TEXT: World’s Edge Arena
  By
  Jacob Wood
  
  Old Meets New
  In the southernmost city in the world, thousands of people come and brave the 
  unforgiving weather to watch the World’s Edge Arena, a televised bloodsport for 
  the modern era. Thanks to the Arena’s success, the once-quiet town of Punta Arenas is 
  now an industrious boomtown where warriors compete for prize money, entrepreneurs 
  compete for a share of the tourism, and locals compete for the scraps of what’s left.
  Have you come seeking fame and fortune at the risk of finding an early grave, or are 
  you an old-timer who wants to see the city returned to its old ways? Whether you’re here 
  to compete or you’re just trying to eke out a living in this rapidly changing city, one thing’s 
  for certain: your life will never be the same thanks to the World’s Edge Arena.
  This book includes:
  • A detailed look at the city of Punta Arenas, Chile, in the year 2096. A look 
  at its interesting places, people, night life, and other features which make 
  the city a prime place to set a campaign.
  • Guidelines for running an Arena tournament using Psi-punk. Characters 
  battle in ever-shifting terrain against all manner of beasts and warriors.
  • A new “Fan Favor” mechanic for players to earn bonuses by wooing 
  crowds and earning fan loyalty.
  • New statblocks for over two dozen opponents, including psychically-con-
  trolled, cybernetically enhanced beasts such as kodiak bears and komodo 
  dragons. Plenty of human opponents for use in any Psi-punk game.
  • Sample background hooks for new character archetypes such as the Beast 
  Trainer, Controller, Promoter, Street Rat, and Security guard. 
  • 6 new adventure seeds set in and around the city of Punta Arenas. Inspira-
  tion for Game Masters who’d like to craft non-combat encounters.
  Accessible
  ames
  
  1
  Acknowledgements
  Psi-punk copyright 2016 Accessible Games
  www.accessiblegames.biz
  Credits
  Writing, Layout: Jacob Wood
  Editing: Brian Cooksey, Andrew Young
  Interior Art: Enmanuel Martinez
  Cover Art: Melissa Gay, Enmanuel Martinez
  Graphic Design: Ruben Smith-Zempel
  Follow Along
  Website: 
  Accessible Games Blog
  Twitter:  
  @AccessibleGames
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  +AccessibleGamesBiz
   
   
  +JacobWood
  RPGGeek 
  Accessible Games, Psi-punk
  Facebook: 
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  Kickstarter backers
  Mike Wood, Gary Wood, Steve Donohue, 
  Ultimate Nieves, Ronald Pyatt, Wolf Bergenheim, 
  Gareth Hodges, Jesse Butler, Andrew Laliberte, 
  Steven 
  Ward, 
  Russell 
  Ventimeglia, 
  Craig 
  Senatore, James Hollywood, Morgan Weeks, 
  End Transmission Games, SnakeDr, Robbie 
  Corbett, Franco Frare, N. Phillip Cole, Aaron 
  Pothecary, jason e. bean, Jay Peters, Megan 
  Greathouse, The Warden, Timothy Baker, Eloy 
  Lasanta, Jason Pitre, Jack Gulick, Stephan 
  Szabo, David Lacerte, Chris Stewart, plus One 
  Who Shall Remain Nameless
  Permission to Print
  You bought the book, so feel free to print a copy for 
  your own personal use. You may also duplicate sections 
  of this book to share with other players in your group.  
  Practice your best judgment when deciding what “your 
  group” means to you.
  About Fudge
  Fudge is a roleplaying game written by Steffan 
  O’Sullivan, with extensive input from the Usenet com-
  munity of rec.games.design and other online forums. 
  The core rules of Fudge are available free on the In-
  ternet at http://www.fudgerpg.com and other sites. 
  Fudge was designed to be customized, and may be used 
  with any gaming genre. Fudge gamemasters and game 
  designers are encouraged to modify Fudge to suit their 
  needs, and to share their modifications and additions 
  with the Fudge community. The Fudge game system is 
  copyrighted ©2000, 2005 by Grey Ghost Press, Inc., and 
  is available for use under the Open Game License. See 
  the fudgerpg.com website for more information.
  The Fudge System logo is a trademark of Grey 
  Ghost Press, Inc., and is used under license. Logo de-
  sign by Daniel M. Davis, www.agyris.net.
  
  2
  |Root
  |__Credits.......................................1
  |__The Most Dangerous Game.......................3
  |  |__The Real Full-Contact Sport................3
  |  |__Never Back Down............................4
  |  |__The Future of World’s Edge.................4
  |__World’s Edge Arena............................5
  |  |__The Arena..................................5
  |  |__Match Structure............................5
  |     |__Earnings................................6
  |  |__Rules of Engagement........................7
  |  |__Gaming the Fans............................7
  |     |__Spending Fan Favor......................8
  |  |__Bestiary...................................8
  |     |__Round One Creatures.....................9
  |     |__Round Two Creatures....................11
  |     |__Human Warriors.........................13
  |__Punta Arenas.................................17
  |  |__Interesting Places........................18
  |  |__Economy...................................20
  |  |__Demographics..............................21
  |  |__Crime.....................................21
  |  |__Night Life................................22
  |__Hooking into the Setting.....................23
  |  |__Player Hooks..............................23
  |  |__Game Master Hooks.........................24
  |     |__Cheating Husband.......................25
  |     |__Ghost of the Past......................25
  |     |__Missing Person.........................26
  |     |__Running Amok...........................27
  |     |__Rising Star............................28
  |     |__Zero Signal............................29
  |__Open Game License v1.0a......................30
  Table of Contents
  
  3
  Chapter 1: World’s Edge Arena
  1
  3
  The Most Dangerous Game
  At the edge of the world, in the largely un-
  tamed land of Patagonia, there is a place where 
  athletes, soldiers, street runners, and thrill-seek-
  ers gather to test their mettle. The land is harsh, 
  with relatively low average temperatures and 
  intense winds, but that’s not what draws these 
  people here. In this remote and unforgiving 
  landscape lies a gladiatorial arena where men, 
  women, and animals of all stripes compete in 
  deadly blood sports far from the watchful gaze 
  of governments and mega-corps.
  Known as the World’s Edge Arena, this 
  50,000 square-foot stadium of death was built 
  in 2085 by young trillionaire Steve Donohue. 
  When asked why he built the complex in Pata-
  gonia, Donohue responded:
  “I heard about this place in Chile called 
  Punta Arenas. Arenas. That’s just perfect for an 
  arena, you know?”
  The fact that Punta Arenas means “Sandy 
  Point” was completely lost on Donohue.
  Regardless of his motives, Donohue built the 
  World’s Edge Arena to sate the public’s grow-
  ing hunger for blood sports. In an interview, he 
  once said that athletic competitions throughout 
  the world are too safe, and what the public real-
  ly wanted to see was blood and gore and death. 
  World’s Edge offers all three.
  “Why do people watch American-style foot-
  ball, or ice hockey, or rugby?” asked Donohue 
  rhetorically. “For the violence, man! Deep down, 
  we all want to see people get crushed. And with 
  the restrictions on cybernetics in contact sports, 
  we’re just not getting that anymore.”
  “Sure,” he added, “you can always tune into 
  the cyberweight kickboxing leagues, and that’s 
  cool. I really love Tommy ‘Two Tons’ Thompson 
  as much as the next guy. But it’s like, at the end 
  of the day, those guys just get slapped with a 
  couple stem packs and they’re good as new. Ev-
  eryone knows there’s no risk. People like risk. 
  It’s exciting!”
  At World’s Edge Arena, contestants enter a 
  stadium with constantly shifting terrain and en-
  vironmental hazards. Men and women from all 
  walks of life enter in teams of one to eight and 
  battle against carnivorous animals, androids, 
  and—during the Season finals—other teams of 
  live humans. 
  Each event is broadcast worldwide to mil-
  lions of viewers in any country where the 
  matches haven’t yet been banned. An addi-
  tional 100,000 rabid fans pack the stadium each 
  night. Despite the broadcast already being in its 
  11th Season, World’s Edge ratings are still climb-
  ing at a steady rate.
  “I moved to Patagonia just to get to attend 
  every match live,” says super-fan Mike Wood, 
  30. “I just couldn’t justify the travel expenses 
  to my wife anymore. It’s like, I was spending so 
  much time here, I might as well just make Ar-
  gentina my home.”
  When corrected about Punta Arenas be-
  ing in Chile, not Argentina, Wood  added: “Oh, 
  right. Chile. Whatever. Hey, is this going to be in 
  the news? Hi Lisa! Wish you were here!”
  The Real Full-
  Contact Sport
  Donohue’s arena features what he claims to 
  be “the most realistic blood sport since Roman 
  times.” Indeed, he modeled the competition af-
  ter ancient gladiatorial combat, albeit with a 
  modern twist.
  “We just replace spears and nets with guns 
  and Tasers. Instead of just throwing people to 
  mundane lions, we pit them against cyberneti-
  cally enhanced, mind-controlled beasts capable 
  of human reasoning. Those old-fashioned lions 
  wouldn’t be much of a challenge against mod-
  ern weapons, you know?”
  It isn’t just an open battlefield where oppo-
  nents clash and claw at each other until only 
  one is left standing, either. Donohue’s arena 
  emulates natural terrain with plenty of room to 
  maneuver and hide. It takes a skilled hunter to 
  track and kill his enemy and an alert hunter to 
  avoid getting mauled to death by a panther.
  The Most Dangerous Game
  
  4
  Chapter 1: World’s Edge Arena
  1
  4
  The Most Dangerous Game
  The varying terrain would make for a ter-
  rible viewing experience if it weren’t for the 
  chase cams each contestant (including the 
  animals) wears. Viewers are treated to a first-
  person view of all of the action, and real-time 
  predictive algorithms are in place to ensure the 
  best view at all times.
  “I just love when they cut to a shot of a pan-
  ther stalking up on some guy,” says Alita Monroe, 
  24. “The last thing he sees is his life flash before 
  his eyes, but we get to see the back of his exposed 
  neck as the cat rips into it!”
  “It’s a jungle in zere,” remarks Gunther P., a 
  college student from the GEU. “You never know 
  who ist going to get ze drop on whom.”
  One might wonder how the Arena manages 
  to attract so many contestants when they each 
  know their life may be forfeit just for entering. 
  To date, World’s Edge has a death toll of 257 
  men and women, not to mention many more 
  animals. Despite the decreased life expectan-
  cy of anyone who enters, the sport’s numbers 
  aren’t diminishing.
  “We offer great cash prizes to all of the win-
  ners,” explains Donohue. “If you win an eve-
  ning at the World’s Edge, you’re set for a year at 
  least. The lucky few who take first place might 
  be set for life. However long that may be.”
  When asked about the supply of animals, 
  many of which are endangered species, Dono-
  hue reveals his secret: “The animals, they’re all 
  clones. We’ve got those stupid animal rights ac-
  tivists barking at us all the time as it is, there’s 
  no way we could get away with using the real 
  thing. But clones, there’s and endless supply of 
  those. And we recycle the parts.”
  Never Back Down
  Despite its popularity, many world powers 
  have tried to bring an end to Donohue’s opera-
  tions. Governments, mega-corps, and local au-
  thorities have all made unsuccessful attempts 
  to shut down the World’s Edge but Donohue 
  isn’t worried.
  “We’re a totally legit operation, you know?” 
  Donohue said. “We pay our one-percent tax to 
  Chile, and blood sports were totally made legal 
  just before we moved in.”
  Donohue continues: “But other countries 
  and companies want to shut me down. Mar-
  keTech doesn’t like that I run a sporting event 
  they don’t own. The NAU doesn’t like that I’m 
  an expatriate and spending all my money in a 
  foreign country. And Punta Arenas, well, their 
  cops are a bit concerned about the increased 
  crime rate as children emulate what they’re 
  seeing on TV and at our stadium.”
  Even though he has a lot of enemies in high 
  places, Donohue has a lot of friends in high plac-
  es, too. World’s Edge is a popular sporting event 
  in the Oceanic League, the Asia-Pacific Union, 
  and throughout the Greater European Union. 
  Only the Arab League and Sub-Sahara seem to 
  have any complaints about his broadcasts, and 
  Donohue doesn’t seem bothered by that.
  “You know, they don’t have to like it. If it’s 
  not for them, that’s cool.” Says Donohue. “But 
  the NAU, you know. They eat this stuff up, but 
  their government just wants to collect. They’re 
  not getting any from me.”
  The Future of 
  World’s Edge
  World’s Edge Arena is in its 11th Season and 
  still going strong. This year they expect to see 
  less growth than in previous years, but Dono-
  hue believes that’s because they’ve already 
  reached their saturation point. Despite that, 
  World’s Edge Arena is constantly looking for 
  new recruits to participate in the sport.
  “We’ll take anyone with combat training, 
  whether it’s formal or informal,” says Donohue. 
  “We’ve had everything from GEU soldiers to cab 
  drivers with a lot of pent-up road rage.”
  Donohue assures us the next Season of 
  World’s Edge is going to be huge. “It’s going to be 
  bigger and bloodier than ever. We’re still looking 
  for a few more teams for next Season. And we 
  have this big new event planned that I don’t want 
  to give away but let’s just say it goes ‘RAAR!’”
  This story brought to you by Ronald Pyatt, 
  Independent News Network 
  
