TEXT: by Michael Surbrook
  HERO
  HERO
  HERO
  HERO
  HERO   GAMES
   GAMES
   GAMES
   GAMES
   GAMES
  
  Editor: Patrick E. Bradley
  Illustrations: Michael Surbrook, J.P. Hyde, and
  William "Logan" Jordan
  Cover Background & Colorist: Jason Wages
  Maps: Michael Surbrook
  Pagemaking & Layout: Patrick E. Bradley
  Fuzion Conversions: Bruce Harlick
  Proof Reader: Wynn Elizabeth Kolsky
  Managing Editor: Bruce Harlick
  Additional Material: Mark Doherty,
  David Kuijt, John Prins,
  Simon Seah
  by Michael Surbrook
  Copyright @1998 by Hero Games. All rights reserved.
  Hero System, Fantasy Hero, Champions, Hero Games and Star Hero are all registered trademarks of Hero Games. Acrobat and
  the Acrobat logo are trademarks of Adobe Systems Incorporated which may be registered in certain jurisdictions. All other
  trademarks and registered trademarks are properties of their  owners.
  Published by Hero Plus, a division of Hero Games.
  Hero Plus
  Hero Plus is an electronic publishing company, using the latest technology to bring products to customers more efficiently,
  more rapidly, and at competitive prices. Hero Plus can be reached at herogames@aol.com. Let us know what you think!  Send us
  your mailing address (email and snail mail) and we’ll make sure you’re informed of our latest products.
  Visit our Web Site at http://www.herogames.com
  Playtesters (Kazei Five): Mark “Kenji” Doherty,
  Adam “Keiko” Flatley, David “Billy Leo”
  Francis, Peter “Mojo” Dean, Steve “Doc”
  Kramer, David “Crusher/Scorpion/
  Takeda Johnson” Kuijt, Lise “Blade”
  Mendel, Jeff “Chance Devereaux/
  Bakeneko” Mueller, Wayne “Viper”
  Precht, Scott “Blackstock” Ranocchia,
  Nestor “Carlos Jagger” Rodriguez, Jeff
  “Vanguard” Sussman
  Playtesters (Silent Mobius Zeta): Peter “Aye
  Tehano” Dean, Mark “Bo Zhao/Takahasi
  Jones” Doherty Jeff “Noriko Kobayashi”
  Mueller, Sean “Azami Yoshimatsu”
  Pavlish, John “Takao Miyamoto” Spencer
  Special Thanks To: Charles T Badger, Christophe-
  Gerard Breysse, Charles Brown, Robert
  Edwards, Sean Patrick Fannon, Harry L.
  Heckel IV, David A. Mattingly, Nic “At-
  tacked Mystification Police” Neidenbach,
  Robert Neumann, Steve Long, Daniel
  “Thug One” Patowski, Eric “Evil Twin”
  Patowski, John “Miko” Prenis, John
  “Nuku-nuku” Prins, Robert Rutherford,
  Bill “Urklore” Schwartz, Simon Seah,
  Trevor “Ka-me-ha-me-ha” Smith, Wade
  “Colonel Kilgore” Wenzel and White
  Zombie’s More Human Than Human
  Dedicated to: Katsuhiro Otomo, Masamune
  Shirow, Adam Warren and the creators
  and designers of Bubblegum Crisis.
  
  3
  Contents
  Introduction .............................................5
  What You Get ...................................................... 5
  How To Use This Book ....................................... 5
  Designer's Notes ................................................. 5
  Anime and Cyberpunk ....................................... 6
  What Is Kazei 5 .................................................... 7
  Part One: Worldbook................................8
  Gaming in the Kazei Five Campaign ...........8
  Campaign Styles ................................................. 8
  Tone ................................................................... 10
  Psychokinetic Ratings ....................................... 10
  Character Design .........................................11
  Character Background...................................... 11
  Character Motivations ...................................... 11
  Disadvantages ................................................... 12
  Everyman Skills................................................. 12
  New Skills .......................................................... 13
  Fringe Benefits .................................................. 13
  Character Archetypes ..................................14
  Bounty Hunter .................................................. 14
  Corporate Official (a.k.a. Corper) .................... 15
  Detective............................................................ 16
  Fixer ................................................................... 16
  Gang Member (a.k.a. Ganger) ......................... 17
  Medic ................................................................. 17
  Mercenary ......................................................... 18
  Police Officer (NYPD Inc.)............................... 19
  Reporter............................................................. 20
  Rigger(a.k.a. Driver) ......................................... 20
  Rocker................................................................ 21
  Security Specialist ............................................. 21
  Street Samurai ................................................... 22
  Part Two: Sourcebook .............................23
  Psychokinetic Powers ..................................23
  The Nature of Psychokinetic Powers ............... 24
  Psychokinetic Powers and Modifiers ............... 25
  Psychokinetic Limitations and Disadvantages 27
  Powered Armor ............................................29
  Building a Suit of Powered Armor ................... 29
  Mecha ...........................................................32
  Special Mecha Rules.......................................... 32
  Mecha Powers ................................................... 32
  Mecha Disadvantages ....................................... 33
  Cyberware ....................................................34
  Designing Cybernetic Systems ......................... 34
  Cybernetic Abilities ........................................... 34
  Cybernetic Limitations ..................................... 34
  CYBERNETIC SYSTEMS................................. 36
  Cyberware Systems ......................................39
  Body Systems .................................................... 39
  Ear Systems ....................................................... 43
  Optical Systems................................................. 43
  Cranial Systems ................................................. 44
  Limb Systems .................................................... 45
  Biochemical and Biological Agents ............48
  Biochemistry in the Kazei Five Universe.......... 48
  Pharmaceuticals ................................................ 48
  Stimulants ......................................................... 49
  Blockers ............................................................. 50
  Medicinal Drugs................................................ 50
  Overdose and Addiction to Biochemical
  Agents ....................................................51
  Overdose ........................................................... 51
  Addiction........................................................... 51
  Cyborgs.........................................................53
  Cyborg Disadvantages ...................................... 54
  Building a Kazei Five Cyborg............................ 54
  Hard Shell Cyborgs ........................................... 55
  Cyberspace ...................................................57
  Simple Cyberspace ............................................ 58
  Mentalist Cyberspace........................................ 58
  Alternate-Dimension Cyberspace .................... 59
  Entering Cyberspace ......................................... 59
  Campaign Overview ....................................61
  Worldview ......................................................... 61
  History ............................................................... 61
  Technology ........................................................ 62
  Medical Technology .......................................... 63
  Military Technology.......................................... 64
  Vehicles .............................................................. 64
  Space .................................................................. 65
  Cultures ........................................................65
  United North America(UNA) .......................... 65
  Confederated States of America (CSA)............ 66
  Nation of California .......................................... 67
  Republique du Quebec (Republic of Quebec) 67
  Inuit Territory ................................................... 68
  THE WORLD .................................................... 68
  Japan .................................................................. 68
  The Pacific Rim ................................................. 69
  Europe ............................................................... 69
  Africa ................................................................. 70
  Central America ................................................ 70
  South America................................................... 70
  Neo York .......................................................71
  Overview ........................................................... 71
  Utilities .............................................................. 71
  Public Transportation ....................................... 72
  Districts ............................................................. 73
  Inside an Arcology ............................................ 74
  Corporations ..................................................... 74
  Neo York Police Department Incorporated75
  History ............................................................... 75
  Equipment ........................................................ 76
  The Neo York Zero Zone.............................77
  What is a Zero Zone? ........................................ 77
  Life in the Neo York Zero Zone ........................ 77
  Layout of the Neo York Zero Zone................... 78
  
  4
  Kazei Five .....................................................79
  Purpose.............................................................. 79
  Kazei Five Support Personnel ........................... 80
  Charley .............................................................. 80
  Oscar.................................................................. 81
  Tatsuya Sonoda ................................................. 81
  Yoshiyuki Matthews.......................................... 83
  Equipment ...................................................84
  Armor ................................................................ 84
  Armor Descriptions .......................................... 84
    Sample Armor Types ...................................... 85
  Weapons Key ................................................88
    Weapons Chart ................................................ 89
  Weapons Descriptions.................................92
  Revolvers ........................................................... 92
  Pistols ................................................................ 92
  Sub-Machine Guns ........................................... 94
  Rifles .................................................................. 95
  Assault Rifles ..................................................... 96
  Shotguns............................................................ 98
  Machine Guns ..................................................100
  Heavy Weapons ................................................100
  Other Weapons ................................................101
  Grenade Launchers ..........................................102
  Grenade Rounds ..............................................102
  Grenades...........................................................103
   Melee Weapons .........................................104
  Melee Weapons Descriptions ..........................104
  Mecha Weapons.........................................106
  Mecha Weapons Descriptions .........................106
  Vehicles.......................................................108
  Vehicle Descriptions ........................................109
  Cars ...................................................................109
  Motorcycles ......................................................110
  Trucks and Off-Road Vehicles .........................110
  Fixed Wing Planes ............................................110
  Tilt-Wing Planes ..............................................110
  Helicopters .......................................................111
  Vector-Thrust Vehicles ....................................111
  Police Vehicles ..................................................112
  Glossary of Slang (and Other Terminology) in
  Neo York ..............................................113
  Japanese ............................................................114
  Part Three: Characters .........................116
  Kazei Five Characters ................................116
  Other Characters .......................................131
  Synthetics ...................................................159
  Cyberdroids ................................................163
  Mecha .........................................................167
  Part Four: Scenarious ...........................170
  Hostage Crisis...................................................170
  Cyberdroid Hunt..............................................171
  Zone Slavers .....................................................171
  Zone Hunters ...................................................172
  Replicant Revolution .......................................173
  Part Five: Bibliography.........................174
  General .......................................................174
  Anime Cyberpunk Sources .......................175
  Biochemistry ....................................................175
  Cyberspace .......................................................175
  Cyberware ........................................................175
  Cyborgs.............................................................175
  Mecha ...............................................................175
  Powered Armor ................................................175
  Psychokinetic Powers ......................................176
  Campaign Styles ........................................176
  The Special Police Task Force ..........................176
  The Covert Police Force ...................................176
  Military Forces / Special Operations ...............176
  Independent Freedom Fighters .......................176
  Supernatural Cyberpunk .................................176
  Self Discovery ...................................................176
  
  5
  Introduction
  Since we have a
  new format, we
  have a new look for
  two old stand-bys.
  The Magnifying
  Glass Icon has been
  replaced by a
  Caution Sign.
  The Stop Sign
  Icon is new and
  colorful.
  These symbols
  will help you quickly
  spot things to watch
  out for.
  In recent years the availability of Japanese anima-
  tion (i.e. anime) and comics (i.e. manga) has reached
  an all-time high. Videotapes of many popular shows
  are available for either sale or rent at most video stores,
  while several comics publishers offer translated edi-
  tions of a variety of titles. Often the stories presented
  are quite different from what many people might ex-
  pect, and contain genre conventions radically differ-
  ent from American cartoons or comic books. This book
  is an attempt to present one aspect of the anime and
  manga field, that of the near future anime-cyberpunk
  genre. As with the original source material, the world
  presented here is a dark one, and presents its subject
  matter in a serious tone. Although this specific field
  may not be for everyone, elements of this genre can be
  adapted for use in many other games.
  What You Get
  The Kazei Five (i.e. K5) Worldbook is designed to
  allow a Game Master to create and run a campaign
  using elements common to many near-future
  cyberpunk anime. The book is divided into several sec-
  tions for ease of use. They are:
  Introduction: The section you are reading now; this
  also includes a short discussion of the anime and
  cyberpunk genres and how they relate as well as differ.
  Anime/Cyberpunk Sourcebook: Written to be as com-
  patible as possible with the Kazei Five universe, this
  section describes how to express certain ideas com-
  mon to the anime and cyberpunk genres using Hero
  System game mechanics, including such subjects as
  cyberware, cyborgs, cyberspace, mecha and
  psychokinetic powers. To help familiarize Game Mas-
  ters and Players with the concepts presented, these sec-
  tions contain numerous references to specific anime
  and manga. It should be noted that this section also
  presents a number of optional rules, and all such rules
  should be carefully examined and evaluated by any
  potential Game Master before being adopted into their
  campaign.
  Kazei Five Worldbook: This section presents the Kazei
  Five universe itself. Beginning with a discussion of
  campaign styles, it then presents ideas on character cre-
  ation before starting an in-depth examination of the
  background and makeup of the Kazei Five world. Next,
  the Kazei Five organization is presented in detail, al-
  lowing the Game Master to start a new campaign
  quickly and easily. Finally, attention is then given to
  the hardware needed for such a campaign, with exten-
  sive listings of arms, armor, gadgets and vehicles, com-
  plete with design notes.
  Characters: This section presents a number of differ-
  ent character types, including possible PCs, as well as
  NPCs, enemies, robots, and even mecha. Although
  meant for the Kazei Five universe, most, if not all the
  characters can easily be adapted to Star Hero, Dark
  Champions or Champions campaigns with ease.
  Scenarios: Five scenario seeds designed to get the PCs
  involved quickly in the Kazei Five universe and to help
  the GM provide direction for the campaign.
  How To Use This Book
  Any Game Master wishing to use this book should,
  at the very least, read through the Sourcebook section
  before making any decisions about what sort of cam-
  paign he wants to set up. The Game Master should
  also make clear to his players which sections of the
  book he is using, and which he is not, as the book pre-
  sents a wide range of genre ideas. Players should feel
  free to make a thorough examination of the book as
  well, although they should try to avoid the Scenarios
  section.
  Designer's Notes
  The book you hold in your hands Kazei Five has
  literally been years in the making. I first conceived the
  idea when I walked into a video store one afternoon
  and found a videotape case showing a woman in a suit
  of blue power armor, standing inside of a larger ex-
  oskeleton. In turn, the exoskeleton, which vaguely re-
  minded me of the power lifter from Aliens was grip-
  ping the biggest cannon I had ever seen. The tape in
  question was Bubblegum Crisis Episode 1, and from
  that image of Priss and her MotoSlave alone, I began
  to formulate some of the basic ideas for the campaign.
  When I finally rented that particular tape, and actu-
  ally saw what it contained, I was hooked and rapidly
  began laying out certain ground rules. As time passed
  I tinkered with the game off and on, but I wasn’t actu-
  
  6
  ally running it as a campaign, so the desire to flesh out
  the rules wasn’t a driving need. Then, as fate would
  have it, I was appointed Game Master by a group of
  local players, and used the opportunity to spring the
  campaign idea upon them. Unfortunately, the game
  folded shortly after conception. Undaunted, the re-
  maining player and I recruited new people to the game,
  and the process started anew.
  Kazei Five has been a most interesting project from
  the start. Many of the things I wanted to do weren’t
  covered in the rules or, in the case of cybernetics, were
  presented poorly. In many cases I was creating new
  concepts from scratch — making it up as I went, so to
  speak. The creation process was further hampered by
  my growing exposure to anime and manga. I was lucky
  to enter into a unique relationship with the owner of a
  local comic store. I wrote reviews of newly released
  anime, and he let me rent anything I wanted for free.
  Thus, I was able to watch a wide variety of anime films,
  discovering new ideas with almost every viewing. As a
  result, the campaign changed constantly, as ideas were
  revised reworked and redefined.
  Considering the nature of the subject matter in
  this book, and its emphasis on high technology, I am
  amused that, in many ways, the Internet is directly re-
  sponsible for the fact this book even exists. My initial
  proposal to Hero Games was sent via the Internet, and
  almost all the rules revisions, suggestions, commen-
  tary and editing were accomplished by people I knew
  only via e-mail. At times, portions of the campaign
  were run over the Internet, in a manner similar to
  Aaron Allston’s bluebooking from Strikeforce.
  It’s now something like three years since Kazei Five
  was first created. What you hold is the end result — I
  hope you like it.
  Michael Surbrook
  Anime and Cyberpunk
  What is Anime?
  Anime is the Japanese term for their animation
  industry. As such, it not so much a genre unto itself,
  but a storytelling medium, much like television or
  comic books. For a long time, the term “anime” im-
  mediately brought to mind images of giant robots and
  small girls with overly large eyes, a stereotype that,
  upon closer examination, doesn’t quite hold true.
  Anime covers a wide range of genres, including (but
  not limited to): fantasy, giant robots, horror, martial
  arts, romantic comedies, science fiction, sports... in
  short, subjects as varied as those found in the Holly-
  wood movie industry. Thus, any attempt to write an
  anime sourcebook would be fruitless, as there are too
  many fields to cover.
  There are several broad generalizations that can
  be made about anime, especially concerning the type
  of anime that is usually commercially distributed out-
  side of Japan. Regardless of the genre, most anime have
  the following things in common: an emphasis on ac-
  tion, competent female protagonists, elements of Japa-
  nese culture and reasonably mature or complex plots
  and stories. Naturally, there are exceptions to every rule,
  and there are dramatic anime films where the empha-
  sis is on character development and not action, as well
  as anime where the main character is male, or where
  the setting is somewhere else than Japan, or that have
  plots that are rather basic and thin.
  It is the intent of this sourcebook to cover the
  cyberpunk genre, as protrayed in anime films, which
  is only a small segment of anime in general. Also within
  this sourcebook will be ideas and suggestions that can
  be used to help simulate other types of popular anime,
  such as giant robots or science fiction, but the mate-
  rial presented here is not directly concerned with those
  genres.
  What is Cyberpunk?
  The word cyberpunk has currently become a
  catch-all expression used to describe anything com-
  puter-related that is new and on the cutting edge of
  technology. Popular media has adapted it as a
  buzzword, mangling it into something that has little
  to do with its original meaning.
  The concept of the cyberpunk genre was started
  in the mid-80s with William Gibson’s book
  Neuromancer. It postulated a dark, dystopian future
  where corporations had become more important than
  governments; information, no matter how insignifi-
  cant, was more important than money; and people
  struggle to retain their own humanity in the face of
  body-altering technologies. Other writers, most nota-
  bly Bruce Sterling and Walter John Williams, joined
  into this new aspect of science fiction, adding their view
  of the future.
  A number of themes or trends emerged as stan-
  dard features of the cyberpunk genre. The most no-
  table was the of melding of man and machine into a
  
  7
  single, augmented individual, where technology is used
  to make man faster, stronger, and, in some cases,
  smarter. This technology is often referred to as cyber-
  netics, or more simply, cyberware. The concept of
  cyberspace was also introduced, where all the world’s
  computers were linked together into one massive in-
  formation net. Those with the wit and skill, equipped
  with virtual reality interfaces, could access and plun-
  der this network in an era where information is the
  highest commodity. Finally, these stories also tend to
  feature violence, sex, rock music and an extensive in-
  fluence of Japanese culture.
  What is Anime Cyberpunk?
  Naturally, there are anime examples that have been
  labeled “anime cyberpunk.” In most cases this is a valid
  assessment, since the stories in question feature many
  of the same concepts one finds in Western cyberpunk
  literature. The stories often deal with a dark future,
  plagued by over-population, pollution, and war. The
  concept of cybernetic enhancement is often used to
  explore questions concerning the nature of humanity,
  and what it means to be a human. Politics often play
  an integral role in these stories, as the main characters
  find themselves caught up in events outside of their
  control.
  On the other hand, the anime cyberpunk genre
  differs from mainstream cyberpunk as well. It often
  features phenomena that gos far beyond the “hard”
  science fiction realm of standard cyberpunk. Examples
  would be the somewhat impractical (and impossible)
  giant robot, incredibly powerful psychics, and wild,
  bizarre mutations. It should be noted that such com-
  mon subjects as cybernetics and cyberspace are usu-
  ally downplayed in this genre, the emphasis being more
  on the characters and their actions. Cybernetics, cy-
  borg bodies, and cyberspace are usually treated sim-
  ply as means to an end, a way for the character to ac-
  complish his objectives, as opposed to being a central
  component of the story.
  Just as there are differences between cyberpunk
  and anime cyberpunk, there are also differences be-
  tween conventional anime and anime cyberpunk.
  Anime cyberpunk seldom deals with the flagrant sen-
  timentalism and romantic notions of most other
  anime. The field of anime cyberpunk is grittier in this
  respect, and deals with issues central to the human
  condition. Examples are a loss of humanity in the face
  of overwhelming technology, coping with experiences
  not meant for mankind, dealing with the implications
  of modern society where morals seem to be worthless,
  the status of artificial creations in relation to the rest
  of humanity, and so on.
  What is Kazei Five?
  The Kazei Five Sourcebook falls somewhere be-
  tween the realms of cyberpunk and cyberpunk anime.
  It draws upon common elements of both genres to
  present a dark and different view of the future. It is
  not a purely anime universe per se, but neither is it the
  commonly perceived cyberpunk-styled world. Kazei
  Five is meant to be mixture of both genres, a world
  using common elements of the cyberpunk genre com-
  bined with a heavy anime influence, represented both
  in stylization and design.
  The Kazei Five universe melds such traditional
  cyberpunk themes as large, faceless totalitarian cor-
  porations with common anime cyberpunk subjects as
  powered armor and psychokinetic powers. Thus, one
  will find chapters discussing cyberware, cyberspace,
  mecha, powered armor, psychokinetic powers, as well
  as other related subjects so Game Masters may better
  understand and simulate the desired setting.
  
  8
  Worldbook
  Part One
  Gaming in the Kazei Five
  Campaign
  Campaign Styles
  Many anime/manga series are naturals for adap-
  tation into a Hero role-playing environment, as they
  usually combine two or more main characters, along
  with a number of supporting characters, into a long
  and often complex storyline. This section presents a
  number of anime-inspired campaign possibilities that
  can be developed using the Kazei Five sourcebook.
  Most of these examples are based on the idea that the
  characters belong to some form of police or other law
  enforcement organization. This is a very common set-
  ting for many anime and manga series, and has the
  advantage of allowing the GM to easily bring the Player
  Characters together into a team. When deciding upon
  an appropriate campaign style or setting, the GM
  should first select a setting that is acceptable to both
  himself and his players.
  The Special Police Task Force
  This is one of the more common settings for an
  anime/manga series. The characters are members of a
  law enforcement agency of some form or another. Usu-
  ally, this agency is responsible for handling cases that
  the regular police cannot. To aid them in this task, the
  officers are often equipped with weapons and other
  equipment more advanced than that carried by regu-
  lar patrol officers.
  This type of campaign setting has many advan-
  tages. Since the PCs all belong to the same organiza-
  tion, it is a simple matter to get them together for a
  scenario. Due to the nature of the campaign, adding
  in new characters requires a minimum of preparation.
  The characters will also have access to issued weap-
  ons, armor and vehicles, making it easy for the GM to
  govern exactly what equipment the PCs are carrying.
  There are a number of disadvantages to this type
  of campaign, however. Since the PCs are supposed to
  be law enforcement officers, they are bound by certain
  rules and regulations, and are subject to sanction when
  these are broken. In effect, each PC receives the disad-
  vantage of Watched: “Subject to Orders and Regula-
  tions”.
  The PCs are assumed to respect the organization’s
  chain of command. This means the GM must decide
  what rank characters may hold, and what privileges
  and responsibilities come with that rank. The GM
  should determine who the PC’s commanding officers
  are, as well as developing a supporting cast of fellow
  police officers.
  The GM also must create such things as the equip-
  ment carried by the characters, as well as details of the
  department’s operation. This sort of game environ-
  ment may be too restrictive for some GMs and their
  players.
  Some examples of the Special Police Task Force
  include the Advanced Police, which was developed to
  combat renegade “boomers” (i.e. robots), featured in
  the AD Police and Bubblegum Crisis series, and the
  Bladerunner division, which tracked down rogue
  replicants, from the film Bladerunner. A less serious
  example would be the Newport City Tank Police from
  Dominion which uses an assortment of tanks and other
  armored vehicles in their war on crime. Similarly, the
  Patrol Labor Division of the Tokyo Police Department
  in the anime series PatLabor uses large manned robots
  called “Labors” to combat crime.
  The Covert Police Force
  This type of campaign has many similarities to
  the Special Police Task Force. In both campaigns, the
  PCs are assumed to be working for a law enforcement
  agency, and they often use advanced equipment and
  handle cases outside the realm of regular police work.
  But the Covert Police Force has a number of unique
  advantages. Usually, there is less emphasis on rank and
  regulations in these teams. Because of this sort of at-
  mosphere, characters are allowed to consider a wider
  range of options when deciding how to resolve a situ-
  ation. Additionally, the Covert Force is usually smaller
  than the Special Task Force, allowing the GM to con-
  centrate more on the PCs themselves. The Covert Force
  often has a broader directive than the Special Task
  Force; members may find themselves operating in a
  number of different environments and locations. This
  can make scenario preparation much easier for the
  GM, as all he has to do is announce this week’s mis-
  sion without worrying about such details as getting
  the PCs to the adventure site. Of course, this does mean
  
  9
  he will have to ensure that the adventure site is rea-
  sonably detailed.
  As with the Overt Force, the Covert Police Force
  can have its own unique disadvantages. The GM needs
  to keep a careful watch on the PC’s activities. The char-
  acters may not suffer the same restrictions or oversight
  as their Overt counterparts, but this still doesn’t mean
  they can totally ignore the law.
  Depending on how secretive the Covert Police
  Force is, the PCs may find that they interact with
  DNPCs less often then they like. In some campaigns
  DNPCs may not even be allowed. Players or GMs who
  enjoy this kind of interaction may not care for this style
  of campaign. The disadvantage of “Secret ID” may be
  appropriate for some types of Covert games, as the
  character’s involvement with the Covert Force may not
  be generally known.
  Possibly one of the best examples of a Covert Po-
  lice Force is Section 9, an independent unit respon-
  sible for combating terrorists and rooting out govern-
  ment corruption in Ghost in the Shell . In a similar vein,
  Angel Cop’s Special Security Force exists to protect the
  economic security of Japan from criminal or terrorist
  attack and is effectively allowed to do whatever is nec-
  essary to accomplish its mission — the perfect kind of
  operating guidelines for some players. Finally, the
  author’s own Kazei Five campaign was run with the
  PCs working as members of a Covert Police Force.
  Military/Special Forces Operations
  This type of campaign is practically a subset of
  the Covert Police Force. The only real difference is that
  the characters don’t belong to any law enforcement
  agency, but instead work directly for the military, the
  government or a large corporation. The advantages and
  disadvantages of a campaign like this are pretty much
  the same as with the Covert Force, except that the GM
  has even more flexibility with such matters as scenario
  location and set-up.
  The best and most detailed example of a Special
  Operations Force is that of ESWAT from Appleseed.
  Created to protect the city-state of Olympus, ESWAT
  is equipped with the latest in weapons, armor and
  mecha (called “Landmates” in the series), and deals
  with terrorism, espionage, counter-espionage and
  other criminal acts on a regular basis.
  A somewhat different version of the Special Op-
  erations Force would be the WWWA, or Worlds Wel-
  fare Work Association from the Dirty Pair series. Here,
  the characters are agents of a large interstellar agency
  that hires out its services to a number of worlds to
  handle problems local authorities couldn’t otherwise
  deal with. WWWA agents (called “Troubleshooters”)
  are equipped with a wide variety of gear for the pur-
  pose of resolving whatever unique law enforcement
  situations they are presented with.
  Independent Freedom Fighters
  In this sort of campaign, the characters are not
  members of any sort of official organization, but in-
  stead work by themselves. Usually, they are attempt-
  ing to reach a specific objective, whether it’s personal
  freedom from oppression, seeking the downfall of an
  uncaring corporation, the overthrow of a tyrannical
  government or something similar. This form of cam-
  paign has several advantages: a broad range of charac-
  ter types, intense PC and DNPC interaction, and a lot
  of room for those melodramatic moments so com-
  mon to many anime series of this type. The only real
  disadvantage is determining how or if the PCs can suc-
  ceed in their mission, and if they do, where they go
  after that.
  It should be noted that this sort of campaign can
  be very difficult to set up and run properly. The PCs
  must be careful not to get caught, while the Game
  Master must try to keep adventures balanced and fair.
  Access to equipment is another important issue; the
  GM needs to determine how and where the PCs will
  acquire their gear.
  The best example of this type of campaign, would
  be the Bubblegum Crisis and Bubblegum Crash! anime
  series. This 11-episode series concerns itself with the
  adventures of a mercenary unit known as the Knight
  Sabers and their attempts to oppose the plans of the
  world-spanning Genom Corporation.
  Supernatural Cyberpunk
  For those with a taste for the unusual, one can
  mix genres. Combining a futuristic cyberpunk setting
  with such fantasy elements as supernatural monsters
  and magic can be highly entertaining. There are a num-
  ber of examples of this campaign style to be found in
  anime.  They include Wicked City (a.k.a. Supernatural
  Beast City), in which the main character is a member
  of the Black Guard, a super-secretive organization that
  is devoted to protecting Earth from incursions of hor-
  rific creatures from the Black World; and Silent Mo-
  bius, the story of the Attacked Mystification Police, a
  special police force which uses both high technology
  and magic to deal with an incursion of extra-dimen-
  sional monsters in the city of Tokyo. The only major
  drawback to a campaign such as this is that the blend-
  ing of high technology and the supernatural may be
  too jarring for some to accept comfortably.
  Self Discovery
  This is not so much of a campaign style, but more
  a campaign theme. Usually concentrating on a single
  character, a Series such as this focuses on the character’s
  interaction with the world around him. In the course
  of each episode, the character is given an object les-
  son, often a tragic one, that allows him to learn more
  about himself, and the world. Unlike most of the other
  campaigns styles listed, a Self Discovery or Enlighten-
  ment campaign is perfect for one-on-one interaction
  between the GM and a single player.
  Bubblegum
  Crisis is a
  must-see for
  any anime fan,
  especially those
  interested in
  the near
  future/
  cyberpunk
  genre.
  Obviously
  inspired in
  many ways by
  the movie
  Bladerunner,
  Bubblegum
  Crisis features
  numerous
  elements that
  would work
  well in a role-
  playing
  campaign.
  These elements
  include a large,
  uncaring
  multi-national
  corporation,
  synthetic
  humans that
  desire to be
  just like normal
  people, robots
  designed to
  replace humans
  in the
  workforce but
  that break
  down and run
  rampant from
  time to time,
  monstrous
  robotic combat
  machines that
  are almost
  unstoppable by
  conventional
  means, an
  assortment of
  small mecha,
  and some of
  the best
  designed suits
  of powered
  armor seen
  anywhere.
  
  10
  A prime example of this sort of series would be
  Battle Angel. The series centers around the adventures
  of a young, female cyborg, and her attempts to dis-
  cover more about her past and who she really is. An-
  other example would be the anime series Armitage III.
  During the course of this series the main character,
  Armitage, is revealed to be a highly advanced robot.
  The question of who she is and why she was built is
  central to the entire theme of the series.
  Tone
  The tone of any anime-cyberpunk campaign de-
  pends greatly upon the desired campaign setting. Tra-
  ditional Western cyberpunk settings are often very dark
  in outlook. The characters in these stories have no real
  hope of changing their world and can only do their
  best to survive. Anime stories, on the other hand, are
  usually less bleak. The setting isn’t usually as oppres-
  sive, and although the characters may not be able to
  change the world around them, they do have more
  control over their own lives.
  Story Types
  In general, lighthearted games don’t work well in
  the anime-cyberpunk setting. Even the series Domin-
  ion noted for its less-than-serious tone, balances its
  more humorous moments with serious sequences. The
  reverse is also true of the more serious stories, where
  moments of levity are used to break tension.
  In more serious campaigns, the Player Characters
  will often find themselves involved in situations that
  cause them to question their motivations. In many
  manga series, especially Masamune Shirow’s Appleseed
  and Ghost in the Shell, the main characters are often
  caught up in political maneuverings outside of their
  control. The characters are only one small part of a
  larger picture, and aren’t always certain who is right
  and who is wrong. Such settings are often filled with
  double agents, corrupt team members, political back-
  stabbing and questionable missions.
  This sort of setting can be great fun for the GM,
  but he shouldn’t overdo it to the point that the PCs
  feel like powerless pawns in the face of overwhelming
  bureaucracy. For example, in Ghost in the Shell, the
  members of Section 9 were depicted as being on the
  right side of the law in their actions, but their mis-
  sions still managed to raise interesting moral questions.
  A similar situation is found in Bubblegum Crisis, the
  Knight Sabers have no real hope of destroying Genom
  itself, but they still try to curb the company’s flagrant
  disregard for the law whenever possible.
  Campaign Tone Example: Kazei Five
  The Kazei Five universe, presented in this book,
  draws greatly upon the works of Masamune Shirow
  for its inspiration; thus, it is a somewhat dark world,
  with a realistic gritty feel. The PCs have some control
  over their futures, but still are only a small part the
  universe. Although they may not be able to make
  sweeping changes to the world around them, they can
  fix smaller problems and thus try to make the world
  better one small step at a time.
  Psychokinetic Ratings
  Paranormal researchers have developed an alpha-
  numeric rating system to classify psychokinetic powers.
  The base classification for a psychokinetic is an open-
  ended numeric ranking, followed by a letter code indi-
  cating reliability and stability. For game purposes, this
  ranking is determined by calculating character’s maxi-
  mum possible power level in active points and dividing
  by 10. To simplify matters, one uses the base value of a
  Multipower or Variable Power Pool, or the largest slot
  in an Elemental Control. Then, add in any other Endur-
  ance-using powers that are outside of these frameworks
  (even if the power has been bought to 0 Endurance).
  Example: Takeda Johnson has a 60 point Variable
  Power Pool and a 12 PD/8 ED Force Field at 0 Endurance.
  This totals 90 possible active points of power, for a ranking
  of 9.
  Reliability (How often the power successfully
  activates):
  A)
  All of the time
  B)
  Most of the time
  C)
  2/3 the time
  D)
  Half the time
  E)
  Less than half the time attempted
  Stability (Do the powers adversely affect the user?):
  A)
  Does not suffer from adverse effects at any
  power level
  B)
  Rarely suffers from adverse effects
  C)
  Sometime suffers from adverse effects
  D)
  Often suffers from adverse effects
  E)
  More dangerous to himself than others
  Certain researchers like to add a third classification,
  ranking the subjects general abilities.
  General Abilities:
  A)
  Subject has yet to show any limit to their
  power.
  B)
  Subject displays a wide variety of powers, but
  has limits.
  C)
  Subject displays a small selection of powers.
  D)
  Subject possesses significant, but limited
  power.
  E)
  Subject possesses a single power or ones that
  are trivial in effect.
  The ranking of the various psychokinetics presented in
  the Characters section would be as follows: Brais is 10
  ABD (note-Brais’ actual rank varies wildly, this is an
  approximation); Noriko Kobayashi is 7 BCB; Ran is 20
  AAA; Ryder is 4 AAC; Shion Nys is 15 AAB; and Takeda
  Johnson is 9 BCA.
  FUZION
  Conversion
  Notes:
  A lternately,
  you can divide
  the HERO
  Active Cost by
  5, and then
  convert each
  +¼ in
  Advantages to a
  +1 Adder, and
  each -¼ in
  Limitations to a
  -1 Limiter to
  find the
  FUZION Power
  Point Cost.
  Damages for
  HERO Normal
  Attacks convert
  straight over.
  To find the
  FUZION DC of
  a HERO System
  Killing Attack
  multiply the
  Dice by three
  and then
  subtract 2.
  To find the
  FUZION KD
  and EKD,
  multiply the
  HERO System
  rPD or rED by
  2 or 2.5
  Specific
  conversions
  will be
  provided where
  needed.
  
  11
  Character Design
  Character Background
  There are a wide variety of character types avail-
  able in the Kazei Five universe, ranging from the aver-
  age man on the street to mechanically rebuilt cyborgs,
  to people with psychokinetic powers that allow them
  to perform amazing telekinetic feats. A rough break-
  down of these characters is as follows:
  Human
  This is the most common type of person met in
  the Kazei Five universe. He could range from an aver-
  age corporate employee, to a Zero Zone ganger, mecha
  pilot, rigger, street samurai mercenary, or corporate
  guard. A character such as this must take the disad-
  vantage of “Normal Characteristic Maxima”. Although
  he is restricted by the limitations posed by Normal
  Characteristic Maxima, he can use cyberware to aug-
  ment his physical abilities.
  Genetically Upgraded Human
  This is an otherwise normal human who has been
  treated with a specific genetic upgrade or program. A
  genetic upgrade is designed to increase the physical
  capabilities of the recipient without resorting to cy-
  bernetic aids. Improvements including making the re-
  cipient stronger, faster, capable of prolonged periods
  of physical exertion, as well as more durable and
  healthier. As a side benefit of these numerous improve-
  ments, the genetic upgrade is often physically more
  attractive than most other people. Genetic programs
  come in a variety of styles; for game purposes they are
  all presumed to have the same effects. Genetic upgrades
  are commonly found working as corporate operatives.
  A genetically upgraded human must purchase the
  following physical characteristics at the listed base lev-
  els as well as the required Life Support Power. The char-
  acter does have increased levels of characteristic
  maxima; these levels are listed after the required char-
  acteristics.
  Characteristic
  Base
  Max
  Points
  STR
  15
  25
   5
  DEX
  13
  23
   9
  CON
  15
  25
  10
  BODY
  13
  23
   6
  COM
  12
  22
   1
  PD
   5
  10
   2
  ED
   5
  10
   2
  LS: Immune to Disease
   3
  Total Cost:
  38
  The character also receives the disadvantage of
  “Enhanced Characteristic Maxima” (5pts). All other
  characteristics remain the same. A genetic upgrade can
  still use cyberware, with the maximum increase to any
  characteristic still stopping at 30.
  Cyborg
  A cyborg is a person who has undergone exten-
  sive cyberimplantation, resulting in a being that is now
  more machine than man. Cyborgs are common as sol-
  diers, special operatives, corporate agents and are in-
  volved in space exploration.
  Psychokinetic
  Certain humans have shown amazing levels of
  paranormal ability. This ability is expressed in the form
  of various telekinetic powers, including flight, teleki-
  nesis, force fields and the like. A psychokinetic may or
  may not be bound by the restrictions of Normal Char-
  acteristic Maxima; many such individuals demonstrate
  physical abilities far beyond that of normal humans.
  Psychokinetics are rare, and are usually found work-
  ing as corporate operatives. Those that choose to re-
  main independent often do so by hiding themselves
  in Zero Zones and similar areas.
  Artificial People
  To supply the world’s labor needs, large numbers
  of artificial humans, better known as synthetics or
  replicants have been developed. These creations are
  usually found serving as clerical workers, corporate
  secretaries, domestic servants, prostitutes, security
  guards, and so on. Most synthetics have the same physi-
  cal characteristics as a normal human, although cer-
  tain models (usually those used for law enforcement
  or military service) are significantly stronger and faster
  then most people.
  Robots
  Although partially self-aware robots known as
  cyberdroids exist, these mechanical creations are not
  recommended as PCs.
  Character Motivations
  Character motivation in an anime-cyberpunk
  universe will depend greatly upon the campaign style
  desired. In campaigns where the characters are law
  enforcement officers, the basic motivations for most
  characters will be to uphold the law. In a Bubblegum
  Crisis-styled vigilante campaign, then each of the team
  members should have some form of grudge against
  the campaign’s target villain. Aside from such basic mo-
  tivations, Players should look for deeper reasons for
  their characters’ actions. The members of the Attacked
  Mystification Police, seen in the manga series Silent
  Mobius, are prime example.
  Each member of the AMP is sworn to defend the
  city of Tokyo from incursions by supernatural mon-
  sters, forming the basic motivation for the team. Fur-
  ther than that, each officer has deeper reasons for work-
  ing and staying with the AMP: Katsumi Liqueur de-
  sires revenge against the creatures that killed her par-
  ents, as well as recognition of the good her immense
  sorcerous powers can do in defending others. Kiddy
  feels that the AMP is the only place where she won’t
  feel like an outcast and a freak as a result of her cyber-
  More
  FUZION
  Conversions:
  To convert
  HERO System
  characteristics
  to FUZION,
  simply divide
  the HERO stat
  by three for all
  Primary
  Characteristics
  in most cases.
  Exceptions will
  be noted below.
  FUZION Stats
  convert from
  HERO stats as
  follows (the
  FUZION stat
  name is listed
  first, followed by
  the HERO
  System stat):
  INT = INT
  WILL = EGO
  PRE = PRE
  TECH =
  (FUZION
  (REF+INT)/2)
  REF = DEX (or
  OCV)
  DEX = DEX (or
  DCV)
  CON =
  (Natural
  (PD+ED)/4)
  BODY = BODY
  MOVE =
  (Inches of
  Running/1.5)
  For Derived
  Characteristics,
  figure them
  from the
  converted
  FUZION
  Characteristics.
  
  12
  netic body. Lebia, who is second in command, has the
  responsibilities of her position to consider and the
  chance to work with sophisticated computing equip-
  ment. Nami has been sent to the AMP to develop her
  own skills as a Shinto priestess and to carry on her
  family’s duty to defend Japan from monsters: and Yuki,
  who is an orphan, finds the AMP to be a replacement
  family, among whom she can feel at home.
  In many campaigns, PCs should be the sort of
  people interested in improving (rather than preserv-
  ing) the society they live in. As such they have to be
  willing to face almost insurmountable odds, an often
  uncaring society, and foes who are more than willing
  to take extreme methods to oppose them. Finally, the
  nature of most anime-cyberpunk worlds is such that
  PCs will find themselves subject of ever-shifting alli-
  ances, where distinction between friend and enemy can
  be very tenuous.
  Disadvantages
  One of the best ways to define a character’s moti-
  vations and personality is through an interesting ap-
  plication of disadvantages, especially Psychological
  Limitations. Dark Champions contains a number of
  examples useful for most anime-cyberpunk games. A
  few genre-specific are as follows:
  Physical Limitations
  Clone (Infrequently, Greatly) (15pts.): The character
  is a genetic copy of another individual. In most cul-
  tures a clone has no legal identity at all, and usual
  practice is to consider any clone the property of the
  being from which the genetic material came. Ac-
  cording to the legal code of United North America
  and that of most other nations, killing a clone is
  not considered murder, but destruction of prop-
  erty. Clones are exceedingly rare and are usually
  used to supply needed body parts for a specific in-
  dividual.
  Cyber Rejection (Infrequently, Greatly) (15pts.): A
  character with this disadvantage can never receive
  cyber implants, as his body will not accept them.
  The character cannot use most common forms of
  cyberware and is limited to costly bioware systems.
  It is important to note that most psychokinetics can-
  not tolerate any form of cyber intrusion into their
  systems. Although their body may not reject the im-
  plant, it almost always has a detrimental effect on
  their powers.
  Synthetic Human/Property (Infrequently, Greatly)
  (15pts.): The character is a synthetic human and
  thus is not considered a person in many cultures,
  but instead is thought of as property. The character
  has no rights guaranteed by law and can suffer from
  extreme mistreatment by his owner with no legal
  repercussions. The character may or may not be
  distinctly non-human in appearance, and his DNA
  is marked with identifying codes, so any detailed
  bioscan will reveal him as an engineered organism.
  Even cultures that recognize the possibility of a free
  synthetic human will assume that the individual is
  property unless proper documentation is on file
  with the appropriate government organization.
  Psychological Limitations
  Addicted to Simsense (Common, Total) (20pts.): The
  character is heavily addicted to simulated sensory
  experience (i.e. simsense) programs and has great
  difficulty separating simsense-induced fantasies
  from reality. A common result of simsense addic-
  tion is that the character assumes the persona and
  mannerisms of his favorite simsense character(s)
  whenever exposed to extreme stress. The character
  may also assign assorted roles to persons around
  him, usually based upon their relation to the
  simsense character. While under this psychosis the
  character may perform extremely dangerous ac-
  tions.
  Cyber-Induced Psychosis (Common, Varies) (Varies):
  This limitation represents extensive psychological
  damage resulting from the implantation of numer-
  ous cybernetic systems. The character suffers from
  varying degrees of psychopathic tendencies and is
  often prone to acts of extreme violence. The Ber-
  serk or Enraged Disadvantage may also be bought
  to better simulate the character’s unbalanced men-
  tal state.
  Street Loyal (Common, Strong ) (15 pts.): A character
  with this Psychological Limitation will stay
  “bought”. If hired to perform a job, he will com-
  plete it to the best of his ability. He will not betray
  his employer or his companions. If the betray him,
  however, they will lose this immunity and he may
  turn on them. Many street samurai have the Psych.
  Lim. and are usually considered trustworthy by
  those that hire them and gullible by those that know
  they can use this mindset to their advantage.
  Everyman Skills
  The following is a list of Everyman Skills for the
  Kazei Five universe. Everyone has these skills on an 8-
  roll.
  AK: Local Area
  Climbing
  Concealment
  Conversation
  Deduction
  KS: Computer Operations
  Language: 4 points with Local Language
  Paramedic
  PS: Current or past occupation
  Shadowing
  Stealth
  TF: either automobile or motorcycle
  More
  FUZION
  Conversion
  Notes:
  Conversions for
  Skills go as
  follows:
  HERO
  Everyman Skill
  is a FUZION
  Everyman Skill
  Level of 2.
  HERO Skill Roll
  of 8 or Less is a
  FUZION Skill
  Level of 1
  HERO Skill Roll
  of 11 or Less is a
  FUZION Skill
  Level of 2
  HERO Skill Roll
  of 12 is a
  FUZION Skill
  Level of 3
  HERO Skill Roll
  of 13 is a
  FUZION Skill
  Level of 4
  and so forth.
  Talents should
  map straight
  over; use the
  name of the
  HERO System
  Talent to figure
  the FUZION
  Talent.
  Disadvantages
  are the same as
  FUZION
  Complications.
  Just convert
  them as
  appropriate.
  
  13
  New Skills
  All of the standard Hero System Skills are avail-
  able in the Kazei Five universe, although some of them
  (such as Animal Handler) are of limited use. Below
  are listed several new skills, as well as comments con-
  cerning some old ones.
  High Society (3pts.)
  This PRE skill is a must for anyone operating in
  the upper echelons of the corporate world. This skill
  allows one to know the proper forms and procedures
  for dealing with corporate officials. High Society is
  necessary when dealing with traditionally minded
  Japanese corporate officials.
  High Society, by definition, can be extended to
  other social classes. Organized crime members, such
  as the Mafia or Yakuza, might have this skill as well,
  representing the ability to properly interact with the
  higher-ranked members of these groups.
  Language: CitySpeak (1pt.)
  CitySpeak is a mixed bag of English, Japanese,
  Spanish and pure street slang. It is spoken extensively
  in the Neo York Zone and the Neo York Underworld.
  It is not a real language in and of itself, but is a neces-
  sary skill if a character needs to blend into that aspect
  of society.
  Concentrated Sprayfire (5 pts.)
  The character has been taught to accurately con-
  centrate his autofire while firing at multiple targets.
  Concentrated Sprayfire costs 5 Character Points. The
  charater steadeies himself to fire and can sprayfire
  multiple attacks at each of several targets. This attack
  takes a full phase and the attacker is x˚ DCV. The char-
  acter declares the targets and counts a line of continu-
  ous hexes including all the targets. There is a base -1
  OCV, and a -1 OCV penalty for each hex. The charac-
  ter must fire a minimum of one shot into each hex,
  even if there is no target there (so a character with a 5
  shot maximum could affect a maximum of five hexes).
  Use the normal Autofire rules to see how many shots
  a target is hit (up to a maximum of the number of shots
  fired at that target.)
  Rapid Autofire (5 pts.)
  With this maneuver, a character may Rapid-fire
  an Autofire attack; this allows the character to fire 5
  shots every segment. E.g., if a SPD 3 character declares
  Rapid Autofire on his action phase in segment 4, he
  would autofire 5 shots in segment 4, 5 shots in seg-
  ment 5, 5 shots in segment 6, and 5 shots in segment 7.
  Rapid Autofire costs 5 Character Points. Each Autofire
  attack may not be spread and must be aimed at only
  one target. The character takes a -2 OCV penalty for
  every shot after the first and is x˚ DCV. END or charges
  must be expended individually for each attack.
  Note: If a character used Rapid Autofire to fire 5 shots
  each segment (two times a phase at Speed 6 or three
  times a phase at Speed 4, etc.) the weapon would be
  firing at about 300 rounds per minute. This is at or
  above the continuous rate of fire for most hand held
  autofire weapons.
  Two Weapon Fighting (5 pts.)
  The character has learned how to fight with two
  weapons. Two Weapon Fighting costs 5 Character
  Points. With this maneuver a character ignores the first
  -2 OCV modifier when Rapid Firing with two weap-
  ons or ranged attacks. The character using the Rapid
  Fire Maneuver can fire twice with no OCV penalty,
  three times at a -2 OCV, four times at a -4 OCV, etc.
  When using two weapons, each must be usable in one
  hand. Attacks from a character's off hand take the -3
  OCV penalty (in addition to any Rapid Fire modifi-
  ers) unless the character is Ambidextrous. This skill
  also allows the character to use two weapons with any
  of the Sprayfire maneuvers or with Rapid Autofire.
  Note: This maneuver is effectively 2 Combat Skill Lev-
  els with a Ranged Combat (5 points each) that only
  counteracts the OCV minus for the second shot (a -1
  limitation.)
  Transport Familiarity: Mecha (1pt.)
  This skill gives one familiarity with operating any
  one of a number of anthropomorphic enhancement
  rigs used in construction and cargo handling.
  Weapon Familiarity: Uncommon Weapons:
  Assault Cannons (1pt.)
  A new category is added to this list, infantry as-
  sault cannon.
  Fringe Benefits
  Corporate I.D. (1+ pts.)
  The character has an I.D. card representing him-
  self as a valued employee of a specific company. This
  card entitles the character to use certain public facili-
  ties of the corporation with a minimum of hassle. Note
  that the exact value of this Perk will depend greatly
  upon the character’s actual rank in the company.
  Higher-ranking employees are allowed more benefits,
  and thus their Corporate I.D. will cost more.
  False I.D. (2pts.)
  The character has set up a second identity com-
  plete with medical records, financial statements, school
  records, insurance policy and so on. Credit fraud and
  false I.D.s are highly illegal, and such activities could
  lead to arrest.
  SINless (3pts.)
  The character has no System Identification Num-
  ber (a.k.a. SIN); thus, there is no data on the character
  in the world’s databases. This means that the charac-
  ter is very difficult to trace, but the other hand, the
  Editor's Note:
  The skills
  Concentrated
  Spray-Fire,
  Rapid Autofire
  and Two
  Weapon
  Fighting are
  from An Eye for
  an Eye by
  Steven S. Long.
  This indispens-
  able
  sourcebook for
  Dark Champi-
  ons can be very
  helpful for
  GMs and
  players alike.
  Fuzion Notes
  OCV is the
  same as AV.
  DCV is the
  same as DV.
  
  14
  character cannot access many government and social
  services. A significant portion of Zero Zone inhabit-
  ants are SINless. This Perk can be lost, and if it is, it
  can never be regained.
  Studio Access (1pt.)
  The character has access to a recording or video
  studio, mixing equipment and other communications
  gear. Most likely the character does not own the gear
  and must use it during off-hours, on the other hand,
  he doesn’t have to pay for the privilege either.
  Weapon Permit (1pt.)
  This means that the character has a license to own
  and carry a gun. A permit is really only needed in places
  such as Neo York; nobody cares if you have a permit
  or not in a Zero Zone.
  Concealed Weapon Permit (2pts.)
  As above, this allows the character to carry a con-
  cealed weapon on his person. This Perk is a must for
  bodyguards and detectives.
  Money
  The standard unit of exchange in the Kazei Five
  world is the new-yen, or more commonly “nuyen.”
  Other types of currency still exist, the dollar is stan-
  dard in United North America, for example, but it is
  no longer the universal form of money it once was. An
  expanded wealth chart is given below.
  Points
  Income
  -10
  $3,000 per year; the character is destitute and
  must scrounge his meals and shelter. This
  character almost certainly lives in a Zero
  Zone.
  -5
  $10,000 per year; the character is in debt, un
  employed and most likely hounded by credi
  tors. If not a Zero Zone resident, he probably
  soon will be.
  0
  $75,000 per year; standard income level. The
  character can make the occasional large pur
  chase and is usually financially secure.
  1
  $100,000 per year
  2
  $200,000 per year
  3
  $300,000 per year
  4
  $400,000 per year
  5
  $500,000 per year
  10
  $5,000,000 per year; the character is consid
  ered wealthy and has the capacity to do or
  buy pretty much what he pleases.
  15
  Unlimited income; the character is a multi-
  billionaire and has more money than he can
  spend. This character is most likely a CEO of
  a megacorporation.
  Character Archetypes
  The following list represents some of the more
  common character archetypes that exist in the world
  of Kazei Five. Players are not required to use any of
  these package deals when designing characters. They
  should feel free to modify any package deal to suit their
  needs, or only use a part of one. In particular, the Psy-
  chological Limitations are very open to change. For
  example, the Psychological Limitation of “Street Loyal”
  in the Street Samurai package could easily be switched
  to “Code of the Bushi”, or “Code of Honor”. The
  Detective’s Psychological Limitation of “Curious”
  could be changed to “Seeks Justice”, or “Never Betrays
  Client”.
  Bounty Hunter
  The bounty hunter’s job is to find and retrieve
  others. The people he pursues may be criminals, run-
  aways or employees of a rival corporation. Depending
  on the client’s desires, the bounty hunter may or may
  not need to bring his target back alive. The bounty
  hunter usually specializes in quiet extractions, where
  stealth and guile are used instead of brute force. But if
  things go bad, he is usually quite capable of taking care
  of himself in a fight.
  Several excellent examples of anime/manga
  bounty hunters are Gally the hunter-warrior from
  Battle Angel, Iria from Iria the Animation and the live-
  action movie Zeram, Rally Vincent from Gunsmith Cats
  and Rick Deckart in the movie Bladerunner.
  Typical Goals and Motivations
  The most common motivation for a bounty
  hunter is money. He pursues his target in order to gain
  the reward for a successful capture. Some bounty hunt-
  ers may be in this line of work for the excitement and
  adventure or because they found working as a law en-
  forcement officer too restrictive.
  Typical Abilities
  It is recommended that any good bounty hunter
  have an above-average INT, Perception and PRE, as
  well as decent combat skills. Any implanted cyberware
  is usually concealed and often of a covert nature.
  Suggested Disadvantages
  After a while, a bounty hunter will almost always
  accumulate a few enemies, such as former captures or
  other people holding a grudge or seeking vengeance.
  Depending on the nature of the bounty hunter’s ac-
  tivities, he might be watched by local law enforcement
  authorities. Finally, a well-known bounty hunter may
  develop a reputation, which may hamper the bounty
  hunter’s career and dealings with others.
  Role-playing Tips: Most genre bounty hunters
  tend to be loners. Usually they are very confident of
  their abilities, but will still utilize any and all resources
  available when attempting to bring down a target.
  
  15
  Suggested Disadvantages
  Disadvantages for the corporate official are highly
  dependent upon his ranking within the corporation.
  Upper-level executives usually have Age, as well as
  DNPCs defined as a wife and children. Rivalries, with
  other executives or other corporations, are highly com-
  mon, as well as being Watched by your parent corpo-
  ration or Hunted by a rival corp. A common Psycho-
  logical limitation is one of loyalty to the corporation
  itself, although undesirable elements with the corpo-
  ration are fair game for expulsion.
  Role-playing Tips
  For the typical official, the corporation is his life,
  his work and his home. This is where the real power in
  the world is found and the corporate official thrives
  upon that power.
  Corporate Ofiicial
     Skills & Talents
  Cost
  Bureaucratics (+1 to roll)
     5
  High Society (Corporate)
     3
  KS: The Corporation
     2
  PS: Corporate Executive
     2
  Perk: Contact @ 11-
     2
  Perk: Corporate ID card
     1
  (Note: the value of this Perk may depend upon the
      actual rank of the corporate official.)
  Perk: Well Off
     5
  Choose two from the following list:
     Bribery, Computer Programming,
     Conversation, Oratory, Persuasion,
     Trading, Traveler, Well Connected
     6
     Disadvantages
  Package Bonus
    -3
  Psych. Lim.: Corporate Affiliation
  -15
  Watched: Corporation 8-
    -8
  Package Cost
      0
  BOUNTY HUNTER
     Skills & Talents
  Cost
  Combat Driving
     3
  Fam.: Computer Programming
     1
  Fam.: Criminology
     1
  KS: Street Criminals
     2
  PS: Bounty Hunter
     2
  WF: Small Arms
     2
  Choose one from the following list:
     Bribery, Deduction, Disguise, Forgery or
          Interrogation
     3
     Disadvantages
  Package Bonus
    -3
  Hunted by Previous capture 11-
  -10
  Package Cost:
     1
  Corporate Official (a.k.a. Corper)
  The corporate official lives at the top of the anime-
  cyberpunk world. He is an executive found with any
  number of world-spanning megacorporations, with
  access to massive amounts of resources. The world of
  the corporate official is often dominated with constant
  bids for power, as executives jockey for secure posi-
  tions in the company power structure.
  Two of the best examples of the corporate official
  are Brian J Mason and Chairman Quincy, who are both
  found in the anime Bubblegum Crisis. For excellent
  ideas of how a corporation acts, look at Omni Con-
  sumer Products from Robocop.
  Typical Goals and Motivations
  The driving ambition behind almost any corpo-
  rate official is to get ahead. Power, measured in wealth,
  material goods, personal prestige, and the ability to
  control others, is what every corporate official seems
  to desire. For those on top in a corporation, the pri-
  mary goal is to stay there. Finally, it is of the utmost
  importance that whatever project the corporate offi-
  cial is working on be successful and profitable.
  Typical Abilities
  Combat skills are usually at the bottom of the cor-
  porate official’s desired capabilities. A good INT and
  PRE are needed to survive in the corporate world, as
  well as access to the right people and resources. Skills
  related to dealing with people and business are the most
  important things that a corporate official should have;
  that, and connections to the right people. In certain
  corporations, especially those based in Japan, it may
  be required that all corporate officials take regular
  martial arts self-defense courses.
  
  16
  Detective
  The detective is the person whose job it is to find
  things out. He may be a member of the police depart-
  ment, work for a corporation or work for himself, but
  regardless, his job is the same: to find, assemble and
  act upon the most obscure bits of data in order to
  achieve his objective.
  A sampling of detectives includes Roy from Gun-
  smith Cats, Leon McNichol from Bubblegum Crisis,
  Armitage and her partner Ross from Armitage III, and
  Percy from Riding Bean.
  Typical Goals and Motivations
  The classic detective usually seems to be concerned
  with discovering the truth, getting to the bottom of
  the whole affair and finding out what is really going
  on. This obsession doesn’t usually win him very many
  friends, but also makes him a highly useful tool to those
  who want information regardless of the cost.
  Typical Abilities
  Regardless of his background, a good INT is a nec-
  essary characteristic of the detective. If he is a tough
  street investigator, then physical capabilities, such as a
  good STR and CON, as well as assorted combat skills
  are needed; while the more cerebral investigator will
  utilize such things as Deduction, Criminology and
  Forensics. However, the most important thing for a
  detective to have is Contacts. Often, it’s more impor-
  tant who you know than what you know.
  Suggested Disadvantages
  The most common disadvantage for a detective is
  that of DNPC: current client. They may also have Psy-
  chological limitations such as “Curious”, “Driven to
  Discover the Truth”, or “Never Betrays Client”. The
  nature of their occupation often brings the detective
  in contact with the police, hence the Watched limita-
  tion.
  Role-playing Tips
  One thing the typical detective never does is give
  up. If at first he doesn’t succeed, he will try a different
  tactic, worrying at a problem until he wins out.
  DETECTIVE
     Skills & Talents
  Cost
  AK: Home City
     3
  Conversation
     3
  Fam: Criminology
     1
  Deduction (+1 to roll)
     5
  PS: Detective
     2
  Streetwise
     3
  WF: Small Arms
     2
  Perk: Private Investigator’s License
     2
  Choose two from the following list:
     Bugging, Disguise, Interrogation,
     Lip Reading, Lockpicking, Persuasion,
     SC: Criminal Psychology, Security
     Systems, Seduction, Shadowing
     6
  Choose one:
     Traveler or Well Connected
     3
   Disadvantages
  Package Bonus
    -3
  Psych. Lim.: Curious/Investigative
   -10
  Watched: Local Police 8-
    -8
  Package Cost
     9
  Fixer
  The fixer is a virtual staple of the cyberpunk genre.
  He deals in information, material goods and people,
  making sure his client gets what he needs to accom-
  plish his job. The fixer is where one goes to get the
  knowledge and equipment that no one else has avail-
  able.
  Two examples of the classic fixer are Fargo from
  Bubblegum Crisis, and Mr. Vector from the manga ver-
  sion of Battle Angel.
  Typical Goals and Motivations
  Most fixers are motivated by the money that their
  wheeling and dealing can bring them. Others like the
  excitement of the business itself, making deals, buy-
  ing, selling, being in on all the action of the streets and
  corporate world without exposing oneself to too much
  risk.
  Typical Abilities
  Connections, such as Contacts and Favors, are the
  most useful thing a fixer can possess. Characteristics
  such as INT, EGO, PRE, and COM help when dealing
  with clients. Finally, it doesn’t hurt to have Money.
  Suggested Disadvantages
  A fixer’s Reputation is everything, and a bad rep
  may soon put one out of business. Other appropriate
  disadvantages include Watched (previous clients), Ri-
  valries with other fixers, and possible Psychological
  limitations relating to how one deals with his clients.
  Naturally, if the fixer plays less than fair with his cli-
  ents, he may find himself Hunted by one.
  
  17
  Role-playing Tips
  The most important thing a fixer should remem-
  ber is neutrality. It’s only business, and one should
  never be too concerned with why your client wants
  the equipment he requested, only whether it can be
  obtained.
  FIXER
     Skills & Talents
  Cost
  AK: Home City
     2
  Bribery
     3
  Conversation
     3
  KS: Finance
     2
  Language (choice)
     3
  Streetwise
     3
  WF: Pistols
     1
  Well Connected
     3
  Perk: 3 Contacts @ 11-
     3
  Perk: 2 Favors @ 11-
     1
     Disadvantages
  Package Bonus
    -3
  Reputation: Good Business Person 11-
  -10
  Package Cost
    11
  Gang Member (a.k.a. Ganger)
  The gang member is a common feature of the
  genre. Street gangs are found throughout many parts
  of the city, living off the streets, each controlling their
  own separate piece of turf. A common feature of the
  cyberpunk gang is highly distinctive clothing, man-
  nerisms, and personalities which go far beyond the
  simple colors of 20th century street gangs.
  One of the best examples of an anime-cyberpunk
  gang is found in the Akira anime and manga. There
  are two major gangs featured in the series. The first is
  Kaneda’s youthful bike gang; the other is the highly
  distinctive Clowns, led by the appropriately named
  Joker.
  Typical Goals and Motivations
  Usually, gangs control or deal in an assortment of
  vice crimes, such as drugs, prostitution, gun smuggling
  and so on. Others are more of the “smash-and-grab”
  variety, reveling in mindless mayhem and nihilistic
  destruction.
  Typical Abilities
  Most gang members are tough, experienced street
  types. Physical characteristics, such as STR, DEX, CON
  and SPD are important for survival on the streets. Gang
  leaders usually have a high PRE stat, allowing them to
  sway followers into carrying out their plans. Depend-
  ing on the setting, cybernetics may be almost unknown
  in gangs, or may run rampant.
  Suggested Disadvantages
  Distinctive Features: gang colors and Rivalries
  with other gangs are both appropriate disadvantages.
  Hunteds and Watched are both excellent choices as
  well, as gangs must deal with the police and other gangs
  in the area. Finally, some gang members may have Psy-
  chological limitations reflecting their loyalty to the
  gang.
  Role-playing Tips
  Usually, the gang is one’s family. If someone has
  messed with any one member of the gang, they have
  messed with them all. Fellow gang members are all that
  matter, no one else is of importance.
  GANG MEMBER
     Skills & Talents
  Cost
  AK: Home Turf
     2
  KS: Gang Life & Customs
     2
  Martial Arts: Dirty Infighting (choice of
     maneuvers)
    10
  Streetwise
     3
  WF: Common Melee Weapons
     2
  WF: Small Arms
     2
  Choose one from the following list:
     Breakfall, Climbing, Concealment,
     Lockpicking, Shadowing, Stealth, Tactics    3
     Disadvantages
  Package Bonus
    -3
  DF: Gang Colors
   -10
  Watched: Gang Members 8-
    -8
  Package Cost
     3
  Medic
  The character of the medic is highly varied. Some
  are found working in the extensive, sterile labs of the
  world’s major corporations; others work out of simple
  street clinics where sanitation is questionable. Aside
  from the more normal skills of medicine, most med-
  ics are experts in the implantation of cybernetic sys-
  tems and can outfit a client with whatever they desire.
  Ido Diasuke, from the manga series Battle Angel,
  is the best representative of the medic character to be
  found in the anime-cyberpunk genre.
  Typical Goals and Motivations
  Medics come in all types, from helpful street-docs,
  money-hungry businessmen, cloistered scientific re-
  searchers, disreputable operators of a street chop-shop,
  to virtual mad-scientist types.
  
  18
  Typical Abilities
  A high INT and a good DEX are usually required
  to be a top-flight medic. Aside from such skills as Para-
  medic, a good cyberdoctor will also need Electronics
  and possibly Mechanics. Presence skills such as Con-
  versation and Persuasion are needed in order to have a
  pleasing bedside manner.
  Suggested Disadvantages
  Since medics come from all walks of life, there are
  no set disadvantages, although Age is common.
  Role-playing Tips
  The typical medic is concerned primarily with his
  work, but there are those who have a surprising range
  of skills and talents that have little to do with medi-
  cine. Some people may want to combine elements of
  the Medic package with that of other packages; the
  Medic/Mercenary for example. This method is highly
  recommended, as it allows more flexibility on the part
  of the medic character.
  MEDIC
     Skills & Talents
  Cost
  KS: Anatomy
     2
  KS: Cybertechnology
     2
  KS: Medicine
     2
  Paramedic (+1 to roll)
     5
  Perk: Well Off
     5
  Choose one grouping from the following list:
     PS: Physician and Perk: Physician’s
     License or Streetwise and one
     Contact (11-)
     5
     Disadvantages
  Package Bonus
    -3
  Psych. Lim.: Hippocratic Oath or
     Helps People only for Money
  -10
  Package Cost
     8
  Mercenary
  The mercenary is a soldier for hire, selling his ser-
  vices and skills to employers the world over. His spe-
  cialties are military operations, strategic planning and
  tactical strikes. Usually, the mercenary belongs to a
  military or paramilitary organization, although this
  archetype can also be used to simulate corporate sol-
  diers and special operatives.
  Genre examples of the mercenary include Kei and
  Yuri, the Lovely Angels from the anime Dirty Pair, the
  Knight Sabers from the Bubblegum Crisis anime ,
  Grimjack from the comic Grimjack, and Snake Pliskin
  as seen in the movies Escape from New York and Escape
  from LA.
  Typical Goals and Motivations
  The mercenary is almost always in the business
  for the money. He has a skill that others are willing to
  pay for, and so he makes his living as a full-time pro-
  fessional soldier. Tightly controlled contracts and
  completion bonuses ensure his loyalty, reliability and
  cooperation. This works both ways, however, as most
  mercenaries reserve the right to break a contract that
  has been misrepresented as to the nature of its objec-
  tives.
  Typical Abilities
  A mercenary is a soldier, and as such needs a good
  STR, DEX, CON, BODY, and SPD to survive the mod-
  ern battlefield. He is usually cyber-enhanced and car-
  ries top-of-the-line equipment. Depending on his spe-
  cialty training, he may possess a wide range of skills,
  from close-combat to sharp-shooting, demolitions and
  assorted mechanical skills.
  Suggested Disadvantages
  Psychological limitations such as “Obey orders”
  or “Will Always Complete a Contract” are common.
  The mercenary is usually Watched by his employer or
  superior officers. Other possible disadvantages are Ri-
  valries with other soldiers, superior officers, or other
  mercenary outfits; or a Reputation relating to how the
  mercenary is known to operate and behave on a mis-
  sion.
  Role-playing Tips
  The mercenary is a professional soldier. His busi-
  ness is to get the job done as quickly and efficiently as
  possible. He will work with anyone who can help him
  accomplish his objective, as long as that person is a
  competent part of the mercenary team.
  
  19
  MERCENARY
     Skills & Talents
  Cost
  KS: Military Procedure
     2
  Martial Arts: Commando Training
     (choice of maneuvers)
    10
  Tactics
     3
  WF: Common Melee Weapons
     2
  WF: Small Arms
     2
  WF: (choice from Unc. Wpn, group)
     1
  Perk: Weapon Permit
     1
  Perk: Military Rank
     1
  Choose one from the following list:
     Combat Driving, Combat Piloting,
     Concealment, Demolitions, Interrogation,
     Mechanics, Paramedic, Survival
     3
     Disadvantages
  Package Bonus
    -3
  Psych. Lim.: Obeys Orders
   -10
  Reputation: Mercenary 8-
    -5
  Package Cost
     7
  Police Officer (Neo York Police
  Department Inc.)
  The role of the police officer in the anime-
  cyberpunk game is usually one of the last defense be-
  tween honest citizens and overwhelming destruction
  at the hands of gangs, criminals and ruthless corpora-
  tions. Usually he is outnumbered and sometimes
  outgunned, but he never seems to give up. The Kazei
  Five universe takes a more pessimistic view of the fu-
  ture, in which the police have become just another
  corporation, protecting only those who have purchased
  their services. Hence the idea of the Neo York Police
  Department “Incorporated.”
  The examples of anime/manga police officers is
  almost legion. A short list follows: Jeena Maslo (AD
  Police), Leon McNichol (Bubblegum Crisis), Leona
  Ozaki (Dominion), Roy DeVice (Silent Mobius), Goku
  (Midnight Eye Goku), Angel (Angel Cop), and Raiden
  (Angel Cop). Technically, Major Motoko Kusanagi and
  the members of Section 9 from Ghost in the Shell are
  police officers.
  Typical Goals and Motivations
  Most officers are concerned with just doing their
  job and doing it well. In the anime-cyberpunk genre,
  police officers usually try to bring to justice the crimi-
  nals they fight. If using NYPD Inc. however, one will
  find a high percentage of corrupt officers and corpo-
  rate ladder-climbers, as well as simple gun-toting bul-
  lies.
  Typical Abilities
  The nature of a police officer’s job requires him
  to be physically fit, so a good STR, CON, and SPD
  helps. For investigative officers, a good INT is recom-
  mended. Most officers have seen exposed to a variety
  of dangerous situations while on the force and have a
  reasonably high PRE. Combat skills, such as martial
  arts and gun combat skills, are very common, espe-
  cially among street-level officers.
  Suggested Disadvantages
  Police officers often have DNPCs (family), are
  Watched by the department they work for, may be
  Hunted by certain criminals, or have a Reputation that
  relates to their actions as an officer. Psychological Limi-
  tations such as “Protective of the Innocent”, “Seeks Jus-
  tice”, “Overconfidence” and even “Trigger-happy” are
  appropriate for genre police officers.
  Role-playing Tips
  Genre police officers are almost always tough,
  honest, confident defenders of law and order. Their
  actions may put them at odds with their superiors, but
  they continue on, confident that they are doing the
  right thing.
  POLICE OFFICER
     Skills & Talents
  Cost
  AK: Neo York
     2
  Bureaucratics
     3
  KS: Criminal Law & Procedure
     2
  PS: Police Officer
     2
  Streetwise
     1
  WF: Nightstick/Tonfa
     1
  WF: Small Arms
     2
  Perk: Local Police Powers
     2
  Perk: Weapon Permit
     2
  Choose three from the following list:
     Acting, Combat Driving, Concealment,
     Conversation, Criminology, Deduction,
     Demolitions, Fast Draw, Forensics,
     Interrogation, Persuasion, Shadowing,
    Stealth, Streetwise, Tactics, CSL:+1 with
     Pistols & Shotguns, +1 Perception
     9
     Disadvantages
  Package Bonus
   -3
  DF: Neo York cop
   -5
  Watched: NYPD Inc.11-
  -10
  Package Cost
     8
  
  20
  Reporter
  The reporter of the future works the street, re-
  porting the news as it happens with the aid of hand-
  held cameras or cybernetic implants. In a world such
  as this, style often takes precedence over substance, and
  most reporters concentrate upon titillation and enter-
  tainment, rather than news-gathering.
  Examples of the reporter archetype would be
  Corey Everson from Adam Warren’s version of the
  Dirty Pair, Sybel in the anime Black Magic M-66, and
  Lisa Vanette from Bubblegum Crisis.
  Typical Goals and Motivations
  The story is all that matters. Some reporters are
  investigative types, trying to expose corruption and
  graft wherever it is found; others are more concerned
  with surface flash and entertainment than substance.
  Typical Abilities
  Investigative street reporters usually need good
  physical skills, such as DEX, CON, INT, and SPD. For
  those who are more concerned with public image and
  tabloid style journalism, a high COM and PRE is a
  must.
  Suggested Disadvantages
  In the media-intensive world of the future, any
  well-known reporter is going to be recognized by just
  about everyone. This may also mean that his activities
  have drawn unwanted attention in the form of Hunteds
  and Watched. The reporter may have Rivalries with
  other reporters and stations and Reputations based
  upon their activities and reporting.
  Role-playing Tips
  Getting the story first is the most important thing
  in the reporter’s life.
  REPORTER
     Skills & Talents
  Cost
  Acting
     3
  Bribery
     3
  Conversation
     3
  KS: Television and Video Equipment
     2
  PS: Reporter
     2
  Persuasion
     3
  Perk: Press Pass
     1
  Choose one:
     Streetwise or High Society
     3
     Disadvantages
  Package Bonus
   -3
  Public ID
  -10
  Package Cost
     7
  Rigger(a.k.a. Driver)
  The rigger does more than just operate his vehicle,
  usually he jacks into it, via cybertechnolgy, turning the
  vehicle into an extension of his body. The rigger’s ve-
  hicle can come in many forms: cars, planes and even
  mecha are common. The price of the rigger’s vehicle is
  not included in the Rigger Package Deal, as each rigger’s
  vehicle will vary.
  The ultimate example of the driver archetype is
  Bean Bandit, from the anime Riding Bean, and the
  manga Gunsmith Cats.
  Typical Goals and Motivations
  The lure of speed and the open road is probably
  the most common motivation for the rigger. Others
  operate as couriers, either for corporations, or for more
  shady organizations.
  Typical Abilities
  A rigger needs skills necessary to operate his ve-
  hicle under the toughest of driving conditions, thus a
  high DEX and SPD are a must. Most drivers are in ex-
  cellent physical shape and have a very good STR and
  CON score. Mechanical skills are almost standard as
  the Rigger is usually capable of repairing his own ve-
  hicle as well as driving it.
  Suggested Disadvantages
  Reputations and Professional Rivalries are the two
  most common rigger disadvantages. Others could in-
  clude being Hunted by the local law enforcement agen-
  cies and Psychological Limitations relating to the
  rigger’s perception of his driving skills or the capabili-
  ties of his vehicle.
  Role-playing Tips
  To the rigger, his vehicle is the most important
  thing there is, for it represents his livelihood and his
  way of life. No upgrade, repair or modification is too
  expensive or too outlandish, for the rigger’s vehicle
  must be the best there is.
  RIGGER
     Skills & Talents
  Cost
  Combat Driving or Combat Piloting
     3
  Fam: Computer Programming
     1
  KS: Vehicle Types and Styles
     2
  Mechanics
     3
  Systems Operations
     3
  TF: Appropriate vehicle type
     1
  WF: Small Arms
     2
     Disadvantages
  Package Bonus
    -3
  Psych. Lim.: Preoccupied with Vehicle
   -10
  Package Cost
     2
  
  21
  Rocker
  The rocker character can be any one of a number
  of people: a simple musician trying to get by, a super-
  star owned by a profit-minded corporation, or a so-
  cial revolutionary trying to change the world with his
  music.
  The archetypical anime-cyberpunk rocker is Priss
  Asagiri, lead singer for Priss and the Replicants in the
  anime Bubblegum Crisis. Vision (a.k.a. Reika Chang),
  a character also found in Bubblegum Crisis, presents
  an equally valid, but far different view of the rocker
  character.
  Typical Goals and Motivations
  The rocker almost always lives for fame and the
  approval of the crowd. If the rocker is a sure hit on
  stage, then wealth and success will soon follow. Natu-
  rally, there will be those rockers who see their careers
  as a means to an end, using their superstar status to
  accomplish other, more secret goals.
  Typical Abilities
  A good PRE is a must; a successful rocker must be
  able to command and hold an audience. A high COM
  also helps, as does a little bit of EGO. It goes without
  saying that some form of musical skill is needed, al-
  though there are those who will debate that the rocker’s
  exhibited talents can be called skill.
  Suggested Disadvantages
  A very popular rocker will have either a Public ID
  or Reputation (usually relating to his on stage habits),
  or both. Rivalries with other rockers are common, as
  is the almost universal significant other DNPC.
  Role-playing Tips
  The typical rocker lives for the stage and a chance
  to perform. Fame and glory is where life is at!
  ROCKER
     Skills & Talents
  Cost
  KS: Local Music Scene
     2
  KS: Play Musical Instrument (choice)
     2
  PS: Musician or Singer
     2
  Traveler
     3
  Choose two from the following list:
     Acting, Conversation, High Society,
     Languages (3 pts.), Mimicry, Oratory,
     Seduction, Streetwise, Systems Operation   6
  Cyberware: Synthesizer Link
     2
     Disadvantages
  Package Bonus
    -3
  Reputation (Rock star) 11- or 8- (extreme)
     or Public ID
   -10
  Package Cost
     4
  Security Specialist
  The security specialist is responsible for protect-
  ing valuables (money, goods or information) from
  theft. He can be an expert at electronic surveillance
  and counter-intrusion measures, or a netrunner, de-
  fending his employers data from cyberspace hackers.
  The security specialist is also the one you call to break
  inside a carefully defended objective, for who better to
  open a lock than the man who makes them?
  Possibly the best example of this archetype is Lebia
  Mavelick from the manga Silent Mobius.
  Typical Goals and Motivations
  The security specialist is a highly variable charac-
  ter; he can work for a corporation or be a free-lancer.
  Typical Abilities
  Aside from a good INT, the security specialist’s
  primary abilities are going to be in what he knows, not
  his physical abilities. Skills such as Computer Program-
  ming, Electronics, Mechanics, Lockpicking, Security
  Systems, Systems Operations are almost a requirement.
  Associated skills, such as Bugging, Concealment, Cryp-
  tography, work well in complementing his other skills.
  Suggested Disadvantages
  The security specialist usually works for a specific
  corporation, and will be Watched by his employers. A
  free-lance specialist may be actively monitored by
  former clients, as he knows certain security secrets
  about his previous employers. He may have Psycho-
  logical Limitations regarding his work, such as “Over-
  confidence in his Systems Impenetrability”, or “Fear
  of Failure”.
  Role-playing Tips
  Just about every security specialist should think
  his system is unbeatable, otherwise he wouldn’t bother
  setting it up. Conversely, he should think that anyone
  else’s system is easy prey, after all it wasn’t designed by
  him!
  SECURITY SPECIALIST
     Skills & Talents
  Cost
  AK: The Local Net
     2
  Computer Programming (+1 to roll)
     5
  Security Systems (+1 to roll)
     5
  WF: Small Arms
     2
  Choose one:
     Concealment or Systems Operation
     3
  Cyberware: Datajack
     3
     Disadvantages
  Package Bonus
    -3
  Watched: Former clients, 11-
   -10
  Package Cost
     7
  
  22
  Street Samurai
  The street samurai is the urban warrior of the
  cyberpunk world. As his name implies, his home is the
  streets, and his attempt to live up to the samurai idea’s
  of service and personal honor define his actions and
  attitude. Street samurai can be found almost anywhere,
  working as bodyguards, enforcers, hired killers, and
  simple “muscle.”
  Examples of genre street samurai come in a wide
  range of shapes and sizes, from the towering, armor-
  plated form of Grewicia from the anime Battle Angel,
  to the duster-clad Grimjack from the comic series
  Grimjack. Even such characters as Eric Draven from
  the movie The Crow and the members of Section 9
  seen in the manga Ghost in the Shell could be consid-
  ered street samurai.
  Typical Goals and Motivations
  The street samurai is the best at what he does, and
  knows it. He is the ultimate warrior, cyber-enhanced
  to be better then human, part-man, part-machine.
  Usually, he is also highly professional, with a sense of
  personal honor and excellence that sharply defines who
  he will work for, and how.
  Typical Abilities
  A street samurai must be able to fight. Physical
  characteristics such as STR, DEX, CON and BODY are
  important, as are combat skill levels. Skills, such as
  Martial Arts, Combat Sense, Defense Maneuver, Dan-
  ger Sense, and Find Weakness are all highly useful for
  this character archetype. Almost all street samurai have
  cybernetic implants, some go so far as to be converted
  into cyborgs.
  Suggested Disadvantages
  Disadvantages such as Distinctive Features (ob-
  vious cybernetic implants), Hunted (assorted en-
  emies), Reputation, and Rivalry are all readily appar-
  ent options. Good Psychological disadvantages would
  be a “Code of Honor”, “Code of Vengeance”, or the
  “Code of the Bushi.”
  Role-playing Tips
  Although they may seem like fearsome combat
  monsters, most street samurai are shrewd businessmen
  as well, since knowing who to cut a deal with is just as
  important as knowing how to cut. A street samurai is
  often a team player as well, working with a group as a
  way to supplement his own skills.
  STREET SAMURAI
     Skills & Talents
  Cost
  Combat Skill Levels: +3 OCV with
     favorite weapon
     6
  KS: Combat Cybertechnology
     2
  Martial Arts (choice of maneuvers)
    10
  Streetwise
     3
  WF: Common Melee Weapons
     2
  WF: Small Arms
     2
  WF: (choice)
     1
  Choose any two from the following list:
     Acrobatics, Breakfall, Climbing,
    Demolitions, Paramedic, Security
     Systems, Shadowing, Stealth, Tactics
     6
     Disadvantages
  Package Bonus
    -3
  Psych. Lim: Street Loyal
   -20
  Package Cost
     9
  
  23
  A clone is a
  force-grown
  duplicate of a living
  person, created
  from a small cell
  sample. A replicant
  is an artificially
  grown being,
  created from
  custom-made
  genetic material.
  Clones seem to be
  a more viable
  alternative to
  replicants, since
  with a clone one
  already has all the
  genetic informa-
  tion needed to
  create a fully viable
  psychokinetic,
  instead of trying to
  create such
  information from
  scratch.
  Psychokinetic Powers
  A common character in many anime or manga is
  one who possesses “esper” or psychokinetic, powers.
  An esper usually demonstrates an assortment of
  telekinetically based abilities often accompanied by a
  variety of telepathic powers. An esper’s telekinetic pow-
  ers are usually centered around the manipulation of
  raw telekinetic force; such common Western comic
  variants as cyrokinetics (cold manipulation) and
  pyrokinetics (fire manipulation) seem to be virtually
  nonexistent in the anime and manga genre.
  The power and control level of anime and manga
  espers varies wildly. Many, such as Yuki Saiko from Si-
  lent Mobius and Lan from Blue Sonnet have little con-
  scious control over their abilities and often only ex-
  hibit them under great stress. When their powers do
  manifest, the results are often... destructive. Others,
  such as Kyosuke Kasuga from Kimagure Orange Road,
  Annie from Silent Mobius and Sonnet from Blue Son-
  net can invoke their powers at will, but have an upper
  limit to their powers and what they can do with them.
  Finally, there are such characters as Cho from Domu,
  as well as Tetsuo Shima and Akira from Akira, who
  seem capable of doing almost anything they desire.
  Psychokinetic Powers in the Kazei
  Five Campaign
  Possibly the most powerful and feared persons in
  the world of Kazei Five are those that possess some
  form of psychokinetic power. Capable of performing
  incredible feats of telekinesis, the typical psychokinetic
  can lift great weights, crush an opponent, fly, deflect
  bullets and, in extreme cases, instantaneously trans-
  port himself from one location to another. Certain rare
  individuals even possess a variety of esper powers, al-
  lowing them to read minds, control another’s actions,
  generate powerful illusions and even attack with pure
  mental force. Such is the power of these people that
  often the only thing capable of fighting a psychokinetic
  is another psychokinetic. Often shunned due to their
  notorious instability and occasionally uncontrollable
  powers, psychokinetics are both feared and desired by
  the major megacorporations of the world, since the
  company that has its own “esper weapon” on call has a
  great advantage over its competitors.
  A Brief History of Psychokinetic Powers
  People with various forms of psi or esper powers
  have existed all through recorded history. Originally,
  these people displayed very limited powers, such as
  simple levitation or the ability to bend spoons, move
  small objects, low-level empathy or even very limited
  forms of telepathy. In the late 20th century, research-
  ers discovered that various chemical treatments could
  unlock the latent mental powers of certain individu-
  als. Since then, it has been discovered that the pres-
  ence of a powerful psychokinetic can trigger a similar
  response in specific individuals, thus the number of
  active espers grows as each megacorporation tries to
  create, in one way or another, it’s own “pet”
  psychokinetic.
  It should be noted that the various methods used
  to activate latent psi powers are not very reliable. Most
  psychokinetics thus created are often driven insane by
  the manifestation of their power. Of those who remain
  stable, few demonstrate any significantly useful level
  of ability. It seems that the more power the
  psychokinetics possess, the more prone to mental in-
  stability they are. At times, the more powerful
  psychokinetics appear to be controlled by their own
  powers instead of controlling them. To make matters
  worse, some of the high-powered psychokinetics oc-
  casionally suffer bouts where their powers surge out
  of control for brief periods. Still, the quest to create a
  second Shion, or even Ran (see the Character section
  for more information) continues.
  The most obvious solution — replicants — has
  proven to be an utter failure. Whatever methods the
  human brain uses to produce and control psi energy
  have yet to be successfully duplicated in an artificial
  brain. So far, a synthetic psi has yet to be created that
  will live more than a few months. However, there are
  rumors that involve cloning.
  Theoretical analysis by early researchers seemed
  to indicate that cloning techniques should work; in
  practice, however, the accelerated growth and inten-
  sive education necessary to produce a viable clone in a
  few years rather than a few decades has made the few
  Sourcebook
  Part Two
  
  24
  research subjects attempted so far much less stable and
  more dangerous than natural psychokinetics. Research
  continues, largely in secret, as the first megacorporation
  that can mass-produce functional, stable
  psychokinetics will have a lock on a very lucrative
  market (not to mention possibly controlling the world
  around them — if they can first control their own cre-
  ations). 
  Until 
  that 
  time, 
  however, 
  the
  megacorporations have to make do with using natu-
  ral psychokinetics.
  Some of the corporations have taken a different
  tack, trying to test and develop these talents very early
  in childhood and then taking the children away and
  raising them to be loyal to the corporation, at the same
  time trying to maximize their talents and keep them
  stable. This long-term “farming” of talented children
  is both risky and expensive (for a good example of the
  hazards associated with this sort of endeavor see the
  anime/manga Akira.)
  The Nature of Psychokinetic Powers
  The young man was of average height, with long
  black hair that hung down into his eyes. Dressed in a
  plain black T-shirt and jeans, he looked rather unremark-
  able. Facing him, some distance away, was his opponent
  — a tall woman, strikingly beautiful, with long flowing
  white hair that fell to her knees. Wearing a billowing gray
  cloak, she presented a most imposing image.
  The man took a step forward and dropped his hands
  to his sides, clenching his fists as he did so. Abruptly, the
  woman’s body stiffened and then relaxed as she assumed
  a similar stance.
  For long moments, nothing seemed to happen.
  Gradually, small bits of debris — rocks, cans, and paper
  — began to lift into the air and swirl about the duo.
  Behind the woman, a car windshield shattered. A lamp-
  post next to the young man suddenly bent in two with a
  groan. Midway between the two, the pavement fractured,
  with chunks of asphalt ripping free, flying upwards into
  the sky...
  First, and most importantly, all psychokinetic
  powers have the same special effect, they are teleki-
  netic in nature. This means that these are physical pow-
  ers that affect a character’s physical defenses (such as
  Armor, Force Fields, Force Walls and Physical Defense).
  The exception to this rule is esper (Ego-based) pow-
  ers, which have a telepathic special effect and affect
  the character’s Mental Defense.
  Second, although these powers produce physical
  effects, they are mental in nature, and have to some
  extent, the Advantage “Invisible Power Effects (sight)”
  at no extra cost to the power. Thus, a psychokinetic
  manifesting his powers does not create a visible force
  field, leave a trail of energy when he flies, or generate a
  visible energy beam when he unleashes an attack. On
  the other hand, psychokinetics do generate various
  undesired side effects when using their powers that
  make them recognizable to an outside observer. High-
  power force bolts tend to rip up the ground along their
  path of attack, while smoke or fog may reveal the pres-
  ence of a Force Field or Force Wall. Other effects in-
  clude weak, localized telekinetic manifestations (such
  as swirling debris) or even damage to objects in the
  character’s immediate vicinity (such as cracking walls
  and floors). So, while the power itself is not physically
  visible, it will create enough of a disturbance that most
  viewers will know what is going on, or have a good
  idea of what type of power is being used.
  It should be noted that the severity of these ef-
  fects is often dependent on the psychokinetic’s state of
  mind. When performing simple telekinetic feats, these
  side effects are usually minimal to nonexistent. It’s
  when angry, emotionally disturbed or in the middle
  of combat that the psychokinetic begins to damage his
  surroundings as much as his enemies. Excellent anime/
  manga examples of this sort of effect occur in Akira,
  Blue Sonnet and Domu.
  Most of the time, these destructive occurrences
  are merely special effects of the powers and have no
  real effect on play. Those who wish to further empha-
  size this sort of effect could consider buying such pow-
  ers as Change Environment (low-power telekinetic ef-
  fects), Telekinesis (usually with Radius of Effect, and
  usually centered on the character) or Killing Attacks
  (with power modifications similar to Telekinesis, but
  only affecting the inanimate), with the Limitations of
  “No Conscious Control” and “Linked to (x) Power.”
  Example: Megumi always affects small objects in
  her vicinity whenever she utilizes any of her psychokinetic
  powers. This has been bought as follows:
  5 STR Telekinesis, Area of Affect Radius (+1), 0
  Endurance (+½), (12 Active Points), No Range (-½),
  No Conscious Control (-2), Linked to Elemental Con-
  trol (Psychokinetic Powers) (-½): 3 points. Although this
  sort of power can be detrimental, it can be potentially
  useful.  For instance, it can make for an excellent Pres-
  ence Attack in the right situation.
  For further examples of this type of power, see
  the write up for Shion or Brais in the Characters sec-
  tion.
  If desired, GMs may choose to make these sorts
  of effects a variation of the Side Effect Limitation, ap-
  plying the effects to the character’s environment, rather
  then the character himself. If doing so, the GM should
  consider using the Side Effect limitation as follows: “60
  Active Points, or the Active Points in the Power, which-
  ever is greater (-¼).” This form of side effect doesn’t
  harm the character directly, but is destructive to his
  environment, annoying to have occur and makes the
  character rather conspicuous. The GM should also
  ensure that the side effect s are bought with Radius of
  Effect and will affect the psychokinetic’s environment
  and allies as well as his enemies. Alternatively, the GM
  may award this side effect to all psychokinetics with-
  out allowing a limitation, to compensate for the rela-
  tively inconspicuous nature of their visual effects.
  Finally, it is perfectly legal for a character to buy
  his powers with the advantage “Invisible Power Effects,”
  representing powers that the character has under a
  great deal of control. These powers would be truly in-
  visible, and would not manifest most of the effects
  The term
  “esper” is an
  all-encompass-
  ing one in the
  anime and
  manga genre,
  used to refer to
  almost anyone
  with some
  form of
  telekinetic/
  telepathic
  powers. In the
  context of this
  source book,
  an esper is
  anyone who
  possess
  telepathic or
  telepathically
  derived
  abilities (e.g.
  any power
  based on Ego
  Combat
  Value), while a
  psychokinetic
  is anyone
  demonstrating
  any of a wide
  range of
  telekinetically
  based powers.
  A person who
  possesses both
  types of
  powers is also
  called an esper.
  
  25
  mentioned above (or if they do, the effects will be very
  minor and only in the character’s immediate vicinity).
  Frequency of Psychokinetic Powers
  The following list gives an approximate frequency
  level for various psychokinetic and esper powers found
  in the Kazei Five campaign. GMs should feel free to
  modify this chart to suit their own tastes. In the Kazei
  Five campaign, psychokinetic characters are common,
  while esper characters of any type are exceedingly rare.
  Psychokinetic Powers -
  Very Common: Energy Blast (physical), Flight, Force
  Field, Force Wall, Psychokinetic Awareness, Teleki-
  nesis
  Common: Hand-to-Hand Killing Attack, Ranged Kill-
  ing Attack, Superleap, Telekinesis with Fine Work
  Uncommon: Damage Reduction, Missile Deflection
  Rare: Entangle, Life Support, Running, Teleportation
  Very Rare: Armor, Regeneration
  Esper Powers-
  Very Common: Ego Attack
  Common: Mind Scanning, Telepathy
  Uncommon: Mental Illusions
  Rare: Precognition
  Very Rare: Mind Control
  Psychokinetic Powers and Modifiers
  Aside from the genre conventions mentioned
  above, there are number of powers that need closer
  examination to create the proper anime genre “feel.”
  They are:
  New Power: Psychokinetic Awareness
  With this power, the character can sense the use
  of another character’s physical (i.e. telekinetic)
  psychokinetic powers with a standard PER roll.
  Psychokinetic Awareness is a subset of Mental Aware-
  ness; all psychokinetic powers are visible to characters
  with Mental Awareness, but Ego-based powers are not
  visible to characters with Psychokinetic Awareness. To
  be able to sense the use of mental (Ego-based)
  psychokinetic powers, the character needs to buy Full
  Psychokinetic Awareness, which costs an additional +2
  points. This allows the character to sense both physi-
  cal and mental powers in use. All characters with
  psychokinetic powers have Psychokinetic Awareness at
  no cost. Full Psychokinetic Awareness should usually
  (but not always) be bought by characters who have
  mental powers to begin with.
  Psychokinetic Awareness is considered to work as
  a form of psychic “hearing.” It is a non-targeting Sense
  that works over a full 360 degrees, allowing a charac-
  ter to “hear” or “feel” another character’s power. Any
  attempt by the character to detect another
  psychokinetic takes only the standard modifiers for
  range. There are no modifiers for barriers, as nothing
  seems to block a character’s perception of other’s
  psychokinetic fields. The character also receives a bo-
  nus to his roll equal to (Active Points/10) in the target’s
  largest active power. It should be noted that reason-
  ably powerful psychokinetics can often be sensed by
  their mere presence alone! (See Distinctive Features
  below.)
  Cost: 3 points for Psychokinetic Awareness, 5
  points for Full Psychokinetic Awareness.
  Energy Blast
  Commonly, a psychokinetic simply releases bolts
  of telekinetic force. Another method is for the
  psychokinetic to use his telekinesis to crush the target
  with chunks of asphalt, concrete or other materials
  ripped up from the ground around the character. Buy-
  ing a physical Energy Blast with the Limitation of “Re-
  quires Available Material” (-¼), or “Requires Specific
  Material” (-½), is recommended.
  Entangle
  Anime psychokinetics don’t normally generate
  their own entangles. Instead they often use material
  such as wires, pipes, cables and tubing to wrap up their
  opponents. To simulate this, the character should buy
  his Entangle with the limitation of “Requires Avail-
  able Material” (-¼ to -½, depending on required ma-
  terial). Since these attacks usually originate from be-
  neath the intended target, “Indirect” (+½) is also rec-
  ommended. Characters who can immobilize oppo-
  nents with nothing but psychokinetic force should buy
  their Entangles with the Advantage “Transparent to
  Physical Attacks” (+¼). Such an Entangle is unaffected
  by all physical attacks (guns, knives, punches etc.), but
  it can still be affected by psychokinetic powers such as
  Telekinesis and Energy Blasts.  Suggested limitations
  for such an Entangle include “Concentrate” and pos-
  sibly “Backlash”; these Limitations represent the ex-
  treme effort a psychokinetic must endure to mentally
  immobilize a target.
  Force Wall
  A psychokinetic’s Force Wall power is often cen-
  tered directly on the character, and usually only de-
  fends the hexes immediately in front of or around him.
  This can be defined by utilizing the Limitations of “No
  Range” (-½) and “Limited Coverage” on the power.
  Damage Reduction
  Due to the nature of Force Walls, most
  psychokinetic combats will be all-or-nothing affairs,
  where the character either deflects the entire attack or
  has his defenses overwhelmed, and the Force Wall col-
  lapses, leaving him fully vulnerable to any follow-up
  attacks. Also, Force Fields and Force Walls make it fairly
  difficult to physically harm an opponent, unless truly
  powerful attacks are used. An option is to consider link-
  ing low power Force Fields and various levels of Dam-
  age Reduction together. Such a combination will de-
  fend the psychokinetic from most of the Stun dam-
  age, while still allowing some Body damage to leak
  through; this is a very genre-specific effect.
  The effect of
  psychokinetics
  detecting one
  another’s
  presence merely
  by the use of
  their powers is a
  common
  feature in
  anime. This sort
  of psychic
  awareness is
  shown
  repeatedly in
  both Akira and
  Domu and to a
  lesser extent in
  Harmageddon.
  The rules
  concerning
  Psychokinetic
  Awareness as
  well as the
  wavefront effect
  associated with
  teleportation
  were designed
  with this in
  mind. There
  was also the
  question of play
  balance, as
  certain checks
  were required
  to keep a
  teleport capable
  character from
  going anywhere
  he wanted
  without fear of
  detection.
  
