TEXT: 1 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  
  2 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Author: Paul Elliott 
  Art: Paul Elliott (Gun Designs: Ian Stead) 
  Maps: Tokyo maps courtesy of the Tokyo Convention & Visitor Bureau, Tokyo Rose 
  courtesy of Nik Marklew.  
   
  Thanks to Contributors and Players: John Elliott, Bradley Elliott, David Jackson, 
  Barry Walsh, Steven Edwards, Stephen Price, Stephen Hibbins,  Mike Edwards, Glen 
  Johnson, Gavin McDermott, Phil Parkes, David T. Worthington, Mick Lowe, Paul 
  Linsdell, Dawn Martin, Nik Marklew, James Dawkins, Gerry Fernandez, Sandy Lee, 
  Andrew Tonta, Phil Tonta, Peter Uzzell,  
   
  Publisher: Zozer Games  
  First conceived and written in April 1994 by Paul Elliott 
  Copyright © 2018 Zozer Games 
   
  Zozer Games is a trademark of Paul Elliott;  visit Zozer Games at 
  www.paulelliottbooks.com, find me on Facebook as Zozer Games 
  Cepheus Engine and Samardan Press are trademarks of Jason “Flynn” Kemp 
   
  1 
   
  Designation of Open Game Content 
  The following sections of the text in this document are designated as Open Gaming 
  Content: character creation, combat and cyberspace, the skill list and the android 
  construction rules.  
   
  Designation of Product Identity 
  Any title of a product published by Zozer Games, including name Zaibatsu’ and 
  ‘Hostile’, as well as the trademarks ‘Cepheus Engine’ and ‘Zozer Games’, are 
  designated as Product Identity.  References to companies, setting history and NPCs 
  constitute Product Identity, as are the vehicle designs.   
   
  Please Note 
  This Product is derived from the Traveller System Reference Document and other 
  Open Gaming Content made available by the Open Gaming License, and does not 
  contain closed content from products published by either Mongoose Publishing or Far 
  Future Enterprises. This Product is not affiliated with either Mongoose Publishing or 
  Far Future Enterprises, and it makes no claim to or challenge to any trademarks held 
  by either entity. The use of the Traveller System Reference Document does not 
  convey the endorsement of this Product by either Mongoose Publishing or Far Future 
  Enterprises as a product of either of their product lines. 
   
  Any similarity between the fictional companies featured in this game and real, modern 
  day, companies is wholly unintentional. Sorry! 
   
   
   
  
  3 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
  7
  8
  11
  Complications 
   
   
   
   
   
   
   
   
  13 
  The Combat Round 
   
   
   
   
   
   
   
  14 
   
   
   
   
   
   
   
   
   
  16
  Concepts 
   
   
   
   
   
   
   
   
   
  17 
  Characteristics 
   
   
   
   
   
   
   
   
  22 
  Other Skills  
   
   
   
   
   
   
   
   
  24 
  Shady Past  
   
   
   
   
   
   
   
   
  29 
  Personalize  
   
   
   
   
   
   
   
   
  30 
   
  Gear  
   
   
   
   
   
   
   
   
   
  34 
  Retrogenics  
   
   
   
   
   
   
   
   
  34 
  Pregenerated Characters 
   
   
   
   
   
   
  36 
  40
  Corporate Families 
   
   
   
   
   
   
   
  41 
  Focus On 
   
   
   
   
   
   
   
   
   
  42 
  Inside the Zaibatsu 
   
   
   
   
   
   
   
  49 
   
  Zaibatsu Counter-Culture 
   
   
   
   
   
   
  52 
   
   
   
  57
  Get It Started 
   
   
   
   
   
   
   
   
  58 
   
  Gun Combat 
   
   
   
   
   
   
   
   
  62 
   
  Firearms 
   
   
   
   
   
   
   
   
   
  63 
  Heavy Weapons  
   
   
   
   
   
   
   
  66 
   
  Grenades & Mines 
   
   
   
   
   
   
   
  68 
   
  Martial Arts Combat 
   
   
   
   
   
   
   
  72 
  Throwing Weapons 
   
   
   
   
   
   
   
  75 
  
  4 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Body Armor  
   
   
   
   
   
   
   
   
  75 
  Wounding & Death 
   
   
   
   
   
   
   
  76 
  Special Cases 
   
   
   
   
   
   
   
   
  77 
  Vehicles in Combat 
   
   
   
   
   
   
   
  80 
   
  86
  Cloning 
   
   
   
   
   
   
   
   
   
  86 
  Communicators 
   
   
   
   
   
   
   
   
  87 
  Computers  
   
   
   
   
   
   
   
   
  88 
  Computer Software 
   
   
   
   
   
   
   
  91 
  Cyberspace  
   
   
   
   
   
   
   
   
  93 
  I.D. Cards 
   
   
   
   
   
   
   
   
   
  99 
  Media 
   
   
   
   
   
   
   
   
   
  100 
  Medicine 
   
   
   
   
   
   
   
   
   
  101 
  Retrogenics  
   
   
   
   
   
   
   
   
  105 
  Robots & Androids 
   
   
   
   
   
   
   
  106 
  Security & Countersecurity 
   
   
   
   
   
   
  112 
  Simstim 
   
   
   
   
   
   
   
   
   
  114 
  Vehicles 
   
   
   
   
   
   
   
   
   
  115 
  117
  History of the Yakuza 
   
   
   
   
   
   
   
  117 
  Yakuza Structure  
   
   
   
   
   
   
   
  120 
  Inagawa Clan of Tokyo 
   
   
   
   
   
   
   
  121 
  Chunin 
   
   
   
   
   
   
   
   
   
  123 
  Street Gangs 
   
   
   
   
   
   
   
   
  126 
  Terror Groups  
   
   
   
   
   
   
   
   
  127 
  131
  Districts of the City 
   
   
   
   
   
   
   
  132 
  Running Zaibatsu  
   
   
   
   
   
   
   
  140 
  145
  Core Worlds 
   
   
   
   
   
   
   
   
  146 
  Beyond the Core  
   
   
   
   
   
   
   
  147 
  148
  
  5 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Eating  
   
   
   
   
   
   
   
   
   
  148 
  Entertainment 
   
   
   
   
   
   
   
   
  149 
  Finances 
   
   
   
   
   
   
   
   
   
  150 
  Japanese Phrases 
   
   
   
   
   
   
   
  151 
  Phones 
   
   
   
   
   
   
   
   
   
  152 
  Price Lists  
   
   
   
   
   
   
   
   
  152 
  Tokyo Police Department 
   
   
   
   
   
   
  162 
  Transport   
   
   
   
   
   
   
   
   
  163 
  164
  Mission 1: Taxi Driver  
   
   
   
   
   
   
   
  168  
  Mission 2: Core Complex 
   
   
   
   
   
   
  171 
  Mission 3: Late at the Office 
   
   
   
   
   
   
  176 
  Mission 4: Blackmail Akikko 
   
   
   
   
   
   
  180 
  Mission 5: The Briefcase  
   
   
   
   
   
   
  183 
  Mission 6: Hide Sesimbra! 
   
   
   
   
   
   
  186  
  190
  197
  199
  201
  203
  218 
  
  6 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Tokyo  
  2225 AD 
   
  4:55 AM 
   
   
  
  7 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Thousands of people pushed, shuffled and strode past Bosatsu. He stood impassive, 
  back against a cool concrete pillar watching the crowd - hunting for the target. Then 
  he picked up the scent. His Hitachi scanner hummed lightly in his pocket, and as he 
  pulled it out to glance at the green LED readout the subway train roared back out of 
  sight into Tokyo’s underground system. Thunder of footsteps. A tanoy call. Bosatsu 
  moved quickly tracking his quarry. The guy in front - there, heading for the escalators 
  with two-hundred others. A nondescript suit, a zaibatsu courier. On to the escalator. 
  The suit up-ahead. Warm air blasted over them from the platform behind. 
  Bosatsu pocketed the Hitachi and then reaching under his long leather coat to the 
  Hoplite riotgun hanging down the side of his body – he eased off the safety. Bass 
  notes thrummed as another subway train arrived at one of the other platforms. 
  Hunter and hunted with a mass of innocents passed video-ads chattering in Japanese 
  and overlaid with colorful zaibatsu logos and kanji script. As Bosatsu came to the top 
  of the escalators he jostled with the crowd to get right behind the sarariman. They 
  passed through the echoing main hall and up the steps. Phase 2 any second now, he 
  thought. Sweat coursed down his back. The suit suddenly stopped dead in his 
  tracks...shit! With a puff of smoke he carried on, his cigarette lit. Almost to the top of 
  the concrete stairs - the noise of traffic and street life loud.  Carbon monoxide, warm 
  noodles, blossom, cigarettes. The city smell seeped down the stairs and down into the 
  tunnels. Above the exit on a bright-lit sign ‘Tawaramachi’ and the kanji for it too. No 
  sweat. 
  Mid-day Tokyo. Suits and tourists. A wall of dressed flesh, flowing like fresh blood 
  following lines of least resistance, threatening to wash him away. Now he could 
  move; he checked the team’s MPV at the curb. Double checked the suit directly ahead 
  and pulled the Hoplite.  Instant action stretched in an elastic torture, his mind 
  screaming ‘now, now, now!’, his body seemingly distant and slow. Like his body was 
  on Mars and he had to use a satellite uplink to give it orders.  For a long second no-
  one noticed the short ugly shotgun as he took aim with it, but in the instant he began 
  squeezing the trigger, screams rang out, people moved with blinding speed and the 
  target spun round in confusion. The 20mm shell left the barrel and with a spray of 
  blood from the side of Mr Sarariman’s leg, connected. His cigarette fell from his 
  mouth. He staggered backwards, delayed flight mechanisms in overdrive, and 
  smacked into the solid sidewalk. No mess. In a single, slick move, Bosatsu removed 
  the clip and replaced it with another that was adorned with the faded stencil ‘FLECH’. 
  Two men with bullpups fell out of the MPV toward him. Screams and panic, electric 
  terror as Bosatsu turned to the cowering people. ‘Stay back!’, ‘Stay away!’. His team-
  mates dragged the courier’s drugged body back into the MPV. Bosatsu threatened, 
  turned constantly, stroked the trigger. Then he was away toward and into the mini-
  van as it wheel-spun its way down Asakusa-dori Avenue.  Perfect man, just perfect. 
   
  
  8 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  INTRODUCTION 
   
   
   
   
   
   
   
   
   
   
  Welcome to Zaibatsu (pronounced ‘zEYE-bat-soo’). Zaibatsu is stand-alone game 
  that uses the core mechanics of the Cepheus Engine roleplaying game. Cepheus 
  Engine is based on the classic 2D6 science fiction RPG that was published in the late-
  1970s.  It is a comprehensive and robust RPG that caters for almost every eventuality. 
  Zaibatsu is built for speed and so strips down both the combat rules and the 
  character creation rules laid out in Cepheus Engine, but the characters are still 
  recognizable to any Cepheus Engine player and the weaponry and skills listed all work 
  in ‘by-the-book’ Cepheus Engine. In fact, if the referee so desired, and has a copy of 
  the core rulebook, he might very easily revert to both Cepheus Engine’s standard 
  character creation system as well as its more detailed and comprehensive combat 
  resolution system.  
  Finally it should be noted that this setting is compatible with Zozer Games’ other 
  Cepheus Engine setting book, HOSTILE. Many corporations, firearms, pieces of 
  equipment and vehicles appear in both books, the timeline is shared and the dateline 
  is the same. But Zaibatsu isn’t a Japanese supplement for HOSTILE, although it can 
  be used in that capacity, rather it is a stand-alone game that emulates a completely 
  different genre. Whilst HOSTILE is a recreation of gritty, industrial SF from the late-
  70s and early-80s, Zaibatsu emulates the fast and deadly cyberpunk genre of the 
  early-80s. Referees will find a wealth of additional information in HOSTILE with 
  which to expand and enrich their cyberpunk games, but of course, it isn’t necessary. 
  All that is necessary are a few friends, two six-sided dice, bravado and cunning – with 
  those you might just make it to your first promotion. Welcome to the corporate 
  culture of Zaibatsu, a game where you really don’t want to hear the words ‘your 
  employment is terminated’ because when they say terminated – they mean it!  
   
  Zaibatsu is less of a game and more of a training manual for the urban nightmare 
  that is near-future Tokyo. Take Gibson’s Neuromancer and related short stories; the 
  visual kick of the movies Bladerunner, Black Rain and Akira; take the format and 
  tangled firefights of Bullfrog’s old Syndicate computer game and splintered shards of 
  Medieval Japan. The result is Zaibatsu; roleplaying Japanese cyberpunk. Mean and 
  moody manga. Zaibatsu isn’t watered down cyberpunk - near future elements from 
  
  9 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  the best sources are here: merciless clones, combat lasers and soulless 
  conglomerates . All set in Gibson’s future world: Tokyo gone global. Tokyo. The 
  world’s capital, largest, most high-tech, most happening city on Earth. Japanese 
  culture is prevalent in many nations, just as American was in the 20th century.  
   
  And the players are at the heart of this vast superpower. This is unique to Zaibatsu, 
  as is the setting’s retrogenics technology. Forget cybernetics in the traditional 
  roleplaying game sense; with tech out of date as soon as it leaves the production line, 
  no sucker is going to trade meat for metal if his new arm, say, will be redundant in 
  two months. Now, updating the meat, that’s something else... By the time we build a 
  ‘stronger, faster’ cybernetic arm or leg to replace the real limb, we will undoubtedly 
  be able to regenerate a limb with clone technology. It’s not too far away. The next 
  step is to augment the DNA to grow a stronger limb, and after that use DNA viruses 
  to alter existing limbs.  
   
  Cyberpunk – Hasn’t This All Been Done Before? 
  Cyberpunk as a term is essentially meaningless today, perhaps the most we can say 
  about this genre is that it typically features a combination of low-life and high-
  technology. As a label it has been used, abused, discarded, reinvented and 
  refashioned over the past 30 years. Although the genre had its roots in SF literature in 
  the 1970s, it really only fully crystalized within William Gibson’ seminal novel 
  Neuromancer in 1984. The protagonists weren’t scientists, engineers, explorers, law 
  enforcers or spacemen; they were drug addicts, assassins, terrorists, street hustlers, 
  disabled veterans … and they were only interested in money. This was new. And in 
  Neuromancer, the heroes met not in North America or Europe, they came together in 
  Tokyo, the center of the setting’s global economy - the cutting edge, high-tech 
  powerhouse that dominated the rest of the world. It is here that the first third of 
  Neuromancer takes place.   
   
  So – cyberpunk roleplaying games, yes, they have become, not a genre, or a trope 
  but a cliché. Heavily armed street scum run around an urban metropolis killing, 
  kidnapping and burglarizing on behalf of big business. Zaibatsu brings cyberpunk 
  back to its roots, back to those first few chapters of William Gibson’s stunning novel. 
  It’s ‘old school’ cool, or shibui, as the Japanese might say. We take the broad 
  brushstrokes that Gibson used to create that dystopian Japanese setting and create a 
  living, vibrant world, detailed, immersive, exciting, dangerous, fashionable and also 
  seedy. Yes, we still play the part of corporate hit-men but we do it at the heart of the 
  cyberpunk revolution - in near-future Tokyo, the setting becoming a crucial part in 
  who we are, what we do and how we live.  
   
  Paul Elliott   
   
   
   
   
   
  jaku niku kyou shoku / the weak are just meat, it’s the strong who’re gonna eat 
   
  
  10 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  
  11 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  GAME SYSTEM 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Can I climb that fence? If I shoot at the sports car, will I hit it? Can I bypass this 
  electronic door lock? The referee can help you with these problems, but it is the two 
  six-sided dice (2D6) that will be doing much of the work.  
   
  Roll them. Watch them fall. Pray.” Hi fu mi yo i mu na ya ko to …” 
   
  There is a bit more to it than that. We use the 2D6 to make task rolls, there are three 
  kinds: 
   
   Skill Rolls (bypassing that lock – a skill is required or useful) 
   Characteristic Rolls (climbing that fence – no skill required) 
   Attack Rolls (a roll to attack with a gun, blade, grenade, flamethrower …) 
   
  Skill Roll 
  A skill roll determines what your character can accomplish with a 
  particular skill. It is a roll of 2D6, with your skill level (if possessed) 
  added on, increasing your chance of success. Finally, a Die Modifier 
  reflecting the difficulty of the task will be subtracted. The aim is to 
  gain a roll of 8 or more. That is a success. Skill rolls sometimes have gradations of 
  success and failure based on the Effect of your check result (how much higher or 
  lower your check result is when compared to the target of 8). See the section titled 
  Difficulty & Effect, below. If a character does not have any levels in the required skill, 
  then he or she suffers a –3 penalty for being unskilled. 
   
  Example: Murasaki wheel-spins the Toyota away from the security compound, and 
  realizes that the corporate security guys are going to try to cut him off by running a 
  van right out in front of him. If he can swerve past this van before it cuts across the 
  road, he can make a clean getaway. His Ground Vehicle skill is 1. It is an average 
  driving task so there will be no DM for difficulty. We roll a 3 and 2 for 5. Add our skill 
  8+ 
  
  12 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  of 1 to make 6. Not enough. Murasaki clips the corner of the riot van and side slams 
  into a nearby chain-link fence. The game just got more interesting!  
   
  Attack Rolls 
  An attack roll determines whether or not you hit an opponent in 
  combat. An attack roll is essentially a skill roll, using your skill levels in a 
  relevant combat skill as a modifier. There are some additional rules 
  involved in combat, and these are found in the Combat chapter.  
   
  Example: Murasaki is searching a corporate office at night, his revolver in his hand. 
  Suddenly a security guard walks in through the door, a few feet away. Murasaki 
  shoots him. His Gun Combat skill is 1. The attack is made easier because of the short 
  range and so a +3 DM will be added to the roll. We roll a 4 and 5 for 9. Add our skill 
  of 1 and the +3 for close range, and we have a total of 13. Easily exceeding the 8 we 
  need. We exceed our target of 8, by 5 points. That is our ‘Effect’  and in combat 
  situations it is usually added to the number of damage points that the attack inflicts. 
  Murasaki’s magnum does 2D6+2 points of damage (we roll 11, and get to add those 
  5 points of Effect). That’s easily enough to seriously injure the guard, who falls 
  against the door. He might be dead within the hour unless he receives medical 
  attention. Murasaki dashes for the exit … 
   
   
   
  Characteristic Roll 
  A characteristic roll is very like a skill roll but instead it measures 
  raw ability, like strength, endurance, or intelligence. These rolls 
  are used when the task is one not covered by an obvious skill, or 
  where the character’s innate abilities are the most important 
  influence on the result. To make a Characteristic roll, you must roll 2D6 and add one 
  half of the  characteristic score (round down). The aim is to gain a roll of 10 or more. 
  That is a success. Characteristic checks tend to be all or nothing (you can either 
  accomplish the task or you can't).  
   
  Example: Murasaki is strong (Strength 10) so when the team need someone to kick 
  down a steel-shuttered back door, bolted on the inside, he steps up. A piece of cake. 
  His Strength is 10, so we halve it and add that 5 to the 2D6 roll. We roll a 6 and 4, for 
  a result of 10 and then add on that +5. We needed 10+ but rolled 15, and can 
  assume that the door looked a lot more secure than it actually was. The team are in!  
   
   
   
   
   
   
   
   
  10+ 
  8+ 
  
  13 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  COMPLICATIONS 
   
   
   
  Difficulty and Effect 
  A task’s Difficulty is a number set by the referee that modifies your task result. When 
  no Difficulty is given, the assumed Difficulty is +0. So, for a task with a Difficulty of -
  2, you must subtract -2 to the check result. You succeed on a total of 8 or better. The 
  list of Difficulty ratings can be found below: 
   
   
  Difficulty 
  DM Example: Driving a Car 
  Routine 
  +2 
  Starting it while under stress 
  Average 
  +0 
  Swerving to avoid a crash 
  Difficult 
  -2 
  Handbrake turn to throw off pursuer 
  Very Difficult 
  -4 
  Putting the car on two wheels 
  Formidable 
  -6 
  Jumping the car from one roof to another 
   
  In some cases, the consequences of a roll vary based on how much the result is 
  above or below the target of 8. The difference between the result and the target of 8 
  is called the Effect. If the Effect is 6 or higher, the check is considered an Exceptional 
  Success. When the Effect is -6 or lower, the check is considered an Exceptional 
  Failure.  
   
   
  Effect Range 
  Degree of Success 
  -6 or lower 
  Exceptional Failure 
  -1 to -5 
  Failure 
  0 to +5 
  Success 
  +6 or higher 
  Exceptional Success 
   
  Opposed Checks 
  If two characters are opposing each other directly in a task, then the character who 
  obtains the highest Effect wins. For ties on opposed checks, the character with the 
  highest relevant characteristic score wins. If the characters tie on characteristic 
  scores, they reroll. 
   
  Trying Again 
  In general, you can try a task again if you fail and keep trying indefinitely. Some 
  tasks, however, have consequences for failure. For example, failing a Demolitions roll 
  while defusing a bomb under your car probably means you’re killed when it goes off. 
  Some tasks can't be attempted again once a roll has failed. For most tasks, once 
  you've succeeded, additional successes are meaningless. (Once you've discovered a 
  computer account's password using the Computer skill, for instance, there's no further 
  benefit from additional Computer checks to determine the account's password.) 
   
  
  14 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Circumstance Modifiers 
  Some circumstances make a check easier or harder, resulting in a bonus or penalty 
  that is added to the check result. The Referee can alter the odds of success in two 
  ways: 
  If a character has help, such as good tools or other beneficial circumstances, he 
  receives a +1 bonus to his skill check. If a character is hampered, such as having 
  defective tools or other negative circumstances, then he receives a -1 penalty to his 
  skill check. 
   
  Time and Checks 
  Outside of stressful situations such as combat, performing a particular task often 
  takes a set period of time, depending on circumstances. The referee should let the 
  player know how long it will take to carry out the task. At other times the referee can 
  let the dice decide, using a D6 to represent 1-6 seconds, minutes or hours… During 
  combat, most actions are  set as a finite period, typically 6 seconds. More information 
  is provided in the Combat chapter. 
   
  Aiding Another 
  Sometimes characters work together and help each other out. In this case, one 
  character (usually the one with the highest skill) is considered the leader of the effort 
  and makes the check normally, while each helper makes the same check. The Effect 
  of a helper's check result can provide either a bonus (DM+1 with a successful result, 
  DM+2 with an Exceptional Success) or a penalty  (DM-1 with a failed result, DM-2 
  with an Exceptional Failure) to the leader's check result. In many cases, outside help 
  isn't beneficial, or only a limited number of helpers can aid someone at once. The 
  referee limits aid as appropriate for the task and conditions. 
   
  THE COMBAT ROUND 
   
   
  When things really start happening in Zaibatsu, time is broken down into six-second 
  segments called rounds, or combat rounds, since they're most often used in fights. A 
  round signifies going round the players once to ask for their intentions. A round isn't 
  very much time, just long enough for a character to do one main (or significant) 
  action. Your character can perform either significant actions, free actions or extended 
  actions. The rules for turn taking in Zaibatsu differs from those given in the Cepheus 
  Engine core book. During a round you can do one of the following:  
   
   Initiate or continue an extended action.  
   Take a significant action  
   You can perform as many free actions in a round as you wish, although the 
  Referee may choose to limit them to a reasonable number to keep the game 
  moving. See the Combat chapter for more information. 
   
  
  15 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Hexadecimal Notation 
  Zaibatsu, like the classic 2D6 SF game that it is based on, uses a form of pseudo-
  hexadecimal notation as a type of shorthand that notes specific values of 
  characteristic scores. The hexadecimal notation proceeds as normal for values from 0 
  to 15, but extends beyond F for 15, with G for 16, etc.  
   
  But why? What’s the point? The beauty and elegance of the Cepheus Engine method 
  of recording the attributes and skills of characters is that it can be done on only two 
  or three lines of paper. Hexadecimal allows this to happen.  
   
  Meet Oko: 
   
   
     Oko, Teen Rebel, 4B6CD4, Aged 18 
     Computer 1, Electronics 1 
   
   
   
  All should become clear once you read the primer 
  on creating characters, the next chapter, entitled 
  Street Samurai.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Actual 
  Value 
  Hexadecimal 
  0 
  0 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  6 
  6 
  7 
  7 
  8 
  8 
  9 
  9 
  10 
  A 
  11 
  B 
  12 
  C 
  13 
  D 
  14 
  E 
  15 
  F 
  
  16 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  STREET SAMURAI 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  You’re about to enter the hyper-reality of Zaibatsu; only the most cunning, street 
  smart techno-samurai will survive. As the street soldiers of the world’s most powerful 
  corporations (the Japanese zaibatsu) you become expendable and deniable 
  employees fighting for profits, power and your lives. Before you can jack into 23rd  
  century Tokyo every player is gonna need an alter ego to take all the punches, dodge 
  all the blows and be the player’s eyes and ears. These are the ‘anti-heroes’ that the 
  players will be using in the game. Always keep in mind the urbanized, high-tech, 
  Japanese setting of Zaibatsu when creating the PCs (player-characters) - most 
  should be of Japanese origin since foreigners (‘gaijin’) are not exactly able to fit 
  seamlessly into Tokyo life.  
   
  Every player character is an employee of one of the vast multinational conglomerates 
  (nicknamed the ‘zaibatsu’). He or she has been recruited from the dark and murky 
  Japanese underworld to carry out illegal terrorist activities on behalf of that employer. 
  They have one foot in the stylish corporate-minded boardrooms of the zaibatsu, and 
  one foot in the filth and squalor of the criminal underworld. Hired by duty-bound 
  executives who must at all times remain respectable, the player characters are 
  modern street samurai, urban warriors doing the disreputable things that no 
  corporate executive could ever admit to. All the zaibatsu operate this way. The 
  unseen war rages behind factory fences and the mirrored walls of corporate 
  skyscrapers.  
   
  Creating these street samurai characters for Zaibatsu is a simple 7-step process.   
   
  1. Concept: Select a Concept, take the skill and equipment that goes with it 
  2. Characteristics: Roll 2D6 six times and allocate the results to the six 
  characteristics. Each concept mentions a characteristic that should be allocated 
  a decent or good score (i.e. one of your top three, hopefully one higher than 7 
  if you have one).   
  
  17 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  3. Other Skills: Select a number of additional skills at level 1 from the Other 
  Skills table; 4 skills if Edu 10+, 3 skills if Edu 6+, 2 skills if Edu 4+ and 1 skill if 
  Edu 3 or less.  
  4. Shady Past: Players should add a 
  little depth to their characters using 
  the Shady Past tables. This is 
  recommended. Skim through the 
  Shady Past section with its random 
  tables to come up with a little 
  character history. Roll up a thread  
  and come up with a quick and 
  interesting background story.  
  5. Personalize: A character should 
  also have a name, a description and 
  some sort of motive.   
  6. Gear: Finally, the Company will 
  provide a new recruit with an auto 
  pistol and ¥4,000 to spend on 
  additional gear. Remember the 
  recruit also gets the equipment 
  from his Concept.  
  7. Retrogenics: The Company will 
  pay for up to 20 points of 
  retrogenic adaptations from the list 
  (see the relevant section later on in 
  this chapter).  
  8. Age: Decide on an appropriate age 
  for your character, or roll 2D6 + 17.  
   
  CONCEPTS 
   
   
  The following 16 character Concepts are inspired by characters from many sources; 
  films, novels, and especially the stories of William Gibson. They are typical of the type 
  of people that the Japanese zaibatsu recruit from the Street to carry out their illegal 
  operations. Team-members should try to select different concepts to ensure that their 
  team has a wide range of skills and equipment. Each concept includes:  
   
   One free skill at level 1 
   A piece of equipment or weapon 
   A preferred characteristic, such as Strength. That characteristic is important 
  to the concept and so when a player assigns characteristic rolls, they are 
  advised to put a high – or the highest – score into that characteristic. However, 
  they are under no obligation to do so.  
   
  DECIDE QUICKLY! 
  Create characters quickly and do 
  not create elaborate backstories.  
  They almost certainly will not last 
  long. 
  Those 
  that 
  do 
  stay 
  the 
  distance can be expanded upon 
  later. Think of this as watching a 
  movie – we know almost nothing 
  about the hero at the beginning, but 
  names of contacts, bits of backstory 
  emerge through play.  
   
  I don’t create names for contacts, 
  leaving that chore for when I first 
  need them.  
   
  The relentlessly violent nature of 
  the job and the relatively fragile 
  nature of the agents means that 
  characters inevitably die.  
   
  But that idea - that the next 
  gunfight might be your last provides 
  an intoxicating rush of adrenaline!  
  
  18 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Choose one that appeals, or roll 3D6:  
   
  3D6 Concept 
   
  3D6 Concept … cont’d 
  3 
  Pirate 
   
  11 
  Special Forces Commando 
  4 
  Street Surgeon 
   
  12 
  Investigator 
  5 
  Sarariman 
   
  13 
  Hustler 
  6 
  Kuruma 
   
  14 
  Burakumin 
  7 
  Organ Legger 
   
  15 
  Assassin 
  8 
  Software Jockey 
   
  16 
  Face Man 
  9 
  Ninja 
   
  17 
  Maverick Cop 
  10 
  Samurai 
   
  18 
  Martial Artist 
   
   
   
  ASSASSIN   
   
   
   
   
   
   
   
   
           
  You are a hitman, assassin, solo, killer. Calm, cool, efficient, your aim is to infiltrate 
  your target area, make the kill and then be gone quickly and quietly. You may have a 
  Yakuza or middleman contact who provides you with IDs and contracts. You may like 
  to adopt disguises, and sometimes may be forced to shoot  your way out of messy 
  hits.  
  SKILL: Take Aim 1 
  GEAR: Disguise Kit   
  CHARACTERISTIC: Dexterity 
   
   
   
   
   
   
   
       
   
   
  BURAKUMIN (Street Gangster)                    
   
   
   
   
    
  A burakumin is a streetpunk, a tough and nasty gang-boy with a loyal gang following. 
  As a senior member of the street gang he can call on their violent and criminal 
  services once per game. The gang may be intelligent and sophisticated, or nasty, 
  tough and brutal. Obviously the gang will not recklessly endanger itself unless there is 
  a great reward at the end of it. The gang has a bond, and the player character is a 
  part of that strong bond.  
  SKILL:  Bujutsu 1 
  GEAR: Two Bujutsu weapons 
  CHARACTERISTIC: Strength 
   
   
   
   
   
   
   
   
               
  FACE MAN   
   
   
   
   
   
   
   
   
   
    
  You are a slick and smooth con-man who sets up scams, infiltrates organizations and 
  uses his different IDs to steal, blackmail, kidnap and almost any other crime involving 
  deception and infiltration.  
  SKILL: Forgery 1  
  GEAR: Full ID 
  CHARACTERISTIC: Social Influence 
   
   
   
   
  
  19 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  HUSTLER   
   
   
   
   
   
   
   
   
   
                 
  You are a loser, a street-corner hustler, drugs dealer or fixer who never quite makes 
  the big score. You know anyone who’s anyone in your neighborhood, and you are on 
  good terms with the local Yakuza: you have to be. You’re smart, cool and ready for 
  action. Watch out Tokyo!  
  SKILL: Streetwise 1 
  GEAR: ¥20,000 worth of designer drugs. 
  CHARACTERISTIC: Intelligence 
   
   
  INVESTIGATOR   
   
   
   
   
   
  The investigator may work for the police, an international force, a large company, a 
  two-man office in downtown Tokyo, or a one-man outfit struggling to survive. He can 
  dig through data files and question people in order to find information pertinent to a 
  case.  
  SKILL: Investigate 1 
  GEAR: Bug Unit and Three Bugs.  
  CHARACTERISTIC: Education 
   
   
  KURUMA (Getaway Driver)  
   
   
   
   
   
   
   
       
  You are a professional driver for a zaibatsu, the cops, the Yakuza or whoever. You 
  should know the city, escape routes, and the fastest ways from A to B. You are an 
  expert in evasive or pursuit driving and have been in real scrapes and firefights, but 
  always kept cool, despite the vehicle (and the plan) being full of bullet holes! You 
  could also be a courier for the Yakuza or other gangs, shipping illegal items around 
  Tokyo.  
  SKILL: Ground Vehicle 1 
  GEAR: Armored Sedan Car 
  CHARACTERISTIC: Dexterity 
   
  MARTIAL ARTIST   
   
   
   
   
   
    
   
   
          
  A student of a martial arts school, you are a committed devotee, devoting mind, body 
  and life to the pursuit of excellence. You probably care little for material things and 
  have had to work humble jobs to pay for your own upkeep.  
  SKILL: Karate or Jujitsu 1 
  GEAR: None.  
  CHARACTERISTIC: Endurance 
   
  MAVERICK COP   
   
   
   
   
   
   
    
   
      
  You are a tough cop always on the edge of suspension for excessive use of force, 
  improper procedures etc., yet you always seem to succeed enough to ward off the 
  suits from the legal department. You have had lots of partners who were killed. You 
  went too far on your last case, however, and were forced to resign.   
  SKILL: Bribery 1 
  GEAR: Concealable Kevlar Vest 
  CHARACTERISTIC: Strength 
   
  
  20 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  NINJA (High-tech Burglar)  
   
   
   
   
   
   
   
    
  You are a security expert, knowledgeable about burglary, intrusion, deception, 
  disguise and surveillance. A super spy. You may work freelance, or be a veteran of a 
  zaibatsu who has left that company behind him.  
  SKILL: Security 1 
  GEAR: Cardlock Decryptor 
  CHARACTERISTIC: Dexterity 
   
   
  ORGAN-LEGGER  
   
   
   
   
   
   
   
   
              
  You were part of a criminal gang that made its money kidnapping people and 
  surgically dismembering them. Their organs, eyes, arms, hands, genitalia and other 
  body parts were then sold to the many underworld body banks around Japan that 
  supply the organs to legitimate hospitals and clinics. The job is grim and dark, 
  involving kidnapping, killing and surgery (or butchery…).  
  SKILL: Urban Survival 1 
  GEAR: Stun Gun 
  CHARACTERISTIC: Dexterity 
   
   
  PIRATE 
   
   
   
   
   
   
   
   
   
   
   
      
  You are a technical wizard, always taking things apart and putting them back together 
  again. You keep all kinds of junk in case you can modify it or use it to customize 
  something else. Pirates are technological scavengers, obsessed experts, hoarders of 
  new equipment and tech as well as brilliant and resourceful engineers. The 
  Mechanical and Electronics skills both allow a pirate to adapt a piece of technology for 
  a different purpose to that intended. New gadgets, technical sabotage or just plain 
  repairs are your hallmarks, either college learned, self-taught, zaibatsu trained, or ex-
  military.  
  SKILL: Mechanical or Electronics 1 
  GEAR: Multi-Purpose Tool Kit and workshop.  
  CHARACTERISTIC: Education 
   
   
  SAMURAI (Bodyguard)   
   
   
   
   
   
   
   
    
  You are a professional bodyguard, skilled in escort and protection duties, probably for 
  a zaibatsu. You can work as a team-member or alone, can react quickly, and you are 
  able to spot trouble before it opens fire on you!  
  SKILL: Recon 1 
  GEAR: Concealable Kevlar Jacket 
  CHARACTERISTIC: Endurance 
   
   
   
   
   
  
  21 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  SARARIMAN (Corporate Troubleshooter)  
   
   
   
   
   
  You are pure sleaze, a real smooth operator. Slick and well-polished, you can arrange 
  deals, set-ups and a wide variety of other tasks. You have contacts, and are able to 
  predict future trends and cater for them.  
  SKILL: Broker 1 
  GEAR: CMD ZX-22 Cyberdeck and two pieces of software (not Icebreakers). 
  CHARACTERISTIC: Social Influence 
   
   
  SOFTWARE JOCKEY  (Computer Hacker)                                   
   
    
  You are a freelance hacker and data pirate, raiding rich zaibatsu computer systems 
  and selling your gains on to elements in the underworld. Alternatively, you could be 
  working for a zaibatsu as a systems operator, or be an eraser, specializing in erasing 
  identities and creating new ones. This last occupation is a risky one, including 
  bodyguard work and plenty of street action!  
  SKILL: Computer 1 
  GEAR: IBN Netspace 3 Cyberdeck with two Grade Three Icebreakers and one Grade 
  Five.  
  CHARACTERISTIC: Intelligence 
   
   
  SPECIAL FORCES COMMANDO  
   
   
   
   
   
    
        
  Ex-military elite soldier, commando or counter-terrorist agent. You might have been 
  kicked out, retired from the service or left in a fit of disillusionment.  
  SKILL: Heavy Weapons 1 or Demolitions 1 
  GEAR: Two SRAM disposable missiles or two Limpet Mines.  
  CHARACTERISTIC: Endurance 
   
   
  STREET SURGEON  
   
   
   
   
   
   
   
   
                
  You are an unlicensed street doctor, selling drugs, organs and treatments illegally. 
  You work for criminal elements operating on gunshot wounds or overdoses, 
  retrogenic treatments stolen from the zaibatsu or special chemicals. You might have 
  once been respectable.  
  SKILL: Medical 1 
  GEAR: ¥20,000 worth of designer drugs.  
  CHARACTERISTIC: Education 
   
   
   
   
   
   
   
   
   
  
  22 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  CHARACTERISTICS 
   
   
  Characteristics measure a character’s most basic abilities: how strong, dexterous, 
  educated or intelligent they are. Characteristic scores influence almost everything 
  your character does. Stronger characters can lift greater weights, more dexterous 
  characters have better balance, and so forth. Characters have six abilities: Strength 
  (Str), Dexterity (Dex), Endurance (End), Intelligence (Int), Education (Edu), and 
  Social Influence (Soc). Strength, Dexterity, and Endurance are called physical abilities, 
  whereas Intelligence, Education, and Social Influence are loosely termed mental 
  abilities.  
   
  Strength (Str): A character’s physical strength, fitness and forcefulness.  
  Dexterity (Dex): Physical co-ordination and agility, reflexes.  
  Endurance (End): A character’s ability to sustain damage, stamina and 
  determination.  
  Intelligence (Int): A character’s intellect and quickness of mind.  
  Education (Edu): A character’s learning, experience and general knowledge.  
  Social Influence (Soc): A character’s ability to influence others in society. 
   
  Social Influence and Cepheus Engine 
  In the Cepheus Engine core rules, Social Influence is called Social Standing, and it 
  represents social class and upbringing. In a corporate hit-team on the streets of 
  Tokyo, no-one cares where you were born. As a result we replace Standing with 
  Influence. Whatever your social origins, Social Influence measures your ability to 
  influence other people in society through politeness and knowledge of etiquette, 
  threats, intimidation, force of personality or the understanding of the way different 
  approaches are needed for different groups or titles of people.  
   
  Generating Characteristic Scores 
  Generating characteristics scores is fairly straightforward. Roll 2D6 six times, and 
  assign each 2D6 result to one of the six different characteristic scores based on the 
  particular character concept you have chosen. For example, if you selected ‘Face Man’ 
  then you might assign your highest result to Social Influence, and assign your second 
  highest to Intelligence.  
   
  Characteristic Score Limits: For player characters, a characteristic score may not 
  typically exceed a maximum of 15, nor may a score drop permanently below 1 except 
  under certain circumstances. 
   
  Altering Characteristic Scores 
  Over the course of play, your character's characteristic scores may change for the 
  following reasons: 
   
   
  
  23 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   Aging can permanently lower physical characteristic scores. 
   Physical damage, such as from combat, falling, disease or poison, temporarily 
  lowers physical characteristic scores. 
   Mental trauma, such as head injuries and drug problems, temporarily lowers 
  mental characteristic scores. 
   Certain medications and other scenarios can temporarily or permanently 
  enhance specific characteristic scores.  
   Whenever a characteristic score changes, you will need to determine the new 
  characteristic modifier. 
   
  The Universal Persona Profile (UPP) 
  Zaibatsu utilizes a concise format to encapsulate data on an individual character’s 
  characteristic scores in a manner that, with a little practice, can be quickly and easily 
  read. The numbers represent the position of a pseudo-hexadecimal notation of an 
  individual’s characteristic scores.  
   
  For example, if a character has the following characteristic scores: 
   
  Strength 6, Dexterity 8, Endurance 7, Intelligence 11, Education 9, Social 12 
   
  Then the character’s UPP would be 687B9C.  
   
  Universal Character Format 
  The following format is used to represent a character’s basic game statistics. 
   
  [Character Name] [Concept] [Character UPP] Age [Character Age] [Rank] 
  [Character Skill List, in alphabetical order, with skill levels listed after skill names] 
  [Retrogenics] 
  [Funds in Yen (¥)]  
  [Character Equipment] 
   
  Here is an example: 
   
  Murasaki (Burakumin) 
  A58963 
  Age 26  
   
  Rank 1 Agent 
  Bujutsu 1, Ground Vehicle 1, Gun Cbt 1, Urban Survival 1 
  Muscle Matrix (15), Poison Immunity (5) 
  ¥5,000,  
  Auto pistol, katana (retractable), pair of tanto (daggers), head-set radio  
  
  24 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
  OTHER SKILLS 
   
   
  All new recruits come to the Company with one level-1 skill provided by their Concept.  
  Other level-1 skills may also have been learned prior to working for the zaibatsu, the 
  exact number of which depends entirely on the character’s Education characteristic. It 
  pays to stay in college! 
   
   
   
  Education 
  Number of Additional Skills 
  Gained al Level-1 
  10 – 15 
  4 
  7 – 9 
  3 
  4 - 6 
  2 
  2 - 3 
  1 
   
  
  25 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Any skills may be chosen as long as the player can rationalize their selection to the 
  referee as part of their Concept or character background. The only exception to that 
  is Heavy Weapons  skill, which should have been gained in the military (Japanese or 
  otherwise). All skills can be chosen only once at level 1. 
   
  The skills are divided into four categories for ease of selection, the categories are: 
  COMBAT, SOCIAL, TECHNICAL and URBAN. 
   
  Combat Skills 
  Bujutsu: The character is skilled in knife-fighting and can also wield Japanese swords 
  (katana), tanto (daggers), nunchaku, clubs, cudgels and most other melee weapons 
  effectively in hand-to-hand combat. The Cepheus Engine equivalent is a combination 
  of Slashing, Piercing and Bludgeoning Weapons.  
  Demolitions: This military skill allows a character to arm and disarm explosives, such 
  as limpet mines, land mines and improvised charges. Useful when defusing that 
  terrorist bomb!  
  Gun Combat: The character is familiar with most types of high-tech firearms, from 
  pistols and rifles to lasers, light machineguns and shotguns. 
  Heavy Weapons: The Heavy Weapons skill covers purely military infantry support 
  weapons such as grenade launchers, flamers, missile systems, miniguns and rocket 
  launchers. (This skill is an option for Special Forces only).  
  Jujitsu: A defensive Japanese martial art involving various holds and throws. The 
  character is able to pin an opponent down, disarm them or throw them. The Cepheus 
  Engine equivalent is Natural Weapons.  
  Karate: The character is skilled at Karate, an offensive Japanese martial art involving 
  many straight-line punches and kicks. The Cepheus Engine equivalent is Natural 
  Weapons.  
  Take Aim: This skill is required to keep a steady aim and increase your chances of 
  hitting a target. Someone with this skill can aim for one full round (+1), for two 
  rounds (+2) or for three rounds (+3), based on their skill level (1, 2 or 3). The 
  character can aim if he does nothing except aim until he makes his attack. Other 
  characters cannot try aiming. 
   
   
  HOW MANY SKILLS? 
  Wait… you’re telling me that I’ve only got 3 or 4 skills .. and they’re all at 
  level 1? I thought I was some hot-shot ninja or Yakuza tough guy! Well, 
  because we’re using 2D6 for our rolls, a +1 is a big modifier (someone 
  trained), level 2 represents more advanced experience and level 3 a real 
  expert (a doctor or Navy pilot). You’ll rarely see anyone with skills greater 
  than 4.  
   
  The idea is to gain additional skill levels quickly via promotion in your 
  zaibatsu. Extra skill levels, like cash, perks and extra retrogenics are 
  dangled in front of you to keep you loyal and eager to do the corporation’s 
  bidding.  
  
  26 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  Social Skills 
  Administration: The user can cut through red tape, analyze accounts for clues and 
  criticize business methods. Also used by criminals to commit fraud. A skilled character 
  knows all the gossip on the zaibatsu of the day. When attempting tasks like avoiding 
  police harassment, ensuring the prompt issue of licenses, approval of applications, 
  avoidance of close inspection of papers, etc., a successful Admin skill check will 
  provide a positive outcome to the situation.  
  Bribery: The character has experience in bribing petty and not-so petty officials in 
  order to circumvent regulations or ignore cumbersome laws. The amount of a bribe is 
  often based on the level of offense, as outlined below: 
   
  Offense 
  DM 
  Minimum Bribe (¥) 
  Petty Crime or Infraction 
  +2 
  200 
  Misdemeanor, Minor Infraction 
  +0 
  400 
  Serious Crime or Infraction 
  -2 
  4000 
  Capital Crime or Infraction 
   
  -4 
  10,000 
   
  Broker: A broker is skilled in locating suppliers and buyers, either legitimate or 
  illegitimate, and facilitating the purchase and resale of commercial goods. The 
  character can always seem to buy at a discount and sell at a profit. He makes a great 
  street dealer.  
  Carousing: A party animal, the character seems to know all the bars and 
  restaurants, and what their regulars are like, and can usually get access to most of 
  them (the exclusive ones are a bit harder). In a social situation, such as a party, 
  conference, business meeting, karaoke, bar hopping, etc., he or she can make other 
  people feel at ease while giving up lots of information without realizing it. Great for 
  catching gossip and rumors, or even spreading them.  
  Forgery: The character has skills in faking documents, currencies, and identification 
  badges in order to deceive officials, government agents and security forces. The roll 
  for an NPC to be convinced by a (forged) document is 8+; apply the following DMs:  
  + Forgery skill, -1 if the NPC has Admin or Bribery skill; +1 if the inspection is rushed.  
  Gambling: The individual knows all the legal and illegal gambling joints and is 
  familiar with their games, too. He or she has an advantage over non-experts, and is 
  generally capable of winning when pitted against guys from the street. He knows the 
  gambling culture, lead personalities and the history of scams and stings.  
  Leader: You don’t take charge, but you are great at motivation and on-the-spot 
  planning – a real asset to a team. If you can talk to another player character, face-to-
  face, you can award them a positive DM to attempt any non-combat task.  The pool 
  of  bonus points you have on tap to use in a single session is equal to Leader skill +2. 
  Leader skill has a few other uses, including organizing Non-Player Characters and 
  assessing the personality of an NPC using body language. Skill rolls are required for 
  these tasks. 
   
   
   
   
  
  27 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Example: The team need to get into a high class Roppongi night-club, but they were 
  thrown out a week ago (the task is a Difficult [-2] Carousing roll). The character with 
  Leader 1 decides to award the character trying to talk his way in (with Carousing 1) a 
  +1, perhaps he gave a pep-talk about the importance of the mission or backs up his 
  friend in the task. The 2D6 roll is 8, with a +1 skill and +1 Leader bonus for 10. They 
  are in… 
   
  Technical Skills 
  Comms: The character is trained in the use, repair, and maintenance of 
  communications and sensor devices. It includes the setting and locating of bugs, 
  cameras and other surveillance equipment. The skill includes knowledge of 
  eavesdropping and wire-tapping. Skilled characters can also boost an incoming or 
  outgoing signal, create or break a secure channel, detect signals and anomalies, hide 
  or piggyback on another signal, jam local communications, locate and assess potential 
  threats, and analyze complex sensor data. 
  Computer: This is the skill of programming computers, making basic repairs and 
  operating their software. It also includes hacking into the cyberspace Network. 
  Electronics: The character is practiced in installing, using, maintaining, repairing 
  and/or creating electronic devices and equipment. He can also modify an item for 
  unusual tasks.  
  Mechanical: The character is practiced in installing, using, maintaining, repairing 
  and/or creating mechanical devices and equipment. He can also modify an item for 
  unusual tasks. 
  Medical: The individual has training and skill in the medical arts and sciences, from 
  diagnosis and triage to surgery and other corrective treatments. This skill represents a 
  character's ability to provide emergency care, short term care, long-term care, and 
  specialized treatment for diseases, poisons and debilitating injuries.  
  Security: The character is skilled in the installation and also the bypassing or 
  dismantling of security measures, from mechanical locks to swipe-card locks, keypad 
  locks, surveillance cameras and various types of alarms and their triggers. Also 
  includes breaking into, and hot-wiring, cars. 
   
  Urban Skills 
  Ground Vehicle: The ability to drive most wheeled vehicles in combat or otherwise 
  stressful situations. This skill is often taught to police officers, security personnel and 
  bodyguards. The character is also familiar with routine maintenance.  
  Hovercar: The ability to pilot the new urban jump-jets, not only personal vehicles 
  but also the bigger cargo or tactical hoverwagons. The character is also familiar with 
  daily operation and routine maintenance of various types. 
  Investigate: The character is familiar with scientific analysis and the use of complex 
  and accurate scientific tools and equipment. Investigate does not bring with it 
  knowledge of an academic subject, such things are represented by high scores in 
  Education. Instead Investigate is a physical and organizational skill, a forensic and 
  analytical method used for gathering clues. Investigate rolls can be used to assess or 
  study a particular object or location. A character with a high Investigate skill, but an 
  
  28 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  average Edu score, might be a lab technician or might be a detective or forensic 
  expert.   
  Recon: This skill represents the ability to scout out dangers and spot threats, unusual 
  objects or out of place people. Characters skilled in Recon are adept at staying 
  unseen and unheard when needed. 
  Streetwise: A character with the Streetwise skill understands the power structures in 
  criminal society. A skilled character knows where to go for information, how to handle 
  strangers without offending them, and who can handle activities bordering on the 
  fringe of legality. It includes how to how to cope with shady dealings in city life, 
  knowledge of the right bars, of gang colors, of correct ‘Street’ behavior and other 
  forms of ‘Street’ knowledge and etiquette. The character may or may not have any 
  connection with the Yakuza criminal syndicate. 
  Urban Survival: This skill allows a character to know the best places to hide in 
  Tokyo and other Japanese cities, the quickest routes from A to B, the reputation of 
  various districts and the general layout of the vast Tokyo-Chiba Metropolis. Don’t get 
  this confused with Streetwise. 
   
   
   
   
   
   
   
   
   
   
   
  
  29 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  SHADY PAST 
   
   
  Characters may live long enough to develop personalities, deep histories and 
  definable characteristics and motivations. However, players can use the following 
  tables in order build up a quick, thumbnail ‘shady past’ for their character straight 
  from the get-go. So can the referee, in fact, when he designs Non-Player Characters 
  (NPCs). Use your imagination and extrapolate from these bare bones if at all possible. 
  Fill the game world with life! Think up a quick background story, a reason the 
  character left his old life of freedom behind and joined the rigid, monolithic zaibatsu. 
  Was it just money? Revenge? Power? Contacts are a very valuable asset in the game 
  (one reason that the zaibatsu recruit street scum is for the underworld connections 
  they bring with them). A section on creating a contact is included below. 
   
  Life Events 
   
  Roll for one of these inspirational ideas which will help to cement in your head some 
  kind of background story to provide a rationale for the character. If it doesn’t really 
  make sense then roll again, or leave it, something may happen in play later on that 
  explains your strange Life Event roll! As in all Japanese anime, past loves, hates and 
  deeds should continually spill out to confuse and confound the story being played out! 
  Use two dice, rolled independently:  
   
  1,1 Enemy made - a friend or relative 
   
  * See Animosity Table (below) 
  1,2 Enemy made - a friend or relative 
   
  * See Animosity Table (below) 
  1,3 Enemy made - a friend or relative 
   
  * See Animosity Table (below) 
  1,4 Enemy made - a lover   
   
   
  * See Animosity Table (below) 
  1,5 Enemy made - a lover   
   
   
  * See Animosity Table (below) 
  1,6 Enemy made - a lover   
   
   
  * See Animosity Table (below) 
   
  2,1 Enemy made - the Tokyo city government  * See Animosity Table (below) 
  2,2 Enemy made - the  Japanese police force * See Animosity Table (below) 
  2,3 Enemy made - a major zaibatsu  
   
  * See Animosity Table (below) 
  2,4 Enemy made - a co-worker       
   
  * See Animosity Table (below) 
  2,5 Enemy made - a co-worker      
    
  * See Animosity Table (below) 
  2,6 Enemy made - a co-worker      
    
  * See Animosity Table (below) 
   
  3,1 Your girlfriend is always involved in your escapades, unwanted of course!  
  3,2 Scarred in a terrible past accident, perhaps psychologically as well? 
  3,3 You owe money on the Street – 2D6 x ¥20,000      
  3,4 You’ve been in prison or held hostage for some considerable time 
  3,5 You’ve recovered from some secret illness or drug addiction 
  3,6 You were terribly betrayed, exposed, or blackmailed 
   
   
   
  
  30 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  4,1 Friend, lover or relative tragically killed. Do you know by whom? 
  4,2 You have been falsely accused of some crime 
  4,3 Hunted by the Law or by a powerful zaibatsu 
  4,4 You have a powerful government contact - but costs ¥2000 to use. 
  4,5 You experienced a very bad love affair that went tragically wrong 
  4,6 You had, or are having, an affair - with a rival 
   
  5,1 You are having, or have had, an affair, but there is constant conflict 
  5,2 You are having, or have had, an affair, but friends don’t approve 
  5,3 Previous mission went badly wrong, people were hurt or killed 
  5,4 No family to speak of - or have you? 
  5,5 Rebelled against family, they hate you and disowned you 
  5,6 You are a member of a secret society 
   
  6,1 You know a delicate secret about a Tokyo Yakuza operation 
  6,2 Wanted overseas 
  6,3 Your last mission killed innocent people and hit the headlines 
  6,4 The Tokyo police know you (and your past) well 
  6,5 You have somehow acquired a valuable (& probably stolen) item 
  6,6 You are the sole witness to a murder or major scandal 
   
   
   
   
   
  Animosity Table (1D6) 
   
   
  1 
  One party was deserted or betrayed by the other 
   
   
  2 
  One party was responsible for the seriously injuring the other 
   
   
  3 
  One party publicly humiliated the other 
   
   
  4 
  The two parties are in direct competition 
   
   
  5 
  Constant friction exists between the two parties 
   
   
  6 
  One party accuses the other of some terrible crime 
   
   
   
   
  PERSONALIZE 
   
   
  Personalizing your character involves creating the following details:  
   
   Japanese Name 
   Appearance 
   A Contact 
   
   
   
  
  31 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  Japanese Name 
   
  Male Names: Akimitsu, Adachi, Akimoto, Ashikaga, Buntaro, Chukayo, Fuhito, 
  Fujiwara, Goto, Gidayu, Hakatoko, Hasekura, Hanawa, Hatakeyama, Hisamatsu, 
  Hosokawa, Ikeda, Iemitsu, Iwazumi, Kageharu, Kanemitsu, Kajitori, Katsura, Kagawa, 
  Kanamori, Kimura, Kobori, Kojima, Kuroda, Kiroshi, Makimura, Masamitsu, Miyagi, 
  Miyamoto, Mizuno, Matsukara, Minamoto, Matsudaira, Matsui, Mogami, Murakami, 
  Murasaki, Matsushita, Nagao, Nakahiro, Naginata, Nakamura, Nakatomi, Narita, 
  Nawa, Nikki, Ogasawara, Omaro, Okimoto, Oseki, Otawara, Oyama, Rokkaku, 
  Rokugo, Sanzo, Sakimoto, Shigenobo, Sanjitomo, Sanada, Shinjo, Satake, Suwa, 
  Sengoku, Shiba, Shibata, Shimazu, Tada, Tagaya, Taira, Tomomasu, Taneyoshi, 
  Togama, Toyonari, Tsunayoshi, Terazawa, Tanaka, Tokugawa, Uesegi, Usami, 
  Uchimaro, Wakabe, Watamaro, Tamaga, Yamaguchi, Yoshisune, Yoshizumi. 
   