  5
  Chapter 1: World’s Edge Arena
  1
  The World’s Edge Arena is a popular place 
  for thrill-seekers and warriors to visit. There’s 
  nothing like the real threat of death in exchange 
  for the real promise of money to get people out 
  of their urban slums and into the stadium.
  As it relates to your game of Psi-punk, the 
  World’s Edge Arena is a great place to set a 
  game. The players may form a team of combat-
  ants to enter the Arena and test their mettle 
  in exchange for getting some cold, hard, Neu-
  marks. It’s like doing a run for a dealer but 
  more prestigious. The fame alone may lead to 
  endorsements and other mercenary gigs if the 
  players are able to catch the eye of the right per-
  son or group.
  For players and Game Masters who prefer 
  a combat-heavy game, the World’s Edge Arena 
  makes a great setting backdrop. There’s plenty 
  of room for story and intrigue, though. Betting, 
  match fixing, fan service, and all manner of 
  events might take place in and around the sta-
  dium. There’s plenty to do at World’s Edge that 
  doesn’t involve fighting for one’s life.
  The Arena
  World’s Edge Arena is 50,000 square feet of 
  ever-shifting terrain. Each Season is notable for 
  having a unique terrain theme, though it isn’t 
  unheard of for a theme to be revisited over 
  time. In the past, the Arena has had desert, jun-
  gle, mountainous, cavernous, urban, and even 
  lunar terrain themes. Next Season’s terrain is 
  anyone’s guess.
  Using sophisticated control animate/inani-
  mate tech, the Arena is capable of altering its 
  form dramatically in just a few hours, ensur-
  ing a new layout for each match. Though teams 
  may get used to battling in a certain type of ter-
  rain, they’ll never truly get comfortable with 
  their surroundings.
  The Arena itself is located about 20 miles 
  outside the town of Punta Arenas, Chile, in far 
  southern Patagonia. A single access road leads 
  to the Arena complex from Punta Arenas, and 
  it’s usually packed with traffic moving into and 
  out of town.
  The outer structure of the Arena is built to 
  withstand a nuclear blast. A carbon-nanotube 
  frame supports the structure, while kinetic and 
  thermal dampening magic reduces the intensi-
  ty of any blast by about 90 percent. Not that Mr. 
  Donohue expects anyone to assault the Arena, 
  but the same tech is used within to keep the 
  structure safe from all of the potent psionic and 
  ballistic damage being done to the interior on 
  any given night.
  Fans of the show watch from the relative 
  safety of the stadium seating areas, which are 
  separated from the battle zone by about 1,000 
  feet and a magically-reinforced barrier. Despite 
  being there to see the show live, the audience 
  watches through 160-foot view screens which 
  show the same action anyone at home would be 
  privy to. The benefit to attending a live show is 
  having the option to see the contestants before 
  and after the match, and the option to vote on 
  which contestants were the stars of the evening.
  Match Structure
  Each Season, eight teams of contestants enter 
  the Arena and vie for the top spot. For their first 
  match, every team faces off against psychically 
  controlled, cybernetically enhanced  animals. If 
  they survive their entry-level match, they’ll face 
  even tougher creatures in a second round.
  After two matches, any leftover teams face 
  off in a single-elimination tournament. If the 
  starting number of teams at this tier is odd, the 
  result could be a three-team Battle Royale to de-
  termine the winner.
  Teams may start with as many as eight play-
  ers but anyone who dies during the Season may 
  not be replaced. If a team enters with eight 
  contestants and makes it to the final match 
  with only four remaining, that’s their problem.   
  Each match is a last-man-standing fight. A team 
  must incapacitate or eliminate all opponents to 
  achieve victory and win that night’s cash prize. 
  World’s Edge Arena
  
  6
  Chapter 1: World’s Edge Arena
  1
  Once a team enters the Arena, no team member 
  may leave until the fight is over. Forfeit is not 
  an option.
  The events are televised live. Every match 
  represents one Episode of the Season, and only 
  one match is aired each night. That means 
  there may be several days, even up to a week, 
  between matches for any given team. What that 
  team does with its downtime is entirely up to 
  them, but if they don’t show up for their next 
  scheduled match it could spell bad news.
  Earnings
  Contestants are awarded a certain amount 
  of money for each match they win. They’re paid 
  nightly, because in many cases the contestants 
  only have a few days of downtime to spend their 
  cash before they’re eliminated permanently.
  The amount of money contestants earn is 
  based on how many matches they’ve won thus 
  far and how many members are on their team. 
  The amount of Wealth given on the following 
  chart must be divided evenly (round down) 
  amongst all living team members.
   
  Table 1.1: Arena Earnings
  Match #
  Earnings
  1
  Great [16]
  2
  Superb [32]
  3
  Wonderful [64]
  4
  Phenomenal [128]
  5
  Extraordinary [256]
  Clearly, the fewer contestants on a team, the 
  more money each individual earns as they rise 
  through the ranks. That’s by design. Crowds 
  love to root for the underdog, and watching an 
  eight-man team slaughter a bunch of animals 
  is less exciting than watching a grueling match 
  between a four-man team and the same pack of 
  creatures.
  It’s unlikely that all members of a team will 
  be killed during one of their first two matches. 
  In the history of the World’s Edge, this hasn’t 
  happened. That means every Season to date 
  has culminated in an 8-team single-elimination 
  tournament. Of course, not every team has as 
  many members in their later matches as they 
  had in their earlier fights.
  
  7
  Chapter 1: World’s Edge Arena
  1
  Rules of 
  Engagement
  One simple rule governs each match: the 
  last team standing wins. Death is real, and the 
  Arena’s kill count is significant, but an incapaci-
  tated character is just as defeated as one whose 
  grey matter is removed from its case. Beyond 
  that, anything goes. Contestants may use any 
  tool at their disposal to achieve victory over 
  their opponents. Psionics, cybernetics, massive 
  firepower, and other weapons are not just al-
  lowed but encouraged.
  With that being said, no weapons or gear of 
  any kind are supplied to any contestant. They 
  must bring their own equipment before the 
  games begin. World’s Edge Arena has an exten-
  sive armory of tools and toys available for pur-
  chase (at full price, of course) should any of the 
  contestants need to buy new equipment before 
  or between matches.
  World’s Edge does not, however, have a cy-
  ber clinic on site. Nearby Punta Arenas has a fa-
  cility run by Nuevo Horizonte Medico, a leading 
  medical services company in South America. 
  Bear in mind though, it takes time to have new 
  cyberware installed. Depending on the implant, 
  there may not be enough time to have them 
  installed and functioning with enough time to 
  recover before the next match begins. In game 
  terms, any cyberware requiring two Gifts or 
  more cannot be installed between matches.
  Gaming the Fans
  Millions of people worldwide tune into 
  World’s Edge each night, and roughly 100,000 
  others come to watch the games live. With all of 
  those eyes on the contestants, it’s in a warrior’s 
  best interest to increase their team’s fan appeal. 
  Well-liked teams and warriors may even gain 
  small benefits from pleasing the crowd.
  Fan Favor is a numeric bonus given to war-
  riors and their teams for performing certain ac-
  tions. Each team begins with 0 Fan Favor but that 
  number may increase quickly as they wow the au-
  dience. Fan Favor is cumulative and carries over 
  between matches, so a truly impressive team may 
  have plenty of Favor by the end of the Season.
  Below is a short list of actions characters 
  may perform to alter their team’s Fan Favor. 
  Warriors are part of a team, so their actions 
  reflect upon their team as a whole—increases 
  and decreases to Fan Favor apply to the entire 
  group.
  Table 1.2: Fan Favor
  Action
  Fan Favor
  Incapacitate or Kill a Wounded 
  Opponent
  +1 Favor
  Incapacitate or Kill an Un-
  wounded Opponent
  +2 Favor
  Incapacitate or Kill Two or 
  More Opponents in One Round
  +2 Favor 1
  Astonishing Degree of Success 
  on a Roll/Check
  +1 Favor
  Do Something that Makes Peo-
  ple Cheer2
  +1 Favor
  Victory Against Overwhelming 
  Odds3
  +2 Favor
  Heal a Creature During a Match -1 Favor
  Execute an Incapacitated Crea-
  ture4
  -2 Favor
  Spend Fan Favor
  Special 5
  1 In addition to the bonus gained for killing 
  each opponent.
  2 This is a meta-game element. If you de-
  scribe an action that makes everyone at the 
  table shout, give high-fives, etc., your GM may 
  award you with +1 Favor. As with any subjec-
  tive reward, GMs should be careful not to al-
  low players to game the system. Optionally, a 
  character may spend an action to make a skill 
  check specifically designed to wow the crowd; a 
  Superb success may grant the team this bonus.
  3 If a single warrior faces three or more op-
  ponents at once and comes out on top, they are 
  awarded +2 Favor. 
  4 The crowd may be bloodthirsty but it’s 
  not as interesting to watch an execution as it 
  is to watch a fair fight. Taking the time to kill 
  someone who’s already down is considered bad 
  form.
  5 See “Spending Fan Favor” below.
  
  8
  Chapter 1: World’s Edge Arena
  1
  At least one player (and possibly the GM) 
  should keep track of the team’s Fan Favor 
  throughout the Season. Fan Favor carries over 
  between matches.
  Spending Fan Favor
  Warriors may spend some of their team’s 
  Fan Favor to gain temporary benefits. Unless 
  otherwise noted, characters may spend Fan Fa-
  vor to alter a roll after the initial roll is made.
  Below is a short list of uses for Fan Favor. 
  GMs are encouraged to allow other creative 
  uses.
  Spending Fan Favor
  Action
  Fan Favor
  Add +1 to a roll
  -1 Favor
  Re-roll all dice and take the 
  better result
  -2 Favor
  Force opponent to re-roll all 
  dice and take the worse result
  -3 Favor
  Reduce 
  an 
  Incapacitated 
  Wound to a Very Hurt Wound
  -2 Favor
  Bestiary
  Every team must face two rounds of combat 
  against psychically controlled, cybernetically 
  enhanced predators. These cloned animals 
  range from big cats to birds of prey, and they 
  don’t act on instinct. Someone with mind con-
  trol power (or magic) is assigned to each crea-
  ture to give the animal human-level decision 
  making skills. Add to that the fact that these 
  creatures were built (from an evolutionary per-
  spective and in the lab) to hunt and kill, and you 
  have one hell of a challenge.
  For the combatants’ first match, they’re pit-
  ted against smaller and more agile creatures, 
  such as hawks, cougars, and wolves. For the sec-
  ond round, should they make it that far, com-
  petitors face off against eagles, tigers, brown 
  bears, and other large and powerful beasts. The 
  Season’s writers try to match creatures to their 
  terrain theme, so warriors are more likely to 
  face panthers in a jungle and Kodiak bears in a 
  sub-arctic climate.
  In the first round, warriors face one creature 
  for each member of their team (so if there are 
  five team members, they face five creatures). In 
  the second round, they face one creature for ev-
  ery two members of the team. If the number of 
  team members is odd, add a weaker First-Round 
  creature (so if the team has five members, there 
  are two creatures from the Second Round list 
  and one from the First Round list).
  Cyberware and Psionics
  All of the creatures’ natural bodies are 
  augmented with state-of-the-art cyberware. 
  Razor-sharp talons become titanium talons, a 
  weak hide becomes rhino hide, and a panther 
  gets thermal vision to go with his naturally 
  keen senses. After a great deal of experimenta-
  tion, the scientists working on building better 
  beasts learned to enhance a creature’s natural 
  strengths rather than to alter the animal for 
  some unintended purpose.
  
