TEXT: MODERN␣PUNK␣
  MODERN␣PUNK␣
  MODERN␣PUNK␣
  MODERN␣PUNK␣
  2005
  2005
  2005
  2005␣␣␣␣
   
  Roles:  
  Star 
  Famous Personalities that use their influence and fame to make it big. 
   
  STAR 
  Charismatic Influence: Allows the Star to get in anywhere he/she wants by using their 
  fame to intimidate or influence. Also applies to bargaining or socializing when their fame 
  would be known. This roll uses either Social or Fast talk depending on the truth of the 
  Star’s words and the Empathy stat. 
  Awareness/Notice 
  Perform 
  Wardrobe & Style 
  Play Instrument 
  Personal Grooming 
  Persuasion & Fast Talk 
  Seduction 
  Social 
  Intimidate 
   
  Soldier 
  Highly trained trooper that’s quick and alert from combat drills. 
  
   
  SOLDIER 
  Combat Sense: Adds to initiative and awareness notice against ambushes. Its kind of a 
  combat sixth sense. 
  Awareness/Notice 
  Handgun 
  Brawling or Martial Arts 
  Melee 
  Weapons Tech 
  Rifle 
  Athletics 
  Submachine gun 
  Stealth 
   
  HACKER 
  Quick net-jockeys who know all the ins and outs. 
   
  Hack: Adds to tech as a roll for breaking into systems and decrypting data. 
  Awareness/Notice 
  Basic Tech 
  
  Education 
  Computer Use 
  Electronic Security 
  Programming 
  Composition 
  Electronics 
  Hide/Evade 
   
  Engineer 
  Brilliant design students and crazy inventors. 
   
  Jury Rig: Allows modification of machines to work in a particular fashion. Or repair of a 
  broken device for a number of rounds equal to 1d6 per level of skill. 
  Awareness/Notice 
  Basic Tech 
  Computer Use 
  Teaching 
  Education 
  Electronics 
  Any three other Tech skills (Aero, Robotics, Weapons, Genetics, Elect. Security, etc.) 
   
  Paramedic 
  Medical technicians and doctors, ready to save lives. 
   
   
  Medical Tech: Skill used to heal injuries and treat wounds, as well as revive the recently 
  dead. 
  Awareness/Notice 
  Basic Tech 
  
  Diagnose 
  Education 
  First Aid 
  Library Search 
  Pharmaceuticals 
  Zoology 
  Human Perception 
   
  Reporter 
  Hard hitting reporters, trying to get to the truth. 
   
  Credibility: Ability to sell your story, to publish the dirt, to get the truth out. Or to get 
  someone to believe a total lie. Uses the intelligence stat. 
  Awareness/Notice 
  Composition 
  Education 
  Persuasion & Fast Talk 
  Human Perception 
  Social 
  Streetwise 
  Photo & Film 
  Interview 
   
  Law enforcer 
  Police and Law enforcement agents and protectors of the public. 
  
   
  Authority: Ability to push your weight around with your badge. Get criminals to do what 
  you want. 
  Awareness/Notice 
  Handgun 
  Education 
  Interrogation 
  Human Perception 
  Athletics 
  Brawling 
  Melee 
  Streetwise 
   
  Business tycoon 
  Corporate raiders and slick share holders. 
   
  Resources: Ability to requisition funds for various projects and manage the corporate 
  ladder.  
  Awareness/Notice 
  Stock Market 
  Education 
  Library Search 
  Human Perception 
  Social 
  
  Persuasion & Fast Talk 
  Wardrobe & Style 
  Personal Grooming 
   
  Gangster 
  Organized crime members and hitmen. 
   
  Streetdeal: Ability to acquire illegal goods through the black market. 
  Awareness/Notice 
  Forgery 
  Handgun 
  Brawling 
  Melee 
  Pick Lock 
  Pick Pocket 
  Intimidate 
  Persuasion & Fast Talk 
   
  Thug 
  Common criminals with the street smarts to survive. 
   
  
  Blood: Ability to call in favors and help from fellow gangers and thugs. A thug can call 
  in a number of fellow gangers equal to 2 times his level in the skill.  
  Awareness/Notice 
  Endurance 
  Melee 
  Handgun 
  Drive 
  Basic Tech 
  Persuasion & Fast Talk 
  Brawling 
  Athletics 
   
  Vagrant 
   
   
   
  Scavenge: Ability to find food, shelter, beg for money and similar in any city or town 
  you go to. Also the ability to scrounge poor condition but working items for virtually no 
  cost. Ability adds to Intelligence and is treated like a Street deal check when attempting 
  to acquire goods, weapons, and similar. For begging for money, it requires a whole day to 
  get the Vagrant’s Scavenge skill check result x 2 in dollars. In a pinch a Vagrant can try 
  to bum a few bucks equal to their Scavenge skill rank at a Difficulty 15 roll. (Only once 
  per day without GM’s discretion). Items and weapons acquired by the Vagrant are 
  usually treated as reliability unreliable or worse.  
  Awareness/Notice 
  Streetwise 
  Pick Pocket 
  Pick Lock 
  Basic Tech 
  Hide/Evade 
  Stealth 
  Brawl 
  
  Melee 
   
  SNEAK 
  Stealthy criminals, thieves, and espionage agents. 
   
  Chameleon: Ability that adds to Hide/Evade and Disguise skill checks when trying to 
  blend in and not be noticed. Also applies to Stealth when sneaking past people 
  Awareness/Notice 
  Hide/Evade 
  Stealth 
  Handgun 
  Shadow/Track 
  Electronic Security 
  Disguise 
  Pick Pockets 
  Pick Lock 
   
  OUTDOORSMAN 
   
  Know The Land: Ability that adds to Navigation, Endurance, Survival, Hide, and Track 
  skill checks for each chosen terrain (1 terrain per 2 ranks).  
  Terrain List: Woods, Swamp, Plains, Mountains, Desert, Jungle, Savannah, Badlands 
  Awareness/Notice 
  Hide/Evade 
  Booby Trap 
  Rifle 
  Shadow/Track 
  
  Wilderness Survival 
  Endurance 
  Swimming 
  Zoology  
   
  Politician 
   
  Charismatic Leadership: Ability to lead, allows massive control of a crowd, swaying 
  them to your command. Allows the Politician to sway crowds equal to his level of ability 
  squared times 200. This ability (added to Cool) allows the Politician to control, sway, and 
  charm large numbers of people. 
  Awareness/Notice 
  Leadership 
  Oratory 
  Social 
  Wardrobe & Style 
  Personal Grooming 
  Composition 
  Persuasion & Fast Talk 
  Education 
   
  Scientist 
   
  
  Analyze: Adds bonus to diagnose, chemistry, biology or similar science skill roll (This 
  applies to 1 INT or TECH science skill per 2 ranks in this ability), when attempting to 
  discern information from a sample. Also allows the Scientist to make a hypothesis about 
  some unknown event, animal, sample, or similar; by giving him info through a Analyze + 
  INT + 1d10. The difficulty is based on the amount of information gleaned. 
  Awareness/Notice 
  Education 
  Computer Use 
  Mathematics 
  Teaching 
  Library Search or Research 
  +3 Other INT or TECH Science Skills (Physics, Biology, Chemistry, Zoology, Botany, 
  Genetics, Anthropology, Paleontology, etc.) 
   
  WHEELMAN 
   
  Wheelman: Adds bonus to all maneuvers attempted in vehicles using the following 
  skills: Drive, Motorcycle, Boating. The Wheelman’s ability is also treated as a Solo’s 
  combat sense for initiative when inside a favored vehicle during a combat situation. 
  Awareness/Notice 
  Automotive Tech 
  Basic Tech 
  Boating 
  Drive 
  Motorcycle 
  Persuasion & Fast Talk 
  Brawling 
  Paint or Draw 
   
  Pilot 
  
   
  Ace: Adds bonus to all maneuvers attempted in piloting aerial vehicles (applies to one 
  type of Aerial vehicle per 2 ranks in Ace special ability). The Pilot’s ability is also treated 
  as a Solo’s combat sense for initiative when inside a favored vehicle during a combat 
  situation. 
  Awareness/Notice 
  Aero Tech 
  Electronics 
  Sky Diving 
  Brawling 
  Social 
  Pilot (Any three types) 
   
  Character Points: Either roll 1d10 for each stat or use a standard character  
  Statistic pool. Standard character point number is 75. 
   
  Statistics: Intelligence, Reflexes, Cool, Technical Ability, Luck, Attractiveness, 
  Movement Allowance: RUN: MA * 3 (meters). LEAP: RUN/4 (meters), Empathy: 
  HUMANITY: Empathy x10, Body Type: BODY TYPES & POINTS, 2 pts – Very Weak, 
  3-4 pts – Weak, 5-7 pts – Average, 8-9 pts – Strong, 10 pts – Very Strong; CARRY: 
  Body * 10 (kg), LIFT: Body * 40 (kg), BODY TYPE MODIFIER: Very Weak – 0, Weak 
  – (-1), Average – (-2), Strong – (-3), Very Strong – (-4), Superhuman* - (-5) *Not 
  normally available. 
   
  Character Creation and Background 
  Ethnic Origins 
  1. Anglo-American 
  2. African 
  3. Japanese/Korean 
  4. Central European/Soviet 
  5. Pacific Islander 
  6. Chinese/Southeast Asian 
  7. Black American 
  8. Hispanic American 
  9. Central/South American 
  10. European 
   
  Family Background 
  
  Family ranking 
  1. Inherited Wealthy 
  2. Business Wealthy 
  3. Management Wealthy 
  4. Lower Management Wealthy 
  5. Middle Class 
  6. Lower Middle Class 
  7. Lower Class 
  8. Welfare Family 
  9. Squalid 3rd World Poor 
  10. Homeless 
  Go to PARENTS 
   
  Parents 
  1-7 Both parents are living. Go to FAMILY STATUS. 
  8-10 Something has happened to one or both parents. Go to SOMETHING HAPPENED 
  TO YOUR PARENTS. 
   
  Family Status 
  1-6 Family status in danger, and you risk losing everything (if you haven’t already). Go 
  to FAMILY TRAGEDY. 
  7-10 Family status is OK, even if parents are missing or dead. Go to CHILDHOOD 
  ENVRIONMENT. 
   
  Something Happened to Your Parents 
  1 Your parent(s) died in warfare. 
  2 Your parent(s) died in an accident. 
  3 Your parent(s) were murdered. 
  4 Your parent(s) have amnesia and don’t remember you 
  5 Your never knew your parents. 
  6 Your parent(s) are in hiding to protect you. 
  7 You were left with relatives for safe keeping. 
  8 Your parent(s) gave you up for adoption. 
  9 Your parent(s) killed themselves. 
  10 You grew up on the streets and never had parents. 
  Go to FAMILY STATUS 
   
  Childhood Environment 
  1. Spent on the Street, with no adult supervision. 
  2. Spent in a safe Suburbia 
  3. Moved from town to town (never really had a home) 
  4. in a decaying, once upscale neighborhood. 
  5. in the downtown central area of a large city. 
  6. in the heart of the slums. 
  7. in a small village or rural community. 
  8. in an expanding small town.  
  9. in another country. 
  10. In an upper class gated community. 
  Go to SIBLINGS 
   
  
  Family Tragedy 
  1. Family lost everything through betrayal. 
  2. Family lost everything through bad management. 
  3. Family exiled or otherwise driven from their original home/nation/corporation 
  4. Family is imprisoned and you alone escaped. 
  5. Family vanished. You are the only remaining member. 
  6. Family was murdered/killed and you were the only survivor. 
  7. Family is involved in a long-term conspiracy, organization or association, such as a 
  crime family or revolutionary group. 
  8. Your family was scattered to the winds due to misfortune. 
  9. Your family is cursed with a hereditary feud that has lasted for generations. 
  10. You are the inheritor of a family debt; you must honor this debt before moving on 
  with your life. 
  Go to CHILDHOOD ENVIRONMENT 
   
  Siblings 
  Roll 1d10. 1-7 is equal to the number of siblings you have. On 8-10 you are an only 
  child.  
  1) Roll 1d10. Even: the sibling is male. Odd: the sibling is female. 
  2) Roll Age, relative to yourself. 
  1-5 = Older 
  6-9 = younger 
  10 = Twin 
  3) For each sibling, chose or roll their feelings about you: 
  1-2 Sibling dislikes you 
  3-4 Sibling likes you 
  5-6 Sibling neutral 
  7-8 They hero worship you 
  9-10 They hate you 
  Go to MOTIVATIONS 
   
  Motivations 
  Personality Traits (Choose or Roll) 
  1. Shy and Secretive 
  2. Friendly and outgoing 
  3. Arrogant, proud, and aloof. 
  4. Picky, fussy, and nervous 
  5. Stable and Serious. 
  6. Silly and fluff headed. 
  7. Sneaky and deceptive 
  8. Intellectual and detached. 
  9. Moody, rash and headstrong 
  10. Rebellious, antisocial, and violent 
   
  Person you Value Most (Choose or Roll) 
  1. A parent 
  2. Brother or sister 
  3. Lover 
  4. Friend 
  5. Yourself 
  
  6. A pet 
  7. Teacher or mentor 
  8. Public figure 
  9. A personal hero 
  10. No one 
   
  What do you Value Most? (Choose or Roll) 
  1. Money 
  2. Honor 
  3. Your Word 
  4. Honesty 
  5. Knowledge 
  6. Vengeance 
  7. Love 
  8. Power 
  9. Having a good time 
  10. Friendship 
   
  How do you feel about most People? Choose or Roll) 
  1-2. Neutral 
  3. I like almost everyone. 
  4. I hate almost everyone. 
  5. People are tools. Use them for your own goals and discard them. 
  6. Every person is a valuable individual. 
  7. People are obstacles to be destroyed if they cross me. 
  8. People are untrustworthy. Don’t depend on anyone. 
  9. People are wonderful. 
  10. Wipe em’ all out and give the place to the cockroaches. 
   
  Your Most Valued Possession (Choose or Roll) 
  1. A weapon 
  2. A tool 
  3. A piece of clothing 
  4. A photograph 
  5. A book or diary 
  6. A recording 
  7. A musical instrument 
  8. A piece of jewelry  
  9. A toy 
  10. A letter 
  GO TO LIFE EVENTS 
   
  Roll 3d6 + 16 to determine your character’s age. (Or choose). Then roll 1d10 for every 
  year, starting at 18.  
  LIFE EVENTS - TABLE 1A 
  (Roll 1D20)  
    1 - 3  : You Get Lucky (Table 2A) 
  
    4 - 6  : Disaster Strikes! (Table 3A) 
    7 - 9  : Make A Friend (Table 4A) 
  10 - 12  : Make An Enemy (Table 5A) 
  13 - 16  : Romantic Involvement (Table 6A) 
  17 - 20  : Nothing Happens That Year 
  YOU GET LUCKY! - TABLE 2A 
  (Roll 1D100) 
  01 - 05 : Financial Gain (1D4 x 1000 Dollars) 
  06 - 10 : Big Score! (1d10 x 1000 Dollars) 
  11 - 15 : Gain 1D10 x 100 Dollars Towards Equipment 
  16 - 20 : Find Sensei (+2/+1 to Martial Art or Brawl) 
  21 - 25 : Find Instructor (+2/+1 to REF Skill) 
  26 - 30 : Find Teacher (+2/+1 to INT Skill) 
  31 - 35 : Find Coach (+2/+1 to BOD Skill, Athletics) 
  36 - 40 : Find Technical Teacher (+2/+1 to TECH Skill) 
  41 - 45 : Charm School (+2/+1 to EMP Skill) 
  46 - 50 : Discover Fashion Sense (+2/+1 to ATT Skill) 
  51 - 55 : Learn A New Language (+2/+1 to Language) 
  56 - 60 : Learn Hacking Basics (+2/+1 to Hack) 
  61 - 65 : Life On The Street (+2/+1 to COOL Skill) 
  66 - 70 : Befriend Gang ("Blood" at +1) 
  71 - 75 : Befriend Mob or Organized Crime("Blood" at +1) 
  76 - 80 : Gain +2 Contact (Generate on FE&C Table) 
  81 - 85 : Someone Owes You A Favor (Generate on FE&C Table) 
  86 - 90 : Make A New Friend (Generate on FE&C Table) 
  91 - 95 : Enemy Disappears/Dies (Choose One) 
  96 - 00 : Pulled Off Something Impressive (+1 Pos. REP) 
  DISASTER STRIKES! - TABLE 3A 
  (Roll 1D100 and Pray) 
  01 - 05 : Financial Loss (1d4 x 1000 Dollars) 
  06 - 10 : In Debt (1d10 x 1000 Dollars -- Pay Now, or Pay Later!) 
  11 - 15 : Contract disease; Random Attribute Reduced by 1 
  16 - 20 : Addiction; INT, REF, BODY, or EMP Reduced by 1 
  21 - 25 : Injury (Make One Roll on Table 3B) 
  26 - 30 : Friend/Lover Dies/Dissapears (Choose One Randomly) 
  31 - 35 : Contact Dies/Dissapears (Choose One Randomly) 
  36 - 40 : Make An Enemy (Generate on FE&C Table) 
  41 - 45 : Someone Wants You Dead (GM Generates Secret Enemy) 
  46 - 50 : Betrayed By Friend (Friend Becomes Enemy) 
  51 - 55 : Arrested and Not Convicted (1D6 Weeks in Jail) 
  56 - 60 : Arrested and Fined for Minor Crime (1D10 x 100 Dollars) 
  61 - 65 : Arrested and Convicted of Crime (1D12 Months in Prison) 
  66 - 70 : There Is A Warrant Out For Your Arrest Somewhere (Choose) 
  71 - 75 : Crashed car or other vehicle (yours or not), 1/4 Cost of car. 
  76 - 80 : Anger Gang, Mob, Organized Crime, etc. (GM's Choice) 
  81 - 85 : Hunted By A Corporation (Roll or Choose One) 
  86 - 90 : You Owe Someone A Favor (Generate on FE&C Table) 
  91 - 95 : Blamed For Something You Did Or Didn't Do (+1 Neg. REP) 
  96 - 00 : Unplanned Pregnancy!  Deal With It. 
  DISASTER STRIKES TABLE 3B - RANDOM INJURY CHART (OR "YOU GOT 
  MAIMED!") 
  
  (Roll 1D100) 
  01 - 05 : Minor Burns *3* 
  06 - 10 : Serious Burns *1* *3* 
  11 - 15 : Stab Wound(s) *3* 
  16 - 20 : Bullet Wound : Went Clean Through *3*  
  21 - 25 : Bullet Wound : Lodged Projectile, Removed *3* 
  26 - 30 : Bullet Wound : Lodged Projectile, Never Removed *2* *3* 
  31 - 35 : Bullet Wound : Fragmented, Large Exit Wound *1* *3* 
  36 - 40 : Poorly Healed Fracture *1* *2* 
  41 - 45 : Damaged Internal Organ(s) *1* *2* 
  46 - 50 : Skull Fracture : Minor Brain Damage 
  51 - 55 : Skull Fracture : Major Brain Damage 
  56 - 60 : Unremoved Shrapnel *2* 
  61 - 65 : Missing Teeth *3* 
  66 - 70 : Missing Fingers/Toes *1* 
  71 - 75 : Missing Eye *1* 
  76 - 80 : Missing Ear *2* *3* 
  81 - 85 : Missing Nose *3* 
  86 - 90 : Severed Limb/Hand/Foot *1* 
  91 - 95 : Back Injury *2* 
  96 - 00 : Impressive Scar *3* 
  NOTES : 
  *1* - Injury can be cured with cyberware or vat-grown replacement parts.  
  *2* - Surgery can cure the affliction by cutting something out, or fixing the injury 
  outright.  
  *3* - Facial reconstuction and/or cosmetic surgery may fix aspects of this injury. Use 
  CP2020's guidelines for improving ATT.  
  Injuries rolled that replicate certain disadvantages do not have to be "bought off " with IP 
  in order to be cured. However, the injury can be "treated" during character creation, 
  before play begins, but this may cost the character a quantity of money that the GM must 
  determine based on the extent of the damage being repaired.  
  DETAILED INJURY LIST - 
  Minor Burns -  
  The character has received minor burns on one random body location. The burns healed 
  properly and scarring is minimal. If hit location roll results in head/facial burns, reduce 
  the character's ATT by -2.  
  Serious Burns -  
  The character has been burned over a large part of his body. Roll 3 random locations. 
  These areas are heavily scarred. If hit location roll results in head/facial burns, reduce the 
  character's ATT by -2. If a particular location is rolled more than once, use the following 
  guidelines : If the location is a limb, most of the muscle and sinew has been burned away. 
  This leaves the limb useless. Any good medical professional would recommend 
  
  amputation. If the location is the torso or abdominal areas, scarring is severe. Reduce 
  BODY and REF by -2 each. If the location is the head/face, reduce ATT by -5 (to a 
  minimum of 1). Character cannot grow hair.  
  Stab Wound(s) -  
  The character has been stabbed or cut by an edged weapon. Other than leaving an 
  impressive, albeit cosmetic, scar, the wound has no effect on game play. Refer to the 
  "Impressive Scar" roll.  
  Bullet Wound : Went Clean Through -  
  The character took a slug in a random body location, but it went right through him with 
  very little tissue trauma. Character is scarred as per the "Impressive Scar" roll.  
  Bullet Wound : Lodged Projectile, Removed -  
  The character was shot and the bullet lodged itself inside his body. Surgeons were later 
  able to remove the projectile. The character possesses scars from the wound and the 
  subsequent surgery on a random body location.  
  Bullet Wound : Lodged Projectile, Never Removed -  
  The character was shot and the bullet lodged itself inside a random body location. 
  However, due to one reason or another (the dangerous location of the wound, lousy 
  medical care, etc.), the projectile was never removed. The bullet will show up on X-Rays, 
  and may set off metal detectors.  
  Bullet Wound : Fragmented, Large Exit Wound -  
  The character was shot in a random location yet again. This time, however, the round 
  created a very large exit wound when it came tumbling out the other side. Either that, or 
  the ammunition shot into the character was of some special nature (explosive, hollow 
  point, glaser, etc.) which contributed to a large section of missing flesh. Whatever the 
  cause, the character has a nasty scar. If the location rolled is a limb, it is useless. If the 
  torso or abdomen are rolled, reduce the character's BODY by -1.  
  Poorly Healed Fracture -  
  The character broke a bone in an arm or leg, and it healed poorly. All skill rolls made 
  while using said limb are at -2. If the limb is a leg, reduce MA by -2 as well.  
  Damaged Internal Organs -  
  Through one of the character's misdeeds he has damaged and/or lost an internal organ, or 
  part of one. In the case of missing or partially missing organs, the character could have 
  had a kidney or lung removed, as well as sections of severely damaged intestine, liver, 
  stomach, whatever. The exact detrimental effects are up to player and GM, though losing 
  points off the BODY attribute are a good place to start. For Example, someone with a 
  reduced bladder may have to urinate frequently, or in worse cases, wear a catheter 
  
  constantly, while people with one lung or kidney may function as normal, though missing 
  a lung might reduce MA or BODY by a significant amount. Damaged organs, on the 
  other hand, represent defective organs which may (or may not) last the character long, 
  and will have to be replaced if they continue to degenerate.  
  Skull Fracture : Minor Brain Damage -  
  The character bumped his head into something harder than his skull, resulting in minor 
  brain damage (-1 INT).  
  Skull Fracture : Major Brain Damage -  
  The character got whacked on the head really hard, resulting in major brain damage (-2 
  INT) and occasional blinding headaches (5% chance per day, non-cumulative).  
  Unremoved Shrapnel  
  The character, for whatever reason, is carrying around fragments of stuff in his body. 
  This can include anything from small metal bomb casings, to buckshot, to pieces of 
  shattered glass shards. Though not serious (yet), such things may pose problems later in 
  life, as well as possibly setting off metal detectors.  
  Missing Teeth -  
  The character is gotten some teeth knocked out. Roll 1d10 and consult the following 
  chart to see how many are lost : 1-3 : One Tooth, 4-5 : Two Teeth, 6-7 : Three Teeth, 8 : 
  Four Teeth, 9 : Five Teeth, 10 : Six Teeth. The character may have trouble chewing solid 
  foods.  
  Missing Fingers/Toes -  
  The character, through mishap or design, is missing 1d6 random fingers or toes on a hand 
  or foot. Missing fingers can reduce REF when hand-eye coordination is needed, while 
  missing over half the toes on one foot can reduce MA by -1.  
  Missing Eye -  
  The character has lost vision in one of his eyes. This damage can be "bought off" with 
  replacement of the eye through organic or cybernetic parts). Having only one eye incurs a 
  penalty of -3 to any action involving depth perception.  
  Missing Ear -  
  The character has lost an ear, or damaged his internal ear seriously enough to cause 
  permanent damage. The character experiences total deafness in that ear (-5 to Awareness 
  checks with that ear). This can be rectified with cybernetic or organic replacements.  
  Missing Nose -  
  