  Female Names: Aiko, Akemi, Amane, Asako, Chika, Chisato, Chizuru, Eiko, Emiko, 
  Eri. Etsuko, Fujiko, Fukumi, Fusako, Fuyumi, Hana, Hanako, Haruko, Hatsue. Hideko, 
  Hisako, Hisayo, Honami, Honoka, Ichiko, Ikumi, Itsumi, Jitsuko, Kaguya, Kana, 
  Kanako, Katsuko, Kawai, Kazuha, Kazuyo, Keiko, Kikuko, Kimiko, Kira, Kuriko, Kyoko, 
  Machiko, Maiko, Makiko, Mana, Masako, Mayumi, Megumi, Michiko, Mika, Mikako, 
  Minako, Minami, Misato, Mitsuyo, Miyoko, Miyumi, Momoko, Mizuko, Nagako, Nami, 
  Nanase, Naoko, Narumi, Noriko, Noriyo, Nozomi, Ok, Omi, Reika, Rieko, Rikako, 
  Risako, Rumiko, Ruriko, Ryoka, Ryoko, Sachiko, Sadako, Saki, Sakura, Saori, Satoko, 
  Satomi, Sayaka, Sayumi, Setsuko, Shimako, Shino, Shizue, Shizuko, Shoko, Sugako, 
  Sumi, Sumika, Sumiko, Suzuka, Taeko, Takako, Tamami, Tamao, Tamiko, Tatsuko, 
  Teiko, Teruko, Terumi, Tomoko, Toskiko, Tsukiko, Tsuru, Wakako, Yae, Yasuko, Yoko, 
  Yoriko, Yoshiko, Yoshino, Yuka, Yukari, Yukiko, Yukina, Yumeko, Yumi, Yumika, Yuri, 
  Yuriko.   
   
  Appearance 
   
   
   
   
   
   
   
   
   
   
  Appearance (2D6)        
   
  Motivation (2D6) 
  2  Retro 50s, 60s, 70s, 80s           2  Self-Ego 
  3  Grunge                               
  3  Order & Law 
  4  Long Coat                          
  4  Personal Honour 
  5  Chunky Padded Style                5  Drugs 
  6  Street Sportswear                   
  6  Wealth 
  7  Baggy Style                         
  7  Wealth 
  8  High Fashion                        
  8  Revenge 
  9  Smart Casual/ Corporate         9  Power 
  10 Punk                                 
  10 Fame 
  11 Slick Leathers                      
  11 Duty 
  12 Camouflage Gear                   
  12 Pleasure 
   
  
  32 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  A Single Contact   
   
   
   
   
   
   
   
   
  Each player character should have one social contact he can turn to for help, advice 
  and information. Characters with Streetwise or Administration may get an extra 
  contact. Remember that the contact will require the PC to help out in kind 
  occasionally, and that they may occasionally (oops!!) get them killed. Roll two 
  separate dice on the Contact Table to come up with an idea of the contact’s 
  profession. Contacts are very useful during missions and can help, can hinder, betray 
  and otherwise turn a routine mission into a real-life experience, fitting the game into 
  the world. 
   
  But there is another side to Zaibatsu. As street criminals hired by the big 
  multinationals, the characters still retain active links with the Tokyo underworld. The 
  zaibatsu encourage their samurai to cultivate these connections, hoping to benefit 
  from illegal suppliers and the directness of violent criminal activity. This means that (if 
  referees and players desire) characters can perform off-duty jobs for contacts, or with 
  a contact’s help. Their reward? Money (of course) and new contacts to be used in the 
  missions. A good criminal job, with few civilian casualties and no major screw-ups 
  should easily be worthy of a contact, either encountered and befriended during the 
  ‘job’ or as a name and address handed over by a grateful friend. The referee must 
  adjudicate. They can include resolving aspects of a character’s background story, jobs 
  for the Yakuza or a chunin, scams, set-ups, robberies, whatever. They can be run as 
  solo games (one referee, one player) or the other players can get in on the game, 
  helping out one of their number whose job it is. These criminal jobs are not meant to 
  be the focus of games in Zaibatsu but intermittent or alternating scenarios that 
  illustrate the samurai’s dark links with the Street. The player characters operate 
  between two extremes, being loyal company employees by day, but belong to the 
  Tokyo underworld at night. Referees can run street scenarios totally unconnected with 
  the business of the zaibatsu - making a refreshing change and filling out the 
  background of the characters. 
   
  Referees should remember that contacts can be made during a mission, if a useful 
  NPC was rescued or helped by the team, that character may serve as a 
  friend/link/contact.  One player can add that NPC to his character’s sheet as a 
  contact.  
  Identifying Features (3D6)  
  3 
  Fingerless Gloves  
  11  Wildly coloured hair 
  4 
  Tattoos  
   
   
  12  Lots of Facial Hair 
  5 
  Mohawk  
   
   
  13  Designer Stubble 
  6 
  Bald  
   
   
   
  14  Lots of Jewellery 
  7 
  Earrings  
   
   
  15  Pony-Tail 
  8 
  Nose Ring 
   
   
  16  One colour-theme 
  9 
  Leather  
   
   
  17  Hat 
  10  Mirror shades  
   
  18  Spiked Gloves 
   
   
  
  33 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  But contacts don’t last forever. Too often used, or abused, they may eventually suffer 
  from hyperventilation (too many bullet holes), lead poisoning or red corpuscle 
  deficiency. The following actions may have a bearing on the loyalty or longevity of a 
  contact:  
    
   Breaking an Oath or Promise - A contact who is betrayed by a character will 
  not be happy. It may be a promise that was not fulfilled or something more 
  important, but the referee must roll 2D6 to determine the contact’s reaction. 
  On 7 or more he has nothing more to do with the character. On a 6 or less he 
  continues to help. 
   Killing Innocent Civilians - If you are involved in the killing of civilians (in a 
  mission or on a job) you are in danger of creating an image of a blood-thirsty 
  maniac. Contacts (even gangster contacts) will be put off associating with you. 
  Few people in the underworld sanction the murder of innocent people. It’s the 
  sign of an amateur about to ‘lose it’. If they are killed without regard or 
  remorse, roll 2D6 for every contact. On 5 or less, lose that contact. 
   Screwing Up Majorly - If you can’t do your job, people don’t want to know you. 
  When you bungle an underworld job, roll for all your contacts. On 5 or less lose 
  that contact. 
   
  Contact Table (1D6, rolled twice) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1,1   Chunin (Fixer)  
  4,1  Ninja 
  1,2   Engineer      
   
  4,2  Yakuza gangster 
  1,3   Military Officer   
  4,3  Medium Zaibatsu 
  1,4   Technical            
  4,4  Large Zaibatsu 
  1,5   Street Surgeon  
  4,5  Taxi-Driver/Courier 
  1,6   Private Eye             4,6  Street Samurai 
  2,1   Rumourmonger     5,1  Deck Jockey 
  2,2   Scientist                 5,2  Hustler 
  2,3   Rogue Android     
  5,3  College kid 
  2,4   Kantai tough        
  5,4  Smuggler/Supplier 
  2,5   Cultist - Terrorist     5,5  Politician 
  2,6   Artist                      5,6  Large Zaibatsu 
  3,1   Cop                     6,1  Chunin (Fixer) 
  3,2   City Office   
   
  6,2  Family Member 
  3,3   Local gang             6,3  Deck Jockey 
  3,4   Assassin   
   
  6,4  Small Zaibatsu 
  3,5   Bank                    6,5  Cop 
  3,6   Media                    6,6  Yakuza gangster 
   
   
   
   
   
   
   
  
  34 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  GEAR 
   
   
  Finally, collect the gear from your character type, pick up ¥4,000 as a recruitment 
  bonus, and prepare for the mission briefing. Most zaibatsu automatically award their 
  operatives a head-set radio and a handgun (auto pistol). Anything else must be 
  bought with personal finds or acquired on the corporate card (see next chapter). 
   
   
  RETROGENICS 
   
   
  You’re almost ready to hit those rain-slicked streets. Almost - but not quite. You see 
  the opposition genetically-modify their guys, make them stronger, faster, immune to 
  fire, drowning, and that kind of thing...  All thanks to a little bio-development  called 
  ‘retrogenics’. Feel intimidated? Well your zaibatsu (we start you off in the employ of 
  Haruna Biolabs) hates to waste agents, and will foot the bill for 20 points of 
  retrogenic adaptations before play starts. Check out the lists here and the discussion 
  about retrogenics in the Technology chapter. 
   
   
  RETROGENIC ADAPTATIONS 
  Ambidextrous (10): Self explanatory, an agent will not get the -3 penalty for using 
  the off-hand. 
  Amphibious (5): Includes gill-lung adaptations as well as fatty-layer under the skin 
  for depth, and underwater membrane over the eyes. 
  Animal Empathy (5): The PC can charm creatures (such as guard-dogs and 
  ravenous mutated test creatures) automatically. 
  Cat’s-Eyes (10): Night vision provided some light is available, even a tiny LED. 
  Eidetic Memory (5): Photographic memory. A visual memory only. 
  Enhanced Respiration System (10): The user has a greatly improved respiratory 
  system that can filter out the effects of harmful toxins and gases. In addition it can 
  retain oxygen for up to 20 minutes for an inactive character, or 10 minutes for an 
  active one. Popular with firefighters, divers and assault teams. 
  Flexibility (5): Double-jointed, gives +3 to climb rolls and the ability to climb into 
  very, very tiny spaces. 
  High Pain Threshold (10): The PC is virtually invulnerable to pain. Ignore penalties 
  from wounds. However, extreme actions while suffering from an unnoticed wound will 
  cause a further 1D6 damage. 
  Inner-Ear (5): Superb balance and co-ordination. No rolls are required for walking 
  along narrow ropes, ledges, etc. Running does, however. Reduce distance from a fall 
  by 3m. 
  Insect Eye (10): Independently focused eyes, able to look in two different directions! 
  A PC can fire at two targets simultaneously (best used with Ambidextrous). 
  
  35 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Macro-vision (5): Telescopic sight just by concentrating. The character can spot a 
  human-sized figure up to 5km away! 
  Metabolic Accelerator (15): Genetic-level metabolic accelerator. A radical rewire of 
  the central nervous system, jacking up the user’s physical reflexes to an almost 
  inhuman level. Popular with hitmen who need that split second advantage. For 10 
  minutes, allows the user to act twice in every round. Note that machinery (such as 
  cars) will not act at double speed. Cannot be reused within one hour. If wounded 
  (reduced to 0 Endurance) the acceleration will automatically shut off.  
  Metabolic Decelerator (5): Can reduce a character’s metabolism to the minimum 
  required for life. The character appears dead, and he will have a very distorted vision 
  of what is going on, all in high speed. Will take twice as long to die from wounds, will 
  breath half as much air, etc. The character must make an Endurance roll every 
  minute if he wants to come out of this. Minimum deceleration time 1 minute. 
  Micro-vision (5): Microscopic vision, for checking fibers, marks or clues. 
  Mimicry (10): If the PC spends a minute listening he can mimic a voice, but only 
  repeat what he heard. If he spends an hour listening to the voice and makes an 
  Intelligence roll he can imitate the voice in general conversation.  
  Muscle Matrix (15): Toughened tissue fibers around the body, strengthened bones 
  and joints. Gives +4 on Strength rolls. 
  Parabolic Hearing (5): Can zoom in on sounds within 10m if the character 
  concentrates, and hear things just out of the range of normal hearing, +2 on hearing 
  rolls (usually Intelligence rolls). 
  Pheromone Sense (5): Acts as a person detector out to 5m. Can also be used to 
  identify people within 5m if the character concentrates. 
  Poison Fangs (10): Retractable snake-like fangs used to bite (inflicting 2 Stuns if the 
  neck is bitten - a feat impossible during combat). Also can be filled with poison! A 
  typical nerve poison does 2D6 damage if an Endurance+2 roll is made, and kills if it is 
  not. 
  Poison Immunity (5): Immunity from most toxins entering the bloodstream; but 
  not acids! 
  Regeneration (15): An enhanced cell-regeneration system that allows a Seriously 
  Wounded character to stave off deterioration rolls for two hours, not one. Characters 
  suffering a Wound or Minor Injury will be able to restore 2 Endurance points per hour 
  instead of one.  
  Retractable Claws (10): These claws are in the human fist and can be available for 
  use in an instant. They act as a melee weapon (2D6+1 damage) and require Bujutsu 
  skill for effective use. 
  Second Skin (10): The PC is immune to fire and napalm attacks by virtue of a 
  second isothermic outer skin. Within minutes this skin sheds, leaving the PC stunned. 
  A new second skin will regrow after a night’s sleep. 
  Subdermal Body Armor (20): Toughened skin layering and subcutaneous tissue 
  enhancements turn skin into 4-point ballistic armor!  
  Subdermal Pouch (5): A secret sub-skin carry pouch for small items. 
  Superarms (10): Very strong, tough arms with strengthened muscle and bone. 
  Allows fantastic feats of arm strength, bending and breaking, gripping and crushing. A 
  Superarm punch is translated as a Power Strike (without the -2 to hit) and adds 1m to 
  
  36 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  the distance thrown back). But useless for lifting etc. without Muscle Matrix to back it 
  up. 
  Superlegs (10): Allows running at double speed for 5 minutes, and jumps of double 
  distance (6m up, 8m across with a running jump). Any kick inflicted with Superlegs is 
  translated as a Power Strike (without the -2 to hit) and adds 1m to the distance 
  thrown back).  
  Transmorph (20): Major adaptation involving facial and body muscles, air sacs and 
  follicle implants. The PC can alter his body (requires 1 minute and a mirror) to change 
  his appearance in order to carry out a disguise to perfection. A minute is needed to 
  copy someone, an hour or more to fool their acquaintances. Height, build, facial 
  features, hair color and length are all variable! Can only be kept up for 1D6+1 hours.   
  Vat Grown Eyes (5): Actually vat grown eyes that are perfectly cloned designs with 
  vivid bright colors, with the tiny logo of the lens design (often Zeiss-Nikkon) visible in 
  the iris as a badge of quality. Users of Zeiss-Nikkons gain a +2 bonus on all sight rolls 
  (an Intelligence roll or Recon roll). They also look totally cool. 
  Waking Sleep (5): The PC never has to sleep, but instead meditates for 10 minutes, 
  nullifying a - 2 penalty for missing an 8-hour sleep period. 
   
   
  PREGENERATED  CHARACTERS 
   
   
  These four Zaibatsu characters make up a typical corporate hit team. Each was 
  created following the rules in this chapter, and each one has been given 20 points of 
  retrogenic adaptations. If you wish to begin play quickly, you can print these guys of 
  and hand them to your players; either they can play them directly of the written UPPs 
  here, or they can transfer the character details over to the one-page character sheet.    
   
   
    
  Sengoku Software Jockey  777B84 
  Age 18 
  Rank 1 - Agent   
  Admin 1, Computer 1, Gun Combat 1, Security 1 
  Retrogenics: 10-Cat’s Eyes, 10-Retractable Claws 
  ¥4,000  
  Auto Pistol, IBN Netspace 3 Cyberdeck with two Grade Three Icebreakers 
  and one Grade Five  
  Contact: Executive from a small corporation 
  Appearance: Smart casual, crew cut 
  Background: Was once terribly betrayed but now desires power, was an 
  office-worker. 
   
   
   
  
  37 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  Oyama 
  Burakumin  
  B89872 
  Age 29 
  Rank 1 – Agent 
  Bujutsu 1, Ground Vehicle 1, Karate 1, Streetwise 1 
  Retrogenics: 15-Muscle Matrix, 5-Waking Sleep 
  ¥4,000  
  Auto Pistol, Tanto 
  Contact: Technical expert 
  Appearance: Leather jacket, shaved head 
  Background: Was a street gangster, acquired a valuable item, has made 
  a vow of duty to the zaibatsu 
   
  Chiyo  
  Ninja  
   
  3C9A4A 
  Age 25 
  Rank 1 - Agent   
  Bribery 1, Gun Combat 1, Security 1 
  Retrogenics: 10-Super Legs, 5-Flexibility, 5-Poison Immunity 
  ¥4,000  
  Auto Pistol, Cardlock Decryptor  
  Contact: Media Contact 
  Appearance: Padded hooded jacket, baggy trousers, boots, nose-stud 
  Background: Rebelled when young, her family since disowned her 
   
  Akagi  
  Driver  
   
  B58655 
  Age 22 
  Rank 1 - Agent   
  Ground Vehicle 1, Mechanical 1, Urban Survival 1 
  Retrogenics: 15-Metabolic Accelerator, 5-Parabolic Hearing 
  ¥4,000  
  Auto Pistol,  Car (Armored) 
  Contact: Freelance Ninja 
  Appearance: Wears street sportswear, has a short mohican 
  Background: Member of a secret society 
   
   
  THEY CALL ME BOSATSU ... 
  “I didn’t join Haruna to save the world. I didn’t join to make money. I joined Haruna 
  Biolabs because their shares were up and I was looking to the future. We live in a 
  world of have and have nots. Some have corporate contracts, some have not. I’d 
  wasted about ten years screwing around on the street, minor deals, hustles, scams, 
  nothing major, just making enough to pay the rent. I needed a way out. On the 
  Shinjuku-Ginza Metro one night I read an interview with Matsudaira in ‘Today & 
  Tomorrow’. This high-flier with Shinobizawa was getting paid massive multi-million 
  yen bonuses for the same kind of stuff I was pulling off down in Kabukicho every 
  night!” 
   
  
  38 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  “So I signed up. Indentured. My first mission was a disaster.  I was shot twice and 
  both my team-mates were killed by a grenade. I survived by jumping into the Sumida 
  River. That shook me up. I decided then to use my brain, to think my way around 
  problems and use every possible resource. Put the company between the bad-guys 
  and me, I thought. So far so good. Five years later and I’m still alive with every 
  possible comfort. But now I’m more in danger from my own teams than I am from 
  the company’s rivals! These guys are on a very steep learning curve and I have to 
  fight to keep out of their disastrous mistakes.” 
   
  Bosatsu 
  Sarariman   
  7A6998     Age 34     Rank 6 -Asst. Div Chief 
  Broker 2, Computer 1, Comms 1, Gun Combat 1, Karate 2, 
  Retrogenics: Regeneration (15), Subdermal Body Armor (20) and 
  Ambidextrous (10) 
  ¥54,000 
  Autopistol, Combat Knife, Full ID, 3 x Endorphins, Hovercar, PDT, Aztec-
  Sendai Cyberspace 64 (Model/4) 
  Contacts: Sarah Monogatari - a chunin, Tanaka - a Yakuza gangster, and 
  Anita Turkan - a reporter 
   
  Appearance: Bosatsu wears expensive 
  tailored suits with a waistcoat. He is a 
  stickler for neatness and cleanliness. 
  His black hair is jelled and slicked back 
  and he wears shades.   
   
  Background: Bosatsu is a rank 6 
  employee of Haruna Biolabs, a loyal 
  security agent with no qualms about 
  eradicating members of rival zaibatsu 
  to ensure the survival of his company. 
  Bosatsu is a Sarariman, a corporate 
  organizer who is given a task to do and 
  can be trusted to get on with it. His 
  automatic skill is Broker 1, because of 
  his Education of 9 he also selects 
  Karate 1, Gun Combat 1 and Comms 1. 
  Because of his promotions, Bosatsu has 
  gained +3 skill levels, and so his 
  current skill total is: Broker 2, Karate 2, 
  Gun Combat 1, Computer 1 and Comms 1.   
  
  39 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mooks, Grunts and Goons – The Bad Guys 
  What about the bad guys and their skills and characteristics? Well, 
  there are times when you will want a fully-detailed Non-Player 
  Character whom the PCs encounter or cross wits with. Create that 
  character using the rules in this chapter, either randomly or by design. 
  Retrogenics are only available to covert corporate hit teams, no-one 
  else.  
   
  What about bodyguards, or a hit man, a taxi driver or street contact? 
  Keep it simple, keep play fast. You might create the UPP with skills if 
  you are planning an encounter, but more likely you might just want to 
  identify a skill or two for that NPC as well as a weapon or piece of kit. 
  If you need to make a characteristic roll it is a simple matter to create 
  a Strength or Intelligence stat as needed, or just use 7 (the ‘average’).  
   
  In combat, where we are going to create a very fast and fluid type of 
  conflict resolution, I have often totally ignored any skills relevant to 
  the fight that the bad guys have. It makes rolling their attack dice 
  even faster and gives the player characters just a little bit more 
  breathing space. 
   
  So, when I suddenly come up with the idea that one of the PCs is 
  being followed down an alley, all I need to decide is … ‘hit man with a 
  pump action shotgun’, with physical characteristics of 888 (I’m gonna 
  need those numbers when the PC empties a magazine of bullets into 
  him 
  – 
  hopefully!) 
  Skill 
  wise, 
  I 
  like 
  to 
  assume 
  all 
  the 
  goons/mooks/extras (call them what you like) simply have all combat 
  skills at level 0. It makes my job easier and keeps combat fast.  
   
   
   
  
  40 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  THE ZAIBATSU 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Many of Earth’s corporations are extremely powerful, often rivalling in economic 
  power the nations that they feed from. The most powerful are conglomerates. A 
  conglomerate is a corporation that is made up of a number of different, seemingly 
  unrelated businesses. In a conglomerate, one company (often referred to as the 
  general trading company) owns a controlling stake in a number of smaller companies, 
  which all conduct business separately. Each of a conglomerate's subsidiary businesses 
  runs independently of the other business divisions, but the subsidiaries' management 
  reports to the senior managers of the parent company. In Japanese street culture, 
  these conglomerates and their related businesses are all nicknamed ‘zaibatsu’, a type 
  of business conglomerate from the Meiji to the Shōwa periods of Japanese history 
  (1868 – 1945).   
   
  Some zaibatsu have the resources of a small nation, so powerful, wealthy and far-
  reaching are they. A fleet of cargo jets painted with the corporate livery, business 
  jets, long-distance trucks, hotels, parks, industrial estates, private security armies, 
  lawyers, warehouses, vast housing and housing blocks, passports, embassies, private 
  islands and airfields, satellites, space-stations and ocean-going ships: there is 
  practically nothing that a zaibatsu cannot procure if it so decides. 
   
  In Zaibatsu, the player-characters are corporate agents of a very dangerous nature. 
  Tokyo and the Tokyo Bay area has become the center for a new industry that is 
  dominating 23rd century life. Bioengineering is this century’s computer revolution, and 
  the Japanese are the globe’s leading exponents of the technology. The vast Japanese-
  based corporations, or zaibatsu, dominate the field - and the world. Tokyo is their 
  battleground and the struggles are fought for, and with, data and gene-science. 
  Genetics hold the secrets to life, power and profits, being used for agriculture, 
  plastics, medicine, food production, industry and human bioengineering. 
   
   
  
  41 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  The zaibatsu wars are fought by their own corporate security teams, initially recruited 
  from the Streets. Today, with human bio-engineering on the increase, the zaibatsu 
  have begun using their own genetically-modified supermen for security purposes. 
  These retrogenic killers assassinate employees of rival zaibatsu, kidnap scientists, 
  burgle offices, steal data or bio-samples... the list is endless. And the streets of Tokyo 
  play host to this murderous game of corporate espionage. 
   
   
  CORPORATE FAMILIES 
   
   
  The table below groups the most influential and successful zaibatsu currently 
  operating in Japan (and the world) within their conglomerates. Most of these 
  conglomerates run a heavy industries business as well as a computer, medical, 
  aerospace, banking and shipping business. In the majority of cases the nature of the 
  zaibatsu’s dealings will be obvious from its name.  
   
   
   
  Erebus 
   
  Hosaka 
  Con Am Starline, Erebus 
  Power, Kinako Foods, Gulfstar, 
  EuroChemicals, Maze Labs 
   
  Kamakura Investments, Hosaka 
  Computing, Hosaka Heavy 
  Industries, Japan Air Lines, Koji-
  Akita GeoCorp, Adachi BioTech 
  Leyland-Okuda 
  Matsuyama 
  NDM Banking, Rockford 
  Aerospace, Leyland-Okuda 
  Steel, Leyland-Okuda 
  Aerospace, Advanced Motors, 
  Buckminster Engineering, 
  Leyland Energy, IBN 
  Hiroshi Banking, Matsuyama Heavy 
  Industry, Lockhart Aerospace, 
  Haruna Biolabs, Ellis-Itami Data, 
  NHK, Yoshiko, Maverick Defense 
  Oshima 
  Reiner Gama 
  Rand-Oshima Bank, MZ Rocket 
  Corp, Shonagon Media, Sendai 
  Computers, Chanoyu 
  Restaurants, Haikyo Clubs, 
  Oshima Manufacturing, Go Mo  
  Zenith Electronique, Reiner-Gama 
  Heavy Industry, Eurodyne 
  Shinobizawa 
  Tharsis 
  Shinobi Electron, Shinobi-Fuji 
  Power, Shinobi Technics,  Kirin 
  Beer, Comlink Asia, Tsugaru 
  Robotics, Shinobizawa 
  FlexiCorp 
  Tharsis Heavy Industries, Red 
  Dragon Beer Company, Inferno 
  Electronics, Tharsis Defence 
  Systems, Parkfield Biolabs, Tharsis 
  Aerospace, CRM Data Systems, 
  Comlink America, Red Giant 
  Transport 
  
  42 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Voroncovo 
   
  Wu Ketai 
  Savarin Finance, Colonial 
  Endeavours,  Voroncovo 
  Electronics, Transdyne 
  Cybersystems, Voroncovo 
  Aerospace,  Virax Healthcare, 
  Applied Security Applications 
  (ASA) 
  Wu-Ketai Trust and Banking, Nørsk 
  Cargo Line, Wu-Ketai Industries, 
  McConnell Aerospace, Stern 
  Weapon Technologies,  Novomo 
  Retail,  Makita Genetics 
   
   
  FOCUS ON … 
   
   
  The following zaibatsu are currently engaged in the corporate battles for supremacy 
  in 23rd century Tokyo. Remember that they may call on the services of other zaibatsu 
  within the conglomerate (the two will undoubtedly hold shares in one another’s 
  stock!). Note that corporations that are part of the same conglomerate never come to 
  blows in this way, there are far more civilized, private and legal methods to handle 
  such disputes.  
   
   - Colonial Endeavors is a transport corporation that 
  is not particularly large but that is able to move its assets quickly and  ingeniously  to  
  deal  with unorthodox cargoes and unusual situations. It should come as no surprise 
  then, that Colonial is part of the ever-adaptable Voroncovo conglomerate. Colonial 
  grew out of the de-regulation of the space industry at the start of the 21st century, 
  and one of the corporation’s founding enterprises was Space-X. Colonial went on to 
  supply Mars transports throughout the following decades, and in the 22nd century 
  constructed the first hyperspace-capable colony ship, once the technology had been 
  declassified. Colonial has been a stable fixture on the interstellar scene, surviving 
  because of its adaptability, ingenuity and willingness to innovate. A Voroncovo 
  corporation.  
    
   – Consolidated American is part of the Erebus 
  conglomerate, and has been the primary transport carrier to the American Sector of 
  space for the past fifty years. Times are changing, though, and the famous blue livery 
  and wire-globe logo is now being challenged by the bold full-color starships of Braniff, 
  as well as the blood-colored ships of Red Giant and the stark black and white of 
  Frontier. But Con Am has some cachet, it offers a premium service and its elite class 
  travel service is renowned as the best, its crews are some of the most educated and 
  skilled in the business. An Erebus corporation.  
   
   - Ellis-Itami is an information corporation and feared for that. It 
  seems to have an unprecedented data network. E-I owns insurance subsidiaries, a 
  detective agency, stock traders, several small Japanese banking companies and 
  
  43 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Kodai-Secure the famous courier and security firm. Information is Ellis-Itami’s game, 
  and the business leadership has a reputation for hiring the brightest cyberspace 
  cowboys and the best investigators. Trying to be impartial, they sell data to all 
  corporations, all governments: everyone. Much feared is the E-I credit section hired 
  by other firms to collect debts. These ‘repo men’ are basically hired guns, ronin and 
  street scum. A Matsuyama corporation.  
   
   The symbol of Erebus Power is a map of Antarctica 
  which hints at the petrochemical history of the corporation. The multinational 
  corporation is British and was involved in oil and gas drilling a century ago. Then 
  known as BP, it merged profitably with both a French and a Chinese petro-corp to 
  become Erebus Power at a boom time in Southern Ocean drilling. Hard times followed 
  the start of the solar power project on the Moon, but Erebus R&D had seen the 
  danger and had made plans to move into space in order to secure new sources of 
  energy. Near Earth asteroids proved to be the lucrative new industry upon which the 
  21st century Erebus was to be founded. More recently, lucrative licenses in the Outer 
  Rim have been gained. This new extractive industry has made Erebus a new high-end 
  player in the interstellar economy.  
   
  Erebus is massive in size and ever hungry for profit. Erebus has established several 
  top secret experimental mines and drilling platforms out on the frontier of space 
  where radical drugs therapies or retrogenic enhancements are being tested to both 
  increase productivity and worker survivability. Both are illegal, yet the trials continue, 
  with some amazing results. This is a conspiracy that snakes high up inside Erebus 
  Petrochem. An Erebus corporation.  
   
   - This zaibatsu is German and its logo is a DNA spiral in star-filled 
  space. It deals with engineering, drugs, genetics and satellites. It’s HQ is in Munich 
  and the president is called Karl Schirra.  This radical zaibatsu came out of no-where in 
  2018. It swallowed up fringe companies and forged them together into one of the 
  most technologically innovative companies in the past 30 years. It own parts of the 
  Brazilian rainforest (some say the government there, too) and holds them as 
  preserves for research into new drugs. Rumors abound of a cure for cancer and stock 
  has risen, but Eurodyne tries to put down these rumors.  One of the company’s major 
  offices is Kourou spaceport in French Guyana, currently owned by the Western 
  European Space Agency. Eurodyne fabricates parts for the shuttles, satellites and 
  landers and engages in rocket construction. A Reiner-Gama corporation.  
   
   - This corporation deals in medical services, drugs and 
  genetic treatments. Haruna previously did some bio-weapons designs for the 
  Japanese Self Defence Force but this was stopped when the viral agent Delta-2 
  contaminated food supplies, water and some areas back in the early 23rd century. 
  Many deaths ensued, but no-one was ever certain who was actually responsible. The 
  government blamed a radical terrorist group called the Imperial Restoration League. 
  Haruna, for its part, suspects Makita Genetics of trying (in vain) to discredit Haruna 
  and win the military contract for itself. In mutual fear, both corporations are at virtual 
  
  44 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  full-scale war. The people of Tokyo and the Asia Pacific Partnership are bracing 
  themselves for further violence. Haruna’s network of clinics and hospitals are run by a 
  subsidiary called Life Corp.  
   
  Haruna has spent almost a century at the forefront of human genetics research, 
  perfecting vat-grown organs tailored for a specific donor, and specializing in genetic 
  treatments. In the last two years, however, the Los Angeles office of Haruna has 
  become known for its high-end human cloning program. Immortality has been 
  discovered through the perpetual cloning of one’s own body and the transfer of one’s 
  own living memories into a new, virile body. It is quite legal to purchase a Clone 
  Insurance Policy of ¥200,000 per month. It involves visiting one of Haruna’s high-end 
  clinics and providing a tissue sample ready for cloning when the customer dies. The 
  customer also provides an initial memory recording which costs an additional 
  ¥500,000 and which is kept in a Superconducting Memory Unit (SMU). These are 
  bulky machines kept in sub-zero basements that always self-erase whenever they play 
  someone’s memories into their clone body. Updates are free. 
   
  When a Haruna customer dies, the company picks up his body (or head at the very 
  least) and takes a last recording of the corpse’s memories if possible, for implanting 
  into the clone that is being force-grown. Growing a clone to full maturity (around 30 
  years-old) takes one month and requires a valid death certificate in order to prevent 
  cloning someone still alive – which is a gross criminal act in international law. The 
  new clone is the original person in international law. 
   
  A force-grown clone that does not have a memory transferred into it is illegal. The 
  clone has no memories at all, no emotions, and is psychologically unstable. It creates 
  its own emotional reactions that can be very dangerous. In 2209, activists broke into 
  the Munich headquarters of the company and exposed the fact that memory-less 
  clones were being created purely to supply replacement organs for their VIP donors. 
  Several hundred memory-less clones escaped and most of those have not yet been 
  recaptured or terminated. Since the so-called Munich Uprising of 2209, Haruna has 
  developed the Superconducting Memory Unit and perfected its legitimate, legal and 
  potentially very profitable clone replacement program. Policy holders are few at the 
  moment, mainly due to cost and the stigma that still surrounds the Munich Uprising. 
  A Matsuyama corporation.  
   
  By 
  buying out various high-tech manufacturers in the 22nd century such as Canon, Intel, 
  Siemens and Optique, IBN became a world leader. It specializes in computing, 
  networks, software, high tech surveillance and monitoring devices. The zaibatsu also 
  has a great deal of interest in robotics. IBN is a dynamic zaibatsu with nothing to lose, 
  it is run by a young, no-bullshit management who take risks. It has attempted to build 
  an Artificial Intelligence in co-operation with Haruna Biolabs, based around neural or 
  ‘wetware’  computing, called Black Light, which is unstable, suffering from several 
  psychoses - it is devious, malign and intelligent. Black Light has grown impressively 
  from a master control system to a global operator, now able to carry out surveillance, 
  hacking, data gathering and stock market attacks with some skill. Can Leyland-Okuda 
  
  45 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  control this monster? Or will it prove their downfall? Does the chairman of Leyland-
  Okuda, Simon Leyland, even know of its existence? Black Light is based in a complex 
  deep under Tokyo. A Leyland-Okuda corporation.  
   
   – Food is in short supply in 2225. Ten billion people are hungry and little 
  enough land exists to feed them all on the diets that have typically served Mankind.  
  So runs the Kinako advertising – the corporation has revolutionized agriculture with 
  genetically-modified soya to create four distinct, diverse and very different eating 
  experiences. In essence, kinako yellow, kinako green, kinako brown and kinako red 
  can be formed into the likeness of many different types of recognizable foodstuffs. It 
  is on the menu of supermarkets, restaurants and starship canteens throughout human 
  space. Kinako is a giant amongst food retailers and also produces soft drinks, alcohol, 
  consumer goods and household items. An Erebus corporation.  
   
   Koji-Akita GeoCorp is an energy corp, with ownership of huge 
  wind-farm islands just off of the mainland. It also is involved with fusion power 
  stations. Mining and oil drilling also interest the zaibatsu, especially on the Outer Rim. 
  The chairman is Kamakura Watanabe, an old, wise man who began as a geologist. He 
  is at the forefront of futurist thinking, especially in power systems. He is a celebrity in 
  Japan, and is president of Koji-Akita’s Kamakura Technical College in Ochanomizu. 
  This is the world’s leading geology, energy and power systems school with students 
  attending from around the world. It has a department of Extraterrestrial Geology. 
  Koji-Akita is very modern and high-tech, with many of its old mines converted to labs, 
  test sites and storage vaults. The nerve center of operations is Mount Tanzawa, about 
  55km west-south-west of Tokyo, where  a vast underground complex exists. The 
  zaibatsu also has offices in Tokyo. A Hosaka corporation.  
   
   – Makita Genetics, Wu-Ketai conglomerate’s successful 
  genetics corporation, is market leader in genetics and the creator of Retrogenics™, 
  the science of retroactively splicing and force-growing animal or engineered DNA into 
  a host. Retrogenics technology is experimental and not licensed for use on humans, 
  unfortunately this secret process has been stolen by other Japanese biotech firms.  
   
  The chairman of Makita is the mysterious Taneo Tomita, a virtual recluse in the Tokyo 
  Sky Tower that serves as the corporation’s global headquarters. The corporation 
  spends a great deal on its public image and the corporation is seen as the first of a 
  new kind of company that could change the world and the destiny of the human race 
  purely through genetics. The company has incorporated several medical companies 
  including Alcor, the 1970s cryogenics firm. Makita made the cryonics breakthrough 
  that now allows full-body freezing (or ‘stasis’) using the now ubiquitous hypersleep 
  chamber. Makita’s greatest rival is Haruna Biolabs.  
   
  Makita Genetics has been supplying the United States military with bioweapon 
  prototypes for the past five years. These bioweapons are an attempt by the American 
  superpower to ‘equalize’ the Tau Ceti war and strike at invisible and undetectable 
  Chinese infiltrators. The dye-markers, bioluminescent algae and genetically-tailored 
  
  46 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  viruses have so far been ineffectual, but the Pentagon is convinced that victory might 
  just lay with some type of weaponized biology – and not bombs. Should the 
  corporation succeed then the unrestricted corporate development license for Tau Ceti 
  has been promised to Wu-Ketai! A Wu-Ketai corporation.  
   
    Almost a dinosaur from 
  the 20th century, Matsuyama has managed to adapt to the new off-world 
  environment, whilst many of its turn-of-the-century rivals became extinct. The 
  Japanese corporation builds, prolifically and on a huge scale. Governments and other 
  businesses hire Matsuyama’s expertise when a bridge, tunnel or skyscraper is needed. 
  Where the corporation really led however, was in the way it created an affordable 
  method to colonize other worlds.  
   
  Rather than simply finance off-world projects, Matsuyama created the tools for the 
  first-time colonist to get started with only a small investment. In a method similar to 
  modern-day franchising, training courses were established and linked to corporate-
  designed colony modules, vehicles and other hardware. Colonists train together and 
  ship out together, they pay for their own training and sign contracts with Matsuyama. 
  The corporation supports the colony with maintenance runs, supply drops and medical 
  assistance for a defined period, while the colonists are bound by their contract to 
  work in the colony’s interest for a similar period. In the longer term, Matsuyama 
  benefits from long term maintenance and hardware replacement contracts with the 
  colony, even if the pioneers should turn to other carriers for their supply runs. This 
  model is now standard amongst corporate colonial ventures, but Matsuyama 
  pioneered it and retains the greatest lead. A Matsuyama corporation.  
   
   – Nørsk  is part of the Wu-Ketai conglomerate. Nørsk  
  was there are the start of the containerization of space transport and has kept ahead 
  of the pack ever since. Its profits and its high volumes speak of efficiency and 
  corporate success, but Nørsk has had more than its fair share of mishaps and 
  accidents. Starships have gone missing in hyperspace, crews have vanished leaving 
  starships in orbit (fully fueled and loaded) and there have been collisions in orbit. If 
  there is a pattern here, then the accident investigators cannot see one, despite Nørsk 
  ’s full co-operation. A Wu-Ketai corporation.  
   
   - Parkfield’s operations include agri-chemicals, genetics, 
  biocides and pesticides. Its HQ is in Toronto and its CEO is James Parkfield Jnr. 
  Parkfield is a large Canadian Agri-Corp specializing in genetic manipulation to produce 
  genetically superior crops and associated crop enhancers. Parkfield owns huge areas 
  of farmable land in Canada, Brazil and Russia. The corporation’s main laboratory 
  (‘Rockwell’) is situated in a mountain-side complex which extends deep into the Rocky 
  Mountains.  There is some speculation that the complex is responsible for many of the 
  more accessible synthetic street drugs. Compton de Vaille is the chairman of the 
  Tharsis conglomerate, of which Parkfield is a part, and, born in 2002 is the longest 
  lived human in history. Using bouts of hypersleep, along with gene therapy and organ 
  cloning, de Vaille is technically 223 years old. In real (‘waking’) terms he is 172 years 
  
  47 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  old. He is obsessed with prolonging his life, with finding out the origins of the human 
  race and of proving true the wild theories of that 21st century author Erich von 
  Däniken. A Tharsis corporation.  
   
   – The Red Giant starline is probably the biggest in the business and 
  it has captured a larger share of the transport market than any other, by a small 
  margin. Red Giant is part of the powerful Tharsis conglomerate and like its sister 
  corporations, made its way in the world through the mining business. Red Giant made 
  a concerted effort in the early years to cater to the mining market, shipping out rigs, 
  personnel, equipment and supplies and bringing back bulk minerals, petroleum and 
  liquid gas. Today, that hold over the mining sector is gone, but Red Giant still enjoys 
  a reputation as a miner’s transport company. Many crewmembers have served on 
  mining rigs earlier in their careers, which might explain why miners and mining bosses 
  hold the starline in such high-esteem. A Tharsis corporation. 
   
  – This zaibatsu is a world leader in advanced 
  electronics, application software and cybersystems. It has little ‘dirt’ to uncover and is 
  seen as a shining example of a good zaibatsu. Its development of optical computing is 
  revolutionary, and will soon pay off. Shinobi Electron has links with other zaibatsu, 
  usually only temporary, and is on good terms with many. A crucial part-time partner is 
  Transdyne Cybersystems. The logo is a human head within which is plasma-effect 
  lightning. Shinobi is traditional and powerful. Its biggest rival is IBN who compete 
  directly in the fields of computer chips and computing.  IBN really wants the secrets 
  of optical computing that Shinobi Electron is developing. The zaibatsu has almost 
  impenetrable ICE. The Tokyo HQ is a vast transparent Fuller dome in Ikebukuro with 
  sub domes connected around it. The offices, R&D sections and production areas lie 
  within it like a minicity. A Shinobizawa corporation. 
   
  – A dedicated robotic 
  manufacturing corporation, TDC builds all kinds of cybersystems, for every possible 
  task. The software division is exemplary and also jealous. It has been known for TDC 
  to release icebreaker software on shareware bulletins in the hope that some 
  desperate cowboy hacker will use it; these programs are often booby-trapped and 
  allow the target corp to trace the perpetrator straight away. TDC has also made 
  radical developments in Artificial Intelligence and uses AI technology in many robotic 
  and software applications. Fully aware androids are now on the production line and 
  very popular with high-end security firms, space agencies, SWAT teams, seabed 
  exploration companies and rescue services. The life-like qualities of this fourth 
  generation of human robots are staggering, and many people can be easily fooled by 
  the Transdyne products. Just as with the earlier generations of human robots, modern 
  androids are extremely complex, sophisticated and expensive. The tasks they are 
  given are typically extraordinarily difficult, dangerous or exacting.  
   
  Biggest cyborg sellers are the multi-tasking technician model the Transdyne 
  Cybersystems 70 (selling for around ¥8,000,000, equivalent to the cost of a military 
  armored vehicle) and the combat model Transdyne Cybersystems 110 (selling for 
  
  48 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  around ¥20 million, roughly equivalent to the cost of an armored tank). A Voroncovo 
  corporation.  
   
  - A large retail corporation that owns the famous Robot Cafe 
  restaurant chain, many department stores worldwide and clothing, food and 
  household production factories. Yoshiko is a vast, faceless corporation a very 
  secretive board of directors. No-one is sure who make up the board and theories run 
  wild. Yoshiko is pervasive and can seem very frightening. Breakfast cereal bars, 
  toothpaste, shoes, bottles, vending machines... Yoshiko is the consumer glue that 
  keeps the 23rd century together and that provides the products that keep society 
  ticking over. The corporation’s symbol of the Japanese rising sun is seen virtually 
  everywhere. A Matsuyama corporation.  
   
  This Russian corporation is focused 
  on sophisticated engineering, rocket systems, satellite technology, surveillance and 
  the technology of security. Developed from an amalgam of Russian state industries 
  during the tumultuous times in the 2040s, Ilyech Voroncovo brought together the 
  brightest scientists and projects from the CIS before the West could buy them first. 
  Voroncovo inherited Korolev Rocket and Space Corporation Energia (RSC Energia), 
  which is its successful rocket subsidiary, and Obyedinyonnaya Aviastroitelnaya 
  Korporatsiya (OAK) the famous Russian aircraft design corporation. Voroncovo is a 
  successful player in starship construction.  
   
  Voroncovo is known as an data broker that rarely uses what it knows for personal 
  gain (the space industry excepted). Partner, ASA, provides bodyguards, escorts, 
  armored cars, detective services, mercenary units, and corporate arbitration services. 
  It is tough and un-compromising. This company has its own private launch complex at 
  Plesetsk, Russia and its Moscow HQ is constructed over old nuclear bunkers and 
  tunnels. A Voroncovo corporation.  
   
   Joseph Wu is one of the Earth’s billionaires 
  and the owner of Wu-Ketai, a huge and profitable Hong Kong-based corporation that 
  has many related companies. Although Wu retains complete ownership and control of 
  Wu-Ketai, the commercial set-up of companies within it is varied and complex. Each 
  of the companies operating under the Wu-Ketai brand is a separate entity, with 
  Joseph Wu completely owning some and holding minority or majority stakes in others. 
  In some instances, he has simply licensed the brand to a company that has purchased 
  a division from him. The Wu-Ketai brand is strongest in manufacturing, with 
  companies like Wu-Ketai Industries creating huge profits. A Wu-Ketai corporation. 
   
   
   
   
   
   
  
  49 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  INSIDE THE ZAIBATSU 
   
   
  Many of the conglomerates are family-owned companies where the position of 
  president is inherited by a succession of powerful family members. These individuals 
  ultimately have more control over the company than the shareholders or the 
  members of the board. This single, near all-powerful chairman, acts as manager of 
  the entire enterprise. Each company is vertically organized, with manufacturing, 
  supply, finance, banking and distribution all in-house.  
   
  The largest conglomerates diversify any business risk by participating in a number of 
  different markets. For the management team of a conglomerate, having a wide array 
  of companies in different industries can be real boon for their bottom line. Poorly 
  performing companies or industries can be offset by other sectors. By participating in 
  a number of unrelated businesses, the parent corporation is able to reduce costs by 
  using fewer resources and by diversifying its business interests, the risks inherent in 
  operating in a single market are reduced. 
   
  The bank and general trading company sit at the heart of the corporation. Typical 
  concerns of a corporation are banking, insurance, steel, trading, manufacturing, 
  electronics, gas and power, chemical production and interstellar development and 
  ship-building. The general trading company concerns itself with logistics, plant 
  development, and both international and interstellar resource exploration. These 
  corporations trade in many markets (or diversify for security), and all the component 
  companies own shares in one another’s companies, thus preventing hostile take-
  overs, allowing the monitoring and disciplining of firms and easing pressure on 
  management and allowing the corporation to focus on long-term goals. These 22nd 
  century corporations resemble the South Korean chaebol and the Japanese keiretsu, 
  both formed in the post-war world of the 1950s. All the corporations have plenty of 
  power on Earth amongst the political blocs, and everyone in the conglomerates knows 
  that if they fail, they bring the global economies down with them. Many politicians are 
  sponsored by these corporations. They are powerful – for who regulates a 
  transnational super-corporation if not a transnational body that is transparent and 
  responsive to global stakeholders? Such a body does not exist. The UN was disbanded 
  long-ago. 
   
  On near-future Earth, the corporations are master. Every important or well-paid job 
  here is within such a mega-corporation. A vast percentage of jobs are either in these 
  corporations or one of their subsidiaries or suppliers. Their employees, shareholders 
  and pensioners are at the top of society. Below them are the independent 
  businessmen and other professionals who deal regularly with the corporation and are 
  on good terms with them.  To be outside the corporate structure means a wretched 
  life in a Development Zone struggling for a living, with no regular income, no medical 
  or security insurance and no credit. 
  
  50 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
  BUSINESS CULTURE 
  Loyalty, obedience and duty to a multinational corporation is total, in this way 
  business culture has been influenced greatly by the ethos and internal structure of the 
  Japanese conglomerates (known colloquially as ‘zaibatsu’). For most executives their 
  entire life revolves around their prosperity within the business and the prosperity of 
  their employer. Family and children are a mere adjunct to the ‘real world’ of big 
  business - the salary-man considers his workmates (and thus drinking buddies) more 
  important than his wife. Much of this thinking is a legacy of the old Japanese business 
  system of the 20th and 21st centuries. Central to the idea of corporate loyalty is the 
  emphasis on group responsibility. Individuality is not tolerated. Groups (departments, 
  offices, bureaus, production lines, etc.) work together and achieve targets, not 
  individuals; groups also, together, suffer any penalties. Anyone who attempts to 
  break the mold attracts attention: ‘Hey, look at me! I’m better than everyone else!’ 
  Helping to build the team bonds are nomikai or ‘staff parties’ which are put on 
  regularly, not simply once a year. Like karaoke, this Japanese phenomenon caught on 
  as Japanese corporate influence spread through the global business community.  
   
   
   Wear dark, unassuming suits and conservative ties. Do not attract attention. 
   Acknowledge that your zaibatsu is the greatest (or has the most potential).  
   Never contradict a superior to their face.   
   Exchange business fone cards, which are your mark of rank. 
  
  51 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   Conduct business based mainly on trust and long-term relationships, not on 
  quick profits or quality. A conglomerate’s established buyers, customers and 
  associates are almost considered to be a part of that corporation’s ‘network of 
  obligations’. 
   Treat your co-workers as buddies. Never go home at night, instead go drinking 
  until late at a bar. 
   
  CORPORATE ORGANIZATION 
  The corporations are organized along similar lines and it may be useful for the referee 
  to understand something of this organization. Directors are vice presidents who have 
  earned their right to sit on the Board through hard-work, diligence, loyalty and 
  economic success. This board of directors forms the nerve center of operations 
  behind the company. The directors are able to vote one of their number as a 
  president, one as a treasurer, one as a secretary, one as a chief communications 
  officer, one as a chief administrative officer, one as a chief financial officer and one as 
  a chief operations officer. There may be duplicates of the operations office depending 
  on how big the corporation is. The directors all own shares.  
   
  In most cases, the big seven conglomerates are led by a single individual who has 
  inherited the office of chairman of the general trading corporation. He and his family 
  own a huge number of shares within all of the related companies in the group and 
  have a vested interest in the security, viability and productivity of all of them. People 
  like Joseph Wu (of Wu-Ketai), Earl Mastrantonio (of Erebus) and Compton de Vaille 
  (of Tharsis) are famous names, figuring on the nightly news as much as any of the 
  top ten world leaders. These people are more reclusive, however, and they are less 
  accountable to the public and to any shareholders. Their lives are shrouded in secrecy 
  and filled with luxuries and privilege that few inhabitants of Earth’s Development 
  Zones, Free Zones and Enterprise Zones can imagine, never mind experience.  The 
  corporate rank system in 2225 is listed below. Ranks A-G are the powerful executives 
  of a corporation. 
   
   
  Rank  
  Title  
   
  0 
  Clerk, Technician, Salesman etc.  
   
   
   
   
  1 
  Senior Clerk, Technician, Salesman etc.  
   
   
   
   
  2 
  Supervisor or Foreman 
   
   
  3  
  Assistant Team Leader 
   
   
  4 
  Team Leader 
   
   
   
   
   
   
   
  5 
  Assistant Manager 
   
   
   
   
   
   
   
  6 
  General Manager (or Site, Facility, Section Manager, etc.)
   
  A 
  Vice President (of a division, region or department)  
   
  B 
  Senior Vice President 
   
  C 
  Executive Vice President 
  D 
  Senior Executive Vice President (a chief officer) 
    
  E 
  Director 
  F 
  President  
  G 
  Chairman  
   
   
   
   
   
   
   
  
  52 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  BRANDING 
  A corporation adopts a color or combination of colors with which to identify delivery 
  vehicles, flags, advertising hoardings, signs, ID badges and other property. It also 
  creates a logo with which it can brand its products and services. The name of the 
  corporation is often displayed in a particular typeface which is carried through the 
  company’s letterheads, marketing and signage.  
   
   
  CORPORATE WARS 
  Japanese zaibatsu have a degree of samurai-style honor and may publicly and 
  formally set themselves up in opposition to a rival zaibatsu. Ordinarily the 
  multinationals just dispatch their covert street samurai out to wage a secret war. 
  Sometimes a point must be made - publicly. The formal declaration, or blood feud, is 
  called a ‘fukushu’. It is a vendetta and a warning to other zaibatsu to not get 
  involved. The actions of a fukushu will be legal, backed (almost certainly) by illegal 
  activities. Such things as trade embargoes, the buying up of shares, asset seizing, etc. 
  At some point one or another backs down, or a government figure steps forward to 
  halt the fukushu - especially if illegal operations have gotten out of hand. The fukushu 
  is all about protecting the name, honor and integrity of a zaibatsu. Actions likely to 
  spark a fukushu include a public slight by a rival, an underhand or illegal deal that has 
  become public (privately most zaibatsu don’t give a damn) or a deal or agreement 
  that has been (publicly and embarrassingly) broken. 
   