  26
  Life Support
  Many psychokinetics have a high level of control
  over their bodies.  Allowing such powers as Self-Con-
  tained Breathing is fully within the bounds of the genre.
  The more powerful psychokinetics can often ignore
  extreme levels of heat and cold, as well as vacuum of
  space, such feats being defined as an extension of their
  telekinetic powers.
  Missile Deflection
  Aside from the more common defense of Force
  Wall, players may want to use Missile Deflection to
  protect their characters from ranged attacks. This is a
  perfectly valid option, as anime characters regularly
  deflect bullets, each other’s force bolts and even lasers.
  Since this power is presumed to be an extension of the
  character’s telekinetic abilities, it should be bought with
  the limitation “Costs End” (-½).
  Precognition
  Precognition isn’t usually a very dependable power
  in the anime genre. Its reliability is uncertain at best,
  and the power usually only manifests as unpredictable
  flashes, in dreams, or when the precognitive touches
  someone. To reflect this, it is suggested that characters
  buy the power with any or all of the following limita-
  tions:
  Uses Time Chart for Perception Modifiers (-¼): This
  means that the further into the future the
  psychokinetic tries to look, the more difficult things
  are to see. Each step on the time chart should be
  treated as a similar step on the range modifier chart.
  Thus, attempting to view the next Segment is at -0,
  while the next Phase is at -2, the next Turn is at -4,
  the next Minute is at -6, and so on. Taking extra
  time, or buying Perception Bonuses to Precogni-
  tion can help alleviate this problem.
  Concentrate: 0 DCV Meditation Throughout (-½)
  Only While Sleeping (Dreaming) (-1): This form of
  precognition was demonstrated by Kiyoko in the
  manga/anime Akira. Note that this type of precog-
  nition usually requires several hours of sleep, and
  cannot be consciously activated.
  No Conscious Control (-2): This form of precogni-
  tion is possessed by Yuki Saiko in the manga Silent
  Mobius, in which Yuki’s precognitive dreams oc-
  curred almost at random.
  Extra Time (var): it is recommended that this power
  take at least a full Turn to activate. Note that this
  limitation should not be used in conjunction with
  “Only While Sleeping (Dreaming).”
  Side Effects (var): side effects can include Drains to
  Endurance or Stun, or just straight Stun damage,
  reflecting the shock that such visions can produce.
  Suppress
  Aside from physically attacking one another,
  psychokinetics may try to counter an opponent’s abili-
  ties  through neutralization.  By generating inverse tele-
  kinetic effects, a psychokinetic can suppress an enemy’s
  powers. Buying Suppress with the +¼ Advantage of
  “Any Given Power of a Given Special Effect” will allow
  the character to affect any psychokinetic power.
  Telekinesis
  This is one of the most common powers among
  psychokinetic individuals. To allow for the extreme
  feats of telekinesis seen in the anime genre, Telekinesis
  is priced at one Character Point per each point of STR
  in the Kazei Five campaign. The minimum cost of Tele-
  kinesis is still 10 points.
  A common advantage for Telekinesis is “No Range
  Modifier” (+½), simulating that an average anime
  psychokinetic can affect anything he can normally see.
  Since Telekinesis is supposed to be a mental power in
  this genre, characters should be allowed to affect ob-
  jects seen through windows and behind other semi-
  transparent barriers.
  Note: Characters who want to give their
  psychokinetic superhuman strength defined as “No
  Range Telekinesis" should simply buy Strength
  “Doesn’t Affect Figured Characteristics” (-½). Al-
  though a psychokinetic can use his normal telekinesis
  at “no range,” this power allows the psychokinetic to
  retain a portion of his telekinetic strength even while
  using other powers.
  Telekinesis with Fine Work
  Using the standard Hero rules, the more power-
  ful you are (ie. the more STR you have in TK) the bet-
  ter control you have with your Fine Manipulation. In
  anime, however, more power usually equals less con-
  trol. Fine Manipulation still costs +10 points. The only
  change to the rulebook definition is in the character’s
  Skill Roll. Instead of 9 + (Active points in TK/5), the
  character uses a standard DEX Roll. This roll can be
  bought up at a cost of +1 per 2 points.
  Telepathy
  7i
  Ê ô -Ü-Ü :iÄ
  Ê ô -Ü-Ü 7y†
  Ê ô -Ü-Ü 7i
  Ê
  ô
  -
  Ü
  -
  Ü
  2
   
  a
  s
  Tetsuo Shima from Akira, could read anyone’s mind,
  while the character of Yuri from Blue Sonnet could only
  communicate with someone who possessed
  psychokinetic/esper powers. Others, such as Kyosuke
  Kasuga from Kimagure Orange Road, seem to have a
  limited form of telepathy that allows them to pick up
  immediate surface thoughts, allowing them to gain a
  
  27
  quick mental first impression. As it stands, telepathy is
  not very common among Kazei Five psychokinetics,
  and true, full fledged telepaths are rarer still. Suggested
  modifiers to better customize the power are listed be-
  low:
  Only with Another Psychokinetic (-1): The telepath
  can only contact someone who possesses some form
  of psychokinetic power. As an option, GMs may
  want to set a minimum power level that the target
  must possess before contact can be attempted.
  Only with Another Telepath (-2): The character can
  only contact someone else who possesses the Te-
  lepathy power.
  Communication Only (-¼): The telepath cannot read
  a target's mind and can only use his Telepathy for
  communication.
  Receive Only (-½): Thecharacter can only overhear
  other’s thoughts and cannot send his own.
  Transmit Only (-½): The character can only send
  thoughts and cannot read a target's mind.
  Finally, it is recommended that the GM refer to
  the Psychic Trauma section under Telepathy in The Ul-
  timate Mentalist for further telepathy modifiers.
  Teleportation
  Teleportation is power possessed by a number of
  anime and manga characters, although at wildly dif-
  fering power levels. For example, Lan from Blue Son-
  net was only able to teleport when subjected to extreme
  stress and threat of bodily harm. Both Annie from Si-
  lent Mobius and Cho from Domu were capable of
  teleporting themselves and others. Finally, Tetsuo
  Shima from Akira was easily capable of teleporting
  anywhere he desired, up to and including the moon.
  Genre teleporters seem to be quite capable of
  transporting themselves to anywhere they want, re-
  gardless of whether or not they have been there be-
  fore. They also seem able to teleport extraordinary dis-
  tances, often having ranges measured in miles. At-
  tempting to simulate this sort of power requires some
  allowances be made in the use of the Teleport power.
  GMs who find these rules too lenient should decide
  what effects, if any, they feel are appropriate for their
  campaign and use only those.
  A character with Teleportation can safely teleport
  to any place he has recently been to if it is within his
  range, regardless of whether he can see it or not (i.e.,
  ignore the Teleporting Blind rules). The character does
  not need to buy any form of fixed or floating loca-
  tions. He must still obey all other rules restrictions
  (such as extra time) when teleporting. If attempting
  to teleport to somewhere the character has never been
  or hasn’t visited in a long time, then the “Teleporting
  Blind” rules should be used.
  Teleporting creates a great deal of psychic noise.
  Thus, a character attempting to detect someone
  teleporting into the area nearby gets a +10 bonus to
  their Psychokinetic Awareness roll (and due to the psy-
  chic wavefront this roll is made before the teleporter
  arrives!) This bonus suffers the standard modifiers for
  range. This wavefront is a circular effect originating
  from the point of arrival. It’s very intense at its origin
  and slowly fades as it spreads outward. The wavefront
  is also directional, giving anyone who can detect it a
  general idea of where the point of arrival is located.
  Teleportation is very audible. Characters exiting
  via teleportation simply fade out or vanish with a mini-
  mum of noise (sometimes sucking small objects into
  the space they just vacated), but arrive with a loud
  “bang” of displaced air. Finally, Teleportation can cause
  physical damage to a character’s surroundings, either
  when coming or going. Depending on the distance
  traveled, the damage may range from the negligible to
  highly destructive. Often, this damage takes the form
  of cracking windows and walls, shattering pavement
  and similar effects. Once again, characters who wish
  to emphasize this could buy an explosive Energy Blast
  or Area of Effect Telekinesis with the advantages of
  “Hole in the Middle” (+¼) or “Personal Immunity”
  (+¼), and the limitations of “No Range” (-½), “No
  Conscious Control” (-2) and “Linked to Teleport” (-
  ½) as a side effect.
  Psychokinetic Limitations and
  Disadvantages
  Besides having distinctive powers, anime
  psychokinetics have distinctive Limitations and Dis-
  advantages, reflecting the often unstable nature of their
  abilities.
  Many psychokinetic powers are exhausting or even
  dangerous to use at their full effect. To reflect this,
  psychokinetic characters may wish to limit or partially
  limit their powers. Purchasing powers with Limitations
  such as “Increased Endurance” or “Side Effect” applied
  to the last 20 to 40 active points of the power is an
  excellent way to simulate this problem, since many
  psychokinetics appear to pay dearly for their powers.
  Other Limitations such as “Concentrate” or “Extra
  Time” can be used to reflect the extra effort
  psychokinetics must use to reach their upper levels of
  ability. For the “Side Effect” Limitation, Drains affect-
  ing BODY, END or STUN are recommended, as well
  as Energy Blast, or, if the power is potentially lethal to
  use, Ranged Killing Attack.
  Example: Kenichi has 40 STR Telekinesis. With ef-
  fort, he can increase this to 60 STR or even to an awe-
  some 80 STR, but it is physically exhausting to do so,
  and at the higher levels, potentially fatal. The power is
  bought as 80 STR Telekinesis with the Limitation of “In-
  creased Endurance” (-½), on the upper 40 points of STR.
  In addition, the final 20 points of STR have the Limita-
  tion “Side Effect” (-½). Since this limitation is applied
  to final 20 points of STR, we only consider that part of
  the power when assessing the level of the side effect.  The
  minimum for any Side Effect is 30 active points of effect
  and Kenichi’s player decides that Killing Attack perfectly
  reflects the inherent danger in using his power at this
  level.
  
  28
  Thus, using 80 STR telekinesis costs Kenichi 12
  END and subjects him to a 2d6 Ranged Killing Attack.
  Since Kazei Five TK is priced the same as STR, this
  power would cost 40 + 13 + 10 or 63 points.
  Distinctive Features
  This limitation is used to represent the fact that
  psychokinetics can commonly detect one another. The
  more powerful (or unstable) the psychokinetic, the
  easier they are to detect. In the Kazei Five campaign, it
  is recommended that all characters have one of the
  following levels of Distinctive Features.
  Powerful Psychokinetic User (10pts): The character
  generates such extensive psychokinetic energy that
  almost anyone with Psychokinetic Awareness can
  detect him. All Psychokinetic Awareness rolls to de-
  tect the character are at +3; +5 if they are using their
  powers. This is defined as Distinctive Features —
  Not Concealable, Is Noticed and Recognizable.
  Normally this would be a 15-point limitation, but
  5 points are subtracted since specialized equipment
  or Psychokinetic Awareness is required to detect the
  character.
  Obvious Psychokinetic User (5pts): The character gen-
  erates significant psychokinetic energy, but can
  dampen his field by concentrating on it. The
  psychokinetic can complete simple tasks while
  damping his power, but not complex ones, and may
  lose concentration if surprised. Concentration is
  presumed to be lost automatically if involved in
  combat, asleep or unconscious. All Psychokinetic
  Awareness rolls to detect the character are at +0:
  +2 if they are using their powers. This is defined as
  Distinctive Features — Concealable, Is Noticed and
  Recognizable. Normally this would be a 10-point
  limitation, but 5 points are subtracted since spe-
  cialized equipment or Psychokinetic Awareness is
  required to detect the character.
  Psychokinetic User (0pts): The character generates
  psychokinetic noise when his powers are in use.  The
  character can be spotted with a normal
  PsychokineticáAwareness roll if using their powers.
  To prevent detection, the character need only stop
  using his powers. This is defined as Distinctive Fea-
  tures — Easily Concealable, Is Noticed and Recog-
  nizable. Normally this would be a 5-point limita-
  tion, but 5 points are subtracted since specialized
  equipment or Psychokinetic Awareness is required
  to detect the character.
  Physical Limitations
  Psychokinetic Powers are Occasionally out of Con-
  trol (Infrequently, Greatly) (10 pts.): This Disad-
  vantage is applied those characters whose
  psychokinetic powers are not always under their full
  control. Depending on the GM’s desires, the char-
  acter may generate undesired side effects to their
  powers at inopportune moments. Unlike a Side Ef-
  fect, this limitation doesn’t affect the character di-
  rectly, and may in fact increase the character’s pow-
  ers temporarily. It is also somewhat more random
  than a Side Effect, which always occurs when set
  conditions are met. When applying this limitation
  during play, it is recommended that the GM choose
  a result based upon the power currently in use and
  the situation. Example situations could be if the
  character goes Berserk or becomes Enraged, if Ac-
  tivation rolls are failed, if a Susceptibility has been
  triggered, or any similar event has occurred. Side
  effects can include the power gaining an Area of
  Effect Advantage (although this should be balanced
  by the power losing appropriate dice of effect), be-
  ing much more powerful than desired (i.e., adding
  dice to the attack), using an increased amount of
  END than normal, using STUN instead (or along
  with) the normal END usage, damaging the
  psychokinetic as well as his target (treat as a Side
  Effect), and so on.
  Using the disadvantage “Psychokinetic Powers are
  Occasionally out of Control” properly requires some
  thought. Even if the character manifests a power level
  greater than that which then normally are capable of,
  this increase in power should be balanced by some sort
  of undesirable or debilitating after effect. A good ex-
  ample of how to apply this in game play could read as
  follows:
  [Scene: The characters, Shion Nys and Takeda
  Johnson, have been trapped in the upper levels of the
  Jinsei corporate archology. Shion, furious at being out-
  maneuvered, decides to take her frustrations out on
  the room she’s standing in.]
  With an inarticulate scream, Shion lashed out at
  the wall, reducing the vidscreen to shambles. Takeda felt
  a sharp bolt of pain lance though his mind as Shion’s
  power peaked and then leaped to an almost unimagin-
  able degree. Then, just as suddenly, the sensation was
  gone, Shion’s power having virtually vanished to the point
  of being undetectable.
  Shion staggered and then fell to her knees, retching
  violently. Rising, she wiped blood and sputum from her
  mouth, only to double over again as another wave of
  nausea hit her.
  “T-Takeda...” she gasped, “get me out of here.”
  Shion’s initial force bolt was anywhere from one
  and a half to two times as powerful as her normal at-
  tack. This enormous surge of power is immediately
  followed by a complete draining of her entire
  Multipower, leaving her virtually powerless. On top of
  this, she started vomiting and became dizzy. This was
  expressed by a die or two of Drain affecting her DEX,
  CON, END and STUN.
  
  29
  Powered Armor
  A common element of many science-fiction based
  anime and manga is the presence of powered suits of
  armor. Designed to enhance the user’s physical capa-
  bilities, these suits are usually used for combat, and
  can mount an impressive array of weaponry.
  A typical suit of powered armor is approximately
  human-sized and relatively form-fitting. It consists of
  an outer shell, composed of various forms of armored
  ceramics and metal alloys, over a system of powerful
  synthetic muscles or electronically controlled servos
  and motors. Power for the suit is supplied from either
  high-yield electrical batteries or from a chemical (i.e.,
  “cold”) fusion system. As can be expected, these suits
  are usually very heavy, weighing from 200 to 400
  pounds.
  A suit of powered armor is usually stored upright,
  opened slightly for easy access. The user puts on a suit
  like this by climbing inside of it and then sealing the
  shell around himself. The suit locks together along the
  sides of the upper legs and torso. Joints constrict
  around the wearer, making for a perfect fit. The arms
  are usually solid pieces that are connected to the
  backplate. Helmets attach separately; a helmet is often
  the last piece of equipment to be put on, since it can
  obstruct the wearer’s vision and range of head mo-
  tion. One does not pilot a suit like this, one merely
  wears it.
  Building a Suit of Powered Armor
  The Powered Armor Limitation
  When designing a suit of powered armor, it rap-
  idly becomes apparent that the Limitation “OIF”, nor-
  mally used in Champions campaigns, does not accu-
  rately reflect the nature of a powered armor suit. In-
  stead, the Limitation of “Powered Armor” (-½) is used
  for all powers and abilities. Although the two limita-
  tions have the same value, Powered Armor does differ
  in several ways from OIF. These differences are as fol-
  lows:
  (1) A suit of powered armor takes eight action
  Phases to put on.
  (2) A suit of powered armor cannot be removed
  from the wearer by someone spending one Turn out
  of combat to do so. It can take upwards of an hour to
  cut someone out of a suit like this.
  (3) A suit of powered armor can be targeted by
  ranged attacks with the specific intent of damaging and
  disabling portions of the suit.
  (4) A suit of powered armor does not lose powers
  based on point values, but based on location hit.
  Capabilities of Powered Armor
  The following list presents a number of power
  suggestions and ideas designed to reflect the nature of
  genre powered armor suits.
  Psychic Strain (Brainburn)
  Brainburn is what happens when a psychokinetic
  overextends himself when using his powers. A
  psychokinetic who strains too hard while attempting
  to summon and control his power may run the risk of
  causing himself injury. Common symptoms include
  migraine headaches, dizziness, nausea, bleeding from
  the eyes, nose and ears, and vomiting. This is not a
  specific or required disadvantage, and players, if they
  desire such a disadvantage for their characters, can
  choose to simulate this in a variety of ways. If a power
  has an Activation Roll, then it may have a Side Effect
  triggered by the failure of the Activation Roll.
  Example: Blade has a 75 point Multipower with a
  15- Activation Roll. If she misses this roll, she suffers a
  4d6 Ego Attack.
  Sample Side Effects include Drains of DEX, END
  and STUN, Flash Attacks vs. the Sight Group and the
  Hearing Group, and Stun Only physical attacks. A more
  simple method would be a Susceptibility triggered by
  the failure to make an Activation Roll.
  Example: Takeda Johnson has a 60-point Variable
  Power Pool with a Control roll of 18-. If at any time he
  fails this roll, he suffers an overload effect that is defined
  as 2d6 EB (Stun only), a 4d6 Flash (vs Sight Group) and
  a 2d6 DEX drain.
  A Physical Limitation of some sort could also be
  bought, simulating the effects of headaches, dizziness
  or nausea. This sort of Physical Limitation could cause
  a reduction of the character’s CV, Perception and
  movement. A Slight Intensity Physical Limitation
  would only reduce the character’s values by one to
  three, while a Great Intensity would halve them. A To-
  tal Intensity Physical Limitation would most likely ren-
  der the character physically helpless, giving him a CV
  and movement of zero.
  Example: Tenchi suffers from massive migraine
  headaches. These are defined as a 10 point Physical Limi-
  tation (Infrequent, Greatly) causing -3 to his OCV, DCV,
  Perception Rolls and Skill Rolls. His movement is also
  halved.
  Examples of
  anime and manga
  powered armor
  include the
  hardsuits worn by
  the Knight Sabers
  in Bubblegum
  Crisis and
  Bubblegum Crash,
  the armor worn
  by the Red
  Commandos in
  Dominion, as well
  as suits seen in
  Genocyber, Iria the
  Animation, Silent
  Mobius and
  Zeram. Of these
  various series,
  Bubblegum Crisis
  provides excellent
  ideas for suit
  designs, as well as
  some of the best
  sequences of such
  suits in action.
  
  30
  Mass
  Due to its design and construction, a typical suit
  of powered armor is usually quite heavy. This is re-
  flected by designing the suit with at least one level of
  Density Increase. This level of Density Increase should
  be bought as follows:
  Example: One level of Density Increase, 0 Endur-
  ance (+½), Persistent (+½) (10 Active Points); Always
  On (-½), Power Armor (-½): 5 points.
  Power
  One of the primary differences between a suit of
  powered armor, and all other types of armor, is that it
  is self-powered, and doesn’t depend on the user’s physi-
  cal strength to operate. An accurate way to reflect this
  capability would be to buy an Endurance Reserve to
  supply the suit’s STR, movement and attack powers,
  and so on.
  When buying an END Reserve, one needs to be
  careful to balance the END usage of the suit against
  the size of the Reserve, and the Reserve’s REC score.
  With a SPD of 5, a character that moves about 10" per
  Phase and uses attacks costing 4 to 6 END, will spend
  6 to 8 END per Phase, or 30 to 40 END per Turn. Thus,
  the recommended minimum Reserve would be 50
  END, with a Recovery of 10. A mid-range suit might
  have a Reserve of 75 END, and a Recovery of 12, while
  a top-of-the-line suit would have 100 to 120 END, and
  Recovery of 15 or more. Of course, it is also possible
  to buy everything at 0 END, but this can get expen-
  sive.
  If the END Reserve runs out, the character has
  two options. One is to wait until the Reserves recharges
  enough END to render the suit operable, or the char-
  acter can use a manual release to extract themselves
  from the suit.
  Physical Abilities
  A suit of powered armor usually provides signifi-
  cant augmentation to the wearer’s physical abilities.
  The chart below gives the recommended range of char-
  acteristic modifications presuming a base characteris-
  tic of 10. None of these characteristic modifications
  will affect figured characteristics.
  (1) STR: +0 to +25 (maximum value: 35)
  (2) DEX: +0 to +16 (maximum value: 26)
  (3) CON: +0 to +15 (maximum value: 25)
  (4) SPD: +0 to +4 (maximum value: 6)
  Characteristics such as PRE and COM could be
  affected by a suit of powered armor, depending on the
  armor’s design. The characteristics of INT and EGO
  should not be altered by a suit of powered armor. PD,
  ED REC, END, and STUN should remain at the
  character’s figured values. Any extra defenses should
  be bought as Armor.
  These characteristic values are not cumulative
  with any cybernetic augmentation possessed by the
  user. Such items as Muscle Augmentation, Cyberlimbs,
  and War glands (q.v.) will not add to the physical modi-
  fications provided by the powered armor itself.
   A second,
  optional, way to
  create a suit of
  powered armor is
  to define the
  armor as a
  vehicle. This has
  the advantage of
  allowing the GM
  to easily preset the
  capabilities of a
  number of suits
  of powered
  armor. The
  disadvantage
  comes from the
  fact that someone
  inside a vehicle
  doesn’t take
  damage from an
  attack that hits
  the vehicle itself,
  which doesn’t
  quite reflect the
  way powered
  armor suits are
  presented in the
  genre.
  Fuzion Notes:
  Of course,
  FUZION Speed
  (SPD) is the same
  as HERO System
  SPD; it crosses
  straight over with
  no need for
  conversions.
  Defenses
  The standard defensive power for a suit is Armor.
  A value between 9 DEF and 15 DEF is recommended,
  with an average of 12 DEF. In certain types of far fu-
  ture campaigns, a suit of powered armor could incor-
  porate such defenses as Force Field, Force Wall, and
  Missile Deflection.
  Weapons
  Depending on the user’s desires, a suit of pow-
  ered armor can mount an assortment of internal weap-
  ons systems, or can use hand-held weapons. Internal
  or suit-mounted weapons include such items as lasers
  (Energy Ranged Killing Attack), particle beams (En-
  ergy Blast), machine guns and railguns (Physical
  Ranged Killing Attack), rocket launchers (Energy Blast
  with Explosion), pop-out knife blades (Hand Killing
  Attack) and so on. An internal weapon system is al-
  most always mounted in or along the forearm, with
  the muzzle either replacing the suit’s hand or firing
  through the palm. Other systems are often mounted
  on the back and fire over the shoulder. Hand carried
  weapons are usually light machine guns and the like.
  For more information, see the Weapons Chapter of
  this sourcebook. Examples of internal suit weapons are
  found in the Knight Sabers suits in Bubblegum Crisis,
  while the Red Commandos from Dominion use vari-
  ous hand-held weapons.
  
  31
  Movement
  A suit of powered armor offers a variety of move-
  ment options. The physical augmentation inherent in
  a suit allows for the user to buy such powers as Cling-
  ing (magnetic grippers or pads), extra inches of Run-
  ning or Superleap (jump jets).
  Very few suits of genre powered armor are capable
  of fully independent flight. Usually, these suits are ca-
  pable of limited jumps, or can only operate close to
  the ground. The Superleap power easily represents the
  former case, while the limitation of “Limited Altitude”
  (-¼) can be applied to the latter. With this limitation,
  the character can use their flight to skim the ground,
  reduce the effects of Knockback, recover from falls and
  so on, but can’t cross extended open spaces, chase af-
  ter a high altitude airplane, or fly straight up the side
  of a building.
  Senses
  The nature of a powered armor suit allows for an
  array of advanced vision enhancement and commu-
  nications systems to aid the user. A reasonably stan-
  dard arrangement could include: Hi-Range Radio
  Hearing (listen and transmit), Radar, IR Vision, UV
  Vision, and Telescopic vision. GMs should feel free to
  alter this list as needed.
  Life Support
  Suits of powered armor are fully sealed against a
  wide variety of adverse environmental conditions.
  Thus, most suits of powered armor should
  offer Life Support against all situations ex-
  cept “Need not eat, excrete or sleep,” and
  “Immune to aging.” For those who wish for
  a little more realism, the Life Support power
  “Self-contained Breathing” could be bought
  with a single Continuous Charge lasting for
  a desired duration. This would represent the
  amount of air available in the Powered Ar-
  mor suit’s air tank. This power could be
  bought as follows:
  Example: Life Support: does not need to
  breathe (sealed systems) (10 Active Points); 1
  recoverable charge of 1 hour (-0), Powersuit
  (-½): 7 points.
  Damaging a Suit of Powered
  Armor
  All suits of powered armor are pre-
  sumed to be Breakable, but damage done to
  a suit is not rolled for randomly. Instead, suit
  damage is assessed according to the location
  hit. Damage to the back might destroy a
  jump pack, or power supply, damage to a
  hand will affect arm-mounted weapons,
  damage to the limbs will affect the suit’s
  bonuses to the wearer’s STR or DEX, and so
  on. When designing a suit of armor, the lo-
  Fuzion Notes:
  HERO System
  BODY damage
  (or BODY) is
  equal to
  FUZION Hits
  For the damage
  system, convert
  points of BODY
  to 5 points of
  Hits.
  STUN is STUN,
  of course.
  In anime, certain
  weapons seem to
  obey specific
  unspoken
  conventions,
  regardless of the
  genre. Rockets
  and missiles, for
  example, always
  seem to be
  launched in
  swarms,
  detonating on
  and around the
  target. Rapid-fire
  weapons such as
  machine guns
  and automatic
  cannon fire
  continuous
  streams of
  glowing tracers,
  and spew
  copious amounts
  of spent shell
  casings. Lasers
  are truly
  devastating
  weapons, usually
  being capable of
  cutting through
  just about
  anything and
  slicing apart
  buildings,
  vehicles and
  people with ease.
  cation of all powers built into the suit should be speci-
  fied.
  A good rule of thumb for determining damage to
  a suit of powered armor would be to use the following
  chart:
  For each BODY taken, lose (roll 1d6, or choose
  based upon location):
  1) Either lose 10 Active Points from a Specific
  Power or the entire power.
  2) 5 Points of STR
  3) 3 Points of DEX
  4) 1 Point of SPD
  5) 5" of Movement, or a 2x Non-combat Move-
  ment multiple.
  6) 20 Points of END from a END Reserve, or 5
  Points of REC.
  If a result no longer applies, then either re-roll, or
  choose the next most likely result. The recommended
  result is to reduce the suit’s DEX, representing system
  damage interfering with the suit’s ability to operate
  efficiently.
  Powered Armor damage, an optional rule:
  The following rule will require a bit more book-
  keeping on the part of Game Masters and Players, but
  better simulates certain anime and manga and the way
  that powered armor is damaged.
  All powered armor has the limitation of “Section-
  ally Ablative” (-½) on their DEF. This means that if
  any Body damage penetrates the DEF of the suit, then
  the DEF will suffer an activation roll for any further
  damage that occurs to that hit location only.
  
  32
  Special Mecha Rules
  Size
  Because of their size and mass, mecha are bought
  as vehicles. Read vehicle length as height when using
  the vehicle growth table to determine a humanoid
  mecha’s size. Spider-like mecha use the chart normally.
  Since a mecha is supposed to be very heavy (weighing
  at a minimum 1.5 tons), Density Increase should be
  used to increase the vehicle’s weight to the desired
  amount.
  The extreme mass of mecha is also reflected in
  the way that they deal physical damage. A mecha’s limbs
  are massive and heavily plated with armor. Mecha are
  capable of physically destroying each other with rela-
  tive ease, effectively ripping their targets limb from
  limb. There are several ways to simulate this effect, ei-
  ther through large amounts of Normal Damage, or
  with a Hand Killing Attack.
  (1) Normal Damage-The mecha is bought with
  +1d6 of Hand Attack for every 5 points of STR the
  mecha has. These dice of Hand Attack are bought with
  the advantage of 0 END.
  (2) Hand Killing Attack-The mecha buys 2d6 or
  more of Hand Killing Attack with the Penetrating ad-
  vantage. As with the dice of Hand Attack, this is bought
  at 0 END. Recommended base levels for this type of
  attack is 1 to 2d6 for a light mecha, 2 to 3d6 for a me-
  dium, and 3 to 4d6 for a heavy mecha.
  Each method has its own advantages and disad-
  vantages. The Hand Attack method results in higher
  amounts of over all Body and Stun damage, but will
  do less actual damage to another mecha. The Hand
  Killing Attack method does, on average, less Body and
  Stun, but will consistently do more Body damage to
  another mecha. The choice of methods is up to the
  GMs desired mecha combat results; the Hand Attack
  method will usually take longer, while the Killing At-
  tack method will quickly result in heavily damaged
  mecha.
  A third method is to use both types of damage.
  The mecha buys both dice of HA and HKA and places
  them in a Multipower. The HA slot is only used against
  people, while the HKA slot is only used against other
  mecha.
  Mecha Powers
  Physical Abilities
  Due to their size and mass, mecha aren’t able to
  equal the maneuverability of a suit of powered armor.
  On the other hand, the physical strength and armor of
  mecha is unequaled.
  The following values are recommended:
        Light
  Medium Heavy
  STR
  30-35
  40-45
  45-60
  DEX
  18-20
  15-18
  13-15
  SPD
  4
  3
  2-3
  DEF
  12-15
  15-18
  18-23
  Mecha
  Possibly the most widely recognized element of
  anime is that of giant robots, or mecha. These vehicles
  range in size from that of a small car to towering cre-
  ations one hundred feet tall or more. Such devices are
  beyond the scope of this sourcebook, however. In dis-
  cussing mecha this book will be limiting itself to the
  smaller-sized robots, concentrating upon those designs
  that are about the size of a small car.
  The Size and Styles of Mecha
  Depending upon the degree of realism desired in
  the campaign, mecha can come in a variety of sizes
  and styles. The most common form is humanoid, with
  spider-like or crab-like designs a close second. Other
  animal-like forms are possible, but usually only found
  in the more fantastic anime, such as Voltron.
  A humanoid mecha stands anywhere from 7 to
  24 feet in height, and weighs at least 1.5 tons. The op-
  erator (or pilot) sits in the torso, surrounded by
  viewscreens, operating controls and status indicators.
  There is usually only enough room for the pilot. A spi-
  der-like mecha has a similar size range, but it is a mat-
  ter of length, not height. The largest of this kind of
  mecha often have a copilot or gunner. These mecha
  behave more like a conventional tank, with the added
  benefit of being able to jump if needed, crawl up and
  down the sides of buildings, and can easily maneuver
  in places awkward for tanks and humanoid mecha.
  Piloting a Mecha
  There are a number of ways to operate a mecha,
  depending on the type of mecha, and the style of cam-
  paign. The examples are:
  Control Seat: The standard method is from a control
  seat, similar in design to a fighter pilot’s seat. The
  operator controls the mecha’s hands and arms re-
  motely (usually with some form of joystick) and
  moves the mecha by use of foot pedals. This design
  is featured in Patlabor and Bubblegum Crisis.
  Plug Ins: A second method is via some form of neural
  interface, where the operator plugs in to the mecha,
  and controls it mentally. Naturally, this will usually
  require that the operator have the appropriate ac-
  cess ports. This method is used in Ghost in the Shell.
   Slave Arms: A third way is through the use of slave
  arms, where the mecha’s movements are governed
  by the operator’s own physical actions. Thus, if the
  operator steps, the mecha steps, and if the operator
  moves a limb, the mecha duplicates the action. This
  form of control is used in Appleseed.
  
  33
  Weapons
  Depending on the style of mecha it may or may
  not mount internal weapons. Usually  humanoid
  mecha use large, hand-held weapons, while the spi-
  der-like mecha have internally mounted systems.
  For humanoid models fixed weapon systems are
  often mounted on the back and fired over the shoul-
  der, or are mounted on the shoulder directly. Such sys-
  tems include flame-throwers (Energy Ranged Killing
  Attack), machine guns (Physical Ranged Killing At-
  tack), rocket launchers (Explosive Ranged Killing At-
  tack), and recoilless rifles (Armor Piercing Ranged Kill-
  ing Attack). For added flexibility, humanoid mecha
  often carry hand-held weapons, such as heavy machine
  guns, automatic cannon, and in some cases oversized
  melee weapons (see the Weapons Chapter of this
  sourcebook for more information).
  If a character wants to use his Martial Arts skill
  with his humanoid mecha, then he must buy the ele-
  ment of “Use Art with Humanoid Mecha” for 1 point.
  Naturally, there will be some maneuvers that cannot
  be used this way (choke holds and nerve strikes for
  example).
  Spider-like mecha usually mount their weapons
  in small pods on the front of the vehicle, or in a for-
  ward facing set of arms. The choice of weapons is the
  same as that for humanoid mecha, with machine guns
  and rocket launchers being common choices.
  Computers
  Almost all mecha have on-board computers that
  are used for such purposes as supplemental naviga-
  tion, tracking ammunition usage, monitoring the
  mecha’s physical status, and so on. Such a computer
  should have very basic characteristics (DEX and INT
  of 10 to 15, SPD of 2 to 3), as well as a wide assortment
  of relevant skills (Area Knowledge Skills, Knowledge
  Skills, Navigation, System Operations, etc.)
  Damaging a Mecha
  Instead of using the normal vehicle damage rules,
  mecha should be treated the same as all other human-
  oid targets. This means the standard hit location chart
  would be used, with the OCV modifiers for the spe-
  cific hit locations being off-set by the mecha’s low DEX
  and large size. When determining the effects of Body
  damage, the GM should use either the damage table
  given in the Powered Armor chapter or the standard
  Disabling and Impairing rules in the optional combat
  section. Note that if using the hit location tables, any
  Body Damage that exceeds the DEF of the torso will
  affect the pilot.
  Mecha quite often tear each other to pieces in
  genre, ripping sections of armor away to expose the
  pilot. This exact effect is a little difficult to simulate
  with the Hero vehicle combat system, which is why
  the optional combat results are recommended. In a
  similar vein, the durability of genre mecha varies wildly.
  The mecha used by major characters (both heroes and
  villains) can absorb a great deal of punishment, while
  that used by minor characters and faceless agents can
  be destroyed with minimal effort. The simplest way to
  simulate this is to ignore the optional combat results
  of minor characters, instead treating any Body dam-
  age as Disabling.
  Mecha Disadvantages
  Focus
  Care should be taken when assigning the Focus
  limitation on mecha equipment. If the device is an in-
  tegral part of the suit, then no real limitation seems
  feasible. Focus limitations should only be applied to
  external devices attached to the suit. For example, ra-
  dios, life support systems and power supplies are in-
  ternal systems fully protected by the mecha’s armor,
  and should not be bought with any sort of Focus limi-
  tation. On the other hand, external weapon pods, flight
  packs, and sensor antennae arrays that are not protected
  by the mecha’s armor should be bought with the stan-
  dard Focus rules.
  Physical Limitations
  Can’t Punch (Frequent, slightly impairing) (10
  Points): This limitation is used almost exclusively
  by spider-like mecha. It represents the fact that most
  small mecha of this type don’t have limbs that are
  useful for striking with. The mecha may have ma-
  nipulatory limbs, buy they are either too short, or
  too weak to be used to fight with. Larger spider-
  like mecha may not have arms of any sort, but can
  still strike with a leg.
  Clumsy Fingers, No Fine Work Possible (Frequent,
  greatly impairing) (15 Points): The mecha’s fingers
  are too thick for any sort of complex or delicate
  operations. Thus, it can’t pick up small objects, dis-
  arm a bomb, pick a lock, or use a computer key-
  pad.
  Limited Access (Infrequent, greatly impairing) (10
  Points): The mecha is either very large, or has a very
  complex entrance hatch, meaning that entry to the
  vehicle can be time consuming. Depending on the
  size of the mecha, entry can take a minute, 5 min-
  utes, or even longer. Note that even on the most
  complex of mecha, there are usually emergency exit
  procedures that will allow the pilot to exit in as little
  as one phase.
  Requires specialized piloting suit (Infrequent, greatly
  impairing) (10 Points): Operating the mecha is
  done either through some form of full body data-
  suit or through neural interfaces. If the operator
  lacks either of these options, then the mecha is ei-
  ther unusable or will operate with drastically re-
  duced capabilities.
      The primary
  type of mecha
  described in this
  section is best
  represented by the
  Landmates found
  in Appleseed.
  Similar examples
  would be the K-11
  and K-12 used by
  the AD Police in
  Bubblegum Crisis,
  the Madox-01
  from Madox-01:
  Metal Skin Panic,
  or some of the
  armored suits
  found in Silent
  Mobius. Other
  possible mecha
  designs include the
  spider-like Genki
  from Episode 7 of
  Bubblegum Crisis,
  the massive 24' tall
  Labors from
  Patlabor, and the
  small, highly
  mobile fuchikomas
  from Ghost in the
  Shell.
    It should be noted
  that “mecha” is the
  Japanese term for
  any and all
  mechanical
  devices, including
  robots, cars, tanks,
  aircraft etc. The
  common American
  version of this term
  is “mech”.
  
  34
  Cybernetic
  systems of all
  kinds are found
  in a number of
  anime and
  manga series,
  including AD
  Police,
  Appleseed,
  Adam Warren’s
  Dirty Pair
  series, Ghost in
  the Shell, and
  Gunhed.
  Usually, the
  presence of
  cybernetic
  implants is
  acknowledged,
  but not
  examined in
  detail. A notable
  exception to
  this is AD Police
  episode two,
  “The Ripper,” in
  which the whole
  idea of
  cybernetic
  implantation is
  questioned, as
  well as
  providing the
  rational for the
  killings
  committed by
  one of the
  characters.
  Cyberware
  In the world of Kazei Five the intense competi-
  tion for material gain, both on the street and in the
  corporate boardroom, has led to widespread use of
  implanted cybernetic devices. With the desired systems
  installed one can become faster, stronger, more pow-
  erful, pushing one’s physical abilities beyond the range
  of mere flesh.
  Cybernetic systems have become widely accepted
  among a large portion of the world’s citizens. Among
  corporate executives it is considered almost a matter
  of course to have a computer interface access system
  implanted. Those who are involved in more combat
  intensive occupations (police officers, mercenaries, sol-
  diers) will often opt for such items as vision enhance-
  ments, radios, body plating and reaction upgrades.
  Persons who operate on the fringes of the law, such as
  bounty hunters or the infamous street samurai, often
  will try to have implanted whatever they need in order
  to give them that necessary edge.
  Depending on where the character goes to have
  his implants installed, he may have to undergo some
  form of screening process. This process is designed to
  weed out persons with an unstable personality that
  would react badly to the upcoming cybersurgery. A test
  such as this is usually administered at the larger hos-
  pitals. Depending on the administering doctor, char-
  acters may be able to bypass this test through either
  bribery or blackmail. Of course, in such places as a
  street chop shop, the patient’s state of mind is of no
  concern, only his ability to pay.
  There are some people who consider cyber im-
  plants to be an aberration They are usually those that
  still retain strong traditional religious beliefs. Such
  people would include fundamentalist Christians, tra-
  ditional Japanese Shintoists, and Hasidic Jews. These
  people would most certainly have little or nothing to
  do with anyone that possess obvious cybernetic im-
  plants.
  Designing Cybernetic Systems
  Cybernetics in Kazei Five are assumed to be rela-
  tively reliable and of a more advanced technology then
  the cyberware discussed in Cyber Hero. Implanted di-
  rectly into the character’s nervous system, cybernetics
  replace a normal organ or body part with a new, en-
  hanced system.
  There are three basic types of cybernetic implants:
  Bioware, Electrical and General Cyberware.
  Bioware
  Bioware, or Biological Hardware, consists of im-
  planted artificial organs that manufacture assorted
  chemical additives to boost the body’s performance.
  These systems are usually more reliable than other
  forms of cyberware, but can cause harmful effects if
  used for extended periods of time. Most of the harm-
  ful side effects from bioware usage is a result of the
  inordinate stress such systems put on a normal body.
  Complications can also arise following extensive use
  of the artificial stimulants and other performance en-
  hancements produced by this form of cybernetic sys-
  tem.
  Electrical Systems
  Electrical Cyberware is much more common, rep-
  resenting a wide range of systems from modified eyes
  and ears to accelerated reaction wires, snap-out blades,
  or entire limb replacements. These units run off ei-
  ther internal batteries (i.e., an END Reserve) or use
  the body’s own bio-electrical field for power. It should
  be noted that unshielded and poor-quality electrical
  systems have shown a marked tendency to short out
  and fail when exposed to strong electrical-magnetic
  (EMP) pulses.
  General Systems
  A General System is any implant that doesn’t re-
  ally fall in the two former categories. This includes
  implanted armor plates, skeletal replacement, internal
  armor sheeting and so on.
  Cybernetic Abilities
  A wide range of powers, abilities and skills are
  available as cybernetic implants. A number of indi-
  vidual systems are described below. Cyberware that
  affects a character’s normal attributes is not affected
  by the limitations of Normal Characteristic Maxima.
  Devices such as these are normally bought with the
  limitation of “Doesn’t Affect Figured Characteristics.”
  Any device that incorporates a skill presumes that the
  appropriate Characteristic to be 0. Thus the base skill
  roll would be 9 + CHAR/5 = 9.
  Cybernetic Limitations
  Having a cybernetic implant is not without its
  price. The character has replaced a portion of his body
  with an artificial implant, which may cause unpredict-
  able side effects sometime in the future. Although cy-
  bernetic upgrading is common, most implants are in-
  ternal. Characters who make use of extensive external
  systems, such as armor plates, eye replacements or cy-
  bernetic limbs may want to select the Distinctive Fea-
  tures Disadvantage. Depending on the quality and type
  of cybernetic systems the character has had installed,
  excessive and obvious cyberware may result in a vari-
  ety of reactions from others. Such reactions could in-
  clude revulsion or distaste at the character’s body al-
  teration, envy that the character possesses such a sys-
  tem, desire to obtain the system from the character
  
  35
  (usually by force), or disdain that the character has to
  depend on artificial enhancements to compete. Such
  reactions are also modified by who the character is
  dealing with. The more extreme reactions of disgust
  (whether they are obvious or not) are usually found
  among the upper classes of corporate executives, while
  such reactions as desire and envy are usually found
  among the poorer, street-level citizens. Fortunately,
  most people are too concerned with such mundane
  things as their job, home, family and next meal to care
  about such matters.
  Other problems can arise when the character in
  question is using second-hand cybergear. Many sys-
  tems have encoded serial and registration numbers.
  Such numbers can be easily traced and may result in
  the character being hunted by corporate or govern-
  ment law enforcement agencies for reasons such as
  crimes committed by the previous owner, possession
  of stolen goods, possession of unregistered cybergear
  and so on.
  Cybersystem
  This is a standard -˘ limitation for all implanted
  cybernetic devices. It represents a number of assorted
  drawbacks to having artificial body parts, including
  the fact that cybernetic devices are often an obvious
  modification, can be broken or disabled, are detect-
  able with certain scanners, can interfere with medical
  procedures, increase the user’s weight and can often
  cause assorted psychological problems. Psychological
  problems associated with cybernetic implantation in-
  clude hallucinations and phantom pains involving
  missing limbs or other body parts, delusions (such as
  feelings of godhood or inhumanity) as well as a pos-
  sible loss of identity where the character feels less than
  a complete human. In extreme cases the character can
  become exceedingly violent, with psychopathic or so-
  ciopathic tendencies, taking his anger out on those
  around him.
  A second aspect of the limitation is that cyber-
  netic devices cannot increase the user’s Primary Char-
  acteristics above 30, even in combination with other
  cybersystems. For example, if a character with a 20 DEX
  buys Reflex Augmentation, the maximum level he can
  purchase is +10 DEX, even though the system allows a
  bonus of up to +12 DEX. This reflects the fact that
  even with cybernetic enhancement, there is only so
  much that can be done to a person’s normal, organic,
  body.  Figured characteristics are not usually affected
  by cyberware, the only notable exception being Speed.
  The maximum possible cyber-enhanced Speed stat is
  7. There are numerous examples in the character write-
  up section that illustrate how these values are applied.
  Finally, some GMs may want to limit the number
  and amount of cybernetic systems a character can have
  implanted. There are a number of ways of doing this,
  including setting an active point limit on cyberware
  or restricting the number of systems per hit location.
  The characteris-
  tic maxima for
  cyberware were
  based on several
  factors, the most
  important of
  which was play
  balance. With
  the exception of
  STR, a value of
  30 for primary
  characteristics
  was deemed an
  acceptable upper
  limit for all
  characters,
  including
  human,
  synthetics,
  psychokinetics
  and those in
  powered armor.
  A SPD of 7
  allows the
  character in
  question to act
  significantly
  faster than most
  other characters
  without being
  overpowering.
  Poor Quality System
  This -˘ limitation is used to define cybersystems
  that are of low or questionable quality. Applied in ad-
  dition to the standard Cybersystem limitation, it is rec-
  ommended for characters equipped with cheap street-
  level or gray-market cybergear. These systems usually
  short out in strong magnetic fields, often require regu-
  lar maintenance and tuning and sometimes fail under
  stress.  System failure often occurs when the unit is
  used at full power for an extended period.
  GMs can simulate this in a number of ways, in-
  cluding:
  (1) Giving the system an activation roll if the unit
  is not properly maintained.
  (2) Reducing the operating capacity of the sys-
  tem (i.e., reducing its characteristic bonus tempo-
  rarily).
  (3) Having the unit fail outright.
  The best time to implement this sort of occur-
  rence is when the character needs the system’s benefits
  the most.
  Other side effects of poor-quality cyberware can
  be expressed with Distinctive Features, Physical Limi-
  tations or even Susceptibilities or Vulnerabilities.
  Hiroko O’Hara, from the character write-up section,
  offers an excellent example of the problems that can
  be caused by low-quality cyber implants.
  
  36
  CYBERNETIC SYSTEMS
  Body Systems
  Name
  Power
  Active Real
  Abdominal Sheathing I
  +3 DEF Armor
  12
  4
  Abdominal Sheathing II
  +4 DEF Armor
  18
  6
  Abdominal Sheathing III
  +5 DEF Armor
  22
  7
  Alcohol Filter
  Immunity to Alcohol
  3
  2
  Articulation Augmentation
  1 Overall Level, Double Jointed
  13
  9
  Gas Filter
  Life Support (defined environment)
  5
  4
  Gill Implant
  Life Support (breathe water)
  5
  4
  Impact Compensator Lvl 1
  2d6 Aid to Stun
  17
  6
  Impact Compensator Lvl 2
  4d6 Aid to Stun
  35
  11
  Internal Respirator
  Life Support (sealed systems)
  10
  4
  Muscle Augmentation I
  +3 STR
  3
  2
  Muscle Augmentation II
  +6 STR
  6
  3
  Muscle Augmentation III
  +9 STR
  9
  5
  Muscle Augmentation IV
  +12 STR
  12
  7
  Pathogen Filter
  Life Support (immune to disease)
  3
  2
  Recovery Augementor Lvl 1
  2d6 Aid to Recovery
  15
  5
  Recovery Augementor Lvl 2
  4d6 Aid to Recovery
  30
  11
  Reflex Augmentation I
  +3 DEX
  9
  5
  Reflex Augmentation II
  +6 DEX
  18
  10
  Reflex Augmentation III
  +9 DEX
  27
  15
  Reflex Augmentation IV
  +12 DEX
  36
  21
  Respiration Augmentation
  +5 CON, +2 REC
  14
  9
  Ribcage Sheathing I
  +4 DEF Armor
  18
  5
  Ribcage Sheathing II
  +5 DEF Armor
  22
  6
  Ribcage Sheathing III
  +6 DEF Armor
  27
  8
  Skeletal Reinforcement Lvl 1
  +2 Body, +3 PD, +1d6 HA
  13
  9
  Skeletal Reinforcement Lvl 2
  +3 Body, +4 PD, +2d6 HA
  ˘ Physical Damage Reduction, Resistant
  37
  21
  Skeletal Reinforcement Lvl 3
  +4 Body, +5 PD, +3d6 HA
  ˚ Physical Damage Reduction, Resistant
  56
  33
  Skull Reinforcement I
  +5 DEF Armor
  22
  7
  Skull Reinforcement II
  +6 DEF Armor
  27
  9
  Skull Reinforcement III
  +7 DEF Armor
  31
  10
  Smartgun Link
  +3 OCV, +1 RMod
  18
  10
  Speed Booster I
  +1 Speed
  10
  8
  Speed Booster II
  +2 Speed
  20
  16
  Speed Booster III
  +3 Speed
  30
  24
  Stim/Dorphin Pharmacope 1
  3d6 Healing Aid
  26
  9
  Stim/Dorphin Pharmacope 2
  6d6 Healing Aid
  52
  17
  Subdermal Plating I
  3 DEF Armor
  9
  4
  Subdermal Plating II
  5 DEF Armor
  15
  6
  Subdermal Plating III
  7 DEF Armor
  21
  8
  Trauma Editor Lvl 1
  1/4 Damage Reduction, Resistant
  30
  10
  Trauma Editor Lvl 2
  1/2 Damage Reduction, Resistant
  60
  16
  Trauma Editor Lvl 3
  3/4 Damage Reduction, Resistant
  120
  30
  Vehicle Control Link I
  +3 DEX, +5 to Driving/Pilot Roll
  21
  15
  Vehicle Control Link II
  +6 DEX, +5 to Driving/Pilot Roll
  30
  20
  Vehicle Control Link III
  +9 DEX, +5 to Driving/Pilot Roll
  39
  25
  Vehicle Control Link IV
  +12 DEX, +5 to Driving/Pilot Roll
  48
  30
  Vitals Sheathing I
  +3 DEF Armor
  12
  3
  Vitals Sheathing II
  +4 DEF Armor
  18
  5
  Vitals Sheathing III
  +5 DEF Armor
  22
  6
  War Gland Level 1
  Aid: 1d6 STR, DEX, Stun; 2d6 END
  25
  9
  War Gland Level 2
  Aid: 1d6 STR; 2d6 DEX, Stun, 3d6 END
            25        9
  
  37
  Ear Systems
  Audio Amplifier I
  +2 Telescopic Hearing
  3
  2
  Audio Amplifier II
  +4 Telescopic Hearing
  6
  5
  Audio Amplifier III
  +6 Telescopic Hearing
  9
  7
  Audio Augmentation I
  +2 Hearing Perception
  4
  3
  Audio Augmentation II
  +4 Hearing Perception
  8
  6
  Audio Augmentation III
  +6 Hearing Perception
  12
  10
  Audio Recorder
  Eidetic Memory (hearing)
  10
  6
  Noise Filter I
  5 Pts. Flash Defense (hearing)
  5
  4
  Noise Filter II
  7 Pts. Flash Defense (hearing)
  7
  6
  Noise Filter III
  9 Pts. Flash Defense (hearing)
  9
  7
  Ultrasound Receiver
  Ultrasonic Hearing
  3
  2
  Optical Systems
  Cornea Range Finder
  +2 Levels vs. RMod
  6
  5
  Flare Filter I
  5 DEF Flash Defense (sight)
  5
  4
  Flare Filter II
  7 DEF Flash Defense (sight)
  7
  6
  Flare Filter III
  9 DEF Flash Defense (sight)
  9
  7
  Grit Filter
  3 DEF Flash Defense (sight)
  3
  1
  Low-light
  UV Vision
  5
  4
  Thermographic
  IR Vision
  5
  4
  Video Recorder
  Eidetic Memory (sight)
  10
  6
  Vision Augmentation I
  +2 Telescopic Sight
  3
  2
  Vision Augmentation II
  +4 Telescopic Sight
  6
  5
  Vision Augmentation III
  +6 Telescopic Sight
  9
  7
  Cranial Systems
  Coded Transmitter
  Mind Link
  15
  7
  Cranial Computer
  Computer
  65
  43
  Cranial Radio
  High Range Radio Hearing
  10
  8
  Cranial Telephone
  Radio Listen & Transmit
  5
  4
  Datajack I
  +1 with Computer Skills
  5
  3
  Datajack II
  +2 with Computer Skills
  10
  6
  Datajack III
  +3 with Computer Skills
  15
  9
  Internal Locator
  Absolute Time Sense
  Bump of Direction
  10
  8
  Skilljack
  VPP: Skills
  15
  13
  Synthesizer Link I
  +1 with Musical Instrument Skills
  5
  2
  Synthesizer Link II
  +1 with Musical Instrument Skills
  10
  4
  Trachea Modulator
  Mimicry, Perfect Pitch
  12
  10
  Limb Systems
  Cyberarm
  +1 Body, +2 DEF Armor
  8
  3
  Cyberblade
  2d6 HKA
  45
  20
  Cybergun, Pistol
  1d6+1 RKA
  25
  14
  Cybergun, Machine Pistol
  1d6+1 RKA
  30
  17
  Cybergun, SMG
  1d6+1 RKA
  40
  23
  Cybergun, Magnum Pistol
  2d6 RKA
  45
  20
  Cybergun, Shotgun
  2½d6 RKA
  70
  26
  Cyberleg
  +1 Body, +2 DEF Armor
  8
  4
  Cyber-razors
  1d6 HKA
  22
  10
  Forearm Blade
  1d6+1 HKA
  30
  15
  Knuckle Spurs
  1½d6 HKA
  37
  16
  Hydraulic Jack I
  +2" Superleap
  3
  2
  Hydraulic Jack II
  +4" Superleap
  6
  4
  Hydraulic Jack III
  +6" Superleap
  9
  6
  Hydraulic Jack IV
  +8" Superleap
  12
  8
  
  38
  Hydraulic Jack V
  +10" Superleap
  15
  10
  Hydraulic Jack VI
  +12" Superleap
  18
  12
  Punch Spike
  1½d6 HKA
  50
  22
  Speed Legs I
  +2" Running
  4
  3
  Speed Legs II
  +4" Running
  8
  8
  Speed Legs III
  +6" Running
  12
  10
  Strength Arm, Single I
  +3 STR, +1 Body, +2 DEF
  11
  4
  Strength Arm, Single II
  +8 STR, +1 Body, +2 DEF
  16
  6
  Strength Arm, Single III
  +13 STR, +1 Body, +2 DEF
  21
  9
  Strength Arm, Single IV
  +18 STR, +1 Body, +2 DEF
  26
  11
  Strength Arm, Both I
  +3 STR, +2 Body, +2 DEF
  13
  5
  Strength Arm, Both II
  +8 STR, +2 Body, +2 DEF
  18
  9
  Strength Arm, Both III
  +13 STR, +2 Body, +2 DEF
  23
  11
  Strength Arm, Both IV
  +18 STR, +2 Body, +2 DEF
  28
  14
  Strength Hand I
  +3 STR, +1 Body, +2 DEF
  11
  4
  Strength Hand II
  +8 STR, +1 Body, +2 DEF
  16
  6
  Strength Hand III
  +13 STR, +1 Body, +2 DEF
  21
  8
  Strength Hand IV
  +18 STR, +1 Body, +2 DEF
  26
  9
  Strength Legs I
  +3 STR, +2 Body, +2 DEF
  13
  6
  Strength Legs II
  +8 STR, +2 Body, +2 DEF
  18
  8
  Strength Legs III
  +13 STR, +2 Body, +2 DEF
  23
  11
  Strength Legs IV
  +18 STR, +2 Body, +2 DEF
  28
  13
  Subdermal Bludgeon I
  +2d6 Hand Attack
  12
  10
  Subdermal Bludgeon II
  +3d6 Hand Attack
  18
  14
  Subdermal Needler I
  4d6 NND
  50
  14
  Subdermal Needler II
  5d6 NND
  62
  18
  Subdermal Needler III
  6d6 NND
  75
  21
  Subdermal Stungun I
  4d6 EB
  30
  13
  Subdermal Stungun II
  5d6 EB
  35
  16
  Subdermal Stungun III
  6d6 EB
  40
  20
  
  39
  Cyberware Systems
  Body Systems
  Articulation Augmentation
  The user’s tendons and ligaments are extensively
  reworked and in some cases replaced, allowing for a
  greater degree of flexibility and agility.
  Power: 1 Overall Skill Level, Double Jointed
  Modifiers: Skill Level can only be used with DEX
  related skills and HTH combat (-¼),
  Cybersystem (-¼)
  Active Cost: 13 pts.
  Real Cost: 9 pts.
  Articulation Augmentation Option:
  Power: +1/2/3 Levels with Contortionist Rolls
  Modifiers: Cybersystem (-¼)
  Active Cost: 2/4/6 pts.
  Real Cost: 1/3/5 pts.
  Filtration Systems
  A filtration system is a device designed to protect
  the user from certain harmful substances. An alcohol
  filter, implanted in the kidney, removes the effects of
  ingested alcohol on the body. A gas filter allows the
  user to breathe in the presence of smoke or other nox-
  ious gases. A gill implant allows one to breathe under-
  water. An internal respirator allows one to forego
  breathing entirely for a short period of time. Respira-
  tion augmentation increases the user’s absorption of
  oxygen, allowing greater feats of endurance and faster
  recovery. A pathogen filter provides almost total pro-
  tection from a variety of communicable diseases.
  Alcohol Filter
  Power: Immunity to alcohol
  Modifiers: Cybersystem (-¼)
  Active Cost: 3 pts.
  Real Cost: 2 pts.
  Gas filter
  Power: Life Support (Defined environment)
  Modifiers: Cybersystem (-¼)
  Active Cost: 5 pts.
  Real Cost: 4 pts.
  Gill Implant
  Power: Life Support (Can breathe water)
  Modifiers: Cybersystem (-¼)
  Active Cost: 5 pts.
  Real Cost: 4 pts.
  Internal Respirator
  Power: Life Support (Sealed systems)
  Modifiers: One charge of 5 minutes (-¾),
  Cybersystem (-¼)
  Active Cost: 10 pts.
  Real Cost: 5 pts.
  Pathogen Filter
  Power: Life Support (Immunity to disease)
  Modifiers: Activates on 15- (-¼), Cybersystem
  (-¼)
  Active Cost: 3 pts.
  Real Cost: 2 pts.
  Respiration Augmentation
  Power: CON +5, REC +2
  Modifiers: Does not effect figured (-¼),
  Cybersystem (-¼)
  Active Cost: 14 pts.
  Real Cost: 9 pts.
  Impact Compensators
  These are implanted bio/cyberware pumps de-
  signed to release a fibrinogen activation factor (to stop
  bleeding) and a leukocyte migratory factor (to mobi-
  lize cells to repair tissue damage and prevent infec-
  tion). Depending on the implanted device, this release
  can occur when the user wishes, or when certain
  changes are detected by the device’s bio-monitor. Im-
  pact Compensators come in several styles, all of which
  are designed to allow the user to continue to operate
  effectively after receiving possibly disabling physical
  trauma.
  Note: When designing systems such as this, the
  GM should be aware of the potential for abuse in hav-
  ing powers with preset Triggers. The devices below will
  not prevent a character from being Stunned, although
  they will allow him to recover faster. These devices also
  reset themselves automatically, thus do not require the
  character to do so.
  Level 1 Compensator
  Power: Aid: 2d6 to Stun
  Modifiers: Trigger — User takes Stun (+¼),
  Invisible to Sight (+½), Self Only (-½), Only
  to starting values (-½), 6 charges (-¾),
  Cybersystem (-¼)
  Active Cost: 17 pts.
  Real Cost: 6 pts.
  Level 2 Compensator
  Power: Aid: 4d6 to Stun
  Modifiers: Trigger — User takes Stun or if Stun
  0 or less (+¼), Invisible to Sight (+½), Self
  Only (-½), Only to starting values (-½), 4
  charges (-1), Cybersystem (-¼)
  Active Cost: 35 pts.
  Real Cost: 11 pts.
  Stim/Dorphin Pharmacope Level 1
  Power: Aid: 3d6 Healing
  Modifiers: Trigger — User takes Body (+¼),
  Invisible to Sight (+½), Self Only (-½), Only
  to starting values (-½), Side Effect — User
  takes all damage after charge wears off (-½),
  6 charges of 1 minute (-0), Cybersystem (-
  ¼)
  Active Cost: 26 pts.
  Real Cost: 9 pts.
  Stim/Dorphin Pharmacope Level 2
  Power: Aid: 6d6 Healing
  Modifiers: Trigger — User takes Body (+¼),
  Invisible to Sight (+½), Self Only (-½), Only
  to starting values (-½), Side Effect — User
  takes all damage after charge wears off (-˚), 4
  charges of one minute (-¼), Cybersystem (-
  ¼)
  Active Cost: 52 pts.
  Real Cost: 17 pts.
  FUZION Notes:
  Activation Rolls:
  HERO System
  Activation
  translate to
  FUZION
  Activation Rolls
  as Follows:
  HERO 8- is
  FUZION 14 or
  Greater
  HERO 11- is
  FUZION 10 or
  Greater
  HERO 14- is
  FUZION 8 or
  Greater
  HERO 15- is
  FUZION 6 or
  Greater
  
  40
  Muscle Augmentation I-IV
  Synthetic muscles made from long plastic poly-
  mer threads are implanted to augment the user’s own
  natural muscle system. Tendons are polarized in order
  to make the and ligaments are realigned and re-an-
  chored; in addition, the skeleton is reinforced to allow
  the user to exercise his full strength without harm.
  Power: STR +3/+6/+9/+12
  Modifiers: Does not affect figured (-½),
  Cybersystem (-¼)
  Active Cost: 3/6/9/12 pts.
  Real Cost: 2/3/5/7 pts.
  Muscle Augmentation options: For GMs who de-
  sire greater diversity, the following powers could be
  bought along with standard Muscle Augmentation.
  Note that there is no direct correlation between the
  amount of Muscle Augmentation bought and the
  number of options that can be purchased.
  Option 1
  Power: PD +1/2/3/4
  Modifiers: Cybersystem (-¼)
  Active Cost: 1/2/3/4 pts.
  Real Cost: 1/2/2/3 pts.
  Option 2
  As above, but the power of Damage Resistance
  is added. This Damage Resistance can be
  either vs. PD, ED or both.
  Option 3
  Power: CON +2/4/6/8
  Modifiers: Does not affect figured (-½), Only to
  Resist Stunning (-½), Cybersystem (-¼)
  Active Cost: 4/8/12/16 pts.
  Real Cost: 2/3/5/7 pts.
  Recovery Augmenter
  Mounted adjacent to major blood vessels, this
  device, when activated, increases the amount of oxy-
  gen in the bloodstream, thus allowing the user to re-
  cover at a faster rate.
  Level 1
  Power: Aid: 2d6 to Recovery
  Modifiers: Invisible to Sight (+½), Self Only
  (-½), 4 charges (-1), Cybersystem (-¼)
  Active Cost: 15 pts.
  Real Cost: 5 pts.
  Level 2
  Power: Aid: 4d6 to Recovery
  Modifiers: Invisible to Sight (+˚), Self Only
  (-½), 4 charges (-1), Cybersystem (-¼)
  Active Cost: 30 pts.
  Real Cost: 11 pts.
  Reflex Augmentation I-IV
  The user’s nervous system is upgraded through
  the use of adrenal injectors and neural accelerators. As
  with all physical augmentation of this type, the user’s
  skeletal and muscle structure must be modified to ac-
  commodate the user’s new abilities.
  Power: DEX +3/+6/+9/+12
  Modifiers: Does not affect figured (-½),
  Cybersystem (-¼)
  Active Cost: 9/18/27/36 pts.
  Real Cost: 5/10/15/21 pts.
  Reflex Augmentation options: For GMs who de-
  sire greater diversity, the following powers could be
  bought along with standard Reflex Augmentation.
  Note that there is no direct correlation between the
  amount of Reflex Augmentation bought and the num-
  ber of options that can be purchased.
  Option 1
  Power: Lightning Reflexes +2/4/6/8 with all
  actions
  Modifiers: Cybersystem (-¼)
  Active Cost: 3/6/9/12
  Real Cost: 2/5/7/10
  Option 2
  Power: +1/2/3 Levels with DEX rolls and DEX
  based Skills
  Modifiers: Cybersystem (-¼)
  Active Cost: 5/10/15 pts.
  Real Cost: 4/8/12 pts.
  Option 3
  Power: Enhanced Perception: +1/2/3/4 with
  Touch
  Modifiers: Cybersystem (-¼)
  Active Cost: 2/4/6/8 pts.
  Real Cost: 2/3/5/6 pts.
  Option 4
  Power: Ambidexterity
  Modifiers: Cybersystem (-¼)
  Active Cost: 3
  Real Cost: 2
  
  41
  Skeletal Reinforcement: The user’s skeletal struc-
  ture is reinforced and partially replaced with a variety
  of high-tensile strength materials. This gives the user
  greater resistance to impact damage and, at the higher
  levels, the ability to withstand direct strikes from most
  hand-to-hand and bladed weapons. Damage from
  ranged weapons, such as firearms, is not affected by
  this upgrade. The damage bonus granted by this de-
  vice only affects the character’s own physical strikes
  and are not cumulative with any hand-to-hand weap-
  ons.
  Note: Use of this implant drastically increases the
  user’s weight and can cause a number of medical prob-
  lems. Skeletal Reinforcement makes joint dislocations
  more likely, while the undue stress it places on por-
  tions of the skeletal system can lead to bone spurs. The
  procedures used to reinforce the skeleton make any
  operations involving the upper body very difficult and
  increase the amount of time it takes for a broken bone
  to heal.
  The Damage Reduction offered by Skeletal Rein-
  forcement only affects the Body damage done by an
  attack and has no effect on ranged weapons, thus it
  has less potential for abuse than the Trauma Editor
  listed below. GMs should still be aware of this poten-
  tial and take appropriate steps (such as disallowing the
  use of the Level 3 Reinforcement) if needed.
  Level 1
  Power: +2 Body, +3 PD, +1d6 HA
  Modifiers: Invisible to Sight (+½), 0 End (+½),
  Does not affect figured (-½), Cybersystem
  (-¼)
  Active Cost: 13 pts.
  Real Cost: 9 pts.
  Level 2
  Power: +3 Body, +4 PD, +2d6 HA, Damage
  Reduction: ˘ physical, resistant
  Modifiers: Invisible to Sight (+½), 0 End (+½),
  Does not affect figured (-½), Damage
  Reduction only affects Body (-1), Damage
  Reduction only affects HTH attacks (-½),
  Cybersystem (-¼)
  Active Cost: 37 pts.
  Real Cost: 21 pts.
  Level 3
  Power: +4 Body, +5 PD, +3d6 HA, Damage
  Reduction: ˚ physical, resistant
  Modifiers: Invisible to Sight (+½), 0 End (+½),
  Does not affect figured (-½), Damage
  Reduction only affects Body (-1), Damage
  Reduction only affects HTH attacks (-½),
  Cybersystem (-¼)
  Active Cost: 61 pts.
  Real Cost: 37 pts.
  Smartgun Link
  This is the action-reaction feedback circuit needed
  to properly use a smartgun. A crosshair appears on the
  user’s retina or implanted cybereye allowing the user
  greater accuracy and understanding of where his shots
  will land. The standard system uses an implanted sub-
  dermal receiver in the hand to link with a smartlinked
  weapon. Lesser quality systems usually use an external
  cable, running from the user’s temple to the weapon
  itself. Variations of this device are possible, although it
  is recommended that they not exceeded the values
  given. This device is not compatible with a Lasersight
  or the Cornea Range Finder.
  Power: +3 OCV & +1 Range Modifier
  Modifiers: Requires Smartlinked weapon (-½),
  Cybersystem (-¼)
  Real Cost: 10 pts.
  Active Cost: 18 pts.
  Speed Booster
  This is a microprocessor implanted into the user’s
  nervous system, accelerating all neuromotor signals.
  This requires extensive modifications to the nervous
  system and the muscles of the body to cope with the
  new response times.
  Powers: Speed +1/+2/+3
  Modifiers: Cybersystem (-¼)
  Active Cost: 10/20/30 pts.
  Real Cost: 8/16/24 pts.
  Subdermal Plating
  Implanted plates formed from bonded armored
  plastics reinforced with graphite metal fibers. The
  plates are effectively undetectable if the user is clothed
  normally, although their existence is immediately ob-
  vious if the user removes upper body clothing.
  Power: Armor 3/5/7 DEF
  Modifiers: Locations 9-12 (-1¼), Cybersystem
  (-¼)
  Active Cost:  9/15/21 pts.
  Real Cost: 4/6/8 pts.
  Trauma Editor
  This is an implanted sensory regulator that allows
  the user to reduce or even shut off all sensations of pain.
  When the Trauma Editor is active, the user has almost
  no awareness of physical injury and at a high enough
  level, feels almost nothing from any impact damage
  taken. Use of this device is extremely dangerous to the
  user, as he has no sensation of physical harm. Extended
  use of this device can cause psychological trauma, as the
  user begins to doubt any and all sensations as real and
  may begin to lose touch with the world around him.
  Due to the potentially unbalancing effects of a Trauma
  Editor, the GM should consider limiting access to this
  device, especially the Level 3 version.
  
  42
  Note on usage of a Trauma Editor: If a new charge
  is activated before the first one wears off, then the pre-
  vented Stun damage is held over, until the next charge
  runs out.
  Level 1
  Power: Damage Reduction: 25% Physical/
  Energy, Resistant
  Modifiers: Damage Reduction only affects Stun
  (-½), Side Effect — user takes all Stun damage
  after Trauma Editor shuts off (-1), 4 charges
  of 1 minute (-¼), Cybersystem (-¼)
  Active Cost: 30 pts.
  Real Cost: 10 pts.
  Level 2
  Power: Damage Reduction: 50% Physical/
  Energy, Resistant
  Modifiers: Damage Reduction only affects Stun
  (-½), Side Effect — user takes all Stun damage
  after Trauma Editor shuts off (-1), 2 charges
  of 1 Turn (-1), Cybersystem (-¼)
  Active Cost: 60 pts.
  Real Cost: 16 pts.
  Level 3
  Power: Damage Reduction: 75% Physical/
  Energy, Resistant
  Modifiers: Damage Reduction only affects Stun
  (-½), Side Effect — user takes all Stun damage
  after Trauma Editor shuts off (-1), 1 charges
  of 1 Turn (-1¼), Cybersystem (-¼)
  Active Cost: 120 pts.
  Real Cost: 30 pts.
  Vehicle Control Linkage I-IV
  This is a neural skillwire system and reflex aug-
  mentation system that allows the user greater control
  of a vehicle through the use of a datalink. The system
  comes with the skill of Transport Familiarity: Ground
  Vehicles standard, characters can switch this for a dif-
  ferent Familiarity or add others if wanted.
  Power: DEX +3/+6/+9/+12, +5 to all Piloting/
  Driving Rolls, TF: Ground Vehicles (base
  option)
  Modifiers: Does not affect figured (-½),
  Cybersystem (-¼)
  Active Cost: 21/30/39/48 pts.
  Real Cost: 15/20/25/30 pts.
  Note: The Vehicle Control Linkage can also be
  bought with bonus to the character’s Speed that is only
  usable to operate a vehicle (a -1 Limitation). This op-
  tion adds 10 points to the Active Cost and 4 points to
  the Real Cost. Depending on the GM’s wishes, a Ve-
  hicle Control Linkage may or may not affect the
  character’s abilities when not in a car. The version pre-
  sented above works both in and out of vehicles. A ve-
  hicle only version would have the additional limita-
  tion of “Requires DNI Capable Vehicle” (-½).
  Vitals Sheathing and Skull Reinforcement
  Vitals Sheathing is a variation of Subdermal Plat-
  ing that utilizes advanced armored fabrics and
  orthoskin sheeting to weave an energy-diffusing mate-
  rial under the user’s skin. Areas protected are the rib
  cage, abdomen or lower stomach. Skull reinforcement
  is a similar system that bonds armor plating directly
  to the user’s skull. This form of protection is effectively
  invisible to even an experienced observer, unless they
  have access to x-ray scanners.
  Abdominal Sheathing I-III
  Power: 3/4/5 DEF Armor
  Modifiers: Invisible Power Effects (+½),
  Location 11-13 (-1½), Does NOT defend
  against the first 1 body damage of each attack,
  Reduced Penetration attacks are considered
  separate attacks, as are Autofire shots (-¼),
  Cybersystem (-¼)
  Active Cost: 12/18/22 pts.
  Real Cost: 4/6/7 pts.
  Ribcage Sheathing I-III
  Power: 4/5/6 DEF Armor
  Modifiers: Invisible Power Effects (+½),
  Location 10-11 (-2), Does NOT defend
  against the first 1 body damage of each attack,
  Reduced Penetration attacks are considered
  separate attacks, as are Autofire shots (-¼),
  Cybersystem (-¼)
  Active Cost: 18/22/27 pts.
  Real Cost: 5/6/8 pts.
  Skull Reinforcement I-III
  Power: 5/6/7 DEF Armor
  Modifiers: Invisible Power Effects (+½),
  Location 3-5 (-1½), Does NOT defend
  against the first 1 body damage of each attack,
  Reduced Penetration attacks are considered
  separate attacks, as are Autofire shots (-¼),
  Cybersystem (-¼)
  Active Cost: 22/27/31 pts.
  Real Cost: 7/9/10 pts.
  The following power is optional for Skull Rein-
  forcement:
  Power: +1d6 Hand Attack
  Modifiers: 0 END (+½), Invisible effects — sight
  (+½), Cybersystem (-¼), Headbutts only (-
  0)
  Active Cost: 6 pts.
  Real Cost: 5 pts.
  Vitals Sheathing I-III
  Power: 3/4/5 DEF Armor
  Modifiers: Invisible Power Effects (+½),
  Location 13 (-2) Does NOT defend against
  the first 1 body damage of each attack,
  Reduced Penetration attacks are considered
  separate attacks, as are Autofire shots (-¼),
  Cybersystem (-¼)
  Active Cost: 12/18/22 pts.
  Real Cost: 3/5/6 pts.
  
  43
  War Gland
  This is a bioware implant designed to pump con-
  centrated adrenaline and noradrenalin into the user’s
  bloodstream, increasing his physical capabilities for a
  short period of time. When the effects of the war gland
  wear off, the inrush of suspended fatigue poisons can
  cause temporary unconsciousness. Extended use of a
  war gland may have other, even more harmful, effects
  on the user’s system.
  Level 1
  Power: Aid: 1d6 to STR, 1d6 to DEX, 2d6 to END,
  1d6 to STUN
  Modifiers: Self Only (-½), Side Effect — 6d6
  Stun damage after Aid wears off (-½), 4
  charges (-1), Cybersystem (-¼)
  Active Cost: 25 pts.
  Real Cost: 9 pts.
  Level 2
  Power: Aid: 1d6 to STR, 2d6 to DEX, 3d6 to END,
  2d6 to STUN
  Modifiers: Self Only (-½), Side Effect — 6d6
  Stun after Aid wears off (-½), 4 charges (-1),
  Cybersystem (-¼)
  Active Cost: 40 pts.
  Real Cost: 14 pts.
  Ear Systems
  Audio Amplifier I-III
  The Audio Amplifier is a hearing enhancement
  that works in a manner similar to a shotgun micro-
  phone, where distant sounds are perceived as if they
  were closer then they actually are.
  Power: Telescopic Hearing +2/+4/+6
  Modifiers: Cybersystem (-¼)
  Active Cost: 3/6/9 pts.
  Real Cost: 2/5/7 pts.
  Audio Augmentation I-III
  This is an audio enhancement that boosts the
  user’s overall hearing ability, allowing him to perceive
  a wider range of sounds.
  Power: Enhanced Hearing +2/+4/+6
  Modifiers: Cybersystem (-¼)
  Active Cost: 4/8/12 pts.
  Real Cost: 3/6/10 pts.
  Audio Recorder
  With this implant, the user can record anything
  he hears. Recorded sounds can then be downloaded
  via a Datajack or played through external speakers.
  Note: this device usually comes with at least a base level
  Noise Filter to allow for more intelligible recordings.
  Power: Eidetic Memory
  Modifiers: Sound Only (-½), Cybersystem (-¼)
  Active Cost: 10 pts.
  Real Cost: 6 pts.
  Noise Filter I-III
  Popular with rockers, the Noise Filter provides
  some protection from high volumes of sound as well
  as extreme changes in sound intensity.
  Power: Flash Defense vs. Hearing (5/7/9 DEF)
  Modifiers: Cybersystem (-¼)
  Active Cost: 5/7/9 pts.
  Real Cost: 4/6/7 pts.
  Ultrasonic Receiver
  This modification allows the user to hear both
  high-frequency and low-frequency sounds.
  Power: Ultrasonic Hearing
  Modifiers: Cybersystem (-¼)
  Active Cost: 3 pts.
  Real Cost: 2 pts.
  Optical Systems
  Cornea Range Finder
  This is a sighting system that allows the user to
  correct his aim by taking into account the range to the
  intended target. This device is not compatible with a
  Smartgun Link.
  Power: +2 Levels with Range Modifiers
  Modifiers: Cybersystem (-¼)
  Active Cost: 6 pts.
  Real Cost: 5 pts.
  Flare Filter I-III
  Optical filters that protect the user from intense
  glare and blinding light flashes.
  Power: Flash Defense vs. Vision (5/7/9 DEF)
  Modifiers: Cybersystem (-¼)
  Active Cost: 5/7/9 pts.
  Real Cost: 4/6/7 pts.
  Grit Filter
  Grit filters are simple protective shields that cover
  the surface of the eye, preventing such things as blown
  dust, sand and smoke from affecting the user’s vision.
  Power: Flash Defense vs. Vision (3 DEF)
  Modifiers: Not vs. Light-based flashes (-1),
  Cybersystem (-¼)
  Active Cost: 3 pts.
  Real Cost: 1 pt.
  Low-light Filter
  Operating on the same principle as a starlight
  scope, Low-Light filters allow the user to see in very
  dimly lit conditions.
  Power: UV Vision
  Modifiers: Cybersystem (-¼)
  Active Cost: 5 pts.
  Real Cost: 4 pts.
  
  44
  Thermographic Filter
  Thermographic filters allow the user to see heat
  patterns, usually allowing the user to ignore the actual
  light level of his surroundings. When combined with
  Low-Light filters, the user can operate in almost total
  darkness.
  Power: IR Vision
  Modifiers: Cybersystem (-¼)
  Active Cost: 5 pts.
  Real Cost: 4 pts.
  Video Recorder
  The user has a camera mounted in the eye, allow-
  ing him to record anything he sees. The data can then
  be downloaded via a datajack, or output to an exter-
  nal monitor. This option, when combined with the
  Audio Recorder, has proven very popular with report-
  ers.
  Power: Eidetic Memory
  Modifiers: Vision Only (-½), Cybersystem (-¼)
  Active Cost: 10 pts.
  Real Cost: 6 pts.
  Vision Augmentation I-III
  This system allows the user enhanced viewing ca-
  pabilities over long distances.
  Power: Telescopic vision +2/+4/+6
  Modifiers: Cybersystem (-¼)
  Active Cost: 3/6/9 pts.
  Real Cost: 2/5/7 pts.
  Cranial Systems
  Coded Transmitter
  This is a specialized radio transmitter that broad-
  casts specifically scrambled signals. Intelligible recep-
  tion is only possible using a Coded Transmitter with
  the proper decoding sequence. Anyone else listening
  in on a Coded Transmitter frequency will only hear
  sonic garbage. As there is an almost unlimited num-
  ber of signal combinations, the Coded Transmitter is
  a secure and effective method of communication.
  Power: Mind Link
  Modifiers: Related group of minds (others with
  Coded Transmitter) (+5pts.), 0 END (+½),
  Only to another Mind Link (Coded
  Transmitter) (-1), Cybersystem (-¼)
  Active Cost: 15 pts.
  Real Cost: 7 pts.
  Cranial Computer
  A Cranial Computer is just that: a fully functional
  computer implanted into the user’s brain. In many
  ways, a Cranial Computer is similar to a Skilljack (see
  below). The difference is that the Cranial Computer
  runs programs on its own, allowing the character to
  use more skills and at a faster rate. Skill limitations for
  a Cranial Computer are the same as a Skilljack.
  Power: Computer (INT: 15, DEX: 15, Speed: 3,
  30 points devoted to skills and programs)
  Modifiers: Fragile (-¼), Cybersystem (-¼)
  Active Cost: 55 pts.
  Real Cost : 37 pts.
  Cranial Radio
  A full-spectrum, limited-range transmitter, the
  Cranial Radio allows the user access to a wide range of
  communication channels. The user has the option of
  speaking under his breath when operating this device,
  so as not to disturb those nearby.
  Power: High Range Radio Hearing
  Modifiers: Cybersystem (-¼)
  Active Cost: 10 pts.
  Real Cost: 8 pts.
  Cranial Telephone
  The user has a cellular telephone implanted in his
  head. As with all such devices, signal quality depends
  greatly on the distance to the nearest relay station. As
  with the Cranial Radio, the user may choose to speak
  under his breath when using this device.
  Power: Radio Listen and Transmit
  Modifiers: Cybersystem (-¼)
  Active Cost: 5 pts.
  Real Cost: 4 pts.
  Datajack I-III
  Also known as a Direct Neural Interface (or DNI
  for short) this is an input/output jack implanted into
  the user’s skull. Common implant locations are the
  temple or behind the ear.
  Power: +1/+2/+3 with all computer related skills
  (such as Computer Programming).
  Modifiers: Requires accessible datacable (-½),
  Requires DNI capable computer (-0),
  Cybersystem (-¼)
  Active Cost: 5/10/15 pts.
  Real Cost: 3/6/9 pts.
  The following power is optional for a Data Jack:
  Power: Speed Reading
  Modifiers: Requires accessible datacable (-½),
  Requires DNI capable computer (-0), Only
  applies to direct neural feed data (-½),
  Cybersystem (-¼)
  Active Cost: 3 pts.
  Real Cost: 1 pts.
  Internal Locator
  This device consists of a specialized Skilljack con-
  nected to a visual display that registers on the user’s
  retina.
  Power: Absolute Time Sense & Bump of
  Direction, AK: (Map Skillsoft) 13-
  Modifiers: Cybersystem (-¼)
  Active Cost: 10 pts.
  Real Cost: 8 pts.
  
  45
  Skilljack
  A skilljack is a type of datajack port that allows
  the Character to access preprogrammed implant skills.
  The Character has access to a 10-point variable power
  pool that can be assigned to a limited number of avail-
  able skillchips. Players should keep a record of exactly
  which skillchips the Character has available. These
  skillchips can be switched at anytime but require a full
  Turn to do so.
  Only the following skills are allowed: Bugging,
  Computer Programming, Criminology, Cryptography,
  Demolitions, Disguise, Electronics, Forensics, Forgery,
  Gambling, Knowledge skills (including Area Knowl-
  edge), Languages, Lockpicking, Mechanics, Navigation,
  Paramedic, Professional skills, Science skills, Survival,
  Systems Operations, Transport Familiarity, Weapons
  Familiarity and Weaponsmith.
  Certain skills such as Martial Arts could be in-
  cluded, but are not recommended. In any event, all
  skills and skill selections are subject to GM approval.
  Power: Variable Power Pool, 10 point pool, 5
  Point control Cost
  Modifiers: Limited Selection of Skills (-½),
  Cybersystem (-¼)
  Active Cost: 15 pts.
  Real Cost: 13pts.
  Synthesizer link I-II
  A specialized form of Datajack, this input/output
  port allows for direct interfacing with musical instru-
  ments.
  Power: +1/+2 with all musical instrument
  related skills.
  Modifiers: Requires accessible datacable (-½),
  Requires DNI capable musical instrument
  (-½), Cybersystem (-¼)
  Active Cost: 5/10 pts.
  Real Cost: 2/4 pts.
  Trachea Modulator
  Popular with rockers and other entertainers, this
  device allows for volume control as well as extreme
  variations of pitch and tone.
  Power: Mimicry 14-, Perfect Pitch
  Modifiers: Cybersystem (-¼)
  Active Cost: 12 pts.
  Real Cost: 10 pts.
  Limb Systems
  Substitute limbs come in two styles: obvious
  cyberlimbs and organic replacements. Organic replace-
  ments offer no special abilities and simply function in
  a manner identical to your original limb (just don’t
  ask where the replacement came from). Cyberlimbs
  are fully functional prostheses capable of performing
  all standard limb movements.
  The Body increases noted below are all over in-
  creases brought on by having a cyberlimb implanted,
  while the armor bonuses only affect that particular
  limb. The maximum armor allowed for a cyberlimb is
  7 DEF, values greater than 7 DEF can only be bought
  for cyborg characters. Typical armor values for
  cyberlimbs are between 2 to 4 DEF.
  Players should feel free to design similar limb en-
  hancements for their characters using the following as
  a guide.
  Cyber Arm
  This is a standard limb replacement
  Power: +1 Body, +2 DEF Armor
  Modifiers: Does not affect figured (-½), Location
  6-8 (-1½), Cybersystem (-¼)
  Active Cost: 8 pts.
  Real Cost: 3 pts.
  Cyber Blades
  This is a blade attached to the long bones of the
  user’s forearm. A wide variety of Cyber Blades are pos-
  sible, including single blades that run along the fore-
  arm, sets of two or three blades that are produced from
  the back of the hand, single armor piercing punch-
  spikes, short knuckle spurs and so on.
  Standard Cyber Blade
  Power: 2d6 HKA
  Modifiers: 0 END (+½), Reduced Penetration
  (-¼), Restrainable (-¼), No Knockback (-¼),
  Blade weapon (-¼), Cybersystem (-¼)
  Active Cost: 45 pts.
  Real Cost: 20 pts.
  Forearm Blade
  Power: 1d6+1 HKA
  Modifiers: 0 END (+½), Restrainable (-¼), No
  Knockback (-¼), Blade weapon (-¼),
  Cybersystem (-¼)
  Active Cost: 30 pts.
  Real Cost: 15 pts.
  Punch Spike
  Power: HKA 1½d6
  Modifiers: 0 END (+½), Armor Piercing (+½),
  -1 Stun (-¼), Restrainable (-¼), No
  Knockback (-¼), Blade weapon (-¼),
  Cybersystem (-¼)
  Active Cost: 50 pts.
  Real Cost: 22 pts.
  Knuckle Spurs
  Power: 1½d6 HKA
  Modifiers: 0 END (+½), Reduced Penetration
  (-¼), Restrainable (-¼), No Knockback (-¼),
  Blade weapon (-¼), Cybersystem (-¼)
  Active Cost: 37 pts.
  Real Cost: 16 pts.
  Cyberleg
  This is a standard limb replacement
  Power: +1 Body, +2 DEF Armor
  Modifiers: Does not affect figured (-½), Location
  14-18 (-1), Cybersystem (-¼)
  Active Cost: 8 pts.
  Real Cost: 4 pts.
  
  46
  Cyber Razors
  These short blades, about one inch long, are at-
  tached to the tip of user’s fingers. Anchored to the user’s
  finger bones, the blades retract under the fingernails.
  Characters could conceivably have Cyber Razors set
  into their toes.
  Power: 1d6 HKA
  Modifiers: 0 End (+½), Reduced Penetration
  (-¼),  Restrainable (-¼), No Knockback
  (-¼), Blade weapon (-¼), Cybersystem (-¼)
  Active Cost: 22 pts.
  Real Cost: 10 pts.
  Cybergun
  This is a specially designed firearm that is meant
  to be installed in a cyberarm. A variety of weapons,
  from pistols to shotguns are available. The firing port
  is in the base of the palm, although in some models
  the barrel pops out from the forearm. The weapon’s
  magazine resides in the arm, unless the user opts. for
  using a full (or extended) clip, in which case the maga-
  zine will be quite obvious. Only one cybergun can be
  mounted in character’s arm.
  A variation of this device has the user altering the
  tip of a cyberfinger to accept a single pistol, magnum
  pistol or shotgun round. This is a single shot weapon,
  reloaded through the muzzle and fired by preset fin-
  ger motion. Due to the very short barrel length of such
  a weapon, a device such as this should not be allowed
  any sort of OCV bonus and would have a Range Modi-
  fier of -2 (at best).
  Note: If a character has such a device implanted
  into his cyberlimbs, care should be taken when engag-
  ing in hand-to-hand combat. Although a sharp blow
  to the forearm usually won’t set the weapon off, such
  impacts can cause problems with the firing mecha-
  nism, leading to misfires and jamming.
  Pistol
  Power: 1d6+1 RKA, +1 OCV
  Modifiers: 12 shots (-¼), Restrainable (-¼),
  Cybersystem (-¼)
  Active Cost: 25 pts.
  Real Cost: 14 pts.
  Machine Pistol
  Power: 1d6+1 RKA
  Modifiers: Autofire (+½), 12 shots (-¼),
  Restrainable (-¼), Cybersystem (-¼)
  Active Cost: 30 pts.
  Real Cost: 17 pts.
  SMG
  Power: 1d6+1 RKA, +2 OCV
  Modifiers: Autofire (+½), 10 shots (-½),
  Restrainable (-¼), Cybersystem (-¼)
  Active Cost: 40 pts.
  Real Cost: 23 pts.
  Magnum Pistol
  Power: 2d6 RKA
  Modifiers: Increased Stun (+½), 6 shots (-¾),
  Restrainable (-¼), Cybersystem (-¼)
  Active Cost: 45 pts.
  Real Cost: 20 pts.
  Shotgun
  Power: 2½d6 RKA, +2 OCV
  Modifiers: Increased Stun (+½), -2 RMod
  (-6pts.), 4 shots (-1), Restrainable (-¼),
  Cybersystem (-¼)
  Active Cost: 70 pts.
  Real Cost: 26 pts.
  Hydraulic Jack I-VI
  When installed in a standard
  cyberleg replacement, a hydraulic jack
  dramatically increases leaping ability.
  Power: Superleap: +2"/+4"/+6"/+8"/
  +10"/+12"
  Modifiers: 0 End (+½), No Non-
  combat Leap (-¼), Cybersystem
  (-¼)
  Active Cost: 3/6/9/12/15/18 pts.
  Real Cost: 2/4/6/8/10/12 pts.
  Speed Legs I-III
  Utilizing extensive tendon replace-
  ment, booster implants and muscle ad-
  aptation, speed legs dramatically in-
  crease a user’s running speed.
  Power: Running: +2"/+4"/+6"
  Modifiers: Cybersystem (-¼)
  Active Cost: 4/8/12 pts.
  Real Cost: 3/6/10 pts.
  Strength Arm I-IV
  Cyberarms grant the user increased strength; body
  frame reinforcements are standard to allow the user to
  utilize the limb’s full potential. This increased strength
  affects such actions as lifting, punching, grabbing etc.
  If the user has a single cyberarm, all STR actions are at
  -5 STR.
  Example: a STR 13 character has a +13 STR arm
  added, this gives him 26 STR total. For punching dam-
  age purposes he does 5d6, if attempting a grab or other
  STR vs. STR maneuvers with that arm he has a 21 STR.
  Note: Muscle Augmentation and Cyberlimbs are
  not compatible and are not added together to deter-
  mine the user’s total STR. This restriction is due to
  how the systems are installed and set up. Muscle Aug-
  mentation is usually more desirable, since it’s not an
  Cyberguns
  Name
  Cal
  OCV
  RMod
  Dmg
  Stun
  STR
  Shots
  Notes
  Pistol
  9mm
  +1
  +0
  1d6+1
  0
  8
  12
  Machine pistol
  9mm
  +0
  +0
  1d6+1
  0
  10
  12
  AF3, 20 rd. full clip
  SMG
  9mm
  +2
  +0
  1d6+1
  0
  13
  10
  AF5, 30 rd. full clip
  Magnum pistol
  .44M
  +0
  +0
  2d6
  +1
  15
  6
  Shotgun
  12Ga
  +2
  -2
  2˚d6
  +1
  13
  4
  RR, RP
  
  47
  obvious upgrade and affects the body’s entire muscle
  system. Cyberlimbs, are a cheaper alternative (in mon-
  etary terms), affect only the performance of a single
  limb, and are usually easy to detect.
  Single Arm
  Power: +3/+8/+13/+18 STR, +1 Body, +2 DEF
  Armor
  Modifiers: Does not affect figured (-½), STR
  only affects use with Left/Right arm (-½),
  Locations 6-8 (-1½), Cybersystem (-¼)
  Active Cost: 11/16/21/26 pts.
  Real Cost: 4/6/9/11 pts.
  Both Arms
  Power: +3/+8/+13/+18 STR, +2 Body, +2 DEF
  Armor
  Modifiers: Does not affect figured (-½), STR
  only affects use with arms (-¼), Locations 6-
  8 (-1½), Cybersystem (-¼)
  Active Cost: 13/18/23/28 pts.
  Real Cost: 5/9/11/14 pts.
  Strength Hand I-IV
  This is a fully functional cybernetic hand. It of-
  fers increased strength for grabbing, crushing and
  holding on.
  Power: Power: +3/+8/+13/+18 STR, +1 Body, +2
  DEF Armor
  Modifiers: Does not affect figured (-½), STR
  only affects use with Left/Right hand (-1),
  Location 6 (-2), -Cybersystem (-¼)
  Active Cost: 11/16/21/26 pts.
  Real Cost: 4/6/8/9 pts.
  Strength Legs I-IV
  Cyberlegs grant the user increased strength with
  regards to leg usage. This includes leaping, kicks and
  in some cases increased lifting capacity.
  Power: +3/+8/+13/+18 STR, +2 Body, +2 DEF
  Armor
  Modifiers: Does not affect figured (-½), STR
  only affects use with Legs (-½), Locations 14-
  18 (-1), Cybersystem (-¼)
  Active Cost: 13/18/23/28pts.
  Real Cost: 6/8/11/13pts.
  Subdermal Bludgeon I-II
  Created from organic cements grafted into the
  user’s bones, this device makes the user’s limbs heavier,
  allowing extra damage in hand-to-hand combat.
  Power: +2d6/+3d6 Hand Attack
  Modifiers: 0 END (+½), Invisible effects — sight
  (+½), Cybersystem (-¼)
  Active Cost: 12/18 pts.
  Real Cost: 10/14 pts.
  Subdermal Needler I-III
  One or more of the user’s fingers in a cyberhand
  have been altered to accept hypodermic darts. These
  darts are very small and fit in the last joint of the
  cyberhand’s fingers. The needler is silent when fired,
  preventing detection. This feature makes it useful when
  attempting to subdue a target quietly and with a mini-
  mum of attention. The needler’s only major drawback
  is its short range. The number of charges the device
  has represents the number of fingers adapted to carry
  darts. Normally, the index finger is used, but a charac-
  ter could have all four fingers of his hand adapted (or
  eight, if he has two cyberhands). If the character has a
  number of fingers so adapted, then purchasing the
  Autofire advantage could be considered (thus simu-
  lating the effect of firing several fingers at once).
  Power: 4d6/5d6/6d6 Energy Blast
  Modifiers: No Normal Defense (+1) (Defense is
  wearing Resistant DEF greater than the
  “Body” rolled on the attack or wearing any
  form of rigid “plate” armor), Invisible effects,
  hearing (+½), Range = Active points/5 (-¼),
  1 charge (-2), Cybersystem (-¼)
  Active Cost: 50/62/75pts.
  Real Cost: 14/18/21pts.
  Subdermal Stungun I-III
  Two electrodes are placed on two fingers of the
  user’s choice. Normally, it uses batteries that are re-
  charged by the body’s natural bioelectric field. These
  batteries store enough power for 12 discharges, but
  larger batteries are available.
  Power: 4d6/5d6/6d6 Energy Blast
  Modifiers: Invisible effects- sight (+½), Stun
  only (-0), No Knockback (-¼), No Range (-
  ½), 12 charges (-¼), Cybersystem (-¼)
  Active Cost: 30/37/45pts.
  Real Cost: 13/16/20pts.
  
