TEXT: 1
  
  Contents
  5.
    Decks
  6.
  Drones
  8.
    Cyberware
  12.
    The Metaverse
  17.
  Basic Programs
  27.
  New Weapons & Accessories
  30.
  Sprawl Slang: A Tourist’s Guide
  34.
  Media Spotlight
  Cover Art by: Jakub Rubelka
  Interior Art by: Mike Jackson, [ tfxr ] 3.0, Simon Cardew
  Edited By: Brent Ault
  Designed By: Brent Ault
  Email: killdefenses@gmail.com
  csc-rpg.byethost32.com
  cyber-sprawl-classics.tumblr.com
  plus.google.com/communities/103016979217790624276
  mewe.com/join/cybersprawlclassics
  Art, suggestions and submissions are always welcome! Interior art is preferred to have the 
  classic black & white outline style. Cover art aims for a “late-80’s to mid-90’s cyberpunk” 
  vibe, though not exclusively. This is best viewed on an eReader or in Two-Page View on your 
  preferred PDF software.
  2
  
  This Issue
  "Remember the good old days, when contracts were underworld, security systems
  were there to be hacked, and the finale in every run was the showdown on the 
  20th sub-level? Those days are back, with the cyberware you know, the AI you 
  fear, and the mission payload you know is there somewhere." 
  The response to Issue 1 of Cyber Sprawl Classics was awesome, and I didn’t even hear 
  from anyone’s lawyer! Thanks for everyone’s enthusiasm and support and I’d like to apologize for 
  the long 10 month timespan between issues 1 and 2. I’d also like to note that since Issue 1’s release,
  there has been an update fixing a few typos and small errors, so grab a copy of the revised PDF.
  When I was in my early 20’s, making ‘zines consisted of myself and a friend sitting on his 
  bedroom floor listening to punk records, cutting pictures from stacks of ancient thrift store 
  magazines and gluing them to pages between anarchic tangents we’d typed up. CSC is a digital take
  on that old-school tradition. As flattering as it is that many of you want a print version, it isn’t 
  gonna happen (unless you DIY). There is simply too much jacked art and material to make it legal. 
  So, what you see is what it will stay: a non-commercial, free e-zine for the Dungeon Crawl Classics 
  RPG we all love.
  I think Atari Teenage Riot would have approved.
  This issue will cover the more cyber end of Cyber Sprawl
  Classics. It is important to me that no rule ever codifies a
  setting for the Judge, whether it be their Sprawl or metaverse. 
  It’s your world to build and your game to run, so if anything
  herein doesn’t fit your vision, by all means: print out the page,
  throw it in the garbage and implement your own. 
  H4ck 73H 94M3! h4CK 73H Pl4n37!
  3
  
  4
  
  Cyberdeck Generator
  Roll once for each category below to generate a random cyberdeck. If it is for purchase, use the 
  price-guide below to determine a cred value based off it’s stats. A deck with more than one special 
  bonus adds the cred value of each (ie: a +1 to hacking and execute programs adds 1250 for each.).
  d% (roll)
  Program Slots
  Program Chips
  Special
  1-40
  1
  Reprogram A.I.
  None
  41-60
  2
  Reprogram A.I.
  +1 Hacking
  61-80
  3
  Reprogram A.I. + 1 random
  +1 Execute Programs
  81-90
  4
  Reprogram A.I. + 2 random
  +1 Hacking & Execute Programs
  91-100
  5
  Reprogram A.I. + 3 random
  +d3 Hacking & Execute Programs
  d14 (roll)
  Make
  Model
  1
  JMR
  9x
  2
  PsiNic
  Eclipse
  3
  Toki
  5010N6
  4
  ExaCorp
  M3H
  5
  Cytec
  Reverie
  6
  omegaDev
  A-800
  7
  TAT Technology
  Chikara
  8
  Prototech
  Salvation
  9
  Likine-Che
  Shikaku-Series 7
  10
  TerraCom
  Yellow Jacket
  11
  WOS Biotics
  Extro: Model-B
  12
  Exabase
  EVE
  13
  milNic
  Tokugawa
  14
  Thetalink 
  Wayfinder+
  Cred Basis
  Slots
  300 per slot.
  Special
  1250 per +1. 2500 per +d3.
  Program Chips
  500 per random program.
  5
  
  Drone Generator
  Roll once for each category on the table below to generate a random drone. If it is for purchase, 
  use the price-guide below to determine a cred value based off it’s stats. A drone with more than 
  one special bonus adds the cred value of each (ie: a +1 to attacks and damage adds the value of each.)
  d% (roll)
  DMG
   Type
  AC
  HD
  # HD
  MV
  Special
  Mobility
   F/R/W
  1-40
  d3
  Melee
  12
  d4
  1
  20’
  None
  Ground
  +0 +1 +0
  41-60
  d4
  Melee
  13
  d5
  2
  25’
  +1 Attack
  Ground
  +1 +1 +0
  61-80
  d5
  Ranged
  14
  d6
  3
  30’
  d16 Attack Die
  Hover
  +1 +0 +1
  81-90
  d6
  Ranged
  15
  d8
  4
  35’
  +1 Attack & Damage
  Hover
  +0 +1 +1
  91-100
  d7
  Dual
  16
  d10
  5
  40’
  +d3 Attack & Damage
  Dual
  +1 +1 +1
  Cred Basis
  Damage
  100 per maximum damage (ie: 1d3 = 300, d7 = 700)
  AC
  300 per AC point above 10
  HD
  Multiply HD listed. Multiply result by 200. (ie: 2d8 = 16. 16 x 200 = 3200)
  MV
  200 per 5’ above 20’.
  Special
  1250 per +1 or die bump. 2500 per +d3.
  Mobility
  500 ground / 1000 hover / 1500 dual
  Notes: Drones will auto-follow their owner unless instructed otherwise, to a maximum range of 
  180’. During combat, the Rigger may sacrifice their own movement in a round to instruct their 
  drone on where to move within that range for aid, defense, attacks, etc. Lastly, drones do not 
  qualify as AI, as they are fully controlled by their owners via neuro-links.
  6
  
