TEXT:  
   
   
   
   
   
   
   
   
   
  COMMONS 
   
   
   
  公 | 骑  
   
  地 | 士 
   
   
   
   
  Your  lives   are  privatized.  Fight  back.  
   
   
   
  A  Hungry  Ghost  Game  
   
  for  Cyberpunk  by  Asian  Creators  Game  Jam  
   
  by  Li  Jiyang  
   
   
   
  RIDER   
     
   
   
  
   
   
  In  the  winter  of  201X  -  driven  to  desperation  by  worsening  climate  patterns  and  the   
  growth   of  far-right  and  totalitarian  power  in  their  home  nations  -  a  militant  group  of  scientists,   
  technologists,  thinkers,  and  activists  work  together  to  do  something  about  it.  In  a  year,  they  come   
  upon  a  breakthrough;  a  process  that  can  interface  neurons  with   electronic  circuits.  A  means  to   
  implant  machines  into  man.  In  this  time  of  great  social  upheaval,  they  quickly  rename  themselves   
  “ the  Bullet  Club ,"  compose  a  manifesto,  outfit  several  volunteers  within  their  number  with   
  mega-powered  prosthetics,  and  arm  them  with   custom-designed  high-tech   firearms.  Their  goal  is   
  nothing  less  than  the  overthrow  of  various  governments,  the  destruction  of  capitalism,  a   
  zero-emissions  society,  universal  suffrage  and,  the  redistribution  of  resources.  
   
   
   
  The  rebellion  is  quickly  put  down  by  an  international  coalition.  The  corpses  of  the  Bullet   
  Clubbers  plundered  for  their  resources  and  advancements.  A  new  technological  revolution  is   
  born  from  the  crushed  dreams  of  those  who  fought  for  a  better  world.  
   
   
   
  It  is  now  207X.  Governments  maintain  power  and  control  by  working  closely  with   the   
  ultracharters ;  the  nine  largest  corporations  in  the  world,  with   revenues  in  the  trillions,   
  privatizing  all  arenas  of  human  life.  While  cyborgs  were  nothing  new  -  people  already  wore   
  glasses,  lived  with   smartphones,  implanted  pacemakers,  and  used  prosthetics  -  Bullet  Club   
  technology  is  common  knowledge  and  used  by  all  nine  ultracharters  to  create  enhanciles ;  a   
  medical  and  legal  class  of  human  with   more  than  75%  replacement  body  mass.  While   
  superhuman,  they  are  controlled  through   various  technological,  social  and  economic  means,   
  serving  various  roles  as  law  enforcement,  labor,  armed  combat,  and  entertainment.  
   
   
   
  But  while  many  things  are  controlled,  not  everything   is.  Ultracharter  enhanciles  find  ways   
  to  rebel.  And  still  others  were  enhanced  by  anti-establishment  movements  that  both   predate  and   
  postdate  the  Bullet  Club.  These  traitors  are  known  as  Riders ,  for  two  reasons.  First,  because  all   
  enhanciles  are  legally  owned  by  one  of  the  nine  ultracharters,  any  self-determined  action  taken   
  by  the  enhancile  is  considered  “free-riding”  company  property.  Secondly,  as  these  runaways  now   
  operate  independently  to  decrease  risk  of  capture,  they  opt  for  single-seat  transports,  such   as  the   
  motorcycle,  robot  horse,  or  bicycle.  
   
   
   
  You   portray  a  Rider,  an  outlaw  on  the  run  from  your  corporate  overlords.  Fighting  for   
  freedom  and  justice  on  the  side  of  the  Commons ,  which   is  the  concept  of  cultural  and  natural   
  resources  that  are  held  and  managed  for  individual  and  collective  benefit.  Your  allies  are   
  countercultural  urban  farmers,  guardians  of  sacred  lands  and  waters,  advocates  for  the  public   
  domain;  anyone  that  wants  any  given  thing  to  be  free  to  the  people  that  need  and  use  it.  
   
   
   
  System   Requirements  
   
  To  play  Commons   Rider ,  you   will  need  the  following:   
    
  ●
  A  copy  of  this  book.  
   
  ●
  Pens,  pencils,  paper.  
   
  ●
  4-5  participants  in  total.  
   
  ●
  5-10  six-sided  dice,  minimum.  
   
  ●
  2-3  hours  of  free  time  per  session.  
   
  ●
  A  willingness  to  respect  the  comfort  of  others.  
   
  
   
   
  The   Enemy  
  Each   of  the  ultracharters  is  not  just  one  corporation,  but  a  dense  network  of  brand-names,   
  subsidiaries,  affiliates,  and  shell  companies;  a  thousand  multinational  heads  of  nine  hydras  each.   
  As  such,  the  entities  listed  are  those  at  the  “top”  of  the  food-chain,  the  ancestor  companies,  the   
  brightest  stars  in  the  corporate  constellation.  While  they  do  cooperate  at  times,  more  often  than   
  not,  the  Nine  engage  in  internecine  bouts  of  hot  and  cold  warfare  for  various  reasons,  ranging   
  from  economic  and  political  to  personal  and  petty.  
   
  ●
  Lotus  Networks   is  headquartered  in  Singapore  and  produces  75%  of  all  consumer   
  electronics,  while  99%  of  all  telecommunications  data  is  managed  by  their  servers.  Your   
  smartphone,  your  pacemaker,  your  wi-fi-enabled  temperature-controlled   
  webcam-monitored  memory-foam  CareBed™;  it’s  all  Lotus.  Their  specialties  are   
  communications  and  linguistics  technologies,  and  thus,  their  strongest  Practice  is  Analysis ,   
  with   distinctions  in  algorithms  that  cut  through   noise  to  find  the  signal.  
   
  ○
  Lotus  Networks:  “Take  a  big  bite”  
   
  ●
  Conflix   started  as  a  subscription  service  that  streamed  your  favorite  films,  TV  shows,   
  books,  and  video  games  directly  to  your  device.  But  as  they  grew,  they  eventually   
  absorbed  virtually  all  entertainment  production.  A  human  being  could  go  from  cradle  to   
  grave  watching  or  playing  or  reading  a  new  thing  for  every  single  waking  moment  of  their   
  lives  and  not  get  through   their  entire  catalog;  and  some  have.  While  viewer  response  for   
  the  never-ending  parade  of  adaptations  and  reboots  has  been  fatigue  and  complaints   
  about  quality,  it’s  hard  to  argue  with   success.  Conflix  is  headquartered  in  Los  Angeles,   
  their  best  Practice  is  Semiosis ,  and  everything  they  make  is  seeded  with   endless  strife.  
   
  ○
  Conflix:  “All  stories,  forever”  
   
  ●
  CrackleCorp   was  founded  in  Vancouver  and  is  the  central  hub  for  all  standard  monetary   
  exchanges.  While  all  the  ultracharters  print  and  distribute  their  own  scripts  and  tenders,   
  any  executive  worth   their  salt  would  open  accounts  with   CrackleCorp  for  the  safekeeping   
  of  their  assets,  enforced  with   their  proprietary  realtime-update  ledgers.  The  “CryptCoin”   
  (or  just  “crypt”)  is  accepted  as  cash   on  every  shore  on  the  planet,  non-duplicatable  code   
  strings  generated  by  their  proprietary  mining  servers,  that  can  be  transferred  from   
  account  to  account.  Analysis    is  by  necessity  their  strongest  praxis,  so  that  they  can   
  understand  market  forces  or  security  speculation.  
   
  ○
  CrackleCorp:  “Your  money  is   our  secret”  
   
  ●
  Maze  LLC   is  interested  in  one  thing  and  one  thing  alone:  corn .  Not  just  corn  for  breakfast,   
  but  corn  alcohol  (consumer  and  industrial),  news  printed  on  corn  paper,  citric  acid  made   
  from  corn,  foods  sweetened  with   corn  syrup,  corn  as  animal  feed,  ethanol  made  from  corn   
  used  to  fuel  jet  engines,  soaps  processed  with   corn  glucose...corn  makes  the  world  goes   
  round  on  amber  waves.  In  a  slightly  different  world,  this  ultracharter  would  control  rice   
  instead  with   just  the  same  reach,  but  as  it  stands,  Maze  is  based  in  Des  Moines,  where  a   
  very  large  bulk  of  their  product  is  grown.  Maze  focuses  on  Semiosis ,  allowing  them  to   
  subtly  or  overtly  alter  meaning,  erecting  great  walls  of  labyrinthian  narrative  over  the   
  world.  In  corn.  For  corn.  
   
  ○
  Maze  LLC:  “Could  it  be  corn?” 
    
   
   
  
  ●
  Leidian  Group   outfits  pretty  much   every  military,  police,  and  mercenary  force  on  the   
  globe.  This  ultracharter  has  a  reputation  for  not  caring  about  their  public  image,  and   
  legend  has  it  that  they  were  descended  from  a  group  of  World  War  II  profiteers  that   
  clandestinely  pushed  for  Operation  Paperclip  so  they   could  get  their  picks  in  first,  as  well   
  as  use  the  efforts  to  kidnap  scientists  from  China  and  Japan  for  their  own.  Rumors  abound   
  that  their  headhunting  program  is...ruthless.  Most  Leidian  facilities  are  located  in  East   
  Asia,  particularly  Beijing.  They  specialize  in  the  more  mechanical  aspects  of  Kinesis ,  all   
  lightning-guns  and  artificial  muscles  and  big  plasma-kukris.  
   
  ○
  Leidian  Group:  “Thunderstruck  and  unshakeable”  
   
  ●
  Astra  Aeronautics   ships  components  from  all  corners  of  the  globe  to  the  only  spaceport   
  in  the  world  -  which   they  also  control  a  majority  stake  of  -  in  Bengaluru/Bangalore.  If  it   
  has  to  do  with   flight,  they’re  already  looking  into  it  and  how  to  sell  it  at  a  premium;   
  spacecraft,  aircraft,  seacraft,  selfcraft.  In  addition  to  these  commercial  and  experimental   
  fields,  Astra  manufactures  guided  munitions  such   as  missiles,  artillery,  and  kinetic   
  bombardiers,  loosing  them  from  the  heavens  like  arrows  from  cruel  gods.  Astra’s  Kinesis    is   
  focused  on  forward  thrust  and  motion;  rockets,  wings,  aerofoils,  RPGs,  battering  rams.  
   
  ○
  Astra  Aeronautics:  “Keeping  the  skies”  
   
  ●
  PanTheon   operates  worldwide  but  was  born  in  Seoul,  and  it's  business  is  religion  and   
  spirituality.  Of  all  the  ultracharters,  it  is  the  one  that  arrives  the  hardest  to  conceal  their   
  holdings  to  the  public,  for  it  would  not  do  for  them  to  know  that  the  megachurches,   
  for-profit  sanghas,  wellness  gurus,  and  tourist  programs  of  the  world  all  had  a  common   
  benefactor.  Semiosis    is  PanTheon's  strength,  which   they  use  to  split  and  syncretize,  to   
  cause  schism  and  unite  concordantly,  as  meets  their  needs.  
   
  ○
  PanTheon:  “We  believe”  
   
  ●
  Power  Company   supplies  most  of  the  known  world  with   the  two  great  forces  of  the   
  modern  world;  energy  and  litigation.  Stationed  in  Saint  Petersburg,  their  rechargeable   
  batteries  are  housed  in  every  car,  plane,  and  enhancile,  while  having  legal  offices  in  every   
  major  city.  Power  Company  solar  farms  stretch   for  miles.  Planned  obsolescence  in  utility   
  and  law  both   is  their  rice-bowl,  shortening  or  lengthening  device  lifespans  and  statute   
  limitations  to  maximize  their  profits.  Kinesis    is  their  focus,  and  theirs  is  the  might  of  the   
  wind  turbine,  hydroelectric  dam,  and  the  densest  legalese  you   could  ever  see.  
   
  ○
  Power  Company:  “Shaping  the  future”  
   
  ●
  Humane  Sources   is  a  goddamn  lie  and  everyone  knows  it,  but  for  the  sake  of   
  appearances,  they  clutch   onto  their  benevolent  image  with   whiteknuckle  stubbornness.   
  Their  business  is  labor;  specifically,  prison  labor.  Just  under  a  hundred  million  are   
  convicted  as  felons  and  either  housed  in  their  supermax  just  outside  New  York  City,  or  are   
  required  to  report  for  incarceration  when  called.  These  are  funneled  into  any  kind  of   
  workforce  imaginable,  paid  little  or  even  nothing,  made  to  tolerate  backbreaking  inhuman   
  conditions,  until  they  need  to  be  replaced.  In  the  future  of  207X,  there  are  no  freemen,   
  only  those  who  might  not  be  convicted  yet .  Humane  Sources  puts  most  of  their  resources   
  into  Analysis ,  to  better  monitor  their  “product.”  
   
  ○
  Humane  Sources:  “We’re  there  for  you” 
    
   
   
  
   
   
  The   Conflict   System  
   
  Commons   Rider   uses  the  Conflict   system  to  resolve  situations  in  play  where  the  outcome   
  of  a  player  character’s  actions  are  in  question.  If  there  is  no  question  or  if  the  question  isn’t   
  interesting,  then  the  character  just  succeeds.  One  player  -  the  Administrator   -  is  the  final  word  on   
  all  details,  but  the  Administrator  should  still  consider  the  words  of  their  fellow  players.  The  other   
  players  are  known  as  Users .  
   
   
   
  Conflicts  use  both   Drives  and  Practices  (described  more  fully  below)  as  values  to  derive   
  dice  pools  and  Success  thresholds.  If  the  character  is  in  control  of  their  emotions ,  derive  dice   
  from  the  character’s  appropriate  Drive  and  use  the  proper  Practice  or  Executable  as  the  Success   
  threshold,  and  results  that  meet  or  go  lower  than  the  Practice  number  are  considered  Successes .   
  If  the  character  is  not  in  control  of  their  emotions ,  then  do  it  the  other  way  around;  derive  the   
  dice  pool  from  the  character’s  Practice  and  roll  against  the  Drive/Executable’s  value.  
   
