Cyberpunk 2020 - Net Book I PDF
Cyberpunk 2020 - Net Book I PDF
Cyberpunk 2020 - Net Book I PDF
Definition:
Information Overload -- A psychological condition, characterized by a dazed
sort of catatonia, that occurs when the human brain
attempts to assimilate too much information at one
time.
CYBERWARE
Game notes:
Cost Body Type Modifier HC
750 +1 1D6
1000 +2 2D6
1500 +3 3D6
This item is identical in all other respects to the item found in CP2020. SC=N.
Cybertail 2000eb
Ever need a tail for a biosculpt job? Or do you just want some really
unusual cyberware? The new CyberTail from Cytech is the cure for your dementia!
The CyberTail is under full control of the user and can even be equipped with a
wide variety of options! Game notes: A CyberTail is attached at the bottom of
the spine and is under complete control of the owner. It can be used by itself
as a weapon of the following stats:
MEL -1 N C 1D6 - - VR 1m
A CyberTail can take 7SDP before being disabled and 10SDP will destroy it. When
a character with a CyberTail is hit in a random location and the result is
either leg, a roll of 1-2 on a 10-sided die indicates that the tail was actually
hit. There are several upgrades available and a CyberTail has 2 option spaces.
HC=3D6. SC=M.
Options:
Prehensile: 1000eb, HC=1D6, counts as 2 options. The character may hang by the
tail and handle simple objects (GM's call).
Stinger: 500eb, HC=3pts. Counts as one option, does an extra 1D6 in melee combat
and may have the tip treated with poison or drugs.
Thickened Myomar: 200eb, HC=2pts. Doubles the damage done by a tail swipe (but
not that of a stinger) and gives a +5 bonus to
SDP.
Visual Cortex Co-processor: Give the user a +1 bonus to their Awareness skill
when using visual cues. 3000eb, HC=1D6.
Empathy Co-processor: Gives the user a +1 bonus to their EMP rating, using an
advanced biofeedbacking system. 6000eb, HC=0pts.
Coolness Co-processor: Gives the user a +1 bonus to their COOL rating, using a
special biofeedback system. 5000eb, HC=1D6/2.
All co-processors have an SC=CR for the reason that the biochips must be
installed inside the skull physically and cannot be nano-constructed there
because they are too complex. If you have a skill that is augmented by a co-
processor, you may still learn and increase in that skill.
Options:
Mimic - HC=1d6+3; 150eb. This device when linked to CyberAudio, allows the
individual to copy other voices that he has heard perfectly. The character can
only slightly alter what he has heard, otherwise repeating verbatim what he has
heard. Useful for an assassin luring unsuspecting characters as if he were a
friend. This is not the same as the Voice Pattern option. The user of this
option can only repeat what he has heard, he cannot extrapolate new words
without having heard those words.
Volume - HC=1d6; 75eb. This device allows the individual to alter the volume of
his voice radically, from the barely audible whisper to a megaphone roar. The
benefits are obvious, but also shouting at top volume causes temporary deafness
to all within 5m.
Scramble - HC=2; 50eb. This device electronically alters the individual's voice,
making it completely unidentifiable, but also making it sound so electronic that
it cannot pass as a voice. It does keep Vocal Pattern Tracers from catching you
though!
SubSonic - HC=1d6; 150eb. This device gives the individual the ability to speak
in the subsonic and supersonic levels, allowing the individual to call dogs as
if with a dog whistle. It can be used to send signals to others, on otherwise
impossible frequencies.
from: Interface, Volume 1, Issue 3, reprinted without permission
EQUIPMENT
Game notes: Healing Armor regrows 1 SP per hour. It may not be combined with
SmartArmor (see previous entry). Damage from lasers and microwavers is permanent,
the GM should use their discretion as to the effects of fire, acids, and bio-
weapons.