  The character has either physically lost his nose (got it shot off, whatever), or severely 
  damaged his sense of smell. In either case, he loses his sense of smell. In the case of 
  actual physical nose loss, his ATT is modified by -2 as well.  
  Severed Limb/Hand/Foot -  
  Through misfortune, disease, or injury, the character has lost a hand, foot, arm, or leg. 
  Normal cybernetic and vat-grown tissues can be grafted onto the character, or non-
  cybernetic prosthetics can be used.  
  Back Injury -  
  For one reason or another the character has acquired a serious back injury. He cannot lift 
  heavy loads easily, and new injuries may aggravate the old one. For game purposes, the 
  character is limited to using only half his BODY attribute when determining how much 
  weight he can carry.  
  Impressive Scar -  
  The character has recieved an impressive scar somewhere on his body. Although the 
  injury causing the scar had little or no permanent effect, it gives him a feature which 
  makes him easily identifiable.  
  MAKE A FRIEND - TABLE 4A 
  (Consult Friend, Enemy, & Contact Chart, v 1.0 to see WHO your friend is, then use the 
  following chart.)  
  HOW DID YOU MEET THEM? 
  Roll 1D100 -  
  01 - 04 : A Partner 
  05 - 08 : A Co-Worker 
  09 - 12 : A Contact 
  13 - 16 : An Old Lover 
  17 - 20 : An Old Enemy 
  21 - 24 : An Old Childhood Friend 
  25 - 28 : A Relative 
  29 - 32 : Met Through Common Interest 
  33 - 36 : You Saved His Life 
  37 - 40 : He Saved Your Life 
  41 - 44 : At A Party 
  45 - 48 : An Old Employer 
  49 - 52 : An Old Employee 
  53 - 56 : Met Through A Common Friend 
  57 - 60 : Met Through A Blind Date 
  61 - 64 : Went To School Together 
  65 - 68 : Met Through A Common Enemy 
  69 - 72 : Met At A Concert 
  73 - 76 : Met At A Bar 
  77 - 80 : Met At A Mall 
  81 - 84 : Met Through A Common Lover 
  85 - 88 : He Sold You Something 
  
  89 - 92 : You Sold Him Something 
  93 - 96 : He Did You A Favor 
  97 - 00 : You Did Him A Favor 
  MAKE AN ENEMY - TABLE 5A 
  (Consult Friend, Enemy, & Contact Chart, v 1.0 to see WHO your enemy is, then use the 
  following charts.)  
  DID YOU KNOW THEM? 
  (Roll 1D100)  
  01 - 10 : Ex-Friend 
  11 - 20 : Ex-Lover 
  21 - 30 : Relative 
  31 - 40 : Employer 
  41 - 50 : Employee 
  51 - 60 : Partner/Co-Worker 
  61 - 00 : Total Stranger 
  WHO'S THE OFFENDING PARTY? 
  (Roll 1D100)  
  01 - 50 : You did it. 
  51 - 00 : They did it. 
  WHAT'D YOU/THEY DO? 
  (Roll 1D100)  
  01 - 04 : Attempted Murder 
  05 - 08 : Attempted Blackmail 
  09 - 12 : Exposed a Secret 
  13 - 16 : Framed Other 
  17 - 20 : Betrayed/Backstabbed 
  21 - 24 : Threatened Injury 
  25 - 28 : Threatened Death 
  29 - 32 : Caused Property Damage 
  33 - 36 : Caused Direct/Indirect Personal Injury 
  37 - 40 : Caused Injury of Relative/Friend/Lover 
  41 - 44 : Caused Death of Relative/Friend/Lover 
  45 - 48 : Caused Loss of Face/Status 
  49 - 52 : Caused Loss of Friends 
  53 - 56 : Caused Loss of Job/Contract 
  57 - 60 : Refused Romantic Advances 
  61 - 64 : Stole Property (1D10 x 10 Euro Value) 
  65 - 68 : Stole Money (1D10 x 10 Euro Value) 
  69 - 72 : Clashing Personalities 
  73 - 76 : Minor Disagreement (Something Stupid) 
  77 - 80 : Major Disagreement 
  81 - 84 : Insulted Relative/Friend/Lover 
  85 - 88 : Personal Insult or Accusation 
  89 - 92 : Made Pass At Lover 
  93 - 96 : Seduced Lover 
  
  97 - 00 : Foiled Plan 
  WHO'S PISSED OFF? 
  (Roll 1D100)  
  01 - 25 : You're Angry 
  26 - 50 : They're Angry 
  51 - 00 : Mutual Hate 
  ROMANTIC INVOLVMENT - TABLE 6A 
  (Consult Friend, Enemy, & Contact Chart 1.0to see WHO your lover is, then use the 
  following chart.)  
  HOW DID YOU MEET THEM? 
  (Roll 1D100)  
  01 - 05 : A Partner 
  06 - 10 : A Co-Worker 
  10 - 15 : A Contact 
  16 - 20 : An Old Lover 
  20 - 25 : An Old Enemy 
  26 - 30 : An Old Childhood Friend 
  30 - 35 : Met Through Common Interest 
  36 - 40 : You Saved His Life 
  40 - 45 : He Saved Your Life 
  46 - 50 : At A Party 
  50 - 55 : An Old Employer 
  56 - 60 : An Old Employee 
  60 - 65 : Met Through A Common Friend 
  66 - 70 : Met Through A Blind Date 
  70 - 75 : Went To School Together 
  76 - 80 : Met Through A Common Enemy 
  81 - 85 : Met At A Concert 
  86 - 90 : Met At A Bar 
  90 - 95 : Met At A Mall 
  96 - 00 : Met Through A Common Lover 
  HOW DID IT WORK OUT? 
  (Roll 1D10)  
  1 - 4  : Happy Love Affair  
      5  : Tragic Love Affair (Goto 6B) 
  6 - 7  : Love Affair With Problems (Goto 6C) 
  8 - 0  : Fast Affairs and Hot Dates 
  TRAGIC LOVE AFFAIR - TABLE 6B 
  (Roll 1D100)  
  01 - 16 : It Just Didn't Work Out 
  17 - 22 : Lover Left You A "Dear John" Note And Skipped 
  
  23 - 28 : Lover Died of an Incurable Disease 
  29 - 34 : Lover Died in Accident 
  35 - 40 : Lover Vanished/Was Kidnapped 
  41 - 46 : A Personal Goal Came Between You 
  47 - 52 : Lover Went Insane 
  53 - 58 : Lover Committed Suicide 
  59 - 64 : Lover Killed In A Fight 
  65 - 70 : Lover Imprisoned (1D10 Years) 
  71 - 76 : Lover Murdered By An Enemy (Choose One) 
  77 - 82 : Lover Left You For A Friend (Choose One) 
  83 - 88 : Lover Left You For An Enemy (Choose One) 
  89 - 94 : Lover Was Just Leading You On 
  95 - 00 : Lover Stole 1D10 x 1000 dollars From You And Split 
  LOVE AFFAIR WITH PROBLEMS - TABLE 6C 
  (Roll 1D100)  
  01 - 07 : Your Lover's Family Hates You 
  08 - 14 : Your Lover's Friends Hate You 
  15 - 21 : Your Family Hates Your Lover 
  22 - 28 : Your Friends Hate Your Lover 
  29 - 35 : Lover Wants To See Other People 
  36 - 42 : You Want To See Other People 
  43 - 49 : You Are Separated 
  50 - 56 : You Fight Constantly 
  57 - 62 : One Of You Is Insanely Jealous 
  63 - 68 : Your Lover Is "Messing Around" 
  69 - 74 : You Are "Messing Around" 
  75 - 80 : Lover's Ex-Lover Wants You Dead 
  81 - 87 : Lover Has A Chemical Dependancy 
  88 - 93 : Lover Is In A Coma 
  94 - 00 : Lover Is Married 
  MUTUAL FEELINGS - TABLE 6D 
  (Roll 1D10 if Applicable)  
  1    : They Still Love You 
  2    : You Still Love Them 
  3    : You Still Love Each Other 
  4    : You Hate Them 
  5    : They Hate You 
  6    : You Hate Each Other 
  7    : You're Friends 
  8    : No Feelings Either Way 
  9    : You Like Them, They Hate You 
  10    : They Like You, You Hate Them 
   
   
   
  FRIEND, ENEMY, AND CONTACT OCCUPATIONS (FE&C Chart) 
  What follows is a chart that a Game Master can use to generate random occupations for 
  non-player characters, and to flesh out friends, enemies, and contacts. Follow die-rolling 
  
  instructions, or pick an entry, and proceed to sub-charts as indicated. Determine the 
  NPC's gender by rolling 1D10. On an odd roll, it's a male. On an even roll, it's a female.  
  Roll 1D100 -  
  01 - 20 : Legally Employed (Roll 1D100) : 
   
   
  01 - 06 : Accountant            07 - 13 : Clerk (Retail or 
  Otherwise) 
   
  14 - 19 : Construction Worker   20 - 25 : Courier 
   
  26 - 31 : Doctor/Nurse          32 - 37 : Engineer/Technician 
   
  38 - 44 : Janitor               45 - 50 : Pilot 
   
  51 - 56 : Secretary             57 - 61 : Scientist 
   
  62 - 68 : Social Worker         69 - 75 : Student, College 
   
  76 - 80 : Student, K-12         81 - 87 : Teacher, College 
   
  88 - 93 : Teacher, K-12         94 - 00 : Truck/Bus Driver 
   
  21 - 35 : Street Trash (Roll 1D100) : 
   
   
  01 - 02 : Assassin              03 - 07 : Bartender 
   
  08 - 11 : Bodyguard             12 - 15 : Bouncer 
   
  16 - 20 : Cab Driver            21 - 23 : Con Man 
   
  24 - 26 : Convict               27 - 28 : Counterfeiter 
   
  29 - 30 : Drug Cooker           31 - 36 : Drug Dealer 
   
  37 - 40 : Ex-Convict            41 - 44 : Fixer/Fence 
   
  45 - 49 : Gang Member           50 - 53 : Hooker (Non-Licensed) 
   
  54 - 58 : Junkie                59 - 62 : Mercenary 
   
  63 - 65 : Hacker                66 - 69 : Nomad 
   
  70 - 72 : Prostitute (Licensed) 73 - 74 : Rogue Scientist 
   
  75 - 78 : Terrorist             79 - 82 : Smuggler 
   
  83 - 88 : Street Vendor         89 - 90 : Engineer 
   
  91 - 94 : Thief/Burglar         95 - 00 : Vagrant 
   
  36 - 50 : Legal/Emergency (Roll 1D100) : 
   
   
  01 - 05 : Bounty Hunter           06 - 20 : Cop (Go To 1.1) 
   
  21 - 36 : Fireman                 37 - 40 : Lawyer 
   
  41 - 55 : Paramedic               56 - 61 : Prison Guard 
   
  62 - 75 : Private Investigator    76 - 90 : Rent-A-Cop 
   
  91 - 95 : Retired Cop (Go To 1.1) 96 - 00 : Vigilante 
   
  51 - 65 : Organized Crime (Roll 1D10) : 
   
   
  1    : Assassin               2 - 3  : Bodyguard 
   
  4    : Bookie                   5    : Counterfeiter 
        6 - 8  : Enforcer                 9    : Minor Boss 
   
  10    : Hacker 
   
  (Go To Chart 1.2) 
   
  66 - 79 : Corporate (Roll 1D10) : 
   
   
  1    : Assassin/Ninja           2    : Corp Cop/Security 
   
  3    : Doctor/Paramedic         4 - 5  : Employee (Clerk, 
  Secretary, etc) 
   
  6    : Junior Executive         7    : Senior Executive 
   
  8    : Hacker                   9    : Mercenary 
         10    : Technician 
   
  (Go To Chart 1.3) 
   
  80 - 89 : Entertainers (Roll 1D10) : 
  
   
   
  1    : Actor                  2 - 3  : Artist 
   
  4    : Athlete                  5    : Disk Jockey 
   
  6    : Media (Go To 1.4)      7 - 8  : Rocker 
   
  9    : Dancer                   0    : Writer 
   
  90 - 00 : Government (Roll 1D10) : 
   
   
  1    : Gov. Agent (Go To 1.5)     2    : Assassin 
        3 – 6 : Military (Go To 1.6)       7    : Hacker 
   
  8    : Official/Politician    9 – 0   : Engineer 
  1.1 - Types of Police  
  (Used only if "Cop" or "Retired Cop" was rolled on 1.0 to determine which division the 
  NPC is/was with.)  
  Roll 1D100 -  
  01 - 03 : Internal Affairs Division (IAD) 
  04 - 08 : Administration 
  09 - 13 : Net Security Section (NetSec) 
  14 - 18 : Homicide 
  19 - 23 : Vice 
  24 - 28 : Robbery 
  29 - 33 : Special Investigation (SIn) 
  34 - 37 : Special Weapons And Tactics (SWAT) 
  38 - 41 : Special Strike Team Unit (DEA) 
  42 - 46 : Riot Section 
  47 - 50 : Coastguard Patrol 
  51 - 67 : Cruiser Patrol 
  68 - 82 : Traffic Patrol 
  83 - 98 : Beat Patrol 
  99 - 00 : Highway Patrol 
  1.2 - Organized Crime  
  (Specifically West Coast Organizations. Used to find out what group an NPC is affiliated 
  with.)  
  Roll 1D10 -  
  1 - 4  : The Yakuza (Japanese) 
  5 - 7  : The Mafia (primarily Italian) 
  8 - 9  : The Triads (Chinese) 
    10   : The Columbians (and other South Americans) 
  1.3 - Corporations  
  (Used to see which corporation the NPC is affiliated with.)  
  Roll 1D100 -  
  01 - 03   : Kyowa Hakko Kogyo Co. Ltd. 
  04 - 05   : International Paper 
  
  06 - 08   : Rockwell International Corporation 
  09 - 10   : Chevron 
  11 - 13   : AOL-Timewarner 
  14 - 16   : BASF Aktiengesellschaft 
  17 - 19   : Airbus 
  20 - 21   : Fuji Film  
  22 - 23   : Daiwa Bank Ltd. 
  24 - 25   : Hitachi 
  26 - 28   : IBM 
  29 - 31   : General Electric 
  32 - 33   : Bell  
  34 - 35   : Halliburton  
  36 - 37   : Sony  
  38 - 40   : World Bank  
  41 - 43   : Microsoft  
  44 - 46   : Blackwater USA  
  47 - 49   : Mitsubishi  
  50 - 52   : Fox Media  
  53 - 54   : Daimler Chrysler 
  55 - 56   : Ford Motor 
  57 - 59   : Walmart 
  60 - 61   : Nippon 
  62 - 64   : AT&T 
  65 - 67   : Royal Dutch /Shell 
  68 - 69   : Damon Clinical Laboratories, Inc. 
  70 - 71   : Genentech Inc. 
  72 - 73   : Sega 
  74 - 75   : Exxon Corporation  
  76 - 77   : Sears 
  78 - 79   : Royal Caribbean Cruises Ltd. 
  80 - 81   : Mitsui 
  82 - 83   : Northrop 
  84 - 85   : Toyota Motor 
  86 - 88   : Daewoo International Corporation 
  89 - 90   : Hyundai Motor Company 
   
  91 - 92   : Marathon Oil 
  93 - 95   : Unocal Corporation 
  96 - 98   : Verizon 
  99 - 00   : Triple Co. 
   
   
  1.4 - Types of Medias  
  Roll 1D10 -  
    1     : TV News Reporter 
  2 - 3   : Journalist 
  4 - 5   : PhotoJournalist 
    6     : Anchor Person 
    7     : Cameraman/-woman 
    8     : Sound Techician 
    9     : Sports Caster 
    0     : Combat Correspondent 
  1.5 - Types of Government Agents  
  
  Roll 1D10 -  
  1       : Administration (Any) 
  2       : Corporate Investigation (FBI) 
  3       : Criminal Investigation (FBI) 
  4       : Drug Enforcement (DEA) 
  5       : Intelligence (CIA) 
  6       : Organized Crime (FBI) 
  7       : Records (IRS) 
  8       : Science/Tech (DARPA) 
  9       : Secret Service  
  0       : Special Operations (NSA) 
  1.6 - Government Jobs  
  Used to find affiliations of Military NPC's.  
  Roll 1D100 -  
  01 - 17 : Air Force, Enlisted 
  18 - 20 : Air Force, Officer 
  21 - 37 : Army, Enlisted 
  38 - 40 : Army, Officer 
  41 - 57 : Marines, Enlisted 
  58 - 60 : Marines, Officer 
  61 - 77 : Navy, Enlisted 
  78 - 80 : Navy, Officer 
  81 - 97 : State Forces, Enlisted 
  98 - 00 : State Forces, Officer 
   
  Skills 
  Special Abilities 
  Charismatic Influence 
  Combat Sense 
  Hack 
  Jury Rig 
  Medical Tech 
  Credibility 
  Authority 
  Resources 
  Streetdeal 
  Blood 
  Chameleon 
   
  ATTR 
  Personal Grooming 
  Wardrobe & Style 
  Seduction 
   
  BODY 
  Endurance 
  Strength Feat 
  Swimming 
  
   
  COOL/WILL 
  Interrogation 
  Intimidate 
  Oratory 
  Resist Torture/Drugs 
  Streetwise 
   
  EMPATHY 
  Human Perception 
  Interview 
  Leadership 
  Social 
  Paint or Draw 
  Persuasion & Fast Talk 
  Perform 
  Play Instrument 
   
  INT 
  Accounting 
  Anthropology 
  Awareness/Notice 
  Biology 
  Botany 
  Chemistry 
  Composition 
  Diagnose Illness 
  Education & Gen. Knowledge 
  Expert (Specific) 
  Geology 
  Hide/Evade 
  History 
  Know Language (Specific) 
  Library Search or Research 
  Mathematics 
  Navigation 
  Physics 
  Programming 
  Shadow/Track 
  Stock Market 
  Teaching 
  Wilderness Survival 
  Zoology 
   
  LUCK 
  Gamble 
   
   REF 
  Archery 
  Athletics 
  
  Brawling 
  Boating 
  Dance 
  Dodge  
  Driving 
  Escape Artist 
  Fencing 
  Handgun 
  Heavy Weapons 
  Martial Art (Specific) 
  Melee 
  Motorcycle 
  Operate Heavy Machinery 
  Pick Pocket 
  Pilot (Helicopter) 
  Pilot (Prop-Plane) 
  Pilot (Jet) 
  Pilot (Glider) 
  Rifle  
  Stealth 
  Submachine gun 
  Skateboard 
  Sky Diving 
   
  TECH 
  Aero Tech 
  Automotive Tech 
  Basic Tech 
  Computer Use 
  Demolitions 
  Disguise 
  Electronics 
  Electronic Security 
  First Aid 
  Forgery 
  Genetics 
  Photo & Film 
  Pharmaceuticals 
  Pick Lock 
  Booby Trap 
  Robotics 
  Weapon tech 
   
   
  Benefits & Penalties 
   
  At start each character gets points to pick up Benefits equal to Luck + Empathy divided 
  by 2, and gets additional points for Benefits and skills from picking up Penalties.  
  Mental Benefits 
  
  Limited Paranoia (3 point benefit)  
  You exhibit abnormal paranoid tendencies, but you manage to keep 
  them from running your life. Although others may find this to be an 
  irritating personality quirk, you always keep a close watch on possible 
  ambush locations and are always keeping an eye out for people 
  packing weapons or reacting to your action. You keep this paranoia 
  from ruining your life, and understand that it is unlikely that someone 
  is poisoning your coffee and paying off all your friends to kill you, but 
  you still get +5 on awareness rolls to notice ambushes and the like.  
  Piercing Gaze (3 point benefit)  
  You have the natural ability to seemingly look right through people. 
  You can do this to put people on edge, make them nervous or even 
  to get people to back down from you. You get +2 on Interview, 
  Intimidate and Interrogate when the game master indicates that it 
  would be appropriate.  
  Mundane (3 point benefit)  
  This is a combination of a physical and psychological benefit. To be 
  "mundane" you must have an Attractiveness between 4 and 7. You 
  know how to blend in in any environment or circumstance. As long as 
  you are dressed to blend and are doing nothing out of the ordinary no 
  one will notice you. Even when you draw a gun and open fire on the 
  mob goons or show up in the lobby of a major corporation dressed in 
  full punk regalia, people will only be able to describe you as "average 
  looking, about normal height, no distinguishing features..."  
  Super Cool / DeathWalk (4 point benefit)  
  You make the Fonz look like geek-boy central. Not much can rattle 
  you. You are fully aware of what you can cope with and what you 
  cannot. You gain a +2 bonus when resisting horror checks, stress 
  checks and when resisting intimidation. You may not have a cool of 
  ten, but you know what you can handle.  
  Light Sleeper (2 point benefit)  
  You sleep very lightly, and are often disturbed in your sleep by your 
  neighbours, local wildlife, etc. Luckily you've learned to live with it and 
  can get by with less sleep than most. You awaken from sleep with an 
  Easy notice roll, or get +0 difficulty on notice rolls against people 
  making stealth rolls while you sleep, as opposed to the normal +10 
  difficulty.  
  Concentration (1 point benefit)  
  You easily shut out anything that might distract you from what you 
  are doing. While this means you are a hard person to get the 
  attention of (-5 awareness rolls when concentrating on stuff, including 
  reading a book, etc), you also get to ignore penalties for other players 
  "kibitzing", firefights, etc, and can halve penalties due to damage 
  sustained when it affects what you are concentrating on.  
  Direction Sense (1 point benefit)  
  You instinctively know which way is north, or which way it is to get to 
  the Gibson Memorial Freeway, etc. An easy awareness/notice roll is 
  all it takes for you, landmarks and compasses be damned!  
  Time Sense (1 point benefit)  
  You instinctively know approximately what time it is. This requires 
  and INT roll, dif 4 during the day, dif 6 at night, dif 8 indoors or 
  underground. If you make the roll by 3 or more points you know the 
  time within 10 minutes, otherwise it's within a half-hour. You probably 
  didn't wear a watch for much of your life to develop this ability.  
  Common Sense (2 point benefit)  
  You have an unusually precise sense of practicality. Any time you are 
  about to do something the Game Master considers foolish, he will 
  most likely give you a warning such as "You may wish to think about 
  that first". An extreme form of this benefit (4 points) has the Game 
  
  Master actually explain why he thinks you are being stupid.  
  Eidetic Memory (2 point benefit)  
  You have an eidetic / photographic memory. If you need to remember 
  something that the player has forgotten, roll INT dif 11 to remember it 
  in perfect detail.  
  Aptitude Benefits 
  Gun Nut (4 point benefit)  
  The character is an incurable gun nut. She gets a +1 on almost any 
  roll involving firearms. This provides a +1 to hit with any firearm, +1 
  on weaponsmith (weapons tech) rolls involving firearms, and a +2 on 
  any roll to identify a firearm. The character also has a collection of 
  firearms totaling not more than $5,000 in value, determined by the 
  GM. Usually these are a couple of wonder-nines and another 
  handgun or two that the character bought before settling down with 
  her current weapon(s). On the downside, she cannot resist 
  commenting on various weapons when she sees them. Gun nuts will 
  point out the make and model of almost any weapon seen, whether it 
  is on a cop or a movie.  
  Car Nut (3 point benefit)  
  The character is an incurable automobile nut. She gets a bonus on 
  almost all rolls involving automobiles (+1 drive, +1 basic tech, +2 to 
  identify a vehicle). If the character buys the vehicle merit, treat the 
  vehicle as being one class better than the merit calls for. When the 
  character goes car shopping, she knows where to get the best deals, 
  and usually pays 20% less for her vehicles, or at least gets them 
  crammed with optional extras for no extra charge. She also knows all 
  the best garages in town, as well as a few of their mechanics.  
  Bike Nut (3 point benefit)  
  As Car Nut above, but relating to motorcycles.  
  Animal Friendship (2 point benefit)  
  You have nurtured what began as a natural affinity for animals. Now 
  it seems that animals instinctively know that you are one of their own. 
  Although quite often you will attract unwanted friendly animal 
  attention (strays have a tendency to flock to you), even the best 
  trained guard animals are unlikely to attack you except under duress.  
  Statistic Increase (3 point benefit)  
  You are naturally better at something. One of your statistics is 
  increased by 1 point to a maximum value of 10.  
  Freak of Nature (4 point benefit)  
  You naturally excel at something. One of your statistics is increased 
  by 1 point to a maximum of 11.  
  Lightning Calculator (1 point benefit)  
  You can perform basic and extended math in mere seconds in your 
  head. This doesn't necessarily increase your math skill, but does 
  allow you to do math without pen and paper or a computer. If you 
  have math skill of less than 2 it becomes 2. In all circumstances your 
  math rolls are at -2 difficulty.  
  Fast Learner (4 point benefit)  
  You catch on quicker than many. Your IP costs are reduced when 
  increasing a skill level. Instead of paying the current level x10 (or 
  whatever constant you use in your games) you pay the level x 9 (or 
  one less if the constant is lower or higher in your games).  
  Code Breaker (4 point benefit)  
  You love puzzles. You will happily sit for hours working away at the 
  best puzzle magazines. You get a +2 bonus on any Code Cracking, 
  decryption or cypher-based rolls.  
  Cunning Linguist (4 point benefit)  
  You have a knack for languages. After a few days submerged in any 
  
  new culture you have learned the basics of their language and 
  language structure, and can make your way around being able to ask 
  for food and shelter. You require 20% less IP to learn or increase 
  your skill in any and all languages.  
  Stylish (3 point benefit)  
  You are one of the beautiful people. Not only do you always know 
  what to wear, you can look good wearing just about anything. You 
  gain +2 to wardrobe and style rolls as long as it's within your standard 
  style(s).  
  Animal Magnetism (1 point benefit)  
  You have a certain "animal magnetism" that makes you ruggedly 
  attractive to those of the opposite sex, but which immediately 
  prompts a competitive reaction from persons of the same sex. You 
  get -4 difficulty on seduction attempts, but +2 difficulty on all 
  interpersonal rolls against people of the same sex (yes, this equals a 
  -2 difficulty on rolls to seduce persons of the same sex).  
  Jack of all Trades (5 point benefit)  
  You have studied just about everything for at least a little while. You 
  get no penalties when making rolls using skills you don't have.  
  Sharp Shooter (5 point benefit)  
  You are a very precise shot. While this does not increase your 
  chance to hit, it does reduce your penalties for aimed shots by 1/2.  
   