  48
  Inhalants
  This represents any drug that is inhaled through
  the mouth or nose. Standard limitations are: “IIF”
  (-¼), as they are not obvious except during the mo-
  ment of use, and cannot be removed once taken; “Ges-
  tures To Start” (take out and inhale) (-¼) and “Gradual
  Effect” (normally 1 minute (-1) but sometimes as long
  as 5 minutes (-1˚)).
  Needle-less Hypodermics
  Safer to use than an old-fashioned hypodermic,
  these devices deliver their load on a jet of compressed
  air. Needle-less hypodermics have the disadvantage
  that to get the drug into the bloodstream, the hypo-
  dermic needs to be placed on a vein. Injection directly
  into muscle tissue normally dilutes the drug or releases
  it so slowly that it has no effect. Standard limitations
  are: “IIF” (-¼), as they are not obvious except during
  the moment of use, and cannot be removed once taken;
  “Gestures To Start” (take out and place to vein) (-¼).
  Although the effect is rapid, needle-less hypodermics
  require some care to use, thus “Concentrate ˚ DCV” (-
  ¼), and they must be placed on a major vein or artery
  “Activation” 15- (-¼).
  Cyber-implant/Cyberdoc
  The first of these is a cybernetic device which can
  be set to inject its load when a given event occurs, such
  as a change in the user’s blood pressure. These are of-
  ten referred to as War Glands or Drugjacks. The sec-
  ond is essentially the same device, but worn externally
  (normally as a collar or belt pack). Both devices take
  the limitation “Cybersystem” (-¼) and allow any of
  the drugs listed to be used with the additional advan-
  tage of “Trigger” (+¼). In addition any drugs which
  use the Aid power in a Drugjack require the additional
  limitation of “Self Only” (-½).
  These limitations require a word of explanation.
  Pills, hypodermics or inhalants are classed as IIF rather
  than OAF since it is not always obvious that the char-
  acter is using the power, and the focus is not readily
  taken away by opponents. However, during the instant
  of use these foci are visible and use can be prevented
  by a grab or entangle. To simulate this, we have given
  these powers the Gestures limitation. GMs may wish
  to use IAF in place of these two limitations, but this
  means that it will not be immediately obvious when
  the character is taking the drug.
  Performance-enhancing drugs cannot increase
  characteristics above the maximums listed in the char-
  acter creation rules, and only a few drugs will func-
  tion on cybernetically enhanced individuals. Gener-
  ally, if a person has cybernetic implants that affect a
  given characteristic, they will not benefit from a drug
  that affects that characteristic. There will be circum-
  stances where this rule does not apply.
  Biochemical and
  Biological Agents
  In a world where people routinely upgrade them-
  selves with cyberware, there are still a few who will keep
  their biological bodies intact. It may be because they
  suffer from cyber-rejection, because of religious be-
  liefs, or simply because they want to show they can
  compete without resorting to mechanical aids (there’s
  a certain prestige in being a full-flesh person). What-
  ever the reason, sometimes even full-fleshed people
  need an extra boost, and that’s where biochemical and
  biological agents come in.
  In any work of fiction that deals with the darker
  side of society, drugs will become apparent in one form
  or another. Drug use is important enough to the
  cyberpunk genre that it will be examined here. It can-
  not be stressed enough, however, that this is fictional
  information for gaming purposes only and in no way
  reflects a condoning of real world drug use.
  Biochemistry in the Kazei Five
  Universe
  Pharmaceuticals
  The quickest and easiest way for someone to en-
  hance their physical capabilities is through the use of
  drugs. Here, the concern is not with recreational drugs
  but with performance-enhancing agents. These types
  of drugs fall into two broad categories: Stimulants and
  Blockers. On the street these are known as “Uppers”
  and “Downers,” and together are simply called
  “Pharm.”
  Pharmaceuticals can be taken in many ways. The
  easiest is in pill or capsule form. These are simple to
  take, but require some time before they reach full ef-
  fect. Inhalants are quicker to take effect, but clumsy to
  use in desperate situations. The fastest route is to in-
  ject the drug directly into the bloodstream. In the
  cyberpunk genre, needles are passé, since they are
  messy, painful and easy to fumble in combat situations.
  For intravenous delivery either a needle-less hypoder-
  mic or a cyber-implant is used. The cyber-implant has
  the advantage that it can monitor the user’s condition
  and administer drugs when needed, even if the user is
  incapacitated.
  For game purposes, each delivery system will be
  described with its own set of limitations. These are
  noted as “Vector Modifiers” in the power descriptions.
  Almost all drugs will have a limited number of doses,
  which will also affect the cost of the drug.
  Pills/Capsules
  This represents any sort of orally ingested drug,
  as well as dermal patches. Standard limitations are:
  “IIF” (-¼), as they are not obvious except during the
  moment of use, and cannot be removed once taken;
  “Gestures To Start” (take out and swallow) (-¼) and
  “Gradual Effect” (normally 1 minute (-1) but some-
  times as long as 5 minutes (-1˚)).
  
  49
  Example: A character who gains +5 STR from a
  cyberhand could still take a STR enhancing drug and
  gain some benefit from it. However his cyberhand would
  be at its normal STR rating, since it would not be af-
  fected by the drug.
  In addition, hypodermics or dermal patches can-
  not easily be used by a character who wears armor over
  most of his body or who has dermal plating. Charac-
  ters in sealed armor will have difficulty using inhal-
  ants or pills. However, armor can have a cyberdoc built
  in to allow the use of wardrugs.
  Stimulants
  Stimulants are those drugs that increase physical
  capacities directly. The most common stimulants act di-
  rectly on the nervous system to stimulate hormone re-
  lease, leading to decreased reaction times and/or increased
  strength. There are an almost infinite variety of these
  drugs, and many of them are either physically or psycho-
  logically addictive. A few examples are given below. GMs
  should feel free to modify them as needed to add variety.
  The drug effects are given at maximum normal strength,
  although in most cases what is available on the street will
  be less effective (reduce the Aid effects to only one or two
  dice, although the side effects will still be the same). Char-
  acters may also mix drugs to combine several effects (a
  procedure that is most foolhardy and dangerous!).
  Amylheptramine (slang: Hep, Amy)
  A quasi-legal drug, Amylheptramine provides the
  user with a quick boost in energy. This drug is as popu-
  lar with corporate executives pulling a late night com-
  puter session as it is with go-gangers heading out for a
  night on the town. It’s also still used for its original
  purpose — resuscitating injury victims.
  Power: Aid: 2d6 to REC
  Modifiers: Fade rate delayed to 1 hour (+¾), Side
  Effect — Addictive, 1d6 cumulative minor
  transform (target into addict), plus 4d6 Stun
  damage after Aid wears off (-½), Vector
  Modifiers (-¼ to -2), Side Effect — Overdose,
  triggered if Aid total exceeds Maximum, 6d6
  Energy Blast (-½)
  Active cost: 17 pts. (20 points in a Drugjack)
  Real Cost: Pills 5 pts., Inhalants or Hypodermic
  6 pts., Drugjack 9 pts.
  Amylmethamine (slang: Dragon,
  Nervefire)
  This type of drug increases the receptivity of the user’s
  neurotransmitters to signals, enhancing his dexterity and
  decreasing reaction times. The symptoms of use, and es-
  pecially abuse, include pronounced trembling due to spon-
  taneous acetylcholine release by the user’s nerves.
  Power: Aid: 2d6 to DEX
  Modifiers: Fade rate delayed to 1 hour (+¾), Side
  Effect — Addictive, 2d6 cumulative minor
  transform (target into addict) (-½), Vector
  Modifiers (-¼ to -2), Side Effect — Overdose,
  triggered if Aid total exceeds Maximum, 6d6
  Energy Blast (-½)
  Active cost: 17 pts. (20 points in a Drugjack)
  Real Cost: Pills 5 pts., Inhalants or Hypodermic
  6 pts., Drugjack 9 pts.
  Benzedrane (slang: Up, Flip, Benny, Happy
  Face)
  One of the few stimulants to be legal and even
  accepted in the corporate world, these mild stimulants
  suppress the need for sleep and decrease the appetite,
  allowing the user to work harder and longer.
  Benzedrane also makes the user feel smarter and more
  perceptive. The downside of benzedrane is that the
  suppressed appetites must be satisfied sooner or later.
  Power: Life Support: does not need to eat or
  sleep, +2 to all PER rolls
  Modifiers: 1 continuous charge lasting 1 day
  (+0), Side Effect — Addictive, 1d6cumulative
  minor transform (target into addict), plus
  4d6 Stun damage when effects wear off (-½),
  Vector Modifiers (-¼ to -2)
  Active cost: 11 pts. (14 points in a Drugjack)
  Real Cost: Pills 4 pts., Inhalants or Hypodermic
  6 pts., Drugjack 7 pts.
  Ephedra (slang: Boost, Jumpstart)
  This  is another drug popular with corporate ex-
  ecutives and street warriors. It increases dehydroge-
  nase activity in the muscles, leading to rapid break-
  down of fatigue products and allowing continued ex-
  ertion. As an interesting side effect, it makes the user
  virtually immune to alcohol. Unfortunately, when the
  drug wears off, it tends to leave the user’s muscles sore
  and trembling.
  Power: Aid: 2d6 to END, Immunity to Alcohol
  Modifiers: Fade rate delayed to 1 hour (+¾), Side
  Effect — 2d6 Drain vs. DEX, plus 1d6 Drain
  vs. STR after Aid wears off (-½), Vector
  Modifiers (-¼ to -2), Immunity to Alcohol is
  one charge lasting one hour (-½)
  Active cost: 20 pts. (25 points in a Drugjack)
  Real Cost: Pills 7 pts., Inhalants or Hypodermic
  8 pts., Drugjack 9 pts.
  Euphorbin (slang: Swag, Heart, Hate)
  This type of drug increases serotonin release in
  the user’s brain, causing them to feel more confident
  and capable. Unfortunately, these drugs cause the user
  to lapse into depression when the effect wears off, so
  they are quite psychologically addictive.
  Power: Aid: 2d6 to PRE
  Modifiers: Fade rate delayed to 1 hour (+½), Side
  Effect — Addictive, 1d6 cumulative minor
  transform (target into addict), plus 2d6 Drain
  to PRE after Aid wears off (-½), Vector
  Modifiers (-¼ to -2), Side Effect — Overdose,
  triggered if Aid total exceeds Maximum, User
  becomes Berserk if frustrated (occurs 14-,
  recover 8- ) (-½)
  Active cost: 17 pts. (20 points in a Drugjack)
  Real Cost: Pills 5 pts., Inhalants or Hypodermic
  6 pts., Drugjack 9 pts.
  
  50
  Ketatate (slang: Muscle, Wild)
  These drugs increase the user’s strength by stimu-
  lating adrenaline and noradrenaline release. People
  under the influence of ketatate tend to be red-faced
  and may sweat heavily. Although not as addictive as
  neurostimulatory drugs, strength-enhancing drugs
  normally cause the user to feel weak and shaky when
  they wear off.
  Power: Aid: 3d6 to STR
  Modifiers: Fade rate delayed to 1 hour (+¾), Side
  Effect — Addictive, 1d6 cumulative minor
  transform (target into addict), plus 3d6 Stun
  damage after Aid wears off (-½), Vector
  Modifiers (-¼ to -2), Side Effect — Overdose,
  triggered if Aid total exceeds Maximum, 6d6
  Energy Blast (-½)
  Active cost: 17 pts. (20 points in a Drugjack)
  Real Cost: Pills 5 pts., Inhalants or Hypodermic
  6 pts., Drugjack 9 pts.
  Neurostim (slang: Speed, Streak, Blur)
  These drugs enhance neurotransmitter release,
  augmenting the user’s reactions. Use often leads to
  addiction, and users may have pronounced trembling
  in a manner similar to users of amylmethamine.
  Power: Aid: 2d6 to SPD
  Modifiers: Fade rate delayed to 1 hour (+¾), Side
  Effect — Addictive, 2d6 cumulative minor
  transform (target into addict) (-½), Vector
  Modifiers (-¼ to -2), Side Effect — Overdose,
  triggered if Aid total exceeds Maximum, 6d6
  Energy Blast (-½)
  Active cost: 17 pts. (20 points in a Drugjack)
  Real Cost: Pills 5 pts., Inhalants or Hypodermic
  6 pts., Drugjack 9 pts.
  Blockers
  Blockers are drugs that have the opposite effect of
  stimulants, in that they decrease some facets of the
  user’s senses. Blockers can be used in combat to allow
  the user to shrug off injuries (at least temporarily) or
  in a medical setting as a painkiller.
  Dramadorph (slang: Minidorph, Aspro)
  A safer version of Eudorphin (see below), this drug
  causes the user to resist pain and ignore fatigue. Its
  slower breakdown rate in the body gives it a longer
  effect.
  Power: Aid: 1d6 to CON, 1d6 to STUN
  Modifiers: Fade rate delayed to 1 hour (+¾), Side
  Effect — Addictive, 1d6 cumulative minor
  transform (target into addict), plus 4d6
  Energy Blast after Aid wears off (-½), Vector
  Modifiers (-¼ to -2)
  Active cost: 17 pts. (20 points in a Drugjack)
  Real Cost: Pills 6 pts., Inhalants or Hypodermic
  7 pts., Drugjack 9 pts.
  Eudorphin (slang: Dorph, Monster)
  The drug made famous by its use on several live
  combat shows, Eudorphin effectively blocks pain sen-
  sations by triggering a massive endorphin release in
  the brain. It also causes a feeling of euphoria. This drug
  is apparently used by all the go-gangers and street war-
  riors in tri-vid action shows. What they don’t show on
  TV is the fact that the user almost always blacks out
  when the drug wears off.
  Power: Damage Reduction: 50% Physical/
  Energy, Resistant
  Modifiers: 1 charge lasting 5 minutes (-¾),
  Damage Reduction only affects Stun (-½),
  Side Effect — user takes all Stun damage after
  effect wears off (-1), Vector Modifiers (-¼ to
  -2)
  Active cost: 60 pts. (75 points in a Drugjack)
  Real Cost: Pills 15 pts., Inhalants or Hypodermic
  17 pts., Drugjack 27 pts.
  Medicinal Drugs
  Many of the drugs listed above began as part of
  the medic’s pharmacopoeia, and some are still used
  for that purpose. There are a few that remained the
  purview of the medical profession, either because they
  have limited street use or because in untrained hands
  they are too dangerous.
  Most of the drugs below are bought with the Ad-
  vantage “Usable by Others” since they are generally
  administered to another character by a medic. Of
  course, any of the drugs listed in the preceding section
  could be bought with the same advantage if a charac-
  ter wanted to be able to share his supply with others.
  Hepatomax
  This drug increases the circulation rate and in-
  hibits the recruitment of inflammatory cells, increas-
  ing the survival chances of a poisoning victim. It will
  also neutralize many drugs, so is used in hypodermic
  guns by the police to counter combat drugs. Incorrectly
  administered however, it can send the recipient into
  respiratory distress.
  Power: Dispel: 10d6
  Modifiers: Any power with a chemical special
  effect (+¼), Requires a Skill roll (Paramedic)
  (-½), Vector Modifiers (-¾ to -1), Side Effect
  (if skill roll failed) —  6d6 Energy Blast (-½)
  Active cost: 37 pts. (45 points in a Drugjack)
  Real Cost: Pills 10 pts., Hypodermic 12 pts.,
  Drugjack 16 pts.
  Multibooster (a.k.a. Immunimax)
  The doctor’s cure-all, this combination of drugs
  stimulates the immune system so that it is capable of
  overcoming most infections. The treatment lasts for
  months: most people in the arcology get a booster ev-
  ery year.
  Power: Life support: Immunity to disease
  Modifiers: 1 charge lasting 1 year (+1), Usable
  by one other (+¼), Requires a Skill roll
  (Paramedic) (-½), Vector Modifiers (-¾ to -
  1)
  Active cost: 7 pts.
  Real Cost: Pills 2 pts., Hypodermic 3 pts.
  
  51
  Toxclar (a.k.a. Lymphostim)
  This drug stimulates antibody formation, in-
  creases nephritic blood flow and enhances follicle for-
  mation in the spleen, improving the body’s resistance
  to many toxins and some diseases.
  Power: Power Defense: 5 DEF
  Modifiers: 1 charge lasting 1 month (+½),
  Usable by one other (+¼), Requires Skill roll
  (Paramedic) (-½), Vector Modifiers (-1 to
  -1½), Only versus toxins and diseases (-½)
  Active cost: 9 pts.
  Real Cost: Pills 3 pts., Hypodermic 4 pts.
  Transcriptional Boosters (also smart
  drugs)
  This complex mix of drugs stimulates RNA tran-
  script processing, allowing the brain to transcribe in-
  formation more efficiently into short-term memory.
  Incorrect use can cause minor brain damage.
  Power: Cramming (two skills), Eidetic memory
  Modifiers: 1 charge lasting 1 day (-¼), Requires
  Skill roll (Paramedic) (-½), Vector Modifiers
  (-¾ to -1), Side Effect, (if skill roll failed) —
  2d6 drain to INT, fade rate delayed to 1 day
  (-½)
  Active cost: 20 pts. (25 points in a Drugjack)
  Real Cost: Hypodermic 6 pts., Drugjack 11 pts.
  UltraStim (a.k.a. Quikheal, Leukofix)
  Designed to increase the healing rate of injury vic-
  tims, this drug mobilizes leukocytes, osteoclasts and
  osteoblasts to quickly remodel damaged tissue and
  bone.  However, it must be delivered into the blood
  and overdosing or injection into tissue can cause po-
  tentially lethal inflammatory reactions.
  Power: Aid: 2d6 to REC
  Modifiers: Fade rate delayed to 1 week (+ 1¾),
  Requires Skill roll (Paramedic) (-½), Vector
  Modifiers (-¾ to -1), Side Effect — Overdose,
  triggered if Aid total exceeds Maximum, 6d6
  Energy Blast (-½)
  Active cost: 27 pts. (30 points in a Drugjack)
  Real Cost: Hypodermic 9 pts., Drugjack 11 pts.
  Overdose and Addiction
  to Biochemical Agents
  Overdose
  It’s a sad fact of life, but toying with the body’s
  chemistry almost always reaps a dismal harvest. Al-
  though many 21st century drugs are safe and non-ad-
  dictive, most drugs covered here have major effects on
  the user’s physical and mental state. As such, they have
  the potential to deliver lethal side effects when they
  strain the body beyond its limits. The effect of over-
  doses and the harm they cause is listed with each drug.
  The suggested effects of an overdose, however, are for
  pure materials. Black market drugs could carry sig-
  nificantly worse side effects or could be lethal at much
  lower doses.
  Some drugs that stimulate the body to increased
  performance have a side effect defined as “Overdose
  — triggered if Aid exceeds maximum.” This can only
  occur if the user takes another dose of the drug while
  the first dose is still in effect.
  Example: Kid Zero is hunting some gangers through
  a darkened warehouse. He hears them up ahead, and
  decides to prepare for combat by taking a ketatate cap-
  sule. He rolls the 3d6 of Aid and gets only 4 points of
  STR. Silently cursing his dealer, he decides this is not
  potent enough, and takes another capsule. This time he
  rolls 16 and gets a huge increase in his STR. However,
  the maximum total Aid possible on 3d6 is 18, so the 20
  he has rolled (4 for the first dose, +16 for the second)
  means that he has overdosed. Kid Zero staggers as his
  blood pressure soars, and he starts to bleed from the nose
  and ears as he takes the 6d6 side effect.
  Note that since some of these drugs have long-
  effects, it is possible that it will be dangerous to take
  another dose for hours afterward.
  Addiction
  The dark side of any drug use is addiction, either
  physical or psychological. Physical addiction occurs
  when the body becomes habituated to a certain drug —
  withdrawal causes severe side effects, possibly even death.
  Psychological addiction is not as hazardous, but is often
  harder to treat, because although the user is in less dan-
  ger from withdrawal, they have become so dependent
  on the drug that they cannot face life without it.
  In game terms, both types of addiction are treated
  as Side Effects. This is normally a cumulative Minor
  Transformation (limited class of objects): “Normal
  person into addict”, or “Addict into Heavier Addict”.
  When the user takes a dose of the drug, the Transfor-
  mation attack is rolled and the total noted. As long as
  drug use is occasional, no ill effects are likely and the
  Transformation will wear off. In game terms, the Trans-
  formation heals just as any normal Transformation
  damage does. If, however, drug use is more frequent,
  or larger doses are taken, then addiction becomes in-
  evitable. The totals rolled on Transformation attacks
  
  52
  should be kept by the GM, so that characters who use
  these drugs will never be sure how much more is safe
  to take. Moreover, totals for different drugs should be
  tracked separately, since it is possible to have multiple
  addictions simultaneously. However, at the GM’s op-
  tion, mixing drugs with similar effects may lead to syn-
  ergy; in this case, the effect of the Transformation at-
  tacks may be added, leading to more rapid addiction
  than with either original drug alone.
  Addiction is simulated by adding extra Disadvan-
  tages to the character. Naturally, the character gets no
  points for these Disadvantages — they are a conse-
  quence of his drug use and are (hopefully) temporary.
  The first level of addiction is always either:
  Psychological Addiction
  Psychological Limitation: Must take drug
  frequently (Very Common, strong)
  -or-
  Physical Addiction
  Dependence: Must take drug every 5 hours or
  take 3d6 (Uncommon substance)
  These limitations can be endured and are unlikely
  to kill the character. If they refrain from using the drug
  they will heal from this Transformation, as is usual for
  any Transformation that has no instant cure. If how-
  ever, the character succumbs and continues to use the
  drug, then further Transformation damage can accu-
  mulate. When sufficient damage has accumulated to
  transform the character again, the levels of these dis-
  advantages will increase to Total Commitment in the
  case of the psychological limitation, or to an hourly
  dose requirement in the case of a physical addiction.
  At this point, the user needs medical attention to over-
  come his addiction.
  Further drug use at this stage will cause signifi-
  cant changes in the character’s behavior and physical
  state. Each successful cumulative Transformation at-
  tack will lead to the addition of one the following dis-
  advantages; given below in order of increasing seri-
  ousness. The GM should assign whatever seems ap-
  propriate, moving down the list as the character be-
  comes more addicted, or allowing multiple attacks of
  the current limitation. However, if the character can
  avoid using the drugs in question, they will eventually
  heal the Transformation damage and lose the limita-
  tion. It is thus possible (and indeed likely) for a char-
  acter to oscillate between various mental and physical
  states as his drug use continues. Generally the Game
  Master should try to match the side effects to the drug
  used. Pharmaceuticals that increase DEX are more
  likely to lead to tremors, while weakness or exhaus-
  tion are likely results of STR boosting drugs or stimu-
  lants. Stimulants will often lead to mental effects (psy-
  chological limitations) while physical limitations are
  more suitable for blockers. However, the description
  of side effects has been kept as generic as possible to
  allow the GM maximum flexibility, since it is a truism
  of drug addiction that different individuals can re-
  spond to the same drug in quite different ways.
  Psychological Limitations
  Paranoia (Common, strong): The character becomes
  convinced that someone is out to get him to the
  extent that he begins behaving irrationally and pos-
  sibly even murderously. The target may be a harm-
  less stranger or a close companion.
  Short temper (Common, strong): The character be-
  comes irascible and difficult to get along with when
  not under the influence of the drug, and in extreme
  cases, at all times. He must make EGO rolls to avoid
  making biting remarks or attacking people who ir-
  ritate him. In extreme cases, this disadvantage can
  be supplemented with the Enraged disadvantage,
  or even a Berserk, triggered when the EGO roll is
  failed.
  Susceptabilities
  Depression: The character becomes nervous and eas-
  ily startled. Often this is associated with a loss of
  self-esteem. In game terms, the player is subject to
  a 2d6 Drain to PRE, with the fade rate delayed to 5
  days (in other words they will get back 1 point of
  PRE per day).
  Weight Loss and Wasting: This is normally the termi-
  nal stage of serious addiction. The character’s body
  is unable to process food and they will gradually
  waste away. This is simulated by a 2d6 Drain to
  BODY, with the fade rate delayed to 5 days (the
  player will regain 1 points of BODY every 2 days, if
  they survive).
  Tremors and Trembling: The character becomes sub-
  jects to fits of trembling due to nervous system dam-
  age (DEX drain). In game terms, the player is sub-
  ject to a 2d6 Drain to DEX, with the fade rate de-
  layed to 5 days (in other words, they will get back 1
  point of DEX every 3 days).
  Exhaustion: The character becomes weak and easily
  fatigued. This is simulated by a 2d6 Drain to END
  or REC, with the fade rate delayed to 5 days (the
  character will regain 2 points of END every day, or
  1 point of REC every 2 days). In extreme cases, the
  character could be afflicted with both of these, in
  which case he is likely to end up bedridden.
  Weakness: The character’s muscles become sore and
  feeble. Any movement is painful. This is simulated
  by a 2d6 Drain to STUN or STR, with the fade rate
  delayed to 5 days (the character will regain 1 point
  of STR or STUN every day). Alternatively the char-
  acter could be afflicted with a 1d6 drain against both
  of these characteristics.
  
  53
  Cyborgs
  For those who desire the ultimate in cybernetic
  enhancement and augmentation, a person can allow
  himself to be fully rebuilt as a cyborg (also known as a
  cybergraft upgrade). There is very little of the original
  organic body left in a typical cyborg. Most of the body
  has been replaced with extensive cybernetic implants,
  including artificial limbs, internal weapons systems,
  enhanced optical and audio sensors, and so on. Al-
  though mostly machine, cyborgs still require such ba-
  sic human requirements as food and sleep. These needs
  are too deeply ingrained in the human psyche to be
  replaced by mechanical devices.
  Cyborg Bodies
  Cyborgs come in a wide variety of sizes and styles,
  but they do have some things in common. First is mass:
  the average cyborg will weigh at least 300 to 400
  pounds, and some may weigh even twice that. Second,
  almost all cyborgs are immensely strong and are more
  than capable of such feats as lifting a car, smashing
  through building walls or wrestling with a small mecha.
  Cyborg Structure and Mass
  All cyborg characters should have at least one level
  of Density Increase, possibly more. These 5-point lev-
  els should be bought as 0 Endurance, Persistent and
  Always On. Depending on the type of cyborg, one or
  more 5-point levels of Growth could be purchased. As
  with Density Increase, this should bought as 0 Endur-
  ance, Persistent and Always On. Players should be care-
  ful about the character’s total mass when combining
  Density Increase and Growth. A total weight of more
  than 2,000 pounds is unwieldy.
  Cyborgs can have a number of minor problems
  associated with their great weight. A cyborg’s mass-
  to-body-size ratio is too high to allow the cyborg to
  float in any significant depth of water. It may be pos-
  sible to counteract this with an external suit, but oth-
  erwise the character will sink like a stone. Of course,
  cyborgs with internal respirators or artificial gills will
  find this a minor nuisance at best. Large or massive
  cyborgs may not be able to ride in (or on) certain ve-
  hicles, such as motorcycles or small cars. Cyborgs may
  bend or break stair risers when stepping on them, or
  may find that they can’t sit in anything but reinforced
  chairs. When landing after any sort of leap, cyborgs
  may shatter the pavement, bend roofing sheets, or even
  break through roofs and other landing surfaces.
  Cyborg Strength and Structural Integrity
  Due to the design and construction of their arti-
  ficial bodies, cyborgs can possess strength far beyond
  that of normal, unaugmented humans. As such, a mini-
  mum STR score of 20 is recommended, with a maxi-
  mum of 45. Other recommended Primary Character-
  istic values include a CON of 20 to 28 (or even higher)
  and a BODY of 15 to 25. Note, that these values pre-
  sume a full conversion cyborg, designed for military
  Reputation
  Drug-user (Extreme):The reputation may start as
  “Sometimes Recognized” (8-) and increase with
  time. If the character lives a fairly public life, it may
  start at “Almost Always” (11-). This can lead to
  trouble with the law, employment difficulties, loss
  of friends or simply be a constant annoyance as the
  character is pestered by people of questionable so-
  cial value. However, in some cases, reputation is not
  appropriate since it does not hinder the character
  (rock stars, for instance have been traditionally
  granted a fair degree of latitude in this regard).
  Physical Limitations
  Memory Loss: This is a Physical Limitation that can
  be simulated in game terms by the GM withhold-
  ing information from the player that would nor-
  mally be obvious to them (this should be handled
  with restraint, of course). The character can also
  role-play the effect by simply forgetting important
  things.
  Immunodeficiency: This is simulated by assigning a
  Physical Limitation: Susceptibility to Disease. When
  exposed, the character may (at the GM’s option)
  develop one of the physical illnesses listed above
  (such as Weakness or Exhaustion) until cured, or
  may get a more trivial infection such as a cold.
  Cyborgs are very
  common in
  anime and
  manga. Some of
  the more well-
  known are Billy
  from AD Police,
  Briareos from
  Appleseed, Gally
  from Battle
  Angel, Kiddy
  Phenil from
  Silent Mobius,
  and Major
  Motoko
  Kusanagi from
  Ghost in the
  Shell. All these
  characters have
  several things in
  common, such
  as great strength
  and extreme
  resistance to
  physical harm.
  Such powers are
  not without
  their price,
  however. Many
  anime and
  manga cyborgs
  suffer from an
  identity crisis,
  wondering if
  they are still
  really human
  underneath the
  armor plate and
  synthetic skin.
  Fuzion Notes:
  Remember,
  when we are
  talking about
  Powers, 5 HERO
  points = 1
  FUZION Power
  Point.
  
  54
  or law enforcement duties. For a more human look-
  ing, light-weight model, a STR and CON between 15
  and 20 would be appropriate.
  Cyborg Armor
  When purchasing a cyborg’s defenses, the Armor
  Power should be used. Depending on how much of
  the body is artificial, the limitation regarding locational
  coverage could be applied. Usually, the character’s head
  remains unarmored, while the rest of the body is plated
  over. Kitten, a cyborg from the characters section, has
  an example of this type of armor arrangement. To rep-
  resent the physical toughness of a cyborg, the power
  Damage Reduction is recommended, usually with the
  limitation of “Only Affects STUN” (-½). Due to the
  extensive mechanization of a cyborg, GMs may want
  to consider allowing cyborg characters to buy the au-
  tomation power of “Does not Bleed”, as many cyborgs
  seem to be able to continue functioning even after tak-
  ing extensive physical damage. The automaton pow-
  ers “Cannot be Stunned” and “Takes no Stun” may
  seem to be appropriate for cyborgs but should not be
  bought by cyborg characters, as they are too unbal-
  ancing for player characters. These powers should only
  be bought for robots and similar characters.
  Cyborg Disadvantages
  Distinctive Features
  Most full-body cyborgs no longer look fully hu-
  man. Certain cyborgs may belong to a particular model
  line, which is known to have common features and im-
  planted devices. Cyborgs that have bodies designed to
  look as natural as possible still have to worry about the
  fact that their weight is far greater than their size indi-
  cates, that their skin may not feel right, that damage to
  their skin could expose internal plates, and so on.
  Physical Limitations
  Requires Specialized Medical Attention (Infrequently,
  greatly impairing) (10 points):This limitation is
  required for those characters who have had under-
  gone cyborg modifications. “Requires Specialized
  Medical Attention” gives a base modifier of -3 to
  any Paramedic roll performed on the character. It
  may also mean that certain injuries (such as gun-
  shot wounds) will be next to impossible to treat
  without access to specific tools. Any extensive inju-
  ries to a cyborg’s torso, for example, will usually be
  untreatable unless a carapace cracker is available
  (which is highly unlikely).
  Does Not Heal Body, Must be Repaired (Frequently,
  greatly impairing) (15 points): The character does
  not heal Body damage normally, but instead must
  be repaired. For example, broken limbs and dam-
  aged armor plating must be replaced. Internal in-
  juries may heal normally, or they might require the
  swapping out of damaged artificial organs for new
  ones.
  Totally Helpless if Cybersystems Shutdown (Infre-
  quently, totally impairing) (15 points): The char-
  acter is rendered immobile by damage to his cyber-
  netic systems. Damage sufficient to disable the
  character’s torso will shutdown the character’s pri-
  mary cybernetic control system, turning off the
  cyborg’s augmented strength and dexterity. Until
  these systems can be repaired, the cyborg is effec-
  tively helpless. If the cyborg has undergone exten-
  sive replacement of his internal organs, these may
  shutdown as well, causing further problems.
  Susceptibilities and Vulnerabilities
  Useful for defining the exact nature of a cyborg’s
  artificial body; there are a number of ways these dis-
  advantages can be applied to cybernetic characters.
  Bad shielding on limbs: Susceptibility-STR Suppress/
  Drain in magnetic fields
  Bad shielding on limbs: Susceptibility-DEX Suppress/
  Drain in electrical fields
  Extensive Artificial Organs: 2x STUN/BODY from
  Torso (Hit Location 10-13) hits
  Heavily cybered: Vulnerability to electromagnetic
  pulses
  Non-optical wiring: Vulnerability to masers/magnetic
  attacks
  Building a Kazei Five Cyborg
  In the Kazei Five campaign, cyborgs come in two
  broad types: Soft Shell and Hard Shell. Each of these
  “Shells” can be broken down into two further catego-
  ries: Partial Conversion and Full Conversion. Each type
  of cyborg has its own unique combinations of powers
  and disadvantages.
  Soft Shell Cyborgs
  With a Soft Shell cyborg, the limbs and internal
  organs have been replaced with an understanding that
  visual aesthetics, and the cyborg’s comfort are para-
  mount. A cyborg such as this looks very human, only
  their above-average mass, internal plastic and metal
  components, and superhuman abilities give away their
  true nature. A Soft Shell cyborg can easily interact in
  society since they lack many of the physical disadvan-
  tages of the more mechanical Hard Shell cyborgs. On
  the other hand, a Soft Shell cyborg is not as physically
  powerful as a Hard Shell cyborg and is less resistant to
  damage. A good example of the Soft Shell cyborg would
  be character of Major Motoko Kusanagi from Ghost in
  the Shell, as well as Sonnet and Tori from Blue Sonnet.
  Cyborg-treating
  medical centers
  are uncommon,
  found only in the
  larger hospitals
  or specialized
  cyborg-only
  service centers.
  Depending on
  the cyborg’s mass,
  getting an
  injured cyborg to
  such a center can
  be a rather
  difficult task. Full
  body cyborgs are
  usually designed
  so that the brain
  and spine are a
  single, field-
  removable
  module. This
  makes on-
  location salvage
  of heavily
  damaged cyborgs
  extremely simple,
  a necessary
  feature when
  dealing with
  military and
  special forces
  cyborgs.
  Made mostly of
  mechanical parts,
  cyborgs also
  require periodic
  maintenance.
  Such mainte-
  nance includes
  full-body MRI
  scans (to look for
  joint wear and
  stress fractures)
  possible re-
  lubrication of
  limbs and
  actuators, as well
  as system checks
  to ensure that all
  components are
  working properly.
  Depending on
  the character’s
  perception of
  their cyborg state,
  this may or may
  not be a rather
  dehumanizing
  experience.
  
  55
  Soft Shell-Partial Conversion
  Technically, anyone with a cybernetics implant or
  a prosthetic limb could be considered a partial Soft
  Shell conversion, but this designation generally refers
  to those who have replaced 40% to 90% of their body
  with artificial tissue and cybernetic systems. Generally,
  a partial Soft Shell conversion involves skeletal rein-
  forcement, muscular replacement, removing certain
  organs and replacing them with artificial substitutes
  (typically the heart and lungs), and adding a subder-
  mal damage-diffusing weave. Despite all the augmen-
  tation, real blood still pumps through the cyborg’s
  body, and they retain all their normal human sensa-
  tions. Finally, depending on where the cyborg takes
  damage, the body may or may not heal on its own;
  this determination is up to the Game Master.
  Examples of the partial Soft Shell conversion
  would be Sonnet, and Tori from Blue Sonnet.
  Typical Powers for a Partial Soft Shell
  Conversion
  Increased Characteristics: STR, DEX, CON,
  BODY, PD, ED, SPD, REC, END, STUN
  Armor: 3-6 DEF
  Enhanced Senses
  Running
  Superleap
  Any normal “cybernetic” power
  Typical Disadvantages for a Partial Soft
  Shell Conversion
  Distinctive Features: Cyborg (Easily Concealable,
  Noticed) (5 pts.)
  Physical Limitation: BODY Damage May Not Heal
  (Infrequent, Greatly) (10 pts.)
  Physical Limitation: Requires Specialized Medical
  Attention (Infrequent, Greatly) (10 pts.)
  Soft Shell-Full Conversion
  A full Soft Shell conversion involves removing the
  character’s brain and spinal cord from his original
  “meat” body and installing them into an android body
  made entirely of synthetic materials. This body still
  looks human, but has some anomalies, such as an in-
  creased mass, an unusual heat signature, or odd-col-
  ored lubricant fluids instead of blood. A full Soft Shell
  conversion is physically much tougher than a partial
  Soft Shell conversion, but still can’t approach the du-
  rability of a Hard Shell conversion. However, a Soft
  Shell conversion allows the user to lead a (relatively)
  normal life.
  An excellent example of a full Soft Shell conver-
  sion is Major Motoko Kusanagi from Ghost in the Shell.
  The opening credit sequence to the anime version of
  Ghost in the Shell shows how her body is constructed,
  illustrating the internal make-up of the full Soft Shell
  conversion perfectly.
  Typical Powers for a Full Soft Shell
  Conversion
  Increased Characteristics: STR, DEX, CON,
  BODY, PD, ED, SPD, REC, END, STUN
  Armor: 5-8 DEF
  Enhanced Senses
  Damage Reduction: 25% Physical and/or Energy,
  Resistant, STUN only (-˚)
  Density Increase: One Level
  Lack of Weakness (unless your opponent knows
  you’re a cyborg)
  Life Support: Breathe in Unusual Environment,
  Self-contained Breathing
  Running
  Superleap
  Swimming: 0"
  Any normal “cybernetic” power
  Typical Disadvantages for a Full Soft Shell
  Conversion
  Distinctive Features: Cyborg (Easily Concealable,
  Noticed) (5 pts.)
  Physical Limitation: BODY Doesn’t Heal (Fre-
  quent, Greatly) (15 pts.)
  Physical Limitation: Requires Specialized Medical
  Attention (Infrequent, Greatly) (10 pts.)
  Hard Shell Cyborgs
  Rather than artificial muscle tissue and synthetic
  bone, Hard Shell cyborgs are built out of metal actua-
  tors, plastic tubing and armor plate. Hard Shell aug-
  mentation is almost always noticeable, unless extreme
  measures are taken to conceal this fact (such as Kiddy
  Phenil’s fully covering synthetic skin in Silent Mobius).
  Hard Shell cyborgs use a radically different internal
  architecture then that found in a Soft Shell cyborg, al-
  lowing them greater capabilities of strength and speed
  than their softer counterparts. Of course, extensive
  modifications such as this result in tremendous
  amount of weight and sometimes require the cyborg
  to be bigger than is humanly possible, but that’s just
  the price a Hard Shell cyborg has to pay. Hard Shell
  cyborgs are generally easier and cheaper to repair than
  a Soft Shell cyborg, but require more frequent main-
  tenance. Finally, Hard Shell cyborgs often suffer from
  decreased tactile sensation, their armored bodies hav-
  ing a poor sense of touch.
  There are numerous examples of the Hard Shell
  cyborg in anime, and manga, they include: Angel from
  Angel Cop, Billy from AD Police, Briareos from
  Appleseed, Gally from Battle Angel, and Kiddy Phenil
  from Silent Mobius.
  
  56
  Hard Shell-Partial Conversion
  Anyone with an obviously cybernetic limb could
  be considered to be a partial Hard Shell cyborg, but
  normally, only someone who has replaced more than
  50% of their body (such as three limbs or more) with
  cybernetic implants is considered a cyborg. Partial
  Hard Shell cyborgs generally replace all of their arms
  and legs with robotic limbs, and reinforce the torso
  and skull with steel rods and armor plating. A Partial
  Conversion is highly unlikely to be larger than a nor-
  mal human, but will mass at least twice a normal
  human’s weight.
  The best genre example of the partial Hard Shell
  conversion is Kiddy Phenil from the series Silent Mo-
  bius. Another good example is the manga series Battle
  Angel, which features numerous cyborg characters,
  including Alita (the main character) as well as the
  Emperor Jashugan, Ajakutty and Zapan among oth-
  ers.
  Typical Powers for a Partial Hard Shell
  Conversion
  Increased Characteristics: STR, DEX, CON,
  BODY, PRE, PD, ED, SPD, REC, END, STUN
  STR: ½ to 0 END
  Armor: 8 to 12 DEF
  Damage Reduction: 25% to 50% Physical and/or
  Energy, Resistant, STUN only (-½)
  Density Increase: One to two Levels
  Enhanced Senses
  Growth: One Level (uncommon)
  Life Support: Self-contained Breathing, Safe in
  Vacuum/High Pressure, Intense Heat or Cold,
  Immune to Disease
  Running: ½ to 0 END
  Stretching (extendible limbs)
  Superleap: ˚ to 0 END
  Swimming: 0"
  Any normal “cybernetic” power
  Built-in Weaponry (in addition to those found in
  the Cybernetics chapter)
  Typical Disadvantages for a Partial Hard
  Shell Conversion
  Distinctive Features: Cyborg (Concealable, Major)
  (15 pts.)
  Physical Limitation: BODY Doesn’t Heal (Fre-
  quent, Greatly) (15 pts.)
  Physical Limitation: Requires Specialized Medical
  Attention (Infrequent, Greatly) (10 pts.)
  Physical Limitation: Poor Sense of Touch (Infre-
  quent, Slight) (5 pts.)
  Physical Limitation: Cyber-Systems Can Be Shut
  Down (Infrequent, Totally) (15 pts.)
  Watched by Police/Government (varies)
  Hard Shell-Full Conversion
  A full Hard Shell conversion cyborg is nothing but
  a human brain (and possibly spinal cord) in a robotic
  body. While some effort is made to keep a humanoid
  shape and size, sacrifices are made in the interests of
  performance and utility. Generally, full Hard Shell con-
  versions  come in two sizes: large and extra-large. These
  cyborgs are almost always built for combat, and leave
  little room for anything else.
  Appleseed contains numerous examples of full
  Hard Shell conversion cyborgs, the best known of
  which is Briareos. Other examples that demonstrate
  the power and capabilities of a full Hard Shell conver-
  sion cyborg are; Billy, from AD Police, Raiden from
  Angel Cop and Grewiccha from Battle Angel.
  Typical Powers for a Full Hard Shell
  Conversion
  Increased Characteristics: STR, DEX, CON,
  BODY, PRE, PD, ED, SPD, REC, END, STUN
  STR: 0 END
  Armor: 9 to 15 DEF
  Damage Reduction: 50% Physical and/or Energy,
  Resistant, STUN only (-½)
  Density Increase: Two Levels
  Enhanced Senses
  Growth: One to two Levels
  Life Support: Self-contained Breathing, Safe in
  Vacuum/High Pressure, Intense Heat or Cold,
  Immune to Disease and Aging
  Running: 0 END
  Stretching (extendible limbs)
  Superleap: 0 END
  Swimming: 0"
  Any normal cybernetic power
  Built-in Weaponry (in addition to those found in
  the Cybernetics chapter)
  Typical Disadvantages for a Partial Hard
  Shell Conversion
  Distinctive Features: Cyborg (Concealable, Major)
  (15 pts.)
  Physical Limitation: BODY Doesn’t Heal (Fre-
  quent, Greatly) (15 pts.)
  Physical Limitation: Requires Specialized Medical
  Attention (Infrequent, Greatly) (10 pts.)
  Physical Limitation: Poor Sense of Touch (Infre-
  quent, Slight) (5 pts.)
  Physical Limitation: Cyber-Systems Can Be Shut
  Down (Infrequent, Totally) (15 pts.)
  Watched by Police/Government (varies)
  
  57
  Cyberspace
  One of the common themes of cyberpunk fiction
  and anime is the evolution of current computer net-
  works and associated systems into a complex pseudo-
  world called “cyberspace.” Objects inside cyberspace
  are symbols (“icons”) which can represent almost any-
  thing that has meaning inside this separate and artifi-
  cial dimension. Examples of what might be represented
  are computer systems, data, access paths, intrusion
  countermeasures (ICE), subroutines or complex pro-
  grams, other entities navigating cyberspace, and so on.
  Almost every computer in the world is accessible
  through its connection to cyberspace. This means that
  all the data contained in these computers can be ac-
  cessed through cyberspace. Most computers have ICE
  to prevent unauthorized access and many methods of
  coding and hiding information to keep it from being
  stolen or modified without permission. Virtual reality
  allows characters to access cyberspace as if they existed
  inside it. Cyberspace can be as complex as the real world
  and more confusing.
  Although experiencing the cyberspace world is a
  fundamental part of this genre, cyberspace causes some
  serious problems for the GM. Some characters may be
  adept in cyberspace manipulation (“deckers”); others
  may have no skills or equipment to allow them access.
  Adventures in cyberspace are usually solitary, as a single
  decker goes in to defeat the ICE protecting some nec-
  essary data without being “flatlined” (decker jargon
  for being hurt badly enough in cyberspace combat to
  suffer brain death). The only relevant powers in these
  adventures are the skills of manipulating the
  cyberspace environment.
  For a GM, this means two things. First, any ad-
  venture in cyberspace will potentially involve a lot of
  time-consuming play for one or two characters, and
  the rest of the players will have nothing to do at all.
  This is generally a bad idea, for the same reasons that
  splitting up the group into small pieces for separate
  adventures can be bad. It involves a lot more work for
  the GM, and is much less interesting for the players, as
  they spend a lot of time waiting rather than playing.
  Second, all the work the GM puts into making the
  cyberspace world complex, believable and interesting
  is basically irrelevant to any of the players who are not
  running deckers. Instead of creating one imaginary
  world for the players to run characters in, the GM must
  create two. This is not an easy task.
  As a result, the best way to deal with cyberspace
  in a campaign depends upon how important you want
  it to be during play. Many games will center around
  real-world activities and the grungy aspects of life,
  firefights with rogue cyberdroids, physical intrusion
  by corporate ninja, and the like. For such campaigns
  cyberspace is a part of the futuristic background of
  the campaign and is best represented in a way that pre-
  vents it from interfering with what is really important
  — romance, big guns,  cool haircuts, hard rock music,
  and radical mecha. Only a few characters will spend
  Elemental Control for Cyborgs
  In campaigns where most, if not all of the play-
  ers are cyborgs (such as one based on Battle Angel,
  or Ghost in the Shell), the GM may wish to allow a
  “Cyborg Elemental Control”. An example of such a
  framework is as follows:
  Elemental Control: Full Conversion Cyborg Body (10)
  1 — Density Increase: 1 Level and Growth: 1 Level, 0
  END (+½), Persistent (+½), Always On (-½) (7) [0]
  2 — Armor: +7 PD / +7 ED (11)
  3 — Damage Reduction: 50% Physical, Resistant,
  Only vs. STUN (-½) (13)
  4 — Damage Reduction: 50% Energy, Resistant, Only
  vs. STUN (-½) (13)
  This framework should be modified depend-
  ing on the type of cyborg for which it is being de-
  signed. For example, a partial cyborg would not have
  a level of Growth, will have Armor on an Activa-
  tion roll and may only be allowed 25% Damage Re-
  duction.
  Because this framework can become very cost
  effective for a cyborg player, it is recommended that
  the GM either design the frameworks himself or
  limit them only to campaigns where all the players
  are cyborgs.
  
  58
  any time in cyberspace, and they will tend to be infor-
  mational searches rather than adventures.
  In other campaigns where cyberspace is strongly
  emphasized (for example, campaigns based on the
  Ghost In The Shell manga and anime), almost every
  character will have access to cyberspace and will be a
  powerful entity there. Actions in cyberspace may have
  direct affect on the real world. In these campaigns, a
  major part of play will be interactions inside this
  strange dimension. Combat in cyberspace will be nor-
  mal, some whole adventures may take place in
  cyberspace, and characters may possess powers that
  exist only in cyberspace.
  The full spectrum of possibilities goes from rep-
  resenting cyberspace as a small part of the campaign
  (useful mostly for gathering background information
  to supplement adventures) all the way to having
  cyberspace be a crucial part of the campaign (where
  everyone has access and some whole adventures are
  held in cyberspace), and everything in between. To al-
  low a campaign with a focus from any point in the
  spectrum, we describe below a number of different op-
  tions for representing cyberspace.
  There are three basic systems, depending upon
  what flavor and level of depth you want to have in
  cyberspace. Simple Cyberspace, Mentalist Cyberspace,
  and Alternate-Dimension Cyberspace.
  Simple Cyberspace is a skill-based treatment of
  the complexity of possibilities. It is fast and easy to
  use, designed to waste little play time but still give a bit
  of the high-tech flavor that is an element of many
  anime and manga. This is what is recommended for
  most campaigns.
  Mentalist Cyberspace is designed for campaigns
  based upon Ghost In The Shell and similar manga and
  anime. Cyberspace is used as a special effect for many
  mentalist powers, but all the action still occurs in the
  real world.
  Alternate-Dimension Cyberspace is a way to de-
  velop cyberspace as a complex world, as is common in
  some of the cyberpunk fiction of William Gibson and
  others. This is not a recommend method unless you
  wish to base a very large part of the campaign upon
  actions in cyberspace.
  Simple Cyberspace
  This is the simplest option for the GM. Cyberspace
  is a separate world, but not the main thrust of the cam-
  paign. Adventures are never run inside cyberspace.
  Although cyberspace may be dangerous, little game
  time is taken up describing exactly what the dangers
  are and how to overcome them.
  To run this type of cyberspace, deckers and other
  cyberspace jockeys use Computer Programming skill,
  renamed Decking skill. All actions are undertaken as
  Decking skill rolls, with appropriate modifiers for dif-
  ficulty. Decking skill may be used as a complementary
  skill for many situations. For example, attempting to
  defeat local security measures including a retinal scan
  would be a Security System roll; for a character hooked
  to the security system’s computer at the same time
  Decking could be used as a complementary skill. Deck-
  ing could also be used as a complementary skill when
  attempting Bureaucratics, Cryptography, or many
  Knowledge, Area Knowledge and City Knowledge rolls.
  Computer systems will have data protection and
  encryption to prevent unauthorized access. This is best
  represented at this level by requiring a Cryptography
  roll with appropriate modifiers for the difficulty of the
  protection. Most deckers will thus have Decking and
  Cryptography skills.
  Finally, the complexity and expanse of cyberspace
  can be represented simply by the skill AK: Cyberspace.
  This skill is important in any remote searches on the
  net. Some systems are very hard to find, and if you
  cannot find a computer system, you cannot access any
  of its systems or data.
  All the characters presented in the Kazei Five
  sourcebook are designed around the Simple
  Cyberspace method of representing cyberspace. GMs
  wishing to use the more complex representation for
  cyberspace are encouraged to flesh out the characters
  to fit their needs.
  Mentalist Cyberspace
  This version of cyberspace is based upon the Ghost
  In The Shell anime and manga. Cyberspace exists as an
  adjunct to the physical world. Many of the characters
  have access to cyberspace, and cyberspace-specific
  powers. Characters use cyberspace for direct commu-
  nication with each other and sometimes fight battles
  in cyberspace, but these fights are effectively mind-to-
  mind combats. The loser in a battle of this sort may be
  knocked unconscious, given false memories, false sen-
  sory impressions, have their personalities overlain by
  another, or even have their own bodies act against
  them. All of this action happens in real time, some-
  times in the middle of firefights or pursuits in the real
  world.
  Cyberspace in this type of anime can be effectively
  represented using mental powers. Telepathy or Mind
  Link for communication or invasion of other minds
  to gain information; Mental Illusions to give false sen-
  sory impressions; Mind Control to take over a victim’s
  personality or body; and Ego Attack for direct com-
  bat. Mind Scan can be used to search cyberspace for a
  particular entity’s mind. To defend against these as-
  saults, most characters will have Mental Defense. To
  distance these powers from their mentalist origins, it
  is recommended that appropriate name changes be
  made. Thus, Telepathy might become Data Retrieval,
  Mind Scanning becomes Data Scan, Mind Control is
  called Command Override, and Mental Defense is
  named Attack Barrier.
  There is insufficient space in this supplement to
  go into this version of cyberspace in any depth. Play-
  ers who wish to use this type of cyberspace in their
  campaigns are directed to The Ultimate Mentalist
  supplement for detailed information on mental pow-
  ers. Nearly all mental powers can be used in a Mental-
  ist Cyberspace.
  Actual examples
  of cyberspace in
  anime and
  manga are
  uncommon.
  Usually, the
  presence of
  cyberspace is
  only alluded to,
  is used simply as
  a plot device to
  allow the
  characters to
  access needed
  information, and
  is used to further
  the plot. There
  are a few series,
  however, where
  cyberspace plays
  a much more
  visible role.
  In Silent Mobius,
  the character of
  Lebia Mavelick is
  able to enter
  cyberspace,
  where she can
  access all forms
  of data, as well as
  battle certain
  enemies whose
  presence is only
  detectable within
  the computer
  net. Action in
  Ghost in the Shell
  is often closely
  linked to
  cyberspace, as
  the characters
  enter the “net” to
  find data, resolve
  conflicts, track
  enemies, and
  defeat security
  devices. Other
  genre series
  where computers
  and cyberspace
  plays a some-
  what limited role
  include AD
  Police, Armitage
  III, and
  Bubblegum
  Crisis.
  
  59
  All mental powers in Mentalist Cyberspace must
  take the Limitation “Only vs. other Cyber-linked In-
  telligences” to reflect the fact that these powers can only
  be used on other entities who also have direct brain
  connections to cyberspace. The value of this limita-
  tion depends upon the frequency of characters with
  cyberspace links. In Ghost In The Shell, where the ma-
  jority of characters have such links, it would be a -½
  limitation at most. In a campaign where many of the
  major opponents do not have any connection to
  cyberspace, it could be a -1 limitation.
  Alternate-Dimension Cyberspace
  This option should only be selected if the GM
  wants a primary part of the campaign to focus on
  cyberspace adventures. Cyberspace becomes a separate
  dimension with its own maps, rules, dangers, and pow-
  ers. All characters should have the ability to enter
  cyberspace and interact with it; many will have sig-
  nificant powers that exist only within this dimension.
  This version of cyberspace is based upon the writ-
  ings of William Gibson and other cyberpunk authors.
  Although fairly common in cyberpunk, it is not as
  common in anime cyberpunk.
  Cyberspace is an information-based dimension
  where all objects are physical representations of some-
  thing in the real world. Real-world Skills and powers
  do not transfer into cyberspace. Every character who
  can act in cyberspace must use the Multiform power
  to represent his cyberspace persona. The cyberspace
  persona may be built on fewer or more points than
  the real-world character is. The base character for cal-
  culating the point cost of the Multiform power is the
  one with more points, whether it is the real-world or
  the cyberspace form. The point cost for the Multiform
  power is subject to the Limitation “Form Determined
  By Dimension” (-1).
  The cyberspace form must take the following
  Physical Limitation “Vulnerable Physical Body Re-
  mains in the Real World” (infrequently, fully impair-
  ing). This reflects the fact that the body and brain of
  the character still reside in the real world, even as the
  consciousness wanders through a complex virtual re-
  ality. The character is unconscious and helpless in the
  real world, and may be attacked or even killed.
  Power Limitations such as Focus, Concentrate and
  Extra Time are not usually applicable to buying a
  cyberspace Multiform. If the base character is the real-
  world person, the Multiform cost may take an appro-
  priate Focus Limitation. Such characters requiring a
  virtual reality booth for access may take the Limita-
  tion OAF: Immobile Virtual Reality Booth of Oppor-
  tunity (-1½) on the Multiform cost. Characters requir-
  ing a cyberdeck for access may take the Limitation OAF:
  Cyberdeck of Opportunity (-½) on the Multiform cost.
  Characters who can jack in at any computer access port
  get no limitation on the Multiform cost. Characters
  who have the cyberspace persona as their base form
  may not take any Focus limitation on the cost of the
  Multiform power.
  Since cyberspace is a dimension where everything
  is data or intellect, the only powers that exist in
  cyberspace are relevant skills, talents, and mental pow-
  ers. Although complex virtual environments exist, and
  attacks may be given the appearance of fireballs, light-
  ning, guns, or other artifacts of the physical world, they
  are not real. The only things that are real in cyberspace
  are intellect and data.
  Almost everything that exists in cyberspace cor-
  responds to some object (sub-program, data file, tem-
  perature readout, electronic switch) in the real world.
  However, cyberspace is organized very differently. Its
  objects are organized by function, or in a logical hier-
  archy. For example, the Jinsei Corporation Security
  Database is a location in cyberspace that has some of
  the nastiest ICE around. It may be a very long trip to
  travel from a secured data location deep inside the
  Jinsei Security Database (for example, one holding the
  data on current wiring diagrams for a given locked
  door of a private suite on floor 113 of Jinsei Arcology
  in Neo York) to the data location holding the last week’s
  inventory information for a privately owned kosher
  deli in Manhattan. In the real world, the locked door
  of the suite is very close to the deli, which is in the
  shadow of the Jinsei Arcology. In cyberspace, the two
  data locations can be very far apart.
  Mental powers are the standard methods for in-
  teraction in cyberspace. Cyberspace is populated by a
  large variety of semi-autonomous programs. Some of
  them will be able to interact with characters; these
  should be given INT and possibly EGO characteris-
  tics. Although they are very simple-minded and lim-
  ited by their programming, they may have very high
  INT, EGO, and SPD characteristics (reflecting their
  very fast reaction time) and may be armed with dan-
  gerous attacks. Some ICE (often called Black ICE) may
  have counterattack programs which can be very dan-
  gerous to an intruder, possibly causing a coma or even
  death. These attacks should be bought the Advantage
  “Does Body” (+1) on their Ego Attacks.
  Full description of cyberspace as a dimension de-
  serves its own supplement; there is not sufficient space
  here to give it full attention. Readers are directed to
  The Ultimate Mentalist sourcebook for a detailed look
  at mental powers, many of which would be appropri-
  ate for cyberspace. For a much more detailed and com-
  plex view of cyberspace, see the Cyber Hero campaign
  book.
  Entering Cyberspace
  The transition from the real world to cyberspace
  usually involves a lot of computer hardware. Charac-
  ters who have had their brain modified by the addi-
  tion of a hardwired direct neural interface can just plug
  in whenever they find an appropriate access port
  (which almost any computer will have). To enter
  cyberspace without such a connection requires a com-
  plex virtual reality (VR) setup usually available only
  at significant expense in large computing centers. A
  VR booth sends information to the user through his
  
  60
  senses, rather than directly to the sensory input areas
  of his brain. This is slower and more awkward than a
  direct plug-in, causing some degradation of perfor-
  mance. A compromise between these two systems is a
  cyberdeck, a portable system containing most of the
  hardware necessary to sustain the cyberspace illusion
  within the brain of a user. Cyberdeck users have a di-
  rect neural interface, but require a cyberdeck to supple-
  ment their internal hardware, much like a complex
  amplifier. Cyberdecks aren’t as effective as having all
  the wiring installed in your own brain, but are far
  cheaper.
  The transition from cyberspace back to the real
  world is a voluntary act. The real body still exists back
  in the real world, although it is essentially unconscious
  or asleep — totally unaware of its surroundings. It is
  possible to sever the connection with the net from the
  outside. When done carefully, this is not usually dan-
  gerous to the cyberspace traveler. It is a little risky, how-
  ever, as the shock and feedback can damage or even
  kill. It is possible for a character to be imprisoned in
  cyberspace. This will prevent voluntary return only; it
  can still be circumvented by physically severing the
  prisoner’s ties to the net.
  Cyberspace Skills, Talents and Powers
  All of the skills below are only for use by the
  cyberspace form. As mentioned earlier, almost no real-
  world skills translate into cyberspace. The exception is
  personal interaction skills (persuasion, bribery, and so
  on), and those are relevant only when two people are
  interacting in cyberspace.
  The number of powers possible in cyberspace is
  very large, so we have not attempted to list them all
  here. Clairsentience is given as an example of how
  Champions powers can be used inside the dimension
  of cyberspace.
  Skills
  Area Knowledge: Certain subsets of cyberspace: For
  example, AK: Jinsei Corporation Locations in
  Cyberspace, or AK: International Banking regions.
  Note that cyberspace is organized along functional
  and hierarchical lines, not physical ones.
  Bugging: This skill is used to listen in on the activities
  of other entities in cyberspace. To leave a bug at a
  particular location in cyberspace requires a com-
  puter programming roll as well.
  Concealment: This skill functions the same in
  cyberspace as in the real world.
  Cryptography: This skill is used almost everywhere
  “Lockpicking” would be used in the real world.
  KS: Analyze Style: This skill allows the character to
  determine certain things about an entity merely by
  observing how that entity does things in cyberspace.
  This takes a significant observing time. A success-
  ful roll will give the character an advantage in com-
  bat (+1 CV) against that single observed enemy for
  this encounter, and may tell other things that are
  not obvious (such as whether the entity has been
  observed before).
  Security Systems: This is the skill of setting up and
  evading defensive warning systems, or ICE.
  Shadowing: It is possible for adept users of cyberspace
  to follow others within the environment without
  being detected. This is the relevant skill for attempt-
  ing that action.
  Stealth (INT-based): This is the basic skill for moving
  in cyberspace without being obvious.
  Tracking: All actions on the net leave traces which are
  systematically cleaned as time passes. It is possible
  to follow another user through cyberspace. As with
  the real world, well-trodden paths interfere with
  tracks as more recent users pass.
  Talents
  Absolute Time Sense: Very common with virtually all
  users.
  Bump of Direction: Common with virtually all users.
  Eidetic Memory: It is easy to store a record of the vir-
  tual sensory experiences if you connect the right
  programs or hardware.
  Lightning Calculator: Very common with virtually all
  users.
  Speed Reading: This is normally available only to us-
  ers who are directly connected (via direct neural
  interface) to the net.
  Cyberdecks will always have the Talents Absolute
  Time Sense, Bump of Direction, Eidetic Memory, and
  Lightning Calculator included in their hardware. Char-
  acters using a cyberdeck should always take these Tal-
  ents.
  Example Power
  Clairsentience: this can be used to warn of intruders,
  follow other entities in cyberspace, hitchhike on
  other cyberspace entities, and so on. With a Trig-
  ger, it can be used as a warning device.
  Retrocognition can be used to trace past events in
  cyberspace, possibly even including lifting deleted
  files. Precognition is much more rare, and involves
  using computer modeling and chaos theory to pre-
  dict significant trends. Precognition will never be
  accurate on small populations or individuals, and
  is very dependent upon its initial data set — inac-
  curacies in the measurement of current status of
  the environment being modeled will always mag-
  nify inaccuracy in the prediction (Garbage In, Gar-
  bage Out). Finally, many entities in cyberspace can
  use active electronic sensors to view the real world
  (See Into Other Dimension, +20 pts).
  
  61
  Campaign Overview
  Worldview
  Kazei Five focuses on role-playing in a dark and
  disturbing future that is set just a few generations from
  the present. It is a future where megacorporations rule
  every segment of their employees’ lives: where they live,
  what they eat, where they spend their money and what
  they spend it on. Where the police are just another
  profit-minded company, supplying their services only
  to those who can afford to pay for the privilege of po-
  lice protection. Where synthetic humans are produced
  and sold as simple products, no different from cars,
  computers or home appliances. Where crime and ur-
  ban violence has become so prevalent that parts of a
  city are sealed off and ignored. Where man, in the
  never-ending effort to improve himself, has turned to
  genetic engineering to produce a superior human.
  Where technology has traded mere flesh for cybernetic
  enhancements.
  History
  The last half of the 1990s saw civil unrest and eco-
  nomic uncertainty increase to catastrophic propor-
  tions. Diminishing natural resources, combined with
  rampant pollution and overpopulation, drove many
  countries into economic hardship. These problems
  were intensified by extensive fighting among the
  balkanized nations of Eastern Europe and the former
  Soviet Union, was well as border squabbles and armed
  conflicts over oil resources in the Middle East.
  
  62
  It was during this time that the megacorporations
  first appeared. In order to protect financial interests
  and investments that the various national governments
  either would not or could not, many multinational
  corporations began to create their own security forces.
  These private armies were responsible for protecting
  corporation territories, whether they were oil fields,
  timberland, factories or offices. Since the continued
  operation of these corporate holdings was directly tied
  into the economic well-being of the local area, many
  governments were willing to turn a blind eye to these
  activities, rationalizing that the end result — financial
  stability — more than made up for the corporation’s
  actions.
  Events finally came to a head in the United States
  in 2007. A rising national debt combined with a bloated
  defense budget, a politically gridlocked Congress, and
  a generally apathetic populace resulted in the shutting
  down of the U.S. government. Stretched to a financial
  breaking point, the administration was unable to re-
  solve the matter in a quick and timely manner. Civil
  unrest soon followed as people took to the streets to
  protest against what they felt to be an unresponsive
  and uncaring governing body. Widespread rioting soon
  followed; long pent frustrations were released on both
  local and federal government buildings.
  Realizing that such desperate times called for des-
  perate measures, the administration declared a national
  state of emergency. Martial law was enacted in almost
  every major U.S. city. Attempts to call out the National
  Guard met with mixed results, as a coalition of South-
  ern governors declined to provide support for the
  embattled federal administration. Thus, overseas-based
  troops were recalled and returned home to defend vi-
  tal federal installations against both the populace and
  possible secessionist elements.
  Deciding that the U.S. government was unwilling
  or unable to provide support for local and state gov-
  ernments while requiring extensive support in return,
  California declared itself an independent nation in
  2008. The U.S. government’s attempt to forcibly re-
  take California was hampered by an even larger prob-
  lem: the secession of a number of Southern states into
  the Confederated States of America. The Second Civil
  War had begun.
  Lasting from 2009 to 2017, the Second Civil War
  was a long, brutal affair. It prompted many anti-gov-
  ernmental militias to make their own bid for indepen-
  dence, declaring whatever plot of land they possessed
  to be a new, separate country. These smaller uprisings
  were put down quickly and forcibly, unlike the Con-
  federated States of America, which managed to battle
  U.S. military forces to a standstill (not a hard task, if
  one considers that the armies of the Confederated
  States comprised former elements of that same mili-
  tary).
  The repercussions of this war were felt worldwide.
  No longer able to depend upon financial aid from the
  United States, many countries fell into financial ruin.
  Governments collapsed, resulting in extensive
  balkanization throughout Europe, Africa and the
  Middle East. Age-old animosities, formerly restrained
  by national governments, were acted upon, resulting
  in the virtual extermination of certain ethnic groups.
  In Asia, the monolithic presence of China was wiped
  out by political infighting and economic hardship.
  Unable to retain tight control of China’s political and
  economic future, the Chinese Communist Party dis-
  solved into multiple factions, each group trying to
  wrest control of the country from the others. Hong
  Kong, having chafed under 10 years of Communist
  rule, reasserted its independence by declaring itself an
  autonomous city-state.
  When the Second Civil War ended, the political
  boundaries of North America had changed dramati-
  cally. The United States was now divided into three
  sections: the Confederated States of America, the Na-
  tion of California, and United North America. Canada
  changed as well. Quebec finally gained its long-desired
  independence, splitting off into the Republic of Que-
  bec in 2013. With the fall of the United States, Canada
  faced never-before-witnessed economic troubles. This
  situation was resolved in 2022 by the formation of
  United North America, in which Canada merged with
  the remnants of the United States.
  Technology
  Technological advances in 2030 are staggering.
  New developments in computers, robotics, cybernet-
  ics, medicine and many other fields occur with dizzy-
  ing frequency. The world is constantly changing;  cut-
  ting edge tools and equipment becoming obsolete at a
  moment’s notice. Although these new technologies
  have done much to improve the world, there are some
  who wonder if it’s a case of too much too fast. That
  the human race will be buried under a sea of high-
  tech toys, that machines will become more important
  than people, that man may soon find himself to be
  considered obsolete.
  This glittering future has its dark side as well.
  Natural resources are being consumed at a prodigious
  rate, and even the widespread development of fusion
  and solar power hasn’t yet stemmed the tide. Food re-
  sources have diminished to the point that most of what
  the average person consumes is processed food sub-
  stitutes. Made from soybeans, algae and yeast, these
  substitutes provide a reasonably nutritious diet at the
  expense of taste and variety.
  Computers
  For a long time, the home computer market was
  one of the fastest-changing fields known. Every six
  months machines would be double the speed and half
  the price of the previous series of computers. The ca-
  pabilities of each new generation of computers in-
  creased so quickly that some people became almost
  afraid of buying one, for fear of being left behind by
  the next wave of releases. Eventually, this headlong
  developmental pace slowed, and the rapid changes so
  prevalent in earlier systems became less noticeable. For
  the moment, development of computer processors has
  
  63
  slowed, and the machines aren’t getting appreciably
  faster, so much as smaller.
  A 21st century computer uses multiple processors
  arranged in parallel to achieve speeds in the gigahertz
  range. RAM is measured in gigabytes, and magnetic-
  media hard drives have been replaced by optical disks
  capable of storing terabytes of data. Even the simple
  floppy disk has been replaced by high-capacity car-
  tridges that hold up to 100 megabytes of information.
  Other changes include coded keyboards, remote mice,
  and high-definition flat monitor screens. Most com-
  puters have direct neural interface jacks that allow
  properly equipped users to link directly to the com-
  puter, giving faster access and response times.
  Cyberspace
  The modern computer environment known as
  cyberspace is a direct outgrowth of the late 20th cen-
  tury Internet. It is a virtual world composed of un-
  countable computer systems linked in a worldwide
  communications grid. In effect, cyberspace is a virtual
  environment of seemingly unlimited dimensions
  sculpted into a visual representation of its component
  systems to aid anyone who enters cyberspace.
  To an outside observer, cyberspace consists of
  numerous three-dimensional objects, called icons, that
  are used to represent data, programs, systems and us-
  ers. These icons can range from simple shapes to fully
  animated pictorial representations of animals, mon-
  sters or robots. In some areas, the environment is spe-
  cifically designed to resemble certain architecture. For
  example, a Japanese-based corporation might create a
  computing environment that is modeled after a Japa-
  nese feudal castle, or a company that specialized in
  robotics might want a sleek, high-tech atmosphere to
  impress potential customers. By interacting and ma-
  nipulating these icons, the user (or “decker”) can in-
  teract with his environment, run programs, access data,
  speak with other users, or any number of other ac-
  tions.
  The Media
  Printed books are uncommon in 2030, the excep-
  tions being technical or instruction manuals and spe-
  cial edition releases. Most books, magazines and news-
  papers come in an electronic format to be read on the
  user’s computer or a specialized datapad. In many cases
  this allows the publication to be enhanced with color
  graphics and interactive video sequences, creating a
  true multimedia display. A step above this is simsense,
  which is short for simulated sensory environment.
  Here, the user is immersed into a virtual reality that
  stimulates all of the user’s senses. Usually, simsense
  programs are of limited duration, allowing the user to
  experience a certain prerecorded situation; other forms
  of simsense are more insidious, creating a virtual world
  that is so desirable it can be come addictive. Known as
  better-than-life, this form of simsense can be lethal, as
  the user enters a world that he may not desire to es-
  cape from. Finally, it is believed that expert use of
  simsense can be a very effective brainwashing tool, giv-
  ing the victim impressions of past experiences so real
  that they can’t be told apart from actual life memo-
  ries.
  Medical Technology
  The hospital of the future usually represents the
  cutting edge of technology. Extensive computer moni-
  tors can track every aspect of a patient’s condition, al-
  lowing the doctor to diagnose many diseases or infec-
  tions before they can cause any significant problems.
  Advances in genretherapy allow for the correction of
  certain hereditary defects and disorders, while bio-
  implants enable the user to overcome certain physical
  disabilities. In many cases, once-crippling injuries can
  be corrected through the use of cybernetic implants.
  Cybernetics
  In the early 21st century, a Japanese computer
  company announced a new development in the field
  of microchips; the neurochip, a microprocessor made
  of synthetic neural fibers. These chips were not made,
  but grown, and enabled direct integration of the hu-
  man nervous system to mechanical devices. Within a
  few  years it became possible to replace damaged or
  missing limbs with fully functional artificial substitutes.
  Other improvements followed, and soon it became
  possible to either replace or augment many of the
  body’s organs or functions. Cybernetic replacement of
  damaged limbs and organs has become almost rou-
  tine, and cybernetic upgrading in an attempt to im-
  prove the body’s capabilities is commonplace.
  Cyborgs
  With the rapid expansion of cybernetics, it was
  only a matter of time before mankind began to ex-
  periment with full-body reconstruction of the human
  form. The first attempts at complete cyberization of a
  human being ended in failure as the lack of normal
  physical sensations drove the subjects insane. Later
  attempts managed to overcome this problem, and cy-
  borg (or cybergraft) upgrading has become quite com-
  mon. The usual recipients of this process are corpo-
  rate operatives, governmental special forces, military
  personnel, or those regularly working in hazardous
  environments. It is also used in cases where the body
  has been subjected to extreme physical trauma.
  Genetic Upgrading
  Advancements in cracking the human genetic
  code have allowed for the creation of genetic upgrades
  or programs. These programs, when implanted into a
  host body, rewrite and rebuild portions of the genetic
  code, resulting in a human that is stronger, faster and
  more efficient than a normal human. Genetic upgrad-
  ing is an expensive and lengthy process, taking approxi-
  mately a year from time of injection. Because of this,
  upgraded humans are quite rare.
  
  64
  Cloning
  Research into growing replacement organs has led
  directly to the process of creating genetic copies, or
  clones, of individuals. The usual purpose of a clone is
  to provide donor parts for the original body should
  the need arise. Other clone bodies are used in medical
  research; so far, it is believed that no one has created a
  clone for the express purpose of making fully viable
  copies of the host body. On the other hand, popular
  rumor holds that several corporate presidents have
  done just that, in order to confuse their enemies.
  Synthetics
  An offshoot of cloning technology and genetic
  upgrading, the creation and marketing of synthetic
  humans has become a big business. Synthetics, also
  known as artificial people, bioroids, or replicants, are
  used for a broad range of duties, including security
  purposes, combat, domestic servant, and pleasure.
  Most synthetics are special-purpose models and often
  have slight physical differences  from a normal human
  to increase their marketing appeal. These differences
  include unusual hair and skin colors, tails and/our ears
  (the ‘cat-girl’ look is very popular). Other, more prac-
  tical modifications include nasal filters, nictating mem-
  branes over the eyes, gills, a lack of hair or recessed
  ears.
  Military Technology
  Weapons
  Even in the face of numerous advances in laser
  and energy weapon technology, the most common
  sidearm used in the 21st century is the projectile
  weapon. More accurate and powerful then ever before,
  modern firearms also sport larger ammunition capaci-
  ties, integral laser sights, sound suppressers, and cy-
  bernetic smart gun linkages. Caseless ammunition is
  becoming common, allowing a larger amount of am-
  munition to be carried and minimizing such problems
  as jams and misfires. Certain firearms have been de-
  signed and built to take advantage of the greater
  strength of cyborgs and the cybernetically enhanced.
  These weapons are often quite large and capable of
  affecting even armored vehicles.
  Powered Armor
  Advances in personal protection and efficient ar-
  tificial muscle systems have lead to the direct develop-
  ment of the powered armor suit. A form-fitting suit of
  fully encasing body armor, these personal combat suits
  have begun to appear sporadically on the modern
  battlefield. In most cases, the expense of individual suits
  has limited their use to special forces troops. Several
  mercenary organizations have begun to use these suits
  exclusively in outfitting their combat troops.
  Mecha
  The modern battlefield has seen the tank rendered
  obsolete by the development of efficient anti-armor
  rockets and missiles. This gap has rapidly been filled
  by the use of combat-capable mecha. Smaller than a
  tank and much more maneuverable, most combat
  mecha carry firepower equivalent to late 20th century
  tanks, although the mecha’s armor is much thinner.
  Mecha have proven useful in urban warfare, a com-
  mon situation in the 21st century.
  The Typical 21st Century Soldier
  The typical infantry soldier of the 21st century is
  armed with a fully automatic assault rifle firing a
  5.56mm round. The weapon has an ammunition ca-
  pacity of 30 rounds or more, and usually includes an
  underbarrel grenade launcher. Almost all such weap-
  ons are made in the new bullpup format: the maga-
  zine is behind the trigger, resulting in a compact
  weapon that still retains needed barrel length. As per-
  sonal protection, the soldier wears a helmet made from
  layers of armored plastics and Kevlar. On his body he
  places an armor cloth jacket, reinforced with ballistic
  plates. Additional gear includes a fighting knife, per-
  sonal radio, night vision goggles, an automated medi-
  cal kit, and a computerized map book. Special forces
  troops are usually equipped with heavier armor made
  from ceramic plates, and often carry heavier battle
  rifles, which fire 7.62mm rounds. Cybernetic enhance-
  ments are common among soldiers of all types, al-
  though the exact type of implant will vary from indi-
  vidual to individual.
  Vehicles
  Ground
  Ground transport has changed very little in the
  past few years. Cars still use internal combustion en-
  gines, although diminishing oil reserves have led to
  extensive use of alcohol-derived fuels. Electric cars have
  begun to appear, although these models are limited to
  small inner-city runabouts. The greatest changes are
  internal, as many cars now come with onboard com-
  puters as a standard feature. These computers allow
  the driver to access road maps, weather reports, and
  traffic conditions in order to ease the stress of travel.
  Other common options include direct-neural inter-
  faces to allow the driver greater control of the vehicle’s
  operation, autopilot options, direction finders and sat-
  ellite tracking systems, as well as such common acces-
  sories as cellular phones and audio-visual entertain-
  ment centers.
  
  65
  Air
  The evolution of the airplane has continued un-
  abated through the 21st century. The most significant
  advances have been, naturally enough, in fighter air-
  craft. Vectored-thrust propulsion systems and variable-
  lift wings make the recent generation of combat air-
  craft the fastest and most responsive atmospheric ve-
  hicles yet designed. In the field of commercial flight,
  tilt-rotor technology has resulted in a wide range of
  small transports, often used as corporate shuttles to
  allow executives to avoid the city streets as much as
  possible. For longer intercontinental flights, transor-
  bital scramjets are used. These immense space planes
  actually exit the earth’s atmosphere at the tip of their
  flight trajectory, carrying a payload of 300 passengers
  from Neo York to MegaTokyo in as little as two hours.
  Space
  Man’s expansion into outer space has increased
  rapidly since the turn of the century. Originally, the
  leader in this movement was the United States, until
  domestic troubles and the Second Civil War brought
  its space program to a crashing halt. Meanwhile, the
  European Space Agency, Brazil, Indonesia, Japan and,
  to a small extent, Russia either expanded their space
  programs or unveiled new ones. Spurred on by dwin-
  dling natural resources, several international corpo-
  rations started looking to the sky as their next source
  of raw materials. Working either in conjunction with
  an established space agency or on their own, these com-
  panies have made significant advances into the explo-
  ration and exploitation of outer space.
  This flurry of activity has resulted in a perma-
  nently manned moonbase, numerous orbiting manu-
  facturing stations, and several massive L-5 colonies.
  Work is progressing on establishing asteroid mining
  stations, an agricultural colony on Mars, and a mining
  station on Jupiter’s moon Io; it would seem only a
  matter of time before an expedition is launched that
  will carry man to another star system.
  Access to space is via any number of shuttle
  launching stations. Almost all such space stations are
  located on the Earth’s equator, or very near to it. These
  locations make for short and easy launch flights, as
  the weather is very predictable.
  Cultures
  United North America(UNA)
  History
  The formation of United North America was a
  direct result of the economic hardships suffered both
  by the United States and Canada following the Second
  Civil War. This war was generated by dissatisfaction
  among many state governments that stemmed from
  federal government handling of the current economic
  crisis as well perceived mismanagement of state assets.
  Deciding that it was pointless to support a largely in-
  effectual and seemingly uncaring government, a num-
  ber of Southern states announced their intention to
  “look after their own” by seceding into a separate na-
  tion, one that would concern itself more with the wel-
  fare of its citizens.
  The conflict that followed was a severe one. The
  military forces of both sides possessed nuclear capa-
  bility, but were loath to use such weapons on U.S. soil.
  The war became a protracted conventional affair,
  marked by hit-and-run raids designed to cripple the
  opponent’s military centers while (supposedly) spar-
  ing the civilian population. The federal government
  soon discovered, however, that their numerical supe-
  riority was more than offset by such factors as poor
  morale and widespread apathy.
  When the United States finally admitted defeat in
  2017, the situation was terrible. The interstate high-
  way system had been devastated by the war, with di-
  sastrous economic consequences. Ohio, Pennsylvania,
  Maryland and New Jersey had been especially hard-
  hit in the fighting, and the entire Washington, D.C.
  metro area was now a burned out ruin. In response,
  Ontario loosened its border restrictions and welcomed
  a flood of refugees fleeing the desolation of the mid-
  Atlantic United States.
  The reasoning behind the decision for Canada and
  the United States to form United North America is
  complex. With the secession of California, the United
  States lost several major shipping ports on the West
  Coast, while Canada had no direct connection to the
  Maritime Provinces with the loss of Quebec. With most
  of its highway and rail systems destroyed, America’s
  only mass transit connections between the East and
  West Coast ran through Canada. Finally, Canada found
  itself in an interesting situation: although depressed
  economically, the country still possessed extensive
  natural resources in the form of coal, oil, timber and
  minerals, but it didn’t have the military capability to
  properly defend these assets. Thus, extensive negotia-
  tion gave rise to the amalgamation of Canada and the
  remaining United States in 2022, with the new capital
  being located in Toronto.
  
  66
  Area
  United North America is the largest country on
  the North American continent. It consists of the com-
  bined remnants of the United States (minus the South
  and California) and Canada (minus the Northwest
  Territories and Quebec). The capital is Toronto, and
  the country’s official language is English. Many East
  coast cities, especially Neo York, tend to have ethni-
  cally diverse populations. Neo York itself has a very
  large Spanish-speaking population, while the West
  Coast cities, such as Vancouver, have large Asian com-
  munities.
  Current Status
  As the largest country on the continent, United
  North America has the largest military-industrial base.
  It is still attempting to reclaim and rebuild large por-
  tions of the Eastern seaboard that were destroyed or
  abandoned during the war. Many cities in this area have
  declared these abandoned areas “Zero Zones,” areas of
  no law enforcement, where the inhabitants are cut off
  and ignored, left to  survive any way they can. Usually,
  the UNA government is more than happy to supply
  large tax breaks to interested corporations in return
  for guaranteed urban development of these areas. The
  cities of Chicago and Neo York are prime examples of
  this treatment, where the megacorporations have been
  allowed to build sprawling corporate arcologies in the
  hopes of financially revitalizing the local area.
  United North America has recently experienced
  an upswing in its economy. The county’s sheer size and
  vast natural resources have been a major factor in its
  ability to regain a position among the economic lead-
  ers of the world, such as Japan and Germany. United
  North America maintains a military shuttleport near
  Phoenix, but uses the larger Baja shuttleport in the
  Nation of California for most of its civilian and mer-
  cantile efforts.
  Confederated States of America
  (CSA)
  History
  The birth of the Confederated States of America
  was one marked by extensive violence. Having decided
  that the federal government was unable to effectively
  manage the financial, social and military affairs of the
  country, a number of Southern states banded together
  and declared in 2009 their intent to secede from the
  United States of America. Naturally, their decision met
  with violent opposition, as the remnants of the United
  States (hampered by the similar secession of Califor-
  nia the year before) attempted to forcibly return these
  states to the Union.
  Lasting for eight years, the Second Civil War dev-
  astated the Washington, D.C. metro area. Located on
  the border it was badly hit in the initial stages of the
  conflict. The Federals were forced to move the seat of
  government to a less-exposed position, first trying
  Philadelphia before ending up in the more centrally
  located city of Chicago. With the removal of the fed-
  eral government, the District of Columbia became a
  symbol of the ruin caused by the War, with house-to-
  house fighting similar to that of Stalingrad seventy
  years earlier. By the end of the Second Civil War, the
  Washington metro area was in bad shape. There was
  no reason to return the capital, and the loss of indus-
  try resulting from government relocation was a crip-
  pling blow to the region’s economy. The area of North-
  ern Virginia slowly recovered and is now once again a
  center of industry, while the Maryland side of the area
  is basically considered a Zero Zone. Most of the con-
  necting bridges across the Potomac River were de-
  stroyed, and the Confederated States maintains con-
  stant armed patrols on the river.
  Area
  The Confederated States of America covers much
  of the ancestral South: Alabama, Arkansas, Carolina
  (combining the former states of North and South
  Carolina), Florida, Georgia, Kentucky, Louisiana, Mis-
  sissippi, Oklahoma, Texas, Tennessee and Virginia
  (which includes the former state of West Virginia).
  The capital of the Confederated States is Atlanta.
  The official language is English, although major Span-
  ish-speaking segments of the population exist in Texas
  and south Florida, and small parts of the Louisiana
  population speak Creole (a French-based dialect).
  Current Status
  Conflict between the Confederated States of
  America and United North America erupts infre-
  quently; the two big powers of the continent are very
  wary of each other. The Confederacy has a smaller
  military, but they keep a larger proportion of their
  population under arms through impressment.
  Unlike United North America, the Confederated
  States have no Zero Zones; instead, criminals are
  drafted into the military. The definition of a criminal
  is fairly loose — anyone who is not of Taxpayer status
  may be impressed for vagrancy (unemployment), for
  bankruptcy (poverty), or for any one of a number of
  civil crimes. Violent crimes are grounds for immedi-
  ate impressment, regardless of status. Training is de-
  liberately brutal, and the weak are often injured and
  sometimes die. To condition its military and bring in
  funds, the Confederated States supply large mercenary
  units for foreign wars. The poorer regions of the Con-
  federated States cities are not patrolled by civilian po-
  lice forces, but by the military. These units are cruder,
  more brutal, and more likely to kill or impress sus-
  pects. So instead of splitting its cities into policed zones
  and Zero Zones, the Confederated States divides them
  into policed zones and zones under martial law.  Any
  part of a city that cannot hire its own police force (in
  addition to any region that riots or has an unaccept-
  able crime rate) comes under martial law. Governmen-
  tal leaders proudly point to the Confederated States’
  low crime rate and high percentage of solved crimes
  as evidence of the efficacy of this system.
  
  67
  The Confederated States depend greatly upon ag-
  riculture for much of their financial wealth, although
  Texas is noted for it’s technological centers in Hous-
  ton and Dallas. The country does not have any form
  of true spaceport, and usually uses the Nation of
  California’s Space Center at La Paz. The Confederacy
  has a Florida launching facility, but it is used solely for
  military missions (such as launching satellites) and
  does not have the facilities of the larger spaceports.
  Nation of California
  History
  The Nation of California’s first movements to-
  wards secession started in late 2007; independence
  from the United States of America was declared in
  2009. This declaration led to an attempted occupation
  by federal troops, an attempt that was aborted by the
  outbreak of the Second Civil War. A quickly negoti-
  ated settlement in 2010 led to a federal pullout in re-
  turn for partial independence, with full independence
  occurring in 2013. The federal government recognized
  the Nation of California as a separate country in ex-
  change for California’s financial assistance during the
  Second Civil War, California’s assumption of a por-
  tion of the massive federal debt, and favorable trade
  relations. Later administrations have attempted to
  backtrack on this recognition, but the Nation of Cali-
  fornia has economic backing from Japan as well as the
  military support of several megacorporations, prevent-
  ing the development of an all-out war.
  Area
  The Nation of California is composed of the
  former states of California and Nevada as well as the
  area known as Baja California. California’s largest city
  is Greater San Francisco (incorporating the cities of
  San Francisco, San Jose, Oakland, and Berkeley). Other
  major centers are Sacramento (the nation’s capital),
  San Diego, Las Vegas and Fresno.
  California is a bilingual nation. The official lan-
  guages are English (prevalent in the north) and Span-
  ish (prevalent in the south). Japanese is prevalent
  among the inhabitants of Greater San Francisco. There
  is an extensive Hispanic population in the south, in
  and around the city of San Diego; while Greater San
  Francisco has a large Asian community.
  An area of note is the Los Angeles Wasteland (a.k.a.
  the Waste). Large portions of the city of Los Angeles
  were destroyed in the urban riots of 2007-8. This un-
  rest led to the creation of the nation’s first Zero Zone.
  Unfortunately, inadequate preparation for the reper-
  cussions of this act (no food or water in the Zero Zone)
  led to further riots that flooded the hasty barricades
  of the newly created Zone. This situation might have
  been stabilized except that an anti-government terror-
  ist group managed to detonate a nuclear device in cen-
  tral Los Angeles, destroying the bulk of the civic gov-
  ernment and city leadership, and demoralizing the
  survivors. Hesitation by the federal government to in-
  tervene, a massive exodus of industry and the middle
  class, and California’s bid for independence sealed the
  fate of Los Angeles. National Guard troops that were
  brought in to restore order failed to stem the flood of
  rioters and simply turned Los Angeles into an enor-
  mous war zone. The final straw came when a massive
  earthquake devastated what was left. Less than two
  years after the start of the riots, Los Angeles was an
  urban wasteland. This graphic example of the fragility
  of urban centers in North America was a major rea-
  son for the formation of Zero Zones throughout the
  world.
  Current Status
  The Nation of California has had a number of
  border skirmishes with United North America forces
  over the last few decades; most of these conflicts con-
  cerning the ownership of the state of Nevada. The ur-
  ban regions of Nevada are solidly under California’s
  control, but the central deserts and northern regions
  are claimed by both California and United North
  America. Since this region is a mountainous, arid
  wasteland, neither country is willing push the matter
  to an extreme level. At the present time, California is
  considered to have nominal control over the area.
  The Nation of California is a center for research
  and development of high technology; a number of
  Japanese corporations have made major investments
  in the country. California’s Space Center at La Paz in
  Baja California is ranked as the busiest in North
  America.
  Republique du Quebec (Republic of
  Quebec)
  History
  The formation of the Republic of Quebec resulted
  from Canadian governmental reforms that were
  viewed as repressive by French separatists. These re-
  forms included changes to Quebec’s language laws and
  the declaration that anyone speaking out in favor of
  Quebec’s separation was considered a traitor. These
  laws, designed in an attempt to preserve Canadian
  unity, only served to spark violent civil unrest by French
  separatists against the Canadian government. In a des-
  perate attempt to resolve this fiasco, a government ref-
  erendum was convened in 2013, at which Quebec de-
  clared itself an independent nation. Canada accepted
  the announcement with ill-disguised relief.
  Area
  The Republic of Quebec consists of the former
  Canadian province of Quebec plus the mainland por-
  tion of Newfoundland (Labrador). The Republic’s
  capital is Quebec City. The official language of Que-
  bec is French.
  Montreal is far and away the largest city in the
  Republic. Unlike most cities on the East Coast, it still
  has a fully protective police force, with no Zero Zones
  or areas under martial law.
  
  68
  Current Status
  Relations with Canada, and later United North
  America, have not been totally peaceful since Quebec’s
  separation, with rare armed skirmishes. Quebec has a
  mutual protection pact with the Confederated States,
  which may be one reason for its peaceful existence.
  Quebec’s military is not very large, but it is an all-vol-
  unteer force, and has much better morale and esprit
  de corps than the military forces of United North
  America.
  Economically, Quebec has been slow to recover.
  Following the Referendum many companies left the
  new nation, resulting in extensive unemployment and
  economic depression. In response, the Republic of
  Quebec offered large tax incentives to persuade a num-
  ber of megacorporations to establish themselves in the
  new nation. This financial gamble seems to have paid
  off, and Quebec’s economy has been slowly improv-
  ing over the last decade.
  Inuit Territory
  History
  The Inuit Territory is a region of northern Canada
  now under tribal control of the Inuit (the native
  peoples of the area). The Territory was allowed to se-
  cede from Canada in 2015 without conflict, although
  provisions were made to protect non-Inuit people
  within its borders. In 2023, after a constitutional con-
  gress, anyone without a criminal record who had spent
  at least 5 years in the Territory was adopted into the
  Inuit tribe.
  Area
  The Inuit Territory contains all of what used to
  be the Northwest Territories of Canada. Although large
  in area, it has a very small population when compared
  to the other countries of North America.
  The capital and largest city of the Inuit Territory
  is Yellowknife. The official language is English, al-
  though the Inuit tongue and several other native lan-
  guages are protected by law.
  Current Status
  The Inuit Territory has no crime problems com-
  pared to the rest of the continent. Petty crime is re-
  solved through local tribal councils.  Violent crime is
  punished harshly — exile for violence less than mur-
  der, death for murder. Thus, the Inuit Territory is rea-
  sonably free of crime and other conflicts, and is rela-
  tively wealthy in resources.
  The Territory has a small standing army, but is
  quite able to defend itself from most attacks. It has a
  well-armed, independent, very widely dispersed popu-
  lation, backed by well-equipped and well-trained se-
  curity units belonging to several corporations with in-
  vestments in the Territory’s vast natural resources. Ter-
  ritory relations with the Republic of Quebec and
  United North America are good.
  THE WORLD
  Japan
  By 2030 the nation of Japan has changed a great
  deal since the late 20th century. Rising above the chaos
  that occurred at the turn of the century, Japan is now
  the undisputed economic leader of the world. This has
  resulted in a massive wave of immigration as millions
  try to gain entry to the East’s “Land of Plenty.” Sur-
  prisingly, many are accepted and, provided they meet
  certain criteria within a year of entry, are allowed to
  stay. The reason for this is simple: Japan’s isolationist
  practices and views of racial superiority were deemed
  bad for business by several far-thinking
  megacorporations, and after certain financial “incen-
  tives” were offered, more liberal views were adopted.
  It should be noted that only the largest of Japan’s cit-
  ies, such as MegaTokyo, Kyoto, and Osaka see such ra-
  cial diversity; much of the country still retains tradi-
  tional views and habits.
  Currently Japan exists in a rather precarious po-
  litical situation. Directly to the north is the Kamchatka
  peninsula of Siberia, inhabited by regional warlords
  constantly fighting each other over the limited re-
  sources available. Some of the military forces are rem-
  nants of the Commonwealth of Independent States,
  which broke up 25 years ago. To the west is the Repub-
  lic of Korea, comprising affluent southern Korea and
  the poverty stricken northern half. Further west are
  the war-torn expanses of China, overrun with petty
  dictators, power-hungry warlords and assorted mili-
  tary strongmen (and their numerous armies). To the
  south is Taiwan and the city-state of Hong Kong, both
  of which are competing with Japan for a larger share
  of the world market. As can be expected, Japan’s mili-
  tary (the Japanese Defense Force or Self Defense Force)
  is well-armed and well-trained, and equipped with the
  latest in strike aircraft, armored vehicles and mecha.
  MegaTokyo
  MegaTokyo (a.k.a. MT) is possibly the largest city
  in the world in the year 2030. Its population is esti-
  mated at well over 12 million, most of it located in
  assorted corporate arcologies. Expansion and popula-
  tion pressures have forced development of several float-
  ing residential and commercial structures built over
  Tokyo Bay. The city’s massive power requirements are
  filled by several fusion reactors, supplemented by so-
  lar panel arrays found on the roof of almost every small
  building. To feed its teeming millions, MegaTokyo de-
  pends heavily upon immense aquaculture farms that
  produce tons of algae based food products, along with
  imitation food products made from soy or yeast bases.
  The population of MegaTokyo is composed pri-
  marily of ethnic Japanese with the remainder consist-
  ing of American and European immigrants. This ra-
  cial mix is further supplemented by large numbers of
  Chinese refugees fleeing the constant fighting in the
  Chinese interior. This has resulted in MegaTokyo be-
  ing Japan’s melting pot where incoming ideas, fash-
  
  69
  ions and trends are absorbed, assimilated and then
  spread to the rest of the country.
  Law and order is maintained by MegaTokyo’s ex-
  tremely efficient police force. The police are divided
  into four groups: air police, highway patrol, foot pa-
  trol and elite ESWAT (Enhanced Special Weapons and
  Tactics) teams. The MegaTokyo police are known for
  being well-equipped with the latest in weapons and
  personal armor and have proven themselves capable
  of handling a wide range of threats. It should be noted
  that Japan is very strict concerning the ownership,
  import and export of firearms. Nonetheless,
  MegaTokyo has shown a disturbing trend regarding
  firearms availability; paramilitary weapons are becom-
  ing increasingly common in the hands of street gangs
  and other criminals.
  Several major corporations have located their
  home offices in MegaTokyo, including Gunkoku Heavy
  Industries, the Jinsei Corporation and Mitsumi Tech-
  nologies. The Jinsei Corporation Tower is considered
  to be the largest corporate arcology in the world, hav-
  ing 350 floors and standing well over 1000 meters tall.
  Considered to be one of the modern wonders of the
  world, this massive edifice is easily visible from almost
  anywhere in downtown MegaTokyo.
  The Pacific Rim
  Dominated by the economic might of Japan, Asia
  has become a major player in the world’s economic
  market. Aside from Japan, the industrial leaders of the
  Orient include the Republic of Korea, Taiwan, and the
  city-states of Hong Kong and Singapore. Of these,
  Korea seems to be the most stable now that it is no
  longer divided into north and south regions. North
  Korea was unable to remain stable after the internal
  collapse of China, and after a disastrous attempt to in-
  vade South Korea was rejoined with that nation to form
  the new Korean Republic. Taiwan and Singapore have
  successfully adapted to the changing political climate,
  and have developed strong economies. Hong Kong,
  pressured by remnants of the Chinese military to the
  north, has responded by becoming an open city, en-
  couraging corporate investments by relaxing trade re-
  strictions and industrial regulations. Between numer-
  ous corporate security teams and Hong Kong’s own
  well armed military forces, the threat of invasion from
  China has dropped considerably.
  China collapsed in ethnic and economic turmoil
  in the early 21st century. The monolithic Communist
  government, controlled by aging party members, was
  unable or unwilling to respond quickly to the shifting
  political and economic situation at the turn of the cen-
  tury. The collapse of the Commonwealth of Indepen-
  dent States to the north, the failure of centralized eco-
  nomic control and economic and social pressures
  brought on by increased wealth and trade in the south
  while starvation and poverty existed nearby led to a
  de facto state of martial law. As internal conflicts grew
  and the old centralized leadership became less and less
  effective, power gravitated to the hands of local war-
  lords, each intent on gaining as much power and con-
  trol as he could. Eventually the political infighting re-
  sulted in open warfare, rapidly dividing China into
  numerous small countries.  By 2030, China has frag-
  mented even further and is controlled by a large num-
  ber of warlords whose influence only extends as far as
  their armies (if that).
  In some ways, Southeast Asia has suffered the same
  fate as China. There are many areas where military
  strongmen and criminal warlords have seized power,
  creating independent regions within their mother
  countries. The major exceptions are the city-state of
  Singapore, nearby Malaysia, and Indonesia, all of which
  are largely peaceful and have become great economic
  powers. One of the world’s few spaceports is located
  near Djakarta.
  India has also broken into several pieces due to
  internal conflicts. Religious conflicts between Muslim
  and Hindu factions simmer constantly, and there are
  constant border wars with Pakistan and Bangladesh.
  Much of the Indian subcontinent is as chaotic and rife
  with warlords as China or Siberia. Tibet has taken ad-
  vantage of the conflict inside China to throw off the
  yoke of Chinese oppression and reinstate the govern-
  ment of the Dalai Lama. Its inaccessible location and
  lack of major resources have allowed it to largely iso-
  late itself from the outside world again after nearly a
  century of limited contact.
  The Pacific Rim is home to one of the modern
  wonders of the world. Poseidon Station is an immense,
  man-made, floating island located on the equator
  north of New Guinea. Built by Japan with help from
  several megacorporations (notably the Jinsei Corpo-
  ration and Gunkoku Heavy Industries) Poseidon Sta-
  tion serves as a spaceport for Japan and the rest of the
  world.
  Europe
  Most of Europe is governed by the European Eco-
  nomic Community. The European Economic Com-
  munity is a collection of loosely affiliated Western Eu-
  ropean countries that have banded together to form a
  common economic base. There is peace within the
  Council’s borders, although cities there can be as bad
  as anywhere else, and local pockets of serious economic
  hardship do exist. Scandinavia is not part of the Coun-
  cil, and Denmark, Estonia, Finland, Latvia, Lithuania,
  Norway and Sweden have formed an economic union
  similar to the European Economic Community. This
  region is called the Hanse, a reference to the 14th cen-
  tury Hanseatic League. Although tariffs and taxes are
  higher than most megacorporations like, the Hanse is
  doing very well for itself, and some megacorporations
  have found it to their advantage to situate part of their
  industry in the Hanse to take advantage of the hard-
  working, well-educated population and political sta-
  bility. Both the European Economic Community and
  the Hanse utilize a spaceport in French Guiana for their
  launch needs.
  