  7
  
  8
  
  Razorkids & Chrome
  Cyberware represents the next
  evolution in mankind’s physical and
  biological technology. While basic
  augmentations such as data-jacks are
  fairly common among denizens of
  the Sprawl, most models of
  cyberware remain far out of the
  reach or budget of the general
  populous.
  To put it simply, cyberware is
  seldom mundane and should be
  challenging for PCs to attain,
  whether by gratuitous cost or rarity. These augmentations should be revered with nearly the same
  value as a magic item in DCC. The list below contains prevailing cyberware augmentations and 
  their effects, which should be adjusted if the Judge sees fit.
  Pricing should match your setting, campaign and general gaming style. That being said,  
  dictating a set cred value for each unique item here is an exercise in futility. As a general rule of 
  thumb, consider the following cost guideline when making cyberware available for purchase:
  Type
  Cred Basis
  Data-Jack/Chip-Jack
  300
  Bonus to Attack or Damage Rolls
  1250 per +1 or 1d3
  Bonus to Ability Score
  1500 per +1
  Bonus to Saves or Initiative
  750 per +1
  Bonus to Skill Checks
  1000 per +1
  Weaponry
  100 per maximum damage 
  (ie: 1d5 = 500, 2d4 = 800)
  9
  
  Cyberware Augmentations
  d24
  Model
  Type
  Description
  1
  Data-Jack
  Head
  Resembles a ¼ inch AUX input. Allows neural connection via 
  decks to the metaverse (or even to specialized equipment, such 
  as SmartGun modifications). Starting cyberware for a Console 
  Cowboy.
  2
  NeuroTran
  Head
  A permanent wetware implant that emits a neurological signal. 
  Allows wireless communication and control to a drone up to 180’
  away. Starting cyberware for the Rigger.
  3
  CyberMedic
  Head
  Found in most Medics, back-alley or professional. Allows for 
  mental overclocking when healing patients. Starting cyberware 
  for the Medic.
  4
  Chip-Jack
  Head
  Resembles an SD slot. Used largely for second-life, personality, 
  and educational wetware. 
  5
  Cognet-X
  Head
  Boosts the speed of brain-to-body neuro transmissions 
  providing a +2 bonus to Initiative and Reflex saves.
  6
  Sa-V 
  Head
  A cerebral booster that increases the user’s Intelligence by +1, 
  up to a maximum of 20/+4.
  7
  snEYEper
  Eyes
  An ocular augmentation allowing for greater visual targeting. 
  +1d3 to all ranged attacks. Reduced 25% chance to hit an ally 
  when firing into melee.
  8
  Herschel IR
  Eyes
  Allows for a 60’ infrared vision range.
  9
  Brights
  Eyes
  High-energy flashbulbs hidden in a cybereye. Once a day, it is 
  capable of temporarily blinding a single opponent for 1d3 
  rounds. Save vs. Will to avoid.
  10
  NuSpice
  Neck
  A subtle pheromone enhancer and projector. +2 to all 
  Personality/Speech checks.
  11
  K3-NKU
  Neck
  Allows for vocal modulation. +4 bonus for checks involving 
  impersonation of a familiar voice.
  12
  Crotaliner
  Neck
  Implants a genetically tailored toxin sac above the larynx. When 
  triggered, grants a close-range poison attack. Refer to DCC 
  Appendix: P (pg. 446) for suggestions.
  13
  Mollys
  Hands
  Retractable 4” blade-like extensions on the fingertips. Provides a
  natural 2d3 melee attack. 
  14
  Liston S+
  Hands
  A dermal plating of hard plastic and metal on one or both hands.
  Allows for a natural 1d6 unarmed attack. Applies a -3 penalty to 
  any Sleight of Hand and Lockpicking checks.
  10
  
  15
  hamNETs
  Arms
  Nanofibre mesh coating the muscles of the upper and lower 
  arms. +2 Strength, up to a maximum of 20/+4.
  16
  Mantodeal XC 
  Arms
  A retractable, mantis-like blade installed in the forearm that 
  deals 1d7+1 melee damage.
  17
  JoltAlarm
  Arms
  Stimulates the nervous system to immediately jolt a stunned 
  user awake. 
  18
  ICD Shock
  Body
  An implanted defibrillation cyberware that activates when the 
  user is downed. So long as the fatal blow was not irrevocable 
  (such as decapitation, immolation, etc.) this gives a +5 bonus to 
  Luck when making a Recovering the Body check.
  19
  Bone Lacing
  Body
  Covers the user’s bone structure with a hard plastic, providing a 
  natural +1 to their AC.
  20
  Berzerker
  Body
  An adrenal reservoir that can be triggered once daily for a +1 
  attack bonus and +1d3 damage bonus. Lasts 6 rounds. 
  21
  Logan Regen
  Body
  Increases thrombocyte production to a high degree. Once a day, 
  this can be activated to reduce the last attack damage taken by 
  half.
  22
  Acinonyx 
  Legs
  Bionic joint enhancements that add 10’ additional movement 
  speed and a +1 to initiative.
  23
  Lagomorphs
  Legs
  Cyberware adding +2 Agility (up to a maximum of 20/+4) and a 
  natural 6’ vertical leap.
  24
  Featherfall DAC
  Legs
  Damage absorption coils implanted in the hip, knee and shin 
  joints allowing for injury-free falls up to a height of 50’. When 
  falling from higher, a save vs. Reflex of DC 10 +1 per foot halves 
  any damage taken.
  11
  