  Societal Benefits 
  No Police Record (1 point benefit)  
  By some miracle, you have never been arrested nor even picked up by 
  the police. This means that your fingerprints are not on file (except with 
  the FBI if you legally own a firearm), and the police have no records of 
  your primary genetic markers and don't have a mugshot of you in their 
  computers. Obviously characters who haves served jail time in their 
  lifepath cannot purchase this benefit.  
  Professional License (1 point benefit)  
  You have managed to acquire a professional license for something in 
  which you are skilled. Some licenses are obviously more useful than 
  others, but all of them are quite beneficial for getting work anywhere 
  outside of the combat zone. You must have the appropriate skill(s) for 
  this merit, of course. Sample Licenses include Doctor (MedTech 6+), 
  Nurse (MedTech 4+), Mechanic (Basic Tech +5), Lawyer (Interview +5, 
  Law +6), Architect (Architecture +6), Engineer (Engineering +6), 
  Electrician (Electical Engineering +5 or Electronics +6), etc.  
  Well Travelled (3 point benefit)  
  You have travelled far and wide, and have met people with crash pads, 
  contacts, or in similar lines of work. Any time there is a city you have 
  reason to visit or even have to make contact with someone therein, 
  make a luck roll, dif 14. If successful you know someone in that city. You 
  get +3 on this roll for major cities, and -2 for small cities, -6 for towns.  
  Connection in the Police Dept (2 point benefit)  
  As the result on the LifePath table, you have made a strong connection 
  in the Police Dept. Through this connection you may be able to get 
  evidence hidden or misplaced, get information on current investigations, 
  etc.  
  Connection in the District Attorney's Office (3 point benefit)  
  As the result on the LifePath table, you have made a strong connection 
  inside the D.A.'s office. This could be a family member working in 
  records, or perhaps a friend who is an assistant D.A.. Regardless, you 
  can influence events in the D.A.'s office, perhaps changing bail 
  amounts, or how much evidence it will require before they issue a 
  
  warrant for someone (such as yourself).  
  Connection in the Mayor's Office (3 point benefit)  
  As the result on the LifePath table, you have made a strong connection 
  inside the Mayor's office. You now have the ear (directly or indirectly) of 
  the city's policy makers. The mayor can put pressure on the various 
  utilities, emergency services, police force or even the D.A.'s office.  
  Local Wildlife Likes You (3 point benefit)  
  As the result on the LifePath table, you have made friends with one of 
  the local thugs (or other) Gangs in town. This could be anything from a 
  few old friends of yours having joined the Bloodz, to having saved the 
  life of a member of the Crips or having fought beside a Mexican Gang. 
  Regardless you may use this as if you had the Special Ability of Rank at 
  +2, but don't overdo it or you'll piss off your erstwhile allies.  
  Contacts or Friends (variable point benefit)  
  You have made contacts or friends in the "right" places. What these 
  places are, of course, depend on what you need. For every point you 
  may pick up a contact, which is worked out between player and GM 
  depending on need and use. Cost may be more per contact depending 
  on their level of societal influence.   
  Fake Weapon Registration (1 point benefit)  
  You have a fake Weapon Registration. The weapon appears to be 
  registered to you according to the paper work, but in reality the 
  weapon's serial numbers don't match up to any REAL numbers or 
  ballistics in the FBI computer system (but it is linked to one of the false 
  sets planted by some dirty cops in the past). This false registration will 
  hold up to routine inspection, and may (1-6 on a D10) hold up to a full 
  security check. Once a month a roll should be made to see if the false 
  set has been flushed out of the FBI systems (2 in 10 chance), in which 
  case the first time you use this registration thereafter will result in a 
  notice that the weapon was using a stolen ID sequence. For a 2 point 
  benefit, the chance of the files being flushed drops to 1 in 10 and the 
  chance of it holding up to a detailed security check becomes 8 in 10.  
  Falsified Net Access Code (2 point benefit)  
  You have a Net Access Code that was registered to someone else. You 
  do not have the legal right to use this account, and it will be shut down if 
  you are traced to it. This Access Code will hold up to routine logins and 
  servers, and will hold up to even CyberCops inspection 8 times out of 
  10. Otherwise treat it as the Fake Weapon Registration above. The 
  enhanced version is a 4 point benefit.  
  Hidden Account (1 point benefit)  
  You have a bank account under a false name and address. It cannot be 
  traced to you unless you are caught using it. This could also be a blind 
  account through a face bank.  
  Illicit Account (2 point benefit)  
  You have a "bank" account with one of the illegal banking operations. 
  This could be with one of the larger organized crime syndicates 
  (especially the Yakuza since they went legit a few years ago), or a 
  private "bank" operated by one of the more liquid megacorporate 
  entities. Wherever this account is, it is incredibly unlikely that you will 
  have this account shut down, unless you do something to piss off the 
  organization in question.  
  Physical Benefits 
  
  You have an accelerated healing system. Your healing rate is 
  increased by 1 damage box per day for every two points invested in 
  this benefit.  
  Ambidexterity (1-3 point benefit)  
  You are either naturally ambidextrous or you have trained yourself to 
  use your off hand with more accuity than normal. For every level of this 
  benefit, you reduce your off-hand penalty by 1 point.  
  Double Jointed (1 point benefit)  
  You are double jointed in many parts of your body. While you may not 
  be the Armenian Rubber Man, you are able to bend in strange ways, 
  and can probably escape from a straight jacket with a little work. You 
  get +4 on all rolls to escape grapples and bondage.  
  Pain Tolerance (1-4 point benefit)  
  You have developped an incredible resistance to the sensation(s) of 
  pain. For some this is a nervous disorder, for others its the result of 
  many years of body modification or self-denial. Either way, for every 
  point you have in this benefit, you treat all wounds as being 2 boxes 
  less damaging for it's effects on your stats and stun saves. (For 
  example with 3 points of this merit, a 13 damage hit still brings you to 
  mortal 0, requiring a death save every turn, but you treat this as a 
  Serious wound (13 points - 6 = 7 points), which only reduces your REF 
  by 2 and gives you -1 on stun saves).  
  Drug Resistance (2 point benefit)  
  20% of all drugs have no effect on your character, and you gain a +2 
  to your resist torture / drugs skill when used against drugs only.  
  Extreme Drug Resistance (5 point benefit)  
  All drugs have only 1/2 the normal effect on your system, and with a 
  BOD roll of 15 or greater, the drug has no effect whatsoever.  
  Enhanced Reactions (1-3 point benefit)  
  You have unearthly reaction times. You can cause maximum carnage 
  at most hand-to-eye video games. For every level you gain +1 to 
  initiative rolls.  
  Adrenaline Surge (2 point benefit)  
  You can rely on a surge of pure adrenaline to increase your reaction 
  times in combat. Whenever you trigger this benefit in combat, you 
  must use it for the entire combat. While the adrenaline surge is in 
  effect you get to roll your initiative twice and keep the best result, then 
  add 2 to it. On the downside, this adrenaline overload affects your aim 
  and clouds your thinking. You make all rolls in combat at -2, and if a 
  friendly target gets in your way you must make a dif 12 Cool roll to not 
  attack it.  
  Will To Live (2-6 point benefit)  
  You are strangely unwilling to "give up the ghost". For each level of 
  this benefit, you succeed your first death save automatically without 
  rolling the dice. This benefit cannot be used more than once per week.  
  Temporal Benefits 
  
  1-2 Bedroom 
  Appartment 
  2 pts 350eb 
  2-3 Bedroom 
  Townhouse 
  3 pts 500eb 
  2-3 Bedroom 
  House 
  4 pts 600eb 
  Larger House 5 pts 800eb 
   
  Fair Quality 
  +0 pts 75% 
  Good Quality 
  +1 pt 100% 
  Expensive Digs 
  +2 pts 200% 
   
  Security of 
  Shelter 
  Value Cost 
  Broken locks 
  -2 pts 66% 
  Locked Doors 
  & Windows 
  -1 pt 100% 
  Good Locks 
  0 pts 100% 
  Security 
  System 
  1 pt 
  125% 
  Major Security 2 pts 200% 
   
  Location of 
  Shelter 
  Value Cost 
  Slums 
  -3 pts 100% 
  Residential 
  Ghetto 
  -1 pt 150% 
  Good Residential +0 pt 200% 
  DownTown 
  +0 pts 300% 
  GatedCommunity +1 pts 400% 
   
  Living 
  Arrangements Value Cost 
  Squatting w/ 
  friends 
  -3 pts 0% 
  Living on 
  friend's floor 
  -2 pts 10% 
  2-4 room-
  mates 
  -1 pts 20%-
  33% 
  1 room-mate 
  +0 pts 50% 
  Alone 
  +1 pt 100% 
   
  Payment 
  Value Cost 
  2 Months Behind -1 pt 100% 
  Current 
  +0 pts 100% 
  2 Months Ahead +1 pt 100% 
  Mortgage 
  +1 pt 85% 
  Owned 
  +2 pts 10% 
   
   
  Vehicle - variable points  
  The chararcter owns a vehicle. This vehicle is 
  insured and legally belongs to the character. It is 
  registered in his name unless he has a false identity, 
  in which case the player may decide to which identity 
  the vehicle is registered. If the character is a Blank, 
  then the vehicle will be considered stolen should the 
  police do a thourough investigation. The type of 
  vehicle, as well as it's condition, determines the point 
  value of this Benefit. The point value of this benefit 
  can never be reduced below 1 point.  
  Type of 
  Value 
  Motorcycle, 1 pt 
  Motorcycle, 2 pts 
  Economy Car 2 pts 
  Typical Car 
  3 pts 
    
  Condition of Value 
  Totally 
  +2 pts 
  Slightly 
  +1 pts 
  Brand New 
  +1 pt 
  2-3 years old 
  +0 pts 
  
  Typical Car 
  3 pts 
  Sports Car 
  4 pts 
  Truck 
  5 pts 
  Ultralight 
  6 pts 
  Light Aircraft 7 pts 
  Helicopter 
  9 pts 
  Jet Aircraft 
  10 pts 
   
  2-3 years old 
  +0 pts 
  Rusty & Beat 
  Up 
  -1 pt 
  Piece of §£!¿ 
  -2 pts 
  Sometimes 
  Unavailable 
  (LUK > 12) 
  -1 pt 
  Rarely 
  Available 
  (LUK > 16) 
  -2 pt 
  Lightly Armed +2 pts 
  Heavily Armed 
  (if possible) 
  +4 pts 
   
  Registered Handgun (1 point benefit)  
  A handgun you own is registered to you and you also 
  have the proper paperwork to carry it and use it 
  inside city limits (normally pistols are kept only for 
  home defense). This doesn't mean the police know 
  this though, and you may find yourself being 
  periodically harassed for carrying this weapon 
  around.  
  Registered Restricted Weapon (3 point benefit)  
  You legally own a restricted weapon such as a 
  Submachine Gun, Assault Rifle, etc. You also have 
  the proper paperwork to carry it and use it (in self-
  defense thank you very much) inside city limits. 
  Again this does not guarantee that the local 
  constabulary knows of this permit. Usually SWAT 
  and Military are the only ones with this. 
  Sanctuary (2 point benefit)  
  You know the location and passwords of a local 
  sanctuary. This is a place, much like a covert hotel, 
  where you can lie low for a while when the shit is just 
  too hot. You still have to pay the going rate at the 
  sanctuary.  
    
  Intangible Benefits 
  Luck (3 or 6 point benefit)  
  Your character is exceptionally lucky 
  and can re-roll any two rolls each game 
  session. The 6 point benefit allows for 
  four re-rolls each game.  
  Danger Sense (5 point benefit)  
  You have an innate danger sense. You 
  get "bad feelings" and "apprehensions" 
  quite often before bad stuff happens. 
  You start with a special INT based skill 
  called Danger Sense at +2. The GM 
  will make all die rolls for it. Danger 
  Sense costs double the normal IP to 
  increase.  
  
     
  Mental Penalties 
  Fetish (2-4 point penalty)  
  You have a sexual fetish that differs from the rest of the normal 
  population. Being gay is not a fetish! You could be a rubber maid; a TV 
  who likes being out en femme or a slave mistress. 
  A two point flaw means you have chosen to keep your secret to yourself 
  or told a trusted friend. If you are and someone finds out you will be very 
  embarrassed. 
  A four point flaw version means that you are well and truly out. You think 
  nothing of rubbering up for a trip down town!  
  Modern people are fairly open minded, but there are still plenty of 
  bigots. You are likely to suffer penalties to social rolls in some 
  circumstances. 
  (by Richard Harris)  
  Fearful (1-4 point penalty)  
  You are not a coward but are easily frightened. Threatening people are 
  bad enough, while firefights terrify you. You suffer a penalty to resisting 
  intimidation attempts and horror checks equal to the value of this 
  penalty. 
  (by Richard Harris)  
  Intolerant (4 point penalty)  
  You are a bigot and strongly dislike certain "types" of people; a 
  particular group (a religion, ethnic group, gang or company); oreveryday 
  occurance (drugs, traffic). Anyone from the above groups are 
  completely beyond redemption in your eyes.  
  When you encounter your target of hatred, you must make a make a 
  difficult [20] cool roll to maintain your manners (if you have any). No 
  matter what the roll, your social skill totals are halved. The subject of 
  your hostility will pick up on your attitude, so they may act less friendly 
  to your associates.  
  (by Richard Harris)  
  Paranoid (2 point penalty)  
  You suffer from mild paranoia and believe that someone is out to get 
  you. You can spin conspiracy theories from just getting a parking ticket. 
  You are very careful not to leave any possible edges for your enemies - 
  or friends - to find out. 
  This Penalty cannot be combined with the Extreme Paranoia penalty or 
  the Limited Paranoia benefit. 
  (by Richard Harris)  
  Extreme Paranoia (4 point penalty)  
  You suffer from Paranoia just as above, but you also hallucinate on a 
  failed perception test (1 in 10 chances). You might see snipers; black 
  shadow 'copters, or agents reporting on you whereabouts. 
  (by Richard Harris)  
  Phobia (variable point penalty)  
  This something scares you. Perhaps it is the dark, crowds, death or 
  something completely unfounded. Phobias range from mild to major. 
  Although the fear ratings given here may look odd, there are plenty of 
  modifiers your ref can use to up the values. Phobias are rated as mild or 
  major, and the flaw point cost will vary depending on the severity of the 
  phobia and how common it is. 
  Mild phobias are not so crippling, they are something you fear and 
  would dislike being near, but mostly you can knuckle down and face 
  them. A mild phobia is a normally a two point flaw and requires an 
  average willpower roll. A mild phobia of heights, means you could go 
  
  onto the roof, IF you can force yourself to. However, you will have a -2 
  penalty to all tasks due to fear. Additionally, you must make a willpower 
  test every ten minutes, or you will leave the area that is distressing you. 
  Major phobias require a difficult willpower roll and are often a four point 
  flaw. Typically, you will not approach an area or person/object that 
  causes you fear. If you are forced to approach, you can make a difficult 
  willpower roll to comply. However, repeated checks every ten minutes 
  are required, or you will leave as above. You also will have a -5 penalty 
  on all actions until you leave. 
  Common Phobias: Phobias and the costs are listed below. The values 
  in brackets are the costs for a mild and then a major form of the phobia.  
  • 
  Crowds: If you are in a room or area with more than ten people, 
  you could get freaked out. (2/4)  
  • 
  The Dark: The worse thing is, you can't see things coming. 
  Night time is okay, but darkness freaks you out. (2/4)  
  • 
  Enclosed Spaces: This is a common fear, getting into lifts isn't 
  easy - there's not going to be enough air!! (2/4)  
  • 
  Filth: What? Wade through all that crap? No way, there could 
  be germs, dead things.. Eugh! (1/3)  
  • 
  Fire: Its horrible, fire consumes. The smoke makes you gasp for 
  air and the heat chars you flesh. Bonfires you can deal with, but 
  a house blaze - GET ME OUTTA HERE! (1/3)  
  • 
  Guns: I hate guns, they were made for killing. Best not carry out 
  in case of accidental discharge, and better still, keep away from 
  those gun freaks. (3/6)  
  • 
  Heights: Hitchcock had it right, being that high up just isn't 
  natural. Who knows if the floor won't give way, or the wind blow 
  you off? (2/4)  
  • 
  Loud Noises: Big bangs make you jump, explosions and 
  thunder make you panic. (1/3)  
  • 
  The Net: This place is full of data pirates and The Men in Black 
  who electronically plot the digital ragnarok. Don't mess with 
  computers or hackers. (2/4)  
  • 
  Open Spaces: If you are out in the open, there is no cover, no 
  shelter, no place to hide.... (2/4)  
  • 
  Scientists: They toy with nature like a child plays with matches. 
  We're gonna get burned again... it's enough that they know. 
  They know things we we're meant to know.. (1/3)  
  • 
  Sea: The sea is bottomless, you could fall in and NEVER be 
  found. (2/4)  
  • 
  Sharp Objects: Okay so bullet kill, but they do it quickly. Knives 
  or swords make you bleed, so you get to watch you life dribble 
  away onto the pavement. (2/4)  
  • 
  Technophobia: The modern world is a crazy place. It's made 
  more so by the machines we use (Or do they use us?). Don't 
  play with electronics or mechanical things - its not natural (3/6).  
  (by Richard Harris)  
  Promise (1-4 point penalty)  
  You have vowed to yourself that you will, or will not, perform a certain 
  deed. It could be trival, like never take drugs, or it could be something 
  dangerous, like swearing revenge on a corporation! Whatever it is, you 
  must complete this compulsion at all times. Nothing stops you, and you 
  must make a Cool roll, dif 17 to force yourself otherwise. 
  Trival promises are worth one point and include: Never smoke; always 
  wear a certain colour or uniform; don't speed.  
  Minor promises are worth two points and include: Always tell the truth; 
  
  follow a special diet (veggie, vegan or just special synthetic neutrient 
  diet); uphold your religious beliefs; never have sex; never take 
  recreational drugs; take revenge on the person who wronged you.  
  Major promises are worth four points and include: Never take any kind 
  of drug; never have cybernetic or bioware implants; always carry a 
  firearm; remove on all foes. Some strict religious beliefs fit here instead 
  of in the minor penalties. 
  (by Richard Harris)  
  Saver (3 point penalty)  
  Unlike the carefree shopaholic, you like to keep big reserves kept back 
  just in case a major bill comes up. You always save you money, you are 
  not a scrooge, just not a throwaway. You must make an average [15] 
  willpower roll to splash out on anything that is not absolutely necessary. 
  Vital purchases are rent, food and new clothes (occasionally). 
  (by Richard Harris)  
  Shopaholic (3 point penalty)  
  You are always spending money. Clothes, food, drink, drugs or the 
  latest music video chip gobble up your money. You must make an 
  average [15] willpower roll to save money. If you roll a 1 you spend D6 x 
  10% of your money and if you fumble you go on a massive spending 
  spree and blow everything. Your overdraft charges could keep the Bank 
  of Borneo afloat alone. 
  (by Richard Harris)  
  Ego Signature (1-5 point penalty)  
  You have a need to take credit for everything you do. You leave a mark 
  behind wherever you do something. Some people drop a business card, 
  others a piece of origami or a shuriken. Whenever you do something 
  you must make a cool roll - flaw or leave your ego signature behind.  
  Overconfident (2 point penalty)  
  You feel that nothing is beyond your abilities. This is a role-played 
  penalty where the character will have more faith in his abilities than the 
  player might (for example, a base rifle skill of 11 and still believe that the 
  extreme range shot is easily within his grasp).  
  Nightmares (1 point penalty)  
  Most nights (5 in 6) you have a difficult time sleeping because of 
  recurring nightmares (usually of some past trauma). If you are using the 
  rules for Stress from Grimm's CyberTales, then roll a D6. On a 1-4 you 
  gain that many stress points, on a 5 you not only gain 5 stress, but do 
  not sleep enough to get rid of your old stress points. If not using the 
  Stress rules, roll a D6, on a 1 you are at -2 on all rolls for the day, on a 2 
  you are at -1, on a 3-5 you just tossed and turned and woke up 
  screaming, and on a 6 you had a restful night's sleep.  
  Absent Minded (3 point penalty)  
  You have real trouble remembering small things... like people's names 
  and so on. To remember stuff like names, the need to buy more ammo, 
  the meeting time or place, roll INT dif 13. Also, you cannot take notes of 
  game events.  
   
  Aptitude Penalties 
  Reduced Stat (2 point penalty)  
  You just aren't intrinsically good at something. One of your stats 
  (chosen by you) is reduced by 1 point.  
  Few Criticals (2 point penalty)  
  You don't count the re-roll on a natural 10 unless the result of the re-
  roll is an even number.  
  Deep Sleeper (2 point penalty)  
  You are prone to sleeping in until the early afternoon. You are often 
  
  late for meetings and dates, and must make a Difficult Awareness roll 
  to awaken in times of trouble. Also all Awareness rolls against 
  Stealthing oponents while asleep are at +20 difficulty instead of +10.  
  Shy (1 point penalty)  
  You hate being the centre of attention. Because of this you get -2 on 
  all social interactions as you must draw at least one person's 
  attention to yourself, and -5 on any actions when you are the centre 
  of attention for a group who are not all your friends.  
  Short Fuse (1 to 5 point penalty)  
  You get a -1 to -5 penalty on all cool rolls to avoid violent 
  confrontation (such as aggression checks during combat-drug highs, 
  heat waves, and facedowns).  
  Hard of Hearing (2 point penalty)  
  You get a -4 on auditory awareness rolls. This can be partially 
  compensated for with cybernetics, but it's more a problem with you 
  auditory centres in the brain and your lack of attention to auditory 
  clues than it is an actual hearing disorder or damage to the eardrums.  
  Bad Eyesight (2 point penalty)  
  As above, but for visual awareness rolls.  
  One-Hander (2 point penalty)  
  You get -4 on rolls using your band hand (instead of the normal -3), 
  and also get -1 on rolls requiring the strong use of both hands (firing 
  rifles, intricate surgery, etc).  
   
   
   
   
   
  Societal Penalties 
  
  Code of Honour (Varies)  
  You have a personal code of ethics and live up to them to the letter. Breaking your 
  code requires an average willpower roll. If under coercion (drugs or otherwise), you 
  gain +4 to resist orders (if applicable).  
  Ganger - 2 points  
  Avenge an insult.  
  Protect fellow gangers.  
  Your gang's enemy is your enemy;  
  Defend the gang's honor and its turf.  
  Dealer - 2 points  
  If you are paid for a job, you will do your utmost to finish it.  
  A dealer's word is binding and you will honor it (even if others don't - to a point).  
  Gunslinger - 2 points  
  Never shoot an unarmed man.  
  Never shoot someone from behind.  
  Never take advantage of an ambush situation.  
  Never set a trap except to defend your home.  
  Corporate - 4 points  
  A business promise must be kept.  
  Always remain true and loyal to your patron corporation.  
  Always try to treat other business persons with respect.  
  Remember those who welch on a deal.  
  Cop - 4 points  
  Never kill unless it is absolutely necessary.  
  Uphold the law.  
  Remember that suspects are innocent until proven guilty.  
  Do not turn a blind eye or accept a bribe.  
  Directive Four (classified) ;-)  
  Hacker - 2 points  
  Never betray a source (of codez or warez).  
  Never pay for a server when you can rip off The Man.  
  Mistrust authority (at all times!).  
  Criminal Record (1 point penalty)  
  You have a criminal record, and your SS number, FingerPrints and identifying DNA 
  tag appear in the police and FBI records, along with your "rap-sheet" detailing what 
  criminal activities you have been convicted, accused or suspected of.  
  Major Criminal Record (2 point penalty)  
  You have a "rap-sheet" that's "as long as my arm!". Your vital stats are kept near 
  the top of the search engines for Modus Operandi with local police forces and the 
  FBI, and the cops start talking to you or monitoring your activities whenever 
  something happens that could be your doing.  
  Bad Reputation (2 point penalty)  
  You have a street reputation that does nothing to improve your standing with 
  anyone. This could be earned or not, but it's always something nasty like being a 
  betrayer, liar, psychopath or rapist.  
  Lecherous (2 point penalty)  
  You have to make a seduction check against eligible persons of your prefered sex. 
  In addition you must make a Cool roll at -2 to even consider putting up a resistance 
  to seduction attempts from your prefered sex. If your character is openly bisexual 
  in preference (or omnisexual), then this is a 3 point penalty.  
  Ward (3 point penalty)  
  You have a "Ward". Someone you have to watch out for (a child or other 
  dependent). Did anyone say "plot hook"?  
  Hunted by the Police (variable point flaw)  
  You are hunted by the police - usually for a crime you committed or are suspected 
  of, but sometimes it's just a vendetta.  
  • 
  Hunted by a few local cops for whatever, personal, reason - 1 point  
  • 
  Hunted by the local police force - 3 points  
  
  • 
  Hunted by the State police force - 4 points  
  • 
  Hunted by a national police organization - 5 points   
  Occupation Table  
   Starting money: Is equal to 1 year’s worth of income.  
                        