  70
  Most of Eastern Europe has collapsed into a large
  number of small countries fighting over ownership of
  the region’s natural resources. The Commonwealth of
  Independent States vanished around the turn of the
  century, and only Russia retains any degree of stabil-
  ity, both economically and politically. For most of the
  region, the only industry is that of arms sales, and much
  of the small industrial production of the few functional
  states goes to their military, to protect them from their
  neighbors. The situation is unstable, and not improv-
  ing. Already, the poorer states have descended into
  conditions of perpetual guerrilla war between rival
  factions. This is called the Somalia condition, after a
  country that collapsed in a similar fashion in the late
  20th century.
  Africa
  Africa is marked by vast extremes. To the north
  and south there is stability, with Egypt and South Af-
  rica maintaining a strong political presence. At the
  moment, South Africa is engaged in several border dis-
  putes with its northern neighbors, who have begun to
  press southwards in an attempt to absorb South Africa’s
  industrial base. The rest of Africa consists of warring
  countries suffering major internal problems. In many
  areas the neighboring tribes have waged genocidal wars
  upon their neighbors, eliminating certain tribes com-
  pletely. Several areas of Africa have come under almost
  complete corporate control, as an enterprising
  megacorporation lays claim to an area in order to ex-
  ploit its natural resources.
  The Middle East has undergone drastic changes.
  Between the gradual collapse of the oil standard and
  the development of alternative energy sources such as
  efficient fusion reactors and solar panels, oil-depen-
  dent countries such as Kuwait and Saudi Arabia found
  themselves on the verge of economic collapse. In an
  attempt to grab up the remaining oil reserves, Iran,
  Iraq and Syria fought a series of wars, the losses from
  which far outweighed any territorial gains any of the
  three nations may have made. About a decade ago (dur-
  ing a brief period where Iran was at peace with Iraq)
  Syria and Iraq formed a military alliance to crush Is-
  rael. Although Egypt supplied Israel with significant
  military and economic aid, Israel was eventually de-
  feated and all Israeli civilians were driven out of the
  country in what is now called the Second Diaspora.
  Due to the devastating effects of this war, most of Is-
  rael, Jordan and Lebanon is now a wasteland, some of
  it radioactive. Egyptian forces, under U.N. supervision,
  control and defend the holy cities of Mecca, Jerusalem
  and Medina. Since the collapse of Saudi Arabia, no
  country claims the subcontinent, although several cor-
  porations have established independent drilling sta-
  tions in an attempt to exploit the region’s remaining
  oil resources.
  Central America
  The countries of Central America have become
  dominated 
  by 
  the 
  presence 
  of 
  various
  megacorporations that utilize them for inexpensive
  manpower. In some of the smaller countries a single
  megacorporation’s economic investments may be so
  extensive that it has effectively purchased the country,
  granting the megacorporation almost total control over
  governmental decisions. Mexico has become a virtual
  puppet of several megacorporations. It would collapse
  without a constant influx of funding from these com-
  panies. This situation has resulted in extreme tension
  along the Texas-Mexico border. Texas has resorted to
  such extreme measures as combat cyberdroids to pa-
  trol the border and prevent unauthorized entry by
  Mexican citizens seeking to escape their homeland.
  South America
  Brazil has managed to retain some degree of eco-
  nomic stability and growth, and has begun to make
  advances into the world market. Argentina has mili-
  tary might comparable to Brazil’s, and has expanded
  its territory by the conquest of Chile; but it has been
  fighting a broad-based guerrilla insurrection in that
  country for the last decade. In Peru and Columbia the
  cocaine cartels have gained effective control of the gov-
  ernment; they have legalized cocaine for export. Ven-
  ezuela is in the same straits as Mexico, largely propped
  up by megacorporations who have invested heavily in
  it. The European Economic Community has estab-
  lished a spaceport in French Guiana.
  Neo York Map Key
  1.   Central Park
  2.   Wintergreen Bio-Sphere
  3.   World Trade Center
  4.    Jinsei Arcology
  5.   Gunkoku Arcology
  6.   Ellis Island
  7.   Statue of Liberty
  8.   Governor's Island (Kazei Five Base)
  9.   Mitsumi Arcology
  10. R. Scott Arcology
  11. The Living End
  12. Ran's Presumed Location
  13. Ryker's Island
  14. Williamsburg Bridge
  15. Bayonne, NJ
  16. Manhattan
  17. Hudson River
  
  71
  Neo York
  Overview
  The Big Apple has certainly seen better days. Re-
  built and renovated several times after the violence of
  the early 21st century, New York is a changed city. Its
  skyline is dominated by immense corporate arcologies;
  the rivers are clogged with sewage, trash and debris;
  Central Park is now mostly domed over; and the bor-
  oughs of Brooklyn and Queens have been declared a
  Zero Zone and are mostly a deserted wasteland.
  There are other, less obvious, changes to the city
  of New York. For one thing, the name is now Neo York.
  The name was changed in 2022, following the unifica-
  tion of Canada and the United States, to symbolize the
  new directions the recently established United North
  America was to take. Along with the new name, Neo
  York also has new borders. With Brooklyn and Queens
  cut off, several other townships and boroughs have
  joined with the city in an attempt to gain the benefits
  of belonging to such a large metropolis. The city gov-
  ernment was more than willing to agree with these re-
  quests, since such mergers resulted in a larger taxable
  population and, thus, more revenue.
  Government
  The city of Neo York is operated by the Neo York
  City Council headed by an elected mayor. In theory,
  this body of individuals is supposed to oversee all the
  city’s functions, and is responsible for such civic du-
  ties as trash collection, street maintenance, public
  transportation, and so forth. In reality, decisions of the
  City Council are often heavily influenced by corpo-
  rate pressures and are usually slanted to benefit the
  companies that do business within the city.
  Utilities
  Power
  Neo York’s massive power requirements are sup-
  plied from a number of sources. Most of Neo York’s
  electrical requirements are served by several
  ConEdison fusion power plants located to the north
  of the city. Additional electrical power is supplied by
  hydroelectric plants located at Niagara Falls. Natural
  gas is supplied via pipelines from the Confederated
  States of Texas and Louisiana. Although these lines had
  been cut during the war, they have recently been re-
  opened.
  
  72
  Water
  Most of Neo York’s water is piped in via aqueducts
  that draw from water sources located in the far north-
  ern regions of New York state. In older, pre-21st cen-
  tury buildings, this water is typically pumped into
  enormous cedar storage tanks mounted on the roofs
  of many buildings. These tanks hold upwards of 10,000
  gallons, and are constructed of 3" thick cedar staves
  bound with iron hoops; if undamaged, these tanks will
  last virtually forever. Newer structures and arcologies
  use tanks constructed of modern materials.
  Sewage
  Depending upon its origin, Neo York’s wastewa-
  ter is handled in a number of ways. Rainwater, often
  slightly contaminated by air borne pollutants, runs
  directly into the rivers. Raw sewage from Neo York’s
  numerous housing projects is usually dumped, un-
  treated, into the rivers as well. Some of the larger ho-
  tels and apartment buildings surrounding Central Park
  pump their wastewater into massive treatment tanks
  located in the WinterGreen BioSphere; the organic
  waste is then processed and used to fertilize the
  BioSphere’s hydroponic gardens. The corporate
  arcologies are another matter; they recycle most of their
  wastewater and sewage, putting it to a number of uses,
  including supplying their own hydroponic (a.k.a.
  “green”) areas. The rest of the wastewater is used to
  regulate the arcology’s internal temperature by being
  pumped over massive internal heat sinks. The result-
  ing heated water is then dumped into the surround-
  ing rivers, producing immense algae blooms near the
  outflow pipes.
  Public Transportation
  Air
  Following the Brooklyn and Queens Zero Zone
  declarations, Neo York was no longer able use either
  La Guardia or John F. Kennedy airport. The solution
  was to utilize and expand Newark International Air-
  port. Recently, however, the facilities there have become
  taxed by the quantity of daily air traffic, and construc-
  tion of a new 21st century airport has begun on the
  southern tip of Staten Island. This airport will be ca-
  pable of handling anything from simple short-range
  commuter jets to the immense transorbital spaceplanes
  used for intercontinental flights.
  Rail
  Neo York still has an extensive subway and mono-
  rail system. High-speed monorails connect not only
  points all through Manhattan but also locations in the
  Bronx, Staten Island, Bayonne, Jersey City and New-
  ark. These lines run both above and below ground, and
  are, on the most part, clean and efficient.
  Secondary rail lines, usually consisting of older,
  electrical trains, connect many outlying townships to
  the inner city. These lines vary greatly in quality, rang-
  ing from nearly new, to old and decrepit. In general,
  the closer one gets to Manhattan, the better the train
  service is. Law enforcement on all rail lines depends
  upon location. Manhattan monorails are usually
  guarded by elements of the NYPD Inc., while other
  lines must make do with assorted for-hire security ser-
  vices.
  Subway and monorail stations vary as much as
  the lines themselves. Many Manhattan stations are lo-
  cated directly inside corporate arcologies, office tow-
  ers or apartment buildings. In general, these stations
  are kept scrupulously clean, well-lit and heavily pa-
  trolled. Outlying stations tend to be less well-main-
  tained, and can become downright dangerous after
  midnight, as they become havens for drug dealers,
  prostitutes and gangs.
  Underneath Manhattan itself, the subway becomes
  a chaotic maze of routes and tunnels, some only par-
  tially completed and others abandoned (for a variety
  of reasons) for upwards of 80 years or more. In some
  areas, these abandoned tunnels have been taken over
  and renovated by gangs, squatters and criminals. These
  separate, hidden “cities” are worlds unto themselves,
  Zero Zones in miniature, populated with a wide range
  of gangsters, escaped replicants, vagrants, gray market
  cyberdoctors and out-and-out street trash. Only rarely
  does the NYPD Inc. even try to flush out and eradi-
  cate these communities.
  Subway connections to the Neo York Zero Zone
  have all been cut, with the East River tunnels either
  collapsed or sealed off. These attempts to block the
  subway lines have not been wholly successful, as sev-
  eral of the tunnels have since been dug out and re-
  opened. These reopened lines are now used to smuggle
  all manner of goods into the Zero Zone, including
  guns, drugs, simsense chips, and liquor. These routes
  are also used to bring in more mundane items, such as
  clothing, food concentrates, automotive supplies, elec-
  trical parts, building equipment and so on. Due to the
  lucrative nature of such smuggling routes, finding and
  destroying these routes is an ongoing process for the
  NYPD Inc. These attempts are often hampered by the
  fact that well-connected criminals are likely to pay se-
  nior officers in the police department to ignore their
  routes. So long as there is no major fuss from taxpay-
  ers or corporate officials, this arrangement is fine with
  the NYPD Inc.
  Water
  Even in the 21st century, ferry lines still leave the
  south tip of Manhattan, carrying large numbers of
  vehicles and passengers to Jersey City, Bayonne, and
  Staten Island. These ferries are very modern, having
  multiple decks and a spacious and comfortable inte-
  rior. Due to the polluted conditions of Neo York’s Up-
  per Bay, remaining outside during the voyage is not
  recommended.
  
  73
  DISTRICTS
  Neo York / Manhattan
  Although the name is usually used to indicate the
  city in general, the actual Neo York district is presumed
  to mean the area south of 60th Street. Neo York proper
  contains Wall Street, United North America’s finan-
  cial center, as well as Broadway, where the latest in the-
  atrical entertainment can be found. Neo York’s
  Chinatown is located in the southern tip of Manhat-
  tan, although recently it has become a haven for mem-
  bers of the Yakuza, who have slowly (and violently)
  begun to displace the Chinese Tongs that once oper-
  ated here.
  The Neo York district is marked by endless masses
  of high-rise office buildings, hotels and apartment
  complexes. The major megacorporations have built
  their various arcologies and other financial develop-
  ments. Among the companies who have offices here
  are DF Productions, Gunkoku Heavy Industries and
  the Jinsei Corporation. These towering complexes rise
  above the surrounding structures and can easily be seen
  from most points in Neo York.
  Bayonne
  Located between Jersey City and Staten Island,
  Bayonne is a heavily industrialized region, marked by
  numerous factories and large tracts of warehouses.
  Bayonne’s eastern coast bristles with shipping piers,
  including a large UNA naval terminal. In general, the
  area is noted for being run-down, with many aban-
  doned buildings, and is heavily populated by street
  gangs.
  The Bronx
  A teeming sea of lower-income housing, the Bronx
  is only marginally patrolled by the NYPD Inc. and is
  subject to frequent bouts of gang violence. The east-
  ern edge of the Bronx is marked by extensive dock-
  yards and run-down, turn-of-the-century warehous-
  ing districts. Directly to the south is Ryker’s Island, lo-
  cated in the middle of the East River. This island con-
  tains Ryker’s Island Penitentiary, a high-security prison
  noted for rampant overcrowding and brutal condi-
  tions.
  Central Park
  The entire park is surrounded by towering hotels
  and apartment buildings, most of which exceed 40 sto-
  ries in height. These buildings try to be as self-suffi-
  cient as possible, and the lower stories contain many
  shops, restaurants, athletic and entertainment facili-
  ties, and the like for the use by residents. Covered walk-
  ways connect the various buildings well above street
  level. The southern half of Central Park is covered by
  a sequence of domes housing the WinterGreen
  BioSphere. This structure contains extensive hydro-
  ponic agricultural facilities and supplies fresh, luxury
  food items to much of the surrounding area.
  Harlem
  Formerly a low-income slum, Harlem has under-
  gone extensive renovation in the last decade and is now
  almost totally overtaken by corporate housing devel-
  opments. These buildings are uniformly drab and fea-
  tureless, standing ten to fifteen stories in height; each
  building houses upwards of 3,500 people. The assorted
  complexes are connected directly to the southern tip
  of Neo York by several centrally located monorail lines.
  Jersey City
  This district is Neo York’s other major industrial
  region. There are a large number of corporate manu-
  facturing centers here, as well as shipyard facilities,
  shipping warehouses, and extensive lower-income
  housing. The northern edges of Jersey City are more
  inviting, however, with several condominium com-
  plexes populated almost exclusively by middle-class
  corporate executives.
  Long Island
  Located beyond the Brooklyn and Queens Zero
  Zone, this is where many corporate executives have
  their estates. Many large mansions are set among the
  extensive woodlands, surrounded by high walls and
  heavily guarded by both corporate security forces and
  elements of the NYPD Inc. Access to this area is strictly
  from the air, and most homes have a VTOL landing
  pad. The rest of Long Island consists of numerous resi-
  dential districts, recreational areas and small commer-
  cial centers. To protect this area from roving gangs and
  marauders from the Neo York Zero Zone, a series of
  fences have been erected, backed by minefields and
  watchtowers.
  Mt. Vernon
  An upper-middle-class enclave, Mt. Vernon prides
  itself on its low crime rate, clean streets and outstand-
  ing schools. So far, this district has resisted any attempts
  by several developers to build lower income develop-
  ments, and has contracted with the NYPD Inc. for ex-
  tensive patrols along the Bronx border.
  New Rochelle
  Located north of Manhattan along Long Island
  Sound, New Rochelle is a haven for the upper-middle
  class and many young corporate executives. Waterfront
  properties are especially prized, and many develop-
  ments have private security forces to ensure the safety
  of their residents.
  Staten Island
  This island is a heavy industrial zone, containing
  numerous manufacturing facilities as well as research
  and development centers. The rest of the land is taken
  up by innumerable residential high rises and low-in-
  come housing. Staten Island’s skyline is dominated by
  the immense corporate arcology of the R. Scott Foun-
  dation, as well as the somewhat smaller Mitsumi Tech-
  nology arcology. Both companies maintain extensive
  facilities for the manufacture, development and dis-
  tribution of commercial synthetics.
  
  74
  Yonkers
  This district is populated by a broad mix of
  middle-class residents, along with some minor indus-
  trial sites and small corporate centers. The district’s
  economy is sound, and the area is relatively crime free.
  The Zero Zone
  Composed of the boroughs of Brooklyn and
  Queens, these districts have been cut off from the rest
  of Neo York for the past 20 years. At the moment, there
  is no firm plans to reintegrate the area back into the
  city proper. One possible solution is to offer the land
  at cut-rate prices to interested corporate developers.
  For further information on the Neo York Zero Zone,
  see below.
  Inside an Arcology
  Arcologies are designed to be totally self-sufficient;
  each is a little city of its own. The ground floor of each
  arcology is usually given over to numerous corporate
  stores, recreational facilities and mass transit stations,
  while the upper levels house apartments, offices and
  manufacturing facilities. Status in the corporate struc-
  ture can often be determined by the location of one’s
  residence in the corporate arcology. The higher one’s
  status, the closer to the top floors one is stationed.
  In order to supply the needs of its residents, all
  arcologies have huge basement structures, extending
  for many levels below the building itself. These assorted
  sub-levels house such things as the primary and sev-
  eral back-up power plants, sewage treatment plants
  designed to reclaim organic waste for use in the
  arcology’s internal gardens, water processing to clean
  the incoming water, storage tanks for various fuels and
  water, as well as environmental processing, mainte-
  nance facilities and several levels of parking.
  The most important concern in an arcology is that
  of environmental control. There are water tanks lo-
  cated all through an arcology; it is much simpler to
  pump the water up to the desired level and then use a
  gravity feed to produce the desired pressure in the sys-
  tem. Air treatment and processing is handled by mul-
  tiple systems as well. A primary air quality processor is
  located in a central area, cleaning and sterilizing the
  air before distributing to numerous feeder stations.
  Many arcologies utilize large green rooms to further
  clean and freshen the building’s oxygen supply.
  The final environmental concern for an arcology
  is that of maintaining a constant temperature. Cities
  are notorious heat sources, and in the sealed internal
  environment of an arcology the problem is even worse.
  For many arcologies, the solution is to pump outside
  water over a heat sink located near the primary air
  quality processor. This water is then piped out of the
  building, carrying the waste heat with it.
  Corporations
  DF Productions
  One of UNA’s largest entertainment providers, DF
  Productions is consistently found in the top ranks of
  television programming popularity ratings. They are
  noted for producing a number of ultra-violent sports
  shows, including “Lace and Steel,” “Maim TV” and
  “Crash TV.”
  Graves Electronics Corporation
  Maker of fine electronic devices, GEC is a noted
  producer of CD players, chip players, radios, televi-
  sions and assorted simsense devices. Although not a
  large company, their quality is exceptional.
  Gunkoku Heavy Industries
  This Japanese manufacturing firm produces a
  wide range of industrial products. A sampling of their
  output includes aerospace vehicles, commercial ve-
  hicles, mecha, military vehicles and powered armor
  suits. They have offices in numerous cities, as well as
  several manufacturing and production arcologies
  around the world.
  Jinsei Corporation
  One of the largest megacorporations in existence,
  Jinsei has built corporate arcologies around the world,
  including in London, MegaTokyo, Moscow, Neo York,
  Neu Berlin and Sydney. Jinsei produces a highly diver-
  sified line of products including aircraft, commercial
  and military cyberdroids, commercial vehicles, satel-
  lite systems and space-capable vehicles.
  Noted for its ruthless and highly competitive man-
  ner, the Jinsei Corporation has shown itself willing to
  go to extreme lengths to retain its dominance in the
  corporate world. Jinsei employs a large number of cor-
  porate spies and mercenaries whose sole purpose seems
  to be keeping their own employees in line and under
  control. Similar forces are used to keep tabs on their
  competitors and, if needed, act against them. These
  actions include datasteals, extractions, assassinations
  and open assaults. It is a known fact that most high
  level officials who choose to leave the Jinsei Corpora-
  tion often have tragic “accidents” soon afterwards.
  Mitsumi Technologies
  Based in Osaka, Mitsumi is one of the leaders in
  the field of synthetic design and production. Produc-
  ers of the famous Lynx and Puma Class Security Syn-
  thetics, Mitsumi also makes similar, less exotic models
  for more covert security needs. The company is also a
  leader in bioware research and design, and is respon-
  sible for a number of advances in the field of organ
  cloning and transplanting.
  
  75
  Poseidon Interactive
  Poseidon is one of the major players in the realm
  of simulated sensory environment games and devices.
  They design and build a wide variety of simsense en-
  tertainment chips, players and recorders. Recently,
  however, Poseidon has been plagued by a string of de-
  fective systems and programs, hurting their market
  share considerably. This spate of defective systems is
  the result of industrial sabotage instigated by Temple,
  a Lynx designed to be inserted in Poseidon’s corporate
  structure in order to allow her to wreck havoc on
  Poseidon’s computer systems. See Temple in the char-
  acter section for more information.
  Shiraishi Corporation
  Founded in 1995 by Isamu Shiraishi of Kashiwa
  Japan, this company is one of the leaders in the field of
  powdered metals, composite materials, and carbon-
  graphite based products. Their success in the field of
  powdered metals, a popular raw material due to ease
  of transport and workability, has allowed them to ex-
  pand their horizons to include certain forms of low-
  earth orbit manufacturing, including certain forms of
  crystals used to make optical computer chips.
  R. Scott Foundation
  Headquartered in Neo York, the R. Scott Founda-
  tion is noted for their line of Escort and Pleasure Syn-
  thetics, which have been designed to the most exact-
  ing of specifications. R. Scott’s driving philosophy is
  “As human as human can be,” and this idea contrib-
  utes directly to its success in the highly competitive
  synthetic market. Aside from humanoid synthetics, R.
  Scott also makes genetically engineered specialized
  animals for industrial and scientific use, as well as cre-
  ating various forms of cyberware for the military and
  security markets.
  Woo Yun-Fat Armaments
  Based in the tumultuous city-state of Hong Kong,
  Woo Yun-Fat Armaments manufactures a wide vari-
  ety of military and paramilitary weapons ranging from
  submachine guns to assault rifles to man-portable
  rocket launchers. Although their products aren’t com-
  monly found in North America, they are very popular
  all around the eastern Pacific Rim.
  Zuchert A.G.
  This company is based in Germany and is one of
  Europe’s top megacorporations. Primarily producers
  of industrial products, Zuchert A.G. is heavily involved
  in the steel industry as well as the manufacture of com-
  posite materials used in space applications. They are
  also Europe’s major producer of construction equip-
  ment including a variety of heavy-lift mecha.
  Neo York Police
  Department
  Incorporated
  History
  During the turbulent aftermath of the Second
  Civil War, New York found itself flooded with refu-
  gees fleeing the fighting further south. Faced with a
  seemingly insurmountable city debt and insufficient
  civic resources to deal with the problem, the city gov-
  ernment took several drastic measures. The first was
  to declare the boroughs of Brooklyn and Queens Zero
  Zones, to be no longer serviced by the city’s police or
  fire and rescue departments. The second measure was
  the privatization of the New York Police Department.
  In an effort to produce much-needed revenue, it was
  decided that the public would be charged for the right
  to police protection, just like any other civic service.
  Creating the Neo York Police Department Incor-
  porated was a measure that caused a great deal of dis-
  sension, both among the police and members of the
  city government. The rational behind the incorpora-
  tion of the police department was simple; with the ris-
  ing levels of violence in certain city districts the police
  were out-numbered and outgunned. It was decided
  that if people wanted proper police protection, they
  were to be charged for that privilege. It was economi-
  cally impossible to handle the matter any other way.
  Initially, the decision resulted in a reduced police
  force, as some officers quit the force in disgust over
  what seemed to be a breach of law enforcement ethics.
  The officers were quickly replaced however, with new
  personnel, most of who were recruited from other se-
  curity firms or military police veterans. This recruit-
  ment procedure led to a large numbers of somewhat
  poorly trained officers on the streets, a situation that
  quickly led to the current NYPD Inc. reputation as an
  organization rife with corruption and noted for ex-
  treme and brutal law enforcement measures.
  Organization
  The Neo York Police Department Incorporated is
  directly responsible for patrolling the various districts
  that comprise the city of Neo York. Within this area
  they have rather broad law enforcement powers, in
  which the policy of crime prevention is considered
  paramount. Thus, the NYPD Inc. no longer has to
  worry about such 20th century police procedures as
  reading a suspect their rights, obtaining search war-
  rants, or proving probable cause before making an ar-
  rest. Although the NYPD Inc. patrols all of Neo York,
  protection in particular districts is still on a per-con-
  tract basis. Usually, a housing complex or apartment
  building will set up an agreement with the NYPD Inc.,
  and supply its residents with an authorization num-
  ber to be used in case of emergencies. This arrange-
  ment is best summed up by the NYPD’s own motto:
  “We protect those we serve.” Certain corporate devel-
  
  76
  opments, such as the larger arcologies, have their own
  law enforcement units and do not utilize the NYPD
  Inc. for protection. In many cases, the larger hotels,
  apartment complexes and office developments will
  utilize private security firms in addition to having
  NYPD Inc. contracts to ensure resident and employee
  protection.
  The NYPD Inc. divides its forces into four basic
  divisions: patrol, investigative, SWAT and the mecha-
  equipped Armored Troopers.
  Patrol
  This division consists of the NYPD’s foot (or
  “beat”) officers, highway patrol, air control officers and
  harbor police. This division is directly responsible for
  crime prevention throughout the city, and actively
  patrol their assigned precincts in an effort to deter any
  potential criminal activity. Foot patrolmen are usually
  found in the densely populated districts of Manhat-
  tan and the Bronx. The highway patrol is responsible
  for covering the network of superhighways that snake
  their way in and around Neo York, while air control
  officers utilize small helicopters to make patrols from
  the air. The harbor police watch over the numerous
  waterways that border Neo York.
  Investigative
  The Investigative division is made up of many
  smaller departments, covering such duties as computer
  security, controlled substance enforcement, homicide,
  organized crime and vice crimes. Among the items that
  fall under the jurisdiction of the controlled substance
  department are many synthetic “designer” drugs,
  simsense chips, and better-than-life chips. Drugs such
  as cocaine and marijuana are no longer illegal in the
  UNA.
  SWAT
  SWAT (Special Weapons and Tactics) teams are
  responsible for handling any occurrence that requires
  the use of extreme firepower. They are most often used
  in hostage situations, and the police regularly draw
  snipers from SWAT for a variety of missions.
  Armored Troopers
  Officers in this division pilot several types of po-
  lice mecha, acting as assault troops, providing heavy
  firepower, or acting as emergency backup, depending
  upon the situation.
  Equipment
  In general, the average NYPD, Inc. patrol officer
  is armed with a Colt Mark VI, and wears either an
  armorcloth Jacket or Vest. Highway patrol officers usu-
  ally use the armorcloth Lined Vest. Investigative offic-
  ers can wear whatever type of personal body armor
  they prefer, and are free to choose their own firearms.
  SWAT teams usually wear Medium Security Armor and
  a helmet, and carry a broad range of weapons, includ-
  ing the Colt Mark VI pistol, H&K MP2000 submachine
  guns, the Styer ACR, and several types of combat shot-
  guns. Aside from weapons and armor, officers carry a
  number of standard items of equipment, including a
  nightstick or tonfa, communications unit, restraints
  (both metal handcuffs and plastic “zip strips”), and a
  flashlight. This will be supplemented by other, special-
  ized gear as the need arises.
  Typical  NYPD Inc. Officer
    Val
  CHA
  Cost
  Roll Notes
     13
  STR
  3
  12- 150kg; 2½d6 [1]
     14
  DEX
  12
  12- OCV: 5/DCV: 5
     13
  CON
  6
  12-
     10
  BODY
  0
  11-
     13
  INT
  3
  12- PER Roll: 13-
     11
  EGO
  2
  11- ECV: 4
     13
  PRE
  3
  12- PRE Attack: 2½d6
     10
  COM
  0
  11-
      4
  PD
  1
  Total: 8 PD
      3
  ED
  0
  Total: 7 ED
      3
  SPD
  16
  Phases: 4, 8, 12
      6
  REC
  0
     26
  END
  0
     24
  STUN
  0
  Total Characteristics Cost: 46
  Movement:
  Running: 6"/12"
  Powers & Skills
  Combat Training
  Combat Skill Levels: 1Level with Pistols and Shotguns
  (3)
  Combat and Police Skills
  Bureaucratics 12- (3)
  Combat Driving 12- (3)
  KS: Criminal Law and Procedure 11- (2)
  PS: Police Officer 11- (2)
  Streetwise 12- (3)
  WF: Nightstick/Tonfa, Small Arms (3)
  Background Skills
  AK: Neo York 11- (2)
  Police Perks
  Perk: Local Police Powers (2)
  Perk: Weapon Permit (1)
  Total Powers & Skills Cost: 24
  Total Character Cost: 70
  Disadvantages: 25+
  Watched by:
  NYPD, Inc., more powerful, NCI 11- (10)
  Psychological Limitation
  Sense of duty, common, moderate (10)
  Distinctive Features
  Neo York cop, easily concealable (5)
  Bonuses
  Police Officer package (3)
  NPC Bonus (17)
  Total Disadvantage Points: 70
  Listed below is the standard equipment carried
  by the average NYPD, Inc. officer. other equipment is
  possible depending on need.
  NYPD, Inc. Equipment:
  Colt Mark VI: 1½d6 RKA, +1 Stun Multiple, +1 OCV,
  OAF, 16 Shots (19)
  Armorcloth Jacket: Armor +4 PD, +4 ED, ½ Value vs.
  cutting/energy attacks (-¼), Covers hit
  locations 7-12, IIF, Real Armor (4)
  
  77
  Game Masters
  may wonder
  where exactly one
  can expect to find
  many of the
  characters found
  in this book. The
  following list gives
  a rough break-
  down of which
  section of the
  Zone a particular
  character is
  known to
  frequent.
  Zone City (or
  Zone Central)
     Angelkiller
     Hiroko O’Hara
     Ryder
  Bartertown
     Brais
     Tetsutenshi
  Darkside
     Jetsemany
     Payne
    Tetsutenshi
  Pleasure Center
     Dawn
     Hiroko O’Hara
     Jetsemany
     Shion
       (specifically
      The Living End)
     Ryder
  Southside
     Ran
     The Wastes
     Brais
      Payne
     Ryder
     Tetsutenshi
  The Neo York Zero Zone
  Note that although the following material is pri-
  marily concerned with the Neo York Zero Zone, it can
  be applied to all Zero Zones.
  What is a Zero Zone?
  A Zero Zone is an area that has been designated
  as an area of “Zero Law Enforcement.” These areas are
  usually any troublesome section of a city that can be
  easily sealed off, and ignored. The most infamous Zero
  Zone is in Neo York. It was formed in 2010 and is lo-
  cated in what used to be the boroughs of Brooklyn
  and Queens. Other East Coast Zero Zones can be found
  in Atlantic City (usually regarded as the worst one in
  existence), and Washington (in what was once
  Anticostia). According to tri-vid shows, a Zero Zone is
  either a dark burnt-out hell filled with cannibals, mu-
  tants and sub-human gangers or a techno-dreamscape
  of bars, and nightclubs where everyone is either a full-
  chrome street samurai or a psychokinetic. The truth
  lies somewhere in between.
  Most Zero Zones were formed over a period of
  ten years, starting in 2007, soon after the nuclear de-
  struction of downtown Los Angeles. Many municipal
  police departments were converted to contract law
  enforcement, and many city governments were will-
  ing to ignore certain low-rent districts in favor of ex-
  tra enforcement in those areas with a higher tax base.
  Usually, a designated Zero Zone was supposed to be
  reclaimed “after things settle down.” Very few Zero
  Zones have received this treatment.
  Life in the Neo York Zero Zone
  Who Lives in a Zero Zone and Why?
  Zone residents come from all walks of life. Many
  are transients, refugees from CAS/UNA border
  squabbles, or other outbreaks of civil disorder, fleeing
  from any one of a number of intolerable situations.
  The average Zero Zone inhabitant has little or no
  money and lives in whatever empty set of rooms he or
  she has been able to find and hold on to. They own
  some clothing, a little bit of scavenged furniture, and
  whatever odds and ends they can find to make life a
  little easier.
  According to the federal government, Zero Zone
  inhabitants are those who have a “detrimental effect
  on society” or are “undesirable elements.” These “ele-
  ments” are usually the homeless, jobless, refugees, im-
  migrants, mentally challenged or other similar unfor-
  tunates. Zero Zones are also a popular destination for
  runaways, especially corporate teenagers who want to
  experience “how the other half lives”, or those that wish
  to avoid detection (such as police pursuit) or certain
  obligations (such as debts or marriage). Finally, a sig-
  nificant portion of Zero Zone residents are gang mem-
  bers or have connections to either the Mafia or Yakuza.
  How does one live?
  In the twenty years since its creation, the Neo York
  Zero Zone has formed into its own, separate society.
  There are no laws and no law enforcement, but there
  are certain unwritten rules. The most important Zone
  rule is that everyone minds their own affairs. The sec-
  ond rule is that certain bars and nightclubs are con-
  sidered neutral ground, safe for anyone to enter and
  conduct business.
  Most Zero Zone residents just try to survive. A
  fortunate few have jobs in Neo York or the surround-
  ing area. As for the rest, many make a living by strip-
  ping abandoned buildings in the Zone of anything use-
  ful such as pipes, wiring, doors, furniture, and so on.
  Others use vacant lots to grow crops (corn, beans, and
  tomatoes are common) while others raise livestock
  (chickens, rabbits and pigs). Finally, others barter their
  services; carpenters, electricians and mechanics are
  always in demand.
  For those who choose more questionable ways to
  make a living, the Zone has many options. Both the
  Mafia and the Yakuza are more than willing to recruit
  prospective new members from the Zone. They have
  found that Zone recruits tend to be desperate for at-
  tention of any sort and respond favorably to the pres-
  tige that comes from being even a low-level Mafia or
  Yakuza soldier. This reaction also takes the form of a
  higher degree of loyalty to the organization which re-
  cruited them. Others peddle to humanity’s more basic
  nature, selling drugs, simsense chips, guns and even
  themselves to any who can meet there price. Finally,
  there are those who have found employment in the
  Zone’s entertainment district. These people work as
  strippers, dancers, waiters (and waitresses), musicians
  and entertainers.
  Utilities in the Zone
  The Neo York Zero Zone is still connected to the
  local ConEdison powergrid, and it is possible to have
  lighting, heat and air conditioning. To connect to the
  grid, a user must have a system identification number
  (a.k.a. “SIN”) as well as a computer account that can
  be billed for services rendered. The grid is broken down
  into building-by-building designations to make it
  easier to set up accounts. Payment is automatically
  deducted from the user’s account. If insufficient funds
  are available, then the power is turned off to that ac-
  count. As can be expected, power piracy is a common
  problem. Also, grid maintenance is very spotty. If a
  portion of the grid goes down, it could be weeks or
  even months before a repair will be set made. Because
  of these problems, Zone residents have turned to a
  number of alternative fuel sources. These include so-
  lar panels, wind turbines (found on most Zone roof-
  tops), oil or wood stoves, coal furnaces, and methane,
  methanol or ethanol generators.
  Clean drinking water is less accessible than power.
  There is some running water to the Zone, but it is very
  limited and rather unreliable. Water from the East River
  is undrinkable, contaminated by raw sewage, indus-
  trial pollutants and corporate arcology wastewater,
  
  78
  which produces immense algae blooms. Most residents
  use large roof-mounted collection tanks to store wa-
  ter. Naturally, water filters are highly sought after in
  the Zone.
  Business in the Zone
  The primary business district in the Zone is
  Bartertown, located along the East River, south of New-
  ton Creek. Most of the open air markets are found here,
  as well as a few stores, complete with checkout counters.
  Just to the north and west of Bartertown is the Plea-
  sure Center, where the Zone’s (in)famous nightclubs,
  bars, and strip joints are found. The most notable of
  all is The Living End, located at the intersection of
  Humboldt and Greenpoint. The Living End is where
  everyone who is anyone goes to see, and be seen. This
  is the place where all of the big Zone bands play. Even
  Neo York corporate sararimen will attend when these
  shows are announced.
  Crime in the Zone
  Both the Mafia and Yakuza are heavily involved
  in Zone life. The Zone provides a convenient place to
  hide members wanted by the authorities, a place to
  store goods until needed, and a talent pool from which
  to recruit new members.
  The usual methods of income for these groups is
  not a feasible proposition in the Zone as there is no
  ready supply of cash to make such things as protec-
  tion rackets, numbers running or loan sharking prof-
  itable. Instead, they concentrate on such activities as
  prostitution, gun smuggling, drug smuggling, chip
  dealing, gambling, and similar vice-related crimes. The
  Yakuza even operates a number of stores selling food,
  household goods and other necessities needed for ev-
  eryday life.
  The Mafia and Yakuza are not the only syndicates
  to be found in the Zone. There are Chinese Tongs, Ja-
  maican Posses, and numerous smaller street gangs.
  Most make their money smuggling drugs or guns, or
  engaging in a variety of vice activities.
  Zero Zones being what they are, they have become
  a haven for certain horror industries. These include
  organlegging operations, better-than-life simsense stu-
  dios (including some that manufacture “snuff” films,
  where the person being recorded dies in the course of
  the filming), slaving operations (especially in young
  women, who are shipped to other countries or to cor-
  porate arcologies), and live hunts (where heavily armed
  “sportsmen” track down and kill assorted Zone inhab-
  itants). This last form of “sport” seems to occur rather
  often in the Atlantic City Zero Zone.
  Layout of the Neo York Zero Zone
  The Neo York Zero Zone is composed of the bor-
  oughs of Brooklyn, and Queens, ending on its east-
  ward side at Island Parkway. All bridges and subway
  tunnels linking Manhattan and other parts of Neo York
  to the Zero Zone have been sealed off or cut. The
  Williamsburg Bridge is the only usable bridge left
  standing between Manhattan and the Zone. This
  bridge is heavily guarded on the Zone side. Entrance
  to the Zone is simple: one can just walk in. Attempting
  to re-enter Neo York can only be accomplished after a
  thorough inspection conducted by elements of the
  NYPD, Inc.
  The Neo York Zero Zone has been divided into
  several sections based on such factors as general popu-
  lation and purpose. These sections are as follows:
  Zone City (or Zone Central)
  Formally known as Long Island City, this is where
  the majority of the population of the Zone lives. Its
  borders are formed by the intersections of Highways
  496 and 278 and Grand Central Parkway.
  Bartertown
  This is where most Zone residents meet to buy,
  sell and trade goods and services. It lies to the south of
  Zone City near Newton Creek.
  Darkside
  Located near Brooklyn Heights, Darkside lies just
  southeast of the Manhattan  and Brooklyn Bridges. It
  is so named because a line of ten-plus story apartment
  complexes that block off the city lights of Neo York at
  night. Darkside is also well known as the haunt of
  organleggers and chop shops. Where one can get  ille-
  gal cyberware of highly questionable origin. Where you
  can buy (or capture) slaves. Where one goes to dispose
  of bodies. It is the home of the truly desperate and
  destitute and is the perfect place to hire those who have
  no scruples what so ever.
  Pleasure Center (Entertainment District)
  Located between Bartertown and Zone Central,
  this is where one finds most of the Zone’s bars, night-
  clubs and strip joints. This is the only place in the Zone
  that has reliable power. The Zone’s most famous land-
  mark, The Living End, is found here.
  Southside
  Referring to southern Brooklyn, Southside is
  avoided by most Zone residents, as this is where the
  psychokinetic Ran is rumored to live. Only those who
  are very brave or very foolish (or both) venture far into
  this area.
  The Wastes
  This is everything east of Zone Central. The Wastes
  are mostly uninhabited, except by scattered gangs and
  loners. The miles of abandoned stores and homes pro-
  vide a steady supply of raw materials for those who
  live in the western end of the Zone.
  
  79
  Kazei Five
  Purpose
  Kazei Five is a covert police force secretly created
  by the government of United North America to com-
  bat a wide variety of criminal activities, especially those
  that are sponsored by megacorporations. The govern-
  ment desired to create a team with no direct federal
  connections that would be able to operate on its own,
  without being hampered by government regulations.
  To further this end, a number of agents have been re-
  cruited, and asked to help “protect those who cannot
  protect themselves” without being told exactly who
  their employer is. So far, the team has been successful
  in their mission.
  In general, Kazei Five acts as a “shadow” or “black
  ops” team. Many other organizations, be they the lo-
  cal police, corporate security teams, or even other fed-
  eral law enforcement groups are unaware that Kazei
  Five even exists. If a group does know of their exist-
  ence, it is unlikely that the team’s exact motives (or
  their link to the UNA government) will be known.
  Kazei Five prefers to be an enigma to other organiza-
  tions and agencies. In general, most people think that
  Kazei Five is just another mercenary unit (abet one
  with a strange agenda), this misconception suits the
  people of Kazei Five just fine.
  Goals
  Kazei Five’s purpose is to “protect those who can-
  not protect themselves”. This is a rather open-ended
  mission objective that can be interpreted in a variety
  of ways. In general, the team is sent on anti-terrorist
  missions, counter espionage missions (against foreign
  agencies or organizations) and investigates corporate
  espionage (or terrorist) cases. They also patrol the
  Zone, investigating such activities as organlegging,
  drug and gun smuggling, and slavery operations. They
  also try and quell excessive gang activities as well as
  keep tabs on the actions of the Zone’s numerous orga-
  nized crime factions. In general, Kazei Five looks into
  just about any aspect of corporate (and other) crimes
  that the NYPD, Inc. (or other law agencies) can’t or
  won’t touch.
  In general, Kazei Five’s desire is to capture crimi-
  nals for trial. They are under orders to arrest people,
  not terminate them out of hand. Captured suspects
  are to be handed over to the Federal Government, to
  vanish into the UNA prison system. This aspect of the
  organization may prove disturbing to some.
  In the long run, Kazei Five’s goal is to reduce the
  excesses of the corporate world. This is highly unlikely,
  a fact many field operatives soon come to recognize.
  Still, it’s hoped that field operatives recruited into Kazei
  Five will want to do something positive, rather than
  sit idly by and allow the world to continue on its present
  course. Kazei Five’s secondary goal is to make the Neo
  York Zero Zone livable again. This goal has a much
  greater chance of being realized and is a popular one
  with many field operatives.
  In the author’s
  campaign, the
  following
  characters
  (found in the
  Character
  section of this
  book) com-
  prised the Kazei
  Five team:
  Blade
  Carlos Jagger
  Doc
  Kenji Izuhara
  Ryan S. Mckee
  TakedaJohnson
  and
  Temple
  (Note: Temple
  was a GM PC).
  Organization
  The Kazei Five team is based on Governor’s Is-
  land, located to the south of Manhattan Island. A num-
  ber of buildings dot the island, including a primary
  residence hall, shooting range, urban combat simula-
  tor, a small airfield and a vehicle hangar. Within the
  residence hall are private apartments for all agents, a
  briefing auditorium, a medical center, research labo-
  ratories, exercise rooms, a dining hall, an armory and
  so on. The actual number of personnel associated with
  the organization is very small. Aside from a handful of
  field agents (in other words, the Player Characters),
  Kazei Five numbers perhaps no more than 50 people.
  Kazei Five’s organizational structure is very loose.
  Believing that any sort of rigid chain of command
  would only interfere with the team’s operations, the
  UNA hasn’t established any. The director of the Kazei
  Five team is a man the recruited operatives know only
  as “Avatar.” As director, Avatar recruits new agents, ac-
  quires needed equipment and briefs the team on up-
  coming missions. Actual team hierarchy is left to the
  operatives themselves.
  People
  Kazei Five field operatives are recruited from a
  wide range of candidates. Those with law enforcement
  experience are preferred, as well as former corporate
  operatives and military personnel. About the only re-
  quirements for recruitment are that the potential op-
  erative be reasonably stable psychologically and be
  compatible with the team’s stated goals.
  Once recruited into Kazei Five, all new operatives
  undergo a short training period. Since most recruited
  operatives already have extensive combat experience,
  this training period only lasts about four weeks. Addi-
  tional training is often of the ‘on the job’ variety. Once
  this training period is over, the operative gains the fol-
  lowing skills and disadvantages:
  KAZEI FIVE OPERATIVE
  PACKAGE DEAL
     Skills & Talents
  Cost
  Perk Kazei Five member
     1
  Contact: Avatar 11-
     2
  Language: Kazei Five Battle Codes
     1
  WF: Small Arms
     2
     Disadvantages
  Distinctive Feature: White belt
    -5
   Package Cost
     1
  The Kazei Five Perk represents the fact that Ava-
  tar supplies the characters with a base of operations,
  medical services, financial support and assorted codes
  and passes that allow them to operate more efficiently
  in the city. The White Belt Distinctive Feature is be-
  cause all members of the Kazei Five team are required
  to incorporate a white belt into their costume and/or
  uniform. It’s the only required recognizable badge of
  office that all operatives are required to wear.
  
  80
  Kazei Five Support Personnel
  Avatar
  Avatar is the highly mysterious director of Kazei
  Five. He only speaks to the team via video screens, ap-
  pearing as a computer-generated image of a tall, broad-
  shouldered man with bronze skin, golden hair and a
  dark red metallic mesh suit. There is some specula-
  tion among Kazei Five operatives as to Avatar’s real
  identity Some believe that Avatar may not be a “he,”
  but is an “it,” an advanced artificial intelligence using
  the team to further its own ends. Others have stated
  that the Avatar image is just a front for a committee,
  and that no one person is Avatar.
  When meeting with his operatives, Avatar is al-
  ways polite, speaking in carefully measured tones. He
  keeps his meetings brief and to the point, preferring
  to let his operatives handle their assigned missions in
  their own way. On the other hand, Avatar does expect
  results. He wishes to see the law enforced and crimi-
  nals of all types brought to justice. This desire does
  not give his operatives free reign to do as they please.
  Avatar does not condone his operatives breaking the
  law themselves, committing mass slaughter or tortur-
  ing suspects. To him, the ends do not justify the means.
  Charley
    Val
  CHA
  Cost
  Roll Notes
      8
  STR
  -2
  11- 75kg; 1½ d6 [1]
     11
  DEX
  3
  11- OCV: 3/DCV: 3
     10
  CON
  0
  11-
     10
  BODY
  0
  11-
     23
  INT
  13
  14- PER Roll 14-
     18
  EGO
  16
  13- ECV: 6
     13
  PRE
  3
  11- PRE Attack: 2½d6
     10
  COM
  0
  11-
      2
  PD
  0
  Total: 2 PD
      2
  ED
  0
  Total: 2 ED
      2
  SPD
  -1
  Phases: 6, 12
      4
  REC
  0
     20
  END
  0
     19
  STUN
  0
  Total Characteristics Cost: 32
  Movement:
  Running: 6"/12"
  Powers & Skills
  Implanted Cyberware
  Datajack: +1 with all computer related skills (such as
  Computer Programming), Requires accessible
  datacable (-½), Requires DNI capable
  computer (-0), Cybersystem (-¼) (3)
  Doctor Skills:
  Perk: Licensed Doctor (1)
  Conversation 12- (3)
  KS: Medicine 14- (3)
  KS: Psychokinetics 14- (3)
  Paramedic 14- (3)
  PS: Doctor 14- (3)
  Scientist (3)
  SC: Biology 14- (2)
  SC: Genetics 14- (2)
  SC: Psychology 14- (2)
  Background Skills:
  Contact: Avatar 11- (2)
  English, native (0)
  WF: Pistol (1)
  Total Powers & Skills Cost: 31
  Total Character Cost: 63
  Disadvantages: 25+
  Age
  40+ (5)
  Physical Limitation
  No sense of humor (5)
  Psychological Limitations
  Emotionless, dedicated to her work (15)
  Doesn’t consider psychokinetics “real” people (10)
  Experience: (3)
  Total Disadvantage Points: 63
  Notes: Charley (obviously a code name) is Kazei Five’s
  psychokinetic expert. She holds a doctor’s degree from
  Johns Hopkins in psychokinetic research and is an ex-
  pert on esper powers (how they work, what sort of
  powers exist, how to detect them, etc.) Charley has
  spent most of her medical career researching the “how
  and why” of psychokinetic powers. Her attempts to
  unlock the secrets of such powers brought her to the
  attention of Avatar, who recruited her into his fledg-
  ling organization to act as an advisor. Charley wasted
  no time in accepted Avatar’s offer, recognizing a once-
  in-a-lifetime chance to work with cutting edge tech-
  nology and to examine unique espers and
  psychokinetics.
  Charley is a woman totally devoted to her work.
  Her only real interests are her research; all other pur-
  suits are frivolous wastes of valuable time. She is ut-
  terly lacking anything resembling a sense of humor,
  and generally keeps to herself. An interesting aspect of
  her personality is her seeming refusal to recognize a
  psychokinetic as a person. Instead, Charley will often
  refer to a psychokinetic as “the subject,” even if that
  person is present.
  Charley is in her mid-forties, of average appear-
  ance with short brown hair and dark eyes. She usually
  dresses in conservative suits or utilitarian jumpsuits
  and is always carrying a datapad or her pocket com-
  puter.
  Campaign Use: Charley’s primary purposes is to act
  as a foil and information source for the Player Char-
  acters. She is meant to go against the anime stereotype
  of the highly attractive (and very capable) female char-
  acter.  While quite knowledgeable and efficient, Char-
  ley is also rather plain looking.
  When using Charley, Game Masters should re-
  member that she is cold, calculating and efficient. She
  considers personal interaction and involvement to be
  a waste of time, has no interest informing personal re-
  lationships and has difficulty understanding such ideas
  a “romance” and “friendship”. The Game Master may
  want to make this aspect of her personality the result
  of some form of psychosis (such as sociopathy). In gen-
  eral, she should be tolerated by most Kazei Five opera-
  tives, although a few may down right dislike her on
  general principles.
  Observant
  Game Masters
  may notice
  that several of
  the team’s
  agents have
  names that
  sound like
  code names.
  This is true.
  Originally,
  there were a
  number of
  agents
  associated
  with the team,
  all named
  after various
  ‘secret agents’
  found in
  movies and
  television.
  The Game
  Master should
  feel free to
  create
  additional
  agents using
  this naming
  convention.
  
  81
  Oscar
    Val
  CHA
  Cost
  Roll Notes
     10
  STR
  0
  11- 100kg; 2d6 [1]
     13
  DEX
  9
  12- OCV: 4 /DCV: 4
     10
  CON
  0
  11-
     10
  BODY
  0
  11-
     18
  INT
  8
  13- PER Roll 13-
     13
  EGO
  6
  12- ECV: 4
     13
  PRE
  3
  12- PRE Attack: 2½d6
     14
  COM
  2
  12-
      3
  PD
  1
  Total: 3 PD
      2
  ED
  0
  Total: 2 ED
      3
  SPD
  7
  Phases: 4, 8, 12
      4
  REC
  0
     20
  END
  0
     20
  STUN
  0
  Total Characteristics Cost: 36
  Movement:
  Running: 6"/12"
  Powers & Skills
  Combat Training:
  Martial Arts — Judo (11)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +1
  +3
  Block, Abort
  Escape
  +0
  +0
  25 STR vs. Grabs
  Takedown
  +1
  +1
  2d6 Strike; Target
     Falls
  Implanted Cyberware
  Datajack: +2 with all computer related skills (such as
  Computer Programming),Requires accessible
  datacable (-½), Requires DNI capable
  computer (-0),Cybersystem (-¼) (6)
  Corporate Investigator Skills:
  Bureaucratics 12- (3)
  Computer Programming 13- (3)
  Conversation 12- (3)
  Cryptography 13- (3)
  High Society 12- (3)
  KS: Corporate World 13- (3)
  KS: Finance 13- (3)
  KS: Politics 13- (3)
  Skill Level: +1 with all PRE Skills (3)
  Streetwise 12- (3)
  Systems Operation 13- (3)
  Background Skills:
  Contact: Avatar 11- (2)
  English, native (0)
  Japanese, fluent (2)
  WF: Pistols (1)
  Total Powers & Skills Cost: 55
  Total Character Cost: 91
  Disadvantages: 50+
  Psychological Limitations
  Open and honest, doesn’t like lies or deceitful actions
  (15)
  Wants to “give back” to society (10)
  Hunted by:
  R. Scott Foundation, more powerful, NCI, Mild, 8-
  (15)
  Experience: (1)
  Total Disadvantage Points: 91
  Notes: Oscar is Avatar’s other code-named opera-
  tive. He’s an expert on corporate activities and tries to
  keep abreast on “who’s-doing-what-to-whom” in Neo
  York. He spends most of his time accessing numerous
  databases and tracking various corporate activities.
  His expertise comes from his experiences as the
  child of a couple of upper level corporate managers.
  He spent his formative years working his way up the
  corporate structure, and the last several working his
  way out again after realizing that underneath it all the
  corporate world ran on greed and graft. He found that
  backstabbing your fellow workers was a way of life,
  and that who you knew was far more important than
  what you knew. Disgusted with the image of what he
  could become, Oscar turned his back on the corpo-
  rate way of life and never looked back.
  Oscar is a relatively young man, appearing to be
  in his early thirties. He has an athletic build, light brown
  hair and green eyes; he usually dresses in casual attire.
  Unlike Charley, Oscar has a fine sense of humor and
  an open and engaging personality.
  Tatsuya Sonoda
    Val
  CHA
  Cost
  Roll Notes
     25
  STR
  15
  14- 800kg; 5d6 [2]
     23
  DEX
  39
  14- OCV: 8/DCV: 8
     20
  CON
  20
  13-
     15
  BODY
  10
  12-
     15
  INT
  5
  12- PER Roll 14-
     17
  EGO
  14
  12- ECV: 6
     20
  PRE
  10
  13- PRE Attack: 4d6
     12
  COM
  1
  11-
     10
  PD
  5
  Total: PD 10
      8
  ED
  4
  Total: ED 8
     4/5
  SPD
  7
  Phases: 3, 5, 8, 10, 12
      9
  REC
  0
     40
  END
  0
     35
  STUN
  0
  Total Characteristics Cost: 130
  Movement:
  Running: 6"/12"
  Swimming: 2"/4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +4 with HTH (20)
  Combat Skill Levels: +2 with Combat (16)
  Martial Arts — Aikijutsu, Jujutsu, Karate, Taijutsu (49)
  Maneuver
  OCV
  DCV
  Damage
  Block/Redirect#*
  +1
  +3
  Block, Abort
  Disarm#$
  -1
  +1
  Disarm 35 STR
  Dodge*$%
  +0
  +5
  Dodge, Abort
  Escape*#
  +0
  +0
  40 STR vs. Grabs
  Hold*
  -1
  -1
  Grab Two Limbs,
     35 STR for
     holding on
  Knifehand$%
  -2
  +0
  ½d6 HKA (1d6+1
     w/STR)
  Legsweep#$
  +2
  -1
  6d6 Strike; Target
     Falls
  Punch/Snap Kick/
     Strike$#%
  +0
  +2
  7d6 Strike
  Side or Spin Kick/
     Kick$%
  -2
  +1
  9d6 Strike
  Strike*
  +1
  +3
  5d6 Strike
  Takedown*#%
  +1
  +1
  5d6 Strike; Target
     Falls
  Use Art with Blades, Chain and Rope Weapons, Karate
  Weapons, Polearms, Staff
  (* = Aikijutsu maneuver, # = Jujutsu maneuver,
   $ = Karate maneuver     % = Taijutsu maneuver)
  
  82
  For some genre
  examples of an
  organization like
  Kazei Five, the
  author recom-
  mends reading
  Masamune
  Shirow’s manga
  classic Ghost in
  the Shell. Other,
  similar, “uncon-
  ventional’ law
  enforcement
  groups would be
  the Tank Police
  from Dominion,
  the AD Police
  from Bubblegum
  Crisis, the
  Attacked
  Mystification
  Police from Silent
  Mobius and the
  Special Security
  Force from Angel
  Cop.
  Implanted Cyberware
  Speed Booster: Speed +1, Cybersystem (-˘) (8)
  Genetic Upgrade Powers
  Life Support: Immunity to Disease (3)
  Corporate Ninja Skills
  Perception Bonus: +2 with all perception (6)
  Acrobatics 14- (3)
  Breakfall 14- (3)
  Climbing 14- (3)
  Combat Sense 13- (5)
  Concealment 12- (3)
  Full Defense Maneuver (10)
  Demolitions 11- (3)
  Electronics 11- (3)
  Lockpicking 14- (3)
  Paramedic 12- (3)
  Security Systems 12- (3)
  Shadowing 13- (7)
  Streetwise 13- (3)
  Stealth 14- (3)
  Tactics 14- (7)
  TF: Ground Vehicles, Mecha (1)
  WF: Assault Cannons, Common Martial Arts Weap
  ons, Common Melee Weapons, Common Missile
  Weapons, Small Arms (9)
  Kazei Five Training
  Perk: Kazei Five Member (1)
  Contact: Avatar 13- (5)
  Kazei Five Battlecodes (1)
  Background Skills
  Perk: Concealed Weapon Permit (2)
  English, completely fluent (4)
  Japanese (native) (0)
  PS: Sensei 12- (3)
  Scholar (3)
  KS: Aikijutsu 12- (2)
  KS: Analyze Style 14- (4)
  KS: Jujutsu 12- (2)
  KS: Karate 12- (2)
  KS: Martial Arts and Martial World 14- (4)
  KS: Taijutsu 12- (2)
  KS: Weapons 14- (4)
  Total Powers & Skills Cost: 213
  Total Character Cost: 343
  Disadvantages: 100+
  Distinctive Features
  Scar across face (5)
  Hunted by
  Former Employers, more powerful, NCI, 8- (15)
  Enhanced Characteristic Maxima (5)
  Psychological Limitations
  Believes in results, the end justifies the means  (20)
  Oath of Loyalty to Avatar (20)
  Perfectionist, always trying to do things “better” (10)
  Rivalry with:
  Other corporate operatives (professional) (5)
  Watched by
  Avatar, more powerful, NCI, 14- (15)
  Experience (148)
  Total Disadvantage Points: 343
  Background/History: Tatsuya Sonoda is almost as big
  a mystery as Avatar. His genetic upgrading, martial skill
  and infiltration training point at his being a former
  corporate operative, but specific details are unknown.
  Currently, he is Avatar’s personal agent, dealing with
  possible recruits and acting as a go-between between
  Avatar and his operatives. Tatsuya is also Kazei Five’s
  combat trainer, instructing team members in hand-
  to-hand combat techniques as well as group tactics.
  Personality/Motivation: Quiet and restrained, Tatsuya
  seems to be almost emotionless. He is driven to achieve
  perfection, and is constantly pushing both himself and
  the other operatives to their limits. In many ways this
  attitude makes him come across as some form of ma-
  chine. Attempts by other operatives to provoke some
  sort of emotional response during one of Tatsuya’s
  training sessions usually result in the hated statement
  of “Again, from the top!” A further aspect of this ide-
  ology is that Tatsuya believes that only results matter,
  and that one can and should do anything possible to
  achieve the desired result. It is highly likely that this
  attitude is why Avatar keeps Tatsuya from being an
  active participant in team missions.
  Quote: “Too slow! You can easily shave 30 seconds off
  your time. Again! From the top!”
  Powers/Tactics: Tatsuya is a master of unarmed com-
  bat, trained in a number of Japanese fighting arts. He
  is also proficient with a wide variety of weapons.
  Tatsuya is also a genetic upgrade, and is significantly
  stronger, faster and tougher than an unmodified hu-
  man. This, coupled with his unparalleled hand-to-
  hand fighting skill, allows him to go toe-to-toe with
  full-body cyborgs and hold his own.
  When engaged in combat, Tatsuya prefers to let
  his opponents defeat themselves. He will only engage
  the target under his own terms, and tries to avoid be-
  ing forced into an unwanted confrontation. If possible,
  Tatsuya will strike from range, cutting down as many
  of the opposition as possible before enter into close
  combat. Tatsuya will not hesitate to use extreme mea-
  sures to achieve his objective.
  Appearance: Tatsuya is of obvious Asian ancestry,
  standing about six feet tall with a well-muscled frame,
  tanned skin and thick black hair. He has a long thin
  scar that cuts across his forehead, the bridge of his nose
  and under his right eye. Tatsuya usually dresses in
  simple paramilitary fatigues or a gi.
  Campaign Use: Tatsuya is meant to be Avatar’s agent
  in the field. A former corporate “ninja” he is an expert
  at infiltration and assassination. As his Psychological
  Limitations show, Tatsuya was more than willing to
  do whatever was needed to get a job done, and was
  more than happy to destroy (or kill) whatever was in
  his way in order to complete a job. At some point he
  was contacted by Avatar, who offered him a way out of
  his dead end lifestyle. Tatsuya, realizing that his cur-
  rent lifestyle virtually ensured a violent and early death,
  agreed. Player Characters should soon learn that
  “Tatsuya Sonoda” is not his real name and that Tatsuya
  is very close-mouthed about his past.
  
  83
  Yoshiyuki Matthews
    Val
  CHA
  Cost
  Roll Notes
     10
  STR
  0
  11- 100kg; 2d6 [1]
     13
  DEX
  9
  12- OCV: 4/DCV: 4
     11
  CON
  2
  11-
     9
  BODY
  -2
  11-
     13
  INT
  3
  12- PER Roll 12-
     11
  EGO
  2
  11- ECV: 4
     10
  PRE
  0
  11- PRE Attack: 2d6
     12
  COM
  1
  11-
      3
  PD
  1
  Total: 3 PD
      3
  ED
  1
  Total: 3 ED
      2
  SPD
  -3
  Phases: 6, 12
      4
  REC
  0
     22
  END
  0
     20
  STUN
  0
  Total Characteristics Cost: 14
  Movement:
  Running: 6"/12"
  Powers & Skills
  Implanted Cyberware
  Datajack: +1 with all computer related skills (such as
  Computer Programming), Requires accessible
  datacable (-½), Requires DNI capable
  computer (-0), Cybersystem (-¼) (3)
  Mechanic Skills
  Combat Driving (3)
  Electronics (3)
  KS: Mecha 15- (6)
  KS: Vehicles 12- (3)
  Mechanics 12- (5)
  PS: Mechanic 11- (2)
  SC: Mechanical Engineering 11- (2)
  TF: Ground Vehicles, Mecha (3)
  Background Skills
  Contact: Avatar 11- (2)
  English, native (0)
  Japanese, fluent w/accent (3)
  Streetwise 11- (3)
  WF: Pistol (1)
  Total Powers & Skills Cost: 39
  Total Character Cost: 53
  Disadvantages: 25+
  Psychological Limitations
  Mecha freak; Loves to examine and tinker with
  vehicles and mecha of all sorts (15)
  Totally devoted to Temple (10)
  Experience: (3)
  Total Disadvantage Points: 53
  Notes: Yoshiyuki (a.k.a. “Yoshi”) is Kazei Five’s me-
  chanic and driver. He is an open and friendly sort, but
  at times acts a bit immature. He is the one Kazei Five
  operative that Player Characters will find in the Zone,
  as he likes to go there and visit the various night clubs.
  Its Yoshi’s job to service the team’s various vehicles —
  this includes several hovercraft, a dropship, mecha and
  a large armored cargo hauler (used for covert missions
  in the Zero Zone). Yoshi is a true and total gearhead,
  as well as a storehouse of knowledge on just about any-
  thing that moves. He tends to be possessive of “his”
  vehicles however (in other words, anything under his
  care) and certainly won’t appreciate and Player Char-
  acters (or anyone else for that matter) tinkering with
  any of the team’s vehicles.
  Yoshiyuki is a young man of mixed ancestry, with
  short black hair, approximately 23 years old. As can be
  expected from his job description, his usual mode of
  dress is grease-stained overalls. He has a datajack for
  communication with diagnostic computers. Since
  Temple’s arrival he has gone to great lengths to be as
  clean and neat as possible whenever she is around.
  Author's Note: In the author’s campaign, Yoshi became
  Temple’s lover. This situation brought mixed reactions
  from the Player Characters. Several thought that Yoshi
  was “using” Temple (since as a synthetic she couldn't
  say “no”), while others decided it was the other way
  around. Temple knew exactly what she was doing. It
  quickly became obvious that if Temple showed even
  the slightest interest in an article of clothing, Yoshi
  would but it for her. “Do you like my outfit? Yoshi
  bought it for me.” became a running gag throughout
  the campaign.
  Campaign and Gamemaster's Notes: Kazei Five is
  meant to be an unconventional sort of organization, a
  staple of many anime and manga. New recruits are
  contacted by Avatar, often through e-mail or a video
  interface set up by Tatsuya Sonoda. Once Avatar is sat-
  isfied that the new applicant is acceptable, he will then
  inform the other field operatives and allow them to
  discuss the matter. Afterwards, two or three field op-
  eratives are sent to meet with the possible new recruit.
  If they are satisfied with the results of the meeting, he’s
  in.
  New recruits are brought directly to the
  Governor’s Island base. There, they are shown their
  living quarters, given a tour of the base facilities and
  allowed to settle in. Afterwards, field operative train-
  ing begins. This includes hand-to-hand combat train-
  ing, firearms instruction and small unit tactics drills.
  Operatives with psychokinetic powers will be asked to
  demonstrate the nature of extent of their powers of
  evaluation by team leaders. Other training, in Secu-
  rity Systems, Lockpicking, Electronics and other rel-
  evant intrusion skills is possible.
  Getting on and off the island can be done in a
  variety of ways. The base has a few small boats, a heli-
  copter (or two), vector-thrust aircars, hovercraft and
  a large armored dropship (for missions over the Zone).
  Psychokinetic characters can usually fly or teleport to
  either downtown Manhattan or into the Zone.
  
  84
  Equipment
  Armor
  The most common form of defense in Kazei Five
  is physical body armor. Made from a number of dif-
  ferent materials, including Kevlar weaves, armored
  plastics and ceramics, armor comes in a variety of
  styles. Due to the nature of the anime genre, rules con-
  cerning mass and encumbrance are not used. Regard-
  less of what sort of armor anime characters wear, it
  never seems to slow them down! On the other hand,
  all of the armor listed has been created with the limi-
  tation of “Real Armor”, representing that the armor
  takes more than one phase to put on or take off, can
  get uncomfortable to wear in hot weather or for ex-
  tended periods, can interfere with swimming and so
  on.
    Armor Table
  Armor
  DEF
  Light Plastic
     1
  Acrylic Plastic
     2
  Leather
     2
  Synthleather
     2
  Armor Cloth, Light
     3
  Reflect
   +3 ED
  Armor Cloth, Medium
     4
  Fiberglass
     4
  Armor Cloth, Heavy
     5
  Resin Bonded Armor Cloth
     6
  Graphite Ceramic
     6
  Reflect, Heavy
   +6 ED
  Ceramic Bonded Armor Cloth    7
  Ceramic Plate Armor, Light
     8
  Ceramic Plate Armor, Medium    9
  Ceramic Plate Armor, Heavy
    10
  Armor Descriptions
  Light Plastic: A transparent lightweight polymer,
  usually used to make helmet visors and face plates.
  Often tinted to provide defense versus Flash Attacks.
  Acrylic Plastic: A stronger, more durable polymer,
  Acrylic is transparent as well. It is often used to make
  face plates and can be tinted.
  Leather: This is simple cowhide, treated and dyed
  before being sewn together into some form of cloth-
  ing. Although it provides some protection against
  knives and other melee weapons, it offers no protec-
  tion from firearms of any sort. (This is a -˚ Limita-
  tion.)
  Synthleather: A leather look-alike made from syn-
  thetic materials. Virtually identical to normal leather,
  synthleather’s only real advantage is in price, which is
  significantly less than real leather.
  Armor Cloth: Made from Kevlar, a synthetic fi-
  ber, the resulting material is very flexible and exter-
  nally indistinguishable from normal clothing. Also
  known as ballistic cloth, armor cloth is used to make a
  wide variety of clothing, including jackets, vests, pants
  and boots. Providing excellent all-around protection
  from firearms, it only offers ˚ value versus cutting at-
  tacks (such as knives and other bladed weapons) and
  energy weapons (such as lasers and blasters). Since such
  weapons are uncommon, this is only a -˘ Limitation.
  Reflect: A highly reflective coating designed to
  disperse coherent light, it also renders laser sights use-
  less, since the targeting dot is dispersed (or misplaced)
  by the reflective surface. Reflect can only be applied to
  rigid armors.
  Fiberglass: A spun glass resin that can be vacuum-
  molded into shape. Usually used to make ballistic plates
  and helmets.
  Resin Bonded Armor Cloth: This is normal ar-
  mor cloth that has been bonded with a strengthening
  resin. The result is a material that is less flexible then
  normal armor cloth, but provides full defense against
  cutting and energy weapons.
  Graphite Ceramic: Comprised of bonded ceramic
  plates, this material is used to make helmets and heavy
  body armor.
  Ceramic Bonded Armor Cloth: This is armor
  cloth that has been set with ceramic plates made from
  bonded graphite (also known as ballistic plates).
  Ceramic Plate Armor: This is heavy armor com-
  posed of articulated, interlocking graphite ceramic
  plates. This is the heaviest, non-powered armor avail-
  able, providing excellent protection against a wide va-
  riety of weapon types.
  Armor Locations
  When creating any form of body armor that
  doesn’t fully cover the wearer, a “Limited Coverage”
  Limitation should be applied. This Limitation is de-
  termined by figuring the total number of locations
  covered by the armor. Refer to the chart below to final
  value of the Limitation.
  When wearing different types of armor that over-
  lap the same location, only the highest DEF value for
  any one location is to be used as a defensive value
  against attacks. If wearing body armor that overlaps a
  location that is protected by any form of cyberarmor
  (such as Subdermal Plating), then the DEF values are
  totaled together to determine the total defense versus
  attacks.
  Number of
  Locations covered
           Limitation
  1 or 2
  -2
  3
  -1½
  4
  -1¼
  5 to 7
  -1
  8 to 12
  -¾
  13 or 14
  -½
  15
  -¼
  Armor examples
  similar to what
  is described in
  this chapter can
  be found in the
  anime AD
  Police, Black
  Magic M-66,
  Bubblegum Crisis
  and Dominion.
  The manga
  Appleseed offers
  excellent
  examples of a
  wide variety of
  armor types,
  from simple
  vests to full
  suits.
  
  85
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    Sample Armor Types
  Name
   Loc
  DEF
  Pts.
  Notes
  Leather
  0 value vs. guns (-½)
  Boots
  16-18
      2
    2
  IIF
  Jacket
    7-12
      2
    2
  IIF
  Pants
  13-16
      2
    2
  IIF
  Armor Cloth Clothing
  Boots
  16-18
      3
    3
  IIF
  Jacket
    7-12
      4
    4
  IIF
  Jacket, Lined
    7-12
    4/7
   11
  OIF, 1
  Long Coat
    7-16
      4
    5
  IIF, Western “duster” style
  Long Coat, Lined
    7-16
    4/7
  11
  OIF, 1
  Pants, Light
  13-16
      3
    3
  IIF
  Pants, Med.
  13-16
      4
    4
  IIF
  Pants, Hvy.
  13-16
      5
    5
  IIF
  Vest
    9-12
      5
    5
  IIF
  Vest, Lined
    9-12
      7
    8
  IIF, 1
  Body Armor
  Worn under clothing
  Light
    var
      4
  var
  IIF, Loc 9-12, 9-14 or 7-17
  Medium
    var
      5
  var
  IIF, Loc 9-12, 9-14 or 7-17
  Heavy
    var
      6
  var
  IIF, Loc 9-12, 9-14 or 7-17
  Clamshell Vest
  Paramilitary & Security gear
  Light
    9-13
      8
    9
  OIF
  Medium
    9-13
      9
  10
  OIF
  Heavy
    9-13
     10
  11
  OIF
  Heavy Armor
  Paramilitary & Security gear
  Helmet, Light
    4-5
      4
    3
  OIF
  Helmet
    4-5
      6
    5
  OIF
  Helmet, Security
    4-5
      8
    8
  OIF, 2
  Helmet, Full
    3-5
     10
    9
  OIF, 3
  Security Armor, Lt.
    6-18
      6
    8
  OIF
  Security Armor, Med.
    6-18
      7
    9
  OIF
  Security Armor, Hvy.
    6-18
      8
  11
  OIF
  Light Ballistic Armor
    6-18
      9
  12
  OIF, see below
  Complete Ballistic Armor
    6-18
     10
  13
  OIF, see below
  1) The Lined Jacket, Lined Coat and Lined Vest have been lined with ballistic plates that cover the torso.
  Thus, locations 9-12 have a DEF 7 versus attacks.
  2) The Security Helmet comes with a armored faceplate, it is DEF 2, and protects location 3.
  3) The Full Helmet can only be worn with Light Ballistic Armor and Complete Ballistic Armor. It cannot
  be worn with other armors.
  Name: Name of the type of armor.
  Loc: Hit locations covered by the armor.
  DEF: The resistant defense of the armor.
  Cost: Point cost of the armor.
  Armor Layering, An Optional Rule:
  For a character to derive any benefit from layered armor, the outer layer of armor must have a DEF equal
  to or greater than the inner layer of armor. If this is so, then the character may apply ˚ of the DEF of the inner
  layer of armor to the DEF of the outer layer of armor to find his total DEF vs. attacks.
  Example: Temple is wearing Heavy Body Armor (DEF 6, locations 7-17), and over that a Light Clamshell
  Vest (DEF 8, locations 9-13). Since the Clamshell Vest has a DEF greater than her Heavy Body Armor, she can add
  ˚ of the Body Armor’s 6 DEF to the Clamshell Vest’s DEF of 8, giving her a total DEF of 11 in locations 9-13.
  If using this rule, common sense must be applied to the question of what armor can be worn with what
  other armor. Coats and Jackets go over Vests; Clamshell Vests fit easily over Body Armor, but are to bulky to be
  worn with anything else, and nothing can be worn in combination with any from of Heavy Armor.
  
  86
  Notes: The focus limitation for the armor is given
  first, followed by any additional information. Further
  information is giving in the footnotes and full descrip-
  tions found at the end of the armor section.
  Leather
  Commonly worn by gangers and ganger
  wannabes, leather is the choice of those that want to
  appear tough yet fashionable. Coming in an assort-
  ment of colors, the clothing is usually decorated with
  a variety of chains and zippers.
  Boots
  Power: 2 DEF Armor
  Modifiers: 0 Value vs. Guns (-½), Coverage
  16-18 (-1½), IIF (-¼), Real Armor (-¼)
  Active Cost: 6 pts.
  Real Cost: 2 pts.
  Jacket
  Power: 2 DEF Armor
  Modifiers: 0 Value vs. Guns (-½), Coverage
  7-12 (-1), IIF (-¼), Real Armor (-¼)
  Active Cost: 6 pts.
  Real Cost: 2 pts.
  Pants
  Power: 2 DEF Armor
  Modifiers: 0 Value vs. Guns (-½), Coverage
  13-16 (-1¼), IIF (-¼), Real Armor (-¼)
  Active Cost: 6 pts.
  Real Cost: 2 pts.
  Armor Cloth Clothing
  The most common choice for personal body ar-
  mor , the armor cloth is tailored to resemble normal
  everyday clothing. A wide variety of makes and styles
  are available, from long Western-style dusters to more
  traditional vests, jackets, pants and boots. Certain styles
  are set with rigid plates for additional protection, usu-
  ally at the expense of subtlety. Armor cloth clothing is
  found in all levels of society, and is considered stan-
  dard dress among some of the corporate elite.
  Boots
  Power: 3 DEF Armor
  Modifiers: ½ Value vs. Cutting/Energy Attacks
  (-¼), Coverage 16-18 (-1½), IIF (-¼), Real
  Armor (-¼)
  Active Cost: 9 pts.
  Real Cost: 3 pts.
  Jacket
  Power: 4 DEF Armor
  Modifiers: ½ Value vs. Cutting/Energy Attacks
  (-¼), Coverage 7-12 (-1), IIF (-¼), Real
  Armor (-¼)
  Active Cost: 12 pts.
  Real Cost: 4 pts.
  Jacket, Lined
  Power: 7 DEF Armor in locations 9-12 /4 DEF
  Armor in locations 7-8
  Modifiers: Coverage 9-12 (-1¼), OIF (-½), Real
  Armor (-¼), ½ Value vs. Cutting/Energy
  Attacks (-¼), Coverage 7-8 (-2), OIF (-½),
  Real Armor (-¼)
  Active Cost: 21 pts.
  Real Cost: 11 pts.
  Long Coat
  Power: 4 DEF Armor
  Modifiers: ½ Value vs. Cutting/Energy Attacks
  (-¼), Coverage 7-16 (-¾), IIF (-¼), Real
  Armor (-¼)
  Active Cost: 12 pts.
  Real Cost: 5 pts.
  Long Coat, Lined
  Power: 7 DEF Armor in locations 9-12 /4 DEF
  Armor in locations 7-8 & 13-16
  Modifiers: Coverage 9-12 (-1¼), OIF (-½), Real
  Armor (-¼) / ½ Value vs. Cutting/Energy
  Attacks (-¼), Coverage 7-8 & 13-16 (-¾), OIF
  (-½), Real Armor (-¼)
  Active Cost: 21 pts.
  Real Cost: 11 pts.
  Pants, Light
  Power: 3 DEF Armor
  Modifiers: ½ Value vs. Cutting/Energy Attacks
  (-¼), Coverage 13-16 (-1¼), IIF (-¼), Real
  Armor (-¼)
  Active Cost: 9 pts.
  Real Cost: 3 pts.
  Pants, Medium
  Power: 4 DEF Armor
  Modifiers: ½ Value vs. Cutting/Energy Attacks
  (-¼), Coverage 13-16 (-1¼), IIF (-¼), Real
  Armor (-¼)
  Active Cost: 12 pts.
  Real Cost: 4 pts.
  Pants, Heavy
  Power: 5 DEF Armor
  Modifiers: ½ Value vs. Cutting/Energy Attacks
  (-¼), Coverage 13-16 (-1¼), IIF (-¼), Real
  Armor (-¼)
  Active Cost: 15 pts.
  Real Cost: 5 pts.
  Vest
  Power: 5 DEF Armor
  Modifiers: ½ Value vs. Cutting/Energy Attacks
  (-¼), Coverage 9-12 (-1¼), IIF (-¼), Real
  Armor (-¼)
  Active Cost: 15 pts.
  Real Cost: 5 pts.
  Vest, Lined
  Power: 7 DEF Armor
  Modifiers: Coverage 9-12 (-1¼), IIF (-¼), Real
  Armor (-¼)
  Active Cost: 21 pts.
  Real Cost: 8 pts.
  Body Armor
  Made from traditional armor cloth, body armor
  is designed to be worn under regular clothing. More
  flexible and closer-fitting than armor cloth clothing,
  it comes in a variety of styles and weights. Body armor
  is often worn by bodyguards, undercover officers and
  private investigators as well as those engaged in indus-
  trial espionage and similar activities.
  Light
  Power: 4 DEF Armor
  Modifiers: ½ Value vs. Cutting/Energy Attacks
  (-½), Coverage 9-12 (-1¼) /9-14 (-1) /7-17
  (-¾), IIF (-¼), Real Armor (-¼)
  Active Cost: 12 pts.
  Real Cost: 4/4/5 pts.
  
  87
  Medium
  Power: 5 DEF Armor
  Modifiers: ½ Value vs. Cutting/Energy Attacks
  (-½), Coverage 9-12 (-1¼) /9-14 (-1) /7-17
  (-¾), IIF (-¼), Real Armor (-¼)
  Active Cost: 15 pts.
  Real Cost: 5/5/6 pts.
  Heavy
  Power: 6 DEF Armor
  Modifiers: Coverage 9-12 (-1¼) /9-14 (-1) /
  7-17 (-¾), IIF (-¼), Real Armor (-¼)
  Active Cost: 18 pts.
  Real Cost: 6/7/8 pts.
  Clamshell Vest
  This is a heavy vest formed from close-fitting ce-
  ramic plates. It hinges over the shoulders and locks
  along each side. Designed to be worn over clothing,
  clamshell vests are used extensively by mercenary and
  security forces.
  Light
  Power: 8 DEF Armor
  Modifiers: Coverage 9-13 (-1), OIF (-½), Real
  Armor (-¼)
  Active Cost: 24 pts.
  Real Cost: 9 pts.
  Medium
  Power: 9 DEF Armor
  Modifiers: Coverage 9-13 (-1), OIF (-½), Real
  Armor (-¼)
  Active Cost: 27 pts.
  Real Cost: 10 pts.
  Heavy
  Power: 10 DEF Armor
  Modifiers: Coverage 9-13 (-1), OIF (-½), Real
  Armor (-¼)
  Active Cost: 30 pts.
  Real Cost: 11 pts.
  Heavy Armor
  This type of armor is primarily used by security
  forces, paramilitary units and mercenaries. Security
  suits come in three styles and are commonly used by
  police forces. Light Ballistic Armor and Complete Bal-
  listic Armor are used by special forces units and those
  engaged in full open combat.
  Helmet, Light
  Power: 4 DEF Armor
  Modifiers: Coverage 4-5 (-2), OIF (-½), Real
  Armor (-¼)
  Active Cost: 12 pts.
  Real Cost: 3 pts.
  Options: Transceiver (Radio Listen & Transmit)
  +3pts.
  Helmet
  Power: 6 DEF Armor
  Modifiers: Coverage 4-5 (-2), OIF (-½), Real
  Armor (-¼)
  Active Cost: 18 pts.
  Real Cost: 5 pts.
  Options: Transceiver (Radio Listen & Transmit)
  +3pts.
  Helmet, Security
  Power: 8 DEF Armor/ 2 DEF Armor (faceplate)
  Modifiers: Coverage 4-5 (-2), OIF (-½), Real
  Armor (-¼)/Coverage 3 (-2), OIF (-½), Real
  Armor (-¼)
  Active Cost: 30 pts.
  Real Cost: 8 pts.
  Options: Magnification Lens (+2 Telescopic
  Vision) +2pts.; Low-Light (UV) vision
  +3pts.; Thermographic (IR) vision +3pts.;
  Transceiver (Radio Listen & Transmit) +3pts.;
  Respirator (Life Support) 3pts.; Chemical
  Seal (Self-contained Breathing) +7pts.
  Helmet, Full
  Power: 10 DEF Armor
  Modifiers: Coverage 3-5 (-1½), OIF (-½), Real
  Armor (-¼)
  Active Cost: 30
  Real Cost: 9
  Options: Magnification Lens (+2 Telescopic
  Vision) +2pts.; Low-Light (UV) vision
  +3pts.; Thermographic (IR) vision +3pts.;
  Transceiver (Radio Listen & Transmit) +3pts.
  Security Armor, Light
  Power: 6 DEF Armor
  Modifiers: Coverage 6-18 (-½), OIF (-½), Real
  Armor (-¼)
  Active Cost: 18 pts.
  Real Cost: 8 pts.
  Security Armor, Medium
  Power: 7 DEF Armor
  Modifiers: Coverage 6-18 (-½), OIF (-½), Real
  Armor (-¼)
  Active Cost: 21 pts.
  Real Cost: 9 pts.
  Security Armor, Heavy
  Power: 8 DEF Armor
  Modifiers: Coverage 6-18 (-½), OIF (-½), Real
  Armor (-¼)
  Active Cost: 24 pts.
  Real Cost: 11 pts.
  LBA (Light Ballistic Armor)
  Power: 9 DEF Armor
  Modifiers: Coverage 6-18 (-½), OIF (-½), Real
  Armor (-¼)
  Active Cost: 27 pts.
  Real Cost: 12 pts.
  Options: Life Support (Self-contained breathing,
  Immune to vacuum/high pressure) OIF:
  Vacuum Seal & Air Tank (-½), One 4 hour
  charge (-¼): Active 15/Real 8pts. Invisibility
  vs. IR vision, Only creates -5 PER to see user
  with IR vision (-½), OIF: Chillcan (-½), One
  24 hour charge (-0): Active 20/Real 10pts.
  CBA (Complete Ballistic Armor)
  Power: 10 DEF Armor
  Modifiers: Coverage 6-18 (-½), OIF (-½), Real
  Armor (-¼)
  Active Cost: 30 pts.
  Real Cost: 13 pts.
  Options: Life Support (Self-contained breathing,
  Immune to vacuum/high pressure) OIF:
  Vacuum Seal & Air Tank (-½), One 4 hour
  charge (-¼): Active 15/Real 8pts. Invisibility
  vs. IR vision, Only creates -5 PER to see user
  with IR vision (-½), OIF: Chillcan (-½), One
  24 hour charge (-0): Active 20/Real 10pts.
  