  12
  
  Decking the Verse
  ‘
  Though the standard computer terminal and monitor still dominate in both ownership and use, in 
  a post-communication age, the metaverse has become the wildly popular virtual successor. By 
  taking computer data and rendering it into a navigable, virtual world, it is used globally by 
  hackers, programmers, digital security specialists and even casual users. With a deck at hand, most
  experience the metaverse through bulky VR goggles, while those who have dedicated their 
  professional careers to this boundless realm opt in for high-tech data-jack cyberware.
  A Console Cowboy’s primary function and purpose on a run is breaking in to a local network’s 
  computer systems, or nodes, in order to override security alarms, decrypt passwords, unlock 
  electronic doors, and falsify identification at checkpoints. While jacked in, Console Cowboys can 
  utilize their hacking skills to bypass a node’s Defensive Countermeasures, or DC. Due to the 
  autonomous, secure nature of these nodes,  the Console Cowboy and her deck must be manually 
  connected to a locally networked computer terminal or data-jack input to make a hacking 
  attempt. Most nodes will have access to a few (not all) nearby security points or rooms.
  Lastly, the Console Cowboy may also execute powerful, specialized programs in the metaverse 
  to aid their runner crew by affecting their physical location or by distorting the mental and visual 
  processes of various AI, such as security bots, turrets and androids; All of which use the metaverse 
  to function within their real-world environment. Each program comes on a singular chip, which 
  can be loaded into a deck’s program slots. These are prized by Console Cowboys beyond nearly 
  everything but their trusty deck itself. They are typically rare, expensive and highly illegal. 
  Note: Swapping one slotted program chip for another in combat takes 1 action.
  13
  
  Defensive Countermeasures
  Defensive Countermeasures are programming obstacles met by Console Cowboys jacked into the 
  metaverse; Virtual renderings representing their node’s protection. The Console Cowboy can 
  venture into the metaverse and approach a nearby node’s DC in an attempt to bypass security 
  measures through hacking (typically done with a roll of 1d20 + INT + any bonuses). If for any 
  reason another character class is able and attempts these skills, they are rolled untrained (unless 
  their 0-Level Occupation would suggest otherwise). Failure in a hacking attempt usually prompts a 
  security breach detection, resulting in a temporary lockdown of the node, a triggered alarm, or 
  worse.
  DC’s can range anywhere in difficulty from 5 to 20 and beyond, depending on the quality and 
  complexity of it’s programming. 
  DC
  Examples
  Possible Security Breach Effects
  5
  White DC. Sub-par, entry level security.
  System lockdown for 1d3 turns.
  10
  Yellow DC. Low end, functional security. Common 
  for electronic door locks in a home, basic password 
  encryption, and a store’s alarm systems.
  System lockdown for 1d5 turns.
  15
  Red DC. High end security for important systems 
  within banks, hospitals, museums, etc.
  System lockdown for 2d3 turns + 
  Security Alarm.
  20+
  Black DC. Used in ultra high end security for the 
  most crucial, upper level systems or encryption 
  within corporate arcologies, mansions, or Yakuza 
  and Triad operations.
  System lockdown for 2d6 turns + 
  Security Alarm + Metaverse 
  Ejection (1d4 dumpshock damage).
  Note: Within the metaverse, DCs are rendered in myriad ways. The most common virtual 
  portrayals are walls, pyramids or simple architectural structures. More creative security 
  programmers have taken to personalizing their creations, creating unique models such as dragons,
  spiders, faces, animal-life, lotus blossoms and more.
  14
  
  Hacking Example in Play
  Judge: Making your way through the sewers you come across a ladder leading up 12’ to a grimy steel hatch. 
  A single red light blinks on it’s face, near a sturdy metal handle. There is no visible lock, but a small keypad 
  rests in the wall below it, a single data-jack input for maintenance on it’s bottom face. By the look of your 
  comm’s GPS, you’re clearly beneath your destination. 
  Street Samurai: Drek! No passcode. Think you can crack it, kid? 
  Console Cowboy: Should be a breeze. I’ll give it a shot. When I’m jacked in, watch my back. I don’t 
  trust these sewers. Junkies everywhere.
  Street Samurai: *pats his Uzi*. Done and done, omae.
  Judge: As you jack into the metaverse, the meatspace around you fades like TV static and opens into a 
  vibrant virtual reality resembling a neon lit city on an endless black and cyan grid. You see the hatch’s 
  Defensive Countermeasure programming in front of you, rendered to resemble a spinning, laughing red skull.
  A chaotic display of cascading numbers within it rapidly flicker and change. 
  Console Cowboy: First things first, let’s see if this hunk of junk has a security alarm. 
  [rolls 1d20 + INT + Detect Alarms] for 18 over a DC of 15. Success!
  Judge: Delving into the protocols, you find an alarm system set to trigger should you botch breaching the 
  lock’s passcode, whether by hacking or erroneous manual entry.
  Console Cowboy: Ok. I’m gonna try to disable the bastard. Cross yer fingers.
  [rolls 1d20 + INT + Shut Down Alarms] for 12 under a DC of 15. Failure!
  Judge: No dice. You can’t quite seem to disable it. Solid protection here.
  Console Cowboy: *curses*. Well, we’ve got no other choice, unless we wanna blast through the 
  front entry. We’ve gotta get in there. I’m making a decryption attempt and burning 1 luck.
  [rolls 1d20 + INT + Decryption + 1 Luck] for 21 over a DC of 18. Success!
  Judge: Your fingers begin furiously typing as you begin a brute-force attack on the hatch’s passcode. After a
  few breathless moments, the skull looks as if it shatters into a thousand spinning polygons, fading into the 
  ether. All of the flickering numbers within slowly fade but five: 61485.
  Console Cowboy: Wiz! Got the passcode! Alright, I’m jacking out. 
  15
  