  
   
  Weapons 
   
   
  Special Ability 
  ROLE 
  1-5 
  6 
  7 
  8 
  9 
  10 
  Star 
  $30,000 
  A year 
  $70,000  
  A year 
  $120,000 
  A year 
  $500,000 
  A year 
  $1,000,000 
  A year 
  $5,000,000 
  A year 
  Soldier 
   
  $15,000 
  A year 
  $30,000 
  A year 
  $40,000 
  A year 
  $50,000 
  A year 
  $70,000 
  A year 
  $100,000 
  A year 
  Hacker 
  $15,000 
  A year 
  $30,000 
  A year 
  $45,000 
  A year 
  $70,000 
  A year 
  $120,000 
  A year 
  $500,000 
  A year 
  Engineer 
  $15,000 
  A year 
  $30,000 
  A year 
  $50,000 
  A year 
  $80,000 
  A year 
  $200,000 
  A year 
  $600,000 
  A year 
  Paramedic 
  $25,000 
  A year 
  $50,000 
  A year 
  $100,000 
  A year 
  $200,000 
  A year 
  $600,000 
  A year 
  $1,000,000 
  A year 
  Reporter 
  $15,000 
  A year 
  $30,000 
  A year 
  $50,000 
  A year 
  $70,000 
  A year 
  $100,000 
  A year 
  $400,000 
  A year 
  Law 
  Enforcer 
  $15,000 
  A year 
  $20,000 
  A year 
  $30,000 
  A year 
  $50,000 
  A year 
  $80,000 
  A year 
  $160,000 
  A year 
  Business 
  Tycoon 
  $20,000 
  A year 
  $40,000 
  A year 
  $80,000 
  A year 
  $200,000 
  A year 
  $600,000 
  A year 
  $1,200,000 
  A year 
  Gangster 
  $15,000 
  A year 
  $30,000 
  A year 
  $60,000 
  A year 
  $120,000 
  A year 
  $300,000 
  A year 
  $800,000 
  A year 
  Thug 
  $10,000 
  A year 
  $15,000 
  A year 
  $30,000 
  A year 
  $60,000  
  A year 
  $120,000 
  A year 
  $500,000 
  A year 
  Sneak 
  $15,000 
  A year 
  $30,000 
  A year 
  $60,000 
   A year 
  $120,000 
   A year 
  $300,000 
  A year 
  $800,000 
  A year 
  Outdoorsman 
  $10,000  
  A year 
  $15,000  
  A year 
  $30,000 
  A year 
  $60,000  
  A year 
  $120,000 
  A year 
  $500,000 
  A year 
  Politician 
  $20,000 
  A year 
  $40,000 
  A year 
  $80,000 
  A year 
  $200,000 
  A year 
  $600,000  
  A year 
  $1,200,000 
  A year 
  Scientist 
  $20,000 
  A year 
  $40,000 
  A year 
  $80,000 
  A year 
  $200,000 
  A year 
  $400,000 
  A year 
  $800,000 
  A year 
  Vagrant 
  $5,000  
  A year  
  $8,000  
  A year 
  $10,000  
  A year 
  $20,000  
  A year 
  $45,000  
  A year  
  $75,000 
  A year 
  Wheelman 
  $15,000 
  A year 
  $20,000 
  A year 
  $45,000 
  A year 
  $90,000 
  A year 
  $300,000 
  A year 
  $900,000 
   A year 
  Pilot 
  $15,000  
  A year 
  $30,000 
  A year 
  $60,000 
  A year 
  $120,000 
  A year 
  $300,000 
  A year 
  $800,000 
  A year 
  
   
  COP .357 DERRINGER 
  Type : Medium revolver 
  Precision : 0  
  Availability : Common 
  Concealement : Pocket 
  Clip : 4 
  Rate of fire : 2   Ammunition : 10 mm (2D6+3)  
  Reliability : Very Reliable  
  Range : 30 meters  
  Price : $200  
  Description: Cyberpunk 2020 
  Length : 15 cm 
  Country : USA 
   
   
  .44 BULLDOG  
  Type : Medium revolver 
  Precision : -1 
  Availability : Common 
  Concealement : Pocket 
  Clip : 5  
  Rate of fire : 1   Ammunition : .44B (2D6+2)  
  Reliability : Very Reliable 
  Range : 40 meters  
  Price : $300 
  Description : cyberpunk 2013 
  Length : 13 cm 
  Country : USA 
  A surprising weapon, when you consider its size and its stopping power. Used by US police 
  forces. 
   
  
   
  COLT .38 DETECTIVE 
  Type : Light revolver  
  Precision : +1 
  Availabilty : Common 
  Concealement : Jacket 
  Clip : 6  
  Rate of fire : 1   Ammunition : 7mm (1D6+2)  
  Reliability : Very Reliable 
  Range : 50 meters  
  Price : $100 
  Description : Cyberpunk 2020 
  Length : 19 cm 
  Country : USA 
   
   
  SMITH & WESSON COMBAT MAGNUM MOD. 66 
  Type : Heavy revolver 
  Precision : 0 
  Availabilty : Common 
  Concealement : Jacket 
  Clip : 6  
  Rate of fire : 2   Ammunition : .357M (3D6+1)  
  Reliability : Very Reliable 
  Range : 50 meters  
  Price : $400  
  Description : Cyberpunk 2020 
  Length : 24 cm 
  Country : USA 
   
  
   
  COLT ANACONDA  
  Type : Heavy revolver 
  Precision : +1  
  Availabilty : Common 
  Concealement : Jacket 
  Clip : 6  
  Rate of fire : 1   Ammunition : .44 (4D6)  
  Reliability : Very Reliable 
  Range : 50 meters  
  Price : $600  
  Length : 29 cm ( six inches barrel ) 
  Country : USA 
  Also available in version .45ACP (2D6+2, rate : 2), and in 4,6 or 8 inches barrel. 
   
   
  HECKLER & KOCH P9S   
  Type : Medium auto pistol   
  Accuracy : +1   
  Availability : Common   
  Concealiability : Pocket   
  Capacity : 9   
  Rate of fire : 2   Ammo : 9 mm (2D6+1)   
  Reliability : Very reliable   
  Range : 40 meters   
  Price : $300    
  description: Cyberpunk 2013   
  Size : 16 cm   
  Country : Germany 
  A modern pistol that is compact, easy to use and precise.   
  Common among the police forces throughout the world. 
   
  BERETTA M951   
  
     
  Type : Medium pistol   
  Accuracy : 0   
  Availability : Common   
  Conceleability : Jacket   
  Capacity : 8    
  Rate of fire : 1 
  Ammo : 9 mm (2D6+1)    
  Reliability : Standard   
  Range : 50 meters    
  Price : $660  
  Size : 20 cm   
  Country : Italy 
   
  A fairly common weapon adopted by many European polices and some armed forces.   
  It is still an easy pistol to get. 
   
  BERETTA 92 FS  
     
  Type : Medium auto pistol   
  Accuracy 0   
  Availability : Excellent   
  Concealiability : Jacket   
  Capacity : 15    
  Rate of fire : 3 
  Ammo : 9 mm (2D6+1)    
  Reliability : Very reliable   
  Range : 50 meters    
  Price : $710   
  Size : 21 cm   
  Country : Italy 
   
  A classic 9 mm Parabellum pistol that was especially used by European polices throughout the end 
  of the twentieth century.   
  Compact and reliable. 
       
  
  COLT .45 M1911 A7  
     
  Type : Medium auto pistol    
  Accuracy : 0   
  Availability : Excellent   
  Concealiability : Jacket   
  Capacity : 7    
  Rate of fire : 2 
  Ammo : .45ACP (2D6+2)    
  Reliability : Standard   
  Range : 50 meters   
  Price : $900   
  Description : Cyberpunk 2013   
  Size : 22 cm   
  Country : USA 
   
  US Army issue pistol in the 20's, the Colt .45 is known for having good stopping power and by  its 
  blunt  look. 
       
  COLT COMMANDER   
     
  Type : Medium auto pistol   
  Accuracy : 0   
  Availability : Common   
  Concealiability : Jacket   
  Capacity : 7    
  Rate of fire : 2 
  Ammo : .45 ACP (2D6+2)    
  Reliability : Very reliable   
  Range : 40 meters   
  Price : $840 
  Description : cyberpunk 2013   
  Size : 20 cm   
  Country : USA 
   
  More modern than the last model, this .45 pistol is reliable and common all over the world. 
  
       
  COLT / IMI DESERT EAGLE  
     
  Type : Heavy auto pistol   
  Accuracy : +1   
  Availability : Common   
  Concealiability : Jacket   
  Capacity : 9   
  Rate of fire : 2 
  Ammo : .357 M (3D6+1)   
  Reliability : Very reliable   
  Range : 50 meters   
  Price : $1500  
  Description: Cyberpunk 2013   
  Size : 26 cm   
  Country : USA / Israel 
   
  There is a .44 (4D6)(Capacity : 8 Precision : 0) ,a .41 Magnum (3D6+3) (Capacity 9, precision : 0 ) 
  and a .50AE (5D6) (Capacity 7, precision : 0 )version. Brought to the world between 1980 and 
  1990, this weapon was used to equip among others, the american and israel armies. It was also well 
  sold in the civilian market. 
       
  FN BROWNIG HIGH-POWER  
     
  Type : Medium auto pistol   
  Accuracy : 0   
  Availability :Excellent   
  Concealiability : Jacket   
  Capacity : 13   
  Ammo : 9 mm (2D6+1)   
  Reliability : Very reliable   
  Range : 50 meters   
  Price : $300   
  Description : Cyberpunk 2013   
  
  Rate of fire : 2 
  Size : 20 cm   
  Country : Belgium 
   
  An excellent military and civilian weapon used throughout the world. 
       
  FN BROWNING .25   
     
  Type : Light auto pistol   
  Accuracy : 0   
  Availability : Common   
  Concealiability : Pocket   
  Capacity : 5   
  Rate of fire : 2 
  Ammo : .25 (1D6+1)   
  Reliability : Unreliable   
  Range : 40 meters   
  Price : $250  
  Description : Cyberpunk 2013   
  Size : 15 cm   
  Country : Belgium 
   
  A common pistol.   
  It is one of the smallest in the market and usually used as a last line of defense or by ladies. 
       
  GLOCK M17   
     
  
  Type : Medium auto pistol   
  Accuracy : +1   
  Availability : Common   
  Concealiability : Jacket   
  Capacity : 17   
  Rate of fire : 2 
  Ammo : 9 mm (2D6+1)   
  Reliability : Very reliable   
  Range : 50 meters   
  Price : $570 
  Description : Cyberpunk 2013   
  Size : 19 cm   
  Country : Austria 
   
  Plastic polymer weapon of very good manufacture which is at the same time, precise and easy to 
  use. Standard issue pistol in the Austrian army. 
   
  HIGH STANDARD DERRINGER   
     
  Type : Light pistol   
  Accuracy : -1   
  Availability : Common   
  Concealiability : Pocket   
  Capacity : 2   
  Rate of fire : 1 
  Ammo : 5 mm (1D6)   
  Reliability : Standard   
  Range : 30 meters   
  Price : $90   
  Description : Cyberpunk 2013   
  Size : 12 cm   
  Country : USA 
   
  Even as a last line of defense weapon, the HIGH STANDARD DERRINGER lacks the stopping 
  power needed to be really intimidating. Even so, its size makes it an always helpful weapon. Some 
  versions can be found in .44 Magnum (4D6), or .45 Long Colt (4D6+1). Acc: -3, reliability: weak. 
       
  LARR GRIZZLY  
     
  
  Type : Heavy auto pistol   
  Accuracy : +1   
  Availability : Rare   
  Concealiability : Jacket   
  Capacity : 7   
  Rate of fire : 1 
  Ammo : .375W (3D6+2)   
  Reliability : Standard   
  Range : 80 meters   
  Price : $600   
  Size : 29 cm   
  Country : USA 
   
  With an impressive size, precision and power, this pistol was however, sold very little. Exists in .44 
  Mag (4D6), .45ACP(2D6+2) or even .50 AE (5D6). Some conversion kits can be found, which 
  allow to change from a caliber to another. 
       
  LUGER PARABELLUM P-08  
     
  Type : Medium pistol   
  Accuracy : 0   
  Availability : Mediocre   
  Concealiability : Jacket   
  Capacity : 8   
  Rate of fire : 1 
  Ammo : 9 mm (2D6+1)   
  Reliability : Standard   
  Range : 50 meters   
  Price : $500   
  Description : Cyberpunk 2013   
  Size : 22 cm   
  Country : Germany 
   
  The first 9 mm Parabellum was this famous “Wermacht” pistol that was copied and replicated at the 
  end of the century. It is nevertheless a little obsolete today. 
       
  MAKAROV  
  
     
  Type : Light auto pistol   
  Accuracy : 0   
  Availability : Poor 
  Concealiability : Pocket   
  Capacity : 8   
  Rate of fire : 2 
  Ammo : 9 mm M (1D6+3)   
  Reliability : Standard   
  Range : 30 meters   
  Price : $230   
  Size : 16 cm   
  Country : URSS 
   
  This rare weapon from the former eastern block is based on the famous Walther PPK.   
  It's a very discrete pistol with an all around average characteristics. 
       
  MAUSER M1896  
     
  Type : Medium auto pistol   
  Accuracy : +1   
  Availability : Rare   
  Concealiability : Jacket   
  Capacity : 10   
  Rate of fire : 2 
  Ammo : 7,65M (2D6) or 9 mm (2D6+1) in 
  recent models.   
  Reliability : Standard   
  Range : 50 meters   
  Price : $1000    
  Description : Cyberpunk 2013   
  Size : 28 cm   
  Country : Germany 
   
  This veteran weapon of W.W. 1 made its 100 year birthday just a couple of years back.   
  It is a fast and precise weapon that unfortunately, can only be found at antique shops today. 
  
       
  NAVY ARMS MANBA  
     
  Type : Medium auto pistol   
  Accuracy : +1   
  Availability : Common   
  Concealiability : Jacket   
  Capacity : 15   
  Rate of fire : 1 
  Ammo : 9 mm (2D6+1)    
  Reliability : Standard   
  Range : 50 meters   
  Price : $600   
  Description: Cyberpunk 2013.   
  Size : 19 cm   
  Country : South Africa 
   
  This weapon was designed in the US by Smith & Wesson and produced in South Africa under 
  license. It has a characteristic body of plastic polymers and a good capacity clip.   
  Can also be found in the SMG version (Rate of fire 15), however, this is a very rare variant. 
       
  RUGER MK II Standard  
     
  
  Type : Light auto pistol   
  Accuracy : +2   
  Availability : Common   
  Concealiability : Jacket   
  Capacity : 13   
  Rate of fire : 2 
  Ammo : .22L (1D6+1)   
  Reliability : standard   
  Range : 50 meters   
  Price : $300  
  Description : Cyberpunk 2013   
  Size : 28 cm   
  Country : USA 
   
  An excellent pistol that combines precision with an easy to use concept.   
  It was one of the preferred weapons by assassins. 
       
  SIG SAUER P-210-2   
     
  Type : Medium auto pistol   
  Accuracy : +1   
  Availability : Common   
  Concealiability : Jacket   
  Capacity : 15   
  Rate of fire : 2 
  Ammo : 9mm (2D6+1)   
  Reliability : Very reliable   
  Range : 50 meters   
  Price : $630   
  Description : Cyberpunk 2013   
  Size : 19 cm   
  Country : Swiss 
   
  One of the most precise military pistols of the time.   
  Adopted by the Swiss army, the SIG SAUER P-210-2 is a very easy pistol to maintain. 
       
  STYER GB80  
  
     
  Type : Medium auto pistol    
  Accuracy : 0   
  Availability :Mediocre   
  Concealiability : Jacket   
  Capacity : 18   
  Rate of fire : 2 
  Ammo : 9 mm (2D6+1)   
  Reliability : Standard   
  Range : 50 meters   
  Price : $900 
  Description : Cyberpunk 2013   
  Size : 22 cm   
  Country : Austria 
   
  The STYER GB80 was in its time the weapon of choice within NATO countries police and armed 
  forces. Highlights are its modern concept and a large capacity clip. 
       
  T.D.E. AUTOMAG .44  
     
  Type : Very heavy auto pistol   
  Accuracy : 0   
  Availability : Mediocre   
  Concealiability : Jacket   
  Capacity : 7   
  Rate of fire : 1 
  Ammo : .44 (4D6)   
  Reliability : Unreliable   
  Range : 50 meters   
  Price : $700 
  Description : Cyberpunk 2013   
  Size : 29 cm   
  Country : USA 
   
  In its own time it was considered the most powerful pistol in the world.   
  Production was abruptly stopped after a series of technical problems. 
       
  
  TOKAREV 1933 TT-33  
     
  Type : Medium auto pistol   
  Accuracy : 0   
  Availability :Common   
  Concealiability : Jacket   
  Capacity : 8   
  Rate of fire : 2 
  Ammo : 7,65M (2D6)   
  Reliability : Very reliable   
  Range : 50 meters   
  Price : $350   
  Description : Cyberpunk 2013   
  Size : 20 cm   
  Country : URSS 
   
  This pistol was used in the soviet army and police throughout the twentieth century.   
  It can usually be found in eastern countries. 
       
  WALTER PPK  
   
  Illustration : Philippe "Boss" BAUSSERON 
  Type : Medium auto pistol   
  Accuracy : 0   
  Availability : Excellent   
  Concealiability : Pocket   
  Capacity : 7   
  Rate of fire : 2 
  Ammo : 9 mm (2D6+1)   
  Reliability : Standard   
  Range : 30 meters   
  Price : $430   
  Description : Cyberpunk 2013   
  Size : 15 cm   
  Country : Germany 
   
  Mostly known as James Bond's favorite weapon, the Walter PPK was actually used by intelligence 
  
  agencies across the world. 
   
  BERETTA M93  
   
  Picture : Philippe "Boss" BAUSSERON 
  Type : Medium SubmachineGun 
  Accuracy : 0 
  Availability : Poor 
  Concealement : Jacket 
  Clip : 20  
  Rate of fire :3 or 1, depending on the 
  pressure on the trigger. 
  Ammo : 9 mm (2D6+1)  
  Reliability : standard 
  Range : 100 meters  
  Price : $550 
  Length : 24 cm. 
  Country : Italy 
   
  An automatic version of beretta pistols. A low rate of fire and a compact size make up for a poor 
  clip size. 
    
  BERETTA MODEL 12  
   
  Type : Medium SubmachineGun 
  Accuracy : 0 
  Availability : Excellent 
  Concealement : Long Coat 
  Clip : 32  
  Rate of fire : 20 
  Ammo : 9 mm (2D6+1)  
  Reliability : Very good 
  Range : 200 meters  
  Price : $500 
  Length : 42 cm, stock folded 
  Country : Italy 
   
  
  Esthetic, accurate and reliable. Model 12 has been chosen buy many african or south american 
  countries to equip their army, and also by the italian police itself.  
    
  BUSHMASTER  
   
  Type : Heavy SubmachineGun 
  Accuracy : 0 
  Availability : Rare 
  Concealement : Long Coat 
  Clip : 30  
  Rate of fire : 3/20 
  Ammo : 5,56 (4D6)  
  Reliability : standard  
  Range : 250 meters  
  Price : $800 
  Description : Cyberpunk 2020 
  Length : 42 cm 
  Country : USA 
   
    
  IMI MINI UZI  
   
  Type : Medium SubmachineGun  
  Accuracy : 0 
  Availability : Poor 
  Concealement : Jacket 
  Clip : 30  
  Rate of fire : 20 
  Ammo : 9 mm (2D6+1)  
  Reliability : Very good 
  Range : 150 meters  
  Price : $700 
  Description : Cyberpunk 2013 
  Length : 37 cm, stock folded. 
  Country : Israel 
   
  
  A medium version of the popular Uzi, which can be easely concealed under wide clothes. 
    
  IMI UZI PISTOL 
   
  Type : Medium SubmachineGun  
  Accuracy : 0 
  Availability : Poor 
  Concealement : Jacket 
  Clip : 20/30 
  Rate of fire : 3 rounds burst.  
  Ammo : 9mm (2D6+1)  
  Reliability : Very good 
  Range : 100 meters  
  Price : $450 
  Length : 23 cm, stock folded 
  Country : Israel 
   
  The smaller version of the Uzi, not bigger than a pistol of the same caliber. Very popular among 
  terrorists. 
    
  INGRAM MAC 10  
   
  Type : Medium SubmachineGun 
  Accuracy : -1 (.45) or 0 (9 mm)  
  Availability : Common 
  Concealement : Jacket 
  Clip : 30 
  Rate of fire : 20 
  Ammo : .45 ACP (2D6+2) or 9 mm 
  (2D6+1)  
  Reliability : Weak 
  Range : 150 meters  
  Price : $800 
  Description : Cyberpunk 2020 
  Length : 28 cm, stock folded, without 
  
  suppressor. 
  Country : USA 
   
    
  INGRAM M11 COBRA 
   
  Type : Ligth SubmachineGun 
  Accuracy : -1 
  Availability : Common 
  Concealement : Jacket / coat 
  Clip : 16 ou 32 
  Rate of fire : 25 
  Ammo : 7mm (1D6+2)  
  Reliability : Weak 
  Range : 50 meters  
  Price : $600 
  Length : 22 cm, stock folded, without 
  suppressor. 
  Country : USA 
   
  Shortened version of the MAC 10, which shots ligther bullets, at a higher rate of fire. Two clips are 
  available, depending on the concelament wanted. Civilian versions have been sold, weren't equiped 
  with automatic fire. Like the Mac 10, the Mac 11 can be fitted with a sound suppressor (about 20 
  cm, 50 eb). 
    
  M3 A1 "GREASE GUN" 
   
  Type : Medium SubmachineGun 
  Accuracy : 0 
  Ammo : .45ACP (2D6+2)  
  Reliability : standard  
  
  Availability : Common 
  Concealement : Long Coat 
  Clip : 30  
  Rate of fire : 30  
  Range : 150 meters  
  Price : $450 
  Description : Cyberpunk 2013 
  Length : 50 cm, stock folded 
  Country : USA 
   
  Standard weapon of the us army, since WWII. its nick name is the result of its design. 
    
  MADSEN MODEL 50 
   
  Type : Medium SubmachineGun Accuracy 
  : +1 
  Availability : Common 
  Concealement : Long Coat 
  Clip : 32  
  Rate of fire : 25 
  Ammo : 9 mm (2D6+1)  
  Reliability : Very good 
  Range : 200 meters  
  Price : $500 
  Length : 52 cm, stock folded. 
  Country : Danemark. 
   
  Accurate and easy to look after submachinegun, which was used by the british army. the security 
  trigger behind the clip prevents from firing with a single hand. (although a good sticky band can fix 
  the problem). 
    
  PPSH 41  
   
  Type :Medium SubmachineGun  
  Accuracy : +1 
  Availability : Common 
  Ammo : 7,62M (2D6+1)  
  Reliability : standard 
  Range : 250 meters  
  
  Concealement : non concealable 
  Clip : 35 ou tambour de 71. 
  Rate of fire : 35 
  Price : $400 
  Length : 84 cm 
  Country : USSR 
   
  Standard weapon of the red army since WWII. more than five millions were made, often copied, in 
  china for instance, where it is called "Model 50".  
    
  STERLING Mark 7 L2 A3  
   
  Type : Medium SubmachineGun  
  Accuracy : 0 
  Availability : Common 
  Concealement : Long Coat 
  Clip : 32. 
  Rate of fire : 20 
  Ammo : 9 mm (2D6+1)  
  Reliability : Very good 
  Range : 200 meters  
  Price : $400 
  Length : 45 cm, stock folded 
  Country : United Kingdom. 
   
  British weapon used by the army and british police. It has also been sold in the United States where 
  it was used by police force. It's a reliable and compact weapon , wich fires a classical 9mm ammo, 
  from a side Clip. 
    
  SCHMEISSER MP-40  
   
  Type :Medium SubmachineGun  
  Accuracy : +1 
  Availability : Common 
  Ammo : 9 mm (2D6+1)  
  Reliability : Very good 
  Range : 200 meters  
  
  Concealement : non concealable 
  Clip : 32. 
  Rate of fire : 25 
  Price : $450 
  Length : 64 cm, stock folded 
  Country : Germany. 
   