   
   
  Successes  are  spent  on  averting  Mistakes   and  achieving  Miracles ,  which   are  present  in   
  every  Conflict.  Respectively,  they  are  the  bad  and  the  good  that  could  arise  in  a  tense  situation.   
  Each   Mistake  and  Miracle  has  a  variable  cost,  the  details  of  which   should  be  discussed  at  the  table   
  and  a  consensus  reached.  They  are:    
  Example:   Seeing  his   close  friend  about  to  be  mauled  by  a  parasite  hunter-seeker  lawdrone,   
  Victorious   slows   down  his   perception  of  time  and  begins   a  deep  sonar  imaging  scan  against  the   
  robot.  The  Administrator  places   the  Mistakes   ‘Shoot  It  Away’  (Trivial  1)  and  ‘Friend  Isn’t  Hurt’   
  (Typical  2),  and  the  Miracle   ‘Sees   Manufacturer’  (Typical  2).  Victorious’  User  rolls   5  dice  against  a   
  threshold  of  5  ( Love   +  Analysis )  is   rolled.  The  results   come  in:  3,  6,  3,  1,  2,  giving  Victorious   4   
  Successes   to  use  in  the  Conflict.  The  User  chooses   ‘Shoot  It  Away’   and  ‘Friend  Isn’t  Hurt’   but  also   
  asks   for  a  Miracle;  ‘Create  Hairline  Fracture’   (Trivial  1),  which  would  make  the  next  Conflict  -  an   
  attack  -  slightly  more  successful.  The  Administrator  accepts   the  proposal.  
   
   
   
  Create   User   Account  
   
  The  secret  of  enhancile  creation  is  jealously  guarded  by  the  Nine,  each   of  which   possesses  
  only  a  portion  of  the  resources  needed.  Through   cooperation,  trickery,  or  theft,  the  ultracharters   
  transform  “baseline”  humans  into  superhuman  slaves.  For  example,  the  expertise  of  Lotus   
  Networks  is  needed  to  wire  in  telecommunications  to  a  nervous  system,  while  Leidian  ordnance   
  are  either  bought  or  stolen  to  provide  the  cyborg  with   arms.  
   
   
   
  Enhanciles  are  much,  much   stronger  than  normal  baseline  humans;  conventional   
  munitions  such   as  assault  rifles  will  do  nothing  to  most  but  distract  and  annoy.  Even  the  weakest   
  infiltrator-type  can  toss  humans  around  like  rag  dolls  and  crush   bones  unaided.  For  this  reason,   
  Riders  move  quickly  and  swiftly  against  their  brethren  when  they  need  to.  
   
   
   
   
  ●
  Trivial  -  1  Success  
   
  ●
  Typical  -  2  Successes  
   
  ●
  Challenging  -  3  Successes  
   
  ●
  Problematic  -  4  Successes  
   
  
   
   
  Drives  /  Practices  /  Executables  
   
  As  previously  mentioned,  Riders  possess  three  sets  of  numbers  from  which   the  base   
  values  for  Conflict  are  derived,  for  a  total  of  9  total  “stats.”  Additionally,  each   such   number  has  a   
  certain  Direction ,  which   flavors  how  the  number  shapes  the  fiction.  Directions  are  Dynamic ,   
  Static ,  or  Synergistic .  This  is  meant  to  be  a  play  aid,  not  a  constriction;  change  a  stat’s  Direction   
  as  you   see  fit  whenever  you   like,  even  in  play.  The  nine  values  are:   
    
  ●
  Drives   are  what  motivates  the  character,  their  emotional  thrust  and  engine.  Riders  feel   
  Anger   at  what  was  done  to  them  (Dynamic),  Sorrow   at  what  they  have  lost  (Static),  and   
  Love   for  the  people  and  things  that  matter  to  them  (Synergistic).  
   
  ●
  Practices   are  how  they  do  things,  what  they  are  skilled  at.  Riders  perform  Kinesis    to  move   
  through   and  affect  physical  space  (Dynamic),  Analysis    to  understand  and  comprehend  that   
  which   is  around  them  (Static),  and  Semiosis    to  make  or  alter  meaning  (Synergistic).  
   
  ●
  Executables   are  how  they  fight  against  others.  Riders  Shoot   their  enemies  from  afar   
  (Dynamic),  Throw   bodies  around  with   grapples  and  suplexes  (Static),  and  Kick   opponents   
  with   their  feet  or  swords  or  fists  (Synergistic).  
   
  Each   Drive,  Practice,  and  Executable  begins  at  value  1.  Distribute  6  points  each   between   
  each   set,  for  a  total  of  18  points.  It  is  recommended  that  each   set  of  numbers  have  one  number   
  valued  at  5,  another  valued  at  3,  and  the  last  valued  at  1.  
   
   
   
  Systems  
   
  Each   Rider  has  at  least  one  System;   an  abstraction  of  the  various  mechanisms  housed  in   
  their  chassis  that  grant  them  their  greater-than-human  abilities.  Within  each   System  are  Tags ,   
  keywords  that  their  internal  computers  rely  on  to  produce  Functions ,  unique  expressions  of  their   
  enhancements’  power  combined  with   their  vast  libraries  of  combat  and  technical  experiences.  
   
   
   
  Give  your  System  a  name  that  represents  what  it  does,  like  Regulator’s  A55U   
  Suspect-Targeting  Ballistic  Processor .  
   
   
   
  Energy  
   
  Functions  are  powered  by  Energy ,  housed  in  fuel  cells  within  their  altered  bodies.  By   
  channeling  Energy  into  Active   or  Passive   Functions,  they  can  enhance  their  actions  with   
  superhuman  prowess  and  accomplish   tasks  beyond  those  of  their  baseline  counterparts.  
   
  ●
  Active   Energy  is  used  for  Conflicts  that  have  force  and  might.  Feats  of  strength,  pulse   
  cannons,  laser-eyes,  bubble  drop  barriers,  projecting  presence  and  charisma,  and  so  on.  
   
  ●
  Passive   Energy  is  channeled  when  one  is  dodging,  restraining  others,  projecting   
  holograms,  misdirecting,  pretending  to  be  someone  else,  launching  ice,  etcetera.  
   
  Directions  
   
  Drives  
   
  Practices  
   
  Executables  
   
  Dynamic  
   
  Anger  
   
  Kinesis  
   
  Shoot  
   
  Static  
   
  Sorrow  
   
  Analysis  
   
  Throw  
   
  Synergistic  
   
  Love  
   
  Semiosis  
   
  Kick  
   
  
   
   
  Your  Rider  begins  with   8  Energy.  They  may  either  choose  3  Active  Energy  and  5  Passive   
  Energy,  5  Active  Energy  and  5  Passive  Energy,  or  4  of  both   Active  and  Passive  Energy.  
   
   
   
  Tags  
   
  Give  your  System  a  cloud  of  Tags ,  representing  hard-locked  procedures  that  the  System   
  thinks  in.  Your  character  channels  Energy  to  activate  one  or  more  Tags  and  that  expresses  a   
  Function.  Tags  come  in  three  tiers  of  complexity.  The  following  will  use  Regulator’s  A55U   
  Suspect-Targeting  Ballistic  Processor   as  an  example.  
   
  ●
  Beginner   Tags  are  simple  verbs  that  describe  actions.  
   
  ○
  Grid,  Shock,  Impact,  Ricochet,  Sonar,  Spin  
   
  ●
  Intermediate   Tags  consist  of  evocative  adjectives.  
   
  ○
  Infrared,  Titanium,  Responsive,  Burstfire  
   
  ●
  Expert   Tags  may  be  of  any  class  of  word,  but  should  have  syllables  of  three  or  more.  
   
  ○
  Calibrate,  Incapacitation  
   
  As  shown  in  Regulator’s  System,  begin  with   6  Beginner,  4  Intermediate,  and  2  Expert  Tags.  
   
  It’s  okay  if  you   double  or  even  triple  up  on  some  tags  at  the  table.  There  are  only  so  many   
  nice-sounding  words,  after  all.  But  do  try  to  vary  up  how  they  are  used.  
   
   
   
  Functions  
   
  Like  Tags,  Functions  come  in  three  levels  of  strength.  
   
  ●
  Beginner   Functions  consist  of  a  single  Beginner  Tag.  They  channel  1  Energy  into  the   
  Conflict  of  your  choice.  
   
  ●
  Intermediate   Functions  consist  of  a  combination  of  a  Beginner  and  Intermediate  Tag,  and   
  channel  2  Energy  into  the  roll.  
   
  ○
  Examples:  Infrared  Grid,  Titanium  Impact,  Burstfire  Spin,  Responsive  Ricochet  
   
  ●
  Expert   Functions  link  with   Beginner  and  Intermediate  Tags  to  express  a  Function  of   
  ultimate  strength.  They  channel  3  Energy.  
   
  ○
  Examples:  Infrared  Sonar  Calibration,  Burstfire  Shock  Incapacitation  
   
   
   
  Channeling  Energy  
   
  Energy  that  is  channeled  into  Functions  can  be  used  before,  during,  and  after  the  dice  is   
  rolled  in  a  Conflict.  Energy  can  also  be  as  additive  or  subtractive  as  you   wish,  allowing  you   to   
  affect  both   your  
   
  ●
  1  Energy  is  the  equivalent  of  1  dice,  and  allows  you   to  affect  any  dice  pool  in  the  situation.  
   
  ●
  2  Energy  is  the  equivalent  of  1  Success  threshold,  allowing  you   to  make  something  easier   
  or  more  difficult  if  you   channel  for  it.  
   
  ●
  2  Energy  is  also  the  equivalent  of  1  Automatic  Success  or  Failure.  
   
  As  with   all  things,  exactly  what  Energy  can  do  is  dependent  on  table  consensus,  with   the   
  Administrator  serving  as  the  final  arbiter  and  word.  
   
   
   
   
  
   
   
  Peripherals  
   
  Weapons,  tools,  gear,  armor,  equipment;  these  are  Peripherals ,  devices  that  plug  into  the   
  character’s  enhancements,  and  can  be  as  sophisticated  as  a  wi-fi  satellite-bounced  remote  poll  of  a   
  smartgun’s  electronics,  or  as  crude  as  a  hand  laced  with   micro-actuators  gripping  a  lead  pipe.  
   
   
   
  Unlike  Functions,  Peripherals  are  limited  in  their  scope,  and  only  grant  their  mechanical   
  effects  in  specific,  codified  contexts.  For  example:   
    
  ●
  AUT-8  Lawgiver .  A  heavy-duty  pistol-style  firearm  that  fires  tungsten-tipped  rounds;   
  housed  in  a  cavity  in  the  thigh.  +2  dice  when  shooting  with   accuracy  and/or  speed.  
   
   
   
  Begin  with   2  Peripherals  worth   the  equivalent  of  2  Energy  each,  3  Peripherals  -  one  of   
  which   is  worth   2  Energy  while  the  other  is  worth   1  Energy,  or  4  Peripherals  each   of  which   is   
  worth   the  equivalent  of  1  Energy.  
   
   
   
  In  addition,  begin  with   as  many  Peripherals  of  +0  strength   as  is  appropriate  with   your   
  character’s  history,  standing,  and  station.  
   
   
   
  If  there  are  any  Peripherals  that  you   like  the  idea  of  but  do  not  have  the  Energy  to   
  accommodate,  do  write  them  down  somewhere  else;  you   can  pick  them  up  at  a  Lab  (below).  
   
   
   
  The  Lab  
   
  Also  known  as  the  Foundry,  the  Workshop,  the  Vats,  the  Factory,  the  Forge;  the  Lab   is  a   
  place  where  an  ehancile  is  built,  where  they  maintain  and  repair  their  systems,  where  they  make   
  alterations,  where  they  may  be  enhanced  further.  A  Rider  may  visit  a  Lab  to...:  
   
  ●
  ...lick  their  wounds  and  fix  any  damage.  Mechanically,  this  means  that  any  enhancile   
  visiting  a  Lab  may  have  their  Integrity  restored  in  the  very  next  scene.  If  any  enhancile   
  wants  to  take  their  time,  a  Lab  may  also  be  a  good  way  to  get  some  rest.  
   
  ●
  ...change  any  of  their  Tags,  Peripherals,  or  Systems.  This  requires  some  time.  Switching  to   
  an  existing  Tag  or  Peripheral  you   already  have  may  require  minutes  (or  seconds,  if  you’re   
  in  a  hurry).  Building  or  coding  something  new  might  take  days  or  hours.  Refitting  a   
  System  or  installing  another  could  be  the  work  of  weeks,  even  months.  Discuss,  with   the  
  final  decision  up  to  the  Administrator.  
   
  ●
  ...meet  up  with   your  allies  to  catch   up  with   events,  discuss  ongoing  plans,  or  build  new   
  things.  In  this  way,  a  Lab  may  serve  as  a  base  of  operations,  or  be  built  into  your  existing   
  base,  like  in  the  garage  of  a  motorcycle  club  or  the  basement  of  a  restaurant  or  some  such.  
   
  ●
  ...give  shelter,  medical  attention,  or  temporary  (and  only   temporary!)  captivity  to  persons   
  of  interest  such   as  other  enhanciles  or  “baseline”  human  beings.  
   
  Naturally,  loyalist  enhanciles  can  visit  any  of  the  many  ultracharter  Labs  in  their  vicinity,   
  undoubtedly  built  to  spec  and  richly  stocked.  Riders  will  need  to  build  their  own  or  locate   
  sympathizers  or  allies,  and  those  Labs  will  likely  have  to  make  do  with   less.  
   
   
   
  Begin  play  with   a  barebones  Lab.  How  did  you   come  into  its  possession?  
   
   
   
   
  
   
   
  Directives  
   
  Your  character  has  things  they  want,  their  ambitions  and  aversions.  These  are  called   
  Directives ,  and  your  character  begins  with   three  of  them.  
   
  ●
  Directive  1   is  based  on  morality.  It  is  at  the  forefront  of  the  mind  when  making  decisions   
  and  making  plans.  As  Directives  are  listed  in  descending  order  of  importance,  Directive  2   
  and  Directive  3  cannot  conflict  with   Directive  1.  
   
  ○
  Regulator  Directive  1:  “ Fight  for  what  is   understood  to  be  right”  
   
  ●
  Directive  2   is  based  on  an  ethical  code.  Where  morality  could  be  said  to  be  based  in   
  emotion,  ethics  is  said  to  be  a  reasoned  and  logical  set  of  rules  by  which   one  lives  by.  This   
  is  not  to  say  that  emotion  is  not  a  part  of  it,  but  that  ethics  can  be  expounded  upon.  
   