  9
  Chapter 1: World’s Edge Arena
  1
  Round One Creatures
  Black Bear
  Terrain: Temperate Forests
  ODFs: +3; DDFs: +4
  Survival: Superb;  
  Specialization: Tracking by scent
  Notice: Fair or Wonderful (smell);  
  Specialization: Smell
  Combat (Melee): Great
  Gifts: Titanium Claws/Teeth, Advanced  
  Olfactory Augmentation
  Weapons: Claws, bite
  Wound Levels: 1-2 (Scratched); 3-4 (Hurt); 5-6 
  (Very Hurt); 7+ (Incapacitated)
  Black bears are smaller than their brown-
  furred cousins but are nevertheless powerful 
  and frightening creatures. They reside primar-
  ily in temperate forests and usually only attack 
  humans if they feel threatened, unless they 
  happen to be psychically controlled and bred 
  for such purposes.
  Black bears stand about four feet tall at the 
  shoulder and weigh around 500 pounds. When 
  standing on their hind legs, they reach heights 
  of about seven feet. Their immense strength al-
  lows them to lift objects of around 400 pounds, 
  and even when not being mind-controlled by 
  a super genius, they’ve been shown to possess 
  reasoning skills on par with most canines. 
  Coyote
  Terrain: Coyotes are highly adaptable and sur-
  vive in almost any temperate or arid climate
  ODFs: +3; DDFs: +3
  Combat (Melee): Great;  
  Specialization: Bite
  Notice: Superb;  
  Specialization: Smell
  Combat (Non-Physical): Great;  
  Specialization: Pack tactics
  Covert: Good
  Gifts: Titanium Teeth; Sonic Howl (sonarkinesis 
  device PR 1, capable of making a sonic attack 
  against all creatures within Mediocre range.)
  Weapons: Bite
  Wound Levels: 1-2 (Scratched) ; 3-4 (Hurt); 
  5+ (Incapacitated)
  Individual coyote attacks on humans rarely 
  result in a loss of human life, but coyotes are 
  pack animals and rarely hunt alone. Several 
  coyotes, attacking in unison, can bring down 
  much larger prey, especially when using their 
  keen instinctual tactics.
  Coyotes are smaller than wolves. They 
  weigh about 75 pounds and are roughly three 
  feet in length, not including the tail. They stand 
  roughly two feet at the shoulder. Despite their 
  relatively smaller size, they are expert preda-
  tors and use their keen sense of smell and pack-
  hunting tactics to their advantage.
  These coyotes are outfitted with sonarkine-
  sis PR 1 devices which allow them to emit ultra-
  sonic howl attacks. They deliver a sonarkinesis 
  attack to all creatures (not including other coy-
  otes) within Fair range. A pack of coyotes howl-
  ing simultaneously may make a single attack 
  and combine the PR of each. For example, three 
  coyotes howling together can make three PR 1 
  attacks or one PR 3 attack.
  
  10
  Chapter 1: World’s Edge Arena
  1
  Jackal
  Terrain: Desert, grasslands, coastal regions
  ODFs: +3; DDFs: +3
  Combat (Melee): Great;  
  Specialization: Bite
  Notice: Great; Specialization: Smell
  Combat (Non-Physical): Great;  
  Specialization: Pack tactics
  Covert: Great
  Gifts: Titanium Teeth; Diseased Bite
  Weapons: Bite
  Wound Levels: 1-2 (Scratched); 3-4 (Hurt);  
  5+ (Incapacitated)
  Smaller than coyotes but even more vicious, 
  jackals live and thrive in a variety of habitats in-
  cluding deserts, grasslands, and marshy coastal 
  regions. They occasionally hunt alone but are 
  particularly formidable pack hunters.
  Jackals are about 1-1/2 feet tall and three feet 
  long from nose to rump. They weigh about 30 
  pounds. Though they’re relatively small com-
  pared to other predatory dogs, they are incred-
  ibly vicious and dominate many larger species.
  These creatures are known for spreading dis-
  eases such as rabies. When a jackal bites a char-
  acter, that character must make a Great (+2) Body 
  check or contract a fast-acting form of rabies de-
  signed especially for Arena contestants. Failing 
  the check means the character takes a -1 penalty 
  on all checks as the disease begins to take hold 
  of their nervous system. Within one hour, the 
  character must make a second Great (+2) Body 
  check to shake off the disease. Failure means the 
  character takes a -2 penalty to all checks.
  If the affected character isn’t vaccinated 
  within 24 hours, they must make a final Great 
  (+2) Body check. If the character fails this check, 
  they die a rather painful death. Luckily, the vac-
  cine only costs a Fair [4] amount of Wealth.
  Jaguar / Black Panther
  Terrain: Jungle, forest, grasslands, mountains
  ODFs: +4; DDFs: +3
  Combat (Melee): Superb;  
  Specializations: Claw, bite
  Covert: Superb; Specialization: Stealth
  Athletics: Great (+1 when jumping);  
  Specializations: Jump; Swim
  Notice: Great
  Gifts: Titanium Claws/Fangs; cybernetic legs; 
  photokinesis collar (PR: 3; reduce light 
  only)
  Wound Levels: 1-2 (Scratched); 3-4 (Hurt); 5-6 
  (Very Hurt); 7+ (Incapacitated)
  Jaguars are spotted creatures which inhabit 
  a variety of territories. Most of the jaguars at 
  World’s Edge are of the rarer “black panther” va-
  riety and appear almost completely black. They 
  are stealthy hunters and possess some of the 
  strongest jaws in the animal kingdom; their teeth, 
  even when not augmented by titanium, are capa-
  ble of piercing turtle and armadillo shells, bovine 
  skulls, and other incredibly tough objects.
  Jaguars are the third largest of all cat spe-
  cies. They stand about 3 feet at the shoulder, 
  stretch 6-1/2 feet from nose to the base of the tail, 
  and can weigh up to 350 pounds. The jaguars at 
  World’s Edge are bred (or cloned) to be on the 
  upper range of size for their species. 
  Once a jaguar gets hold of its prey, it doesn’t 
  let go. Any opponent who receives a Hurt 
  Wound from a jaguar is grabbed by the crea-
  ture. That target cannot move away from the 
  jaguar, takes a -1 penalty to ODFs, and cannot 
  use large weapons. If the creature is still alive 
  on the following round, the jaguar automati-
  cally deals it another Hurt Wound in addition 
  to any other attacks the jaguar may make that 
  round. Forcing oneself free from the jaguar’s 
  grasp requires a Good (+1) Body check or some 
  other creative means of escape.
  Ocelot
  Terrain: Tropical forests, swaps, savanna
  ODFs: +3; DDFs: +2
  Combat (Melee): Great;  
  Specialization: Claws
  Covert: Great; Specialization: Stealth
  Notice: Great
  Athletics: Great (+1dF re-roll when jumping)
  
  11
  Chapter 1: World’s Edge Arena
  1
  Gifts: Titanium Claws; cybernetic legs
  Weapons: Claws, bite
  Wound Levels: 1-2 (Scratched); 3-4 (Hurt);  
  5+ (Incapacitated)
  Ocelots are among the largest of the wild cats 
  but they’re still smaller than cats classified as “big 
  cats” such as leopards, lions, and tigers. They’re 
  fast, stealthy, and capable of extremely high 
  jumps. These cats are about three feet long (not 
  including the tail) and weigh about 40 pounds.
  Ocelots naturally inhabit most regions of 
  South America, including forests, swamps, and 
  savannas. They make great predators in many 
  different terrain types, but they need some-
  place with tall grass or dense vegetation to hide.
  Raven
  Terrain: Any
  ODFs: +2; DDFs: +1
  Combat (Melee): Good; Specialization: 
  Claws
  Covert: Great; Specialization: Stealth
  Athletics: Great; Specialization: Fly
  Notice: Good
  Gifts: Titanium Claws; Brainwave; swarm 
  tactics
  Weapons: Claws, bite
  Wound Levels: 1-2 (Hurt); 3+ (Incapacitated)
  Ravens are versatile creatures who live 
  in nearly every environment on the planet: 
  swamps, forests, mountains, tundra, deserts, 
  grasslands, and everything in between. They 
  tend to prey on smaller creatures but aren’t 
  above eating carrion or swarming a larger op-
  ponent.
  As birds go, these ravens are quite large. They 
  average about three feet long, have wingspans 
  nearing six feet, and weigh up to 30 pounds. 
  Though a single raven would be no match for a 
  human with a gun, these ravens come in large 
  packs and swarm their opponents, making 
  them deadly adversaries.
  When determining the number of creatures 
  in a match, ravens count as one-third of a nor-
  mal creature; that is, you may use three ravens 
  in place of one other creature, such as a black 
  bear, jackal, or ocelot. The controllers of these 
  ravens are capable of controlling up to three at 
  a time thanks to their Brainwave implants, and 
  they may easily communicate with other con-
  trollers via the Brainwave.
  Up to nine ravens may attack a human-sized 
  target in melee (as opposed to the normal three 
  melee opponents at once). 
  Round Two Creatures
  Harpy Eagle
  Terrain: Jungle or Rainforest
  ODFs: +4; DDFs: +3 (+5 while flying)
  Athletics: Superb; Specialization: Flying
  Notice: Superb; Specialization: Sight
  Combat (Melee): Great
  Covert: Great
  Gifts: Titanium Talons/Beak (+1 ODFs), excep-
  tional flier (+2 DDFs while flying)
  Weapons: Talons, beak
  Wound Levels: 1-2 (Scratched); 3-4 (Hurt); 5+ 
  (Incapacitated)
  Harpy eagles are among the largest of all ea-
  gles and make their homes in what’s left of the 
  world’s rainforests. The Amazonian Luddites 
  would throw a fit if they knew these regal crea-
  tures were being outfitted with cyberware, but 
  those guys don’t watch TV, so what they know 
  won’t hurt them.
  These creatures are exceptional fliers and 
  gain +2 DDFs while in flight. Their titanium-
  enhanced talons and beaks make their already-
  fearsome attacks all the more deadly, and their 
  keen sense of sight allows them to detect prey at 
  a distance and in the darkest conditions.
  Kodiak Bear
  Terrain: Sub-arctic
  ODFs: +5; DDFs: +6
  Survival: Superb;  
  Specialization: Tracking by scent
  Notice: Fair or Wonderful (smell);  
  Specialization: Smell
  
  12
  Chapter 1: World’s Edge Arena
  1
  Combat (Melee): Superb
  Gifts: Large and in charge (because of their 
  size, Kodiaks get +1 ODFs/DDFs and addi-
  tional Wound Levels); Rhino Skin
  Weapons: Claws, bite
  Wound Levels: 0-1 (Not Wounded); 2-3 
  (Scratched x3); 4-5 (Hurt x2); 6-7 (Very 
  Hurt); 8+ (Incapacitated)
  Kodiaks rival polar bears for the world’s 
  largest bear species. Only the largest are cloned 
  for the Arena, so expect to face bears that are 10 
  feet tall and weigh 1,800 pounds. Though they 
  only see and hear about as well as an average 
  human, their sense of smell is approximately 
  four times better than the average dog’s. 
  These creatures are most often found in sub-
  arctic coastal regions in the wild, notably Kodiak 
  Island in Alaska, but they fight well in just about 
  any temperate and moderately open terrain. 
  Komodo Dragon
  Terrain: Dry grasslands, savanna, tropical 
  forests
  ODFs: +5; DDFs: +7
  Notice: Wonderful; Specialization: Smell
  Combat (Melee): Superb
  Covert: Great
  Gifts: Diseased Bite; Large Size (+1 ODFs/
  DDFs); Tail Slap
  Faults: Poor hearing and poor night vision
  Weapons: Bite, claws, tail slap
  Wound Levels: 0-1 (Not injured); 2-3 
  (Scratched x3); 4-5 (Hurt x2); 6-7 (Very 
  Hurt); 8+ Incapacitated
  Komodo dragons are giant, carnivorous rep-
  tiles. In the wild they are solitary creatures, but 
  at the World’s Edge they get along just fine in 
  groups of three to four. These formidable oppo-
  nents count as two creatures when determining 
  the number of animals in a single match.
  These captive-bred lizards average about 
  11 feet long, with a tail adding an additional 11 
  feet, and weigh around 300 pounds. They stand 
  a squat 1-1/2 feet tall at the shoulders. They have 
  one-inch long teeth ridden with disease and 
  bacteria, and their scaly hide creates a tough 
  natural armor.
  Any creature bitten by a komodo dragon 
  must make a Superb Body check or contract a 
  painful disease which cripples the body. Upon 
  failing the check, the character takes a -1 pen-
  alty on all physical checks. One minute later, 
  the character must make another Superb Body 
  check or the effect increases to a -2 penalty 
  on physical checks and a -1 penalty on mental 
  checks. If the character isn’t vaccinated within 
  24 hours, they die. Vaccination for a komodo 
  dragon’s bite costs a Good [8] amount of Wealth.
  Komodo dragons attack with their claws, 
  bite, and powerful tails. Once per round, a ko-
  modo dragon may make a powerful tail slap in 
  addition to a claw or bite attack. The tail slap 
  deals normal damage (+5 ODFs) and if the tar-
  get is wounded, they must make a Great Body 
  check or be knocked down. A downed opponent 
  takes a -1 penalty on all physical checks until 
  they spend their action to stand up.
  