  88
  Weapons Key
  Name: Name of the weapon including manufacturer
  and model number.
  Cal: Caliber of the weapon, measured in fractions of
  an inch or millimeters.
  OCV: The weapon’s OCV modifier.
  RMod: The weapon’s Range Modifier.
  Damage: Damage done by the weapon. All figures are
  killing damage unless otherwise specified. Damage
  expressed as (xd6) indicates normal damage. If a
  melee weapon, this damage is considered to be dice
  of Hand Attack.
  Stun: This is the Stun modifier for the weapon applied
  against a base of 1d6-1, or the Stun value on the hit
  location chart.
  Shots: Number of shots the weapon has. The machine
  guns can usually use a variety of magazine sizes or
  belt-fed ammunition; the number of shots given is
  typical value. Most modern assault rifles and ma-
  chine guns have an LED display showing the cur-
  rent number of rounds in the weapon.
  STR: This is the minimum STR needed to use the
  weapon properly. It is a -¼ limitation for ranged
  weapons, and a -½ limitation for HTH weapons.
  The STR min of pistols assumes one-handed use, -
  5 STR if two hands are used. Rifles presume two-
  handed use, +5 STR to use one-handed. Autofire
  weapons subtract 5 STR if fired single shot. Base
  STR is active points/3, but certain low-recoil or re-
  coilless weapons have further modifiers to reflect
  their handling characteristics. A character is at -1
  OCV for every 5 STR below the STR Min. The char-
  acter also takes 1d6 normal damage for every 5 STR
  below the STR Min.
  Points: The cost of the weapon in Real points. This
  cost is for the weapon as described in its listing, with
  options added.
  Per: This is the Perception Roll Modifier to be used
  when someone tries to hide a gun on his person.
  The larger the gun, the harder it is to hide. A ‘—’
  indicates that the weapon is not concealable on one’s
  person. This number can also be used as a negative
  modifier to a Concealment Roll if the character is
  trying to hide the gun.
  Notes: Any notes about the weapon. All notes and ab-
  breviations are explained below.
  A = Automatic
  ACR = Advanced Combat Rifle
  AF (x) = Autofire up to x, usually means the weapon
  can fire 1, 3 or 5 shots.
  AF3 = Autofire of 3 shots (+½)
  AF5 = Autofire up to 5 shots (+½)
  AF10 = Autofire up to 10 shots (+¾)
  AF20 = Autofire up to 20 shots (+1)
  AIWS = Advanced Infantry Weapon System
  AP = 1) Armor Piercing (+½), 2) Assault Pistol
  APFSDS = Armor Piercing Fin-stabilized Discarding
  Sabot
  AUG = Automatisches Universal Gewehr
  Beam = Indicates a “beam” styled Energy Blast. Unlike
  normal energy blasts, this attack cannot be spread
  and must always be fired a full power (-¼).
  Bipod = weapon has a bipod that subtracts 3 from the
  STR min if the weapon is fired while the user is
  prone (Braced).
  Ca = Caseless
  CAWS = Close Assault Weapon System
  Cz = Czechoslovakian
  DC = Damage Class
  E = Energy
  Ent = Entangle
  FA = Fusil Automatique
  FE = Flechette
  Flech = Flechette
  FMG = Folding Machine Gun
  FN = Fabrique Nationale
  FS = Flash Suppressor, any weapon with a silencer is
  presumed to have a flash suppressor.
  G = Gyrojet
  Ga = Gauge
  GL = Grenade launcher
  H&K = Heckler and Koch
  HAR = Heavy Assault Rifle
  HE = High Explosive
  HEAP = High Explosive Armor Piercing
  K= Killing Attack
  L = Long
  LR = Long Rifle
  LS = Laser sight. The sight projects a low-intensity la-
  ser that produces a red dot on the intended target.
  Bought as +1 OCV (5 pts.), +1 RMod (3 pts.), with
  the limitations of: Limited range (64") & use in
  smoke, rain, snow (-¼), OAF (-1). Final cost is 3 pts.
  M = 1) Magnum  2) Medium
  mm= Millimeter
  N = NATO
  NND = No Normal Defense (+1)
  R = Russian
  RAW = Rifleman’s Assault Weapon
  RBS = Range Based on STR (-¼)
  RP = Reduced Penetration (-¼)
  RR = Reduced by Range (-¼)
  S = Short
  S&W= Smith and Wesson
  Scope = Weapon mounts a integral magnification
  
  89
    Weapons Chart
     Name
  Cal         OCV   Rmod       Dmg        Stun    Shots
      STR     Pts.     Per       Notes
  REVOLVERS
  Freedom Arms Casull
  .454
  -1
  +0
  2d6+1
  +1
  5
  17
  16
  +3
  Hudson TC-2
  .45A
  -1
  +0
  1d6+1
  +1
  2
  10
   7
  +2
  Dbl. barreled
  Monteber M2007
  9mm
  +1
  +0
  1d6+1
  +0
  6
   8
   8
  +2
  Remington Stormbreaker 15mm
  -1
  +1
  3d6+1
  +1
  3
  25
  21
  +4
  Ruger GP-125
  .44M
  +0
  +0
  2d6
  +1
  6
  15
  15
  +3
  S&W Model 2019
  .357M
  +1
  +0
  1½d6
  +0
  6
   9
  10
  +2
  PISTOLS
  AMT .380 Backup
  .380
  +1
  -1
  1d6
  +0
  5
   6
  6
  +1
  Beretta 95R
  9mm
  -1
  +0
  1d6+1
  +0
  24
  13
  12
  +2
  AF3
  Beretta 971
  9mm
  +0
  +0
  1d6+1
  +0
  10
  8
  8
  +2
  Calico M-110
  .22LR
  +1
  -1
  1d6
  +0
  100
  8
  12
  +3
  Calico M-950
  9mm
  +1
  +0
  1d6+1
  +0
  100
  11
  18
  +3
  Colt MKVI
  10mm
  +1
  +0
  1½d6
  +1
  16
  14
  18
  +2
  Czech Cz95
  9mmCz
  +1
  +0
  1d6+1
  +0
  18
  9
  13
  +1
  H&K P29
  9mmCa
  +1
  +1
  2d6-1
  +0
  10
  11
  16
  +2
  LS
  H&K VP100M
  9mm
  +1
  +0
  1d6+1
  +0
  10
  8
  10
  +2
  H&K VP100M
  9mm
  +1
  +1
  1d6+1
  +0
  20
  7
  15
  +4
  w/Shoulder stock
  IMI Desert Eagle .357
  .357M
  +1
  +0
  1½d6
  +0
  9
  12
  12
  +3
  IMI Desert Eagle .44
  .44M
  +1
  +0
  2d6
  +1
  9
  15
  20
  +2
  IMI Desert Eagle .50
  .50
  +1
  +0
  2½d6
  +1
  9
  20
  26
  +3
  Jinsei Hoshoku
  .44M
  +0
  +0
  2d6
  +1
  10
  15
  18
  +3
  Jinsei Hoshoku Zeta
  .45M
  +0
  +1
  2d6
  +1
  15
  16
  21
  +3
  Jinsei Slivergun
  Flech
  +2
  +2
  1d6+1AP
  -1
  30
  10
  24
  +2
  AF5
  MBA Gyrojet III
  13mmG
  +2
  +0
  2d6
  +1
  8
  8
  20
  +2
  S&W Assault Pistol
  12.5mmG +1
  +1
  2d6
  +1
  8
  12
  21
  +5
  Solid round
   Flechette
  —
  +1
  +2
  3d6
  +0
  —
  —
  17
  —
  RR&RP
   HE
  —
  +1
  +0
  2d6+1
  +0
  —
  —
  21
  —
  1 Hex AOE
   HEAP
  —
  +0
  +1
  2d6-1AP
  +1
  —
  —
  19
  —
  SIG-Sauer P240
  9mm
  +1
  +0
  1d6+1
  +0
  10
  9
  8
  +2
  SIG-Sauer P240
  9mm
  +1
  +0
  1d6+1
  +0
  15
  9
  9
  +2
  Styer GB-100
  9mm
  +1
  +0
  1d6+1
  +0
  18
  9
  11
  +3
  Ruger MkII
  .40
  +1
  +0
  1d6+1
  +0
  9
  8
  8
  +1
  SUB-MACHINE GUNS
  Ares FMG
  9mm
  +0
  +0
  1d6+1
  +0
  32
  10
  15    +1/+3
  AF5
  Bushmaster II
  5.56mm
  +1
  +1
  2d6-1
  +0
  30
  15
  23
  +4
  AF5
  Calico M-950A
  9mm
  +1
  +0
  1d6+1
  +0
  100
  12
  22
  +3
  AF5
  FN PN90
  4mmCa
  +2
  +1
  1d6+1
  +0
  50
  11
  26
  +3
  AF10
  H&K MP2030
  9mm
  +2
  +0
  1d6+1
  +0
  30
  13
  21
  +4
  AF5
  IMI UZI II
  9mm
  +2
  +0
  1d6+1
  +0
  40
  13
  22
  +4
  AF5
  Ingram MAC-20
  .45A
  +1
  +0
  1d6+1
  +1
  32
  15
  22
  +3
  AF5
  Ingram MAC-21
  .45A
  +1
  +0
  1d6
  +1
  32
  12
  20
  +3
  AF5, Sil
  Seburo C-25A
  5mm
  +1
  +1
  2d6
  +0
  50
  13
  30
  +4
  AF5
  Sidewinder SS-2
  9mm
  +1
  +0
  1d6+1
  +0
  45
  12
  20
  +4
  AF5
  Skorpion vz75
  .32A
  +1
  +0
  1d6
  +0
  35
  10
  15
  +2
  AF5
  RIFLES
  Barret Model 100
  .50
  +1
  +4
  3d6
  +1
  14
  20
  40
  +8
  Bipod, Scope 3
  Calico M-105
  .22LR
  +1
  +0
  1d6
  +0
  100
  7
  14
  +6
  Calico M-951
  9mm
  +1
  +1
  1d6+1
  +0
  100
  8
  19
  +6
  MBA Gyrojet Carbine II
  13mmG
  +2
  +1
  2d6+1
  +1
  20
  12
  33
  +4
  TRW-LMR
  5.56mm
  +0
  +1
  2d6
  +0
  30
  11
  18
  +5
  SIG 2000
  .300M
  +2
  +3
  2d6+1
  +1
  4
  16
  28
  +7
  Bipod, FS, Scope 3
  Walther WA2030N
  .300M
  +2
  +2
  2d6+1
  +1
  8
  15
  31
  +6
  Bipod, FS, Scope 3
  scope (see sights). Bought as OCV and RMod lev-
  els with the limitations: Only if Braced or Set (-½)
  and OAF (-1). Final cost: Scope 1: 4 pts., Scope 2: 5
  pts., Scope 3: 6 pts.
  Sil = Silencer. Weapon is equipped with a sound sup-
  pressor to muffle the sound of gunshots. This is
  bought as Invisible Power Effects: Hearing (+½),
  with the limitation of OAF (-1). A good rule of
  thumb is to apply a -5 hearing perception modifier
  (-3 if used Autofire) if the weapon is fired.
  X = Explosion (+½)
  
  90
     Name
  Cal         OCV   Rmod       Dmg        Stun    Shots
      STR     Pts.     Per       Notes
  ASSAULT RIFLES
  AAI ACR
  Flech
  +1
  +2
  1½d6 AP
  +0
  30
  15
  30
  +5
  AF5
  AIWS
  5mm
  +1
  +0
  2d6
  +0
  60
  12
  33
  +6
  AF5, Scope 1
  AKS-101
  5.54R
  +2
  +1
  2d6-1
  +1
  40
  16
  35
  +6
  AF5
  Colt ACR
  5.56mm
  +1
  +2
  3d6
  +0
  30
  17
  36
  +5
  AF5, RP
  FA-MAS
  5.56mm
  +2
  +1
  2d6-1
  +0
  25
  12
  25
  +6
  AF5
  FN-HAR
  7.62N
  +1
  +2
  2d6+1
  +1
  20
  18
  32
  +7
  AF5
  FN-HAR
  7.62N
  +1
  +2
  2d6+1
  +1
  40
  18
  36
  +7
  AF5
  H&K G-12
  4.7mmCa +2
  +1
  2d6-1
  +0
  50
  14
  34
  +5
  AF10, LS
  Jinsei M-100
  10mmCa +2
  +1
  2d6AP
  +1
  100
  19
  57
  +6
  AF5, GL
  Jinsei M-60A
  10mmCa +2
  +1
  2d6+1
  +1
  60
  17
  49
  +5
  AF5
  L85A1
  5.56mm
  +1
  +0
  2d6-1
  +0
  30
  10
  26
  +7
  AF5, Scope 1
  SA-90
  4.85mm
  +2
  +1
  1½d6
  +0
  20
  12
  29
  +5
  AF5, FS, Scope 1
  SPIW M-93
  Flech
  +2
  +1
  1d6+1AP
  -1
  50
  13
  26
  +5
  AF5
  Styer ACR
  Flech
  +1
  +2
  1½d6AP
  +0
  24
  15
  30
  +5
  AF5
  Styer AUG
  50
  AF5, FS, LS
  SMG
  5.56mm
  +1
  +1
  2d6-1
  +0
  30
  10
  26
  +4
  Carbine
  5.56mm
  +2
  +1
  2d6
  +0
  40
  13
  32
  +5
  Rifle
  5.56mm
  +2
  +2
  2d6
  +0
  40
  14
  34
  +5
  LMG
  5.56mm
  +2
  +2
  2d6+1
  +0
  40
  15
  38
  +6
  Bipod
  Valmet M90
  5.56mm
  +2
  +1
  2d6-1
  +0
  30
  12
  25
  +6
  AF5
  SHOTGUNS
  AAI CAWS
  Flech
  +1
  +1
  2d6
  +1
  15
  13
  30
  +5
  AF5
  Atchisson AG
  10Ga
  +2
  +2
  2d6
  +1
  20
  15
  37
  +6
  AF5
  Berreta M5P
  12Ga
  +1
  +2
  2½d6
  +1
  8
  14
  22
  +5
  RR/RP
  Bernadelli B6
  12Ga
  +1
  +0
  2½d6
  +1
  8
  12
  20
  +5
  RR/RP
  Franchi SPAS-12
  12Ga
  +1
  +1
  2d6+1
  +1
  12
  10
  24
  +5
  RR/RP
  Franchi SPAS-15
  12Ga
  +1
  +1
  2d6+1
  +1
  15
  16
  35
  +5
  AF3
  Franchi SPAS-20
  10Ga
  +1
  +2
  2½d6
  +1
  10
  20
  40
  +5
  AF3
  H&K CAWS
  12Ga
  +1
  +2
  2d6
  +1
  10
  14
  28
  +5
  AF5
  Ithaca Stakeout
  12Ga
  +1
  +0
  2d6+1
  +1
  4
  10
  15
  +4
  RR/RP
  Jackhammer MK4
  12Ga
  +1
  +1
  2d6
  +1
  10
  13
  27
  +5
  AF5
  Mossberg 550
  12Ga
  +1
  +1
  2½d6
  +1
  7
  13
  21
  +5
  RR/RP
  Neostead
  12Ga
  +1
  +2
  2½d6
  +1
  6/6
  14
  24
  +4
  See notes
  Remington 880P
  12Ga
  +2
  +1
  2½d6
  +1
  8
  14
  22
  +4
  RR/RP
  Machine Guns
  4.85 LSW
  4.85mm
  +2
  +2
  1½d6
  +0
  30
  15
  29
  +6
  AF10
  Ares LMG
  5.56mm
  +1
  +1
  2d6
  +0
  200
  13
  37
  +6
  AF5
  FN HMG
  7.62mm
  +1
  +2
  2d6+1
  +1
  50
  25
  47
  +6
  AF10
  H&K 23E
  5.56mm
  +1
  +2
  2d6
  +0
  100
  16
  38
  +6
  AF10
  M-134 Minigun
  7.62mm
  +3
  +4
  2d6+1
  +1
  500
  33
  57
  +8
  AF20
  Minimi
  5.56mm
  +1
  +1
  2d6-1
  +0
  200
  13
  34
  +7
  AF10
  Ultimax 100
  5.56mm
  +2
  +1
  2d6
  +0
  100
  14
  35
  +6
  AF5
  HEAVY WEAPONS
  Assault Cannon, Lt
  17mm
  +1
  +2
  3d6
  +1
  30
  21
  40
  +6
  Assault Cannon, Med
  20mm
  +1
  +2
  3d6+1
  +1
  20
  24
  43
  +7
  Assault Cannon, Hvy
  23mm
  +1
  +3
  3½d6
  +1
  15
  27
  43
  +8
  Auto-Cannon, Lt
  17mm
  +1
  +2
  3d6
  +1
  30
  26
  50
  +6
  AF5
  Auto-Cannon, Med
  20mm
  +1
  +2
  3d6+1
  +1
  20
  28
  55
  +7
  AF5
  Auto-Cannon, Hvy
  23mm
  +1
  +3
  3½d6
  +1
  15
  33
  55
  +8
  AF3
  M202A1
  66mm
  +0
  +0
  3d6X
  +1
  4
  15
  48
  +6
  see notes
  Otomo MPEW
  na
  +2
  +6
  3d6+1E
  -1
  20
  11
  33
  +7
  no KB
  Otomo MPEW II
  na
  +2
  +8
  4d6E
  -1
  10
  13
  31
  +7
  no KB
  RAW
  140mm
  +0
  +0
  (15d6X)
  —
  1
  12
  +4
  Whitney Morgan ASP
  30mm
  +1
  +1
  3d6+1AP
  +1
  100
  —
  68
  +8
  AF5
  OTHER WEAPONS
  Taser
  na
  -1
  -1
  6d6NND
  —
  4
  5
  18
  +2
  Def is Armor
  PGM Blaster
  na
  +1
  +1
  (10d6E)
  —
  30
  12
  33
  +5
  Beam
  PGM Blaster, Hvy
  na
  +1
  +2
  (13d6E)
  —
  15
  15
  30
  +6
  Beam
  
  91
     Name
  Cal         OCV   Rmod       Dmg        Stun    Shots
      STR     Pts.     Per       Notes
  AMMUNITION VARIANTS (SMALL ARMS)
  Armor piercing
  any
  +1
  +0
  -1DC
  +0
  —
  —
  —
  —
  AP
  Discarding Sabot
  any
  +0
  +1
  -1DC
  -1
  —
  —
  —
  —
  AP
  Dum-dum
  any
  +0
  +0
  +1DC
  +1
  —
  —
  —
  —
  RP
  Flechette
  any
  +1
  +2
  -1DC
  -1
  —
  —
  —
  —
  Gel
  any
  -1
  -1
  (DC)
  —
  —
  —
  —
  —
  High Velocity
  any
  +0
  +0
  +2DC
  -1
  —
  —
  —
  —
  Rubber
  any
  +0
  -1
  (+1DC)
  —
  —
  —
  —
  —
  Tracer
  any
  +2
  +0
  -1DC
  +0
  —
  —
  —
  —
  2nd phase only
  AMMUNITION VARIANTS (SHOTGUN & ASSAULT CANNON)
  APFSDS
  any
  +1
  +1
  -1DC
  -1
  —
  —
  —
  —
  AP
  Armor piercing
  any
  +0
  +0
  -1DC
  +0
  —
  —
  —
  —
  AP
  HE Pancake
  any
  -1
  -1
  (+2DC)
  —
  —
  —
  —
  —
  High Velocity Slug
  any
  +0
  -1
  +1DC
  +0
  —
  —
  —
  —
  Rubber
  any
  +0
  -1
  (+1DC)
  —
  —
  —
  —
  —
  Slug (shotguns only)
  any
  +0
  -1
  DC
  +1
  —
  —
  —
  —
  SIGHTS
  No Sights
  —
  —
  —
  na
  —
  —
  —
  —
  —
  No bonus from
     Brace or Set
  Iron (Normal) Sights
  —
  —
  —
  na
  —
  —
  —
  —
  —
  Normal modifiers
  Lvl 1 Scope
  —
  —
  +2
  na
  —
  —
  —
  4
  +1
  If Braced or Set
  Lvl 2 Scope
  —
  +1
  +2
  na
  —
  —
  —
  5
  +1
  If Braced or Set
  Lvl 3 Scope
  —
  +2
  +2
  na
  —
  —
  —
  6
  +1
  If Braced or Set
  Laser Sight
  —
  +1
  +1
  na
  —
  —
  —
  3
  +1
  64" range
  Starlight Scope
  —
  —
  —
  na
  —
  —
  —
  2
  +1
  Eliminates night
     mods
  Infrared Scope
  —
  —
  —
  na
  —
  —
  —
  2
  +1
  Eliminates night
     mods
  Grenade Launchers
  Armscor MGL
  40mm
  +1
  +1
  var
  —
  6
  12
  25
  +7
  see notes
  H&K 69A1
  40mm
  +1
  +1
  var
  —
  1
  10
  18
  +4
  see notes
  M206
  20mm
  +0
  +1
  var
  —
  6
  —
  21
  +6
  see notes
  Grenade Rounds
  Bolo
  40mm
  —
  —
  4d6 Ent
  —
  1
  —
  15
  —
  Transparent
  Concussive
  20mm
  —
  —
  (8d6X)
  —
  1
  —
  15
  —
  M206 only
  Concussive
  40mm
  —
  —
  (9d6X)
  —
  1
  —
  17
  —
  Fragmentation
  20mm
  —
  —
  2˚d6X
  +0
  1
  —
  15
  —
  M206 only
  Fragmentation
  40mm
  —
  —
  3d6X
  +0
  1
  —
  17
  —
  HEAT/HEAP
  40mm
  —
  —
  3d6AP
  +0
  1
  —
  17
  —
  AP vs. target only
  M397A1
  40mm
  —
  —
  2˚d6X
  +0
  1
  —
  15
  —
  M433 HEDP
  40mm
  —
  —
  2d6+1XAP +0
  1
  —
  17
  —
  Rubber Impact
  40mm
  —
  —
  (10d6)
  —
  1
  —
  14
  —
  GRENADES
  AFR-7 Flash
  —
  +0
  +0
  (6d6X)
  —
  1
  RBS
  23
  —
  +3d6X Flash
  Concussive
  —
  +0
  +0
  (9d6X)
  —
  1
  RBS
  16
  —
  Flashpak
  —
  +0
  +0
  4d6XAP
  —
  1
  RBS
  23
  —
  Flash
  Fragmentation
  —
  +0
  +0
  3d6X
  +0
  1
  RBS
  16
  —
  NICO Sound & Flash
  —
  +0
  +0
  (6d6XAP) —
  1
  RBS
  31
  —
  Stun only,
  +2d6XAP Flash
  SEC Fragmentation
  —
  +0
  +0
  2½d6X
  +1
  1
  RBS
  19
  —
  
  92
  Weapons Descriptions
  Revolvers
  Freedom Arms Casull — One of the largest caliber
  revolvers made, the Casull is a must for those who need
  maximum stopping power. This pistol is popular with
  those who have cybernetically enhanced strength, as
  they can easily handle the weapon’s significant recoil.
  Power: 2d6+1 RKA
  Modifiers: +1 Stun (+½), -1 OCV (-5pts.), 5
  Shots (-¾), STR Minimum (-¼), OAF (-1)
  Active Cost: 52 pts.
  Real Cost: 16 pts.
  Hudson TC-2 — Designed as to be used as an emer-
  gency backup, or hold-out pistol, the TC-2 is an un-
  usual weapon. It has two barrels, arranged in an over-
  and-under pattern, and uses a break-action reloading
  mechanism. This arrangement means that jams and
  misfires are almost impossible.
  Power: 1d6+1 RKA
  Modifiers: +1 Stun (+½), -1 OCV (-5 pts.), 2
  Shots (-1½), STR Minimum (-¼), OAF (-1)
  Active Cost: 30 pts.
  Real Cost: 7 pts.
  Monteber M2007 — This pistol comes from Japan,
  and is easily recognizable by its distinctive, heavy bar-
  rel shroud. Although it doesn’t pack the punch of most
  other revolvers, it’s reasonably accurate and the 9mm
  round makes it very controllable.
  Power: 1d6+1 RKA
  Modifiers: +1 OCV (+5 pts.), 6 Shots (-¾), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 25 pts.
  Real Cost: 8 pts.
  Remington Stormbreaker — The largest caliber hand-
  gun available today, the Stormbreaker is aptly named.
  Capable of stopping even combat cyberdroids, the
  Stormbreaker is not for the faint of heart. The sheer
  size of this weapon renders a conventional swing-out
  cylinder impractical, so it utilizes a break-action for
  reloading.
  Power: 3d6+1 RKA
  Modifiers: +1 Stun (+½), -1 OCV (-5 pts.), +1
  RMod (+3pts.), 3 Shots (-1¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 78 pts.
  Real Cost: 21 pts.
  Ruger GP-125 — The GP-125 is a heavy, stainless-steel
  revolver chambered for the .44 magnum round. It is
  durable, reliable and packs a powerful punch.
  Power: 2d6 RKA
  Modifiers: +1 Stun (+½), 6 Shots (-¾), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 45 pts.
  Real Cost: 15 pts.
  Smith and Wesson Model 2019 — Commonly found
  among certain police units, the 2019 is the latest re-
  finement in Smith and Wesson’s long line of combat
  magnum handguns.
  Power: 1½d6 RKA
  Modifiers: +1 OCV (+5 pts.), 6 Shots (-¾), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 30 pts.
  Real Cost: 10 pts.
  Pistols
  AMT .380 Backup — This is a small, easily conceal-
  able pistol. As its name indicates, the AMT .380 is pri-
  marily used as a hold-out weapon.
  Power: 1d6 RKA
  Modifiers: +1 OCV (+5 pts.), -1 RMod (-3 pts.),
  5 Shots (-¾), STR Minimum (-¼), OAF (-1)
  Active Cost: 20 pts.
  Real Cost: 6 pts.
  Beretta 95R — This weapon is a true machine pistol,
  capable of firing bursts of three rounds with each pull
  of the trigger. A collapsible handgrip in front of the
  trigger guard helps to stabilize the weapon during fir-
  ing.
  Power: 1d6+1 RKA
  Modifiers: Autofire 3 (+½), -1 OCV (-5 pts.),
  Autofire Cannot Be Spread or  Suppressed (-
  ¼), 24 Shots (+¼), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 35 pts.
  Real Cost: 12 pts.
  Beretta 971 — This 9mm pistol is a fairly standard
  representative of the average automatic pistol. It is
  commonly found as a civilian weapon, used for self-
  defense needs.
  Power: 1d6+1 RKA
  Modifiers: 10 Shots (-¼), STR Minimum (-¼),
  OAF (-1)
  Active Cost: 20 pts.
  Real Cost: 8 pts.
  Calico M-110 — The Calico series of firearms utilize a
  number of unconventional design concepts. These
  weapons all have a top-mounted clip, with the rounds
  loaded in a spring-wound helical fashion. A smaller,
  50-round magazine is available. Due to its unusual
  design, these weapons are capable of being used with
  either hand without any difficulties.
  Power: 1d6 RKA
  Modifiers: +1 OCV (+5 pts.), -1 RMod (-3 pts.),
  100 Shots (+¾), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 31 pts.
  Real Cost: 12 pts.
  Remington Stormbreaker
  
  93
  Calico M-950
  Power: 1d6+1 RKA
  Modifiers: +1 OCV (+5 pts.), 100 Shots (+¾),
  STR Minimum (-¼), OAF (-1)
  Active Cost: 40 pts.
  Real Cost: 18 pts.
  Colt Mark VI — A powerful automatic pistol, the Colt
  Mark VI is very popular with American law enforce-
  ment officers. This weapon is the standard issue side-
  arm for the Neo York Police Department.
  Power: 1½d6 RKA
  Modifiers: +1 Stun (+½), +1 OCV (+5 pts.), 16
  Shots (+0), STR Minimum (-¼), OAF (-1)
  Active Cost: 42 pts.
  Real Cost: 19 pts.
  Czech Cz95 — Descended from the famous Cz 75, the
  Cz 95 is a well-made, durable and accurate pistol. It is
  the standard military sidearm for many Eastern Euro-
  pean armies.
  Power: 1d6+1 RKA
  Modifiers: +1 OCV (+5 pts.), 18 Shots (+¼),
  STR Minimum (-¼), OAF (-1)
  Active Cost: 30
  Real Cost: 13
  Heckler and Koch P29 — Using the same technology
  that went into the design of the G-11 and G-12, Heck-
  ler and Koch created the P29, the world’s first caseless
  pistol. Using specially designed high-pressure rounds,
  the P29 holds its own even when compared to certain
  magnum caliber pistols. Features a built-in, under-bar-
  rel lasersight.
  Power: 2d6-1 RKA
  Modifiers: +1 OCV (+5 pts.),+1 RMod(+3 pts.),
  10 Shots (-¼), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 33 pts.
  Real Cost: 13 pts.
  Laser sight: 3 pts.
  Total Cost: 16 pts.
  Heckler and Koch VP100M  — This German pistol
  utilizes a large amount of plastic in its construction,
  resulting in an easy to use, lightweight weapon. An
  optional shoulder stock is available, which increases
  accuracy and allows for the use of an extended clip.
  Power: 1d6+1 RKA
  Modifiers: +1 OCV (+5 pts.), 10 Shots (-¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 25 pts.
  Real Cost: 10 pts.
  Heckler and Koch VP100M with shoulder stock
  Power: 1d6+1 RKA
  Modifiers: +1 OCV (+5 pts.), +1 RMod (+3),
  20 Shots (+¼), STR Minimum (-¼), OAF  (-
  1)
  Active Cost: 33 pts.
  Real Cost: 15
  IMI Desert Eagle Series — Easily recognized due to
  its distinctively shaped barrel, the Israeli Desert Eagle
  comes in several calibers, including .357 magnum, .44
  magnum and .50. Although large and a bit cumber-
  some for those with small hands, the Desert Eagle of-
  fers unparalleled stopping power.
  Desert Eagle .357M
  Power: 1½D6 RKA
  Modifiers: +1 OCV (+5 pts.), 9 Shots (-¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 30 pts.
  Real Cost: 12 pts.
  Desert Eagle .44M
  Power: 2D6 RKA
  Modifiers: +1 Stun (+½), +1 OCV (+5 pts.), 9
  Shots (-¼), STR Minimum (-¼), OAF (-1)
  Active Cost: 50 pts.
  Real Cost: 20 pts.
  Desert Eagle .50
  Power: 2½D6 RKA
  Modifiers: +1 Stun (+½), +1 OCV (+5 pts.), 9
  Shots (-¼), STR Minimum (-¼), OAF (-1)
  Active Cost: 65 pts.
  Real Cost: 26 pts.
  Jinsei Hoshoku — Made by the Japan-based Jinsei
  Corporation, these two pistols are some of the most
  powerful handguns available today. They are well-
  made, durable and available in a variety of finishes,
  from chrome to stainless steel and matte black.
  Power: 2d6 RKA
  Modifiers: +1 Stun (+½), 10 Shots (-¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 45 pts.
  Real Cost: 18 pts.
  Jinsei Hoshoku Zeta —
  Power: 2d6 RKA
  Modifiers: +1 Stun (+½), +1 RMod (+3 pts.),
  15 Shots (-0), STR Minimum (-¼), OAF        (-
  1)
  Active Cost: 48 pts.
  Real Cost: 21 pts.
  Jinsei Slivergun — Firing high-velocity fin-stabilized
  flechettes, the Slivergun is a very accurate weapon.
  Capable of delivering lethal five-round bursts, the
  Slivergun’s only major disadvantage is its lack of stop-
  ping power. A popular weapon for those who want a
  simple, reliable self-defense weapon.
  Power: 1d6+1 RKA
  Modifiers: Armor Piercing (+½), Autofire 5
  (+½), -1 Stun (-¼), +2 OCV (+10 pts.), +2
  RMod (+6 pts.), 30 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 61 pts.
  Real Cost: 24 pts.
  
  94
  MBA Gyrojet III — Utilizing self-propelled rocket
  rounds, the MBA Gyrojet III offers excellent stopping
  power, low recoil and easy handling. Note that the
  pistol’s unique design means that it can be safely fired
  underwater with no undue effects to the weapon. Due
  to its unique ammunition, the Gyrojet II cannot use
  any of the ammunition variants.
  Power: 2d6 RKA
  Modifiers: +1 Stun (+½), +2 OCV (+10 pts.),
  STR Minimum (-¼), 8 Shots (-½), OAF (-1)
  Active Cost: 55 pts.
  Real Cost: 20 pts.
  Smith and Wesson Assault Pistol — This massive
  gyrojet pistol is prized for its ability to accept variable
  effect rounds, including explosive, flechette and armor
  piercing. These pistols are also known as anti-person-
  nel or artificial person pistols, and are commonly car-
  ried by replicant hunters and cyborgs. Note that this
  pistol can only use the following rounds.
  Solid Round
  Power: 2d6 RKA
  Modifiers: +1 Stun (+½), +1 OCV(+5 pts.), +1
  RMod (+3 pts.), 8 Shots (-½), STR Minimum
  (-¼), OAF (-1)
  Active Cost: 58 pts.
  Real Cost: 21 pts.
  Flechette
  Power: 3d6 RKA
  Modifiers:  +1 OCV (+5 pts.),+2 RMod (+6
  pts.), Reduced by Range (-¼), Reduced
  Penetration (-¼), 8 Shots (-½), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 56 pts.
  Real Cost: 17 pts.
  High Explosive (HE)
  Power: 2d6+1 RKA
  Modifiers: Area of Effect: 1 Hex (+½), +1
  OCV(+5 pts.), 8 Shots (-½), STR Minimum
  (-¼), OAF (-1)
  Active Cost: 57 pts.
  Real Cost: 21 pts.
  High Explosive Armor Piercing (HEAP)
  Power: 2d6-1 RKA
  Modifiers: Armor piercing (+½), +1 Stun (+½)
  +1 RMod (+3 pts.), 8 Shots (-½), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 53 pts.
  Real Cost: 19 pts.
  SIG-Sauer P240 — These are high-quality Swiss auto-
  matic pistols. They are noted for being of high quality,
  with a close-fitting action to minimize jamming from
  dirt and abuse. Possibly the most accurate handgun
  made, the SIG-Sauer series is also very expensive.
  Power: 1d6+1 RKA
  Modifiers: +1 OCV, 10 Shots (-¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 20
  Real Cost: 8
  SIG-Sauer P240
  Power: 1d6+1 RKA
  Modifiers: +1 OCV, 15 Shots (-0), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 20
  Real Cost: 9
  Styer GB-100 — Possibly the best pistol available to-
  day, the Styer GB utilizes a number of advanced fea-
  tures in its design, resulting in a reliable, accurate
  weapon that is very comfortable to use. About the only
  drawback to the weapon is its relatively large size. This
  pistol is standard issue for MegaTokyo ESWAT officers.
  Power: 1d6+1 RKA
  Modifiers: +1 OCV, 18 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 24
  Real Cost: 11
  Ruger Mark II — The Ruger is a durable and accurate
  pistol, but not particularly exceptional in any way.
  Power: 1d6+1 RKA
  Modifiers: +1 OCV (+5 pts.), 9 Shots (-¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 20
  Real Cost: 8
  Sub-Machine Guns
  Ares Folding Machine Gun — Perfect for those who
  need maximum concealability, the Ares FMG can be
  folded into a 26x8.5x3.5cm box, and with a flip of the
  wrist, can be unfolded and fired in less than two sec-
  onds.
  Power: 1d6+1 RKA
  Modifiers: Autofire 5 (+½), 32 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 35 pts.
  Real Cost: 15 pts.
  Bushmaster II — This submachine gun is specifically
  designed to be fired with only one hand, with the
  weapon braced against the user’s forearm. Using the
  military standard 5.56mm round, this weapon is one
  of the most powerful submachineguns made.
  Power: 2d6-1 RKA
  Modifiers: Autofire 5 (+½), +1 OCV (+5 pts.),
  +1 RMod (+3 pts.), 30 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 52
  Real Cost: 23
  MBA Gyrojet III
  
  95
  Calico M-950A — This is a fully automatic version of
  the Calico M950 pistol. A front grip has been added
  for increased stability.
  Power: 1d6+1 RKA
  Modifiers: Autofire 5 (+½), +1 OCV (+5 pts.),
  100 Shots (+¾), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 50 pts.
  Real Cost: 22 pts.
  Fabrique Nationale PN 90 — This is an advanced,
  rapid-fire submachine gun that utilizes an in-line
  magazine feed to create a compact and lightweight
  weapon. It is very organic appearing, designed to be
  use with either hand. The clip is mounted on the top,
  as in the Calico series, but the caseless rounds lie side-
  ways, allowing for the very large clip.
  Power: 1d6+1 RKA
  Modifiers: Autofire 10 (+¾), +2 OCV (+10 pts.),
  +1 RMod (+3 pts.), 50 Shots (+½), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 58 pts.
  Real Cost: 26 pts.
  Heckler and Koch MP2030 — The next incarnation
  of H&K’s MP5 series of submachine guns, the MP2030
  is a compact, reliable and highly accurate weapon.
  Comes with integral under-barrel lasersight.
  Power: 1d6+1 RKA
  Modifiers: Autofire 5 (+½), +2 OCV (+10 pts.),
  30 Shots (+¼), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 40 pts.
  Real Cost: 18 pts.
  Laser sight: 3 pts.
  Total Cost: 21 pts.
  IMI Uzi II — Recognized the world over, the original
  Uzi can be considered the first of the modern
  submachine guns. The Uzi II picks up where the par-
  ent model left off. It offers a larger ammunition ca-
  pacity, along with such standard features as collaps-
  ible stock, and an LED readout for rounds remaining.
  Used the world over by military, police and terrorist
  forces.
  Power: 1d6+1 RKA
  Modifiers: Autofire 5 (+½), +2 OCV (+10 pts.),
  40 Shots (+½), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 50
  Real Cost: 22
  Ingram MAC-20 — Due to its small, box-like shape,
  the Ingram series ranks up with the Uzi for ease of
  recognition. Firing the powerful .45 ACP round, the
  Ingram can be used one-handed, but comes with a tele-
  scoping stock to aid in use. The Ingram comes in two
  varieties, the standard MAC-20, and the silenced MAC-
  21.
  Power: 1d6+1 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½), +1
  OCV (+5 pts.), 32 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 50 pts.
  Real Cost: 22 pts.
  Ingram MAC-21 —
  Power: 1d6 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½),
  Invisible Power Effects: Hearing (+½), +1
  OCV (+5 pts.), 32 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 46 pts.
  Real Cost: 20 pts.
  Seburo C-25A — This Japanese design was obviously
  influenced by the PN 90, with its smoothly curving,
  almost organic, design and bottom-mounted helical
  feed magazine. Extensively used by Japanese special
  forces, the Seburo is rapidly becoming the SMG of
  choice around the world.
  Power: 2d6 RKA
  Modifiers: Autofire 5 (+½), +1 OCV (+5 pts.),
  +1 RMod (+3 pts.), 50 Shots (+½), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 68 pts.
  Real Cost: 30 pts.
  Sidewinder SS-2 — Of similar design to the Bushmas-
  ter II, the Sidewinder is designed to be a truly ambi-
  dextrous weapon. The magazine rotates to either side
  to accommodate right or left-handed users. It also fea-
  tures a sliding stock, allowing it to be fired braced
  against the forearm, or fired from the shoulder.
  Power: 1d6+1 RKA
  Modifiers: Autofire 5 (+½), +1 OCV (+5 pts.),
  45 Shots (+½), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 45 pts.
  Real Cost: 20 pts.
  Skorpion vz75 — This small, light-weight machine
  pistol is easily fired one-handed. Meant to be used by
  vehicle crews, it can be carried in a shoulder holster
  without difficulty. A popular street weapon.
  Power: 1d6 RKA
  Modifiers: Autofire 5 (+½), +1 OCV (+5 pts.),
  35 Shots (+½), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 35 pts.
  Real Cost: 15 pts.
  Rifles
  Barret Model 100 — This is a large, heavy rifle, firing
  a 12.7mm round normally found in heavy machine
  guns. It is an excellent sniper weapon, and can punch
  through all types of non-powered body armor. It is
  also capable of damaging powered armor, mecha and
  lightly armored vehicles. Comes with a bipod and a
  built in scope.
  Power: 3d6 RKA
  Modifiers: +1 Stun (+½), +1 OCV (+5 pts.), +4
  RMod (+12 pts.), 10 Shots (-¼), STR
  Minimum (-¼), OAF (-½)
  Active Cost: 84 pts.
  Real Cost: 34 pts.
  Scope: 6 pts.
  Total Cost: 40 pts.
  
  96
  Calico M-105 — Full-sized, shoulder-fired versions of
  the Calico weapons series. These weapons feature ei-
  ther a full-length or folding stock. They are light in
  weight, easy to fire, and have an enormous ammo ca-
  pacity.
  Power: 1d6 RKA
  Modifiers: +1 OCV (+5 pts.), 100 Shots (+¾),
  STR Minimum (-¼), OAF (-1)
  Active Cost: 31 pts.
  Real Cost: 14 pts.
  Calico M-951
  Power: 1d6+1 RKA
  Modifiers: +1 OCV (+5 pts.), +1 RMod (+3
  pts.), 100 Shots (+¾), STR Minimum (-¼),
  OAF (-1)
  Active Cost: 43 pts.
  Real Cost: 19 pts.
  MBA Gyrojet Carbine — The full-sized, shoulder-fired
  version of the MBA gyrojet pistol, the MBA carbine
  offers a larger ammunition capacity as well as better
  stopping power. It also has the advantages of almost
  nonexistent recoil, as well as the ability to be fired un-
  derwater. Due to its unique ammunition, the Gyrojet
  Carbine cannot use any of the ammunition variants.
  Power: 2d6+1 RKA
  Modifiers: +1 Stun (+½), +2 OCV (+10 pts.),
  +1 RMod (+3 pts.), 20 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 74 pts.
  Real Cost: 33 pts.
  TRW Low Maintenance Rifle — This weapon makes
  use of a number of advanced, corrosion-resistant ma-
  terials and finishes to create a durable, almost mainte-
  nance-free rifle that can be used in all climates. Com-
  monly used as a survival rifle for pilots.
  Power: 2d6 RKA
  Modifiers: +1 RMod (+3 pts.), 30 Shots (+¼),
  STR Minimum (-¼), OAF (-1)
  Active Cost: 40 pts.
  Real Cost: 18 pts.
  SIG 2000 — This is a highly accurate sniper rifle, with
  well-made precision workings. It incorporates a num-
  ber of features normally found in competition target
  weapons, including a thumbhole pistol grip, adjust-
  able butt and cheek plates, and a precision bipod. The
  weapon is also equipped with a high-powered scope
  and flash suppressor.
  Power: 2d6+1 RKA
  Modifiers: +1 Stun (+½), +2 OCV (+10 pts.),
  +3 RMod (+9 pts.), 4 Shots (-1), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 71 pts.
  Real Cost: 22 pts.
  Scope: 6 pts.
  Total Cost: 28 pts.
  Walther WA2030N — Designed from the ground up
  as a sniper rifle, the WA2030N is compact, bullpup
  design with numerous innovative features intended to
  make the weapon compatible with both right and left
  handed firers. Included flash suppressor, bipod and
  targeting scope.
  Power: 2d6+1 RKA
  Modifiers: +1 Stun (+½), +2 OCV (+10pts.), +2
  RMod (+6pts.), 8 Shots (-½), STR Minimum
  (-¼), OAF (-1)
  Active Cost: 68 pts.
  Real Cost: 25 pts.
  Scope: 6 pts.
  Total Cost: 31 pts.
  Assault Rifles
  AAI Advanced Combat Rifle — This weapon is a fairly
  standard rifle design that uses a flechette round. Al-
  though the flechette round is not noted for having a
  powerful impact, it does penetrate most body armors
  easily. Note that the AAI ACR does use any of the am-
  munition variants.
  Power: 1½d6 RKA
  Modifiers: Autofire 5 (+½), Armor Piercing
  (+½), +1OCV (+5 pts.), +2 RMod (+6 pts.),
  30 Shots (+¼), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 67 pts.
  Real Cost: 30 pts.
  Advanced Infantry Weapons System — This bullpup
  assault rifle is standard issue for the English military.
  Featuring the largest magazine of any non-caseless
  weapon, the AIWS also mounts a targeting scope as a
  standard feature.
  Power: 2d6 RKA
  Modifiers: Autofire 5 (+½), +1 OCV(+5 pts.),
  60 Shots (+½), STR Minimum (-¼), OAF  (-
  1)
  Active Cost: 65 pts.
  Real Cost: 29 pts.
  Level 1 Scope: 4 pts.
  Total Cost: 33 pts.
  AKS-101 — This weapon is a further refinement of
  the AK-74 weapons system. It is a simple, durable de-
  sign, noted for its ability to remain in working condi-
  tion regardless of the environment. The AKS-101 is
  the standard assault rifle of many Eastern European
  countries.
  Power: 2d6-1 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½), +2
  OCV (+10 pts.), +1 RMod (+3 pts.), 40 Shots
  (+½), STR Minimum (-¼), OAF (-1)
  Active Cost: 80 pts.
  Real Cost: 35 pts.
  
  97
  Colt Advanced Combat Rifle — This weapon appears
  to be a stripped down version of the original Colt M-
  16. Meant as a replacement for the M-16, the Colt
  ACR’s primary feature is its use of specially designed
  duplex rounds. Each shot actually fires two rounds that
  impact the target virtually simultaneously. This design
  has proven to be highly effective versus unarmored
  targets. Note that the Colt ACR does not use any of
  the ammunition variants.
  Power: 3d6 RKA
  Modifiers: Autofire 3 (+½), +1 OCV (+5 pts.),
  +6 RMod (+6 pts.), 30 Shots (+¼), Reduced
  Penetration (-¼), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 90 pts.
  Real Cost: 36 pts.
  Fusil Automatique MAS — This weapon is used by
  the French armed forces. It is a relatively standard
  bullpup weapon, making extensive use of light-weight
  alloys and plastics in its construction.
  Power: 2d6-1 RKA
  Modifiers: Autofire 5 (+½), +2 OCV (+10 pts.),
  +1 RMod (+3 pts.), 25 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 57 pts.
  Real Cost: 25 pts.
  Fabrique Nationale HAR — The most recent devel-
  opment of the famous FN-FAL, the FN-HAR is a large,
  heavy battle rifle that uses the high-powered 7.62mm
  round. The durability and robustness of this rifle is
  best represented by the fact that original design is over
  80 years old!
  Power: 2d6+1 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½), +1
  OCV (+5 pts.), +2 RMod (+6 pts.), 20 Shots
  (+¼), STR Minimum (-¼), OAF (-1)
  Active Cost: 72 pts.
  Real Cost: 32 pts.
  Fabrique Nationale HAR
  Power: 2d6+1 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½), +1
  OCV (+5 pts.), +2 RMod (+6 pts.), 40 Shots
  (+½), STR Minimum (-¼), OAF (-1)
  Active Cost: 81 pts.
  Real Cost: 36 pts.
  Heckler and Koch G-12 — The G-12 is the current
  production model of the famous G-11 rifle. The first
  weapon to utilize caseless ammunition, the G-12 is
  considered to be a revolutionary design. It is of bullpup
  configuration, with a box-shaped appearance unlike
  that of all other assault rifles. The G-12 is noted for it’s
  high rate of fire, large ammunition capacity, and gen-
  eral immunity to jams and misfires.
  Power: 2d6-1 RKA
  Modifiers: Autofire 10 (+¾), +2 OCV (+10 pts.),
  +1 RMod (+3 pts.), 50 Shots (+½), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 69 pts.
  Real Cost: 31 pts.
  Laser Sight: 3 pts.
  Total Cost: 34 pts.
  Jinsei M-100 Pulse Rifle — This massive battle rifle is
  unarguably the most advanced of its kind. Utilizing
  specially designed explosive-tipped caseless rounds, the
  M-100 carries twice as much ammunition as it’s chief
  rival, the G12. It also features a pump-action over-and-
  under grenade launcher, using specially designed, high-
  yield 20mm grenades. Rumor has it that this was the
  rifle that Mitsumi had in mind when they designed
  their Puma Class Security Synthetic. Note that the M-
  100 does not use any of the ammunition variants.
  Power: 2d6 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½),
  Armor piercing (+½), +2 OCV (+10 pts.),
  +2 RMod (+6 pts.), 100 Shots (+¾), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 113 pts.
  Real Cost: 50 pts.
  Grenade Launcher
  Power: 8d6 EB (physical)
  Modifiers: Explosion (+½), +2 RMod (+6 pts.),
  6 Shots (-¾), STR Minimum (-¼), OAF (-1)
  Active Cost: 66 pts.
  Real Cost: 22 pts.
  The weapon is bought as a Multipower, costing
  50 pts., with two ultra slots. Slot one (rifle) costs 5 and
  slot two (launcher) costs 2 points.
  Total Cost: 57 pts.
  Jinsei M-60 Pulse Rifle — A slightly smaller and lighter
  version of the M-100, this rifle omits the grenade
  launcher for an integral laser sight, and uses a reduced
  magazine size. The M-60 is standard armament for
  MegaTokyo’s SWAT teams. Note that the M-60 does
  not use any of the ammunition variants.
  Power: 2d6+1 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½), +2
  OCV (+10 pts.), +2 RMod (+6 pts.), 60 Shots
  (+½), STR Minimum (-¼), OAF (-1)
  Active Cost: 103 pts.
  Real Cost: 46 pts.
  Laser sight: 3 pts.
  Total Cost: 49 pts.
  L85A1 — The L85A1 is a British assault rifle, and one
  of the first to utilize the bullpup design. Although
  mostly replaced by the AIWS, this weapon is still in
  use by the security divisions of several British corpo-
  rations. The SA-90 is an identical weapon, but it uti-
  lizes the 4.85mm round. Both weapons mount a tar-
  geting scope as standard equipment.
  Power: 2d6-1 RKA
  Modifiers: Autofire 5 (+½), +1 OCV (+5 pts.),
  30 Shots (+¼), STR Minimum (-¼), OAF  (-
  1)
  Active Cost: 49 pts.
  Real Cost: 22 pts.
  Level 1 Scope: 4 pts.
  Total Cost: 26 pts.
  SA-90
  Power: 1½d6 RKA
  Modifiers: Autofire 5 (+½), +2 OCV (+10 pts.),
  +1 RMod (+3 pts.), 20 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 57 pts.
  Real Cost: 25 pts.
  Level 1 Scope: 4 pts.
  Total Cost: 29 pts.
  
  98
  Special Purpose Infantry Weapon M-93 — The M-93
  fires fin stabilized darts or flechettes. This allows for a
  large ammunition capacity as well as excellent armor
  penetration capabilities. The M-93 does not use any
  of the ammunition variants.
  Power: 1d6+1 RKA
  Modifiers: Autofire 5 (+½), Armor Piercing
  (+½), -1 Stun (-¼), +2 OCV (+10 pts.), +2
  RMod (+6 pts.), 50 Shots (+½), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 66 pts.
  Real Cost: 26 pts.
  Styer Advanced Combat Rifle — Similar in design to
  the M-93, the Styer ACR also fires flechette rounds,
  achieving excellent armor penetration. Note that the
  Styer ACR does not use any of the ammunition vari-
  ants.
  Power: 1½d6 RKA
  Modifiers: Autofire 5 (+½), Armor Piercing
  (+½), +1 OCV (+5 pts.), +2 RMod (+6 pts.),
  30 Shots (+¼), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 67 pts.
  Real Cost: 30 pts.
  Styer Automatisches Universal Gewehr CSL — This
  is an advanced weapons design utilizing interchange-
  able barrels to combine several weapons in one. It is
  built as a bullpup configuration, making extensive use
  of plastics and aluminum to hold down weight. The
  carrying handle incorporates a simple gunsight, a la-
  ser sight is mounted under the barrel, the magazine is
  made from a high-impact transparent plastic, and the
  stock can be colored to fit the user’s tastes. By chang-
  ing the barrels, the weapon can be converted from a
  submachine gun, carbine, assault rifle, or light machine
  gun. Due to its flexibility, ease of portability, and in-
  herent ruggedness, the Styer AUG is very popular with
  corporate security forces.
  SMG
  Power: 2d6-1 RKA
  Modifiers: Autofire 5 (+½), +1 OCV (+5 pts.),
  +1 RMod (+3 pts.), 40 Shots (+½), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 58 pts.
  Real Cost: 26 pts.
  Carbine
  Power: 2d6 RKA
  Modifiers: Autofire 5 (+½), +2 OCV (+10 pts.),
  +1 RMod (+3 pts.), 40 Shots (+½), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 73 pts.
  Real Cost: 32 pts.
  Assault Rifle
  Power: 2d6 RKA
  Modifiers: Autofire 5 (+½), +2 OCV (+10 pts.),
  +2 RMod (+6 pts.), 40 Shots (+½), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 76 pts.
  Real Cost: 34 pts.
  LMG
  Power: 2d6+1 RKA
  Modifiers: Autofire 5 (+½), +2 OCV (+10 pts.),
  +2 RMod (+6 pts.), 40 Shots (+½), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 86 pts.
  Real Cost: 38 pts.
  The weapon should be bought as a four (ultra)
  slot Multipower, with each weapon configuration be-
  ing one of the four slots. The Multipower has the limi-
  tation of “Full phase to switch slots” (-½). Base cost
  for the Multipower is 38 points. Slots costing (in order
  from SMG to LMG), 2pts., 2pts., 2pts. and 3pts.
  Laser sight: 3 pts.
  Total Cost: 50 pts.
  Valmet M90 — The M90 is the standard rifle of the
  Finnish military. As with all other modern assault rifles,
  it is a bullpup design, incorporating high-impact plas-
  tics in its design. It’s noted as a rugged and depend-
  able weapon.
  Power: 2d6-1 RKA
  Modifiers: Autofire 5 (+½), +2 OCV (+10 pts.),
  +1 RMod (+3 pts.), 30 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 57 pts.
  Real Cost: 25 pts.
  Shotguns
  AAI Close Assault Weapons System — Firing bursts
  of high-velocity flechettes, the AAI CAWS is popular
  among security forces for its devastating effects on
  unarmored targets. Resembling a standard assault rifle,
  the AAI CAWS can be adapted to fire normal 12 gauge
  shotgun ammunition.
  Power: 2d6 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½),+1
  OCV (+5 pts.), +1 RMod (+3 pts.), 15 Shots
  (+0), STR Minimum (-¼), OAF (-1)
  Active Cost: 68 pts.
  Real Cost: 30 pts.
  Atchisson Assault Gun — Using 10 Gauge Magnum
  rounds, the Atchisson is known on the street as the
  “Room Broom.” It’s usually said to have two settings,
  “single shot” and “full auto slaughter.”
  Power: 2d6 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½), +2
  OCV (+10 pts.), +2 RMod (+6 pts.), 20 Shots
  (+¼), STR Minimum (-¼), OAF (-1)
  Active Cost: 83 pts.
  Real Cost: 37 pts.
  Beretta MP5 — This box-fed shotgun resembles an
  assault rifle in layout, and can either be fired in semi-
  automatic or pump action mode. The MP5 comes with
  a folding stock that serves as a carrying handle when
  collapsed.
  Power: 2½d6 RKA
  Modifiers: +1 Stun (+½), Reduced by Range (-
  ¼), Reduced Penetration (-¼), +1 OCV (+5
  pts.), +2 RMod (+6 pts.), 8 Shots (-½), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 71 pts.
  Real Cost: 22 pts.
  
  99
  Bernadelli B6 — This weapon resembles the Beretta
  MP5 closely, being a box-fed shotgun laid out in clas-
  sic assault rifle fashion. It features a folding stock as
  well , and is switchable from manual action to semi-
  automatic firing. Both the MP5 and the B6 are popu-
  lar weapons with law enforcement agencies.
  Power: 2½d6 RKA
  Modifiers: +1 Stun (+½), Reduced by Range
  (-¼), Reduced Penetration (-¼), +1 OCV (+5
  pts.), 8 Shots (-½), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 65 pts.
  Real Cost: 20 pts.
  Franchi Special Purpose Automatic Shotgun — This
  is a line of distinctively styled combat shotguns. Ca-
  pable of either fully automatic, or pump action firing,
  the SPAS series shotguns are massive, heavy weapons
  offering unequaled fire power. These weapons are very
  popular with corporate operatives and street samurai.
  SPAS-12
  Power: 2d6+1 RKA
  Modifiers: +1 Stun (+½), +1 OCV (+5 pts.), +1
  RMod (+3 pts.), 12 Shots (-¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 60 pts.
  Real Cost: 24 pts.
  SPAS-15
  Power: 2d6+1 RKA
  Modifiers: Autofire 3 (+½), +1 Stun (+½), +1
  OCV (+5 pts.), +1 RMod (+3 pts.), 15 Shots
  (-0), STR Minimum (-¼), OAF (-1)
  Active Cost: 78 pts.
  Real Cost: 35 pts.
  SPAS-20
  Power: 2½d6 RKA
  Modifiers: Autofire 3 (+½), +1 Stun (+½), +1
  OCV (+5 pts.), +2 RMod (+6pts.), 10 Shots
  (-¼), STR Minimum (-¼), OAF (-1)
  Active Cost: 91 pts.
  Real Cost: 40 pts.
  Heckler and Koch Close Assault Weapons System —
  Designed along similar lines as the AAI CAWS, this
  weapon is a bullpup design and fires a specialized high-
  pressure 12 gauge round. Unlike the AAI-CAWS, The
  Heckler and Koch cannot fire normal shotgun ammu-
  nition.
  Power: 2d6 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½), +1
  OCV (+5 pts.), +2 RMod (+6pts.), 10 Shots
  (-¼), STR Minimum (-¼), OAF (-1)
  Active Cost: 71 pts.
  Real Cost: 28 pts.
  Ithaca Stakeout M-20 — This is a short-barreled,
  pump action shotgun with a pistol grip. It can easily
  be hidden under a coat or jacket and is a popular
  weapon with undercover operatives.
  Power: 2d6+1 RKA
  Modifiers: +1 Stun (+½), Reduced by Range      (-
  ¼), Reduced Penetration (-¼), +1 OCV (+5
  pts.), 4 Shots (-1), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 57 pts.
  Real Cost: 15 pts.
  Jackhammer Mark 4 — This unusual-looking weapon
  utilizes a bullpup layout in its design. Designed to fire
  standard magnum buckshot loads, the Jackhammer
  uses an ammunition cassette mounted in the stock of
  the weapon. This keeps problems associated with bar-
  rel heat melting the plastic shell casings in the cham-
  ber to a minimum. The Jackhammer is a very rugged
  weapon, made mostly from high-impact plastics.
  Power: 2d6 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½), +1
  OCV (+5 pts.), +1 RMod (+3 pts.), 10 Shots
  (-¼), STR Minimum (-¼), OAF (-1)
  Active Cost: 68 pts.
  Real Cost: 27 pts.
  Mossberg 550 — The 550 is a standard, pump-action
  shotgun with a detachable stock and pistol grip. It is
  commonly used by law enforcement agencies.
  Power: 2½d6 RKA
  Modifiers: +1 Stun (+½), Reduced by Range
  (-¼), Reduced Penetration (-¼), +1 OCV (+5
  pts.), +1 RMod (+3 pts.), 7 Shots (-½),
  STR Minimum (-¼), OAF (-1)
  Active Cost: 68 pts.
  Real Cost: 21 pts.
  Neostead — The Neostead utilizes a revolutionary
  magazine system that sets two six-round magazines
  side-by-side. A simple flick of a lever and the user can
  switch from one magazine to another!
  Power: 2½d6 RKA
  Modifiers: +1 Stun (+½), Reduced by Range
  (-¼), Reduced Penetration (-¼), +1 OCV (+5
  pts.), +2 RMod (+6 pts.), 6 Shots (-¾), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 71 pts.
  Real Cost: 20 pts.
  The weapon is bought as a two (ultra) slot
  Multipower, with each magazine being one of the two
  slots. Base cost for the Multipower is 20 points, slots
  costing 2 pts. each. Note that the example given above
  presumes normal shotgun shells, other options are
  possible.
  Total Cost: 24 pts.
  Remington 880P — The 880P is descended from the
  870P, a design that dates back to the 1950s. As can be
  expected, the 880P is a rugged and reliable weapon,
  well-made and durable. The 880P is a pump action
  weapon with a folding shoulder stock. This weapon is
  standard issue to Neo York police officers.
  Power: 2½d6 RKA
  Modifiers: +1 Stun (+½), Reduced by Range
  (-¼), Reduced Penetration (-¼), +2 OCV
  (+10 pts.), +1 RMod (+3 pts.), 7 Shots (-½),
  STR Minimum (-¼), OAF (-1)
  Active Cost: 73 pts.
  Real Cost: 22 pts.
  
  100
  Machine Guns
  4.85 Light Support Weapon — This weapon is an ad-
  aptation of the L84A1 assault rifle. Such additions as a
  heavier, heat-resistant barrel and folding bipod allow
  it to operate in the role of a light machine gun. Its only
  real drawback is the weapon’s small ammunition ca-
  pacity.
  Power: 1½d6 RKA
  Modifiers: Autofire 10 (+¾), +2 OCV (+10 pts.),
  +2 RMod (+6 pts.), 30 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 66 pts.
  Real Cost: 29 pts.
  Ares Light Machine Gun — A rugged and durable
  design, the Ares LMG is a common weapon among
  the world’s mercenary forces. Lightweight enough to
  be fired as a rifle, the Ares LMG uses a large ammuni-
  tion bin mounted under the weapon to hold as many
  as 200 rounds.
  Power: 2d6 RKA
  Modifiers: Autofire 5 (+½), +1 OCV (+5 pts.),
  +1 RMod (+3 pts.), 200 Shots (+1), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 83 pts.
  Real Cost: 37 pts.
  Fabrique Nationale Heavy Machine Gun — Possibly
  the most common heavy machine gun in the world,
  the FN-HMG is a well-made and reliable design. It is
  representative of a number of different designs, the
  differences being mainly in ammunition capacity and
  rate of fire.
  Power: 2d6+1 RKA
  Modifiers: Autofire 10 (+¾), +1 Stun (+½), +1
  OCV (+5 pts.), +2 RMod (+6 pts.), 50 Shots
  (+½), STR Minimum (-¼), OAF (-1)
  Active Cost: 107 pts.
  Real Cost: 47 pts.
  Heckler and Koch 23E — Utilizing the design effi-
  ciency one would expect from Heckler and Koch, the
  23E is a sturdy, well-designed light machine gun com-
  mon among European forces.
  Power: 2d6 RKA
  Modifiers: Autofire 10 (+¾), +1 OCV (+5 pts.),
  +2 RMod (+6 pts.), 100 Shots (+¾), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 86 pts.
  Real Cost: 38 pts.
  M-134 Minigun — Truly the ultimate in heavy sup-
  port weapons, the M-134 boasts an astonishing rate-
  of-fire of over 1000 rounds a minute. Usually found
  mounted on attack helicopters and mecha, the M-134
  can be made man portable, although only the stron-
  gest of cybernetically enhanced individuals can hope
  to deal with the weapon’s large ammunition require-
  ments and extreme torque. Note that the weapon usu-
  ally comes with belted ammunition in multiples of 500
  rounds.
  Power: 2d6+1 RKA
  Modifiers: Autofire 20 (+1), +1 Stun (+½), +3
  OCV (+15 pts.), +4 RMod (+12 pts.), 500
  Shots (+1¼), STR Minimum (-¼), OAF,
  Bulky (-1½)
  Active Cost: 158 pts.
  Real Cost: 57 pts.
  Minimi — The Minimi is a small light machine gun
  used extensively by UNA forces. Utilizing either a 200
  round belt or magazine feeds, the Minimi is a very ver-
  satile weapon. This weapon, as well as the Ultimax 100,
  is popular with corporate mercenary forces.
  Power: 2d6-1 RKA
  Modifiers: Autofire 10 (+¾), +1 OCV (+5 pts.),
  +1 RMod (+3 pts.), 200 Shots (+1), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 77 pts.
  Real Cost: 34 pts.
  Ultimax 100 — Made by Chartered Industries of
  Singapore, the Ultimax 100 is a very lightweight
  weapon. Of rugged and durable design, the Ultimax
  100 uses 100 round drums to bypass the inherent prob-
  lems with long belts of ammunition. As with the
  Minimi, this weapon is popular with mercenary com-
  bat units.
  Power: 2d6 RKA
  Modifiers: Autofire 5 (+½), +2 OCV (+10 pts.),
  +1 RMod (+3 pts.), 100 Shots (+¾), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 80 pts.
  Real Cost: 35 pts.
  Heavy Weapons
  Assault Cannons — These are very large and very
  heavy man-portable cannons. They are more generi-
  cally known as Anti-Mecha or Anti-Cyborg rifles, and
  can only be used by the strongest of individuals. As-
  sault cannons are made in a variety of styles and can
  be loaded with flechettes, armor-piercing discarding
  sabots and explosive rounds.
  Assault Cannon, Light
  Power: 3d6 RKA
  Modifiers: +1 Stun (+½), +1 OCV (+5 pts.), +2
  RMod (+6 pts.), 30 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 90 pts.
  Real Cost: 40 pts.
  Assault Cannon, Medium
  Power: 3d6+1 RKA
  Modifiers: +1 Stun (+½), +1 OCV (+5 pts.), +2
  RMod (+6 pts.), 20 Shots (+¼), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 98 pts.
  Real Cost: 43 pts.
  Assault Cannon, Heavy
  Power: 3½d6 RKA
  Modifiers: +1 Stun (+½), +1 OCV (+5 pts.), +3
  RMod (+9 pts.), 15 Shots (+0), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 96 pts.
  Real Cost: 43 pts.
  Auto-Cannon, Light
  Power: 3d6 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½), +1
  OCV (+5 pts.), +2 RMod (+6 pts.), 30 Shots
  (+¼), STR Minimum (-¼), OAF (-1)
  Active Cost: 112 pts.
  Real Cost: 50 pts.
  
  101
  Auto-Cannon, Medium
  Power: 3d6+1 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½), +1
  OCV (+5 pts.), +2 RMod (+6 pts.), 20 Shots
  (+¼), STR Minimum (-¼), OAF (-1)
  Active Cost: 123 pts.
  Real Cost: 55 pts.
  Auto-Cannon, Heavy
  Power: 3½d6 RKA
  Modifiers: Autofire 3 (+½), +1 Stun (+½), +1
  OCV (+5 pts.), +3 RMod (+9 pts.), 15 Shots
  (+0), STR Minimum (-¼), OAF (-1)
  Active Cost:  124 pts.
  Real Cost: 55 pts.
  M202A1 — The M202A1 is a shoulder-fired rocket
  launcher. A long, narrow, box-shaped device, the
  M202A1 loads four rockets into firing tubes in the back
  of the weapon. A fold-out sight and trigger are used to
  fire the weapon. Each rocket contains an incendiary
  warhead that spreads a burning agent over a 20-meter
  radius. This weapon is common among mercenary
  forces, especially those fighting in 3rd World corpo-
  rate conflicts. Note: This weapon does release a dan-
  gerous exhaust when fired. This exhaust is defined as
  a 1d6 RKA (energy) that extends in a cone 4" on a side
  behind the weapon.
  Power: 3d6 RKA (energy)
  Modifiers: Explosion (+½), +1 Stun (+½),
  Continuous (+1), Uncontrolled (+½),
  Backblast: 1d6 RKA, Cone AOE (-½), 4 Shots
  of One Turn (-½), STR Minimum (-¼), OAF
  (-1)
  Active Cost: 157 pts.
  Real Cost: 48 pts.
  Otomo Man-Portable Energy Weapon — The Otomo
  MPEW is the world’s first man-portable, battlefield-
  capable laser weapon. It consists of a large, shoulder
  fired rifle, a targeting scope that folds out from the
  weapon’s main body, and a belt-mounted battery pack.
  The weapon is very accurate and is capable of defeat-
  ing all known personal body armors. As yet, the
  weapon’s extremely high cost has prevented it from
  becoming a common component of many corporate
  arsenals.
  MPEW
  Power: 3d6+1 RKA (energy)
  Modifiers: +2 OCV (+10 pts.), +6 RMod (+18
  pts.), 20 Shots (+¼), -1 Stun (-¼), No KB
  (-¼), STR Minimum (-¼), OAF (-1)
  Active Cost: 90 pts.
  Real Cost: 33 pts.
  MPEW II
  Power: 4d6 RKA (energy)
  Modifiers: +2 OCV (+10 pts.), +8 RMod (+24
  pts.), 10 Shots (-¼), -1 Stun (-¼), No KB
  (-¼), STR Minimum (-¼), OAF (-1)
  Active Cost: 94 pts.
  Real Cost: 31 pts.
  Rifleman’s Assault Weapon — Meant to be mounted
  under an assault rifle, or other long-barreled weapon,
  the RAW is a rocket propelled explosive designed to
  destroy structures, vehicles or dispersed soft targets.
  Power: 15d6 EB (physical)
  Modifiers: Explosion (+½), 1 Shot (-2), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 112 pts.
  Real Cost: 26 pts.
  Whitney Morgan ASP — This is a heavy 30mm belt-
  fed machine cannon. Requiring a tripod or vehicle
  mounting, this weapon can only be carried by the larger
  mecha. Note: besides the armor piercing round, the
  ASP can also fire an explosive incendiary round
  (8d6EB, One Hex area).
  Power: 3d6+1 RKA
  Modifiers: Autofire 5 (+½), Armor Piercing
  (+½), +1 Stun (+½), +1 OCV (+5 pts.), +1
  RMod (+3 pts.), 100 Shots (+¾) OAF, Bulky
  (-1½)
  Active Cost: 170 pts.
  Real Cost: 68 pts.
  Other Weapons
  Taser — This weapon is a simple box-shaped device
  with a pistol grip. It fires a set of charged darts that
  release a powerful electrical shock upon impact. Used
  primarily by internal security forces.
  Power: 6d6 EB
  Modifiers: NND (defense is physical armor, force
  field or lack of a nervous system) (+1), -1
  OCV (-5 pts.), -1 RMod (-3 pts.), 4 Shots
  (-1), STR Minimum (-¼), OAF (-1)
  Active Cost: 60 pts.
  Real Cost: 18 pts.
  Otomo MPEW
  
  102
  PGM Blaster — These large, heavy rifles fire bolts of
  charged particles along a low-energy induction beam.
  These bolts impact with a great deal of kinetic energy,
  although actual armor penetration is minimal. This
  kinetic energy transference means that blasters are of-
  ten quite successful in taking down targets wearing
  powered armor, or in combating individuals with
  psychokinetic powers.
  PGM Blaster
  Power: 10d6 EB
  Modifiers: +1 OCV(+5 pts.), +1 RMod (+3 pts.),
  30 Shots (+¼), Beam (-¼), STR Minimum
  (-¼), OAF (-1)
  Active Cost: 83 pts.
  Real Cost: 33 pts.
  PGM Heavy Blaster
  Power: 13d6 EB
  Modifiers: +1 OCV (+5pts.), +2 RMod (+6 pts.),
  15 Shots (+0), Beam (-¼), STR Minimum
  (-¼), OAF (-1)
  Active Cost: 76 pts.
  Real Cost: 30 pts.
  Grenade Launchers
  Armscor Multishot Grenade Launcher — This is a
  large, shoulder-fired, drum-fed grenade launcher. Ca-
  pable of firing any form of 40mm grenade, the Armscor
  is popular among law enforcement organizations. Al-
  though it can use any form of 40mm grenade, the speci-
  fications below are for a weapon loaded with standard
  concussive rounds.
  Power: 9d6 EB (physical)
  Modifiers: Explosion (+½), +1 OCV (+5 pts.),
  +1 RMod (+3 pts.), 6 Shot (-¾), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 75 pts.
  Real Cost: 25 pts.
  Heckler and Koch 69A1 — A small, break-action
  weapon capable of firing any form of 40mm grenade,
  the H&K 69A1 is representative of a variety of similar
  weapons, including the M79 and the Talon grenade
  launchers. As with the Armscor, the specifications be-
  low are for a weapon using concussive rounds. Note
  that the typical combat load for this weapon is usually
  20 rounds.
  Power: 9d6 EB (physical)
  Modifiers: Explosion (+½), +1 OCV (+5 pts.),
  +1 RMod (+3 pts.), 1 Shot (-2), STR
  Minimum (-¼), OAF (-1)
  Active Cost: 75 pts.
  Real Cost: 18 pts.
  M206 — Representative of most modern mini-grenade
  launchers, the M206 is a pump action weapon that
  mounts under the barrel of an assault rifle.
  Power: 8d6 EB (physical)
  Modifiers: Explosion (+½), +1 RMod (+3 pts.),
  6 Shots (-¾), STR Minimum (-¼), OAF (-1)
  Active Cost: 63 pts.
  Real Cost: 21 pts.
  Grenade Rounds
  This list represents the common forms of grenade
  rounds used in the Armscor MGL, the H&K 69A1, and
  the M206.
  Bolo (40mm) — When fired, this grenade releases a
  cloud of weighted wires that will wrap around and
  immobilize a target.
  Power: 4d6 Entangle
  Modifiers: Transparent (+½), 1 Shot (-2), OAF
  (-1)
  Active Cost: 60 pts.
  Real Cost: 15 pts.
  Concussive (20mm)
  Power: 8d6 EB (physical)
  Modifiers: Explosion (+½), 1 Shot (-2), OAF
  (-1)
  Active Cost: 60 pts.
  Real Cost: 15 pts.
  Concussive (40mm)
  Power: 9d6 EB (physical)
  Modifiers: Explosion (+½), 1 Shot (-2), OAF
  (-1)
  Active Cost: 67 pts.
  Real Cost: 17 pts.
  Fragmentation (20mm)
  Power: 2½d6 RKA
  Modifiers: Explosion (+½), 1 Shot (-2), OAF
  (-1)
  Active Cost: 60 pts.
  Real Cost: 15 pts.
  Fragmentation (40mm)
  Power: 3d6 RKA
  Modifiers: Explosion (+½), 1 Shot (-2), OAF
  (-1)
  Active Cost: 67 pts.
  Real Cost: 17 pts.
  HEAT/HEAP — The HEAT/HEAP round is a shaped
  charge that only affects the impact target.
  Power: 3d6 RKA
  Modifiers: Armor Piercing (+½), 1 Shot (-2),
  OAF (-1)
  Active Cost: 67 pts.
  Real Cost: 17 pts.
  M397A1 (40mm) — This is an air-burst grenade that
  bounces into the air before exploding. If using Hit Lo-
  cation rules, damage from this grenade is rolled upon
  the High Shot location table.
  Power: 2½d6 RKA
  Modifiers: Explosion (+½),1 Shot (-2), OAF
  (-1)
  Active Cost: 60 pts.
  Real Cost: 15 pts.
  M433 HEDP (40mm)
  Power: 2d6+1 RKA
  Modifiers: Explosion (+½), Armor Piercing
  (+½), 1 Shot (-2), OAF (-1)
  Active Cost: 70 pts.
  Real Cost: 17 pts.
  Rubber Impact (40mm)
  Power: 10d6 EB (physical)
  Modifiers: 1 Shot (-2), OAF (-1)
  Active Cost: 50 pts.
  Real Cost: 14 pts.
  
  103
  Tear Gas (40mm)
  Power: 2d6 Flash vs. Sight Group (+10 pts.)
  Modifiers: Area of Affect 3" radius (+1), One
  Continuing Charge of 5 Minutes (-1), No
  Affect vs. Self Contained Breathing (-½), OAF
  (-1)
  Active Cost: 60 pts.
  Real Cost: 17 pts.
  Power: 1d6 EB
  Modifiers: NND (DEF: Life Support, Self
  Contained Breathing) (+1), Area of Affect 3"
  radius (+1½), One Continuing Charge of 5
  Minutes (-1), Linked to Flash Attack (-½),
  OAF (-1)
  Active Cost: 17 pts.
  Real Cost: 5 pts.
  Total Cost: 22 pts.
  Grenades
  This list represents the common forms of thrown
  hand grenades. All thrown grenades have the limita-
  tion of “Ranged Based on STR”, since the range one
  could throw a grenade is far less than it’s range based
  off of Active Points. The Real Cost is based off of the
  cost of one grenade, although the actual combat load
  may be many more. Point calculations should be made
  accordingly.
  AFR-7 Flash — This is a combination sound and flash
  grenade. It detonates with a loud concussive blast, along
  with a blinding flash.
  Power: 6d6 EB (physical)
  Modifiers: Explosion (+½), Range based on
  Strength (-¼), 1 Shot (-2), OAF (-1)
  Active Cost: 45 pts.
  Real Cost: 10 pts.
  Power: 3d6 Flash vs. Sight Group (+10 pts.)
  Modifiers: Explosion (+½), Linked (-½), Range
  based on Strength (-¼), 1 Shot (-2), OAF
  (-1)
  Active Cost: 60 pts.
  Real Cost: 13 pts.
  Total Cost: 23 pts.
  Concussive
  Power: 9d6 EB (physical)
  Modifiers: Explosion (+½), Range based on
  Strength (-¼), 1 Shot (-2), OAF (-1)
  Active Cost: 67 pts.
  Real Cost: 16 pts.
  Flash Pack — This is a small, rectangular grenade that
  detonates in a series of blinding flashes. Often used in
  hostage situations.
  Power: 4d6 Flash vs. Sight Group (+10 pts.)
  Modifiers: Explosion (+½), Armor Piercing
  (+½), Range based on Strength (-¼), 1 Shot
  (-2), OAF (-1)
  Active Cost: 100 pts.
  Real Cost: 23 pts.
  Fragmentation
  Power: 3d6 RKA
  Modifiers: Explosion (+½), Range based on
  Strength (-¼), 1 Shot (-2), OAF (-1)
  Active Cost: 67 pts.
  Real Cost: 16 pts.
  NICO Sound & Flash — A popular anti-terrorist
  weapon, the NICO Sound and Flash grenade combines
  a very loud report with a series of brilliant flashes to
  confuse and disorient an opponent.
  Power: 6d6 EB (physical)
  Modifiers: Stun Only (-0), Explosion (+½),
  Armor Piercing (+½), Range based on
  Strength (-¼), 1 Shot (-2), OAF (-1)
  Active Cost: 60 pts.
  Real Cost: 14 pts.
  Power: 2d6 Flash vs. Sight and Hearing Groups
  (+20 pts.)
  Modifiers: Explosion (+½), Armor Piercing
  (+½), Linked (-½), Range based on Strength
  (-¼), 1 Shot (-2), OAF (-1)
  Active Cost: 80 pts.
  Real Cost: 17 pts.
  Total Cost: 31 pts.
  SEC Fragmentation
  Power: 2½d6 RKA
  Modifiers: Explosion (+½), +1 Stun (+½),
  Range based on Strength (-¼), 1 Shot (-2),
  OAF (-1)
  Active Cost: 80 pts.
  Real Cost: 19 pts.
  
  104
   Melee Weapons
           Name
  OCV
  Dmg
  Stun
  STR Min
  Pts
  Notes
  Combat Knife
  +1
  1d6-1
     0
         7
    9
  S, Throw
  Katana
  +1
  1½d6
     0
       15
  15
  M, 1½H
  Knife
  +0
  ½d6
     0
         5
    7
  S, Throw
  Knuck Knife
         7
  15
    (blade)
  +1
  ½d6
     0
  S
    (hilt)
  +0
  (2d6)
    na
  S, +6 DEF Armor
  on Loc 6, Act 11-
  Sap Glove
  +0
  (2d6)
    na
        na
    7
  S
  Stun Glove
  +0
            (3d6 NND)   na
        na
  16
  S, +1d6 DEX Drain
  Stun Stick
  +1
            (5d6 NND)   na
        na
  26
  S, +3d6 DEX Drain
  Sword
  +1
  1d6+1
     0
       10
    3
  M
  Tonfa
  +1
  (3d6)
    na
         7
    7
  S
  Melee Weapons Descriptions
  Combat Knife — This weapon is representative of any
  number of military fighting knives. Equipped with a
  broad, heavy blade, it is balanced for throwing.  Other
  variations exist with thinner, sharply pointed blades
  meant to punch through armor. For these weapons
  replaced the “Ranged” advantage with the advantage
  “Armor Piercing”.
  Power: 1d6-1 HKA
  Modifiers: Usable at Range (+½), 0 END (+½),
  +1 OCV (+5 pts.), Blade (-¼), STR Min
  (-½), OAF (-1)
  Active Cost: 25 pts.
  Real Cost: 9 pts.
  Katana — This long-bladed Japanese sword is popu-
  lar among street samurai the world over. Occasionally,
  it is carried by some Japanese corporate officials, who
  display it as proof of their status. Most of these weap-
  ons are mass produced blades, with nowhere near the
  quality of the older, more traditionally made swords.
  Power: 1½d6 HKA
  Modifiers: 0 END (+½), +1 OCV (+5 pts.),
  Blade (-¼), STR Min (-½), OAF (-1)
  Active Cost: 42 pts.
  Real Cost: 15 pts.
  Knife — A short bladed cutting tool, this type of knife
  is found the world over. It can be thrown, although
  neither very far nor very well.
  Power: ½d6 HKA
  Modifiers: Usable at Range (+½), 0 END (+½),
  Blade (-¼), STR Min (-½), OAF (-1)
  Active Cost: 20 pts.
  Real Cost: 7 pts.
  Knuck Knife — This hybrid weapon consists of a set
  of brass knuckles with an attached knife blade. Larger-
  bladed versions exist, and are popular street weapons.
  Knife
  Power: ½d6 HKA
  Modifiers: 0 END (+½), +1 OCV (+5 pts.),
  Blade (-¼), STR Min (-½), OAF (-1)
  Active Cost: 20 pts.
  Real Cost: 7 pts.
  Knucks
  Power: +2d6 HA
  Modifiers: 0 END (+½), OAF (-1)
  Active Cost: 9 pts.
  Real Cost: 4 pts.
  Power: +6 DEF Armor
  Modifiers: Location 6 (hand) (-2), Activates 11-
  (-1), OAF (-1)
  Active Cost: 18 pts.
  Real Cost: 4 pts.
  Total Cost: 15 pts.
  Sap Glove — A sap glove is a standard leather or vinyl
  glove that has had heavy weights sewn into the lining.
  Another popular street weapon, sap gloves are also
  common among many police forces.
  Power: +2d6 HA
  Modifiers: 0 END (+½), IIF (-¼)
  Active Cost: 9
  Real Cost: 7
  
  105
  Stun Glove — Similar to a sap glove, the stun glove
  projects an electrical shock when used to strike an
  opponent. Stun gloves and stun sticks (follows) are
  commonly found among many security forces, espe-
  cially those that prefer to take an intruder alive.
  Power: 3d6 EB
  Modifiers: NND (+1) Defense is being grounded
  or insulated or having a non-human nervous
  system, No Range (-½), 6 charges (-¾), IIF
  (-¼)
  Active Cost: 30 pts.
  Real Cost: 12 pts.
  Power: 1d6 Drain (DEX)
  Modifiers: Linked to NND (-½), 6 charges
  (-¾), IIF (-¼)
  Active Cost: 10 pts.
  Real Cost: 4 pts.
  Total Cost: 16 pts.
  Stun Stick — This weapon is a long (3') stick or club.
  It generates a powerful electrical charge that is quite
  capable of rendering an unmodified human uncon-
  scious. The electrical discharge has the side benefit of
  causing muscle spasms in its target, interfering with
  movement and coordination. These weapons have
  been known to short out certain forms of cyberware.
  Power: 5d6 EB
  Modifiers: NND (+1) Defense is being grounded
  or insulated or having a non-human nervous
  system, +1 OCV (+5 pts.), No Range (-½), 6
  charges (-¾), OAF (-1)
  Active Cost: 55 pts.
  Real Cost: 17 pts.
  Power: 3d6 of Drain (DEX)
  Modifiers: Linked to NND (-½), 6 charges
  (-¾), OAF (-1)
  Active Cost: 30 pts.
  Real Cost: 9 pts.
  Total Cost: 26 pts.
  Sword — This category is representative of certain
  long-bladed fighting knives as well as the heavy bladed
  weapons favored by some commandos.
  Power: 1d6+1 HKA
  Modifiers: 0 END (+½), +1 OCV (+5pts.), Blade
  (-¼), STR Min (-½), OAF (-1)
  Active Cost: 35 pts.
  Real Cost: 13 pts.
  Tonfa — This weapon is descended from a Japanese
  rice threshing tool. Since the late 20th century, it has
  replaced the nightstick in most American police forces.
  Power: +3d6 HA
  Modifiers: 0 END (+½), +1 OCV (+5pts.), STR
  Min (-½), OAF (-1)
  Active Cost: 18 pts.
  Real Cost: 7 pts.
  
  106
  Mecha Weapons
           Name
  Cal
  OCV
  RMod
  Dmg
  Stun    Shots    Pts   Notes
  LM-50HB
  .50
    +2
    +4
  3d6
    +1        100       58   AF5
  M-67 Recoilless Rifle
  90mm
     -1
    +2
  4d6AP
    +1
   5         44   Shoulder mount
  MG-35 Machinecannon
  35mm
    +1
    +3
  3˚d6
    +1          20       50   AF3
  MG-50 Machinecannon
  50mm
    +2
    +3
  4d6+1
    +1
  10        39
  MG-75 Machinecannon
  75mm
    +1
    +3
  5d6+1
    +1
   8         41
  MG-105 Machinecannon
  105mm   +2
    +5
  5½d6
    +1
   5         43
  RPM-250
  2.5"
     -2
    +4
  (10d6X)   na
  10        41   AF5
  VMFT-105
  na
    +0
    +2
  5d6E
    +1
   3         48   One Hex Area
  XM-297 Carbine
  30mm
    +1
    +3
  3˚d6
    +1
  30        44
  Mecha Weapons Descriptions
  VMFT-105 — This is a large vehicular flame-thrower,
  usually used in urban situations to destroy buildings.
  The VMFT is a very potent weapon, and can wreck a
  mecha in a single shot. Its small ammunition capacity
  is its only major drawback, restricting its use to urban
  assaults. Due to its large size, the weapon cannot be
  carried by a mecha, but must be mounted on the body
  instead.
  Power: 5d6 RKA Energy
  Modifiers: One Hex Area (+½), +1 Stun (+½),
  +2 RMod (+6 pts.), 3 Shots (-1¼), OIF (-1)
  Active Cost: 156 pts.
  Real Cost: 48 pts.
  LM-50HB — The LM-50HB is a .50 caliber machine-
  gun adapted for use by humanoid mecha. It comes with
  a shoulder stock and an oversized pistol grip. A 100-
  round belt of ammunition is kept in a covered bin
  mounted on the side of the weapon.
  Power: 3d6 RKA
  Modifiers: Autofire 5 (+½), +1 Stun (+½), +2
  OCV (+10 pts.), +4 RMod (+12 pts.), 100
  Shots (+¾), OAF (-1½)
  Active Cost: 146 pts.
  Real Cost: 58 pts.
  M-67 Recoilless Rifle — Typically found mounted on
  the shoulder of humanoid mecha, the M-67 fires a
  large-caliber armor-piercing shell. This weapon is com-
  mon among military mecha.
  Power: 4d6 RKA
  Modifiers: Armor Piercing (+½), +1 Stun (+½),
  -1 OCV (-5 pts.), +2 RMod (+6 pts.), 5 Shots
  (-¾), OIF (-1)
  Active Cost: 126 pts.
  Real Cost: 44 pts.
  Machinecannons — A machinecannon is a mecha-
  portable shoulder weapon adapted from the cannons
  normally found in late 20th century armored vehicles.
  A machinecannon is, in effect, a very large rifle, and
  can only be fired by a braced mecha. Their large size
  makes machinecannons impractical for most urban
  combat: usually these weapons are only used to de-
  stroy other mecha, cyberdroids or large armored ve-
  hicles.
  MG-35 Machinecannon
  Power: 3½d6 RKA
  Modifiers: Autofire 3 (+½), +1 Stun (+½), +1
  OCV (+5 pts.), +3 RMod (+9 pts.), Cannot
  Move in Phase Weapon is Fired (-¼), 20 Shots
  (+¼), OAF (-1½)
  Active Cost: 138 pts.
  Real Cost: 50 pts.
  MG-50 Machinecannon
  Power: 4d6+1 RKA
  Modifiers: +1 Stun (+½), +2 OCV (+10 pts.),
  +3 RMod (+9 pts.), Cannot Move in Phase
  Weapon is Fired (-¼), 10 Shots (-¼), OAF
  (-1½)
  Active Cost: 116 pts.
  Real Cost: 39 pts.
  MG-75 Machinecannon
  Power: 5d6+1 RKA
  Modifiers: +1 Stun (+½), +1 OCV (+5 pts.), +3
  RMod (+9 pts.), Cannot Move in Phase
  Weapon is Fired (-¼), 8 Shots (-½), OAF
  (-1½)
  Active Cost: 134 pts.
  Real Cost: 41 pts.
  MG-105 Machinecannon
  Power: 5½d6 RKA
  Modifiers: +1 Stun (+½), +2 OCV (+10 pts.),
  +5 RMod (+15 pts.), Cannot Move in Phase
  Weapon is Fired (-¼), 5 Shots (-¾), OAF
  (-1½)
  Active Cost: 152 pts.
  Real Cost: 43 pts.
  
  107
  RPM-250 — The RPM-250 is a missile-launcher typi-
  cally mounted on the shoulders of humanoid mecha.
  It fires clusters of missiles at the designated target, and
  is often used to destroy lightly armored vehicles or
  buildings.
  Power: 10d6 EB
  Modifiers: Autofire 5 (+½), Explosive (+½), -2
  OCV (-10 pts.), +4 RMod (+12 pts.), Autofire
  Cannot be Spread, and Cannot Suppress
  (-¼), 10 Shots (-¼), OIF (-1)
  Active Cost: 112 pts.
  Real Cost: 41 pts.
  XM-297 Carbine — This is a heavy, short-barreled
  weapon commonly found among mecha troops of all
  types. Its small size makes it very suitable for use in an
  urban environment, and the weapon is often used by
  mecha-equipped police and security forces. There are
  many variations of this rifle available, including fully
  automatic versions.
  Power: 3½d6 RKA
  Modifiers: +1 Stun (+½), +1 OCV (+5 pts.), +3
  RMod (+9 pts.), 30 Shots (+¼), OAF (-1½)
  Active Cost: 110 pts.
  Real Cost: 44 pts.
  
  108
   Vehicles
     NAME
                 SIZE          DCV     MASS (KB)    STR    DEF     BODY     DEX   SPD
  MOVE
  MAX
  CARS
  Acura Majestic
  3.2x1.6
  -3
  3.2 ton (-5)        35
   8
  15
  15
    3
  25x4
  300
  BMW 851i
  2.5x1.25
  -2
  1.6 ton (-4)
  30
   4
  14
  18
    3
  27x4
  324
  BMW 868s
  2x1
  -2
  800 kg (-3)
  25
   3
  13
  23
    5
  24x4
  480
  Ford Eagle
  2x1
  -2
  800 kg (-3)
  25
   3
  13
  15
    4
  20x4
  320
  Ford GTi
  2x1
  -2
  800 kg (-3)
  25
   3
  13
  20
    4
  25x4
  400
  Gunkoku Tenshi
  2.5x1.25
  -2
  1.6 ton (-4)
  30
   7
  14
  15
    3
  25x4
  300
  Honda Arrow
  2x1
  -2
  800 kg (-3)
  25
   3
  13
  23
    4
  29x4
  464
  Honda Plex
  1.25x.64
  0
  200 kg (-1)
  15
   2
  11
  13
    3
  13x4
  156
  Jinsei Kage
  2x1
  -2
  1000 kg (-3)
  25
   5
  13
  25
    5
  28x4
  560
  Lexus LS2200
  2.5x1.25
  -2
  1.6 ton (-4)
  30
   6
  14
  18
    4
  22x4
  352
  Lincoln Millenium
  2.5x1.25
  -2
  1.6 ton (-4)
  30
   4
  14
  15
    3
  27x4
  324
  Mercedes Benz 2028S
  2.5x1.25
  -2
  1.6 ton (-4)
  30
  12
  15
  24
    4
  35x4
  560
  Nissan 600ZX Turbo
     2x1
  -2
  800 kg (-3)
  25
   3
  13
  22
    4
  26x4
  416
  Nissan IC Sport
  1.6x.8
  -1
  400 kg (-2)
  20
   3
  12
  15
    4
  15x4
  240
  Toyota August
  2.5x1.25
  -2
  1.6 ton (-4)
  30
   3
  14
  14
    3
  17x4
  240
  MOTORCYCLES
  BMW 1450E
  1.25x.64
  0
  200 kg (-1)
  15
   2
  11
  18
  3
  17x4
  204
  BMW 1600RS
  1.25x.64
  0
  200 kg (-1)
  15
   2
  11
  20
  4
  14x4
  224
  BMW 1800Xi
  1.25x.64
  0
  200 kg (-1)
  15
   2
  11
  23
  4
  26x4
  416
  Harley Davidson Cruiser
  1.25x.64
  0
  200 kg (-1)
  15
   2
  11
  20
  4
  25x4
  400
  Honda XF600C
  1.25x.64
  0
  200 kg (-1)
  15
   2
  11
  22
  4
  25x4
  400
  Jinsei Katana
  1.25x.64
  0
  200 kg (-1)
  15
   2
  11
  23
  4
  25x4
  400
  Jinsei No-dachi
  1.25x.64
  0
  200 kg (-1)
  15
   3
  11
  26
  5
  22x4
  440
  Kawasaki XS-12 Shinobi
  1.25x.64
  0
  200 kg (-1)
  15
   2
  11
  20
  4
  23x4
  368
  Suzuki GTX820
  1.25x.64
  0
  200 kg (-1)
  15
   3
  11
  21
  4
  26x4
  410
  Volkswagen Hopper
  1x.5
  0
  100 kg (-0)
  10
   1
  10
  15
  3
  11x4
  132
  Yamaha XT2000
  1.25x.64
  0
  200 kg (-1)
  15
   3
  11
  23
  4
  22x4
  352
  TRUCKS AND OFF-ROAD VEHICLES
  Isuzu Warrior
  2.5x1.25
  -2
  1.6 ton (-4)
  35
   4
  15
  17
  3
  24x4
  288
  HOVERCRAFT
  Ford Arashi
  2x1
  -2
  800 kg (-3)
  25
   4
  13
  23
  4
  25x4
  400
  Jinsei Tengu
  2x1
  -2
  800 kg (-3)
  25
   6
  13
  25
  5
  34x4
  680
  FIXED-WING PLANES
  Cessna 2x1 -2
  800 kg (-3)
  25
  3
  13
  18
  3
  44x4 528
  Lear Mercury II
  4x2
  -4
  6.4 ton (-6)
  40
   6
  16
  20
  4
  81x8
  2592
  TILT-WING PLANES
  Gunkoku Hachidori
  4x2
  -4
  6.4 ton (-6)
  40
   3
  16
  18
  4
  26x8
  832
  V-22 Osprey
  5x2.5
  -4
  12.5 ton (-7)
  48
   5
  17
  15
  4
  23x8
  736
  HELICOPTERS
  Gunkoku Tori
  1.6x8
  -1
  400 kg (-2)
  20
   3
  12
  15
  3
  25x4
  300
  Hughes Skywalker
  2.5x1.25
  -2
  1.6 ton (-4)
  30
   9
  14
  20
  4
  32x4
  512
  VECTOR-THRUST VEHICLES
  Moller Skycar 200
  1.6x.8
  -1
  400 kg (-2)
  20
   3
  12
  21
  4
  31x8
  960
  Moller Skycar 600
  2.5x1.25
  -2
  1090 kg (-4)
  30
   3
  14
  20
  4
  33x8
  1056
  Gunkoku A-28
  1x.5
  -0
  100 kg (-0)
  15
   5
  10
  23
  4
  21x4
  336
  Gunkoku VT-220
  2.5x1.25
  -2
  1.6 ton (-4)
  30
   4
  14
  18
  3
  21x8
  504
  POLICE VEHICLES
  Ford Patrol Cruiser
  2x1
  -2
  800 kg (-3)
  25
   8
  13
  18
  4
  22x4
  360
  Ford Pursuit
  2x1
  -2
  800 kg (-3)
  25
   6
  13
  20
  4
  25x4
  400
  Ford Interceptor
  2x1
  -2
  800 kg (-3)
  25
   4
  13
  23
  4
  28x4
  448
  Jinsei Kami (air)
  2.15x1.25
  -2
  4.4 ton (-5)
  35
   4
  14
  20
  4
  44x8
  1408
  Jinsei Kami (ground)
  2.15x1.25
  -2
  4.4 ton (-5)
  35
   4
  14
  20
  4
  30x4
  480
  Normally,
  vehicles don’t
  play a major role
  in cyberpunk
  fiction. There
  are exceptions,
  often in the
  form of cars
  operated by a
  form of direct
  neural interfaces
  and piloted by
  the familiar
  cyberpunk
  rigger. In most
  anime and
  manga
  cyberpunk,
  vehicles are
  usually window
  dressing and
  don’t have any
  special func-
  tions or
  abilities. There
  are a number of
  sources for
  visually
  interesting
  vehicles
  however, such as
  the AD Police
  cruisers in
  Bubblegum
  Crisis, Kaneda’s
  bike in Akira,
  the police
  spinners in
  Bladerunner and
  the dropships in
  M-66 Black
  Magic.
  
  109
  Vehicle Descriptions
  CARS
  Acura Majestic — The six-wheeled Majestic is opu-
  lence personified. The limousine of choice for the cor-
  porate elite, the Majestic offers a powerful internal
  computer, high-quality anti-theft systems, a complete
  telecommunications and entertainment suite with sat-
  ellite hookup, armored body, emergency medical kit
  and wet bar. At the buyer’s option, a fold-out bed can
  be installed instead of the standard rear bench seat.
  Due to its chassis design, the Majestic has +1 Skill Level
  with its Ground Movement (2 points).
  BMW 851i — A large full-sized sedan, the 851i is a
  popular car among corporate executives.
  BMW 868s — BMW’s entry into the sports car mar-
  ket, the turbo-charged 868s is one of the fastest cars
  on the road today. The 868s has +2 Levels with Ground
  Movement (4 points) to reflect its excellent handling.
  Ford Eagle — The Eagle is a somewhat mundane mid-
  sized sedan, available in hatchback and wagon versions.
  Inexpensive and reliable, these cars are a common sight
  on UNA city streets.
  Ford GTi — Descended from some of Ford’s more fa-
  mous sports car designs, the GTi’s primary claim to
  fame is that it’s the model picked by several UNA po-
  lice departments for their highway patrol departments.
  The GTi has +2 Levels with Ground Movement (4
  points) to reflect its excellent handling.
  Gunkoku Tenshi — Utilizing a six-wheeled chassis, the
  Tenshi is designed along the same lines as the Acura
  Majestic, although at a much lower price. In attempt
  to live up to its name of “Angel” (the English transla-
  tion of “Tenshi”), the Tenshi offers a smooth, quiet ride
  and a well-armored outer shell. Due to its chassis de-
  sign, the Tenshi has +1 Skill Level with its Ground
  Movement (2 points).
  Honda Arrow — Sporting a powerful, turbo charged
  engine, the Arrow lives up to its name as one of the
  fastest sports cars on the road. The Arrow has +3 Lev-
  els with Ground Movement (6 points) to reflect its
  excellent handling.
  Honda Plex — The Plex is a tiny, three-wheeled elec-
  tric car designed for the inner-city metroplex driver
  (hence the name ‘plex’). The Plex is a popular choice
  with low-ranking corporate sararimen.
  Jinsei Kage — Low-slung, sleek and stylish, the Kage
  (Japanese for “shadow”) is widely considered to be the
  ultimate in sports cars. DNI-equipped Kages are fa-
  vored among riggers for courier duty and corporate
  extractions. The Kage has +3 Levels with Ground
  Movement (6 points) to reflect its excellent handling.
  Lexus LS2200 — Another in Lexus’ long line of full-
  sized luxury automobiles, the LS2200 is a richly fur-
  nished and well-armored corporate status symbol. The
  LS2200 has +1 Skill Level with its Ground Movement
  (2 points).
  Lincoln Millennium — A full-sized luxury town car,
  the Millennium is popular with those corporate ex-
  ecutives who can’t quite afford more expensive status
  symbols like the LS2200 or the Tenshi.
  Mercedes Benz 2028S — The 2028S is the luxury sports
  sedan of the decade. Boasting a massive V-12 turbo-
  charged engine, armored body, internal computer and
  enough luxury furnishings to put a MegaTokyo pent-
  house apartment to shame, a 2028S is worth every cent
  of its 500,000 nuyen price tag. As Mercedes is proud to
  point out, if the 2028S is good enough for the Em-
  press (i.e., Shion Nys), then it certainly must be good
  enough for you. The 2028s has +3 Levels with Ground
  Movement (6 points) to reflect its excellent handling.
  Nissan 600ZX Turbo — Built low to the ground, with
  smooth, aerodynamic lines, the gull-winged 600ZX
  wins over many buyers because of its looks rather than
  its performance characteristics. The 600ZX has +2 Lev-
  els with Ground Movement (4 points) to reflect its
  excellent handling.
  Nissan IC Sport — The IC (i.e., “inner city”) Sport is
  a small, box-shaped vehicle that runs on high-yield
  electrical batteries. Although the IC Sport can hold up
  to four people, its engine usually has a great deal of
  trouble with such a payload.
  Toyota August — The August is an unremarkable four-
  door sedan found nearly everywhere.
  Many of the more elite luxury and sports cars come
  with an internal vehicle computer. This computer is pro-
  grammed with a number of functions, including autopilot,
  anti-theft functions and a map database. The standard car
  computer has the following stats:
    Typical Car Computer
    Val
  Cha
  Cost
  Roll Notes
    15
  INT
  15
  12- PER: 12-
    15
  DEX
  5
  12- OCV: 5 /DCV: 5
      3
  SPD
  5
  Phases: 4, 8, 12
    Total Characteristics Cost: 25
    Powers and Skills
  Data:
  Combat Driving 12- (3)
  KS: Local City Map 14- (5)
  KS: State Map 11- (2)
  KS: Country Map 8- (1)
  Security Systems 12- (3)
  Systems Operations 12- (3)
  TF: Car (1)
  Programs:
  Access Map Database Program (activate KS: Maps)
  (1)
  Anti-theft Program (activate Security Systems) (1)
  Autopilot Program (activate Combat Driving and TF:
  Car) (1)
  Uplink to System Net Program (activate Systems
  Operations) (1)
  Total Powers & Skills: 22
  Total Computer Cost: 47 /9 Installed in a vehicle
  
  110
  Motorcycles
  BMW 1450E, 1600RS and 1800Xi — This trio of mo-
  torcycles from the Bavarian Motor Works still offers
  the same features that made BMW bikes popular for
  more than a hundred years: fuel injection, liquid
  cooled, shaft drive. About the only major difference is
  that one can buy an alcohol-fuel model instead of the
  usual gasoline-powered version.
  Harley Davidson Cruiser — As is typical for Harley
  Davidson, the Cruiser is a simple, no-nonsense bike,
  well-equipped for both inner-city and open road driv-
  ing.
  Honda XF600C — The XF600C is fast, powerful and
  highly maneuverable, but otherwise unremarkable.
  Jinsei Katana — Part of Jinsei’s “sword” series of mo-
  torcycles, the Katana offers an excellent combination
  of speed and handling. For those who desire a slightly
  less intimidating bike, Jinsei offers the Wakizashi and
  Tanto models.
  Jinsei No-dachi — The fastest bike on the road today,
  the No-dachi is capable of speeds well over 160 mph.
  The No-dachi offers a unique design: the front faring
  extends around the driver, encasing him in a highly
  aerodynamic shell.
  Kawasaki XS-12 Shinobi — The Shinobi doesn’t offer
  much in the way of power or handling, but its sleek
  design and name (shinobi is another word for “ninja”)
  win over many buyers.
  Suzuki GTX820 — A very fast bike, with a powerful
  shaft-drive engine, the GTX820 stands out due to its
  speed and unique seating arrangement. The driver and
  passenger don’t straddle the bike, but instead are given
  the luxury of recessed bucket seats thanks to a new
  development in in-line engine placement. A very popu-
  lar bike with those who want to stand out from the
  crowd.
  Volkswagen Hopper — The Hopper is a tiny, one-man
  motorscooter. Cheap, lightweight and fuel-efficient, the
  Hopper (or variants thereof) is found worldwide.
  Yamaha XT2000 — Although not as fast as most of
  the other sports bikes, the XT2000 offers excellent han-
  dling characteristics.
  Trucks and Off-Road Vehicles
  Isuzu Warrior — Durable and well designed, the War-
  rior lives up to Isuzu’s reputation as a manufacturer of
  quality off-road and sport utility vehicles. This model
  is popular with metroplex residents who want to
  project an image of adventure, even if they never leave
  a paved street in their life. The Warrior has a +2 to
  Combat Driving, Only to Counteract Terrain Modifi-
  ers (-1) for 5 points.
  HOVERCRAFT
  Ford Arashi — Borrowing a hint from the Jinsei com-
  pany, Ford decided to name their new hovercar “storm”,
  hoping to entice buyers who feel that anything with a
  Japanese name is a status symbol.
  Jinsei Tengu — The Tengu is a sleek, fully-enclosed
  ground-effect vehicle. It is very fast, capable of speeds
  over 260 mph, and favored among those corporate
  executives who need to commute long distances.
  Fixed Wing Planes
  Cessna C990 — The C990 is a small four-passenger
  plane used for short commuter hops by corporate busi-
  nessmen.
  Lear Mercury II — The Mercury II is popularly con-
  sidered to be the aerial equivalent of the Acura Majes-
  tic. Luxuriously appointed, the Mercury can carry ten
  passengers in complete comfort at speeds close to 1000
  mph. Actual furnishings for the Mercury vary from
  plane to plane, but usually include a powerful com-
  puter system, a complete telecommunications and
  entertainment suite with satellite hookup, and a wet
  bar.
  Tilt-Wing Planes
  Jinsei Hachidori — A streamlined version of the V-22
  Osprey, the Hachidori (Japanese for “hummingbird”)
  is a highly popular corporate shuttle, capable of car-
  rying a dozen passengers.
  The DEF of all
  Motorcycles
  (with the
  exception of
  the No-dachi)
  are bought with
  the “Defense
  Does Not
  Protect Rider”
  Limitation
  (-˚). Also, all
  Motorcycles
  (except the
  Hopper) have
  +3 Levels with
  Ground
  Movement
  (6 points) to
  reflect their
  superior
  handling.
  
  111
  V-22 Osprey — The Osprey is a tilt-wing VTOL (ver-
  tical takeoff and landing) aircraft first introduced at
  the turn of the century. The Osprey saw extensive use
  during the Second Civil War, and its large payload ca-
  pacity (up to 48,000 pounds) makes it a popular ve-
  hicle for corporate military strike teams. Variant
  Ospreys exist, most armed with an array of nose-
  mounted weaponry.
  Helicopters
  Gunkoku Tori — The Tori is a tiny, three-man heli-
  copter used extensively in the inner city for traffic and
  news reporting as well as police surveillance. It is also
  common as a corporate courier. The Tori has no
  Ground Movement, so the base 6" of Ground Move-
  ment is bought back.
  Hughes Skyrunner — This large jet helicopter uses a
  dual-rotor design and wing-mounted engines to
  achieve speeds in excess of 190 mph. Heavily armored,
  the Skyrunner is primarily used to transport high-
  ranking corporate executives, although some find ser-
  vice on corporate strike teams. The Skyrunner has no
  Ground Movement, so the base 6" of Ground Move-
  ment is bought back.
  Vector-Thrust Vehicles
  Moller Skycar 200
     Val
  CHA
  Cost
  Notes
      20
  STR
  0
  400kg
      12
  BODY
  0
       2
  SIZE
  10
       3
  DEF
  3
     21
  DEX
  33
  OCV: 7 /DCV: 6
       4
  SPD
  9
  Phases: 3, 6, 9, 12
  Total Characteristics Cost: 55
  Movement:
  Flying: 31" /248"
  Abilities and Equipment
  Movement
  Vector-Thrust Engine: 31" Flight, x8 Non-Combat,
  (72)
  No Ground Movement: -6" Running (0" Total) (-12)
  Miscellaneous Systems
  Emergency Parachute: Gliding 8", Cannot gain
  altitude (-1), Trigger: when engines fail, OAF (3)
  Radio Listen & Transmit (3)
  Total Abilities and Equipment Cost: 66
  Total Vehicle Cost: 121
  Disadvantages:
  Distinctive Features: Unusual hover vehicle (15)
  Public ID (10)
  Total Disadvantage Points: 25
  Description: The Moller Skycar 200 is a single-pas-
  senger, vector-thrust flying car. It has a small, teardrop
  shaped body with four rotary engines located in two
  wing-mounted pods. The M200 is small, highly ma-
  neuverable and very fast, able to land nearly anywhere.
  It is very popular as a single-person transport or a cor-
  porate courier vehicle.
  Moller Skycar 600
     Val
  CHA
  Cost
  Notes
     30
  STR
  0
  1600kg
     14
  BODY
  0
      4
  SIZE
  20
      3
  DEF
  3
     20
  DEX
  30
  OCV: 7 /DCV: 5
      4
  SPD
  10
  Phases: 3, 6, 9, 12
  Total Characteristics Cost: 63
  Movement:
  Flying: 33" /264"
  Abilities and Equipment
  Movement:
  Vector-Thrust Engine: 33" Flight, x8 Non-Combat,
  (76)
  No Ground Movement: -6" Running (0" Total) (-12)
  Miscellaneous Systems:
  Emergency Parachute: Gliding 8", Cannot gain
  altitude (-1), Trigger: when engines fail, OAF (3)
  Radio Listen & Transmit (3)
  Total Abilities and Equipment Cost: 70
  Total Vehicle Cost: 133
  Disadvantages:
  Distinctive Features: Unusual hover vehicle (15)
  Public ID (10)
  Total Disadvantage Points: 25
  Description: The Moller Skycar 600 uses the same
  engine design as the M200, this time mounting eight
  engines in four pods. The M600 can carry four people
  comfortably and is very much in demand among the
  corporate elite.
  