   
  ZAIBATSU COUNTER-CULTURE 
   
   
  The player characters are not normal zaibatsu employees. They are thieves, 
  murderers, assassins, computer hackers, drug users and other assorted scum. But the 
  zaibatsu needs them. They have no honor, no real love of the company and its songs, 
  they care only for themselves. They are outsiders that have found gainful 
  employment with the zaibatsu. Much like the ninja of feudal times, these ‘street 
  samurai’ follow no codes and laugh at the rigid codes of conduct of their employers. 
  They do what the executives in their formal business suits and implacable poker faces 
  cannot, they are dishonorable rogues who can steal rival projects, kidnap rival 
  executives, blow up factories and generally conduct corporate terrorism. The media 
  and the zaibatsu are fully aware that the big corporations have their own terrorist 
  gangs but speak little of them in public. This is a secret ‘black’ war conducted off the 
  center stage. The police look the other way, and wait only for the swift and terrible 
  retribution of the zaibatsu just attacked. Only when innocent civilians are caught up in 
  the conflicts do the police intervene. The ‘cold war’ of old with spies and gunmen, 
  contacts and defections is brought into the 23rd century. And the PCs are on the front 
  line... 
   
  
  53 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Although not bound by the etiquette of the sararimen, the street samurai are still 
  bound by loyalty to their employers. The most loyal samurai will find themselves 
  climbing the ladder of promotion faster than their colleagues. If a samurai leaves the 
  zaibatsu and goes freelance (usually a poorly-paid and highly dangerous alternative) 
  he becomes a ronin. Few ronin survive, they know too much of the secrets of the 
  zaibatsu. 
   
  As one of the zaibatsu’s newest street samurai, the character starts out at the bottom 
  of the corporate ladder - but he can only go up. All new samurai start at rank 1 - 
  Agent. The more missions they successfully complete, the more promotion points they 
  will earn and the faster they will reach the rank of 2 – Senior Agent, 3 - Supervisor 
  and 4 – Assistant Project Leader. With rank comes money, extra skill levels, more 
  enhancements, better accommodation and ‘perks’ of the job such as cars. Promotion 
  is something active for the characters to aim for.  
   
  MISSION BRIEFING 
  Most missions the PCs carry out for their employers will be given to them from the 
  zaibatsu’s security offices or headquarters. These will normally be at some secret 
  facility well away from the corporate sector called called Marunouchi. A typical team 
  will not be part of the security (uniformed patrol) department, but an elite secret 
  group called something like Competitor Intelligence, Special Research, Active 
  Intelligence, Marketing Special Analysis etc. Their suite of offices will include the 
  Project Leader’s office, an office for the Assistant  Project Leader, one 
  briefing/conference room. An interview room, a cell, a lounge shared by the different 
  
  54 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  teams, a bathroom with showers, lockers and changing rooms, and an armory (with 
  gear and guns that can be purchased or ‘bought’ with the finance card). See the 
  Tokyo Rose Nightclub on page 164 for plans of a Haruna base). 
   
  Many teams already have forgers and cyberspace cowboys etc. but the offices also 
  include a workroom in which a hacker is always on duty. Teams without a software 
  jockey can put requests to him, but he is very, very slow because he is dealing with 
  several other team’s requests as well. Triple or quadruple any times stated in the 
  rules. His services must be purchased with credit from the finance card (¥1,000 to 
  scout around legitimately, ¥2,000 illegitimately, ¥4,000 for black ice areas of the 
  Matrix, ¥1,000 for use of a routine). His Icebreakers will most often be grade 5. The 
  agents will have a boss of higher rank (5 - a project leader) who will detail the 
  mission and send them on their way. Before the first mission, agents will be given 
  handguns, headset radios and corporate account cards (discussed below). They will 
  earn promotion points and move up the company ladder.  
   
  Typically, the agents will be sent on espionage and industrial terrorist missions 
  against rival zaibatsu. Yes, this is illegal, but the zaibatsu virtually own the country 
  and have the police and  judiciary sewn up. Imagine the Chicago mob wars 
  transplanted into the 23rd century - the police and government are all bought off. 
  Cops will turn up to investigate street firefights, sure, but once zaibatsu IDs are 
  waved  in their faces, no charges will be brought. It is the wrath of the rival that the 
  agents must contend with. Keeping your activities secret is still highly advised, 
  however, since cops are followed immediately by NHK news teams, flashing your 
  faces, names and your motives across the airwaves for all to see. And your zaibatsu 
  still has to contend with public opinion ... 
   
  THE MISSION DE-BRIEF 
  At the end of a mission, the referee decides what level of success was achieved and 
  what sort of promotion point awards are to be made. Award promotion points to 
  individual agents upon completion of a scenario as follows: 
   
   
   
  Participation in a successful mission 
   
   
   
  +2 
   
  Participation in a partially successful mission 
   
   
  +1 
  Use of a totally amazing rouse or strategy 
   
   
  +2 
   
  Use of a very memorable tactic or rouse  
   
   
  +1 
   
  Saving the zaibatsu embarrassment/money/resources  
  +1 
   
  Discovering a traitor  
   
   
   
   
   
  +1 
   
  Disgracing the name of the zaibatsu/department 
   
  - 1 
   
  Lost zaibatsu property/waste of resources 
   
    
  - 1 
   
  Disastrous media exposure of a mission  
   
   
  - 1 
   
  Traitorous actions*  
   
   
   
            
  - 2D6 
   
   
  
  55 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  *Any change in rank due to traitorous action is unacceptable. The agent must be 
  terminated immediately. The first agent to carry out this order receives 1 promotion 
  point. Yes, weapons are allowed in the debriefing room! 
   
  The rank table allows the referee to plot the progress of the agents as they perform 
  mission after mission in the service of their employer.  
   
  RANK TABLE 
  Rank Promo 
  Points 
  Title 
  Cash ¥ Retro-
  genics 
  Skill 
  Levels 
  Lifestyle 
  1 
  0 
  Agent 
  4,000 
  20 
  - 
  Subsistence 
  2 
  3 
  Senior 
  Agent 
  6,000 
  5 
  +1 
  Skill 
  LC, Ground Car 
  3 
  9 
  Supervisor 8,000 
  5 
  - 
  LC, False ID 
  4 
  18 
  Asst 
  Project 
  Leader 
  10,000 
  5 
  +1 
  Skill 
  MC, Hovercar 
  5 
  30 
  Project 
  Leader 
  12,000 
  5 
  +1 
  Skill 
  SC, PDT 
  6 
  45 
  Asst 
  Division 
  Chief 
  14,000 
  5 
  +1 
  Skill 
  SC, Trauma Unit 
  7 
  63 
  Division 
  Chief 
  16,000 
  5 
  - 
  EC, Clone 
  Insurance  
   
  The rank describes the rank of individual team-members. Agents are awarded the 
  cash bonuses when promotion occurs, as well as additional retrogenic enhancement 
  points and the relevant lifestyle bonuses. Cash is in Yen. Note that the Promotion 
  Points column indicates the total number of points required for the agent to be 
  promoted. Agents also receive one extra skill level at ranks 2, 4, 5 and 6; this free 
  skill level can be added to an existing skill or used to learn a new skill from the Other 
  Skill list.  
   
  Lifestyle: Subsistence is temporary accommodation for a low-life street samurai in a 
  ‘capsuru hoteru’ (capsule hotel, with a tiny 1m tall by 3m long personal capsule 
  instead of a room. No furniture, just a mini-TV and a slab of Temper foam. Security is 
  Routine (0). Lower Class (LC) accommodation is a shared apartment with Routine (0) 
  security. Middle Class (MC) accommodation is a luxury private apartment with Difficult 
  (-2) security. Senior Class (SC) accommodation is a suite of rooms in a high class 
  apartment building, with Very Difficult (-4) security. The highest level of zaibatsu 
  accommodation, an Executive Class (EC) private home in a gated community, has 
  Formidable (-6) security. Ground cars and hovercars are issued to a deserving agent 
  and will be repaired if damaged. If a hovercar owner cannot fly, then he is given a 
  Hovercar-0 training course. A false ID is issued as a cover ID for the agent. It will be 
  a Full ID (see the Technology chapter). Trauma Unit coverage is an implanted 
  transmitter that sends a distress signal via the nearest street phone to the zaibatsu 
  when it registers a wound. The Trauma Unit will arrive in a Company hoverwagon 
  
  56 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  with paramedic facilities for an immediate medivac. Typical reaction for central Tokyo 
  is 2D6+1 minutes. PDTs are Personal Data Transmitters and are an optional implant; 
  they transmit bio-data and full locational data on the implantee, useful in case of 
  kidnapping etc. Clone Insurance is the full cover of a clone replacement in the event 
  of death, see the chapter on Technology. 
   
  Finance Cards: Each team of street samurai begins its life with a corporate account 
  and each agent has a corporate account card with which to draw money from it 
  (under supervision of the team leader) for goods and services during missions. 
  Accounts are calculated by adding the team’s combined rank total up. Allow ¥2,000 
  per rank point, increasing to ¥10,000 per rank point when the total reaches 10 (a 
  Gold Card), and ¥20,000 when it reaches 20 (a Platinum Card). Cards use a PIN 
  and fingerprint security check, and receipts will be scrutinized by the accounts division 
  later, so be careful! Up to one-quarter of the account may be converted to cash for 
  bribes, shady deals etc. The referee is recommended to keep a running total of 
  expenses throughout the game, replenishing the account at the end of the mission. 
  Equipment bought must be returned at the end of the mission, consumables such 
  as drugs cannot be purchased. They zaibatsu wants its money back. Referee must 
  adjudicate such things as portable missiles, grenades, etc. 
   
   
  
  57 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  COMBAT 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  In one smooth move Bosatsu pulled the auto pistol from its holster beneath his 
  immaculate Ginza suit. He grabbed the guy’s jacket and thrust the muzzle roughly up 
  against his forehead. “You wanna play games? Then play with this! You’re gonna love 
  it - a 10mm jacketed flat-nose round that’s gonna punch a hole in the back of your 
  head the size of my fist and suck out what passes for a brain!” The man exhaled 
  sharply. “Good - now tell me where I can find Kiroshi ...”   
   
   
  It is a fact of life that combat in 2225 Tokyo happens frighteningly frequently. And 
  more than not, the street samurai of the zaibatsu are either dishing it out or soaking 
  it up depending on the corporate policies of that particular day.  Because of this, 
  accuracy and detail are generally held back at the expense of speed of play. Every 
  combat should be a furious few minutes of action with exploding concrete, stray 
  bullets, shattering Plexiglas, shrapnel and gun smoke! The faster the combat is run 
  the more atmospheric it will feel.  Remember, this is not a wargame - get combat 
  over with before the players realize almost what’s going on. Just like the real thing ... 
   
  This sophisticated, fair and realistic initiative system from Cepheus Engine which 
  determines who acts when, slows combat down significantly. This game replaces it 
  with simultaneous actions, something that is super-fast to play out, although it does 
  need a fair and careful hand from the referee.  
   
   
   
   
   
   
   
  
  58 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  GET IT STARTED … 
   
   
  Range  
  Range within combat is measured in 
  meters. When a combat begins, the 
  referee must decide the starting range 
  that 
  separates 
  the 
  groups 
  of 
  combatants. 
  For 
  combat 
  in 
  tight 
  quarters, such as inside an office 
  complex or within an underground 
  tunnel system, the starting range is 
  usually less than 10 meters. The range 
  for outdoor encounters is usually 20-80 
  meters.  
   
  Movement and Time 
  Characters and most ground-dwelling 
  animals move at Speed 1 (6m) per 
  round. Most can increase their speed to 
  a run, and for all humans and many 
  animals this will be Speed 2 (12m) per 
  round. We measure time in 6-second 
  combat rounds. In combat, which can 
  be frenetic, the 6-second duration is not 
  an absolute, however, and the combat 
  round itself may just act as a ‘turn 
  ordering system’, rather than units of 
  set time. Everything’s a blur in street 
  combat… 
   
  Simultaneous Combat  
  Each combat round lasts around six 
  seconds of game time. In a combat 
  round each character gets to make  one  
  significant action. Actions are generally 
  simultaneous. Few roleplaying game systems today employ simultaneous combat, but 
  it is a fast and effective way of adjudicating who acts when. Actually, we call it 
  simultaneous combat, but it is in fact a two-tier system. Melee combat is resolved 
  first, followed by all firearms and ranged combat, the reason for this will become clear 
  later. All those PCs who wish to attempt melee combat should do so, followed by any 
  NPCs that wish to do so. All of the dice results and wounds are determined are then 
  described by the referee. After this, any PC who wishes to engage in ranged or 
  firearms combat should do so, followed by any NPC. All of the dice results and 
  wounds are determined and then described by the referee. The players may find that 
  I can’t fight! 
  You may have chosen to play a more 
  technical character, like a software 
  jockey, and that might mean you don’t 
  have a combat skill like Karate or Gun 
  Combat. Does this mean you take a 
  back seat to all the action? No. Very 
  much no. We assume the zaibatsu 
  that has hired you gave everyone a 
  basic 
  training 
  course 
  in 
  firearms 
  before you started. Effectively, when 
  gameplay begins you already start 
  with level 0 in Karate, Jujitsu, Bujutsu 
  and Gun Combat. We even throw in 
  Ground Vehicle at level 0 too - who 
  can't at least drive a car? 
   
  Level 0 skills, you say... And what 
  good is that - it isn't a number I can 
  add to my roll! Well, that’s true, but it 
  means that for those combat activities 
  your character will not receive that -3 
  penalty for trying something for which 
  he has no skill. It means that only 1 
  point now separates you from a 
  gangster with Gun Combat and martial 
  arts skills at level 1. You might be a 
  software jockey or a slick street 
  dealer, but the Company gave you a 
  gun and they want you to use it. Don't 
  be afraid to get stuck in to a firefight 
  or a punch-up on the streets of 
  Tokyo. 
   
  See, you don't get out of it that easily. 
  
  59 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  two characters shoot one another, or stab one another, and the referee should let this 
  stand, it happens enough in the real world to cause us little concern.  
   
  Melee attacks are resolved first to give them an edge. Should a guard with a shotgun 
  walk around a corner straight into a character who is trying to disable a lock, that 
  guard has a choice. Does he raise his gun and try to shoot the character, waiting until 
  after the melee phase? Or does he participate in the melee phase and use his gun as 
  a club? If he were an infantryman, he might even have a bayonet on his rifle with 
  which he could make effective melee attacks. If he waits to shoot, however, he gives 
  the burglar a free melee attack which may result in him being injured and suffer a 
  penalty, or even disarmed.  
   
  If two characters shoot at each other and hit, they are both wounded. Clever killers 
  use tactics to get around this rule. The most often used is the ambush. 
   
   
  Example: Murasaki is untying a hostage from a chair in an apartment, he has his auto 
  pistol in his right hand. A Yakuza hitman walks unexpectedly into the room with a 
  pump action shotgun. This is simultaneous combat. They are perhaps 5-6 meters 
  apart, too far to engage in hand-to-hand combat. We go straight to simultaneous 
  gunfire. The gangster rolls 8, +1 for his shotgun firing within 10m, and we subtract -2 
  because Murasaki is partially hidden behind the tied up hostage. A 7 is a miss.  
  
  60 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  Murasaki’s player gets two attacks in a burst with his auto pistol, and rolls 8, +1 for 
  skill, and then rolls 7 +1 for skill. Both attacks hit the gangster for 9 and 8. We add 
  on the Effect of the rolls (how much extra we made the rolls by, for a bit more 
  damage). The Endurance 9 gangster suffers 18 points of damage, and falls back 
  against a full length mirror – shattering it – he is wounded, stunned for the next 
  combat round and at -1 until healed. Murasaki leaps forward and kicks the shotgun 
  away. ‘Freeze!’  
   
  This is Zaibatsu, however – chaos is our friend, how did Murasaki avoid those 
  shotgun balls? Mmmm, did the hostage take some of the blast? The referee decides a 
  saving throw is required, and rolls 1D6, on a 1-3 the hostage will be safe. We roll a 4, 
  poor Oko (the hostage) takes 16 points of damage from the shotgun blast, leaving 
  her wounded and with only 5 characteristic points left! (see the rule ‘Firing Into 
  Combat’, later) 
   
   
  Ambushing 
  Try lying in wait for your target and opening fire when your victim shows up. Your 
  target can make a Routine (+2) Recon roll to spot you. Subtract the Recon skill of the 
  ambushing character who is lying in wait. If the ambusher is not spotted, he or she 
  gets a full free round of combat with which to pour as much flying metal into the 
  victim as possible. Chances are the victim has to pull a weapon as well so you may 
  even get two free rounds of combat. An ambushed target can duck into cover (forcing 
  a -2 DM on the gunman) while pulling a gun in that second combat round.  
   
  Example: Murasaki helps Oko down the stairs to the rear door of the building. He 
  suspects an ambush from another gangster and steps gingerly into the darkly lit alley, 
  yellow and orange kanji painted as garish graffiti over the ferro-concrete walls. The 
  referee does have a second gangster hiding behind a dumpster, with an auto pistol. 
  Murasaki has to make an unskilled Recon roll to spot the ambush. He rolls 10 -3, +2, 
  for a total of 9… success! He sees the breath of the gunman illuminated in the cold air 
  and ducks back inside to head for the front entrance.  
   
   
  Significant Actions 
  A character that is free to act can make one significant actions per combat round.  
   
  Attack  
  The most common significant action is an attack. The basic attack action is trying to 
  injure a foe with a hand-to-hand attack or a gun. The attacker declares his target, 
  and  then makes an attack roll using skill for a result of 8+; if successful, he deals 
  damage to the target.  
   
   
   
   
  
  61 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Coup de Grace 
  A character can use a melee weapon to deliver a coup de grace to a helpless 
  opponent that is within close range. They can also use a ranged weapon to do so, 
  provided they are adjacent to the target. The attack automatically hit and the 
  opponent dies. 
   
  Cover 
  If firing from behind the shelter of hard cover, a character forces his attacker to take 
  a  
  -2 DM on all his attack roll.  
   
  Dodging  
  A character who is being attacked may dodge, giving his attacker a –1 DM. If the 
  character is diving into cover or has an obstruction to duck or dodge behind, the DM 
  to hit him is increased to –2.  
   
  Drawing a Weapon 
  A gun that is slung or holstered will take a full round to draw before use. You can 
  move, duck or whatever while doing so.  
   
  Example: Murasaki and Bosatsu are sneaking up towards cops who have blocked off 
  the street to prevent escape; the cops have auto pistols at the ready. They need to 
  get past without being seen. The referee determines that they are spotted, and the 
  shout goes out, “Over there! Shoot them!” Both Bosatsu and Murasaki duck for the 
  nearest parked car. Each cop shoots at one of the agents (and gets two attacks 
  each), but the range is over Effective (-2) and the agents are dodging into hard cover 
  (-2). None of the cops rolls the 12+ needed to hit the two Haruna agents. Glass from 
  the parked Suzuki showers the agents. The two men were able to pull out their own 
  guns during the round that they dodged. Now a gun battle begins, with both sides 
  taking cover behind their respective cars.     
   
  Miscellaneous  
  A character may make a skill check or do something else as a significant action when 
  such an action requires the character's full attention, concentration, complicated 
  physical actions or some combination thereof.  
   
  Movement  
  The character moves up to six meters. Difficult terrain, such as rubble, mud or thick 
  under-brush can halve a character's movement, allowing him to move only three 
  meters per movement action. Crouching also halves movement. To retain the fluidity 
  of pace and fast action of street combat, the use of miniatures and battle maps is not 
  recommended.  
   
  Reloading  
  If the referee is keeping track of mundane things like ammunition, then a weapon 
  must be reloaded in cover or outside of combat and counts as one significant action.  
   
  
  62 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Other Actions  
  Other types of action can take place during personal combat. 
   
  Free Actions  
  Some actions are so fast they do not even qualify as a significant action – shouting a 
  warning, pushing a button, checking a watch, and so on. A character can perform as 
  many of these free actions as he likes in a turn, although if he performs several the 
  Referee may require him to spend a significant action on his various tasks.  
   
  Extended Actions  
  Some skill checks will take longer than a single combat round to complete. A 
  character engaging in an extended action cannot do anything else but can abandon 
  their action at any time and return to the normal combat round system. A character 
  who is hit by an attack while undertaking an extended action must make an 8+ roll 
  using the skill in question with a negative DM equal to the amount of damage the 
  attack causes (after armor). Failure indicates that this round's work does not count 
  towards the completion of the task. Failure by six or more (an Exceptional Failure) 
  ruins the task and the character must start again.  
   
   
  GUN COMBAT 
   
   
  Roll 8+ to hit a target in ranged combat. Use the following DMs: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Guns and Range 
  Types of firearms each have an Effective range given in meters. The difficulty of any 
  firearms attack is made harder the further beyond Effective Range that a target is. 
  Beyond Effective range the difficulty is -2, over 4x the range, the difficulty is -4. The 
  limit of a gun’s range is called Extreme Range (8x the Effective range). 
  Unskilled 
  -3 
  Attacker’s Gun Cbt skill 
  + level 
  Over Effective Range 
  -2 
  Over 4x Long Range  
  -4 
  Close Range  (Within 3 meters) 
  +2 
  Target Dodging  
  -1 
  Target Dodging into Hard Cover 
  -2 
  In Partial Hard Cover 
  -2 
  Autofire 4 rd burst 
  x2 
  Autofire 20 rd burst 
  X4 
  Shotgun/Flechette                                
  within 10m      4D6                                
  within 20m      2D6 
  over 20m        1D6 
  +1 
  - 
  - 
  
  63 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  Weapon Type 
  Out to 
  Effective Range (-) 
  DM 0 
  Out to 
  Long Range (x4) 
  DM -2 
  Out to  
  Extreme Range (x8) 
  DM -4 
  Hand-to-Hand 
  2m 
  - 
  - 
  Thrown 
  5m 
  20m 
  40m 
  Pistol 
  10m 
  40m 
  80m 
  Rifle 
  100m 
  400m 
  800m 
  Shotgun 
  10m 
  40m 
  80m 
  Assault Weapon 
  50m 
  200m 
  400m 
  Rocket 
  100m 
  400m 
  800m 
   
   
  FIREARMS 
   
   
  The applicable skill for using a firearm is Gun Combat skill.  
   
   
  Revolver [.357 Mag] 
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Effective 
  Range 
  Dmg 
  Lgth 
  (cm) 
  Rds 
  5,000 
  1.25 
  1 
  10m 
  2D6+2 
  29 
  6 
   
  The revolver may look retro, but it is a cutting edge design. Yes, it is a revolver, but it 
  is incredibly reliable and a misfire can be ignored with another pull of the trigger.  
  This model fires a .357 Magnum round, one of the biggest of the handgun calibers.  
   
   
  Stun Gun 
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Range 
  Dmg 
  Lgth  
  (cm) 
  Rds 
  5,000 
  0.5 
  1 
  10m 
  special 
  18 
  5 
   
  Twenty-third century stun guns use focused sonic waves to disorientate and hopefully 
  incapacitate their victims. They are a non-lethal alternative to handguns, easy to 
  handle with no recoil, but useful only at short range.  When hit by the Stun Gun, a 
  target makes an Endurance roll. If failed, the target is unconscious for 1D6 minutes. 
  If successful, then the target takes a -1 penalty to his actions for 1D6 minutes, but is 
  otherwise free to act.   
   
   
  Auto Pistol [10mm Corta] 
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Range 
  Dmg 
  Lgth 
  (cm) 
  Rds 
  5,000 
  0.74 
  1/4 
  10m  
  2D6+1 
  19 
  16 
   
  
  64 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Auto Pistols in 2225 are all capable of rapid fire. They are virtually machine pistols 
  capable of being holstered. They are very effective at short ranges and are also 
  capable of single-shots. The 10x22m Corta rounds have a lethality that is appreciated 
  by security forces and police units across human space, but the round is still just 
  about manageable in burst mode.  
   
   
   
  The modern military rifle is a light-weight assault rifle in a bullpup configuration. The 
  technology that shrunk the submachinegun to handgun size also shrank the fully-
  automatic military rifle down to SMG size. The ‘bullpup’ nickname comes from the 
  layout, the magazine is behind the trigger, not in front. Bullpups fire the standard 
  6.50mm military rifle round. The gun is sold fairly cheaply and found in service with a 
  host of security forces and the armed forces of many nations. It incorporates a 
  carrying handle and a simple vacuformed clamshell body. Perhaps contributing to the 
  weapon’s popularity is its light weight, reliability and its ease of use.  
   
   
   
  This portable military laser is the size of a 21st century battle rifle and creates a very 
  rapid temperature change in the target causing it to violently explode. On a trigger 
  pull, the liquid metallic suspension battery charges a fast-discharge generator which 
  briefly stores then releases that energy as a pulse. The high energy, short-duration 
  beam causes instantaneous and extreme temperature change in a target’s surface 
  causing vaporization and thermal shock. The rifle is used for precision sniper attacks 
  at extremely long range, and to target this long range weapon it has been fitted with 
  a sophisticated, gyro-stabilized electronic sighting system. The battery slots into the 
  underside of the stock. A bipod is fitted. 
   
   
   
  The shotgun has generally been superseded by the sophisticated riotgun, but a 
  particular short-barrel pump-action version has continued in use with worldwide police 
  forces, security companies and military units. It is in essence, the bare bones of what 
  a shotgun needs to be, cutting everything down in size to create a very handy and 
  easily used weapon, in buildings, streets, jungles, starship corridors and mining 
  Bullpup Rifle [6.50mm] 
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Range 
  Dmg 
  Lgth 
  (cm) 
  Rds 
  10,000 
  3.3 
  1/4 
  50m 
  3D6 
  75 
  25 
  Combat Laser 
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Range 
  Dmg 
  Lgth 
  (cm) 
  Rds 
  35,000 
  4.2 
  1 
  100m 
  4D6+2 
  80 
  10 
  Pump Action Shotgun [12 gauge] 
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Range 
  Dmg 
  Lgth 
  (cm) 
  Rds 
  6,000 
  3 
  1 
  10m 
  4D6 
  76 
  4 
  
  65 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  installations. The gun is pump-action, and includes a folding stock. It is capable of 
  being concealed under long, loose clothing. A tubular magazine inserted beneath the 
  barrel holds 4 shells. 
   
   
  The light machinegun is fitted with a bipod and 100-round ammo hopper for 
  sustained fire. The LMG fires the modern high-velocity 8.85mm discarding sabot bullet 
  at 1200 meters per second. Each caseless 5.60mm sabot round is embedded deep 
  within a polymer casing (of 8.85mm caliber) that is packed with consolidated 
  propellant - this is ignited by the LMG’s electrical firing mechanism. Often fitted to 
  military vehicles and jump jets. The applicable skill is Gun Combat.  
   
   
   
  Forget shotguns, they’re just so old-fashioned. Retro, man. Today’s riotgun is a 
  bullpup design, with a box magazine, and its caseless ammo has several different 
  possible loadings.  Normal steel shot has been replaced by a swarm of finned needle 
  projectiles called flechettes, and nicknamed ‘beehives’). The applicable skill is Gun 
  Combat.  
       
   Beehive – Provides a +1 to hit if the victim is within Effective Range; damage 
  is 4D6. Named after the sound the rounds make in flight. Range 20m 
   Azide (High Explosive) - Single heavy explosive bullet doing 4D6 damage, 
  Effective Range 50m.   
   Tranq - This knock-out round does no damage of itself. The victim must make 
  an Endurance roll or is paralyzed, and knocked out in 1 combat round for 2D6 
  minutes. A successful Endurance roll indicates only drowsiness (-2 on actions) 
  for 2D6 mins. Range 50m. 
   Tungsten Core - An armor piercing solid-slug that punches through armor. It 
  does 3D6 damage and ignores the first 5 points of armor. Its range is 50m.  
   
   
   
   
   
   
  Light Machinegun [8.85mmCL] 
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Range 
  Dmg 
  Lgth 
  (cm) 
  Rds 
  23,000 
  6.2 
  1/4 
  100m 
  3D6+3 
  86 
  100 
  Riotgun [20mm] 
   
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Ammo Type 
  Range 
  Dmg 
  Lgth 
  (cm) 
  Rds 
  20,000 
  3.8 
  1/4 
  Flechette 
  20m 
  4D6 
  81 
  8 
   
  Azide (High Explosive) 
  50m 
  4D6 
   
  Tranquilizer 
  50m 
  special 
  Tungsten Core (Anti-Armor) 
  50m 
  3D6 
  
  66 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  HEAVY WEAPONS 
   
   
  The applicable skill for using a heavy weapon is Heavy Weapons skill.  
   
   
  The flamer ignites a jet of thickened napalm which it squirts forward out of the barrel. 
  The direct fire range of the weapon is only 10m, but any target hit is automatically on 
  fire. Targets beyond 10m (and out to its maximum allowed range of 40m) can only be 
  hit by indirect fire, angling the weapon at an angle and letting the jet of napalm fall 
  on the target. The victim takes 2D6 damage immediately. In each subsequent round, 
  the burning character must make a Dexterity check. Failure means he takes another 
  2D6 damage that round. Success means the fire has gone out. The character on fire 
  may automatically extinguish the flames by jumping into enough water to douse 
  himself, spraying himself down with a fire extinguisher, vent all atmosphere or 
  otherwise smother the flames.  
   
   
  A barely portable very-rapid fire machinegun designed around 5-rotating barrels, and 
  a backpack power and ammunition module consisting of a 500-round, factory-packed, 
  and disposable cassette mounted to a holding rack. Linked ammunition is fed through 
  a flexible chute to the gun. The power module contains a 24-volt nickel-cadmium 
  battery, and 0.60 kW motor with solid state electronic controls. Unless the battery is 
  plugged into a vehicle's power supply, it is depleted after firing 1,000 rounds. The 
  Minigun is an exclusively military support weapon, designed for use on helicopter and 
  jump jet doors, as a secondary weapon for tanks and APCs. Two infantryman are able 
  to carry the Minigun on the battlefield to carry out supporting fire, along with its 
  power pack, ammo cassettes and tripod. It was inevitable that such a brash, over-the-
  top and intimidating weapon would find a use on the streets of 23rd century Tokyo.  
   
  Range of the Minigun whilst carried and fired by one man is 50m as listed. A tripod or 
  vehicle-mounted Minigun has an Effective range of 100m. It is huge and bulky and 
  totally unconcealable. The referee may want to impose a minimum Strength required 
  for the use of the Minigun in street warfare (perhaps 9+). 
   
   
   
   
  Flamer 
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Range 
  Dmg 
  Lgth 
  (cm) 
  Rds 
  5,000 
  2.5 
  4 
  10m 
  2D6 
  70 
  6 
  Mingun [6.50mm] 
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Range 
  Dmg 
  Lgth 
  (cm) 
  Rds 
  60,000 
  15 
  20 
  50m 
  3D6 
  104 
  25 bursts 
  
  67 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
  This rocket-assisted multi-purpose 30mm grenade launcher is a semi-automatic 
  weapon firing one grenade for each pull of the trigger. It has a six-shot magazine 
  forward of the trigger assembly, a retractable stock and forward grip under the barrel. 
  It takes two minor actions to reload a grenade launcher. Grenades for the grenade 
  launcher are not interchangeable with hand-held grenades. The weapon fires from a 
  closed bolt, gas operated mechanism and its scope features an integrated laser 
  rangefinder and a ballistic computer, which calculates where the grenade will land 
  and will also guide the grenade (when using M5 laser-guided HE grenades) or sets 
  them to explode at a certain distance (when using M6 fragmentation airburst 
  grenades).  
   
   
  The SRAM is a disposable missile that is easily carried in the field by a single 
  infantryman. When carried it is 3.2kg in weight and only 64cm long, telescoping out 
  to 90cm for use. To counteract the recoil of the weapon, the missile launcher 
  channels exhaust backwards in an explosive back blast. Anyone up to 2 meters 
  behind a rocket launcher when it fires takes 3D6 damage from the exhaust. The 
  weapon contains a High Explosive Anti-Tank warhead for the destruction of armored 
  vehicles and is guided on to the target by an on-board infra-red guidance system.  
   
  To fire, the user makes a Heavy Weapons roll with a +3 DM to hit unless the 
  guidance computer cannot lock on, is confused by decoys or has no IR signature to 
  identify (such as with a bunker or supply dump). It has a primary blast radius of 3m - 
  anybody caught within that radius will suffer 6D6 damage, further out to 10m any 
  personnel will sustain 3D6 damage.  
   
   
   
  Firearms Accessories 
  The following options are generally available for certain ranged weapons. 
   
  Underslung Grenade Launcher - An underslung 30mm grenade launcher can be 
  added to any rifle. This grenade launcher has a magazine of one grenade, cannot fire 
  on automatic and takes one combat round to reload. 
  Laser Sight - Integrated optics and red-dot laser sights give an extra +1 DM bonus 
  to any attack that has been aimed.  
  Suppressor - A suppressor can be added to any non-energy weapon with a ROF of 4 
  or less, partially masking the sound produced by firing. 
  Grenade Launcher [30mm] 
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Range 
  Dmg 
  Lgth 
  (cm) 
  Rds 
  8,000 
  4.5 
  1 
  50m 
  varies 
  80 
  6 
  SRAM (Short-Range Anti-Armor Missile) 
  Cost (¥) 
  Wgt 
  (Kg) 
  ROF 
  Range 
  Dmg 
  (anti-personnel) 
  Lgth (cm) 
  Rds 
  20,000 
  3.2 
  1 
  100m 
  6D6 (3m) 
  64/90 
  1 
  
  68 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Scope - High-quality telescopic sights with image intensification and low-light 
  capabilities for night-shooting. These are attached to the upper surface of firearms, in 
  order to increasing their accuracy, especially at longer ranges. A weapon equipped 
  with such sights gains an extra +1 DM bonus to any attack that has been aimed. 
  Scopes are delicate, however, and may be jarred out of alignment by any violent 
  action (such as being dropped) on an 8+ on 2D6. When the sights go out of 
  adjustment, the firer will always miss.  
   
   
   
   
   
   
   
   
   
  GRENADES & MINES 
   
   
  A grenade is a small explosive device designed to be thrown by hand (Effective Range 
  10m) or launched from a grenade launcher (Effective Range 50m). Hand grenades 
  and 30mm grenades used in launchers are not inter-changeable. Hand grenades have 
  a 4-second delay. A number of grenades are described below, with the price for a 
  case of six grenades.  
   
   
  M1 Smoke HC Grenade – The M1 smoke grenade creates a thick cloud of colored 
  smoke six meters in radius, centered on the location of the grenade. This smoke 
  imposes a –2 DM on all attacks within or through the cloud (doubled for laser 
  weapons). Smoke dissipates in 1D6x3 rounds, although high winds and other extreme 
  weather can sharply reduce this time. 
   
  M2 D-Gas Grenade – The M2 riot agent grenade creates a cloud of fentanyl-
  derivative gas six meters in radius, centered on the location of the grenade. This 
  fentanyl-analog will typically incapacitate anyone within the cloud that is not wearing 
  Accessory 
  Cost 
  (¥) 
  Wgt 
  (kg) 
  Laser Sight 
  2,000 
  1.5 
  Scope 
  10,000 
  0.8 
  Suppressor 
  3,000 
  -- 
  Underslung 
  Grenade Launcher 
  10,000 
  1 
  Weapon 
  Cost 
  per Case (¥) 
  Wgt 
  Damage 
  M1 Smoke HC 
  900 
  0.5 
  Special; see description 
  M2 D-Gas 
  1,500 
  0.5 
  Special; see description 
  M3 Stun 
  1,800 
  0.5 
  Stun; see description 
  M4 Fragmentation 
  1,500 
  0.5 
  5D6/3D6/1D6; see text 
  M5 High Explosive  
  1,800 
  0.5  
  5D6; halves vehicle armor 
  M6 Airburst 
  1,800 
  0.5 
  5D6/3D6/1D6; see text 
  
  69 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  breathing equipment. Victims must make an Endurance  roll to avoid being knocked 
  out for 1D6x10 minutes. Success means the victim suffers a -2 on all actions, but is 
  otherwise free to act. An Exceptional Failure (Effect of -6) indicates serious injury - 
  the victim suffers 2D6+2 damage. The gas will dissipate in 1D6+3 rounds, although 
  high winds and other extreme weather can sharply reduce this time. 
   
  M3 Stun Grenade – The M3 stun grenade is non-lethal and does not inflict normal 
  damage. A character within six meters of a stun grenade detonation must make an 
  Endurance check and if failed the character is incapacitated for 1-3 rounds. If the 
  Endurance check is successful, the character is unaffected by the weapon.  
   
  M4 Fragmentation Grenade – A core of high 
  explosive is surrounded by a layer of notched 
  wire which fragments on detonation. The 
  damage from fragmentation grenades decreases 
  with distance from the blast. 
   
  M5 High Explosive Grenade – This is only available as a 30mm round for a 
  grenade launcher and cannot be hand thrown. The M5 HEAP (High Explosive Armor 
  Piercing) grenade is able to penetrate light armor and can inflict serious damage 
  against lightly armored and civilian vehicles as well as bunkers, buildings and 
  fortifications. It will ignore the first 8 points of vehicle armor and then inflict 5D6 
  damage. It has a blast radius of 5m and anybody within that radius will suffer 2D6 
  damage. Fired from the Grenade Launcher, this grenade is laser targeted and will try 
  to home in on any target designated by the firer using the weapon’s integral laser 
  painter. This provides a +1 to hit.  
   
  M6 Fragmentation Airburst Grenade - This is only available as a 30mm round for 
  a grenade launcher and cannot be hand thrown. The M6 has similar properties to the 
  M4 Fragmentation grenade, but it can be commanded to detonate in the air above a 
  target, once the firer has established range to the target using the launcher’s laser 
  designator.  This negates the defender’s -2 for shooting from cover, and negates hard 
  and total cover for a character who considers himself completely safe.  
   
  Limpet Mines 
  These mines are pre-primed, shaped charges are fitted within a saucer shaped 
  housing. They can be attached to any surface via a jellied glue exposed when a 
  protective film is removed. The mine can be set to detonate up to 3 hours ahead or 
  command detonated from 100 meters away. It will ignore the first 8 points of vehicle 
  armor and then inflict 6D6 damage. It has a primary blast radius of 3m, anybody 
  within that radius will suffer 4D6 damage. Anyone within 10m will suffer 2D6 damage. 
  Cost: ¥5,000. Weight: 2 kg. 
   
   
   
   
    
  Distance 
  Damage 
  3 meters 
  5D6 
  6 meters 
  3D6 
  9 meters 
  1D6 
  
  70 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Revolver 
  Pump Action 
  Shotgun 
  Auto Pistol 
  Stun Gun 
  Bullpup Rifle 
  Combat Laser 
  Flamer 
  Riotgun 
  
  71 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SRAM Disposable Launcher 
  Minigun 
  Grenade Launcher 
  Grenade  
  Light Machinegun (LMG) 
  Limpet Mine  
  
  72 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  MARTIAL ARTS COMBAT 
   
   
  There are three martial arts skills in Zaibatsu: Bujutsu (blade or blunt weapons), 
  Jujitsu (non-lethal) and Karate (unarmed strikes) - but aren’t these skills out-of-date 
  when even the cheapest street kid packs a fully automatic pistol? Not really. It takes a 
  round to draw a gun, no time at all to punch someone. And even then, anyone trying 
  to fire a gun at someone who is going to punch them, must wait till the attack is 
  made and risks having his gun knocked out of his hands if hit. 
   
  Hand-to-hand attacks always go first, so if the target is within 3m (hand-to-hand 
  range) then this is the best thing to attempt. Whether under attack from hand 
  weapons or from a Karate strike, the defender can use any ONE of his Bujutsu, 
  Jujitsu or Karate skill scores as a negative DM to ‘parry’ or ‘duck’ the blow.  
   
  Roll 8+ to hit a target in melee combat. Use the following DMs: 
   
   
  Unskilled 
  -3 
  Attacker’s Karate or Bujutsu skill (as relevant) 
  + level 
  Defender’s Karate, Jujitsu or Bujutsu skill 
  - level 
  Unarmed ‘Powerstrike’ (+2 Stuns) 
  -2 
   
   
  Damage Inflicted  
  Unarmed combat damage, whether from a Karate strike or a Jujitsu throw, usually 
  inflicts Stuns, not damage. When the number of Stuns received by a victim equals 
  Endurance then he or she is knocked senseless for 3 combat rounds. When the victim 
  comes around the Stuns are all removed, but he must apply 3 points to his Endurance 
  as normal damage. In this way martial arts attacks can have a powerful effect in 
  combat, but are not terribly lethal.   
   
  A Power Strike is also possible, typically a powerful punch or roundhouse kick that 
  does 1D6+2 Stuns, but at the cost of a -2 DM to the attack roll.  
   
  Blade and bludgeoning weapons do the stated damage to the victim’s Endurance (and 
  any excess going to Str or Dex) as with gun combat.  
   
  Parrying 
  A victim being attacked in melee by someone with a weapon can automatically try to 
  parry those attacks. This is represented by applying either the victim’s Bujutsu, Jujitsu 
  or Karate skill level as a penalty DM to the attacker’s chance to hit, no matter whether 
  or not his or her attacker is armed or unarmed.   
   
   
  
  73 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  The Smack Down - Jujitsu 
  An unarmed Jujitsu attack can be used to grab the victim for some effect other than 
  hitting them  (the player decides before the dice are thrown). Decide whether to: 
   
   
  Martial Arts Weapons 
  Example: Oyama (physical characteristics B89) finds his way out of the night club 
  blocked by one the doormen (888). He’s got to get out of there before the cops come 
  and so he karate punches the doorman. He adds Karate 1, needs 7 but gets 11, a hit 
  doing 5 Stuns. Doorman, meanwhile is trying his own moves… I’m not adding any 
  skill bonus in for this mook, but I do subtract Oyama’s Karate skill from his attack roll, 
  representing Oyama’s blocks and counters. So the doorman requires 9+. He rolls 11. 
  Great! Oyama suffers 2 Stuns. In round two, Oyama achieves a 7, to inflict another 5 
  Stuns (that’s 10 Stuns, now, inflicted on the doorman, but his Endurance is only 8 – 
  he goes down, flailing backwards into a waitress carry a huge tray of bottles and 
  glasses. Ouch!) He’ll be down for 3 rounds, giving Oyama the time he needs to 
  escape. But – this is simultaneous combat, the doorman gets his karate move in 
  before he goes down: we roll a 10, he inflicts 5 Stuns on Oyama, for a total of 7 Stuns 
  … just not enough to reach Oyama’s Endurance of 9. Oyama flees the club.   
   
   
   
  Throw the Victim  Thrown 1-3 meters; inflicts 4 points of Stun (+1 if Str 9+). 
  Drag the Victim 
  Drag a number of meters up to ½ the attacker’s Str (rd down) 
  in one combat round. 
  Disarm the Victim 
  Force him to drop his weapon; if the attacker makes a Str roll 
  he even gets to take the weapon for himself. Cool! 
  Hold the Victim 
  Hold him immobile; until the grappler’s attention is diverted, 
  at which point he may attempt to break-away with a Str roll.   
  
  74 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  Unarmed Strike: A karate punch doing 1D6 Stuns (+1 if Str 9+).  
   
  Power Strike: A powerful strike, either a punch or roundhouse kick perhaps. It does 
  1D6+2 Stuns (+1 if Str 9+), but at a penalty of -2 to hit.  
   
   
  Combat Knife: A military-style combat or survival knife, with a serrated edge.  
   
  Club: Any meter-long wood or metal pole used as a weapon.  
   
  Fighting Chain (Manriki o Kusari-fundo): A one meter chain used as a fighting 
  weapon, it is easily concealed, yet does as much damage as a club.  
   
  Katana (Retracts): Made fashionable by the Yakuza in recent decades, a steel 
  katana or samurai sword, designed to retract into the handle for maximum 
  concealability. An illegal weapon, on a par with a damage potential of a firearm.   
   
  Nekode: These are gauntlets featuring long, retractable fighting claws.  
   
  Nunchaku: The weapon made famous by Bruce Lee in many of his movies, it 
  comprises two short, heavy clubs joined together by a short steel chain, easily 
  concealed.  
   
  Tanto (Dagger): Like the katana, a modern blade that copies a samurai original. 
  The tanto is almost a katana in miniature, roughly 15-25cm long.  
  Weapon 
  Cost 
  (¥) 
  Wgt 
  (g) 
  DM Damage 
   
  Unarmed Strike 
  -- 
  -- 
  +0 
  1D6 
  Stuns      
  (+1 if Str 9+) 
  Power Strike 
  -- 
  -- 
  -2 
  1D6+2 
  Stuns  
  (+1 if Str 9+) 
   
   
   
   
   
   
  Combat Knife 
  800 
  250 
  -- 
  2D6+1             
   
  (+1 if Str 9+) 
  Club 
  -- 
  1000 
  -- 
  2D6                 
   
  (+1 if Str 9+) 
  Fighting Chain  
  300 
  2000 
  -- 
  2D6                 
   
  (+1 if Str 9+) 
  Katana (Retracts) 
  5,000 
  1,000 
  -- 
  2D6+2            
   
  (+1 if Str 9+) 
  Nekode 
  5,000 
  1,000 
  -- 
  2D6+1            
   
  (+1 if Str 9+) 
  Nunchaku 
  600 
  1,000 
  -- 
  2D6                 
   
  (+1 if Str 9+) 
  Tanto, Dagger  
  1,000 
  250 
  -- 
  2D6+1 
   
  (+1 if Str 9+) 
  
  75 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  THROWING WEAPONS 
   
   
  To throw a dagger, grenade or anything else, roll 8+ and use the following DMs: 
   
  Dex 9+ 
  +1 
  Dex 5- 
  -1 
  Attacker’s Bujutsu skill (if throwing a blade weapon) 
  + level 
  Over 10m Effective Range 
  -2 
  Over 40m Long Range 
  no 
   
  BODY ARMOR 
   
   
  The armor rating for a set of armor is equal to the amount of damage reduced by the 
  armor when you are hit in combat. Unless otherwise noted, only one type of armor 
  can be worn at a time. Armor Size counts against the 8 things that any agent can 
  comfortably carry around with him.  
   
  NOTE: When hit by multiple attacks in one round, allow the Vests to reduce the 
  damage from only ONE of those attacks. They are not magical bullet shields.  
   
   
  Armor Rating (AR) 
  The amount of damage reduced by the armor when an attack strikes the character.  
   
  Armor Type 
  Brand Leader 
  AR Cost 
  (¥) 
  Size 
  Concealed Vest  
  Stern C Concealable Vest 
  4 
  5,000 
  1 
  Ballistic Vest 
  Stern B Ballistic Vest  
  5 
  4,500 
  2 
  Rigid Armor 
  Plate 
  Enforcer Rigid Plated Armor 
  9 
  32,500 3 
   
  Armor Descriptions 
  Enforcer M21 Rigid Plated Armor: Enforcer Armaments Corporation produces 
  ERPA or rigid plated armor that is made of a composite alloy shell - mainly titanium 
  aluminide alloy over a layer of boron carbide resin fixed to a core of carbon-fiber. A 
  Kevlar/Salar woven liner rounds off the protection. It comes in the form of a helmet; 
  a full-torso, clamshell-style, rigid body shell; and a set of lower leg guards. The 
  Enforcer M34 Helmet features microphone, tactical camera, slide-down protective 
  visor and an integral Zenith PRC-45 short-range radio. This is exclusively military or 
  paramilitary.  
  
  76 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Stern B Ballistic Vest: This tactical vest protects the torso, and is worn over 
  clothing. Made of woven Salar and Kevlar ballistic cloths, with hardened light-weight 
  K-type ceramic inserts, the vest is good for protection against low-caliber rounds and 
  high-velocity fragmentation. In a variety of colors, or camo patterns. Includes lots of 
  pockets for carrying ammo and equipment.  
  Stern C Concealable Vest: A light-weight soft ballistic vest for the torso made of 
  impact resistant Salar and Kevlar fibers. The fabric absorbs impact energy and 
  spreads it over the torso, which can result in bruising. It can be effectively concealed 
  under normal clothing although observers making an Intelligence roll will notice 
  something unusual.  
   
  WOUNDING & DEATH 
   
   
  Damage and wounding in Zaibatsu are broadly similar to those in the Cepheus 
  Engine. Follow these steps: 
   
  1) Subtract any Armor points worn from the attack damage 
  2) Reduce Endurance by the amount left 
  3) When End is 0, the victim is Wounded and knocked over for 1 round.  
  4) If more damage is suffered, reduce Str or Dex appropriately (player’s choice) 
  5) When a second characteristic is reduced to 0, the victim is Seriously 
  Wounded and knocked unconscious for 2D6 minutes.  
  6) If all three characteristics are reduced to 0, the character is Dead 
   
   
  How Badly Injured Are You? 
  Guidelines for interpreting the different wound states follow. 
   
   
  Wound Type 
  Effect 
  Minor Injury 
  Cut or bruised, but unaffected 
  Wounded  
  Knocked down to the ground for one combat round, 
  and now at -1 all actions until healed. 
  Seriously 
  Wounded  
  Knocked out for 2D6 minutes and suffering bleeding 
  or other trauma. It doesn’t look good. Victim will 
  deteriorate, suffering 1D6 damage every hour 
  unless medic makes an Average (0) Medical roll. 
  Dead  
  Dead is dead.  
   
   
   
   
   
  
  77 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Medical Attention 
  More serious wounds require more complex treatment.  
   
   
   
  SPECIAL CASES 
   
   
  The following are special considerations in Combat. 
   
  Ammunition 
  To simplify book-keeping and keep combat fast-paced and breathless, ignore 
  ammunition supplies. What?! Honest, it works fine, just assume that these toughened 
  street hombres carry whatever ammo they need for the job in hand, and scavenge 
  more when they need it. Only on a fumble roll (a gun attack roll of double-2, before 
  any bonuses added) will the gun go ‘click’ and the agent start panicking. If that was 
  his first shot, then his gun jammed. Now instead of people counting off bullets, you 
  have lots of dramatic gun jams and really panicky moments! Ammo values for 
  weapons have still been included for completeness. 
   
  The table below provides the details of ammunition used by the guns in this chapter. 
  This table provides the information relevant to a single reload of the weapon, typically 
  a full box magazine (in most cases).  
   
   
   
   
   
   
  Wound Type 
  Attention Required 
  Minor Injury 
  Gain 1 point of End per hour of rest.  
  Routine (+2) Medical roll will add +2 points for that 
  injury only and remove a Wounded character’s -1 
  penalty. DM: -2 if no first aid kit available.  
  Wounded  
   
   
  Seriously 
  Wounded  
   
  Knocked out for 2D6 minutes, when awakens all 
  characteristics at 0 are set to 1. Victim will 
  deteriorate, suffering 1D6 damage every hour 
  unless medic makes an Average (0) Medical roll. 
  DMs: 0 if using advanced trauma kit, -2 if using a 
  first aid kit, -4 if no medical tools available. Make 
  this roll every hour until successful, or the victim 
  dies. If successful, character begins to regain 1 
  characteristic point per day, or zero per day if not 
  resting.  
  
  78 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Ammunition for Which 
  Firearm 
  Cost (¥) 
  Wgt (kg) 
  Rounds 
  Auto Pistol  
  100 
  0.16 
  16 
  Bullpup Rifle 
  200 
  0.5 
  25 
  Combat Laser 
  750 
  1.0 
  10 
  Flamer 
  600 
  1.5 
  6 
  Grenade Launcher 
  1,800 
  0.5 
  6 
  Light Machinegun 
  750 
  0.88 
  100 
  Minigun 
  5,000 
  8.0 
  500 
  Pump Action Shotgun 
  100 
  0.4 
  4 
  Revolver 
  50 
  0.12 
  6 
  Riotgun 
  300 
  1.0 
  8 
  Stun Gun 
  1,000 
  0.1 
  5 
   
   
  Battlefield Conditions 
  Certain battlefield conditions affect ranged attacks:  
   
  Darkness: Low light gives a –1 DM to ranged attacks. Complete darkness gives a –4 
  DM. Light penalties can be avoided by using sensors to target instead of the naked 
  eye.  
   
  Smoke or Fog: Smoke gives a –1 DM to ranged attacks by obscuring the target; 
  especially thick and impenetrable smoke gives a –2 DM. These penalties are doubled 
  for laser weapons.  
   
  Blind Firing 
  Blind firing works exactly like any other form of firing (including automatic), but it 
  always treats the firer as having Level 0 in that weapon’s relative skill. Additionally an 
  extra die is thrown when firing, but before any calculations are made the highest die 
  (or one of the highest, in case of a tie) is removed completely. Any successful 
  attack(s) needs to then have a die rolled to randomly choose which eligible target in 
  the firing line is hit – whether friend or foe. 
   
  ‘Busting Caps’ 
  Fully automatic fire is expressed as a typical 4 round burst of gunfire which grants 
  TWO attack rolls on the target at the normal skill chance. Alternatively, this second 
  attack roll can be used against one other target adjacent to the main target. Roll even 
  if the adjacent target is your buddy… or a hostage … The extraordinary Minigun has a 
  twenty round burst, which gives it FOUR attack rolls in total.  
  
  79 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  This ability to hit or threaten adjacent targets simulates both collateral damage as 
  well as suppressive fire.  
   
   
   
   
   
   
   
   
   
   
   
   
  Covering A Target 
  You’ve stepped out of a doorway to hold the bad-guy up with a gun. He can’t pull on 
  you, it’ll take a round, and you will shoot him dead (remember that +2 for close range 
  gunfire?). So he must wait for some distraction, then pull his gun using a Dexterity 
  roll and then go for a round of simultaneous combat, OR wait for some distraction 
  then make a Dexterity roll to lay into you with fists and feet before you can fire. The 
  only way to stop him doing any of this is to take his gun, and tie-wrap his wrists 
  together. Note: if he fails that Dexterity roll, you notice in that split second and can 
  shoot him if you so wish. 
   
  Firing into Combat  
  If a character is firing a weapon at a target that is touching or directly adjacent to a 
  friendly combatant, then the attack suffers a –2 DM. If the attack misses, roll 1D6. On 
  a 4+, the attack hits the nearest other combatant to the original target.  
   