  ○
  Regulator  Directive  2:  “ Defend  the  innocent;  punish  the  guilty”  
   
  ●
  Directive  3   is  based  on  what  could  be  called  “practicality.”  The  concessions  one  must   
  make  depending  on  what  the  circumstances  and  situation  calls  for.  
   
  ○
  Regulator  Directive  3:  “Serve  the  dharmas   of  the  land”  
   
  If  you’re  ever  lost  on  what  your  character’s  priorities  are,  consult  their  Directives.  
   
   
   
  Secret  Directives  
   
  At  your  choosing,  you   may  create  a  fourth   Directive  for  your  character  in  secret.  While   
  technically  it  may  come  last,  it  is  of  the  utmost  importance  to  your  character.  It  should  be   
  something  that  you   invoke  to  intentionally  bring  complications  into  a  situation.  Serve  this  agenda   
  clandestinely;  do  not  tell  anyone,  save  perhaps  the  Administrator,  if  they  ask.  Reveal  Directive  4   
  when  it  is  the  most  dramatically  appropriate.  
   
  ○
  Regulator  Directive  4:  “Do  not  turn  arms   against  a  brother  officer”  
   
   
   
  In   Play  
   
  This  section  of  the  book  will  detail  what  goes  down  in  play  that  hasn't  already  been   
  defined  previously.  Running  games,  planning  sessions,  code  of  conduct,  and  so  on.  
   
   
   
  Session  0  
   
  It  might  be  tempting  to  immediately  start  playing  the  moment  you   meet.  You   should  not   
  do  this.  Instead,  spend  the  whole  session  talking  about  what  you   want,  what  you   need,  and  what   
  you   expect.  This  is  important,  so  that  when  surprises  occur,  they  are  dramatic,  and  not  rooted  in   
  issues  at  the  table  and  in  play.  It  is  suggested  that  you   discuss  these  topics  in  this  order:   
    
  ●
  Expectations.   Talk  about  what  drew  you   to  this  game.  Your  point  of  reference.  How  much   
  investment  you   have  had  in  the  source  material,  whether  you   need  to  be  familiar  with   any   
  part  of  it.  How  many  sessions  do  you   see  yourselves  playing?  How  many  sessions  do  you   
  want   to  have?  Those  are  two  separate  things.  
   
  ●
  Needs.   Talk  about  things  that  will  and  could  make  you   upset  or  triggered.  Be  honest  and   
  open.  But  do  not  write  any  of  this  down,  just  try  to  remember,  and  know  that  certain   
  things  just  will  not  be  said.  Do  not  pressure  others  to  disclose  particulars.  If  at  any  point   
  one  of  these  needs  come  up,  defer  to  Command  1:  “Protect  each  other”   (see  below).  
   
   
   
  
   
   
  ●
  Wants.   At  the  same  time,  talk  about  things  that  will  or  might  make  you   annoyed.  This  is   
  meant  to  be  more  humorous  and  light-hearted.  Do  you   hate  when  people  jam  together  two   
  different  languages  to  sound  “exotic?”  Do  you   hate  when  a  particular  sci-fi  concept  is   
  brought  up  -  like  the  Dyson  sphere  -  as  some  kind  of  pinnacle  achievement?  I  know  I  do.  
   
  ●
  Procedures.   Talk  about  how   the  game  is  played.  Get  everyone  on  the  same  page  on  what   
  merits  a  Conflict  roll,  and  what  doesn’t.  What  is  everyone’s  stance  on  food?  How  many   
  breaks  should  you   all  take?  If  not  already  discussed  as  a  Need,  consider  taking  everyone’s   
  stances  on  alcohol,  narcotic,  tobacco  use,  as  well  as  other  vices,  but  do  not  judge.  
   
  ●
  Disruptions.   Talk  about  what  to  do  when  arguments  occur.  Commons   Rider   is  rooted  in   
  the  real  world  that  the  players  live  in,  and  they  should  definitely  bring  in  their  own  lived   
  or  related  experiences  as  well  as  what  is  currently  going  on.  However,  this  might  turn  to   
  conflicts  (lower-case-’c’)  over  values,  which   is  normal.  What  is  the  proper  protocol  when   
  that  happens?  Does  anyone  have  any  ideas  on  how  to  deescalate  the  situation?  
   
  ●
  Characters.   Finally,  it  is  time  to  create  your  characters.  Discuss  any  ideas  you’d  like  to   
  bring  to  the  table,  any  agendas  your  characters  might  have,  what  roles  you’d  like  to  play.   
  What  do  they  want?  What  do  they  fear?  What  are  the  targets  of  their  affection,  their  ire,   
  their  sadness?  What  are  they  here  to  do,  and  why?  
   
   
   
  Commands  
   
  Commands   are  similar  to  Directives,  but  for  the  players  of  the  game,  Administrator  and   
  User  alike.  Follow  the  Commands  at  all  times,  for  they  are  of  the  utmost  importance.  As  a  set  of   
  values,  they  prioritize  safety,  shared  imagination,  and  collaboration.  
   
  ●
  “Protect  each  other”  
   
  ○
  The  first  and  most  important  Command  is  your  responsibility  to  your  fellow   
  players.  Check  in  with   each   other  often,  see  if  they’re  feeling  okay  with   what  is   
  happening.  Take  what  they  say  at  face  value.  Do  your  best  to  be  unafraid  of  putting   
  your  needs  first,  to  speak  honestly.  And  at  the  same  time,  be  open  to  listen.  
   
  ○
  Here  is  a  “magic  word,”  a  code  that  can  override  all  systems.  Full  Administrator   
  power.  “ I  insist. ”  Say  it  as  yourself  and  not  your  character.  It  is  an  assertion  of   
  your  need  to  be  heard  and  heeded.  Others  must  accommodate  your  requests  or   
  leave.  When  you   say  “I  insist,”   you   have  full  creative  control  over  your  request.   
  You   might  say  “ I  insist   that  we  do  not  mention  bleeding,”   and  so  from  now  on  blood   
  can  only  come  up  in  the  contexts  of  routine  medical  tests.  You   might  say  “Doctor   
  Lai  cannot  come  away  clean,  I  insist ”   and  some  form  of  justice  will   be  served.  
   
  ○
  Use  “I  insist”   to  assert  your  wants  and  needs  as  they  come  up.  Obviously  some   
  things  must  be  compromised  for  the  sake  of  a  shared  experience  and   
  circumstance,  but  for  those  things  that  cannot ,  use  the  code.  These  include  physical   
  and  mental  health,  considerations  on  time,  energy,  fatigue,  hunger,  and  so  on.  
   
  ○
  It  is  likely  that  you   will  mess  up,  hurt  others  unwittingly,  step  on  toes.  If  so,   
  apologize  quickly  and  ask  forgiveness.  The  one  you   hurt  is  the  most  important  at   
  the  moment.  This  is  another  meaning  of  “Protect  each  other” . 
    
   
   
  
   
   
  ●
  “Defer  to  the  experts   (especially  yourself)”  
   
  ○
  Sometimes  other  people  know  better.  Sometimes  “other  people”  is  you.  If  you   have   
  input  of  any  value,  bring  it  in!  Maybe  you   are  good  at  making  up  brand-names  for   
  the  Nine’s  subsidiaries.  Maybe  you   know  exactly  what  is  going  to  be  funny  in   
  certain  situations.  Maybe  the  scene  takes  you   to  Shenzhen  and  you’ve  lived  there   
  for  ten  years.  Let  the  table  know  and  use  your  unique  perspective.  Everyone’s  got   
  a  few,  might  as  well  do  something  with   it.  
   
  ○
  While  it  may  not  be  necessary  to  use  “I  insist”   to  declare  yourself  an  expert,  it  may   
  come  to  that,  so  don’t  be  afraid  to  use  it,  and  respect  it  when  others  use  it  as  well.  
   
  ●
  “Talk  things   out”  
   
  ○
  If  someone’s  needs  conflict  with   another’s,  discuss  it.  Everyone  else  who  isn’t   
  currently  affected  should  act  as  mediators  and  counsels.  When  you   do  the  latter,   
  it’s  important  to  conduct  yourself  with   understanding  and  compassion.  When   
  someone  cries,  don’t  try  to  make  them  stop.  When  someone’s  angry,  find  out  why   
  and  how  you   can  fix  things,  if  at  all.  But  be  gentle.  
   
   
   
  User-Specific  Commands  
   
  Here  the  shared  Commands  diverge  based  on  different  play  priorities.  
   
  ●
  “Maintain  humanity”  
   
  ○
  Commons   Rider   does  not  have  “humanity”  mechanics.  Enhancements  and   
  cybernetic  implants  will  not  eat  your  soul.  However,  social  forces  will.  The  pursuit   
  of  money  to  live;  the  never-ending  rat  race;  the  systematic  dehumanization  one  is   
  subject  to  under  white  supremacy  and  heteronormativity  and  plutocracy;  the   
  “noble  exceptions”  that  the  systems  uplift  to  create  the  illusion  of   
  improvement...these  are  things  we  all  live  with.  These  things  make  us  lesser  than   
  we  are.  It  envelops  us  all.  There  is  no  opting  out.  There  is  only  destroying  it.  
   
  ○
  So  do  describe  these  forces  and  the  toll  it  brings  you   and  your  characters.  Have   
  them  struggle  to  remain  human,  good,  decent;  and  maybe  fail  and  stumble  every   
  so  often,  if  you’d  like.  But  play  to  maintain  true  to  yourself  and  to  others.  
   
  ○
  You   were  made  monstrous.  Probably  unwillingly.  But  you   can  use  that  monstrous   
  power  to  do  a  little  good  in  the  world.  To  take  out  the  trash.  To  avenge.  To  be  free.   
  Fight  the  monster  inside,  and  fight  the  monsters  outside.  
   
  ●
  “Solve  problems”  
   
  ○
  The  Administrator  will  provide  narration  and  prepare  scenarios  for  your   
  characters  to  react  to.  The  ultracharters,  crime,  governments,  people  that  just  don’t   
  like  you...there’s  no  shortage  of  threats  for  you   to  face.  Do  your  best  to  fix  them,  to   
  pursue  freedom,  to  make  things  right,  even  for  just  a  moment.  You   might  not  be   
  the  “good  guys,”  untarnished  paragons  of  purity,  but  you’re  good  enough.  
   
   
   
   
  
   
   
  Administrator-Specific  Commands  
   
  The  Administrator  has  Commands  of  their  own  that  they  must  follow.  
   
  ●
  “Cause  problems   on  purpose”  
   
  ○
  Make  situations  worse  and  see  how  the  Users  react.  But  the  goal  isn’t  victory  over   
  their  efforts,  the  goal  is  to  keep  playing;  so  don’t  make  things  impossible  to  deal   
  with.  Don’t  provide  them  with   solutions  either,  but  accept  theirs  if  it  seems   
  plausible  enough,  even  if  it  wasn’t  something  you   thought  of.  There  are  no  wrong   
  answers,  because  you   just  didn’t  think  of  them  in  the  first  place.  
   
  ○
  Don’t  just  look  at  what  can  affect  them  right  now  -  money,  hunger,  a  hunter-seeker   
  with   thermal  vision,  etcetera  -  but  what  can  come  up  later.  Think  long-term.  Bring   
  in  problems  from  logical  extrapolations,  but  at  the  same  time,  from  processes  the   
  Users  may  overlook.  Fill  the  world  with   cool,  weird,  interesting,  mundane,   
  futuristic  details  so  you’re  never  short  of  material  to  use.  Make  things  up.  
   
  ○
  Remember  to  give  focus  to  Users  who  haven’t  gotten  to  act  in  a  while.  Generate   
  problems  for  them   and  see  what  happens.  Make  sure  no  one  User  gets  center  stage   
  for  too  long,  and  make  sure  nobody  gets  neglected.  
   
  ●
  “But  celebrate  the  triumphs”  
   
  ○
  While  it’s  important  to  challenge  the  Users,  it’s  also  important  to  know  that  the   
  challenge  is  a  means  to  an  end,  not  the  end  itself.  And  so  when  they  win,  rub   that   
  win  in  a  little  bit.  Be  fans  of  the  characters  and  invest  in  their  experiences.  
   
   
   
  Combat  
   
  Generally,  combat  scenes  should  be  run  just  the  same  as  regular  Conflicts;  determine  the   
  stakes,  roll  dice,  use  Successes  to  accomplish   things  or  ward  off  unwanted  effects.  However,  for  a   
  more  structured  experience,  use  the  Bout   rules  here.  
   
   
   
  Bout  
   
  Most  Riders  fight  alone  or  with   a  single  other  Rider  as  their  partner.  While  banding   
  together  in  larger  numbers  has  happened,  most  actual  violent  confrontations  occur  in  a  generally   
  flat  space,  both   parties  being  enhanciles,  and  sharing  one  intent;  to  hurt  the  other  until  they  stop   
  moving.  This  is  called  a  Bout   in  the  context  of  the  game.  Bouts  are  then  further  divided  into   
  Rounds ,  concrete  expressions  of  time  where  fighters  strike  and  attack  each   other  at  the  same   
  time.  A  Bout  may  have  any  number  of  Rounds.  
   
   
   
  Bouts  may  take  place  between  User  against  User,  with   the  Administrator  arbitrating  the   
  rules  as  a  neutral  party.  However  -  more  likely  -  it  would  be  one  User  against  the  Administrator’s   
  characters,  in  which   case,  one  of  the  other  Users  should  serve  as  arbitrator  with   full  Admin  rights.  
   
   
   
  For  each   player,  prepare  three  pieces  of  paper  of  equal  size,  like  cards.  Write  each   of  the   
  three  Executables  on  the  paper,  and  prepare  to  fight.  
   
   
   
   
  
   
   
  Again,  with   “baseline”  unenhanced  Admin  characters  in  the  mix,  just  use  extended   
  Conflict  scenes.  It’s  more  efficient  that  way.  
   