  13
  Chapter 1: World’s Edge Arena
  1
  Tiger
  Terrain: Any forest or swamp
  ODFs: +6; DDFs: +5 (+6 vs. tearing, piercing, 
  fire, and cold)
  Combat (Melee): Wonderful;  
  Specializations: Claws, bite
  Athletics: Superb;  
  Specializations: Jump, swim
  Notice: Superb
  Covert: Great; Specialization: Stealth
  Gifts: Titanium Claws/Fangs; Cyber Eyes 
  (Thermal Vision); Rhino Skin; Large Size (+1 
  ODFs/DDFs)
  Weapons: Claws, bite
  Wound Levels: 1-2 (Scratched x2); 3-4 (Hurt 
  x2); 5-6 (Very Hurt); 7+ (Incapacitated)
  Tigers are the largest of all cats and are 
  among the largest land-based predators in the 
  world. They stand about 4 feet tall at the shoul-
  der, are about 11-1/2 feet long from nose to the 
  base of the tail, and weigh around 700 pounds. 
  That’s all before augmentations.
  These creatures are apex predators and hunt 
  by stalking their prey from the cover of dense 
  underbrush. They can adapt to many terrain 
  types but are best suited to forests of any variety.
  Once a tiger gets hold of its prey, it doesn’t let 
  go. Any opponent who receives at least a Hurt 
  Wound from a tiger is grabbed. That target can-
  not move away from the tiger, takes a -1 penalty 
  to ODFs, and cannot use large weapons. If the 
  creature is still alive on the following round, 
  the tiger automatically deals it another Hurt 
  Wound in addition to any other attacks the tiger 
  may make that round. Breaking free requires a 
  Superb (+3) Body check or some other creative 
  means of escape.
  Wolf
  Terrain: Temperate and arctic forests
  ODFs: +4; DDFs: +4 (+5 vs. cold attacks)
  Combat (Melee): Superb;  
  Specialization: bite
  Notice: Superb;  
  Specialization: Hearing
  Covert: Great (Superb in snowy areas)
  Gifts: Titanium Teeth; Cryobreath (cryokine-
  sis device PR 3, capable of making a cold 
  breath attack in a cone-shaped area extend-
  ing up to Mediocre range)
  Weapons: Bite
  Wound Levels: 1-2 (Scratched x2); 3-4 (Hurt); 
  5-6 (Very Hurt); 7+ (Incapacitated)
  Wolves are cunning pack animals who hunt 
  with deadly ferocity. They’re highly resistant to 
  cold and hide especially well in snowy climates. 
  Unlike most canines, wolves don’t have a highly 
  developed sense of smell but they do have in-
  credible hearing.
  Wolves at the World’s Edge are clones of the 
  largest specimens of their species. They weigh 
  around 100 pounds, are about five feet long 
  from head to hind quarters, and stand about 
  three feet tall at the shoulder. These wolves have 
  a PR3 cryokinesis device in their throats which al-
  low them to breathe a gust of freezing air at Medi-
  ocre range. The attack is treated as a PR3 cryoki-
  nesis attack and may strike up to three creatures 
  standing in front of the wolf. While other wolves 
  are not immune to this attack, they are highly re-
  sistant to its effects. 
  Human Warriors
  You may mix and match these generic war-
  riors to create thematic teams or you can select 
  from the list at random. These NPCs may be 
  scaled up or down in power to reflect their rank-
  ing in the tournament. For example, high-rank-
  ing teams may have ODFs and DDFs of +5 or +6 
  where low-ranking warriors may have +2 or +3.
  Common Gunman
  ODFs: +3; DDFs: +2
  Combat (Ranged): Good;  
  Specialization: Lg. Handguns
  Weapons: Lg. Handgun (Damage: Great; 
  Range: Great; RoF: S; Reload: 3; Cost: 16)
  Armor: Leather jacket (Protection: Good; 
  Cost: 2)
  Wound Levels: 1-2 (Scratched), 3-4 (Hurt), 5+ 
  (Incapacitated)
  
  14
  Chapter 1: World’s Edge Arena
  1
  Common Magic User
  ODFs: +2; DDFs: +3
  Combat (Ranged): Great
  Weapons: One magic device capable of mak-
  ing a projectile attack (pyrokinesis, cryo-
  kinesis, sonarkinesis, etc.) at PR: 1; Med. 
  Handgun (Damage: Good; Range: Good; 
  RoF: S; Reload: 3; Cost: 8)
  Armor: Leather jacket (Protection: Good; 
  Cost: 2)
  Wound Levels: 1-2 (Scratched), 3-4 (Hurt), 5+ 
  (Incapacitated)
  Common Mind Bender
  ODFs: +2; DDFs: +2
  Manipulation: Superb;  
  Specialization: Bluff
  Social (Informal): Great
  Gifts: Telepathy (Great +2); mind control (Great +2)
  Weapons: Sm. Handgun (Damage: Fair; 
  Range: Good; RoF: S; Reload: 3; Cost: 4)
  Wound Levels: 1-2 (Scratched), 3-4 (Hurt), 5+ 
  (Incapacitated)
  Common Psionic User
  ODFs: +2; DDFs: +2
  Gifts: One psionic power at a level of Fair (+0), 
  or 2 less than his ODFs
  Weapons: Med. Handgun (Damage: Good; 
  Range: Good; RoF: S; Reload: 3; Cost: 8)
  Armor: Leather jacket (Protection: Good; 
  Cost: 2)
  Wound Levels: 1-2 (Scratched), 3-4 (Hurt), 5+ 
  (Incapacitated)
  Common Shotgun Thug
  ODFs: +3; DDFs: +3
  Combat (Ranged): Great;  
  Specialization: Shotguns
  Weapons: “Room Broom” double-barrel 
  shotgun (Damage: Superb; Range: Great; 
  RoF: S or 2 in one round; Reload: 2; Gifts: 
  Increased Ammo Capacity; Cost: 48). 
  Armor: Leather Duster (Protection: Good; 
  Cost: 4).
  Wound Levels: 1-2 (Scratched), 3-4 (Hurt), 
   5+ (Incapacitated)
  Common SMG User
  ODFs: +2; DDFs: +2
  Combat (Ranged): Good
  Weapons: Lg. SMG (Damage: Great; Range: 
  Great; RoF: S, B, FA; Reload: 4, 3, 2)
  Wound Levels: 1-2 (Scratched), 3-4 (Hurt), 5+ 
  (Incapacitated)
  Common Stealthy Warrior
  ODFs: +3; DDFs: +3
  Covert: Great;  
  Specialization: Stealth
  Weapon: Sm. Handgun (Damage: Fair; Range: 
  Good; RoF: S; Reload: 3; Gifts: Sound Sup-
  pressor—Notice checks made to hear this 
  weapon fire are made at -2; Cost: 8)
  Magic: Invisibility Belt (PR: Superb; see page 
  57 of the Psi-punk core rulebook)
  Wound Levels: 1-2 (Scratched), 3-4 (Hurt), 5+ 
  (Incapacitated)
  
  15
  Chapter 1: World’s Edge Arena
  1
  Common Thug with Tear Gas
  ODFs: +2; DDFs: +3
  Combat (Ranged): Good;  
  Specialization: Lg. Handguns
  Equipment: Gas mask (immune to gas and 
  scent-based attacks)
  Weapons: Lg. Handgun (Damage: Great; 
  Range: Great; RoF: S; Reload: 3; Cost: 16); 
  2 Tear Gas Grenades (Damage: Mediocre; 
  Range: Good; Blast Area: Fair; Gifts: Tear 
  Gas—all creatures in the area who are not 
  immune to gas must make an opposed Body 
  check or suffer -3 to all actions while in the 
  cloud and for 3 rounds thereafter.)
  Wound Levels: 1-2 (Scratched), 3-4 (Hurt),  
  5+ (Incapacitated))
  Common Tough Thug
  ODFs: +3; DDFs: +4
  Combat (Melee): Great
  Gifts: Rhino Skin (+1 DDFs vs. piercing and tear-
  ing weapons, +1 to resist fire and cold attacks)
  Weapons: Brass knuckles, clubs, knives, etc. 
  (See page 49 of the Psi-punk core rulebook)
  Wound Levels: 2-3 (Scratched), 4-5 (Hurt),  
  6-7 (Very Hurt); 8+ (Incapacitated)
  Expert Brenner
  ODFs: +4; DDFs: +4
  Knowledge: Superb;  
  Specialization: Psionics
  Gifts: Pyrokinesis (Great)
  Weapons: Uses pyrokinesis as a projectile 
  attack; Med. Handgun (Damage: Good; 
  Range: Good; RoF: S; Reload: 3; Cost: 8)
  Armor: Leather jacket (Protection: Good; 
  Cost: 2)
  Luck Points: 1
  Wound Levels: 1-2 (Scratched x3), 3-4 (Hurt), 
  5-6 (Very Hurt), 7+ (Incapacitated)
  Expert Changeling
  ODFs: +2; DDFs: +4
  Covert: Superb; Specialization: Stealth
  Manipulation: Great;  
  Specialization: Bluff
  Combat (Melee): Good
  Gifts: Control animate (Great)
  Weapons: Brass knuckles, clubs, knives, etc. 
  (See page 49 of the Psi-punk core rulebook)
  Luck Points: 1
  Wound Levels: 1-2 (Scratched x3), 3-4 (Hurt), 
  5-6 (Very Hurt), 7+ (Incapacitated)
  Tactic: Attempts to impersonate rival warriors.
  Expert Gunman
  ODFs: +5; DDFs: +4
  Combat (Ranged): Superb;  
  Specialization: Lg. Handguns (note this 
  stacks with his weapon’s Ocular Integration 
  Gift to give a +2dF re-roll)
  Combat (Non-physical): Great;  
  Specialization: Tactics
  Survival: Great
  Gifts: Cyber eyes (HUD, Thermal Vision)
  Weapons: Lg. Handgun (Damage: Great; 
  Range: Great; RoF: S; Reload: 3; Gifts: 
  Ocular Integration; Cost: 32). 
  Luck Points: 1
  Wound Levels: 1-2 (Scratched x3), 3-4 (Hurt), 
  5-6 (Very Hurt), 7+ (Incapacitated)
  Expert Magic User
  ODFs: +4; DDFs: +4
  Combat (Ranged): Great
  Weapons: Two magic devices capable of mak-
  ing projectile attacks at PR 3; 
  Armor: Reinforced Vest (Protection: Great; 
  Cost: 6)
  Luck Points: 1
  Wound Levels: 1-2 (Scratched x3), 3-4 (Hurt), 
  5-6 (Very Hurt), 7+ (Incapacitated)
  