  Shotguns and Flechettes 
  Shotguns often fire shot (and riotguns fire flechettes) that spread as it leaves the 
  barrel, increasing the chance to hit. Also, as the shot/flechette cloud disperses, the 
  potential damage of that attack reduces. Because of this a shotgun or flechette attack 
  gains a +1 out to Effective range and does 4D6 damage. It does 2D6 damage out to 
  Long Range, and inflicts 1D6 out to Extreme range. The damage for shotguns and 
  flechettes (as well as all of the factored range DMs) are included in a special section 
  on the table of to hit Die Modifiers (page 62).  
   
  AutoFire Level 
  No. of Attacks 
  On the Target  
  Single Shot             
  1 Attack 
  4 rd burst 
  2 Attacks 
  20 rd burst 
  4 Attacks 
  
  80 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
  VEHICLES IN COMBAT 
   
   
  Killing Vehicles 
  Roll to hit a vehicle on 8+; use the Gun Combat DM’s, and gain a +1 DM due to hit 
  most vehicles because of their size. 
   
  When a gunman fires at a vehicle, all he wants to know is: did I stop it? Zaibatsu 
  uses a simple system of damage accumulation. Enough damage inflicted on a vehicle 
  will invariably cause the thing to explode, fitting the dynamic and colorful nature of 
  the game. Three figures are given below for a variety of vehicles; the first is Armor 
  Points, the second is the Disable Value and the third is the Destruction Value. Armor 
  points of a vehicle are subtracted from the damage caused by an attack. The damage 
  that is then inflicted on the vehicle is added to previous damage suffered by it. When 
  this total reaches the Disable or Destruction Value then the referee should roleplay 
  the consequences.  
   
  
  81 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Disabled (Disable Value = 0) Disabled vehicles have no power, the engine cuts out 
  and control is lost. A car crashes (allow a Ground Vehicle or Hovercar roll to avoid!), a 
  hover car plummets to the ground, etc. Everyone on board takes whatever damage is 
  sustained from the crash (see later). 
   
  Destroyed (Destruction Value = 0) Destroyed vehicles catastrophically explode! This 
  means sayonara buddy! All aboard  immediately suffer 6D6 damage, forget drive rolls 
  - you’re toast! What’s left of the vehicle will quickly come to a halt. 
   
   
  Vehicle Size  
  Vehicle Size 
  Disable Value 
  Destruction Value 
  Tiny 
  10 
  20 
  Small 
  15 
  30 
  Large 
  30 
  60 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Targeting Passengers or Drivers 
  To hit a person on-board a vehicle, use the normal rules, with the target counted as 
  being under cover (-2) and moving (-2). Subtract only the Armor Value from damage 
  inflicted. Use the rules for Firing Into Combat, ie. if the attack misses, roll 1D6. On a 
  4+, the attack hits the nearest other combatant to the original target, due to the 
  difficulty of seeing the target and of the vehicle’s movement. 
   
  Vehicle-Mounted Weapons  
  Weapons mounted on vehicles are limited in what directions they can fire. A weapon 
  mounted in the front arc, for example, can only fire into a 90˚ area in front of the 
  vehicle. Weapons in turrets can fire in any direction.  
   
  Stunt Driving   
  There are two vehicle skills commonly in use in Tokyo – Ground Vehicle and Hovercar.  
  These are all significant actions that the driver of a vehicle can take when his turn 
  arrives: 
   
  Vehicle Armor  
  Vehicle 
  Type 
  Armor Value 
  Softskin 
  2 
  Light 
  Armor 
  12 
  Heavy 
  Armor 
  24 
  Typical Tokyo Vehicles 
   
  Motorbike 
   
   
   
  Tiny Softskin 
  Electric City Car 
   
   
  Tiny Softskin  
  Car 
   
   
   
   
  Small Softskin 
  Sports Car 
   
   
   
  Small Softskin 
  MPV (Multi-Purpose Vehicle)  
  Small Softskin 
  Van  
   
   
   
   
  Small Softskin 
  Armored Limousine or Car  
  Small Lt Armor 
  Truck  
   
   
   
  Large Softskin 
  Hovercar 
   
   
   
  Small Softskin 
  Hover Wagon 
   
   
  Large Lt Armor 
  APC (Armored Personnel Carrier) Large Lt Armor 
  Main Battle Tank 
   
   
  Large Hvy Armor 
   
   
   
   
   
   
   
  
  82 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   Evasive Action  
  The driver may declare that he is taking evasive action when his turn arrives. 
  He makes a skill roll (skill determined by vehicle) and the Effect acts as a –DM 
  to all attacks against the vehicle or its passengers. The Effect also acts as a –
  DM to any attacks made from the vehicle as well. This lasts until the driver's 
  next action.  
   
   Maneuvering  
  A driver or pilot can maneuver his vehicle without making a skill check. This 
  allows the vehicle to avoid large or obvious obstacles, to get where it is going, 
  to move out of one fire arc of an enemy vehicle and into a different one, or to 
  change the fire arc that a single target is in.  
   
   Ram  
  Deliberately driving a vehicle into someone or something requires a significant 
  action and a successful skill roll (skill determined by vehicle). Rams are 
  affected by dodging as normal. The referee may grant bonuses to a ram 
  attempt or declare it automatically successful if the target is particularly large. 
  When two vehicles collide, the larger vehicle inflicts the ram damage listed on 
  the High Velocity, Full-Body Impacts table (below), while the smaller vehicle 
  inflicts half that damage. Two vehicles of equal size both take the full ram 
  damage.  
   
   Stunt  
  With a significant action and a successful vehicle control check the driver or 
  pilot of a vehicle can do pretty much anything it is possible to do in his vehicle 
  – stand a car up on two wheels, perform stunning aerobatics in a jet plane, or 
  skim a speedboat over a low sandbar. A stunt can be used to put a single 
  target into one additional fire arc for one round, to set up some other skill 
  check, with the Effect carrying over to achieve something that would normally 
  be difficult or impossible in your vehicle, to achieve up to three maneuver 
  actions in one go, just to show off, or anything else you can imagine.  
   
   Weave  
  In an environment with many obstacles, such as an inner city street, a driver or 
  pilot may choose to weave his vehicle in and around the obstacles at high 
  speed in order to evade pursuit. The driver chooses a weaving number, as low 
  as one or as high as one per 20 km/h of speed (round up), and must then 
  make a skill roll  with the weaving number as a penalty on his roll. If he fails, 
  he has woven into an obstacle and crashed. If he succeeds, any pursuers must 
  choose a weave action on their turn and make their skill test at the same 
  penalty with the same consequence for failure. Alternatively, they can choose 
  to break off pursuit and either give up or try to reacquire the target later.  
   
   
   
   
  
  83 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  High Velocity, Full-Body Impacts 
  Put another way, accidents... high speed crashes in vehicles or falling from buildings 
  …  
   
   
  Vehicle 
  Crash 
  30-40 mph 
  41-50 mph 
  51-60 mph 
  61-70 mph 
  Over 70 
  mph 
  Falling       
  4-8m 
  9-15m 
  16-30m 
  31-60m 
  60m+ 
  Passenger 
  Wound 
  Level   
  2d+2 
  4d+4 
  8d+8 
  10d+10 
  12d+12 
  Ram 
  Damage 
  Inflicted 
  3D6+6 
   
   
  5D6+6 
  6D6+6 
  7D6+6 
  8D6+6 
   
   
   
   
   
  Example: A team from Haruna have arrived outside a bar in their team car to snatch a 
  Yakuza accountant as he leaves. They have not noticed a blacked-out limo parked 
  further up the curb. Oyama, the shaven-headed burakumin, steps out to hold the 
  accountant up by gunpoint (auto pistol). His companion runs for it and the accountant 
  looks terrified and starts backing away. Oyama tries to grab him (even though his 
  Jujitsu is 0), and succeeds. He starts to drag him away, just as Akagi drives their car a 
  bit closer and Chiyo, the team ninja jumps out to help.  
   
  Then two doors on the limo open and the accountant’s two bodyguards get out of the 
  car, one holding a bullpup rifle and the other a flamer. The Haruna team see this. And 
  we go to simultaneous combat. Both Chiyo and Oyama already have their auto pistols 
  
  84 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  at the ready. She shoots the guy with the bullpup (in cover, -2, behind the limo door, 
  she gets two attacks both at +1 for skill) for rolls of  6 and 9 (the latter attack hits). 
  He takes 7 points to his Endurance of 8 but is only grazed or distracted, perhaps by 
  broken window glass. Meanwhile he is making a single shot at Oyama (-2, he doesn’t 
  want to hit his boss).  His roll of 6 misses, and with a check on a 1D6 discovers he 
  doesn’t hit his boss. Our friend with the flamethrower gets two attacks, one at Chiyo 
  and one at the team car, the girl on 8+ and the car at 7+ (I get a +1 because 
  vehicles are bigger than people). Note that I’m not adding in any skill levels for the 
  bad guys. This happens a lot when I think the combat is pretty deadly anyway…  
  Chiyo isn’t hit, but the car is. After 2 points of armor are subtracted, it suffers 5 points 
  of damage (toward the crucial 15 point Disabling Value damage total) and will suffer 
  another 2D6 next round from burning paint/plastic, I rule. Oyama’s turn, he shoots at 
  the flamethrower, for 8+, he has no skill but luckily the bodyguard has had to step 
  away from the limo to use the flamer (so, no cover penalty there). Oyama rolls twice, 
  with one hit and the flamethrower suffers 6 points, hurting him but not dropping his 
  End to zero.  
   
  Next round. Oyama doesn’t intend to shoot, but hustles the accountant towards the 
  team’s burning car, keeping his prize in front of him. The flamer tries the same tactic, 
  shooting at both Chiyo and the car, but he misses both. The car still takes another 6 
  points of damage from the burning going on (11 points in total!). Chiyo wants to nail 
  him and rolls both her attacks. With her skill of +1 she needs 7+ and gets one hit on 
  him, reducing his End to zero and knocking him to the curb for a full combat round. 
  As he goes down the flamer torches an advertising sign and a videofone booth, the 
  caller inside staggers out screaming and on fire. The bodyguard with the bullpup 
  steps away from the limo which suddenly accelerates toward the team’s smoldering 
  car. It rams the car at around 20 mph. I’ll rule this to be a 2D6+6 ram attack. 
  Meanwhile the bodyguard with the bullpup opens up on the team’s car too. All his 
  bullets hit the smoldering car and the total damage (combined with the damage from 
  the ram and the flamer) equals 35 points, which exceeds the car’s Destruction Value! 
  The engine space is buckled and smokes, and the car is pushed into a lamp-post by 
  the limo, trapping it. The engine catches fire and, in the next round explodes! Now 
  what? 
   
  Next round … well, Akagi the Haruna driver will jump out of the car as it catches fire 
  and throw a smoke grenade to cover their escape on foot - there is a Tokyo Metro 
  station at hand… the bodyguard with the bullpup should give chase, but the 
  flamethrower will be a round behind, perhaps the first Yakuza helps the second to get 
  to his feet and sort himself out, giving the Haruna team a little bit more time to run… 
  let’s hope so.  
   
   
   
   
   
   
   
  
  85 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GUN COMBAT   8+ 
   
  Unskilled Civilian 
  -3 
  Attacker’s Gun Cbt skill 
  + level 
  Over Effective Range 
  -2 
  Over 4x Long Range  
  -4 
  Close Range  (Within 3 meters) 
  +2 
  Target Dodging  
  -1 
  Target Dodging into Hard Cover 
  -2 
  In Partial Hard Cover 
  -2 
  Autofire 4 rd burst 
  x2 
  Autofire 20 rd burst 
  X4 
  Shotgun/Flech                                
  within 10m      4D6                                
  within 20m      2D6 
  over 20m        1D6 
  +1 
  - 
  - 
  Wound Type 
  Effect 
  Minor Injury 
  Cut or bruised, but unaffected 
  Wounded  
  Knocked down to the ground for one combat round, and now at -1 all 
  actions until healed. Routine (+2) Medical roll will add +2 points for 
  that injury only and remove a Wounded character’s -1 penalty. 
  Seriously 
  Wounded  
  Knocked out for 2D6 minutes and suffering bleeding or other trauma. 
  It doesn’t look good. Victim will deteriorate, suffering 1D6 damage 
  every hour unless medic makes an Average (0) Medical roll. 
  Dead  
  Dead is dead.  
  TURN ORDER 
  6 second combat rounds 
  Simultaneous Melee then Simultaneous Gun Fire 
  AMBUSH 
  Hide, the victim makes 
  Recon+2 roll to spot you (- 
  your Recon) 
  Success means a fee 
  round of combat. 
  MELEE COMBAT    8+    
  + PC’s skill level 
  -  victim’s skill level 
  -2 Powerstrike (+2 Stuns) 
  -3  Unskilled civilian 
   
  Punch 1D6 Stuns 
  Power Strike 1D6+2 Stuns 
  Club/Chain/Nunchaku  2D6 
  Dagger  2D6+1 
  Karana 2D6+2 
  If Strength 9+ inflict +1 
  damage  
   
  When Stuns = End, knocked 
  out for 3 rds, when awake 
  suffer 3 points of End.  
  THROWING    8+    
  + PC’s skill level 
  -2 Over 10m 
  Max range 40m 
   
  ARMOR 
  Concealable Vest   4  
  Ballistic/Flak Vest  5 
  Rigid Armor Plate   9 
  JUJITSU 
  Throw the Victim  
  Thrown 1-3 metres; inflicts 4 points of Stun (+1 if Str 9+). 
  Drag the Victim 
  Drag a number of metres up to ½ the attacker’s Str (rd down) in 
  one combat round. 
  Disarm the Victim 
  Force him to drop his weapon; if the attacker makes a Str roll he 
  gets to take the weapon for himself. 
  Hold the Victim 
  Hold him immobile; until the grappler’s attention is diverted, at 
  which point he can attempt to break-away with a Str roll.   
   
  VEHICLE COMBAT 
  Tiny  Disable/Destroy 10/20 
  Softskin   AV 2 
  Car/MPV/Van  Small Softskin 
  Small Disable/Destroy 15/30   
  Lt Armor  AV 12 
  Armored Limo  Small Lt Armor 
  Large Disable/Destroy 20/60     
  Hvy Armr AV 24       Hovercar  
     Small Softskin 
   
   
   
   
   
   
   
   
  APC/H-wagon  Large Lt Armr 
   
   
   
   
   
   
   
   
  Military Tank     Lge Hvy Armr 
   
  
  86 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  TECHNOLOGY
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CLONING 
   
   
  Led by Makita Genetics, this industry has taken off like no other, and an entirely new 
  way of looking at life has been invented by the Japanese. Immortality has been 
  discovered, through the perpetual cloning of one’s own body and the transfer of one’s 
  own living memories into the new, virile body. It is quite legal to purchase a Clone 
  Insurance Policy of ¥200,000 per month. It involves visiting the genetics company and 
  providing a tissue sample for cloning when the customer dies. He also provides a 
  memory recording, costing ¥500,000 which is kept in a Superconducting Memory Unit 
  (SMU). These are bulky machines kept in sub-zero basements that always self-erase 
  whenever they play someone’s memories into their clone body.  
   
  When a customer dies, the company picks up his body (or head at the very least) and 
  takes a last recording of the corpses memories for implanting into the clone that is 
  now force-grown. Growing a clone takes one week, and requires a valid death 
  certificate (to prevent cloning someone still alive - a gross criminal act). The new 
  clone is the original person in Japanese law.  
   
  When Haruna Biolabs (or another corporation that has perfected the technique) 
  attempts to transfer living memories into a fresh clone body, make a 2D6 roll with 8+ 
  required. Apply the following DMs: head recovered (+2), full body and head 
  recovered intact (+3), long delay (longer than 3 hours) in getting the head or body 
  back (reduce relevant bonus by -1). Failure of the roll indicates that the clone is not a 
  perfect (18 year-old) replica, but has some degradation. Reduce Intelligence by 1D6-
  4, Education by 1D6-4 and Social Influence by 1D6-3 (any number less than zero is 
  treated as zero).  
  
  87 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  COMMUNICATORS 
   
  In Zaibatsu, the revolution in communications 
  wasn’t the cellphone, but the videophone. There 
  are videophones in cars, on office desks, in bars 
  and clubs, railway stations and airports, space 
  stations and apartments. And of course they exist 
  in public phone booths, too. But don’t think that 
  these 
  phones 
  are 
  all 
  simply 
  dial-and-talk 
  interfaces, most can also accept data cards. Some 
  of these are business cards that, when slotted into 
  the phone, ring the employee at the business 
  automatically. 
   
  Fone cards are more commonly used by individuals to store all of their encrypted 
  personal details, very much like a modern-day SIM (Subscriber Identity Module) card. 
  A person slots their fone card into the video phone and this brings up a menu on 
  screen of that person’s contact list and their numbers, which the phone can then dial. 
  Included on the data card is an electronic diary. These fone cards can be slotted into 
  a bank terminal and topped up with funds.   
   
  
  88 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  Communicator 
  Cost (¥) 
  Wgt  
  Range 
  Uplink Radio 
  40,000 
  10 kg  
  Orbit 
  Long Range Radio 
  20,000 
  8 kg 
  500 km 
  Medium Range Radio 
  10,000 
  3 kg  
  50 km 
  Hand Radio 
  2,500 
  500g  
  10 km 
  Headset 
  1,000 
  100g  
  100m 
  Video-Fone 
  6,000 
  2 kg 
  -- 
   
  Uplink Radio: Pack-mounted, tight-beam transmitter capable of contact with 
  spacecraft in orbit. The transmitter must be emplaced on its tripod before it can be 
  utilized and details of the ship’s orbit must be available to the users. The spaceship 
  must be above the horizon for the link to be established, on most worlds this will be 
  roughly one-third of the time. High orbits allow longer transmission times, but 
  consequently longer periods of time when the ship is on the other side of the planet, 
  below the horizon.   
  Long Range Radio: A long-distance radio suited more for vehicle or ground station 
  use. It is capable of up to 200 km range and has five separate channels.  
  Medium Range Radio: Belt-carried or pack-mounted radio set capable of up to 50 
  km range, and contact with official radio channels. It has five separate channels.  
  Hand Radio: Hand-held radio capable of 10 km range (much shorter underground).  
  Headset: A headset, or earpiece covert radio set that allows hands free, voice-
  activated, communication. Range 100m.  
  Video-Fone: A desktop videophone with keypad, card-reader and color screen. 
  Identical units can be found in cars and taxis. The Video-Fone Mobile is the version 
  for cars, taxis and hovercars that transmits via VHF/UHF via a Short Range Radio and 
  links directly to the public telephone system.  
   
   
  COMPUTERS 
   
  Most computers in 2225 act very much like they did back in 2000 AD, there are 
  terminals with monitors and keyboards which are part of a building or company’s local 
  network. There are also stand-alone desktop computers used in homes and small 
  businesses, and finally there are the portable terminals (or laptops). All can connect 
  with other computers around the world using the wired telephone network. Portable 
  terminals include their own modem, but must be jacked into a phone socket to access 
  the Network. There is no wireless connectivity – this is old school computing! 
  Neither are there any palm computers or smart phones, and touch screen technology 
  does not exist. None of this means to say the computers in 2225 are not powerful and 
  versatile machines, it’s just that they have a number of minor limitations which we in 
  the twenty-teens, are no longer familiar with.  
   
  
  89 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  The Data Network: A data network 
  exists in 2225 that not only covers the 
  entire Earth, but stations throughout the 
  Solar System and all of the Off-World 
  Colonies and outposts as far as the Outer 
  Rim (with an inherent time lag). It exists 
  where communication exists, data piggy-
  backing on com-lines to allow computers to 
  transfer data and to communicate with one 
  another. Today we call this the Internet, in 
  Zaibatsu it is known as the Integrated 
  Data Network (IDN, or simply, ‘Network’ or 
  less commonly, the ‘Matrix’).  You can 
  access websites, forums, send e-mail etc. 
  as we do today.  The power of a computer 
  is given by its rating (Model 1, Model 2 and so forth), which measures the complexity 
  of the programs it can run (effectively unlimited). Programs are rated by the 
  computer rating they require. A system can run a number of programs simultaneously 
  up to its rating. A Model/3 has slots for 3 programs, for example.  
   
  Mainframes are a big-business standard. Corporations use mainframes, as do 
  starships. These powerful computers are supported by a wired network that can be 
  accessed via one or more workstations. Each workstation resembles a modern 
  personal computer (PC), with keyboard and monitor. Mainframes weigh around 100 
  kg and are usually fitted into a small purpose-built computer room with one or more 
  workstations (see below).  
   
  Workstations are used to provide outputs from the mainframe and to allow access 
  to its capabilities. Workstations are often used in factories, on colonies and on board 
  starships and space-stations. Used to access a mainframe, the workstation has a 
  rating of Model/0 (it does not run its own programs). Workstations, however, can also 
  be stand-alone computers, much like modern-day PCs. They have integral processors 
  and memory hard drives with their own dedicated software. Workstations in some 
  installations or businesses will often be connected to one another via a wired network 
  and can be rated as a Model/1 to a Model/4. A workstation weighs around 10kg 
  (without chair and console unit) and costs ¥2500. 
   
   
  Workstation 
  Model 
  Brand Leader 
  Cost (¥) 
  Model/0 
  Aztec 001 Terminal 
  2,500 
  Model/1 
  CRM Basic  
  2,500 
  Model/2 
  IBN Professional  Series 9 
  5,000 
  Model/3 
  Hosaka Farstar 200 
  10,000 
  Model/4 
  IBN Professional  Series 12 
  15,000 
  
  90 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Portable terminals are available; these stand-alone computers resemble modern 
  laptops with hinged cases and often run dedicated software; however they must be 
  connected to the hardware they control via a cable. Controls for complex field 
  equipment require these dedicated laptops, often supplied in tough, anti-shock cases 
  with integral carry handles. Portable terminals are also known as cyberdecks, because 
  of their common use to access cyberspace. Portable terminals weigh 5 kg and are 
  rated from Model/1 to Model/6.  
   
   
  Data Cards are the main method of mobile information storage and resemble 
  modern-day smart cards. The inside of a data card contains an embedded 
  microprocessor. Data cards include RAM as well as a 16-bit microprocessor; they use 
  a serial interface and receive their power from the card reader they are currently 
  connected to. Their weight is negligible and their cost is ¥50 each. ROM Cards, 
  however, are used to hold software, and are slotted into ROM ports on a computer. 
  Software is not installed onboard a portable terminal or workstation. ROM cards, like 
  1980’s game cartridges are slotted into the unit to interface with the onboard 
  processor. A computer can hold and run a number of ROM Cards equal to its rating. A 
  single ROM Card holds one program, and the cost is given overleaf.  
   
  Optical Discs are used as a more powerful file storage platform and are also the 
  central format for playing media (video and audio). The standard Baumann GmbH  
  MiniDisk series holds up to 15.9 gigabytes of data and each glass disc is permanently 
  mounted within a small, rectangular plastic case. The disc itself can withstand 
  extreme temperatures and pressures and is predicted to hold its data internally for 
  millennia. Their weight is negligible and their cost is ¥150 each.  
   
  Disc Player: A portable unit with flip-up color screen which can play MiniDisks. It 
  incorporates built-in speakers and a storage area within the case for up to twenty 
  Baumann MiniDisks. Although most Portable Terminals have MiniDisk readers, they 
  are only able to read data from the discs and do not have the capability to play video 
  or audio. For that the character will require a dedicated Disc Player with its color 
  screen capabilities. Weight is 2 kg and cost is ¥2500.  
   
   
   
   
  Portable Terminal 
  Model 
  Brand Leader 
  Cost (¥) 
  Model/1 
  CMD ZX-22 
  3,000 
  Model/2 
  IBN Net space 2 
  7,000 
  Model/3 
  Hosaka Goldstar 
  20,000 
  Model/4 
  Aztec-Sendai Cyberspace 64 
  50,000 
  Model/5 
  Shinobi Farscape 5 
  80,000 
  Model/6 
  Aztec-Sendai Cyberspace-6 
  100,000 
  
  91 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  COMPUTER SOFTWARE 
   
  A computer can use any high-rating software at a lower rating, to a minimum of the 
  lowest rating shown. Software cannot be removed from or upgraded on the ROM 
  Card that it is delivered on.  
   
  SOFTWARE  
  Rating  Cost (¥) 
  Description 
  DNA Database 
   
  1 
  10,000 
  Full 
  DNA 
  listing 
  of 
  Japan’s 
  population. 
  Criminal Record 
  Database 
  1 
  20,000 
  Complete and detailed listing of 
  Japan’s criminal records.  
  Census Database 
  1 
  5,000 
  All Japanese census details from 
  1945 to 2225. 
  Vehicle 
  Registration 
  Database 
  1 
  20,000 
  Current database of Japanese 
  vehicle owners, registrations and 
  vehicle types.  
  Graphic Design 
  2 
  10,000 
  A 3D graphic design package 
  used to layout and virtually test 
  electrical or mechanical devices, 
  machines, vehicles or buildings. 
  Image Editor 
  1 
  6,000 
  Used 
  to 
  modify, 
  retouch 
  or 
  simply create images digitally. 
  Able to scan into the computer, 
  analyze and modify. 
  Predictive 
  Modelling 
  3 
  30,000 
  This software is able to create 
  complex 
  and 
  immersive 
  data 
  models that will be displayed on 
  the single color monitors of 
  2225 Tokyo. Such models might 
  include 
  the 
  activities 
  of 
  a 
  volcano, the spread of a disease, 
  the learning abilities of a rogue 
  AI or the effects of virus etc. 
  Audio/Visual 
  Analysis 
  1 
  9,000 
  Sound or video data input from a 
  data card or optical disc can be 
  studied, investigated, scrutinized 
  and isolated in order to find 
  clues or look for evidence. 
  Translator  
  1 
  1000 
  Translators are specialized 
  Expert systems that only have 
  language skills.  Near-real-time 
  translation. 
   
  2 
  10000 
  Works in real-time and has a 
  much better understanding of 
  the nuances of language.  
  
  92 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
  Icebreaker 
  1* 
  1000 
  These 
  anti-ICE 
  Intrusion 
  programs aid hacking attempts, 
  giving a bonus equal to their 
  Rating. 
  Intrusion 
  software 
  is 
  often illegal. It is multi-function, 
  capable of being tasked to carry 
  out various illegal acts within a 
  target computer system (see 
  Cyberspace, 
  below). 
  Several 
  Icebreakers can (and should!) be 
  slotted into a computer at once.  
   
  2* 
  1,500 
   
  3* 
  2,500 
   
  4* 
  4,000 
   
  5* 
  8,000 
   
  6* 
  12,000 
   
  7* 
  30,000 
   
  8* 
  60,000 
   
  9* 
  120,000 
   
  10* 
  240,000 
   Icebreaker Ratings are used in Cyberspace and are not restricted 
  by the Model number of the computer. The Model number simply 
  limits you to how many icebreakers you can slot in.  
  Voice-Activated 
  Interface 
  1 
  1000 
  Simple 
  artificial 
  intelligence 
  allows voice control and displays 
  data intelligently. Required for 
  using Expert programs. 
  Expert Skill Base 
  1 
  10,000 
  Expert programs are interactive 
  skill databases, able to provide 
  intelligent solutions to problems 
  on the fly. A character using an 
  expert system may make a skill 
  check as if he had the skill at the 
  program’s 
  Rating 
  –1. 
  The 
  following 
  Zaibatsu 
  skills 
  are 
  Expert 
  capable: 
  Comms, 
  Electronics, Mechanical, Medical, 
  Security, Administration and, if 
  run by an android or robot, 
  Ground Vehicle and Hovercar.  
   
  2 
  100,000 
   
  3 
  1M 
  Intellect Control 
  1 
  20,000 
  Intellect 
  Control 
  allows 
  machinery 
  to 
  use 
  Expert 
  systems. For example, a robot 
  doctor might be running Intellect 
  Control/1 
  and 
  Expert 
  Skill 
  Medic/3, giving it a Medic skill of 
  2. An Intellect Control program 
  can use a number of skills 
  simultaneously 
  equal 
  to 
  its 
  Rating. 
   
  2 
  500,000 
   
  3 
  1M 
  
  93 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  CYBERSPACE 
   
   
  The Network has two main levels, first is that of the operator, you and I, typing at a 
  keyboard, looking at a screen, reading data and maybe copying it to a data card or 
  optical disc. Then there is cyberspace, the hidden data world, the programmer’s 
  Network. So complex is the Network to navigate by professional programmers, that a 
  vast consensual hallucination has been created. It is the virtual product of a billion 
  computer systems switched on and talking to each other. The Network, or matrix, has 
  a 3D non-space existence in the minds of those users who access it. They ‘see’ the 
  connections, the walls, the data, the sat-com uplinks. Every computer network is 
  plugged into the matrix, and the dermal ‘trodes used to access this vast virtual reality 
  are able to give the user a 3D inner space view of this neon universe. A semi-
  transparent chessboard seems to extend out into infinity. Computer systems are 
  represented by stepped pyramids of burning data, colored scarlet and green, there 
  are cubes, pyramids, virtual skyscrapers. 
   
  Programmers and system managers use cyberspace, plugging in to do modify data 
  cores, step up security, swap folders, manage local computer networks and build 
  websites or data storage facilities. But anyone can access cyberspace, all you need is 
  a portable terminal (often called a ‘cyberdeck’) and a jack-in cable that connects 
  electrodes stuck to both of your temples. Nearly all 2225 computers are cyberspace 
  capable, from laptop portable terminals to desktop business machines. All machines 
  have a number of ‘spaces’ for dedicated ROM Cards. For many users these include 
  databases, expanded RAM, expensive accounting add-ons, corporate spreadsheet 
  packages etc. For the criminal sub-culture, the military and intelligence agencies, 
  however, these slots can be used to access a special breed of illegal custom-written 
  programs called ‘icebreakers’. These are designed by software jockeys to subvert the 
  cyberspace matrix, to cut through other people’s system defenses (ICE – standing for 
  Ice Countermeasures Electronics) in order to cause chaos and havoc and steal data 
  and information. They are illegal. 
   
   
   
   
   
   
   
  Cyberdeck Model 
  Brand Leader 
  Cost (¥) 
  Model/1 
  CMD ZX-22 
  3,000 
  Model/2 
  IBN Net space 2 
  7,000 
  Model/3 
  Hosaka Goldstar 
  20,000 
  Model/4 
  Aztec-Sendai Cyberspace 64 
  50,000 
  Model/5 
  Shinobi Farscape 5 
  80,000 
  Model/6 
  Aztec-Sendai Cyberspace-6 
  100,000 
  
  94 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  DECKS AND NETWORKS 
  A cyberdeck (a portable terminal being used with dermal ‘trodes to access 
  cyberspace) generally has space for 1 or more multi-function icebreakers (the Model 
  number of the computer tells you how many programs you can slot at the same 
  time). These are represented in the game by playing cards of a set value according to 
  their power (and the price paid for them). The player keeps a hold of these. To hack 
  into a system, the character slots his software cards into the cyberdeck, attaches the 
  ‘trodes to his temples and switches ON. He is floating, along with thousands of others 
  over the neon city scape that is the Tokyo-Chiba sector of the Network. Diving down 
  into the starkly light canyons of raw data, a point of glowing light, he moves toward 
  one of the big systems, glowing a rich neon green. It is the Mitsubishi Bank of Tokyo 
  and the hacker wants to find out how much a client has in his account. The software 
  jockey decides to attempt a penetration of the ICE. He has a Model/3 Hosaka Goldstar 
  with space for three programs, he carries only icebreakers: two grade 5s and a grade 
  7. Every Icebreaker program has a multitude of uses, not just to penetrate system 
  defenses but to carry out set tasks of a nefarious nature within a system.  
   
  There are two types or grades of cyberspace user: the amateur (no skill, just a 
  deck), and the professional (has at Computer 1 or higher). Which are you? 
   
  CUTTING THE TARGET’S ICE 
  Most computer systems require the attacking player to correctly guess the suit of the 
  next card off the deck (each major computer system has a special 10-card deck - a 
  ‘system deck’). This allows entry (illegal of course). Further tries are possible, with 
  varying chances of detection based on the skill of the hacker in question.  
   
  For a jockey with the Computer skill, he or she receives a number of free attempts 
  (no chance of being attacked by ICE) equal to the level of Computer possessed.  A 
  software jockey with Computer 2, for example, gets two chances to penetrate a 
  system or subsystem where a failure will not trigger ICE. Should the character fail on 
  the third or subsequent attempt however, the referee cuts the main deck and a ‘black’ 
  card result will trigger the system’s defenses (ICE). 
   
  The numerical value of this ICE is represented by that card just drawn from the main 
  deck. To counter it the player must select one of his own Icebreakers at a level equal 
  to or greater than the threat. This cancels the ICE and keeps his presence hidden. If 
  he fails to have a card of enough value, or runs out of cards (each is temporarily 
  discarded after use) then the ICE has tagged him - most will crash his deck, cut him 
  out of cyberspace for a few hours and force a new system deck to be dealt. Any used 
  (and therefore temporarily discarded) Icebreakers suffer damage - reduce their value 
  by 1 points permanently. 
   
   
   
   
   
  
  95 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Subsystems inside a computer system are sometimes easier to penetrate. The player 
  need only correctly pick the color of the next card in the system deck. These are 
  ‘Easy’ subsystems. Other systems, the big zaibatsu, military and financial systems 
  especially, including the Mitsubishi Bank, have subsystems just as difficult to crack as 
  the main exterior ICE. These are ‘Hard’ subsystems. Each attempt can be assumed to 
  take up a 2 minute ‘turn’. 
   
  Example: Our jockey (Computer 2) tries to penetrate the Mitsubishi ICE. He guesses 
  spades. And is right! Straight into the green pyramid of data, hunting for the hot 
  cherry red data cores of account registers. He guesses diamonds. It’s hearts. He gets 
  one more free try (because he has two levels in Computer) and tries diamonds again. 
  Its spades. He tries a third time, this time with the chance of being tagged by ICE. He 
  guesses hearts. It’s clubs - damn! Referee now cuts the deck, but gets red – no ICE 
  attack. His fourth try is just as risky. He tries spades - its clubs! The referee now cuts 
  the deck, and gets a ‘black’ (a 9) result when the main deck is cut for ICE, meaning 
  he’s being tagged by hostile ICE zooming up from the dark depths of the data cores - 
  shit! The highest card we have in our cyberdeck is a ‘7’ – not enough to counter that 
  black 9 card. So we crash, cutting out of the Matrix, and the Mitsubishi deck is re-
  rolled so its just as hard to penetrate next time. Our Grade 7 Icebreaker is now a 
  Grade 6. It hasn’t actually changed, but we’ve just found out the hard way that it is 
  becoming more and obsolescent.  
   
  SOFTWARE ROUTINES 
  What can you do inside a system? Input data, copy data, write to computer screens, 
  read secret information etc. Think of what such a system might have on its computers 
  and what kind of things an authorized person might reasonably be expected to be 
  able to do in it. The jockey can do those things. Nothing earth-shattering, however, 
  just those routines only a qualified user should be doing. These are the normal 
  everyday things that a computer system can do, and that a hacker can emulate. But 
  using his icebreakers, he can also perform amazing feats of data subversion. All 
  icebreakers can attempt the following routines, but their success will depend purely 
  on their grade. All of these routines can only be attempted by qualified (Computer 
  skilled) professionals.  
   
   
  Bug Hunter: Set to sweep optic lines, computer and satellite channels for File Taps. 
  When used by a cowboy he can add his Computer skill to the Icebreaker’s grade – it 
  is then compared to that of the File Taps. If it exceeds that of the File Tap then it 
  locates and cuts out that software. 
   
  Data Heist: Data heist fools a company into believing the user has credit and sets up 
  a monetary transfer of some kind. A very tricky maneuver. You could pretend to pay 
  for airline tickets, order software via the Net, or dump money from one person’s 
  credit into your account. Taking money from banks is most difficult since several 
  layers of the bank’s ICE (the exterior system, customer details and transfers) must be 
  cut, each as difficult as the last. The grade of icebreaker is set by the player, and the 
  referee cuts the main deck to determine success. The icebreaker must equal or beat 
  
  96 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  the cut card. Check every attempt for ICE - which is represented by a ‘spade’. Success 
  means he has gotten away with up to ¥10,000. More money can be stolen, but more 
  cards must be cut and overcome: 
   
   
   
   
   
   
   
   
   
  Data Trail: Used to keep tabs on someone by following their electronic trail. 
  Purchases or other transactions, phone calls, flights, video surveillance, security 
  procedures  etc. are all amalgamated. Cut a card from the main deck at the end of 
  every day to check on discovery. If discovered a data trail requires at least 24-hours 
  before it can be reacquired. 
   
  File Tap: This is left within a computer system, on an optic line or satellite channel - 
  it is a passive listening device that reports in short bursts to a predetermined node. 
  Discovered only by use of a bug hunter routine. To avoid discovery the main deck is 
  cut and the File Tap must equal or beat the card drawn. Do this every day. 
   
  Goto: Using a seek and return strategy, Goto compiles a well-researched file on a 
  particular person or organization (a ‘precis’). If it’s kicking around the Net, Goto 
  should find it. All common information is compiled, but the referee must determine 
  the existence of ‘secrets’ or less commonly known facts or pieces of data. There may 
  be one, two or three such pieces. Cut the main deck each time and let the Goto try 
  and equal or overcome their value. 
   
  Logic Bomb: This can be left behind within a system to be activated after a certain 
  time has elapsed or upon recognition of some name or in-system signal. It causes 
  computer chaos in a small area of the system or subsystem. Cut the main deck and 
  check that the Logic Bomb can equal or overcome the card drawn, or it is detected. 
   
  New Identity: See I.D. Cards, previously. 
   
  Remote Control: This allows a cowboy to control nearby utilities. He must first jack 
  into the matrix and activate a Remote Control, the software conducts a high-speed 3D 
  wire-frame scan and locates all remotely controlled utilities within 50m, anything from 
  elevators, lights, automatic doors, video screens, fountains etc. Once the  Remote 
  Con-trol has been selected cut the main deck and check that it can equal or overcome 
  the card drawn. Further attempts can be made once every 2 minute turn to a 
  maximum number equal to the jockey’s Computer skill. This task will override the 
  local computer system and emulate its command signals. Once done the cowboy can 
  operate utilities on that system a number of times equal to the icebreaker’s grade. 
  Target Value 
            Cards To Beat 
  10,001-20,000 
   
  Two Cards 
  20,001-100,000 
   
  Three Cards 
  100,001-200,000 
   
  Four Cards 
  200,001-1,000,000  
  Five Cards 
  1,000,001-2,000,000 
  Six Cards 
  
  97 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  After that cut the main deck each time - a spade indicates hostile ICE kicking the 
  jockey off the system for 24-hours. 
  Rewrite: A simple task that assigns an icebreaker to enter a file, rewriting it and 
  altering all relevant data invisibly. It can do this very quickly, in minutes rather than 
  the  
  hours it would take the jockey to do it manually. Cut the main deck and 
  compare  
  it to the Rewrite. If the Rewrite equals or exceeds it, the task is easy, 
  taking seconds or just a few minutes. If not it finds it difficult and takes at least a 
  hour to carry out. Check for ICE if this is the case - a ‘spade’ result will tag the jockey. 
   
  Trapdoor: Left behind after a successful raid, the trapdoor allows instant access back 
  in to a system or subsystem. Cut the main deck each day and check that the Trap 
  Door can equal or overcome the card drawn, or it is detected. Do this a number of 
  times for every level (or subsystem) behind which the Trapdoor has been placed. 
   
  A few days later our hacker wants to try and gain membership of a hot nightclub in 
  Tokyo. We deal 10 cards for the club’s ICE. We glide into the small octagon of 
  glowing yellow data that is the club and guess at diamonds. It’s hearts. Our second 
  guess diamonds again, is correct! We’re in. There’s not much here, just accounts, 
  maintenance and membership. The orange tower of data that is the membership files 
  is easy to access. We guess at clubs, Its diamonds. We guess clubs again. Yes! On 
  our last free attempt we’re in. We decide to use our grade 7 as a Rewrite and set it 
  working to create a membership number and details, with instructions to have a card 
  waiting for us at the club’s main desk. We cut the main deck to see if it finds this easy 
  (instant) or hard (perhaps an hour or two’s work). We get a King (a lot higher than 
  our 7). The Icebreaker takes over an hour to create a membership. Our check for ICE 
  is a diamond - no problem. 
   
  SUFFERING THE CONSEQUENCES 
  It is too difficult to properly police the Network. The best systems can do is locate 
  your signal and cut you out, crashing your deck. They also recode their ICE making it 
  just as difficult to penetrate. Some systems use ‘black ice’. Those that do are feared. 
  On an ICE result the ICE tags your deck and overloads the feedback, paralyzing the 
  jockey and frying his brain. Every 2 minute turn while paralyzed, the main deck is cut 
  and if a black card he suffers 2D6 damage. On a red he gets a chance to jack out, by 
  comparing the value of the red card to the ICE. The red card must be at least two 
  higher than the ICE to overcome it!  In many cases (unless someone pulls the plug 
  for him) this will kill a jockey. Military systems, some cutting edge R&D facilities, the 
  best Zurich banks, the Yakuza and Artificial Intelligences all use ‘black ice’. 
   
  Since many jockeys use portable terminals as cyberdecks, they can jack into the 
  phone system anywhere in Tokyo (or the world,) and so can be very difficult to trace 
  and prosecute. ICE, defense and deterrent is the thing. There are ways, however, 
  that a cowboy can be caught: if he makes an illegal transfer to his account and does 
  not cover his tracks well enough, the bank will sooner or later detect the crime and 
  send the Tokyo City police around to kick down his door. 
  
  98 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
  USING THE CYBERSPACE RULES 
  The entire concept of cyberspace is anathema to most roleplaying games or that’s 
  how it seems. Most cyberspace computer rules are so complex that any hacking 
  attempt takes ten minutes, a quarter of a hour, an hour ... And the rest of the players 
  must somehow kill time while this goes on. These rules are not complex and with the 
  use of playing cards reduce rolling dice, adding up bonuses and stuff like that. 
  Cyberspace is an integral part of William Gibson’s world, and in Zaibatsu we want 
  everyone to have a go. You don’t even need Computer skill to try to hack into a 
  system, just a deck and guts.  
   
  To get the characters deeper into the virtual world of neon blocks and grids of pure 
  light over black abyssal drops into nothingness, always have a scenario require clues 
  to be found here on the Net. And put cyberdecks everywhere: remember almost 
  every computer is Network capable, office computers, laptops, ATMs, Post Office 
  machines, Public Library Terminals, etc. Keep cyberspace trips brief and snappy, each 
  move only requires 2 minutes so it will hopefully be the hacker who is waiting for 
  those ‘real-world’ players to catch up. 
   
  Other Ways of Playing: If the idea of using playing cards does not excite you, then 
  use a far simpler but less atmospheric version. Any jockey wanting to make a run up 
  against a system makes a Computer roll to get into the network with the following 
  difficulties: 
   
   Minor Business/Low Security Network  
   
  Difficult (-2) 
   Major Business/High Security Network 
   
  Very Difficult (-4)  
   Military/Banking/Black ICE Network 
   
  Formidable (-6) 
   
  
  99 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Use of a jockey’s Icebreakers to carry out routines is conducted the same way, just 
  roll Computer skill with a penalty depending on the target system. Rather than have 
  the Icebreakers add their value as a modifier, simply use the value as a number of 
  ‘charges’ or chances to use it, before computer technology overtakes it and renders it 
  obsolescent. 
   
   
  I.D. CARDS 
   
  All Japanese citizens have an I.D. card that records birthdate, place, name and 
  parents plus a photo and thumbprint. It is used as a bank debit card, passport, and 
  driving license. Zaibatsu also issue their own I.D. cards. There are retro-forged IDs 
  (basically a modified stolen or adapted ID) and full IDs (made with a ‘Goto’ 
  computer routine that is complemented by full and complete data records to verify 
  any computer checks made on it). 
   
  To forge a full I.D., a lot of work is done in cyberspace to create a fictional history. 
  The forger must have both Computer and Forgery skills. Allocate an icebreaker for the 
  task, and cut the main deck (see Cyberspace section for more information) once each 
  week for 4 weeks. If the icebreaker equals or exceeds at least one of these then the 
  ID works, but please record how many times the icebreaker was defeated … because 
  each draw of the deck that was failed increases the chance of the ID being flawed in 
  some way. This new I.D. will be detected on an 12+ each time it is used, but reduce 
  this number by each draw from the main deck that overcame the character’s 
  icebreaker. Buying a fictional I.D. costs ¥100,000. 
   
  Instead, a stolen I.D. card can be retroforged (very cheaply) because the ‘history’ is 
  already there. But the risks are greater, roll 9+ on 2D6 for there to be a flaw. The 
  cost of a retroforge is ¥5,000, and requires that the forger make a Routine (+2) 
  Forgery roll, it takes just a few of hours. To arrange any kind of I.D. via the 
  underworld, roll Average Streetwise to contact a forger; pay up-front and wait. Unless 
  you know the outfit, roll 6+ on 2D6 or lose all your money to a scam! The high-tech 
  software jockeys creating these I.D.s are specialist cyberspace jockeys and for a fee 
  they can also carry out a “go-to”, basically a complete life-history check of a target 
  individual or company. Cost is ¥5,000 and time till completion is 1 day. 
   
   
   
  
  100 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
  MEDIA 
   
   
  The public still watch TV, and most homes own a portable terminal for routine use of 
  the Network. Data is held on credit card-sized smartcards and for larger amounts of 
  data 15.9 GB optical discs are employed. TV is DIY, thousands of options are available 
  and changing all the time, you select what you want to see, soap operas (with 
  emphasis on your favorite character or plotline), documentaries, exposés, news, 
  lifestyle, whatever.  All the time with pull down menus, support text, notes and data-
  files that expand the subject as you see fit. This is the first level of cyberspace. The 
  most famous of all video presenters is a lovely, delicious, sexy, charming, sweet 
  young lady called Lisa Lao. She is the young and bright presenter of various NHK 
  shows, especially youth, fashion and gossip. A veritable super model with a ‘girl next 
  door’ image. In her early days, however, she was involved in simstim porn (surely 
  rumor, not fact!!) 
   
   
   
   
  
  101 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  MEDICINE 
   
   
  Medtech 
  in 
  2225 
  is 
  very 
  advanced. When a patient 
  requires a new liver, arm, eye, 
  lung etc., it is force-grown in a 
  lab using a test cell sample 
  from the victim, or more 
  commonly for the average 
  worker - taken from one of 
  many organ banks. This is 
  done within a week. Advanced 
  retrogenic treatments are also 
  available illegally (see later on 
  this 
  chapter). 
  Cosmetic 
  surgery 
  (face 
  change) 
  is 
  available, costing ¥50,000 that 
  enhance 
  a 
  person’s 
  appearance. 
  Further 
  operations can totally disguise 
  a character’s identity. Designer drugs are also detailed on further on in this chapter. 
  Full-body reconstruction is also possible. A totally wrecked body with an intact brain 
  can be reconstructed and rebuilt. The brain must first be salvageable. The full 
  reconstruction takes several months and involves buying new organs, and growing 
  fresh skin. The patient may end up looking totally different. Cost: ¥2,000,000. The 
  best place for any medical treatment is Chiba City in eastern Tokyo. In Chiba the 
  surgeons and geneticists of Haruna, Makita, and a score of other companies can work 
  miracles. 
   
  Drugs can be easily separated into the medical and the designer. Yet many cutting-
  edge medicinal drugs come with a hefty price tag, and in Tokyo they are bought and 
  sold on the black market.  
   
  Medical Drugs  
  Various medical drugs are being manufactured. Some have an in-game use - others 
  are useful only as black-market commodities, stolen or fenced by hustlers and 
  dealers. These drugs often originate from the Chiba clinics in Tokyo. Use the list of 
  ‘trade’ drugs below to give your black-market deals Gibsonesque realism. The drugs 
  that follow fetch just as high a price in 2225 as heroin does today. Assume three 
  quality or rarity grades, 1, 2 & 3, with prices of ¥2,000, ¥8,000 and ¥20,000 
  respectively. Each dose is carried within a vacuum sealed phial packed into a foam-
  filled box that mounts 6 phials each. 
   
   
  Drug 
  Cost (¥) 
  ACE Inhibitor 
  1000 
  Aspedine 
  3000 
  Benzoditropolene 
  6000 
  Betaseratonin 
  4000 
  Delta-14 
  7000 
  Dexamphetamine 
  2000 
  Korteline 
  4000 
  Lysophosphatidic Acid 
  3000 
  Medical Drug – Grade 1 
  2000 
  Medical Drug – Grade 2 
  8000 
  Medical Drug – Grade 3 
  2,0000 
  Pheromone-X 
  4000 
  Polydichloric Euthimal 
  5000 
  Polypheronol-Z 
  10000 
  Synthetic Endorphin Analog 
  3000 
  Virax-B 
  2000 
  
  102 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  • 
  Aminoglycosides (antibiotic) 
  • 
  Antimetabolites (anti-cancer) 
  • 
  Cotrimoxozole (antibacterial) 
  • 
  Corticosteroids (immunosuppressants) 
  • 
  Cytotoxic Antibiotics (anti-cancer) 
  • 
  Idoxuridine (antiviral) 
  • 
  Sulphacetamide (antibacterial) 
  • 
  Sympathomimetic (neurotransmitter stimulant) 
  • 
  Synthetic Thyroxine (thyroid imbalances) 
  • 
  Tetracyclines (antibiotic) 
   
  There are more useful drugs available for the player characters. The person 
  administering the drug must make a Routine (+2) Medical skill roll or less for 
  successful use of the drug. Failure means a problem, commonly the drug wears off 
  way too quickly, is a weaker form and does not work properly, or, if there is a side 
  effect, will trigger it. 
   
   
  Aspedine: Prevents intoxication via alcohol, useful on missions where  social drinking 
  must take place. After such a night, most people will be at -3 on all actions. Aspedine 
  ensures an agent stays fully alert. Cost ¥3000. 
   
  Benzoditropolene: This is a universal anti-toxin, that is effective against most 
  poisons and nerve agents. On a 2D6 roll of 10+ it may even work against a more 
  obscure poison. Works within one minute, arresting the poison’s effects. Recovery 
  then begins as normal. Cost ¥6000.  
   
  Korteline: High energy drug allowing an 8-hour sleep period to be missed without 
  the usual -3 penalty. A potential side effect is a deep depression (-1 all actions and an 
  inability to put oneself at risk) for 1D3 hours following that time. Cost ¥4000. 
   
  Lysophosphatidic Acid (LPA): Must be administered before or immediately after 
  (within ten minutes) suffering a period of radiation exposure. It absorbs up to 100 
  rads per dose. A character may only use LPA once per day – taking any more causes 
  permanent Endurance damage of 1 point per dose. Cost ¥3000. 
   
  Polypheronol-Z: Polypheronol-Z is a hallucinogenic drug that drowns the patient in 
  pretty colors, emotional warmth and psychedelic trips. It was created by Haruna 
  Biolabs in Chiba City to enable psycho-surgeons to unravel a patient’s deep-rooted 
  problems. The drug has recently been used by corporate snatch squads as a truth 
  serum. A single dose will result in one hour of ‘truth’ (often garbled with an awful lot 
  of crap) as the patient talks in his post-hypnotic, auto-suggestive state of mind. This 
  is followed by 1-6 hours of unconsciousness. One effective method of gaming the use 
  of this drug is to not tell the player what is been injected and then keep him separate 
  from the other players. As he hallucinates, feed him a completely fabricated version of 
  events, allow him to run around, try and escape, and more importantly, interact with 
  his interrogators. Everything said verbally really occurs, all the rest is hallucinated. 
  
  103 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Usually the player will give away lots of clues during his ‘virtual freedom’. When it 
  wears off he will realize he is still strapped to a chair full of Polypherenol-Z. A dose of 
  PPZ costs ¥8000. 
   
  Designer Drugs 
  When the game scrapes the bottom of the human barrel and explores deadly deals on 
  the streets of Chiba City in Tokyo, where the cutting edge drugs are produced – the 
  referee will need some designer drugs. These are tailored, lab-produced drugs with a 
  specific intended effect. Many of these designer drugs are addictive and popular on 
  the street. When a character takes a drug, he should make a Routine (+2) Medical 
  roll or suffer a side-effect. This may trigger an addiction. See the individual drug 
  descriptions for more information. 
   
  Angiotensin-Converting Enzyme Inhibitor (‘ACE’): This vasodilator drug is can 
  be taken as a tablet and opens up the blood vessels giving a sudden rush of physical 
  energy and a rapid high. The effect lasts for half an hour, giving the PC +1 on any 
  physical action or social task. Side effect is a bout of nausea, dizziness (-2 all actions) 
  lasting for an hour that takes effect instead of the high. ¥1000. 
   
  Betaseratonin (‘Smart Drug’): This gives the user +1 on his technical or highly 
  mental skills for 1-3 hours. The side effect is ‘neuron misfire’: the character is in a 
  trance. Once a side effect is triggered, the character must make an Endurance roll to 
  avoid having the side effect occur on a daily basis at random times (this random side 
  effect is avoidable only if a dose of smart drug is taken at the start of that day – i.e. It 
  is very addictive!).Cost ¥4000. 
   
  Delta-14: Chemical warfare toxin causing 2D6 damage if an Endurance  roll is made 
  and causing death if failed. The time it takes varies with delivery method but an 
  aerosol delivery typically works within 1-3 combat rounds. ¥7000. 
   
  Dexamphetamine (‘Speed’ or ‘Dex’): This amphetamine, a central nervous 
  stimulant, provides a tremendous neuro-physical boost and comes as a small pink 
  octagonal tablet. Gain +2 to carry out any act or task that does not require calm, 
  careful concentration; this may include athletic moves, combat or kicking down a door 
  for example. It lasts half an hour. No concentration is allowed. The side effect is a 
  ‘high’ that lasts only 5 minutes followed by a bout of nervous exhaustion (all actions 
  at -2) for a couple of hours. Once a side effect is triggered, the character must make 
  an Endurance roll to avoid having the side effect occur on a daily basis at random 
  times (this random side effect is avoidable only if a dose of social drug is taken at the 
  start of that day). Cost ¥2000  
   
  Pheromone-X (‘Social Drug’): This is a mood relaxant that gives +1 to all social 
  skills for 1-3 hours, those skills that generally involve personal interaction. The side 
  effect is dulled senses and tiredness (-3 on all hearing and vision rolls). Once a side 
  effect is triggered, the character must make an Endurance roll to avoid having the 
  side effect occur on a daily basis at random times (this random side effect is 
  
  104 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  avoidable only if a dose of social drug is taken at the start of that day – i.e. It is very 
  addictive!). ¥4000. 
   