  16
  
  Basic Programs
  Detect Bodies
  Range: 60’ or more 
  Duration: Varies
  Execution time: 1 action
  Save: Will vs. check DC
  Through a small-scale radio pulse, this program detects all bodies within a specified distance and 
  displays them to the user within a wire-framed virtual rendering of the meatspace area. This 
  applies to both living creatures, and AI such as androids, turrets and security bots. If the user 
  disconnects from the metaverse, the program still runs for it’s set duration, or until shut down.
  Manifestation 
  Roll 1d3: (1) red polygonal outlines; (2) heat-vision display; (3) silhouettes in 
  green binary.
  Misfire 
  Roll 1d3: (1) user inadvertently sets off nearby security alarms; (2) user displays 
  the crew’s position to the nearest AI or security bot for 1 round; (3) user displays
  the crew’s position to the nearest AI or security bot for 1 turn and sets off 
  security alarms.
  Corruption
  Roll 1d6: (1-3) 1d3 shock; (4-5) 1d5 shock and the user is rendered unconscious 
  for 1 turn; (6) 1d7 shock and the user is rendered unconscious for 1d3 turns.
  1
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + 
  misfire; (1-2) corruption; (3-4+) misfire.
  2-11
  Failure. Program crashes and is lost for the day.
  12-13
  For a brief moment, the user can see all bodies within 30’. These bodies flicker 
  into sight then immediately disappear again, leaving the user with an 
  impression of their location. 
  14-17
  For a brief moment, the user can see all bodies within 60’. These bodies flicker 
  into sight then immediately disappear again, leaving the user with an 
  impression of their location. 
  18-19
  Until the end of the next round, the user can see all bodies within 60’.
  20-23
  For the next turn, the user can see all bodies within 60’.
  24-27
  For the next hour, the user can see all bodies within 60’.
  28-29
  For the next turn, the user can see all bodies within 200’.
  30-31
  For the next hour, the user can see all bodies within 200’.
  32+
  For a 24 hour period, the user can detect all bodies within a single architectural 
  structure, or outside up to 1 mile.
  17
  
  Blackout
  Range: 20’ radius or more 
  Duration: 1 turn or more
  Execution time: 1+ action
  Save: N/A
  The user shuts down surrounding electronic lighting on the local grid. This does not visually 
  affect AI such as androids, turrets and security bots (who’s ocular and cognitive functions 
  typically utilize the metaverse).
  Manifestation 
  Roll 1d3: (1) rapid flickering into darkness; (2) gradual fade into darkness; (3) 
  spreading of darkness from a central point.
  Misfire 
  Roll 1d3: (1) user inadvertently sets off nearby security alarms; (2) user activates 
  emergency lights; (3) user shuts down an adjacent room or block’s lighting 
  system.
  Corruption
  Roll 1d6: (1-3) 1d3 shock; (4-5) 1d5 shock and the user’s vision is permanently 
  rendered monochromatic; (6) 1d7 shock and the user is blinded for 1d3 days.
  1
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + 
  misfire; (1-2) corruption; (3-4+) misfire.
  2-11
  Failure. Program crashes and is lost for the day.
  12-13
  The space immediately surrounding the user, to a radius of 20’, goes completely 
  dark. The darkness remains fixed to its location (it does not follow the user) and 
  lasts for 1 turn.
  14-17
  The user can designate a point within 20’ and create a 20’-radius of darkness that
  remains fixed at that point for a duration of 1 turn. 
  18-19
  The user can designate a point within 100’ and create a 20’-radius of darkness 
  that remains fixed at that point for a duration of 1 turn.
  20-23
  The cleric can designate a point within 100’ and create a 20’-radius of darkness 
  centered at that point. The darkness remains for a duration of 1 turn. By 
  concentrating on future rounds, the user can move the radius of darkness up to 
  40’ per round, beyond the original 100’ range if he so chooses.
  24-27
  The user can designate a point within 200’ and create a radius of darkness of up 
  to 40’ centered at that point. The darkness remains for a duration of 2 turns. By 
  concentrating on future rounds, the user can move the radius of darkness up to 
  80’ per round, beyond the original 200’ range if he so chooses.
  28-29
  The user designates a point within 200’, and a radius of darkness up to 40’ in 
  appears at that point. The user can move this radius at a speed of 80’ per round. 
  No concentration is required. The darkness lasts for 1 hour.
  18
  
  30-31
  The user can cast an enormous space into darkness. The user can choose one of 
  three effects: a radius up to 60’ centered at any point within 300’; or a wide line, 
  up to 1,000’ long and 10’ wide. Within the area of effect, total darkness reign. 
  However, through the ‘verse, the user can see through the darkness. The dark 
  space can be moved up to 100’ per round without concentration. It lasts for up to
  1 day or until shut down.
  32+
  The user can shut down any and all light sources. This requires great 
  concentration. If this result is achieved, the user may continue to concentrate. 
  All light sources on the grid that illuminate a space 500’ in all directions begin to
  shut down. For every round the user concentrates, external light sources fade by
  1d20%. The judge rolls each round the user continues to concentrate. When the 
  total breaks 100%, all light sources have been completely extinguished, and the 
  cityscape around the user is completely darkened (at least to the eyes of all 
  within 500’). Once all light sources are shut down, the radius of the effect begins 
  to expand by another 1d20’ per round of concentration. The maximum range is 
  the user’s level x 1,000’. The effect continues as long as the user concentrates. 
  When concentration is broken, the light reappears at the same rate it was 
  extinguished; e.g., if it took 8 rounds to fade, it takes 8 rounds to reach full 
  strength again.
  19
  