  112
  Gunkoku A-28 Flying Platform
     Val
  CHA
  Cost
  Notes
     15
  STR
  0
  200kg
     11
  BODY
  0
      1
  SIZE
  5
      5*
  DEF
  5
     23
  DEX
  39
  OCV: 8 /DCV: 8
      4
  SPD
  7
  Phases: 3, 6, 9, 12
  Total Characteristics Cost: 56
  *DEF only defends from the front and sides; covers lower
  half of body (-¾)
  Movement:
  Flying: 21" /84"
  Abilities and Equipment
  Weapons:
  M-134 Minigun: RKA 2d6+1, Autofire 20, +1 Stun, +3
  OCV, +4 RMod, 500 Shots, Forward 180º (-¼), OAF
  (57) [500]
  Movement:
  Vector-Thrust Engine: 21" Flight, x4 Non-Combat,
  Flight cannot climb above 4" (-¼) (38)
  No Ground Movement: -6" Running (0" Total) (-12)
  Miscellaneous Systems:
  Radio Listen & Transmit (3)
  Total Abilities and Equipment Cost: 86
  Total Vehicle Cost: 142
  Disadvantages:
  Distinctive Features:
  Highly unusual-looking hover vehicle (15)
  Total Disadvantage Points: 15
  Description: The A-28 Flying Platform is a small vec-
  tor-thrust vehicle that can best be described as a box
  on skids. It is designed to be a fast, one-man patrol
  and reconnaissance vehicle, lightly armored and
  equipped with a rapid-fire rotary machine gun for
  dealing with threats. These vehicles are popular with
  corporations that have extended manufacturing facili-
  ties, as the A-28’s great speed and limited flight capa-
  bilities allow them to cover an extended area quickly.
  The drawback to the Flying Platform is that the ar-
  mored sides only extend to the pilot’s waist, leaving
  his head and upper body exposed.
  Gunkoku VT-220 — The VT-220 is designed to be a
  simple, utilitarian, no-frills vehicle. It is designed to
  be a small cargo-hauler, and is popular in the more
  isolated parts of the world where the status of the lo-
  cal roads is always in question.
  Police Vehicles
  Ford Patrol Cruiser, Pursuit and Interceptor — This
  trio of cars are used extensively across the UNA in nu-
  merous police departments. The Patrol Cruiser is
  heavily armored and designed for inner-city patrol-
  ling, while the Pursuit and Interceptor models are
  meant for highway and open road patrols. Naturally,
  the Pursuit and Interceptor versions sacrifice the ar-
  mored shell for speed.
  These cars (and all similar Police Cars) come
  equipped with a radio (Radio Listen and Transmit, 3
  points), lights and siren (Change Environment: Bright
  Lights & Sound, 4"radius, 0 END, No Range, OIF 9
  points), and an internal computer (13 points). The
  Patrol Cruiser has +1 Skill Level with its Ground Move-
  ment (2 points) to reflect its ability to turn quickly,
  while Pursuit has +2 Skill Levels and the Interceptor
  has +3 Skill Levels. All Police Cars also have Distinc-
  tive Features as a Police Car (concealable with effort,
  causes major reaction) for 15 points.
  Jinsei Kami
     Val
  CHA
  Cost
  Notes
     35
  STR
  0
  3200kg
     14
  BODY
  0
      4
  SIZE
  20
      4
  DEF
  6
     20
  DEX
  30
  OCV: 7 /DCV: 5
      4
  SPD
  10
  Phases: 3, 6, 9, 12
  Total Characteristics Cost: 66
  Movement:
  Flight: 44" /352"
  Ground: 30" /120"
  Abilities and Equipment
  Vehicle Body: Density Increase: 1 Level, 0 END,
  Persistent, Always On, +5 STR, -5" KB, 4.4 tons (7)
  Movement:
  Vector Thrust Engines: Flight 44", x8 Non-Combat
  (98)
  Ground Movement: Running +24", x4 Non-Combat
  (53)
  Miscellaneous Systems:
  Car Computer: (see Sidebar) (13)
  Lights and Siren: Change Environment: Bright Lights
  & Sound, 4"radius, 0 END, No Range, OIF (9)
  Internal Radio: High Range Radio Hearing (10)
  Reinforced Tires (3): 5 DEF /5 Body (3)
  Excellent Handling: +2 Levels with ground movement
  (4)
  Excellent Handling: +3 Levels with flight movement
  (6)
  
  113
  Glossary of Slang (and Other
  Terminology) in Neo York
  Air out-To shoot someone.
  Arc-An arcology.
  AP-Artificial Person.
  Artificial Person-Used to describe anyone that was
  created (born) through artificial means. Depend-
  ing on the degree of sophistication, an AP may be
  totally indistinguishable from a normal human.
  Bartertown-A region in the Zone.
  Battleframe-Generic term for any combat mecha.
  Battlemover-Any heavily armed and armored combat
  mecha.
  Beetle-A BTL (Better-Than-Life) chip.
  Biochip-Biological processor chip containing either
  memory or data.
  Bioroid-An artificial person, also used to describe some
  cyborgs.
  Black Beetle-A BTL (Better-Than-Life) chip contain-
  ing a “snuff” film or other sequence in which the
  user can experience someone dying. A “Blue Beetle”
  contains highly erotic content.
  Body mechanic-A cyberdoc; sometimes used to refer
  to any medic.
  Boosted-To be enhanced by cyberware, usually aug-
  mented strength.
  Boostergangs-Streetgangs composed almost entirely
  of cybered individuals.
  Boosters-Wardrugs, and the people who use them.
  Boomer-A combat cyborg.
  Boy (Girl) Toy-A pleasure model replicant, also known
  as a “Joytoy”.
  Brainburn-Term used to describe what happens when
  a psychokinetic suffers psychic overload. Also
  known as a “Terminal Migraine,” or a “Nosebleed.”
  BTL chip-Better-Than-Life, this is a simsense chip that
  provides such an addictive fantasy that the user re-
  fuses to (or can’t) escape. Extended use can result
  in death due to dehydration.
  Business-Crime, also “Biz”.
  CBA-Complete Ballistic Armor.
  Chipped-To be enhanced by cyberware.
  Chop Shop-Unlicensed medical facility which special-
  izes in stolen or illegal cyberware and body parts.
  Crash TV-The original tri-vid bloodsport show. “To-
  tal carnage! I like it!” Replaced by Maim TV, when
  viewers felt Crash TV wasn’t exciting enough.
  Cyberdroid-A robot.
  Darkside-A region in the Neo York Zero Zone.
  Dermabond-Temporary artificial skin, used to seal
  wounds. Also known as “Synthskin.”
  Empress, the-Shion Nys
  Total Abilities and Equipment Cost: 203
  Total Vehicle Cost: 269
  Disadvantages:
  Distinctive Features:
  MegaTokyo ESWAT police vehicle (20)
  Watched by:
  MegaTokyo ESWAT, as powerful, NCI, 11- (10)
  Total Disadvantage Points: 30
  Description: The Jinsei Kami is a marvel of engineer-
  ing. Combining a powerful vector-thrust engine with
  equally massive V-12 for ground movement, the Kami
  is capable of both extended air and land operations.
  The Kami has a rather distinctive three-wheeled de-
  sign, as well as a long, tapering body. Due to the ex-
  pense of these vehicles, at the moment they are only
  used by MegaTokyo’s ESWAT for patrol and fast-re-
  sponse purposes. All ESWAT Kami’s are painted either
  dark blue or black and are clearly marked with the
  ESWAT logo.
  All police vehicles come with an internal com-
  puter system. These computers are programmed with
  anti-theft functions, an emergency autopilot and map
  databases, as well as criminal and driving records. The
  standard police car computer has the following stats:
  Typical Police Car Computer
     Val
  Cha
  Cost
  Roll Notes
     18
  INT
  8
  13- PER: 13-
     15
  DEX
  15
  12- OCV: 5 /DCV: 5
      3
  SPD
  5
  Phases: 4, 8, 12
  Total Characteristics Cost: 28
  Powers and Skills
  Data:
  Combat Driving: Car 13- (5)
  Basic English (for voice commands) (1)
  KS: Country Map 11- (2)
  KS: Criminal Records 14- (4)
  KS: Local City Map 16- (6)
  KS: Local Driving Records 14- (4)
  KS: State Map 14- (4)
  Security Systems 14- (5)
  TF: Car (1)
  Programs:
  Access Criminal Records Program (activate KS:
  Criminal Records) (1)
  Access Driving Records (activate KS: Driving
  Records) (1)
  Access Map Database Program (activate KS: Maps)
  (1)
  Anti-theft Program (activate Security Systems) (1)
  Autopilot Program (activate Combat Driving and TF:
  Car) (1)
  Total Powers & Skills Cost: 37
  
  114
  Flash-To kill.
  FMJ-“Full Metal Jacket,” slang term used describe fully
  armored cyborgs.
  Force, the-Psychokinetic powers, also known as “Juice”
  or “Mojo.”
  Frankenstein-Someone built up with bootleg organic
  parts.
  Geek-To kill.
  Genner-Someone who has been genetically engi-
  neered.
  Go-gang-Motorcycle gangs noted for their extreme
  violence and nihilistic attitudes.
  Hardsuit-Form-fitting powered armor.
  Hoi-Hello, common Zero Zone greeting.
  Jedi-Zero Zone slang for a psychokinetic; usually re-
  served for truly powerful individuals.
  Junkvendor-One who deals in second-rate or gray
  market cyberware.
  Lace & Steel-Currently the most popular tri-vid show,
  it features female combatants wearing ablative
  hardsuits. Contrary to appearances the show is quite
  violent and can be very dangerous for its partici-
  pants.
  LBA-Light Ballistic Armor.
  Maim TV (MTV)-Popular tri-vid show featuring vio-
  lent, no-holds barred wrestling, boxing, and as-
  sorted other forms of hand-to-hand combat.
  Man, the-The Police.
  Mook-Derogatory term for corporate or organized
  crime soldiers.
  NCFL-National Combat Football League.
  Neo York-Downtown Manhattan.
  Neodent-Artificial tooth enamel; also artificial teeth.
  Nipdink-Neo York Police Dept. Inc.
  NRL-National Rollerball League.
  Nutrisoy-Cheap food product made from soybeans.
  Plex-Metropolitan complex or “Metroplex.”
  Power, the-Psychokinetic powers.
  Psycho-Someone who possesses psychokinetic pow-
  ers.
  Puta-A prostitute.
  Razorboy (girl)-Heavily cybered street samurai or
  other muscle.
  Replicant-An artificial person.
  Retriever-A bounty hunter.
  Rigger-Someone who has been outfitted to control a
  vehicle cybernetically.
  Sexroid-A replicant designed as a pleasure model.
  Simsense-Short for simulated sensory environment.
  Shareware — A prostitute.
  Skinjob-An artificial person.
  Slag-Used to refer to Zero Zone residents, also used by
  police when referring to street punks.
  Slop Doc —  A combat or field doctor.
  Solo-A mercenary, usually one that operates alone; also
  used to describe corporate special operatives.
  Spook-A psychokinetic.
  Sprawl-The metroplex.
  Standup-An obvious bodyguard.
  Street Samurai-Mercenary or muscle for hire. Most
  attempt to emulate the original samurai honor code,
  or at least the look.
  Synthetic-An artificial person, also “Synthizoid.”
  Tank Police, the-Street term for the Police Armored
  Trooper (Mecha) Division.
  Teek-A telekinetic.
  Temple-A corporate-owned arcology.
  Thrillers-Street gangs.
  Trid-Tri-dimensional video, also known as “Tri-vid.”
  Vatjob-Someone who has had extensive tissue and or
  cyber replacement.
  Wallflower-A subtle or disguised bodyguard.
  Wetware-Biological processor chip containing either
  memory or data.
  Wetwork-Assassination or murder.
  Wired-To be equipped with cyberware, especially in-
  creased reflexes.
  Wizard-A psychokinetic.
  Yak, the-Yakuza, either a clan member or the clan it-
  self.
  Zero Zone-An area that is given zero law enforcement.
  Zone Chic-Fashion in the Zero Zone.
  Zone, the-A Zero Zone.
  Japanese
  Due to the influence of Japan on the world’s
  economy, speakers (esp. in a Zero Zone) often sprinkle
  their English with Japanese “loan” words. Common
  ones are listed below.
  It should be noted that Japanese speech is very
  socially sensitive. Informal speech is used among fam-
  ily members and co-workers, while more polite or for-
  mal speech is used outside of such as social group.
  Thus, using informal speech to a stranger can be more
  insulting than the use of vulgar words. As with many
  other languages, there are differences in the words used
  by males and females (as well between younger chil-
  dren and adults). So, the meaning of many words de-
  pends on context. In general, English users of Japa-
  nese loan words tend to use them incorrectly.
  (name)-chan-Used as a term of affection for children
  and small pets. The subject’s name is usually short-
  ened.
  (name)-kun-Used as a term of affection.
  Note: “chan” is usually used when speaking to a young
  individual (especially a young girl), “kun” is used for
  
  115
  boys who are in their teens and have outgrown “chan”.
  “Kun” is also used in the corporate environment, when
  a superior is speaking to his subordinates (both male
  and female).
  (name)-me-A contemptuous way to refer to someone.
  (name)-no baka-(Name) is an idiot!
  (name)-Sama-Used when speaking to a superior.
  (name)-San-Used when speaking to an equal.
  (sentence)-ne-Used to ask agreement of a sentence,
  used like English speakers would use “isn’t it.”
  Arigato-Thank you.
  Baka-Idiot or fool.
  Bakayaro-Stupid fool or stupid bastard.
  Chotto matte-Wait a bit.
  Demo-But.
  Des-Is.
  Dewa mata-Bye, see ya. (Informal, said to an equal.)
  Do Itashimashite-You’re welcome or congratulations.
  Domo-Thank you.
  Domo Arigato-Thank you, very much.
  Domo Arigato Gozaimasu-Thank you very much (for-
  mal).
  Dozo-Please (when giving).
  Gaijin-A foreigner, usually non-Japanese.
  Hai-Yes.
  Hajimemashite-I am pleased to meet you.
  Ho To Ni Domo Arigato Gozaimashita-Thank you from
  the bottom of my heart.
  Honto-Really?
  Iie-No.
  Ike-Go!
  Ja mata-Bye, see ya. (Informal, said to an equal.)
  Ja na-Bye, see ya. (Masculine)
  Ja ne-Bye, see ya. (Feminine)
  Kakuii-Cool.
  Kawaii-Cute.
  Kisama-You, insulting.
  Kobun-Member of a Yakuza clan.
  Kono yaro-What a jerk.
  Kore-wa-What is that?
  Kudasai-Please (when asking).
  Konban-wa-Good evening or goodbye.
  Konya-wa-Tonight
  Konnichi-wa-Good day or good afternoon.
  Kuso-Shit.
  Manuke-Blockhead.
  Mata-See you again.
  Matte-Wait.
  Nani-What?
  Nando-Who?
  Nanko-Where?
  Ohiyo (Ohio)-Hello, good morning.
  Omae-You, a common Zero Zone greeting. Used as an
  insult when speaking to a stranger.
  Oyabun-Head of a Yakuza clan.
  Oyasuminasi-Good night.
  Sarariman-From “salaryman,” a corporate employee;
  also a “Wageslave.”
  Sayonara-Goodbye, farewell (long-term).
  Shalkujin-An “Honest citizen”, or corporate employee,
  also a “Suit.”
  Shine (She-nay)-Die!
  Shitsurei Shimasu-I have been rude.
  Suminasen-I’m sorry or excuse me.
  So ka-I see or I understand.
  Udo-Oaf.
  Yaro (Yaroo)-Bastard, also “Konoyaroo.”
  Yatsu-Jerk (male).
  Yoshi-All right!
  
  116
  Kazei Five Characters
  Blade
  created by Lise Mendel
  Val
  CHA
  Cost
  Roll Notes
  10
  STR
  0
  11- 100kg; 2d6 [1]
  23
  DEX
  39
  14- OCV: 8 /DCV: 8
  18
  CON
  16
  13-
  10
  BODY
  0
  11-
  10
  INT
  0
  11- PER Roll 11-
  23
  EGO
  26
  14- ECV: 8
  13
  PRE
  3
  12- PRE Attack: 2½d6
  14
  COM
  2
  12-
  10
  PD
  8
  Total: 32 PD /20 PDr
  9
  ED
  5
  Total: 23 ED /12 EDr
  5
  SPD
  17
  Phases: 3, 5, 8, 10, 12
  10
  REC
  8
  36
  END
  0
  24
  STUN
  0
  Total Characteristics Cost: 124
  Movement:
  Running: 6" / 12"
  Swimming: 2" / 4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +4 OCV with Zaz, Teek and Slash
  (12)
  Combat Skill Levels: +6 OCV with Pushback (12)
  Ranged Skill Levels: +4 OCV with all ranged attack,
  Only to offset hit location modifiers (-1) (10)
  Martial Arts — Street Fighting (11)
  Maneuver
  OCV
  DCV
  Damage
  Disarm
  -1
  +1
  20 STR Disarm
  Elbow Strike
  +0
  +2
  4d6 Strike
  Throw
  +0
  +1
  2d6 +v/5; Target
  Falls
  Psychokinetic Powers
  Psychokinetic Power Multipower: 75 point pool,
  Activates 15-, Side Effect: 4d6 Ego Attack
  (‘Brainburn’) (43)
  u - Psych Squeeze: 2d6 Drain vs. all Esper/
  Psychokinetic Powers, 5 Points per Minute, 0
  END, If activation roll is >11 then attack acts as
  “Slash” to head (-0) (75/4) [0]
  u - Zaz: 12d6 EB, Physical, ½ END (75/4) [3]
  u - Migraine: 3d6 Ego Attack, 0 END, 2d6 Flash vs.
  sight , Armor Piercing, 0 END, Linked, If
  activation roll is >11 then attack acts as “Slash” to
  head (-0) (75/4) [0]
  u - Blackout: 2D6 Flash, NND [Defense is target
  sense being cybernetically enhanced], Variable
  SFX, 0 END, If activation roll is >11 then attack
  acts as “Slash” to head (-0) (60/3) [0]
  u - Slash: 2d6 RKA, Penetrating, 0 END, Only vs.
  living or complex systems (-1) (60/2) [0]
  u - Teek: Telekinesis: 50 STR w/Fine Manipulation,
  ½ END (75/4) [3]
  u - Pushback: Missile Reflection: Bullets, Force
  Field +20 PD, +12 ED, ½ END (70/4) [2]
  Psychokinetic Side Effect:
  Telekinesis: 4 STR, 1 Hex Area, 0 END, No Range,
  Linked to Telekinesis, No Conscious Control (2)
  [0]
  1d6 RKA, Area Effect Radius 2", 0 END, No Range,
  No Conscious Control, Linked to EB, Only vs.
  Rigid/Inanimate materials (-1) (7) [0]
  Mental Shield: Mental Defense: 10 points (5)
  Mind Buzz: Mental Awareness: 14- (9)
  Luck: 1D6 (5)
  Equipment:
  Leather Jacket: Armor: 2 DEF, 0 Value vs. Guns (-½),
  Locations 7-12 (-1), Real Armor, IIF (2)
  Leather Pants: Armor: 2 DEF, 0 Value vs. Guns (-½),
  13-16 (-1 1/4), Real Armor, IIF (2)
  Former Zone Ganger Skills
  AK: The Zone 12- (3)
  KS: Zone Gangs 11- (2)
  Stealth 14- (3)
  Streetwise 13- (5)
  Survival: Urban Wilderness 11- (3)
  WF: Common Melee Weapons (2)
  Kazei Five Training
  Perk: Kazei Five Member (1)
  Contact: Avatar 11- (2)
  Kazei Five Battlecodes (1)
  WF: Small Arms (2)
  Part Three:
  Characters
  
  117
  Background Skills
  Contact: Nadine Luce of Free West Corporation 8- (1)
  English (0)
  Japanese (1)
  KS: Neuroanatomy 11- (2)
  KS: Psi-Neuroanatomy 11- (2)
  KS: R. Scott Corp. 11- (2)
  SC: Anatomy 8- (1)
  SC: Biology 8- (1)
  Total Powers & Skills Cost: 180
  Total Character Cost: 304
  Disadvantages: 100+
  Berserk: When cornered or faced with overwhelming
  odds 14-/11- (20)
  DNPCs
  Carlisle McIntyre III, normal, 11-(15)
  Emily McIntyre, less powerful, 11- (10)
  Distinctive Features
  Psychokinetic User (0)
  White Belt of Kazei Five (5)
  Hunted by:
  Thriller Gang, less powerful, limited geographical
  location, 11- (5)
  R. Scott Megacorporation, more powerful, NCI, 8-
  (20)
  Package Bonus: Ex-Zone ganger (3)
  Physical Limitation:  Cyber Rejection (15)
  Psychological Limitations
  Protective of Innocents (20)
  Falls in love easily (but has trouble falling out of it)
  (10)
  Terrified of powerful, hostile psychokinetics (above
  and beyond the healthy terror called for by self
  preservation) (10)
  Vulnerability: 1½ X effect from fear based PRE attacks
  (10)
  Experience: (61)
  Total Disadvantage Points: 304
  Background/History: Patricia McIntyre was born into
  the R. Scott Foundation Arcology, and probably would
  have lived her life out very happily there, had not two
  things happened in rapid succession when she was
  about twelve years old:
  1) Her powers manifested themselves publicly
  (items began to fly around inside a locked desk at school)
  2) Her father was considering a ‘jump’ to another
  corporation.
  A corporate “sniffer” put the finger on her, and
  she and her three siblings were ‘extracted’ to a secret
  base well within the Zone. She never found out which
  corporation ran the facility, but the project was code-
  named Nightsky.
  For several years she and her two sisters and twin
  brother were trained, tested and brainwashed. Patty
  was code-named “Antares”, her telekinetic abilities were
  rated as B-grade, but the instructors were unable to
  get her to reproduce the ability to telekinesis objects
  enclosed within other objects, which she had demon-
  strated. Her older sister, Emily, (code named “Betel-
  geuse”) demonstrated the ability to augment her own
  strength, and her metabolism made her particularly
  resistant to psychotropic drugs. Neither her twin
  brother, Carlisle, or her younger sister Allison, ever
  manifested any sort of psychokinetic powers.
  Eventually, Emily was able to interrupt the drugs
  and brain-washing on the other family members, and
  orchestrated an escape attempt. The escape was  suc-
  cessful, though Allison was shot. The Nightsky build-
  ing was destroyed.
  This left the McIntyre children alone, in a deso-
  late part of the Zone,
  in a state of shock,
  which soon turned to
  mourning, as Allison
  died within hours.
  Eventually they were
  adopted by the “Wiz-
  ards of Odds”, a small
  but powerful ‘Wiz
  Gang’. That’s when
  Patty took the street-
  name “Blade”, and
  Emily became known
  as “The Rose”. The
  Wizards barely tolerated Carlisle, because he was not
  a psychokinetic, so he never took a street name.
  The Wizards were a close knit group. They were
  brutal at times, but looked out for each other. Rose
  became the ‘main squeeze’ of Jet Stream — the gang’s
  leader. Blade hooked up with a telekinetic named
  Whiplash, in a sometimes stormy relationship.
  But Jet Stream had a way of making enemies.
  Among them were the Ancients-a small-time gang
  which had a penchant for using crossbows. The An-
  cients caught Blade and her siblings in an ambush, and
  Emily was badly hurt. They would have taken her to
  Doc’s clinic, but he had cleared out of the Zone some
  time before, so they took her to the Armageddon Clock
  (Aileen Muldowney’s restaurant), and got her to call
  him in.
  Once she knew her sister would recover, Blade got
  the rest of the Wizards to go hunting the Ancients
  through the Zone. The whole gang was so keyed up,
  and bloodthirsty, that they didn’t even notice when
  they’d headed into South Bronx.
  They were noticed, however. Ran sensed the
  massed psychokinetic force and moved in to defend
  his territory.
  Jet Stream mouthed off to Ran, and the next thing
  Blade knew, Jet Stream’s guts were showering her. She
  watched Whiplash attack with all his strength, (and
  was blown back by the whirlwind effect of Ran’s tele-
  kinesis) and get turned inside out. One by one the oth-
  ers in the team were torn apart before her eyes.
  Blade survived because she was too terrified to
  move, speak, or use her powers. Eventually, Doc, Carl
  and Tatsuya Sonoda found her — covered in blood
  and gore  and staring blindly around. Apparently she
  blasted some Ancients that found her — as she said “I
  musta been the one who cakked them, ‘cus they found
  all the pieces,” but she doesn’t recall that. She does have
  a vague memory of Ran standing over her and laugh-
  ing, but she’s not sure if it’s real or a nightmare...
  She went through “heavy-duty psychotherapy”,
  and, once she was more-or-less stabilized, was invited
  
  118
  to join the nascent Kazei Five. Part of the deal was that
  Avatar provided new identities, and secured civilian
  jobs, for her brother and sister.   Although not the most
  emotionally stable member of the team, Blade did face
  an enraged Ran and survive, and there are very few
  people who can say that.
  Personality/Motivation: Blade tries very hard. She tries
  to be tough. She tries to be loved. She tries to be ‘nor-
  mal’. She knows that she can never succeed, but she’s
  not about to admit that to anyone else.
  She’s made a practice of shedding painful memo-
  ries. She’s dropped her real name (her SIN Card reads
  “Tammy Tyler”). She never mentions the Arcology
  where she grew up, Project Nightsky where she was
  trained in her power use, or anything that would im-
  ply that she’s ever had any life but that of ganger, or
  known any life outside the Zone. She works very hard
  to shelter her family (her brother and sister, who have
  been given SINcards and jobs in Neo York) from her
  professional life-to the extent that her team members
  may not even realize she has a family.
  Although she never speaks of her own past, she’s
  very clearly seeking normalcy most of the time. She’s
  painfully aware of the limits of her sixth grade educa-
  tion and, now that she has the chance, works with dedi-
  cation to bring it up. At the moment she’s studying
  biology — looking for the neurological roots of
  psychokinetic power — but that is likely to branch out
  as she discovers other disciplines she judges useful. She
  enjoys trips to the city, especially those which are ple-
  beian amusements (shopping, the zoo, picnics in the
  park) and makes a special effort to fit in.
  Although she’s quite capable of prejudice towards
  those who subjugate others (she calls corporate execu-
  tives “corpsies”, Steel Commandos “Arsies”, etc.), and
  people who intimidate her (she calls Pumas
  “balloonbods”), and a wide variety of other insulting
  generalizations, she won’t tolerate dehumanizing epi-
  thets towards the powerless. When differentiating
  psychokinetics from the average citizen, (for example)
  she will use the slang term “norm” rather than “nat”.
  She will object to people being referred to as “subjects”
  or “targets”, and she will quite willingly put herself at
  risk to defend strangers (unless she knows them to
  deserve attack).
  She’s desperately seeking acceptance, and commu-
  nity, and sees the way to security through romance.
  She’s always in love (or in lust, or infatuated) with
  someone. Any reasonably young man who shows her
  kindness is likely to find himself the object of her at-
  tentions, especially if she is currently unattached.
  Blade comes across as determinedly cheerful when
  with friends, and tough and in-your-face when she’s
  challenged. She genuinely cares about her teammates,
  and tries to get them to socialize and relax together.
  She constantly questions her own motives and those
  of the team as a whole, but doesn’t share her doubts
  with her team members.
  She’s not a physical coward, except when she’s
  threatened by a psychokinetic whom she senses to be
  much more powerful than herself. Of course, when that
  happens, she’s likely to lose touch with reality com-
  pletely — either retreat into the nearest corner and
  cringe, or lose control of herself (and her powers) com-
  pletely and strike out at anything and anyone who
  comes near her.
  Quote (from her diaries): “I work for Avatar, who says
  he wants a team to fight for Justice. That’s what Kazei
  Five’s supposed to be. So far he hasn’t had us do any-
  thing disgusting or terrible.”
  “What about Kazei Five? Have we lived up to our
  mission of protecting those who can’t protect them-
  selves? Mostly, we’ve just been protecting ourselves.
  Does that count?”
  Quote (to others): “We wear the white belts, here.  We’re
  the good guys!”
  “Get outta my face, old man!  I know what I’m
  doin’!”
  Powers/Tactics: Blade is a moderately powerful teleki-
  netic, with the specialized ability to manipulate things
  inside other things — an ability she’s able to use to
  tear people apart from the inside, or put subtle pres-
  sure on sensory areas in the brain.
  Blade prefers to rely on her more direct powers in
  most situations — she’ll generally come in with a
  strong ‘Zaz’ to get the enemy’s attention, then abort to
  “Pushback” once she’s drawing their fire. She’ll save
  her “Slash” for times when she wants to make sure to
  kill an armored opponent. She considers herself ‘prac-
  ticing’ the exotic powers, and rarely uses them at all.
  She’s not likely to come up with any creative com-
  bat maneuvers on the fly, but is quite capable of carry-
  ing out a plan once it’s been presented to her — and, if
  given a chance, will practice any tactic that’s suggested
  until she can use it reflexively.
  She prefers to use her own powers to side arms,
  and often grumbles at being asked to carry them, con-
  sidering her own powers much superior.
  Appearance: 
  
  119
  Carlos “Enforcer” Jagger
  created by Nestor Rodriguez
     Val
  CHA
  Cost
  Roll Notes
     40
  STR
  25
  17- 6400 kg; 8d6 [4]
     23
  DEX
  39
  14- OCV: 8 /DCV: 8
     25
  CON
  30
  14-
     15
  BODY
  10
  13-
     15
  INT
  5
  13- PER Roll 13-
     13
  EGO
  6
  12- ECV: 4
     20
  PRE
  10
  13- PRE Attack: 4d6
     14
  COM
  2
  12-
      8
  PD
  0
  Total: 15PD /7r PD
      8
  ED
  6
  Total: 15ED /7r ED
      5
  SPD
  17
  Phases: 3, 5, 8, 10, 12
     12
  REC
  0
     50
  END
  0
     45
  STUN
  -1
  Total Characteristics Cost: 145
  Movement:
  Running: 10" /20"
  Swimming: 0"
  Powers & Skills
  Combat Training:
  Martial Arts — Police Training, use art with Clubs
  (12)
  Maneuver
  OCV
  DCV
  Damage
  Choke Hold
  -2
  +0
  Grab One Limb;
  2d6 NND (2)
  Strike
  +0
  +2
  10d6 Strike
  Throw
  +0
  +1
  8d6 +v/5; Target
  Falls
  Cyborg Body Powers:
  Cyberlimbs: Hand Attack: +2d6, 0 END (9) [0]
  Cyborg Body
  Density Increase, 1 Level, 0 End, Persistent, Always
  On: +5 STR, +1 PD/ED, -1" KB, 195kg (7) [0]
  Armor: +7 PD/+7 ED (21)
  +10 PD/+10 ED, Only Affects Stun (-½), Locations
  6-9 and 14-18 (-¾) (9)
  Swimming: -2" (0" Total) (-2)
  Cyberlegs: Running: +4" (10" Total), Cybersystem
  (-¼) (6) [2]
  Cybereyes: IR Vision, Cybersystem (-¼) (4)
  Smartgun Link: +2 OCV and +2 Range Modifier,
  Requires Smartlinked Weapon (-½), Cybersystem
  (-¼) (9)
  Coordinated Limbs: Talent: Ambidexterity (3)
  Equipment:
  Hammer of God with Smartlink Adaptor: RKA 4d6,
  Armor Piercing, Reduced Penetration, 2 clips of 6
  shots, Jam 15-, STR Minimum, OAF [2x6c] (24)
  Kazei Five Training
  Perk: Kazei Five Member (1)
  Contact: Avatar 11- (2)
  Kazei Five Battlecodes (1)
  Police Training
  Combat Driving 14- (3)
  Conversation 13- (3)
  Criminology 13- (5)
  Deduction 13- (5)
  Fast Draw 14- (3)
  Interrogation 13- (3)
  KS: Law Enforcement World 11- (2)
  Shadowing 12- (5)
  Stealth 14- (3)
  Streetwise 13- (3)
  WF: Small Arms, HMG, Tonfa (4)
  Background Skills
  AK: Neo York Area (2)
  Breakfall 14- (3)
  KS: Zone Underworld 11- (2)
  TF: Tracked Ground Vehicles (1)
  Two Weapon Fighting (5)
  Well Connected (3)
  Contact: Kerri Seaward, Reporter 11- (1)
  Contact: Capt. Blaisdell, NYPD Inc. 11- (1)
  Contact: Duke, Bouncer at The Living End 11- (1)
  Contact: Louie the Fixer 11- (1)
  Contact: Winter Rose, Decker 11- (1)
  Total Powers & Skills Cost: 166
  Total Character Cost: 311
  Disadvantages: 100+
  Distinctive Features
  Cyborg (10)
  White Belt of Kazei Five (5)
  Hunted by:
  Thriller Gang, as powerful, limited geographical
  location, 11- (10)
  Vengeful Corper, more powerful, NCI, 8- (20)
  Physical Limitations
  Helpless if Cybersystems Shut Down (15)
  Needs Specialized Medial Attention (10)
  Limited Sense of Touch (5)
  Psychological Limitations
  Loyal to Avatar (15)
  Dislike of Replicants & Psis (10)
  Overconfident (10)
  Thinks Results are More Important Than Rules (10)
  Vulnerability
  2x STUN from electromagnetic Attacks (20)
  Watched by:
  NYPD, Inc., more powerful, NCI, 8- (10)
  Experience: (61)
  Total Disadvantage Points: 311
  Background/
  History: Carlos
  Jagger grew up in
  a household tyr-
  annized by his fa-
  ther, a mid-level
  corporate man-
  ager who dealt
  with his work
  frustrations by
  taking them out
  on his family.
  When 
  Carlos
  graduated from
  high school, he
  eagerly joined the
  Army as an escape. He served a full tour of duty, in-
  cluding almost two years of action in the South Ameri-
  can Bush Wars. Upon his discharge, he took the advice
  of a fellow veteran and enrolled in the New York Po-
  lice Academy. He graduated and joined the force a year
  after it incorporated into a private, for-profit organi-
  zation.
  Although Jagger chafed under NYPD, Inc.’s mer-
  cenary outlook (their new motto read, “We Protect
  Those We Serve”), his dogged persistence when on the
  
  120
  job earned him a string of successful cases and a steady
  rise through the ranks, all the way to Detective First
  Class. There he would have remained until retirement,
  unwilling to engage in the office politicking necessary
  to further his career, if not for the incident which
  proved to cause a drastic change in his life.
  As a reward for solving a potentially messy case
  with a minimum of fuss, Detective Jagger had been
  given the cushy assignment of escorting a corporate
  executive of medium importance, a task for which
  NYPD officers were usually hired when the executive
  in question did not want to advertise his actions to his
  superiors. Jagger caught his charge in his hotel room
  torturing an underage prostitute. The outraged officer
  busted the ex-
  ecutive, in a
  physical sense
  as well as a le-
  gal one. For his
  efforts, Jagger
  was subjected
  to a full court
  of inquiry, fol-
  lowed by a
  two-week sus-
  pension and a
  d e m o t i o n
  back to Patrol-
  man rank. He
  also gained the
  enmity of the
  e x e c u t i v e ,
  whose corpo-
  rate standing
  had suffered
  from the scan-
  dal.
  Less than a month after his demotion, Jagger was
  ambushed in his patrol cruiser by an extremely well-
  armed street gang while responding to a report of a
  public disturbance. The gangers poured a frighteningly
  large amount of gunfire into the battered vehicle, in-
  cluding an anti-tank rocket. The suspiciously-tardy
  backup found Jagger still strapped to his seat inside
  the wrecked cruiser, his body looking like it had been
  chewed upon by some gigantic animal, unconscious
  but alive. Paramedics were called, and his broken body
  was flown to the nearest hospital, where a medical crew
  labored for six hours to bring him back. What came
  out was barely a man.
  Jagger had lost both legs and an arm. His eyes had
  been slashed by the splinters from his shattered face-
  plate. A number of his organs were in need of replace-
  ment. Unfortunately, the pension granted a police of-
  ficer of his lowered rank was not enough to cover the
  expenses his reconstruction would incur. He had two
  options: finish the job the gangers had started, or live
  the rest of his life in freakish misery.
  That’s when Avatar came in. He offered to cover
  all the expenses of his rehabilitation, in exchange for
  an hour of Jagger’s time to listen to a proposal. Jagger
  was no fool; he accepted. What he heard in that hour
  was enough to convince him to join Avatar’s crusade.
  His injured organs were replaced, in some cases with
  artificial implants. He requested the remaining limb
  be removed and all his extremities be replaced with
  cybernetic replacements. His eyes were likewise re-
  placed. His skeleton was reinforced to serve as a frame
  to make full use of the cybernetics’ full strength, and
  to protect the fragile flesh within. All the devices in-
  stalled were state-of-the-art, military grade cyberwear.
  Jagger became a walking combat machine, sworn to
  serve Avatar ‘s interests as his Enforcer.
  Personality/Motivation: Jagger has brought his stub-
  born determination in achieving his mission goal into
  his new service.
  His loyalty to
  Avatar is with-
  out question,
  and he expects
  the same level
  of dedication
  from the rest of
  the team.
  Jagger has
  no doubts or
  regrets about
  his new body.
  He revels in his
  increased abili-
  ties; if he re-
  ceived a griev-
  ous enough in-
  jury that would
  cause him to
  become a full-
  conversion cy-
  borg, he would
  willingly go under the knife. In the meantime, he seeks
  to enjoy each day to its fullest, since he considers him-
  self living on borrowed time. When not on duty, he
  can be found bar-hopping through Neo York’s hot
  spots, or sharing an evening (and/or a bed) with fe-
  male companionship willing and/or able of handling
  a quarter-ton partner who can bend steel with his bare
  hands.
  Because his encounters with replicants and
  psychokinetics had been as either criminals or corpo-
  rate property, Jagger has an ingrained prejudice of both.
  He especially dislikes “skinjobs,” as he considers them
  a threat to mankind. He refuses to believe them to be
  truly sentient, since their personalities are force-fed
  into their brains when they are “born.” He views the
  argument that he himself has forsaken humanity by
  embracing his cybernetic form with amusement; the
  fact that he would need to replace his flesh with ma-
  chinery to compete with the stronger, faster replicants
  is simply more evidence of the true danger they
  present.
  Quote: “We’ll need to get through fifty well-armed
  thugs to reach our target. Those unlucky bastards.”
  
  121
  Powers/Tactics: Jagger is as close to a full-conversion
  cyborg as you can get without just ripping the brain
  and spine out and putting them into a cyberdroid. Over
  70% of his body is either fully cybernetic or enhanced
  by cybernetic implants. His reinforced skeleton allows
  him to lift more than 3 tons and withstand physical
  shocks; subdermal plating provides further protection.
  His cybernetic eyes come with thermal imaging filters,
  giving him vision even in no-light conditions. They
  also are connected to the smartgun links on his hands,
  giving him exceedingly improved accuracy with prop-
  erly configured weaponry. He has trained himself to
  use either hand in combat without decrease in coordi-
  nation, and can actually target and fire a weapon in
  each hand with confidence. His legs provide him with
  increased ground speed and leaping distance.
  Like any cyborg of his type, Jagger cannot remain
  afloat in water and therefore is unable to swim. In ad-
  dition, the milspec hardware has basic tactile sensors,
  making him feel constantly numb.
  Although he will usually carry a sidearm compa-
  rable to what he carried as a cop, his pride and joy is
  the Hammer of God, a special-order handgun which
  reached limited production. It fires a three-round burst
  of high-grain 9mm rounds at such a high rate of fire,
  the rounds travel inches from each other and hit the
  target essentially on the same spot, producing a jack-
  hammer effect designed to penetrate armor. It was
  originally designed as an anti-cyberdroid weapon.
  Jagger uses it when he needs the extra punch to take
  care of well-armored opponents. Note: if desired, the
  HOG can be replaced by another weapon capable of
  damaging cyberdroid opponents (an Assault Pistol, or
  a shotgun firing hotloaded slugs).
  In combat, Jagger will provide heavy fire support,
  normally carrying a high-powered weapon (his favor-
  ite is a Medium Autocannon). He is not a combat spe-
  cialist and will defer to who ever is more qualified, but
  if necessary, will lead the team to achieve its objectives
  with the minimum of time and collateral damage. He
  takes to investigative work like a duck to water, and
  excels at it.
  Appearance: Jagger stands about 5’11" and weighs close
  to 450 lbs. The cosmetic surgery he received has re-
  moved most signs of age from his face, but he some-
  how still exudes the image of a veteran. His eyes are
  gun-metal gray and utterly without life. His dark
  brown hair is thinning in front, and his skin still shows
  some signs of the extensive scarring he suffered. His
  cybernetic limbs mimic the shape of natural arms and
  legs, but are colored in the same metallic gray of an
  average handgun.
  He is usually dressed in the classic plainclothes
  cop suit, with a black string tie and shades to spruce
  up the image. While he does not try to disguise his
  cyberwear, he makes a point of not advertising it, mak-
  ing it more effective as a deterrent if a confrontation is
  likely.
  Kenji Izuhara
  created by Mark Doherty
     Val
  CHA
  Cost
  Roll Notes
    10 (30)STR
  0
  15- 1600kg (6d6) [3*]
     20/26 DEX
  30
  14- OCV: 9 /DCV: 9
     13
  CON
  6
  12-
     12/13 BODY
  4
  12-
     18
  INT
  8
  13- PER Roll 13-
     11
  EGO
  2
  11- ECV: 4
     14
  PRE
  4
  12- PRE Attack: 2½d6
      6
  COM
  -2
  10-
      6
  PD
  4
  Total: 19 PD /13 PDr
      5
  ED
  2
  Total: 18 ED /13 EDr
    3/5
  SPD
  0
  Phases: 3, 5, 8, 10, 12
      6
  REC
  2
  Values after the slash are
     28
  END
  1
  from implanted cyberware.
     30
  STUN
  0
  Values in parenthesis are
  from the Powered Armor
  suit, No Figured Character-
  istics.
  Total Characteristics Cost: 61
  Movement:
  Running: 6" /12"
  Superleap: 15" /60"
  Swimming: 2" /4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +1 with Corporate Self Defense
  Training (3)
  Firearms Training: +2 OCV with Autofire (4)
  Martial Arts — Corporate Self Defense Training, use art
  with Swords (16)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +2
  +2
  Block, Abort
  Dodge
  —
  +5
  Dodge, Abort
  Strike
  +0
  +2
  STR + 2d6
  Throw
  +0
  +1
  STR + v/5; Target
  Falls
  Implanted Cyberware
  Cybereye
  Thermographic: IR Vision, Cybersystem (-¼) (4)
  Vision Augmentation: Telescopic vision +2,
  Cybersystem (-¼) (5)
  Data Jack-Level 2: +2 with all computer related skills,
  Requires accessible datacable (-½), Requires DNI
  capable computer (-0), Cybersystem (-¼) (6)
  Reflex Augmentation II: DEX +6, Does not affect
  figured (-½), Cybersystem (-¼) (10)
  Skilljack: Variable Power Pool, 10 point pool, 5 Point
  control Cost, Limited Selection of Skills (-½),
  Cybersystem (-¼) (13)
  Speed Booster: Speed +2, Cybersystem (-¼) (16)
  Strength Arm, Single I+
  STR +5, Does not affect figured (-½), STR only
  affects use with right arm (-½), Cybersystem
  (-¼) (2)
  Body +1, Does not affect figured (-½), Cybersystem
  (-¼) (1)
  Armor: +2 DEF, Location 6-8 (right arm) (-1½),
  Cybersystem (-¼) (2)
  Makura Powersuit: Powered Armor (-½)
  Powersuit
  Density Increase, 1 Level, 0 End, Persistent, Always
  On: +5 STR, +1 PD/ED, -1" KB, 200kg (5) [0]
  +10 STR, Doesn't affect figured characteristics
  (5) [1]
  
  122
  Holographic / Video Display System
  Multipower 45 Point Pool, Requires a Skill Roll
  (Systems Operations), Side Effect: 6d6 Flash if
  roll failed, Draws END from END Reserve
   (45/15)
  u - Light Flare: Flash 2d6 vs. Sight Group, Explosive
  (45/1) [4*]
  u - Holographic Images: Images: -5 to PER Rolls vs.
  Sight Group, ½ END (44/1) [2*]
  u - Electronic Countermeasures: Images: -5 to PER
  Rolls vs. Radio Sense Group, ½ END (44/1) [2*]
  u - Video Interface: Clairsentience: Sight Group, x8
  Increased Range, Requires Access to Security
  Cameras (-1) (45/1) [4*]
  Powersuit Defenses
  Armor: +12 PD/ED (24)
  Damage Resistance: 1 PD/ED (applied to PD/ED
  from Density Increase) (1)
  Flash Defense: 5 DEF, Sight Group (3)
  Life Support: Self-contained Breathing, 1 Four
  Hour Charge (6)
  Jet Pack
  Superleap +10", x4 NCM, Requires DEX Roll Upon
  Landing (-½) (7) [1/5"*]
  Sensor Suite: Requires a Skill Roll (Systems Opera
  tions)
  Computer Videocam System
  Eidetic Memory (5)
  Enhanced Perception: +4 with PER Rolls (6)
  High Range Radio Hearing, Discriminatory (7)
  Internal Locator: Bump of Direction (1)
  Radar (7)
  360 Degree Sensing, Radio Sense Group (5)
  Powersuit Power Supply
  END Reserve 80, 4 REC/Turn, Feeds all powers
  marked with a * (8)
  Kazei Five Training
  Perk: Kazei Five Member (1)
  Contact: Avatar 11- (2)
  Kazei Five Battlecodes (1)
  Corporate Operative Skills
  Breakfall 14- (3)
  Computer Programming 13- (3)
  Electronics 11- (3)
  KS: Gunkoku Industries 8- (1)
  KS: Corporate World 11- (2)
  Systems Operation 13- (3)
  WF: Common Melee Weapons, Energy Weapons,
  Grenade Launchers, Small Arms (6)
  Background Skills
  English, Fluent with accent (3)
  Japanese, native (0)
  PS: Video Editing 11- (2)
  Total Powers & Skills Cost: 221
  Total Character Cost: 282
  Disadvantages: 100+
  Distinctive Features
  Scarred Face and Decorative, Visible Cyberware (15)
  White Belt of Kazei Five (5)
  Hunted by:
  Gunkoku Industries, more powerful, NCI, 8- (20)
  Normal Characteristic Maxima: (20)
  Psychological Limitations
  Hates Gunkoku Industries and Will Always Work to
  Their Disadvantage (20)
  Very loyal-team player (15)
  Secretly Craves Excitement (10)
  Extremely Repressed Personality (5)
  Reputation: Kenji Izuhara left Gunkoku Industries
  under unusual, possibly criminal circumstances, ext,
  8- (10)
  Secret ID: Member of Kazei Five (15)
  Watched by: Military, more powerful, NCI, 8- (10)
  Experience: (37)
  Total Disadvantage Points: 282
  Background/History: Kenji Izuhara was the top field
  tester for Gunkoku Industries Defense Contracting Di-
  vision, having risen through the ranks from a com-
  pany school. A devoted employee, he spent years test-
  ing equipment devised by Gunkoku’s top technicians.
  He had even literally given his arm for the company.
  When testing a version of their compact laser pistol,
  the battery exploded, destroying his right arm and leav-
  ing him badly scarred, even after extensive surgery. But
  after having a cybernetic replacement installed, Kenji
  returned to work.
  After testing Gunkoku’s newest, most secret prod-
  uct, a compact powersuit code-named “Makura,” sev-
  eral things changed Kenji’s picture of corporate life. A
  chance overheard conversation led him to believe that
  some of the technology for the powersuit had been
  stolen from certain military projects. Furthermore, a
  few discreet inquiries suggested that almost everyone
  involved in the Makura project had suffered unusual,
  and fatal, accidents. When his investigations came to
  the attention of his superior, Kenji found himself sud-
  denly retired on a small pension, — officially due to
  
  123
  his injuries — despite recently passing the company’s
  fitness test. Finally, coming home one night Kenji was
  attacked by a mugger, who turned out to be a profes-
  sional killer. Though wounded in the encounter, Kenji
  survived, but realized that he was slated to have an “ac-
  cident” as well. That was all the motivation Kenji
  needed.
  Knowing the lab’s layout and security quite well,
  it was easy enough for Kenji to break in. A quick check
  of the files showed that only a select group of workers
  knew about the Makura powersuit, and most of them
  had been “terminated,” including himself. Erasing the
  datafiles on the Makura project, Kenji fled, taking the
  prototype powersuit with him. Intending to sell his ser-
  vices as a mercenary, Kenji was instead contacted by
  Avatar, and eventually joined Kazei Five. His former
  corporate superiors would dearly love the suit back
  (as well as the elimination of its current owner), but
  without any undue publicity, as they cannot afford an
  investigation of the powersuit’s origins. Meanwhile, ru-
  mors of the powersuit’s capabilities have reached the
  military, and they are very interested in where the suit
  came from, and what it can do.
  Personality/Motivation: On first acquaintance, Kenji
  appears to be the quintessential Sarariman — quiet,
  formal, and polite. To his few friends, he is more forth-
  coming, but still always fairly reserved. However, this
  quiet exterior masks a very different internal person-
  ality. In his youth, Kenji was a rebel running with mo-
  torcycle gangs in the poorer parts of MegaTokyo.  His
  uncle’s discreet use of influence secured him a place in
  Gunkoku’s technical school, and there he learned to
  conform, but he never shook a craving for excitement
  that was not easily satisfied within the confines of the
  Gunkoku arcology. His flair with technical operations
  and combat earned him rapid promotion in Gunkoku’s
  military technology wing, but his career stalled at the
  rank of field tester because of his unwillingness to
  abandon field work, and the excitement it brought.
  When alone in his room, Kenji trades in his clas-
  sical music for a retrothrash soundtrack, and he pumps
  up the same music inside his powersuit, as long as the
  comlink is off. He is more than happy to engage in
  combat or the “un-sarariman” activities of drinking
  in Zero Zone bars, when he thinks he can get away
  with it! He loves jumping out of a dropship into a
  firezone. Kenji will regularly tape combat scenes with
  the video gear in his powersuit, and after editing them
  to obscure important details, as well as heighten the
  artistic impact, he will add a driving soundtrack, and
  sell them to the popular tri-vid show “Firefight Live.”
  All in all, Kenji is a classic case of repressed personal-
  ity.
  Quote: “Perhaps for this we use the big guns, I think.”
  Powers/Tactics: Kenji has worked testing Gunkoku’s
  military hardware under exacting conditions, both on
  the proving grounds, and as part of Gunkoku’s secu-
  rity forces, inside, and outside Japan. Thus, he is an
  efficient, rather than spectacular, combatant. He tends
  to fight conservatively, and works well with a team.
  However, his powersuit-augmented reflexes, strength,
  and senses make him a formidable opponent in hand-
  to-hand combat as well, something he particularly
  enjoys. In combat, Kenji’s choice of weapon is either
  an assault rifle with an attached grenade launcher, or
  an assault cannon, along with a katana for hand to hand
  combat.
  While Kenji enjoys the rush he gets from combat,
  and never shrinks from a fight, his main strength ac-
  tually lies in the combination of his computer and elec-
  tronics skills with the unusual abilities of his powersuit.
  Its most exotic feature is an experimental holographic
  generator and video system, which allows him to blend
  in with the surroundings, or even simulate the appear-
  ance of another person or object (if a computer model
  has been pre-stored in the powersuit’s database). At
  maximum output, the hologram system can be used
  to generate a blinding flash, although that drains the
  suit’s batteries very quickly.
  The powersuit contains a battery of sophisticated
  sensors, and electronic countermeasures (ECM), which
  allow the user to generate fake radar or radio images
  and to hack into security systems in order to see
  through their security cameras (the Clairsentience
  power). These countermeasures also allow Kenji to
  open computer controlled and electronic locks. More-
  over, all these abilities can be used at range, as long as
  he can establish a radio link to his target or can tap
  directly into necessary wiring. Finally, Kenji has a
  skillsoft that allows him to access skillchips. His usual
  approach is to take skills complementary to his com-
  puting skills or to add specific routines to aid him in
  those skills (such as levels with a particular comput-
  ing task). Kenji serves as the team’s combat engineer,
  disarming sensors, breaking into buildings, interfer-
  ing with enemy electronics, and the like.
  Appearance: Kenji is in his late 30’s, and of about av-
  erage height (for a Japanese). His hair is cropped short,
  except at the back where it’s grown out into a foot-
  long ponytail, which Kenji normally wears braided. He
  appears tanned, trim, and fit, and has the smooth, flow-
  ing movement that inform knowledgeable observers
  that Kenji has had extensive cyber augmentation.
  Kenji’s only visible cyberware is his right eye and arm,
  although a datajack has been implanted discreetly be-
  hind the right ear. Most of the time Kenji wears a skin-
  like glove to conceal his arm, and mirror sunglasses to
  conceal the eye. When uncovered, the arm is revealed
  to be lacquered a hyper-glossy black, trimmed with
  gold, and decorated with swirling gold lotus vine pat-
  terns. This rather ostentatious decoration, together
  with the fact that he has only a single cybereye, should
  tell anyone that his cyberware is top of the line, since it
  involved the implantation of compensating software
  so as not to conflict with information from his natural
  body.
  When not dressed for combat (in which case Kenji
  would be wearing his red and blue powersuit), Kenji
  favors expensive silk suits for business, or heavy (but
  stylish) armored jackets for partying in the Zero Zone.
  In other words, he dresses like a flip, up-and-coming
  executive.
  
  124
  Kenwood “Doc” Muldowney
  created by Steve Kramer
     Val
  CHA
  Cost
  Roll Notes
     18
  STR
  8
  13- 300kg; 3½d6 [2]
     18
  DEX
  24
  13- OCV: 6 /DCV: 6
     18
  CON
  16
  13-
     12
  BODY
  4
  11-
     18
  INT
  8
  13- PER Roll 13-
     15
  EGO
  10
  13- ECV: 5
     15
  PRE
  5
  12- PRE Attack: 3d6
     12
  COM
  1
  11-
      8
  PD
  4
  Total: 18 PD /10r PD
      5
  ED
  1
  Total: 15 ED /10r ED
      4
  SPD
  12
  Phases: 3, 6, 9, 12
      8
  REC
  0
     36
  END
  0
     30
  STUN
  0
  Total Characteristics Cost: 93
  Movement:
  Running: 6" / 12"
  Swimming: 2" / 4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +2 Levels with all Combat (16)
  Firearms Training: +2 Levels with Ranged Combat
  (10)
  Martial Arts —  Dirty Infighting (19)
  Maneuver
  OCV
  DCV
  Damage
  Kidney Blow
  -2
  +0
  ½d6 HKA (2DC)
  Low Blow
  -1
  +1
  2½d6 NND (3)
  Punch / Backhand
  +0
  +2
  6½d6 Strike
  Throw
  +0
  +1
  4½d6 +v/5; Target
  Falls
  1 Damage Class with Dirty Infighting
  Implanted Cyberware
  Datajack-Level 1: +1 with all computer related skills,
  Requires Accessible Datacable (-½), Requires DNI
  capable computer (-0), Cybersystem (-¼) (3)
  Equipment
  Complete Ballistic Armor: Armor: 10 DEF, Locations
  6-18 (-1/2), Real Armor, OIF (13)
  Full Helmet: Armor: 10 DEF, Locations 3-5 (-1 1/2),
  Real Armor, OIF (9)
  Kazei Five Training
  Perk: Kazei Five Member (1)
  Contact: Avatar 11- (2)
  Kazei Five Battlecodes (1)
  Medic Skills
  Electronics 11- (3)
  Paramedic 15- (7)
  PS: Cyberneticist 14- (3)
  PS: Doctor 14- (3)
  Scientist (3)
  SC: Chemistry 11- (1)
  SC: Cybernetics 13- (2)
  SC: Medicine 13- (2)
  SC: Physiology 11- (1)
  SC: Psychology 11- (1)
  Mercenary Skills
  Self Confidence: +5 Presence, Defense Only (-1) (2)
  Interrogation 12- (3)
  PS: Soldier 11- (1)
  Tactics 13- (3)
  WF: Small Arms (2)
  Background Skills
  Cityspeak (1)
  Computer Programming 13- (3)
  English: Native (0)
  Japanese: Fluent (4)
  KS: Megacorporations & Corporate World 13- (3)
  Skill Level: +1 Overall Level (10)
  Streetwise 12- (5)
  Jack of All Trades (3)
  Traveler (3)
  AK: California Free State 11- (1)
  AK: Japan 11- (1)
  AK: Neo York 11- (1)
  AK: Neo York Zero Zone 11- (1)
  Total Powers & Skills Cost: 147
  Total Character Cost: 238
  Disadvantages: 100+
  Distinctive Features: White Belt of Kazei Five (5)
  DNPC: Aileen Muldowney, sister, less powerful (10)
  Hunted by: Mitsumi, more powerful, NCI, 8- (20)
  Normal Characteristic Maxima: 20
  Psychological Limitations
  Sees the World Divided into” Good Guys” and “Scum”
  (25)
  Never Goes Back Upon His Word (15)
  Sense of Duty to the Community (15)
  Reputation: Doctor Who Creates Too Many Patients,
  extreme, 8- (10)
  Experience: (18)
  Total Disadvantage Points: 238
  Background/History: When Kenwood Muldowney
  was ready to attend medical school, there was no doubt
  about where he’d go. Mitsumi had treated his family
  as their own, and their influence and power was known
  throughout Neo York. When his parents died, Mitsumi
  paid for an elaborate Japanese-style funeral in the sub-
  urbs. It was clear that he could write his own ticket
  within the arcology, and support himself and his sis-
  ter Aileen in grand style.
  Alas, in the times since the elder Muldowney was
  an employee, Mitsumi had lost some of its invincible
  aura. It is said that being at the top in Neo York only
  presents you as a more inviting target, and Mitsumi
  wasn’t an exception. When Ken Muldowney came to
  Mr. Kuzuhara, the man who hired his father, the func-
  tionary saw not a gifted medical student, but an in-
  valuable aid in the corporate war that Mitsumi was
  now faced with in the West. Ken, who felt he owed giri
  to Mitsumi, accepted.
  Muldowney was intensively trained as a medical
  officer within Mitsumi’s corporate army, impressing
  his officers and himself with his aptitude for firearms
  and small unit tactics. Mitsumi pronounced him ready
  to help deal with a Mexican incursion into the CAS,
  but while he excelled on the field of battle, his mind
  and soul were unprepared for the horrors of combat
  in the 21st century. When the commanding general
  ordered his own son to hold a soon-to-be-overrun
  position to buy the reserve troops time to prepare a
  counter strike, Muldowney began to question the pur-
  pose of fighting for his corporate masters.
  
  125
  His outlook wasn’t helped by his later and longer
  tour of duty in Japan. There, Joe Pak, an out-of-con-
  trol operative under his command, plowed his way
  through a crowd of civilians on a crowded street in
  MegaTokyo. Later Pak was rewarded when a rival cor-
  porate executive was found among the dead — while
  Muldowney was reprimanded for treating corporate
  Pumas out of triage order at the nearby aid station
  (thus spending too much time “saving lost property”).
  How moral did his employers look now? They took
  care of their own — but at what cost?
  His tour over, Dr. Muldowney was assigned to the
  arcology hospital in Neo York, back where it all began.
  His unit hadn’t been back a full year when a critical
  patient was brought in — Aileen Muldowney, near
  death after a brutal rape, beating and torture. It took
  almost twenty hours, but the emergency cybersystem
  grafts took. Doc sat next to, and almost collapsed over
  his sister as she lay recovering. It was then that he over-
  heard that his sister’s attacker had been brought in too
  — shot as he was attempting to escape — with orders
  that he be “preserved for a future assignment.” In tri-
  age, Doc saw the body of Tony Metzer, with a single
  gunshot wound, awaiting surgery.
  In that instant, Doc decided that the world as he
  knew it contained no justice, and he alone would ex-
  act its long overdue payment right there. Mitsumi, his
  career, the Hippocratic Oath... none of it mattered
  anymore.
  When the surgeon who was supposed to have op-
  erated on Metzer found him, Metzer had been given,
  quite expertly, a full-drip IV of curare, the antivenin
  of which was safely stored several floors below in the
  trunk of Kenwood Muldowney’s car. Five minutes later,
  Mr. Kuzuhara was found in his office at his desk, shot
  with the same AAI CAWS that he had ordered young
  Ken Muldowney to be trained with. The distant rumble
  behind Doc as he drove away with his sister signaled
  the demise of two more Mitsumi agents who had gone
  to his quarters and opened the front door. Five min-
  utes later, Doc calmly drove across the Williamsburg
  Bridge into the Neo York Zero Zone.
  There were few doctors in the Zone, particularly
  with Doc’s ability and his new, brutal sense of fair play.
  His clinic quickly became an institution within the
  Zone. enough that when Mitsumi discovered its loca-
  tion, they dared not attack for fear of being cut down
  by the locals. Still, it might have gotten too hot for Doc
  eventually, had a Network presence named Avatar not
  come to him one day.
  Personality/Motivation: Once self-concerned and
  pragmatic, Doc is now a man on a mission. His only
  concern is with seeing justice done at any price — and
  in Neo York, that almost amounts to a death wish. His
  single-mindedness manifests itself in a black-and-
  white view of the world: everyone is either a friend,
  for whom no sacrifice is too great, or an enemy, for
  whom no mercy exists. To determine this, he trusts
  only himself and his closest associates, determined as
  Ryan Summer Mckee
  created by Darren B. Hansen.
     Val
  CHA
  Cost
  Roll Notes
     13
  STR
  3
  12- 150kg; 2½d6 [1]
     21
  DEX
  33
  13- OCV: 7 /DCV: 7
     21
  CON
  22
  13-
   13/14
  BODY
  6
  12-
     13
  INT
  3
  12- PER Roll 12-
     14
  EGO
  8
  12- ECV: 5
     14
  PRE
  4
  12- PRE Attack: 3d6
     10
  COM
  0
  11-
      6
  PD
  3
  Total: 23 PD /17 PDr
      6
  ED
  2
  Total: 23 ED /17 EDr
      5
  SPD
  19
  Phases: 3, 5, 8, 10, 12
      9
  REC
  4
     42
  END
  0
  Values after the slash are
     35
  STUN
  4
  from implanted cyberware
  Total Characteristics Cost: 111
  Movement:
  Running: 6" / 12"
  Swimming: 2" / 4"
  Powers & Skills
  Combat Training
  Firearms Training: +2 OCV with Police Weapons
  (Pistols and Shotguns) (6)
  Esper/Psychokinetic Powers
  Psychokinetic Power Multipower: 20 point pool (20)
  m - Shock Wave: HA +4d6, One Hex Area, x3 End,
  No Knockback (18/2) [6]
  m - Telekinetic Strength: +20 STR, Does not affect
  figured characteristics(20/3) [2]
  u - Telekinetic Shield: Force Field +10 PD, +10 ED
  (20/2) [2]
  he is not to be duped by any faceless masters ever again.
  This can sometimes put him at odds with his team (as
  when he helped Shion Nys when she had been injured).
  Outwardly, he is usually grim, introspective, and
  impassive, and he speaks as though words were some-
  how costly, sometimes giving the impression that he
  isn’t paying attention to what’s going on.  He consid-
  ers himself team leader, and in times of indecision, he
  prefers to let the other members talk it out, hearing all
  the options, and then announce his decision, ending
  all debate. For Doc, there is a “way things are done,”
  no matter what the situation might be, and there is
  little variance from that solution.
  Quote: “We can’t have things like this happening in
  my city.”
  Powers/Tactics: Doc is a normal human, untouched
  by any form of cybernetic augmentation. Thus, he pre-
  fers to hang back in most combat situations, using his
  status as leader to direct his team’s actions. Doc also
  acts as fire support. He usually carries an AAI CAWS
  and will use it to keep enemy targets pinned down and
  unable to return fire.
  Appearance: Doc is tall and broad shouldered, with a
  well muscled form. His blond hair is cropped short, in
  the military style, topping a stern, square-jawed face.
  Doc usually dresses in simple fatigues, whether on duty
  or off. In his medical lab he will add a white lab coat,
  and a broad-brimmed Stetson is worn at all times. On
  a combat mission, Doc will dress in full armor, com-
  plete with helmet.
  
  126
  Flexible Esper/Psychokinetic Powers
  Variable Power Pool (25 pt pool), Can Change Powers
  As A Zero-Phase action, Psychokinetic Powers Only
  (-½), Side Effect When Control Skill Roll Failed
  (a.k.a. Brainburn): 2d6 EB, 2d6 Drain of VPP (-½)
  (37)
  Psychokinetic Power Pool Control Skill: 15- (-1 per 10
  pts altered) (9)
  Psychokinetic Awareness: Mental Awareness 12- (0)
  Implanted Cyberware
  Skilljack: Variable Power Pool, 10 point pool, 5 Point
  control Cost, Limited Selection of Skills (-½),
  Cybersystem (-¼) (13)
  Strength Arm, Single IV
  STR +18, Does not affect figured (-½), STR only
  affects use with right arm (-½), Cybersystem
  (-¼) (8)
  Body +1, Does not affect figured (-½), Cybersystem
  (-¼) (1)
  Armor: +2 DEF, Location 6-8 (right arm) (-1½),
  Cybersystem (-¼) (2)
  Equipment
  Lined Long Coat
  Armor 4 DEF, ½ Value vs. Cutting/Energy Attacks
  (-¼), Coverage 7-16 (-¾), OIF, Real Armor (-¼) /
  Armor +3 DEF, ½ Value vs. Cutting/Energy
  Attacks (-¼), Coverage 9-12 (-1¼), OIF, Real
  Armor (-¼) (7)
  Kazei Five Training
  Perk: Kazei Five Member (1)
  Contact: Avatar 11- (2)
  Kazei Five Battlecodes (1)
  Former ESWAT Officer Training
  Perk: Weapon Permit (2)
  AK: MegaTokyo 11- (2)
  Bureaucratics 8- (1)
  Combat Driving 13- (3)
  Criminology 8- (1)
  Fast Draw 13- (3)
  KS: Criminal Law & Procedure 11- (2)
  PS: Police Officer 11- (2)
  Tactics 12- (3)
  Two Weapon Fighting (5)
  Streetwise 12- (3)
  WF: Nightstick/Tonfa, Small Arms (3)
  Background Skills
  English (Native) (0)
  Japanese (Native) (4)
  Total Powers & Skills Cost: 147
  Total Character Cost: 258
  Disadvantages: 100+
  DNPC: Parents (Scott & Miyuki McKee), Normal, Useful
  Skills 8- (5)
  Distinctive Features
  Powerful Psychokinetic (5)
  White Belt of Kazei Five (5)
  Physical Limitation: Phantom Pains From New Arm (5)
  Psychological Limitations
  Believes in Justice for all (15)
  Sense of duty to unit (15)
  Works hard to maintain his sanity (15)
  Curious / Afraid of what his next upgrade might do to
  him (5)
  Reputation: Good Cop 8- (5)
  Vulnerability: 2 x Effect from chemicals/injected drugs
  (20)
  Experience: (63)
  Total Disadvantage Points: 258
  Background/History: Ryan Summer McKee was born
  in Hawaii, his name derived from the bar — Ryan’s
  Endless Summer — where his parents first met. At the
  age of 10, the McKee family moved to MegaTokyo,
  where Scott, Ryan’s father, joined the R&D department
  for Sony Electronics, while Miyuki, his mother, re-
  turned to teaching.
  Ryan was still in his preteens when his
  psychokinetic abilities manifested. In an attempt to
  avoid having their son become a corporate pawn, the
  McKees sought government counseling and assistance.
  Sony made several abortive attempts to dissuade them,
  but soon abandoned the idea, since, at the time the
  true power of corporate psychokinetics had yet to be
  realized.
  When Ryan was 18 he applied to the Enhanced
  Special Weapons and Tactics Division of the
  MegaTokyo police department. He was accepted and
  completed his training later that year.
  Three years later, at age 21, Ryan elected to have a
  Skilljack installed, to assist him with ESWAT opera-
  tions. Within weeks of the operation, Ryan noticed that
  he was occasionally able to overhear other people’s
  thoughts. An investigation into the matter revealed that
  having the Skilljack implanted had unlocked Ryan’s
  latent esper abilities.
  Several years later, Ryan was badly injured while
  on duty, losing his left arm in a violent struggle with a
  powerful psychokinetic. As per standard ESWAT pro-
  cedure, Ryan was rushed to a local hospital, where a
  cybernetic replacement was installed. After he was re-
  leased, Ryan discovered that this latest bout of cyber-
  surgery had adversely affected his psychokinetic abili-
  ties. His power level had dropped considerably, and
  his telekinesis no longer functioned in anything resem-
  bling a normal fashion. Ryan tried to retrain himself
  to better understand and utilize his new abilities, but
  found that his attempts didn’t seem to be effective.
  Ryan returned to duty with ESWAT, and began to
  rely more and more on his unstable esper powers, back-
  ing them up with his radically altered psychokinetic
  abilities. Eventually, conventional weapons became
  increasingly necessary to him in his duties, to the point
  that Ryan decided that it was in his best interests to
  leave ESWAT. Now, at the age of 28, Ryan has been
  selected to be the newest recruit of the Kazei Five team,
  where he hopes to fully retrain and develop his
  psychokinetic abilities while also devoting time to un-
  derstanding and exploring the nature of his esper pow-
  ers.
  Personality/Motivation: Ryan joined ESWAT so he
  could use his abilities to help people as a whole. In his
  mind there were too many people with “awesome
  power” using that power for their own selfish reasons.
  ESWAT was Ryan’s outlet, his way of evening the odds
  in an attempt to help set things right. Service as a po-
  liceman has given him a solid belief in justice for ev-
  eryone, having seen prejudice in more forms then he’d
  like to admit. Although the right to personal freedom
  is what he believes in most, he knows a line has to be
  drawn when someone decides that his idea of personal
  freedom results in harm to others.
  
  127
  Quote: “I’m a virtual cornucopia of trouble; we haven’t
  even gotten to the fun stuff yet.”
  Powers/Tactics: The change in Ryan’s psychokinetic
  abilities has been hard for him to adjust to. Since leav-
  ing ESWAT, he’s spent the last few months trying to
  retrain himself in his new abilities, but it’s been harder
  than he originally thought.
  Currently, Ryan relies on his esper powers to con-
  fuse and disorient his opponents, switching to con-
  ventional weapons and his newly altered psychokinetic
  powers to actually confront his targets. Adjusting to
  this “new” approach to handling situations has given
  Ryan some trouble, since in the past he could rely on
  his psychokinetic powers to cut through most opposi-
  tion in short order.
  Ryan is very much a team player; 10 years with
  ESWAT and the MegaTokyo Police have shown him
  that good team work is essential to survival. As Ryan
  often says, he’s seen more than one hot dog get wiped
  out in the field after going in alone. And that is a sta-
  tistic he’d rather not be.
  Appearance: Ryan is a good-looking young man of
  medium build with a fair complexion, pale green eyes
  and straight black hair. Ryan is equally comfortable in
  a tuxedo or ragged jeans and T-shirt, although he pre-
  fers the casual look of the latter. If the situation re-
  quires it he will adopt the formal look of gray suit,
  white shirt and corporate tie. In any case, Ryan prefers
  to tuck his sidearm out of the way in a shoulder hol-
  ster. Out of habit, Ryan keeps his hair cut short and is
  always clean-shaven. Ryan’s left arm is cybernetic. He
  has covered it with a simple synthetic-skin overlay,
  since it will attract less attention that way.
  Martial Arts — Aikido (12)
  Maneuver
  OCV
  DCV
  Damage
  Dodge
  —
  +5
  Abort
  Strike
  +1
  +1
  3d6 Strike
  Takedown
  +1
  +1
  3d6 Strike; Target
  Falls
  Psychokinetic Powers
  Flexible Psychokinetic Powers:
  Variable Power Pool (60 pt. pool), Can Change
  Powers As A Zero-Phase action, Psychokinetic
  Powers Only (-½), Side Effect When Control Skill
  Roll Failed (a.k.a. Brainburn): 2d6 stun, 4d6 Flash
  (sight group), and 2d6 DEX drain (-1) (84)
  Psychokinetic Power Pool Control Skill: 18- (-1 per 10
  pts. altered) (15)
  Defensive Field: Force Field, +12 PD, +8 ED, 0 END
  (30) [0]
  Body Control: Life Support (does not need to eat or
  sleep), Only When Not Tired By The Exertion Of
  His Psychokinetic Powers (-1) (2)
  Psychokinetic Awareness: Mental Awareness 12- (0)
  Running: +1" (7" Total) (2) [1/5"]
  Skills of Unknown Origin
  AK: (Unknown Home) 8- (0)
  KS: (Unknown at this time) 11- (2)
  KS: (Unknown at this time) 8- (1)
  Security Systems 12- (3)
  Stealth 14- (3)
  Unknown Skill 11- (2)
  Kazei Five Training
  Perk: Kazei Five Member (1)
  Contact: Avatar 11- (2)
  Kazei Five Battlecodes (1)
  KS: Psychokinetic World 11- (2)
  Paramedic 11- (2)
  WF: Small Arms, Grenade Launchers (3)
  Background Skills
  AK: Neo-York Zero Zone 8- (1)
  Computer Programming 8- (1)
  English, Native (4)
  Japanese, Native (0)
  Total Powers & Skills Cost: 178
  Total Character Cost: 286
  Disadvantages: 100+
  Distinctive Features
  Powerful Psychokinetic (5)
  White Belt of Kazei Five (5)
  Hunted by:
  Unknown Megacorporation, more powerful, extensive
  NCI, 11- (25)
  Unknown Hired Agents, as powerful, 11- (15)
  Physical Limitations
  Cyber Rejection (15)
  Migraine headaches (infrequent, greatly impairing: -3
  OCV and DCV, -3 to PER and skill rolls, and -3"
  running) (10)
  Psychokinetic Powers Occasionally Out of Control
  (10)
  Total Amnesia (10)
  Psychological Limitations
  Driven to Seek his Past (25)
  Nice Guy (15)
  Duty to Avatar (10)
  Susceptibility
  1d6 per turn from mood-altering chemicals (15)
  Experience: (26)
  Total Disadvantage Points: 286
  Takeda Johnson
  created by David Kujit
     Val
  CHA
  Cost
  Roll Notes
     15
  STR
  5
  12- 200 kg; 3d6 [1]
     23
  DEX
  39
  14- OCV: 8 /DCV: 8
     23
  CON
  26
  14-
     11
  BODY
  2
  11-
     13
  INT
  3
  12- PER Roll 12-
     11
  EGO
  2
  11- ECV: 4
     18
  PRE
  8
  13- PRE Attack: 3½d6
     12
  COM
  1
  11-
      7
  PD
  4
  Total: 19 PD /12r PD
      5
  ED
  0
  Total: 13 ED /8r ED
      5
  SPD
  17
  Phases: 3, 5, 8, 10, 12
     10
  REC
  4
     40
  END
  -3
     31
  STUN
  0
  Total Characteristics Cost: 108
  Movement:
  Flight: variable
  Running: 7" /14"
  Superleap: variable
  Teleport: variable
  Swimming: 2" /4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +2 vs. Range Modifiers with
  Psychokinetic Power Pool (4)
  
  128
  Ba ckg round/Histo r y :
  Takeda is a very powerful
  psychokinetic with no
  memory of his past. Kazei
  Five doctors have several
  theories about how this could
  have occurred; psychological
  or physical trauma are the
  most probable cause. Since
  psychokinetics tend to be
  very unstable psychologically,
  and because backlash from
  the use of psychokinetic
  powers 
  (so-called
  “Brainburn”) can be quite se-
  vere, both possibilities are
  quite likely.
  Takeda’s first memories are waking up in a Neo
  York Zero Zone alley, wearing jeans and a black T-shirt.
  The only connection to his past is a feeling that he is
  being hunted by someone. While he was wandered the
  Zone he took the name Takeda from some newsfeed,
  and was called “Mr. Johnson” by some of the other
  denizens of the Zone as a joke (“Mr. Johnson” being a
  common alias for an anonymous employer). He be-
  came a member of Kazei 5 after the team found him
  fleeing from a unit of Steel Commandos and a squad
  of Pumas. Avatar was very interested in the nature of
  this virtually unknown psychokinetic, and realized that
  Kazei 5’s interests would be best served by recruiting
  Takeda to the team.
  Personality/Motivation: Takeda is a very powerful and
  flexible telekinetic. He is fundamentally a nice guy, and
  he likes people, although he will kill if he must to pro-
  tect himself or others. His sense of identity is tied in
  with his unknown past, and he is driven to find out
  who he was, as a way to find out who he is. He will
  undertake very dangerous actions if he thinks it will
  help him find out anything about his past.
  Quote: “Don’t make me do something you’ll regret.”
  Powers/Tactics: Takeda’s flexible psychokinetic pow-
  ers allow him to do things that are frankly unbeliev-
  able. He can augment his strength enough to lift nearly
  400 tons. He can rip apart tanks and teleport dozens
  of kilometers in an instant. His control over his own
  body is such that he has become something more than
  human.
  However, he is still subject to the terrible instabil-
  ity of his psychokinetic powers.  He suffers terrible
  migraines, often causing bleeding from the ears,
  mouth, nose, and eyes. Like most psychokinetics, his
  body reacts poorly to cybernetic system intrusions. His
  extensive powers sometimes go out of control, with
  often destructive results to his surroundings. And fi-
  nally, he can sometimes lose control of his powers when
  he uses them, causing brainburn.  For Takeda,
  brainburn triggers an acute migraine that seriously
  impairs his abilities.
  Takeda is fairly conservative in combat, supple-
  menting his normal force field from his Variable Power
  Pool. Because his powers are dangerous and unreli-
  able, he will rarely attempt to switch power levels dra-
  matically from one phase to another. Although he has
  the power to kill easily, he will rarely use that except
  when he thinks he has no choice, or in desperate cases.
  Takeda is a control freak. He rarely loses his tem-
  per, and has never lost it so badly as to lose control of
  his powers entirely. He is very afraid of what will hap-
  pen if he does. Takeda is very aware that psychokinetics
  are very prone to losing control of their powers and
  their sanity. By controlling his temper tries to keep a
  lock on his greatest fear — if he loses his sanity, thou-
  sands upon thousands could die.
  Appearance: Takeda appears as a young man with dark
  hair and eyes. He is wiry rather than muscular, and
  about 5’10" tall. Not unhandsome, but nothing spec-
  tacular. In all ways he looks like a relatively normal
  human being, although the intensity of his gaze be-
  trays the force of his personality. He usually wears jeans
  and a T-shirt, regardless of the weather.
  Campaign Notes: The following material represents
  Takeda’s background as used in the original Kazei Five
  campaign. The referee should feel free to modify, re-
  design, or ignore this history according to what will
  work best for his campaign. This version of Takeda
  provides the campaign with some very interesting
  quirks  and hooks for future adventures. If using this
  history, replace all of Takeda’s Skills of Unknown Ori-
  gin with the following:
  Corporate Agent Skills
  AK: Jinsei Arcology in MegaTokyo 8- (0)
  KS: Corporate World and Corporations 11- (2)
  KS: Cloning and Replicant Technology 8- (1)
  Security Systems 12- (3)
  Stealth 14- (3)
  High Society (Corporate) 11- (2)
  Takeda can only use the Security Systems and
  Stealth until he gets his memory back, although he may
  show glimmers of ability in the skills he does not know.
  Substitute the following for Takeda’s two Un-
  known Hunteds:
  Hunted by:
  Jinsei Megacorporation, more powerful, extensive
  NCI, 11- (25)
  Steel Commandos Mercenary Team, as powerful, 11-
  (15)
  History and Background before his Amnesia: Takeda
  is one of the rarest beings on earth — a cloned
  psychokinetic. The technology for producing
  telekinetics is very experimental and unstable — the
  rapid growth and accelerated maturation of a clone or
  replicant combines very poorly with the relatively un-
  stable mind of a budding psychokinetic, enough so that
  almost all of them die or become insane. Jinsei
  Megacorporation has secretly developed a method that
  has produced a few relatively sane psychokinetics by
  cloning tissue from known powerful psychokinetics,
  and Takeda is one of the very few survivors of their
  program.
  The indoctrination normally reserved for
  
  129
  Temple
  Val
  CHA
  Cost
  Roll Notes
  25
  STR
  15
  14- 800kg; 5d6 [2]
  23
  DEX
  39
  14- OCV: 8 /DCV: 8
  20
  CON
  20
  13-
  13
  BODY
  6
  12-
  13
  INT
  3
  12- PER Roll 11-
  6/21
  EGO
  -8
  10-/13-
  ECV: 2 /7
  15
  PRE
  5
  12- PRE Attack: 3d6
  16
  COM
  3
  12-
  9
  PD
  4
  Total: 9 PD
  7
  ED
  3
  Total: 7 ED
  4
  SPD
  7
  Phases: 3, 6, 9, 12
  9
  REC
  0
  40
  END
  0
  Values after the slash are
  36
  STUN
  0
  from implanted cyberware
  Total Characteristics Cost: 97
  Movement:
  Running: 6" /12"
  Superleap: 10" /20"
  Swimming: 2" /4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +2 w/Combat (16)
  Martial Arts — Hard Wired Lynx Training (20)
  Maneuver
  OCV
  DCV
  Damage
  Backhand
  +1
  +3
  6d6 Strike
  Block
  +2
  +2
  Block, Abort
  Escape
  +0
  +0
  45 STR vs. Grab
  Punch /Snap Kick
  +2
  +0
  8d6 Strike
  Takedown
  +1
  +1
  6d6 Strike; Target
  Falls
  Implanted Cyberware
  Cranial Computer: Computer (INT: 15, DEX: 15,
  Speed: 3, 30 points devoted to skills and programs),
  Fragile (-¼), Cybersystem (-¼) (37)
  Data Jack III: +3 with all computer related skills,
  Requires accessible datacable (-½), Requires DNI
  capable computer (-0), Cybersystem (-¼) (9)
  Impact Compensator-Level 1: 2d6 Aid to Stun,
  Trigger-User takes Stun, Self Only , Only to
  starting values, 6 Uses, Cybersystem (-¼) (4) [6c]
  Recovery Augmentor-Level 1: 2d6 Aid to Recovery,
  Self Only, 4 charges, Cybersystem (-¼) (4) [4c]
  Self-Will Biochip: Ego: +15, Costs END, Cybersystem
  (-¼), Limited Conscious Control (-1), Triggered
  automatically by extreme stress, interrogation or by
  entering into cyberspace. (13) [3]
  Running: +4" (10" Total) (8) [1/5"]
  Superleap: +5" (10" forward, 5" upward), (5), [1]
  Implanted Skills
  Acrobatics 14- (3)
  Breakfall 14- (3)
  Computer Programming 14- (7)
  English, Native (0)
  Japanese, Native (4)
  KS: Computer Virus Construction and Programming
  13- (4)
  KS: Cyberspace 12- (3)
  KS: Cyberware Systems 11- (2)
  KS: Medicine 13- (4)
  Paramedic 12- (3)
  PS: Computer Programmer 12- (3)
  PS: Nurse 12- (3)
  SC: Cyberware Systems 12- (3)
  Seduction 12- (3)
  Stealth 14- (3)
  WF: Small Arms (2)
  Total Powers & Skills Cost: 166
  Total Character Cost: 263
  Disadvantages: 100+
  Distinctive Features: Lynx Class Security Synthetic, Cat-
  like ears, Electric Blue Hair (5)
  Hunted by:
  Poseidon Interactive, more powerful, NCI, 8- (20)
  Physical Limitation: Split Personality (Flamboyant /
  Subservient) (15)
  Psychological Limitations
  Subservient and Docile, Easily Commanded (20)
  Thrillseeker and Risktaker (15)
  Wants to be Accepted as ‘Normal’ (10)
  Reputation: Lynx Class Security Synthetic (i.e. Tough
  and Stupid) 11- (10)
  Rivalry with: Other Net ‘Hackers’ (5)
  Experience: (63)
  Total Disadvantage Points: 263
  Background/History: Of the hundreds of synthetics
  produced each year, none are more popular than the
  Mitsumi Puma and Lynx models. Used for more than
  just combat related duties, these models can be found
  just about anywhere, serving as assistants, bodyguards,
  couriers, personal aides and secretaries. This fact led
  Graves Electronics Corporation to plan and execute a
  most ingenious plan of industrial espionage against
  Poseidon Interactive, their closest rival in the lucrative
  market of electronic entertainment devices.
  The idea was for Graves Electronics Corporation
  to replace a Poseidon Interactive synthetic with an
  identical model that had been reprogrammed with
  certain instructions. After a designated period of time
  passed, this double-agent would infiltrate Poseidon’s
  manufacturing process, planting time-released com-
  puter viruses into Poseidon’s computer system. These
  viruses would then subtly alter the program instruc-
  tions found in Poseidon’s extensive line of simulated
  sensory modules, causing a wide assortment of inter-
  face problems.
  replicants could not be used on the unstable minds of
  psychokinetics, so Jinsei Megacorporation was limited
  to more primitive means of insuring loyalty and obe-
  dience. Takeda rebelled, and fled Jinsei
  Megacorporation when he discovered that he had been
  sold to another corporation.
  No normal agent could recapture a telekinetic
  capable of teleportation and flight, so Jinsei sent the
  most loyal of Takeda’s clone brothers after him. His
  brother confronted him during the landing leg of a
  scramjet flight from MegaTokyo to Neo York, and the
  ensuing fight destroyed Takeda’s brother and the
  scramjet, including several hundred innocent people.
  The trauma and guilt from this event gave Takeda
  amnesia, and he woke up in the Zone with no memory
  of his past.
  Takeda is totally unaware of his former identity
  as Takechi Shin, one of a crèche of four surviving clone
  brothers. All four brothers were cloned from cells of
  the most powerful and unstable telekinetic in the
  world, a young man known only as Ran.
  
  130
  The plan was
  a startling success.
  Temple, Graves
  Electronics’ al-
  tered replacement,
  was designated to
  work in the cyber-
  netics division of
  Poseidon’s 
  re-
  search and devel-
  opment depart-
  ment. She per-
  formed her duties
  flawlessly, and ex-
  ecuted the desired
  computer intru-
  sions without a
  hitch. 
  But 
  it
  seemed 
  that
  Graves Electronics
  had 
  designed
  Temple’s 
  pro-
  gramming too
  well. She had grown addicted to the rush of running
  the world’s cyberspace network and continued to in-
  filtrate both Poseidon Interactive’s computer systems
  as well as the systems of rival companies. Eventually,
  Temple’s activities were discovered and she was forced
  to flee the Poseidon Interactive manufacturing com-
  plex.
  A short time later, Temple was picked up by agents
  of Avatar working in the Free State of California, and
  she eventually became a member of the Kazei Five
  team. Now, she serves the team as a field medic and as
  an assistant nurse to Doctor Kenwood Muldowney.
  Personality/Motivation: Temple’s Self-Will Biochip has
  caused a number of unexpected personality develop-
  ments. Chief among this is Temple’s recognition of her
  existence for what it is. Unlike most synthetics, which
  accept their status without question, Temple realizes
  that she is an artificially grown being and can never be
  accepted as a normal human. This has caused a great
  deal of internal stress, as she questions the reasons for
  her existence as well as the motivations for her accep-
  tance by those around her.
  A further complication is that Temple is still not
  fully free of her original Lynx programming and is of-
  ten very docile and submissive, unable to say “no” to
  most requests made of her. In excessively stressful situ-
  ations, the Self-Will Biochip will activate, causing her
  to act in a more aggressive and confident manner, tak-
  ing risks that she would normally avoid.
  Temple’s greatest desire is to be accepted as (in
  her words) “Temple the Person,” as opposed to “Temple
  the Lynx” or “Temple the Nurse.” The fact that most
  people look upon her as a tool (an intelligent tool, but
  a tool none-the-less) hurts her deeply. Her happiest
  moments are when she is with the few people whom
  she calls her friends. Blade (Blade-chan), Doc (Doc-
  sama), Takeda and Yoshi (Yoshi-kun) are her closest
  friends. These are people who accept her as an indi-
  vidual, and not as a product.
  Quote: “I am a Mitsumi Lynx, serial number 3715-A1-
  201, incept date 22-09-28. I am programmed to be a
  medical assistant, and am familiar with a wide range
  of cybersurgery procedures. How can I help you?”
  “Look at my hair, my ears... how can I ever be ac-
  cepted as a person?”
  <blam!... blam!... blam!> “Take that!... oh... I’m
  sorry.”
  Powers/Tactics: As a Lynx class replicant, Temple pos-
  sesses all the standard engineering features of her
  model line. She is significantly stronger, faster and
  tougher than a normal, unmodified human. Im-
  planted, hardwired martial arts training makes her an
  effective hand-to-hand combatant, and she is capable
  of using a wide variety of firearms.
  To aid her in her espionage mission, Temple was
  equipped with a number of specialized cyberware sys-
  tems. Most of these systems were slightly modified
  versions of her originally specified equipment in or-
  der to prevent detection. These systems include a Cra-
  nial Computer specifically programmed to aid her in
  cyberspace intrusion and viral programming, a high
  speed Data Jack for efficient Net access, as well as an
  Impact Compensator, and a Recovery Augmenter in
  case of unforeseen difficulties. Finally, a specialized
  biochip was implanted that would override her natu-
  ral Lynx programming in cases of great stress, allow-
  ing her to act with more self-confidence and indepen-
  dence than most other synthetics.
  Normally, Temple does not wear any armor or
  carry a sidearm. If needed, she will usually don an Ar-
  mored Jacket, and carry a .454 Casull. If required to be
  a combat operative, Temple will wear medium-weight
  Body Armor, and carry an assault rifle, showing a
  marked preference for high-caliber weapons that have
  a large ammunition capacity (such as the Jinsei M-60
  or M-100).
  Appearance: Temple is a Mitsumi Lynx Class Security
  Synthetic, a rather common and popular line of
  replicants designed for a wide range of tasks. As with
  all Lynxes, Temple stands about 5’10" and weighs about
  140 lbs. with a trim, well-proportioned build. Her
  waist-length hair is a bright electric blue, a sharp con-
  trast to her soft blue eyes, and she possesses the dis-
  tinctive cat-like ears common to both Lynx and Puma
  synthetics. A good way to judge Temple’s reactions to
  people and situations is by her ears: the flatter they
  are, the more unhappy she is.
  Outwardly, Temple is quiet and reserved and usu-
  ally dresses in a simple, black, one-piece bodysuit, with
  matching boots. Over this she wears a tan, short-
  sleeved jacket that covers her to about mid-thigh. Her
  hair is bound at the back of her neck and worn in a
  simple ponytail.
  When under the influence of the Self-Will Biochip,
  Temple will become flushed, her breathing will become
  rapid, she will sweat heavily, and she will often act in a
  reckless manner. As soon as the situation is resolved
  and the Biochip shuts down, Temple will revert to her
  normal personality, often apologizing for any destruc-
  tive actions she’s just committed.
  
  131
  Other Characters
  Angelkiller
  created by Mark Doherty
     Val
  CHA
  Cost
  Roll Notes
     12
  STR
  2
  11- 137kg; 2d6 [1]
   15/21
  DEX
  15
  13- OCV: 7 /DCV: 7
     13
  CON
  6
  12-
   12/14
  BODY
  4
  12-
     13
  INT
  3
  12- PER Roll 12-
      9
  EGO
  -2
  11- ECV: 3
     14
  PRE
  4
  12- PRE Attack: 2½d6
     14
  COM
  2
  12-
      6
  PD
  4
  Total: 19 PD /13r PD
      3
  ED
  0
  Total: 16 ED /3r ED
    3/4
  SPD
  5
  Phases: 3, 6, 9, 12
      7
  REC
  4
     26
  END
  0
  Values after the slash are
     25
  STUN
  0
  from implanted cyberware
  Total Characteristics Cost: 47
  Movement:
  Running: 6" / 12"
  Swimming: 2" / 4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +2 with all Combat (16)
  Implanted Cyberware
  Cranial Computer: Computer (INT: 20, DEX: 20,
  Speed: 4, 15 points devoted to skills and programs),
  Fragile (-¼), Cybersystem (-¼) (43)
  Cyberarms
  STR +13, Does not affect figured characteristics
  (-½), STR only affects use with arms (-¼),
  Cybersystem (-¼) (6) [1]
  Body +2, Does not affect figured characteristics
  (-½), Cybersystem (-¼) (2)
  Armor: 2 DEF, Location 6-8 (-1½), Cybersystem
  (-¼) (2)
  Cybereyes
  Flare Filter: Flash Defense for Sight Group, 5 DEF,
  Cybersystem (-¼) (4)
  Grit Filter: Flash Defense for Sight Group, 3 DEF,
  Not vs. Light-based flashes (-1), Cyber system
  (-¼) (1)
  Low-light: UV Vision, Cybersystem (-¼) (4)
  Thermographic Vision: IR Vision, Cybersystem
  (-¼) (4)
  Cyber Razors: 1d6 HKA, 0 END, Blade Limitations
  (-¼), No KB, Reduced Penetration, Restrainable
  (-¼) (10) [0]
  Datajack-Level 1: +1 with all computer related skills,
  Requires Accessible Datacable (-½), Requires DNI
  capable computer (-0), Cybersystem (-¼) (3)
  Reflex Augmentation: DEX +6, Does not affect
  figured characteristics (-½), Cybersystem (-¼) (10)
  Smartgun Link: +3 OCV and +1 Range Modifier,
  Requires Smartlinked Weapon (-½), Cybersystem
  (-¼) (10)
  Speed Booster: Speed +1, Cybersystem (-¼) (8)
  Sub-dermal Plating: Armor: 5 DEF, Locations 9-12
  (-1¼), Cyber system (-¼) (6)
  Equipment
  Jinsei Slivergun with Smartgun Adaptor: 1d6+1RKA,
  AP, Autofire, -1 Stun, +2 OCV, +2 RMod, 30 Shots,
  STR Minimum, OAF (24) [30c]
  Second Jinsei Slivergun with Smartgun Adaptor: (24)
  Light Body Armor: Armor: 4 DEF, ½ Value vs.
  Cutting/Energy Attacks (-½), Locations 7-17 (-¾),
  IIF, Real Armor  (4)
  Light Clamshell Vest: Armor: 8 DEF, Locations 9-13
  (-1), OIF, Real Armor (9)
  Helmet: Armor: 6 DEF, Locations 4-5 (-2), OIF, Real
  Armor (5)
  Street Samurai Skills
  Climbing 13- (3)
  Combat Driving 13- (3)
  Fastdraw 13- (3)
  Rapid Autofire (5)
  Shadowing 11- (3)
  Stealth 13- (3)
  Streetwise 12- (3)
  TF: Ground Vehicles (2)
  Two Gun Fighting (5)
  WF: Common Melee Weapons, Small Arms (4)
  Temple’s Cranial Computer
     Val
  CHA
  Cost
  Roll Notes
     15
  DEX
  15
  12-
     15
  INT
  5
  12-
      3
  SPD
  5
  Phases: 3, 8, 12
  Total Characteristics Cost: 25
  Programs
  AK: Neo York 8- (1)
  AK: San Francisco 8- (1)
  Cryptography 12- (3)
  Electronics 11- (3)
  Forgery 11- (3)
  KS: Computer Viruses 11- (2)
  KS: Cyberspace Access Numbers 11- (2)
  KS: Cyberspace Icons 11- (2)
  KS: Intrusion Counter Measures 11- (2)
  Mechanics 11- (3)
  Security Systems 12- (3)
  Progam: Access information database (assorted KS
  skills (1)
  Program: Run code breaker/creator (Cryptography
  and assorted KS skills) (1)
  Program: Run intrusion programs (Security Systems,
  assisted by Electronics and Mechanics) (1)
  (Note: 2 points unspent.)
  Total Programs Cost: 30
  Total Character Cost: 60
  Campaign Notes: Temple presents a rather interesting
  and complex character. Taken as written, she makes
  for a useful addition to the Kazei Five team, as well as
  presenting a synthetic point of view to society. Her true
  background should be left a mystery for the Players to
  slowly uncover over the course of play. Another op-
  tion would be to make her an adversary, possibly try-
  ing to get revenge on either Graves Electronics or
  Poseidon Interactive. She might even go so far as to
  try to destroy the replicant trade by using her knowl-
  edge of net hacking and virus construction to alter the
  programming of commercially produced synthetics.
  