   
  Integrity  
   
  Fighters  have  a  trait  called  Integrity   that  shows  how  many  good  solid  hits  they  can  take   
  each   Round,  and  as  such,  User-controlled  characters  begin  with   6  Integrity  at  baseline  levels.   
  Weaker  characters  -  like  those  controlled  by  Administrators  -  may  have  less,  perhaps  two  or  three.  
   
   
   
  Integrity  may  be  increased  with   a  Peripheral,  at  the  cost  of  1  Energy  per  1  Integrity.  
   
   
   
  Integrity  is  usually  restored  after  one  whole  scene  has  occurred  between  the  damage   
  taken  and  there  are  no  special  circumstances,  like  extra-heavy  injury  or  System/system  failure.  
   
   
   
  Step  One:  Ready  
   
  The  first  step  to  a  Bout  is  to  imagine  what  your  character  might  do,  and  then  translating   
  that  into  an  Executable.  If  they  are  going  to  swing  a  haymaker,  it’s  a  Kick.  If  they  pull  out  a  rifle,   
  it’s  Shoot.  If  they  extend  tendrils  from  their  arms,  that’s  Throw.  
   
   
   
  Step  Two:  Play  
   
  Pass  your  choice  Executable  to  the  arbitrator.  Do  not  let  your  opponent  see  its  contents.  
   
   
   
  Step  Three:  Resolution  
   
  The  arbitrator  looks  at  the  choices  from  both   and  pronounces  one  of  three  Outcomes:   
    
  1.
  Victory/Defeat.   In  this  outcome,  Victory  goes  to  one  player  and  Defeat  goes  to  the  other,   
  based  on  the  Executable  selected.  The  Defeated  character  has  their  Integrity  reduced  by  1.  
   
  ○
  Shoot   defeats  Throw,  but  is  defeated  by  Kick.  
   
  ○
  Throw   defeats  Kick,  but  is  defeated  by  Shoot.  
   
  ○
  Kick   defeats  Shoot,  but  is  defeated  by  Throw.  
   
  2.
  Showdown.   If  both   players  select  the  same  Executable,  then  use  Conflict  to  determine  who   
  succeeds.  All  modifiers  that  would  make  sense  are  applied.  Roll  Drive  against  Executable,   
  or  the  other  way  round.  The  winner  rolls  higher,  while  the  loser  reduces  Integrity  by  1.  
   
  3.
  Exchange.   If  the  previous  Outcome  occurs  but  the  rolls  match,  then  both   players’  Integrity   
  is  reduced  by  1.  This  is  unlikely,  but  it  has  been  known  to  happen.  
   
  At  all  stages  of  Integrity  loss,  Energy  by  both   parties  can  be  channeled  to  increase  or   
  decrease  the  value,  with   the  minimum  of  at  least  1  Integrity  lost.  
   
   
   
  The  Bout  continues  until  all  Integrity  is  lost.  You   may  also  institute  a  “best-of-three”  ruling,   
  allowing  the  biggest  winner  to  take  all  the  prize,  whatever  that  may  be.  
   
   
   
   
  
   
   
  Multi-Fighter  Bouts  
   
  An  enhancile  may  puppet  unenhanced  baseline  people  as  fighters.  There  might  be  two   
  cyborgs  both   intent  at  hurting  you.  Or  you   and  another  User  might  team  up  to  bring  one  very   
  strong  monster  down.  In  which   case,  separate  the  participants  into  two  camps  and  play  continues   
  as  usual.  Only  one  representative  from  each   character  group  may  act  at  a  time.  Use  the  highest   
  Integrity  score  in  each   group  as  a  baseline,  and  then  add  an  additional  1  Integrity  for  each   
  additional  participant  and/or  special  circumstance  (like  a  Peripheral).  
   
   
   
  In  the  case  of  drones  and  swarms  and  such,  consider  a  second  Integrity  set,  with   each   loss   
  of  Integrity  representing  another  zombie  or  such   being  taken  out  of  the  fight.  
   
   
   
  Monster-of-the-Week  
   
  The  Rider  is  a  wandering  gunslinger,  youxia,  swordsman,  knight-errant.  Commons   Rider   
  assumes  a  new  threat  every  session  to  deal  with.  This  means  not  being  bogged  down  in  things  that   
  slow  down  play,  but  also  that  each   session  is  memorable  and  fun.  Here  are  a  few  tools  to  help.  
   
   
   
  Monster  Generation  
   
  The  most  common  threat  the  Users’  characters  will  face  are  other  enhanciles,  usually   
  ultracharter  loyalists.  They  could  be  either  hunting  the  Riders  or  in  charge  of  some  scheme  that  is   
  detrimental  to  the  locals,  such   as  abducting  people  for  invasive  experiments,  or  charging  rent.   
  Here  are  some  random  tables  to  help.  All  use  a  combined  result  of  2d6.  If  the  result  from  the  first   
  roll  is  odd,  then  use  the  first  column;  if  the  second,  then  the  second  column.  Then,  use  the  second  
  roll  to  determine  exactly  which   entry  you   will  get.  
   
   
   
  Creature  Motifs  
   
  Plot  
   
   
   
   
  1.
  Cordyceps   (Directive:  “Own  and  sell  people” )  
   
  2.
  Honeybee   (Directive:  “Command  and  swarm” )  
   
  3.
  Shrike   (Directive:  “Collect  and  own” )  
   
  4.
  Wolf   (Directive:  “Hunt  and  dominate” )  
  5.
  Spider   (Directive:  “Consume  and  control” )  
   
  6.
  Bat   (Directive:  “Trip  and  overthrow” )  
   
  1.
  Scorpion   (Directive:  “Hide  and  poison”)  
   
  2.
  Chameleon   (Directive:  “Infiltrate  and  observe”)  
   
  3.
  Lizard   (Directive:  “Boast  and  overshadow”)  
   
  4.
  Tiger   (Directive:  “Reign  and  roar”)  
   
  5.
  Condor   (Directive:  “Soar  and  scoff”)  
   
  6.
  Eye   (Directive:  “Watch  and  manipulate” )  
   
  1.
  Charges  rent.  
   
  2.
  Unwilling  human  test  subjects.  
   
  3.
  Corporate  sabotage.  
   
  4.
  Hunting  the  Riders.  
   
  5.
  Propaganda  and  re-education.  
   
  6.
  Sacrifice  to  god(s).  
   
  1.
  Protect  this  place/person.  
   
  2.
  Gather  information.  
   
  3.
  Ferment  strife  and  hatred.  
   
  4.
  Torment  others  for  fun.  
   
  5.
  Unrequited  love.  
   
  6.
  Make  sure  the  deal  goes  smoothly.  
   
  
   
   
  Quality  
   
  Desires  
   
   
   
  For  example,  a  roll  of  3-5,  1-4,  2-1,  and  5-6  would  create  the  highly-sadistic  God  Spider,   
  modeled  after  mythological  figures  such   as  Arachne  and  Anansi,  charged  with   hunting  the  Users’   
  characters.  They  create  “webs”  by  ensnaring  their  target’s  loved  ones,  putting  them  in  vulnerable   
  positions,  before  taking  the  enemy  apart  and  cannibalizing  their  implants.  Use  the  standard  User   
  character  creation  rules  to  create  an  enhancile  character.   
   
   
  Feel  free  to  choose  from  a  different  entry  if  you   dislike  what  the  dice  give  you,  or  create   
  your  own  Creature  Motifs,  Plots,  Qualities,  and  Desires.  
   
   
   
  Lesser   Antagonists  
   
  Aside  from  enhanciles  -  who  serve  as  the  monster-of-the-week  -  every  villain  needs  a  host   
  of  minions,  toadies,  mooks,  and  soldiers  for  them  to  command,  dominate,  befuddle,  whatever.   
  While  these  lesser  antagonists  are  included  to  threaten  the  Users’  characters,  remember  that  they   
  are  still  people,  with   their  own  wants  and  desires.  Whether  controlled  socially,  economically,  or   
  politically  by  the  ultracharters,  they  are  still  human  beings.  Some  of  them  might  have  to  die,  but   
  others  might  be  shown  mercy,  or  turned  to  the  side  of  justice.  Something  to  think  about.  
   
   
   
  Detailed  here  are  nine  “species”  of  antagonist  -  one  for  each   ultracharter  -  along  with   three   
  variations  on  strength,  with   added  flairs  for  distinction.  Feel  free  to  reskin  any  lesser  antagonist  to   
  work  for  a  different  ultracharter,  or  just  make  up  your  own.  
   
   
   
  Lesser  antagonists  do  not  have  Drives,  only  Practices  and  Executables,  for  they  are   
  influenced  by  their  commanders/manipulators,  and  as  such,  use  the  antagonist  enhancile’s   
  appropriate  Drive  number  for  any  Conflict  needed.  If  there  is  not  one,  just  assume  1  or  2.  
   
   
   
   
  1.
  Iron   (Strength:  Extra  Integrity)  
   
  2.
  Ghost   (Strength:  Sometimes  intangible)  
   
  3.
  Primordial   (Strength:  Low-tech)  
   
  4.
  Machine-gun   (Strength:  Heavy  ordnance)  
   
  5.
  Sherlock   (Strength:  Keen  analysis)  
   
  6.
  Burning   (Strength:  Hazardous  to  touch)  
   
  1.
  God   (Strength:  Makes  others  fearful)  
   
  2.
  Vacuum   (Strength:  Forcefully  attract)  
   
  3.
  Flying   (Strength:  Ignore  the  ground)  
   
  4.
  Vampiric  (Strength:  Increase  power  w/e  hit)  
   
  5.
  Time   (Strength:  Reroll  Conflict  1  time  a  session)  
   
  6.
  Sagittarius   (Strength:  Harms  from  cover)  
   
  1.
  Gluttony   (Directive:  “Feed  me” )  
   
  2.
  Vindication   (Directive:  “Pay  me” )  
   
  3.
  Loneliness   (Directive:  “Touch  me” )  
   
  4.
  Inadequacy   (Directive:  “Obey  me” )  
   
  5.
  Destruction   (Directive:  “Fall  before  me” )  
   
  6.
  Sadism   (Directive:  “Cry  for  me” )  
   
  1.
  Envy   (Directive:  “Give  me”)  
   
  2.
  Vanity   (Directive:  “Worship  me”)  
   
  3.
  Timidity   (Directive:  “Get  away  from  me”)  
   
  4.
  Boredom   (Directive:  “Entertain  me”)  
   
  5.
  Pride   (Directive:  “Hear  me”)  
   
  6.
  Delusion   (Directive:  “Don’t  tell  me” )  
   
  
   
   
   
   
  Extra  
   
  Extras  are  the  average  rank-and-file.  Valued  only  for  their  capacity  to  fill  up  a  crowd,  they   
  are  seen  as  the  bottom  of  the  hierarchy  and  basically  nameless.  But  some  have  dreams  or   
  ambitions,  and  might  well  turn  out  to  be  exceptionally  dangerous,  if  they  tough   it  out...  
   
  Extras  have  1  additional  point  in  each   category,  with   a  maximum  rank  of  2.  They  have  1   
  Integrity,  and  whatever  Peripherals  appropriate  to  their  station,  but  worth   no  Energy.  
   
  Lackey  
   
  A  lackey  is  an  extra  that  has  survived,  received  some  amount  of  training,  and/or   
  distinguished  themselves.  And  with   experience  comes  power.  A  gang  of  extras  usually  has  a   
  lackey  as  the  top  dog,  second  only  to  their  follower  (below)  leader.  
   
  Lackeys  start  with   3  additional  points  in  each   category,  capped  at  rank-3.  They  have  2   
  Integrity,  and  1  Peripheral  with   1  Energy.  
   
  Follower  
   
  You   could  see  a  follower  as  a  sort  of  elite  enemy,  or  a  squad-leader  of  lackeys  and  extras.   
  They  are  rather  more  effective  than  those  they  lead,  but  still  no  match   for  an  enhancile.  Their   
  main  purpose  is  to  significantly  challenge  the  Users.  
   
  Followers  have  5  points  in  Practices  and  Executables  both,  capped  at  rank-4,  3  Integrity,   
  and  1  or  2  Peripherals  worth   2  Energy.  
   
   
   
  The  following  is  a  detailed  list  of  lesser  antagonists,  starting  with   an  ultracharter’s  typical   
  extra.  After  that,  notes  on  how  to  upgrade  the  extra  to  a  lackey  or  a  follower.  
   
   
   
   
   
   
   
  Extra:  Influenza  
   
  Description:   You   need  to  do  whatever  you   can  to  get  a  following.  Like  putting  on  a  surplus   
  barebones  combat  exoskeleton  and  doing  whatever  crazy  stunt  you   can  think  of.  
   
  Lackey:  Bon  V-Vantuber  
   
  ●
  Kinesis  +1,  Analysis  +1;  Throw  +1,  Kick  +1;  Integrity  +O  
   
  ●
  Peripherals:   Ruogang  Ballistic  Plating   (+1  dice  to  resist  physical  damage)  
   
  Description:   The  Bon  is  more  savvy.  Not  only  have  they  armored  up  their  shells,  but  they  also   
  hide  their  identities  behind  digital  avatars  that  hide  their  true  identities.  
   
  Follower:  Web-Redder  
   
  ●
  Kinesis  +2,  Analysis  +3;  Throw  +2,  Kick  +3;  Integrity  +OO  
   
  ●
  Peripherals:   Ruogang  Ballistic  Plating   (+1  dice  to  resist  physical  damage);  E-12S  Valkyrie   
  Heavy  Rifle   (+1  dice  to  heavy  combat  shooting  situations)  
   
  Description:   They’ve  made  it  as  a  “网 红;”  Redders  can  stream  as  their  true  names  and  faces,  and  if   
  anyone  wants  to  make  an  issue  out  of  it,  well,  you’ve  got  these  here  big  guns.  
   
   
   
   
  Practices:   Kinesis  1,  Analysis  2,  Semiosis  1  
   
  Executables:   Shoot  1,  Throw  1,  Kick  2  
   
  Ultracharter:   Lotus  Networks  
   
  Integrity:   O  
   
  
   
   
   
   
   
   
  Extra:  Talentless  Scout  
   
  Description:   Prowls  the  streets  of  any  major  city  (particularly  Los  Angeles)  to  find  vulnerable   
  young  people  with   stars  in  their  eyes.  Trained  in  wrestling.  
   