  16
  Chapter 1: World’s Edge Arena
  1
  Expert SMG User
  ODFs: +4; DDFs: +4
  Combat (Ranged): Great;  
  Specialization: Lg. Submachine Guns 
  Combat (Melee); Covert; Survival: Good
  Weapon: Lg. SMG (Damage: Great; Range: 
  Great; RoF: S, B, FA; Reload: 4, 3, 2)
  Armor: Reinforced Vest (Protection: Great; 
  Cost: 6)
  Wound Levels: 1-2 (Scratched x3), 3-4 (Hurt), 
  5-6 (Very Hurt), 7+ (Incapacitated)
  Expert Survivalist
  ODFs: +6; DDFs: +4
  Covert: Great 
  Specialization: Hide
  Combat (Ranged); Survival: Great
  Weapon: Elephant Gun (Damage: Phenom-
  enal; Range: Great; RoF: S; Reload: 1; 
  Cost: Superb 32])
  Armor: Reinforced Vest (Protection: Great; 
  Cost: 6)
  Wound Levels: 1-2 (Scratched x3), 3-4 (Hurt), 
  5-6 (Very Hurt), 7+ (Incapacitated)
  Intuitive Leader
  ODFs: +4; DDFs: +6
  Combat (Non-Physical): Wonderful;  
  Specialization: Tactics
  Manipulation: Superb
  Combat (Ranged); Social (Formal): Fair
  Gifts: Precognition (Wonderful); Master Strategist
  Weapons: Sm. SMG (Damage: Great; Range: 
  Good; RoF: S, B, FA; Reload: 4, 3, 2; Gifts: 
  Energy Weapon; Cost: 32) 
  Armor: Nanoweeve Three-Piece Suit (Impen-
  etrable Armor; Protection: Phenomenal; 
  Gift: Nanoweeve, negates penalties of 
  impenetrable armor; Cost: 80)
  Luck Points: 1
  Wound Levels: 1-2 (Scratched x3), 3-4 (Hurt 
  x2), 5-6 (Very Hurt), 7+ (Incapacitated)
  Stealthy Leader
  ODFs: +6; DDFs: +6
  Athletic: Superb
  Covert: Superb;  
  Specialization: Stealth
  Combat (Ranged), Survival: Great
  Gifts: Sonarkinesis (Superb); Quiet as a Mouse
  Weapons: Laser Assault Rifle (Damage: 
  Wonderful; Range: Great; RoF: S, B, FA; 
  Reload: 4, 4, 3; Gifts: Energy Weapon, In-
  creased Ammo Capacity; Cost: 64); Shadow 
  Grenades x5
  Armor: Nanoweeve Catsuit (Impenetrable 
  Armor; Protection: Phenomenal; Gifts: 
  Nanoweeve, negates penalties of impen-
  etrable armor; Cost: 80)
  Luck Points: 1
  Wound Levels: 1-2 (Scratched x3), 3-4 (Hurt 
  x2), 5-6 (Very Hurt), 7+ (Incapacitated)
  Warrior Leader
  ODFs: +6 ranged, +5 melee; DDFs: +6
  Combat (Ranged): Superb;  
  Specialization: Sniper Rifle (note this 
  stacks with her weapon’s Ocular Integra-
  tion Gift to give a +2dF reroll)
  Athletics; Combat (Melee): Superb
  Covert; Survival; Technical: Great
  Gifts: Cyber Eyes (HUD, Thermal Vision
  Weapons: Sniper Rifle (Damage: Wonder-
  ful; Range: Wonderful; RoF: S; Reload: 4; 
  Gifts: Increased Ammo Capacity, Energy 
  Weapon, Ocular Integration, Stabilizer; 
  Cost: 88); Two-handed Sword (Damage: 
  Superb; Range: Poor to Mediocre; Gifts: 
  Morphing; Cost: 32)
  Armor: Powered Body Armor (Durable Ar-
  mor; Protection: Superb)
  Luck Points: 1
  Wound Levels: 1-2 (Scratched x3), 3-4 (Hurt 
  x2), 5-6 (Very Hurt), 7+ (Incapacitated)
  
  17
  Chapter 2: Punta Arenas
  2
  Punta Arenas is a mid-sized city in the ex-
  treme south of Chile which has recently begun 
  experiencing rapid population growth, due pri-
  marily to the appeal of the World’s Edge Arena. 
  The city isn’t yet overrun by the influence of 
  mega-corporations, but World’s Edge Arena has 
  about as much influence here as the Chilean 
  government. 
  Despite its remoteness, Punta Arenas has 
  most of the modern niceties people have come 
  to expect from urban living: sprawling shop-
  ping centers, dive bars, cyberware clinics, gun 
  shops, and nano-food cafés are as abundant 
  here as anywhere else in the civilized world. 
  The city has its share of gangs, but most of them 
  are small upstarts who terrorize locals as a 
  means of practicing to one day enter the Arena. 
  Because it is so close to Cape Horn, Punta 
  Arenas is constantly bombarded by winds 
  reaching 60+ miles per hour. In the past, the city 
  simply learned to cope with the weather, but 
  with the influx of foreigners, the city has begun 
  building domes around new housing projects 
  to create weather-controlled living conditions. 
  Only the wealthier citizens get the luxury of liv-
  ing in constant comfort, a fact which doesn’t go 
  unnoticed by those who are stuck on the out-
  side looking in.
  If only one word could be used to describe 
  Punta Arenas, it would be “contrast.” Every-
  where you look there are stark differences be-
  tween the old and the new: historic buildings 
  and mega skyscrapers; traditionalists and for-
  ward-thinkers; generational poverty and over-
  night millionaires. The arrival of the World’s 
  Edge heralded a new era for the venerable city, 
  but that era isn’t coming without a fight.
  Punta Arenas
  
  18
  Chapter 2: Punta Arenas
  2
  Interesting Places
  Like most cities, Punta Arenas is comprised 
  of several districts. It doesn’t have any suburbs 
  to speak of, but there are several distinct zones, 
  including the new domed housing subdivisions, 
  commercial districts, and, of course, the World’s 
  Edge Arena.
  Dome City
  Not technically a separate town, Dome City 
  is where the newest housing is being built in 
  Punta Arenas. This district gets its name from 
  the enormous environment-controlled domes 
  which surround each neighborhood within the 
  area. Because the domes are sealed from the el-
  ements—especially Punta Arenas’ tempestuous 
  winds—Dome City is a desirable place to live. 
  Unfortunately, it’s also outside the price range 
  of the average local citizen.
  Over 95% of the residents of Dome City 
  are foreigners who only moved to town after 
  the Arena arrived. These people were either 
  wealthy before arriving, or they were among 
  the rare few who showed up just in time to take 
  advantage of the economic boom. Either way, 
  most of the residents of Dome City now make 
  their livings on the backs of people who have 
  lived in Punta Arenas for decades.
  Inside any one of the dozen or so domed 
  neighborhoods, the climate is a constant 72 de-
  grees Fahrenheit (22 Celsius). Wind, rain, snow, 
  and other inclement weather are only issues 
  that need to be contended with when one of 
  the citizens leaves the domes to enter another 
  part of the city. Since these domes are intercon-
  nected by underground rail and they contain all 
  of the retail and office space necessary to sus-
  tain most of the residents, leaving the comfort 
  of Dome City is something of a rarity for those 
  who’ve grown used to its luxuries.
  The Dome City Resident’s Association has 
  hired a private security firm in an effort to keep 
  unwanted individuals out of the neighborhood. 
  Only card-carrying residents and workers with 
  permits are allowed to enter any of the domed 
  areas or to use the underground railway to gain 
  access. The firm, Lobo Seguridad (Wolf Secu-
  rity), is a vigilant guard against would-be tres-
  passers, but a few groups do slip by unnoticed.
  Favelas
  Scattered throughout Punta Arenas are a 
  dozen or so favelas—shantytowns where desti-
  tute citizens live in small shacks and cardboard 
  houses. These neighborhoods are stricken 
  with extreme poverty and blighted with dis-
  ease, and they are home to some of the fiercest 
  gangs in town.
  These neighborhoods aren’t grouped togeth-
  er in any meaningful way; they simply spring 
  up wherever impoverished people happen to 
  find themselves. Many are in the Inner City (see 
  below), but other favelas exist throughout the 
  city. In addition to shacks and huts, denizens 
  of the favelas make their homes in condemned 
  buildings, burnt-out businesses, and in the 
  homes of people who’ve long since vacated the 
  area. Favelas are a paradise for vermin but hell 
  for the people resigned to live there.
  Although these neighborhoods are poor, they 
  often generate a sense of community among the 
  folks who dwell in them. Survival isn’t a sure 
  thing, but you can improve your chances if you 
  band together with others and strive for mutu-
  al success. It’s this notion that gives rise to so 
  many street gangs and, ironically, means more 
  violence and lower life expectancies for mem-
  bers. At least they can say they didn’t go down 
  without a fight.
  When the Arena came to town, several gangs 
  were quick to enter. Crime rates spiked as they 
  battled to scrounge up the entry fee for their 
  members, but having a shot at quick and easy 
  money doing something they were good at was 
  enticing. To date, no single gang has ever come 
  out of the Arena on top, but many have earned 
  enough cash to drag themselves and their fami-
  lies out of the gutter and into more reasonable 
  accommodations.
  Though most people who live in favelas aren’t 
  there by choice, a small number of folks enjoy 
  the anonymity of the slums. Police almost never 
  visit these parts of the city, making them prime 
  locations for shady business deals. Favelas are 
  great places to find someone willing to perform 
  just about any job for a  bit of cash, and they’re 
  prime locations for finding someone who can 
  hook you up with illegal weapons and magic.
  
  19
  Chapter 2: Punta Arenas
  2
  Inner City
  Downtown Punta Arenas is a bizarre mix of 
  antique and ultra-modern. Many of the inner 
  city buildings are old, dilapidated, and in need 
  of a good demolition team. Side-by-side with 
  some of these ancient structures stand newer 
  skyscrapers built with the latest manufacturing 
  techniques and home to companies with some 
  serious wealth. In some ways, this district rep-
  resents everything Punta Arenas is today.
  Though not as upscale as the establishments 
  in Dome City, many of the newer buildings are 
  fine places to live and work. Middle-class citi-
  zens, especially those who work in Dome City 
  but can’t quite afford to live there, make their 
  homes in these newer buildings.
  In the shadow of the new skyscrapers lie the 
  older and often rundown buildings where the 
  low-income people live. Most of these citizens 
  make an honest living in the ship yards, as taxi 
  or bus drivers, and as retail workers in near-
  by shops. These people don’t have it easy, but 
  at least they still have a roof over their heads 
  (even if that roof does leak).
  In the even darker shadows of the streets 
  and alleyways are the true have-nots. With no 
  employment and nowhere to live, these people 
  often beg for handouts or scavenge for whatever 
  they can find. Most of them aren’t genuine crimi-
  nals but they’re not above pilfering or pickpock-
  eting if it means their continued survival. 
  There have been initiatives to clean up the 
  streets of the inner city—that is, to remove the 
  homeless (and even the low-income people) 
  and to reduce crime—but so far, none of these 
  have taken off. The middle-class residents sim-
  ply don’t have the money to make it happen on 
  their own, and they’re the only ones who seem 
  to benefit from street clean-up in the short term.
  That being said, there have been a large 
  number of mysterious disappearances among 
  the homeless population of downtown, but be-
  cause these people tend to lack ties to anyone 
  of importance, their loss goes largely unnoticed. 
  Rumors are spreading about a group of human 
  traffickers snatching up street dwellers and 
  shipping them out to sea, but these rumors have 
  yet to be validated.
  Puerto de Punta Arenas
  The Port of Punta Arenas is one of the few 
  places where long-time residents can still find 
  lucrative work. The city has always been a port 
  town, serving researchers bound for Antarctica 
  and tourists packed aboard cruise ships. To this 
  day it still handles a large percentage of region-
  al shipping traffic.
  Like Cape Town in South Africa, Punta 
  Arenas is a hub of global shipping activity—
  at least for items which still need to be physi-
  cally shipped, as opposed to being 3D-printed 
  on site. Unlike Cape Town, Punta Arenas is in 
  fierce competition with the city of Ushuaia in 
  Tierra del Fuego, Argentina. The two cities have 
  long rivaled for the right to call themselves “the 
  southernmost city in the world,” and each uses 
  its proximity to Antarctica and other points of 
  interest as a means of attracting tourists, re-
  searchers, and shipping companies.
  Thanks to heavy seafaring traffic, the port 
  is constantly abuzz with activity. Ships arrive 
  and depart from the port at all hours, and 
  workers handle cargo around the clock. It’s 
  fast-paced and back-breaking work, but it pays 
  relatively well for anyone willing to subject 
  themselves to the labor.
  Due to the sensitive and often fragile nature 
  of the cargo, psionics and magic are seldom 
  used to ease the workload here. Only the most 
  skilled telekinetics are capable of maneuver-
  ing large crates without rattling their contents, 
  and shapers are shunned for their potential to 
  tamper with the goods. Dockworkers still use 
  good old-fashioned robotics to grab, lift, car-
  ry, and deliver most of the freight that passes 
  through the port.
  The one power which does see common 
  use, however, is sonarkinesis. Most of the ma-
  chinery used to handle cargo is extremely loud, 
  so sound-dampening devices are affixed to the 
  equipment to tone down the volume. Not only 
  does the decreased noise level help the dock 
  workers communicate, it allows tourist ships to 
  use the same docks without the noise getting in 
  the way of their fun.
  