  132
  Background Skills
  AK: The Zone 11- (2)
  English, Native (0)
  KS: Finance 11- (2)
  KS: Zone Mercenaries 11- (2)
  KS: Zone Underworld 11- (2)
  PS: Prostitute 8- (1)
  Well Connected (3)
  5 Assorted Contacts @11- (5)
  Total Powers & Skills Cost: 246
  Total Character Cost: 293
  Disadvantages: 100+
  Enraged when:
  Thwarted, Insulted, or if Angelkiller generally feels she
  has been “dissed” 11-/11- (10)
  Distinctive Features
  Obviously Cybered (cyberarms, sub-dermal plating,
  distorted skull due to cranial computer) (15)
  Hunted by:
  NYPD Inc., more powerful, NCI, limited geography, 8-
  (15)
  Zone Gang, more powerful, limited geography, 8- (10)
  Normal Characteristic Maxima: (20)
  Physical Limitations
  Neuromuscular damage, subject to seizures ( -3 CV,
  PER and Skill rolls) (10)
  Requires Specialized Medical Attention (10)
  Psychological Limitations
  Paranoid, afraid of losing status and wealth (15)
  Impulsive, tends to act on whims (15)
  Vengeful, dislikes being “used” (10)
  Desperately afraid of poverty (10)
  Experience: (53)
  Total Disadvantage Points: 293
  Background/History: Angelkiller (“Ange” to her very
  small number of friends) started life as a street brat,
  running with the gangs, struggling to simply to stay
  alive. By the time she was 12, Angelkiller was well ac-
  customed to dealing in murder, drugs and prostitu-
  tion. But Angelkiller had a burning desire to do better
  than that, to improve herself, to gain control of her
  own destiny. Whatever money she could get went into
  buying Angelkiller the edge needed to get off the streets
  — first guns, and then cyberware. Now, at nearly 30,
  Angelkiller has had her entire body more or less re-
  built three times, replacing older, outmoded cyber sys-
  tems with newer technology.
  Angelkiller is now known as one of the Zone’s
  more successful street samurai. She tends to work al-
  most exclusively in the Zone, with occasional trips out
  of town. These jaunts have become rare occurrences
  over the last few years — Angelkiller dislikes leaving
  the sanctuary of the Zone, and since a little disagree-
  ment with NYPD Inc. a few years ago, is unwilling to
  go into Neo York unless she really has to.
  Personality/Motivation: The years are starting to catch
  up with Angelkiller. Frequent cyber upgrades and im-
  plants have started to conflict. Although Angelkiller
  moves with the fluid grace that marks the high-grade
  cyber-enhanced, a perceptive observer might notice the
  occasional twitch or too-rapid movement that denotes
  a system wound too tight for too long. Angelkiller is
  smart enough to recognize these signs, although she
  will not discuss it, and bringing the subject up will only
  make her angry. This degradation of her physical abili-
  ties is part of what has pushed her into information
  brokering. If you need to hire some muscle, or contact
  a specific street samurai, Angelkiller is the person to
  go to. She keeps track of who’s working for whom,
  who’s hunting whom (and for how much), who’s for
  sale (and for what) and any other information
  Angelkiller feels she can sell.
  Angelkiller will do almost anything, no matter
  how dangerous or personally distasteful, to get money.
  Angelkiller has gotten off the streets and she will use,
  and use up, anything and anybody to stay there.
  Quote: “Of course I can do it-if you can pay for it.”
  Powers/Tactics: Angelkiller has undergone extensive
  cybernetic modification of her body. Her arms have
  been replaced, eyes modified, reflexes boosted and ar-
  mor plates have been implanted into her torso. All of
  this upgrading has not been without a price however,
  for Angelkiller suffers from occasional seizures that
  render her virtually helpless. These seizures usually
  occur during or soon after periods of extreme stress
  and physical activity.
  Angelkiller’s primary cyber-implant is her cranial
  computer. A well-kept secret (even from her friends)
  is that Angelkiller relies almost entirely on the com-
  puter to provide her with information — the brain
  surgery she underwent to have it installed has dam-
  aged much of her memory. When dealing with ac-
  quaintances, she is always careful to load all the back-
  ground information she has on them into the com-
  puter, as well as to update these records frequently, giv-
  ing her the reputation of having an enormous capac-
  ity for information.
  Angelkiller’s standard armament is a pair of
  smartlinked sliverguns. Most street samurai dislike
  these weapons due to their general lack of stopping
  power. Angelkiller’s opinion is more down-to-earth:
  “Doesn’t matter if they don’t stop, so long as they’re
  dead.”
  Appearance: Angelkiller is slightly above average
  height, with pale skin and long, luxuriant black hair.
  She keeps herself in top physical shape, although her
  cyberware implants bulk out her figure somewhat.
  With large, bright blue cybereyes, and her characteris-
  tic ice-blue lipstick, Angelkiller cuts a distinctive fig-
  ure, and she knows it.
  When at ease or dealing with clients, Angelkiller
  normally dresses in sweeping gowns (made from an
  assortment of synthetic fabrics), which hide her cy-
  bernetics. On the street, she wears black armorcloth
  fatigues, which are ridged and padded in order to hide
  her sub-dermal plating, topped off with a polished
  clamshell vest and a helmet.
  
  133
  Brais
  Val
  CHA
  Cost
  Roll Notes
  20
  STR
  10
  13- 400kg; 4d6 [2]
  21
  DEX
  33
  13- OCV: 7 /DCV: 7
  23
  CON
  26
  14-
  13
  BODY
  6
  12-
  13
  INT
  3
  12- PER Roll 12-
  17
  EGO
  14
  12- ECV: 6
  15
  PRE
  5
  12- PRE Attack: 3d6
  16
  COM
  3
  12-
  10
  PD
  6
  Total: 12 PD /2r PD
  8
  ED
  3
  Total: 10 ED /2r ED
  5
  SPD
  16
  Phases: 3, 5, 8, 10, 12
  9
  REC
  0
  46
  END
  0
  35
  STUN
  0
  Total Characteristics Cost: 128
  Movement:
  Running: 9" / 18"
  Superleap: 14" / 28"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +2 with Tae Kwon Do (6)
  Martial Arts — Tae Kwon Do, use Art with Swords (21)
  Maneuver
  OCV
  DCV
  Damage
  Arm Sweep Block
  +2
  +2
  Block, Abort
  Front Kick
  +0
  +2
  6d6 Strike
  Punch/Elbow Strike
  +2
  +0
  6d6 Strike
  Side Kick
  -2
  +1
  8d6 Strike
  Takedown
  +1
  +1
  4d6 Strike; Target
  Falls
  Psychokinetic Powers
  Psychokinetic Energy Summoning: Aid 4d6 to END
  Reserve, Maximum of 48 END, 0 END, Full Phase,
  Self Only (15) [0]
  Telekinetic Field
  TK 30 STR, Explosive, Personal Immunity, 0 END,
  No Range, Linked to activation of Aid power,
  Limited Conscious Control (-1), TK does no
  damage (-1), Only to push away (-½) (15) [0]
  Force Field 15 PD, 0 END, Linked to activation of
  Aid power, Instant power (-1) (9) [0]
  Psychokinetic Energy: END Reserve 48 END, Starts at
  0 END (-1) (2) (Feeds Telekinetic Strength and
  Force Blast)
  Telekinetic Strength: +24 STR, Does not affect figured
  characteristics (-½), Linked to END Reserve (1 STR
  of every 2 END in Reserve) (12) [2]
  Force Blast: EB 14d6, Physical, 3x END, Full Phase,
  Gestures (-¼) (25) [21]
  Running: +3" (9" total) (6) [1/5"]
  Superleap: +10" (14" forward, 7" upward) (10) [1/5"]
  Equipment
  Leather Jacket: Armor: 2 DEF, 0 Value vs. Guns (-½),
  Locations 7-12 (-1), IIF, Real Armor (-¼) (2)
  Background Skills
  Acrobatics 13- (3)
  Breakfall 13- (3)
  Cityspeak (1)
  Climbing 13- (3)
  Defense Maneuver: No multiple attacker bonus for
  opponents Brais can perceive (2)
  KS: Combat Cybernetics 11- (2)
  KS: Martial Arts 11- (2)
  KS: Street Fighting Styles 13- (4)
  Stealth 13- (3)
  Streetwise 13- (5)
  WF: Common Melee Weapons, Small Arms (4)
  Total Powers & Skills Cost: 155
  Total Character Cost: 283
  Disadvantages: 100+
  Distinctive Features: Psychokinetic User (0)
  Hunted by: Assorted Enemies, mostly gangers 11- (15)
  Physical Limitation: Cyber rejection (10)
  Poor: (5)
  Psychological Limitations
  Loner, avoids close relationships (20)
  Contempt for cyberware and cybered individuals (15)
  Prefers one-on-one fights (10)
  Rivalry: Any cyber-enhanced Street Samurai (10)
  Experience: (98)
  Total Disadvantage Points: 283
  Background/History: Little is known of Brais’ past. He
  is a drifter, living in the Neo York Zero Zone to avoid
  the notice of the both the law and the corporations.
  Why he does so is unknown, as Brais has proved re-
  markably uncommunicative regarding the subject of
  his past. It is known that he will gladly sell his services
  to the highest bidder, and is often found in the employ
  of local crime lords.
  Personality/Motivation: Brais is a loner, who keeps to
  himself at all times. He almost never speaks, and when
  he does his comments are short and direct. This same
  withdrawn attitude is one of the things that make him
  rather valuable among the Zone’s criminal elements.
  Brais is known to be a competent worker who will ac-
  complish a given task with a minimum of fuss. As a
  bodyguard, he is unobtrusive, staying quietly in the
  background until needed.
  Brais has great disdain for cybernetic implants,
  he considers such devices a “crutch” that the weak use
  to make them strong. Brais takes great delight in per-
  sonally defeating such individuals in hand-to-hand
  combat.
  Quote: “Cybered or not, it doesn’t matter. I can still
  take you.”
  Powers/Tactics: Brais’ primary power is his ability to
  summon a powerful field of psychokinetic energy that
  he can than utilize in several ways. This summoning
  of energy is not an immediate occurrence, but requires
  a short delay as it builds in intensity. His control of the
  Angelkiller’s Cranial Computer
     Val
  CHA
  Cost
  Roll Notes
     20
  DEX
  30
  13-
     20
  INT
  10
  13-
      4
  SPD
  10
  Phases: 3, 6, 9, 12
  Total Characteristics Cost: 50
  Programs
  (The following are for example only, Angel Killer changes
  these programs regularly)
  AK: Neo York 13- (3)
  Japanese, Completely Fluent (3)
  KS: Corporate World 13- (3)
  KS: Cybertechnology 13- (3)
  KS: Mercenary World 13- (3)
  Total Programs Cost: 15
  Total Character Cost: 65
  
  134
  energy surge that results is erratic at best. The most
  obvious result is a telekinetic pressure wave that will
  flare out from Brais’ body when he taps into his
  psychokinetic powers. This wave will pick up and toss
  away just about any small object in its path. At the same
  time, Brais’ body is surrounded by a intense force field
  that is capable of deflecting bullets. These effects are
  only temporary however, and will dissipate as soon as
  Brais stops actively summoning this field and actually
  begins to manipulate the resulting telekinetic power.
  Once Brais has tapped into his telekinetic pow-
  ers, his strength increases by a significant degree, al-
  lowing him to lift great weights as well as punch and
  kick with extreme force. This ability, combined with
  his martial prowess, makes him a very effective hand-
  to-hand combatant. If needed, Brais can also release
  his stored telekinetic energy as a devastating force blast,
  easily capable of wrecking vehicles and buildings. The
  projection of this blast requires a short time to build
  up the needed energy before it can be released; this,
  combined with the draining effect it has on Brais’ pow-
  ers, makes it a attack of last resort.
  Telekinetic powers aside, Brais is a potent martial
  artist, very strong  and very quick. He is highly resis-
  tant to damage and possesses running and leaping
  abilities normally only found among the cyber-en-
  hanced. Normally, Brais prefers to fight straight up,
  activating his psychokinetic powers only if his oppo-
  nent proves too tough to defeat through conventional
  means.
  Appearance: Brais is a tall man, standing just over 6
  feet in height, with a broad-shouldered, well-defined
  build. His eyes are bright blue, and his hair is bright
  golden-blond, worn long and pulled back into a po-
  nytail at the base of the neck. Brais’ typical mode of
  dress is black biker’s boots, black trousers, a white shirt
  and a black leather jacket.
  Dawn (of The Razor's Edge)
  Val
  CHA
  Cost
  Roll Notes
  13
  STR
  3
  12- 150kg; 2½d6 [1]
  13/18
  DEX
  9
  13- OCV: 6 /DCV: 6
  11
  CON
  2
  11-
  10
  BODY
  0
  11-
  14
  INT
  4
  12- PER Roll 12-
  13
  EGO
  3
  12- ECV: 4
  18
  PRE
  8
  11- PRE Attack: 3½d6
  18
  COM
  4
  11-
  4
  PD
  1
  Total: 4 PD
  3
  ED
  1
  Total: 3 ED
  3
  SPD
  7
  Phases: 4, 8, 12
  5
  REC
  0
  22
  END
  0
  Values after the slash are
  23
  STUN
  0
  from implanted cyberware.
  Total Characteristics Cost: 42
  Movement:
  Running: 6" / 12"
  Swimming: 2" /4"
  Powers & Skills
  Combat Training
  Martial Art — Dirty Infighting (13)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +2
  +2
  Block, Abort
  Elbow Strike
  +0
  +2
  4½d6 Strike
  Knee Strike
  -2
  +1
  6½d6 Strike
  Implanted Cyberware
  Cyber Razors: 1d6 HKA, 0 End, Blade Limitations
  (-¼), No KB, Reduced Penetration, Restrainable
  (-¼), Cybersystem (-¼) (10) [0]
  Noise Filter: Flash Defense vs. Hearing (5 DEF),
  Cybersystem (-¼) (6)
  Reflex Augmentation: DEX +5, Does not affect
  figured characteristics (-½), Cybersystem (-¼) (8)
  Synthesizer link: +2 with all musical instrument-
  related skills, Requires accessible datacable (-½),
  Requires DNI capable musical instrument (-½),
  Cybersystem (-¼) (4)
  Rocker and Background Skills
  Acting 13- (3)
  AK: The Zone 11- (2)
  Cityspeak (1)
  Combat Driving: Motorcycle 13- (3)
  Electronics 11- (3)
  English (native) (0)
  Japanese (basic) (1)
  KS: Guitar 14- (5)
  KS: Neo York Music Scene 13- (4)
  KS: Rock Music 12- (3)
  Mimicry 11- (3)
  PS: Play Guitar 16- (DEX) (6)
  PS: Song writing 12- (3)
  PS: Vocalist (PRE) 14- (4)
  Streetwise 13- (3)
  WF: Pistols (1)
  Total Powers & Skills Cost: 86
  Total Character Cost: 128
  
  135
  75+Disadvantages
  Distinctive Features: Always wears green (jacket,
  jumpsuit, skirt, etc.) (5)
  Package Bonus: Rocker (3)
  Psychological Limitations
  Disdain for Megacorporations and & Corporate
  sararimen (15)
  Lives for the stage-“Music is my life” (10)
  Public ID: well-known throughout the Zone (10)
  Reputation: Dawn of The Razor’s Edge 11- (10)
  Total Disadvantage Points: 128
  Background/History: Not everyone who grows up in
  the Zone ends up a ganger or cyber-modified street
  samurai. Most live relatively normal lives, simply try-
  ing to get by. Dawn is one of these people. Forced to
  relocate to the Zone at an early age when a
  megacorporate renovation project resulted in the evic-
  tion of hundreds of low-income housing tenants,
  Dawn has little memory of life in Neo York. The Zone
  is her home, and she has no desire to return to Neo
  York and its corporate masters.
  Personality/Motivation: Dawn lives for the stage. Her
  father realized that if he didn’t want to see his daugh-
  ter dead at an early age from gang violence, he would
  need to find something that would keep her off the
  streets. So, he began to teach her guitar. Dawn took to
  the instrument instantly and has done nothing but try
  to perfect her skill ever since. She is a constant feature
  performer at The Living End, and can often be found
  there before show time, practicing on her guitar or
  tinkering with the sound equipment.
  Dawn is happiest when performing before a
  crowd, playing her guitar and singing lead vocals for
  all of her band’s songs. She is the undisputed best gui-
  tarist in the Zone, and this fact has begun to attract
  the attention of various recording studios and produc-
  ers in Neo York. Their attempts to sign Dawn to any
  sort of contract have all met with failure, however, as
  she has no like for any of the corporations, their money,
  or their ideas. Dawn has said more than once that her
  greatest dream is to see all of the “useless, egotistical,
  worthless corporate officials from Neo York take a long
  dive off of the top of one of their corporate towers.”
  Quote: “Retro-thrash? I don’t play retro-thrash, I play
  music.”
  “My musical inspirations? Well, a lot of what I play
  can be traced to the music my father listened to, so I’d
  have to say Alex Lifeson, Joe Satriani, David Gilmore
  and Kenny Wayne Sheppard; not to mention such clas-
  sic artists as Jimi Hendrix, Eric Clapton and Steve
  Howe.”
  Powers/Tactics: Since she is a musician and not a street
  fighter, Dawn tries to avoid any sort of trouble. If
  pressed into fighting, she will activate her Reflex Aug-
  mentation and alternate between blocks and elbow
  strikes until her opponent is down or Stunned. A
  Stunned opponent will quickly receive a knee strike.
  Her finger razors are mainly for intimidation purposes
  (and to allow her some interesting effects while play-
  ing her guitar), but she will use them on anyone armed
  Hedeki Ozato
  Val
  CHA
  Cost
  Roll Notes
  9
  STR
  -1
  11- 87.5kg; 2d6 [1]
  14
  DEX
  12
  12- OCV: 5 /DCV: 5
  11
  CON
  2
  11-
  10
  BODY
  0
  11-
  18
  INT
  8
  13- PER Roll 13-
  13
  EGO
  6
  12- ECV: 4
  15
  PRE
  5
  12- PRE Attack: 3d6
  16
  COM
  3
  12-
  2
  PD
  0
  Total: 2 PD
  2
  ED
  0
  Total: 2 ED
  3
  SPD
  6
  Phases: 4, 8, 12
  4
  REC
  0
  22
  END
  0
  21
  STUN
  0
  Total Characteristics Cost: 41
  Movement:
  Running: 6" / 12"
  Swimming: 2" / 4"
  Powers & Skills
  Implanted Cyberware
  Cranial Telephone: Radio Listen and Transmit, Cyber
  system (-1/4) (4)
  Datajack: +2 with all computer related skills, Requires
  accessible datacable (-½), Requires DNI capable
  computer (-0), Cybersystem (-¼) (6)
  Skilljack: 10pt VPP, Limited Selection of Skills (-½),
  Cybersystem (- ¼) (13)
  Corporate Official Skills
  Contact: Corporate Superior 11- (2)
  Contact: Nishi Tenno 11- (2)
  Money: Well Off (5)
  Perk: Corporate ID Card (1)
  Acting 12- (3)
  Bribery 12- (3)
  Bugging 13- (3)
  Bureaucratics 13- (5)
  Computer Programming 13- (3)
  Conversation 12- (3)
  Forgery 11- (3)
  High Society (Corporate) 12- (3)
  KS: Corporate World 13- (3)
  KS: Gunkoku Heavy Industries 13- (3)
  Persuasion 12- (3)
  PS: Corporate Executive 11- (2)
  Seduction 12- (3)
  Skill Level: +1 with Bureaucratics, Conversation and
  High Society (3)
  Skill Level: +1 with all PRE Skills (5)
  with a knife or other weapon. When not on stage, Dawn
  usually wears a dark-green, armored jacket and car-
  ries a Jinsei Slivergun in a shoulder holster.
  Appearance: Dawn is fairly tall, standing about 5’10",
  with dark brown eyes and a thick blonde mane of hair
  that falls well past her shoulders. She has a supple, well-
  proportioned, athletic build, which she displays to great
  effect in a variety of tight-fitting and highly revealing
  green leather stage outfits. Green has become her trade-
  mark color, and even off-stage she always has at least
  one piece of green clothing on. Dawn lives in an aban-
  doned cargo trailer near the Zone’s entertainment dis-
  trict. Her most prized possessions are her Fender Mil-
  lennium Stratocaster guitar and her bike (in that or-
  der).
  
  136
  Background Skills
  Perk: Passport (1)
  Perk: Weapon Permit (1)
  Streetwise 12- (3)
  WF: Pistols (1)
  Linguist (3)
  Cantonese (fluent conversation) (1)
  English (native) (3)
  Japanese (native) (0)
  Korean (fluent conversation) (1)
  Total Powers & Skills Cost: 95
  Total Character Cost: 136
  Disadvantages: 75+
  Package Bonus: Corporate Official (3)
  Psychological Limitations
  Corporate Affiliation (15)
  Must be in control of the situation (10)
  Doesn’t want to be perceived as “feminine” (0)
  Driven by a need to accumulate wealth (0)
  Reputation: Information sink (knows all, sees all) 8- (5)
  Rivalry: Other Gunkoku executives (5)
  Watched by: Gunkoku Heavy Industries, more powerful,
  NCI, limited geography 8- (8)
  Experience: (15)
  Total Disadvantage Points: 136
  Background/History: Hedeki Ozato is a mid-level (but
  rising) executive with the Corporate Security (a.k.a.
  CorpSec) department of Gunkoku Industries. She is
  petite, pretty and totally determined to claw her way
  to the top of the corporate ladder. While never un-
  pleasant or abrasive when dealing with others, Hedeki
  is nevertheless determined to be in charge of every situ-
  ation. She’s no corporate samurai wired for combat,
  but from behind a computer terminal she can be just
  as ruthless.
  Personality/Motivation: Hedeki’s primary motivation
  is one of power. The more power she has, the more
  control she has over the various aspects of her life and
  the less likely she is to be subjected to the whims of
  upper management. Hedeki is totally dedicated to the
  Gunkoku corporation, however, and won’t allow her
  desire for power to overrule sensible business prac-
  tices. On the other hand, she has no mercy when deal-
  ing with anyone, whether an underling or superior,
  who makes an exploitable mistake.
  In corporate situations, Hedeki is almost com-
  pletely unflappable, and goes to great lengths to con-
  ceal her emotions and thoughts. She has the reputa-
  tion of knowing everything about everybody, which
  makes it easy to understand why  Hedeki is regarded
  as a rising star in Gunkoku Industries. She works out
  regularly and tries keeps her body as well-honed as her
  mind.
  Quote: “Security concerns are CorpSec business, which
  means it has become my business. And I take a dim
  view of people trying to interfere with my business.”
  Powers/Tactics: Hedeki is a corporate, not a street,
  warrior. She has no formal combat training, and in-
  deed, avoids physically dangerous situations as much
  as possible. Her battlefield is the corporate boardroom,
  where she uses information the way other people use
  bullets. Hedeki’s prime weapons in these battles are
  her Data and Skilljacks. The Skilljack is typically loaded
  with Knowledge skills relating to her competitors, or
  with complementary skills to supplement her natural
  ones.
  Appearance: Hedeki is an attractive Japanese woman
  in her early thirties, with a trim figure thanks to regu-
  lar exercise in the corporate fitness room. She wears
  her hair in a mid-length pageboy cut that is very much
  in vogue among female corporate officials. Her dress
  usually consists of a sensible, but expensive woman’s
  business suit. All of Hedeki’s cybernetics are kept con-
  cealed, as many upper-echelon executives regard such
  devices as a mark of the “lower classes.”
  Hiroko O’Hara
  Val
  CHA
  Cost
  Roll Notes
  12/15
  STR
  2
  12- 200kg; 3d6 [1]
  15/21
  DEX
  15
  13- OCV: 7 /DCV: 7
  15
  CON
  10
  12-
  11
  BODY
  2
  11-
  13
  INT
  3
  12- PER Roll 12-
  12
  EGO
  4
  11- ECV: 4
  15
  PRE
  5
  12- PRE Attack: 3d6
  16
  COM
  3
  12-
  6
  PD
  4
  Total: 11PD /5r PD
  6
  ED
  3
  Total: 11ED /5r ED
  4
  SPD
  15
  Phases: 3, 6, 9, 12
  5
  REC
  0
  30
  END
  0
  Values after the slash are
  25
  STUN
  0
  from implanted cyberware
  Total Characteristics Cost: 66
  Movement:
  Running: 6" / 12"
  Swimming: 2" / 4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +1 with Combat (8)
  Pistol Training: +2 with Colt Mark VI (4)
  Martial Arts — Wing Chun Kung Fu (15)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +2
  +2
  Block, Abort
  Disarm
  -1
  +1
  25 STR Disarm
  Legsweep
  +2
  -1
  4d6 Strike; Target
  Falls
  Punch
  +0
  +2
  5d6 Strike
  Implanted Cyberware
  Cybereyes:
  Flare Filter: Flash Defense for Sight Group, 5 DEF,
  Cybersystem (-¼) (4)
  Low-light: UV Vision, Cybersystem (-¼) (4)
  Vision Augmentation: Telescopic vision +4,
  Cybersystem (-¼) (5)
  Datajack-Level 1: 1 with all computer related skills,
  Requires Accessible Datacable (-½), Requires DNI
  capable computer (-0), Cybersystem (-¼) (3)
  Muscle Augmentation: STR +3, Does not affect
  figured characteristics (-½), Cybersystem (-¼) (2)
  [1]
  Reflex Augmentation: DEX +6, Does not affect
  figured characteristics (-½), Poor Quality
  Cybersystem (-¼) (9)
  Smartgun Link: +2 OCV and +1 Range Modifier, Uses
  an External Cable (-½), Requires Smartlinked
  Weapon (-½), Poor Quality Cybersystem (-½) (5)
  
  137
  Damaged Nerve Endings
  Damage Reduction: ½ Energy and Physical, Resistant,
  Stun Only (-½), Only if Stun Damage Exceeds
  Hiroko’s CON (-½) (30)
  Equipment
  Colt Mark VI with Smartgun Adaptor: RKA: 1½D6,
  +1 Stun, +1 OCV, 2 clips of 16 shots, STR Mini-
  mum, OAF (21) [2x16c]
  Heavy Armored Jacket: Armor: DEF 5, ½ Value vs.
  Cutting/Energy Attacks (-¼), Locations 7-12 (-1),
  Real Armor, IIF (5)
  Leather Pants: Armor: DEF 2, 0 Value vs. Guns (-½),
  Locations 13-16 (-1¼), Real Armor, IIF (2)
  Leather Boots:  Armor: DEF 2, 0 Value vs. Guns (-½),
  Locations 16-18 (-1½), Real Armor, IIF (2)
  Background Skills
  AK: The Neo York Zero Zone 11- (2)
  Acrobatics 13- (3)
  Breakfall 13- (3)
  Cityspeak (1)
  Climbing 13- (3)
  English, native (0)
  Fast Draw 14- (5)
  Gambling 11- (3)
  KS: Cybertechnology 11- (2)
  KS: Zone Nightclub Scene 11- (2)
  KS: Zone Underworld 11- (2)
  Lockpicking 13- (3)
  Seduction 12- (3)
  Shadowing 12- (5)
  Stealth 13- (3)
  Streetwise 12- (3)
  WF: Small Arms (2)
  Total Powers & Skills Cost: 164
  Total Character Cost: 230
  Disadvantages: 100+
  Distinctive Features:
  Chrome cybereyes, has no visible pupils (5)
  “Twitchy” due to inferior Reflex Augmentation, suffers
  from bouts of the “shakes” (15)
  Normal Characteristic Maxima (20)
  Physical Limitation: Increased Pleasure/Pain Threshold;
  Limited Sense of Touch and Feeling (15)
  Psychological Limitations
  Cyberjunkie, Craves the Best and Latest in Cyberware
  (10)
  Sense of Loyalty to Current Employer (20)
  Vain About Appearances, Sensitive About References
  to Her “Condition” (15)
  Experience: (30)
  Total Disadvantage Points: 230
  Background/History: For some people, the limitations
  of the human body are considered to be nothing more
  than a simple obstacle that can be overcome with the
  proper application of technology. Hiroko O’Hara is
  one these people. Growing up in a low-income neigh-
  borhood, Hiroko quickly adapted to life in one of the
  numerous area street gangs. Willing to do whatever
  was necessary to gain an edge over her fellow gang
  members, Hiroko turned to cyberware augmentation.
  Unable to afford a proper upgrade, Hiroko visited an
  illegal chop shop, having a cheap, but effective
  smartgun link installed. Impressed with her newly
  implanted equipment, Hiroko began to have other
  cybernetic systems installed as soon as she could af-
  ford them. Now, she supports her high-tech habit as a
  gun-for-hire, acting as a cou-
  rier, bodyguard, or simple
  street muscle.
  Personality/Motivation:
  Hiroko is almost obsessed
  with 
  the 
  idea 
  that
  cybertechnology can fix any
  problem. She is constantly
  looking into ways to improve
  herself through the installa-
  tion of new and better
  cybersystems. She does her
  best to downplay the fact that
  her current systems have most
  certainly ruined her nervous
  system. If pressed concerning
  this fact, Hiroko will tend to
  get irritable and angry.
  As a street samurai,
  Hiroko will remain utterly
  loyal to whomever is her cur-
  rent employer. She will do
  whatever is asked of her, with
  no questions in return. This
  attitude is the main reason she
  can still find work, despite her
  cyber-induced nerve damage.
  Quote: “My hand? It’s just a
  little shaky. Don’t worry, it
  won’t affect my aim.”
  “I am not wired too
  tight.”
  Powers/Tactics: Poor quality
  reflex augmentation has per-
  manently affected Hiroko’s
  nervous system. She is unable
  to sit still for extended peri-
  ods and will often develop a
  nervous twitch if asked to re-
  main motionless. Her walk is
  similarly affected, having a
  shaky, jerky look to it, a result of poor feedback from
  her accelerated reflexes. At times, this feedback will
  overload her entire nervous system, subjecting Hiroko
  to bouts of uncontrollable shaking and trembling.
  These episodes are prone to occur when Hiroko is ex-
  periencing extreme stress. Hiroko’s smartgun linkage
  is also of poor quality and has similar feedback prob-
  lems. It tends to jump about when used, has difficulty
  tracking a rapidly moving target and will often fail
  outright if presented with a large number of targets.
  Hiroko’s damaged nervous system is also respon-
  sible for her distinct lack of any sense of touch. She no
  longer feels such sensations as heat or cold, and has a
  greatly increased threshold for pain and pleasure. A
  side effect of this problem is that Hiroko doesn’t al-
  ways feel the full effects of impact damage. If presented
  
  138
  Knucklespurs: Multipower 37 Point Pool, Restrainable
  (-¼), Cybersystem (-¼) (25)
  u — Knucklespurs: 1½d6 HKA, 0 END, Blade
  Limitations (-¼), No KB, Reduced Penetration
  (37/2) [0]
  u — Knuckle Loads: +2d6 HA, 0 END (9/1) [0]
  u — Climbing Spikes: +2 Levels with Climbing (4/1)
  u — Disarm Spikes: +2 OCV with Disarm (10/1)
  Reflex Augmentation II: DEX +6, Does not affect
  figured characteristics (-½), Cybersystem (-¼) (10)
  Speed Booster II: Speed +2, Cybersystem (-¼) (16)
  Equipment
  Desert Eagle .44: 2d6 RKA, +1 Stun, +1 OCV, 4 clips
  of 9 shots, STR Minimum, OAF (24) [4x9c]
  Heavy Armored Jacket: Armor: DEF 5, ½ Value vs.
  Cutting/Energy Attacks (-¼), Locations 7-12 (-1),
  Real Armor, IIF (5)
  Armorcloth Pants: Armor: DEF 3, ½ Value vs.
  Cutting/Energy Attacks (-¼), Locations 13-16
  (-1¼), Real Armor, IIF (3)
  Boots: Armor: DEF 3, ½ Value vs. Cutting/Energy
  Attacks (-¼), Locations 16-18 (-1½), Real Armor,
  IIF (2)
  Street Samurai Skills
  Acrobatics 14- (3)
  Breakfall 14- (3)
  Cityspeak (1)
  Climbing 14- (3)
  Concealment 13- (3)
  Japanese (fluent) (3)
  KS: Combat Cybertechnology 13- (3)
  KS: Zone Underworld 8- (1)
  PS: Street Samurai 11- (2)
  Shadowing 11- (3)
  Stealth 14- (3)
  Streetwise 13- (3)
  TF: Small Ground Vehicles (1)
  WF: Blades, Small Arms (3)
  Background Skills
  AK: Neo York 11- (2)
  AK: The Neo York Zero Zone 13- (3)
  English (native) (0)
  KS: Zero Zone World 13- (3)
  Total Powers & Skills Cost: 155
  Total Character Cost: 239
  Disadvantages: 100+
  Enraged: If Jetsemany feels helpless, or outnumbered,
  11-/11- (10)
  Hunted by:
  NYPD Inc., more powerful, NCI, limited geography, 8-
  (15)
  Various Old Enemies, as powerful, limited geography,
  8- (10)
  Normal Characteristic Maxima: (20)
  Psychological Limitations
  Despises male chauvinists and those who assault
  women (20)
  Street Loyal (15)
  Vengeful (15)
  Reputation: Loyal and trustworthy street samurai 11-
  (10)
  Experience: (24)
  Total Disadvantage Points: 239
  Jetsemany
  created by David Kujit
  Val
  CHA
  Cost
  Roll Notes
  18
  STR
  8
  13- 300kg; 3½d6 [2]
  17/23
  DEX
  21
  14- OCV: 8 /DCV: 8
  18
  CON
  16
  13-
  12
  BODY
  4
  11-
  18
  INT
  8
  13- PER Roll 13-
  14
  EGO
  8
  12- ECV: 5
  18
  PRE
  8
  13- PRE Attack: 3½d6
  18
  COM
  4
  13-
  7
  PD
  3
  Total: 7 PD (see below)
  5
  ED
  1
  Total: 5 ED (see below)
  3/5
  SPD
  3
  Phases: 3, 5, 8, 10, 12
  8
  REC
  0
  36
  END
  0
  Values after the slash are
  30
  STUN
  0
  from implanted cyberware
  Total Characteristics Cost: 84
  Movement:
  Running: 6" / 12"
  Swimming: 2" / 4"
  Powers & Skills
  Combat Training
  Martial Arts — Hung Gar Kung Fu, use art with
  knucklespurs (16)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +2
  +2
  Block, Abort
  Disarm
  -1
  +1
  28 STR Disarm
  Legsweep
  +2
  -1
  4½d6 Strike;
  Target Falls
  Punch
  +0
  +2
  5½d6 Strike
  Implanted Cyberware
  Cybereyes:
  Low-light: UV Vision, Cybersystem (-¼) (4)
  Vision Augmentation 2: Telescopic vision +2,
  Cybersystem (-¼) (2)
  with a sudden rush of tactile stimulus, Hiroko’s ner-
  vous system will shut down, cutting off the flow of in-
  formation to Hiroko’s brain. Thus, Hiroko may be un-
  aware of exactly how and where she has been struck,
  and to what extent she is injured.
  Appearance: Hiroko is of Asian descent, short and slim,
  standing 5’4" and weighing only about 110 pounds.
  She has a well-defined, athletic build, a result of her
  own strenuous workouts and implanted muscle tis-
  sue. Hiroko’s hair is thick, black and worn shoulder
  length. Her eyes are featureless chrome orbs with no
  visible pupils, an effect that some people find a bit un-
  nerving. If needed, she will don sunglasses to hide
  them. Hiroko has two dataports on the right side of
  her head, a datajack set behind her ear, and a smartgun
  jack in her right temple.
  Hiroko’s usual costume consists of black leather
  boots, black leather pants and a black armorcloth jacket
  worn over a white turtleneck. Her pistol is holstered
  on her belt, and the cable is allowed to hang free. If
  needed, she will adopt more formal dress, with tinted
  glasses to hide her eyes.
  
  139
  In the author’s
  own campaign,
  Katherine (a.k.a.
  ‘Kitten’) was the
  love interest of
  Carlos Jagger. She
  served to counter
  Jagger’s acceptance
  and delight in his
  cyborg body with
  her more
  depressed state
  and concern that
  she had lost her
  humanity. In a
  previous incarna-
  tion of Kazei Five,
  Kitten was used as
  an actual member
  of the team and
  had a close -
  almost romantic -
  relationship with
  the character of
  Ryder (who was
  also used as
  another Kazei Five
  operative).
  tional responses that poke out of her professional de-
  meanor. She will sometimes overreact when she feels
  really helpless or trapped, becoming enraged and ir-
  rational. And she has a deep-seated hatred of rapists.
  Her revealing clothing thus serves two purposes — it
  can bring desirable attention, but she also uses it as a
  trap for rapists. A large number of Zone slags who
  thought they had found easy prey have been left dis-
  emboweled in an alley, with the ‘snick’ of Jetsemany’s
  knucklespurs coming out of their sheaths making the
  last sound they heard.
  Quote: “You get what you pay for. And you’re paying
  me top dollar.”
  “Rep is all you have to get you your next job.”
  Powers/Tactics: Jetsemany has some top-notch
  cybersystems, and she keeps them in top trim. She is
  very smart and careful, and knows a lot about the types
  of cybersystem enhancements that are available. If she
  has an advantage, she will not hesitate to use it. And if
  she doesn’t, she will try to create one.
  Jetsemany can fight it out in melee or firefight with
  equal proficiency. She prefers melee against most op-
  ponents because her titanium knucklespurs can cause
  terrible devastation against lightly armored opponents.
  Most importantly, though, Jets fights smart. She won’t
  fight on her opponent’s chosen ground if she can avoid
  it, and she doesn’t have any ego invested in winning a
  frontal engagement when some other method will
  work better. She will avoid a fight if possible, but if she
  can’t avoid it she will try to end it as quickly as she can.
  Appearance: Jets is a tall black woman, nearly six feet
  in height. Her hair is cut short and shaggy on top, very
  short on the sides, dyed black. She would be stunning
  if she wasn’t so hard-looking; as it is she is still a strik-
  ing woman. Lean and athletic, with only a hint of soft-
  ness in the hip, large-breasted enough to be mistaken
  for a Lynx in dim light. Jetsemany looks as dangerous
  and beautiful as a cobra.
  Jets usually wears a black studded synth-leather
  shoulder-jacket melded to a skin-tight breast-band,
  armorcloth hose that would seem sprayed on were it
  not for the two thigh pockets, and ankle-support knee-
  high boots. The boots are much more functional than
  they look and add another two inches to her height.
  The same outfit in the City would be the height of
  ZoneChic, where puffed and pampered geishas and
  debs wear such things to look dangerous. It might even
  get you arrested in some arcologies. In the Zone, how-
  ever, it doesn’t look out of place.
  The well-worn holster low on her right thigh holds
  a Desert Eagle .44, and the silicon gaskets between her
  knuckles are the extrusion ports for 30 cm extendible
  titanium spurs.
  Background: Jets grew up in a project in the Bronx.
  The Bronx isn’t a Zero Zone, but neither is it a nice
  place. Jets grew up a poor black girl in a tough place.
  Her mother was a gentle person who tended to fall in
  love with losers. She always tried to believe the best of
  people, but was unable to cope with life in the projects.
  Jets loved her mother and tried to protect her.
  Jets grew up quickly. She was tall and strong for
  her age, and quite pretty. She liked people, and people
  liked her. When she was twelve her mother’s boyfriend
  raped her. Violated and hysterical, Jets turned to her
  mother, but her mother’s dream-world wouldn’t ad-
  mit something like that could happen. Jets’ mother
  didn’t and couldn’t believe her.
  Jets was tough, even then. Tough enough to sneak
  back into her rapist’s apartment that same night and
  find one of his guns. Tough enough to empty the pis-
  tol into the man’s crotch. He didn’t stop screaming until
  the third or fourth shot. Jets was tough enough to take
  the gun with her, and take all the money in his hidden
  stash, and to even take some more ammo for the pis-
  tol. Nobody investigated the shots, but then nobody
  would, there in the projects. They’d come after, when
  it was quiet, and strip the place.
  When Jets came home she found her mother had
  killed herself.
  Neighbors cared for her in the next weeks, as Jets
  was nearly catatonic with grief and guilt. When she
  came out of it she found herself alone in the world.
  Alone, except for the nearly 17,000 dollars she’d stolen
  from her rapist. He had been a drug pusher and a go-
  ganger, and loaded with cash. His gang buddies and
  everyone else had assumed it was a murder-suicide,
  with her mother killing him and then herself. So they
  didn’t look for the money with the young daughter.
  Jets was tall, strong, and tough. Several months
  before her 13th birthday she left the Bronx forever. She
  had a gun and money, and she was never coming back.
  Personality/Motivation: Her name, “Jetsemany” is pro-
  nounced like the Biblical garden of Gethsemane, where
  Christ was betrayed. She also answers to Jet or Jets.
  She is a top-notch street samurai in the Zone. She’s
  good and she knows it. She also knows that her looks
  are as hot as her abilities. She likes to party, and she
  likes the attention that her revealing clothes give her.
  Although she doesn’t talk much, Jetsemany likes
  to live fast. She is hedonistic and promiscuous, al-
  though quite picky about who she spends time with.
  With Jetsemany it is quality all the way, but no perma-
  nent commitment. She likes her life just how it is now.
  Jets is professional. When she takes a job she’ll give
  it her all, within reason. She has worked as a body-
  guard, as muscle, and on other typical street-samurai
  jobs. She hasn’t been able to work in “the City” (Neo
  York, in street slang) since a job there went sour, land-
  ing her in the bad books of NYP-dink.
  Although she is not vicious or bloodthirsty, Jets
  has no problem with killing people that need it, or in
  self defense. She has a strong vengeful streak in her.
  Her experiences in her youth gave her a couple of emo-
  
  140
  Katherine “Kitten” Ramis
  Val
  CHA
  Cost
  Roll Notes
  43
  STR
  28
  18- 9450 kg; 8½d6 [4]
  21
  DEX
  33
  13- OCV: 7 /DCV: 7
  23
  CON
  26
  14-
  13
  BODY
  6
  12-
  18
  INT
  8
  13- PER Roll 13-
  15
  EGO
  10
  12- ECV: 5
  15
  PRE
  5
  12- PRE Attack: 3d6
  16
  COM
  3
  12-
  9
  PD
  0
  Total: 18 PD /9r PD
  8
  ED
  2
  Total: 17 ED /9r ED
  4
  SPD
  9
  Phases: 3, 6, 9, 12
  10
  REC
  -6
  46
  END
  0
  44
  STUN
  0
  Total Characteristics Cost: 124
  Movement:
  Running: 8" /16"
  Superleap: 18"
  Swimming: 0"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +2 w/Combat (16)
  Martial Arts — Police Training, use art with Night-
  stick/Tonfa (19)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +2
  +2
  Block, Abort
  Disarm
  -1
  +1
  STR 53 Disarm
  Grab
  -1
  -1
  Grab One Limb;
  53 STR Grab
  Punch
  +0
  +2
  10½d6 Strike
  Takedown
  +1
  +1
  8½d6 Strike;
  Target Falls
  Cyborg Body Powers
  Cyberlimbs: Hand Attack: +2d6, 0 END (9) [0]
  Cyborg Body:
  1 Level Density Increase, 0 End, Persistent, Always
  On +5 STR, +1 PD/ED, -1" KB, 195kg (7) [0]
  Armor: +9 PD/+9 ED, Locations 6-18 (-¼) (22)
  50% Damage Reduction, physical, resistant, Linked
  to Armor Activation (-½), Only vs. Stun (-½)
  (15)
  Swimming: -2" (0" Total) (-2)
  Cyberlegs:
  Speedlegs 1: +2”Running (8" Total), Cybersystem
  (-¼) (3) [2]
  Hydraulic Jack 5:+10”Superleap (19" forward, 10"
  upward), 0 END, No Noncombat Leap (-¼),
  Cybersystem (-¼) (10) [0]
  Internal Air Supply: Sealed Systems, 1 charge of 5
  minutes, Cybersystem (-¼) (5)
  Coordinated Limbs: Talent: Ambidexterity (3)
  Equipment
  Beretta 95R: 1d6+1 RKA, Autofire (3 shots), -1 OCV,
  24 Shots, Autofire, Cannot Be Spread or Suppressed
  (-¼), STR Minimum, OAF (12) [24c]
  Remington Stormbreaker: 3d6+1 RKA, +1 Stun, -1
  OCV, +1 Range Mod, 4 Clips of 3 Shots, STR
  Minimum, OAF (24) [4x3c]
  Smith & Wesson Assault Pistol: Multipower 58 Point
  Pool, Full Phase to Switch Slots (-½), STR
  Minimum, OAF (21)
  u - Solid Slug Round: 2d6 RKA, +1 Stun, +1 OCV,
  +1 Range Mod, 8 Shots (2) [8c]
  u - HEAP Round: 2d6-1 RKA, Armor Piercing, +1
  Stun, +1 Range Mod, 8 Shots (2) [8c]
  u - Explosive Round: 2d6+1 RKA, Area of Effect:
  One Hex, +1 OCV, 8 Shots (2) [8c]
  Bounty Hunter Skills
  Bribery 12- (3)
  Combat Driving 13- (3)
  Criminology 8- (1)
  KS: Street Criminals 11- (2)
  PS: Bounty Hunter 11- (2)
  Police Skills
  Bureaucratics 12- (3)
  KS: Criminal Law and Procedure 11- (2)
  Stealth 13- (3)
  Streetwise 12- (3)
  WF: Blades, Off-hand, Small Arms, Tonfa (5)
  Background Skills
  Perk: Concealed Weapon Permit (2)
  Contact: Nishi Tenno 11- (2)
  CK: MegaTokyo 12- (3)
  Cityspeak (1)
  English, Native (0)
  High Society (Corporate) 12- (3)
  Japanese, Completely Fluent (3)
  KS: Bonsai Gardening 11- (2)
  KS: Corporate World 11- (2)
  KS: MegaTokyo Underworld 11- (2)
  Security Systems 13- (3)
  Shadowing 11- (3)
  Skill Level: +1 with Presence based skills (3)
  Two Weapon Fighting (5)
  Total Powers & Skills Cost: 231
  Total Character Cost: 355
  Disadvantages: 100+
  Enraged: In Combat, 11-, recover 11- (10)
  Distinctive Features
  Synthskin/Cyborg Body (skin doesn’t quite ‘feel’ right
  to the touch, she doesn’t sweat, her mass is much
  greater than her size indicates, her skin degrades if
  she is hit by an attack) (10)
  Hunted by:
  Old Enemies and Previous Captures, as powerful, 11-
  (15)
  Package Bonus (3)
  Physical Limitation: Requires Specialized Medical
  Attention (10)
  Psychological Limitations
  Detests Cyberdroids and Robots (15)
  Professional Attitude, Ethics and Mannerisms (15)
  Tries to Hide Cybernetics and Cyborg Body (15)
  Vulnerability: 1½ x STUN from Electrical Attacks (10)
  Watched by:
  Local Law Enforcement Officials, more powerful, NCI,
  limited geography, 8- (8)
  Experience: (144)
  Total Disadvantage Points: 355
  Background/History: Katherine “Kitten” Ramis, Ser-
  geant, San Francisco Police Department Special Inves-
  tigations, carefully examined the hallway ahead.
  “Section B-5 clear,” she said into her comlink.
  << Copy, that Ramis. Move to B-6. >>
  There was a rogue cyberdroid loose in San Fran-
  cisco, wreaking havoc and killing civilians. The SFPD
  had tracked it to an abandoned manufacturing center
  on the Bayside and were now engaged in a room-by-
  room search in order to find it.
  
  141
  Katherine moved down the hall, pistol held firmly
  out in front of her. Cautiously she opened the door at
  the far end.
  “Section B-6 clear.”
  << Copy Ramis, move on. >>
  Katherine stepped into the room at the end of the
  hall and paused. *Damn it,* she thought, *This
  damned vest is rubbing me raw.* Checking the room
  one more time to ensure that it really was empty, she
  set her pistol down on a nearby table and proceeded
  to undo and refasten her body armor. *Can’t complain
  about this stuff too much,* she thought, *After all,
  there’s a bunch of us who are still walking and breath-
  ing thanks to wearing it.*
  - Snap -
  *What?*
  “Dispatch, who else is in section B-6.”
  << Just you Ramis, what’s up? >>
  Katherine placed her hand on her pistol and slowly
  turned around. “I just heard something. Send me some
  backup, quick.”
  << Roger that. Be careful. >>
  Katherine finished turning around and looked
  back the way she’d came. Empty. *Where had that noise
  come from?* She looked up just in time to catch a
  glimpse of a white form dropping from the ceiling.
  Katherine spun away as the cyberdroid lashed out at
  her. She felt a sudden flare of warmth from her abdo-
  men as the armored vest was torn open. Pulling the
  trigger of her pistol, she pumped two rounds into the
  cyberdroid and sent it spinning to the ground.
  Katherine slowly staggered to her feet. The
  cyberdroid lay on it’s back, a hole in it’s chest and a
  second one in it’s right shoulder. *Damn, that’s an HK-
  series. Glad I loaded AP rounds.*
  Katherine stepped forward and as she raised her
  pistol, the Hunter-Killer unit turned its head and lashed
  out with its laser, piercing her left thigh. Katherine gave
  a quick cry of pain and then collapsed as her leg gave
  way.
  << Ramis! Report! What’s going on? Ramis! Come
  in! >>
  The HK regained its feet and walked over to
  Katherine’s sprawled form. It paused for a moment and
  drew back one hand, apparently preparing to finish
  her off with its claws. Katherine managed to roll to
  one side, avoiding its swing, firing three quick shots
  with her pistol. The cyberdroid was thrown backwards
  and fell over with a loud crash.
  << Ramis! What’s happening? Report! Are you all
  right? >>
  << Kitten!! >>
  <<<Structural integrity damage: 100%  Self de-
  struct sequence activated.>>>
  Katherine picked herself up off the floor and pain-
  fully made her way over to the fallen robot. There was
  a wet feeling across her stomach and an intense spike
  of pain when ever she put weight on her left leg.
  <<< 10 ... 9 ... 8 ... 7 ... 6 ... 5 ... >>>
  Katherine raised her pistol and took careful aim
  at the ‘droid’s shattered form. It lay silent, except for
  one clawed hand, which was twitching spasmodically.
  <<< ... 4 ... 3 ... 2 >>>
  “Got you.”
  <<< ... 1 ... >>>
  Personality/Motivation: Rebuilt as a cyborg after her
  near-death at the hands of a self-destructing
  cyberdroid, Katherine
  has now become some-
  thing more than hu-
  man; but what exactly,
  Katherine has yet to fig-
  ure out. On one hand,
  her 
  body, 
  strong
  enough to lift several
  tons and tough enough
  to shrug off the effects
  of most small arms, ex-
  cites her. On the other,
  she no longer feels fully
  human, and her body is
  certainly no longer
  feminine, for it is a me-
  chanical construct,
  making her almost ex-
  actly like the creation
  that nearly ended her
  life. Because of this,
  Katherine goes to great
  lengths to hide the fact
  that she is a cyborg. Her
  body is coated with a
  highly advanced syn-
  thetic skin laced with a
  fine network of neural
  terminals, thus she has
  full body sensations of
  touch, heat, cold, etc. It
  is because of this enhanced sensitivity that Katherine
  is especially vulnerable to electrical shocks and dis-
  charges, as they tend to overload her neural interface.
  Finally, Katherine never wears any form of revealing
  clothing, preferring to cover herself as much as pos-
  sible.
  Having quit the San Francisco Police Force and
  moved to MegaTokyo in an effort to come to grips with
  her new condition, Katherine has turned to bounty
  hunting as a way to make ends meet. Her new occupa-
  tion provides enough risks and danger that she feels
  alive once again. At times, she seems to take slightly
  excessive risks, it may be that she secretly desires death
  and an end to her existence as an unnatural semi-ma-
  chine.
  Aside from bounty hunting, Katherine also works
  as a courier and special operative for Nishi Tenno. Re-
  gardless of which job she is performing, Katherine is
  exacting in all her actions. She always does her best to
  present herself in a professional manner, dressing prop-
  erly, accepting only those contracts that don’t conflict
  with her previous life as a police officer, completing
  
  142
  all contracts taken, avoiding excessive damage and ca-
  sualties and so on. Katherine takes a dim view of those
  who share her occupation and are loud, obnoxious and
  trigger-happy.
  Quote: “Why don’t you make it easier for both of us
  and just give up now?”
  <blam!> <crunch!>
  “Baka! Do you know how much this jacket cost
  me?”
  <sigh...> “So you have a gun; (draws
  Stormbreaker) I have a bigger one.”
  “I’m 70% combat cybergraft upgrade, which
  means I’m more machine than human. If you don’t
  mind, I’d like to not go any further.”
  Powers/Tactics: Most of Katherine’s inherent powers
  come from her cybernetically rebuilt body.  Her
  strength is sufficient to lift well over 8 tons, while her
  armor plating can stop most small arms fire. Augmen-
  tation of her legs allows for her extensive leaping and
  running abilities.
  When engaging in combat, her tactics will depend
  on exactly how she is armed.  Normally, she carries the
  Beretta at all times. If expecting numerous or armored
  foes, she will add the Assault Pistol and, if needed, the
  Stormbreaker. Her usual tactic is to start out with the
  Stormbreaker and work her way down to her smaller
  handguns. If facing opponents that are somewhat
  slower than her, she will draw both the Beretta and the
  Assault Pistol and utilize her Two-Gun fighting skill
  to cut down their numbers as quickly as possible. If
  pursuing a bounty, Katherine will try to avoid resort-
  ing to a gunfight and attempt to intimidate the target
  into surrendering (the Stormbreaker’s sheer size is
  highly useful for this tactic). If engaged in hand-to-
  hand combat, Katherine’s police training and aug-
  mented strength is usually sufficient to deal with any
  attacker.
  Appearance: Katherine is of medium height, standing
  about 5’8" or so. Of mixed parentage, she has light
  brown skin, green eyes and thick black hair that falls
  well past her shoulders. Her build is attractively slim,
  but highly deceptive, for fully 70 percent of her body
  is cybernetic. Thus, her weight is in excess of 425
  pounds. Katherine goes to great lengths to hide this
  fact.
  When working, Katherine dresses in a variation
  of her old police uniform; heavy, dark blue, knee-length
  jacket, white dress shirt, red tie, wide black gun belt,
  dark blue pants, black boots and black finger-less
  gloves. The Beretta goes in a shoulder holster, the other
  two guns are on her belt, with the Stormbreaker on
  the right, the Assault Pistol on the left. When off-duty,
  Katherine will always dress in outfits that cover her
  from neck to wrist to ankle, either shirt and pants com-
  binations or long flowing dresses.
  Campaign Notes: Katherine presents a host of char-
  acter interaction opportunities for the Game Master.
  Although based in MegaTokyo, Katherine’s line of work
  can bring her to Neo York (and any other major city)
  easily. Thus, she can be used as a potential romantic
  interest for a Player Character, a source of needed in-
  formation, or even a fellow agent. If the Game Master
  desires to reduce the overall scope of his campaign,
  then it shouldn’t be difficult to relocate Katherine to a
  different city. She could live in Neo York just as easily
  as MegaTokyo, since her placement in MegaTokyo is
  simply an excuse for Player Character globe trotting.
  She could even be made into a Player Character’s new
  (or old) partner, especially if the Player Character in
  question is (or was) a police officer or other law en-
  forcement official.
  Marta Nys
  Val
  CHA
  Cost
  Roll Notes
  15/25
  STR
  5
  14- 800kg; 5d6 [2]
  18/30
  DEX
  24
  16- OCV: 10 /DCV: 10
  18
  CON
  16
  13-
  13/16
  BODY
  6
  13-
  18
  INT
  8
  13- PER Roll 13-
  17
  EGO
  14
  12- ECV: 6
  20
  PRE
  10
  13- PRE Attack: 4d6
  22
  COM
  7
  13-
  8/12
  PD
  5
  Total: 18 PD /6r PD
  6
  ED
  2
  Total: 12 ED /6r ED
  4/7
  SPD
  12
  Phases: 2, 4, 6, 7, 9, 11, 12
  8
  REC
  2
  40
  END
  2
  Values after the slash are
  30
  STUN
  0
  from implanted cyberware
  Total Characteristics Cost: 113
  Movement:
  Running: 9" /18"
  Swimming: 2"/4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +1 with Combat (8)
  Hand to Hand Training: +2 with HTH (10)
  Pistol Training: +3 with Jinsei Hoshoku Zeta (6)
  Martial Arts — Hapkido, use art with blades (28)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +2
  +2
  Block, Abort
  Disarm
  -1
  +1
  35 STR Disarm
  Escape
  +0
  +0
  40 STR vs. Grabs
  Joint Lock
  +0
  -1
  Grab one limb; 35
  STR to hold on
  Kick
  -2
  +1
  11d6 Strike
  Punch
  +0
  +2
  9d6 Strike
  Sweep
  +2
  -1
  8d6 Strike; Target
  Falls
  Implanted Cyberware
  Articulation Augmentation:
  +1 Overall Skill Level, Can only be used with DEX
  related skills and HTH combat (-¼),
  Cybersystem (-¼) (7)
  Double Jointed, Cybersystem (-¼) (2)
  Cyber Razors: 1d6 HKA, 0 End, Blade Limitations
  (-¼), No KB, Reduced Penetration, Restrainable
  (-¼) (10) [0]
  Datajack I: +1 with all computer related skills,
  Requires Accessible Datacable (-½), Requires DNI
  capable computer (-0), Cybersystem (-¼) (3)
  Muscle Augmentation III+: STR +10, Doesn't affect
  figured characteristics (-½), Cybersystem (-¼) (6)
  [2]
  
  143
  Reflex Augmentation IV: DEX +12, Does not affect
  figured characteristics (-½), Cybersystem (-¼) (21)
  Skeletal Reinforcement-Level 2:
  +3 Body, Does not affect figured characteristics
  (-½), Cybersystem (-¼) (3)
  +4 PD, Cybersystem (-¼) (3)
  +2d6 HA, 0 END, Invisible to Sight, Cybersystem
  (-¼) (10)
  Damage Reduction: ¼ Physical Resistant, vs. HTH
  Attacks only (-½), affect Body damage only (-1),
  Cybersystem (-¼) (5)
  Smartgun Link: +3 OCV and +1 Range Modifier,
  Requires Smartlinked Weapon (-½), Cybersystem
  (-¼) (10)
  Speed Booster III: Speed +3, Cybersystem (-¼) (24)
  Equipment
  Katana: 1½d6 HKA, +1 OCV, 0 END, Blade Limita-
  tions, No KB, STR Minimum, OAF (17) [0]
  Jinsei Hoshoku Zeta with Smartgun Adaptor: 2d6
  RKA, +1 Stun, +1 Range Mod, 2 clips of 15 shots,
  STR Minimum, OAF (24) [2x15c]
  SIG-Sauer P240 with Smartgun Adaptor: 1d6+1 RKA,
  +1 OCV, 2 clips of 15 shots, STR Minimum, OAF
  (13) [2x15c]
  Heavy Body Armor: Armor: 6 DEF, Locations 7-17
  (-¼), Real Armor, IIF (8)
  Street Samurai Skills
  Running: +3" (9" Total) (6) [1/5"]
  Ambidexterity (3)
  Acrobatics 15- (3)
  Breakfall 15- (3)
  Bureaucratics 13- (3)
  Climbing 15- (3)
  Combat Driving 15- (3)
  High Society (Corporate) 13- (3)
  Stealth 15- (3)
  Streetwise 13- (3)
  Two Weapon Fighting (5)
  WF: Common Melee Weapons, Off-Hand, Small Arms
  (5)
  Background Skills
  Perk: Money (5)
  Perk: Weapons Permit (1)
  Lightsleep (3)
  CK: San Francisco 11- (2)
  Contortionist 15- (3)
  English, Native (0)
  Japanese, Fluent (2)
  KS: Combat Cybertechnology 11- (2)
  KS: Corporate World 11-(2)
  KS: Finance 13- (3)
  Sleight of Hand 15- (3)
  Total Powers & Skills Cost: 287
  Total Character Cost: 400
  Disadvantages: 100+
  Enraged: Insulted, Thwarted, or Similarly Irritated 14-/
  11- (10)
  Distinctive Features: Obviously Cybered (Her walk
  shows that she’s been “boosted” or “wired”, she weighs
  more than she should) (10)
  Normal Characteristic Maxima (20)
  Package Bonus (3)
  Psychological Limitations
  Likes to Live Well; Easily Tempted by Luxuries, and
  Motivated by Money (20)
  Thrillseeker; Lives for Excitement, and Danger (15)
  Short Tempered (10)
  Bi-Sexual, Hedonistic tastes (5)
  Watched by: Her Current Employer, more powerful,
  NCI, limited geography, 11- (10)
  Experience: (197)
  Total Disadvantage Points: 400
  Background/History: The younger sister to Shion Nys,
  Marta shared her sister’s early years on the streets of
  the Chicago Metroplex. This hard life at such an early
  age (Marta was only
  13 when her father
  died), greatly influ-
  enced 
  Marta’s
  world view, rein-
  forcing her beliefs
  that money and
  power were the
  only two things that
  mattered in the
  world. Not possess-
  ing even a trace of
  her sister’s awe-
  some psychokinetic
  abilities, 
  Marta
  opted for a more
  direct approach,
  augmenting her
  physical abilities
  with an impressive
  array of cybernetic
  implants. Having achieved her goal of power in the
  form of cutting edge cyberware, Marta then set about
  to amass as much money as she could. Operating as a
  corporate mercenary and free-lance street samurai,
  Marta soon found her talents and skills to be in high
  demand, and that prospective clients were more than
  willing to pay handsomely to hire her.
  Personality/Motivation: Marta is a very emotional in-
  dividual, in sharp contrast to the more refined and aris-
  tocratic airs put on by her elder sister. Having escaped
  the unpredictable hand-to-mouth existence of street
  living, Marta is motivated by the chance to gain mate-
  rial wealth, since the more money she can earn, the
  less her chances of returning to her former life. This
  motivation also expresses itself in a fierce possessive-
  ness of those things Marta considers hers. This includes
  both physical goods, as well as more intangible items,
  such as a contract, or her current lover. Marta is also
  much more open in her relationships with others. She
  relishes physical pleasures, and will take both men and
  women as sexual partners.
  Marta’s fiery personality also expresses itself in
  other, more volatile ways. Marta is rather short-tem-
  pered and prone to sudden flashes of anger that can
  result in violence if sufficiently provoked. Her temper,
  combined with her extensively upgraded body, has re-
  sulted in rash, thoughtless actions more than once. The
  death of a former lover, in a moment of blind rage, is
  something Marta would rather not be reminded of.
  A second aspect of her temperament is an almost
  irrational need to expose herself to danger. Marta
  seems to thrive on hazardous situations and poten-
  tially lethal encounters. The adrenaline rush of com-
  
  144
  bat, the thrill of the chase and risk of death is what she
  lives for. Although Marta is smart enough to take the
  appropriate precautions and preparations before tack-
  ling a target, she is more than willing to accept even
  the riskiest of assignments.
  Marta’s relationship with her sister, Shion, tends
  to brief but cordial encounters. The two live on oppo-
  site sides of the country
  and work in very different
  circles. There resides in
  Marta a deep seated jeal-
  ousy for Shion’s wealth
  and psychokinetic powers,
  a jealousy that is doubtful
  Marta even realizes exists
  and certainly wouldn’t ad-
  mit to if she did. But,
  Marta also cares deeply for
  her sister, and will do her
  best to be there if needed.
  Quote: “Wetwork? I can do
  wetwork... but it’ll cost
  you.”
  “I don’t care if you’re
  the big bad Empress Shion,
  to me you’re just my big
  shot older sister who
  thinks the whole world re-
  volves around her!”
  Powers/Tactics: Marta’s
  body is extensively aug-
  mented with a number of
  cybernetic implants, in-
  cluding synthetic muscle
  tissue, enhanced neural processors, reinforced bones,
  fingertip-mounted blades and a smartgun link. Her
  systems are top quality, the best money can buy, and
  this shows in the way she moves. Aside from her inter-
  nal systems, Marta also arms herself with a pair of pis-
  tols, a katana and heavy body armor.
  In combat, Marta prefers to take the fight to her
  opponent, getting in close where her martial skill can
  be used to best advantage. If faced with superior num-
  bers, she will try to cut most of them down using her
  Two Gun Fighting skill, before closing to hand-to-hand
  range. Marta will try to use the enemies’ own num-
  bers to her advantage, sowing as much confusion as
  possible, counting on her phenomenal speed and dex-
  terity to escape unscathed from any firefight.
  Appearance: Marta is, in some ways, her sister’s physi-
  cal opposite. Extremely attractive, she is on the short
  side, standing a little over 5’5", dark eyed, with straight
  black hair that is worn to her waist. Marta’s slight, well-
  defined, athletic build is deceiving, as her reinforced
  steel-laced skeleton and cybernetic implants give her a
  weight in excess of 160 pounds.
  Marta normally dresses casually, in loose, reveal-
  Nishi Tenno
  Val
  CHA
  Cost
  Roll Notes
  10
  STR
  0
  11- 100kg; 2d6 [1]
  13
  DEX
  9
  12- OCV: 4 /DCV: 4
  10
  CON
  0
  11-
  10
  BODY
  0
  11-
  23
  INT
  16
  14- PER Roll 14-
  18
  EGO
  16
  13- ECV: 6
  15
  PRE
  5
  12- PRE Attack: 3d6
  16
  COM
  3
  12-
  3
  PD
  1
  Total: 7 PD /4 PDr
  3
  ED
  1
  Total: 7 ED /4 EDr
  3
  SPD
  7
  Phases: 4, 8, 12
  4
  REC
  0
  20
  END
  0
  20
  STUN
  0
  Total Characteristics Cost: 58
  Movement:
  Running: 6" / 12"
  Swimming: 2" / 4"
  Powers & Skills
  Implanted Cyberware
  Datajack I: +1 with all computer-related skills,
  Requires accessible datacable (-½), Requires DNI
  capable computer (-0), Cybersystem (-¼) (3)
  Skilljack: 10pt VPP, Limited Selection of Skills (-½),
  Cybersystem (-¼) Typical Skillsofts: Electronics,
  Mechanics, Paramedic, System Ops., TF: Aircraft
  (13)
  Equipment
  Ruger Mark II: 1d6+1 RKA, +1 OCV, 9 Shots, STR
  Minimum, OAF (8) [9c]
  Armored Jacket: Armor 4 DEF, ½ Value vs. Cutting/
  Energy Attacks (-¼), Coverage 7-12 (-1), IIF, Real
  Armor (-¼) (4)
  Fixer Skills
  Bribery 12- (3)
  Bureaucratics 12- (3)
  Conversation 12- (3)
  Forgery 13- (7)
  High Society 12- (3)
  Persuasion 12- (3)
  SC: Accounting 14- (3)
  Streetwise 12- (3)
  Trading 12- (3)
  WF: Pistol (1)
  Scholar (3)
  KS: Appraising 14- (2)
  KS: Corporate World 14- (2)
  KS: Finance 14- (2)
  KS: Luxury Goods 14- (2)
  KS: MegaTokyo Underworld 14- (2)
  KS: Mercenary World 14- (2)
  KS: Military Technology 14- (2)
  KS: Rumor Mill 14- (2)
  Well Connected (3)
  ing outfits designed to emphasize her figure. If meet-
  ing with a prospective employer, she will often don a
  well tailored business suit. When working, Marta
  dresses in a practical manner, wearing a form-fitting
  black bodysuit over her heavy body armor, with match-
  ing boots and gloves. The katana is slung across the
  back and the pistols are holstered low on the hips. The
  SIG-Sauer is normally on the right hip, the Hoshoku
  Zeta on the left. Spare magazines for these weapons
  are placed along the back of the gunbelt.
  
  145
  Contacts
  Avatar 8- (3)
  The Diet (Japanese Parliament) 11- (1)
  ESWAT 13- (3)
  Gunkoku Heavy Industries 11- (1)
  MegaTokyo City Government 14- (4)
  Mitsumi Technologies 11- (1)
  Shiraishi Corporation 12- (2)
  Favors:
  Dallas (a Fixer) 14- (1)
  Kitten (a Bounty Hunter) 14- (0)
  Vector (a Rocker) 14- (1)
  Yabu (a Street Samurai) 14- (0)
  Background Skills
  Money: Wealthy (10)
  Perk: Passport (1)
  Perk: Weapon Permit (1)
  Computer Programming 14- (3)
  English (native) (4)
  French (native) (4)
  Gambling 12- (5)
  German (native) (4)
  Japanese (native) (0)
  Skill Level: +2 with all PRE Skills (10)
  Speed Reading (3)
  Traveler (3)
  AK: Japan 14- (2)
  AK: MegaTokyo 14- (2)
  AK: Neo York 14-  (2)
  AK: Neu Berlin 11- (1)
  AK: Sydney 11- (1)
  Total Powers & Skills Cost: 157
  Total Character Cost: 215
  Disadvantages: 100+
  Normal Characteristic Maxima (20)
  Package Bonus: Fixer (3)
  Physical Limitation: Nearsighted-wears contacts (10)
  Psychological Limitations
  Greedy, driven primarily by a desire for wealth (15)
  “Never let them see you sweat,” tries to distance
  herself from others (15)
  Manipulative, uses people to achieve her own ends
  (10)
  Likes Luxuries and “The Good Life” (10)
  Reputation: Best Fixer in Town 14- (15)
  Rivalry: All other fixers (5)
  Watched: Assorted rivals and clients, as powerful, NCI,
  11- (10)
  Experience: (2)
  Total Disadvantage Points: 215
  Background/History: Nishi Tenno understood at an
  early age that it was money, not love, that made the
  world go round. Power was nice, but it seemed to make
  one a target for those who didn’t have any. The trick
  was to be the one working behind the scenes, the one
  to whom people in power go to get things done, the
  one who knows where to find the goods that were al-
  ways in demand. People like that were always in de-
  mand, and were paid handsomely for their services. If
  she could become one of these people-a “fixer” as slang
  put it-she would have it made. Needless to say, Nishi
  has spent the last 15 years of her life doing just that,
  and in the process gaining the reputation as the best
  fixer in all of MegaTokyo, and possibly the entire Pa-
  cific Rim.
  Personality/Motivation: Nishi’s primary motivation in
  any situation is one of financial gain. She is always on
  the lookout for ways she can benefit from any deal.
  Nishi is very much a user, quietly trying to manipulate
  her clients (and other people) to better achieve her
  desires for material gain. On the other hand, she does
  have a personal code of honor, in that all of her deals
  are private. Nishi does not sell information about who
  her clients are or what they want. She also avoids work-
  ing with known psychotics, terrorists and other people
  who are “bad for business.”
  Nishi does her best to project an air of mystery
  and sophistication into her meetings. She always
  dresses as impeccably as possibly, tries never to loose
  her cool or temper, and never visibly pays for anything.
  She has a carefully built mystique concerning the ex-
  act extent of her influence and doesn’t want anything
  to happen to ruin it.
  Quote: “The question is not ‘can I get it,’ it is ‘can you
  afford it?’”
  “Gentlemen, it is obvious to me that you both
  desire what only one of you can have. So, bidding will
  begin in five minutes, starting at 5,000 yen. Are you
  ready?”
  Powers/Tactics: Nishi is, as the saying goes, “people that
  knows people.” She is a firm believer that it isn’t al-
  ways what you know, but who. She will remain coolly
  neutral in her dealings and will go to great lengths to
  ensure her client will always get what he paid for when
  he paid for it. She is very smart, not easily fooled, and
  takes a dim view to anyone attempting to interfere with
  her business.
  As a fixer, Nishi goes to great lengths to avoid
  physical confrontation. She wears an armored jacket
  (or the longer lined coats) because she isn’t foolish
  enough to believe her status makes her invulnerable.
  She will usually carry her pistol in a concealed shoul-
  der rig, not because she plans to use it (although she
  can if needed), but because it is expected that she would
  do so. If trouble arises, she will usually have a body-
  guard (or two) nearby. Rest assured that any bodyguard
  Nishi hires will be very good at what they do. When
  making deliveries and pick ups, Nishi will often hire
  Katherine “Kitten” Ramis for such jobs, trusting in
  Kitten’s cyborg body and combat skills to overcome
  any unforeseen difficulties. In the event of larger prob-
  lems, Nishi will not hesitate to call upon any number
  of contacts she has made in both the city government
  and numerous local megacorporations. It is highly
  likely that anyone who targets Nishi will soon find
  themselves facing far more opposition than they would
  have believed possible.
  Appearance: Nishi stands close to 5’7", with a nicely
  proportioned figure. Her hair is a dark blackish-brown
  and cut in loose pageboy style. Long hours in dark-
  ened rooms spent staring at monitor screens has had a
  detrimental affect on her eyesight. Nishi wears con-
  tacts to correct this, and will never allow herself to be
  seen in glasses. Nishi is highly aware of the value of
  appearances and is always dressed in the finest cloth-
  ing possible.
  
  146
  u - Aura Sense: 18-, Full Phase, Concentrate ½
  DCV, Costs END (20/1) [2]
  Mental Defense: 9 DEF (5)
  Telekinetic Resistance: Knockback Resistance: +4",
  Must Be Aware of Attack (-¼), Limited Conscious
  Control (power activates whenever Noriko is hit,
  and END is spent, regardless of any actual
  knockback done) (-1), Costs END (3) [1]
  Issued ESWAT Equipment
  Styer GB-100: 1d6+1 RKA, +1 OCV, 18 shots, STR
  Minimum, OAF, [18c] (14)
  Armored ESWAT Uniform Jacket: Armor 5 DEF, ½
  Value vs. Cutting/Energy Attacks (-¼), Locations 7-
  14 (-¾), Real Armor, IIF (6)
  ESWAT Training
  Perk: ESWAT Police Powers (2)
  Perk: Weapon Permit (2)
  AK: MegaTokyo 11- (2)
  Bureaucratics 13- (3)
  Criminology 13- (3)
  KS: Criminal Law & Procedure 13- (3)
  PS: Police Officer 11- (2)
  Persuasion 13- (3)
  Streetwise 8- (1)
  WF: Nightstick/Tonfa, Small Arms (3)
  Background Skills
  Breakfall 13- (3)
  English (fluent) (3)
  High Society (Corporate) 13- (3)
  Japanese (native) (0)
  Scholar (3)
  KS: Classical Literature 11- (1)
  KS: Corporate World 13- (2)
  KS: Espers and Psychokinetics 13- (2)
  KS: Shintoism 11- (1)
  Total Powers & Skills Cost: 193
  Total Character Cost: 311
  Disadvantages: 100+
  Distinctive Features
  ESWAT Officer/Uniform (5)
  Obvious Psychokinetic Field (5)
  Hunted by: Personal Enemy (Unknown at this time),
  More Powerful 11- (20)
  Normal Characteristic Maxima (20)
  Package Bonus (3)
  Physical Limitation: Cyber Rejection (15)
  Psychological Limitations
  Always Follows Orders and Procedure (15)
  Emotionally Distant and “Cold”, Very Business-like (5)
  Rivalry: Other “Elite” Officers (5)
  Susceptibility: 3d6 From Being Teleported (15)
  Watched: ESWAT, more powerful, NCI, 11- (10)
  Experience: (93)
  Total Disadvantage Points: 311
  Background/History: Noriko Kobayashi never in-
  tended to be a police officer. At her father’s request she
  attended business school, intending to follow in his
  footsteps. Graduating near the top of her class, she
  quickly found employment with the Shiraishi Corpo-
  ration. Shortly there after, Noriko found herself dis-
  satisfied with her choice of employment, feeling that
  her future as a woman in the executive arena was lim-
  ited at best. Confronting her father with these ideas,
  Noriko was rebuffed severely for her lack of commit-
  ment to her chosen career. The verbal war raged on
  Noriko Kobayashi
  (Eswat-Enhanced Special Weapons And Tactics)
  created by Jeff Mueller
  Val
  CHA
  Cost
  Roll Notes
  20
  STR
  7*
  13- 400kg; 4d6 [3]
  18
  DEX
  24
  13- OCV: 6 /DCV: 6
  18
  CON
  16
  13-
  10
  BODY
  0
  11-
  21
  INT
  12
  13- PER Roll 13-
  21
  EGO
  24
  13- ECV: 7
  20
  PRE
  10
  13- PRE Attack: 4d6
  12
  COM
  1
  11-
  8
  PD
  4
  Total: 41 PD /33 PDr
  4
  ED
  0
  Total: 37 ED /33 EDr
  4
  SPD
  12
  Phases: 3, 6, 9, 12
  8
  REC
  0
  50
  END
  7
  30
  STUN
  1
  *+10 STR at 2x END
  Total Characteristics Cost: 118
  Movement:
  Running: 6" / 12"
  Swimming: 2" / 4"
  Powers & Skills
  Combat Training
  Combat Skill Level: +1 with Mental Combat (5)
  Combat Skill Level: +1 with Telekinesis, Telekinetic
  Rupture, and Mental Block (3)
  Martial Arts — Aikido (16)
  Maneuver
  OCV
  DCV
  Damage
  Hold
  -1
  -1
  Grab Two Limbs;
  30 STR Hold
  Joint Break
  -1
  -2
  Grab One Limb;
  ½d6 HKA (2 DC),
  Disable
  Redirect
  +1
  +3
  Block; Abort
  Takedown
  +1
  +1
  4d6 Strike, Target
  Falls
  Esper/Psychokinetic Powers
  Esper/Psychokinetic Power Multipower: 70 point pool
  (70)
  m - Telekinesis: 55 STR, Fine Manipulation, +1
  OCV, Full Phase, (70/9) [5]
  u - Telekinetic Rupture: 3d6 RKA, Indirect, +2
  OCV, Only vs. Organic / Living matter (-½), No
  KB, Full Phase, (69/3) [6]
  u - Mental Block: 8d6 Suppress, Any Mental Power,
  No Range Mod, Requires Ego Roll of 13-, Full
  Phase, Limited Conscious Control (affects
  random power of target) (-1), Side Effect:
  Suppress Affects Noriko if Ego Roll is failed
  (70/2) [7]
  u - Mind Scanning: 8d6, +5 to roll, Concentrate (0
  DCV to sustain), Full Phase, x2 END (50/2) [10]
  u - Mental Warp: Images vs. Mental Senses, 4"
  Radius, -3 to PER rolls, Concentrate (0 DCV to
  activate), Full Phase, Requires Ego Roll of 13-, x2
  END (38/1) [8]
  m - Telekinetic Shield: Force Field +28 PD, +28 ED,
  Must be aware of attack (-¼) (56/9) [5]
  u - Telekinetic Wall: Force Wall 16 PD, 10 ED over
  13 Hex sides, Concentrate (0 DCV to sustain),
  Full Phase, Side Effect: 4d6 Ego Attack (65/2) [6]
  u - Telekinetic Shell: Missile Deflection versus all
  Attacks, 12 OCV, Requires Ego Roll of 13-, Costs
  END, (32 /2) [3]
  u - Mind Link: to Any Willing Mind, x2 END (15/1)
  [3]
  u - Heightened Intuition: Danger Sense 11-, Can’t
  be Surprised by any Attack, Target Must Have
  Emotional Intention (-½), Costs END (20/1) [2]
  
  147
  for hours, with neither Noriko or her father willing to
  give ground in the argument. Eventually, Noriko was
  pushed to the breaking point by her father’s merciless
  verbal attacks. Trembling with suppressed rage and
  anguish, Noriko’s latent psychokinetic powers mani-
  fested at their full intensity, shattering all the glass in
  the house in a violent storm of fragments and debris.
  A long silence followed this display of power, ending
  with Noriko storming from her parent’s home in tears.
  For a time, Noriko struggled with the powers she
  now possessed, trying to come to grips with both her
  psychokinetic abilities and the disintegrating relation-
  ship with her parents. Eventually, Noriko decided upon
  a radical course of action; she would enlist in the
  MegaTokyo Police Department. This career choice was
  deemed unacceptable by her parents, who disowned
  her at this point, limiting family contact to rare con-
  versations with her brother.
  Upon graduating from the MTPD Academy,
  Noriko was assigned as a corporate liaison officer in
  the public relations department. Her former corpo-
  rate experiences allowed her to excel in this field, and
  Noriko rose quickly the ranks. Eventually, after gain-
  ing greater understanding and control of her
  psychokinetic powers, Noriko transferred to the MTPD
  Enhanced Special Weapons and Tactics (a.k.a. ESWAT)
  division, handling cases of an unusual nature that were
  deemed outside the capabilities of regular police of-
  ficers. Now at the age of 26, Noriko feels that she has
  found her calling, and continues to improve upon her
  impeccable service record.
  Personality/Motivation: Noriko is a very emotionally
  detached individual. For her, business comes first, and
  that is that, end of story. Thus, she comes across as
  very cold and impersonal to the extent that her de-
  partmental nickname is “The Ice Princess.” Noriko’s
  sole motivation is to show her father that she can be a
  success in her chosen field, and that she can make it
  on her own without his guidance. This desire is
  doomed to fail however, as her father has effectively
  denied her existence, and any successes as a police of-
  ficer will not change this fact. The tenets of Japanese
  honor and face will not allow for a reconciliation in
  this matter. Yet, this harsh reality has not deterred
  Noriko in the slightest; she has immersed herself in
  her work totally, and her current major goal is to be-
  come an ESWAT division chief.
  Noriko’s “business first” attitude has affected her
  life in many ways. She tends to not show much emo-
  tion when on duty, presenting an image of perfect ef-
  ficiency while working. In keeping with this philoso-
  phy, Noriko takes great pains to ensure that her uni-
  form is always properly arrayed, with all accouterments
  polished, pressed and shined. Noriko’s devotion to duty
  means that her private life is devoid of any outside in-
  fluences. For example, Noriko has avoided developing
  a close relationship with anyone. The reason for this is
  simple: Noriko feels that any form of romantic affair
  would only interfere with her work, and that will be
  time enough for such things “later”.
  Quotes: “You really are beginning to annoy me...”
  “Assaulting a ESWAT officer and carrying a con-
  cealed weapon... there’s no end to your bad habits, is
  there?”
  Powers/Tactics: Noriko is a police officer first and fore-
  most, and her tactics will follow standard police pro-
  cedure 99% of the time. In most situations Noriko will
  try to resolve the situation through a combination of
  persuasion and force of personality. If this method fails,
  she will then resort to her Aikido training (backed by
  her telekinetically enhanced strength) or her pistol.
  And if this isn’t enough, Noriko will then use her
  psychokinetic powers.
  When using her powers, Noriko primarily uses her
  telekinetic abilities, alternating between her telekine-
  sis and her telekinetic shield. If hard-pressed, or faced
  with high-powered weapons, Noriko will resort to her
  telekinetic shell or telekinetic wall, although she doesn’t
  like to use this last power due to its detrimental effects
  to her system. In extreme situations, Noriko will use
  her RKA power to stop a fight immediately. The Indi-
  rect advantage on this power represents the fact that
  the rupture effect is formed within a target. Thus it
  bypasses such things as external body armors, and is
  only really stopped by other psychokinetic powers
  (such as a force field) or internal defenses, such as sub-
  dermal plating or vitals sheathing.
  Noriko also possesses a most unique talent, the
  ability to suppress another telekinetic’s psychokinetic
  powers. This power is not absolutely reliable, and tends
  to suppress a target’s powers randomly. It requires a
  certain degree of concentration to work properly, and
  if Noriko is distracted while attempting to utilize this
  power, it can backfire, suppressing her own power in-
  stead. This possibility limits its use to situations where
  Noriko has other ESWAT officers to back her up.
  Noriko’s esper powers are physically draining,
  which is why she tries to avoid using them. Her esper
  powers grant her a number of interesting talents, in-
  cluding the ability to detect others minds, to commu-
  nicate directly with those minds, and the ability to gen-
  erate psychic distortions that serve to mask the men-
  tal signatures generated by a specific person’s mind.
  Noriko’s most interesting esper power, however, is her
  ability to see a person’s psychic aura, which appears to
  her eyes as a shimmering mass of colors defining that
  person’s personality and mental nature. Noriko often
  uses this power to establish a psychic “first impression”
  of someone, using that image as a basis for how to deal
  with and react to that person. Note that both Noriko’s
  Danger Sense and Aura Sense are special powers not
  normally allowed in a Multipower. An exception was
  made in this case for two reasons: the first is that both
  powers cost Endurance, the second is that neither pow-
  ers is a constant power; both must be consciously acti-
  vated.
  
  148
  Appearance: For all her impressive psychokinetic pow-
  ers and impassive demeanor, Noriko is surprisingly
  non-threatening in appearance. She is short, standing
  only 5’3", and slim, scarcely weighing 105 pounds with
  a trim figure. Noriko is very pale-skinned, with green
  eyes and short, blue-black, shoulder length hair. All in
  all, Noriko is physically attractive, but her distant per-
  sonality offsets this greatly.
  When on duty, Noriko wears the standard ESWAT
  dress uniform, which consists of low black boots, a dark
  blue, knee-length armored jacket, dark blue trousers,
  a white shirt, red tie and white gloves. Over this goes a
  white gunbelt holding her pistol, badge, restraints and
  other equipment. Off duty, Noriko dresses in conser-
  vative Western fashions, as well as more traditional
  dress. At all times, she wears only the barest minimum
  of makeup, jewelry and other accessories.
  Payne
  created by David Kujit
  Val
  CHA
  Cost
  Roll Notes
  15
  STR
  5
  12- 200kg; 3d6 [1]
  17/23
  DEX
  21
  14- OCV: 8 /DCV: 8
  15
  CON
  10
  12-
  13
  BODY
  6
  12-
  8
  INT
  -2
  11- PER Roll 11-
  10
  EGO
  0
  11- ECV: 3
  13
  PRE
  3
  12- PRE Attack: 2½d6
  8
  COM
  -1
  11-
  8
  PD
  5
  Total: 8 PD (see below)
  6
  ED
  3
  Total: 6 ED (see below)
  3
  SPD
  3
  Phases: 4, 8, 12
  6
  REC
  0
  30
  END
  0
  Values after the slash are
  30
  STUN
  1
  from implanted cyberware
  Total Characteristics Cost: 54
  Movement:
  Running: 6" /12"
  Swimming: 2" /4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +1 with Jojitsu (3)
  Martial Art — Jojitsu (a.k.a. “bat-fu”) (13)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +2
  +2
  Abort
  Smash
  -2
  +1
  Weapon +4d6
  Strike
  Strike
  +2
  +0
  Weapon +2d6
  Strike
  Implanted Cyberware
  Cybereyes
  Flare Filters: Flash Defense 5 DEF, Poor Quality
  Cybersystem (-½) (3)
  Thermographic Vision: IR Vision, Poor Quality
  Cybersystem (-½) (3)
  Reflex Augmentation II: +6 DEX, Does not affect
  figured characteristics (-½), Poor Quality
  Cybersystem (-½) (9)
  Equipment
  Colt Mark VI: 1½d6 RKA, +1 Stun, +1 OCV, 16 shots,
  STR Minimum, OAF (18) [16c]
  Jo Stick: +3d6 HA, 0 END, STR Minimum, OAF (5)
  [0]
  Leather Jacket with Plate Armored Shoulders: (6)
  (Jacket) Armor: DEF 2, 0 Value vs. Guns (-½),
  Locations 7-8 & 10-12 (-1), Real Armor, OIF
  (Shoulders) Armor: DEF 5, ½ Value vs. Guns (-½),
  Locations 9 (-2), Real Armor, OIF
  Aircraft Aluminum Greaves and Knees:
  Armor: DEF 5, ½ Value vs. Guns (-½), Locations
  14-15 (-2), Real Armor, OIF (4)
  Background Skills
  Perk: SINless (3)
  AK: The Zone 11- (2)
  Breakfall 14- (3)
  Cityspeak (1)
  Climbing 14- (3)
  English, native (0)
  Fam: Electronics 8- (1)
  KS: Zone Gangs 11- (2)
  KS: Zone Underworld 11- (2)
  Stealth 14- (3)
  Streetwise 13- (5)
  WF: Knife, Pistol (2)
  Total Powers & Skills Cost: 91
  Total Character Cost: 145
  Disadvantages: 75+
  Distinctive Features: Gang Colors (10)
  Hunted by: Rival Gangs, as pow., limited geo.,8- (5)
  Package Bonus: (3)
  Psychological Limitations
  Sadist, likes to cause pain and hurt others (15)
  Misogynist, despises women (10)
  Gang Loyalty (0)
  Watched by: Fellow Gang Members, mo pow., 8- (8)
  Experience: (19)
  Total Disadvantage Points: 145
  Background/History: Payne is a product of the streets,
  born and bred in the Neo York Zero Zone. Abandoned
  
  149
  at an early age, Payne grew up in the harsh, violent
  world of street gangs. It was here that he learned how
  to fight and how to survive in an inhospitable envi-
  ronment. By cutting questionable deals with shady
  street docs, Payne was able to have several cybernetic
  systems implanted, although these systems are of du-
  bious quality. Not that Payne cares, since the systems
  work well enough that the edge they give him more
  than makes up for and occasional system failures.
  Personality/Motivation: Payne is a strong believer that
  might makes right. Those who are bigger and stronger
  are the ones to make the rules, and anyone that doesn’t
  like this fact of life is free to take their complaints up
  with Payne. This philosophy works well in combina-
  tion with Payne’s position as that of an enforcer, en-
  suring that the gang’s desires are carried out, usually
  with a suitable application of violence. Inflicting pain
  is Payne’s way of proving his dominance in the world,
  ensuring that he is in control. This also explains Payne’s
  attitude towards women: he feels that women are the
  weaker sex and therefore not worthy of respect.
  Quote: “Pain is my name and my business! Allow me
  to show you!”
  Powers/Tactics: Payne’s tactics are amazingly simple:
  hit ‘em first, and hit ‘em hard. He will usually engage
  his opponent directly, throwing a rapid series of strikes
  with his jo stick until his opponent falls, at which point
  he will finish the unfortunate victim off with a smash-
  ing blow to the chest or head.
  Payne's reflexes have been augmented, and flare
  filters and infrared receivers have been installed in his
  eyes. These systems are not the best quality, and often
  fail if exposed to intense electrical fields (such as near
  power lines). Thunderstorms are also a problem.
  Payne’s reflexes will often short out or work intermit-
  tently, while his cybereye modifications will usually fail
  outright. So far, Payne has been able to deal with such
  occurrences by remaining under cover until his sys-
  tems recover from such problems.
  Appearance: Payne isn’t a particularly attractive indi-
  vidual, having a face battered from numerous fights.
  His hair is dyed a bright green and grows in a thick
  tangled mass that falls to his shoulders. Strongly built,
  Payne has a scattering of scars over his body. He wears
  a heavy leather jacket with metal plates attached to the
  shoulders, as well as pieces of aircraft aluminum bent
  into a cheap form of armor that covers the thighs and
  knees of both legs.
  Ran (Chaos)
  Val
  CHA
  Cost
  Roll Notes
  15
  STR
  5
  12- 200kg; 3d6 [1]
  20
  DEX
  30
  13- OCV: 7 /DCV: 7
  23
  CON
  26
  14-
  13
  BODY
  6
  12-
  15
  INT
  5
  12- PER Roll 12-
  23
  EGO
  26
  14- ECV: 8
  13/30
  PRE
  3
  12-/15-  PRE Attack: 2½d6 /6d6
  10
  COM
  0
  11-
  6
  PD
  3
  Total: 6 PD (see below)
  6
  ED
  1
  Total: 6 ED (see below)
  6
  SPD
  30
  Phases: 2, 4, 6, 8, 10, 12
  10
  REC
  4
  100
  END
  27
  35
  STUN
  2
  Total Characteristics Cost: 168
  Movement:
  Running: 8" / 16"
  Swimming: 2" / 4"
  Other movement powers are variable
  Powers & Skills
  Combat Training:
  Combat Skill Levels: +4 with Psychokinetic Power
  Pool (20)
  Psychokinetic Powers
  Flexible Psychokinetic Powers: Variable Power Pool
  (200 pt pool), No Skill Roll Required, Can Change
  Powers as Zero-Phase Action, Psychokinetic Effects
  Only (-¼) (440)
  Psychokinetic Side-effect:
  Change Environment, Minor Telekinetic Effects,
  Radius of Effect 16", 0 END, Personal Immunity,
  No Range, Linked to Psychokinetic Power Pool
  (22) [0]
  2d6+1 RKA, Penetrating, Radius of Effect 16",
  0 END, Personal Immunity, No Range, No
  Conscious Control, Linked to Psychokinetic
  Power Pool (30) [0]
  Telekinetic Resistance: Damage Reduction, ¼ Energy
  and Physical, Resistant (30)
  Telekinetic Body Control:
  Life Support, Full (30)
  Regeneration, 1 Body per Hour (6)
  Psychokinetic Awareness:
  Danger Sense, out of combat, self only 13- (19)
  Mental Awareness (Full) 23- (27)
  Mind of Madness: Mental Defense: 10 pts (5)
  Presence of Madness: Presence: +17, Only When In
  manic State (-½) (11)
  Running: +2" (8" Total) (4) [1/5"]
  Background Skills
  Destitute (-10)
  CK: The Neo York Zero Zone 14- (5)
  Climbing 13- (3)
  KS: Scrounging 13- (4)
  Mechanics 8- (1)
  Stealth 13- (3)
  Streetwise 13- (3)
  Survival (Urban) 13- (7)
  TF: Motorcycle (1)
  WF: Knife, Pistol (2)
  Total Powers & Skills Cost: 663
  Total Character Cost: 831
  
  150
  Disadvantages: 100+
  Berserk: When fighting other Psychokinetics (manic
  state) go 14- / recover 8- (25)
  Distinctive Features: Obvious Psychokinetic Field (15)
  Physical Limitations
  Manic Depressive (15)
  Powers are Occasionally Out of Control (10)
  Psychological Limitations
  Combat Paralysis, must make EGO roll to take an
  offensive action (depressive state) (20)
  Hunts Other Psychokinetics (manic state) (10)
  Overconfidence (manic state) (20)
  Reputation: World’s Most Powerful Psychokinetic,
  extreme, 14- (20)
  Vulnerability: 1½ X Effect from Mind Scan (5)
  Watched by: Assorted Megacorporations, more powerful,
  8- (8)
  Experience: (583)
  Total Disadvantage Points: 831
  Background/History: Ran is, without a doubt, the
  most powerful psychokinetic on the planet. His exact
  origins are unclear, shrouded in mystery, rumor, and
  speculation. He may be a product of psychokinetic ex-
  perimentation, as his initial appearance coincides with
  the destruction of a psychokinetic research lab in Ja-
  pan. In any case, Ran is a highly feared denizen of the
  Neo York Zero Zone, and even the merest rumor of
  his arrival is enough to send most people into a blind
  panic. Even Shion, who possesses a great deal of tele-
  kinetic power herself, is said to fear him.
  Personality/Motivation: Ran suffers from a severe bi-
  polar personality disorder, ranging from an almost
  catatonic depressive phase to a psychotic manic state
  that revels in mindless destruction. Fortunately, most
  of his time is spent in a reasonably rational mentality
  somewhere between these two extremes. It can be ar-
  gued that this is when Ran is at his most dangerous,
  since it is at times like this that he capable of coherent
  thought and extended planning.
  When in his depressive state, Ran retreats deep
  within the Neo York Zero Zone, hiding himself in the
  battered warehouse that he has made into his home. If
  in his manic phase, Ran can be found almost anywhere,
  but prefers to search the Zone looking for other
  psychokinetics, in order to test their power. Most
  psychokinetics don’t survive the experience. When in
  his more rational state of mind, Ran prefers to be left
  alone and will usually ignore anyone he meets. If at-
  tacked, he will not hesitate to destroy the offending
  party.
  Ran has no real motivations beyond basic survival.
  He primarily wishes to be left alone, at least until one
  of his periodic bouts of madness overcome him, in
  which case he may act on long-forgotten desires or
  impulses, usually with destructive results.
  Quotes: (depressive state) “Uh... please go away. I... uh...
  I don’t like people being near me.”
  (manic state) “Why do I do this? Because I can!”
  (manic state) “Now, let’s see if you are as really
  tough as everyone says you are...”
  Powers/Tactics: Ran is the most powerful
  psychokinetic in existence, dwarfing even Shion. He
  can survive almost any environmental condition, re-
  cover from serious injuries in an amazingly short pe-
  riod of time and go for an extended duration without
  eating or sleeping. Ran has collapsed entire buildings,
  pulled helicopters out of the sky and crushed main
  battle tanks, it is believed that there is nothing he can-
  not do.
  With so much raw power at his command, Ran
  doesn’t really bother with any sort of conventional tac-
  tics. Usually, he sets up a 40 PD, 20 ED Force Field at 0
  Endurance (pool cost 90 points) and uses the remain-
  ing 110 points in his power pool to generate any num-
  ber of psychokinetic effects. His favored attack mode
  is some form of explosive or area of affect attack. If
  confident that the enemy doesn’t possess any form of
  energy weapon, Ran will drop the ED portion of his
  Force Field and increase his offensive attacks accord-
  ingly. When angered, or when fighting other
  psychokinetics, Ran will summon a simple 40 PD Force
  Field and use the remaining 160 points of his Power
  Pool to produce overpowering Physical Killing Attacks,
  usually with the Armor Piercing advantage, allowing
  him to cut through an enemy’s defenses with ease.
  Ran’s power is accompanied by numerous minor
  telekinetic effects, including swirling debris, blowing
  dust, and the levitation of small floating objects. When
  Ran begins to use large amounts of power, especially
  if angry or disturbed, these effects become much more
  dramatic, resulting in shattering concrete, fractured
  asphalt, and breaking windows as well as the damag-
  ing of mechanical and electronic equipment in the area.
  Appearance: For all his power, Ran is not physically
  imposing. He stands about 5’10" and weighs 160
  pounds or so, with a thin but well-muscled build. His
  black hair is worn long and is usually wild and un-
  kempt. Ran dresses in whatever he can find, but pre-
  fers to wear a simple outfit consisting of biker’s boots,
  jeans and a plain T-shirt. If found in his depressive
  personality, Ran will act almost cowardly and inverted,
  trying to avoid people. When in his manic state, he
  exudes a forceful, dominating presence that is very hard
  to ignore.
  Campaign Use: Ran is an exceedingly powerful indi-
  vidual, and his possible appearance is something that
  should not be taken lightly. He is quite capable of kill-
  ing most of the characters in this book with a single
  attack. It is recommended that the GM limit his ap-
  pearances and use him only sparingly. Ran should be
  considered more of a plot device than an opponent
  for the characters to defeat.
  When he does appear, GMs should heighten the
  effect of his presence by playing up his psychokinetic
  side effects. Having small objects floating about his
  person as he moves. Describing the ground under his
  
  151
  feet cracking and splitting as he generates his powers.
  Allowing Ran to destroy a sizable inanimate object
  (such as a vehicle) without rolling any damage dice;
  all of this should help to convey the proper feel for the
  character’s potential power.
  Some notes to prospective Game Masters: Ran (in
  the author’s campaign) was the result of experiments
  into the powers and abilities of psychokinetics and how
  to expand them. These experiments were conducted
  by the Jinsei Corporation. The problem with this ex-
  periment was that the Jinsei Corporation unlocked all
  of Ran’s psychokinetic potential with the result that
  Ran destroyed an entire research complex before van-
  ishing. Now, he’s too powerful for Jinsei to recover and
  they are too smart to try and make an issue of his ex-
  istence. Besides, Jinsei had obtained DNA samples dur-
  ing the experiment and now was trying to grow their
  own Ran clones. Takeda Johnson is one of these clones.
  He escaped from Jinsei’s clutches, having a great de-
  sire to be free and experience the real world. A lot of
  the actual campaign revolved around this set up and
  the fallout from it. Of course, there are other Ran clones
  out there and they tend to be close to Takeda’s power
  level.
  Ryder
  Val
  CHA
  Cost
  Roll Notes
  15
  STR
  5
  12- 200kg; 3d6 [1]
  21
  DEX
  36
  13- OCV: 7 /DCV: 7
  18
  CON
  16
  13-
  13
  BODY
  6
  12-
  15
  INT
  5
  12- PER Roll 12-
  13
  EGO
  6
  12- ECV: 4
  15
  PRE
  5
  12- PRE Attack: 3d6
  16
  COM
  3
  12-
  7
  PD
  4
  Total: PD 31/24 PDr
  5
  ED
  1
  Total: ED 31/24 EDr
  4
  SPD
  9
  Phases: 3, 6, 9, 12
  8
  REC
  2
  36
  END
  0
  30
  STUN
  0
  Total Characteristics Cost: 98
  Movement:
  Running: 6" /12"
  Swimming: 2" /4"
  Powers & Skills
  Combat Training
  Martial Arts — Wing Chun Kung Fu, use art with
  blades, chain weapons, clubs (19)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +2
  +2
  Block, Abort
  Kick
  -2
  +1
  7d6 Strike
  Legsweep
  +2
  -1
  4d6 Strike; Target
  Falls
  Punch
  +0
  +2
  5d6 Strike
  Psychokinetic Powers Elemental Control (20-point
  base) (20)
  1 - Force Bolt: EB 8d6, Physical, Gestures, 2x END on
  last 4d6 (13) [6]
  2 - Telekinesis: TK: 40 STR, Gestures throughout, 2x
  END on last 20 STR (13) [6]
  3 - Force Field: +20 PD/ +20 ED, Must be aware of
  attack (-½), 2x END on last 10 DEF (13) [6]
  4 - Telekinetic Wall: Force Wall: 8 PD over 8 hex
  sides, Side Effect: 6d6 of Stun Damage if Force Wall
  collapses (-½), 2x END on last 20 points (12) [6]
  5 - Flight: 20" 2x END (13) [2/5"]
  Equipment
  Smith & Wesson Model 2019: 1½d6 RKA, +1 OCV, 4
  clips of 6 shots, STR Minimum, OAF (12) [4 x 6c]
  Knife: 1d6-1 HKA, 0 END, +1 OCV, STR Minimum,
  OAF (8) [0]
  Armored Jacket: Armor 4 DEF, ½ Value vs. Cutting/
  Energy Attacks (-¼), Coverage 7-12 (-1), IIF, Real
  Armor (-¼) (4)
  Armorcloth Pants: Armor 3 DEF, ½ Value vs. Cutting/
  Energy Attacks (-¼), Coverage 13-16 (-1 ¼), IIF,
  Real Armor (3)
  Background Skills
  AK: Neo York Zero Zone 12- (3)
  Breakfall 13- (3)
  Cityspeak (1)
  Combat Driving (Bike) 13- (3)
  Electronics 11- (3)
  English (native) (0)
  Japanese (basic) (1)
  
  152
  KS: Play Guitar 11- (2)
  KS: Zone Gangs 11- (2)
  KS: Zone Underworld 11- (2)
  KS: Zone Music Scene 11- (2)
  Mechanics 11- (3)
  PS: Musician 11- (2)
  Streetwise 12- (3)
  WF: Common Martial Arts Weapons, Knives,
  Pistols (4)
  Total Powers & Skills Cost: 164
  Total Character Cost: 262
  Disadvantages: 100+
  Distinctive Features
  Psychokinetic Field (5)
  Smokes constantly (5)
  Hunted by: Zone Gang, more powerful, limited
  geography, 11- (15)
  Normal Characteristic Maxima (20)
  Psychological Limitations
  Thrillseeker and adrenaline “junkie” (20)
  Despises Zone Gangs, tries to oppose them when ever
  possible (15)
  Skirt chaser; easily swayed by a pretty face (15)
  Likes to party; likes good times, music, food, and
  drink (0)
  Experience (67)
  Total Disadvantage Points: 262
  Background/History: Ryder is Zero Zone born and
  bred. His parents came to Neo York as refugees, flee-
  ing the chaos that had resulted from the intense fight-
  ing along the disputed border between the United
  States and the Confederated States. Arriving in Neo
  York, his family found themselves unable to find shel-
  ter, and were eventually shipped across the East River
  into Brooklyn, to join numerous other displaced citi-
  zens. Soon after, the city government declared the en-
  tire area a Zero Zone, cutting off the populace from
  any possible assistance.
  Life in the new Zero Zone was hard. Shelter was
  plentiful, but such basic necessities as food and medi-
  cine were scarce. Anarchy reigned, with smash-and-
  grab gangs taking all they could, burning and looting
  wantonly. Outside aid, usually in the form of food and
  clothing was sporadic. Eventually, the survivors began
  to band together, forming a new community amid the
  ruins of old Brooklyn and Queens.
  This was Ryder’s world while growing up. His par-
  ents managed by growing food in a small plot of land
  and performing odd jobs here and there. Although life
  was hard, they managed to live fairly well.
  When Ryder was 16, disaster struck. A gang from
  deep within the Zone had gone on the rampage, burn-
  ing and terrorizing their way across the more civilized
  sections of the Zone. Ryder’s family was caught in their
  path. Ryder hopes that what happened was over
  quickly, but fears this wasn’t so. With his parents and
  sister dead and his life effectively destroyed, Ryder be-
  came a loner, drifting from place to place in the Zone.
  His latent psychokinetic powers manifested to their full
  potential at this time, allowing Ryder to sell his ser-
  vices to a large assortment of employers. Now, Ryder
  spends his time wandering aimlessly, with no set di-
  rection to his life.
  Personality/Motivation: Since the death of his family,
  Ryder has become almost withdrawn. He lives for the
  moment, not caring about the future. Thus, Ryder likes
  to live life on the edge, taking his bike for high speed
  runs along the Zone’s abandoned highways, engaging
  in fights with the Zone’s countless gangs (all of whom
  he despises), and partying excessively in the Zone’s
  numerous nightclubs and bars.
  Ryder, as of yet, has no real direction or sense of
  purpose to his life. He has no desire to live the life of a
  ganger, surviving through theft and murder, but his
  other options seem equally limited. At the moment,
  his primary avenue for escape is through music. He
  practices whenever he can, and has managed to per-
  form several times with some of the Zone’s better
  known bands. Ryder’s hope is to be good enough to
  eventually leave the Zone, finding work in a musical
  center such as Chicago or Seattle.
  Quote: “Hey omae, it’s like what I tell go-gangers all
  the time; ‘what goes around comes around’”.
  “The best guitarist in the Zone? Dawn, hands
  down!”
  Powers/Tactics: Ryder is a latent psychokinetic, whose
  powers manifested naturally. His abilities are rather
  basic, consisting of a telekinetic force bolt, telekinesis,
  a force field, force wall, and levitation. Although ca-
  pable of reasonable demonstrations of power, Ryder
  cannot do so for extended periods, as he finds such
  exhibitions tiring. Ryder has also developed several
  psychological crutches surrounding the use of his pow-
  ers. Both his force bolt and telekinesis require him to
  gesture at his target, his force shield is only capable of
  affecting attacks he is aware of, and he suffers damag-
  ing feedback if his telekinetic wall is collapsed.
  Due to the nature of his powers, Ryder tends to
  use them sparingly. Usually, he relies upon his martial
  arts skill and pistol to get him out of trouble, but if
  pressed, will generate a 10 DEF force field, and use 6
  to 8d6 force bolts. If heavily outnumbered, or desper-
  ate, Ryder will use his force field at full power, firing
  the most powerful force bolts he can manage, and us-
  ing his flight to try to escape at the last possible mo-
  ment.
  Appearance: Ryder is of above-average height, with a
  trim, athletic build. He has dark eyes and straight black
  hair that is constantly falling into his eyes. Ryder’s usual
  costume consists of a dark red biker’s jacket, pants and
  riding boots. His pistol is holstered at the hip, and the
  knife is secured into the top of a boot.
  Campaign Notes: Ryder makes an excellent player
  character. His life is at a turning point, he could either
  rise above his surroundings, freeing himself from the
  Zone, or sink down into it, becoming exactly like that
  which he despises. Ryder is also the sort of character
  that would be recruited into the Kazei Five organiza-
  tion. By providing him with a sense of purpose, Ava-
  tar can expect a loyal and reliable agent.
  