  Lackey:  Poaching  Prospector  
   
  ●
  Analysis  +1,  Semiosis  +1;  Throw  +1,  Kick  +1;  Integrity  +O  
   
  ●
  Peripherals:   Big  'ol  Wad  of  Moolah   (+1  dice  to  convince  with   bribe)  
   
  Description:   The  hunter  is  more  experienced,  and  now  knows  how  to  break  down  the  defenses  of   
  not  just  the  young  and  vulnerable,  but  the  more  reserved  and  guarded.  
   
  Follower:  Godheadhunter  
   
  ●
  Analysis  +2,  Semiosis  +3;  Throw  +3,  Kick  +2;  Integrity  +OO  
   
  ●
  Peripherals:   Big  'ol  Wad  of  Moolah   (+1  dice  to  convince  with   bribe);  ‘Shepard’  Combination   
  Mancatcher  /  Polearm   (+1  to  pulling  targets  away  physically)  
   
  Description:   The  ultimate  form  of  the  Scout.  No  longer  searching  for  volume,  now  targets   
  established  talent  to  convince  them  to  join  other  companies,  by  hook-or-crook.  
   
   
   
   
   
   
   
  Extra:  Futurist  Trader  
   
  Description:   Despite  the  name,  while  they  do  handle  futures  contracts,  they  also  handle  debt  and   
  indentured  servitude  contracts.  A  boxer  in  their  youth.  
   
  Lackey:  Doom  Dealer  
   
  ●
  Kinesis  +1,  Analysis  +1;  Shoot  +1,  Kick  +1;  Integrity  +O  
   
  ●
  Peripherals:   What  You  Owe   (Increase  tier  of  Miracle  by  1  when  intimidating  others  by   
  summoning  their  debts  out  of  thin  air)  
   
  Description:   Weathering  years  of  dehumanizing  others  and  threats  on  their  life  by  disgruntled   
  workers  and  their  families  has  made  them  dangerous  in  all  arenas.  
   
  Follower:  Death,  the  Salesman  
   
  ●
  Kinesis  +2,  Analysis  +3;  Shoot  +2,  Kick  +3;  Integrity  +OO  
   
  ●
  Peripherals:   What  You  Owe   (Increase  tier  of  Miracle  by  1  when  intimidating  others  by   
  summoning  their  debts  out  of  thin  air);  Phi-Ray  Fists    (+1  dice  when  slugging  it  out)  
   
  Description:   Two  fists  of  iron  and  going  straight  to  hell.  Long  hours  poring  over  the  literal  lives  of   
  hundreds  of  human  beings  have  made  them  morose  and  self-destructive. 
    
   
   
  Practices:   Kinesis  1,  Analysis  1,  Semiosis  2  
   
  Executables:   Shoot  1,  Throw  2,  Kick  1  
   
  Ultracharter:   Conflix  
   
  Integrity:   O  
   
  Practices:   Kinesis  1,  Analysis  2,  Semiosis  1  
   
  Executables:   Shoot  1,  Throw  1,  Kick  2  
   
  Ultracharter:   CrackleCorp  
   
  Integrity:   O  
   
  
   
   
   
   
   
   
  Extra:  Furious  Farmhand  
   
  Description:   Works  the  megafarm  breadbaskets  and  rice  bowls  of  the  world.  Big  and  stocky,  but   
  has  a  keen  eye  for  organizing  corporate  functions  and  processes.  
   
  Lackey:  Bluecollar  Killer  
   
  ●
  Kinesis  +1,  Semiosis  +1;  Throw  +1,  Kick  +1;  Integrity  +O  
   
  ●
  Peripherals:   Destroyer  Scythe   (Scoring  a  hit  with   this,  reduce  Integrity  by  an  additional  1)  
   
  Description:   No  longer  used  to  work  the  farm,  now  guards  it.  A  plasma-edged  scythe  can  sever   
  arms  with   but  one  slice.  If  that  isn’t  scary  enough,  there’s  their  bent  hands.  
   
  Follower:  Drudgeon  Yor  
   
  ●
  Kinesis  +2,  Seniosis  +3;  Throw  +2,  Kick  +3;  Integrity  +OO  
   
  ●
  Peripherals:   Destroyer  Scythe   (Scoring  a  hit  with   this,  reduce  Integrity  by  an  additional  1);   
  ‘Rosacea’  Hand  Cannon   (Successfully  defeat  enemy  with   this,  restore  own  Integrity  by  1)  
   
  Description:   A  legend  among  the  fields  of  gold  and  jade.  Said  to  have  sold  their  soul  to  the  devil   
  for  an  unbreaking  back  and  a  big  gun.  Can  break  a  boulder  with   a  single  hit.  
   
   
   
   
   
   
   
  Extra:  Stuntrooper  
   
  Description:   The  iconic  Leidian  Stuntrooper  is  dressed  in  tight  full-body  black  uniforms  with   
  large  belts  and  a  bone  motif.  Your  typical  henchman  with   a  gun.  
   
  Lackey:  Shocksergeant  
   
  ●
  Kinesis  +1,  Analysis  +1;  Shoot  +1,  Kick  +1;  Integrity  +O  
   
  ●
  Peripherals:   Plasma-Kukri   (+1  dice  when  trying  to  hurt  someone  else)  
   
  Description:   Squads  of  5  foot-soldiers  are  led  by  a  Shocksergeant.  Tough   as  nails.  Being  trusted   
  with   a  Plasma-Kukri  is  proof  of  their  accomplishments.  
   
  Follower:  Stormcommandant  
   
  ●
  Kinesis  +3,  Analysis  +2;  Shoot  +3,  Kick  +2;  Integrity  +OO  
   
  ●
  Peripherals:   Plasma-Kukri   (+1  dice  when  trying  to  hurt  someone  else);  Lightning  Gun   
  (Upon  a  successful  hit,  perform  separate  Conflict  to  injure  another  close  by)  
   
  Description:   5  squads  are  overseen  by  a  Stormcommandant.  They  have  the  foresight  to   
  coordinate  and  strike  with   the  force  of  the  thunderbolt. 
    
   
   
  Practices:   Kinesis  1,  Analysis  1,  Semiosis  2  
   
  Executables:   Shoot  1,  Throw  1,  Kick  2  
   
  Ultracharter:   Maze  LLC  
   
  Integrity:   O  
   
  Practices:   Kinesis  2,  Analysis  1,  Semiosis  1  
   
  Executables:   Shoot  2,  Throw  1,  Kick  1  
   
  Ultracharter:   Leidian  Group  
   
  Integrity:   O  
   
  
   
   
   
   
   
   
  Extra:  Orbital   Swabby  
   
  Description:   A  bottom-rung  off-duty  spacer.  Often  travels  in  packs,  roaming  from  bar  to  bar  to   
  prove  how  badass  and  tough   they  are  by  picking  fights  and  drinking  too  much.  
   
  Lackey:  Space  Mariner  
   
  ●
  Kinesis  +1,  Semiosis  +1;  Shoot  +1,  Throw  +1;  Integrity  +O  
   
  ●
  Peripherals:   Arm  Prosthetic  Minigun   (+1  dice  to  shooting  a  great  many  bullets)  
   
  Description:   Lost  their  arm  in  combat  and  Astra  replaced  it  with   a  gun.  PTSD  but  doesn’t   
  understand  it.  Violence  is  all  they  know.  Violence  is  all  they  have.  
   
  Follower:  Squid  Leader  
   
  ●
  Kinesis  +3,  Semiosis  +2;  Shoot  +3,  Throw  +2;  Integrity  +OO  
   
  ●
  Peripherals:   Arm  Prosthetic  Minigun   (+1  dice  to  shooting  a  great  many  bullets);   
  Space-Capable  Flight  Frame   (Can  fly;  ignore  what  is  on  the  ground)  
   
  Description:   A  living  spacefighter-craft.  Hardpoints  on  their  armor  allow  the  mounting  of  various   
  ordinances,  while  a  chip  in  their  brain  regulates  the  mental  anguish.  
   
   
   
   
   
   
   
  Extra:  Anointed  Acolyte  
   
  Description:   Adherent  of  a  dubious  faith.  What  they  do,  say,  think,  and  feel  are  tightly  controlled.   
  Will  take  any  opportunity  to  get  others  to  hear  about  the  “right  path.”  
   
  Lackey:  Chosen  Minister  
   
  ●
  Analysis  +1,  Semiosis  +1;  Throw  +1,  Kick  +1;  Integrity  +O  
   
  ●
  Peripherals:   Conversion  Plug   (Upon  touch,  +1  dice  filling  computers  with   cult’s  ideas)  
   
  Description:   Ministers  are  tasked  with   attracting  new  acolytes  through   their  charisma.  Often  goes   
  after  the  hurt  and  the  vulnerable.  
   
  Follower:  Destined  Cleric  
   
  ●
  Analysis  +2,  Semiosis  +3;  Throw  +3,  Kick  +2;  Integrity  +OO  
   
  ●
  Peripherals:   Conversion  Plug   (Upon  touch,  +1  dice  filling  computers  with   cult’s  ideas);   
  ‘Lector’  Sound  Array   (Can  always  be  heard,  +1  dice  to  convince)  
   
  Description:   Received  special  dispensation  to  open  their  own  chapter  of  the  religion.  Founder  of   
  their  own  group.  In  the  process  of  creating  their  own  bullshit  apocrypha.  
   
   
   
   
  Practices:   Kinesis  2,  Analysis  1,  Semiosis  1  
   
  Executables:   Shoot  2,  Throw  1,  Kick  1  
   
  Ultracharter:   Astra  Aeronautics  
   
  Integrity:   O  
   
  Practices:   Kinesis  1,  Analysis  1,  Semiosis  2  
   
  Executables:   Shoot  1,  Throw  2,  Kick  1  
   
  Ultracharter:   PanTheon  
   
  Integrity:   O  
   
  
  Extra:  Haywireman  
   
  Description:   An  apprentice  technician  for  Power  Company.  Sent  to  do  all  the  grunt  work,  like   
  fixing  wiring  and  breaking  the  heads  of  anyone  who  doesn’t  pay  their  bills.  
   
  Lackey:  Circuit  Breaker  
   
  ●
  Kinesis  +1,  Analysis  +1;  Shoot  +1,  Kick  +1;  Integrity  +O  
   
  ●
  Peripherals:   Electroshock  Prod   (Exchange  harm  for  turn  loss)  
   
  Description:   A  graduate  into  journeyman  stage.  Responsible  for  maintaining  the  local  grid  and   
  deciding  who  needs  to  get  hurt  and  when.  
   
  Follower:  Trapezetrician  
   
  ●
  Kinesis  +3,  Analysis  +2;  Shoot  +3,  Kick  +2;  Integrity  +OO  
   
  ●
  Peripherals:   Electroshock  Prod   (Exchange  harm  for  turn  loss);  Max  Magno  Pack   (can   
  travel  on  vertical  surfaces;  when  touched,  enemy  suffers  an  attack  Conflict)  
   
  Description:   The  master  of  the  high   wire  and  the  high  voltage.  Working  so  long  under  such   
  hazardous  conditions  has  crossed  their  wires  a  little.  
   
   
   
   
   
   
   
  Extra:  Guardian  Dog  
   
  Description:   Under  “house  arrest,”  enforced  with   carceral  implants  that  keep  them  in   
  needlessly-small  prescribed  areas,  sometimes  as  small  as  5’-by-5’.  Used  as  an  attack  animal.  
   
  Lackey:  Stoned  Lion  
   
  ●
  Kinesis  +1,  Analysis  +1;  Throw  +1,  Kick  +1;  Integrity  +O  
   
  ●
  Peripherals:   Carbonalloy  Wrist  Pillory   (+1  dice  when  blocking  close  combat  weapons)  
   
  Description:   On  so  many  drugs.  The  radio’s  on  and  the  curtains  are  drawn.  The  billboards  leer,   
  like  a  daydream  or  a  fever.  This  machine  is  bleeding  to  death.  
   
  Follower:  Oxface  /  Horsehead  
   
  ●
  Kinesis  +2,  Analysis  +3;  Throw  +2,  Kick  +3;  Integrity  +OO  
   
  ●
  Peripherals:   Carbonalloy  Wrist  Pillory   (+1  dice  when  blocking  close  combat  weapons);   
  Procedural  Aggression  Overrider  (+1  dice  against  attempts  to  calm  down)  
   
  Description:   Elderly  and  crazed  survivor  of  “house  arrest.”  Sees  themselves  as  the  warden  of  the   
  kingdom  of  the  damned.  Territorial  as  a  mother@#$%er.  
   
   
   
   
   
   
   
  Using  Antagonists  
   
  A  word  of  advice  for  Administrators:  do  not  increase  any  stat  more  than  what  a  User  can   
  already  gain.  Instead,  give  your  antagonists  more  Peripherals  and  have  them  appear  in  greater   
  numbers.  This  gives  your  Users  the  option  to  reduce  those  numbers,  and  the  opportunity  to  take   
  those  Peripherals  away  to  even  the  playing  field.  
   
  Practices:   Kinesis  2,  Analysis  1,  Semiosis  1  
   
  Executables:   Shoot  2,  Throw  1,  Kick  1  
   
  Ultracharter:   Power  Company  
   
  Integrity:   O  
   
  Practices:   Kinesis  1,  Analysis  2,  Semiosis  1  
   
  Executables:   Shoot  1,  Throw  1,  Kick  2  
   
  Ultracharter:   Humane  Sources  
   
  Integrity:   O  
   
  
   
   
  Aesthetics   and   Themes  
   
  Transformation  
   
  Enhanciles  tend  to  have  at  least  two  body  configurations;  one  for  dormancy  and  one  for   
  combat.  While  enhanciles  may  use  their  abilities  in  dormant  forms,  they  must  assume  their   
  war-forms  to  do  battle  at  all .  They  must  transform .  
   
  ●
  Administrators:  Ask  your  Users  what  their  war-forms  are  like  to  the  eye  and  to  the  touch.   
  What  the  physical  effects  of  transformation  resemble.  What  happens  to  the  environment?   
  When  soldiers  shoot  enhanciles  nothing  happens,  so  how  pathetically  do  they  scream?  If   
  they  get  their  act  together,  they  can  distract;  how  valiantly  do  they  conduct  themselves?  
   