  20
  Chapter 2: Punta Arenas
  2
  As with any port, not all of the business that 
  takes place here is on the up-and-up. Smug-
  glers, human traffickers, political dissidents, 
  and all manner of other criminals frequently 
  use Puerto de Punta Arenas because of its re-
  mote location. Far from the watchful gaze of any 
  meaningful authority, Puerto de Punta Arenas 
  is a great place to go if you’re looking to escape 
  from the law or even just work outside of it. 
  World’s Edge Arena
  Not technically within Punta Arenas city 
  limits, the World’s Edge Arena sits about 20 
  miles (32 kilometers) to the northwest of the 
  city. The Arena complex spans a massive 20 
  square miles (51.8 square kilometers) of land, 
  though only a fraction of that is used for the 
  events which take place there. Most of the land 
  includes hotels, gift shops, and even an Arena 
  theme park where children can play paintball 
  and laser tag against augmented squirrels and 
  spider monkeys.
  Only one road leads to the Arena, but pub-
  lic transit ferries people to and from the town 
  every 30 minutes (and every 15 minutes within 
  three hours of a match). The air space around 
  the Arena is restricted to prevent unwelcome 
  aerial vehicle access, and the Astral space 
  around the Arena is patrolled by a team of spe-
  cialized security guards.
  During the off season, the Arena grounds be-
  come a training site for up-and-comers. A sea-
  son pass to the training grounds costs a Good [8] 
  amount per person or a Superb [32] amount for 
  a team of up to eight people. Day passes are sold 
  for a Fair [4] amount with no group rate.
  Teams may be randomly chosen, or a group 
  of warriors may register and fight together. 
  In either case, these training matches are still 
  quite real; though the warriors only face First 
  Round animals during these fights, teams prac-
  tice with live ammunition against ferocious 
  predators. There may be a small audience of 
  devoted fans who come to watch these events, 
  but Fan Favor doesn’t factor into these matches 
  so the teams are on their own.
  Between the Arena and its resorts, it em-
  ploys about 15% of all working residents of the 
  nearby city. Even in the off season, the Arena is 
  a hub of activity and tourism.
  Economy
  Before World’s Edge moved into Punta Are-
  nas, the economy was struggling. Being so re-
  mote, the city had a difficult time attracting new 
  revenue sources. There wasn’t much by way of 
  corporate sponsorship, and agriculture dried 
  up as far back as the Great Famine. 
  After the Arena moved in, Punta Arenas’s 
  economy grew quickly. Suddenly tourism was 
  a huge market, and thousands of small shops 
  popped up to support the influx of visitors and 
  new residents. Nearly every aspect of the econ-
  omy revolves around the Arena, so the city’s 
  government bends over backwards to ensure it 
  doesn’t pack up and leave town—a fact which 
  World’s Edge management is eager to exploit.
  The sudden turnaround has caused a rift be-
  tween the poor and the wealthy. Many of the 
  long-time residents are destitute because they 
  were around during the economic slump. The 
  new money in town was brought in by outsid-
  ers, those same people who now own vacation 
  homes in their domed neighborhoods. A few of 
  the old-timers hit it big when they saw the po-
  tential to sell goods and services to tourists, but 
  those who didn’t get in when the boom began 
  are still fighting for a piece of the action.
  Despite the disparity, Punta Arenas is a great 
  place to be for anyone looking to make a quick 
  buck—provided you have the right talents. Nat-
  urally, heading to the Arena and competing is 
  one way to earn fame and fortune, but street 
  runners have begun moving into town to profit 
  from all of the action. Wealthy tourists want 
  protection from would-be street thugs, shady 
  businesses want their competition shut down, 
  and those domed neighborhoods must contain 
  a wealth of secrets worth selling.
  Some speculate that the popularity of the Are-
  na has reached critical mass, which would mean 
  the economy is about to take another downward 
  turn. Economists are at odds on whether or not 
  these projections are accurate, but they have put 
  many people on edge. What would happen if the 
  boom town suddenly went bust?
  
  21
  Chapter 2: Punta Arenas
  2
  Demographics
  Punta Arenas is not a large city, but it does 
  have a healthy and growing population. As of 
  the 2090 census, 938,703 people called Punta 
  Arenas their permanent home. This was an 
  enormous 47% increase over the previous de-
  cade, and recent 2096 estimates place the num-
  ber at somewhere around one million.
  The reason for the growth is, without 
  question, the World’s Edge Arena. Its pop-
  ularity 
  draws 
  numerous 
  tourists, 
  which 
  means a lot of money for anyone who can 
  capitalize on the influx of outsiders. Dur-
  ing “Arena Season,” it is estimated that an  
  additional 200,000 people stay in the city at any 
  given time, with a total of 600,000 tourists pass-
  ing through the town during a Season. Although 
  Arena Season is the primary tourist time, the 
  town continues to serve a steady population 
  of cruise passengers and other sight-seers 
  throughout the year.
  Up until around 2080, the population was 
  primarily Chilean, although the city has had a 
  high number of ethnic Croats dating back to the 
  gold rush of the late 1800s. Since then, the city 
  has culturally diversified. While native Chileans 
  still make up about 57% of the population, peo-
  ple from all over the world now call Punta Are-
  nas their home. The remainder of the population 
  is about 13% North American, 10% ethnic Croat, 
  8% European, 8% Asian, and 4% other (including 
  other South American countries, Sub-Saharans, 
  Australians, and Pacific Islanders).
  The population boom is responsible for the 
  obvious and sudden shift in the town’s archi-
  tecture and culture: old buildings with a dis-
  tinct South American flair now exist alongside 
  modernist NAU and European fashions, classic 
  holidays share the calendar with imports from 
  countries and religions from across the globe, 
  and new musical fusions mingle traditional 
  Chilean instruments with synthesized sounds 
  popular in other parts of the world.
  All of this co-mingling isn’t without its issues. 
  Racial tensions sometimes run high, especially 
  between natives (who are typically poorer) and 
  newcomers (who had to be wealthy enough to 
  move here in the first place). While the majority 
  of citizens do try to get along, there is a growing 
  number of frustrated locals who would rather 
  see the Arena booted out of town so life can re-
  turn to its old ways. Some of these people gather 
  in front of the Arena to protest, but their pleas 
  tend to fall on deaf ears.
  In 2094, one fed-up group of protesters be-
  came violent. They assaulted visitors to the 
  Arena and raised quite a riot. Unfortunately for 
  them, the Arena holds a lot of firepower. Though 
  the outburst was swiftly dealt with, a number 
  of people were incited to anger because of the 
  violent actions taken against the protesters. It 
  wouldn’t surprise anyone if a more formal at-
  tack against the Arena were being organized.
  Crime
  Being on the frontier of society, Punta Are-
  nas has a high per-capita crime rate. Without 
  mega-corps and their police forces to keep con-
  stant watch over the town, it’s up to the Chil-
  ean government and Punta Arenas city officials 
  to supply the law enforcement power. Recent-
  ly, they’ve begun putting proceeds from the 
  World’s Edge to work for them, but they’re fac-
  ing an uphill battle.
  Several local gangs have developed a lucra-
  tive business model in muscling money from lo-
  cal tourists and merchants. Most of these gangs 
  are small-time outfits not connected to any larg-
  er organization, but with the relative lack of se-
  curity in the city, they’re still powerful enough 
  to be dangerous. 
  As if mugging and extortion weren’t bad 
  enough, the gangs also battle for turf. Punta 
  Arenas is a fair-sized city, but it’s geographical-
  ly small and there aren’t many suburbs to cre-
  ate natural territories for the hoodlums. Gang 
  wars in Punta Arenas tend to get out of control 
  quickly, and a lot of innocent bystanders get 
  hurt when that happens.
  Gangers and street thugs aren’t the only 
  criminals in town, though. While most gangs 
  steer clear of the new domed districts, which 
  tend to have greater security than most other 
  neighborhoods, these upscale subdivisions are 
  prime targets for highly skilled street runners 
  and mercenaries. 
  
  22
  Chapter 2: Punta Arenas
  2
  All of the lawlessness has led to several vigi-
  lante groups delivering their own brand of street 
  justice throughout town. A few of these vigilante 
  groups, such as the renowned Soulcrushers, are 
  comprised of former Arena participants who’ve 
  taken a liking to Punta Arenas but aren’t fond of 
  the criminal element. Others are Punta Arenas 
  natives who were born and raised in the city and 
  are especially put off by the influx of crime since 
  the Arena came to town.
  Lobo Seguridad protects Dome City from 
  outside threats, but they’re a private security 
  agency hired specifically for that purpose. The 
  rest of Punta Arenas is on its own to defend 
  against criminal activities.
  Night Life
  The Arena’s matches are televised in prime 
  time TV spots, meaning they take place around 
  20:00 (8:00 p.m.) local time. Once the match 
  has ended and the last spectator has left for the 
  evening, the night life in Punta Arenas really 
  heats up.
  After a night’s match, thousands descend 
  upon the city’s many clubs, 
  concert halls, and dance rooms 
  to party the night away. These 
  loud venues filled with energet-
  ic youth are breeding grounds 
  for shady characters wishing to 
  exploit them. 
  A new sonarkinetic drug 
  known as “Sonic Chronic” has 
  recently appeared on the scene. 
  Its effects cause the smoker to 
  hear new frequencies not nor-
  mally audible by the human 
  ear, which many musicians and 
  D.J.s have begun to take advan-
  tage of. Though many insist the 
  drug is harmless, a small per-
  centage of the population be-
  comes hypersensitive to noise 
  when taking the drug, and 
  these people experience sound-
  induced seizures. Despite these 
  potential issues, the drug is still 
  common in the clubbing scene.
  Partiers and ravers aren’t the only ones 
  awake until the early morning. Underground 
  gambling dens are practically fashionable 
  among middle-aged adults. Bets are often 
  placed on tomorrow’s Arena match, but pa-
  trons of these establishments also play card 
  and dice games.
  Some of the more upscale gambling dens 
  employ antipsi equipment to prevent a variety 
  of cheating methods commonly used by mentals 
  in the low-rent districts. Between precognition, 
  telekinesis, control inanimate, and mind reading, 
  it’s pretty easy to bend and even outright break 
  the rules of these classic games. Of course, be-
  ing caught cheating has always been bad for 
  one’s health, but doubly so if you’re cheating by 
  the aid of psionics.
  Underground fight clubs are also popular in 
  Punta Arenas, perhaps moreso than any other 
  city in its population range. These clubs are a 
  great place for teams to recruit new members 
  before fighting in the Arena, and many hopeful 
  young ruffians make them their nightly haunts.
  