  One of the most famous weapon of WWII, used by the german army. More than a millionwere 
  built, and some were still in use at the end of the century by police or armies throughout the world. 
    
  THOMPSON M 1928 A1 
   
  Type : Medium submachinegun 
  Accuracy : +1 
  Availability : Poor 
  Concealement : non concealable 
  Clip : 32 (straight Clip) or 50 (cylinder )  
  Rate of fire : 30 
  Ammo : .45 ACP ( 2D6+2 ) 
  Reliability : Weak 
  Range : 200 meters  
  Price : $500 
  Description : Cyberpunk 2013 
  Length : 91 cm. 
  Country : USA 
   
  Used by gangster and police between the two world wars in the united states. 
    
  THOMPSON M1A1 
   
  Picture : Philippe "Boss" BAUSSERON 
  Type : medium submachinegun 
  Accuracy : +1 
  Availability : Common 
  Concealement : non concealable 
  Clip : 20 / 30  
  Rate of fire : 30 
  Ammo : .45 ACP ( 2D6+2 ) 
  Reliability : Very good 
  Range : 250 meters  
  Price : $450 
  Description : Cyberpunk 2020 
  Length : 81 cm. 
  Country : USA 
   
  
  this SMG replaced the 1928 Model during WWII. 
    
  VZ 61 SKORPION 
   
  Type : Ligth machinegun. 
  Accuracy : +1 
  Availability : Poor 
  Concealement : Jacket 
  Clip : 20  
  Rate of fire : 60 
  Ammo : .25 (1D6+1)  
  Reliability : very good 
  Range : 80 meters  
  Price : $350 
  Description : Cyberpunk 2020 
  Length : 27 cm stock folded. 
  Country : Czechoslovakia. 
   
   
   
   
   
  H&K USP .45 Tactical Pistol 
  Type: Handgun, Accuracy: +1 Availability: Poor Conceal: Jacket Clip: 10 Rate of Fire: 2 Damage: 
  .45ACP (2d6+2) Reliability: Very Reliable Range: 50m Price: $850; laser sight and silencer only 
  $75 apiece each for attachments.  
   
  
   
  HECKLER & KOCH MP5k & Mp5 SD3 
  Type :Medium SubmachineGun  
  Accuracy : 0 
  Availability : Common 
  Concealement : Long Coat / Jacket  
  Clip : 30 / 15 
  Rate of fire : 2 / 20    Ammo : 9 mm (2D6+1)  
  Reliability : standard  
  Range : 150 meters  
  Price : $1200 
  Description : Cyberpunk 2013 
  Length : 38 cm stock folded. 
  Country : Germany 
  Shortened version of the MP5, often used by special police forces and terrorists. The MP5 SD3 
  (Concealment: Long Coat, 46 cm, $350, dotted line) is a version equipped with a sound 
  suppressor. 
   
   
  HECKLER & KOCH MP5  
  Type :Medium submachinegun  
  Accuracy : +1 
  Availability : Common 
  Concealement : non concealable 
  Clip : 30/20  
  Rate of fire : 2/20   Ammo : 9mm (2D6+1)  
  Reliability : standard 
  Range : 200 meters  
  Price : $1200  
  Description: Cyberpunk 2020 
  Length : 68 cm 
  Country : Germany 
   
  
   
  IMI PM UZI (Long Version)  
  Type :Medium SubmachineGun  
  Accuracy : +2  
  Availability : Common 
  Concealement : Long Coat 
  Clip : 30 
  Rate of fire : 20    Ammo : 9 mm (2D6+1)  
  Reliability : Very good 
  Range : 150 meters  
  Price : $1050  
  Description : Cyberpunk 2020 
  Length : 42 cm, stock folded 
  Country : Israel 
  A longer version, for a more accurate shot. Used by SWATs and infantry men. 
   
   
  WINCHESTER M70 
  Type : Heavy hunting rifle  
  Precision : +2 
  Availability : Common 
  Concealment : Non concealable 
  Clip : 5  
  Rate of fire : 1   Ammunition : 30-06 (5D6+3)  
  Reliability : very reliable 
  Range : 400 meters  
  Price : $690  
  Description : Cyberpunk 2020 
  Length : 115 cm 
  Country : USA 
   
   
  HECKLER & KOCH G3  
  Type : Assault rifle  
  Precision : +1 
  Availability : Poor 
  Concealment : Non concealable 
  Clip : 20 (5,56 : 30)  
  Rate of fire : 2/20   Ammunition : 7.62N (5D6+2) or 5.56 (4D6)  
  
  Reliability : Very Reliable 
  Range : 350 meters 
  Price : $1000  
  Length : 103 cm 
  Country : Germany 
  G-3 is a heavy Assault rifle. It is reliable, accurate and powerful. Used by NATO forces 
  throughout the world, it can be found especially in Australia, Mexico, Bangladesh, in Central 
  Africa and in Norway.  
   
   
  COLT COMMANDO / AR-15  
  Type : Assault rifle  
  Precision : 0 
  Availability : Common 
  Concealment : Non concealable 
  Clip : 20 or 30  
  Rate of fire : 3/30 ( AR-15 : 2)   Ammunition : 5,56 (4D6)  
  Reliability : standard 
  Range : 250 meters 
  Price : $800 (civilian) $1200 (military) 
  Length : 71 cm, stock folded 
  Country : USA 
  A shortened version of the M-16, the Colt commando is not as accurate as the original model. It 
  has been used in jungle combat, and by police forces. The civilian, single-shot version goes under 
  the name of "AR-15".   
   
  COLT M-16A1 & M-16A2  
   
  Type : Assault rifle  
  Precision : +1 (M-16A2 : +2) 
  Availability : Common 
  Concealment : Non concealable 
  Clip : 30  
  Rate of fire : 2/30 ( or 3/30 on recent 
  versions) 
  Ammunition : 5,56 (4D6)  
  Reliability : weak (M-16A2 : standard) 
  Range : 400 meters 
  Price : 220 / 280 eb 
  Description : Cyberpunk 2020 
  Length : 99 cm 
  Country : USA 
   
  Note on the M16 A2 : optional 40 mm grenade launcher : 0 40mm 1 1 ST 150 meters. 100 $   
   
   
  
  ENFIELD IW  
   
  Type : Assault rifle  
  Precision : +1  
  Availability : Rare 
  Concealment : Non concealable 
  Clip : 30 
  Rate of fire : 3/25  
  Ammunition : 5,56 (4D6)  
  Reliability : standard) 
  Range : 350 meters 
  Price : $650 
  Length : 79 cm 
  Country : United Kington 
   
  This weapon, advanced for its time was adopted by the british army during the eighties. It uses 
  medium caliber ammunition, the 5,56 Armalite, and has good statistics(accuracy?) for its small 
  size. It's also rare outside the UK borders.  
    
  FAMAS 5,56  
   
  Type : Assault rifle  
  Precision : +1 (+3 on bipod) 
  Availability : Poor 
  Concealment : Non concealable 
  Clip : 25  
  Rate of fire : 3/35  
  Ammunition : 5,56 (4D6)  
  Reliability : standard 
  Range : 350 meters 
  Price : $800 
  Length : 76 cm 
  Country : France 
   
  This French assault rifle made out of plastic material with a modern design. It has been made very 
  accurate by the use of a foldable bipod. This rifle remains rare outside Europe.  
    
  
  FN 50-00 FAL  
   
  Type : Assault rifle  
  Precision : 0 
  Availability : Excellent 
  Concealment : Non concealable 
  Clip : 20  
  Rate of fire : 3/25 
  Ammunition : 7,62N (5D6+2)  
  Reliability : very reliable 
  Range : 400 meters 
  Price : $700 
  Description : Cyberpunk 2020 
  Length : 109 cm 
  Country : belgium 
   
    
  GALIL AR  
   
  Type : Assault rifle  
  Precision : 0 
  Availability : Common 
  Concealment : Non concealable 
  Clip : 20 (ou 30 en 5,56)  
  Rate of fire : 3/25  
  Ammunition : 7,62N (5D6+2) or 5,56 
  (4D6)  
  Reliability : Very Reliable  
  Range : 400 meters 
  Price : $800 
  Length : 98 cm 
  Country : Israel 
   
  Technicaly close to the AK-47, this Israelian rifle has proved its efficiency during several conflicts 
  in the Middle-East. There exists a 5,56 version, which has an accuracy of  +1, and a  30 round 
  magazine. Extended 35 round magazines for 7,62  and 5,56 can be found.  
   
  KALASHNIKOV AK47, AKM  
   
  
  Type : Assault rifle  
  Precision : -2 (-1 with rigid stock) 
  Availability : Excellent 
  Concealment : Non concealable 
  Clip : 30  
  Rate of fire : 2/20 
  Ammunition : 7,62S (5D6)  
  Reliability : Very Reliable 
  Range : 300 meters 
  Price : $500 
  Description : Cyberpunk 2020 
  Length : 88 cm 
  Country : USSR 
   
  Versions that have a foldable stock can be concealed under a long coat. Numerous versions exist: 
  shortened, fires in 3-round bursts.  
    
  KALASHNIKOV AK74  
   
  Type : Assault rifle  
  Precision : 0 
  Availability : Rare 
  Concealment : Non concealable 
  Clip : 30  
  Rate of fire : 3/25 
  Ammunition : 5.45S (4D6)  
  Reliability : Very Reliable 
  Range : 400 meters 
  Price : $900 
  Length : 93 cm 
  Country : Russia 
   
  This rifle is used by the Russian army since the beginning of the nineties. The AK-74 has a lost 
  some of its fire power compared to the original  AK-47, but has gained in accuracy, range, and in 
  rate of fire. It remains hard to find, as currently few of these weapons have left Russia.  
    
  M14 7,62 mm  
   
  
  Type : Assault rifle  
  Precision : +1 (+2 in single shot mode) 
  Availability : Common 
  Concealment : Non concealable 
  Clip : 20  
  Rate of fire : 2/25 
  Ammunition : 7.62N (5D6+2)  
  Reliability : standard 
  Range : 350 meters 
  Price : $1600 
  Length : 112 cm 
  Country : USA 
   
  Legacy of the Garand M1 rifle, the M-14 has been the American standard rifle from the fifties to 
  the seventies, and has been still used in the eighties. Though it can fire in full-automatic mode, it 
  has a tendancy to overheat during such use.  
    
  SIG 210 ou STGW 57  
   
  Type : Assault rifle  
  Precision : 0 
  Availability : Rare 
  Concealment : Non concealable 
  Clip : 20  
  Rate of fire : 3/20 
  Ammunition : 7,62N (5D6+2)  
  Reliability : standard 
  Range : 400 meters 
  Price : $1200 
  Length : 102 cm 
  Country : Switzerland 
   
  Standard rifle of the Swiss army, the Sig 210 is rare outside of Switzerland. A few models have 
  been sold to South-American states though. This weapon in part caused the defeat of US forces in 
  2010. The StGw is a very rare version which fires a 7,5 mm round (5D6+2), and is exclusively used 
  in Switzerland.  
    
  STYER AUG  
   
  Type : Assault rifle  
  Ammunition : 5,56 (4D6)  
  
  Precision : +2 
  Availability : Common 
  Concealment : Non concealable 
  Clip : 30  
  Rate of fire : 3/20 
  Reliability : Very Reliable 
  Range : 400 meters 
  Price : $1050 
  Description : Cyberpunk 2020 
  Length : 79 cm 
  Country : Austria 
   
  The magazine is made of translucent plastic allowing to see the remaining rounds.   
   
  HECKLER & KOCH G-11   
   
  Type : assault rifle    
  Precision : +1   
  Availability : Rare   
  Concealment : Non concealable   
  Clip : 50    
  Rate of fire : 3/25 
  Ammunition : 4.7mm (4D6)    
  Reliability : very reliable   
  Range : 400 meters    
  Price : 750 Eb   
  Description : Corporate Report III   
  Length : 83 cm   
  Country : Germany 
   
  This Rifle has been in circulation for a long time. The G-11 is still manufactured for special forces 
  in large numbers. It has always been appreciated for its good design features, reliability and 
  precision.  
   
   
  AK Mod Sniper Rifle; Skill: Rifle Accuracy: +2 Availability: Common Conceal: N/A 
  Clip: 40 Rate of Fire: 2 Damage: 5d6 (7.62mmS) Reliability: Very Reliable Range: 500m 
  Price: $850, comes with scope and bipod 
   
  
   
  AKM Custom Mod, Skill: Rifle Accuracy: 0 (-1) Availability: Poor Conceal: NA (Long 
  coat) Clip: 40 Rate of Fire: 2/20 Damage: 5d6 (7.62mmS) Reliability: Standard Range: 
  300m Price: $600, comes with folding stock 
   
   
   
  Soviet Paratrooper Rifle, Skill: Rifle Accuracy: +1(0) Availability: Poor Conceal: N/A 
  (Long coat) Clip: 20 Rate of Fire: 2/3/20 Damage: 5d6 (5.45mm) Reliability: Very 
  Reliability Range: 300m Price: $775; Rifle Grenade Attachment Cost: +50, comes with 
  folding stock 
   
   
  Bizon Submachine gun, Skill: SMG Accuracy: +1 Availability: Poor Conceal: 
  Longcoat, Clip: 64 Rate of Fire: 2/30, Damage: 2d6+1 (9mm) Reliability: Very Reliable, 
  Range: 200m, Price: $725, Has a built in ammo counter.  
   
   
   
  
  H&K Tactical UMP .45 Submachine gun 
  Type: SMG, Accuracy: +1 Availability: Poor Conceal: N/A (Long coat), Clip: 25 Rate of Fire: 2/20 
  Damage: .45ACP (2d6+2) Reliability: Very Reliable Range: 100m Price:$1500, comes with a 
  folding stock, side by side clip only $25 
   
   
  H&K G36 assault rifle 
  Type: Rifle, Accuracy: +1 (0), Availability: Poor Conceal: N/A (Long coat), Clip: 30 Rate of Fire: 
  2/30 Damage: 5.56mm (4d6) Reliability: Very Reliable Range: 350m (250m) Price: $2700, comes 
  with a folding stock 
   
   
  Franchi SPAS 12g, Type: Shotgun, Accuracy: +1 (0) Availability: Common Conceal: N/A (Long 
  Coat) Clip: 8 Rate of Fire: 2 Damage: 4d6/3d6/2d6 (12g) Reliability: Very Reliable Range: 50m 
  Price: $650; comes with removable stock and strap 
   
  ATCHISSON ASSAULT 
   
  Type : Automatic shtogun  
  Precision : -1 
  Ammunition : 12Ga (4D6 / 3D6 / 2D6)  
  Reliability : standard 
  
  Availability : Rare 
  Concealment : Non concealable 
  Clip : 20  
  Rate of fire : 3/10 
  Range : 50 meters  
  Price : $2800 
  Description : Cyberpunk 2013 
  Length : 90 cm 
  Country : USA 
   
  Riot gun firing only in full-auto mode from its box-clip. 
    
  M1.30 & M1 A1 .30 CARBINE 
   
  Type : Carbine  
  Precision : +2 
  Availability : Excellente 
  Concealment : Non concealable (Long 
  coat)  
  Clip : 15/30  
  Rate of fire : 2 
  Ammunition : .30 (2d6+3) 
  Reliability : very reliable 
  Range : 300 meters  
  Price : $1500 ( $1700 )  
  Length : 91 cm (62 cm) 
  Country : USA 
   
  Medium rifle, fires light ammunition, accurate and reliable. It has been used since WWII. It's the 
  most widespread weapon of all those manufactured in the United States. Several versions can be 
  found: the M1A1 with foldable stock, for parachutists use, ( statistics between parenthesis), a 
  version (M2) firing in automatic mode (Rate of fire: 25), and one version (M3) equipped with a 
  night vision scope. Many were owned by Police in the United States in the twentieth century. 
    
  GARAND .30 M1 RIFLE 
   
  Type : War rifle  
  Precision : +1 
  Availability : Common 
  Ammunition : 30-06 (5D6+3) 
  Reliability : very reliable 
  Range : 300 meters  
  
  Concealment : Non concealable 
  Clip : 8  
  Rate of fire : 1  
  Price : $1350 
  Length : 110 cm 
  Country : USA 
   
  Standard American rifle during WWII.  
    
  HECKLER & KOCH CAW 
   
  Type : Riot Gun  
  Precision : 0 
  Availability : Rare 
  Concealment : Non concealable 
  Clip : 10  
  Rate of fire : 3/10 
  Ammunition : 12Ga (4D6 / 3D6 / 2D6)  
  Reliability : standard 
  Range : 50 meters  
  Price : $2,000 
  Description : Cyberpunk 2020 
  Length : 88 cm 
  Country : USA 
   
    
  ITHACA STAKEOUT  
   
  Type : Shotgun  
  Precision : -1 
  Availability : Common 
  Concealment : Long coat 
  Clip : 8  
  Rate of fire : 2 
  Ammunition : 12Ga (4D6/3D6/2D6)  
  Reliability : standard 
  Range : 50 meters  
  Price : $2,300 
  Length : 65 cm. 
  Country : USA 
   
  Archetype of the self-defense rifle. Was fashionable during the last century.  
    
  
  WEATHERBY MARK V 
   
  Type : Heavy hunting rifle 
  Precision : +1 
  Availability : Rare 
  Concealment : Non concealable 
  Clip : 3  
  Rate of fire : 1 
  Ammunition :.460 (7D6) 
  Reliability : very reliable 
  Range : 400 meters  
  Price : $900 
  Length : 118 cm 
  Country : United Kingtom 
   
  A very rare rifle. Originally designed to hunt elephant and rhinoceros. Now, its inventors have 
  found a new use for it: to make undesirable members of a gang flee from the neighborhood, or 
  make sure a cop is not tempted to nose around.  
   
   
  WA 2001 SNIPER RIFLE 
   
  Type : Sniper rifle 
  Precision : +3 
  Availability : Rare 
  Concealement : Non concealable 
  Clip : 10  
  Rate of fire : 1 
  Ammo : 7,62C (6D6+2) or .308WM 
  (6D6+2) (depends on the model). 
  Reliability : very reliable 
  Range : 1000 meters  
  Price : $1800 
  Description : Rough Guide to UK 
  Length : 95 cm 
  Country : United Kingtom 
   
  Bipod and Scope included. Sold without more options.  
   
   
   
  RG6 Grenade Launcher 
            Skill: Heavy Weapons Accuracy: -1 Damage: 40mm grenade launcher 
            Clip: 6 ROF: 1 Reliability: Standard Range: 200m Cost: $2500 
   
  
   
  M203 Undercarriage Grenade Launcher 
  Skill: Heavy Weapons Accuracy: 0 Damage: 40mm grenade launcher 
  Clip: 1 ROF: 1 Reliability: Standard Range: 200m Cost: $750 
   
  Tear Gas Grenades $20 
  Effects: Body save or suffer tearing effects, causing -2 REF, successful save halves the  
  Effect with only -1 REF, they have a 10 meter radius. Burns for nearly a minute or more. 
   
  Flashbang grenade $40 
  Damages 4D10 Stun damage in a 5m diam. area, soft armor has NO EFFECT against that, hard 
  armor is at 1/4 SP. Total time out is 1D10 minutes.  
  The blast will shatter any glass in a 5m radius, 10m if used indoor.  
  The flash effect will cause convulsion our paralysis for 1D6 minutes to any unprotected  
  Target looking at the flash area and failing a VeryDifficult (25) Resist Torture/Drugs test. 
   
  OTHER WEAPONS: 
   
  TASER  
  Type : Taser 
  Accuracy : -1 
  Availability : Common 
  Concealability : Jacket 
  Clip : 10 
  ROF: 1   Ammo: fletchettes, Penetrate 4 points of armor. 
  Reliability : standard 
  Range : 10 meters 
  Price : $60 
  Description : Cyberpunk 2020 
  Length : 21 cm 
  Country : USA 
  The victim must make a save with -2 penalty if the dart touches the skin. The projectile is 
  connected to unit by a wire. It can’t be reloaded. 
   
  STUNGUN 
  Type : Melee 
  Accuracy : 0 
  Availability : Common 
  Concealability : Jacket 
  Clip : 20 
  ROF: - 
  Reliability : standard 
  Range : 1 meter 
  Price : $100 
  Description : Cyberpunk 2020 
  Length : 21 cm 
  Country : USA 
  The victim must make a save with -2 penalty if the stungun touches the skin.  
   
  
  Pistols: 
  Llama Commanche 
  Type: Pistol Damage: 4d6(.44) Accuracy: 0 Avail: Common Conceal: Jacket Clip: 6 ROF: 1 
  Reliability: standard Range: 50 meters Price: $650 
   
  Colt .45 Peacemaker 
  Type: Pistol Damage: 2d6+2 (.45) Accuracy: 0 Avail: Poor Conceal: Jacket Clip: 6 ROF: 1 
  Reliability: standard Range: 50 meters Price: $500  
   
  Guardian .380 
  Type: Pistol Damage: 1d6+2(.380) Accuracy: 0 Avail: Common Conceal: Pocket Clip: 6 ROF: 2 
  Reliability: standard Range: 50 meters Price: $440 
   
  Sigarms P220 
  Type: Pistol Damage: 2d6+1(.40 S&W) Accuracy: +1 Avail: Common Conceal: Jacket Clip: 10 
  ROF: 2 Reliability: Very Reliable Range: 50 meters Price: $900 
   
  Micro Compact 1911-A1 
  Type: Pistol Damage: 2d6+2(.45) Accuracy: 0 Avail: Poor Conceal: Pocket Clip: 6 ROF: 2 
  Reliability: Very Reliable Range: 50 meters Price: $1060 
   
  Baby Desert Eagle 
  Type: Pistol Damage: 2d6+1(.40 S&W) Accuracy: 0 Avail: Poor Conceal: Jacket Clip: 10 ROF: 2 
  Reliability: Standard Range: 50 meters Price: $500 
   
  FN Five-Seven 
  Type: Pistol Damage: 1d6+3(5.7mm) Accuracy: +1 Avail: Poor Conceal: Jacket Clip: 20 ROF: 2 
  Reliability: Standard Range: 50 meters Price: $700 
  Reduces armor by 1/2. Works like armor piercing.  
   