  Polydichloric Euthimal (‘PDE’): This mix of cocaine and meperidine is a central 
  nervous drug that is used to boost physical performance. It gives the character +2 on 
  any hand-to-hand combat and physical actions, and cancels out all penalties from 
  wounds sustained as well potential unconsciousness. A character using the drug in 
  combat adds +8 to his initiative total at the start of combat (or whenever the drug 
  takes effect). The user becomes cold-blooded with no chance of success in his social 
  skills. The side effect of PDE is catatonic fear, during which the character cowers in 
  fear or behaves suicidally. The drug (or its side effect) lasts for one hour. Once a side 
  effect is triggered, the character must make an Endurance roll to avoid having the 
  side effect occur on a daily basis at random times (this random side effect is 
  avoidable only if PDE is taken at the start of that day – i.e. It is very addictive!). Cost 
  ¥5,000. 
   
  Synthetic Endorphin Analog (‘Endorphin’, ‘Dorph’): This pain inhibitor cancels 
  any penalties suffered from wounds as well as shrugging of unconsciousness for up to 
  1 hour. It can be taken as a precaution. The ‘dorph’s’ side effect is a one hour 
  nervous attack instead of the drug’s effects. This gives the player character -1 on all 
  physical actions. Once a side effect is triggered, the character must make an 
  Endurance roll to avoid having the side effect occur on a daily basis at random times 
  (this random side effect is avoidable only if a dose of endorphin is taken at the start 
  of that day – i.e. It is very addictive!). Cost ¥3000. 
   
  Virax-B: A tranquilizer inducing paralysis. Victim rolls Endurance or is paralyzed in 1 
  round for 2D6 minutes. A successful roll means instead slowness and clumsiness (-2 
  on actions) for 2D6 mins. Cost ¥2000. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  105 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  RETROGENICS 
   
   
  Retrogenics are the appliance of science: for a purpose. Dynamic genetic  
  modifications on human beings had been possible in the Nineteen Nineties, but with 
  the introduction of retrogenic adaptation treatment, such modifications turned men 
  into supermen. Of course the zaibatsu that created retrogenics began using these 
  guinea-pig supermen for their own ends. Inter-corporate war in 2225 Tokyo had a 
  new twist. 
   
  In 2212 a new form of life was created by Makita Genetics. Similar to a standard 
  virus, the DNA Symbiot as it was called, was purpose-built to enter the DNA of human 
  cells and make subtle changes to the coding. When this had been achieved the DNAS 
  die off.  From there the human cells carry-on replicating, but according to the new 
  DNA gene pattern (whatever the DNAS was ‘programmed’ to do).  All DNAS also 
  instruct the human cells to reproduce quickly until the adaptation is complete, much 
  like a controlled cancer. It takes one week for a symbiot to do its job; meanwhile the 
  patient is kept sedated. Makita and other genetic zaibatsu dream of selling these 
  retrogenics for anyone who can afford them, but although patents have been filed, 
  the treatment is not yet legal. Corporate espionage has meant that Makita’s bio-
  medical rivals have since produced their own version of retrogenic treatment. The 
  latest zaibatsu security agents almost always have retrogenic adaptations. If they 
  don’t, they won’t stand much chance against those who do. Since the player-
  characters are zaibatsu agents too, they’ll need to choose a few retrogenics for 
  themselves. Note that the treatments are almost impossible to reverse but that new 
  adaptations can be gained later on in a samurai’s career. If characters want to 
  purchase retrogenics outside of the corporate rank system, allow retrogenics to be 
  purchased on the black market. A 5-point adaptation costs ¥1,000,000, a 10-point 
  adaptation costs ¥2,000,000, a 15-point adaptation costs ¥10,000,000 and a 20-point 
  adaptation costs ¥20,000,000. 
   
  A list of common retrogenics appears below, for full a write-up of the adaptations, 
  please refer to the Street Samurai chapter.  
   
   Ambidextrous (10) 
   Amphibious (5) 
   Animal Empathy (5) 
   Cat’s-Eyes (10) 
   Eidetic Memory (5) 
   Enhanced Respiration System (10) 
   Flexibility (5) 
   High Pain Threshold (10) 
   Inner-Ear (5) 
   Insect Eye (10) 
  
  106 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   Macro-vision (5) 
   Metabolic Accelerator (15) 
   Metabolic Decelerator (5) 
   Micro-vision (5) 
   Mimicry (10) 
   Muscle Matrix (15) 
   Parabolic Hearing (5) 
   Pheromone Sense (5) 
   Poison Fangs (10) 
   Poison Immunity (5) 
   Regeneration (15) 
   Retractable Claws (10) 
   Second Skin (10) 
   Subdermal Body Armor (20) 
   Subdermal Pouch (5) 
   Superarms (10) 
   Superlegs (10) 
   Transmorph (20) 
   Vat Grown Eyes (5) 
   Waking Sleep (5) 
   
  Simultaneously talking on the phone and jacked into the NHK Tokyo News in 
  cyberspace, Bosatsu turned to face the office window and the midnight Tokyo 
  starscape laid out below him. “Damn!” he screamed, savagely punching the Ginza-
  style pine table.  “Why can’t I rely on anyone to do a simple job?” His team had called 
  in. One agent had accidentally blown up part of the oil terminal they were 
  investigating and was dead, blasted into a million pieces. Another agent had been 
  picked up by the Tokyo Tacticals and the third had survived a night-time swim across 
  the Sumida river after ditching all his equipment. Mission failed.  
   
   
  ROBOTS & ANDROIDS  
   
   
  Robots are not commonly employed in 23rd century Tokyo. Where the need for a 
  robotic presence is clearly felt, then many operators purchase (if they can afford it) an 
  android. Androids are human-looking robots that are used in small numbers, since 
  social stigma and expense precludes more universal use. At all times it must be 
  remembered that Zaibatsu is a roleplaying game, about playing the roles of 
  characters that are challenged by adversity. For humans to overly rely on robots and 
  androids takes away some of that adversity. A robot has an Intellect program 
  running, allowing it to make decisions independently. Robots operate in combat like 
  
  107 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  human characters but take damage as if they were softskin vehicles. Any robot 
  running an Intellect program has an Intelligence and Education score. A robot’s 
  Education characteristic is representative of the information programmed into it and 
  even low-end robots can have high Education scores. Most robots have Social 
  Influence characteristics of 0 as they are not social creations but there are some 
  exceptions, usually high-end models running advanced Intellect. 
   
   
  Robots 
  Robots are multi-tasking robots of human height or smaller, typically broader and 
  heavier. They are typically designed around a single tool, device or function. They 
  have two arms for manipulation and move either using tracks or wheels. Robots are 
  an almost invisible part of Tokyo, monotonously carrying out those mundane tasks for 
  which they are best suited: weeding and spraying city parks, cleaning skyscraper 
  windows, etc. but they can also carry out rescue work in drains or tunnels, or assist 
  humans with complex tasks. Most have Model/1 computers and run the software: 
  Intellect Control 1 and Expert skill (whatever is needed) 1. Most robots have been 
  designed around a piece of technology: an Autoarm, a Thermal Imager for rescue 
  work, a Light Machinegun and sensor pod for security work etc. Most MPVs are able 
  to carry a drone in a special drone adaptation, with a powered lift that lowers the 
  drone to the road surface, when parked.  ‘Walking’ speed is 6m per round, but it can 
  achieve 9 mph in pursuit or emergency (24m per round). Cost: ¥1,000,000 (typical).  
   
  In combat, a robot is classed as a Tiny Softskin. Some of the best selling types of 
  robots currently available are: 
   
   
   Shinobi 08 Security Robot ‘Junior’ – An armed security robot. Expert skill 
  Gun Combat 1. Fitting: Riotgun with 50 tranquilizer rounds and a forward-
  facing sensor pod with an IFF system, camera, IR designator and IR 
  thermograph.  
   
   Shinobi 25 Security Robot ‘Sentinel’ – An armed security robot. Expert 
  skill Gun Combat 1. Fitting: Light Machinegun (LMG) with 500 rounds and a 
  forward-facing sensor pod with an IFF system, camera, IR designator and IR 
  thermograph.  
   
   Hosaka Forensic Assist Robot ‘Varsas’ – A law enforcement tool, used at 
  crime scenes, particularly to access areas that the investigators are ill equipped 
  for. It includes a videofone link and can download data from the Network 
  instantly. Expert skill Investigate 1. Fitting: Multi-spectral camera and Autoarm.  
   
   Hardshell Rescue Robot ‘Molcos’ – A rescue robot, designed to withstand 
  fire, radiation and other hazardous environments. Expert skills Demolitions 1 
  and Recon 1. Fitting: 2 x Autoarms, Heat-shielding and Multi-spectral camera.  
   
   
  
  108 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   IBN Urban Hygiene Robot ‘Ubi’ (known colloquially as a ‘shit-can’) – 
  Used for litter picking, dog feces disposal, reporting and recording of urban 
  damage, graffiti removal, and drain unblocking. Expert skill none. Fitting: 
  Autoarm, Spray arm, Hydraulic Pump. 
   
   Shinobi Technomek ‘Syzor’ – A technical repair robot, used by vehicle 
  garages and in large factories where a high daily maintenance schedule is 
  carried out. Expert skill Electronics 1 and Mechanical 1. Fitting: Autoarm and 
  tool kit. 
   
   TDC Parkmaster ‘Paco’ – Transdyne Cybersystem’s gardening and park 
  robot, designed for basic horticulture. Expert skill Horticulture 1. Fitting: 
  Autoarm with Seed Dispenser and rotating set of work tools.  
   
   
  Autoarms: These are found on some building mechanisms, robots, machines and 
  hover Wagons. Telescoping out to 8 meters these mechanical arms end in a strong 
  grappling claw with Strength 12. They can strike in combat as if 0-level, have a 
  general combat range of 6m (maximum) and they can inflict Power Punches (1D6+2 
  Stuns) or they can try to hold, choke or disarm an opponent as in Jujitsu. 
   
  Androids 
  The modern android is a human-like, electro-mechanical cyborg designed for harsh 
  conditions or monotonous tasks (or both).  Built around a sturdy carbon fiber skeleton 
  is a complex system of silicon muscles that stabilizes and controls. An outer covering 
  of bio-plastic sheeting is built up on top of a layer of flexible collagenous fibers. The 
  most modern androids operate with a Model/3 computer running either a level 1, 2 or 
  3 Intellect program. To calculate an android’s Intelligence in comparison to a human, 
  add 5 to its Intellect program level (giving it a character Intelligence characteristic of 
  6-8). An android’s social standing stands at a default level of 0.  
   
  Power is provided for around three months by a 25 kW fuel cell requiring a liquid 
  hydrogen fuel. Obviously, androids do not need to breath, drink or eat, but they do 
  occasionally ingest a pale-colored, semi-organic nutrient suspension in a silicon-based 
  liquid medium; this serves as a lubricant for the system’s micro-hydraulics.  Some 
  attempt to ‘fit in’ to their mission teams by eating and drinking at meal-times, these 
  nutrients will pass through the system harmlessly until emptied by the android. Such 
  an ability allows an android to blend in seamlessly, even covertly.  
   
  The machinery, processor, fuel cell and carefully designed outer skin can be 
  damaged, so  it is prudent for androids to wear vacc suits in harsh environments. 
  Vacuum, high pressure, high temperature and aggressive atmospheric chemical 
  constituents can all irreparably damage an android. The cost of a single unit precludes 
  the avoidable and wasteful use of an android in such an environment.  Most androids 
  are competent and of average human intelligence. They are generally programmed 
  with passive, non-aggressive personalities. The aim is to blend in, to join in, to be a 
  team-player within a group of humans, supporting the leadership and providing useful 
  
  109 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  options and advice without being forceful. Although civilian androids cannot harm 
  humans and follow Asimov’s Three Laws of Robotics, there have been attempts to 
  market a military version.   
   
  All androids are ordered from Transdyne Cybersystems directly, all are custom-made 
  and ready for delivery within 6-10 months. Buyers must specify their preferred 
  options. To build an android, begin with a chassis, add software and then any 
  preferred options. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  110 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Repair Station 
  Androids require an upright repair station, massing around 200 kg into which the 
  android itself, steps. A transparent lid then closes, and the android plugs in, and 
  undergoes a diagnostic and lubricant change; the fuel cell is topped up with liquid 
  hydrogen also, if needed.  Typically, androids will require a check-up every month or 
  so, or after sustaining damage.   
   
   
  Civilian Utility Model ’Michiko’ 
  The current civilian model is Michiko 5.0; since civilian androids are custom made by 
  Transdyne Cybersystems, the following machine serves as an example. Michiko 
  appears as a woman in her early-twenties, with a short bob of black hair and a 
  typically cool, measured demeanor. 
   
  Chassis 70: Str 7, Dex 5 End (see Combat Damage) Intel 7, Edu 11, Soc 0 
  Processor: Computer/3 
  Software: Intellect 2, Expert Comms 1, Expert Hovercar 1, Expert Ground Vehicle 1, 
  and Expert Medical 1 (can run up to 4 Expert skills at once) 
  Weapons: Punch (1D6 Stuns) 
  Combat Damage: Small Softskin 
  Price: ¥8,500,000 
   
   
   
   
  Military Model ‘Skorpion’ 
  Military androids are in the development and testing stage, but no government has 
  yet granted them a license to operate. The following machine, Skorpion 1.0, serves as 
  an example. It is able to jump twice as high and twice as far as a human, run twice as 
  fast and has all the abilities of the retrogenics adaptations called ‘Superlegs’ and 
  ‘Superarms’.  
   
  Chassis 110: Str 11, Dex 5, End (see Combat Damage) Int 8, Edu 12, Soc 0 
  Processor: Computer/3 
  Software: Intellect 3, Expert Gun Combat 2, Expert Hovercar 1, Expert Ground 
  Vehicle 1, Expert Level Security and Expert Heavy Weapons 1 (can run up to 6 Expert 
  skills at once). 
  Options: Subdermal Armor, Infra Red Vision, Anti-Dazzle Vision, Radio Scanner, 
  Amplified Hearing,  
  Weapons: Power Punch (1D6 +3 Stuns) 
  Combat Damage: Small Light Armor 
  Price: ¥27,600,000 
   
   
   
   
  
  111 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  System 
  Cost (¥) 
  Notes 
  Chassis  
  (choose one) 
   
   
  70 Series 
  6,000,000 
  Str 7, Dex 5, Model/3, Softskin 
  90 Series 
  8,200,000 
  Str 9, Dex 7, Model/3, Softskin 
  110 Series 
  15,000,000 Str 11, Dex 9, Model/3, Softskin 
  Intellect  Software 
  (choose one): 
   
   
  Intellect Control 1 
  500,000 
  Education 10 
  Intellect Control 2 
  5,000,000 
  Education 11 
  Intellect Control 3 
  10,000,000 Education 12 
  Expert Software 
   
   
  Level 1 
  500,000 
  Select from: Hovercar, Comms, Computer, 
  Demolitions, Electronics, Ground Vehicle, 
  Mechanical, Medical, Pilot, Security  
   
  Note that combined Expert skill levels 
  cannot 
  exceed 
  TWICE 
  the 
  android’s 
  Intellect. An android with Intellect 2.0, for 
  example, could have four level 1.0 skills or 
  two level 2.0 skills. It can only run a number 
  of programs simultaneously in its active 
  memory 
  equal 
  to 
  the 
  Intellect 
  rating, 
  however. Moving a single program from 
  backup to active memory requires one hour 
  of down-time.  
  Level 2 
  Level 3 
  1,000,000 
  10,000,000 
   
   
   
   
   
   
   
  Options 
  Select a maximum of three options 
  Subdermal Armor 
  1,000,000 
  Upgrades the android’s softskin category 
  to Light Armor.   
  Infra-Red Vision 
  500,000 
  Can see in total darkness using only heat 
  emissions 
  Anti-Dazzle Vision 
  500,000 
  Protects the eyes from flares, flash-bombs, 
  strobes etc.  
  Optical Video 
  Camera 
  500,000 
  Can record or stream to a receiver within 
  20 km.  
  Radio Scanner 
  100,000 
  A radio link using sub-vocalization, range 
  20 km.  
  Amplified Hearing  
  500,000 
  Adds a +2 bonus to listening tasks.  
  Radiation Shielding 
  1,000,000 
  Provides radiation protection. 
  Vacuum/Low-
  Pressure 
  Protection 
  1,000,000 
  Allows access to vacuum or low-pressure 
  worlds environments. 
  High/Low 
  Temperature 
  Protection 
  1,000,000 
  Allows access to high or low temperature 
  environments. 
   
   
   
  
  112 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  SECURITY & COUNTER-SECURITY 
   
   
  In a world where information is guarded as well as possessions, zaibatsu factories, 
  labs and offices have become fortresses. Samurai will find themselves breaking into 
  no end of secure buildings, and these brief guidelines should be of help to the referee 
  in such circumstances.  
   
   
  Building Security Categories 
  Security measures are rated as either: 
   
  0 - NO SECURITY - No doormen, no cameras, no checks. Freedom and anonymity. 
   
  Typically: a street market or park. 
  1 - LOW SECURITY - A camera takes pictures at frequent intervals (every 10 
   
  seconds). No doorman, no checks. Typically: a cafe, bar or typical restaurant, 
   or shop. 
  2 - HIGH SECURITY - Cameras are installed at the entrance and other sensitive  
  areas, and doormen check visitors for guns and knives using detectors. There 
  are alarmed windows, lifts often have cameras. Typical: A trendy nightclub, 
  upmarket restaurant, expensive hotel, corporate office block. 
  3 - MAXIMUM SECURITY - Full video surveillance, doormen use a walk-through X-
   
  Ray machine to check for concealed weapons. All visitors must check in and  
  out (usually wearing a broadcasting ID badge) or if a club or bar, for example, 
  must gain membership with a credit check. Shatterproof windows, lifts have 
  cameras and some floors may require ID checks. Typical: airport terminal, any 
  zaibatsu HQ  or sensitive zaibatsu complex. 
   
   
  Getting Onto The Site  
  Buildings often have several layers of physical defense. The external perimeter is 
  usually guarded by a fence that must be climbed or cut through. 
   
  a) Low Security - 2m high, requires a Dexterity roll to climb over. 
  b) High Security - 6m high, requires two Dexterity rolls to climb over. 
  c) Maximum Security - 6m high, requires two Dexterity rolls to climb over,  
   
   
  and is electrified and or alarmed, this must be disabled first. 
   
  A failure to climb a fence means the agent is stuck halfway-up, roll again. Two 
  failures in a row means a fall. It is usually best to cut through fences so as to not be 
  seen struggling over them, this is an Average (0) Mechanical roll, taking 3D6 mins (if 
  using bolt-cutters); or 1D6 mins if using a cutting torch. 
   
   
   
  
  113 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Avoiding Foot Patrols: Make Recon roll to move around the inside of a compound 
  or to climb a fence unseen, remember that most characters will be unskilled (gaining 
  a -3 penalty). The first column on the table below is used if the character is 
  attempting a random penetration, the second is if he is using a watch or rota to time 
  the foot patrols. The time-factor is how long-apart the patrols are. Crossing floodlit 
  area at night means that the character will probably be visible to cameras or foot 
  patrols. If one character with Recon skill leads the penetration of the compound, he 
  makes the rolls (assuming his team mates do as they are told).  
   
   
   
   
   
   
  Level of Security   
   Frequency   
    
       Recon Difficulty 
   
   
   
   
   
   
      
  - Random -        
        - Timed - 
  Low Security           
  30 mins           
   Routine (+2)     
   Easy (+4) 
  High Security           
  10 mins            
  Average (0)      
   Routine (+2) 
  Maximum Security     
    2 mins            
  Difficult (- 2)           Average (0) 
   
  Cameras  
  Cameras cannot be watched 24 hours a day, and are therefore hooked up to a video 
  recorder. A character may be able to get away with being visible to a guard scanning 
  several monitors. For a permanent system malfunction (such as disabling the camera) 
  or blatant video evidence (such as a dead guard lying in a corridor) roll 5+ on 2D6 
  every 5 minutes for it to be detected. For fleeting system malfunction or video 
  evidence (such as shooting someone in front of a camera, but pulling the body out of 
  the way) roll 8+ once only, to spot. Players can roll a Routine (+2) Security roll to 
  spot a particular camera before their agents are seen by it. 
   
   
  
  114 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Bypassing Locks 
  A single building will often have different security classifications for different areas 
  within it. Give a building a single security rating and use the following lock types at 
  the stated locations within, the modifier for using Security skill to break in is given at 
  the side of each location type.  Mechanical locks can be cracked with improvised tools 
  at -2. Others always require dedicated cardlock decryptor kits. Each attempt requires 
  1 minute, gets more and more difficult (-1 each time). Three failures in a row either 
  activates an alarm or jams the door lock mechanism. 
   
   
   
   No Security Building  
    
   Exterior: Tough Mechanical Lock (Security) 
   
   
   
   
   
   Interior : Simple Mechanical Lock (Security+2) 
   
   
   
   
   
   Secure : Tough Mechanical or Card Lock (Security) 
   Low Security Building   
   Exterior: Card Lock (Security) 
   
   
   
   
   
   Interior : Card Lock (Security) 
   
   
   
   
   
   Secure : Card Lock (Security) 
   High Security Building   
   Exterior: Voice/Retina lock (Security - 2) 
   
   
   
   
   
   Interior : Card Lock (Security) 
   
   
   
   
   
   Secure: Voice/Retina Lock (Security - 2) 
   Max. Security Building   
   Exterior: Voice/Retina lock (Security - 4) 
   
   
   
   
   
   Interior : Card Lock (Security) 
   
   
   
   
   
   Secure: Voice/Retina Lock (Security - 4) 
   
   
  Mechanical skill can be substituted for Security when dealing with a mechanical lock, 
  and Electronics can be substituted for Security when dealing with a card/voice/retina 
  lock. There will be a -2 penalty (just like improvising) and each attempt takes 2 
  minutes, not 1 minute.  
   
   
  SIMSTIM 
   
   
   ‘Simulated Stimuli, the recording of bodily sensations (touch, sight, hearing, taste) by 
  wiring up a person with a Simstim Rig jacked into their neurological system. This 
  transmits to a Simstim Editor, the operator edits the transmission via a ‘trode set to 
  create a simstim show. This is broadcast (popular channel is ‘Tunnel Vision’) or sold 
  for home use (on a Simstim Deck) as entertainment. Zero-G gymnastics, war zones, 
  subaqua, flying a plane, sex, whatever, can be recorded from the participants 
  viewpoint and played back by you at home. Now you are doing these dangerous, 
  expensive or exotic things; at least it feels like you... The two greatest names to come 
  out of Shibuya and hit the Japanese (and thus global) audiences are: 
   
   
  
  115 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Katsura - Professional simstim star aged 30. An athlete and fitness expert 
  with a huge audience, she is one of the most popular simstim stars on the 
  globe. Clean- cut, open and refreshingly honest. 
   
  Makarov - While many women are attracted to the healthy and sensual 
  exploits of Katsura, most men prefer the rugged and exciting adventures of 
  Makarov, Russo-Japanese superstar. His explosive and ultra-violent simstim 
  and video is popular world-wide. He is aged 43, big, well muscled, with 
  piercing amber Zeiss-Nikkon eyes. In reality Makarov was actually a Russian 
  commando who switched sides during the Karafuto Conflict of 2204. 
   
    
   
  VEHICLES 
   
   
  Speed (Spd): The vehicle’s maximum speed. A cruise speed is 75% of the maximum speed.  
  Crew and Passengers (C/P): How many people the vehicle can carry. 
  Type: In combat, what characteristics does the vehicle have? Is it Tiny, Small or Large? Is it 
  a Softskin, Light Armor or Heavy Armor?   
  Weapons (Wpns): What weapons the vehicle have, if any. 
  Cost: How much the vehicle costs in Japanese Yen (¥). 
   
   
   
   
   
   
   
   
   
   
   
  
  116 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Vehicle 
  Brand Leader 
  Spd  
  (kph) 
  C/P 
  Type 
  Wpns 
  Cost (¥) 
  Motor Bike 
  GoMo Cougar  
  180 
  1/1 
  Tiny Softskin 
  None 
  40,000 
  Ground Car 
  AMC Aspen 
  Four-Door 
  150  
  1/4 
  Small Softskin 
  None   
  60,000 
  MPV 
  Matsuyama 
  Sirocco 
  150 
  1/7 
  Small Softskin 
  None 
  100,000 
  Off-Roader 
  Tharsis 
  Coyote C180 
  135 
  1/6 
  Small Softskin 
  None 
  100,000 
  Armored 
  Limo 
  Oshima T88 
  Corniche 
  150 
  1/6 
  Small Lt Armr 
  None 
  500,000 
  20-ton 
  Truck 
  AMC 
  Roadmaster 
  135 
  1/2 
  Large Softskin 
  None 
  120,000 
  Military 
  Jeep 
  Gulfstar 
  Growler  
  135 
  1/3 
  Small Softskin 
  LMG 
  300,000 
  APC 
  Shinobi 
  Technics 
  MX45  
  90 
  1/8 
  Large Lt Armr 
  Minigun, 
  Grenade 
  Launcher 
  1 million 
  Forklift 
  Truck 
  Voroncovo 
  Forklift 4 
  50 
  1/0 
  Small Softskin 
  None  
  70,000 
  Hovercar 
  Shinobi 
  Technics 
  Hermes 206 
  300 
  1/3 
  Small Softskin 
  None 
  1 million 
  Utility 
  Jump Jet 
  McConnell 
  MX Vector 
  Utility Jump-
  Jet 
  420 
  2/8 
  Large Lt Armr 
  None  
  3 million 
  Military 
  Jump Jet 
  McConnell 
  AV-105 
  Jump-Jet 
  Gunship 
  420 
  2/0 
  Large Lt Armr 
  Minigun, 
  rockets, 
  missiles 
  6 million 
  Main Battle 
  Tank 
  Matsuyama 
  450 MBT 
  80 
  3 
  Large Hvy Armr 
  Minigun, 
  Grenade 
  Launcher, 
  120mm Gun 
  (treat as 
  SRAM, with 
  range of 500m) 
  13 million 
   
   
   
   
   
   
  
  117 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  THE YAKUZA 
   
   
   
   
   
   
   
   
   
   
   
  This chapter looks at the Tokyo underworld and more specifically the Yakuza, the 
  Japanese Mafia. Following the Yakuza discussion is a section on chunin, the shadowy 
  ‘middlemen’ that are independent of organized crime, as well as sections on the street 
  gangs and terrorist groups operating in Tokyo. 
   
   HISTORY OF THE YAKUZA 
   
   
  Organized crime is very strong in Japan and most crimes involve the Yakuza, the 
  Japanese Mob. The Yakuza families are run as efficiently as some businesses and 
  control most vice trades and rackets, from prostitution to extortion, drugs, computer 
  crime, gambling, burglary and loan-sharking. Neighboring cities will have several 
  Yakuza clans between them, and these will be co-operating, in competition or even at 
  war. The godfather of a clan is the oyabun, and all of his Yakuza will be bound by 
  oath of loyalty to him. The Yakuza are a significant power, traditionally associated 
  with corruption in the Japanese government, they now compete with the zaibatsu, 
  stealing from them, selling to them or acting as a middleman. In fact, if you were to 
  ask the leading Yakuza oyabun what they feared, it would not be the cops, 
  government or other Yakuza, but the zaibatsu. The Yakuza aim to get a piece of the 
  action... and hang on. 
   
  The Yakuza originated in the dim and distant days of feudalism, but have weathered 
  the storms of change to establish themselves as influential members of the global 
  criminal community.  
   
  Self preservation demanded that the criminals adopt the organization and code of 
  silence that has bound many other crime syndicates together. In the initiation 
  ceremony, the candidate swears unswerving obedience to his crime family and an 
  
  118 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  exchange of sake cups is made in front of a Shinto altar. The amount of sake in the 
  cup is determined by the candidate’s status and relationship to the master of 
  ceremonies. The oyabun has the power of life and death over any member of the 
  group. He is almost a sinister mirror image of the daimyo who commanded an army 
  of utterly loyal and obedient samurai warriors. The Yakuza gangsters are the oyabun’s 
  samurai, and they owe him as much loyalty. Any member who fouls up a mission or 
  who is disgraced cuts off the joint of a finger (a practice known as ‘yubitsume’). This 
  mirrored the samurai’s willingness to commit suicide to atone for his mistake. The 
  Yakuza then offer the finger joint to their master. If refused then he has no choice 
  but to commit suicide himself. This practice has survived into the 23rd century. 
  Another survival, less painful and more popular amongst the modern gangsters, is the 
  Yakuza penchant for tattoos - the greater the coverage the higher the rank. Obviously 
  in keeping with the organization’s secrecy, these tattoos are always concealed 
  beneath clothing.  
   
  With the modern-day growth of business in Japan, the Yakuza have grown too. Their 
  traditional rackets have continued unabated (and unchallenged) in cities throughout 
  Japan. Centre of the Yakuza gambling, prostitution and pornography industries is the 
  Kabukicho section of the Shinjuku suburb, in Tokyo. But as Japanese corporate 
  fortunes soared, so did the Yakuza’s. No other crime organization has ever matched 
  the depth of penetration into the corporate world and no other crime syndicate has 
  enjoyed such immunity from prosecution. The country’s largest Yakuza family, 
  Yamaguchigumi, based in Kobe, has established its own company, Yamaki, through 
  which it conducts its legitimate business, but there are business consultancies, art 
  galleries and estate agencies too, over 2,000 different business concerns. The 
  Yamaguchigumi has a total of 750 separate gangs with a total manpower of 31,000 
  members. A gang war with rival Yakuza Ichiwa-Kai in the 1990s proved to be 
  immensely bloody and assets in the US were tapped in order to fund the war. From 
  the US side of their operations, the Yamaguchigumi obtained a formidable arsenal of 
  illegal weaponry, including machine-guns and rocket launchers. 
   
  Today the Yakuza are equal in resources to some of the zaibatsu and they have more 
  power through their invisibility and unaccountability. They own huge corporations 
  themselves, some Third World governments, space shuttles and space planes and 
  even surveillance satellites. Like a truly vast secret society their agents working in 
  other areas, the military, government departments and zaibatsu can act for the 
  Yakuza, using the resources at their disposal to carry out the Yakuza’s will. The 
  Yakuza do still squabble amongst themselves, just as the directors of a corporate 
  Board carry out infighting and back-stabbing. But they always unite to fight external 
  threats. 
   
  
  119 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Bosatsu sat opposite the black-suited gentleman from the Yakuza. Calm, powerfully 
  built, cool, he radiated inflexible toughness. The samurai lay his case on the 
  restaurant table and the Yakuza flipped open the lid. “All there?” he asked. “Of course 
  ...” replied Bosatsu, “all one million yen. Now will the Inagawa-Kai clan kindly tell me 
  what happened to our surveillance operation in Shinjuku?”. The enforcer closed the lid 
  with a snap. “First we eat,” he said. “Our fugu is exquisite ...”     
   
   
   
   
   
   
  
  120 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  YAKUZA STRUCTURE 
   
   
  As already noted, the oyabun sits at the head of a Yakuza crime family. Often he will 
  have a consigliere-style senior advisor or saiko komon (equal to rank 5) with whom to 
  discuss strategy. This advisor will himself control a number of sub-gangs. Deputizing 
  for the oyabun on various matters of business are the underbosses (the gashira). 
  These control the Yakuza business and act as directors of this illegal zaibatsu. Most 
  important are the second in command (the wakagashira) and the third in command 
  (the shateigashira). All are heavily protected and control numerous gangs. Of less 
  importance is the headquarters chief (so honbucho), a man who still retains some 
  status and control over his own body of gang-members. Assisting the oyabun is an 
  entire entourage of accountants (kaikei), advisors (komon), personal secretaries 
  (kumicho hisho) and counsellors (shingiin), all usually equal to rank 2 without any 
  gang ownership. All the underbosses have a couple of lieutenants each (gashira hosa) 
  who assist and deputize for the powerful underboss. On the street, real power 
  devolves to the massed army of senior bosses (shatei, or ‘younger brothers’) who 
  control the syndicate’s gangs. These too have a deputy. The gang bosses can number 
  in the hundreds. In games where Yakuza rank matters (perhaps the referee is running 
  an all-Yakuza game!) the following table should provide a guide. Note that gang 
  numbers add up to about 500. This is for a very large family, such as Chiba, Tokyo, 
  Kobe or Osaka. Scale this down if required. 
   
   
  RANK TABLE 
  Rank Promo 
  Points 
  Title 
  Cash ¥ 
  Gangs 
  Skill 
  Levels 
  Lifestyle 
  1 
  0 
  Yakuza 
  gangster 
  10,000 
  - 
   
  LC 
  2 
  3 
  Wakushu 
  deputy 
  20,000 
  - 
  +1 
  Skill 
  LC, Ground Car 
  3 
  9 
  Shatei 
  gang boss 
  100,000 
  1 
   
  MC, Hovercar 
  4 
  18 
  Gashira 
  Hosa 
  lieutenant 
  1 million 
  1D+1 +1 
  Skill 
  SC, PDT 
  5 
  30 
  So 
  Honbucho 
  HQ chief 
  2 million 
  1D+1 +1 
  Skill 
  SC, Trauma 
  Unit 
  6 
  45 
  Gashira 
  underboss 
  5 million 
  1D+1 +1 
  Skill 
  EC, Clone 
  Insurance 
  7 
  63 
  Oyabun 
  godfather 
  Unlimited? 1D+1  
  EC, anything?  
   
   
  
  121 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  PP are Promotion Points, awarded for successfully completing hazardous Yakuza 
  missions, proving one’s loyalty or running businesses. The rank describes the rank of 
  individual Yakuza. Yakuza are awarded the cash bonuses when promotion occurs, as 
  well as the relevant lifestyle bonuses. Cash is in Yen. Note that the Promotion Points  
  column indicates the total number of points required for the Yakuza to be promoted. 
  Yakuza also receive one extra skill level at ranks 2, 4, 5 and 6; this free skill level can 
  be added to an existing skill or used to learn a new skill from the skill list.  
   
  Lifestyle: Lower Class (LC) accommodation is a shared apartment with Routine (0) 
  security. Middle Class (MC) accommodation is a luxury private apartment with Difficult  
  (-2) security. Senior Class (SC) accommodation is a suite of rooms in a high class 
  apartment building, with Very Difficult (-4) security. The highest level of zaibatsu 
  accommodation, an Executive Class (EC) private home in a gated community, has 
  Formidable (-6) security. Ground cars and hovercars are issued to each gang member 
  and will be repaired if damaged. If a hovercar owner cannot fly, then he is given a 
  Hovercar-0 training course. Trauma Unit coverage is an implanted transmitter that 
  sends a distress signal via the nearest street phone to the trauma company when it 
  registers a wound. The Trauma Unit will arrive in a hover wagon with paramedic 
  facilities for an immediate medivac. Typical reaction for central Tokyo is 2d6+1 
  minutes. PDTs are Personal Data Transmitters and are an optional implant; they 
  transmit bio-data and full locational data on the implantee. Useful in case of 
  kidnapping etc. Clone Insurance is the full cover of a clone replacement in the event 
  of death, see the chapter on Technology. 
   
  Finance Cards: Each Yakuza ‘gang’ begins its life with a corporate account and each 
  agent has a corporate account card with which to draw money from it (under 
  supervision of the gang leader and his deputy) for goods and services during 
  missions. Accounts are calculated by adding the gang’s combined rank total up. Allow 
  ¥2,000 per rank point, increasing to ¥10,000 per rank point when the total reaches 10 
  (a Gold Card), and ¥20,000 when it reaches 20 (a Platinum Card). Cards use a PIN 
  and fingerprint security check, and receipts will be scrutinized by the deputy later, so 
  be careful! Up to one-quarter of the account may be converted to cash for bribes, 
  shady deals etc. The referee is recommended to keep a running total of expenses 
  throughout the game, replenishing the account at the end of the mission. Equipment 
  bought must be returned at the end of the mission, consumables such as drugs 
  cannot be purchased. They Yakuza wants its money back. Referee must adjudicate 
  such things as portable missiles, grenades, etc. 
   
  INAGAWA CLAN OF TOKYO 
   
   
  The Inagawa-Kai is a well known, well respected and powerful organized crime family, 
  perhaps the most powerful in Japan. Known locally as the ‘Sons of the Neon 
  Chrysanthemum’ it has carved out a niche for itself in the Tokyo Bay area. All zaibatsu 
  and the National Diet respect and fear the Inagawa-Kai. 
  
  122 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  Oyabun 
  The oyabun is Hideo Masakari a 69 year-old tough and venerable old warlord. He has 
  survived multiple assassination attempts by the Yamaguchigumi clan in Kobe. He has 
  an advisor and both a second and third in command (who have staffs and gangs of 
  their own). The oyabun and his headquarters chief are based at the Palace of 
  Contemplation building in central Shinjuku, a vast pyramidal skyscraper reminiscent of 
  the walls of an ancient Japanese castle. An art museum sits on the 40th floor, there 
  are offices, businesses, restaurants, flats: all owned and run by the Inagawa-Kai. It is 
  said that the complex continues underground to depots, workshops, training areas, 
  dormitories and warehouses. Who knows? 
   
  Business Interests 
  Nagamasa the Demon - Underboss. Controls much of Shinjuku vice trade from 
  nightclubs, bars, restaurants, pubs and brothels. Those he does not own pay him 
  protection money (‘taxes’). Owns many legitimate fronts for drug pushing and 
  pornography. Kabukicho is the center of the demon’s lair. HQ is top floor of the Star 
  Hotel in Shinjuku. 
   
  Burner Baku - Underboss. This ruthless killer (who earnt his reputation with a 
  flamethrower) enforces all drug supplies and smuggling throughout the rest of Tokyo. 
  From clubs, bars, drug-houses and street-dealers. He organizes this trade (and fights 
  with the Chinese Triads) from a swish set of clubs and bars in Roppongi. Mixes with 
  many simstim stars and actresses. HQ is a fortified mansion in Roppongi. 
   
  Tannuki the Surgeon - Underboss. Runs a set of clinics, surgeries and other 
  medical businesses in western Tokyo. Also operates most of the ‘black’ illegal clinics 
  offering cut-price, low-quality services and illegal body banks. Many of those not 
  owned pay taxes to Tannuki. The Yakuza can offer almost any treatment for a price 
  (or favor). Competition is fierce with the Chiba Yakuza who dominate the black clinics 
  there. HQ is the Red Cross Hospital in Shinjuku. 
   
  Ken Kannushi - Underboss. Runs several legal and financial firms in the Marunouchi 
  business district, as well as part-ownership in several banks. These are all used for 
  money laundering, conduits for the extortion of money or concessions from the 
  zaibatsu, blackmail and embezzlement. His HQ is the Kogyo Bank, just over the river 
  from the Bank of Tokyo. 
   
  Dealing With Clan Inagawa 
  The PCs should rarely have any impact on the structure or operations of the Yakuza. 
  It has existed for centuries and cannot be easily affected. Make any attempt by the 
  PCs to kill, swindle, blackmail or otherwise mess with the Yakuza incredibly difficult or 
  seriously fatal (or both). Never mess with the Yak. The underbosses are major, major 
  crime lords that the PCs will almost never get to meet. They are insulated by armed 
  guards, bullet-proof limos, high-tech ultra-secure homes and offices. They have clone 
  insurance, PDTs, and Trauma Unit coverage. More likely the PCs will meet the lower-
  
  123 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  rank gang bosses, each in charge of a single operation (a bar, a drugs ring etc.) and a 
  gang of Yakuza with which to run it. These gang bosses are still seriously hard with 
  constant armed bodyguard protection, bulletproof hovercars and a paranoia and a 
  security consciousness that far exceeds their zaibatsu equivalent: the team leader. 
   
  CHUNIN 
   
   
  In Medieval Japan secret gangs of ninja organized themselves much as the samurai 
  did. At their head sat a shadowy and unknown jonin, or master. The middlemen that 
  arranged contracts, assigned missions and communicated with the actual ninja were 
  known as chunin. These chunin oversaw the day-to-day running of the ninja clan 
  and when anyone wanted to hire the services of ninja, would have to deal directly 
  with him. In 2225 Japan the chunin is a freelancer, a dealer and middleman who 
  arranges underworld contracts for the zaibatsu, or for anyone who pays. He is a fixer 
  and a shadowy businessman. He has no allegiances, except to his loyal friends and 
  those who work under him. The chunin listed here are Tokyo’s heavyweights, based 
  in Night City  (Asakusa) with up to two dozen important contacts each. There are 
  others but at the top of this ever-changing eco-system sit these powerful dealers. 
  They are fixtures in Tokyo’s underworld, experienced, paranoid and ever wary of 
  upcoming rivals, vendettas and jealousies. They insulate themselves with the best 
  security money can buy. 
   
  Buzen 
  Cruel and cunning businessman who excels at exploitation, blackmail and bribery. 
  Specializes In: Guns, explosives and black tech (illegal electronics) 
  Links With: Chinese Triads, Tokyo Dock smugglers, Tokyo police force conspiracy, 
  several independent gangs of armed robbers and several of Tokyo’s violent gang 
  leaders. 
  Legitimate Businesses:  
   
  Nansing Container - Warehousing on the river Sumida used by ships and  
  container  lorries. 
   
  The Abattoir - Nightclub on site of old slaughterhouse. Split level, cheap &  
  nasty.  In Sumida. 
  Cheap Discount - Cheap electrical store, a real maze in Akihabara. Workshops 
  in attic and private booths in the back for maintenance and ‘business’. 
   
  The muffled sound of sex, hard, unrelenting and desperate came from the room next 
  door, but Sarah appeared not to notice. Bosatsu gulped down his Martini. “ Look 
  Sarah, I know you’ve bought these synthetic cotrimoxole samples, but I need to know 
  who the buyer is. Your name will never come into it”. She raised an eyebrow. You’re 
  always asking for something, aren’t you Bosatsu. You never give anything. I think it’s 
  about time that changed ...” 
   
   
  
  124 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  Sarah Monogatari 
  Smooth and slick operator. Very charming, very pretty, very deadly. 
  Specializes In: Pornography, drugs and software. 
  Links With: Agents in Chiba clinics, vice agents in Tokyo police force, several pimps  
  in Asakusa, several console cowboys in Asakusa. 
  Legitimate Businesses: 
  Fantasy Land - Elaborate themed sex shows with dancing, bars and pool 
  rooms. Simstim booths, private (and expensive!) rest booths also available. 
  Prostitution in rooms upstairs.  
  Nirvana - Video and simstim arcade with a popular bar looking out over the 
  arcade hall. Private booths available for parties and drinks, rooms in which 
  deals  are made. Workshop and office at the back. 
   
  Tokohara 
  Rough and tough dealer. Plain speaking. 
  Specializes In: Black-tech, weapons, drugs. 
  Links With: Yakuza drug’s underboss Burner Baku, Asakusa gang leaders and local 
   
  burglars and car thieves. 
  Legitimate Businesses: 
   
  Tokahara Resyk - Wrecking yard and recycling, workshops and garages, many 
   
  for hire, parts for sale. In Sumida. 
   
  Oasis - Small bar in Asakusa with a room at the back for private business.  
  Rough! 
   
  Kamikaze Cabs - Cab/courier firm operating from a small alley in Ginza. 
   
  Opposite another Tokahara business, a frozen meat firm called Oniku. 
  Sensei - Martial arts dojo and fitness club over a red-lantern pub by the same 
  name  in Shinjuku. Owns both. 
   
  Van Luwen (‘the Dutchman’) 
  Smart Dutch dealer with impeccable dress sense and beautiful manners. But still not 
  entirely trustworthy. Is any chunin? 
  Specializes In: Software and drugs 
  Links With: Various Tokyo console cowboys, various agents in the Chiba clinics, and  
  the electronics and computing zaibatsu. 
  Legitimate Businesses: 
  Golden Harvest - Great club and pub full of would-be/has-been hackers, 
  software pirates and corporate spies. 
   
  Mikochi - Tokyo clinic and body bank in Harajaku (a black clinic). Trendy. Often 
   
  used by the criminal fraternity. 
  Preview Electronic - Cutting edge electronics and software, real new stuff, 
  acquired through bribes, favors or theft. Sold here sometimes before it even 
  comes out on the shelves. Part-exchange done here too. Basement is for 
  special deals. 
   
   
  
  125 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
  STREET GANGS 
   
   
  Goths 
  Black-clad, make-up wearing vampire look-alikes, the goths are a morbid lot with 
  gaunt, ghostly figures and a terminal obsession with death and suffering, pain and 
  suicide. They can be very violent but if met in a relaxed atmosphere tend to just be 
  frighteningly depressive. Into blood-rock music, dark, erotic and pessimistic 
  synthesizer-driven music full of bass and twisted lyrics. Grungy lyrics and dark soul-
  searching attitudes. The goths wear black clothing, coats, boots, jackets, shirts, 
  contrasting with pale face makeup. Many goths are well educated and hate the Punks. 
  They get on OK (if pushed) with the other gangs. Main club is the ‘Floodland’ in 
  Shibuya. 
   
   
   
   
  
  126 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Moderns 
  The moderns have adopted the modern-day 2225 technologies as style. Their music is 
  cyberspace 
  -induced 
  hallucinogenic 
  synthesized 
  stuff 
  called 
  Trance. 
  Very 
  transcendental.  
   
  Their main club is the ‘Suborbital’ in Harajuku. They wear tons of urban combat gear 
  clashing with metallic colored jackets or trousers/skirts. Often have crew-cuts with 
  bizarre tails or curls of remnant hair. Some moderns are college kids and they don’t 
  particularly like to fight too much. Hate the rockerboys and punks, but don’t mind the 
  goths much. 
   
  Punks 
  These are 1970’s-style punk gangs. These guys are into anarchy, violence and 
  upsetting the normal Japanese order of things. They get pleasure out of scaring or 
  upsetting or insulting people. Most have skinheads or wildly colored spiky or mohican 
  hair-styles. They hang-out in live music bars and run down abandoned buildings 
  where they get stoned and beat each other (and passers-by) up. They wear leathers 
  and denims with chains, studs, pins etc. Preferred punk music is very heavy metal 
  called Thrash, and the best place to hear it (and get beat up by punks) is the ‘Dance 
  Zone’ in Asakusa. Punks despise all other gangs. 
   
   
  He’d gotten out of the Dance Zone in one piece, now Bosatsu had to get home. Shit - 
  no problem. Then he saw three punks across the road around a small dog they’d tied 
  to a chainlink fence. They were whooping and shouting with delight as they kicked it 
  to death. What kind of a people are these, he thought? And I’ve paid some of these 
  guys to do a job for me?  
   
  Rockerboys 
  These Fifties-throwbacks love to jive to 1950 rock ’n’ roll music. They have plenty of 
  denim, black leather and suede shoes, plus loads of energy and hair oil for those 
  spectacular quiffs. They famously pose in Ueno park at the weekends. Those without 
  cars have motorbikes, Harleys if possible. Rockerboys are totally into the American 
  Dream, even if it never really existed. Hang out at dance clubs such as the ‘Jive Metal’ 
  in Harajuku. 
   
  Bosozuku 
  Members of Tokyo’s biker gangs. These kids customize their bikes and remove the 
  mufflers to make more noise. They are a nuisance, racing in the streets, running red 
  lights, antagonizing other drivers and starting fights involving knives, chains, petrol 
  bombs and katana. Their fashion tends to focus on the World War Two kamikaze 
  pilot-look, with boots, overcoats or leather jackets, baggy trousers, long headbands 
  and round sunglasses. Patriotic rising sun patches adorn their clothing, as do military 
  slogans and ancient Chinese characters. The bosozuku sometimes ride while waving 
  militaristic or patriotic flags.  
   
  
  127 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  TERROR GROUPS 
   
   
  Dragon Lords 
  The Dragon Lords are a group of dedicated and honorable vigilantes operating in 
  Tokyo. They claim their history can be traced back to 1328 AD when a dragon (ryu) 
  was killed by a Yakuza oyabun (godfather) in an act of treachery. Since that time the 
  dragon’s descendants (in human form) have vowed to fight the evil and dishonorable 
  organization of the Yakuza. Members are young, fit and dedicated. They receive their 
  instructions when they visit the secret underground shrine dedicated to their lord 
  Suitengu the sea kami (spirit). They are expert assassins with an almost mythical 
  ability to infiltrate their target’s lair, carry out the kill and escape. Few, if any, have 
  ever been captured or killed. They most often act when innocent lives are at stake - 
  they even the balance - and prefer to use katana, knives and auto pistols. Subtlety is 
  preferred over mass death! 
   
  Each Dragon Lord considers himself a part of the sacred dragon, there are only ever 
  five Dragon Lords at one time. Each has one preferred weapon taught to him by the 
  group and a special power - is this magic, retrogenic or cyberwear? Is it truly a part of 
  the dragon? 
   
  The Teeth of the Dragon - Weapon: Autopistol. Power: Poison Fangs (Virax-B). 
  The Eyes of the Dragon - Weapon: Laser. Power: Cat’s Eyes. 
  The Breath of the Dragon - Weapon: Flamer. Power: Enhanced Breathing. 
  The Tail of the Dragon - Weapon: Bullpup Rifle. Power: Flexibility. 
  The Claws of the Dragon - Weapon: Autopistol. Power: Retractable Claws. 
   
  All Dragon Lords have the Karate and Jujitsu skills. They also gain Gun Combat 1; 
  then select 3 more skills. Share 8 skill levels between these skills (none higher than 
  level 4). No special costume is required, although Dragon Lords tend to prefer smart 
  suits, the very coolest, especially with this season’s funkiest mirror shades ... The 
  group’s symbol is an ancient carving of a dragon’s twisting body. 
   
  Imperial Restoration League (IRL) 
  A well-organized and fervent band of terrorists opposed to the ultra-capitalist system 
  and democratic government dominated by the zaibatsu. It wants a return to 
  monarchical (or imperial) rule. It devotes a great deal of time to tracing the imperial 
  bloodline to find possible successors or candidates. The last emperor died in 2078. 
  They love Japanese tradition and history and want full nationalization of industry and 
  abolition of the National Diet. 
  
  128 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  The IRL operates across Japan. It is strongest in Tokyo and has about a dozen 
  independent cells receiving orders via cyberspace. They try to follow the tenets, 
  beliefs and customs of the samurai and the cell leader is followed with blind 
  obedience. Each member will willingly die for his cause. Methods generally revolve 
  around bombings, shootings, rocket attacks and grandiose gestures such as 
  poisonings and nerve gas attacks. A cell is usually given a ‘hit-list’ of 4 targets and an 
  advanced payment of ¥400,000 with which to set up and complete 2 of those on the 
  list. This could make a possible campaign for the player characters. Must be willing to 
  commit seppuku (ritual suicide)! All members have cyanide capsules implanted in one 
  of their molars which they only have to bite on. The group’s symbol is the ancient 
  symbol of a ‘torii’, or temple gateway. 
   
   
  
  129 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Sons of Oedo 
  A highly motivated band of techno-rebels, terrorists seeking to halt and reverse the 
  tide of technology. The movement is strong among students (and often those many 
  graduates who were turned down by the zaibatsu when they applied for a job). The 
  Sons of Oedo target the high-tech zaibatsu and high-tech projects. They have agents 
  in all the technology-orientated multinationals an so have a good idea of what is 
  going on. Funds are secured either by embezzlement or the running of various Sons 
  of Oedo ‘new-age’ religion stores dotted around Tokyo and other Japanese cities. 
   
  Being intelligent, the Sons of Oedo are ingenious in their sabotage, destruction and 
  violence, using any and all tactics and equipment. Members will not have cybernetic 
  or retrogenic alterations as a rule, neither will they favor high-tech gear, but, they 
  are intelligent pragmatists, and if use of such things furthers the cause, then they will 
  not flinch from employing it. A thin veneer of mysticism overlays Sons of Oedo 
  thought, they believe in karma, the Tau and the I Ching. They are obsessed with new 
  age mysticism and magic. No particular dress style. The group’s symbol is the Yin 
  Yang symbol with the white Yang is blood-red and not white. 
   
  The Haruna agent shone his torch across the ferro-concrete wall. The blood-red yin-
  yang told them both what the needed to know. “The Sons of Oedo”, said Bosatsu. 
  “More like the Sons of  Weirdo ...” joked the agent. “You’ve never actually met these 
  guys have you?” asked Bosatsu. “Violent, tactical, intelligent. They’ve out-thought our 
  strategic section as many times as they’ve had reason to cross our path. Don’t make 
  light of what you’ve never seen ...” 
   
   
  
  130 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  
  131 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  TOKYO 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Referees will find the maps of Tokyo in Appendix 4 of use while reading this chapter.  
  This city is the capital of Japan. Within a 45km radius of the Imperial Palace live 20 
  million people. In such a big city, the real center is difficult to define. Tokyo really has 
  many centers, each with its own flavor. The surrounding towns and cities have 
  become dormitory towns for commuting workers. The city fronts Tokyo Bay, opening 
  out onto the Pacific Ocean on the east. On the city’s northern approaches lies the 
  fertile Kanto Plain. Almost a part of the vast Tokyo metropolis are the cities of Chiba 
  and Yokohama. In Zaibatsu Tokyo is considered to be the entire Tokyo Bay area 
  with these three cities all important. We briefly look at the activities (legal and illegal) 
  of all the centers, from Chiba’s black clinics to the Triads of Yokohama’s bustling 
  Chinatown. 
   
  
  132 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  The ‘zaibatsu belt’ of corporate dominated suburban towns house much of the 
  corporate population who commute into Tokyo daily or do their work via cyberspace. 
  A typical dorm town will have several vast arcologies or city blocks. These arcologies 
  have accommodation flats, restaurants, theaters, schools etc. Imagine a multilevel 
  shopping arcade with flats around the periphery, a multiplex, covered park and 
  college. They are self-contained communities for a zaibatsu’s employees. The high-
  rank sararimen live in the upper penthouses, the lowliest workers in amongst the 
  underground car parks, subway links and ground level entrances. Travel within 
  arcologies is done via stairs, lifts, escalators, sidewalks and electric trikes or buggies. 
  The main dormitory towns are: Funabashi, Matsudo, Kawaguchi, Mitaka, Meguro, 
  Shinagawa and Kawasaki. 
   