  ●
  Users:  Embrace  toy-like  aesthetics.  Be  as  cheesy  as  you   wish.  Come  up  with   catchphrases   
  and  theme  songs  and  special  poses  and  explosions.  The  key  word  is  “operatic.”  And  when   
  you   transform,  it’s  raising  the  stakes  to  life  or  death;  how  does  that  make  you   feel?  
   
  Neo-Feudalism  
   
  Feudalism  was  a  system  in  which   nobility  held  lands  granted  by  a  monarchy,  while   
  peasants  lived  on  said  lands  and  “repaid”  their  masters  with   allegiance,  work,  and  the  fruits  of   
  their  labors.  The  world  of  Commons   Rider   operates  similarly,  but  with   the  ultracharters  owning   
  not  only  the  lands  but  also  time,  copyrights,  and  other  legal  powers.  
   
  ●
  Administrators:   How  does  any  individual  loyalist  feel  about  fighting  beneath   an   
  ultracharter  banner?  How  are  they  rewarded,  and  how  are  they  punished?  How  much   
  medieval  imagery  would  you   like  to  incorporate  into  play?  
   
  ●
  Users:   The  world  is  teeming  with   the  monstrous.  Not  just  enhanciles  with   striking   
  appearances  or  big  claws,  but  also  humans  trapped  in  amoral  machines  oppressing  those   
  below  them  in  a  bid  to  escape  somewhere  else  up  the  wheel.  You   chose  to  walk  away  from   
  your  monstrousness  to  pursue  once  again  the  path   of  man.  You’ll  never  be  normal  again.   
  You   will  always  be  different.  But  how  is  each   day  a  conscious  choice  to  be  a  better  thing?   
  How  do  you   make  sure  you   don’t  become  an  ultracharter  thrall  again?  
   
  ●
  Together:  While  the  ultracharters  may  ask  their  subjects  to  do  monstrous  things,  secure   
  finances  and  the  insulation  from  consequence  can  be  more  than  most  can  resist.  What  are   
  some  other  methods  that  ultracharters  use  to  hold  over  their  monsters?  
   
   
   
  Credits  
   
  ●
  Inspirations:  Kamen  Rider,  Transistor,  Exalted  the  Alchemicals/Autochtonians,  Exalted:   
  Burn  Legend,  Robocop,  Apocalypse  World,  Fellowship,  Songs   for  the  Dusk,   Batman  Beyond,   
  Yakuza  7/Like  A  Dragon,  other  aesthetical  touchstones .  
   
  ●
  Commons   Rider   is  a  hack  of  Under  Heaven,  Underworld ,  also  by  me.  
   
  ●
  Cover  originally  by  Muraeda  Kenichi  for  Kamen  Rider  SPIRITS   ( 仮 面 ラ イ ダー SPIRITS )   
  (2001-2009);  edited  with   the  help  of  Microsoft  Paint   and  Font  Meme .  
   
  ●
  Border  image  courtesy  of  PNG   Tree   (computer  circuit  board  png).  
   
  ●
  Thanks  to  the  hosts  of  the  Cyberpunk  by  Asian  Creators  Game  Jam  (W.H.  Arthur,  Banana   
  Chan,  KiennaS,  babblegumsam,  notrueindian)  for  prompting  me  to  dust  this  one  out  of  the   
  toybox;  and  my  friends  up  in  the  tree,  who  have  always  been  helpful;  and  Natalie,  for  her   
  work  compiling  the  support  tools.  
   
  
   
   
   
   
   
   
  Example  Character:  Informational   Superhighwayman  Dragonfly  
   
  “I  have  your  data  right  here.  Technician,  failed  comedian,  robbery.  One  bad  day  and  no  mistake.  But   
  your  choices?  Selfish.  Foolish.  Laughable.  It’s   so  pathetic,  it’s   kinda  funny.  Heh  heh  heh...”  
   
  System:  Beyonder  Stealth  Rig  
   
  ●
  Beginner  Tags:  Signal,  Shadow,  Crash,  Clock,  Sting,  Hack  
   
  ●
  Intermediate  Tags:  Synaptic,  Grappling,  Echo,  Dreg  
   
  ●
  Expert  Tags:  Amplification,  Detection  
   
  Peripherals  
   
  ●
  Chrysalis   Sheath.   Light-refractive  mesh-suit  with   retractable  memory-material  wings.  +1   
  when  gliding  through   the  air  and  +1  when  trying  to  keep  out  of  sight.  
   
  ●
  Dragonwing  Daggers.   Diamond-tipped  blades  that  can  serve  both   as  projectiles  and  close   
  combat  weapons.  +1  when  trying  to  do  some  precise  damage.  
   
  ●
  Nest  Server  Telephony  Receiver.   Wi-fi  connections  anywhere  and  everywhere  courtesy  of   
  backdoor  programming  in  all  satellite  launches.  Always  has  internet  access.  
   
  ●
  Drake  Mobile  Drones.   Short-ranged  flight-capable  visual-camouflaged  flight-units  and   
  other  dash-descriptors.  Allows  discrete  sight  over  corners.  
   
  Directives  
   
  1.
  “Speak  truth  to  power  and  make  Lady  Justice  see  us”  
   
  2.
  “Take  down  Lotus   Networks   and  all  its   companies”  
   
  3.
  “Pass   my  exams   by-hook-or-by-crook”  
   
  4.
  [Classified]:  “I  want  more  than  the  Old  Woman  can  teach”  
   
  Reuben  Huang  was  murdered  by  a  gang  of  marauders;  his  teenaged  son  -  Jamie  -  signs  up   
  with   Lotus  Networks  to  gain  the  edge  needed  to  bring  them  to  justice.  However,  after  his   
  alteration,  Jamie  learns  that  it  was  Lotus  themselves  who  ordered  the  hit  and  cultivated  the  gang.   
  A  chance  encounter  during  his  escape  brings  him  face-to-face  with   the  retired  bandit,  saboteur,  
  hacktivist,  former  Lotus  enhancile,  and  Rider  known  as  the  Dragonfly.  The  old  woman  comes  to   
  his  defense,  drives  away  his  attackers,  and  then  chooses  him  to  be  her  replacement.  
   
   
   
  Now  with   a  new  identity  complete  with   electronic  system  baffles  to  pass  as  “baselined,”   
  Jamie  Huang  attends  university  in  the  day  while  training  under  the  Dragonfly  Emeritus  while   
  operating  as  the  current  incarnation.  Battling  apathy,  greed,  corruption,  and  the  powers-that-be,   
  the  Dragonfly  Emeritus  has  hope  that  the  brash   young  Jamie  will  learn  of  courage,  honor,  and   
  justice  in  time;  if  the  stress  of  grades  doesn’t  get  him  first.  
   
   
   
   
  Drives:  Anger  3,  Sorrow  1,  Love  5  
   
  Practices:  Kinesis  3,  Analysis  5,  Semiosis  1  
   
  Executables:  Shoot  3,  Throw  1,  Kick  5  
   
  Ultracharter:  Lotus  Networks  
   
  Integrity:  OOOOOO  
   
  Energy:  4  Active,  4  Passive  
   
  
   
   
  Example  Character:  Solution  Troubleshooter  Doc  Mara  
   
  “Now  you  see  me...now  you  can  see  nothing  but   me.”  
  System:  Oz  Hard  Light  Projector  
   
  ●
  Beginner  Tags:  Delude,  Kiss,  Veil,  Mingle,  Blind,  Charm  
   
  ●
  Intermediate  Tags:  Hallucinating,  Ambushing,  Luring,  Mimicking  
   
  ●
  Expert  Tags:  Fantasy,  Thousand-Faces  
   
  Peripherals  
   
  ●
  Pocket  Laser  Pistol.   A  small  but  powerful  and  accurate  sidearm  that  causes  light  to  lase  at   
  wavelengths  outside  the  detection  range  of  the  unenhanced  human  eye.  +1  dice  when   
  trying  to  shoot  someone  who  isn’t  looking,  +1  dice  when  shooting  accurately.  
   
  ●
  RTA  Pheromone  Diffuser.   While  the  human  sense  of  smell  is  much  weaker  than  many  other   
  creatures  in  the  kingdom,  it  can  still  make  the  difference  in  a  social  situation.  +1  dice   
  when  trying  to  affect  someone  else’s  mood  in  a  provocative  way;  desire,  lust,  fear,  so  on.  
   
  ●
  ‘Dvarapala’  Force  Field  Caster.   For  when  you   need  to  switch   green  lights  to  red  lights;   
  invisible  but  only  capable  of  making  the  simplest  of  shapes.  +1  dice  when  trying  to  stop   
  someone  in  their  tracks  or  something  from  moving.  
   
  Directives  
   
  1.
  “Destroy  Conflix  and  their  amoral  mechanisms”  
   
  2.
  “Help  those  victimized  by  the  media  machine”  
   
  3.
  “Upgrade  and  improve  my  own  enhancements”  
   
  4.
  [Classified]:  “Make  the  CEO  suffer  greatly”  
   
  Not  much   is  known  about  the  infiltrator,  assassin,  subversive,  vigilante,  and  escape  artist   
  known  as  Doc  Mara.  Their  true  face  and  appearance  has  never  been  seen,  their  background   
  unknown.  They  are  clearly  enhanced,  filled  with   holographic  projectors,  scent  diffusers,  sound   
  modulators,  and  hard  light  generators.  What  is  known  is  that  they  are  a  master  of  illusion  and   
  disguise,  impersonating  key  conglomerate  figures  so  that  they  may  be  abducted,  assassinated,   
  seduced,  or  blackmailed  with   evidence  of  their  misdeeds.  They  have  appropriated  and   
  redistributed  not  only  resources  and  commodities  (like  crypt  and  food)  but  also  technological   
  secrets,  sourcing  it  to  public  citizens  with   the  intent  of  encouraging  them  to  set  up  their  own  co-op   
  businesses  to  eat  at  ultracharter  profits.  The  ultracharters  are  the  ultimate  problem,  and  Doc   
  Mara  is  systematically  solving  it  with   a  thousand  approaches.  
   
   
   
  Mara’s  calling  card  sports  a  stylized  demon  face,  somewhat  reminiscent  of  the  Rangda   
  masks  of  the  Bali  islands,  or  of  depictions  of  the  wrathful  bodhisattva  Yamantaka.  When  taking   
  credit  for  their  deeds,  they  affect  the  appearance  of  a  tall  and  androgynous  dark-skinned  and   
  dark-haired  person.  It  can  be  assumed  that  Conflix  would  have  enhanced  this  person  to  provide   
  special  effects  for  the  conglomerate’s  many,  many  movies  and  television  productions. 
    
   
   
  Drives:  Anger  5,  Sorrow  1,  Love  3  
   
  Practices:  Kinesis  1,  Analysis  3,  Semiosis  5  
   
  Executables:  Shoot  5,  Throw  3,  Kick  1  
   
  Ultracharter:  Conflix  
   
  Integrity:  OOOOOO  
   
  Energy:  3  Active,  5  Passive  
   
  
   
   
  Example  Character:  Dreamjacker   Yeyou   Shen  
   
  “At  any  moment,  I  could  wake  up  from  this   nightmare.  But  until  then,  I  will  choose  to  do  right.”  
   
  System:  Superliminal  Somna-Sculptor  
   
  ●
  Beginner  Tags:  Walk,  Mask,  Flow,  Weave,  Angle,  Daze  
   
  ●
  Intermediate  Tags:  Moonbeam,  Changing,  Beguiling,  Gossamer  
   
  ●
  Expert  Tags:  Dimension,  Nightmare  
   
  Peripherals  
   
  ●
  Mercurian  Messenger  Bag.   In  the  material  world,  it  contains  a  minifacturing  3D  printer  to   
  assemble  instantly  almost  any  inanimate  object;  in  the  dream,  it  just  produces  items  from   
  nothing  because  that’s  narratively  convenient.  
   
  ●
  Sleeper  Silencer.   Shoots  instant  tranquilizing  darts  or  regular  bullets;  in  either  case,   
  completely  quiet.  +1  dice  to  incapacitate  another  either  lethally  or  otherwise.  
   
  ●
  Broken  Compass.   All  Dreamjackers  need  a  personal  reassurance  that  the  current  world  is   
  the  true  reality;  compasses  should   point  north,  but  this  one  never  will.  +2  to  resisting   
  having  their  mind  changed;  in  the  dream,  it  always  points  to  the  exit.  
   
  Directives  
   
  1.
  “Sabotage  CrackleCorp  at  every  turn”  
   
  2.
  “Bring  my  team  home  safe  every  time”  
   
  3.
  “Run  the  mission,  don’t  get  caught”  
  4.
  [Classified]:  “Come  home  one  day”  
   
  Dreamjackers  are  a  proprietary  enhancile  style  for  CrackleCorp  and  one  of  their  great   
  sources  of  power.  Using  their  built-in  brainwave  transmitters  and  computerized  brains,  they  can   
  inhabit  the  minds  of  their  targets  as  they  dream,  for  as  long  as  they  dream.  While  in  those  shared   
  hallucinations,  as  trained  lucid  dreamers,  Dreamjackers  have  some  control  over  the  mindscape,   
  calling  up  information  that  is  stored  somewhere  in  the  subconscious,  conjuring  nightmares  or  
  fantasies  to  plague  or  indulge  the  dreamer,  or  any  number  of  things.  However,  the  more  a  jacker   
  changes  overtly,  the  more  unconvincing  the  dream  becomes,  which   may  cause  the  destruction  of   
  the  REM  state.  And  then  there’s  the  danger  of  encountering  natural  lucid  dreamers...  
   
   
   
  Yeyou   Shen  (literally,  “god  that  goes  by  night”)  is  one  of  CrackleCorp’s  Dreamjacker  team   
  leaders.  Like  many  of  his  kind,  his  family  is  kept  in  comfortable  hostage  to  ensure  loyalty  to   
  CrackleCorp.  However,  five  years  ago,  he  was  contacted  by  a  mysterious  Commons  group  that   
  proved  good  faith   by  weakening  the  hold  the  ultracharter  kept  on  his  kin,  and  recruited  him  to   
  their  cause.  Now,  as  he  leads  executive  tourists  down  the  dream  safari,  as  he  injects  into  a  target’s   
  head  to  find  a  location  or  a  bank  key  or  some  incriminating  evidence,  as  he  plans  another  run   
  into  hostile  territory  and  picks  his  team  members,  Yeyou   Shen  is  trying  to  find  ways  to  undermine   
  CrackleCorp’s  powers  and  protect  the  people  caught  up  in  it.  He’s  never  been  so  happy.  
   