  Raging  Bull .454  
  Type: Pistol Damage: 4d6+3 (.454 Casull) Accuracy: 0 Avail: Poor Conceal: Jacket Clip: 5 ROF: 1 
  Reliability: Very Reliable Range: 60 meters Price: $860 
   
  SMG:  
  Steyer Tactical Machine Pistol 
  Type: SMG Damage: 2d6+1(9mm) Accuracy: +1 Avail: Poor Conceal: Jacket Clip: 15/30 ROF: 
  3/15 Reliability: Standard Range: 200 meters Price: $1200 
   
  Tec-9 Machine Pistol 
  Type: SMG Damage: 2d6+1(9mm) Accuracy: 0 Avail: Common Conceal: Jacket Clip: 20 ROF: 
  3/20 Reliability: Weak Range: 100 meters Price: $600 
   
  Shotguns: 
  Mossberg 500 
  Type: Shotgun Damage: 4d6/2d6/1d6 (12g) Accuracy: 0 Avail: Common Conceal: NA Clip: 6 
  ROF: 2 Reliability: Standard Range: 50 meters Price: $370 
   
  Remington M870 
  Type: Shotgun Damage: 4d6/2d6/1d6 (12g) Accuracy: 0 Avail: Common Conceal: NA Clip: 4 
  ROF: 2 Reliability: Very Reliable Range: 50 meters Price: $625 
   
  Winchester 1300 
  Type: Shotgun Damage: 4d6/2d6/1d6 (12g) Accuracy: 0 Avail: Common Conceal: NA Clip: 6 
  ROF: 2 Reliability: Very Reliable Range: 50 meters Price: $520 
   
  Breech-Action .20 Gauge 
  
  Type: Shotgun Damage: 3D6/1D6+3/1D6 (20g) Accuracy: 0 Avail: Excellent Conceal: NA Clip: 1 
  ROF: 1 Reliability: Very Reliable Range: 25 meters Price: $150 
   
  Double-Barrel 12 Gauge 
  Type: Shotgun Damage: 4d6/2d6/1d6 (12g) Accuracy: 0 Avail: Excellent Conceal: NA Clip: 2 
  ROF: 2 Reliability: Very Reliable Range: 50 meters Price: $200 
   
   
  Rifles: 
  SKS Rifle 
  Type: Rifle Damage: 7.62S (5D6) Accuracy: 0 Avail: Excellent Conceal: NA Clip: 10 ROF: 2 
  Reliability: Very Reliable Range: 400 meters Price: $200 
   
  Draganov Rifle 
  Type: Rifle Damage: 7,62L (5D6+2) Accuracy: +2 Avail: Rare Conceal: NA Clip: 10 ROF: 2 
  Reliability: Very Reliable Range: 500 meters Price: $1200 
   
  SigArms SG 551 SP  
  Type: Rifle Damage: 5.56mm (4d6) Accuracy: +1 Avail: Poor Conceal: NA Clip: 25 ROF: 2/20 
  Reliability: Very Reliable Range: 400 meters Price: $2000 
   
  Remington 597 LR 
  Type: Rifle Damage: .22LR (1D6+2) Accuracy: +1 Avail: Excellent Conceal: NA Clip: 10 ROF: 2 
  Reliability: Very Reliable Range: 200 meters Price: $250 
   
  Savage Arms Safari Express 
  Type: Rifle Damage: .300 WM (6D6+2) Accuracy: +1 Avail: Poor Conceal: NA Clip: 3 ROF: 1 
  Reliability: Very Reliable Range: 800 meters Price: $925 
   
  H&K PSG-1 
  Type: Rifle Damage: 7.62N (5D6+2) Accuracy: +2 Avail: Poor Conceal: NA Clip: 10 ROF: 1 
  Reliability: Standard Range: 700 meters Price: $1800 
   
  Sig-Sauer SSG 3000 
  Type: Rifle Damage: 7.62N (5D6+2) Accuracy: +2 Avail: Poor Conceal: NA Clip: 5 ROF: 1 
  Reliability: Standard Range: 600 meters Price: $950 
   
  Heavy Weapons: 
  RPG-7V  
   
  HVY - +2 – N – E – 6d10PA (70mm) 7d10PA (85mm) – 1 – 1 – VR – Range: 500m – 
  cost $500 (70mm rockets $50, 85mm rockets $60) 
   
  GP-30 Obuvka 40x118mm (reduces parent weapon holdout by -1) 
  
   
   
  HVY – 0 – N – E – 40mm Grenade – 1 – 1 – ST – Range: 100m – cost $550 
  RPG-29 Vampir 105mm 
   
  HVY – 0 – N – P - 11D10 PA (105mm, and 4d6 out to 3 meters) – 1 – 1 – VR – Range: 1000m – 
  Cost $4050 (rockets are $200 apiece) 
   
   
   
  RPO-A Shmel 93mm 
  HVY – (-1) – N – C – 12d10AP (122mm/120mm HE) – 1 -1 – ST – Range: 500m – 
  Cost $3000 
  KALASHNIKOV RPK MACHINE GUN  
   
  Type : Light Machinegun   
  Accuracy : +1 (with bipod) without: -1.   
  Availability :Common   
  Conceleability : Non concealable   
  Ammo : 7,62S(5D6)  
  Reliability : Very reliable   
  Range : 450 meters   
  Price : $1600   
  Description: Solo of fortune   
  
  Capacity : Cylindrical Clip with 75 
  rounds.   
  Rate of fire : 3/15  
  Description: Solo of fortune   
  Size : 95 cm   
  Country : Russia 
   
   
  ARMALITE M60 
   
  Type : Light Machinegun   
  Accuracy : +1 (with bipod )without : -1   
  Availability : Common   
  Concealability : Non concealable   
  Capacity : tapes of 100 rounds    
  Rate of fire : 2/20  
  Ammo : 7,62N(5D6+2) 
  Reliability : Standard    
  Range : 500 meters   
  Price : $3500   
  Description : Solo of fortune, Home of the 
  brave   
  Size : 110 cm   
  Country : USA 
   
   
  ARMALITE-BARRET M-90 & BARRET M-82 
   
  Type : Heavy Sniper Rifle 
  Accuracy : +3 (model 82: +2) 
  Availability : Rare 
  Concealment : N/A 
  Clip : 10  
  ROF : 1 
  Damage : .50 (6D10)  
  Reliability : Very Reliable (model 
  82 : standard) 
  Range : 1000 meters  
  Price : $3000 (M 82: $2000) 
  Description : Home of the brave 
  Length : 168 cm  
  Country : USA 
   
  M-90 is the successor of M-82, arms dating from the Sixties. It can be 
  found at the black market or in old military stocks. M-90 in version super 
  arm: $4000 (carried: 300 meters). 
  
   
   
  FN MAG MACHINE GUN   
   
  Type : Light Machinegun    
  Accuracy : 0   
  Availability : Rare   
  Concealability : Non concealable   
  Capacity : 100 (box) or 250 (tape)    
  Rate of fire : 30 
  Ammo: 7.62N (5D6+2)  
  Reliability: Very reliable   
  Range : 1000 meters   
  Price : $3000   
  Description : Rough guide to the UK.   
  Size : 128 cm   
  Country : Belgium 
   
   
  BROWNING M2A5HB .50 HMG   
   
  Type : Heavy machinegun  
  Accuracy : 0  
  Availability : P  
  Concealability : NA  
  Feed : 100 rounds belt  
  Rate of fire : 10  
  Cartridge : .50 (6D10)  
  Reliability : Very reliable  
  Range : 600 m  
  Cost : $6000  
  Description : Home of the brave  
  Length : 155 cm  
  Country : USA 
   
  Maybe the oldest design still in service, modern technology slightly reduced its weight. 
   
  Melee Weapons: 
  Wood Club Type: Melee, Acc: 0 Con: LC Avail: E Damage: 1d6 (stun) Range: 1m Cost: Free 
  Metal Club Type: Melee, Acc: 0 Con: LC Avail: E Damage: 1d6 (1/2 Stun, ½ Real) Range: 1m 
  Cost: $5 
  
  Knife Type: Melee, Acc: 0 Con: P Avail: C Damage: 1d6 Range: 1m Cost: $10 
  Combat Knife Type: Melee, Acc: 0 Con: J Avail: P Damage: 1d6+3 Range: 1m Cost: $40 
  Machete Type: Melee Acc: -1 Con: LC Avail: C Damage: 2d6 Range: 1m Cost: $20 
  Sword Type: Melee, Acc: 0 Con: N Avail: C Damage: 2d6+2 Range: 1m Cost: $30-200 
  Axe Type: Melee, Acc: -1 Con: N Avail: C Damage: 2d6+3 Range: 1m Cost: $30 
  Nunchaku/Tonfa Type: Melee, Acc: -2 Con: LC Avail: C Range: 1m Damage: 3d6 (stun) Cost: $15 
  Naginata Type: Melee, Acc: 0 Con: N Avail: P Damage: 3d6 Range: 2m Cost: $200 
  Shruiken Type: Melee, Acc: 0 Con: LC Avail: E Damage: 1d6/3 Cost: $2 
  Switchblade Type: Melee, Acc: 0 Con: P Avail: P Damage: 1d6/2 Cost: $15 
  Wooden Baseball Bat Type: Melee, Acc: 0 Con: LC Avail: E Damage: 3d6 (stun) Cost: $15 
  Metal Baseball Bat Type: Melee, Acc: 0 Con: LC Avail: C Damage: 3d6 (half real, half stun) Cost: 
  $150 
  Brass Knuckles Type: Melee, Acc: 0 Con: P Avail: E Damage: 1d6+2 (half stun, half real) Cost: 
  $10 
  Spiked Knuckles Type: Melee, Acc: 0 Con: P Avail: P Damage: 1d6 Cost: $25-50 
  Sledgehammer Type: Melee, Acc: -1 Con: LC Avail: C Damage: 4d6 (half real, half stun) Cost: 
  $20 
  Chainsaw Type: Melee, Acc: -3 Con: N Avail: C Damage: 4d6 Cost: $200 
  Stungun Type: Taser Accuracy: -1 Availability: Common Concealability : Pocket Clip : 10 
  Price : $200 The victim must make a save with -2 penalty if the stungun touches the skin.  
   
  Armor:  
  Undercover Vest SP: 8 (Diff 25 to notice under clothing) Covers: Torso Cost: $150 
  Bullet Proof Vest SP: 10 (Diff 20 to notice under jacket) Covers: Torso  Cost: $250 
  Tactical Vest SP: 14 (Diff 15 to notice under long coat) Covers: Torso   Cost: $400 
  Tactical Vest with Ballistic Insert SP: 16 (Diff 15 to notice under long coat) Covers: Torso EV: +1 
  Cost: $600 
  High Grade Threat Vest SP: 18 (Diff 10 to notice under long coat) Covers: Torso, neck EV: +1 
  Cost: $850 
  Plastic Riot Shield SP: 10 Covers: *Varies (usually full body) EV: +1 Cost: $600 
  Ballistic Riot Shield SP: 20 Covers: *Varies (usually full body) EV: +2 Cost: $1000 
  Riot Helmet SP: 14 Covers: Head, neck, face (Face plate only SP: 10) Cost: $250 
  Ballistic Gloves SP: 6 Covers: Hands Cost: $200 
  Armored Sleeves SP: 6 Covers: Arms Cost: $250 
  Kevlar Pants SP: 6 Covers: Legs  Cost: $300 
  Ballistic Groin Cup SP: 10 Cost: $150 
  Ballistic Elbow/Knee/Shoulder Pads SP: 10 Covers: Elbow/Knee/Shoulder Cost: $150 
  EV: +1 (If more than 1 type of pad, like both Elbow and Knee) 
   
   
  Caliber  
  5 mm 
  .25 
  .22L 
  6 mm 
  7mm 
  9mmM 
  7,65M 
  9 mm 
  .41 
  .45ACP 
  .44B 
  7,62M 
  Name  
  .22 short (5 mm) 
  .25 ACP 
  .22 Long Rifle 
  .22 Magnum (6 mm) 
  .38 Automatique (7 mm) 
  9 mm Makarov 
  7,63 mm Mauser / 7,62 Tokarev 
  9 mm Parabellum, 9 mm Luger (9 mm) 
  .41 Auto 
  .45 ACP - Automatic Colt Pistol 
  .44 Bulldog 
  7,62M Sov 
  Damages  
  1D6 
  1D6+1 
  1D6+1 
  1D6+1 
  1D6+2 
  1D6+3 
  2D6 
  2D6+1 
  2D6+1 
  2D6+2 
  2D6+2 
  2D6+2 
  Cost for 
  10 
  $2 
  $2 
  $3 
  $3 
  $3 
  $3 
  $4 
  $4 
  $4 
  $4 
  $5 
  $5 
  
  10 mm 
  .357M 
  .375W 
  .44 
  5,56 
  .454 
  .50AE 
  .357 (10 mm) 
  .357 Magnum 
  .357 WinMag 
  .44 Magnum 
  5,56 mm Armalite 
  .454 Casull 
  .50 AE 
  2D6+3 
  3D6+2 
  3D6+2 
  4D6 
  4D6 
  4D6+3 
  5D6 
  $6 
  $8 
  $10 
  $6 
  $6 
  $8 
  $8 
   
  Caliber  
  .30 
  4,7 mm 
  5,56 
  5,45S 
  7,62S 
  7,62N 
  30-06 
  460 
  .50 
  Name  
  .30 Carbine 
  4,7 mm caseless H&K  
  5,56 Armalite 
  5,45 mm Sov 
  7,62 mm Sov 
  7,62 mm NATO 
  30-06 Springfield 
  460 Weatherby Magnum 
  .50 Browning (12,7 mm) 
  Damages  
  2D6+3 
  4D6 
  4D6 
  4D6 
  5D6 
  5D6+2 
  5D6+3 
  9D6 
  6D10 
  Cost for 
  10 
  $6 
  $5 
  $6 
  $8 
  $8 
  $8 
  $9 
  $40 
  $20 
   
  Specialty Ammunition:  
   
  Fragmenting/expanding bullets (price x 2) 
  This cover a wide range of bullets. The idea is to have a bullet that increase it's size in the target, 
  making a larger wound cavity. Damages to flesh are x1,5, but armor is x2. 
   
  Rubber bullets (1/3 normal price) (Chrome2) 
  Damage is Stun only beyond 3m. Below that range, 1/2 is real, ½ is Stun. 
   
  Plastic bullets (price x1/2) 
  For practice, and eventually riot control. The projectile is made of hard plastic, with a lower 
  propellant load. Damages are x1/3. 
   
  Armor-Piercing (price x 3) (cyberpunk 2020) 
  Damages to flesh is divided by two, but so is the armor.  
  Example: a 9 mm AP round fired at 10 SP armor will do (2D6+1-5)/2damage points to the 
  wearer of the armor. 
   
  Options: 
  Silencer $200 
  Holster (all types) $20 
  Shoulder Sling $5 
  Laser Sight $500, +1 to accuracy 
  Scope $50-1000, Will reduce difficulty to hit target by range, by one category  
  (two categories for $1000). Can be equipped with up to 3 options, such as Low Light 
  $400, Rangefinder $200, Infrared $700, or Thermal-vision $1000. 
   
  GEAR LIST 
  Fashion: 
  Pants     $20 
  
  Shirt/Top $15 
  Jacket $35 
  Footwear $10-100 
  Sunglasses $5-50 
  Contact Lenses $25 
  Glasses $50 
  Complete Suit $200 
  Base Cost Multipliers by Style: 
  Generic Chic X1 
  Leisurewear X2 
  Urban Flash X2 
  Business wear X3 
  High Fashion X4 
   
  Tools: 
  Cutting Torch $800 can cut through 10 SP per round per foot. 
  Basic Toolkit $300 provides tools necessary for Basic Tech and Automotive Tech skill 
  rolls. An improved version costing $200 more will provide a +1 bonus on skill rolls. 
  B&E Tools $360 provides tools necessary for Pick Lock skill rolls. An improved version 
  costing $200 more will provide a +1 bonus on skill rolls. 
  Electronics Toolkit $300 provides tools necessary for Electronics and Electronic Security 
  skill rolls. An improved version costing $200 more will provide a +1 bonus on skill rolls. 
  Protective Goggles $30, they count as the anti-dazzle option and protect against irritants 
  to the eyes.  
  Glowstick    $1 (or $5 for a pack of 5) 
  Rope   $2 per foot 
  Breathing Mask $60, 70% chance of filtering airborne toxins or contaminants.  
   
  Personal Electronics: 
  Television (normal) $250 per square foot 
  Television (Hi-Def or Plasma) $500 per square foot 
  Pocket TV $100 
  Compass $50-150 
  Digital Recorder $300 
  Digital Camera $150-600 
  Video Camera $600-1200 
  Camera Tripod $45 
  DVD Player $200-600 
  VCR $100 
  MP3 Player $40-400 
  CD player $40-100 
  Electric Guitar $600-1200 
  Electronic Keyboard $250-1000 
  Drum Synthesizer $200-800 
  Drum Set $400-1600 
  Amplifier $500-1000 
   
  Data Systems: 
  *Desktop Computer $1000(M), $2000(O), 3000(G), 4000(A) 
  *Laptop Computer $900(M), $1500(O), $2000(G), $3000(A) 
  
  *PDA $100(M), $200(O), $300(G), $500(A) 
  *Mainframe $10,000(M), $25,000(O), $50,000(G), $100,000(A) 
  *Supercomputer $1.5 million (M), $2 million (O), $4 million (G), $6 million (A) 
   
  Programs: 
  Operator Programs  
  Application $200 Avail: Excellent (may come with computer operating system) 
  Datadoc $300 Avail: Common 
  Datascan $100 Avail: Excellent (may come with computer operating system) 
  Decode $200 Avail: Poor 
  Encode $200 Avail: Poor 
  Entertainment $25-50 Avail: Common 
  Reference $250 Avail: Common 
  Trace $300 Avail: Poor 
  Hacking 
  Break-in $300 Avail: Poor 
  Corrupt $200 Avail: Poor 
  Crash $300 Avail: Poor 
  Worm $250 Avail: Poor 
  Logic-Bomb $3000 Avail: Rare 
  Trojan horse $500 Avail: Rare 
  Sniffer $100 Avail: Poor 
  Reverse Sniffer $150 Avail: Poor 
  Utility Programs 
  Alarm $100 Avail: Common 
  Antivirus $100 Avail: Excellent 
  Control $500 Avail: Poor 
  Fortress $250 Avail: Poor 
  Transfer $400 Avail: Common 
  Virus $250 Avail: Common 
   
  Communications: 
  Pocket CB Radio $150 
  Cellular Phone $60-600 
  Telephone Scrambler $250 
  Line-Tapping Analyzer $4000 
  Audio Jammer $125 
  Micro transmitter $100-300 
  Headphones $20-80 
  Earpiece $10 
   
  Surveillance & Security 
  Binoculars $100-300 
  Night Vision Goggles $800 
  IR Goggles $1000 
  Caller ID Defeater $30 
  Cellular Interceptor $5000 
  Parabolic Microphone $300 
  Pickup Microphone $20-200 
  Shotgun Microphone $300 
  
  Induction Microphone $25 
  Laser Microphone $1000 
  Lineman’s Buttset $250 
  Handheld Police scanner $70 
  Desktop or Mobile Police scanner $140 
  Audio Tape Recorder $100 
  Fiber optic scope $400 +200 for every 1 meter of cable  
  Video Shades B&W $4000, Awareness Diff 25 to notice 
  Video Shades Color $5500, Awareness Diff 25 to notice 
  Still Camera $400-2000, Very small still cameras, +5 to hide checks 
  Bug Sweeper $3000, has a 70% chance to detect listening and tracking devices 
  Metal Detector Wand $150, 70% chance to detect metal objects. 
  Camouflage Pack & Hood $200, provides a +2 to hide/evade and stealth rolls in a 
  wooded environs.  
  Handcuffs $150, metal handcuffs have SP 15 and SDP 10; they require a Pick Lock roll 
  Difficulty 20.  
  Strip wire Binders $5, they have no SP and SDP 10 
  Encoder Machine $5000-15,000, for randomly creating complicated codes 
  Decoder Machine $10,000, for randomly decoding complicated codes by specific encoder 
  machines.  
  Code-breaker Machine $50,000, for mathematically solving complicated codes 
  Automated Dialer $500 
  Data Bug $500  
   
  Medical 
  Trauma Kit $175, provides the necessary tools for a stabilization roll (via the MedTech 
  skill) and can also perform first aid and other preliminary medical procedures. 
  Surgical Kit $800, provides the necessary tools to perform surgery (via the MedTech 
  skill) in any location, takes up a very large suitcase or the back of an Ambulance usually. 
  First Aid Kit $20, provides the basics to allow for a First Aid skill check.  
  Hazmat Chemical Spill Kit $400, kit for containing and testing for a chemical spill 
  Hazmat Biocontainment kit $200, kit for containing and testing for a biohazardous leak 
  Hazmat Radiation Leak Kit $2000, kit for containing and detecting radiation leaks. 
  Biohazard Suit $1500, an all purpose Hazmat suit, protects 90% against biological and 
  chemical threats unless punctured. Also  
  Crash Cart $1500 
  Transfusion Kit $25, allows a blood transfusion to be performed on ill patients or people 
  dying. Gives a +1 modifier on rolls to stabilize someone in a mortal state. 
  Samaritan Mask $8, protects 60% against airborne infections.  
  Medical Examination $500 (if you think something’s wrong with you or need a body 
  examined) 
  Hospital Stay $1000/week 
  Disease Treatment $500 
  General Poison Treatment $200 
  Radiation Treatment $5000/week 
  Psychological Counseling $40-500 
   
  Drugs & Poisons 
  Atropine Type: Neurotoxin Strength: +4 Difficulty: 23 Duration: 1d6+4 minutes Cost: 
  $50/dose with 1 dose of antidote (2 syringes) Effects: Negates all mortal and wound 
  
  penalties, keeps the characters from making death saves for the duration and provides a 
  +10 bonus to saves against Nerve Gas and similar agents. Side Effects: Death, Reduced 
  REF (Side effects can be canceled by injecting the antidote within a short time of the 
  atropine, before one minute after injection) 
  Steroids Type: Steroids Strength: +3 Difficulties: 10 Duration: - Cost: $500 for a plastic 
  baggie of pills Effects: If used in conjunction with weight lifting, can permanently 
  increase body by 1 point per week (To the normal human maximum, 10), Increased 
  Endurance as temporary effect (1d6+1 hours) Side Effects: Sterility, Psychological 
  Addiction, Aggressive Behavior, and Physiological Addiction 
  Hallucinogens Type: Hallucinogenic Strength: +1-3 Difficulty: 18-21 Duration: 1d6+1 
  minutes Cost: $25 for 1 point of strength (usually per pill or tab) Side Effects: 
  Psychological Addiction, Hallucinations, Delusions, Paranoia 
  Cyanide Type: Neurotoxin Strength: +2 Difficulties: 5 (20 for gas) Duration: 2d10 hours 
  Cost: $25 for a pill or $500 dollars for a canister of gas (+3 strength) Side Effects: Death, 
  Reduced REF 
  Cocaine Type: Stimulant Strength: +1 Difficulty: 20 Duration: 1d6+1 minutes Cost: 
  $2000 a plastic baggie, Effects: Increases MA and REF by Strength for duration. Side 
  Effects: Paranoia, Psychological addiction 
  Ecstasy Type: Euphoric Strength: +1 Difficulty: 25 Duration: 1d6+1 hours Cost: $50 for 
  a bag of 10 pills, Increased Endurance, Euphoric, Aphrodisiac Side Effects (only for the 
  flawed version of this drug, Difficulty 10 to make, 1 in 10 chance of flawed drug): Death 
  PCP (phencyclidine) Type: Anesthetic Strength: +1 if Smoked, +2 Ingested, +3 if 
  Snorted. Difficulty: 25 Duration: 1d10+1 minutes, Cost: Smoked – Must be Added to 
  Price of Tobacco or Marijuana +$200, $500 for a tablet of PCP, $1000 for powder      
  Negate Pain Effects (Strength bonus to Stun Saves), Increased Endurance (+ Strength to 
  Endurance checks), depressant (- Strength to awareness) Side Effects: Psychological 
  Addiction, Reduced Reflex (equal to strength), Delusions, Aggressive Behavior 
  Tranquilizer Type: Sedative Strength: +1-3 Difficulty: 15-25 (based on Strength), 
  Duration: 2d6 hours, Cost: $150 per strength of dose, usually in a syringe or dart,  
  Effects: Negate Pain Effects (Strength bonus to Stun Saves), Side Effects: depressant (- 
  Strength to awareness), Sleep-causing (Resist Drugs roll Difficulty 15 for STR 1, Diff 20 
  for STR 2, and Diff 25 for STR 3, or fall asleep for duration), Reduced Reflex (equal to 
  strength of drug), Reduced Movement (equal to strength of drug), Death (if target falls 
  asleep, their heart may stop beating during slowed metabolism, requires a Body save 
  minus the drug’s strength) 
   
  Entertainment 
  VCR/DVD Rental $4 for a week 
  Live Concert/Sports Event $50 
  Prostitute $50-650 
  Fast Food Meal $5 
   
  Groceries 
  Canned Food $30 per week/per person 
  Standard Food $50 per week/per person 
  Good Food $75 per week/per person 
  Fresh Food $100 per week/per person 
   
  Lifestyle 
  Cell Phone Service $100/month 
  
  Standard Phone Service $30/month 
  Pay Phone Call 50cents per minute 
  Health Plan $1,000/month 
  Taxi $2/mile 
  Cable TV $40/month 
  Satellite TV $60/month 
   
  Vehicles 
  Ground 
  Dirt Bike $2000 
  Street Bike $12K 
  Performance Bike $16K 
  Economy car $17K 
  Mid-Size car $18K 
  Mid-Size performance car $50K 
  Late-model car $15K 
  Terrain buggy $12K 
  Sport Utility vehicle $30K 
  Heavy pickup truck $20K 
  Hum-Vee $75K 
  Minivan $25K 
  Bus $30K 
  Moving Truck $40K 
  Armored Truck $80K 
  Luxury Car $45K 
  Limousine $60K 
  Police Cruiser $25K 
  Police Interceptor $50K 
  Personnel carrier $85K 
  Water 
  Fishing boat $5000 
  Sailboat $2000 
  Speedboat $12K 
  Hydrofoil $100K 
  Hovercraft $80K 
  Yacht $80K 
  Trawler $500K 
  Freighter $40 Million 
  Air 
  Hot air balloon $40K 
  Hang Glider $4500 
  Ultralight $14K 
  Paramotor $10K 
  Light Aircraft $120K 
  Seaplane $150K 
  Light helicopter $1.5 Million 
  Light Jet $5 Million 
   
  Vehicle Accessories 
  
  Armor Plating (Doubles SP of vehicle, or if it has none, gives it 10) Cost: 1/4th the 
  vehicles cost. Armoring Reduces Acceleration and Max Speed by 10mph (unless its 
  already 10mph, then its halved) 
  Auto Security System $1500 ($250/year for emergency services) 
  Boosters (Nitro) $2000 (Doubles acceleration value when used but -4 to Drive or 
  Motorcycle skill) 
  Brush Guards, Front and Rear $500, Side Guards $250 
  Car Alarm $1000 
  Steering Column Bar $25 
  Fog Lights $140 
  Gun Ports $200 each 
  “Heads Up” Display $15,000 
  Hidden Compartment $500 
  Performance Brakes $1500 (Double deceleration speed) 
  Performance Engine $5000 (Increases Acceleration and Top Speed by 10%) 
  Performance Steering $2000 (+2 bonus to Drive or Motorcycle checks) 
  Remote Keyless Entry $300  
  Self-Sealing Tires $150 each 
  Hard Rubber Tires $450 each (Tires have SP 6 instead of SP 2) 
  Spotlight $100 
  Storage Containers $100 
  Weapon Mount $200 
  Winch $750 
   
  Animal Training 
  Poison-Proofing a Dog $500 
  Stranger-Proofing a Dog $500 
  Attack Training a Dog $500 
  Crowd Training a Horse $200 
  Combat Riding Training a Horse $500 
  Monkey Training $200 
   
  Housing 
  Hotel Room $100 per night  
  Apt. /Condo $200 per room/per month 
  House $150 per room/per month 
   Multipliers 
   Ghetto x1/2 cost 
   Moderate x1 cost 
   Upper Class x2 cost 
   Ultra Luxury x4 cost 
  Utilities $100 per month 
  Furnishings 
  Nylon Carrybag $15 
  Sleeping Bag $30 
  Inflatable Bed $30 
  Futon $200 
  Couch $300-800 
  Chair $50-400 
  Bed $300-1000 
  
  Desk $100-500 
  Bookshelf $50-300 
  Filing Cabinet $80 
  Coffee Table $100-200 
  Dining Table $200-800 
  Housing Security 
  Locked doors & windows $20 per room  
  Security System with Code $250 ($100/month for security service) 
  Keycard Locks $100 per room 
   
  Services 
  Martial Arts Training $500 (cost multiplied by IP multiplier) per year studied – Allows 
  you to put points into Martial Arts at character creation if skill is not in Role Skill set.  
  Exterminator – Kills bugs, $300 a year, no more bugs, guaranteed for 3 years.  
   