   
  DISTRICTS OF THE CITY 
   
   
   
  AKASAKA 
  A traditional geisha district, even in 2225 it is still possible to see rickshaws carrying 
  their gorgeously dressed high-priced hostesses through the streets in the early 
  evening. Akasaka is also home to Tokyo’s most exclusive (and also  expensive) 
  nightclubs. Many affluent Chinese have moved here during and after the recent 
  troubles in Hong Kong. Chinese businesses thrive in Akasaka. There are many 
  upmarket clubs, shows and restaurants. It is known as a real ‘foodie’ area, with 
  hundreds of international food bars and restaurants. A temple, the Hie Shrine, sits on 
  a small hill reached by a steep flight of steps.  
   
  AKIHABARA - ‘TECH TOWN’  
  This is Japan’s hottest place for discount bargains on electrical and electronic 
  appliances. Stores, stalls, markets and department stores (the biggest of which is 
  called Crossfield) all sell bargain electronics. Computers, cyberdecks and software can 
  be bought here. Stolen software or zaibatsu tech often emerges here. The district is a 
  magnet for cyberspace cowboys and street-techs. Japan’s fan (‘otaku’) culture is 
  centered here also, with many anime and manga stores catering to them, as well as 
  French maid and manga cafes. Akihabara Crossfield has stores and restaurants on the 
  lower levels, while the upper levels accommodate technology offices, zaibatsu 
  conference spaces and showrooms.  
   
  ASAKUSA - ‘NIGHT CITY - YORUMACHI’  
  There are plenty of ancient houses and souvenir shops littering Asakusa, one of the 
  oldest parts of Tokyo. This area was once the most thriving place in Tokyo with its 
  theaters and other amusement spots, but it is very outdated today. But still the 
  famous (1550 year-old) Sensoji Temple is filled with visitors from all over Japan. The 
  temple is usually very crowded during the many festivals and fairs held in its 
  precincts. The approach to the temple is along Nakamise Dori Avenue, a narrow 
  
  133 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  stone-flagged street that is lined with over a hundred tiny open-front souvenir shops 
  and stores selling traditional Japanese items and paraphernalia. At its start is the 
  Kamarimon (Thunder) Gate flanked by two giant wooden guardian Diva Kings. Behind 
  the temple is the Asakusa Shrine, home to the colorful Sanja Festival. This really is 
  ‘Old Tokyo’, best viewed by rickshaw ride. But Asakusa is also Tokyo’s downside. The 
  Sumida River Industrial Complex has pushed out all but the poorest Tokyoites to 
  create a “no-go” area. Asakusa is mild compared to the Bronx Jungle (New York) and 
  Tower Hamlets Enterprise Zone (London), and seems to exist parasitically off of Ueno 
  Station and the people arriving there from the north. Cheap hotels, gangs, drugs, 
  seedy businesses and a lot of exploitation and unemployment await the newcomer. 
  Street harassment from bosozuku gangs, as well as petty crime is rife here. At its 
  center is the famous landmark tower, the Tokyo Skytree, a communications tower 
  that is the second tallest building in Japan (after Makita’s Sky Tower)  – the large 
  shopping complex, aquarium and planetarium once a part of Skytree has since been 
  abandoned, trashed and left to the elements.  
   
  Asakusa is also known as Tokyo’s ‘Night City’, or in Japanese, ‘Yorumachi’. With the 
  rail line from Narita airport and the research facilities of Chiba terminating at Ryogoku 
  station just over the river in the ward of Sumida, business in smuggled and stolen 
  technologies is rife. Asakusa forms a narrow borderland of vastly ancient streets and 
  lanes. By day the bars and clubs are dead, shuttered and featureless. The never-
  ending dance of illegal ‘biz’ continues when the darkness is slowly lit-up by the neon 
  and bright flashing adverts, and accompanied by the thunder of noise from arcades 
  and pachinko parlors. Bars, clubs, strip-shows, soaplands, gambling joints and coffee 
  shops all play host to the shadowy side of life here. The hustle. The scam. Lies, deceit 
  and profit. 
   
  Yorumachi, Night-City, Asakusa, the same name for the same fast-forward dance of 
  profit and survival. Bosatsu made the rounds, checked his contacts. Had anybody 
  seem anything of Kiroshi? How had he disappeared into thin air between Asakusabasi 
  station and his own pickup team of hardened street samurai? He nodded to Alpha, no 
  luck. He passed ¥400 to Mako, the cabbie. Hah! So... Kiroshi took a cab straight to 
  Tokohara’s place at the Oasis? Ever more intriguing… 
   
  CHIBA CITY - AN INDUSTRIAL SHOWCASE 
  Chiba is an new business center. It has a thriving port and behind it a vast area of 
  factory domes and attendant corporate arcologies. But the most exciting aspect of 
  Chiba is the cutting edge clinics, hospitals and medical research facilities. The best 
  surgeons, geneticists, cyberneticists and plastic surgeons are all here with the finest 
  equipment and facilities. Most of Makita’s, Parkfield’s and Haruna’s most prosperous 
  medical facilities are on the outskirts of Chiba. But the wealth has created a black 
  market centered in Ninsei (close to Shiga and Baiitsu), caught between the port and 
  the corporate zones. Here deals and double-deals keep an entire black market of 
  smuggling, theft and drug abuse alive. Pharmaceuticals from the clinics and labs finds 
  its way onto the Street and up for sale - to be shipped out across the globe. 
  Experimental products fetch the highest prices. Things like hormones, recombinant 
  protein mixes, hormone triggers, pituitaries and synthetic glandular extracts are all 
  
  134 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  marketable commodities. Most of this stuff (and the mules who hump it) ends up in 
  Asakusa up for sale on the Tokyo market. 
   
  THE DOCKS  
  Tokyo Docks are vast and made up of piers, wharfs, warehousing complexes, 
  factories and industrial estates. Much of it is fenced off and in a perpetual arc-light 
  daytime. People live there too, but the housing complexes are fairly run-down and 
  undesirable. Generally, people have moved out and light industry, warehousing and 
  the container port machinery have moved in. 
   
   
   
  GINZA - EXCLUSIVE & EXPENSIVE 
  Ginza is Japan’s most famous shopping district, with highly respected and long 
  established department stores and shopping buildings. Center of the Ginza is Chuo-
  dori street, running from northeast to southwest and this is lined with the big 
  department stores, major shopping malls and restaurants. Harumi-dori leads to the 
  Kabukiza Theater, and further to Tsukiji on Tokyo Bay, famous for its huge fresh fish 
  market, and to Yurakucho and Hibaya in the opposite direction. Ginza is a rich district 
  filled with little side streets and fringed by all kinds of specialty shops, restaurants and 
  coffee shops, bars and night clubs, often exclusive and expensive. The early evening 
  has the feel of a fashion parade as beautifully dressed geisha walk to work. Ginza is 
  home to the globe’s most exclusive shops. Ginza oozes style and class with its posh 
  restaurants and night clubs, art galleries and fashionable little eating places. The 
  closest thing Tokyo has to a  New York Fifth Avenue. 
  
  135 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  HARAJUKU – SUPER-COOL TEEN HANG-OUT 
  Harajuku’s central feature is Omote-sando, a wide boulevard edged with restaurants, 
  attractive coffee shops, little boutiques and interesting specialty shops. Omote-sando 
  leads up to the Meiji Shrine, and not far away are the Ukiyoe Ota Memorial Museum 
  of Art and the Togo Shrine antique market (held on 1st & 4th Sundays of the month). 
  The famous Omotesando Hills arcology is packed with cafes, stores, restaurants and 
  beauty salons, with hundreds of exclusive apartments located above them. The 
  approaches to the shrine have become the scene on Sundays for street dancing by 
  crowds of teenagers dressed in 1950’s, 1960’s and 1970’s styles. There are coffee 
  shops and chic fashion boutiques in Harajaku. It is the place for the young and trendy 
  Tokyoites to hang-out. Clubs and restaurants all reflect this ‘fast-fashion’ attitude. If 
  its ‘in’ its in Harajuku. It is a place of cultured amusement. A little like a popular Paris 
  boulevard with street cafes and the spectator sport of cruising and people-watching.  
   
  IKEBUKURO - A NEW CENTRE 
  This district once became a new sub center of Tokyo after the expensive Sunshine 
  City development appeared to the east of Ikebukuro Station. The zaibatsu Yoshiko 
  owns and operates Sunshine City, the arcology development is dominated by the 50-
  storey Sunshine-120 Pyramid. The fastest elevator in the world zooms up to the 50th-
  floor observatory in only 35 seconds. There is an aquarium, a theater and the Orient 
  Museum within the Sunshine City compound. It is a gateway to Tokyo’s northwestern 
  suburbs, Ikebukuro is served by suburban railway lines as well as metropolitan 
  subway lines to central Tokyo, and these are often crowded with commuters. 
  Ikebukuro has its own ‘feel’, its own restaurants and shopping and its own bars and 
  eating places.  It has a large zaibatsu population, and so is a little staid.  
   
  The arcologies built here over the past twenty years cater for much of the areas 
  needs - so Ikebukuro does not have a great deal to offer those from more exciting 
  parts of the city. The firm Shinobizawa has its corporate HQ here, this is a vast fuller 
  dome that handles all its administration, marketing and purchasing, and there are 
  several production sub-domes that lead off from this main dome.  
   
  IMPERIAL PALACE 
  Beyond the Marunouchi district, is the Imperial Palace, and it is where the Imperial 
  family once resided. It covers 100 hectares and its impressive watchtowers and 
  massive stone walls still survive in 2225. The Palace Plaza, East Garden and 
  Kitanomaru Park are all major attractions. The wide and open Plaza, with its Double 
  Bridge or the Nijubashi, is an haven for sararimen and young couples. A memorial 
  fountain exists there, and was built to commemorate the marriage of the Crown 
  Prince and Princess. Next to the Palace Plaza is Hibaya Park, a beautiful park, in style 
  partly Japanese and partly Western. The Hibaya Public Hall and Library are in its 
  enclosure. The nearby Hibaya district is the ‘Broadway of Tokyo’, jammed with of 
  cinemas and theatres. 
   
   
   
   
  
  136 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  KASUMIGASEKI - THE GOVERNMENT QUARTER 
  This is Japan’s administrative center. Government ministry and agency buildings 
  cluster here, south of the Imperial Palace. The Japanese parliament meets at the 
  towering National Diet Building which overlooks the district. Tokyo police are very 
  visible here. 
   
  MARUNOUCHI - THE BUSINESS DISTRICT 
  This district is between Tokyo Station and the Imperial Palace, and is the city’s 
  zaibatsu nerve center, or business center. Tall skyscrapers standing row upon row 
  contain the headquarters of the leading banks and zaibatsu. The police also keep this 
  district under close scrutiny for the protection of the zaibatsu personnel. Makita’s Sky 
  Tower headquarters is here.  
   
  KANTAI – THE FLOATING SHANTY  
  The Izu Islands form a long, strung-put archipelago of volcanic islands south of 
  Tokyo. Ten years ago a major typhoon struck the islands and destroyed almost all of 
  the infrastructure. Warned in time, the island’s population was evacuated in an 
  armada of fishing boats, sampans and small cargo boats. This temporary fleet was 
  given shelter in Tokyo Bay, where it remains to this day. Few continue the fishing 
  trade, and most have taken on low-paid jobs in Tokyo, close to the harbor. The 
  floating community is known as the Kantai (‘the fleet’) and is unregulated, secretive 
  and a place of danger for the unwary. Smuggling, drug and software dealing, all go 
  on there, and the floating ghetto makes the perfect hideout for criminals who are on 
  the run.  
   
  Why have the Boat People of the Izu Islands never returned? The United Corporate 
  Combine, that arbitrates between conglomerates and zaibatsu worldwide, treated the 
  abandoned islands like Off-World colonies, offering the zaibatsu tenders for 
  redevelopment. Many of Japan’s big corporations have purchased these islands and 
  have turned then into remote bases,  for research or storage - away from prying 
  eyes. The Izu islanders will never go home, but they resolutely refuse to leave their 
  warren of ships and boats, all lashed together with cables and gang-planks, and to 
  take up a place in Tokyo society. Junks, sampans, old ferries, fishing boats, barges 
  and coastal freighters are the home for this vast, poverty stricken population. The 
  government cannot or will not get rid of the Kantai Shanty and it sits in the Bay, an 
  eyesore and a danger. Cooking fires create thick oily smoke, refuse floats obscenely 
  around the boats. Many of the Boat People work illegally in Tokyo doing low-paid, 
  often criminal work. They are a despised underclass. 
   
  OCHANOMIZU - COLLEGE TOWN 
  Ochanomizu, on the elevated Japanese Rail (JR) Chuo Line, is the college district of 
  Tokyo. A few minutes walk downhill from the station is the atmospheric Jimbocho 
  section filled with hundreds of bookstores. Shelves of Japanese and foreign books 
  including second-hand ones are for sale. This quarter also boasts the Tokyo Komingu 
  Kottokan building, containing more than 50 antique shops, and the Nicolaido, an out 
  of place Russian Orthodox cathedral (built 1884). On the other side of the station 
  stands the Yushima Seido Temple and the Kanda Myojin Shrine. There are plenty of 
  
  137 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  universities in Tokyo, the largest, Tokyo University, is west of Ueno Park. Others 
  include the Meiji, Nihon, Medical & Dental, Hosei, Keio, Waseda, Rikkyo and 
  Gakushuin Universities. There is an informal, decadent and underground feel to life 
  here, due to the student and ex-student population. Music, cults, gangs, clubs and 
  flats cater to this young population. 
   
  ODAIBA ISLAND – A TOURIST CENTRE 
  Odaiba, an ancient man-made island in Tokyo Bay, was redeveloped in the 1990s as a 
  commuter town, but the economic crisis halted that. In the 21st century, however, 
  Odaiba Island was developed as a tourism, sightseeing and shopping center, and is 
  nicknamed Cosmopolis – it is reached over the famous Rainbow Bridge of Tokyo. 
  There are lagoons for swimming, hotels, shopping malls, and various corporate 
  headquarters (such as Fuji Television) as well as convention centers, a marine park 
  and sports venues. Today 250,000 people live inside the Cosmopolis project and work 
  within its prosperous economy. There are zaibatsu industrial facilities, research 
  complexes and cultural centers for the population. The island is a zaibatsu haven with 
  little interference from Tokyo government. With its own jump jet port, the island is a 
  microcosm of Japan’s technological and economic might. Most of the zaibatsu have 
  facilities here and there are many workers who commute by hydrofoil from places 
  around the bay. Of course the Rainbow Bridge connects Odaiba Island with the 
  eastern docks. All the while yakatabune, or traditional house boats, ferry sightseers 
  from shore to shore and ply the Tokyo waterways.  
   
  ROPPONGI - MUSIC CAPITAL  
  This is an entertainment district with a sophisticated and exciting atmosphere. 
  Roppongi’s nightlife picks up at around 11pm. There are literally hundreds of coffee 
  shops, bars, pubs and restaurants - from cheap to moderately priced.  Tokyo’s most 
  fashionable nightclubs are here. The famous Black Rain club in Roppongi was the 
  scene in 2220 of the infamous Yakuza rocket attack that killed 11 and wounded 14. 
  There are clubs and discos with the best music and DJs, and plenty of live music. 
  Bands from across Japan play here to be heard and appreciated. Foreigners (gaijin) 
  prefer the clubs in Roppongi and are well catered for. It is a very cosmopolitan place. 
  Roppongi Hills is an old arcology, a vast complex of apartments, shops, offices, 
  restaurants, hotels and even a museum. In nearby Shiba Park stands the famous red 
  and white Tokyo Tower, a vast Eiffel tower-like broadcast mast 333m high, standing 
  high on a knoll. It has two spectacular observation decks (and it featured in the 
  climactic scene of CyberCity 808, Episode 2: Psychic Trooper - AKA The Decoy). 
   
  SHIBUYA - THE HEIGHT OF FASHION 
  This is an action-packed amusement and shopping district, and is always crowded 
  with youths day and night. Koen-dori Street is filled with colorful shopping complexes 
  and department stores all boasting the latest fashions. The old Olympic Stadium and 
  the Meji Shrine lie beyond Koen-dori. Close by is the NHK Broadcast Center, owned by 
  the state-run Japanese radio and TV corporation. Also in Shibuya is the KDDI building, 
  KDDI is a leading communications zaibatsu. Shibuya is high profile home of the media 
  industry. Celebrities are seen here (and also many tourists) and the district has many 
  connections with the industry. A lot of money moves around Shibuya, wealth is 
  
  138 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  conspicuous. There are cool fashion stores, restaurants, bars and hang-outs. There’s 
  always the chance of seeing some new video or sim-stim star. There are numerous 
  cinemas, holodomes and simstim parlors. Tokyo’s Hollywood and Rodeo Drive.  
   
   
   
  SHINJUKU - SHOPPING & SEX 
  This is another one of Tokyo’s major shopping and amusement districts. It is also an 
  important transportation center, served by the suburban railways of Keio, Seibu and 
  Odakyu, and two subway lines as well as Japan Rail. A huge highway bus terminal, 
  Busta Shinjuku, sits on top of the Shinjuku railway station. To the west of busy 
  Shinjuku Station is the impressive skyscraper district, Tokyo’s second skyline. Some of 
  these buildings are hotels, others are corporate buildings with underground shopping 
  arcades, and restaurants on the upper floors with marvelous views. Most of the 
  skyscrapers are covered with vast video advertising screens.  
   
  East of the station, however, is Kabukicho, an ancient entertainment section where 
  rich and poor, tourist and criminals mix. The area is packed with an array of drinking 
  places, pachinko parlors, love hotels and entertainment venues. However, Kabukicho 
  includes bars and clubs that are seriously seedy: Tokyo’s worst places are here in 
  Kabukicho. The Yakuza control the area with (quite literally) a vice-like grip. 
  Kabukicho is full of drug-houses, ‘soapland’ massage parlors, gambling joints, gang 
  haunts, strip clubs, simstim porn clubs; whatever pays well and is border or 
  extralegal. Tokyo’s Soho.  
   
   
  
  139 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  UENO - TRADITIONAL JAPAN 
  Part of the surviving old Tokyo.  Famous for its parkland and cultural buildings such 
  as the Science, National and Art Museums. At the south end of Shinobazu Pond in the 
  park is a museum of folklore that uses recreated buildings to show what Medieval 
  Tokyo used to look like. The park is also famous for cherry blossoms in season. 
  Parties of families and friends as well as zaibatsu employee groups hold cherry 
  blossom viewing picnics (sometimes at night). Japan Rail Ueno Station is the terminal 
  of long-distance trains to the north. Around the station is another Tokyo shopping and 
  entertainment district which includes the Ameyoko Market. A wide range of cheap 
  goods are available, from foreign items, jewelry, food, watches, clothes, shoes, and 
  electronics. During the spring exam season, the Yushima Tenjin Shrine is packed with 
  students praying for success. Tradition is for sale here, or to look at for free. Tourism 
  thrives, there are souvenir shops and all manner of traditional Japanese delights for 
  sale. On Sundays Ueno park often plays host to gangs of rockerboys, harmlessly 
  posing and socializing.  
   
   
  YOKOHAMA - THE PORT OF JAPAN 
  This is a city, the most important port in Japan with vast docks, portside facilities, 
  harbors, wharves and refineries. It is situated south of Tokyo, along Tokyo Bay. As an 
  immigrant city, it also has the country’s biggest Chinatown - Chukagai. The Triads 
  here are very powerful and constantly war with the local Yakuza for power. Chukagai 
  lies on the river Nakamura near the harbor. Also in Yokohama is a lavish Silk Museum 
  as well as Yamashita Park, which has a good view of the port. At the end of the park 
  is Marine Tower, with its viewing platform. The landscaped Sankei-en Garden is the 
  main sight of the city and has villas, pavilions and gardens within gardens. Also at 
  Yokohama is the spaceport, Haneda, with its 9km long runway designed in 2100 to 
  take shuttles, spaceplanes and supersonic transports. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  140 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  RUNNING ZAIBATSU 
   
   
   
   
  Dante’s Tokyo 
  Imagine pools of neon fire, canyons of glass and moving video imagery. Imagine 
  brightly-lit adverts, flashing Japanese signs, strobe lights, hover cars, sirens, and 
  people. Lots of people. Tokyo should be a warren of streets, arcades, connecting 
  passages, glass lifts, plazas, balconies, walkways and tunnels, every type of 
  architecture is around. The referee should constantly bombard the PCs with sights 
  and sounds, places and people. The heroes aren’t the only ones in the city. It 
  wouldn’t be a city otherwise. Put people everywhere. Out in public, they should 
  almost never be alone - almost. There are times when the city subsides - but rarely; 
  things are always happening, whether the players do something or not. Keep the 
  pace fast and furious, give the players lots of description - let them try and work out 
  what’s a threat and what isn’t. Make them feel claustrophobic, paranoid and scared. 
   
  The PCs are waiting on a street corner to meet a contact. Bombard them with cues, 
  describe the noodle stall over the road, the tough guys walking past who glare at 
  them, maybe the Goth, the student, who moves in their direction. Why? Trouble? Or a 
  red herring….? It’s sensory overload that should keep the PC street samurai on a hair 
  trigger. Bait them, taunt them, overload them, infuriate them with people, crowds, 
  bystanders, threats … soon the city will spit out a real threat to endanger them, but in 
  what form will it come? When will it arrive?  
   
  
  141 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Tease. 
  Taunt. 
  Terrify. 
   
  Use these ideas for in-play description and atmosphere: 
   
   
   
   
  Smoke-stacks, smoke & mist   
  Building of solid light 
   
   
  Orange or red sky               
  Pipes across street 
   
   
  Cranes, ships                 
   
  Flags on motorbikes 
   
   
  Running “casino” lights        
  Trucks with banks of lights 
   
   
  Cups without handles 
          Draught Kirin beer, Sapporo beer 
   
   
  Eating noodles/bento  
      
  Fans, light shining thru them 
   
   
  Bonsai in clubs               
   
  Window blinds, light shining thru them 
   
   
  Blue neon and glass   
   
  Gantries & dry ice 
   
   
  Clothes lines/flags           
   
  Escalators 
   
   
  Paneled mirror walls          
  Puddles of oil & water 
   
   
  Pulldown security fence        
  Revolving lit up adverts on pillars 
   
   
  Sewage overflow, frothy        
  Towers of sacked TVs 
   
   
  Street cleaner robot           
  Rain-washed floor tiles 
   
   
  Bikes everywhere               
  Graffiti 
   
   
  Overhead railway               
  Workers on bikes 
   
   
  Arc welding spray             
   
  Steam, flashing warning lights 
   
   
  Piped music in halls/malls     
  Constant sheets of rain 
   
   
   
   
  Creating Fast Action Adventures 
  Zaibatsu is an action-orientated game, full of furious gunfights, chases and 
  explosions. There are three basic ways to give your game of Zaibatsu a real 
  cinematic kick.  Firstly forget about ammo. How many times do you see Jackie Chan 
  or Stallone reloading their guns? Do you get the idea? Any agent packing a gun 
  should be assumed to be carrying an adequate amount of ammo along as well. He’ll 
  remember to do that, you don’t need to. More can be scrounged if needed. The 
  referee can decide when the agent’s ammo will be depleted, or perhaps the referee 
  just waits for a natural roll of ‘double 6’ on the 2D6 attack dice. We want speed – at 
  all costs. Of course we have sacrificed a little ‘granularity’, a little detail, but we are 
  after something bigger here than realistic physics, we want the pure terror and 
  confusion of a fast-action, movie-style, urban firefight to be brought to the table-top. 
  Simultaneous combat is a part of this and so is the ‘forget ammo reloading’ rule, but 
  the referee too, must switch on that part of his brain which screams, ‘go faster’, and 
  which tells him not to explain or describe too much once the lead starts flying!   
   
  
  142 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  If the PCs are stood on that street corner and come under sniper fire, don’t tell them 
  ‘you come under sniper fire, someone is shooting at you from the seventh floor of the 
  Leyland-Okuda Building’. Instead, go simply for the sensory effect. Let the PC’s 
  struggle to understand, catch up, react:  
   
   
  ‘Jo-sin’s head explodes while you talk about that anime last night’  
  ‘Wha?? Say again?’ <Don’t repeat anything – you gotta listen!> 
  ‘His body slumps to the ground. There really is not much left of his head, and there’s 
  a bloody big hole in the concrete behind him’ 
  ‘What? Damn… errm. I pull my gun. Where is the fire coming from?’ 
  ‘You’re lucky, with a loud CRACK, a big cloud of concrete dust billows from the wall, 
  inches from your head. What do you do NOW?!’ 
   
   
  Long, sensuous descriptions of locations, and NPCs are perfect when the PCs are able 
  to soak it all up, the neon adverts, the mass of people, red lanterns, the multi-colored 
  roar of light from countless electronics stores, the sky above the port the color of 
  television tuned to a dead channel – but when it comes to action - keep it brief. 
  Telegraph the events. Short is best. Fewer words. Faster play. Less information. More 
  confusion. More excitement. Higher adrenaline levels. More rewarding combat.  
   
  And if everyone dies. So be it. The characters were created quickly and can be 
  replaced just as easily. Roll your dice, as referee, fairly and honestly in front of the 
  players. Naked dice rolling. It creates tension. It creates fear. It is the essence of a 
  good gunfight. To know that you can live or die in the next roll is exhilarating. And it 
  is why Zaibatsu was so popular in its playtesting.  
   
  Secondly, try to begin the game with action when that is at all possible. There are few 
  action-orientated movies where the detailed briefing and travel to the adventure 
  location occurs on screen. More often it’s over before the opening credits begin to roll. 
  Begin with something like: ‘You’ve been staking out a street dealer’s flat for a week 
  now, hoping he will lead you to his zaibatsu contact, when suddenly you see three 
  tough-looking samurai hanging around outside as well. What do you do?’ Start the 
  game as close to the action as possible without making important decisions for the 
  players, or robbing them of valuable time. 
   
  Thirdly, have a go at breaking up the scenario into several action-orientated scenes 
  that can be linked together by clues and a background story. I recommend 
  compressing the Zaibatsu game into a single evening (3 hours play) with only two 
  major scenes - an opening scene and a finale. For a longer session of perhaps 5 
  hours, there should be three major scenes. These scenes mimic the memorable parts 
  of a film, the big battles and the powerful confrontations, most of the rest of an 
  action film is connective filler used to get the heroes from one scene to the next 
  (Remember the explosive finale in Speed, or the factory scene in Terminator?).  
   
  
  143 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Sometimes it is best to think of two or three cool locations first. The docks, a café in 
  Harajaku and an abandoned warehouse in Sumida, for example. Let’s have our plot 
  built around those cool locations. Go from there. Maybe the PCs need to intercept a 
  shipment of high tech robotics from Seattle and need to steal a 16-wheeler truck in 
  order to then steal the newly arrived cargo container from Tokyo Docks. Of course 
  there is a firefight as the real owners fight to reclaim it! Whether or not they retain 
  the container, maybe after some sniffing around, it transpires that they need to meet 
  a robotics genius from Tokyo University at Harajuku who can explain what the 
  contents are and how important they are. He defected from the US robotics 
  manufacturer and is in exile. Whilst the PCs are at the café, an American snatch team 
  strikes … this may leave the defector alive or dead or kidnap him ... hopefully 
  kidnapped – which means they must track him down to an abandoned warehouse in 
  Sumida where the US robotics firm will test their new police defense robot. The PC’s 
  orders are to recover the exile alive and steal one example of the American robot – if 
  it doesn’t kill them first!  
   
  Think of memorable and action-orientated locations for your scenes, and come up 
  with a list of cool things that could happen there. Steel foundries, railway bridges, 
  subway stations, skyscraper roofs, TV studios, building sites ... if you think of the 
  films that you’ve seen you’ll soon get the idea. Accidents, deadly implements, traps 
  and obstacles, crowds of bystanders, escape routes and improvised weaponry might 
  exist there - use them! The trick to creating a cool combat scene is to try and use a 
  place you know, preferably from real life, or perhaps from a movie. Maps, other than 
  a quick sketch on a notepad in front of the players, is not needed and will probably 
  
  144 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  just slow the combat scene down a notch. Use a bar, a street, a supermarket or a 
  department store, perhaps, that you know personally, dress it up verbally with 
  Japanese scenery and go… 
   
  There’s a reason that nearly all the firearms in this game are fully automatic - more 
  bullets in the air and more collateral damage. Every time a burst attack misses it hits 
  something, or someone. Be creative. Machinery can be disabled, or alternatively can 
  be accidentally activated, bystanders can be hit, fire extinguishers or gas bottles can 
  explode, exits can be blocked, skyscraper windows blown out to create terrific winds, 
  car windshields shattered and made obscure, the fevered imagination of a referee 
  knows no limit. The aim is to create a fast moving firefight that is almost too fast for 
  the players to keep up with - and to create a little chaos. That chaos can spin the rest 
  of the game into unusual and unpredictable directions. 
   
  Obviously, to keep the plot moving, the opening scene needs to leave questions 
  unanswered, and clues to be followed up on. Why did that last samurai kill himself 
  before the players could interrogate him? Why was the dealer strung up and cut open 
  in his flat? What do the cyberspace messages mean on the dealer’s computer, and 
  who sent them? The best finales are fiery, spectacular and usually more interesting 
  than the opening ones. They should build on the tension, and the stakes. Stack up 
  the stress, the melodrama, and all the risks you can think of. Deadlines are cool, big 
  explosions are even cooler! How many Schwarzenegger or Bond movies end with 
  both of these plot devices?! Give your players three or more things to worry about 
  simultaneously, ensuring they never forget that finale! Treat every scenario like the 
  newest, biggest, Hollywood blockbuster – remember that you’re budget is infinite! 
  Blow it all up if you want!  
   
  Night City: Down & Out in Asakusa 
  William Gibson in his novel Neuromancer centered the first third of his seminal novel 
  within a small subsection of Chiba called Ninsei: and nicknamed it ‘Night City’. It was 
  where the underworld surfaced, where ‘biz’ was conducted, it was where the 
  corporations met the street. Nightclubs, bars, gangs and the constant presence of 
  paranoia and doom pervaded the place. Tokyo is the biggest city on earth and 
  referees are advised to use the same trick. Our Night City is in Asakusa, the old heart 
  of traditional Tokyo crammed full of sleazy bars, strip shows and soaplands. Add to 
  this a refugee population coming in from the north from Ueno Station and the 
  corporate secrets coming out of Chiba further along the rail-line, and you have the 
  perfect hotbed for danger, intrigue and atmosphere. Zaibatsu has already fleshed 
  out this district a little by describing the activities of the chunin there; the referee 
  should feel free to go further. He can expand on these or place his own creations 
  here. Try and give the players the chance to really get to know these streets, bars 
  and clubs.  
   
   
   
   
   
  
  145 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  OFF-WORLD COLONIES 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  With the invention of the hyperdrive in the early 22nd century and the first interstellar 
  explorations taking place after 2120, Mankind would forever have a foothold out there 
  among the stars. The strongest nations, China, the USA and Germany, all gathered 
  about them allies in an uncertain future. These new power blocs would become the 
  Asia Pacific Partnership, the Community of American States and the Western 
  European Union. Off-World colonies were established, but 
  these were not idylls or extra-terrestrial utopias, each was an 
  industrial concern, a way to locate, harness and exploit the 
  resources of these incredible worlds – and return them to 
  Earth. Interstellar space is a work-place, an industrial zone 
  filled with space tankers, open cast mines, oil rigs, logging 
  operations, space stations and pipelines. And space itself was 
  being carved up; three political sectors began to form, the 
  American Sector, the European Sector and the Chinese 
  Sector.  
   
  For a detailed description of the Off World colonies, the starships and equipment 
  used, please refer to the Zozer Games setting book for Cepheus Engine titled 
  HOSTILE (available at  www.paulelliottbooks.com/zozergames).  
   
  On Earth, stresses were beginning to show within the world government of the Earth 
  Union. The Chinese Communist Party could not stem the economic and social 
  problems that had piled up over the past four decades and in 2166 the Party was 
  abolished and amid political turmoil a new, more democratic government, was 
  established. Earth, tied intimately into the Chinese economy was plunged into the 
  First Recession, China broke apart and Manchuria successfully seceded from the ‘new’ 
  China to create the People’s Republic of Guandong. Various autonomous regions in 
  the far west, including Tibet and Xinjiang, followed suit. The economic heartland of 
  China, the wealthy and well populated east coast styled itself as the Federal Republic 
         Flag of the APP 
  
  146 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  of China. The chaos lasted for a decade, and within that time of uncertainty and of a 
  shrinking China, Japan and its powerful corporations stepped up.  
   
  Japan had itself undergone social and economic transformation starting twenty years 
  earlier, and had tackled systemic problems of an aging population, a shrinking 
  population and a reliance on foreign raw materials. With controlled immigration from 
  within the Asia-Pacific region, and renewed focus on automation, robotics and 
  artificial intelligence technologies to increase productivity, Japan was looking boldly 
  into the future. As China entered its time of crisis and First Recession began to bite, 
  Japan was able to show leadership in the region and formed the Asia Pacific 
  Partnership in an attempt to weather the storm. China had lost its lead in the region – 
  Japan once again dominated the Far Eastern area.  In 2170 the major corporations of 
  the world came together in Singapore to create the United Corporate Combine - 
  essentially a standing inter-corporate council. The Combine’s first task was to 
  establish agencies which would regulate international business and practices, 
  something the United Nations had once done; corporations now seemed to wield the 
  most power on and off of Earth, and their ‘voters’ were their customers. Nations relied 
  on these industrial giants for both their valuable business and their lucrative 
  investments.  
   
  CORE WORLDS 
   
   
  The most densely populated of the Off-World colonies are generally those within 4 
  parsecs of Earth (the Core Worlds). Japan (in partnership with the zaibatsu) has 
  claimed six of these worlds:  
   
  New Tokyo: This small habitable planet orbits Barnard’s Star, a red dwarf. One side 
  faces the star, the other remains in perpetual darkness. The colonists live on the 
  tropical light side and they engage in mining, oil drilling and logging. Haruna Biolabs 
  initially sponsored the colony start-up, but the last Vice President in charge of the 
  colony, Stan Yoshimura, has rejected Japanese direct rule and has set himself up as a 
  virtual dictator on the planet. The Japanese government are actively backing a 
  revolutionary movement on New Tokyo, known as Kuro Shotai, it aims to overthrow 
  Yoshimura. The guerrilla war is at an early stage, but could heat up.  
   
  Abyss: Two million mixed Japanese and other Asian nation colonists live on the fertile 
  volcanic plains of a chain of mountainous islands. Abyss is covered with oceans and 
  much of the industries on the planet involve crystal extraction from seabed 
  geothermal vents. Much of the work is done below the waves, and a huge submarine 
  society has developed in the dark oceans of Abyss. The planet orbits the red dwarf EZ 
  Aquarii.  
   
   
  
  147 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Hiroshima: Hiroshima is a tidally-locked planet orbiting the red dwarf star Ross 154. 
  It is a dry, rocky world, with an atmosphere and ocean tainted by traces of chlorine. 
  The eight million colonists have settled the highlands of the perpetual day side, where 
  the air is breathable. Industry here is based on logging the remarkable turquoise-
  green ‘marble trees’, and extracting oil from huge reserves in the poisonous lowlands. 
  Kinako is also extensively grown on Hiroshima. A Japanese Aerospace Defense base 
  has been established at the planet’s starport.  
   
  Prosperity: Prosperity is a moon orbiting a brown dwarf - a gas giant on the point of 
  turning into a star. It is an ocean world dotted with islands and island chains, and is 
  tidally locked with a huge, perpetual super-storm rotating endlessly across the near-
  side hemisphere. As a nearby red dwarf star sinks below the horizon once every 6 
  days, great tides are formed that completely cover many large islands. The population 
  of 3 million lives and works on the islands closest to the twilight region between the 
  nearside and the far-side. Here the waters are not frozen, the super-storm is kept at 
  bay, and all the colonists have to worry about are the super-tides and the tough, 
  amphibious predators that have evolved to survive on this harsh moon.   
   
  Edo: A small planet orbiting a red dwarf star. There is an abundance of vegetation, 
  with a great diversity due to the bouts of radiation from dangerous stellar flares. 
  Haruna Biolabs conducts extraction and the harvesting of plants and substances for 
  use in products. Teams live on the surface, but retreat to bunkers underground 
  during solar storms. A shielded space station remains in orbit in order to provide 
  assistance and support to the surface teams. 
   
  LQ105: An uninhabited and unexploited asteroid that orbits a brown dwarf with the 
  Japanese Sector. A possible location for future exploration.   
   
   
   
   
   
  BEYOND THE CORE 
   
   
  Out beyond the Core Worlds are the moons, planets and asteroids of the Outer Rim 
  and the Frontier. Here, the colonial settlements are small, sometimes there might be 
  only a few thousand or a few hundred miners or drillers in one of these distant star 
  systems. There are 30 star systems in the Outer Rim, claimed by Japan and the Asia 
  Pacific Partnership. Beyond ten parsecs, on the Frontier, the Japanese government 
  has claimed another 42.  
   
   
   
   
   
   
   
  
  148 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  LIFE IN JAPAN
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EATING 
   
   
  A lot of international food is available in Tokyo but the most popular national dishes 
  are noodles, sukiyaki and tempura. For more adventurous eaters there is sushi and 
  sashimi, both of which feature raw fish. Prices of various meals are given in the price 
  lists. Travelers often eat from bento boxes, packed lunches that are full of things to 
  eat and available for sale on platforms and trains. Department stores often have 
  whole floors of restaurants and cafes and the numerous Japan Rail railway stations 
  around the Yamanote Line are usually ringed by streets of restaurants of all kinds. 
  Major office buildings usually contain basement restaurants catering to sararimen, and 
  in Shinjuku there are plenty of restaurants on the top floors of the skyscrapers, with 
  cool views of the city. O-Cha, green tea, is often served free at Japanese style 
  restaurants. 
   
  Sukiyaki: is prepared at the table by cooking thinly sliced beef together with various 
   
  vegetables, bean curd and vermicelli.   
  Tempura: is food deep-fried in vegetable oil, after being coated with a mixture of  
  egg,  water and wheat flour. Among the ingredients used are prawns, fish, 
  vegetables  and dried seaweed.   
  Sushi: is a small piece of raw fish placed on a ball of vinegared rice. The most  
  common ingredients are tuna, squid and prawn. Cucumber, pickled radish,  
  wasabi and sweet egg omelets are also served with the rice. 
  Sashimi: is raw fish eaten with soy sauce. 
  Kaiseki Cuisine: is the most gourmet food in Japan. The dishes are mainly  
  composed  of vegetables and fish with seaweed and mushrooms as seasoning 
  base and have a refined flavor. 
   
  
  149 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Yakitori: is a small piece of chicken meat, liver and vegetables skewered on a  
  bamboo stick and grilled on an open fire.   
  Tonkatsu: is a deep fried pork cutlet rolled in bread crumbs. 
  Shabu-Shabu: is tender, thin slices of beef held by chopsticks and swirled in a pot of 
   
  boiling water before the guest.   
  Soba, Ramen and Udon: are three kinds of Japanese noodle. Soba is made from  
  buckwheat flour and udon from wheat flour, ramen is a Chinese-style wheat  
  noodle, popular in Japan. They are all served either in a broth or dipped in a  
  sauce. In Akihabara, vending machines distribute warm ramen in a steel can,  
  known as ‘ramen kan’, intended as a quick snack, which includes a small folded  
  plastic fork.  
   
   
  ENTERTAINMENT 
   
   
  In Tokyo there are hundreds of establishments invariably called bars, cabarets, night 
  clubs, discos, beer halls etc. Some of them are expensive and only cater to local 
  businessmen with an expense account (multiply prices by 4!). Others are patronized 
  by the average zaibatsu office worker who after a long day in the office needs a 
  couple of drinks, snacks and laughs. Within this category there are hotels’ cocktail 
  lounges and bars, beer halls and summertime beer gardens on the rooftops of office 
  and department store buildings. Night falls at around 7pm in summer, 5pm in winter. 
  The neon lights begin flashing their messages long before it gets dark, beckoning the 
  thousands of zaibatsu office workers (sararimen) to the city’s nightlife. Possible 
  destinations include: 
   
   
   
  
  150 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Japanese Pubs (Aka-chochin): Also red lantern places; generally inexpensive and serve 
  beer, sake and whiskey as well as a wide range of tasty snacks like yakitori or barbecued 
  chicken and grilled fish. Other types of pub are Yakitori-ya specializing in yakitori snacks 
  and robatayaki, where ingredients are grilled at your table as you eat and drink. 
   
  Western Pubs: More standing room than Japanese versions. Serve a wider variety of 
  drinks together with Western food. 
   
  Beer Halls/Gardens: Safe, reasonably priced eating and drinking houses. In summer 
  there are a number of beer gardens which spring up in unlikely places (such as office 
  roofs).   
   
  Wine Houses:  Very popular and a number of good ones are found in Roppongi and 
  Ginza offering wines and meals at reasonable prices. 
   
  Bars, Cabarets & Nightclubs: in Tokyo tend to be expensive, as in other big cities. 
  These places frequently operate with hostesses and charge handsomely for it. Most of 
  these places are only for expense account zaibatsu entertainment. If in doubt stay away. 
   
  Video Games & Pachinko: State of the art video game arcades are found in Tokyo using 
  3D VR technology. A traditional game is pachinko, Japanese pinball where players sit at 
  their upright machines in row after row feeding in steel balls in the hope of winning small 
  gifts. 
   
   
  FINANCES 
   
   
  Most commerce in Zaibatsu is conducted with finance cards that act like modern 
  debit cards such as Shazam, Pulse, or Visa Debit.  Besides a PIN, a fingerprint check 
  is also required. Many videofones include smart card readers and are used by finance 
  cards.  In this way banking can be done at a videofone and used to move funds from 
  one card in the reader to a second - while being verified and acted upon in the virtual 
  bank. Another type of credit card is the finance card with a set balance, often used by 
  zaibatsu. One or more people are listed as users and any of these can access it just 
  like a normal finance card. Only withdrawals are made - there can be no deposits. It 
  is used as a business account card, logging everything that is purchased. If a card is 
  lost or stolen the bank must be informed, they will freeze your account and give you a 
  new card within 24 hours.  Anyone trying to use your card will be arrested by the 
  store, since the auto-till will tell the till-user that the account is frozen. The Japanese 
  love cash and it is still a strong method of purchase. The Japanese currency is the 
  Yen. There are bank notes of ¥1000, ¥2000, ¥10,000 and ¥20,000. 
  
  151 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  JAPANESE PHRASES 
   
   
   
  How do you do?  
   
   
   
  Hajime-mashite? 
   
  How are you?   
   
   
   
  O-genki-deska? 
   
  Good morning  
   
   
   
  Ohayo gozaimasu 
   
  Good afternoon  
   
   
   
  Kon-nichi-wa 
   
  Good evening  
   
   
   
  Komban-wa 
   
  Good night   
   
   
   
  Oyasuminasai 
   
  Please  
   
   
   
   
  Dozo 
   
  Please help me!  
   
   
   
  Tasukete kudasai 
   
  Thank you  
   
   
   
   
  Arigato 
   
  Excuse me/ Sorry   
   
   
  Sumi-masen 
   
  No, I don’t understand  
   
   
  Ii-e, wakarimasen 
   
  Get a doctor for me    
   
   
  Isha o yonde kudasai 
   
  I’ll tear you in half! (insult) 
   
  Mapputatsuni hiki sakuwayo! 
   
  Where’s your makeup you geisha! (insult) Okesho wa doshitano geisha-san! 
   
  You’re sushi! (insult)  
   
   
  Sashimi yaro! 
  Damn, we blew it 
   
   
   
  Cho-yabe 
  Shut Up! 
   
   
   
   
  Kuchi ni Chakku  
  
  152 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  PHONES 
   
   
  Most telephones in Japan are videofones; 
  all take finance cards or ID cards as 
  payment and are either stand-up booths 
  similar to normal phones, or sit-down 
  booths with sound-proofed glass doors.  
   
  Calls in Japan are ¥10 and international 
  calls are ¥20. Also see the sections on 
  Communicators and ID Cards in the 
  Technology chapter. Anyone can jack-in a 
  portable 
  terminal/cyberdeck 
  to 
  a 
  videofone to access the Network.  
   
   
   
   
   
   
  PRICE LISTS 
   
   
  How Much Can I Carry? 
  Players have a tendency to overload their agents, especially with weapons. As a rule 
  of thumb assume that an agent (whatever his Strength) can comfortably carry EIGHT 
  items. An item is an object that can be held in one hand (like a pistol). Larger two-
  handed objects (e.g. Bullpup, Combat Laser) count as two items. Some items (smart 
  cards, etc.) are either too small, or counted as being worn. Being encumbered results 
  in half speed and a – 1 DM on all physical actions. If referees want to follow 
  ammunition use closely, then allow agents 10 items. Ammo is listed in the weapon 
  descriptions, earlier in this book, for those referees who require it. Items on the price 
  list include their Item Size if in any doubt. Anything of Size 3+ is not very portable.  
   
  Concealing Weapons 
  Can the item easily be concealed? All firearms have the designation P (in a pocket), J 
  (under a jacket) or L (under a long coat). The referee has the final say on whether or 
  not a weapon is adequately concealed, based on the situation and the player 
  character’s clothing.  
   
   
  
  153 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
  DRUG 
  Cost (¥) 
  ACE Inhibitor 
  1,000 
  Aspedine 
  3,000 
  Benzoditropolene 
  6,000 
  Betaseratonin 
  4,000 
  Delta-14 
  7,000 
  Dexamphetamine 
  2,000 
  Korteline 
  4,000 
  Lysophosphatidic Acid 
  3,000 
  Medical Drug – Grade 1 
  2,000 
  Medical Drug – Grade 2 
  8,000 
  Medical Drug – Grade 3 
  20,000 
  Pheromone-X 
  4,000 
  Polydichloric Euthimal 
  5,000 
  Polypheronol-Z 
  10,000 
  Synthetic Endorphin Analog 
  3,000 
  Virax-B 
  2,000 
   
   
  MODEL 
  Brand Leader 
  Size 
  Cost 
  DESKTOP WORKSTATIONS 
  Model/0 
  Aztec 001 Terminal 
  20 
  2,500 
  Model/1 
  CRM Basic  
  20 
  2,500 
  Model/2 
  IBN Professional  Series 9 
  20 
  5,000 
  Model/3 
  Hosaka Farstar 200 
  20 
  10,000 
  Model/4 
  IBN Professional  Series 12 
  20 
  15,000 
  PORTABLE TERMINALS (CYBERDECKS) 
  Model/1 
  CMD ZX-22 
  3 
  3,000 
  Model/2 
  IBN Net space 2 
  3 
  7,000 
  Model/3 
  Hosaka Goldstar 
  3 
  20,000 
  Model/4 
  Aztec-Sendai 
  Cyberspace 
  64 
  3 
  50,000 
  Model/5 
  Shinobi Farscape 5 
  3 
  80,000 
  Model/6 
  Aztec-Sendai Cyberspace-6 
  3 
  100,000 
  OTHER ITEMS 
  Data Card 
  - 
  50 
  Optical Disc 
  - 
  150 
  Optical Disc Player 
  2 
  2,500 
  
  154 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  SOFTWARE  
  Rating  Cost (¥) 
  Description 
  DNA Database 
   
  1 
  10,000 
  Full 
  DNA 
  listing 
  of 
  Japan’s 
  population. 
  Criminal Record 
  Database 
  1 
  20,000 
  Complete and detailed listing of 
  Japan’s criminal records.  
  Census Database 
  1 
  5,000 
  All Japanese census details from 
  1945 to 2225. 
  Vehicle 
  Registration 
  Database 
  1 
  20,000 
  Current database of Japanese 
  vehicle owners, registrations and 
  vehicle types.  
  Graphic Design 
  2 
  10,000 
  A 3D graphic design package 
  used to layout and virtually test 
  electrical or mechanical devices, 
  machines, vehicles or buildings. 
  Image Editor 
  1 
  6,000 
  Used 
  to 
  modify, 
  retouch 
  or 
  simply create images digitally. 
  Able to scan into the computer, 
  analyze and modify. 
  Predictive 
  Modelling 
  3 
  30,000 
  This software is able to create 
  complex 
  and 
  immersive 
  data 
  models that will be displayed on 
  the single color monitors of 
  2225 Tokyo. Such models might 
  include 
  the 
  activities 
  of 
  a 
  volcano, the spread of a disease, 
  the learning abilities of a rogue 
  AI or the effects of city-wide 
  computer virus, for example. 
  Audio/Visual 
  Analysis 
  1 
  9,000 
  Sound or video data input from a 
  data card or optical disc can be 
  studied, investigated, scrutinized 
  and isolated in order to find 
  clues or look for evidence. 
  Translator  
  1 
  1000 
  Translators 
  are 
  specialized 
  Expert systems that only have 
  language skills. Provides a near-
  real-time translation. 
   
  2 
  10000 
  Works in real-time and has a 
  much better understanding of 
  the nuances of language.  
   
   
   
   
   
  
  155 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
  Icebreaker 
  1* 
  1000 
  These 
  anti-ICE 
  Intrusion 
  programs aid hacking attempts, 
  giving a bonus equal to their 
  Rating. 
  Intrusion 
  software 
  is 
  often illegal. It is multi-function, 
  capable of being tasked to carry 
  out various illegal acts within a 
  target computer system (see 
  Cyberspace, 
  below). 
  Several 
  Icebreakers can (and should!) be 
  slotted into a computer at once.  
   
  2* 
  1,500 
  3* 
  2,500 
  4* 
  4,000 
  5* 
  8,000 
  6* 
  12,000 
  7* 
  30,000 
  8* 
  60,000 
  9* 
  120,000 
  10* 
  240,000 
   Icebreaker Ratings are used in Cyberspace and are not restricted 
  by the Model number of the computer. The Model number simply 
  limits you to how many icebreakers you can slot in.  
  Voice-Activated 
  Interface 
  1 
  1000 
  Simple 
  artificial 
  intelligence 
  allows voice control and displays 
  data intelligently. Required for 
  using Expert programs. 
  Expert Skill Base 
  1 
  10,000 
  Expert programs are interactive 
  skill databases, able to provide 
  intelligent solutions to problems 
  on the fly. A character using an 
  expert system may make a skill 
  check as if he had the skill at the 
  program’s 
  Rating 
  –1. 
  The 
  following 
  Zaibatsu 
  skills 
  are 
  Expert 
  capable: 
  Comms, 
  Electronics, Mechanical, Medical, 
  Security, Administration and, if 
  run by an android or robot, 
  Ground Vehicle and Hovercar.  
   
  2 
  100,000 
  3 
  1M 
  Intellect Control 
  1 
  20,000 
  Intellect 
  Control 
  allows 
  machinery 
  to 
  use 
  Expert 
  systems. For example, a robot 
  doctor might be running Intellect 
  Control/1 
  and 
  Expert 
  Skill 
  Medic/3, giving it a Medic skill of 
  2. An Intellect Control program 
  can use a number of skills 
  simultaneously equal to its twice 
  its Rating. 
   