  23
  Chapter 3: Hooking into the Setting
  3
  Player Hooks
  There’s a lot to see and do near Punta Are-
  nas in 2096. Whether you’re there to watch the 
  matches or take part in the bloodshed, you’re 
  bound to find some thrill and excitement. Be-
  low are some short hooks for players to help 
  inspire you to create a character who fits right 
  into the setting.
  Beast Trainer
  You came to Punta Arenas with your fresh 
  new Veterinarian degree and have been taking 
  care of the animals in the bestiary for several 
  years. You know every critter’s strengths and 
  weaknesses, and you’re fairly certain you could 
  make short work of them. Then it’s just a matter 
  of surviving against the other teams.
  Are you ready to put your knowledge to 
  work for you? Perhaps you can join a team com-
  prised of other insiders.
  Suggested Gifts: Animal Handler, College-
  Educated
  Controller
  You’ve battled in the Arena hundreds of 
  times but always as an animal controller. Your 
  mind control powers are second to none, and 
  your tactical and reasoning skills have proven 
  deadly on more than one occasion. Perhaps it’s 
  time to exploit your insider knowledge and take 
  a shot at the trophy yourself.
  Your mind is keen, but is your body up to the 
  task of fighting in the Arena? Perhaps you could 
  convince them to allow you to bring a pet with 
  you if you don’t ask for its share of the earnings.
  Suggested Gifts: Arena Employee, Tactician
  Former Fan
  You haven’t always been interested in shoot-
  ing things for a living, but you’ve been watch-
  ing every Season with awe. You can name every 
  former contestant along with their kill counts, 
  and now you’re ready to join their ranks. The 
  winners, not the dead. You hope.
  Is this your first time picking up a gun, or 
  has it just been years since you last took a shot 
  at anything? Have you figured out where you’re 
  going to meet your team?
  Suggested Gifts: Arena Historian, Plucky 
  Go-Getter
  Ganger
  You’ve been on the mean streets of Punta 
  Arenas for several years, and it’s all you’ve 
  been able to do to get by. Mugging people and 
  whacking other gangs has helped you earn a bit 
  of cash and some respect, but perhaps it’s time 
  to graduate to the big leagues.
  Are you leaving your gang behind in search 
  of wealth in the Arena, or can you convince 
  your whole group to join your team? You al-
  ready work well together, but fame and fortune 
  may not be for everybody.
  Suggested Gifts: Friends in Low Places, Lo-
  cal Connections
  Hired Gun
  You’ve been a street runner for some time, 
  and you’re comfortable wielding a weapon. 
  There’s a lot to be done around town, especially 
  with the new money in Dome City just waiting 
  to be exploited, but is this really what you want 
  to do for the rest of your life?
  Are you and your team content to capitalize 
  on the booming market, continuing to perform 
  odd jobs for a cut of the profit, or are you con-
  sidering a trip to the Arena this Season?
  Suggested Gifts: Crack Shot, Team Player
  Opportunist
   You were one of the first to show up in Pun-
  ta Arenas when the Arena came to town, recog-
  nizing it for the gold mine that it would become. 
  Perhaps you’ve made your Wealth by selling 
  goods and services to tourists and locals, or per-
  haps you’re a real estate baron who’s cashing in 
  on Dome City properties.
  Hooking into the Setting
  
  24
  Chapter 3: Hooking into the Setting
  3
  The money isn’t coming in as readily as it 
  used to. Perhaps it’s time to buy yourself some 
  new body parts, a sidearm or two, and a team of 
  meat shields so you can enter the Arena and see 
  what all the fuss truly is about.
  Suggested Gifts: Precognition, Wealthy
  Promoter
  You’ve never been much of a fighter, but 
  you’re great at getting a rise from an audience. 
  If you can just keep yourself on the correct end 
  of the barrel, maybe you can use your fan ma-
  nipulation skills to your favor inside the Arena.
  You’d probably do best on a larger team 
  filled with brawny types, but for someone like 
  you it shouldn’t be hard to convince them to let 
  you join.
  Suggested Gifts: Crowd Pleaser, Smooth 
  Talker
  Security Specialist
  Either you’ve been stationed at the gates of 
  the World’s Edge for a while or you’re part of 
  Lobo Seguridad, the company responsible for 
  keeping riff-raff out of Dome City. Whichever the 
  case, you’re familiar with a gun and with wear-
  ing bulky body armor. Oh, and you’re familiar 
  with making other people very disappointed.
  Are you content just to do your job? Perhaps 
  shutting down street runners and potential se-
  curity threats is a thrill-a-day and all you need. 
  Or maybe it’s time to take your training and put 
  it to even better use.
  Suggested Gifts: Heavy Armor Expert, Stoic
  Street Rat
  You’re sick of living in the shadow of the 
  new buildings in the Inner City. You may not be 
  trained with a gun, but you’ve had a hard life 
  and you’re built of sturdy stuff. You also know 
  a few useful tricks about hiding and evading 
  when you need to make yourself scarce.
  You’ve managed to scrape up enough mon-
  ey to pay the entry fee, but how did you come by 
  your gear? Were you able to join a more profes-
  sional team, or are you entering the Arena with 
  a bunch of other street rats?
  Suggested Gifts: Resilient, Street Savvy
  Vigilante
  Crime is out of control in Punta Arenas, 
  and if you don’t stop it nobody will. You may 
  be fed up with the filth that the World’s Edge 
  has brought to town, or you may secretly revel 
  in the thrill of being a masked good guy. Either 
  way, you’re no stranger to violence.
  Are you tired of fighting low-brow thugs and 
  ready to move on to battling beasts and experi-
  enced warriors? Or are you part of a group of 
  local old-timers who simply want to clean up 
  the scum on the streets?
  Suggested Gifts: Hardened Hero, Secret 
  Identity
  World’s Edge Warrior
  You’ve traveled to Punta Arenas for one spe-
  cific reason: to take first place this Season at the 
  World’s Edge Arena. Fame and fortune are on 
  the horizon for you, if only you can survive long 
  enough to grab hold of them.
  Did you come fully equipped and ready to 
  fight, or did you take the slow road to town 
  because you’re all out of Neumarks? Are you 
  already part of a team, prepped and ready to 
  go, or is that a detail you figured you’d sort out 
  when you got here?
  Suggested Gifts: Reputation Precedes You, 
  Seasoned Warrior
  Game Master 
  Hooks
  There’s a lot more to see and do around Pun-
  ta Arenas than just visiting the World’s Edge. 
  You can easily set an entire campaign in and 
  around the town without ever involving the 
  Arena, but chances are good that you’ll want to 
  mix a bit of both. 
  Contestants at the World’s Edge often have 
  several days of downtime between matches. To 
  avoid having every game session turn into just 
  another string of fights, it’s important to consider 
  what happens during these off days. By playing 
  out the events that take place between matches, 
  your game is transformed from a war game into 
  a fun experience filled with player buy-in.
  
  25
  Chapter 3: Hooking into the Setting
  3
  Remember, 
  your 
  players 
  have 
  back-
  grounds—they all came from somewhere. 
  Whether they’re new to Punta Arenas or they’ve 
  been living here since birth, have fun exploring 
  their stories with them.
  The following are some adventure hooks to 
  get your imagination flowing. You can string 
  them together or simply pull from them at ran-
  dom to help you fill in your own adventure ideas.
  Cheating Husband
  Isadora Campos, a woman from Dome City 
  suspects her husband, Javier, is up to no-good. 
  She doesn’t know who to turn to for help, so she 
  puts out a distress call for a team of private in-
  vestigators. She wants her husband tailed and 
  wants to know what he’s up to after he leaves at 
  night. The woman is wealthy and willing to pay 
  the team a Great [8] amount of Wealth if they can 
  figure out what he’s up to and report back to her.
  Javier is a shaper, capable of using the con-
  trol inanimate power to alter inorganic materi-
  als. Recently, his wealthy lifestyle took a turn 
  for the worse when he started gambling and 
  losing money.
  On some nights, he leaves the comfort of 
  Dome City and heads downtown to a grungy 
  dive bar and gambling parlor. It’s the sort of 
  place where “security” means the very real 
  threat of having your limbs busted and your 
  spare parts removed if you’re caught cheating. 
  Thankfully for him, he hasn’t been caught… yet.
  Complication
  If the team shadows her husband to the dive 
  bar, they may observe him gambling. He hits a 
  winning streak, but obviously doesn’t seem to 
  know when to stop. He could come across as 
  greedy, but he’s actually just desperate to make 
  back all of the money he has lost.
  Naturally, tonight is Javierthe man gets caught 
  cheating. He’s in the process of changing a 4 of 
  Hearts to an Ace of Spades when someone catches 
  him, and he’s in no shape to defend himself.
  Do the players jump in and try to mediate, or 
  do they simply continue to observe? What will 
  the man’s wife say if they report back to her that 
  he’s been cheating at cards, has been badly beat-
  en for it, and they didn’t do anything to help?
  Sub-Plot Ideas
  • The players save the man’s neck, but 
  it costs him a lot of money. He’s grate-
  ful to the players, but now he’s just as 
  broke as ever. When the players find 
  out he’s not very wealthy anymore, they 
  may realize his wife probably can’t pay 
  them the promised amount. What do 
  they do?
  • The players observe Javier getting 
  beaten senseless. They report his mis-
  fortune to Isadora, who refuses to pay 
  them because they didn’t do anything to 
  help. Saving him wasn’t part of the deal. 
  Do the players insist she pay up? What 
  happens when she finds out she can’t?
  • The players don’t help Javier and re-
  port to Isadora that he was having an 
  affair (or they feed her some other lie). 
  How does she respond? What happens 
  when she tries to pay them but discov-
  ers she can’t? 
  Follow-Up Hooks
  Did everything work out according to plan, 
  or are the players left without pay? How do they 
  respond? Do they turn on the couple, or do they 
  demand the couple pay them back over time? 
  Do they demand favors instead of money? 
  Ghost of the Past
  One of the players is contacted by a hacker 
  known as Ultimate Nieves, a former acquaintance 
  who has been watching him on TV every night. 
  They’re impressed with how well he’s doing in the 
  Arena, and they want to call in a favor. This hook 
  works especially well for anyone with an “Owes 
  Favors” or “Troubled Past” type of Fault.
  The former pal is a Ghost, capable of pro-
  jecting his consciousness into the ‘Net and tam-
  pering with technology on a very intimate level. 
  Unfortunately, he’s gotten himself into trouble 
  and needs some back-up.
  Ultimate Nieves has either traveled to Punta 
  Arenas to track down the player, or the two 
  may be from the area originally. Regardless, the 
  Ghost shows up in person after a night’s match 
  
  26
  Chapter 3: Hooking into the Setting
  3
  and the player recognizes his old companion. 
  He was caught hacking into a cartel’s network, 
  and now they want his head.
  Complication
  This is probably an inopportune time for the 
  player, since he’s just between matches and will 
  have to get back to the Arena soon. It also isn’t 
  wise to get caught up with a cartel at any point 
  in one’s career, let alone while trying to focus 
  on a tournament. 
  Ultimate Nieves isn’t content to just be smug-
  gled out of town, since he was perfectly capable 
  of getting into town to begin with. He doesn’t 
  want to remain on the run and, if pressed, will 
  remind the player of an occasion where he 
  saved the player’s life; he carried him away 
  from a gun fight, hacked a security camera that 
  would have alerted guards to his presence, etc.
  The player may need to deal with flunkies 
  from the cartel showing up in Punta Arenas. 
  They may need to be paid off, killed, or other-
  wise dealt with.
  Sub-Plot Ideas
  • The player’s old friend is a former 
  member of a ghost cartel such as Ghost-
  Sec, Legion of Death, or Neurotech 
  (see Psi-punk: Corps and Criminals for 
  details about these cartels). He wanted 
  out, but they aren’t in the habit of let-
  ting loose strings dangle and now they 
  want him terminated. Instead of armed 
  thugs, the cartel sends androids or 
  robot drones to eliminate the friend, 
  and they use a variety of ghosting tech-
  niques to mess with anyone who gets in 
  the way.
  • Nieves some security work for an arms 
  cartel out of South America. When the 
  job was finished, he siphoned off a bit 
  of extra cash for himself and skipped 
  town. Since he was already on the 
  continent, he headed to Punta Arenas 
  to catch up with the player, only to find 
  out that the cartel had figured out what 
  he had done.
  • The old friend owes money to a cartel 
  for a Superb [32] amount of gambling 
  debt. When he saw the player on TV 
  and realized he was making a ton of 
  cash in the Arena, he traveled to Punta 
  Arenas to see if he could bum some 
  Neumarks. Now the cartel he’s indebted 
  to has tracked him down and is ready to 
  collect.
  Follow-Up Hooks
  What connection does the player have with 
  this person who tracked him down to Punta 
  Arenas? Does the player agree to pay his debts, 
  fight his battles, or otherwise save his skin? If 
  so, are the two characters now even (no more 
  favors owed) or does the old friend owe him 
  something in return?
  Missing Person
  One of the players who is local to Punta Are-
  nas just found out one of his family members 
  (mother, father, brother, sister, cousin—try 
  to find out ahead of time if any of your play-
  ers have close family connections in town) has 
  gone missing. Everyone suspects foul play, and 
  their family needs the player’s help in locating 
  their lost loved one.
  Complication
  There are only three days left until the next 
  Arena match. If the player doesn’t show up for 
  the match, they forfeit. But if they show up to 
  the fight before their family member is found, 
  they may lose precious time in tracking down 
  their lost relation. 
  Sub-Plot Ideas
  • One of the other teams has ordered the 
  player’s family member kidnapped in 
  an effort to tamper with their ability to 
  participate. Can the player connect the 
  disappearance to the other team and, if 
  so, how do they handle it? Fighting with 
  other teams outside the Arena is strictly 
  prohibited and fiercely enforced.
  