  HACKING & COMPUTERS 
   
  Active Memory: Determines the number of programs the computer can run at a given 
  time. Every program has its own specific size, equal to the number of Active Memory 
  slots it takes up while running. 
   
   
  Active Memory of Computers 
  Processor Quality 
  M           O             G              A 
  Personal Data Assistant (PDA)                                             1            2              3               4 
  Desktop                                                                                 2             4              6              8 
  Laptop                                                                                   1             3              4              6 
  Mainframe                                                                             5             8             12           15     
  Supercomputer                                                                     --Unlimited Processor Speed---                       
   
  Operator Programs  
  Application, Slots: 2, This program is a word processor, graphic design utility, 
  spreadsheet, business program, system diagnostics, or other program designed to 
  accomplish a specific task. Usually requires only an easy (diff 10) Computer Use skill 
  check to operate. 
  Datadoc, Slots: 2, Datadoc restores damaged data files and programs. One skill check can 
  be made for each damaged file. The level of success determines the quality of data 
  recovered (Difficulty is Computer Use 15 or 20 depending on how badly damaged the 
  files are, Some files cannot be recovered), which might not be the same as the quality of 
  the original program or file. For instance if the difficulty is succeeded exactly, the 
  program is recovered, but would be buggy (-2 penalty to Computer Use rolls with that 
  program) or if a data file would be missing patches of data. If the check succeeds by 5 or 
  more, the program functions perfectly as it was before being damaged or all the data 
  would be there. A failure result means the program or file isn’t recovered, and any 
  additional tries are at a -3 penalty. A critical failure means nothing is recovered and there 
  can be no retries. 
  Datascan, Slots: 1, Datascan allows a user to search for datafiles. The datascan program 
  examines stored memory for specific datafiles or programs. Any degree of success calls 
  
  up a menu; the better the degree of success, the more extensive the information. Success 
  requires an easy Computer Use roll or Library Search. 
  Decode, Slot: 2, Decode is used to unscramble an encoded file. This program is designed 
  to defeat computer passwords in order to gain access to a restricted computer system. It 
  also unravels encoded datafiles and translates them into a format the user can access. See 
  the description of the Encode program.  
  Encode, Slots: 2, Encode is used to create access passwords and scramble data. This 
  program allows a user to establish access passwords for a computer system or to scramble 
  data files so that they can’t be read. The user’s Computer Use skill check modifies 
  penalties intruders get to try to break into the machine. Difficult 10 gives a -1 to any 
  intruders, Difficulty 15 gives a -3 to any intruders, Difficulty 20 gives a -6 to any 
  intruders. Difficulty 25 gives a -9 to any intruder. Difficulty 30 provides a -12 to any 
  intruder’s skill checks at breaking into the files.  
  Entertainment, Slots: 3, Provides fun and diversion. An entertainment program is usually 
  a game, puzzle, or interactive story. Simply for entertainment value, many can be 
  networked for multiple players. 
  Reference, Slots: 3, Provides accumulated knowledge on a specific subject. A reference 
  program contains a store of information in an easy-to-use format. Plenty of reference 
  programs exist commercially, and others can be accessed from net-connected universities 
  and news organizations. This program allows a Difficulty 15 Computer Use or Difficulty 
  10 Library Search check to find information desired if at all available. 
  Trace, Slot: 1, Allows user to track a hacker’s signal. A trace program is used to locate 
  the source of the carrier signal that contains the break-in program employed by a remote 
  operator (such as the signals crisscrossing a computer network). It can also be used to 
  locate a user who has been met on a computer network. This program can only be used 
  against an operator who has otherwise been noticed. Tracing a hacker requires an 
  opposed Hack skill check added to your Computer Use skill and your Tech score.   
  Hacking Programs 
  Break-in, Slots: 2, Used to gain access to a system. A break-in program is used to invade 
  another computer system. Invading another system requires a complex skill check. The 
  number of successes needed depends on the quality of the system’s defenses. A computer 
  system can only be accessed via a break-in program if it’s connected to a network of 
  some kind. A hacker can also manually attempt to access a computer, but he must rely on 
  his own skills when physically manipulating a protected computer. The protection 
  function of the standard operating system (OS) alerts its user of a break-in attempt only if 
  the hacker achieves a critical failure. Otherwise, a more sophisticated defense, such as an 
  alarm program, is required to notice a hacker’s activity. Once inside a system, an intruder 
  can employ datascan or decode programs, or he can download files to his own computer 
  with a Transfer program. An intruder must be expelled or leave on his own. Simply 
  turning off the computer or disconnecting the network link expels the intruder. 
  Corrupt, Slots: 2, Used to damage stored programs. This program attacks other programs 
  in stored memory, corrupting the data and rendering the files useless. It can’t be used, 
  however, until a user has gained access to a system with a break-in program, or by 
  delievering the corrupt program inside a virus program. Against most programs, a corrupt 
  program either damages or destroys its targets. It can only target programs that are in 
  stored memory. When used as an active attack by its operator, the corrupt program 
  provides a +3 bonus to the operator’s Hack skill roll. When delivered through a virus, a 
  corrupt program remains active until it runs its course. 
  Crash, Slots: 3, Used to harm a computer’s circuitry. This program attacks the processor, 
  shutting down or locking up a computer system and destroying any programs in active 
  
  memory. A crash program can’t be employed until a user has gained access to a system 
  with a break-in program, or by delivering the crash program inside a virus program. 
  When used as an active attack by its operator, the crash program provides a +3 bonus to a 
  Hack skill check. The success achieved reduces the quality of the computer’s processor 
  speed. A difficulty 15 check reduces the processor speed by one grade for that 
  computer’s type. A difficulty 20 check reduces it by 2 grades. And a Difficulty 25 check 
  reduces the processor by 3 grades. As the number of active memory slots decreases, 
  programs in active memory slots are destroyed if there is no room for them to reside. The 
  programs destroyed are randomly decided. Any processor reduced below Marginal 
  quality locks up and must be reinitialized. In addition, all programs in active memory 
  when this occurs are destroyed. When delivered through a virus, a crash program attacks 
  once. Use the skill score of the virus the program is housed within to determine success. 
  Repairing a computer damaged by a Crash program requires several hours and a 
  Computer Use skill check Difficulty 15.  
  Worm, Slots: 1, a virus that merely fills up a computer’s hard drive is actually fairly 
  merciful. Some more aggressive viruses are programmed to automatically edit important 
  programs, removing or rewriting vital pieces of code, thus rending the program useless. 
  Worms usually wait until a program is activated before they begin their insidious work-
  meaning that they next time you access a program may be the last.  
  Logic-Bomb, Slots: 1, Similar to worms, logic bombs wait for a program to be activated-
  but then crash it on the spot. The obvious military application is to bring down systems 
  designed to control deployment of troops and equipment, or operation of weapons 
  systems. Logic bombs are notoriously difficult to detect (Computer Use or Hacking Diff 
  30), and once activated, they are 100% effective. The only “fix” is to reformat the 
  computer, effectively starting from scratch. 
  Trojan Horse, Slots: 1, When Iran was making noises that got the U.S. worried, the NSA 
  arranged with Crypto AG, a German cryptography company, to install some extra chips 
  and coding in the machinery they were shipping to Iran-among others. Such “Trojan 
  Horses” allow a remote operator-one who knows the right code sequence-to access the 
  machine and issue commands. Obviously the same can be done with computers. 
  Machines treated in this way effectively become sleeper agents, waiting for commands 
  from their secret masters.  
  Sniffer, Slots: 1, Another favorite among hackers, “sniffers” record the first 128 
  keystrokes of anyone gaining access to a computer system. The significance of this is that 
  a legitimate user’s ID and password are almost certainly somewhere in those 128 
  keystrokes! Putting this software on a computer requires a Computer Use skill check, 
  which gives a +6 bonus to guessing a Valid ID and password out of the given characters. 
  The sniffer only provides a bonus if the system has been legitimately accessed since the 
  sniffer was installed.  
  Reverse Sniffer, Slots: 2, A “reverse sniffer” program is also available, which analyzes 
  incoming character strings and looks for suspicious activity, then alerts the system 
  administrator.  
  Utility Programs 
  Alarm, Slots: 1, Alerts a user to intruder activity. An alarm program greatly improves the 
  chance that the presence of an intruder in a computer system will be noticed. With an 
  alarm program in active memory, an intruder’s skill checks when using a break-in 
  program receive a -6 penalty. Any failure resulted achieved by the intruder sets off the 
  alarm and alerts the computer system’s operator to the invasion. 
  Antivirus, Slots: 1, In the war against computer intrusion, the first line of defense is the 
  often-laughable antivirus program. These work by either scanning files for recent 
  
  changes, or by looking for specific strings of code. Most include a rudimentary 
  “correction” feature, which purports to excise the virus from the system. Unfortunately, 
  antivirus software can only scan for known viruses, or make educated guesses about 
  changes to files. In the long run, all they really do is automate the process of checking a 
  system’s integrity. They provide a -3 penalty to virus’s programming skill checks when 
  unleashing their hidden programs. 
  Control, Slots: 4, Used to run automated machinery and systems. A control program 
  automatically operates a system within specific parameters. Control programs aren’t 
  usually run on personal computers. Instead, they’re used to operate factory systems, 
  security systems, air conditioning, and heating systems in office buildings or other 
  facilities. Of course, merely having a control program isn’t enough to operate an air 
  conditioning system, for example. The program is worthless without the automated 
  systems connected to it-systems usually costing thousands of dollars or more.  
  Fortress, Slots: 2, Protects a system from intrusion. A fortress program defends a 
  computer system from intrusion. A system defended by a fortress program must be 
  overrun by a break-in program before an invader can gain access. Breaking into the 
  system requires 4 successful skill checks (at Difficulty 15 each). But with a -3 penalty to 
  each Hack Skill checks during each skill attempt at breaking in, past the first.  
  Transfer, Slots: 2, Regulates download speed. A transfer program processes data being 
  downloaded or copied into a computer. The number of slots of data that can be 
  downloaded or copied per round depends on the connection speed of the modem or 
  system connection and the size of the Program. Without a transfer program, data must be 
  downloaded at a extremely slow rate 1 slot per 10 rounds, or of 1 slot per 2 rounds for 
  Cable modems, 2 per 1 round for a T1+ or LAN connection. With a transfer program 
  active the number of slots downloaded per time increment of the connection speed, is 
  increased by 1.  
  Virus, Slots: Varies (appearance program’s size + inserted program’s size/2, round up), 
  Deadly program contained in a harmless shell. A virus is a harmless-looking shell that 
  contains a potentially dangerous program. The shell itself appears as any innocuous 
  program, from an entertainment program to a reference, application, or datafile program. 
  When the virus activates, the program inside it performs its function. Programs that can 
  be placed within a virus-only one program per shell-include corrupt and crash. When a 
  virus is created, the user determines the condition that releases its hidden programming. 
  This condition can be a specific date and time at which the program is loosed; the 
  activation of a specific program type; or when a specific command is issued (either 
  unknowingly by the system operator or purposely by a remote hacker). To introduce a 
  virus into a system, the creator of the virus must leave it where the target operator can 
  find it and download it, or send it to the target and hope it doesn’t appear dangerous. 
  Thereafter, the virus itself does the work. A virus must make a skill check using the base 
  bonus of the programmer who made its Programming skill roll. This roll is modified by 
  the presence of an Antivirus program, receiving a penalty of -3 to the skill roll (Difficulty 
  is 15). If the virus’s roll is a Critical Failure, the virus and its hidden program are both 
  destroyed even if no antivirus program is running. On a failure result, the virus is 
  destroyed if an antivirus program is present, but simply remains dormant (perhaps 
  activating at a later time) if the system doesn’t have an anti-virus program running.  
   
  Computer-Related Electronics 
  Data-Bug, Just as miniaturized microphone “bugs” can be planted to eavesdrop on 
  conversations electronically, microchips can be implanted in computer systems to record 
  input and output. A more sophisticated hardware version of the “sniffer” program, a “data 
  
  bug” stores electronic information in its memory until it is full, then transmits the info to 
  another system. The drawback, of course, is that the data bug must be manually installed. 
   
  Attacking other Programs: The Crash and Corrupt programs can be used to attack other 
  programs that are currently running. This requires an opposed Computer Use or Hack 
  skill check vs. computer operators.  
   
  VEHICLE COMBAT 
   
  Standard Vehicle Statistics 
  Ground 
  Dirt Bike  
  Top Speed: 
  120 mph 
  Acc/Decc: 
  27/45 
  Crew: 
  1 
  Range: 
  300mi 
  Passengers: 
  0 
  Cargo: 
  0KG 
  Maneuver: 
  +1 
  SDP: 
  15 
  SP: 
  0 
  Type: 
  cycle 
  Mass: 
  30kg 
  Cost: 
  $2000 
   
  Street Bike  
  Top Speed: 
  120 mph 
  Acc/Decc: 
  25/40 
  Crew: 
  1 
  Range: 
  350mi 
  Passengers: 
  1 
  Cargo: 
  0KG 
  Maneuver: 
  +1 
  SDP: 
  20 
  SP: 
  0 
  Type: 
  cycle 
  Mass: 
  50kg 
  Cost: 
  $12K 
   
  Performance Bike  
  Top Speed: 
  175 mph 
  Acc/Decc: 
  30/45 
  Crew: 
  1 
  Range: 
  340mi 
  Passengers: 
  0 
  Cargo: 
  0KG 
  Maneuver: 
  +1 
  SDP: 
  15 
  SP: 
  0 
  Type: 
  cycle 
  Mass: 
  65kg 
  Cost: 
  $16K 
   
  Economy car  
  Top Speed: 
  80 mph 
  Acc/Decc: 
  15/30 
  Crew: 
  1 
  Range: 
  300mi 
  Passengers: 
  3 
  Cargo: 
  600KG 
  Maneuver: 
  0 
  SDP: 
  40 
  SP: 
  10 
  Type: 
  car 
  
  Mass: 
  850kg 
  Cost: 
  $17K 
   
  Mid-Size car  
  Top Speed: 
  100 mph 
  Acc/Decc: 
  15/45 
  Crew: 
  1 
  Range: 
  350mi 
  Passengers: 
  4 
  Cargo: 
  1000KG 
  Maneuver: 
  0 
  SDP: 
  45 
  SP: 
  10 
  Type: 
  car 
  Mass: 
  1900kg 
  Cost: 
  $18K 
   
  Mid-Size performance car  
  Top Speed: 
  150 mph 
  Acc/Decc: 
  15/50 
  Crew: 
  1 
  Range: 
  300mi 
  Passengers: 
  4 
  Cargo: 
  500KG 
  Maneuver: 
  +1 
  SDP: 
  45 
  SP: 
  10 
  Type: 
  car 
  Mass: 
  2600kg 
  Cost: 
  $50K 
   
  Late-model car 
  Top Speed: 
  80 mph 
  Acc/Decc: 
  15/30 
  Crew: 
  1 
  Range: 
  340mi 
  Passengers: 
  3 
  Cargo: 
  500KG 
  Maneuver: 
  -1 
  SDP: 
  30 
  SP: 
  15 
  Type: 
  car 
  Mass: 
  1700kg 
  Cost: 
  $15K 
   
  Terrain buggy  
  Top Speed: 
  100 mph 
  Acc/Decc: 
  15/35 
  Crew: 
  1 
  Range: 
  400mi 
  Passengers: 
  1 
  Cargo: 
  300KG 
  Maneuver: 
  +2 
  SDP: 
  60 
  SP: 
  10 
  Type: 
  car 
  Mass: 
  1900kg 
  Cost: 
  $12K 
   
  Sport Utility vehicle  
  Top Speed: 
  100 mph 
  Acc/Decc: 
  10/40 
  Crew: 
  1 
  Range: 
  350mi 
  Passengers: 
  5 
  Cargo: 
  800KG 
  Maneuver: 
  +1 
  SDP: 
  50 
  
  SP: 
  15 
  Type: 
  truck 
  Mass: 
  2200kg 
  Cost: 
  $30K 
   
  Heavy pickup truck  
  Top Speed: 
  100 mph 
  Acc/Decc: 
  25/40 
  Crew: 
  1 
  Range: 
  380mi 
  Passengers: 
  4 
  Cargo: 
  9,000KG 
  Maneuver: 
  -1 
  SDP: 
  80 
  SP: 
  15 
  Type: 
  truck 
  Mass: 
  3200kg 
  Cost: 
  $20K 
   
  Hum-Vee  
  Top Speed: 
  90 mph 
  Acc/Decc: 
  15/40 
  Crew: 
  1 
  Range: 
  420mi 
  Passengers: 
  5 
  Cargo: 
  8000KG 
  Maneuver: 
  +1 
  SDP: 
  100 
  SP: 
  20 
  Type: 
  truck 
  Mass: 
  2400kg 
  Cost: 
  $75K 
   
  Minivan  
  Top Speed: 
  90 mph 
  Acc/Decc: 
  10/30 
  Crew: 
  1 
  Range: 
  400mi 
  Passengers: 
  4 
  Cargo: 
  2000KG 
  Maneuver: 
  +1 
  SDP: 
  75 
  SP: 
  10 
  Type: 
  van 
  Mass: 
  2550kg 
  Cost: 
  $25K 
   
  Bus  
  Top Speed: 
  80 mph 
  Acc/Decc: 
  15/40 
  Crew: 
  1 
  Range: 
  420mi 
  Passengers: 
  20 
  Cargo: 
  5200KG 
  Maneuver: 
  -3 
  SDP: 
  100 
  SP: 
  15 
  Type: 
  BUS 
  Mass: 
  10 tons 
  Cost: 
  $30K 
   
  Moving Truck  
  Top Speed: 
  100 mph 
  Acc/Decc: 
  15/40 
  Crew: 
  1 
  Range: 
  500mi 
  Passengers: 
  1 
  Cargo: 
  18,000KG 
  
  Maneuver: 
  -1 
  SDP: 
  150 
  SP: 
  15 
  Type: 
  truck 
  Mass: 
  13tons 
  Cost: 
  $40K 
   
  Armored Truck  
  Top Speed: 
  80 mph 
  Acc/Decc: 
  10/30 
  Crew: 
  1 
  Range: 
  400mi 
  Passengers: 
  1 
  Cargo: 
  6000KG 
  Maneuver: 
  -1 
  SDP: 
  200 
  SP: 
  40 
  Type: 
  TRUCK 
  Mass: 
  4 TONS 
  Cost: 
  $80K 
   
  Luxury Car  
  Top Speed: 
  100 mph 
  Acc/Decc: 
  15/40 
  Crew: 
  1 
  Range: 
  310mi 
  Passengers: 
  4 
  Cargo: 
  800KG 
  Maneuver: 
  +1 
  SDP: 
  45 
  SP: 
  10 
  Type: 
  car 
  Mass: 
  2600kg 
  Cost: 
  $45K 
   
  Limousine  
  Top Speed: 
  110 mph 
  Acc/Decc: 
  15/40 
  Crew: 
  1 
  Range: 
  340mi 
  Passengers: 
  7 
  Cargo: 
  800KG 
  Maneuver: 
  -3 
  SDP: 
  90 
  SP: 
  10 
  Type: 
  car 
  Mass: 
  3100kg 
  Cost: 
  $60K 
   
  Police Cruiser  
  Top Speed: 
  140 mph 
  Acc/Decc: 
  20/45 
  Crew: 
  1 
  Range: 
  310mi 
  Passengers: 
  3 
  Cargo: 
  400KG 
  Maneuver: 
  +1 
  SDP: 
  40 
  SP: 
  15 
  Type: 
  car 
  Mass: 
  2200kg 
  Cost: 
  $25K 
   
  Police Interceptor  
  Top Speed: 
  180 mph 
  Acc/Decc: 
  35/70 
  Crew: 
  1 
  Range: 
  280mi 
  
  Passengers: 
  4 
  Cargo: 
  300KG 
  Maneuver: 
  +1 
  SDP: 
  45 
  SP: 
  15 
  Type: 
  car 
  Mass: 
  2600kg 
  Cost: 
  $50K 
   
  Personnel carrier $85K 
  Top Speed:
  Top Speed:
  Top Speed:
  Top Speed: 
  75 mph
  75 mph
  75 mph
  75 mph 
  Acc/Decc:
  Acc/Decc:
  Acc/Decc:
  Acc/Decc: 
  15/50
  15/50
  15/50
  15/50 
  Crew:
  Crew:
  Crew:
  Crew: 
  2222 
  Range:
  Range:
  Range:
  Range: 
  300mi
  300mi
  300mi
  300mi 
  Passengers:
  Passengers:
  Passengers:
  Passengers: 
  8888 
  Cargo:
  Cargo:
  Cargo:
  Cargo: 
  6,000kg
  6,000kg
  6,000kg
  6,000kg 
  Maneuver:
  Maneuver:
  Maneuver:
  Maneuver: 
  0000 
  SDP:
  SDP:
  SDP:
  SDP: 
  200
  200
  200
  200 
  SP:
  SP:
  SP:
  SP: 
  50
  50
  50
  50 
  Type:
  Type:
  Type:
  Type: 
  APC
  APC
  APC
  APC 
  Mass:
  Mass:
  Mass:
  Mass: 
  24 tons
  24 tons
  24 tons
  24 tons 
  Cost:
  Cost:
  Cost:
  Cost: 
  $85K
  $85K
  $85K
  $85K 
   
  Water 
  Fishing boat $5000 
  Top Speed: 
  35mph 
  Acc/Decc: 
  15/15 
  Crew: 
  1 
  Range: 
  120mi 
  Passengers: 
  5 
  Cargo: 
  800kg 
  Maneuver: 
  0 
  SDP: 
  50 
  SP: 
  10 
  Type: 
  watercraft 
  Mass: 
  5 tons 
  Cost: 
  $5000 
   
  Sailboat $2000 
  Top Speed: 
  varies 
  Acc/Decc: 
  varies 
  Crew: 
  2 
  Range: 
  unlimited 
  Passengers: 
  2 
  Cargo: 
  500kg 
  Maneuver: 
  +2 
  SDP: 
  70 
  SP: 
  10 
  Type: 
  watercraft 
  Mass: 
  2 tons 
  Cost: 
  $2000 
   
  Speedboat  
  Top Speed: 
  120 mph 
  Acc/Decc: 
  25/20 
  Crew: 
  1 
  Range: 
  250mi 
  Passengers: 
  4 
  Cargo: 
  100kg 
  Maneuver: 
  +2 
  SDP: 
  150 
  SP: 
  35 
  Type: 
  watercraft 
  Mass: 
  4.2 tons 
  Cost: 
  $12K 
   
  Hydrofoil  
  Top Speed: 
  60mph 
  Acc/Decc: 
  15/15 
  
  Crew: 
  1 
  Range: 
  500mi 
  Passengers: 
  4 
  Cargo: 
  2000kg 
  Maneuver: 
  +1 
  SDP: 
  140 
  SP: 
  15 
  Type: 
  watercraft 
  Mass: 
  15 tons 
  Cost: 
  $100K 
   
  Hovercraft  
  Top Speed: 
  55mph 
  Acc/Decc: 
  5/5 
  Crew: 
  1 
  Range: 
  180mi 
  Passengers: 
  11 
  Cargo: 
  1000kg 
  Maneuver: 
  -3 
  SDP: 
  85 
  SP: 
  5 
  Type: 
  watercraft 
  Mass: 
  10 tons 
  Cost: 
  $80K 
   
  Yacht  
  Top Speed: 
  50 mph 
  Acc/Decc: 
  10/15 
  Crew: 
  1 
  Range: 
  200mi 
  Passengers: 
  5 
  Cargo: 
  3000kg 
  Maneuver: 
  +2 
  SDP: 
  130 
  SP: 
  15 
  Type: 
  watercraft 
  Mass: 
  22 tons 
  Cost: 
  $80K 
   
  Trawler  
  Top Speed: 
  30 mph 
  Acc/Decc: 
  '5/10' 
  Crew: 
  2 
  Range: 
  4000 miles 
  Passengers: 
  13 
  Cargo: 
  90 tons 
  Maneuver: 
  -3 
  SDP: 
                450 
  SP: 
  20 
  Type: 
  Trawler 
  Mass: 
  900 tons 
  Cost: 
  $500K 
   