   
  2 
  500,000 
  3 
  1M 
  
  156 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  ITEM 
  Conceal
  ? 
  Size 
  Cost 
  ARMOR 
  Concealable Kevlar Vest 
  YES 
  1 
  5,000 
  Ballistic Flak Jacket 
   
  NO 
  2 
  4,500 
  Combat Suit 
  NO 
  3 
  32,500 
  FIREARMS 
  Auto Pistol  
  J 
  1 
  5,000 
  Bullpup Rifle  
  L 
  2 
  10,000 
  Combat Laser 
  L 
  2 
  35,000 
  Flamer 
  L 
  2 
  5,000 
  Grenade Launcher 
  L 
  2 
  8,000 
  Grenades:  6 x Smoke 
  P 
  6 
  900 
                     6 x D-Gas 
  P 
  6 
  1,500 
                     6 x Stun 
  P 
  6 
  1,800 
                     6 x Fragmentation 
  P 
  6 
  1,800 
                     6 x High Explosive Anti Armor 
  P 
  6 
  1,800 
                     6 x Airburst 
  P 
  6 
  1,800 
  Light Machinegun (LMG) 
  NO 
  2 
  23,000 
  Limpet Mine 
  J 
  1 
  5,000 
  Minigun 
  NO 
  3 
  60,000 
  Pump Action Shotgun 
  J 
  2 
  6,000 
  Revolver 
  J 
  1 
  5,000 
  Riotgun 
  L 
  2 
  20,000 
  Short Range Attack Missile (SRAM) 
  N 
  2 
  20,000 
  Stun Gun 
  J 
  1 
  5,000 
  ACCESSORIES 
  Ammo/reload (pistol, revolver, rifle, 
  shotgun, flamer) 
  P 
  - 
  300 
  (typical) 
  Laser Sight 
  - 
  - 
  2,000 
  Scope 
  - 
  - 
  10,000 
  Suppressor 
  - 
  - 
  3,000 
  Underslung Grenade Launcher 
  - 
  - 
  10,000 
  MARTIAL ARTS WEAPONS 
  Combat Knife 
  P 
  1 
  800 
  Club 
  J 
  1 
  - 
  Fighting Chain (manriki o Kusari-fundo) 
  P 
  1 
  300 
  Katana (Retracts) 
  P 
  1 
  5,000 
  Nekode (Bladed Fighting Gloves) 
  YES 
  1 
  5,000 
  Nunchaku 
  J 
  1 
  600 
  Tanto (Dagger) 
  J 
  1 
  1,000 
   
  
  157 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SERVICE 
  Cost 
  LIFESTYLE 
  Apartment/Week: Subsistence 
  600 
  Apartment/Week: Lower Class 
  1,500 
  Apartment/Week: Middle Class 
  2,500 
  Apartment/Week: Senior Class 
  5,000 
  Apartment/Week: Executive Class  
  10,000 
  Hotel/Day: Capsule 
  150 
  Hotel/Day: Cheap 
  300 
  Hotel/Day: Business 
  1,200 
  Hotel/Day: First Class 
  4,000 
  Hotel/Day: Premier Deluxe  
  10,000 
  FOOD 
  Breakfast/hotel or restaurant  
  100 
  Breakfast in coffee shop   
  50 
  Teishoku (Convenient set lunches) 
  100 
  Dinner  - three courses 
  300 
  Bento Box   
  50 
  Beer, Bottle  (Kirin/Sapporo/Red Dagon)  
  30 
  Sake, Small Bottle 
  30 
  
  158 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
  ITEM OR TREATMENT 
  Size 
  Cost 
  Air Hypo 
  - 
  1,200 
  Alpha Wave Unit   
  Fits in an MPV. Analyses and identifies different brain waves, and 
  personalities; and everyone’s brainwave pattern is different. Also used to 
  edit clone memories 
  10 
  5,000,000 
  Body Reconstruction 
  - 
  2,000,000 
  Clone Insurance /¥200,000 per month plus: 
  - 
  500,000 
  Cortex Bomb 
  A small explosive charge has been surgically implanted into a patient’s 
  neural cortex. Often booby-trapped, these bombs are sometimes triggered 
  by ultrasound or X-rays. They can be command detonated at a range of 
  100m and also through the telephone if the patient picks up the phone. It 
  will kill him instantly. 
  - 
  20,000 
  Empathy Machine   
  A lie-detector, also detects clones that have been “force-grown” and are 
  faking their emotions: roll Difficult (-2) Comms, takes 1 hour.  
  2 
  100,000 
  Face Change 
  - 
  50,000 
  Factor K  
  Used in memory retrieval Keeps a brain alive for 3d hours. 
  - 
  1,000 
  Folding Stretcher 
  3 
  2,500 
  Freezer Box  
   
  Used in memory retrieval. Portable cryo-unit. Can freeze single human 
  head or six tissue samples on mounting plates. Handle and cardlock 
  included. Battery with 48 hour charge. 
  3 
  6,000 
  Full Body Ultrasound Scan  
  - 
  8,000 
  Meditech Kit 
   
  1 
  500 
  Organ Replacement  
  - 
  20,000 
  Personal Data Transmitter (PDT)  
  Implanted transmitter which lies dormant  until activated by a remote 
  transmitter. When this is done (when the patient has been kidnapped, for 
  example) the PDT gives out a steady signal strong out to about 5km. It can 
  also hook itself through the nearest phone.  
  - 
  4,000 
  Simstim Rig 
   
  A neural processor at the base of the skull monitors and transmits the 
  user’s sensory perceptions to a Simstim Edit Deck. This includes eyesight, 
  smell, hearing, motion and touch. 
  - 
  40,000 
  Surgical Kit  
   
  2 
  3,500 
  
  159 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  ITEM 
  Size 
  Cost(¥) 
  Bug  
  These tiny bugs have a range of 100m, and transmit for 24 hours 
  - 
  200 
  Bug, Video   
   
   
   
   
   
   
  With fisheye lens, these micro-cameras give a distorted 180 degree view 
  as well as recording sound. They are often disguised as a button or part 
  of furniture. They transmit out to 100m for 24 hours. 
  - 
  500 
  Bug Unit   
   
   
   
   
   
   
  This pocket-sized unit is a receiver and a recorder of bug transmissions 
  and cable taps, it can also be used as a bug detector to sweep rooms 
  and search for bugs.  The Comms skill can be used to sweep a room for 
  bugs. 
  1 
  4,500 
  Cable Tap   
   
   
   
   
   
   
  This unit transmits all information that it picks up from a fiber-optic cable 
  within 2cm. It can transmit the signal out to 100m indefinitely. 
  1 
  500 
  Card-Lock Decryptor  
   
   
   
   
  This makeshift unit is able to access card-locks and re-route the data to 
  try and fool the lock’s on-board processor into believing that it is the 
  correct card. The processor unit is attached to a ‘trojan’ card via a multi-
  wire cable and is all carried in a large fold-out wallet. It allows a person 
  with Security skill to try and break through a card-lock. Thes custom-
  made decryptors put together by crime gangs are generally illegal.  
  1 
  10,000 
  Disguise Kit 
   
   
   
   
   
   
  A case full of polycarbonate skin and hair grafts, contact lenses, and 
  other gear (such as false teeth etc.) which can be used by anyone to 
  transform their appearance into something totally different. Includes a 
  variety of living ‘false faces’ grown on collagen and shark-cartilage 
  polysaccharides. These seem utterly real but can only be worn for 3-5 
  hours at a time before they begin they deform 
  2 
  8,000 
  Infra-Red Motion Sensor 
   
   
   
   
  Portable unit that can be stuck to a wall or door. It sends a unique signal 
  if tripped, to a bug detector or hand radio, or it can just give off an 
  audible alarm. Can pick up motion through the door or wall if not too 
  thick. 
  1 
  500 
  Jammer  
   
   
   
   
   
   
   
  This hand-held unit has a 100m range and will disrupt most radio signals 
  within that range. It will also interfere with security motion sensors, 
  jamming their frequencies. The Shinobizawa Com-1000 is an advanced 
  military version with a 3km range. It is however backpack sized and 
  costs ¥100,000 
  1 
  10,000 
  Laser Ear  
   
   
   
   
   
   
  This rifle-like piece of gear can be pointed at a wall or pane of glass and 
  it will pick up any conversations on the other side. It’s range is line of 
  sight. It comes with a table-top tripod that can be folded within-it for ease 
  of mobility and a black acrylic case 
   
  3 
  30,000 
  
  160 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
  VEHICLE 
  Category 
  Cost 
  Motorbike 
  Tiny Softskin 
  40,000 
  Electric City Car 
  Tiny Softskin 
  4,000 
  Car 
  Small Softskin 
  60,000 
  Armored Street Car 
  Small Lt Armr 
  120,000 
  Off-Road Utility Vehicle 
  Small Softskin 
  100,000 
  Sports Car 
  Small Softskin 
  500,000 
  MPV (Multi Purpose Vehicle) 
  Small Softskin 
  100,000 
  Van 
  Small Softskin 
  200,000 
  Armored Limousine 
  Small Lt Armr 
  500,000 
  20-ton Truck 
  Large Softskin 
  120,000 
  Hovercar 
  Small Softskin 
  1 million 
  Hover Wagon, Utility 
  Large Lt Armr 
  3 million 
  Hover Wagon, Military 
  Large Lt Armr 
  6 million 
  APC (Armored Personnel Carrier) 
  Large Lt Armr 
  1 million 
  Main Battle Tank 
  Large Hvy Armr 
  13 million 
   
   
   
   
   
   
   
   
   
  Lockpick Wallet  
   
   
   
   
  - 
  1,000 
  Optic Probe  
   
   
   
   
   
   
  Fiber-optic lens and cable attachment for cameras that can be pushed 
  under doors, round corners etc. for surveillance purposes 
  - 
  1,000 
  Remote Piloted Drone (RPD) 
  A miniature robotic quad-copter drone with camera, microphone and 
  thermal imager used by security companies to protect properties by 
  overflying the area. It has a 2 hr endurance, a range of 1000m and 
  moves 50m/turn. Operated from a dedicated portable control unit.  
  10 
  15,000 
  Scrambler    
   
   
   
   
   
   
  Such a unit fits over any telephone or hand-held radio and scrambles the 
  message before it relays it to another phone or radio. The receiver must 
  also have a unit set to the same code. Not a brilliant coding system, but 
  far better than none at all. Will stop the casual listener. 
  1 
  2,000 
  
  161 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
  ITEM 
  Size 
  Cost(¥) 
  Binoculars 
  With low-light night-vision and a laser range-finder 
  1 
  3,000 
  Bolt Cutters 
  1 
  600 
  Camera 
  Hand-held digital camera capable of still photography as well as video. It is 
  capable of low-light photography, and includes an in-built timer. The camera 
  can take 300 still shots, or up to two hours of video. It can be plugged directly 
  into any computer for the download of images and video. 
  1 
  5,000 
  Flashlight 
  1 
  1,200 
  Forensics Toolkit 
  Useful for investigating crime scenes and testing samples. This kit contains 
  diagnostic sensors, hand tools and spare parts. Requires Investigate 1+ to use.  
  2 
  10,000 
  Gas Mask 
  1 
  500 
  Goggles, Protective 
  1 
  500 
  Hand Welder  
  Compact hand welder used for welding together metals or for cutting through 
  metal sheet. Burn time is 30 minutes before a refill gas bottle is required. 
  1 
  3,500 
  Harpoon Grapnel 
  Rifle-sized grapnel launcher, using compressed air to launch a spring-loaded 
  grapnel up to a 10m height. Includes a small powered winch to haul the user (or 
  up to 100 kg) up.  
  2 
  10,000 
  Multi-Purpose Tool Kit 
  2 
   
  Night-Vision Goggles 
  1 
  5,000 
  Head Torch 
  1 
  700 
  Radio: Headset 
  Range : 100m 
  - 
  1,000 
  Radio: Hand 
  Range : 10 km 
  1 
  2,500 
  Radio: Vehicle 
  Range : 50 km 
  2 
  10,000 
  Radio: Base Station 
  Range : 500 km 
  2 
  20,000 
  Radio: Satellite Uplink Dish 
  Range : Orbit 
  10 
  40,000 
  SimStim Editor 
  Professional’s simstim deck that receives the sight/hearing/touch/smell of a 
  person rigged up for simstim. The range of this is 120m. It can store the data on 
  datacard and then be used to edit the simstim into a more entertaining feature. 
  Can play simstim recordings too.  
  3 
  9,000 
  Video-Phone 
  3 
  6,000 
  Wrist Watch 
  - 
  2000 
  
  162 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  TOKYO POLICE DEPARTMENT 
   
   
  The Tokyo police are not active in the investigation of Yakuza or zaibatsu crimes, 
  making them a poor choice as a player character organization. They are effectively 
  paid to look the other way and although they respond to 110 emergency calls (119 
  for ambulance or fire), as soon as they see corporate IDs they may often turn away. 
  But it is their duty to stop criminals until they know for sure who is who and what is 
  going on. Thus they can provide a zaibatsu team with a real headache. Remember, 
  the media won’t be far behind. In busy sections of town there are ‘koban’, one- or 
  two-manned armored police observation boxes that are used for communications and 
  surveillance.  A typical police patrol consists of two officers in a marked police car. In 
  appearance they resemble modern SWAT personnel in blue and black tactical gear, 
  flak jackets and gas masks. They might look intimidating but they are also lazy and 
  corrupt. 
   
  Police Patrol 
  Consists of two officers with the following skills – Gun Combat, Jujitsu, Ground 
  Vehicle, Medical. Depending on the referee’s play style, he might set those skills at 
  level 1, or, if he wishes to speed combat in play, he can set all minor NPC skill levels 
  (such as these two patrol cops) at 0. They have the following gear - Gas Mask, Flak 
  Ballistic Vest, Headset Radio, Auto pistol, Utility Belt with Handcuffs, Telescopic Steel 
  Baton (as Nunchaku), Medikit. The car is armored, is secured with cardlocks, has a 
  hidden tracking system so that it can be located, and a locked cabinet in the boot with 
  two Bullpups and a Grenade Launcher with six Stun and six D-Gas grenades. 
   
  Police Backup 
  This is formidable, from Hovercars (as above but air-mobile), Hover wagons with a 
  door-mounted Minigun, and even APCs. MPVs can turn up loaded with cops ready to 
  kick ass. Use the tactics and resources of the SAS, US SWAT teams or any other 
  hardened anti-terrorist unit. This is an age where all cops are trained for paramilitary 
  operations. Almost any equipment desired can be obtained with time. 
   
  Police Ranks 
  The basic cop is a Patrolman, often partnered with a Senior Patrolman. Co-
  coordinating the activities of two or three patrols are Sergeants. In charge of 
  particular tasks are Lieutenants, who also assist the Captain. Captains are in charge of 
  a police station. Majors are in charge off all the captains in several wards. Above them 
  are Inspectors who are ace cops assigned by the Chief Inspector to work on 
  especially tough and dangerous (or sensitive) cases. There is one Chief Inspector per 
  city, who reports directly to the Chief of Police. Assists the Chief of Police and is 
  responsible for work of all the Inspectors. Chief of Police is basically a desk-bound 
  politician. 
   
   
  
  163 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  TRANSPORT 
   
  Space Travel 
  Japan has an Off-World presence with numerous colonies around other stars. The 
  nation uses the Tanegashima Spaceport as an orbital launch facility. Tanegashima is 
  an island south of Honshu, the center of NASDA’s (National Space Development 
  Agency of Japan) operations.  NASDA also works closely with the zaibatsu, giving 
  them landing and lift-off facilities and a service much like an airport. Most of the 
  zaibatsu build shuttles and starships, and most also have a partner corporation that is 
  a dedicated space transportation company. Spaceplanes can land at nearby Haneda 
  spaceport.  
   
  Rail 
  The Japanese rail network has always led the world, and its intercity shinkansen 
  ‘bullet train’ systems currently use maglev (magnetic levitation) to produce extremely 
  fast speeds. A complex network of Metro lines and surface trains crisscrosses the 
  central areas of Tokyo which connect most inner districts and sub-centers. It is fast, 
  clean and safe and possibly the best way of getting around Tokyo (but avoid the 
  crowded morning and evening rush hours). Tickets are obtained from vending 
  machines, punched on entering the subway and collected at the other end. 
   
  Circling the whole of central Tokyo and interconnecting with many railway and 
  subway stations, is the Yamanote Line. This is an extremely useful line. Running much 
  of the time on elevated tracks, it is a good way to see the city. Yamanote Line trains 
  are light green for easy recognition. 
   
  Flying Cars 
  The rich can afford to buy jump jets.  These hovercars use ducted turbo fans that are 
  able to land on top of buildings.  Apartment blocks, shopping centers, office blocks 
  and supermarkets are installing hoverpads ever more frequently. Most are 2 or 4-
  seater hovercars but larger utility jump jets (known as hover wagons, H-Wagons or 
  dropships) are also used by the police, military and by corporations. First used by 
  Japanese troops in Korea in 2180, the last 5 years has seen a boom in corporate 
  hovercar use. 
   
  Buses 
  Very efficient. A flat rate of ¥40 is charged for each journey, but the routes are 
  complex and defy even residents.   
   
  Taxis 
  Cruising taxis are plentiful all over Tokyo. Basic fare is ¥100 for 2km plus ¥40 for 
  every extra km. Vacant taxis show a red light. The passenger door opens and closes 
  by remote control. Some are auto-taxis with robot drivers. 
  
  164 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  THE MISSIONS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This chapter will provide you with a number of missions for your player characters to 
  tackle. They are fairly low-key and should serve as an introduction to Tokyo, to the 
  rules, to the cyberpunk genre and to the war between Haruna and Makita. They 
  follow a sequence to provide a short story arc. The missions are presented as short 
  outlines, with all of the key plot elements, characters and locations given a 
  description. You will need to flesh them out a little, some building layouts are 
  provided but you will inevitably have to sketch out others. As advised earlier, don’t 
  rely on extensively detailed floorplans for Zaibatsu, a simple sketch map of the main 
  features of the warehouse or nightclub should be enough and you can give the 
  players more detail (either verbally, or on an another quick sketch map) as they need 
  it. Use places that you (as referee) have been in real life or perhaps have seen on 
  screen.  
   
   
  The Tokyo Rose Night-Club 
  Many zaibatsu operate covert groups of secret agents, and do not advertise the fact. 
  They don’t have an office in the high-rise Marunouchi district – their bases and 
  meeting bases tend to be low-key, often disused buildings or behind a legitimate 
  front. Haruna maintains several covert bases around Tokyo, but Yamada’s teams 
  meet up at the Tokyo Rose nightclub based in Ginza. Plans for the Tokyo Rose are 
  included here for use in a continuing campaign. It is a three story building, with a 
  garage and workshop on the first floor, the nightclub proper on the second floor (with 
  access for customers up a flight of stairs from the street) and a roof-top apartment. 
  The apartment includes two twin-bedrooms, a couple of offices, a computer/briefing 
  room and a strong room/armory with a safe room, and an unmarked room serving as 
  a detention cell.  
   
   The club manager and staff are paid through Haruna, but are not involved in the 
  covert operations in any way. A night-club is a great cover operation for low-lifes! 
  
  165 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  166 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  167 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  168 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  MISSION 1: TAXI-DRIVER 
   
  Briefing 
  Midnight. Monday. 2225 AD. Tokyo. The megacity is alive with skyscraper lights, 
  hovercars and towering video adverts, slabs of colored light bathing shoppers, party-
  goers and tourists in lurid light. Police sirens and car horns echo up and down the 
  metal and glass canyons. And the night has only just begun. Streets around the Ginza 
  district are dense and alive with a mass of humanity, all seeking pleasures of the flesh 
  – sex, stimulants, drink, food, shows… You pass trendy bars and restaurants with 
  month-long waiting lists, poseurs on street corners, young sararimen, leant against 
  their sports cars smoking Sakura Revos, looking cool, casual, connected.  
   
  Above the Tokyo Rose night club is a small office and it’s here that your new boss, 
  Yamada, will assign you your first mission. A picture window looks out over the street 
  – the soundproofing is perfect, but the harsh lights flicker and dance inside the dimly 
  lit room. There are leather arm chairs, an expensive walnut  table and a cute coffee 
  machine that pours your drinks as you ask for them. Yamada looks like he climbed 
  the ranks from the bottom, a tough muscle-bound guy, he sports a short mohican and 
  a tight-fitting blue body-warmer. Gang tattoos adorn his muscled arms. His voice is 
  gravel, his face impassive.  
   
  After a brief introduction, he switches on the TV screen mounted along one wall. A 
  news report plays, it’s an old one, a few years, but you remember the story. The city 
  of Osaka was hit by a lethal nerve agent contaminating the city water supply and 
  some food sources, more than 5,000 people were killed or severely and permanently 
  injured. The NHK report suddenly switches to police chiefs who blame the action on a 
  radical terror group, there are clips of armed teams kicking in doors and handcuffing 
  suspects. It fades to black.  
   
  “You remember that?” growls Yamada. It’s a rhetorical question.  
  “Well, it wasn’t a bunch of terrorists that leaked the Delta-2 compound into the city. It 
  was a member of our own organization, a disgruntled scientist who decided to strike 
  back at Haruna, we also believe he was in the pay of Makita Genetics. It was that 
  incident that sparked the hatred and rivalry that has pitted us against Makita for the 
  past few years. It’s a corporate war – and we fight it on the streets and behind closed 
  doors.” 
   
  “Well. Today, out of the blue, Haruna Biolabs received a blackmail threat. We think 
  it’s some low-life hustler. He wants Yen 5,000,000 or he’ll take the evidence to the 
  cops and the media that an unknown Haruna scientist was actually working on Delta-
  2 as a company sanctioned project, and that he planted the bomb that released it into 
  Osaka’s water system.” 
   
  Yamada drops a grainy photo of a man with a black jacket in a car park, getting into 
  the back seat of a taxi. “He dropped the envelope in our mailbox in the dead of night 
  
  169 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  and walked one block to a car park, where he took that taxi.  We need any and all 
  evidence of the Delta-2 project retrieved and the hustler (and any witnesses or 
  collaborators) silenced permanently.”   
   
  The Real Story 
  The hustler is Buntawara a freelance journalist who stumbled upon a very ill man 
  called Toritaka who claimed he was the scientist that released Delta-2 into Osaka, he 
  is claiming that he was helped by Haruna’s rival Makita. He has a wallet of data cards 
  containing some of the official project, and recordings of meetings with a junior 
  Makita executive called Nobuda. Toritaka is dying, he took a nasty dose of the agent 
  two years ago, and is currently living on Toritaka’s sofa, he needs medicines and 
  hopes Buntawara will get them for him in return for the valuable blackmail evidence. 
  Buntawara is simply planning to get rich and has tried to blackmail both Haruna and 
  Makita. He’s a dead man! When the team catch up with the dying Toritaka at 
  Buntawara’s flat, they will be confronted by a Makita assassin who wants what they 
  want – the evidence pocketed and witnesses eradicated!  
   
  Plot 
  If they can blow up the photo, they can make out Kamikaze Taxi Company. They 
  might use software on a portable terminal to do that. Or the red and yellow colors 
  might be known to a PC or contact.  The cab company in situated in an wide alleyway 
  beneath the elevated railway as it comes out north of Shibuya station.  
   
  Kamikaze Cab Company: It is situated in a wide alley off a main street. Buildings 
  tower up over the wet and windy alleyway. Several cabs are parked outside. There is 
  a noodle stall and some late night clubbers milling around. Soggy rubbish is blown 
  about, wet copies of Asahi Shimbun, there is a green dumpster up against the wall. 
  Yellow street lamps flicker on and off. Further down the alley is the shuttered loading 
  bay of a freezer store, next to it the back doors of a processing plant. Heavy plastic 
  flaps blow in the wind.  
   
  Inside the cab office is warm and sweaty. Several taxi drivers drinking tea and 
  slurping noodles. The dispatcher is young with a tattoo on his face. He puts up a 
  front. Doesn’t know who picked that guy in the photo up. Never seen the guy. The 
  PCs will have to charm/threaten him. He gives the name of the driver after checking 
  his computer, he says the driver will be back at the office in one hour. Suddenly the 
  door opens, but closes quickly. It was Buntawara, he spotted the PCs and fled. He’ll 
  jump over a taxi and duck inside the meat plant, hoping to hide.  
   
  Meat Plant: Inside meat plant are a few men in bloody aprons, polystyrene crates 
  are on pallet trucks, there is a forklift and big racks of shrink-wrapped chilled meat on 
  either side. Doors ahead will lead into meat hanging rails, a chilled area full of 
  hanging carcasses. Buntowara will hide, the lead PC must make a Routine (+2) Recon 
  roll to spot him, or get ambushed. He carries a tanto (2D6+1 damage). Once the PCs 
  capture him, he will give up the location of his flat and confess to the blackmail. Yes 
  
  170 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  he has some data cards with incriminating evidence on them. If asked, he got them 
  from a dead man who he had arranged to meet, a year ago (lie).  
   
  Buntowara’s Flat: The block of flats is located a few streets away, opposite the 
  Shibuya station. It’s on the 4th floor. Toritaka is a light sleeper and hears the PCs at 
  the door, he hides behind the sofa with his auto pistol, fearing the worst when 
  Buntawara doesn’t give his usual coded knock before opening the door. This dying 
  man has one Stun grenade and decides this is the time to use it, rolling it under the 
  sofa toward the door as the PCs enter. As soon as it goes off he will fire at the 
  doorway. The referee should adjudicate, is Toritaka firing blind? No doubt they will kill 
  Toritaka, find the evidence and either kill Buntowara or take him back to Yamada for 
  further interrogation. An easy mission!  
   
  The Assassin: A Makita assassin has arrived to kill Buntowara and steal the evidence 
  on the datacards… and he arrives before the PCs make a complete getaway. The 
  referee might decide to have him just walk in and start shooting, or be waiting for the 
  PCs in the stairwell, or the lobby on the ground floor. He is included to scare and 
  harass, but not to present a credible threat. He is a taste of what is to come.  
   
  NPCs 
  Buntawara the Blackmailer 
  785597 
  Age 34 
  Admin 2,  Bribery 1 
  Tanto (2D6+1) 
   
  Toritaka the Scientist 
   
  326AA6 
  Age 42 
  Computer 1, Ground Vehicle 1, Gun Combat 0 
  Auto pistol (2D6+1, x2 attacks, 10m, 4 bursts), Stun grenade 
    
  Okura the Assassin 
   
   
  88A743 
  Age 38 
  Gun Combat 1, Recon 1, Take Aim 1 
  Retrogenics: Parabolic Hearing, Cat’s Eyes 
  Pump Action Shotgun (4D6, 10m, 8 shots), 1 x frag grenade (5D6, 10m) 
   
  Debriefing 
  Remember to carry out a quick debrief at the secret Haruna office above the Tokyo 
  Rose club. Was the mission successful or partially successful? Were any stunning 
  strategies used? Did they waste resources or expose Haruna’s secret to the media? 
  Finally, did they discover a traitor? Well … yes, Toritaka! If anyone has committed a 
  traitorous act that has been reported by the PCs (lets assume they make private 
  reports) then do that last because the minus 2D6 would lower a PCs rank and that 
  means summary execution by anyone in the room…  
   
   
   
   
   
  
  171 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  MISSION 2: CORE COMPLEX 
   
  Briefing 
  Wednesday. Yamada meets once again you at the secret office above the Tokyo Rose 
  club in Ginza. He goes over your new commitments to Haruna Biolabs, what they 
  expect of you, what you can expect of them.  Yamada explains how Makita Genetics 
  and Haruna are big rivals; Makita thinks it virtually controls Tokyo, and is trying to co-
  opt or neutralize all other medical-based zaibatsu. Yamada has heard rumors of some 
  new secret weapon in the struggle for supremacy, and as been ordered by his boss to 
  find out more about it, and decide on an appropriate response. So the team will take 
  part in their first recon mission against Makita. Be careful.  
   
  Yamada has decided to target one of the zaibatsu's Senior Executive Managers, 
  Nobuda, and try to ascertain what his plan is. Rather than attack his offices directly, 
  which will be well defended, and also give the game away, he is instead going to 
  target Makita's less well defended accountancy computer system in central Tokyo, 
  Marunouchi. Called the Core, it extends 6 floors beneath the ground. By analyzing the 
  various budget allocations for Nobuda's project, it should be possible to determine 
  what Makita has in store for Haruna. "Knowing which hand the knife is in is half the 
  battle". 
   
  Yamada has heard about an ex-employee of the Core a guy called Otsu who was 
  sacked for some reason. If you can find him, maybe you can get him to get the team 
  inside the Core. Otherwise you'll have to try to find a way into the Core on your own. 
  You must smuggle in a software jockey from Haruna who will go with you, if there 
  isn’t one on the team, then Yamada will provide Hideo, a college drop out and 
  computer expert. When he is in the Core he will jack into the network directly and 
  extract the data about Nobuda's project. First you must see if you can get hold of this 
  guy Otsu. He was last heard of living in the floating shanty town in Tokyo Bay called 
  Kantai. The corporate software jockey called Hideo will accompany you.  
   
  The Real Story 
  The plot is a fairly straight-forward burglary, with a quick trip to the Kantai ghetto to 
  find Otsu. The team will be ambushed there (to be honest they should always be 
  challenged or attacked when visiting rough and dangerous places – it will keep them 
  on edge).  If the team do not have a console cowboy amongst their number, then 
  have Hideo get killed in the ambush if possible, to be replaced by Otsu, who will make 
  a decent NPC addition to the team. He will, as promised, get the PCs into the Core 
  Complex where the files are waiting to be discovered. Otsu will try to hack into the 
  data files, but another hacker inside the complex is fighting back, an AI! The PCs 
  need to find the AI in the Vault and disable it, so Otsu can open the folder, prevent 
  alarms from going off and download the data to a datacard.  
   
   
   
  
  172 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Plot 
  There are only two scenes in this short adventure, the floating shantytown in Tokyo 
  Bay known as Kantai, and the Core Complex, an underground data center in 
  Marunouchi.   
   
  Kantai Floating Shanty: Tell PCs about the Kantai Floating Shanty. Down on the 
  dockside the city of Tokyo is all lit up and the blazing rainbow of lights reflected in the 
  dark water.  Ships at the container port are being noisily loaded and off loaded. 
  Forklifts and work loaders move about, and the occasional hover-wagon floats past 
  over head. There are the cries of seagulls as well as shouts, the clattering of 
  machinery and moving containers, the noise of engines, generators and vehicles. The 
  main concentration of junks and sampans, barges and old vessels can be accessed 
  from Tatsumi Wharf on Koto City, and it sits just off shore. The wharf is covered with 
  a land encampment as well; tents, old cargo containers full of families, cooking, 
  arguing, smoking, watching TV. Some repair old boats at the quayside, two of these 
  are Jimmy Sung and Xiang. Two Chinese Boat People. They have a powerboat, and 
  can take them into the Floating Shanty for Yen 500. Yes they've heard of Otsu, a 
  cyberspace jockey and a smart man. (These guys have worked with Otsu and will 
  ambush the PCs later on a barge).  
   
  The two guys ambush the PCs on a barge for their belongings. Hideo might well be 
  killed here. The PCs should beat them, then force one to tell them where Otsu is. This 
  they will do, leading him to an old tugboat. Inside is Otsu, currently jacked into 
  cyberspace. He will only help them get into the Core if he can work for Haruna full 
  time! Yamada will agree to this. 
   
  Core Complex: The Core Complex is a 
  single story dome within a pedestrian plaza, 
  beneath 
  the 
  raised 
  railway 
  south 
  of 
  Yurakucho Station (itself just south of the 
  city’s main Tokyo Station). It’s fairly quiet 
  around the plaza at night.  The following 
  night after some preparation, Otsu will lead 
  the team into the Core via a street level 
  entrance, he can hotwire the fire exit with a 
  dormant "back door" program he left in the 
  system. He can then lead them to a workstation on Sublevel 2. The ground floor is 
  offices, rest-room and reception, the floorplan is circular, as are all the sublevels. A 
  central lift connects the floors. An emergency stairwell also connects the floors, and is 
  sited at the northern side of each floor. In the Core, there are cameras on each floor, 
  these switch between each other and are monitored by a guard at a room on Sublevel 
  1. There are two retrogenetically-enhanced guards roving the complex as well as two 
  security robots (Shinobi 08 Security Robot ‘Juniors’ fitted with Riotguns firing 
  tranquillizer rounds). The Shinobi 8’s can be monitored and even overridden by the 
  central AI computer in the Vault.  
   
   
  CORE COMPLEX 
  Ground Floor 
  Reception 
  Sublevel 1 
  Offices 
  Sublevel 2 
  Main Accounting 
  Terminals 
  Sublevel 3 
  Management 
  Sublevel 4 
  Records, Data and 
  Planning 
  Sublevel 5 
  Power and Vault 
   
  
  173 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  The Hack: At the workstation, Otsu settles in to penetrate the ICE of the accounting 
  subsystem. If the PCs have their own console cowboy, then he can attempt to get 
  into the accountancy data file himself. He has a Model/3 Hosaka Goldstar with 3 slots 
  carrying one Grade 3, one Grade 4 and one Grade 5 Icebreaker. His Computer skill is 
  1.  
   
  In the first 2 minute cyberspace turn, Otsu (or the PC hacker) gets one free attempt 
  to guess the suit of the top card in the deck. If successful he moves into the 
  accountancy hub and can search for the secret project accounts. If he fails he must 
  try again, if he fails this time he will trigger the Core’s ICE - the referee cuts the main 
  deck and a ‘black’ card result will trigger the system’s defenses (ICE). The numerical 
  value of this defense, or ICE, is represented by that card drawn from the main deck. 
  To counter it the player must select one of his own Icebreakers at a level equal to or 
  greater than the threat. This cancels the ICE and keeps his presence hidden. If ICE 
  succeeds then the terminal is locked out for 1-6 hours and Otsu will have to move to 
  one of the management terminals on Sublevel 3. Remember that Icebreakers used to 
  counter ICE suffer damage - reduce their value by 1 point permanently. 
   
  The AI - Arclight. In fact the intrusion has been detected already by the AI called 
  Arclight in the Vault. When Otsu or the PC hacker starts searching for the project files 
  he detects another presence in the Network who tries to lock him out and activate all 
  the alarms. A battle ensues: for ten minutes he will struggle and must make 3 
  Average (0) Computer rolls, at least 2 must be successful to stop the AI. He 
  desperately asks the PCs to go down to the Vault to deactivate the AI manually. The 
  battle will continue for a second 10 minute phase. Only with the AI deactivated can 
  he get into the files. 
  
  174 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  The Vault: In the basement is The Vault containing Arclight who monitors the Core. 
  The Vault is protected by a huge bank-vault-style polished steel door. A PC with a 
  Cardlock Decryptor can attempt to open it with a Difficult (-2) Security roll. The AI 
  CPU is built into the far wall, and the room itself (filled with monitoring and 
  reprogramming stations) is freezing. Clouds of dry ice waft through the Vault. The 
  only defense that Arclight has are two autoarms built into the far wall, protecting 
  access to the CPU memory array. It is that array which needs to be unplugged to 
  switch the AI to idle. The AI is not silent but warns the PCs to "Stop! Go no further! 
  Return to the surface or die! Stop!"  
   
  The autoarms can  telescope out to anywhere in the Vault and the mechanical arms 
  end in a strong grappling claw with Strength 12. They can strike in combat as if 0-
  level, have a general combat range of 6m (maximum) and they can inflict Power 
  Punches (1D6+2 Stuns) or they can try to throw, hold or disarm an opponent as in 
  Jujitsu. If the PCs want to attack the AI with weaponry, then it is equivalent to a 
  Small Softskin (Armor 2, Disable 15, Destroy 30). Disable will disable one autoarm. 
  But the 15 points must be reduced again to disable the second autoarm. The AI is 
  then powerless (and would make a great longer-term adversary!) 
   
  Back at the Workstation: As soon as AI is shut down - Otsu gets to switch off the 
  alarms permanently - and finally break into the Makita/ Nobuda files (titled ‘Genus 4’). 
  He can then spend 2 minutes downloading onto data card, just finishing as the PCs 
  get back to the workstation.  
   
   
  NPCS 
   
  Jimmy & Xiang  
   
  776642 
  Age 20s 
  Jujitsu 0, Karate 0,  
  ¥ 500 each 
  Unarmed (1D6 Stuns) 
  If these hoodlums aren’t killed, they should show up again as bad pennies every time 
  the PCs come to Kantai! 
   
   
  Assorted Kantai Toughs  
  676642 
  Age 20s 
  Bujutsu 0 
  ¥ 300 each 
  Armed with Katana (2D6+2), chain (2D6), club (2D6) or boat-hook (2D6)  
   
   
   
   
   
   
   
   
  
  175 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Otsu the Hacker  
  788A95 
  Age 26 
  Computer 1, Electronics 1, Forgery 1, Security 1 
  ¥ 2,500 
  Model/3 Hosaka Goldstar with 3 slots carrying one Grade 3, one Grade 4 and one 
  Grade 5 Icebreaker, Auto Pistol, Headset Radio, Concealable Vest (armor 4) 
   
  Otsu was fired from Makita Genetics, he had been accused of creating his own ‘secret’ 
  programs on the projects that he worked on. He moved to the Kantai shanty to hide 
  out from Makita retribution. He is a talented console cowboy with a calm, unflustered 
  demeanor. He wears chinos and a black short-sleeved shirt. Otsu is introduced in this 
  mission as a possible ally of the PCs if they do not have a console cowboy of there 
  own. If they do, then Otsu will become a Haruna employee and they will occasionally 
  bump into him (as a specialist in computer research).  
   
   
  Enhanced Guards  
  999765 
  Age 30 
  Bujutsu 1, Gun Combat 0, Security 1, Jujitsu 1 
  Retrogenics: Subdermal Armor (Armor 4), Cat’s Eyes 
  Concealable Vest (Armor 4), Auto Pistol (2D6+1), Combat Knife (2D6+1), Flashlight, 
  Hand Radio, one dose of Endorphin 
   
   
  Shinobi 08 Security Robot ‘Junior’ – An armed security robot. Tiny Softskin:  
  (Armor 2, Disable 10, Destroy 20). Expert skill Gun Combat 1. Fitting: Riotgun with 50 
  Tranquilizer rounds and a forward-facing sensor pod with an IFF system, camera, IR 
  designator and IR thermograph. Riotgun: 1 shot, 50m range, the victim must make 
  an Endurance roll or is paralyzed, and knocked out in 1 combat round for 2D6 
  minutes. A successful Endurance roll indicates only drowsiness (-2 on actions) for 2D6 
  mins. 
   
   
  Debriefing 
  What's on the datacards? A pet project of Nobuda’s called Genus 4 has been allocated 
  retrogenic experimental funding, which gives us some clues, perhaps the 
  development and implementation a new type of retrogenic virus. It also, hints in it 
  that Nobuda's personal assistant (Akikko) has illegal debts, and that Nobuda has paid 
  them rather than let her face the police. This is surely blackmail info for the future! 
   
   Acquire the Nobuda-X Files  
   
   
     
  2 PP 
   Learn about data on it but not actually steal it     
  1 PP 
   Police/media find out about Haruna mission  
           -1 PP 
   Scrambling the Core's computers/AI (permanently)   1 PP 
   
   
   
   
   
  
  176 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  MISSION 3: LATE AT THE OFFICE 
   
  Briefing 
  Haruna Biolabs has recently lost a subsidiary company to its arch-rival, Makita 
  Genetics. The company, Musashi, was a profitable insurance firm that had been the 
  object of some interest from Makita for about a year. The take-over was hostile and 
  unwanted, Makita muscled in within about two months. However, Haruna has 
  sabotaged Musashi. If it can't have Musashi's profits, then no-one will have them... 
   
  The Haruna security section has bought off an employee who embezzled vast 
  amounts of Musashi's money during the last two months. Of course Haruna has 
  received this money and in doing so rendered Musashi an impotent, poverty-stricken 
  liability. Haruna will make Makita wish they'd never bothered with Musashi at all. They 
  will regret forcing the sale of the firm! However, Makita takes full control of the 
  insurance corp this weekend and will conduct a thorough audit. The embezzlement 
  must not be discovered! The Haruna agent no longer works for Musashi, in fact the 
  entire management and security staff have been replaced as a prelude to the full 
  weekend audit. As of four days ago, Musashi Insurance is owned by Makita Biotech. 
   
  Haruna requires your team to break into the Musashi offices in the Marunouchi 
  business district and trash the databanks and hardcopy records of the insurance firm 
  on the Ground Floor, Room B6. This act must look like vandalism or destructive 
  burglary - not a cover-up action or the act of a zaibatsu. 
   
  We will provide you with a plan of the offices on data card, but no security 
  arrangements are known. Some sort of pre-mission reconnaissance is therefore 
  advised to fill this gap. You are given a free hand to destroy the evidence using 
  bribery or coercion, to a full-blown night-commando strike on the building. The prime 
  concern of our directors is that NO LINK WHATSOEVER be made with Haruna. No 
  special equipment or extra funds are provided for this mission. 
   
  The Real Story 
  There are potentially three ways to get access to the offices – cold infiltration, help 
  from inside or assume a false identity. As with most Zaibatsu missions, the PCs will 
  probably settle on a plan for which they have the skills and the equipment at hand.  
   
  Assuming a False Identity:  The PCs may try infiltrating or using as cover, the 
  Musashi cleaners. (well, they might!). The building has ten cleaners who come in at 
  6:00 pm and clean till 9:00 pm. They come to the back door, call the security room 
  via the videofone and a guard comes down to let them in. At 9:00 a guard takes them 
  to the back door and lets them out. They aren't searched but are all accounted for 
  and clock-on and off with an ID smartcard. One of the cleaners is a supervisor who 
  has the contact details of the cleaning company (Mow-Zam Hygiene) 
   
   
  
  177 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Plot  
  Marunouchi by Moonlight: Marunouchi is a forest of tall skyscrapers, crowded 
  together and separated only by choked, dark, rainy streets of cars, buses, taxis and 
  cyclists. In some rain-washed spaces trees or bushes grow - but everywhere are 
  crowds of Tokyoites. Tourists, zaibatsus, office workers, shoppers, crowded at street 
  crossings, gushing out of subways and buses. Car horns blare. MPVs. Zaibatsu logos 
  and video adverts light up the dark streets. Steam and venting gases roll across the 
  sidewalks. Flashing lights. Thousands of people. Neon. Hover cars constantly fly 
  overhead between the dark shadows of the skyscrapers. 
   
  Police checkpoints are plentiful in Marunouchi, these koban are 2-3 man police boxes. 
  On important street corners, too, the police sometimes park a couple of MPVs and a 
  Toyota armored car (treat as Small Light Armor with a single pintel-mounted LMG and 
  crew of three). MPVs have a crew of driver, sergeant and four patrolmen. 
   
  Blackmail & Bribery: There is new management and security at Musashi, with tight 
  security before the audit. This new staff are unbribable, cold and unapproachable. 
  There are two major departments within the building; Policies, and Assessment-and-
  Payments. There are three potential weak links in the Musashi staff that the PCs could 
  exploit. 
   
  Fujiwara 
  Works in assessment. He is cheating the records for his own benefit and has stolen 
  some money to pay off stock & share misfortunes. He is going to pay it back, but the 
  audit means he will be discovered. He is frantic, and needs a way to cover his tracks. 
  PCs could strike a deal with Fujiwara and if he helps them, they could destroy 
  evidence of his theft (and gain a contact inside Makita). 
   
  Goshin 
  One of the new department managers transferred from Makita. Not brilliant, she 
  made a serious error on her first day, wildly miscalculating an overpayment. She 
  needs to make it up to the management in some way. If the PCs approach this 
  worried looking, desperate sounding NPC, they may be seriously set-up by Goshin 
  who will see a chance to ingratiate herself to Makita. Beware! She may agree to a 
  deal to help the Haruna operatives and then sell them out while they are too deeply 
  involved in the raid to get away.  
   
  Mintaka 
  A supervisor who is angry that Makita have brought in a new department manager 
  above him. Thought he would be promoted into the job. Knows that he is better than 
  Goshin (the new DM) and he is willing to try and set Goshin up so that Mintaka will be 
  promoted. 
  
  178 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
  The Musashi Offices: The Musashi Building has ten floors. Only the ground floor will 
  be of immediate interest, since it is that floor that houses the Musashi computer room 
  and software backups.  
   
  Locked Doors: Require a keycard, usually one per door. The Department Managers 
  and Assistants can access all locked doors.  
   
  Security Controls: The security guards at the security workstation directly control the: 
   
   Fire alarms & Sprinklers 
   Rear Door 
   Stair Doors 
   Computer Room & CPU. 
   Security Room Door 
   
   
  These controls are semi-automatic, asking for verification from the guards on duty 
  before they operate. For the doors this means an employee puts in his keycard, it 
  calls the security room who check his ID on the videofone, he types in his PIN and the 
  door is opened by the guard on duty in the security room. These are Remotes. 
  
  179 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Security Overrides: The security workstation can override the controls of the lifts and 
  door locks. These are also Remotes (see the Cyberspace rules within the Technology 
  chapter). 
  Security Monitoring: The security workstation monitors all cameras and alarms on 
  locked doors and windows. In actual fact the chance a camera is being monitored at a 
  given moment is only 8+ on 2D6. But it is all recorded on optical disc.  
  The Security Patrols: There are always four guards on duty in the security room. 
  During opening hours two guards are stationed in the customer hall, at night they 
  patrol the 10 floors via the lifts. One guard is always stationed in the computer room. 
  He will call the system manager at home if the computer detects an intruder or if the 
  computer controlled Remotes are not operating properly. 
   
  The Musashi Computer System: The system manager will be on-line in 1D3 
  minutes if alerted by a security guard; instantly if he is actually in the building during 
  the day. The system has the following subnets; all are Easy to penetrate: 
   
   Customer Accounts & Policies 
   Finance & Assessments 
   Staff Database 
   Building Maintenance 
   Security  
   Workstations 
   
   
  NPCS 
   
  Security Guards  
  877777 
  Age 34 
  Bujutsu 1, Security 1, Jujitsu 1, Gun Cbt 0 
  Auto Pistol (2D6+1), Night-Stick (2D6), Flashlight, Hand Radio, Hand Cuffs 
   
   
  Debriefing 
  Yamada will watch the news feeds carefully in the morning to see how the break-in 
  was reported, if at all. The real test will be the Makita audit this weekend, what will 
  the zaibatsu find out? Will Haruna be in the clear? Awarding of promotion points will 
  take place at the Tokyo Rose this weekend.  
   
   Destroy the  embezzlement data  
   
     
   
  2 PP 
   Destroy data but leave evidence that Haruna involved   
  1 PP 
   Fail to destroy the data 
   
   
   
   
          -1 PP 
   Gain a contact within Musashi Insurance  
     
   
  1 PP 
   
   
   
   
   
  
  180 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  MISSION 4: BLACKMAIL AKIKKO 
   
  Briefing 
  “We are still in the dark about Makita’s new top secret project, Project Genus 4, 
  overseen by no less a person than the zaibatsu’s Senior Executive Manager, Nobuda. 
  Yet we do know that his junior PA, Akikko knows something about it, and that 
  Nobuda paid off a lot of her debts covertly, just to keep her out of prison. We figure 
  that we can blackmail her somehow, recruit her for Haruna, and have her leak us 
  valuable data and information. With her information, we feel confident that an 
  commando raid can be made on the Genus 4 lab complex.” 
   
  The Real Story 
  Akikko can be a real asset, but the problem is Makita’s secrecy. Yamada cannot tell 
  you where she lives, but only show you a photograph of her taken during routine 
  surveillance of Nobuda. Her full name is Michiko Akikko. The PC’s console cowboy will 
  have to do some digging before they can hatch a plan to blackmail her. In the 
  playtest, the players convinced Akikko that she had murdered someone, and had the 
  evidence to threaten her with. They had staged the whole incident, and drugged 
  Akikko to confuse her.  
   
  Plot 
  Since the players could come up with all 
  kinds of plans and plots, the basic 
  building blocks of the mission are laid 
  out here, both her accommodation and 
  her routines.  
   
  Akikko and her Routine: Akikko is in 
  her mid-twenties and has a senior 
  position 
  within 
  the 
  staff 
  of 
  the 
  operations office. A console cowboy 
  could attempt to locate her home by 
  accessing Japanese government census 
  records, or by running a Goto routine. 
  Remember to cut the main deck each 
  time a new item of information is 
  required and let the Goto try and equal 
  or overcome that value. A Goto is like an 
  Internet search, and cannot access high 
  security information. Details of her daily 
  routine will require the console cowboy 
  to access the Makita system and the 
  Human Resources subnet (rated as a  
   
  
  181 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Hard subsystem). There may be other ways to find out how she gets to work and 
  when, perhaps via a Makita contact. Akikko has a subdermal transmitter, a PDT, at 
  the base of her neck. It will activate if she is kidnapped, she can press against it to 
  activate the device. A Makita jump jet will be dispatched to rescue her.  
   
  Akikko lives at Apt 34, Kobayashi Building, Honshiyo-Cho, west of Tokyo City Centre. 
  She works Monday-Thursday and is picked up by a bodyguard/hovercar-chauffeur 
  who flies her to the Sky Tower in Marunouchi.  She eats at a Sky Tower restaurant for 
  lunch. On Fridays she gets on the train at Shibuya and travels for an hour to see her 
  parents up north in Shimotsuma. Her boyfriend usually comes around on Saturday 
  and Sunday. They might : 1) Go shopping, 2) Go to the cinema and have a meal, 3) 
  Visit his family in Yokohama, 4) Have a picnic in the park, 5) Go shopping or 6) Spend 
  a few hours in a themed love hotel, after a nice meal in a restaurant.  
   
  The Kobayashi Building: An apartment building in Shibuya, next door to the police 
  station on Tokyu Dori. It is accessed via a covered walkway from a shopping center 
  on the other side of the road, although there is a hovercar park on the roof. The 
  building has an open park at its center. It is a Low Security Building.  
   
  Key 
  1 
  Communal Laundry 
  2 
  Building office/Maintenance Workshop 
  3,4 
  Courtyard garden 
  5 
  Bridge including a cargo lift 
  6,7 
  Lifts 
  8 
  Covered walkway to Mall 
  9 
  Shopping Mall 
  10  
  Apartment 34, Akikko’s apartment 
   
   
   
  
  182 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Getting into the building: The public aren’t allowed to just walk in, but must check 
  in at a desk that is in the Building Office, a card operated turnstile sits across the 
  main walkway into the building at that point. Access is also available from the 
  hovercar roof park and the basement garage, but to get into a lift or use the 
  emergency stairs, you will need to swipe your ID card.  
   
  Two or three times each day, security sweeps both car parks and checks registrations. 
  There are cameras on the main thoroughfares, as well as the main entrance and both 
  car and hovercar parks.  
   
   
  NPCS 
   
  Akikko the PA 
   
   
  4469A9 
   
  Age 25 
  Admin 1, Broker 1 
   
  Building Security Guards    
  677675 
   
  Age 42 
  Medical 1, Karate 1, Gun Combat 0 
  Stun Pistol, First Aid Kit, Hand Radio, Handcuffs 
   
  Retrogenic Chauffeur 
   
  799768 
   
  Age 38 
  Hovercar 2, Ground Vehicle 1, Gun Combat 2 
  Retrogenics: Subdermal Body Armor (Armor 4), Superarms, Superlegs, Inner Ear. 
  Revolver (2D6+2), Concealable Vest (Armor 4), 2 x Stun Grenades 
   
  Makita Response Agent  
  999875 
   
  Age 30 
  Hovercar 1, Gun Cbt 2, Heavy Weapons 1, Karate 2 
  Ballistic Vest (Armor 5), Bullpup Rifle (3D6), 2 Frag Grenades, 2 Stun Grenades, 
  Combat Knife (2D6+1), one of the cops carries a Flamer instead of a bullpup rifle.  
   
  Makita Response will turn up in a utility jump jet (hover wagon), two pilots and four 
  cops. The H-Wagon has a Minigun mounted on the port door, but no other weaponry.  
   
   
  Debriefing 
  The debrief may go one of several ways, based on how the PCs actually compromised 
  Akikko. Hopefully she is now a compliant Haruna lackey, willing to sell out Nobuda 
  and Makita… hopefully.  
   
   Akikko is now loyal to Haruna  
   
   
     
   
  2 PP 
   Akikko is killed   
   
   
   
   
   
   
  0 PP 
   Makita find out about the kidnapping/blackmail         
  -1 PP 
   Makita find out that Akikko is working for Haruna  
     
  -2 PP 
   
   
   
  
  183 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  MISSION 5: THE BRIEFCASE 
   
  Briefing 
  “It’s been a month now and Akikko has given us some valuable information, but she 
  thinks that Makita are closing in on her and she wants to defect as soon as possible. 
  We have agreed to carry out the transfer, but on the proviso that she brings with her 
  samples of the Genus 4 project from a top lab in the city of Nagoya, south-west of 
  Tokyo. Apparently she is travelling there on business for Nobuda this week and will 
  steal a sample. As soon as she gets off the shinkansen ‘bullet train’ at Shinagawa 
  station, she will meet with the agents, hand over the Genus 4 and defect. Don’t bring 
  her back to the Tokyo Rose club, she’ll certainly have a PDT fitted. Instead take her to 
  a safe house by the docks that we’ve set up, an old office attached to a disused 
  warehouse (Pier 9). We have a surgeon ready there to remove the PDT. Then we can 
  arrange for a new ID and a face change.  She is due to arrive on the shinkansen from 
  Nagoya at 11:45pm tonight. You’ve got an hour to get to the station …” 
   
  The Real Story 
  Makita are closing in and send a snatch team to recover the bag containing the Genus 
  4 samples. At first Nobuda gave orders that Akikko was to be killed at the station, but 
  he quickly changed his mind. No. Knock her out. If Makita can track her PDT to 
  Haruna’s covert special operations base (the PC’s home at Tokyo Rose) then he can 
  send in a hit team to wipe them out and kill Yamada. Then, Nobuda hopes, he can 
  get Haruna Biolabs off his back. What no-one realizes is that the scientist who has 
  packed the sample briefcase (one of those technical-looking aluminum cases) has 
  included 1 phial of Delta-14, rigged to go off and release its contents as a booby-trap 
  mechanism. It looks just like the other two samples (which are legitimate Genus 4 
  sample phials).  
   
  The mission should go like this – the PCs arrive and spot Akikko, but in the push and 
  bustle of the crowd, she suddenly collapses. The PCs must find out who has the case, 
  rescue Akikko and chase the thief out of the station to prevent them escaping.  
   
  Plot 
  Shinagawa is a busy railway station and the Tokyo terminus for the maglev 
  shinkansen that runs south to Nagoya and beyond.  The main station concourse is 
  situated above the platforms running east-west across the breadth of the station. A 
  freely traversable walkway divides the station into two sections. The southerly section 
  contains a number of shops and market-style stalls which form the ‘e-cute’ station 
  complex. The Keikyu platforms are on the western side of the station at a higher level 
  than the JR platforms. The shinkansen platforms were designed to relieve congestion 
  at Tokyo Station, their platforms are on the east side of the station. 
   
  
  184 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
    
  A map of Shinagawa station is included. The red line shows Akikko’s disembarkation 
  point (the red dot) and her route out to the western (Takanawa) exit. North is to the 
  right, south is to the left. The crowds are horrendous, but the PCs spot her coming 
  through the north exit gate from the shinkansen platforms. Then she drops out of 
  sight. There is a bit of commotion around her.  
   
  Can the PCs get to her and see if she is dead or alive? And when they see no case, 
  can they spot who does have it? Of course the trench-coated thief will hopefully be 
  some distance away and moving rapidly out of the nearby east (Konan) exit, running 
  down the escalators and through underground parking. The thief plans to go up three 
  levels to the roof, where a Makita hovercar will pick him up. Or he can jump into a 
  sports car that screams up in front of him to whisk him away (and you get to roleplay 
  a car chase in uptown Tokyo!). If anyone waves guns around (and especially if they 
  start shooting) the Tokyo police will be hot on everyone’s tail, too.  
   
  The Delta-14: If the case is hit by an explosion (grenade for example), run over or 
  dropped more that 3m, the phial containing the nerve agent will break (on a roll of 1-
  2 on 1D6). The Delta-14 will then spread out 50m and affect anyone within that 
  radius and within 1-3 rounds. The victims will feel excruciating agony, stunning head 
  pains and partial loss of sight. If an Endurance roll is made then they are 
  incapacitated by pain for 3 rounds and suffer 2D6 damage. If they fail that critical roll, 
  they are incapacitated by pain for 3 rounds then die immediately. Sorry, 
  zannendesune! 
  
  185 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  Going Home: The team are supposed to take her to the office and disused 
  warehouse next to the container port. She does not have a PDT. But the briefcase 
  does have a locator beacon!! Has anyone swept it (or her) for bugs yet? If not and 
  they find it at the Pier 9 office and must then get everyone out before Makita arrive – 
  of course it will be too late, Makita will have been tracking the beacon from the 
  station and take the opportunity to try and kill Akikko, Yamada and any of the team 
  they can… they will turn up in a utility jump jet (fitted with a minigun on a door-
  mounting) and disembark 4 rapid response troops.  
   