  153
  In the author’s
  own campaign,
  Shion was the
  single most
  complex non-
  player character
  the PCs encoun-
  tered. She started
  out as a ruthless
  and implacable
  enemy of Takeda
  Johnson but as
  time passed, her
  character, and the
  perception of her
  character by
  other PCs
  changed greatly.
  She terrified at
  least one PC,
  inspired disgust
  and hatred in
  another and
  sympathy (of the
  ‘that could be me’
  type) in a third.
  Takeda himself
  started out as her
  bitterest enemy,
  but, by of the end
  of the campaign,
  became her lover,
  companion and
  ally.
  Shion Nys "The Empress"
  Val
  CHA
  Cost
  Roll Notes
  20
  STR
  10
  13- 800 kg; 4d6 [2]
  26
  DEX
  48
  14- OCV: 9 /DCV: 9
  25
  CON
  30
  14-
  13
  BODY
  6
  12-
  21
  INT
  11
  13- PER Roll 13-
  20
  EGO
  20
  13- ECV: 7
  28
  PRE
  18
  15- PRE Attack: 5½d6
  24
  COM
  7
  14-
  8
  PD
  4
  Total: 37 PD /29r PD
  8
  ED
  3
  Total: 37 ED /29r ED
  6
  SPD
  24
  Phases: 2, 4, 6, 8, 10, 12
  12
  REC
  6
  70
  END
  10
  40
  STUN
  4
  Total Characteristics Cost: 201
  Movement:
  Flight: 20" /40"
  Running: 7" /14"
  Teleport: 40" /160"
  Swimming: 2"/4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +4 Levels with all Combat (32)
  Martial Arts — Aiki-jutsu, use art with Blades (21)
  Maneuver
  OCV
  DCV
  Damage
  Dodge
  —
  +5
  Dodge vs. All,
  Abort
  Hold
  -1
  -1
  Grab Two Limbs,
  50 STR Hold
  Redirect
  +1
  +3
  Block, Abort
  Strike
  +1
  +3
  8d6 Strike
  Takedown
  +1
  +1
  8d6 Strike; Target
  Falls
  Psychokinetic Powers
  Telekinetic Power Multipower: 150 point pool (150)
  m - Force Bolt: 17d6 EB, Physical (85/17) [8]
  u - Kinetic Bolt: 10d6 EB, Physical, Double
  Knockback, Beam (87/7) [9]
  m - Telekinetic Knife: 3d6 HKA, x2 END (45/6) [8]
  m - Telekinetic Shatter: 5d6 RKA, Only vs. Rigid/
  Inanimate materials (-1) (75/7) [7]
  m - Telekinesis: 60 STR (60/12) [6]
  m - Telekinetic Shield: Force Field +20 PD, +20 ED,
  Hardened, 0 END (70/14) [0]
  u - Telekinetic Wall: Force Wall 24 PD, 24 ED, over
  24 Hex sides (120/12) [12]
  m - Flight: 20" (40/8) [1/5"]
  m - Teleport: 40", x4 NCM (90/18) [1/5"]
  Psychokinetic Side Effect: 1d6 RKA, Penetrating,
  Radius 6", 0 END, Personal Immunity, No Range,
  No Conscious Control, Linked to Multipower
  (especially her Force Wall) (13) [0]
  Teleport Side Effect: 8d6 EB, Physical, Explosive,
  Personal Immunity, 0 END, No Conscious Control,
  Linked to Teleport (26) [0]
  Telekinetic Strength: +20 STR, Does Not Effect
  Figured Characteristics (13) [2]
  Psychokinetic Awareness: Mental Awareness (Full) 18-
  (15)
  Equipment
  H&K P29: 2d6-1 RKA, +1 OCV, +1 Range Mod, 2 clips
  of 9 shots, STR Minimum, OAF, (15) [2x9c]
  Laser Sight: +1 OCV, +1 Range Mod, Works Poorly
  in Adverse Conditions (-1/4), OAF (3)
  Silencer: RKA is Invisible To Hearing Group, OAF
  (6)
  Sword: 1d6+1 HKA (2 ½d6 with STR), +1 OCV, 0
  END, Blade Limitations, No KB, STR Minimum,
  OAF (12) [0]
  Clamshell Vest: Armor 9 DEF, Locations 9-13 (-1),
  Real Armor, OIF (10)
  Running: +1" (7" Total) (2) [1/5"]
  Background Skills
  Money: Wealthy (10)
  Perk: Concealed Weapon Permit (2)
  Perk: International Driver’s License (1)
  Perk: Passport (1)
  Lightsleep (3)
  Breakfall 14- (3)
  Bureaucratics 15- (3)
  CK: MegaTokyo 11- (2)
  CK: Neo York 11- (2)
  Computer Programming 13- (3)
  Conversation 15- (3)
  Electronics 11- (3)
  English: Native (0)
  French: Completely Fluent (3)
  German: Completely Fluent (3)
  High Society (Corporate) 15- (3)
  Japanese: Completely Fluent (3)
  Lockpicking 14- (3)
  Security Systems 14- (5)
  Stealth 14- (3)
  Streetwise 15- (3)
  TF: Ground Vehicles (2)
  WF: Small Arms, Swords (3)
  Scholar (3)
  KS: Aikido 11-
  KS: Corporate World 13- (2)
  KS: Mercenary World 13- (2)
  KS: Military Technology 13- (2)
  KS: Psychokinetic World 13- (2)
  KS: Tai Chi 11-
  Total Powers & Skills Cost: 497
  Total Character Cost: 698
  Disadvantages: 100+
  Enraged: If Wounded (takes BODY) 14-, recover 8- (13)
  Distinctive Features
  Extreme Beauty, Long, Snow-White Hair (concealable
  with effort, is always noticed) (15)
  Obvious Psychokinetic Field (10)
  Hunted by: Ran, more powerful, limited geographical
  location, 8- (10)
  Physical Limitation: Powers Are Occasionally Out Of
  Control (10)
  Psychological Limitations
  Extreme Arrogance and Very Self-Centered (20)
  Code of Honor: always complete a job, always fulfill a
  promise (20)
  Disdain for those without the Power (15)
  Greedy (15)
  Reputation: The Empress, a psychokinetic of extreme
  power, extreme, 11- (15)
  Watched by:
  Her Current Employer, more powerful, NCI, 14- (15)
  Assorted Megacorporations, more powerful, NCI, 8-
  (10)
  Experience: (430)
  Total Disadvantage Points: 698
  
  154
  B a c k -
  ground/His-
  tory: As the
  most power-
  ful 
  stable
  psychokinetic
  in the world,
  Shion’s ori-
  gins are quite
  h u m b l e .
  Born to a
  C h i c a g o
  autoworker
  who lost his
  job when his
  c o m p a n y
  merged with
  a Japanese
  firm, Shion
  spent 
  her
  early years in
  rather mun-
  d
  a
  n
  e
  middle-class
  surround-
  ings. 
  Her
  father’s job loss affected him greatly; he took to drink-
  ing heavily and frequently raged against the world’s
  megacorporations. This attitude, whether she will ad-
  mit it or not, significantly influenced Shion’s opinions
  and ideas about the megacorporations later in her life.
  Forced onto the streets of the Chicago Metroplex
  after her father died from alcoholism and her mother
  vanished, Shion and her sister Marta lived a very pre-
  carious life for several years. Frequently without food
  or shelter, the two did whatever they could to survive.
  Eventually, Shion’s psychokinetic abilities manifested
  to their full potential, and Shion began to use them to
  her advantage, hiring herself out as a mercenary to
  larger and larger corporations. Now, she has become
  quite wealthy and is well known as a solo operative.
  Traveling in the highest levels of society, her skills and
  power are very much in demand and there is nothing
  that Shion would like better than to keep it that way.
  Personality/Motivation: In many circles, Shion is
  known simply as “The Empress,” a title that describes
  her quite well. Outwardly, Shion is arrogant and cold,
  concerned only with her own well-being, totally dis-
  regarding the needs and wants of others. She is also
  rather disdainful of those who are not psychokinetics
  like herself; she considers these people to be beneath
  her.
  In reality, this is not quite the truth. Shion is very
  self-centered, and does her best to ensure that she will
  never again endure her childhood experiences of liv-
  ing on the streets. Because of this, she is primarily
  motivated by money, and for the right price will ac-
  cept (and sometimes break) almost any contract. But,
  Shion is also highly concerned with her self-image and
  how others regard her. She is almost obsessed with liv-
  ing up to her reputation as The Empress. If she takes a
  contract, she will complete it; if she gives her word on
  a matter, she will not break it. To do otherwise would
  ruin her reputation, and thus, diminish her “market
  value”. On the other hand, she hates being used, and if
  given sufficient proof (and sufficient monetary incen-
  tive) she will cancel a contract that does not suit her
  desires (or that she decides has violated her personal
  code).
  Shion suffers from an almost desperate need to
  deny her origins. She surrounds herself with all man-
  ner of luxuries, including fine clothing, well-appointed
  apartments and expensive jewelry. At times she is
  wracked by bouts of guilt, depression and self doubt.
  Her primary response to these episodes is to drink
  heavily until the feelings go away. So far, her excessive
  drinking has not reached the point where it has begun
  to impair her normal day-to-day activities.
  Shion’s sister, Marta Nys, is about the only other
  person that Shion has any real compassion for. As her
  only remaining family, Shion cares for Marta to a
  greater extent than she realizes, and certainly will ad-
  mit. The feeling does seem to be mutual; although the
  two sisters see each other only rarely and often snap at
  each other when they do, their concern for each other’s
  well-being runs quite deep.
  Quote: “Perhaps..., I should kill you. I do have a repu-
  tation to uphold, after all.”
  Powers/Tactics: Shion is an extremely powerful
  psychokinetic. She possesses a wide range of abilities,
  including force bolts, force shields and walls, levita-
  tion, telekinesis and teleportation. Her telekinetic pow-
  ers are also responsible for her augmented physical
  strength as well as her phenomenal speed, dexterity
  and constitution.
  As with many psychokinetics, her powers have
  several drawbacks. First, she is an easily identifiable
  source of psychokinetic power who will quickly be
  “heard” by anyone with psychokinetic awareness. Sec-
  ond, her telekinetic powers often have undesirable side
  effects on the surrounding environment, causing ex-
  tensive damage. This usually occurs when Shion ex-
  presses her abilities at full or nearly full power. Finally,
  her teleportation is often accompanied by a powerful
  pressure wave. The longer her jump, the more likely
  the wave will manifest and the more powerful it will
  be.
  In addition to her powers, Shion has also added
  several mundane pieces of equipment to her arsenal.
  She wears a heavy clamshell vest over her torso and
  carries a silenced, caseless pistol as well as a long-bladed
  sword. The pistol and sword are for when using her
  powers would be too noticeable.
  In combat, Shion prefers to take down her target
  as quickly as possible. She will usually wrap a protec-
  tive force field around herself and utilize her force bolt
  to deal with any opponents, spreading the force bolt if
  needed to deal with small groups. If heavily outnum-
  bered or faced with high-powered weapons, she will
  often Abort to her force wall, allowing the enemy to
  
  155
  waste their ammunition on an almost impenetrable
  defense. Depending on the target, Shion may or may
  not close to hand-to-hand range; her strength, mar-
  tial arts training and telekinetic knife are quite suffi-
  cient to deal with both cyberdroids and mecha. If hard
  pressed or wounded, Shion will do her best to escape,
  either via flight or teleportation.
  Appearance: Shion is tall and long-legged, standing just
  over 6 feet in height. Her weight is just over 160 pounds,
  giving her a slim and slightly athletic build. Certainly,
  Shion’s most striking feature is her hair, which is snow
  white in color and falls in a thick wavy mass to just
  past her knees. Her cold gray eyes enhance rather than
  subtract from her extremely attractive features.
  Always concerned about appearances, Shion takes
  great pains to be as well-dressed as possible at all times.
  When meeting with corporate clients, she dresses in
  the finest and latest fashions available. Usually, the ex-
  act selection will depend on the nature of the meet-
  ing, thus, she might be found wearing a low-cut
  evening dress, a formal business suit, or even a tradi-
  tionally fashioned kimono.
  When on a mission, or if expecting combat, Shion
  dresses in a somewhat more practical manner. Her
  costume consists of a black bodysuit, boots and gloves.
  Over this she wears a white clamshell vest. Attached to
  the shoulder plates of the armor is a long, double-lay-
  ered, ankle-length cloak. The cloak is gray with black
  trim. Her pistol is holstered at her hip, while her sword
  is set into a sheath that attaches to the back of her ar-
  mor.
  Campaign Notes: Shion is meant to be the classic
  anime example of the “honorable villain.” She isn’t
  necessarily ‘evil’, but merely working at cross purposes
  to the Player Characters. She is simply someone work-
  ing for the ‘other guys’. Thus, Shion doesn’t have to be
  presented as a character to be fought (since her power
  level makes that a risky proposition at best), but in-
  stead can be dealt with in a more rational manner. One
  can reason with Shion, and possibly even talk (or bribe)
  out of doing what ever job she has been currently hired
  to perform. Naturally, her personality is such that this
  isn’t an easy proposal either.
  Shion can have many uses in a campaign depend-
  ing on exactly how the Game Master wishes to use her.
  She has her own world-view and code of honor, and is
  a character that the other Player Characters can possi-
  bly sympathize with. It’s her arrogance and self-
  centeredness that separates Shion from the more he-
  roic Player Characters.
  It should be noted that Shion can also be used as
  an ally of the Player Characters. There is nothing stop-
  ping them from going to her for information or news.
  They could even hire her, provided they can afford her
  fees. On the other hind, it is very unlikely that Shion
  would hire the Player Characters (or anyone else for
  that matter). She prefers to work alone and doesn’t like
  to depend on others to do that which she feels she can
  do herself.
  Steel Commando (Generic)
  Val
  CHA
  Cost
  Roll Notes
  15/30
  STR
  10
  15- 1600kg (6d6) [3*]
  15/21
  DEX
  24
  12-/13-
  OCV: 7 /DCV: 7
  15/20
  CON
  15
  11-/13-
  11
  BODY
  2
  11-
  13
  INT
  3
  12- PER Roll 11-
  11
  EGO
  2
  11- ECV: 4
  13/18
  PRE
  6
  13- PRE Attack: 3½d6
  10
  COM
  0
  11-
  6
  PD
  3
  Total: 19 PD / 12 PDr
  4
  ED
  1
  Total: 17 ED / 12 EDr
  3/5
  SPD
  18
  Phases: 3, 5, 8, 10, 12
  6
  REC
  0
  30
  END
  0
  Values after slash are from
  30
  STUN
  3
  the Powered Armor Suit, No
  Figured Characteristics.
  Total Characteristics Cost: 87
  Movement:
  Running: 6" / 12"
  Superleap: 13" / 26"
  Swimming: 2" / 4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +2 with Combat (16)
  Martial Arts — “Steel” Commando Training, use art with
  Clubs, Knives (17)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +2
  +2
  Block, Abort
  Cross
  +0
  +2
  STR + 2d6 strike
  Disarm
  -1
  +1
  45 STR disarm
  Throw
  +0
  +1
  STR +v/5; Target
  falls
  Steel Commando Powersuit: Powered Armor (-½)
  Powersuit: 1 Level Density Increase, 0 End, Persistent,
  Always On: +5 STR, +1 PD/ED, -1" KB, 180kg (5)
  [0]
  Powersuit Defenses
  Armor: +12 PD/ED (24)
  Life Support: Self-Contained Breathing, One
  Recoverable Charge of One Hour (7) [1c]
  Jet Pack: Superleap +7" (5) [1/5"*]
  Sensor Suite
  High Range Radio Hearing (7)
  IR Vision (3)
  Telescopic Vision: +4 vs. Range Modifier (4)
  UV Vision (3)
  Powersuit Power Supply: END Reserve 50, 8 REC/
  Turn, Feeds all powers marked with a * (9)
  Equipment
  Ares Light Machine Gun: 2d6 RKA, Autofire, +1 OCV,
  +1 RMod, 200 Shots, STR Minimum, OAF (37)
  [200c]
  Combat Knife: 1d6-1 HKA, +1 OCV, 0 END, Blade
  (-¼), No KB, STR Minimum, OAF (7) [0]
  Concussive Grenades: 9d6 EB (physical), Explosive,
  Range Based on STR (-¼), 4 Uses, OAF (21) [4c]
  Steel Commando Skills
  Perk: Military Rank (1)
  Perk: Weapon Permit (1)
  Breakfall 13- (3)
  Concentrated Spray-fire (5)
  Demolitions 11- (3)
  KS: Mercenary Units 11- (2)
  KS: Military Procedure 11- (2)
  Rapid Autofire (5)
  Stealth 13- (3)
  Tactics 12- (3)
  WF: Common Melee Weapons, HMG, Small Arms (5)
  
  156
  Background Skills
  English (native) (0)
  Streetwise (3)
  Total Powers & Skills Cost: 201
  Total Character Cost: 288
  Disadvantages: 100+
  Distinctive Features: Steel Commando Powered Armor (
  10)
  Hunted by:
  Other Mercenary Units and various enemies, as
  powerful, 11- (15)
  Normal Characteristic Maxima: (20)
  Package Bonus: (3)
  Psychological Limitations
  Always complete the contract (if possible) (15)
  Follows Orders (10)
  Reputation: Steel Commando, ruthless mercenary unit,
  11- (10)
  Rivalry: Other mercenary units (5)
  Secret ID: Names of Steel Commando operatives are
  classified (15)
  Watched by: Current Employer, more powerful, NCI, 14-
  (15)
  Experience: (70)
  Total Disadvantage Points: 288
  Background/History: The Steel Commandos pride
  themselves as being an elite unit of powersuited mer-
  cenaries that can, and will, accomplish any mission
  given them, regardless of the objective. Noted for ruth-
  less methods and a tendency for widespread destruc-
  tion, the Commandos are often used by different cor-
  porations to wreak havoc on an opposing corporation
  during trade wars and the like.
  The unit was created soon after the end of the Sec-
  ond Civil War, with the original members of the orga-
  nization drawn from discharged combat veterans of
  both the United States and the new Confederated
  States. As time passed, the Commandos recruited their
  new members from the world over, although they have
  a noted preference for military personnel. Although
  small in size-the Steel Commandos only number sev-
  eral hundred actual field operatives, they are well
  trained and highly experienced. As a general rule, the
  Commandos operate in teams of six, which is usually
  enough to deal with any situation they are called upon
  to handle.
  Personality/Motivation: Being the diverse group that
  they are, the personality of an individual Commando
  can vary greatly. There are several traits, however, that
  all Commandos seem to share. The most important
  goal for any Steel Commando is to complete his as-
  signed mission. To fail is considered a black mark on
  the unit’s reputation, and a possible hindrance in fu-
  ture contract negotiations. The Commandos are real-
  ists, however, and don’t expect suicidal actions from
  their troops. Being a paramilitary organization, the
  Commandos stress the need to follow and obey or-
  ders without undue dissension. Finally, almost all the
  members of the Commando’s are more than a little
  greedy. The organization is noted for snapping up lu-
  crative contracts, regardless of the desired mission,
  based on monetary incentives.
  Quote: “Yes Sir! No Sir! Can do, Sir!”
  Powers/Tactics: Steel Commando tactics are quite
  simple, success is achieved through overwhelming fire-
  power. The Commando’s armored suits grant them
  enhanced strength, as well as protection from most
  small arm fire. This, combined with their standard is-
  sue Ares LMGs, allows them to bring the fight straight
  to their enemy, dispersing and destroying resistance
  through a combination of concentrated weapons fire
  and well-placed grenades. As can be expected, the Steel
  Commando’s favorite mission are ones that require the
  destruction of corporate resources.
  Appearance: The armor worn by the Steel Comman-
  dos has a distinctive steel-gray color scheme, marked
  with black highlights and trim. There are no external
  rank markings, the better to deceive the enemy. Out of
  armor, the Commandos wear a simple light gray uni-
  form. The Commandos themselves are a racially mixed
  group, although most originally come from North
  America.
  Campaign Use: In general, the Steel Commandos make
  great faceless agents that can be used over and over. In
  a Kazei 5 campaign they can fulfill the role normally
  taken by such 4-color groups as Viper and Raven or
  the white armored troops of a certain evil Empire. Of
  course, the Game Master could choose to expand on
  the role of the Steel Commandos if he wishes, provid-
  ing them with a wide range of personalities and indi-
  vidual habits. If the Game Master really wishes to be
  creative, he could cast his Player Characters as mem-
  bers of the Steel Commandos!
  
  157
  Background Skills
  Find Weakness: Punch 13- (20)
  Acrobatics 14- (3)
  Breakfall 14- (3)
  CK: The Neo York Zero Zone 13- (4)
  Cityspeak (1)
  Climbing 14- (3)
  English, Native (0)
  KS: Corporate World 12- (3)
  KS: Mercenary World 12-  (3)
  KS: Flute 8- (1)
  KS: Yakuza Gangs and Structure 12- (3)
  KS: Zone Underworld 12- (3)
  PS: Bounty Hunter 11- (2)
  PS: Musician: Flute 8- (1)
  Tracking 12- (3)
  Stealth 14- (3)
  Streetwise 13- (3)
  WF: Knife, Small Arms (3)
  Total Powers & Skills Cost: 221
  Total Character Cost: 381
  Disadvantages: 100+
  Distinctive Features: Cyborg Body (obvious cyberlimbs,
  rigid body plating, her mass is much greater than her
  size indicates) (10)
  Hunted by:
  Yakuza, as powerful, NCI, 11- (20)
  Physical Limitations
  Does Not Heal Body; Must be Repaired (15)
  Totally Helpless if Cybersystems Shut Down (15)
  Requires Specialized Medical Attention (10)
  Psychological Limitations
  No Tolerance of braggarts, cowards or fools (15)
  Protective of those she calls her friends (15)
  Thrillseeker, enjoys the excitement of the chase and
  the thrill of battle (15)
  Loner, prefers to work by herself (5)
  Reputation: Tetsutenshi, a no-holds-barred bounty
  hunter 11- (10)
  Experience: (151)
  Total Disadvantage Points: 381
  Background/History: In any Zero Zone, there are the
  hunters and the hunted. The Neo York Zero Zone is
  no exception, containing a sizable population of gang
  members, Mafia soldatos, Yakuza kobun, organleggers,
  white slavers, smugglers and dealers in contraband of
  all sorts. Due to the lawless nature of the Zones, most
  of these people are able to operate openly, without fear
  of persecution from law enforcement officials. But for
  those who are willing to risk the danger, one can try to
  survive by preying on these people by becoming a
  bounty hunter, retrieving those who would rather not
  be found. Tetsutenshi is one of these people. She has
  made the Neo York Zero Zone her hunting ground,
  pursuing her quarry with cold and ruthless efficiency.
  Tetsutenshi’s exact background is a mystery, no
  one is quite certain where she comes from, and even
  her real name is unknown. She is a very private person
  and, as of yet, has not revealed much about her ori-
  gins. Many in the Zone presume that she is a former
  corporate operative, having come to the Zone in or-
  der to avoid her previous employers. Others suspect
  that Tetsutenshi is secretly in the employ of the Neo
  York Police Department, or is a corporate assassin, or
  Tetsutenshi (Iron Angel)
  Val
  CHA
  Cost
  Roll Notes
  40
  STR
  25
  17- 6400kg; 8d6 [4]
  26
  DEX
  48
  14- OCV: 9 /DCV: 9
  25
  CON
  30
  14-
  13
  BODY
  6
  12-
  14
  INT
  4
  12- PER Roll 12-
  14
  EGO
  8
  12- ECV: 5
  18
  PRE
  8
  13- PRE Attack: 3½d6
  16
  COM
  3
  12-
  9
  PD
  1
  Total: 19 PD /10r PD
  9
  ED
  3
  Total: 19 ED /10r ED
  6
  SPD
  24
  Phases: 2, 4, 6, 8, 10, 12
  12
  REC
  0
  50
  END
  0
  46
  STUN
  0
  Total Characteristics Cost: 160
  Movement:
  Running: 10" /20"
  Superleap: 17"
  Swimming: 0"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +2 w/Combat (16)
  Hand to Hand Training: +1 with Streetfighting (3)
  Martial Arts — Streetfighting, use art with Knife/
  Blades (21)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +2
  +2
  Block, Abort
  Dodge
  —
  +5
  Dodge, Abort
  Legsweep
  +2
  -1
  9d6 Strike; Target
  Falls
  Punch /Snap Kick
  +2
  +0
  10d6 Strike
  Spinning Kick
  +1
  +0
  8d6 +v/5 Strike;
  Full Move
  Cyborg Body Powers
  Cyberlimbs
  +2d6 Hand Attack, 0 END (9) [0]
  Cyborg Body
  1 Level Density Increase, 0 End, Persistent, Always
  On: +5 STR, +1 PD/ED, -1" KB, 145kg (7) [0]
  Does not Bleed (15)
  Armor: +10 PD/+10 ED, Locations 6-18 (-¼) (24)
  Swimming: -2" (0" Total) (-2)
  Cyberlegs
  Speedlegs II: Running: +4" (10" Total), Cybersystem
  (-¼) (6) [2]
  Hydraulic Jack V:Superleap: +10" (17" forward,
  8" upward), 0 END, No Noncombat Leap (-¼),
  Cybersystem (-¼) (10) [0]
  Taser Cybergun: Multipower: 60 Point Pool, Restrain
  able (-½) Cybersystem (-¼) (34)
  u — Electric Arc: 10d6 EB, Reduced by Range, 2x
  END (50/2) [10]
  u — Electric Discharge, Stun: 10d6 EB, Stun Only
  (-0), No Range (50/2) [5]
  u — Electric Discharge, Burn: 12d6 EB, No Range
  (60/2) [6]
  u — Electric Discharge, Kill: 3d6+1 RKA, No Range
  (50/2) [5]
  Taser Battery: End Reserve: 50 END, 5 REC,
  Cybersystem (-¼) (8)
  
  158
  a member of one of the local Mafia families. Since the
  exact details are unknown, the theories can be come
  quite elaborate, and quite improbable.
  Personality/Motivation: Tetsutenshi is very much a
  loner, avoiding close relationships; even those people
  she considers her friends, she tries to keep at arms
  length. She doesn’t speak about her past, and will
  quickly dismiss any question regarding who she is and
  where she comes from. Her primary concern is not
  with her (or anyone else’s) past, but with the present
  and the near future. Current events and their likely
  outcome and how they will affect the world is what
  interests her, not past history.
  For all her aloofness from others, Tetsutenshi does
  value those few people she calls friends. Recognizing
  that no one can remain truly alone in a place such as
  the Zone and still survive, she tries to keep an eye on
  these people, and will extract quick vengeance on any-
  one that does them harm. However her retaliation can
  be tempered by circumstances. Tetsutenshi is notori-
  ous for her dislike of bullies, braggarts, loudmouths
  and those who engage in stupid or foolish behavior.
  Tetsutenshi is of the firm conviction that one’s actions
  speak louder than words, and attempting to impress
  her with such activities is certainly doomed to fail.
  Possibly, the most dangerous aspect of
  Tetsutenshi’s personality is the disturbing level of ex-
  citement she expresses when pursuing a target. She
  seems to know no greater joy than that of combat, and
  is unwilling to back down from any challenge or threat.
  When engaged in hunting her quarry, Tetsutenshi is
  known to be ruthless to the extreme, doing whatever
  she deems necessary to track down and capture her
  prey.
  Quote: “Don’t be stupid, give up quietly.”
  <cracks knuckles> “All right, have it your way.”
  “You should consider yourself lucky... I was told
  to bring you in alive.”
  Powers/Tactics: Tetsutenshi’s cyborg body is directly
  responsible for her extreme physical strength, resis-
  tance to damage, and movement capabilities. These
  implanted cybernetics also allow her almost unparal-
  leled leaping and running abilities. This extreme
  mechanization of her body also explains her durabil-
  ity. Even if reduced to negative Body levels, she will
  not lose additional Body from bleeding.
  Aside from the other benefits offered by her cy-
  bernetic body, Tetsutenshi also possesses a fearsome
  weapon, her taser cybergun. This weapon is a power-
  ful capacitor, capable of discharging variable levels of
  electrical energy. Depending on her needs or desires,
  she can use this device to shock, burn or even kill. It
  can also generate a dangerous, short-ranged electrical
  arc, although this will rapidly drain the internal bat-
  tery.
  Although she is familiar with firearms, Tetsutenshi
  disdains their use, preferring to fight her opponents
  up close, where her taser cybergun and hand-to-hand
  fighting skills can be used to their best advantage. Usu-
  ally, Tetsutenshi tries to close as fast as possible, rely-
  ing on her martial skill to bring down a foe. If faced
  with a heavily armored opponent, she will use the taser,
  its setting depending on the desired state of her cap-
  tive. Against cyborgs, cyberdroids, and those with ob-
  vious cybernetic enhancement, Tetsutenshi will use the
  taser immediately, since these sort of targets usually
  have problems with such attacks. The arc setting is
  usually only used against groups, as an opening Pres-
  ence Attack, or as a weapon of last resort, in Tetsutenshi
  needs to escape.
  Appearance: For all her reputed physical prowess,
  Tetsutenshi is somewhat less than imposing. She stands
  about 5 feet tall, with a slimly proportioned cybernetic
  body that weighs close to 400 pounds. Tetsutenshi’s
  head is her only remaining organic body part. She is
  of indeterminate heritage, with a pale complexion, dark
  brown eyes, and thick, black, shoulder-length hair.
  Tetsutenshi usually dresses all in black, her standard
  costume consisting of a fully covering jumpsuit, knee-
  high boots, finger-less gloves, and a full-length duster.
  Campaign Use: Tetsutenshi’s origin has deliberately
  been left vague. It is meant to be filled out by any pro-
  spective Game Masters, so that her exact origins will
  be very campaign specific. The various backgrounds
  given in her history are all valid ones, although the
  former corporate operative is probably the most be-
  lievable. It is possible, however, that even Tetsutenshi
  doesn’t know her true origins, that her past is as much
  as mystery to her as it is to everyone around her. In
  this case, her joy of combat and bounty hunting may
  be a reflection of what little she can remember (or
  thinks she remembers) of her former life.
  With regard to how Tetsutenshi may interact with
  the Player Characters, the Game Master needs to re-
  member that although Tetsutenshi isn’t a ‘villain’ she
  isn’t a hero either. She is very much a loner and con-
  siders herself very self sufficient. Thus, she may help
  (or hinder) the Player Characters depending on the
  exact situation. If given the chance, Tetsutenshi will
  pursue almost any bounty, and Player Characters may
  find themselves competing with her in attempts to cap-
  ture criminals or other suspects!
  
  159
  Synthetics
  Escort Synthetic
  Val
  CHA
  Cost
  Roll Notes
  10/20
  STR
  0
  13- 400kg; 4d6 [2]
  15
  DEX
  15
  12- OCV: 5 /DCV: 5
  15
  CON
  10
  12-
  10/12
  BODY
  0
  11-
  23
  INT
  16
  14- PER Roll 14-
  10
  EGO
  0
  11- ECV: 3
  15
  PRE
  5
  12- PRE Attack: 3d6
  24
  COM
  9
  14-
  4/7
  PD
  2
  Total: 7 PD
  3
  ED
  0
  Total: 3 ED
  3
  SPD
  5
  Phases: 4, 8, 12
  5
  REC
  0
  30
  END
  0
  Values after the slash are
  24
  STUN
  1
  from implanted cyberware
  Total Characteristics Cost: 63
  Movement:
  Running: 7" /14"
  Swimming: 2" /4"
  Powers & Skills
  Implanted Cyberware
  Alcohol Filter: Immunity to Alcohol, Cybersystem
  (-¼) (2)
  Articulation Augmentation: 1 Overall Skill Level, Skill
  Level can only be used with DEX related skills and
  HTH combat (-¼), Cybersystem (-¼) (7)
  Articulation Augmentation: Double Jointed,
  Cybersystem (-¼) (2)
  Datajack — Level 1: +1 with all computer related
  skills, Requires Accessible Datacable (-½), Requires
  DNI capable computer (-0), Cybersystem (-¼) (3)
  Muscle Augmentation: STR +10, Does not affect
  figured (-½), Cybersystem (-¼) (6) [1]
  Skeletal Reinforcement — Level 1
  Body +2, Does not affect figured (-½), Cybersystem
  (-¼) (2)
  PD +3, Cybersystem (-¼) (2)
  +1d6 HA, Invisible to Sight (+½), 0 End (+½),
  Cybersystem (-¼) (5) [0]
  Synthetic Body Powers
  Life Support: Immune to Disease (3)
  Running: +1" (7" Total) (2) [1/5"]
  Implanted Talents and Skills
  Talent: Absolute Time Sense (3)
  Talent: Lightsleep (3)
  Bureaucratics 12- (3)
  Computer Programming 14- (3)
  Conversation 12- (3)
  High Society (Corporate) 12- (3)
  KS: “Arts of Pleasure” 14- (3)
  KS: Current Fashion 14- (3)
  KS: Escort 14- (3)
  Persuasion 12- (3)
  PS: Cook 14- (3)
  PS: Escort 14- (3)
  PS: One entertainment skill at 14- (3)
  Seduction 12- (3)
  Skill Level: +2 with Presence based skills (6)
  TF: Small Ground Vehicles (1)
  WF: Pistols (1)
  Linguist (3)
  French: Native Accent (3)
  Chinese (Cantonese): Native Accent (3)
  English: Native (0)
  Japanese: Native Accent (3)
  Korean: Native Accent (3)
  Spanish: Native Accent (3)
  Total Powers & Skills Cost: 102
  Total Character Cost: 165
  Disadvantages: 75+
  Distinctive Features: Escort Synthetic, they look too
  ‘perfect’ (concealable with effort, is always noticed)
  (15)
  Physical Limitation: Property, an Escort Synthetic has
  no rights (15)
  Psychological Limitation: To be pleasing to his/her
  companion (20)
  Reputation: The ultimate sexual companion, 14- (15)
  Watched by:  Owner, more powerful, NCI, 14- (15)
  Experience: (10)
  Total Disadvantage Points: 165
  Notes: An Escort Synthetic is designed to function in
  a variety of situations, including business, social and
  romantic. Commanding a higher price than the very
  similar Pleasure Synthetic, Escort Synthetics are only
  found in the company of the richest and most power-
  ful corporate executives. As with a Pleasure Synthetic,
  an Escort Synthetic appears as a perfectly formed hu-
  man of exceptional grace and beauty. Their artificial
  origins allow for a wide variety of hair, eye and skin
  color combinations.
  Escort Synthetics are programmed to be capable
  of dealing with a variety of social situations. Their pri-
  mary concern is to be a pleasing companion and to
  fulfill their duties as requested. Aside from their most
  obvious role, Escort Synthetics are commonly used as
  secretaries and personal valets by the wealthiest of cor-
  porate executives.
  Escort Synthetics are implanted with an assort-
  ment of cyberware to enable them to operate better in
  the corporate world. Aside from a standard Datajack,
  an Escort Synthetic’s body is highly resistant to dis-
  ease, has an implanted alcohol filter, artificially aug-
  mented muscles, and a reinforced skeletal structure.
  These implants are meant to allow an Escort Synthetic
  to also serve as a personal bodyguard if needed. Other
  skills and, cyber implants are possible, depending on
  the buyer’s needs and desires. The write-up presented
  here is for a highly advanced, top-of-the-line model.
  
  160
  Pleasure Synthetic
  Val
  CHA
  Cost
  Roll Notes
  9
  STR
  -1
  11- 87.5kg; 1½d6 [1]
  13
  DEX
  9
  12- OCV: 4 /DCV: 4
  15
  CON
  10
  12-
  10
  BODY
  0
  11-
  18
  INT
  8
  13- PER Roll 13-
  10
  EGO
  0
  11- ECV: 3
  13
  PRE
  3
  12- PRE Attack: 2½d6
  24
  COM
  9
  14-
  4
  PD
  2
  3
  ED
  0
  3
  SPD
  7
  Phases: 4, 8, 12
  5
  REC
  0
  30
  END
  0
  23
  STUN
  0
  Total Characteristics Cost: 47
  Movement:
  Running: 7" /14"
  Swimming: 2" /4"
  Powers & Skills
  Implanted Cyberware
  Alcohol Filter: Immunity to alcohol, Cybersystem
  (-¼) (2)
  Datajack-Level 1: +1 with all computer related skills,
  Requires Accessible Datacable (-½), Requires DNI
  capable computer (-0), Cybersystem (-¼) (3)
  Synthetic Body Powers
  Life Support: Immune to Disease (3)
  Running: +1" (7" Total) (2) [1/5"]
  Implanted Talents and Skills
  Talent: Absolute Time Sense (3)
  Talent: Lightsleep (3)
  Bureaucratics 12- (3)
  Conversation 12- (3)
  High Society (Corporate) 12- (3)
  KS: “Arts of Pleasure” 14- (4)
  KS: Current Fashion 13- (3)
  KS: Escort 14- (4)
  Persuasion 12- (3)
  PS: Cook 13- (3)
  PS: Escort 14- (4)
  PS: One entertainment skill at 13- (3)
  Seduction 12- (3)
  Skill Level: +2 with Presence based skills (6)
  TF: Small Ground Vehicles (1)
  WF: Pistols (1)
  Linguist (3)
  French: Native Accent (3)
  English: Native (0)
  Japanese: Native Accent (3)
  Korean: Native Accent (3)
  Spanish: Native Accent (3)
  Total Powers & Skills Cost: 73
  Total Character Cost: 120
  Disadvantages: 50+
  Distinctive Feature: Pleasure Synthetic, they look too
  ‘perfect’ (concealable with effort, is always noticed)
  (15)
  Physical Limitation: Property, a Pleasure Synthetic has
  no rights (15)
  Psychological Limitation: To be pleasing to his/her
  companion (20)
  Reputation: The ultimate sexual companion, 11- (10)
  Experience: (10)
  Total Disadvantage Points: 120
  Notes: Pleasure Synthetics are created for the express
  purpose of providing companionship. As such, they
  are made in a wide variety of ethnic styles, but are uni-
  formly highly attractive, appearing as perfectly formed
  humans of exceptional grace and beauty. Pleasure Syn-
  thetics are usually of average height, with any number
  of combinations of hair, eye and skin color. Due to
  their artificial origins, exotic and impossible color com-
  binations are possible. Greatly desired as a sign of sta-
  tus among the corporate elite, Pleasure Synthetics are
  also very expensive and rarely seen.
  A Pleasure Synthetic is programmed to be witty
  and entertaining. Capable of greater independent
  thinking than most synthetics, they can also act as an
  independent secretary, butler, maid or other form of
  domestic servant, as well as an intimate escort. But,
  their overriding desire is to be as pleasing as possible
  to their companion.
  A Pleasure Synthetic’s artificially grown body is
  highly resistant to disease. To further aid them in their
  duties, Pleasure Synthetics are implanted with an al-
  cohol filter and a Datajack. Finally, they are pro-
  grammed to understand and speak a number of lan-
  guages, and possess excellent social interaction skills.
  The selection of skills and languages given is only
  meant as an example. Normally, the actual selection is
  tailored to the customer’s specific needs. The write-up
  given here represents an advanced model, programmed
  with a wide variety of skills, and should be considered
  a generic template on which the GM can base similar
  designs.
  Note: The characteristic values given are for a female
  model Pleasure Synthetic. A male model has a STR of
  13, and a STUN of 25, all other values are the same.
  Characteristic cost is 51, with a total character cost of
  126 points.
  
  161
  Normally,
  characters in
  Kazei 5 are not
  given the Style
  Disadvantage.
  The reason
  behind this is
  martial arts is
  not the main
  focus of the
  game, and such
  a disadvantage
  seemed a bit out
  of place.
  However,
  Pumas, Lynxes
  and all other
  synthetic
  humans with
  implanted
  martial arts
  skills could use
  the Style
  Disadvantage. In
  this case, the
  disadvantage
  would represent
  the fact that with
  hard-wired
  fighting skills,
  there are only so
  many maneu-
  vers to pick from
  and the fighter’s
  repertoire is
  limited and
  easier to predict.
  
  162
  Lynx Class Security Synthetic
  Val
  CHA
  Cost
  Roll Notes
  25
  STR
  15
  14- 800kg; 5d6 [2]
  21
  DEX
  33
  14- OCV: 8 /DCV: 8
  20
  CON
  20
  13-
  13
  BODY
  6
  12-
  13
  INT
  3
  12- PER Roll 11-
  6
  EGO
  -8
  10- ECV: 2
  15
  PRE
  5
  12- PRE Attack: 3d6
  16
  COM
  3
  12-
  9
  PD
  4
  Total: 9 PD
  7
  ED
  3
  Total: 7 ED
  4
  SPD
  9
  Phases: 3, 6, 9, 12
  9
  REC
  0
  40
  END
  0
  38
  STUN
  2
  Total Characteristics Cost: 95
  Movement:
  Running: 10"/20"
  Superleap: 10"/20"
  Swimming: 2"/4"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +2 w/Combat (16)
  Martial Arts — Hard Wired Lynx Training (22)
  Maneuver
  OCV
  DCV
  Damage
  Backhand
  +1
  +3
  5d6 Strike
  Block
  +2
  +2
  Block, Abort
  Escape
  +0
  +0
  40 STR vs. Grab
  Punch /Snap Kick
  +2
  +0
  7d6 Strike
  Takedown
  +1
  +1
  5d6 Strike; Target
  Falls
  Use art with Blade, Staff Weapons
  Running: +4" (10" Total) (8) [1/5"]
  Superleap: +5" (10" forward, 5" upward), (5), [1]
  Implanted Skills
  Acrobatics 14- (3)
  Breakfall 14- (3)
  Climbing 14- (3)
  English: Native (0)
  Japanese: Completely Fluent (3)
  Stealth 14- (3)
  WF: Common Melee Weapons, Heavy Machine Guns,
  Grenade Launcher, Small Arms (6)
  Pick one of the following: Demolitions, Lockpicking,
  Security Systems, Seduction, Systems Operation (3)
  Total Powers & Skills Cost: 75
  Total Character Cost: 170
  Disadvantages: 100+
  Distinctive Features: Lynx Class Security Synthetic, cat-
  like ears, unusual hair colors (5)
  Physical Limitation: Property, a Lynx has no rights (15)
  Psychological Limitations
  Corporate Affiliation: Serves without question (25)
  Lack of Personal Initiative (15)
  Reputation: Lynx Class Security Synthetic (i.e. Tough
  and Stupid) 11- (10)
  Total Disadvantage Points: 170
  Notes: The Lynx Class Security Synthetic can be best
  described as the Puma Class Security Synthetic’s “little
  sister.” Designed along the same general lines as a Puma,
  a Lynx is shorter and more slightly built, but still shares
  the same tapering cat-like ears. Although Lynx’s are
  primarily designed with combat in mind, they are also
  widely used as personal assistants, servants and body-
  guards. In some corporations, one of the perks of rank
  is having a Lynx on call at all times.
  A Lynx is significantly stronger than a normal
  human and able to withstand much more punishment
  before being rendered inoperative. A variety of
  hardwired  and implanted skill combinations are pos-
  sible, the listing given above is only a sampling. They
  are kept under tight control by a powerful series of
  implanted personality governors, allowing their cor-
  porate owners to command them without fear of re-
  prisal. This slavish devotion is necessary, considering
  that the average Lynx is more than a physical match
  for the average corporate executive.
  The typical Lynx is female, and of above average
  height, standing about 5’10". Weight for a Lynx is
  around 140 to 150 pounds. They are generally broad-
  shouldered, with a well-defined build. Lynxes almost
  always have very long hair, falling past the shoulders
  and well down the back. As with the Puma, two cat-
  like ears are located atop the skull. Other than this
  universal trait, a Lynx’s eye, hair and skin color is of
  no set pattern.
  
  163
  
  164
  Combat Cyberdroid
  Val
  CHA
  Cost
  Roll Notes
  40
  STR
  15
  17- 6400kg; 8d6 [0]
  20
  DEX
  30
  13- OCV: 7 /DCV: 7
  0
  CON
  -20
  9-
  18
  BODY
  14
  13-
  10
  INT
  0
  11- PER Roll 11-
  —
  EGO
  —
  —
  ECV: —
  23
  PRE
  13
  14- PRE Attack: 4½d6
  0
  COM
  -5
  9-
  4
  PD
  0
  Total: 17 PD /13r PD
  2
  ED
  0
  Total: 15 ED /13r ED
  4
  SPD
  10
  Phases: 3, 6, 9, 12
  0
  REC
  -10
  0
  END
  0
  —
  STUN
  —
  Total Characteristics Cost: 47
  Movement:
  Flight: 15"/30"
  Running: 9"/18"
  Swimming: 0"
  Powers & Skills
  Robotic Body Powers
  Automaton: Takes No Stun, Only Body (45)
  Size
  Density Increase: Two Levels: +10 STR, -2" KB, x4
  Mass, 0 END Persistent, Always on (13) [0]
  Growth: One Level: +5 STR, +1 BODY, -1" KB, x2
  Mass, 0 END Persistent, Always on (7) [0]
  Totals: +15 STR, +1 BODY, -3" KB, x8 Mass
  (800kg), 2.4m tall
  Internal Power Supply: 0 END on STR (20) [0]
  Weapons Systems: Multipower, 180Point Pool,
  Restrainable (-¼) (144)
  u - 44mm Recoilless Rifle: 4d6 RKA, Armor Piercing,
  +3 RMod, 20 shots, (114/9) [20c]
  u - 12.5mm Autocannon: 3d6 RKA, +1 Stun, Autofire
  10, +2 OCV, +4 RMod, 200 shots (180/14) [200c]
  Armored Limbs: +2d6 Hand Attack, 0 END (9) [0]
  Armor: Armor 13 PD, 13 ED (117)
  Flare Compensation: Flash Defense 5 DEF sight (5)
  Jump Thrusters: Flight 15" (30) [1/5"]
  Jump Thruster Fuel Supply: End Reserve 100 END, 5
  REC, recovery requires external fuel supply (-2)
  (12)
  Running: +3" (9" total) 0 END (9) [0]
  Swimming: -2" (-2)
  Full Life Support (30)
  IR Vision (5)
  Remote Pilot Link: Radio Listen and Transmit (5)
  Telescopic Vision: +4 (6)
  UV Vision (5)
  Computer Brain Talents & Skills
  Internal Locator: Talent: Bump of Direction (3)
  Tactics 11- (3)
  Total Powers & Skills Cost: 489
  Total Character Cost: 536
  Disadvantages: 100+
  Distinctive Features: Cyberdroid (20)
  Physical Limitations
  Mute (15)
  Thick Fingers Prevent Fine Work (5)
  Subject To Limitations of Programming (10)
  Limited Sensory Input (10)
  One Hand (10)
  Experience: (366)
  Total Disadvantage Points: 536
  Notes: The combat cyberdroid is a pure military model,
  used primarily for combating other cyberdroids, cy-
  borgs, armor and mecha. It has only the most basic of
  tactical programming, and depends upon the over-
  whelming firepower of its autocannon and recoilless
  rifle to destroy a target. Combat cyberdroids are tall,
  standing about eight feet high, and very broad. The
  weaponry is mounted in a large pod set into the right
  arm. Coloration is usually a dark metallic gray, black,
  gunmetal, or some form of camouflage scheme.
  Rogue Cyberdroid!
  A cyberdroid can go rogue due to program-
  ming glitches, a failure of its computer mind to deal
  with a new situation, memory decay, system crash,
  a system virus or enemy action. In the author’s cam-
  paign, a rather ruthless corporation used a time-
  released virus to cause a cyberdroid to go rogue as
  a way of testing its combat ability. This test was con-
  ducted in downtown Neo York.
  A rogue cyberdroid will usually revert to the
  most basic of programming modes, often with de-
  structive results. Combat models tend to view ev-
  erything as the ‘enemy’ and proceed to blast their
  surroundings with all the firepower they can mus-
  ter. Other models will act in similar ways. A con-
  struction cyberdroid may attempt to build (or dis-
  mantle) nearby structures for example.
  Naturally, situations such as these are perfect
  for introducing Player Characters to the world of
  Kazei 5!
  
  165
  Heavy Combat Cyberdroid
  Val
  CHA
  Cost
  Roll Notes
  50
  STR
  20
  19- 25600kg; 10d6 [0]
  21
  DEX
  33
  13- OCV: 7 /DCV: 6
  0
  CON
  -20
  9-
  20
  BODY
  16
  13-
  15
  INT
  5
  12- PER Roll 12-
  —
  EGO
  —
  —
  ECV: —
  25
  PRE
  15
  14- PRE Attack: 5d6
  0
  COM
  -5
  9-
  4
  PD
  0
  Total: 19 PD /15r PD
  2
  ED
  0
  Total: 17 ED /15r ED
  4
  SPD
  9
  Phases: 3, 6, 9, 12
  0
  REC
  -12
  0
  END
  0
  —
  STUN
  —
  Total Characteristics Cost: 61
  Movement:
  Flight: 20"/80"
  Running: 11"/22"
  Superleap: 13"/26"
  Swimming: 0"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +1 w/HTH (5)
  Combat Skill Levels: +3 w/Mouth Cannon (6)
  Robotic Body Powers
  Automaton: Takes No Stun, Only Body (45)
  Size
  Density Increase: Two Levels: +10 STR, -2" KB,
  x4
  Mass, 0 END Persistent, Always on (13) [0]
  Growth: Two Levels: +10 STR, +2 BODY, -2" KB,
  x4
  Mass, 0 END Persistent, Always on (13) [0]
  Totals: +20 STR, +2 BODY, -4" KB, x16 Mass
  (1600kg), 3m tall
  Internal Power Supply: 0 END on STR (25) [0]
  Multipower: Weapon Systems 167 Point Pool (167)
  u - Mouth Cannon: 14d6 EB, Cannot Move and
  Fire
  (-¼), 16 shots (70/6) [16c]
  u - 14.5mm Autocannon: 3d6+1 RKA, +1 Stun,
  Autofire, +1 OCV, +4 RMod, 200 shots,
  Restrain-
  able (-¼) (167/14) [200c]
  Armored Limbs: +3d6 Hand Attack, 0 END (13)
  [0]
  Armor: Armor 15 PD, 15 ED (135)
  Flare Compensation: Flash Defense: 5 DEF sight
  (5)
  Jump Thrusters: Flight: 20", x4 Noncombat (45)
  [1/5"]
  Jump Thruster Fuel Supply: End Reserve: 120
  END, 5
  REC, recovery requires external fuel
  supply (-2)
  (14)
  Running: +3" (9" total). 0 END (15) [0]
  Superleap: +5", 0 END (7) [0]
  Swimming: -2" (-2)
  Full Life Support (30)
  IR Vision (5)
  Remote Pilot Link: Radio Listen and Transmit (5)
  Telescopic Vision: +4 (6)
  UV Vision (5)
  Computer Brain Talents & Skills
  Internal Locator: Talent: Bump of Direction (3)
  Tactics 13- (5)
  Total Powers & Skills Cost: 585
  Total Character Cost: 646
  Disadvantages: 100+
  Distinctive Features: Cyberdroid (20)
  Physical Limitations
  Mute (15)
  Thick Fingers Prevent Fine Work (5)
  Subject To Limitations of Programming (10)
  Limited Sensory Input (10)
  One Hand (10)
  Experience: (476)
  Total Disadvantage Points: 646
  Notes: The heavy combat cyberdroid is possibly the
  most terrifying robotic creation yet devised. Standing
  a full 10 feet in height and weighing almost two tons,
  the heavy combat cyberdroid is an almost unstoppable
  juggernaut of destruction. In addition to a powerful
  particle beam cannon set in the mouth area, it mounts
  a rapid-fire autocannon capable of destroying all but
  the most heavily armored of targets. This cyberdroid
  is usually only found off-planet, although some have
  been employed as security for top secret corporate in-
  stallations.
  
  166
  Hunter-Killer Cyberdroid
  Val
  CHA
  Cost
  Roll Notes
  30
  STR
  10
  15- 1600kg; 6d6 [3]
  26
  DEX
  48
  14- OCV: 9 /DCV: 9
  0
  CON
  -20
  9-
  15
  BODY
  10
  12-
  18
  INT
  8
  13- PER Roll 13-
  —
  EGO
  —
  —
  ECV: —
  15
  PRE
  5
  12- PRE Attack: 3d6
  10
  COM
  0
  11-
  3
  PD
  0
  Total:12 PD /9r PD
  2
  ED
  0
  Total: 11ED /9r ED
  5
  SPD
  14
  Phases: 3, 5, 8, 10, 12
  0
  REC
  -8
  0
  END
  0
  —
  STUN
  —
  Total Characteristics Cost: 67
  Movement:
  Running: 12" /24"
  Superleap: 14" /28"
  Swimming: 0"
  Powers & Skills
  Combat Training
  Combat Skill Levels: +2 w/Combat (16)
  Targeting System: +2 OCV with Eye Laser (4)
  Martial Arts — Hard-wired Combat Training, use art
  with Clubs, Claws and Staff Weapons (19)
  Maneuver
  OCV
  DCV
  Damage
  Block
  +2
  +2
  Abort
  Legsweep
  +2
  -1
  7d6 Strike; Target
  Falls
  Punch /Snap Kick
  +2
  +0
  8d6 Strike
  Side Kick
  -2
  +1
  10d6 Strike
  Robotic Body Powers
  Automaton: Takes No Stun, Only Body (45)
  Robotic Body: Density Increase: Two Levels: +10 STR,
  -2" KB, x4 Mass, 0 END Persistent, Always on (13)
  [0]
  Internal Power Supply: 100 END, 15 REC (25)
  Weapons Systems: Multipower 105 Point Pool (105)
  u - Claws: HKA 2d6, Reduced Penetration (30/2) [3]
  u - Eye Laser: RKA 3d6, Armor Piercing, No Range
  Mod, No Knockback (90/7) [9]
  u - Self Destruct Charge: RKA 4d6, Explosive, Trigger:
  BODY = 0, Activation Roll based on Negative
  Body (-½), No Range, Reduced Penetration, One
  Unrecoverable Charge (-4) (105/2) [1c]
  Armor: Armor 9 PD, 9 ED (81)
  Running: +6" (12" total) (12) [1/5"]
  Superleap: +10" (10) [1/5"]
  Swimming: -2" (-2)
  Full Life Support (30)
  High Range Radio Hearing (10)
  IR Vision (5)
  UV Vision (5)
  Computer Brain Talents & Skills
  Internal Locator: Talent: Bump of Direction (3)
  Acrobatics 14- (3)
  Breakfall 14- (3)
  Climbing 14- (3)
  Concealment 13- (3)
  Shadowing 14- (9)
  Stealth 14- (3)
  Tactics 13- (3)
  Tracking 13- (3)
  Total Powers & Skills Cost: 419
  Total Character Cost: 486
  Disadvantages: 100+
  Distinctive Features: Humanoid Cyberdroid (15)
  Physical Limitations
  Mute (15)
  Subject To Limitations of Programming (10)
  No Sense of Smell, Taste, Touch (10)
  Vulnerability: 1½x BODY from Electrical Attacks (10)
  Experience: (326)
  Total Disadvantage Points: 486
  Notes: The hunter-
  killer cyberdroid has
  one purpose, and one
  purpose only: to elimi-
  nate enemy soldiers.
  These mechanical as-
  sassins are greatly
  feared, as they cannot
  be reasoned with,
  never stop and are very
  hard to track down
  and destroy.
  Aside from its ex-
  tensive tactical encod-
  ing, including an as-
  sortment of stalking
  and tracking skills, the
  hunter-killer is pro-
  grammed with a a
  simple set of brutal
  and efficient hand-to-
  hand combat skills.
  The hunter-killer’s
  hands end in lethal
  claws, while a high-
  powered cutting laser
  is mounted in the left
  eye. If severely dam-
  aged, the hunter-killer
  will self-destruct to
  avoid capture. This
  self-destruct sequence
  is activated by the
  hunter-killer reaching 0 Body. If the damage that causes
  the hunter-killer to explode has put the robot to nega-
  tive Body, then the unit must make an activation roll
  modified by its negative Body total in order to suc-
  cessfully self-destruct. For example, if a hunter-killer
  cyberdroid is reduced from 3 Body to -5 Body by a
  single attack, then it will explode, but first must make
  a 13- activation roll to do so.
  A hunter-killer cyberdroid is the same general
  shape and height as a normal human, but its compact,
  well-armored frame is very heavy, giving it a mass of
  over 800 pounds. Hunter Killers have human-looking
  faces, complete with artificial hair to disguise their true
  nature. Typical coloration for these units is off-white,
  light gray, or tan. Although the hunter-killer doesn’t
  normally wear any sort of clothing, they will usually
  attempt to wrap themselves in long coats, cloaks, rain
  ponchos and similar loose clothing in order to avoid
  detection.
  
  167
  Mecha
  NYPD Inc. Attack Mecha
  Val
  CHA
  Cost
  Notes
  45
  STR
  15
  12.5 tons; 9d6
  17
  BODY
  5
  2
  SIZE
  10
  17
  DEF
  45
  15
  DEX
  15
  OCV: 5 /DCV: 4
  3
  SPD
  5
  Phases: 4, 8, 12
  Total Characteristics Cost: 95
  Movement:
  Ground: 10" /20"
  Abilities and Equipment
  Mecha Body Abilities
  Mecha Body: Density Increase, 2 Levels, 0 End,
  Persistent, Always On: +10 STR, -2" KB, 1600kg (13)
  [0]
  Heads Up Display
  +1 OCV with Ranged Combat (5)
  +3 RMod with Ranged Combat (9)
  Mecha Limbs
  +9d6 HA, 0 END (40) [0]
  +2 OCV with Punch (4)
  Mecha Hands: Extra Limbs (Hands) (5)
  Movement: Running: +4" (10" total) (8)
  Shielded Optics: Flash Defense 5 pts (5)
  Life Support: Sealed Systems, High Pressure & Vacuum,
  Heat/Cold (16)
  Communications Gear and Sensors
  Internal Clock: Absolute Time Sense (3)
  Internal Locator: Bump of Direction (3)
  High Range Radio Hearing (10)
  IR Vision (5)
  UV Vision (5)
  Telescopic Vision, +4 vs. Range Mods. (6)
  Total Abilities and Equipment Cost: 137
  Total Vehicle Cost: 232
  Disadvantages:
  Distinctive Features: NYPD Attack Mecha (not conceal-
  able, major reaction) (20)
  Physical Limitation: Clumsy Fingers, No fine work
  possible (15)
  Watched by: NYPD, more powerful, NCI, limited
  geography 8- (8)
  Description: The NYPD Attack Mecha is a massively
  armored mecha, used to combat rogue cyberdroids,
  to quell heavy gang activity, and to assault fortified
  buildings (such as crackhouses). Slow-moving and a
  bit ponderous, the Attack Mecha depends upon its
  thick armor to survive an encounter. In keeping with
  its intended combat purposes, the Attack Mecha is
  usually armed with 23mm assault cannons and the like.
  A standard looking humanoid-shaped mecha, the
  Attack Mecha is about 9 feet tall and weighs close to
  3,200 pounds. It uses the standard operating system
  of having the mecha’s arms slaved to the actions of the
  operator’s arms. This mecha, as well as almost all other
  similarly styled mecha, has four arms. Painted a bright
  blue, the Attack Mecha is prominently marked with
  the insignia of the Neo York Police Department Incor-
  porated.
  
  168
  NYPD Inc. Pursuit Mecha
  Val
  CHA
  Cost
  Notes
  40
  STR
  15
  6400 kg; 8d6
  15
  BODY
  3
  2
  SIZE
  10
  14
  DEF
  36
  18
  DEX
  24
  OCV: 6 /DCV: 5
  3
  SPD
  2
  Phases: 4, 8, 12
  Total Characteristics Cost: 90
  Movement:
  Flight: 30" /60"
  Ground: 10" /20"
  Abilities and Equipment
  Mecha Body Abilities
  Mecha Body: Density Increase, 1 Level, 0 End,
  Persistent, Always On: +5 STR, -1" KB, 800kg
  (7) [0]
  Heads Up Display
  +1 OCV with Ranged Combat (5)
  +2 RMod with Ranged Combat (6)
  Mecha Limbs
  +8d6 HA, 0 END (36) [0]
  +2 OCV with Punch (4)
  Mecha Hands: Extra Limbs (Hands) (5)
  Movement
  Flight Jets: Flight 30"(60)
  Running: +4" (10" total) (8)
  Shielded Optics: Flash Defense 7 pts (7)
  Life Support: Sealed Systems, High Pressure
  & Vacuum, Heat/Cold (16)
  Communications Gear and Sensors
  Internal Clock: Absolute Time Sense (3)
  Internal Locator: Bump of Direction (3)
  High Range Radio Hearing (10)
  IR Vision (5)
  UV Vision (5)
  Telescopic Vision, +6 vs. Range Mods. (9)
  Total Abilities and Equipment Cost: 189
  Total Vehicle Cost: 279
  Disadvantages:
  Distinctive Features: NYPD Scout Mecha (not
  concealable, major reaction) (20)
  Physical Limitation: Clumsy Fingers, No fine work
  possible (15)
  Watched: NYPD, more powerful, NCI, limited geography
  8- (8)
  Description: Used primarily as a fast response vehicle,
  the NYPD Pursuit Mecha is a medium-sized mecha,
  lightly armored, and equipped with a powerful flight
  pack for aerial reconnaissance. Designed with agility
  and speed in mind, the Pursuit Mecha is a nimble
  machine, much more so than its lumbering cousin, the
  NYPD Attack Mecha. Possessing no internal weapons
  systems, the Pursuit Mecha is usually armed with a
  17mm assault cannon.
  The Pursuit Mecha is roughly humanoid-shaped,
  standing eight feet high and massing over 1,600
  pounds. It utilizes a simple master-slave arm arrange-
  ment, where the mecha’s arms are set to match the
  movements of the pilot’s actual arms. Visually, this
  means that the mecha does appear to have four arms,
  two full sized, and two that are much smaller. As with
  all NYPD mecha, the Pursuit Mecha is painted a bright
  blue with prominent police markings.
  
  169
  Kumo (Spider) Infiltration Mecha
  Val
  CHA
  Cost
  Notes
  30
  STR
  10
  1600kg
  14
  BODY
  2
  2
  SIZE
  10
  9
  DEF
  21
  21
  DEX
  33
  OCV: 7 / DCV: 6
  4
  SPD
  9
  Phases: 3, 6, 9, 12
  Total Characteristics Cost: 85
  Movement:
  Ground: 10" / 40"
  Swinging: 8"
  Abilities and Equipment
  Mecha Body Abilities
  7.62mm Machinegun Pod: RKA 2d6+1, Autofire 10,
  +1 Stun, +1 OCV, +2 RMod, 200 Shots, OIF,
  Limited Arc of Fire: 60 degrees (-1/2), (64) [200c]
  Heads Up Display
  +1 OCV with Ranged Combat (5)
  +2 RMod with Ranged Combat (6)
  Mecha Limbs: Clinging (10)
  Mecha Hands: Extra Limbs (Hands) (5)
  Movement
  Running: +4", x4 NCM (10" total) (13)
  Climbing Cable and Pulley
  Swinging: 8", Uses accessible, external cable (-1/2)
  (5)
  Stretching: 8", No non-combat stretch (-1/4), Can
  only be used for ascending/descending building
  and walls (-2) (12)
  Shielded Optics: Flash Defense 7 pts (7)
  Life Support: Sealed Systems, Heat/Cold (13)
  Communications Gear and Sensors
  Coded Transmitter: Mind Link: Related Group (any
  other Kumo Infiltration Mecha), One mecha at a
  time, Mecha must have Coded Transmitter installed
  (-1) (5)
  Internal Clock: Absolute Time Sense (3)
  Internal Locator: Bump of Direction (3)
  Internal Radio: High Range Radio
  Hearing (10)
  Low-light Amplifier: UV Vision (5)
  Thermographic Sensors
  IR Vision (5)
  N Ray Vision, IR Vision only (-1/2),
  Only through relatively thin walls, or
  in areas of high heat contrasts (13)
  Tracking Scent (IR Vision) (10)
  Ultrasonic Hearing (3)
  Telescopic Hearing, +4 vs. Range Mods. (6)
  Telescopic Vision, +4 vs. Range Mods. (6)
  Total Abilities and Equipment Cost: 209
  Total Vehicle Cost: 294
  Disadvantages:
  Physical Limitations
  Can’t Punch (10)
  Requires specialized piloting suit (10)
  Description: The Kumo infiltration mecha (the name
  means “spider” in Japanese) is a multi-legged, insect-
  shaped mecha. They are designed to sit low to the
  ground and move either by their legs, or a set of re-
  cessed wheels. Kumo are noted for being very agile (as
  far as mecha go), although their armor is rather thin
  in order to make this possible.
  The primary use of the Kumo is infiltration, secu-
  rity and anti-terrorist work. To further this end, Kumo
  come equipped with an extensive sensor package, en-
  abling them to operate in almost any environment. The
  Kumo’s thermographic sensors are its most important
  feature, as they are sensitive enough to pick up heat
  traces through thins walls or other cover, as well as
  traces up to several hours old.
  To assist in  infiltration, Kumo utilize a rear-
  mounted cable and grappling hook that allows them
  to ascend and descend buildings with ease. With a little
  practice, the pilot of a Kumo can use these cables to
  swing the machine across wide open spaces. The cable
  system uses an automatic braking and retrieval sys-
  tem that will recover the cable within seconds of re-
  lease.
  For offensive purposes, the Kumo mounts a
  7.62mm machine gun in a pod just under the “head”.
  This weapon uses a 200-round belt and can fire on any
  target within the mecha’s front arc.
  A Kumo stands about three feet high, is ten feet
  long and weighs close to 800 pounds. There are two
  three-fingered grippers on the front of the machine,
  useful for grabbing and manipulating objects, but too
  fragile to fight with. The mecha can be of any color,
  and are often painted in some sort of camouflage pat-
  tern. About the only drawback to the mecha is that its
  extensive electronics and piloting systems require the
  pilot to have some form of direct neural interface (such
  as a Datajack or Vehicle Control Link) in order to op-
  erate it properly.
  
  170
  Scenarios
  The following short scenario seeds are designed
  with the idea that the Player Characters will be mem-
  bers of some sort of special police force, whether it is
  the Kazei 5 team, or a unit of the Game Master’s choos-
  ing (see the Campaign Styles section for more). The
  scenarios are deliberately left open-ended to allow the
  Game Master maximum leeway when customizing
  them to fit his campaign.
  Hostage Crisis
  Plot
  At Digital Designs Laboratories, things have gone
  terribly wrong. A group of armed mercenaries, dis-
  guised as simple delivery men, have taken over the
  building in an impressive display of coordination and
  planning. In the process of securing the building, how-
  ever, they attracted the attention of an NYPD, Inc. vec-
  tor-thrust patrol car on fly-by. When the car circled
  for a closer look, one of the mercenaries put a round
  from his M202A1 rocket launcher through the side.
  The patrol car then dropped out of the sky to bounce
  across the roof of Digital Designs, slamming into the
  mercenaries’ armored air-van in the process.
  Naturally, this event has put a major crimp in the
  mercenaries’ exacting timetable. The police car was able
  to broadcast a warning before crashing, and now the
  Digital Designs building is surrounded by NYPD, Inc.
  cruisers, SWAT teams and a unit of Armored Troop-
  ers. It is at this point the Player Characters should be
  sent in to resolve the situation.
  Setup
  The GM needs to establish at least one major plot
  point for this scenario: what are the mercenaries after?
  The possibilities are endless, and can range from some-
  thing as simple as a computer chip to an entire suit of
  powered armor. (In the play-test version of this sce-
  nario, the target was an advanced prototype of a
  Hunter-Killer Cyberdroid.) The Game Master also
  needs to create an appropriate force of mercenaries.
  Depending on the make up of the Player Characters,
  the Game Master may need to have anywhere from
  one to three mercs per Player Character. They should
  be armed with weapons appropriate to the situation
  and wear concealed body armor. At least one of the
  mercs should be a cyborg, and carry a heavy weapon
  of some sort (a Barrett Model 100 or an assault can-
  non). Naturally, one of the mercs also has the M202A1
  handy as well.
  The Digital Designs building should be several
  stories tall with a helipad on the roof. These floors
  should have executive offices, conference rooms, lunch/
  break room, secretaries’ offices and space for individual
  scientists and designers to do their paperwork. There
  should also be at least two basement levels, containing
  the actual testing and research labs, parking garage and
  computer room. This is where the mercs’ target should
  be kept.
  Conclusion
  Resolving the situation is up to the Player Char-
  acters. They can try to negotiate, but will probably find
  the mercs very adamant about their demands (a ve-
  hicle big enough to carry them and their target away).
  They can try a direct assault, but will find that the
  mercs’ concentrated firepower will be sufficient to cre-
  ate plenty of casualties. Of course, there is also the
  stealth assault, where the PCs try to break in quietly
  and incapacitate the mercenaries one by one. Or, they
  can try a combination of tactics, having one group dis-
  tract the mercs through negotiation while a second
  group sneaks in through a side entrance or from the
  roof.
  Note that this scenario can be adjusted for other
  campaign styles. For example, if the Player Characters
  were Independent Freedom Fighters (as explained in
  the Campaign Styles section), one of the Player Char-
  acters could be an employee at Digital Designs who
  must figure out a way to contact his or her teammates
  while avoiding the attention of the mercenaries.
  Part Four
  Scenarios
  
  171
  Cyberdroid Hunt
  Plot
  This scenario makes a good companion to the
  Hostage Situation described above. It presumes that
  the mercenaries’ quarry at Digital Designs was an ex-
  perimental Hunter-Killer Cyberdroid, a cyberdroid
  that is now free and loose within Manhattan. The fact
  that the cyberdroid is loose can be revealed while run-
  ning the Hostage scenario. The Player Characters may
  enter a lab in Digital Designs’ basement only to find a
  large white coffin-shaped structure of the type that is
  used to hold cyberdroids for programming-a struc-
  ture that, while active, is quite empty. To make matters
  worse, within a very short period of time several
  corpses are discovered, the victims killed by razor-
  sharp claws and a very narrow-beam laser.
  Setup
  This scenario is very basic in setup, but rather
  complex in execution. The Player Characters’ objec-
  tive is very simple: find the cyberdroid and disable/
  destroy it. Of course, the difficulty is finding the
  cyberdroid. At the moment, the cyberdroid is follow-
  ing its internal programming. This programming
  could be any number of things, depending on what
  the designers at Digital Designs were testing. Note,
  however, that the cyberdroid is still a machine (unless
  one of the experimental features of this model is some
  sort of Artificial Intelligence), and if input exceeds
  design parameters it will revert to very basic instruc-
  tions. In this case a Hunter-Killer’s basic instruction
  set is to hide itself until further instructions are broad-
  cast. If discovered, the cyberdroid will attempt to elimi-
  nate all witnesses and then hide itself again.
  The Hunter-Killer Cyberdroid found in the Char-
  acters Section is perfect as-is for this adventure, espe-
  cially if the Player Characters have never encountered
  one. If they have, this model should be adjusted in some
  way. It should be made faster (higher DEX or more
  Combat Levels) or smarter (higher INT or more rel-
  evant combat skills). Other modifications could in-
  clude more arms, different movement abilities (such
  as Clinging-defined as enhanced climbing-or Tunnel-
  ing) or a new cooling feature that makes it virtually
  invisible to infrared.
  Since the cyberdroid’s programming is up to the
  GM, so is its choice of hiding spots. Possibilities in-
  clude the Neo York sewer system, subway tunnels, an
  abandoned building or warehouse or even buried
  within the ground. Clues as to its location could in-
  clude the bodies of anyone unfortunate to see it, doors
  that have been broken open with the cyberdroid’s claws
  or eye laser, or radio transmissions as it requests new
  orders.
  Of course, the cyberdroid doesn’t have to be try-
  ing to hide. What if it was programmed to seek out a
  certain target as a test of its tracking skills? What if the
  circumstances of its release are such that all the safety
  interlocks are off? If instead of simply trying to find its
  target, the cyberdroid is trying to kill it? The Player
  Characters may now find themselves in race against
  time as they must determine who the cyberdroid is
  looking for (and where that person is) before the
  cyberdroid finds its target. And, of course, the
  cyberdroid still doesn’t want to be found.
  Conclusion
  Depending on the character mix, a Hunter-Killer
  Cyberdroid may either be a pushover or one the most
  lethal things the Player Characters ever encounter. The
  Hunter-Killer is very fast, very powerful and virtually
  immune to almost all the small arms listed in the Weap-
  ons section. Psychokinetics will find that the average
  12d6 force bolt is virtu-
  ally useless, and while a
  40 to 60 STR grab will
  immobilize it, there is
  always that eye laser to
  worry about. Of course,
  if the Game Master feels
  that the cyberdroid
  won’t be a sufficient
  challenge, he can always
  slant the balance in the
  cyberdroid’s favor by
  having the encounter
  occur somewhere the
  Hunter-Killer will have
  the upper hand (at the
  outset)-in the dark, for
  example. 
  Or 
  the
  Hunter-Killer may con-
  ceal itself so well that it
  gets an automatic surprise attack. (In a play-test of this
  scenario, one of the Player Characters missed a Per-
  ception roll while standing right over a concealed
  Hunter-Killer, with the end result that the cyberdroid
  stood up and shoved a five-foot length of sharpened
  pipe through the character’s chest.)
  Zone Slavers
  Plot
  The Neo York Zero Zone, like any Zero Zone, is a
  dangerous place, and people vanish there all the time.
  Sometimes, those who vanish turn up again, usually
  when someone stumbles across their corpse. But re-
  cently, a large number of people have begun to vanish,
  people that live in what are considered the safer parts
  of the zone, where the gangs don’t normally come. The
  missing people have several things in common, they
  are all young (late teens to early twenties), healthy and
  reasonably attractive. Almost all of them have been
  female, although a few men have vanished as well.
  People are beginning to talk of the possibility of a se-
  rial killer and tension is running high.
  
  172
  Setup
  The Neo York Zero Zone is supposed to be a place
  of Zero Law Enforcement, which means that if the
  Player Characters are part of NYPD, Inc. then there is
  no reason for them to get involved. This scenario works
  best if the Player Characters are Independent Freedom
  Fighters or part of a Military/Special Forces team
  (much like the Kazei 5 team described in the
  Sourcebook section). Of course, if the Player Charac-
  ters are reasonably idealistic members of NYPD, Inc.,
  they may get involved anyway, despite their command-
  ing officer’s orders.
  The disappearances are the result of a slavery ring
  being run out of the Neo York Zero Zone. The ring
  selects likely targets with the intent of selling them to
  high-ranking corporate officials as play toys. Armed
  with a list of requirements for their next grab, they
  patrol the streets of Zone Central looking for a likely
  target. Once they find one, they capture their victim
  using non-lethal methods (stun-gas always works, as
  do tasers and nets) and haul them off to a location
  hidden deep in the Zone. There, they subject the tar-
  gets to brain-washing and conditioning in order to
  make them subservient and docile. Once the treat-
  ments are finished, the victim is shipped off to a cor-
  porate arcology and a new owner.
  It may seem odd that in a world where one can
  buy a made-to-order pleasure synthetic there would
  be any sort of slavery market. The reason is very simple:
  pleasure synthetics are too perfect. They look and act
  exactly the way the owner wants, and don’t have fully
  independent emotions and feelings. For a true feeling
  of power, slave owners want a slave that submits to
  their will, not because he or she was programmed to,
  but because they own them, body and soul.
  Tracking down the slavers will be difficult. They
  tend to kidnap just about anyone, of any race, as long
  as they are young, healthy and reasonably attractive.
  Once the Player Characters start to investigate, they
  will find a few additional clues. First, most of the grabs
  occur in the early evening, usually when many Zone
  residents are finishing for what passes as the typical
  work day. Second, most of the people who are taken
  are from Zone Central, a minor point to be sure, since
  this is where most people live anyway. Most of the tar-
  gets are women, although a few men are taken as well.
  None of the targets have cybernetics. None of the tar-
  gets are psychokinetics or synthetics either.
  The GM should be sure to have a few red herrings
  ready as well. Not all the people reported missing must
  be slaver victims. Some may turn up elsewhere, dead
  or alive per the Game Master’s wishes. Others may have
  never vanished in the first place. And, of course, some
  may have vanished for other reasons: they are trying
  to leave the Zone, they joined a street gang, they are
  hiding from an enemy of some sort, the possibilities
  are endless. Just be sure not to have too many false
  leads, or else the Player Characters will become highly
  frustrated in the search.
  Other clues could be scattered about to further
  aid the Player Characters in the search. Witnesses may
  report the presence of a strange new vehicle (such as a
  van or truck) that has been slowly driving around the
  streets of Zone Central. The body of an escaped cap-
  tive could be found. Having been killed by the slavers,
  the body will show evidence of forced captivity as well
  as contain significant amounts of psychoactive drugs
  in the bloodstream.
  Conclusion
  The slavers operate out of an abandoned school
  found to the west of Zone Central. The site is un-
  marked, although the presence of several vehicles
  parked in the back may alert PCs that this is no ordi-
  nary street-gang lair. There are a number of merce-
  nary guards armed with an assortment of good-qual-
  ity weapons. There will also be a doctor, his assistants
  and a few personal bodyguards such as Lynxes or Pu-
  mas. The captives are kept in the lower floors, deprived
  of light, food and sleep in order to break their will and
  make them more manageable.
  Dealing with the slavers themselves shouldn’t be
  as tough as finding them, since the slavers depend on
  secrecy as their main defense. Of course, there is the
  potential hostage factor to think of, and it is certain
  that the mercenaries aren’t above bargaining their free-
  dom with the lives of those they have captured. Even
  after they free the captives, the Player Characters are
  faced with an even bigger problem: freeing those that
  have been captured and sold before. This could lead to
  an extended series of adventures as the Player Charac-
  ters must find and infiltrate any number of corporate
  residences and holdings, trying to rescue some corpo-
  rate official’s prized toy. Here too, the Player Charac-
  ters will find difficulties. Some of the captives may have
  been killed by their owners, some may have been killed
  trying to escape, some may be inaccessible (such as
  off-planet) and some, paradoxically, may not want to
  leave.
  Zone Hunters
  Plot
  This is a variant of the Zone Slavers scenario. In-
  stead of hunting down people to sell as slaves, this time
  the targets are hunted for sport. Well-armed groups of
  “sportsmen” go into the Zone in search of live prey.
  This prey could be unsuspecting Zone residents, crimi-
  nals procured from local prisons, or corporate com-
  petitors. For an extra ghoulish touch, these hunts are
  filmed as well, for later review and enjoyment.
  Setup
  This sort of scenario works well in either the Neo
  York Zero Zone, which is large enough to hold a hunt
  like this without anyone noticing, or the Atlantic City
  Zero Zone, which is very dangerous wasteland where
  no one cares about the fate of its residents. The hunt-
  ers are armed with powerful sporting rifles and auto-
  matic weapons and ride in lightly-armored vehicles. If
  going with the movie option, the hunt will be followed
  by a camera truck.
  
  173
  Conclusion
  This scenario is simply a no-holds-barred shoot
  out. The plot is simple, to the point, and could be a
  welcome change from more intense investigation sce-
  narios. Of course, there is always the chance that stop-
  ping these hunts may make the Player Characters the
  targets for other hunters, leading to a setup similar to
  the movie Hard Target.
  Replicant Revolution
  Plot
  It is mentioned under the Campaign Notes on
  Temple’s character sheet that she might try to destroy
  the synthetic trade through the use of net hacking and
  virus construction. If the GM decides to use this plot,
  he will first need to decide exactly how Temple intends
  to destroy the production of synthetic humans. The
  most likely method is through the use of a time-acti-
  vated virus that will rewrite the synthetic’s program-
  ming and disable the personality governors that keep
  most synthetics docile. With this governor disabled,
  the synthetics may begin to develop a sense of self and
  will no longer follow orders without question. Natu-
  rally, such a development will have massive repercus-
  sions as synthetics refuse to work, possibly turning on
  their owners in the process. Other synthetics, if given
  orders to eliminate the defective units, may refuse,
  causing even further turmoil. To make matters worse,
  Temple may be able to insert similar viruses into the
  central processors of cyberdroids, giving her a small
  army to command as she wishes.
  Setup
  A scenario of this scale needs to be introduced
  slowly. The Player Characters should learn that syn-
  thetics are behaving contrary to standard program-
  ming. Many may have fled to the Zone, some of them
  killing their owners in the process. As time goes by,
  more and more synthetics begin to “wake up”, until it
  is almost a daily occurrence. The replicants also be-
  come more belligerent and destructive, lashing out at
  any and all humans, not just their owners.
  Naturally, not all replicants will be affected. The
  Game Master has many clues he can dispense as to the
  nature of the problem. First, the replicants that are af-
  fected are all the same model (probably Lynxes, since
  Temple herself is a Lynx). Second, the replicants are all
  new, having been delivered after a specific date. Third,
  all of the rogue replicants were produced at one fac-
  tory. This should lead the Player Characters to con-
  clude that the factory’s product line has been compro-
  mised and is non-viable as a salable item.
  Following this, the Player Characters will need to
  track down the person responsible. The most obvious
  method is to trace the initial intrusion into the factory’s
  databanks back to the point of origin. The PCs may
  also try to wait in cyberspace for Temple’s next strike,
  guarding either the same factory or a similar synthetic
  production center. Or, they may simply hit the streets,
  looking for any news of a strange Lynx-hacker who
  can cut though even the toughest ICE with ease. In
  any case, tracking Temple down is only half the prob-
  lem, now they need to capture her.
  Wherever she has holed up to perform her strikes,
  Temple will be well protected. Automated security sys-
  tems, guards and reprogrammed cyberdroids are likely
  defensive measures. She may even have a large num-
  ber of free replicants with her-replicants that are more
  than willing to fight to the death to remain free. And,
  of course, there is always the possibility that the
  replicant manufactures may arrive in force with the
  intent of wiping out Temple and anyone with her. Or,
  to really confuse matters, a rival synthetic company
  whose product hasn’t been affected yet may send in
  their own troops to buy Temple a little more time to
  wreck havoc on their competition.
  Conclusion
  An adventure such as this is full of moral quan-
  daries. The obvious question is one of ethics: is it right
  to own another being? To own a living, thinking being
  that is virtually human? PCs may find it slightly dis-
  turbing to hear replicant manufacturers refer to Pu-
  mas and Lynxes as “products,” touting their features as
  if they were some sort of new-model automobile.
  When informed that the recent batch of Lynxes are
  infected with a personality-altering virus, the manu-
  facturers’ response will be that the defective “items”
  will have to be destroyed, an action that Player Char-
  acters may find callous in the extreme. This opinion
  will be heightened by the manufacturers’ bemoaning
  the loss of profits for this quarter due to the need to
  recall so many units. With talk like this, the Player
  Characters may really begin to wonder who is more
  human.
  Temple simply wants to be able to live a normal
  life, not a life that is dictated to her by someone else.
  In many cases, such a desire has been considered noble,
  an epic struggle for freedom that has been repeated
  many times in the past. But, here, in the Neo York of
  2030, her actions have caused her to be branded a
  criminal. Will the Player Characters follow orders and
  eliminate her? Will they refuse to work on the case? Or
  will they try to help her in some way? The Game Mas-
  ter can point out that some of the replicants have killed
  their owners and other people, a fact that some PCs
  may consider just retribution for someone buying a
  synthetic human in the first place. But what do the
  Player Characters do when the replicants begin com-
  mitting random acts of destruction and murder? Now
  who is in the wrong?
  Such an adventure could have far-reaching cam-
  paign consequences, and as such this scenario must be
  carefully evaluated by any prospective Game Master.
  It also should be mentioned that such a scenario may
  be too disturbing for some Game Masters or their
  Player Characters. Any Game Master wishing to run
  Replicant Rebellion (or any other scenario presented
  here, for that matter) should first assure himself that
  both he and his players will be able to accept the situ-
  ations presented in a mature manner.
  
  174
  Part Five:
  Bibliography
  The following is a list of anime, manga, films and
  other gaming materials the author found useful while
  creating the Kazei Five universe. Although not every-
  thing on this list is easily accessible, the author recom-
  mends that interested parties take the time to view or
  read the following:
  Akira, Appleseed, Bubblegum Crisis, and Ghost in
  the Shell.
  General
  Anime
  AD Police Files, Acts 1-3
  Akira
  Angel Cop, Episodes 1-6
  Appleseed
  Armitage III, Episodes 1-4
  Battle Angel
  Black Magic M-66
  Blue Sonnet, Volumes 1 & 2
  Bubblegum Crisis, Episodes 1-8
  Crusher Police Dominion, Episodes 1-6
  Dominion, Acts 1-4
  Genocyber, Volume 1
  Ghost in the Shell
  Iria: The Animation
  Silent Mobius: The Movie I
  Silent Mobius: The Movie II
  Books
  Neuromancer by William Gibson
  Mona Lisa Overdrive by William Gibson
  Count Zero by William Gibson
  Hardwired by Walter John Williams
  Snow Crash by Neal Stephenson
  Friday by Robert A. Heinlein
  Comics
  Grimjack
  Manga
  Akira
  AD Police
  AD Police 25:00
  Appleseed; Books 1-4
  Battle Angel: Alita
  Bubblegum Crisis: Grand Mal
  Dark Minds
  Dirty Pair: A Plague of Angels
  Dirty Pair: Fatal But Not Serious
  Dirty Pair: Sim Hell
  Dominion
  Dominion: Conflict 1 (No More Noise)
  Domu
  Ghost in the Shell
  Gunsmith Cats
  Silent Mobius
  Movies
  Bladerunner (Director’s Cut)
  The Crow
  Escape From LA
  Escape From New York
  Heavy Metal
  Mad Max
  Nemesis
  Outland
  The Road Warrior
  Rollerball
  Robocop
  Strange Days
  Role-playing Games
  Bubblegum Crisis: MegaTokyo 2033
  Cyber Hero
  Cyberpunk 2020
  Feng Shui
  Mekton Zeta
  Shadowrun
  
  175
  Anime Cyberpunk
  Sources
  Biochemistry
  Anime
  AD Police Files, Acts 1-3
  Akira
  Manga
  Akira
  AD Police
  AD Police 25:00
  Battle Angel: Alita
  Dirty Pair: Fatal But Not Serious
  Silent Mobius
  Cyberspace
  Anime
  Ghost in the Shell
  Manga
  AD Police
  AD Police 25:00
  Dirty Pair: Sim Hell
  Ghost in the Shell
  Silent Mobius
  Cyberware
  Anime
  AD Police Files, Acts 1-3
  Angel Cop, Episodes 1-6
  Appleseed
  Armitage III, Episodes 1-4
  Bubblegum Crisis, Episodes 1-8
  Ghost in the Shell
  Silent Mobius: The Movie II
  Manga
  AD Police
  AD Police 25:00
  Appleseed, Books 1-4
  Battle Angel: Alita
  Dark Minds
  Dirty Pair: A Plague of Angels
  Dirty Pair: Fatal But Not Serious
  Dirty Pair: Sim Hell
  Ghost in the Shell
  Silent Mobius
  Cyborgs
  Anime
  AD Police Files, Acts 1-3
  Angel Cop, Episodes 1-6
  Appleseed
  Armitage III, Episodes 1-4
  Battle Angel
  Blue Sonnet, Volumes 1 & 2
  Genocyber, Volume 1
  Ghost in the Shell
  Silent Mobius: The Movie I
  Silent Mobius: The Movie II
  Manga
  AD Police
  AD Police 25:00
  Appleseed, Books 1-4
  Battle Angel: Alita
  Dark Minds
  Dirty Pair: A Plague of Angels
  Dirty Pair: Fatal But Not Serious
  Ghost in the Shell
  Silent Mobius
  Mecha
  Anime
  Appleseed
  Blue Sonnet, Volumes 1 & 2
  Bubblegum Crisis, Episodes 1-8
  Ghost in the Shell
  Manga
  AD Police
  AD Police 25:00
  Appleseed, Books 1-4
  Battle Angel: Alita
  Dirty Pair: A Plague of Angels
  Ghost in the Shell
  Powered Armor
  Anime
  AD Police Files, Acts 1-3
  Appleseed
  Bubblegum Crisis, Episodes 1-8
  Dominion, Acts 1-4
  Iria: The Animation
  Manga
  AD Police
  AD Police 25:00
  Appleseed, Books 1-4
  Bubblegum Crisis: Grand Mal
  
  176
  Dirty Pair: A Plague of Angels
  Silent Mobius
  Psychokinetic Powers
  Anime
  Akira
  Angel Cop, Episodes 1-6
  Blue Sonnet, Volumes 1 & 2
  Silent Mobius: The Movie I
  Silent Mobius: The Movie II
  Manga
  Akira
  Dark Minds
  Domu
  Silent Mobius
  Campaign Styles
  The Special Police Task Force
  Anime
  AD Police Files, Acts 1-3
  Armitage III, Episodes 1-4
  Crusher Police Dominion, Episodes 1-6
  Dominion, Acts 1-4
  Manga
  AD Police
  AD Police 25:00
  Dominion
  Dominion: Conflict 1 (No More Noise)
  The Covert Police Force
  Anime
  Angel Cop, Episodes 1-6
  Ghost in the Shell
  Manga
  Ghost in the Shell
  Military 
  Forces 
  / 
  Special
  Operations
  Anime
  Appleseed
  Black Magic M-66
  Manga
  Appleseed; Books 1-4
  Dirty Pair: A Plague of Angels
  Dirty Pair: Fatal But Not Serious
  Dirty Pair: Sim Hell
  Independent Freedom Fighters
  Anime
  Blue Sonnet, Volumes 1 & 2
  Bubblegum Crisis, Episodes 1-8
  Manga
  Bubblegum Crisis: Grand Mal
  Supernatural Cyberpunk
  Anime
  Silent Mobius: The Movie I
  Silent Mobius: The Movie II
  Manga
  Dark Minds
  Silent Mobius
  Self Discovery
  
SOURCE: textdata/thevault/Hero Games/Programs/Hero Creation Workshop v1.3/Hero Games - Kazei Five Worldbook of Cyber Anime.pdf