Products:
Athletic logo jacket - most national and some local teams (SP 16): 220eb
Faux military in jungle cammo, desert cammo, or urban cammo (SP 18): 250eb
Blazer or suit jacket - guaranteed match to your slacks (SP 14): 300eb
Sweatshirt - comes in a variety of designs, inc. pop fashion (SP 12): 130eb
Warm-up jacket - major sports teams and vid show logos (SP 12): 175eb
DeathBat 100eb
The ultimate piece of baseball gear! This bat was used by EBM's corporate
softball team to destroy their competitors, Microtech, at the Corporate Olympics
in 2020. A liquid-filled titanium bat results in light weight with a
substantially increased velocity! Game notes: It's a great softball bat! It can
also be used as a melee weapon of the following stats:
MEL 0 J C 1d6+4 1 1 VR 1m
WEAPONS
Normal Steel Bayonet. Basically a survival knife you attach on the end of a
rifle turning it into a spear. They tend to be unwieldy, but cause a great deal
more damage than your average knife due to the extra weight of the rifle behind
them. Unfortunately, you cannot mount anything other than an UB microwaver in
conjunction with a bladed bayonet.
MEL -2 U C 3d6 NA 1 VR 1m 15eb
Chain Bayonet. A miniature chainsaw hooked to the front of your rifle. Good for
a terror weapon or Space Marine wannabe. Makes an annoying whirring sound when
turned on, and the battery is only good for 2 hours. Turning on takes an action.
MEL -2 U R 5d6+2 NA 1 ST 1m 180eb
Spike Bayonet. This bayonet is a low profile design allowing one to mount the
various other underbarrel things in addition to the bayonet. However, it is not
AP and does fairly low damage. But hey, who cares when you can mount a under
barrel rocket pod at the same time.
MEL -2 U P 2d6 NA 1 VR 1m 10eb
Taser Bayonet. Just a normal touch taser with a rifle mount. Impact triggered,
and good for ten zaps. Changing the battery takes two turns. The battery costs 5
eb and is the same one used in the chainknife.
MEL -2 U P Stun 10 1 ST 1m 120eb
NET-STUFF
POWERED ARMOR
Notes: All items are internal. Also has Low Boost and Stealthing.
The newest battlefield menace from Dynalar! Big, ugly, and tough, the
Atlas can go anywhere! It contains state-of-the-art operator interfaces and a
wide variety of offensive and defensive systems for almost any situation!
External:
LAW III SP20/SDP10
ACPA GEAR
SERVICES
Need to get something to your lawyers across town and worried about your
Net security? Don't want to risk your data being intercepted electronically?
Send it physically! That's right! Physically! Skate and bike couriers have made
a comeback! They can move through the city faster than pedestrians or traffic,
and their speed is their defense! And if your package gets intercepted, we'll do
everything in our power to get it back! Our couriers use the finest skating gear
from RadTech and top-of-the-line urban bikes from Specialized.
Game Notes: The treatment takes 1 month (16 hours a day) and costs 10000eb. It
can only be done once and may add 1 INT point. Simply roll 1D10 and do less than
(11-current PC's INT). In case of the dice showing a 10, reroll it again. ON 1-3,
the Brain has been injured and the player suffers a permanent -1 REF.
Need to know where the biggest surf is? Need a surf forecast? If you're
chill enough to risk surfing in today's oceans, you're chill enough to use this
service! A single phone call can tell you where the best places are for surfing
in your area, and give you the potential places over the next two days! Catch a
tube, gato! Call 1-900-BIG-WAVE Game notes: Costs 10eb per call.
The Minneapolis-St. Paul Metroplex has been takin' up the slack from Chicago
since it shut down.
"This place is getting hotter and hotter - you can get the chillest
cyberware, the baddest commo protocols, and high-tech weapons, if you know who
to talk to..."
The MSP Metroplex is a hardcore place now. Used to be low in crime,
peaceful little place, one of the safest places in the country to live. Now,
it's gotten a new makeover for the 2020s.
Places to Go
A Combat Football Game: The MSP Maulers are nothing like the
Vikings of the old NFL. The Maulers are a highly vicious team, with a lot of
talent - they are the number-one favorite for a Super Bowl appearance this year.
If you're in town, and can catch a game, do it!