  Render Decoy
  Range: Self
  Duration: 1 round or more
  Execution time: 1 round
  Save: Will vs. check DC
  This program renders a decoy within the metaverse that can be used to distract or mislead 
  targeting systems of various AI, such as androids, turrets or security bots. If the user disconnects 
  from the metaverse, the program still runs for it’s set time, or until shut down.
  Manifestation 
  Varies. See below.
  Misfire 
  Roll 1d3: (1) the user creates a glitched avatar of himself, meaning the avatar 
  (which lasts for 1d6 rounds) is blatantly inauthentic; (2) the user creates 1d6 
  avatars, each slightly resembling his own, but all wildly different in size and 
  body type; (3) the user generates 1d4+1 screaming, flickering faces of himself 
  that attracts nearby AI.
  Corruption 
  Roll 1d6: (1-3) 1d3 shock; (4-5) 1d5 shock and the user is rendered unconscious 
  for 1 turn; (6) 1d7 shock and the user is rendered unconscious for 1d3 turns.
  1
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + 
  misfire; (1-2) corruption; (3-4+) misfire.
  2-11
  Failure. Program crashes and is lost for the day.
  12-13
  Failure, but program is not lost.
  14-17
  A single decoy blinks into existence directly adjacent to the user’s avatar in the 
  metaverse. It looks exactly like him, and mimics his actions. Any targeting 
  system from an AI attempting to attack the user automatically strikes the decoy 
  instead, which disappears instantly once “hit”. An AI who concentrates for a full 
  round can make a Will save to distinguish the user’s true avatar from the decoy. 
  The avatar lasts for 1d4 rounds or until shut down.
  18-19
  1d4+1 decoys blink into existence directly adjacent to the user’s avatar in the 
  metaverse. They look exactly like him, and mimics his actions. Any targeting 
  system from an AI attempting to attack the user automatically strikes a decoy 
  instead, which disappears instantly once “hit”. An AI who concentrates for a full 
  round can make a Will save to distinguish the user’s true avatar from the decoy. 
  The avatars last for 1d4 rounds or until shut down.
  20-23
  1d6+1 decoys blink into existence directly adjacent to the user’s avatar in the 
  metaverse. They look exactly like him, and mimics his actions. Any targeting 
  system from an AI attempting to attack the user automatically strikes a decoy 
  instead, which disappears instantly once “hit”. An AI who concentrates for a full 
  round can make a Will save to distinguish the user’s true avatar from the decoy. 
  The avatars last for 1d4 rounds or until shut down.
  20
  
  24-27
  1d8+1 decoys blink into existence in the metaverse. They look exactly like him, 
  and mimic his actions. Moreover, he can create a decoy of a single ally. Any 
  targeting system from an AI attempting to attack the user automatically strikes 
  a decoy instead, which disappears instantly once “hit”. An AI who concentrates 
  for a full round can make a Will save to distinguish the user’s true avatar from 
  the decoy. The avatars last for 1d4 rounds or until shut down.
  28-29
  1d10+1 decoys blink into existence in the metaverse. They look exactly like him, 
  and mimic his actions. Moreover, he can create different decoys at once, such 
  that he could create some avatars of himself, some of his Street Samurai ally, 
  and some of his other Rigger ally, etc. Any targeting system from an AI 
  attempting to attack automatically strikes the decoy instead, which disappears 
  instantly once “hit”. An AI who concentrates for a full round can make a Will 
  save to distinguish the user’s true avatar from the decoy. The avatars last for 1 
  hour or until shut down.
  30-31
  1d12+1 decoys blink into existence in the metaverse. They look exactly like him, 
  and mimic his actions. Moreover, he can create different decoys at once, such 
  that he could create some avatars of himself, some of his Street Samurai ally, 
  and some of his other Rigger ally, etc.
  Any targeting system from an AI
  attempting to attack automatically
  strikes a decoy instead, which disappears
  instantly once “hit”. An AI who
  concentrates for a full round can make a
  Will save to distinguish the user’s true
  avatar from the decoy. The avatars last
  for 1 hour or until shut down.
  32+
  2d10 decoys blink into existence in the
  metaverse. They look exactly like him,
  and mimic his actions. Moreover, he can
  create different decoys at once, such that
  he could create some avatars of himself,
  some of his Street Samurai ally, and some
  of his other Rigger ally, etc. Any targeting
  system from an AI attempting to attack
  automatically strikes the decoy instead,
  which disappears instantly once “hit”. An
  AI who concentrates for a full round can
  make a Will save to distinguish the user’s
  true avatar from the decoy. The avatars
  last for 1 day or until shut down.
  21
  
  Electrical Surge
  Range: 150’ or more 
  Duration: Instant
  Execution time: 1 action
  Save: Will vs. check DC
  This program overloads a nearby networked apparatus in the meatspace, such as a power outlet, 
  light source, computer terminal or cyberdeck, creating a powerful blast of electricity.
  Manifestation 
  Roll 1d3: (1) arcing bolt of electricity; (2) explosion of sparks; (3) web of electrical
  current.
  Misfire 
  Roll 1d3: (1) user zaps himself for 1d4 damage; (2) user zaps one randomly 
  determined ally within 30’ for 1d6 damage; (3) user zaps the point where he 
  stands with electrical energy, such that any creature within 10’ of that point on 
  a following round who wears metal armor or carries metal weapons will take
  2d6 damage as the electrical charge is released.
  Corruption 
  Roll 1d6: (1-3) User’s hands, arms and neck develop “electrical treeing” scars; (4-
  5) the user’s brain is scrambled by electrical currents, causing his Intelligence 
  and Personality scores to transpose; (6) electrical discharge to the user’s brain 
  permanently lowers his Intelligence score by 1d3 points.
  1
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + 
  misfire; (1-2) corruption; (3-4+) misfire.
  2-11
  Failure. Program crashes and is lost for the day.
  12-13
  The user creates a single electrical blast that does 1 point of damage. He must 
  have had visual knowledge of the target’s general position. The blast never 
  misses, though it may be blocked by certain armor.
  14-17
  The user creates a single electrical blast that does damage equal to 1d4 + user 
  level. He must have had visual knowledge of the target’s general position. The 
  blast never misses, though it may be blocked by certain armor. 
  18-19
  The user creates 1d4 electrical blasts that do damage equal to 1d4 + user level. 
  All blasts must be aimed at a single target who’s general position the user has 
  had visual knowledge of. The blast never misses, though it may be blocked by 
  certain armor. 
  20-23
  The user creates 1d4+2 electrical blasts that do damage equal to 1d4 + user level. 
  All blasts must be aimed at a single target who’s general position the user has 
  had visual knowledge of. The blast never misses, though it may be blocked by 
  certain armor. 
  24-27
  The user creates a single electrical blast that does damage equal to 4d12 + user 
  level. He must have had visual knowledge of the target’s general position, to a 
  maximum range of 1,000’. The blast never misses, though it may be blocked by 
  certain armor.
  22
  