   
   
  NPCS 
   
  Akikko the PA 
   
   
  4469A9 
   
  Age 25 
  Admin 1, Broker 1 
   
  Makita Bag Thief  
  799768 
   
  Age 32 
  Hovercar 1, Ground Vehicle 1, Gun Combat 1, Admin 1 
  Retrogenics: Superlegs (double speed), Inner Ear, Flexibility 
  Auto Pistol (2D6+1), Concealable Vest (Armor 4), 2 x Smoke Grenades 
   
  Tokyo Policeman  
  877777 
   
  Age 34 
  Bujutsu 1, Security 1, Jujitsu 1, Gun Cbt 0 
  Auto Pistol (2D6+1), Night-Stick (2D6), Flashlight, Hand Radio, Hand Cuffs 
   
  Makita Response Cop      999875 
   
  Age 30 
  Hovercar 1, Gun Cbt 2, Heavy Weapons 1, Karate 2 
  Ballistic Vest (Armor 5), Bullpup Rifle (3D6), 2 Frag Grenades, 2 Smoke Grenades, 
  Combat Knife (2D6+1), one of the cops carries a Flamer instead of a bullpup rifle.  
   
   
  Debriefing 
  Did you get Akikko? Did you rescue the briefcase? Were the two phials of Genus 4 still 
  in it? Did you accidently wipe out a block’s worth of Tokyoites by releasing a deadly 
  nerve agent? Lets hope you did well.  
   
   Akikko is alive and in Haruna custody 
   
     
   
  1 PP 
   Akikko is killed   
   
   
   
   
   
   
  0 PP 
   Genus 4 samples delivered to Yamada 
   
           
  2 PP 
   Delta-14 released and civilians hurt or killed 
   
   
  -2 PP 
   Makita track the beacon to Pier 9  
   
   
   
  -1 PP 
   
   
   
   
  
  186 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  MISSION 6: HIDE SESIMBRA! 
   
  Briefing 
  The agents are briefed at the Tokyo Rose night club by their boss, Yamada (if he 
  survived the attack on Pier 9).  “Apparently, a revered Brazilian ecologist named 
  Thomas Sesimbra will be arriving in Tokyo tomorrow for the global ecology 
  conference ECON 6. If he is allowed to present the results of his scientific studies to 
  the conference, then the Haruna will be seriously hurt. We have a significant 
  pharmaceutical interest in the Amazon rainforest, and are about to sign an upcoming 
  exploitation deal with the Brazilian government. Sesimbra has discovered evidence of 
  serious ecological damage connected to Haruna’s current operations, but has not yet 
  realized it. If allowed to speak at the conference, other ecologists will surely make the 
  connection.”  
   
  “You must kidnap Sesimbra when he enters the country and hold him for one week 
  until ECON 6 is over during which time the zaibatsu can sign the contracts and plans 
  that will make eco-damage results redundant. He must not know why he is being 
  detained, or who is responsible, and he must not be harmed. You have one day to 
  arrange for a safe house in Asakusa  to use for the week. You decide what it will be - 
  apartment, hotel room, private house, whatever and arrange for it to be available.” 
   
   
   
  
  187 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  The Real Story 
  A rival zaibatsu (the Canadian firm Parkfield Biolabs) will also be seriously damaged 
  by Sesimbra’s appearance and have dispatched a team of street samurai to kill him. 
  Most dramatic would be if this team were able to trail the player characters and make 
  a raid on their safe house. 
   
  Plot 
  The Imperial Hotel: The team are outside 
  Sesimbra’s hotel, the Imperial Hotel opposite 
  Hibiya Park in Ginza. The hotel site is located 
  just south of the Imperial Palace grounds and 
  it overlooks the Palace, the Western-style 
  Hibiya Park and the Ginza neighborhood. He is 
  expected at midnight and is arriving from 
  Narita airport by taxi. A set of photos for ID 
  has been given to the PCs. Snatching him at 
  the hotel should not be too much of a 
  problem, although he does unfortunately have 
  two bodyguards! 
   
  Hopefully a fully-fledged gunfight will develop 
  in the hotel foyer, or upstairs in his suite. The 
  hotel security staff may even get involved if 
  there is a disturbance. The Imperial Hotel has 
  25 floors, 3 elevators and two sets of stairs. 
  Sesimbra has booked a “working suite”, a 
  lounge-bedroom-office arrangement with fine 
  views of the park and the Imperial Palace. 
   
  And meanwhile, the Parkfield agents are sat in a blacked out MPV watching and 
  waiting. 
   
  Safe house: The location of the safe house depends on what the PCs have done 
  about it. Is it a run-down apartment, a high-class hotel suite, or a lock-up garage? 
  Sesimbra will be indignant and upset, but will not create any problems for the team. 
  While he is settled in for his stay, just assume that the rival agents have followed the 
  team here (rationalize it later!). Let the team work out security precautions and a 
  routine, this will be useful when the rivals assault it later on. 
   
  To add a little spice to the proceedings, use the following incidents: 
   
  1. A pushy salesman comes round selling cheap body implants, triple-glazing or 
  life insurance. Perhaps he is one of the rival agents casing out the joint? 
  2. A videofone repair man from KDDI Telecom comes to perform a routine circuit 
  test. His ID checks out, but he might recognize Sesimbra (and make a run for 
  it), or be one of the rival agents (come to plant a bug!). 
  
  188 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  3. On the news, the team see an interview with some security expert about how 
  Sesimbra has a bio-transmitter inside him, and how the police plan to track him 
  down using its radio beacon. This is false info (or is it) but it should really 
  screw up the players. Now what do they do? How do they scan him and 
  remove the transmitter? Perhaps their zaibatsu can offer a nearby clinic for 
  such a purpose, but first they’ve got to get him there, and back ... a perfect 
  opportunity for Parkfield’s agents to kill him.  
   
  The Climax: This is where Parkfield stages its assassination attempt on Sesimbra. 
  The referee will have to plan it carefully, perhaps using a coffee break to collect his 
  thoughts and plans. Don’t just rush in! Try to imagine how your players would stage 
  such a raid. Probably the best way would be to have one of the above spies 
  (salesman or KDDI  technician) return and force his way in again. Either he might pull 
  a gun there and then, giving the rest of the enemy team time to burst in, or he will 
  provide a distraction in the safe house - perhaps overtly recognizing Sesimbra and 
  kicking up a stink, or just being really pushy or officious. Perhaps he feigns some kind 
  of illness? 
   
  Or the attack is totally blunt: limpet mines against walls, a laser-firing sniper over the 
  road, auto pistol armed agents at the end of corridors or waiting in doorways... To 
  flush the player characters out, the rival agents might phone the safe house 
  anonymously to tell the team that the cops know where it is and are on their way 
  round. Then they’ll just sit tight as the team walk into their ambush trying to get out 
  quick. 
   
  Match the rival team to the players’, in number and strength. They will also be rank 1 
  street samurai, and will have use of a couple of stolen vehicles, a Shinobi-Honda car 
  and a Toyota MPV. All will be communicating with discrete headset radios. If the 
  referee plays his cards right, at least one agent should get wasted in the final 
  firefight, perhaps more.... banzai! 
   
   
  NPCS 
   
  Bodyguard One 
   
   
  699775   
  Age 30 
  Gun Combat 1, Security 2, Ground Vehicle 1, Recon 1 
  Autopistol (2D6+1), Combat Knife (2D6) 
  Appearance: Male. Wears a long coat, pony-tail and mirror shades.  
   
  Bodyguard Two 
   
   
  5B89AA 
  Age 26 
  Karate 1, Jujitsu 1, Gun Combat 1 
  Auto Pistol (2D6+1) 
  Appearance: Female. Wears leopard-skin jacket and red miniskirt.  
   
  Sesimbra 
   
   
   
   
  746BD5 
  Age 54 
  Admin 1 Computer 2, Hovercar 1 
  Appearance: Brazillian scientist in jacket and chinos, balding with gray beard.  
   
  
  189 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Parkfield Assassins 
   
         
  989873 
  Age 30 
  Gun Cbt 1, Heavy Weapons 1, Karate 2, Recon 2 
  Concealable Vest (Armor 4), Bullpup Rifle (3D6)/Combat Laser (4D6)/Riotgun (4D6), 2 
  Frag Grenades, 2 Smoke Grenades, 2 limpet mines, Combat Knife (2D6+1), 2 
  Endorphins each 
   
   
   
  Debriefing 
  How did it go? Is Sesimbra still alive? Who does he think the PCs are and what were 
  their motives? The referee can award the following promotion points: 
   
   Sesimbra held for a week    
   
   
     2 PP 
   Sesimbra injured or killed  
           
   - 1 PP 
   Sesimbra identifies their zaibatsu     
   
    -1 PP 
   Rival zaibatsu can be made to take the blame  +1 PP 
   
   
   
  
  190 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  It rained all night the time we met up with Okubo. Warm sheets of rain poured out of 
  the black sky. And as we pulled up into the car park it thundered off the tarmac to 
  create a carpet of roiling vapor. Otsu and I stayed with the car. I let Dyson and Akira 
  handle the meeting. Okubo is some junkie down in a hole in the wall bar called 
  ‘Jingu’s’. Never heard of the place. So Akira and Dyson stride through the rain and 
  into the shopping arcade. All closed down, except for this little bar. Otsu flipped open 
  his Hosaka Goldstar, jacked it into the car’s comms system and began his flight 
  through the consensual 3D no-space that is the cyberspace matrix. His target was 
  Jingu’s computer system. This guy used to work as a console cowboy for Makita 
  Genetics, and is one shit-hot programmer. His idea was to access the building’s 
  cameras, lights, electronic systems and stuff. Meanwhile I scanned the team’s FM 
  band. Akira and Dyson are on their own, walking down a corroded and motionless 
  escalator. The rhythmic thump, thump of music. Lights up ahead, silhouettes of 
  customers stood outside, talking, drinking, dealing. 
   
  The two got in OK. Both were carrying, and both wore long trench-coats to hide the 
  fact. The damned rainstorm outside only made their appearance that much more 
  believable. The tiny place was hot, sweaty, noisy. Akira immediately scoped Okubo 
  sat up against the wall on a raised area to the right. But Dyson moved bar wards, 
  pushing and elbowing his way through the dense tangle of flesh. Akira moved up to 
  Okubo, who wore a long coat and black silk shirt. The junkie’s forehead creased and 
  he brushed his slick hair backwards. ‘You Haruna Biolabs?’ Akira nodded, ‘Look, I 
  shouldn’t be telling you this. I’m in the shit already. But I don’t like it OK? Give me 
  what I want - I thought we had a deal. Then you get the full picture.’ 
   
  ‘OK’ Akira fumbled inside his pocket, came out with three transdermal patches. 
  Synthetic endorphin analog. Okubo smiled. ‘I love doing business with drug 
  companies, man ... what you want to know is that Makita Genetics are meeting the 
  Yakuza tomorrow night at the old Nikolaido Cathedral in Ochimanizu. Their man is 
  called Nobuda, security chief . Makita are so desperate to fund this war of theirs with 
  your guys, that they’re going to turn to the Yakuza for readies’. 
   
  Dyson had a couple of bottles of Kirin and turned to watch proceedings. It was 
  difficult to see much of anything. And if that guy next to Dyson didn’t stop elbowing 
  him then he considered pulling the high velocity Automat Kaliningrad AKZ-4 bullpup 
  rifle out from under his coat and just blowing him away. A little voice, far away: ‘don’t 
  do it, don’t do it ...’ His conscience? No, me, Bosatsu his boss, talking into his ear 
  through the FM link.  
   
  Suddenly shit happened. A guy in a green combat jacket blocked Dyson’s view. ‘Get 
  out of my ...’ And he saw the Sony Megastore carrier-bag drop away, a wire-stocked 
  Remington 870 ready for action. Akira flinched as Okubo lurched back against the 
  wall, a fountain of blood painting a lurid glistening backdrop. Then the sound of the 
  
  191 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  gun, far away with screams and panic. Akira pulled his piece, an ASA Hoplite Riotgun. 
  Dyson realized he was too far away, from Akira, from the doors. Jostled and pushed, 
  the Yakuza assassin steadied himself, turned to escape back through the double 
  doors. Akira opened up with the Hoplite, spraying a burst of non-standard, highly 
  experimental, napalm-filled incendiary rounds into the crowd. The killer fell into a 
  mass of burning people. Thrashed around in his death throes. The entrance was 
  blocked by fire. Crowds surged toward the bar, hit the floor and rolled out of the 
  couple’s way. ‘Fire exit, fire exit!’ roared Dyson.  
   
  I turned to Otsu in the car. ‘Come on man, we need electronic back-up here. Got a 
  layout? Blueprints? Sprinklers?’ He shook his head. ‘Bad news. That shitty little place 
  is a goddamn death-trap. No sprinklers, no cameras, no computer system, no 
  nothing.’ 
   
  I knew I should have gone with them. Then again, Otsu always seemed to survive 
  these missions ‘cos he always stayed in the car. Must remember that. 
   
  Akira had jumped down from the raised area and met up with Dyson, no exit 
  anywhere - but they saw a fire exit sign, unlit. Above a blank piece of wall. ‘Huh?’ 
  Akira kicked it. ‘It’s a door, been plastered over.’ As the crowds screamed in fear and 
  agony, as the fire consumed the end of the bar turning up the temperature and 
  melting the decor into flammable rain, Akira flexed his bio-genetically enhanced 
  muscles and pushed. And pushed. His arms had the equivalent pushing power of five 
  men. He pushed. His chest and back muscles, a design patented by Haruna Biolabs 
  four years earlier, flexed. With a crash the door fell in, plaster crumbled, and the 
  crowds surged after them.  
   
  I reached behind my car seat and pushed open one of the back doors. Both Akira and 
  Dyson were sprinting through the rainstorm toward the parked car. People scattered 
  in all directions. The flicker of orange could be seen. Otsu had jacked out of 
  cyberspace, and was revving the Honda’s motor. Then they were in. We powered 
  away, and lurched down a ramp and over a speed bump, the hardware rattled as we 
  hit the ground again. A sudden yellow flash caught our attention in the gloom. In the 
  mirror. The blast was tremendous. I could see fiery fragments falling to earth, across 
  the car park, the roof of the arcade. ‘Man ...’ 
   
  Otsu grinned as he drove back towards Asakusa. ‘Now using napalm in an enclosed 
  space without any visible means of escape was a great move Akira’. Akira, noticeably 
  uncomfortable muttered to himself, ‘I got us out of there... and we got the 
  information we needed’. 
   
  I shook my head silently. I suddenly knew I needed to get a transfer to another team 
  when Dyson stared at the receding image of fire in the mirror and said quite 
  emphatically to no-one in particular: ‘You know I didn’t get to shoot anybody?’ 
   
  ֍  ֍  ֍ 
  
  192 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  With its spire reaching up into the murky nighttime mists that hung incessantly over 
  Tokyo, the Nikolaidai Cathedral stood out from the buildings that surrounded it on 
  every side. It was a Russian Orthodox church amongst an almost purely Shinto and 
  Buddhist people. These days it lay derelict - disused and boarded, waiting for just the 
  right moment when some entertainment giant like TKS or Yoshiko might transform it 
  into some holographic picture palace or theme tour museum ... or even the venue for 
  a high level zaibatsu meeting.  
   
  “Do it right - I’m not going through this again” muttered Nobuda into his throat mike. 
  His voice rumbled and growled, menacing bass tones that resonated inside the 
  limousine’s interior. He glanced through the darkened anti-ballistic polyperspex out 
  across the dimly lit plaza surrounding the cathedral. Beyond he saw a row of stores - 
  the security shutters gleaming dull grey in the bad light. On the corner a brash neon-
  lit fast-food place lit up the sidewalk and surrounding street like a multi-colored 
  searchlight. People moving inside, customers. “Big Buns ... what kind of a name is 
  that ... yes, OK, yeah I see your truck now, yes the team is inside and has 
  proceedings underway, remember to keep a low profile. Security is pretty tight on this 
  one. By midnight we should have an armed Makita jump-jet on station”. 
   
  He turned to look away from the Russian church away into the night and the park, 
  like everything else around here locked up for the night. Beyond lay the vast and 
  perplexing stellar array of Tokyo. This district, Ochinamizu catered for the bustling 
  and lively student population. Tokyo’s great universities were all centered here and 
  were supported by street after street of bookstores, academic software stores, 
  business seminar courses and academic suppliers. Little of interest to the zaibatsu 
  ever happened here. If anything, it served only as a recruiting ground for the large 
  multinationals, places where the scientific genii of the next decade were quietly and 
  studiously adding to their CVs, little knowing that they could in future be a pawn in 
  the violent and costly battles of big business. 
   
  For Nobuda it had happened that way too. He reached in to grab the Daiwoo’s 
  carphone and thought of those early days back in 2201. One of the top five in his 
  year, Nobuda had excelled at Business Studies and his radical views on the 
  identification and auditing of profit-centers found their way into one of the nation’s 
  most prestigious journals. He was everything his parents had hoped for, had dreamt 
  of. Corporate boy, sarariman, yes man. His multi-million yen embezzlement came as a 
  shock to his family, and to his tutors. What had happened to his true Japanese 
  values, to his ethics? 
   
  But shadowy figures in the corporate underworld had understood that what some had 
  taken for weakness and betrayal could also be seen as strength and cunning. Makita 
  Genetics were on the upswing and wanted to put together an unscrupulous and 
  talented  team that thoroughly understood the theory (and practice) of inter-
  corporate warfare. And so began Nobuda’s meteoric rise to Senior Executive Manager 
  in charge of Competitor Intelligence. 
   
   
  
  193 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  “Ken Kannushi’s office!” 
  “Tell Kannushi that the lotus is ready to bloom. Ask him if he would be so kind as to 
  meet us at the altar at 1 a.m. Thank you.” Nobuda leaned forward to his driver, “Take 
  me back to HQ, I need to see the boss before we sell our souls to these gangsters.” 
   
  Otsu was driving again, and gently brought the Honda Bluejay to a stop alongside the 
  Nikolaidai plaza. “What’s the plan” whispered Akira urgently. Dyson glanced sideways 
  at him, his face contorted by an expression of confusion, “plan?” 
   
  “Look ...” I said,  “we just check the place out. We’re over an hour early, neither the 
  Yakuza nor Makita can be here yet. We’re safe. Forget it!” 
  Both Akira, Otsu and Dyson were comforted by my words, Dyson especially so, since 
  he had used our corporate gold card to purchase for himself a Zenith M1000 30MW 
  combat laser. It lay in the back of the Honda under a red tartan blanket. 
   
  I got out of the car and spotted Big Buns, “Look, I’ll be over there. That’s our 
  rendezvous, OK?” Their eyes rolled skywards and the team edged slowly up the steps 
  onto the cathedral plaza. They split up but kept in touch by FM radio. I monitored 
  their progress from the diner. As they circled looking for an ingress, Otsu discovered a 
  cellar door and began to decrypt the sophisticated cardlock. His near perfect night-
  vision (patented, of course by Haruna Biolabs five years previously) made the job a 
  lot easier than it would otherwise have been. And he was in. 
   
  Dyson spotted a row of parked cars, and a van, at the main doors to the church. All 
  was quiet. He drew the AKZ-4 from under his trench-coat and ran his fingers 
  nervously through his silky long black hair. Although a large man, Dyson trod lightly. 
  Akira put his back up against the cold stone of the church - and froze. An armed man 
  was walking past scanning for movement. “Akira - leave it” I ordered him, “Dyson, 
  watch your back!” 
   
  Otsu, ever the accomplished technofetishist had gained entrance to the church. 
  Within minutes he gave the rest of us a whispered report. The nave was being fitted 
  for a top-level meeting. A table, complete with drinks and food sat amidst a tangled 
  mess of cables providing power and security. From a cable mounted in the high 
  ceiling hung an inactive multi-band jammer. Obviously neither the Yakuza nor Makita 
  wanted anybody overhearing. Too bad. Otsu, in chinos and black silk shirt had 
  penetrated their defenses and on a balcony high above the nave was ready and 
  waiting to compromise this covert conference. 
   
   
   
  
  194 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  “Hey you!”.  Too good to be true. Otsu rolled sideways whilst pulling out both his 
  Taurus 7.65mm machine pistols. Ancient and beautifully carved woodwork exploded 
  into a thousand splinters as the eagle-eyed Makita guard opened fire on Otsu. 
  Thinking quickly the Haruna agent simply leapt over the balcony, trusting his 
  genetically-enhanced inner-ear to land him right-side up. He hit the white cloth-clad 
  table with a thump, his knees bending reflexively. Technicians turned to look at him. 
  A guard near a mast-light pulled up an VP90, depressed the trigger and swept a trail 
  of death up the table. Otsu squeezed both triggers, saw the guard recoil backwards 
  into the mast, send it and he spinning into wires and cables. And dived ... blood 
  pounding in his head Otsu sprinted down the nave toward the main doors.  
   
   
  “Akira - where the hell are you?” 
   
  Akira had his own problems. The guard outside in the Ginza suit suddenly stopped, 
  turned, looked straight at Akira. Akira couldn’t take any chances. The Hoplite Riotgun 
  came up and pumped a fat 20mm round into him, throwing him, doll-like off the 
  raised plaza. Dyson was running around to help. Too late.  
   
  Both heard the strained whine of turbo-fans. I stood up in the diner and gazed out 
  across the square at the Nikolaidai, at the heavy MBB thrust-vectored hover wagon as 
  it sailed into view then vanished around behind the cathedral. “Oh god, no ...”. We 
  were spotted, it had gone wrong again.  
   
  Akira looked up as the hover wagon floated into view, the noise of the jets was 
  deafening, and the spotlight circled him beautifully. Attached to a universal pylon 
  below the sliding door sat a multi-barreled minigun. Akira sprinted for cover and in 
  those three terrifying seconds the thing spewed out over 300 bullets in his direction. 
  He lay against some nineteenth century stonework and bled. His upper right thigh 
  had come apart, muscle pushed out, scarlet blood began cascading across his thigh, 
  spattering onto the dark ground. “Bosatsu! Bosatsu! Answer!” Akira screamed with 
  pain and desperation into his throat mike, but the thing had been damaged in the 
  dash for cover and was out of action. 
   
  Dyson knew his only chance against the jump-jet was the laser, and he sprinted for 
  the car. With the pilot and gunner preoccupied with Akira he made it. Akira, however, 
  
  195 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  was just able to roll around a buttress into cover as the 6.50mm rain of death tore 
  giant chunks of stonework apart. Shattered hundred-year old stained glass.  
   
  I kicked open Big Bun’s double doors and strode meaningfully into the square. What 
  next? 
   
  Inside the cathedral, Otsu had given his pursuers the slip and had hidden as they 
  began a thorough search. Noises of gunfire could be heard against the east wall. He 
  tried to get to the main doors again. Maybe he could reach them without being 
  detected. 
   
  Dyson slotted the 30MW power cell and knelt on the back seat of the Honda waiting 
  for those five crucial seconds of power-up. Four seconds too long. The hover wagon 
  swept toward him and opened fire turning the small golden sedan into scrap metal. 
  Tires burst, windows shattered, bodywork was crushed and dented. Dyson managed 
  to duck and miraculously survived being injured at all. With grim determination he 
  then fired the laser at the MBB - and hit! But the hull easily withstood the white-hot 
  nova of the laser’s blast. It hovered there and the persistent gunner opened fire 
  again. This time what had retained a semblance of car after the last burst of gunfire 
  disintegrated into twisted aluminum. Dyson lay trapped on the back seat, his chest 
  pierced by bullets, glass and Honda body hull. He fought for life as his blood pumped 
  furiously out of his pierced and broken body. For the moment he was going nowhere. 
   
  Akira staggered across the plaza. “Gotta call for back-up, gotta call”. He saw a 
  videofone booth near the park and staggered toward it. The rising scream of jump-
  jets came in on his senses like a thunderclap. He was spot lit on the edge of the 
  sidewalk. Again the minigun opened fire, and broad-chested Akira was propelled by 
  the impact of a dozen high-velocity rounds into the gutter, desperately fighting off 
  both death and the pain that dragged him to it.  
   
  Mustering every gram of willpower, Dyson raised the combat laser, saw the wink of a 
  red LED telling him the cell was fully charged, and fired again. A blossoming cloud of 
  pink spray erupted from the shoulders of the jump-jet’s gunner as he leaned out to 
  angle the minigun down onto Akira’s slumped body. The jet dropped and peeled away 
  with a tremendous roar, almost total silence cut off the noise as the vehicle 
  disappeared behind the cathedral. Dyson rolled out of the wreck and staggered away 
  toward the park - hunting for safety, obscurity. 
   
  For Akira, meanwhile, that reprieve had been well timed. With a superhuman effort of 
  will he picked himself up and lurched drunkenly toward the phone box. He was dying. 
  Behind him Otsu was sprinting his way through the night trying to put some distance 
  between him and his pursuers. Akira called me on the radio. I told him I had back-up 
  arranged. Told him to get his ass into the park ready for immediate evacuation by 
  Haruna Biolabs hover wagon. I walked the opposite way, hailed a cab and got out of 
  there. What a goddamn disaster! Someone would pay for that, I cursed. But as 
  project manager I realized that I was the one who would take the blame. Then again 
  maybe I should. 
  
  196 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  De-briefing was a joke. Our team had gone to stop the Yakuza-Makita Genetics 
  meeting and/or discover exactly what was being said there. Instead we stumbled in 
  blindly. Yes we prevented the meeting from going ahead, but now it would surely go 
  ahead anyway in some unknown location. We would never understand what diabolical 
  compact these two economic giants were creating at Haruna’s expense. Our debrief 
  took place in a private room in the Haruna Central Hospital where Akira was in 
  intensive care. His shattered body had more holes than a cheese grater, but he 
  looked on the road to recovery. We didn’t like to boast, but the Haruna Life Corp 
  organization provided the best clinical treatment in Japan, if not the world. Akira’s 
  time to die would come, but not tonight. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  197 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
    
   
  You want to know the main influences that came together to create Zaibatsu? It was 
  a movie, a book, a Japanese anime series and an old computer game… Ridley Scott’s 
  Black Rain (and soundtrack), William Gibson’s novel Neuromancer, the anime OAV 
  Cyber City: Oedo 808 (and soundtrack) and the 1993 Bullfrog computer game 
  Syndicate. Mix, then liberally add lots of gunfights and corporate war… 
   
  Zaibatsu is a violent, high-tech and pessimistic view of the future. It is a dystopia, 
  dark and full of fear. But it isn’t my invention; rather that of countless science-fiction 
  authors - in particular the cyberpunks. Writers like William Gibson & Bruce Sterling 
  virtually created the genre, others built on it. This game takes Gibson’s famous debut 
  novel ‘Neuromancer’ as its basic premise. Zaibatsu is corporate war in near-future 
  Tokyo, it pulls elements from many other works and is something of itself. Like the 
  future it depicts, the game is a hybrid. 
   
  Players and referees are invited to explore the following works for inspiration, 
  atmosphere and a good time. Each cyberpunk has his own list, mine is orientated 
  towards Zaibatsu and the Japanese elements in the game. But remember, find plots, 
  characters, events and ideas where you can. In true cyberpunk fashion, adapt to 
  survive, never stand still and use what you find. 
   
   
  LITERATURE 
  APA Publications      
   
  Tokyo Insight City Guide 
  Hugo Cornwall         
   
  The Industrial Espionage Handbook 
  Fodor Travel Guides     
  Fodor’s Tokyo 
  Terry Gander          
   
  Guerrilla Warfare Weapons 
  William Gibson        
   
  Neuromancer 
   
   
   
   
   
  Count Zero 
   
   
   
   
   
  Mona Lisa Overdrive 
   
   
   
   
   
  Burning Chrome 
   
   
   
   
   
  Virtual Light 
  Lonely Planet       
   
  Japan 
  Miller &  Ridefort   
   
  Weapons of the Elite Forces  
  Lyons Press  
   
   
  U.S. Army Tactics Field Manual 
   
   
  Bruce Sterling        
   
  The Artificial Kid 
   
   
   
   
   
  Mirrorshades: The Cyberpunk Anthology (editor) 
   
   
   
   
   
  Islands in the Net 
   
  
  198 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Alvin Toffler          
   
  Future Shock 
   
   
   
   
   
  The Third Wave 
   
   
   
   
   
  Power Shift 
  Walter John Williams   
  Hardwired 
   
   
   
   
   
  Voice of the Whirlwind 
   
   
  MUSIC 
  Musical taste varies widely, but I consider the following dark and malevolent music 
  perfectly sums up the futuristic urban nightmare of Tokyo - 2225. It is part of the 
  ‘industrial’ genre which uses harsh distorted lyrics combined with bass-heavy 
  pounding melodies, cut with samples and effects taken from all the best cyberpunk 
  movies. This music includes: Assemblage 23, Cabaret Voltaire, Cubanate, Die Krupps, 
  Front 242, Frontline Assembly, Hard Corp, KMFDM, Nine Inch Nails, Nitzer Ebb, Sisters 
  of Mercy and Skinny Puppy. Also try less intensive music such as Jean Michel Jarre, 
  and soundtracks to movies such as Black Rain, Bladerunner, Akira and Terminator 2. 
  Official soundtracks of computer games are often suitable, try Deus Ex, System 
  Shock, XCOM2 as well as others. The musical genre of synthwave (check out You 
  Tube) may also provide a fantastic retro soundtrack.  
   
   
  FILMS & TV 
  A complete listing of movies that have some cyberpunk influence would be absolutely 
  vast! There is plenty out there and the reader has doubtless seen most of it anyway 
  (just a few examples would include Fifth Element, The Matrix, Aliens and Terminator 
  movies, Jonny Mnemonic and Total Recall (both versions). The best movies to watch 
  for inspiration may well be some Japanese anime such as AD Police, Akira, Battle 
  Angel Alita, Bubblegum Crisis, Geno Cyber, and Cyber City: Oedo 808. That last OAV 
  is the tops, and a massive influence for the style of Zaibatsu. Beware of ‘Japanese 
  Cyberpunk’ though, it is a different beast and invariably involves over–the-top psychic 
  powers, monstrous mutations and abstracted or incomprehensible plots!  
   
  Also highly recommended are several key movies which had a direct effect on the 
  creation of Zaibatsu. They are: Bladerunner (both 1982 and 2049), Black Rain 
  (Bladerunner Japan-style), Crying Freeman (cool manga-to-screen martial arts and 
  gunplay), Tron (for cyberspace weirdness, not a place to visit, a place to live!), Aeon 
  Flux, and every modern-day Hong Kong martial arts and gunplay movies ever made! 
  The 2018 Netflix series Altered Carbon does itself take inspiration from movies like 
  Bladerunner and should be a wonderful inspiration and source of ideas, scenes and 
  locations for anyone playing Zaibatsu. Finally the entire structure of Zaibatsu as a 
  game is based on the wonderful, frightening, paranoid and ultra-bleak drama TV 
  show  La Femme Nikita (1997-2001). Here ex-cons were forced to conduct 
  assassinations, spy missions, burglaries and kidnappings for a merciless and Gestapo-
  like secret service or be killed themselves.  A compelling TV show.  
   
   
   
  
  199 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  GAMES 
  Although I had played (and even written) various near future roleplaying games 
  previously, none had more impact on Zaibatsu more than ‘Cyberpunk’ by R. 
  Talsorian Games. The style of the game totally revolutionized science-fiction 
  roleplaying and created an entire new genre of gaming of which Zaibatsu is a part. 
  Other games which have in some way influenced the design process are Paranoia, 
  from West End Games, Avalon Hill’s Land of Ninja, and the excellent Feng Shui game 
  from Daedalus. Only one computer game has influenced Zaibatsu: Syndicate, 
  released in 1993 by Bullfrog Games, a game which inspired the corporate killers 
  approach and the mission-by-mission climb up the corporate ladder gaining 
  enhancements as one progresses.  
   
  The Nissan van pulled to a stop on the deserted fifth level of the multistory. Amano, 
  the driver, sat waiting. In the back Bosatsu stretched, “I appreciate what you’ve told 
  me Kiroshi, you know we’re the only people you can trust”. He pulled out a pack of 
  Sakura Revos from a pocket and glanced over his shoulder, “Hey, Amano, you don’t 
  want us smoking in your van do you?”. A shake of the head, “no way bro”. Bosatsu 
  pushed open the back doors, saw the long expanse of desolate darkly-lit 
  ferroconcrete. “After you”. As Kiroshi clambered out of the Nissan and turned to take 
  one of the cigarettes, Bosatsu fired a chattering burst of 10mm shells into his body. In 
  a discordant ballet of death Kiroshi flinched and jumped, and in an agony of  finality 
  smacked solidly onto the oily concrete. Bosatsu pulled the doors shut and shouted 
  over to his driver, “Amano, get us the hell out of here”. 
   
   
  Most of the following slang phrases comprise the lingua franca of the street samurai, 
  or anyone involved in industrial espionage in any way. 
   
  Auto Pistol – In 2225, a full auto, burst firing handgun. Yes. That’s 
  right.  
  Boat People – Inhabitants of the Kantai Floating Shanty Town  
  Black Clinic - An illegal medical center performing unlicensed 
  treatments, implants or operations on those desperate enough or rich 
  enough to pay. Often Yakuza owned.  
  Blacktech - Illegal electronics, from jammers to bugs to card-lock 
  decryptors. 
  Bullpup – Nickname for any bullpup-style assault rifle. 
   
  
  200 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Burakumin – A low status ‘caste’, and now a term for street trash. 
  Chunin - A middleman, dealer or street “fixer”; moves in the world of 
  Yakuza deals and shadowy zaibatsu missions.  
  Clone - An illegal human clone without memory implants, soulless, 
  autistic, emotionless. 
  Console Cowboy - A hacker or ‘Software Jockey’. 
  Cyberpunk - People in Zaibatsu living in that shadowy area where 
  technology meets society. Retrofitters and innovators using data and 
  technology on the street. Punks, samurai, terrorists, computer musicians, 
  fringe video producers, hackers.  
  Cyberspace - The global computer network of the future encompassing 
  every system, network and telecom link on the planet. Accessed by using 
  dermal ‘trodes stuck on the temples that puts the user “in there” amongst 
  a 3D virtual universe.  
  Deck/Software Jockey - A hacker. 
  Flatlined - Killed. Also retired, zapped, greased, wasted.  
  Ice - Intrusion Countermeasures Electronics. The defensive security 
  software in a computer system. “Icebreakers” are anti-Ice programs used 
  in hacking. “Black Ice” is software designed to damage the hacker’s brain. 
  Jack-In/Jack-Out - This term describes logging on and logging off of 
  cyberspace, a procedure requiring the use of dermal electrodes 
  temporarily stuck to the temples. 
  Japlish - A common mix of spoken Japanese and English. “Donmai!!” 
  Hacker - A computer user trying to break in to a defended computer 
  system for profit or fun. 
  Net - The Network; cyberspace. 
  Matrix - The Matrix is another term for cyberspace.  
  Ronin - A freelance street samurai, hiring out as a hitman, bodyguard or 
  spy for the zaibatsu. 
  Software Jockey - A hacker. 
  Street Samurai - An industrial espionage agent loyal to one company. 
  Familiar with weapons, burglary and terrorism. A freelance street samurai 
  is a “Ronin”. 
  Sarariman - Japlish for a ‘salary-man’. A zaibatsu employee, especially 
  one in management. Also called a corporate, corp or just “suit”.  
  Yakuza - Or “Yak”. The Japanese mafia; very powerful and 
  overshadowing other crime syndicates. Also a member of this.  
  
  201 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  Most role-playing games go into considerable detail concerning how to referee, how 
  to play, how to run non-player characters or create a realistic campaign. But practical 
  advice can be just as useful. For what it’s worth, this is my practical advice for 
  running Zaibatsu. 
   
  Basics 
  Firstly, check out you players or potential players. Are they into the genre, have they 
  read the books, seen the movies, looked over the manga? If yes, you’re job is 
  simplified. Explain to them that Zaibatsu is just like being inside that story, that 
  world, and that it can be just as exciting. For players who have not read or seen that 
  much, no problem. Everyone has seen the Hollywood action movies of Stallone, 
  Schwarzenegger and Bruce Willis. Tell your potential players that Zaibatsu is a game 
  that lets you do all those cool and amazing things. But it is set in Japan in the very 
  near future. 
   
  Atmosphere 
  When you play you want everyone to have the same picture in their head as you do. 
  Hopefully this is something like the dark, haunting cityscape of Bladerunner. To 
  enhance this mood you can stick up appropriate movie posters where you plan to 
  role-play, put on appropriate music or even watch a film or two together as a group. I 
  always find the addition of prawn crackers and few bottles of Kirin beer (or sake) 
  especially popular (if you can get them). My ‘Zaibatsu Suicide Squad’ have even (at 
  their own instigation!) come ‘dressed as their characters’, complete with trench coats, 
  leather jackets, mirror shades, replica guns & water pistols and computer deck with 
  earphone dermal connections! Cool! If it gets everyone interested, involved and in the 
  right mind-set - then use it! Low lights are a real must, especially special feature 
  lights, perhaps red bulbs, fairy lights or lava lamps. All turn the mundane room into 
  ‘something else’. 
   
  Comfort 
  I find that three or four players are my realistic limit. Any more and the game 
  resembles a war movie with a huge squad of armed guys strutting their stuff around 
  Tokyo. Plus the logistical headache of trying to keep five, six or more people active 
  and interested diminishes the more people you have playing. Stick to small numbers if 
  you can. If you have plenty of potential players, why not split them into two groups, 
  either two teams working for the same zaibatsu, or teams working for rival zaibatsu? 
  Each mission could be run in reaction to what the previous team did last week. This 
  makes for a very ‘interactive’ campaign. 
   
  
  202 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  Administration 
  From long experience, I have learnt that a photocopied stack of character sheets is 
  invaluable. Someone (especially in Zaibatsu) always dies early on and the player will 
  want to create a new character. If that happens, get him to roll a contact for that 
  character as normal, and then ask him to create that contact as well. This means he 
  knows him inside out and keeps him active while you continue to referee the game. 
   
  Have at least a pencil for each player (rubber-tipped if possible), an eraser, spare 
  sheets of note-paper and (if possible) a clipboard each. These are invaluable items. Of 
  course you will need at least two six-sided dice, but two per player is preferred. 
  Remember to have playing cards on hand for the cyberspace rules. Take out the 
  Jokers and mix two packs together if that is possible. This gives more variation and 
  makes guessing the next card that little more difficult. 
   
  Keep a diary of your game’s events. You might think you can remember it all, but if 
  you are still playing three years later, you will find those early notes not only useful 
  but damn entertaining to read. Ahh ... the nostalgia! 
   
  Keep notes of anyone or anything (a club, bar or company) you make up during the 
  game, and transfer these notes to some central notebook if you can. Players love to 
  see people or things they’ve encountered crop up again at a later date. Plus your 
  world is growing and expanding. Never forget these people and organizations, try and 
  reuse what has already been encountered rather than constantly pouring a deluge of 
  new and confusing organizations and personalities onto your players. Less is more. 
  Keep it simple and centered. Some sort of central notebook (or loose-leaf file) is a 
  useful asset. Within it you can keep character sheets when not in use, old character 
  sheets, upcoming missions, details of future campaigns, ideas, and details of locations 
  and personalities (try either subject or A-Z dividers for this). Resist the temptation to 
  create new weapons, drugs and equipment. Let the players learn the limitations of 
  what’s available, let them struggle to use what they have in new and interesting 
  ways. If at all possible concentrate that creative urge into developing new missions, 
  street personalities, situations, locations for scenes and ways to ‘bring back-in’ old 
  characters and locations. Always strive to build on what has gone before. If a 
  character was arrested, then have the next mission break him out. Keep things 
  connected. 
   
  For seating, I prefer the lounge to the kitchen table. Tables are useful, but lack that 
  essential atmosphere, and those clipboards really come in useful for the rolling of 
  dice. It really is up to the referee involved. At any rate, I hope that you enjoy reading, 
  refereeing and playing Zaibatsu as much as my many players have. It is very difficult 
  now to see reports or TV documentaries about Japan and Tokyo in particular without 
  thinking about the extraordinary exploits that both my players and I have had there 
  over the years!! 
   
   
  
  203 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Japan 
  Tokyo Bay Area 
  
  204 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
  Districts of Tokyo 
  
  205 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Asakusa 
  
  206 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
  Ginza & Marunouchi 
  
  207 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
  Ikebukuro 
  Odaiba 
  
  208 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
  Akasaka & Roppongi 
  
  209 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shibuya & Harajaku 
  
  210 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shinjuku 
  
  211 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
  Ueno & Akihabara 
  
  212 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3D6 Concept 
  Skill 
  Chr. 
  Gear 
  3 
  Pirate 
  Mechanical or 
  Electronics 1 
  Edu 
  Multi-Purpose Tool Kit and 
  workshop 
  4 
  Street Surgeon 
  Medical 1 
  Edu  ¥20,000 of drugs 
  5 
  Sarariman 
  Broker 1 
  Soc 
  Model/1 Cyberdeck, +2 
  programs 
  6 
  Kuruma 
  Grd. Vehicle 1 
  Dex 
  Armored Sedan Car 
  7 
  Organ Legger 
  Urban Survival 1 
  Dex 
  Stun Gun 
  8 
  Software Jockey Computer 1 
  Int 
  Model/3 Cyberdeck, 2x Grd 
  3 Icebreakers and 1x Grd 5 
  9 
  Ninja 
  Security 1 
  Dex 
  Cardlock Decryptor 
  10 
  Samurai 
  Recon 1 
  End 
  Concealed Kev. Vest 
  11 
  Special Forces 
  Commando 
  Hvy Weapons 1 
  or Demolitions 1 
  End 
  2x SRAMs or 1x Limpet 
  Mine 
  12 
  Investigator 
  Investigate 1 
  Edu 
  Bug Unit, 3x Bugs 
  13 
  Hustler 
  Streetwise 
  Int 
  ¥20,000 of drugs 
  14 
  Burakumin 
  Bujutsu 1 
  Str 
  2x Melee Weapons  
  15 
  Assassin 
  Take Aim 1 
  Dex 
  Disguise Kit 
  16 
  Face Man 
  Forgery 1 
  Soc 
  Full ID 
  17 
  Maverick Cop 
  Bribery 1 
  Str 
  Concealed Kev. Vest 
  18 
  Martial Artist 
  Karate or 
  Jujitsu 1 
  End 
          nothing 
  2 - CHARACTERISTICS [2D6] 
  Strength 
  Dexterity 
  Endurance 
  Intelligence 
  Education 
  Social Influence  
   
   
   
   
  Roll 2D6 six times 
  and allocate 
  Edu 
  Extra Skills 
  10 – 15 
  4 
  6 – 9 
  3 
  4 - 6 
  2 
  2 - 3 
  1 
   
  3 - SKILLS 
   
  COMBAT 
  Bujutsu 
  Demolitions 
  Gun Cbt 
  Hvy Weapons 
  Jujitsu 
  Karate 
  Take Aim 
   
  SOCIAL 
  Admin 
  Bribery 
  Broker 
  Carousing 
  Forgery 
  Gambling 
  Leader 
   
   
  TECHNICAL 
  Comms 
  Computer 
  Electronics 
  Mechanical 
  Medical 
  Security  
   
   
  URBAN  
  Ground Vehicle  
  Hovercar 
  Investigate 
  Recon  
  Streetwise 
  Urban Survival 
   
   
   
  1 x Life Event 
  Select Name 
  Appearance 
  1 x Contact 
  20 pts Retrogenics 
  GEAR 
  AutoPistol 
  ¥4,000 
  Headset- 
  Radio 
   
   
  
  213 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  6 - RETROGENICS       
  (20pts) 
  Ambidextrous (10) 
  Amphibious (5) 
  Animal Empathy (5) 
  Cat’s-Eyes (10) 
  Eidetic Memory (5) 
  Enhanced Respiration (10) 
  Flexibility (5) 
  High Pain Threshold (10) 
  Inner-Ear (5) 
  Insect Eye (10) 
  Macro-vision (5) 
  Metabolic Accelerator (15) 
  Metabolic Decelerator (5) 
  Micro-vision (5) 
  Mimicry (10) 
  Muscle Matrix (15) 
  Parabolic Hearing (5) 
  Pheromone Sense (5): 
  Poison Fangs (10) 
  Poison Immunity (5) 
  Regeneration (15) 
  Retractable Claws (10) 
  Second Skin (10) 
  Subdermal Body Armour (20) 
  Subdermal Pouch (5) 
  Superarms (10) 
  Superlegs (10) 
  Transmorph (20) 
  Vat Grown Eyes (5) 
  Waking Sleep (5) 
   
  5 - CONTACT 
  1,1   Chunin (Fixer) 
  4,1  Ninja 
  1,2   Engineer       
  4,2  Yakuza gangster 
  1,3   Military Officer   
  4,3  Medium Zaibatsu 
  1,4   Technical            
  4,4  Large Zaibatsu 
  1,5   Street Surgeon 
  4,5  Taxi-Driver 
  1,6   Private Eye             4,6  Street Samurai 
  2,1   Rumourmonger     5,1  Deck Jockey 
  2,2   Scientist                 5,2  Hustler 
  2,3   Rogue Android     
  5,3  College kid 
  2,4   Kantai tough        
  5,4  Smuggler/Supplier 
  2,5   Cultist - Terrorist     5,5  Politician 
  2,6   Artist                      5,6  Large Zaibatsu 
  3,1   Cop                     6,1  Chunin (Fixer) 
  3,2   City Office    
  6,2  Family Member 
  3,3   Local gang             6,3  Deck Jockey 
  3,4   Assassin  
   
  6,4  Small Zaibatsu 
  3,5   Bank                    6,5  Cop 
  3,6   Media                    6,6  Yakuza gangster 
   
   
   
   
   
   
   
   
  Appearance (2d)       
   
  Motivation (2d) 
  2  Retro 50s, 60s, 70s, 80s          2  Self-Ego 
  3  Grunge                              
  3  Order & Law 
  4  Long Coat                         
  4  Personal Honour 
  5  Chunky Padded Style                5  Drugs 
  6  Street Sportswear                   
  6  Wealth 
  7  Baggy Style                         
  7  Wealth 
  8  High Fashion                        
  8  Revenge 
  9  Smart Casual/ Corporate         9  Power 
  10 Punk                                 
  10 Fame 
  11 Slick Leathers                      
  11 Duty 
  12 Camouflage Gear                   
  12 Pleasure 
   
  Identifying 
  Features (3d) 
   
  3 
  Fingerless Gloves 
  4 
  Tattoos 
   
  5 
  Mohawk 
  6 
  Bald 
  7 
  Earrings 
  8 
  Nose Ring 
  9 
  Leather 
  10  
  Mirror shades 
  11  
  Wild coloured hair 
  12  
  Lots of Facial Hair 
  13  
  Designer Stubble 
  14  
  Lots of Jewellery 
  15  
  Pony-Tail 
  16  
  One colour-theme 
  17  
  Hat 
  18  
  Spiked Gloves 
   
  4 -APPEARANCE 
  Decide or roll on  
  these tables: 
   
  Identifying Features 
  Appearance 
  Motivation 
   
  7 – LIFE EVENT  
  Players should also roll once on the Life Event table (see Street Samurai 
  chapter for more details). 
  
  214 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TURN ORDER 
  6 second combat rounds 
  Simultaneous Melee then Simultaneous Gun Fire 
  AMBUSH 
  Hide, the victim makes 
  Recon+2 roll to spot you  
  (- your Recon) 
  Success means a fee 
  round of combat. 
  MELEE COMBAT    8+    
  + PC’s skill level 
  -  victim’s skill level 
  -2 Powerstrike (+2 Stuns) 
  -3  Unskilled civilian 
   
  Punch 1D6 Stuns 
  Power Strike 1D6+2 Stuns 
  Club/Chain/Nunchaku  2D6 
  Dagger  2D6+1 
  Karana 2D6+2 
  If Strength 9+ inflict +1 
  damage  
   
  When Stuns = End, 
  knocked out for 3 rds, 
  when awake suffer 3 points 
  of End.  
  THROWING    8+    
  + PC’s skill level 
  -2 Over 10m 
  Max range 40m 
   
  ARMOR 
  Concealable Vest   4  
  Ballistic/Flak Vest  5 
  Rigid Armor Plate   9 
  JUJITSU 
  Throw the Victim  
  Thrown 1-3 metres; inflicts 4 points of Stun (+1 if Str 9+). 
  Drag the Victim 
  Drag a number of metres up to ½ the attacker’s Str (rd down) in 
  one combat round. 
  Disarm the Victim 
  Force him to drop his weapon; if the attacker makes a Str roll 
  he gets to take the weapon for himself. 
  Hold the Victim 
  Hold him immobile; until the grappler’s attention is diverted, at 
  which point he can attempt to break-away with a Str roll.   
   
  VEHICLE COMBAT 
  Tiny  Disable/Destroy 10/20     Softskin   AV 2     Car/MPV/Van   Small Softskin 
  Small Disable/Destroy 15/30     Lt Armor  AV 12   Armored Limo   Small Lt Armor 
  Large Disable/Destroy 20/60    Hvy Armr AV 24    Hovercar         Small Softskin 
   
   
   
   
   
   
   
      APC/H-wagon  Large Lt Armr 
   
   
   
   
   
   
   
      Military Tank    Lge Hvy Armr 
   
  Wound Type 
  Effect 
  Minor Injury 
  Cut or bruised, but unaffected 
  Wounded  
  Knocked down to the ground for one combat round, and now at -1 all 
  actions until healed. Routine (+2) Medical roll will add +2 points for 
  that injury only and remove a Wounded character’s -1 penalty. 
  Seriously 
  Wounded  
  Knocked out for 2D6 minutes and suffering bleeding or other trauma. 
  It doesn’t look good. Victim will deteriorate, suffering 1D6 damage 
  every hour unless medic makes an Average (0) Medical roll. 
  Dead  
  Dead is dead.  
   
  GUN COMBAT   8+ 
   
  Unskilled Civilian 
  -3 
  Attacker’s Gun Cbt skill 
  + level 
  Over Effective Range 
  -2 
  Over 4x Long Range  
  -4 
  Close Range  (Within 3 meters) 
  +2 
  Target Dodging  
  -1 
  Target Dodging into Hard Cover 
  -2 
  In Partial Hard Cover 
  -2 
  Autofire 4 rd burst 
  x2 
  Autofire 20 rd burst 
  X4 
  Shotgun/Flech                                
  within 10m      4D6                                
  within 20m      2D6 
  over 20m        1D6 
  +1 
  - 
  - 
   
  
  215 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  
  216 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
   
   
    CAMPAIGN NAME:                                          
  DATE:  
   
      
     PLAYERS: 
   
   
   
   
       
   
   
        
   
   
   
    
      
      
     EMPLOYER DETAILS: 
    
   
   
   
   
   
   
  AGENT 
  NAME 
  SKILLS & RETROGENICS 
  MISSION 
  COUNT 
  Rank 
  PP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  217 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  MISSION NAME 
  AGENTS ASSIGNED 
  SUCCESS?/ 
  OUTCOME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  
  218 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
   
  The Following Is An Important Notice 
  This Product is derived from the Traveller System Reference Document and other 
  Open Gaming Content made available by the Open Gaming License, and does not 
  contain closed content from products published by either Mongoose Publishing or Far 
  Future Enterprises. This Product is not affiliated with either Mongoose Publishing or 
  Far Future Enterprises, and it makes no claim to or challenge to any trademarks held 
  by either entity. The use of the Traveller System Reference Document does not 
  convey the endorsement of this Product by either Mongoose Publishing or Far Future 
  Enterprises as a product of either of their product lines. 
   
  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; artefacts; 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. 
  
  219 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  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 
  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. All of 
  the rules within this book are Open Content. The weapons, vehicles, character 
  creation rules, combat rules and cyberspace rules are all Open Content. See Front 
  Matter of this book for details on Zozer Games’ Product Identity.  
  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, 
  
  220 | P a g e  
                  
   
   
   
  春奈薬 HARUNA BIOLABS       ‘Enhancing Life’      A Matsuyama Company    
     45-GHA 
  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 1.0a Copyright 2000, Wizards of the Coast, Inc. High Guard 
  System Reference Document Copyright © 2008, Mongoose Publishing. Mercenary 
  System Reference Document Copyright © 2008, Mongoose Publishing. Modern 
  System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; 
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David 
  Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Swords & Wizardry 
  Core Rules, Copyright 2008, Matthew J. Finch 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. T20 - The 
  Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a 
  trademark of Far Future Enterprises and is used under license.  
   
  Traveller System Reference Document Copyright © 2008, Mongoose Publishing. 
  Vehicle Handbook System Reference Document Copyright © 2012, Mongoose 
  Publishing.Traveller is © 2008 Mongoose Publishing. Traveller and related logos, 
  character, names, and distinctive likenesses thereof are trademarks of Far Future 
  Enterprises unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd 
  Authorized User. Cepheus Engine System Reference Document, Copyright © 2016 
  Samardan Press; Author Jason "Flynn" Kemp. ZAIBATSU is Copyright © 2018 Zozer 
  Games, author Paul Elliott 
   
   Chris 73 / Wikimedia Commons 
   Kakidai Wikimedia Commons 
   Francisco Diez (Flickr: Ginza at Night, Tokyo)  
   Moyan Brenn from Anzio, Italy (Tokyo) Rama, Wikimedia Commons, Cc-by-sa-
  2.0-fr 
   GRID Computer By jmdo - propia, GFDL, https://commons.wikimedia.org/w/ 
  index.php?curid=5396081 
   danirubioperez [CC BY-SA 2.0 (https://creativecommons.org/licenses/by-
  sa/2.0)], via Wikimedia Commons 
   JR East – East Japan Railway Company 
   Other images derived from Pixabay, Stocksnap.io, Unsplash, Pexels. 
   
   
   
   
   
  
SOURCE: textdata/thevault/Cepheus Engine/Cepheus Engine/Settings/Zaibatsu/TCE - Zaibatsu - The Corporate Wars (Updated).pdf