Cliff Road: The street to go to when looking for action, hot 'ware, a good
ripperdoc, or a place to sell off those organs you just cropped. Located in the
once-sleepy 'burb of Eagan, Cliff Road is a seething mass of humanity with one
desire in their collective mind: your money. Anything can be found on Cliff Road.
The Library: Need to dig up the dirt on someone or something? The Library is the
place to go. Located in the downtown Minneapolis Corp Sector, the Library has
got data in all formats on the most inane things you can imagine! Info on
Tibetan heavy metal stars of the late 1990s? You can actually find it!
Mystic Lake: This casino is still alive and kicking! They offer the best, hell,
the only gambling in the state. When the Casino Wars started in early 2014, they
were the biggest of the group, and managed to not only survive, but grow as well!
The extravagance of this place rivals that of some of Vegas! Make sure you check
this place out! Please note that security is provided by Arasaka, and cheaters
tend to "disappear" quietly.
Places Not to Go
Jail: The cops in the MSP Metroplex are not very nice individuals, as they are
trained and reinforced by Arasaka. Yup, the boys in black have their hand in
this town too... So, watch your back.
Edina: Always an upscale, yuppie city, Edina was one of the first walled cities
in the country. The security is very tight, and security guards (from Militech)
shoot first and ask questions later. Rumor has it that the security forces use
ACPAs with heavy weaponry, but this has yet to be confirmed.
Things to Do
Listen to HHH: Happy Harry Hard-On is back! After his release from jail, he went
right back to his pirate broadcasting! An independent operator in MSP gets
Harry's feed live via satellite from Arizona, and broadcasts on 98.5 FM and 990
AM. You can hear Harry's anti-society, anti-corp, anti-everything diatribe every
night at 11pm Central. Jamming is uncommon.
Hireout: The corporations here in MSP are very busy stabbing each other in the
backs - a full-scale corporate war is on the verge of erupting, and all sides
are hiring at very reasonable pay!
Get Custom Chips: An important thing for Techies to do! Sunrise Microprocessors
in the Minneapolis sector can build your custom chip design in a matter of hours!
And their prices are quite reasonable. They have a service rep in the Mallplex
of America that is quite helpful.
Things Not to Do
Carry A Concealed Weapon: This is a big no-no in MSP. The cops and Arasaka will
be all over you like flies on shit. Seriously, though, the police have an
uncanny knack for spotting this and will bust you. You may carry any weapon out
in the open, but anything larger than a heavy autopistol will get you harassed.
Sleep in the Airport: Not a good idea. More than one traveler has disappeared
after deciding to take a short nap. Rumor has it that there are cannibalistic
cyberpsychos living in the access tunnels beneath the complex.
Believe Anything in the Paper: The local paper is a load of corporate propaganda
and drivel. If you believe a single word of it, you're weak in the gray matter.
The MSP area has a high amount of pirate media, most of which is not hard to get
a hold of. Some of it has corporate backing, ask the locals, they'll be more
than happy to tell you what's real pirate and corporate pirate.
Pick Your Nose: But we shouldn't have to tell you that, gato. It isn't chill.
The Pigs
Ah, now we come to the most important part for you edgerunners. The pigs.
MSP Metroplex's security forces. The indigenous security forces are pretty well
under-funded and poorly equipped, but they are still pretty numerous.
A large Arasaka Security contingent exists, as it is on hireout from a
group of corporations in the area. They will not hesitate to use deadly force if
they can get away with it. They will also ticket anyone for any violation of the
law.
There are multiple ways to get out of MSP quickly, which will probably be
required of you at some point. There is a French TGV bullet-train link to Duluth,
and security is mediocre, so this is always an option.
Dirigible and AV services connect to Chicago Port, Des Moines, Fargo, St.
Louis, New York, and Night City. In May of 2021, the MagLev link to St. Louis
will be completed, and in September of 2021, the spaceplane facilities at MSP
International will be activated, providing service to LEO.