  27
  Chapter 3: Hooking into the Setting
  3
  • A wealthy person has been betting 
  against the player’s team and is disap-
  pointed that they’re doing so well. He’s 
  not bold enough to tamper with the 
  team in the Arena, so he opted for a 
  more subtle approach. 
  • The player’s family member is about 
  to be put on a ship bound for the slave 
  trade in Australia. What happens if the 
  player doesn’t discover their where-
  abouts before they leave the port?
  Follow-Up Hooks
  Were the player and their team able to save 
  the family member in time? Who kidnapped 
  them, and what were their motives? These 
  questions may need to be answered, but first 
  there’s another match to attend.
  Running Amok
  While the team is at the Arena, they hear 
  emergency sirens sound. Lights flash and the 
  public begins to panic. Eventually the source of 
  the issue becomes apparent: somehow, the ani-
  mals in the bestiary have gotten loose and are 
  terrorizing the place.
  Ordinarily the animals are kept in cages 
  in on a lower level of the Arena, but somehow 
  they’ve made their way out and are attacking 
  people left and right. Without controllers to 
  keep their instincts in check, they’re just cyber-
  netically enhanced predators.
  Complication
  Calls go out over the loudspeakers for pe-
  destrians to evacuate, but it’s obvious that the 
  animals are overwhelming the security guards 
  who are trying to keep them at bay. If the play-
  ers leave with the rest of the crowd, there’s a 
  good chance many more people will die. There’s 
  also a good chance the Arena will be shut down 
  for the Season and they won’t get to continue 
  their winning streak.
  If the players join the fray, they may need to 
  contend with several critters. They need to help 
  get things under control if they have any hope 
  to achieve ultimate victory.
  Sub-Plot Ideas
  • One of the security guards or animal 
  controllers sees the players trying to 
  help. They suggest the players try to 
  incapacitate the animals in a non-lethal 
  fashion, which will save the Arena con-
  siderable time and expense because it 
  means not having to replace the crea-
  tures. Of course, that’s easier said than 
  done when you’re caught between a 
  Kodiak bear and a komodo dragon. 
  • Nobody is sure how the animals man-
  aged to escape. In all of the years of the 
  Arena, nothing like this has ever hap-
  pened before. Was it a hardware mal-
  function or was it foul play?
  • The players see a rival team helping 
  with containment. The team looks like 
  it’s getting overwhelmed. Do the play-
  ers lend a hand, or do they let them get 
  mauled in hopes that it will make life 
  easier for them when the Season picks 
  up again? Will the Season be canceled if 
  a team is taken out because of an event 
  like this?
  • After the animals are contained and the 
  mess is cleaned up, the Arena calls in a 
  group of investigators to find out what 
  happened. They pay a lot of attention to 
  the player characters and question their 
  motives. A few of the investigators seem 
  interested in twisting the PC’s words to 
  make sure they appear to be the cul-
  prits. Is someone framing them?
  Follow-Up Hooks
  Did the players successfully corral the 
  beasts, or did they simply walk away from the 
  fight? How did the other teams make out? Will 
  the rest of the Season be canceled, or are there 
  enough combatants left to continue? How were 
  the beasts able to escape and climb to the upper 
  levels of the Arena?
  
  28
  Chapter 3: Hooking into the Setting
  3
  Rising Star
  Camilo Contreras, Chile’s premier pop sing-
  er, has flown in from Santiago to watch this Sea-
  son of the World’s Edge Arena in person. With 
  him is an entourage of back-up singers, stylists, 
  agents, and personal bodyguards. He’s prom-
  ised to put on a special performance at the end 
  of the Season, and he’ll honor the winners with 
  back-stage passes and front-row seats.
  Camilo is outspoken in his love of the Are-
  na and of one team in particular—whichever 
  team is the player characters’ biggest threat. 
  His fans hang on his every word, and that has 
  a big impact on Fan Favor. In game terms, ev-
  ery time the opposing team does something to 
  gain Fan Favor, they double the amount gained 
  for that action. Whenever the players do some-
  thing to lose fan favor, their loss is doubled.
  It isn’t certain why Camilo seems to be so 
  antagonistic toward the players’ team, but he 
  doesn’t do much to hide his disdain for them. 
  In fact, whenever an opposing team earns Fa-
  vor, the Arena’s view screens close in on Cami-
  lo’s obvious delight, and whenever the players’ 
  team does something to lose favor, the cameras 
  close in on his laughter and sneers.
  One thing is for certain: it’s going to be dif-
  ficult to get anywhere in this tournament if the 
  team doesn’t do something about this nuisance. 
  It may be possible to win the fight without win-
  ning the fans, but it sure won’t be easy.
  The Rumor
  As it turns out, someone else doesn’t like the 
  players’ team either. Someone close to Camilo 
  started a rumor about one of the players’ team 
  members, and Camilo bought into it completely. 
  If the players want things to go more smoothly 
  for them this year, they’ll need to uncover what 
  was said and figure out how to convince Camilo 
  to ignore those blasphemous lies.
  Below are a few possible rumors to play 
  with. Try to find one that closely matches one of 
  the player’s backgrounds or Faults to help fur-
  ther hook them into the story.
  • Wolf Bergenheim, Camilo’s chief body-
  guard, once served in the military/on 
  security detail with one of the players. 
  They didn’t get along, and Wolf has 
  spun a tale that the player is directly re-
  sponsible for the deaths of three fellow 
  soldiers/guards.
  • Elena Flores, a back-up singer, is one of
  the players’ former lovers. Things didn’t
  end on great terms, and now she’s
  started a rumor that the player is a liar,
  a cheat, and unfaithful to boot.
  • Mauricio Lagos, Camilo’s personal styl-
  ist, once overheard someone say that
  one of the players didn’t like Camilo’s
  outfits, make-up, and overall appear-
  ance. It may have just been a case of
  mistaken identity, but he’s certain his
  cousin’s friend’s neighbor wouldn’t lie
  about something like that.
  • Magdalena Donoso, Camilo’s agent,
  once tried to strike a deal with one of
  the players. For whatever reason, that
  deal didn’t go through, and she wasn’t
  pleased by the outcome. She told Ca-
  milo that the player backed out on the
  contract after the deal had already been
  signed, and Camilo doesn’t like a person
  who goes back on their word.
  • Come up with another rumor if you
  have an idea for one that fits your play-
  ers better.
  Sub-Plots
  • What did the player actually do to earn
  this person’s wrath? Could they possibly
  patch things up with their old acquain-
  tance and get them to straighten things
  out with the pop star? Or better, can an
  old flame be rekindled, a former broth-
  er-in-arms become an ally, or a former
  contract be revisited?
  • What happens when an attempt to
  patch things up goes wrong? Is there a
  greater campaign to turn fans against
  the players?
  
  29
  Chapter 3: Hooking into the Setting
  3
  • Rumors spread to the streets and the 
  entire town turns against the team. 
  Some are even calling to have the play-
  ers banned from the tournament and 
  removed from Punta Arenas entirely. 
  Can the team smooth things over be-
  fore being run down, or worse, gunned 
  down?
  Follow-Up Hooks
  Are the players able to put an end to the ru-
  mor and win the favor of the pop star, or are 
  they forced to fight through the Season against 
  overwhelming odds? Were they able to rebuild 
  a past relationship along the way or did they 
  just widen the gulf between two former ac-
  quaintances?
  Zero Signal
  Power has been completely cut at the Arena. 
  Given that the place has redundant local gener-
  ators and doesn’t use remote power of any kind, 
  that’s not a typical occurrence. Because no pow-
  er means no broadcast, crews are scrambling to 
  find the problem so they can begin working on 
  a solution. Oh, and tonight’s supposed to be the 
  Season finale.
  The broadcast is supposed to go live in eight 
  hours. With so little time to spare, Arena man-
  agement has no choice but to put out an open 
  call for help. There’s a Superb [32] bounty for 
  any person or team who can uncover what hap-
  pened and get the power up and running in 
  time to start the show.
  Complications
  Swarms of scientists, mechanics, and re-
  searchers descend upon the generators in an 
  attempt to find the cause of the system failure. 
  With so many people being investigators, it’s 
  hard to get your hands on the equipment to 
  check it out.
  Both generators had to have failed simulta-
  neously for power to be completely cut. Arena-
  employed mechanics are working on getting at 
  least one of them up and running, but every-
  thing they try seems to yield no result. The gen-
  erators are Magicorp-designed electrokinesis 
  devices and the nearest expert is thousands of 
  kilometers away in Santiago.
  Sub-plot Ideas
  • Practically everyone suspects foul play. 
  The questions on everyone’s minds are: 
  who did this, what were their motives, 
  and how did they possibly manage such 
  a feat?
  • Some powerful people and govern-
  ments don’t like what the World’s Edge 
  Arena stands for. Was one of these enti-
  ties involved? If so, to what extent?
  • Many of the teams who entered this 
  year’s tournament have already been 
  eliminated. Could one of them be to 
  blame?
  • While some people investigate the scene 
  of the crime, others are looking for cul-
  prits. Is there a witch hunt going on and, 
  if so, is anyone safe from scrutiny?
  • A psychometric sweep of the genera-
  tors reveals nobody physically touched 
  any of their key components before 
  the power failed. What else could have 
  caused the problem?
  • The equipment isn’t connected to any 
  network outside the Arena. Did a ghost 
  access the generators directly? If so, 
  how did they avoid the intense electri-
  cal currents which would ruin their 
  ability to remain ghosted?
  • Someone discovers the generators were 
  overloaded, but there are no signs of 
  tampering or malfunction. Did someone 
  simply trick their sensors into thinking 
  they were overloaded?
  Follow-Up Hooks
  After the problem is solved, does the show 
  get to go on as normal or is an investigation still 
  underway? Was someone trying to sabotage the 
  Arena and, if so, why?
  
  30
  Open Game 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc.
  Fudge System Reference Document Copyright 2005, Grey 
  Ghost Press, Inc.; Authors Steffan O’Sullivan and Ann Dupuis, 
  with additional material by Peter Bonney, Deird’Re Brooks, Re-
  imer Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Ber-
  nard Hsiung, Sedge Lewis, Gordon McCormick, Kent Matthewson, 
  Peter Mikelsons, Anthony Roberson, Andy Skinner, Stephan Sza-
  bo, John Ughrin., Dmitri Zagidulin.
  Psi-punk Copyright 2012, Accessible Games; Author Ja-
  cob Wood
  Psi-punk: Corps and Criminals copyright 2014 Accessible 
  Games. Author: Jacob Wood
  Psi-punk: World’s Edge Arena copyright 2016, Accessible 
  Games. Author: Jacob Wood
  In accordance with the Open Game License Section 8 “Identi-
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  Identity:
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  are considered Open Game Content.
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  The entire section under the header “The Most Dangerous 
  Game” is considered product identity.
  
SOURCE: textdata/thevault/Harp/HARP SF/World's Edge Arena.pdf