  28-29
  The user creates 1d6+3 blasts that do damage equal to 1d8 + user level. Each blast
  can be aimed at a single target at any range who’s general position the user has 
  had visual knowledge of. The blasts never miss, though they may be blocked by 
  certain armor.
  30-31
  The user creates 2d6+1 blasts that do damage equal to 1d8 + user level. Each blast
  can be aimed at a single target at any range who’s general position the user has 
  had visual knowledge of. The blasts never miss, though they may be blocked by 
  certain armor.
  32+
  The user creates 3d4+2 blasts that each do damage equal to 1d10 + user level. He 
  may direct these blasts individually as a single action, or he may direct them all 
  at a single target that is not present or visible, provided he has specific 
  knowledge of that target’s whereabouts. In this case, the user must spend 1 turn 
  concentrating to execute the program, then continue concentrating as the blasts
  seek their target. The blasts seek out this target even if it is concealed, though 
  they have a maximum range of 100 miles. The blasts can travel up to 10 miles 
  per second provided no obstacles are present. Provided a direct route exists, the 
  blasts strike the target unerringly.
  23
  
  Electromagnetic Pulse
  Range: 10’ or more
  Duration: Instant
  Execution Time: 1 action
  Save: Fortitude vs. Check
  The user’s cyberdeck circuitry enacts continual switching actions, emitting a powerful 
  omnidirectional electromagnetic pulse that disables electronics, drones, cyberdecks, and stuns 
  living creatures in the nearby meatspace. Note: Due to the medical necessity for consistent 
  body/machine symbiosis and stability, as well as the body itself providing a natural Faraday Cage, most 
  cyberware is EMP shielded and unaffected by this program.
  Manifestation 
  Roll 1d4: (1-2) A bubble of white light bursts outwards from the cyberdeck and 
  fades; (3-4) Concentric rings of blue-white pulses radiate out from the 
  cyberdeck.
  Misfire 
  Roll 1d3: (1) the pulse implodes, disabling the cyberdeck for 1 round; (2) the 
  pulse implodes disabling the cyberdeck for 1d3 rounds; (3) the pulse implodes 
  irreparably destroying the cyberdeck. NOTE: All misfires eject the user from the 
  metaverse and deliver 1d4 dumpshock damage if connected via data-jack. 
  Corruption+Misfire includes both shock and dumpshock damage!
  Corruption 
  Roll 1d6: (1-3) 1d3 shock; (4-5) 1d5 shock and the user is rendered unconscious 
  for 1 turn; (6) 1d7 shock and the user is rendered unconscious for 1d3 turns.
  1
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + 
  misfire; (1-2) corruption; (3-4+) misfire.
  2-11
  Failure. Program crashes and is lost for the day.
  12-15
  Failure, but the program is not lost.
  16-17
  All non-protected electronics within a 10’ radius (and not held on the user) 
  momentarily shut down for 1d3 rounds; any living creatures within 10’ must 
  make a Fortitude save or be stunned for 1d3 rounds.
  18-19
  All non-protected electronics within a 15’ radius (and not held on the user) 
  momentarily shut down for 1d5 rounds; any living creatures within 15’ must 
  make a Fortitude save or be stunned for 1d5 rounds. 
  20-23
  All non-protected electronics within a 20’ radius (and not held on the user) 
  momentarily shut down for 1d6 rounds; any living creatures within 20’ must 
  make a Fortitude save or be stunned for 1d8 rounds. 
  24-27
  All non-protected electronics within a 30’ radius (and not held on the user) 
  momentarily shut down for 1d7 rounds; any living creatures within 30’ must 
  make a Fortitude save or be stunned for 1d7 rounds.
  24
  
  28-29
  30-31
  32+
  All electronics within a 40’ radius (and not held on the user) shut down for 1d8 
  hours, all batteries are drained of 1/2 of their remaining charges, and any AIs 
  have their memory and data storage wiped of events from the last 24 hours; any 
  living creatures within 40’ must make a Fortitude save or be knocked 
  unconscious for 1d8 hours.
  All electronics within a 50’ radius (and not held on the user or that of the user’s 
  allies) shut down for 1d12 hours, all batteries are completely drained, and any 
  AIs have their memory and data storage wiped until reboot; any living creatures 
  within 50’ must make a Fortitude save or be knocked unconscious for 1d12 
  hours.
  All electronics within a 100’ radius (and not held on the user or that of the user’s
  allies) shut down permanently and cannot be reactivated without major repairs, 
  all batteries are completely drained, and all AIs have their memory and data 
  storage permanently wiped; any living creatures within 100’ must make a 
  Fortitude save or be knocked unconscious for 24 hours.
  25
  