NEW SKILLS
1) PHOTO ANALYSIS: Characters with this skill are trained in reading and
interpreting reconnaissance photographs, particularly aerial and satellite
photographs. Things a good analyst can learn include camp layouts, ground
features, approximate numbers and locations of personnel, weapons and equipment
present, and possible identifications of rank or identity. Large details
(buildings, vehicles) can be identified by an EASY skill check. Small details
require, naturally, greater success. INT-based.
2) FORWARD OBSERVER: Characters with this skill are trained in spotting targets
and adjusting fire for artillery of all types. Provided they are in contact with
the firing battery or its fire control, a forward observer can attempt to adjust
friendly fire. For each round of fire, the forward observer can report and
adjust the fire coordinates by making a successful skill check. Each round of
fire that is successfully adjusted increases the accuracy of the artillery fire
by 1, up to the limit of the forward observer's skill level. If the skill check
is failed, the artillery has fired off-target, and all bonuses gained from the
forward observer are lost and the process must begin again. A forward observer
can also attempt to call friendly fire on a position if he is able to observe
that target point. A skill check must be made to successfully relay the target
coordinates. Once fire has arrived, the FO can attempt to adjust it normally.
INT-based.
CORPORATIONS
PTO Corp.
Author's Note:
Here's an outline of a new corp. I figured in a world where information is
power, the authority over who gets to use which information would be an
interesting addition to play. Possible uses: PTO tries to stop your small-time
drug-synthesizing enterprise on behalf of a major pharmaceuticals researcher;
Team hired to destroy records at PTO during corp war over patent rights; party
racing to patent a new product before bad guys steal it and patent it themselves,
etc.
Patent and Trademark Office
Shortly before the fall of the U.S., it was decided to privatize most
functions of the PTO. The databases improved as people began to be charged for
their use. Firms claiming patent violations in court had to pay the new PTO to
provide the data to back them up. New patents and copyrights had an accompanying
fee. After the fall, the PTO began to take on the enforcement role as well.
Initially bolstered by a large capital outlay from a consortium of interested
corporations, the concentration of capital has been diluted over time. The PTO
works for client companies. All the same, like NetWatch, it's almost universal.
Competing companies pay their dues, even while trying to skirt the rules of the
Office.
They have compiled the records from all trademark offices around the world.
In order for any new patent to be enforced, the holder must register it with the
PTO, which must then approve it. After this point, the PTO guarantees to prevent
violation of the patent, with a staff of arbitrators to decided whether there
has been a violation. If you do not register your patent with the PTO, you are
responsible for defending it yourself, including preventing someone else from
registering it.
Payment to the PTO is based on the number of patents held, the types of
restrictions required, the length of protection service, and the revenue that
each patent brings in. The PTO offers two payment options:
1> An exorbitant one-time fee, based upon the estimate of the value and
enforcement challenges of a particular patent. This guarantees protection for
the entire term desired.
2> An annual contract, from which a percentage of the profits from a
particular patent are paid to the PTO. Under this plan, the customer signs a
contract to the effect that, if ever they fail to pay, patent rights revert to
the PTO itself.
The PTO makes a good percentage of its money licensing rights to patents that
haven been acquired from delinquent customers.
Sunrise Microprocessors
Overview:
Sunrise is a small corporation based in the Minneapolis/St. Paul Megaplex,
Minnesota, that produces microprocessors for a wide variety of items. Its main
division is dedicated to the mass-production of microchips, and it has a smaller
division to manufacture custom chip designs.
When:
In 2016, a small group of discontent American engineers got together to
form Sunrise Microprocessors in a small office outside of Minneapolis. Their
intention was to be a "cottage industry," but as their reputation and orders
increased, they acquired better fabrication facilities and increased their staff.
How much:
Revenue is in millions of eurodollars.
