton, we'll probably avoid having the nucle-
ar war everyone's been expecting since
1944. After all, rocks are cheap.
Occasionally, you may wish to start a character with a higher- level Special Ability,
for example; an old, washed-up Rockerboy who used to be hot a few years
back, or a hard-bitten Solo who's killed a few too many men and made a few too
many enemies. In these cases, you may trade points from a Stat on a one-for-
one basis with your Special Ability skill, up to five points total. These points may
only be taken from the following: REF, CL, or INT stats.
Now, of course, everything's more or less
run by the Corporations, which are pretty
much governments in themselves. You
can go anywhere on one passport-one
worldism at it's best. The currencies of
most nations are stabilized to each other,
and EuroSpeak is the world language.
Hardly anyone complains anymore about
corporate lifetime contracts or the aboli-
tion of unions. It's the price of living in a
stable, safe society, right?
Rockerboys & Rockergirls
Rebel rockers who use music and revolt to fight authority
If you live to rock, this is where you belong. Rockerboys are the street poets,
social consciences and rebels of the 1990s. With the advent of digital porta-
studios and garage laser disk mastering, every rocker with a message can take it
to the street, put it in the record stores, bounce it off the comsats.
Sometimes, this message isn't something the Corporations or the Government
wants to hear. Sometimes what you say is going to get
right in the faces
of the
powerful people who really run this world. But you don't care, because as a
Rockerboy, you know it's your place to challenge authority, whether in straight-
out protest songs that tell it like it is, or just by playing kick-ass rock n' roll to get
the people away from the TV sets and into the Streets. You have a proud history
as a Rockerboy--Dylan, Springsteen, Who, Elvis, the Stones--the legions of
hard rock heroes who told the truth with screaming guitars and gut-honest lyrics.
After all, you could be living in the Pro-
jects, right? Sixteen people to an apart-
ment, sharing ration chips every week to
buy food, with eight thousand apartments
per city block? Sure, it isn't the best life,
what with the boostergangs roaming the
malls and the major-league crime prob-
lems, but it beats actually being on the
Street. At least the mega-arcologies have
cops (okay, rented corporate cops, but
As a Rockerboy, you have the power to get the people up--to lead, inspire and
inform. A song from you can give the timid courage, the weak strength, and the
3
blind vision. Rockerboy legends have led armies against corporations and gov-
ernments. Rockerboy songs have exposed corruption, brought down dictators.
It's a lot of power for a guy doing gigs every night in another city. But you can
handle it. After all--
you came to play!
Special Ability: Charismatic Leadership
This ability allows the Rockerboy to control, incite and charm large numbers of
people through his or her performance skills. When under the Rocker's control,
this group can easily be persuaded to act on his suggestions, for example, a
Rocker could convince a concert crowd to riot in the streets or attack a heavily
fortified police line. Charismatic Leadership will only work with groups of ten or
more people, as it is primarily a mob leadership ability. The higher your Charis-
matic Leadership, the larger a crowd you can control and the more direct and
complex the instructions you can get them to follow. For example, a level +3
Leadership could incite a small nightclub crowd to get rowdy. A level +5 or +6
could provoke a concert crowd of four or five thousand to trash a neighborhood,
if the area wasn't too far from the hall. At level +9, and higher, you have the same
sort of mesmeric ability as an Adolph Hitler--you can raise armies, start move-
ments, and destroy nations.
Solos
Hired assasslns, bodyguards, killers, soldiers
You were reborn with a gun in your hand--the flesh-and-blood hand, not the me-
tallic weapons factory that covers most of your other arm. Whether as a free-
lance guard and killer-for-hire, or as one of the corporate cybersoldiers that en-
force business deals and the Company's "black operations," you're one of the
elite fighting machines of the
Cyberpunk
world.
Most Solos have put in military time, either in a corporate army or in one of the
Government's continual "police actions" around the world. As the battle damage
piles up, you start to rely more and more upon hardware—cyberlimbs for wea-
pons and armor, bio-program chips to increase your reflexes and awareness?"
combat drugs to give you that Edge over your opponents. When you're the
best of the best, you might even leave the ranks of corporate
samurai and
go
ro-
nin-
-freelancing your lethal talents as killer, bodyguard or enforcer to whomever
can pay your very high fees.
Sounds good? There's a price--a heavy one. You've lost so much of your origi-
nal meat body that you're almost a machine. Your killing reflexes are so jacked up
that you have to restrain yourself from going berserk at any moment. Years of
combat drugs taken to keep the Edge have given you terrifying addictions. You
can't trust anyone--your mother, your friends, your lovers--no one. One night
you sleep in a penthouse condo in the City--the next in a filthy alley on the
Street. But that's the price of being the best. And you're willing to pay it.
Special Ability: Combat Sense
This ability is based on the Solo's constant combat training and professionalism.
Combat Sense allows the Solo to perceive danger, notice traps, and have an al-
most unearthly ability to avoid harm . Your Combat Sense gives you a bonus
both your Awareness and Athletics skills.
Example: Your Awareness is at level
+2 and your Athletics are at level +3. However, your Combat Sense is at level
+4. Your Awareness is boosted to +6, and your Athletics is boosted to +7.
Netnunners
Cybernetic computer hackers
At three, your parents bought you an old Apple IV GS with a Radius 241 war
screen, and your life was changed. By fifth grade, you'd already mastered every-
thing the school computer literacy lab could throw at you---you were already us-
ing C and META-LINGUA to crack into the district's mainframe and change your
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