   
   
   
  Drives:  Anger  5,  Sorrow  1,  Love  3  
   
  Practices:  Kinesis  3,  Analysis  1,  Semiosis  5  
   
  Executables:  Shoot  5,  Throw  1,  Kick  3  
   
  Ultracharter:  CrackleCorp  
   
  Integrity:  OOOOOO  
   
  Energy:  4  Active,  4  Passive  
   
  
   
   
  Example  Character:  Free   Lancer   Bastion  
   
  “I  always   knew...deep  down,  even  after  I  stopped  getting  hungry...there  
   
  was   only  one  thing  I  still  wanted  to  eat.  I  just  wish  it  wasn’t  @#$%ing  corn. ”  
   
  System:  Bunker  Body  Fields   Array  
   
  ●
  Beginner  Tags:  Spark,  Thrust,  Lock-On,  Charge,  Jam,  Mix  
   
  ●
  Intermediate  Tags:  Fresh,  Extreme,  Zenith,  Triumphant  
   
  ●
  Expert  Tags:  Unrivaled,  With  the  Cherry  on  Top  
   
  Peripherals  
   
  ●
  Jade-Rice  Spear.   A  long  pole  with   a  very  sharp  cob  of  corn  at  the  end;  the  kernels  can  be   
  discharged  as  a  cluster-bomb.  -1  Energy  cost  when  using  Functions,  minimum  1  Energy.  
   
  ●
  Combine  Cream  Casque.   Wearable  smartarmor  of  carbonsteel  plates  riveted  beneath   green   
  kevlar;  the  rivets  also  resemble  corn-kernels.  2  additional  Integrity  slots.  
   
  Directives  
   
  1.
  “Do  not  fight  other  Riders”  
   
  2.
  “Protect  others   I  can  reach  with  everything  I  have”  
   
  3.
  “Believe  in  others,  but  verify”  
   
  4.
  [Classified]:  “What  kind  of  god  shall  I  be?”  
   
  Kevin  Peeler  had  just  turned  twenty  when  he,  his  friends,  and  some  other  young  people   
  from  his  neighborhood  who  were  definitely  not   his  friends  were  given  an  offer;  join  the  Lancer   
  program,  receive  experimental  surgery,  incredible  power,  riches,  and  celebrity  as  a  corporate   
  mascot  for  a  produce  company.  Four  of  them  were  the  first  wave;  Bastion,  Longxuan,  Marquis,   
  Moon.  Then  more  signed  up,  eager  to  buy  what  they  were  selling.  Nobody  looked  too  hard  at  the   
  fine  print.  Kevin  had  never  even  heard  of  Maze  LLC.  He  didn’t  know  what  he  was  getting  into.  
   
   
   
  A  year  later,  Bastion  was  the  last  Lancer  standing,  sole  survivor,  and  Warlord  of  the   
  Mascot  Wars.  All  they  were  was  supersoldier  proxies  for  a  corporate  civil  war  within  the   
  conglomerate,  wrapped  in  toy-like  marketing,  and  Maze  built  him  to  be  their  supreme  champion.   
  Dozens  dead  by  his  hand,  some  of  them  friends.  While  he  didn't  particularly  like  the  others,  they   
  didn't  deserve  to  die,  let  alone  suffer  as  miserably  as  they  did.  He  never  wanted  things  to  end  like   
  this.  What's  more,  the  experimental  bioenergetic  technology  they  implanted  in  him  gave  him   
  even  stranger  powers  and  senses.  Now  on  the  run,  lost  in  the  labyrinth   of  corn,  hunted  by  Maze   
  enhanciles,  Free  Lancer  Bastion  fights  for  justice  and  maybe  to  find  his  place  in  the  world.  
   
   
   
   
  Drives:  Anger  3,  Sorrow  5,  Love  1  
   
  Practices:  Kinesis  5,  Analysis  3,  Semiosis  1  
   
  Executables:  Shoot  3,  Throw  1,  Kick  5  
   
  Ultracharter:  Maze  LLC  
   
  Integrity:  OOOOOO(OO)  
   
  Energy:  5  Active,  3  Passive  
   
  
   
   
  Example  Character:  Dust   Devil   Machine   Anticyclone  
   
  “I  am  the  Emissary  of  Hell.  Your  God  of  Death,  the  Grim  Reaper  here  for  you.  
   
  A  justice-warrior  sent  by  nature  itself.  You  can  call  me  Anticyclone.”  
   
  System:  Hellraising  Storm  Apparatus  
   
  ●
  Beginner  Tags:  Jump,  Reversal,  Tailspin,  Chop,  Spark,  Drive   
    
  ●
  Intermediate  Tags:  Synchronized,  Double,  Rocking,  Progress  
   
  ●
  Expert  Tags:  The  End,  Extreme  
   
  Peripherals  
   
  ●
  Machine  Chaser  Hypercane.   High-performance  motorcycle;  armored  and  able  to  run  on   
  water.  +2  dice  when  ramming  opponents  on  the  open  road.  
   
  ●
  Professional  Tector.   A  “second  skin”  wearable  exoskeleton  that  plugs  into  the  wearer’s   
  implants.  +1  when  moving  at  great  heights  and  speeds,  1  additional  Integrity  slot.  
   
  ●
  Gale  Ray  Gun.  Retro-style  energy  direction  munition;  kinda  resembles  a  hairdryer.  
   
  Directives  
   
  1.
  “Protect  the  freedom  of  all  mankind”  
   
  2.
  “Fight  against  the  evil  ambitions   of  Leidian”  
   
  3.
  “Never  reveal  the  man  beneath  the  mask”  
   
  4.
  [Classified]:  “Am  I  cursed  to  live  like  this   for  the  rest  of  my  life?”  
   
  “We  have  successfully  retro-engineered  and  improved  upon  the  rumored  perpetual  motion   
  engine.  Mass-production  is   under  way.  By  moving  at  high  speeds,  air  pressure  acts   upon  the  chassis,   
  allowing  the  combatant  to  absorb  eolic  energy.  Ally  this   with  the  special  capabilities   of  our  enhanced   
  exoskeletons   --  strength-cubed,  damage  resist  level-23,  and  absolute  speed  options.   
  Thought-controlled  personnel  transport,  battering  ram,  and  eolic  generator.  It  all  adds   up  to  an   
  unbeatable  warrior,  bodyguard,  protector,  and  defender.  Yours,  at  a  reasonable  price...”  
   
   
   
  So  goes  the  marketing  pitch   for  the  Cyclone  Soldier,  a  line  of  enhanciles  the  Leidian  Group   
  intended  to  sell  to  their  rivals/allies  in  the  ultracharters.  But  mysteriously,  things  started  to  go   
  wrong.  Machinery  ceased  to  function,  gummed  up  by  household  products  in  the  right  places.   
  Shipping  delays  became  cancellations.  When  they  finally  caught  the  rogue  scientist  and   
  terminated  his  employment,  the  entire  plant  was  on  fire  and  all  the  product  was  destroyed.  All   
  but  one,  it  seems,  for  a  being  calling  themselves  “Anticyclone”  was  sighted  sabotaging  Leidian   
  factories  and  dispatching  staff.  The  fight  goes  on... 
    
   
   
  Drives:  Anger  3,  Sorrow  5,  Love  1  
   
  Practices:  Kinesis  5,  Analysis  3,  Semiosis  1  
   
  Executables:  Shoot  3,  Throw  1,  Kick  5  
   
  Ultracharter:  Leidian  Group  
   
  Integrity:  OOOOOO(O)  
   
  Energy:  4  Active,  4  Passive  
   
  
   
   
  Example  Character:  Captain   Dracaena   Yue   @   Selfcraft   Bridge-of-Heaven  
   
  “The  tourney  has   yet  to  claim  a  single  life.  Let’s   see  if  we  can  change  that.  Let’s   see  if  it’ll  be  mine.”  
   
  System:  Blade  Sciences   Gravi-Tide  Reactor  
   
  ●
  Beginner  Tags:  Cannon,  Shine,  Drill,  Crush,  Heat,  Finger  
   
  ●
  Intermediate  Tags:  Erupting,  Memorial,  Serene,  Skyshocking  
   
  ●
  Expert  Tags:  God,  Love  
   
  Peripherals  
   
  ●
  Beam  Lancer.   A  long  polearm  that  releases  constantly-moving  energized  gravitons  into  a   
  diamond  shape  through   solid  light  fields;  the  Bridge-of-Heaven   carries  a  giant-sized   
  version.  +2  dice  when  engaging  in  a  stylish   duel  with   someone  else.  
   
  ●
  Saotome  Motion  Trace  Suit.   Worn  beneath   the  clothes,  allows  the  selfcraft  to  mimic  crude   
  motions,  such   as  punching  or  headbutting  or  vulcan  cannon  volleys;  weaved  from  carbon   
  nanofibers.  Use  3  Energy  to  apply  all  “attacks”  to  everyone  in  the  scene.  
   
  Directives  
   
  1.
  “Connect  and  communicate  with  other  fighters   through  lasers   and  tides   and  fists”  
   
  2.
  “Fight  like  plastic  toys   do,  without  trying  to  win”  
   
  3.
  “Adhere  to  the  letter  of  the  rules   of  the  tourney;  flout  it  at  every  opportunity”  
   
  4.
  [Classified]:  “Be  who  I  want  to  be,  morally”  
   
  Life  in  space  is  dangerous.  Over  a  decade  of  astronauts,  cosmonauts,  and  taikonauts   
  coming  back  with   debilitating  cancers  and  gravity-warped  limbs  has  cemented  this  fact  in  the   
  public  eye.  To  make  people  believe  otherwise  and  eventually  colonize  the  local  solar  system,  Astra   
  Aeronautics  funds,  organizes,  and  promotes  the  Torneo  de  la  Rosa  (“Tournament  of  the  Rose”),  a   
  tourney  where  giants  of  metal  and  plastic  (known  as  “selfcraft”)  do  colorful  battle  with   each   
  other,  lighting  the  skies  with   missiles  of  light,  cosmic  explosions,  and  soul-electricity.  Their  pilots  -   
  known  as  “Captains”  -  are  a  combination  of  popstar,  supersoldier,  and  professional  wrestler,   
  performing  “real”  acts  of  incredible  violence  but  protected  from  death   by  safety  measures  like  the   
  Kwiksave  Cockpit  Bubble.  And  between  bouts,  makeup  and  minor  cosmetic  surgery  is  applied  to   
  make  them  presentable  for  televised  interviews.  
   
   
   
  Dracaena  Yue  is  tired  of  it  all.  Representing  earth’s  lunar  colony,  she  has  won  the  Espada   
  de  Espinas  (“Sword  of  Thorns”)  and  Corona  de  Pétalos  (“Crown  of  Petals”)  three  times  each.   
  Feared  by  all  and  known  intimately  (in  the  bedroom)  by  many,  Dracaena  has  accolades  aplenty   
  and  more  than  enough   laurels  to  rest  on.  However,  what  she  wants  is  an  end  to  the  hypocrisy.  The   
  love  of  the  fight,  the  connection;  that’s  still  there.  But  she  and  others  on  the  circuit  are  fighting  an   
  endless  and  bloodless  war  to  entertain  the  masses  while  her  metaphorical  siblings  die  on  terra   
  firma.  For  now,  the  captain  of  the  Bridge-of-Heaven   bides  her  time  and  waits  for  her  moment. 
    
   
   
  Drives:  Anger  1,  Sorrow  5,  Love  3  
   
  Practices:  Kinesis  3,  Analysis  5,  Semiosis  1  
   
  Executables:  Shoot  3,  Throw  1,  Kick  5  
   
  Ultracharter:  Astra  Aeronautics  
   
  Integrity:  OOOOOO  
   
  Energy:  5  Active,  3  Passive  
   
  
   
   
  Example  Character:  Mecha-Messiah   Maitreya   /   Great   Devil   King   Man   Kuhli  
   
  “O  bhikkhus,  listen  now!  /  Resist  those  who  command  you  /  to  perform  the  ten  non-virtuous   deeds.”  
   
  “What  place  do  we  devils   have  in  the  Pure  Land?  None,  but  that  which  we  claw  for  ourselves!”  
   
  System:  Particle  Tunnel  Cortex  
   
  ●
  Beginner  Tags:  Spiral,  Ray,  Roar,  Meteor,  Wheel,  Mantra  
   
  ●
  Intermediate  Tags:  Million,  Resplendent,  Scanning,  Luminous  
   
  ●
  Expert  Tags:  Exalted,  Nova  
   
  System:  Malfeasance  Memory  Library  
   
  ●
  Beginner  Tags:  Arrow,  Ear,  Beam,  Eye,  Cut,  Chop  
   
  ●
  Intermediate  Tags:  Tainted,  Skinning,  Chanting,  Spiteful  
   
  ●
  Expert  Tags:  Tyrant,  Epicenter  
   
  Peripherals  
   
  ●
  Photo-Voltaic  Mantle  /  Kaiser  Glider.   Converts  sunlight  to  electricity;  in  Maitreya  form,  it   
  takes  the  form  of  red  flowing  kasaya  robes;  in  Kuhli  form,  it  unfurls  into  great  and  sharp   
  crimson  wings.  Always  has  2  Energy  when  in  sunlight;  or,  1  Energy  and  the  ability  to  fly.  
   
  ●
  Thousand-Petaled  Brow  /  Eye  of  All  Evil.   A  gem  in  the  crown  chakra  of  the  golden  mask  or   
  solar  emitters  behind  the  “eyes”  allow  the  discharge  of  super-hot  solar  beams  in  an   
  offensive  fashion.  +2  to  ranged  attacks  when  using  solar  energy.  
  ●
  Sibling  Rebirth  Husk.   Maitreya/Kuhli  is  95%  enhanced;  all  but  their  brain  and  eyes;  to  pass   
  as  baseline,  they  don  a  cloned-flesh   exoskin  replete  with   body  hair,  which   attach   to   
  thousands  of  micro-hooks  located  on  their  actual  exoskeleton.  Can  near-instantly   
  transform  from  Maitreya  to  Kuhli  and  vice-versa;  can  use  5  minutes  to  appear  human;   
  Maitreya  has  Shoot  5,  Throw  3,  Kick  1  but  Kuhli  has  Shoot  1,  Throw  3,  Kick  5.  
   