Who:
President/CEO: Jeff Stonewall (age 31)
Vice-President/Chairperson: Andrea Nelson (age 32)
V.P. of Finance: Edward Savage (age 63)
V.P. of Security: Emily Brochard (age 25)
Auditors: Friedman & Friedman (Bloomington, MN)
Employees: 1200
Troops: 150
Covert: 12
Where:
HQ: Sunrise Microprocessors,
230 Hennipen Ave.
Minneapolis, MN
Phone: 612-Sun-Rise
FAX: 612-FAX-Rise (Public Relations)
Net Access: [email protected] (Public Relations E-mail)
Sunrise is based solely in Minnesota, USA, and their reputation is so good, that
people and companies come from as far away as the Antarctic Collective to
purchase and contract chip designs.
What:
Products: Custom and mass-quantity microchips are Sunrise's main staple. They
have state-of-the-art facilities for manufacture and design, and are keeping up
with (if not ahead of) current technologies.
Resources: One AV-9 assault aerodyne, four custom ACPAs, ten Grasshopper ACPAs
(see Maximum Metal), and two Osprey IIs. Their security forces have their
weaponry and training provided by Militech.
Rankings:
798th in Fortune 1000 US Industrial Cos.
Competition:
Microtech
Revolution Genetics Inc. (biochip division)
Biotechnica (biochip division)
Intel
Motorola
EBM
HighlanderPunk
>I was just wondering if anybody had any good rules on how to
>incorporate immortals into CP2020. If anybody does I would
>appreciate it if you could send it to me. Thanks-a-bunch!!!
I assume that you mean immortals a la Highlander? If so, I would use the
following rules:
- failed Death Saves result in a coma for 1d6 hours per Mortal level
reached.
- immortals heal 1d6 points of damage every four hours.
- immortals can sense one another's presence within 10m, but only presence
and general direction, this isn't a precision power. Actually, make that 5m.
- immortals can be slain if decapitated. This would result from more than 8
points of damage to the head from a cutting weapon, or 24 from another type
(knocking the head completely off another way).
- immortals become immortals after failing their first Mortal check. They
are stuck at that age forever on.
- killing another immortal give you a +0.1 to a stat per power level of
immortal slain.
- immortals all start with a power level of 1 (this is only for dealing
with immortals and otherwise has no relation to the game). They gain 1 power
level per power level of other immortal they slay.
- the Quickening results in destruction of all glass within 50m x power
level of immortal slain.
FTP site:
wais.com
Login anonymously and go to the following directory
/pub/games/cyberpunk
WWW site:
http://att2.cs.mankato.msus.edu/~superdan/
It mirrors quite a bit of the material from the FTP site as well as having new
material and links to other CP2020 sites.
There's good cyberpunk material everywhere. You just have to look for it.
For example, I got the idea for two of my services in here by watching "Beyond
2000". "NextStep" is another good one. They both broadcast on the Discovery
Channel.
Incorporating already existing ideas from fiction is another alternative.
Happy Harry Hard-On, the pirate radio operator, mentioned in the guide to the
MSP Metroplex was taken straight from "Pump Up the Volume", which is an
excellent movie nothing cyberpunk, except Harry's attitude (see Interface
magazine for the review). Also, I did not realize where the RadTech came from
until after I had read Neal Stephenson's "Snow Crash", which is an excellent
novel.
You don't ever need to be concrete with a game system. Half the fun is in
making the changes and fleshing out the world. Go out there, look for material,
and adapt it to your system.
Movies:
- Fortress
- No Escape
- Judgment Night
- Universal Soldier
- Natural Born Killers
Books:
- Snow Crash
- The Diamond Age
- Virtual Light
Music:
- Onyx
- Cypress Hill
- Nine-Inch Nails
- My Life with the Kill Thrill Kult
- Overkill
- Megadeth
- Judgment Night Soundtrack
- The Crow Soundtrack
- Anthrax
- Metallica
- Natural Born Killers Soundtrack
CREDITS:
- Taser Bayonet
- Airhypo Bayonet
- Entire NetStuff Section
- Entire Powered Armor Section
- Entire ACPA Gear Section
- Extreme Courier Services
- BigWave Surf Monitor Service
- Smooth Operator Service
- 'Punkers Guide to the MSP Metroplex
- Sunrise Microprocessors
- Sources
- CP2020 and the Mass-Media