  26
  
  New Weapons & Accessories
  These items were culled from ideas given to me be by James Dudli and Thaddeus Moore.
  Type
  Damage
  RoF*
  Speed
  Range
  Ammo
  Weight
  Creds
  Single-Shot Grenade Launcher
  Varies
  1
  -2
  50/100/200
  1
  5
  400
  Multi-Shot Grenade Launcher
  Varies
  1
  -3
  50/100/200
  6
  20
  800
  Anti-Drone Jammer Gun
  Special
  1
  300/600/900
  10
  10
  900
  Electro Stunner
  Special
  1
  15’
  10
  5
  200
  Chaingun
  d12
  5(A)
  -4
  200/400/600
  **
  80
  1200
  Specialty Grenades
  Description
  Creds
  Flechette
  d12 DMG; short range (50’) only.
  10
  High Explosive
  d16 DMG; 15’ blast radius.
  20
  Parachute Flare
  Burns for 1 turn and illuminates a 500’ area. Multiple colors
  available.
  7
  Flare
  Signal flare, with or without burst. Many colors available.
  3
  Foam
  15’ blast radius of a fire suppressant chemical foam.
  5
  Smoke
  Assorted colors of smoke obscures ocular vision in a 20’ 
  radius for 2d5 rounds.
  5
  Incendiary
  d8 DMG; 15’ blast radius. Burns for 1d6 rounds. Combustible
  materials in target area will ignite.
  20
  Paint
  15’ blast radius of paint color of choice. May blind cameras 
  and sensors, particularly those that are not self-cleaning.
  3
  Air Burst Auto Detonated
  d7 DMG; 15’ blast radius. A smart +1 to hit anti-personnel 
  round that can be automatically set to detonated remotely 
  over trenches, defilades, or inside a target area by the user.
  10
  * Rate of Fire. Additional shots may be taken, up to the RoF, but each subsequent shot is -1 die bump lower.
  ** Uses a gravity fed ammobox that can be reloaded on the fly.
  Single-Shot Grenade Launcher (SGL): May be used as a stand alone weapon or mounted under 
  the barrel of an Assault Rifle or Energy Rifle. -1 to hit on rifle shots due to the increased bulkiness 
  and weight the SGL adds.
  Multi-Shot Grenade Launcher (MGL): Representative of Milkor M32 Multi-shot Grenade 
  Launcher and other integral rotary drum multi-shot 40mm grenade launchers.
  27
  
  Anti-Drone Jammer Gun (ADJG): Only effective vs. drones. DC 15 Fortitude save or the target is 
  stunned for 1d5 rounds. Note: Hover drones will crash taking fall damage of 1d6 per 10’. When stunned, 
  the drone drops everything held, can’t take actions, incurs a –2 penalty to AC, and drops to the bottom of the 
  initiative order on the turn it recovers. 
  Electro Stunner: An electro stun weapon the size of a semi-automatic pistol. Uses nitrogen 
  powered darts that are fired from a disposable single shot cartridge and are connected to thin 
  metal electrode wires. Only effective against unarmored humans and smaller animals. Not 
  effective against armored enemies or heavily cyber-enhanced individuals. DC 12 Fortitude save or 
  target is stunned for 1d5 rounds. As long as the darts and electrodes remain attached in a 
  complete circuit with the target, the stunner can be fired again up to 6 charges before a new 
  battery pack is necessary. Can be use up to 15’ or as a “drive stun” touch attack. Note: When 
  stunned, the enemy drops everything held, can’t take actions, incurs a –2 penalty to AC, loses their Agility 
  bonus to AC (if any) and drops to the bottom of the initiative order on the turn it recovers.
  Chaingun: A relatively lightweight (80 lbs), gas-pressure operated rotary machine gun. Most often 
  found attached to vehicles, but can be detached for on-foot use.
  Specialty Ammunition
  Ammunition
  Description
  Creds
  Hollow Point
  +2 AC to target. +1d damage.
  2x Ammo
  Armor Piercing
  +1d attack rolls on armored enemies. 
  2x Ammo
  Tracer Round
  +1 to hit with automatics. Note: Tracers are visible to enemies and 
  may give away a shooters position.  
  2x Ammo
  Explosive Round
  -1d damage. +1d3 damage to all other targets within 5’.
  3x Ammo
  Incendiary Round
  DC 12 Reflex save to avoid catching on fire for 1d6 damage at 
  the start of their turn. Attack fumbles will, in addition to their 
  normal effects, destroy the weapon on a failed Luck check.
  4x Ammo
  Acidic Round
  DC 12 Reflex save to avoid acid burns: 1d3 damage and -1 AC 
  from armor per round for 1d3 rounds. Attack fumbles will, aside
  from normal effects, destroy the weapon on a failed Luck check.
  4x Ammo
  Sick Round
  Half damage is subdual. DC 12 Fortitude save or suffer -1d3 
  ability score damage to Strength and Stamina.
  4x Ammo
  28
  
  Weapon Accessories
  Accessories and Weight: Each +5 weight increment added incurs a -1 penalty to attack, speed and 
  initiative rolls. Availability and cred value should be determined by the Judge.
  Extended Magazines
  Pistol, semi-auto
  20 rounds, +1 weight; 30 rounds, +2 weight.
  SMG
  40 rounds, +1 weight; 50 rounds, +2 weight.
  Automatic Rifle
  40 rounds, +1 weight; 50 rounds, +2 weight.
  Sniper Rifle
  10 rounds, +1 weight.
  Drum Magazines
  Automatic Rifle
  100 rounds, +5 weight.
  Machine Gun
  200 rounds, +10 weight.
  Combat Shotgun
  20 rounds, +5 weight; 30 rounds +10 weight.
  SMG
  50 rounds, +3 weight.
  Aim Support
  Red Dot Sight
  Allows targets to be acquired more easily even without optimal eye 
  distance from scope reticle. May be used on all weapons. +1 to hit.
  Laser Sight
  +1 to hit with semi-automatic fire only.
  Tactical Light
  A simple flashlight that mounts to weapons. Requires a battery. +1 weight.
  Bipod
  +1 to hit when deployed from a prone shooting position. +2 weight.
  Third Arm
  A self stabilizing brace particularly useful for long arms and heavy weapons
  that adds +1 to speed and +1 to hit. -5 to weight of weapon attached. 
  SmartGun Mod
  Enables a wired, neural connection to the user’s DataJack implant. 
  Increases all attacks with the firearm by +1d.
  Thermal Scope Mod
  Enables thermal vision through low density concealment and cover in 
  darkened areas or night.
  Scopes
  Effect*
  Pistols, SMGs, Shotguns
  +2 to hit at short range, no -2 medium range penalty.
  Rifles, Machine Guns
  +2 to hit at short range, no -2 medium range penalty, no -1d long 
  range penalty.
  * When aiming a full round only. Aiming one full round increases the Attack and Damage die by one.
  29
  