  Directives  
   
  1.
  “I  was   made  to  end  the  world;  I  must  preserve  it  as   best  I  can”  
   
  2.
  “The  ultracharters   want  to  reap  the  apocalypse  for  profit;  I  will  make  it  unprofitable”  
   
  3.
  “I  cannot  pass   as   human;  I  shall  wear  both  masks   to  further  my  goals”  
   
  4.
  [Classified]:  “The  narrative  resists   me;  I  want  to  find  my  way  through  it”  
   
  In  Buddhist  eschatology,  it  is  said  that  in  the  future,  inequality,  strife,  depravity,  greed,  and   
  conquest  will  fill  the  world.  But  when  evil’s  reign  seems  at  its  most  absolute,  the  final  Buddha  will   
  be  born;  Maitreya,  friend  to  all  living  things.  He  will  be  opposed  by  the  demon-king  Kuhli,  the   
  confusion.  But  in  the  end,  Maitreya  will  triumph,  and  a  golden  age  will  be  brought  about.  
   
   
   
  The  person  known  both   as  Maitreya  and  Kuhli  is  messiah   and  devil-king  both,  a  hapless   
  subject  enhanced  to  PanTheon’s  specifications.  They  have  no  past  to  return  to.  Unlike  most   
  enhanciles,  they  don’t  even  have  a  “human”  form.  Maitreya/Kuhli  has  rejected  the  role  they  were   
  built  for,  running  from  the  ultracharter  and  the  law,  but  PanTheon  continues  to  use  their  Semiosis   
  to  spin  sightings  into  their  own  agenda.  There  is  no  escape,  only  liberation  by  force. 
    
   
   
  Drives:  Anger  1,  Sorrow  3,  Love  5  
   
  Practices:  Kinesis  3,  Analysis  1,  Semiosis  5  
   
  Executables:  Shoot  5,  Throw  3,  Kick  1  
   
  Ultracharter:  PanTheon  
   
  Integrity:  OOOOOO  
   
  Energy:  4  Active,  4  Passive  
   
  
   
   
  Example  Character:  Champion   of   the   People   Victorious  
   
  “The  Machine  will  try  to  bring  you  down,  and  I’m  not  talking  about  
   
  the  devices   and  tools   in  our  bodies.  It  will  try,  and  we  can’t  let  it.”  
   
  System:  Prometheus   Grid  Arsenal  
   
  ●
  Beginner  Tags:  Craft,  Forge,  Blast,  Whip,  Piston,  Geyser  
   
  ●
  Intermediate  Tags:  Hydraulic,  Attracting,  Reinforcing,  Rebooting  
   
  ●
  Expert  Tags:  Manufacture,  Cyclone  
   
  Peripherals  
   
  ●
  Supersonic  Amplifier.   Playing  disco  at  160  decibels  from  the  shoulder-speakers  can  cause   
  permanent  hearing  loss,  but  static  at  500  in  a  directed  beam?  Now  that’s    a  cannon.  +1  to   
  attacking  at  range  or  distorting  sound;  you   can  always  be  heard  if  that  is  wanted.  
   
  ●
  Man-Machine  Connector.   Retractable  tendrils  in  the  forearms  and  inner  calves  tipped  with   
  omnicompliant  jacks.  Allows  direct  and  personal  merger  with   any  computer  system.  
   
  ●
  Megaton  Hammer  Fist.   Memory-metals  allow  the  reshaping  of  one’s  limb  into  simple   
  shapes;  but  for  nail-shaped  problems,  there’s  always  this.  +2  to  crush   and  destroy.  
   
  Directives  
   
  1.
  “Protect  the  people  by  any  means   necessary”  
   
  2.
  “If  we  had  more  money  we  would  have  that  much  more  freedom”  
   
  3.
  “Avoid  Power  Company  operations,  personnel,  and  products”  
   
  4.
  [Classified]:  “Explore  the  link  between  humanity  and  the  systems   we  built”  
   
  Victorious  (birth   name  withheld)  is  the  poster-boy  for  cybernetic  enhancement.  With   his   
  strong-jawed  good  looks  made  intriguing  with   a  chromed  half-face-mask,  sleek  shiny  chassis  that   
  accentuates  his  athletic  physique  and  toned  arms,  and  keen  intellect  trained  by  top  universities,   
  Victorious  adorns  many  a  poster  pinned  on  office  cubicles,  child  bedrooms,  and  factory  walls.   
  He’s  also  a  social  justice  warrior,  campaigning  for  ecological  reform,  better  wages,  equitable  work   
  conditions,  and  many  more.  Victorious  is  also  a  combatant,  using  his  many  weapons  to  put  down   
  rampaging  ultracharter  experiments  and  protect  the  common  people.  
   
   
   
  If  there  is  anything  that  could  complicate  Victorious’  life  as  a  hero,  it  would  be  the  secret   
  accord  he  has  with   Power  Company,  his  benefactors  and  enhancers.  It  goes  like  this;  we  provided   
  you   with   your  enhancements  to  save  your  life;  you   can  do  whatever  you   want,  but  you   cannot   
  interfere  with   Power  endeavors;  if  you   do  so,  we  will  punish   you;  if  we  cannot  punish   you,  we  will   
  punish   your  family;  if  you   take  out  a  target  we  wanted  -  like  we  originally  enhanced  you   for  -  you   
  will  be  rewarded.  While  that  suits  Victorious  just  fine  -  there  are   eight  other  targets  -  over  the   
  years  he  has  borne  first-hand  witness  to  the  many  bed-partners  Power  has  and  still  has,  and  that   
  ever-complicated  web  of  punishments  and  incentives  cancelling  each   other  out  has  put  a  damper   
  in  his  usually-boisterous  personality.  Victorious’  life  is  a  pressure  cooker,  about  to  blow. 
    
   
   
  Drives:  Anger  3,  Sorrow  1,  Love  5  
   
  Practices:  Kinesis  3,  Analysis  5,  Semiosis  1  
   
  Executables:  Shoot  3,  Throw  5,  Kick  1  
   
  Ultracharter:  Power  Company  
   
  Integrity:  OOOOOO  
   
  Energy:  5  Active,  3  Passive  
   
  
   
   
  Example  Character:  H.S.S.   Regulator   001  
   
  “Catalogued  in  database  as:  Biological:  Human:  Enhanced:  Dishonorable  
   
  Discharge:  Mass   Homicide:  Sadist.  Appending  categories:  Little  Asshole:  Slime. ”  
   
  System:  A55U  Suspect-Targeting  Ballistic  Processor.  
   
  ●
  Beginner  Tags:  Grid,  Shock,  Impact,  Ricochet,  Sonar,  Spin  
   
  ●
  Intermediate  Tags:  Infrared,  Titanium,  Responsive,  Burstfire  
   
  ●
  Expert  Tags:  Calibrate,  Incapacitation  
   
  Peripherals  
   
  ●
  SL-EX  Lawgiver .  A  heavy-duty  pistol-style  firearm  that  fires  tungsten-tipped  rounds;   
  housed  in  a  cavity  in  the  thigh.  +2  dice  when  shooting  with   accuracy  and/or  speed.  
   
  ●
  Chromium  Mesh  Shell.   Protects  the  soft  parts  inside.  2  additional  Integrity  slots.  
   
  ●
  Meguro  Goketsu  C-1.   Carbon-fiber  high-performance  motorcycle;  connector  ports   
  compatible  with   enhancile  physiology.  
   
  Directives  
   
  1.
  “Fight  for  what  is   understood  to  be  right”  
   
  2.
  “Defend  the  innocent;  punish  the  guilty”  
   
  3.
  “Serve  the  dharmas   of  the  land”  
   
  4.
  [Classified]:  “Do  not  turn  arms   against  a  brother  officer”  
   
  In  the  future  if  207X,  municipal  law  enforcement  is  entirely  militarized.  "Martial  law"  is   
  the  norm.  In  their  ranks  are  two  classes  of  human:  commissioned  police  officers,  part  of  the   
  hierarchy,  commanding  and  coordinating  those  below  them,  growing  fat  and  rich  through   
  ultracharter  funding,  effectively  a  warrior  aristocracy.  And  then  there  are  the  police  servicemen,   
  drawn  from  the  ranks  of  the  hundreds  of  millions  of  felons  in  the  world,  made  to  do  every  little   
  brutal  and  dangerous  police  act  while  their  superiors  are  insulated  from  consequence.  They  are   
  barely  paid.  They  are  hated  by  the  law  and  criminals  alike.  Their  lives  are  cheap.  
   
   
   
  Nelson  Beihan  was  one  such   felon,  serving  in  his  city's  penal  battalion.  A  model   
  combatant,  after  being  killed  in  combat,  his  remains  were  used  in  a  joint  ultracharter  operation  to   
  create  the  perfect  police  serviceman,  superhuman  and  merciless,  totally  loyal  to  them.  They   
  constructed  him  as  H.S.S.  ("Humane  Sources  Service)  Regulator  Unit  001.  However,  their   
  neurolytic  dehumanization  technology  failed  to  take,  and  now  the  machine  -  or  the  man  -  calling   
  himself  "Beihan''  is  now  at  large,  searching  for  his  family.  
   
   
   
   
  Drives:  Anger  1,  Sorrow  5,  Love  3  
   
  Practices:  Kinesis  5,  Analysis  3,  Semiosis  1  
   
  Executables:  Shoot  5,  Throw  3,  Kick  1  
   
  Ultracharter:  Humane  Sources  
   
  Integrity:  OOOOOO(OO)  
   
  Energy:  5  Active,  3  Passive  
   
  
   
   
  Example  Character:  Beautiful   Monkey   King  
   
  “Come  at  me,  bro!  You  know  you  can’t  catch  me.  Why?  Because  I’m  the  Beautiful  Monkey  King!  I   
  beat  demons,  drink  immortality,  and  pissed  in  Buddha’s   hand!  And  here  is   a  poem  to  prove  it:”  
   
  System:  Somersault  Fog  Vent  
   
  ●
  Beginner  Tags:  Dance,  Confuse,  Distract,  Refract,  Tail,  Tumble  
   
  ●
  Intermediate  Tags:  Cooling,  Mocking,  Panicked,  Sweeping  
   
  ●
  Expert  Tags:  Peaches,  Bliss  
   
  Peripherals  
   
  ●
  Agni-Rudra  Disks .  Motorized  inline  skates  make  you   very  fast.  +1  dice  to  Conflicts  of  speed   
  against  opponents  on  the  road  and  the  ground;  can  switch   to  hover  mode.  
   
  ●
  Second  Son  Celestial  Armoring.   Lightweight  carbonsteel  scales  protect  the  body  against   
  small-arms  fire  and  physical  trauma.  +1  dice  to  dodge;  1  additional  Integrity  slot.  
   
  ●
  Thousand  Arms   Actuator  Rig .  An  array  of  many  micro-manipulator  waldoes  roughly  3cm   
  wide  each;  can  collapse  into  a  cape  for  dramatic  effect.  Reduce  a  Mistake  by  1  tier  when   
  attempting  a  Conflict  that  requires  doing  two  things  at  once.  
   
  ●
  As-You-Will  Staff .  Long  metal  rod;  nigh-unbreakable  and  telescopic.  +1  dice  when  striking   
  someone  and  taking  advantage  of  its  variable  length.  
   
  Directives  
   
  1.
  “Fight  demons,  break  chains,  save  the  penitent”  
   
  2.
  “Shock  and  awe  to  test  the  character  of  all  I  meet”  
   
  3.
  “Play  your  cards   close  because  I  cannot  trust  too  deeply”  
   
  4.
  [Classified]:  “I  am  a  demon  myself  and  I  can  never  forget  that”  
   
  Hundred  Ghosts  Night  Parade  Street  (百 鬼 夜 行 街),  also  known  as  “Ghost  Street;”  an   
  abandoned  tourism  district  once  populated  by  entertainment-class  enhanciles  designed  to   
  resemble  the  gods,  devils,  demons,  and  monsters  of  Chinese  mythology.  Nearly  torn  down  by   
  automated  urban  renewal,  its  inhabitants  junked  and  destroyed  like  so  many  broken-down  toys.   
  That  is,  until  a  gang  of  young  squatters  moved  in,  known  as  the  Wind-Fire  Wheels.  Like  the  Bullet   
  Club  before  them,  one  of  their  number  volunteered  to  be  enhanced.  And  so  was  born  the   
  Beautiful  Monkey  King.  Or  just  “Beautiful.”  He  says  that  one  is  a  reference  to  an  old  TV  show.  
   
   
   
  Together  with   Beautiful,  the  Wheels  provide  sanctuary  for  enhanciles  and  other   
  employees  on  the  run,  sheltering  them  in  and  beneath   one  of  Ghost  Street’s  many  ruined  temples.   
  While  they  have  little  in  the  way  of  resources  or  allies,  the  Wheels  are  to  a  one  cunning,   
  determined,  and  resourceful.  Like  the  sacred  trickster-deity  that  is  his  inspiration,  Beautiful   
  hoodwinks  physically  superior  opponents  with   wordplay  and  insults,  feints  with   misdirection,   
  and  ambushes  under  the  cover  of  clouds  and  mist  generated  by  the  Somersault  Fog  Vent.  
   
   
   
  All  hail  the  Monkey  King.  
   
  Drives:  Anger  3,  Sorrow  1,  Love  5  
   
  Practices:  Kinesis  5,  Analysis  1,  Semiosis  3  
   
  Executables:  Shoot  1,  Throw  3,  Kick  5  
   
  Ultracharter:  None;  the  Commons  
   
  Integrity:  OOOOOO(O)  
   
  Energy:  3  Active,  5  Passive  
   
  
SOURCE: textdata/thevault/Other (Unique) Systems/COMMONS RIDER [Cyberpunk].pdf