   
  Freighter  
  Top Speed: 
  23 mph 
  Acc/Decc: 
  '5/10' 
  Crew: 
  56 
  Range: 
  14000 miles 
  Passengers: 
  N/A 
  Cargo: 
  5900 tons 
  Maneuver: 
  -3 
  SDP: 
                1450 
  SP: 
  20 
  Type: 
  Cargo Ship 
  Mass: 
  29000 tons 
  Cost: 
  $40 Million 
   
  
  Air 
  Hot air balloon  
  Top Speed: 
  20mph 
  Acc/Decc: 
  5/5 
  Crew: 
  2 
  Range: 
  200 mi 
  Passengers: 
  2 
  Cargo: 
  100 KG 
  Maneuver: 
  -3 
  SDP: 
  60 
  SP: 
  5 
  Type: 
  aircraft 
  Mass: 
  1 ton 
  Cost: 
  $40K 
   
  Hang Glider  
  Top Speed: 
  Varies 
  Acc/Decc: 
  Varies 
  Crew: 
  1 
  Range: 
  Varies 
  Passengers: 
  0 
  Cargo: 
  0 KG 
  Maneuver: 
  -3 
  SDP: 
  10 
  SP: 
  0 
  Type: 
  aircraft 
  Mass: 
  32 KG 
  Cost: 
  $4500 
   
  Ultralight  
  Top Speed: 
  80mph 
  Acc/Decc: 
  20/20 
  Crew: 
  1 
  Range: 
  100 mi 
  Passengers: 
  0 
  Cargo: 
  0 KG 
  Maneuver: 
  0 
  SDP: 
  10 
  SP: 
  0 
  Type: 
  aircraft 
  Mass: 
  62 KG 
  Cost: 
  $14K 
   
  Paramotor  
  Top Speed: 
  60mph 
  Acc/Decc: 
  20/10 
  Crew: 
  1 
  Range: 
  100 mi 
  Passengers: 
  0 
  Cargo: 
  0 KG 
  Maneuver: 
  0 
  SDP: 
  10 
  SP: 
  0 
  Type: 
  aircraft 
  Mass: 
  42 KG 
  Cost: 
  $10K 
   
  Light Aircraft  
  Top Speed: 
  400mph 
  Acc/Decc: 
  40/30 
  Crew: 
  1 
  Range: 
  800 mi 
  Passengers: 
  1 
  Cargo: 
  200 KG 
  Maneuver: 
  +3 
  SDP: 
  60 
  SP: 
  10 
  Type: 
  aircraft 
  
  Mass: 
  .6 tons 
  Cost: 
  $120,000 
   
  Seaplane  
  Top Speed: 
  300mph 
  Acc/Decc: 
  40/30 
  Crew: 
  1 
  Range: 
  800 mi 
  Passengers: 
  3 
  Cargo: 
  500 KG 
  Maneuver: 
  +0 
  SDP: 
  75 
  SP: 
  10 
  Type: 
  aircraft 
  Mass: 
  1 ton 
  Cost: 
  $150,000 
   
  Light helicopter  
  Top Speed: 
  400mph 
  Acc/Decc: 
  30/30 
  Crew: 
  1 
  Range: 
  1500 mi 
  Passengers: 
  11 
  Cargo: 
  1500 KG 
  Maneuver: 
  +1 
  SDP: 
  100 
  SP: 
  20 
  Type: 
  aircraft 
  Mass: 
  5 tons 
  Cost: 
  $1.5 Million 
   
  Light Jet  
  Top Speed: 
  600mph 
  Acc/Decc: 
  50/40 
  Crew: 
  1 
  Range: 
  4000 mi 
  Passengers: 
  11 
  Cargo: 
  1000 KG 
  Maneuver: 
  +1 
  SDP: 
  120 
  SP: 
  20 
  Type: 
  aircraft 
  Mass: 
  5 tons 
  Cost: 
  $5 Million 
   
   
  Making a Control Roll: To control a vehicle you must combine REF + 
  Driving/Piloting/Motorcycle +1d10 +Modifiers equal to or greater than a specific control 
  number. The control number is determined by the difficulty of the maneuver you want to 
  perform.  
   
  CONTROL MODIFIERS 
  Standard Car -0 
  Limousine -3 
  Sportscar +2 
  Motorcycle +1 
  Truck -4 
  Rotorcraft -0 
  Helicopter -0 
  Boat -1 
  Double safe speed -2 
  Triple safe speed -4 
  
  Four times safe speed -6 
   
  On a failed roll, roll 1d6. 
  CONTROL LOSS TABLE 
  d10 
  Ground vehicles 
  Air Vehicle 
  1-2 
  Slight loss of Control. 
  Slight loss of Control.  
  3 - 4 
  Panic brake. dec by 10mph. 
  Slew. d6, 1-3 left, 4-6 right. 
  5 - 6 
  Swerve. d6, 1-3 45* left, 4-6 45* right. 
  Slew. d6, 1-3 left, 4-6 right.  
  7 
  Minor Skid. Skids 1/2 move next turn in direction of travel. 
  Dive. Loose d10x10' of altitude. 
  8 
  Major Skid. Skids full move next turn in direction of travel. 
  Stall. 10mph dec. Loose d10X50' of altitude. 
  9 
  Spin. 10mph dec. Full move in direction of travel roll d8 for 
  facing. 
  Roll. 30mph dec. Loose d10X50' of altitude. 
  10 + 
  Roll. 20mph dec/turn rolling 1 side per turn. Repeat until 
  stopped. 
  Spin. 40mph dec. Loose d10X100' of altitude. 
   
  Simple (swerve, take off or land, hover, rotate)   Diff 15 
  Difficult (Tight turn, control a skid, recover from a stall, emergency stop, pull out of a 
  dive, reverse or pull away) Diff 20 
  Very difficult (bootlegger turn, regain control from spin) Diff 25 
   
  Combat Rules 
  Attackers inside the car and outside suffer the same penalty to hit depending on the speed 
  of the vehicle. As it is hard to hit such a fast target and it’s hard to fire at something as 
  you’re speeding by it. Example: A man with an SMG is firing out of a window of a 
  vehicle going 50mph, while he’s being fired upon by a man on the street. Both receive a -
  3 penalty to their attacks, as the man in the vehicle is being jolted around at that speed, 
  and the man outside is having trouble shooting the fast moving target.  
  1-30mph, Combat Modifier: 0 
  40-60mph, Combat Modifier: -3 
  70-100mph, Combat Modifier: -6 
  110+mph, Combat Modifier: -9 
  If two vehicles are firing on each other, the rules are slightly modified. If the vehicles are 
  moving at the same speeds, occupants of both just receive the standard penalty for firing 
  at each other. If the vehicles are going at different speeds, then for each category lower or 
  higher, only the difference in penalties is added to the normal penalty (the penalty is not 
  doubled). Therefore a car going 60mph firing on a car going 80mph would have a -9 
  penalty, only the slower vehicle gets this combined penalty, the faster vehicle suffers the 
  standard penalty for firing from that speed. The same equivalent penalty of two cars both 
  going 120mph, who are firing on each other.   
  Firing At Vehicle Occupants 
  Shooting at a person inside or on a vehicle, requires a called shot. (-4 penalty) This can 
  be very difficult with fast moving vehicles. In cars vehicles have glass between the 
  outside and their occupants, Glass has 5 SDP and that much damage is subtracted from 
  attacks on occupants, and when the SDP is gone it is shattered and provides no more 
  protection for occupants on that side. Armored vehicle glass is double this number as SP, 
  meaning that the glass can’t be shattered out, but can be penetrated by large enough 
  rounds (SP 10). With motorcycles however, their usually is no glass, so nothing to protect 
  the occupant (a simple called shot penalty is all that’s between them and an untimely 
  death). However some motorcycles have a windshield in front of the handlebars 
  
  (meaning if the motorcycle is being fired on its front side, say from a vehicle it is 
  pursing), the occupant does receive cover from the glass. Police motorcycles often have 
  armored glass (SP 10) and therefore are much more protected while in hot pursuit of a 
  vehicle. Occupants can slink down or lay flat in the car, trying to lower their profiles, 
  giving shooters a -3 penalty to hit them, but they get -3 to any attacks, actions, or drive 
  checks that round.  
  Vehicle Damage 
  Vehicles have both SP values and Structural Damage Points (SDP). If armored, the 
  vehicle’s SP is subtracted from the damage taken, with the remaining damage subtracted 
  from the vehicle’s SDP. When a vehicle is reduced to 0 SDP, it is considered to be 
  destroyed or inoperable. In this simplified system, the are no locations for damage – all 
  points are subtracted directly from the vehicle’s SDP.  
  Shooting Out Tires – Shooting at tires is a called shot, -4 penalty. Tires normally have 
  1/10th of the vehicle’s SDP and 2 SP to protect against casual glass and road hazards, but 
  once punctured provide a –1 to Drive checks for each tire punctured and reduce max 
  speed by 5 mph.  
   
  Vehicle’s Tow Allowance 
  A vehicle can drag and tow double its Mass at normal speed. Past this amount, its 
  acceleration and Top Speed are halved, and then past Four times its Mass, it’s halved 
  again. Anymore than 4 times its Mass, the vehicle does not move.  
   
  Crashing & Ramming 
  Crash and ram damage is determined by dividing the speed of the moving vehicle by 20 
  (round down), to determine the number of six-sided dice thrown. This value is multiplied 
  by a modifier based on the mass of the object collided with, listed in the Weight Modifier 
  Table below. The vehicle takes this many dice in damage to its SDP, while all occupants 
  take one-half of this die amount (assuming they’re wearing seat-belts, if they aren’t they 
  take full damage). If the vehicles are not the same size, the larger vehicle takes half 
  damage, while the smaller vehicle takes full. Two vehicles ramming each other at the 
  same speed and going the same direction (such as continually swerving into each other 
  between lanes) but not hitting head on, do ½ damage for their speed and size. 
  WEIGHT MODIFIER TABLE 
  Size                                           Multiplier 
  Very Light (small box, basketball) x0.5 
  Light (man, large box) x1 
  Medium (motorcycle) x2 
  Heavy (car) x3 
  Very Heavy (truck, ground) x4 
   
  Vehicle Accessories 
  Armor Plating – often only done to trucks, limousines, and vans, but some rich people 
  have their luxury car’s armored. Doubles SP of vehicle, or if it has none, gives it 10 
  Cost: 1/4th the vehicles cost. Armoring Reduces Acceleration and Max Speed by 10mph 
  (unless its already 10mph, then its halved), An armored vehicle’s glass is also armored at 
  half the SP of the vehicle’s body. Availability: Rare 
  Auto Security System $1500 ($250/year for emergency services) – This system detects if 
  a door has been lock picked or a window broken 70% of the time and alerts the proper 
  authorities (it does not make noise). It is awareness Difficulty 25 for a burglar to notice 
  and Electronic Security Difficulty 20 to disable. The system also keeps track of a vehicle 
  
  that is broken down or in a wreck and automatically will call emergency services.  
  Availability: Poor 
  Boosters (Nitro) $2000 Doubles acceleration value when used but -4 to Drive or 
  Motorcycle skill. Nitro boosters are usually illegal and run out after 10 uses before 
  needing to be refilled at a $200 fee. Availability: Poor 
  Brush Guards, Front and Rear $500, Side Guards $250 – Brush guards give a vehicle +5 
  SP when determining damage taken to the vehicles from collisions occurring on the 
  vehicle where the brush guards are present. Availability: Poor  
  Car Alarm $1000 – This system detects if a door has lock picked or a window broken, 
  sometimes it just goes off if you touch a vehicle (20% chance). It is awareness Difficulty 
  25 for a burglar to notice and Electronic Security Difficulty 15 to disable. When set off, 
  the alarm simply blares a loud annoying honking and flashes the lights of the car, or just 
  barks a command “Step Away from The Car”. Availability: Common 
  Steering Column Bar $25 – This deterrent is attached directly to the steering wheel and 
  steering column and locked; only the driver has the key. It is Pick Lock difficulty 25 to 
  remove. Availability: Common  
  Fog Lights $140 – These large lights can be installed on any car (usually a truck or off 
  road vehicle) to allow maximum visibility or just blind the hell out of someone. They are 
  usually mounted in a rack of 4 or 6 lights atop the vehicle and can be switched on and off 
  inside the cabin of the vehicle. Availability: Common 
  Gun Ports $200 each – These modifications to a vehicle’s windows allow a shooter 
  inside the vehicle to swing up a flap (usually of armored glass), and fire out of the 
  vehicle. The price is for each window on the vehicle that is installed with these flaps. An 
  enemy who could get close enough to the vehicle could technically just open the flaps 
  from the outside and just fire in, but you shouldn’t be dumb enough to let them get that 
  close. Availability: Rare 
  “Heads Up” Display $15,000 -  
  Hidden Compartment $500 – This compartment is usually hidden in the floor or roof of 
  the vehicle, and this usually determines the size and shape of what can be held inside it. 
  The carrying capacity of the hidden compartment is usually 1/10th of the vehicle’s overall 
  cargo weight capacity. Availability: Rare 
  Performance Brakes $1500 - Double the deceleration speed of the vehicle and provides a 
  +3 bonus to making an Emergency stop maneuver. Availability: Common 
  Performance Engine $5000 Increases the Acceleration value and Top Speed of a vehicle 
  by 10%. Availability: Common 
  Performance Steering $2000 This option gives a +2 bonus to Drive or Motorcycle 
  checks, when installed into a vehicle. Availability: Common 
  Remote Keyless Entry $300 this option comes standard on some vehicles, but simply 
  allows a driver to unlock their vehicle from a key chain within about 10 meters of the 
  vehicle.  An Electronics or Electronics Security check Difficulty 20, a Radio Shack, and 
  $500 will allow you to make a device capable of working on other people’s cars in the 
  same fashion.  
  Self-Sealing Tires $150 each – Tires normally have 1/10th of the vehicle’s SDP and 2 SP 
  to protect against casual glass and road hazards, but once punctured provide a –1 to Drive 
  checks for each tire punctured and reduce max speed by 5 mph. Self Sealing Tires 
  however negate the penalty to drive as they seal the hole made, and don’t reduce the top 
  speed, however if they take triple the damage they normally have through the SP of the 
  tire, they are thoroughly popped and act as a normal popped tire with all the penalties. 
  Availability: Poor 
  Hard Rubber Tires $450 each – Tires have SP 6 instead of SP 2 Availability: Rare 
  
  Spotlight $100 – These are usually mounted on aircraft but sometimes on the side of a 
  jeep or military vehicle, they work like a flashlight, negating darkness penalties for 150m 
  inside the spotlight. Availability: Poor 
  Storage Containers $100 – These are mounted on the exterior of the vehicle usually, a 
  truck bed or the saddlebags of a motorcycle. They add 10% more weight capacity to the 
  vehicle per extra container and can be sealed and secured to keep items from moving 
  around. However if filled with extra weight past the vehicle’s normal carrying capacity, 
  the top speed is reduced by 5 mph for the vehicle for each storage container filled. 
  Availability: Common 
  Weapon Mount $200 – This is usually mounted in the back of a jeep, out of the hatch of a 
  tank, or on a door of a helicopter. It allows a heavy weapon or rifle to be mounted in a 
  swivel position on the vehicle, usually with 120-degree turn radius. The weapon’s 
  stability adds a +1 to its accuracy when thus mounted. Availability: Rare 
  Winch $750 – This is usually mounted on the front of rescue helicopters or off-road 
  vehicles. It holds 500m of steel metal cable (with a SP 10 and 20 SDP to snap or cut), and 
  can pull it in at strength capable of pulling the Mass of the vehicle at 10 meters a round. 
  Availability: Poor  
   
   
  Combat Changes 
   
  Location Hit Boxes: Limbs are disabled at 8 damage, but not destroyed until they take 
  16 damage. Head hits are still double damage, and 8 damage to your head renders you 
  unconscious instantly, where 16 damage is lethal. (After armor and BTM). These changes 
  are made due to the lack of armor in most Modernpunk games and due to the unrealism 
  of losing an arm to a 9mm bullet.  
   
  Stun Damage – Melee weapons and unarmed attacks that do stun damage can only 
  render a specific location useless or knock the target unconscious where it would 
  normally kill them. A target that would be killed by a weapon that does both stun and 
  lethal damage, where they have equal of both, should be allowed a death save to see 
  whether the lethal put them down or the stun. A failure indicates lethal damage. All 
  unarmed attacks do stun damage unless a maneuver such as breaking a limb is used.  
   
  Shotguns – Shotguns work as normal firearms for rolling to hit and damage, unless as on 
  modern shotguns the choke is disengaged allowing the cone to spread out, or that it is a 
  sawn off shotgun. In this case, it works as a cone inside short range, hitting multiple 
  targets in that area if in a narrow corridor. With multiple targets caught in a cone, damage 
  done is treated as short range for the closest target, mid-range for the second target, and 
  long for the third. Usually no more than three targets are hit in such a pattern and damage 
  is still rolled to a location (but it would not make sense for three men standing in single 
  file line to one get hit in the foot, another in the head, and the third in the torso from one 
  blast). Sawn off and unchoked shotguns past this short range work as normal but with a 
  higher difficulty to hit for range by one category.  
   
  Reloading – Reloading a firearm is one action in a round, it takes a weaponstech or 
  appropriate firearms roll at Difficulty 10 to reload an semi-automatic/fully automatic 
  pistol/submachine gun/rifle. It’s a Difficulty 15 to reload a breech-loading firearm, or put 
  in 3 rounds for a revolver. If the roll fails, that action fails to reload the firearm that round 
  
  and another round will need to be spent to reload it fully. A critical failure drops the 
  bullets or clip being used to reload, or otherwise causes an extra round to be spent 
  retrieving more ammo or picking up the dropped ammo.  
   
  Surprise – Not only does surprise grant a +5 to attack rolls, it also allows for maximum 
  damage done with melee weapons (not to mention the max damage from a firearm if 
  range is point blank).  
   
  Armor – Armor only provides 1 SP per 25 SP of soft armor against falls and vehicle 
  collisions, and 1 SP per 12 SP of hard armor against falls and vehicles. Armor also is 
  always treated as 1/3rd against Fire, as the heat can easily overcome soldiers in full body 
  armor, unless that armor is properly fireproofed.  
   
  Called Shots – Called shots are –4 penalty to hit normal hit-chart locations specifically, 
  or –8 to hit very specific locations such as hands, feet, eyes, nose, ears, or even the gun 
  someone is holding. Only one called shot per round is normally allowed with this penalty, 
  taking additional called shots adds a cumulative –2 penalty. Therefore taking 4 called 
  shots a round would be –4 on the first shot, -6 on the second shot, -8 on the third shot, 
  and –10 on the last shot.  
   
   
  Humanity & Insanity 
   
   
  The Effects Of Humanity Loss: There are four types of humanity loss, the character's current 
  total in any one type of HL describes how their seperation from humanity is affecting them.  
  Alienation point causes: Continued use of magic or psionics, social ostracizes, being alone 
  on a deserted island or in a strange environment, continued interaction with the abnormal. 
  Egotism point causes: Continued triumph in high stress combat situations, use of power 
  magics or psionics in combat, repeated use of powerful artifacts or weapons.  
  Obsession point causes: Examination of forbidden knowledge sources, study of powerful 
  artifacts, drug or substance abuse 
  Paranoia point causes: Continued perusal by authority figures or mysterious figures, finding 
  bugs and surveillance equipment in one’s “safe” areas. Drug use, or repeated encounters with 
  the paranormal.  
   
  ALIENATION 
  0 - 5 points   NORMAL  
  The character shows no effect of his alienation  
  6 - 15 points   DISTANT  
  The character is a little distant, but no more than is common in the modernpunk world  
  16 - 25 points   ABSENT  
  The character's memory of existance prior to his augmentation or drug use is easily forgotten. 
  The character is unlikely to notice things that seem unimportant to his current main focus (-2 
  on memory checks and rolls to notice clues and things he is not looking for).  
  26 - 35 points   ECCENTRIC  
  The character develops a quirk or quirks that seperate him from "other" people. He is drawing 
  himself away from society and has built up a wall of defense that includes this eccentricity to 
  mark his change. Quite often he will no longer refer to his life prior to his “change” after this 
  point (if he hasn't repressed all memories thereof already).  
  36 - 45 points   DELUSIONS  
  The character gains a firmly-held false belief about the world or himself. Examples include 
  
  thinking many of his actions are controlled by machines or similar, that he can pick up top 
  secret transmissions on his wearman, and that the radio sends thought control messages.  
  46-55 points   HALLUCINATIONS  
  The character begins seeing things that aren't there, or that the character thinks should be 
  there. Hallucinations last D6 turns and are usually triggered by stress, and require a 
  successful save vs COOL to avoid in nasty situations. By now the character has probably 
  created an entirely new history for himself prior to his implantations.  
  56+ points   SCHIZOPHRENIC  
  At this point the character has his own reality. The character must make an INT check at -2 to 
  do anything constructive. If the roll is failed by 4 or more, the character does something 
  destructive.  
  EGOTISM 
  0 - 5 points   NORMAL  
  The character shows no effect of his egotism  
  6 - 15 points   ARROGANT  
  The character is a little arrogant, but no more than is common amongst the self-centered 
  dreggs of humanity.  
  16 - 25 points   STUBBORN  
  The character is more self-involved and stubborn. The character usually thinks he is smarter 
  and / or stronger than the others, and his ideas are better. A routine Leadership or Persuasion 
  roll will get the character in line usually.  
  26 - 35 points   CONCEITED  
  The character's stubbornness takes a new turn and the character begins thinking and acting 
  as if he is in fact better than others. The character will make sure that his efforts are rewarded, 
  and may take skills to improve his appearance or reputation.  
  36 - 45 points   EGOCENTRIC  
  The character views things only as they relate to himself. Others' needs and desires are 
  neglected for his own desires. An average Leadership or Persuasion roll will be required to 
  convince the character that another plan is in their best interest.  
  46-55 points   NARCISSISTIC  
  The character becomes obsessed with his own appearance, skills, comfort and/or reputation. 
  The character will be hard-pressed (Difficult Leadership or Persuasion) to do anything for 
  other people.  
  56+ points   MEGALOMANIA  
  The character has delusions of grandeur. As such, everyone else is inferior and can be 
  neglected. The character also seems himself as immortal or at least bullet-proof. The 
  character will ignore risks, seeing himself as impervious to danger.  
  OBSESSION 
  0 - 5 points   NORMAL  
  The character shows no effect of his obsessions.  
  6 - 15 points   HAPPY  
  The character is pleased with his weapons or drugs, and likes to play with them, but without 
  interfering in his normal life.  
  16 - 25 points   DISTRACTED  
  The character likes to play with his weapons or drugs, using them whenever free time 
  presents itself. Unless the character is concentrating, he receives a -1 on all rolls (usually 
  applicable when things get boring or people start talking about other stuff).  
  26 - 35 points   COMPULSIVE  
  The character compulsively plays with the weapons or drugs, using them whenever possible. 
  Others will find this irritating as he is constantly showing off or tripping out.  
  36 - 45 points   ADDICT  
  The charcter has to play with the weapons or drugs. It starts taking over his life, and acts as a 
  serious distraction (as DISTRACTED, but a -2 penalty). The character's COOL drops by 1 for 
  every 6 hours not allowed to play with the cybernetic or using drugs.  
  46-55 points   OBSESSIVE  
  
  The character does play with the weapons or drugs, playing with them all the time. This 
  interferes in social activities (-2 on most social rolls) and will probably ostracize the character 
  from scenes that do not like the same drugs or weapons as the character. COOL drops by 1 
  for every 3 hours not allowed to play with the weapons or drugs.  
  56+ points   MONOMANIA  
  The character must play with the weapons or drugs all the time. This is a serious distraction, 
  with a penalty of -3 applied to all actions not directly related to the weapons or drugs. The 
  character’s COOL drops by 1 point every hour he goes without. The character is essentially a 
  vegetable, 100% addicted and dedicating his entire life to the addiction.  
  PARANOIA 
  0 - 5 points   NORMAL  
  The character shows no effect of his paranoia.  
  6 - 15 points   NERVOUS  
  The character is a little nervous, but this is healthy in the modern punk world  
  16 - 25 points   EDGY  
  The character is a little more nervous than the average person, seeing things, shapes, 
  stalkers, etc. The character has a -2 penalty on fright checks.  
  26 - 35 points   HYPOCHONDRIA  
  The character now is always afraid that he is getting sick or being ambushed or some such. 
  The character feels the symptoms of various diseases, spots ambushes and so on.  
  36 - 45 points   PHOBIA  
  The character now develops a severe phobia...  
  46-55 points   PARANOID  
  The character begins to think that people are out to get him, that he is the target of some 
  conspiracy. Any time a character does something selfless towards this character, he must 
  make a successful COOL-2 check or learn to hate that character, as he is obviously part of the 
  conspiracy. The character gets a -4 penalty on all Fright checks and the character's effective 
  COOL decreases by 1.  
  56+ points   HOMOCIDAL  
  Fearing that people are secretly plotting against him, the takes things into his own hands and 
  begins to hunt them down.  
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Modern Punk 2005 by Citizen X.pdf