  30
  
  A Tourist s Guide
  ’
  Definition
  arc
  n.
  An arcology.
  barrens
  n.
  The bad side of town. 
  business
  n.
  In slang context, crime.
  buzz
  v.
  Go away. Piss off.
  chill
  adj.
  Good, cool, acceptable.
  chip truth
  n.
  A fact or honest statement.
  chipped
  n.
  Senses, skills, reflexes, muscles, and so on, enhanced by cyberware.
  chrome
  n.
  External cyberware. 
  chummer
  n.
  Friend, used in the same sense as “pal”.
  cleaner
  n.
  An assassin used to eliminate all traces of a mission.
  clip
  n.
  A box magazine for a firearm. 
  comm
  n.
  Short for commlink; essentially a variant of the old smartphone.
  corp
  n.
  Corporation., adj. Corporate 
  creds
  n.
  Money.
  dataslave
  n.
  Corporate decker or other data processing employee.
  datasteal
  n.
  Theft of data from a computer, usually by decking. 
  deck
  n.
  A cyberdeck. Or, v. To use a cyberdeck, usually illegally. 
  deckhead
  n.
  Wetware abuser; anyone with a data-jack or chip-jack.
  DC’s
  n.
  Defensive Countermeasures; Node security
  drek
  n.
  Common swear word. Derived from the German “Dreck.”
  dump
  v.
  To be involuntarily ejected from the metaverse.
  dumpshock
  n.
  Physical shock from being pulled out of the metaverse.
  exec
  n.
  Corporate executive.
  frag
  v.
  Common swear word. Adj: Fragging. Derived from frag grenade.
  fragged
  adj.
  Broken, in trouble.
  geek
  v.
  To kill. 
  go-gang
  n.
  A vehicular gang.
  hacker
  n.
  Someone who illegally acts within the metaverse using a deck.
  heat wave
  n.
  Police crackdown.
  31
  
  hoi
  interj.
  Familiar greeting 
  hose
  v.
  Louse up. Screw up.
  jack
  v.
  Jack in, or enter cyberspace. jack out, or to leave cyberspace. 
  jander
  v.
  To walk in an arrogant yet casual manner; to strut. 
  kobun
  n.
  (Japanese) Member of a Yakuza clan. 
  Ka-Minh
  n.
  The universal spoken language.
  Mr. Johnson
  n.
  Refers to an anonymous employer or corporate agent.
  omae
  n.
  (Japanese) Friend.
  oyabun
  n.
  (Japanese) Head of a Yakuza clan. 
  panzer
  n.
  Any ground-effect combat vehicle. 
  paydata
  n.
  A datafile worth money on the black market. 
  plex
  n.
  A metropolitan complex, short for "metroplex". 
  razorkid
  n.
  A person with extensive combat enhancements.
  roke
  adj.
  Overly elaborate or unnecessarily detailed. From a shortening of Baroque.
  samurai
  n.
  (Japanese) Mercenary or muscle for hire. Implies honor code. 
  sarariman
  n.
  (Engrish) A corporate employee. From mispronunciation of salaryman. 
  screamer
  n.
  Credstick or other ID that triggers computer alarms if used. 
  seoul man
  n.
  A member of a Seoulpa ring. 
  Seoulpa ring
  n.
  A small criminal gang with connections to others like it. 
  shaikujin
  n.
  (Japanese) "Honest citizen." A corporate employee. 
  SIN
  n.
  System Identification Number.
  slot
  v.
  To insert a chip or credstick into a reading device.
  slot & run
  v.
  Hurry up. Get to the point. Move it.
  So ka
  v.
  (Japanese) I understand. I get it. 
  sprawl
  n.
  A metroplex
  squat
  n.
  Abandoned urban area used for housing.
  squatter
  n.
  A resident of a squat. 
  static
  n.
  Unusually social in nature.
  suit
  n.
  "straight citizen." See Shaikujin, Sarariman.
  trid, trideo
  n.
  Holographic animated media; Three-dimensional successor to video. 
  wageslave
  n.
  A low-level corporate employee.
  wetware
  n.
  Software programs using head augmented chip-jacks. 
  32
  
  wired
  adj.
  Equipped with cyberware.
  wiz
  adj.
  Wonderful, excellent. 
  Yak
  n.
  (Japanese) Yakuza. Either a clan member or a clan itself. 
  zaibatsu
  n.
  (Japanese) A megacorporation.
  33
  
  Media Spotlight 
  What would you do if your fears were hacked?
  >observer_ is a cyberpunk horror game from Bloober Team. Discover a dark cyberpunk world 
  beset by plagues, war and squalor. Play as the new front line of neural police as you hack into the 
  jagged minds of the insane.
  Observe and Report: You are Dan Lazarski, an elite neural detective known as an Observer, and
  part of a corporate-funded police unit whose purpose is to hack and invade suspects’ minds. In 
  this future, anything you think, feel, or remember can be used against you in a court of law.
  A Dark Dystopia: The year is 2084. If you somehow survived the Nanophage, odds are you were
  killed in the War. Those who live have turned to drugs, VR, neural implants— anything to 
  distract themselves from this new reality. But they can’t hide from you.
  Interactive Insanity: As you hack into the unstable minds of criminals and victims to look for 
  clues, you will relive their darkest fears, forcing you to question your own reality—and your 
  sanity.
  34
  
  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 
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  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 
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  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 
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  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 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  Dungeon Crawl Classics Role Playing Game Copyright 2012, Goodman Games
  Shadowrun Copyright The Topps Company, Inc. 
  35
  
  36
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/Cyber Sprawl Classics/Cyber Sprawl Classics 2 Decks, Drones, Cyberware & the Metalverse.pdf